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Dungeon Lock Outs are several dungeons in The Elder Scrolls V: Skyrim that are not open to the Dragonborn to begin with. Some are heavily based in quests, and so to prevent the Dragonborn from breaking the quest, they need to have them active for the dungeon to be available.

Locked DungeonsEdit

List of Dungeon Lock-Outs
Location Hold/Region Required Quest Dungeon Type Clearable Respawn Time Notes
Avanchnzel The Rift Unfathomable Depths Dwemer Ruin No Never The opening in the cliff into the ruin is blocked by rubble.
Kilkreath Ruins Haafingar The Break of Dawn Nordic Tomb No Never The door is visibly blocked by rocks and rubble when passing by the ruins. It will remain that way until Meridia's Beacon is returned and Meridia is spoken to.
Dustman's Cairn Whiterun Hold Proving Honor Nordic Tomb Yes Never The dungeon can be accessed through the entry door, but only the small section that includes the exit pathway can be explored.
Irkngthand The Pale Blindsighted Dwemer Ruin No Never The door is on a balcony that can be reached by falling down the mountain from the other side, but it is locked and requires an unobtainable key. Only the courtyard and outdoor sublocations are accessible.
Nightcaller Temple The Pale Waking Nightmare Fort Ruin No Never The first chamber is accessible, but the rest of the dungeon is blocked by an unremovable concrete barrier.
Fellglow Keep Whiterun Hold Hitting the Books Fort Ruin Yes 10-30 Days The dungeon is accessible, but access to the Ritual Chamber room is blocked by rubble.
Korvanjund The Pale The Jagged Crown Nordic Tomb No Never The dungeon is accessible, but only the very small foyer area at the start can be seen.
Snow Veil Sanctum Winterhold Speaking With Silence Nordic Tomb No Never If the exit at the dungeon catacombs end is found in the wilderness, it leads to a small foyer with an unopenable gate.
Twilight Sepulcher Falkreath Hold Darkness Returns Nordic Tomb No 10 Days The outer area is accessible, but the dungeon cannot be entered until the quest is started.
Saarthal Winterhold Under Saarthal Nordic Tomb Yes Never The outer area is accessible, but the door will remain locked until the Dragonborn meets Tolfdir outside.
Ustengrav Hjaalmarch The Horn of Jurgen Windcaller Nordic Tomb No Never The first main chamber is accessible, but the rest of the dungeon is blocked.
Skuldafn Eastmarch The World-Eater's Eyrie Nordic Tomb Yes 10-30 Days This dungeon is only accessible after Odahviing is summoned during The Fallen, and cannot be visited any other time.
Bthardamz The Reach The Only Cure Dwemer Ruin No Never The passageway that leads into the ruins is blocked by overgrown plants, but the small outside area can be explored. The exit door may be reachable using console commands (see below).
Mzulft Eastmarch Revealing the Unseen Dwemer Ruin Yes Never This ruin is accessible, but only a very small foyer is visible, as the door into the main ruin is locked: the key for this door is found on a body which spawns when the quest is active (see below for workaround).
Labyrinthian Hjaalmarch The Staff of Magnus Nordic Tomb Yes Never The item required to enter the ruin is obtained when the quest is started. Only the outer ruins and other sublocations are accessible.
Blackreach Winterhold Discerning the Transmundane Dwemer Ruin No 10 Days The Attunement Sphere is obtained when the quest is started (see note below).
Reachwater Rock The Reach Forbidden Legend Cave Yes Never The dungeon is accessible, but the keyholes cannot be activated until the Dragonborn acquires the required Dragon Claws.
Brinewater Grotto Haafingar Scoundrel's Folly Cave No 10 Days The dungeon is accessible, but only the lower waterlogged sections can be explored.
Wolfskull Cave Haafingar The Man Who Cried Wolf Cave No 10-30 Days The dungeon is accessible, but the ritual chamber section is sealed off with ice.
Rebel's Cairn The Reach The Legend of Red Eagle Cave Yes 10-30 Days The dungeon is accessible, but the stone door cannot be opened until the Dragonborn acquires Red Eagle's Fury.
Reachcliff Cave The Reach The Taste of Death Cave Yes Never The dungeon is accessible, but the concealed tunnel will be blocked.
Nightingale Hall The Rift Trinity Restored Cave No Never The outer area is accessible, but the entrance door is blocked by rubble.
Shrine of Mehrunes Dagon The Pale Pieces of the Past Daedric Shrine No 10 Days The altar area is accessible, but the door will be locked and require a key that spawns on two Dremora when the quest is completed.
