Skyrim talk:Geirmund's Hall
 I'm totally stuck.
I'm totally stuck. I cleared this hall before starting the quest associated with it. Didn't find the amulet fragment, and now am back again. I killed the main guy again, but can't find the amulet. There's a white triangle, etc., but it seems impossible to get to. What am I missing? — Unsigned comment by 126.96.36.199 (talk) at 20:20 on 2 December 2011
- Same here. I tried shouts hoping it was in the rock but nothing. It is just a glitch. Since you can't combine the three amulets all you are missing is a +30 stamina necklace. Get it on another play-through. — Unsigned comment by 188.8.131.52 (talk) at 02:21 on 3 February 2012
- The Gauldur Amulet Fragment (stamina) is looted from the corpse of Sigdis Gauldurson after you kill him. I've never done this dungeon without the associated quest so I cannot say whether visiting it before you receive the quest does nothing, breaks, or auto-starts it. Philbert 01:39, 2 June 2012 (UTC)
- There is a dead adventurer near the entrance with a copy of Lost Legends. If you read it, that starts the quest. If you ignore the adventurer corpse, Sigdis should still spawn there (I've done this) and when you loot his body (I think you just need to take the amulet, but you might need to read the Writ of Sealing), the quest starts. --184.108.40.206 10:15, 4 September 2012 (EDT)
 Being Attacked by "Fus Do Rah"
For me, this boss fight was the first time I had been hit by the three words of unrelenting force, and I actually thought it was one-shotting me, because it looks a lot like death (no stat bars, zoomed out camera, rag-doll). By habit, when I die, I load my last save manually to save time, and so I ended up reloading to fight this boss several times until I noticed I actually stood back up after being hit by it, with little damage taken.
I just thought this should be mentioned somewhere, if anyone else has ever been in my position.220.127.116.11 13:23, 3 December 2011 (UTC)
- That's actually pretty useful info. I too thought I had been one-shotted a couple of times before I got pissed and stepped away and noticed that I had gotten back up from it. Of course it was only a couple of seconds before I was back down again. I was level 61 at this encounter and this is the second most frustrating encounter in the entire game to this point that I've had. The first was the draugr overlord or deathlord or whatever that I encountered in the first dungeon where I got my first shout. Anyway, being primarily melee now that I'm late in the game and have gotten used to smacking things around, this was especially infuriating. You barely have time to take a few steps before he's throwing you back again. I'm sure I would have damaged my monitor if I had not looked over at this page and read the tip about hiding behind his casket and sniping him with my bow. Trying to rush him with daggers was futile. I hope the strategy for him stays on the page. This particular battle is fairly different from the others and I found it to be difficult initially. Not everyone approaches a problem in the same way. I would have likely figured it out eventually, but this saved me a lot of frustration. 18.104.22.168 09:30, 19 July 2012 (UTC)
 Had to go through it twice
I went through it twice in order to get it marked as "cleared".
First time: killed the boss, got the amultet piece but it didn't get marked finished. However I got the Forbidden Legend quest right there.
Second time: killed a generic Draughr Infernal Lord as end boss, and then I got the music of "dungeon cleared" and it was marked as such.
 Easiest way to kill the boss
For this method to succeed, you need to be a mage, and have the "Magnus Eye" staff.
Enter the cave, climb the stairs to where the boss' coffin is, but *do not* approach. Wait until your companion arrives (if applicable). Arm yourself with the Magnus Eye Staff, then conjure a flame atronach near the boss' coffin (if you can. This just helps kill the boss faster). Run to the coffin, and immediately fire your Magnus Eye Staff. You can also use another spell on your second hand -- like flames or frost-bite for example. The Magnus Eye drains the boss' magika power, so he can't disappear. After about 5-10 seconds the fight is over and the boss is dead. — Unsigned comment by 22.214.171.124 (talk) at 15:03 on 13 December 2011
- Meh, easiest is relative. I killed him with 2 shots from my bow while sneaking. -- 126.96.36.199 22:06, 23 June 2012 (UTC)
 Order of the Stones
In every dungeon with these puzzle stones, I've always found a "clue" of some sort. In this one, there is nothing. Im thinking that the "clue" for this one would be in the book the dead adventurer has at the beggining of the cave. Which I didnt take it. If not. How it is possible to know the order of the stones? — Unsigned comment by 188.8.131.52 (talk) at 16:22 on 13 December 2011
- > In the room before the turning pillars, there are 4 stones. Two on the left, two on the right. The turning pillars aren't in a square room, but in a hallway. There's still two on the left, two on the right though, so just copy them from the previous room. --184.108.40.206 17:32, 28 December 2011 (UTC)
 Word Wall ?
