The Fight for Kyne's Aegis

The Fight for Kyne's Aegis is a quest in in which the Vestige must retake the island of Kyne's Aegis off the northern coast of Western Skyrim that has been invaded by an alliance of Sea Giants and vampires.
==Background==
An unlikely alliance of Sea Giants and vampires invaded Kyne's Aegis. If the survivors are to have any hope of escape, I must drive these monsters back into the sea. Hopefully, the island's defenders will rally behind me.
==Objectives==
#Talk to Thane Ogvar
#Repel the Invasion
#Talk to Thane Ogvar
==Walkthrough==
This walkthrough is written for Normal difficulty. Experiences when playing on Veteran difficulty will differ.
In Kyne's Aegis, you will find a man named Thane Ogvar. He will tell you that the island has been overrun by Sea Giants and Vampires under the leadership of a vampire named Lord Falgravn, and will ask for your help in clearing these beasts off the island. 
Head through the gates to Kyne's Perch. You will be facing your first mobs once you're through; the mobs here require more strategy than just beating them to death. The enemies called Bulwarks will create an area of effect around them that will shield the other enemies from damage; you will have to lure them away from the other enemies. The Tidebreakers like to put their sword in the ground and produce an area of effect that needs to be blocked. The raiders will throw their spears at you, and the stormcallers will produce bolts of lightning that target random players and cannot be blocked. 
You will have to fight several waves of these enemies as you make your way through the ruined town. Folllow the main path and you will evetually reach the Charred Overlook, where the first boss waits. His name is Yandir the Butcher and he has pet Sea Adders and Gryphons. He can heal these creatures if they are too close to him; make sure they stay at a distance from each other. Occasionally, the boss will spawn a white shield around him; this needs to be destroyed quickly or it will deal massive damage. This boss will stop summoning his allies when he is at half health; at 40%, he will start jumping around and dealing shock damage. This boss also likes to summon various totems; his dragon totems will spew fire that must be avoided, his gargoyle totems will turn you to stone if not blocked, his harpy totems will deal fast bolts of magicka and his chaurus totems will poison certain players; stay away from the other players if this happens to you. 
Once Yandir lies dead, proceed onward into the Span. In this area, you will have to deal with thick mist and lightning strikes as you deal with the mobs. You will also encounter a new kind of enemy, the Shaman, who will heal his allies and cast the same kind of totem seen in the fight against Yandir. These enemies will have to be disposed of quickly. Fight your way through all the enemies and proceed up the path to the Windswept Grove. 
This is where you will be fighting your next boss, Captain Vrol. The first thing you will notice about this battlefield are the two ballistas aimed at the ship in the background. At the start of the fight, a summoner will spawn on the boat. Later on in the fight, he will be joined by fire mages. These can be taken out by taking ballista parts out of the barrels in the fighting arena and using them to fix and fire the ballistae. The boss himself however is no slouch either; he likes to stomp on the ground and produce lightning effects. He also likes to summon allies; if he summons an apothecary, it will heal him, so dispose of his friends quickly. In addition to that, he will occasionally trap players in a prison that deals damage; said prison must be destroyed quickly by he other players. He will also sometimes summon a storm twin, which is a clone of himself that deals shock damage. Kill this thing quickly.
Once Vrol lies dead, continue into the Prospector's Range and continue up the path. The Bitter Knights here have learned Vrol's trick of imprisoning players in damaging prisons; make sure to free players quickly if this happens. You will also be facing Crimson Knights who deal powerful melee attacks, vampire infusers who power up the other enemies and blood knights who create fountains that deal damage in 4 directions. The last horde of enemies before the final boss is particularly tough, as it contains a mix of all the enemies you have been fighting throughout this dungeon. 
Proceed on to Falgravn's room to face the final boss. This foe has three phases. In the first phase, it is imperative to keep him in the middle of the room. He likes to create a chain of lightning; players must form a chain between the boss and the wall on the side where the lightning is formed. He also likes to put a lightning area of effect under players; make sure to spread out when he does this. He will continue to use that attack until his third phase. Once the boss is at 70% of his HP, he will destroy the floor and you will fall to the floor below. At this point, the boss will start summoning some of the common enemies you have fought throughout the dungeon. He will also summon balls and things called coagulants; kill these before they reach the ball. At 30% health, the boss will once again shatter the floor and make you fall even deeper. At this point, the fight is rather straightforward; the boss's special mechanics are not threatening here and you can just kill him.
Once the vampire lies dead, speak with Thane Ogvar to finish the quest.
==Reward==
*Kyne's Mundane Coffer (normal)
*Kyne's Gleaming Coffer (veteran)
==Journal==
==Bugs==
* Sometimes, after destroying the floor for the first time, Falgravn will not follow you down, and the second phase will not commence. After a while, everyone is teleported back to the top floor and the fight begins anew.
==Gallery==
Kyne's Aegis 2.jpg
Kyne's Aegis 3.jpg
Kyne's Aegis 4.jpg
==Appearances==
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