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{{Tone}}
 
 
{{DragonbornLocations
 
{{DragonbornLocations
 
|image = Fahlbtharz.png
|name = [[File:Dwarvenruinicon.png]]Fahlbtharz
 
|image = Fahlbtharz.png
+
|map = Fahlbtharz Map.png
  +
|location = Northeast of the [[Water Stone (Dragonborn)|Water Stone]]
|map = Fahlbtharz Map.png
 
|location = Northeast of the [[Water Stone (Dragonborn)|Water Stone]]
+
|type = [[Dwemer Ruins (Skyrim)|Dwemer Ruin]]
 
|sublocations = Fahlbtharz Boilery<br />Fahlbtharz Corridor
|type = [[Locations (Dragonborn)#Dwemer Ruins|Dwemer Ruin]]
 
 
|quests =
|sublocations = Fahlbtharz Boilery<br/>Fahlbtharz Corridor
 
 
|enemies = [[Albino Spider]]<br />[[Oil Spider (Creature)|Oil Spider]]<br />[[Dwarven Spider (Skyrim)|Dwarven Spider]]<br />[[Dwarven Sphere (Skyrim)|Dwarven Sphere]]<br />[[Dwarven Ballista (Dragonborn)|Dwarven Ballista]]<br />[[Dwarven Centurion (Skyrim)|Dwarven Centurion]]<br />[[Riekling (Dragonborn)|Riekling]]
|quests =
 
 
|LocationID = DLC2Fahlbtharz01<br />DLC2Fahlbtharz02<br />DLC2Fahlbtharz03<br />DLC2Fahlbtharz04<br />DLC2FahlbtharzExterior01<br />DLC2FahlbtharzExterior02<br />DLC2FahlbtharExterior03
|enemies = [[Albino Spider]]<br/>[[Oil Spider (Creature)|Oil Spider]]<br/>[[Dwarven Spider]]<br/>[[Dwarven Sphere]]<br/>[[Dwarven Ballista]]<br/>[[Dwarven Centurion (Skyrim)|Dwarven Centurion]]<br/>[[Riekling (Dragonborn)|Riekling]]
 
  +
}}
|LocationID = DLC2Fahlbtharz01<br>DLC2Fahlbtharz02<br>DLC2Fahlbtharz03<br>DLC2Fahlbtharz04<br>DLC2FahlbtharzExterior01<br>DLC2FahlbtharzExterior02<br>DLC2FahlbtharExterior03}}
 
 
'''Fahlbtharz''' is a [[Dwemer]] [[Dwemer Ruins (Skyrim)|Ruin]] located in the mountainous northern region of the island of [[Solstheim (Dragonborn)|Solstheim]]. It is one of three Dwemer ruins located on the island.
 
'''{{PAGENAME}}''' is a [[Dwemer]] [[Dwemer Ruins|ruin]] located in the mountainous northern region of the island of [[Solstheim (Dragonborn)|Solstheim]]. It is one of three Dwemer ruins located on the island. It should be noted that the Riekling Huts will '''not''' respawn their loot when the area is cleared and that the ruins contain a tonal lock.
 
   
 
==Walkthrough==
 
==Walkthrough==
Following the path will lead to a room with a [[Dwarven Sphere]]. Ten buttons in two rows of five can be found there, with the following effects labeled from 1 to 10:
+
Following the path will lead to a room with a [[Dwarven Sphere (Skyrim)|Dwarven Sphere]]. Ten buttons in two rows of five can be found there, with the following effects labeled from one to ten:
 
#Opens or closes entrance door
 
#Opens or closes entrance door
#Releases a [[Dwarven Spider]]
+
#Releases a [[Dwarven Spider (Skyrim)|Dwarven Spider]]
 
#Activates spinning blades near exit
 
#Activates spinning blades near exit
 
#Releases a [[Dwarven Spider Guardian]]
 
#Releases a [[Dwarven Spider Guardian]]
#Releases a [[Dwarven Spider]]
+
#Releases a Dwarven Spider
 
#Sets off left flame trap above buttons
 
#Sets off left flame trap above buttons
 
#Opens door opposite buttons containing a chest and a [[Solid Dwemer Metal]]
 
#Opens door opposite buttons containing a chest and a [[Solid Dwemer Metal]]
 
#Activates spinning blades opposite buttons
 
#Activates spinning blades opposite buttons
 
#Opens door for the exit
 
#Opens door for the exit
#Unknown (Possibly supposed to set off right flame trap above buttons)
+
#Sets off right flame trap above buttons
  +
Continuing the path leads to a platform entrance to a huge cavern with giant Dwemer gears spinning over a floor of water and high dwarven towers up ahead. Upon walking to the end of the right side of the platform, one can jump onto the gears. Some gears will have pipes in the center, where Dwarven Spiders will emerge. Continuing south leads the [[Last Dragonborn|Dragonborn]] to the Corridor Room.
To progress, activate the second button from the right in the bottom row ('''9''').
 
