Where is alduin portal




















Prerequesite: The Fallen. Next Quest: …. Reach Alduin's portal to SovngardeEdit. Passing through the canyon and ruins many draugr and even a couple of dragons will need to be overcome, until finally …. Throughout your dungeon crawl, you'll encounter two of the game's signature "pillar puzzles. Shift them like so in the screenshots -- basically, the outer ones need to be facing their respective animal engravings on either side, and then spin the middle one until the snake carving faces the lever.

Pull the lever to open the left gate and continue onward. In the second puzzle, one pillar rests on the bottom floor while the other two are located in alcoves above. The idea is to match the patterns of the engravings shown above, and on the one behind the movable pillar on the bottom floor to successfully lower the drawbridge. The Draugr Overlord you encounter deeper in possesses a Diamond Claw you need to progress. Match the correct sequence on the huge stone door with the sequence on the Claw itself as you have been with previous puzzles to open the door.

A Word Wall in here teaches you the Storm Call Shout , but beyond that you are led right back outside to tango with strong variants of Draugr. Face the pictograph on the central pillar that matches the desired door to face north, toward the doors. Pull the lever to open door with your back to the lever, you should see Eagle, Eagle, Eagle to open and close the dead-end door.

With your back to the lever, you should see Eagle, Snake, Eagle to open and close the progressing door. You must close one door before you can open the other. The next small room is full of draugr, and the following one has multiple frostbite spiders who made good use of their webbing to block a door and cover a chest.

The second puzzle room is solved by Whale—Snake—Eagle upper level left, middle lower level, upper level right , with the solutions for the first and third shown above them and the second behind the platform. A chest can also be found behind the platform. Whirlwind Sprint can be used from the platform to bypass the puzzle. Enter the door to go to another section of Skuldafn Temple. Take out the draugr and keep moving there isn't much loot around. Cross the bridge from its eastern entry to the west, seen from entrance but be careful of the pressure plate trap at the doorway to the next room.

Activating it releases a lantern that lights up the oil slick ahead and also triggers a dart trap. Go up the staircase to meet three draugr, which can be dispatched easily with another oil slick and lantern. Pull the lever near the oil in a small window to open the gate on the other side of the room. Don't forget the chest by the other window. Follow the wide tunnel, grabbing the contents of the chest on the right side. Be careful when you reach the large oil slick, as there is another lantern poised over it that will drop if you step on the pressure plate in front.

It is a useful way to dispose of upcoming high-level draugr; by running away and leading him into it. You will then arrive at a puzzle door guarded by a leveled draugr or dragon priest carrying the diamond claw needed to open it. The combination to the door is, from top to bottom, Fox—Moth—Dragon ; this can be seen by examining the claw in your inventory. The next two rooms the first large, the next small are basically empty except for a word wall , which teaches you a word for the Storm Call shout.

Also, just before the door to exit is a room to the right. There are some hidden gems in a pot on a shelf to the right: a flawless emerald, a ruby, and a diamond hidden by a linen wrap. The center pillar dictates which gate opens. The bird opens the right gate, while the snake opens the left gate. Standing at the lever facing the pillars, this is what should be seen:. The direction the lever points makes no difference. Simply activating it, regardless of its position, will open or close the gate corresponding to the center pillar's position.

The path through the left gate proceeds up stairs, then turns left west where there are more stairs up. The path leads to the upper level of a medium-sized two-level room with several draugr at the bottom of wooden ramps leading down. A table supports the corpse of a draugr and several urns, while between the ramps is a chest. Through a narrow opening to the west is a web-covered crypt area that leads to the right north , where three frostbite spiders are at the top of a ramp.

The path turns right east and leads through a web-covered doorway that needs to be cut. Beyond that, the path turns back left north , where another spider is found guarding a short set of steps up. At the end of a short hall, the path again turns right east , leading up another set of steps to more spiders and an iron door. There is a chest buried under the spider web just before and to the right of the iron door, near the egg sac.

Behind the door is the second puzzle room, which is guarded by several more leveled draugr. This is a two-leveled room, where there is a log ramp leading up to the second level. The correct symbol for the pillar directly in front of the door is snake found behind the pillar on that side of the platform is a chest. The correct symbols for the other two pillars are above the alcoves where the pillars are located. The one on the second level to the right is bird, and the one on the second level to the left is whale, then activate the lever on top of the central platform, dropping a drawbridge leading to a door to another part of Skuldafn Temple.

The puzzle can be bypassed by using the Whirlwind Sprint shout while on the platform near the lever, or by jumping across.

Beyond the door, the path leads east, then turns north to a two-leveled room with several draugr. A table in the center of the bottom of the room holds an empty chest. Steps lead up to the north, then the path turns right east and leads clockwise around the room until the bridge is reached. Across the bridge is a doorway to a path leading west, then north to the base of a spiral staircase.

However, a trap trigger will cause a lantern to drop onto the oil-covered floor, setting it ablaze, and also launches darts at the doorway. There are several urns and various loot around the bottom of the staircase. At the top of the stairs is a gate to the north that cannot yet be opened, and a door to the south.

Behind the door are three leveled draugr, a chest to the right, and a lever to the left that opens the gate. Through the gate is a slight upward incline, then the path turns right east and opens on a long hallway that is split into sections. At the end of the second section, a chest is on the right. Between the second and third sections is a trap trigger that will cause another lantern to fall on the oil-covered floor.

At the end of the hall, the path turns left north , where the third puzzle room is found. The Dragonborn will have to face a leveled draugr or Dragon Priest. The Diamond Claw should be looted from his dead body. Like all the dragon claws, the puzzle door's key is found on the claw's palm. It is, from the top to the bottom: [Fox]-[Moth]-[Dragon]. Beyond the door, a word of the Storm Call shout is on a Word Wall found at the north end of the room.



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