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MAPS
Find your way around Skyrim with our interactive maps, depicting every location and notable feature of every area.
1Atlas Introduction
1.1
Overview of the Northern Lands of Tamriel2Hold 1: Haafingar
2.1
Haafinger: Overview and Services2.2
Haafinger Hold Capital: Solitude I2.3
Haafinger Hold Capital: Solitude II2.4
Haafinger Hold Capital: Solitude III2.5
Haafinger: Primary Locations2.6
Haafinger: Secondary Locations3Hold 2: Hjaalmarch
3.1
Hjaalmarch: Overview and Services3.2
Hjaalmarch: Hold Capital Morthal3.3
Hjaalmarch: Primary Locations3.4
Hjaalmarch: Secondary Locations4Hold 3: The Pale
4.1
The Pale: Overview and Services4.2
The Pale: Hold Capital Dawnstar4.3
The Pale: Primary Locations4.4
The Pale: Primary Locations II4.5
The Pale: Primary Locations III4.6
The Pale: Secondary Locations5Hold 4: Winterhold
5.1
Winterhold: Overview and Services5.2
Winterhold: Hold Capital Winterhold5.3
Winterhold: Primary Locations5.4
Winterhold: Secondary Locations6Hold 5: The Reach
6.1
The Reach: Overview and Services6.2
The Reach: Hold Capital Markarth6.3
The Reach: Primary Locations6.4
The Reach: Secondary Locations7Hold 6: Whiterun Hold
7.1
Whiterun Hold: Overview and Services7.2
Whiterun Hold: Hold Capital Whiterun7.3
Whiterun Hold: Primary Locations7.4
Whiterun Hold: Secondary Locations8Hold 7: Eastmarch
8.1
Eastmarch: Overview and Services8.2
Eastmarch: Hold Capital Windhelm8.3
Eastmarch: Primary Locations8.4
Eastmarch: Secondary Locations9Hold 8: Falkreath Hold
9.1
Falkreath Hold: Overview and Services9.2
Falkreath Hold: Hold Capital Falkreath9.3
Falkreath Hold: Primary Locations9.4
Falkreath Hold: Secondary Locations10Hold 9: The Rift
10.1
The Rift: Overview and Services10.2
The Rift: Hold Capital Riften i10.3
The Rift: Hold Capital Riften ii10.4
The Rift: Hold Capital Riften iii10.5
The Rift: Primary Locations i10.6
The Rift: Primary Locations ii10.7
The Rift: Primary Locations iii10.8
The Rift: Secondary Locations11Blackreach and Other Realms
11.1
Other Realms: Overview and Services11.2
Khajiit Caravans11.3
Azura's Star11.4
Blackreach11.5
Blue Palace Pelagius Wing11.6
Japhet's Folly11.7
Skuldafn11.8
Sovngarde1.1 Overview of the Northern Lands of Tamriel
Welcome to a massive guide to every location across the realm of Skyrim.
Since ancient times, the lands of Skyrim have been divided into nine separate Holds, and modern cartographers saw no reason to change this method
of dividing the realm into manageable segments for you to reference.
Although Holds aren’t visible on your in-game maps, the borders between each Hold have been drawn along roads, rivers, and steep mountains so you
can visualize where you are more easily.
Overview and Legend
This Atlas is divided into ten sections. The first nine reveal each of the Holds of Skyrim (Haafingar, Hjaalmarch, the Pale, Winterhold Hold, the Reach,
Whiterun Hold, Eastmarch, Falkreath Hold, and the Rift), running from northwest to southeast.
A tenth chapter is dedicated to Other Realms (locations not shown on the world map, such as the Dragon Cult’s bastion of Skuldafn).
Each location within a Hold is split up into Primary Locations (which appear as Fast-Travel points on the world map once you locate them) and
Secondary Locations (some of which appear on your local map).
For larger dungeons and settlements, interior maps have been provided. These help you explore major locations and flag important items. The following
icons are used:
Primary Locations: These are usually large spaces requiring interior exploration and are listed in a number format. For example, the vampire hideout
known as Movarth’s Lair is listed as Primary Location [2.19].
This means it is in Hold 2 (Hjaalmarch) and is the 19th Primary Location within this Hold. Each Primary Location has a different icon depending on its
type (e.g., a den, town, or capital).
