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Elder Scrolls V: Skyrim Special Edition eGuide
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Contents

  • Song of the Dragonborn
    • Introduction
  • Training
    • Training Part 1: Character Creation
      • Welcome to Skyrim
      • The Races of Skyrim
      • Racial Advantages
      • Skills Overview
      • Legendary Difficulty and Skills
      • The Trainers of Skyrim and Solstheim
      • Improving Skills: Skill Books
      • Improving Skills: Augmentations
      • Skill Constellations Overview
      • Combat Skills: The Path of Might – Smithing
      • Combat Skills: The Path of Might – Heavy Armor
      • Combat Skills: The Path of Might – Block
      • Combat Skills: The Path of Might – Two-Handed
      • Combat Skills: The Path of Might – One-Handed
      • Combat Skills: The Path of Might – Archery
      • Stealth Skills: The Path of Shadow – Light Armor
      • Stealth Skills: The Path of Shadow – Sneak
      • Stealth Skills: The Path of Shadow – Lockpicking
      • Stealth Skills: The Path of Shadow – Pickpocket
      • Stealth Skills: The Path of Shadow – Speech
      • Stealth Skills: The Path of Shadow – Alchemy
      • Magic Skills: The Path of Magic – Illusion
      • Magic Skills: The Path of Magic – Conjuration
      • Magic Skills: The Path of Magic – Destruction
      • Magic Skills: The Path of Magic – Restoration
      • Magic Skills: The Path of Magic – Alteration
      • Magic Skills: The Path of Magic – Enchanting
      • Character Archetypes
    • Training Part 2: Combat, Development, and Crafting
      • Character Advancement
      • Combat Improvement
      • Shouts and Other Powers
      • Diseases
      • Lycanthropy
      • Vampirism
      • Crafting
      • Enchanting
      • Smithing
      • Other Crafting Activities
    • Training Part 3: Adventuring Across Skyrim
      • Overview
      • Holds of Skyrim
      • Dungeon Exploration
      • Other Sites of Interest
      • Shadowmarks
      • Books
      • Improving Your Standing in Skyrim
      • Followers
      • Horses
      • Carriages and Ferries
      • Dragon Mounts
      • Services, Collectibles, and Items of Interest
      • Dogs
    • Training Part 4: Hearthfire
      • Overview
      • Part 1: Purchasing Land
      • Part 2: Building Your House
      • Part 3: Building Components
      • Part 4: Additional Structures
      • Part 5: Items Needed to Create Structures
      • Part 6: Furnishing Your Home
      • Part 7: Items Needed to Create Furnishings
      • Part 8: Hiring a Steward
      • Part 9: Home Security
      • Part 10: Spouse and Children
      • Part 11: Radiant Quests
    • Training Part 5: Hearthfire: Adoption
      • Overview
      • Part 1: Readying Your Home
      • Part 2: Choosing an Orphan
      • Part 3: Caring for a Child
      • Part 4: Animal Adoption
    • Inventory
      • Overview
      • Spells
      • Weapons, Armor and Items
      • Crafting: Alchemy
      • Crafting: Enchantments
      • Other Items
    • Bestiary
      • Overview
      • Afflicted
      • Alik’r
      • Animals
      • Apocrypha Keepers
      • Ash Spawn
      • Bandits
      • Chaurus
      • Cultists
      • Daedra
      • Dawnguard
      • Death Hounds
      • Dragons
      • Draugr
      • Dwarven Automatons
      • Ebony Warrior
      • Falmer
      • Forgotten Vale Animals
      • Forgotten Vale Frozen Creatures
      • Forsworn
      • Gargoyles
      • Giants
      • Hagravens
      • Horses
      • Hunters
      • Morag Tong
      • Netch
      • Penitus Oculatus
      • Reavers
      • Rieklings
      • Sailor
      • Skeletons
      • Soldiers and Guards
      • Soul Guards
      • Spiders
      • Spriggan
      • Thalmor
      • Trolls
      • Vampires
      • Vigilants of Stendarr
      • Warlocks
      • Werebears
      • Werewolves
      • Wisps
      • Witches
  • Quests
    • Overview
    • Available Quests
    • Act I
      • Main Quest: Unbound
      • Main Quest: Before the Storm
      • Main Quest: Bleak Falls Barrow
      • Main Quest: Dragon Rising
      • Main Quest: The Way of the Voice
      • Main Quest: The Horn of Jurgen Windcaller
      • Main Quest: A Blade in the Dark
    • Act II
      • Main Quest: Diplomatic Immunity
      • Main Quest: A Cornered Rat
      • Main Quest: Alduin’s Wall
      • Main Quest: The Throat of the World
      • Main Quest: Elder Knowledge
      • Main Quest: Alduin’s Bane
    • Act III
      • Main Quest: The Fallen
      • Main Quest: Paarthurnax
      • Main Quest: Season Unending
      • Main Quest: The World-Eater’s Eyrie
      • Main Quest: Sovngarde
      • Main Quest: Dragonslayer
      • Main Quest: Epilogue
    • The Companions Quests
      • Overview
      • Companions Quests: Take Up Arms
      • Companions Quests: Proving Honor
      • Companions Quests: The Silver Hand
      • Companions Quests: Blood’s Honor
      • Companions Quests: Purity of Revenge
      • Companions Quests: Glory of the Dead
    • The Companions Radiant Quests
      • Companions Radiant Quests: Initial Wave: Animal Extermination (I)
      • Companions Radiant Quests: Initial Wave: Animal Extermination (II)
      • Companions Radiant Quests: Initial Wave: Hired Muscle
      • Companions Radiant Quests: Initial Wave: Trouble in Skyrim
      • Companions Radiant Quests: Initial Wave: Family Heirloom
      • Companions Radiant Quests: Initial Wave: Escaped Criminal
      • Companions Radiant Quests: Initial Wave: Rescue Mission
      • Companions Radiant Quests: Second Wave: Striking the Heart
      • Companions Radiant Quests: Second Wave: Stealing Plans
      • Companions Radiant Quests: Second Wave: Retrieval
      • Companions Radiant Quests: Final Wave: Totems of Hircine
      • Companions Radiant Quests: Final Wave: Purity
      • Companions Radiant Quests: Final Wave: Dragon Seekers
    • The College of Winterhold Quests
      • Overview
      • College of Winterhold Quests: First Lessons
      • College of Winterhold Quests: Under Saarthal
      • College of Winterhold Quests: Hitting the Books
      • College of Winterhold Quests: Good Intentions
      • College of Winterhold Quests: Revealing the Unseen
      • College of Winterhold Quests: Containment
      • College of Winterhold Quests: The Staff of Magnus
      • College of Winterhold Quests: The Eye of Magnus
    • The College of Winterhold Radiant Quests
      • Overview
      • College of Winterhold Radiant Quests: Rejoining the College
      • College of Winterhold Radiant Quests: Tolfdir’s Alembic
      • College of Winterhold Radiant Quests: Out of Balance
      • College of Winterhold Radiant Quests: An Enchanted Journey
      • College of Winterhold Radiant Quests: Restocking Soul Gems
      • College of Winterhold Radiant Quests: Valuable Book Procurement
      • College of Winterhold Radiant Quests: Shalidor’s Insights
      • College of Winterhold Radiant Quests: The Atronach Forge
      • College of Winterhold Radiant Quests: Forgotten Names
      • College of Winterhold Radiant Quests: Aftershock
      • College of Winterhold Radiant Quests: Rogue Wizard
      • College of Winterhold Radiant Quests: Arniel’s Endeavors
    • Apprentice Radiant Quests
      • Apprentice Radiant Quests: Brelyna’s Practice
      • Apprentice Radiant Quests: J’Zargo’s Experiment
      • Apprentice Radiant Quests: Onmund’s Request
    • Ritual Spell Radiant Quests
      • Ritual Spell Quests: Destruction Ritual Spell
      • Ritual Spell Quests: Illusion Ritual Spell
      • Ritual Spell Quests: Conjuration Ritual Spell
      • Ritual Spell Quests: Restoration Ritual Spell
      • Ritual Spell Quests: Alteration Ritual Spell
    • Thieves Guild Quests
      • Overview
      • An Influx of Immigrants
      • Training
      • Other Advantages
      • Available Quests
      • Thieves Guild Quests: A Chance Arrangement
      • Thieves Guild Quests: Taking Care of Business
      • Thieves Guild Quests: Loud and Clear
      • Thieves Guild Quests: Dampened Spirits
      • Thieves Guild Quests: Scoundrel’s Folly
      • Thieves Guild Quests: Speaking With Silence
      • Thieves Guild Quests: Hard Answers
      • Thieves Guild Quests: The Pursuit
      • Thieves Guild Quests: Trinity Restored
      • Thieves Guild Quests: Blindsighted
      • Thieves Guild Quests: Darkness Returns
    • Thieves Guild Radiant Quests
      • Overview
      • Thieves Guild Radiant Quests: No Stone Unturned
      • Thieves Guild Radiant Quests: Reparations
      • Thieves Guild Radiant Quests: Shadowmarks
      • Thieves Guild Radiant Quests: Moon Sugar Rush
      • Thieves Guild Radiant Quests: Armor Exchange
      • Thieves Guild Radiant Quests: Larceny Targets
    • Additional Jobs
      • An Overview
      • Delvin’s Additional Jobs
      • Vex’s Additional Jobs
    • City Influence Quests
      • Growing the Guild and Gaining Influence
      • City Influence Quests: Silver Lining
      • City Influence Quests: The Dainty Sload
      • City Influence Quests: Imitation Amnesty
      • City Influence Quests: Summerset Shadows
      • City Influence Quests: Ultimate Rewards
