Black Book: Whispers of the Veil
"I have found and read the Black Book called "Whispers of the Veil" deep within Scourg Barrow, and found myself in Hermaeus Mora's realm of Apocrypha. The forbidden knowledge hidden here may be the secrets of the ritual the necromancer Antioch was seeking. I should press on to uncover it, or read the book again to escape."
Credit: Antioch/Bethesda Softworks/eGDC LtdIn Apocrypha, there can be a problem with certain items not appearing, namely Scryes and Pods. They are still present, and can be interacted with; they are just not visible. One way of fixing this is by downloading a suitable BSA extractor, such as BSA Unpacker, and using it to extract the entire contents of the Dragonborn.bsa from the Skyrim/Data directory, then transferring the extracted files to the meshes directory in your Skyrim installation. This is easiest to do by copying the entire dlc02 directory (you don't actually need the entire contents, but this is the easiest way) and pasting it into your Skyrim/Data/Meshes directory.
Another possible bug happens if taking Black Book: Whispers of the Veil over encumbers you; when you enter Apocrypha, you cannot seem to enter the items/magic menus, drop anything, fight or use magic. You should leave plenty of room for the soul gems, especially Black Soul Gems, as you need an empty and a full one of these later, spell scrolls and valuable books you may find there anyway.
Initially, you need to find four books, Blessed Bone, Fleeting Flesh, Shackled Soul and Binding Blood, and take them to the correct places.
Apocrypha is part of Hermaeus Mora's plane of Oblivion, and encounters will be with Seekers, Lurkers and the dangerous tentacles that attack from some of the acid pools. You will also take constant damage from the darkness, when in it - the various lamps in Apocrypha will prevent damage, as will other light sources; as such, some means of providing light, whether magical or normal, is recommended.
Credit: Antioch/Bethesda Softworks/eGDC LtdCredit: Antioch/Bethesda Softworks/eGDC LtdMake your way down from where you enter the plane to an open area, where there is an acid pool, with a Lurker in it, in front of a door at the top of a flattened staircase. Go west from here and you will be in an area with a Seeker and a Scrye. Activating the Scrye opens a door. Continue through the door and you will reach an extending corridor. Once it has extended, proceed west along it to an Apocrypha. Activating this transports you to another on a balcony overlooking the area with the Lurker and the acid pool.
Credit: Antioch/Bethesda Softworks/eGDC LtdOn this balcony area is a book, Blessed Bone. Take this, and the stairs in front of the door south of the acid pool will unflatten. Go back the way you came, via the Apocrypha, and now go east from the acid pool area.
Following the passage east you will enter a room with a Seeker and a Scrye. The Scrye opens the door in the south wall of the room. Go through this and onto a small area overlooking a deadly drop with another Scrye. This one raises a bridge. Cross it, and follow the path upwards, past another Seeker, to another drop with another Scrye. Activating this one uncurls two bridges which join together. Cross them to a small area with another acid pool inhabited by a Lurker and an Apocrypha.
Credit: Antioch/Bethesda Softworks/eGDC LtdReading this one leads to a small area with a Seeker and the book Fleeting Flesh on a stand. Taking this book causes the floor to dissolve and the player to appear in the area above the acid pool in front of the previously flattened stairs, probably disturbing the Lurker when the pool is landed on, if it hasn't already been disturbed earlier. The door at the top of the stairs also opens. Go through the door and proceed to the end of the passage, where there is another Apocrypha.
Reading this one will result in you being transported to an area where there are many different Apocrypha. The entrance Apocrypha is mostly surrounded by an acid pool from which tentacles can attack. There are stairs from this to the south west, and partway up the stairs from it there is a landing with an acid pool in the centre, from which more tentacles can appear.
In the part of this section with the most Apocrypha, there is a small area that has three in, one to the north, east and west. Use the one to the west.
In the new room, there are two Seekers and a Scrye in the west, near the top. Activate the Scrye, then head eastwards, out of the room and across a bridge. There are two more Seekers in different portions of the next part. Find a Scrye next to an acid pool, from which tentacles may attack, and activate it to open a gate to the south. Continue through and activate another Scrye to open another gate.
To exit this area, head east across a bridge onto an island area. The only way from here is to the southeast across another bridge. Cross this bridge, and there will be another Scrye that opens the gate leading into an area with an acid pool inhabited by a Lurker.
