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Quest: Passage lost in the centuries Skyrim

Lost in centuries is a secondary task in the official DLC DawnGuard for game Skyrim. In this task, you will explore such dwelling ruins as ARKNTM, Bttaloft, Mzulft, Raldbthar and crossing the deep people in search of the cuisage of ETERE.

In this article you will learn.

Getting a task and meeting with Katria:

Get this task is quite difficult, because for this you need to read the book "War for Eterius" Or find the ruins of ARKNGTAMS on their own. That is why few gamers know about this quest.

You can find a book in different places, ranging from the laboratory in the dragon limit (Waitran) and ending with the Talmorsky Embassy. Immediately after reading the book, a new task will appear in your journal. "Lost in centuries" And the marker Ruins ARKNGTAMZ on the map.

If you do not want to search for a book, then immediately go to the ruins that are located near Ower's settlement Dreshnik-Yal in the south-eastern part of Marcard. It is not difficult to find the entrance to Arkgntam, just climb the stairs and find the golden gate.

Going inside, you will hear the voice of a girl who will tele you to leave, because these ruins are dangerous. It turns out that this voice belongs to the spirit of the treasure sideller named Creat, which died in these ruins as a result of the collapse. Cattle will tell that she was looking for the forge of Eterius, which is deep in the caves.

If you can convince Katria to complete the started and find a blacksmith, then she will agree to accompany you and at the right time to give advice. After this conversation, you will have a task. "Lost in centuries" And you can continue the study of Arkgntamz.

First of all, you need to find the body of the Katria and take a diary from her, it is marker, so you don't have to search for a long time. Taking a diary, go further along the corridor, there you will connect to the dwelling device, which periodically opens the door due to the torque. One door will open automatically, but the second only after promoting the broken torque.

Rotate the mechanism using "Impact spell" Or arrows, another option to open the door does not exist.

Moved on the tunnels, you will go to the tree and a small cleft, through which sunlight passes. Run to the cleft Carota will say that on the edge of the log lies her onions marshmallow, which you can take yourself. Having passed several more tunnels, you will reach the huge dormant gate with the image of the corenturion head at the top.

Going down, Creation will stop you and tell that the gate is locked on the "Tonal Castle". To open the gate, you need to rotate all the torque mechanisms (resonators), with bow or magic. If you make a mistake, a lot of arrows will be collapsed, as well as some more dangerous traps (you can understand what you can become on numerous bodies near the gate).

It is possible to solve, in what order you need to move the resonators from the Katria diary and several pieces of pages who died near the goal of adventurers. If you are too lazy to do this, then here is the right order:

First shot - resonator at the bottom of the left;

Second - at the bottom of the right;

The third - in the upper part of the left;

Fourth - in the top of the right;

Fifth - At the bottom in the middle.

After that, the side gates will open, and you can enter the repository in which the fragmentation of ETERE will be lying. Taking a fragment of Catrios will tell that there are three more, but they are hidden in other coumening ruins, the location of which can be found from her diary.

Search for a fragment of ETERIA IN MZULFTE:

The second fragment of Eteriya Located in storeroom gnomes to the south of the entrance to the dormant ruins Mzulft. There are no enemies in the storeroom, just go to the eastern wall, and find the ethieth fragment on the pedestal.

Search for a fragment of ETERIA in Raldbthar:

The following ruins where is a fragment of eschieWill Raldbthar, which will be marked with a marker on the map. In general, the upper part of the ruins does not have particularly difficult moments, and the main opponents will be gangsters and dwells.

To descend into the caves, you need to get to the elevator and turn the lever in the middle. As soon as you descend on the elevator and go out on the steps, the torn blades will appear from the floor, which you need to jump on the side.

Next, you will have to wade through the hordes of the Falmers and the spheres until you come to the raised bridge that is activated using the button. To omit the bridge, jump into the water and pull the metal debris from the gear. Behind the bridge will stand the dwell centurion of the master level.

After that, you will again see the Spirit of Katria and the next fragment of Eteriya.

