![]() When you finish the story mission known as near the end of chapter 2, this story quest becomes available to finish up the chapter. (LEFT) 'Cut down knights on your way to activate the mechanism that will pour hot oil on the encroaching enemy troops.' (RIGHT) 'As you arrive at the other wall, prepare to defend it from soldiers who will scale it using ladders.' You wake up in Philppa Eilhart's quarters. She gives you the scoop on what happened while you were asleep. ![]() ![]() The UESPWiki. If you have an attunement sphere in your inventory, activating the Dwarven mechanism in. OK, I got the item to activate these mechanisms and have used in in Mzinchaleft (which allowed me to complete that quest without even visiting Alftand - score!) I got it from Septimus Signus. As I understand it, one Daedric quest (Hermaeus Mora's, 'Discerning the Transmundane') and the main quest. Okay at the end of Raldbthar (and probably any dwarven ruin) there is something called a Dwarven mechanism with which I dont have the nessesary item to activate, but it doesnt tell you what item you need and I have at least two of every dwarven item in this place (even the plates >_. ![]() Make sure that you equip your best gear. Then it's time to go see Zoltan Chivay. You'll find him near the front city gate. Talk to him and after that scene, the area comes under attack. Head up the stairs just to your right and start forward along the tower wall with your sword drawn. Soldiers will rush you and they're capable of dealing quite a bit of damage. Stun them with magic, then attack from the sides so that you don't have to try and hack through their shields. When you have defeated those soldiers, or at least enough of them to make a difference, head along the right wall and you can activate and use a lever to dump oil on your enemies below the walls. Then you should return to where Zoltan is waiting. A scene follows, during which Dethmold destroys the city's front gates, and then you're instructed to retreat. Let Zoltan lead the way. He'll guide you to a point deeper in the city and the gates to the outer areas will close behind you. Now you'll climb along the other wall and await the arrival of more soldiers. There will be quite a few of them now, so hopefully you're comfortable with melee combat. You'll need to use your skills a lot to deal with these soldiers, which isn't difficult if you have your fighting skills properly in place. Otherwise, use lots of magic. When you have cut down enough of the soldiers, you'll get some experience points and a break from the fighting. Then another round begins. Deal with the soldiers in that round as you did with the soldiers in the first round. (LEFT) 'Saskia wisely wants to make a run into the tunnels under the city.' (RIGHT) 'Saskia knows how to turn lemons into lemonade.' When you defeat that round, you'll get more experience points. You'll witness a scene where Saskia gives you some bad news about dwarven tunnels that the city's assailants may be preparing to use to their advantage. Then you can save your progress before heading with Saskia to explore the passageways. As you start along the passages, you'll find that she was correct to show concern. There are several small rooms and, with Saskia as your support, you'll fight groups of mercenaries in each of them. Then you'll come up against Dethmold and his men. He's a sorcerer, so you can expect him to dart around the battlefield hurling magical bolts in your direction. He has a number of men by his side, too. You don't need to win, only deal enough damage that the group feels the pressure. Then a scene follows. When it concludes, you'll need to head back the way you came to help again with the defense of the city. Zoltan will meet you on the way back and let you know that you're needed as soon as possible. If you helped the trolls earlier in the chapter, you'll receive word that they've joined the battle on your side. You'll appear next at the gate as Saskia gives a speech to raise troop spirits. Then there's another round of combat with soldiers as Dethmold dances around distant towers summoning magic. Battle a few more soldiers as they try to climb over the walls and then there's a scene as Iorveth and his elves arrive and pepper the invading forces with arrows. The enemy is on the run, so now you need to finish the job. Unfortunately, the gate to the city is damaged. Zoltan says that he'll go and close it. (LEFT) 'Zoltan needs some help reaching the gate lever.' (RIGHT) 'You can learn a lot from a book of potions, if you put your mind to it.' Follow Zoltan along the wall and you'll watch him descend a ladder. Continue after him, first down the ladder and then down the trail until you meet with Iorveth. There's a brief conversation there and then you need to continue down the trail yet again. Now your progress is blocked by soldiers. You can tarry for a moment and then a scene will follow. The scene is a lengthy one. When it concludes, you and Iorveth can head after Philippa and Saskia. The pair will disappear through a portal. Continue past the point where they vanished and enter Philippa's house. There, you can search the area and in a back room you'll find a book of recipes. Talk to Iorveth about it and you'll reach the conclusion that Saskia is under mind control. Follow Iorveth back outside of the house now and down toward Zoltan and Dandelion, who are waiting. You can talk to them. Tell them what you've learned about Philippa and Saskia. Your adventures in the second chapter have reached their conclusion. Loc Muinne awaits you in the third chapter. Related Quests [ ] •: Search for the Dwemer's. •: Help get her revenge. Walkthrough [ ] Exterior [ ] A small group of leveled has set up camp outside the main entrance to Raldbthar, and will attack on sight. It is possible to jump up to the upper portion of the ruins, where you can find a behind a tree, an alcove containing an expert-locked Dwarven, several Dwemer metal items, and a filled random, as well as a locked enclosure that, once unlocked from the inside, allows access to that will take