Most of the answers are in 'Official Discussion Thread for 'Dragon Bones and Update 17 Preview'.' Then no, you cant make a dagger look like a sword. But you can make a light armor look like a heavy armor. Title; basically I'm a Nightblade but sadly, a good majority of medium armor looks downright stupid in my opinion. I was wondering if it was possible to put a heavy armor motif on medium armor pieces because a lot of the heavy armor looks way cooler. The heavy Outlaw Motifs look so sweet. You must kill Rykas and take his armor. Though this will trigger the Dwarven Law, you just go to the lakehouse and travel back before you kill him (like restarting the whole quest). If you need any of the other amor pieces, get those in the following locations: Helmet: Underground tunnels by a corpse Boots: House next to inn Guantlents. I just finished Forgotten City but am disappointed I got a bad ending. I got all of the immaculate armor, spoke to the arbiter to try to convince him to break dwarves law, he said no (maybe my speech level was too low?), killed him, took his helmet, went back through the portal and showed him his helmet and then he ended dwarves law. Im kinda in a pickle. Whenever I optain the armor and use it to get to the dome the Arbitar instantly dies. I dont know if thats supposed to happen since the quest tells me that I have to show him the helmet and something about good deeds. Its really emberressing but I might be stuck or glitched out, which would be very sad.
This is the 4th part of a multi-post series on the Skyrim mod, “The Forgotten City”.
Part I: LINK
Part II: LINK
Part III: LINK
After Part III, my play-through was at a 3-way crossroads: 1) find out what’s in the locked room at the top of the Citadel, 2) talk to Jarl Metellus (while in the Citadel) and accuse someone of breaking the Dwarves’ Law, or 3) go to the Palace and get that helmet for Domitus.
I did all 3.
I’ll recount my trip through the Palace in Part V. This Part will center on the other 2 choices.
By Wondershare Software AnyBizSoft PDF Converter is a 6-in-1 PDF utility to convert PDF to Word, Excel, PowerPoint, EPUB, Text and HTML. After conversion, all the original text, images, graphics. Download AnyBizSoft PDF Converter 2.5 - Full Version Software AnyBizSoft PDF Converter adalah salah satu software terpopuler dikalangan converter dimana software berfungsi untuk PDF convert to Ms.Word, Ms.Excel, Ms.PowerPoint, Html dan text. Download AnyBizSoft PDF Converter 2.5 Software. Anybizsoft pdf converter full version pdf. AnyBizsoft released it’s PDF to Word Converter version 3.0 and now it is offering AnyBizSoft PDF to Word Converter 2.5.3 for free. So with this promo you can get $29.95 worth AnyBizSoft PDF to Word Converter 2.5.3 fullversion for free. About AnyBizSoft PDF to Word Converter. AnyBizSoft PDF Converter Complete Crack, Ableton Live 10 Suite Crack Free Download (Win & Mac), Autodesk Fabrication CAMduct 2016 Latest Verion, Adobe Photoshop Lightroom 2 Crack + Serial Key(win). CorelDraw Graphics Suite 2019 free. download full Version With Crack.
THERE WILL BE SPOILERS IN THIS POST…. AND THEY WILL BE PLOT-HEAVY, THIS TIME.
First things first:
The Common Thread (BIG SPOILER)
You can choose to accuse any of the citizens in the Forgotten City (“FC”) of breaking the Dwarves’ Law. You can explore anywhere (… almost). Regardless of what you do, something will bring you back to the Lakehouse, with Jarl Metellus right behind you.
Once there, the Jarl sacrifices himself and implores you to “stop it [the Apocalypse] from happening”. The Lakehouse door starts to glow purple, you click on it…. and you are back in the FC, at the very beginning.
Dak auto bakery bread machine manual. The Forgotten City is a Time Loop trap.
