Oblivion - Dwemer ruins and underground factory city Arkshtrumz. Oblivion. "Dwemer ruins of Arkshtrumts" Dwemer ruins name

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Quest: Walkthrough of Skyrim Lost in the Ages

Lost in the centuries is a secondary task in the official DLC Dawnguard for the game Skyrim. In this quest, with the help of the ghost of Katria, you will explore such Dwemer ruins as Arkngtamz, Btalft, Mzulft, Raldbthar and Crossing of the Deep Folk in search of an etherium forge.

In this article you will learn.

Receiving the task and meeting with Katria:

This task is quite difficult to obtain, since for this you need to read a book "War for Etherium" or find the ruins of Arkngtamz yourself. That is why few gamers know about this quest.

You can find the book at different places, starting from the laboratory in Dragon's Reach (Whiterun) and ending with the Thalmor embassy. Immediately after reading the book, a new task will appear in your journal "Lost in the Ages" and the mark of the ruins of Arkngtamz on the map.

If you do not want to search for the book, then immediately go to the ruins, which are located near the orc settlement of Dushnik-Yal in the south-eastern part of Markarth. The entrance to Arkngthamz is not difficult to find, just go up the stairs and look for the golden gate.

Once inside, you will hear the voice of a girl who will beg you to leave, since these ruins are dangerous. It turns out that this voice belongs to the spirit of a treasure hunter named Katria, who died in these ruins as a result of a collapse. Katria will tell you that she was looking for an etherium forge, which is located deep in the caves.

If you can convince Katria to finish what she started and find the forge, she will agree to accompany you and give advice at the right time. After this conversation you will have a task "Lost in the Ages" and you can continue exploring Arkngthamz.

First of all, you need to find Katria's body and take the diary from her, it is marked with a marker, so you won't have to search for long. Taking the diary, go further along the corridor, there you will come across a Dwemer device that periodically opens the door due to a twisting mechanism. One door will open automatically, but the second only after moving the broken torque mechanism.

You can turn the mechanism using "impact spell" or arrows, there is no other option to open the door.

As you move through the tunnels, you will come to a tree and a small crevice through which sunlight passes. Having reached the crevice, Katria will say that on the edge of the log lies her bow Zephyr, which you can take for yourself. After going through a few more tunnels, you will reach a huge Dwemer gate with the image of a centurion's head at the top.

Once downstairs, Katria will stop you and tell you that the gate is locked with a “tone lock”. To open the gate you need to correctly rotate all the turning mechanisms (resonators), using a bow or magic. If you make a mistake, many arrows will fall on you, as well as several more dangerous traps (you can understand what will happen to you by the numerous bodies near the gate).

You can figure out in what order the resonators need to be moved from Katria’s diary and several scraps of pages from the adventurers who died near the gate. If you are too lazy to do this, then here is the correct order:

First shot— resonator in the lower part on the left;

Second— in the lower part on the right;

Third– in the upper part on the left;

Fourth– in the upper part on the right;

Fifth- at the bottom in the middle.

After this, the side gate will open and you can enter the vault, which will contain an etherium fragment. Taking the fragment, Katria will tell you that there are three more, but they are hidden in other Dwemer ruins, the location of which can be found in her diary.

Finding an etherium fragment in Mzulft:

Second etherium fragment Found in the Dwarven storeroom south of the entrance to the Dwemer ruins of Mzulft. There are no enemies in the storeroom, just go to the eastern wall and look for an etherium shard on the pedestal.

Finding an etherium fragment in Raldbthar:

The next ruins where is the etherium fragment, there will be Raldbthar, which will be marked with a marker on the map. In general, the upper part of the ruins does not have particularly difficult moments, and the main opponents in them will be bandits and Dwemer spheres.

To go down to the caves you need to get to the elevator and turn the lever in the middle. Once you go down the elevator and onto the steps, spinning blades will appear from the floor that you need to jump over from the side.

Next, you will have to make your way through hordes of Falmer and spheres until you come to a raised bridge that is activated with a button. To lower the bridge, jump into the water and pull out the metal piece from the gears. Behind the bridge there will be a master-level Dwemer centurion.

After this, you will again see the spirit of Katria and another fragment of etherium.

Search for a fragment of etherium in the crossing of the deep people:

The main difficulty searching for the fourth etherium fragment there will be a hidden location of the ruins. To find the ruins of the Crossing of the Deep Folk, you need to get to Btardamz and go north from it. There will be a crossing almost a few tens of meters away.

