Enemies The Dragonborn cannot gain entry to the ruin before starting this quest (See Dungeon Lock Outs). Ascend the stairs, but be careful on the second set to the left, there is a tripwire on the top step which activates a claw trap hidden behind the pillar to the left. You can even watch the deed through the grated fence. If Dawnguard is installed there are a couple of chaurus cocconsDG by the stream. Under the fallen structure to the south is a table with an adept-locked chest, a coin purse, a leveled potion of healing, a potion of minor healing, and a potion of minor stamina. There is a tower in the middle of the area from which it is possible to jump along the ruins and skip the next booby-trapped tunnel. In the next room, if you move to the grates and look south, you can observe Mercer stealthily killing two Falmer. Speak with Karliah. Travel to Irkngthand 2. I mean like xbox360, PS3? As a result, a variety of fungi can be harvested, including Imp Stool, Blisterwort, Bleeding Crown, White Cap, Namira's Rot and Fly Amanita, whilst Glowing Mushrooms can often be harvested from the walls of the ruin. The first is in the middle, the second to the left after that, and the third has apparently killed a Falmer, who is lying on top of it. Dwemer Ruins This time your followers will follow you over the drop. Mercer Frey is dead, the Skeleton key of Nocturnal is in my possession and, most importantly, the Nightingales have survived. Stick to the wall on the right, going up and over the soil covered rocks, where you find an apprentice-locked Falmer chest against the right-hand wall, then down to where there are two chaurus or chaurus huntersDG. You can see that the path passes far overhead, but there is a Falmer camp to avoid or destroy first. Escape from Irkngthand With the main chamber door blocked and the water rising in the chamber, swim towards the rear and up to find an exit to the Bronze Water Cave. Be careful if trying to stealthily kill the bandit, as there are another two bandits patrolling the ruins to the west who may spot you. Also on the top level is an adept-locked Dwarven chest, hidden in the rubble to the right from the stairs. In a room that has been completely looted, the words "One step ahead - Mercer" are written backwards. After the first room you will find a Dwemer spider by the stairs in front of you. Both levers must be activated within a short time of each other, and can be checked by looking at the cogs on either side of the raised bars below. Through the corridor are more remnants of battle; two Dwarven spiders and a sphere. The tunnel, lit by a torch, is fairly short, but beware of the Dwarven pressure plate. The plate, located in the center of the tunnel, activates a few spears from the wall on the right. Escape from Irkngthand » Fri May 18, 2012 12:00 pm . It is almost impossible to sneak through here with followers as they will not take the shortcut which requires dropping down off a rock; instead they will attempt to go through the camp to reach the same area. Inside the ruin there is a brazier lighting up the entrance, ruining all chances of a sneaky entry. To the north is a table with a dead chaurus, four pieces of chaurus chitin, a Falmer helmet, and a blood-soaked Falmer shield. The tripwire can be avoided by staying to the right of the stairs. It is also possible to find a cave bear fighting a trollwithin the cave when first entered. There are two more Falmer hiding behind the pillar in the middle of the room, so watch out. There are several sets of metal shelves by the table holding various smeltable Dwemer metalwork and hidden on the other side of the table are a scroll of detect life and a leveled potion of healing. Lost your password? Beyond that, spread around the next corner are three pressure plates, which activate three different flame spouts. Follow the path to the east, keeping to the walls to avoid the skeevers in the pen detecting you. There is also a Falmer pen containing two skeevers beside the tunnel to the next area. Also hidden by the bush, along with the chair, is a cooking spit, two bedrolls, and a barrel with bottles of Nord mead in a pot over the fire and two baked potatoes on the ground beside it. Around the path is the bandit chief, sitting on a bench and looking along the path. The next room contains a series of six rotating flamethrower pillars, each with four nozzles. Such combat attracts nearby bandits and when the animal is killed, combat continues between the player and all the bandits. Speak to Karliah 3. On an alternative route of pipes above Falmer in the Irkngthand Slave Pens, the, Although followers cannot enter (neither during "Blindsighted," nor on subsequent visits), their bonuses, such as. Irkngthand Slave Pens has a one way drop that will prevent players from being able to leave if they have already completed the Thieves Guild quest Blindsighted. One last thing though, I believe she was supposed to... give me a special bow, though she went through her speech, nothing appeared. Location Retrieve the Skeleton Key 6. There is also a few loose coins near the body, and by the closed gate in the southeastern corner. Reloading a previous save from before entering that zone should resolve this. There is one Falmer here, patrolling across an improvised bridge to a tent. Detailed Walkthrough A Mysterious Note . Around the next campfire where the chaurus are, there are six white cap fungus, and eight glowing mushrooms on the walls around the camp. At the bottom of the connecting stairs down is a dead Falmer. After the Dragonborn becomes a Nightingale, they are tasked with meeting Karliah and Brynjolf at Irkngthand in order to team up and stop Mercer from stealing the Eyes of the Falmer and from keeping the Skeleton Key. The first two can be evaded by sticking to the walls, while the next three can be evaded by climbing over the rubble, while the last is not evadable because it covers the gate you need to go through to explore the deeper sections of the ruin. Blindsighted is a Quest in Skyrim.. To the south, across the stream, are six chaurus egg sacs in front of another farm. At the top of the stairs to the right is a bandit, usually sitting in a chair overlooking the entrance, but sometimes patrolling to the top of the stairs from the chair. There are two hidden spinning blades on the stone path leading to the Falmer camp, marked by stone outcroppings in the ground. Before adding a bug to this list, consider the following: The Great statue of Irkngthand, one of the last visual representations of the Snow Elves. Go behind this hut, climb onto the fence and once on the top, use whirlwind sprint to get onto the top of the cliff. The path diverges and also runs to Tumble Arch Pass, so take the eastern path when it splits. There is a button to activate the centurion to the right and on the ground, you can activate it to help thin the number of Falmer in the area. Around the corner by the brazier is a heavily guarded Falmer camp. Eyes of the falmer, escape from irkngthand, speak to karliah, blindsighted, prima games, quick walkthrough, the elder scrolls wiki. It is possible to reach the door to the Arcanex by climbing and descending the mountain behind the ruin, but the door is key-locked at this point. 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