Where is aringoths safe skyrim
The Guild made sure that the honey flowed constantly to Maven Black-Briar 's meadery by keeping the workforce in line and scaring off potential competitors. In return it was allowed to extort huge sums of money from Aringoth , the owner. However, the shipments have suddenly ceased and when Vex was sent to investigate she found an army of mercenaries.
Maven isn't pleased and it's your job to teach Aringoth a lesson by burning down three bee hives and clearing out his safe. Before leaving, pay Vex a visit and she will tell you about a secret sewer entrance on the northwest side which will make it significantly easier to enter unseen. Your first objective is to burn the beehives, which you can reach in two ways.
The simplest route is to wade ashore on the northernmost island, dispatch the numerous mercenaries protecting the estate and then burn the hives. A stealthier solution is to wait until dusk, swim to the rocky outcrop to the west of the beehives and then clamber ashore, hidden by a small wooden wall. To set the beehives on fire you can use a torch , the Fire Breath Shout, or a fire-based spell ; simply standing next to a hive with a torch or spell equipped will suffice.
A rapid execution is important as three mercenaries will come rushing to investigate, so quickly burn the three southernmost beehives and then retreat behind the wall. Jump back into the lake and circle around to the northern island.
Be careful not to burn more than three beehives, or you will forfeit your gold reward. Wade ashore underneath the wooden platform on the northwestern end of the island and dive into the sewer grate nearby.
The sewer is only inhabited by a few skeevers , three of which can be taken out by using an oil slick and some fire. About half-way through is an adept-lock cell where you'll find the Pickpocket skill book Guide to Better Thieving. After leaving that room continue down the corridor and you will find a ladder back to the surface.
Climb it and you will resurface next to the back entrance of the estate, which has an expert level lock and lands you in a more favorable location than the front door. Alternatively, you can sneak your way to the front door, which is unlocked, or take out the mercenaries and enter through either door. Inside the estate you will find numerous mercenaries which you can either kill or sneak around.
You should eventually arrive at a corridor patrolled by a mercenary while two more sit at a table. Avoid them by sneaking into the nearby dining room and you'll find yourself in front of a gate leading to the basement and a ladder leading to the second floor. Heading upstairs will earn you more loot and you'll be able to take the safe's key off Aringoth.
The first mercenary can be avoided by slipping into a room on the left, traversing it and then moving down the corridor hugging the wall and using a wardrobe to screen you. In the last room, slowly sneak behind the back of a mercenary sitting at a table and pick open the door. There are also many red , blue , and purple mountain flowers covering the islands that make up the estate.
The other fork of the path continues onward to the north, crossing a stone bridge and ultimately leading to the front door of the house. This door is unlocked. Outside, in front of the house, is a wood chopping block , two chicken nests , and a large wooden platform. To the right of the front door is a grindstone and a workbench.
At the rear of the property is the sewer exit. Nearby is the rear door to the house, which is locked, but leads into a deserted corridor ideal for quiet infiltration. The path continues past the house and curves around to the docks at the rear of the property.
There is a second wooden bridge southwest of the house that crosses to the main pasture, where the beehives are kept. There are several wooden lookout platforms on all sides of the islands. If you speak to Vex before coming to the honey farm during the related quest, she will advise you of a sewer entrance that provides a discreet method of infiltration. This will add an optional quest objective and a map marker showing the location of the sewer entrance on the western side of the main island.
Upon entering, you will be in a darkened tunnel heading to the north. Following the tunnel, you will encounter two skeevers. You will then come to a small chamber, with another tunnel heading east. A short distance into the tunnel, you will see more skeevers ahead. Just in front of them are two tripwires that release an oil lantern , which will ignite a series of oil slicks along this part of the tunnel.
Firing the slicks is an easy way to deal with the skeevers without the risk of contracting a disease. Partway along the tunnel is an adept-locked gate on the right. This opens into a small room, with the skeletal remains of someone lying on a bed roll with a copy of the Pickpocketing skill book Guide to Better Thieving next to it, an apprentice-locked chest to the left, and several bottles of alto wine and wine scattered around the room.
Farther along the tunnel is a circular room with a central stone pillar; the room may contain more living skeevers, and features many human and animal bones scattered on the floor. A tunnel exits the room heading east, but take care: there is another tripwire at the entrance to this tunnel that triggers a swinging mace trap.
