* Any text displayed in angle brackets (e.g.. It was thought to have been destroyed by the Nerevarine, but my lord told me otherwise. 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. 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. In order to harvest blood, you need to search the corpse of someone of the appropriate race while the Essence Extractor is in your inventory. There is a table with more metal grating over it, and a metal chair and two sets of shelves on the far side. Alftand Cathedral is the final zone in Alftand; it houses a lift to the surface as well as the passage to Blackreach. It is revealed that the book on a pedestal is actually the Oghma Infinium. The Elder Scrolls gives insight deeper than the deep ones, though. Head down the stairs and into Blackreach. how do i get back UP there, in those glacial ruins, which means (less precisely) on top and before that ledge! To the left of this tent is a novice-locked Falmer chest. Watch out for the enemy spiders. Pick the lock if you only can, as there are some precious artifacts to be found inside. Continue exploring the ruins and be ready to eliminate two more spiders. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Remember to make use of the Shouts and attack the monsters one at a time. Head through the main gate where two Dwarven Centurions can be found. The bane of Kagrenac and Dagoth Ur. Anfalas was the Elvish name for a coastal region of Gondor. or "I am not your champion, monster." 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. In the northwest corner of the room, there is a table holding more pieces of metalwork and a random filled soul gem. Give the blood samples to Septimus and wait for him to open the cube. 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 second way of activating this quest is heading to Septimus Signus even before speaking to Urag gro-Shub. 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. Alftand is an ancient Dwemer Ruin located southwest of Winterhold. A trick. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. On the table to either side of a button is a piece of gold ore and a copy of the spell tome: Lesser Ward. Let us know, we can help out if this wasn't the answer you were looking for. Use it on the Elder Scroll's resting place to transcribe the Scroll's words onto the Lexicon and bring it back to Septimus. Discerning the Transmundane is a quest available in The Elder Scrolls V: Skyrim. The quests "Elder Knowledge" and "Discerning the Transmundane" concurrently unfold here. The terrain consisted of scattered woodlands on undulating lowlands. 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. Beyond the gates are stairs leading up, with a button on the left that closes the gates and stops the flames. To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. An adept-locked chest can be found next to him. 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. Head up the spiral stairs until the Dwemer mechanism is reached. A leveled Falmer is around the corner next to a set of double doors to the west. Again, either answer has no ramifications. Save your game and head onwards. The tunnel continues to another camp, with blood splashed all over the floor and another unlit campfire. 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 must be taken, as there is another piston that can push you off the side of the ramp, and several Falmer and Dwarven spiders in the area. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). You will be able to see your destination from afar (screen above), making it much easier to plan further moves. Talk to the abyss, and you will learn that the voice coming from the abyss is that of Hermaeus Mora. Just be sure not to use it on a member of your own party. 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 the final room lies the Falmer boss along with 2 more. Before adding a bug to this list, consider the following: This article contains video content produced by Fandom with some or no input from editors of The Elder Scrolls Wiki, and may not properly represent the scope of the written article below. The second table has a portion of human flesh, two pieces of leather, and lots of gory human bones. In order to reach his whereabouts, open the mage and head to the location marked as Septimus Signus's Outpost (screen above), located north of College of Winterhold. 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. Taking items from Septimus Signus' shelf counts as theft, even after he has been killed. Climb on to the exposed bridges and find your way to the marked entrance. Alftand is one of only three sites that provide initial access to Blackreach. *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. "Extraordinary. Beware from this point, as you will begin encountering Dwarven automatons coming out of pipes. Continue SW until you reach Alftand. This quest can be activated in two ways. 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. An icon used to represent a menu that can be toggled by interacting with thi I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. This will cause the Lexicon to open and the third button from the right be revealed. It was not densely . Throwback to oblivion without the exit shortcuts. Your destination is a location marked as Septimus Signus's Outpost (screen above). 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. Oh, but the Dwemer had more than even Septimus expected. Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. 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. Be wary of the five horizontally thrusting pistons that can push you off into the ledge below if youre not careful. 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. The room includes two Falmer tents in the western and southern corners, several pieces of torture equipment, and four tables. I see it now. 