Skyrim talk:Lost Valkygg

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Cleared Status[edit]

There seem to be an issue with the "cleared" status of this dungeon. I know the page says "Clearable: No", but I believe that is due to a bug. First off, when you kill the boss of this dungeon, you clearly get the "dungeon complete" tune. The dungeon has two entries; when you look on the outside local map, one entry will say "cleared" while the other will not. The local map inside this dungeon will say Labyrinthian, and not Lost Valkygg as you would expect. The Lost Valkygg on the large world map will never say "cleared". Aezay 20:41, 21 November 2011 (UTC)

Hey there Aezay if you take a look at this I'll just let you know there's only one way to clear that dungeon and that is by using a location ref ID to clear it you can check the page on this wiki to find the particular code if you are a PC player and use the console to clear it, hope this helps.
Bazewa 01:27, 10 January 2012
Actually, it *is* clearable, but for some reason, Lost Valkygg triggers the clear marker on Labyrinthian itself, instead of Lost Valkygg. I've cleared LV prior to starting the Winterhold College quest line, and it shows I've cleared Labyrinthian, when I cannot access the main dungeon, which requires being on the quest to recover the Staff of Magnus. 24.156.216.144 15:14, 24 February 2012 (UTC)
Just a note: this issue is being addressed by the USKP v. 2.0.0. --Blackpete (talk) 23:25, 25 October 2013 (GMT)

Pressure plates[edit]

Curious, the walkthrough written says to avoid the 3 pressure plates at the beginning but that's how I got the 3 metal bar door open, by stepping on them (1 per). — Unsigned comment by 174.62.244.188 (talk) at 18:12 on 21 December 2011

That´s weird. In my game the 3 bars where already down, standing on them just temporarily made them go up. — Unsigned comment by 213.66.51.2 (talk) at 22:55 on 7 January 2012
This is how it worked for me. Curiously, the pressure plates trigger even though I have the light foot perk. — Unsigned comment by 75.34.55.137 (talk) at 04:00 on 26 January 2012
Usually, but not always, the first time you enter the bars are down. If you leave and return, say to drop off loot, they are up when you return. Running across the pressure plates may not always be fast enough but Whirlwind Sprint always works. Unfortunately, followers cannot enter because the bars return upward after a very short time. I place mine as near the bars as possible to transfer as many goodies as possible before the pit. and drop the rest as close to the bars as possible. The Skill Book can be carried and dropped next to the bars and your follower commanded to pick it up. I haven't found a way to lower the bars from the other side. I haven't done this yet but I suspect dropping buckets or something else along that line on the plates would hold them open. Philbert 01:06, 30 January 2012 (UTC)
You can also drop an item on each pressure plate to force the trigger, if the bars are up. Even a cheap iron ingot or similar will work fine. 24.156.216.144 15:17, 24 February 2012 (UTC)

() The bars were up for me, too. I didn't want to leave any of my Precious Belongings behind, so I knocked the nearby pots onto the pressure plates. --Reka 21:16, 3 March 2012 (UTC)

Thanks for everyone's observations. I've added this to the article as a bug. --Roger (talk) 19:03, 9 March 2014 (GMT)

Ruin or Nordic ruin[edit]

Another ruin categorized as plain but described as nordic. Which is it gonna be? 213.112.128.96 16:26, 5 April 2012 (UTC)

I'm going on the categorisation being: exterior only = ruin, interior as well = Nordic ruin. Therefore, I've changed it. If this is wrong, I hope somebody will explain what the 'official' categorisation is. --Gaebrial 10:45, 6 April 2012 (UTC)
The categorization is based on the in-game icon used for the place, which in this case is the "Ruins" symbol not the "Nordic Ruin" symbol. Unless you have evidence that a patch has changed the symbol used by the game developers, I don't see what justification there is for changing the developers' choice of category for the place. --NepheleTalk 14:25, 6 April 2012 (UTC)

This dungeon is not friendly for low level Dovakhiins.[edit]

I went through Labyrinthian on my way back from Ustengrav after going there for the Horn of Jurgen Windcaller. I was level 7 at the time, I cleared most of Lost Valkygg, but with some difficulty as I kept encountering Draugr Wights. Unfortunately my journey into Lost Valkygg came to an abrupt end when I encountered a Draugr Deathlord near the end of the ruins who killed me with one Ebony arrow from an Ebony bow.

This is apprently one of those zones that doesn't scale all the way down to your level, so be careful :) — Unsigned comment by 86.62.165.137 (talk) at 14:49 on 4 May 2012

Correct. Same thing happened to me. Unless you're prepared to fight at least two Deathlords who can disarm you with a shout, don't go there. At the very least you need a ranged weapon that can do a lot of damage fast. 174.6.51.17 02:27, 26 August 2012 (UTC)
The best bet is to sneak-attack with a bow, hide while the Deathlord investigates, then strike again and repeat 'til dead. For the D'lord in the pit, sneak up the ramp behind him, distract him to the other side of the room with an arrow, then jump onto the boulder with the chest on it and spam arrows at him, rinse and repeat. 58.96.81.122 14:47, 7 May 2013 (GMT)

"Leveled" Draugr[edit]

The text speaks of "leveled" draugr. However, the last two draugr in this dungeon seem not to be leveled at all. Rather they seem to be Deathlords all the time I encounter them. My last level 7 character found the "leveled draugr" above the pit to be a Deathlord wielding an ebony bow who could one-shot kill me given the chance and the one below a Deathlord wielding an ebony war hammer. If you can defeat these fiends (and using impact-powered magic then running away and hide multiple times it wasn't that hard after an initial setback) then their weapons are enourmous loot overshadowing everything else you can find here. Is this a bug? Does this only happen to me? (Regarding other comments I suppose not.) Shouldn't the article mention this somehow? 79.249.121.70 08:30, 7 March 2015 (GMT)

I believe the deathlords are still leveled (a level 30 version and a level 40 version), but I'm getting inconsistent results in testing. You're right, though, that they will always be deathlords due to the very high minimum level coming from this dungeon being associated with Labyrinthian, at least without the USKP. I haven't checked what happens with the USKP yet because I'm in the middle of a computer upgrade and don't have anything except basic Skyrim installed right now. Robin Hood  (talk) 22:33, 7 March 2015 (GMT)
Robin, that last edit left a plural/singular issue, but I'm not sure which is correct. Insignificant RevisionsThreatsEvidence 00:09, 11 March 2015 (GMT)

Dungeon Marked Cleared Prematurely?[edit]

The dungeon was marked cleared before the final deathlord was despatched.--Lmstearn (talk) 14:55, 29 January 2016 (UTC)

Had you cleared Labyrinthian? There's a note in the USLEEP fix list that Lost Valkygg would be marked as cleared when Labyrinthian was cleared. Robin Hood  (talk) 19:43, 29 January 2016 (UTC)
Yes, Labyrinthian was cleared, but sounds like a a ticket should be raised for it. Replayed to verify. --Lmstearn (talk) 01:53, 30 January 2016 (UTC)
It's noted already on the article. If by raising a ticket, you mean notifying Bethesda, the last official patch was almost three years ago, while the unofficial patch has fixed tens of thousands of bugs since that time. It's highly unlikely that Bethesda would release anything now. Robin Hood  (talk) 02:28, 30 January 2016 (UTC)
Oops, my blue. The first post should have read "The dungeon was not marked cleared until the final deathlord was despatched." Having completed Shalidors Maze and Labyrinthian the article implies Lost Valkygg should have been marked clear before entering it. A ticket for USLEEP of course. --Lmstearn (talk) 08:25, 30 January 2016 (UTC)