A Killer on the LooseEdit
When you first visit Windhelm, a few of the citizens and guards will mention a serial killer on the loose. A general fear is noticeable, but nobody will really talk about the killings, and it remains nothing but a rumor. When the right conditions have been met (see this section on how to trigger), the body of the Candlehearth Hall barmaid, Susanna the Wicked, will appear, surrounded by witnesses, in the graveyard. If you approach the scene, a guard will stop you and explain a bit about the murders. The guard also explains about the local guards being too busy with the war to do any real investigation, and they would gladly accept some help from you. For starters, he tasks you with questioning the three townsfolk gathered around the body.
Investigator of WindhelmEdit
On a rare venture outside the Hall of the Dead, Helgird will be little help at the moment, but will point out that Susanna's coin purse is still intact. Calixto Corrium claims he 'saw a fellow running away, but didn't get a good look at him', while local beggar Silda the Unseen didn't make it to the scene before Susanna was dead and the killer gone. The guard will not be particularly surprised with the lack of hard evidence or witnesses, and will point you towards Castle Steward Jorleif for assistance and helpful advice.
"Large diagonal cut from left shoulder..."
In the Palace of the Kings, Jorleif will be shocked to hear about the third killing, and will gladly accept your help. He will promise you assistance from himself and all the town guards during the investigation. A map marker will now always point towards him, but he will rarely have anything helpful to add. Now it's time to investigate the crime scene without interference from the guard. Susanna's body will have been removed from the crime scene, and only the spatters of blood remain. The guard has noticed the blood as well, and hints that this evidence possibly holds a clue; however, for now you are urged to talk to Helgird in the Hall of the Dead. Due to her profession and life-long experience with dead bodies, she may be able to come up with some answers.
Enter the Hall of the Dead and find Helgird busy examining Susanna's dead body, obviously puzzled by the large diagonal cuts she finds. When asked, she will reveal the shape of the cuts to be somewhat unusual, like they were made with a curved blade designed for embalming, the exact tools she uses. You can choose to indicate her involvement in the killings or simply to leave the conversation, but the results are the same. Helgird will refuse to speak to you further and will ask to be left in peace so she can prepare the body for the funeral. Because both Jorleif and the guard are unable to do anything at the moment, your only hope for finding a clue is in the graveyard.
The remaining evidence seems to be a trail of blood leading from the graveyard. Follow the bloody trail around the corner and up the stairs, where it ends at the entrance to Hjerim, a huge manor opposite the House of Clan Cruel-Sea. (If you chose to follow the bloody trail before speaking to Helgird, the map marker pointing toward her will now be gone.)
HjerimEdit
The front door is locked, so either pick the lock or ask Jorleif and/or any guard in town about access to Hjerim. They will briefly tell you about how the house used to belong to the now deceased Friga Shatter-Shield, and it has been abandoned ever since her untimely death. They will also point you towards her mother, Tova Shatter-Shield. Wait for Tova to leave her house. She will be browsing the market between 11am and 3pm, while she spends her afternoons at Candlehearth Hall. When you approach the grieving mother, it becomes apparent that Friga was one of the victims of the killer. Naturally, Tova will be more than willing to hand you the key so you can go take a look inside. If you cannot find her, she may be in her home dead after committing suicide (if you have previously committed a certain murder for the Dark Brotherhood) and you can simply take the key off her body.
The secret chamber
When entering Hjerim, a quest update will immediately tell you to look for clues, so take a look around. The blood trail leads to a chest in the southeastern corner, so investigate it and pry it open. Within, you will find eleven pamphlets called Beware the Butcher! along with the Butcher Journal #1. Even though your quest journal now encourages you to follow up on these clues, keep looking around the house. Ignore the mead scattered on the floor and proceed to the two wardrobes in the western alcove. The wardrobe to the right is nailed to the wall, so open it and remove the false back panel. This will reveal the killer's hideout, a room filled with bones, bloody remains and the suspected embalming instruments. Investigate the altar and pick up the Butcher Journal #2 for more evidence. Leave the room, and look at the small shelf between the wardrobes. It contains even more pamphlets, but also a strange amulet. This is the last item of evidence, so make sure to pick it up. Read the pamphlet to learn about a Windhelm citizen named Viola Giordano. Before leaving, make sure you have a pamphlet and the strange amulet in your inventory. If you want to avoid investigating Hjerim with Viola later on, pick up one of the journals as well.
Follow up on the CluesEdit
Pay a quick visit to the helpful Jorleif (or a guard) for advice on how to proceed. When you show him the amulet, he will be quite puzzled but will point you to Calixto at the House of Curiosities for an opinion. When asked about the term 'the Butcher' he will spitefully refer you to Viola Giordano, the author of the pamphlets and the one to seek out for background information on the killings. At this point, map markers will point to both Viola and Calixto, but it is recommended to visit Calixto first.
Calixto CorriumEdit
Calixto had opened up his small museum with his now-deceased sister, showcasing the various items they found during the adventures they shared back in the day. These days, Calixto spends most of his time sitting in a chair doing absolutely nothing but mourning the loss of his sister and rambling about how happy she'd have been seeing all the curious items under one roof. Not surprisingly, Calixto will, for a small fee, offer a guided tour around the small House of Curiosities and explain the background for a few of the items. It is a good idea to accept this tour, just for the investigation. When you present him with the strange amulet, he will tell you that it's the Wheelstone, traditionally carried by court mages. He will then offer to take it off your hands for 500 gold. Due to a bug with the amulet, it is recommended to accept this offer.
