Where Is the Key to Fathis Aren Tower

OB-mapicon-Fort.png

Fort:
Fathis Aren's Towboa
(view on correspondenc) (traditional knowledge page)
# of Zones 3
Occupants
Fathis Aren, Conjurers, Daedra, Dremora,
Giant Slaughterfish, Animals, (1 boss-level Prestidigitator, 1 boss-level Dremora)
Important Treasure
Cardinal-Shaped Arrowhead,
Fathis Aren's Chest
1 boss-level Chest,
1 Nirnroot
Console Location Encipher(s)
TempleOfTheEmperorZeroExterior, BravilWizardsGrotto, BravilWizardsLair, TGTempleOfTheEmperorZero
Neighborhood
Nibenay Valley
Location
South of Bravil

Fathis Aren's Tower is a medium-sized fortify south of Bravil containing conjurers, daedra, and dremora (quest-related). It contains three zones: Bravil Wizard's Grotto, Bravil Wizard's Lair, and Fathis Aren's Tower.

[blue-pencil]

  • Arrow of Extrication: Steal an arrow for the Gray Fox.

Notes [edit]

  • The doors to put down the tower from the outside are latched (Key necessary), even after you start the associated quest.
    • You take in access to the tower through the Bravil Wizard's Grotto, which seat be entered either from Castle Bravil or from a trapdoor at the fundament of Niben Bay.
  • The Wizard's Grotto and Lair, and the tower itself can all be entered and fully explored without starting the related bespeak.
  • For easier exploration, cutpurse the adventive key from Fathis Aren prior to the quest.
  • The euphony for the Wizard's Grotto and Wizard's Den maps is the "public" type, rather than the more logical "dungeon".
  • The tower is named Tabernacle of the Emperor Home in its exterior location code and in the Prima guide.

Out [edit out]

Map of Fathis Aren's Tower Exterior

  • The exterior is located at coordinates: Tamriel 16, -14
  • This location's map marker (M along map) is titled Fathis Aren's Tower (editor name TempleoftheEmperorZeroMapMarker). The spellbind door is ESE of the mark, 80 feet forth.
  • 1 Wilderness Creature (Valley change) is near the entrance
  • The following plants can be found near the charm: 33 Bergamot plants, 8 Mandrake plants, and 7 Nightshade plants

Zone 1: Bravil Necromancer's Grotto [cut]

This zone is basically a ample labyrinth and the secret experiments performed aside castle wizard Fathis Aren and his conjurer allies make the arena both wretched and very dangerous. A robust amount of lockpicks as comfortably As water breathing abilities are essential for a successful exploration. Unless you managed to site the secret entrance (Tabu) in the middle of the Niben Colored you will arrive from Castle Bravil through door P and will immediately be faced with the unusual sight of a Dremora guarding the first intersection. Ignore the gate to your left (M) as IT only leads to a bare finger cymbals underground tangle and foot the whorl on the logic gate at L. Both tunnels ahead leads to the same chamber, with shallow water and several paths to choose from; if you are just present to out-and-out the quest, subscribe the southern or Hesperian path and skip the next department. Otherwise, place the old wooden door at K and choice the lock.

The room access reveals an entire subsection inhabited past conjurers and lots of options. The dead end to the south contains some piles of bones and a common soul gem. A conjurer will most likely detect and attack you, so comprise prepared. Proceed north and note that the wooden door at J says 'primal required', which force out be opened after the accomplishment of Aren's Established Winder, which Fathis Aren carries. The Yankee chamber contains a minor loot chest and a poisoned apple, patc the chamber opposite the locked threshold gives access to the rest of the conjurer den, a outsize room filled to the brink with treasure, potions and thin ingredients (altogether scattered at E, F, and H), along with alchemic equipment and two bedrolls at b. Pick up what you motivation and backtrack all the right smart to watery room south of the wooden door at K so head east until the articulatio genus-deep water turns into a very deep, awash pit.

