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# of Zones | 1 | ||
Clearable | Yes | ||
Dungeon | Yes | ||
Respawn Time | Never (storage is safe) | ||
Level | Min: 25 | ||
Occupants | |||
Morag Tong Assassins | |||
Console Location Code(s) | |||
DLC2AshfallowCitadel01, DLC2AshfallowCitadelExterior01, DLC2AshfallowCitadelExterior02 | |||
Region | |||
Solstheim | |||
Location | |||
East of Highpoint Tower Northwest of the Sun Stone |
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Special Features | |||
# of Alchemy Labs | 1 | ||
# of Arcane Enchanters | 1 | ||
# of Heart Stone Deposits | 2 |
Ashfallow Citadel is a small Imperial fort east of Highpoint Tower and northwest of the Sun Stone being used as a base of operations by the Morag Tong.
Related QuestsEdit
- Pain in the Necklace: Find East Empire pendants for Fethis Alor.
- Served Cold: Save Councilor Morvayn from an assassination plot.
WalkthroughEdit
ExteriorEdit
The easiest approach to the fort is from the south. If you are coming here on the quest Served Cold, as you climb two flights of partly buried stairs, you will find both Redoran Guards dead on the stairs and will be attacked by two Morag Tong assassins. A third flight of stairs ascends to the outer wall of the fort, with an archway in the wall to the north. The wall is in very poor condition, with large parts of it collapsed and partly buried in ash. On the west side of the fort are two heart stone deposits. The entrance door is in the small central tower. It is possible to reach the roof of the tower by using the Whirlwind Sprint shout and clever jumping; however, there is nothing up there of interest.
Ashfallow CitadelEdit
The entrance leads into a circular room partly filled with ash, debris, and unlootable skeletons. To the west is a set of shelves holding an East Empire Company strongbox. Beyond the broken section of wall to the right of the shelves is a small room containing a lootable skeleton and a pair of random boots. To the east the path continues down a wide flight of curved stairs typical of Imperial forts.
At the bottom of the stairs is a room guarded by a Morag Tong assassin, with a chest by the east wall. To the southeast, a natural tunnel descends to the south to a north-south corridor lit by two chandeliers and patrolled by a Morag Tong assassin. A wall of bars blocks further progress a short distance ahead. Before the bars, an open door is on the right, and a doorway is on the left. Any fighting with the first Morag Tong assassin will alert a second in the room beyond this doorway, as well as three more assassins behind the bars blocking the corridor. Note that Morag Tong assassins use invisibility to mask themselves; Detect Life or the Aura Whisper shout are very helpful in these instances. At least one of the assassins behind the bars will be an archer. You can use the open door on the right to shield yourself while killing all three assassins with a bow, but ranged area magic will be blocked by the bars.
Beyond the door on the right is a barracks containing six unowned beds and three sets of shelves. The shelves hold ten random books, an elven dagger, two pairs of chitin heavy boots, two pairs of Morag Tong boots, a Morag Tong hood, two chitin heavy helmets, a pair of Morag Tong bracers, three sweet rolls, an iron dagger, a chitin heavy armor cuirass, a Morag Tong armor cuirass, a random enchanted dagger, and an adept-locked safe. Returning to the corridor, on the right along the west wall just past the barracks door is another set of shelves holding nine more random books.
Beyond the doorway on the left is a room containing a table along the east wall set with an arcane enchanter and an alchemy lab. A random filled soul gem and a random empty soul gem are behind the arcane enchanter, and an apothecary's satchel and two random potions of healing, magicka, or stamina are between the arcane enchanter and the alchemy lab. Along the north wall is a sideboard holding a random potion of healing, magicka, or stamina, a filled petty soul gem, an empty petty soul gem, an empty random soul gem, and a random book. Along the south wall is a cupboard holding six random books, an empty petty soul gem, and a filled petty soul gem, with three ingredient barrels to the right of the cupboard. Between the barrels and the doorway is a pull chain that lowers the bars and allows you to continue along the corridor.
Just past the bars the corridor briefly rises, with a wall of crossed bars blocking further progress a short distance ahead. A Morag Tong assassin stands guard to the right. At the top of the rise, a door is on the right. Beyond the door is a short dead-end passage containing five bear traps and a pull chain that operates the vertical bars blocking the corridor. On the right along the west wall just past the door is a cupboard holding seven random books and an elven dagger, with an ingredient barrel to the left of the cupboard. Opposite the cupboard, a door on the left leads to a training room, where three more Morag Tong assassins and Mirri Severin (see notes) are working out. Four chairs, one of which has a random sword on top, are set around a raised central platform with three sparring dummies. Along the east wall at the back of the room is a row of six weapon racks holding a random battleaxe and an enchanted elven mace. Returning to the corridor, on the left on the east wall just past the training room door is another pull chain that operates the horizontal bars blocking the corridor, with an ingredient barrel to the right of the pull chain.
Past the second set of bars is a sideboard on the right holding an elven dagger and four random books. Past the sideboard, a total of eight pressure plates littering the floor activate a series of three spike walls and several sets of spear traps coming out from the walls. The corridor ahead is again blocked, this time by a wall of bars and a wooden gate. The two pull chains to operate the bars and gate are on the back of the two pillars in the small alcove on the right.
This opens the way to the final room. On the right on the east wall just before the doorway where the gate had been is a pull chain that operates the bars behind you. Through the doorway is a large circular room, with wooden planking on the floor covering deep water except for an open area in the center where stairs descend into the water. Two Morag Tong assassins, Vendil Severin, and his wife Tilisu Severin (see notes) occupy the room. Along the south wall at the back of the room is a boss-level chest. Three lootable skeletons float in the water. Two unlootable skeletons are also shackled to the wall in the water; however, even opening the shackles does not release them.
You must exit the fort the way you came in, as there is no shortcut exit.
NotesEdit
- The tunnel entrance will be blocked by a wall if you haven't started the quest Served Cold.
- Mirri and Tilisu Severin will not appear at the fort if they are already dead.
- An East Empire Company strongbox can be found west of the fort at a small reaver camp across a stream.
- Another East Empire Company strongbox can be found north of the fort behind a barred wooden gate at the source of the stream.