. There are also three empty Falmer tents. He will then tell you that you should take Septimus's place, which you can agree to or disagree. There are three Falmer in the room, one near each of the tents. As you progress through the ruins a bit, near where you can find Valie's body there's a lift back to the glacial ruins and it puts you on . He'll read the Lexicon and tell you he searched for it with the help of the Daedric Prince of Knowledge, Hermaeus Mora. Behind some pillars, Umana and Sulla Trebatius, the two last expedition members, will show themselves. The remains of the camp of an ill-fated expedition led by Sulla Trebatius are perched on the edge of the cliff. The path traverses some rubble past the southeastern corner, and continues along the eastern wall. 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. Alftand01Alftand02AlftandZCellAlftandExterior01AlftandExterior02AlftandExterior03 To decipher the code, press the third button from the left a few times until the Lexicon opens and button two lights up. Continue down the hallway to a set of stairs leading up to an area covered in oil, along with a Dwarven Sphere and a Dwarven Spider. Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. 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. His brother's journal reveals that he, along with several others, were members of a failed expedition to the ruins. The essence of a god. Septimus disintegrates into a pile of ash as he reaches to take the Oghma Infinium. 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. 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. This article will serve as your complete guide to completing this quest. In the final area, you will encounter a Falmer guarding the door to your path. Septimus Signus Press the button of the taller, left pedestal twice, until the button on the far left, smaller pedestal begins to glow. Save your game and head onwards. Septimus Signus's Outpost You can "ride" the pistons up to access a ledge with two unlocked chests, a leveled healing potion, a leveled strength potion, two Dwarven metal ingots, and a flawless emerald. 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. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. 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. Give the blood samples to Septimus and wait for him to open the cube. The two pedestals to the left of the Receptacle, the taller of which is now active, control the ceiling lens array. Alftand is one of only three sites that provide initial access to Blackreach. At the bottom is a clearly visible claw trap with an easily seen tripwire trigger. But before doing so, there is a locked door to a room with various loot, including a skill book. the Attunement Sphere, thanks to which you will reach the underground complex and the Blank Lexicon onto which you will transcript the contents of the Scroll. Through conversation with the Daedric prince, you learn that it was sealed here for a reason, so that no more of its dangerous knowledge could be shared with the world of mortalssomething that Hermaeus Mora wishes undone. Three more chaurus egg sacs can be found in the northeastern corner, along with a gap in the floor where you can drop down to Endrast's body. Shortly past here, the tunnel turns into typical Dwemer architecture, but is still partially filled with snow and ice. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. Once you have returned to the outpost, talk to Septimus again. 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. Watch out for the three pressure plates on your way. The terrain consisted of scattered woodlands on undulating lowlands. Exit the room via the northeast corner. Press this button to reveal the scroll. On the table to either side of a button is a piece of gold ore and a copy of the spell tome: Lesser Ward. J'zhar's pack looks like an ordinary knapsack, and contains several empty skooma bottles and two random potions. Should the player intervene, both will assault the Dovahkiin. At the end of the corridor is a door that opens into a large room, with pipes crossing above ahead. Be careful, as on the way to Septimus you will come across, inter alia, Horkers. At the top of the stairs are several pressure plates, all of which trigger spear traps from the ceiling. Once the blood has been harvested, return to Septimus. Throwback to oblivion without the exit shortcuts. Ignore J'darr's voice, as you will come across him in a couple minutes. There are two entrances to Alftand Ruined Tower. Location pleeze help! Don't forget to check their bodies afterwards, as you can find some precious items in most cases. Exit the Tower through the door beneath the button console and return to Septimus. In here there's a couple of falmer and a spider to kill. Enter the ruins and follow the only path available inside it. In this area is a sack of foodstuffs, nine chaurus egg sacs, and a lever on the wall that retracts the bars. There is also a forge in the room. Several functions may not work. At the top, the passage turns west and continues to climb. Past the glowing mushrooms is a narrow path climbing to a small area with strange large mushrooms normally only seen in Blackreach, although there is nothing of interest in the area. You currently have javascript disabled. From Blackreach, the Dragonborn can ride the Great Lift at Alftand up to . The most reliable solution to this problem is to kill Septimus. Oh, but the Dwemer had more than even Septimus expected. If you plan on playing for some time between this quest and completing. The Falmer ears and some of the ruined books on a shelf in the Animonculory can't be interacted with. Discerning the Transmundane is a quest available in The Elder Scrolls V: Skyrim. 