Fort Greenwall, Joe's Dungeon Guide Part 14

  •  Dungeon: Fort Greenwall

     Set-Up:

    • Melee: Steel Battleaxe of Bitter Cold
    • Magic School: Conjuration/Restoration
    • Ranged: Dwarven Bow of Arching with Dwarven Arrows
    • Armor: Imperial Officer's Helmet, Amulet of Kynareth, Silver Ruby Ring, Steel Armor Set(Minus Helmet)
    • Companion: Lydia: Steel Armor Set, Steel Battleaxe

     First Thoughts:

    • Another Fort for the Civil War quests The Battle for Fort Greenwall/Reunification of Skyrim.
    • This area is divided into four parts: Fort Greenwall(Exterior), Fort Greenwall(Interior), Fort Greenwall Captain's Quarters, and Fort Greenwall Prison.
    • The "dungeon" is populated by bandits(assorted types) if the quests are not in your log.

       Note1: The small barricades around the outside wall can be destroyed, allowing for "covered"    entrances.

       Note2: The chest in Fort Greenwall Captain's Quarters seems to always have magical items.

       Note3: From now on my "Set-Up" will be a link to the table of contents and title page, but will still    give a brief explanation of my gear.

     Play-By-Play:

    • Lydia and I arrive around six, while the sun is just peaking over the mountains.
    • Just enough light to make out the bandit patrols, and still dark enough to keep us hidden.
    • The Thug near the entrance hears me coming and investigates, but before I can get into cover, Lydia engages him.
    • The orc is wearing heavy armor, and makes for a tough fight; the archer on the wall isn't helping our cause.
    • After the orc falls I draw back an arrow and pick off the pesky archer.
    • Not sure of how many bandits heard the battle, I summon my atronach and heal my wounds.
    • My atronach's flames destroy the wooden barrier and allow Lydia an I to engage the Thug archer directly.
    • He yields as the head of my axe comes down on his collar.
    • Lydia and I send the last bandit to Sovengarde; time to have a look around.
    • We find a forge and workbench, but not much else.
    • I decide on going through the fort interior before entering the prison; you never know what you'll find down there.
    • Upon entering we overhear a conversation between a thug and, a stronger, highwayman. 
    • So far it sounds like only two enemies, but I summon the atronach to be safe.
    • A third bandit jumps into battle, but as the highwayman downs my atronach it explodes, burning everything.
    • Lydia and I take advantage of this and lay our blades into their crippled bodies.
    • The next room sheds light on how ruthless these bandits are; two butchered, Khajiit merchants are piled on top of their caravan like trash.
    • We can overhear an orc mumbling to himself, his actions will not go unpunished.
    • His armor melts as my atronach's flame burns him alive.
    • A thug comes down the stairs and catches me in the back with an arrow; a close call.
    • The bandit archer takes her last breaths as Lydia swings her axe.
    • We head down to the kitchen to find the chef murdered infront of his over.
    • Though Lydia and I don't feel right doing it, we need the supplies and take what we need from the shelves.
    • We continue up the stairs and find a smoke filled room that leads back outside. 
    • Time for the prison....
    • A thug and low-level bandit greet us with their blades as we enter, but my atronach and axe make short work of these savages.
    • The room to our right is filled with barrels; a few apples for a stew.
    • We continue on....
    • Going down the stairs we find a doorway blocked with webs... I hate spiders.
    • Two giant spiders emerge from their webs and Lydia and I are forced to deal with them.
    • A wooden door(adept) is directly to our left, and behind it is our first chest.
    • Bandits lie dead near egg sacks; I can only guess why.
    • Lydia and I make our way back up the stairs and continue through the prison.
    • A door atop the stairs leads to the captain's quarters; anything to get out of this place.
    • We pass through the door and can hear a bandit singing about his plan to kill his leader, scum.
    • My arrow strikes him in the throat before he can finish his song.
    • The chief heard him fall and comes charging.
    • My atronarch emerges from its plane of Oblivion and ignites the bandit leader's flesh.
    • Our axes finish off the orc and she falls like the bandits before her.
    • I pray at the Altar to Stendarr in the hallway and feel a weight lifted from my shoulders, my disease is cured.
    • Lydia and I head down the hall and find a room with a large iron chest, and a ladder(Expert) leading back outside.
    • After looting the chest my companion and I head back to the surface.

     Chests/Bosses:

      Chest1:

    • Difficulty: Unlocked
    • Loot: Gold(47), Lockpick(3), Potion of Healing, Silver Emerald Necklace, Dwarven War Axe
    • Affected: No

      Chest2:

    • Difficulty: Unlocked
    • Loot: Gold(90), Amulet of Dibella(+15 Speechcraft), Dwarven Bow of Draining(+20 Magicka Damage), Iron Mace of Sapping(+10 Magicka Damage)
    • Affected: Possibly, the items are very useful against mages, maybe the dungeon used my armor and battleaxe as a trend to better equip me for a fight.

      Boss Battle:

    • Boss: Bandit Chief
    • Weapon: Mace and Shield
    • Playstyle: Battleaxe and Summoned Atronach
    • Loot: Dwarven Shield, Banded Iron Shield, Gold(155), Steel Armor, Steel Helmet, Steel Cuffed Boots, Orcish Arrow, Dwarven Mace, Orcish Dagger
    • Affected: No

     Noteable Items/Locations:

    • Skillbook: Mace Etiquette: One-Handed: Found in the Captain's Quarters.

Comments

1 Comment
  • Joe Lacy
    Joe Lacy   ·  March 29, 2012
    I'm just travelling around for now; I haven't decided on which side to join. 
    I can't used potions, so it has to be the shrines, or lyncanthropy... IF I choose to keep that after the quest-line.