Oblivion talk:Vilverin

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A more detailed walkthrough than most[edit]

I opted to go for a more detailed walkthrough of this ruin than most of the other ayleid ruins. It is likely to be one of the first ruins explored by players. Also, it does have more in the way of storylines than most ruins, with both the bandit letter and Jalbert's letter. So by the time I'd gotten through describing those letters, it was already getting pretty long. --Nephele 00:57, 30 July 2006 (EDT)

last welkynd stone?[edit]

I've been searching for hours for the 20th welkynd stone in Vilverin, without luck. I think that there are 7 in the bandit leader's room in the first zone, because there are seven pillars right downstairs. There's one in the second zone where it got knocked off it's pedestal between the two containers, and one in the room with the four locked doors on a very high pillar. Another six in the room with the floor trap, and four in the room to the opposite side of the area with the six push stones..

7 + 1 + 1 + 6 + 4 = 19

I came in with zero, so I know that I'm not missing more than 1. But that last welkynd zone is driving me crazy. Can anyone remember where it is? — Unsigned comment by Chopchop (talkcontribs) at 16:11 on 10 April 2007‎ (UTC)

All that I can tell you at the moment is which zones of Vilverin have Welkynd stones:
  • Vilverin (first zone): 7
  • Vilverin Canosel: 2
  • Vilverin Wendesel: 11
  • Vilverin Sel Sancremathi: 0
All of these are sitting out in the open (i.e., they are not inside containers). So, if I'm understanding your description correctly, it sounds like the missing one is in Wendesel. One trick I've used to help find welkynd stones is to extinguish all lights then look for the blue glow from the stones. Hopefully that helps narrow down the search :) --NepheleTalk 15:21, 10 April 2007 (EDT)
I think there's one that's knocked off a tall pillar in Canosel somewhere. --Elpiggo 13:24, 06 May 2007 (EST)
I added Welkynd stone locations to the walkthrough, if you're still looking for that last stone 28 months later.  ;) --ACGrecor 22:35, 22 August 2009 (UTC)
as you enter the room in Wendesel with the 6 push blocks, turn around to your right and there is a Welkynd Stone right above you. Mark D72.68.214.140 02:33, 14 April 2014 (GMT)

Blade On the Bed?[edit]

Near the pillow area of the bed where the note and the welkynd stones are laying, you can see the handle of a blade but can't pick it up. Sup with that? - Some Random Person Obsessed with Oblivion — Unsigned comment by (talk) at 08:50 on 7 September 2007 (UTC)

I believe it's actually part of the bed. There's the standard bed object and then that one, with the blade under the pillow. Because it's part of the bed itself you can't pick it up. --RpehTalk 05:13, 7 September 2007 (EDT)
I'm not sure it is. Last time I was in there, the ensuing melee disturbed the bed, and the dagger moved a little, and I found that I could pick it up. I think it's a problem with the activator for the bed 'overriding' the ability to take the dagger - there's another bed somewhere (can't remember where) with a portion of crab meat (or is it nightshade?) on it that you can't take. --Gaebrial 05:43, 7 September 2007 (EDT)
You're right! I just went to take a look and for some reason (possibly because I've installed the Unofficial Ob Patch since last time I looked) the dagger was in a different place and I could pick it up. You learn something new every day. --RpehTalk 06:02, 7 September 2007 (EDT)
I recently did a run through of Vilverin, and when I came to that bed, I hit it with "Flare" and the blade bounced out. It was an Iron Dagger. Alternatively, I think you can grab the sword with the "z" key, even if its description doesn't show up. 10:24, 26 July 2009 (UTC)
please don't say the key you use. say the "grab" key, in that case as most people who don't have the pc version of the game don't know that the Z key is the grab key. i only know because i read the "controls" section of the wiki. — Unsigned comment by (talk) at 02:58 on 30 April 2010 (UTC)


Where are the bricks in this place? Anyone know? -- Darkle 00:11, 28 September 2007 (EDT)

See Oblivion:Things to Do When You%27re Bored#Construction with Bricks --NepheleTalk 00:45, 28 September 2007 (EDT)
Thanks. =) -- Darkle 17:12, 28 September 2007 (EDT)

VN for lowering of gate G in Zone 3[edit]

For me, anyway, gate G lowers as soon as you cross the threshold of the door to enter the room from the hall G is in. You don't have to go anywhere near the push blocks for that gate to go down.--ACGrecor 22:35, 22 August 2009 (UTC)