How you escape from the loop – IF you escape (and that is a big ‘if’) – depends on various choices throughout your travels in the FC, such as accusations made. If the Dwarves’ Law is broken, and those Dwarven statues come alive, you more than likely won’t survive; instead you’ll either respawn at the Lakehouse or will revive on the ground. That 2nd option means that you’ll have to find a way past a Centurion (most likely) and get to the Lakehouse, so you can “start over”. The consolation prizes: you keep whatever you found before, including knowledge and keys; few, if any, of the people in the FC remember what you talked to them about before, so you can try different conversation options and tactics; there are no limits to “restarting”: if you, say, wanted to shoot Rykas in his face, you can… but you’ll likely take a beating from Dwarven Centurions and Rykas before you get to the Lakehouse. Hey, sometimes it feels ‘right’ to put an arrow through an NPC that annoys you. ? Regardless, in these next few parts, I’ll mention if someone or something triggered the Dwarves’ Law.
4. a) The Locked Room
I made 3 separate Save files, one for each branch. My first stop was the locked room in the Citadel. The rationale behind that choice was: 1) I saw the room when I first arrived and was curious, 2) there was mentions of “sobbing at night” in the Citadel – maybe the cause was behind the locked gate?, and 3) Dooley’s brother not only explicitly mentioned the room, but gave me a key to it.
I climbed the sets of stone steps to get to the top of the Citadel. To the right is the hallway that leads to the Jarl’s quarters; the gate is to the left. Once the gate is unlocked, there is a very short hall that leads to a ‘T’ intersection. There are doors at the end of the left-right hallway. To the right, that door leads to an upper balcony, overlooking the FC. The door to the left is locked but will open with the key. Inside:
There is tall, long but narrow room with a fireplace at the far end. There is a broken Dwarven bust on the floor. On the right wall, near the fireplace, is a woman that is shackled. Wait…
How is she shackled to the wall, when that act would most certainly have broken the Dwarves’ Law??
That is another mystery for another time. You can (and should) walk over to interact with her. She immediately begs you to not hurt her and “don’t do it again!”. You reassure her that you don’t do either and see asks you to free her. You do have a choice here: free her, talk to her, or refuse to free her. If you talk to her, she tells you that she is… Maisi, Ulrin’s wife! The woman who you may or may not have found in the Underground Tunnels, dead. She explains that the Jarl probably planted her necklace in the Tunnels, like he definitely chained her up in this room. You are again offered the choice to free her. If you don’t free her, you tell her that you will have to find another way to free her. She’s not thrilled about that, begging you to come back. This gives you the time to look for other options, to search the Citadel, or even confront the Jarl (more on that in the “Accusations” section.
If you decide to free her, she thanks you and tells you that plans on doing some bodily harm to the Jarl. This would be baaaad, as you inform her; her response: “I don’t care”. She then asks you to help her escape.
As you both approach the now-closed gate to the rest of the Citadel, the Jarl runs up the steps, demanding answers as to what you both are doing. Maisi and the Jarl make eye contact: he flees into a nearby bathroon-type area, you open the gate, and Maisi goes into a rage, cornering the Jarl. He tells her think about her next move, since attacking him would get everyone killed. She, while conjuring up what appears to be an Ice spell, ignores his pleas. She blasts the Jarl, instantly killing him… but blowing a hole in a pipe, lining the left side wall (and blowing a hole in the wall). She shouts to… someone(s) to run, you black out… and wake up in the original timeline. There is a frozen, cobwebbed body by your feet (guess who?). The rest of the room is dark (unusual, since the Citadel and the FC is very bright) and also cobwebbed. An Imperial soldier rushes up to you, a little surprised to see you, and asks who you are and what happened. Via a few conversation choices, you can either stay in the Citadel or leave through the hole in the wall.
The soldier is Altruis, Cassia’s brother.
After stating that he’s “grateful for the rescue yet feels oddly unsatisfied”, you and him reunite with Cassia. She rewards you with a necklace that bolsters Speechcraft by 15% and give you the Bribery perk. You leave the area and the credits roll.
