![]() Skyrim Thieves Guild Part 5. We’re here in this ruin with Karliah and Brynjolf to kill Mercer. You should be embarassed at how wrong you’d be. Here is how a fight goes: I, striking from the shadows, drop a foe with a single arrow. This attracts every foe in the room. They’re actually immortal.) The foes then abandon them and make a beeline for me, thus forcing my squishy, stealth- focused character into this huge clusterfarg of a battle. Assuming I manage to survive, Karliah and Brynjolf then stand up and spout a couple of triumphant taunts. The Elder Scrolls V: Skyrim – Dawnguard is a downloadable content add-on for the action role-playing open world video game The Elder Scrolls V: Skyrim. The article shows the most effective ways to improve the performance of Intel HD Graphics. This is a move right out of the Leroy Jenkins playbook. Their one saving grace is that they are just as stupid and clumsy as Mercer, and you can lead them into traps to amuse yourself. We reach the final chamber and the game has the nerve to grab my camera for a cutscene. So after babysitting these two idiots through the entire complex, they’re out of the fight. Karliah mentioned something earlier about how Mercer’s power is causing this place to become unstable. Camera shaking means tension and excitement! Karliah and Brynjolf loop through some canned messages while they fight, and Mercer brings out his well- worn collection of combat taunts. Anyway, Mercer bites it and I grab the skeleton key and the Eyes of the Falmer so we can leave. Mercer’s earthquakes cause a tunnel to collapse and the chamber to flood. Outside, Karliah tells me that it’s time to take the skeleton key back to Nocturnal. ![]() Maybe Nocturnal will pay me for babysitting these two. So I’m sent to a new ruin. In case you thought that whole, “Serve her in death” business was just hyperbole. This deal with Noctural is the most expensive nothing I’ve ever bought. I get to the end of the dungeon, stick the Skeleton Key back in its proper Skeleton Lock, and Nocturnal shows up to blather at me. She’s so smug she should challenge Reaver to an eye- rolling contest. I look to one side and I see! You specifically said you couldn’t face Nocturnal, and now you magically appear at the end for no reason?!? Can this questline go for more than ten minutes without contradicting itself? Karliah ends the questline by talking about how the guild is restored and there are pockets just brimming with coin out there. Hey genius, how about we start with tracking down the seven treasure chests of loot that Mercer swiped? You forgot about those didn’t you? This last quest is supposed to be ironic, because we’re returning something instead of stealing it. I stole a document (and committed arson) at Goldenglow Estates. I perpetrated fraud and food poisoning at Honningbrew Meadery. I attempted the murder of Karliah. I made a copy of some intellectual property by making the rubbing of the translation guide. You might think that the Eyes of the Falmer count, but that wasn’t a heist. Theft was never, ever a theme of these quests, so one more quest of non- theft isn’t ironic at all. Nobody ever complained about his leadership.) Then once they were (allegedly) broke, he cleaned them out and left. Why didn’t he rob the guild twenty- five years ago when they were supposedly flush with cash? Working for a quarter century seems like a pretty labor- intensive means of theft. Gallus knew Mercer was stealing from the vault, but he never took action. She never tried to clear her name. Never checked on the temple she swore to protect. Never tried to recruit new Nightingales to replenish their ranks. When she did take action by going into the mead business, it was convoluted, expensive, doomed to failure, and ran counter to the goals of clearing her name. When she at last had the chance to capture her nemesis, she shot a stranger instead. Brynjolf (and the rest of the guild) accepted the translation as irrefutable evidence that the guildmaster was the Bad Guy. Nocturnal is a deity (or some sort of supernatural being) and doesn’t need to make sense that other characters do, but for the sake of completeness: She created an artifact and then formed a secret society to prevent anyone from using it. She never revoked the powers she gave Mercer after he took the key. Instead, she put a curse on a group of people who had never heard of the artifact, had nothing to do with its theft, didn’t benefit of its use, and who had no way of making it right. I would tolerate all of this willfully stupid and lazy writing if the quests themselves worked thematically. Along the way there are twists, turns, and