Where to get the key to the skyrim twilight tomb. How to get through the Twilight Tomb in Skyrim? Conversation with Silence

The Twilight Tomb in Skyrim is present in the quest of the Thieves Guild faction, in the task we need to renew the Guild's connection with Nocturnal, for which we need to return the Skeleton Key to her.

In order to find the last one, our hero will have to go to the already mentioned Twilight Tomb. There you will meet the Nightingale guard, who also turns out to be Gall. True, he will not remember his name, however, this will not particularly affect the gameplay - he will not even tell you anything useful.

Unless he recommends picking up Nystrom's diary - it contains the peculiarities of the Pilgrim's Path, however, it is written exclusively in riddles. Of the entire flow of information, the only obvious one is that which testifies to the five stages on this very Path of the Pilgrim.

The first stage is the shadows of the guards, who attack, shouting at the same time, which makes them a little unnerving, but they do not conceal a real danger in themselves.

The second stage is not quite a typical room where you need to follow in the shadows, not sticking out into the light, because here the light will rapidly diminish the Dovahkiin's health. In addition, there are stretching traps - watch your step.

The third stage is a corridor, at the end of which there is a statue of Nocturnal. To proceed further, pull the chains hidden behind the stone lamps on the sides of the statue, which will extinguish the lamps and open the door.

The fourth stage is another jump in the level of difficulty, this time you will find a corridor with traps, if you first look around in it, you will be able to notice a detour to the left of it, closed to the reliable door of the "Master" level.

True, its reliability will be greatly undermined by the presence of a Skeletal Key in Dovahkiin, with the help of which this very door can be opened without problems. On the table in the hall with the fountain next to the entrance to the Sanctuary, you will see the tutorial "Casting Basics". Well, the passage will be guarded by a pair of Solovyov-guards.

The fifth and last stage - you will get to the well, into which you need to jump. Below you will find the lifeless body of Anders, a friend of Nystrom. Find a note on the corpse, which refers to the betrayal of Anders Nystrom. And then the floor will react to the presence of the key, after which the further path will open.

When you pass the path of the Pilgrim, you will need to return the key to its place, listen to the praise of Nocturnal and communicate with Karliah who has appeared. Then you will be given the opportunity to choose an ability as a gift, for which you need to step on one of the plates.

There are three options - either once a day you become invisible while sneaking for two minutes ("Champion of the Shadow" / narrow sickle), or you can absorb damage for one hundred health units ("Champion of Discord" / Full Moon), or by deception Make enemies fight each other for half a minute (Defender of Deception / Crescent).

When you complete this quest, you will get the opportunity to return the Guild to its former glory, which promises a number of its advantages.

Twilight Tomb- Temple of Daedric Princess Nocturnal, located west of Falkreath. This tomb was built in the Jerol Mountains as a test for those eager to get to the altar of Lady Luck. For many years the secret order of the Nightingales, the chosen and loyal followers, guarded the peace of this place. However, shortly before the start of the events of the game, due to the betrayal of one of them, Mercer Frey, the temple was sealed and Nocturnal turned her anger on the guilty - the Thieves Guild, depriving them of her favor. Only the lonely ghost of Gallus, the last of the faithful, awaits inside the one who can correct the deed. And silently awaits the same Black Lake - the door to the Evergloom incomprehensible to mortals ...

This dungeon is only available during the "Return of Twilight" quest, in which the Dragonborn must return the Daedra artifact Nocturnal back to her temple. The tomb door can only be opened with the Skeleton Key.

Upon his return, Nocturnal will return his gift of luck to the Guild. Also, the updated Solovyov triad will be granted the right to choose one of three special blessings. And Dovahkiin will be able to return here, if necessary, in order to change this choice.

  • Month- the ability to turn into invisibility once a day at the time of stealth.
  • Half moon- a powerful spell of rage (enemies fight each other).
  • Full moon- a strong "vampire" energy blow that takes away and transfers us a serious portion of health (again, once a day).

