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Skyrim:Bloodchill Cavern

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Bloodchill Cavern
(view on map)
Added by Bloodchill Manor
# of Zones 1
Respawn Time  ?
Console Location Code(s)
Southeast of Snowpoint Beacon
Special Features
# of Alchemy Labs 1
# of Arcane Enchanters 1
# of Tanning Racks 1
# of Smelters 1
# of Forges/Anvils 1
# of Grindstones 1
# of Workbenches 1
# of Cooking Pots/Spits 1
# of OvensHF 1
# of Staff EnchantersDB 1
# of Wood Chopping Blocks 1
Bloodchill Cavern

Bloodchill Cavern is a vampiric player home in Winterhold, southeast of Snowpoint Beacon and southwest of Alftand. Its interior is known as Bloodchill Manor and contains a subterranean vampire lair.

Related QuestsEdit


Bloodchill Manor

The exterior of the cavern is barren except for 3 snowberry plants that can be harvested.

From the cavern entrance, a path extends downward across a bridge over water to the front terrace of a home set into the cavern rock. The cavern is tall and mostly enclosed, with a small opening at the top revealing a bit of sky. Waterfalls lie to the right, and hanging moss grows in abundance around the terrace. Two gargoyle statues sit above the home’s main doorway. A skeleton next to a treasure chest can be found in the water beneath the bridge.


Enchanting area

Just inside the front door on the left are a wood chopping block with axe, 2 fish barrels and 4 sacks. On the right are 4 small garden planters with 3 plots each.

Down a long stairway is the main landing, around which are five rooms which all open up after the quest has been completed.

First on the left is a workshop area with a grindstone, tanning rack, workbench, smelting pot, anvil, 2 weapon racks, 3 chests, 3 sacks, a barrel, a strongbox and a cupboard holding a Smithing skill book, ruby, amethyst and sapphire. At the end of this room is a small dungeon with a sleeping hay pile.

Continuing clockwise from the left, the next room is a kitchen and dining area with a large dining table, bar, cooking pot, oven, 4 cupboards, 2 barrels and 12 sacks.

Next, at the far end of the landing in the center, is an armory room holding 17 mannequins, 8 weapon racks, 6 weapon plaques, 4 shield plaques and dedicated displays for these unique items: 11 claws, 5 paragons, 5 jars, 14 masks, Auriel’s Bow, Dawnguard Rune Axe, Zephyr, Initiate’s Ewer, Draw Knife, Vale Deer Hide, and Harkon’s Sword.

The next room is a split-level library/alchemy-enchanting area/master bedroom. It holds vampire armor and clothing items, an alchemy lab with various ingredients, an arcane enchanter with several soul gems, a staff enchanter with 2 Heart Stones, 2 sleep coffins, a sleep bed, 8 mannequins and numerous bookcases, cupboards, chests and shelves. Upstairs, on a shelf are spell tomes for Necromantic Healing and Conjure Mistman.

The final room holds 2 children’s beds, a mannequin, training dummy, several bookcases and multiple storage cupboards. The entire home and cavern form a single zone.


  • Respawning items include: vampire armor and clothing, other armor pieces on shelves, alchemy ingredients, soul gems, Heart Stones, foods and beverages, and smithing materials.
  • The training dummy in the children's room is wearing a Dawnguard helmet and holding a Dawnguard shield to look like the "enemy." This does not change in appearance, even if the player is a member of the Dawnguard.
  • To the east of the entrance to the cavern is a World Interaction point. Often as you are leaving, you may be attacked by any random encounter enemies, from Gargoyles to Werewolves to Giants. The large size of the area means that many opponents can spawn at once for some of the largest random encounters (seven zombies if Plague of the DeadCC is installed, or the four bandits fighting two giants and a mammoth).
  • Even if you have not joined the Dawnguard, if you sided against the vampires to claim the home there will occasionally be vampires, Death Hounds, or Gargoyles attacking you outside the cave to avenge their allies.


  • Many of the house decorations, especially those in the master bedroom, are floating ever so slightly above the surface. Touching them sends them flying. ?
  • This player home can be glitchy. Certain followers, items stored and moving the family in may cause the game to crash upon entering Bloodchill Cave.
  • Some spouses (Lydia, for example) will not move to Bloodchill Manor despite the house showing up in dialogue. ?
  • At times, the alchemy lab surface may be invisible, but the lab can still be used as normal. This bug can happen with a few other alchemy labs in the game (Saarthal, the Midden Dark).
  • When entering the home with a pet follower and a humanoid follower, they can experience a pathfinding issue and get stuck in the cave entrance. They will be running in place indefinitely until moved. A simple fix to this issue is to leave and re-enter the home, or walk down the main hallway and wait for an hour. This will teleport the followers out of this bugged state. ?
  • If you sit in the left chair in front of the master bedroom fireplace, you can get stuck in the chair (endlessly in the sitting animation) and must reload the game. ?
  • After leaving and returning, weapons stored on the wall racks in the armory may not be retrievable, requiring you to use such console commands as `MoveTo Player` or `ToggleCollision`. This bug also occurs in the basement armory of Hendraheim.
  • If you leave the quest at the fight without finishing it, the doors will be closed and the gargoyles will become statues that don't respond to any action you do, making the quest unbeatable. Fix: Console command [setstage ccEEJSSE005_Quest 100].
  • Placing a dagger in any of the four dagger cases on top of the stairs to the master bedroom can cause it to glitch and will be unable to be removed from the case.
  • The Wooden Mask may disappear when placed on its stand. There is no way to retrieve it and you’ll have to reload the last save made before then to keep it. ?


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