The Kagrumez Gauntlet is a miscellaneous quest in the Dragonborn DLC that sends you through a series of Dwemer combat trials in the ruin of Kagrumez on Solstheim. Each trial is opened by slotting Resonance Gems into a pedestal in the right pattern, and every success unleashes a fresh wave of automatons. The prize: two loyal mechanical pets and a unique bow.
How to start
There is no quest giver; the quest revolves around Kagrumez itself and its single objective is to find Resonance Gems across Solstheim. In total you need four of the five Kagrumez Resonance Gems:
- Two on the body of the reaver leader in the first chamber of Kagrumez.
- One next to a chest inside the Nchardak Aqueduct (part of Nchardak).
- One by the Visage of Mzund in Fahlbtharz.
- One sold by Revus Sarvani at the silt strider near Tel Mithryn. You can also pickpocket it or take it from his body.
Walkthrough
The reavers
In the main chamber three reavers are arguing about whether to come back with more men; their leader is sure a few Dwemer spiders are all that stands between them and the treasure. Kill them to begin the gauntlet and loot the two gems from the leader.
First pattern
The pedestal has nine slots in a three-by-three grid. Left of its front is a locked door showing two glowing circles. Put gems in the center-left and bottom-right slots. The floor and walls shift and Dwemer automatons pour out; destroy them all and the door opens. A lever in the next room activates a friendly Steadfast Dwarven Spider that follows you like any other pet.
Second pattern
The spider’s room has a second locked door with three glowing markers. Back at the pedestal, set gems in the top-center, bottom-center and bottom-right slots. This wave is larger and tougher and comes with fire traps. Once the automatons are down, the traps switch off and the door opens. Another lever releases a Steadfast Dwarven Sphere, which also works as a pet.
Third pattern
The door in the second room shows the last pattern: top-left, bottom-left, center and bottom-right. This is where you need four gems. After the chamber rearranges itself, much of it is flooded with shallow, electrified water that deals shock damage. Stay on the raised platforms and use ranged attacks, or cross the water quickly – taking the damage or using Whirlwind Sprint – to fight in melee. When the last automaton falls, the room returns to normal and the final door opens.
The treasure room
The last room contains a pile of loot and the Dwarven Black Bow of Fate. A passage leads to a balcony above the main chamber, giving you a quick way out.
Rewards
- Steadfast Dwarven Spider (pet)
- Steadfast Dwarven Sphere (pet)
- Dwarven Black Bow of Fate
- Assorted loot in the final room
Tips and notes
- You can only have one of the two pets following you at a time, not both.
- Bring a bow or destruction spells for the third trial, where the electrified water punishes anyone who stands around in melee range.
- The Creation Kit contains an unused fourth door that apparently needed all five gems (bottom-left, center-left, center, center-right, top-right). This is unconfirmed and cannot be opened in the game.
