Enchanted Arms - Prima Official Game Guide, Prima, Bradygames IGN and other guide, Poradniki ENG

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Introduction
As if Cyrodill and Oblivion weren't big enough.
Jump into the fantastical dimension of the Shivering Isles.
New enemies, new challenges, and new areas await the
adventurous. Join us as we walk you through the new
adventure and guide you to fresh sidequests.
In this The Elder Scrolls IV: The Shivering Isles
strategy guide, you'll find:
WALKTHROUGH //
Complete Shivering Isles
walkthrough to guide you through the quest.
SIDEQUESTS // Info on where to find sidequests
and how you'll be rewarded.
Guide by: MrWhitefolks
This PDF Guide is property of IGN Entertainment. Any unlawful duplication or posting of this document without the consent of IGN Entertainment will result in legal
action.
Shivering Isles Walkthrough
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A Door in Niben Bay
Upon loading your save file, it will take around 48 IN GAME hours for Shivering Isles to open up for you. When this
happens you will be auto notified via a onscreen prompt letting you know that a mysterious door has opened up east of
Bravil out on the Niben Bay.
After arriving at the mysterious door you will note that there is a guard on watch, as well as a lone civilian. After chatting
up the guard about the this new sight, someone will emerge from doorway and go mad, attacking the guard (and you, if
you're not careful). Talk to guard again if you wish, and head on through the doorway.
You're greeted by Haskill, a bald fellow who seems to be the liaison of the Shivering Isles on behalf of Sheogorath (the
Daedric prince of madness; who runs the entire establishment). Sit in the chair and have a good talk with him to get all
the information you need in regards to this new world you are about to enter. When you're ready, let our new found
friend know and he'll open the gates to Shivering Isles in a most fantastical fashion.
Following the path before you, you should find into a town and an adjacent area (the gates of madness) wherein a giant
gate keeper is barring your way. You will immediately understand the severity of this gate keeper's presence as a small
group of adventurers will attempt to kill said monster. Long story short: It doesn't work. At the end of the day it's a pile of
dead guys, the gate keeper walks away, and you're set pondering how the hell you'll get past this abomination so you
can gain access to the realm of Shivering Isles.
Through the Fringe of Madness
Thankfully, there are two easy ways to get past this giant, hulking, and apparently invincible roadblock.
The first one is to search around for Jayred Ice-Veins and help him on his quest to rid the gate keeper. Doing so will
require you to pick a lock to the local graveyard, kill a few mutated skeleton-types, wherein Jayred will let you know he
as acquired the necessary pieces needed to construct Gate Keeper Bone Arrows. It'll take a few hours (in game), so you
can either wait them out or spend time exploring this new town and talking to it's residents. Once the allotted time has
passed, you can return to Jayred and you then team up to kill the gate keeper (he'll give you 20 arrows, while he himself
takes only 10). If you have archery skill, the Gate Keeper Bones come in handy and damage this monster fairly well. If
not, then you can wait for Jayred to fire a shot at the gate keeper, then fire off with whatever you have (spells, melee
strikes, etc). Soon enough the monster will fall and you will have the keys needed to enter the gates of madness, letting
you into the full realm of Shivering Isles.
The second option is based around a woman named Relmyna Veremin. Talking to her will reveal that she is the one
who helped create the gate keeper, and after a little chit-chat she will blow you off, but in doing so she drops the name
of Nanette Don. Of course you're going to want to have a nice sit down with Nanette and after a little persuasion (or
bribery) she'll reveal that Relmyna's own tears hurt the monster...and that she meets with him nightly around 12am. So
head out and wait for the meeting to take place, but be sure to stay close enough that you can hear some of the dialog
(don't get too close, or the gate keeper rushes you) and after the convo has happened, an in game prompt will alert you
that Relmyna has left a handkerchief full of her tears on the ground. Run up, snag the handkerchief and then haul ass
out of the gate keeper's range (upon picking it up, the game will prompt you with a note on how you squeezed the tears
into some bottles, allowing you to poison your blade/arrows if you decide to attack the gate keeper).
The tears themselves open up the monster to damage for a 120 second window. So all you really need to do is fire one
off, and then bomb on him with whatever attacks your character has (melee/arrows/magic/etc). This is a far easier route
than the one above, but using both the Gate Keeper Bone Arrows AND the poisoned tear bottles is the most applicable
route (as [MANS NAME] does damage of his own, while you get the added poison from the tears and whatever damage
you want to inflict).
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Choosing your entrance
Our bald liaison friend from earlier shows back up to inform you that Sheogorath has an important quest for you and that
it is of utmost importance that you meet with him. Obviously the more you talk with him, the more you learn about this
newfound world, so do so at your convenience. The only question left to you is "which door do I take?". The doors both
lead to the same world, it's just that going through a door grants you a new spell...so the real question is which spell do
you want?
Mania:
Going though this door grants you the Blessing of Mania (Frenzy up to level 12 in 30ft, for 30sec on Target).
Dementia: Going through this door grants you the Blessing of Dementia (Demoralize up to level 12 in 30ft, for 10sec on
Target).