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. At the top of the stairs are several pressure plates, all of which trigger spear traps from the ceiling. Reading the book will reveal some of the knowledge hidden within. There are five more bed rolls, with a lute lying between two of them, and a copy of Chimarvamidium, the non-skill book version, under a bowl on top of a barrel. 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. Give the collected blood samples to Septimus Signus. Solving the puzzle involves pushing four buttons on the podium in a certain order. Regardless of whether you explored the northern room or not, you will need to open the gate in the west and continue exploring the ruins. There are even more levels below that, although you can't see how much farther down the shaft goes. Between the main structure and the shelves are bone chimes. Go up the curving stairs along either wall to find a control panel with a stand that has a slot for the Lexicon. 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. Past the gate, up the stairs, are two Dwarven Centurions. 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. Start off by approaching the Lexicon Receptacle (screen above) and press E to put the Blank Lexicon received from Septimus Signus onto it. 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. 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. To begin, you need to travel to Alftand Cathedral and use the Lexian given to you by Septimus Signus. Go south, then West. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). No problem, this is exactly how you get there and how to activate the Lexicon once you find it. One Centurion lies on the floor inactive, however, the other will awaken when approached. DA04 Inside the tent in the southern corner is an expert-locked Falmer chest. This site is not affiliated with ZeniMax Media Inc. or any of its subsidiaries. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost. He might know where I can find an Elder Scroll for Paarthurnax. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). Afterwards you will have to get through multiple room, eliminating groups of Falmers. 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. 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. This can be remedied by fast travel to Fort Dunstad and following the trail SSW. The "Heart of a God" to which Septimus refers is actually the, It is not necessary to take the Elder Scroll during this quest. Ancient Technology DGDiscerning the TransmundaneElder Knowledge Premium Sounds (Paid). "The ice entombs the heart. Specifically, the blood of Altmer, Bosmer, Dunmer, Falmer, and Orsimer. To harvest the blood, loot the corpse of a deceased person with the Essence Extractor in the inventory. Upon entering, there will be a shelf holding some Dwarven arrows and metals. The contents of the Oghma Infinium. Boards. Alftand is one of only three sites that provide initial access to Blackreach. 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. You could therefore complete the whole Daedric quest even before starting Elder Knowledge. Across the hall from the bedroom is a cave-in. It's completely free! Past them will lead into a series of rooms filled with Falmer. There is a second table with shackles on the other side of a gated cell-like area. On your way you will encounter the Khajiit brothers again. The path continues to the right of the gate. To the west are more enemies along the path to the door to Alftand Animonculory. To the south are two flights of stairs, with the remains of a Dwarven spider partway up. There is an exit at the top of the tower, but the ruin does not connect with the other Alftand sections. Quest requirements: The first part of this quest can be completed at any moment during the game. One of the crates near the entrance has a Dwarven metal ingot on top. Inside, you will find the Oculory, a large Dwemer machine that occupies the last room of the Tower. Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon: I've inscribed the lexicon. Sulla's Journal is resting on a barrel to the left just before the campfire. 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). At this stage, he also reveals that he is in the service of Hermaeus Mora, the Daedric Prince of Knowledge. You don't necessarily have to go slaughtering elves to satisfy the quest as there are many corpses of each race to be found around Skyrim; the pages detailing locations for each race are High Elf, Dark Elf, Wood Elf, and Orc, while a list of Falmer infested locations can be found here. The quest "Transcribe the Lexicon" will start after you speak to him. Discerning the Transmundane "Give it, quickly. "What is this it's it's just a book?! The path passes under a flame spout; you can either wait for it to temporarily stop, or just go around. The quests "Elder Knowledge" and "Discerning the Transmundane" concurrently unfold here. 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. Location When you are ready, follow the quest marker through Blackreach until you reach your destination, The Tower of Mzark. Once you jumped down, you will find the body of Yag gra-Gortwog, riddled with arrows. Behind the expert-locked gate to the east is a table holding a Dwarven helmet, a random potion of magicka, and a leveled potion of resist element. Going further will lead to a small ice cave where two final Dwarven Spider Workers will spawn. One can then use the lever to open the gate and descend into Blackreach. To the right is a dead end with a Dwarven Spider and another chest in the rubble. By. Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a . Triggering them will activate the spinning blades that will go down along the in the middle. Dwarven machine housing the Elder Scroll. They are then directed to a Dwarven observatory that supposedly houses an Elder Scroll. There is also a tower housing a lift, but a closed gate, which can only be opened from the inside, blocks access. A trick. Be careful of the claw trap before the door. also its glitched and may get stuck in your inventory. Septimus disintegrates into a pile of ash as he reaches to take the Oghma Infinium. After the Lexicon is placed on the designated receptacle, the two buttons on the right side will light up. 