Skyrim Wyrmstooth Official Strategy Guide

40
  1

description

The official strategy guide for The Elder Scrolls V Skyrim: Wyrmstooth, a new lands mod.The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and is there something more sinister behind it? An immersive new quest that takes you to the large island of Wyrmstooth. Battle across new landscapes and through new dungeons in this unofficial expansion for The Elder Scrolls V: Skyrim.The quest begins for players at level 10 and above after you have been summoned by the Greybeards. Theodyn Bienne, a courier for the East Empire Company, will track you down wherever you are in Skyrim (or elsewhere) starting from the Bannered Mare in Whiterun and will deliver to you an important message. The task seems simple enough; slay a dragon that's stirring up trouble. But things are never that simple...http://www.nexusmods.com/skyrim/mods/25704

Transcript of Skyrim Wyrmstooth Official Strategy Guide

  • 1

  • 2

    3

    4

    5

    6

    12

    DRAGON HUNT 12

    BARROW OF THE WYRM 14

    RETRIEVING EMBERSUNDER 24

    ROBBED BLIND 24

    REPAYING A DEBT 25

    WRAP ME UP 25

    UNWANTED GUESTS 26

    RECLAIMING THE PAST 26

    SOMEONE WITH BACKBONE 27

    A HOWL LOAD OF TROUBLE 29

    A PRICELESS COMMODITY 30

    ANIMAL BOUNTY 31

    BANDIT BOUNTY 31

    VAMPIRE BOUNTY 32

    WARLOCK BOUNTY 32

    BLIND ROBBERS CACHE 33

    34

    CALL OF THE WILD 34

    CALL OF THE DEAD 34

    CURE DISEASE 34

    CURE POISON 35

    EASE BURDEN 35

    FADE OTHER 35

    ICE VOLLEY 36

    NIGHT EYE 36

    CONJURE DRAUGR WIGHT 36

    CONJURE DRAUGR SCOURGE 37

    CONJURE DRAUGR DEATHLORD 37

    CONJURE DRAGON PRIEST 37

    CONJURE MUDCRAB 37

    TRANSMOGRIFY 38

    39

    FIIK LO SAH (PHANTOM FORM) 39

    40

  • 3

    All you need to start Wyrmstooth is an installation of The

    Elder Scrolls V: Skyrim with patch 1.8 or higher.

    To ensure Wyrmstooth has been installed completely, make

    sure these files have been copied to your

    \Steam\steamapps\common\skyrim\data folder.

    Wyrmstooth.esp

    Wyrmstooth.bsa

    WyrmstoothReadme.txt

    Then run the Skyrim Launcher, go to Data Files and make

    sure Wyrmstooth.esp is ticked. Click OK and you should be

    good to go.

    Once Wyrmstooth is installed, youll find two new NPCs in

    The Bannered Mare in Whiterun: Theodyn Bienne and

    Lurius Liore.

    The main quest begins when you meet quest starting

    requirements: you need to be at least level 10 and have

    defeated your first dragon in the main quest.

    Theodyn Bienne, an Imperial Courier, will track you down

    starting from The Bannered Mare in Whiterun. He travels on

    foot to your current location to deliver a message.

    Note: If you fast travel it may take some time for him to catch

    up to you. Waiting 24 hours in any of the major holds should

    give him enough time to find you. Alternatively you may

    randomly come across him from time to time walking the

    roads of Skyrim.

    Listening to his message starts Dragon Hunt, the first quest

    in Wyrmstooth.

  • 4

    Even though the main quest is open to players level 10 and

    up, Wyrmstooth can be a challenging place.

    In Wyrmstooth youll be teaming up with a group of

    mercenaries to battle through one of the largest dungeons in

    Tamriel. This team dynamic will help you clear through the

    hordes of enemies youll be facing along the way, but it can

    also be a challenge in and of itself.

    Dont worry about accidentally striking your team mates in

    combat, Im sure theyll forgive you, but you may find

    yourself getting quickly overwhelmed by enemies should

    your team mates end up getting knocked out. Ensuring they

    stay in the fight is crucial!

    Before travelling to Wyrmstooth during the quest Barrow Of

    The Wyrm, visit a trader and stock up on the following:

    Healing Potions

    Resist Fire Potions

    Resist Ice Potions

    Resist Shock Potions

    Resist Magic Potions

    Youll be fighting through hordes of the undead, so learning

    some turn undead spells may also prove useful.

    The weapons of choice are:

    Dawnbreaker: Obtained through the Break Of Dawn side

    quest. Useful for repelling the undead.

    Dragonbane: Found in Skyhaven Temple. Useful in the

    final fight against Vulthurkrah.

    It may also be a good idea to do the side quest The Only

    Cure to obtain the Spellbreaker shield. This will help you in

    the final fight with the dragon Vulthurkrah as well as with

    a powerful spell caster youll be facing in the side quest

    Someone With Backbone.

    Any apparel enchanted to resist magic will help immensely in

    the above mentioned side quest. Even at level 70 you may

    find this encounter challenging. You have been warned.

    Tip: Make sure youre fully equipped to take on any

    challenge before travelling to Wyrmstooth. Dont forget to

    stock up on arrows.

    Other then that, take it slow and dont rush through the

    dungeon. You may encounter powerful enemies well in

    excess of your current level that will require the cooperation

    of the entire team to take down.

    If you come across a difficult encounter, let the mercenaries

    draw the attention of the enemy, then use that opportunity to

    strike. They cant die, you on the other hand can.

    And dont forget to save. By all the gods, save often!

  • 5

    The island of Wyrmstooth, as of version 1.14. New content

    is always being added with each new release so the

    appearance of the island may differ in the future.

    The main regions of the island are:

    Western Forests Speckled with the giant emperor parasol mushrooms from Morrowind. This part of the island

    is primarily occupied by the imperials, though marauders are

    known to stray into this region.

    Central Mountains The jagged peaks surrounding the steam pools. Home only to wolves and other beasts.

    Steam Pools A somewhat habitable area surrounded by the central mountains. First arrivals may be in for a bit of a

    surprise here; keep your sword at the ready or get ready to

    make a break for it..

    Northern Marshes A miserable place permanently engulfed in bad weather. Only miscreants operate here far

    from civilization.

    Eastern Glaciers Home mainly to wild animals and lost travellers.

  • 6

    Wyrmstooth Docks: Where you first step foot onto the island. Its a short distance west from Fort Moonwatch. You

    wont find much in the warehouse aside for some of the new

    liquor included in the mod.

    Fort Moonwatch: When you first step foot onto the island this fort will be occupied by bandits. Once the dragon

    has been defeated the imperials will reclaim the fort after the

    imperial mining settlement begins to rebuild.

    The design of the island of Wyrmstooth took approximately

    five months of work to complete.The landscape was shaped

    by hand and every object; every rock and plant, was hand

    placed. Take the time to explore; Ive scattered many hidden

    treasures and references around the island for those with a

    keen eye to discover.

    Dunyicks Camp: A small camp south of Fort Moonwatch. Speak to Dunyick to start the side quest Howl

    Load Of Trouble. A dibella statue can be looted here for

    some extra gold.

    Waylayers Watch: An old imperial tower near Dunyicks Camp, occupied by bandits when the Dragonborn

    arrives. A chest here can be looted for some extra gold but

    watch out for the archer at the top.

    Hags Perch: A lone hagraven lives here southwest of Waylayers Watch. Draw the hagraven out of her home to

    defeat her or use JaShavi-Dars newly available Placeable

    Bear Traps to trap the entrance.

  • 7

    Tomb Of Vulom: A cave west of Chillwater Mill. Speak to Vuloms skull to begin the side quest Someone With

    Backbone. Search through the ruins for loot you may find

    useful towards the end of this quest.

    Chillwater Mill: A mill south of Waylayers Watch, home to Yngfa and Balmir. Imperials also keep watch over the mill

    to ensure bandits dont overrun the southern roads and

    encroach into the mining settlement.