Secondary Locations: These are smaller areas that rarely require interior exploration. They are listed in a letter format. For example, the Shrine of
Zenithar in the Rift is listed as Secondary Location [9.U].
World Encounter: This icon indicates the possibility of a random World Encounter.
Map Marker (Interior Maps): This shows the general area to search for one or more important items (with a corresponding number to the text
description), or a major room or route in an interior map.
Threshold Marker (Interior Maps): This indicates a door (with a letter corresponding to the text description), a locked door (a blank marker), or a blocked
passageway (also a blank marker). If this is linked via a line, it shows a connection between two levels or floors of a structure or dungeon.
Area Statistics
Every location in Skyrim has a list of pertinent information to better inform you about what to expect within the settlement or dungeon. The following
chart explains what all these statistics mean:
Statistic
Description
Whether this location is visited during a Quest. Due to the random nature of many Radiant Quests, Side Quests, and
Favors, only Quests that specifically direct you to a location are listed.
Related Quests
This is the minimum Level your character should be at in order to enter the location and expect a good chance of
survival. If the listed Level is significantly higher than yours, expect a tough or almost impossible challenge.
Recommended Level
Habitation or Dungeon
Type
This indicates what kind of location this is, and who is likely to be living there. Habitations are usually comprised of
friendly folk, while Dungeons are usually hostile environments.
Hold Capital (Major)
One of the five major Capital Cities.
Hold Capital (Minor)
One of the four minor Capital Cities.
Caravan
A campsite for one of the three Khajiit Caravans that travel the roads.
Farm
Locations where crops are grown and harvested.
Hunter Camp
A place where fishermen or hunters have set up shelter.
Lumber Mill
A location where wood is cut and chopped, sometimes within a Town.
Military Fort
A large stone fortress, occupied by enemies until the Civil War drives them out.
Military: Imperial Camp
A forward-operations camp; may or may not be present depending on the state of the Civil War.
Military: Stormcloak
Camp
A forward-operations camp; may or may not be present depending on the state of the Civil War.
Mine
A tunnel in the mountains where ore veins are mined.
 Statistic
Description
Orc Stronghold
A settlement where Orcs rule; you must be Blood-Kin to the Orcs to enter freely.
Towns
Smaller settlements, usually with private homes, an inn, and farms.
Animal Den
A place where wild animals hunt from and store their kills.
Bandit Camp
A camp or fortification where marauding bandits attack from.
Dragon Lair
An ancient place where dragons have been seen (but may not be present).
Dragon Priest Lair
An ancient crypt where a fearsome Dragon Priest resides.
Draugr Crypt
A barrow with mausoleums and catacombs where the ancient Nords buried their dead.
Dwarven City
A vast, awe-inspiring ruin built by a vanished race known as Dwemer.
Falmer Hive
A cave or ruin inhabited by the degenerate remnants of the original elves of Skyrim.
Forsworn Redoubt
A place where native Reachmen plot to drive the Nords from The Reach.
Giant Camp
A place where nomadic Giants and their Mammoth herds congregate.
Hagraven Nest
A ruin where witches gather, sacrificing animals or worse.
Spriggan Grove
A place where nature is embraced, and protected from all threats (including you).
Vampire Lair
The darkened hideout of a clan of Vampires.
Warlock Lair
A fort or cave where rogue mages practice their spells.
Services: This location has a person prepared to trade or otherwise aid your progress:
Apothecary
Buys and sells potions and ingredients.
Bartender
Buys and sells food items (usually mead)
Blacksmith
Buys and sells weapons, armor, or both, plus crafting materials.
Carriage Driver
Can be hired to bring you to any Hold Capital cityvery useful!
Fence
Buys and sells illicit goods.
Fletcher
Buys and sells weapons (usually bows), armor, or both, plus crafting materials.
Food Vendor
Buys and sells a variety of foodstuffs.
General Goods Vendor
Buys and sells a broad range of goodsunload your loot here!
Innkeeper
Rents rooms for the night, and often sells food and drink. Good source of gossip, too.
Jeweler
Rare merchants who buy and sell trinkets and baubles such as necklaces and rings.
Special
Rare merchants who offer special goods (see the Appendix).
Spell Vendor
Buys and sells spell tomes and scrolls.
Stablemaster
Sells horses, but they aren't cheap!
Special Area: This object or area has a special significance and should be investigated:
Word Walls
Locations where a Word of Power (Shout) is learned.
