Where is the key to irkngthand




















This section contains bugs related to Irkngthand. Before adding a bug to this list, consider the following:. Elder Scrolls Explore. Elder Scrolls Online. Events Characters Factions Locations Concepts. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Do you like this video? Play Sound. The Great statue of Irkngthand, one of the last visual representations of the Snow Elves.

Before adding a bug to this list, consider the following: Please reload an old save to confirm if the bug is still happening. Through the corridor is a room with more remnants of battle: two Dwarven spiders and a sphere.

There is a scuttle on either side of the room, though only the far one contains a sphere. If you turn right after the next gate and follow the ledge to the end, you will find an unlocked Dwarven chest. Be careful, as you must pass another two scuttles with spheres, one in the wall to the right, and one on the level below. At the bottom of the stairs is another sphere waiting in the open, and against the south wall is another unlocked Dwarven chest.

The next room contains a series of six rotating flamethrower pillars , each with four nozzles. The first two can be evaded by sticking to the walls, and the next three can be evaded by climbing over the rubble, but the last cannot be avoided, because it covers the gate you need to go through to continue. Take care while passing the pillars, as up to four leveled Dwarven spiders may emerge from scuttles in the walls.

Past the gate, before the stairs around the corner, is an apprentice-locked Dwarven chest. In the next corridor, just before a lift to the right, is an apprentice-locked Dwarven chest on the wall near an alchemy lab set into a table. Strewn across the table are two flasks of Dwarven oil , a chaurus egg , two Falmer ears , a leveled potion of strength , and a random potion of healing, magicka, or stamina.

Continuing north past a locked gate to the left, the corridor will ascend a short ramp and end in rubble. There is an unlocked Dwarven chest hidden in the rubble, with a Dwarven spider guarding it. The gate opens above the rubble in the previous room near the fourth flamethrower pillar, and the lift leads to the Grand Cavern.

Brynjolf and Karliah are waiting at the bottom of the stairs after the lift. You are forced into conversation with Karliah, after which you can start the chase through the doors, which are apprentice- trapped in the bottom left-hand corner. Opening them without first disarming the trap will trigger a swinging mace , the first of many traps set by Mercer Frey to delay and perhaps kill you. Past the doors, there are two broken Dwarven spiders lying on the floor, and on the stone table in the right-hand corner are three lockpicks and a bottle of Black-Briar Reserve , with a 'Guild' shadowmark etched into the top of the table.

Along the corridor is another broken spider, and behind an expert-locked gate in the left-hand wall is a leveled potion of healing, a potion of strength, an amethyst , a sapphire , a gold ingot , a silver ingot , a Dwarven metal ingot , and an unlocked chest. Past the gate on the right wall is a bleeding crown fungus growing in an unlit lantern holder. In the next room, if you move to the grates and look south, you can observe Mercer stealthily killing two Falmer.

Around a corner, another bleeding crown is on the right wall before a pair of closed doors. Through the doors and down the slope are some chaurus egg sacs, after which the corridor soon leads to a large room. Upon entering the room, there is a leveled Falmer patrolling from a Falmer tent on your right down to the bottom of connecting stairs and back again. To progress, you need to find and activate two levers, then make your way through the Falmer camp. The first lever is to the left, over the rubble.

Sticking to the higher walkway, there is an unlocked Falmer chest around the corner from where you entered. Inside the nearby first tent are five poisons , including three bottles of frostbite venom. There is a broken Dwarven door to the right as you continue along the path, and an empty Falmer tent on the opposite side. To the northwest of the empty tent is an expert-locked gate, behind which is a Dwemer ballista , aimed at a leveled Falmer below to the west; it is activated by a lever just below it.

Past the locked room is the second lever next to an unlocked Dwarven chest. Both levers must be activated within a short time of each other, and can be checked by looking at the cogs on either side of the raised bars below. At the bottom of the connecting stairs down is a dead Falmer. There is also a broken Dwarven sphere in the rubble to the west, and to the north, behind a stone bench, is a novice-locked Dwarven chest.

There are two hidden spinning blades on the stone path leading to the Falmer camp, marked by stone outcroppings in the ground. The Falmer that the ballista pointed at is to the left, and another Falmer is to the right, above the fungus 'farm'. Two Dwarven spheres can be activated in this area, which the Falmer may accidentally do before you arrive. The two scuttles are on either side of the top level, in the farm section. There is also a Falmer pen to the west containing two skeevers beside the tunnel to the next area.

In the 'farm' area to the north and northwest there are numerous harvestable fungal growths: five bleeding crown, four blisterwort , two fly amanita , two imp stool , four Namira's rot , and three white cap fungi. Also on the top level is an adept-locked Dwarven chest, hidden in the rubble to the right from the top of the stairs.

Behind the lower-level tent to the southwest is an imp stool, while another imp stool is just before the tent on the higher level, and a blisterwort is behind it. There are two blisterwort lower down on the same side. There is a tanning rack by the higher tent, and on the table opposite, a sample of fly amanita, a glowing mushroom , two pieces of chaurus chitin , a sample of Namira's rot, and a skeever tail.

There is a bear trap around the corner in the tunnel to the next open section. There are two paths here, one high and one low. The high path starts to the left, with a short ramp up. As you turn around, a leveled Falmer will walk from the rubble behind the fallen Dwemer structure ahead and crouch down. If you follow the Dwemer-made ramp up and above the entrance to this chamber, you will find a table holding the following ingredients : a piece of chaurus chitin, a Falmer ear, two glowing mushrooms, a sample of fly amanita, a skeever tail, and a sample of bleeding crown fungus.

From up here, you should be able to see the leveled Falmer guarding the path across the chamber. Looking west, there is one Falmer walking on the ground above the lower path, another Falmer above the Dwemer structure to the left, and another two on the Dwemer structure in the distance to the right.

The two highest Falmer are difficult to reach, but they will both drop down to the ground if they detect you and are unable to target you. If you wish to avoid most of the Falmer, take the lower path. It starts under an improvised bridge patrolled by a Falmer.

Follow the winding path, and when it widens again past some fallen stonework, climb the rubble to the left to find a tent. Go around the tent to the right and loot the Falmer chest hidden there, then drop back down to the lower path. Otherwise, you can start by killing the Falmer behind the first structure and proceeding to the chest, then double back to the Dwemer ramp to take care of the rest.

From the Dwemer ramp, drop down and then climb the rubble around the front of the first fallen structure. There is one Falmer here, patrolling across the improvised bridge to a tent. There is nothing inside the tent, but growing around it are two bleeding crown, a fly amanita, and two white cap fungi. The first time you pass the fallen Dwemer structure to the left, the whole chamber will shake.

The reason for this is soon apparent: a Dwemer tower at the far end of the chamber has just fallen down. Obviously, you will need to find another way forward, but first descend the steps by the fallen tower to find an adept-locked Dwarven chest in the middle of the rubble.

To the left of the stairs is an ascending Dwemer ramp. There are two leveled Falmer patrolling here: one patrols the ramp, while the second patrols the flat section at the top.

The second Falmer, a magic-user, carries a shaman's key. Through the pair of doors at the top of a second ramp is a tunnel. Hope that helps? User Info: JoshFriesen. Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Question Status How do I get into Irkngthand?

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