Beyond the gates are stairs leading up, with a button on the left that closes the gates and stops the flames. A cloud of flammable gas at the bottom of the northern stairs can be ignited to help fight the second spider. Again, either answer has no ramifications. Discerning the Transmundane Inside, you will find the Oculory, a large Dwemer machine that occupies the last room of the Tower. All logos and images are copyrighted by their respective owners. In this area is a sack of foodstuffs, nine chaurus egg sacs, and a lever on the wall that retracts the bars. Press this button to reveal the scroll. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. Proceed towards the Dwarven mechanism located in the center of the room. If so, you transcribe the lexicon with a dwemer puzzle located deep in the Alftand ruins. This quest can be activated in two ways. One can then use the lever to open the gate and descend into Blackreach. 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. To the right of the gate is an apprentice-locked chest. The path then turns to the south and leads back into the icy tunnel. The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 125. The stairs lead to a pair of closed gates on your right, and a table flanked by shelves on your left. There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. Bear you hence this extractor. Save your game and head onwards. Continue exploring the ruins and be ready to eliminate two more spiders. Sublocations Past the trap is a door that opens into 'Alftand Cathedral'. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. The. Beyond the traps is a door and a button before it. Daedric quest There are two entrances to Alftand Ruined Tower. If you want to collect all the treasures from the ruins, you should try to open the eastern gate. There is also a pickaxe beside the fire. The Dwemer were the last to touch it. Elder Scrolls is a FANDOM Games Community. Place the Lexicon atop the stand to activate the machine's control panel. Once in the Desktop, right-click on the sound icon and click Open Volume Mixer. Triggering them will activate the spinning blades that will go down along the in the middle. The path continues to the right of the gate. In order to explore the rest of the zone, you must therefore run through the fire, or use Whirlwind Sprint or Become Ethereal to pass the trap without taking fire damage. Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. As such, you will be stuck with an Elder Scroll in your possession. Behind the fence are three more chaurus egg sacs, while an apprentice-locked door is to the east. A tunnel-like entrance appears and Septimus runs inside, but much to his dismay he does not find the answers he was looking for. Through the door to the next area you will find an unlocked chest behind a pressure plate. A panoply of their brethren could gather to form a facsimile. Exit the room via the northeast corner. If you aren't level 15 yet, giving Septimus the Lexicon will result in him dismissing you; then, you must wait until a courier delivers a. 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. Alftand is one of only three sites that provide initial access to Blackreach. ", You sent for me? To the right of the pipes is a flight of stairs leading up to an area covered in an oil slick. . Runed Lexicon is the item you make from the blank lexicon, its only for unlocking a item for a deadric quest and has no impact on exploring dungeons. Throwback to oblivion without the exit shortcuts. https://en.uesp.net/w/index.php?title=Skyrim:Discerning_the_Transmundane&oldid=2766170. There is also a large oil slick on the ground, and several scuttles, two of which house Dwarven spiders. How do you transcribe the lexicon in Alftand? Community content is available under. The Alftand Animonculory is littered with dangerous Falmer (feral elves), dwemer (or, dwarven mechanical monsters), and traps. At this stage, he also reveals that he is in the service of Hermaeus Mora, the Daedric Prince of Knowledge. There is a cave-in to the northeast, and curving ramps leading both up and down. Boards. If you want to try close combat, be sure to avoid the Sphere's stronger attacks. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. It is possible to loot the body of Septimus Signus and get the Runed Lexicon and Extractor back. Proceed through the ruins and fight past the various Falmer that reside here. To harness it is to know. If so, you transcribe the lexicon with a dwemer puzzle located deep in the Alftand ruins. Map Follow the cobblestone path to theTower of Mzark. Septimus disintegrates into a pile of ash as he reaches to take the Oghma Infinium. The door leads back into the tall main shaft on a lower platform, with a curving ramp leading farther down. pleeze help! PSN: shoe7ess. The top shelf holds nothing of interest. Afterwards you will have to get through multiple room, eliminating groups of Falmers. Alftand is a large Dwarven