After taking the oath to join the Imperial Legion, General Tullius will offer you another mission. After talking to Legate Rikke, she will ask you to meet her just west of the ruins of Korvanjund. When you arrive, she will be discussing the upcoming battle with a small group of soldiers. As you approach, Hadvar will talk to you, explaining he is glad to be fighting with you, but that the Stormcloaks are not his biggest concern, hinting that the ruins don't want them to be there. The conversation ends and Legate Rikke will prompt the start of the quest.
Move with the other soldiers up the hill and down into Korvanjund. Fight your way through several Stormcloaks and proceed up the stairs for another brief conversation with Legate Rikke, then open the doors to the Korvanjund Ruins.
Once inside the Ruins, wait for Legate Rikke's signal to charge the Stormcloak guards standing at the top of the stairs. There are only four and they go down relatively easily. Continue down the stairs through a hall and into another room where you will find two more Stormcloaks up the stairs to the right. Follow Legate Rikke back to the entrance to a tunnel to the left of the entrance to the room. She will instruct you to find another way to proceed in order to avoid an ambush. Go back up the stairs and follow the catwalk counterclockwise around the room. Find a doorway that leads to a sky bridge above a room containing two Stormcloaks. Once you start fighting them, the Imperial soldiers will come running in to aid you. On the eastern end of this room there are more stairs, at the top of which is a chest and the Light Armor skill book Jornibret's Last Dance.
The Imperial soldiers will push through to a tunnel on the left side of the room on the backside of the landing. Make your way down the tunnel and fight a few more Stormcloaks in a small room filled with burial urns. Legate Rikke and the Imperial soldiers will stop over a draugr and converse before moving on through the tunnels.
Open the doors to Korvanjund Hall, where you will find another dead draugr along with a dead Stormcloak on the stairs. Take the stairs up and dispose of the one living Stormcloak before proceeding along the walkway and into another tunnel to the left. Find another lone Stormcloak to kill before reaching a fork in the tunnel. The tunnel to the left contains a swinging blades trap. Follow Legate Rikke straight down the tunnel into the Hall of Stories, which shows the history of the ancients who built Korvanjund. At the end of the hall you will find several dead Stormcloaks in front of a door. Pick up the Ebony Claw from the floor directly in front of the door. Like all claws, examining the symbols in your inventory will reveal the combination necessary to open the door (top to bottom:Fox—Moth—Dragon). Insert the claw into the door and proceed.
Pass through a small gold door into a large room. To open the metal gate blocking your path, find the hall on the right side of the room and take the stairs leading to a walkway around the upper level of the room. Take the bridge across the room to an alcove; the handle that opens the gate is on the left side of the wall near a pedestal with a dagger on it. Activating the lever will also trigger several draugr to emerge. Kill them to proceed through the now open gate. Note that If you take the dagger off the pedestal, a secret passage will open, revealing a tunnel to a room containing a large chest.
Open the door to Korvanjund Crypt and take the tunnel into a large room. As the Imperial soldiers spread out, approach the leveled draugr sitting hunched over on the throne. Hadvar will note the crown on his head and two leveled draugr will emerge from either side of the throne. Complete the quest by killing all of them and retrieving the Crown from the draugr's body. Legate Rikke will then send you to deliver the Crown to General Tullius.
Behind the throne there is a chest, and at the back of the room there is a Word Wallfor a word of the shout Slow Time. Once you have the word, turn around to find a staircase to a tunnel that leads to Korvanjund Temple. Lift the bar off the door and open it, then turn right and head for the exit.
Head back to Solitude and give the Jagged Crown to Tullius. He will immediately give you the next quest, Message to Whiterun.
You can still switch sides by taking the crown to Ulfric Stormcloak and joining them. Even if the crown is given to Ulfric, the journal will still say you gave it to Tullius.
Even if you do not kill the Stormcloaks outside Korvanjund, they will be dead once you have cleared the ruins.
It is possible that Legate Rikke does not spawn outside the ruins.
This is fixed by advancing on your own and clearing the first area of Stormcloaks. The quest will update and Legate Rikke will appear at the second spawn point.
Also fixed by simply using console commands to move her to the meeting point and the quest will proceed as normal.
If the dragon claw door does not work, check here for possible fixes.
In such a case, load a previous save file and let all dialogue take place before proceeding.
Hadvar and the other Imperial soldiers will address you as Dragonborn even if you have not yet progressed the Main questline past the point at which the Greybeards announce it.
Sometimes the Jagged Crown will not appear on the draugr's body. This can be caused by attacking and killing the draugr before Legate Rikke speaks of the crown.