The gate that has now been opened leads to a hallway with a room containing an
 
adept-locked chest on the left. At the end of the hallway is a room containing
 
a kinetic resonator with an expert locked
 
chest on the wall to the left. Hit the resonator to open the nearby gate to the
 
east and make your way through a web-covered part of the dungeon housing
 
several oil spiders passing several albino
 
spider egg as well as several different fungi. Eventually you will reach a
 
closed gate which can be opened by hitting the resonator hidden behind the
 
destructible spider web to the left of the gate. Beyond the gate, downstairs,
 
is a room with a mushroom garden containing three White
 
Cap, two Blisterwort, an Imp
 
Stool, a Bleeding Crown, and one Fly
 
Amanita fungi. You will need to deal with two Dwarven spiders and a sphere in the two
 
adjacent rooms. The first room through the doorway beside the mushroom farm is
 
a bedroom containing four stone beds around a central table, with an unlocked
 
Dwemer chest behind it. Access the room with a pile of rubble in its center
 
that has broken another table in half and go through the door at the end of the
 
hall to the left.
 
   
  +
===Room of gears and Fahlbtharz boilery puzzle===
You will end up in an expansive chamber full of tall pillars, bearing
 
  +
Going to the left will bring the Dragonborn to a small room, with two doors and multiple buttons. Behind the first door is a chest on the wall, and some scrap metal. To open the other door, press the second button from the right on the bottom row. Go through the gate and down a corridor with a chest in a room to the left. Continue until reaching a [[Tonal Resonator]]. Hitting the resonator will open the gate to the left. Proceed though the webbed corridors and defeat several [[Oil Spider|Oil Spiders]]. Eventually, the Dragonborn will end up in a room with a gate. Looking a bit left and back down the corridor is another resonator hidden behind some webbing. Hitting that resonator will open this gate.
platforms and walkways at their higher levels, and many giant spinning gears on
 
the lower levels, shortly above a large pool of water. Three Dwarven ballistae will be guarding the
 
higher levels. Jump off on one of the spinning gears from under the small
 
Dwemer tower to your right. Navigate forward through the gears, in some of
 
which Dwarven spiders are hidden, and you will be led to the entrance to ''Fahlbtharz
 
Corridor''.
 
   
  +
Continuing down the passage and through a door leads to a room with a planter filled with assorted fungi. Kill the several [[Animunculi]] here and pass through another door to the room of gears.
'''Fahlbtharz Corridor                                                '''
 
   
  +
When going straight and staying on the gears, the Dragonborn may get to the other side of the room.
There are two pressure plates near
 
the entrance that trigger a ballista when stepped on. On the way
 
upstairs there is a pressure plate connected to the slicer
 
trap. A single Dwarven sphere will be spawned if you
 
activate any of these three pressure plates. Upstairs to the left is an
 
adept-locked gate, behind which various Dwemer items are stored—seven pieces of
 
smeltable scrap metal, a war axe, and a chest. To the right is a door
 
leading to a higher level of the main chamber, back to the zone ''Fahlbtharz''.
 
   
  +
Passing through the gear mechanisms and going up the stairs leads to the body of a [[Nord (Skyrim)|Nord]] adventurer named [[Eydis (Dragonborn)|Eydis]]. [[Eydis's Journal|Her journal]] explains she and her [[Dunmer (Skyrim)|Dunmer]] companion, [[Ulyn]], are searching for the [[Visage of Mzund]]. To find Ulyn's body, one must enter the Fahlbtharz boilery and go to the top floor of that room; his journal explains the boiler mechanism. There are six valves that must be shot, and each fills a different amount of lights in the center. One must shoot the correct valves to equal twenty lights. If more are triggered, the lights on the boiler mechanism turn orange and Dwemer automatons will appear to attack. 
Turn left, go upstairs, and you will
 
