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Touching the Sky Skyrim: Navigating the Forgotten Vale and Finding Auriel’s Bow
Touching the Sky represents the emotional and visual peak of the Dawnguard expansion in The Elder Scrolls V: Skyrim. This quest is more than a simple retrieval mission for a powerful artifact; it is a pilgrimage through the remnants of a lost civilization, the Snow Elves. To complete this quest, players must navigate some of the most complex environments in the game, including the multi-layered Forgotten Vale. Securing Auriel’s Bow requires patience, tactical planning, and a deep understanding of the unique mechanics governing the Chantry of Auri-El.
Essential Preparation for the Pilgrimage
Before heading to Darkfall Cave, certain preparations facilitate a smoother experience. This quest involves a massive amount of traversing through dark tunnels and bright, reflective glacial plains.
One persistent technical consideration involves followers. Serana is a mandatory companion for this quest. However, a known interaction exists where a second follower can sometimes be retained if they were recruited at a specific point during the "Chasing Echoes" quest. While having an extra sword is beneficial for the challenging Falmer encounters ahead, there is a risk of the additional follower becoming stuck in the vertical terrain of Darkfall Cave. Dismissing non-essential followers before entry often prevents permanent pathfinding issues.
From a gear perspective, magic resistance and frost resistance are paramount. The final confrontation involves high-level cryomancy and ancient Frost Atronachs. Additionally, carrying a pickaxe is highly recommended, as the areas ahead are rich in rare Moonstone and Malachite veins that are unique to the Forgotten Vale.
The Descent into Darkfall Cave
The journey begins in the Reach, west of Deepwood Redoubt. Darkfall Cave is deceptive, starting as a standard damp cavern but quickly escalating in environmental danger. The initial path leads to a wooden bridge over a fast-moving underground river. A classic trap awaits here: attempting to cross back over the bridge causes it to collapse, sending the Dragonborn into a series of rapids.
While this fall is scripted and necessary for progress, the ensuing ride through the dark waters leads to a massive spider nest. In high-level playthroughs, these Frostbite Spiders are often replaced by Giant variants that can quickly overwhelm a player in tight quarters. Survival depends on maintaining mobility and using area-of-effect spells or shouts like Unrelenting Force to clear the path.
Beyond the nests lies a small camp where a deceased Breton woman leaves a note hinting at the massacre that occurred here. From this point, players can find a shortcut to the main objective by pulling a chain behind the bed shelter, opening a concealed stone door. This leads directly to a meeting that changes the understanding of Skyrim’s history.
Knight-Paladin Gelebor and the Initiate’s Path
At the heart of the cave stands an altar untouched by the surrounding decay, guarded by Knight-Paladin Gelebor. As one of the last uncorrupted Snow Elves, Gelebor offers a perspective on his race—the Falmer—whom he refers to as "The Betrayed." He is willing to grant access to Auriel’s Bow, but only if his brother, Arch-Curate Vyrthur, is dealt with.
This agreement initiates the "Initiate’s Path." To reach the Inner Sanctum, one must mimic the ancient rituals of the Snow Elf initiates. Gelebor provides the Initiate’s Ewer, a ceremonial vessel used to collect water from five different wayshrines scattered across the region. This mechanic acts as a physical gate; only a filled Ewer can unlock the path to the Arch-Curate.
Serana’s dialogue during this exchange highlights the skepticism many players feel—the process seems tedious, but Gelebor insists on its symbolic importance. The transition from the dark, claustrophobic cave into the sprawling majesty of the Forgotten Vale through the first wayshrine portal is one of the most iconic moments in the game.
Navigating the Five Wayshrines
The quest structure revolves around locating five spectral Prelates, each guarding a wayshrine. These locations are not merely checkpoints but are designed to test the player’s navigation skills in a world without standard quest markers for each individual shrine.
1. Wayshrine of Illumination
Located within Darkfall Passage, this shrine represents the transition from darkness to light. The passage itself is bioluminescent, filled with Gleamblossom and poisonous Chaurus. The path is non-linear, requiring players to swim through underwater tunnels or navigate high-altitude rock bridges. Reaching Prelate Sidanyis allows the first filling of the Ewer.
2. Wayshrine of Sight
Upon entering the Forgotten Vale proper, the scale of the environment becomes apparent. The Wayshrine of Sight is found on the lower plains, often guarded by the local wildlife. The vision of the valley is expansive, symbolizing the initiate's broadening perspective.
3. Wayshrine of Learning
Following the riverbed north leads toward the mountain passes. This shrine is situated on a ridge that requires a steep climb. Along the way, players often encounter the unique Shellbugs; these rare creatures can be mined for their chitin, though it requires a pickaxe and results in the creature's eventual death.
