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|LocationID = FellglowKeepExterior01<br />FellglowKeepExterior02<br />FellglowKeep01<br />FellglowKeep02<br />FellglowKeep03 |
|LocationID = FellglowKeepExterior01<br />FellglowKeepExterior02<br />FellglowKeep01<br />FellglowKeep02<br />FellglowKeep03 |
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⚫ | '''Fellglow Keep''' is a [[Forts (Skyrim)|fort]] in {{Skyrim}}. It is a ruined fort located east-northeast of [[Whiterun (Skyrim)|Whiterun]] in [[Whiterun Hold]]. Led by [[The Caller]], [[Mage (Skyrim)|mages]] that had left the [[College of Winterhold (Skyrim)|College of Winterhold]] fled to this location to practice forbidden experiments. |
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− | '''Fellglow Keep''' is a [[Forts (Skyrim)|fort]] in {{Skyrim}}. |
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==Sublocations== |
==Sublocations== |
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− | The main door to Fellglow Keep is locked and requires a key when first discovered. If the Dragonborn is not on any quest related to the keep the door will be unlocked but access to the path leading to the Ritual Chamber will be blocked by rubble. In a ruined tower there are stairs leading down to the door into the dungeon. |
+ | The main door to Fellglow Keep is locked and requires a key when first discovered. If the Dragonborn is not on any quest related to the keep the door will be unlocked, but access to the path leading to the Ritual Chamber will be blocked by rubble. In a ruined tower there are stairs leading down to the door into the dungeon. |
===Fellglow Keep Ritual Chamber=== |
===Fellglow Keep Ritual Chamber=== |
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− | This is the final room in which the stolen books needed for the quest "[[Hitting the Books]]" are found. These books are guarded by the leader of the Fellglow Mages, named The Caller. With a high enough [[Speech]] [[Skills (Skyrim)|skill]], she can be convinced to let go of the books and avoid a fight. If the [[Last Dragonborn|Dragonborn]] decides to kill her, she can be looted for her key. This key will open a treasury room filled with [[Alchemy (Skyrim)|alchemy]] [[Ingredients (Skyrim)|ingredients]], [[Potions (Skyrim)|potions]], and a [[Containers (Skyrim)|chest]] containing random loot. This treasury room cannot be opened without the key, and [[pickpocket]]ing it off The Caller is not possible. |
+ | This is the final room in which the stolen books needed for the quest "[[Hitting the Books]]" are found. These books are guarded by the leader of the Fellglow Mages, named The Caller. With a high enough [[Speech]] [[Skills (Skyrim)|skill]], she can be convinced to let go of the books and avoid a fight. If the Dragonborn did free Orthorn, he can be traded for the books. If the [[Last Dragonborn|Dragonborn]] decides to kill her, she can be looted for her key. This key will open a treasury room filled with [[Alchemy (Skyrim)|alchemy]] [[Ingredients (Skyrim)|ingredients]], [[Potions (Skyrim)|potions]], and a [[Containers (Skyrim)|chest]] containing random loot. This treasury room cannot be opened from this side without the key, and [[pickpocket]]ing it off The Caller is not possible. Note that the room can be accessed through a trapdoor if the Dragonborn goes back after taking the books, therefore the Caller does not have to be killed in order to acquire everything within. At higher levels, she will summon a [[Storm Atronach (Skyrim)|storm atronach]]; even if she is apparently killed in one hit, the atronach will disappear just as it begins to attack. |
==Quests== |
==Quests== |
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*Random [[Spell Tome (Skyrim)|Spell Tomes]]. |
*Random [[Spell Tome (Skyrim)|Spell Tomes]]. |
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*1 [[Stone of Barenziah]], in the keep itself, in the room with the [[Anvil (Smithing)|Anvil]], [[Arcane Enchanter (Skyrim)|Arcane Enchanter]], [[Alchemy Lab (Skyrim)|Alchemy Lab]] and a [[workbench]]. Upon entering, go straight up the stairs. It is the first door on the right. |
*1 [[Stone of Barenziah]], in the keep itself, in the room with the [[Anvil (Smithing)|Anvil]], [[Arcane Enchanter (Skyrim)|Arcane Enchanter]], [[Alchemy Lab (Skyrim)|Alchemy Lab]] and a [[workbench]]. Upon entering, go straight up the stairs. It is the first door on the right. |
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− | *3 [[Quicksilver Ingot (Skyrim)|Quicksilver |
+ | *3 [[Quicksilver Ingot (Skyrim)|Quicksilver ingots]], in the same room. |
*''[[A Hypothetical Treachery]]'' ([[Destruction (Skyrim)|Destruction]]) – on a table in between the circle of eight bookcases, just before the library. |
*''[[A Hypothetical Treachery]]'' ([[Destruction (Skyrim)|Destruction]]) – on a table in between the circle of eight bookcases, just before the library. |
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*''[[The Doors of Oblivion]]'' ([[Conjuration (Skyrim)|Conjuration]]) – just after arriving at Fellglow Keep from the dungeons. |
