Skyrim talk:Castle Volkihar
Contents
- 1 Location
- 2 Upgrades.
- 3 Extra Area/hidden treasure
- 4 Valerica's Study
- 5 Castle moving?
- 6 Moved from Article
- 7 hatch in the thrall quarters
- 8 Split
- 9 Loot respawning
- 10 Region
- 11 Safe Containers
- 12 Respawn Bug?
- 13 Skeletons in surrounding waters
- 14 Castle Volkihar used to have invisible walls around it?
Location[edit]
Is this in the "Far Northeast of Haafingar" or "Far Northwest of Haafingar" Could someone with the beta specify? — Unsigned comment by 108.25.184.76 (talk) at 02:40 on 14 June 2012
- No-one with Beta can due to contracts, but as far as I can tell it's going to be to the far northwest of Solitude. It's a new location added to Skyrim, probably as an island. The Silencer speaksTalk 01:47, 14 June 2012 (UTC)
Upgrades.[edit]
I heard that you can upgrade this castle once it's in your possession. Does anybody know what types of upgrades you can get? and is it like a regular house where you can store your items and sleep? thanks in advance.--JIGSAW 4 14:38, 28 June 2012 (UTC)
- The only upgrade for the house in the rubble gets cleared to the courtyard, once you beat the vampire side talk to Garan Marethi and he'll ask if you want to do it. I'm not sure what is "safe storage" or not though. --SPMcKinney 20:39, 3 July 2012 (UTC)
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- The empty room to the upper right of the balcony floor gets redone about halfway through quest line. (spoiler alert) After defeat Lord Harkon you acquire his room which is right of the cathedral. These are all acquired naturally through progression. I also read somewhere which source I don't remember(probably this wiki) that when Velrica comes back from the Soul Cairn she replants the garden will verify later --Rollswetlogs 20:39, 10 July 2012
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- I can verify that the plants in the courtyard get replanted. — Kimi the Elf (talk | contribs) 22:35, 10 July 2012 (UTC)
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- How much it take that ruble get cleared. I did talked Garan Marethi, and noting happend? So far. — Unsigned comment by 77.46.229.149 (talk) at 16:04 on 15 August 2012
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[edit]
I found a hidden chest and an undercroft but don't know where would be best to put this info? If you go around to the North of the castle you will come across a harbour area with a door to Volkihar Undercroft and 4 skeletons. The Undercroft door says you need a key, which I don't have yet. Also, if you enter the water and swim down, past the first 3-4 broken boats you will find another boat (Volsung Dragon Priest Mask is useful). Within this wreck is a chest which had gold and a Flawless Emerald inside. Not sure if it respawns yet. Worth a mention I guess. (Saddy69 20:11, 3 July 2012 (UTC))
- The door becomes unlocked during the course of events in the quest Chasing Echoes. The harbor and undercroft are both important parts of the aforementioned quest. This article hasn't been properly fleshed out yet, so for now the note about the sunken ship and its chest can go under "Notes". Also, if anyone else is curious, I can confirm that there is a chest found inside a sunken ship, deep below the harbor, and it contains minor leveled loot (always gold, sometimes gems). • JATalk 20:26, 3 July 2012 (UTC)
- Thought that may be the case, thanks for confirming. (Saddy69 20:33, 3 July 2012 (UTC))
Valerica's Study[edit]
A couple of points that may or may not be worth noting somewhere...
1) The door on Castle Volkihar Balcony indicates that it leads into "Valerica's Study." However, the study itself is labeled "Volkihar Ruins" when viewed on the map from the inside.
