This page is currently being rewritten as part of the Skyrim Quest Redesign Project. The page is being rewritten and checked in several stages. All users are welcome to make changes to the page. If you make a change that is relevant to the project, please update this template accordingly, and make sure you have observed the project guidelines. |
|
Quick WalkthroughEdit
- Go to New Gnisis Cornerclub and read the Lost Caravan Guard's Note.
- Locate the lost caravan north of Bronze Water Cave and read the Carriage Driver's Note.
- Locate the lost caravan east of Loreius Farm and read the Seedy Guard's Note.
- Enter Whiterun's Hall of the Dead and read the Caravan Captain's Note.
- Locate the final caravan northwest of Peak's Shade Tower and read Velyne's Letter.
- Loot the Attunement Crystal and journey to Sightless Pit.
- Explore Sightless Pit and use the Attunement Crystal to unlock the entrance to the Sightless Vault near the dungeon exit.
- Solve the steam valve puzzles and defeat the Messenger to claim Sunder and Wraithguard as your own.
Detailed WalkthroughEdit
Letters from the Red YearEdit
Upon installing the Sunder & Wraithguard Creation, you will be directed to the New Gnisis Cornerclub in Windhelm in relation to a trove of old refugee letters from the Red Year which have recently been uncovered. On the bar top is a Lost Caravan Guard's Note, which can be freely taken. Reading this note will reveal that a highly secretive smuggling operation had been organized to transport some unknown cargo through Skyrim, using the refugees fleeing Morrowind as cover. Several decoy caravans were employed to transport this cargo, each with a code name based on the Great Houses of Morrowind.
The author of this letter was part of the Telvanni caravan, and was reportedly carrying the cargo towards the Nightgate Inn. The destroyed remains of this caravan are half-buried in snow along the road between Windhelm and the inn, just north of the entrance to Bronze Water Cave. Several destroyed Dwarven automatons surround the carriage, along with the skeletons of the unfortunate caravaneers. Unfortunately, the elusive cargo is nowhere to be found, although there is a Carriage Driver's Note in an "Old Caravan Chest" at the wreckage. The author of this note complains of attacks from Dwarven automatons as well as "singing" coming from the cargo. It also reveals that the items were handed off to the Sadras caravan, which was heading for Whiterun.
(If Saints and SeducersCC is also installed, the first caravan is located right next to Svarig's Dark Seducer camp and can be discovered before starting this quest. Reading the Carriage Driver's Note without going to the cornerclub will start the quest and direct you to the next caravan with no context.)
The next ruined caravan is just off the road east of Loreius Farm. You will be greeted by a familiar scene of Dwarven machines and skeletal corpses. One such skeleton can be found holding the Seedy Guard's Note, which reveals that the cargo had been handed over to the Indoril caravan and that its captain was planning to stop by the Hall of the Dead in Whiterun. Be sure to loot the nearby Old Caravan Chest for valuables, then make your way to Whiterun.
The Plot ThickensEdit
You will need to enter the Whiterun Catacombs once you arrive at the Hall of the Dead. This area is infested with low level undead skeletons. Down the first set of stairs, you will find the Caravan Captain's Note atop a low-lying table. According to the note, the surviving caravans took a detour towards Falkreath to avoid any further Dwemer attacks. You will find their remains at a ruined campsite in the woods northwest of Peak's Shade Tower. One of the skeletons is in fact the body of Velyne, a member of the Hlaalu caravan and seemingly one of the masterminds behind this venture. Velyne's Letter at last reveals that the secretive cargo is actually Sunder and Wraithguard, and that the Dwemer automaton attacks are the result of a fail-safe system implemented by Kagrenac to prevent his Tools from ever leaving Morrowind. The Dwemer created a Tamriel-wide network of drones which would track down and retrieve the Tools if they were taken out of Morrowind, and would then deposit them in a vault until a Tonal Architect could come and retrieve them. Seeking to put a stop to the attacks, some of the caravan captains betrayed their employers and handed Sunder and Wraithguard over to the drones. Velyne learned of this, and managed to track the items to a vault located in Sightless Pit. She obtained a Attunement Crystal to unseal this vault, but evidently died before an expedition could ever be organized. Take the crystal from her skeleton and be sure to loot the Old Caravan Chest before you leave.
Hidden DepositoryEdit
Sightless Pit is a Falmer-infested dungeon in the snowy wastes southwest of Winterhold. Unlike most dungeons in the game, the entrance to Sightless Pit is one-way, meaning you will need to fight your way through the entire complex in order to escape. See the dungeon walkthrough for more information. Your goal is to reach the final zone, Abandoned Cave. A new door has been added by this Creation, to the right of the lift as you enter the zone. Place the Attunement Crystal on the Dwarven Pedestal to unseal the entrance to the Sightless Vault. This is a new area added by the Creation and consists of a large central room with two side areas. Sunder and Wraithguard are locked behind gates in the center of the room and cannot be reached.
