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Where Is the House From the Skeleton Key

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You've just finished "Blindsided" in the Thieves Guild of import quest line. You've killed the traitor Mercer, grabbed the Eyes of the Falmer, and finally throw the Skeleton in the cupboard Key in your possession. The next quest, "Darkness Returns" involves returning the Skeleton Key to the Ebonmere – thereby restoring the luck the Thieves Guild gone when it allowed the Skeleton in the cupboard Key to slip through with its fingers. Just how exactly do you go about returning the Skeleton Key to its rightful shoes?[1] [2] [3]

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  1. 1

    Habituate the Skeleton Key to your heart's complacent. Coif note the Skeletal frame Key is a useful joyride for dealing with locked doors or chests. It will ne'er break will make information technology easy for you to find any lock's sweet post without wasting too more than time fiddling some. This is useful for players who stimulate not invested many points underdeveloped their Lockpicking skill or simply don't like Skyrim's lockpicking mechanics. However, backward the Skeleton Key to the Ebonmere is permanent, and you will no longer constitute able to use information technology in the future. Keep this in mind ahead incoming the Twilight Sepulcher.

  2. 2

    Move in the Twilight Sepulcher. The Twilight Sepulture is west of Falkreath. If you have nobelium quick travel points near the Sepulcher, take a carriage to Falkreath and simply walk westerly until you reach out the entrance to the Sepulcher. It is located near a itsy-bitsy falls and is marked by two striking pillars near the sides of a mountain. At one time you enter the Burial chamber, verbalise to a ghostly apparition, a Nightingale Sentinel, World Health Organization will direct you to the Pilgrim's Course to the Ebonmere and will warn you of the dangers you will face ahead.

    • Keep open questioning the apparition about the Pilgrim's Path, and he will give you the optional finish of retrieving Nystrom's Journal. A quest mark leading to the diary leave appear, and reading IT will give you some warning about the tests you will face.

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  3. 3

    Contend with the Sentinels in the First Prove. Go deeper into the archetypical area of the Pilgrim Father's Path, and you will be confronted by hostile Sentinels. You can sneak past them if you wish, or you can shoot down them in combat to pick up some useful loot in the work on. This is a straightforward area, but do be mindful of pressure plates as well as being ganged up on by multiple Sentinels.

    • Do annotation that creating whatever undemanding, from torches or magical means, will draw i the aid of the Sentinels in this area, particularly on a dark staircase in this section of the Pilgrim's Way of life.[4] Cast a spell or pledge a potion to invoke the Night Eye effect to see better in the dark. Or simply cast your lesser power of you rolled a Khajiit during the character creation process.
    • Remember that you fire take out the attention of Sentinels using your bow and arrows. Shooting an arrow bequeath cause the Sentinels to investigate the country where your arrow hit, giving you a myopic window of time to sneak past before they start looking around and return to their original posts.
  4. 4

    Amaze to the shadows in the Second Test. There leave be pitch-black areas and brightly blazing areas in this part of the Pilgrim's Path. Permanent in the brightly lit areas will causa your health to rapidly deplete, so cohere to the shadows and cook your way across the domain. Scarcely keep your eyes open and proceed slow to avoid accidentally stepping into the light. Dash indorse to the shadows if you find yourself caught in the light.

    • Move cautiously through this area, as there are multiplex tripwires that will unleash poisoned darts if tripped. Be especially mindful when moving up or down steps, as these are where three of the four tripwires are located. The only tripwire not near a stairway buttocks be establish just ahead crossing a wooden bridge circuit.
  5. 5

    Give the empower of darkness in the Third Test. This part of the Pilgrim's Path testament lead you to a statue of Time period. She desires an offering of wickedness, which in this case means extinguishing the two stone torches on her sides. You stool perform this by touring behind the Edward Durell Stone torches and pulling the chains located in that location. Once both torches are extinguished, a hidden passage testament open and lead you to the ordinal test.

  6. 6

    Show your thieving skills in the Fourth Test. You have two choices here. You toilet choose to payoff the direct way, which will involve evading multiple traps, or you can go the roundabout way, which involves unlocking a doorway and dealing with 2 Sentinels.

    • If you choose to brave the traps, then clock time your dashes to avoid the swinging pendulum blades. Be careful at the end of the pendulum trap though, as that is where a forc plate is located. Triggering it will cause spears to stab out from multiple points, so jump over or just about it to ward of being skewered. Initiative the door at the remnant of the pendulum trap will also trigger a battering Aries the Ram, thusly back up from the door the moment you wide-eyed it and wait for the banging random access memory to fall back in front moving on.
    • If you choose to unlock the door, you will let an easy time doing and so thanks to the Skeleton Florida key organism in your possession. You will also have to neutralize the Sentinels along your way, which could be a good or poor thing depending on how eager you are for some Thomas More combat.
  7. 7

    Discover the Skeleton Key's potential in the Fifth Screen. Moving forward, you will eventually encounter a late-end where the only choice you have is to throw off down into a pit with no obvious exit. Jump down and wait for about 25 seconds. The Skeleton Cardinal will activate and grounds the floor to break absent, causing you to conveniently fall down right connected the Ebonmere lock. Activate the lock, and you will have returned the Ebonmere to its rightful place.

  8. 8

    Become an Agent of Nocturnal. Once you've returned the Skeleton Key, Nocturnal will appear and congratulate you in her own unique and taunting style. Karliah leave appear later and explain to you what it means to become an Agent of Period of time, with the powers that accompany being one. You can take to be one of three kinds of Agents: the Federal agent of Discord, the Agent of Shadow, OR the Federal agent of Subterfuge.

    • To turn the Broker of Discord, step on the circle with a full phase of the moon on it. This will give you a lesser power in which you can drain the life force of a target once a day.
    • To become the Agent of Trace, step on the circle with a crescent moon along information technology. This wish grant access to a lesser power where you bequeath turn invisible while sneaking. You can use the power in one case a day, and the effect lasts for two transactions. Every bit long as the power is active, you will always go backrest into stealth whenever you sneak.
    • To become the Agentive role of Subterfuge, stone's throw on the circle with a lunula on it. This will allow you to use a small power that causes everyone come on you to fight each other for thirty seconds.
    • Exercise note that you can pick out to become a different federal agent once a day. This will allow you to pick the power that you need the almost every 24 in-game hours.

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  • Inquiry

    Which nocturnal role should I use of goods and services?

    LEAH.HAWKINS

    LEAH.HAWKINS

    Community of interests Answer

    It depends on your build; if you make a sneaky character, you might want the agent of stealth (which substance when sneaking, you become invisible for 120 seconds). A mage might need agent of subterfuge, which allows you to dapple the judgement of an NPC for 30 seconds, causing them to fight on your side; but a warrior may select agent of discord, which allows you to absorb 100 points of wellness from a target. (All of these can only be used once a day.)

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Where Is the House From the Skeleton Key

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