    Imperial Mining Settlement: Follow the road east from Fort Moonwatch to reach the mining settlement. Once

    the dragon has been defeated, the imperials will help the

    surviving residents rebuild the town.

    Wanderers Camp: A camp south east of Chillwater Mill, occupied by random NPCs. A good place to find some

    randomly spawned loot including healing potions and

    cooking ingredients.

    Fort Valus: An old imperial fort north east of Wanderers Camp. Entering any buildings at Fort Valus will start the side

    quest Reclaiming The Past. The fort will periodically be

    targeted by marauders, witches and other hostile groups.

    Wulfmeres Watch: Follow the road south then east from the Imperial Mining Settlement and youll come across

    this abandoned nordic tower. Youll find some randomly

    spawned archery-related gear inside.

  • 8

    Dwemer Lift: Youll find two dwemer elevators around the island that can be used to travel to and from Dimfrost.

    One on the road south of Wulfmeres Watch and another in

    the steam pools.

    Wreck of the Salty Knave: An old shipwreck now used by the marauders to store their haul from Wyrmstooth

    Barrow. Keep your eyes and ears open after you enter; a

    party of marauders just might be coming home...

    Twinpeak Tower: A nordic tower overlooking the steam pools, occupied by a group of marauders. Either draw them

    out one by one or siege the tower with the mercenaries in

    tow.

    Hunters Shack: A small shack in the centre of the steam pools. Two hunters live here which you can buy and

    sell from. Check their shack for mostly cooking and

    alchemical supplies.

    Gronndal Grove: A spriggan sanctuary north of Hunters Shack. Speak to Bolmar to start the side quest A

    Priceless Commodity. The miners outside may be targeted

    by the dragons that emerge from the steam pools.

    Krakevisa: A nordic building north of the Wreck of the Salty Knave, home to a large coven of warlocks. Youll find

    all manner of spell tomes here, many of which you wont find

    back on the mainland.

  • 9

    Stormcloak Camp: A camp east of Krakevisa. While the civil war doesnt reach as far north as Wyrmstooth, the

    Stormcloaks have established a small presence here to keep

    an eye on imperial operations.

    Hermans Holdout: An eery experience only for the truly brave adventurer. North of the Stormcloak Camp youll

    find a dungeon completely devoid of light, so bring lots of

    torches or learn the Candlelight spell.

    Coldwave Crescent: A small cave occupied either by wild animals, trolls or ice wraiths. The equipment of

    whomever they kill lays scattered here for the brave

    adventurer to find.

    Bloodstone Camp: A giant camp north of the steam pools and southeast of Coldwave Crescent. Most arent

    foolish enough to steal from the giants who graze their

    mammoths here.

    Ruined Homestead: Marauders currently occupy this ruined homestead south of Bloodstone Camp in the central

    mountains. Youll find food, supplies, plus loot collected by

    the marauders.

    Dark Brotherhood Sanctuary: On the northeast tip of the island youll find an abandoned Dark Brotherhood

    Sanctuary you can use as a free player home. But youre not

    the only one who has their eyes on claiming this place...

  • 10

    Wyrmstooth Barrow: East of the steam pools youll find Wyrmstooth Barrow, one of the largest dungeons in

    Tamriel. Stock up on supplies before you enter, who knows

    how long youll be spending down in its depths.

    Wyrmstooth Crypt: Use the crypt exit to give yourself a breather before taking on the rest of the dungeon. This

    side exit marks the half way mark through Wyrmstooth

    Barrow. Restock your supplies before returning.

    Blind Robbers Bluff: A cave east of Wyrmstooth Barrow used by the marauders as a place to store the loot

    they pillage from around the island. However only the

    marauder boss has the key to the store room...

    Chillbone Camp: A short distance south of Blind Robbers Bluff. Read the note on the platform next to the

    corpse to learn the location of the marauder boss with the

    key to Blind Robbers Bluff.

    Haetars Cave: South of Chillbone Camp youll find Haetars Cave, the site of a rather gruesome showdown

    between the draugr and a group of Thalmor. Plenty loot can

    be found here from the deceased of both parties.

    Stendarrs Outpost: Along the road south of Wyrmstooth Barrow youll find Stendarrs Outpost; a small

    commune of Vigilants locked in a state of conflict with a

    nearby vampire coven...

  • 11

    Bloodfrost Burrow: A vampire coven south of Stendarrs Outpost. Youll find some rare alchemical

    ingredients here but its ill-advised for the casual adventurer

    to enter this place under equipped. Very ill-advised!

    Imperial Camp: This camp is set up while the player is down in Dimfrost and will be packed up once the dragon has

    been defeated and the mining settlement begins to rebuild.

    The soldiers are then transferred to Fort Moonwatch.

    Cragwater Camp: The marauders main base of operations, south of the steam pools. This place is crawling

    with marauders so those entering are in for a fight. The

    payoff though is all the loot theyve collected.

    Dimfrost: An enormous underground region spanning the length and breadth of the island and the reason why the

    dungeon on Wyrmstooth is considered one of the largest in

    Tamriel. Beware the hordes of falmer that claim this place.

  • 12

    As of version Wyrmstooth 1.14 the mod consists of the

    following 15 quests:

    Main Quests:

    Dragon Hunt

    Barrow Of The Wyrm

    Side Quests:

    Retrieving Embersunder

    Robbed Blind

    Unwanted Guests

    Reclaiming The Past

    Repaying A Debt

    Someone With Backbone

    Howl Load Of Trouble

    Wrap Me Up

    Priceless Commodity

    Miscellaneous Objectives:

    Animal Bounty

    Vampire Bounty

    Warlock Bounty

    Bandit Bounty

    Tip: If you start Someone With Backbone before finishing

    Barrow Of The Wyrm, youll have the mercenaries along for

    the ride to help you with the final fight against Vulom.

    The order in which you do the side quests and

    miscellaneous objectives is up to you. Once you finish

    Barrow Of The Wyrm you are free to explore the island as

    the imperial mining settlement begins the process of

    rebuilding.

    The mining settlement will finish rebuilding after a week in-

    game, after such time you will have access to an additional

    trader and boarding services at the inn.

    DRAGON HUNT

    The first quest of the mod and the quest you will need to

    complete before you can travel to the island of Wyrmstooth.

    Dragon Hunt starts once the player reaches level 10 and

    has defeated their first dragon at the Western Watchtower

    in Whiterun. Once the Greybeards summon you to High

    Hrothgar, an imperial courier named Theodyn Bienne will

    track you down and deliver a message.

    You are to speak to Lurius Liore of the East Empire

    Company currently staying at the Bannered Mare in

    Whiterun concerning some trouble with a dragon.

    Objective: Speak to Lurius Liore at the Bannered Mare in

    Whiterun.

    Follow the quest marker to Lurius Liore. He sandboxes

    throughout the Bannered Mare so he might be upstairs when

    you arrive.

    Hell tell you about a troublesome dragon thats straining

    trade routes throughout Skyrim. With the cooperation of the

    jarls hes managed to raise a large bounty to stir enough

    sword-wavers into action should his plan fail.

  • 13

    His plan is a rather simple one; gather a group of

    mercenaries that are highly skilled but diverse in their

    respective talents and corner the dragon wherever its

    currently roosting. The only thing missing in this equation is

    you, the Dragonborn.

    The team will consist of the following mercenaries:

    Athir: A dual-wielding Redguard warrior, former Alikr before leaving that life behind in favour of mercenary work.

    Daenlit: A bosmer and highly skilled sharpshooter from the forests of Valenwood.

    Shargam: An orc berserker from the stronghold of Narzulbur.

    Elmera: A talented Altmer spellcaster with a penchant for mudcrabs. (Seriously, check her inventory...)

    You are to meet up with them on the road to Falkreath. Athir

    has been tracking the dragon and should know of its location

    by the time you arrive.

    Objective: Meet up with the mercenaries on the road fo

    Falkreath.

    Go to Helgen then take the road west towards Falkreath.

    The mercenaries will be waiting for you alongside the road

    east of Pinewatch.

