Should i free prisoners in skyrim




















I free him, give him a weapon, then kill him! Pah hahhhh. User Info: Mackorov. I just walk away. The whole patrol thing is too buggy for me to care anymore.

Last time I tried by attacking a bunch of imperials to save the prisoner, and the prisoner instead ended up siding with the soldiers and all of them attacked me. Another time I gave a prisoner a weapon after freeing him and all he did was walk away while the soldiers ignored him. User Info: DrunkenPeasant. Ignored them. Ain't my war. My hands are cold, My heart is warm. My smile is friendly, but my gun, not so much.

User Info: lanthor MC2OO4 posted On my current playthrough this. Sometimes playing Skyrim makes ME feel like the prisoner, being led down a certain path by Bethesda, hands bound, cant create or deviate, only see the sights. Only see She will tell you to take Fort Kastav from the Stormcloaks. As the rebels currently hold some fellow Legionnaires in the fort's prison, you are to meet up with some scouts in the area, infiltrate the prison, release the prisoners, and then use their help to take the fort from the inside.

When you agree to take the mission, the quest will initiate. Rikke will mark the scouts' location on your map southeast of your location, about halfway to Windhelm , and you will note in your journal that your objective is to "Meet the men near Fort Kastav".

You can successfully complete the quest without first sneaking inside and freeing the prisoners, but to accomplish all of the objectives as ordered, you must meet the scouts within a certain period of time, and you must avoid being detected by the rebels holding the fort before you get inside.

The route you take to get there, and what you do on the way, can influence both of these contingencies. The meeting point is on a cliff to the southwest of the fort. If your route takes you next to the fort before you reach them, you are likely to be detected by a rebel sentry.

While you can successfully complete the quest in this event, you will not be able to complete all the objectives according to the plan. Accordingly, if you will fast travel to a location near the fort, you may wish to select a location to the west or southwest of the fort, such as the Nightgate Inn , Forsaken Cave , or Fort Dunstad. This will allow you to approach the meeting point without passing the fort. This road will take you southwards over a low hill and then down a fairly sharp descent.

Where you level out, you are likely to be pounced upon by a snowy sabre cat or other hostile animal. Ice Wraiths also inhabit the general area. Before you reach Weynon Stones , identifiable by some stone pillars just ahead, turn left east at a T-intersection. Although the road you will run across is generally well-maintained, the paving stones are spotty here, so you may have to look around a bit to see it.

As you proceed, your compass should show the tree icon marking Shrouded Grove ahead of you. Continue onward, and as this icon flies off to the right of your compass, you will reach a major crossroads marked by a prominent signpost and known to be a favored ambush point for thieves.

After dealing with any such threat, turn left east-northeast toward Windhelm. You will pass the Nightgate Inn , on the right side of the road, and may wish to save your game in this area. At this point, you and the scouting team of four men are both nearing the meeting area. The scouts may meet one or more enemies, most likely including a frost troll. If such an attack occurs, it may happen before you arrive, while you are arriving, or just after you arrive.

You may have an opportunity to intervene and reduce some or all potential fatalities among the scouts, thus giving you more allies when you eventually engage in the main battle for the fort. In any event, at least their leader will remain when you arrive, and he is all that is required.

If you are unhappy with the number of scouts who end up alive, you can later reload a save from here. From the Nightgate Inn, continue east on the road. After a moderate distance, passing two roads departing up to the left, you will reach an intersection with a stone pile and a signpost marking the road to Winterhold running up to the left.

This is another point at which thieves may lie in wait, or you may encounter a wanderer, such as M'aiq the Liar. From the signpost, turn toward your objective marker and head eastward up the hill off-road, and eventually right off a short cliff. Here you may encounter a frost troll, ice wraith, or other hostile, possibly ahead of you and to the right.

If you do find enemies here, quick action—especially paralyzing or otherwise quickly incapacitating any frost troll—may help protect the lives of the scouting party. Your objective marker should now be pointing at a tall mountain peak to the southeast. If you approach its base and then skirt around to the right southwest of it, you should find yourself on a mountain path that travels through Wayward Pass.

As you descend after Wayward Pass, be on the lookout for a path that turns to the left and heads uphill toward your objective marker. This is clearly a footpath, and not simply a clear area upon which you can climb up the mountain. This path will wind down and around, and then ends at a paved road which you can follow due east toward your marker. You may wish to save your game in this area. The scouts may meet one or more enemies, most likely including a Frost Troll.

If you are unhappy with the number of scouts who end up alive, you can reload from this point. You will be targetted as an enemy by the guards. If he is alive after the fight, he will tell you to join the stormcloaks or something.

It's mostly there for RP purposes. I always free him if the Thalmor are escorting him away because I hate the Thalmor nazis. Originally posted by Shelt :. Areawen View Profile View Posts. I always kill prisoner and guards aswell. In my experience, he always runs off Freedom is enough of a gift. Some fool adventurer just saved me from torture and death at the hands of the Thalmor, after giving me a glass sword and a real ebony shield. Just thought I'd register my gratitude by informing you, so you can thank her for me with a lovely heart-warming bounty of 40 gold.

I always do that before heading to a shop. Kill the captor first then his silly guards. I hate giving someone a quality weapon only for them to fight with their fists.



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