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Skyrim Wyrmstooth Official Strategy Guide

Apr 06, 2016

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Jon P

The official strategy guide for Wyrmstooth, an Elder Scrolls V: Skyrim new lands mod.
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Page 1: Skyrim Wyrmstooth Official Strategy Guide

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DRAGON HUNT 12

BARROW OF THE WYRM 14

RETRIEVING EMBERSUNDER 24

ROBBED BLIND 24

REPAYING A DEBT 25

WRAP ME UP 25

UNWANTED GUESTS 26

RECLAIMING THE PAST 26

SOMEONE WITH BACKBONE 27

A HOWL LOAD OF TROUBLE 29

A PRICELESS COMMODITY 30

ANIMAL BOUNTY 31

BANDIT BOUNTY 31

VAMPIRE BOUNTY 32

WARLOCK BOUNTY 32

BLIND ROBBER’S CACHE 33

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CALL OF THE WILD 34

CALL OF THE DEAD 34

CURE DISEASE 34

CURE POISON 35

EASE BURDEN 35

FADE OTHER 35

ICE VOLLEY 36

NIGHT EYE 36

CONJURE DRAUGR WIGHT 36

CONJURE DRAUGR SCOURGE 37

CONJURE DRAUGR DEATHLORD 37

CONJURE DRAGON PRIEST 37

CONJURE MUDCRAB 37

TRANSMOGRIFY 38

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FIIK LO SAH (PHANTOM FORM) 39

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All you need to start Wyrmstooth is an installation of The

Elder Scrolls V: Skyrim with patch 1.8 or higher.

To ensure Wyrmstooth has been installed completely, make

sure these files have been copied to your

\Steam\steamapps\common\skyrim\data folder.

Wyrmstooth.esp

Wyrmstooth.bsa

WyrmstoothReadme.txt

Then run the Skyrim Launcher, go to Data Files and make

sure Wyrmstooth.esp is ticked. Click OK and you should be

good to go.

Once Wyrmstooth is installed, you’ll find two new NPCs in

The Bannered Mare in Whiterun: Theodyn Bienne and

Lurius Liore.

The main quest begins when you meet quest starting

requirements: you need to be at least level 10 and have

defeated your first dragon in the main quest.

Theodyn Bienne, an Imperial Courier, will track you down

starting from The Bannered Mare in Whiterun. He travels on

foot to your current location to deliver a message.

Note: If you fast travel it may take some time for him to catch

up to you. Waiting 24 hours in any of the major holds should

give him enough time to find you. Alternatively you may

randomly come across him from time to time walking the

roads of Skyrim.

Listening to his message starts Dragon Hunt, the first quest

in Wyrmstooth.

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Even though the main quest is open to players level 10 and

up, Wyrmstooth can be a challenging place.

In Wyrmstooth you’ll be teaming up with a group of

mercenaries to battle through one of the largest dungeons in

Tamriel. This team dynamic will help you clear through the

hordes of enemies you’ll be facing along the way, but it can

also be a challenge in and of itself.

Don’t worry about accidentally striking your team mates in

combat, I’m sure they’ll forgive you, but you may find

yourself getting quickly overwhelmed by enemies should

your team mates end up getting knocked out. Ensuring they

stay in the fight is crucial!

Before travelling to Wyrmstooth during the quest Barrow Of

The Wyrm, visit a trader and stock up on the following:

Healing Potions

Resist Fire Potions

Resist Ice Potions

Resist Shock Potions

Resist Magic Potions

You’ll be fighting through hordes of the undead, so learning

some turn undead spells may also prove useful.

The weapons of choice are:

Dawnbreaker: Obtained through the Break Of Dawn side

quest. Useful for repelling the undead.

Dragonbane: Found in Skyhaven Temple. Useful in the

final fight against Vulthurkrah.

It may also be a good idea to do the side quest The Only

Cure to obtain the Spellbreaker shield. This will help you in

the final fight with the dragon Vulthurkrah as well as with

a powerful spell caster you’ll be facing in the side quest

Someone With Backbone.

Any apparel enchanted to resist magic will help immensely in

the above mentioned side quest. Even at level 70 you may

find this encounter challenging. You have been warned.

Tip: Make sure you’re fully equipped to take on any

challenge before travelling to Wyrmstooth. Don’t forget to

stock up on arrows.

Other then that, take it slow and don’t rush through the

dungeon. You may encounter powerful enemies well in

excess of your current level that will require the cooperation

of the entire team to take down.

If you come across a difficult encounter, let the mercenaries

draw the attention of the enemy, then use that opportunity to

strike. They can’t die, you on the other hand can.

And don’t forget to save. By all the gods, save often!

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The island of Wyrmstooth, as of version 1.14. New content

is always being added with each new release so the

appearance of the island may differ in the future.

The main regions of the island are:

Western Forests Speckled with the giant emperor

parasol mushrooms from Morrowind. This part of the island

is primarily occupied by the imperials, though marauders are

known to stray into this region.

Central Mountains The jagged peaks surrounding the

steam pools. Home only to wolves and other beasts.

Steam Pools A somewhat habitable area surrounded by

the central mountains. First arrivals may be in for a bit of a

surprise here; keep your sword at the ready or get ready to

make a break for it..

Northern Marshes A miserable place permanently

engulfed in bad weather. Only miscreants operate here far

from civilization.

Eastern Glaciers Home mainly to wild animals and lost

travellers.

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Wyrmstooth Docks: Where you first step foot onto the

island. It’s a short distance west from Fort Moonwatch. You

won’t find much in the warehouse aside for some of the new

liquor included in the mod.

Fort Moonwatch: When you first step foot onto the

island this fort will be occupied by bandits. Once the dragon

has been defeated the imperials will reclaim the fort after the

imperial mining settlement begins to rebuild.

The design of the island of Wyrmstooth took approximately

five months of work to complete.The landscape was shaped

by hand and every object; every rock and plant, was hand

placed. Take the time to explore; I’ve scattered many hidden

treasures and references around the island for those with a

keen eye to discover.

Dunyick’s Camp: A small camp south of Fort

Moonwatch. Speak to Dunyick to start the side quest Howl

Load Of Trouble. A dibella statue can be looted here for

some extra gold.

Waylayer’s Watch: An old imperial tower near

Dunyick’s Camp, occupied by bandits when the Dragonborn

arrives. A chest here can be looted for some extra gold but

watch out for the archer at the top.

Hag’s Perch: A lone hagraven lives here southwest of

Waylayer’s Watch. Draw the hagraven out of her home to

defeat her or use Ja’Shavi-Dar’s newly available Placeable

Bear Traps to trap the entrance.

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Tomb Of Vulom: A cave west of Chillwater Mill. Speak

to Vulom’s skull to begin the side quest Someone With

Backbone. Search through the ruins for loot you may find

useful towards the end of this quest.

Chillwater Mill: A mill south of Waylayer’s Watch, home

to Yngfa and Balmir. Imperials also keep watch over the mill

to ensure bandits don’t overrun the southern roads and

encroach into the mining settlement.

Imperial Mining Settlement: Follow the road east

from Fort Moonwatch to reach the mining settlement. Once

the dragon has been defeated, the imperials will help the

surviving residents rebuild the town.

Wanderer’s Camp: A camp south east of Chillwater

Mill, occupied by random NPCs. A good place to find some

randomly spawned loot including healing potions and

cooking ingredients.

Fort Valus: An old imperial fort north east of Wanderer’s

Camp. Entering any buildings at Fort Valus will start the side

quest Reclaiming The Past. The fort will periodically be

targeted by marauders, witches and other hostile groups.

