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The Gordian Bind


Frayed

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This is a complete walkthrough of "The Gordian Bind", the second quest of The Trappings of Fate

 

It was made for BETA version TToF v2.0.5. There might be differences with later versions, as I may not have updated this guide after making changes to the mod itself. However, it should remain largely valid.

 

Needless to say, this is heavy spoiler territory. These spoiler tags below here describe how to get through the various parts of the quest, with nested spoilers for individual steps.

 


First room (cell):

Spoiler

You awaken and after some dialogue, Irkalla releases you from the chair. Whenever you either run, attack, sneak, shout, cast or try to walk out of the cell she will command you to stop. After a short scene, you are locked into the x-cross. Another short scene plays, and Irkalla will leave, locking the cell door and sealing it with a barrier.

Escaping the x-cross:
 

Spoiler

All struggle options are red herrings: escape is impossible. Choose the "give up" option and a scene will play where Azura and Boethiah give you a task and make the x-cross escapeable. Then, simply struggle out of the device via the regular DD way.

Once free from the x-cross, your next objective is to escape the room. But to do so, you'll first have to escape the devices locked onto you.

 

Escaping the locking earplugs:

Spoiler

The key for the earplugs is on the small table next to the x-cross. Use it.

Escaping the rope devices:

Spoiler

The rope restraints are too tight to struggle out of, you need something to cut them. Jurgin (the man across the bars) can/will not help you, so pick up the Fragile Bottle through the bars, drop it into the floor to break it, and use the glass shards to cut your rope bindings.

Getting through the door:

Spoiler

The door is locked and a barrier blocks access to the lock.
The barrier will dissipate if you activate it while wearing some of the restraints on the large table in the cell. Specifically, you need to wear the ball & chain and the manacles.
To pick the lock on the door you will need a lockpick. There are none nearby, but you can improvise with a cruder tool. Jurgin will bring you a plate of food with cutlery if you ask him. Use the fork from the plate as a pick to unlock the door.

 


Second room (alchemy lab):

Spoiler

While you may have escaped the cell, you'll quickly find out that as soon as you try to step outside of the alchemy lab the collar will take control and make you walk back. You'll have to do something about that before you can progress. Jurgin may have some ideas. Don't forget to pick up the key for the Plain Iron restraints next to the cell door if you haven't already done so.

Suppressing the collar enough to leave the lab:

Spoiler

You'll need to make a potion to help you fight the collar's influence. To do so, find the four alchemy notes scattered throughout the alchemy lab. They are located:
1. On the table facing the cell.
2. Below the lid of the stone pool in the side room with all the glowy plants.
3. On the ground between a large and a small shelf, on the side with the doors leading outward.
4. In the bucket with the broom near one of the lab exits.
Once you have all four notes, pick up an invisibility potion, a resist magic potion, lavender, a creep cluster root and bread, and craft the potion at the cooking pot (NOT at the alchemy table). Drink it, and you will be able to leave the alchemy lab.

 

Getting into places and finding the first shrine:

Spoiler

Once you've escaped the alchemy lab, you'll reach a more open section of the quest. Explore the cavern outside. Some areas may be inaccessible for now, but will open up later. It may be a bit confusing where to go, but remember that your objective is to cleanse Azura and Boethiah's shrines. Jurgin should have directed you to talk to Walker, a Bosmer girl who lives nearby in the small mushroom hut (not the large one) in the cavern. Find a way up to it and talk to Walker. She will mention that you should go "where the ground whispers and the sky screams". She will also give you a key to the large mushroom and tell you that there are three notes with hints you can find.
The hints notes are at:

Spoiler

1. The desk in the lower section of the large mushroom.
2. The bookshelves in the upper section of the large mushroom.
3. One of the desks in Irkalla's Arcanaeum, which is located next to the alchemy lab. Changed: now on a desk near the exit of the upper section of the large mushroom.

Getting into the upper floor of the large mushroom:
Another barrier blocks your way. To pass it, you will need to wear a specific device. In this case, it's a hobble dress. You can find one in a side room of the lower section of the mushroom.

Finding "where the ground whispers and the sky screams":

Spoiler

One corner of the large cavern has a bunch of blue crystals and glowing mushrooms. Go there and look for stones that look more like ruined pillars that natural stone. You'll know you are in the right location when an ambient whisper sounds starts playing when you enter the area. Now to find out how to open the door...

