Skyrim Live Another Life Investigate Cave

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Feb 18, 2020 The Civil War questline in Skyrim involves most of the major holds in the game. Players work with either the Stormcloaks or the Imperial Legion to fight for control over the province. RELATED: The 10 Coolest Paths To Take In The Skyrim Live Another Life Mod. Ysolda can be confronted about the Sleeping Tree Sap she's selling to others in the Sleeping Tree Cave through a note you find. She will ask you to sell her the drug for 150 gold a piece that her supplier-buyer, Ulag, died with. To become the best merchant in Skyrim, it seems you need to both have a silver tongue and a knack for selling drugs.

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  • 2Detailed Walkthrough
In light of a tragedy, hunt down the creature responsible.
Zone:Western Skyrim
This quest is part of the Zone Story
Quest Giver:Lyris Titanborn
Location(s):Solitude, Blue Palace, Western Skyrim, Chillwind Depths, Dusktown, Kagnthamz
Prerequisite Quest:The Gathering Storm
Next Quest:Danger in the Holds
Reward:Surcoat of Solitude
Very High Leveled Gold
1 Skill Point
XP Gain:Very High XP
ID:6476
Your enemies weren't happy with your actions at Kilkreath Temple…
The Icereach Coven and its allies can call down devastating and unnatural harrowstorms on Western Skyrim. Fennorian thinks these storms can turn people into harrowfiends and mindless harrowed. We need to inform Solitude.

Quick Walkthrough[edit]

  1. Return to the Blue Palace and report to Queen Gerhyld.
  2. Speak with Lyris Titanborn and search the surrounding area.
  3. Have audience with High King Svargrim.
  4. Speak with Svana.
  5. Look for witnesses in Solitude.
  6. Find Fennorian at Old Mjolen's camp west of Morthal.
  7. Collect reagents for Old Mjolen's divination ritual.
  8. Find nearby hunter's camp.
  9. Go to Chillwind Depths and search for assassin.
  10. Examine the documents in the hideout and talk to Fennorian.
  11. Go to Silversnow Mine and explore it with Lyris and Fennorian.
  12. Investigate the mining town.
  13. Destroy Witch Pikes surrounding town.
  14. Enter Kagnthamz and track down the assassin and witch.
  15. Kill Pentarch Khorb.
  16. Search for Sister Tharda.
  17. Witness the summoning ritual and kill the Coven witch.
  18. Chase the exarchs who escaped.
  19. Return to the Lonely Troll in Solitude and report to Svana.

Detailed Walkthrough[edit]

Returning to the Blue Palace[edit]

After investigating the aftermath of Kilkreath Temple and confirming the presence of the involvement of the Icereach Coven, you can talk with Lyris Titanborn about what to do next. She can either be spoken with at the altar or back in Solitude, either way she'll want to return to the Blue Palace and report your findings to the queen. 'Queen Gerhyld needs to hear what we discovered at Kilkreath Temple. Hopefully, that will be enough for her to get us an audience with High King Svargrim.' Before you leave, you can discuss Fennorian's theory about the harrowfiends and the role of clever women in Nord society.

When you arrive at the Blue Palace Courtyard with Lyris, your first sign that something has happened is when a woman runs screaming out of the palace doors.

Bekeigr: 'Help! Assassins in the palace! Help!'
Lyris Titanborn: 'That's one of the queen's attendants! Let's get inside!'
<Lyris runs ahead of you and enters the palace.>

Once inside the palace, you'll realize that there is a horrifying scene to the left of the entrance. Queen Gerhyld lies on the floor dying, as both the High King and Lyris can only stand by as she speaks to her distraught daughter.

Queen Gerhyld: 'Be strong, Svana.'
Svana: 'Mother! No, no ….'
Queen Gerhyld: 'Svana … your father … the kingdom … watch over them ….'
<Queen Gerhyld dies.>
Svana: 'Mother—no! You can't die! Mother?'
Swordthane Uthlet: 'Sire, the assassins might return. You must get somewhere safe!'
<Svargrim is seething when he addresses Lyris.>
High King Svargrim: 'Have Jorunn's lackeys come to gloat?'
Lyris Titanborn: 'We came here to warn you, your highness.'
High King Svargrim: 'And yet my wife lies dead!'
Lyris Titanborn: 'If you had listened to us ….'
High King Svargrim: 'Like she did? If I determine Jorunn had a hand in this, there will be war! Someone take care of my wife!'
Svana: 'Father, please!'
<Svargrim is then lead out through a side door by Swordthane Uthlet.>
Search for clues

After this, you can talk with Lyris. She'll speculate on a possible connection to the coven and how an assassin managed to get into the palace, before asking you to investigate the room while she guards the princess. A window near the Queen has a small hole in the corner and the glass shards below it shows that it was recently broken. When you examine it closer, you'll find an Icereach Coven Medallion which fell off when the assassin escaped.