Wulfmere’s Watch: Follow the road south then east

from the Imperial Mining Settlement and you’ll come across

this abandoned nordic tower. You’ll find some randomly

spawned archery-related gear inside.

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Dwemer Lift: You’ll find two dwemer elevators around

the island that can be used to travel to and from Dimfrost.

One on the road south of Wulfmere’s Watch and another in

the steam pools.

Wreck of the Salty Knave: An old shipwreck now

used by the marauders to store their haul from Wyrmstooth

Barrow. Keep your eyes and ears open after you enter; a

party of marauders just might be coming home...

Twinpeak Tower: A nordic tower overlooking the steam

pools, occupied by a group of marauders. Either draw them

out one by one or siege the tower with the mercenaries in

tow.

Hunter’s Shack: A small shack in the centre of the

steam pools. Two hunters live here which you can buy and

sell from. Check their shack for mostly cooking and

alchemical supplies.

Gronndal Grove: A spriggan sanctuary north of

Hunter’s Shack. Speak to Bolmar to start the side quest A

Priceless Commodity. The miners outside may be targeted

by the dragons that emerge from the steam pools.

Krakevisa: A nordic building north of the Wreck of the

Salty Knave, home to a large coven of warlocks. You’ll find

all manner of spell tomes here, many of which you won’t find

back on the mainland.

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Stormcloak Camp: A camp east of Krakevisa. While

the civil war doesn’t reach as far north as Wyrmstooth, the

Stormcloaks have established a small presence here to keep

an eye on imperial operations.

Herman’s Holdout: An eery experience only for the

truly brave adventurer. North of the Stormcloak Camp you’ll

find a dungeon completely devoid of light, so bring lots of

torches or learn the Candlelight spell.

Coldwave Crescent: A small cave occupied either by

wild animals, trolls or ice wraiths. The equipment of

whomever they kill lays scattered here for the brave

adventurer to find.

Bloodstone Camp: A giant camp north of the steam

pools and southeast of Coldwave Crescent. Most aren’t

foolish enough to steal from the giants who graze their

mammoths here.

Ruined Homestead: Marauders currently occupy this

ruined homestead south of Bloodstone Camp in the central

mountains. You’ll find food, supplies, plus loot collected by

the marauders.

Dark Brotherhood Sanctuary: On the northeast tip

of the island you’ll find an abandoned Dark Brotherhood

Sanctuary you can use as a free player home. But you’re not

the only one who has their eyes on claiming this place...

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Wyrmstooth Barrow: East of the steam pools you’ll

find Wyrmstooth Barrow, one of the largest dungeons in

Tamriel. Stock up on supplies before you enter, who knows

how long you’ll be spending down in its depths.

Wyrmstooth Crypt: Use the crypt exit to give yourself

a breather before taking on the rest of the dungeon. This

side exit marks the half way mark through Wyrmstooth

Barrow. Restock your supplies before returning.

Blind Robber’s Bluff: A cave east of Wyrmstooth

Barrow used by the marauders as a place to store the loot

they pillage from around the island. However only the

marauder boss has the key to the store room...

Chillbone Camp: A short distance south of Blind

Robber’s Bluff. Read the note on the platform next to the

corpse to learn the location of the marauder boss with the

key to Blind Robber’s Bluff.

Haetar’s Cave: South of Chillbone Camp you’ll find

Haetar’s Cave, the site of a rather gruesome showdown

between the draugr and a group of Thalmor. Plenty loot can

be found here from the deceased of both parties.

Stendarr’s Outpost: Along the road south of

Wyrmstooth Barrow you’ll find Stendarr’s Outpost; a small

commune of Vigilants locked in a state of conflict with a

nearby vampire coven...

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Bloodfrost Burrow: A vampire coven south of

Stendarr’s Outpost. You’ll find some rare alchemical

ingredients here but it’s ill-advised for the casual adventurer

to enter this place under equipped. Very ill-advised!

Imperial Camp: This camp is set up while the player is

down in Dimfrost and will be packed up once the dragon has

been defeated and the mining settlement begins to rebuild.

The soldiers are then transferred to Fort Moonwatch.

Cragwater Camp: The marauder’s main base of

operations, south of the steam pools. This place is crawling

with marauders so those entering are in for a fight. The

payoff though is all the loot they’ve collected.

Dimfrost: An enormous underground region spanning the

length and breadth of the island and the reason why the

dungeon on Wyrmstooth is considered one of the largest in

Tamriel. Beware the hordes of falmer that claim this place.

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As of version Wyrmstooth 1.14 the mod consists of the

following 15 quests:

Main Quests:

Dragon Hunt

Barrow Of The Wyrm

Side Quests:

Retrieving Embersunder

Robbed Blind

Unwanted Guests

Reclaiming The Past

Repaying A Debt

Someone With Backbone

Howl Load Of Trouble

Wrap Me Up

Priceless Commodity

Miscellaneous Objectives:

Animal Bounty

Vampire Bounty

Warlock Bounty

Bandit Bounty

Tip: If you start Someone With Backbone before finishing

Barrow Of The Wyrm, you’ll have the mercenaries along for

the ride to help you with the final fight against Vulom.

The order in which you do the side quests and

miscellaneous objectives is up to you. Once you finish

Barrow Of The Wyrm you are free to explore the island as

the imperial mining settlement begins the process of

rebuilding.

The mining settlement will finish rebuilding after a week in-

game, after such time you will have access to an additional

trader and boarding services at the inn.

DRAGON HUNT

The first quest of the mod and the quest you will need to

complete before you can travel to the island of Wyrmstooth.

Dragon Hunt starts once the player reaches level 10 and

has defeated their first dragon at the Western Watchtower

in Whiterun. Once the Greybeards summon you to High

Hrothgar, an imperial courier named Theodyn Bienne will

track you down and deliver a message.

You are to speak to Lurius Liore of the East Empire

Company currently staying at the Bannered Mare in

Whiterun concerning some trouble with a dragon.

Objective: Speak to Lurius Liore at the Bannered Mare in

Whiterun.

Follow the quest marker to Lurius Liore. He sandboxes

throughout the Bannered Mare so he might be upstairs when

you arrive.

He’ll tell you about a troublesome dragon that’s straining

trade routes throughout Skyrim. With the cooperation of the

jarls he’s managed to raise a large bounty to stir enough

sword-wavers into action should his plan fail.

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His plan is a rather simple one; gather a group of

mercenaries that are highly skilled but diverse in their

respective talents and corner the dragon wherever it’s

currently roosting. The only thing missing in this equation is

you, the Dragonborn.

The team will consist of the following mercenaries:

Athir: A dual-wielding Redguard warrior, former Alik’r

before leaving that life behind in favour of mercenary work.

Daenlit: A bosmer and highly skilled sharpshooter from the

forests of Valenwood.

Shargam: An orc berserker from the stronghold of

Narzulbur.

Elmera: A talented Altmer spellcaster with a penchant for

mudcrabs. (Seriously, check her inventory...)

You are to meet up with them on the road to Falkreath. Athir

has been tracking the dragon and should know of its location

by the time you arrive.

Objective: Meet up with the mercenaries on the road fo

Falkreath.

Go to Helgen then take the road west towards Falkreath.

The mercenaries will be waiting for you alongside the road

east of Pinewatch.

Objective: Find and defeat the dragon at Ancient’s Ascent.

Travel with the mercenaries to Ancient’s Ascent; nordic ruins

with a word wall in the mountains south-east of Falkreath.

When you arrive the dragon will be waiting for you, but things

won’t quite go as planned...

Vulthurkrah greets the player but, rather than do battle here

and now, invites the player to challenge him in his lair on the

island of Wyrmstooth.

