Should i do darkness returns




















It explains the Pilgrim's Path in a way the quotes below are from the journal. They wander ever more and deal swift death to defilers. Beholden to the murk yet contentious of the glow. Stick to the darkness, as the light will hurt you. There are a bunch of wire traps throughout the darkness that result in arrows being shot at you. Be wary and take it slow. For her greatest want is that which cannot be seen, felt or carried. Behind her is a door that is activated by pulling the chains on the far side of the dragon heads flanking her left and right side.

Pull both chains and the door will open and you can proceed. Perhaps his journal can help? The journal is found on Nystrom's remains on the east side of the chamber, along with a leveled, enchanted weapon. Continue into the Sepulcher. In the first chamber, you will notice two Nightingale Sentinels reside here.

One will be found in a room to the left, along with an alchemy lab and a secret chamber. The door to the secret chamber can be opened by pressing a button found behind the table. The other Sentinel can be found wandering near the steps in the main room.

Starting a fight risks gaining the attention of both of them, so you can either choose to fight or try your luck in sneaking past them. Proceed onward into the next hallway, being mindful of the pressure plate in the hallway. On top of the stairs ahead, there is another Sentinel keeping watch. Note that the stairs themselves are pitch-black, but do not have any traps.

Be careful however: if you use any form of light, it will likely attract the Sentinel. Beholden to the murk yet contentious of the glow. The next chamber and the second test you will face is a room with brightly lit areas and a shadowy path running through them.

Stick to the shadows here, since stepping into the light will result in continuous health damage that can quickly kill you. Note that if you're trying to level Restoration , this is a good place to do so; it is impossible to resist the damage even with console commands or the Become Ethereal shout as the damage caused by the light is scripted and will drain your health very rapidly up to points of damage per second regardless of your level.

The light damage is also affected by game difficulty, so be especially cautious if you are playing at higher difficulties. There are several tripwire -triggered dart traps along the shadowy path: the first one can be found as you make your way up the first flight of stairs, across the landing just ahead of you; the second tripwire is located just before you descend the second flight of stairs; the third tripwire is found just before you travel across a wooden bridge; the last one is located at the top of the last remaining stairs descending down.

Once you reach the end of the chamber, proceed onward through the hallway until you reach the next room. For her greatest want is that which cannot be seen, felt or carried. The third chamber is located at the end of the hallway, and contains a statue of Nocturnal , a dead bandit found on the floor, and a wooden tray with an offering of gold and soul gems.

The third test along the Pilgrim's Path requires you to give Nocturnal an offering she desires: Darkness. In order to do so, find the chains hidden behind the stone torches on either side.

Pulling both chains will put out the flames, creating darkness. This will cause a hidden passage to open from behind the statue, leading to a corridor and your fourth test. The path to salvation a route of cunning with fortune betraying the foolish. The corridor that lies ahead has a path leading directly through to a door.

However, this path contains multiple traps, including two pressure plates which both trigger darts to be released from the ceiling and a pendulum trap. If you choose to brave the pendulum trap, beware: at the end there is another pressure plate to the right which triggers a spear trap from multiple sides of the room. Opening the door ahead releases a battering ram from behind the door.

You can also choose to avoid that path by going through a master-leveled locked door easily opened with use of the Skeleton Key , which is located to the left side just before the pendulum trap. This path leads to a small chamber which has two Nightingale Sentinels guarding the area. This area also contains a copy of the Lockpicking skill book Proper Lock Design on the table near the southeast corner of the room , some gold, several bottles of poison , and other minor loot. A copy of the Sneak skill book Sacred Witness may be on the table near the altar on the northwest side see bugs.

You may now continue through the corridors until you reach the door leading into the Twilight Sepulcher Inner Sanctum. Hesitate not if you wish to gift her your eternal devotion. Proceed unopposed down a hallway and through a second set of doors, opening into a room with a well. It is advisable to save before jumping in due to a large number of potential bugs.

You may suffer a small amount of health damage from the fall. Or perhaps it's been moments. One tends to lose track. Now that Ebonmere has been restored, you stand before me awaiting your accolades; a pat on your head What you fail to realize is your actions were expected and represent nothing more than the fulfillment of your agreement.

Don't mistake my tone for displeasure, after all, you've obediently performed your duties to the letter. But we both know this has little to do with honor and oaths and loyalty. It's about the reward; the prize. Fear not. You'll have your trinkets, your desire for power, your hunger for wealth. I bid you to drink deeply from the Ebonmere, mortal. For this is where the Agent of Nocturnal is born. The Oath has been struck, the die has been cast and your fate awaits you in the Evergloam.

Farewell, Nightingale. See to it the Key stays this time, won't you? Then speak to Karliah, and she explains the choice that must be made between the Agent of Strife , Subterfuge and Stealth. To pick one, step on the corresponding moon. They give greater Powers, usable once a day only. The Dragonborn can later choose to change the chosen power after a day so there is little pressure in choosing the best ability. Next, talk to Karliah. After Karliah is spoken to, Gallus' ghost will appear and they will speak shortly before he goes to Evergloam.

Karliah then goes back to Nightingale Hall. The Dragonborn can then leave through the southern portal. Jump down the well, and then wait for a few moments and the Skeleton Key will dissolve the floor for you. Place the key on the slot and Nocturnal herself will appear. Listen to her then talk to Karliah. You now have the choice to become an Agent of Strife, Subterfuge or Stealth. Have Karliah explain the differences between them to know what fits your style. Last Edited: 4 Nov am.

Note: There is a glitch when conversing with Nocturnal in which Karliah despawns immediately, preventing you from completing the quest and finally restoring honor to the Thieves' Guild.

To avoid this, as soon as Nocturnal begins to speak, "wait" an hour and Karliah should reappear.



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