Bring the medallion to Lyris who can be found standing in front of the main stairs. She'll decide it's time to speak with High King Svargrim and make him confront some harsh truths. Once Lyris is outside Svargrim's chamber, she will talk with Swordthane Uthlet:

Lyris Titanborn: 'We need to see the high king.'
Swordthane Uthlet'I should think not! The high king is in mourning. He's not to be disturbed.'
Lyris Titanborn: 'The queen's wasn't the only life lost today. Now get out of our way.'
<Lyris glares at him, Uthlet steps to the side.>
Swordthane Uthlet'I … er … go right in.'
An audience with High King Svargrim

When you enter the room, Svargrim will be in no mood to talk.

Lyris Titanborn: 'Your highness, please. Your kingdom is in grave danger.'
High King Svargrim: 'My queen's blood hasn't yet cooled and already Jorunn's lackeys hound me!'
Lyris Titanborn: 'We have proof that the coven threatening your kingdom is responsible for the queen's death. Show him, partner.'

This is your first meeting with High King Svargrim, who will already see you as a lackey of Jorunn. It will not matter that you were working on behalf of Queen Gerhyld, your report about Kilkreath Temple and warnings about Icereach Coven will be seen as a campfire story at best and sedition at worse. 'Tales told around campfires to scare the children! Storms happen here all the time, and none of them spawn monsters. The last spy who spoke of such things … well, he no longer speaks of such things.' After this warning and threat, Svargrim will then hint that he better not find evidence linking the Queen's murder to you before you are dismissed.

With this disappointing result, you and Lyris are forced to leave empty-handed:

Lyris Titanborn: 'We'll leave you to your grief, your highness.'

Once you have left the chamber, you will be approached by Svana who has questions of her own:

Svana: 'Is it true? Mother told me you were working for her before she ….'
Lyris Titanborn: 'I … I'm sorry, Svana. I would have saved her if I could.'

Talking with Svana, you can confirm that you were gathering evidence about a threat to Western Skyrim and that the Queen was likely killed because of it. After hearing about her father's lackluster response, Svana vows to help you, 'Well, I won't let my mother's death be for nothing. She trusted you and so will I, my father be damned. Please. Find whoever did this and stop them.' You can ask her what she witnessed and she can only describe the killer as, '[...] unbelievably fast' and suggests following his trail through Solitude. Lyris will approach Svana to bring her a safe place while you begin the hunt.

Lyris Titanborn: 'Come on, princess. Let's get you somewhere safe.'
Svana: 'Don't call me princess. Just Svana. There's nothing noble about me.'

Tracking a Killer in Solitude[edit]

'High Priest Ingurt identified the assassin as a vampire and said he was headed for the city gate.'

Once outside the palace, you will find Tysvald weeping over Daiske's body at the junction of the main road through Solitude and the side path to left. When you talk to him, Tysvald will describe the assassin as, 'He wore an eye patch, but his face was bestial. [...] Pale as snow.' and heading towards the Hall of the Dead after he tore into Daiske like a dog with a bone.

Skyrim live another life investigate cave or warn riverwood

Continue to follow this side road past the Job Broker tents and you'll find High Priest Ingurt praying over the bodies of Hildyva and Thorjolf. Talking with Ingurt, he will have identified the killer as a vampire from previous experience. 'It moved like a shadow and took sustenance from these poor souls. I called upon Arkay's grace and the vampire fled before his sacred presence.' He then notes that it fled in the direction of the city gates.

Shield-Corporal Thjol is encountered once more

When you arrive at the city gates, you will find the vampire's fifth known victim, Shield-Sentry Sonolia who once guarded the Queen. Shield-Corporal Thjol will be hovering over her and will recognize you from your previous meeting. He won't know anything about a vampire but does confirm that the killer ran through the gates after he killed Sonolia. Thjol is immediately suspicious of your involvement but backs off when he hears about the Queen's death.

After you have talked to Thjol, a frustrated Lyris will arrive:

Lyris Titanborn: 'This is Svargrim's fault. He should have heeded us from the start.'

Talk to Lyris and tell her what you learnt. With the trail having seemingly run cold, Lyris will suggest that it's 'time to fight fire with fire' and asks to talk with Fennorian about his knowledge of the local vampire clans. His last known location is near Morthal, where he went to research the harrowstorm ritual with Old Mjolen. After renaming him Fenn as 'It's simpler.', Lyris will decide to stay behind to update Svana on everything.

The Clever Woman of Morthal[edit]

Fennorian and Old Mjolen
Cave

Fennorian can be found at Old Mjolen's temporary camp in the Drajkmyr marsh. When you talk to him, he'll ask how your audience went and you can tell him about Queen Gerhyld's death and the vampire assassin. After showing him the medallion you found, Fennorian will recognize the design if not the clan, '[...] And this insignia. I've seen it before. It's the same as the symbol that decorates the urns smuggled out of Bangkorai. If it belongs to a vampire bloodline, I'm not familiar with it. I suggest you ask Mjolen.'