Confirmed, the gate closes as soon as one walks through it. --Timski 12:08, 30 September 2009 (UTC)
That's what is shown in the CS as well. There is a trigger zone right before entering the room that should close the gate. Now I'm curious what happens if you push one of the buttons while the gate is closed, will the gate open again? --Timenn-<talk> 14:41, 10 October 2009 (UTC)
Moved from the main article; I can't tell exactly what the editor is trying to say
(This is not true, I just walked through the gate and I heard a "gate closing" sound behind me and and when I turned around to see what it was, I saw that the gate was now shut. So, apparently, just walking through the hallway which contains the gate will cause it to close behind you and if you don't have lock-picks, you must solve the "secret door" puzzle to continue)
--GKtalk2me 19:43, 7 April 2010 (UTC)
No the gate stays closed until you leave the ruin, thats why there is one of those shortcuts in the last area. Wurm 01:52, 23 April 2010 (UTC)

() the above is wrong. the button that raises the varla stone cage also raises the gate, as i've gone through the ruin, grabbed the varla stone and went out the way i came in without using the shortcut. — Unsigned comment by (talk) at 03:01 on 30 April 2010 (UTC)

In-game testing shows that the gate closes at the doorway before entering the gate opening room, and it shows that the button that opens the varla stone cage does not open the gate- another trigger at the entrance to the hallway leading to the varla cage opens the gate. -- Jplatinum16 12:59, 23 June 2010 (UTC)

unrespawning bandits[edit]

i went there once and cleared the dungeon. i learned that the bricks were there a few days real time ago, which was after the dungeon reset. i went in, and couldn't find the bricks, but some of the bandits respawned. 5 people didn't: the ringleader, the ringleaders bodyguard, one of the three bandits in the big room with the empty welkynd stone pillars, the bandit past the archer on that walkway, and the bandit next to the door to the second zone. has anyone else experienced this glitch? — Unsigned comment by (talk) at 19:57 on 17 December 2009 (UTC)

As it says in the artcicle, these bandits will not respawn, but the other ones will. I don't know if the bricks will respawn, but since they are in an obscure location, you might have missed them - Jplatinum16 20:05, 17 December 2009 (UTC)

Recommended Starter Dungeon[edit]

Every time I start a new charecter, I go through this place. I know it like the back of my hand, but I never noticed the bricks... Can someone upload a screenshot? Wurm 02:02, 23 April 2010 (UTC)

It shouldn't be necessary to upload screenshots of the bricks. Just go to the ruin once again and take a look for yourself. --Krusty 10:17, 23 April 2010 (UTC)
Thats the thing though, I have tried to find them a couple times... with no luck. — Unsigned comment by The Wurm (talkcontribs) at 22:36 on 23 April 2010 (UTC)
Aren't they on the round staircase in the very first few meters of the dungeon? Look at the map for zone 1 in the article itself. The stones should be near the first enemy (red dot) you encounter. Vesna 07:29, 24 April 2010 (UTC)

Swinging Blades[edit]

I was in the area of Vilverin and decided to run through the dungeon again after I did so at the beginning of the game (disappointed by the lack of respawning). When I got to the part with the swinging blades they weren't working right. Three of the paths, the blades did not come out of the wall. The other only one came out, and that only happened once. Why would this happen? --DKong27 Talk 23:05, 22 May 2010 (UTC)

can't really say...but i think mods may have something to do with it--IGGLE PIGGLE! 00:25, 23 May 2010 (UTC)
See this page--Corevette789 00:27, 23 May 2010 (UTC)
I play on Xbox, so no mods for me...unfortunately. As for the Traps page, all I could find there was: "Operating Mode: This trap will always remain active and cannot be disabled." --DKong27 Talk 00:31, 23 May 2010 (UTC)
Well I know not all of them have to go. That's from experience though. Not a glitch in my opinion.--Corevette789 00:44, 23 May 2010 (UTC)

Bandits are weak?[edit]

'These bandits are all relatively weak, being about two levels lower than bandits anywhere else in Oblivion', wtf are you ok, dude? Who wrote this?? When you exit Sewers, and swim to Vilverin, you can't kill them on Hard or Very Hard difficulty!! They are like 10 or more of them.. Just 1 bandit when you come in Castle with Blunt, who almost kill you. Then the women with the trap - you kill her easy with arrows, or powers, etc.., And 3 in fucking room! Bandit Ringleader, 1 Khajiit, and 1 women with a Bow.. Wtf?! How to kill them ffs?? Oh, yes.. When f***n come dude on stairs they can f**k you easy!! ... -_-' sry 4 my English. (Sexydjole 17:28, 14 July 2010 (UTC))

