Twilight Tomb. How to get through the Twilight Tomb in Skyrim? Conversation with Silence

The Twilight Tomb in Skyrim is present in the Thieves Guild faction quest; in the task we need to renew the Guild’s connection with Nocturnal, for which we need to return the Skeleton Key to her.

In order to find the latter, our hero will be forced to go to the already mentioned Twilight Tomb. There you will meet the Nightingale guard, who will also turn out to be Gall. True, he will not remember his name, however, this will not particularly affect the gameplay - he will not even tell you anything useful.

Unless he recommends picking up Nystrom's diary - it describes the features of passing the Pilgrim's Path, although it is written exclusively in riddles. Of the entire flow of information, the only obvious one is that which testifies to the five stages on this very Pilgrim’s Path.

The first stage is the shadows of the guards, who attack, shouting at the same time, which is slightly unnerving, but does not conceal any real danger.

The second stage is not a very typical room, where you need to follow in the shadows without sticking your head out into the light, because here the light will rapidly reduce the Dovahkiin’s health. In addition, there are tripwire traps - watch your step.

The third stage is a corridor, at the end of which stands the Nocturnal statue. To proceed further, pull the chains hidden behind the stone lamps on the sides of the statue, which will turn off the lamps and open the door.

The fourth stage is another jump in the difficulty level, this time a corridor with traps awaits you; if you look around in it first, you will be able to notice a workaround to the left of it, closed by a reliable door of the “Master” level.

True, its reliability will be greatly undermined by the presence of the Dovahkiin Skeleton Key, with the help of which this very door can be opened without any problems. On the table in the hall with the fountain next to the entrance to the Sanctuary, you will see the textbook “Basics of Designing Castles.” Well, the passage will be guarded by a pair of Nightingale guards.

The fifth and final stage - you will reach the well into which you need to jump. Down there you will find the lifeless body of Anders, Nystrom's friend. On the corpse, find a note that talks about the betrayal of Anders Nystrom. And then the floor will react to the presence of the key, after which the further path will open.

When you complete the Pilgrim's path, you will need to return the key to its place, listen to Nocturnal's praise and communicate with Karliah who has appeared. Then you will be given the opportunity to choose an ability as a gift, for which you need to step on one of the plates.

There are three options - either you become invisible once a day while sneaking for two minutes ("Champion of the Shadow"/narrow sickle), or you can absorb damage for one hundred units of health ("Champion of Discord"/full moon), or by deception force enemies to fight against each other for half a minute (Champion of Deception/Crescent).

When you complete this quest, you will have the opportunity to return the Guild to its former glory, which promises a number of benefits.

The Elder Scrolls V: Skyrim has many dungeons that can be encountered both while completing quests and during free exploration of the game world. Most of them are intricate branches of passages and corridors in which you need to solve puzzles and fight enemies that are stronger than you. Below we will look at one of these quest places called Twilight Tomb.

Description of the place

You will get into this dungeon solely through a quest. You need to start completing the Thieves Guild quest line. In one of the quests, the character will be sent to the temple of the Daedric princess Nocturnal, in which he must go through the path of a pilgrim. Your hero will have to try his luck and pass all the tests in order to receive the princess's approval and return to the guild with a completed mission. You must also return the artifact to the tomb. You can gain access inside only with the help of the Skeleton Key, so it is impossible to get into the location without a quest, before and after it. in Skyrim it is located in the Jeroll Mountains near Falkreath. To renew the Thieves Guild's connection with Nocturnal, you will have to return the Skeleton Key to its rightful place. And along the way you will encounter several stages with traps and dangerous enemies. All stages of the tomb can be divided into rooms. We will consider them further.

First, second and third stages

At the beginning of your journey in the Twilight Tomb in Skyrim, you will meet a guard who, in fact, will not tell you any useful information, except for one thing. The guard will recommend that you pick up Nystrom's diary, which describes the features of the pilgrim's path.

