How do you get into mzulft in skyrim
Mirabelle will warn Savos not to go near Ancano, but Savos will begin casting a spell at him. At this point, all will go white, and the next thing you experience will be awakening in the Hall of the Elements with Mirabelle asking if you are all right and saying that she needs your help.
When you reply that you think you feel well, this quest will complete and the next quest, Containment , will begin with the objective of finding the Arch-Mage, as Mirabelle requests of you. One achievement is unlocked when you complete this quest:. Jump to: navigation , search. Any text displayed in angle brackets e. Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages. 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.
On the PC, it is possible to use the console to advance through the quest by entering setstage MG06 stage , where stage is the number of the stage you wish to complete. It is not possible to un-complete i. Contents 1 Quick Walkthrough 2 Detailed Walkthrough 2. Learn the location of the Staff of Magnus. College of Winterhold , Mzulft. The Oculory's readings.
A Chaurus Reaper squashed by boulders Steam piston trap, floor pressure plates Proceed through the door into a room containing a number of Dwemer metallic items. Ascend a ramp at the far end of the room. Around the corner, a pressure plate on the floor activates a ceiling spike trap. Beyond this, the body of another Synod researcher lies on the floor.
At the entrance to the next large room, you will encounter two Dwarven spider workers. Two more spiders will attack in the room at the top of the next ramp. Two doors open from this room.
The door to the north is guarded by a floor spike trap and contains some minor loot and a moonstone ore vein. The other door takes you up a ramp and into a room where a Dwarven spider will spring from its port at the far end. From here, continue into an area illuminated by natural light. If you turn left next to the exit, jump over the rocks next to the tree, and go to the corner, you'll find a Dwarven shield. A leveled chaurus feasts on another researcher near the far end of the first cavern.
The tunnel leading out has a tripwire that activates a falling boulders trap, and two more chaurus one of them leveled are scuttling about. At the top of the next ramp around the corner a Dwarven sphere will drop from a port just outside a locked gate.
After battling the sphere, move up another ramp and through another door. Beyond this awaits another spider, and beyond that another sphere at the end of the hall. As you move further into the ruin you come to a room with stairs leading down to a pit, a corridor leading north, and a spider. A Falmer chest Heading east will bring you to an area consisting of natural caverns.
When you enter a fairly lengthy tunnel, prepare to meet a leveled chaurus. Exit the tunnel through a narrow opening to your left. You will then see to your right the opening to a cavern illuminated with a slightly bluish light. If you wait and watch, you may see the occupants of this cavern walking around: a leveled Falmer attended by a chaurus.
A claw trap which swings out from the left wall and is activated by a tripwire is behind a Falmer hut. A second chaurus will probably activate the tripwire on its way to meet you. Continue through the cavern as the path twists and turns. You may wish to save your game before taking the following steps: You can climb the ramp at the southeast point in the room and obtain one or both spell tomes from the table there if you do not have both the Flames and Frostbite Destruction spells.
Only the Frostbite spell will work; it won't move the beams into the correct position if you use any other type of frost spell. The Frost Breath shout will work, but only once, so you can't focus the crystal completely without the use of the Frostbite spell.
Return to the same position that you assumed when placing the crystal. Notice that there are three horizontal blue bands circling the upper portion of the room, each with a round reflector positioned at some point around it. Direct a Frostbite spell into the middle of the ring where you placed the crystal.
When the beams move, cast a second Frostbite spell. When the beams move again, cast a third Frostbite spell. Note that other combinations of the Flames and Frostbite spells may also work. Do not use other spells. Step 5: Beam configuration after using spells Ensure that each of the three beams of light are now pointing into the middle of each blue band none of the beams should point to the horizontal gold rims that separate the bands. You will need to move around to check all three beams.
The photo indicates a correct configuration as viewed from the control console at the top of the ramp. A focused Oculary Walk up the ramp at the southeast point in the room and use the buttons to rotate the bands until the round reflector on each band aligns with a light beam.
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Explore Wikis Community Central. Register Don't have an account? Mzulft Skyrim. Edit source History Talk Bring some lockpicks for a few expert level doors, and a stamina potion for carrying it out of there. Also, up on top in the Tower is a chest. The only way I can find to reach it is to climb the mountain to the right of the door, and then come down onto the tower from above.
Last Edited: 3 Nov pm. Was this guide helpful? YES NO. In This Wiki Guide.
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