    Objective: Find and defeat the dragon at Ancients Ascent.

    Travel with the mercenaries to Ancients Ascent; nordic ruins

    with a word wall in the mountains south-east of Falkreath.

    When you arrive the dragon will be waiting for you, but things

    wont quite go as planned...

    Vulthurkrah greets the player but, rather than do battle here

    and now, invites the player to challenge him in his lair on the

    island of Wyrmstooth.

    With little stopping the dragon, Vulthurkrah departs leaving

    the Dragonborn and the mercenaries behind.

    Objective: Speak to Athir.

    Athir will offer his two cents over what just happened,

    lamenting an obvious flaw in their plan. He also draws a

    connection between Lurius involvement and the dragons

    mentioning of Wyrmstooth.

    Objective: Return to Lurius Liore.

    Lurius reveals this isnt the first time hes sent mercenaries

    after that dragon. A fortnight ago the dragon first appeared

    on Wyrmstooth near the mining settlement he oversees,

    killing miners and burning trade caravans. After a failed

    attempt at putting the dragon down it headed south and

    began terrorizing trade routes in Skyrim.

    The East Empire Company, seeing this as his failure,

    assigned him to the task of finishing what he started. It

    seems that things have come full circle and now he must

    return to Wyrmstooth, with a new group of mercenaries to

    once again try and put the dragon to the sword.

  • 14

    BARROW OF THE WYRM

    Travel with Lurius Liore to the docks at Solitude or fast travel

    there.

    Objective: Speak to Lurius at the Docks in Solitude.

    Note: If you fast travel to Solitude you may arrive before

    Lurius. Either wait a few hours at the docks until hes caught

    up or rent a room at the Winking Skeever and get some rest.

    Wyrmstooth is an island situated north of Solitude in the Sea

    of Ghosts. Its going to be cold, wet and miserable, so dress

    appropriately!

    Once you find Lurius standing on the deck of the Red Wave,

    speak to him and let him know youre ready to depart for

    Wyrmstooth. The screen will fade to black and youll be on

    your way.

    Warning: You will only have access to one trader on

    Wyrmstooth until the dragon has been defeated. Make sure

    to stock up on everything you need before you depart.

    Listen to Lurius give the mercenaries a pep talk then follow

    him to the Imperial Mining Settlement.

    Objective: Follow Lurius Liore.

    Follow the road leading from the docks to Fort Moonwatch.

    When you first arrive on the island, this fort will be occupied

    by marauders. Fight your way through them then continue on

    the road east.

    Note: Marauders are like bandits but have a higher chance

    of wearing heavy armour so they may take longer to bring

    down.

    Lurius and the mercenaries will meet up with you at the

    mining settlement if you decide to hang back and finish

    clearing the fort. Otherwise, keep following the group.

    When you arrive at the mining settlement the place will be

    ablaze. The inn will be destroyed along with several houses

    and bodies will be strewn about the streets. Looks like the

    dragon finally struck the mining settlement while Lurius was

    away.

    Approach Lurius and hell vent his frustration over the dragon

    attack. The imperial walls were meant to keep out bandits,

    not dragons and the villagers likely didnt stand much of a

    chance.

  • 15

    Elmera and Theodyn will stay behind to take care of the

    survivors, the others will head to Wyrmstooth Barrow on the

    other side of the island to flush out the dragon.

    If you follow along with Lurius hell talk about the island along

    the way. Otherwise, if you want to explore the island on your

    own first, you can meet up with the group inside the entrance

    of Wyrmstooth Barrow when youre ready to continue.

    Speak to JaShavi-Dar if you need to do some last minute

    trading. Hell be sitting outside the Tradehouse being healed

    by Elmera. Despite his injuries hes still happy to trade with

    you.

    Objective: Enter Wyrmstooth Barrow.

    To get to Wyrmstooth Barrow, follow the road south from the

    mining settlement, then east through the central mountains

    toward the steam pools.

    When you get to the steam pools, prepare for trouble. The

    dragons Nehkrahqeth and Nehfrinqeth will burst out of the

    water in a surprise attack.

    Both of these dragons together can give low level players a

    run for their money so fighting them alongside the

    mercenaries is the best option.

    Tip: Use the stone pillars as cover and let the mercenaries

    draw their attention. If youre a melee warrior, use a shield-

    bash to stagger the dragons or a dual-casted destruction

    spell if youre a mage.

    Even if you let the mercenaries travel ahead, youre not

    alone in this fight. A friendly giant wanders the steam pools

    and will lend his assistance. The miners standing outside

    Gronndal Grove are also useful for...keeping the dragons

    distracted. The two hunters from Hunters Shack are also

    likely to join in the fight as well, providing ranged support.

    But if youre really not confident about this fight theres an

    option open to you: find cover, wait until something or

    someone is distracting the dragons, then run as fast as you

    can to the barrow.

    Bandits are occupying the entrance of Wyrmstooth Barrow

    so youll need to fight your way in. The way forward past the

    first room however is blocked by a closed gate. A pedestal

    stands in front of it and will require a sword to open.

    Objective: Search the barrow entrance for a clue.

    Lurius will suggest searching around the entrance for clues.

    Find and read the bandit journal on a barrel left of the

    entrance to learn about the sword that slots into the gate and

    its current location.

    Tip: If Lurius isnt here yet, you dont need to wait for him to

    tell you what to do. You can do your own investigating and

    read the bandit journal to continue the quest.

    Turns out the marauders are storing their loot in an old

    shipwreck on the coast. Thats where youll find the sword

    that opens the gate.

    Objective: Retrieve Goreduster and enter the barrow.

  • 16

    Travel to the Wreck of the Salty Knave. Its east of the

    Imperial Mining Settlement along the coast. You can get

    there by travelling through the steam pools up the mountains

    past Gronndal Grove then down towards the coast.

    Tip: Dont get too far ahead of the mercenaries. As soon as

    you enter the ship youll trigger the return of a party of

    marauders.

    Grab the Goreduster sword and get ready to take on a mean

    bunch of marauders. Theyll have a couple archers and a

    pretty strong spell caster in their party so theyre likely to give

    you a bit of trouble.

    The sword itself has the unusual power of being able to

    resurrect any corpse it strikes, so it might be fun to test it out

    on the marauders.

    If youre the peace-loving type, theres always the option of

    fast-travelling back to the barrow before they get too close.

    Place Goreduster in the pedestal to open the gate and head

    forth into the barrow.

    Objective: Explore Wyrmstooth barrow.

    In the next room youll encounter Alberthor, an eccentric

    mage studying the draugr. Hell describe an ancient magma

    chamber deep below the island and that, if anywhere, the

    dragon will likely be roosting in. Since the barrow digs deep

    into the mountains its possible theres a way in through one

    of the deeper chambers.

    However there is one slight dilemma, follow Alberthor to find

    out what that is.

    Objective: Follow Alberthor.

    Follow Alberthor as he rushes through his study to another

    closed gate.

    Behind the gate stands a draugr. Approach Alberthor to find

    out what thats all about.

    Alberthor has been researching ways to control the draugr

    but this one mustve accidentally bumped a switch along the

    way, closing the gate by accident. He needs a test subject to

    try out a new spell hes been working on. Thats where you

    come in.

    Objective: Let Alberthor cast the spell.

    If youre not ready yet for Alberthor to cast the spell, hell be

    waiting for you in front of the gate until youve composed

    yourself.

    Objective: Find the switch to open the gate.

  • 17

    Once youre in control of the draugr, walk across the

    walkway, down the stairs and into the spider room. On the

    other side you can see another set of stairs. Head up those

    stairs, around the corner then turn left. Follow the

    passageways from there until you end up in a room with a

    switch.

    Approach the pedestal and the draugr will automatically pull

    the lever.

    Tip: Swing your sword around. You can use your draugr to

    clear a path through these first few rooms.

    Alberthor ends the spell and congratulates you for having

    survived his experiment. Wonderful! Lurius will tell you hes

    heading back to the mining settlement to help coordinate the

    rescue effort and wishes you the best of luck. Youll need it.

