Raven Rock Mine entrance Raven Rock Mine is a mine located in the colony of Raven Rock. The entrance can be found by following the path between Ienth Farm and Alor House, past the ash yam sphere on your left and the wood chopping freeze and smelter on your good. There is a woodcutter ‘s ax on top of a barrel by the chop auction block. There is a wealth of crates, barrels and boxes outside of the mine all marked with the East Empire Company emblem. Both sides of the entrance are lit with braziers on stands. There are besides two entrances via Bloodskal Barrow .
Reading: Skyrim:Raven Rock Mine
Residents [edit ]
* Appears after the mine is reopened .
refer Quests [edit ]
Walkthrough [edit ]
Raven Rock Mine [edit ]
Descend into the mine, passing respective boxes, barrels and crates bearing the mark of the East Empire Company. At the bottom turn west and enter a habitable area .
typical marriage The first time you enter the mine you will overhear an argument between Aphia Velothi and her husband Crescius Caerellius. Crescius wants to search the mine and his wife is worried that he will get killed. Speaking with Aphia will give you insight into their relationship, the history of the mine, her conserve and his family. Speaking with Crescius will initiate the quest The Final Descent. If the An Axe to Find bay is active, recover an ancient Nordic pick from Crescius while talking to him. This will be of benefit when exploring the mine. Crescius will besides give you the Raven Rock mine keystone during the conversation .
Into the hole This area acts as a base camp for the mine ; between two benches is a transcript of History of Raven Rock, Vol. I, and a desk has two gold coins .To the leftover of the desk are some shelves with diverse items of dress, two leather helmets, a copy of Lives of the Saints and The Red Year,Vol.I. A flight of wooden steps leads up to a loft. Under the stairs are more boxes, crates, barrels and capable crates, one of which contains a sample distribution of iron ore. In the loft, mechanism for raising and lowering buckets into and out of the mine below are on the wall. There is a grindstone in the southwest corner, and a mesa with a copy of The Poison Song, Book III in the center. There is an expert-locked East Empire Company strongbox underneath the table. There are respective crates, barrels and a sack behind the table and three pickaxes on the floor .
Down the wooden steps into the mine, you will descend several levels of wooden ramps. After passing an illuminated table with a mead barrel on a platform, you have a choice of right or left. To the left is some flammable natural gas, erstwhile exhausted ore deposits, a small table with an iron ore sample distribution, and a skeever. To the right is the rest of the walk polish and three frostbite spiders along the way. finally your path will be blocked by wooden slats barring your room forward. Remove these with magic trick or a weapon and continue on to chamber with a engage gate. An expert-locked East Empire Company strongbox is on a crate to the right of the gate. The gate can only be unlocked with the Raven Rock mine key that you received from Crescius. Opening the gate allows you to enter the ruins mentioned in the letter received from Crescius at the begin of the quest. shallow water covers the floor of the catacomb ahead. Follow the wall to the leave to find a breast in an upper berth burial compartment. A draugr is slumbering in a compartment airless by. There are three other sleeping draugr in the area that will be roused by any fight .
A pressure denture that activates a ear wall trap is in the middle of the passing ahead. pass by the spike wall and astir a flight of stairs with a all in draugr at the crown. The path turns to the west here and takes you to a chamber with four draugr-occupied thrones ; two facing you, and two good behind facing the other management. A fifth draugr is roaming in the distance. A random potion and a rare potion of waterwalking are between the two thrones. Of the draugr confront you, entirely the draugr on the left will awaken. This will likely alert the draugr in the distance. Once they are taken concern of, round the recess and take out the draugr in the throne nearest you ; the other is inactive. Climb the ramp through a doorway into a circular chamber with a metal scrape covering most of the center of the room. Around the margin of the room are thrones occupied by draugr. Five of the draugr will rise while you move about the room. As you can see this can be quite a tough struggle. On the south wall, tucked in the debris from a cave-in, is a master-locked breast. The die is to the west .
