You can also explore the western corridor (Dwarven Spider and ac chest with precious treasures), or choose the path leading to the lower level. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost. The path then turns to the south and leads back into the icy tunnel. Rather than the "heart of a god," all he finds is a pedestal on which the Oghma Infinium sits. The Elder Scrolls gives insight deeper than the deep ones, though. Take them out and then explore the place for the 2-3 chests you can find. 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. At this point, you can hear part of an argument between J'darr and J'zhar, two Khajiit brothers. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. Going further will lead to a small ice cave where two final Dwarven Spider Workers will spawn. . You currently have javascript disabled. There is an entrance to the northwest of the Alftand map marker (approach from the northwest, i.e. Septimus doesn't care about the Scroll itself, but wants the Dragonborn to use some kind of machine there to inscribe a Dwarven lexicon with the Scroll's knowledge and bring it to him. If you can't use fast travel, begin your journey in Winterhold. To the left of the gory table with shackles is a tanning rack. Speak to Urag gro-Shub again to ask him about the Ruminations on the Elder Scrolls written by Septimus Signus (screen above), stating that its author must have lost his mind and that its content is completely inexplicable. The top shelf holds nothing of interest. Alftand is unique among Dwemer ruins in that it is the only one built partially atop an active glacier. The quests "Elder Knowledge" and "Discerning the Transmundane" concurrently unfold here. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. Hermaeus Mora will greet you again, calling you his champion. ", Why are you so eager to open the box? It comes with several benefits, and also makes it much easier for you to post questions and answers. The battle on the Granicus [16.1] In the meantime, Darius' captains, having collected large forces, were encamped on the further bank of the river Granicus, and it was necessary to fight, as it were, in the gate of Asia for an entrance into it. This time it will be revealed that J'zhar is actually dead on his bedroll and J'darr has gone insane, most likely due to the abstinence effect of not consuming skooma for so long. The pit trap can be accessed without entering the mine itself, though it is advisable to go through the mine as falling on the spikes from above can kill the Dragonborn instantly. Just before the next corner, there is a scuttle on the right from which a Dwarven spider may ambush you. Turn to the NE at the room with the pipe. You will automatically start this quest during the course of. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him. A more complete walkthrough can be found on the Alftand and Blackreach pages. On the table to either side of a button is a piece of gold ore and a copy of the spell tome: Lesser Ward. Also keep an eye on your party member, as he can easily die here. Inside the tent to the west is a chaurus egg, a skeever tail, a Falmer bow, and a war axe. 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. There is an expert-locked chest and a metal dresser at this point. 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. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached. While exploring Blackreach, it might be a good idea to unlock the Great Elevators for the Dwemer ruins of Alftand, Mzinchaleft, and Raldbthar to get them marked on the overworld map if one wants an easier way to reenter Blackreach without going through the Dwemer ruins themselves. Follow down the path, on a raised area with oil spills on the floor, you will be ambushed by two Dwarven Spheres. A gap between the metal panels under the pipes leads to an adept-locked chest. Follow the tunnel as it twists and turns until you come to an unlit campfire with a cooking spit that has been knocked over. The Great Lift at Alftand is an ancient Dwemer mechanical lift that connects to Blackreach. 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. Behind the fence are three more chaurus egg sacs, while an apprentice-locked door is to the east. Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. Copyright 2000 - 2023 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. It's a good idea to draw the machine's attention to a party member, so that you're able to plan your attack better. There is smeltable and unsmeltable Dwemer metalwork and Dwarven arrows on the floor and shelves throughout the tower. The second tent is in the western corner. I met a strange hermit named Septimus Signus, who needed the knowledge of an Elder Scroll and a collection of blood to open a dwarven lockbox he had studied for years. You will be able to see your destination from afar (screen above), making it much easier to plan further moves. The stairs lead to a room with three leveled Falmer, including at least one magic user. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. The. Take the walkway across to a caved-in area with a Dwarven spider, a novice-locked chest, and two overturned sets of shelves holding a random potion. If you're having trouble eliminating them for any reason, you can luckily just run away as they shouldn't chase you. Give the collected blood samples to Septimus Signus. Be on your way, and Septimus will find you if he has further need. Past the gate, at the top of the first flight of stairs, two unlocked chests are on the right. 