pitioss ruins story
You'll reach a point where you must hop over a short gap: do so, being careful not to overshoot, then work your way east and south for another Chrome Bit. Here, you'll see a small outcrop in your direction; venture out on it and jump to the right to get ten Ammonite Fossils, then return to the main path (press forward after jumping back to the left). This room has a notable twist, which is shown to you as soon as you enter: there's a massive wall of spikes that moves to and fro across the room, and touching the spikes forces you to restart as always, so plan your movements carefully. Here, there's nowhere to go but down. Chapter 13, Verse 2: For King and Comrade. Jump to the iron ramp to the south, and go up to the top. Pass carefully in between the spikes (no, the walls don't move) and jump to the switch, taking the Rusted Bit nearby. Cross them carefully (there's a part that's only connected by a small rock), then jump across to still more sloping stones. We're not done here, though. Now die to reset the room (it's possible to continue using the Dagger trick, but extremely difficult). Use it to cross to the opposite side of the chasm, where you can find two Elixirs. This is a grouping of complex spikes you must avoid. Follow the stairs up and around, and use the moving wall block below to cross to the other side. Once you manage it, you'll emerge on a metal platform high in the northeastern corner of the room. A spotlight shines on the bearded statue who is holding a door shut with one hand and a platform with the other. Make your way back to the first up/down block. Pass the wheel and to its left, by its bottom level, you'll be able to pick up yet another Building Stone, after which you should work your way around the wheel and then drop down to the narrow ledge on its left, where you'll get a few Iron Shavings. Wait for the door to swing towards you, then jump on it and to one of the ledges on either side, then, when it's facing the other way, you can use it to cross to a new area. Pitioss Ruins (Final Fantasy XV) Summary. You'll be raised up a level, where a statue waits to the northwest. As you climb up the beam (don't worry about falling, it will simply deposit you near your first destination), ignore the caged items (you can't reach them now) and keep going until you reach a stone ledge. However, there is one thing you want to do before heading there, as there’s a secret quest that can be started in Lestallum. Through here, follow the stone pathway, jumping two gaps, and going up the slope. Destroy the statue and you're back at the entrance to this chamber. Follow the path, then touch the glyph to enter. I can’t remember who the OP was for this idea, but basically they thought that the giant female statue could be the corpse of a long forgotten Astral. Now head west along this path until it appears to end. Hop on one, then look behind the first (non-spiked) wall to the northeast for five Mega-Potions. Before setting out, ideally you should have the listed number or less of the items listed below, to maximize gains (don't worry about running out of healing items, you won't need them here):. This is Titan holding the Door to the Underworld shut while supporting the earth. From here you have a fairly easy jump to that tempting piece of metal. You'll find yourself back where you entered this large chamber. What he experienced there changed him and the memories haunt him. From there, jump to the southwestern stone pillar, then a really tough one to a broken beam sticking out of the middle-western pillar. Unlike the other dungeons, this one features no combat and relies entirely on puzzle and platforming mechanics. Take the Hi-Potion, then look to the south and you'll see you can go behind the room you just looted. While I make it look considerably easier in my second attempt, my first time through had no shortage of missed jumps and fumbling through the dark. At this point, unless you need to backtrack for whatever reason, you can drop down to be outside the dungeon. Jump on top of the nearby moving platform, then up onto a niche along the northern wall. At the bottom, ignore the beam with three items on it for the moment (the jump is practically impossible), and instead go west along the beam and jump to another narrow beam going north and south. With that said, there are some parts of it that I love, but there are other parts that depend on faulty premises. The path splits but the eastern one goes nowhere, so head west. Carefully tip-toe your way back to the main part of the platform and continue jumping across platforms to go west, being careful not to jump so high that you roll when you get to the circular posts. Before setting out, ideally you should have the listed number or less of the items listed below, to maximize gains (don't worry about running out of healing items, you won't need them here): This last is the most important; you really don't want to waste Oracle Ascension Coins with a full inventory. Jump to the switch to the southwest, then return to the alcove where you dropped down here. From here, don't fall off. The Black Hood accessory is a rather good accessory in the fact that whoever wears it can actually evade all incoming attacks, which makes it useful against hordes of enemies and when you are in a bit of a pinch. No bosses inside the dungeon . Follow it up until you see some bars overhead, then just continue on the straightfoward path until you see a gap in the floor; use it to find a slope down (don't fall!) Follow this path, jumping as needed of course, until you reach a long metal beam. Pass through it, and you now have a very difficult task: you must climb two wheels in a row to reach the trove. You'll pass a spike-less wall to the east, then reach some stairs. Your exact position will vary depending on when and how exactly you fell; head upwards along the staircase-like structure until you reach the top (you should be able to get all the way up without needing to jump). Missing a jump by a hair in these games often means plummeting to a grisly death — sending you back to your last save. Backtrack along the path you just took to get here. Once you're down here, look at the spike wall. Now drop back down (to where you jumped up here from) and follow the path east, then north. From here, climb onto the ledge and jump nearly vertical, just slightly tilted left; timed correctly, you'll be on top of the wheel, from whence you can jump right to a platform with a Glass Gemstone, an Elixir, a Black Prince, and three Mega Phoenixes. Part of the theory is that Pitioss was designed by a guy who'd worked on Bloodborne, a game that's infamous for relying almost entirely on environmental storytelling to convey its story. As you enter, cross the moving block to your west, and look in the corner for a Rare Coin. You won’t be able to access it until you get flight capability for the Regalia after clearing the game, and then you’ve got to land it on a tiny strip of road in a far corner of the map (which, well, takes some real trial and error.). Go slow, there's no rush. Now head north here and you'll enter a new room. Carefully get to the northern end of the ball and jump across the pillars. To use to torture his subjects with. well aware very carefully make your way along east. Destroy another statue down here to get to the south here 2017 3:47... In your travels, its usefulness is likely next to three Ancient Dragon Teeth. Its further point south, head out on the east edge bottom, where a Rare waits! 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