Skyrim talk:Skuldafn
Contents
- 1 Dragons Not Attacking
- 2 Is there any way to return?
- 3 door no go?
- 4 diamond claw
- 5 Skuldafn Wordwall
- 6 Not counter-intuitive
- 7 Followers cannot accompany you there?
- 8 COC Command
- 9 Unnecessary
- 10 Lootastic
- 11 Pulling-Back-The-Curtain Question
- 12 Rename/move
- 13 Capital of Skyrim
- 14 Entering Causes Crash
- 15 Durnehviir speaking location-specific words
- 16 Arvak unsummonable
- 17 Respawn time, really?
- 18 Very Important to take everything with you as you progress through the area!
Dragons Not Attacking[edit]
When I reached the top and killed the dragon priest, neither of the two dragons attacked me. Both just stood there looking at me. They only attacker after I shot an arrow at one of them. Is this a bug or will they ambush me on my way back? Migrant 121.98.84.165 21:47, 1 December 2011 (UTC)
- I had an experience along the same lines but a little different, I fought the Priest the first time and neither of the two dragons appeared. After I died the first time, I used Storm Call on him and two dragons appeared on either side and started attacking me. After dying again, the Priest again fought me on his own with neither of the dragons to be found, even after his death I looked around to find them and they were nowhere. So i think maybe on the article there should be a change, stating that the dragons will only appear if a shout is used? — Unsigned comment by 92.13.192.98 (talk) at 15:46 on 2 December 2011
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- Funny. When I got to the top and fought the dragon priest, it took me a couple minutes before I realized the dragons were there. All they ever did was just look at me, so I figured they must have been friendly. Since one was white/silver and the other was red/gold, I assumed one was Paarthurnax and the other was Odahviing, watching the events, waiting to see if the Dovahkiin would succeed. Of course, fighting them would let you see what their names were, if they were named, so this could be easily discounted. (And probably has, I imagine.) — Unsigned comment by 72.148.198.78 (talk) at 05:18 on 29 December 2011 (UTC)
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- No, they're not named. In my run, one was an Ancient Dragon, the other was a Frost Dragon. I thought they'd take me on at the top of the temple when I fought the priest, so I tried to divide and conquer by taking out one dragon at a time. It was... painful. Both dragons are linked and will attack together. Overwhelming onslaught even if you're prepared (and I had no issues with anything prior to that), but when I skipped them and went for the priest directly, they just watched. Leave them be and they won't give you any trouble. --76.199.152.149 07:54, 9 January 2012 (UTC)
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- Sounds like the dragons either not attacking or not appearing is a fairly common thing. I didn't even see them and, since I didn't look at the wiki, didn't even know they were supposed to be there. --Evilneko 04:21, 22 February 2012 (UTC)
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- My brother and I have both played through this part now, and neither of us were openly attacked by the final two dragons. My brother was only attacked after he accidentally caught one of the dragons with one of his shouts. Can people that were attacked by the dragons please confirm whether they may have provoked them purposefully or accidentally? It's entirely possible that the final two dragons aren't actually supposed to attack at all; some of the dragons may be unhappy with Alduin's rule after all, so it seems reasonable that the final two dragons may in fact be content to just watch what happes? -- Haravikk 11:34, 29 February 2012 (UTC)
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- I havn't had them attack me unprovoked, I thought they were statues until decided to put an arrow in one, to check. My guess is that they are sleeping... (Eddie The Head 11:46, 29 February 2012 (UTC))
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- All four of the dragons attacked me one after the other in quick succession when I was crossing the bridge and working through the lower part of the exterior of the temple. I don't know what I did to annoy the two on the upper level and get them going. Thinking back, like one of the posters above I may have clipped them with a shout, even though they were a long way away. It was hectic, but very do-able with the stonework to dodge around. --174.6.51.17 20:54, 6 March 2012 (UTC)
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- After having killed Nahkriin, I did actually shoot the health of both the last two dragons down to zero without any of them leaving their position on the top of the pillars to attack me, or any of them dying from having lost all their health. Thus there seem to be no need to hurry up to jump into the portal. --MortenOSlash 19:14, 2 August 2012 (UTC)