There is also an alchemy laboratory on the territory of the ruins.

Items

  • Skill tutorial "Hacking" "Basics of designing locks";
  • stealth textbook "The Irrefutable Witness";
  • Enchanting tutorial "Tragedy in Black" - slightly north of the tomb, near the shrine of Akatosh;
  • chest with random contents.

Quests

Notes (edit)

  • There is a cache in the laboratory, opened with a button in the second room.
  • Sometimes it is difficult to find the levers to open the door in the room with the Nocturnal statue. They are located behind the heads of the eagle, to the left and right of the statue ( see screenshot).
  • "Nystrom's Diary". His skeleton is to the left of the central "alley" in front of the main gate to the tomb.
  • On the mountain north of the tomb, in a circle of mushrooms, there is a random staff, the Father Niben textbook, and a glass arrow.

Bugs

  • If the conversation with Gall is interrupted, you just need to talk to him again.
  • During the battle with the second Guardian Nightingale, you should not die in a narrow corridor, the save may be damaged.
  • Sometimes it is impossible to talk to Karlia at the end, and without this it will be impossible to leave the tomb. You can wait 24 hours.
  • Sometimes the door won't open at the very beginning. It is worth going around the left corner, there is a hole in the textures (you can use the "Rapid Dash" Shout).

V The elder Scrolls V: Skyrim are many dungeons that can be found both when completing quests and during free exploration of the game world. Most of them are intricate branches of passages and corridors in which you need to solve puzzles and fight enemies that are superior to you in strength. Below we will look at one of these quest locations called The Twilight Tomb.

Description of the place

You will enter this dungeon exclusively on a quest. You need to start the passage of the thieves guild quest line. In one of the quests, the character will be sent to the temple of the Daedric princess Nocturnal, in which it is necessary to walk the path of a pilgrim. Your hero will have to try his luck and go through all the tests to get the approval of the princess and return to the guild with the completed mission. You must also return the artifact to the tomb. You can get access inside only with the help of the Skeleton Key, so it is impossible to get into the location without a quest, before and after it. in Skyrim is located in the Jeroll Mountains near Falkreath. To re-establish the Thieves Guild's relationship with Nocturnal, you will have to return the Skeleton Key to its rightful place. And on the way you will meet several stages with traps and dangerous enemies. All stages of the tomb can be divided into rooms. We will consider them further.

First, second and third stages

At the beginning of your journey in the Twilight Tomb in Skyrim, you will meet a guard who, in fact, will not tell you any useful information except for one point. The guard will recommend that you pick up Nystrom's diary, which describes the peculiarities of the pilgrim's path.

At the first stage of the passage of the Twilight Tomb in Skyrim, you must fight the shadows of the guards. They attack quickly and loudly, but they do not pose a real danger. Therefore, you can easily cope with such opponents, even with average equipment. However, using stealth against them will not work.

The second stage is a room with rays of light. If you fall under one such beam, then your health will begin to rapidly decrease. To get through a room, you must constantly keep in the shade and run from one dark place to another. Also, the passage of the stage is complicated by the traps scattered on the floor. Be attentive and watch every step.

The third stage is the corridor. In it you will have to find a lever in the form of chains. They will open the passage, after which all the lamps will go out and you will see open door to the statue of Nocturnal.

Fourth and fifth stages

In the last two stages of the Twilight Sepulcher in Skyrim, the difficulty will increase significantly. First, you will find yourself in a corridor with traps, in which you need to find a workaround. However, only heroes with the "Master" level hacking skill will be able to open it. If you have a Skeleton Key in your inventory, then you will not need this skill.

At the last stage, you need to find a well and jump into it. At the bottom, pick up the note on the corpse. The floor of the well will react to the presence of the key, which will activate the passage. A few more enemies are waiting for you, after which you need to put the Skeleton Key in place and return home. Now you know how to get through the Twilight Sepulcher in Skyrim.

