Skyrim talk:Ustengrav

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Free dragon soul[edit]

I cannot get the free dragon soul from the tomb of the windcaller, nor can I interact with it any way. I've entered into the zone 3 times to try. — Unsigned comment by (talk) at 14:22 on 7 December 2011 (UTC)

I could not get the soul at first. I had missed one room, which I found on the way out; I finished the quest with the Graybeards; and I went and took care of the dragon with the lady that left the note. After that, I returned and I was able to take the soul. If you have not done all of those things, try that and see if you can get it. 09:26, 10 December 2011 (UTC)
You must return the Horn to the Graybeards before you can get the soul. — Unsigned comment by (talk) at 05:35 on 20 December 2011 (UTC)
Confirmed you must return the horn to the Graybeards and come back to get the soul, only then will the area be marked as clear. — Unsigned comment by (talk) at 07:59 on 4 December 2017 (UTC)

Clearing Ustengrav[edit]

Either a bug or I somehow missed something, but after I ran through Ustengrav it did not show up as "Cleared" on the world map. I found the word wall and picked up the note that told me to go to Riverwood for Jurgen Windcaller's horn, so I'm not sure what I could have missed. The article currently says there's also a "Strange Mask" to be found near a dead soldier, and I did not encounter that so maybe that's the problem, but I don't know where to look for it.

More importantly, what exactly are the base requirements for "clearing" a dungeon? When does the game decide you beat it? Anyone know? 17:55, 14 November 2011 (UTC)

I went back through and found three secret rooms I did miss (one behind a waterfall, another behind a wall that at first glance is a dead end, the third by using the Whirlwhind shout to cross some stone ledges) and a handful of enemies, but no soldier with a Strange Mask. From what I can tell there aren't any other secret rooms or places where there could be secret rooms; there is an upper ledge in the first chamber of the place, but that appears to be inaccessible. Ustengrav is still not marked as cleared. 21:59, 14 November 2011 (UTC)
Did you find a shield, non-container, on a ledge to the right (when you can first 'jump to your doom' into the waterfall chamber), that might count as it was an Ebony Shield? (do non-container items get randomly levelled?)-- 14:55, 20 November 2011 (UTC)
I believe the "clearing" requirements are based on all the quests for that particular dungeon. For example (though it might not be a very good one), if you go through Bleak Falls Barrow, learn the Dragon shout, but don't loot the Dragonstone, it doesn't mark as cleared. 00:39, 20 November 2011 (UTC)
Possible, but only non-radiant quests then, as I was sent to "cleared" dungeons twice already to retrieve something. --Irian 00:48, 20 November 2011 (UTC)
About the fire traps- Not sure if anyone else noticed this, but the ones marked with white diamonds are safe. Only the black diamonds will spew fire. --Koden 03:13, 23 November 2011 (UTC)

() There's one part on the map that I have no idea how to access. From the entrance: down the steps, turn left, turn right, down some steps, turn right, open map. It looks impossible to get there. I'm pretty sure that I've traveled everywhere else (I just double checked), and that's the only area that I don't know how to access. — Unsigned comment by (talk) at 06:04 on 27 November 2011 (UTC)

There are a couple of hidden rooms. One reached by jumping between columns in the main chamber in Ustegrav depths. And a hidden section in Ustengrav itself, when going down stairs to a dead end cellar, with a table (a few gold coins on it), there is a chain to the left in an alcove, you pull to open a wall leading to steps going further down to a chest to loot. There is a lever on the opposite side of the wall which closes it (I suppose in case you pull the chain and lock yourself in, but seems pointless.) And the aforementioned waterfall chest. In the main cavern of Ustegrav depths with the Dragon Wall there are a lot of ledges surrounding it which have ore veins and a few dead Draugr lying about. I don't think it's a requirement to mine the ore but you do also get gemstones. I even took the sheild on the ledge, which in my case was an iron sheild for two different characters (so random loot?). I explored again for two hours with a torch in every corner and found a few texture breakages especially behind webs (where you can see sky). My Ustengrav remains not cleared. — Unsigned comment by Rebelscum (talkcontribs) at 11:44 on 28 November 2011 (UTC)
Did you activate the tomb of Jurgen Windcaller? Not just take the note?. This gives a dragon soul. You do not 'have' to return he horn to do this. I returned the horn to the Greybeards and returned to click it thinking that is what I missed. — Unsigned comment by (talk) at 12:50 on 30 November 2011 (UTC)
I am having the same problem, Ustengrav is not cleared, I've accessed all the hidden rooms mentioned and searched the area thoroughly. I didn't come by a strange mask. I can't seem to activate the tomb to get a dragon soul, how do you activate it? — Unsigned comment by (talk) at 06:28 on 1 December 2011 (UTC)
I have the same problem as you have. The zone won't clear. I missed the first 'secret room' when i first went through the dungeon, and on my second trip there i opened it and actually heard the "area cleared" melody... However, the map still does not show the zone as cleared! :-/ -- 08:55, 2 December 2011 (UTC)
I activated it just by clicking on it .. are you sure you haven't already done so? Try leaving and coming back in again after you return the horn to the greybeards as that's what I did. — Unsigned comment by (talk) at 15:35 on 2 December 2011 (UTC)
That's good to know, I can't remember hearing the melody. — Unsigned comment by (talk) at 15:37 on 2 December 2011 2011 (UTC)
me too, although i havent tried activating the tomb, it just frustrates me, my OCD doesnt like it hahaha— Unsigned comment by (talk) at 15:44 on 2 December 2011 (UTC)
I must clear it ... my OCD's worse than yours!!! I pick through the crumbs and detritus in each dungeon and bash every pot and urn just in case there is something behind it.— Unsigned comment by (talk) at 16:53 on 2 December 2011 (UTC)