*''[[The Doors of Oblivion]]'' ([[Conjuration (Skyrim)|Conjuration]]) – just after arriving at Fellglow Keep from the dungeons. |
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*''[[The Firmament]]'', on a table in a room where three vampires are imprisoned. |
*''[[The Firmament]]'', on a table in a room where three vampires are imprisoned. |
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*''[[The Legend of Red Eagle (Book)|The Legend of Red Eagle]]'', on a table in the room where two vampires are imprisoned. |
*''[[The Legend of Red Eagle (Book)|The Legend of Red Eagle]]'', on a table in the room where two vampires are imprisoned. |
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− | *[[Vernaccus and Bourlor]], on shelf inside adept locked door with three levers and three prisons. |
+ | *[[Vernaccus and Bourlor]], on a shelf inside adept locked door with three levers and three prisons. |
*Fellglow Keep Key is in a mage's equipment, who is asleep in a bed. |
*Fellglow Keep Key is in a mage's equipment, who is asleep in a bed. |
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*One [[Briar Heart]] (inside the 1st door on the left). |
*One [[Briar Heart]] (inside the 1st door on the left). |
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==Trivia== |
==Trivia== |
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− | *Fellglow Keep can be especially challenging for a [[Vampire (Skyrim)|vampire]]; almost every mage inside the keep uses fire magic, a weakness of the vampire (the higher stage vampire, the harder it becomes to sustain one's health). |
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*In one room in Fellglow Keep there are three cages with vampires in them, with switches on the wall to open the cages. Opening the cages will release the vampires, who will run into the next room, kill the mages there, then leave without harming the Dragonborn. |
*In one room in Fellglow Keep there are three cages with vampires in them, with switches on the wall to open the cages. Opening the cages will release the vampires, who will run into the next room, kill the mages there, then leave without harming the Dragonborn. |
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**The [[Vampire (Skyrim)|vampires]] will not level with the Dragonborn, whereas the [[Mage (Skyrim)|mages]] will, so at higher levels they can be increasingly difficult to keep alive and may not even make it out of the first room without help. |
**The [[Vampire (Skyrim)|vampires]] will not level with the Dragonborn, whereas the [[Mage (Skyrim)|mages]] will, so at higher levels they can be increasingly difficult to keep alive and may not even make it out of the first room without help. |
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− | **If [[Barbas]] is in the party, the vampires may attack him. |
+ | **If [[Barbas]] is in the party, the vampires may attack him. |
− | **If the Dragonborn successfully stealth kills the mage who is watching the prisoners, one of them may comment on this, saying "And so you learn the power of the night." |
+ | **If the Dragonborn successfully stealth kills the mage who is watching the prisoners, one of them may comment on this, saying "And so you learn the power of the night." |
*The map may not mark Fellglow Keep as cleared until completing both quests. It is most likely the Dragonborn has not randomly encountered the dead treasure hunter yet. Without [[Treasure Hunter's Note (Skyrim)|the note]], the item it identifies will not spawn in the chest. |
*The map may not mark Fellglow Keep as cleared until completing both quests. It is most likely the Dragonborn has not randomly encountered the dead treasure hunter yet. Without [[Treasure Hunter's Note (Skyrim)|the note]], the item it identifies will not spawn in the chest. |
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*Oddly enough, the vampires will still say, ''"Out of the way, meat,"'' even if the Dragonborn is a vampire or a [[Vampire Lord]]. |
*Oddly enough, the vampires will still say, ''"Out of the way, meat,"'' even if the Dragonborn is a vampire or a [[Vampire Lord]]. |
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*If the Dragonborn [[Sneak (Skyrim)|sneaks]] through the entire dungeon without killing anything, The Caller will still comment on how you have "laid waste to [her] projects," "killed [her] assistants" and "disrupted [her] work." |
*If the Dragonborn [[Sneak (Skyrim)|sneaks]] through the entire dungeon without killing anything, The Caller will still comment on how you have "laid waste to [her] projects," "killed [her] assistants" and "disrupted [her] work." |
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*Strangely, if the Dragonborn gets to the room with the caged vampires, does not release them, leaves the dungeon, and then returns, the vampires will be in the next room standing harmlessly near the mages and will not attack them. They will, however, attack if provoked. Once all the mages are killed, the vampires will flee as normal. Their cages will still be closed and locked. |
