Vael
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Activities

Puzzles and obstacle courses

All six trials, where they appear, how to beat them and what they guard.

The Order of Flames: light the braziers in the order they burned
The Order of Flames: light the braziers in the order they burned

From the Hollow Ruins down, some dead ends hold a trial instead of monsters. Puzzle rooms guard a caged alcove of vault chests; deadly courses end at a dais you have to reach.

DepthHow oftenWhat appears
II · The Hollow RuinsMost runsA puzzle room, and the Fire Run
III · The Forgotten CryptEvery runOne to four trials, all six kinds
IV · The Catacombs of VaelEvery runOne to four trials, at their hardest

The Order of Flames

“Read the tablet by the door, then light the braziers in the order they burned.” Four braziers in the Ruins, five below; the sequence is four, five or six flames long by depth. A wrong brazier resets your progress, bursts in your face, and from the Crypt down wakes the dead at the door.

The Watchers

“Turn the watchers until every one of them looks on the altar.” Watchers on turning plinths, linked by grooves in the floor: turn one and its linked neighbours turn too. A chain in the Ruins, a ring in the Crypt, both neighbours in the Catacombs. Every one is solvable.

The Rune Floor

“Every rune stone must burn. Each one you step on flips its neighbours too.” Three by three in the Ruins, four by four below. In the Catacombs the dark runes hurt.

The Blade Walk

A causeway a stride and a half wide over a pit, with three pendulum blades (four in the Catacombs) sweeping across it out of step. A blade's knockback throws you in.

The Crumbling Stones

Stepping stones a running jump apart. Each cracks when you land and drops a breath later, rising again a few seconds on. The cracked decoys beside the path go the instant they're touched.

The Fire Run

Rows of grates from wall to wall, each roaring on its own clock in a wave down the room. From the Crypt down, the halves of each row fall out of step and spike plates sit between rows.

Rules for every trial

  • No falling forward: drop into a pit and you come to back at the start, hurt.
  • Solved for everyone: in Co-op one solve opens the cage for the whole party.
  • Meaner deeper down: longer sequences, faster fire, shorter-lived stones, more blades.