Turn the other two pillars so that the side with birds are facing the same left direction too. Pull the lever on the middle of the room afterwards, and the door to the left should unlock, leading to the rest of the temple. Solve the second puzzle room.
After solving the first riddle, you'll find yourself again inside another puzzle room. This time, there's a wooden ramp on the other side that you can bring down by turning the three pillars one in front of the door and two on the upper level on each side inside the room. To solve this puzzle, simply turn the pillar in front of the door so that its side with a snake is facing outside.
Turn the second pillar on the second level to the right into bird, and turn the third pillar on the second level into whale. Pull the lever you see on the middle of the room, and the wooden ramp should come down, letting you pass. You can also simply opt to jump the gap on to the other side of the room to skip solving this puzzle. Kill the dragon priest.
At the end of the Skuldafn temple, you'll find a dragon priest named Nahkriin guarding an altar. Attack the priest with whatever weapon or spell your character has and kill him.
After killing Nahkriin, loot his body to obtain the Dragon Priest Staff. The best way to kill Nahkriin is by using the pillar in the area as your cover. Equipped with your bow and arrow, simply fire arrows at Nahkriin and hide behind the pillar after every shot. The priest will only attack your character if it's out of its cover. Keep firing shots and hiding alternately until Nahkriin is killed. Enter Sovngarde. Open your item inventory and equip the Dragon Priest Staff.
Approach the altar and use the staff while standing here to activate the portal that leads to the afterlife world. Once the portal is open, jump through it and you'll find yourself on the soil of Sovngarde. Is there a way to re-enter Sovngarde? I tried to, but it never works. Who has time to stop and smell the flowers when there's a dragon that needs to die? For those that do take a moment to observe the landscape of Skyrim itself, the Arctic flora has been carefully, and for the most part accurately, recreated and designed, right down to the sparse grass, rock lichens, and colorful flowers.
It's one of the details that helps put together the immersive atmosphere that makes this game so great. The ethereal nature of Sovngarde takes these already gorgeous details and elevates them to breathtaking, so don't rush through and miss it. Sovngarde is one of Skyrim's most beautiful zones.
It is the afterlife, so it has to be impressive. The flora is lush and beautiful, including trees, lichens, and a variety of wildflowers, which is why most players don't notice there are no animals at all, not even birds or insects. It's nice to not have to deal with angry, large animals like bears or wolves, but since we have to fight dragons here maybe that's enough. Maybe that's all the wildlife anyone needs. In the realm of the Aedra, few deities reign as high as Shor.
He's the benevolent god that rules the realm of Sovngarde, and he's the one that makes the rules about who gets in and who doesn't. He's been compared to the deity Akatosh when it comes to his power and influence among the gods of Nirn, but he never appears in person.
That's not the only mystery that players walk past in their quest to slay Alduin. Despite the time that players spend in Sovngarde, they never find out where the realm came from or what it's doing there. It's actually a long and dramatic story, going all the way back to the creation of Nirn and Mundus, and a group of Mer known as the Wandering Ehlnofey.
However, there's little time for ancient mythology when there's a dragon that needs killing. Why are there bird motifs all over Shor's realm?
There's a certain iconographic theme that you might notice in Sovngarde, but even if you do, it doesn't seem to make sense. There are totem animals that look like birds throughout the zone, starting with the stairway with the so-called "Weeping Angels.
This could be a tribute to his wife Kynareth, who has a hawk as her symbol, but it's a strange detail that often goes overlooked. The Nord tradition related to Shor as the god of the afterlife doesn't weigh your deeds or behavior in life when determining whether or not a soul gains access to Sovngarde.
The god is only interested in how a person met their end, which was part of the deal that the famously philanthropic Aedra made with the ancient Mer. On the other hand, those who didn't worship Shor, also known as Lorkhan, spend eternity in the realm of their chosen deity. The player wouldn't notice this because their status as the Dragonborn allows them entry into Sovngarde regardless of their race or class.
When a player is studying where and how to spend their skill points, they'll notice that the charts use constellations in the night sky to illustrate the skill trees and how they work. These constellations are clearly and obviously set in the sky in Sovngarde, where clouds or light rarely, if ever, obscure them from view.
During the quest, part of the sky is obscured, but a handy Shout can take care of that. Eventually you get to a crossroad: the left will lead you to a ruin and the right side will take you to where you need to go. Just follow up the right path until you run into Tsun.
Before entering the Hall of Valor, you must prove that you are worthy to Tsun. Tsun is a powerful axe -wielder; he can inflict significant damage at close range, but he can also be kept at bay with Light Armoured , nimble fighters, allowing them to run away and "kite" Tsun. Last Edited: 4 Nov am. Was this guide helpful? YES NO.
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