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Walk in a straight line, like E to W or N to S then move over within your POV (point of view) and walk in the opposite direction. With multiple paths that are hard to keep track of, drop a torch as a marker.
And tbh it is not as bad as it used to. When i first went there the entire palce was filled with a thick mist so you could not see very much in front of you. Nowdays the mist is gone (patched out?) so it is not as bad as it used to be.
Second time in I just wanted it over and done with so I basically ignored the buildings and went straight for Seranas mother, then straight for a tower, to my surprise on the way was Arvak and to my further surprise it gave me a summon spell, Jiub was also nearby.
It seems almost like they put these things along the way if you go straight to the quest markers/towers so you can spot them, but if you diverge, explore, you can very easily miss them because its such a large empty area.
I don't like the Soul Cairn mostly just cause its a pain to travel in and the lack of interesting quests but I'm glad I know how to get the horse easily now and would prioritize it if I started another new character.
Exactly!
It's still not my preferred area or quests either, even if now I know better how to do them.
But it's not the only time where I discovered that replaying this game makes you like it even more because you discover things you missed or didn't know how to handle before :)
I hope in the next Elder Scrolls game they find a balance between the 'go to the exact quest marker point' and 'wander around the Soul Cairn and Skyrim and look everywhere and hope you get lucky'.
So quests can give you hints as to places but you still need to find them, lets save you know the name of the cave and its in the reach but its up to you to explore and find it and things like finding Arvaks skull can give you regions of the Soul Cairn to explore or something so you can at least narrow and focus your search. Perhaps you can get or buy clues for a quest like Stones Of Barenziah, pay the Thieves Guild to find one, after a few days they come back with a clue or location (this way you cannot just spam out the locations all at once so there is still some challenge).
The current choice of it either showing you exactly where to go or not giving you any hints whatsoever is a really sucky system.
But this system of questmarkers or no clue at all is too extreme, yes..
Yeah and I use one for Stones of Barenziah, but thats the point, its either absurdly vague and difficult to find everything or you turn it into somehow the character knows exactly where the thing is from across the other side of the world and removes all the challenge of exploring.
Those extremes suck. Extremes in those sort of things often suck and its made way worse when you combine them in the same game because usually someone will gravitate to one style of another, including both means you'll alienate alot of people from doing stuff.
I found the issue when I tried playing Red Dead Redemption 2, I'd heard all these great things, open world, you name it, but I played and spent the first couple of hours in a walking simulator doing missions in an extremely narrowly defined way with (as far as I could tell) zero room for change. I was even pushing the control stick in the wrong direction at certain points to see how auto my character was during the missions.
Then once you finish that chapter apparently you can roam the world and do lots of RPG stuff, but by that point I was fed up and ruined the game by just running around shooting people out of frustration. That game needed to pick a lane and so did Skyrim, either stick to the very simple quest markers or allow the player to get by on hits and notes, not the awful mix of all or nothing.