At the first stage of passing the Twilight Tomb in Skyrim, you need to fight the shadows of the guards. They attack quickly and loudly, but do not pose any real danger. Therefore, you can easily cope with such opponents even with average equipment. However, using stealth against them will not work.

The second stage is a room with rays of light. If you fall under one such beam, your health will begin to rapidly decrease. To get through a room, you must constantly stay in the shadows and run from one dark place to another. Also, the passage of the stage is complicated by the traps scattered on the floor. Be careful and watch every step.

The third stage is the corridor. In it you will have to find a lever in the form of chains. They will open a passage, after which all the lights will go out and you will see an open door to the Nocturnal statue.

Fourth and fifth stages

In the last two stages of the Twilight Tomb in Skyrim, the difficulty will increase significantly. First you will find yourself in a corridor with traps, in which you need to find a workaround. However, only heroes with the Master level hacking skill can open it. If you have a Skeleton Key in your inventory, then you will not need this skill.

At the last stage you need to find a well and jump into it. Below, pick up the note on the corpse. The floor of the well will react to the presence of the key, which will lead to the activation of the passage. Several more enemies await you, after which you need to put the Skeleton Key in its place and return home. Now you know how to complete the Twilight Tomb in Skyrim.

The Elder Scrolls V: Skyrim has many dungeons that can be encountered both while completing quests and during free exploration of the game world. Most of them are intricate branches of passages and corridors in which you need to solve puzzles and fight enemies that are stronger than you. Below we will look at one of these quest places called Twilight Tomb.

Description of the place

You will get into this dungeon solely through a quest. You need to start completing the Thieves Guild questline. In one of the quests, the character will be sent to the temple of the Daedric princess Nocturnal, in which he must go through the path of a pilgrim. Your hero will have to try his luck and pass all the tests in order to receive the princess's approval and return to the guild with a completed mission. You must also return the artifact to the tomb. You can gain access inside only with the help of the Skeleton Key, so it is impossible to get into the location without a quest, before and after it. The Twilight Tomb in Skyrim is located in the Jeroll Mountains near Falkreath. To renew the Thieves Guild's connection with Nocturnal, you will have to return the Skeleton Key to its rightful place. And along the way you will encounter several stages with traps and dangerous enemies. All stages of the tomb can be divided into rooms. We will consider them further.

First, second and third stages

At the beginning of your journey in the Twilight Tomb in Skyrim, you will meet a guard who, in fact, will not tell you any useful information, except for one thing. The guard will recommend that you pick up Nystrom's diary, which describes the features of the pilgrim's path.

At the first stage of passing the Twilight Tomb in Skyrim, you need to fight the shadows of the guards. They attack quickly and loudly, but do not pose any real danger. Therefore, you can easily cope with such opponents even with average equipment. However, using stealth against them will not work.

The second stage is a room with rays of light. If you fall under one such beam, your health will begin to rapidly decrease. To get through a room, you must constantly stay in the shadows and run from one dark place to another. Also, the passage of the stage is complicated by the traps scattered on the floor. Be careful and watch every step.

The third stage is the corridor. In it you will have to find a lever in the form of chains. They will open a passage, after which all the lights will go out and you will see an open door to the Nocturnal statue.

Fourth and fifth stages

In the last two stages of the Twilight Tomb in Skyrim, the difficulty will increase significantly. First you will find yourself in a corridor with traps, in which you need to find a workaround. However, only heroes with the Master level hacking skill can open it. If you have a Skeleton Key in your inventory, then you will not need this skill.

At the last stage you need to find a well and jump into it. Below, pick up the note on the corpse. The floor of the well will react to the presence of the key, which will lead to the activation of the passage. Several more enemies await you, after which you need to put the Skeleton Key in its place and return home. Now you know how to complete the Twilight Tomb in Skyrim.

In the world of Skyrim, you can be either a defender of the weak and poor, or a villain and a thief. The Thieves Guild is precisely intended to play the latter role.