Opening the entrance where "where the ground whispers and the sky screams":
The riddle says: "In corners touched by moon nor sun, Reach deep into the black, Look ye to sky for one last time, And pass through stone unseen". You've done the first two lines, now do the last two: from where the whispers play, look at the sky until you hear screams, keep looking for a few seconds until you hear a swoosh, then walk BACKWARDS through the stone while still looking at the sky.

 

Still can't find it? Here's a visual:

Spoiler

Trappings2Walkthrough4_1(GloomyRuin).thumb.jpg.a784b40092492f8fcee91b2954b9aab2.jpg

Trappings2Walkthrough4_2(GloomyRuin).thumb.jpg.419dc8eddda3dd6c9ed2a83df31882ca.jpg

(Those stairs may look slightly different depending on the version you're playing)

Trappings2Walkthrough4_3(GloomyRuin).thumb.jpg.deef42340d7fd7ba599dcc8e300181dd.jpg

 

It's important that you walk backwards after the swoosh, because once you look away from the sky the rock will become solid once again. Also, you can't see the sky if you're wearing a blindfold, silly. Take that off first.

 

 

 

 

 

Cleansing the first shrine (the Gloomy Ruin):

Spoiler

You're now in a very dark ruin with lots of awful noises. Somewhere in here is Azura's shrine, but it's currently warped by Hermaeus Mora's influence. Two plaques before you state:
"Abandon all reason, ye who enter
For his screaming whisper shall fill your ears
And instill you with madness
For his visage will swallow your sight
And instill you with madness
For his being will draw you below
And instill you with madness

Yet for those clear of purpose and singular of mind
Heed not the whispers, mind not the screams
Avert thy gaze and stare past the abyss into nothing
Walk steadfast through muck and madness
And ye shall find His Word and Power"

Going mad is bad. You'll want to do something to prevent that. Essentially all puzzles here are based on senses. Every unpleasant thing can be avoided by blocking off a sense with the
appropriate devious device.

 

Getting through the door with the green swirly on it:

Spoiler

Equip the locking earplugs to block out the awful sounds.

Dealing with the monsters:
The monsters will drive you to madness if you look at them for a few seconds. Either keep your camera pointed away from them, or equip a blindfold.

Preventing getting dragged under:
The tentacles react to exposed skin. Equip some boots.

Getting through the gates:

Spoiler

Either a) wait for a monster to open the gate for you, and sneak in behind them or b) open the gates yourself via the orange thingies. The orange thingies react to exposed skin: if you wear gloves they will not work, and if you don't wear a catsuit they will react a little too well...

Finding the shrine in the maze:
Your sight deceives you and blocks the entrance by a wall unless you are wearing a blindfold. Even if you do wear one, you'll still need to pass through a wall of tentacles to get to the shrine. They react to exposed skin and will let you pass if you wear a catsuit.

Cleansing the shrine:

Spoiler

Touching the shrine will get you sucked into a metaphysical tug-of-war between Azura and Hermaeus Mora. In this case, that means that Mora will try to drive you mad with sounds, visions and tentacles, while Azura needs you to stay sane. Block the visions with a blindfold, the sounds with earplugs, and the tentacles by barring entry to, well, your orifices by equipping a belt and a gag.

Once Azura's shrine is cleansed, you can talk to her and roam around the ruin unimpeded. Go to all three word walls if you didn't already and get the Unrelenting Pull shout. You'll need it later. Once you're done, exit the ruin.


Irkalla's checkup and the bedroom:

Spoiler

After you cleansed Azura's shrine and left the ruin, you'll find that the potion has worn off and the collar takes control again. Worse yet, Irkalla is coming to check up on you. Uh-oh. The collar will lead you back to the alchemy lab, and you'll have to think of a way to make Irkalla not notice you've (fairly succesfully) been trying to escape. Your options to do so are actually very limited. Thankfully, as soon as you are locked into the x-cross again either the collar or by yourself, some mysterious entity intervenes and makes you wear the right devices, and even makes you able to lie to Irkalla in a limited fashion despite the collar's influence. Who could this entity be?