To begin unlocking the gates, you must first activate a Vault Release Valve at the back of the room. You must then solve two steam valve puzzles in the two side rooms, which will involve activating each valve several times until the steam travels in the right direction. Your goal is to direct the steam in the direction of the next valve, until you reach the end of the piping and your journal updates. You will need to fight two Dwarven Spiders and two Dwarven Spheres respectively after you solve each room. With this done, the door near the original Vault Release Valve will open and an extremely powerful ebony-colored Dwarven Centurion named the Messenger will emerge.
Once you defeat this final guardian, the gates will swing open and Sunder and Wraithguard are yours to claim. On its own, Sunder does 5 points of frost, fire, and shock damage each and 15 points of damage to stamina and magicka. With Wraithguard equipped, Sunder becomes a powerful weapon, although unlike its initial appearance in Morrowind it will not kill you if you equip the weapon without wearing Wraithguard. Wraithguard also provides 10% resistance to shock, fire, frost, magic, disease, and poison when worn. If you've already completed Arniel's Endeavor, you will have come into possession of Keening, another of Kagrenac's Tools. Keening is also empowered if wielded while Wraithguard is equipped, and it can be dual wielded along with Sunder. Before you depart, make sure you loot the chest in the room where the Messenger emerged from.
BugsEdit
- The Lost Caravan Guard's Note frequently falls through the top of the bar to the shelf below, making it difficult to find.
- Upon purchasing the Sunder and Wraithguard creation, the quest may not activate causing the Attunement Crystal to not spawn.
- If you leave the Sightless Pit without completing the vault puzzle, you may lose the Attunement Crystal and be unable to complete the quest.
- If you only obtained one item and receive the quest again, the Messenger will not respawn even if you perform all the steps necessary to encounter it. The doors to the vault will remain inoperable and leave the quest unable to be completed.
- If you read Velyne's Letter before picking it up, you will be given the objective to "Read Velyne's Letter" but be unable to complete it.
- If one activates the Messenger release valve and quickly hides in one of the side rooms, the Messenger will not respond to attacks and can be killed easily
Quest StagesEdit
Legends Lost (ccBGSSSE008_Quest) | ||
---|---|---|
Stage | Finishes Quest | Journal Entry |
0 | Rumors say an old refugee trunk full of letters has been uncovered in Windhelm. I should see if I can find a copy of those letters and more information on the cargo they were carrying.
Objective 0: Find the caravan's letters in Windhelm
|
|
1 | I've found one of the letters, which details the routes of both the caravans as well as decoys designed to misdirect potential thieves. According to the letter, the first caravan was headed west toward Nightgate Inn. Perhaps following its trail will lead to another clue.
Objective 1: Follow the caravan's trail
|
|
2 | The first caravan was attacked by Dwarven creatures. They managed to escape but I found a copy of their logs, along with details of all the other caravans. The next carriage was headed towards Whiterun. I should see what I can find.
Objective 2: Find the second caravan
|
|
3 | On the road to Whiterun I found the remnants of another sacked caravan. According to a note I found in the wreckage, the remaining caravans were set to regroup in Whiterun, and one of the guards visited the Halls of the Dead there.
Objective 3: Find evidence of the caravans in Whiterun
|
|
4 | In response to the attacks, the caravans took a detour towards Falkreath. I'll need to follow their trail to see if they left anything behind.
Objective 4: Find the detoured caravans
|
|
5 | The cargo the caravans were delivering appears to hold the missing Tools of Kagremac [sic]: Sunder and Wraithguard. Apparently the items were surrendered to Dwemer drones and taken to a vault in the Sightless Pit. If I'm to open the door, I need to take this attunement crystal I found and use it to unlock the vault.
Objective 5: Enter the vault in the Sightless Pit
Objective 8: Retrieve the Attunement Crystal
|
|
6 | I've unlocked the Sightless Vault. Within lies Sunder and Wraithguard.
Objective 6: Retrieve Sunder and Wraithguard
|
|
7 | As predicted, both Tools are guarded by a powerful Dwarven Centurion. I'll have to defeat it if I'm to claim them as my own.
Objective 7: Defeat the Messenger
|
|
8 | I've defeated the Dwarven defenses and claimed both Sunder and Wraithguard for myself. | |
10 |
Objective 9: Restore steam in the left valve system
Objective 10: Restore steam in the right valve system
Objective 11: Find a way to open the vault gates
|
|
11 |
Objective 12: Read the Carriage Driver's Note
|
|
12 |
Objective 13: Read the Seedy Guard's Note
|
|
13 |
Objective 14: Read Velyne's Letter
|
- The following empty quest stages were omitted from the table: 9.
- Any text displayed in angle brackets (e.g.,
<Alias=LocationHold>
) is dynamically set by the Radiant Quest system, and will be filled in with the appropriate word(s) when seen in game. - Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.
- If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
- On the PC, it is possible to use the console to advance through the quest by entering
setstage ccBGSSSE008_Quest stage
, wherestage
is the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages, but it is possible to clear all stages of the quest usingresetquest ccBGSSSE008_Quest
.