A Better Mousetrap
Ah, Xedilian. What a fine place to start off your adventure in the Shivering Isles. An old, run down, booby-trap filled
dungeon of sorts...all which you need to get up and running again for Sheogorath. This is a fairly simplistic quest, and as
long as you take your time you won't have a problem fighting off the enemies within. As you make your way through, you
will come across focus crystals (dropped by enemy Shaman's in the form of their staffs) that are needed to power
Xedilian, and in turn are needed for you to progress from one area of the dungeon to the next. Simply pick up a dead
shaman's staff and then place the focus crystal in their necessary Judgement Nexus' to open the way for the next part of
your dungeon crawling adventures.
As you make your way through the dungeon (it's ridiculously straight forward), you will finally activate the Resonator and
be granted access (via a teleport pad) to the upper areas of Xedilian. Upon entering here you will be greeted by
Xedilian's caretaker, Kiliban Nyrandil. He introduces you to the concept of Xedilian and how it works as a testing
ground/torture device built solely to get rid of pesky adventurers...and then you're given free reign to test it out as 3
adventurers have just walked into this 'mousetrap' of sorts. In each room you will be given the choice of pressing one of
two buttons. Each button represents either mania or dementia and in turn results in either one of the adventurers getting
whacked, or going insane. Take your time and have fun with this part of the quest, as the adventurers have quips and
remarks that are a pleasant listen when compared to all the snarling/guttural roars you've been dealing with throughout
this dungeon's lower levels. Also keep in mind that if you ever get confused as to what button does what, or what the
'style' of the room these adventures are about to face then by all means talk to Kiliban (the care taker of Xedilian). He'll
be more than happy to explain how each room works and what each button would do if pressed.
After taking out the final adventurer you will be presented with the reward for this quest: Dawnfang/Dustfang
This sword not only changes at timed intervals (from 6:00 AM to 6:00 PM you have Dawnfang, but from 6:00 PM to 6:00
AM you get to use Dustfang), has leveled magical properties (Dawnfang has fire damage while Dustfang grants you ice
damage) but it actually counts it's kills! Every time you strike down any living creature (summoned or otherwise, undead
included) with your newfound weapon it will notify you in the upper left corner of the screen (showing both a message
about it killing a monster and it's current kill count). Once you have killed any 12 things with either version of this weapon
it will transform into either Dawnfang Superior or Dustfang Superior (depending on the time of day, obviously) and offer
you an additional skill of Absorb Health (Dawnfang) or Absorb Magicka (Dustfang).
Head on over to the Recovery Chest and take any of the loot you want, which includes the expected gold, rings, lock
picks, repair hammers, and the Talisman of Abertment which has Detect Life, Feather, and Water Breathing
enchantments. Now that you're ready to leave, head to exit of the reception room and you'll be jumped by 3 Knights of
Order. Good thing you snagged that new sword eh? Cut them down anyway you see fit and go talk to Kiliban to get a
small nugget of opinionated information in regards to the things you've just killed. Now head back to Sheogorath (via
New Sheoth Palace fast travel) for a new skill (the ability to summon Haskill, our bald liaison fellow from the beginning of
this adventure in Shivering Isles) and alot of conversation that will eventually lead into our next quest.
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Understanding Madness
This is a two part quest given to you in the hopes that you will learn about what makes the Shivering Isles work, and in
doing so you will meet the two political figureheads of the land. Both need your assistance in one way or another, both
quests are time consuming, fairly uneventful and you can't skip them if you plan on finishing the main quest so we better
just get to it.
Part 1: Addiction
Thadon (the Duke of Mania) has "lost" his Chalice of Reversal and needs you to get it back for him. Unfortunately he
has a hunch as to who took it, but he won't name names and instead sends you off on a hunt in the "House of
Dementia" to find out where it is. While it is true that Syl (the Duchess of Dementia)'s steward Kithlan does indeed know
where this item is located, so does Thadon's own steward, Wide-Eyes. Either way, you will be pointed in the direction of
Burrow and are tasked with killing anything in your path to return this chalice to it's rightful owner.
Once you reach Burrow you should be attacked (if you're near the tree stump) by a hulking insectoid monster known as
the Elytra. After ridding the action-rpg world of one more cliche bug monster you'll head for the entrance and note that it
won't let you in. Well, remember the discussion you had with Wide-Eye/Kithlan about Felldew, and how awesome/bad
for you it was? That was a little bit of foreshadowing in how to deal with your current situation, so go check the dead
Elytra and what did you find? Felldew. Eat it and the door to this dungeon will now let you in.
Now that you're inside, we need to discuss the severity of the situation: Felldew is a drug, as has been discussed earlier
with Kithlan and you need to keep eating it to ward off the negative effects of NOT eating it continuously. Now couple the
negative effects of coming off the drug via a loss of stats and attributes with the fact that this place is CRAWLING with
Elytra and you now have a semi-serious situation. Granted, as long as you check every single Elytra that you kill you
should be able to keep a steady supply of Felldew in your system...so let's hope that you can kill monsters and stay on
the move at a medium pace.