    Objective: Find a way into the dragons den through the

    barrow.

    With the mercenaries in tow, press forward through the

    dungeon

    In the room past the lever youll encounter Draugr Ceremony

    Overlord. He shouldnt be too hard for the group to take

    down but he will use fear shouts that may cause the

    mercenaries to flee.

    Tip: If it looks like the Draugr Ceremony Overlord is about to

    shout, stagger him with a shield-bash or a dual-cast fireball.

    Also, watch out for the draugr archers above. Daenlit should

    be able to take them out herself but you can use Unrelenting

    Force to push them off their ledge.

    Continue on to the room with the altar, a closed gate and a

    sarcophagus on the far side; dont worry the switch is

    nearby. Go to the room on the left. Here youll find a pedestal

    with a lever, pull it to open a secret passage.

    Use the oil to burn the draugr that bursts out then pull the

    lever in the alcove window to open the closed gate in the

    previous room.

    In the next room youll find a spiral staircase heading down,

    but the gate is closed. On the far side is a lever, pull it to

    open the first rotating door.

    Tip: Dont pull the pull chain on the wall yet or youll end up

    getting struck by poison darts.

    In this room youll find 3 rotating pillars. On the far end is

    another lever thatll open the second rotating door to the

    room beside it containing the solution.

  • 18

    Rotate the first pillar twice so that Whale is pointing towards

    the door.

    Rotate the second pillar twice so that Snake is pointing

    towards the centre of the room.

    Rotate the third pillar once so that Eagle is pointing away

    from the entrance.

    Basically youre mirroring the solution in the other room.

    Now pull the pullchain on the wall to open the gate to the

    spiral staircase.

    Head down the spiral staircase and into the semi-collapsed

    tunnel. Youll see a room on your left containing some

    treasure and a patrolling draugr. Theres no way in, just

    ignore it and continue on.

    In the next room youll find a a helmet on a pedestal an

    obvious trap if ever there was one.

    If you have the telekinesis spell, use it to pull the helmet off

    the pedestal. Otherwise if youre fast enough you should be

    able to grab it and fall into the room below without getting

    singed by gouts of fire, but mind the draugr.

    Alternatively you can draw the draugr towards you then

    trigger the fire trap to catch the draugr in the flames.

    Continue on to the refectory. Its more straightforward than

    the temple but you will find yourself getting mixed up in huge

    battles between parties of draugr and marauders.

    Among the draugr and the marauders in the dining hall there

    are two enemies you need to watch out for: Anduril, a

    powerful warlock and the Draugr Kitchen Overlord, identified

    by the chefs hat hes wearing.

    Both parties will be locked in combat when you arrive. Use

    this opportunity to take out their respective leaders from a

    safe distance, then focus on the small fry remaining.

    Tip: If youre at a low level, you may end up getting one-

    shotted by the Draugr Kitchen Overlord. Do not approach

    him on your own.

  • 19

    On the left hand side of the dining hall youll find a series of

    windows overlooking a large open cavern. Its empty for now,

    but get yourselves ready for a huge fight between a large

    group of marauders and multiple waves of draugr.

    Head up the stairs on the far side of the dining hall and head

    left then continue through the corridors until you reach a

    room with a small group of marauders.

    Either fight the marauders and the draugr that burst out

    separately or jump over the marauders as theyre climbing

    up the stairs, trigger the draugr and have the draugr draw the

    attention of the marauders.

    Once everyones moshed out, use this room to wait for the

    mercenaries to catch up youre going to need them in the

    next fight.

    As you approach the lever to open the gate, you may already

    hear the marauders getting stuck into the draugr. Either wait

    for them to finish then head in to take on the surviving party

    or use the chaos to your advantage and get stuck into them

    while theyre distracted by the draugr.

    Tip: There are a lot of high-level marauders here including a

    Marauder Captain so dont rush in on your own. Let the

    mercenaries draw some of the heat and support them.

    As the fight rages on, two draugr patrols will walk in through

    both entrances to this chamber, so keep an eye on your

    back! The draugr patrol coming in from the front will walk into

    a bunch of bear traps placed by the marauders which will

    slow them down a bit.

    Once theyre down for the count, continue on to the crypts.

    When you get to the room with the oil, head to the closed

    gate on the left hand side of the stairs opposite.

    If you go up the stairs youll end up outside at a secondary

    exit.

    Tip: Should you need to resupply you can use this exit to

    fast travel back to JaShavi-Dar at the Imperial Mining

    Settlement then fast travel back to Wyrmstooth Crypt when

    youre ready to continue.

    Opening this gate will trigger a swinging blade trap. Either

    use Whirlwind Sprint or Ethereal Form to pass through it

    unscathed. Make sure the mercenaries have passed through

    the gate before pulling the pull chain on the other side.

    Youll find another room packed with draugr sleeping in their

    alcoves. Fight through them until you make it to the hall of

    stories and a nordic puzzle door.

  • 20

    Collapsed in front of the door is the corpse of a dead

    adventurer. Beside him or her youll find the Rusted Dragon

    Claw; check the claw for the solution which is: Eagle Whale

    Snake. The solution is also written on a bloodied note beside

    the adventurer.

    Youll find yourself fighting through another legion of draugr

    on the other side. Draugr will burst out two by two until their

    leader, Suleyk, bursts out of the boss sarcophagus at the

    top of the stairs on the opposite side of the room.

    Tip: Suleyk is a dangerous melee warrior with a wide range

    of shouts which he can use far more frequently than a

    regular draugr overlord. Make sure any remaining draugr are

    taken care of first so your entire team can focus on him.

    The most dangerous shout up his sleeve is Ice Form which

    can freeze both the mercenaries and yourself. He will also

    use Disarm so make sure you have a second weapon ready

    just in case. He carries an Ebony Battleaxe with a Drain

    Health enchantment so one on one combat with him is

    dangerous.

    Alberthor will join up with you once Suleyk has been

    defeated. The gate in the center of the room should open

    automatically. If it doesnt, use the lever beside the boss

    sarcophagus.

    Looks like this goes somewhere. Alberthor comments on the

    waste disposal shaft in the boss chamber, saying its so

    deep it likely breaks into Dimfrost the large underground

    magma chamber below the island. Only one way to find

    out...

    Note: Dont worry if your regular follower doesnt make the

    plunge. Theyll meet up with you once you exit the dragons

    den and return to the surface before the final battle.

    Another Note: If you lost the other mercenaries along the

    way, dont fret, theyll catch up with you here.

    That wasnt so bad, was it? Oh come on...

    Dont attack! Its just Alberthor posessing a falmer.

  • 21

    Before you enter Dimfrost, use this cozy little abode to

    prepare yourself for the onslaught of falmer youll soon be

    facing.

    Tip: Theres a thresher at the entrance. If you find yourself

    getting overwhelmed by falmer you can always lead them

    back to this place, activate the thresher at the entrance and

    watch them fall victim to its spinning blades.

    Youll find most crafting tables here along with a bunch of

    supplies so take the time to prepare yourself. Theres also a

    bed here if you need time to recuperate after fighting the

    draugr.

    Once youve prepared yourself, step into Dimfrost.

    Dimfrost can be a beautiful place...just dont step in the lava

    or youre sure to die a quick death.

    This section of the dungeon is enormous and nearly spans

    the length and breadth of the entire island. To avoid getting

    lost, try and stick to the road. When it branches, head right

    downhill towards the waterfalls and follow the road to the

    dwemer citadel.

    Tip: Use the lava pools to dispatch large groups of falmer

    easily. Falmer are blind and wont see the lava in front of

    them so use that to your advantage.

    Head towards the large dwemer sun sphere in the distance.

    Once you reach the entrance, Alberthor will tell you he cant

    control his falmer any further and will leave you to your own

    devices.

    Battle your way into the citadel then head towards the

    Luminatory.

    Tip: The falmer at the citadel are all in strategic positions.

    You may find it useful to walk around the perimeter first and

    dispatch any archers from the walls before charging in

    through the main entrance.

