|# of Zones||1|
|Respawn Time||10 days or 30 days|
|Console Location Code(s)|
|Southwest of Falkreath|
|# of Iron||2|
Halldir's Cairn is a small cave and tomb in the southernmost part of Skyrim that was built to house the remains of the fierce Halldir. The tomb is populated by ghost warriors and draugr. It has only one interior zone: Halldir's Cairn.
There are two iron ore veins in this initial cave, and alchemists may be interested to note that there are over fifty various mushroom samples in the cave alone, comprising Bleeding Crown, Blisterwort, Fly Amanita, Imp Stool, Namira's Rot, and White Cap.
 Related Quests
- Dungeon Delving: Do a favor by retrieving an item from a cave. (radiant)
- Rjorn's Drum: Retrieve a drum for Giraud Gemane.
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
The path from the road twists and turns through the rocks and near a hunters camp (see unmarked places for details) before reaching the cave entrance. There are two Fly Amanita, one either side of the entrance and also a burial urn to the right of the entrance.
 Zone 1: Halldir's Cairn
In the first room of the cave, next to the cairn and bandits' bodies, there are three bedrolls. On a nearby pedestal are Agrius's journal, which tells the bandits' story, and the key to Halldir's Crypt, which unlocks the adept-locked iron door, permitting further adventure into the cairn.
Just past the door, there is a stone bowl on the floor containing an empty leveled soul gem. The corridor ends in a wooden spiral staircase, with a leveled shield at the bottom. At the top, the corridor continues to the south into a flooded section, past a stone table on the left. On the sideboard to the left is another empty soul gem. Continue right past a burial urn on the left and two bookcases. Two ghosts will appear and attack you just in front of an adept locked wooden door. The crypt key will open this door as well.
Through the door there are three thrones, one in front and one to each side of you. Two more melee ghosts sitting on the side thrones attack as soon as you enter. The path forks north and south here, with the north fork having a pressure plate that activates a spike wall in the dead end to your right. There is a random helmet in an alcove and behind the spike wall is a broken table with a leveled potion on top.
The path continues to the south past a side board with two empty soul gems on top, then turns to the west and past a some bone chimes that are fairly difficult to avoid. To the left as you continue down the path is a broken sideboard with a leveled cuirass. Around the corner to the left is a dead end containing a draugr lying in an alcove and a coin purse. To the right up the stair case are another two ghosts and a plinth containing a spell tome for Raise Zombie
Continue past the plinth to see a draugr sitting on a throne. There is an urn on the lefthand side of the path; just past it is another draugr in an alcove. Two burial urns flank the throne, to the left is a leveled warhammer leaning against the wall, and behind it are two lootable draugr. The path to the east is blocked by a gate that can be opened with the lever behind the throne. Just before the gate, to the right is a leveled greatsword stuck into the rubble.
Through the gate, ascend a short flight of stairs to a small catacomb.
 The Puzzle Room
To the left at the top of the stairs, you can see a small room with loot, but cannot reach it yet. Instead, turn left into the catacombs. It consists of four rooms in a square. The starting room contains a lever, and each of the other rooms has a symbol totem with a symbol on the opposite wall. The "eagle" room contains two ghosts and a coin purse. The "whale" room contains a coin purse, leveled soul gem, and leveled dagger. The "snake" room contains a draugr, a leveled mace, and leveled gauntlets. Behind the apprentice locked iron door is an adept locked chest, a leveled shield, and a leveled potion of magicka.
To progress, simply match the pictures and pillars, then pull the lever in the starting room. A rotating gate will open the way to a natural cave with a pool of water, in which can be found a medium coin purse and a leveled health potion. Continue down the path to more catacombs, where two ghosts will attack. At the back of the catacombs is an urn. The path to the left here leads to the area with seen previously, but beware the tripwire that triggers a battering ram. The treasure consists of a random warhammer and helmet, a filled leveled soul gem, a leveled healing potion, two burial urns and a chest with an adept tension cable that sets off a flamethrower statue behind you.
Retrace your steps to the stairs to the north to continue onwards. Once you pass through the gate at the top, it will close, blocking your retreat. Halldir himself is a powerful draugr caster, who uses several Destruction spells. He'll begin to speak in an ancient Nordic tongue as you start to take away his health. At about 66% health, he will disappear and split into three different elemental versions of himself. All three are casters and are spread out enough to make this part rather difficult; as such, magic resistance is recommended. The cold and fire casters are close to the room's entrance, while the lightning version is over by the throne at the back of the room. His Fireball spell can cause massive damage. Once you have defeated these three elementals of him, he will re-materialize back in the room ready to be killed.
Once he has been defeated make sure you loot both his remains and claim his staff from the floor (see bugs). To the right of his throne is a boss leveled chest. To the left of the entrance is a sideboard with a random pair of gauntlets; on the right sideboard is an axe. In the northeast corner of the room, you can find a burial urn, helm, leveled armor, and a leveled warhammer around a table, and a coin purse and urn on the bookshelves. The shelves in the southeast corner of the room contain an empty petty soul gem. Finally in the center of the room floor is a trap door which leads back to the original cave room with the cairn, which is now reduced to a pile of rubble.
 Notable Loot
- Halldir's Staff: Guaranteed drop from the final boss.
- Rjorn's Drum: Located in the final chest.
- Iron Ore Veins: Two in the first cave area.
- Halldir's clones are kept in a small room, unconnected with the rest of the dungeon. You can see them by using Aura Whisper in the first chamber of the cairn. If you happen to kill Halldir before he summons his clones, you can still reach them by opening the console and typing
tcl, and then "flying" into their room. The clones can then be killed and looted.
- Picking up Rjorn's Drum before you receive the related quest may render it unable to be completed.
- This bug is fixed by version 1.2 of the Unofficial Skyrim Patch.
- Halldir's Staff duplicates when you kill him. It is possible to find one copy on the ground and another on his remains.
- This bug is fixed by version 1.3.3 of the Unofficial Skyrim Patch.
- Some or all of the named bandit corpses may disappear (Vidgrod and Raen) in the bottom section after the magic rock cairn collapses.
- Sometimes the puzzle totems will not activate.
- This can be fixed simply by reloading a save or walking out of the dungeon and walking back in.
- If not taken, the journal and key on the pedestal may disappear after the rock collapse.