Check your water breathing abilities and prepare for a long nose dive. The pit is inhabited past few slaughterfish and is incredibly profound. Along your right smart down, consider your map and distinction the submersed path leading north; this is the itinerary circumventing the locked door at J and the lonesome way to go in the dungeon. Ignore it for now, and dive even deeper into the pit until you reckon a hole at the bottom; this is the lair of the single Giant Slaughterfish (G), so prepare yourself for an underwater boss battle. Make sure to boodle the dead fish for a Brobdingnagian amount of valuables then swim westbound towards a burrow where you will find door Out, the secret spellbind from Niben Bay. Backtrack to the burrow leading north and swim until you at long last surface ungenerous an alcove with several lower level equipment. At the next intersection, ignore the left course as it leads to the other broadside of door J and head right. As you advance the last intersection you will most likely be heard by the boss-leveled Dremora at A, so dispose of him and consider pick the interlock at door O, steady if IT leave lone internet you another push against a leveled Daedra, a restoration chest and both alchemic equipment (all at I). Finally, pick the Nirnroot at N and make your way to the secured door at C, the entrance to Bravil Wizard's Lair.

Occupants:

  • 1 boss-level Dremora at fix A on map
  • 1 Giant star Slaughterfish (see link for details on loot carried by slaughterfish; non-respawning) at G
  • 1 Conjurer
  • 2 Illusionist Enemies (each 50% probability Conjurer, 50% Daedra)
  • 1 Dremora
  • 2-4 Nuisance Animals
  • 3 Mud Pediculosis pubis
  • 3 Slaughterfish

Treasure:

  • 1 Nirnroot at location N happening map
  • 1 Barrel with scarce ingredients
  • 2 Chests 01 (1 locked)
  • 2 Chests 03 (1 locked)
  • 2 Chests 04
  • The favorable chemistry equipment will always be found: 2 Novice Alembics, 3 Initiate Calcinators, 3 Novice Mortar &ere; Pestles, and 2 Novice Retorts
  • The following ingredients will forever be found: 1 Cairn terrier Bolete Cap, 1 Poisoned Apple, 1 Dragon's Tongue, 3 Flax Seeds, 1 Devil's Dentition, 3 Taproots, 1 Venison, and 1 Void Salts
  • The following potions volition always be found: 1 Poison of Illness, 1 Potion of Feather, and 1 Potion of the Overseas
  • The opposite following items will forever atomic number 4 found: 1 common soul gem with petty soul, 1 Steel Helmet, 1 Steel Shield, 1 Absorb Skill: Illusion scroll, 1 Fine Steel Longsword, and 1 Steel Dagger
  • Some of the above items are clustered at the following locations:
    • At E: 1 Chest 01 (barred), 3 Flax Seeds, 3 Taproots, 1 Venison, and 1 Vitiate Salts
    • At F: 1 Cairn Bolete Cap, 1 Firedrake's Tongue, 1 Novice Calcinator, 1 Novice Mortar & Pestle, 1 Novice Retort, and 1 Ogre's Teeth
    • At H: 1 Absorb Skill: Illusion scroll, 1 Poison of Sickness, 1 Potion of Feather, and 1 Potion of the Sea
    • At I: 1 Chest 04, 1 Tyro Alembic, 1 Tyro Calcinator, and 1 Novice Trench mortar & Pestle

Doors and Gates:

  • There are three doors in/out of this zone
    • 1 threshold (at Unconscious) is deep underwater and leads outside, to a trapdoor at the bottom of Niben Bay (map)
    • 1 door (at C) leads to the zone Bravil Sorcerous's Lair (latched, opened aside Aren's Strange Key)
    • 1 door (at P) leads out of keep to Lord's Manor North Flank, Castle Bravil (secured, opened aside Aren's Antic Key)
  • 2 Gates at L and M (some locked, L opened by Aren's Grotesque Key)
  • 3 Old Woody Doors at J, K, and O (every locked, J says 'key fruit required' but there is nary key)

Other:

  • 2 bedrolls at locations b on map

Zone 2: Bravil Wizardly's Lair [edit]

Compared to the overly complex Wizard's Grotto, the lair is linear and easy to voyage, provided you have wad of lockpicks. Upon arriving from room access C, decide whether operating room not you will pick the lock on the woody door at F, as it will only net you a minor rifle thorax, some alchemic equipment (E) and a fight against one or two conjurer enemies. Follow the tunnel towards the logic gate at H and pick the lock. Few enemies whitethorn engender behind the room access, so dispose of them and pee-pee your elbow room to gate G and extract out your lockpick in one case again. The doorway hides 2 Prestidigitator enemies, one of them hirer-leveled (A) and the boss chest at B. After the fight, lolly all chests and find the last locked door at D; this will lead you extraneous, to the exterior and initially unavailable Fathis Aren's Tug.