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. 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. To decipher the code, press the third button from the left a few times until the Lexicon opens and button two lights up. Once there, travel through the ruin, following your destination marker, until you reach Blackreach, a massive underground cavern below Alftand. Amidst the confusion, he begins to levitate and Hermaeus Mora disintegrates him into a pile of ash. The top shelf holds nothing of interest. Next to her lies a lift that leads back to the Alftand Glacial Ruins. A cloud of flammable gas at the bottom of the northern stairs can be ignited to help fight the second spider. 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. A tripwire that triggers a Falmer claw trap is just past the waterfall. I see it now. You should consider creating an account here. Follow the path around the corner to a large room, with a table at the entrance holding several Dwemer items. Neither choice will affect the outcome of the quest. Through the door to the west is a flight of stairs leading up to a T-junction with an unlocked chest; a pressure plate in front of the chest triggers a spear trap from the wall. You emerge in an icy tunnel with many crates and barrels throughout. He will also give you two items required to complete this mission, i.e. As such, you will be stuck with an Elder Scroll in your possession. Pick up the transcribed Lexicon and the Scroll. He explains that the Dwemer lockbox buried within the outpost holds "the heart" and he wishes to access it to learn its secrets. Elder Scrolls is a FANDOM Games Community. Behind the fence are three more chaurus egg sacs, while an apprentice-locked door is to the east. Level 15 In the next room, there are various Dwemer metal parts along with four Dwarven Spiders; two dead and two hidden in pipes. Come when its set is complete.". Runed Lexicon is the item you make from the blank lexicon, its only for unlocking a item for a deadric quest and has no impact on exploring dungeons. To harness it is to know. A panoply of their brethren could gather to form a facsimile. Alftand Against the northeast wall are three chaurus egg sacs. So, I was just doing my main quest "Elder knowledge", inside the Alftand glacial ruins trying to get to blackreach to retrieve the elder scroll. *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. To the right of the gate is an apprentice-locked chest. Your next destination will be Alftand and there's a high probability that you already discovered it. This section contains bugs related to Discerning the Transmundane. It also runs concurrently with the main quest "Elder Knowledge," the The Elder Scrolls V: Dawnguard main quests "Scroll Scouting" and "Seeking Disclosure," and is the only other method of accessing Blackreach other than Elder Knowledge. Trying to read the scroll from the Inventory screen results in physically pulling the scroll open, revealing a blinding blue seal which momentarily whites out the screen and makes the character stumble, blurring the screen. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. To the right of the barred gate is a Falmer tent containing a Falmer bow, a quiver of Falmer arrows, three chaurus eggs, and two chaurus egg sacs. Alftand AnimonculoryAlftand Glacial RuinsAlftand CathedralAlftand Ruined Tower At the top of the stairs is another T-junction, with two sets of shelves ahead. Far north of Winterhold, there is a small cave called Septimus Signus's Outpost. On your way you should note a small room in the north with a locked gate. Past the centurions are more stairs leading up to another unlocked gate. The path continues past this to the east. Before turning to the south, you can look down upon the first large room (with the two Dwarven spheres and the three pistons). You would therefore reach the upper ledge, containing a chest with some precious treasures. There is a second caved-in area off the path to the north. Your objective is reaching the corridor with the fire trap (screen above). Community content is available under. The next room contains a forge, as well as many Dwemer metal items and the remains of three Dwarven spiders. . 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. If inside, exit the cave and wait for an hour while outside before re-entering. Behind the table is a set of three pistons which thrust up vertically. It comes with several benefits, and also makes it much easier for you to post questions and answers. The bottom shelf holds a Dwemer dresser containing a few minor pieces of metal. Proceed towards the Dwarven mechanism located in the center of the room. From here, a straight ramp leads down to a door. There are three Falmer in the room, one near each of the tents. Alftand is unique among Dwemer ruins in that it is the only one built partially atop an active glacier. 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. There are scuttles housing Dwarven spiders in the southwestern and southeastern corners. Septimus then gives the Dragonborn an Essence Extractor and requests that the blood be collected for him. Choose the south-west corridor and be ready for some more Falmers. On landing, you find the broken ramp that was mentioned in Endrast's journal. Continue along the tunnel until you reach a wood-slatted wall on the left with barrels and crates behind. 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 . Come when its set is complete.". pleeze help! There are two entrances to Alftand Ruined Tower. Then head down the wooden planket bridges and into the Alftand Glacial Ruins. The stairs lead down into the main part of the room, which houses three Falmer tents in the northern, western, and southern corners. 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. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). The door opens into a multi-leveled room. 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