You're wandering along the snowy, jagged coastline of the Pale, somewhere between Dawnstar and Solitude, when you see it. It’s that familiar, looming silhouette of ancient Nordic masonry. High Gate Ruins. If you’ve played Skyrim for more than ten hours, you know the vibe. Cold. Grey. Likely full of Draugr that want to put an axe through your head. But here’s the thing: High Gate Ruins isn't just another dungeon crawl you can skip. It’s actually home to one of the most mechanically annoying—yet rewarding—boss fights in the base game.
Most people stumble in here by accident. You’re just looking for a shortcut or maybe chasing a miscellaneous quest marker, and suddenly you’re helping a woman named Anska find a lost scroll. Honestly, Anska is one of the better "random" followers you can pick up, mostly because she blasts everything with fireballs while you do the heavy lifting. But don’t get too comfortable. This place is a maze of pressure plates and lever puzzles that have frustrated players since 2011.
What’s Actually Inside High Gate Ruins?
It’s a massive tomb. Basically, a burial complex dedicated to Vokun. If that name sounds familiar, it should. Vokun is one of the eight high-ranking Dragon Priests of Skyrim. These guys were the upper management of the Dragon Cult back in the Merethic Era, and they haven't aged well.
The layout is split into three main zones: the High Gate Ruins, the Catacombs, and Vokun's Throne Room. Expect traps. Lots of them. The entrance chamber alone has a puzzle involving four levers that correspond to animal totems—Eagle, Whale, Fox, and Snake. It’s classic Bethesda design. Simple, but if you’re rushing, you’ll end up with a face full of poison darts. You’ve gotta look at the ceiling or the floor. The game literally gives you the answers if you just stop sprinting for two seconds.
Dealing with Anska and Her Quest
When you enter, you meet Anska. She’s looking for a Sealed Scroll. She claims it’s her birthright, something about her lineage. It’s a pretty standard "fetch and protect" mission, but having her along makes the interior much easier. She’s a glass cannon. She will absolutely wreck a Draugr Scourge, but she can’t take a hit to save her life.
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The loot is the real draw here. Beyond the scroll, you’re looking at a Word Wall. This one gives you a syllable for Storm Call. If you haven't used Storm Call, it’s basically the "delete everything in the area" button, though it’s notoriously bad for accidentally killing your own horse or followers. Use it sparingly. Or don't. It's your playthrough.
The Vokun Fight: A Genuine Headache
Let’s talk about Vokun. He’s the main event. Unlike some of the other Dragon Priests who stay tucked away in hard-to-reach peaks, Vokun is just... there, at the end of this damp hallway.
He uses a lot of fire magic. Fire Cloak, Fireball, the works. If you’re playing on Legendary difficulty, Vokun can one-shot a mid-level character before you even realize the fight has started. He hovers. He’s fast. And he has that annoying habit of backing away while pelted you with explosive spells.
Why the Vokun Mask Matters
Once you loot his remains, you get the Vokun Mask. It’s heavy armor, made of iron (which is weird for a magical mask, but whatever), and it carries a very specific enchantment: Conjuration, Illusion, and Alteration spells cost 20% less to cast. For a battlemage or a spellsword, this is gold. Most unique items in Skyrim focus on one school of magic. Vokun hits three. It’s arguably one of the most versatile masks in the game, especially if you’re trying to build a character that relies on Ebonyflesh for armor and Summons for crowd control. Plus, you need it if you ever want to unlock Konahrik, the final mask in Labyrinthian. You can't get to the end-game gear without passing through High Gate.
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The Puzzle Mechanics Most People Miss
The lever puzzle in the first room is usually what stumps people. It’s not hard, just tedious. You have to pull them in order: Eagle, Whale, Fox, Snake.
But there’s a second puzzle deeper in the Catacombs. It’s a room with a series of gates and levers. If you pull the wrong one, you’re fighting more Draugr. If you pull the right one, you move on. Pro tip: look for the symbols behind the levers or on the walls nearby. Bethesda loves hiding the solution in plain sight. It’s never about logic; it’s always about observation.
There’s also a sneaky chest hidden behind the throne after you kill Vokun. People always grab the mask and the scroll and then sprint for the exit. Don't do that. Check the alcoves. There’s usually a decent amount of gold and some high-level soul gems tucked away in the back of the chamber.
Navigating the Bugs
Skyrim wouldn't be Skyrim without some technical jank. High Gate Ruins is notorious for a couple of specific issues.
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Sometimes, Anska just... stops. She’ll get stuck on a piece of geometry or refuse to enter the throne room. If that happens, you might have to shove her (literally, use the 'Unrelenting Force' shout) or wait for 24 hours in-game. Also, if you’ve already cleared the ruins before talking to her, the quest "A Scroll For Anska" can sometimes glitch out. It’s usually better to pick her up at the door and do it all in one go.
Final Tactics for High Gate Ruins
If you’re heading there now, go prepared. Bring fire resistance potions. Vokun’s fire damage is no joke. If you’re a stealth archer (and let’s be honest, you probably are), you can actually snipe him from the doorway before he fully aggros, but it takes a lot of patience and a decent bow.
- Bring a follower who can tank. Anska is great for damage, but you need someone like Lydia or Mjoll to stand in Vokun’s face while you reposition.
- Clear your inventory. The amount of ancient Nordic weapons and random gems in this place is high. You’ll get overencumbered halfway through the Catacombs if you aren't careful.
- Check the Word Wall first. Don't forget to learn the Storm Call word before you leave. It’s easy to get distracted by the loot and the quest dialogue and walk right past it.
- Give the scroll to Anska. You don’t need it. She gives you a spell tome for Conjure Flaming Familiar as a reward. It’s a unique summon—basically a flaming wolf that runs at enemies and explodes. It’s hilarious and actually quite effective for low-to-mid-level builds.
High Gate Ruins is a perfect example of why Skyrim’s world-building works. It’s a self-contained story about a woman reclaiming her history, a dead priest who refused to stay dead, and a very powerful hat. It’s worth the trip to the northern coast. Just watch out for the pit traps.
Actionable Next Steps:
Check your map for the snowy region west of Dawnstar. If the icon isn't there, look for the wreckage of the Orphan's Tear ship on the coast; the ruins are directly south of that. Ensure you have at least two empty Grand Soul Gems in your pack before entering—the Draugr Deathlords inside are a prime source for high-level souls. Once you finish the quest and get the Conjure Flaming Familiar tome, head to a wide-open area like the Whiterun plains to test it; the explosion radius is larger than you think, and it's best to learn the timing before using it in a cramped dungeon.