Either way, Irkalla is fooled and she takes you to her bedroom and toys with you a little. After some games, food and talk, she will eventually lock you into the chair in the corner and command you to sleep. Boethiah, not very happy that you've cleansed Azura's shrine but not hers, will wake you up, give you a lockpick, return control and tell you to get on with it.


Acquiring a new potion:

Spoiler

Irkalla has one stashed in the lockbox next to her bed. There are a number of lockpicks hidden in the bedroom. Find some and pick the lockbox. Or pickpocket the key from Irkalla.
You'll have to remove your gag before you can drink the potion. Luckily, there should be some sharp knives on the table in the lower bedroom.
The barrier:

Spoiler

Requires a genital piercing, which can be found in the chest next to the dressers.

Don't forget to grab a few things from Irkalla's bedroom before leaving. You'll need the Pet suit and Muffling Hood next to the x-cross, the Staff of Renew Vigor next to the lockbox, and the Draft of a Letter note and the Intricate Heavy Key from the desk in the lower bedroom. Additionally, while not required, it'll be useful to have the Heart-Engraved Key and the note under it that are lying on a low set of drawers in the upper part of the bedroom.

 

Finding the second shrine:

Spoiler

Having escaped Irkalla's bedroom, your next objective is to find and cleanse Boethiah's shrine. Before you set out looking, though, remember that Azura told you there was something of Boethiah within Irkalla's Arcanaeum. You'll need that something for the shrine, so you'll want to go get that first.

 
Finding Boethiah's sword in the Arcanaeum:

Spoiler

If you haven't been there yet, Irkalla's Arcanaeum is behind the blocked door next to the alchemy lab. The barrier requires a straitjacket, which can be found in Walker's hut. With the Intricate Heavy Key you will be able to open the far door in the Arcanaeum, behind which you will see an ebony greatsword floating above one of Hermaus Mora's black books, all guarded by two barriers powered by soul gems and a set of metal bars blocking access.

 

Three notes can be found in the Arcanaeum. One (Riddle Notes 3) is for finding Azura's shrine, which is no longer relevant. The other two (Tonal Fork Note and Black Book Safeguards Note) describe the process of getting to the sword. To get to the sword, you'll need to remove the barriers. To do this, you need to change the attunement of the Tonal Fork from being attuned to Azura to being attuned to Molag Bal. To do so, heat up the Tonal Fork by holding it in a flame or the coals of the forge until it becomes a Heated Tonal Fork, attune it to Molag Bal by dropping it in the pool of blood, then quench in the attunement by dropping it in the water.

 

Once you have the "Tonal Fork (Molag Bal)", hold it out through the bars and move it close to the soul gems. They will explode, the barriers will fade and the sword will drop. Oh, and Mora will start leaking out. Oops. I'm sure that's nothing to worry about, right?

 

The sword may not fall down close enough to pick up. If so, use the Unrelenting Pull shout to pull it towards you.

 

Finding Boethiah's shrine:

Spoiler

There is a part in the upper section of the large cavern near the upper door of the large mushroom that you couldn't access earlier without the collar sending you back. With the better potion you drank you can now access it. Walk to the other side of the small canyon and jump into the water there. Swim underneath the rock and you'll be in Boethiah's shrine. Go up to the altar and put the sword in place, and Boethiah will appear to tell you the next steps.


The trials:

Spoiler

To cleanse Boethiah's shrine, you will need to complete three trials. In each, you have to align your actions with what Boethiah represents as a god, and not with Molag Bal. Molag Bal is all about domination and wants you to be submissive. Boethiah wants you to betray and subvert authority. Both like murder. Yeah, they're very pleasant.

 

The first trial:

Spoiler

In the Trial of the Toy, you're in some kind of vision where you are playing the role of Irkalla's willing toy. She asks you to play a kinky game with her, but remember that accepting to play said game is accepting the role of a submissive, which is what Molag Bal wants you to do.

 

Instead, when Irkalla leaves to let you pick out devices, look below the tables in the dressing room for Lotus Extract, a potent poison. Put some in the wine on the small table next to the contraptions, lock yourself in (manipulating the contraption if you can/want), and wait for Irkalla to drink the poisoned wine during the game she proposes you two play. Then break out, pick up the sword, and murder her.