Then everything is simple, just go upstairs and find the pedestal on which the etherium fragment will lie. After this, you will see Katria again, who will say that by collecting all the etherium fragments, you can determine the location of the forge.

Finding the Etherium Forge in the ruins of Btalft:

So, now you have come to the final part of the quest “Lost in the Ages”, in which you must find the etherium forge.

To do this, you must travel to the ruins of Btalft in the Rift District. Katria will be waiting for you there, who will ask you to put all the etherium fragments into a special gear.

Next, the mechanism will begin to move and a tower with an elevator will appear from underground. After going down and walking a short distance, you will find yourself in the Aetherium Forge, a passage that is blocked by hot steam. To go further, turn the valves on both sides, and the passage will become open.

After this, whole waves of attacks from Dwemer spiders and spheres will follow you, and in the end you will have to fight a huge enemy, a master blacksmith.

At the end, you must talk to Katria, who will tell you that you can forge one of three items from etherium fragments: a crown (a blessing from two sign stones at once), a staff (summoning a Dwemer sphere or a spider) and a shield (having hit it, the enemy becomes incorporeal for 15 seconds ). Having forged one of the items, Katria will thank you and her soul will go to another world.

To summarize:

Now you know the whole process of passing, lost in the centuries of Skyrim. In general, you will receive an excellent reward for completing the task, and you can’t forget about the Zephyr bow.


Dwemer ruins are found in abundance in Skyrim and Morrowind. While in Cyrodiil, the area of ​​action of the fourth part of the Scrolls, we can admire the shining abandoned ruins of the Ayleids, but, unfortunately, there is no legacy of another bygone race here. Several luxurious creations have been created for Skyrim, adding ancient elven cities to the snowy continent. And the modification to which this news is dedicated allows you to expand the world of Oblivion with beautiful Dwemer ruins, fully correcting the sad drawback of the original game.

As you might guess, the action of our big quest flows infinitely far from the usual cool forests, groves, meadows and cozy farms - on the very edge of the game map, where the border between Cyrodiil and distant Morrowind lies. The plot begins with the story of one very curious scientist who discovered something amazing in these wild lands, and considered it his duty to immediately return to the University to report the discovery. But alas, on the way back, fickle fate decided to turn its back on him, and the poor fellow never reached the goal of his journey. Let's say chance takes you to Lake Poppad, where you can stumble upon a camp. And there you will find out what kind of trouble befell the scientist from the capital... and continue his research. If you want.



This is an incredibly large and quite complex project for an unprepared player (and his character). The ruins of the Dwemer stretch for tens of kilometers underground, where you will meet puzzles, strong enemies and interesting discoveries, but most importantly - books. There are many of them, and each one contains exciting content that you simply can’t help but get acquainted with! The modification was created by users, but at the same time it harmoniously complements and increases the depth of the universe, makes it possible to learn more details from the history of Nirn and allows you to build many assumptions about life, Everyday life a race that many people are only slightly familiar with. There is a lot of space to explore, some places look creepy, while others, on the contrary, are a little cozy. This effect is especially felt when playing with additional graphical improvements. As you move deeper, you will encounter a lot of new things... Never-before-seen enemies, huge dark halls, locked doors, strange places and ancient, like autumn, but still working devices, the purpose of which is yet to be discovered. This is a dungeon crawler, but the exploration is intense and the thirst for discovery will pull you deeper and deeper (sometimes literally, as some places are flooded). You will have to think about many points - running through the ruins like a whirlwind, destroying everything that moves along the way and taking valuable goods with you, simply won’t work, because to advance you will have to thoroughly familiarize yourself with written documents and carefully look around so as not to miss the keys.



Knowing the geography of the central region of the Empire will help you find this huge underground complex easier. The quest has no compass markers pointing to the goal, as well as journal entries - which means you have to use your own memory and knowledge. From a certain point, another scientist from the University of Magic will join you, and you will continue to advance together. No, he will not constantly hang around - while you open new paths and destroy mechanical guards, the scientist will do research in a separate, safe room. But you shouldn’t rely only on his help. In any case, knowledge of the game’s lore will be very useful, because with it you can go through many difficult places faster. It’s also worth being patient; due to inattention, you can miss many important and terribly interesting moments for the plot.