In the world of Skyrim, you can be both a protector of the weak and the poor, and a villain and a thief. The Thieves Guild is designed to play the latter role.

How do I join the Thieves Guild?

The Thieves Guild is one of the few guilds in Skyrim that you can't just go to the right NPC and join.

In order to join the thieves' guild, you need to complete two "introductory" tasks. We leave for Riften and find Brynjolf there. I found it in a tavern, although it may be elsewhere.

As soon as you meet with him - he himself will start a dialogue, and offer to turn the "little business".

Chance meeting

The essence of the task is to rob one merchant, and substitute another. For a reward, of course.

Go to the square and find Brignolphe there (if it's night, you will need to wait until morning). Tell him you are ready. He will start advertising his new "product" so that everyone is distracted from their work and gathered around him. Your goal is the pockets, the key from the pockets of the lizard, and his counter (at first I thought that his counter was a house, in fact it is a simple counter on the market.

A small guide to pickpocketing:

  • in order for the theft option to appear, you need to enter the hidden rack (Ctrl);
  • the chance of theft is checked on each item separately, so take only the most necessary;
  • if the skill of stealing is small, save before stealing, so that in case of failure, boot.

You can take anything, the main thing is to take the ring. Now, you need to put this ring on another (I forgot the name, open the magazine - there it will be written to whom). The object is placed in the same way as it is sneaked.

After a successful operation, wait until Brynjolf finishes, and if he still does not calm down, enter and exit any building. Then talk to him, tell him that everything is done, and you will receive a reward.

Reliable roof

Talk to Brignolf again. He will say that he likes smart and nimble guys like you. And he will say that he will take you into his guild if you complete one more task.

Note: he can give you this task as soon as possible, or he can send you away, subtly hinting that you need to find a suitable place - such a place is from the "headquarters" in the dungeons under the city, it was there, in my case, he gave second task:

It consists in the fact that you need to beat the debt out of 3 people. And the most important thing, as it turns out, is not money. It is necessary for people to understand that the guild of thieves must be reckoned with. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. It will not work to knock out the money directly, you need to talk to the Argonian Talen-Jay, and convince him to influence Kirav. He will not want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money, you will break her;
  • Bercy. To hit Bercy for a living, you will need to break his favorite vase. He will scream for a long time, but then he will return the debt.

We return to Brinjolf, talk about the successful completion of the assignment, and - welcome to the Thieves Guild!

List of members of the Thieves Guild

Primary:

Mercer Frey - Leader of the Thieves Guild

Brinjolf - accepts us into the guild, in fact - Mercer's deputy.

Vex is a master locker, gives small contracts

Delvin Melory - gives small contracts, buys a variety of unique points of interest

Tonilla - the buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brignolf
Quest Content: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three hives. It would seem a trifle. In fact, as usual, there is a catch. And it lies in the fact that Aringolf's guard consists of mercenaries. Not very good news. Maybe you can somehow sneak in secretly? Yes, you can. We speak with "baby Vexi". She will tell us that you can get into the estate through the sewers. Classics of the genre. Yes, do not forget to go to Tonilla for the armor, you will like it.



Well, let's go. The estate "Golden Flower" is waiting for us.

It is best to go at night - less chance of being noticed by guards. And here is our entrance to the sewer.

Everything is simple there - you go along the corridor, kill the rascals, and reach the stairs. Go up, go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, getting around them with the proper stealth skill will not be difficult. But beginners will have to sweat. To begin with, I advise you - walk around the house and take away everything that is not nailed to the floor, and only then go to the safe.

We reach this lattice here.

Here you can turn back and go to the second floor - there will be the owner of the mansion, who has a key. Or you can go further and open the safe with master keys. Take your pick. But getting a key is more cumbersome than opening it with master keys. For those who still want to open with a key.