Upon examining the medallion, Mjolen will be able to detect an unknown enchantment but won't know anything more about the owner. However, she can use the medallion as a focus for divining the location of the vampire. 'Bring me the bones of a wolf and a deathbell plant pulled up by its roots. I need the plant alive. The wolf, not so much. With those reagents, I can conjure a divination that will lead you directly to the last person to wear this medallion.' These reagents can be found in the surrounding marshland, the Deathbells can be found growing at the base of trees while a pile of Wolf Bones can be found near the water pools. Alternatively, you can kill any skeletal wolves around the marsh for bones.

After you have the items, you can return to Old Mjolen, who will warn you that divination results can be fickle. She'll then start the divination:

<A blue ritual circle appears around the fire as she invokes Mother Wolf.>
Old Mjolen: 'Mother Wolf, hear me! We seek your blessing in our hunt. Lead us to our elusive quarry.'
<There will be a wolf howl and the ritual will finish.>

According to Mjolen, the divination was a success and the medallion will act as a tracker when activated. When you use the Enchanted Icereach Coven Medallion , an illusory vision will appear before you. It shows the vampire feeding on an unlucky hunter at a campsite, Fennorian will note the direction the trail heads in:

Fennorian: 'A camp? And look! The magic points to the west!'

The Magical Medallion Tracker[edit]

The assassin leaves another victim in his wake

When you arrive at the camp, you will find the body of the Redguard hunter. Searching a nearby pack, you will find a Tattered Cloak which confirms the killer is the same vampire. Fennorian will then arrive via vampiric teleportation and kneel by the body to examine her:

Fennorian: 'The assassin drained her of blood.'

You can then use the enchanted medallion again, this time it will show some primitive tents:

Fennorian: 'He must have been desperate to feed while trying to escape.'

There is the option of talking to Fennorian before continuing your search. He will elaborate on what the vision showed, 'This one showed your assassin again, eye patch and all, by a cave near a waterfall. And the ball of magicka drifted toward the west again.' The closest cave in this area is Chillwind Depths so that is your next location to search.

When you enter the cavern, Fennorian will arrive and split off from you to search:

Fennorian: 'Yes, this is definitely the place in the vision. I'll slip past and scout ahead.'

At this point you have the option of also helpingHamvir while searching the caves. In the deepest part of the cave, you can find a hidden passage which leads to the secluded hideaway. There you will find the assassin, unfortunately he will have just stabbed Fennorian as you arrived:

Pentarch Khorb: 'Bah! I'll deal with you next time, you fangless cur.'

Talking with Fennorian, it would seem you arrived just in time before assassin could do worse to him. Even more fortuitous, he will have left papers and documents at the camp before he fled. Fennorian will ask you to go through them while he picks himself up. You can find three items at the camp, first is Crude Map which shows a mine entrance. The second is the Pentarch's Orders, a letter which orders the assassination of Queen Gerhyld as a response to your actions in Kilkreath. The third document is the Assassin's Letter, which is addressed to Pentarch Khorb by a Sister Tharda and refers to a mining consortium that remains in the dark about their true purpose as an energy source for a ritual.

Once you have read all the documents, Fennorian will ask to see them:

Fennorian: 'I didn't get a good look at that before. Mind bringing it over?'

While looking at them, Fennorian will recognize the location shown in the map. It is a mine in the Karthald region known as Silversnow Mine and as it is a likely target for a harrowstorm ritual. While you head to the mine, Fennorian will have a courier contact Lyris to meet you there.

Descent into Silversnow Mine[edit]

The mine can be found just over the hill from the Eversnow Inn and the closest wayshrine is Southern Watch. Just as you arrive, Fennorian and Lyris will catch up:

Skyrim Live Another Life Investigate Cave Or Warn Riverwood

Lyris Titanborn: 'As evil lairs go, I'm not impressed.'
Fennorian: 'I'll take that as a good sign.'

Skyrim Live Another Life Walkthrough

When you talk with Lyris, it will turn out that Fennorian gave her a succinct summary of what has happened, 'The clever woman helped you track the queen's assassin to his hideout in Chillwind Depths. He got away, but left behind evidence that the coven's planning another harrowstorm in this mine and we're going to wreck those plans. I miss anything?'

After giving the affirmative that you're ready, Lyris and Fennorian will then run into the mine:

Lyris Titanborn: 'These tunnels look freshly dug. The Gray Host has certainly been busy.'

Once inside they will become your followers and you can lead them down the winding scaffolding:

Lyris Titanborn: 'Scaffolding. Let's follow it down.'
Fennorian: 'Careful, the structure doesn't appear to be completely stable.'
Lyris Titanborn: 'Relax. It will take more than a rickety structure to take down Lyris Titanborn.'
Fennorian: 'Actually, I was more concerned for my own well-being, but if you insist ….'

