Apocrypha | Elder Scrolls | Fandom
Apocrypha
Location
Oblivion
Type
Plane of Oblivion
Quests
The Gardener of Men
At the Summit of Apocrypha
Black Book: Filament and Filigree
Black Book: The Hidden Twilight
Black Book: The Sallow Regent
Black Book: The Winds of Change
Black Book: Untold Legends
Enemies
Seekers
Lurkers
Word Wall
Dragon Aspect
Location ID | |||
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- Not to be confused with Apographa.
Apocrypha is the plane of Oblivion belonging to Hermaeus Mora, the Daedric Prince of Fate, Knowledge and Memory. The plane is first seen in the Skyrim add-on The Elder Scrolls V: Dragonborn. The Dragonborn has to visit the realm as part of the main questline in Solstheim for the add-on.
Contents
- 1 Description
- 2 Black Books
- 3 Location
- 4 Atmosphere
- 5 Dangers and threats
- 5.1 Enemies
- 6 Trivia
- 7 Gallery
- 8 Appearances
- 9 References
Description[]
- «Apocrypha is the realm of Hermaeus Mora, the Daedric Prince of Fate and Knowledge. Many who come here seeking forbidden knowledge remain forever.»
- ―Loading Screen[src]
Black Books[]
- Main article: Black Books
Apocrypha can only be accessed by reading the Black Books while in Solstheim. There are seven Black Books. Many can be found through the quest «Lost Knowledge.»
An open Black Book.
- Black Book: Epistolary Acumen
- Black Book: Filament and Filigree
- Black Book: The Hidden Twilight
- Black Book: The Sallow Regent
- Black Book: The Winds of Change
- Black Book: Untold Legends
- Black Book: Waking Dreams
Location[]
Inside Apocrypha.
As with Hermaeus Mora, Apocrypha is always changing and never constant. Its environment is filled with hidden and forbidden knowledge, and dangerous to the unwary. This infinite plane of reality is dominated by an endless, roiling sea of toxic green liquid, where giant oily tentacles slither and writhe about the waves, whipping at anyone who gets too close. What little solid ground there is consists of several archipelagos and cathedral-like buildings composed of heavily weathered stone, connected by constantly-shifting bridges built of greasy black metal. Several bridges and hallways even move on their own, stretching and bending like tentacles to render other areas accessible or hinder intruders.
The most prominent feature of Apocrypha, however, is the overwhelming abundance of books that make up Hermaeus Mora’s library. Giant stacks of reading material break the surface of the poisonous sea, numerous shelves that line the halls and walls are literally crammed to bursting with ancient scrolls and smoldering journals, heaps of books and papers litter the floors, and even entire buildings are constructed from twisting stacks of books. These books are protected and maintained by the Seekers and Lurkers, who act as the principal security force of Apocrypha.
Apocrypha is divided into several isolated regions, each accessible by a different black book. These regions are then separated into one or more chapters, each reachable by a book that teleports the Dragonborn from one chapter to another. At the end of the last chapter is a larger book which provides the hidden knowledge of the black book for the region and acts as a portal to return to Solstheim.
Atmosphere[]
Apocrypha’s sky.
The sky is defined by a hazy green cloud cover with a huge swirling void in the center similar to the one seen in the Soul Cairn. There are various places in the sky where what appears to be a portal is open and the ever-present tentacles are sprouting out. Hermaeus Mora himself also uses these portals when he wishes to communicate with anyone while they are in his realm and sometimes even when they are not in his realm.
Dangers and threats[]
- «Pages floated on a mystical wind that he [Morian Zenas] could not feel.»
- ―Seif-ij Hidja[src]
The realm is very dangerous, as the black liquid is toxic and will kill anyone in seconds who happens to fall into it. Even venturing close to the edge of the liquid is dangerous, as tentacles may emerge from the water to strike at the Dragonborn. There are also shifting areas of darkness in some books of Apocrypha which will continuously damage the Dragonborn while they are in the darkness. The simplest solution is to move quickly from one patch of light to another. However, any illumination of the darkness such as using a torch or spells such as Candlelight and Magelight will prevent the damage effect for as long as the illumination lasts and the Dragonborn is within the area of illumination. Thus, Candlelight is particularly effective as it moves with the Dragonborn and unlike a torch, does not require being equipped.
