This can be achieved once the Dragonborn has access to Blackreach. An icon used to represent a menu that can be toggled by interacting with thi It did not contain what he had expected, but instead a book of great knowledge, the Oghma Infinium. When you are ready, follow the quest marker through Blackreach until you reach your destination, The Tower of Mzark. At the top is the zone's upper exit/entrance, with more shelves. "Give it, quickly. If so, you transcribe the lexicon with a dwemer puzzle located deep in the Alftand ruins. Entering through the lower entrance leads directly into an icy chamber, with two flights of stairs rising ahead. 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. This bedroom features two stone beds, two tables holding several pieces of Dwemer metalwork, and an unlocked chest, all guarded by a Dwarven sphere. Start off by approaching the Lexicon Receptacle (screen above) and press E to put the Blank Lexicon received from Septimus Signus onto it. The following empty quest stages were omitted from the table: 1, 60, 200. Further down, past a dead Falmer riddled with Iron Arrows, lies the door to Alftand Cathedral. 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. Elder Scrolls V: Skyrim - Walkthrough - Part 48 - Alftand Glacial Ruins (Skyrim Gameplay) theRadBrad 13.3M subscribers Subscribe 2.6K 285K views 11 years ago This is the last video for this. To the left of the gory table with shackles is a tanning rack. Returning to the main chamber, there is no ramp down from the landing; you must jump down to the west to the next level. There are three Falmer in the room, one near each of the tents. He then offers the Dragonborn Septimus' position. [16.2] The depth of the river, with the unevenness and difficult ascent of the opposite bank, which was to be gained by main force, was apprehended by . Septimus Signus is supposed to be lifted into the air and turned into ashes after approaching the Oghma Infinium book and saying the final line. He asks you to help him see through the cube. THIS WAS THE BEST HELP EVER THANKS DUDE I ALMOST QUIT ON THIS GAME! Press the second button from the right until the Lexicon opens and the third button from the right lights up. After dealing with him, continue exploring the ruins. How do you transcribe the lexicon in Alftand? I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. I need to collect blood from several different races if I want to help him. Ancient Technology DGDiscerning the TransmundaneElder Knowledge Save your game and head onwards. ", Why are you so eager to open the box? ", You sent for me? The first one is speaking to Urag gro-Shub as part of the Elder Knowledge main quest. After reaching the northern part of the ruins you will come across J'darr, who will automatically be hostile towards you. The Dragonborn met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. Extraordinary. He tells you to harvest the blood of the mer races in Tamriel. Next to her lies a lift that leads back to the Alftand Glacial Ruins. If the Dragonborn returns before the required level, Septimus will be found pacing his room. The lift takes you up to a small area on the other side of the barred doorway seen previously in the first zone. Behind the mechanism is a master-locked gate, which can be unlocked by the key found on the centurion you fought, behind which is a lift which will take you to Sulla's camp on the surface. 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. The path continues to the south, up a flight of stairs. To the east is an ascending ramp with a spinning blade trap triggered by a series of pressure plates. He has long since been driven mad by Skooma withdrawals, and is standing next to the body of his brother, J'zhar. https://en.uesp.net/w/index.php?title=Skyrim:Alftand&oldid=2747240. With it, he believes he can open the lockbox he's been studying. 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. At the end, the path turns to the east and leads to the door to Alftand Animonculory. . There is also a list of dead bandits of all races to be considered. Just past the gate are the last two expedition members, the Redguard Umana and the Imperial Sulla Trebatius, who begin fighting after a brief exchange of words. Go down the tunnels, towards the southeast. Next to the chest is the body of the Wood Elf Endrast, a member of the expedition, two lockpicks, and his journal, which describes how he ran away after being captured by the Falmer and hid here until he died. When loading from a save within the Animonculory zone, audio may become corrupted or stop altogether. Inside the first tent are three chaurus eggs and a Falmer war axe, while the second tent contains an unlocked Falmer chest. Behind the fence are three more chaurus egg sacs, while an apprentice-locked door is to the east. Septimus Signus Head up the spiral stairs until the Dwemer mechanism is reached. The path traverses some rubble past the southeastern corner, and continues along the eastern wall. Alternatively, if you do not feel your level or equipment are sufficient to penetrate Alftand, it is actually unnecessary to do so; Mzinchaleft and Raldbthar both access Blackreach as long as the player has an Attunement Sphere, and both are faster and easier than Alftand. Follow the cobblestone path to theTower of Mzark. Returning to Septimus at under level 15 will cause him to dismiss the Dragonborn until he has had time to study the Lexicon. The bottom shelf holds a Dwemer dresser containing a few minor pieces of metal. From Blackreach, the Dragonborn can ride the Great Lift at Alftand up to . [1] You emerge in an icy tunnel with many crates and barrels throughout. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). The gate to the south is already open, with an unlocked chest behind it. Eventually, a Khajiit skooma addict, named J'darr, will attack. Come when its set is complete.". On the table is a piece of gold ore, an iron ingot, and a silver ingot. The path turns northwest and passes through an open door onto a balcony with metal grating that overlooks the next room. A trick. It may be possible to recover the Falmer ears by using a ranged area-of-effect spell. Follow the path around the corner to a large room, with a table at the entrance holding several Dwemer items. Several functions may not work. On the levels below, there are two Falmer patrolling between two empty Falmer tents and an alchemy lab. 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. Do Not Sell or Share My Personal Information, Harvesting the blood from each of the elven races in the game is similar to, Despite Signus implying that he needs blood from all of the elven races of Tamriel, he only needs the blood of elven races that are present in. After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. The path continues past this to the east. I helped him open it. Once in the Desktop, right-click on the sound icon and click Open Volume Mixer. Alftand is an ancient Dwemer Ruin located southwest of Winterhold. The lever to open the. Alftand AnimonculoryAlftand Glacial RuinsAlftand CathedralAlftand Ruined Tower 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. Opposite the stairs are two shelves holding more ruined books and a row of seven Falmer ears (see bugs). Several dead members of the failed expedition can be found here. The Alftand Animonculory is littered with dangerous Falmer (feral elves), dwemer (or, dwarven mechanical monsters), and traps. Sulla TrebatiusUmanaJ'darrJ'zharEndrastYag gra-GortwogValie To the west is an asecnding ramp, with another Dwarven spider near the top. The top shelf is accessible by jumping from near the top of the stairs, and holds several pieces of Dwemer metalwork. October 12, 2022. The ramp up to the west leads to an unlocked chest guarded by a steam piston that can be triggered by a nearby pressure plate, but which extends intermittently regardless. There are thirty chaurus egg sacs, a patch of white cap mushrooms, and a patch of bleeding crown around this area. Far north of Winterhold, there is a small cave called Septimus Signus's Outpost. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. Copyright 2000 - 2023 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. Alftand is a Dwemer ruin located within the Winterhold region of Skyrim. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. pleeze help! from Frostflow Lighthouse) that enters near the top, and an entrance in an icy crevice just to the east of the upper entrance that enters at the bottom. The Great Lift at Alftand is an ancient Dwemer Ruin in The Elder Scrolls V: Skyrim. The five races whose blood you need to harvest are Altmer, Bosmer, Dunmer, Falmer, and Orsimer. To do so, he plans to use the power of an Elder Scroll. There is an exit at the top of the tower, but the ruin does not connect with the other Alftand sections. To the south there are two Dwarven scuttles; one is blocked by rubble, while the other houses a Dwarven spider. You must of course be very careful throughout the whole trip, as you might come across, inter alia, Horkers and Ice Wolves. There are also two more chests, one with a master-level lock, the other unlocked, and a lootable skeleton holding in its hands the Lockpicking skill book The Locked Room. He explains that the Dwemer lockbox buried within the outpost holds "the heart" and he wishes to access it to learn its secrets. If you can't use fast travel, begin your journey in Winterhold. Give the collected blood samples to Septimus Signus. Defeat the Centurion and take the key from its corpse. Various types of loot can be found like ores, ingredients and everything found in chests. You should consider creating an account here. Alftand. Alternatively, reload an earlier save (before giving the blood to Septimus). Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. As such, you will be stuck with an Elder Scroll in your possession. Enter the Alftand Cathedral at the end. You are not permitted to copy any image, text or info from this page. Place the Blank Lexicon inside the receptacle and begin the inscription puzzle. You will be able to see your destination from afar (screen above), making it much easier to plan further moves. Neither choice will affect the outcome of the quest. Between the main structure and the shelves are bone chimes. He can be found in the Arcanaeum at the College of Winterhold (northern part of Skyrim) and the quest becomes activated after reaching the Ruminations on the Elder Scrolls received from Urag (screen above). It will drink the fresh blood of elves. This quest can be activated in two ways. Oh, but the Dwemer had more than even Septimus expected. Before turning to the south, you can look down upon the first large room (with the