Skyrim talk:Harmugstahl
Contents
Lever puzzle[edit]
I completed the ever puzzle easily. Went to next room and was slaughtered too many times. I left this area to come back another time, now I can't get the gate to open. Is there a way past without losing 10 levels? BartlMay 16:28, 16 February 2012 (UTC)
- The lever puzzle has reset, and you've tried opening it the same way you did before and it won't work? Try just flipping the levers randomly, because though I put a simple solution on the page, I found a few roundabout ways to do it. Are the spikes blocking the doorway at least moving when you do flip a lever? The Invisible Chocobo 05:57, 17 February 2012 (UTC)
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- I also have come back and the spikes are not moving at all. i have left and re-entered the dungeon on several occasions and randomly moved all the levers and the spike do not move at all. is ther any way around this?---- — Unsigned comment by 109.152.105.2 (talk) at 12:08 on 5 April 2012
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- If you're on PC you can turn collision off (with the command tcl) so you can float straight through them. If you're not on PC, the only thing I can think of is to come back later; I'm not sure how long it is, but I think there's a certain time after which an area and everything in it will respawn/reset. The Invisible Chocobo 14:12, 5 April 2012 (UTC)
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- I was able to open the lever puzzle by only moving lever 4, then lever 1. — Unsigned comment by Itssnowing (talk • contribs) at 23:44 on 16 August 2012
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- Was also able to pen it by flippig level 1 and 4, needd to wait a bit to see the effect. (on PC) — Unsigned comment by 109.164.1.30 (talk) at 20:51 on 31 August 2012
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- This worked for me: "jump past the bars between the wall and the far left bar". The levers were not working at all, so I sprinted there for a few seconds and then was able to pass through. My follower also appeared on the other side of the spikes with me, and for the dead thrall I waited for an hour and he appeared beside me as well. Balmora (talk) 07:12, 8 July 2020 (UTC)
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(←) "Alternatively, for PC users, simply activate lever 1 followed by lever 4.[verification needed]" Tested and confirmed 3 Sept 2012, Dawnguard active. --72.211.207.48 20:46, 3 September 2012 (UTC)
Later Occupants?[edit]
Any info on who/what occupies the fort after killing Kornalus? --JRTalk E-mail 05:40, 24 May 2012 (UTC)
- Nothing. The fort never respawns, so the only creatures you'll ever encounter are the ones you find the first time around. --NepheleTalk 06:16, 24 May 2012 (UTC)
Valuable Weapon not Valuable[edit]
In the last room containing the two large elemental spiders, I was able to find a weapon behind the egg sac on the north wall but I wouldn't call it valuable. It was a plain Iron Great Sword. I'm currently using ebony so it seems pointless. — Unsigned comment by 99.149.177.173 (talk) at 01:56 on 9 June 2012
Arena reference?[edit]
Could the spider puzzle part of this dungeon be a reference to Fang Lair? In Arena you have to answer the puzzle correctly or the spiders are released from their cages. The puzzle wording also sounds the same. When I played through this dungeon in Skyrim for the first time this immediately reminded me about the dungeon in Arena. RIM (talk) 23:50, 8 December 2012 (GMT)
Suitability as a home?[edit]
I have reverted the following content which was placed as a note on the article page [1].
- While the containers in this cell don't respawn, the spear puzzle will shut and moving the levers won't cause them to open, therefore making you unable to use this as a home.(Tested on Xbox 360) — Unsigned comment by VycDarkshadow (talk • contribs) at 05:43 on 22 January 2013
As has been suggested, whether this, some or all, can be reasonably deemed belonging on the article is a good question, and if any yesses, what, how, and where, It is not clear from the note alone what the "spear puzzle" is; I assume it's the entry/exit, and won't work properly, making it a poor choice as a house.