2) A Dragon Bone can be found on one of the tables in Valerica's study near the bookshelves. It along with everything else in the room will eventually respawn (I now have a total of four Dragon Bones acquired from this location alone). This is the only location in the game where a player can acquire a Dragon Bone without having to kill a dragon. Coupled with the respawning Dragon Scale that can be found at the Shrine of Akatosh near Rorikstead, this means that with the appropriate smithing perk, a player can now craft their own Dragon Bone/Scale equipment without having to complete the "Dragon Rising" chapter of the main quest. Ideal if you don't wish to activate random dragon attacks but you'd still like to be able to craft and improve your own Dragon equipment.174.0.116.189 00:36, 19 July 2012 (UTC)
- Another point you forgot to add: It's the only area in the game where 2 black soul gems respawn.--50.135.172.120 19:36, 19 July 2012 (UTC)
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- there is another black soul gem in the main hall area in the left room where there is an arcane enchanter - appropriate, eh? There are few more soul gems there and an elven dagger with soul trap, all of those respawn. — Unsigned comment by 85.64.16.111 (talk) at 19:29 on 25 August 2013
- What do you mean by the "main hall area"? The only arcane enchanter on this page is the one in Valerica's study, and the black soul gems are listed there already. If you're referring to Volkihar Keep, there is a separate page for that part of the castle. — ABCface◥ 21:12, 25 August 2013 (GMT)
- there is another black soul gem in the main hall area in the left room where there is an arcane enchanter - appropriate, eh? There are few more soul gems there and an elven dagger with soul trap, all of those respawn. — Unsigned comment by 85.64.16.111 (talk) at 19:29 on 25 August 2013
Castle moving?[edit]
After completing the main quest I found the castle had moved from the far-north of the map to the far east did anyone else experience this? 70.119.230.173 14:16, 7 August 2012 (UTC)
- It doesn't actually move, but the ingame map rotates ever so slightly, if you are in one of the corners of the game world. So if you are at Fort Dawnguard, the map will rotate clockwise, making the castle appear in the far "north", while the map is actually just displayed differently. This also happens with a few of the vanilla game locations, but is much more apparent with the added cells from the DLC.--Geistertanz (talk) 05:46, 4 September 2012 (EDT)
Moved from Article[edit]
Moved from article:
- Even though the castle's containers are said to be non-respawing, knapsacks and apothecary's satchels do respawn in ten days time like the rest of the castle.
- Added by ElementalDud at 18:17, 7 August 2012
Where does it say that the containers are non-respawning? Am I missing something? ABCface◥ 02:53, 8 August 2012 (UTC)
hatch in the thrall quarters[edit]
within the thrall area or vampire cattle place if you go past the two cages to your left there are two bowls with bones in them. I thought at first that was were the death hounds ate perhaps. however in that area is one of those draugr hatches that is filled with water, i can see some sort of passage inside but cant open the hatch. I don't use pc, i have xbox, so i can't use any command to get past. anyone that has pc version, could you get paste there and check it out? the curiosity is killing me, even if it does turn out to be nothing. Oh! and by the way if there is any way to open it legitimately, please let me know. thanks! — Unsigned comment by 68.80.238.11 (talk) at 05:17 on 16 August 2012
- I can't find a way in either. Also on Xbox, and wondered about this myself. ABCface◥ 05:21, 16 August 2012 (UTC)
Split[edit]
Currently, this page is set up for the Volkihar Keep portion of Castle Volkihar, with the exception of a few notes. There are several other areas which have redirects to this page, including the Undercroft, Ruins, East Tower, North Tower, Valerica's Study, and Castle Volkihar Balcony (not an area, but a fast-travel point). Separate, individual pages exist for two other related locations: Volkihar Courtyard and Volkihar Cathedral.
I suggest that the areas be split/merged as follows:
- A page for Volkihar Courtyard, which already exists and wouldn't involve any changes related to this proposal
- A page for Volkihar Keep
- merge the information from the Volkihar Cathedral onto the Volkihar Keep page, and make the Cathedral page into a redirect to the Keep page
- A page for the dungeon portions of Castle Volkihar, including:
- Volkihar Undercroft
- Volkihar East Tower
- Volkihar North Tower
- Volkihar Ruins
- Valerica's Study is technically part of Volkihar Ruins, so that redirect should go to the Castle Volkihar dungeons page
- The Castle Volkihar Balcony redirect should also lead to the Castle Volkihar dungeons page, as the door leads into Valerica's Study
For those who have played through Dawnguard at least once, it's pretty clear that Volkihar Keep is distinctly separate from all other interior areas within Castle Volkihar.
- Volkihar Keep is used as the Volkihar vampire faction's "guild hall", to compare it to other factions (Companions has Jorrvaskr, the College of Winterhold faction has its own College of Winterhold building, Dark Brotherhood has their sanctuary, Thieves Guild has the Ragged Flagon, etc.), and the keep has no enemies for guild members (until the very end of the DLC's main questline).
- On the other hand, the Undercroft, Ruins, and North Tower all have enemies such as skeletons, death hounds, and gargoyles, and are treated much more as "dungeon" areas in gameplay, with various loot which is available to members of either faction (vampires or Dawnguard) without stealing (the latter is true for the East Tower, though it has no enemies).
Even in game files, the areas of Castle Volkihar are set up in this manner.
