The Velan Codex

Spell

Girdle Gate

Reflected

Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.

Where

On a standing shard by the Shardfield road to Corran, only while a glass storm blows (1.4)

From Walkthrough: Act 3 › Spells gained

Elsewhere in the Codex

Chapter
1. The warps reach home
Where
Sallowbank, the Sallow warp, the Sallow Road
Beat
The warps reach Sallowbank. Aske leaves the ferry and comes along.
Set piece
Glints in Sallowbank by daylight
Spells
Crown Surge (warp-born, optional); Girdle Gate (reflected, optional)

From Walkthrough: Act 3 › The act at a glance

Optional, off the road (spell roadmap): Girdle Gate, a reflected glyph on a standing shard by the road to Corran, shown only while a glass storm blows; the triangle half of Bevel Lash, deep in the Shardfield past the Corran road.

From Walkthrough: Act 3 › Chapter 1: The warps reach home › The road to Corran

The spell roadmap also names threads found in this act: Blight (Toll into Wither), from a Keeper's old field notebook at the Hour Stair; Rebound (Girdle Gate into Repel), a gift from a Facet cut sheltering from the storm on the Shardfield road; and Deep Cut (Crown Surge into Bevel Lash, both Facet), taught by Iver's cut if the player robbed the Vault for him (vault.outcome == 1), otherwise found carved in the Undermere.

From Walkthrough: Act 3 › Spells gained › Other cross-side threads to point players at

[ ] 28. The naming lists. Story Bible § 7 gives Veil (Still Choir), Slip (Waymakers), Crown Ward and Culet Spike (Facets) as examples. The roadmap uses none of them: the Choir has Hush, Echo, Calm and Listen; the Waymakers Gale, Drift, Squall and Tailwind; the Facets Facet Seal, Bevel Lash, Prism Snare, Crown Surge, Table Mend, Girdle Gate and Pavilion Wake. Recommendation (new): swap the § 7 examples for roadmap spells, and keep Veil, Slip, Crown Ward and Culet Spike as spare names for later warp-born glyphs. Sources: story-bible.md § 7 Naming future spells; spell-roadmap.md At a glance.

From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting

Spells. Repel and Coil in the Prologue. Brace (Aske at the Sallowbank ferry, hand over hand; she traces and does not cast) and Mend (Sister Orla in Halfway) in Act 1, both optional. Act 2: Gale (Dace) and Facet Seal (circle from Rook at the Giving Steps, square on a storm shard) on the main line, Weigh on every midpoint path, and the faction and Waymaker spells as options. Act 3: Pavilion Wake and Hasten on the main line, then Linger, Toll, Recall, Prism Snare, Girdle Gate, Crown Surge and Bevel Lash. Act 4 adds no spell. The roadmap's full schedule is in its act table.

From Walkthrough: Act 4 › Continuity notes › What is now the same everywhere

1 (act at a glance): added Girdle Gate (ch. 1) and Recall (ch. 2) as optional reflected glyphs (VEL-63 spell schedule puts them in Act 3)

From Walkthrough: Act 4 › Continuity notes › Change log

1.4: added optional Girdle Gate (reflected, glass storm, Shardfield road) and the Bevel Lash triangle half past the Corran road (VEL-63 spell schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

9 (table): added Girdle Gate, Bevel Lash (triangle half, Act 2 or 3) and Recall rows (VEL-63 schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

"How difficulty climbs": Act 1 tools marked optional; Act 2 row set to the VEL-63 schedule (Gale, Facet Seal, Weigh main; optional set; Tailwind, Squall side; Bevel Lash only if both halves; threads Headwind, Tempest, Bulwark, Thornshield, Wellspring); Act 3 row (Linger, Hasten, Pavilion Wake main; Crown Surge fades; Toll, Recall, Prism Snare, Girdle Gate optional; Thaw, Blight, Rebound, Deep Cut); Act 4 "no new spell, only the First Pair"; typical ranges widened for the new easy fights (VEL-63 spell schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

Girdle Gate: Act 3 → Act 3 (optional) (VEL-63 schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

Story: A glass storm comes in over the dry-bank road. Marl and three of the Star cut are pinned behind a shelter rock with a runner bleeding from a shard cut. Across the road one tall shard is showing a diamond and a straight stroke while the storm blows: Girdle Gate, a reflected glyph that is gone when the storm drops. The player chooses who comes first. If they shelter the cut through the shard volleys (Facet Seal or Brace), Marl points to the right shard, and after the storm the cut shows the player the thread they use to get home through storms: Girdle Gate into Repel, Rebound. If they run for the shard first, they get Girdle Gate, but the runner is cut badly and the Star cut gives nothing until the player comes back and mends them. Girdle Gate's field cast steps the player through marked standing shards, and one of them comes out at the Undermere's back door (sets undermere.backdoor = 1 the first time).

From Side Quests › The Shardfield and Lanternfall › Shelter from the Storm (`side_storm_shelter`)

Fights: glass_storm (bestiary hazard boss, Act 3 form: no Facet Seal square; Girdle Gate shows in a roadside shard during the Eye instead).

From Side Quests › The Shardfield and Lanternfall › Shelter from the Storm (`side_storm_shelter`)

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