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{{Caves
 
{{Caves
|image = Halldir's_cairn.jpg
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|image = Halldirs_cain.jpg
|quests = [[No Stone Unturned (Skyrim)|No Stone Unturned]]
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|quests = [[Find Rjorn's Drum]]
 
|sublocations = None
 
|sublocations = None
 
|type = Cave
 
|type = Cave
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|hold = [[Falkreath Hold]]
 
|hold = [[Falkreath Hold]]
 
|characters = None
 
|characters = None
|map = Sunderstone_Gorge.png
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|map = halldir_map.jpg
 
|RefID =
 
|RefID =
|location= North of [[Moss Mother Cavern]] and South of [[Gjukar's Monument]]
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|location= South-west of [[Falkreath]]
|enemies= [[Necromancers]] <br/> [[Mage|Mages]]
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|enemies= [[Draugr]] <br/> [[Ghosts]] }}
[[Skeletons]] <br/> [[Fire Atronach]] }}
+
'''Halldir's Cairn''' is a cave found South-west of [[Falkreath (City)|Falkreath]].
'''Halldir's Cairn''' is a cave players are sent to during the quest, "[[Find Runils Journal]]" or "[[Find Rjorn's Drum]]" (Bard Quest). Even without a quest, alchemists may find this dungeon useful, with the first (non-combat) room holding a large number of mushrooms (White Caps, Namira's Rot, Imp Stools, Fly Amanita, and Bleeding Crown), approximately 40 or so in total. Some low-level armor and weapons can be looted from three deceased bandits in the room. On a pillar is a journal telling of a ghostly voice compelling the bandits to kill themselves on a blood-soaked rock cairn as well as a key to the only door going further in.
 
   
There is a puzzle room at one point, where players must turn three rocks to match the symbols on the walls opposite them, and then pull a lever to advance to the next room. Incorrect combinations result in a dart trap shooting darts at the player when the lever is pulled.
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When first entering the cave, the palyer will notice a column of blue light and three dead bodies around it. On a pedestal near the column is a journal, telling of a ghostly voice compelling the bandits to kill themselves on a blood-soaked rock cairn, as well as a key to the only door going further inside the cave (Key to Halldir’s Crypt). This first room has no enemies and it is filled with numerous mushrooms ([[White Cap]], [[Namira's Rot]], [[Imp Stool]], [[Fly Amanita]], and [[Bleeding Crown]]).
   
The correct combination is bird, snake, fish, when going clockwise around the puzzle, starting from the lever.
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Slay the ghosts that come to life as you advance throught the catacambs and eventually you will come across a room holding a Nordic Pillar Puzzle. Rotate the three pillars in the room, so that the symbols on the pillars match the symbols on the walls opposite them(Hawk, Snake, Whale) then pull a lever to advance to the next room. Incorrect combinations result in a dart trap shooting poisoned darts at the player when the lever is pulled.
   
The final room is a fight against [[Halldir]]. He is a mage, who will summon copies of himself when damaged. They, and he, will attack with destruction school spells. The door to the room locks behind the player when the fight begins.
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As you step into the final room a fight against [[Halldir]] will begin. He seems to be a former magician who uses destruction school spells again the player. When reduced to about two-thirds of his health he will use the special ability to multiply himself. These three copies use ice, fire and lightning spells. Once you defeat all three forms, Halldir appears back in the middle of the room and so the player can finish him off.
   
Notable loot includes a Spell Tome of Raise Undead (may be leveled), some nice armor and weapons at higher levels, and numerous [[soul gem]]s.
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Halldir drops an Ancient Nord Sword with a random enchantment, some gold and [[Halldir's Staff]], which has a 60 second [[Calm]] and [[Soul Trap]] effect. After Halldir is killed, a trap door in the center of the room can be opened to return to the initial room of the cavern.
   
Halldir drops an Ancient Nord Sword of the Cold, some gold and Halldir's staff, which has a 60 second Calm (works on creatures and people lower level than the [[Dragonborn]]) and Soul Trap effect. After you kill Halldir, a trap door in the center of the room can be opened to drop down into the initial room of the cavern for easy exit.
 
   
{{Incomplete}}
 
==Quests==
 
*[[Find Runils Journal]]
 
*Find Rjorn's Drum
 
   
==Loot==
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==Related Quests==
  +
*[[Runil's Journal|Find Runil's Journal]]
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*[[Find Rjorn's Drum]] - Inside the chest in the final room, where [[Halldir]] is found
  +
  +
==Notable Loot==
  +
*[[Halldir's Staff]]
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*[[Rjorn's Drum]]
 
*Spell Tome of Raise Undead
 
*Spell Tome of Raise Undead
*Soul Gems (including Black Soul Gem at higher level)
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*Numerous [[Soul Gems]] (including [[Black Soul Gem]] at higher level)
*Halldir's Staff
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*Two [[Iron Ore]] Veins - The entrance area.
  +
*Alchemy Ingredients, mostly mushrooms: Numerous to be found, mostly in the first room. Approximate numbers:
  +
**7x [[Bleeding Crown]]
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**7x [[Blisterwort]]
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**11x [[Fly Amanita]]
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**20x [[Imp Stool]]
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**19x [[Namira's Rot]]
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**19x [[White Cap]]
  +
  +
   
 
==Enemies==
 
==Enemies==
 
*[[Halldir]]
 
*[[Halldir]]
 
*[[Draugr]] (leveled)
 
*[[Draugr]] (leveled)
  +
*[[Ghosts]]
   
 
==Appearances==
 
==Appearances==

Revision as of 20:15, December 10, 2011

Template:Caves Halldir's Cairn is a cave found South-west of Falkreath.

When first entering the cave, the palyer will notice a column of blue light and three dead bodies around it. On a pedestal near the column is a journal, telling of a ghostly voice compelling the bandits to kill themselves on a blood-soaked rock cairn, as well as a key to the only door going further inside the cave (Key to Halldir’s Crypt). This first room has no enemies and it is filled with numerous mushrooms (White Cap, Namira's Rot, Imp Stool, Fly Amanita, and Bleeding Crown).

Slay the ghosts that come to life as you advance throught the catacambs and eventually you will come across a room holding a Nordic Pillar Puzzle. Rotate the three pillars in the room, so that the symbols on the pillars match the symbols on the walls opposite them(Hawk, Snake, Whale) then pull a lever to advance to the next room. Incorrect combinations result in a dart trap shooting poisoned darts at the player when the lever is pulled.

As you step into the final room a fight against Halldir will begin. He seems to be a former magician who uses destruction school spells again the player. When reduced to about two-thirds of his health he will use the special ability to multiply himself. These three copies use ice, fire and lightning spells. Once you defeat all three forms, Halldir appears back in the middle of the room and so the player can finish him off.

Halldir drops an Ancient Nord Sword with a random enchantment, some gold and Halldir's Staff, which has a 60 second Calm and Soul Trap effect. After Halldir is killed, a trap door in the center of the room can be opened to return to the initial room of the cavern.


Related Quests

Notable Loot


Enemies

Appearances

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