We go to the second floor and see the following picture:

It is very easy to get around - we go through the door. We go right through the room, leave, go a little further and see this:

There is no way around it. You just have to sneak very slowly. And here's another surprise:

The owner is in an uncomfortable position for us. I do not advise you to talk to him - you will not be able to kill him and hand over the key, besides, he will raise the alarm and the guards will run away. Just try to steal the key from his pocket.

Regardless of the option of action, we look to the right into the corridor, if we see the guard's back, we open the grate and make our way further, if we see his face, we wait until we see his back and only then we open the grating and make our way further. In the basement we will see such a careless guard:

No, well, I had to think of it - put a chair on a puddle of flammable oil. Well, all right, the fool himself. It will be extremely difficult to get past it - the space between it and the stairs we need is well lit. You can try to get in, or you can set the oil on fire with a fire spell. But he will not die instantly - he will have to finish it off. And there can still come running two guards from the next room. But with luck, you can already run the stairs and hide there in the shadows. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything that is and leave through the sewer or through the front door. Whoever is more comfortable, because the next part of our insidious plan is vandalism. Namely - setting fire to the hives. The front door will be closer in my opinion. Carefully we pass along the bridges, bypassing or waiting out the guards, and we set fire to three hives with fire spells. The beauty:

Everything, we can leave. We return to the shelter (we now have access to a secret passage) and get a well-deserved reward - 200 coins. Plus what you honestly managed to steal from the estate.

Wrong Honey

Gives: Brignolf
The essence of the task: Talk to Maven Black Heather and fulfill her request.

We go to Maven (I found her in a tavern or on the street near the stalls)

She wants us to eliminate her competitor, the Honning Mead. She sends us to Whiterun, to the Prancing Mare tavern, to a mayor named Mallius Macy:



Mallius tells us that Sabjorn is arranging a tasting of his honey for the Captain of the Guard the other day. And here's the bad luck - malicious rats appeared in his mead brewery. It would be necessary to poison, and Sabjorn is looking for someone who will take it. "And rat poison and honey do not mix well." As usual, all the rough work falls on our shoulders. Well, where to go? We go to the honey brewery:

We go into the building and speak with Sabjorn.

We offer him to help with his problem, demand a deposit (if possible) and go to the basement. We kill rascals, Psycho named Heimlin:

(examine it and read the diary - we again thwarted the plan to take over the world by a psycho. This is already becoming a routine), pour rat poison into the nest and go to the mead brewery itself. Pour poison into a vat of honey. Well, I did something nasty - joy to my heart. And the wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he will not like it (and who will like the honey with the taste of rat poison?) And he will take Sabjorn to prison, and Mallia will appoint him in charge. Happy end. Almost. All that remains is to look around Sabjorn's room for an explanation of how he was able to open his mead brew so quickly. We take the key from Mallia and go up to Sabjorn's room.

We open the chest of drawers, we take away the coins and the document. But don't rush to leave. Hack the second door and take the Honning Honey Decanter. Delvin will give 200 coins for it and put it on the shelf where he will put all the interesting items you brought. We go to Maven, hand over the document and as a reward we receive ... Holy Orc dagger.

Hmmm ... Well, okay, you can at least sell it.

We go to Brynjolf. He says that Mercer Frey urgently wants to see us.

Scoundrel's whim

Gives: Brignolf
The essence of the assignment: Inquire from a lizard named Gulum-Ai about the buyer of the "Golden Blossom" estate

We go to Solitude, to the "Laughing Rat" tavern and talk to the lizard.

We are trying to bribe - and he tells us about a box of fiery wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him in this. There is nothing difficult - there is no one near this box at all. They came, took and left. We give the wine, and in return we receive information about a certain woman who came to Gulum-Ayu with a purse of gold and offered to represent her interests in one case. Namely, to take the payment for the estate to Aringot. Of course, he did not remember the name and face. But something this lizard darkens. We are not in a hurry to leave when we finish the dialogue. Let's follow him to the East Empire Company Warehouse.