Load an earlier save, such as the autosave made on entering the crypt.
The draugr will often appear to be wearing the Jagged Crown on top of another helmet.
After taking the oath to join the Stormcloaks, Galmar will offer you another mission. Ask him about it and he will tell you that he knows where the Jagged Crown is, and will ask you to meet with him and his men outside the ruins ofKorvanjund. Head there and talk to Ralof, who will be glad to see you again.
Galmar will tell you that there are already some Imperials patrolling the exterior of the ruins and ask if you're ready to take them on. Once you reply affirmatively, he will give a quick speech and then lead you to flank them from behind in a stealthy attack. After the Imperials are dead, Galmar and the Stormcloaks will enter the ruins after another short speech.
Once inside, the men will all crouch behind a pillar that has fallen down. Galmar will tell you to attack on his signal, at which point you will charge in and eliminate all the Imperials you see. Galmar and the Stormcloaks will start moving as soon as the fight is over, leaving two soldiers behind to guard the entrance.
The next room is rather large and empty. In it, Galmar will stop at the entrance to a tunnel and mention that this would be a prime spot for an ambush. He will then tell you to find another way through the tunnel, promising to aid you once he hears fighting. This is one of the few times you need not worry about staying with the rest of the Stormcloaks, allowing you time to loot the ruins. Head up to the second floor and search for stairs. Head up the stairs and follow the path; try to stay out of sight for as long as you can. When you are detected and attacked, Galmar and the other Stormcloaks will rush in to help you. On the eastern end of this room there are more stairs, at the top of which is a chest and the Light Armor skill book Jornibret's Last Dance.
Once the Imperials are dead, Galmar will move to the exit of that room and wait for you to catch up. By the edge of the wall by the cliff there is a lever; pull it and get ready for a battle. When you enter the next room, a few Imperials will attack you. Once they are dead, the men will gather around a dead draugr while Galmar explains what it is. Follow the next tunnel to the door that leads to Korvanjund Halls.
Once in Korvanjund Halls, you will find a dead Imperial lying next to a dead draugr and a few living Imperials. As you move through, you will notice a few more dead draugr. To your left, there will be a swinging blade trap with a chest behind it. Once you get past the blades, there is a lever on the floor to the left of them that lets you turn them off.
Once you go down the stairs, Galmar and the men will remark on the room you find yourself in, calling it "The Hall of Stories" and giving you some background on it. Proceed to the end, where there are two dead Imperials and a puzzle door. Near one of the dead Imperial's hands is the Ebony Claw, which has the proper combination of seals engraved on it. You have to examine it in your inventory to find the proper combination: Fox—Moth—Dragon. Galmar will say that he will examine the walls to find the way through and tell you to look for a way as well. Pick up the claw, put the seals in the right combination, and then open the door.
Galmar will congratulate you, then go through the door and follow the tunnel to the next room. This room has a locked gate blocking your way, and Galmar will ask you to look for some way to open it. Look for a doorway with some stairs in it. At the top of the stairs, you will see a table to your right; there is a dagger on it. Moving the dagger causes a secret entrance to appear on the wall. In the revealed cave, there is a trapped chest. Back in the room, follow the catwalks past a wood plank bridge; there is another chest at the end of this passage. Turning around from the chest, as you leave the little alcove the chest is in, you will see a burial urn to your right. Just to the left and above the urn, there is a small handle on the rocky wall. Pulling the handle will cause draugr to rise from their coffins on the lower floor, where the rest of the Stormcloaks are.
Once the draugr are dead, the men will go through the door to Korvanjund Crypt. Follow them through and follow the tunnel. You will arrive in a room with multiple bookcases. There are two coffins next to a seemingly dead boss-level draugr sitting on a throne. You can either run up and attack the draugr before he has a chance to attack you, which will let other draugr out of their tombs, or wait for a soldier to go up to the unmoving draugr and mention the crown it wears, at which point the coffins will burst open, revealing hostile draugr.
After they are dead, take the crown from the corpse of the boss draugr. Galmar will tell you to take it straight to Ulfric. If you talk to him again, he will mention that he will stick around for a while to find anything useful. You are no longer required to follow the Stormcloaks. Behind the throne, there is a chest, and at the back of the room there is a Word Wall for a word of the shout Slow Time. Once you have the word, turn around to find a staircase to a tunnel that leads to Korvanjund Temple. Lift the bar off the door and open it, then turn right and head for the exit. Once outside, after descending the second set of stairs, turn around and face the campfire. Beyond the campfire there is a Master locked gate, which is securing a room containing two coin purses and a chest with some nice loot.
