Showing posts with label Dragonborn. Show all posts
Showing posts with label Dragonborn. Show all posts

Tuesday, 28 May 2013

Dragonborn - Gyldenhul Barrow


 Gyldenhul Barrow is a small Nordic ruin containing the spirit and treasure of Haknir Death-Brand.
The first room upon entering this ruin contains a dead adventurer and two stalhrim deposits. You must use an ancient Nordic pickaxe to mine the deposit on the right to open the secret passage into the rest of the ruins.


Once you enter the barrow, the door locks you into the treasure room. Inside the room are piles of gold, jewels, potions, weapons, and armor to be collected from the floor.


The path takes you to a larger room where Haknir Death-Brand rests next to Bloodscythe.




After you take Bloodscythe, you need to defeat Haknir and various members of his crew to end the Deathbrand quest.



Tuesday, 21 May 2013

Dragonborn - Lost Legacy

 

Detailed Walk-through courtesy of the UESP Wiki interspersed with my own screenshots from the game. Done because it does the quest justice to have such a detailed explanation rather than my summary.

 Tharstan

The small settlement of Skaal Village are inhabited by Nords living life the old way, with their own culture and religion, especially the worship of the All-Maker. This welcoming and hospitable people let an elderly historian and author named Tharstan live in the village so he could study and document the ancient Skaal traditions. Using what he learned of Skaal culture, Tharstan wrote Children of the All-Maker, and the next book is nearly finished. He also married the Skaal leader Fanari Strong-Voice and now lives in the largest building in town, the Greathall. However, after your heroic rescue of Baldor Iron-Shaper during the quest A New Source of Stalhrim, Tharstan will decide that you are the right person for a task he has in mind, and will actively seek you out when you next visit the village.
As it turns out, Tharstan is not only interested in Skaal traditions, but is equally interested in the many ancient ruins scattered all over Solstheim, claiming to know most of them well enough to draw a detailed map from memory. However, his recent discovery has left him quite nervous about exploring by himself, so he wants you to accompany him as backup. According to Tharstan, a new passage was unveiled during an earthquake caused by the eruption of Red Mountain. The passage revealed the entrance to Vahlok's Tomb. When you agree to go with him, Tharstan will run off to his temporary home, the Greathall, to pack for the trip, hoping you will meet him there as soon as possible.

A Tomb Uncovered

 
Vahlok's Tomb is located south-southeast from Thirsk Mead Hall, directly east from Kagrumez. Be sure to stock up on potions and have your best weapons on hand, then take the trip to the tomb. You will find the entrance located at the end of the passage caused by the earthquake. Head down the first tunnel and you will find Tharstan waiting for you. His fascination with the tomb is immediately apparent: "Remarkable, isn't it? This tomb has been hidden for... well, who knows how long. Many centuries, I would think." He will then proceed to offer you the first task: "There are some sealed doors up ahead. Perhaps you can figure out how to get them open." He will then guide you down a set of stairs and keep talking: "I've had a look around and the only interesting thing I've found is this inscription here, and a switch below it." When he arrives at the inscription and the switch he will continue: "Now, I'm not sure if you can read the dragon language, but this seems to be a riddle of some sort. "A sacrifice will bring you closer to that which you seek." I wonder what it means."
When you examine the room it soon becomes clear what needs to be done: dead draugr are scattered all around a gigantic burning hole in the floor, with only a grate to keep you from falling down. As per Tharstan’s hint, drag one of the draugr enemies onto the grate, then head back up on the podium and activate the handle underneath the inscription. This causes the grate to disappear and the draugr will fall into the flames, acting as the sacrifice needed. While the draugr burns, two entrances in the room will open, one to the north and one to the south.

Southern Gate

 
Head down the southern tunnel and open the iron door. This opens a path through the catacombs, where four leveled draugr enemies will rise and attack. If you are not carrying arrows, pick up a few from the draugr archer in this area; you will need them to solve a puzzle later. Head up the stairs to the east and activate the chain. When the door opens, you and Tharstan will arrive in a puzzle room with three pillars surrounding a large central pillar with different colored symbols. Tharstan will immediately head up to a plaque and start reading: "Hm... three pillars. Other than that plaque, there doesn't seem to be anything else worthy of note. Let's see what the inscription says. "All men must die, often by their own means." Sounds rather grim, if you ask me." He will then wander around the room, mumbling: "They also have glowing stones of some kind at the top. They look vaguely similar to drawings I've seen of objects called Impact Stones."
To solve the puzzle, position yourself behind one of the three pillars and different attacks, related to the weapons placed on pedestals near the central pillar. Going clockwise from the plaque, use a melee attack for pillar one, an archery attack for pillar two, and a magic attack for pillar three. When all three pillars have been activated, the door to the north will open and provide access to the final chamber. Here, two draugr enemies will burst out of their sarcophagi, along with a boss-leveled draugr. After the battle, Tharstan will come rushing in and start to study the chamber, saying: "These runes have faded a bit, but I believe I can translate the inscription. The writing describes a guardian who defeated someone named Miraak. In fact, if I'm reading this correctly, it says that Miraak was a traitor. Most interesting." Once he is done, he will start looking for an exit, so make sure you loot the boss for the left part of the Amethyst Claw and approach the word wall for a word for the dragon shout Battle Fury. When you are finished, locate the open sarcophagus and follow the narrow tunnels back to the central chamber.