How to join the Thieves Guild?

The Thieves Guild is one of the few guilds in Skyrim that you can’t just go to the right NPC and join.

In order to join the thieves guild, you need to complete two “introductory” tasks. We go to Riften and find Brynjolf there. I found him in the tavern, although he could be in another place.

As soon as you meet him, he himself will start a dialogue and offer to do a “business”.

Chance meeting

The essence of the task is to rob one merchant and frame another. For a fee, of course.

Go to the square and find Brynjolf there (if it’s night then you will need to wait until the morning). Tell him you are ready. He will start advertising his new “product” so that everyone will take a break from their work and gather around him. Your goal is the pockets, the key from the lizard’s pockets, and his counter (at first I thought that his counter was a house, in fact it is a simple counter in the market.

A little instruction on pickpocketing:

  • for the stealing option to appear, you need to enter a secret stance (Ctrl);
  • the chance of theft is checked for each item separately, so take only what you need;
  • if your theft skill is low, save before stealing so that you can reload in case of failure.

You can take anything, the main thing is to take the ring. Now, you need to put this ring on someone else (forgot his name, open the magazine - it will be written there to whom). An object is placed in the same way as it is stolen.

After a successful operation, wait until Brynjolf finishes, and if he still won’t calm down, enter and exit any building. Then talk to him, tell him that everything is done, and receive a reward.

Reliable roof

Talk to Brynjolf again. He will say that he likes savvy and nimble guys like you. And he will say that he will accept you into his guild if you complete one more task.

Note: he can give you this task immediately, or he can send you away, subtly hinting that you need to find a suitable place - such a place is from the “headquarters” in the dungeons under the city, it was there, in my case, that he gave second task:

It consists in the fact that you need to get the debt out of 3 people. Moreover, the most important thing, as it turns out, is not money. It is necessary for people to understand that the thieves guild must be taken into account. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. You won’t be able to get the money out directly; you need to talk to the Argonian Talen-Jay and convince him to influence Kirav. He will not want anything bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money you will break her;
  • Bercy. To touch Bersi's nerve, you will need to break his favorite vase. He will scream for a long time, but then he will still return the debt.

We return to Brynjolf, talk about the successful completion of the assignment, and welcome to the thieves guild!

List of Thieves Guild members

Primary:

Mercer Frey Leader of the Thieves Guild

Brynjolf accepts us into the guild, essentially Mercer’s deputy.

Vex master locksmith, gives small contracts

Delvin Malory gives small contracts, buys a variety of unique interesting things

Tonilla buyer of stolen goods

Gravedigger security guard

Vekel Warrior bartender

Minor:

Clarity

Gives: Brynjolf
Purpose of the task: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three hives. It would seem like nothing. In reality, as usual, there is a catch. And it lies in the fact that Aringolf’s guard consists of mercenaries. Not very good news. Maybe you can somehow get in secretly? Yes, you can. We talk to “little Vexy”. She will tell us that you can get into the estate through the sewers. Classics of the genre. Yes, don't forget to go to Tonilla for armor, you will like it.



Well, let's go. The Golden Flower estate is waiting for us.

It is best to go at night there is less chance of being noticed by security. And here is our entrance to the sewer.

Everything is simple there - you walk along the corridor, kill the skeevers, and reach the stairs. Get up and go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, it won’t be difficult to get around them with the proper stealth skills. But beginners will have to work hard. To begin with, I advise you to walk around the house and pick up everything that is not nailed to the floor, and only then go to the safe.

We reach this grate.

Here you can turn back and go to the second floor - the owner of the mansion will be there, who has the key. Or you can go further and open the safe with master keys. Choose. But getting a key is more difficult than opening it with master keys. For those who still want to open with a key.

