This section starts with a tunnel leading northeast. This ledge contains the book serving as the door to Chapter III. At the top of those stairs is a ledge overlooking a vast sea with tentacles waving. Taking that book causes a set of stairs on the north side of the room to extend. Up the stairs to a higher platform, the book On Apocrypha: Boneless Limbs is on an altar. Over a longer bridge, just before the last set of stairs in this chapter that lead up to the south southeast, a ledge against the west wall leads north to another pod with minor loot and several more books. At the top of the third set of stairs, a ledge against the south wall leads west to a dead end and a pod with leveled loot and several books. Straight ahead and up some steps is a large book that, when activated, transports the Dragonborn to Chapter II. Then look directly to the west and find another pod containing leveled loot. To the northeast of the starting platform is a pod containing leveled loot and other books. Just northwest of the starting platform there is a table with a soul gem. Just south of the starting platform is a table with a few books including Bone, Book I. Reading Waking Dreams (which can be taken back from Storn's body) will transport the Dragonborn to Apocrypha. The second step is to read the Black Book: Waking Dreams in order to enter the Apocrypha realm to face Miraak. The first step in the quest is to unlock the last two words of the Bend Will shout using absorbed dragon souls. Use the "Bend Will" Shout to tame Sahrotaar.I now have what I need to return to Apocrypha and face Miraak. Chest with Orcish Battleaxe of Winnowing (absorb 20 points of Magicka) and other loot.Hermaeus Mora taught me the final Word of Power of the Bend Will killing Storn in the process.Dwarven Black Bow of Fate (50% chance for each attribute to absorb 25 points of Health, Stamina and/or Magicka).The quest is complete on reaching the next room. Defeat the spiders the guardian when the walls drop. return to the console to enter the sequence. The sequence for the next gate requires four Resonant Gems and is: left top, left bottom, middle centre and right bottom. The next room contains a chest with some loot, as well as a lever which reveals a Dwarven Sphere called Steadfast Dwarven Sphere. Return to the first room and continue through the now open gate. Defeat the spiders and the spheres when the walls drop. Head back to Kagrumez and to the console and align the Resonant Gems in the correct sequence. Proceed to the final chamber the requires two Central Dynamos to be placed to open the door to the treasure, including the Kagrumez Resonance Gem. Shoot the valves in the far left, middle left, and middle right to open the door. Any more, and Dwemer enemies will come out and attack you. You must shoot the correct valves to equal 20 lights. There are 6 Valves that must be shot, and each fills a different amount of lights in the center. ![]() Journey through the dungeon to the Boiler Room. The sequence for the gate requires three Resonance Gems and is: middle top, middle bottom and right bottom. This automaton is called Steadfast Dwarven Spider. It does not carry objects as a normal follower would. ![]() This spider is friendly and will follow the player if asked. Activate the lever and a wall slides down revealing a Dwarven Spider. This room contains a lot of Dwarven Metal Ingots, as well as quite a few Dwarven Oil. Proceed through the gate and follow the passageway to a room. The gate opens once the enemies have been defeated. When the wall drops down again, defeat the Dwarven Spiders and the Dwarven Ballista Masters. The pattern for the first door is: left middle and right bottom.Ī wall rises up around the player once the correct combination has been inserted. This first gate requires two Kagrumez Resonance Gems in order to be opened. ![]() To the left is a gate on which a replica of the console can be found. On each gate is a replica of the console, and the correct sequence to be used. The number of gems, and the sequence thereof, is dependant on whichever gate needs to be opened. The console in the middle has nine holes in it, some of which need to be filled with a Kagrumez Resonance Gem. Read further for more clues on how to proceed. These refer to Kagrumez as the site of a set of trials. Take the Kagrumez Resonance Gems and read the notes. One of them has two Kagrumez Resonance Gems, as well as Raleth Eldri's Notes on Kagrumez. Reavers can be heard talking on the other side of the door.
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