Where to find Dwemer ruins. Dwemer ruins (Skyrim). Who dwells in the ruins

To make this location available, you need to install a 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 smelt it into ingots. From them you can assemble beautiful and durable armor, blades, shield or bow. This will allow you to pump the blacksmith skill and earn good money. Let's try to figure out where to find the Dwemer ruins, and who you will have to meet there.

Who lives in the ruins?

The most popular enemies in this underground dwelling are Dwemer spiders. Outwardly, they look like a metal machine that has a spider-like shape. They work with soul gems 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.

A problematic enemy of the ruins is the Dwemer sphere. Until she attacks, she is. As soon as she suspects danger, she reveals herself and turns into a machine with sharp blades-hands. They drop the same ingredients as spiders. 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 a kind of crossbows that can kill a character very quickly.

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

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

In the Rift

We can meet 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 in the port of Riften. She will give us a cube, which 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 the spirits, which, as we progress, will reveal the story of their campaign and death. You need to go here very carefully, because there will be traps and strong Dwarven master spheres. A successfully completed quest will give 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: a grotto with waterfalls, Dwemer buildings, models of Dwemer mechanisms.

The ruins of Rkund are located in an open area, where there are buildings, destroyed columns. Here you can find several ingredients, potions, as well as some scrap metal. This location is no longer interesting.

In Winterhold

On the territory of the snowy Winterhold, there are two locations with Dwemer cities: Alftand and the Temple of Zrib. The Temple is a common building guarded by Falmer and Corus. In this location, they placed several of their camps with various supplies. The most remarkable place of the temple is the main hall, which consists of several tiers. But you won't be able to get to all levels - some of them are overwhelmed. You can leave the location using the Dwemer lift.

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

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

White Coast

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 the robbers engaged in illegal excavations. Inside the ruins, we will meet Dwemer machines and Falmer. Also from here you can get to the territory of the Black Reach.

We get to the Mzark tower after we take 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 that can be sold at a profit. The location consists of intricate and interesting labyrinths. On the way back we will face several puzzles and

Raldbthar is the territory of bandits, machines, Falmer and Korus. You should beware of traps in the form of spinning blades, burning with fire and others. Here you can find a pedestal with buttons. If they are pressed incorrectly, then traps will work. In one of the halls, the mechanisms are stuck and they 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 with the help of a lift.

Irkntand - Dwemer ruins 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 gates are closed with bars (bandits settled here). Inside Irkntand we will see a lot of corpses and broken cars. To meet with associates, 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 that, the room will flood with water and you will have to quickly find a way out of here. In order not to choke, it would be nice to enchant some thing (for example, a helmet) with a “water breathing” spell.

In the Limit

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

The Deep People's Crossing is an open area where you will meet a few bandits. 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 Falmer, machines, frost spiders. You can get into them if you open the door with a key (Colselmo will give it and ask you to kill a huge spider) or break it open with a master key.

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

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

Where are the Dwemer ruins of Bthardamz in Skyrim? They can be found in the depths of the mountains of the Reach. Here we will meet the followers of the Daedra Peryite, suffering from obsession. They attack any traveler, and they do it in concert, which can be a problem. Inside the ruins you will meet different enemies, artifacts, ore veins.

In Eastmarch

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

We will reach Kagrenzel along a small path that goes near the Ansilvund tower. Hunters have set up their camp nearby. Next to him there will be an impressive staircase leading to the desired location. Outwardly, 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 is nothing more 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 pantry of the gnomes, located here. We will find ourselves in the ruins of Mzulft if we take the quest in In this area we will have to find a unique staff - the Eye of Magnus. There are also many artifacts, scrap metal and various ingredients.

The pantry of the dwarves is located near Mzulft (not marked on the map). It is a small room with a convector, which is needed to charge a special soul gem. Also on the territory of the pantry there is a lot of Dwemer scrap, chests with various contents.

In Solstheim

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

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

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

Falbtharz is the ruins of a major Dwemer city located near the Water Stone. Rieklings will be waiting for us outside and inside us - harmful creatures throwing spears. Albino spiders live in the depths of the ruins. From their bellies, you can make spiders that strike with fire, acid, frost. The hero will like to move around the island in the company of 2-3 such individuals.

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


Dwarven ruins in Skyrim with Morrowind are found in abundance. Being 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 heritage of another bygone race here. Several luxurious creations have been created for Skyrim, adding ancient elven cities to the snowy mainland. 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 flaw of the original game.

As you might guess, the action of our big quest takes place 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 passes. The plot begins with the story of a 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, changeable 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 Poppad Lake, where you can stumble upon a camp. And there you will find out what kind of trouble befell a scientist from the capital ... and continue his research. If you want.



This is an incredibly large and rather 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 has exciting content that you simply cannot miss! The modification was created by users, but at the same time 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 the life, everyday life of a race that is only slightly familiar to many. There is a lot of room for exploration, 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 into the depths, you will encounter many new things... Never seen before enemies, huge dark halls, locked doors, strange places and ancient as autumn, but still working devices, the purpose of which has yet to be discovered. It's 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 over many moments - running through the ruins in a whirlwind, destroying everything moving along the way and taking valuable goods with you simply will not work, because in order to advance you will have to thoroughly familiarize yourself with written documents and carefully look around so as not to miss the keys.



It will be easier to find this huge underground complex if you know the geography of the central region of the Empire. There are no compass markers in the quest that point to the goal, as well as entries in the journal - which means that you will have to use your own memory and knowledge. From a certain point, another scientist from the Magic University will join you, and you will continue to advance together. No, he will not constantly spin around - while you are opening new paths and destroying mechanical guards, the scientist will be doing research in a separate, safe room. But you should not rely only on his help. In any case, knowledge of the lore of the game will be very useful to you, because with it you can go through many difficult places faster. It is also worth having patience, because of inattention, you can miss a lot of important for the plot, terribly interesting moments.

If you are a lover of collecting valuables, then over time, abundantly replenish your mansion with books, unique weapons and artifacts. Alchemists will no doubt love the still-functioning lab, where you can create concoctions and potions with completely new effects. Sooner or later, the hero will stumble upon an old railway station, which can be repaired and used to quickly move underground. You will see the Dwemer air station, you can appear on a steam train, enjoy the view of the landscape from the height of the 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 - to 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 find out that the modification was made in Russia. And this is another wonderful contribution to the world of modmaking - along with such wonderful creations as "" and "". It actually came out a long time ago, but that version contained a lot of errors, flaws, and the like, which often made it simply impassable. But in 2016, it was, so to speak, "picked up", and developed, polished, improved so far - so now, thanks to the work of many good people, it is completely finished and ready for a comfortable passage. Personally, I had the most positive impressions from acquaintance with the "Dwemer ruins" - one more coin in the endless piggy bank of positive memories from the fourth part of the Scrolls, and another modification that expands Cyrodiil, this time in the "underground" area. By the way, here are examples of what the loading screens look like (dark option, light option). Even if some of you, dear visitors of our site, abandoned the fourth Scrolls a long time ago, 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 the still working Dwemer mechanisms, capable of waking up at any moment and defending the possessions of their long-gone creators. In the best-preserved ruins, you can see the wonders of the technology of the deep people: elevators, puzzles and the like.

In these locations it is possible to find ancient artifacts and simply valuable trinkets that you can decorate your house with 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 mostly displayed as places of interest. Dwemer ruins can also be found inside caves. It can be assumed that once these were real cities, now heavily destroyed by time, the entrance to which was lost (if only the walls are visible).

Markarth

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