Stalhrim down payment In the next room are two erect sarcophagus to the leftover with a satiate common person gem between them. The path twists around to the west to a raised area with two dead draugr seated on thrones and two embalm tables. On the tables are three random potions, a random potency potion, a random soul muffin, a stadium of vampire dust, a sample distribution of scaly pholiota, deathbell bloom, a bunch of frost mirriam and a random poison. Between the two tables is a Stalhrim situate, which you can mine if you have the ancient Nordic pick. Mining this deposit uncovers another dead draugr. An chemistry lab is around the corner on the east wall with an ashen grass pod and two bowl of netch jellify on top. There are sets of shelves on either english of the lab ; the one on the left holds a burial urn, a branchlet of draco ‘s tongue, a sample of scathecraw, a bowl of frost salts, a sample of emperor parasol moss, a luna moth wing and a salt pile. The one on the right holds a burial urn, a sample of ash crawl bunch, another luna moth flank, some fire salts, a boar tusk, some spawn ash, a bowl of void salts and a potion of waterwalking .
aglitter The path continues to the north, climbing to a tableland where two spellcaster traps shooting Sparks are, one on either side of the path. Knocking out or removing the fill soul gems will disable the traps. The way immediately descends down into shallow water to a pair of unlock wooden doors. Through the doors is a multi-level board with shallow water covering the floor. At the far end of the room is a waterfall, behind which is an apprentice-locked door leading to a unmarried board within Bloodskal Barrow which contains two large urns flanking an erect sarcophagus filled with Stalhrim which once mined reveals a dead draugr. There are no other exits from this room — ( see notes ). A raise area is on the right with a patrolling draugr wandering along it. Engaging the patrol draugr will alert up to five extra draugr to converge and attack you. Climb up to the raised area, or use the stairs at the far end of the room, to access an overlook. here are respective upright sarcophagus, all but two of which have been opened. On your right in the south wall is a lower portcullis. At the far end of the room is a ignite fireplace with a wooden walk connecting to the other side. once you ‘ve crossed over you will find an arcane enchanter with an expert-locked chest of drawers underneath. A potion of waterwalking and a weapon are on the floor. A pedestal with a handle on top opens the portcullis back on the early english.
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Up there Head spinal column across the walk and through the open portcullis with a choice of going left or right. To the leave is a board with a pedestal holding an Ice Spike spell tome surrounded by lighted candles. Above is another degree with a spellcaster trap to the east, which can be disabled safely from here. To the correctly is a wooden coil ramp leading up and forth. Before climbing, however, underneath the ramp is an adept-locked chest of drawers, a burying urn, and a half-buried urn. When you reach the top of the ramp, you will see three pots on a ledge in the northwest corner ; if you jump to this ledge, behind the pots you will find the one-fourth and final examination potion of waterwalking. On the land at the clear of the ramp is a long bow and vibration of iron arrows. In the southwest corner is a humble ledge you can jump to that has a belittled coin purse behind a bowl. A wooden wall ahead shields you from the spellcaster trap seen from below. It fires Lightning Bolt spells at you, powered by a meet soul gem. In a darken alcove to the right of the wooden barricade is a pedestal holding a scroll of Fireball. Cross over the walk, bypassing the spellcaster trap, where a bookcase is on your veracious with a bowl of frost salts and a sample of canis etymon. If you examine the easterly wall immediately behind the spellcaster ambush, you ‘ll notice the outline of a secret doorway ; the pull chain to open it is to the left of the door, obscured by cobweb. This secret alcove contains a potion, a chest of drawers, and a mint bag. The path forth is through a door to the west, leading into a corridor and across a catwalk heading union. Once you cross, you enter a corridor with respective upright sarcophagus on either side. Three press plates are on the floor in front of you that each activate a dart trap. The stairs ahead lead to an unbarred wooden door with an adept-locked chest of drawers. The second sarcophagus on the leave has fallen over revealing a burrow heading west .
The strange door Following the tunnel through the sarcophagus as it twists and turns, you will come out overlooking a big cavern far below. A boastfully, strange door is at the far end of the room situated between two waterfalls. Jump down from your perch to the rocking landing below and make your way to the door. In front of the doorway you will find the remains of Gratian Caerellius lying upon a bed roll. He still carries his daybook, which explains what happened to him and his adjunct Millius. You will besides need to search him for the unique ambidextrous greatsword, the Bloodskal Blade. Gratian ‘s journal reveals what he has found out about the blade and his thoughts on how it can be used to open the strange doorway. next to Gratian is a satchel and an philosopher’s stone of vigor. If you explore the lie of the cavern, you will find several dead draugr, american samoa well as an unlock chest of drawers at the lower end of the cavern where the stream exits and several small cages hanging in front of the doorway containing skeletons and draugr that can be looted .
The strange door is opened by equipping the Bloodskal Blade, then performing a baron assail in battlefront of each of the loss lines in the door that approximately match their orientation, either vertical ( forward ) or horizontal ( strafing ). Begin with the bottom match and work your way up. Wait until your green tire line is full for each swing. Aim your cursor at the loss glow occupation before starting the power move and swing. Each time you perform a swing correctly, the door will slowly rearrange itself and extinguish the occupation that matched your swing. once you have completed all seven of the want swings, the door will open into a long corridor filled with seven sets of three swinging blades in a row .
