Around the corner and to the left is the animancy lab where Arkemyr continues his odd experiments - oh, and two constructs and a lone soul you can interact with to learn what happens to robbers. Going further is the forge with a Steelclad Construct prototype (bring crushing tools).A lot of alchemy ingredients in nearby containers. Laboratories. A large group of imps and a storm blight are here.The trapped and locked chest at the head of the bed contains an Exceptional Scepter, a Black Pearl and some Golden Scellings. Check the cupboards for Boots of Speed and Arkemyr's Old Robe. The opulent bedroom contains a good deal of loot, including Arkemyr's Notes, which unlock you a passphrase: Cider and cheese. Chest with a trap and a lvl9 lock - it contains an exceptional scepter and a black pearl. It is on the highest level of the building, that the player can get there from the roof - begin on the upper floor of the manor and choose the exit leading to the roof. The imp, called Yellow-Eye Three, can be safely pickpocketed for a Translucent Crystal or pacified with enough skills (Diplomacy 9). This floor contains Arkemyr's living chamber and dining room. You'll find minor loot nearby - some food, water and supplies. The study to the northwest contains a tattered note containing the combination to the vault (diamond, ruby, ruby, sapphire, emerald), together with Arkemyr's notes on the need to investigate. Be wary of the Ironclad Constructs, as they all pack a mighty punch. Diplomacy 9 won't work because Arkemyr has no friends. ![]() You can pacify them with Intimidate 8 or Bluff 8. The player can avoid detection from the constructs or fight them. If the player entered the building through the main door, after breaking the lock or using the key from Fassina, he will begin exploring the manor here. Powerful ironclad constructs (plus imps) are at the end of the hallway. ![]()
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