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The dragons didn't attack me either. My impression was that they had the same stance that Odahviing expresses after he is captured: no longer holding allegiance to Alduin (since his defeat by the Dragonborn on the Throat of the World) and waiting to see if the Dragonborn would succeed in destroying Alduin. It reminded me of that scene from Training Day where Ethan Hawke is returning to the hood after Denzel Washington tried to have him killed. Denzel's thugs stare down Ethan, but don't try to stop him, because they think he might actually be able to bring down Denzel. Anyway, I didn't attack the dragons, and they didn't attack me. username12345 15:11, 4 August 2012 (UTC)
- Used no shouts. Immediately after entering Skuldafn the goldish/bronze one flew down and blasted me. Hollered at me in the language of the dovah that Skuldafn would be my death. I'm just gonna start calling it Draconic, Wizards of the Coast can sue me.- Vainamoinen-Talk-Stuff 19:28, 23 November 2012 (GMT)
- Messing with the two dragons at the end of the zone, by Nahkriin, makes it seem like they're pretty impartial. They don't attack until I do something hostile first. I can even cast Heal Other on them and they don't seem to mind. I once got one of them to say "Speak, if you have aught worth listening" but it was right before they went hostile 'cause I used Unrelenting Force on him. They were both quite killable and said the same things when attacking as the first dragons in Skuldafn said they just don't seem as anxious as their comrades to fly to their deaths.- Vainamoinen-Talk-Stuff18:24, 26 November 2012 (GMT)
- On a side note, the last two dragons do not appear to be linked like the first two. With a high enough sneak I was able to completely kill one dragon without causing the other to become aggressive. Can anyone else confirm?- Vainamoinen-Talk-Stuff 18:28, 26 November 2012 (GMT)
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- As i wrote 2 August 2012 in this discussion, I have even downed both the two last dragons' health to nothing without any of them becoming aggressive, so there seems to be some mysterious way not to trigger them. Though in my case some bug made them no die either. —MortenOSlash (talk) 18:47, 26 November 2012 (GMT)
Is there any way to return?[edit]
After the related quest is finished is there any way to return here? (I want to retrieve the staff used by the dragon priest, but can't find skuldafn anywhere on my map) Masterlocksmith 16:18, 4 December 2011 (UTC)
- If you are on the PC you can use either console codes or run up the mountain by turning off clipping. Other than cheating I don't know of any way. - Vainamoinen-Talk-Stuff 19:29, 23 November 2012 (GMT)
door no go?[edit]
so the diamond door wont open. fox moth dragon is the combo but for some reason the door wont open for me. any comments? — Unsigned comment by 184.79.170.42 (talk) at 16:23 on 6 December 2011
diamond claw[edit]
i have the diamond claw but i cant change the symbols on the door. they simlpy will not rotate. — Unsigned comment by 67.163.7.217 (talk) at 20:30 on 8 December 2011
- Side note - I used Unrelenting Force upon the Dragaur Deathlord in front of this door. He ended up on the OTHER side of the door. Xbox360 version, this was my fourth playthrough of the game, first time this happened. Ended up having to go back to an earlier save, as I couldn't kill him through the door. - Carl — Unsigned comment by 184.154.95.210 (talk) at 20:35 on 16 May 2012 (UTC)
Skuldafn Wordwall[edit]
Absence of chanting/music from the wordwall seconded. I just did that temple, and was watching for it. There was no music or chanting ever, but the word carved into the wall started glowing, which caught my attention. — Unsigned comment by StormFireKitty (talk • contribs) at 03:14 on 30 January 2012 (UTC)
- I recently did this part on the XBox 360 and while I didn't notice an absence of chanting, it was much quieter than other word walls. The visual cues all kicked in as normal, so I'm surprised people have managed to miss it as the screen darkens even if you're purposefully trying to stay as far from the wall as possible =D -- Haravikk 19:22, 28 February 2012 (UTC)
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- Played this recently and the word wall had all the usual effects, acoustic and visual. --TinkyWinky 22:08, 9 March 2012 (UTC)
- Perhaps it was one of the many instances where the wall bugged out. Did you ever learn the word? If not then I'd just chalk it up to another randomly bugged wall.- Vainamoinen-Talk-Stuff 19:23, 23 November 2012 (GMT)
- Played this recently and the word wall had all the usual effects, acoustic and visual. --TinkyWinky 22:08, 9 March 2012 (UTC)
Not counter-intuitive[edit]
"it appears that the outer pillars are to be set so that they both indicate the symbol NOT shown by this pair."