Accoring to the CS, yes, the bandits are weaker than normal bandits by about 2 levels. --Arch-Mage MattTalk 17:39, 14 July 2010 (UTC)
Please watch your language 'Sexydjole' Corvus 17:43, 14 July 2010 (UTC)

Bandits outside[edit]

the bandits outside this place seem like vampire hunters to me i meen they have garlic infront of their tents and a book that thats about vampires to me they seem like their hunting vampires.— Unsigned comment by Theblack7 (talkcontribs) at 13:07 on 2 August 2010

Could be. Or they just read the book and became afraid of vampires. That would explain the garlic cluster too. There is no definitive answer. Talk Wolok gro-Barok Contributions 15:12, 2 August 2010 (UTC)
Don't forget the speculation on Captain Cardius being a vampire. There might have been some connection. Stouf761 19:58, 7 August 2010 (UTC)

Becoming Trapped.[edit]

It's possible on the second lowest level of the first area of the dungeon to become trapped behind the two planks standing against the wall. You can walk into them easily, however it's completely impossible to walk out. Is this worth noting in the wiki? 14:46, 5 December 2010 (UTC)

It's worth mentioning on a talk page, but not in the actual article as it is not a trap or a glitch.It's more of an accident. --Manic 15:05, 5 December 2010 (UTC)
I just tried it and you're right. If you want to add a brief note, I guess that'll be fine. rpeh •TCE 15:56, 5 December 2010 (UTC)
Done. --Manic 16:00, 5 December 2010 (UTC)

Use Vilverin vampire hunter campment as a house[edit]

I´ve played about a week or so in game and the two bandits that camp at the gate to Vilverin dungeon haven´t respawned yet, after killing both I threw the bodies to the river and used the campment as a house, the big crate with the apple and 3 arrows don´t respawn the items inside so I´ve used it as my private stash, think it´s a better place to live instead of the shack at Imperial city, for a knight IMHO. — Unsigned comment by (talk) at 20:38 on 15 February 2011 (UTC)

The bandits (and possibly the crate) do respawn if left alone for more than three days. There are much better camps for setting up base. Legoless 23:28, 15 February 2011 (UTC)
Definitely better places, although I can see the benefit of having a place close to a fast travel mark. But I must say I am a bit rusty on respawns in Exteriors. I'm sure the bandits would respawn, but the aforementioned crate is not of the respawning variety. --DKong27 Talk Cont 01:53, 16 February 2011 (UTC)

Swinging spike trap not working[edit]

Does anyone else have any problems with the first trap in the dungeon? I just noticed the trigger today, amazingly for the first time in like 50+, and Ive never been damaged by it before or I would have noticed it. I also tried swinging it manually and it wouldnt cause any damage. Probably not notable, just curious if it is just my system. EDIT: Same thing with the maces right after it. Im thinking this isnt a bug and is just a scare tactic for new players, and as an educational "next time you die, so pay attention" thing.--Catmaniac66 16:21, 17 April 2011 (UTC)

Hmm...it's always worked for me, on both PC and 360. Although I have noticed that some of the traps don't seem to reset for me when I return after 3 days. Some of the swinging traps in the last zone stopped working. --DKong27 Talk Cont 16:27, 17 April 2011 (UTC)
Maybe its possible for the respawned creatures/bandits to set off the trap by walking into them, then when you next enter it seems like the trap has not been reset. Just a possibility. --Manic 16:45, 11 June 2011 (UTC)

Notes moved pending verification[edit]

A first-time anonymous editor added these notes to the page under "Zone 1" during a period with frequent occurrences of vandalism; also, I've never heard of bricks as inventory items and the note about enlarged Welkynd stones "sometimes" appearing seems a little dubious. I'm moving them here pending verification due to suspicious circumstances:

  • Sometimes the 6 Welkynd stones found by the desk with the Dirty Scroll on it will be enlarged, though otherwise no different to ordinary Welkynd stones.
  • Some bricks found in one of the stairwells can be placed in your inventory. These are rare but useless items.