 

The second trial:

Spoiler

In the Trial of the Prisoner, you'll find yourself being escorted to a cell in a dark dungeon by a dremora. After some dialogue, he'll tie you up and lock you into the cell, where you will have to escape a series of devices in time to smash a magic crystal that's doing something nefarious to your mind. There are two ways to complete this trial:

 

The normal way:

Spoiler

Straitjacket:
- "Struggle foot"
- "Struggle torso" 2x
- "Look around" -> active loose cuffs 3x
Pole:
- "Look around" -> pick splinters from the pole
- "Struggle hands" and pick the lock on your wrists
Mittens:
- BEFORE you remove the mittens, get rid of the mask that's gagging you. Just struggle out of it like a normal Devious Device. Then use the shout from the Gloomy Ruin (you did grab that, right?) to pull the tool that's lying in the ritual circle behind the bars towards you, and jam it into the wall of your cell. Now you're prepared for what comes later.
- Hold your hands over the fire by standing close and raising your fists ("unsheathe weapon"), wait until they're hot, then quickly cool them in the pool of water. Do this three times and the repeated heat stress will destroy the mittens.
Yoke:
- If you didn't remove the gagging mask when the yoke is equipped, it's gg. Give up and try again.
- If you DID and you put the tool in the wall, use it to pick the locks on your yoke. You may need to grab a single lockpick from the pole again if you don't have one.
Elbowbinder / escaping the cell:
- The elbowbinder cannot be removed. Instead, drop the yoke from your inventory and jam it beneath the bars of your cell, then use it to push the grate open.
- Activate the crystal to destroy it.
- When the dremora shows up, do not let him talk! Just attack him instead. You'll find he's much weaker than he appears.

 

Cheesing it:

Spoiler

You can just attack the dremora during his first dialogue and instantly kill him, and you'll skip the entire tied up section.


The third trial:

Spoiler

In the Trial of the Conqueror you're not taking a submissive role for a change, but instead are put into the role of the victor that has to decide the fate of your captor Irkalla and her associates. Allegedly helping you decide their fate is Boethiah, who may not seem entirely like herself.

 

Spoiler

And indeed, she isn't - in truth, it's Molag Bal pretending to be Boethiah. When you call him out on his bullshit, he'll offer you a deal: serve him willingly or suffer. There are two ways to complete this trial:
Accept Molag Bal's deal and he will instruct you on what to do. But entering a contract of servitude to Molag Bal may have consequences later...
Reject Molag Bal's deal and he will get angry, taking control of your body and making you quite literally rape and murder everyone else left in the room. To prevent this, take the shackles Irkalla is wearing (either pickpocketing them or from her corpse) and equip them on yourself while Molag Bal is ranting. He'll be so perplexed and amused that he "lets you off easy".


Finding something to bargain with:

Spoiler

After completing all three of Boethiah's trials, you'll quickly find out that unfortunately Boethiah can't remove your collar either. Bother. She tells you that it can only be removed by either Irkalla herself or by Molag Bal, and that you should find some way to trick them into doing just so. Tricking a god is no easy feat, however, so she tells you to find Mephala, who apparently ALSO has a shrine hidden away somewhere. She does give you a reward though, in the form of a powerful shout that can unlock Devious Devices, but instructs you not to use it yet.

On the way out of Boethiah's shrine, you'll be intercepted by Irkalla, who finally reveals her motivations for capturing you in the first place. She still won't let you go, though. The place she chooses for your little chat here is important, but it's easy to miss: she remarks that this place is "safe from prying eyes and ears", presumably Molag Bal's. But it's not Azura's shrine, and not Boethiah's shrine, so that leaves...? Exactly, Mephala. Once Irkalla leaves, go talk to Azura briefly to get some additional information, then return to this little blue cave.

 

To get past the current:

Spoiler

equip the metal ball & chain from the starter cell to make yourself heavier (or overencumber yourself, either works), and use that to sink past the upwards current.

You'll now find yourself in another cave, where after a little swim you'll find a glowing sealed door joined by two alcoves with pedestals in them. To open the door, you'll have to figure out how to activate the pedestals and in what order.