betrayals. Sure, there are a few plot holes, but at least you’re playing the part of an assassin. The Thieves Guild quests were packed with cruft. This writer had no head for this sort of thing, and I don’t understand why they went to all this trouble. None of this was necessary. We didn’t need the Thieves Guild quests to try and tell a convoluted tale. But I digress.) I don’t demand that every game have solid gold writing, or be long, complex tales with a huge cast of characters, deep imagery, profound ideas, and multiple twists. The Thieves Guild quests could easily have been a series of thefts, building up to a single audacious heist. If this quest had been a stand- alone game, I would have given it a Goldun Riter Awward in a heartbeat. Bethesda, you can do better. Please share! Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or Pay. Pal. Tagged: goldun riter, skyrim. Kotaku. Good Morning Mt. Fujikawaguchiko, Yamanashi. JPGs is a photo peek into wherever gamers might find interesting. If you’re a photographer and have images you want to share, drop us a line! The Elder Scrolls V: Skyrim – Dawnguard. The Elder Scrolls V: Skyrim – Dawnguard is a downloadable content add- on for the action role- playingopen worldvideo game. The Elder Scrolls V: Skyrim. It was developed by Bethesda Game Studios and published by Bethesda Softworks. The Xbox 3. 60 version of Dawnguard launched in English- speaking territories on 2. June 2. 01. 2, and in France, Germany, Italy, and Spain in mid- July 2. It was released on Microsoft Windows via Steam on 2 August 2. Due to performance issues, the Play. Station 3 release of Dawnguard was delayed until 2. February 2. 01. 3. The Dawnguard, an organisation dedicated to hunting vampires, are reformed to attempt to stop the return of a powerful clan of Vampires named the Volkihar, who possess the power to turn into monstrous . The Volkihar's leader, Lord Harkon, intends to use an Elder Scroll to permanently blot out the sun. The player can choose to either aid the Dawnguard or join the Volkihar, becoming a vampire lord themselves in the process. Gameplay. Players are given the choice to either join forces with the vampiric Volkihar Clan, or fight them alongside an order of vampire hunters known as the Dawnguard. Depending on the player's choice, they will be granted access to one of two home bases: Castle Volkihar or Fort Dawnguard, respectively. New armors, perks and weapons, including a crossbow for the Dawnguard, have been introduced. Crossbows will remain loaded while moving in the world, allowing a quicker reaction than bows, at the cost of being slower to reload and reducing the player's movement speed during reloading. Crossbows fall under the archery perk tree and all points assigned to archery will also apply to crossbows. Crossbow bolts can be crafted with enchantments to create bolts with additional magical damage. For vampires, a temporary transformation into a . The vampire lord has a new skill tree to level up. Werewolves have also been given a skill tree, which they did not have previously. The vampire lord skill tree contains eleven perks and the werewolf skill tree contains eight perks. Ten new achievements can be earned. Eighteen new loading screens and several new world interactions are present. The vampire lord levels up through kills with its Drain Life spell, or its bite attack, while the werewolf gains experience towards its skill tree by consuming corpses while transformed. New locations are featured in Dawnguard, including two explorable new worldspaces: a realm of Oblivion called the Soul Cairn, and the Forgotten Vale, a secluded arctic valley. Additionally, large areas such as Castle Volkihar, located on a coastal island, and Fort Dawnguard, located in a small canyon, serve as central quest hubs during the story. Three new dragon shouts (Drain Vitality, Soul Tear, and Summon Durnehviir) have also been included. Town guards can be overheard discussing the return of the Dawnguard, or the player character may be approached directly by an Orcish Dawnguard member named Durak and asked to join the order to combat the growing threat of vampires within Skyrim. Regardless of how it is initiated, the player character travels to Fort Dawnguard, accessible through Dayspring Canyon, located near Riften. They meet with the Dawnguard commander, Isran, who reiterates the renewed strength and threat of the vampires, citing their destruction of the headquarters of the Vigilants of Stendarr as reason to reform the Dawnguard and eradicate the vampires. The player character is given a crossbow and asked to travel to a ruin the vampires are known to be investigating. Upon