I can see why Altruis felt “unsatisfied”. He tells you some of the story that he found n a journal (I’ll let you see what that is), including finding your name in it, but I found myself thinking “that’s it?” with this branch of the story. It wasn’t a “bad” ending but I have a feeling that other “endings” would be more… satisfying.
4. b) The Accusation
On the 2nd story ‘road’, instead of going to the Locked Room, I went to the Jarl. I found him on the balcony where I first met him, but he could be anywhere on the top floor, so search around if you don’t immediately see him.
The Jarl wants to make sure that you are certain about your pick. After this point, the conversation options will have everyone that is available for accusation; these choices will depend on who you previously talked to and who you previously helped. These options could include the Jarl and you. If the “Jarl” option is available, there are 2 additional options that could appear, depending on past choices: 1) “it was from your commands” (meaning, ‘spy on someone, report back, oops – wrong person!’) or 2) “I saw what was going on in that locked room!”. The Jarl, for choice #2, becomes angry and tells you that “someone” is spying on everyone via the Dwarven busts, which is how the Dwarves’ law is enforced; since the bust in the Jarl’s room is broken, “I can do whatever I want in there”. He then basically throws you out of the Citadel. Choice #1 for the Jarl appears if you had to run to the Lakehouse and “restart”.
For any other character: I had a few suspects at the top of my list. I chose Gulvar, due to his talk with me in the Tavern (see Part III). The Jarl was a little surprised (he liked Gulvar) but saw Gulvar’s anger bubbling under the surface. He then tells me about the Dwarven busts and where some of their “blind spots” are: the Underground Tunnels. He gives you the key to the tunnels (if you already didn’t have it) and directs you to lure Gulvar down there and kill him, “for the sake and safety of his people”.
I found Gulvar and “lied” to him, saying that I needed his help with a way out of the city that I found in the tunnels. Once in the tunnels, I checked for Dwarven busts (there were none), then I used a combination of Shouts and arrows to kill Gulvar.
Big mistake.
Gulvar shouts that “they didn’t see you do it but they will know that you are… a murderer!”. That ominous music plays, the tunnels shake…
Somehow, you were seen breaking the Dwarves’ Law!
If you went deep into the tunnels, you’re screwed. If you were near the entrance (like me), you will have to deal with 1 or 2 Dwarven Spiders (metal spiders, about the size of a horse) – opposed to at least 3 – before leaving the tunnels. If you can, run to the Lakehouse. Return to the “past” and look for other options.
![Skyrim forgotten city immaculate armor Skyrim forgotten city immaculate armor](https://i.ebayimg.com/images/g/xwYAAOSwJUdeqvUJ/s-l300.jpg)
Those “options” include the Palace.
Part V will be the Palace adventures. It might take a day or two to sift through what all was in there and type a coherent post.
The UESPWiki – Your source for The Elder Scrolls since 1995
< Mods / Skyrim: Tes5Mod: The Forgotten City: Quests
This article is currently undergoing a major expansion or revamping by Fullerton. However, you are free to help in the construction of this page by improving it—use the talk page to do so. Please review the edit history if you would like to see whether the page is still being worked on. If the editor who placed this notice has not made any changes in a while, please contact the editor or, if they're inactive, remove this template. |
This page is currently being rewritten as part of the Skyrim Quest Redesign Project. The page is being rewritten and checked in several stages. All users are welcome to make changes to the page. If you make a change that is relevant to the project, please update this template accordingly, and make sure you have observed the project guidelines. Detail |
This article could benefit from an image. See Help:Images for information on how to upload images. Please remove this template from the page when finished. |
|
Quick Walkthrough[edit]
- Travel to The Forgotten City.
- Speak to Cassia.
- Enter the Forgotten City
- Claim the Lakehouse key
Detailed Walkthrough[edit]
Upon reaching level 5, the Courier will approach you, saying 'I have a letter here for you.'