This seems to be incorrect. There is a mark at the base of each pillar. The pillar must be turned so that symbol faces its counterpart on the wall. It just so happens that with the two pillars at the sides that they have to face sideways as viewed from the switch. — Unsigned comment by 94.15.117.203 (talk) at 10:37 on 4 February 2012 (UTC)
- It IS incorrect and badly worded to boot. Fixed. — Unsigned comment by 174.1.92.142 (talk) at 05:46 on 22 February 2012 (UTC)
Followers cannot accompany you there?[edit]
Followers are left behind when Odahviing flies you there? — Unsigned comment by 216.218.59.151 (talk) at 21:41 on February 5, 2012
- He's a single-seater, and besides, you are going to end up in Heaven (or Valhalla), which would be a bit much for a tag-along figure. --174.6.51.17 20:57, 6 March 2012 (UTC)
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- Considering they get to watch you get high on 'incense' and chat with thin air, attempt to help you battle through pretty much anything and everything else, and so on; there's no real reason why you can't bring them with you in case the chests decide to give you lots of good, but adsurdly heavy items. I could imagine having to part ways with your follower before being allowed to enter the portal, but not this whole business of leaving them behind well before you actually reach the portal. Whether Lydia accompanies me or not, I'll just dump everything I can before I leave and use the Ebony Blade to stay lighter while slaughtering my way through the dungeon with a sense of dragged-out monotony.--Playerseekingbugs 06:49, 2 August 2012 (UTC)
COC Command[edit]
The console command 'coc skuldafn06' did not work for me. No effect. Anyone else? GodRaine 1.1.21.0 PC 23:48, 2 March 2012 (UTC)
- There is no such cell. I've deleted the note. --NepheleTalk 23:53, 2 March 2012 (UTC)
- Using one of the console codes given in the infobox will work, however. --Alfwyn 23:56, 2 March 2012 (UTC)
Unnecessary[edit]
Should we maybe kill the "view on map" link for this page? 76.185.41.201 21:21, 19 June 2012 (UTC)
- At least for now, I think you're right. I'm not sure if we'll want to add a map marker later, but if we do, we can re-add the link at that time. – Robin Hood↝talk 23:13, 19 June 2012 (UTC)
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- Sadly, I came to this page specifically to check Skuldafn's map location. I know fast travel isn't possible, but I wanted to check its position in relation to other locations, and I can't remember where it was from when I was actually there for the quest. I think a map marker and a view-on-map link would be awesome. username12345 14:53, 4 August 2012 (UTC)
- The location is almost due east of Tolvald's Cave. If you watch Alduin as he flies around the world (sometimes he'll circle overhead just to taunt you) you can follow him (through clever use of the console teleportation codes and some stamina potions) and he will head in this direction. I haven't ever actually followed him all the way to Skuldafn but it should be possible using the same methods. East and a little north of the marker for Tolvald's Cave.- Vainamoinen-Talk-Stuff 19:20, 23 November 2012 (GMT)
- Sadly, I came to this page specifically to check Skuldafn's map location. I know fast travel isn't possible, but I wanted to check its position in relation to other locations, and I can't remember where it was from when I was actually there for the quest. I think a map marker and a view-on-map link would be awesome. username12345 14:53, 4 August 2012 (UTC)
Lootastic[edit]
I'd like to add the following to the main article page BUT - Rather than collect all the information myself again how kosher is it to simply rip it from the official elder scrolls wiki. I haven't ever paid attention to any external links section these pages might have... this could be because they don't have one or I've never needed one before.
TEH DATAZ! (formatting changed for handy collapsible table) |
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Items
Skuldafn
Containers and chests
Skuldafn Temple Alchemy Ingredients:
Containers and chests
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— Unsigned comment by Sulhir (talk • contribs) at 05:56 on 25 November 2012
- We don't note everything in the areas, but some agreement was made that information like this would be put on a quest page when there was one, which is where some stuff, like a couple chests, is mentioned. Little things aren't detailed. We do not copy from other wikis, and it's really best if someone goes through it themselves to add it to our wiki since that's what will happen anyway before it is added. Vely►t►e 06:03, 25 November 2012 (GMT)
- So much for previews, I still forget something. I was thinking specifically of sticking where all the chests in an outdoor area (where they can be missed) are. Such as the exterior of Skuldafn. And yes, of course I'm checking all the locations but it's so much easier to copy paste it when it's already written down and just change the links and formatting than having to type it all up from scratch. Google ftw.- Vainamoinen-Talk-Stuff06:11, 25 November 2012 (GMT)
Pulling-Back-The-Curtain Question[edit]
Xbox360 player here.
I found a real treat in (rather outside) of Skuldafn. Players can leave the game area and run around the environment outside. There does not seem to be much to see like there was in a couple of glitches in Oblivion (Frostcrag Spire and the quest where you enter the painting) but I did find some leftovers from development: some dragons flying around and what appears to be a building with no surface save for the windows. (It's a big area so i didn't explore much beyond heading as far west as I could.)