Northern Gate



Head down the northern tunnel and unlock the minor loot chest in the alcove for a bit of treasure. Tharstan suspects that this room contains another puzzle: "I expect there's another riddle in here, along with a puzzle. "Continue along the path, don't tread where you've been.." Interesting..." He will then look at the odd stone path in the center of the room and conclude: "Well, I'm pretty sure about two things. One, the riddle is most likely referring to these flat square stones. And two, I'm not going anywhere near them." With these words, he will find a safe spot and let you handle the rest. The puzzle is quite simple: just go from one square stone to the next, without ever touching one of them twice. Once all nine squares have been pressed down, the way to the final room will open. In there, four draugr enemies and a boss-leveled draugr will immediately attack you while Tharstan runs to safety.

After the battle, the old scholar will return to the room and start his studies, saying "Look! Here's another wall with dragon language inscriptions on it! Let's find out what's written here. This writing refers to a guardian who inspired both men and dragons. I wonder if the guardian was himself a man or a dragon?" Loot the boss for the right half of the Amethyst Claw and approach the word wall for a word for the dragon shout Battle Fury. Lastly, locate the open sarcophagus to the south and follow the narrow tunnels to a chain that, when activated, lowers a stone wall and provides a very quick shortcut back to the central chamber.

The Amethyst Claw

With the two parts of the Amethyst Claw in hand, it is time to unlock the odd cage in the central chamber. Insert the corresponding claws in the keyholes on each side of the stairs leading to the cage. When the cage opens, your elderly sidekick will jump into the cage and translate the plaque: "Here's another riddle. "Stay your course. To idle is to die." Well, at least it's straightforward. There appears to be a switch of some kind here. I'll just stand over here while you flip that switch. I'm sure everything will be fine." Flip the switch, and several magical platforms will start to emerge and disappear all over the watery area in the chamber, leading to an entrance for away. You will have to follow the platforms while they are present and be on the next platform before the former disappears. When you make it to the other side, the magical platforms will turn into a bridge and Tharstan will be able to join you.

A Bridge Too Far



Head through the corridor and face the next challenge: a gigantic chamber overflown with water and several corrupted shades lurking below. The drop is a very long one, but luckily a handle is present to create more magical bridges. Activate the handle and follow the bridge as it appears and disappears, landing you on a small alcove. Once again, the platforms will become permanent once you traversed them once, so Tharstan will soon follow, commenting everything. Yet another magical bridge awaits, and its platforms disappear even faster than before. The last bridge leads to a huge iron door to the north. If you fall down you will not only suffer damage from the fall, but will have to deal with the corrupted shades and locate one of the various shortcuts back to the bridges above. 


After the last bridge, Tharstan will open the gate leading to the ruins’ Hall of Stories, excited as always: "Ah, the Hall of Stories. These are found in many ancient Nord tombs. There must be hundreds of years of history etched in these walls. Too bad they seem to be too damaged to read." He will then consider the dragon claw puzzle door: "Hmm...looks like it needs some sort of key. Maybe those half claws you found would fit in here if you put them together?" Naturally, he is correct, but the right combination is nowhere to be seen on the claw, so you will have to pay attention to Tharstan as he deciphers the writings on the walls: "Perhaps there's enough undamaged text in these etchings to tell us the combination. Ah, yes, here's something. The first one has to do with a breeze, or maybe it's wind. The second one mentions the the [sic] night sky, and the moon. And the third has something to do with fire. It also seems to mention scales." He will then ask you to figure out the combination from these small tips. Turn the rings on the door to Eagle-Wolf-Dragon and insert the Amethyst Claw in the keyhole.