Shrines
A small shrine to one of the Divines, where you can receive a small buff and cure your diseases.
Standing Stones
An ancient stone monolith where a powerful ability can be gained or exchanged.
Dragon Mounds
The ancient burial sites of the Dragons; these are disturbed over the course of the Main Quest.
Business Ledger
A shop with a book detailing incomings and outgoings; useful during some Thieves Guild Quests.
Civil War Map
A location showing how the Civil War is progressing. Activate areas to add them to your World Map.
Crafting: This location offers one or more Crafting stations.
Alchemy Lab
A table-sized laboratory where ingredients are mixed (Alchemy Skill).
Arcane Enchanter
A rune-inscribed table where enchantments are imbued or extracted (Enchanting Skill).
Anvil or Blacksmith
Forge
The tools of a Blacksmith allowing metal and leather to be molded (Smithing Skill).
Cooking Pot or Spit
A location where basic recipes from food you collect can be cooked.
Grindstone
A wheel that allows weapons to be sharpened (Smithing Skill).
Smelter
A miner’s furnace, allowing Ore (and certain Dwarven materials) to be smelted into Ingots.
Tanning Rack
A tool allowing pelts to be dried and turned into leather for Smithing or trade.
Wood Chopping Block
A place where wood can be cut and sold to lumber mill owners.
Workbench
A crafting bench that allows armor to be tempered (Smithing Skill).
 Statistic
Description
Dangers: A potential death-trap that can infect you with disease. Watch for the following traps:
Bear Trap, Battering Ram Trap, Bone Alarm Trap, Dart Trap, Dwarven Ballista Trap, Dwarven Fire Pillar Trap,
Dwarven Piston Trap, Dwarven Thresher, Explosive Gas Trap, Flail Trap, Flamethrower Trap, Magic Caster Trap,
Mammoth Skull Trap, Oil Lamp Trap, Oil Pool Trap, Poison Gas Trap, Rockfall Trap, Rune Trap, Spear Trap, Swinging
Blade Trap, and Swinging Wall Trap.
Trap Types
Puzzle
The location has a brain-teasing puzzle that requires some thinking to solve.
Nordic Puzzle Door
A firmly-sealed door with three concentric metal plates and a central “keyhole.”
Nordic Puzzle Pillars
A series of stone pillars to turn and place in the correct orientation.
Rotating Walls
Rotating walls that prevent your progress.
Dwarven Puzzle
A complex mechanical puzzle within some Dwarven Ruins.
Underground
Connection
This location links to another via a subterranean tunnel or series of chambers.
Collectibles
An item of worth or interest to you, or a particular individual. Many have special or unique powers.
Captured Critter
An insect caught in a glass jar. Find these as part of Side Quest: Captured Critters*.
Crimson Nirnroot
A red variant of the chiming plant, found only in Blackreach: Side Quest: A Return to your Roots.
Dragon Priest Mask
A ceremonial mask worn by a dangerous Dragon Priest: Side Quest: Masks of the Dragon Priests*.
Skill Book
These books increase a specific Skill by a single point when they are first read.
Treasure Map
Pieces of parchment with a visual clue: Side Quest: The Great Skyrim Treasure Hunt*.
Unique Weapon
A particularly powerful weapon of which there is only one of in existence.
Unique Item
A particularly powerful or interesting item of which there is only one of in existence.
Unusual Gem
These are stones that form the Crown of Barenziah: Thieves Guild Radiant Quest: No Stone Unturned.
Miscellaneous: Any other pertinent information is listed here.
Area Is Locked
This location requires a specific key to enter (usually as part of a Quest).
Chest (Apothecary’s
Satchel, Knapsack,
Satchel, Stongbox)
One or more chests or containers worth your time to scavenge.
Potions
Two to five potions are in this general area.
Potions Aplenty
Over five potions are available in this general area.
A collection of weapons, armor, or spell books is available in this general area.
Lots o’ Gold
A sizable haul of gold (or jewelry, including necklaces and pendants) can be found or stolen here.
Note
Due to the sheer size of Skyrim and the random nature of what appears inside every chest, knapsack, barrel, and satchel, it is impossible to track
everything.
If you’re looking for ingredient locations, consult the Inventory chapter. If you’re looking for Skill Book locations, consult the Appendices.
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