A small room of chapter 5. When you walk in, the room card reads: The service door swings shut; its replacement handle belongs on the far mount.
Narrated walkthrough
Narrated video coming soonGetting there
Chapter 5, on the lowest floor, off the Deep protection complex hall through the arch signed Door service antechamber. The same passage continues past its arch to the alignment records room.
What is wrong
Room card: "The service door swings shut; its replacement handle belongs on the far mount." The spare handle rests on its cradle on this side, and the empty mount is beyond the door.
What you can work
- Door
- The service door. A return weight swings it shut whenever it is let go.
- Sill
- The stone sill that the door's lower rib passes over when the door stands open.
- Eye
- A fixed iron ring high on the wall, on the side the door opens toward.
- Handle
- The spare door handle on its cradle.
- Mount
- The empty handle mount beyond the door.
- Reading lamp
- Optional light to read by.
- Reading shutter
- Optional second light angle.
Solution
A nudge
Your push swings it fully open for about two seconds. After that its return weight starts pulling it shut, slowly.
The full solution
Other ways that work
- Tether (Growth, Growth, Will) cast at the Eye while the door is open runs a taut line to the door against its return weight: "A taut line opposes the return weight."
- Anchor (Growth, Growth, Water) cast at the Door while it is fully open cuffs it to its open bearing pad: "The door cuffs to its open bearing pad." A door that is not open far enough refuses: "The door has no supported contact for the cuff here."
- No spell at all: pick up the Handle first, then Handle the Door and walk straight through while it is still open, and seat the handle in the Mount. Handle the Door again from the far side to come back.
Watch for
- Brace and Tether both need the door already open. Cast too late and you get "the door has swung too far shut for its lower rib to lie over the sill" or "...for a line to reach it".
- A strut against the door's face, a passing push (Orient, Directed impulse, Draw) or Lighten does not hold it. Only the sill, the eye or a cuff at the bearing pad do.
- On the hand-only route, take the handle before you open the door: the door is open longest straight after your push.
If it goes wrong
- Nothing in this room can fail. If the door shuts on you, Handle it again.
Achievements here
- The Door Serviced: Solve the Door service antechamber.
- No Brace Needed: No Brace Needed: settle the room without any spell taking hold in it. Handle the Handle first, then the Door, walk through at once, and Handle the Mount. Your push holds the door wide for about two seconds, and it then takes several more to swing shut, which is enough at walking pace. What breaks it: any spell the room accepts, including a Stilling ward, Heat on the reading lamp, Orient on the reading shutter, or a spell that acts on you (Boost jump, Hasten, Rising draught, Short traverse) cast inside the room. Casts at decorative furniture or wall torches, and casts that shed or unravel, do not count.