The pedestal puzzle:

Spoiler

Each pedestal is activated by a specific type of magic. There are a number of staves placed around the play area of The Gordian Bind, all of which can be used to shoot magic without having to cast it yourself (and triggering the collar). There are six staves to collect, and the pedestals must be activated in a specific order. The order is given in the form of a riddle given in the "Draft of a Letter" note on the desk in Irkalla's bedroom. It says "Within the depths, the five open the six seals. Lust is love. Lies are truth. Death is life." The depths you've found already - that's where the puzzle is. "The five" refers to the schools of magic: alteration, conjuration, destruction, illusion and restoration. You'll also find the symbols of these scholls above each pedestal. The six seals are the pedestals. "Lust is love. Lies are truth. Death is life." is Mephala's mantra, but here it also describes the order in which to use the staves:
1. Lust - Staff of Conjure Arcane Phallus on the CONJURATION pedestal WITHOUT skull
2. Love - Staff of Suggestion Charm on the ILLUSION pedestal WITH flowers (BEFORE v2.0.5 you need to use Grand Staff of Charming instead)
3. Lies - Staff of Fear on the ILLUSION pedestal WITHOUT flowers
4. Truth - Magelight on the ALTERATION pedestal
5. Death - Staff of Reanimation on the CONJURATION pedestal WITH skull
6. Life - Staff of Renew Vigor on the RESTORATION pedestal

Once activated in this order, the door will open.

Behind the door is a vault with valuables, most notably being your gear! Grab it from the chests and loot to your heart's content. But what you came for isn't immediately visible here: Mephala's shrine is hidden behind another small puzzle. Azura has told you the solution already: disturb the spiders. You'll find some cobwebs in here: destroy them with the conveniently placed Staff of Flames, then follow the small line of insects on the floor next to the pile of rugs into the wall behind one of the destroyed cobwebs. It will fade and reveal Mephala's shrine, along with your prize: a soul gem holding Irkalla soul.

 

Once you touch the soul gem, Mephala will appear with some exposition and offer you a choice: take the real gem and use it to bargain for your freedom, or take a fake she produces and trick Molag Bal into taking it. Choose whichever you like, but choose carefully, as this choice will have consequences later.

 

Getting past the barrier over the pit in the Living Quarters:

Spoiler

Down here is the endgame, and Molag Bal isn't too keen on letting you in. Like the other barriers, you'll need to be properly tied up in order for him to let you pass. This particular one is tough to figure out, but luckily you can get some help from a certain lecherous dremora you may remember from A Snare To Loosen. If you haven't found him yet, look around along the water right next to the mushroom. You'll find a metal door you can open with a key (if you have it) or some lockpicks (if you don't). In it in a cage is your old "friend" the dremora, who now introduces himself with another name. If you tell him you want to get past the pit barrier at this point, he will give you instructions on which devices you need to find and equip. Follow his instructions until he says you're good to go, then head over to the pit and present yourself to the barrier. Molag Bal will dissipate it and invite you in, but before you go, you will be greeted by Boethiah again, who removes your gag and tells you to use her Shout to remove the rest of your restraints. Do so, and she'll wish you good luck and disappear.


The grand finale:

Spoiler

Depending on whether you chose to accept Mephala's offer and take the fake gem, your objective here is different.

 

If you have the REAL gem:

Spoiler

- If you SMASH the gem while talking to Irkalla, you will release her soul from Molag Bal's control but stun her. Molag Bal will send dremora to get your ass. Avoid or defeat them while using Azura and Boethiah's blessings to avoid getting tied up every time you take a hit, then attack the pillars closest to the altar to bring down the cave. Remember to help Irkalla and Jurgin up if you want them to survive!
- If you DON'T SMASH the gem, Irkalla will attack you. Defeat her while using Azura and Boethiah's blessings to avoid getting tied up every time you take a hit. Once she dies, Molag Bal will resurrect her. What a cheater! He will keep on doing so until you lose, so you only have one option left: talk to him to trade the gem for your freedom. He won't talk to you before you've killed Irkalla at least once, btw. If you don't like the deal you're offered here, tough luck - your actions earlier made you miss out on better options. Take the deal and skidaddle on out of there.

 

If you have the FAKE gem:

Spoiler

Your goal is to trick Molag Bal into getting the gem while not suspecting foul play. Say whatever to Irkalla, she'll attack you regardless. Defeat her while using Azura and Boethiah's blessings to avoid getting tied up every time you take a hit. Once she dies, Molag Bal will resurrect her. What a cheater! He will keep on doing so until you lose, but here's your chance: talk to Molag Bal on the altar and convince him you want to make a deal: your freedom for the soul gem. Say whatever and give him the gem, and he'll be stunned. Help up Irkalla and Jurgin, then smash the pillars surrounding the altar to collapse the cave on top of it, and get the hell out of there.

