Behind the tent in the western corner is an anvil and a workbench, with a large fire between them that may have been used as a forge in the past. 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. Once there, travel through the ruin, following your destination marker, until you reach Blackreach, a massive underground cavern below Alftand. Eventually, a Khajiit skooma addict, named J'darr, will attack. It comes with several benefits, and also makes it much easier for you to post questions and answers. I helped him open it. Climb the stairs and you will run into two more Falmer patrolling the area, along with possibly another creature (either a Frostbite Spider, a Skeever or a Chaurus). The route across the balcony to the stairs is bisected by an oil slick. 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. At the top of the next short flight of stairs are two Dwarven centurions. It will drink the fresh blood of elves. "I can almost hear them. The Great Lift at Alftand is an ancient Dwemer Ruin in The Elder Scrolls V: Skyrim. It did not contain what he had expected, but instead a book of great knowledge, the Oghma Infinium. 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. To the west is an asecnding ramp, with another Dwarven spider near the top. This article will serve as your complete guide to completing this quest. One dead and the other remains dormant until you approach it. Continuing further, you will hear J'darr, one of the workers who survived, arguing with J'zhar, his brother, about stealing his Skooma. The second way of activating this quest is heading to Septimus Signus even before speaking to Urag gro-Shub. I've brought all the blood you require. I'd recommend keeping an eye open, especially for the Dwarven Spiders, as pretty much each of them will hold a soul gem. On either wall are scuttles that house Dwarven spheres. Oghma Infinium The bottom shelf holds a Dwemer dresser containing a few minor pieces of metal. Eliminate two more Dwarven Spiders and reach the gate leading to the Alftand Animonculory. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. The game will let you hack into the locked western room, but I'd recommend doing it only if you don't mind fighting another Dwarven Sphere (screen above). A panoply of their brethren could gather to form a facsimile. The stairs lead down into the main part of the room, which houses three Falmer tents in the northern, western, and southern corners. Behind the table, among the rubble is an unlocked Dwemer chest. Finally, press the far left button once and watch as the Oculory reaches its correct alignment, revealing the Elder Scroll. Sorine Jurard will explain that she has located a schematic that can provide a new upgrade or ammunition type for the crossbow. 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. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. Follow down the path, on a raised area with oil spills on the floor, you will be ambushed by two Dwarven Spheres. Lacking the required item at end of Dwemer Ruins Dungeons. The following is a list of locations that contain corpses or enemies that can be freely slain and used to harvest blood. Trouble Finding the Lexicon?? Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done. The terrain consisted of scattered woodlands on undulating lowlands. The second part of this quest can be completed only after reaching at least level 15. Oh, but the Dwemer had more than even Septimus expected. Blood samples can be acquired from any dead body in Skyrim. Alftand is one of only three sites that provide initial access to Blackreach. Related Quests Upon entering, there will be a shelf holding some Dwarven arrows and metals. Anfalas was the Elvish name for a coastal region of Gondor. Press the third button until you see the overhead lenses directing light onto the sphere, and the fourth button lights up. 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. 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. Alftand. At the top is the zone's upper exit/entrance, with more shelves. Behind the fence are three more chaurus egg sacs, while an apprentice-locked door is to the east. However, he does not possess the knowledge to use the Elder Scroll. If I can r. THIS WAS THE BEST HELP EVER THANKS DUDE I ALMOST QUIT ON THIS GAME! Are you talking about the quest Discerning the Transmundane? An interesting feature in that room are the three pistons behind a table, that thrust up vertically, that can be used to gain access to a ledge hidden loot. Opposite to the west is another caved-in area. If you are finding the Elder Scroll for a. Either victor will be hostile to you. The bane of Kagrenac and Dagoth Ur. A tunnel-like entrance appears and Septimus runs inside, but much to his dismay he does not find the answers he was looking for. 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. Again, there are no consequences to the completion of this quest with either choice. There are three Falmer in the room, one near each of the tents. Sublocations If so, you transcribe the lexicon with a dwemer puzzle located deep in the Alftand ruins. After reaching the destination, you might consider spending some time to examine the ruined buildings, though it's of course completely optional. Choose the south-west corridor and be ready for some more Falmers. Just be sure not to use it on a member of your own party. Valie's body can be found on a table with shackles. Around the corner to the north, a lever on the right lowers a set of bars, allowing access to a huge vertical cavern. The path continues to the south, up a flight of stairs. To the right of the gate is an apprentice-locked chest. Eventually, a Khajiit skooma addict, named J'darr, will attack. Farther along there is another caved-in area to the east, with an apprentice-locked door opposite that leads to