On your right is a path that leads to two unlocked chests and two burial urns. Again there is a path on your right, which ends at a broken walkway with a path below you on the right and a doorway below you ahead.
Returning to the first small chamber, the path in the northwest corner leads to a skeleton magic user. There are two Namira's rot mushrooms and a burial urn in the corner, with the path continuing to the north. Immediately on your right, behind some vegetation in shallow water, are four pieces of malachite ore.
You may need to push them up out of the water in order to pick them up. The path turns to the west, then south, and meets up with the broken walkway found on the other route. The only way onward is through the doorway to the west. You can hear a troll nearby. The doorway leads into a room with scattered bones and three barred windows on your right.
You are at the top of two short sets of stairs. Behind the stairs in an alcove to the south is a skeleton that can be looted and an unlocked chest. In the western corner of the room is a bleeding crown mushroom. There are a couple more skeletons to be looted in the room. Looking through the windows to the north, you will see a large cavern, with walls partitioning the cavern, bars blocking an arch, and a walkway with several roaming skeletons.
To the east in the initial room is a large urn near a corridor guarded by a troll. The corridor heads north, and after two turns enters the huge cavern seen through the windows. You enter the large cavern at the top of a flight of stairs leading down to a bridge to the west over the cavern floor. Looking from the top step, down to the west you will see two skeletons standing guard and two gold ore veins on the ground see bugs. From the bottom of the first flight of stairs, you can see two more skeletons standing on top of the wall with the barred arch ahead.
Following the path west across the bridge leads to an area with a rock pillar in the middle. Behind the pillar is a troll, and to the right of the troll is a tunnel continuing to the west. Through the tunnel, you enter another cave with another troll, quite a bit of vegetation, and scattered bones and blood. There are three blisterwort fungi and four nightshade plants in this cave, along with an urn, a burial urn, and an unlocked chest at the back. Return to the main chamber and approach the barred arch, where you will yet again hear Morokei's voice.
The lever to open the bars is to the right of the arch. As you pass under the arch, on your right is a large urn and a burial urn, with a second burial urn near a flag and a lit brazier. In front of you are two large sculptures blocking your view of the rest of the cavern.
You will need to move around these to the left. Behind the sculptures is a graveyard patrolled by three wisps. At the center of the graveyard, an etched tablet is found below the brazier.
Turn around and head up some stairs to the south that lead to the top of the wall, where you will find an unlocked chest with a highly leveled magicka poison next to it. Pass through the graveyard to the northwestern corner, where you will find stairs up to a raised section across the rear of the cavern guarded by a wispmother.
After defeating her, activate the wisps' remnant glow cores to collect glow dust from their remains. There is a row of coffins on shelves along the back, some of which may contain a few septims or bone meal. To the left of the coffins is an unlocked chest. The path to the east crosses a wooden bridge, which has a hanging moss growing from it, towards a door with flames covering it.
This door reacts similarly to the frost door found earlier, producing a fire spirit and Morokei's voice. There are two scrolls of Ice Spike and a spell tome of Frostbite the spell that may be used to open the door to the left of the door. Through the door is a corridor that ends in a cave-in, with two burial urns among the rubble. Before the cave-in is a path to the north that passes through a closed gate into a room with the start of a spiral staircase leading down; however, the staircase is blocked after a few feet, ending only with a white cap fungus.
There is a tunnel heading east, with a skeleton standing guard partway along. Using a ranged weapon to deal with the skeleton will alert a spectral warhound and a spectral draugr wight. There are two white cap fungi along this tunnel.
As you approach the end, you will hear Morokei's voice yet again. At the end is a trapdoor, with water cascading down into it from above. Looking down, you can see more spectral enemies below. There is a tunnel to the southeast that turns and continues down, before opening into a wider corridor. There are three blisterwort fungi and three nightshade plants growing along the tunnel.
At the bottom of the stairs is a doorway that leads into a room. As you approach, a sarcophagus will burst open, revealing a leveled spectral draugr on the left. You emerge on a raised area, with wooden stairs down to the lower part of the room.
There is a spectral draugr and a skeleton standing guard at the bottom, who will be alerted while you fight the first spectral draugr.
On the raised section opposite where you entered is a set of shelves containing a gold ingot and a random soul gem; behind the shelves, on a platform you can jump to, are two burial urns and two pieces of gold ore. On the lower level are three nightshade plants and one blisterwort fungus. To the west is a closed wooden door. Through the door is a corridor that leads to below the trapdoor you previously passed, featuring two leveled spectral draugr and possibly a dead troll.
There are a two urns and two burial urns around the room, and against the eastern wall is a set of shelves holding another burial urn. In the northwestern corner is a doorway into a corridor that has a bleeding crown mushroom growing in a stone bowl to the south, and an iron door to the north. This door leads to Labyrinthian Tribune. Upon entering the zone, you are in a badly damaged catacomb area, with quite a lot of vegetation including two blisterwort mushrooms.
As you descend to the west, you will pass two dead draugr that can be looted. At the bottom, at the start of a corridor leading south, is a leveled spectral draugr, with another leveled draugr and a spectral warhound around the corner out of sight.