Vahlok the Jailor


The puzzle door will lower to reveal a long staircase leading up to a chain that opens the way to the final chamber. The chamber itself is essentially one big trap, as almost all the tiles on the floor are flame spout traps. Before entering, make sure to down a potion that protects against fire damage and equip apparel that increases your fire resistance. You will not make it far into the room before the legendary dragon priest Vahlok the Jailor bursts out of his sarcophagus and starts to throw high-level fire spells at you, so do your best to fight him and avoid the fire.
After the battle, old Tharstan will once again come out of hiding and start studying the word wall: "Hmm, here's another mention of the guardian. I can only assume that this is the guardian's tomb we are standing in now. It says that he was loyal, and his reward was an honorable death. Quite fascinating." Tharstan will reward you with 1000 gold and tell you that he will stay in the tomb a while longer, for further studying. Before leaving, make sure to loot the remains of Vahlok for a hefty amount of gold and search his boss-leveled chest. Learn the third and final word for the Battle Fury shout, then backtrack all the way to the entrance.



Monday, 13 May 2013

Dragonborn - Fahlbtharz

 

Fahlbtharz is a large Dwarven ruin located east of the Water Stone.

It contains four interior zones: Fahlbtharz, Fahlbtharz Corridor, Fahlbtharz Boilery, and the Fahlbtharz Grand Hall.



I enjoyed delving into the ruin and  as I have said before, the detail and layout etc was amazing. However the Boilery had to be one of the most annoying puzzles I have encountered for a long time.

Hands up if you struggled to solve this? I was so busy trying to keep my companion from dying while trying to get all the resonators working at the same time (I thought that was the solution) that I completely missed noticing what the lights on the gear were doing.

After about ten reloads I had to resort to the UESP Wiki for help..lol


The Grand Hall  has a treasure room filled with gold!! I was so caught up in collecting it I forgot to take a screenshot until it was almost all gone.


Wednesday, 8 May 2013

Dragonborn - Apocrypha (Untold Legends)

 

The Black Book needed to access Untold Legends is found inside Benkongerike.



Untold Legends is an area of Hermaeus Mora's plane of Oblivion, Apocrypha. There are five zones in the area The realm is inhabited by Seekers and Lurkers also tentacles constantly breach the acidic dark waters and whip at you, causing a significant amount of damage if they manage to hit you. The acidic waters with the tentacles are also poisonous.

(Text mostly from the UESP WIKI with my own in game pictures)

Zone 1: Chapter I

Chapter one opens at the top of a corridor. It winds its way down past three fonts of magicka and a font of stamina to the book to chapter II. By the third font of magicka is a table with three soul gems (two random, and one leveled).

Zone 2: Chapter II

Chapter II starts north of the end of Chapter I. There are three fonts of stamina, two fonts of magicka, and a lurker along the way over the platforms to a junction. To the right are two fonts of magicka and the book to Chapter III. To the left is a font of magicka and the book to Chapter IV.

 Zone 3: Chapter II 

Chapter III is a treasure room guarded by a seeker. On the table is a pod, a random soul gem, and a copy of the Spell Tome: Conjure Seeker (but only if your Conjuration skill is at least level 40).

 

 Zone 4: Chapter IV

Chapter IV is to the south of the book to it, and there is a font of stamina either side of the entrance. There is a font of magicka halfway along the corridor that leads to a room with six alcoves, three on either side. The room is guarded by three seekers, and requires you to activate four scryes to open the next corridor.
The first alcove to the left has an apprentice-locked pod, two soul gems (black and greater), and four skill books, for four of the "stealth" skills; Advances in Lockpicking (Lockpicking), Beggar (Pickpocket), The Gold Ribbon of Merit (Archery), The Rear Guard (Light Armor). The second alcove on the left is currently inaccessible, and the third alcove only has a font of stamina.
All three alcoves on the right-hand side contain a font of magicka, and while the first and third alcoves have a pod (the one in the third room has a novice lock), the middle alcove has a scrye outside it to open the gate, and one inside to open the gate for the middle alcove on the left-hand side of the room. Inside that alcove is another scrye that opens the middle platform, and inside that is a scrye to open the gate to the corridor ahead; there are also four fonts of magicka on the platform. Just before the book to chapter V is a vessel.


Zone 5: Chapter V

There is a font of magicka behind the entrance. Halfway along the corridor are two fonts of stamina, and at the very far end of the corridor are two more, plus the black book Untold Legends. To exit this part of Apocrypha, use the non-circular part of the black book.

 






The reward is one of three secret powers on offer from the book are:
  • Bardic Knowledge: Summons a spectral drum that plays for 300 seconds, improving Stamina Regen for you and nearby allies.
  • Black Market: Summons a Dremora merchant
  • Secret Servant: Summons a Dremora butler to carry your excess items.
I chose the Merchant option as I thought it would be best to sell off any items I could not carry anymore and so far I think it was the best choice.

Monday, 22 April 2013

Dragonborn - The Secrets of the Skaal


Once you finish the Gardner of Men Quest Miraak send the Dragon, Krosulhah to defeat you. Kill the dragon and then travel to the Skaal village and speak to Storn.

Even though the Skaal have been keeping the secrets away from Hermaeus Mora for years, Storn will agree to your request,give him the book and follow him to the center of town, where he will read it.