We go after him. Careful, guards will come across on the way. I advise you to pick up all torches from the holders along the way - less light, which means there is less chance of being noticed. Kill the guards quietly or walk by - it depends on your preference. The main thing is not to make a fuss. By the way, the guards also walk with torches, which complicates our pursuit of the lizard.

We reach the entrance to the Salt Water Grotto. Gulum-Ai went there. We go next, but the lizard is already in an unimaginable way at its very end, and we will have to wade through the robbers. Proceed in the same way as with the guards earlier. We reach Gulum-Aya. Nearby are two robbers. We have no choice but to kill them. We kill, threaten Gulum-Ayu - and he tells us about a certain Karlya - a thief who killed the former head of the Gall guild, and now hunts for Mercer. Where she Gulum-Ay does not know, she just said "went to the beginning of the end." Do not forget to talk to him again, and say that he owes him - another buyer of stolen goods will appear. We open the secret door with one of the levers and go to Mercer. We tell him about Karli and about the "beginning of the end." From which he concludes that Karliah went to the ruins, where he once killed Gallus. And that he would go there with us and help kill her. Okay, but first, let's go to Tonilla for a reward - exchange of one of the armor components for a better one.

Conversation with Silence

Gives: Mercer Frey
The essence of the task: Go to the ruins of the Snow Veil and kill Karlia.

We go to the ruins and meet there Mercer. He states that Karliah is still here, he is sure of it. And he lets us go forward, and he follows us. Okay, we need to hurry before she disappears again. We approach the door, observe how Mercer opens it, and go inside. Be careful - there are a lot of traps and draugr here. Mercer will warn you about most of the traps. One of the words of power can be found in the Sanctuary:

We reach the door, which requires a claw to open. But since we do not have a claw, Mercer has to be cunning, and he opens the door without a claw (no, to tell us how to do it). We go in and ... fall from an arrow shot at us. We lose consciousness, but almost immediately we wake up and see that Mercer and Karliya are talking.

From the conversation it turns out that it was not Karliah, but Mercer who killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we will not succeed, and therefore we get a sword in the stomach. But we will not die. And when we wake up, we will see Karlia in front of us.

She tells us everything that we have already guessed. And he says that, to our happiness, her arrow was poisoned with a special paralytic poison, which slowed down our heartbeat and prevented us from bleeding. Thank her for that. She also found Gall's diary in these ruins - it was not just that she came here. But the diary is written in a language unknown to her, but she knows who can translate it - Entir, a friend of Gallus. We must go to him. To Winterhold.

We need the Frozen Hearth tavern.

Entyr will tell us that Gallus kept a diary in Falmer. Original, considering that only a few people in all Skyrim know him. He himself cannot decipher, but he knows who can. Colselmo, the Jarl's court mage in Markarth. We go there:

And here is Colselmo himself:

He is truly an expert on the Falmer language. But he categorically refuses to show his work. You can get into his trust by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will speak to you for the first time anyway, even if you are invisible. Consider this. So, regardless of the path, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to the Colselmo laboratory. But if you are confident in your abilities, you can scour this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the spider control rod. The instruction in the diary is next to it. And here is the spider:

There are guards in the laboratory too. You can sneak past them or kill. Or you can set up traps to make "accidents" happen. After all, Dwemer mechanisms are old, who knows what kind of failures can happen there? In the room where Aykantar is sitting, you can also launch a trap - you will kill faster. Do not forget to pick up the cube in that room - give it to Delvin.

