You will have to keep Jyrik occupied while Tolfdir drains the magic from the eye, which will make Jyrik vulnerable after a short period of time. He uses an ancient Nord war axe but should not give you any trouble once Tolfdir has performed his magic tricks. When he is disposed of, claim his Amulet Fragment , which increases magicka by 30 points and the writ of sealing. Remember to claim the unique Staff of Jyrik Gauldurson from the table, then speak to Tolfdir.
Tolfdir will ask you to return to the College of Winterhold. Make Forbidden Legends your active quest again and leave him through the western door where you will find a boss leveled chest and a word wall with a word for the Ice Form shout. According to the research of Daynas Valen, Sigdis Gauldurson was the brother to finally slay Lord Geirmund after the defeat of his other brothers. Sigdis himself fell in the lengthy battle and Geirmund's Hall was to be his final resting place, forever sealed and protected by the earthly remains of Geirmund.
Geirmund's Hall is found on an island straight east of Ivarstead , conveniently surrounded by Lake Geir. Compared to the other two tombs, Geirmund's Hall is rather small, but it soon becomes apparent exactly why Geirmund fell to Sigdis. Upon entering, fight a few resident skeevers and examine yet another dead adventurer.
Locate the deep pit in the center of the chamber and make sure you have stocked up on supplies, then take the long fall into the depths, where you will land in an underground lake. Examine the water for a tunnel with some treasure and a Draught of Waterbreathing potion, then head up the wooden bridge and open the door.
Two frostbite spiders will protect their nest and a locked door hiding some minor loot. Beware of the plate triggering a dart trap and proceed to the first a flooded puzzle chamber. Dispose of the residing draugr enemies and, if so desired, carefully claim the soul gem from the weight sensitive plate on the table, which will trigger a deadly battering ram when removed. Return to the stairs near the entrance to the chamber and take a look at the symbols on the walls.
Your task is to rotate the pillars on the walls to match these symbols in the same order and on the same walls. The sequence is Eagle—Whale—Snake—Whale. Stand at the first encountered pillar, then moving around the room clockwise, rotate the pillars accordingly. Pull the lever, head up the stairs, and proceed to the next room, a narrow chamber in two levels.
Take the wooden bridge to the upper level and behold the sight of Archmage Geirmund, the mighty slayer of the three brothers, now reduced to a draugr-like skeleton on a pedestal. Read his epitaph and claim the key from his fingers. Use it to unlock the nearby door, then fight another draugr and a frostbite spider protecting an arcane enchanter. The pathway east leads to a collapsed tunnel with a Potion of Prolonged Invisibility sitting on a broken table.
Take the western stairs and follow the tunnel as it bends until you reach a lever and a raised wooden bridge. Stay away from the obvious lever as it will only release a set of spikes , and investigate the wall to the west of directly behind the obvious lever for hidden lever that will lower the bridge. From the bridge, it is optional to jump down on a secret ledge to the southwest for a locked chest protected by a spellcaster trap. Get back on track and lower the second bridge for still more draugr enemies and a hall protected by swinging blades.
Make your way through and turn them off using the chain on the wall. Proceed forward until you enter a flooded room with several platforms and a mysterious mist coming from the water. This is the final resting place for Sigdis Gauldurson. Before heading up the wooden bridge, take a look around the chamber. All the platforms can easily be reached from below and if you are a melee fighter, you will need this knowledge later.
Head up the bridge and approach the coffin, which will cause Sigdis to break out and immediately teleport to any one of the three pedestals around the room. He will then conjure two illusions of himself, placed on the platforms. If you kill the illusions, Sigdis will simply teleport and create two new ones, so there's not much point in going after the illusions at all. You must find the real Sigdis and defeat him.
If you approach Sigdis, he will generally try to deal one more hit of damage before teleporting and summoning new illusions. This rapid room-crossing can be tricky to overcome for melee-dependent classes.
Ranged classes can quickly climb onto either of the central platforms and snipe away. Sigdis will neither teleport to nor create illusions on the platform you are standing on, however he can knock you off the platform with his Unrelenting Force shout and do heavy damage with his bow as you struggle to your feet.
Use your combat method of choice and defeat the hard boss. Keep an eye on your health at all times and be careful he doesn't disarm you. Doing this will reveal a tunnel behind his coffin leading to his treasure room, which includes the boss-leveled chest, the Two-handed skill book Words and Philosophy , and some scattered potions and soul gems.
Find the nearby tunnel and follow it to a lever that will lower a rock wall and bring you right back to the pit you jumped into near the entrance. After conquering Saarthal, Folgunthur, and Geirmund's Hall and defeating the undead reincarnations of Jyrik, Mikrul, and Sigdis, the time has finally come to reforge the three Gauldur Amulet Fragments and put the legend to rest.
