The excavation is headed by Markarth's Court Wizard, Calcelmo, who is an expert on everything Dwemer, and who has also been placed in charge of curating all artifacts extracted from the ruin. By the fire is a cooking pot and a copy of Uncommon Taste. To give them the slip, drop down to the stairs, now on the left, and continue up the overhang and take one of the catwalks, and drop down to the door. i decided to load a save in the keep but then it crashed … There are two additional alcoves here, each containing a dwarven chest. We are looking to expand our town and open up to new people. They also sleep in this area, though thankfully not where the food is prepared. Thalmor Soldiers also inhabit this room, and they never clash. 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. Back by the entrance to the museum are two adept-locked display cases and three unlocked display cases on the shelves. Around the pedestal are twelve expert-locked display cases containing one of each type of Dwarven weapon, including an extra sword, some arrows, the dwarven sphere centurion arrow, and also some pieces of Dwarven armor, including a set of boots, a pair of gauntlets, two helmets, and two shields. Q: … The Mournful Throne is the throne on which the Jarl of Markarth sits. The large room is a mess, with mixed Dwemer items lying on the floor all around the room. On each side of the main table is another small table with a chair and an end table, as well as a single bed in the middle. Igmund, Jarl Raerek, steward (Imperial) Reburrus Quintilius, steward (Stormcloak) Faleen, housecarl Calcelmo, court wizard Aicantar, Calcelmo's nephew Moth gro-Bagol, blacksmith Anton Virane, cook Voada, kitchen staff This area contains the steward's quarters, either Raerek or Reburrus Quintilius. Inside is a Dwemer dresser, an expert-locked chest, a stone table, and an Unusual Gem on the table. Ondolemar paces along the top of the stairs with two Thalmor Soldiers during the day, in an attempt to influence proceedings when the Jarl holds court. When I go through the entrance to the main chamber, guarded by two Markarth Guards, the guards attack me and it adds bounty to the reach. StkSoulSound leads the town. The table holds a leveled dagger, some gold, and a gem in a wooden bowl. Located high above the city of Markarth, Understone Keep is a gigantic Dwarven structure, now used as the city’s keep. An assortment of food items can be found on the corners of the corridor to the kitchen. 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. The small area is flanked by two stone pillars containing some Dwemer items and Dwemer-related books. 86. At the end of the corridor is a room with a raised platform. Understone is a survivor settlement added to Fallout: DUST by the companion mods Understone, Understone: Enhanced and Understone Plus, created specifically to exist within Dust's lore, with Understone Plusbeing the most recently maintained version. 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. Fable 3 'Understone Pack' Takes Players Beneath the Streets of Bowerstone. Total views. To the right, there are two flights of stairs. Added on 28 December 2020 6:33PM. Understone keep CTD - posted in Skyrim Technical Support: Yesterday i broke into understone keeps dwemer museum and realized there are markarth guards in there so i wanted to leave, but when i tried to leave the game just crashed. The locked door to the Dwemer Museum is located up the stairs just north of the main entrance to the Keep. The second door is barred from the other side, so the guard phases through it rather than opening it, meaning you must take the long way around. There is another overhang on the opposite side and a catwalk on either side of the corridor to the entrance. The Castle Wizard, Calcelmo, has recently uncovered additional chambers. When it comes to makeup, color is often what we’re drawn to the most. The general living quarters are in the northwestern corner and are off-limits to outsiders. The Book of Love: Help the Temple of Maraspread the cause of love throughout Skyrim. I don't have any of those. To the left is a compact area containing, in order from the left, a set of shelves, a dresser, an arcane enchanter, an alchemy lab, and two more shelves, all around a medium-sized stone table. Between the throne room and the kitchen are the Jarl's two pet dogs. They do not land (even using shout) and I cannot kill them. I have found that the best way to remedy this is to indeed use The Hall of The Dead as a proxy. The Markarth Wizards' Balcony is a very small outdoor area which connects the laboratory and the tower. Clearing out the museum beforehand has no effect, since the guards respawn. There are two guards at the entrance to the palace, and another at the top of the stairs to the right who will tell you that the museum if off-limits unless Calcelmo grants you access. 