Head back to Windhelm and head into the Palace of Kings to give the Jagged Crown to Ulfric. He will immediately start the next quest, Message to Whiterun. Alternatively, if you decide that you really want to join the Imperial Legion, you can take the crown to General Tullius in Castle Dour in Solitude and ask to join the Legion. After giving him the crown, he will let you join and you will start the next quest in the Imperial questline.
The Jagged Crown can be worn at the same time as a dragon priest mask or a circlet. If you want to postpone this quest to keep the crown, there are no repercussions (as long as you don't get the 1.4 update).
You can still switch sides by taking the crown to General Tullius and joining the Imperials. Even if the crown is given to General Tullius, the journal will still say you gave it to Galmar Stone-Fist.
Even if you do not kill the Imperials outside Korvanjund, they will be dead once you have cleared the ruins.
The draugr wearing the Jagged Crown will often be wearing an Ancient Nord Helmet underneath it. [verification needed]
If the dragon claw door does not work, check here for possible fixes.
It is possible for Galmar to get stuck in the final room of the dungeon, repeatedly telling you to take the crown back to Ulfric. This does not immediately have any repercussions, but it will prevent Galmar from being in Ulfric's office when you return Ulfric's axe in Message to Whiterun; without him there, Ulfric cannot give the order to march on Whiterun, preventing progression in the Civil War questline.
The draugr will often appear to be wearing the Jagged Crown on top of another helmet.
Upon returning from the previous quest, Ulfric and Galmar will be in conversation.
Ulfric: "Tell me again why we're wasting time and dwindling resources chasing a legend. We don't even know it exists!" Galmar: "The Jarls are upset. They don't all support you." Ulfric: "Damn the Jarls." Galmar: "They demand the Moot." Ulfric: "And damn the Moot! We should risk letting those milkdrinkers put Torygg's woman on the throne? She'll hand Skyrim over to the elves on a silver plate." Galmar: "All the more reason then. The crown would legitimize your claim." Ulfric: "A crown doesn't make a king." Galmar: "No, but this one..." Ulfric: "If it even exists." Galmar: "It exists. And it'll be the symbol of the righteousness of our cause. Think about it. The Jagged Crown! It heralds back to a time before jarls and moots. Back to the time when a king was a king because his enemies fell before him, and his people rose because they loved him. Skyrim needs that king. You will be that king, Ulfric. You must be." Ulfric: "You're certain you've found it?" Galmar: "When have I ever been false with you?" Ulfric: "Fine. I'll send the Unblooded here with you. Fancy a crawl through a moldering dungeon to see if you can't stir up Galmar's Jagged Crown?" Galmar: "It'll be there. You'll see."
Galmar will next instruct the Dragonborn to head to Korvanjund to retrieve the crown. Upon arrival at Korvanjund, a small group of Stormcloak soldiers led by Galmar Stone-Fist and Ralof is met. Inside is a waiting Imperial Legion.
Tullius: "Tell me again, why I'm wasting men chasing after a fairy tale." Rikke: "If Ulfric gets his hand on that crown, it won't be a fairy tale. It'll be a problem." Tullius: "Don't you Nords put any stock in your own traditions? I thought the Moot chose the king. We're backing Elisif. When the Moot meets, they'll do the sensible thing." Rikke: "Not everyone's agreed to the Moot. You've been here long enough to know that Nords aren't always sensible. We follow our hearts." Tullius: "So what - Ulfric gets this crown and then suddenly he's High King?" Rikke: "No, it's not as simple as that, but the Jagged Crown would be a potent symbol for his cause to rally around. But, if we found it first..." Tullius: "And we gave it to Elisif?" Rikke: "In the absence of the Moot, it would further legitimize her claim." Tullius: "Perhaps... I'm entrusting you with what resources I can spare. But I'm warning you, if this turns out to be a waste of time and men..." Rikke: "It won't be a waste." Tullius: "Make sure you take the Auxiliary here. You can send him/her back when you get there and find nothing but old bones and cobwebs." Rikke: "The Stonefist's no fool. He's found the Crown. But we'll get to it first."
Legate Rikke will then instruct the Dragonborn to head to Korvanjund and retrieve the crown. Upon arrival at Korvanjund, there is a small group of Imperial soldiers led by Legate Rikke and Hadvar. There are Stormcloaks that need to be defeated.
After entering the door to Korvanjund Temple, there are battles to be fought. Once proceeding through a large room to the north is completed, there is another room with two levels. Besides a path north on the ground floor, following the upper around the room counter-clockwise leads to another passage north. As part of the Stormcloaks, it is possible to snipe the waiting Imperials in the next room from above.