With little stopping the dragon, Vulthurkrah departs leaving

the Dragonborn and the mercenaries behind.

Objective: Speak to Athir.

Athir will offer his two cents over what just happened,

lamenting an obvious flaw in their plan. He also draws a

connection between Lurius’ involvement and the dragon’s

mentioning of Wyrmstooth.

Objective: Return to Lurius Liore.

Lurius reveals this isn’t the first time he’s sent mercenaries

after that dragon. A fortnight ago the dragon first appeared

on Wyrmstooth near the mining settlement he oversees,

killing miners and burning trade caravans. After a failed

attempt at putting the dragon down it headed south and

began terrorizing trade routes in Skyrim.

The East Empire Company, seeing this as his failure,

assigned him to the task of finishing what he started. It

seems that things have come full circle and now he must

return to Wyrmstooth, with a new group of mercenaries to

once again try and put the dragon to the sword.

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BARROW OF THE WYRM

Travel with Lurius Liore to the docks at Solitude or fast travel

there.

Objective: Speak to Lurius at the Docks in Solitude.

Note: If you fast travel to Solitude you may arrive before

Lurius. Either wait a few hours at the docks until he’s caught

up or rent a room at the Winking Skeever and get some rest.

Wyrmstooth is an island situated north of Solitude in the Sea

of Ghosts. It’s going to be cold, wet and miserable, so dress

appropriately!

Once you find Lurius standing on the deck of the Red Wave,

speak to him and let him know you’re ready to depart for

Wyrmstooth. The screen will fade to black and you’ll be on

your way.

Warning: You will only have access to one trader on

Wyrmstooth until the dragon has been defeated. Make sure

to stock up on everything you need before you depart.

Listen to Lurius give the mercenaries a pep talk then follow

him to the Imperial Mining Settlement.

Objective: Follow Lurius Liore.

Follow the road leading from the docks to Fort Moonwatch.

When you first arrive on the island, this fort will be occupied

by marauders. Fight your way through them then continue on

the road east.

Note: Marauders are like bandits but have a higher chance

of wearing heavy armour so they may take longer to bring

down.

Lurius and the mercenaries will meet up with you at the

mining settlement if you decide to hang back and finish

clearing the fort. Otherwise, keep following the group.

When you arrive at the mining settlement the place will be

ablaze. The inn will be destroyed along with several houses

and bodies will be strewn about the streets. Looks like the

dragon finally struck the mining settlement while Lurius was

away.

Approach Lurius and he’ll vent his frustration over the dragon

attack. The imperial walls were meant to keep out bandits,

not dragons and the villagers likely didn’t stand much of a

chance.

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Elmera and Theodyn will stay behind to take care of the

survivors, the others will head to Wyrmstooth Barrow on the

other side of the island to flush out the dragon.

If you follow along with Lurius he’ll talk about the island along

the way. Otherwise, if you want to explore the island on your

own first, you can meet up with the group inside the entrance

of Wyrmstooth Barrow when you’re ready to continue.

Speak to Ja’Shavi-Dar if you need to do some last minute

trading. He’ll be sitting outside the Tradehouse being healed

by Elmera. Despite his injuries he’s still happy to trade with

you.

Objective: Enter Wyrmstooth Barrow.

To get to Wyrmstooth Barrow, follow the road south from the

mining settlement, then east through the central mountains

toward the steam pools.

When you get to the steam pools, prepare for trouble. The

dragons Nehkrahqeth and Nehfrinqeth will burst out of the

water in a surprise attack.

Both of these dragons together can give low level players a

run for their money so fighting them alongside the

mercenaries is the best option.

Tip: Use the stone pillars as cover and let the mercenaries

draw their attention. If you’re a melee warrior, use a shield-

bash to stagger the dragons or a dual-casted destruction

spell if you’re a mage.

Even if you let the mercenaries travel ahead, you’re not

alone in this fight. A friendly giant wanders the steam pools

and will lend his assistance. The miners standing outside

Gronndal Grove are also useful for...keeping the dragons

distracted. The two hunters from Hunter’s Shack are also

likely to join in the fight as well, providing ranged support.

But if you’re really not confident about this fight there’s an

option open to you: find cover, wait until something or

someone is distracting the dragons, then run as fast as you

can to the barrow.

Bandits are occupying the entrance of Wyrmstooth Barrow

so you’ll need to fight your way in. The way forward past the

first room however is blocked by a closed gate. A pedestal

stands in front of it and will require a sword to open.

Objective: Search the barrow entrance for a clue.

Lurius will suggest searching around the entrance for clues.

Find and read the bandit journal on a barrel left of the

entrance to learn about the sword that slots into the gate and

its current location.

Tip: If Lurius isn’t here yet, you don’t need to wait for him to

tell you what to do. You can do your own investigating and

read the bandit journal to continue the quest.

Turns out the marauders are storing their loot in an old

shipwreck on the coast. That’s where you’ll find the sword

that opens the gate.

Objective: Retrieve Goreduster and enter the barrow.

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Travel to the Wreck of the Salty Knave. It’s east of the

Imperial Mining Settlement along the coast. You can get

there by travelling through the steam pools up the mountains

past Gronndal Grove then down towards the coast.

Tip: Don’t get too far ahead of the mercenaries. As soon as

you enter the ship you’ll trigger the return of a party of

marauders.

Grab the Goreduster sword and get ready to take on a mean

bunch of marauders. They’ll have a couple archers and a

pretty strong spell caster in their party so they’re likely to give

you a bit of trouble.

The sword itself has the unusual power of being able to

resurrect any corpse it strikes, so it might be fun to test it out

on the marauders.

If you’re the peace-loving type, there’s always the option of

fast-travelling back to the barrow before they get too close.

Place Goreduster in the pedestal to open the gate and head

forth into the barrow.

Objective: Explore Wyrmstooth barrow.

In the next room you’ll encounter Alberthor, an eccentric

mage studying the draugr. He’ll describe an ancient magma

chamber deep below the island and that, if anywhere, the

dragon will likely be roosting in. Since the barrow digs deep

into the mountains it’s possible there’s a way in through one

of the deeper chambers.

However there is one slight dilemma, follow Alberthor to find

out what that is.

Objective: Follow Alberthor.

Follow Alberthor as he rushes through his study to another

closed gate.

Behind the gate stands a draugr. Approach Alberthor to find

out what that’s all about.

Alberthor has been researching ways to control the draugr

but this one must’ve accidentally bumped a switch along the

way, closing the gate by accident. He needs a test subject to

try out a new spell he’s been working on. That’s where you

come in.

Objective: Let Alberthor cast the spell.

If you’re not ready yet for Alberthor to cast the spell, he’ll be

waiting for you in front of the gate until you’ve composed

yourself.

Objective: Find the switch to open the gate.

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Once you’re in control of the draugr, walk across the

walkway, down the stairs and into the spider room. On the

other side you can see another set of stairs. Head up those

stairs, around the corner then turn left. Follow the

passageways from there until you end up in a room with a

switch.

Approach the pedestal and the draugr will automatically pull

the lever.

Tip: Swing your sword around. You can use your draugr to

clear a path through these first few rooms.

Alberthor ends the spell and congratulates you for having

survived his experiment. Wonderful! Lurius will tell you he’s

heading back to the mining settlement to help coordinate the

rescue effort and wishes you the best of luck. You’ll need it.

Objective: Find a way into the dragon’s den through the

barrow.

With the mercenaries in tow, press forward through the

dungeon

In the room past the lever you’ll encounter Draugr Ceremony

Overlord. He shouldn’t be too hard for the group to take

down but he will use fear shouts that may cause the

mercenaries to flee.