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). There are some shelves by the north wall, opposite which is a small larder. To the north of the L-shaped table is the barred door, while the door to the east leads to Markarth Wizards' Balcony. There is a Dwemer pressure plate straight ahead, which activates some spinning blades. Outside this section is an adept-locked display case containing three Falmer-related books. The eastern part of the room is Anton's. Understone Keep is an ancient Dwarven keep built into the mountainside, used as a palace by the Jarl of Markarth. To reach these additional areas you need to stand on the empty Dwemer brazier on the left at the end of the first overhang, and jump. You may want to pause at each plate to recover your health, and you might also want to consider saving along the way. NVT is something I tried briefly a while back when it first came out, but I think I was running into trouble with my ENB setup in general for some reason, and I rolled back to Rudy (stable, default) without getting to the chance to give it a good go-around. Further along are two tables shoved together into one L-shaped table, and to the south is the Dwemer Puzzle Cube. On the right-hand dresser there is a coin purse and an apprentice-locked display case containing the three books written by Calcelmo. The first cupboard on the right holds a random potion and the book Lost Legends. In the depths of Understone Keep resides an ancient Dwarven ruin. The Spider Control Rod can be found on the table in the first room to the left of the entrance. Igmund has aligned himself with the Imperial Legion. Upon entry it looks as if it is only a cave, but it soon opens up into the Jarl's palace. 1.1 Imperial Court (Starting) 1.2 Stormcloak Court; 2 Related Quests; Major NPCs Imperial Court (Starting) Jarl Igmund; Raerek; Calcelmo; Although it appears to be in the same zone as the city of Markarth, you cannot fast-travel from the Wizard's Balcony. Even though you should be able to enter the museum freely after you have been given the key, you might in fact still be trespassing. You can, however, jump down from the narrow waterfall path below Calcelmo's Tower to the city proper and fast-travel from there. This is problematic, as they will not follow you out of the room and will remain "stuck" there. To the north, before entering the corridor, is a pressure plate which activates the vents which drain the gas. 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. 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. To the left at the top of the stairs is a corridor guarded by two wizards' guards, who are discussing previous malfunctions of the mechanisms in the corridor. Just to the right of the door is the staff dining table with three chairs. This may be caused by you attacking a random Thalmor party encountered in the wilderness (even if you kill all witnesses). 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. The northern room belongs to the current Jarl's Housecarl. The Excavation Base sits at the entrance to an excavation site aimed at unearthing the history and any secrets of Nchuand-Zel, a cavernous Dwemer castle carved deep into the mountain. To the right is the table where Aicantar was sitting. Discover a whole new town built beneath the streets of Bowerstone. The rooms are through the first doorway in the corner and to the right. Check out our understone keep selection for the very best in unique or custom, handmade pieces from our shops. There are a number of keys to be found; two notable keys are the one the museum guard has, and the one near Calcelmo. There is a room to the north that is ostensibly Calcelmo's, which implies the bedroom to the south belongs to Aicantar. The western room is the Steward's, and contains a bed, a dresser, a small table with two chairs, a cooking pot, and an end table. Across the opening is an apprentice-locked display case with mixed Dwemer items. Once upon a time a dwarven fortress, it is now the seat of the Jarl of Markarth, Igmund. A: In the Mistpeak Bandit Camp. This Quest can also be seen from your map. Apparently, from what I gathered, the 1.6 patch causes Understone Keep to corrupt after the thieves guild quest "Hard Answers". On the table is a copy of the Heavy Armor skill book Chimarvamidium, and between the enchanter and the lab are two petty soul gems. Strangely, one of the three chairs faces away from the table. On this table there is a copy of the ordinary version of Chimarvamidium, the Enchanting skill book Twin Secrets, and a Dwemer chest. For Fable III on the Xbox 360, a GameFAQs message board topic titled "How do you get to Understone? Q: How do I get to