Minor Edits 23:42, 14 June 2011 (UTC)

Stone bricks are present, but the stones look normal for me. Minor Edits 00:10, 15 June 2011 (UTC)
The bricks note is correct but the second is too vague to include and I have never come across it. --SerCenKing Talk 14:39, 15 June 2011 (UTC)


Hello! I read the comments posted by others about whether or not the bandits respawn and which ones do and which ones don't, if any do respawn at all. But there are no speculations as to why they don't. Well, I now think that I know why they don't respawn. I have one mod that gives me a spell to resurrect the dead, in such a way that it doesn't reset their belongings like the Console Command "Resurrect" does with them. Then I have another spell mod that allows me to set them as essential or not, and to check on their status for respawning and as quest items, et cetera. Well I used those spells to resurrect the "Dead Bandit" Khajiit, who I've read now isn't "Two-Coins", but I named her that anyway, since the one that was alive before I killed her for hanging purposes later, I already gave a new name to. But anyway, I checked her stats, and she is set as a quest item, just like the rest of them have been thus far. So, is being set as a "Quest Item" enough cause for NPCs not to respawn? Just wondering! Leo Star Dragon 1 06:16, 12 October 2011 (UTC)

Secret door at section2[edit]

To open the secret door on section2 you have to step on brick on the floor. That opens secret door marked N on map! — Unsigned comment by (talk) at 15:54 on 18 November 2012 (UTC)

Jalbert and boss level undead[edit]

Does the boss spawn if Jalbert is alive? I cleared Sel Sancremathi, killing him, and he was alone in the last room. I then exited to Vilverin, but went back to double check, and there was a Nether Lich waiting for me at the indicated location. Nothing had RE-spawned. I'm quite certain that even if I had somehow missed the spectre on the first pass, he surely would have noticed me and made himself known. I'm just curious if there is some kind of toggle to trigger this based on Jalbert's mortal existence. X360 01:12, 28 March 2014 (GMT)Imbalance

What is the exact quantity of arrows in the camp near the entrance[edit]

Well, not, not a request that a mentally healthy person would still want to make, obviously, i do understand, but i really do need someone else to check that at least one more time, just for me, please... Or I will GO i-n-s-a-n-e finally. Help! So many years (ten years, hell 'em) playing Oblivion and reading UESP (thx for all, you're the best), my every damn character blowing up their every damn daedra gate, and always at first more than half an hour just to make its bloaty phiz look nice, then freakishly hugeous tutorial, then that Vilverin camp, and where oh god did that ole article writer found 11 arrows? I've looked beneath every damn tree, beneath every ruined wall, in the tent, and around the fire, and again, and again. There's only 9, I swear (and I had always joyously slaughtered that bandit archer before he could even make one shot in my or those crappy mudcrabs direction; no extra arrows scattered). 1) Am I blind or insane (or both) russian freak OR 2) No one did care about or at least notice that lapsus for 10 years (it IS a long period, seriously), i just can't believe??? [almost not really a joke] 19:08, 22 April 2017 (UTC)

There are 11. Three on the ground, two by a bedroll, one in the sugar maple, one in the yew tree, and three in the crate. Maybe you haven't found the ones by the bedroll, since they're in a separate cell from the others? Or maybe the ones in the trees? Personally I never knew there was an arrow over by the yew. —Legoless (talk) 19:17, 22 April 2017 (UTC)
Sorry, but your hints just somehow confused me... Firstly, you've counted only 10 arrows, haven't you? Secondly, in my case, almost all of them are on the ground, so I couldn't completely understand you. Well... I have two near the bedroll, three near the crate, one on the crate, two beneath the maple and one beneath the yew. Maybe some of them just fell off of their initial positions? However, it looks like that everything looks like it's supposed to look, you know (pardonnez mon français). What did I miss? I've tried to disable/enable objects, no result. But thank you VERY much, I felt much better for some reason. 20:55, 22 April 2017 (UTC)
Ah, my bad, I meant to say four arrows on the crate. By your reckoning, that would make for a total of 5 "near" the crate and one on top; you seem to have found all the rest. I assure you that 11 arrows can be found there in the Construction Set. It makes sense that they fall to the ground in-game—maybe one has rolled off somewhere? Or maybe some have fallen inside the crate mesh and become inaccessible? Here's an image of where they're meant to be located. —Legoless (talk) 00:52, 23 April 2017 (UTC)
Actually, after running a Havok sim on all the arrows it seems that the two embedded in the ground actually fall through the map. I'll update the page. Nice find I guess! —Legoless (talk) 00:54, 23 April 2017 (UTC)