Search for a fragment of ETERIA in crossing the deep people:

Main complexity search the fourth fragment of ETERIA There will be a hidden location of the ruins. To find the ruins of the "crossing the deep people" you need to get to the Bratdamz and go north of it. Almost a few dozen meters and will be crossing.

Further, everything is simple, it is enough to climb upstairs and find a pedestal, on which the fragment of ETERE will be lying. After that, you will again see the Katrium, which will say that by collecting all the fragments of ETERE, you can determine the location of the forge.

Search for a forge of Eteria in the ruins of Btalfta:

So now you approached the final part of the quest "lost in the centuries" in which you must find forge of Eteriya.

To do this, you must go to the Ruins of Btalft in Rift County. There you will be waiting for Catriot, which will ask you to put all the fragments of ETERE into a special gear.

Next, the mechanism will start moving and a tower with an elevator will appear from under the ground. Going down and having passed a small distance, you will find yourself in the forge of Eteria, the passage to which hot steam blocks. To go further turn the valves on both sides, and the pass will be open.

After that, the whole waves of the attacks of the dwarf spiders will follow you, and in the end will have to fight with a huge opponent, a master of Kuznets.

At the end, you must talk to the Katria that will tell that one of the three items can be segged: the crown (blessing immediately from two stones of signs), staff (call of the coum or spider) and shield (hitting them, the enemy for 15 seconds becomes inaccessible ). Sticking one of the items, Catriotic thanks you and her soul will go to another world.

By summing up:

Now you know the whole process of passage, lost in the eyelids Skyrim. In general, for completing the task, you will get an excellent award, you can also not forget about the onions of the marshmallow.

In this game, there are so many locations that to visit each is quite difficult. Their total number exceeds 450, but without all sorts of tricks and triggers, it is usually possible to open about 330-350. In order to be truly everywhere, you will have to use special codes.

And the card is incomplete!

Why are such difficulties in counting? The fact is that not all locations are marked. Their list includes numerous altars, all sorts of ruins, the so-called "unsuccessful experiments", the log house of animals (polar bears, for example), hunting camps, prisons (abandoned and protected), caves, sanctuary, graves, temples (usually do not act ), even mushroom circles, boats and fallen trees.

Of course, this does not mean that all camps and the times turned into ruins are absent on the map. Just small locations are usually not labeled. On the one hand, the card has been simplified, but on the other, it is never confidently to declare that I visited absolutely in every clock of the virtual world.

But the Skyrim card with all locations exists. Only here it is not in the original version of the game. The problem will solve the code that is very easy to install. However, you need to remember: after its activation, the old card is no longer returning.


And what locations come?

Locations in Skyrim can be divided into several types. The most basic - cities. They have the opportunity to use a mini-card on which buildings and other objects are shown in more detail. Between cities you can move not only on foot, but honeying the cab driver.

There are nine capitals:

 Solitude - the Haafingar Center, the capital of Skyrim;
 Waitran - the capital of the possession of the same name;
 Windhelm - the capital of the brothers Buri, located in the center of the Eastmark;
 Winterhold - big City, named as well as possession, in the center of which it is located;
 Dunstar - the capital of the White Coast;
 Markart - the center of the limit;
 Morphal - the capital of the marsh ownership of Hyalmark;
 Riften - Central City of Refta;
 Falkrith is the capital of the possession of the same name.

In addition to cities, the Skyrim card with all locations includes villages (dragon bridge, grove kin, stone Shor and others), a huge amount of caves with the most diverse names - from the failure of drafts and the nightingale to the liar's refuge.

There are still settlements, in practice the "Night Gate" and "Old Chrolda" taverns. In the endless world, Skyrim can be visited by the "mind of the madness", in the lair of the dragon (their at least ten), in the dormant ruins and giant camps. A large number of Locations fall on mines, ruins of Nords and military forts. Stay on the map, the player sooner or permanently meets Hishina, towers (guard and nordic), as well as warehouses.