We go to the second floor and see this picture:

It’s very easy to get around we go through the door. We pass through the room, exit, go a little further and see this:

You can't get around this anymore. You just need to sneak around very slowly. And here comes the surprise:

The owner occupies an uncomfortable position for us. I don’t advise you to talk to him; you won’t be able to kill him; you won’t be able to give him the key; besides, he’ll raise the alarm and the guards will come running. Just try to steal the key from his pocket.

Regardless of the option of action, we look to the right into the corridor, if we see the back of the guard we open the grate and make our way further, if we see his face we wait until we see his back and only then we open the grate and make our way further. In the basement we will see this careless guard:

No, well, I should have thought of putting the chair on a puddle of flammable oil. Okay, I'm a fool myself. It will be extremely difficult to get past him - the space between him and the stairs we need to climb is well lit. You can try to get through, or you can set the oil on fire with a fire spell. But he won’t die instantly; he’ll have to finish him off. And then two guards from the next room might come running. But with luck, you can already run through the stairs and hide there in the shadows. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything we have and leave through the sewer or through the front entrance. Whichever is more convenient, because the next part of our insidious plan is vandalism. Namely setting fire to hives. Through the front entrance it will be closer in my opinion. We carefully cross the bridges, passing or waiting for the guards, and set fire to three hives with fire spells. Beauty:

That's it, we can leave. We return to the shelter (a secret passage is now available to us) and receive a well-deserved reward - 200 coins. Plus the fact that you managed to honestly steal from the estate.

Wrong Honey

Gives: Brynjolf
The essence of the task: Talk to Maven Black-Briar and fulfill her request.

Let's go to Maven (I found her in the tavern or on the street near the trading stalls)

She wants us to eliminate her competitor, Honning Meadery. She sends us to Whiterun, to the Prancing Mare tavern to a measure named Mallius Macius:



Mallius tells us that Sabjorn is recently organizing a tasting of his honey for the Captain of the Guard. And bad luck: skeevers appeared at his meadery. It would be necessary to poison, and Sabjorn is looking for someone who will take on this. “And rat poison and honey don’t go well together” But you still need to get rid of the rats Maven plans to take over the meadery when Sabjorn leaves it. As usual, all the dirty work falls on our shoulders. Well, where to go? Let's go to the meadery:

We go into the building and talk to Sabjorn.

We offer to help him with his problem, demand a deposit (if possible) and go to the basement. We kill the skeevers, the Psycho named Heimlin:

(examine it and read the diary we again foiled the plan to take over the world by a psycho. This is already becoming a routine), we pour rat poison into the nest and go to the meadery itself. Add poison to a vat of honey. Well, I did something nasty that brings joy to my heart. And to the wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he won’t like it (and who would like honey that tastes like rat poison?) and he will take Sabjorn to prison, and will appoint Mallia in charge. Happy end. Almost. All that remains is to inspect Sabjorn’s room for an explanation of how he was able to open his meadery so quickly. We take the key from Mallius and go up to Sabjorn’s room.

We open the chest of drawers, take away the coins and the document. But don't rush to leave. Hack the second door and take the Decanter of Honning's Honey there. Delvin will give you 200 coins for it and put it on a shelf where he will put all the interesting items you brought. We go to Maven, give the document and as a reward we receive... A holy orc dagger.

Hmmm...Well, okay, at least you can sell it.

Let's go to Brynjolf. He says that Mercer Frey urgently wants to see us.

Scoundrel's Caprice

Gives: Brynjolf
The essence of the task: Find out from the lizard named Gulum-Ai about the buyer of the Golden Flower estate

We go to Solitude, to the Laughing Rat tavern and talk to the lizard.

We try to bribe him and he tells us about a box of fiery wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him with this. It’s difficult there is nothing - there is no one at all near this box. They came, took it and left. We give the wine, and in return we receive information about a certain woman who came to Gulum-Ay with a purse of gold and offered to represent her interests in one case. Namely, to take payment for the estate to Aringot. He, of course, did not remember the name and face. But this lizard is somehow dark. We are not in a hurry to leave when we finish the dialogue. Let's follow him to the Eastern Imperial Company Warehouse.