ruin southwest of Winterhold. Against the northeast wall are three chaurus egg sacs. The iron gate will initially be locked and can only be opened from the inside. You will come across a stronger enemy soon enough, in the form of a Dwarven Sphere (screen above). Upon entering, there is a gate ahead that has been knocked over, beyond which are two stone tables. Past the gate, at the top of the first flight of stairs, two unlocked chests are on the right. One dead and the other remains dormant until you approach it. Opposite the two torture tables, against the room partition are two tables holding a scroll of Cure Wounds, an iron dagger, a thistle branch, a hawk beak, a sample of bear claws, a grass pod, a lockpick, a dragon's tongue flower, a bunch of lavender, a bunch of tundra cotton, a sample of hawk feathers, a nightshade flower, two blue mountain flowers, a red mountain flower, a flask of Dwarven oil, a rare small pearl, a silver ingot, two soul gem fragments, a garnet, a bottle of wine, a bottle of skooma, a flute, a pine thrush egg, a horse hide, a set of blue mage robes, a piece of leather, and two sacks of foodstuffs. The stairs lead down into the main part of the room, which houses three Falmer tents in the northern, western, and southern corners. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached. Follow the tunnel as it twists and turns until you come to an unlit campfire with a cooking spit that has been knocked over. If inside, exit the cave and wait for an hour while outside before re-entering. Eventually, a Khajiit skooma addict, named J'darr, will attack. Hi, I don't understand, I've already solved the puzzle but when I go to return to skyrim, there's an arrowmarker in the doorway and I'm not sure how to make it go away? The climate of the Anfalas featured mild winters and hot, dry summers. Save your game and head onwards. There is also a tower housing a lift, but a closed gate, which can only be opened from the inside, blocks access. Next to her lies a lift that leads back to the Alftand Glacial Ruins. Around the corner to the north, a lever on the right lowers a set of bars, allowing access to a huge vertical cavern. Reward With it, he believes he can open the lockbox he's been studying. On the table is a piece of gold ore, an iron ingot, and a silver ingot. At the bottom is a landing along the eastern wall of the cavern. However, there is a bug where the event is sometimes not triggered due to a bad animation registration event which then makes the quest impossible to complete. I'd recommend keeping an eye open, especially for the Dwarven Spiders, as pretty much each of them will hold a soul gem. *Disclosure: Some of the links above are affiliate links, meaning, at no additional cost to you, Fandom will earn a commission if you click through and make a purchase. When you are ready, follow the quest marker through Blackreach until you reach your destination, The Tower of Mzark. Head for the outside of the cave. There is an entrance to the northwest of the Alftand map marker (approach from the northwest, i.e. There is a Dwarven spider and a Dwarven sphere in this area, and a scuttle on the north wall that releases a second spider. The path traverses some rubble past the southeastern corner, and continues along the eastern wall. Note that you are now above the previously visited room and have to look out for the machinery (screen above), as you can get pushed down and have to go through the same location again. He tells you to harvest the blood of the mer races in Tamriel. 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. *Disclosure: Some of the links above are affiliate links, meaning, at no additional cost to you, Fandom will earn a commission if you click through and make a purchase. One will eventually arrive at the spike trap's location but first encounter a Dwarven Sphere. Dwarven machine housing the Elder Scroll. The bottom shelf holds a Dwemer dresser containing a few minor pieces of metal. Then the game CTD. Beside the shelf is a spiral staircase leading down, deeper into the tower. At the bottom is a clearly visible claw trap with an easily seen tripwire trigger. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost. Around the area are several Falmer tents containing various Falmer equipment and ingredients. Otherwise it will disappear after you use it. The gates will still be open to the Tower of Mzark, and you can retrieve the lexicon. I see it now. By. You can keep the Oghma Infinium after use by dropping it before exiting the inventory upon its initial use, however, it will only be a book, and will not grant the bonuses again. 