The Seekers and Lurkers are also potent in combat. The more common Seekers are easily capable of protecting themselves and can create doubles of themselves to assist in combat, as well as being able to turn invisible and even teleport. The Lurkers, though rarer, are far more dangerous to lower-level players, dealing serious melee damage with their claws and brandishing a variety of tentacle-based attacks, including spewing out tentacle-sprouting liquid that can ensnare the player or spawning a mass of damaging tentacles from their foot.
Enemies[]
A Seeker
- Seeker
- High Seeker
- Lurker
- Lurker Vindicator
- Lurker Sentinel
- Lurker Guardian
- Sahrotaar
- Dragons
- Miraak
Trivia[]
- The term «Apocrypha» is borrowed from the Ancient Greek ἀπόκρυφος (apókruphos, «hidden, obscure»). In general terms, it refers to any sort of historic or religious texts of unknown, unreliable, or dubious authenticity or accuracy. It is most often associated with certain books of the Bible (see Biblical Apocrypha).
- Apocrypha also bears many visual similarities to H.P. Lovecraft’s universe in his book, The Call of Cthulhu.
- When the Dragonborn «dies» in Apocrypha they will fall to their knees in a similar fashion as essential characters and be instantly transported back to Solstheim.
- It is impossible to travel to Apocrypha from Skyrim. Reading a Black Book will result in the ground shaking and a status message saying, «A vision of Solstheim swims before your eyes and then is gone.» The Dragonborn must be on Solstheim in order to read the Black Books and travel to Apocrypha.
- Followers cannot join the Dragonborn in Apocrypha, but they may comment on the Dragonborn reading the Black Books.
- Despite followers being prohibited from accompanying the player, reinforcements can still be summoned in the form of conjuring atronachs, familiars, Dremora, as well as the Spectral Assassin from the Dark Brotherhood questline. However, the Call Dragon and Summon Durnehviir shouts do not work here.
- While in Vampire Lord form, the Dragonborn can hover above the sea of toxic black liquid without taking any damage (Dawnguard required). This can also be performed with Ahzidal’s Boots of Waterwalking.
- As described in The Doors of Oblivion, the realm is an endless library with shelves stretching in every direction. Every book has a black cover with no title, and it is said that this is where all forbidden knowledge can be found. Spirits are said to roam the halls, forever searching for knowledge.[1]
Gallery[]
From within Black Book: Waking Dreams
From within Black Book: Epistolary Acumen
Apocrypha Island is flown over while mounted on Sahrotaar on the way to the summit.
Miraak
Sahrotaar
Miraak on the platform
Apocrypha Sea
The banner of Apocrypha
Appearances[]
- The Elder Scrolls IV: Oblivion (mentioned only)[2]
- The Elder Scrolls V: Skyrim (mentioned only)[2]
- The Elder Scrolls V: Dragonborn
- The Elder Scrolls Online (mentioned only)
References[]
- ↑ The Doors of Oblivion
- ↑ 2. 02.1The Doors of Oblivion
Planes of Oblivion | |
---|---|
Daedric Princes’ planes | Apocrypha (Hermaeus Mora) • Ashpit (Malacath) • Coldharbour (Molag Bal) • Colored Rooms (Meridia) • Deadlands (Mehrunes Dagon) • Evergloam (Nocturnal) • The Fields of Regret (Clavicus Vile) • Hircine’s Hunting Grounds • Moonshadow (Azura) • Realm of Boethia • The Pits (Peryite) • Quagmire (Vaermina) • Myriad Realms of Revelry (Sanguine) • Scuttling Void (Namira) • Shivering Isles (Sheogorath) • Spiral Skein (Mephala) |
Pocket Realms | Chimera of Desolation (Mehrunes Dagon) • Detritus (Hollowjack) • Havoc Wellhead • Infernace • Levinace • Lord Velian’s Plane • Maelstrom (Fa-Nuit-Hen) • Nature Realm • Gaiar Alata (Mankar Camoran) • Realm of the Hist • Soul Cairn (Ideal Masters) • Takubar • The Gorge • Umbriel • Village of the Lost (Molag Bal) |
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Lurker | Elder Scrolls | Fandom
Lurker
Level
See table
See table
See table
Stamina
See table
Spells / Abilities
Acid Spit
Lurker Spray
Base ID
See table
- Not to be confused with Lurcher.