you straight down to Raldbthar Deep Market, and a just up the hill from the lift. Raldbthar [ ] The first section of this zone is inhabited by a large group of bandits, who have cleared out the few that guarded the entrance area. The bandits are led by (if you do not yet have the quest active, see below before killing him). Dufont carries the unique, enchanted. Upon entering there is a short passage with various items of Dwemer metal scattered across the floor. Ahead on the left are two unowned bed rolls, one of which is occupied by a sleeping bandit, with a food barrel beside them. Opposite these is a cart containing more Dwemer items that can be smelted down into. Past the bandit is a knocked down gate with two firing intermittently, horizontally across in front of a second gap, with a charred skeever on a rack to the left being cooked by them. There is a passage to the left of the flame spouts leading into a domestic area with stone beds and tables and chairs, with several bandits patrolling or sleeping in this area. There are Dwemer items found on the floor, tables and shelves. As you pass a caved-in section there is a shelf on the right beside a metal dresser with three on top. A bandit is patrolling ahead. There are two stone beds opposite, but they are unusable. Further along the far wall is a table with a and a copy of () on top and a on the floor beside it. To the southwest is another bandit near a campfire. To the left of this bandit is a room containing five stone beds, two of which are occupied by sleeping bandits. There is also a table with a bottle of, five bottles of, a, a sheaf of, and a random set of on top. By one of the beds is a pair of. By the fire is a, a loaf of, a, two bottles of Nord mead, and some cheese. There is a next to where the bandit was standing. The passage continues past these, before reaching a junction that descends to the right and enters a room containing two bandits and Alain Dufont, the bandit leader by a campfire or continues through a leveled locked gate. Beyond the gate is a ramp leading up to an area with an and out onto a balcony above the room containing Alain Dufont and two other bandits. From here you are able to fire two at the group of bandits around the fire, possibly also igniting another oil slick that has pooled around them, making that fight significantly easier, but scattering various loot found in the area. This room can also be reached by passing through the flame spouts and descending to a master-locked gate that opens directly into this room opposite the campfire. There is wooden scaffolding descending from the balcony to the room below and two unowned bed rolls each with a random pair of beside them as well as the remains of a leveled and a barrel near the fire with a common on top. Under the wooden scaffolding, very well hidden and partially in the dark, is an unlocked wooden chest. There is a locked gate underneath the balcony with another bandit patrolling the room behind and a long ledge separating the two rooms with metal grating above, there are many Dwemer items, a, an, a piece of, two bottles of alto wine and a copy of the on the ledge. The bandit will open the gate and join any fighting by the fire. The room under the balcony has suffered with cave-ins and fallen masonry lying in piles including an empty chest in one of the piles. Along the back of the ledge is an apprentice-locked chest, a barrel and sack, an unlocked chest and a stone table with a random, a random and a random on top among several Dwemer metal items. Above the table is a wall shelf with a bottle of alto wine, a random, a leveled potion of stamina, a leveled and a random on top. Further to the left along the same wall the table is against is another unlocked Dwemer chest and at the rear of the room a master-locked gate up some steps. Behind this is a long stone table with an unlocked Dwemer chest, a two Dwarven metal ingots, three pieces of, a random enchanted, and three large on top. At the rear of the room is an unlocked door that leads further into the zone and to areas that are still guarded by several leveled and Dwarven spheres, a few of which will pop out of the that abound in this section. The next room contains an apprentice-locked chest to the right and behind a pile of fallen masonry to the left is a small coin purse. Watch for several oil slicks that can be used to damage your foes, as well as a double trap. Once past these and a, there is a novice-locked chest hidden behind some horizontal pipes, before a flight of stairs that leads up. At the top of the stairs are three alcoves. The first contains a workbench and a novice-locked chest, the second contains a stone table with several Dwemer metal items on top and the third contains a master-locked chest beside another table with the remains of a Dwemer spider and a random filled soul gem on top. More stairs lead up to a passage with scuttles on either side and at the end a lift that will take you down to the Deep Market. Raldbthar Deep Market [ ] The lift down to Raldbthar Deep Market drops you off at the top of a short ramp protected by another spinning blade trap. At the bottom on the right is a novice-locked chest. Doors open up into a large, multi-level chamber inhabited by and a pair of their captive in a gated pen on your right. Beside this is a and on a ledge beside it are three and a piece of. In front is the body of a. There are three Falmer Tents on the lowest level of this chamber, one on the left contains a small fire, one on the right with a small campfire in front contains a hay pile you can rest on. Beside the fire is a, two and a. The final tent is at the rear of the chamber to the left of stairs leading up and this contains two pieces of, an unlocked Falmer chest and a few human bones. At the top of the stairs is an apprentice-locked chest, with three to the left and a small area to the right containing a Falmer tent. Just inside the tent is a. More stairs lead up from here to the first ramp that winds its way up to a platform where two leveled Falmer await. There are two empty tents on this