At the bottom of the corridor is a plinth with a copy of the spell tome Steadfast Ward , with an unlocked chest and two food barrels beside it. An open door to the west leads down a flight of stairs into another room.
Take care, as this room has a total of five spellcaster traps. The first is on your right as you enter, the second is farther along on your left, and three more are at the far end of the room. The first and second traps fire frostbite, the central end trap fires firebolts , and the other two end traps fire flames.
There is also a frost rune on the floor partway along. On your left as you enter the room is an unlit brazier holding a bottle of alto wine and a basket that contains two iron ingots , a random potion of resist magic , a random potion of lasting potency , and a random potion of extra magicka.
Through the doorway at the end where the three spellcaster traps are, you will enter what appears to be a typical tower, with stairs up on the left leading to another door exiting to a wooden ramp up to a higher level of the tower. Through the door, you can see another leveled spectral draugr; fighting this spectral draugr will alert another that is on the ramp, and possibly a third that is in the room above.
Climb the ramp, harvesting hanging mosses on the way, and a nightshade plant at the top of the ramp. The room above contains a leveled spectral draugr, unless you've already dealt with it.
There is an urn and several barrels in this room, some of which contain ingredients. There is a flight of wooden stairs leading up again, with an unlocked chest and a burial urn underneath. Climbing the wooden stairs to the top level, you will find an unlocked chest and a stone bowl that contains a piece of malachite ore. Return to the bottom of the wooden ramp and follow the earthen ramp down to a flooded section. Under the water, you will find either in a stone bowl or on the bottom two pieces of malachite ore and a piece of gold ore, as well as a skeleton reaching for a gold diamond ring.
There is a corridor to the west. If he is killed before everyone teleports back to Labyrinthian, the Dragonborn and the atronachs will be teleported out, but not the body of the dremora. The dremora carries the Diadem of the Savant , a circlet which reduces magicka cost for all classes of spells. The Lost Valkygg is a tunnel based dungeon. It is heavily guarded by draugr.
They pop out of coffins in most places, but some roam freely. This area has many gemstones , but other than that, there is little loot except what the draugr have on them. Enter through the door which is at the base of the in-ground stairs, as opposed to the door set into the wall face; that is the exit. The area just beyond the entrance door is not overly dangerous, although several draugr may be encountered. Two draugr are lying on a stone slab, which can be killed before they have a chance to rise and attack.
Go through the door activated by pressure pads and follow the hallway to a larger room. Fight the four draugr here, then pass through a wooden door. To the left is an apprentice-level locked door to pick ; avoid the pressure pad just before the door, as it activates a poison dart trap.
Beyond the locked door is a steel horned helmet and two burial urns to loot. Exit this small room and proceed in the opposite direction. A Draugr Deathlord guards a chest in the next room, near a fairly deep hole. It may use Unrelenting Force to knock the Dragonborn into this hole.
Once the Deathlord is defeated, enter the room behind it to find a chest. Drop down the hole, landing on the beams partway down to avoid injury, and at the bottom do battle with another Draugr Deathlord. These two Deathlords carry randomized ebony weapons , making it possible to obtain powerful weapons, including the ebony bow at relatively low levels. This door is only opened during the College of Winterhold's quest to find the Staff of Magnus.
The Torc of Labyrinthian must first be received from Mirabelle Ervine. Upon arrival, activate the Ceremonial Door and the Torc will be applied, opening the lock and allowing entry. A Skeletal Dragon rests just inside here, along with many skeletons. These may be fought, or the Dragonborn may sneak or sprint past them to get to the next room.
The skeletal dragon is only a reanimated skeleton, so the Dragonborn is unable to absorb its soul ; however, once it has been defeated, it may be looted for five dragon bones. The Dragonborn must continue to make their way through the lost city from here, occasionally seeing the ghosts of Savos Aren and his companions, as they work to complete the quest " The Staff of Magnus. While fighting the Dremora, the combatants will be transported back to the entrance of the area, where two atronachs spawn.
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This section can be accessed from a large main door or from a trap door atop a tower in the southern end of the ruins. This trapdoor is difficult to get to and leads directly to the final chamber, however it is barred from the other side. As the Dragonborn enters, the ghosts of six mages, Atmah , Girduin , Savos , Hafnar , Takes-In-Light and Elvali , tell a story of overconfidence and an adventure gone horribly wrong, as one by one the members of the expedition die.
One of the first obstacles is a very rare Skeletal Dragon with its contingent of Skeletons. Girduin becomes the first victim, but Savos is most adamant about pushing forwards. Note the first Etched Tablet. This area is infested with draugrs , contains at least one Ebony Ore Vein , and in a side chamber the skeleton of a Novice Conjurer does not bode well. Here an alchemy lab and an arcane enchanter can be found. Near the exit of the Chasm a dead Argonian female lies next to treasure chest.
More powerful opponents await the ghost mages and the Dragonborn. Among them a draugr, several skeletons, three Wisps and a Wispmother , a Fire Spirit , quite unique spectral draugr and Spectral Warhounds.
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