Alternatively, if you get tied up during the fight with the fake gem on you, Irkalla will take it from you and give it to Molag Bal, achieving your objective! With Molag Bal briefly stunned, your binds disappear and you'll be free to smash the pillars, help up Irkalla/Jurgin and get out of there.

 

 

Edited by Frayed
Added some screenshots to clarify how to find the Gloomy Ruin entrance.

53 Comments


Recommended Comments



david5

Posted

i am in the trial of the toy and, according to the instruction, supposed to find lotus extract to put in the wine. I have searched everywhere for the lotus extract and cannot find it. any help would be appreciated as to where to look or am i supposed to find something else

 

SHUNNI

Posted

I am unable to use the cooking pot. I am not sure if it is due to incomplete mod loading or if there is an issue with my operating method

alex6667c

Posted

I added a module that changed the male NPC conversation so that I could talk to the person who was guarding me without him helping me give me the fork, I added the lock pick and left the cell myself, and I could not be controlled by the collar, which was a bug.

poporaltemporal

Posted

I had tiny bit of trouble at the end. I was about to give up because the fight was unbeatable. I had the fake gem. This was partly because molag bal was talkable during the fight but I could not start the making a deal line.

Some bugs I encountered during my playthrough.
- Guide pathing seemed to bug. I could fix that by closing skyrim rim and load the game. I had to do that multiple times.
- I think that mod Mystism breaks spells / staves so that unlocking one of the last doors isnt possible.
- During attuning the fork. There is 2 water basins in the vinicity. One near the blacksmith furnace and the pool near the door. Only the pool near the door works.

- During diving with the chain. It worked once but after I went to seek the staves once I tried again I got pushed back up by the stream even I had the weigh on me.
- This is probably issue with the DD asset but say it anyway. The ballchain does not appear and it casts shadows weirdly.
- I use LUX and darker nights and at first I could not see anything outside because it was so dark. It changed some for the day so I could play by waiting for the day time. It might be good idea to add more light sources for some part of the place. I understand you want to keep some places hard to find but places like the fishing area or on top bot the vines you run over could be well places.
- I dont know why but the dremora said I was good to go and for some reason I still did not get to the pit with the gear he confirmed.
- I had to use console because mod other mod cause bugs. I simply disabled the pit force field and the door I could not open.

- I was bit unsatified for mushroom upper floor molag bal room. For several reasons. It comes clear to the player that the mistress is molag bal apprentice and most people probably end the quest line by not making real deal with the molag bal so you get mushroom that has room dedicated to deadra you dislike.
- Dremora moved with the device and the over fat animation loop seems bad.
- Some NPCs like the guy that observes you at the start repeat some lines like "oh my I bet she requires me to clean this mess". This comes too many times and perhaps you could make these one liners.

Suggestions/Feedback
- I think that the conjure cock is funny idea but it seems to have left halfway. It could have different effect on males females. Males would run in terror and females would get their stamina and magicka drained over the effect of the spell. It could also force at least disturbed expression on the targets face if body / arm animations cant be found enough to look like the actor had something inside them.
- Its design choice that you taken and in sense its fun but it really ruins some of the enjoyment of mod. Once you opened the doors with the correct suits the spell locks to require the open of the door should leave. Its really annoying to keep some items in your inventory to open some door or understand you need to load earlier save because some jacket is behind some door that you cannot now open.
- Honestly you did good job with all the deadric stuff but I feel that 4 deadric lords in one story is bit too much. You could have 2 and then the story would still remain sane but now there is too much that collide. What I understood from the games daedric lore. Boethia is one that enjoys backstabing and is somewhat the lord of strong individuals. Now she doesnt backstab or require backstab anyone. I am not sure of Azura either. I think Mephala was good and as much haermic mora is in the mod its good thanks to the assets and even the mechanism. Its bit weird why he is helping molag bal. He is keeper of knowledge and secrets so it would be basically enough that he was keeping secrets like presence of mephala or the soulgem of the mistress. Because he can also appear everyplace if he was the contact after the azura shrine thing he could give you item to summon his presence. Which has already ingame assets for piercing actor if player did something wrong. --- Long story short: Less daedric princes with more detail and more close to the lore of the game.
- In sense the pit force field is nice teaser but it also feels stupid. It also leaves questions why the mistress has no bondage gear on even she is down speaking with molag bal. Consider if you want to actually remove whole force field and think of something else. If player gets down the shrine it would also raise questions.
- I chose to take the mistress as follower but honestly I rather had taken the dremora. He seems more lively fellow and he has his own twists plus during the stage 1 you make deal with him and you never need to pay that back. Its funny to find him on the device and you could at least free him.