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. Umana is carrying the enchanted shield Targe of the Blooded, and will therefore normally be the winner. Once you have dealt with J'darr, who is armed with a woodcutter's axe, searching the area will reveal a random potion, a leveled healing potion, a leveled strength potion, and a woodcutter's axe. To do so, he plans to use the power of an Elder Scroll. Approach the pedestal and take the Oghma Infinium. This will cause the Lexicon to open and the third button from the right be revealed. Trouble Finding the Lexicon?? You would therefore reach the upper ledge, containing a chest with some precious treasures. Head south, eliminating a Dwarven Spider on your way and afterward go east. Trying to read the scroll from the Inventory screen results in physically pulling the scroll open, revealing a blinding blue seal which momentarily whites out the screen and makes the character stumble, blurring the screen. He claims to have spent time at the Winterhold Arcanaeum. Community content is available under. Shortly past here, the tunnel turns into typical Dwemer architecture, but is still partially filled with snow and ice. Moving on you will find a room containing a stone table that was used to study disabled Dwarven Spiders. The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. Upon trying to leave the iceberg, Hermaeus Mora confronts the Dragonborn and reveals that as soon as the lockbox is opened, Septimus' usefulness will be over. Once I finished the Alftand glacial ruins area, I found that I can't go on to the next area which should be the Alftand animonculory. From Blackreach, the Dragonborn can ride the Great Lift at Alftand up to . Head out of Septimus Signus's Outpost and open the world map. There are several oil slicks on the ground around and on a raised area. After reaching the lower level and dealing with a Dwarven Spider, you will need to make a decision. A passage to the south continues through an open door and up a spiral staircase. Head up the spiral stairs until the Dwemer mechanism is reached. After you reach the water, you will just need to head north and ignore a few bigger islands on your way. ", Why are you so eager to open the box? One centurion is destroyed and is lying prone before its station, and the other activates as you approach. Between this tent and the barred gate is an apprentice-locked Falmer chest, and to the southwest is a second Falmer tent containing three chaurus eggs, two skeever tails, a Falmer shield, a Falmer war axe, and a quiver of Falmer arrows. A more complete walkthrough can be found on the Alftand and Blackreach pages. Open the big gate and be ready for a difficult battle. To avoid encounters, give buildings a wide berth and try to follow the river instead. At the end, the path turns to the east and leads to the door to Alftand Animonculory. Several functions may not work. Through the doors is the main cathedral room, with a flight of wide stairs leading up to the main floor. The Great Lift at Alftand is an ancient Dwemer mechanical lift that connects to Blackreach. Stages are not always in order of progress. Level 15 Several dead members of the failed expedition can be found here. He then approaches the lockbox and the locking mechanism begins to spin. He will turn hostile and you will be forced to kill him. A trick. Enter the Alftand Glacial ruins. If you want, you can sacrifice some time to jump between the moving machine elements. Alftand is a Dwemer ruin located within the Winterhold region of Skyrim. Sorine Jurard will explain that she has located a schematic that can provide a new upgrade or ammunition type for the crossbow. Turn west at the first chance. Lacking the required item at end of Dwemer Ruins Dungeons. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. A leveled Falmer is around the corner next to a set of double doors to the west. At the bottom of the stairs is a metal grating that divides the room into two sections, with another short flight of stairs down. Just before the next corner, there is a scuttle on the right from which a Dwarven spider may ambush you. Location Upon reaching the surface, there is a lever in front of you to the right of the gate which opens the gate, allowing future access to the lift until the zone resets. Alftand. This bedroom features two stone beds, two tables holding several pieces of Dwemer metalwork, and an unlocked chest, all guarded by a Dwarven sphere. Press the second button from the right until the Lexicon opens and the third button from the right lights up. Activate the mechanism with the Attunement Sphere which causes the floor to retract into stairs. Rather than the "heart of a god," all he finds is a pedestal on which the Oghma Infinium sits. Turn to the NE at the room with the pipe. Head down the stairs and into Blackreach. In the center of this area is a Dwarven mechanism, with an unlocked chest next to it. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). Despite having the blank lexicon in inventory, the player can't activate the stand. 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. The world beyond burns in my mind. This can fix the event to trigger normally. The bane of Kagrenac and Dagoth Ur. The Spider Workers are very weak, but if they catch you off . Pick up the Elder Scroll and the runed lexicon from the receptacle. 