They do not land (even using shout) and I cannot kill them. By the Dwemer light source is the gate and the steps down into the room. The pillar to the right also has a Dwemer Museum Key on it. Up the steps by the dresser is the Jarl's bed and a table. The patrolling guards will be oblivious to the activated blades and will walk right into them. There is a large stone table with a civil war map surrounded by four stone chairs. It controls Aicantar's Spider, which is present at all times in the lower Dwemer hatch to the right, though it will not emerge until the rod is lifted. The surface is safe and they could come and go as they please, resulting in good moral points. Some people solved this problem by disabling their mods, or by entering the connected cell Markarth Hall of the Dead and then using coc markarthunderstonekeep (I couldn't enter hall of the dead either; it crashed to desktop too). The traps do reset, and can be used on the wizards' guard that comes through the first locked door. Across the opening is an apprentice-locked display case with mixed Dwemer items. I'm currently on the Stormcloak quest to get the loyalty of the Jarl's aide or whatever in Understone Keep, and of course, this bug causes a CTD whenever I try to enter. The door opens in a short corridor with four tattered flags hanging from the sides. Further along are two tables shoved together into one L-shaped table, and to the south is the Dwemer Puzzle Cube. The UESPWiki – Your source for The Elder Scrolls since 1995, https://en.uesp.net/w/index.php?title=Skyrim:Understone_Keep&oldid=2179333, Skyrim Houses Redesign Pages Needing Checking. Please fill out this App to be evaluated to join the town. In the depths of Understone Keep resides an ancient Dwarven ruin. This may be caused by you attacking a random Thalmor party encountered in the wilderness (even if you kill all witnesses). I don't have any of those. Straight ahead from the door is a T-shaped table with ten rubbings of various Dwemer items, and there are two leveled potions on the other side, in the taller of the two shelves. To the right is the table where Aicantar was sitting. Understone Keep is Jarl Igmund's keep in Markarth. According to the Skyrim Map, this is the furthest west location in all of skyrim. By the next pillar is a loaded but inactive Dwemer ballista, and by the wall a broken spinning blade trap is on display. It is possible to jump up to the platform from the stairs to the right and from the second overhang. Added on 28 December 2020 6:33PM. Because of that I can't finish the thieves guild quest. (radiant) 6. In the halls that bind these ancient ruins together you will find an abundance of urns and chests and coffers that are ready to be looted. Ondolemar may become hostile to you on sight, which will also cause his two attendant Thalmor soldiers to attack, and may also cause the jarl and his court to also turn hostile to you, even if you have no bounty in the Reach. Montague Humes had his voice recorded and the citizens had to follow his orders. Through the double doors is the section that was barred before. What could be the cause of this? BUT! The second overhang has only a smattering of Dwemer items. During the quest the only difference is that two guards will have a conversation by the first pillar about the extra guards drafted in by Calcelmo before moving to their patrol routes. Once they're outside, you can ask them to follow you once again. ?, and, my video and audio drivers are properly "updated" already, please help me today. An assortment of food items can be found on the corners of the corridor to the kitchen. 0 0. The western side of the first room is the food preparation area. Bothela's Discreet Delivery: Deliver the Stallion's Potion to Raerek or Reburrus. Attacking the Thalmor agents will cause Kottir to fight for them. There is a city guard lying dead by the entrance to the gas-filled corridor, as well as a skeleton straight ahead and a plate immediately to the right, and another guard between the skeleton and the plate. The Mournful Throne is the throne on which the Jarl of Markarth sits. Back in the main room and around the corner is an expert-locked display case with mixed Dwemer items and a gold and silver ingot and necklace. There is a potion hidden in the rubble at the bottom of the ramps. StkSoulSound leads the town. Note locations: CottonWood Cove | Repcon Facility | Train Station (Around Repcon Museum) | South Cistern (south east from westside) Understone Location: from the 188 follow the road heading to vegas, go to the first billboard on your left and go up the hill next to it. It is actually part of the Markarth city map space, and can be accessed via persistent rock climbing. Most of Understone Keep will respawn after 10 days. The hard-working, cynical population of 14.828 billion Mesharans are ruled by a mostly-benevolent dictator, who grants the populace the freedom to live their own lives but watches carefully for anyone to slip up. It's like the problem is just forgotten because not everyone gets it. This full size region contains new houses and stalls to own, new creatures to fight and a major mystery to solve. Just to the right of the door is a cooking pot, while on the other side is a stone shelf with some armor. Follow the path past the corridor from the entrance and descend the ramps, turning right three times until you come to a corridor filled with a green mist. It is a very large area containing the Jarl of Markarth's seat of power (known as The Mournful Throne), the Jarl's living quarters, the Jarl's personal blacksmith, the palace's kitchen, general living quarters, the war room, and the excavation base. Some of the items within the chests will be labeled as stolen. On the dresser is another Key to Markarth Keep and a copy of The Legend of Red Eagle. Take an immediate left at a door instead of taking the long path right. The middle set of stairs leads directly to the entrance of the Jarl's throne room, while the other four—two on each side—ascend to the side of the throne room. On the single-seat table between the throne room and the blacksmith's workshop, there is a copy of the Alteration skill book Daughter of the Niben. There is a cooking pot by the fire, and a leveled potion on the shelf next to the fire. Two "unlimited chests" that refill with items, at least one magical, inside the shadowy corners of Jarl Igmund's throne room down stage