I suggest leaving the info on this talk page for some time to see if others have thoughts about whether some of it belongs in the article in some way. If we guess that a significant number of players will consider using it as a "home", perhaps it is noteworthy. I believe I've seen comments on the suitability of in some way similar places as homes or temporary bases on other pages that may arguably belong. I think there's something on "Alchemist's Shack," about this, for example, because it has safe containers, and an alchemy table. In the meantime, it is here at least. Keep contributing, please. It's appreciated. --JR (talk) 09:31, 22 January 2013 (GMT)
- In this case, I think it's better to leave off the home-use info, as it's not relevant to the place itself. Testing info doesn't belong on the article at all. Also, on a sidenote, the user VycDarkshadow didn't add the content, only fixed a minor grammar issue. The content was added by 216.16.66.107. — ABCface◥ 16:53, 28 January 2013 (GMT)
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- Alphabetface, thanks for catching my mistakes on the process and attribution. As to the fundamental issue, It seems a subjective call as to whether it's relevant to provide on a place page information on how or whether a place can be used as a "home" (principally, at least to some, a place to store things safely, or sleep in an available bed, etc.). That a number of contributors have placed such information on other place pages suggests it is of interest to some. So: something of interest regarding a place seems, by definition, a relevant issue for a place page! Maybe I'm missing something: I don't even know where this place is off-hand. Maybe there is something about the other places that make comments on "home usability" relevant where they are not here. But someone seems to have considered using this place as a "home," so it's hard to guess whether or how many others might benefit from the information. That was my core thought. Since it's here, we can see if anyone has an opinion on it, or let it die a natural death. --JR (talk) 18:17, 28 January 2013 (GMT)
- What seems more relevant to me is whether or not you can return to a certain area of the ruin. Technically, you could still use the first area as a home, it just wouldn't have all the same objects, furniture, containers, etc. that the next passage has. So revising the note to simply state that you can't go further into the ruin upon returning seems to be more relevant to all readers who might want to return, rather than just those who want to return for that specific reason. — ABCface◥ 22:55, 28 January 2013 (GMT)
- I had forgotten about the container field in the summary box, so let's remove that from the article. Also, as I can't visualize what happens with the "spears", so I'll remove that unless and until it's clearly described. When I first started playing, I remember throwing things in a heap until I could buy a home, and selling things before I wanted to for quite a while. It never occurred to me to use a suitable place as a temporary base until I found similar language on some other place page mentioning its suitability for this purpose. Maybe I'll put a note on the article about homes if there's nothing there. And maybe such notes are useful enough on certain places, especially if players are likely to access them early in the game. I understand your logic, however: One could also say that Location X would make a good place for a personal hunting cabin because it's in a pretty and isolated place rich in game (technically game game).--JR (talk) 02:05, 29 January 2013 (GMT)
- What seems more relevant to me is whether or not you can return to a certain area of the ruin. Technically, you could still use the first area as a home, it just wouldn't have all the same objects, furniture, containers, etc. that the next passage has. So revising the note to simply state that you can't go further into the ruin upon returning seems to be more relevant to all readers who might want to return, rather than just those who want to return for that specific reason. — ABCface◥ 22:55, 28 January 2013 (GMT)
- Alphabetface, thanks for catching my mistakes on the process and attribution. As to the fundamental issue, It seems a subjective call as to whether it's relevant to provide on a place page information on how or whether a place can be used as a "home" (principally, at least to some, a place to store things safely, or sleep in an available bed, etc.). That a number of contributors have placed such information on other place pages suggests it is of interest to some. So: something of interest regarding a place seems, by definition, a relevant issue for a place page! Maybe I'm missing something: I don't even know where this place is off-hand. Maybe there is something about the other places that make comments on "home usability" relevant where they are not here. But someone seems to have considered using this place as a "home," so it's hard to guess whether or how many others might benefit from the information. That was my core thought. Since it's here, we can see if anyone has an opinion on it, or let it die a natural death. --JR (talk) 18:17, 28 January 2013 (GMT)
lever puzzle instructions + potion type[edit]
Just wondering about the instructions for the level puzzle. When I first entered I pulled them randomly and had no luck, so I looked it up and pulled the first and fourth lever, and one spike stayed up. I flipped them all so they were angled back towards the gate, as they were when I cam in, then flipped 1 and 4 again, and still no luck. I reset them again and followed the more complicated instructions, and still no luck. Reloaded the autosave from when I first came in, followed the complicated instructions with no luck, reset the levers and tried 1 and 4, still no luck. Reloaded again, then went straight to trying 1 and 4, and it finally opened. It says in the article that there's no penalty for pulling them out of order, but my experience seems to say that's not true. Did I experience some bug, or is the article inaccurate? Also, the article indicates the potion on the barrels when you first enter the room where Kornalus is is a magicka potion but for me is was a stamina potion. Is maybe random? Obax (talk) 04:11, 10 December 2016 (UTC)
- there is no actual penalty, but by using wrong levers and/or out of order you muddle (turn into chaos) the start states of levers/bars as each lever effects bars differently and as you use more levers in a row the way to starting state gets harder and harder with each use, and steps to open must take into account each previous use of each specific lever. even when every bar and every lever only have two positions but each lever is differently connected to number of bars either by setting bar groups into specific state (like closing all bars) or inverting state of bar groups (like flipping bar groups X and Z) Ciberzombie (talk) 15:33, 10 December 2019 (GMT)
Ruined Fort?[edit]
While the game designers set this up as a 'fort', and internally it at least resembles one on some level, it is hard to characterize this as a 'fort' really. Even if that was supposed to be its function? It is technically a cave and has virtually no external structures of any kind besides the stairwell, much less walls, towers, battlements etc or anything like fortifications. In fact, your follower;s comment will be. Look, a cave...who knows what could be.....— Unsigned comment by 24.68.19.13 (talk) at 23:09 on 7 June 2022 (GMT)
Lever puzzle - my analysis and solution[edit]
Neither of the above solutions (1, 2, 4, 3 or 1, 4) worked for me. So, this is what I worked out (looking towards the levers and spears, counting from the left):
Lever 1 - toggles spears 1, 2
Lever 2 - toggles spears 1, 2, 3
Lever 3 - toggles spears 2,3,4
Lever 4 - toggles spears 3,4
Initial condition is all levers pointing away from the spears. All spears up. This is how they are when you first enter the room.
toggle lever 1 - spears are now D D U U
toggle lever 2 - spears are now U U D U
toggle lever 4 - spears are now U U U D
toggle lever 2 - spears are now D D D D
I don't know if it matters but this analysis was performed on a modded (~120 mods) Anniversary Edition on PC
Inigo the Brave 86.10.6.12 20:41, 29 January 2023 (UTC)