Across that room to the north, the path leads down to a middle level. Then it turns left (west), then left again (north). Immediately to the left are steps leading down to the left (north) to the bottom level. On the east side of the room are steps leading up to an empty chest with Jornibret's Last Dance to the left.
Back up on the second level, a circular opening leads west to a room with many urns and several corpses, including one of a draugr. In the southwest corner is a doorway that leads to a passage that wins south and west until it gets to a door to Kovanjund Halls.
Beyond the door is a room with steps up at the north end and several more corpses, including draugr. At the top of the steps, the path turns left, then left again, leading to a doorway to the west. Beyond that, the path turns right (north) and leads to a T intersection to the left (west). The west path goes through a swinging axe trap. On the other side is a chest with random loot and a lever that disables the trap.
Back at the intersection, continuing north leads to a stone door with concentric, rotatable rings, similar to the one in Bleak Falls Barrow (also known as a Dragon Claw or puzzle door). The door requires the use of the Ebony Dragon Claw, found on the ground in front of doorway, lying next to a dead soldier. The code for the door is on the palm of the Ebony claw (this applies to all dragon claws). The code for the Korvanjund door is fox, moth, dragon (from outer ring to inner).
Through the door to the north, the path is blocked by debris. Another path leads left (west) to a large room with a barred doorway to the west. A passageway to the right (north) turns left (west), then left again (south), winding up steps to a second level of the same room. There is an altar against the west wall that has a dagger on it. If it is removed, a passageway opens up that leads to another stone doorway that can be opened by pulling on a chain to its right. Inside is a booby-trapped chest with leveled loot. A lever next to the southern wall will close and reopen the stone door.
At the southern end, the path continues left (east) across two short walkways to a chest. Right after stepping off the wooden walkway, to the left (north), there is a handle on the wall (located by a burial urn). Pulling this will unlock the barred doorway. Also when the door opens several Draugr will appear in the room. Once they are defeated, the path to the west leads to Korvanjund Crypt.
The path leads west, then south, then east, then opens up to a room with a leveled draugr sitting on a chair. Interacting with it will wake it, turning it hostile. Sneaking and then attacking it will make it much easier to defeat. This draugr will raise three other leveled draugr. After defeating them, the Jagged Crown can be looted from the dethroned draugr. Note that this item is not obtainable after quest is finished.
Immediately behind the draugr's throne is a chest. After retrieving the crown, to the south of the draugr's throne is aWord Wall for the "Slow Time" shout. Next to the word wall, against the eastern wall, a short log ramp leads up to a series of passages that eventually lead to a door back to Korvanjund Temple. From there, it is possible to exit back to Skyrim.
While the Jagged Crown is in the possession of the Dragonborn, they can also decide to travel to the capital city of the opposition to hand over the crown to either General Tullius in Solitude or Jarl Ulfric Stormcloak in Windhelm. The leader of the opposing faction will accept the crown and unceremoniously recognize the Dragonborn as a member of their faction. From there on, the Dragonborn will fight the Civil War for their new allies.
I've decided to help the Stormcloaks drive the Empire out of Skyrim. I should talk to Galmar Stone-Fist to get my first assignment.
Objective: Talk to Galmar
I've decided to help the Stormcloaks drive the Empire out of Skyrim. My first mission is to help Galmar Stone-Fist retrieve the Jagged Crown from the ruins of Korvanjund.
This section contains bugs related to The Jagged Crown (Quest). Before adding a bug to this list, consider the following:
Please reload an old save to confirm if the bug is still happening.
If the bug is still occurring, please post the bug report with the appropriate system template 360 / XB1 , PS3 / PS4 , PC / MAC , depending on which platform(s) the bug has been encountered on.
Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person-anecdotes: such discussions belong on the appropriate forum board.
Click to see the list of bugs encountered
PS3 When entering the dungeon, the Dragonborn can go down the left side of the first fork (the right is sealed off by a cave-in). About halfway down the hallway, turn left and go up the stairs to a barred door. This door would normally let the Dragonborn exit the dungeon quickly. If the Dragonborn goes to the right side of the door and walks towards the left while repeatedly pressing the "X" button, the door bar will glitch through, allowing the main part of the dungeon to be skipped.
Upon killing the Draugr Scourge, it is possible that the crown will not be retrievable. The quest icon does not update, and still points to the body of the Draugr. Looting the body will not allow to obtain the crown, and the quest cannot continue. If this happens, re-load the most recent save and it should be on the body once killed again.
Sometimes when the Draugr Scourge is killed, the crown will drop on the floor. By looking around, the Dragonborn may find it on the ground.
