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Castle Thorn and Falkreath still bugged

MurkyWetWolf198
MurkyWetWolf198
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These two glitches have been in the game for like 8 years, omfg, can yall fix them or what?
The safe area indicator on Castle Thorn last boss gets stuck, so the safe area moves on but you can’t see where, and you die.
The skeleton boss in Falkreath, at 50%, goes away and spawns 3 minis. When you kill the minis, the boss is supposed to come back at 50%, but instead, he blips in and out of existence, and the fight resets.

THESE BUGS HAVE BEEN IN THE GAME FOR AS LONG AS IVE BEEN PLAYING. ITS ABSURD. FIX IT, PLEASE.

I’m on Xbox if it matters
  • Soarora
    Soarora
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    Shamelessly plugging my bug report thread because it includes the castle thorn circle:
    https://forums.elderscrollsonline.com/en/discussion/689226/common-bug-report-compendium-looking-for-dev-response-on-these-issues#latest

    I have falkreath on there too but it’s actually a different bug. I think it’s been established that the despawning at 100% and despawning at 50% are two different bugs, anyway.
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
    DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • ToddIngram
    ToddIngram
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    The only time I've seen the skele boss in Falkreath do what your describing is when a group member leaves the arena defined by the swirling winds, the boss follows them, then resets.

    And I've never seen the bug you're describing in Castle Thorn. Not saying it doesn't happen, just that I haven't seen it. Please don't take this as being contradictory. Not everyone gets hit with the same bug every time, and we all know that ZOS is notoriously buggy.
  • Soarora
    Soarora
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    ToddIngram wrote: »
    The only time I've seen the skele boss in Falkreath do what your describing is when a group member leaves the arena defined by the swirling winds, the boss follows them, then resets.

    And I've never seen the bug you're describing in Castle Thorn. Not saying it doesn't happen, just that I haven't seen it. Please don't take this as being contradictory. Not everyone gets hit with the same bug every time, and we all know that ZOS is notoriously buggy.

    I also haven’t ever seen the castle thorn bug but some people get it every time they go in there.

    Iirc the Falkreath bug happens when there’s too much damage? It happens all the time in 3dps runs, the third dps has to sit around really.
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
    DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • Rkindaleft
    Rkindaleft
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    ToddIngram wrote: »
    The only time I've seen the skele boss in Falkreath do what your describing is when a group member leaves the arena defined by the swirling winds, the boss follows them, then resets.

    And I've never seen the bug you're describing in Castle Thorn. Not saying it doesn't happen, just that I haven't seen it. Please don't take this as being contradictory. Not everyone gets hit with the same bug every time, and we all know that ZOS is notoriously buggy.

    This is what happens:

    https://www.youtube.com/watch?v=mh173rUtyY4

    In my experience this seems to happen to at least one person in each run. You end up having to follow your team mates around the arena because you can't tell where the safe zone is. This is mainly a problem on hard mode where the damage from not staying in the safe zone ramps up extremely fast. This bug has killed many trifecta attempts for many players because it makes no-deathing the dungeon way harder than it should be.

    The frustration is that this has been reported probably over a thousand times, I myself have made countless bug reports in game and made multiple threads on this one issue. The bug also can occur when you get Lady Thorn in Infinite Archive.

    I've heard many reasons for the Falkreath bug over the years, and I think the boss just resets sometimes. We've purposefully burned the boss slow, not left the boss area, not summoned pets and it's still reset for no reason so it's likely just broken.
    Edited by Rkindaleft on 26 July 2026 22:28
    PlayStation NA https://youtube.com/@rkindaleft
    Tick Tock Tormentor | Saintly Savior | Gryphon Heart | Godslayer | Kyne's Wrath | Planesbreaker | Swashbuckler Supreme | Mindmender | Unstoppable
    + Pathwalker (does that count lol?)
  • YffresTrill
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    I went into Falkreath (vet) recently as a duo. We were both on optimised solo builds. The bone boss first kept resetting at 100%. I had assumed this is the same bug as some other bosses (e.g. the menagerie in Fang Lair) where certain player pets cause the enemies to despawn before they can be attacked. But neither of us had any pets up and it reset a few times before we could actually do anything.

    Finally, it did not reset at 100% (sadly still unsure why) and we got it to 50%, where it again reset a few times. Out of frustration, my partner switched to a tank build and that time there were no problems, so there might be merit to the suggestion that overdamaging causes the resetting at 50%? Though we were both on solo builds so our damage cannot have been that crazy... And of course it does not explain the reset at 100%.

    (Edit for typo.)
    Edited by YffresTrill on 26 July 2026 23:27
    @ Yffre'sTrill - PC/EU (No Steam)
  • allochthons
    allochthons
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    I got the Castle Thorn bug every time I did it on Vet.
    Now, if I'm running it deliberately (instead of a random), I reboot my console before I start, and do nothing else before porting into the dungeon. That prevents the bug about 90% of the time. For me.
    She/They
    PS5/NA (CP3100+)
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