Viola GiordanoEdit
Viola is an Imperial who tends to wander the streets of Windhelm during the day and hang out at Candlehearth Hall in the evening. Track her down (with a "Beware the Butcher!" flyer from Hjerim in your inventory) and question her. She is understandably upset about the presence of a serial killer and the apathy of the town guards. If you failed to pick up the journal in the hidden chamber back in Hjerim, Viola will immediately take interest in the old house and set off at a running pace to help with the investigation. If you already have the journal, Viola will point to Wuunferth, the court mage in the Palace of the Kings, as the most likely person to be experimenting with Necromancy. If you chose to speak to Viola before Calixto, the map marker pointing toward him will now be gone. Still, go sell him the strange amulet before going anywhere near the Palace of the Kings. This will net you 500 gold and one less bug to worry about.
At this point, your next decision will affect how the quest proceeds, and whether the killer is able to strike again.
Even if the map marker now points you towards the Palace and your journal tells you to confront Jorleif with the evidence against the court mage, talking to Jorleif can be fatal for the townsfolk of Windhelm. Another option is available, although it's unsaid. You can go directly to the accused Wuunferth and confront him yourself, without ever talking to Jorleif.
- See this section if you choose to confront Wuunferth.
- See this section if you choose to speak to Jorleif.
Your reward will remain the same regardless of your choice.
Follow Your InstinctsEdit
WuunferthEdit
Wuunferth the Unliving lives a secluded life in the Palace of the Kings, but you are free to go visit him at any time. During the day, he will be in his quarters (first door on the left on entering, upstairs, at the far end). He spends his nights wandering around downstairs. Confront him with the rumors about him performing necromancy. He will be quite insulted and will ramble on about him being a member of the College of Winterhold. When you mention the journals and describe the amulet he will immediately identify it as the legendary Necromancer Amulet, while he will only feel sorry for Calixto's wild theories about it being the Wheelstone.
He reveals that he has also been investigating the killings of Windhelm for quite some time. He has noted a pattern with the location and timing of the killings, so he ends up asking you to keep watch in the Stone Quarters at night, as he predicts the killer will strike again. Now leave Wuunferth alone, ignore the map marker still pointing towards Jorleif, and head to the Stone Quarters and wait until nighttime.
Proceed with the walkthrough in this section.
JorleifEdit
"Has the whole city lost their brains?"
When you tell Jorleif that Wuunferth is the main suspect and tell him about the necromancer lair in Hjerim, he will be shocked at first; he will, however, find the evidence convincing enough to take action. After thanking you for making the streets of Windhelm safe again, he will set off towards the guard patrolling the palace entrance and order him to come along for an arrest. At this point, the quest will end and you will be left behind in the main hall, without any reward whatsoever.
Following Jorleif and the guard into Wuunferth's chambers and eavesdropping during the arrest will prove quite unsettling. A frustrated Wuunferth will claim that he was investigating the murders as well, and will shout that this isn't over when the guard drags him to the barracks. At this point it is impossible to talk to any of the characters, but there's an ominous feeling that something is terribly wrong and that Windhelm may not be freed from the nightmare just yet. Wuunferth the Unliving, the only person with the answer, will be behind bars and will offer no information.
"Looks like you aren't such a sharp investigator after all."
After three full calendar days spent outside Windhelm, you will see a familiar scene upon your return. A guard will be standing next to yet another slain victim (she is on the right of Candlehearth Hall when looking from the Palace of the Kings): an Altmer named Arivanya from Windhelm Stables. The guard will be devastated and quick to inform you of your failure. A new quest with the same name will pop up in your journal, and the guard will suggest you remedy your mistake by talking to the imprisoned Wuunferth. Head to the barracks underneath the Palace and speak to the wizard. When you tell him that the Butcher has claimed yet another victim, he will point out that he is behind bars and make a jab at your abilities as an investigator. When you tell him about the journal and the amulet, he will deny any knowledge of a journal and will ask for the shape of the amulet. He will then identify it as the rare and legendary Necromancer Amulet. While he will reject Calixto's Wheelstone theory on the spot, he will reveal that he has noted a pattern in the location and timing of the killings, and will end up asking you to keep watch in the Stone Quarters at night, as he predicts the killer will strike again.
Catch the Killer!Edit
The killer strikes again.
When you head outside, the Stone Quarter will be incredibly quiet. The entire market is usually devoid of people at night, with the exception of a guard that may be present. You can spot the murderer following his final potential victim through the graveyard and the alley, up to the steps into the market from the west. As they enter the market, you will witness elderly museum owner Calixto Corrium sneak up behind a female citizen (normally Arivanya, but another woman will be randomly chosen if she is already dead), with his knife drawn for the next kill. You can attack Calixto or use a spell on him to save his would-be victim. If you fail to dispose of him before he slits her throat, or if you attack Calixto and save her, he will panic and take off at a running pace towards his necromancer chamber in Hjerim. Follow him and be ready for a fight, although he shouldn't pose much of a problem. Once dead, loot him for the now-restored Necromancer Amulet (if you sold it to him) and a few other valuable items. Make sure to pick up his key, as it will help you reveal the truth behind the murders. If you managed to slay him outside, guards will arrive and point you towards Jorleif for one final conversation. If you slay him outside with a ranged attack, the guards will not approach even after you loot the body, instead continuing to patrol the area. When you speak to Jorleif, he will thank you and say that the city guard will be more cordial to you in the future.
While optional, it is worth your time to pay a visit to Calixto's now abandoned museum of curiosities to find out the motive behind his murders. In the upstairs area, you will find his chest, unlocked with the key you claimed from his body. Inside are all of his embalming tools, along with the first part of his Journal. When reading through it, it becomes apparent that the untimely death of his sister Lucilla drove him to madness and that the murders, body parts, and necromancer rituals were all part of a desperate attempt to bring her back to life.