Achievements

After opening a hundred locations, the player is given to the achievement of "Researcher". In addition, there is an achievement "Depth Conservation". To get it, you need to clean and thoroughly study 50 dungeons; Understand whether the next underground location is counted, the checkbox "cleared" will help. After it was added to the name of the dungeon, you can safely step up to further goals.

And if this is not enough?

For the most restless travelers, there are adaptation to the game, adding new places, so if the Skyrim card with all locations is small, there is always the opportunity to add new locations, making the world Skyrim truly immense.


Click on the image to zoom in it. In the open window, go to the link (in the address bar), if you need to increase the map even more.

Friendship with beasts
[ 1 ] -"Raan" Angarvand. The task issued by MEDS DRAN.
[ 2 ] -"MIR" The course of the ancients. Dragon Lair.
[ 3 ] - "TAH" Tomb of the sophon. The task of comrades "the last debt".

Whisper Aura
[ 4 ] - "Laas" Top North Wind. Dragon Lair.
[ 5 ] - "YAH" Vantum. Dragon Priest's lair. The task "Evil Dormlet".
[ 6 ] - "NIR" Volundud. The task of the Dark Brotherhood "Last Duty". Task "Silence of Languages".

Ruthless power
[ 7 ] - "Fus" Windy peak. Setting the main plot of "windy peak". Self-task "Golden Claw".
[ 8 ] - "RO", "Dah" High chrothar. Setting the main plot "Path of Voice." During the passage of the task, two words will be learned.

Accruitivity
[ 9 ] - "Feim" Kurgan Iron.
[ 10 ] - "ZII"The stronghold lost valley.
[ 11 ] - "GRON" Eastification. The task of the main plot "Rog Yurgen".

Thunderstorm call
[ 13 ] - "Strun" Forechost. Dragon Priest's lair.
[ 14 ] - "BAH" Ruins of high gates. Dragon Priest's lair.
"QO" - Skaldafn. Dragon Priest's lair. The task of the main plot "House of the Eater".

Dragon
"Joor", "Zah", "FRUL" - All three words are studied during the passage of the main plot "Curse of Aldune".

Slow time
[ 15 ] - "Tiid" Witchnino nest. The generated task of the Dark Brotherhood "Weak Luck".
[ 16 ] - "KIO" Korvanyund. The task civil War « Cut-crown».
[ 17 ] - "UI" Labyrinthian. Dragon Priest's lair. Task of Winterhold College "Staff Magnus"

Call vallest
"Hun", "kaal", "zoor" - All three words are studied at the end of the main plot.

Call of the Dragon
"OD", "Ah", "Viing" - All three words are studied during the passage of the main plot "Fallen".

Fean
[ 18 ] -"Faas" Old cliff. The task of the princes of Daedra "fragments of the former glory".
[ 19 ] - "RU" Labyrinthian. In the Shalidor Maze.
[ 20 ] - "Maar" Height hitted tongue. Dragon Lair.

Ice form
[ 21 ] - "IIZ" Crypt Frostmir. Task "Pale Lady".
[ 22 ] - "SLEN"Mount Anfort. Dragon Lair.
[ 23 ] - "NUS" Saartal. The task of the Collegiate Winterhold "in the depths of Saartal". The side task "Forbidden Legend."

Harmony Kin.
[ 24 ] - "Kaam" Ragnwald. Dragon Priest's lair.
[ 25 ] - "DREM" Resident Rannweig.
[ 26 ] - "OV" Kurgan funeral fire. The task "Creek Wilhelm".

Frosty breathing
[ 27 ] - "FO" Skeletal crest. Dragon Lair.
[ 28 ] - "KRAH" Fungutur. The side task "Forbidden Legend."
[ 29 ] - "DIIN" Altar born in the sky. Dragon Lair.

Fire breath
[ 30 ] - "Yol" Ancient Cairn. The task of comrades "Valor Test".
[ 31 ] - "Toor" Split gorge.
[ 32 ] - "SHUL" Throwing in the world. The task of the main plot "Throat of the World".

