An optional room of chapter 4. When you walk in, the room card reads: The balcony walkway is broken; the far outlook landing cannot be reached.
Narrated walkthrough
Narrated video coming soonGetting there
Chapter 4, lower level. Optional room off the east side of the drowned hall, beyond the fallen framework, so you reach it once that passage is clear.
What is wrong
"The balcony walkway is broken; the far outlook landing cannot be reached." Two metres of walkway are gone, and the far landing stands about 1.2 m higher across the gap. A side stair with handrails stands to one side. Falling in is not dangerous.
What you can work
- Span
- The broken walkway, with sound stone on the near pier and far coping.
- Observation
- The outlook at the far landing. The inner levels are seen from there, not from this side.
- Reading lamp
- Optional light to read the room by: Handle toggles it, Heat lights it, Supply liquid douses it, Place light roots a lasting flame blossom in its cup. It works none of the room's fittings.
- Reading shutter
- Optional: Handle or Orient opens a high window for daylight from a second angle. It works none of the room's fittings.
Solution
A nudge
A woven deck needs solid seats at both ends. The near pier and far coping are sound, so it rises across the gap.
The full solution
Other ways that work
- Rising draught (Wind, Wind, Wind): stand on the floor in front of the gap, just below the far landing's lip, and cast it. A column of air lifts you up to 3.6 m for up to six seconds. Once you float above the lip, walk forward onto the landing. The game's tests confirm this; an ordinary jump falls short.
- Short traverse (Growth, Will, Will): climb the side stair, face the far landing, jump, and cast it near the top of the jump. It snaps you three metres along the way you face, onto the landing, if the path is clear and there is floor at the end.
Watch for
- The outlook cannot be used from this side: "Inspect the outlook from its far landing."
- The draught column is only 0.65 m wide. Walking out of it ends the rise and you drift down slowly, and your walking speed in it is capped. Rise first, then step across.
- Short traverse refuses with "Something solid stands in the way; the traverse does not start." or "The destination lacks visible standing support." Adjust your facing or height and try again.
- You do not need to walk back across afterwards.
If it goes wrong
- There is no failed state. A fall only drops you to the terrace below.
- Hold R for one second ("Keep holding to restart from the room's autosave"), or use the pause door "Restart from autosave", to put the room back as it was when you walked in: "Automatic room-entry save restored." Rooms you settled earlier stay settled.
Achievements here
- The Broken Balcony: Optional: solve the broken balcony.
- Featherfall: Featherfall: cast Rising draught on the floor, ride it up, step onto the landing and settle onto your feet. The soft landing after the draught counts.