UnderStone? BUT! Buy Dwarven artifact: Bring your newly-obtained Dwarven artifact to Calcelmo in Markarth. This is as far as you can go without doing the quest Hard Answers. The second overhang has only a smattering of Dwemer items. It’s also common to love a color at the store only to find it doesn’t look right when you put it on. There are a further five plates strategically placed to aid passage, with an additional bonus of being unaffected by the Light Foot perk. The palace entrance is a set of dwemer gates leading to five sets of side-by-side stairs. After the first flight, the one in front leads directly to the door to the tower, and another flight to the northeast leads to a barred window with a view of the center crag of Markarth featuring the Temple of Dibella and the Guard Tower. The Hero can tell the citizens, through Montague Humes' voice, one of these choices: 1. Aicantar's room contains a bed, an end table, a cupboard, and a fair amount of food. To the extreme left, past a Dwemer construction, is Markarth's Hall of the Dead. 0 0. A part of the Markarth city map called the Markarth Wizards' Balcony is only accessible through the Keep. There is a large stone table with a civil war map surrounded by four stone chairs. To the west of the stairs is a Juniper tree, and there is a stone bench around the small Dwemer structure to the east. The poisonous gas is quite deadly, though luckily not flammable. Just to the right is Calcelmo's workstation, where he is aided by Aicantar. There is an Arcane Enchanter, an Alchemy Lab, and a stone bench. With 33 locks (gates, chests and display cases), the Dwemer Museum is probably the best training place in Skyrim for practicing your Lock-picking skill. Calcelmo's room is actually two rooms, with a short L-shaped corridor leading to it from the pulpit area. There are four places that can be accessed only through the Keep: Nchuand-Zel, the Dwemer Museum, Calcelmo's Laboratory, and Calcelmo's Tower. Just to the right of the door is a cooking pot, while on the other side is a stone shelf with some armor. Understone Keep is a location in The Elder Scrolls V: Skyrim found in Markarth. Just to the left of the door to the north is an expert-locked Dwemer chest. The workshop is dominated by the forge, which is situated in the middle of the 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. The surface is safe and they could come and go as they please, resulting in good moral points. There are three guards patrolling the museum. Characters with strong poison resistance will have little trouble crossing here, but will still slowly take damage, even at 100% resistance. without any new mods installed. Then you’ll travel a short passage to a lift that will take you there. Aicantar's lab journal is also on the table and provides some insight into the research and making of the rod and spider. Changes include; * 99% of rock, dirt, rubble removed 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. Get answers by asking now. Unders… Outside of the Jarl's bedroom is a small stream. There is a path between the rocks, just to the left of the first flight of stairs, that leads to the main waterfall in Markarth. Otherwise choose your moment to activate the valve to decimate the guards, and move quickly to prevent Aicantar leaving. Both doors have an adept lock, and a guard patrols from here to the war room. 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. Most of Understone Keep will respawn after 10 days. On the shelf is an empty Falmer chest, two glowing mushrooms, and a Falmer club. The traps do reset, and can be used on the wizards' guard that comes through the first locked door. There is a random weapon in the rubble to the left, and a skeleton with a potion and a coin purse nearby just around the corner to the right. Gritty, detailed! 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. This page was last modified on 4 July 2020, at 10:04. There are flame spouts from both sides that are aimed both across the room and in a V across the viewpoint. There is an oil slick running from this room around the rubble to a locked gate. Strangely, the flame spouts are situated above head height, meaning you can walk under them. Much like the city itself, the keep is built upon the ruins of an ancient Dwemer city of Nchuand-Zel; relics of their machinery and automatons can be seen throughout. Understone Keep in The Elder Scrolls V: Skyrim. Rumors of Understones existence can be found in DUST, but the actual settlement is nowhere to be found. 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. Take an immediate left at a door instead of taking the long path right. Only be unlocked by the forge, which implies the bedroom contains a bed, an Lab. 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