The inner workings of Van Medoh are...strange. It's an ancient machine, and as such, it's no surprise it has all kinds of rooms and mechanisms inside. Despite that, it's hard to imagine what purpose a place like this one can have other than to dissuade people from passing by.
It's a hallway, unpleasantly cramped. Despite that, it's not too long -- fifty meters at most before you reach the end to it. From the entry point you can see some sort of contraption at the end of the hallway. Doesn't look like an enemy. It's a mechanism that activates something inside Van Medoh. Easy enough...
...if it wasn't for the spikes.
The hallway is shaped like a hexagon, divided into rotating sections, rotating slowly so one can walk by. Some gyrate clockwise, other counterclockwise. The further into this hallway you go, the more spikes there are – in the first section there's only one side with spikes, the last section having four sections with spikes. It seems passing through is an issue of good timing. Fortunately, the spikes are small enough for any impalement to not be...immediately fatal, but it's bound to cause grievous injuries if you were to fall on them.
You also can see a couple enemies, and unlike the one from the initial chamber, they're not dilapidated and rusty, and they're active, holding onto the sections of the rotating hallway and focusing on Zuko and Sebastian as soon as they step onto the first section. Time has been far kinder to these ones...but they continue being small fries. Be careful.
SPIKES
It's a hallway, unpleasantly cramped. Despite that, it's not too long -- fifty meters at most before you reach the end to it. From the entry point you can see some sort of contraption at the end of the hallway. Doesn't look like an enemy. It's a mechanism that activates something inside Van Medoh. Easy enough...
...if it wasn't for the spikes.
The hallway is shaped like a hexagon, divided into rotating sections, rotating slowly so one can walk by. Some gyrate clockwise, other counterclockwise. The further into this hallway you go, the more spikes there are – in the first section there's only one side with spikes, the last section having four sections with spikes. It seems passing through is an issue of good timing. Fortunately, the spikes are small enough for any impalement to not be...immediately fatal, but it's bound to cause grievous injuries if you were to fall on them.
You also can see a couple enemies, and unlike the one from the initial chamber, they're not dilapidated and rusty, and they're active, holding onto the sections of the rotating hallway and focusing on Zuko and Sebastian as soon as they step onto the first section. Time has been far kinder to these ones...but they continue being small fries. Be careful.