
Geirmund’s Hall Geirmund’s Hall is a little Nordic ruin east of Ivarstead containing draugr, frostbite spiders, and skeevers .
It is located on an island in the middle of Lake Geir.
relate Quests [edit ]
- Forbidden Legend: Investigate the forgotten Gauldur Legend.
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
Walkthrough [edit ]
outside [edit ]
There are respective bluing and red mountain flowers, a canis root plant, a thistle, a draco ‘s spit, and gourds growing on the island. There are several erect stones and three patches of bleeding crown fungus in front and on either side of the entrance. There are two iron ore veins equitable east of the entrance, and one corundom ore vein a short distance to the northwest. Near some rocks to the north are two patches of imp stool fungus. With the Fishing creation, some Fishing Supplies can be found to the northeasterly, along with a Fishing Rod, drying Salmon and Brook Bass, two Cooked Brook Bass, Cooked Carp, a Knapsack, a bottle of Ale, and two books, Line and Lure and Horker Attacks. fish from Temperate Lakes can be caught here .
Geirmund’s Hall [edit ]
Upon entering, there are many fungi growing in the cave, including fourteen bleeding crown, nineteen fly amanita, and five whiten cap. Two skeevers will attack as you descend towards a large sinkhole. To the west of the hole is a dead explorer who is carrying a transcript of Lost Legends, which will start the Forbidden Legend quest if you have n’t already started it. The lone early token of interest is an iron ore vein on your leave as you descend .
Jump gloomy through the trap into the pool below. Under the pool you will find an urn and a short dead-end passage containing a burial urn, and at the end, an unbarred thorax, a random sword, a medium mint purse, a random potion of waterbreathing, and a random empty person gem on the flaxen bottom. Be careful to make sure your follower does not come with you, because you may be ineffective to leave the water-filled passing and drown when they block your passing. There is an iron door to the west, with wooden stairs leading up to it out of the water. Opposite, among some debris, is a burying urn and a bombastic mint purse. Through the door you will face two frostbite spiders in a web-filled board, with an adept-locked door to the north and a passage to the south. Behind the door is a short passage with a break board on your right holding a random fix of armor, a random shield, and a random potion of heal .
At the begin of the enactment to the south is an adept-trapped thorax on a dresser, and next to this is a imperativeness plate that triggers a poison flit trap from the walls ahead. Continuing to the west down a trajectory of step into some shallowly flooded catacomb with rotating pillars, count at the sybmols on the walls. The order is Eagle—Whale—Snake—Whale. There are pillars for each symbol in this area guarded by one draugr each, at least one of which is a magic-user. Halfway through the column segment, there is a table with a random filled soul muffin on a weight medium plate, which will set off a battering aries in the shape of a gigantic head and tusks swinging down from the ceiling. You can set the trap off safely if you are beside or on top of the postpone when you take the person jewel. There is besides a random potion on the table. There is a burying urn by the beginning rotate column, another burying urn ( partially buried ) further along the wall on the same side, and diagonally opposite a bombastic urn by the board. At the bottom of the stairs, there is the inaugural pillar ( Eagle ). Turning right, the second pillar ( Whale ) is adjacent to the stairs. The third base column ( Snake ) is behind the table. Going slightly backwards, then left, you can see the fourth column ( Whale ). then turn to the right and pull the lever so you can go through the doorway to the north .
A short tunnel with several more fungi growing along it leads to an area where you will encounter three more draugr : one at the bottom of the ramp, and two more guarding the cadaver of Geirmund at the lead. Care should be taken, as fighting these three can alert another level archer draugr on a walk above the board. There is a well-hidden large mint purse in the irregular shelf of the fallen bookshelf at the base of the ramp ; lone the very top of it shows through the sandpaper. A second hide large coin purse is among some debris to the southwest. To the west is a sideboard with a random submit and a unmarried arrow on top. To the right is a set of shelves holding leather strips and a random potion of stamen .
Before approaching Geirmund for the winder, you can use a Whirlwind Sprint exclaim or nice leap to reach the broken bridge on the west side of the room, leading to a level treasure chest. Be careful when opening the door, as it is rigged : there is a spellcaster trap that shoots firebolts at you directly behind it. Remove the soul jewel to disarm the trap. You can stand to the english to avoid the smash, or disarm the tension cable first. The chest itself is not trapped, but does have an expert-level lock .
Proceed to take the keystone from Geirmund ‘s skeletal system ( the key is visible in his hand, but it ‘s not in his inventory ). You can grab the epitaph for some contentedness reference if you want, and Geirmund has some pretty good loot for the bring. To the east of Geirmund is an urn, with an lightless brazier in front containing a random macebearer. The keystone will open the door immediately behind Geirmund ‘s resting seat, or you can pick the adept lock. deoxyadenosine monophosphate soon as it opens, a draugr may or may not spawn at the arcane enchanter table, and there is a large frostbite spider or skeever to the forget. Up the stairs to the right, there is a random potion of invisibility and an urn. On the table with the enchanter is a random battleaxe and a random poison, while near the table on the ground is a random vacate person muffin. once you ‘ve dispatched the spider or skeever, proceed to the west past two bookcases, the second base of which has a random helmet on acme. At the bottom of the stairs on the anchor to the mighty is a belittled coin purse. Proceed up the step, where another leveled draugr will be patrolling. There is another buffet on the leave, with a potion, a random pair of boots, and a random bow on top .
once you reach the drawbridge, you ‘ll be facing the raised bridge ( with another draugr behind it, if you did n’t deal with it from below ) and a pry. There will be spear holes in the wall pointed in your focus ; the said lever is a dummy that activates this spear trap. rather of that lever, if you are facing the bridge, the lever that will actually lower the bridge is immediately behind you, hidden in the corner. ( If you did not Whirlwind Sprint or jump up to the hidden treasure breast from before, you can now simply drop off the correct side of this bridge to reach it, then backtrack here once you ‘ve gotten the gem. ) Kill the draugr here, and cross the bridge to the center pillar. hera lies another lever that will drop the other side of the bridge. Two more draugr are roaming around the far side of this walk. You can easily shoot and kill them before dropping the bridge. however, when they die, they may land on the pressure plate behind them, setting off the swing axes in the hallway. You will find one more draugr, a magic-user, equitable past the pressure home plate, around the recess at the end of that hallway. The chain to deactivate the ax trap is found here on the wall. After you descend the adopt stairs, you will pass another sideboard with a random poison on top. Around the corner, the passage ends on a ledge .