arrival, the player discovers a vampire named Serana (voiced by Laura Bailey) trapped inside a statue. She is in possession of an Elder Scroll, and informs the player that her family live in a dwelling off the coast of Skyrim, near Solitude, called Castle Volkihar. She asks the player character to escort her safely back to her home. When she has been returned home, her father, the vampire Lord Harkon, offers the player the chance to become a vampire lord out of apparent gratitude for his daughter's safety, or the chance to leave Castle Volkihar safely and return to the Dawnguard. This choice begins the main storyline of Dawnguard. Volkihar path. The player awakens in a room, in front of a shrine to the Daedric prince, Molag Bal. Harkon explains Molag Bal is considered the . Thousands of years ago, Harkon was a king and a mortal. He pledged his soul to Molag Bal, and sacrificed . The Daedra granted Harkon and his family immortality by afflicting them with vampirism. Harkon shows the player character how to utilize their new vampire lord form and powers. The player is then tasked with retrieving the Bloodstone Chalice, a powerful artifact intended to aid Harkon's cause, to fill it with water from Redwater Den, and then to add the blood of a powerful vampire. While retrieving the Chalice, the player character is attacked by two of the Volkihar, Stalf and Salonia, who are plotting to overthrow Harkon. After killing them, the player adds their blood to the Chalice and returns to Castle Volkihar. After receiving the Chalice, Harkon spreads false rumors around Skyrim regarding the alleged discovery of an Elder Scroll, to try and lure a Moth Priest to the land. The Moth Priests are an ancient order, capable of looking upon the Elder Scrolls and deciphering prophecy from them. The player travels to Forebear's Hideout, and captures a Moth Priest named Dexion Evicus. The player turns the Priest into a thrall, and upon reading the Scroll, Evicus reveals to the Volkihar that they need to locate a weapon named Auriel's Bow, as well as two more Elder Scrolls. One of the Scrolls lies within the Dwemer ruin of Blackreach, and is retrieved as part of the original main quest line. The other was taken by Serana's estranged mother, Valerica, when she fled the castle. The player character and Serana journey to a plane of Oblivion known as the Soul Cairn. They locate Valerica and retrieve the final Elder Scroll. Before they return to Tamriel, Valerica warns them to stop Harkon, as he intends to kill Serana to fulfill the prophecy. The player character learns from the Elder Scrolls that Auriel's Bow is located in Darkfall Cave. The player meets with Gelebor, one of the last remaining Snow Elves, and a Knight- Paladin of the Chantry of Auri- El. He instructs the player how to retrieve Auriel's Bow, by completing a series of tasks and defeating Arch- Curate Vyrthur, Gelebor's brother, who has been corrupted by the Falmer. The player character and Serana confront Vyrthur and discover that he is both a vampire and the creator of the prophecy, and desires to block out of the sun in order to disrupt Auri- El's influence in Tamriel, in retaliation for the god allowing him to be afflicted with vampirism. After retrieving the Bow, the player character and Serana confront Lord Harkon in Castle Volkihar. They battle Harkon and slay him, ending the threat to Tamriel and to Serana, and the members of Harkon's court acknowledge the player character as their new master. Dawnguard path. Serana makes herself known to the Dawnguard, relaying information about Harkon's plan, and pledging assistance to the Dawnguard. In order to enter the Soul Cairn, the player must be blooded as a vampire by Serana or be partially soul- trapped to gain access. Aside from these details, the quest lines follow a similar path to the Volkihar, but it diverges during the last story mission, when the player leads the Dawnguard's final assault on Harkon and his allies. The player and Serana succeed in killing Harkon in a climactic showdown, effectively eliminating the great vampire threat in Skyrim. Release. The other issue, as with any Elder Scrolls add- on content, is usefulness.. However, they found that, . However, its Play. Station 3 release was delayed. Bethesda released a statement on their official forum stating, . Dawnguard is obviously not the only DLC we've been working on either, so the issues of adding content get even more complicated. This is not a problem we're positive we can solve, but we are working together with Sony to try to bring you this content. Retrieved January 2. Retrieved January 2.
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