Skyrim steam engines. Dragonborn Walkthrough (2024)

This page provides a walkthrough side quests, which can be obtained in the vastness of Solstheim (in Dragonborn, an add-on for the game Skyrim).

Kagrumez's Glove

You can complete this task only if you have four so-called Kagrumez resonator stones. Considering that two of them are located in Kagrumez itself, you can start the quest with just a couple of stones.

Location of resonator stones:

So if you have already found two needed stone in Nchardak, Falbtarz or bought from the Dunmer, then you can safely go to Kagrumez. At the entrance you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Ralet Eldrie’s diary. It makes a reasonable assumption that clues for successfully completing the ruins should be looked for at the gate, which is somehow connected to the console.

Take a look at the picture marked on the gate and insert the resonators in the order indicated there. WITH different sides Dwemer things will attack you - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to become your companion. It’s better to leave him here for the future; Kagrumez’s trials may be too severe for him.

In the next room there is another satellite - a Dwemer sphere.

And again, a similar procedure awaits you, except that Dwemer traps will be added to the enemies, and you will need to use one more resonator. Having dealt with the difficulties, follow to the last room. Here you will need all four resonators.

In the last room you will find the Dwemer Black Bow of Fate, which has an interesting ability to absorb 25 units with a 50% chance. arbitrary attribute (health, magic, stamina).

Cold Moon Invitation

Geldis Sadri, owner of the tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to go to Frostmoon Crag (north-northeast of Raven Rock) and talk to the hunters. The Nord hunters you will find on this cliff are not really hunters at all, but werewolves.

If you yourself are not a lycanthrope, then they will not say anything good to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader of Majni will be very welcoming and ready to sell four unique rings that enhance the form of a wolf. You can only equip one ring in wolf form, so you don't need to buy all four unless you're an avid collector.

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Werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

  • The Ring of Bloodlust allows you to deal and receive 50% more damage.
  • The Moon Ring increases howl duration by 25%.
  • The Ring of the Hunt grants regeneration in werewolf form.
  • Ring of Instinct slows down the world for 20 seconds while in werewolf form.

Excavations

Meeting in Kolbjorn

To the northeast of Atia Farm is the Kolbjorn Mound. In the mound you will meet a Dunmer named Ralis Sedaris. He arrived from Mournhold itself (the former capital of Morrowind) to conduct excavations commissioned by a representative person. However, as it turned out, it turned out to be almost impossible to carry out excavations: the entrance was walled up too deep, and the earth was filling the hole back faster than it could be dug out. Dunmer needs a reliable partner who is ready to sponsor this adventure and divide the profits in half.

You won’t refuse to go through one of the most not so interesting, but complex side Dragonborn quests over some measly wad of money? Give Ralis 1000 gold and wait for the note.

Similar expectations in the process of passing of this assignment there will be a lot. Therefore, if you are not eager to waste time, or want the task to fit harmoniously into the planned scenario, you should go to the excavation as soon as you see a messenger with a note.

First visit

After receiving the note, head to the mound. As you will notice, the Dunmer spent the money for a reason: the entrance to Kolbjorn was found, but the draugr, disturbed by the work of the diggers, awakened and killed all the workers. Only Ralis remained alive, and the passage further was completely closed - the help of a “specialist” was required.

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Go down and destroy every single draugr. Then remove the skull from the table in the lower hall. It will open a passage to a new hall, in which in the most prominent place you will find Azidal's boots of walking on water. Now you can return back to Ralis. He will require 2000 septims from you for further excavations: there are now fewer people willing to work here. There is nothing to do - agree.

Second visit

Having received the second note, you find out that something happened again. When you arrive at the excavation site, you find out that two workers are missing and the rest are dead.

Go down and deal with a bunch of draugr that have infested the ruins. Go back to where you found Azidal's boots and then down into the central tunnel. Along the way you will find the body of one of the workers. The entrance to the left is opened by chains. Go to the door with four handles and pull the second one from the top and the bottom one. When you discover the body of the second missing woman, you will be attacked by a cluster of draugr. After that, go left: the handle at the bottom will open a secret room with Azidal's Ring of Necromancy. Return back to Ralis. Now the Dunmer are asking you for 3000 septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, the draugr interfere with further work. Take diary No. 22 from Ralis's desk, in which the Dunmer complain that the diggers are too clumsy to run properly on some tiles.

