Confront him about the hilt. He won't give the hilt to you, leaving you with four options:. Any of those four outcomes will give you the key. Head into his house to unlock the chest containing the hilt.
With all three pieces recovered, travel back to Silus' museum to deliver the fragments. He will pay you a handsome sum of Gold. If you brought all three pieces at once, Silus gives much more Gold. The quest isn't done yet , however. Regardless of dialogue choice, you will need to meet him at the Shrine of Mehrunes Dagon. The shrine is southwest of Dawnstar and a short walk from The Lord Stone. Asking a Daedric Prince to assist a mortal goes as well as you'd expect.
Mehrunes Dagon would rather spill Silus' blood than rebuild the dagger for him. Dagon will speak to you, asking you to kill Silus yourself.
Silus will then speak to you, pleading for his life. You have two choices:. Should you spare Silus, he will run back to Dawnstar after giving you some gold. Consequently, Dagon will spawn two Dremora enemies to kill you and Silus. Kill them or flee to end the quest. Since you don't get Mehrunes' Razor this way, this voids the Oblivion Walker achievement. If you leave dialogue with Sirus or accept Dagon's request, Silus will immediately turn hostile. A chest near one of its corners contains some valuables.
The Razor's blade shards are held in the basement vault of Cracked Tusk Keep , a fort occupied by Orc bandits. The keep is located west of Falkreath and just west-southwest of the Dark Brotherhood Sanctuary. On foot from the Guardian Stones: If you have not discovered Falkreath and prefer a trek to a carriage ride to Falkreath, you can travel on foot or horseback from the Guardian Stones, located southwest of Riverwood.
The following guide traces the Clairvoyance spell pathing, which serves as a reliable guide. If trouble does not find you in this area, you won't need to look far to find some. If you shoot first and ask questions later, however, you may find yourself having committed the crime of murder, as non-hostile characters may also be encountered here. One spot in which you are likely to encounter someone or something is just past the large boulder positioned on the right side of the road where it departs from the lakeside.
There is an iron ore vein here: Westwards from the boulder extends a patch of rocks sited between the road and the river in an essentially rectangular formation.
The vein lies at the northwest corner of this. Continue west, then take a left turn onto another road. This has no signpost and can be overlooked if you're not watching for it.
Follow this road as it winds to the bottom of a hill. Just after it reaches the bottom and levels out, take a smaller path to the right. This is intermittently paved with flagstones and will soon point you directly at the Keep.
The Keep's exterior is relatively-lightly guarded by orcs and bandits, typically of the bandit archer class, who tend to attack with bows from a distance and melee weapons up-close. They are better-trained in one-handed weapons and so can be more dangerous when wielding them. They are non-magical. A surgical sniping approach may be accomplished by sneaking around a wide arc to the right of the fort and climbing the mountain from the other side.
You should have any follower wait before you find a way to climb up. It may require luck, patience and persistence to find a way up and over that lands you in a position from which you can see and kill one or more guards below. If you can do so, and then sneak into the interior through one of several vulnerabilities in the perimeter, it is possible to eliminate all of the guards without any of them even seeing you.
The access point of choice is probably a deteriorated breach in the wall located on the north wall near the northeast corner. Climbing up here will allow you to reach an elevated wooden platform from which you can sometimes see and kill remaining guards. Another breach near this corner but on the east side allows you to access a partially-buried chest, but presents a more difficult if not impossible route inside. There are three entrances into the keep's first interior zone.
If you take the front door, you will be immediately attacked by two enemies of the same type as the guards. Incapacitate them and proceed up the stairs and through the door, where the bandit chief , Ghunzul wields more advanced melee weaponry, and wears stronger heavy armor as well as the key to the vault. There is a second vault key on the chest next to his bed. A second entrance is a hatch on the roof of the circular structure at the southeast corner of the exterior which will drop you directly into Ghunzul's quarters.
To find it, take the stairs to the right just after entering the exterior gate to the fort. Work your way around the walls and elevated platforms of the perimeter counter-clockwise until you reach it. This will require a tricky jump at one point which can land you in an area where you may become stuck. If you obtain the key, proceed two levels down to enter Cracked Tusk Vaults. The third entrance is a locked door to the right of the main entrance and down some steps. This opens directly into the unguarded room which accesses the vault zone.
If you have sufficient lockpicking capabilities, it can allow you to access the vault and the quest item without encountering any enemies in the interior. There is a sliding panel on the wall to the right of the cage barring access to Cracked Tusk Vaults. It can be opened with the key or by picking a difficult lock. Open the next door. Two barred rooms on either side of the hallway, each containing significant loot, are unlocked by small buttons on the wall to the right of each.
The room to the left contains a copy of the light armor skill book Rislav The Righteous. Activating the levers to the left and right of the final barrier will open the way to the blade shards. Three tripwires on the floor between you and the shards activate dart traps; these may be jumped over. Removing the blade shards from their pedestal will also activate a dart trap. Placing something, like the nearby bucket, onto the pedestal will deactivate the trap—if you can get something to remain on the surface of the pedestal.
Using Telekinesis from a safe distance is also possible. However, you may also turn to the left as you face the pedestal, and take an alternative route back through the room. Other options include simply taking some damage from the traps or using the Become Ethereal shout to protect yourself on the way back out.
To get the hilt, speak to Jorgen in the town of Morthal. He will initially claim not to have it, and when he admits that he does, he will refuse to give it to you. To gain access to it, you may use one of the speech challenges : threaten, persuade, or bribe. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: xiuxiu.
User Info: Dudechapguyman. You get Mehrune's Razor if you kill him, or an inconsequential amount of gold if you let him live. Honestly both rewards are pretty inconsequential. Just do whatever you feel is best. I like to piss off the princes, so I let him live.
User Info: marrax. Frankly he's an annoying little weasel who deserves to be slaughtered in the glorious honor of Mehrunes Dagon. User Info: DocWily. I let him live for no reason other than Dagon wanted him to die. Their hearts, along with being an ingredient in Alchemy, are a key ingredient in crafting all Daedric Armor and weapon sets. Its by far one of the best looking weapons in the game but sadly its not as strong as it should have been.
Mine does like 68 upgraded to legendary with like maybe 2 perks in the one handed tree. They really unpowered most of the unique weapons in this game. My daedric swords do twice as much base damage.
0コメント