You are pointed towards Reachwater Rock , a cave hidden underneath one of the waterfalls running into Karth River , southeast of Markarth. Enter the cave and head downstream.
There is an adept locked chest in the water, plus a skeleton not far away at the bottom of the pond with some armor. Be careful if you decide to swim for the chest, as the waterfall applies a great amount of force to the water above you forcing you to the bottom of the pool, hindering your escape.
Without a spell or potion of Water breathing you will likely drown attempting to return to the surface. Climb back out of the water and up to the central plateau with a deceased adventurer and a podium with the emerald dragon claw , along with the unsettling ancient edict. Head to the door and examine your new dragon claw for the combination Bear—Whale—Snake and rotate the rings to match. Insert the claw in the keyhole and the door will open, along with three similar doors further ahead.
Another puzzle door will block your path, and this time you will need the ivory dragon claw you claimed back in Folgunthur. Rotate the rings to match the Hawk—Hawk—Dragon symbols on the claw and follow the corridor a long way down toward a huge chamber with a set of stairs in the center. Notice the many coffins surrounding the area and make your way to the three Amulet Pedestals. Place a fragment on top of each pedestal and listen to the sound of the gate closing behind you.
The ghosts of all three murderous brothers will now appear over the pedestals and you will have to fight them all, one by one. At the bottom is an underwater alcove, with a chest and a Potion of Waterbreathing at the southern end. Up the wooden ramp is an iron door. Behind it are two frostbite spiders and an adept-locked door with leveled loot behind it. To the south and then west, check behind you for a chest. Before opening, disarm the trap or stand to the side of the chest to avoid the fire.
Beware of the plate triggering a dart trap. Continuing, you will find a set of steps that lead down to a water-filled room with a pillar puzzle and some draugr. Halfway down the water room is a table with a soul gem — taking it releases a swinging mammoth skull trap.
To unlock the puzzle, the order of the pillars starting from the first is hawk, whale, snake, whale. Once the pillars are in place, the lever by the gate opens the door. The next room contains several more draugr. After climbing the wooden ramp, immediately to the right is an altar with the body of Geirmund holding a key. The door opposite Geirmund's resting place leads to an Arcane Enchanter plus a draugr and a frostbite spider.
There are stairs up to the right, but they lead to a blocked path. The path to the left leads to a strong leveled draugr.
After that is a dead end and a lever on the ground which will trigger a trap if activated. However, behind that lever on the right-hand side is another lever on the wall.
Activating that one will cause the drawbridge to drop. Across it is another lever that will drop another drawbridge with draugr on the other side. Next is a swinging pendulum trap with a draugr on the other side, who can be dispatched by shooting him with an arrow through the pendulums — he will attempt to come through the pendulums, and will be killed. The final room is water-filed, with wooden ramps leading to the crypt for Sigdis Gauldurson , arguably the hardest of the three sons to kill.
There are four sigils on the ground in the cave. He will frequently teleport to whichever one is farthest from the Dragonborn and make two copies of himself. All three will attack the Dragonborn, including using Shouts like Unrelenting Force which will knock the Dragonborn over whether or not any bonuses for the Unrelenting Force shout are active and, at higher levels, Disarm.
The easiest way to attack him is with stealth and ranged attacks. If one of the clones is attacked, it will dissipate after one hit; after both clones have died, Sigdis will teleport away again. It is possible to tell Sigdis apart from his clones because he is the only one with the true health amount the clones will have full health , and also by the fact that his clones will be surrounded by a bluish glow.
In addition, the "real" Sigdis can be identified by being the only one wearing an Ancient Nord Helmet. His helm's decorative horns curl downwards; the horns on his clones' helmets will be curled upward. Sigdis also carries the Gauldur Blackbow. After he has been killed, the Gauldur Amulet Fragment can be looted from his corpse. Exit through the cave behind Sigdis's coffin. After all of the fragments have been collected, the quest continues in Reachwater Rock , near Karthspire.
Inside, there is a dead Adventurer near the Emerald Dragon Claw , on a pedestal along with a note warning would-be explorers to stay away from the site. Further up the path is a claw door, which can be unlocked by rotating the rings to match the combination inscribed on the palm of the Emerald Claw: Bear, Whale, Snake from the top down.
Insert the claw in the keyhole and the door will open, along with three similar doors further ahead. Inside is yet another claw door, this time using the combination of the Ivory Dragon Claw : Hawk, Hawk, Dragon again, from the top down. Further inside will be a large room with a table with three amulet pedestals. Placing the three amulet fragments on each of the pedestals will make the ghosts of each son appear, each of whom the Dragonborn will have to fight in turn.
First will be Mikrul, who again can be faced as a leveled draugr with a small horde of draugr thralls. The draugr he commands will not stop attacking until Mikrul is defeated. Sigdis will use the same tactics as before, disappearing and reappearing to shoot arrows at the Dragonborn, using four out of the six possible locations, and using shouts occasionally.