left and right. Both wizards' guards carry a copy of Calcelmo's Laboratory Key, while another appears on the table beside Calcelmo's bed. There is an end table at the foot of the bed, on top of which is a copy of the Conjuration skill book The Warrior's Charge, and underneath is a copy of the Key to Markarth Keep. The Jarl of Markarth and the Silver-Blood family finally opened their purses to finish excavating Understone Keep, opening it up to it's full dwemer glory. There is a small table with a single chair, and the raised section holds a dresser and Anton's bed. This leaves Moth with nowhere to sleep, so he works through the night, which means you can trade with him twenty-four hours a day. There is a hefty number of Dwemer items, charcoal, and rolls of paper lying on and around everything else in the room. There are a further five plates strategically placed to aid passage, with an additional bonus of being unaffected by the Light Foot perk. There are no items to be found anywhere else in this area. Thalmor Soldiers also inhabit this room, and they never clash. To the left of the pillar in front of the entrance is a shelf with some Dwemer dishes (bowls, cups, pans, etc. Throughout the area is a very large amount of food, particularly concentrated on the shelves and in the larder. When the guards appear they will talk for a moment and then split up to look for you. i decided to load a save in the keep but then it crashed … Through the arch and immediately to the left is another plate, then a skeleton by the final plate to the right. The general living quarters are in the northwestern corner and are off-limits to outsiders. To the west of the stairs is a Juniper tree, and there is a stone bench around the small Dwemer structure to the east. 86. On this table there is a copy of the ordinary version of Chimarvamidium, the Enchanting skill book Twin Secrets, and a Dwemer chest. The first alcove to the left contains a table with two pieces of leveled heavy armor, while the second alcove to the right has a master-locked Dwemer chest behind the Dwemer construction. Inside is a Dwemer dresser, an expert-locked chest, a stone table, and an Unusual Gem on the table. Endorsements. This is as far as you can go without doing the quest Hard Answers. Even coc-ing into the place just nets me an instant CTD. If the rival Stormcloaks take control of the city, Thongvor Silver-Blood will be installed as Jarl, and he will employ Reburrus Quintilius as his Steward and Yngvar the Singer as his Housecarl. It is possible that a follower may refuse to talk to you while in Calcelmo's Laboratory, since they believe you are trespassing. Strangely, one of the three chairs faces away from the table. Once upon a time a dwarven fortress, it is now the seat of the Jarl of Markarth, Igmund. There is a room to the north that is ostensibly Calcelmo's, which implies the bedroom to the south belongs to Aicantar. These pieces respawn after a few days. An alcove between the bed and the table contains a shield, which will be replaced by Hrolfdir's Shield if you have retrieved it for the Jarl. To fix this bug, draw a weapon and damage your follower until they leave your service. To the north, before entering the corridor, is a pressure plate which activates the vents which drain the gas. Two are around and near the central display, and the other is to the south of the central display. Q: How do I get to UnderStone? Contributions to Fextralife Wikis are licensed under a. Assorted Dwemer metal pieces near the Nchuand-Zel Excavation Site entrance where Calcelmo is located. Ondolemar spends the night here with his bodyguards, eating and sitting at the tables. Light comes from four braziers—two by the palace gate and two by the museum entrance—and from the tunnel leading to the excavation base. A part of the Markarth city map called the Markarth Wizards' Balcony is only accessible through the Keep. They will then leave the Laboratory on their own volition. The workshop is dominated by the forge, which is situated in the middle of the room. The corridor is fairly long with two sets of alcoves, and in between each section there is a static spinning blade trap (a total of three). Characters with strong poison resistance will have little trouble crossing here, but will still slowly take damage, even at 100% resistance. (will provide location in images) Credit/Thanks. Trying to cross in a single movement usually results in death, but there is a trick to crossing. There is a shelf and a novice-locked display case to the right with construction items, and some construction items and an expert-locked display case containing a dwarven dagger can be found by the inner pillar. When I enter Understone Keep for the first time, everything is normal, and the dude is arguing with the wizard. Outside this section is an adept-locked display case containing three Falmer-related books. Can't Enter the Understone Keep in Markarth... » Wed May 30, 2012 11:30 am I just got the quest for blackmail the suspected Talos Worshiper in Markarth Understone Keep, but when I try to enter the Understone Keep in Markarth the game freezes and randomly crashes to the Steam client screen, please help, please reply today. There is an oil slick running from this room around the rubble to a locked gate. The surface is unsa… There is an arcane enchanter under the valve. A: In the Mistpeak Bandit Camp. Contents. At the far end of the caged section is a valve that activates a Dwemer ballista, which is aimed directly in front of the valve. Aicantar's room contains a bed, an end table, a cupboard, and a fair amount of food. There are three display cases—one apprentice-locked and two adept-locked—containing a sword, a war axe, a bow, arrows, a shield, and a club, all of which are Falmer made. The workshop is maintained by Moth gro-Bagol, who serves as the Jarl's personal smith, and despite serving in the Legion will retain his position even if the Stormcloaks gain control. Just to the left of the door to the north is an expert-locked Dwemer chest. There is a guard at the top of the stairs who will warn you that the museum is off-limits. Behind the pulpit is another locked door. Primary Quests—quests that largely take place in the keep 1. Upon entry it looks as if it is only a cave, but it soon opens up into the Jarl's palace. This page was last modified on 4 July 2020, at 10:04. 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