Keep in mind, one of the missing instruments from the Bards College can be found in this location in a hidden alcove. Upon reaching the bottom of the shaft, a short tunnel will open up into the much larger Dusktown Cavern:

'It's just like the old legends … Blackreach!'
Lyris Titanborn: 'Blackreach again? Like beneath Eastmarch. Does it extend below all of Skyrim?'
Fennorian: 'Blackreach? So the legends are true? But why is there a town down here?'

Fennorian is right, a small town can be seen down the road leading from the passage you just emerged from. Before you can continue, you'll need to speak with both Lyris and Fennorian to work out a plan to track down Pentarch Khorb. Lyris will be surprised that there is an actual settlement in Blackreach, she'll want to split up to question the locals about the eye-patch wearing vampire. Meanwhile with Fenn, he will immediately see the area as an ideal hiding place for the Icereach Coven and any vampires working with them. While you and Lyris investigate the town, he will go and scout around the outskirts. Both will warn you to be careful.

Once in the town proper, you can find two locals to question, Rola and Galuf. While neither know anything about a man wearing an eye patch, Galuf can at least give you an overview of the mining operation and how he was recruited. This is where many of the laborers who answered the fliers ended up. After speaking with both of them, an annoyed Lyris will approach you. She didn't have any luck either but wants to go find Fenn and see if he uncovered something.

Halting the Harrowstorm[edit]

Destroy the Witch Pikes and stop a harrowstorm ritual

Fennorian can be found at the northern outskirts hiding behind a cart, he will call you over when he sees you:

Fennorian: 'Over here!'

Unlike you and Lyris, he had much better results while he was scouting, though it is worrying news, 'You're just in time. I spotted the vampire with the eye patch. He met with a coven witch who immediately ordered her lackeys to place witch pikes around the area.' As the ritual causes a magical storm, being underground shouldn't be considered a defense against it. However, the ritual can be stopped if the Witch Pikes are destroyed beforehand.

Immediately, Lyris will take action and give orders before running off:

Lyris Titanborn: 'Move! You take the east side, I'll take the west. Then meet in the middle.'

You will need to find and destroy the witch pikes located to the east and northeast of Dusktown. Unlike the fully developed ones seen at Harrowstorms, they are spindly and can be destroyed with a few whacks of an axe. However, they will be protected by combination of Icereach Coven and Vampires who are wearing matching uniforms. After you have destroyed both pikes, you can find Fennorian nearby who will report you and Lyris' success:

Fennorian: 'You stopped the harrowstorm before it could even get started! Now to deal with the vampire and the witch.'

Talking with him, you will learn that he caught sight of Pentarch Khorb and Sister Tharda who was helping him. '[...] The witch and the vampire assassin fled into Kagnthamz, a Dwarven ruin. We can deal with them in there.'

Secrets of Kagnthamz[edit]

Kagnthamz is crawling with vampires

The ruin of Kagnthamz can be found to the southeast of Dusktown, with the Dwarf's Bane Ritual Site to the north. Once you arrive at the entrance, Lyris and Fenn will arrive:

Lyris Titanborn: 'We're here. Let's find this assassin.'

As soon as you enter the ruin, Fennorian will comment:

Fennorian: 'Careful. I sense the presence of other vampires.'

He is immediately proven right as you enter the next chamber, vampires can be found wandering about as clusters of harrowfiends gather around broken animunculi.

Fennorian: 'Harrowfiends! Not the result of the ritual we stopped, so they must have brought them from someplace else.'
We finally cornered the vampire assassin who killed the queen. Time to make him pay for his crime.

Further into the ruins, you will find a closed door which leads to a renovated room filled with torture devices and dead or comatose commoners. Your target, Pentarch Khorb will be walking between the bodies, periodically draining them of life essence. When you engage him in combat he will be exasperated:

Lyris Titanborn: 'An eye patch! That's the assassin!'
Pentarch Khorb: 'Don't you ever give up the chase?'

In this fight Pentarch Khorb will initially use Nightblade abilities to fight. Harrowfiends and death hounds will also join the battle. As his health drops to a certain point, the Pentarch will reveal his trump card as he crows:

Pentarch Khorb: 'I kept you busy long enough. Sister Tharda shall revive the exarchs!'

His form will shift as he becomes temporarily invulnerable, his new body is much taller and bulkier than his former frame and has bat-like features. Once he is slain, Queen Gerhyld will be avenged:

Lyris Titanborn: 'That's for Queen Gerhyld, you bastard.'
Fennorian: 'Now we need to find Sister Tharda.'

After the concerning statement about 'reviving the exarchs', you will need to find Sister Tharda quickly. Head through the door and continue down the passage, fighting off vampires along the away. Eventually, you will find yourself on some scaffolding which over looks a vast room ringed with strange stone statues. From the patterns of ash on the ground, it appears to be a ritual chamber. Down below, you will see Sister Tharda, but she won't be alone.

Fennorian: 'You listen in. I'll unlock the door.'
Sister Tharda is performing some sort of ritual and she isn't alone

While he picks the door's lock, Sister Tharda and an unknown man stand before a stone construct with a large urn between her and it.

