|# of Zones||1|
|Respawn Time||10 days or 30 days|
|Console Location Code(s)|
|Southwest of Falkreath|
|# of Iron||2|
Halldir's Cairn is a small cave and tomb in the southernmost part of Skyrim that was built to house the remains of the fierce Halldir. The tomb is populated by ghost warriors and draugr. It has only one interior zone: Halldir's Cairn.
On entering the cave a cairn can be seen emanating magical energies upwards, surrounded by the dead bodies of three bandits—Agrius, Vidgrod, and Raen. On a nearby pedestal are Agrius's journal, which tells the bandits' story, and the key to Halldir's Crypt, which unlocks the crypt door, permitting further adventure into the cairn.
There are two iron ore veins in this initial cave, and alchemists may be interested to note that there are over fifty various mushroom samples in the cave alone, comprising Bleeding Crown, Blisterwort, Fly Amanita, Imp Stool, Namira's Rot, and White Cap.
 Related Quests
- Dungeon Delving: Do a favor by retrieving an item from a cave. (radiant)
- Rjorn's Drum: Retrieve a drum for Giraud Gemane.
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
The path from the road twists and turns through the rocks and near a hunters camp (see unmarked places for details) before reaching the cave entrance. There are two Fly Amanita, one either side of the entrance and also a burial urn to the right of the entrance.
 Zone 1: Halldir's Cairn
Upon entering through the adept locked iron door, which is opened by the key which is next to Agrius's journal on a plinth in the cave in front of the door, there is a stone bowl on the floor containing an empty common soul gem. The corridor ends in a wooden spiral staircase, with a steel shield at the bottom. At the top the corridor continues to the south into a flooded section, past a stone table on your left with side boards either side of it, on the one to the left is an empty greater soul gem. Opposite the table is a second path past two bookcases that contain nothing of interest and a large urn on the right up stairs to a wooden door. As you pass the bookcases two ghost appear and attack one is an archer and the other a melee fighter. The door is adept locked, but opens with the same key.
Through the door there are three thrones, one in front and one to each side of you. Two more melee ghost attack as soon as you enter. The path forks north and south here, with the north fork having a pressure plate that activates a spike wall in the dead end to your right. There is a random helmet in an alcove and behind the spike wall is a broken table with a potion of minor healing on top. The path continues to the south past a side board with two empty soul gems on top, then turns to the west and past a some bone chimes that are fairly difficult to avoid. Passing these will alert another two ghost, one melee fighter will investigate and attack and an archer that will remain at the top of some stairs around the next corner.
Just after the bone chimes there is a bench on the left and a broken side board on the right with a set of banded iron armor atop. At the next corner there is a dead end to the south and stairs leading up to the north. You will be attacked by the archer ghost from the stairs by a plinth, which will alert the first draugr behind you in the dead end. There is a large coin purse in a partially buried brazier by the draugr. There is a spell tome for Raise Zombie on the plinth and further down the corridor you can see a draugr sitting in a throne facing you.
Walking towards the throne you will pass two large urns, one on either side, the one on the right is broken. Just after the one on the left a draugr is lying in an alcove. There are two burial urns, one either side of the throne and to the left of it is an iron warhammer leaning against the wall. There are also two further draugr that can be looted in this area. The path is to the east, but it is blocked by a dropped gate. The lever for this is behind the throne. To the right of the gate is a steel greatsword. Once through the gate the path turns to the north again and rises up a short flight of stairs to some catacombs.
 The Puzzle Room
The first small area you are in the, you enter from the stairs. You can see through a cave-in to the west, a chest, some potions and other loot on a table. There are then four small areas in a square. To the east and you can see a lever in the next area and a picture of an eagle in the one behind that. Moving into the area with the lever, you can see a rotating door to the north, the "eagle" area to the east, to the south a "whale" area. Below the whales are shelves containing an empty common soul gem, an iron dagger and a large coin purse. Opposite the pictures are puzzle pillars that you need to match up like with like in each area. The "snake" area is to the north has a glass mace and gauntlets underneath the snakes. To your right as you enter the "snake" area is a draugr stood in an alcove. To the south is an apprentice locked iron door, behind which is an adept locked chest with a hide shield and a leveled potion of magicka laying on the floor. You can access the "eagle" area from the "snake" area, upon entering the "eagle" area two ghosts will attack, one a magic user and the other a melee fighter. Under the Eagles is a medium coin purse.
After matching up the pictures and pillars and pulling the lever the rotating door opens into a natural cave with a pool of water on your right, in the water are a medium coin purse and a potion of vigorous healing. The path continues forward and then to the west into more catacombs. Two more ghost attack in the first area which has two benches and an unlit brazier to the south, another area to the west and stairs leading up to the north. Continuing to the west in the second area there is an urn in an alcove. The path turns to the south, to the area where you could see the treasure previously. Be carful however as there is a tripwire connected to a battering ram in the ceiling. The treasure consists of a random warhammer and helmet, a filled common soul gem, a potion of extreme healing, two burial urns and a chest with a tension cable that sets off a flamethrower statue from behind you.
Retrace your steps to the stairs to the north to continue onwards, at the top of the short flight of stairs the path turns to the east and another short flight of stairs. At the top of these you come to a narrow corridor leading to the final room which has an open gate which will close preventing retreat as soon as you enter far enough. Halldir himself is a powerful draugr caster, who uses several Destruction spells. He'll begin to speak in an ancient Nordic tongue as you start to take away his health. At about 66% health, he will disappear and split into three different elemental versions of himself. All three are casters and are spread out enough to make this part rather difficult; as such, magic resistance is recommended. The cold and fire casters are close to the room's entrance, while the lightning version is over by the throne at the back of the room. His Fireball spell can cause massive damage. Once you have defeated these three elementals of him he will re-materialize back in the room ready to be killed.
Once he has been defeated make sure you loot both his remains and claim his staff from the floor (see bugs). To the right of his throne is a boss leveled chest. While over near the doorway you entered via there are some side boards on one side of which you can find a random pair of gauntlets and on the other side of the door an iron war axe. There is a burial next to a broken table against the south wall and in the southeast corner of the room several bookcases, on a shelf is an empty petty soul gem. Against the north wall, on a table is another burial urn, with a set of leather armor, a random helmet and leveled warhammer. In the northeast corner are more bookcases with a large coin purse and an urn on different shelves. Finally in the center of the room floor is a trap door which leads back to the original cave room with the cairn, that is now reduced to a pile of rubble.
 Notable Loot
- Halldir's Staff: Guaranteed drop from the final boss.
- Rjorn's Drum: Located in the final chest.
- Iron Ore Veins: Two in the first cave area.
- Halldir's clones are kept in a small room, unconnected with the rest of the dungeon. You can see them by using Aura Whisper in the first chamber of the cairn. If you happen to kill Halldir before he summons his clones, you can still reach them by opening the console and typing
tcl, and then "flying" into their room. The clones can then be killed and looted.
- Picking up Rjorn's Drum before you receive the related quest may render it unable to be completed.
- This bug is fixed by version 1.2 of the Unofficial Skyrim Patch.
- Halldir's Staff duplicates when you kill him. It is possible to find one copy on the ground and another on his remains.
- Some or all of the named bandit corpses may disappear (Vidgrod and Raen) in the bottom section after the magic rock cairn collapses.
- Sometimes the puzzle totems will not activate.
- This can be fixed simply by reloading a save or walking out of the dungeon and walking back in.