- Courtyard
- Volkihar Keep
- Editor ID is "DLC1VampireCastleGuildhallLocation"
- Members of this location include Volkihar Keep and Volkihar Cathedral
- Castle Volkihar dungeons
- Editor ID is "DLC1VampireCastleDungeonLocation"
- Memers of this location include Volkihar Ruins, Volkihar Undercroft, Volkihar East Tower, and Volkihar North Tower
While the parent locations for the dungeon and keep portions of this location are the same, I think the pages should be kept separate, as the information on each set of areas varies greatly and is distinct and extensive enough to warrant such action. Two sandboxes have been created with this proposal in mind which demonstrate an idea of how these pages would look if this change was made. Most of the work has been done already, so if the decision to follow through with this proposal is made, the main actions which would need to be taken are maintenance-type actions such as moving pages and changing redirects (various other tweaks as well, but pretty minor ones considering the extent of each page).
So, now that I've posted my TL;DR bit on the matter... based on the details provided above and/or personal gameplay experience, please provide your thoughts on this proposal. —ABCface 18:47, 22 August 2012 (UTC)
- Well seeing as the edits are currently taking place in my sandboxes, i obviously support this idea. WE can either break it up by what make sense, or we can break it up by how the game does - which in this instance - is both - ain't that peachy? Whispendtalk 02:59, 23 August 2012 (UTC)
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- If this were Facebook, I'd "like" this proposal. --ADK 04:41, 28 August 2012 (UTC)
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(←) All right, it's been a week and no one has commented that they oppose this, so I will go ahead and make the changes later tonight (I guess that would be early morning in coordinated universal time). ABCface◥ 12:42, 29 August 2012 (UTC)
Loot respawning[edit]
I found that the much of the loot in the nort/east towers respawns every time you enter, while the enemies do not. maybe this is worth mentioning? 84.87.238.218 18:45, 17 November 2012 (GMT)
Region[edit]
Are we wanting to place the castle in Haafinger? CSList shows the PNAM (which I assume means something like Place Name) value to be Tamriel, unlike the values for known locations where the PNAM value corresponds to a hold name (Whiterun example). --Xyzzy Talk 18:50, 11 March 2013 (GMT)
Safe Containers[edit]
I was wondering if any containers are safe? I've heard the ones in Harkon's room are, and the chest in the cathedral, but was wondering if any of the containers in the undercroft area are safe as well. — Unsigned comment by 172.12.38.82 (talk) at 23:07 on 9 February 2014
- The best way to find out is to test it yourself. Empty out any containers you want to test, place a distinctive item in each one, head back to the mainland, and wait for at least 10 in-game days (I always do 1 extra day just to be safe) before returning and looking in the containers. Barring this, you'll have to wait for some good samaritan to test it for you or (if possible) look in the game data. --Xyzzy Talk 01:15, 10 February 2014 (GMT)
Respawn Bug?[edit]
In one of my save files where I chose the side of the Dawnguard, after the completion of the main quest line I went back to Castle Volkihar and cleared out the Undercroft, Courtyard, and Ruins again instead of fast traveling to the Balcony on my way to the Soul Cairn. A few skeletons, rats, Death Hounds, and Frostbite spiders were around, but no Gargoyles. But the strange part is that while passing the areas in the Ruins section where a Gargoyle used to ambush the player, the explosion and stone skin fragments still happen, but there's no visible Gargoyle before or after, no enemy to fight. I'm thinking it's a glitch, where the enemy Gargoyle might have been supposed to respawn but it doesn't happen even though the stone skin explosion still animates when the interior resets. I'm playing on the PS3 and this is the first time I've gone all the way through the ruins again, so this is the first time I've come across this oddity. There are about 8 explosions total all throughout the Ruins. Has anyone else ever encountered this? Chocoholic (talk) 10:32, 23 March 2016 (UTC)
Skeletons in surrounding waters[edit]
On a recent playthrough on the 360, I used Ahzidal's Boots of Waterwalking to travel directly to the Island upon which the castle sits, instead of using the boat. Much to my surprise, I discovered a few clusters of skeletons beneath the surrounding waters (about 3-5 skeletons in each group). Using Detect Dead, they glow blue until you get close, at which point they animate & attack (note that these are the draugresque tough skeletons found in DG, not the weak versions found in the base game). Anyone else encounter these guys while going for a walk (or swim)?--149.160.118.95 23:28, 18 July 2016 (UTC)
- I can remember coming across one or two around by the side entrance, but at the time, I thought it was just one of the local skeletons that had gotten "lost" in the water and couldn't figure out how to path back to land. Now, you're making me wonder. I don't see anything obvious in the Creation Kit, nor am I finding anything in the game this time except the normal side-door skeletons, where they should be.