Tip: If it looks like the Draugr Ceremony Overlord is about to

shout, stagger him with a shield-bash or a dual-cast fireball.

Also, watch out for the draugr archers above. Daenlit should

be able to take them out herself but you can use Unrelenting

Force to push them off their ledge.

Continue on to the room with the altar, a closed gate and a

sarcophagus on the far side; don’t worry – the switch is

nearby. Go to the room on the left. Here you’ll find a pedestal

with a lever, pull it to open a secret passage.

Use the oil to burn the draugr that bursts out then pull the

lever in the alcove window to open the closed gate in the

previous room.

In the next room you’ll find a spiral staircase heading down,

but the gate is closed. On the far side is a lever, pull it to

open the first rotating door.

Tip: Don’t pull the pull chain on the wall yet or you’ll end up

getting struck by poison darts.

In this room you’ll find 3 rotating pillars. On the far end is

another lever that’ll open the second rotating door to the

room beside it containing the solution.

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Rotate the first pillar twice so that Whale is pointing towards

the door.

Rotate the second pillar twice so that Snake is pointing

towards the centre of the room.

Rotate the third pillar once so that Eagle is pointing away

from the entrance.

Basically you’re mirroring the solution in the other room.

Now pull the pullchain on the wall to open the gate to the

spiral staircase.

Head down the spiral staircase and into the semi-collapsed

tunnel. You’ll see a room on your left containing some

treasure and a patrolling draugr. There’s no way in, just

ignore it and continue on.

In the next room you’ll find a a helmet on a pedestal – an

obvious trap if ever there was one.

If you have the telekinesis spell, use it to pull the helmet off

the pedestal. Otherwise if you’re fast enough you should be

able to grab it and fall into the room below without getting

singed by gouts of fire, but mind the draugr.

Alternatively you can draw the draugr towards you then

trigger the fire trap to catch the draugr in the flames.

Continue on to the refectory. It’s more straightforward than

the temple but you will find yourself getting mixed up in huge

battles between parties of draugr and marauders.

Among the draugr and the marauders in the dining hall there

are two enemies you need to watch out for: Anduril, a

powerful warlock and the Draugr Kitchen Overlord, identified

by the chef’s hat he’s wearing.

Both parties will be locked in combat when you arrive. Use

this opportunity to take out their respective leaders from a

safe distance, then focus on the small fry remaining.

Tip: If you’re at a low level, you may end up getting one-

shotted by the Draugr Kitchen Overlord. Do not approach

him on your own.

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On the left hand side of the dining hall you’ll find a series of

windows overlooking a large open cavern. It’s empty for now,

but get yourselves ready for a huge fight between a large

group of marauders and multiple waves of draugr.

Head up the stairs on the far side of the dining hall and head

left then continue through the corridors until you reach a

room with a small group of marauders.

Either fight the marauders and the draugr that burst out

separately or jump over the marauders as they’re climbing

up the stairs, trigger the draugr and have the draugr draw the

attention of the marauders.

Once everyone’s moshed out, use this room to wait for the

mercenaries to catch up – you’re going to need them in the

next fight.

As you approach the lever to open the gate, you may already

hear the marauders getting stuck into the draugr. Either wait

for them to finish then head in to take on the surviving party

or use the chaos to your advantage and get stuck into them

while they’re distracted by the draugr.

Tip: There are a lot of high-level marauders here including a

Marauder Captain so don’t rush in on your own. Let the

mercenaries draw some of the heat and support them.

As the fight rages on, two draugr patrols will walk in through

both entrances to this chamber, so keep an eye on your

back! The draugr patrol coming in from the front will walk into

a bunch of bear traps placed by the marauders which will

slow them down a bit.

Once they’re down for the count, continue on to the crypts.

When you get to the room with the oil, head to the closed

gate on the left hand side of the stairs opposite.

If you go up the stairs you’ll end up outside at a secondary

exit.

Tip: Should you need to resupply you can use this exit to

fast travel back to Ja’Shavi-Dar at the Imperial Mining

Settlement then fast travel back to Wyrmstooth Crypt when

you’re ready to continue.

Opening this gate will trigger a swinging blade trap. Either

use Whirlwind Sprint or Ethereal Form to pass through it

unscathed. Make sure the mercenaries have passed through

the gate before pulling the pull chain on the other side.

You’ll find another room packed with draugr sleeping in their

alcoves. Fight through them until you make it to the hall of

stories and a nordic puzzle door.

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Collapsed in front of the door is the corpse of a dead

adventurer. Beside him or her you’ll find the Rusted Dragon

Claw; check the claw for the solution which is: Eagle Whale

Snake. The solution is also written on a bloodied note beside

the adventurer.

You’ll find yourself fighting through another legion of draugr

on the other side. Draugr will burst out two by two until their

leader, Suleyk, bursts out of the boss’ sarcophagus at the

top of the stairs on the opposite side of the room.

Tip: Suleyk is a dangerous melee warrior with a wide range

of shouts which he can use far more frequently than a

regular draugr overlord. Make sure any remaining draugr are

taken care of first so your entire team can focus on him.

The most dangerous shout up his sleeve is Ice Form which

can freeze both the mercenaries and yourself. He will also

use Disarm so make sure you have a second weapon ready

just in case. He carries an Ebony Battleaxe with a Drain

Health enchantment so one on one combat with him is

dangerous.

Alberthor will join up with you once Suleyk has been

defeated. The gate in the center of the room should open

automatically. If it doesn’t, use the lever beside the boss’

sarcophagus.

Looks like this goes somewhere. Alberthor comments on the

waste disposal shaft in the boss’ chamber, saying it’s so

deep it likely breaks into Dimfrost – the large underground

magma chamber below the island. Only one way to find

out...

Note: Don’t worry if your regular follower doesn’t make the

plunge. They’ll meet up with you once you exit the dragon’s

den and return to the surface before the final battle.

Another Note: If you lost the other mercenaries along the

way, don’t fret, they’ll catch up with you here.

That wasn’t so bad, was it? Oh come on...

Don’t attack! It’s just Alberthor posessing a falmer.

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Before you enter Dimfrost, use this cozy little abode to

prepare yourself for the onslaught of falmer you’ll soon be

facing.

Tip: There’s a thresher at the entrance. If you find yourself

getting overwhelmed by falmer you can always lead them

back to this place, activate the thresher at the entrance and

watch them fall victim to its spinning blades.

You’ll find most crafting tables here along with a bunch of

supplies so take the time to prepare yourself. There’s also a

bed here if you need time to recuperate after fighting the

draugr.

Once you’ve prepared yourself, step into Dimfrost.

Dimfrost can be a beautiful place...just don’t step in the lava

or you’re sure to die a quick death.

This section of the dungeon is enormous and nearly spans

the length and breadth of the entire island. To avoid getting

lost, try and stick to the road. When it branches, head right

downhill towards the waterfalls and follow the road to the

dwemer citadel.

Tip: Use the lava pools to dispatch large groups of falmer

easily. Falmer are blind and won’t see the lava in front of

them so use that to your advantage.

Head towards the large dwemer sun sphere in the distance.

Once you reach the entrance, Alberthor will tell you he can’t

control his falmer any further and will leave you to your own

devices.

Battle your way into the citadel then head towards the

Luminatory.

Tip: The falmer at the citadel are all in strategic positions.

You may find it useful to walk around the perimeter first and

dispatch any archers from the walls before charging in

through the main entrance.

Fight your way through the falmer in the Luminatory until you

reach what appears to be a dead-end room with a lever in

the floor.

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Do not pull the lever until all the mercenaries are in the room!

Once you pull the lever, the door behind you will snap shut

and the room will start to fill with water. Swim your way to a

passageway near the top.

