How to complete the ward puzzle in Kingdoms of Amalur: Re-Reckoning – Smuggler’s Run quest

The Kingdoms of Amalur: Re-Reckoning Fatesworn DLC takes place in a new region of the Faelands called Mithros. It adds about six hours of additional story content along with the expected side quests and armor sets. On this main story path, some of you may find yourself confused by a particular puzzle in the quest Smuggler’s Run. Our below guide is intended to help you solve the mentioned ward puzzle.

Within the first two hours of Fatesworn’s main quest, you’ll encounter the quest Smuggler’s Run. After finding Orella in Smuggler’s Bolthole, you’ll have to either kill her or convince her to run away. Regardless of your decision, you will eventually get Orella’s note. To start the next part of the quest, you will have to read it by opening it from the item submenu in the inventory screen.

Solve the ward puzzle

Screenshots of Gamepur

Reading Orella’s note will highlight the next location on the map. To get into Cinderpit, you will need to activate the blocks at the entrance in the proper order. Interacting with a block lightens a corner. Every interaction brightens up another angle. After four interactions, it will reset at an angle. The number of light-up corners corresponds to the number assigned to each block or element.

This is where Orella’s notes earlier come in handy. If you scroll down further, you will see a piece of body text with elements and numbers emphasized in the text. Puzzles like this don’t appear in the main game’s story, so you’d be forgiven if you forgot to check your inventory. According to the note, this is the proper order in which the blocks will be lit:

  • Drinking water – The first day
  • Atmosphere – Monday
  • The earth – The third day
  • Fire – Wednesday

Land mass and water mass are distinct. Earth is represented by a leaf, while water is represented by three lines like a small wave. However, the difference between what the game registers as wind or fire can confuse some people. The block below is the wind block. It has two corners that light up to correspond to the number two as seen in Orella’s note. After all the blocks are lit in the proper order, you will be able to enter the Cinderpit and continue the quest.

Screenshots of Gamepur How to complete the ward puzzle in Kingdoms of Amalur: Re-Reckoning – Smuggler’s Run quest

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