<As she performs the ritual a blue Reach sigil forms beneath her.>
Sister Tharda: 'Rise exarch and be reborn!'
<The construct goes one knee and blue lights from the urn enter it.>
<A wolf howls is heard.>
<The stone construct shatters and a Werewolf Behemoth emerges from it.>
Exarch Ulfra: 'Tzinghalis? Where is this place?'
<The man walks towards the werewolf.>
Exarch Tzinghalis:'The Ashen Lord commands it, and so we live once more, Ulfra.'
Exarch Ulfra: 'Alive again? How?'
Sister Tharda: 'You have the Icereach Coven to thank for that, werewolf.'
<Tzinghalis jabs his finger at her.>
Exarch Tzinghalis: 'Using my recipes, witch.'
Sister Tharda: 'I meant no disrespect, Exarch Tzinghalis.'
<Ulfra starts sniffing the air.>
Exarch Ulfra: 'We're being watched, brother.'
Exarch Tzinghalis: 'Next time, Tharda, the Ashen Lord will expect more than the restoration of a single reliquary. Now deal with the intruders or I'll toss you to the harrowfiends.'
<Exarchs Tzinghalis and Ulfra leave the chamber.>
Sister Tharda: 'Come out, little skeevers. Come out and play with Sister Tharda!'
Lyris Titanborn:'How many of your sisters am I going to have to kill before you give up?'
We need to kill Sister Tharda.

Before you can chase after the two Exarchs, you will need to deal with Sister Tharda. During this fight, Lyris and Fennorian will help you, dealing damage and providing healing respectively. The Coven witch will use a combination of frost magic and necromancy to fight, more elements will be added to the field as the fight progresses.

Sister Tharda: 'Is it you who's killed my dear sisters? Our vengeance will plague you beyond the grave!'

When her health hits a certain point, she will teleport to a corner of the room cast a shield of bones around herself, rendering her invulnerable. During this she will summon a small group of undead which increase in difficulty with each phase. (From Bone Flayers, Icy Skeleton Squad to Flesh Colossus). In addition to the undead, a green cyclone which will randomly move around the room is also conjured. The invulnerable shield will be removed once the adds are removed. Each time she puts up the shield, another cyclone will be added leading up to the last phase where the cyclones will then become focused on you.

Once you have killed her, Lyris and Fennorian will run out of the chamber to catch up to the escaped exarchs.

Lyris Titanborn: 'One more witch for the pyre. Let's go after the other two.'

More Questions and returning to Svana[edit]

You can find your companions below the ledge once you leave the ruins. Unfortunately the Exarchs have escaped:

Lyris Titanborn: 'Damn, we lost them.'

Talk with both of them to see what they want to do next, both will stay behind to study the ritual site before going their separate ways. While talking to Fennorian, he will be trying to process the reviving of Exarch Ulfra that you just witnessed. He will also have revised his theory about the harrowstorms, 'I thought the purpose of the harrowstorms were to create harrowfiends, but now I think that's only a byproduct. The storm somehow gathered energy that the witch used to summon Ulfra the werewolf. Ulfra seemed to think she was brought back to life.'

'What news of the bastard who murdered my mother? Did you find him?'

Lyris on the other hand, will be focused on the titles they used as well as the mention of an 'Ashen Lord'. Continuing to talk to her, Lyris will ask that you report back to Svana at the Lonely Troll and tell her of the assassin's death as, '[...] She'd want to know. More than that, she deserves to know.'

The Dusktown Wayshrine is the closest if you want to reach Solitude quickly. Svana can be found sitting on a bench with her head down. As you approach, she'll stand and Maugh will come in to see how she is. Upon reporting Pentarch Khorb's death, Svana will state that she would have preferred him brought back for 'a proper trial and execution' but puts that aside and asks if her mother's death was connected to the threat you were investigating, you can confirm and explain what they do.

'Damn those Reach witches! And damn my father for being so … so … obstinate!
But what does the coven want? Are they planning to kill my father? What else can you tell me about this threat to our kingdom?'
The coven can summon devastating storms that wipe people's minds and turn them into monsters.
'That's horrible! But there must be more to this than simply turning my people into monsters.
Well, I'll do what I can to help you. Mother would have wanted me to. What you've done and discovered will be enough to convince my father. It has to be.'

After naming herself your ally in this matter, Svana will hand you some gold and the Surcoat of Solitude.