We go after him. Be careful, there will be guards on the way. I advise you to take all the torches from the holders along the way - there is less light, which means there is less chance of being noticed. Kill the guards quietly or pass by depends on your preferences. The main thing is not to make noise. By the way, the guards also carry torches, which makes it difficult for us to follow the lizard.

We reach the entrance to the Salt Water Grotto. That's where Gulum-Ai went. We follow, but the lizard is already in an unimaginable way at the very end, and we will have to make our way through the robbers. Proceed in the same way as with the guards earlier. We reach Gulum-Ai. There are two robbers nearby. We have no choice but to kill them. We kill, threaten Gulum-Ay and he tells us about a certain Karliya thief who killed the former head of the guild Gall, and is now hunting for Mercer. Gulum-Ai doesn’t know where she is, she just said “she went to the beginning of the end.” Don't forget to talk to him again and tell him that he owes a favor - another buyer of stolen goods will appear. We open the secret door with one of the levers and go to Mercer. We tell him about Karliah and the “beginning of the end.” From which he concludes that Karliah went to the ruins where she had once killed Gall. And that he will go there with us and help kill her. Okay, but first let's go to Tonilla for a reward - exchanging one of the armor components for a better one.

Conversation with Silence

Gives: Mercer Frey
The essence of the task: Go to the ruins of the Snow Veil and kill Karliah.

We go to the ruins and meet Mercer there. He states that Karliah is still here, he is sure of it. And he lets us go ahead, and he himself follows us. Okay, we need to hurry before she disappears again. We approach the door, watch Mercer open it, and go inside. Be careful - there are a lot of traps and draugr here. Mercer will warn you about most traps. One of the words of power can be found in the Sanctuary:

We reach a door that requires a claw to open. But since we don’t have a claw, Mercer has to be cunning, and he opens the door without a claw (he’s not there to tell us how to do this). We go in and... we fall from an arrow shot at us. We lose consciousness, but almost immediately wake up and see that Mercer and Karliah are talking.

From the conversation it turns out that it was not Karliah, but Mercer who killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we won’t succeed, and so we get a sword in the stomach. But we won't die. And when we wake up, we will see Karliah in front of us.

She tells us everything that we ourselves have already guessed. And she says that, fortunately for us, her arrow was poisoned with a special paralytic poison, which slowed down our heartbeat and prevented us from bleeding to death. Thanks to her for this. She also found Gall’s diary in these ruins; it’s not just that she came here. But the diary is written in a language unknown to her, but she knows who can translate it Entir, friend of Gall. It is to him that we must go. To Winterhold.

We need the Frozen Hearth tavern.

Enthir will tell us that Gall kept a diary in the Falmer language. Original, considering that only a few people in all of Skyrim know him. He cannot decipher it himself, but he knows someone who can. Colcelmo, court magician of the Jarl in Markarth. Let's go there:

And here is Colcelmo himself:

He is truly an expert in the Falmer language. But he categorically refuses to show his work. You can gain his trust by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will speak to you for the first time anyway, even if you are invisible. Please take this into account. So, regardless of the route, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to Colcelmo's laboratory. But if you are confident in your abilities, you can scour this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the spider control rod. Instructions in the diary nearby. And here is the spider:

There are also guards in the laboratory. You can sneak past them or kill them. Or you can set off traps to make “accidents” happen. After all, Dwemer mechanisms are old, who knows what malfunctions might happen there? In the room where Aykantar sits, you can also launch a trap - you will kill him faster. Don't forget to pick up the cube in that room - give it to Delvin.

