Where is alftand animonculory




















Watch out for the three pressure plates on your way. 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. 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.

Around the area are several Falmer tents containing various Falmer equipment and ingredients. Past the gate, up the stairs, are two Dwarven Centurions. One dead and the other remains dormant until you approach it.

After defeating it, climb the next set of stairs leading up to the lift to outside. Behind some pillars, Umana and Sulla Trebatius , the two last expedition members, will show themselves.

Umana tries to convince Sulla to abort the expedition, but Sulla refuses to give up. 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.

In the center of this area is a Dwarven mechanism, that can be opened with an Attunement Sphere , to gain access to Blackreach. 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. The lift will take you outside to a gatehouse that could only be opened from the inside.

Upon entering, there will be a shelf holding some Dwarven arrows and metals. Beside the shelf is a spiral staircase leading down, deeper into the tower. 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.

There are several iron and silver ore and ingots scattered throughout the room and more dwarven metal. Proceeding further shows two buttons against a wall. Pressing them will activate ceiling spike traps on the other side of the wall for purposes unknown. One will eventually arrive at the spike trap's location but first encounter a Dwarven Sphere. The spike traps can also be activated by pressure plates directly below them.

Beyond the traps is a door and a button before it. Pressing the button is the only way to open the door as there is no option to open or unlock it. Doing so will activate a relatively harmless fire trap. Sprinting or rolling can allow one to avoid taking any damage at all. Then, in front of the Dragonborn will be a desk with another button that, if pressed, will close the door and disable the trap.

Going further will lead to a small ice cave where two final Dwarven Spider Workers will spawn. At the end of the cave will be a door exiting far under the wooden bridges leading to Alftand. The Ruined Tower is an ideal source of Dwarven scrap to smelt into Dwarven metal ingots. Past the gate, up the stairs, are two Dwarven Centurions.

Alftand is located in the glacial mountains southwest of Winterhold. When entering Alftand, one will need to travel through large glacial tunnels. Follow the tunnel until reaching the Dwemer Ruins. When reaching the barred door, proceed to the passage that heads west up a ramp. To begin your lengthy quest for the legendary Scroll, you will need to talk to either Arngeir or Esbern.

The path turns northwest and passes through an open door onto a balcony with metal grating that overlooks the next room. The route across the balcony to the stairs is bisected by an oil slick. The stairs lead down into the main part of the room, which houses three Falmer tents in the northern, western, and southern corners.

The room has a large structure in the middle, and an oil slick covering most of the floor. There are two flame spouts firing intermittently from the main structure towards the west and north.

There are three Falmer in the room, one near each of the tents. On the other side of the metal grating is a column of large shelves. The top shelf is accessible by jumping from near the top of the stairs, and holds several pieces of Dwemer metalwork.

The bottom shelf holds a Dwemer dresser containing a few minor pieces of metal. Between the main structure and the shelves are bone chimes. 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. 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.

Inside the tent in the southern corner is an expert-locked Falmer chest. Past the tent is a corridor heading to the southwest and an open door, beyond which is a flight of stairs heading down. The stairs lead to a room with three leveled Falmer, including at least one magic user. 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.

It may be advisable to kill the nearby Falmer before looting this area to prevent unexpected interruptions. Opposite the stairs are two shelves holding more ruined books and a row of seven Falmer ears see bugs. At the bottom of the stairs is a metal grating that divides the room into two sections, with another short flight of stairs down.

The room includes two Falmer tents in the western and southern corners, several pieces of torture equipment, and four tables. Against the northeast wall are three chaurus egg sacs. To the northwest is an open gate leading to a lift which takes you up to Alftand Glacial Ruins. 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.

The lift takes you up to a small area on the other side of the barred doorway seen previously in the first zone. In this area is a sack of foodstuffs , nine chaurus egg sacs, and a lever on the wall that retracts the bars. Inside the tent to the west is a chaurus egg, a skeever tail , a Falmer bow , and a war axe. To the left is a torture rack with a bowl of coals and human bones, and to the left of the rack is the dead body of the High Elf Valie on a table, with shackles by her hands and feet along with a Dwarven dagger and a bottle of random poison.

There is a second table with shackles on the other side of a gated cell-like area. The second table has a portion of human flesh , two pieces of leather , and lots of gory human bones. Opposite the two torture tables, against the room partition are two tables holding a scroll of Cure Wounds , an iron dagger, a thistle branch , a hawk beak , a sample of bear claws , a grass pod , a lockpick, a dragon's tongue flower, a bunch of lavender , a bunch of tundra cotton , a sample of hawk feathers , a nightshade flower, two blue mountain flowers , a red mountain flower , a flask of Dwarven oil , a rare small pearl , a silver ingot , two soul gem fragments , a garnet , a bottle of wine , a bottle of skooma , a flute , a pine thrush egg , a horse hide , a set of blue mage robes , a piece of leather, and two sacks of foodstuffs.

To the left of the gory table with shackles is a tanning rack. The second tent in the southern corner contains a chaurus egg , a piece of chaurus chitin , and a quiver of Falmer arrows. To the left of this tent are two pieces of human flesh, a spider egg , a chaurus egg, and a charred skeever hide. 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.

To the north against the northwest wall are two more tanning racks opposite a dead Falmer lying in front of a door. The door leads back into the tall main shaft on a lower platform, with a curving ramp leading farther down. 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.

There are also three empty Falmer tents. To the northeast is a short corridor that passes through a door before it turns to the northwest and descends a ramp. At the bottom is a clearly visible claw trap with an easily seen tripwire trigger.

Past the trap is a door that opens into 'Alftand Cathedral'. Alftand Cathedral is the final zone in Alftand; it houses a lift to the surface as well as the passage to Blackreach. Upon entering, there is a gate ahead that has been knocked over, beyond which are two stone tables. 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 path continues to the right of the gate. Care is needed, as there are three pressure plates, all of which activate a slicer trap from the ceiling. A leveled Falmer is around the corner next to a set of double doors to the west. Through the doors is the main cathedral room, with a flight of wide stairs leading up to the main floor. 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 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.

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. To the left of this tent is a novice-locked Falmer chest.

There are thirty chaurus egg sacs, a patch of white cap mushrooms, and a patch of bleeding crown around this area. 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. Near the base of the stairs are two Falmer tents, both containing fire pits. Inside the first tent are three chaurus eggs and a Falmer war axe, while the second tent contains an unlocked Falmer chest. 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.

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. Past the gate, at the top of the first flight of stairs, two unlocked chests are on the right. At the top of the next short flight of stairs are two Dwarven centurions. One centurion is destroyed and is lying prone before its station, and the other activates as you approach.

Past the centurions are more stairs leading up to another unlocked gate. To the right of the gate is an apprentice-locked chest. 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 can remain hidden and listen to their exchange, then let them fight it out with each other before tackling the winner. Either victor will be hostile to you. Umana is carrying the enchanted shield Targe of the Blooded , and will therefore normally be the winner. In the center of this area is a Dwarven mechanism, with an unlocked chest next to it.

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.

Behind the mechanism is a master-locked gate, which can be unlocked by the key found on the centurion you fought, behind which is a lift which will take you to Sulla's camp on the surface. Upon reaching the surface, there is a lever in front of you to the right of the gate which opens the gate, allowing future access to the lift until the zone resets.

There are two entrances to Alftand Ruined Tower.



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