Skyrim talk:Fellglow Keep

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Moving Khajiit tails[edit]

Wouldn't really see a point of adding it to the page but I found it rather funny so I thought I'd share. There's a room with a couple of dead Khajiit in it, one laying face down and one in a cage, well both of their tails are rhythmicaly moving around, like they do when they're alive. --Lyco499 19:19, 4 December 2011 (UTC)

Shalidor's insights: Quest arrow ponts to nothing[edit]

The quest for Shalidor's insights sent me here, but the arrow points to nothing on the floor. Any ideas? 20:29, 16 December 2011 (UTC)

Generally when the arrow points to nothing, the NPC or the item has been strangely removed from the game. Bethesda needs more insight on this. The same happened to me when I had to ask an Imperial captain in Solitude about someone's daughter, or saved before killing Paarthurnax to check out what the blades were like. In both cases, the NPC (dragon and captain) where both gone. So the marker just sits there, bugged. (AT THE RISK OF ADDING NONSENSE) 05:53, 4 January 2012 (UTC)

No Lockpicks Required[edit]

Found I had no lockpicks. Returned with lockpicks and found vampires had gone into next room and done the job. — Unsigned comment by (talk) at 01:59 on 27 December 2011 (UTC)

Ritual Chamber Unnecessary[edit]

The section detailing the fight with The Caller is misplaced, due to the fact that the quest Hitting the Books is already mentioned below it, and citing quest-specific material on place pages beyond linking to the related quest just adds clutter. I suggest removing that entire section, as the Ritual Chamber also will not even open unless the player is on the quest. Insight? MethodicMockingbird 16:35, 2 January 2012 (UTC)

If indeed the room is locked out till you are on the quest, I agree completely. If anyone can confirm this detail.. perhaps move the info about this encounter to the Hitting the Books page, and leave behind a note and link on this page (I'd suggest keeping a mention of Fellglow Keep Ritual Chamber here for completeness). Krag 19:43, 9 January 2012 (UTC)
I stumbled over this place as a Level 13 and worked my way through it -- it is indeed true that if you are not on the quest, you cannot access the ritual chamber. The way up to it is blocked by a collapsed arch. In addition, the caged vampires were all dead in their cages and there seemed to be several fewer mages in the area than when you access it on the quest. If someone can confirm these two points, they can change the article. (Incidentally, Fellglow Keep seems to be a great place to go if you're a lower level character. Only one or two of the mages inside were at all challenging, and the place is absolutely stuffed with alchemy supplies. Quite a few soul gems too.) -- 04:41, 24 December 2012 (GMT)

Black Soul Gem[edit]

I have had two visits to this dungeon and only found 1 black soul gem, and not in the place as per the description, on both visits a common soul gem was at that site. 09:22, 5 January 2012 (UTC)

I found a petty and a greater soul gem in the bookcase with the quicksilver ingots -- where the black soul gem is listed to be. 17:11, 26 May 2013 (GMT) AC Grecor
I found a black soul gem in the chest behind The Caller. ACGrecor (talk) 17:55, 26 May 2013 (GMT)

Clearing the Dungeon[edit]

I have had to do the following procedure on two different characters to have the dungeon cleared (xbox 360, Caller killed with both characters)). Come back when the dungeon respawns, enter the Keep proper (not the dungeons), and kill the enemy in the first room you came to on the related quest. It's the room with the boss chest, the altar, and the four soul gems arranged in a square on the floor. You do not need to enter the Caller's chambers or the dungeons. Has anyone else had to do this to clear the dungeon? 03:32, 6 January 2012 (UTC)

PC - Possible fix for Hitting the Books[edit]

I had cleared Fellglow Keep long before taking the quest Hitting the Books. When I went back to said dungeon I faced a well-known bug which prevents you from entering any area of the keep, if you had already cleared it, once you get said quest (goes back to desktop as you change area). Not even coc commands worked, as "teleporting" has the same result for me.

So I have one last possible way of doing this: maybe it could be possible to reset the whole keep, in order to "cheat" the game to believe you hadn't cleared it already. This would require to reset the three interior which Fellglow Keep is made up, AND un-clear the location on the map, everything via console commands. But while the three interior require the "location code" in order to be reset, un-clearing the location icon requires the location's ID, which is not shown in the article, and which I have not been able to acquire (I'm not skilled with the modding stuff, either).