- «Lurkers are thought to be native to the murky waters of Hermaeus Mora’s realm of Apocrypha.»
- ―Loading Screens[src]
Lurkers are a species of Daedra found in the plane of Oblivion known as Apocrypha. They typically serve Hermaeus Mora, but Miraak took control of some of them during his stay in the realm.
Contents
- 1 Locations
- 2 Loot
- 3 Combat
- 4 Resistances
- 5 Variants
- 6 Trivia
- 7 Appearances
Locations[]
Lurkers can be seen throughout Apocrypha, usually guarding tomes of forbidden knowledge, though they can also be randomly encountered on Solstheim attacking the local wildlife and populace. Lurkers will also appear when the Dragonborn cleanses the stones that have been corrupted by Miraak by using the Bend Will shout on them. This is obtained by doing the quests «The Fate of the Skaal» and «Cleansing the Stones» during the Dragonborn questline.
Loot[]
Lurkers usually carry leveled gold and enchanted jewelry. Often they carry a unit or two of netch leather and may also drop slaughterfish eggs.
Combat[]
A Lurker’s melee attacks consist of swipes with its claws and the use of their large legs for stomping attacks, which can stagger opponents. It also causes a mass of poisonous, writhing tentacles to appear at the base of its foot. The poison damage is equivalent to that of the effect Lingering Damage Health. They can extend tentacles from their mouths for an attack called «Lurker Spray» which causes 8 points of damage. They also have a ranged attack called «Acid Spit» which deals between 10 and 20 points of damage over 5 seconds. Some of their attack animations are similar to giants.
Because Lurkers and giants share some attacks, the tactics remain the same, by and large. Frost spells can slow them down. A Flame or Storm Atronach can attack from a distance with relatively little fear of retaliation. Showering arrows from a distance before they close is also a viable strategy. Another viable strategy is to sprint behind them and attack with a powerful weapon before they can react; fire damage enchantments and Volendrung work very well for this.
Resistances[]
- Resist Frost: 25%
- Resist Magic: 25%
- Resist Poison: 33%
Variants[]
Type | Level | Stamina | Soul size | Base ID | ||
---|---|---|---|---|---|---|
Lurker | 24 | 818 | 15 | 277 | Common | xx01b640 |
Lurker Guardian | 34 | 1135 | 15 | 410 | Greater | xx01b641 |
Lurker Sentinel | 44 | 1451 | 15 | 444 | Grand | xx01b642 |
Lurker Vindicator | 54 | 1768 | 15 | 477 | Grand | xx01b645 |
Trivia[]
- Although they cannot be conjured, the Bend Will shout can be used to make them temporary allies.
- Lurkers cannot be ragdolled by the shout Unrelenting Force, and will instead only be staggered.
- Lurkers will appear during the quest «Cleansing the Stones,» and this can be quite a critical time as there are usually characters around the stone that will attack the Lurker, and have no chance of killing it. This is most prevalent when cleansing the Earth Stone just outside Raven Rock.
- During the quest «Cleansing the Stones,» after defeating a lurker if you look to the sky you can see what appears to be the spirit of a lurker. After the spirit comes off the next stone you cleanse, you will see another lurker most likely being the other one’s spirit.
- Lurkers have been seen using the same club-across-the-shoulders stance as giants. However, they do this without the club.
- Two or three Lurkers may come out of the ocean near the Beast Stone.
- PC Lurker Slime is an acquirable spell via console command, the base ID is
0301ae98
. - Rarely when a Lurker uses the stomp attack when the Dragonborn has low health, they might be launched to the air upon death. This is shared with Giants and Frost Giants.