find yourself in a room with a valve and a lever. The valve lowers the bridge
 
in front of you leading to the water level of the chamber. Pushing the lever will
 
rotate the nearby tower and draw a bridge to it. Cross the drawn bridge and go
 
straight as far you can, then jump down on the spinning gears. Cross the gears
 
and jump on the platform ahead. Go upstairs, where you will find the corpse of Eydis,
 
an explorer presumably killed by Dwarven automatons. You can loot her body for
 
a set of Skaal armor (excluding the hat) and her journal. There is a door on the left
 
leading to ''Fahlbtharz
 
Boilery'' and a valve in front which lowers two bridges to the water
 
level of the chamber.
 
 
As you enter, you will notice there is an inaccessible gate
 
to your right and a kinetic resonator behind it. Fight a Dwarven spider on your way downstairs to find
 
yourself in a long room full of vent pipes and gears. There will be a shelf
 
with a Dwarven bow and four quivers, each containing 12
 
Dwarven arrows, ahead of you. A single Dwarven ballista stands guard at the
 
end of the room.
 
 
Your progress will be blocked by a closed gate controlled by a steam-powered
 
Dwarven mechanism. Get on the above platform, either by riding the two piston
 
up at this end or by walking to the far end and climbing the stairs. There is a
 
small alcove underneath the upper platform containing a table and chairs along
 
with two unlocked Dwemer chests. In the center of the upper platform, above the
 
alcove lies a corpse of yet another unlucky explorer, Ulyn,
 
which can be looted for his journal that provides a handful of
 
hints on how to solve the puzzle. Nearby rests a leveled enchanted bow along
 
with a quiver with 25 arrows of leveled (up to ebony) quality. You will also
 
see a boiler consisting of a large Dwemer gear with twenty steam meters around
 
it, and six resonators: three to the left and three to the right of it. Each
 
resonator represents a value (see puzzle
 
values) which equals the number of steam meters that will be powered when
 
that resonator is hit or reset when the resonator is hit again. Steam meters
 
are powered progressively and clock-wise, whereby each steam meter glows blue
 
when powered, and orange when overpowered.
 
 
The puzzle is solved when all twenty steam meters are powered, and none
 
overpowered. That can be achieved by shooting the resonators #1, #2, and #5,
 
numbered 1-6 from left to right as you face them. However, if the resonators
 
are hit incorrectly, the boiler will be overcharged, venting out steam and
 
spawning hostile Dwarven automatons. Failing more than two times will result in
 
three moving spinning blades being activated instead.
 
   
 
[[File:Fahlbtharz Resonator Puzzle.png|thumb|500px|Solution to the resonator puzzle.]]
 
The valves hit will light the following number of lights:
 
The valves hit will light the following number of lights:
 
*Far left = 3
 
*Far left = 3
Line 114: Line 42:
 
*Middle Right = 13
 
*Middle Right = 13
 
*Far right = 18
 
*Far right = 18
[[File:Fahlbtharz Resonator Puzzle.png|thumb|500px|Solution to the resonator puzzle.]]
 
Use a bow and arrow and shoot the valves. The only solution to the puzzle is: the far left, middle left, and middle right valves. One may also use a [[Destruction (Skyrim)|Destruction]] spell such as [[Incinerate]] or [[Icy Spear]] to shoot the valves.<br />
 
{{Clr}}
 
Go upstairs through the gate that has been opened, and you will find the
 
resonator that opens the previously inaccessible gate between the hallways.
 
Destroy the spider there and open the door straight ahead leading to a higher
 
level of the main chamber, back to the zone ''Fahlbtharz''. There will be two leveled [[Dwarven Ballista]]s to eliminate. The second is over the bridge, and behind it is a chest with leveled loot. After defeating it, directly behind that across the bridge is a skeleton and a leveled bow. There is also  another valve. Do not hit it while standing on the same platform. Instead, go back to the rotating bridge and hit it with an arrow or magic. The bridge will then spin again, bringing the Dragonborn to the door to the Grand Hall.
 