Wreck of The Icerunner Haafingar Lights Out! Shipwreck No Never The shipwreck does not appear until the fire at Solitude Lighthouse is extinguished.
The Katariah Haafingar Hail Sithis! Ship Yes Never The ship does not appear until the quest is started.
Knifepoint Mine Falkreath Hold Boethiah's Calling Campsite Yes 10 Days The section of the mine with the Champion of Boethiah is cut off by a cave-in: this makes the Knifepoint Ridge location "clearable" as the characters involved in the quest do not exist without being on the quest.
Japhet's Folly Winterhold Rise in the East Settlement No Never The area is self-contained, and is only accessible when the East Empire Company sets sail and attacks the Blood Horkers stationed there.
Forelhost The Rift Siege on the Dragon Cult Nordic Tomb Yes 10-30 Days The outer area is accessible, but the iron door will be locked until the quest is started.
Hillgrund's Tomb Whiterun Hold Ancestral Worship Nordic Tomb Yes Never The outer area is accessible, but the iron door will be locked until the quest is started.
Ysgramor's Tomb Winterhold Glory of the Dead Nordic Tomb Yes Never The tomb is accessible, but only the small area containing the statue of Ysgramor can be explored.
Dimhollow Crypt DG The Pale Awakening DG Cave Yes Never The first chamber is accessible, but the rest of the dungeon is blocked by rubble.
Forebears' Holdout DG Hjaalmarch Prophet DG Cave No Never The entrance is blocked until the quest is started.
Ruunvald Excavation DG The Rift Bolstering the Ranks DG Cave No Never The exterior is accessible, but the entrance door will be locked and require an unobtainable key until the quest is started. In addition, its map marker will not appear until then.
Aetherium Forge DG The Rift Lost to the Ages DG Dwemer Ruin No Never The exterior Ruins of Bthalft location is accessible, but the Dwemer mechanism cannot be used until the Dragonborn acquires all 4 Aetherium Shards. The dungeon itself can be entered once the Aetherium Crest is retrieved.
Gyldenhul Barrow DR Solstheim Deathbrand DR Nordic Tomb Yes Never The small foyer of this ruin is accessible, but the remainder of the area is locked off unless the quest has been started.
Kolbjorn Barrow DR Solstheim Unearthed DR Nordic Tomb Yes Never The whole dungeon is inaccessible from the start, but gradually expands during the course of the quest.
Vahlok's Tomb DR Solstheim Lost Legacy DR Nordic Tomb Yes Never The Dragonborn must complete a pre-requisite quest (A New Source of Stalhrim) and then speak to Tharstan in Skaal Village.
Temple of Miraak DR Solstheim The Temple of Miraak DR Temple Yes Never The exterior areas are accessible, but an unopenable gate will block entry to the dungeon until the Dragonborn speaks to Frea.
Ashfallow Citadel DR Solstheim Served Cold DR Fort Ruin Yes Never The exterior and interior are accessible, but a wall will block access to the second room.
Highpoint Tower DR Solstheim Old Friends DR Fort Ruin Yes Never The exterior area is accessible, but the entrance door is blocked by ash and rubble.
Kagrumez DR Solstheim The Kagrumez Gauntlet DR Dwemer Ruin Yes Never The outside areas and the first chamber are accessible, but the Dragonborn will need to collect enough Kagrumez Resonance Gems to proceed through the dungeon.
Nchardak DR Solstheim The Path of Knowledge DR Dwemer Ruin Yes Never The outside area is accessible, but the entrance mechanism cannot be used until Neloth gives the Dragonborn the Control Cube.

TriviaEdit

  • On PC, it is possible to hit the tilde (~) key and type "tcl" to toggle noclip and move through these barriers or, in the case of doors that must be unlocked by quest characters with keys, click on the door and type "unlock" to unlock the door. From here you can explore the dungeon as normal.
    • This defeats the purpose of the wall and will break the quests that pertains to it.
  • Several of the locations can be entered from the hidden "exit." Using a collision glitch on consoles will open most areas.
  • Some player-made modifications (such as Live Another Life) can spawn the Dragonborn in places that are blocked off (such as Blackreach), nullifying the purpose of the lock outs.
  • The interiors of a large majority of these dungeons will never respawn, meaning that the Dragonborn can safely store things inside containers, and they will still be there if the Dragonborn returns. This is not necessarily the case with the exteriors, which tend to respawn within 10-30 in-game days, meaning that containers outside may respawn as well.
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