*Strangely, if the Dragonborn gets to the room with the caged vampires, does not release them, leaves the dungeon, and then returns, the vampires will be in the next room standing harmlessly near the mages and will not attack them. They will, however, attack if provoked. Once all the mages are killed, the vampires will flee as normal. Their cages will still be closed and locked. |
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− | *The stairways leading to the ritual chamber will always auto-save the game, even after The Caller has been defeated. |
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− | *To obtain multiple copies of Hooded Black Robes, do not give the collected books to [[Urag gro-Shub]], as completing the [[Hitting the Books|quest]] will prevent any access into the ritual chamber area. Everything inside Fellglow Keep except The Caller will respawn after ten days. It is recommended to finish the quest after level 25 to gain the best enchantment for [[Mage's Circlet]] after the completion of "[[Good Intentions]]." |
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− | *With a high enough [[Sneak (Skyrim)|Sneak]] and [[Archery (Skyrim)|Archery]] skill, it is possible to kill The Caller in one hit. By entering the room in sneak mode, The Caller will still speak to the Dragonborn, but may lose sight of them if they are sneaking. |
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==Bugs== |
==Bugs== |
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− | *{{ALLPLAT}} Sometimes, the Ice Mage with the Fellglow Keep Key will not spawn where she is supposed to (in the room before the Ritual Chamber where the [[Flame Atronach (Skyrim)| |
+ | *{{ALLPLAT}} Sometimes, the Ice Mage with the Fellglow Keep Key will not spawn where she is supposed to (in the room before the Ritual Chamber where the [[Flame Atronach (Skyrim)|flame atronach]] is). This is not an issue for those choosing to fight The Caller further on in the Ritual Chamber, as it can be looted from her body. However, this is a problem for those who choose to persuade The Caller not to fight; as the door behind The Caller which exits to Skyrim will not open if that option is selected. The Caller cannot be pickpocketed and so the options are either to kill The Caller after all, or force the Ice Mage with the key to spawn. To do this, run noisily back and forth through the room where the flame atronach was. This will usually cause her to suddenly appear. You can then dispatch her, loot the Fellglow Keep Key from her and follow the passage back down until you get to the room adjacent to the Alchemy table. Use the key to exit to Skyrim through the large locked door in the center of the room. |
*{{ALLPLAT}} There are hostile creatures that will sometimes interact through an impassable pile of rubble. This will sometimes cause a [[Follower (Skyrim)|follower]] to chase after them by running into the rubble till they glitch through, and become stuck in the other zone which is only accessible through a loading screen door. |
*{{ALLPLAT}} There are hostile creatures that will sometimes interact through an impassable pile of rubble. This will sometimes cause a [[Follower (Skyrim)|follower]] to chase after them by running into the rubble till they glitch through, and become stuck in the other zone which is only accessible through a loading screen door. |
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**{{PC|Fix}} A way of getting any follower back is to toggle no-collide; type <code>tcl</code> in console to enter the rubble to the companion, then walk the follower manually through the rubble again by selecting the "I need you to do something" chat option. |
**{{PC|Fix}} A way of getting any follower back is to toggle no-collide; type <code>tcl</code> in console to enter the rubble to the companion, then walk the follower manually through the rubble again by selecting the "I need you to do something" chat option. |
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[[de:Festung Dämmerlicht]] |
[[de:Festung Dämmerlicht]] |
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[[es:Bastión del Brillo Tenue]] |
[[es:Bastión del Brillo Tenue]] |
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+ | [[pl:Twierdza Zabójczego Blasku]] |
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[[ru:Крепость Феллглоу]] |
[[ru:Крепость Феллглоу]] |
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[[Category:Skyrim: Whiterun Hold Locations]] |
[[Category:Skyrim: Whiterun Hold Locations]] |
Revision as of 16:27, 29 June 2020
Fellglow Keep is a fort in The Elder Scrolls V: Skyrim. It is a ruined fort located east-northeast of Whiterun in Whiterun Hold. Led by The Caller, mages that had left the College of Winterhold fled to this location to practice forbidden experiments.
Sublocations
The main door to Fellglow Keep is locked and requires a key when first discovered. If the Dragonborn is not on any quest related to the keep the door will be unlocked, but access to the path leading to the Ritual Chamber will be blocked by rubble. In a ruined tower there are stairs leading down to the door into the dungeon.
