Skyrim talk:Blind Cliff Cave

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Walkthrough Notes[edit]

Here are my notes from a quick run through. Submitting for peer review. I'll register and take the time to format it to UESP standards when I'm not enjoying the game so much.

Blind Cliff Cave is located east of Markath. It is an over grown cave with running water and inhabited by the foresworn. The wind can be heard howling through the open ceilings of the well lit dungeon. Parts of the dwelling appear to be the ruins of an underground fortress or castle, including a collapsed tower laying on its side.

You can look down at the whole of the cavern below you from atop one of the still erect towers.

hints

Once you enter take note that the ground is covered in flamable liquid and will catch fire easily. You will run into enemies in the first opening. Work your way to the collapsed tower inside the cave. There is some iron ore to mine along this path. After you defeat the enemies go out the door in the intact tower.

You will come out on top of a large cliff with several enemies near by. Climb the steps to your right and pull the lever at the top. There will be a chest next to it. Step out on the walk way and go to the next floor of the tower. No need to pull the silver switch. Going up one more floor will bring you to the top of a wall. Clear the enemies and make your way to across to the next tower section.

Enter the door at the end of the hallway. You should begin hearing a voice taunting you if you aren't too subtle. Entering the next room will uncover a prisoner offering his prized staff for his freedom.

Free him and follow him down the hall picking the mushrooms on the wall. When you come to a series of switches press the middle one to open the gate. Getting this wrong sets off a trap. clear the next room with the help of your friend. He will open a secret door and then hit a switch in that room. Follow him to the now unlocked gate and down the hall.

At the end of the hall is the prisoners 'parlor'. The door swings open an enemy rushes forth. This should be a very quick battle. After this battle search the parlor for ingredients and potions before moving on.

In the next room you will find some quicksilver to mine. There are two veins one on top of the other so don't miss it. In the next room I found a ranger and a strong mage named Petra. Malkan died in my game and I was able to loot the promised staff from his body after the fight as well as mine more quicksilver in this room.

Check for chests and other lootables here. I found some pretty valuable gear here. After that you'll want to take the barricade off the door and step outside. Climb down the ramps and loot this room before leaving.


Enemies -

melee - |||| ranged - ||| magic - |||

Collectables Ores Iron Ore - ||| quicksilver - |||

If you don't bring him with you -

Check the floor in the room with the first mage. There will be a switch for you to hit. Inside the room the lever turns off the swinging axe trap.

Missed something -

In the hall after the axe trap on the right there will be a hidden door. The switch is right next to it. Follow that hall for some ingots, a chest, and a lootable urn — Unsigned comment by 216.189.133.190 (talk) at 03:03 on 14 November 2011‎

Propper format / layout for Blind Cliff? (Patroler Help Needed!)[edit]

Upon my travels I found this place and decided to look it up on UESP. Unfortunately I do not wish to add further confusion to the topic so I have decided not to edit it. However, could a Patroler please take a look at this in game and see if it really is a 2 zone place? I'm only counting one. However, several of the connecting places are called "Blind Cliff (insert word here)" So what is propper formating for this? Thanks for the help. Azure_King 21:54, 11 January 2012 (UTC)

Well, when going through the dungeon, there is a cave that shows as "Blind Cliff Cave" on the local map (BlindCliffCaveCOC), and one that shows as "Blind Cliff Bastion" (BlindCliffCave01). --Alfwyn 22:40, 11 January 2012 (UTC)

Melka lost[edit]

Don't know exactly how this happened, but I came to this dungeon for Hrolfdir's Shield (for the Jarl of Markarth), found Melka, started her quest too, set her free and followed. Somehow somewhere she left me behind and I lost her completely - didn't care too much, went on for the shield. She didn't pop up anymore. Probably got stuck somewhere, no idea. After I returned to the Jarl with the shield, she suddenly walked into the Jarl's room and a conversation begun, finishing her quest and giving me the staff. Probably she acts as a follower and re-appears after fast travelling? (Anyway, it was funny to see how she doddered into the room and then out, with all those court guards not caring about her at all. Maybe later I visit her again to see if she got home safely... :) )

" You can also leave her to her fate."[edit]

Thanks for extracting this to the Notes section.

However the above sentence, all by itself, is implicitly misleading.

We shouldn't simply say "You can also leave her to her fate" when this carries a significant risk the player/reader ends up with an unfinishable quest cluttering his or her journal, in my opinion. Sure, it is true if you simply look at Melka and move on (thus never starting the quest at all), but not unconditionally.

If you can rephrase this without losing the caution, feel free :-)

Thanks, CapnZapp (talk) 11:51, 4 October 2012 (GMT)

In my opinion a stuck quest log isn't important enough to warrant a warning in the text, having a note about it should be enough. It's not that it really breaks the game in any way. --Alfwyn (talk) 12:23, 4 October 2012 (GMT)
Well, to that I agree, but that's not quite the issue. The problem is that as written the text suggests that a course of action is free of a bothersome consequence. Put plainly: I do not think the article should actively suggest a course of action that will probably break a quest for you. It would be better if the sentence was simply removed. But the best option would be that the sentence remains (to assure you you have a choice) but then also inform you of the risk you'll be taking. CapnZapp (talk) 09:48, 5 October 2012 (GMT)

Killing Petra note[edit]

I reworded this to put the focus on what I believe players feel is the bad consequence: that the quest becomes unfinishable. The fact that you need to kill Melka I find inconsequential - the important thing is that you can still obtain her staff (and thus this isn't nearly as major an inconvenience as having a quest stick around imho). CapnZapp (talk) 12:10, 8 October 2012 (GMT)

Waterfall stream never reaching bottom ground[edit]

The waterfall stream somehow stops in the middle of the cliff and never reaches the lower ground of the cave. Could this be considered a bug and be added to the article's bug section? --Coxis (talk) 03:15, 25 June 2014 (GMT)

It's hard to say. Based on what you described, it could be an issue with your graphics settings, or it could just be the way the game is programmed. Without more information, it's difficult to determine whether this was an oversight on the developers' part or if they just didn't want to animate the stream going down beyond a certain point. Zul se onikaanLaan tinvaak 15:20, 25 June 2014 (GMT)

Respawn note[edit]

While it is true that the cave itself (and the bastion) are safe storage, the section "Blind Cliff Towers" has many containers that do indeed respawn (as do the Forsworn hanging out there). In other words, inside, no respawn; outside, respawn. 76.234.40.15 17:51, 14 February 2016 (UTC)

Flawless Sapphire[edit]

Are we certain this is not a leveled flawless gem? I somehow got a flawless amethyst instead when I arrived at level 13. I do have a number of mods running, so while none of them should affect it, I can't be certain enough to change the page. — Unsigned comment by 73.134.14.110 (talk) at 22:26 on 6 June 2019

It's not guaranteed. All base Skyrim locations were datamined and this wasn't among them. Silence is GoldenBreak the Silence 21:40, 6 June 2019 (UTC)