This dungeon, while long, is fairly straight forward. Keep checking your map as you progress towards the red marker,
and be sure to keep an eye out for traps as there are a few minuscule ones (mushroom-ish sponges on the floor can set
off spikes protruding from the walls, for example). Just keep pushing forward and taking out the Elytra as they show up
and you'll be fine. Personally, I pulled Elytra to me via arrows and then dispatched them as I retreated farther back, thus
keeping the noise from combat and my notoriety on the proverbial "down-low"...but if you have the skills to light up an
entire room with magic then by all means go for it.
When you finally reach The Sanctum, you'll notice it has been taken over by some very irritable junkies that are hooked
on Felldew. No need to worry, as with most junkies these guys are un-armored and fairly easy. Search the bodies for
Felldew drink, check the bookcases for some reading material, grab the Chalice (which cure's your addiction and any
stat issues you may have had due to Felldew withdrawl) and you're good to go. Head back to the halls of Mania to hand
Thadon back his precious chalice and you will be rewarded with nothing. Wasn't that awesome?
Part 2: The Lady of Paranoia
Syl (the Duchess of Dementia) is convinced that someone in the outer lying areas of Crucible is going to 'get her'. Thus
you have been given the title of Grand Inquisitor and are deemed with the responsibility of finding the culprits, yet you be
the one that is put on trial (Syl is notoriously known for her widespread paranoia). So, to make this extremely easy I will
list who to talk to, and in what order in a list-like format to make this dialog filled quest a quick and simple one (so you
don't have to walk around talking to every person in Crucible until you find your first clue, like I did).
Head to the torture chamber (it's close to Syl's throne room) and get Herdir. He'll follow you and help you 'persuade' the
people you're investigating.
Raise Kithlan (Syl's steward)'s disposition to around 80 and he'll drop note that Anya Herrick has been acting odd and
nervous lately.
"Talk" to Anya, and then let Herdir work his magic. Soon enough Anya will drop the dime on Ma'zaddha (a local Khajit).
Have a sit down with the Ma'zaddha and you'll realize that you can't bribe/torture him enough to make him talk. You're
going to need proof.
Let Herdir give some of his 'lightning bolt love' to either Bhisha (local Khajit beggar) or Sickly Bernice (tavern owner) to
learn that Ma'zaddha has been seen having some secretive long walks with Nelrene, one of Syl's Dark Seducer guards.
Tail Ma'zaddha at night to get a heads up on his meeting with Nelrene, then confront Ma'zaddha about it. Promise him
solace (or not) and he'll get you the information you need by midnight of the following day.
When you go to meet Ma'zaddha at his home at midnight, you will find him dead. Take the key from his body and search
his upstairs for any evidence.
Confront Nelrene using the evidence you acquired at Ma'zaddha's home and she will point you in the direction of
Muurine.
Seek out Muurine (either at her house, or when she wanders around Crucible during the day) and talk to her using the
conspiracy chat option.
Return to Syl and let her know what has been going on, follow her to the torture chamber, watch what transpires and
collect your prize (the Ruin's Edge bow, which casts a random spell on target when an arrow hits).
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The Cold Flame of Agnon
Sheogorath needs you to go light the fires of Agnon, but the problem is that to get them lit you'll have to decide which
faction (Dark Seducers or Golden Saints) you will align yourself with to get the job done, as both factions are currently at
war over the honor of lighting the flame itself. Ironic, no?
Head out towards Cylarne, which is in the northwestern part of the Shivering Isles and get ready for another round of
'choose your own adventure' awesomeness. Upon arriving you will have the chance to meet the leaders of both the
Golden Saints and the Dark Seducers. Doing so lets you get a little insight to their battle plan, some opinionated disdain
of the other faction and you can offer your battle strategy as well. This quest has two paths, so I'll outline both of them
for you here so you can have a better understanding of what goes down depending on who you side with.
Helping the Dark Seducers:
If you decide to help the Seducers, this can be a quick and painless quest. The Seducers expect a full frontal assault
from the Saints, so if you want to help them defend their stronghold, this is a straight forward (albeit a little drawn out)
battle. While it is a bit of a time consumer, it could be the most beneficial for certain class types as it leads into alot of
long range play. Archers and Mages could have alot of fun with this battle option.
However, if you can convince the leader of the Saints to take an underground passage that leads to the rear entrance of
the Seducers' (known as the Underdeep) stronghold (by offering to scout for the Saints, this option becomes available),
then an ambush presents itself for a quick and decisive battle. Just have the Seducers move their main group of troops
to the Underdeep and then convince the Saints to attack via the Underdeep. When the Saints attack, the Seducers have
the proverbial 'high ground' and a full on ambush goes down, making the fight all the more quick and decisive.
Helping the Golden Saints:
Now you can help with the siege of the Seducers' main hall (it's a full frontal assault). While this does take more time
and is a fair bit more chaotic it's a good fun romp that should be a breath of fresh air after sneaking your way through
countless caves and dungeons. On the other hand a quicker and easier option is to scout the Underdeep wherein you'll
notice that only 5 to 6 Seducer guards are on watch. This allows you the benefit of having the Saints rush the
Underdeep en masse and take over the entire Seducer stronghold in a relatively short fashion.
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