Shimmermist Cave, Joe's Dungeon Guide Part 12

  •  Dungeon: Shimmermist Cave

     Set-Up:

    • Melee: Steel Battleaxe of Bitter Cold
    • Magic School: Conjuration/Restoration
    • Ranged: Orcish Bow(Fine)/Falmer Bow with Ancient Nord Arrows
    • Armor: Amulet of Kynareth(+10 Stamina), Imperial Officer's Helmet(Fine)(+24% Magicka Regen), Silve Ruby Ring(+15% Two-Handed Dmg), Steel Armor(Fine)(+24% Magicka Regen), Steel Cuffed Boots(Fine)(+15% Two-Handed Dmg), Steel Imperial Gauntlets(Fine)(+15% Two-Handed Dmg)
    • Companion: Lydia: Steel Set, Steel Battleaxe

     Level: 13 100/100/230

     First Thoughts:

    • My first quest from the companions.
    • This "dungeon" is packed with Falmer... I hate Falmer.

       Note1: Falmer can be quite difficult at lower levels, be cautious.
       Note2: Shimmermist Cave is part of a larger cave system.
       Note3: The enemies in this "dungeon" are extremely difficult at low levels.

     Play-By-Play:

    • "A group of Falmer has been causing trouble in Whiterun. I've been asked to clear out Shimmermist Cave."
    • Lydia and I exit Whiterun to an overcast Skyrim, perfect for getting me in the mood for this "dungeon."
    • We know to expect Falmer, but the numbers are unknown.
    • My horse has been gone for a few days now and we have to walk; I hope it's still alive.
    • The thunder seems to be getting louder.
    • Further down the road the ground begins to shake, and Lydia's eyes move to the sky, a dragon.
    • The beast lands in front of us, the rain dripping from its scales.
    • I dive behind a rock before the dragon can freeze me with its breath.
    • I emerge after hearing the beating of wings, but the dragon circles around to attack something; my vision is skewed by the rain.
    • Getting closer I see my horse rearing in the dragons face, is this bravery or stupidity?
    • I send an arrow flying into the dragon's side and it takes flight once again.
    • Lydia readies her sword and I summon my atronach.
    • A sabrecat has taken notice and pounces on the huge beast, but it doesn't stand a chance and is soon killed.
    • As the cat's body goes limp I watch the dragon turn and ready its frost breath, this time there's nothing to hide behind.
    • I start to run and watch  as Lydia comes to my aid, cutting into the monster's side.
    • I fly two more arrows and draw my axe; the dragon is wounded now and cannot fly.
    • With a massive blow the dragon rears its head and falls to the ground, turning to embers.
    • Lydia is amazed by the sight, I forget that she hasn't witnessed this as Faendal did.
    • After we gather ourselves I mount my horse and we ride to Shimmermist.
    • The entrance is dank and dark, but I need to prove myself to the companions.
    • Lydia and I enter and we're met with a thick blanket of fog.
    • The glowing mushrooms cause the entire area to glow; now we know how this place got its name.
    • I move cautiously forward with my bow drawn.
    • We come to a small clearing, but can hardly make out anything due to the glowing fog.
    • I see the outline of a Skeever, and I send an arrow through the mist.
    • On either side of the path there are giant waterfalls; this place is beautiful.
    • Moving through the cave I notice a tripwire near the end and quickly disarm this deadly trap.
    • Looking up at the glowing ceiling I can make out the silohette of a twisted creature, the Falmer.
    • I fire an arrow into its back, but this monster is tough.
    • As it comes down to our level, Lydia and I charge in; my axe sweeps the Falmer off its feet and I bring the blade down onto the creature's throat.
    • While exploring the room Lydia an I find a few dead bandits, a chest next to the hut, and, on the top level, a Falmer Bow.
    • The next chamber is home to another Falmer and a chest.
    • We follow the tunnel into Shimmermist Grotto.
    • This area is much like the last, but the faint hum of machinery can be heard in the distance.
    • The fog in the next room is too thick to make out any enemies; Lydia and I proceed with extreme caution.
    • As the fog clears I can see the two Falmer guarding a hut, and I send Lydia ahead as a distraction.
    • I send an arrow into the furthest and summon my atronach.
    • The smoke from their bodies now fills the room.
    • The hut contains another chest and a pile of Chaurus Eggs.
    • Lydia and I can hear the skittering of Chaurus below and we, reluctantly, move toward the sound.
    • We find a tunnel that leads to the egg chamber.
    • The Chaurus sees me before I can get in a suprize attack, but Lydia and I manage to take down the beast.
    • Two more of them come into the room, and I'm hit with they're poison, but not before I can summon my atronach.
    • Lydia goes down after I flee into the tunnel, but the atronach keeps them off of her.
    • I heal myself as best a I can and return to the fight.
    • The three Chaurus are dead and Lydia is alive.
    • We follow the cave into a large room and a pit; probably where the two Chaurus came from.
    • I find a chest at the entrance to the next tunnel.
    • The shadow of a Falmer dances across the wall in the room ahead, and we silently move closer.
    • My arrow flies into the Falmer's neck as it charges and the creature is met by the blade of my axe.
    • The setting changes from the overgrown cave to a ruin of some sort.
    • There are symbols covering the walls and broken pillars.
    • The tunnel merges into a hallway with a set of giant golden doors at the end.
    • The room appears to be at an angle and pistons line the walls, a single, glowing hut sits across the room.
    • A Falmer Gloomlurker sits at a table experimenting with something, but what catches mine and Lydia's eyes is the massive, walking machine; a Dwemer Centurion.
    • I send an arrow into the Falmer and awaken the giant Dwemer Autromaton.
    • My arrows, with the help of Lydia and my atronach make for an easy battle, but now we have the Gloomlurker to worry about.
    • The fight seems to last forever, but eventually the Falmer is nothing more than a smoking corpse.
    • Lydia and I look around the room and find another chest and a few Dwemer artifacts.
    • We move to the other side of the room and follow the tunnel back to the "waterfall room" in Shimmermist Cave.
    • My first quest for the companions is complete and Whiterun will no longer be terrorized by these creatures.


