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Velstraven · Wiki

The counterweight lift

Rebalance an overloaded lift car so its counterweight raises it, dock it in the landing catch, and open the upper gate.

A major room of chapter 3. When you walk in, the room card reads: The lift car hangs below the upper landing; the landing gate stays shut.

Narrated walkthrough

The counterweight lift from its entranceNarrated video coming soon
The counterweight lift: how to solve it

Getting there

Chapter 3, second upper floor. The north doorway of the Workshop and observatory hub. Solving it raises the service gate in the passage to the stair up to the stalled orrery.

What is wrong

"The lift car hangs below the upper landing; the landing gate stays shut." The car (140 kg) outweighs its counterweight (100 kg) across the sheave, hangs askew, and a spring brake holds the shaft. A service stair rises to a 2 m maintenance platform beside the shaft.

What you can work

Car
The lift car, a metre under the upper landing. It outweighs the counterweight.
Counterweight
The stone counterweight at the far side of the shaft.
Guide eye
An eye on the car's side facing an eye on the fixed rail; nothing links them, so the car sways.
Guide
A skewed guide roller with a service handwheel that would seat it.
Brake
The spring brake on the shaft; nothing moves while it holds. Hand lever, at the maintenance platform.
Clamp
An open inspection clamp around two broken chain ends.
Chain
The broken auxiliary chain on the inspection shelf.
Auxiliary
A spare weight meant to hang from the counterweight line by that chain.
Shoe
A service shoe on the car's top that should meet the fixed landing cheek.
Catch
The floor catch at the upper landing. It takes a car that arrives level, square and still.
Upper
The upper landing's return gate. Its handle only works from the landing itself.
Wall
Bare masonry from the maintenance platform up to the upper landing.
Recovery
A guarded crank at the lower bay that winds an undocked car back to its stop.
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

Lighten takes 45% of the car's weight, so it pulls like 77 kg. The 100 kg counterweight now outweighs it, but the brake still holds the shaft.

The full solution
  1. From the floor, aim at the Car and cast Lighten (Wind, Wind, Will).
    Lighten takes 45% of the car's weight, so it pulls like 77 kg. The 100 kg counterweight now outweighs it, but the brake still holds the shaft.
    What you see: "Partial air lift reduces the car's effective weight; its full inertia remains." The car now reads "The counterweight now outweighs it; the brake still holds it where it hangs."
  2. Climb the service stair to the maintenance platform. Aim at the Guide eye and cast Tether (Growth, Growth, Will).
    The line joins the car's eye to the rail's eye. It is long enough for the 1 m rise but stops the sway. The catch will not take a swinging car.
    What you see: "The length-limited lateral line restrains sway while allowing the final rise."
  3. Handle the Brake.
    With the brake off, the heavier counterweight sinks and hauls the car up. A governor keeps it slow.
    What you see: "The spring brake changes grip on the coupled lift shaft." The car rises about a metre, to the landing.
  4. Aim at the Shoe and cast Anchor (Growth, Growth, Water).
    The shoe now touches the fixed landing cheek. A root cuff holds the two together while the mechanical catch seats.
    What you see: "A contact cuff holds the docked shoe while its mechanical catch seats."
  5. Handle the Catch.
    The car is level, square and still, so the floor catch takes its full load. From now on no spell is holding the car up.
    What you see: "The floor catch takes the car load independently of magic."
  6. Get onto the upper landing. Cast Climbing growth (Water, Water, Will) on the Wall, then jump from the platform's edge onto the holds with forward held and climb. Once there, Handle the Upper gate.
    The landing is 1.5 m above the platform, too high to step up. Its gate only opens by hand from the landing itself.
    What you see: "Finite holds lead from the maintenance platform to the upper landing." then "The upper landing's return gate catches open." and "The counterweight lift settled."

Other ways that work

Watch for

If it goes wrong

Achievements here

Spells used

Lighten, Tether, Anchor, Climbing growth, Join, Rising draught.