After going down into the tomb, deal with the undead that have filled it. In the central hall with a column, go up to the second tier and follow the direction of the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Azidal's amulet gloves, which allow you to absorb spells. Return to the room with the chain and open the other door. A new batch of draugr will attack you. Deal with them, clear the cave and return to Ralis.

Azidal's ring of magic

Before returning, you can get Azidal's ring of magic, which will allow you to cast a couple of new spells: “freeze” and “ignite”. This can be done either using telekinesis, which is quite challenging task, or using prompts in the diary. In this case, it makes sense to use the time dilation scream.

The new amount required by the restless Dunmer to continue the adventure is 5,000 septims.

Fourth visit

Having handed over a new letter to you, the courier will warn you that it is the last: he feels sick near these excavations. When you arrive at Kolbjorn, you will see that this time absolutely everyone is dead: their guards and ordinary workers. If you look into Ralis's tent and read his last diary, you will understand that he is crazy and is going to revive the ancient dragon magician Azidal.

After going down to the central hall of the mound, learn a new word of the cry “Cyclone”, and then head to the hall in which Azidal’s ring of magic was located. Deal with the draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in the room behind the bars, there is Azidal's armor of retribution. To open it, turn the obelisks “fish” in your direction and pull the lever. Then turn the obelisks “eagles” towards you and pull the lever again. A passage in the floor will open.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an Azidal artifact, the helmet of insight. Place the obelisks with the “snakes” facing you, pull the lever and you can take your helmet.

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Dragon Priest Azidal
Screenshot: "UESPWiki"

After destroying Azidal, take his mask and decide the fate of Ralis, who killed all the workers in the mound. He, however, sacredly swears that he committed murders under the influence of the alluring call of Azidal and could not resist the will of the latter. If you let Ralis live, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not get your money back.

The exit from the hall is located in the southwest side. It leads to the shrine of Hermaeus Mora with the black book "Filament and Filigree". This completes the quest.

Brand of Death

In the vastness of Solstheim, you can stumble upon a book called “The Mark of Death.” When you read it, a new marker will appear on the map - “Haknir Shoal”. The book can be read after discovering one of the chests; to do this, it is enough to search the corpses of the murdered adventurers.

This task involves searching for a set of special weapons and armor in various places on the island. It can be completed along with other quests.

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Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of robbers. Deal with them and pick up a helmet that allows you to breathe underwater and increases your armor rating when wearing a full set. A pendant from the Eastern Imperial Company lies nearby. Take him too.

Chest #2

Off the coast north of Raven Rock you will find several bandits and a buried chest containing Haknir's armor, which increases stamina with each new piece of the Death Brand set.

Chest #3

This chest is located next to the waterfall. It contains Haknir's Gloves, which increase damage from two-handed weapons for each element of the set worn.

Chest #4

The fourth chest can be found near Tel Mithryn: you need to go out to the mouth of the river flowing nearby. Hidden here are boots that increase the maximum weight you can carry for each item of the set you wear. In the same chest you will find the key to the Gyldenhull Barrow.

Gyldenhull Mound

Before you go to the said mound, you need to get an ancient Nord pickaxe. This can be done by completing the quests Glover Mallory from Raven Rock or Deora from the Skaal Village.

With this pickaxe in the mound, you will pick out the stalhrim in one of the sarcophagi and open a passage further, where the legendary pirate Haknir will challenge you. As a result, you will receive two swords: the Bloody Scythe and the Strangler, which, when used together, weaken the enemy’s defense and absorb his vitality.

Ebony Warrior

Required condition for receiving the task: the hero's level is at least 80.

On your next visit to one of the cities of Skyrim, you will be visited by a huge warrior, completely dressed in ebony armor, and will say that only you can send him to rest in Sovngarde. He had no villains left to destroy, no tasks left to complete. He challenges you to a duel in the Velothi Mountains area (a marker will appear on the map).

Obviously, this task is a kind of Easter egg for the player who has gone through the entire game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong like god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebony armor and tried to kill him. Looks a lot like a reference.