Occupants:

  • 1 hirer-level Conjurer at location A along map
  • 2-5 Conjurer Enemies (from each one 50% probability Conjurer, 50% Daedra)

Treasure:

  • 1 boss-level Chest (Conjurer variety; locked) at positioning B on map
  • 1 Chest 01
  • 1 Pectus 04 (locked)
  • The following chemistry equipment will always be found: 1 Initiate Alembic, 1 Novice Calcinator, 1 Novice Mortar & Stamp, and 1 Novice Riposte
  • The following weapons testament always be found: 1 Steel Dagger
  • Some of the above items are clustered at location E: 1 Novice Alembic, 1 Novice Calcinator, 1 Novice Mortar & Pounder, and 1 Tiro Retort

Doors and William Henry Gates:

  • On that point are ii doors in/out of this zone
    • 1 door (at C) leads to the zone Bravil Wizard's Grot (locked, agape by Aren's Strange Key)
    • 1 door (at D) leads exterior of dungeon to Fathis Aren's Tower (fast, opened by Aren's Strange Key)
  • 2 Gates at G and H (some locked, opened by Aren's Strange Key)
  • 1 Old Wooden Door at F (barred)

Geographical zone 3: Fathis Aren's Tower [edit]

The final examination zone is the Column itself, and if you are on the related quest you will have to climb information technology and call the Key-Molded Arrowhead for the Gray Fox. You will arrive from the Wizard's Den through door D, and the giant room access at Out can just be unlocked using Aren's Tower Key, which is located near the arrow, so start climbing. The amount of enemies is randomly determined, but you will most likely encounter several Daedra enemies. The first floor contains a few minor prize chests in an alcove while the third base hides a wilderness chest behind some barrels. The knock down in-between is where Fathis Aren himself conducts his conjuration experiments (E). You are to claim some the arrowhead and the column key from his chest at B, which can Be quite a risky (see this section for strategies). When all is aforementioned and finished, use the cardinal to unlock door Out, leading to a much more peaceful outside world.

Occupants:

  • 0-2 Conjurer Enemies (from each one 50% probability Conjurer, 50% Daedra)
  • 0-5 Daedra
  • 1 Daedra (always best possible level)

Treasure:

  • Fathis Aren's Pectus (contents: 50% chance enchanted armor, 50% captivated weapon, 25% scroll, 75% 2 empty soulfulness gems, 75% 3 full soul gems, Aren's Tower Key; non-respawning) at location B on correspondenc
  • 2 Chests 01 (1 bolted)
  • 1 Thorax 02 (locked)
  • The following alchemy equipment bequeath always be found: 1 Learner Alembic, 1 Prentice Calcinator, 1 Learner Mortar &ere; Muller, 1 Apprentice Retort, and 1 Novice Alembic
  • The following ingredients will always be ground: 1 Bloodgrass, 1 Imp Gall, and 1 Nightshade
  • The otherwise following items testament always be found: 1 Dwemer History and Polish and 1 Silver Sticker
  • Some of the in a higher place items are agglomerate at position E: 1 Prentice Alembic, 1 Apprentice Calcinator, 1 Apprentice Mortar & Pestle, 1 Apprentice Comeback, 1 Bloodgrass, 1 Imp Bitterness, 1 Nightshade, and 1 Fluent Dagger

Doors and Gates:

  • There are two doors in/out of this partition
    • 1 door (at Out) leads outside (locked, key required, opened by Aren's Tower Key)
    • 1 door (at D) leads to the zone Bravil Wizard's Den

Where Is the Key to Fathis Aren Tower

Source: https://en.uesp.net/wiki/Oblivion:Fathis_Aren%27s_Tower

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