a second bedroom. He will turn hostile and you will be forced to kill him. Take the now-completed Runed Lexicon from the stand, then go to the center of the Oculory and retrieve the Elder Scroll from its cradle for the concurrent quest Elder Knowledge. Otherwise, choose the northern passage (screen above). Then the game CTD. Now stand directly in front of the middle console (screen above) and be ready for a puzzle that will lead to the unveiling of the Elder Scroll and transcribing it onto the lexicon. Alftand AnimonculoryAlftand Glacial RuinsAlftand CathedralAlftand Ruined Tower You can also explore the western corridor (Dwarven Spider and ac chest with precious treasures), or choose the path leading to the lower level. Come when its set is complete.". Start off by finding a place from which you will be able to safely slide down (screen above), reaching the coast. The Elder Scroll will be revealed. He claims the "heart of a God," "heart of you and me," is located inside. 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. 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. Save your game and head onwards. Enter the Alftand Glacial Ruins and progress through the tunnels of ice. If you want to try close combat, be sure to avoid the Sphere's stronger attacks. You will be able to enter the Alftand Glacial Ruins from there. Your destination is a location marked as Septimus Signus's Outpost (screen above). 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 second tent in the southern corner contains a chaurus egg, a piece of chaurus chitin, and a quiver of Falmer arrows. 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. Bear you hence this extractor. I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. The five races whose blood you need to harvest are Altmer, Bosmer, Dunmer, Falmer, and Orsimer. Head down the stairs and into Blackreach. ", Why are you so eager to open the box? The following empty quest stages were omitted from the table: 1, 60, 200. To harvest the blood, loot the corpse of a deceased person with the Essence Extractor in the inventory. Pressing the button is the only way to open the door as there is no option to open or unlock it. Approach the small hatch and get inside. Moving on you will find a room containing a stone table that was used to study disabled Dwarven Spiders. Daedric quest He asks you to help him see through the cube. Beware from this point, as you will begin encountering Dwarven automatons coming out of pipes. The room has a large structure in the middle, and an oil slick covering most of the floor. Location ID 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. Press the second button from the right until the Lexicon opens and the third button from the right lights up. Again, either answer has no ramifications. After studying the Runed Lexicon, he explains that Dwemer blood is needed to open the Dwemer lockbox. To the left of this tent is a novice-locked Falmer chest. -. You may not have the "Harvest blood" option despite having the Essence Extractor in your inventory. Once you have both the Elder Scroll and the Lexicon, return to Septimus Signus at his outpost. To harness it is to know. One Centurion lies on the floor inactive, however, the other will awaken when approached. 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. Something they didn't anticipate, no, not even them. He tells you to harvest the blood of the mer races in Tamriel. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. Sulla's Journal is resting on a barrel to the left just before the campfire. After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. Approach the pedestal and take the Oghma Infinium. Passing the remains of a Dwarven spider, eventually you enter a large room with a worktable loaded with the wreckage of two Dwarven spiders, a copy of Dwarves, v2, an empty random soul gem, an iron dagger, a copy of Dwemer Inquiries Vol III, three soul gem fragments, and a book of Research Notes. Dwarven machine housing the Elder Scroll. In the center of this area is a Dwarven mechanism, that can be opened with an Attunement Sphere, to gain access to Blackreach. This zone does not connect to the other Alftand zones. To the left of the gory table with shackles is a tanning rack. Between the main structure and the shelves are bone chimes. The crazy mage will tell you that the Elder Scroll should be at the Blackreach and ask you to record the contents of the Scroll inside a special dwarven artifact. It is possible to loot the body of Septimus Signus and get the Runed Lexicon and Extractor back. Inside, one or two Falmer patrol the area before the barred gate ahead, along with possibly a frostbite spider, a skeever, or a chaurus reaper. He'll read the Lexicon and tell you he searched for it with the help of the Daedric Prince of Knowledge, Hermaeus Mora. If you kill Septimus Signus right after he gives you the stage to harvest blood, you will fail the quest, but the game will still prompt you with the "Harvest blood" option every time you loot the corpses of Orcs or elves. The Spider Workers are very weak, but if they catch you off . To the right of the barred doorway is a bed roll and a copy of Dwemer Inquiries Vol I on top of a barrel. There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. In the center of this area is a Dwarven mechanism, with an unlocked chest next to it. You need to be very careful, as they're far more resistant most humanoids that you encountered until now. or "I am not your champion, monster." I see it now. Head past the traps and Falmer who guard this section. Hermaeus Mora will greet you again, calling you his champion. 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. To the right is a dead end with a Dwarven Spider and another chest in the rubble. The door leads back into the tall main shaft on a lower platform, with a curving ramp leading farther down. There are two entrances to Alftand Ruined Tower. Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a . He explains that the Dwemer lockbox buried within the outpost holds "the heart" and he wishes to access it to learn its secrets. It is possible to completely bypass this ruin and still get into Blackreach. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. You emerge in an icy tunnel with many crates and barrels throughout. 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. 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. . Save your game and head onwards. The exit is behind a master-locked gate that can either be picklocked or unlocked with the Alftand Lift Key that can be found on the Dwarven Centurion you fought earlier. By. Enter the Alftand Cathedral at the end. Further down, past a dead Falmer riddled with Iron Arrows, lies the door to Alftand Cathedral. You will automatically start this quest during the course of. After the conversation is over the Wretched Abyss dissipates and the quest is completed. The path traverses some rubble past the southeastern corner, and continues along the eastern wall. https://en.uesp.net/w/index.php?title=Skyrim:Discerning_the_Transmundane&oldid=2766170. Characters Beyond the gates are stairs leading up, with a button on the left that closes the gates and stops the flames. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. Doing so will activate a relatively harmless fire trap. You can reply with "What now?" This will cause the Lexicon to open and the third button from the right be revealed. Just before the next corner, there is a scuttle on the right from which a Dwarven spider may ambush you. There are thirty chaurus egg sacs, a patch of white cap mushrooms, and a patch of bleeding crown around this area. Something they didn't anticipate, no, not even them. The Great Lift at Alftand is an ancient Dwemer mechanical lift that connects to Blackreach. The top shelf holds nothing of interest. But before doing so, there is a locked door to a room with various loot, including a skill book. Now press that button, and a large set of lens crystals descends from the ceiling and stops. After reaching the northern part of the ruins you will come across J'darr, who will automatically be hostile towards you. One of the crates near the entrance has a Dwarven metal ingot on top. The path passes under a flame spout; you can either wait for it to temporarily stop, or just go around. It will drink the fresh blood of elves. 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. Eventually, the Alftand Cathedral will be reached which grants access to Blackreach. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. 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. A few things of interest are an Alchemy Lab in the first room and a workbench along with an anvil in the other room. I've inscribed the lexicon. my question is. Despite having the blank lexicon in inventory, the player can't activate the stand. The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 125. Have fun using it on our WWW pages. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. 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 Alftand Animonculory is littered with dangerous Falmer (feral elves), dwemer (or, dwarven mechanical monsters), and traps. how do i get back UP there, in those glacial ruins, which means (less precisely) on top and before that ledge! DA04 Continue along the road until you come to your first junction (T-shaped). 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. A more complete walkthrough can be found on the Alftand and Blackreach pages. Part 3 of 7: Killing J'darr. J'darr is a Khajiit in the Alftand glacial ruins. The top shelf is accessible by jumping from near the top of the stairs, and holds several pieces of Dwemer metalwork. Climb on to the exposed bridges and find your way to the marked entrance. Inside, you will find the remnants of a recent expedition. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. From here, a straight ramp leads down to a door. I've been given a book of bizarre ramblings about Elder Scrolls, written by Septimus Signus. The ramp down is to the east, past a waterfall. As you approach, two leveled Dwarven spiders will emerge from Dwarven scuttles on the walls. You must of course be very careful throughout the whole trip, as you might come across, inter alia, Horkers and Ice Wolves. Alftand Cathedral is the final zone in Alftand; it houses a lift to the surface as well as the passage to Blackreach. To the northeast is a short corridor that passes through a door before it turns to the northwest and descends a ramp. 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. I've gone through this area before but now CTD all of a sudden. Dwemer Ruins If inside, exit the cave and wait for an hour while outside before re-entering. Umana is carrying the enchanted shield Targe of the Blooded, and will therefore normally be the winner. On the first level down, there is a large set of shelves against the northeast wall to the left of the first tent. Be ready to attack the two new Dwarven Spiders patrolling this area. The discussion continues after this sponsored message. To the right of the pipes is a flight of stairs leading up to an area covered in an oil slick. If you give the lexicon to Septimus before reaching level 15, it may be necessary to wait for a, Corpses fed on while in Beast Form or with the. Otherwise it will disappear after you use it. You can remain hidden and listen to their exchange, then let them fight it out with each other before tackling the winner. Inside the tent to the west is a chaurus egg, a skeever tail, a Falmer bow, and a war axe. There is a second table with shackles on the other side of a gated cell-like area. Leave the city, heading along the main path to the south. 