    Fight your way through the falmer in the Luminatory until you

    reach what appears to be a dead-end room with a lever in

    the floor.

  • 22

    Do not pull the lever until all the mercenaries are in the room!

    Once you pull the lever, the door behind you will snap shut

    and the room will start to fill with water. Swim your way to a

    passageway near the top.

    Follow the passageway into the dragons den.

    Tip: Its a good idea to wait for the followers to catch up

    before approaching the dragon.

    Vulthurkrah will explain his reason for luring you to the

    island. If you take a look around, youre not the only

    adventurer fooled into following him here. His goal is to

    collect an army of corpses to siege Tamriel and restore the

    age of the dragons and youve just fallen into his trap.

    Sensing the arrival of fresh victims the dragon departs

    leaving you behind, but only after deciding to raise the

    corpse of every single dead adventurer scattered about his

    den.

    Tip: If you decide to fight all the raised dead one on one

    youre in for one hell of a fight. Listen to Athirs advice and

    seek refuge on the platform behind the dragons perch. You

    can close the gate and wait until the raise dead spell wears

    off, then use the dwemer elevator to return to the surface.

    As the dragon flies away, it knocks a bunch of boulders

    loose from the cave walls so dont get crushed!

    Tip: You can disarm some of the raised dead by stealing the

    weapons off the corpses before the dragon speaks.

    Youll find a bunch of potions and poisons on a table at the

    far end of the platform. To the left of the table on the wall is a

    lever that activates a steam centurion. Use it to keep the

    raised dead distracted until all the mercenaries are on the

    platform then close the gate.

    Keep the gate closed until the Fallen Adventurers are once

    again fully dead then flip the lever facing the dwemer

    elevator to open it.

    Objective: Defend the mining settlement from Vulthurkrah.

    Lurius will be waiting for you outside the dwemer elevator

    and fills you in on what youve been missing while you were

    flushing the dragon out.

    The Empire, having lost its patience with the hunt, decided to

    send an imperial contingent to speed things up.

    Unfortunately this move plays into the hands (or claws) of

    the dragon looking for more bodies to fill his lair.

  • 23

    Plan A: You rush ahead of the imperial carriages and take on the dragon before the soldiers get the chance to jump into

    the fight.

    Pros: Cons:

    Reduces the number of casualties.

    No backup aside from the mercenaries.

    Plan B: You travel with the imperial carriages, wait for them to unload, then take on the dragon with a dozen legion

    soldiers in tow.

    Pros: Cons:

    Lots of backup.

    The dragon is likely to be put down quicker.

    Any legion soldier that dies in combat is automatically raised from the dead by Vulthurkrah to fight against you.

    Plan C: You return to Skyrim, go home, have a meal and let the whole thing blow over. Yes. This is a legit option.

    Pros: Cons:

    Well, if all else fails... Youre not exactly living up to your reputation as Dragonborn...

    Which ever plan you choose (with the exception of Plan C,

    naturally), combat starts once you follow the dragon back to

    the Imperial Mining Settlement.

    Note: The dragon may not attack immediately once youre

    within the walls of the mining settlement. Just give it some

    time; depending on how far away the dragon is it may take a

    few seconds before the battle begins.

    Vulthurkrah starts out with his Storm Call shout. This is the

    same shout the player can learn and its just as devastating -

    lightning bolts can wipe out the entire contingent of legion

    soldiers plus the mercenaries in a short amount of time.

    Tip: If you have any shock resistance potions, drink them.

    Otherwise, seek shelter under a roof when the lightning bolts

    start to come down as getting struck can drain a massive

    amount of health from you very quickly.

    Vulthurkrah will perch on the rooftops of buildings and uses a

    combination of fire and frost breath attacks. If you know the

    Dragonrend shout, use it to keep him grounded.

    Tip: Use the Spellbreaker shield to block all damage from

    his breath attacks, shield-bash him, then attack with a power

    attack.

    Once Vulthurkrah is down for the count, absorb his soul and

    collect your bounty from Lurius Liore.

    Objective: Receive your reward from Lurius Liore.

    Lurius should be hanging back from combat. Hell either be

    hiding somewhere along the road to the mining settlement or

    hell be outside the Tradehouse.

    When the battle is over, hell seek you out to present your

    reward.

    Now that things have been concluded, the arduous process

    of rebuilding the town begins. The repairs take time but it

    should be complete in about a week in game time.

    Stop by every now and then and see how its progressing as

    you continue your exploration of Wyrmstooth.

  • 24

    RETRIEVING EMBERSUNDER

    This favour quest for Athir can be started once you defeat

    Vulthurkrah at the Imperial Mining Settlement on

    Wyrmstooth. Speak to Athir and ask him Is there anything I

    can do to help?

    Athir will talk about an hierloom, a sword named

    Embersunder, that hes been searching for in The Reach.

    The only place he hasnt yet searched is Hags End, south-

    west of Solitude.

    Objective: Retrieve Embersunder.

    The objective is simple enough, find the sword and return it

    to Athir. Retrieving anything from Hags End, however, is no

    simple task The place is filled to the brim with forsworn,

    hagravens and witches so make sure you come prepared.

    Once youve fought through the forsworn camp at Deepwood

    Redoubt, enter the nordic ruins of Hags End. Fight your way

    through the witches until you reach the balcony outside. The

    sword should be next to boss chest.

    Objective: Return to Athir.

    Return the sword to Athir and collect your reward.

    ROBBED BLIND

    This favour quest for Daenlit can be started once you defeat

    Vulthurkrah at the Imperial Mining Settlement on

    Wyrmstooth. Speak to Daenlit and ask her Is there anything

    I can do to help?

    Daenlit will talk about a certain necklace shed like procured

    from the possession of a merchant in Solitude. Unluckily for

    you this person is Erikur, a thane of Solitude with influence in

    the court.

    Objective: Steal the necklace.

    During the day youll find Erikur in the Blue Palace by the

    side of Jarl Elisif. Therell be eyes everywhere so you may

    find it difficult to slip out of sight even with a high sneak skill

    to pickpocket the locket off his person.

    Wait until hes gone home and has gone to sleep before

    breaking in. Sneak into his room and swipe it off him, then

    return to Wyrmstooth.

    Objective: Return to Daenlit.

    Return the locket to Daenlit and collect your reward.

  • 25

    REPAYING A DEBT

    This favour quest for Shargam can be started once you

    defeat Vulthurkrah at the Imperial Mining Settlement on

    Wyrmstooth. Speak to Shargam and ask him Is there

    anything I can do to help?

    Shargam will talk about a debt owed to him by a man named

    Ulfgar currently staying in Markarth. He has lost his patience

    with the man and is no longer in the mood to wait for a

    repayment.

    Objective: Kill Ulfgar.

    Travel to Markarth and find Ulfgar. He should be idling near

    the entrance to the city, usually standing atop a walkway

    over the path to Understone Keep. Hell be surrounded by

    residents during the day, so wait until nightfall.

    Wait until the guards are out of sight then let him have it.

    Objective: Return to Shargam.

    Return to Shargam and collect your reward.

    WRAP ME UP

    Once youve helped Alberthor with his experimental mind

    control spell, ask him Is there anything I can do to help?

    Hell mention his stock of Wisp Wrappings is running low and

    that he needs someone to find some more.

    Objective: Find (0/8) wisp wrappings

    As Alberthor points out, you can find wisp

    wrappings...wrapping wisps. Helpful as always. Wisp

    Mothers are a rarity in Skyrim so the easier option would be

    to check Alchemy stores for their supply.

    Wisp wrappings may also turn up in the inventory of dead

    Alchemists, satchels and barrels.

    Objective: Deliver the wisp wrappings to Alberthor.

    Once you have 8, return to Alberthor for a random

    enchanted weapon.

  • 26

    UNWANTED GUESTS

    This quest can only be started once you finish Wrap Me Up

    for Alberthor by collecting 8 wisp wrappings. Speak to him

    once again and ask him Is there anything I can do to

    help?