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. This site is not affiliated with ZeniMax Media Inc. or any of its subsidiaries. I have devoted my life to the Elder Scrolls, but their knowledge is a passing awareness when compared to the encompassing mind of divinity. Head past the traps and Falmer who guard this section. Be ready to attack the two new Dwarven Spiders patrolling this area. One can then use the lever to open the gate and descend into Blackreach. Type Eventually, a Khajiit skooma addict, named J'darr, will attack. 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. Skyrim - Transcribing the Lexicon in Alftand Glacial Ruins (Let's Play Part 37) theelectricsalmon 1.09K subscribers Subscribe 258K views 11 years ago MagicFace enters the depths of Alftand. After you reach the water, you will just need to head north and ignore a few bigger islands on your way. At the end of the corridor is a door that opens into a large room, with pipes crossing above ahead. The path goes around the western and southern walls; a series of five horizontal steam pistons can push you off into the room below if you're not careful. 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. Watch out for the enemy spiders. Continue along the tunnel until you reach a wood-slatted wall on the left with barrels and crates behind. Part 3 of 7: Killing J'darr. You will get a quest stage about finding the scroll for Paarthurnax even if you get this quest from the Dawnguard questline and have never yet met the dragon. In here there's a couple of falmer and a spider to kill. Sorry, we've got no plans for mobile versions of this game guide. Skyrim - How to transcribe the Lexicon ErnestGames 712 subscribers Subscribe 778K views 11 years ago Quick video to demonstrate how to complete the last tank in discerning the transmundane. A knapsack leans against the same barrel. Come, I will make the mixture.". 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. Upon entering, there will be a shelf holding some Dwarven arrows and metals. You should just know that the Spiders can attack you both at close and long range. The location has three sublocations, including the Alftand Glacial Ruins, the Alftand Animonculory, and the Alftand Cathedral. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. To the west is another stairway that has caved in, with a table to the right with the remains of another Dwarven spider on top. To the south there are two Dwarven scuttles; one is blocked by rubble, while the other houses a Dwarven spider. "The box contains the heart. To the left of the workbench along the southwest wall is another set of shelves, with piles of hot coals under them and a selection of mushrooms and charred skeever hides cooking on top. Are you talking about the quest Discerning the Transmundane? 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. After studying the Runed Lexicon, he explains that Dwemer blood is needed to open the Dwemer lockbox. Near the base of the stairs are two Falmer tents, both containing fire pits. The door opens into a multi-leveled room. On your way you will encounter the Khajiit brothers again. He might know where I can find an Elder Scroll for Paarthurnax. 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. Deal with the next Dwarven Spider and use the lever, thanks to which you will be able to enter the large, multilevel room. There are even more levels below that, although you can't see how much farther down the shaft goes. The lever to open the. Inside, you will find the Oculory, a large Dwemer machine that occupies the last room of the Tower. It may be possible to recover the Falmer ears by using a ranged area-of-effect spell. To the left are several stone tables holding various Dwemer items. I see it now. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. On the shelves is another piece of iron ore. To the east are two pedestals with buttons, which also trigger the previous spear traps. The path turns northwest and passes through an open door onto a balcony with metal grating that overlooks the next room. Remember to make use of the Shouts and attack the monsters one at a time. 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. The Spider Workers are very weak, but if they catch you off . Make a right and continue straight along that road and across a bridge until you see the Tower. 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. Alftand is a large Dwarven ruin southwest of Winterhold. It serves as the Daedric quest for the prince Hermaeus Mora. Exit the room via the northeast corner. Your destination is a location marked as Septimus Signus's Outpost (screen above). The elves still living provide the key. You can see through the slats into another tunnel, with a Dwemer chest and loose coins on the floor, and a potion of minor healing on top of a barrel that you can reach from this side. You can solve the puzzle by completing the following steps with the controls: Press the second button from the right until the Lexicon opens and the third button from the right lights up. The blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. Press the button of the taller, left pedestal twice, until the button on the far left, smaller pedestal begins to glow. Pressing the button is the only way to open the door as there is no option to open or unlock it. One will eventually arrive at the spike trap's location but first encounter a Dwarven Sphere. Once the quest has progressed to where he should be dead killing him does not count as a crime. The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. The climate of the Anfalas featured mild winters and hot, dry summers. If inside, exit the cave and wait for an hour while outside before re-entering. Press the button of the taller, left pedestal twice, until the button on the far left, smaller pedestal begins to glow. The essence of a god. Beyond the gates are stairs leading up, with a button on the left that closes the gates and stops the flames. Activate the Lexicon Receptacle, so the Blank Lexicon rests on top of it. 