A trick. To the west are more enemies along the path to the door to Alftand Animonculory. One Centurion lies on the floor inactive, however, the other will awaken when approached. Continuing downwards, you will come across a ledge that you must jump off of. Pretty sure. Despite having the blank lexicon in inventory, the player can't activate the stand. Responding either way has no discernible consequences. When you are ready, follow the quest marker through Blackreach until you reach your destination, The Tower of Mzark. Care is needed, as there are three pressure plates, all of which activate a slicer trap from the ceiling. pleeze help! The second room also includes flames, but you can just head back to the previous corridor and don't worry about them. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. A little further on you'll hear two Khajiit arguing.. 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. It may be advisable to kill the nearby Falmer before looting this area to prevent unexpected interruptions. Alftand AnimonculoryAlftand Glacial RuinsAlftand CathedralAlftand Ruined Tower This bedroom features two stone beds, two tables holding several pieces of Dwemer metalwork, and an unlocked chest, all guarded by a Dwarven sphere. The room holds an assortment of items scavenged from the expedition members, like Sulla Trebatius's knapsack. Approach the pedestal and take the Oghma Infinium. The route across the balcony to the stairs is bisected by an oil slick. After getting rid of them all, explore the area and go up the stairs onto the upper level. 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. I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. Anfalas was the Elvish name for a coastal region of Gondor. Opposite the stairs are two shelves holding more ruined books and a row of seven Falmer ears (see bugs). The spike traps can also be activated by pressure plates directly below them. 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. Eventually, the Alftand Cathedral will be reached which grants access to Blackreach. There is an exit at the top of the tower, but the ruin does not connect with the other Alftand sections. 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. The iron gate will initially be locked and can only be opened from the inside. To the northeast is a short corridor that passes through a door before it turns to the northwest and descends a ramp. A few things of interest are an Alchemy Lab in the first room and a workbench along with an anvil in the other room. Between the main structure and the shelves are bone chimes. If you're having trouble eliminating them for any reason, you can luckily just run away as they shouldn't chase you. 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. Behind the table is a set of three pistons which thrust up vertically. Part 3 of 7: Killing J'darr. Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). There is a second caved-in area off the path to the north. A tunnel-like entrance appears and Septimus runs inside, but much to his dismay he does not find the answers he was looking for. Once in your inventory, however, both the Runed Lexicon and the Extractor will be considered quest items and cannot be sold or removed. This article will serve as your complete guide to completing this quest. Be on your way, and Septimus will find you if he has further need. On the first level down, there is a large set of shelves against the northeast wall to the left of the first tent. The terrain consisted of scattered woodlands on undulating lowlands. I can see. You will automatically start this quest during the course of. There is also a forge in the room. On your way you will encounter the Khajiit brothers again. The gates will still be open to the Tower of Mzark, and you can retrieve the lexicon. 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. Before climbing up, there is a gap between metal bars underneath the stairs leading to the body of Endrast with a Falmer arrow in his shoulder. Sulla TrebatiusUmanaJ'darrJ'zharEndrastYag gra-GortwogValie A panoply of their brethren could gather to form a facsimile. He then offers the Dragonborn Septimus' position. 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. He greets the Dragonborn as his Champion and an option is presented to agree or disagree with his assertion. Press the third button until you see the overhead lenses directing light onto the sphere, and the fourth button lights up. Near the tents is another patch of white cap mushrooms, five chaurus egg sacs, four loose chaurus eggs, and six patches of glowing mushrooms growing on the rear rock walls between the tents. Copyright 2000 - 2023 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. He'll read the Lexicon and tell you he searched for it with the help of the Daedric Prince of Knowledge, Hermaeus Mora. The next room contains a forge, as well as many Dwemer metal items and the remains of three Dwarven spiders. Past the trap is a door that opens into 'Alftand Cathedral'. Eventually, a Khajiit skooma addict, named J'darr, will attack. 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. 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. Septimus Signus's Outpost This can be heard when you come close to a crevice boarded up by planks, with barrels and crates behind. Alftand The Dwemer ruin of Alftand is located southwest of Winterhold. The stairs lead to a pair of closed gates on your right, and a table flanked by shelves on your left. There is also a list of dead bandits of all races to be considered. Continue along the road until you come to your first junction (T-shaped). I feel their life energy. Trouble Finding the Lexicon?? Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a . Back to the west fork, the path descends past the remains of a Dwarven spider. You can reply with "What now?" It will drink the fresh blood of elves. Proceeding further shows two buttons against a wall. Sorry, we've got no plans for mobile versions of this game guide. One of the crates near the entrance has a Dwarven metal ingot on top. The discussion continues after this sponsored message. Keep moving till you see this research table, loot the spiders for some soul gems and then get prepared to face some live ones. The path continues to the north past a barrel holding a bottle of alto wine, a small coin purse, and four loose coins. 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. In the northwest corner of the room, there is a table holding more pieces of metalwork and a random filled soul gem. 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 note a small room in the north with a locked gate. Premium Sounds (Paid). He will contact me when he has the secret. There is smeltable and unsmeltable Dwemer metalwork and Dwarven arrows on the floor and shelves throughout the tower. 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. Are you talking about the quest Discerning the Transmundane? I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. Going through Alftand is not required to obtain the Elder Scroll, one can go through any ruin that leads to Blackreach. At the top of the stairs are several pressure plates, all of which trigger spear traps from the ceiling. Don't forget to search its remains, as you can find even more valuable treasure than the Spiders left behind. Leave the city, heading along the main path to the south. Bear you hence this extractor. At the end, the path turns to the east and leads to the door to Alftand Animonculory. Extraordinary. Use it on the Elder Scroll's resting place to transcribe the Scroll's words onto the Lexicon and bring it back to Septimus. 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. It's marvelous.". Get to the very bottom and be careful not to touch and line on your way, as it would activate a pretty nasty trap. I met Septimus Signus and brought him a dwarven lexicon containing the distilled knowledge of an Elder Scroll. On landing, you find the broken ramp that was mentioned in Endrast's journal. Enter the Alftand Cathedral at the end. I'd recommend keeping an eye open, especially for the Dwarven Spiders, as pretty much each of them will hold a soul gem. Characters His surprise is cut short as his usefulness to Hermaeus Mora has been outlived and he is promptly disposed of in a flash of light. 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. Place the Blank Lexicon inside the receptacle and begin the inscription puzzle. Above all, you will be attacked by another Dwarven Sphere (screen above), so try to maintain any precautions. The world beyond burns in my mind. Blood samples can be acquired from any dead body in Skyrim. Hermaeus Mora wishes for you to speak with him again after you have completed Septimus's task. The tunnel continues to another camp, with blood splashed all over the floor and another unlit campfire. By standing against the gate of one of the above-ground lifts and casting Summon Arvak, it is possible to get through the gate by mounting and then unmounting Arvak. 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. There are also three empty Falmer tents. Bear you hence this extractor. Give the blood samples to Septimus and wait for him to open the cube. Enter the Alftand Glacial Ruins and progress through the tunnels of ice. Past a set of double doors opens into a large room patrolled by several enemies. When loading from a save within the Animonculory zone, audio may become corrupted or stop altogether. Afterwards you will have to get through multiple room, eliminating groups of Falmers. Continue exploring the ruins and be ready to eliminate two more spiders. The second tent is in the western corner. The "Heart of a God" to which Septimus refers is actually the, It is not necessary to take the Elder Scroll during this quest. Exit the room via the northeast corner. He claims to have spent time at the Winterhold Arcanaeum. The room has a large structure in the middle, and an oil slick covering most of the floor. Quest: Discerning the Transmund. Ancient Technology DGDiscerning the TransmundaneElder Knowledge Come, I will make the mixture.". 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. The room includes two Falmer tents in the western and southern corners, several pieces of torture equipment, and four tables. Watch out for the three pressure plates on your way. Come when its set is complete.". Across the hall from the bedroom is a cave-in. Here is a list of the mods I have installed: Follow the catwalks west of the camp as they pass over an icy crevice to the entrance of Alftand Glacial Ruins. The ramp down is to the east, past a waterfall. They are then directed to a Dwarven observatory that supposedly houses an Elder Scroll. There are three Falmer in the room, one near each of the tents. I've inscribed the lexicon. Neither choice will affect the outcome of the quest. The Elder Scroll will be revealed. 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. The stairs lead to a room with three leveled Falmer, including at least one magic user. One dead and the other remains dormant until you approach it. Watch out for the enemy spiders. Something they didn't anticipate, no, not even them. Once the Tower of Mzark is reached, near the southwest corner of Blackreach, proceed inside and through the corridors to the main room. 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. The five races whose blood you need to harvest are Altmer, Bosmer, Dunmer, Falmer, and Orsimer. 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. 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. Reach a chamber with a locked barred gate to the NE. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him. It comes with several benefits, and also makes it much easier for you to post questions and answers. 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