Follow the passageway into the dragon’s den.

Tip: It’s a good idea to wait for the followers to catch up

before approaching the dragon.

Vulthurkrah will explain his reason for luring you to the

island. If you take a look around, you’re not the only

adventurer fooled into following him here. His goal is to

collect an army of corpses to siege Tamriel and restore the

age of the dragons and you’ve just fallen into his trap.

Sensing the arrival of fresh victims the dragon departs

leaving you behind, but only after deciding to raise the

corpse of every single dead adventurer scattered about his

den.

Tip: If you decide to fight all the raised dead one on one

you’re in for one hell of a fight. Listen to Athir’s advice and

seek refuge on the platform behind the dragon’s perch. You

can close the gate and wait until the raise dead spell wears

off, then use the dwemer elevator to return to the surface.

As the dragon flies away, it knocks a bunch of boulders

loose from the cave walls so don’t get crushed!

Tip: You can disarm some of the raised dead by stealing the

weapons off the corpses before the dragon speaks.

You’ll find a bunch of potions and poisons on a table at the

far end of the platform. To the left of the table on the wall is a

lever that activates a steam centurion. Use it to keep the

raised dead distracted until all the mercenaries are on the

platform then close the gate.

Keep the gate closed until the Fallen Adventurers are once

again fully dead then flip the lever facing the dwemer

elevator to open it.

Objective: Defend the mining settlement from Vulthurkrah.

Lurius will be waiting for you outside the dwemer elevator

and fills you in on what you’ve been missing while you were

flushing the dragon out.

The Empire, having lost its patience with the hunt, decided to

send an imperial contingent to speed things up.

Unfortunately this move plays into the hands (or claws) of

the dragon looking for more bodies to fill his lair.

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Plan A: You rush ahead of the imperial carriages and take

on the dragon before the soldiers get the chance to jump into

the fight.

Pros: Cons:

Reduces the number of casualties.

No backup aside from the mercenaries.

Plan B: You travel with the imperial carriages, wait for

them to unload, then take on the dragon with a dozen legion

soldiers in tow.

Pros: Cons:

Lots of backup.

The dragon is likely to be put down quicker.

Any legion soldier that dies in combat is automatically raised from the dead by Vulthurkrah to fight against you.

Plan C: You return to Skyrim, go home, have a meal and

let the whole thing blow over. Yes. This is a legit option.

Pros: Cons:

Well, if all else fails... You’re not exactly living up to your reputation as Dragonborn...

Which ever plan you choose (with the exception of Plan C,

naturally), combat starts once you follow the dragon back to

the Imperial Mining Settlement.

Note: The dragon may not attack immediately once you’re

within the walls of the mining settlement. Just give it some

time; depending on how far away the dragon is it may take a

few seconds before the battle begins.

Vulthurkrah starts out with his Storm Call shout. This is the

same shout the player can learn and it’s just as devastating -

lightning bolts can wipe out the entire contingent of legion

soldiers plus the mercenaries in a short amount of time.

Tip: If you have any shock resistance potions, drink them.

Otherwise, seek shelter under a roof when the lightning bolts

start to come down as getting struck can drain a massive

amount of health from you very quickly.

Vulthurkrah will perch on the rooftops of buildings and uses a

combination of fire and frost breath attacks. If you know the

Dragonrend shout, use it to keep him grounded.

Tip: Use the Spellbreaker shield to block all damage from

his breath attacks, shield-bash him, then attack with a power

attack.

Once Vulthurkrah is down for the count, absorb his soul and

collect your bounty from Lurius Liore.

Objective: Receive your reward from Lurius Liore.

Lurius should be hanging back from combat. He’ll either be

hiding somewhere along the road to the mining settlement or

he’ll be outside the Tradehouse.

When the battle is over, he’ll seek you out to present your

reward.

Now that things have been concluded, the arduous process

of rebuilding the town begins. The repairs take time but it

should be complete in about a week in game time.

Stop by every now and then and see how its progressing as

you continue your exploration of Wyrmstooth.

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RETRIEVING EMBERSUNDER

This favour quest for Athir can be started once you defeat

Vulthurkrah at the Imperial Mining Settlement on

Wyrmstooth. Speak to Athir and ask him Is there anything I

can do to help?

Athir will talk about an hierloom, a sword named

Embersunder, that he’s been searching for in The Reach.

The only place he hasn’t yet searched is Hag’s End, south-

west of Solitude.

Objective: Retrieve Embersunder.

The objective is simple enough, find the sword and return it

to Athir. Retrieving anything from Hag’s End, however, is no

simple task The place is filled to the brim with forsworn,

hagravens and witches so make sure you come prepared.

Once you’ve fought through the forsworn camp at Deepwood

Redoubt, enter the nordic ruins of Hag’s End. Fight your way

through the witches until you reach the balcony outside. The

sword should be next to boss’ chest.

Objective: Return to Athir.

Return the sword to Athir and collect your reward.

ROBBED BLIND

This favour quest for Daenlit can be started once you defeat

Vulthurkrah at the Imperial Mining Settlement on

Wyrmstooth. Speak to Daenlit and ask her Is there anything

I can do to help?

Daenlit will talk about a certain necklace she’d like procured

from the possession of a merchant in Solitude. Unluckily for

you this person is Erikur, a thane of Solitude with influence in

the court.

Objective: Steal the necklace.

During the day you’ll find Erikur in the Blue Palace by the

side of Jarl Elisif. There’ll be eyes everywhere so you may

find it difficult to slip out of sight even with a high sneak skill

to pickpocket the locket off his person.

Wait until he’s gone home and has gone to sleep before

breaking in. Sneak into his room and swipe it off him, then

return to Wyrmstooth.

Objective: Return to Daenlit.

Return the locket to Daenlit and collect your reward.

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REPAYING A DEBT

This favour quest for Shargam can be started once you

defeat Vulthurkrah at the Imperial Mining Settlement on

Wyrmstooth. Speak to Shargam and ask him Is there

anything I can do to help?

Shargam will talk about a debt owed to him by a man named

Ulfgar currently staying in Markarth. He has lost his patience

with the man and is no longer in the mood to wait for a

repayment.

Objective: Kill Ulfgar.

Travel to Markarth and find Ulfgar. He should be idling near

the entrance to the city, usually standing atop a walkway

over the path to Understone Keep. He’ll be surrounded by

residents during the day, so wait until nightfall.

Wait until the guards are out of sight then let him have it.

Objective: Return to Shargam.

Return to Shargam and collect your reward.

WRAP ME UP

Once you’ve helped Alberthor with his experimental mind

control spell, ask him Is there anything I can do to help?

He’ll mention his stock of Wisp Wrappings is running low and

that he needs someone to find some more.

Objective: Find (0/8) wisp wrappings

As Alberthor points out, you can find wisp

wrappings...wrapping wisps. Helpful as always. Wisp

Mothers are a rarity in Skyrim so the easier option would be

to check Alchemy stores for their supply.

Wisp wrappings may also turn up in the inventory of dead

Alchemists, satchels and barrels.

Objective: Deliver the wisp wrappings to Alberthor.

Once you have 8, return to Alberthor for a random

enchanted weapon.

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UNWANTED GUESTS

This quest can only be started once you finish Wrap Me Up

for Alberthor by collecting 8 wisp wrappings. Speak to him

once again and ask him Is there anything I can do to

help?

This time it’s slightly more serious. Alberthor has been

feuding with a group of Thalmor holed up in Haetar’s cave.

He’s been sending waves of draugr to stir them up, this time

he’s sending you.

Objective: Kill the Thalmor spies.

Travel to Haetar’s Cave on the eastern side of the island.

