Where is goldenglow sewer
That's where it is. A horizontal hole in the ground. It might be hard to see. Sometimes I edit my sig so it continues whatever I was posting about. User Info: DarkSymbiote. North-west side of the estate just on the shore near a guard's walkway. IIRC looking at it coming straight from Riften, it's right in the back. You have the obvious front, bridges, docks, and such on both sides, then the sewer in the back. Nevermind I had a stoner moment.
I was standing on the marker for "Burn 3 Bee-Hives. I started the thieves guild questline a while back on PC.
I got to the quest called "Loud and Clear" when you need to get into Goldenglow Estate but the only way I know how to get in is through the sewer but the prompt to enter goldenglow sewer doesn't show and I can't get in.
Is there another way in or maybe a console command to help me get in? You don't need the journal entry or the quest marker to get in through the sewer entrance, you only need to find it. If you swim to the island from the north the grumpy Dark Elf farmer whatsisname's farm and look for a place where you can scramble up, the sewer entrance is near a kind of boardwalk.
You can also enter from the main door, but it is harder. You have to kill all the enemies and then climb over the bridge to the main entrance. I hope that helps you. You can either talk to Vex to learn the secret location, go through the front door, or parkour from the water onto the land.
There are several barely usable points which you can jump onto the island from, with the one I used last time I played the quest being present here:. It requires some navigation through the wood to find where collision is, though. S if you haven't already you have to burn down three bee hives that are located outside of the house otherwise you won't finish the quest. I don't think can go through the sewers to get into goldenglow estate Cause when u get in u use the sewers to get out.
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.
On the shelves is a locked strongbox , a gourd , a bulb of garlic, an iron battleaxe , and some bread and cheese. Leaning against one of the sets of shelves is a lute. The adept-locked door in the first corridor leads to another storeroom containing three sets of shelves.
Move from room to room, silently sneaking by the guards. Just consult your local map to find the marker and head to its direction to find an iron bar door. If you want, you can get the key to the safe from Aringoth himself.
You can persuade him or kill him. You can find him on the second floor. You can also pickpocket or loot the cellar key from him. The cellar door can be unlocked by picking the lock or getting a key from a guard or Aringoth himself. Continue to the basement and make your way to the safe.
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