Sometimes upon entering Korvanjund while following the legion, the Dragonborn will find that they can not proceed any further than the first small area of the dungeon as the rock fall is still blocking the archway into the dungeon, although all NPCs will be spawned behind the blockage if the Dragonborn exits and re-enters.
Sometimes when the Dragonborn is completing the quest for the Stormcloaks, then chooses to complete the unmarked optional betrayal in favor of the Imperials, the quest will remain stuck at the stage "Get New Orders" even after completing quests for General Tulius.
360 Sometimes, the Ebony Claw by the claw door will not be able to be picked up. This bug is fixable by saving and re-loading.
Sometimes, upon approaching the claw door, the rings will not move when activating them. Save and reload or leave the local area (i.e. go back to Korvanjund Temple then re-enter Korvanjund Halls) and the rings will appear differently than before. This is because the game registered the rings moving but didn't show them as moving.
If the Dragonborn has started this quest for the Stormcloaks and doesn't complete it before trying to convince Ulfric Stormcloak to join negotiations over a truce, neither quest can be completed, as neither NPC will start a necessary conversation to advance any quest, but rather talk about the other one
360(Fix) Complete the peace talks quest, wait for Ulfric to return to Windhelm, and speak to him, he'll reply.
PC However, entering Korvanjund and typing the commands "tcl" into the console ("~" key), will allow the Dragonborn to go through the walls. Typing tcl into the console again will disable noclip. From here the Dragonborn may explore the dungeon as normal and have the quest updates upon retrieval of the crown and continue the quest so. This is a Dungeon Lock Out, for the non-PC Dragonborn, they will have to start the quest.
NOTE: One problem found with this method is that (in some, if not all cases) all Draugr in the dungeon are dead until the Dragonborn reaches a certain room within which approximately 5-8 will attack the Dragonborn at once. All enemies past that point are living.
It is possible to wear the Crown at the same time as any mask or circlet.
PC Upon meeting Galmar near the ruins, he and Ralof may not appear. To fix this, return to an earlier save before had go to the ruins or use the console (~ key) to advance through the quest. Type into the console setstage CW02B 20. This will skip the part of the quest where Galmar is needed, otherwise it is possible to enter the ruins without Galmar as he is not needed to complete the quest.
Upon meeting Legate Rikke outside of the ruins, she will sometimes not appear initially. Loading and retrying or waiting for an hour or so should fix the problem.
Sometimes the Draugr Scourge will be wearing both the Jagged Crown and an unobtainable Ancient Nord Helmet, giving it's head a somewhat strange appearance.
The Crown may be on the floor when entering the room.
Upon meeting Galmar and Ralof near the ruins a dragon may spawn. After killing it, the game may freeze. Realoding a previous game save may not be sufficient and the Dragonborn may have to kill the dragon before Galmar and Ralof come.
If the Dragonborn chooses to betray the Imperials by giving the crown to Ulfric instead, Legate Rikke may show up at the Palace of Kings while the Dragonborn is in the middle of the conversation with Ulfric. Ulfric and his men will all become hostile towards Rikke, and since both characters are essential, the fight lasts indefinitely.
PC It is possible that approximately 3 seconds after the sequence where the friendly guard watches the crown-wearing Draugr awake, the game crashes. This may be caused by the installation of too many mods.
PC(Fix) Use the "killall" console command shortly before the game crashes.
360 When first arriving at Korvanjund, Hadvar may refer to the Dragonborn as "Dragonborn", despite the fact that no one even knows who the Dragonborn is yet.
When first being given the quest for the Stormcloaks, after Galmar give the Dragonborn the Stormcloak armor he will say "Get yourself kitted out with whatever you need, brother", even if the Dragonborn is female.
PC If the crypt is entered before starting the quest (via bugs or console commands), the quest cannot be completed.
PC(Fix) setstage CW02B 180 may help if the crown can't be found and the Dragonborn has sided with the Stormcloaks. If the Dragonborn has sided with the Imperials, the "B" should be changed to "A".
360 It is possible the game will bug when going through a door as a Vampire Lord, killing the Dragonborn as they load on the other side.
360 PS3 If mage-type followers (such as Erandur or Onmund) are accompanying the player, they can cause hostilities between themselves and Galmar and Ralof. This is because a spell meant for the enemy hit one of the men. Both will attack the follower until he is on his knees, or vice versa. The hostile behavior will also not stop after the follower (or Galmar and Ralof) yields; they will continue to attack each other a few rounds until the initial attack is forgotten. This may happen multiple times throughout the dungeon. The only fix is to bring along a melee-oriented follower, such as Vilkas or Benor.