Where is arkngthand on the morrowind map
The dungeon itself has 2 or 3 more layers full of dwarven armoured robots and ghosts. The game won't stop or warn you at all that going further in is a bad idea. If you're thinking the puzzle box will be on a big shinning pedestal after some big robot ball boss, you'll never find it.
I got the game working with a few resolution patches, stability patches and Tamriel Rebuilt! I'm really excited to see what it looks like in game, even though only the upper right third of the entire mainland is "complete".
I am so tempted to reinstall it and boot it up for nostalgia's sake. That game really takes me back to a very specific time and place in my life.
I did that earlier this year, aided by a few graphical updates, and was not disappointed. It's a wonderful game full of detail and striking music and scenery. I lost quite a few hours there again. I spent 30 minutes yesterday walking North West out of Caldera in search of the boots of blinding speed. I missed the woman on the first go, found her on the 2nd try, after 5 minutes of walking.
I did google where exactly she is. Skywind is doing some good work, I played the last public release they had and aside from all the NPCs being naked it was amazingly far along. You have to wonder that they'll probably be finished by the time ES6 comes out in or , and then they'll have to start all over again. It's positively Sisyphean! Bethesda, Tamriel Unlimited, Skywind, and an uncountable number of mods for the original game.
I don't know how complete it is by Skyblivion has a release version. The main reason i dont want to play it is oblivion has almost all the UI flaws of Morrowind and almost all the UI flaws of Skyrim. I like the spell menu, it's an ok system. The potion icons all being the same, not so much. What the hell did the UI look on the Xbox? I loved the fast travel system in this game. I wish I had saved the London Underground-style transit map I drew out for my reference back in the day.
I restarted this game over and over when I saw mods I liked. Never ended up finishing it. Still sitting on my "one day" pile. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Sign in to follow this Followers 0. Prev 1 2 Next Page 1 of 2. Recommended Posts. Posted April 30, Share this post Link to post Share on other sites. What do you think of the implementation of fast travel?
Posted May 1, Ben X. Cool, thanks! Here's a map of the area On the bridge is some bandit, he also has some fame as far as people remembering goes. Another map of how far this actually is This is what the puzzle box looks like on a shelf.
Posted May 3, Various Dwemer artifacts and other junk can be found in steel kegs and crates, along with a motley assortment of ingredients and gold.
One cell, accessed from a hallway near the bottom of the rocky spiral staircase in the Hall of Centrifuge, contains the acrobatics skill book A Dance in Fire, Chapter 4. The other, accessible from the upper-level of the structure in the same area, contains Boss Crito and the Dwemer puzzle box needed for a quest. Additional Dwemer artifacts are scattered throughout the Cells, and steel kegs and crates contain ingredients such as diamonds among others, gold, and more Dwemer junk.
There is also one small room, and two caved-in passages which suggest the presence of more chambers that are closed off. In the small room with Red Livia are a lockpick and repair hammer on top of some crates and shelves. Dwemer artifacts and two crates holding random items, Dwemer coins, and gold comprise the available loot.
Be wary of the many trapped doors and bandits that are within this area. Heaven's Gallery is a large segment with three rooms and an underground causeway leading to a telescope dome. Crates and steel kegs most of which are empty hide gold and ingredients, and a locked Ornate Dwemer Chest contains 25 Dwemer coins and a few miscellaneous items.
The key to the lower levels of Arkngthand is given to you if you choose to return to Hasphat Antabolis after delivering the Sixth House notes to Caius Cosades. This key simply opens the locked door into Land's Blood Gallery. When entering the area from Weepingbell Hall, you will be almost immediately attacked by a bandit in a room with Dwemer desks holding meager loot.
A corridor to the right leads to another bandit and the door to Land's Blood Gallery. Going straight from the entrance will lead to a lava pool with a broken bridge over it leading to the telescope room and another enemy. It is possible to jump across the gap, or it can simply be levitated across. When you get to Hasphat, give him the Puzzle Box, and then ask about both the Nerevarine and the Sixth House - after some discussion, he should give you a set of notes for the Sixth House, but no info on the Nerevarine.
Looks like you'll have to go elsewhere for that info, but don't sweat it until Caius Cosades tells you to. On your way back to Caius, you might run into Llanras Belaal - get anywhere close to him, and he'll start with an ominous rant about Dagoth Ur, and your calling. He is a dreamer, one of many When you get to Caius' home, take a nap in his bed, and when you wake you'll have a reflection on a strange dream you had.
The poop is now gaining momentum towards the fan. Give Caius the notes Hasphat gave you on the Sixth House. He'll notice that Hasphat didn't know much regarding the Nerevarine, so he'll ask you to dig elsewhere - this time, you'll be at the mercy of Sharn gra-Muzgob, a member of Balmora's Guild of Mages.
You'll find her downstairs in the Mages Guild. Speak with her and, to our surprise, she'll have an errand for you. Sharn gra-Muzgob will tell you that she needs the skull of Llevule Andrano, for purposes of necromancy and she'll tell you to keep everything hush-hush. The Andrano Ancestral Tomb is a lot more complex than the first ancestral tomb we raided, and filled with many more enemies.
You'll enter a long hallway, and at the end of it is a small room with an Ancestor Ghost - Sharn should have given you an enchanted short sword which you can use to kill the Ancestor Ghost because, as briefly mentioned before, Ancestor Ghosts are unaffected by many normal weapons.
Head through the door to the north, entering a short hallway at the end of which is another door, and open that door. Behind are two enemies; closest is a Lesser Bonewalker, which shouldn't pose much threat. But in the far-left corner is a Skeleton Archer, and he's got some nasty arrows. Beat the Bonewalker down as quickly as possible, and then face the Skeleton Archer. To dodge his arrows, strafe back-and-forth very quickly, and he should shoot far left and right, missing you.
Make your way as close to him as possible while dodging back-and-forth, and begin your beat-down unless you've picked up some ranged attack skills along the way. As with any archer enemy, once you're on top of him, don't let up! In the center of the room with the Bonewalker and the Archer Skeleton is a large drop to the room below. Jump down and there will be a door on the north side.
On the other side of the door waits a Skeleton, and thankfully he has no arrows. Kill him, and nearby should be another door on the left of the hall. The door leads to a small room with two things worth mentioning: the first is a Bonewalker, and the second is the skull of Llevule Andrano.
Kill the Bonewalker who might be a bit more difficult than the Lesser Bonewalker you just faced , and grab the skull.
Re-enter the curving hallway, and make your way east. You'll enter an opening in the tomb with two Skeletons, one of them being an Archer.
If you have any trouble, don't forget don't forget! Follow the map back to the entrance of the tomb, leave it, and hop a Stilt Strider in Seyda Neen back to Balmora. Go back to the Mages Guild and speak with Sharn gra-Muzgob. Ask her about the Nerevarine cult, and she should give you some notes. Bring them to Caius Cosades, and he'll thank you, and tells you to go do some more freelance work before he gives you more orders.
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