This article is about the location. For for the quest, see Ansilvund (quest).
|# of Zones||2|
|Respawn Time||10 days or 30 days|
Lu'ah Al-Skaven, Draugr, Warlocks
|2920, Sun's Dawn, v2
Transmute Mineral Ore
|Console Location Code(s)|
|Ansilvund01, Ansilvund02, AnsilvundExterior|
|South of Windhelm
Northeast of Shor's Stone
|# of Alchemy Labs||2|
|# of Arcane Enchanters||2|
|# of Iron||1|
 Related Quests
- Ansilvund: Kill Lu'ah Al-Skaven in Ansilvund.
- Dungeon Delving: Do a favor by retrieving an item from a cave. (radiant)
- No Stone Unturned: Find the 24 gems to restore the Crown of Barenziah.
- Onmund's Request: Help Onmund negotiate the return of a family amulet from Enthir. (radiant)
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
The ruins are what is left of the tomb built by Holgeir in memory of Fjori, as described in the book Of Fjori and Holgeir. The entrance is guarded by a leveled warlock, usually found near the cooking spit, inside the ruined tower, or near the hay pile. In one of the cooking pots is a dead mudcrab, and on the table is a copy of Of Fjori and Holgeir. There is an iron ore vein a short distance north of the cooking spit. Inside the tower is an apprentice-locked chest and a barrel with a coin purse on it. An alchemy lab is on the opposite wall, with some ingredients and four potions. On top of the tower is a boss chest, which can only be reached using at least two words of Whirlwind Sprint. Stand on the small rocky outcropping almost directly above the excavation entrance and face west toward the lowest part of the tower.
 Zone 1: Ansilvund Excavation
On your descent into the tomb, some pickaxes and a leveled Smithing potion are on a table to your left. An iron ore vein is to the right at the bottom of the entry slope, opposite an abandoned hand cart. In the first room you will see the wooden scaffolding indicative of an active excavation site. Under the scaffolding, to the south, is a path guarded by a draugr standing near some dead frostbite spiders. This path is a dead-end from this direction, but it will provide the exit from the next zone. The only way to proceed is up the ramp, around the back of the scaffolding structure. There is a draugr patrolling the wooden walkway. Wind around the scaffolding and down a wooden ramp into the next room. Before venturing further into the excavation, head up the wooden plank in front of you to a small landing to find a novice-locked chest. Next, venture further in, heading east.
The next room is only partially accessible, as the back half of the room is blocked off by wooden walls, creating a maze-like path into the next section. Sneaking through here, if you are undetected you will see two draugr mining and a warlock overseeing their efforts. The warlock and the draugr are standing in an oil slick, with a lantern hanging above, if you choose to surprise them with a fiery explosion. A potion is in a small alcove on the east wall, however, it may become dislodged during the skirmish. The path now leads to a small room with another warlock patrolling the area. A pressure plate that activates a falling boulders trap is on the floor to the left and can be used against the warlock. The path onward is around the corner, on the other side of the pressure plate. The next room has some white caps and imp stools growing and a ramp up to a platform. Here, a poison is on the table overlooking the room below. Further back, an apprentice-locked chest is against the wall. A table holds two dead draugr to loot and a potion. There is a draugr patrolling above the next hallway, and can be killed from here with a ranged weapon.
If you wish to skip a section of the ruins, the area with the draugr can be reached by standing on the table with the dead draugr and using two Whirlwind Sprint words. (One word is not enough, while three words will send you through to the other side of the hallway). Otherwise, proceed back down the ramp and down the path to the southeast. However, move cautiously as there is a tripwire which activates a swinging mace in the hallway. Come to a wooden ramp heading up, where another mage is waiting at the top. There are five dead draugr to loot stacked against the wall, with another two on a table on an overlook above the ramp. Another ramp takes you down onto another platform overlooking up to three seated warlocks conversing around a campfire. There is an arcane enchanter and of some alchemical interest, two taproots and a sample of Spriggan sap are on a crate under the ramp. Continue on into the catacombs where numerous draugr are wandering. The way out is an illuminated path to the right. You’ll note this as there is a chair sitting in front of the exit. Before leaving, head to the back of the catacombs to the southwest, beyond the chair, to find an unlocked chest in the rubble. Before entering the next room, take note of the circular floor, and the ceiling spikes. Skirt around this area to the wooden stairway. Two urns are tucked away under the stairs, and a few soul gems are on the table and braziers are on your way out. At the top of the stairs an apprentice-locked chest is straight ahead, and a few pieces of loose gold are on a table next to the chest. Another draugr can be observed mining down below. Take the stairway down to find some potions and a soul gem. Descending deeper underground, the next area is first guarded by a tripwire which activates some falling rocks from the right. Looking around, you will see a wooden platform supporting a stone bridge spanning the room. A draugr, a flame atronach and a warlock are guarding area, as well. Before heading down to the wooden platform, look to the right for some candles on a section of stone statuary. A coin purse is behind this stone structure. Head up the incline on the far side of the room to find a puzzle pillar and associated lever on one side of the bridge and an iron portcullis on the other. On the table below the puzzle are three potions, Lu-ah's Journal, and another copy of Of Fjori and Holgeir. The book contains clues to solve the pillar puzzle. The solution can also be seen carved into the wall behind the table, below the pillars, but they are partially obscured by rubble and weeds. The solution from left to right, is Eagle—Snake—Whale—Snake. Activate the pillars to arrange them in the correct order, then activate the lever and proceed across the bridge. There is an additional trap on the bridge; the middle section has a pressure plate that activates a flamethrower statue trap from the right. In the next room, an unlocked chest is in a darkened alcove to the right, and the doors straight ahead lead to Ansilvund Burial Chambers.
