Skyrim:Dead Men's Respite
|# of Zones||1|
|Respawn Time||10 days or 30 days|
|Draugr, Frostbite Spiders|
|Console Location Code(s)|
|Southwest of Morthal|
|Word Wall||Whirlwind Sprint|
|# of Arcane Enchanters||1|
 Related Quests
- Tending the Flames: Unveil the truth about a deceitful King and become a member of the Bards College.
An iron door to the north opens into a small room that will eventually be the way out, there is an iron sword and a healing potion on the rubble to your right (or left if you pick them up on the way out).
A copy of the Speech skill book The Buying Game is in a hidden room on the east of the map. This room contains a trap as well. The next big room has a couple of frostbite spiders that will drop out of webs overhead to attack you. In this room are two bookcases with a couple of potions and around the room are a few pieces of low quality armor and weapons, mainly amongst the webbing on the floor and sideboards opposite where you enter from. There are two lootable draugr covered in webbing, one against the wall by the rubble at the end on the right and the other further to the right on the floor. To proceed activate the pull chain on the wall to open a trap door in the floor. Drop into the well to continue. There is nothing of interest at the bottom of the well and the way forward is to the east.
After dealing with some more draugr, go up a spiral staircase and you will see an iron gate that bars the way across a stone bridge. You can open the gate, but this will trigger four sets of swinging blade traps along the bridge. However, at the bottom-right corner of the gate you will find a trigger for the trap, which you can disarm by picking the adept-level lock. If you have to cross the bridge with the trap activated, a chain will turn it off on the far side, allowing any follower you have to pass safely.
Just past the bridge is an arcane enchanter and a potion to the left. Shortly after is a magically sealed door. To the left just before the door is a sideboard with a stone bowl containing three canis roots. Opposite the canis roots are steps leading onward. Deal with the draugr as you go. Around the corner to the left and left again is a spellcaster trap which shoots Frostbite spells at you; remove the soul gem to deactivate it. There is another soul gem on the floor by the plinth and to the right is a dead draugr, weapon and potion. There is a scroll opposite the soul gem plinth. Head back to the junction and continue straight ahead and you will come to an expert-locked door, behind which there is a master-locked chest with leveled loot.
Upon entering the next room your path back will become blocked by a gate dropping and you will be attacked by up to five draugr, although it is possible to face them in smaller groups if your Sneak skill is high enough. Once they are dealt with open the gate to your immediate left as you enter and where two of the draugr come from has an apprentice-trapped chest. The other two gateways have nothing of interest. Activate the chain to open the trap door and follow the spiral stairs down. At the bottom activate the handle to open a section of the wall to find the quest item King Olaf's Verse lying in Svaknir's hand. The ghost will disappear, and go to unseal the sealed door. This leads to a puzzle door that requires the ruby dragon claw, found in the first room, to open. The correct order in which the door will open is Wolf—Hawk—Wolf.
The next room contains the tomb of King Olaf, and a whole host of draugr. Most of the seated draugr are alive, and upon waking will swarm you. If your Sneak and Archery skills are high enough you can use a bow and arrow to kill them one at a time before entering the room completely and waking them all. After killing all of the draugr, Svaknir will bid King Olaf to rise, and upon doing so King Olaf will attack you. Svaknir will join in the combat, and can kill everything himself since he is immortal; you can take advantage of this if King Olaf is too tough for you.
This room is also home to a word wall for part of the Whirlwind Sprint shout. After the battle, you can obtain a key from King Olaf's body to open the door to a room on your left containing a treasure chest, a magicka potion and a weapon. Opposite the chest in a brazier is a coin purse. To the right of the chest is a lever which opens the wall and provides you a shortcut out.
- This dungeon can be completed before activating the related quest. The ruby dragon claw and King Olaf's Verse will remain marked as a quest items and cannot be removed from your inventory until after Viarmo receives King Olaf's Verse.
- If the dragon claw door does not work, check here for possible fixes.
- Occasionally Svaknir will just sit by his corpse and not activate. Saving and reloading the game usually gets him moving.