- No. Philbert 02:15, 2 June 2012 (UTC)
In the hallway west of the drawbridge room there's a repeating clank sound coming from the southern wall. I can't find a door, lever, button, etc. It can be heard from other spots in the vicinity and is very directional. I' guessing a secret room, but I can't find it.— Unsigned comment by 220.127.116.11 (talk) at 07:38 on 9 January 2012
- -- Update: It's the sound of mining. Apparently the game thinks there's an NPC mining on the other side of the dungeon wall. Boy, is he in for a surprise if he breaks through... — Unsigned comment by 18.104.22.168 (talk) at 16:13 on 9 January 2012
- -To me the clanking sounds a lot more like Dwemer traps that go off when you cross a line. — Unsigned comment by 22.214.171.124 (talk) at 02:24 on 3 February 2012
 I can't get in the front door.
I am level 54, have the other two fragments. When I walk in the entrance, the game kicks me out to steam. I am playing on PC so maybe there is a console fix. Alduin is dead, mage and companion is done, I am down to just a few open quests, but I can not enter the cave without getting kicked out of the game. I love this buggy game, guess I will have to play again to finish this quest. I did a console command coc geirmundshall01 and that sent me back to windows also. — Unsigned comment by 126.96.36.199 (talk) at 03:44 on 17 January 2012
- I've encountered many major bugs when I hit high levels. One of those bugs is certain dungeons freezing. This always happens to me when I hit high levels in the game, so if you really want to complete the quest, you have to make a new character, and start the quest before you hit level 30. — Unsigned comment by 188.8.131.52 (talk) on 16 March 2012
- I would disagree with the above, at least on PS3. Except for my first playthrough I typically wait until LVL30 to start any main quests and in my current playthrough I was at LVL 50 prior to starting any. So far I have not had any issues (except the known bugs which have been mostly fixed with Patch 1.5). From reading the above it appears this may be a PC issue? Philbert 02:24, 2 June 2012 (UTC)
 Illusions did not show a health bar
Regarding the note under the boss section which reads "Once you've hit the real Sigdis, his health bar will go down, while the illusions will always be at full health. This is an easy way to tell which is real when he teleports.[verification needed — This seems to contradict the opening sentence of this section.]"
My experience, having just completed this dungeon, was that the illusions did NOT show a health bar and instead dissipated upon receiving a blow from my weapon (steel axe).
Kjpendergraft 04:05, 17 January 2012 (UTC)
- My experience is similar. Any weapon will dissipate an illusion upon hitting it and they have no health bar. The presence of a full health bar is never shown in game, however, so they probably do have one hit point (which means a full bar for them) whereas Sigdis starts to show a health bar with damage. This does help ID him when your sight hovers over him. Coronus 04:00, 31 January 2012 (UTC)
 4 turnable pillar glitch.
I can't seem to get the pillars to turn. I know what they need to be turned to, and when I put my crosshair on them it says (A) activate pillar, but it does not move. I have tried reloading from a previous save. Redoing the whole thing nothing seems to work. Did the testers do their freaking job right when they came out with this game or what? Any solutions? — Unsigned comment by 184.108.40.206 (talk) at 00:13 on 26 January 2012
- same for me — Unsigned comment by 220.127.116.11 (talk) at 16:50 on 26 February 2012
- There seems to be two issues in this. 1) the pillars failing to respond. That's a critical game issue and may need reinstallation of the game or a faulty disk which needs replacement. I have not heard of this being a general game glitch (but I could be wrong, see the glitches page for the list of known ones.) 2) The "hidden lever" is not hidden in the pillar room. The one in that room is right by the door. The hidden lever is after finding corpse and getting the key (and the writ of sealing) you go through a door, turn left then left two more times to a small room, battle a badguy, then are faced with a gap that needs a drawbridge lowered. This is where there are two levers, one easy to see, one hidden. The easy one is a trap, the hidden one is on the wall facing the easy one (just turn around and you should see it.) Hope this helps. Philbert 02:39, 2 June 2012 (UTC)
 The escape tunnel
I have killed the boss, witch was simple but I cant find out how to open the door behind the boss sarcophagus. Anyone who knows how to do? Is there a lever or somthing?Kalixcontroler 22:24, 3 February 2012 (UTC)
- It should open on its own (either at the start of the final battle or at the end I'm not sure which) reveling a short passage to a room with a chest then another short passage to a wall with a lever to the right on the ground that opens to the area where the pit you first jumped down is. Philbert 02:45, 2 June 2012 (UTC)
 Raised Stone