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Ebony Warrior
Screenshot: "UESPWiki"

The Ebony Warrior is a difficult opponent. For level 80, of course, it’s not that problematic, but still keep in mind that he owns the Ruthless Force and Disarm thu’ums, and his equipment has resistance to all magical destructive effects.

After killing him and taking the armor, you will discover that the Ebony Warrior is a Redguard. Well, it’s not for nothing that the Redguards are known as the strongest swordsmen.

Call of Karstag

Before completing the task, you should make sure that you are able to deal with a strong enemy, because Karstag is exactly that.

In the Ice Cave in northern Solstheim you will find a Riekling lair. Destroy them and grab Karstag's skull at the back of the cave. With this skull you need to go to the ruins of Karstag Castle. After wandering around the caves there or opening the master-level lock, go out to the back of the courtyard. Approach the throne and activate it with the skull.

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Spirit of Karstag
Screenshot: "UESPWiki"

And now, as they say, “load your saved game to restore the course of fate, or continue to live in the damned world that you yourself created.” The giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstag, you will be able to summon him three times in open areas.

Mzunda Insight

This task is not shown in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are filled with Rieklings, which you will have to deal with to proceed further. On a remote control with ten buttons, select the bottom second button from the right, otherwise you will have to repel the attacks of crawling Dwemer spiders or endure the effects of dwarf traps.

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Ruins of Falbtarz
Screenshot: "UESPWiki"

Next you will find locations filled with spiders. Please note that resonator locks are opened by striking. One of them is hidden by cobwebs. By jumping on gears, you must penetrate Falbtarz's gallery, activate the lever and valve there, and then again use the gears to get to Falbtarz's steam engines.

Ultimately, you will run into another riddle, a couple of adventurers who have already failed while trying to solve it. There is no secret here - just try activating the resonators and observe the result. This way you will arrive at the correct sequence.

In the large hall you need to activate the lever on the right. The platforms that appear will provide access to the center of the hall, where you will activate the next resonator. South part hall leads to The Great Hall of Falbtarz, in which you will need to use two Centurion Cores. If you don’t have any at hand, don’t worry - the developers have carefully placed two steam centurions nearby that can be awakened.

Grab the resonator stone, if you need it to complete the quest “The Glove of Kagrumez,” and the unique Dwemer helmet, which allows you to breathe steam on enemies at the expense of your own reserve of strength, and go free.

This quest does not appear in the journal.

In order to get a unique Dwemer helmet with the exotic name “Visage of Mzund”, which makes it possible to attack the enemy with steam at the cost of spending your reserve of strength, you will have to explore the unusual dwarven city of Fahlbtharz, overcome deadly traps and solve a lot of mysteries. Note that compared to Falbtarz's designs, the tone lock from the Dawnguard addon is a child's toy.

Go to the Dwemer ruins of Falbtarz in the center of the island, conveniently navigate to the Water Stone, and then go east. The initial part of the ruins is occupied by Rieklings, you will have to deal with them in order to move on. Walk forward until you come across a remote with ten buttons. Pressing the correct button will open the way to the depths of the city, pressing the wrong button will release a spider guard or cause a trap to be triggered. If you want to avoid trouble, select the bottom second button from the right.

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Having passed further, you will find yourself in a part of the city inhabited by spiders (mostly not mechanical, but living). The inhabitants leave behind “spare parts” useful for experiments with spiders. Go forward, opening all the resonator locks with a blow of the sword. One of them is hidden behind a web, be careful.

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Moving further, you will find yourself in an unusual room with an incredible number of moving gears, they will help you get to the right places. When jumping on the gears, be careful: mechanical spiders are lurking on them. Your first task is to use the gears to get to the Fahlbtharz Corridor, located at the southwestern end of the hall, see map.

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After walking through the gallery, you will find yourself in a room with a lever and a valve, activate them. The extended platforms will allow you to go further, then jump down and again use the gears to get to the Fahlbtharz Boilery in the eastern part of the hall, see map.

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Before entering the "boiler room" you will find Eydis's body and her diary. Go into the new room, there you will see a shelf with a bow and arrows if you don’t have a weapon with you ranged, take them - they will come in handy. The path leads you to a hall with the body of another adventurer, Ulin. From his diary it becomes clear that he tried to cope with the mechanism in the middle of the hall, but, judging by the state of Ulin himself, he failed.