ICredit: Antioch/Bethesda Softworks/eGDC Ltdn the northwest area of the room is a Scrye which will open a gate to the southeast. Shackled Soul is on a pedestal in the southeast portion of this room. Take it, and it will raise two bridges and drop a third, the one that was originally used to get onto the centre platform.
Head northwest out of the room to the centre platform, then take the now raised bridges to the northeast and use the Apocrypha in the small area at the end. This will take you back to the zone with many Apocrypha, on a raised area. Make your way down to the floor, although there is some loot to get first if desired.
In the eastern portion of this section, to the south of the Apocrypha through which it was originally entered, there are two overlapping ones on the local map. Use the northernmost of these to be transported to another area. Continue through to the southeast to a room with two Seekers in it. There is an Apocrypha up a slope in the eastern portion. There is also loot that can be obtained from an area below this, which can only be reached by a gap to the east.
The Apocrypha at the top of the ramp brings you out on an upper level of the large room. Follow the path around to the south, then east, then north, following the border of the room. There are two Seekers in this area, and combat with them will probably disturb the Lurker in the acid pool in the room below, assuming it has not already been disturbed. If it is disturbed, and not already dead, killing it from a distance whilst on the upper area is the safest way of dealing with the Lurker.
Credit: Antioch/Bethesda Softworks/eGDC LtdAt the end of the upper area is a pedestal with Binding Blood on it. Taking this will cause stairs to raise around the platform in the centre of the room below. Head back the way you came and return to the area with many Apocrypha, or simply jump down from the upper area, which will probably cause a bit of damage.
The area to the south of that containing many Apocrypha is a large room with a platform in the centre, the stairs to which should now be raised, an acid pool containing a Lurker, who may well be dead by now, and four pedestals in areas around the side.
Place the four books you have recovered so far as follows:
Credit: Antioch/Bethesda Softworks/eGDC LtdPlace Blessed Bone on the pedestal surrounded by bones on the eastern side.
Credit: Antioch/Bethesda Softworks/eGDC LtdPlace Binding Blood on the pedestal surrounded by blood and bloody bones, also on the eastern side.
Credit: Antioch/Bethesda Softworks/eGDC LtdPlace Fleeting Flesh on the pedestal surrounded by dead Draugr, Burnt Corpses and Desecrated Corpses on the western side, which will cause six wall mounted sarcophagi containing Draugr to open, in the manner of ambush Draugr, but all the Draugr in them are dead.
Credit: Antioch/Bethesda Softworks/eGDC LtdPlace Shackled Soul on the pedestal overlooking an abyss filled with swirling purple light, also on the western side.
Credit: Antioch/Bethesda Softworks/eGDC LtdOnce they have all been placed, an Apocrypha will appear on the centre area, which should be used. This will result in you being being transported to the north end of a long room with two Seekers in it.
On the west wall of this room is a Gate with a Scrye beside it. Use the Scrye to open the Gate and go inside the room, where there is another Scrye. Using this opens a Gate on the east wall. Go inside this and use the Scrye there, which unfolds the stairs at the south end of the room. Go through the door at the top of the stairs, although there is quite a bit of treasure in the other areas, so loot them if desired. That also holds for the next area, too.
Follow the passage, through an extending corridor, until you come to a T-junction with passages going east and west. Go east until you come to another junction, with passages going north and east, and go north. Follow this passage until you reach another T-junction, with passages going east and west. Go west, until the passage there collapses, then go back east, where the passage that way will have extended.
Credit: Antioch/Bethesda Softworks/eGDC LtdKeep following the passage until you come to an open area with a pedestal to the south, on which is the Black Book: Whispers of the Veil. Save the game before reading the book, as there is an occasional bug that may stop you from proceeding after the book is read.
Credit: Antioch/Bethesda Softworks/eGDC LtdRead the book and you will gain the spell Unbind Soul and the Ritual Notes, the latter explaining how to become a Lich. This completes this quest and the next one, The Path of Transcendence, will start.
Credit: Antioch/Bethesda Softworks/eGDC Ltd"I have uncovered the forbidden knowledge contained in the Black Book "Whispers of the Veil" from deep within Apocrypha. The arcane secrets of transcendence have flooded my memory and I now know the lost rituals necessary to make myself an undead Lich. I have commited the ritual and it's components to parchment, and with the proper materials and preparation, I will have the means to become immortal. "
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