Skyrim talk:Mzinchaleft

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Required item missing[edit]

OK, I did not have the quest for Grimsever, but it was out in the open near the Centurion Master. However, there's a switch in a nearby room that I can't use because it says a required item is missing. Any ideas? 24.156.216.144 18:35, 19 November 2011 (UTC)

I haven't tried it yet, but take a look at this. -RedKnight 00:46, 8 December 2011 (UTC)
I think it requires the Attunement Sphere, as best I can tell from reading various pages on here. It really isn't very clearly explained on this page, and I'm not that far along yet. timrem 08:36, 8 January 2012 (UTC)
Yep, the Attunement Sphere does go in to the Dwarvern Mechanism. It opens stairs to the Blackreach cell. You get get more details on the sphere's page.--94.11.189.251 01:25, 28 January 2012 (UTC)

Followers[edit]

Is this only in my case or is it not possible to take a follower with you due to him/her being unable to walk over the step in front of the ruins? Blink86 17:30, 23 November 2011 (UTC)

No, I'm having the same issue. Lydia runs off in the other direction rather than follow me over that step. ComaDivine 02:08, 26 November 2011 (UTC)
Worked for me. I went in with Belrand. 128.54.152.141 11:27, 26 November 2011 (UTC)
Lydia worked fine for me... I just finished Mzinchaleft. She never got hung up any more than the usual trivial amounts, for me. -RedKnight 00:38, 8 December 2011 (UTC)
It takes some maneuvering, but followers will eventually make it in with you. Jazstar 02:30, 1 February 2012 (UTC)
(on XBOX) I found that if I walked up behind Lydia and stood very close, she would move a couple of steps closer to the entrance. I repeated this a few times, then when she was very close to the step, I FUSed her into the entrance. Hope this helps.
Any Follower I've taken here almost never makes it up that first patio step outdoors. He/She will turn around and run off into the wilderness. However, it really isn't a problem. I'll make my way to Mzinchaleft's front door alone and wait there for a moment or two, and the Follower always shows up, from somewhere. I guess there's a cross-country path/slope-slide that Followers find easier to navigate. Evil-i (talk) 20:48, 15 October 2012 (GMT)

Room with levers[edit]

I'm having a problem getting past the room full of levers and gates. I'm assuming that the last lever opens the last gate, but that isn't happening for me. Can anyone help me out?

Pulling last lever opens the gate to 2 chests and a valve. Backtrack through the maze once more and voila. Valve opens all the gates. — Unsigned comment by 83.189.190.205 (talk) on January 10, 2012 17:36

Mzinchaleft Guard's Note[edit]

Where exactly is this? I've searched everywhere and I can't seem to find it... Jazstar 22:23, 31 January 2012 (UTC)

I can guarantee that I have seen it in-game. I believe it may be somewhere at the end of a hallway in a tiny room... either that or the Work Order. The other is either sitting around elsewhere early in the ruins or held by a guard. --Velyanthe 22:45, 31 January 2012 (UTC)
I know that the work order is outside the ruins, very early on. But the Guard's Note seems to be elusive - the official elder scrolls wiki does not have it included... Can you remember what else was in the tiny room? Bedrolls or pots or rubble... Jazstar 00:59, 1 February 2012 (UTC)
A table, I think. It was tiny enough to not really be called a room, I think. --Velyanthe 01:30, 1 February 2012 (UTC)
Was it inside doors that could be shut? And thanks for answering me :) Jazstar 02:30, 1 February 2012 (UTC)
I can't remember. There was a wide hallway that ended in a T, with the left side leading to a closed, large golden door. The right side opened into the tiny room. It was near the entrance to the ruins, and I had encountered few to no automatons at that point. --Velyanthe 19:19, 1 February 2012 (UTC)
Thankyou! And just one last question for clarification - was it inside the ruins themselves, or outside in the general skyrim area? Jazstar 20:02, 1 February 2012 (UTC)

First Room With Levers[edit]

I'm also having some trouble with levers and gates, but I think it's a different one as I can't see any chests. It's the first room with spiked gates and levers you come to during the quest Grimsever's Return whilst exploring Mzinchaleft. If somebody could please tell me how to get through?— Unsigned comment by ‎ 180.181.93.171 (talk) at 00:16 on 8 September 2012

It sounds like the dungeon failed to load on your system properly. I would try reloading a previous save from before you entered. --Xyzzy Talk 11:55, 8 September 2012 (EDT)

Locked part of the room[edit]

In the last room where the centurion needs to be killed is a locked part with bars (on the right side, opposite to the entrance to Blackreach), anybody has a clue how to open this part? Contains some dwarfen metal, an chest and a dresser. 88.90.64.161 15:32, 4 February 2013 (GMT)

There is a lever on the wall, to your right as you look at the locked area.— Unsigned comment by 66.69.47.166 (talk)

Inaccessible chest in the flooded area?[edit]

In the big flooded area there's a chest inside a little room in a cilindrical structure. In fact, if you go underwater you'll find a chest on the first level of this structure underwater, but the one on the second level I can't reach. It's visible from the bridge-like platforms on which you first enter the room. Any tips? --Coxis (talk) 18:48, 30 May 2013 (GMT)

Try using the Whirlwind Sprint shout 142.118.176.252 06:25, 19 May 2020 (GMT)

diagram of levers[edit]

I'm sure there are better ways of compling the diagram of the levers. Can someone more knowledgable please do it correctly. Cheers! Biffa (talk) 14:32, 1 March 2014 (GMT)

Mzinchaleft Invisible Wall bug[edit]

This is a simple bug report.

In the "Falmer Camp" area pictured in the article, the rubble can be scaled by jumping and the character can then look through the wall as if it were not there.

Screenshot evidences:

Can anyone else confirm? - 69.230.176.34 19:59, 12 April 2015 (GMT)

The Pale?[edit]

The notes say (or did state more objectively, before I edited them) that because Mzinchaleft is on the border between the Pale and Hjaalmarch, it's meant to be in the Pale and the Unofficial Patch places it there. However, in the Prima Guide there's a map quite clearly depicting the ruin entirely within Hjaalmarch's boundaries, and the entry also puts it under Hjaalmarch. I know eso doesn't have Mzinchaleft within the Greymoor zone boundaries and would probably put it in the Pale instead if it shows up, but Skyrim quite clearly seems to have it intended to be in Hjaalmarch?

With that, should we just remove any mentions of Mzinchaleft being in the Pale? If the Unofficial Patch puts it there, is that a mistake on their part that we should inform them about? Also, are there any files I'm not aware of that would indicate Mzinchaleft being in the Pale? The Rim of the Sky (talk) 01:36, 25 May 2020 (UTC)

The paper map included in Skyrim physicial edition quite clearly places Mzinchaleft in the Pale, so I don't think we should remove references to it being there. The best thing to do would probably be to list which sources support which variant. --Vordur Steel-Hammer (TINV1K) 17:38, 25 May 2020 (UTC)