There is a stone table and chair beside this door. The sleeping area is a symmetrical room, with two beds on your left and an opening in front of you, through which is a stone table and a raised section with four more beds one occupied by a sleeping afflicted. At the other end of the room, there are two beds on your right one occupied , and another opening leading to four more beds one occupied and a table holding a random poison.
An unlocked door at this end of the room returns you to the main corridor on the other side of the novice-locked gate. The path continues to the north, then turns to the west. An open door on your right leads to a room with a caged area in one corner behind an adept-locked gate. The caged area features a table holding a random poison and an unlocked chest.
The corridor continues to the west past some rubble, then turns back to the north through a doorway, finally descending into a room with three afflicted praying to Peryite around a stone basin full of glowing green vapor similar to the fumes you inhaled to commune with the Daedric Prince.
There is more damage around the room, including a pillar that has toppled and is leaning against a wall in front of you as you enter. The afflicted will attack as soon as you are detected. The path continues in the northwestern corner, heading west and descending further.
At the bottom of the ramp, the corridor opens into a cavernous room, the first part of which is uninteresting, with a pillar in front of you and arched openings to either side. Beyond the pillar, four afflicted roam the main part of the room. Stairs lead up to a large central basin glowing green, and bright green roots snake around the room. To the southwest is a tower, with two ramps leading up to a doorway blocked by spears. To the north are two stairways up to a balcony level.
In the middle of the balcony is a lever that lowers the spears blocking the path at the top of the tower opposite, and to the right of the lever is an unlocked chest.
To the right of the eastern ramp is a gold ore vein. At the top of the ramps, you can now continue to a circular platform, with the path heading east towards a closed door. Before reaching the door, the path splits and doubles back on itself, descending several flights of stairs. At the bottom, in an alcove under the circular platform, an unlocked Dwemer chest is mounted on the wall.
Backtrack to the closed door, which is unlocked. The rocky sides of this room can be explored, but offer nothing of interest. Through the door, the corridor descends slightly to a T-junction. Ahead to the east is a room, while the corridor continues to descend to the south.
The room ahead contains six Dwarven scuttles on the walls, with an unlocked chest on the east wall between two scuttles from which two Dwarven spheres emerge and attack. In the center of the room are large pipes you can jump over to recuperate during the fight; while you are between the pipes, the spheres will only be able to fire Dwarven bolts at you. Continuing down the corridor to the south, beware the pressure plate that will activate spinning blades on the ramp.
Some afflicted from the next area may also attack if they haven't already fallen afoul of the trap, as they may also activate the blades using the lever on the bottom left pillar. At the bottom is an unlocked gate. The path past the gate curves to the right, where three afflicted wander. On the left is a raised section, with three small partitioned areas featuring stone benches around tables. On the central table is a random damage magicka poison.
The lower section to the right ends with a short flight of stairs up to an unlocked door leading to Bthardamz Workshop. You emerge in a short corridor, with Dwemer piping in front of you. An unlocked gate on your right leads to a bedroom area, with a double stone bed and nothing else of interest. If you are sneaking, you may witness a scene in which a melee afflicted wandering the corridor wakes a mage in a room to the left, bringing orders from Orchendor.
A note lies on the desk in the mage's room. Opposite the mage's room is another unlocked gate to another empty bedroom. The couple of Afflicted residing in these can be bypassed by going through the locked gate, or if the Dragonborn has a high Sneak skill, they can assassinate them, quietly.
Beyond the gate are more Dwemer pots, and the hall turns left west. An open door to the right north leads to a room with an adept-locked gate with a chest behind it. Back in the hall, the hallway turns right north , descends a ramp and finally opens up to a large hall. Entering the room, one of the first large chambers, one can overhear a prayer circle of three Afflicted calling out to their patron Peryite.
A hallway to the left west leads to the next large hall, which contains four Afflicted, some of which are patrolling. There are two spiral ramps and two sets of stairs leading up from this room. The stairs both lead to the same ledge overlooking the room, with a lever in the center that opens a spike gate on the other side.
The ramps both lead to the gate. Near the bottom of the left south ramp going up to the next room is a gold ore vein , on the floor of the rocky area to the right of the ramp. Beyond the gate is a short passageway south southwest that leads to another room with a walkway to the left east southeast.
At the end of the walkway, it is possible to make a right-hand U-turn and head down to an area where the only notable item is a chest on the wall. Through the next door, the hallway slopes down to the east and comes to an intersection. Straight ahead is a dead-end room with a couple of Dwarven Spheres and a wall chest. The Spheres will appear when the chest is approached. To the right south of the intersection the hallway slopes down to another Afflicted and a helicopter blade trap which is activated by the pressure plate in front of the blades' channel.
At the bottom of the ramp is a closed but unlocked gate. Behind the gate, the path slopes further down to an area with three more Afflicted. Against the left south wall, a set of steps leads to a ledge with a short, squat pedestal with a potion on it. A set of steps leads up from the bottom of the room to the west to Bthardamz Workshop. The Workshop is a fairly small section of the ruins. If the Dragonborn stops to listen, two Afflicted will be heard discussing Orchendor's request for "more ichor" to be sent to him in the Arcenex.
This area seems to serve as resting quarters. On the right north side, an unlocked gate leads to one bedroom.
To the left south is another bedroom with the Afflicted's Note on a table. Directly across to the north is another larger sleeping area. The hallway turns left south to an open door that leads to another room, this one with three Dwarven Spiders who will drop down from the nearby pipes when approached.
There's a chest and another hidden Spider behind the pipes against the north wall. The nearby east stairway leads up to a balcony in the Upper District with a chest and a good vantage point from which to fire on enemies in the district's as yet unexplored section. Returning to the workshop, the path to the south turns east, where two more Afflicted can be found.
A chest is on the left east side. However, this may require several attempts. There is no quest attached to the Right Eye of the Falmer, so it can be sold to merchants who buy stolen goods. Users questions. How do I get into Bthardamz? How do you get inside Avanchnzel?
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