When you get there watch out for the bear traps and bone

chimes at the entrance that’ll alert the Thalmor to your

presence. There’ll be a melee warrior in the first chamber

and two wizards in the nordic ruins.

Objective: Return to Alberthor.

If you’re a good sneak, sneak past the two wizards and head

towards the word wall. A draugr overlord will burst out which

you can use to distract the Thalmor.

Return to Alberthor to collect your reward.

RECLAIMING THE PAST

Eventually you’ll come across the ruins of Fort Valus, an

imperial fort south of the mining settlement now seemingly

abandoned. This quest starts upon entering either the

Muster, Common House or Barracks.

Once Vulthurkrah has been defeated in the Barrow Of The

Wyrm quest you can talk to Lurius Liore about purchasing

the deed to the property.

Objective: Ask Lurius Liore about Fort Valus.

The base price of this player home is 30,000 gold. You’re

buying an entire fort, not a snobbish mansion.

Like other player homes in Skyrim, Fort Valus is fully

upgradable. Speak to Lurius about upgrade options once

you’ve purchased the fort.

Most upgrades come with staff associated with the section of

the fort you’re rennovating. The staff you hire will live in the

Common House.

Tip: Hire guards by upgrading the prison. You’re not the only

one who wants to claim Fort Valus. This is a player home

you’ll need to defend!

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SOMEONE WITH BACKBONE

You can start this quest either by reading the book History

Of Wyrmstooth or by entering the Tomb Of Vulom.

As you delve deeper into the tomb you’ll hear a disembodied

voice speak to you. Approach the sarcophagus at the centre

of the cave and talk to the skull.

Objective: Follow the disembodied voice.

Vulom will tell you of his miserable fate. Beaten and torn

asunder, his final wish is to be made whole once more so

that he may find peace in the afterlife.

This will require finding his arms, legs and ribcage which

have been scattered around the island in nordic crypts.

Objective: Find Vulom’s bones.

The first location we need to travel to is Fort Valus. If you

already own the fort you’re going to like this little surprise.

Head right from the entrance and enter the blacksmith’s

chamber. At the far end of the room you’ll find a Wardrobe,

open it to reveal a secret stairway. Head down then pull the

pull chain to your left to open a passage into a witch’s lair.

Don’t worry: if you live in the fort they won’t come up in the

middle of the night and murder your staff or steal your gear.

You’ll find a word wall with the first word of the Phantom

Form shout – you’re likely going to need this shout later on

so don’t miss it. Collect Vulom’s arms from the table to the

right of the word wall.

Tip: You can use the magicka font here to help level up your

spell casting abilities. The font will restore your magicka to

full and you can use it an unlimited number of times.

If you’re a spell caster you may want to take the time to level

up your spell casting with the magicka font before continuing.

The second place we’re headed to is Haetar’s Cave. Head

past the corpses and into the nordic chamber. Approach the

word wall and learn the second word of the Phantom Form

shout. Just be aware that approaching the word wall will

trigger a draugr overlord.

Grab Vulom’s legs and head out of there.

The final place we need to visit is somewhere you’ve likely

already been to: Wyrmstooth Crypt. If you’ve already opened

the Wyrmstooth Crypt secondary entrance east of the barrow

enter through there. Otherwise you’re going to have to enter

through the barrow’s temple entrance and work your way

down into the crypts again.

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Head back to the boss’ chamber but don’t fall down the hole

again. Head up the stairs and go straight ahead into the

treasure room.

Approach the word wall and learn the final word of the

Phantom Form shout. Grab Vulom’s ribcage and get out of

there.

Tip: If you’re a conjurer, take the Conjure Dragon Priest spell

tome from the altar, you may find it useful near the end of

this quest. Also, mind the flame trap!

Now that we have all the bones it’s just a simple matter of

returning them, right? Wrong! Before we return the bones we

need to do a little preparation. Spoilers: You’re in for one hell

of a fight.

Objective: Return the bones to Vulom.

First, stock up on resistance potions; Resist Fire, Resist

Shock, Resist Frost, Resist Magic. Preferably elixirs as

they’re the most effective. If you need to travel back to the

mainland and check each and every Alchemy store, do so.

Second, enchant your gear (if you can) with elemental

protections. Otherwise, bring whatever gear you’ve found in

your travels that have elemental protections. If you have the

Spellbreaker shield handy, don’t forget it.

Third, stock up on healing potions. You’ve likely amassed

quite a few during your travels already. Don’t sell them off

just yet.

Fourth, temper your weapons at a grindstone or level your

destruction skill as high as you can. If you need to spam

some iron daggers at a forge to improve your smithing skill,

do it. You’re going to need to hit as hard as a bus in the next

battle.

And lastly, bring the toughest follower you know.

When you’re ready, return to the Tomb Of Vulom and return

the bones.

Tip: Before speaking to him, drag the draugr corpses away

from the sarcophagus as far as you can. A little preparation

goes a long way.

On the bright side, he’ll be happy you found his bones. As for

your reward...

Vulom usually starts by resurrecting a draugr overlord

nearby (unless you moved it away). Now is the time to use

the Phantom Form shout. This shout creates an unstrikable

clone of the Dragonborn for 60 seconds that can be used to

draw Vulom’s attention while you retreat.

The second spell he casts is the master level destruction

spell Blizzard followed by Firestorm in quick succession. If

you’re standing nearby, both spells together are more than

enough to easily kill even level 80 players so as soon as he

flies out of his sarcophagus stand back until both spells have

been cast.

Next he starts casting Wall Of Storms which can quickly sap

your health if you’re standing still. By this time your follower

is likely down for the count so you may want to heal him/her.

Tip: When Vulom casts Blizzard, run back as fast as you can

or use the Whirlwind Sprint shout to get out of there as he’s

about to cast Firestorm which packs a hell of a punch. He

will always cast Blizzard before Firestorm so use that as your

warning.

If you see an orange spell in his hand it’s likely a healing

spell, so stagger him with a shield bash or a dual-cast

destruction spell. His healing spell can restore ¾ of his

health which can make this a very long fight if you’re not

hitting hard enough.

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Another strategy is to start Someone With Backbone before

finishing Barrow Of The Wyrm so you can take him on with

all the mercenaries in tow plus a follower of your choosing.

Your reward for finishing him off is a staff that can be used to

summon his shade. This is an incredibly powerful staff so

recharging it will require more soulgems than normal.

The Shade of Vulom is capable of casting all the same spells

so use it wisely; otherwise you may end up killing off half of

Solitude by accident...wink.

A HOWL LOAD OF TROUBLE

This quest is available by speaking to Dunyick at Dunyick’s

Camp south of Fort Moonwatch. He’ll be sitting under a

tree cradling injuries sustained during a bandit attack. He,

however, is more worried about his wolf Faelor.

Objective: Find Dunyick’s wolf, Faelor.

During the attack, his wolf ran off into the wilderness east of

his camp. Follow the road to Wulfmere’s Watch then head

south past the Dwemer Lift until you come across a circular

nordic ruin.

Objective: Return Faelor to Dunyick.

The wolf should be easy enough to find with its rust-coloured

pelt. When you travel back to Dunyick’s Camp you’ll find that

you’re too late. Having bled out from his injuries, there’s only

one thing is left for you to do.

Objective: Eliminate the bandits that killed Dunyick.

You’ll find their camp west of Fort Valus. Put them to the

sword and avenge Dunyick. The wolf can now serve as an

animal follower. If you dismiss Faelor, she’ll go back to

Dunyick’s camp.

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A PRICELESS COMMODITY

Travel to the steam pools and speak to Bolmar. He’ll be

outside the entrance to Gronndal Grove with a group of

miners. Seems like they’ve discovered a rare ebony vein,

problem is it’s being guarded by spriggans.

