How to get through the geirmund hall in skyrim. Skyrim: the passage of the quest forbidden legend. Connecting parts of amulets

In Skyrim, which any player can encounter during the passage of the game.

The hall is a huge cave located underground. There, Dovakin is waiting for many dangers like zombies, poisoned traps, puzzles and more. Nevertheless, behind all the difficulties, there are also useful things that will be useful to a player of any level.

Training

Finding the Geirmund Hall is quite difficult. Initially, it was not marked on the map. Therefore, first you have to go to the big city of Ivarstead. If you have never been there before, you can use the services of a cab. For forty gold he will take you there from anywhere in Skyrim.

After arriving in the city, you need to go east to a large lake. In the middle of it is an island. On this island you will find the entrance to the dungeon.

Before going to Geirmund's Hall, it is better for the player to prepare. You can take with you useful not only as a fighter, but also as a store, because in this location you will find a lot of useful things that you can’t take away yourself. To withstand the fight with enemies, stock up on food and healing potions. In the Hall, in addition to the usual draugrs, there are various monsters that can poison you. Therefore, the antidote will not be superfluous. Also take a bow and good arrows - they will come in handy for a fight with the "boss". Arrows can be bought from blacksmiths. Glass and elven are very expensive, but a dozen is enough.

Entrance inside

After entering, you will find an opening. The only way is to jump into it (note that this will make it impossible to turn back).

At the bottom of the abyss is water, in which a ladder to the surface is hidden. There is a door in the cave, behind which frosty spiders are waiting for Dovakin. Defeating them is not difficult if you shoot with a bow, preventing the creatures from approaching. Freezing poison can be collected from the corpses of spiders.

After the spider lair, Geirmund's Hall expands. You will have to face the Draugr. Some of them know the words of power, so try to push them away with Shout before they use spells.

A serious obstacle is the iron grate. To open it, you need to turn the stone slabs with the image of animals in the correct sequence.

Geirmund Hall Walkthrough

After opening the grate, you get to the second tier. There is a magician's grave. Near it there are several valuable things like a potion and gold. Next to the tomb you need to find the key. It opens the door with it. If you could not find the key, the door can be broken open with master keys.

Then move west. During the movement along the corridor, the player is attacked by draugrs. There are also several traps. The corridor ends at the entrance to the burial chamber. It is a large room partially filled with water. There is a tomb in the center. The Geirmund Hall can only be left from this room. The exit is a passage blocked by a lifting plate. But you can lower it only after defeating Sigdis.

Duel

Sigdis gets up and engages in battle with Dovahkiin after he approaches the tomb. But you can have time to hide and inflict hidden blows from afar. Defeating Sigdis is quite difficult.

As a weapon, he uses a unique bow that reduces magic power on hit. Therefore, it will be quite difficult for mages. Also, the enemy can teleport. To do this, you will need a bow with powerful arrows. The intervals between disappearances are very small, so Dovakin may simply not have time to reach Sigdis before he teleports. If you don't have a bow, you can use Shout to knock down the undead.

After killing Sigdis, a passage to Skyrim will open. Geirmund's Hall can then be visited via fast travel.

In the hall of Geirmund in the game Skyrim, we will visit during the execution of the side quest "Forbidden Legend" (in the original - Forbidden Legend).

This quest is divided into several stages, if in the first we visit the ruins of Folguntur, then the second one should be of interest to inquisitive gamers asking the question "how to get through Geirmund's hall in Skyrim" - the action will unfold in this very hall.

Geirmund's Hall is located on an island near Ivarsted, entering it, you will see a small cave densely overgrown with mushrooms. You will not be greeted very friendly by skeevers who will eat up the corpse of an unfortunate adventurer.

On the body of the latter, by the way, you can find the book "The Lost Legends of Skyrim". And at the bottom of the cave there will be a hole several floors high - it is the only way forward for us. You have to jump down, there is no choice.

Fortunately, everything below is flooded with water, so the landing will not be particularly hard. Under the water you will find a small passage, at its end there is a chest. When diving under water, it will not be superfluous to take care of the presence of a water breathing ring, which will not allow you to choke at a depth from lack of air.

After getting out of the water, enter the door, behind which you will encounter two frost spiders. After defeating them, go out into the room with the draugr and the mystery stones. Their correct combination is also shown there, repeating it, you will open the grate at the end of this room.

You will go out into the next cave, where you will again encounter draugrs, and on the altar you will find the buried mage Geirmund. In the hands of the mummy lies the key of Lord Geirmnud, which will open the next door.

Further ahead, the raised bridge does not allow to go further, therefore, it needs to be lowered down. This is done using a lever, which you will find on the back of the wall - it is not so easy to notice because it is higher, so you may not see it right away.

