Where is the key in Break of Dawn quest? (Meridia)

Post » Tue Jun 05, 2012 4:31 pm

I am stuck. I have killed all the Corrupted Shades in the Kilkreath Temple and the Kilkreath Ruins, but in the Ruins there is a locked door which needs a key. I have searched all the Ghostly Remains, but no key. Help?
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J.P loves
 
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Post » Tue Jun 05, 2012 5:36 pm

I have also been in the UESPWiki, and that doesn't tell anything about a door needing a key, so, no help there..
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sam westover
 
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Post » Tue Jun 05, 2012 4:24 pm

thier are altars that contain spheres that focus the beam of light from Meridia that need to be activated to unlock the doors.
Avoid getting in the way of the beam!
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krystal sowten
 
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Post » Tue Jun 05, 2012 7:55 pm

thier are altars that contain spheres that focus the beam of light from Meridia that need to be activated to unlock the doors.
Avoid getting in the way of the beam!

^This.
Have you been activating the beams as you go?
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Dalton Greynolds
 
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Post » Wed Jun 06, 2012 12:48 am

You're kidding. :stare: Are you telling me that a beam of light will unlock a door that says it needs a key? Really? :stare: I am stunned. To quote Harry Potter: "Who could have figured that out?" Yes, I have been activating the pedestals to get the beam to continue, but as I said in my original post, I'm stuck. There are no more visible pedestals to activate from where I am in this particular quest, and the locked door seems to be the next step.

Thank you both for responding. :cool:
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Nicole Kraus
 
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Post » Tue Jun 05, 2012 2:37 pm

well i have that quest to do still on my new character, so if you want i'll do it and let you know how i go.
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{Richies Mommy}
 
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Post » Wed Jun 06, 2012 3:26 am

Find steps up, its up, better yet use clairvoyance.
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MatthewJontully
 
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Post » Tue Jun 05, 2012 8:32 pm

You're kidding. :stare: Are you telling me that a beam of light will unlock a door that says it needs a key? Really? :stare: I am stunned. To quote Harry Potter: "Who could have figured that out?" Yes, I have been activating the pedestals to get the beam to continue, but as I said in my original post, I'm stuck. There are no more visible pedestals to activate from where I am in this particular quest, and the locked door seems to be the next step.

Thank you both for responding. :cool:

IIRC, from that place, you'll need to find another way into the next area.
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Liv Brown
 
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Post » Tue Jun 05, 2012 2:10 pm

okay, im in the quest now. is it the room with the locked door upstairs to the right, and an enchanting table and master locked door upstairs to the left? if so, theres a beam to activate on the top of the pillar in the middle of the room. it unlocks the door that requires a 'key' to reveal a second door that goes to kilkreath balcony.
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Victoria Vasileva
 
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Post » Tue Jun 05, 2012 7:01 pm

OK - I found it. When you go up to the second level and walk through the caged tunnel, you come to a fire behind a grate. Turn left there, and keep going (which I hadn't, earlier) and it takes you to the next level of the temple and the rest of the quest.

Thanks to all for the responses. I just had to push a little farther to find another hallway, that's all. :blush:
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Niisha
 
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Post » Tue Jun 05, 2012 4:31 pm

Find steps up, its up, better yet use clairvoyance.

Yeah - I found my way through - thanks.
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Mr. Allen
 
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Post » Tue Jun 05, 2012 11:10 am

Yep, this was a tricky one. Have fun with the rest of it!
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Esther Fernandez
 
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Post » Tue Jun 05, 2012 8:02 pm

Yep, this was a tricky one. Have fun with the rest of it!

lol
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Pumpkin
 
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Post » Tue Jun 05, 2012 7:10 pm

You're kidding. :stare: Are you telling me that a beam of light will unlock a door that says it needs a key? Really? :stare: I am stunned.

Just an FYI, but many doors in the game which are scripted to be locked for a specific quest or some such will say they "require a key" even when they really don't.
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Tracy Byworth
 
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Post » Tue Jun 05, 2012 12:21 pm

Just an FYI, but many doors in the game which are scripted to be locked for a specific quest or some such will say they "require a key" even when they really don't.
Most of them don't even have a key, for that matter.

The locks say 'Key Required' due to how the lock difficulty level system works, and also because they only have one descriptor for such locks. Any lock set to maximum difficulty (255) cannot be picked, thus requires a key to open; to indicate this, when you examine the lock it shows 'Key Required' where there would normally be a difficulty rating. While they could (and probably should, to be honest) have made individual descriptors for each type of quest-based lock, they're all identical internally (since they're just different names for the script changing the lock's state from 'locked' to 'open') so it made more sense to not bother and just stick with the 'Key Required' label.
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Amber Ably
 
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