two Dwarven spheres and the three pistons). Press the button of the taller, left pedestal twice, until the button on the far left, smaller pedestal begins to glow. Follow the catwalks west of the camp as they pass over an icy crevice to the entrance of Alftand Glacial Ruins. The tower can only be accessed via Blackreach, the underground ruins of an ancient Dwemer city. To the west are more enemies along the path to the door to Alftand Animonculory. Finally, press the far left button once and watch as the Oculory reaches its correct alignment, revealing the Elder Scroll. He will then tell you that you should take Septimus's place, which you can agree to or disagree. After Septimus is killed, picking up the Oghma Infinium may not trigger the next stage of the quest and Hermaeus Mora may not appear in the passageway. Head out of Septimus Signus's Outpost and open the world map. 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 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). 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. Straight ahead through the opening is a table with Umana's Journal, some pieces of Dwemer metal, and the remains of a Dwarven spider on top. At the end of the staircase one Dwarven Spider Worker will spawn out of the wall directly in front of the Dragonborn and another one behind more shelves. Opposite the shelves is a table with metal items and a Falmer sword. The passage turns around a metal grate, where a leveled Dwarven sphere emerges from a scuttle. His brother's journal reveals that he, along with several others, were members of a failed expedition to the ruins. Alftand is a large Dwarven ruin southwest of Winterhold. After defeating it, climb the next set of stairs leading up to the lift to outside. Something they didn't anticipate, no, not even them. Harvest blood from a High Elf, Wood Elf, Dark Elf, Falmer, and Orc. Watch out for the enemy spiders. The elves still living provide the key. Uncover the secrets of the mysterious Dwemer lockbox. You should just know that the Spiders can attack you both at close and long range. I've been given a book of bizarre ramblings about Elder Scrolls, written by Septimus Signus. The discussion continues after this sponsored message. This zone does not connect to the other Alftand zones. Hermaeus Mora wishes for you to speak with him again after you have completed Septimus's task. After it is destroyed, an adept-locked chest can be found in the rubble. He claims that Septimus is a good follower, but after he discovers how to unlock the Dwemer box he will have outlived his usefulness. 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. On the shelves is another piece of iron ore. To the east are two pedestals with buttons, which also trigger the previous spear traps. After reaching the destination, you might consider spending some time to examine the ruined buildings, though it's of course completely optional. Proceed through the ruins and fight past the various Falmer that reside here. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost. On the other side of the metal grating is a column of large shelves. 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. The blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. I can see. Prerequisite The stairs lead down into the main part of the room, which houses three Falmer tents in the northern, western, and southern corners. Alftand itself is in the middle of Winderhold. Blood samples can be acquired from any dead body in Skyrim. Choose the south-west corridor and be ready for some more Falmers. I see it now. The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. Across the hall from the bedroom is a cave-in. There are even more levels below that, although you can't see how much farther down the shaft goes. Rather than the "heart of a god," all he finds is a pedestal on which the Oghma Infinium sits. The world beyond burns in my mind. 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. Give the blood samples to Septimus and wait for him to open the cube. 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. 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. Sorry, we've got no plans for mobile versions of this game guide. Progress through the vast cavern towards the objective marker, fighting off the various creatures within. Then, in front of the Dragonborn will be a desk with another button that, if pressed, will close the door and disable the trap. The Falmer ears and some of the ruined books on a shelf in the Animonculory can't be interacted with. The left-hand door leads up another flight of stairs. Since the Dwemer are extinct, blood from the various Mer races must be collected to create a facsimile. He greets the Dragonborn as his Champion and an option is presented to agree or disagree with his assertion. PSN: shoe7ess. This article will serve as your complete guide to completing this quest. To the right of the gate is an apprentice-locked chest. 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. To decipher the code, press the third button from the left a few times until the Lexicon opens and button two lights up. Near the base of the stairs are two Falmer tents, both containing fire pits. Once the blood has been harvested, return to Septimus. Doing so will activate a relatively harmless fire trap. 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