Bear you hence this extractor. ", You sent for me? Upon entering the ruins for the first time a team of trapped archaeologists is discovered; the story of their fate, disrupted by a snowstorm and the Falmer also plays out within. He claims that Septimus is a good follower, but after he discovers how to unlock the Dwemer box he will have outlived his usefulness. I helped him open it. Once you have both the Elder Scroll and the Lexicon, return to Septimus Signus at his outpost. Altmer, Bosmer, Falmer, and Orc bodies can be found in, Bosmer, Dunmer, Falmer, and Orc bodies can be found in, Bosmer, Dunmer, and Orc bodies can be found in, Altmer are also part of the Thalmor and can be found at the. On the shelves, in addition of Dwemer metalwork, is a piece of iron ore, a piece of silver ore, and an apprentice-locked chest with a random potion beside it. The fundamentals. Eventually, a Khajiit skooma addict, named J'darr, will attack. Beyond these items is a fire with a set of shelves being used as a cooking grate, with a small Dwemer plate metal and a charred skeever hide on top cooking. The quickest route from Alftand to the Tower of Mzark would be to follow the road to the left immediately out of the Alftand Cathedral. One Dwarven spider scuttles in the corridor to the south, and another can be found down a flight of stairs ending in a cave-in to the north. A passage to the south continues through an open door and up a spiral staircase. If you want, you can sacrifice some time to jump between the moving machine elements. THIS WAS THE BEST HELP EVER THANKS DUDE I ALMOST QUIT ON THIS GAME! The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 125. The elves still living provide the key. Hold Dwarven machine housing the Elder Scroll. Inside the new room you should find a few chests with precious artifacts and The Locked Room, boosting your Lockpicking skill. Care must be taken, as there is another piston that can push you off the side of the ramp, and several Falmer and Dwarven spiders in the area. Inside, a strange Dwemer cube is being studied by Septimus Signus. Activate the mechanism with the Attunement Sphere which causes the floor to retract into stairs. In the northwestern corner is a novice-locked gate, behind which are two chests, one apprentice-locked and the other adept-locked, along with two sets of shelves holding various Dwemer items. There is a table with more metal grating over it, and a metal chair and two sets of shelves on the far side. It did not contain what he had expected, but instead a book of great knowledge, the Oghma Infinium. His surprise is cut short as his usefulness to Hermaeus Mora has been outlived and he is promptly disposed of in a flash of light. The elves still living provide the key. Come when its set is complete.". However, he does not possess the knowledge to use the Elder Scroll. To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. To harvest the blood, loot the corpse of a deceased person with the Essence Extractor in the inventory. Keep moving till you see this research table, loot the spiders for some soul gems and then get prepared to face some live ones. When loading from a save within the Animonculory zone, audio may become corrupted or stop altogether. One can then use the lever to open the gate and descend into Blackreach. Against the southeast wall is a pen, with several Dwemer items, a bottle of Nord mead, a hide shield, and a woodcutter's axe scattered among human bones. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. Either victor will be hostile to you. . Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). You may not have the "Harvest blood" option despite having the Essence Extractor in your inventory. Climb on to the exposed bridges and find your way to the marked entrance. Beside the shelf is a spiral staircase leading down, deeper into the tower. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. Now press that button, and a large set of lens crystals descends from the ceiling and stops. Be on your way, and Septimus will find you if he has further need. This will take time to decryptify. There are three Falmer in the room, one near each of the tents. The next part of this quest is dependent on character level. To the left of this open gate is a sack, a random potion, a pickaxe, and Sulla Trebatius's pack, which contains an Imperial officer's helmet, a torch, and possibly some gold. Alftand Cathedral is the final zone in Alftand; it houses a lift to the surface as well as the passage to Blackreach. Be careful of the claw trap before the door. To decipher the code, press the second button from the right four times, pausing between each pressing to allow the Oculory to complete its realignment. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. At this stage, he also reveals that he is in the service of Hermaeus Mora, the Daedric Prince of Knowledge. The path continues to the north past a barrel holding a bottle of alto wine, a small coin purse, and four loose coins. Pretty sure. To the right of the pipes is a flight of stairs leading up to an area covered in an oil slick. the Attunement Sphere, thanks to which you will reach the underground complex and the Blank Lexicon onto which you will transcript the contents of the Scroll. Behind the table is a set of three pistons which thrust up vertically. He's directed me to a dwarven observatory that supposedly houses an Elder Scroll. Eliminate the Spider and check one of the corners, picking another lock. All logos and images are copyrighted by their respective owners. Near the tents is another patch of white cap mushrooms, five chaurus egg sacs, four loose chaurus eggs, and six patches of glowing mushrooms growing on the rear rock walls between the tents. Be careful, as on the way to Septimus you will come across, inter alia, Horkers. This article will serve as your complete guide to completing this quest. At the top of the stairs are several pressure plates, all