These do not involve traveling through its interior zone. To experience the greatest number of powerful enemies simultaneously, proceed up the left fork of the path as in the preceding paragraph, but go straight past the entry door to the ruin. Soon after you pass the door, a large number of enemies will become alert to your presence and more will be on the way. These will involve leveled Forsworn, mages, and probably a frost or storm atronach. When this area is clear, find the dome-shaped hut ahead containing an alchemy table.
If you are ready for more, you can turn to the east, cross the bridge, and fight your way down a short tower back to the fork in the path from which you began this part of the trip.
You can alternatively leave these alone and proceed onward as described in the second paragraph below. Alternatively, instead of taking the fork to the left, proceed straight, pass under the stone archway, and enter the short tower after battling its defenders. Once you have entered the structure, climb upwards. After the first flight of stone steps is a flight of wooden steps. It is easy to get stuck if you stray off of the wooden platform at its base.
In fact, there are multiple places around the area in which you may become stuck. For this reason, as well as mass of powerful enemies you will confront, you may wish to save frequently. At the top of the tower, cross the bridge to the west. Near its midpoint a large number of enemies will begin to attack you, including leveled Forsworn, mages, and probably a frost or storm atronach.
You will face about the same number of enemies as if you took the route described in the paragraph immediately above, but somewhat more sequentially. Next, you will ascend several sets of wide, impressive stairs generally to the west of the small round hut containing an alchemy table. At the base of the second staircase lies a trap activated by a tripwire that will release boulders from an overhead arch. With good luck or exquisite planning, this can be used against yet another set of enemies who await just above.
These will comprise a number of powerful attackers simultaneously, including perhaps a Forsworn Briarheart , a mage, and a troll , each capable of dealing out very powerful attacks. Continue up the stairs to the west until they end; here the path turns you to the left and up one more short stairway to Dead Crone Rock. Once inside, ascend a series of tiers, battling Forsworn and mages along the way. At the top of the second flight of stairs, a metal gate must be unlocked by a lever in another room.
To reach the lever, enter the room containing a long banquet table, on which sits an arcane enchanter , and continue past the fire trap. Deactivate this trap by taking the soul gem from which the flames emanate. Enter the short, dark hallway to access a small room containing the lever. A pressure plate activating another fire trap awaits the unwary on the floor of this hall.
A copy of the Alchemy skill book A Game at Dinner sits in front of the lever. The locked wooden door on this level leads to a small external balcony area containing some loot. Continue upwards to the pinnacle of the ruin, where Drascua , the ruin's hagraven leader, possesses the pommel. Obtain it, and then find the word wall behind a large altar. A Stone of Barenziah and two soul gems bedeck the altar. A chest near one of its corners contains some valuables.
The Razor's blade shards are held in the basement vault of Cracked Tusk Keep , a fort occupied by Orc bandits. The keep is located west of Falkreath and just west-southwest of the Dark Brotherhood Sanctuary.
On foot from the Guardian Stones: If you have not discovered Falkreath and prefer a trek to a carriage ride to Falkreath, you can travel on foot or horseback from the Guardian Stones, located southwest of Riverwood. The following guide traces the Clairvoyance spell pathing, which serves as a reliable guide. If trouble does not find you in this area, you won't need to look far to find some. If you shoot first and ask questions later, however, you may find yourself having committed the crime of murder, as non-hostile characters may also be encountered here.
One spot in which you are likely to encounter someone or something is just past the large boulder positioned on the right side of the road where it departs from the lakeside. There is an iron ore vein here: Westwards from the boulder extends a patch of rocks sited between the road and the river in an essentially rectangular formation.
The vein lies at the northwest corner of this. Continue west, then take a left turn onto another road. This has no signpost and can be overlooked if you're not watching for it. Follow this road as it winds to the bottom of a hill. Just after it reaches the bottom and levels out, take a smaller path to the right.
This is intermittently paved with flagstones and will soon point you directly at the Keep. The Keep's exterior is relatively-lightly guarded by orcs and bandits, typically of the bandit archer class, who tend to attack with bows from a distance and melee weapons up-close.
They are better-trained in one-handed weapons and so can be more dangerous when wielding them. They are non-magical. A surgical sniping approach may be accomplished by sneaking around a wide arc to the right of the fort and climbing the mountain from the other side. You should have any follower wait before you find a way to climb up. It may require luck, patience and persistence to find a way up and over that lands you in a position from which you can see and kill one or more guards below.
If you can do so, and then sneak into the interior through one of several vulnerabilities in the perimeter, it is possible to eliminate all of the guards without any of them even seeing you. The access point of choice is probably a deteriorated breach in the wall located on the north wall near the northeast corner.
Climbing up here will allow you to reach an elevated wooden platform from which you can sometimes see and kill remaining guards. Another breach near this corner but on the east side allows you to access a partially-buried chest, but presents a more difficult if not impossible route inside. There are three entrances into the keep's first interior zone.
If you take the front door, you will be immediately attacked by two enemies of the same type as the guards. Incapacitate them and proceed up the stairs and through the door, where the bandit chief , Ghunzul wields more advanced melee weaponry, and wears stronger heavy armor as well as the key to the vault. There is a second vault key on the chest next to his bed. A second entrance is a hatch on the roof of the circular structure at the southeast corner of the exterior which will drop you directly into Ghunzul's quarters.
To find it, take the stairs to the right just after entering the exterior gate to the fort. Work your way around the walls and elevated platforms of the perimeter counter-clockwise until you reach it.
This will require a tricky jump at one point which can land you in an area where you may become stuck. If you obtain the key, proceed two levels down to enter Cracked Tusk Vaults. The third entrance is a locked door to the right of the main entrance and down some steps. This opens directly into the unguarded room which accesses the vault zone. If you have sufficient lockpicking capabilities, it can allow you to access the vault and the quest item without encountering any enemies in the interior.
While Mehrunes Dagon is a more active threat, Molag Bal is by far the more malevolent. Mehrunes Dagon would annihilate Molag Bal. Dagon has more skill compared to Molag and has more power overall with a Unending army of Dremora while Molag has Vampires. He cannot be killed by mortals; the most that can be achieved by attacking him is to stagger him.
Attacking him e. This will only be temporary however, and should not be confused with actually damaging him. If you just wait long enough without answering Silus, his nerve will break and he will attack you instead.
When you kill him, Dagon will react the same as if you had attacked him. Short answer: The games mechanics do not allow Dragons to be effected by the Wabbajack. At least none of the fun effects. Long answer: The Wabbajack is the chief artafact of the Daedric prince Sheogorath. Its by far one of the best looking weapons in the game but sadly its not as strong as it should have been. Mine does like 68 upgraded to legendary with like maybe 2 perks in the one handed tree. They really unpowered most of the unique weapons in this game.
My daedric swords do twice as much base damage. Even though it has a great value and is unique, its base damage is notably low in ratio to other one-handed weapons. Although, it can be upgraded by Smithing.
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