This will begin the quest, and Cassia's Plea will open and read itself to you. The note invites you to investigate the promise of 'Riches Beyond Imagining', which Cassia promises can be found in Forgotten Ruins in The Reach. She will request that you travel to the ruins and help her find her brother, Altrius, who explored them but did not return.
The Forgotten Ruins are just west of Purewater Run and east-south-east of Hag Rock Redoubt, between two waterfalls. After entering it behind the first, its interior door will automatically open for you, revealing Cassia standing before a pedestal and a plaque written in Dwarven lettering: 'Riches Beyond Imagining'.
Approach her, but be ready for her to draw her sword as she angrily yells 'That's close enough- [sic]who are you?' Depending on receipt of her letter, following your introduction, the conversation could proceed one of two ways:
- Who are you?
- 'What do you mean? Didn't you get my letter? I paid good coin to a courier to track you down, and you're saying you just came here by coincidence?
- Well, perhaps it's fate. The thing is, my younger brother went down this shaft a few days ago and I'm worried he's stuck down there, or worse.
- I know this is a lot to ask, but I need you to go in after him, and bring him back to me alive. Do you think you could do that for me?'
- I got your letter
- 'Oh, it's you! I'm so glad you're here. Look, I don't know how much time we have left. My brother went down this shaft a few days ago and I'm worried.
- I need you to go in after him, and bring him back to me alive. It could be dangerous, but if anyone can do it, it's you. Now, are you ready?'
- I'm ready.
- 'I knew I could count on you. Now quickly, go!'
- Not yet. I have some questions.
- 'Alright, but please hurry.'
- Who are you?
- 'My name's Cassia. My brother and I came to Skyrim from Cyrodiil with the Imperial Legion, but we took a.. break.. to explore these ruins.'
- So you're both deserters, then?
- 'We didn't want to get involved in this stupid war in the first place! We only came here because we were conscripted.
- But our unit was wiped out by Nords and those Forsworn savages, and we saw a chance to get away from the fighting altogether. So we took it.'
- What happened here, exactly?
- 'Well we came here hoping to find something valuable, to pay for carriage back to Cyrodiil. Altrius went down the shaft, but he asked me to stay here.'
- Why haven't you gone down there?
- 'Because he made me promise I'd stay here and wait for him, no matter what. And I keep my promises. Well, except as far as the Legion is concerned.'
- Why did you send for me, of all people?
- 'I was in Markarth looking for help, when I heard people talking about you, and all the loot you've been trading with merchants all over Skyrim.
- I figured you'd be interested in exploring these ruins, so I asked a courier to track you down. And here you are.'
- That's all the questions I had.
- 'So you're ready to go now?'
- I didn't come here to help you.. [sic]
- 'Damn you! I knew sending for you was a mistake! Get away from me!'
At this point, you can inspect the plaque in front of her, or read the Dusty Journal on the small pedestal. Once you have concluded your business on the surface, jump into the unknown. Walk through the passage in the ruins, and enter The Forgotten City. Once inside, you will find an abandoned township under the ground, with no life at all save for bats and skeevers. The area is strewn with burnt corpses, and the atmosphere is one of abandonment. As you approach a dead tree, a hanged Old man drops from his noose in front of you. Beside his corpse lies an empty wine bottle, quill, and a Suicide Note. The note proves that the body is Altrius's; it intimates his tale of infinitely entering and re-entering the Lakehouse. His note goes on to urge you to kill yourself rather than endure the same fate as he did. If you choose to pursue this course of action, you may drown yourself in the lake. Otherwise, enter the Citadel to obtain the key from Altrius's ghost. As you enter it, his voice will alight the passageway and tell you that 'I was in your shoes once, a lifetime ago. I remember the way the lakehouse calls to you.' As you ascend the stairs to the Citadel's balcony, the ghost continues his story: 'I thought to myself: Do I want to die alone in here, or do I want to open that door?'
