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Skyrim twilight sepulcher where is the key

2022.01.07 19:43




















This dungeon is part of the quest line of the thieves guild. The first is a dark room that has a few lights that shine bright circles on the ground. Simply do not walk in those circles of light and you will be fine. There are traps in the dark, usually at the top of stairs. Trigger them and take a step backwards to avoid taking dmage. The second puzzle is when you are faced with a statue and a dead end.


All you have to do is pull the chains that you can find behind the stone heads to the left and right of the statue and the path will be open. The last puzzle is when you find a well at the end of a tunnel. As a reward for my actions, she allowed me to become a true Nightingale Agent and imbued me with the appropriate ability befitting my station.


This section contains bugs related to Darkness Returns. 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? Darkness Returns. Edit source History Talk Do you like this video? Play Sound. In fact, I'm to blame for what's happened here. I was blinded. Blinded by dark treachery masquerading as friendship. Before adding a bug to this list, consider the following: Please reload an old save to confirm if the bug is still happening.


Cancel Save. Universal Conquest Wiki. Objective Enter the Twilight Sepulcher. Objective Follow the Pilgrim's Path.


Quest completed. Darkness Returns Complete "Darkness Returns". After exhausting all inquiries, you'll have the option to search Nystrom's remains nearby for his journal and some other loot. Once done, go through the tunnel behind him and kill the two hostile Nightingale Sentinels.


After that go down the steps and go through the hole behind the fire pit and continue. Descend some more steps, but be mindful of the button on the floor that will release a trap as well as alert the nearby Nightingale Sentinel of your presense.


Kill the last evil Nightingale Sentinel and open the door behind it. In this section, keep yourself in the dark as you go through the room. Exposing yourself to the light will quickly drain your health. You have to be careful of tripwires as well.


At the bottom of the stairs is a pulpit with stairs up the back, behind which is a doorway into a corridor. After a few paces, the corridor turns to the south, then back to the west. Just after the second turn, there is a pressure plate that triggers a poison dart trap , which shoots darts from either side of a doorway in front of you.


Past the doorway, you enter a typical Nordic catacomb area, with a Nightingale Sentinel at the top of a flight of stairs. There are alcoves along the sides holding unlootable skeletons, and an unlocked iron door at the far end. Through this door is the second of the five tests. It is a large space, with brightly lit parts and a shadowy path running through them.


There are several flights of stairs up and down, leading to and from raised platforms. The light is deadly, and will drain health at an alarming rate.


Not even Become Ethereal will prevent the damage. Stick to the shadows to navigate safely. There are also four tripwires in the area, all of which trigger poison dart traps. There are bodies of bandits in the first two patches of light, and hanging mosses growing from the corners and edges of some of the platforms, mostly in lit areas.


The first tripwire is found about halfway up the first flight of stairs; this trap's poisoned darts are shot from in front of you, and will only hit you if you continue to climb the stairs before they finish firing. The second tripwire is at the top of the next flight of stairs down, with the darts shot across the bottom of the stairs from your left; again, the easiest way to avoid damage is to stand still until they finish.


Continue to follow the path by sticking to the shadows until you reach a flight of wooden stairs leading up to a wooden bridge. The third tripwire is at the start of the bridge; the easiest way to avoid damage from this trap is to move to your left or right until the darts shot from in front finish firing. Across the bridge, there are two narrow flights of wooden stairs leading up to a higher platform, with a gap between them where the last set of darts were firing from.


At the top, the path turns to the right to descend another flight of stairs trapped with a tripwire at the top; again, wait until the darts have stopped shooting from in front of you below to avoid damage. However, instead of descending the stairs, first quickly cross the brightly lit area ahead, passing a brazier to another dark area at the far end. Stone stairs then lead down to the left to a platform with two large urns near the start of the area.


You can then either return across the lit section on the upper platform, or follow the shadowed path again. From the previous stairs with the final tripwire, continue to follow the shadowed path up a wide flight of stairs to an iron door.