Passing over the fallen bridge, you will see a narrow corridor with swinging axes, where the skill "Rapid dash" will help out a lot. So you will enter the hall with the sarcophagus, there you will have to engage in battle with Sigdis Goldurson - a draug-archer, the second son of the great magician.

It’s impossible to call a fight with him easy, but all because of the enemy’s ability to teleport, and also because he regularly creates his doubles. Not to mention that his attacks are powerful enough to knock Dovahkiin down.

It is best to get closer with your back to the wall, which will allow you to stand on your feet under the influence of an enemy scream, you can also try to hide behind obstacles from him.

Most likely, the battle will turn out to be quite protracted, but sooner or later you will defeat the enemy. After searching his body, you can find the powerful Black Bow of Gauldur, as well as the second part of the amulet of Gauldur, necessary for completing the quest, which will increase your stamina by thirty units at once.

After defeating the enemy, you can find a passage leading to the surface. Along the way, you can still find a chest, and next to it on a bookshelf - the book "Words and Philosophy". The passage will take you straight to the exit. Before completing the quest, you will still have to get the last part of the amulet, but Geirmund's hall in the Skyrim game will be successfully completed on this.

  • Inhabited: draugr, frost spider, skeever, Sigdis Goldurson
  • Upgradable: Never (safe to store things)
  • Console codes for moving to a location:
    GeirmundsHallExterior, GeirmundsHall01
  • Stripped: Yes
  • Location

    The location is located east of Ivarsted, on an island in the middle of Lake Geir.

    general information

    Archmage Geirmund's body

    Geirmund Hall is a Nordic ruin. The ruins themselves are located underground, access to them is through a cave: that is why the entrance looks appropriately - like the entrance to a cave. These ruins are designed as a tomb for two characters in the Forbidden Legend. The ruins got their name in honor of the archmage Geirmund, who fell in battle with Sigdis Goldurson, buried in them. The archmage continues to guard his opponent in the afterlife, the sarcophagus with which is sealed at the far end of the dungeons.

    Location plan

    Entrance

    Passing under the vaults of the rock ( BUT), we get into the passage, which leads steeply into the cave hall ( 1 ). At its far end is a well of failure: an inattentive traveler may well fall there. The well ends in a semi-flooded chamber. There are doors leading to the ruins themselves. In the wall of this chamber, to the left of the entrance platform, there is a dead end under water. You can find some loot in it.

    Spider room

    Behind the front door is a small room ( 2 ), occupied by frost spiders. It also has a locked door leading to the vault. To the left of the entrance begins a corridor leading to the burial hall. The gloom that fills the corridor hides wall panels, the symbols on which can serve as a clue to open the exit grate.

    burial chamber

    burial chamber ( 3 ) with sleeping draugrs. Rotary pyramids are placed along its nooks and crannies. Their faces are marked with symbols similar to those on the panels of the corridor. The correct combination of images will allow you to unlock the lever, which opens the grate blocking the exit from this room.

    Central hall

    A small passage leads to a high three-level hall ( 4 ). Each level is guarded by draugr. A column stands on the floor flooded with water in the center of the hall. It is the basis for two lowered spans of a wooden bridge on the third level of the hall. The wooden ramp leads from the first level to the second. Here is the altar on which the body of Geirmund is laid. In front of him, on a small stand, lies Geirmund's Epitaph. The key is in the hands of the body. This key will open the door for you, located behind the tomb of the archmage. You can remove some loot from Geirmund's body.
    Behind the door is a transverse corridor. At its center is the Pentagram of Souls, guarded by a draugr. The right corridor, leading up, ends with a littered grating through which one can observe the main crypt.
    The left corridor, guarded by a frost spider (or skeever), leads to a landing on the third level of the central hall. In this place are located bridge lowering levers. One of these levers is protected by a spear trap. A draugr patrols from this area and down the stairs. To the right of the exit, behind the wall of the platform at the same level, there is a niche in the wall in the depths of which there is a door. In front of her, a small platform hangs over the hall - the remains of a destroyed bridge. Behind the door is a chamber containing a chest with leveled loot. When opening the door, you need to be careful: a fire trap of directional action is triggered.
    On the annular platform of the central column is second bridge deck lowering lever. Both the bridge spans themselves and the corridor behind them are guarded by draugrs: one - on the annular platform of the central column, others - in the corridor behind the second bridge span. The corridor has two turns. In its middle part there is a trap in the form of swinging blades. It is activated by a pressure plate on the floor at the first turn. The second drive of the trap - a chain with a ring - is located around the corner of the second turn.

    Sarcophagus Hall

    Grave of Sigdis Goldurson

    Sarcophagus Hall ( 6 ) opens from a wide grotto. On the right side of the hall there is a grotto, in the middle of which there is a sarcophagus in a ring of candles and water.