- Despite the fact Lurkers are Daedra, they are not affected by the effects of Banish Daedra, in the sense they are neither banished, nor damaged by the spell. However, they can still be staggered by its use.
- While walking, Lurkers will sometimes look as though they are carrying a giants club.confirmation needed
Appearances[]
- The Elder Scrolls V: Dragonborn
Creatures and Enemies (The Elder Scrolls V: Dragonborn) | |
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Unique Creatures |
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Dragons |
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Daedra |
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Docile Creatures |
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Hostile Creatures |
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Spiders |
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Named Enemies |
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Cultists |
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Dragon Priests |
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Pirates |
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Reavers |
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Other Enemies |
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Apocrypha for Dummies | All for The Elder Scrolls V: Skyrim
« Passage of quests — Thirsk Honey Hall
Mod for Skyrim Falskar »
Categories:
Passage of quests
On the agenda of today — what is Apocrypha and what it is eaten with. This article is for those who have never been there yet and are just about to go through / are going to install Dragonborn. No secrets, no step-by-step walkthroughs, etc. I warned..
Appearance Apocrypha is a large library with a broken sewer. nine0003
In fact, all the buildings and playgrounds are made of a pile of books, and between the books there is a muddy slush that, if you fall into it, you can very quickly end up in. In general, it is advisable not to come close to this “water”, since a tentacle crawls out from there and all the time strives to hit you in the attic. Especially dangerous are the puddles in the middle of the playgrounds, as especially arrogant «tentacles» live in the small ones, and the lurkers live in the large ones. And it is not known which of them is worse …
Instead of levers / handles, processes are used in Hermaeus’s plan.
It is they who open doors, lower bridges, and so on and so forth, so if you hit a closed gate somewhere, then look for a process (well, or put another “process” on the game). Now for specific questions:
How to get into Apocrypha ?
Read the Black Book. Each book will send you with a special plan unlike any other.
Who inhabited Apocrypha?
The main population of Apocrypha are seekers and hiders. Seekers are most likely the souls of those who did not take back books taken from the school library..
Seriously though, these are lesser Daedra, minions of Hermaeus. Seekers strike at a distance with sound waves, become translucent before the attack and have an unpleasant habit of releasing their phantom, behind which they usually hide. That is why try not to lose sight of the «real» seeker. You will most likely encounter them for the first time during the Decisive Descent quest, where the Seeker’s enhanced form, High Seeker, will help Zakrisos hurt you. Books, scrolls and sometimes soul stones (both empty and full) drop from seekers, therefore they are of no particular value. nine0015 Lurker is such a baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.
Lurkers the size of a Skyrim giant, mostly found in Apocrypha (be sure to meet them in every Tome), but occasionally in Solstheim. A vivid example of this is the Sacred Stones of the island, the purification of which will crawl out these vile creatures. In addition, I managed to meet one not far from the Deathmark Hocknir Camp, where he jumped out of some puddle …
Lurker is dangerous in close combat, inflicts rather strong blows (like a giant), therefore it is advisable to bring him down from a distance. True, you have to dodge his spitting. Lurker loot — jewelry (hoops, rings, necklaces), gold (from 100 to 500) and every little thing. nine0003
Why is Apocrypha useful?
Well, first of all, these are abilities granted by the Black Books. This is a topic for a separate article, so let’s talk about other finds. You can find many books in the plan, including skill books, of which there are quite a few. If you rummage well on the tables and in cocoons, you can collect heaps of scrolls, tomes of spells and black soul stones (and simple stones too). In addition, springs are scattered throughout the Apocrypha that replenish your health, magic and stamina. The sources are disposable, so don’t rely on them too much. nine0003
Is it possible to return to a certain Apocrypha?
Yes, just read the required Black Book. Just pay attention to one point — the Book will only work if you are on Saltsheim.
Where to look for the Black Books?