() I was contemplating making a new character and going to Ustengrav ASAP, just to check if you can clear it if you kill everything/find all the treasures the first time you visit. -- 08:22, 7 December 2011 (UTC)

Went to Ustengrav before talking to the Greybeards to check if the area can be "cleared", but the path going to the other sections is blocked by a rubble. The journey was fruitless. — Unsigned comment by (talk) at 16:55 on 29 December 2011 (UTC)
After scouring the internet, Ustengrav itself, and talking to players of Skyrim I have come to the conclusion the this well-reported bug of the unclearable Ustengrav seems to occur 100% of the time. However, someone has listed it as 'clearable' on its page on this wiki and that makes sense, as it should be, following the game's dungeon clearing schema. If anyone has successfully had Ustengrav appear as cleared in their game, please enlighten this page so my percentage of this bug can begin to fall. I'm going to make a general assumption that this bug occurs in at least 85% of cases on all platforms, if not 100%. -- 05:54, 10 January 2012 (UTC)
Anyone else notice the hidden passage behind a wall in the left burial urn room? If you look at the map of Ustengrav you can see the passage clearly but I can't figure out how to get the door/wall to open! 02:34, 31 May 2012 (UTC)
I think you mean the passage from Ustengrav depths. This is the way out? Rebelscum 12:51, 30 August 2012 (UTC)
no he means the one in the urn chamber rooms and yes i found it and cannot open it either but it is very obviously on the map there that there is a passage way behind the door. — Unsigned comment by (talk) at 17:46 on 15 August 2013
Hey guys!
I found the way how to finish Ustengrav
the command is
setlocationcleared 000192bf 1
— Unsigned comment by (talk) at 19:20 on 18 September 2013 (GMT)

() Can't use that command on Xbox. I have explored every nook and cranny and cannot activate the coffin. — Unsigned comment by Kehnara (talkcontribs) at 20:19 on 19 February 2014 (GMT)

The door to the final room?[edit]

In Ustengrav depths, when I go to the final door, it blocks me from entering, as if there is an invisible wall. Is there a reason for this? — Unsigned comment by (talk) at 02:38 on 15 January 2012 (UTC)

I just had the same problem - there are supposed to be cobwebs over the door frame, so just hack away until it's clear, and you'll be able to get through. — Unsigned comment by (talk) at 09:39 on 25 January 2012 (UTC)
The cobwebs and other game effects like magic can sometimes not render at all. One cause of this can be alt tabing out and back into the game. Thuraya Salaris 09:39, 25 January 2012 (UTC)
has anyone ever noticed the other secret room in ustengrav. after you kill all the druegar in the first part there are the rooms with the urns in them. in the left one of those urn rooms i believe it is the northwest room there is a identical looking piece of stone to the one with the pull chain that is on the right side down the stairs just a short ways further into the dungeon. however the one that is in the rooms with the urns i cannot find a pull chain or any way to open it. — Unsigned comment by (talk) at 17:41 on 15 August 2013
Yes, it is the way out of the dungeon, it can only be opened from the other side. Silence is GoldenBreak the Silence 18:03, 15 August 2013 (GMT)
You are right the secret door belongs to the connecting one way passage from the water room behind the Windcaller tomb, I didn't see that passage the first time through triing to clear the dungeon. So I TCL'ed my way through the secret wall and back tracked and ended up in the water room. The lever to open that secret door in that Urn room is on the other side. Ok So when you finish with the quest in the water room go behind the tomb through the door loot all the Urn's and chest, go through the passage to the left (North) follow it go through the door to Ustengrav upper level, follow that till you hit the secret door and the big lever on the wall, bingo that passage is revealed now. Unfortunately even though I have cleared every passage and room it still won't clear the dungeon. April 19 2014 (GMT) — Unsigned comment by (talk) at 01:11 on 20 April 2014 (GMT)