      • Leadership Quest: Under New Management
    • Dark Brotherhood Quests
      • Overview
      • Assassinations: A Tactical Overview
      • Training
      • Available Quests and Tasks
      • Dark Brotherhood Quests: Delayed Burial
      • Dark Brotherhood Quests: Innocence Lost
      • Dark Brotherhood Quests: With Friends Like These...
      • Dark Brotherhood Quests: Sanctuary
      • Dark Brotherhood Quests: Mourning Never Comes
      • Dark Brotherhood Quests: Whispers in the Dark
      • Dark Brotherhood Quests: The Silence Has Been Broken
      • Dark Brotherhood Quests: Bound Until Death
      • Dark Brotherhood Quests: Breaching Security
      • Dark Brotherhood Quests: The Cure for Madness
      • Dark Brotherhood Quests: Recipe for Disaster
      • Dark Brotherhood Quests: To Kill an Empire
      • Dark Brotherhood Quests: Death Incarnate
      • Dark Brotherhood Quests: Hail Sithis!
      • Dark Brotherhood Quests: Destroy the Dark Brotherhood!
      • Dark Brotherhood Quests: Where You Hang Your Enemy’s Head...
    • Dark Brotherhood Quests: Side Contracts
      • Overview
      • Side Contracts: Part 1
      • Side Contracts: Part 2
      • Side Contracts: Part 3
      • Side Contracts: Part 4
      • Side Contracts: Part 5
      • Side Contracts: Part 6
    • Dark Brotherhood Radiant Quests
      • Dark Brotherhood Radiant Quests: Honor Thy Family
      • Dark Brotherhood Radiant Quests: The Feeble Fortune
      • Dark Brotherhood Radiant Quests: Welcome to the Brotherhood
      • Dark Brotherhood Radiant Quests: Cicero’s Return
      • Dark Brotherhood Radiant Quests: The Dark Brotherhood Forever!
      • Dark Brotherhood Radiant Quests: The Torturer’s Treasure: Parts I, II, III, IV*
    • Civil War Quests
      • General Overview
      • Overview: Imperial Legion
      • Overview: Stormcloak Rebellion
      • Sieges: A Tactical Overview
    • Civil War Quests: Imperial
      • Civil War Quests: Joining the Legion
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Defense of Whiterun
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Dunstad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Greenwall
      • Civil War Quests: Rescue from Fort Kastav
      • Civil War Quests: The Battle for Fort Amol
      • Civil War Quests: Battle for Windhelm
    • Civil War Quests: Stormcloak
      • Civil War Quests: Joining the Stormcloaks
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Battle For Whiterun
      • Civil War Quests: Rescue from Fort Neugrad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Sungard
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Snowhawk
      • Civil War Quests: The Battle for Fort Hraggstad
      • Civil War Quests: Battle for Solitude
    • Daedric Quests
      • Overview
      • Daedric Quests: The Black Star
      • Daedric Quests: Boethiah’s Calling
      • Daedric Quests: A Daedra’s Best Friend
      • Daedric Quests: Discerning the Transmundane
      • Daedric Quests: Ill Met by Moonlight
      • Daedric Quests: The Cursed Tribe
      • Daedric Quests: Pieces of the Past
      • Daedric Quests: The Whispering Door
      • Daedric Quests: The Break of Dawn
      • Daedric Quests: The House of Horrors
      • Daedric Quests: The Taste of Death
      • Daedric Quests: The Only Cure
      • Daedric Quests: A Night to Remember
      • Daedric Quests: The Mind of Madness
      • Daedric Quests: Waking Nightmare
    • Other Factions Quests
      • Overview
      • Available Quests
    • The Greybeards Quests
      • Overview
      • Greybeards Quests: Word Wall Revelations
    • The Blades Quests
      • Overview
      • Blades Quests: Meditations on Words of Power
      • Blades Quests: Rebuilding the Blades
      • Blades Quests: Dragon Research
      • Blades Quests: Dragonslayer’s Blessing
      • Blades Quests: Dragon Hunting
    • The Bards College Quests
      • The Bards College
      • Bards College Quests: Tending the Flames
      • Bards College Quests: Finn’s Lute
      • Bards College Quests: Pantea’s Flute
      • Bards College Quests: Rjorn’s Drum
    • Temple Quests
      • Overview
      • Temple Quests: The Heart of Dibella
      • Temple Quests: The Book of Love
      • Temple Quests: The Blessings of Nature
    • Other Factions Quests: Side Quests
      • Side Quests: The Bonds of Matrimony
    • Side Quests
      • Overview
      • Side Quests: Blood on the Ice
      • Side Quests: The Ebony Warrior
      • Side Quests: Forbidden Legend
      • Side Quests: The Forsworn Conspiracy
      • Side Quests: No One Escapes Cidhna Mine
      • Side Quests: The Golden Claw
      • Side Quests: In My Time of Need
      • Side Quests: Kyne’s Sacred Trials
      • Side Quests: Laid to Rest
      • Side Quests: Lights Out!
      • Side Quests: Lost to the Ages
      • Side Quests: The Man Who Cried Wolf
      • Side Quests: The Wolf Queen Awakened
      • Side Quests: Missing in Action
      • Side Quests: Promises to Keep
      • Side Quests: A Return to Your Roots
      • Side Quests: Rise in the East
      • Side Quests: Rising at Dawn
      • Side Quests: Unfathomable Depths
      • Side Quests: The White Phial
      • Side Quests: Repairing the Phial
      • Side Quests: Captured Critters
      • Side Quests: The Forgemaster’s Fingers
      • Side Quests: The Great Skyrim Treasure Hunt
      • Side Quests: Masks of the Dragon Priests
    • Dungeon Quests and Other Activities
      • Overview
      • Angarvunde: Medresi Dran and the Wandering Dead
      • Ansilvund: A Love Beyond Death
      • Angi’s Camp: Composure, Speed, and Precision
      • Bard’s Leap Summit: Leap Before You Look
      • Blind Cliff Cave: Melka and Petra
      • Darklight Tower: Repentance
      • Forelhost: Siege on the Dragon Cult
      • Frostflow Lighthouse: What Lies Beneath
      • Frostmere Crypt: The Pale Lady
      • High Gate Ruins: A Scroll for Anska
      • Hillgrund’s Tomb: Ancestral Worship
      • Mistwatch: Forgetting About Fjola
      • Moss Mother Cavern: Hunter and Hunted
      • Nchuand-Zel: The Lost Expedition
      • Nilheim: The Nilheim Scam
      • Ragnvald: Otar’s Mad Guardians
      • Rebel’s Cairn: The Legend of Red Eagle
      • Shroud Hearth Barrow: Wilhelm’s Specter
      • Sleeping Tree Camp: The Secret at the Sleeping Tree
      • Southfringe Sanctum: The Savior of Selveni Nethri
      • Treva’s Watch: Infiltration
      • Valthume: Evil in Waiting
      • Volunruud: Silenced Tongues
      • Yngol Barrow: Ashore in a Sea of Ghosts
      • Dungeon Activities
    • Miscellaneous Objectives
      • Overview
      • Miscellaneous Objectives: Innkeepers
      • Miscellaneous Objectives: Haafingar Hold
      • Miscellaneous Objectives: Hjaalmarch Hold
      • Miscellaneous Objectives: The Pale
      • Miscellaneous Objectives: Winterhold
      • Miscellaneous Objectives: The Reach
      • Miscellaneous Objectives: Whiterun Hold
      • Miscellaneous Objectives: Eastmarch Hold
      • Miscellaneous Objectives: Falkreath Hold
      • Miscellaneous Objectives: The Rift
    • Favors
      • Overview
      • Part 1: Activity Favors
      • Part 2: Favors for Citizens
      • Crafting Tutorials
      • Part 3: Thane Tasks
  • Dawnguard Quests
    • Overview
    • The Dawnguard
    • Dawnguard Trainers And Vendors
    • The Vampires
    • Vampire Trainers And Vendors
    • Important Characters (Neutral)
    • Available Quests And Tasks
    • Dawnguard Main Quest
      • Dawnguard Main Quest: Dawnguard
      • Dawnguard Main Quest: Awakening
      • Dawnguard Main Quest: Bloodline
      • Dawnguard Main Quest: Power Of The Blood
      • Dawnguard Main Quest: The Bloodstone Chalice
      • Dawnguard Main Quest: A New Order
      • Dawnguard Main Quest: Prophet
      • Dawnguard Main Quest: Seeking Disclosure
      • Dawnguard Main Quest: Scroll Scouting
      • Dawnguard Main Quest: Chasing Echoes
      • Dawnguard Main Quest: Beyond Death
      • Dawnguard Main Quest: Unseen Visions
      • Dawnguard Main Quest: Touching The Sky
      • Dawnguard Main Quest: Kindred Judgment
    • Postquest Activities
      • Overview
      • Postquest Activity: Elder Scrolls For Sale
      • Postquest Activity: Repairing The Castle
      • Postquest Activity: Serana’s Cure
      • Postquest Activity: Valerica’s Return
    • Dawnguard Faction Quests
      • Overview
      • Dawnguard Faction Quest: Ancient Technology
      • Dawnguard Faction Quest: Bolstering The Ranks
      • Dawnguard Faction Quest: Cleansing Light
      • Dawnguard Faction Quest: Hide And Seek
      • Dawnguard Faction Quest: Hunting The Monster
      • Dawnguard Faction Quest: A Jarl’s Justice
      • Dawnguard Faction Quest: Lost Relic
      • Dawnguard Faction Quest: Preemptive Strike
    • Vampire Faction Quests
      • Overview
      • Vampire Faction Quest: Rescue
      • Vampire Faction Quest: Amulets Of Night Power
      • Vampire Faction Quest: Ancient Power
      • Vampire Faction Quest: Culling The Beast
      • Vampire Faction Quest: Deceiving The Herd
      • Vampire Faction Quest: Destroying The Dawnguard
      • Vampire Faction Quest: The Gift