    The Forbidden Legend is a rather confusing and difficult quest in the Skyrim game. Throughout the quest, you will be looking for all the pieces of the ancient Goldur amulet that are scattered around the world. In this article, you will learn the entire process of passing the forbidden legend of Skyrim.

    Getting a job

    To get the quest "Forbidden Legend" you must find and read the book "The Lost Legends of Skyrim". There are a lot of such books in the game, the easiest way to find it is in the house of the College of Bards on a shelf on the top floor. The book is also available at Dengeir's house in Falkreath, the Royal Palace of Windhelm, the White Hall of Dawnstar, and so on. As soon as you open the book, the task will begin.

    Find out about the legend of Gauldur

    Following the marked point, you should get to Folguntur, located next to Solitude. Without entering Folguntur, look for several abandoned tents, one of which will contain the first part of the Diary, Dainas Valen.

    Dinas Valen

    After reading the diary, your next goal will be to find out all the information about Dinas Valen. To do this, climb a little higher from the campground and enter Folguntur. Be aware that the dungeons of Fogunthur are teeming with draugr and several traps, such as a cave-in floor and stakes protruding from a wall. As you make your way deeper into the caves, you may notice several puzzles that can be activated with a special bone key. Do not try to dial the code, because until you find the bone key, it will be impossible to do this. You can find the key at the corpse of Dinas Valen, which is located on the second floor (all this will be marked with a marker on the map). Also do not forget to take the second part of the diary, otherwise you will not learn all the information about Dynas.

    Fragment of an amulet in Folguntur

    After reading the second part, you will receive new instructions to find all the pieces of Gauldur's amulet. One of the amulets is located in Folguntur, and it is the claw that will help you get it. Use the claw to lower the bridge and climb up into a small room. Passing through the corridors, beware of the draugrs that stand in special recesses of the wall.

    Having found the right room, you will notice that there is a passage in the field, but it is closed with an iron grate. To open the grate, find the lever near the stone throne and go into the room with the puzzle. In general, it will be very easy to open the door, just go back to the corridor and look at how the stones with animal images are located. Next, return to the puzzle room and rotate the stones in the same order, resulting in a snake, a dolphin (fish) and an eagle (bird). After that, return to the main room, pull the chain with the handle and the grate will open.

    After going downstairs and defeating six draugrs, open the door by placing the animal symbols in the same order as on the bone key (eagle, eagle, dragon). In the crypt you will encounter the main draugr Mikrul Goldurson, who will have the part of the amulet we need. Also don't forget to take the black blade, which has a 5 health absorption effect. Upon exiting Folguntur, you will receive a new word of power: Frost Breath.

    Part of the amulet in the Geirmund Hall

    The next target will be another Nordic ruin called Geirmund's Hall, next to Ivarstead. In general, these ruins are no different from the rest, they are also teeming with draugr and have several puzzles with traps. To solve the puzzle in the corridor you need to turn the stones in the following order:

    1. The nearest stone to your left is an eagle (bird).

    2. The far stone on the left is a dolphin (fish).

    3. The nearest stone on the right is a dolphin (fish).

    4. The far stone on the right is a snake.

    After that, you need to go upstairs, take Geirmund's key and lower the bridge. At the end, the main draugr archer Sigdis Goldurson will be waiting for you, who creates copies of himself, thereby complicating the duel with him. After killing all copies and eventually Sigdis himself, you will be able to take the second part of the amulet from him.

    Part of an amulet in Saarthal

    Getting the third part of the amulet will be much more difficult, since the passage to the Nord ruins of Saarthal is closed. To get there, you must start completing tasks from the College of Winterwalk, joining it along the way. Subsequently, you will receive the key and, together with several magicians, visit Saarthal. Almost at the end of the ruins, you will have to fight with the main draugr of the ruins, Yrik Goldurson, defeating whom you will receive the third part of the amulet.

    Connecting parts of amulets

    To complete the task you need to go to the dungeons of the Lake Cliff. To open the first door, enter the code bear, whale, snake and use the emerald dragon claw. The second door can be opened with a combination of eagle, eagle, dragon and using a bone dragon claw. At the end, place all the pieces of the amulet on the racks and get ready to fight the spirits of the same three draugr leaders you killed in the previous Nordic ruins. The difficulty lies in the fact that they will attack in turn, not allowing you to rest and recover. After defeating all three draugrs, Goldur will appear and combine all the parts into a single amulet. After that, the Forbidden Legend quest will be completed.

    Reward

    After passing the forbidden legend of Skyrim, you will receive as a reward: Goldur's amulet, a large amount of gold, as well as a black sword, bow and staff, from the killed draugr bosses. In general, for completing such a large mission, you will not receive a particularly expensive reward, the main advantage of the Forbidden Legend is interest.