Disarmament
[ 33 ] - "ZUN" Peak ancients. Dragon Lair.
[ 34 ] - "Haal" Silver lair.
[ 35 ] - "VIIK" Snow curtain - sanctuary. The task of the thieves guild "Conversation with silence."

Death sentence
[ 36 ] - "KRII" Autumn watchtower. Dragon Lair.
[ 37 ] - "LUN" Refuge of the Dark Brotherhood.
[ 38 ] - "AUS" Forgotten cave. Side Task "White Flacon".

Swipe jerk
[ 39 ] - "NAH" Stustion. The task of the board of bards "ignite!".
[ 40 ] - "WULD" High chrothar. Setting the main plot "Path of Voice."
[ 41 ] - "Kest" Volskiggga. Dragon Priest's lair.

Elemental rage
[ 42 ] - "SU" Crater dragon tooth. Dragon Lair.
[ 43 ] - "GRAH" Kilkrit - Ruins. The task of the princes of Daedra "Dawn Zarya".
[ 44 ] - "DUN" Bastion screaming wind.

Bright style new in v9.0, has an updated appearance World map and many more detailed textures. It includes most of the roads (artistically selected Icepenguin) and a detailed map of Saltheim. You can choose between stone roads (which makes some roads with cobblestones on the map), and flat roads. V9.0 mode includes an ESP file. Icepenguin added this in order to customize the appearance of the weather in the world map to improve the overall appearance.

The classic version is used in A Quality World Map 8.4 (April 2015) and includes a detailed map of Saltheim. You can choose between: all roads or main roads. Please use 8.4 Installer for all options included in it.

Paper card

For the first time, flat, high-quality paper map of the world is available for Skyrim. Instead of being a simple copy of an existing paper card texture, it was carefully recreated using the reference WorldSpace screenshots from the texture map, as well as individual art add-ons. The result is that any adventurer would be proud that is hidden in their packaging.

Paper card for Saltheim not.

Paper 9.0 includes an ESP file. Icepenguin added this in order to customize the appearance of the weather in the world map to improve the overall appearance. It also includes the necessary changes in order to ensure compliance with certain camera constraints in order for modes correctly.
There is a chance that another mod can overwrite this mod, make sure that this mode is loaded last.

Pure

With the help of this superstructure, all the clouds from the center of the card are removed, representing a crystal clear idea of \u200b\u200bthe world below. Clouds around the edges of the card are still present.

This file can also be used alone (without a full map of the world) to remove the clouds from the standard card.

This supplement is better compared to 8.4 "Clear", which may erroneously remove the clouds from the game world. It is recommended to use autonomous "Clear Map Sky 9.0" together with 8.4 CLASSIC.

Compatibility

Compatible with No Fog on World Map. The Quality World Map plugin also deletes fog from the card.

Paper Map: Do not use Clear Map Skies add-in for the quality of the world map, or any other mod that changes the clouds on the map. It is incompatible.

Compatibility with other markers on the map.

Installation and deletion

The mod can be safely installed and removed from the game.

Paper Map: After deleting, make sure you come out of the game to fully restore your world map settings.

Note on markers on a map and paper card

There is an unresolved question where the paper card is displayed in 2D, and markers in 3D. So, markers begin to "swim". This manifests itself in areas with different heights. This is because the position of the marker on the map is determined by their 3D positions in the game world. It will be corrected in the nearest releases.

Enjoy.

Installation

Remove the card file that you downloaded. Open the retrieved folder and copy the DATA folder. Then locate the Skyrim folder on your computer, and insert the DATA folder there. The path to the file should look like this:

.. \\ Steam \\ Steamapps \\ COMMON \\ SKYRIM \\ DATA \\

Agree to replace files and fusion folders. This will combine the two folder data together and place the modes with the correct way to your Skyrim files. That's what the full path to the file should look:

.. \\ Steam \\ Steamapps \\ Common \\ Skyrim \\ Data \\ Textures \\ Terrain \\ Tamriel \\ (This is where .dds files)



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