      • Vampire Faction Quest: The Hunt
      • Vampire Faction Quest: New Allegiances
      • Vampire Faction Quest: Protecting The Bloodline
      • Vampire Faction Quest: Rings Of Blood Magic
    • Dawnguard Side Quests
      • Overview
      • Side Quests: Durnehviir
      • Side Quests: Face To Face
      • Side Quests: Impatience of a Saint
      • Side Quests: The Great Skyrim Cache Grab
    • Dawnguard Regional Activities: Soul Cairn
      • Overview
      • Regional Activity: Arvak The Spectral Steed*
      • Regional Activity: Dark Conjurations
      • Regional Activity: (Don’t Fear) The Reaper
      • Regional Activity: The Soul Husk Merchant
      • Regional Activity: Valerica’s Concoction
      • Regional Activity: The Whole Soul
    • Dawnguard Regional Activities: Forgotten Vale
      • Regional Activity: Ancient Falmer Tomes
      • Regional Activity: Paragons of the Frost Giants
  • Dragonborn Quests
    • Overview
    • Important Locations
    • Important Characters
    • Available Quests
    • Dragonborn Main Quest
      • Dragonborn Main Quest: Dragonborn
      • Dragonborn Main Quest: The Temple Of Miraak
      • Dragonborn Main Quest: The Fate Of The Skaal
      • Dragonborn Main Quest: Cleansing The Stones
      • Dragonborn Main Quest: The Path of Knowledge
      • Dragonborn Main Quest: The Gardener of Men
      • Dragonborn Main Quest: At the Summit of Apocrypha
    • Solstheim Side Quests
      • Overview
      • Solstheim Side Quests: Azra’s Staffs
      • Solstheim Side Quests: Black Book: Filament And Filigree
      • Solstheim Side Quests: Black Book: The Hidden Twilight
      • Solstheim Side Quests: Black Book: The Sallow Regent
      • Solstheim Side Quests: Black Book: The Winds Of Change
      • Solstheim Side Quests: Black Book: Untold Legends
      • Solstheim Side Quests: Briarheart Necropsy
      • Solstheim Side Quests: The Chief Of Thirsk Hall
      • Solstheim Side Quests: Deathbrand
      • Solstheim Side Quests: Experimental Subject
      • Solstheim Side Quests: Filial Bonds
      • Solstheim Side Quests: The Final Descent
      • Solstheim Side Quests: From The Ashes
      • Solstheim Side Quests: Healing A House
      • Solstheim Side Quests: Heart Stones
      • Solstheim Side Quests: Lost Knowledge
      • Solstheim Side Quests: Lost Legacy
      • Solstheim Side Quests: March Of The Dead
      • Solstheim Side Quests: A New Source Of Stalhrim
      • Solstheim Side Quests: Old Friends
      • Solstheim Side Quests: Reluctant Steward
      • Solstheim Side Quests: A New Debt
      • Solstheim Side Quests: Retaking Thirsk
      • Solstheim Side Quests: Served Cold
      • Solstheim Side Quests: Telvanni Research
      • Solstheim Side Quests: Unearthed
      • Solstheim Side Quests: Wind And Sand
      • Solstheim Side Quests: The Challenges Of Kagrumez
      • Solstheim Side Quests: The Great Solstheim Strongbox Hunt
      • Solstheim Side Quests: Karstaag’s Resurrection
      • Solstheim Side Quests: Masks of the Acolyte Priests
      • Solstheim Side Quests: Rings of the Werewolves
      • Solstheim Side Quests: Spider Crafting
    • Solstheim Regional Activities
      • Overview
      • Raven Rock Regional Activities
      • Skaal Village Regional Activities
      • Tel Mithryn Regional Activities
      • Thirsk Mead Hall Regional Activities
  • World Interactions and Encounters
    • Overview
    • World Interactions
    • World Encounters
    • Dawnguard World Interactions
    • Dawnguard World Encounters
    • Dragonborn World Interactions
    • Dragonborn World Encounters
  • The Atlas
    • Atlas of Skyrim
    • Hold 1: Haafingar
      • Overview
      • Hold Capital: Solitude
      • [1.01] Northwatch Keep
      • [1.02] Rimerock Burrow
      • [1.03] Pinefrost Tower
      • [1.04] Volskygge
      • [1.05] Steepfall Burrow and Lower Steepfall Burrow
      • [1.06] Lost Echo Cave
      • [1.07] Orphan's Tear
      • [1.08] Fort Hraggstad
      • [1.09] Widow's Watch Ruins
      • [1.10] Pinemoon Cave
      • [1.11] Clearpine Pond
      • [1.12] Ravenscar Hollow
      • [1.13] The Steed Stone
      • [1.14] Ironback Hideout
      • [1.15] Wolfskull Cave
      • [1.16] Statue to Meridia and Kilkreath Ruins
      • [1.17] Dragon Bridge
      • [1.18] Haafingar Stormcloak Camp
      • [1.19] Broken Oar Grotto
      • [1.20] Shadowgreen Cavern
      • [1.21] Thalmor Embassy
      • [1.22] Solitude Sawmill
      • [1.23] Katla's Farm
      • [1.24] East Empire Company Warehouse
      • [1.25] Brinewater Grotto
      • [1.26] Solitude Lighthouse
      • [1.27] Dainty Sload
      • [1.28] The Katariah
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Overview
      • Hold Capital: Morthal
      • [2.01] Meeko's Shack
      • [2.02] Chillwind Depths
      • [2.03] Robber's Gorge
      • [2.04] Dead Men's Respite
      • [2.05] Crabber's Shanty
      • [2.06] Orotheim
      • [2.07] Talking Stone Camp
      • [2.08] Folgunthur
      • [2.09] The Apprentice Stone
      • [2.10] Fort Snowhawk
      • [2.11] Brood Cavern
      • [2.12] North and South Cold Rock Pass
      • [2.13] Eldersblood Peak
      • [2.14] Wreck of the Icerunner
      • [2.15] Abandoned Shack
      • [2.16] Ustengrav
      • [2.17] Hjaalmarch Stormcloak Camp
      • [2.18] Mzinchaleft
      • [2.19] Great Lift at Mzinchaleft
      • [2.20] Movarth's Lair
      • [2.21] Hjaalmarch Imperial Camp
      • [2.22] Kjenstag Ruins
      • [2.23] Stonehills
      • [2.24] Labyrinthian
      • [2.25] Lost Valkygg
      • [2.26] Skyborn Altar
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Overview
      • Hold Capital: Dawnstar
      • [3.01] High Gate Ruins
      • [3.02] Wreck of the Brinehammer
      • [3.03] Pale Imperial Camp
      • [3.04] Windward Ruins
      • [3.05] Dawnstar Sanctuary
      • [3.06] Nightcaller Temple
      • [3.07] Red Road Pass
      • [3.08] Frostmere Crypt
      • [3.09] Hall of the Vigilant
      • [3.10] Fort Dunstad
      • [3.11] Shrine of Mehrunes Dagon
      • [3.12] The Lord Stone
      • [3.13] Volunruud
      • [3.14] Stonehill Bluff
      • [3.15] Tower of Mzark
      • [3.16] Loreius Farm
      • [3.17] Blizzard Rest
      • [3.18] Weynon Stones
      • [3.19] Duskglow Crevice
      • [3.20] Silverdrift Lair
      • [3.21] Shrouded Grove
      • [3.22] Korvanjund
      • [3.23] Tumble Arch Pass
      • [3.24] Shearpoint
      • [3.25] Nightgate Inn
      • [3.26] Blackreach Elevator (Alftand)
      • [3.27] Forsaken Cave
      • [3.28] Yorgrim Overlook
      • [3.29] Bronze Water Cave
      • [3.30] Pale Stormcloak Camp
      • [3.31] Irkngthand
      • [3.32] Raldbthar
      • [3.33] Blackreach Elevator (Raldbthar)
      • [3.34] Anga's Mill
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Overview
      • Hold Capital: Winterhold
      • [4.01] Hela's Folly
      • [4.02] Yngvild
      • [4.03] The Tower Stone
      • [4.04] Winterhold Imperial Camp
      • [4.05] Hob's Fall Cave
      • [4.06] Frostflow Lighthouse
      • [4.07] Driftshade Refuge
      • [4.08] Fort Fellhammer
      • [4.09] Snowpoint Beacon
      • [4.10] Pilgrim's Trench
      • [4.11] Ysgramor's Tomb
      • [4.12] Saarthal
      • [4.13] Alftand
      • [4.14] Wayward Pass
      • [4.15] Ironbind Barrow
      • [4.16] Mount Anthor
      • [4.17] Sightless Pit
      • [4.18] Shrine of Azura
      • [4.19] Fort Kastav
      • [4.20] Septimus Signus's Outpost
      • [4.21] Skytemple Ruins
      • [4.22] Wreck of the Pride of Tel Vos
      • [4.23] The Serpent Stone
      • [4.24] Bleakcoast Cave
      • [4.25] Whistling Mine
      • [4.26] Journeyman's Nook
      • [4.27] Stillborn Cave
      • [4.28] Snow Veil Sanctum
      • [4.29] Winterhold Stormcloaks Camp
      • [4.30] Yngol Barrow
      • [4.31] Wreck of the Winter War
      • Secondary Locations
    • Hold 5: The Reach
      • Overview
      • Hold Capital: Markarth
      • [5.01] Mor Khazgur
      • [5.02] Deepwood Redoubt
      • [5.03] Hag's End
      • [5.04] Deep Folk Crossing
      • [5.05] Bruca's Leap Redoubt
      • [5.06] Bthardamz
      • [5.07] Druadach Redoubt
      • [5.08] Dragontooth Crater
      • [5.09] Harmugstahl
      • [5.10] Reach Stormcloak Camp
      • [5.11] Liar's Retreat
      • [5.12] Cliffside Retreat
      • [5.13] Dragon Bridge Overlook
      • [5.14] Ragnvald
      • [5.15] Reach Imperial Camp
      • [5.16] Shrine of Peryite
      • [5.17] Karthwasten
      • [5.18] Broken Tower Redoubt
      • [5.19] Markarth Stables
      • [5.20] Salvius Farm
      • [5.21] Left Hand Mine
      • [5.22] Kolskeggr Mine
      • [5.23] The Lover Stone
      • [5.24] Blind Cliff Cave
      • [5.25] Four Skull Lookout
      • [5.26] Red Eagle Redoubt
      • [5.27] Sundered Towers
      • [5.28] Rebel's Cairn
      • [5.29] Karthspire Camp
      • [5.30] Karthspire
      • [5.31] Sky Haven Temple
      • [5.32] Soljund's Sinkhole
      • [5.33] Bleakwind Bluff
      • [5.34] Old Hroldan
      • [5.35] Hag Rock Redoubt
      • [5.36] Dead Crone Rock
      • [5.37] Purewater Run
      • [5.38] Dushnikh Yal
      • [5.39] Reachwater Rock
      • [5.40] Reachwind Eyrie
