Skyrim Mod:Echoes of the Vale/Ruined Caldera
< Mod / Skyrim: Skyrim Mod: Verified Creations: Echoes of the Vale: Places: Worldspaces
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Added by | Echoes of the Vale | |
# of Zones | 2 | |
Respawn Time | 10 days | |
Occupants | ||
Falmer, Chaurus, Ash Hoppers | ||
Important Treasure | ||
Auriel’s Light | ||
Console Location Code(s) | ||
FVERuinedCalderaBridge01 FVERuinedCalderaInterior01 FVERuinedCalderaPyroductsLavaStream FVERuinedCalderaPyroductsForge FVERuinedCalderaPyroductsExit FVERuinedCalderaPlatform01 FVERuinedCalderaTempleEntrance01 FVERuinedCalderaEntrance |
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Region | ||
Forgotten Vale | ||
Special Features | ||
# of Workbenches | 1 | |
# of Fishing SuppliesCC | 1 | |
Ore Veins | ||
# of Gold | 1 |
Ruined Caldera is a caldera with Snow Elf ruins that is accessed from the Ruined Passage.
WalkthroughEdit
EntranceEdit
When you first enter the Caldera from the ruined passage, you will be at the top of a spiraling natural ramp that curves down to the right. Nearby is a skeleton with a Falmer Arrow protruding from its ribcage. At the far end of the ramp, a balcony on top of a cliff is guarded by multiple leveled Falmer soldiers. You will likely have to battle them in order to continue exploring the caldera, although there is a gap between the ramp and the wall at a waterfall where you can simply Force them off the edge to their deaths, or use the Staff of Hasedoki to launch them away if you have it.
A path leads downhill from the balcony, with a side branch that leads to the Hall of the Curates.
Ruined TempleEdit
The door leading out of the hall of Curates will say "Temple Ruins" even though it is the same zone as the Ruined Caldera.
At the end of the vaulted passageway, leading from the overlook down to another chasm, a bridge spans the second gap to the Ruined Passage's other door, guarded by two more Falmer.
Underground TunnelsEdit
The path that leads around the Caldera may seem to be all there is to explore, but appearances are deceiving and there is much more to the Ruined Caldera.
First, safely make your way down from the main level to the pool at the bottom of the waterfalls. You can do this from either the bridge or the ramp. The Become Ethereal shout or a Paralysis alchemical ingredient can help you avoid any fall damage. On the shore of the pool are several Snowberry plants. There are also ice platforms on the water that you can use to climb out, catch your breath, or cast spells.
For the swim to the underground tunnel, a potion of Waterbreathing or the Waterbreathing spell will be helpful if you’re not an Argonian. Candlelight can also help you.
Look for the deep end of the pool; a tunnel leads around a bend and into an air pocket.
When you emerge into the cave, you will see a skeleton sprawled out in front of some Fishing Supplies, still holding a Fishing Rod that you can pick up.
A shallow streams feeds into the lake, and nourishes many strange plants and fungi. Most of them can’t be interacted with, aside from some Nirnroots.
As you continue, the tunnel slopes upward and veers to the left. At this bend is a Gold Ore vein.
The ground is barren here, and the tunnel narrows sharply until it leads back into the Ruined Passage.
PyroductsEdit
The Pyroducts are a well-hidden area within the Caldera. Near the cave entrance to the ruined passage, a tunnel to the Pyroducts splits off.
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Two Chaurus Cocoons slumber on the right-hand side of the path. You can Sneak past them if you want to avoid a fight.
Past the two Chaurus cocoons, the ground slopes down and opens into another flora-covered area. Ash Hoppers lurk beneath the soil, ready to ambush you as you progress.
Your path is interrupted by a river of lava that pours out of an ancient pipe and cuts across the cavern, but two fallen pipes serve as bridges to cross safely.
Past the lava stream, on the left are three chunks of iron ore and a pickaxe. Ahead and to the right you will see an ancient forge. Hovering vertically in the air above the coals (similar to Shadowrend) is what looks like a glowing Glass Mace. However, the weapon is in fact the unique staff Auriel’s Light.
Further investigation of the forge reveals a perfectly preserved workbench but a nonfunctional anvil. Next to the anvil, a skeleton slumps against the wall. Above the skeleton’s head, positioned on top of the forge wall, are a Corundum Ingot, a Small Dwemer Lever, and four Refined Moonstone ingots.
When you take Auriel’s Light, the ground will quake again, and hordes of Ash Hoppers will charge out of their burrows along the walls. Be prepared for a long fight.