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Turn to the Northwest after that and head through the corridor there. Open the door and head down the stairs on the left. Once you make it to the lower area, head over to the West. Cross over the rubble. You will find a lever there. Activate it to start clearing the way forward. Head over to the opposite side of the room, staying on the same level. This will open the door below which will allow you to move forward.

Mkae your way down to the ground using the stairs that you passed to trigger the second lever. There are still some Falmer scattered throughout this area and some traps. Move quietly to avoid the Falmer. Keep somewhat off center to avoid the traps. Head into the hallway and take a little time to wait for Karliah and Brynjolf to catch up.

In the next room, you will have a choice of taking the low road or the high road. Regardless, you will need to concern yourself with Falmer that are guarding the area. Head straight to the west and up the slope in front of you. Make your way over to the dome. Over there, turn to the South and loop around the dome to the North. Watch for patrolling Falmer as you are going around the corner. There may be an earth shaking rumble.

Keep moving to the West and along the ledge. Watch out for a pair of Falmer Shadowmasters that patrol the walkway leading up in this area. Take them out carefully and continue upwards. Keep with the wawlkway as it heads upwards. Go through the nearby door. Follow this corridor to the South and the down the nearby stairs. In the next room you will find a few ways through. The easiest is to head to the East and open the gate there.

Keep to either side to avoid a pair of bear traps that are set on the ground. Open the far door to continue onward. The next cavern offers another choice.

The room has a number of Falmer around as well as a Dwarven Centurion. Upon entering the next hall, turn right and collect the Falmer chest on the right side next to the Falmer hut, then turn around and head over a small mound to find the lever for the gate below.

There is a second lever on the right side, across the large set of facing stairs that must be activated quickly after the first, or it will reset and the door will not open. Once the door is open, travel down the stairs, watching for the spinning blades in the ground, and go through the door.

Move through the large area, killing the small groups of enemies. Once at the other end, a collapsed tower can be seen, and it is necessary to go up the spiral ramp and through the door at the top.

Before leaving the room, make sure to stop and collect the loot that is in the Falmer chest, which is located next to a Falmer tent to the left on the way to the ramp out. Go down the stairs, carefully avoiding the bear traps. Grab the Detect Life scrolls ; there is one near the table on the floor and two in the room to the right. Travel through the other gate be cautious for more bear traps , then through the door at the end of the corridor, which leads to a large hall.

Brynjolf will explain that the options are to either sneak around or take on the Dwarven Centurion. Because there are a lot of Falmer in this room, it is possible to jump off of the small bridge to the right. On the left, there will be a button that activates the Centurion. Activate it, and the Falmer will become hostile and weaken or kill the Centurion with no intervention from the Dragonborn.

Regardless of the choice, continue to the cage, and then go up the stairs. There should be a path that leads up and around to the next destination. Be cautions of more Falmer traps. Past the bear traps, there should be some frostbite spiders and Falmer across the hall.

Once they have been dispatched, collect the loot in the chest next to the Falmer tent at the bottom of the stairs and go through the door leading to the Irkngthand Slave Pens. Go down the stairs and quickly kill the Dwarven Spider, then head left and continue down the stairs. Activate the lever and a spinning blade will take out the two Falmer down below; remember to turn it off before continuing. Run down the hall, but be careful of the three flame pressure plates near the corner.

Once in the next hall, Karliah will say that there are a lot of Falmer in the next room, and will give the option to either sneak or take them on. If it seems easier to sneak past, simply go to the far right-hand side wall and follow it all the way around, into the pen with a small cave at the rear. There is a chest next to the first fire pit in a Falmer tent, and another one in a tent directly across from the first. After the cave, the party will be in a larger cave, with two leveled Falmer in front.

Continue down the ramp, and there will be several chaurus , along with another Falmer. If the Sneak skill is high enough, it is possible to bypass the chaurus and Falmer by sneaking along the golden pipes above their heads.

Continue through the rear of the cave onto a downward hill, making sure to kill the Falmer before dropping down. Head through the gate, then down into Irkngthand Sanctuary. Note: there are a number of quest-breaking glitches in the next stage, so be sure to create a save before entering the door.

Mercer will be removing the eyes of the statue as the party enters. He will spot the group, and then make the part of the ledge the Dragonborn is standing on collapse. Before the battle begins, he will converse shortly with the Dragonborn about the Thieves Guild and honor before engaging in combat. Subsequently, he will use a Frenzy -type spell on Brynjolf , making him attack Karliah , and thus rendering them unable to help with the fight.