This following area is where you ‘ll confront the boss, Sigdis Gauldurson. The area below the ledge where you will fight the knob is full of many more of the fungi already found throughout the ruin, while many hanging moss besides grow in this area. Once you drop down here and head towards the quest objective, Sigdis Gauldurson will burst out of his sarcophagus. Do n’t waste arrows/magic/shouts while he is rising, as they will not harm him, and may trigger a wiretap ( see bugs ).
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Boss Strategy [edit ]
Sigdis will conjure two illusions of himself and teleport to one of four spots in the room. The illusions will die in one hit, thus find the very one and defeat him. There are several strategies to do this :
- The illusions glow with a faint blue aura, while Sigdis himself does not. Equip your bow and arrow, crouch behind his tomb for cover, and aim for the one without the glowing blue aura. If you kill the two illusions, he will teleport and create them again. If you approach Sigdis, he will generally try to deal one more hit of damage before teleporting and summoning new illusions. This rapid room-crossing can be tricky to overcome for melee-dependent classes. For melee players, a crushing shield bash will stagger him long enough to land an overpowered hit or two quick follow-up hits before he teleports away.
- While Sigdis is teleporting, put a rune on one of the spots where he appears, then quickly turn to aim at another spot. When he finishes teleporting, either you will have hit him, or you’ve eliminated an illusion. If the latter, quickly fire again at another spot, and you can potentially eliminate two of the three possible versions of him.
- Return to the ledge from which you entered the cavern. It’s then easy to pick off Sigdis, and he doesn’t seem to shoot back, although he still teleports himself and his two minions around the room.
- Once you’ve hit the real Sigdis, his damaged health bar will start to show when your sight hovers over him, while the illusions will never show a damaged health bar, as they dissipate when damaged. This is an easy way to tell where Sigdis is when he teleports.
- Look closely at them: the fake two have glowing purple runes on them, while the real one does not. The real one will also have a helm with horns curled down, like an ancient Nord helm, while the illusions he makes have helms with the horns straight and pointed up, like those on the Helm of Yngol or on draugr deathlords, or no horns at all.
- Bane of the Undead will both damage Sigdis and eliminate the clones.
- When Sigdis is attacked by a melee weapon, it may be disarmed from you; shield bashing seems to avoid this threat. Try to use magic when able.
once Sigdis is defeated, loot his cadaver for his Gauldur Amulet Fragment, Writ of Sealing, and the hex Gauldur Blackbow. You ‘ll find an escape burrow behind his sarcophagus leading to a treasure room, featuring a boss-level unlock thorax with a plate holding two pearls and a modest pearl. To the right is a set of shelves holding a random helmet, gauntlets, and carapace, a person jewel, a random potion of magic trick, and a copy of the ambidextrous skill book Words and Philosophy. To the confederacy, a passage leads to a pry that will open a hide door second to the first room .
Notes [edit ]
- Tell any followers to wait outside the cavern or on the tomb side of the boss room, out of harm’s way. Do not leave them on the islands in the middle of the water, as they may die or kill Sigdis’ clones, making your task harder.
- If the key is not on the altar, look on the floor, as the draugr above on the landing may attack you with shouts and knock it off.
- Sigdis’ clones have petty souls. You can farm the respawning clones using a bow with a soul trap enchantment and a decent Sneak skill until your soul gems are all filled. However, the only way to leave the ruin is through the secret door that opens when you kill Sigdis, so you can only exploit this mechanism for a single session.
- Sigdis’ clones can be used to easily gain Vampire Lord perks.
- Geirmund’s Hall also appears in ESO.
Bugs [edit ]
- Save before falling down the hole. Sometimes the pillars won’t turn when activated. Reloading may resolve this.
- There’s a repeating clanking sound coming from the wall in the upper parts of the stairs up to the hallway with the drawbridge lever, and in parts of the hallway itself. The source of the sound is at the top of the stairs, after the room with the arcane enchanter, caused by a potion partially stuck in the wall continuously spawning and falling every few seconds. It can’t be picked up.
- Followers caught in the pendulum trap room sometimes disappear for good.
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- If you get a kill move on Sigdis and he teleports while in the middle of the move, his body may disappear, making it impossible to complete the quest.
The body can be recovered with the console. Type
prid 000A5E68
, thenmoveto player
, thendisable
, thenenable
. This will make the body accessible again.
- Do not attempt to use Unrelenting Force against Sigdis while he is emerging from his coffin. He will glitch, and you will be unable to kill him.
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- If you do glitch him by starting with Unrelenting Force, you may be able to “fix” him by using the shout again on the “dead body” while fighting him. One of the three spawns during the fight will almost always be a dead body.
- If you kill Sigdis before he teleports, the exit may not open, and you will be trapped.
- If you paralyze Sigdis before he disappears, he will glitch and be unkillable.
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- You may be unable to loot Sigdis if he has been disintegrated.
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- If you are knocked down by Sigdis’ Unrelenting Force shout, you may get stuck behind the wooden bars at the southeastern end of the water area.
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