Objective: Investigate the spriggans at Gronndal Grove.

Enter Gronndal Grove and approach the Spriggan Matriarch.

You’ll get to choose one of two options here: serve nature

and kill the miners, or serve the miners and kill the

spriggans. You can take either route to complete this quest.

Objective: Clear the spriggans from Gronndal Grove.

Choosing to side with the miners will make the spriggans

hostile. Chop them into firewood then return to Bolmar. Like

all spriggans they can make nearby animals hostile towards

you so watch out for angry rabbits.

Objective: Return to Bolmar

Speak to Bolmar and tell him the spriggans are dead to

complete the quest.

Otherwise if you sided with the spriggans you will need to kill

Bolmar and the miners at the entrance. Just keep in mind

that doing so is likely to give you a bounty on Wyrmstooth if

you leave any witnesses behind.

Objective: Kill Bolmar

Objective: Return to the Spriggan Matriarch.

Speak to the Spriggan Matriarch to finish the quest.

There is no right or wrong way to complete this quest; that’s

your own moral choice to make.

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ANIMAL BOUNTY

Read a note labeled Animal Problem at the Imperial Mining

Settlement near Gashnag’s Longhouse to start this

Miscellaneous objective.

Objective: Kill the bear south of Fort Valus.

A bear has been interfering with miners travelling the

southern road. Lurius would like the orcs to do something

about it but you can spare them the effort and take care of

this problem on their behalf.

Find the bear along the roadside and show it who’s boss.

BANDIT BOUNTY

You’ll find a letter from Dunyick posted in the Tradehouse at

the Imperial Mining Settlement warning about the bandits

holed up at Cragwater Cavern.

Objective: Kill the bandit chief at Cragwater Cavern.

If left alone, the marauders are sure to become even more of

a menace than they already are. Steel up and head over to

Cragwater Camp. It’s not a permanent fix but taking out their

leader should curb their activities. For now.

Kill the Marauder Captain to clear this objective.

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VAMPIRE BOUNTY

Travel to Stendarr’s Outpost on the eastern side of the island

and read Amon’s Note on the table. He writes about his

missing brother Amarth who went alone into a vampire lair.

Objective: Kill the master vampire at Bloodfrost Burrow

Head south from Stendarr’s Outpost to Bloodfrost Burrow.

Make sure you prepare for this one as you’ll be facing a

strong coven of vampires. Low level players may want to

wait until they’re more skilled at vampire hunting.

.Kill the vampire boss to complete this objective.

Tip: The Vigilants of Stendarr will routinely check this

vampire lair. Joining up with them on the road may make this

encounter slightly less painful.

WARLOCK BOUNTY

Northeast of the Wreck of the Salty Knave you’ll find a

hidden Stormcloak Camp. A note on the table speaks of the

warlocks abducting one of their fellow soldiers.

Objective: Kill the warlock leader at Krakevisa.

Krakevisa is a short distance south-west of the Stormcloak

Camp. If you’re a spell caster you’ll find plenty of new spells

in this location that you won’t find anywhere else in Skyrim

plus some rare alchemical ingredients.

.Kill the warlock boss to complete this objective.

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BLIND ROBBER’S CACHE

If you’ve been to Blind Robber’s Bluff you’ve likely

encountered the locked dwemer storeroom. Only one person

has the key to the storeroom; Rolgar, a marauder captain.

By the sounds of it he’s on a bit of a quest of his own.

Travel to Chillbone camp on the eastern side of the island.

On the wooden platform is a bloodied corpse. Search around

the deck next to him for a bloody note. It may be hard to see

at first.

Objective: Retrieve the key from Rolgar’s corpse.

The note will mention Dimfrost. That’s where you’ll need to

start.

Warning: At first the map marker will point to an arbitrary

location far to the north of Wyrmstooth. Once you travel to

Dimfrost the quest marker will correct itself. This is not a bug

with the mod by the looks of it as it happens to radiant

quests assigned to Blackreach as well.

From where you first entered Dimfrost during Barrow of the

Wyrm, head left and follow the quest marker. Rolgar’s

corpse will be near some falmer tents on the other side of a

river.

Objective: Unlock the door to Blind Robber’s Cache.

Return to Blind Robber’s Bluff and use the key to open the

gate and claim the marauder’s loot.

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CALL OF THE WILD

A spell maker at Krakevisa researching the spriggans

managed to transcribe their power to control animals while

researching a way to control the dead. Unlike the original

spriggan power, timid animals won’t directly attack your

opponents but will rather serve to draw their attention.

Spell School: Alteration

Spell Level: Expert

Charge Time: 2 seconds

Spell Type: Area Of Effect

Spell Radius: 1000

Spell Duration: 1 minute

Base Cost: 580

Only one spell tome is available in Krakevisa.

CALL OF THE DEAD

The finished result of the spell maker’s research into

controlling the undead. It’s similar to Call Of The Wild but

works on all forms of the undead for a limited amount of

time.

This spell takes three seconds to charge up and has a high

chance of being resisted by the undead. On the flip side this

spell is capable of swaying the minds of even the most

powerful undead if only for a minute.

Spell School: Alteration

Spell Level: Expert

Charge Time: 3 seconds

Spell Type: Area Of Effect

Spell Radius: 1000

Spell Duration: 1 minute

Base Cost: 620

Like Call Of The Wild only one spell tome is available in

Krakevisa.

CURE DISEASE

Cures any disease currently afflicting the player. A similar

effect to praying at an altar but without the burden of having

to find an altar.

Spell School: Restoration

Spell Level: Apprentice

Charge Time: 0.5 seconds

Spell Type: Self

Spell Radius: -

Spell Duration: -

Base Cost: 36

Spell tomes are available in several homes across

Wyrmstooth including the Tradehouse.

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CURE POISON

Like the previous spell, Cure Disease, but works to cure the

ongoing effects of poison from the player.

It might be a good idea to learn this spell before taking on

Wyrmstooth Barrow to help with all the falmer and chaurus

you’ll be up against, unless you have poison immunity.

Spell School: Restoration

Spell Level: Apprentice

Charge Time: 0.5 seconds

Spell Type: Self

Spell Radius: -

Spell Duration: -

Base Cost: 14

Spell tomes availability similar to Cure Disease. The first one

you’re likely to come across can be found in the Tradehouse

at the Imperial Mining Settlement.

EASE BURDEN

A must for the compulsive horder. Like the Oblivion

equivalent of the spell it temporarily increases your carry

weight allowing you to haul more gear. This spell lasts for a

minute which should give you enough time to fast travel back

to a merchant if you find yourself over-encumbered.

Spell School: Alteration

Spell Level: Apprentice

Charge Time: 0.5 seconds

Spell Type: Self

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 230

Spell tome availability similar to Cure Poison. Again, a copy

can be found in the Tradehouse as well as numerous copies

in Krakevisa.

FADE OTHER

Use this spell to turn a target of your choosing invisible. This

is more of a nuisance spell than anything you’ll useful in

combat.

The spell itself is actually cut content from the base game as

voice acting has been recorded to allow NPCs to verbally

respond to being turned invisible.

Spell School: Illusion

Spell Level: Expert

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: Touch

Spell Duration: 1 minute

Base Cost: 215

Three spell tomes in Krakevisa, one in Wyrmstooth Barrow.

Tip: Using Fade Other on your followers will make them

harder to detect. If you’re a sneak you may actually find this

spell to be useful.

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ICE VOLLEY

Fires a volley of ice shards with a wider spread than Icy

Spear or Ice Spike in case you’re an incredibly bad shot.