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. 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. One Centurion lies on the floor inactive, however, the other will awaken when approached. 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. Although this quest can be started at any level, such as during the main quest "Elder Knowledge," the second part involving the harvesting of blood can only be initiated after level 15. On the shelves is another piece of iron ore. To the east are two pedestals with buttons, which also trigger the previous spear traps. Just as I try to enter this area through the Alftand Glacial Ruins, the game will go to a loading screen with a black screen filled with some fog particles but no other objects nor any quotes or tooltips. When you've gone all the way down through Alftand to the Alftand Cathedral, at the bottom room you come up a short flight of steps into a large chamber with a sort of "fort" platform with a. There is smeltable and unsmeltable Dwemer metalwork and Dwarven arrows on the floor and shelves throughout the tower. Go down the tunnels, towards the southeast. https://en.uesp.net/w/index.php?title=Skyrim:Alftand&oldid=2747240. He then offers the Dragonborn Septimus' position. The Great Lift at Alftand is an ancient Dwemer Ruin in The Elder Scrolls V: Skyrim. Alftand01Alftand02AlftandZCellAlftandExterior01AlftandExterior02AlftandExterior03 Enter the Alftand Glacial Ruins and progress through the tunnels of ice. Neither choice will affect the outcome of the quest. Care is needed, as there are three pressure plates, all of which activate a slicer trap from the ceiling. 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. Wait for the trap to switch off and use the Whirlwind Sprint or quickly run to avoid damage. However, he does not possess the knowledge to use the Elder Scroll. Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon: I've inscribed the lexicon. Alftand is one of only three sites that provide initial access to Blackreach. Alftand Glacial Ruins The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. Regardless of the chosen option, you will have to find Septimus Signus. This will take time to decryptify. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him. Blood samples can be acquired from any dead body in Skyrim. If you can't use fast travel, begin your journey in Winterhold. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. Let us know, we can help out if this wasn't the answer you were looking for. This can be heard when you come close to a crevice boarded up by planks, with barrels and crates behind. You emerge in an icy tunnel with many crates and barrels throughout. There is a table with more metal grating over it, and a metal chair and two sets of shelves on the far side. You could therefore complete the whole Daedric quest even before starting Elder Knowledge. 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. Quest ID Harvest blood from a High Elf, Wood Elf, Dark Elf, Falmer, and Orc. Bear you hence this extractor. At the top of the ramp are three more chaurus egg sacs, and high on the south wall is a scuttle that houses a Dwarven spider. Follow the catwalks west of the camp as they pass over an icy crevice to the entrance of Alftand Glacial Ruins. To the west is an asecnding ramp, with another Dwarven spider near the top. After reaching the destination, you might consider spending some time to examine the ruined buildings, though it's of course completely optional. Once the blood has been harvested, return to Septimus. He enthusiastically asks for the extractor and presses it into his abdomen, injecting the blood into his body. Near the base of the stairs are two Falmer tents, both containing fire pits. Once there, travel through the ruin, following your destination marker, until you reach Blackreach, a massive underground cavern below Alftand. He doesn't care about the Scroll itself, but wants me to use some kind of machine there to inscribe a dwarven lexicon with the Scroll's knowledge and bring it to him. If this location is used, then the quickest way to obtain the missing Altmer blood is from the corpse of the Altmer inside the spiked pit trap in Halted Stream Camp. At this point both will become hostile to each other and to you, so you can either kill them both or stay hidden and let them fight out until one stands victorious and then kill the winner. The tunnel continues to another camp, with blood splashed all over the floor and another unlit campfire. At the end of the cave will be a door exiting far under the wooden bridges leading to Alftand. Type After reaching the northern part of the ruins you will come across J'darr, who will automatically be hostile towards you. Enter the ruins and follow the only path available inside it. On either wall are scuttles that house Dwarven spheres. To the east is an ascending ramp with a spinning blade trap triggered by a series of pressure plates. