The lever to open the gate is on top of a rock to the left of the gate. This vampire is fighting a wounded frostbite spider, and the vampire is usually the victor. There is another vampire on the other side of a large gate. The exit to the southeast takes you to a natural ledge, where someone has built a railing overlooking the cave where the skeletons rose from the water. More potions are in the next room to the southeast, along with another vampire and death hound duo, three more burial urns along the northeast wall, two urns along the first southwest dead end passage, and an unlocked chest at the end of the second southwest dead end. The dead frostbite spiders lying around here betray another vampire's presence slay it, but be careful, because the death hound in the next room may hear you. The dead end to the right has a potion on the floor among the cobwebs, and to the left are two burial urns, with three more burial urns up the stairs ahead to the southwest. An urn is straight ahead, while the passage continues to the left. Continue through the northwest door, where the crypt becomes more like a crypt again. Up the hill beyond, a lurking vampire will be alerted by sounds of fighting. Three skeletons will rise from their watery graves. The next room is mostly a natural cave which contains another graveyard that has been flooded by a stream. The final gate, the second on the west wall, is the way forward. To retrieve the items in the alcoves along the east and north tunnels, you can knock them close enough with area-of-effect spells or arrows, grab them with Telekinesis, or move them closer by telling your follower "I need you to do something." and then dragging the items into reach. The north gate has a pedestal with two potions on it at the end of its tunnel, and six more potions in the alcoves. Opening the east gate will make a leveled draugr burst from its coffin there are two weapons in the alcoves of that tunnel. The first gate to the left (west) is partially hidden by a pillar, but has a master-locked chest at the far end of the tunnel. Each pull chain can be found next to its associated gate. There are four gated tunnels leading from this room. Turn north and you'll see two draugr battling a death hound and a vampire at the end of the hall. There are two soul gems and a potion on an arcane enchanter in the corner, and two dead draugr to be looted, but no enemies. The next room has an unlocked chest behind the sarcophagus on your left when you enter the room. This time the mechanism is a lever, which is on top of a stone to the right of the gate. Wind around to the western ledge, where there are some glowing mushrooms on either side of another closed gate. In the shadows of the southeast corner of this room on the ledge above the stream, there is an unlocked chest with a dead draugr lying nearby. When you get close enough, three skeletons will rise from the ground and attack. Farther in and up a flight of stone steps, a vampire stands by a graveyard. Past the gate, a potion and a lootable skeleton are in the sarcophagus to the left as you move through a natural corridor across a stream. The pull chain will not be present before Awakening. The gate can be seen through this window. Inside the tower, next to the window above the two loose potions on the platform, there is a pull chain to open the gate. To the northeast, a gate blocks the way deeper into the crypt. If you have begun Awakening, moving forward toward the cavern will prompt a conversation between two vampires, and there will be three corpses nearby: two vampires, and the unfortunate Vigilant Tolan who slew them both before he died. If the Awakening quest is not yet active, the cavern will be inhabited by several beasts, and the passage into the rest of the crypt will be blocked by stones. On the platform at the top of the stairs are an urn, an unlocked chest, and two potions on the floor next to a window. Inside the tower, an enchanted sword lies in an open sarcophagus to the right of the stairs. In the southwest corner of this cavern stands a small tower. It quickly opens into a medium-sized cavern with an underground river running through it and a few waterfalls. ( radiant)ĭimhollow Crypt begins as a narrow tunnel. Trouble in Skyrim: Fulfill a contract for the Companions to clear out a troublesome area.Awakening: Find out what the vampires are looking for.
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