"Skyrim", Geyrmunda Hall: description of location, walkthrough

Geyrmunda Hall is a location in Skyrim that any player may encounter during the passage of the game.

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The hall is a huge cave located underground. There, Dovakina faces many dangers like zombies, poisoned traps, puzzles, and more. Nevertheless, behind all the difficulties are hidden and useful things that are useful to a player of any level.

Training

Finding Geirmund Hall is quite difficult. Initially, it is not indicated on the map. Therefore, first you have to go to the big city of Aivarsted. If you have never been there before, 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 east, to the 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 Geyrmund Hall, the player is 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 cannot be carried away by yourself. To withstand the battle with the enemies, stock up on food and healing potions. In the Hall, in addition to ordinary draggers, there are various monsters that can poison you. Therefore, the antidote will not be superfluous. Also take a bow and good arrows - they will come in handy for a fight with the "boss". Arrows can be bought from blacksmiths. Glass and elven are very expensive, but a dozen are quite enough.

Entrance inside

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

skyrim geyrmunda hall

At the bottom of the abyss is water, in which a staircase to the surface is hidden. There is a door in the cave, behind which frost spiders are waiting for Dovakin. Defeating them is not difficult if you shoot from a bow, preventing the creatures from approaching. Freezing poison can be collected from the corpses of spiders.

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

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

Geirmund Hall: Walkthrough

After opening the grate, you get to the second tier. There is the tomb of the magician. Near her there are several valuable things like potion and gold. Near the tomb you need to find the key. With it, the door opens. If you could not find the key, the door can be cracked with master keys.

Continue west. While moving along the corridor, the player is attacked by dragoons. There are also several traps. The corridor ends with the entrance to the burial room. This is a large room, partially filled with water. In the center is the tomb. Geirmund Hall can only be left from this room. The way out is the passage that blocks the lift plate. But it can be omitted only after defeating Sigdis.

Duel

Sigdis gets up and engages in a battle with Dovakin after he approaches the tomb. But you can manage to hide and inflict hidden blows from afar. Defeating Sigdis is quite difficult.

Geirmund Hall walkthrough

As a weapon, he uses a unique bow that reduces magical power when hit. Therefore, magicians will be quite difficult. Also, the enemy can teleport. To do this, you will need a bow with powerful arrows. The intervals between disappearances are very small, so Dovakin may simply not have time to run to Sigdis before he teleports. If you don't have a bow, you can use the Scream to knock undead down.

After the murder of Sigdis, a passage to Skyrim will open. The Geyrmund Hall can be visited after this with a quick move.

Source: https://habr.com/ru/post/E19700/


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