Skyrim:Dead Men's Respite

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SR-mapicon-Nordic Ruin.png
Nordic Ruin:
Dead Men's Respite
(view on map)
# of Zones 1
Clearable Yes
Dungeon Yes
Respawn Time 10 days or 30 days
Level Min: 6
Occupants
Draugr, Frostbite Spiders
Console Location Code(s)
DeadMensRespite01
Region
Hjaalmarch
Location
Southwest of Morthal
Special Features
Word Wall Whirlwind Sprint
# of Arcane Enchanters 1
Dead Men's Respite

Dead Men's Respite is a Nordic barrow southwest of Morthal containing draugr and frostbite spiders.

The barrow is related to the first quest of the Bards College. The ghost of the bard Svaknir is in the first room and will lead you into the dungeon.

[edit] Related Quests

[edit] Walkthrough

In the first room you will encounter the eager ghost of Svaknir. He is standing near the Ruby Dragon Claw. After he beckons to you, he will disappear, but will return to guide you through the tombs. Taking the claw will awaken four of the draugr, as well as open the gate directly across from the entrance. There are two small burial urns in the rubble in both the southeast and northeast corners of the room.

To the north is an iron door. A small burial urn is in the rubble on the right-hand side as you approach. The door opens into a small, seemingly empty room, holding only a sword and a healing potion. This room will eventually serve as the way out. Head back out to the main area and proceed through the now open gate. Follow the passage, watching out for a pressure plate that triggers a spear trap just before the intersection. From here turn left, heading north. As the passage descends, looks for two soul gems on a table. Eventually, come to the end of the passage and a pull chain. The next area is more of the catacombs. As you move through, begin to notice a proliferation of spider webs. Indeed, two frostbite spiders are waiting just ahead. They are guarding an apprentice-locked chest. Turn back around to the previous room and notice two areas of dense webbing; one on the north wall and one to the south. Inside the north-side webbing is a warhammer. Walkthrough the webbing to the south to enter a room ending in another pull chain. As the door opens, three draugr will be waiting just ahead. Past the draugr, is a battering ram trap triggered by a pressure plate. Bypass it to retrieve a copy of the Speech skill book The Buying Game, a potion and a soul gem.

Spider trap

Head through the passage to the north, encountering one more draugr. At the bottom of the first set of stairs is a pressure plate that triggers a flamethrower trap. Bypass this and face a doorway covered with light webbing. Here, two frostbite spiders will drop from overhead. There is a bookcase with a potion and a soul gem, and a greatsword and boots are near the sideboard in the northwest corner of the room. There are also two lootable draugr cocooned in webbing on the north and east walls. To proceed, activate the pull chain on the wall to open the trap door in the floor to reveal a well. 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.

Emerge from the water into a swampy passage and then into a larger cavern. A skeever is nosing about in the shallows, and a draugr is standing on a ledge, straight ahead, overlooking the room. Another draugr will emerge from the coffin below the ledge, and more will ambush you from the left. After finishing with them, go up the wooden spiral ramp winding around the pillar to the right. An iron gate bars the way across a stone bridge. It is advisable to not open the gate just yet. First, notice the adept-locked tension cable in the bottom-right corner of the gate. Opening the gate without disarming the trigger will set off four sets of swinging blade traps along the bridge. 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.

Follow the next wooden ramp up and then through a set of iron doors. In an alcove is an arcane enchanter with a helmet on the table. A potion is on a cabinet to the right. Opposite the enchanter is a magically sealed door and a sideboard with a stone bowl containing three canis roots. A passage to the right heads down some steps. Here you will find more draugr to deal with. At the intersection, first go to the left. A pressure plate that triggers a spellcaster trap which shoots Frostbite spells, is in the doorway. It is easily avoided, but if you do activate the trap, remove the soul gem to the right to deactivate it. Another soul gem is sitting on the same ledge, but may fall to the floor if you activate the trap. A dead draugr is on the floor along with a potion and a greatsword. A scroll of Circle of Protection is just inside the doorway. Backtrack to the other side of the junction, heading north, to find an expert-locked door, behind which there is a master-locked chest with leveled loot.

After picking up your goodies, proceed down the stairs. As you enter the circular room, the iron portcullis closes behind you, and the other gates in the room will open, expelling up to five draugr. If you are sneaking, and provided your Sneak skill is high enough, it is possible to avoid facing the draugr all at once. The first gate on the south wall, where two of the draugr came from, has an unlocked chest with an apprentice-locked tension cable trap. Opening the chest without disarming the tension cable triggers a dart trap. It is easy enough to avoid the spray of darts from the ceiling by opening the chest and then jumping backwards quickly. The other two gateways in the room hold nothing of interest. Activate the chain to open the trap door in the center of the room and follow the spiral stairs down. At the bottom, the handle will open a section of the wall revealing Svaknir’s body and the quest item King Olaf's Verse in his hand. Svanknir’s ghost will disappear to go unseal the sealed doors. Make your way back through the now open doors to a puzzle door. The puzzle requires the correct combination of symbols as well as the Ruby Dragon Claw, found in the first room, to operate. The claw reveals the correct order of the symbols: Wolf—Hawk—Wolf.

Hall of Draugr

The next room contains the tomb of King Olaf, and a whole host of draugr arranged in chairs on either side of the room. Most of the seated draugr are alive, and upon waking, will swarm you. Simply entering the room and strolling about is enough to rouse them. If your Sneak and Archery skills are high enough you can pick some of them off before entering the room. After killing all of the draugr, Svaknir will bid King Olaf to rise, and upon doing so King Olaf will attack. Svaknir will assist you in the fight, and as he is immortal, he can finish off King Olaf if the King proves too tough an adversary. After the battle, make sure to loot King Olaf's body for the key to the treasure room. There is a potion and a soul gem on the center embalming table, however, these will most likely get strewn about in the melee; find them close by on the floor.

A word wall for a part of the Whirlwind Sprint shout is behind King Olaf’s sarcophagus, in the back of the room. King Olaf’s key will open the door to the left containing an unlocked 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; back to the small room by the entrance to the barrow.

[edit] Maps

[edit] Notes

  • This dungeon can be completed before activating the related quest. The ruby dragon claw and King Olaf's Verse will remain marked as quest items and cannot be removed from your inventory until after Viarmo receives King Olaf's Verse.

[edit] Bugs

  • 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.

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