A small room of chapter 4. When you walk in, the room card reads: The ceramic master sits high on its shelf; it must reach the receiving pad below unbroken.
Narrated walkthrough
Narrated video coming soonGetting there
Chapter 4, third upper floor. The east doorway of the Service galleries and reservoir hub. Its south door leads to the Float test basin.
What is wrong
"The ceramic master sits high on its shelf; it must reach the receiving pad below unbroken." Opened, the shelf drops the master 2.35 m straight onto a hard floor, about 6.8 m/s. The receiving pad sits on a floor rail, away from the drop line, and its top is hard too.
What you can work
- Release
- The shelf catch, on a cord within reach. Opened, the master drops straight down.
- Weight
- The fragile ceramic master on its high shelf, above hand reach.
- Pad
- The receiving pad on its floor rail. Each Handle sends it to the other end of the rail.
- 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
An elastic weave gives under impact, so a hard landing no longer breaks the master.
The full solution
Other ways that work
- Stilling ward (Wind, Will, Will): slide the Pad under the shelf first, then cast the ward at the Pad, then Handle the Release. In the 2 m-tall field of thick air the falling master slows to under 2.5 m/s, gentle enough for a hard pad. The game's tests show the same drop without the ward breaks it.
- Suspend (Will, Will, Will) on the Weight, then Draw (Wind, Water, Will) on it, then Handle the Release. The held master floats off the shelf and is pulled down over the pad wherever the pad stands. When it hangs just above the pad, dismiss the hold on the Weight (middle mouse button, or pad Circle/B) to set it down. It drops a few centimetres and lands safely.
Watch for
- Handle on the Pad toggles between the two ends of the rail. A second press sends it back away from the shelf.
- Release before the pad has arrived, and the master lands off the pad and breaks.
- Lighten on the master changes nothing: it would still fall just as fast.
- The Weight itself is above hand reach. Release it with the Release cord.
If it goes wrong
- Breaking the master is a failed attempt. It breaks if it lands more than 0.4 m from the pad, or faster than 2.5 m/s on a pad with no elastic weave. The room puts itself back the way you found it: "The attempt failed. This room restarts from its entry; earlier progress is retained."
- 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
- Soft Landing: Solve the Receiving shaft room.
- Still Air: Still Air: placing the Stilling ward at the Pad earns it (any placed ward does).
- Float and Fetch: Float and Fetch: Suspend the Weight, then Draw it within 20 seconds.