Each shard does a fair amount of damage, more so if you

cast this at point blank range and plant all 3 shards in your

foe.

Spell School: Destruction

Spell Level: Expert

Charge Time: 1 second

Spell Type: Single Target

Spell Radius: -

Spell Duration: -

Base Cost: 400

You’ll find a couple copies of this spell tome in Krakevisa,

three in Wyrmstooth Barrow and one in Haetar’s Cave.

NIGHT EYE

In case you’re not a Vampire or Khajiit, you can learn the

Night Eye spell to make seeing in the dark without a torch a

slight bit easier.

Unlike the Oblivion equivalent of this spell, it doesn’t turn the

entire screen an intense shade of blue.

Spell School: Illusion

Spell Level: Apprentice

Charge Time: 0.5 seconds

Spell Type: Self

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 130

You’ll find a couple copies of this spell tome in Krakevisa,

two in Wyrmstooth Barrow, one in the Tradehouse and one

in Chalureel Farm.

CONJURE DRAUGR WIGHT

If you haven’t had enough draugr, now you can summon

them. The faithful draugr wight, good for any occasion.

Spell School: Conjuration

Spell Level: Apprentice

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 75

You’ll find a couple copies of this spell tome in Wyrmstooth

Barrow.

Tip: Some conjured Draugr Deathlords may wield ebony

weapons. If your deathlord is carrying a regular nordic

weapon, conjure another one before heading into battle.

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CONJURE DRAUGR SCOURGE

A draugr scourge can take more of a beating than a draugr

wight before giving up the ghost.

Spell School: Conjuration

Spell Level: Adept

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 107

Spell tome availability same as Conjure Draugr Wight.

CONJURE DRAUGR DEATHLORD

Deathlords prove the most resilient in battle.

Spell School: Conjuration

Spell Level: Expert

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 161

Spell tome availability same as Conjure Draugr Scourge.

CONJURE DRAGON PRIEST

Show your opponents you mean business by sending a

conjured dragon priest after them.

Spell School: Conjuration

Spell Level: Master

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 358

One copy only in the treasure room of Wyrmstooth Crypt.

CONJURE MUDCRAB

...or show your opponents you have a sense of humour.

Spell School: Conjuration

Spell Level: Novice

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 75

Who else but Elmera would carry a tome of this spell?

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TRANSMOGRIFY

Possibly one of the most amusing spells you’re likely to

come across.

Spell School: Alteration

Spell Level: Expert

Charge Time: 0.5 seconds

Spell Type: Single Target

Spell Radius: -

Spell Duration: 1 minute

Base Cost: 300

This spell turns the target into a harmless animal, either a

mudcrab, a chicken, a fox, or a rabbit.

Turn a bandit into a chicken, or a dog into a fox. Anything

goes. Just note that the higher the level of the target the

higher the chance they have of resisting this spell.

A couple copies can be found in Krakevisa, one in

Wyrmstooth Barrow and one in Haetar’s cave.

Tip: Transmogrify can be useful when infiltrating an enemy

camp at low levels. Use the spell on an unsuspecting

individual from a distance. If you’re lucky and your target

gets turned into a mudcrab, they’ll go on a rampage

(crabpage?) against their peers until the spell wears off or

they get struck.

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FIIK LO SAH (PHANTOM FORM)

Translates to MIRROR – DECEIVE – PHANTOM. This shout

can be used to create a spectral clone of the Dragonborn

that persists for 90 seconds. This clone cannot be struck or

killed and serves as the ideal decoy.

Each new word you learn increases the distance at which

you can summon a clone.

Spell Type: Single Target

Shout Radius: 50ft – 100ft – 200ft

Shout Duration: 90 seconds

There are three word walls on the island of Wyrmstooth from

which you can learn the words of Phantom Form.

Fort Valus Muster. Head south from the Imperial Mining

Settlement or Fort Moonwatch until you get to Chillwater Mill,

then head east into the snow until you reach Fort Valus.

Once you enter the main building, head to the room on the

right. Open the wardrobe on the far side of the room, head

down the stairs, then pull the pull chain on your left to open a

secret tunnel to a witch’s lair. Dispose of the witches and

learn the first word of Phantom Form.

You can learn the second word in Haetar’s Cave on the

eastern side of the island within the glaciers.

Just beware of the draugr overlord that bursts out when you

approach the word wall. If you’ve started the Unwanted

Guests side quest there will be additional Thalmor here for

you to deal with.

The final word is in the Wyrmstooth Barrow Crypt. Make your

way to the boss’ room past the hall of stories and puzzle

door. Once Suleyk has been defeated the door to the

treasure room should open automatically.

Note: If the door doesn’t open, there’s a lever next to the

boss’ sarcophagus that can be used to open it manually.

This shout is especially useful in the side quest Someone

With Backbone.

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A HOWL LOAD OF TROUBLE, 29 A PRICELESS COMMODITY, 30 Alberthor, 16 ANIMAL BOUNTY, 31 Athir, 13 BANDIT BOUNTY, 31 BARROW OF THE WYRM, 14 Blind Robber’s Bluff, 10 BLIND ROBBER’S CACHE, 33 Bloodfrost Burrow, 11 Bloodstone Camp, 9 CALL OF THE DEAD, 34 CALL OF THE WILD, 34 Central Mountains, 5 Chillbone Camp, 10 Chillwater Mill, 7 Coldwave Crescent, 9 CONJURE DRAGON PRIEST, 37 CONJURE DRAUGR DEATHLORD, 37 CONJURE DRAUGR SCOURGE, 37 CONJURE DRAUGR WIGHT, 36 CONJURE MUDCRAB, 37 Cragwater Camp, 11 CURE DISEASE, 34 CURE POISON, 35 Daenlit, 13 Dark Brotherhood Sanctuary, 9 Dimfrost, 11 DRAGON HUNT, 12 Dunyick’s Camp, 6 Dwemer Lift, 8 EASE BURDEN, 35 Eastern Glaciers, 5 Elmera, 13 FADE OTHER, 35 Fallen Adventurers, 22 FIIK LO SAH, 39 Fort Moonwatch, 6 Fort Valus, 7 Goreduster, 16 Haetar’s Cave, 10 Hag’s Perch, 6 Herman’s Holdout, 9

Hunter’s Shack, 8 ICE VOLLEY, 36 Imperial Camp, 11 Imperial Mining Settlement, 7 Ja’Shavi-Dar, 15 Krakevisa, 8 Lurius Liore, 12 Marauders, 14 Nehfrinqeth, 15 Nehkrahqeth, 15 NIGHT EYE, 36 Northern Marshes, 5 RECLAIMING THE PAST, 26 REPAYING A DEBT, 25 RETRIEVING EMBERSUNDER, 24 ROBBED BLIND, 24 Ruined Homestead, 9 Rusted Dragon Claw, 20 Shargam, 13 SOMEONE WITH BACKBONE, 27 Steam pools, 5 Stendarr’s Outpost, 10 Stormcloak Camp, 9 Suleyk, 20 Theodyn Bienne, 12 Tomb Of Vulom, 7 TRANSMOGRIFY, 38 Twinpeak Tower, 8 Ulfgar, 25 UNWANTED GUESTS, 26 VAMPIRE BOUNTY, 32 Vulom, 27 Vulthurkrah, 13 Wanderer’s Camp, 7 WARLOCK BOUNTY, 32 Waylayer’s Watch, 6 Western Forests, 5 WRAP ME UP, 25 Wreck of the Salty Knave, 8 Wulfmere’s Watch, 7 Wyrmstooth Barrow, 10 Wyrmstooth Crypt, 10 Wyrmstooth Docks, 6