I would like to try if this hypothesis of mine is correct, if anyone could provide said ID. — Unsigned comment by (talk) at 15:51 on 26 January 2012 (UTC)

Perfect for J'zargo's Experiment[edit]

The 3 vampires, all in separate jail cells, create the perfect setting to use J'zargo's scrolls for the J'zargo's Experiment quest. Once the lone jailer is dispatched, take your time with no fear of killing more than 3 undead... and since they are jailed, they cannot run away either =) — Unsigned comment by (talk) at 01:16 on 5 March 2012 (UTC)

Bugs: Shouldn't the No Stone Unturned Bug be listed here?[edit]

Since the stone is mentioned in the walkthrough, shouldn't there be a bug listed that sometimes the stone will simply not be there. Also, nothing is yet known to help fix this. 04:54, 25 September 2012 (GMT)

Bugs that are specific to a quest are listed on that quest's page. There are two work-arounds that are listed on the quest page that may help: one that is specifically for PC players that uses console commands, and one that may work for all players (repeatedly pressing the activate button on a Stone that you do find). --Xyzzy Talk 05:24, 25 September 2012 (GMT)

Prisoners can mysteriously leave their cells[edit]

I've previously had the vampires get out of their cells - despite the doors still being locked and shut - and on this playthrough Orthorn somehow managed to escape and get himself killed in the crossfire (or possibly had been killed before I got there). I'm not sure whether this is a common problem with prisons, or specific to this area, but I thought it worth mentioning. 00:03, 28 October 2012 (GMT)

Fellglow Keep Ritual Chamber[edit]

According to the map, there are 2 doors to the ritual chamber. One seems to be nonexistent, the other.. well that's what this is about. I am on the quest 'Hit the Books' so I should have access. I can approach a wooden door that is right in front of the entrance to the chamber. (I am using the Xbox360) I can press 'a' to open the door, but it won't open. I have Lydia as a follower and I told her to open and she can't open it. I've restarted the game a couple times, and loaded. Nothing changes. The door isn't locked either. anastasia0812 (talk) 22:33, 12 July 2013 (GMT)

Orthorn & the Caller are weird[edit]

When they force conversation with you, they don't seem to care or even notice if you are a transformed Werewolf or Vampire Lord. So should they be added to the do not attack the player list on the lycanthropy page?Wrath425 (talk) 02:37, 21 July 2013 (GMT)

I think this is usual forcegreet behaviour. -- SarthesArai Talk 08:31, 21 July 2013 (GMT)

Oddly unhostile Vampires[edit]

After they did their thing and "ran away," they stopped before leaving the dungeon. Then I attacked them, and they just kepot saying things like "don't press your luck" and "what are you doing" but never attacked me. They turned into red dots on the radar, indicating enemies, but they would never attack me. — Unsigned comment by (talk) at 02:26 on 4 September 2013

The lack of hostility is already in the article, but not that they remain so after being attacked. What platform are you playing? If PC, do you have any add-ons or mods installed? —MortenOSlash (talk) 05:11, 4 September 2013 (GMT)
I can confirm on PC with all add-ons and a few mods (but none that should affect this), that they will not attack me even after I attack them, they just allow you to kill them. I always just imagined that the caller, in her experiments, gave them a lobotomy or a spell that makes them never attack anyone. — Unsigned comment by (talk) at 20:59 on 26 September 2014 (GMT)
Just to be sure, you are not the same anonymous posting it the first time? —MortenOSlash (talk) 18:37, 30 September 2014 (GMT)

levelled weapon[edit]

Is the weapon found on the barrels near the locked dungeon doors 'levelled' ? — Unsigned comment by (talk) at 19:44 on 31 October 2013

Yes, it is a leveled battleaxe. — ABCface 21:36, 31 October 2013 (GMT)

Dead Prisoners[edit]

I went there the first time and they were all alive but on all my other characters the prisoners have been dead — Unsigned comment by (talk) at 15:56 on 19 February 2017 (UTC)


As far as I can tell the prisoners will be dead if you enter the keep while not the college of winterhold quest. If you come back for the quest the prisoners (and the mages) will be back alive. — Unsigned comment by (talk) at 16:40 on 23 August 20170 (UTC)