See here
Skyrim: “At the top of the apocryph” — Walking on how to decompose books
Content
- How to start
- Passage
- Chapter 2
- Chapter 4 9 9 9 9
- Chapter 5 — How to arrange the books
- Chapter 6 — How to tame Sarotar
- Mirak found
- Video walkthrough
In Skyrim, Apocrypha is the last quest in the Dragonborn main line. In it, the Dovakin will tame the dragon and fight Miraak himself, the main villain of the DLC.
How to start? , subjugation of the will”. It will take place in the village of Skaalov. nine0003 Noble Sacrifice
This action ends Gardener of the People and starts the quest On the Apocrypha.
Walkthrough
The Dragonborn must now unlock the shout through the Magic tab, spending 1 soul to do so. From this moment on, the hero can bend the will of the dragons. Later in the story it will become clear why this is necessary.
Now it remains to read the «Black Book: Awakening Dreams» and find yourself in the corresponding Apocrypha in Skyrim.
Reading and moving to Apocrypha
Chapter 1
The hero finds himself in the place where he first met the dragon priest Mirak when reading the black book “Awakening Dreams”. This time the quest is updated, and the main goal is to get to the temple of Miraak (a large tower that can be seen in the distance).
Our final goal is the top of the tower.
If you first explore the area, and not immediately move forward, you can find a chest and a table on which lies a soul stone.
In general, we recommend not to rush, but to carefully explore the locations, as you can find many interesting books, useful scrolls and soul stones that will not become superfluous. nine0003
After that, we go up the stairs opposite the place where Dovakin appeared from the very beginning.
We read the volume “Chapter 2” (the item is marked with a quest marker). The book will take the protagonist to another place.
Chapter 2
Now the Dovahkiin finds himself in a round room with stairs. Climbing up, you will have to face a Daedra named Seeker. We have already encountered this type of enemies during the passage of other black books. After killing the monster, we move along the bridge to the opposite side. nine0003
Climb up the stairs, where the volume “Boneless Limbs” lies on a pedestal. After taking it, the ladder to the book “Chapter 3” will move forward.
After you managed to take the “Boneless Limbs”, a ladder will extend
If you explore the branches in the rooms, you can find:
- several chests,
- soul gems,
- fight another seeker.
We go along the marker and after reading we move on.
Chapter 3
This section of the location begins with a tunnel leading forward. On the right there will be a closed door, behind which you can see a luminous tentacle-sprout (magic ball). Dovakin eventually reaches him and needs to get to push the stairs to the book, teleporting to the next location.
We move forward along the corridor until we come to a fork — to the right and to the left. On each side, a supreme seeker awaits the Dragonborn.
The path to the left is a dead end, so you can skip it if you want to save time. nine0003
The right side leads to a ladder that leads to a room with a book called «Bite Claws» and a table with useful loot. If you go down below, you can find a cocoon container, which should be searched to get hold of useful items. As soon as the hero takes the “Eating Claws”, the closed door, which was at the very beginning of the location, will open.
The same one that was closed at the very beginning
When the process is activated, a corridor will extend to a new part of the location. At the end of the tunnel is a table with a soul stone, scrolls and books. To the right is a new location, where the path opposite the entrance leads to a closed gate. nine0003
We move along the left wall to a new luminous process and activate it, opening the gate on the right side of the entrance. There will be a container with a random set of items.
The desired «Magic ball»
Door that will open relative to the entrance
We move further along the path, at the end of which a blue ball burns brightly. Near it you can find the book «Tracking Spheres», which opens the locked door. It will be clearly visible from this place.
The Path to the Watching Spheres
Gates to enter
nine0002 After passing to the recently opened gate, we move along the tunnel, where at the end lies the volume “Chapter 4”. Reading will take the hero further.
Chapter 4
Dovakin finds himself on a balcony, from which he leads two stairs down — to the right and to the left. No matter how the hero descends, he will encounter several seekers. The main goal is the door on the opposite side.
Seekers will be waiting for the hero
Do not forget to explore the location for additional items in cocoons and on tables. nine0003
After passing through the central door, the Dragonborn finds himself in a tunnel. After the stone table on the left hand is passed, the corridor will shrink sharply, creating a dead end. The same thing will happen if you move along a new branch from the corridor in which you are now.