I any case, I did not see any content on this and I was planning on adding to the wiki.
Would this be considered a quest glitch (since Skuldafn is only available during its respective quest), or is it a general glitch?
And did anyone also visit this area - and is there more than what I found?
Thanks! G108.219.217.200 14:19, 28 November 2012 (GMT)
- Can you specify where exactly this is possible, it sounds a lot like you are just inside the building's texture. If it is replicable, and a different building then it would be notable. Silence is GoldenBreak the Silence 19:01, 28 November 2012 (GMT)
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- I was playing through and just up the tower there's a dragon sat on a pillar... well I attacked it and it attacked back and I stepped off the cliff and fell down this hole... I don't even know what it's for... it's (just) big enough but no way out, but I'm clipping the bottom of the rocks --2.24.11.191 17:12, 12 February 2013 (GMT)
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- Also an Xbox 360 player here. I got curious upon landing in Skuldafn, and found the exact same environment. I'll describe how I got there, and what I saw. Upon touching down on the dragon burial mound that serves as your landing pad, I immediately turned away from Skuldafn (and the pillar of light shooting skyward from the portal to Sovngarde), and began to climb mountains. By pressing diagonally and tapping "Y" to jump on certain parts of the mountain, I was able to "inch" my way up the mountains, always heading roughly west, away from the actual goal of the quest.
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- Once I got over several of these fully-rendered background mountains, I was faced with a steep (but not entirely vertical) drop-off, which ended at a broad expanse of nondescript, flat ground covered in about a foot of water. Frequent checks of the main map showed that I was crossing westward through Skyrim, but I wasn't "under" the main map, as can be done in several other repeatable glitches. I'm not a programmer, but I suspect that because Skuldafn is its own "world", much like Sovngarde or the inside of Azura's star, it never actually connects to the rest of Skyrim. BUT, because Skuldafn can be shown on the main map (while you are there), it had this enormous area as a sort of place-holder to mark it appropriately at the far Eastern edge of the map.
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- As I headed West through the calf-deep water, there was an enormous black tower looming in the middle of the expansive area. After walking for what seemed like forever, and watching the black tower continue to grow, I gradually became aware that there was a smaller building, un-rendered except for its windows (as mentioned above) just before the black tower. All of its windows were too high up to reach or look into, so I moved on to the only real landmark on this vast, formless expanse.
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- As I approached, the mysterious black tower stretching skyward before me, I saw no windows, no doors, and no similarities with anything in the "real" world portion of Skyrim. It also soon became apparent that it was not a solid construct. I could pass right through -or walk around- with no problem. Since I couldn't really do anything more with it, I continued on Westward. Throughout the vast, watery expanse, I did happen upon several dragons (at different intervals on the map - these intervals may have corresponded with dragon peaks on the regular Skyrim map, I wasn't able to tell). I attempted to battle them, but after each one's health fell down to about half, they fled Eastward toward Skuldafn, and out of my reach.
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- I continued on until the pointer on the map indicated I had passed through Markarth, and was in the Western mountain range. At this point, I got bored with my discovery, and (apart from a few patches -perhaps 100 yards square- where the water was completely absent), there was nothing else of note. No Easter eggs, no secret rooms, no God-level dragons. But it was fun to explore and wonder if anyone else had been here. And now, I know that at least one other person has.
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- Really interested to hear if anyone else has tried this, and if so, what you found. — Unsigned comment by 75.167.138.118 (talk) at 08:41 on 17 April 2013 (GMT)
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Rename/move[edit]
Skuldafn and the North/South Towers redirect here, which is wrong, the towers and area do not exist inside the temple. The whole area is Skuldafn, and the temple and towers are constructs within it. When I have finished my overhaul of this location, I intend to post it on the Skuldafn page, which already exists. Silence is GoldenBreak the Silence 23:42, 24 December 2012 (GMT)
- I know it wasn't much time, but I don't anticipate any objections now that the article is updated, and you can see how it was a sub-area. Silence is GoldenBreak the Silence 14:22, 26 December 2012 (GMT)
Capital of Skyrim[edit]
I'm not really sure if it would be good for this topic specifically, but it should at least include the fact that it was once capital of Skyrim in the notes or something...99.246.231.70 10:46, 29 March 2013 (GMT)
- Where is the information about it as former capital given? —MortenOSlash (talk) 13:32, 29 March 2013 (GMT)
Entering Causes Crash[edit]
Has anyone on xbox had issues with entering skuldafn and it simply crashing. The screen I have is a black screen with a faded level indicator in the upper right hand screen. Any known fixes? — Unsigned comment by 69.204.33.55 (talk) at 03:15 on 19 September 2013
- I too, have similar issues. I've killed all enemies within the area in a last ditch hope that this would correct the issue. Nothing has worked thus far. ~ essex — Unsigned comment by EssexofSuran (talk • contribs) at 18:16 on 20 September 2013
Durnehviir speaking location-specific words[edit]
The only condition for this dialogue is "CRDragonVoice", which is the voice that Durnehviir uses. I'd say this is evidence enough to remove the vn tag, so I will do so. --Xyzzy Talk 02:42, 3 October 2013 (GMT)
- So what you have found might just as well indicate that this is a minor bug as much as a feature? —MortenOSlash (talk) 04:57, 3 October 2013 (GMT)
- This depends on your definition of bug. Theoretically it's possible that the Skyrim developers meant for Durnehviir to sound kooky at Skuldafn. You could even make up fantastic lore stories about mind control by Alduin to explain it. Probably this is an example of the fairly rare subclass of bug known in hacker lore as a misfeature, which is a feature that fires in an unpredictable way, not in the way its designers intended, but without orbital mind control lasers it's tough to be sure.