     Chests/Bosses:

      Chest1:

    • Difficulty: Unlocked
    • Loot: Gold(27), Potion of Healing
    • Affected: No

      Chest2:

    • Difficulty: Unlocked
    • Loot: Gold(15), Potion of Minor Stamina, Ruby, Iron Armor
    • Affected: No

      Chest3:

    • Difficulty: Unlocked
    • Loot: Orcish Arrow(8), Gold(12), Petty Soul Gem, Potion of Minor Magicka, Potion of Stamina, Dwarven Mace
    • Affected: No

      Chest4:

    • Difficulty: Unlocked
    • Loot: Gold(15)
    • Affected: No

      Chest5:

    • Difficulty: Unlocked
    • Loot: Gold(108), Iron Ore, Potion of Healing, Elven Boots
    • Affected: No

      Boss Battle:

    • Boss: Falmer Gloomlurker
    • Weapon: Sword
    • Playstyle: Battleaxe, Bow, and Conjured Atronach
    • Loot: Falmer Shield, Falmer Ear, Gold(9), Silverside Perch, Falmer Helmet, Orcish Arrow, Falmer Sword, Pickaxe
    • Affected: No

     Notable Items/Locations:

    • Raw Material: Assorted Dwemer Pieces: Smithing: Found on alter in boss room,

Comments

1 Comment
  • Joe Lacy
    Joe Lacy   ·  March 28, 2012
    I was so surprised about the horse! I'm trying to go for a more narrative feel with the guide; I don't want some strategy guide, but I didn't write out a backstory for this character so I can't go "full-narrative."
    Maybe I'll recreate Ulfr the Blind...  more