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. Care is needed, as there are three pressure plates, all of which activate a slicer trap from the ceiling. Wait for the trap to switch off and use the Whirlwind Sprint or quickly run to avoid damage. October 12, 2022. Stages are not always in order of progress. To the right of the pipes is a flight of stairs leading up to an area covered in an oil slick. The Great Lift at Alftand is an ancient Dwemer mechanical lift that connects to Blackreach. Uncover the secrets of the mysterious Dwemer lockbox. The top shelf is accessible by jumping from near the top of the stairs, and holds several pieces of Dwemer metalwork. Sulla's Journal is resting on a barrel to the left just before the campfire. An icon used to represent a menu that can be toggled by interacting with thi On the table is a piece of gold ore, an iron ingot, and a silver ingot. Start off by approaching the Lexicon Receptacle (screen above) and press E to put the Blank Lexicon received from Septimus Signus onto it. 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. Head out of Septimus Signus's Outpost and open the world map. Doing so will activate a relatively harmless fire trap. Beware from this point, as you will begin encountering Dwarven automatons coming out of pipes. The next part of this quest is dependent on character level. There is also a pickaxe beside the fire. [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 . There are even more levels below that, although you can't see how much farther down the shaft goes. Through the door is a treasure room with a Dwarven spider and two gates. Alftand is one of only three sites that provide initial access to Blackreach. Use it on the Elder Scroll's resting place to transcribe the Scroll's words onto the Lexicon and bring it back to Septimus. 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. The bottom shelf holds a large Dwemer strut, a piece of silver ore, an orichalcum ingot, a piece of iron ore, a Dwemer cog, a Dwemer bowl, a piece of orichalcum ore, and a silver ingot. Press the taller of the two pedestals (right of the one with the lens chart on it) three or four times, until the pedestal with the blue button to the left of the middle one starts to glow. He then approaches the lockbox and the locking mechanism begins to spin. 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. It is revealed that the book on a pedestal is actually the Oghma Infinium. Once there, travel through the ruin, following your destination marker, until you reach Blackreach, a massive underground cavern below Alftand. Across the hall from the bedroom is a cave-in. No problem, this is exactly how you get there and how to activate the Lexicon once you find it. Following him inside will reveal, much to the surprise of the delusional quest giver, that it was not the "Heart of a God" that was stored inside the cube, but rather a book. 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. The second tent is in the western corner. 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. I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. 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. I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. It's completely free! Umana is carrying the enchanted shield Targe of the Blooded, and will therefore normally be the winner. Continue along the road until you come to your first junction (T-shaped). After the conversation is over the Wretched Abyss dissipates and the quest is completed. Ancient Technology DGDiscerning the TransmundaneElder Knowledge Once in your inventory, however, both the Runed Lexicon and the Extractor will be considered quest items and cannot be sold or removed. Turn west at the first chance. Head up the spiral stairs until the Dwemer mechanism is reached. Entering through the lower entrance leads directly into an icy chamber, with two flights of stairs rising ahead. He is addicted to Skooma, and his brother, J'zhar, took him on an expedition, led by Sulla Trebatius, in order to try to ".bring him down slowly." The expedition also consisted of Sulla's bodyguard Umana, Valie (a thief and mage . In the center of this area is a Dwarven mechanism, that can be opened with an Attunement Sphere, to gain access to Blackreach. 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. I can see. All logos and images are copyrighted by their respective owners. 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. Continuing further, you will hear J'darr, one of the workers who survived, arguing with J'zhar, his brother, about stealing his Skooma. There is also a tower housing a lift, but a closed gate, which can only be opened from the inside, blocks access. 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. The path then turns to the south and leads back into the icy tunnel. 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. You should consider creating an account here. Hermaeus Mora in the form of a Wretched Abyss. To the northeast is a short corridor that passes through a door before it turns to the northwest and descends a ramp. In the northwest corner of the room, there is a table holding more pieces of metalwork and a random filled soul gem. . Just be sure not to use it on a member of your own party. There is a cave-in to the northeast, and curving ramps leading both up and down. Behind the table, among the rubble is an unlocked Dwemer chest. It is possible to completely bypass this ruin and still get into Blackreach. The following is an approximate amount of the Dwarven scrap, not accounting for the random loot found within Animunculi: For an approximate total of a possible 88 Dwemer metal ingots. Open the big gate and be ready for a difficult battle. The blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. To do so, he plans to use the power of an Elder Scroll. To the right is a dead end with a Dwarven Spider and another chest in the rubble. 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. Sprinting or rolling can allow one to avoid taking any damage at all. A panoply of their brethren could gather to form a facsimile. The location has three sublocations, including the Alftand Glacial Ruins, the Alftand Animonculory, and the Alftand Cathedral. Then, in front of the Dragonborn will be a desk with another button that, if pressed, will close the door and disable the trap. There is a Dwarven spider and a Dwarven sphere in this area, and a scuttle on the north wall that releases a second spider. Either victor will be hostile to you. By. Save your game and head onwards. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him. "Extraordinary. To the west is an asecnding ramp, with another Dwarven spider near the top. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. Solving the puzzle involves pushing four buttons on the podium in a certain order. 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. *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. Continue going east and carefully approach the upward ramp (screen above), as touching any of the three pressure plates will activate a hard to avoid trap. Past the stairs is a ramp with several pressure plates to the sides. To the left are several stone tables holding various Dwemer items. 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. Map 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. Behind the campfire is a single bed roll, with two unlocked chests, one wooden and one Dwemer, beside it. A tripwire that triggers a Falmer claw trap is just past the waterfall. There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. The Blank Lexicon is a tool the Dwemer invented to read the Elder Scrolls without the whole turning into Matt Murdock thing. Through the doors is the main cathedral room, with a flight of wide stairs leading up to the main floor. I've inscribed the lexicon. https://en.uesp.net/w/index.php?title=Skyrim:Discerning_the_Transmundane&oldid=2766170. It may be advisable to kill the nearby Falmer before looting this area to prevent unexpected interruptions. Inside the shack farthest to the north is an adept-locked chest and a journal titled Expedition Manifest written by Sulla Trebatius, with some background information and a list of expedition members. Place the Blank Lexicon inside the receptacle and begin the inscription puzzle. Taking the path south, there is a bedroom to the east, with shelves holding a random stamina potion and a random healing potion. The path to the exit is blocked and can only be opened by the lever on a platform at the top of the stairs with two chests next to it. Dwemer blood can loose the hooks, but none alive remains to bear it. To the south there are two Dwarven scuttles; one is blocked by rubble, while the other houses a Dwarven spider. "I can almost hear them. Save your game and head onwards. 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. Head past the traps and Falmer who guard this section. The room holds an assortment of items scavenged from the expedition members, like Sulla Trebatius's knapsack. The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 126. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). Hold Part 3 of 7: Killing J'darr. The Elder Scrolls V: Skyrim Walkthrough - The Elder-Scrolls-V-Skyrim 125. 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. Something they didn't anticipate, no, not even them. If you can't use fast travel, begin your journey in Winterhold. Past the trap, another curving ramp continues down to a landing with a skeever near a cave-in, with a chunk of solid Dwemer metal hidden between the cave-in and the cavern wall on the far side of the rubble. Once you have both the Elder Scroll and the Lexicon, return to Septimus Signus at his outpost. "The ice entombs the heart. Copyright 2000 - 2023 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. Opposite the shelves is a table with metal items and a Falmer sword. On the first table is a leveled potion of the defender, while a caved-in area to the south has a leveled healing potion among the rubble. 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. 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 levels below, there are two Falmer patrolling between two empty Falmer tents and an alchemy lab. Let us know, we can help out if this wasn't the answer you were looking for. 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. A select few locations are listed below as they contain the corpses of more than two races: Upon acquiring different blood samples, you will be prompted to return to Septimus Signus's Outpost. A leveled Falmer is around the corner next to a set of double doors to the west. This passage has flammable gas in the air. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. Defeat the Centurion and take the key from its corpse. Neither choice will affect the outcome of the quest. Here is a list of the mods I have installed: There is an entrance to the northwest of the Alftand map marker (approach from the northwest, i.e. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. Triggering them will activate the spinning blades that will go down along the in the middle. Premium Sounds (Paid). As you continue to the west, two more Dwarven spiders emerge from scuttles, and there are several wide sets of shelves holding a random potion of strength, a random potion of magicka, two iron ingots, a silver ingot, a piece of iron ore, and a piece of silver ore. On your way you should explore all the nooks and recesses, searching for valuable items and chests which you can picklock. Enter the Alftand Glacial ruins. He asks you to help him see through the cube. To the northwest is an open gate leading to a lift which takes you up to Alftand Glacial Ruins. They are then directed to a Dwarven observatory that supposedly houses an Elder Scroll. Altmer, Bosmer, Falmer, and Orc bodies can be found in, Bosmer, Dunmer, Falmer, and Orc bodies can be found in, Bosmer, Dunmer, and Orc bodies can be found in, Altmer are also part of the Thalmor and can be found at the. The camp includes two derelict shacks with holes in the walls and roof and missing doors, an unlit campfire, and several destroyed tents with bed rolls. Inside, you will find the Oculory, a large Dwemer machine that occupies the last room of the Tower. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). 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. At the bottom of the ramp are stairs that lead down to the ground floor, where you will find three more Falmer, including at least one magic user, and a frostbite spider. Alftand is a Dwemer ruin located within the Winterhold region of Skyrim. 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