   
 
Use a bow and arrow and shoot the valves. The only solution to the puzzle is to shoot the far left, middle on the left, and middle on the right valves. One may also use a [[Destruction (Skyrim)|Destruction]] spell such as [[Incinerate]] or [[Icy Spear]] to shoot the valves. If the resonators are hit incorrectly, the boiler will be overcharged, venting out steam and spawning hostile Dwarven automatons. Failing more than twice will result in three moving spinning blades being activated instead.
To the left of the bridge, before entering the Grand Hall, below, there is a small rock outcrop. On it, there is a skeleton and an Expert level chest. It contains leveled loot. (It should be noted that if one chooses to jump down to retrieve the chest contents, they will have to go back through the halls to reach the Grand Hall Door again.)
 
  +
 
After going through the door that opens, one will find themselves back in the main cavern with the gears over water. There will be two leveled [[Dwarven Ballista (Dragonborn)|Dwarven Ballistas]] to eliminate. The second is over the bridge, and behind it is a chest with leveled loot. After defeating it, directly behind that across the bridge is a skeleton and a leveled bow. There is also another valve. To gain access to the Grand Hall, one must not hit it while standing on the same platform. Instead, one must go back to the rotating bridge and hit it with an arrow or magic. The bridge will then spin again, bringing the Dragonborn to the door to the Grand Hall.
   
 
To the left of the bridge, before entering the Grand Hall, below, there is a small rock outcrop. On it, there is a skeleton and an Expert level chest. It contains leveled loot. It should be noted that if one chooses to jump down to retrieve the chest contents, they will have to go back through the halls to reach the Grand Hall Door again.
It is possible to skip this whole process and go straight to the Grand Hall by using the Whirlwind Sprint shout and hopping along the edges of the bridges.
 
  +
 
It is possible to skip this whole process and go straight to the Grand Hall by using the [[Whirlwind Sprint]] shout and hopping along the edges of the bridges.
   
 
===The Grand Hall===
 
===The Grand Hall===
Once entering the Grand Hall, there are a couple albino spiders, an oil spider, and two more Ballistas. After clearing those, there are two [[Dwarven Centurion Master|Centurion Masters]]. Killing them allows the retrieval of the [[Centurion Dynamo Core|Dynamo Cores]] to open the last door.
+
Once entering the Grand Hall, there are a couple albino spiders, an oil spider, and two more Ballistas. After clearing those, there are two [[Dwarven Centurion Master|Centurion Masters]]. Killing them allows the retrieval of the [[Dynamo Core]]s to open the last door.
   
 
[[File:Fahlbtharz Centurion.png|thumb|200px|Kill the Centurion master and retrieve the Dynamo Cores]]
 
[[File:Fahlbtharz Centurion.png|thumb|200px|Kill the Centurion master and retrieve the Dynamo Cores]]
To finish, simply grab the helm and the piles of gold around it. There is also one of the five [[Kagrumez Resonance Gem]]s
+
To finish, one may simply grab the helm and the piles of gold around it. There is also one of the five [[Kagrumez Resonance Gem]]s on a plate. To exit, the lever must be pulled. Interestingly, the exit tower is not marked on the World Map, though other lifts, such as the [[Great Lift at Raldbthar]], are. It is, however, marked on the Local Map as "Fahlbtharz Grand Hall." The closest location to it that the Dragonborn is able to fast travel to, without going through the underground location of Fahlbtharz, is the [[Abandoned Lodge]] south of the Fahlbtharz Grand Hall exit lift.
on a plate. Then pull the lever to exit. Interestingly, the exit tower is not marked on the World Map, though other lifts, such as the [[Great Lift at Raldbthar]] are. It is however marked on the Local Map as Fahlbtharz Grand Hall, since it is on the Local Map and not the World Map, the Dragonborn is unable to fast travel there. The closest location the Dragonborn is able to fast travel to, without going through the underground location of Fahlbtharz, is the [[Abandoned Lodge]] which is south of the Fahlbtharz Grand Hall exit lift.
 
   
Alternatively, the Dragonborn can go back and grab all three [[Centurion Dynamo Core|Dynamo Cores]], and retreat the way they came in, as the path is certainly easier going backwards than forwards and the cores are very valuable for crafting [[Daedra|Daedric]] items at the [[Atronach Forge]].
+
Alternatively, the Dragonborn can go back and grab all three Dynamo Cores, and retreat the way they came in, as the path is certainly easier going backwards than forwards and the cores are very valuable for crafting [[Daedric]] items at the [[Atronach Forge]].
   