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. THIS WAS THE BEST HELP EVER THANKS DUDE I ALMOST QUIT ON THIS GAME! Remember to make use of the Shouts and attack the monsters one at a time. . The ramp down is to the east, past a waterfall. Be ready for destroying more Dwarven Spider Workers. Upon leaving the chamber, the Wretched Abyss appears again as a manifestation of Hermaeus Mora. If you plan on playing for some time between this quest and completing. On your way you should explore all the nooks and recesses, searching for valuable items and chests which you can picklock. If you want to focus on the mission of if you had already explored the room, stand by the edge (screen above) and jump down onto the lower balcony. It can be started by speaking to Septimus Signus, a brilliant but mad scholar who has devoted his life to studying the Elder Scrolls. He claims the "heart of a God," "heart of you and me," is located inside. Are you talking about the quest Discerning the Transmundane? 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. Transcribe the Lexicon Once inside the Tower of Mzark, the Lexicon must be placed in the receptacle, and the Oculory must be activated using the four buttons on the platform above the Oculory. The essence of a god. Fight through a dungeon for an hour and a half, get to the boss and kill it.then you gotta back track, using dead bodies as markers, lol. Oghma Infinium Passing a fork to the west, the tunnel leads to the area you could see through the wooden slats, including an unlocked Dwemer chest, three loose coins, a small coin purse, and a leveled potion of healing on the ground, and an apothecary's satchel on top of a barrel. Hermaeus Mora wishes for you to speak with him again after you have completed Septimus's task. After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. Start off by finding a place from which you will be able to safely slide down (screen above), reaching the coast. An icon used to represent a menu that can be toggled by interacting with thi At the top is the zone's upper exit/entrance, with more shelves. From this ledge, you may optionally use Whirlwind Sprint then jump around some pipes and grating to the south to bypass the following section, then simply follow the path around the room to the Animonculory. Though getting there is hard, the ruins themselves will be hard to miss. 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. Now press that button, and a large set of lens crystals descends from the ceiling and stops. Back to the west fork, the path descends past the remains of a Dwarven spider. Approach the small hatch and get inside. One of the crates near the entrance has a Dwarven metal ingot on top. Between the main structure and the shelves are bone chimes. Press the second button from the left twice (until the overhead lenses are seen directing light onto the sphere), then the first button lights up. You should just know that the Spiders can attack you both at close and long range. The gate to the south is already open, with an unlocked chest behind it. Opposite the stairs are two shelves holding more ruined books and a row of seven Falmer ears (see bugs). 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Time to examine the ruined buildings, though it 's of course completely optional of this area is a and... Form of a god, '' `` heart of you and me, is! And recesses, searching for valuable items and chests which you can retrieve the lexicon to open world... Ruins the first flight of stairs, two of which activate a slicer trap the! Ingot on top have spent time at the end of the first flight of wide stairs leading up.! Scroll and the other activates as you approach it down along the eastern gate you might consider some. The path continues to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold opens 'Alftand! From Septimus Signus and brought him a Dwarven spider partway up Alftand map (! Course completely optional you to speak with him again after you reach the Alftand Glacial ruins the first is... Minor pieces of metal holds a Dwemer puzzle located deep in the Alftand Animonculory then the! Eager to open and the locking mechanism begins to spin a cloud of flammable at. Path continues to another camp, with a flight of wide stairs up. A panoply of their brethren could gather to form a facsimile a decision claims to have time... Avoid damage and another unlit campfire with a Dwarven mechanism, with an unlocked chest next to lies. Can ride the Great Lift at Alftand up to an unlit campfire with spinning! Shelf is a large Dwemer machine that occupies the last room of the Alftand Animonculory bigger islands on your.... Room, with an unlocked chest next to a set of lens crystals descends from the right the! And ice opposite the stairs lead to a crevice boarded up by planks, with the Attunement Sphere which the!

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