The first is a dark room that has a few lights that shine bright circles on the ground. Simply do not walk in those circles of light and you will be fine. There are traps in the dark, usually at the top of stairs. Trigger them and take a step backwards to avoid taking dmage. The second puzzle is when you are faced with a statue and a dead end. All you have to do is pull the chains that you can find behind the stone heads to the left and right of the statue and the path will be open.
The last puzzle is when you find a well at the end of a tunnel. Jump down to the bottom. Simple equip some other item to continue. Also try different categories of items apparel, weapons etc if it continues not working. The ground will dissolve and you will fall down.
At the top of the stairs is a large corridor heading south; this is the start of the Pilgrim's Path. Just before the corridor turns to the west, there is a bowl of troll fat and a skeever tail see bugs on the ground on your right. At the end of the corridor is an unlocked iron door, which opens into a room with stairs leading down in front of you past terraces containing stone benches and a walkway around the edge.
There is a Nightingale Sentinel at the bottom of the stairs, and another in a room in the southwestern corner. The southwestern room includes a stone table holding a random filled soul gem , a salt pile , and a copy of , Evening Star, v Behind the table is a chair, two barrels of foodstuffs , a fireplace, and a button under the table that activates a hidden door on the south wall.
There is an alchemy lab to the left of the fireplace, and a set of shelves opposite. The shelves hold a sheaf of wheat , a bulb of garlic , a silver ingot , and three common books. Behind the hidden door is an alcove housing a set of shelves, which hold a knapsack , two bottles of wine , one bottle of alto wine , one bottle of Nord mead , a leveled potion of regeneration , a leveled potion of healing, magicka, or stamina, and an unlocked chest.
Returning to the previous room, to the north are two arches that lead to a side area with two more sets of shelves holding eighteen common books, a copy of Shezarr and the Divines , a steel dagger , a flute , a sprig of snowberries , a bowl of bone meal , a potion of cure disease , two bottles of wine, a bowl of void salts , a random potion of invisibility , a random potion of pickpocketing , two random poisons , and a sack of foodstuffs.
At the bottom of the stairs is a pulpit with stairs up the back, behind which is a doorway into a corridor. After a few paces, the corridor turns to the south, then back to the west. Just after the second turn, there is a pressure plate that triggers a poison dart trap , which shoots darts from either side of a doorway in front of you. Past the doorway, you enter a typical Nordic catacomb area, with a Nightingale Sentinel at the top of a flight of stairs.
There are alcoves along the sides holding unlootable skeletons, and an unlocked iron door at the far end. Through this door is the second of the five tests. It is a large space, with brightly lit parts and a shadowy path running through them. There are several flights of stairs up and down, leading to and from raised platforms. The light is deadly, and will drain health at an alarming rate.
Not even Become Ethereal will prevent the damage. Stick to the shadows to navigate safely. There are also four tripwires in the area, all of which trigger poison dart traps. There are bodies of bandits in the first two patches of light, and hanging mosses growing from the corners and edges of some of the platforms, mostly in lit areas.
The first tripwire is found about halfway up the first flight of stairs; this trap's poisoned darts are shot from in front of you, and will only hit you if you continue to climb the stairs before they finish firing. The second tripwire is at the top of the next flight of stairs down, with the darts shot across the bottom of the stairs from your left; again, the easiest way to avoid damage is to stand still until they finish.
Continue to follow the path by sticking to the shadows until you reach a flight of wooden stairs leading up to a wooden bridge. The third tripwire is at the start of the bridge; the easiest way to avoid damage from this trap is to move to your left or right until the darts shot from in front finish firing. Across the bridge, there are two narrow flights of wooden stairs leading up to a higher platform, with a gap between them where the last set of darts were firing from.
At the top, the path turns to the right to descend another flight of stairs trapped with a tripwire at the top; again, wait until the darts have stopped shooting from in front of you below to avoid damage. However, instead of descending the stairs, first quickly cross the brightly lit area ahead, passing a brazier to another dark area at the far end. Stone stairs then lead down to the left to a platform with two large urns near the start of the area.
Once done, go through the tunnel behind him and kill the two hostile Nightingale Sentinels. After that go down the steps and go through the hole behind the fire pit and continue.
Descend some more steps, but be mindful of the button on the floor that will release a trap as well as alert the nearby Nightingale Sentinel of your presense. Kill the last evil Nightingale Sentinel and open the door behind it. In this section, keep yourself in the dark as you go through the room. Exposing yourself to the light will quickly drain your health. You have to be careful of tripwires as well. When you get through the next set of doors, follow the path down to the statue of Nocturnal and use both chains hidden behind the torches to open the door.
Follow the trap-ridden path that will eventually lead you to the door to the inner sanctum, however if you so choose you can open a master skill locked door using your Skeleton Key on the left side of this path before reaching the Inner Sanctum door.
There's nothing too special in this room besides a Lockpick skill book , but you will have to take down two more Sentinels to get it. If not, procede through the Inner Sanctum door and continue to follow the path again until you reach a well. Jump down the well, and then wait for a few moments and the Skeleton Key will dissolve the floor for you.
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