 

poporaltemporal

Posted

And lasty even I reported many bad behaviours thanks for the interesting mushroom cave. It was thrilling and interesting as it was bit different than most of the content. The puzzles where clever and actually required use of in game things which Bethesda should also use more. I am not very fan of multipart riddles especially when some times you do not know how many you need to find.

Anyhow thanks for great mod.

NexusDex

Posted

slight issue: the red circle doesn´t go away after the story is finished...

bukket123

Posted

Having an issue with the first cell. I know the cross is "inescapable" but I'm not getting an option to give up

comrade135

Posted

i am currently stuck in the chair after Boethia gives lockpick. cant interact with device, just stuck.

Jay-Omms

Posted

That was quiet the fun adventurous mod not bad not bad at all. A little frustrating in some spots but not too much and bad over all. Had some real funny moments I enjoyed hilarious even great work indeed. :):heart:;):thumbsup:

Sprix

Posted

On 9/22/2024 at 4:51 AM, comrade135 said:

i am currently stuck in the chair after Boethia gives lockpick. cant interact with device, just stuck.

i had the same thing, i used the ragdoll from Sanguine Debauchery and that debuged it

Realhike

Posted

can you please ID shout of Boethiah?

lordbor

Posted

A very strange boss battle at the end. How am I supposed to defeat someone who is 20 levels above me? Only through the console... Literally a couple volleys of flame and I'm dead. Did I go through the mod incorrectly?

llskyrim54

Posted

On 5/28/2024 at 5:16 AM, SHUNNI said:

I am unable to use the cooking pot. I am not sure if it is due to incomplete mod loading or if there is an issue with my operating method

Same I can't use the cooking pot.

CuuuberKev

Posted

In the first trial whenever i try to put the clothes on the table the gloves gets locked in the spot but the shoes and shirt doesnt.

Aquin

Posted

cant get up the lift in the mushroom without noclipping

 

Kudoxs

Posted (edited)

Interesting Idea, but poorly designed questline at the end. You can't do this without strictly following the guide. The first questline was hard but logical, this one you have to pick up random items in a HUGE Area without knowing that you need them afterwards, equip stuff that doesnt make sense without looking at the guide beforehand. The amount of bugs are no joke either. I HATED and loved this at the same time though. Like the first questline it's unique and interesting but the negatives outweight the positives on this one.

 

PS: I never did manage to beat this quest line since the "Staff of Suggestion Charm" to activate the pedestal didn't exist for me. So i could never open the door. Forcing myself clipping through the wall didn't help either since it bugged the questline and it didn't continue after touching the gem

Edited by Kudoxs
Lewd Chaos

Posted

On 11/10/2024 at 12:06 PM, Kudoxs said:

PS: I never did manage to beat this quest line since the "Staff of Suggestion Charm" to activate the pedestal didn't exist for me. So i could never open the door. Forcing myself clipping through the wall didn't help either since it bugged the questline and it didn't continue after touching the gem


It took me a bit too. Maybe its the mods I had but the only thing close to a Staff of 'Suggestion Charm' that I had found was a staff of hypnosis, but that just didnt work - it just exploded off the stone and did nothing. After looking around a bit more and not finding the proper staff I just decided to spawn in a Staff of Calm with the console to see if THAT would work at least and luckily that actually did it.

tl;dr - a 'Staff of Calm' works for the 'Staff of Suggestion Charm' part of the puzzle, and you may need to spawn one in with commands.

