Where is aringoths key in skyrim




















Send a message to a former Thieves Guild client. Taking Care of Business. Burning beehives at Goldenglow Estate. Brynjolf is taking me to meet the leader of the organization he represents. He says more work and significantly more coin could be available if I join their ranks.

Objective Follow Brynjolf. I'm eager to receive my first task and prove that his recommendation wasn't in vain. Objective Listen to Mercer Frey.

My first task as a member of the Thieves Guild involves a honey operation located just outside of Riften called Goldenglow Estate. My actions there are in direct response to the owner's sudden silence and lack of cooperation with the Thieves Guild and Maven-Black-Briar, one of the Guild's most important clients. Objective Talk to Brynjolf.

Displayed after asking Vex for tips; can be displayed either at stage 45 or 50 Objective Optional Enter Goldenglow using sewer.

Finishes quest. I've completed my task at Goldenglow Estate and discovered the owner's sudden lack of cooperation with the Guild was leveraged by an anonymous buyer of that very same location.

Why this buyer purchased Goldenglow and is showing animosity towards the Guild is a mystery for the moment. Displayed upon entering Goldenglow Estate main floor; can be displayed at any point during the quest, even before being told to go there Objective Optional Obtain the key to Aringoth's safe.

Prev: Taking Care of Business. Conc: Meet the Family. 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. 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.

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