    This time its slightly more serious. Alberthor has been

    feuding with a group of Thalmor holed up in Haetars cave.

    Hes been sending waves of draugr to stir them up, this time

    hes sending you.

    Objective: Kill the Thalmor spies.

    Travel to Haetars Cave on the eastern side of the island.

    When you get there watch out for the bear traps and bone

    chimes at the entrance thatll alert the Thalmor to your

    presence. Therell be a melee warrior in the first chamber

    and two wizards in the nordic ruins.

    Objective: Return to Alberthor.

    If youre a good sneak, sneak past the two wizards and head

    towards the word wall. A draugr overlord will burst out which

    you can use to distract the Thalmor.

    Return to Alberthor to collect your reward.

    RECLAIMING THE PAST

    Eventually youll come across the ruins of Fort Valus, an

    imperial fort south of the mining settlement now seemingly

    abandoned. This quest starts upon entering either the

    Muster, Common House or Barracks.

    Once Vulthurkrah has been defeated in the Barrow Of The

    Wyrm quest you can talk to Lurius Liore about purchasing

    the deed to the property.

    Objective: Ask Lurius Liore about Fort Valus.

    The base price of this player home is 30,000 gold. Youre

    buying an entire fort, not a snobbish mansion.

    Like other player homes in Skyrim, Fort Valus is fully

    upgradable. Speak to Lurius about upgrade options once

    youve purchased the fort.

    Most upgrades come with staff associated with the section of

    the fort youre rennovating. The staff you hire will live in the

    Common House.

    Tip: Hire guards by upgrading the prison. Youre not the only

    one who wants to claim Fort Valus. This is a player home

    youll need to defend!

  • 27

    SOMEONE WITH BACKBONE

    You can start this quest either by reading the book History

    Of Wyrmstooth or by entering the Tomb Of Vulom.

    As you delve deeper into the tomb youll hear a disembodied

    voice speak to you. Approach the sarcophagus at the centre

    of the cave and talk to the skull.

    Objective: Follow the disembodied voice.

    Vulom will tell you of his miserable fate. Beaten and torn

    asunder, his final wish is to be made whole once more so

    that he may find peace in the afterlife.

    This will require finding his arms, legs and ribcage which

    have been scattered around the island in nordic crypts.

    Objective: Find Vuloms bones.

    The first location we need to travel to is Fort Valus. If you

    already own the fort youre going to like this little surprise.

    Head right from the entrance and enter the blacksmiths

    chamber. At the far end of the room youll find a Wardrobe,

    open it to reveal a secret stairway. Head down then pull the

    pull chain to your left to open a passage into a witchs lair.

    Dont worry: if you live in the fort they wont come up in the

    middle of the night and murder your staff or steal your gear.

    Youll find a word wall with the first word of the Phantom

    Form shout youre likely going to need this shout later on

    so dont miss it. Collect Vuloms arms from the table to the

    right of the word wall.

    Tip: You can use the magicka font here to help level up your

    spell casting abilities. The font will restore your magicka to

    full and you can use it an unlimited number of times.

    If youre a spell caster you may want to take the time to level

    up your spell casting with the magicka font before continuing.

    The second place were headed to is Haetars Cave. Head

    past the corpses and into the nordic chamber. Approach the

    word wall and learn the second word of the Phantom Form

    shout. Just be aware that approaching the word wall will

    trigger a draugr overlord.

    Grab Vuloms legs and head out of there.

    The final place we need to visit is somewhere youve likely

    already been to: Wyrmstooth Crypt. If youve already opened

    the Wyrmstooth Crypt secondary entrance east of the barrow

    enter through there. Otherwise youre going to have to enter

    through the barrows temple entrance and work your way

    down into the crypts again.

  • 28

    Head back to the boss chamber but dont fall down the hole

    again. Head up the stairs and go straight ahead into the

    treasure room.

    Approach the word wall and learn the final word of the

    Phantom Form shout. Grab Vuloms ribcage and get out of

    there.

    Tip: If youre a conjurer, take the Conjure Dragon Priest spell

    tome from the altar, you may find it useful near the end of

    this quest. Also, mind the flame trap!

    Now that we have all the bones its just a simple matter of

    returning them, right? Wrong! Before we return the bones we

    need to do a little preparation. Spoilers: Youre in for one hell

    of a fight.

    Objective: Return the bones to Vulom.

    First, stock up on resistance potions; Resist Fire, Resist

    Shock, Resist Frost, Resist Magic. Preferably elixirs as

    theyre the most effective. If you need to travel back to the

    mainland and check each and every Alchemy store, do so.

    Second, enchant your gear (if you can) with elemental

    protections. Otherwise, bring whatever gear youve found in

    your travels that have elemental protections. If you have the

    Spellbreaker shield handy, dont forget it.

    Third, stock up on healing potions. Youve likely amassed

    quite a few during your travels already. Dont sell them off

    just yet.

    Fourth, temper your weapons at a grindstone or level your

    destruction skill as high as you can. If you need to spam

    some iron daggers at a forge to improve your smithing skill,

    do it. Youre going to need to hit as hard as a bus in the next

    battle.

    And lastly, bring the toughest follower you know.

    When youre ready, return to the Tomb Of Vulom and return

    the bones.

    Tip: Before speaking to him, drag the draugr corpses away

    from the sarcophagus as far as you can. A little preparation

    goes a long way.

    On the bright side, hell be happy you found his bones. As for

    your reward...

    Vulom usually starts by resurrecting a draugr overlord

    nearby (unless you moved it away). Now is the time to use

    the Phantom Form shout. This shout creates an unstrikable

    clone of the Dragonborn for 60 seconds that can be used to

    draw Vuloms attention while you retreat.

    The second spell he casts is the master level destruction

    spell Blizzard followed by Firestorm in quick succession. If

    youre standing nearby, both spells together are more than

    enough to easily kill even level 80 players so as soon as he

    flies out of his sarcophagus stand back until both spells have

    been cast.

    Next he starts casting Wall Of Storms which can quickly sap

    your health if youre standing still. By this time your follower

    is likely down for the count so you may want to heal him/her.

    Tip: When Vulom casts Blizzard, run back as fast as you can

    or use the Whirlwind Sprint shout to get out of there as hes

    about to cast Firestorm which packs a hell of a punch. He

    will always cast Blizzard before Firestorm so use that as your

    warning.

    If you see an orange spell in his hand its likely a healing

    spell, so stagger him with a shield bash or a dual-cast

    destruction spell. His healing spell can restore of his

    health which can make this a very long fight if youre not

    hitting hard enough.

  • 29

    Another strategy is to start Someone With Backbone before

    finishing Barrow Of The Wyrm so you can take him on with

    all the mercenaries in tow plus a follower of your choosing.

    Your reward for finishing him off is a staff that can be used to

    summon his shade. This is an incredibly powerful staff so

    recharging it will require more soulgems than normal.

    The Shade of Vulom is capable of casting all the same spells

    so use it wisely; otherwise you may end up killing off half of

    Solitude by accident...wink.

    A HOWL LOAD OF TROUBLE

    This quest is available by speaking to Dunyick at Dunyicks

    Camp south of Fort Moonwatch. Hell be sitting under a

    tree cradling injuries sustained during a bandit attack. He,

    however, is more worried about his wolf Faelor.

    Objective: Find Dunyicks wolf, Faelor.

    During the attack, his wolf ran off into the wilderness east of

    his camp. Follow the road to Wulfmeres Watch then head

    south past the Dwemer Lift until you come across a circular

    nordic ruin.

    Objective: Return Faelor to Dunyick.

    The wolf should be easy enough to find with its rust-coloured

    pelt. When you travel back to Dunyicks Camp youll find that

    youre too late. Having bled out from his injuries, theres only

    one thing is left for you to do.

    Objective: Eliminate the bandits that killed Dunyick.

    Youll find their camp west of Fort Valus. Put them to the

    sword and avenge Dunyick. The wolf can now serve as an

    animal follower. If you dismiss Faelor, shell go back to

    Dunyicks camp.