4. Wayshrine of Resolution
Located near the massive frozen lake, this shrine is perhaps the most dangerous to reach. The lake is home to two named dragons, Naaslaarum and Voslaarum. These dragons utilize a unique mechanic where they dive under the ice and erupt beneath the player. Defeating them provides access to a Word Wall containing a part of the Drain Vitality shout. The shrine itself is guarded by Prelate Nirilor.
5. Wayshrine of Radiance
The final shrine is located past the Glacial Crevice, a vertical maze inhabited by high-level Falmer and their domesticated creatures. This area serves as the final test of combat prowess before the Inner Sanctum. Reaching Prelate Edhelbor signifies the completion of the pilgrimage.
Hidden Treasures: Paragons and Ancient Texts
A thorough exploration of the Forgotten Vale during the "Touching the Sky" quest yields rewards far beyond the main objective. The valley contains five Frost Giants, each carrying a unique Paragon—amethyst, diamond, emerald, ruby, and sapphire. These crystal orbs are used at a specific portal platform (the Paragon Platform) to open gateways to secret areas.
- The Ruby Paragon is particularly valuable, as it leads to an area containing the Falmer Forest, where the Unique Shield, Auriel's Shield, can be recovered from a Falmer Warmonger.
- The Ancient Falmer Tomes are another high-value target. There are four unknown books scattered across the vale, written in the ancient Snow Elf language. Bringing these to Urag gro-Shub at the College of Winterhold results in a significant gold reward and translated copies that provide deep lore regarding the Snow Elf civilization.
Entering the Inner Sanctum
With the Ewer filled, players can approach the Inner Sanctum. The architecture here is distinct from the Nordic ruins found elsewhere in Skyrim, featuring clean lines and ivory-colored stone. The main hall is filled with frozen statues of Snow Elves and Falmer. These are not merely decorative; many are holding items that, when taken, cause the statues to "thaw" and attack. This makes for a tense environment where every piece of loot is a potential combat trigger.
Progression through the Sanctum leads to the Auriel's Chapel, an open-air balcony overlooking the entire valley. Here, the Arch-Curate Vyrthur awaits.
The Final Confrontation: Arch-Curate Vyrthur
The battle against Vyrthur is a multi-phase encounter. Vyrthur does not initially engage directly; instead, he uses his mastery over the environment to collapse portions of the chapel ceiling and summon waves of Frozen Hive Survivors and Frost Atronachs.
Strategic positioning is vital. Staying near the edges of the balcony is risky due to the potential for being knocked off the cliff by explosive spells or shouts. Once the waves of minions are defeated, Vyrthur engages in a traditional duel. He is a powerful vampire mage with high health regeneration. Using weapons with fire enchantments or Sun Damage (if available through Restoration spells) can mitigate his healing.
Upon his defeat, the truth behind the "Tyranny of the Sun" prophecy is revealed. Vyrthur, a former initiate of Auri-El, was infected with vampirism and felt abandoned by his god. The prophecy was his act of revenge—a way to permanently darken the sun and spite the deity he once served.
Rewards: Auriel’s Bow and Sunhallowed Arrows
Knight-Paladin Gelebor appears after the battle, expressing grief over his brother’s fate but fulfilling his promise. The primary reward is Auriel’s Bow. This artifact has a faster draw speed than almost any other bow in the game and deals 20 points of sun damage, which triples against undead targets.
Gelebor also provides the ability to create Sunhallowed Arrows by imbuing standard Elven arrows with the power of the sun. When fired directly at the sun with Auriel’s Bow, these arrows trigger a localized solar explosion that strikes enemies with beams of light. Conversely, if the player is allied with the vampires, Bloodcursed Elven Arrows can be used to blot out the sun entirely for a day, removing the sunlight penalty for vampire characters.
The Legacy of the Snow Elves
Completing "Touching the Sky" provides a rare sense of closure in Skyrim’s lore. It offers a glimpse into a sophisticated culture that was lost to the cruelty of the Dwemer and the passage of time. Gelebor remains at the Chantry, a solitary figure dedicated to his god, representing a bridge to a past age.
For the player, the quest serves as the ultimate test of endurance and exploration. The Forgotten Vale remains accessible after the quest, allowing for further hunting and collection of any missed Paragons or Ancient Tomes. With Auriel's Bow in hand, the Dragonborn is now prepared for the final confrontation with Lord Harkon, armed with the only weapon capable of deciding the fate of the sun itself.
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