Hermaeus Mora will kill Storn during the process of absorbing the secrets, but in return for his death, you will be taught the final word of Bend Will.

Once you have the final Word you can now face Miraak.

Tuesday, 16 April 2013

Dragonborn - The Gardener of Men



I must say that I thoroughly enjoyed playing these 'other world' zones in Dragonborn whereas I hated the similar 'other world' zones in Oblivion., second only to the stupid leveling system.

For a walk-through I am quoting from the UESP interspersed with my own pictures.


Chapter I
By reading the Black Book Epistolary Acumen, you are transported to the realm of Hermaeus Mora, Apocrypha. If this is your first trip (not counting the one where you first meet Miraak), Hermaeus Mora, who appears floating above the platform as a tentacled eyeball, will then speak to you and tell of Apocrypha's wealth of knowledge and lure towards those who seek it. Activate the scrye at the center of the platform to open up a bridge over the sickly-green water. Jump onto the moving passage, taking care not to fall in and continue along. Hop off at the next platform to activate a second scrye and lower a second bridge. Finally, use the moving platform to access the bridge and read Chapter II, which lies on a pedestal.


Chapter II
Travel down the narrow pathway and activate another scrye. This opens up the walls to create a larger platform for you to battle a lurker and a couple of seekers. Once they are dealt with, activate a scrye off to the side in order to open up the large gate across from it. Through it is Chapter III.


Chapter III
Eliminate the seekers in the room and continue onward. To the left, there is a font of magicka surrounded by a pool of poisonous water that will restore your magicka reserves. There is another one located at the top of the stairs, where you will also encounter a moving passage similar to the one encountered in Chapter I. If you choose to get off at the closest platform, you will be greeted by a lurker and two seekers. Drop down below for a large fighting space, then activate the scrye off to the side and around a corner in order to return to the starting platform. The last and farthest platform contains two seekers and a pod full of loot with a font of magicka hanging on either side.
To reach Chapter IV, do not jump on the platforms. Instead, activate the scrye at the end of the moving passage to open the gate. Defeat the two seekers and continue to walk until you arrive at a lurker. At the end of the path, you will need to activate yet another scrye to open the gates in front of you. Use the font of stamina if you wish and continue on, avoiding the tentacles that reach out at you from the water. Eliminate the seekers as you walk down the path to your destination.




Chapter IV
A Daedric Prince wants to make a deal
You will recognize the location below the platform as the setting of Chapter III. Loot the vessel to the left and activate the scrye. Walk up to the Black Book: Epistolary Acumen and read it to summon Hermaeus Mora. He will congratulate you and teach you the second word to Bend Will. He continues to tell you that you cannot hope to surpass Miraak without the last word of power, but offers it at a price: knowledge for knowledge, he requests the Skaal shaman, Storn Crag-Strider. Once the conversation has ended, you may choose from one of three powers emanating from the Black Book:
  • Dragonborn Flame — When your Fire Breath shout kills an enemy, a Fire Wyrm emerges from the corpse to fight for you for 60 seconds.
  • Dragonborn Force — Your Unrelenting Force shout does more damage and may disintegrate enemies.
  • Dragonborn Frost — Your Frost Breath shout encases foes in ice.
Only one ability from the book may be accepted at a time. To return to Solstheim, use the Black Book in front of you or access it from your inventory.



Next the Secrets of the Skaal.


Tuesday, 9 April 2013

Dragonborn - The Path of Knowledge

Basically this quest requires you to find the Black Books which are the source of Miraak's power and use them to destroy him.

You need to head off to Neloth a Telvanni Wizard in Tel Mithryn who has one of the Black Books.

I loved the varied areas and different architecture of each Dunmer Tribe in Morrowind but never really went for the Mushroom houses. My preference was for the Hlaalu style of house in Balmora and the player house in the game was the best IMHO followed by the Redoran and the Telvani last. Having said that the rendition of the Mushroom houses in Dragonborn are so much better and I can now see the huge appeal they had in Morrowind.

You may pass a nice reference to Morrowind by seeing a strider on your way to Neloth. Unfortunately you cant use it to go anywhere, a missed opportunity I thought.


Another reference to Morrowind is getting up to Neloth's chamber. I know I loved the 'Boots of the Apostle' in Morrowind and used them all the time to levitate.



When you ask Neloth about the Black Books he tells you that the one he has is of no use but he know where one is that will help.

Follow him to a Dwemer ruin called Nchardak.
 
You need to go through the several sequences to get to the Black Book 'Epistolary Acumen' and all in all it is a very interesting quest. I loved the attention to detail and the design of the Dwemer Ruin and that goes for all of Skyrim as a whole.





Once you read the book the next quest starts, The Gardner of Men.