Quest Stages[edit]

Dark Clouds Over Solitude
Finishes QuestJournal Entry
If I have anything else to discuss with Lyris, I should do it now before we go to see the queen.
I should head to the Blue Palace and meet up with Lyris before we present ourselves to Queen Gerhyld.
Objective: Go to the Blue Palace
Something terrible has happened inside the Blue Palace. I should talk to Lyris.
Hidden Objective: Talk to Lyris
Lyris asked me to look around for clues about the assassin. How did they get in and out of the palace? Anything to connect them to the Icereach Coven? I should see what I can find.
Objective: Investigate the Scene of the Assassination
I found a medallion among the shattered glass beneath a broken window the assassin may have escaped through. I should show the medallion to Lyris and see what she makes of it.
Lyris wants to confront High King Svargrim and try to get him to listen to reason. I should follow her.
Objective: Follow Lyris Titanborn
Lyris intimidated our way into High King Svargrim's chamber. Now we need to talk to him and convince him of the danger posed to his kingdom by the Icereach Coven.
High King Svargrim refuses to believe us. He thinks this might be a trick perpetrated by Jorunn the Skald-King. He demanded we leave and Lyris obliged. I should follow her.
Objective: Leave High King Svargrim's Chamber
Princess Svana approached us as we exited Svargrim's chamber. I should speak with her.
Princess Svana wants us to keep looking into the threat to Western Skyrim. To start, she wants us to figure out where the queen's assassin fled to after he left the palace. I should look for anyone who saw him.
Objective: Find a Witness Who Saw the Assassin
The assassin killed a woman in the street then headed for the Hall of the Dead. That's the next location where I should look for a witness.
High Priest Ingurt identified the assassin as a vampire and said he was headed for the city gate. That's the next location where I should look for a witness.
Objective: Find a Witness at Solitude's Gate
Lyris met me at the city gate. I should tell her what I learned.
Lyris suggested I talk to Fennorian about the vampire who killed the queen and see how his research on the harrowstorms has progressed. He should be with a clever woman in the marshes northwest of Morthal. I should find him there.
Objective: Talk to Fennorian
Fennorian told me that Old Mjolen is an expert at divination and suggested I show her the medallion I took from the assassin. I should speak with her.
Old Mjolen's divination spell requires the following reagents: deathbell and wolf bones. I can find both in the bog around Morthal.
Objective: Gather Wolf Bones
I gathered the reagents that Old Mjolen requires. I should take them to her.
Objective: Return to Old Mjolen
Old Mjolen completed her divination spell. I should ask her what comes next.
Old Mjolen enchanted the Icereach Medallion so that I can use it to track the vampire assassin. I should use it and see where it leads.
Objective: Use the Enchanted Medallion
The medallion showed me a vision of the vampire assassin and a small camp. The magic indicated that I should go to the west to find it.
Optional Step: Talk to Fennorian
We tracked the vampire assassin to a camp where he killed another victim. I should use the enchanted medallion again and see where it leads.
The medallion showed a vision of a cave west of the camp. I should head there now and search the cave.
Objective: Search the Cave for the Assassin
I reached the assassin's hideout just as he was about to finish off Fennorian. Luckily, the assassin decided to flee rather than deal with the both of us. I should check on Fenn and make sure he's all right.
Objective: Talk to Fennorian
Fenn asked me to search the assassin's hideout for clues he left behind. I should take a look around.
Objective: Examine the Orders
I found a map and a few documents left behind by the vampire assassin when he fled. I should discuss their contents with Fennorian.
Objective: Talk to Fennorian
I should follow the map and meet up with Lyris at the entrance to the mine.
Objective: Talk to Lyris Titanborn
Lyris, Fennorian, and I need to explore the old mine and see if we can find any sign of the vampire assassin.
We followed scaffolding down into the depths of the mine and found a massive cavern. I should talk to my companions about this place.
Objective: Talk to Lyris Titanborn
Lyris and I agreed to split up and investigate the mining town for signs of the vampire assassin while Fenn searches the cavern outside the town. I should speak to a few of the locals and find out what's going on down here.
Objective: Investigate the Underground Town: 0/2
Other than learning that Dusktown is part of the Bitterblade Mining Consortium, I didn't find out much. No one's seen the vampire assassin, though. I should see if Lyris discovered anything.
We need to meet up with Fenn on the far side of town and see what he's learned during his scouting.
Objective: Talk to Fennorian
Fenn spotted the vampire assassin and a coven witch. He's going to follow them while Lyris and I destroy the witch pikes they set up in preparation for their harrowstorm ritual.
Objective: Destroy the Witch Pike to the Northeast
I've destroyed the witch pikes on my side of town. I should find Fenn and ask if he has any new information on where the vampire assassin and coven witch may have gone.
Fennorian spotted the queen's assassin and a coven witch flee into a nearby Dwarven ruin called Kagnthamz. He asked me to meet him and Lyris there. I should head inside and wait for them to catch up.
Objective: Enter Kagnthamz
Now that Lyris and Fenn have arrived, we should search the ruins for the vampire assassin and his coven witch ally.
We finally cornered the vampire assassin who killed the queen. Time to make him pay for his crime.
Objective: Kill the Queen's Assassin
The queen's assassin is dead, but the Icereach witch Fenn saw is still at large. The assassin called her Sister Tharda.
Sister Tharda is performing some sort of ritual and she isn't alone. Fenn wants to observe the event for a moment before we act.
Objective: Observe the Ritual
The witch's ritual caused a werewolf to emerge from a stone husk. The werewolf and the vampire departed, but left the witch to stop us. We need to kill Sister Tharda.
We killed Sister Tharda, but the werewolf and vampire got away. Lyris and Fenn ran off in pursuit. I should go after them.
Objective: Follow Lyris and Fennorian
I need to catch up with Lyris and Fenn and see if they spotted the vampire and the werewolf that were talking to Sister Tharda.
Objective: Talk to Fennorian
While Lyris and Fenn take another look at the Icereach witch's ritual site and those stone husks, I need to return to Solitude and let Princess Svana know that we killed the assassin who murdered her mother, the queen.
Svana wants to know more about the Icereach Coven and the threat they pose to her kingdom. I should tell her what I know.
Objective: Talk to Svana
Notes