      • [5.41] Reachcliff Cave
      • [5.42] Valthume
      • [5.43] Gloomreach
      • [5.44] Lost Valley Redoubt
      • [5.45] Bard's Leap Summit
      • [5.46] Cradle Stone Tower
      • [5.47] Fort Sungard
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Overview
      • Hold Capital: Whiterun
      • [6.01] Lund's Hut
      • [6.02] Rorikstead
      • [6.03] Serpent's Bluff Redoubt
      • [6.04] Whiterun Imperial Camp
      • [6.05] Swindler's Den
      • [6.06] Gjukar's Monument
      • [6.07] Broken Fang Cave
      • [6.08] Sleeping Tree Camp
      • [6.09] Rannveig's Fast
      • [6.10] Drelas' Cottage
      • [6.11] Greenspring Hollow
      • [6.12] Dustman's Cairn
      • [6.13] Hamvir's Rest
      • [6.14] Redoran's Retreat
      • [6.15] Fort Greymoor
      • [6.16] Silent Moons Camp
      • [6.17] Halted Stream Camp
      • [6.18] Bleakwind Basin
      • [6.19] Western Watchtower
      • [6.20] Whiterun Stables
      • [6.21] Pelagia Farm
      • [6.22] Honningbrew Meadery
      • [6.23] Chillfurrow Farm
      • [6.24] Battle-Born Farm
      • [6.25] Whitewatch Tower
      • [6.26] White River Watch
      • [6.27] Riverwood
      • [6.28] Shimmermist Cave
      • [6.29] Fellglow Keep
      • [6.30] Graywinter Watch
      • [6.31] The Ritual Stone
      • [6.32] Whiterun Stormcloak Camp
      • [6.33] Valtheim Towers
      • [6.34] Darkshade
      • [6.35] Guldun Rock
      • [6.36] Hillgrund's Tomb
      • [6.37] High Hrothgar
      • [6.38] Throat of the World
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Overview
      • Hold Capital: Windhelm
      • [7.01] Uttering Hills Cave
      • [7.02] Gallows Rock
      • [7.03] Mara's Eye Pond
      • [7.04] Morvunskar
      • [7.05] Kynesgrove
      • [7.06] Windhelm Stables
      • [7.07] Brandy-Mug Farm
      • [7.08] Hlaalu Farm
      • [7.09] Hollyfrost Farm
      • [7.10] Traitor's Post
      • [7.11] Refugees' Rest
      • [7.12] Sacellum of Boethiah
      • [7.13] Cradlecrush Rock
      • [7.14] Abandoned Prison
      • [7.15] Mixwater Mill
      • [7.16] Broken Limb Camp
      • [7.17] Cronvangr Cave
      • [7.18] Riverside Shack
      • [7.19] Witchmist Grove
      • [7.20] Bonestrewn Crest
      • [7.21] Steamcrag Camp
      • [7.22] Narzulbur
      • [7.23] Gloombound Mine
      • [7.24] Cragwallow Slope
      • [7.25] Mzulft
      • [7.26] Lost Knife Hideout
      • [7.27] Fort Amol
      • [7.28] Darkwater Pass
      • [7.29] Snapleg Cave
      • [7.30] Eldergleam Sanctuary
      • [7.31] Darkwater Crossing
      • [7.32] The Atronach Stone
      • [7.33] Mistwatch
      • [7.34] Eastmarch Imperial Camp
      • [7.35] Kagrenzel
      • [7.36] Stony Creek Cave
      • [7.37] Cragslane Cavern
      • [7.38] Ansilvund
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Overview
      • Hold Capital: Falkreath
      • [8.01] Bilegulch Mine
      • [8.02] Sunderstone Gorge
      • [8.03] Glenmoril Coven
      • [8.04] Falkreath Imperial Camp
      • [8.05] Moss Mother Cavern
      • [8.06] Hunter's Rest
      • [8.07] Knifepoint Ridge
      • [8.08] Twilight Sepulcher
      • [8.09] Bannermist Tower
      • [8.10] Evergreen Grove
      • [8.11] Half-Moon Mill
      • [8.12] Bloated Man's Grotto
      • [8.13] North Brittleshin Pass
      • [8.14] South Brittleshin Pass
      • [8.15] Ilinalta's Deep
      • [8.16] The Lady Stone
      • [8.17] Secunda's Kiss
      • [8.18] Bleak Falls Barrow
      • [8.19] Anise's Cabin
      • [8.20] Cracked Tusk Keep
      • [8.21] Halldir's Cairn
      • [8.22] Dark Brotherhood Sanctuary
      • [8.23] Roadside Ruins
      • [8.24] Falkreath Watchtower
      • [8.25] North Shriekwind Bastion
      • [8.26] South Shriekwind Bastion
      • [8.27] Peak's Shade Tower
      • [8.28] Pinewatch
      • [8.29] Angi's Camp
      • [8.30] The Guardian Stones
      • [8.31] Embershard Mine
      • [8.32] Helgen
      • [8.33] South Skybound Watch
      • [8.34] North Skybound Watch
      • [8.35] Orphan Rock
      • [8.36] Falkreath Stormcloak Camp
      • [8.37] Haemar's Shame
      • [8.38] Bonechill Passage
      • [8.39] Ancient's Ascent
      • [8.40] Bloodlet Throne
      • [8.41] Greywater Grotto
      • [8.42] Fort Neugrad
      • [8.43] Southfringe Sanctum
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Overview
      • Hold Capital: Riften
      • [9.01] Ivarstead
      • [9.02] Shroud Hearth Barrow
      • [9.03] Pinepeak Cavern
      • [9.04] Geirmund's Hall
      • [9.05] Nilheim
      • [9.06] Sarethi Farm
      • [9.07] Rift Stormcloak Camp
      • [9.08] Rift Watchtower
      • [9.09] Alchemist's Shack
      • [9.10] Honeystrand Cave
      • [9.11] Rift Imperial Camp
      • [9.12] Ruins of Bthalft
      • [9.13] Arcwind Point
      • [9.14] Autumnwatch Tower
      • [9.15] Froki's Shack
      • [9.16] Treva's Watch
      • [9.17] Angarvunde
      • [9.18] Avanchnzel
      • [9.19] Clearspring Tarn
      • [9.20] Boulderfall Cave
      • [9.21] Northwind Mine
      • [9.22] Northwind Summit
      • [9.23] Tolvald's Cave
      • [9.24] Shor's Watchtower
      • [9.25] Shor's Stone
      • [9.26] Fort Greenwall
      • [9.27] Heartwood Mill
      • [9.28] Faldar's Tooth
      • [9.29] Goldenglow Estate
      • [9.30] Autumnshade Clearing
      • [9.31] Merryfair Farm
      • [9.32] Riften Stables
      • [9.33] Fallowstone Cave and Giant's Grove
      • [9.34] Lost Prospect Mine
      • [9.35] Black-Briar Lodge
      • [9.36] Largashbur
      • [9.37] Darklight Tower
      • [9.38] Ruins of Rkund
      • [9.39] Crystaldrift Cave
      • [9.40] Lost Tongue Overlook
      • [9.41] Snow-Shod Farm
      • [9.42] The Shadow Stone
      • [9.43] Nightingale Hall
      • [9.44] Broken Helm Hollow
      • [9.45] Forelhost
      • [9.46] Stendarr's Beacon
      • Secondary Locations
      • Additional Locations
    • Blackreach
      • Overview
      • [10.00] Khajiit Caravans
      • [10.01] Azura's Star
      • [10.02] Blackreach
      • [10.03] Blue Palace Pelagius Wing
      • [10.04] Japhet's Folly
      • [10.05] Skuldafn
      • [10.06] Sovngarde
    • Soul Cairn
      • Overview
      • [SC1.1] Portal to Volkihar Ruins
      • Soul Cairn Minor Locations
    • Forgotten Vale
      • Overview
      • Area 1: Hidden Vale
      • [FV1.1] Portal to Darkfall Passage and Cave Entrance
      • [FV1.2] Wayshrine of Sight
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Overview
      • Skaal Village
      • [S.N01] Damphall Mine
      • [S.N02] Water Stone
      • [S.N03] Fahlbtharz
      • [S.N04] Hvitkald Peak
      • [S.N05] Abandoned Lodge
      • [S.N06] Bristleback Cave
      • [S.N07] Northshore Landing
      • [S.N08] Broken Tusk Mine
      • [S.N09] Stalhrim Source
      • [S.N10] Castle Karstaag Ruins
      • [S.N11] Castle Karstaag Caverns
      • [S.N12] Glacial Cave
      • [S.N13] Mortrag Peak
      • [S.N14] Frykte Peak
      • [S.N15] Saering's Watch
      • [S.N16] Benkongerike
      • [S.N17] White Ridge Barrow
      • [S.N18] Hrothmund's Barrow
      • [S.N19] Moesring Pass
      • [S.N20] Snowclad Ruins
      • [S.N21] Mount Moesring
      • [S.N22] Frostmoon Crag
      • [S.N23] Altar of Thrond
      • [S.N24] Temple of Miraak (Tree Stone)
      • [S.N25] Beast Stone
      • [S.N26] Thirsk Mead Hall
      • [S.N27] Headwaters of Harstrad
      • [S.N28] Wind Stone
      • [S.N29] Haknir's Shoal
      • [S.N30] Frossel
      • [S.N31] Bujold's Retreat
      • [S.N32] Gyldenhul Barrow
      • [S.N33] Horker Island
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Overview
      • Raven Rock
      • Tel Mithryn
      • [S.S01] Earth Stone
      • [S.S02] Bloodskal Barrow
      • [S.S03] Old Attius Farm
      • [S.S04] Kolbjorn Barrow
      • [S.S05] Wreck of the Strident Squall
      • [S.S06] Hrodulf's House
      • [S.S07] Brodir Grove
      • [S.S08] Kagrumez
      • [S.S09] Ramshackle Trading Post
      • [S.S10] Highpoint Tower
      • [S.S11] Fort Frostmoth
      • [S.S12] Ashfallow Citadel
      • [S.S13] Vahlok's Tomb
      • [S.S14] Nchardak
      • [S.S15] Sun Stone
      • Secondary Locations
    • Apocrypha
      • Overview
      • [S.A01] Apocrypha: Epistolary Acumen
      • [S.A02] Apocrypha: Filament and Filigree
      • [S.A03] Apocrypha: The Hidden Twilight
      • [S.A04] Apocrypha: The Sallow Regent
      • [S.A05] Apocrypha: Untold Legends
      • [S.A06] Apocrypha: The Winds of Change
      • [S.A07] Apocrypha: Waking Dreams of a Starless Sky
  • Interactive World Map
    • Skyrim Atlas
  • Appendices
    • Overview
    • Appendix I: Achievements and Trophies
    • Appendix II: Traders
    • Appendix III: Shrines
    • Appendix IV: Unique Weapons
    • Appendix V: Unique Armor and Items
    • Appendix VI: Skill Books
    • Appendix VII: Other References
    • The Language of Dragons
  • Bonus Content Videos
    • Favored Archetypes
    • Favored Followers
    • Top 5 Shouts
    • Traps
  • Extras
    • Choosing the Correct Attire
    • The Path of the Undeath
    • The Path of the Lycanthrope
    • Advanced Crafting
    • Hearthfire: Owning a Home
    • Top Ten Inventory Items
    • Places to See in Solstheim