Every time he teleports, the battle temporarily stops, which allows restoration of health and saving the game. The real Sigdis has a slightly different helmet model Ancient Nord Helmet than his clones Helm of Yngol , and his clones will always have full health, and be surrounded by a slightly bluish glow.
After Sigdis, Jyrik will appear, occasionally teleporting around the room and using the same elemental cloaking tactic he used back in Saarthal while Tolfdir dealt with the Eye of Magnus. Defeat him using physical attacks or Destruction magic that does not match his elemental cloak. Once all three sons have been defeated, they will reappear as ghosts above the pedestal. As they look to take the Dragonborn on three against one, their father appears and banishes them, with Sigdis commenting on realizing their father has awoken before Gauldur's sarcophagus bursts open and unleashes the spell to send them to Oblivion.
Gauldur's skeleton, in the crypt behind the table with the pedestals, holds a decent amount of money. Additionally, the Ghosts' use of Unrelenting Force may cause one to get stuck on the platform that the Ghosts who have not yet fought are on — this may cause them to not be able to get back down. After the three sons have been banished, there is an area that opens behind the pathway that you last entered. This area contains a chest and some items surrounding the chest.
This section contains bugs related to Forbidden Legend. Before adding a bug to this list, consider the following:. Elder Scrolls Explore. Elder Scrolls Online. Events Characters Factions Locations Concepts. Explore Wikis Community Central. Register Don't have an account? Forbidden Legend. Edit source History Talk Do you like this video? Play Sound. This article contains video content produced by Fandom with some or no input from editors of The Elder Scrolls Wiki, and may not properly represent the scope of the written article below.
Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. May your name and your deeds be forever forgotten. And the charm which your bear be sealed by our ward. Long ago, the Archmage Gauldur was murdered, and his three sons were hunted down by King Herald's personal battlemage. The entire incident was covered up, their names struck from every record.
But the legend survived. You cannot enter [[ Saarthal ]] without a key. In order to access Saarthal , you need to go to The College of Winterhold and follow that questline for a bit until you receive the quest Under Saarthal. Rendezvous with Tolfdir there and he will take you inside. You are to meet Arniel , who can be found relatively easily.
Arniel asks you to find four artifacts. One of the artifacts is the Saarthal Amulet. Once retrieved, you'll be trapped inside the room. Do as instructed and wear the amulet, then cast a spell any spell on the wall where the amulet was. Doing so breaks down the wall, after which Tolfdir passes through expecting you to be behind him. Once in the room, you will have a vision from someone in the Psijic order. After you inform Tolfdir about the vision, he suggests looking around a bit.
You might have draugrs to deal with your immediate future. Leave Tolfdir and pull the two chains in the room to uncover a door to the next area. More draugrs. Kill them and go up the stairs. Be sure to snoop around the area to loot chests and whatnot. Careful of the poisonous arrow floor trap as you move down. Beyond this trap are more powerful draugrs : a Restless one and a Draugr Wight. In the next room, you have to arrange six pillars to open the door ahead.
The solution is right behind the rotating hawk, dolphin, and snake. Note: It's easiest to temporarily bump up your brightness in-game as the clues will probably be difficult to see under most standard brightness settings unless you have it at maximum.
Once opened, your prize is really just another enemy, but in the form of a powerful Draugr Deathlord. He can dole out a lot of pain in a single swing. It's best to take him out from a distance if possible.
Another strategy involves running back to the room with the pillars and standing next to the lever. As the Deathlord approaches, close the door and shoot him with arrows.
This will have to be repeated a lot of times depending on your level. After defeating, move on up the stairs and through the door. There are two alchemic traps here on the floor. If you go through those traps, you will be hit by lightning. Disable these traps by using some Destruction spells on it a couple of times. Time to arrange four pillars again in order to open the door.
And of course, pulling the lever with incorrectly arranged pillars will shoot poisonous arrows from the wall. The solution is on top of each pillar, but the pillars here are a bit difficult to shuffle as activating the first or second pillar to the left will also activate the two pillars on the right. And activating the second pillar on the right will activate the first one on the right.
So, here is the combination for rotation:. After you open the door Tolfdir will catch up with you. Beware of the foot trap ahead.
Move to the next room to face Jyrik Gauldurson. Behind Jyrik is a giant sphere. As you move down, though, Jyrik moves into hostile action.
Your attacks will not affect him. Tolfdir will attack the giant ball, which will weaken Jyrik, allowing you to take him out. Retrieve the amulet from Jyril's corpse. This will complete the quest for finding the amulet. Tolfdir will ask you to return to the College and to inform them about the giant sphere that you discovered.
Make your way out after learning the Dragon Shout in the next room. In order to forge the amulet, you need to make your way to the Reachwater Rock , which is south of Sky Haven Temple.
0コメント