- Can you describe where you found them a bit more, just so I can be sure I was looking around the right area? If there are no landmarks nearby, it would be helpful to at least know where you started waterwalking and if you headed in a straight line to the castle or not. Thanks! – Robin Hood (talk) 17:45, 19 July 2016 (UTC)
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- IIRC, I came from the vicinity of Northwatch Keep, or maybe a bit west of there, as I was using the boots to explore the various islands, rocks, and ice floes in the area. I noticed at least two groups, maybe three.--149.160.118.50 22:34, 28 July 2016 (UTC)
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- I'm not seeing anything anywhere. Could've just been a fluke, or it could be some bug that's been fixed by the unofficial patch. There's another location just northeast of Solitude where NPCs used to path to for no good reason. Perhaps this is something similar and these groups of skeletons are pathing to an area near Volkihar for no good reason. It'd be interesting to know if it happens to you in any future games, or if anyone else finds skeletons in that area. – Robin Hood (talk) 05:52, 29 July 2016 (UTC)
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- I recently went back (same playthrough) to find the exact area. Just south of Castle Volkihar, there is a large rock island. The skeletons are south of that among the smaller rocky isles between the big rock and Icewater Jetty.--149.160.118.113 23:22, 25 August 2016 (UTC)
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- Thanks for the precise location. I went there in my current game, and I don't see anything, so as I mentioned before, I'd guess it's probably some pathing issue that the unofficial patch fixed at some point, or just a one-off issue for you for whatever reason. – Robin Hood (talk) 01:12, 26 August 2016 (UTC)
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- I just happened to be at Northwatch Keep and went for a swim north. Couple of mudcrabs, couple of horkers, an Iron Ore vein, and a Nirnroot was all I found, other than some standard shipwreck debris, on any of the islands. That's on both my PC and on the Xbox One (which I'll grant you is running the unofficial patch as well). Agmen (talk) 04:37, 18 January 2017 (UTC)
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- Yes. The skeletons are there in the water, approximately halfway between Icewater Jetty and the tower where that one Dawnguard enemy hides out. I have found the skeletons in the water there on more than one visit: two groups of three or four. They are down in the water or possibly even underground until they detect you and rise up to do battle. I found them when I was floating out to the island in vampire lord form, and the Detect Creatures power shows them before they activate. Valeria (talk) 16:38, 25 August 2022 (UTC)
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Castle Volkihar used to have invisible walls around it?[edit]
I recall watching a gameplay from 2012 - and I just checked to be sure - but where people now find the skeletons, there used to be invisible walls and you couldn't reach the castle, with the exception of the boat in Icewater, does anyone remember those invisible walls or have another proof it happened? — Unsigned comment by Owoddenmask (talk • contribs) at 23:29 on 28 May 2023 (UTC)
- I don't think that's correct. The island could always be reached by swimming. —Legoless (talk) 13:21, 29 May 2023 (UTC)
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- Here is why I am asking: (https://streamable.com/em0xlq), you can see that at 1:10, despite clearly going forward, the horse is not moving at all as if there is a invisible wall there. I tried checking other gameplays around the same time and everyone just went straight into the boat. — Unsigned comment by Owoddenmask (talk • contribs) at 14:11 on 29 May 2023 (UTC)
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- I don't know the context for that clip, but he is not clearly going forward. There is no difference between the horse idle animation and the horse moving animation when in water. I can also personally attest you could just swim there, I did not use the boat when I first played it back in 2012. --AKB Talk Cont Mail 14:47, 29 May 2023 (UTC)
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- I provided a link with the video where the horse is indeed going forward at what seems to be an invisible wall, not an idle animation. You can simply prove me wrong by posting a similar video instead of implying "trust me I did the same and it worked". — Unsigned comment by Owoddenmask (talk • contribs) at 21:01 on 2 June 2023 (UTC)
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- I didn't say that there is an invisible, I asked if there was back when Dawnguard was released in 2012. — Unsigned comment by Owoddenmask (talk • contribs) at 23:09 on 2 June 2023 (UTC)
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- Prove it then. So far, the only evidence presented shows that there is an invisible wall in version 1.6.90.0.6. You can easily disprove it by sharing another video in that very same version, otherwise it is just an ad verecundiam — Unsigned comment by Owoddenmask (talk • contribs) at 17:23 on 3 June 2023 (UTC)
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(←) Your video showed no such thing. As I said, there is no difference between the idle animation and moving animation. There is not an invisible wall there, and there never was one. --AKB Talk Cont Mail 18:19, 3 June 2023 (UTC)