Elder Scrolls V: Skyrim Special Edition Guide › Quests › Side Quests

Side Quests: Lost to the Ages

Lost to the Ages

PREREQUISITES: None

INTERSECTING QUESTS: Dark Brotherhood Quests: Mourning Never Comes, The College of Winterhold Quests: Revealing the Unseen

LOCATIONS: Arkngthamz, Deep Folk Crossing, Mzulft, Raldbthar, Ruins of Bthalft

CHARACTERS: Katria, Taron Dreth

ENEMIES: Chaurus, Dwarven Centurion, Dwarven Sphere, Dwarven Spider, Falmer, Forgemaster

  • OBJECTIVES: (Miscellaneous): Identify the Crystal Shard, (Miscellaneous): Investigate the ruins of Arkngthamz, Reach the summit of Arkngthamz, (Optional) Retrieve Katria’s Journal, Solve the Tonal Lock, Claim the treasure of Arkngthamz, Speak with Katria, Search for the Aetherium Shards (4), Locate the Aetherium Forge, Speak with Katria, Place the Aetherium Shards, Retrieve the Aetherium Crest, Stand Clear, Find the Aetherium Forge, Shut off the Steam, Defeat the Guardians of the Forge, Speak with Katria, (Optional) Search for Crafting Materials, Use the Aetherium Forge

In Preparation

You can start this quest in several different ways. There’s no “optimal” way to begin, and you’re most likely to simply stumble across it somewhere as part of your adventure. Here are the methods of learning about this quest:

  • Read a copy of a book called The Aetherium Wars, which starts the Miscellaneous Objective: Investigate the ruins of Arkngthamz.
  • Visit one of three Dwarven Ruins (Deep Folk Crossing, Raldbthar, or Mzulft), and find an Aetherium Shard without the knowledge gleaned from the book. The shard is initially known as a Glowing Crystal Shard, and once it is in your possession, you’re prompted to locate a copy of The Aetherium Wars, which appears on your compass.
  • OBJECTIVE (Miscellaneous): Identify the Crystal Shard
  • TARGET: The Aetherium Wars, located nearby

Find the book (usually on the corpse of an adventurer), and the objective updates.

