Activate all three pillars until this symbol is facing you. This will lower the bridge to your left, allowing you and the Blades to continue. In the next chamber you will be confronted with a floor of pressure plates, inscribed with the same three symbols as the pillars. Once again the Dragonborn symbol is the key; stepping only on these tiles to reach the other side.
Stepping off of the route will cause a fireball to be launched, so moving slowly is advisable. If you prefer, you can use the Whirlwind Sprint shout to move across without triggering the trap. Once safely on the other side, pull the chain to allow the Blades to cross, and exit the chamber. You will need to travel across a pair of bridges, and then into the entrance chamber of Sky Haven Temple.
Esbern heads for a large stone head built into the far wall, which, according to Esbern, is the visage of Reman Cyrodiil. In fact, the entire temple is some sort of shrine to him. In front of the head is a large carved circle, which Esbern declares to be a "blood seal", requiring the blood of a Dragonborn to function. Activating the circle prompts you to cut your hand, dripping blood on the circle. The stone head then retracts, and an opening is revealed. Delphine and Esbern take a few moments in the following tunnel to inspect the Akaviri carvings and light the braziers, but you may wish to run ahead and view the temple proper.
Upon arriving, Esbern is immediately attracted to a large relief on the far wall, Alduin's Wall. He moves over to inspect it, taking several moments to fully identify it. The wall depicts the history of Alduin and the Dragon Cult , and details a prophecy regarding their defeat. Hide ads. Harrawr , 12 Nov 13 Nov Alduins wall is a Main storyline quest, and as such is unmissable if you play the main story.
The quest itself features 2 puzzles, none of them are too much trouble.. Puzzle 1 - A pillar moving puzzle, there will be 3 pillars next to each other, simply rotate the pillars until they display the symbol that is already on the pillar to the far right, the dragonborn symbol. Puzzle 2 - This is a room full of tiles, the only way to avoid setting off the trap, is to step on the tiles that have the dragonborn symbol from puzzle 1 displayed on them.
The latter choice has them tagging along with wherever you are going, obviously. This can be helpful to have a full party of minions fighting for you, but be careful about them literally obstructing your path in tight spaces. Karthspire is best reached via fast traveling or taking the carriage to Markarth. Karthspire itself is a cave that is swarming with Forsworn , just like the adjacent Forsworn camp. Karthspire sort of serves as the lobby to the Sky Haven Temple.
Inside you must overcome two puzzles: the first of which involves rotating all three pillars so that the apple-shaped supposed to be an arrow signifying Dragonbore faces you; this lowers the stone bridge on the right. The next room is a death-trap if you walk on any tile other than the Dragonborn tile you saw earlier. This might be the conclusion of our Alduin's Wall quest guide, but make sure to keep an eye on USgamer, where we'll have additional Skyrim guides in the wake of the game being released worldwide for the Nintendo Switch.
Hirun Cryer is by far the most juvenile member of USgamer. He's so juvenile, that this is his first full-time job in the industry, unlike literally every other person featured on this page. He's written for The Guardian, Paste Magazine, and Kotaku, and he likes waking up when the sun rises and roaming the nearby woods with the bears and the wolves.
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