Skyrim beginning where is the keep




















On a fan's first run-through, they might dismiss it as just a fancy chest. However, when they spot it on their second or third run-through, they're bound to recognize it was a Dwemer chest. It's notably out of place among the other gear, chests, and equipment for a human military base. Is it there for a reason? Perhaps the Imperials are just as curious about what happened to the Dwemer as the players are.

Curious or nosy players in Elder Scrolls games are often rewarded with special loot for their efforts. Skyrim is no different, and indeed rewards players from the beginning for their exploration.

Whichever the player follows, they can still access the loot that they would have gotten by following the other. If they follow Hadvar, they pass through the room where Ralof would have led the player. If they follow Ralof, it's possible to backtrack after being attacked by Imperial soldiers to loot the Warden's Chest they'd have looted with Hadvar.

Over the course of Skyrim, the gamer learns that they are the Dovahkiin — the mysterious Dragonborn of legend — destined to kill Alduin and save the world. No big deal. But during the introduction, the word "Dragonborn" might mean nothing to a new player. This book serves to familiarize them with the word and foreshadow the game's main story.

In the Helgen Keep, whether the gamer follows the Stormcloak or Imperial soldier, they will find this "Book of the Dragonborn" resting lovingly on a table. If the Imperials were reading this novel, did they know more about the legend coming true than they were letting on? Or perhaps just familiarizing themselves with the mythic lore of this foreign country? Skyrim's shout mechanic is first introduced to the player when Alduin screams undecipherable words at Helgen's unsuspecting villagers.

Amid all the chaos, the player may not think to look up at the dragon — the close-up views they get when he crashes through buildings may well be enough for most people. To the left is a set of stairs winding down further into the tower. After following the corridor until it becomes a dead-end, there is a door to the left leading to a kitchen. There are two soldiers in here. Hanging from the center pillar are two garlic braids and two leaves of dried elves ear. Hanging in front of the fireplace is a rabbit and a pheasant.

On the other side of the center pillar is a small round table with a bottle of Alto wine. Opposite the entrance is a large dining table with two chairs. Around the table are three sets of shelves. Among the utensils on the table is a slice of bread and a bottle of Alto wine. On the left-hand shelves is a potion of minor magicka and a salt pile. On the right-hand shelves is a potion of minor healing and a bottle of wine.

Through the connecting archway is a storage area. There is a barrel to the left that contains five potions, three of minor healing, one of minor magicka, and one of minor stamina. There are three sacks underneath the overhanging shelf, and another on the other side of the steps up to that shelf. There is a table to the right with a salt pile and a potion of minor healing. Above that hang two more rabbits.

Just in front of the table is a basket with four rock warbler eggs. The door by your companion leads to a corridor going down further into the keep. The next room is a torture room. The Torturer and Torturer's Assistant can be found here in combat with two Stormcloak soldiers. Against the far wall are three novice-locked cells. The side ones are empty and the middle one contains a dead mage , who carries 25 gold pieces, two potions of minor magicka, a novice hood , and novice robes.

Alongside him in the cell are four gold pieces, another potion of minor magicka and a copy of the Spell Tome: Sparks. By the second of the center pillars is a small table with a knapsack, an iron dagger, and a copy of The Book of the Dragonborn. The knapsack contains four lockpicks and a potion of minor healing.

In the northeast corner of the room is the torturers cell. It contains a weapon rack and a long L-shaped shelf that has two lockpicks on the southern half. There is an iron mace hanging on the rack, an iron shield lying beside it, and a copy of Brief History of the Empire, v2 under the shelf by the door.

The exit to the room is in the northwest corner, and along the corridor are four prison cells—two on each side. You may especially want to take these Bows from the archers, as marksmanship does buttloads of damage in Skyrim. Once you Level Up you can choose a Perk preferably the one you're skilling up in and increase your health stamina or mana by Stop and press Shift to stealth at this cavern opening, and take out your bow.

Press mouse1 to nock an arrow and then release the button to shoot. The arrow flies in a light arc. If you successfully land a strike in Stealth you'll get a nifty Stealth attack bonus. If you decide to skill up in Sneak you can get bonuses up to Continue picking off the hapless spiders who don't know where you are.

Ralof will then guide you further after the Spiders to a bear's den. Simply repeat what you did to the spiders, this time it'll take two arrows for this guy.

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