  • OBJECTIVE (Miscellaneous): Investigate the ruins of Arkngthamz
  • TARGET: Arkngthamz, the Reach
  • Or, visit the Dwarven Ruin Arkngthamz, gain entry, and speak to Katria directly. Optionally, you can secure (and read) a copy of the book from her corpse, as detailed later to this quest.

The Aetherium Wars: Book Now to Avoid Disappointment

The book you’re interested in looks like this. You can find 24 copies in fixed locations across Skyrim, although the book may also appear at random on bookshelves or in containers. The three easiest locations to try are:

Volkihar Keep (Haafingar Hold): On a small table, on the library balcony overlooking the main banquet chamber.

Dragonsreach (Whiterun Hold): On the bookshelf, inside Farengar’s small antechamber study.

Fort Dawnguard (the Rift): On a corner bookshelf in the barracks room.

  • The Aetherium Wars

Note

Below is one of the paths you might take through this quest. There is no “correct” order for the places you visit (aside from the last one), but this route allows you to see all the locations in a logical progression, with minimal back-and-forth traveling.

Adventuring to Arkngthamz

Arkngthamz is a previously hidden Dwarven ruin located in the Reach. It is just southeast of the Orc Stronghold Dushnikh Yal, and also a short romp south from Reachwind Eyrie. As you approach its ancient exterior steps, you feel a slight vibration, an earthquake from down below. Push the imposing Dwarven doors open, and enter this ancient city.

A massive earthquake has recently decimated the ancient caverns and reinforcing structures. As you press forward, you must cross a fallen pillar over a fast-flowing stream. Continue down the hall, and listen carefully as a ghostly voice urges you to flee from this dangerous place. Moments later, as you emerge into the gigantic entry chamber, a pillar topples into the great watery chasm below. Stop for a moment, as a spectral entity named Katria approaches you.

Listen to Katria as she asks why you’re here—though she can already tell: You’re after the treasure, just like all the others. If you’ve read The Aetherium Wars, you may recognize her name from the book’s dedication. Ask her about it to learn a bit more of her history with the book’s author. You can also ask about the treasure itself, which prompts her to explain her search for the Aetherium Forge and how she ended up here. She again asks you to turn back. You can:

  • (Persuade) Tell her you can handle yourself
  • Answer in any other way you wish
  • Ignore Katia completely.

When you make it clear that you intend to press on, she offers to accompany you. You can accept or decline this offer.

  • OBJECTIVE: Reach the summit of Arkngthamz
  • TARGET: Tonal Lock Chamber, Arkngthamz Summit

Tip

Take her up on it! Katria is an accomplished archer and close-quarters specialist, and she’s lost none of her prowess, despite her ethereal state. She also has a wide range of helpful commentary as you make your way through the ruins, from warning you of danger to pointing out hard-to-find treasure. Better yet, she won’t replace your current follower (if any), so you have nothing to lose.

Shard 1: Arkngthamz Ascent

Approach the chasm, which has telltale signs of Falmer camps on the opposite side. For the moment, however, peer down over the precipice, to a fallen pillar that leads to a small island attached to a series of steaming pipes jutting out of the cliff wall opposite. Carefully climb down the pillar to the island and inspect the body you find there. This turns out to be Katria’s corpse. Look up and you’ll see she had quite the fall. She recommends you search her body for the journal she was keeping; she knows you’re going to need it. Grab any other items she was carrying if you need them.

  • OBJECTIVE: [Optional] Retrieve Katria’s Journal
  • TARGET: Katria’s corpse
  • Katria’s Journal

Cross into the pipe vent tunnel, and make your way along as the entire structure continues to vibrate. Bring down a couple of Dwarven Spiders, then use the snaking golden pipe to navigate above the water-logged chamber and down past the metal fence. At the far end of the sagging corridor is a strange spinning device, which periodically rotates up and down, triggering the gate in front of you to open and close. Enter the cog room where Katria explains that these are Kinetic Resonators. When they’re working properly, they trigger a mechanism nearby. To proceed, strike the second resonator (either with a bash or an arrow) and the nearby gate swings open. Onward!

Head southeast up the steps and around the corner to your first combat with the Falmer. There are two atop the steps and another lurking on this side of the pillared chasm. Cross the ground heading southeast, as another pillar crumbles under a fierce tremor. The pathway narrows to a snaking route across each side of the narrowing chasm. There is a Falmer to thwart on a high ridge opposite and two to tackle as they drop from their nests.

Tip

Check the pathways all around and above you; occasionally there are Falmer you can strike from a long distance.

After the Falmer nests embedded in the chasm wall, there’s a fallen pillar bridge to head over. However, if you inspect the sealed door to your left (south), Katria remarks that it’s sealed tight. She’s correct, although to open the chest behind the door, you can utilize the instability of this environment to your advantage. Head west to the cliff edge, looking down at the pile of pipes and giant carved dwarven head. Drop down to the riverbank, turn south, and trek up an inlet stream tunnel. This leads to the half-fallen rear of the chamber behind the door. Expect Dwarven Sphere combat before working your way around and to the east, to the chest. Use the lever to open the door from the chamber, and step back out onto the fallen pillar bridge.

Cross the fallen pillar, then turn left (west) and head farther along the ledge as more of the rock wall detaches and plummets into the river below. Continue up the chasm ledges to a large grotto with several cascading waterfalls and a natural bridge spanning the chasm. Engage a couple of Falmer and a Chaurus, then head across the bridge, along a small winding tunnel to a Falmer hut and two more enemies. When they’re both nullified, you have a choice of paths. The main route continues behind the hut, to your right (north).

However, there’s a side tunnel to the southwest. Head up the narrow tunnel, face some more Chaurus in combat, and climb up the ledges leading to a tunnel stream. This brings you out among the grotto waterfalls. Watch your step! Tackle the Falmer that drops down on the narrow ledge with the chest to your left (north), loot the chest, then take the plunge: dive into the water here and look for an underwater tunnel that leads to a cavern with a chest. Then retrace your steps back to the hut room.

From the room with the hut, continue up the path on the right (north) to emerge into a large cavern dotted with pine trees. The sky of the Reach is visible above, while a gaping hole in the floor overlooks the chasm you crossed earlier. As the ground shakes, Katria remarks that her trusty bow, Zephyr, is lying on the log protruding halfway out above the increasingly deep chasm. She suggests you retrieve it. Carefully inch out onto the log, optionally crouching so you don’t make any fast movements and fall, and grab the bow. Return to the relative safety of the ledge. Katria hopes you’ll take good care of her beloved weapon.

  • Zephyr

Look for the tunnel to the east. Follow it around to the north, and it opens out at the spectacular summit and the Tonal Lock Chamber. Descend under the dwarven arches, to a relatively flat lower area with a variety of crumbling masonry and scattered skeletal remains. Katria informs you that she mentioned “one more danger,” and this is it: the Tonal Lock wall in front of you. She motions to the five resonators and tells you that hitting them (with an arrow) in the right order allows the doors to open. Get the order wrong, and you’ll need to prepare for an earthquake...or worse.

Note

If you haven’t met Katria yet, or refused her help earlier, she appears at this point and explains her current predicament. Which is also now yours.

  • OBJECTIVE: Solve the Tonal Lock

Puzzle Solution: There are five resonators that make up the Tonal Lock. Bring out your favored bow (or Zephyr), utilize the scattered arrows on the ground if you run out of ammunition, and figure out the correct order to hit each resonator. There are two clues to help you:

  • The first clue is the correct listing of the first two resonators to hit. This is the sketch on the last page of Katria’s Journal, which you found on her corpse earlier in the dungeon.
  • The second clue is on the corpse of the only non-skeletal Adventurer lying on the ground near your feet. Search him for a Scrap of Paper, which correctly lists the second and third resonator. Now take careful aim...

The correct order to strike the resonators is as follows: Lower row, left (directly above the left door). Then lower row, right (directly above the right door). Then upper row, left (of the dwarven head). Then upper row, right (of the dwarven head). Then finally, lower row, middle (below the dwarven head).

