Run ahead and activate the book for Chapter II. > Go around the room through the southwest corner and activate the Scrye to open the main door in the previous room. Main story mode - At the Summit of Apocrypha. > Proceed with Neloth into the chamber, he'll explain that he requires four more Dwemer 'Control Cubes' in order to unlock the Black Book's case. He'll open a nearby door and then use the lift to enter the 'Great Chamber', follow him down. > Drop down carefully and walk to the other side of this room to find the skeletal remains of 'Gratian Caerellius', take the journal and the 'Bloodskal Blade' then read the journal. There are seven Black Books in total. Players may navigate the game world more quickly by riding horses, or by utilizing a fast-travel system which allows them to warp to previously discovered locations. > Fast-travel to the Skaal Village, once there SAVE and find Storn, usually outside his cabin meditating. Walk south from the Sun Stone down to 'Tel Mithryn' to find Neloth. > Jump back into the tunnel, make a SAVE here and make the tricky jump onto the platform. Look ahead for a pair of Seekers and for several more as you advance. Here are links to our lists for the novel: Chapters 1-2, Chapters 3-6, Chapters 7-9, Chapters 10-13, Chapter 14-Epilogue One is unlocked by learning the secrets of at least 5 'Black Books'. Miraak will not reveal much about his designs, other than he is using the inhabitants of Solstheim to build him a temple, seemingly in order to return to Tamriel. Move down here and emerge at an open room with more Seekers. These episodes raise a question concerning the extent to which epistolary intratexts used as pieces of “evidence” are reliable. > Proceed inside and face seven swinging blade traps, maneuver through them all to come to a waterlogged area, SAVE. The idea is to use the Bloodskal Blade to activate the door's mechanisms. > Open the safe and find the letter marked 'The Ulen Matter' which reveals the plot to assassinate Councilor Morvayn at the hands of the family's patriarch 'Vendil Severin' or rather 'Vendil Ulen'. In the next large room; moving out of light will cause you to receive damage, stay in the light and head south through the room and kill the two Seekers that will attack. > Once outside SAVE, you'll find yourself a little north of Raven Rock at Bloodskal Barrow, there will be a few more Reavers outside here, kill them then proceed south on foot, do not fast-travel back to Raven Rock. > When the dragon is defeated, Miraak appears and steals the soul of the dragon, then disappears again. Move down and go through the hallway at the bottom. > Head inside and hide at the side in the dark, wait for about 10-20 seconds and a mysterious visitor will enter and approach the central grave. You'll find the local blacksmith 'Glover Mallory' at his forge on your left. Proceed through the passage in the south and turn right up some stairs. He thanks you and wants you to free the people from all the other All-Maker Stones around Solstheim. You can, if you wish, build your Smithing in Solstheim, but the resources in Skyrim are far greater. Most finance books makes us flip back and forth between the page we’re on and the glossary to learn the definition of a word we don’t know. > Head out on foot, try to start going a little out of your way to discover various locations as you travel. Effectively designing a solution for a problem space requires knowledge about the domain and the requirements for the software. options - choose the latter and he'll take you to Solstheim. > Make your way northwest discovering 'Brodir Grove' on the way. > Go through the double doors, take a left and retrieve the cube from inside the door to the left again. Nevertheless Veleth wants you to go to 'Fort Frostmoth' where the General claims to be, and end the attacks on Raven Rock. > Do not attack the people here, they are friendly, albeit unhelpful. > Defeat the enemies then continue downstairs and SAVE. Be sure to wait a while for Hermaues Mora to finish talking. It appears that, much like the people around the Earth Stone, these people are 'entranced'. Avoid the dart traps in the floor as you battle two draugr and a higher level Cultist. Dodge the tentacle pools to reach Chapter 4. Learn there the Word that Miraak learned long ago, and use that knowledge on the Wind Stone. The Arcanaeum was easy to find. This is necessary so that the hero can learn the second word of Bend Will, Mind, and counter the power of Miraak. ? Obtained during the main quest “The Path of Knowledge”. A vocabulary list featuring "And Then There Were None" by Agatha Christie, Chapters 3-6. > Go through the door and use the Scrye to extend a hallway out from this room, go down this hallway and up to enter a new open room with five bridges spread out like a hand. > Find Adril and tell him of the plot, he will send two of his best Redoran Guards to 'Ashfallow Citadel' to track down and kill Vendil and he wants you to accompany them and do all you can to help. > Go down this new hall and then take a left, defeat the Seekers in the next room and go up and cross the bridge. The first level of Apocrypha is very easy - just climb the stairs in front of you and read the book which leads to Chapter II. The realm is filled with green mist and seas of acid. . You do not need to enter the places, just turn the marker from black to white so it will count towards the 'Solstheim Explorer' achievement. > Time your movements (perhaps using Whirlwind Sprint) and make it through the traps, activate the lever at the other end and move through. > SAVE before using Bend Will on the stone then kill the Lurker that appears, a dragon will also attack, but kill the Lurker first then take out the dragon. > Storn thinks you need to learn a Shout called 'Bend Will' in order to free his people, the only place he knows where this word can be found is to the north at 'Saering's Watch'. If this is your first trip (not counting the one where you first meet Miraak), Hermaeus Mora will appear, floating above the platform as a tentacled eyeball. As soon as I entered, I stepped up to the counter to speak to Urag gro-Shub. Before going to Solstheim you should first complete the Main Story quest 'The Way of the Voice'. This completes the Cleansing of the Stones quest. An Epistolary of the elite Deathwing (1st) Company of the Dark Angels Chapter, seconded to the Deathwatch. When they are dead enter the 'Temple of Miraak Sanctum' behind them. > Activate the button on the east side of the room and the Black Book case will open. This is a bit vague, but it's you have to go on, so it's off to the centre of the island. > When Sahrotaar lands use the full force of Bend Will (hold ) and he will yield to your power. Kharjo and I decided to head off to Benkongerike first, as we felt it would be easier. I started down the road towards Faldar's Tooth, in the Rift. The black seas of ink around you are not for recreational purposes. You'll find your fourth at the old Dwarven ruin of 'Nchardak', Neloth will accompany you there now. 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