This pendulum blade ambush, like to some traps in Dwemer and other ruins, are triggered wholly by proximity and can not be disabled at the far end : the lever at the far end only operates the door. The pendulum blades will simply stop once the player has progressed past all of them to the lever that opens the far doorway. If the blades are again approached from the far end, careless of the department of state of the door pry, the blades will once again begin swinging ; this will make it virtually impossible to bring followers through the blades unharmed .
Risen from the dead
The Black Book This opens the way into a big water-filled cavern. To the leave is a breast. Approaching the thorax, which contains very fiddling, will cause a dragon priest named Zahkriisos to rise from the urine in front man of you and start attacking you with mighty shock magic trick. once you have destroyed him you can take his mask, which grants its wearer shock resistance of 50 % and a promote to shock damage of 25 %. Around the corner to the leave, in the west corner of the room, is a portcullis with a lever. At the army for the liberation of rwanda end of the cavern is a parole wall that contains a contribution of the Dragon Aspect shout. Under the water you will find five Nordic barnacle clusters and a bunch of slaughterfish eggs .
Defeating Zahkriisos will raise the portcullis, as does the lever in front of it. Beyond is a pedestal holding the Black Book, The Winds of Change. Taking it will transport you to Apocrypha and The Winds of Change quest. To the justly is an arcane enchanter with two person gems in stands behind and a bookcase containing two random potions, a random helmet, a couple of random boots, a bowl with a petty soul jewel inside, thirteen gold coins, a garnet and an amethyst. On the leftover is a sideboard with two burying urns on top and an unbarred boss-level chest beside it. In the center of the board is a waterfall hang into a grate in the shock and around this is a wooden spiral ramp leading up to an unbarred cast-iron door which will take you to Bloodskal Barrow. Either make your room through the burial mound to the Solstheim exit, or backtrack through the mine to Raven Rock .
Notes [edit ]
- The four potions of waterwalking found here are the only ones in the entire game; no merchants sell them and they cannot be crafted.
- When exiting back from the single room behind the waterfall, the door shows as opening into Bloodskal Barrow instead of Raven Rock Mine.
- Completing The Final Descent allows the mine to open for business again.
- Once reopened, this mine has the second-highest number of ebony ore veins in the game.
- Crescius Caerellius partially supports his claims that his grandfather must have died by some means other than a tunnel collapse by stating his belief that the mine’s tunnels are too sound for such an event to occur. Though he is right that his grandfather’s disappearance was due to other causes, his confidence in the tunnels may be misplaced: a short distance down the tunnels from the entrance to the mine, you can discover a pair of skeletal arms protruding from beneath a boulder near the wall of the tunnel, seemingly the remains of someone killed by a collapse.
Bugs [edit ]
- One of the East Empire Company Strongboxes here can be unlocked with a version of Brand-Shei’s Strongbox key that’s unavailable in the game.
- This bug is fixed by version 1.0.5 of the Unofficial Dragonborn Patch.
- If the player has the Wax Key Lockpicking perk and unlocks this strongbox, the Brand-Shei’s Strongbox key is given to the player.
- The remains of Millius may not spawn.
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- The Dragon Aspect Word Wall may fail to activate when you get close enough, where the word of power will stop glowing and all the words will turn red.
- PC users can get around this by using “tcl” to turn off collisions before approaching the wall.
- This bug can also be overcome by using the Whirlwind Sprint Shout, into the word, when the textures are normal. This may take a few tries from different places, so be sure to save first.
- Similar to this method, should the player have the Silent Roll Sneak perk, they can also spam roll into the word when the textures are normal to get it.
- Learning at least one of the other words of Dragon Aspect before approaching the wall may mitigate this glitch.
- If “saving before console command” while standing in the trigger radius of the wall and than reloading that save, the word wall is double-bugged: The word is neither learned nor is it glowing on the wall, but the “mana flow” is still happening and the sound is still playing, but nothing triggering whatever you do (neither “tcl” nor wirlwind helps). Saving must be done while far from the wall.
- If you re-enter the mine after everything has respawned, the upright sarcophagus with the Stalhrim deposit (near the alchemy lab) will appear to have more Stalhrim in it. However, when you approach it, you don’t get the option to “mine deposit” – you only get the “search draugr” option, as if the deposit was not there.
gallery [edit ]
- prize ambush