If you are a fan of collecting valuables, then over time you will abundantly replenish your mansion with books, unique weapons and artifacts. Alchemists will no doubt love the still-functioning laboratory, where they can create mixtures and potions with completely new effects. Sooner or later the hero will stumble upon an old railway station, which can be repaired and used for fast movement underground. You will see a Dwemer air station, be able to appear on a steam locomotive, enjoy the view of the landscape from the height of an aircraft, feel the sound of the sea on a sea ship and visit a small island that is part of Morrowind. You will be able to learn new abilities, skills, and of course - reveal the secret of these great ruins. Strong impressions are guaranteed.



In general, these are the things. By the way, it will be a pleasant surprise for someone to learn that the modification was made in Russia. And this is another wonderful contribution to world modmaking - along with such wonderful creations as "" and "". It actually came out a long time ago, but that version contained a ton of errors, shortcomings and the like, which often made it simply impenetrable. But in 2016, it was, so to speak, “picked up”, and developed, polished, improved until now - so now, thanks to the work of many good people, it is completely finished and ready for comfortable passage. Personally, I had the most positive impressions from my acquaintance with “Dwemer Ruins” - another coin in the endless collection of positive memories from the fourth part of the Scrolls, and another mandatory modification that expands Cyrodiil - this time in the “underground” area. By the way, here are examples of what loading screens look like (dark version, light version). Even if some of you, dear visitors of our site, have long abandoned the fourth Scrolls, this release is an excellent reason to return there.


General

Majestic abandoned underground cities once built by the Dwemer. They are dangerous for the traveler, because a variety of creatures live in them, which coexist with still working Dwemer mechanisms, capable of waking up at any moment and defending the possessions of their long-lost creators. In the best preserved ruins you can see the wonders of technology of the deep people: elevators, puzzles and the like.

In these locations you can find ancient artifacts and simply valuable trinkets that you can use to decorate your home or sell at a good price.

On the map

Some ruins are on the surface and are not always marked on the map. The designated ones are mainly displayed as points of interest. Dwemer ruins can also be found inside caves. It can be assumed that these were once real cities, now greatly destroyed by time, the entrance to which has been lost (if only the walls are visible).

Markarth

This city, which now belongs to humans, was built by the Dwemer and was perfectly preserved until the beginning of the Fourth Era.

To make this location available, you need to install the mod. In the Dwemer ruins of Skyrim there are many useful things and artifacts. If you collect scrap metal (it is scattered around the location or falls from enemies), you can melt it into ingots. From them you can assemble beautiful and durable armor, blades, a shield or a bow. This will allow you to upgrade your blacksmith skill and earn good money. Let's try to figure out where to find the Dwemer ruins, and who you will meet there.

Who lives in the ruins?

The most popular enemies in this underground habitat are Dwemer spiders. Outwardly, they look like a metal machine with a spider-like shape. They work using soul stones and Dwemer oil. These ingredients drop out of them along with scrap metal. There are several types of spiders: workers, guards and masters. The first fight with claws, the second and third launch a charge of electricity, and after “death” they explode.

The problematic enemy of ruins is the Dwemer sphere. While she does not attack, she represents As soon as she suspects danger, she opens up and turns into a machine with sharp blade arms. They drop the same ingredients as spiders. The orbs are very dangerous enemies, as what they lack in strength they make up for in speed. Sometimes they are found in the form of peculiar crossbows that can kill a character very quickly.

Dangerous but interesting inhabitants of Dwemer ruins are centurions. This is the name of steam engines that protect a certain territory. They work using special cores that look like gyroscopes with a red glow inside. The Centurion cannot be confused with anyone, because he looks like a huge armored warrior. It drops very expensive items, soul stones, oil, precious stones, good arrows (for example, Daedric ones). You should know that if you sneak past this enemy, he will stand motionless (usually they calmly prop up walls).

Also found in the ruins are inhabitants such as Falmer and Chaurus. Falmer are unattractive, blind creatures. Once upon a time they were on which the Dwemer conducted various experiments. As a result, the elves underwent mutations and turned into these creatures. Falmer very often coexist with coruses - arthropods. They have a strong chitinous shell and glands that allow them to spit poison at their enemies.

In the Rift

We can find several ruins on the territory of the Rift. Here are located: Avanchnzel, Btalft, Rkund.

We will find ourselves in the ruins of Avanchnzel after we take the task from the Argonian woman in the port of Riften. She will give us a cube that will have to be returned to its place. The entrance to the location does not look like a Dwemer city, but looks like an ordinary cave. Inside we will meet with spirits who, as we progress, will reveal the story of their campaign and death. You need to walk here very carefully, because you will encounter traps and strong Dwemer master spheres. A successfully completed quest will give you a unique spell “Ancient Knowledge”.