 Zone 2: Ansilvund Burial Chambers
The first of several successive traps is found a few steps into this area, all triggered by pressure plates. Encounter the first where the path begins to be illuminated. It is hidden under the vines and activates a dart trap, the second activates a swinging blade trap, the third activates more darts, the fourth activates another swinging blade, and the fifth activates yet more poison darts. The sixth pressure plate activates a swinging blade, blocking your path to the right. All traps are fairly obvious and can be avoided by sticking to the right-hand wall, and then moving to the left between the fifth and sixth plate. Straight ahead to the east is an adept-locked door opening to a room which contains a leveled, locked chest and a pull chain to stop any activated swinging blades. The seventh and final plate in this area is in your path to the next room and activates multiple swinging blades in the hallway ahead. The chain to stop the blades is on the left hand side at the end of the hallway. The next room is fairly large, with a lot going on. There are three flame spout trap plates aligned between the two pillars in the center of the room. It is advisable not to go straight in. There are also three draugr patrolling here. A copy of the Illusion skill book 2920, Suns' Dawn, v2 is on a pedestal straight ahead; however, taking it activates darts from the pillar behind you. To the west, there are eight sarcophagi arranged around a pedestal. The Ansilvund key is on a pedestal; taking the key activates darts from the pillar behind you, and all eight sarcophagi open, though only five draugr will rise.
Once you have the key, go up the stairs to find an adept-locked chest. A series of stone bridges spans the room. The Ansilvund key unlocks the first master-locked gate to the right. An unlocked chest is in this caged section of the bridge works. Continue across to the landing to the north. The door opens only onto a very small, empty room. Continue across the bridge system, using the key once again to open the second master-locked cage door to the other side. Open the door and follow the passage to a room with wooden supports and a mining draugr. Water covers the floor in the next room, and a warlock will be patrolling on the walkway above. The ramp up to the next level is in the back of the cavern, to the north. At the top of the ramp, on a stone ledge next to some candles is a petty soul gem. Continue across the stone bridge to the next door, which opens onto another set of stone bridge works. In the center of the bridge in front of you is a lit brazier. After the brazier there are more pressure plate traps lining the walkway. The first activates a spike wall from the left, next comes two fire traps, and then another spiked wall from the right. Before proceeding, a draugr will run out of the door ahead of you and along the walkway. If you stay where you are the draugr will likely be killed by activating the traps as it tries to cross. Open the doors at the end of the walkway to find a warlock patrolling. A potion is behind the collapsed table on the left, at the bottom of the stairs. Straight ahead is an open area with two thrones. Passing thrones wakes up to six draugr from their slumber. The passage continues to the north. As the room opens up through some scrub brush, you will see a pedestal straight ahead. First, notice another circular floor with ceiling spikes. If you want to reach the pedestal, skirt around the circular floor. While there is a piece of armor lying on the pedestal, taking it activates a dart trap from either side. Up ahead, there is a single draugr patrolling the hallway before the double iron doors, leading to the final area.
Opening the doors reveals the final area of the ruins. Awaiting is Lu'ah Al-Skaven, a powerful necromancer, and two powerful draugr and a skeleton that she raises. You do not have to be on the related quest to encounter these foes and gain the Ghostblade prize. After the fight, loot the necromancer for Lu'ah's key, then, take the Unusual Gem and the potions on the altar. An arcane enchanter is at the back of the room. Next, when standing at the altar, facing back towards the entrance, notice two sets of stairs. The stairs on the right go up to an unlocked chest buried in some rubble. The exit is up the stairs to the left. The master-locked door at the top of the stairs will be unlocked with the necromancer’s key. In the room find a bed, an alchemy lab, and the unlocked boss chest. On the table you'll find the spell tome Transmute Mineral Ore, two potions, a Dragon's Tongue, and the Imperial Condolences, which tells of the death of Lu'ah Al-Skaven's husband, Saeel Al-Skaven.
The shelves next to the door hold some soul gems and magical robes. The door leads back to the excavation area and a spiral staircase; the gate at the top can only be opened by Lu'ah's key. You will be back in the small room with the dead frostbite spiders, but up on the platform above. Jump down and make your way out of Ansilvund.
- There is an unminable gold ore vein just after the room that holds the key and skill book. There is a draugr attempting to mine it.
- This bug is fixed by version 1.0 of the Unofficial Skyrim Patch.
- To the east of the camp is a quicksilver ore vein and farther east an iron ore vein. Between the two but to the south is a corundum ore vein.