At the end of the tunnel, on the left is a ladder leading up and outside, and on the right is a hole in the ceiling serving as a shortcut exit from the house's basement. Climbing the ladder brings you out beside the main house, with the farm's docks to the southeast where a large ship and a rowboat are docked. Near the docks are several food barrels under a wooden structure. To the right is the rear entrance for the house, which is locked.
The first floor consists of six rooms connected by four hallways, and there are four doors that lead to other areas of the estate. Entering this rear door leads into a deserted corridor heading southwest, with a door on your immediate right, a T-junction ahead, an adept-locked door farther along on the right, and a turning at the end to the southeast.
The door on the right opens into a room with a long wooden table and chairs with an apple pie , two cheese wheels, and a cabbage in a cast iron pot on top. Against the southwest wall is a round wooden table with four pieces of bread on top.
Against the northwest wall is a doorway, and to the left is a set of shelves holding two drums , a flute , and two food sacks. Against the northeast wall is a set of shelves and a long end table, both holding only clutter.
The doorway at the end leads out into another corridor parallel to the first, with a turn to the southeast and an open double door ahead. The turn leads to the T-junction in the first corridor, and has two long end tables with a set of shelves between them. On the shelves is a knapsack , and on the far end table is a bottle of alto wine and two bottles of wine. Opposite the shelves is another corridor heading to the southwest, also parallel to the first. The room ahead is a kitchen, with two long wooden tables in an L-shape holding a bottle of alto wine, a bottle of wine, a salmon steak , many pieces of cheese, and two loaves of bread.
There are three sets of shelves in the room, one against the northeast wall, one against a partition wall, and the third at the rear of the room against the southwest wall. These hold a total of five bottles of alto wine, twelve bottles of wine, ten loaves of bread, and a goat cheese wheel. Hanging above the tables is a rack holding five rabbits , and to the right also hanging from the ceiling are four garlic braids, two bunches of dried elves ear , and two bunches of dried frost mirriam.
There are more loaves of bread in a basket on the floor beside the tables, and another rack hanging from the ceiling towards the rear of the room holding two more rabbits and three pheasants. In the southern corner is a large vat. Taking the corridor opposite the shelves leads to a room at the front of the building, with an exit in the middle of the southwest wall and an end table between two benches against the southeast wall.
In the west corner is a food barrel. Against the northwest wall is a long wooden table with a bottle of alto wine, an apothecary's satchel , and a copy of the Life of Uriel Septim VII. Against the northeast wall is a cupboard holding clutter, with a round wooden table to the left with a pair of iron gauntlets on top. To the left is an apprentice-locked wooden door that leads into a small storeroom containing two sets of shelves and a barrel of ingredients. On the shelves is a locked strongbox , a gourd , a bulb of garlic, an iron battleaxe , and some bread and cheese.
Leaning against one of the sets of shelves is a lute. The adept-locked door in the first corridor leads to another storeroom containing three sets of shelves. One set of shelves holds many pieces of cheese and four cabbages, another holds only clutter, and the third holds a leveled potion of pickpocketing and a leveled potion of healing.
There are several sacks and two barrels containing foodstuffs, as well as three baskets, one containing red and green apples , another containing potatoes , and the third containing tomatoes and carrots. Finally, there are two unlocked chests in the room. There is a bridge to the west but there is no way to open the door except to loot the key from one of the guards. So make your way to the north-eastern side of that island and scale the rocks there. Once you are on the island, you can nick a torch from one of the guards or just use the flames spell to set the beehives on fire.
Be warned, the moment you start, all the guards will come running and looking for you. Either try to fight them, or make a break for it into the water and they will forget you soon enough. The sewer can be accessed by going around to the north-west side of the easternmost island. There will be some docks there. The rocks to the right side of the docks can be scaled.
At the top, you will be facing the back door of the manor. The sewer entrance is just to the left, hidden in some grass. If you are there at night if you are not you really should be , Aringoth will be found on the top floor. If you entered through the back door expert lock , you can easily make it to Aringoth's room without alerting any guards.
When you see a bunch of mercenaries sitting at a table behind a bookshelf, turn left and enter the dining room. Once you exit from the opposite side, turn left again to go up the stairs to the top floor. Aringoth is in a bedroom nearby. Sleeping if you went there at night so pickpocket the key off him.
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