of which trigger spear traps from the ceiling. Upon entering the ruins for the first time a team of trapped archaeologists is discovered; the story of their fate, disrupted by a snowstorm and theFalmer also plays out within. Location You are not permitted to copy any image, text or info from this page. Now press the third button twice, which will align the lenses such that they direct shafts of light onto the round, green windows of the Oculory, and also uncover the far left button. Now press that button, and a large set of lens crystals descends from the. Various types of loot can be found like ores, ingredients and everything found in chests. Turn to the NE at the room with the pipe. After reaching the lower level and dealing with a Dwarven Spider, you will need to make a decision. If you have the Attunement Sphere, you can activate the mechanism, and the floor will retract into stairs leading down to a door to Blackreach. Watch out for the three pressure plates on your way. Against the south wall is a set of shelves holding a random potion and various Dwemer metal items, with three chaurus egg sacs to the left of the shelves. Quest Giver Lacking the required item at end of Dwemer Ruins Dungeons. At the top is the zone's upper exit/entrance, with more shelves. Opposite to the west is another caved-in area. The button opens the gates opposite, and also triggers twin flamethrower statues that fire constantly down and across the passage in front of the now open gates. Enter the Alftand Cathedral at the end. You can look off the edge of the ramp to the west to see yet another platform below you, with a ramp coming out of the south wall behind some pipes. Extraordinary. "The box contains the heart. Hermaeus Mora wishes for you to speak with him again after you have completed Septimus's task. He will then tell you that you should take Septimus's place, which you can agree to or disagree. Head through the main gate where two Dwarven Centurions can be found. Behind the campfire is a single bed roll, with two unlocked chests, one wooden and one Dwemer, beside it. A trick. From Blackreach, the Dragonborn can ride the Great Lift at Alftand up to . On the levels below, there are two Falmer patrolling between two empty Falmer tents and an alchemy lab. With it, he believes he can open the lockbox he's been studying. You can remain hidden and listen to their exchange, then let them fight it out with each other before tackling the winner. Specifically, you can choose from three different paths: magic, shadow, or might, and receive +5 permanent points in the following skills, depending on the choice: To continue past this point, you must be level 15 or higher. He is addicted to Skooma, and his brother, J'zhar, took him on an expedition, led by Sulla Trebatius, in order to try to ".bring him down slowly." The expedition also consisted of Sulla's bodyguard Umana, Valie (a thief and mage . Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. I've gone through this area before but now CTD all of a sudden. To the north against the northwest wall are two more tanning racks opposite a dead Falmer lying in front of a door. The exterior area contains a deserted camp, but upon investigating the ruined shack near the campsite, you will find an Expedition Manifest written by expedition leader Sulla Trebatius, hinting that you may not be alone when traversing Alftand. The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 126. With it, he believes he can open the lockbox he's been studying by creating a mixture of blood that will resemble dwarven. The path continues to the south, up a flight of stairs. The bottom shelf holds a large Dwemer strut, a piece of silver ore, an orichalcum ingot, a piece of iron ore, a Dwemer cog, a Dwemer bowl, a piece of orichalcum ore, and a silver ingot. Be prepared: Alftand is an extensive Dwemer ruin occupied by Falmer and Dwemer constructs, including Centurions. Though getting there is hard, the ruins themselves will be hard to miss. or "I am not your champion, monster." Past the tent is a corridor heading to the southwest and an open door, beyond which is a flight of stairs heading down. Beyond the gates are stairs leading up, with a button on the left that closes the gates and stops the flames. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). The Dwemer lockbox hides it from me. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him. Amidst the confusion, he begins to levitate and Hermaeus Mora disintegrates him into a pile of ash. Once the Tower of Mzark is reached, near the southwest corner of Blackreach, proceed inside and through the corridors to the main room. Save your game and head onwards. I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. Upon entering Alftand, you will find scattered rubble, bedrolls and tools leftover by the expedition members, along with clues of what happened to the expedition itself. To the left is a torture rack with a bowl of coals and human bones, and to the left of the rack is the dead body of the High Elf Valie on a table, with shackles by her hands and feet along with a Dwarven dagger and a bottle of random poison. Press the third button until you see the overhead lenses directing light onto the sphere, and the fourth button lights up. Try to eliminate the Falmer Skulker (screen above) as fast as possible, as he can use magic and can deal more damage than the others. It contains four zones: Alftand Glacial Ruins, Alfta. I see it now. If you remove the Elder Scroll before the Blank Lexicon is transcribed, you may be unable to proceed with the quest. Pressing the button is the only way to open the door as there is no option to open or unlock it. At the end of the corridor is a door that opens into a large room, with pipes crossing above ahead. Should the player intervene, both will assault the Dovahkiin. One will eventually arrive at the spike trap's location but first encounter a Dwarven Sphere. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. Against the northeast wall are three chaurus egg sacs. Once the blood has been harvested, return to Septimus. also its glitched and may get stuck in your inventory. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. The sealing structure interlocks in the tiniest fractals. Pick up the Elder Scroll and the runed lexicon from the receptacle. The. Upon entering the zone, there is a bedroom to your left containing an unlocked chest and two tables holding several pieces of metalwork, a Falmer helmet, and a shield. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. Above the piston is a scuttle housing a Dwarven spider. No problem, this is exactly how you get there and how to activate the Lexicon once you find it. If you travel far enough into the crevice southeast of Alftand Ruined Tower, you can activate the Alftand map marker and subsequently fast-travel to the main entrance, thereby avoiding a portion of the exterior ruins. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). On either wall are scuttles that house Dwarven spheres. On a platform at the top of the stairs is the lever that operates the spears blocking the gate, as well as two chests, one unlocked and the other adept-locked. Alftand01Alftand02AlftandZCellAlftandExterior01AlftandExterior02AlftandExterior03 Get to the very bottom and be careful not to touch and line on your way, as it would activate a pretty nasty trap. So, I was just doing my main quest "Elder knowledge", inside the Alftand glacial ruins trying to get to blackreach to retrieve the elder scroll. "The ice entombs the heart. Regardless of the chosen option, you will have to find Septimus Signus. Since the Dwemer are extinct, blood from the various Mer races must be collected to create a facsimile. In the next room, there are various Dwemer metal parts along with four Dwarven Spiders; two dead and two hidden in pipes. The discussion continues after this sponsored message. Just before the next opening, there is another barrel to the left holding a small coin purse, a barrel to the right with a lit lantern and a Dwemer cup, and a pickaxe and a shovel lying on the ground in between. There are five more bed rolls, with a lute lying between two of them, and a copy of Chimarvamidium, the non-skill book version, under a bowl on top of a barrel. Place the Lexicon atop the stand to activate the machine's control panel. pleeze help! In order to reach his whereabouts, open the mage and head to the location marked as Septimus Signus's Outpost (screen above), located north of College of Winterhold. Deal with the next Dwarven Spider and use the lever, thanks to which you will be able to enter the large, multilevel room. Continue SW until you reach Alftand. You will see a Wretched Abyss that has the talk option. The second way of activating this quest is heading to Septimus Signus even before speaking to Urag gro-Shub. There are more shelves farther along the southeast wall that hold little of interest; however, a piece of gold ore, a piece of quicksilver ore (difficult to see on the stone slabs), and a few minor Dwemer items can be found underneath the shelves. The path to the exit is blocked and can only be opened by the lever on a platform at the top of the stairs with two chests next to it. On your way you should explore all the nooks and recesses, searching for valuable items and chests which you can picklock. Progress through the vast cavern towards the objective marker, fighting off the various creatures within. The left-hand door leads up another flight of stairs. Place the Blank Lexicon inside the receptacle and begin the inscription puzzle. You can reply with "What now?" In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. The Dwemer were the last to touch it. The path traverses some rubble past the southeastern corner, and continues along the eastern wall. I've brought all the blood you require. Blood samples can be acquired from any dead body in Skyrim. At this point, you can hear part of an argument between J'darr and J'zhar, two Khajiit brothers. Head out of Septimus Signus's Outpost and open the world map. Rather than the "heart of a god," all he finds is a pedestal on which the Oghma Infinium sits. Uncover the secrets of the mysterious Dwemer lockbox. How do you transcribe the lexicon in Alftand? Also note that there's an easy way of eliminating the Falmers in this location, using the Unrelenting Force to knock them back, causing them to die from falling down. After the conversation is over the Wretched Abyss dissipates and the quest is completed. The Elder Scroll will be revealed. There is a cave-in to the northeast, and curving ramps leading both up and down. The Ruined Tower is an ideal source of Dwarven scrap to smelt into Dwarven metal ingots. Go south, then West. To the left are several stone tables holding various Dwemer items. An icon used to represent a menu that can be toggled by interacting with thi There are even more levels below that, although you can't see how much farther down the shaft goes. The path continues past this to the east. Please re-enable javascript to access full functionality. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached. Several functions may not work. Umana tries to convince Sulla to abort the expedition, but Sulla refuses to give up. Press this button to reveal the scroll. Proceed to the next gate where a Redguard named Umana and an Imperial named Sulla Trebatius begin to fight, after a brief exchange of words. Oh, but the Dwemer had more than even Septimus expected. You would therefore reach the upper ledge, containing a chest with some precious treasures. Past the gate, up the stairs, are two Dwarven Centurions. Pressing them will activate ceiling spike traps on the other side of the wall for purposes unknown. The room holds an assortment of items scavenged from the expedition members, like Sulla Trebatius's knapsack. 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