Where is jurgen windcaller tomb




















It is also possible to walk on the rocky sides rather than the pressure tiles for most of the trapped hall. Another solution is to shoot the tiles with a spell such as Firebolt or Ice Spike. The impact of a bolt or spike is enough to set off the trap if it is not a safe tile. Yet another way is look at the tiles, because the safe tiles have a light diamond in the middle and the traps have a dark diamond. Additionally, spell absorption will absorb the flames and protect the Dragonborn from harm when it activates.

After passing the pressure plates, there may be one or two regular frostbite spiders and one Giant Frostbite Spider. The pair of spiders can be lured onto the traps. After making it past the spiders and fire traps, there is a doorway blocked by spider webs, which can be cut with a sword. Behind is a wooden door, which leads to a gate activated by a chain. This leads to a room where four statues rise out of the water.

Unfortunately, the horn has been stolen and replaced with a note. The note is in the hand of the deceased Jurgen Windcaller, where the horn should be. The note must be actively taken and read, even though the quest system tells its contents when it announces that the Horn of Jurgen Windcaller quest failed. Talk to Delphine and ask to rent the attic room.

She will say that they do not have an attic room, but to take the room on the left. Go into the room. If Delphine does not immediately enter the room, sleep or wait for a few hours. Delphine will then be there. After the conversation, follow her and she will give the Dragonborn the horn. She will then ask that she be joined on a quest to prove the player is a Dragonborn.

After walking through here, you will find a large room. This room contains a more powerful giant spider hiding in the ceiling, as well as smaller spiders. The giant spider will attempt to ambush you when you get close. Using resist poison and resist frost potions may help you survive this encounter. After dispatching the spiders, cut or burn through the two sets of cobwebs covering the tunnel.

If you are collecting alchemical ingredients , you will find three spider eggs in the egg sacs in the spiders' nest. Otherwise, go right ahead and enter the final chamber. As you make your way through the final room, four Nordic dragon carvings rise out of pools of water. On the pedestal where the Horn should be resting, you will instead find a mysterious note addressed to "the Dragonborn".

It states that the Horn has been removed, and requests that you meet the note's anonymous author by renting an attic room at the Sleeping Giant Inn in Riverwood. Having failed the task, do as the note says and go to Riverwood. When you speak to Delphine about renting the appropriate room, she will tell you that there is no attic room, but that you can take the one on the left. Delphine follows you, reveals that she was the one who took the Horn, and gives the Horn to you.

She asks to speak privately, and she will lead you to the room across from yours. Delphine opens the wardrobe door, revealing a secret room beneath the inn. In this room, she tells you that her organization has been looking for someone like you, and that she took the Horn in order to get your attention. This exchange with her begins the quest A Blade in the Dark.

After speaking with her, you are free to return the Horn to High Hrothgar and complete the quest. Return to High Hrothgar with the Horn and present it to Arngeir, completing the task he originally gave you. Arngeir will go to the main hall, where the other Greybeards are assembled, and Wulfgar will teach you the final word of the Unrelenting Force shout. There the Greybeards will speak to you at once in the dragon language, formally recognizing you as Dragonborn.

You are not harmed by this exchange. Although not directly tied to completing this quest, most players will unlock the following achievement during this quest, when the final word of Unrelenting Force is learned:.

Jump to: navigation , search. This page is currently being rewritten as part of the Skyrim Quest Redesign Project. The page is being rewritten and checked in several stages. All users are welcome to make changes to the page. If you make a change that is relevant to the project, please update this template accordingly, and make sure you have observed the project guidelines.

Walkthrough : written by multiple users, not checked Reward : written by multiple users, checked by RobinHood You will learn " Become Ethereal ", but like with other Shouts , you will need a Dragon 's Soul to unlock it. Make your way back up to where you fought the Skeletons and cross the narrow bridge that leads across the chasm. There will be a lone Skeleton pestering you, so take care of it.

Once that one distraction is gone, you'll see three stones that light red when you walk past them. The first stone you pass corresponds to the first gate, the second stone to the second gate, and the third stone you walk past corresponds to the third gate.

Make sure you have Whirlwind Sprint equipped as your Shout , and make sure your stamina is full. Sprint past the stones in their correct order, pull the first Whirlwind Sprint as you get past the first gate, and immediately pull the trigger again to get you past the next two.

Or you may find it easier to stand in front of the first rock, use Whirlwind Sprint , and then run through the rest of the tunnel. Video Walkthrough : Part Two. Once inside this new room, you'll hear triggers from the floor as you walk forward.

This is where the real hell begins for melee fighters. I can only wish you good luck, as well as more potions to restore stamina. The walkthrough to the next room is difficult to notice, so I give a hint: pay attention to the left wall from the entrance.

Closer to the end of the hall you can see that there is a small passage in which we need. In a small room you can watch a picture of a group of magicians fighting a throng of draugros.

Quickly take part in the battle to have time to deal with them while they are fighting with each other. There are a lot of hidden doors, treasure chests, tombs, books and other tasty loot in the mound. If you want to collect more expensive stones , potions and get new skill points, then I advise you to carefully examine each room, without missing chests. After collecting all the treasures, moving on.

Once in the second part of the mound, you will fall into a huge beautiful cave. Brave men with a lot of health can try to gently jump down, sliding on the rocks, but I advise you to go down in the usual way.

So you do not miss a lot of monsters, where you can upgrade your skills, and you can get even more caches and chests. Quest "Horn of Jurgen" In the side corridors unpleasant traps will begin to meet - fiery pressure plates.

If you use them wisely, then you can easily kill draurgists and other vermin. It is enough to lure them behind you, make them step on the stove and voila - the fried draurgi are ready! But be careful and do not please yourself into a trap that blows a lot of health. If you have a recovery spell, then you can rock the skills on these pressure plates. We went into the fire for a few seconds, went out, regained our health, waited until the mana was restored, and so on in a circle.

But it will take a lot of time, so decide for yourself whether you want to do it or not. Going down the corridors, you will find yourself at a stone bridge that leads to another part of the cave. There we need the plot, but I advise you first to go down to the Wall of Words.



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