Where is arkngthamz




















No need to worry if you haven't done the College of Winterhold yet. The main section won't be available to you, but it doesn't matter because you're entering a side room. This might be the Shard you've already found, if you were really adventurous during the College quest.

Its door is labeled as a "Dwemer Storehouse. She'll ask for help unlocking a door - you can either unlock the "Expert" lock in front of her, or unlock two "Apprentice" locks to circumvent it. Inside, past those doors, along with Dwarven goodies, is the Aetherium Shard.

The third Shard is in a Dwemer ruin called Raldbthar. If you found one of these Shards in advance, it might have been here, since the player progresses through it during the Dark Brotherhood quest "Mourning Never Comes.

These caves are riddled with bandits, Falmer, and Dwarven machines. Once you arrive and push your way through the first through enemies, you'll enter another area that's called "Raldbthar Deep Market. There are several puzzles to solve as you venture forth. The first is a room with four buttons - you need to hit the button second from the right.

Next, there will be a room with a raised bridge. You need to lower it, but there's no power. To restore power, check all the gears for blockages i. You should be able to press forward easily now. Your next challenge is the giant Dwarven Centurion. Once it's finally dead you'll progress into the final set of rooms and eventually see the Aetherium Shard sitting alone on a pedestal.

Assuming the Quest Marker is working, let that be your guide. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Why can't I start the quest "lost to the ages"? Ask Question. Asked 2 years, 3 months ago. Active 1 year, 5 months ago. Viewed 7k times. Improve this question. Wrigglenite 45k 29 29 gold badges silver badges bronze badges. Have you tried just going to Arkngthamz directly and speaking with Katria? You can bypass the book that way this is how I did it in my own playthrough Yes but nothing happened I didn't start the quest — user After a short distance, the passage turns to the northwest, then enters another chamber containing a Falmer tent and two Falmer hives.

There is a chaurus or chaurus hunter in front of you, and a leveled Falmer at the top of a ramp, off to the right. Inside the tent is an unlocked Falmer chest. In the rear corner of the room is a pen containing another chaurus or chaurus hunter, and in front of the pen a Falmer gated tunnel heading southwest.

There are a few chaurus egg sacs along this tunnel, which leads to another chamber containing two more chaurus or chaurus hunters and several more egg sacs. A ramp at the rear of this chamber leads to another tunnel, with water rushing along it before pouring out as a waterfall at the end into the chamber with the deep water previously passed.

There is a small ledge to the left of the waterfall with an unlocked Falmer chest on it, and a Falmer hive above containing a Falmer that drops down and attacks.

There is another ledge below to the right which you can drop down onto you may suffer minor damage , and from there another tunnel with a waterfall coming out of it to the right. At the far end of this tunnel is a veil of water, behind which is another unlocked Falmer chest. From this tunnel, your only option is to drop to the deep water below and retrace your steps back up to the chamber containing the Falmer tent and chaurus, then follow the ascending ramp at the back.

Climbing the ramp leads to a tunnel heading northeast to the huge open-roofed chamber, far above where you originally entered it. There are trees and vegetation all around, but no further Falmer, chaurus, or automations except those released for incorrect puzzle attempts. As you enter, Katria will comment "Here's where I fell. Feels like ages ago. There, out on the log.

Wondered what happened to it. Once you retrieve it, Katria asks you to "Take good care of it for me. Beyond the arch is a ledge that descends into the final chamber. As you approach the first stone arch in this room, if you look to your left, you will see another stone arch on a lower level with a lootable skeleton , a large coin purse, and an iron sword on top of it; you can jump to this arch and collect the loot.

Under the skeleton is also an iron shield. On a ledge that you can drop to below the entrance to this chamber is an ebony ore vein ; the ledge can more easily be seen from the roof of the building in the wall to your left as you enter. Continuing down the ramp to the other end of the chamber, there is another ledge with a quicksilver ore vein that you can drop to. A careful jump along the wall just past this ore vein will allow you to reach another small ledge with a Dwarven chest. There is another ebony ore vein near the quicksilver vein, which you can reach from the floor of the chamber.

This room has many Falmer hives on the walls, but they seem to contain no Falmer. There are a total of five skeletons in the room in the area near the tonal lock puzzle, four of which can be looted for a few septims, the remains of a Dwarven sphere, and the corpse of a dead adventurer , with many Dwarven arrows piercing the corpse and on the ground nearby.

The dead adventurer is carrying a scrap of paper that provides more clues to the correct order for the tonal locks; these supplement the clues contained in Katria's journal.

There is a stone square arch leaning over nearby, with the fifth skeleton pierced by a huge ballista bolt the bones may have fallen in a heap, and in any case can not be interacted with.

Using the nearby earthen ramp and column, it is possible to jump atop the leaning arch, and from there reach a ledge behind a vertical brass pipe against the wall; another unlocked Dwarven chest is behind this pipe. To get to the treasures, including the Aetherium Shard , you must strike the five kinetic resonators in the correct order with ranged attacks to trigger the tonal locks. Finally reaching the bottom, one finds a set of three locked doors with a large Dwemer head and five tonal resonators above the three doors.

There are five tonal resonators which must be hit in the correct order in order to open the doors. If hit in the improper sequence, traps will trigger which include explosive arrows, Dwarven spheres, Dwarven spiders, as well as a centurion. The resonators are arranged in two rows; three on bottom, two on top. The correct order is bottom left, bottom right, top left, top right, bottom middle.

After the doors open, the player can enter the treasure room that contains the first of four Aetherium keys used to activate the lost Dwemer forge. The location of the other three Aetherium pieces are clearly marked in Katria's notebook, which can be found on her body at the entrance of Arkngthamz where she first appears. The Dragonborn embarks on an investigation with Katria to learn of an ancient Dwemer secret and to search for four pieces of solid Aetherium.



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