One spot in which you are likely to encounter someone or something is just past the large boulder positioned on the right side of the road where it departs from the lakeside. There is an iron ore vein here: Westwards from the boulder extends a patch of rocks sited between the road and the river in an essentially rectangular formation.
The vein lies at the northwest corner of this. Continue west, then take a left turn onto another road. This has no signpost and can be overlooked if you're not watching for it. Follow this road as it winds to the bottom of a hill. Just after it reaches the bottom and levels out, take a smaller path to the right. This is intermittently paved with flagstones and will soon point you directly at the Keep. The Keep's exterior is relatively-lightly guarded by orcs and bandits, typically of the bandit archer class, who tend to attack with bows from a distance and melee weapons up-close.
They are better-trained in one-handed weapons and so can be more dangerous when wielding them. They are non-magical. A surgical sniping approach may be accomplished by sneaking around a wide arc to the right of the fort and climbing the mountain from the other side. You should have any follower wait before you find a way to climb up. It may require luck, patience and persistence to find a way up and over that lands you in a position from which you can see and kill one or more guards below.
If you can do so, and then sneak into the interior through one of several vulnerabilities in the perimeter, it is possible to eliminate all of the guards without any of them even seeing you. The access point of choice is probably a deteriorated breach in the wall located on the north wall near the northeast corner. Climbing up here will allow you to reach an elevated wooden platform from which you can sometimes see and kill remaining guards.
Another breach near this corner but on the east side allows you to access a partially-buried chest, but presents a more difficult if not impossible route inside.
There are three entrances into the keep's first interior zone. If you take the front door, you will be immediately attacked by two enemies of the same type as the guards. Incapacitate them and proceed up the stairs and through the door, where the bandit chief , Ghunzul wields more advanced melee weaponry, and wears stronger heavy armor as well as the key to the vault.
There is a second vault key on the chest next to his bed. A second entrance is a hatch on the roof of the circular structure at the southeast corner of the exterior which will drop you directly into Ghunzul's quarters.
To find it, take the stairs to the right just after entering the exterior gate to the fort. Work your way around the walls and elevated platforms of the perimeter counter-clockwise until you reach it.
This will require a tricky jump at one point which can land you in an area where you may become stuck. If you obtain the key, proceed two levels down to enter Cracked Tusk Vaults. The third entrance is a locked door to the right of the main entrance and down some steps. This opens directly into the unguarded room which accesses the vault zone. If you have sufficient lockpicking capabilities, it can allow you to access the vault and the quest item without encountering any enemies in the interior.
There is a sliding panel on the wall to the right of the cage barring access to Cracked Tusk Vaults. It can be opened with the key or by picking a difficult lock.
Open the next door. Two barred rooms on either side of the hallway, each containing significant loot, are unlocked by small buttons on the wall to the right of each.
The room to the left contains a copy of the light armor skill book Rislav The Righteous. Activating the levers to the left and right of the final barrier will open the way to the blade shards.
Three tripwires on the floor between you and the shards activate dart traps; these may be jumped over. Removing the blade shards from their pedestal will also activate a dart trap. Placing something, like the nearby bucket, onto the pedestal will deactivate the trap—if you can get something to remain on the surface of the pedestal. Using Telekinesis from a safe distance is also possible.
However, you may also turn to the left as you face the pedestal, and take an alternative route back through the room. Other options include simply taking some damage from the traps or using the Become Ethereal shout to protect yourself on the way back out. To get the hilt, speak to Jorgen in the town of Morthal. He will initially claim not to have it, and when he admits that he does, he will refuse to give it to you.
To gain access to it, you may use one of the speech challenges : threaten, persuade, or bribe. You must pass a hard-level Speech check to persuade him; bribing him does not require such a high skill level. If successful, he will give you the key to his house west of the mill and another to the chest within it containing the hilt. You can also just take the hilt from the chest without speaking to Jorgen by picking the locks or pickpocketing the key s from Jorgen.
After retrieving the three pieces return to Silus and he will pay you a leveled amount of gold more if brought all at once and then ask you to meet him at the Shrine of Mehrunes Dagon.
Once he is gone, if you wish to read the Mythic Dawn Commentaries , located inside the locked display cases at Silus' house, this may be your only time to do so without him present unless you decide to kill him at the shrine.
Once you are done inside travel to the shrine. Upon arrival, Silus will be unable to get Dagon to repair the Razor, so he will ask you to interact with the shrine. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more.
How to save the life of Silus Vesuius? Ask Question. Asked 7 years, 3 months ago. Active 4 years, 1 month ago. Viewed 7k times. Improve this question. Ikrull Tn Ikrull Tn 53 1 1 silver badge 4 4 bronze badges. Add a comment. Active Oldest Votes. Scripted deaths Some deaths in skyrim are scripted. Normal combat Have you tried killing the dremora before they can kill Silus? Console commands You can set him to essential, and that way he cannot be killed.
Open the console, and type in "setessential CC 1". To make him killable again, use "setessential CC 0". Change the difficulty If you change the difficulty, you will increase the damage you do to the Dremora, that way you could abuse this setting to quickly kill the summons, and then put it back to your normal settings. Improve this answer. Ids Ids 2, 3 3 gold badges 22 22 silver badges 31 31 bronze badges. Should I kill silus for Dagon? Is Nettlebane a dagger? How do I get rid of old Gildergreen?
How do I restore the tree in whiterun? Does the Gildergreen sapling grow? Does the tree in whiterun bloom? Does the Eldergleam sapling grow? Where is Orphan Rock Skyrim?
Forgot your username or password? User Info: xiuxiu xiuxiu 9 years ago 1 Pieces of the past - is it worth to let Silus Vesuius live? User Info: Dudechapguyman Dudechapguyman 9 years ago 2 You get Mehrune's Razor if you kill him, or an inconsequential amount of gold if you let him live.
User Info: xiuxiu xiuxiu Topic Creator 9 years ago 5 think you can get the dagger and still let him live, and the 2 dremoras show up no mater what. User Info: Destin Destin 9 years ago 6 no to all of those questions to my knowledge. CoW Questline Spoilers. Happy 10th Birthday, Skyrim! Thoughts on skyrim anniversary edition? Showing our 70 year old dad skyrim. Does anyone else start multiple profiles to play as a team of Dragonborns? Side Quest.
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