Skyrim Live Another Life Investigate The Cave

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Settlement:
Helgen Keep
(view on map)
# of Zones1
ClearableNo
Respawn TimeNever (storage is safe)
Level6
Occupants
Stormcloak/Imperial Legion soldiers,
Frostbite Spiders, Bears, Bandits.
Important Treasure
The Black Arrow, v2
Spell Tome: Sparks
Console Location Code(s)
HelgenKeep01
Region
Falkreath Hold
Location
Helgen
Helgen Keep

Helgen Keep is a keep used to escape Helgen in the aftermath of the dragon attack. There is a single interior zone to the keep: Helgen Keep.

During Unbound, you must escape a dragon attack on the town of Helgen by making your way through the keep and its subterranean caves.

After Helgen is abandoned, the town and keep become inhabited by bandits.

Related Quests[edit]

  • Unbound: Escape Imperial custody and a dragon attack.

Helgen Keep[edit]

Helgen Keep[edit]

Tower

There are two entrances to the keep, one enters the barracks and the other enters the base of the tower. There is a small difference depending on who you followed into the keep. If you followed Hadvar into the barracks there will be two living Stormcloak soldiers (a male and a female) to the right of the entry from the barracks, and the corpse of Gunjar by the table to the right. The male Stormcloak is equipped with an iron battleaxe and the female has an iron mace and a hide shield; they both wear a Stormcloak cuirass, fur boots, and fur gauntlets. Gunjar has an iron war axe, and wears the same clothes minus the gauntlets. if you follow Ralof the two living Stormcloaks will be replaced by an Imperial soldier and an Imperial captain who rush in from the barracks. The captain carries the Helgen Keep key, needed for a locked gate, and is equipped with an Imperial sword and an iron dagger. She wears a set of heavy Imperial armor, including boots and bracers, and she wears an Imperial officer's helmet. The soldier is equipped with the same weapons, but wears studded Imperial light armor and standard light Imperial boots, bracers, and helmet.

Barracks

The barracks are the easternmost section of the keep. There are four beds by the eastern wall and two dining sections by the western wall. There are two chests by the beds, one is empty and the other holds an Imperial light helmet and some gold. In the northwest corner of the room there is a long table with two chairs, and two sets of shelves. On the table are four gold coins and a copy of Mixed Unit Tactics. The southwest part of the room holds two round small tables—one with one chair and the other with two—two weapon racks, a set of shelves, and the warden's chest. Each weapon rack holds an iron sword, and the chest contains another iron sword, Imperial light armor, Imperial light boots, and a Helgen Keep key. There are two bottles of wine on the set of shelves, a bottle of standard wine and a bottle of Alto wine. There is a pull chain to the right of the corridor that activates a wooden gate to the corridor, and another again to the right that opens the gate to the tower.

Kitchen

There is a locked gate to the west leading further into the keep. Through the gate is a cart with two cabbages. To the right is a bench with two sacks to the side of it. To the left is a set of stairs winding down further into the tower. After following the corridor until it becomes a dead-end, there is a door to the left leading to a kitchen. There are two soldiers in here. Hanging from the center pillar are two garlic braids and two leaves of dried elves ear. Hanging in front of the fireplace is a rabbit and a pheasant. On the other side of the center pillar is a small round table with a bottle of Alto wine.

Opposite the entrance is a large dining table with two chairs. Around the table are three sets of shelves. Among the utensils on the table is a slice of bread and a bottle of Alto wine. On the left-hand shelves is a potion of minor magicka and a salt pile. On the right-hand shelves is a potion of minor healing and a bottle of wine.

Through the connecting archway is a storage area. There is a barrel to the left that contains five potions, three of minor healing, one of minor magicka, and one of minor stamina. There are three sacks underneath the overhanging shelf, and another on the other side of the steps up to that shelf. There is a table to the right with a salt pile and a potion of minor healing. Above that hang two more rabbits. Just in front of the table is a basket with four rock warbler eggs. The door by your companion leads to a corridor going down further into the keep.

