For the quest, see Ansilvund quest. Ansilvund is a medium-sized Nordic ruin situated northeast of Shor's Stone and north of Riften. The ruins are the remains of the tomb built by Holgeir in memory of Fjori , as described in the book Of Fjori and Holgeir.
The entrance is guarded by a leveled necromancer , usually found near the cooking spit , inside the ruined tower, or mining ore. In one of the cooking pots is a dead mudcrab , with a wooden table nearby which has a copy of Of Fjori and Holgeir , two red and two green apples , and a rock warbler egg on top.
There is an iron ore vein a short distance north of the cooking spit. Inside the tower is an apprentice-locked chest , several food sacks, and a barrel containing ingredients with a small coin purse on it. Beside the chest is a hay pile you can sleep on.
An alchemy lab is on the opposite wall, built into a table, with samples of fly amanita , bleeding crown , a nightshade flower, a bunch of lavender , and four random healing , magicka , or stamina potions. Beside the table is a bucket containing a random potion of magicka. On top of the tower is an unlocked boss chest, which can only be reached using at least two words of the Whirlwind Sprint dragon shout.
To reach it, stand on the small rocky outcropping almost directly above the excavation entrance and face west toward the lowest part of the tower. Immediately to the right of the entrance to the excavation is a thistle. The passage descends to the east, passing a wooden table on the left which holds two pickaxes , a pair of iron boots , two leather helmets , and a leveled blacksmith's potion. At the bottom, as you enter a chamber with a rock pillar surrounded by scaffolding and a raised walkway, there is an iron ore vein on the right.
Under the scaffolding, to the south, is a path that ends with a draugr standing guard near some dead frostbite spiders , with a ledge above that will provide a shortcut back from the final zone. The only way to proceed is up the ramp found on the north side, around the back of the structure. There is a leveled draugr patrolling the wooden walkway. Follow the path around the pillar and along the walkway. Ahead is a ramp leading up, and a passage continues ahead. Before following the passage, climb the ramp to a small landing to find a novice-locked chest.
The passage continues heading east, passing stacks of crates and posts that are supporting the ceiling. As you pass under a wooden slatted section, you can peer through and see a leveled necromancer sitting watching two draugr mining the back wall. At least one of these draugr is leveled. The floor is coated with an oil slick , and an oil lantern hangs above. There is a stack of barrels against the east wall with a random potion of magicka on top; however, it may become dislodged during the skirmish.
To the left of where the draugr were working, next to the passage you just come through, is an adept-locked chest, beside another stack of barrels. There are numerous pickaxes throughout the site, and several of the barrels contain ingredients.
There is a passage to the left of the first barrels continuing east. The passage twists and turns before you come to a pressure plate that triggers a falling boulders trap on the left, which can be used against a conjurer on a platform above you. The path onward is around the corner, on the other side of the pressure plate. The next room has several growths of both white cap and imp stool fungi.
There is a wooden ramp on the left up to a platform where the mage is found. There is a table with two mummified draugr and a random potion on top. Beside the table is an apprentice-locked chest, and at the other end of the platform there is a small table and chair, with a random poison on the table.
Ahead, there is a draugr patrolling above the next passage, which can either be killed from here with a bow or ranged magic or left until later. If you wish to skip a section of the ruins, the area with the draugr can be reached by standing on the table with the dead draugr and using two words of the Whirlwind Sprint dragon shout. One word is not enough, while three words will send you through to the other side of the hallway. Read the book for clues for hints at the proper order of the symbols-this will be a Hawk , a Snake , a Whale and a Snake.
Rotate the pedestals from left to right to match the aforementioned and the lever will retract the southeast portcullis. Take the newly opened portal to the south and avoid the floor plate triggering the fire spout on the stone bridge. Head into the tunnel, raid the chest in the right alcove and go through the iron door into the Ansilvund Burial Chambers.
Go into the crypt and avoid the poison dart floor plate at the left turn and then note the scattered swinging ax and poison dart floor plates in the vine-strewn tunnel. Behind the adept metal gate, in the dead-end tomb, is an expert big treasure chest. Continue to dodge the swinging ax floor plates and take the tunnel going southeast. Be aware of the big fire jet floor plate in the large chamber where you'll encounter three Draugr.
Be aware that taking the Illusion Skill Book, Sun's Dawn, v2 , from the pressure plate on the pedestal will release a volley of poison darts. The Ansilvund Key is on the pedestal near the southwest wall. Taking it will trigger a volley of poison darts.
Lu'ah will then summon five Draugr from the nearby horizontal and vertical wall coffins. Go up the stairs, raid the adept treasure chest and use the key to open the metal cage on the stone bridge. Raid the chest inside. Exit the cage and go northwest across the stone bridge and head east and use the Key to open the cage.
Proceed through the wooden door beyond. Kill the Draugr in the winding tunnel and look for a conjurer in the grotto to the north. Pass through the shallow water, go up the wooden ramp, go across the stone bridge and through the wooden door. Gamepedia support Report a bad ad Help Wiki Contact us.
Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Ansilvund Ansilvund is one of the many dungeons in Skyrim. Inside the Iron doors is the boss fight of this area. You will finally come face to face with Lu'ah Al-Skaven. She will raise the dessicated bodies of Fjori and Holgeir with a Skeleton. Focus on Lu'ah as she is the biggest threat. Be sure to have something that helps you resist Frost Damage active while you are fighting her to reduce the incoming damage.
She will sometimes run up into the treasure room given the chance and having been hurt badly enough. Hammer her with your strongest attacks.
Her healing spells work very well to restore her health. Given the chance, she will keep a skeleton on hand to defend her. Taking down either of Fjroi or Holgeir will have them down for good. When you do defeat. Ansilvund Burial Chambers. After collecting the Ghostblade and the Unusual Gem , head up the nearby stairs. There is a treasure chest sitting just inside with a number of items plus any fetch quest gear you were sent after. Look on the nearby table to find an empty Soul Gem.
Head up the nearby stairs to find a simple way out. Log in Create account Log in. Skyrim Ansilvund Burial Chambers.
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