10 Best Dungeon Levels in Skyrim
There’s nothing better in RPG games than being able to enter an eerie cavern with nothing but your sword or spell in hand, ready to take on whatever monstrosity lurks within the subterranean shadows. That’s just one of the many great experiences we’re given in The Elder Scrolls V: Skyrim. Since it’s being re-released for current-gen consoles, let’s take a stroll through memory dungeons, and look at the 10 best dungeon levels in Skyrim.
Bleak Falls Barrow
More than likely the first dungeon you got to explore in Skyrim, the lead up to Bleak Falls Barrow began very early, if you choose to follow Hadvar, he’ll point to Bleak Falls Barrow in the distance and talk a bit about the fears he’d have of the ancient Draugr creeping out from their tombs high in the mountains (thanks Hadvar. We didn’t need to sleep tonight). It helps to build up that moment when you’re standing beneath its towering arches in the blizzard, slowly approaching the stone door. Bleak Falls Barrow is also one we remember because we had to leave and go back again for that golden claw, and subsequently fail at trying to figure out the door puzzle, only to slap ourselves because it was so simple. What? You didn’t? It’s also the first time we see a Draugr overlord, and use that shout for the first time.
Of all the cryptic lands and caverns you stumble upon in Skyrim, few are more mystifying than Blackreach, the dwemer ruin that pulls you into another world. In the darkness of the abandoned city, lie colossal, glowing flora, and vicious little fauna (as well as ancient mechanised guards), soaked in an eerie mist surrounding each ancient stone structure. There are quite a few ways to get into Blackreach, which spans from the edges of Dawnstar, to the mountains north west of Windhelm.
If you ever wanted to feel like a true adventurer, you may have fought your way through Sunderstone Gorge, the cave seemingly lined with a variety of oil and spike traps, and home to a host of fire-spell wielding mages, necromancers, and their skeleton horde. The word wall at the end gives you the ability to breath fire though, so despite all the potions and wheels of cheese you had to wolf down, it’s all worth it in the end.
By the time you come across Ragnvald, chances are that you were already accustomed to the dangers and perils that filled the multitude of dungeons in Skyrim, and yet, you still weren’t prepared for the infuriating battle awaiting you in this particular temple. You could make it through the traps, you could cut down a dozen draugr warriors, but fighting Otar the Mad? You’ve never pressed ‘load game’ so many times in your life.
For the most part, the dungeon levels in Skyrim are just filled with words of power, or precious jewels and trinkets for you to hoard, but Mistwatch contains something more. The fort is filled with bandits, and in raiding this fort, you might come across a man who seeks to rescue his wife. It seems at first as though this mission will be like any other rescue, but it really isn’t. It turns out, his missing wife is leading the bandits that took the fort, and depending on your choices during this mission, everyone can go on with their lives peacefully, or everyone will die.
If you really want a challenging dungeon in Skyrim, you could head toward Yngvild, just East of Dawnstar. It’s a beautiful barrow with a stunning view of the thick mist that shrouds the northern sea. It’s also inhabited by an army of ghosts, draugr who are all female, and a necromancer. Yes, it’s just as creepy as it sounds, which makes his death that much more satisfying, that, and the fact that you’ll have to fight a Draugr deathlord armed with the full fury of the Unrelenting Force shout.
We remember this one, not because it was particularly exciting or perplexing, but because it was frustrating as all hell. There are frost trolls roaming the exterior, and a lot of skeletons and mechanised guardians within. There’s also an undead skeleton dragon, and a powerful dragon priest. Tread carefully, don’t die, and you’ll be rewarded with two word walls (in separate locations).
This one is short, sweet, and to the point. Initially, it’s held by a group of bandits and a dog. More bandits will spawn there when you receive a quest relating to that location. It’s relatively small size and the number of enemies found makes this one just pure, plain fun.
If you find yourself on the White Phial quest, you’ll venture into this cave high up in the mountains of The Pale, teeming with wildlife ready to attack. You’ll remember this one because it’s filled with traps, cave bears, sabre cats, wolves, trolls, and draugr, like Curalmil, the creator of the White Phial, or a dragon-priest, like Curalmil, the creator of the White Phial.
Last, but not least, we have Ustengrav, the tomb of Jurgen Windcaller, founder of the Greybeards, and master of the Way of the Voice. Unfortunately, his resting place has been infested with necromancers, bandits, fighting against each other. This dungeon level is both decrepit, and beautiful, what with its subterranean waterfalls and ancient carvings. It’s also one of the few places that demand some level of skill with the shouts you will have learned, which makes it all the more fun to try and complete.