The Dwemer ruins of Btalft represent where the material was processed and used to make various devices. The key to Btalft is divided into four parts, which are located in 4 different cities. As a result of many years of wars, the forge was abandoned and then destroyed. Inside it there are quite beautiful and unusual places: grotto with waterfalls, Dwemer buildings, models of Dwemer mechanisms.

The ruins of Rkund are located in an open area, where there are buildings and destroyed columns. Here you can find several ingredients, potions, and some scrap metal. There is nothing else interesting about this location.

In Winterhold

On the territory of snowy Winterhold there are two locations with Dwemer cities: Alftand and the Temple of Zriba. The temple is an ordinary building guarded by Falmer and Chaurus. In this location they placed several of their camps with various supplies. The most remarkable place of the temple is the main hall, consisting of several tiers. But you won’t be able to get to all the levels - some of them are filled up. You can leave the location using the Dwemer lift.

Where are the Dwemer ruins of Alftand in Skyrim? This Big city located southwest of Winterhold. From it you can get into an incredibly beautiful and mysterious place- Black Reach.

The main attraction of the location is the cathedral, which occupies a fairly large area. There are several buildings here, connected by stairs. Various pipes, gears and piston mechanisms are visible along the walls. You can only get into the hall using a special device.

White Beach

On the territory of the White Coast there is an impressive number of cities built by the Dwemer. There is Mzinchaleft, Raldbthar, Irkntand and Mzark Tower.

Mzinchaleft is a ruined city located near Dawnstar. Near it you will have to fight with robbers engaged in illegal excavations. Inside the ruins we will meet Dwemer machines and Falmers. Also from here you can get to the territory of the Black Reach.

We get to the Mzark tower after we take on the quest to find an ancient scroll from Ugar gro-Shub (in the library of the College of Winterhold). In addition to the scroll, there are many valuable items here that can be sold profitably. The location consists of intricate and interesting labyrinths. On the way back, several puzzles await us and

Raldbthar is the territory of bandits, machines, falmer and chorus. You should be wary of traps in the form of spinning blades, burning fire, and others. Here you can find a pedestal with buttons. If you press them incorrectly, traps will be triggered. The mechanisms in one of the halls are jammed and will have to be started. As soon as they work, the bridge will lower and the centurion will come to life. After killing him, we rise to the surface using a lift.

Irkntand is a Dwemer ruin in which we find ourselves during the Thieves Guild quest. In this huge location you need to find a traitor and prevent him from escaping with treasures and an important key. You will have to look for the entrance to the territory, because the gate is closed with bars (bandits have settled here). Inside Irkntand we will see many corpses and broken cars. To meet your comrades, you will have to overcome several difficult traps. At the end there will be a battle with a traitor, from whom we need to take away the items we need. After this, the room will be flooded with water and you will have to quickly find a way out of here. In order not to choke, it would be good to enchant something (for example, a helmet) with the “water breathing” spell.

At the Limit

Most of the Dwemer ruins of Skyrim are located in the Reach. Here we will meet: Btardamz, Nchuand-Zel, Arkntamz, Nest of the Reach Winds and Crossing of the Deep People.

The crossing of the Deep People is an open area where you will encounter few robbers. There is nothing interesting here, except He can be found on the opposite side of the bridge.

Nchuand-Zel is a huge Dwemer territory located under Markarth. Here you can find so much scrap metal that there are not enough “pockets” for it. In the ruins you will have to fight with Falmer, machines, and frost spiders. You can get into them if you open the door with a key (Colcelmo will give it and ask you to kill a huge spider) or break it with a master key.

The Nest of the Reach Winds is a tower located near Markarth (in the southeast). The well-preserved building consists of an interior location and a balcony. Here you can find some scrap metal and various artifacts.

Arkntamz is located near the orc fortress Dushnik-Yal. The structure is small in size and its walls are partially destroyed. As a result of the earthquake, its surface part was practically not preserved, but in the depths one can find a center where the properties of etherium were studied. For our character there is practically nothing interesting there.

Where are the Dwemer ruins of Btardamz in Skyrim? They can be found deep within the Reach Mountains. Here we will meet followers of the Daedra Peryite, suffering from obsession. They attack any traveler, and they do it in concert, which can become a problem. Inside the ruins you will encounter various enemies, artifacts, and ore veins.

