Skyrim talk:Liar's Retreat
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[edit] Unique item
Deep in the zone is an enchanted Orcish Warhammer, "The Longhammer", which has increased attack speed, according to the item description. 24.156.216.144 11:13, 24 November 2011 (UTC)
- And it can be sometimes placed under the table (floating 5 cm under, perhaps on some bug fibers;)) with Rahd body, not on the table. 84.10.81.4 03:30, 6 January 2012 (UTC)
- Confirmed on PC - mine was floating under the table as well. 71.58.95.236 23:25, 29 March 2012 (UTC)
[edit] how to get to it (if you cant find it on your map)
well i was having a hard time getting to it so heres what i did to find it. fist go to winterhold to the Jarls place, in there youll find a room with a guy infront of him will be a map with some tiny falgs. go to that map thats displayed on the table and update your map. dont miss any location. then open up your map and go to Lund's Hut. youll find it underneath morthal next to rorikstead. and you should place the marker karthwasten. somewhere near karthwasten is the place HAVE FUN!
[edit] Inaudible Conversation
I overheard quite clearly and it was along the lines of Orc: "Let's just take the money and run." Breton: "Not so loud, idiot!" 75.93.14.165 00:30, 18 March 2012 (UTC)
- I heard it too, although it's too far for subtitles. I heard the orc say something along the lines of "Please, take the gold, take anything but let us go!" to the Falmer screaming outside their cage and the female bandit added something to it. I didn't hear what she said thanks to another Falmer stabbing me in the back right then. Maybe the "bug" should be removed from the article? PC, by the way.
- --Morgion 14:23, 1 April 2012 (UTC)
- I heard part of it as well, I got the let us go portion. The bandits may also do that AI thing where any 2 NPCS that can see each other will chat about random stuff, after the scripted statements. The bandit locked in his room was singing one of those orc songs that bandit orcs seem to love and told me I picked a bad time to get lost... the usual random stuff. When I got down there the bandits were alive and attacked me, even breaking off combat with falmer to do so. I spent way too long in there looking for a plot hook or story but apparently it was just a sudden raid by the falmer, of little importance. The place is covered in chaurus eggs, a very easy way to get more than 50 as it is a rather small area. However, it is also a very tough area. — Unsigned comment by 66.18.49.84 (talk) at 14:53 on 18 April 2012
[edit] Respawn
Does everything respawn (i.e., the Longhammer) or just the NPCs? 98.198.118.224 04:39, 25 March 2012 (UTC)
- Based on the Creation Kit, it looks like the Longhammer respawns, oddly enough. I'm tagging this for follow-up, though, as the Creation Kit data can be hard to follow and is sometimes misleading. – Robin Hood↝talk 04:46, 21 April 2012 (UTC)
- In-game none of the Bandits or Rahd have respawned nor has The Longhammer. The Silencer has spokenTalk 14:46, 22 April 2012 (UTC)
- It will usually take 30 days to respawn but if you come back at any stage the respawn time is reset. RIM 15:40, 22 April 2012 (UTC)
- Can't be sure of exact time but the falmer had respawned. The Silencer has spokenTalk 15:44, 22 April 2012 (UTC)
- That sounds kind of strange but in my game I have noticed that many dungeons only seem to half-respawn if you come back too early so maybe that is what happened or else the Longhammer doesn't respawn? RIM 15:54, 22 April 2012 (UTC)
- Can't be sure of exact time but the falmer had respawned. The Silencer has spokenTalk 15:44, 22 April 2012 (UTC)
- It will usually take 30 days to respawn but if you come back at any stage the respawn time is reset. RIM 15:40, 22 April 2012 (UTC)
- In-game none of the Bandits or Rahd have respawned nor has The Longhammer. The Silencer has spokenTalk 14:46, 22 April 2012 (UTC)
(←) Went to Riften and waited 34 days (I cleared the place out beforehand). All but three bandits respawned. The musician over the brazier, the living one behind the locked door, and Rahd, the Longhammer did not respawn, and the bandits that enter when you go to leave did not appear. Everything else respawned, the falmer, the dead bandits, the books, the potions, and the plants. The Silencer has spokenTalk 17:48, 22 April 2012 (UTC)
- Well then I guess if it is a unique item it does not respawn and that answers the question. Thanks for testing that:) RIM 17:53, 22 April 2012 (UTC)
- I'll have to look into the "why" of this at some point, but The Silencer has done everything I know of to cause full respawning, so if it didn't appear then, I can't imagine it ever would. – Robin Hood↝talk 19:42, 22 April 2012 (UTC)
[edit] bandit thugs
In the Bugs section, these are referred to as "a male Orc and a female bandit". That strikes me as odd, as if orcs somehow stand out more than, say, Nords or Bosmer - as if Orcs aren't one of several equally playable humanoid races. And/or as if the woman bandit's race wasn't important.
