How do i get through mzinchaleft




















There are three more bandits around the exterior who will all come running once battle is joined. Upon entering, you are in a dimly lit corridor descending to the north.

At the first turn, you will find the remains of two Dwarven spiders and two carts: one filled with Dwemer-style shelving units, and the other with a load of four Dwemer cogs scattered nearby.

The path continues descending to the east. At the bottom, where the corridor turns to the north again, are the remains of a Dwarven sphere. As you proceed, you will overhear two bandits talking.

They are just around the next corner standing on either side of a fire pit with an empty pot hanging over it. To the right of the fire is a wooden block with a woodcutter's axe on top. Hanging from a rack above is a pheasant and a garlic braid.

To the left of the fire is another empty pot with a plate holding a leg of goat roast with a potato beside it. On your left as you approach the fire is a round wooden table holding a bowl of vegetable soup , a carrot , two slaughterfish eggs , a stamina poison , and a vigor poison. Beside the table is an open gate leading to a small area with two bed rolls, an unlocked chest, a random healing potion, and a bucket containing a taproot , a red apple , a green apple , and a potato.

Past this camp, the corridor turns again to the north, continues for a few feet, then turns to the west and descends again. Take care, as there is a bandit patrolling up to this corner, where the remains of a Dwarven sphere also lie by a pillar. At the bottom of this ramp is an opening on the right, where two bandits are standing. They have made a campfire there, with a cauldron sitting in the flames.

Around the room are two long wooden tables, two food barrels, an unlocked chest, and an archery target. On the left-hand table is a set of fur armor , an iron mace, an iron helmet , and two random magicka potions.

On the right-hand table is a pair of fur bracers , a helmet , a goat cheese wedge, and a loaf of bread , with a pair of fur shoes under the table. One of the barrels has a leek on top. The corridor continues past this opening and ends at a junction. To the right north is an adept-locked door with a leveled bandit standing guard. The guard carries a key that opens this door. Through the door, you can follow the path behind a wall to a sleeping area with four single stone beds.

This is where you will find Maluril if you have received the relevant quest. At the far end is an unlocked chest, with a table to the right. On the table rest the remains of a Dwarven spider, two Dwemer cogs, a leveled magicka potion, a leveled healing potion, a flask of Dwarven oil , a ruined book see bugs , a Dwemer bowl , and Maluril's journal if the relevant quest is active. Opposite, on a stone table, is a copy of the speech skill book A Dance in Fire, v7. To the south at the previous junction are the remains of a Dwarven sphere at the top of a ramp leading down to a closed gate.

You can hear fighting through the gate, and will see bandits and automatons fighting. Through the gate is a room with a raised walkway around most of the room, with two flights of stairs up to the two sections. Initially, there are two bandits and two leveled Dwarven spheres in the central area, and two more bandits on either raised walkway. Defeat any remaining enemies before exploring. There is an open door diagonally opposite. On the right-hand raised area is a Dwemer dresser with a few items and an empty Dwemer chest.

The corridor leading from this room continues for a few feet, passing a couple sets of shelves and stone benches, then turns to the west. Along here by a broken piece of metalwork on the right is a Dwemer bowl. The corridor then opens out again, and in front of you at the next corner is a Dwarven spider.

At this point, the corridor turns to the north, then back to the west almost immediately. To the north is a closed gate, behind which are the remains of a Dwarven centurion that can be looted for the all-important centurion dynamo core. Continuing along the corridor to the west, you will pass a broken pipe in the middle of the pathway.

On either side of the broken pipe are gates, the one on the left being open, but neither of the corresponding alcoves holds anything of importance. Farther on is a second pair of gates. The one on the right is open, and there is a Dwemer gyro behind it. The one on the left is adept-locked, and hides an unlocked Dwemer chest.

As you approach the second pair of gates, a Dwarven spider will drop from a scuttle in front of you and start roaming.

Before reaching the corner, you will pass an overturned set of shelves on the left that contains various metal items. The corridor turns to the north again. Through the open gates in front of you is a stone table holding a gyro, two plates , and two cups. There is a metal chair by the table, and a metal bench to the right, beside a set of shelves.

The corridor turns back to the west. As you continue, you will see three scuttles along this stretch of corridor, with a fourth ahead at the next corner. A leveled Dwarven sphere will drop from the fourth scuttle. At this corner, the corridor turns to the north, then passes through a doorway at the top of the stairs into the next room.

Walk through the gate to activate the "third" lever that will be straight ahead of you. Turn around and activate the "second" lever one more time. Walk towards the "first" lever, the gate right in front of it should be open at this time.

Walk through it to activate our "fourth" lever, this will open up the gate right in front of you which will take you to our "fifth" lever activate it. Turn around walk back and activate the "fourth" lever. Walk back to our "first" lever and take a right.

There is a corundum ore vein a few paces northwest of the entrance, and a frost troll may be found wandering the forest nearby. Southwest of the lift, along the road to Morthal , the player will come across a battle between a group of conjurers driving a horse-drawn wagon and a group of bandits.

The wagon contains a crate holding a selection of potions , a basket holding several ingredients , two satchels containing more ingredients, and a copy of the Speech skill book A Dance in Fire, v6.

In Blackreach , the lift is southeast of the exit from Mzinchaleft Gatehouse and northwest of the Hall of Rumination. Before using this lift to enter Blackreach, you must first lower spears blocking access to the lift in Blackreach by activating a button on a sculpted metal head in front. You may then ride the lift up and use a lever to open a gate in Skyrim.



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