In Eastmarch

Several Dwemer buildings can be found in Eastmarch. Here we will see Kagrenzel, the Dwarven Pantry and Mzulft.

We will reach Kagrenzel along a small path running near the Ansilvund tower. Hunters set up their camp nearby. Next to it there will be an impressive staircase leading to the desired location. Externally, the ruins resemble an ordinary fortress. Inside you can see a corridor through which we will get into a dark room with a pedestal. There's nothing else interesting here.

Mzulft is located in the mountains of Skyrim (in the east). It is represented by two buildings: the entrance to the city and the gnomes' storeroom, located here. We will find ourselves in the ruins of Mzulft if we take on the quest in In this area we will have to find a unique staff - the Eye of Magnus. There are also a lot of artifacts, scrap metal and various ingredients.

The gnomes' pantry is located not far from Mzulft (not marked on the map). It is a small room with a convector, which is needed to charge a special soul stone. Also in the storage area there is a lot of Dwemer scrap and chests with various contents.

In Solstheim

If you install the add-on to the game TES 5: Dragonborn, you can get to the island of Solstheim. There are 3 locations with ruins available for exploration here: Kagrumez, Nchardak, Falbtarz.

Kagrumez is a small Dwemer city in the center of the island. Its design is slightly different from similar buildings in Skyrim (for example, some parts of the building are lined with malachite). The structure served either as a huge storage facility or as a testing site. There are traps and a clever system that opens the gates. By the way, to solve the riddles you will need special resonator stones, which are scattered throughout the island.

Nchardak is a huge library city located on a small island of Solstheim. We will get here if we decide to help Neloth from Tel Mithryn (without him the location will be closed). Only he can open the doors with a special cube. Using cubes, you can control the water level in the building, which will allow you to get to the right places. If we haven’t seen black books before, here we will see the first of them. With their help you can move to the world of Hermaeus Mora.

Falbtarz - ruins large city Dwemer, located near the Water Stone. Rieklings will be waiting for us outside and inside - harmful creatures throwing spears. Albino spiders live in the depths of the ruins. From their abdomens you can make spiders that infect with fire, acid, and frost. The hero will enjoy moving around the island in the company of 2-3 such individuals.

There are quite a lot of Dwemer ruins in Skyrim. It is worth visiting each of the locations, because there are interesting quests, artifacts and items there. As for the system requirements, they are the same as those of the main game (it must already be installed on the computer).

Requirements:

Oblivion v.1.2.0.416 + DLC Shivering Isles
OBSE + OBSE ~Elys~ Universal Silent Voice (for dialogue delay)
Cyrodiil Border Removal or similar, or editing Oblivion.ini

Description:

The mod contains not one, but several interesting and lengthy quests, which you will complete while in the ancient, dilapidated, but still in relatively good condition, ruins of the Dwemer underground city Arkshtrumts. However, part of the city is still located on the surface (the base of the Dwemer aeronautical ships), but before you get there, many hours will pass in the main city underground, consisting of many smaller cities connected to each other... or even factories, not cities (more than 50 levels), where you will constantly solve a variety of tasks: solve complex puzzles, search for components, create various objects (including explosives) in order to somehow move forward...
In the meantime, you will constantly come across various obstacles in the form of: lack of the keys you need - you need to find them; the inability to read some of the necessary books - a scientist will help you with this, for whom you will have to “run” to the Imperial City; difficulties with opening some doors and passages - you will have to blow them up with gunpowder created by yourself... etc. Along the way, you will be in wait for some enemies in the form of: a variety of Dwemer mechanisms, which neither time nor dampness could kill, and ghosts - some of them are so dangerous that without magic it will be impossible to cope with them... The picture is also completed: collapsing ceilings, falling through floors and other traps that you may not notice due to the constant semi-darkness (in some places it is completely dark). So, even before traveling underground, you will have to stock up on either a “light spell” or a bunch of torches...

The mod, and with it the main quest, begins with your journey to Lake Poppad (this is southwest of Chaidinhal) and clearing out a small bandit camp on its northern shore. Read the scientist's note in one of the bandit chests and, if you are fully prepared and equipped for such a long, difficult and dangerous journey, go to the very east of Cyrodiil and climb the mountains (to do this you will need to disable the borders of Cyrodiil). It is there that you will find a cave unknown until recently (near it there will be another note from the scientist), not marked on any map - this is the entrance to the ancient Dwemer city of Arkshtrumts...

You can read more about all the nuances of this mod in ReadMe, attached to the mod.