Fellglow Keep Ritual Chamber
This is the final room in which the stolen books needed for the quest "Hitting the Books" are found. These books are guarded by the leader of the Fellglow Mages, named The Caller. With a high enough Speech skill, she can be convinced to let go of the books and avoid a fight. If the Dragonborn did free Orthorn, he can be traded for the books. If the Dragonborn decides to kill her, she can be looted for her key. This key will open a treasury room filled with alchemy ingredients, potions, and a chest containing random loot. This treasury room cannot be opened from this side without the key, and pickpocketing it off The Caller is not possible. Note that the room can be accessed through a trapdoor if the Dragonborn goes back after taking the books, therefore the Caller does not have to be killed in order to acquire everything within. At higher levels, she will summon a storm atronach; even if she is apparently killed in one hit, the atronach will disappear just as it begins to attack.
Quests
Notable items
- Rare Hooded Black Robes, during the quest "Hitting the Books." They are in a circular room before fighting The Caller.
- A good variety of alchemy & cooking ingredients.
- A good amount of petty soul gems.
- Random Spell Tomes.
- 1 Stone of Barenziah, in the keep itself, in the room with the Anvil, Arcane Enchanter, Alchemy Lab and a workbench. Upon entering, go straight up the stairs. It is the first door on the right.
- 3 Quicksilver ingots, in the same room.
- A Hypothetical Treachery (Destruction) – on a table in between the circle of eight bookcases, just before the library.
- The Doors of Oblivion (Conjuration) – just after arriving at Fellglow Keep from the dungeons.
- Lost Legends, on a shelf near the fireplace in the room with an alchemy lab and an arcane enchanter.
- The Firmament, on a table in a room where three vampires are imprisoned.
- The Legend of Red Eagle, on a table in the room where two vampires are imprisoned.
- Vernaccus and Bourlor, on a shelf inside adept locked door with three levers and three prisons.
- Fellglow Keep Key is in a mage's equipment, who is asleep in a bed.
- One Briar Heart (inside the 1st door on the left).
- A Shrine of Julianos can be found behind an Adept-locked door, which can be unlocked with the Fellglow Keep Key.
- Coming from Fellglow Keep Dungeons, a fallen Shrine of Talos can be found lying on a pile of rubble in the first room with the Novice Conjurer and Apprentice Storm Mage. A blessing can still be received from the shrine, which is located in front of the broken table.
- A leveled greatsword (half-buried to the left of the Shrine of Talos).
Enemies
- Conjurers
- Ice Mages
- Fire Mages
- Storm Mages
- Cryomancers
- Mages
- Necromancer Adept
- Novice Necromancers
- Frostbite Spiders
- Skeletons
- Wolves
Trivia
- In one room in Fellglow Keep there are three cages with vampires in them, with switches on the wall to open the cages. Opening the cages will release the vampires, who will run into the next room, kill the mages there, then leave without harming the Dragonborn.
- The vampires will not level with the Dragonborn, whereas the mages will, so at higher levels they can be increasingly difficult to keep alive and may not even make it out of the first room without help.
- If Barbas is in the party, the vampires may attack him.
- If the Dragonborn successfully stealth kills the mage who is watching the prisoners, one of them may comment on this, saying "And so you learn the power of the night."
- The map may not mark Fellglow Keep as cleared until completing both quests. It is most likely the Dragonborn has not randomly encountered the dead treasure hunter yet. Without the note, the item it identifies will not spawn in the chest.
- Oddly enough, the vampires will still say, "Out of the way, meat," even if the Dragonborn is a vampire or a Vampire Lord.
- If the Dragonborn sneaks through the entire dungeon without killing anything, The Caller will still comment on how you have "laid waste to [her] projects," "killed [her] assistants" and "disrupted [her] work."
- Strangely, if the Dragonborn gets to the room with the caged vampires, does not release them, leaves the dungeon, and then returns, the vampires will be in the next room standing harmlessly near the mages and will not attack them. They will, however, attack if provoked. Once all the mages are killed, the vampires will flee as normal. Their cages will still be closed and locked.
Bugs
This section contains bugs related to Fellglow Keep. Before adding a bug to this list, consider the following:
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Click to see the list of bugs encountered |
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Appearances
Forts (The Elder Scrolls V: Skyrim) | |
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Eastmarch | |
Falkreath | |
Haafingar | |
Hjaalmarch | |
The Pale | |
The Reach | |
The Rift | |
Whiterun |
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Winterhold | |
Solstheim DR |