Torture Room

The next room is a torture room. The Torturer and Torturer's Assistant can be found here in combat with two Stormcloak soldiers. Against the far wall are three novice-locked cells. The side ones are empty and the middle one contains a dead mage, who carries 25 gold pieces, two potions of minor magicka, a novice hood, and novice robes. Alongside him in the cell are four gold pieces, another potion of minor magicka and a copy of the Spell Tome: Sparks.

By the second of the center pillars is a small table with a knapsack, an iron dagger, and a copy of The Book of the Dragonborn. The knapsack contains four lockpicks and a potion of minor healing. In the northeast corner of the room is the torturers cell. It contains a weapon rack and a long L-shaped shelf that has two lockpicks on the southern half. There is an iron mace hanging on the rack, an iron shield lying beside it, and a copy of Brief History of the Empire, v2 under the shelf by the door.

The exit to the room is in the northwest corner, and along the corridor are four prison cells—two on each side. The first on the right is open and empty, as is the second on the left. The first on the left is novice-locked but empty, and the second on the right is novice-locked and contains minor loot—a lootable skeleton and a coin purse. The corridor leads to another torture chamber, though this one is in considerably worse condition, having massive cobwebs in the corners and along the edges. There are two hanging cells to the left, one with a skeleton, the other with a dead Stormcloak soldier. There are another two hanging cells to the right of the entrance, but only one is occupied with a skeleton. There is a third skeleton in-between these two, by two disused hanging cells on the ground.

Skyrim Se Live Another Life

Caves

The way forward is through the broken wall and into the natural caves that have been utilized by the Legion as a hidden entrance to Helgen. The first room is guarded by five soldiers, one across the mini-bridge, two in the sunken middle area, and two archers on the far side of the room. The archers are equipped with long bows and also stand over an oil slick, which can be ignited using the spell Flames. After that there is an upturned wooden bridge blocking the way. There is a lever just before it to the right to lower it.

Skyrim Live Another Life

Once the bridge has been lowered and crossed it will collapse under some falling rocks. A tunnel is revealed and it leads to a small stream. On the opposite bank is a skeleton, and beside that is a coin purse and a potion of minor healing. The stream leads back to the same room that the normal route was taking; it joins with another stream and flows through another tunnel. The room is empty of any loot. A short distance along the next tunnel it turns right as the stream flows under some rocks. The remains of a skeleton can be seen on a ledge along with a coin purse.

The tunnel shows signs of what is in the next room, frostbite spiders. There are three spiders around the room and two larger spiders descend from holes in the ceiling as you enter the room. There are two web sacs around the area where the spiders are, and a dessicated corpse hanging to the right. There are a total of seven egg sacs around the room containing spiders eggs. On a ledge to the left of the entrance is an iron mace by the remnants of a corpse.

There is a tunnel to the east that leads back to the stream which has re-emerged from the rocks. There is a lit brazier across the stream on a ledge. By it is a potion of health and an iron dagger. Back on the path there is a cart with three bottles of Alto wine and a coin purse, and on the ground behind it, an iron helmet and a bottle of Black-Briar Mead. In the gloom to the south is a uniquely weak bear. There is nothing else of interest to find. The exit is along a winding path to the southeast.

Live

Bandits[edit]

Skyrim Live Another Life Investigate Cave Mod

There are a number of minor differences once the bandits take over. Any loot missed before will still be there as the area does not respawn.

  • Kitchen: two bandits sitting at the big table.
  • Torture room: it has been redesigned as a bar, with the torturer's cell acting as the bar itself. A bandit occupies the cell and another patrols the next corridor. On the shelf in the cell there is now an iron dagger, two lockpicks, a copy of Brief History of the Empire, v1, two coin purses, a random potion, six bottles of ale, and a copy of the Archeryskill bookThe Black Arrow, v2.
  • Caves: in the first room after the torture rooms are three bandits, one of whom is a bandit chief. The chief stands in the middle of the cave, near a chest, while the other two patrol the far walkway. The bandits have replaced the collapsed bridge with a permanent walkway, and another bandit sits on it. Finally, there is a frostbite spider near where the unique bear is.

Notes[edit]

  • The keep will be occupied by rival forces to whomever you followed into the keep, with the exception of the troops in the Torture room (they will always be the same with only the hostility transferred from one group to the other). If you chose Ralof the troops will be Imperial Legion, if you followed Hadvar they will be Stormcloak soldiers.
  • Though the Keep has a technical minimum level of 6, scripts prevent this being applied during Unbound. Instead most soldiers are, at a maximum, level 2, and most creatures are level 1. The minimum level does apply to the bandits that take over afterwards.

Bugs[edit]

  • A duplicated book on the barracks bookshelf is visible, but not accessible, due to chair and table placement.
    • This issue has been addressed by version 1.2.1 of the Unofficial Skyrim Patch; the table has been moved and the duplicate book replaced with one useful to a beginning player: The Holds of Skyrim.
  • Gunjar's body doesn't disable with the other bodies.
    • This bug is fixed by version 1.2.7 of the Unofficial Skyrim Patch.
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