It is also possible to obtain two of the cores, if timed correctly, by taking the core from the pedestal which controls the stairs and then taking the one that controls the spike gate. Then the Dragonborn must quickly use Whirlwind Sprint and, they will be in the treasure room with both, and the spike gate blocking the path back.
+
If timed correctly, it is also possible to obtain two of the cores by taking the core from the pedestal which controls the stairs and then taking the one that controls the spike gate. Then, the Dragonborn must quickly use Whirlwind Sprint and they will be in the treasure room with both and the spike gate blocking the path back.
   
 
==Enemies==
 
==Enemies==
 
*[[Albino Spider]]
 
*[[Albino Spider]]
*[[Dwarven Spider]]
+
*[[Dwarven Spider (Skyrim)|Dwarven Spider]]
*[[Dwarven Sphere]]
+
*[[Dwarven Sphere (Skyrim)|Dwarven Sphere]]
*[[Dwarven Ballista|Dwarven Ballista Master]]
+
*[[Dwarven Ballista Master]]
 
*[[Dwarven Centurion Master]]
 
*[[Dwarven Centurion Master]]
*[[Oil Spider]]
+
*[[Oil Spider (Creature)|Oil Spider]]
 
*[[Riekling (Dragonborn)|Riekling]]
 
*[[Riekling (Dragonborn)|Riekling]]
   
Line 150: Line 74:
 
*Respawning [[Kagrumez Resonance Gem]]
 
*Respawning [[Kagrumez Resonance Gem]]
 
*Leveled [[Battleaxes (Skyrim)|Battleaxe]]
 
*Leveled [[Battleaxes (Skyrim)|Battleaxe]]
*[[Ulyn's Journal]]
+
*''[[Ulyn's Journal]]''
*[[Eydis' Journal]]
+
*''[[Eydis' Journal]]''
   
 
==Gallery==
 
==Gallery==
Line 158: Line 82:
 
Fahlbtharz Dynamo Cores Needed.png|Place Centurion Dynamo Cores to open the closed off area.
 
Fahlbtharz Dynamo Cores Needed.png|Place Centurion Dynamo Cores to open the closed off area.
 
Fahlbtharz Loot.png|[[Visage of Mzund]] and a [[Kagrumez Resonance Gem]] found here.
 
Fahlbtharz Loot.png|[[Visage of Mzund]] and a [[Kagrumez Resonance Gem]] found here.
  +
Fahlbtharz1.png
  +
Fahlbtharz2.png
  +
Fahlbtharz3.png
 
</gallery>
 
</gallery>
  +
  +
==Trivia==
  +
*It should be noted that the Riekling Huts will not respawn their loot when the area is cleared and that the ruins contain a tonal lock.
   
 
==Bugs==
 
==Bugs==
 
{{Bugs}}
 
{{Bugs}}
*{{XBOX}} When the player enters, there may be a hole in the floor directly in front of the door. Or the floor itself will not load. The player and their follower, if they have one, will fall down until they reach a certain point where they will be transported back to the door and the cycle starts again. To escape one can move forward in mid air until reappearing on solid ground. The accompanying follower will disappear but will rejoin next time they enter a door with a loading screen.
+
*{{XBOX360}} When one enters, there may be a hole in the floor directly in front of the door, or the floor itself will not load. The Dragonborn and their [[Follower (Skyrim)|follower]], if they have one, will fall down until they reach a certain point where they will be transported back to the door, where the cycle repeats itself.
  +
**{{XBOX360|Fix}} To escape, one can move forward in mid-air until reappearing on solid ground. The accompanying follower will disappear but will rejoin next time a new cell is entered.
  +
**{{XBOX360|Fix}} If the floor is not loading in parts past the entry door, keep exiting and re-entering the room and the floor will fix itself.
 
*After the light puzzle and heading back into the gear room, the game may freeze at the loading screen.
 
*After the light puzzle and heading back into the gear room, the game may freeze at the loading screen.
  +
*The Kagumez resonance gem may not be at its intended location.
*{{PS3}} Hitting the Centurion Masters with an instant kill weapon may cause them not to spawn the Dynamo Cores needed to open the last door. Loading a previous save and hitting them with an arrow or magic resolves this.
+
*{{PS3}} Hitting the Centurion Masters with an instant kill weapon may cause them not to spawn the Dynamo Cores needed to open the last door. Loading a previous save and hitting them with a ranged attack resolves this.
 