In the center of the hall there is a round structure with twenty sockets, on the sides there are six resonators. Don't rush to shoot at all the resonators at once. Try to activate them one by one with shots, look at the result and deactivate them again with a second shot. If we number them from left to right with numbers from 1 to 6, then, as it turns out, when resonator number 1 is activated, 3 cylinders are extended, 2 - 4, 3 - 6, 4 - 9, 5 - 13, 6 - 18. Obviously, you need to extend exactly 20, a combination of resonators is suitable: 1 (leftmost), 2 (second from left) and 5 (middle right). The mechanism works and opens a previously inaccessible door.

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Coming out again Big hall with gears, but on its upper level, pull the lever on the right and new platforms will appear, allowing you to reach the center of the room, where another resonator is located. Next, get to the southern end of the hall, see map.

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You have entered the Fahlbtharz Grand Hall. Deal with the spiders inhabiting it and go to the dais in the far part of the room.

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To activate, you will need a pair of Centurion Dynamo Cores. If, by chance, there are no such items in your backpack, you will have to wake up the guardians, conveniently placed below, and borrow the necessary parts from them. The door to the treasure is open.

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Take the unique Dwemer helmet and grab Kagrumez's resonator stone if you haven't completed the quest yet

Walkthrough of Kagrumez's quest The Elder Scrolls V: Skyrim (Dragonborn).

Falbtarz is a Dwemer ruin located in the west of the island of Soltsheim.

Strictly speaking, there is no quest there, but the ruins are notable for two things - the kosher Dwemer helmet Shape of Mzund and the resonant stone of Kagrumez, so I give a 99% guarantee that you will come here :)

So, let's begin

At the entrance to the ruins you will meet Rieklings. There are not many of them there, so they will not create problems for you. We go into Falbtarz and go forward, gradually shooting at the Rieklings (pay attention to the two corpses of the dwarfs - there is a trap there). We go out into the hall with the Dwemer sphere and in front of us is a “guessing game” - a panel of buttons, one of which opens the door, and the rest hurt you. Bottom row, second button from the right and you joyfully rush along the corridor, scaring away the oil spiders (yes, there are such things here). Walking a little forward, you will come across a closed door, and next to it is a window with a resonator.
We shoot at him, run to the next one closed door. There is also a resonator here, but it is hidden under a web, so carefully examine the left wall.

We go out into a large hall with huge gears.
Admire the power of engineering of the ancient people and go down to the right to the gears. We jump over them (be careful, spiders!) all the way to the door to the Corridor. In the Corridor we simply go upstairs and go back out, but on the floor above. We pull the lever and run along the fallen bridge, then turn left and jump onto the gears that are already familiar to us.

We move along them (there are coins and a glass shield on one of the gears) and find the corpse of a certain Eydis, from which we pick up a diary.

The valve located nearby is of little interest to us, and therefore we immediately go to Steam Engines. We climb onto the platform (perverts can use pistons, but it’s easier to bypass the whole thing), we find Ulin’s corpse and his diary. From it we learn the approximate essence of the puzzle, which the deceased never managed to solve...

The essence is this: in front of us is a panel of a large steam boiler, on either side of it there are three resonators.

When it hits the resonators, a certain number of pistons in this boiler are launched. We need exactly 20 pistons to start, in case of an error, we fight off the mechanisms, hide from traps (very painful) and start over again. The scheme of actions is as follows: we shoot at the middle one on the right, then at the first and second from the left (if you count from left to right). Here's a short video for you:

We go through the gate and again go out into the hall with the gears. We pull the lever, run along the bridge to the end and jump onto the gears. We follow them to the next tower and along the bridge to the resonator. Attention! Don't reach the end of the bridge, stay on it and shoot at the resonator. The tower with your bridge will unfold (the main thing is not to move) and you will calmly reach the door to the Great Hall.

In the main hall we deal with two centurions (we need to wake them up) and be sure to take their cores (!). We go up, put the cores in two dynamos, go through the open gate and here it is, our reward!! Helmet of Mzund's Form and Kagrumez's resonating stone.

The passage of Falbtarz is completed;)

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Updated: 11/03/2020

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