Comments on the portcullis puzzle bug[edit]

I am the one who posted the bug remarks about the three-portcullis puzzle, so I thought I would add a little background here for anyone wishing to edit that section. Per the editing guidelines, I'm not asking for debugging help here -- this is just background for the item on the displayed page, and was too long to include therein.

We've run about four character through Ustengrav without seeing the bug, but on the most recent character (Skyrim up to date as of 2012-02-12) the three portculli opened on cue as the player character (hereinafter PC) sprinted through. They closed, however, after the PC passed by, so it was not possible to return and retrieve a companion. The problem persisted after restarting the game.

The console workaround was ugly and painful. Initially I thought to simply disable the portcullis gates, one after the other, but it appears there is an invisible collision box at the same location, which I was unable to select in the console. Eventually, I disabled the visible gates and then used "tcl" (toggle collision) to allow the PC to walk through the dungeon walls and back to the companion, which had been told to wait. "tcl" on the companion didn't seem to have any effect. I walked the PC back through the three gates. The companion NPC would walk against the invisible object at each gate for a time but then eventually passed through somehow.

Afterward, I did a game save, then exited and reloaded.

I have no explanation yet for how this worked, as I don't yet have the CK installed to take a look at the dungeon. Nor can I confirm that it's a real bug and not a one-off transient glitch, as we've only seen it once here. And we've only run one character through since the last Bethesda patch, so maybe it is a new bug with the patch.

Anyone who feels they have a better way to explain the gist of this on the main page, without going on as long as I've done here in the talk page, is welcome to edit my post.

Syscrusher 21:10, 15 February 2012 (UTC)

Did you try going using the "moveto player" on the console? For example, go past that area, and if your follower gets stuck (we'll assume it's Lydia), but you're past it just fine, type "a2c94.moveto player". If that doesn't work, try "prid a2c94", then "moveto player". Vyc Ðarkshådøw 06:03, 8 April 2012 (UTC)

Ore on platform?[edit]

I read on one website about some ore locations, "Ustengrav - One Ore on a platform above the Shout wall." I don't think that this exists, as I have searched the caverns through and through, and attempted all sorts of methods at reaching a "platform" above the dragonshout wall. If anyone has noticed any ore outside of the four veins, please take note of it. Adabar 14:53, 3 July 2012 (UTC)Adabar

Where did you read that? Did you ask about it there, too? Kitkat TalkContribE-mail 14:58, 3 July 2012 (UTC)
From the chest in this area, follow the wall around counter-clockwise (looking at the floor). There is a corundum ore vein on one of these raised platforms.KaiStarkk (talk) 04:34, 3 August 2013 (GMT)


i have a theory. I have been through this room for 3 hours rackin my head about how to clear it and then i discovered somethimg. In the depths of the map in the room wuth the shout to become the corner behind rubble if you look through there is another chamber with a dead drougr and a chest and i havent been able to get to it. There is no door nor secret path to the room. The knly way to it is to move tge rubnle but its impossible. So maybe thats why it wont clear — Unsigned comment by (talk) at 19:56 on 21 August 2012 (UTC)

The room with the dead draugr and the chest is only accessible by jumping onto the circular platforms higher up in the chamber near that area and using the shout Whirlwind Sprint to go from one platform to the next until you go through the doorway and down the stairs to reach the little room you speak of. Hopefully this helps you :) Helenaannevalentine 07:26, 21 August 2012 (UTC)

Ebony shield[edit]

The walkthrough mentions an ebony shield on a ledge; I went to get it and found an iron shield. I suspect that this is a leveled piece of loot, but would like to confirm before changing anything. — Unsigned comment by (talk) at 00:15 on 6 August 2013

You're right, it uses this list which means it can be either iron or ebony. I changed the article to just call it a leveled shield, though in this case it may be useful to add which two possibilities there are, since there's so few. — ABCface 03:23, 6 August 2013 (GMT
Retrieval of this shield is best left until the shout has been obtained from the wall, then after retriving the shield use the shout and drop off the ledge without injury. — Unsigned comment by (talk) at 13:19 on 19 September 2013 (GMT)