  • 30

    A PRICELESS COMMODITY

    Travel to the steam pools and speak to Bolmar. Hell be

    outside the entrance to Gronndal Grove with a group of

    miners. Seems like theyve discovered a rare ebony vein,

    problem is its being guarded by spriggans.

    Objective: Investigate the spriggans at Gronndal Grove.

    Enter Gronndal Grove and approach the Spriggan Matriarch.

    Youll get to choose one of two options here: serve nature

    and kill the miners, or serve the miners and kill the

    spriggans. You can take either route to complete this quest.

    Objective: Clear the spriggans from Gronndal Grove.

    Choosing to side with the miners will make the spriggans

    hostile. Chop them into firewood then return to Bolmar. Like

    all spriggans they can make nearby animals hostile towards

    you so watch out for angry rabbits.

    Objective: Return to Bolmar

    Speak to Bolmar and tell him the spriggans are dead to

    complete the quest.

    Otherwise if you sided with the spriggans you will need to kill

    Bolmar and the miners at the entrance. Just keep in mind

    that doing so is likely to give you a bounty on Wyrmstooth if

    you leave any witnesses behind.

    Objective: Kill Bolmar

    Objective: Return to the Spriggan Matriarch.

    Speak to the Spriggan Matriarch to finish the quest.

    There is no right or wrong way to complete this quest; thats

    your own moral choice to make.

  • 31

    ANIMAL BOUNTY

    Read a note labeled Animal Problem at the Imperial Mining

    Settlement near Gashnags Longhouse to start this

    Miscellaneous objective.

    Objective: Kill the bear south of Fort Valus.

    A bear has been interfering with miners travelling the

    southern road. Lurius would like the orcs to do something

    about it but you can spare them the effort and take care of

    this problem on their behalf.

    Find the bear along the roadside and show it whos boss.

    BANDIT BOUNTY

    Youll find a letter from Dunyick posted in the Tradehouse at

    the Imperial Mining Settlement warning about the bandits

    holed up at Cragwater Cavern.

    Objective: Kill the bandit chief at Cragwater Cavern.

    If left alone, the marauders are sure to become even more of

    a menace than they already are. Steel up and head over to

    Cragwater Camp. Its not a permanent fix but taking out their

    leader should curb their activities. For now.

    Kill the Marauder Captain to clear this objective.

  • 32

    VAMPIRE BOUNTY

    Travel to Stendarrs Outpost on the eastern side of the island

    and read Amons Note on the table. He writes about his

    missing brother Amarth who went alone into a vampire lair.

    Objective: Kill the master vampire at Bloodfrost Burrow

    Head south from Stendarrs Outpost to Bloodfrost Burrow.

    Make sure you prepare for this one as youll be facing a

    strong coven of vampires. Low level players may want to

    wait until theyre more skilled at vampire hunting.

    .Kill the vampire boss to complete this objective.

    Tip: The Vigilants of Stendarr will routinely check this

    vampire lair. Joining up with them on the road may make this

    encounter slightly less painful.

    WARLOCK BOUNTY

    Northeast of the Wreck of the Salty Knave youll find a

    hidden Stormcloak Camp. A note on the table speaks of the

    warlocks abducting one of their fellow soldiers.

    Objective: Kill the warlock leader at Krakevisa.

    Krakevisa is a short distance south-west of the Stormcloak

    Camp. If youre a spell caster youll find plenty of new spells

    in this location that you wont find anywhere else in Skyrim

    plus some rare alchemical ingredients.

    .Kill the warlock boss to complete this objective.

  • 33

    BLIND ROBBERS CACHE

    If youve been to Blind Robbers Bluff youve likely

    encountered the locked dwemer storeroom. Only one person

    has the key to the storeroom; Rolgar, a marauder captain.

    By the sounds of it hes on a bit of a quest of his own.

    Travel to Chillbone camp on the eastern side of the island.

    On the wooden platform is a bloodied corpse. Search around

    the deck next to him for a bloody note. It may be hard to see

    at first.

    Objective: Retrieve the key from Rolgars corpse.

    The note will mention Dimfrost. Thats where youll need to

    start.

    Warning: At first the map marker will point to an arbitrary

    location far to the north of Wyrmstooth. Once you travel to

    Dimfrost the quest marker will correct itself. This is not a bug

    with the mod by the looks of it as it happens to radiant

    quests assigned to Blackreach as well.

    From where you first entered Dimfrost during Barrow of the

    Wyrm, head left and follow the quest marker. Rolgars

    corpse will be near some falmer tents on the other side of a

    river.

    Objective: Unlock the door to Blind Robbers Cache.

    Return to Blind Robbers Bluff and use the key to open the

    gate and claim the marauders loot.

  • 34

    CALL OF THE WILD

    A spell maker at Krakevisa researching the spriggans

    managed to transcribe their power to control animals while

    researching a way to control the dead. Unlike the original

    spriggan power, timid animals wont directly attack your

    opponents but will rather serve to draw their attention.

    Spell School: Alteration

    Spell Level: Expert

    Charge Time: 2 seconds

    Spell Type: Area Of Effect

    Spell Radius: 1000

    Spell Duration: 1 minute

    Base Cost: 580

    Only one spell tome is available in Krakevisa.

    CALL OF THE DEAD

    The finished result of the spell makers research into

    controlling the undead. Its similar to Call Of The Wild but

    works on all forms of the undead for a limited amount of

    time.

    This spell takes three seconds to charge up and has a high

    chance of being resisted by the undead. On the flip side this

    spell is capable of swaying the minds of even the most

    powerful undead if only for a minute.

    Spell School: Alteration

    Spell Level: Expert

    Charge Time: 3 seconds

    Spell Type: Area Of Effect

    Spell Radius: 1000

    Spell Duration: 1 minute

    Base Cost: 620

    Like Call Of The Wild only one spell tome is available in

    Krakevisa.

    CURE DISEASE

    Cures any disease currently afflicting the player. A similar

    effect to praying at an altar but without the burden of having

    to find an altar.

    Spell School: Restoration

    Spell Level: Apprentice

    Charge Time: 0.5 seconds

    Spell Type: Self

    Spell Radius: -

    Spell Duration: -

    Base Cost: 36

    Spell tomes are available in several homes across

    Wyrmstooth including the Tradehouse.

  • 35

    CURE POISON

    Like the previous spell, Cure Disease, but works to cure the

    ongoing effects of poison from the player.

    It might be a good idea to learn this spell before taking on

    Wyrmstooth Barrow to help with all the falmer and chaurus

    youll be up against, unless you have poison immunity.

    Spell School: Restoration

    Spell Level: Apprentice

    Charge Time: 0.5 seconds

    Spell Type: Self

    Spell Radius: -

    Spell Duration: -

    Base Cost: 14

    Spell tomes availability similar to Cure Disease. The first one

    youre likely to come across can be found in the Tradehouse

    at the Imperial Mining Settlement.

    EASE BURDEN

    A must for the compulsive horder. Like the Oblivion

    equivalent of the spell it temporarily increases your carry

    weight allowing you to haul more gear. This spell lasts for a

    minute which should give you enough time to fast travel back

    to a merchant if you find yourself over-encumbered.

    Spell School: Alteration

    Spell Level: Apprentice

    Charge Time: 0.5 seconds

    Spell Type: Self

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 230

    Spell tome availability similar to Cure Poison. Again, a copy

    can be found in the Tradehouse as well as numerous copies

    in Krakevisa.

    FADE OTHER

    Use this spell to turn a target of your choosing invisible. This

    is more of a nuisance spell than anything youll useful in

    combat.

    The spell itself is actually cut content from the base game as

    voice acting has been recorded to allow NPCs to verbally

    respond to being turned invisible.

    Spell School: Illusion

    Spell Level: Expert

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: Touch

    Spell Duration: 1 minute

    Base Cost: 215

    Three spell tomes in Krakevisa, one in Wyrmstooth Barrow.