Caution

It’s a great idea to save your game before hitting any resonators. If you strike them in the wrong order, the dwarven head above the lock glows red, and something untoward occurs: The first failure causes Dwarven Spiders to emerge; fend them off before trying again. The second failure results in the appearance of Dwarven Spheres, while the third failure fires the ballistae, and the fourth causes the Dwarven Centurion behind the middle door to clank into life! Keep failing, and the ballistae keep firing. If you’re still having problems, listen for Katria’s hints.

  • OBJECTIVE: Claim the treasure of Arkngthamz

Step through either the left or right open door, and around to the treasure room beyond. In front of the embedded dwarven chest is an Aetherium Shard. Pick it up, along with any other dwarven valuables you wish to gather.

  • Aetherium Shard (1 of 4)
  • OBJECTIVE: Speak with Katria

Katria is surprised that the Aetherium Shard is indeed real. She remarks that another piece, around the same size, would snap into place next to this one. So it seems there is more than one shard to find. In fact, she surmises there are three more, one for each of the cities that worked on the fabled Aetherium Forge. Together, they form the key needed to unlock the Forge. As your quest updates, she tells you to check her journal, which has more information on the places to look and reveals the location of the Forge. At this point, Katria disappears.

Tip

Before you leave, pick up and read Katria’s Journal, if you haven’t already. Otherwise, the quest targets won’t even appear on your compass.

  • OBJECTIVE: Search for the Aetherium Shards (4)
  • TARGET: Deep Folk Crossing (the Reach), Raldbthar (Winterhold Hold), and Mzulft (Eastmarch)

Exit the ruins of Arkngthamz by either retracing your steps or, better yet, by looking for the waterlogged tunnel in the western wall of the Tonal Lock chamber. Follow the tunnel to a frighteningly high drop down to the initial waterlogged chamber, and then dive off into the water below. Make sure you hit the river and not something solid, or this turns into a death plummet! Clamber back onto the small island where Katria’s corpse is, then leave the same way you came in.

Note

So where are the other shards? Depending on how thorough you’ve been in your exploration, you may have quest targets to none, one, two, or all three of them. You receive a quest target only after you’ve read Katria’s journal and visited the location described by the journal. So you may well have quest targets to the shard in Raldbthar (the dungeon for Dark Brotherhood Quests: Mourning Never Comes) or Mzulft (for The College of Winterhold Quests: Revealing the Unseen), but you’ll likely need to find at least Deep Folk Crossing by following the journal’s map and clues.

Shard 2: Deep Folk Crossing

According to Katria’s Journal, the second city is mentioned as “Bthar-zel” (which is Dwarven for “allied city”). It isn’t Bthardamz but a smaller site north or northwest of there, on the river. The location is known colloquially as Deep Folk Crossing in the Reach and is a previously discoverable location. Head north from Bthardamz and locate the rushing river. Use the crossing bridge, heading north up the embankment on the other side, and pry the Aetherium Shard from its encasing. Katria appears to congratulate you before disappearing again. That was curiously straightforward....

  • Aetherium Shard (2 of 4)

Shard 3: Raldbthar

Katria has listed the third shard as being hidden at the primary source of Aetherium and “extracted from some deeper mine.” As this material has long since vanished from Tamriel, all you have to go on is Katria’s scrawled map. Look carefully, as the number 3 is written just south of Lake Yorgrim. There are two previously discoverable Dwarven cities in these parts: Irkngthand and Raldbthar. Choose the latter, entering the ruins via one of three possible locations:

  • Enter from the Raldbthar elevator, if you’ve explored Raldbthar already.
  • Enter from Blackreach, if you’ve explored it already.
  • Or, you can clamber up the steep steps to quickly remove the local bandit population. Then enter the ruins via the main doors.

If this is your first time adventuring in Raldbthar, head down the slope to the fire trap, and dodge around the side corridor to the left (southeast), killing bandits as you go. At the end of the southwest corridor, you can unlock a gate [Master], allowing you to sneak around and strike three bandits from above with arrows or the dwarven ballista. Or you can head right and tackle three bandits around the campfire from the ground. Open the gate that’s in the left (south) corner near the roasting fire, take down another bandit, and open the dwarven doors to the southwest.

Expect Dwarven Spiders and Spheres as you continue through another door, heading southwest to a left turn and a spinning blade trap. Navigate these rooms, watching for spilled oil as you head up through a pipe room with more automatons to dismantle. Locate the elevator and pull the switch, descending into a Falmer hive.

Dodge the spinning blade on the next slope, and the air fills with a strange mist. Bring down Falmer in or near their huts before rushing the steps to the northwest. Head up to the second floor, delivering death to more Falmer. Cross a small bridge to the northeast, en route to finding a button on a curved stone table in one corner of this upper level. This lowers a bridge to the southwest, allowing you to head across the rooftops above the first Falmer chamber, around a golden fence, through a door, and down into a pipe-filled steam room.

Watch for two pressure plates that set off crushing traps. Work through the automatons, heading north and then west, through a door and up a ramp to a corridor with four buttons to try. Ignore the other buttons and simply press the third one from the left; this one doesn’t launch a trap. Pass the lowered bars, through the gate, and into another Falmer camp. After defeating all of the undesirables, inspect the grinding cogs close to the raised bridge. Four cogs have been jammed with bones or other implements, and they need to be released so both lamps to either side of the bridge button are lit. Find the following cogs:

  • Cog #1: Bone leg jammed into it. In front of the bridge, to the right (north) side, on a small lamp pillar.
  • Cog #2: Skull jammed into it. On the left (south) side of the water pool, attached to the perimeter wall.
  • Cog #3: Human spine jammed into it. On the right (north) side of the water pool, attached to the perimeter wall.
  • Cog #4: Dwarven Scrap jammed into it. In the pool underwater, below the button and section of bridge.

Return to the bridge and hit the button, but be prepared for combat with a Dwarven Centurion as the bridge connects and the door in the far wall opens. Head through, using the wall lever to drop the bars, and enter the inner chamber. As you enter, Katria appears to assist you in fighting off a swarm of automatons. Dispatch them, then claim the shard at the end of the nearby hall.

  • Aetherium Shard (3 of 4)

Tip

When leaving Raldbthar, exit via the lift in case you wish to quickly return here in the future. If you have the Attunement Sphere (from Daedric Quests: Discerning the Transmundane), you may wish to use it to activate the mechanism in this room so you can descend into Blackreach from here as well.

Shard 4: Mzulft

Katria’s Journal mentions the final location as a storage site for raw Aetherium, just outside a Dwarven city. The city in question is Mzulft, on the far eastern edge of Eastmarch Hold. Mzulft is a previously discoverable location, but unlike the trek through Raldbthar, you don’t need to enter the city itself. Instead, follow the journal’s lead to search “just outside” the city, and enter the Dwarven Storeroom structure nearby.

Katria is already inside, wondering how best to break through the locked door. You have two choices:

  • Approach the gate [Expert], and pick the lock.
  • Locate the metal door to the right of it [Apprentice], open that, and then the second door [Apprentice] in the storage area beyond. Both allow you access into the shard storage area, where the final piece of this puzzle is found. Katria is elated and vanishes once again, heading for the Forge.
  • Aetherium Shard (4 of 4)
  • OBJECTIVE: Locate the Aetherium Forge
  • OBJECTIVE: Speak with Katria
  • TARGET: Ruins of Bthalft, the Rift

Forging Ahead: Ruins of Bthalft

Of course, you must utilize your cartographical skills and figure out from the Journal that the Forge seems to be below the Ruins of Bthalft, south of Lake Geir, just off the main east–west road from Ivarstead to Riften. When you reach the ruins, Katria is likely to be fending off bandits or other unfortunate fodder for your weapons. She urges you to inspect the strange device on the circle of flagstones. The gear in the middle of the device seems to fit the shards. Why not try it out?

  • OBJECTIVE: Place the Aetherium Shards
  • OBJECTIVE: Retrieve the Aetherium Crest
  • OBJECTIVE: Stand Clear

After slotting in all four shards (which you can do one at a time, if you’re not attempting this quest in any kind of succinct order)...nothing happens. Katria reckons you should retrieve the shards, which appear to have fused into some kind of crest. Yep! That seems to do the trick!

  • Aetherium Crest

The ground beneath you rumbles violently as the device and the flagstones shift and ascend into the sky, forming the roof of a giant, circular tower and elevator entrance! This must be the entrance to the Forge. Head inside and pull the lever when you’re ready.

Tip

Preparation for Battle: Come prepared! Health, Magicka, and Stamina Potions are vital when you face the final entity deep within the bowels of the Rift. You should also bring Fire Resistance potions; they are especially useful here.