Listing enemies in walkthrough[edit]

Is it really necessary to list every single draugr and dead bandit in the dungeon? I feel like the information on all the enemies that could be encountered takes up a lot of the walkthrough. But do we really need to list it? ThuumofReason (talk) 12:36, 3 October 2013 (GMT)

Walkthrough isn't particularly long. People coming here are probably looking for detailed information anyway, coming from the quest page which has this on it, near the beginning of the detailed walkthrough: Note: More detailed information about Ustengrav can be found on this page. --Morrolan (talk) 12:56, 3 October 2013 (GMT)
While it is likely that a lot of users will come to this article through articles about the quests taking place in Ustengrav, the article isn't just an extension of the quest articles; it's a separate article, and it should be thought of as such, not as an extension of the quest articles.
Getting back on track, the issue with the walkthrough isn't the length, it's the content. The walkthrough should be a detailed guide of how to get through the dungeon. In its current state, the majority of it is just a list of enemies and standard loot that isn't unique. It's not necessary, nor is it useful, to list every single piece of loot that can be found. People are going to want to know how to get through the dungeon, and that's going to be a lot more difficult when they have to wade through blocks of text dealing with stuff they can find anywhere. It's important to list the type of enemy that can be encountered, and the locations of boss chests and unique or rare loot (such as skill books). But once it's been established that a certain type of enemy is in the dungeon, it can safely be assumed that the player will encounter a lot of that type of enemy, so I don't think it's important to note the location of every single one. The same goes for non-unique items; they can be found in so many places that it's pointless to list every single instance. ThuumofReason (talk) 15:29, 3 October 2013 (GMT)
This location page is bound to be an extension of the quest page. This location is quest-locked and cannot be entered without starting the quest, and has to be entered to complete the quest. So every single time someone comes here it's going to be because they're doing the quest. --Morrolan (talk) 15:52, 3 October 2013 (GMT)
Forgive me if I'm mistaken, but I thought that this wiki was there for everyone to use as a resource, to take from what they want, and to ignore the rest. Depending on the degree of difficulty you choose to play the game on, knowing where the dangers or potential items to help are can become very important. These will include locations of enemies, traps, chests, potions and anything else common or not. You wouldn't think to only state that there are fire traps in a barrow without putting where they are would you? so what's the difference in stating where the enemies are and their numbers? Different people play the game differently and some, myself included like to discover everything in each location and use the place pages to look back after doing a section or place to ensure I've found everything possible and that includes common items. I also love to add things that others either haven't found or noted on the wiki. I agree it's not vital to list clutter or foodstuffs individually, but that hasn't been done here. In my opinion the quest walk throughs are there to explain how to complete, but place pages should include all details Biffa (talk) 16:26, 3 October 2013 (GMT)

() Hmm, also I should comment that the old Oblivion dungeon pages on UESP usually contain maps of the dungeons with detailed indications of where monsters are in them. This page doesn't have a map, which would make it more useful, but those old dungeon pages are really handy. You can see an example of what I'm talking about here. Removing information isn't the way to go to make things better. --Morrolan (talk) 17:24, 3 October 2013 (GMT)

Taken from a blog comment: Needs verification[edit]

This was posted on the UESP blog in a comment to an unrelated post by an editor who wasn't comfortable doing edits on the wiki. Would some CK wizard be so kind as to verify this post and determine if it needs to be on the wiki? Thanks!

"Hello Damon. I just noticed a little something while traveling through Ustengrav that is not mentioned on the UES page, but I don't feel comfortable editing it myself, so I thought I'd drop it in your lap. In the room with the 12 urns that contains "Mystery of Talara, v 2" there is a lone "chaurus egg" hidden in a "cast iron pot". I hope this is useful information. Thanks, "Techtard"."

-damon  xoxo 00:34, 9 January 2014 (GMT)

Have added it. Didn't need the CK, just found the egg a few minutes ago by myself. ;o) The add matches the flood of information in that article, so why leave it out? Although I'm sure, not all that can be found is listed … -- CompleCCity (talk) 16:31, 17 March 2014 (GMT)

Returning from Corundum Ore not actually impossible[edit]

"Just to the left of the bottom of the entrance pillar; there is a dirt path along the wall that leads to a corundum ore vein. It is impossible to return up the path."