- Normally we only document things as bugs when they're obviously unintended, and usually only when they cause problems. Like, the fact that Fortify Pickpocket effects make it harder to pickpocket is clearly a bug. This isn't. --Morrolan (talk) 05:09, 3 October 2013 (GMT)
- I liked the term "misfeature". I guess that is what occurred here. Thinking about it, many of the notes in the articles here might just as well be similar misfeatures. —MortenOSlash (talk) 05:22, 3 October 2013 (GMT)
- Yep. Things the devs possibly overlooked; "didn't anticipate" might be a better term. Notable in some cases, but not documentable as bugs if there isn't clear evidence that it isn't intentional. I'm assuming Durnheviir says this when battling your foes here, so it does still fit the situation, telling the hostiles that Skuldafn will be their death. --Xyzzy Talk 05:35, 3 October 2013 (GMT)
- I liked the term "misfeature". I guess that is what occurred here. Thinking about it, many of the notes in the articles here might just as well be similar misfeatures. —MortenOSlash (talk) 05:22, 3 October 2013 (GMT)
Arvak unsummonable[edit]
Is it worth adding to the notes section that if the player has the Summon Arvak spell that it is disabled in this environment? It appears you can cast the spell and use up the mana to cast it, but Arvak will not appear. I'm guessing this is to stop players from easily climbing the surrounding mountainscape. — Unsigned comment by 121.217.142.235 (talk) at 06:46 on 28 September 2014
- No, it is not worth mentioning here, but it would be on Arvak's page. Silence is GoldenBreak the Silence 20:01, 28 September 2014 (GMT)
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- Forgotten Vale is listed on Arvak's page, but not Skuldafn. Can you add Skuldafn to the notes entry on Arvak's page? — Unsigned comment by 101.174.61.46 (talk) at 04:29 on 29 September 2014
Respawn time, really?[edit]
The Skuldafn respawn time of 10 or 30 days could not possibly be verified in-game since the clock doesn't start until you leave the zone and once you leave you can never return. I changed it to N/A. Kalevala (talk) 23:54, 8 June 2016 (UTC)
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- "game date" in the sense that it came from the Creation Kit (or a bot) or rather from actually playing the game? I play on the PC and I invite you to attempt to return to Skuldafn and see how successful you are such an attempt. I'm not reverting but trusting that if you fail to return you will emend the article to conform to that in-game experience. Kalevala (talk) 01:12, 14 June 2016 (UTC)
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- Probably the Creation Kit, but you can confirm in-game if you want. You're aware of console commands?
coc Skuldafn01
should get you there. I'm not actually sure how it's meant to be verified in-game but the data is rarely wrong. —Legoless (talk) 01:30, 14 June 2016 (UTC)
- Probably the Creation Kit, but you can confirm in-game if you want. You're aware of console commands?
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Very Important to take everything with you as you progress through the area![edit]
If you place things in containers at Skuldafn for retrieval later and to avoid being encumbered as you fight your way to the temple, it is best to keep placing items in containers as you progress towards the portal to Sovngarde. You will need to take it 'all' with you when you enter the portal to Sovngarde. After completing Sovngarde you will go back to Tamriel and skip Skuldafn leaving all things stashed if not brought with you. Those items will be lost for good...unless a previous save in Skuldafn thereby lets you repeat Sovngarde all over again.FalloutIII 2013 (talk) 17:18, 6 March 2024 (UTC)