From this room we go out onto the balcony, and from there we find ourselves in the Colcelmo Tower. It's almost done. In his office, take coal and a roll of paper. If you want to inspect his office for useful things, now is the time, then he will no longer be there. We go out through the door in the office to the stone and redraw it on paper. Ready. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will linger a little in the passage - a good chance to cut his throat without being noticed. Then one will stand at the stairs, and the other two will go up. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further towards the stone. We kill one, then the second. That's it, you can return to Enthir in Winterhold. We go into the basement and see Karliah next to Entir:

We give him the copied text of Colcelmo, and he begins to translate. It turns out that Gall has long had suspicions about Frey's loyalty. Gall learned that Mercer was leading too luxurious a life. Looks like he was stealing from the guild. Robbed the thieves guild. Ironic. In addition, Gall mentions that Mercer desecrated a certain Twilight Tomb. Karliah says that the transfer needs to be delivered to the guild immediately so that everyone knows how bad Mercer Frey is. But first, let's talk to Enthir - he will invite us to visit him at the College if we want to sell stolen things. Another buyer. Great. Now we are talking with Karliya, and the mosaic is starting to take shape little by little. Twilight Tomb Temple of Nocturnal, patroness of the night and thieves. The nightingales vowed to protect the temple to the last drop of blood, because all her gifts are kept there. And even more, through him she interacts with our world. And Mercer desecrated the temple. Hence the fall of the thieves guild - Nocturnal herself turned away from them. We need to go to Riften as soon as possible and punish Mercer. Finally, Karliah will give us the Nightingale Blade - the sword of Gall:

The pursuit

Gives: Karliah.
The essence of the task: Expose Mercer Frey.

We go to Riften, to the Wild Flask and talk to Karliah. Together with her we enter the guild, and we are greeted with a warm welcome by Brynjolf, Vex and Delvin. And all with drawn blades. Wonderful.

But Karliah gives Brin Gall's diary, he does not believe his eyes and offers to open the vault. Delvin states that two keys are needed to open the vault. Vex says it's impossible to pick this lock. But Bryn insists on his own, and he and Delvin open it. It turns out that Gall was right - we see empty chests.

Vex is furious and threatens to kill Frey with her own hands, but Brin calms her down and sends her and Delvin to the Flask to notify them. If Mercer comes here. And we have to go to his estate “Riftveld” and look for clues where he could have gone. And we are allowed to kill everyone who gets in our way. Lovely.

The easiest way to get into the estate is from the courtyard, along the ladder that Mercer made in case of emergency departure. But there is a small catch Wald. Mercer's security guard. Let's talk to Vex - she once knew Wald very well. Vex will tell us that it is impossible to make friends with him - he is only friends with money. But you can promise him that Maven will pay off his debt. Do as you wish - you can close the debt, or you can simply kill him and take everything you need from his corpse. No difference.

This is actually the ladder mechanism itself, where you need to shoot for it to go down.

The house itself is empty, but there is one secret. One of the cabinets is a door to Narnia. Well, at Mercer's hideout, I mean. It is on the second floor. In the shelter, keep your eyes open - the traps are not asleep. And there will be something to profit from, just like in the house. We get to his room, take the plans, a good sword in the display case (glass, cold damage) and the Gray Fox Bust give it to Delvin. Well, and whatever else you like. There is no need to go back - here there will be a passage to the Rat Hole. We go through it to Brynjolf and give the map. It turns out that Mercer is after the Eyes of the Falmer - huge gems that are worth a fortune. If he finds them, we will never find him. This money will be enough for him until he grows old, and there will be some left over for his children. We must stop him at all costs! You need to talk to Karliah. There is little time left.

Revived Triad

Gives: Brynjolf
The essence of the task: Become a Nightingale.

Yes Yes. We will become the Nightingale. As usual, our hero is uber-super-duper-many. Well, okay, everything is in order. Karliah asks us to meet her at the ancient standing stone outside Riften.