- 'It seems like a simple choice. But in the end, death was the better option all along.'
- 'Please understand. I locked the Lakehouse door to stop you from making the same mistake I made.'
- 'And now you ignore my words and come searching for the key.'
After the final stairs and the final warning, you will see Altrius's Ghost around a corner. As you round the corner, it will charge from behind its own at you, yelling 'Stay away! I hid that key for a reason!' Battle and defeat the ghost. Once this is complete, exit the Citadel to its balcony, on which a small chest sits. Open it to take the key, but be prepared for a surprise: The balcony will drop from beneath you, and a voice will whisper into your ear: 'Lakehouse.' After you have recovered from the significant fall damage, head to the Lakehouse and enter it. Once inside, do not try to leave, as a voice will angrily yell 'My letter!' each time you attempt escape. Instead, go to the desk and read Metellus's Note. The letter charges you with a mission: Prevent the desolation of the Forgotten City. Once Metellus's last words have been spoken, you are free to exit. Do so, and the door will reveal a strange portal that will cast you into a different time: The Forgotten City will be bustling, illuminated by the sun under the ground. A new quest, Forget-Me-Not will begin.
![Archicad 23 mac crack](http://i1-mac.softpedia-static.com/screenshots/Artlantis-Render_3.jpg)
Quest Stages[edit]
How To Get Armor From Rykas Skyrim
The Forgotten City (000FCQuest01) | ||
---|---|---|
Stage | Finishes Quest | Journal Entry |
10 | A courier tracked me down and gave me a letter. I should read it. | |
15 | I've discovered some forgotten ruins on my own.. | |
20 | A woman named Cassia has written to me, asking for my help in some hidden Dwarven ruins. I should travel to the Reach to investigate. Objective : Meet Cassia in the forgotten ruins. | |
30 | I should talk to Cassia. | |
100 | I must take a leap of faith into the city. Objective : Enter the Forgotten City. | |
110 | I must take a leap of faith into the city. | |
200 | I should explore the Forgotten City, and then find a way out. Objective : Explore the Forgotten City for a way out. | |
250 | I've found an old man who hanged himself, but he's too old to be Cassia's younger brother. Objective : (Optional) Search the old man's body for a suicide note. | |
300 | The key to the Lakehouse door is being guarded by a ghost on the Citadel balcony. Objective : (Optional) Retrive the Lakehouse key from Altrius's ghost on the Citadel balcony. | |
350 | Now that I have the key, I should use it to unlock the Lakehouse. | |
375 | The door to the Lakehouse looks strange from this side, but I'll have to pass through it to leave. | |
1000 | Objective : (Optional) Drink the Elixir of Acrobatics. | |
1010 | Objective : (Optional) Confront Deglund about the ineffective Elixir. | |
2000 | I've returned to the present and have found Altrius alive and well. | |
2015 | Altrius has suggested I attack the cracked wall in the bathroom. Objective : Smash the cracked wall in the bathroom. | |
2020 | I should take Altrius to the Citadel bathroom where we should be able to escape the city. | |
2050 | Objective : (Optional) Travel back in time and show the Arbiter's helmet to him as proof of your deeds. | |
3000 | I've escorted Altrius out of the city. | |
3100 | I've concluded my business with Cassia. | |
4000 | I've returned to my original time By convincing the Arbtier to wind back the Dwarves' Law, I prevented the events which sent me back in time. | |
4020 | I have reminded that Altrius was waiting for him. He has suggested we jog up together, so we can chat along the way. | |
4030 | I've brought Altrius to Cassia. | |
4050 | Cassia has rewarded me for returning Altrius to her, and has entered the city. |
- The following empty quest stages were omitted from the table: 0, 325, 330, 2025, 2030, 2040, 2050, 4010, 4015, 4025.
Skyrim Rykas
Notes
Retrieved from 'https://en.uesp.net/w/index.php?title=Tes5Mod:The_Forgotten_City_(quest)&oldid=1861401'