At the first turn, you will find the remains of two Dwarven spiders and two carts: one filled with Dwemer-style shelving units, and the other with a load of four Dwemer cogs scattered nearby. The path continues descending to the east.
At the bottom, where the corridor turns to the north again, are the remains of a Dwarven sphere. As you proceed, you will overhear two bandits talking.
They are just around the next corner standing on either side of a fire pit with an empty pot hanging over it. To the right of the fire is a wooden block with a woodcutter's axe on top. Hanging from a rack above is a pheasant and a garlic braid.
To the left of the fire is another empty pot with a plate holding a leg of goat roast with a potato beside it. On your left as you approach the fire is a round wooden table holding a bowl of vegetable soup , a carrot , two slaughterfish eggs , a stamina poison , and a vigor poison. Beside the table is an open gate leading to a small area with two bed rolls, an unlocked chest, a random healing potion, and a bucket containing a taproot , a red apple , a green apple , and a potato.
Past this camp, the corridor turns again to the north, continues for a few feet, then turns to the west and descends again. Take care, as there is a bandit patrolling up to this corner, where the remains of a Dwarven sphere also lie by a pillar. At the bottom of this ramp is an opening on the right, where two bandits are standing.
They have made a campfire there, with a cauldron sitting in the flames. Around the room are two long wooden tables, two food barrels, an unlocked chest, and an archery target. On the left-hand table is a set of fur armor , an iron mace, an iron helmet , and two random magicka potions. On the right-hand table is a pair of fur bracers , a helmet , a goat cheese wedge, and a loaf of bread , with a pair of fur shoes under the table.
One of the barrels has a leek on top. The corridor continues past this opening and ends at a junction. To the right north is an adept-locked door with a leveled bandit standing guard. The guard carries a key that opens this door. Through the door, you can follow the path behind a wall to a sleeping area with four single stone beds.
This is where you will find Maluril if you have received the relevant quest. At the far end is an unlocked chest, with a table to the right. On the table rest the remains of a Dwarven spider, two Dwemer cogs, a leveled magicka potion, a leveled healing potion, a flask of Dwarven oil , a ruined book see bugs , a Dwemer bowl , and Maluril's journal if the relevant quest is active. Opposite, on a stone table, is a copy of the speech skill book A Dance in Fire, v7.
To the south at the previous junction are the remains of a Dwarven sphere at the top of a ramp leading down to a closed gate. You can hear fighting through the gate, and will see bandits and automatons fighting. Through the gate is a room with a raised walkway around most of the room, with two flights of stairs up to the two sections. Initially, there are two bandits and two leveled Dwarven spheres in the central area, and two more bandits on either raised walkway.
Defeat any remaining enemies before exploring. There is an open door diagonally opposite. On the right-hand raised area is a Dwemer dresser with a few items and an empty Dwemer chest. The corridor leading from this room continues for a few feet, passing a couple sets of shelves and stone benches, then turns to the west. Along here by a broken piece of metalwork on the right is a Dwemer bowl. The corridor then opens out again, and in front of you at the next corner is a Dwarven spider.
At this point, the corridor turns to the north, then back to the west almost immediately. To the north is a closed gate, behind which are the remains of a Dwarven centurion that can be looted for the all-important centurion dynamo core.
Continuing along the corridor to the west, you will pass a broken pipe in the middle of the pathway. On either side of the broken pipe are gates, the one on the left being open, but neither of the corresponding alcoves holds anything of importance. Farther on is a second pair of gates. It is due west of where Mzinchaleft is marked on the world map, next to a north-south road. Once it is, the floor will drop down into a spiral staircase that will lead directly to a set of doors giving access to Blackreach.
Grimsever can be obtained before the quest but it will not appear until the Dragonborn has reached level It is located at the northern end of Mzinchaleft Depths and provides outside access into Blackreach. Mzinchaleft Gatehouse is a small area inside of Mzinchaleft in Hjaalmarch hold that houses a dwarven centurion, treasure chests and Grimsever. This section contains bugs related to Mzinchaleft Gatehouse. The lever operating the gate is attached to a column to the right of the gate, at about eye level.
Events Characters Factions Locations Concepts. Explore Wikis Community Central. Register Don't have an account? Forum:CC:Lever puzzle in Mzinchaleft. To the south, the steps down to the water lead to an underwater gate in the southeast corner against the south wall.
This gate leads to a table with Dwarven Oil on a table, as well as 2 chests one of which is in an underwater bedroom. Some type of waterbreathing spell, potion, enchantment will be helpful as it is all underwater, but if not over-encumbered and aware of the loot locations, it can be completed in multiple dives.
The chests contain random loot. Another underwater chest is below the one requiring rock jumping or the shout. To the north is a walkway that leads nowhere, but has several Falmer on it, along with 3 Dwemer cogs , a Falmer bow , and 2 chaurus eggs on a table.
A double staircase leads down to the water to the west. At its bottom, there is another completely submerged staircase that leads down to the south. Back up on dry land at the top of the stairs, the door leads to steps down to the south, and the path winds until it opens on a room that appears to be some type of court room with a high bench, two tables in front, and benches for an audience.
There are two more Falmer here. Against the north wall of this room, a path leads east, then turns north again. After a long straight path, it turns west again to a room with a chaurus, a Falmer, and a trap with tripwire at the entrance. On a ledge overlooking the room are two Falmer huts, one containing a chest with leveled loot.
There are many chaurus egg sacs scattered throughout the room. The path continues north, then west, where the rough cave ends and the Dwarven ruins begin again. A gate leads to a large room with a fountain in the middle. There are several more Falmer here.
Steps to the southwest lead to a spike gate that cannot yet be opened. In the northwest corner of the room is a spiral ramp with a Falmer tent in front that has three chests two outside, one inside containing leveled loot. The ramp leads up to a walkway with an expert-locket gate to the north and an unlocked but closed Falmer gate to the south. Behind the Falmer gate is a Falmer, tables with various loot, and a button.
Activating the button opens the spike gate. Behind the Expert-locked gate, the path goes left and right. To the right east is a table with an extremely rare set of Falmer Armor on it, plus a chest with a scroll and other loot.
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