|# of Zones||1|
|Respawn Time||Never (storage is safe)|
|Kornalus, enchanted Frostbite Spiders|
|A Game at Dinner|
|Console Location Code(s)|
|North-northwest of Karthwasten and east of Dragontooth Crater|
|# of Alchemy Labs||1|
|# of Iron||1|
 Related Quests
- Arniel's Endeavor: Uncover an ancient Dwemer secret.
- Onmund's Request: Help Onmund negotiate the return of a family amulet from Enthir.
- Salty Sea-Dogs: Find some void salts for an inexperienced sea captain.
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
The entrance is up a flight of stone stairs marked by a lit brazier at the foot of the stairs and the top by the wooden door. The stairs lead up from a path that starts to the northeast that links several Forsworn camps, passing a spur that leads to Dragontooth Crater and continues to the east fording a basin formed by the confluence of two tributaries of the Karth river before reaching Bruca's Leap Redoubt. The only part of the fort visible from the outside is this entrance, the rest is buried under a cliff face.
The entrance leads into a natural tunnel leading to the first chamber lit by two lit braziers and candles, as you approach, you will hear the voice of an adventurer and sounds of a battle. In the chamber you will find the adventurer finishing off an enchanted frostbite spider. He will spot you even if you are sneaking, and start a conversation with you. After you ask him what was going on with the spiders, he will say: "I don't know, but this place is full of them. Every one I've encountered has been enchanted or the like. Look, I'm getting out of here. Normally, spiders make my skin crawl, but magic spiders? Blech." He will then promptly leave.
The chamber contains two further dead spiders and to the south is a corridor, that then turns east and descends a flight of stairs. At the bottom the passageway continues south, passing some food barrels on the right before opening into a room. There is a balcony on the right which you cannot reach, this will be your way out later. To the left as you enter there is a set of spears blocking a corridor, and a lever which lowers them to the left. On your right, against the north wall is a set of shelves holding a satchel amongst some clutter and in the southwestern corner is a wooden table with a dead spider, a random potion of stamina and a potion of resist fire on top.
Past the spears the passage leads to another chamber containing little of interest except four levers in front of another passage blocked by spears. Once you lower all four of the upright spears the remaining jumble behind will retract. To lower the spears start by facing the passage, from the left, pull lever 1 and wait until the two spikes on the left descend, then pull lever 2, then 4, and lastly pull lever 3. Alternatively, simply activate lever 1 followed by lever 4. There are no negative repercussions for moving them in an incorrect order. You can hear a spider moving about ahead.
Beyond the spears the passage continues south, then turns east and ascending a flight of stairs, then south again before turning west and opening out into another room. As you enter, there are two sets of shelves on your right holding a woodcutter's axe and an iron battleaxe. There is a large hole in the south wall, an alchemy lab on the left, with a journal on top, that describes the results of experiments carried out on the spiders. There is a wooden table in the southwestern corner with a dead spider and a potion of resist shock on top and a potion of resist fire on the floor to the right. Against the west wall is a bookcase holding five common books, a drum and an iron sword. To the right of this is a wooden door with a leveled lock on the north wall.
This leads into a smaller room containing the frostbite spider you heard. There are some food barrels on the right, an unlocked wooden chest in the northwestern corner and two sets of shelves in the northeastern corner with a copy of the Alchemy skill book A Game at Dinner, two common books, four resist element potions, one for shock, two for fire and one for cold, a random potion, a bunch of lavender, two nightshade flowers, a sprig of snowberries and two sprigs of elves ear.
As you pass through the hole to the south into a larger room a frostbite spider will descend from the ceiling, and two more will be released from small, barred cells. There are five small cells in this room, three in a row against the south wall and two opposite against the north wall. The middle cell on the south wall has had it's bars bent and broken and contains an egg sac containing a spider egg and the third contains the corpse of a frostbite spider. The other three are now empty. To the west is a doorway that is blocked by thick cobwebs and in front on the ground is a dessicated corpse that can be looted. Burn or chop your way through the webbing to continue. The passage turns north before ascending a flight of stairs. At the top is a cupboard with a woodcutter's axe on a shelf and a wide corridor, with more stairs ascending to the west. At the top of these there is a wooden table with a baked potato and a pickaxe on top against the south wall with a closed door opposite.
Through the door is a balcony overlooking the room below with an unlocked chest and some barrels with a random potion of magicka on top in front of you. The experimenter, Kornalus, is standing in front of a cell containing three frostbite spiders in the room below. Either attack Kornalus directly, or sneak down to pull the lever on the corner pillar of the cell. This releases the spiders, which will then proceed to attack Kornalus. There are stair leading down to the right. They are usually easily taken down, but they provide a distraction for you. There is a doorway in the middle of the north wall and a table to the right with a dead spider on top.
Through the doorway is a short corridor with a leveled locked door opposite leading to his quarters and a pair of double doors to the east that requires the key, both these doors can be opened using the key carried by Kornalus Frey. His quarters are at the top of a flight of stairs and contain an unowned single bed coming out from the north wall, a dresser to the left containing clothes and with a shrine of Julianos on top, from which you can obtain the blessing of Julianos. Against the east wall is an unlocked boss level chest, while opposite is a wooden table with a dead spider, a basket containing spiders eggs, a potion of resist cold and a potion of resist fire on top. To the right is a set of shelves holding three more spider eggs, a bowl of glow dust, a bowl of fire salts and two bowls of frost salts.
Through the double doors is a room containing two giant frostbite spiders. However they are too big to fit through the door, so they can be killed with ranged attacks. There is a random weapon behind the second of two spider egg sacs on the north wall of the room, just inside the doorway through which you entered. An iron ore vein is in the southeastern corner, near at the foot of some stairs. These lead up to a doorway onto the balcony previously passed near the entrance. Before dropping down, there is a chest straight ahead beside a table on the left. Exit the same way you came in.
- Looting the spider corpses in the area will initiate a brief elemental effect (fire, frost or shock) on the corpse. The effect does not seem to harm you.
- When in the room with three caged frostbite spiders, if you attack them through the bars and a kill animation initiates, you can end up behind the cage bars with no way out, or the spiders could end up outside the cage with you.
- If you end up trapped inside the cage, use the console command
tclto move through the gate.
- If you end up trapped inside the cage, use the console command
- If Barbas is with you when you meet the adventurer at the entrance, Barbas may attack and kill the adventurer.
- The spike puzzle may not work at all (the spikes not moving whatsoever). Try reloading or, if that doesn't work, leaving and re-entering the cave.
- When entering the cave in Werewolf form, the Adventurer will talk to you and leave as normal, and you will be able to talk to him as normal.
- You may not be able to take the potion of resist fire from the table near the alchemy lab.