Saarthal where is tolfdir
In the next larger room you'll see a light in the corner. Beware the corner as there is Fire Rune waiting for a misplaced foot circular mark on the floor glowing orange. Moving through the room will trigger the Draugrs that are waiting for you, send a firebolt or similar spell down the hall to wake them if you want them to come to you. One will attack in the first section, turn the corner for two more.
A third can join the fight from upstairs and he will be a Restless Draugr wielding a bow and arrow so beware if the fight against the first couple starts to drag on. Go upstairs and turn left towards the coffin empty and head towards it.
A soul gem , coin purse and burial urn will be on your right. Once the need for loot subsides head past the coffin and through the doorway. Gold and potions straight ahead. Go left after and around the corner. Careful of the poisonous arrow floor trap as you move down the ramp.
Beyond this trap are more powerful draugrs depending on your level. They could be anything from a normal Draugr to Restless one and a Draugr Wight. You can touch the poisonous arrow trap to wake them and then fight them as they come up the ramp or go attack them as they wake.
No more enemies in the next room, but you will have to arrange six pillars to open the door ahead. The solution is on the wall behind each pillar. Be careful as a wrong combination will result in some poisonous darts fired from the walls.
Go through the door and around the corner. Ready your nerves and open the next non-loading door. Once opened, your prize is really just another enemy, but in the form of a powerful Draugr Deathlord. He can dole out a lot of pain in a single swing. It's best to take him out from a distance if possible. Feel free to run laps up and down the stairs to keep him on your tail, turn and fight when you are ready.
Use your shouts whenever you can to inflict more damage as well. Another strategy involves running back to the room with the pillars and standing next to the lever. As the Deathlord approaches, close the door and shoot him with arrows.
This will have to be repeated a lot of times depending on your level. After defeating, move on up the stairs and through the door. If it's a console command, please type out verbatum what i am supposed to put in. Showing 1 - 4 of 4 comments.
Bleurei View Profile View Posts. Did you went to that place after getting the quest? Have you tried waiting for a few hours in-game? Occasionally, Tolfdir may not show up at all and the quest will be stuck because he cannot unlock Saarthal. This may be triggered by Tolfdir fighting an animal nearby and remaining at that position. Date Posted: 2 Dec, pm.
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All rights reserved. All trademarks are property of their respective owners in the US and other countries. The correct position for each pillar is shown on the wall directly behind and above them.
This fact could easily be missed if the Dragonborn were not up close to the pillars. The Candlelight spell or Night Eye makes them easier to see. Once the pillars are properly set, the lever can be activated to open the gate.
In the next room there are two wooden ramps. An effective tactic would be to lure the draugr back to the pillar puzzle room and shut the gate. The Dragonborn would then be able to shoot arrows at the enemy whenever it appears from around the corner. The nearby coffin also makes a fine obstacle against melee, though you need to then pursue and kite him back to the coffin as he attempts to recover.
Alternatively, a high Sneak skill and a potion of invisibility could be combined to sneak through the door near the top of the ramp, and close it. Provided the Dragonborn were quiet, the draugr would almost certainly remain unaware. There is a chest and other items to loot here. Beyond an iron door, there are two rune traps to pass. Activating either trap using a shout or magic will make noise and attract the draugr, while walking over the traps will not.
The first rune trap can be easily avoided by walking around it, while the second rune trap in the doorway can be avoided by using any type of magic on it, or jumping over it. Passing over the second trap means the draugr is ultimately evaded. There are four pillars that give you the solution to the spinning puzzle pillars ahead. The second pillar on the left should be turned to whale first because it turns the other three with it. Then, the first pillar on the left should be turned to snake that will turn the two on the right.
Next, the second pillar on the right should be turned to hawk that one will turn the last one. And finally, the first one on the right should be turned to whale. After passing through the gate, Tolfdir will reappear. There is an Alchemy Lab in the north side of the room. Take caution, however, as there is also a poison dart trap trigger in the center of the floor. Through another iron door, in the final room, approaching the glowing will summon the draugr-shape of Jyrik Gauldurson.
Initially, Jyrik is invulnerable, but after about 30 seconds, Tolfdir is able to weaken Jyrik by casting a spell on the glowing orb in the room, allowing the Dragonborn to deal damage.
Jyrik can be a very difficult foe for a lower-level Dragonborn, as he knows a variety of Destruction spells, and wields an Ancient Nord War Axe with a frost enchantment on it. Jyrik Gauldurson is powerful, on the level of a Draugr Deathlord. If the Dragonborn possesses good sneaking and archery skills, he can be defeated without risk. The Dragonborn should stay on the balcony, standing close enough to see the floor below without standing near the balcony's edge, and shoot Jyrik with arrows.
He will run up to the balcony, but will only run along the edge and will fail to spot the Dragonborn; enough arrows and he will eventually perish. This requires a very high Sneak skill, as he will notice the movement of the Dragonborn otherwise. Another alternate strategy can be achieved very quickly by utilizing the game's mechanics to the Dragonborn's advantage. Wait until Jyrik Gauldurson charges the balcony. As he comes up the stairs, use the full force "Unrelenting Force" shout to knock him off the balcony.
Hit him with a few arrows or spells, anything ranged. Wait until the shout recharges, then lure him up again and repeat. This should work after only two shouts. Jyrik's corpse bears a fragment of the Gauldur Amulet and the Writ of Sealing. The writ, when read, will start the quest " Forbidden Legend ", if it has not been previously started. The Dragonborn should talk with Tolfdir to advance to the next stage of the quest Return to the College.
The Staff of Jyrik Gauldurson , which is on the altar, is an artifact worth collecting. Through the door behind the artifact and down to the garden is a Word Wall with the Dragon shout Ice Form , as well as a chest with leveled loot. Upon finally leaving Saarthal, the Dragonborn should travel back to the college to find Arch-Mage Savos Aren and inform him of the discovery. This section contains bugs related to Under Saarthal.
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