In this regard, just go back without turning anywhere, as this will eventually lead the Dovakin to a new location.
Entering a new room, you will have to fight with the next seekers. After the victory, climb the stairs, where the volume “Gnawing Blades” lies on a pedestal. Taking it will open a new passage to the right of the stairs that the Dragonborn had previously climbed. nine0003
The corridor will branch. If you want to get to the next part as soon as possible, then just go straight ahead and don’t turn anywhere, as there are books, soul stones and scrolls in the branches.
As a result, Dovakin finds himself in a room where the stairs to the top are blocked by the next enemy seekers. After the victory, we climb along it to the very top, where a luminous process is waiting on the balcony. After activation, a new passage opens. It will be visible from this location.
We go here
A new corridor will lead the hero to a room with a black pool in the center. Opposite the entrance, another process for activation will be visible. After the protagonist uses it, a Daedra Lurker will appear from the pool.
The location of the processes relative to the entrance
Lurker looks quite dangerous
After the victory, go around the wall, where another magic ball awaits from the back. What to do with it, you already know. As a result, the gate opens behind which is the book «Chapter 5». nine0003
Chapter 5 — How to Arrange the Books
At the end of another corridor, the Dragonborn is again waiting for another supreme seeker. Having dealt with him, we find ourselves in a domed room.
Here you will need to arrange the books that were collected in the previous chapters in their places. That is, Dovakin needs to solve the puzzle in order to get a new volume “Chapter 6”.
It’s quite simple. Pay attention to the drawings on each of the pedestals — they are clues to which book to put here:
- With claws — “Digging claws”.
- Teeth — Gnawing Blades.
- With an eye — “Tracking spheres”.
- Tentacled — «Boneless Limbs».
Put the «Embracing Claws».
Place Gnawing Blades
Place “Tracking Spheres”
Locate “Boneless Limbs”
Video guide on how to properly arrange the books in Miraak’s temple:
If done correctly, a green light will wrap around the plinths, which will activate the central column, and it will be possible to pick up the last volume there. nine0003
Chapter 6 — How to tame Sarotar
In the new room, it doesn’t matter if you go right or left, as you will still end up near the same corridor. But, if you go on the right side, you can come across a stone table, where there is a textbook that increases the skill of combat magic.
The tunnel will eventually lead the Dovahkiin to the arena, where on the opposite side there is a wall with a dragon cry “The Word of Power is the Serpent, the Incarnation of the Dragon”. When approaching this location, two seekers will appear, and another Lurker will crawl out of the black pool in the center. nine0003
After learning the word, Mirak’s dragon, Sarotar, will fly.
Isn’t he cute?
Here, Dovahkiin will need to tame Sarotar so that the creature will transfer the Dovahkiin to his master. But for this, the main character
needs to attack a magical creature with the help of the “Submission of Will” Shout. The Dragonborn received the last word in exchange for the death of Storn the Mountain Wanderer at the end of the quest «Gardener of the People». We mentioned this at the very beginning.
Of course, at this time, Sarotar will not wait, but will try to attack the Dovahkiin in response. If the character is not very well pumped, then he can say goodbye to life in a matter of seconds. nine0003
The following attacks are in the dragon’s arsenal:
- ice breath;
- wing and tail strikes;
- bites.
After you managed to subdue the dragon with a shout, talk to him and saddle him. After that, you will rise into the air, where a sign will appear explaining how to control the dragon Sarotar. He will take the Dragonborn to the final boss — Mirak.
The dragon may not spawn if you got to this place outside of the Apocrypha Peak quest. In this case, just move on with the story. nine0003
Miraak found
On the way to the place, you will have the opportunity to practice attacking opponents on the dragon. After that, Sarotar will take the hero to the huge final arena at the top of the tower. There, the evil former priest of the Cult of the Dragon is already waiting for us.
We described how to kill Miraak in great detail in a separate article on the site, and also gave solutions to some bugs that may arise in the process.
Finally!
After Miraak is defeated, the “Black Book: Waking Dreams” will appear in the center of the arena, which will allow you to reset skill points in one of the branches for one dragon soul.