I noticed that, under the water that you land in after first dropping down the hole at the beginning of the area, there's an activatable stone just under where you would land, labeled "Raised Stone". Activating it causes it to sink into the ground or raise back up and make a metallic grinding sound, but doesn't seem to serve any other purpose. It also seemed to activate automatically after searching the nearby underwater urn. Has anyone found any further use for this? Take One 18:51, 28 March 2012 (UTC)
- As near as I can tell from the Creation Kit, it was supposed to be a trap, but it was never finished, so it does nothing at all except move up and down when you activate it. – Robin Hood↝talk 07:11, 24 April 2012 (UTC)
This isn't a quest page. Would it be acceptable to remove the Quick Walkthrough and rename the Detailed Walkthrough to Geirmund's Hall or Interior? Also, is Sigdis always there? Forbidden Legend isn't the only quest there, and I assume you can go there even without a quest to begin with. I'm also curious as to whether or not the Boss Strategy is necessary, especially if Sigdis isn't always there. Vely►Talk►Email 15:48, 7 April 2012 (UTC)
- I just asked some similar questions on the Folgunthur page. The walkthrough seems to be for the related quest and provides no details as to what's different after going through it on the quest when it resets. Someone's comment above seems to indicate that a generic boss-level draugur replaces him, but can anyone else verify this? --18.104.22.168 06:32, 28 May 2012 (UTC)
 Didn't clear or respawn
I went through the Hall, per the Forbidden Legend quest, and killed Sigdis, but the dungeon did not show as cleared, nor did it add to my count of cleared dungeons. Went back well after 30 days (more like 100+) and the dungeon had not respawned (in fact, Sigdis' corpse was still there). Is there a console command to mark the location as cleared or to force a specific cell to respawn? Thanks. Grey 17:13, 10 July 2012 (UTC)
- I realize this is a little late, but this is the command to mark a location cleared according to the console commands page. I haven't used it personally. Just head to http://www.uesp.net/wiki/Skyrim:Console and search for "cleared" for an explanation. It's basically the following commands though. "1" is "cleared" and "0" is "not cleared".
- GetLocationCleared <locationid> returns "Location Cleared >> #" to indicate if it's cleared or not.
- SetLocationCleared <locationid> 1 would mark the location as cleared. To get the location ID, just type help <location name> 0 and it will return a list that matches what you typed (help Geirmund 0) is one example. If there are a lot of results, you can use PG UP and PG DWN to scroll the results. For this one, I was given 00019188 as the "LCTN". There are also a couple of cells associated with that name. If you want to reset the cells, look into the command "resetinterior". I don't know if that's the correct one or not, but you can try it. Just do a search for it and read the notes. 22.214.171.124 09:51, 19 July 2012 (UTC)
 Attacking Sigdis when he's getting up
This seems to work fine, at least with melee attacks. Sneaking up on him when he's getting out of his coffin and beating on him with a good sneak attack bonus can make a pretty good dent in his health, speeding up the later battle, and also making it easier to spot the real Sigdis. --126.96.36.199 10:11, 4 September 2012 (EDT)
 Raised stone
There is a "raised stone" in the bottom of the pit, next to the broken jar. It can be activated by stepping on it or manually, making a clanking noise. Do anyone knows the actual purpose of the thing? (Vanilla game, no DLCs, latest patch) -- Yag — Unsigned comment by 188.8.131.52 (talk) at 15:24 on 22 December 2012 (GMT)
 bridge won't drop
found geirmund, grabbed the key...but the next bridge will not drop even though the lever actives and moves and the spear trap activates. is it buggy or am i missing something? — Unsigned comment by 184.108.40.206 (talk) at 00:15 on 18 January 2013 (GMT)
- Look back, there is a lever;— Unsigned comment by 220.127.116.11 (talk) at 16:05 on 9 February 2013 (GMT)
 Disarm Explanation
Just wanted to note that the illusions of the boss fight are using the Disarm shout if you allow them to get within range and with a good view of you. The main page suggests it happens when you hit the boys with an attack, but I've definitely watched one of the illusions run up behind me and shout. The boss uses the three word shout for Unrelenting Force if you're within view. — Unsigned comment by 18.104.22.168 (talk) at 05:40 on 2 March 2013 (GMT)
 Never respawn
- Intentional. The encounter zone for this cell is set to never reset in the CK. Arthmoor (talk) 03:01, 27 March 2013 (GMT)
 The Broken Bridge
Regarding this line from the walkthru:
"Before approaching Geirmund for the key, you can use a Whirlwind Sprint shout to reach the broken bridge on the west side of the room..."
I actually found it much easier to simply hop down from the platform above (where the first drawbridge lowers). An advantage to this method (for those who may not yet have visited High Hrothgar) is that it doesn't require the shout. I also found that the upward bend in the broken bridge platform makes Whirlwind Sprint a bit tricky (I expect that may have been the intent of the bend). Hanpritcher (talk) 19:52, 8 May 2013 (GMT)