I suggest one of these:
- "two bandits"
- "a male and a female bandit"
- "two Bandits; a male Orc and a female [insert race here]"
CapnZapp (talk) 17:16, 7 October 2012 (GMT)
- Looking at the game-data for that dialogue, I'm not seeing any reason why either bandit would always be a certain race or gender. I'm thinking it might be better to just go with the generic "two bandits" and change the dialogue lines so it says "Bandit 1" and "Bandit 2". — ABCface◥ 05:18, 8 October 2012 (GMT)
- Sure, if they're "radiantly" (?) generated. The point here, though, was something else :) CapnZapp (talk) 11:38, 8 October 2012 (GMT)
- Yeah, from what I can tell, their race/gender is radiantly determined by certain bandit templates. As for the point, I thought going with "two bandits" covered it? The part about using "Bandit 1" and "Bandit 2" was just elaboration which would be needed after making that change. — ABCface◥ 17:54, 8 October 2012 (GMT)
- I meant that changing it to B1 and B2 removes the issue, it doesn't address it. People will still talk about Bretons or Nords as "bandits" or "females" (i.e. their profession or sex), while they refer to Orcs and Khajit as "Orcs" or "Cat people" (i.e. their race) :) — Unsigned comment by CapnZapp (talk • contribs) at 16:21 on 11 October 2012
- Yeah, from what I can tell, their race/gender is radiantly determined by certain bandit templates. As for the point, I thought going with "two bandits" covered it? The part about using "Bandit 1" and "Bandit 2" was just elaboration which would be needed after making that change. — ABCface◥ 17:54, 8 October 2012 (GMT)
- Sure, if they're "radiantly" (?) generated. The point here, though, was something else :) CapnZapp (talk) 11:38, 8 October 2012 (GMT)
[edit] Leveled weirdness?
Has anyone else found this cave to be unusually difficult? My character is nearly maxed out with some of the best gear available, and rarely has much of any challenging opposition anywhere in the game. But for some reason, I always get spanked when I go to the Liar's Retreat. Even turning the difficulty down to Novice doesn't help much. My theory is that the bandits cap out at a much lower level than the Falmer. While at low levels, they're pretty much evenly matched, so you can let them soften each other up before you get involved. But at higher levels, the Falmer mop the floor with the weaker bandits and are still quite strong (and far more numerous than in Falmer-only dungeons), making for a much more challenging fight. I haven't noticed this problem anywhere else, and I suspect that's the reason. There was intended to be an epic Falmer/bandit battle in progress when you arrived, but the leveling of the bandits makes it not-so-epic and leaves you with a huge horde of over-powered Falmer to deal with on your own. (It's also worth noting that I have Dawnguard installed, as I think that does make some improvements to generic Falmer even in non-Dawnguard locations, presumably without making corresponding improvements to bandits.) TheRealLurlock (talk) 18:31, 22 January 2013 (GMT)
[edit] Storyline
One weird thing about the storyline. Supposedly the Farmer tunneled into the cavern. However, there is only one entrance and no exit tunnel. So, how do they get in? Sakshale (talk) 07:18, 3 March 2013 (GMT)
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