Frayed

Posted

3 hours ago, Lewd Chaos said:

It took me a bit too. Maybe its the mods I had but the only thing close to a Staff of 'Suggestion Charm' that I had found was a staff of hypnosis, but that just didnt work - it just exploded off the stone and did nothing. After looking around a bit more and not finding the proper staff I just decided to spawn in a Staff of Calm with the console to see if THAT would work at least and luckily that actually did it.

tl;dr - a 'Staff of Calm' works for the 'Staff of Suggestion Charm' part of the puzzle, and you may need to spawn one in with commands.

It used to require a Grand Staff of Charming, but this is a vanilla item and I ran into conflicts with other mods that changed it, so in v2.0.5 I added the custom Staff of Suggestion Charm instead. I updated the walkthrough accordingly, but of course there are plenty of people on older versions which I did not account for.

 

In general, I don't actually read the comments on these walkthroughs much. I had the alerts off until recently, didn't even realize people posted here. It's not the best place to get support, use the thread instead if you have technical issues or help requests.

jouda1212

Posted

On 5/28/2024 at 2:16 PM, SHUNNI said:

I am unable to use the cooking pot. I am not sure if it is due to incomplete mod loading or if there is an issue with my operating method

In this case, go to cross on the beginning and tie yourself. You have probably confused collar script somehow and it will help

Smooth_Brain

Posted

nice work! I would've never finished without this guide so thanks. I only ask that we get to call Irkalla "toy" now. looking forward to the next update.

shadowhawk-788

Posted (edited)

Just finished it, had a great time with it, very fun and sexy questline. I only encountered one problem and that was being unable to find a staff of magelight anywhere, ended up having to spawn one in.

 

Edit: Found it on a second run

Edited by shadowhawk-788
Guest

Posted

Hi!

 

Need a hand with the last part of the quest.

 

For some reason Khamtragch stop telling me how to proceed with devices.

 

Im up to .hand shackles, elbow shackles, ball gag and ebonite boots. After that I miss the option to keep asking him in the dialoge.

 

Anyone can help?

 

Thanks.

Paspartam

Posted (edited)

On 3/20/2025 at 6:48 PM, try again. said:

Hi!

 

Need a hand with the last part of the quest.

 

For some reason Khamtragch stop telling me how to proceed with devices.

 

Im up to .hand shackles, elbow shackles, ball gag and ebonite boots. After that I miss the option to keep asking him in the dialoge.

 

Anyone can help?

 

Thanks.

 
I had gloves, boots, earplugs, a gag, a hood, a belt with 2 plugs on me. And at the end he also changes the elbow cuffs for 
a pet suit. Good luck.

I liked everything, an interesting story with twists and turns, I really hope that the author has enough motivation to finish 
the ability to sometimes come to Irkalla and become her toy for a week. For the endgame, this would be very cool. Well, and if 
you also need to remember the request of Clavius and Barbas, then it would be super. 

My workaround for bugs, maybe it will help someone here.: 
1. The first quest: no bugs, but I didn't figure out the tentacles myself. 
Second quest: 1. The player's AI did not immediately turn on and did not stand on the cross, it was easy to escape. 
Solution - stood on the cross manually. 
2. Did not let out with ebony and a ball. Solution - did not find, moved the door. (found a solution, 1 item did not spawn. you 
need to put on 4 items. gloves, boots, handcuffs and shackles with a ball.) To start the quest, you need to hack any 
master's lock and then do something forbidden to return to the cross and continue the quest. 
3. Crashed at the first touch to the sanctuary of Azura and loading in a gloomy dungeon.Solution: I tried to scam the save 
for a long time so that in the end it just worked. 
4. During the hike in AI control of the player, he gets stuck on the stairs. Solution - turned off AI control and then turned
 ZAZ back on. 
5. It is very difficult to find the lotus extract in the first trial, it is very poorly visible on the floor. Without a guide,
 it is unrealistic. But look for it somewhere under the table. 
Everything else is difficult, but it works, thanks to the Author.
Edited by Paspartam
Reavver

Posted

I must be dumb cuz I cannot find the camp to start part 2 

Mordred013

Posted

So i saw a few people mention this, but never saw a way to fix it, i'm stuck in the chair after Boethia gives me the lock pick, and irkalla is just standing there. I'm playing the Neferam modpack, which i guess might be a cause of the issue. anyone have any fixes? I've tried reloading multiple times from various points in the quest, between leaving the arcanum on the scripted walk, to being put on the cross in the bedroom.

 


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