*{{PS3}} The Centurion Masters may not react to the Dragonborn, even after hitting them with a weak attack. However, after killing it when the compass displays it as an enemy, the Centurion Dynamo Core will still be available if the above bug has been avoided.
 
*{{PS3}} The Centurion Masters may not react to the Dragonborn, even after hitting them with a weak attack. However, after killing it when the compass displays it as an enemy, the Centurion Dynamo Core will still be available if the above bug has been avoided.
 
*The three Dynamo Core puzzle can be activated even when the player has no Dynamo Cores. Simply keep activating the slot and one will appear. This process can be used to farm Centurion Dynamo Cores easily.
 
*The three Dynamo Core puzzle can be activated even when the player has no Dynamo Cores. Simply keep activating the slot and one will appear. This process can be used to farm Centurion Dynamo Cores easily.
*Sometimes you will have to remove the RIGHT Dynamo Core to get the poles to extract 
+
*Sometimes, one will have to remove the right Dynamo Core to get the poles to extract. 
   
 
==Appearances==
 
==Appearances==
 
*{{Dragonborn}}
 
*{{Dragonborn}}
   
  +
<!--Interwiki links-->
 
[[de:Fahlbtharz]]
 
[[de:Fahlbtharz]]
 
[[es:Fahlbtharz]]
 
[[es:Fahlbtharz]]
  +
[[ru:Фалбтарз]]
[[Category:Skyrim: Dwarven Ruins]]
 

Revision as of 08:35, 17 August 2019

Fahlbtharz is a Dwemer Ruin located in the mountainous northern region of the island of Solstheim. It is one of three Dwemer ruins located on the island.

Walkthrough

Following the path will lead to a room with a Dwarven Sphere. Ten buttons in two rows of five can be found there, with the following effects labeled from one to ten:

  1. Opens or closes entrance door
  2. Releases a Dwarven Spider
  3. Activates spinning blades near exit
  4. Releases a Dwarven Spider Guardian
  5. Releases a Dwarven Spider
  6. Sets off left flame trap above buttons
  7. Opens door opposite buttons containing a chest and a Solid Dwemer Metal
  8. Activates spinning blades opposite buttons
  9. Opens door for the exit
  10. Sets off right flame trap above buttons

Continuing the path leads to a platform entrance to a huge cavern with giant Dwemer gears spinning over a floor of water and high dwarven towers up ahead. Upon walking to the end of the right side of the platform, one can jump onto the gears. Some gears will have pipes in the center, where Dwarven Spiders will emerge. Continuing south leads the Dragonborn to the Corridor Room.

Room of gears and Fahlbtharz boilery puzzle

Going to the left will bring the Dragonborn to a small room, with two doors and multiple buttons. Behind the first door is a chest on the wall, and some scrap metal. To open the other door, press the second button from the right on the bottom row. Go through the gate and down a corridor with a chest in a room to the left. Continue until reaching a Tonal Resonator. Hitting the resonator will open the gate to the left. Proceed though the webbed corridors and defeat several Oil Spiders. Eventually, the Dragonborn will end up in a room with a gate. Looking a bit left and back down the corridor is another resonator hidden behind some webbing. Hitting that resonator will open this gate.

Continuing down the passage and through a door leads to a room with a planter filled with assorted fungi. Kill the several Animunculi here and pass through another door to the room of gears.

When going straight and staying on the gears, the Dragonborn may get to the other side of the room.

Passing through the gear mechanisms and going up the stairs leads to the body of a Nord adventurer named Eydis. Her journal explains she and her Dunmer companion, Ulyn, are searching for the Visage of Mzund. To find Ulyn's body, one must enter the Fahlbtharz boilery and go to the top floor of that room; his journal explains the boiler mechanism. There are six valves that must be shot, and each fills a different amount of lights in the center. One must shoot the correct valves to equal twenty lights. If more are triggered, the lights on the boiler mechanism turn orange and Dwemer automatons will appear to attack. 

Fahlbtharz Resonator Puzzle

Solution to the resonator puzzle.

