If inside, exit the cave and wait for an hour while outside before re-entering. The contents of the 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. Your objective is reaching the corridor with the fire trap (screen above). 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. After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. 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. To fix this, quit the game, then either load a save from outside of the Animonculory or the (auto)save immediately after entering the zone. A tripwire that triggers a Falmer claw trap is just past the waterfall. Near the base of the stairs are two Falmer tents, both containing fire pits. Some stages may therefore repeat objectives seen in other stages. 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. After defeating it, climb the next set of stairs leading up to the lift to outside. He will turn hostile and you will be forced to kill him. Destroy the Dwarven Spider and head along the ramp onto the lower level. Responding either way has no discernible consequences. The path passes under a flame spout; you can either wait for it to temporarily stop, or just go around. Alftand The Dwemer ruin of Alftand is located southwest of Winterhold. There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. The bane of Kagrenac and Dagoth Ur. 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. 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. 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. Save your game and head onwards. If you remove the Elder Scroll before the Blank Lexicon is transcribed, you may be unable to proceed with the quest. 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. 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. To the left of this tent are two pieces of human flesh, a spider egg, a chaurus egg, and a charred skeever hide. Opposite the shelves is a table with metal items and a Falmer sword. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. 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. Behind a barred doorway to the north is a lift to Alftand Animonculory; it can only be accessed from below. As such, you will be stuck with an Elder Scroll in your possession. Also, it is possible that if you remove the scroll without retrieving the lexicon, you will not "discover" the Tower of Mzark, and you will not be able to fast travel there. At the top is the zone's upper exit/entrance, with more shelves. The five races whose blood you need to harvest are Altmer, Bosmer, Dunmer, Falmer, and Orsimer. Taking the path south, there is a bedroom to the east, with shelves holding a random stamina potion and a random healing potion. Open the big gate and be ready for a difficult battle. The stairs lead to a room with three leveled Falmer, including at least one magic user. Despite having the blank lexicon in inventory, the player can't activate the stand. Leave the city, heading along the main path to the south. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). Follow down the path, on a raised area with oil spills on the floor, you will be ambushed by two Dwarven Spheres. The path continues to the south, up a flight of stairs. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. "The ice entombs the heart. On either wall are scuttles that house Dwarven spheres. The door opens into a multi-leveled room. Specifically, the blood of Altmer, Bosmer, Dunmer, Falmer, and Orsimer. Alftand Finally, press the far left button once and watch as the Oculory reaches its correct alignment, revealing the Elder Scroll. The discussion continues after this sponsored message. Related Quests 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. Around the area are several Falmer tents containing various Falmer equipment and ingredients. Just be sure not to use it on a member of your own party. Give the blood samples to Septimus and wait for him to open the cube. The terrain consisted of scattered woodlands on undulating lowlands. After it is destroyed, an adept-locked chest can be found in the rubble. There is an expert-locked chest and a metal dresser at this point. 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. 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. Progress through the vast cavern towards the objective marker, fighting off the various creatures within. Keep moving till you see this research table, loot the spiders for some soul gems and then get prepared to face some live ones. You will be able to see your destination from afar (screen above), making it much easier to plan further moves. After reaching the lower level and dealing with a Dwarven Spider, you will need to make a decision. 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). His brother's journal reveals that he, along with several others, were members of a failed expedition to the ruins. 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. To bring about the opening.". Alftand is a large Dwarven ruin southwest of Winterhold. The second tent is in the western corner. Be careful of the claw trap before the door. You will automatically start this quest during the course of. Past the tent is a corridor heading to the southwest and an open door, beyond which is a flight of stairs heading down. At this point, you can hear part of an argument between J'darr and J'zhar, two Khajiit brothers. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. It will drink the fresh blood of elves. https://en.uesp.net/w/index.php?title=Skyrim:Alftand&oldid=2747240. [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 . You will come across the first Dwarven Spider Worker very soon (screen above) and overall you shouldn't have any trouble eliminating him. 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. There is smeltable and unsmeltable Dwemer metalwork and Dwarven arrows on the floor and shelves throughout the tower. Past the gate, at the top of the first flight of stairs, two unlocked chests are on the right. 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. 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. 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. Quest: Discerning the Transmund. Throwback to oblivion without the exit shortcuts. Here is a list of the mods I have installed: Be wary of the five horizontally thrusting pistons that can push you off into the ledge below if youre not careful. Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon: I've inscribed the lexicon. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. Discerning the Transmundane is a quest available in The Elder Scrolls V: Skyrim. Enter the Alftand Glacial Ruins and progress through the tunnels of ice. This passage has flammable gas in the air. 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. 