From this room we go out onto the balcony, and from there we find ourselves in the Colselmo Tower. It's almost done. Take charcoal and a roll of paper in his office. If you want to inspect his office for usefulness - now is the time, then he will be gone. We leave through the door in the office to the stone and redraw it on paper. Ready. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will be a little late in the passage - a good chance to discreetly slit his throat. Then one will stand at the stairs, and the other two will go upstairs. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further, to the stone. We kill one, then the second. That's it, you can return to Entyr in Winterhold. We go into the basement and see Karlia next to Entyr:

We give him the copied text of Kolselmo, and he begins to translate. It turns out that Gallus had long had suspicions about Frey's loyalty. Gull learned that Mercer was leading a too luxurious life. Looks like he was robbing the guild. Robbed the Thieves Guild. Ironically. In addition, Gallus mentions that Mercer desecrated a certain Twilight Tomb. Karliah says that the transfer must be immediately delivered to the guild so that everyone knows how bad Mercer Frey is. But first, let's talk with Entyr - he will offer us to visit him in the College if we want to sell stolen things. Another buyer. Fine. Now we are talking with Carlia, and the mosaic is starting to take shape little by little. The Twilight Tomb is the temple of Nocturnal, the patroness of the night and thieves. Nightingales vowed to protect the temple to the last drop of blood, because all her gifts are stored there. And even more - through him, she interacts with our world. And Mercer defiled the temple. Hence the fall of the Thieves Guild - Nocturnal herself turned her back on them. We need to go to Riften as soon as possible and punish Mercer. Finally, Karliah will give us the Nightingale Blade - the sword of Gall:

The pursuit

Gives: Karliah.
The essence of the task: To expose Mercer Frey.

We go to Riften, to the "Ragged Flask" and talk to Karlia. Together with her we go to the guild, and we are greeted by a warm welcome - Brinjolf, Vex and Delvin. And all with bared blades. Perfectly.

But Karliah gives Brin Gall's diary, he does not believe his eyes and offers to open the vault. Delvin states that it takes two keys to open the vault. Vex says it is impossible to pick this lock. But Bryn insists, and he and Delvin open it. It turns out that Gall was right - we see empty chests.

Vex is furious, she threatens to kill Frey with her own hands, but Bryn calms her down and sends her to the Flask with Delvin to alert them. If Mercer sticks in here. And we have to go to his estate "Riftveld" and look for clues where he could go. And we are allowed to kill anyone who gets in our way. Delightful.

The easiest way to get to the estate is from the courtyard, via the ladder that Mercer made in case of an emergency. But there is a small snag - Wald. Mercer's guard. Let's talk with Vex - she once knew Wald very well. Vex will tell us that you cannot make friends with him - he is only friends with money. But you can promise him that Maven will close his debt. Do as you want - you can close the debt, or you can just kill him and take everything you need from his corpse. There is no difference.

This is actually the ladder mechanism itself, where you need to shoot in order for it to descend.

The house itself is empty, but there is one secret. One of the cupboards is the door to Narnia. Well, I mean, Mercer's hideout. It is located on the second floor. In the shelter, keep your eyes open - the traps do not sleep. And there will be something to profit from, as well as in the house. We reach his room, take the plans, a good sword in the showcase (glass, cold damage) and the Bust of the Gray Fox - give it to Delvin. Well, and also what you like. There is no need to go back - there will be a passage to the Rat Hole. We go through it to Brinjolf and give the card. It turns out that Mercer is after the Eyes of the Falmer - huge precious stones that cost a fortune. If he finds them, we will never find him. This money will be enough for him until old age, and there will be more children left. We must stop him at all costs! I need to talk to Karliah. Time is running out.

Reborn Triad

Gives: Brignolf
The essence of the assignment: Become a Nightingale.

Yes Yes. We will become the Nightingale. As usual, our hero is an uber-super-duper-many-who. Well, okay, everything in order. Karliah asks us to meet her at the ancient standing stone beyond Riften.