The valves hit will light the following number of lights:

  • Far left = 3
  • Middle Left = 4
  • Left closest to center = 6
  • Right closest to center = 9
  • Middle Right = 13
  • Far right = 18

Use a bow and arrow and shoot the valves. The only solution to the puzzle is to shoot the far left, middle on the left, and middle on the right valves. One may also use a Destruction spell such as Incinerate or Icy Spear to shoot the valves. If the resonators are hit incorrectly, the boiler will be overcharged, venting out steam and spawning hostile Dwarven automatons. Failing more than twice will result in three moving spinning blades being activated instead.

After going through the door that opens, one will find themselves back in the main cavern with the gears over water. There will be two leveled Dwarven Ballistas to eliminate. The second is over the bridge, and behind it is a chest with leveled loot. After defeating it, directly behind that across the bridge is a skeleton and a leveled bow. There is also another valve. To gain access to the Grand Hall, one must not hit it while standing on the same platform. Instead, one must go back to the rotating bridge and hit it with an arrow or magic. The bridge will then spin again, bringing the Dragonborn to the door to the Grand Hall.

To the left of the bridge, before entering the Grand Hall, below, there is a small rock outcrop. On it, there is a skeleton and an Expert level chest. It contains leveled loot. It should be noted that if one chooses to jump down to retrieve the chest contents, they will have to go back through the halls to reach the Grand Hall Door again.

It is possible to skip this whole process and go straight to the Grand Hall by using the Whirlwind Sprint shout and hopping along the edges of the bridges.

The Grand Hall

Once entering the Grand Hall, there are a couple albino spiders, an oil spider, and two more Ballistas. After clearing those, there are two Centurion Masters. Killing them allows the retrieval of the Dynamo Cores to open the last door.

Fahlbtharz Centurion

Kill the Centurion master and retrieve the Dynamo Cores

To finish, one may simply grab the helm and the piles of gold around it. There is also one of the five Kagrumez Resonance Gems on a plate. To exit, the lever must be pulled. Interestingly, the exit tower is not marked on the World Map, though other lifts, such as the Great Lift at Raldbthar, are. It is, however, marked on the Local Map as "Fahlbtharz Grand Hall." The closest location to it that the Dragonborn is able to fast travel to, without going through the underground location of Fahlbtharz, is the Abandoned Lodge south of the Fahlbtharz Grand Hall exit lift.

Alternatively, the Dragonborn can go back and grab all three Dynamo Cores, and retreat the way they came in, as the path is certainly easier going backwards than forwards and the cores are very valuable for crafting Daedric items at the Atronach Forge.

If timed correctly, it is also possible to obtain two of the cores by taking the core from the pedestal which controls the stairs and then taking the one that controls the spike gate. Then, the Dragonborn must quickly use Whirlwind Sprint and they will be in the treasure room with both and the spike gate blocking the path back.

Enemies

Notable items

Gallery

Trivia

  • It should be noted that the Riekling Huts will not respawn their loot when the area is cleared and that the ruins contain a tonal lock.

Bugs

This section contains bugs related to Fahlbtharz. Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template  360  /  XB1  ,  PS3  /  PS4  ,  PC  /  MAC  ,  NX  /  PS5  ,  XS  , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person anecdotes: such discussions belong on the appropriate forum board.
  •  360   When one enters, there may be a hole in the floor directly in front of the door, or the floor itself will not load. The Dragonborn and their follower, if they have one, will fall down until they reach a certain point where they will be transported back to the door, where the cycle repeats itself.
    •  360 (Fix)   To escape, one can move forward in mid-air until reappearing on solid ground. The accompanying follower will disappear but will rejoin next time a new cell is entered.
    •  360 (Fix)   If the floor is not loading in parts past the entry door, keep exiting and re-entering the room and the floor will fix itself.
  • After the light puzzle and heading back into the gear room, the game may freeze at the loading screen.
  • The Kagumez resonance gem may not be at its intended location.
  •  PS3   Hitting the Centurion Masters with an instant kill weapon may cause them not to spawn the Dynamo Cores needed to open the last door. Loading a previous save and hitting them with a ranged attack resolves this.
  •  PS3   The Centurion Masters may not react to the Dragonborn, even after hitting them with a weak attack. However, after killing it when the compass displays it as an enemy, the Centurion Dynamo Core will still be available if the above bug has been avoided.
  • The three Dynamo Core puzzle can be activated even when the player has no Dynamo Cores. Simply keep activating the slot and one will appear. This process can be used to farm Centurion Dynamo Cores easily.
  • Sometimes, one will have to remove the right Dynamo Core to get the poles to extract. 

Appearances