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. Amidst the confusion, he begins to levitate and Hermaeus Mora disintegrates him into a pile of ash. While in Alftand Animonculory, you can use, You can never wait in Alftand Cathedral, not even after, After obtaining the Elder Scroll from Blackreach as part of. Past the gate, at the top of the first flight of stairs, two unlocked chests are on the right. The path will be blocked, but can be opened by one of the levers. 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. You would therefore reach the upper ledge, containing a chest with some precious treasures. Returning to the main chamber, there is no ramp down from the landing; you must jump down to the west to the next level. Winterhold Hold Watch out for the three pressure plates on your way. pleeze help! You currently have javascript disabled. Be careful, as on the way to Septimus you will come across, inter alia, Horkers. He then offers the Dragonborn Septimus' position. Reading the book will reveal some of the knowledge hidden within. He's directed me to a Dwarven observatory that supposedly houses an Elder Scroll. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. The blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. When you are ready, follow the quest marker through Blackreach until you reach your destination, The Tower of Mzark. The door opens into a multi-leveled room. He gives the Dragonborn an Attunement Sphere and a Blank Lexicon which must be inscribed with the Dwemer mechanism located within the Tower of Mzark. 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. Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon: I've inscribed the lexicon. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. PSN: shoe7ess. Alftand itself is in the middle of Winderhold. This can fix the event to trigger normally. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. Follow the catwalks west of the camp as they pass over an icy crevice to the entrance of Alftand Glacial Ruins. The climate of the Anfalas featured mild winters and hot, dry summers. The lift takes you up to a small area on the other side of the barred doorway seen previously in the first zone. Copyright 2000 - 2023 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. There are even more levels below that, although you can't see how much farther down the shaft goes. Boards. I met and killed 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. One must move the plate around to find the correct spots that allow them to move through the gate. To the south there are two Dwarven scuttles; one is blocked by rubble, while the other houses a Dwarven spider. After you reach the water, you will just need to head north and ignore a few bigger islands on your way. There is a table with more metal grating over it, and a metal chair and two sets of shelves on the far side. Type A passage to the south continues through an open door and up a spiral staircase. Several functions may not work. Quests Ignore J'darr's voice, as you will come across him in a couple minutes. "The ice entombs the heart. 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. It can be started by speaking to Septimus Signus, a brilliant but mad scholar who has devoted his life to studying the Elder Scrolls. It's completely free! He will then tell you that you should take Septimus's place, which you can agree to or disagree. 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. 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. Proceeding further shows two buttons against a wall. "Extraordinary. There is also a pickaxe beside the fire. At this stage, he also reveals that he is in the service of Hermaeus Mora, the Daedric Prince of Knowledge. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached. Alftand is unique among Dwemer ruins in that it is the only one built partially atop an active glacier. Pick up the transcribed Lexicon and the Scroll. Between the two gated areas is a caved-in section that contains nothing of interest. The second table has a portion of human flesh, two pieces of leather, and lots of gory human bones. You should consider creating an account here. From Blackreach, the Dragonborn can ride the Great Lift at Alftand up to . Sprinting or rolling can allow one to avoid taking any damage at all. On a side note, it's the only Daedric quest that cannot be missed as it automatically gets activated during the Elder Knowledge main quest (of course if you didn't begin it yourself earlier). 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 completing the Throat of the World quest in Elder Scrolls V: Skyrim, you will be led to the next quest, the Elder Knowledge. Beside this is the body of the Orc Yag gra-Gortwog, another member of the expedition, along with a potion of minor healing. Extraordinary. This passage has flammable gas in the air. At the bottom of the first flight down, on your left is another flight up that leads to a small area, with a table holding several ruined books and a Dwarven dagger. The room holds an assortment of items scavenged from the expedition members, like Sulla Trebatius's knapsack. To the right of the table is a lift to the Alftand Animonculory, but it is sealed off and can only be opened from inside. The sealing structure interlocks in the tiniest fractals. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost. You should just know that the Spiders can attack you both at close and long range. Elder Scrolls is a FANDOM Games Community. 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. also its glitched and may get stuck in your inventory. Shortly past here, the tunnel turns into typical Dwemer architecture, but is still partially filled with snow and ice. 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