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. ", Why are you so eager to open the box? Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. Inside, you will find the Oculory, a large Dwemer machine that occupies the last room of the Tower. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). A passage to the south continues through an open door and up a spiral staircase. 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. If so, you transcribe the lexicon with a dwemer puzzle located deep in the Alftand ruins. After the conversation is over the Wretched Abyss dissipates and the quest is completed. Past a set of double doors opens into a large room patrolled by several enemies. He greets the Dragonborn as his Champion and an option is presented to agree or disagree with his assertion. Alftand is a large Dwarven ruin southwest of Winterhold. Shaheer Khosa. He will also give you two items required to complete this mission, i.e. Elder Scrolls is a FANDOM Games Community. Don't forget to check their bodies afterwards, as you can find some precious items in most cases. 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. Go south, then West. 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. Then head down the wooden planket bridges and into the Alftand Glacial Ruins. 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. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). Level 15 The passage turns around a metal grate, where a leveled Dwarven sphere emerges from a scuttle. She asks the Dragonborn to retrieve it from a radiant location, typically a Dwemer Ruin or bandit stronghold, but the chosen location can also be on Solstheim if Dragonborn is installed. Before turning to the south, you can look down upon the first large room (with the two Dwarven spheres and the three pistons). Take them out and then explore the place for the 2-3 chests you can find. 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. Enter the Alftand Glacial ruins. At the top are twin open doors; however, behind the right-hand door is a cave-in. The top shelf holds nothing of interest. The Elder Scrolls V: Skyrim Game Guide by gamepressure.com. Uncover the secrets of the mysterious Dwemer lockbox. 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. In the final room lies the Falmer boss along with 2 more. Opposite to the west is another caved-in area. To the northeast is a short corridor that passes through a door before it turns to the northwest and descends a ramp. It was not densely . 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 catwalks west of the camp as they pass over an icy crevice to the entrance of Alftand Glacial Ruins. Turn west at the first chance. 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. You currently have javascript disabled. 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. The two pedestals to the left of the Receptacle, the taller of which is now active, control the ceiling lens array. The path will be blocked, but can be opened by one of the levers. In the northwest corner of the room, there is a table holding more pieces of metalwork and a random filled soul gem. Next to her lies a lift that leads back to the Alftand Glacial Ruins. Ignore the lever and head south-east, reaching another big gate. Turn to the NE at the room with the pipe. Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a . Part 3. Winterhold Hold Further down, past a dead Falmer riddled with Iron Arrows, lies the door to Alftand Cathedral. At the end of the cave will be a door exiting far under the wooden bridges leading to Alftand. With it, he believes he can open the lockbox he's been studying. The sealing structure interlocks in the tiniest fractals. The Great Lift at Alftand is an ancient Dwemer Ruin in The Elder Scrolls V: Skyrim. Your next destination will be Alftand and there's a high probability that you already discovered it. More info can be found here:http://bit.ly/XhxT10Alftand is a large Dwarven ruin southwest of Winterhold. An adept-locked chest can be found next to him. Sorine Jurard will explain that she has located a schematic that can provide a new upgrade or ammunition type for the crossbow. Around the corner to the north, a lever on the right lowers a set of bars, allowing access to a huge vertical cavern. Press the button of the taller, left pedestal twice, until the button on the far left, smaller pedestal begins to glow. A knapsack leans against the same barrel. 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. Pretty sure. At the end of the corridor is a door that opens into a large room, with pipes crossing above ahead. The room includes two Falmer tents in the western and southern corners, several pieces of torture equipment, and four tables. Entering through the lower entrance leads directly into an icy chamber, with two flights of stairs rising ahead. 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. 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. There is a Dwarven spider and a Dwarven sphere in this area, and a scuttle on the north wall that releases a second spider. You can remain hidden and listen to their exchange, then let them fight it out with each other before tackling the winner. The next part of this quest is dependent on character level. There are three Falmer in the room, one near each of the tents. The lever to open the. Alftand itself is in the middle of Winderhold. He then offers the Dragonborn Septimus' position. *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. 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). 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. 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. https://en.uesp.net/w/index.php?title=Skyrim:Discerning_the_Transmundane&oldid=2766170. Read the research notes on the table. Valie's body can be found on a table with shackles. Inside, a strange Dwemer cube is being studied by Septimus Signus. Daedric quest Quest requirements: The first part of this quest can be completed at any moment during the game. To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. This will cause the Lexicon to open and the third button from the right be revealed. 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. . Go up the curving stairs along either wall to find a control panel with a stand that has a slot for the Lexicon. Climb on to the exposed bridges and find your way to the marked entrance. Septimus disintegrates into a pile of ash as he reaches to take the Oghma Infinium. 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. Continuing further, you will hear J'darr, one of the workers who survived, arguing with J'zhar, his brother, about stealing his Skooma. Doing so will activate a relatively harmless fire trap. [1] Head past the traps and Falmer who guard this section. 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