It's actually not impossible to return up the path, it just requires some tricky jumping, like climbing mountains. I've returned up the path in several play throughs. I'm not sure if I should edit this or not, I've never actually edited anything on wiki, so I won't, but I just thought I'd comment that it's not impossible and if someone else would like to edit it they're welcome too. 20:48, 13 March 2014 (GMT) Claire

Many many things are possible with enough patience. It could be reworded but I'm not inclined to as the benefits to going back up that way compared to crossing the chamber are non-existent. Silence is GoldenBreak the Silence 14:07, 7 April 2014 (GMT)

Quest bug[edit]

The whole quest looks buggy after a deeper CK analysis: Necromancers are NEVER supposed to fight against subdued bandits, not on the surface nor in the interior! The proofs: 1) on the surface, when you kill the Necromancer the other subdued bandits die as a consequence because under his influence/curse. Ridiculous when they die right after they killed their master! ;) 2) in Ustengrav first room, actors are all in the same Warlock faction and the dialogue between warlocks have much more sense when you enter Ustengrav, find all bandit thralls subdued and quietly mining for them, then one dies and gets resurrected as the dialogue proceeds, and so on...

It's been misunderstood because of another Bethesda bug. I'll try to fix this in my SMPC on TesNexus... Hexaae (talk) 16:06, 28 April 2014 (GMT)

EDIT: fixed in SMCP 1.52. The quest description on the UESP should be rewritten since the warlocks were NOT supposed to attack the cursed bandits and was just a bug... Hexaae (talk) 11:00, 2 May 2014 (GMT)

References to 'bugs' mean nothing without an explanation. The interpretation of ingame actions takes some priority over vague guesswork without hard data. 'Fixes' by mods do not equal proof of a bug either. Silence is GoldenBreak the Silence 18:34, 2 May 2014 (GMT)
I've already reported the proofs. Open CK, examine the quest dunUstengravQST: you'll see everything (aliases etc.) are set-up as I said. Warlocks have already subdued bandits in Ustengrav, bandits aliases are put under the same warlock faction (to avoid the fight) and under the effect of a resurrection shader. They are under the influence of "defaultOwnZombie" script and they die if the Necromancer dies (because they are supposed to be under his influence and not to fight!). In the interior, because of the fight you'll miss a dialogue scene where Necromancer + Conjurer say the bandits are under their control as slaves and are mining for them.... It's just another bug in this game that has driven you (and me before I noticed this) to a misunderstanding.
A quick test for you to see the quest corrected is using console command "tdetect" to disable player detection: won't fight each-others, and in the interior you'll see the dialogue scene. Or use my SMPC mod-fix that fixed that too ;) Hexaae (talk) 14:53, 3 May 2014 (GMT)
What is it that makes them fight? Is it an incorrect script, a missing one? Without knowing why they fight it is hard to call it a bug. If you do something using the console and you get a different action as a result that shows that something is having an effect on the quest, but that effect might be intended. I'm not averse to bugs being documented, but the onus is on you to show where a bug exists, and why it is a bug and not just an odd but intended action. It is of course odd that zombified bandits would attack their zombifier, but as I said, it needs to be shown that it is not an intended action. Silence is GoldenBreak the Silence 15:13, 3 May 2014 (GMT)
Because they get spawned before the engine sets the correct faction for them and because they are actually real Bandits with just a shader applied. Bethesda used those fake dead bandits to workaround the problems with zombies dying after some minutes by the spell. This introduced those unpredictable timing engine issues though that lead to this incoherence many people misunderstood. Why do you think the bandits die immediately if they kill (their master) necromancer, in the exterior? Because by design they shouldn't kill him, but be servants and die if you killed the source of their curse spell. There is a script attached on the necromancer to control them... and other clear clues. Well, if you don't want believe me I don't care. It's clear you're not an modder because you would have already seen the proofs I mentioned using the CK. You're skeptical? It's not a problem, I discussed this bug also with Arthmoor and even next USKP 2.0.4 will have a fix/workaround for the subdued bandits, just like I did with my SMPC already. Byez... Hexaae (talk) 11:16, 16 May 2014 (GMT)

Double Whirlwind Sprint at the triple portculis puzzle (PC)[edit]

I've tested it repeatedly on 3 characters (PC) and indeed you can use it twice in a row. Have others tested this on consoles? — Unsigned comment by Mogribus (talkcontribs) at 08:17 on 3 September 2015 (UTC)

With careful timing, you can use it twice on the PS3, if you're fast. I didn't quite make it all the way through using only one shout, but with proper timing I assume it's possible because I was sloppy and came extremely close. 21:16, 24 October 2017 (UTC)