Upon arrival there, we see both Karliah and Brin. Karliah asks us to follow her, she will explain everything along the way. And we enter the Word Hall. Karliah really wants us to become Nightingales. To do this, you need to put on their armor and undergo a rite of passage. We go to the Stones and, taking the armor, put it on.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the initiation was completed, and we became Nightingales. So, what is next? And then Karliah will tell us about Mercer’s true crime. It lies in the fact that Frey stole... the Skeleton Key. If you've played Oblivion, you should remember what it is. But this key opens more than just physical locks. After all, the capabilities of the human body are very great, and we use only part of them. And when you realize that the key can open such “locks” as well, the possibilities become almost limitless. Such a thing cannot be allowed to fall into the hands of a man like Mercer.

Before we head out, let's talk to Brin. He will invite us to become the head of the Thieves Guild. Naturally we will agree. Where are we going? Now let's go after Mercer. The path lies to the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, go inside. First level nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that’s it. We go to the second level and immediately come across Karliah and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will watch the scene of Mercer killing two Falmers. Go ahead. We find a huge room with a grate at the end. To open it, you need to pull two levers on the left and right of the room on a hill. By the way, there is a ballista nearby behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And watch your step - these are Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies: Mechanisms and Falmers. True, Centurion can cause trouble.

It's a big machine, tenacious and hits hard. Going hand-to-hand with her is not the smartest idea, of course, but with good armor it is possible. Or you can give Brynjolf this honor, and join Karliah yourself and shoot him with a bow. Or magic. Improvise, show your imagination.

And finally we made it to Mercer. We go into the Sanctuary and see how he gouges out the Eyes of Falmer from the statue.

But suddenly the platform on which we are standing breaks off and falls. Karliah and Bryn remain upstairs. You'll have to fight Mercer alone. And he also bewitched Brin so that he was forced to fight Karliah. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he likes to go invisible, but at the same time it’s not difficult to see him. After his murder, the cave, in the best traditions of the genre, begins to collapse, and the room itself begins to flood. The door doesn't open. What to do? Wait until the room floods. No, I'm serious. Wait. When the room is flooded, stones will collapse above the statue's head and open a passage leading to the Bronze Water Cave.

Return of the Twilight

Gives: Karliah
The essence of the task: Walk the Pilgrim's Path.

We talk to Karliah, and she will tell us that we need to return the Nocturnal key. But to get to her, you need to go through the Pilgrim's Path. She can’t get there because because of her the tomb was desecrated, Brin needs to return to the guild and maintain order there. Who stays? That's right we. Before leaving, she will give us her bow - a useful thing.

By the way. After all, you don’t have to give up the key right away, right? And the Eternal Master Key is a very good thing. You can, for example, keep it until you have such a perk. But at the end of this task a very good reward awaits you. But more on that later.

Our path lies to the Twilight Tomb:

There will be a Nightingale Guardian at the entrance:

When talking with him, it turns out that this is none other than Gall himself. But he himself cannot return the key to the Tomb - the closer he gets to the Well of Night, the weaker he becomes. And even now he feels that he is dying. We'll have to. Don't forget to read Nystrom's diary - it lies against the wall to the left of the Nightingale Guardian, near the skeleton.

Then the quest marker disappears. But even without him, everything is transparent here. In the first room three Nightingale guards are waiting for us. Two together and one a little further away. In the next room you need to walk through the shadows without touching the light - you will die very quickly. Light is light, but you shouldn’t forget to look at your feet. Next there will be a room with a Nocturnal statue and a dead bandit nearby (I wonder how he got here?). It seems to be a dead end. Although... What is there behind the right torch in the form of a bird's head? Yeah! Chain! We pull and... Nothing happens except that the torch goes out. Hmm... And if you look behind the left? Also Chain. We pull it, and the door behind Nocturnal opens.

The next room contains banal pressure plates and pendulum blades. There will be a surprise behind the door. And it will most likely be unpleasant for you. Let me just say that no one has ever died from caution and quicksaves. And here you are in front of this door:

And now, finally, we are in the Sanctuary. But...there is only a hole with a skeleton at the bottom and nothing else. Don't get upset and jump. It won't hurt too much. But there is no way out of the hole, is there? Not scary. Sit a little or run along it soon our hero will take out the key, turn it and suddenly lo and behold! the floor will dissolve and we fall into the holy of holies of the tomb.

