Between averting the end of the world and putting an end to another bandit gang, it can be easy to forget the simple joys of walking through Skyrim. S💦ome quests might only be discovered far away from the beaten path, in areas you might never think to visit, like Valth♈ume.

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If you set foot into the Nordic ruins, a ghost will beseech you for help before a great evil escapeꦏs. Agreeing to help will take you through another draugr-infested dungeon to do the right thing and for the p﷽romise of loot. Surprisingly good loot, considering how inaccessible the dungeon is.

Starting Evil In Waiting

A ghost approaches a wounded warrior for help inside a crypt.

This quest starts as soon as you set foot inside Valthume. Valdar, the ghost of a long-dead warrior is struggling to contain the Dragon Priest Hevnoraak in his tomb. You can volunteer to defeat Hevnoraak before Valdar fades away.

A screenshot showing where a dungeon is in Skyrim.

The quest will only begin when you arrive. Starting may be easier said than done as there are no quests guaranteed to bring you to its halls. If you need to find the ruins yourself, it is southeast of Markarth, deep in the cliffs.

Valdar explains that you need to gather three Opaque Vessels scattered throughout Valthume to contain Hevnoraak🌞. 🍬He unseals the entrance, allowing you to begin.

Gathering The Vessels

A ghost drifts away from a burial chamber lit by glowing braziers.

The first vessel is not far from the entrance. At a large chamber, take the south exit and enter a hallway drenched with oil. Be alert for a pressure plate by the door. Standing on it drop flaming lamps on the oil.

Keep an eye out for a large grate in the middle of the large chamber. It is a trap that will force you to fight several frostbite spiders and a 🌠draugr to escape. The exit is behind a locked door with the key found on the draugr.

The vessel is guarded by a leveled draugr. Picking it up will raise a gate in the oil room, allowing you to enter Valthume Catacombs, where the second vessel is.

The catacombs have another serving of frostbite spiders and draugr, only stopping you at the gate blocking you from the vessel. There is a pull chain on the right of the gate. Defeat the draugr protecting it to open a doorway opposite the chain. You will need to walk through.

A metal, three-fingered claw rests on a pedestal inside a spider-infested tunnel.

The final puzzle leading to the final vessel is a Dragon Claw wall. The Iron Claw, needed to solve it, is on a pedestal right in front of the wall. The combination, from the outer ring to the inner ring, is below.

  • Dragon
  • Wolf
  • Bird

The last Opaque Vessel is on a pedestal in the middle of a chamber. Draugr will attack shortly after you enter. Fight them off and take the vessel to unlock the Word Wall and reach a chest containing some loot. Take the exit on the right to return to the entrance.

Defeating Hevnoraak

A dragon priest and his summoned minion attack a warrior inside a tomb.

Valdar will instruct you to pour the contents of the vessels into a sconce and sit on a throne to awaken Hevnoraak.

The Dragon Priest will emerge in a storm of thunder and attack. While a challenging fight, it is far from the most difficult one. He will use lightning spells and summon a Storm Atronach against you.

Hevnoraak the mask, not the Dragon Priest, grants you immunity to Poison and Disease. It can be useful, especially when fighting vampires as a member of the Dawnguard, but it pales in comparison to other masks.

The quest ends when you defeat him.

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