platform with a campfire in front. A metal grating forms a ramp down to another platform where another Falmer is standing in front of another tent. Behind this tent is an unlocked Falmer chest and a ledge with several metal items, a and a button that lowers another ramp from the first platform into place, enabling you to climb to a passage above. At the end of the passage another ramp descends to ledge with a passage behind a metal grating. This leads to another door. Beware the Dwemer ballista trap at the top of a flight of stairs just beyond these doors. It can result in enormous amounts of damage, but alert explorers can spot the trigger and avoid it. Just past these stairs is another trap; this one a also triggered by an obvious pressure plate. Watch out for Dwarven spiders and spheres emerging from more Dwarven scuttles in the next corridor leading to another set of large, double doors. On the east wall by the first set of slanted pipes is an unlocked chest. By the next slanted pipes there are several metal items and a random filled soul gem on the ground. The next corridor beyond the doorway contains a closed portcullis, and a platform set with four blue buttons. Pushing the first button on the left will trigger a set of, while the button third from the left will lower the portcullis. There are three shelves on the right holding various Dwemer metal items, with more on a stone table around to the left. The next area is a large chamber inhabited by four leveled Falmer standing by the openings to four Falmer tents around the chamber, with a novice-locked room housing two or, a stone table with a, two, a gold ingot, a piece of, one of, and three Dwarven treasure chests; one unlocked, one expert-locked and the third apprentice-locked. There are many in and around the room and four loose on a ledge at the front. There are three large shelves on the right holding various Dwemer metal items and beside these a statue of a head with two random soul gems beside it. The first tent on the right has an unlocked chest beside it, while the second tent on the right contains a. There is a fifth tent without a Falmer standing in front with an expert-locked gate on the entrance to the tent. Inside this tent is another unlocked chest. The bridge in this chamber can be lowered by removing bones or scraps from four jammed gears. One is located in the water under the bridge (sometimes this scrap is on the ground below instead of in the gear; interact with the scrap as you normally would). Another bone is under the gear on your right as you enter the room. The remaining two are in the far corners of the room. After removing the bones, go onto the platform and press the button to lower the bridge. Once lowered, the bridge releases a leveled. There is a large Dwarven chest next to the centurion's gantry that contains and a door behind it opening into a passage that leads to spears blocking your way. On the left is a lever that will lower them allowing you to access a room guarded by two leveled Dwarven spiders and a Dwarven sphere. There is an adept-locked chest on the wall opposite and two shelves running most of the way around the room with many ruined books, a random, various Dwemer metal items, two Dwarven metal ingots, a gold ingot, a corundum ingot and a on them. A door opens into a small room containing an for and two unlocked chests guarded by a leveled Dwarven spider. Opposite this room is a gate with a lift behind that takes you back to the surface. If you have an in your inventory, activating the Dwarven mechanism in the center of the room will reveal a staircase. Following this staircase down leads to a short corridor ending at a set of double doors that let out into. An expert-locked gate along this corridor protects two Dwemer treasure chests containing leveled loot. Notes [ ] • is present even if is not active. This can cause problems for people trying to complete the optional objective for that quest since it makes it very easy to kill him ahead of time, resulting in the optional objective not being available. • You can kill all of the bandits in this area, even the ones sitting next to him around the campfire, and he will not turn hostile. However, if you get too close to him, he will tell you 'I don't know how you made it this far, but you'll go no farther.' If this happens, simply run as far away from him as you can and enter sneak mode. He will quickly lose sight of you and stop being hostile, allowing you to walk past him and continue on deeper into Raldbthar. He may also accept a yield if you sheathe your weapon. • The elevator leading to the surface is not reset when the corresponding exterior cell has respawned. The elevator can be reached again from the lower part of the exterior ruin by climbing the rocks and using the shout. So, if you have used the elevator in the first place to exit the ruin, you can use it again to access the final part of Deep Market leading to Blackreach. By doing so, you won't have to go through the entire dungeon again. Bugs [ ] • If you return to the Deep Market after completing it once, the bridge may be up again. It's possible no bones will be in the gears, leaving no way to get the bridge down again. If the bones are there, you may not be able to interact with them properly (even if you dislodge them with a weapon, the gears won't turn). • Use the command tcl to float across the gap and through the raised drawbridge. • Go to the end of the platform while the bridge is still up and use the shout to cross the gap to the raised bridge. At this point, you can use the to pass through the raised bridge. Once through, kill the Dwarven Centurion and you can continue as normal. • If you return to Raldbthar during the quest, the bones will have been replaced in the gears and you will be able to interact with them normally, allowing you to progress through the dungeon. • One of the bandits near Alain carries the, which doesn't open anything. • This issue has been addressed by version 2.0.8 of the; the bandit will carry the instead.
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