    Tip: Using Fade Other on your followers will make them

    harder to detect. If youre a sneak you may actually find this

    spell to be useful.

  • 36

    ICE VOLLEY

    Fires a volley of ice shards with a wider spread than Icy

    Spear or Ice Spike in case youre an incredibly bad shot.

    Each shard does a fair amount of damage, more so if you

    cast this at point blank range and plant all 3 shards in your

    foe.

    Spell School: Destruction

    Spell Level: Expert

    Charge Time: 1 second

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: -

    Base Cost: 400

    Youll find a couple copies of this spell tome in Krakevisa,

    three in Wyrmstooth Barrow and one in Haetars Cave.

    NIGHT EYE

    In case youre not a Vampire or Khajiit, you can learn the

    Night Eye spell to make seeing in the dark without a torch a

    slight bit easier.

    Unlike the Oblivion equivalent of this spell, it doesnt turn the

    entire screen an intense shade of blue.

    Spell School: Illusion

    Spell Level: Apprentice

    Charge Time: 0.5 seconds

    Spell Type: Self

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 130

    Youll find a couple copies of this spell tome in Krakevisa,

    two in Wyrmstooth Barrow, one in the Tradehouse and one

    in Chalureel Farm.

    CONJURE DRAUGR WIGHT

    If you havent had enough draugr, now you can summon

    them. The faithful draugr wight, good for any occasion.

    Spell School: Conjuration

    Spell Level: Apprentice

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 75

    Youll find a couple copies of this spell tome in Wyrmstooth

    Barrow.

    Tip: Some conjured Draugr Deathlords may wield ebony

    weapons. If your deathlord is carrying a regular nordic

    weapon, conjure another one before heading into battle.

  • 37

    CONJURE DRAUGR SCOURGE

    A draugr scourge can take more of a beating than a draugr

    wight before giving up the ghost.

    Spell School: Conjuration

    Spell Level: Adept

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 107

    Spell tome availability same as Conjure Draugr Wight.

    CONJURE DRAUGR DEATHLORD

    Deathlords prove the most resilient in battle.

    Spell School: Conjuration

    Spell Level: Expert

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 161

    Spell tome availability same as Conjure Draugr Scourge.

    CONJURE DRAGON PRIEST

    Show your opponents you mean business by sending a

    conjured dragon priest after them.

    Spell School: Conjuration

    Spell Level: Master

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 358

    One copy only in the treasure room of Wyrmstooth Crypt.

    CONJURE MUDCRAB

    ...or show your opponents you have a sense of humour.

    Spell School: Conjuration

    Spell Level: Novice

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 75

    Who else but Elmera would carry a tome of this spell?

  • 38

    TRANSMOGRIFY

    Possibly one of the most amusing spells youre likely to

    come across.

    Spell School: Alteration

    Spell Level: Expert

    Charge Time: 0.5 seconds

    Spell Type: Single Target

    Spell Radius: -

    Spell Duration: 1 minute

    Base Cost: 300

    This spell turns the target into a harmless animal, either a

    mudcrab, a chicken, a fox, or a rabbit.

    Turn a bandit into a chicken, or a dog into a fox. Anything

    goes. Just note that the higher the level of the target the

    higher the chance they have of resisting this spell.

    A couple copies can be found in Krakevisa, one in

    Wyrmstooth Barrow and one in Haetars cave.

    Tip: Transmogrify can be useful when infiltrating an enemy

    camp at low levels. Use the spell on an unsuspecting

    individual from a distance. If youre lucky and your target

    gets turned into a mudcrab, theyll go on a rampage

    (crabpage?) against their peers until the spell wears off or

    they get struck.

  • 39

    FIIK LO SAH (PHANTOM FORM)

    Translates to MIRROR DECEIVE PHANTOM. This shout

    can be used to create a spectral clone of the Dragonborn

    that persists for 90 seconds. This clone cannot be struck or

    killed and serves as the ideal decoy.

    Each new word you learn increases the distance at which

    you can summon a clone.

    Spell Type: Single Target

    Shout Radius: 50ft 100ft 200ft

    Shout Duration: 90 seconds

    There are three word walls on the island of Wyrmstooth from

    which you can learn the words of Phantom Form.

    Fort Valus Muster. Head south from the Imperial Mining

    Settlement or Fort Moonwatch until you get to Chillwater Mill,

    then head east into the snow until you reach Fort Valus.

    Once you enter the main building, head to the room on the

    right. Open the wardrobe on the far side of the room, head

    down the stairs, then pull the pull chain on your left to open a

    secret tunnel to a witchs lair. Dispose of the witches and

    learn the first word of Phantom Form.

    You can learn the second word in Haetars Cave on the

    eastern side of the island within the glaciers.

    Just beware of the draugr overlord that bursts out when you

    approach the word wall. If youve started the Unwanted

    Guests side quest there will be additional Thalmor here for

    you to deal with.

    The final word is in the Wyrmstooth Barrow Crypt. Make your

    way to the boss room past the hall of stories and puzzle

    door. Once Suleyk has been defeated the door to the

    treasure room should open automatically.

    Note: If the door doesnt open, theres a lever next to the

    boss sarcophagus that can be used to open it manually.

    This shout is especially useful in the side quest Someone

    With Backbone.

  • 40

    A HOWL LOAD OF TROUBLE, 29 A PRICELESS COMMODITY, 30 Alberthor, 16 ANIMAL BOUNTY, 31 Athir, 13 BANDIT BOUNTY, 31 BARROW OF THE WYRM, 14 Blind Robbers Bluff, 10 BLIND ROBBERS CACHE, 33 Bloodfrost Burrow, 11 Bloodstone Camp, 9 CALL OF THE DEAD, 34 CALL OF THE WILD, 34 Central Mountains, 5 Chillbone Camp, 10 Chillwater Mill, 7 Coldwave Crescent, 9 CONJURE DRAGON PRIEST, 37 CONJURE DRAUGR DEATHLORD, 37 CONJURE DRAUGR SCOURGE, 37 CONJURE DRAUGR WIGHT, 36 CONJURE MUDCRAB, 37 Cragwater Camp, 11 CURE DISEASE, 34 CURE POISON, 35 Daenlit, 13 Dark Brotherhood Sanctuary, 9 Dimfrost, 11 DRAGON HUNT, 12 Dunyicks Camp, 6 Dwemer Lift, 8 EASE BURDEN, 35 Eastern Glaciers, 5 Elmera, 13 FADE OTHER, 35 Fallen Adventurers, 22 FIIK LO SAH, 39 Fort Moonwatch, 6 Fort Valus, 7 Goreduster, 16 Haetars Cave, 10 Hags Perch, 6 Hermans Holdout, 9

    Hunters Shack, 8 ICE VOLLEY, 36 Imperial Camp, 11 Imperial Mining Settlement, 7 JaShavi-Dar, 15 Krakevisa, 8 Lurius Liore, 12 Marauders, 14 Nehfrinqeth, 15 Nehkrahqeth, 15 NIGHT EYE, 36 Northern Marshes, 5 RECLAIMING THE PAST, 26 REPAYING A DEBT, 25 RETRIEVING EMBERSUNDER, 24 ROBBED BLIND, 24 Ruined Homestead, 9 Rusted Dragon Claw, 20 Shargam, 13 SOMEONE WITH BACKBONE, 27 Steam pools, 5 Stendarrs Outpost, 10 Stormcloak Camp, 9 Suleyk, 20 Theodyn Bienne, 12 Tomb Of Vulom, 7 TRANSMOGRIFY, 38 Twinpeak Tower, 8 Ulfgar, 25 UNWANTED GUESTS, 26 VAMPIRE BOUNTY, 32 Vulom, 27 Vulthurkrah, 13 Wanderers Camp, 7 WARLOCK BOUNTY, 32 Waylayers Watch, 6 Western Forests, 5 WRAP ME UP, 25 Wreck of the Salty Knave, 8 Wulfmeres Watch, 7 Wyrmstooth Barrow, 10 Wyrmstooth Crypt, 10 Wyrmstooth Docks, 6