Upon arrival there we see both Karliah and Brin. Karliah asks us to follow her, she will explain everything on the way. And we enter the Slovenia Hall. Karliah really wants us to become Nightingales. To do this, you need to put on their armor and go through the rite of passage. We go to the Stones and, taking the armor, we put it on.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the dedication was completed, and we became Nightingales. So, what is next? And then Karliah will tell us about the true crime of Mercer. It is that Frey stole ... the Skeleton Key. If you've played Oblivion, you must remember what it is. But this key isn't just about physical constipation. After all, the possibilities human body very large, and we use only a part of them. And when you understand that the key can also open such "locks" - the possibilities become almost limitless. You can't let such a thing get to a man like Mercer.

Before we move out, let's talk to Brin. He will offer us to become the main Thieves Guild. Naturally we will agree. Where are we going? Now let's go after Mercer. The path lies in the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, we go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that's it. We go to the second level and immediately stumble upon Karlia and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will observe the scene of the murder of two Falmer by Mercer. Move on. We find a huge room with a grate at the end. To open it, you need to pull two levers - to the left and right of the room on the dais. By the way, there is a ballista next to it - behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And look under your feet - these are Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies are Mechs and Falmer. The truth is, the Centurion can get in trouble.

A healthy colossus, tenacious and hits painfully. Going hand-to-hand with her is not the smartest idea, of course, but with good armor you can. Or you can give Brinjolf this honor, and join Karliah himself and shoot him with a bow. Or magic. Improvise, be creative.

And finally, we got to Mercer. We go into the Sanctuary and see how he gouges out the Eyes of Falmer from the statue.

But suddenly the platform on which we are standing breaks off and falls. Karliah and Brin stay upstairs. We'll have to fight Mercer alone. And he also bewitched Brin so that he was forced to fight Karlia. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he loves to go into invisibility, but at the same time it is not difficult to see him. After his murder, the cave, in the best traditions of the genre, begins to collapse, and the room itself begins to flood. The door won't open. What to do? Wait until the room is flooded. No, I'm serious. Wait. When the room is flooded, stones will fall over the head of the statue and open the passage leading to the Bronze Water Cave.

Return of the Twilight

Gives: Karliah
The essence of the task: To complete the Path of the Pilgrim.

We speak with Karlia, and she will tell us that we need to return the key to Nocturnal. But to get to it, you need to walk the Path of the Pilgrim. She cannot get there, because because of her the tomb was desecrated, Brin needs to return to the guild and maintain order there. Who is left? That's right - we are. Before she leaves, she will give us her bow - a useful little thing.

By the way. After all, it is not necessary to give the key instantly, right? And the Eternal Lock Pick is a very good thing. You can, for example, keep it with you until you have such a perk. But at the end of this quest, a very good reward awaits you. But more on that later.

Our path leads to the Twilight Sepulcher:

At the entrance there will be a Nightingale-Guardian:

When talking with him, it turns out that this is none other than Gallus himself. But he himself cannot return the key to the Tomb - the closer he gets to the Well of Night, the weaker it becomes. And even now he feels that he is dying. We'll have to. Do not forget to read Nystrom's diary - it lies against the wall to the left of the Guardian Nightingale, by the skeleton.

Further, the quest marker disappears. But even without him, everything is transparent here. In the first room, three Nightingales-guards are waiting for us. Two together and one a little further. In the next room, you need to follow the shadows without touching the light - you will die very quickly. Light is light, but you should not forget to look under your feet. Further there will be a room with a statue of Nocturnal and a dead bandit nearby (I wonder how he got here?). It seems to be a dead end. Although ... What is there behind the right torch in the form of a bird's head? Aha! Chain! We pull and ... Nothing happens, except that the torch goes out. Hmm ... And if you look behind the left? Also the Chain. We pull for it, and the door opens behind Nocturnal.

In the next room, commonplace pressure plates and pendulum blades. There will be a surprise outside the door. And for you it will most likely be unpleasant. I will only say that no one has died from caution and quicksaves. And here you are in front of this door:

And now, finally, we are at the Sanctuary. But ... there is only a pit with a skeleton at the bottom and nothing else. We do not get upset and jump. It won't hurt too much. But there is no way out of the hole, is there? Not scary. Sit a little or run along it - soon our hero will get the key, turn it and suddenly - lo and behold! - the floor will dissolve and we fall into the holy of holies of the tomb.

