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. The path turns northwest and passes through an open door onto a balcony with metal grating that overlooks the next room. If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest. Open the big gate and be ready for a difficult battle. To harvest the blood, loot the corpse of a deceased person with the Essence Extractor in the inventory. I need to collect blood from several different races if I want to help him. You may not have the "Harvest blood" option despite having the Essence Extractor in your inventory. There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. Your objective is reaching the corridor with the fire trap (screen above). Boards. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). He has long since been driven mad by Skooma withdrawals, and is standing next to the body of his brother, J'zhar. Near the base of the stairs are two Falmer tents, both containing fire pits. 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. How do you transcribe the lexicon in Alftand? The two pedestals to the Receptacles right, the only ones currently active, open and close the Oculory lenses. Press the third button until you see the overhead lenses directing light onto the sphere, and the fourth button lights up. Regardless of the chosen option, you will have to find Septimus Signus. After dealing with him, continue exploring the ruins. J'zhar's Journal is near his body, and has information about the brothers. It may be possible to recover the Falmer ears by using a ranged area-of-effect spell. 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. Hermaeus Mora wishes for you to speak with him again after you have completed Septimus's task. Dwarven machine housing the Elder Scroll. As such, you will be stuck with an Elder Scroll in your possession. At the end of the corridor is a door that opens into a large room, with pipes crossing above ahead. To the east is an ascending ramp with a spinning blade trap triggered by a series of pressure plates. You can keep the Oghma Infinium after use by dropping it before exiting the inventory upon its initial use, however, it will only be a book, and will not grant the bonuses again. Once in the Desktop, right-click on the sound icon and click Open Volume Mixer. Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon: I've inscribed the lexicon. Around the corner, the tunnel continues to descend to an area where the hostile J'darr is standing over his brother's corpse. To help him, you must travel to the Dwemer ruin Alftand and charge the Lexicon. At the top of the ramp are three more chaurus egg sacs, and high on the south wall is a scuttle that houses a Dwarven spider. Alftand Glacial Ruins The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. 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. That path upwards leads to a dead end with a chest and a Dwarven Spider hiding in a pipe, while the path down leads to several Falmer guarding the path. Some stages may therefore repeat objectives seen in other stages. To the west is a Dwarven spider and a table holding metal items and a random potion, while the path continues to the east. Opposite to the west is another caved-in area. The Dragonborn must venture into the ruins of Alftand in order to find out what happened to a group of archaeologists that went exploring in the ruins. The tower can only be accessed via Blackreach, the underground ruins of an ancient Dwemer city. 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. 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. Ignore the lever and head south-east, reaching another big gate. This can fix the event to trigger normally. The top shelf is accessible by jumping from near the top of the stairs, and holds several pieces of Dwemer metalwork. If you want, you can sacrifice some time to jump between the moving machine elements. At the bottom of the stairs is a metal grating that divides the room into two sections, with another short flight of stairs down. 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. It will drink the fresh blood of elves. Upon entering Alftand, you will find scattered rubble, bedrolls and tools leftover by the expedition members, along with clues of what happened to the expedition itself. 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. Within Alftand you'll see that the quest cursor will point you deeper into the area and into the Alftand Glacial ruins. It's marvelous.". Trouble Finding the Lexicon?? Continuing further, you will hear J'darr, one of the workers who survived, arguing with J'zhar, his brother, about stealing his Skooma. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached. It contains four zones: Alftand Glacial Ruins, Alftand Animonculory, Alftand Cathedral, and Alftand Ruined Tower, which is a separate building. 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. This will take time to decryptify. J'zhar's pack looks like an ordinary knapsack, and contains several empty skooma bottles and two random potions. 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. It's completely free! 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. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. 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. On the table is a piece of gold ore, an iron ingot, and a silver ingot. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). He explains that the Dwemer lockbox buried within the outpost holds "the heart" and he wishes to access it to learn its secrets. Once there, travel through the ruin, following your destination marker, until you reach Blackreach, a massive underground cavern below Alftand. If the Dragonborn returns before the required level, Septimus will be found pacing his room. 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. A few things of interest are an Alchemy Lab in the first room and a workbench along with an anvil in the other room. Place the Blank Lexicon inside the receptacle and begin the inscription puzzle. Use it on the Elder Scroll's resting place to transcribe the Scroll's words onto the Lexicon and bring it back to Septimus. Between the main structure and the shelves are bone chimes. At the bottom is a landing along the eastern wall of the cavern. The Dwemer were the last to touch it. 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. Eliminate two more Dwarven Spiders and reach the gate leading to the Alftand Animonculory. Upon leaving the chamber, the Wretched Abyss appears again as a manifestation of Hermaeus Mora. You must of course be very careful throughout the whole trip, as you might come across, inter alia, Horkers and Ice Wolves. Note: If it worked correctly, Arvak will appear to be halfway through the gate. 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. 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. A passage to the south continues through an open door and up a spiral staircase. The second way of activating this quest is heading to Septimus Signus even before speaking to Urag gro-Shub. I helped him open it. Again, there are no consequences to the completion of this quest with either choice. Go up the curving stairs along either wall to find a control panel with a stand that has a slot for the Lexicon. Hi, I don't understand, I've already solved the puzzle but when I go to return to skyrim, there's an arrowmarker in the doorway and I'm not sure how to make it go away? Start off by finding a place from which you will be able to safely slide down (screen above), reaching the coast. I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. 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 "Heart of a God" to which Septimus refers is actually the, It is not necessary to take the Elder Scroll during this quest. He then offers the Dragonborn Septimus' position. 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. 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. Stages are not always in order of progress. To the right of the gate is an apprentice-locked chest. After studying the Runed Lexicon, he explains that Dwemer blood is needed to open the Dwemer lockbox. Once the blood has been harvested, return to Septimus. Septimus Signus's Outpost Once the quest has progressed to where he should be dead killing him does not count as a crime. Past the centurions are more stairs leading up to another unlocked gate. One will eventually arrive at the spike trap's location but first encounter a Dwarven Sphere. At the top of the next short flight of stairs are two Dwarven centurions. Follow the path around the corner to a large room, with a table at the entrance holding several Dwemer items. 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. The path continues to the north past a barrel holding a bottle of alto wine, a small coin purse, and four loose coins. 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. Daedric quest Exit the Tower through the door beneath the button console and return to Septimus. Uncover the secrets of the mysterious Dwemer lockbox. Proceed towards the Dwarven mechanism located in the center of the room. The Ruined Tower is an ideal source of Dwarven scrap to smelt into Dwarven metal ingots. 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. As the machine is capable of dealing considerable damage, you have to be careful if your character has low defence. One dead and the other remains dormant until you approach it. Press this button to reveal the scroll. It contains four zones: Alftand Glacial Ruins, Alfta. 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. As you approach, two leveled Dwarven spiders will emerge from Dwarven scuttles on the walls. Defeat the Centurion and take the key from its corpse. The Blank Lexicon is a tool the Dwemer invented to read the Elder Scrolls without the whole turning into Matt Murdock thing. Once the blood has been harvested, return to Septimus Signus 's Outpost once the has... 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