All that remains is to stick the key into the lock (logical, isn’t it?) and... listen. Nocturnal herself will speak to us. Frankly, I thought her face would be prettier.

But maybe it's just my graphics that are to blame. Doesn't matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well... okay, she's right. And the reward is truly worthy. By standing on the circle with the picture of the month, we will receive a talent, the use of which provides an excellent buff for thieves - when sneaking, invisibility is automatically applied. Standing in a semicircle frenzy spell all creatures in the spell's area of ​​effect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will receive a spell that drains the enemy’s health; I don’t know whether it is leveled or not, but at level 18 it eats up 100 health from the enemy. Agree, not a little? But, unfortunately, these are not spells, but talents. This means you can only use it once a day. It's a shame, but there's nothing to be done. And you won’t be able to take all three either. Choose. After choosing we will see Gall. He came to say goodbye to Karliah.

Here you go. The adventure is over. You can complete generated endless quests from Vex and Delvin, or you can simply forget about the guild and visit only to sell stolen goods. Good luck to you. Keep your eyes open go to the Shadows.

Twilight Tomb- Temple of the Daedric Princess Nocturnal, located west of Falkreath. This tomb was built in the Jerol Mountains as a test for those eager to get to the altar of Lady Fortune. For many years, the secret order of Nightingales, the chosen and most faithful followers, guarded the peace of this place. However, shortly before the start of the events of the game, due to the betrayal of one of them, Mercer Frey, the temple was sealed and Nocturnal turned her wrath on the culprits - the Thieves Guild, depriving them of her favor. Only the lonely ghost of Gall, the last of the faithful, waits inside for the one who can correct what he has done. And the Black Lake is silently waiting for the same thing - the door to the Eternal Shadow, incomprehensible to mortals...

This dungeon is only accessible during the quest “Return of Twilight”, in which Dovahkiin must return the Daedric artifact Nocturnal back to her temple. The tomb door can only be opened with the Skeleton Key.

After his return, Nocturnal will return his gift of good fortune to the Guild. Also, the renewed Nightingale triad will be given the right to choose one of three special blessings. And Dovahkiin will be able to return here, if necessary, in order to change this choice.

  • Month- the ability to switch to invisibility once a day during a moment of secrecy.
  • Half moon- a powerful rage spell (enemies fight each other).
  • Full moon- a strong “vampire” energy blow, taking away and transferring to us a serious portion of health (again, once a day).

There is also an alchemical laboratory on the territory of the ruins.

Items

  • Lockpicking skill manual "Basics of lock design";
  • stealth textbook "Irrefutable Witness";
  • Enchantment textbook “Tragedy in Black” - a little north of the tomb, near the sanctuary of Akatosh;
  • chest with random contents.

Quests

Notes

  • There is a cache in the laboratory, opened with a button in the second room.
  • Sometimes it can be difficult to find the levers to open the door in the room with the Nocturnal statue. They are located behind the eagle's heads, to the left and right of the statue ( see screenshot).
  • "Nystrom's Diary". His skeleton is located to the left, from the central “alley” in front of the main gate to the tomb.
  • On the mountain north of the tomb, in a circle of mushrooms, there is a random staff, a Father of Niben textbook, and a glass arrow.

Bugs

  • If the conversation with Gall is interrupted, you just need to talk to him again.
  • During the fight with the second Nightingale Guardian, you should not die in a narrow corridor, the save may be damaged.
  • Sometimes you can’t talk to Karliah at the end, and without this you won’t be able to leave the tomb. You can wait 24 hours.
  • Sometimes the door does not open at the very beginning. It’s worth going around the left corner, there is a hole in the textures (you can use the Swift Dash Shout).