All that remains is to stick the key into the lock (logical, isn't it?) And ... listen. Nocturnal herself will speak with us. Frankly, I thought her face would be prettier.

But my graphics may just be to blame. Does not matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well ... well, she's right. And the reward is really worthy. Standing on the circle with the drawing of the month, we will receive a talent, when applied, an excellent buff for thieves falls - invisibility is automatically imposed upon sneaking up. Standing on a semicircle - a fury spell - all creatures in the spell's area of ​​effect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will get the spell of draining health from the enemy - I don't know if it is leveled or not, but at level 18 it consumes 100 health from the enemy. Agree a lot? But, unfortunately, these are not spells, but talent. That is, you can only use it once a day. It's a pity, but it can't be helped. And you won't be able to take all three either. Take your pick. After choosing we will see Gallus. He came to say goodbye to Carlia.

Well. The adventure is over. You can complete the generated endless quests from Vex and Delvin, or you can just forget about the guild and visit only to sell stolen goods. Good luck to you. Keep your eyes peeled - go to the Shadows.

The Elder Scrolls V: Skyrim has many dungeons that can be found both when completing quests and during free exploration of the game world. Most of them are intricate branches of passages and corridors in which you need to solve puzzles and fight enemies that are superior to you in strength. Below we will look at one of these quest locations called The Twilight Tomb.

Description of the place

You will enter this dungeon exclusively on a quest. You need to start the passage of the thieves guild quest line. In one of the quests, the character will be sent to the temple of the Daedric princess Nocturnal, in which it is necessary to walk the path of a pilgrim. Your hero will have to try his luck and go through all the tests to get the approval of the princess and return to the guild with the completed mission. You must also return the artifact to the tomb. You can get access inside only with the help of the Skeleton Key, so it is impossible to get into the location without a quest, before and after it. The Twilight Tomb in Skyrim is located in the Jeroll Mountains near Falkreath. To re-establish the Thieves Guild's relationship with Nocturnal, you will have to return the Skeleton Key to its rightful place. And on the way you will meet several stages with traps and dangerous enemies. All stages of the tomb can be divided into rooms. We will consider them further.

First, second and third stages

At the beginning of your journey in the Twilight Tomb in Skyrim, you will meet a guard who, in fact, will not tell you any useful information, except for one moment. The guard will recommend that you pick up Nystrom's diary, which describes the peculiarities of the pilgrim's path.

At the first stage of the passage of the Twilight Tomb in Skyrim, you must fight the shadows of the guards. They attack quickly and loudly, but they do not pose a real danger. Therefore, you can easily cope with such opponents, even with average equipment. However, using stealth against them will not work.

The second stage is a room with rays of light. If you fall under one such beam, then your health will begin to rapidly decrease. To get through a room, you must constantly keep in the shade and run from one dark place to another. Also, the passage of the stage is complicated by the traps scattered on the floor. Be attentive and watch every step.

The third stage is the corridor. In it you will have to find a lever in the form of chains. They will open the passage, after which all the lamps will go out and you will see an open door to the statue of Nocturnal.

Fourth and fifth stages

In the last two stages of the Twilight Sepulcher in Skyrim, the difficulty will increase significantly. First, you will find yourself in a corridor with traps, in which you need to find a workaround. However, only heroes with the "Master" level hacking skill will be able to open it. If you have a Skeleton Key in your inventory, then you will not need this skill.

At the last stage, you need to find a well and jump into it. At the bottom, pick up the note on the corpse. The floor of the well will react to the presence of the key, which will activate the passage. A few more enemies are waiting for you, after which you need to put the Skeleton Key in place and return home. Now you know how to get through the Twilight Sepulcher in Skyrim.

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