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. Use it on the Elder Scroll's resting place to transcribe the Scroll's words onto the Lexicon and bring it back to Septimus. Southwest of Winterhold The blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. Inside the new room you should find a few chests with precious artifacts and The Locked Room, boosting your Lockpicking skill. I feel their life energy. Approach the pedestal and take the Oghma Infinium. Just be sure not to use it on a member of your own party. 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. Once the Tower of Mzark is reached, near the southwest corner of Blackreach, proceed inside and through the corridors to the main room. Be prepared: Alftand is an extensive Dwemer ruin occupied by Falmer and Dwemer constructs, including Centurions. To the left of this tent are two pieces of human flesh, a spider egg, a chaurus egg, and a charred skeever hide. Alftand is one of only three sites that provide initial access to Blackreach. The lift will take you outside to a gatehouse that could only be opened from the inside. His brother's journal reveals that he, along with several others, were members of a failed expedition to the ruins. Come when its set is complete.". Alftand. Discerning the Transmundane is a quest available in The Elder Scrolls V: Skyrim. Be prepared: Alftand is an extensive Dwemer ruin occupied by Falmer and Dwemer constructs, including Centurions. 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. 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. He claims the "heart of a God," "heart of you and me," is located inside. Pretty sure. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. Though getting there is hard, the ruins themselves will be hard to miss. To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. Head for the outside of the cave. DA04 Upon leaving the chamber, the Wretched Abyss appears again as a manifestation of Hermaeus Mora. 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. Despite having the blank lexicon in inventory, the player can't activate the stand. Through the doors is the main cathedral room, with a flight of wide stairs leading up to the main floor. Alftand The Dwemer ruin of Alftand is located southwest of Winterhold. You can solve the puzzle by completing the following steps with the controls: If not, you can reply to this message using the field below. If you are finding the Elder Scroll for a. 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. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. The Ruined Tower is an ideal source of Dwarven scrap to smelt into Dwarven metal ingots. Above the piston is a scuttle housing a Dwarven spider. Daedric quest If you plan on playing for some time between this quest and completing. The most reliable solution to this problem is to kill Septimus. 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. Ignore J'darr's voice, as you will come across him in a couple minutes. Continuing further, you will hear J'darr, one of the workers who survived, arguing with J'zhar, his brother, about stealing his Skooma. If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. Defeat the Centurion and take the key from its corpse. Be wary of the five horizontally thrusting pistons that can push you off into the ledge below if youre not careful. After getting rid of them all, explore the area and go up the stairs onto the upper level. I've brought all the blood you require. Pick the lock if you only can, as there are some precious artifacts to be found inside. Then, in front of the Dragonborn will be a desk with another button that, if pressed, will close the door and disable the trap. I've inscribed the lexicon. Far north of Winterhold, there is a small cave called Septimus Signus's Outpost. Again, there are no consequences to the completion of this quest with either choice. Once in the Desktop, right-click on the sound icon and click Open Volume Mixer. On your way you should note a small room in the north with a locked gate. Ignore the lever and head south-east, reaching another big gate. The ramp down is to the east, past a waterfall. . One centurion is destroyed and is lying prone before its station, and the other activates as you approach. On the other side of the metal grating is a column of large shelves. Taking the path south, there is a bedroom to the east, with shelves holding a random stamina potion and a random healing potion. 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. Descending the ramp leads past a scuttle that houses a Dwarven spider to a lower level, with a Falmer fence along the wall to the north. 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