Mercer uses an invisibility spell , so use the Detect Life scrolls, or, if the scrolls were not taken, the Detect Life spell, the Aura Whisper Shout, or, if the Dragonborn is a werewolf , the Scent of Blood power to reveal him and attack. Mercer likes to hit-and-run; he will turn invisible, sprint up to one of two high points in the room; by the statue's head, or a high spot on the other side of the cavern, behind a pillar.

After hiding for a couple seconds, he will spring towards the Dragonborn and inflict one or two power attacks before turning invisible again and retreating. Note that Mercer carries lots of healing, stamina and magicka potions , which he will most likely use during the fight.

If in werewolf form, moving forward while doing a power attack will knock him off of his feet, leaving him defenseless. For a mage, conjuring an Atronach will help, especially a Storm Atronach to drain his magicka, as an Atronach can still "see" him when he is invisible. If the Dragonborn is an archer, the Archery perk, Power Shot, can knock him off balance, preventing him from approaching the Dragonborn as easily. After a few strikes, a blood covered silhouette will appear at his location.

After activating one, run to the second one immediately since the gears stop automatically after a short while. On your way, be sure to stop in the room with the Detect Life Scrolls. Continue to the next large area where you saw Mercer earlier. Kill the falmers , incuding a Dwarven Centurian automaton. Make your way to the path above and it will lead you to the higher ground.

Go through the door to reach the Irkngthand Slave Pens. The Slave Pens is a rather straightforward but narrow area. Fight your way through various enemies until you finally reach the door leading to the Irkngthand Sanctuary. As soon as you reach the Sanctuary , you'll find Frey already working on removing the Eye of the Falmer. Once you can draw your weapons , attack him.

He'll disappear from time to time as part of his tricks. There are bear traps throughout this part of Irkngthand, especially in the corridors that connect the chambers, so watch where you step. In the large room, you will see a scene of Mercer sneak attacking a Falmer , but you're unable to get to him.

To open the door in the next room, you have to activate the levers on either side of the room overlooking the camp - these levers activate gears to either side of the gate, so once you have pulled the first lever, you must reach and pull the second lever before the gears activated by the first lever stop turning. The Whirlwind Sprint shout can help here. The two levers can be pulled in either order to proceed.

Be careful while crossing the chamber as there are spinning blade traps set in the floor that activate when you or your allies get close. There are two chests on the path to the east lever: one is next to a Falmer tent and the other one is next to the lever itself. The next chamber is in ruins and is full of Falmer. Take the ramp along the south side of the chamber to find a chest behind a tent.

At the west end of the chamber, near the collapsed tower, a set of stairs leading down is blocked by rubble. A chest with an adept-level lock can be found among the rubble.

Take the ramp next to the rubble-filled steps; it goes north and then curves back toward the south wall to a door. Enter and you will reach a room with a dead Falmer inside. Behind an open gate you'll find some empty chests, scrolls of detect life which will come in handy when fighting Mercer and a mirrored message from Mercer.

The message reads "One step ahead - Mercer" There is a bear trap in the first part of the corridor leading out of the room. In the next room, shoot the Dwarven centurion with an arrow while still standing on the steps - the Falmer will then fight and destroy him it can also be activated via a button located on the side of the steps, if you drop down on the southwest side.

Take the stairs on the east side of the chamber next to the skeever pen, and work your way up and around to the south end of the chamber. There are three bear traps in the walled corridor.

There is a Frostbite Spider nest with a few living spiders and a single egg sac. Moving ahead, you'll find a door leading to Irkngthand Slave Pens, with a Falmer chest to its right, and a Dwemer chest to its left. The pens are used as a hive by the Falmer. There are Chaurus egg sacs in the slave pens, the fourth highest concentration in Skyrim. Defeat the Dwarven spider and head up the stairs to the west to find a couple of ingots behind an apprentice-locked gate.

As you come back out of the gate, turn right to harvest some glowing mushrooms along the south wall. In the southeast corner of the room, a chest is hidden behind some rubble. Down the stairs, you'll find a torture chamber with two Falmer and a dead thief inside.

You can kill both Falmer by sneaking through the grid and activating the trap lever. The corridor heading north and east has three pressure plate traps. Karliah will tell you that you have a choice between sneaking or fighting the Falmer in the large chamber beyond.



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