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"Skyrim", Hall of Geirmund: description of location, passage

The Geirmund Hall is the location in Skyrim, which any player can encounter during the game.

The hall is a huge cave, located under the ground. There, Dovakina awaits many dangers like zombies, poisoned traps, puzzles and other things. Nevertheless, behind all the difficulties are hidden and useful things that will be useful to a player of any level.

Preparation

Find the Geirmund Hall is quite difficult. Initially, it is not indicated on the map. Therefore, first you will have to go to the big city of Aivarsted. If you have not been there yet, you can use the services of a cabman. For forty gold he will take you there from anywhere in Skyrim.

After arriving in the city you need to go to the east, to a large lake. In the middle of it is an island. On this island you will find the entrance to the dungeon.

Before going to the Gymmund Hall, the player should be better prepared. You can take a satellite with you. The satellite is useful not only as a fighter, but also as a repository, because in this location you will find many useful things that you can not carry yourself. To withstand the fight with the enemies, stock up on food and medicines. In the Hall besides the usual draugrs there are various monsters that can poison you. Therefore, the antidote will not be superfluous. Also take a bow and good arrows - they will be useful for a fight with the "boss". Arrows can be bought from blacksmiths. Glass and elf are very expensive, but a dozen is enough.

Inside

After entering, you will find a hole. The only way is to jump into it (note that it will be impossible to turn back).

At the bottom of the abyss - water, in which the ladder is hidden on the surface. In the cave there is a door, behind which Dovakina is waiting for the frost spiders. It is not difficult to defeat them if you shoot from the bow, not allowing the creatures to approach. From the corpses of spiders you can collect a freezing poison.

After the lair of the spiders, the Geirmund Hall expands. You will have to face the draugrams. Some of them know the words of power, so try to push them away with Scream before they use the spells.

A serious obstacle is the iron grating. To open it, you need to rotate the stone slabs with the image of the animals in the correct sequence.

Geirmund Hall: the passage

After opening the grill, you fall into the second tier. There is the grave of the magician. Near it there are several valuable things like potions and gold. Next to the tomb is to find the key. It opens the door. If you can not find the key, you can crack the door with the master keys.

Further move to the west. During the movement along the corridor, the player is attacked by draugers. There are also several pitfalls. The corridor ends at the entrance to the funerary hall. This is a large room, partially filled with water. In the center is the tomb. You can leave the hall of Geirmund only from this room. The exit is the passage, which is blocked by the lifting plate. But it can be omitted only after the victory over Sigdis.

Duel

Sigdis stands up and starts a fight with Dovakin after he approaches the tomb. But you can have time to hide and put hidden blows from afar. It is rather difficult to defeat Sigdis.

As a weapon, he uses a unique bow that reduces magical power when hit. Therefore, the magicians will be quite difficult. The enemy can also be teleported. For this you will need a bow with powerful arrows. The gaps between the disappearances are very small, so Dovakin can simply not have time to reach Sigdis before he teleports. If you do not have a bow, you can use Scream to knock undead off your feet.

After the murder of Sigdis, the passage to Skyrim opens. The Geirmund Hall can be visited afterwards with the help of fast moving.

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