  • OBJECTIVE: Find the Aetherium Forge

Footfalls after Four Thousand Years

When you reach the bottom, Katria mentions that the ride down took longer than normal. Just how deep are you? Follow the pathway, and continue into a gigantic subterranean chamber, even after the lanterns flicker on automatically. Head across the connecting bridges and up the stone steps to the top of this massive forge entrance. Beyond the tree are two resonators. Aim and hit both of them (the order doesn’t matter) to open the door. Then head down the slope, as the air becomes more acrid. Open the door to the south, and enter the Aetherium Forge.

  • OBJECTIVE: Shut off the steam

With its ornate forge powered by the lava fires of Tamriel, this marvel of ancient technology is currently choked with harmful steam. Using the two steam valves on both of the raised platforms disperses the steam, allowing you to investigate the forge. But your investigation is interrupted by a familiar clanking. The guardians of the forge have appeared!

  • OBJECTIVE: Defeat the Guardians of the Forge
  • TARGET: Dwarven Spiders, Spheres, and the Forgemaster

Facing the Forgemaster

You’re now locked in battle with the Guardians of the Forge. Below is advice on defeating them.

Initially, you’re swarmed by a wave of Dwarven Spiders from the hatches on the lower grating level. These are followed by a wave of Dwarven Spheres from the upper hallways, along with additional Spiders. Prepare yourself for these waves with the weapons you choose, the incantations you prep, and the direction you’re facing. Expect between four and six foes in each wave.

Be fleet of foot! Staying mobile, leaping from the upper platform near the valves, and sprinting across the lower grating allows you to outpace your enemies and swing around and prepare combat, potions, or ranged attacks more easily.

Don’t get surrounded! Move to the opposite side of the chamber, leaving your foes trailing behind, and deal with them one at a time.

Beware of dead ends! Stay on either of the valve platforms, or the grating, and don’t head up the passages where the foes appear, the alcoves to the sides of the grating, or down toward the lava; these are dead ends. If you make this mistake, expect to be overwhelmed easily.

It is worth turning the steam off when prompted, as it allows you to move around the chamber more freely. Do this as soon as you have an opportunity. Unlike you, the automatons aren’t hurt or hindered by the steam.

In either the initial waves or the final battle, if you’re close to death or having extreme difficulty in combat, step back and let Katria take most of the damage. Even if her ghost is snuffed out, she reforms moments later, none the worse for wear.

If you survive the initial waves, the Forgemaster clambers up out of the lava pool to one side of the forge. Check the compass so you know which side he’s coming from.

As the Forgemaster emerges, you may wish to bombard him with long-range attacks, especially if you’re hidden and can claim sneak bonuses.

Just before combat begins, it is most wise to consume your very best Fire Resistance potions. The steam also blasts forth again, so be sure to turn it off just like before, if you’re set on rushing out to combat him, as you’ll be damaged by the steam as well.

The Forgemaster is a unique Dwemer Automaton and glows red with heat. It is immune to fire but weak against frost. Frost spells and frost-enchanted weapons deal significant damage against him.

After emerging, the Forgemaster spends the first part of the battle close to the center of the chamber, alternating his Fire Breath and Fireball bellowing. Keep your distance, using ranged attacks or spells, and utilize the room’s pillars for cover.

Once damaged below 50 percent, the Forgemaster tends to battle more aggressively, and actively searches for and attacks you. Also expect to feel the beast’s two hammer arms if you try to engage in close combat. Once again, ranged attacks are safer.

If you’re sure you want to face the Forgemaster in melee combat, be aware that he is constantly bathed in a Flame Cloak, so simply standing close to him is damaging to you!

Caution

Beware! That lava is as deadly as it looks!

Quest Conclusion

  • OBJECTIVE: Speak with Katria
  • OBJECTIVE: [Optional] Search for crafting materials
  • OBJECTIVE: Use the Aetherium Forge

Once the Forgemaster finally topples, speak to Katria once more. She wants to confirm this is the real Aetherium Forge, and you’re the smith to test it out! After optionally opening a dwarven chest in a nearby alcove, which contains the other necessary materials you need to craft a particularly impressive item from the Aetherium Crest you’re carrying, approach the forge. You have a choice of three items and can craft only one.

Aetherium Forge: Crafting Tips

There are three items you can craft at the Aetherium Forge but only enough Aetherium to make one of them. It is therefore wise to figure out which item you value the most. Also, remember that you keep anything you don’t forge: If none of them are of interest, you might think to craft the crown (as it has the highest value), but that’s a mistake, as it requires two Flawless Sapphires (worth 1,000 gold) to make. Instead, pocket the Sapphires and craft one of the other items.

Katria’s suspicions are also correct: There isn’t any more Aetherium in Skyrim.

Aetherial Crown

Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current Stone.

The Aetherial Crown is the most versatile of the three items, and potentially the most powerful, but it also requires an investment on your part—it doesn’t do anything by itself; you must track down the standing stones you want to empower it with.

The Crown also occupies your head armor slot, preventing you from wearing another helmet or a complete set of either light or heavy armor.

The skill improvement stones (Warrior, Mage, Thief, and Lover) are compatible with one another, and their abilities stack. So if you take both the Warrior Stone and the Lover Stone, your combat skills will increase 35 percent faster, and your magic and stealth skills increase 15 percent faster.

The Lord and Lady Stones make a good defensive combination, giving you 50 Armor, 25 percent Magic Resistance, and 25 percent faster Health and Stamina regen. If you use Heavy Armor, take the Steed Stone in place of one of these for its carry weight and movement benefits.

The Apprentice and Atronach stones work well for mages, giving you +50 Magicka, +100 percent Magicka Regen, and 50 percent Magicka Absorption, at a cost of being weak to magic in turn. Note that the Atronach’s Magicka Regen penalty is completely negated when you have both Stones; you receive all of its benefits without the drawbacks!

If you prefer more active abilities, you can pick two of the Ritual, Serpent, Shadow, and Tower stones, and use each power once a day.

Aetherial Shield

Enemies struck by this shield become ethereal for 15 seconds, making them unable to attack or be attacked.

The Aetherial Shield is a fast, effective way to take an enemy out of combat for a few seconds, at the cost of a little stamina (for the bash). It’s easy to underestimate this ability, as it’s actually surprisingly powerful.

Once made ethereal, most enemies will also flee from you, effectively extending the amount of time they remain out of combat. Only Daedra, Atronachs, and Dwarven Automatons will stand their ground.

Unlike most Illusion or undead-repelling spells, this effect works on all enemies regardless of level. Only dragons and a select few opponents (such as Lord Harkon) are immune to its effects. A few enemies (such as vampires) can break this spell by using their own magical abilities.

The Aetherial Shield is great for dealing with a crowd of foes, allowing you to take one or more enemies out of the fight for a few seconds so you can focus on other adversaries without distraction. The only limit to the number of enemies you can affect is your stamina.

The shield also works well against powerful single foes, such as Dragon Priests or Draugr Deathlords. If you find yourself on the verge of death, bash them, then take some time to heal up while they flee in terror.

Aetherial Staff

Summon a Dwarven Spider or Sphere for 60 seconds wherever the caster is pointing.

The Aetherial Staff allows you to conjure some interesting allies you can’t otherwise obtain. Dwarven Automatons tend to have more health and better resistances than a comparably leveled Atronach. This is more beneficial still for adventurers who aren’t focused on magic and want a tough ally for a fight. However, what you actually conjure from the staff is random and depends on your level.

Additionally, there is always a 15 percent chance of a “mishap.” If your level is less than 15, this chance doubles to 30 percent. Mishaps include summoning a spider or sphere that dies immediately, or summoning in only scrap metal. Ack!

If your level is less than 15, you usually summon the basic Dwarven Spider Worker, although you have a small chance of a Dwarven Sphere appearing.

At Levels 15 to 29, you receive either the Dwarven Spider Worker or a Dwarven Sphere.

At Levels 30 to 44, you receive either the Dwarven Spider or Dwarven Sphere.

At Levels 45 and higher, you receive either the Dwarven Spider or Dwarven Sphere Guardian.

If you haven’t put much effort into Conjuration magic or just want to have a cool Dwarven Sphere rolling around after you, the Aetherial Staff can be an entertaining choice. Experienced conjurers or those focused purely on making their adventurer as powerful as possible may want to choose another item.

Once the item has been forged, Katria seems satisfied that the quest she undertook in both life and death has been completed. She leaves you, and the quest completes.

Postquest Activities

Aside from utilizing your newly crafted item, the Wilderness Encounter: Taron Dreth may randomly occur. Here you meet Katria’s treacherous former apprentice!

Note

The Forgemaster (a giant, fire-breathing dwemer automaton) and the Forgemaster’s Fingers (a pair of enchanted gauntlets prized by orcs) don’t seem to be directly related to one another. However, some scholars have hinted that the Forgemaster may have been referenced into Orcish lore and legend....

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