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Calcelmo's Laboratory

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Calcelmo's Laboratory
TESV Calcelmo's Laboratory
Map
Markarth calcelmos lab map
Sublocations Markarth Wizard's Balcony
Quests Hard Answers
Location ID MarkarthWizardsQuarters03

Calcelmo's Laboratory is a location in The Elder Scrolls V: Skyrim within the Dwemer Museum in Markarth.

Contents

DescriptionEdit

This area is the main living and research quarters for Calcelmo and Aicantar, although they typically spend most of their time in the Keep, closer to the Nchuand-Zel Entrance.

Most of this area is locked unless you’re on Thieves Guild Quest: Hard Answers. The laboratory is divided into a number of chambers.

InteriorEdit

The Entry Room has oil on the floor, a dart trap, and a gate you can’t normally open to the southeast.

To one of the left chambers of this room is a Dwarven Spider which can be used to kill the Wizard Guards. The spider is controlled using a staff that is found nearby. Sometimes there is a glitch and the Spider isn't there, and the staff is impossible to pickup.

The Throne Chamber consists of a main room with a raised throne and guard. Dwarven junk is scattered around, along with several traps you can activate. To the northwest is Calcelmo’s bedroom, which has some display cases (Apprentice) and scrolls to steal.

To the south is Aicantar’s bedroom and food preparation area. Danger! Dwarven Ballista Trap, Dwarven Thresher Trap, Swinging Wall Trap Display Case (Apprentice) You cannot progress beyond the Throne door without a key, which you can only find during Thieves Guild Quest: Hard Answers.

Beyond the Throne Room is the Steam Hall. There’s little to search for, except a few corpses of fallen foes. The valve at the far end activates the thresher traps in the floor, ideally against enemies following you. Danger! Dwarven Thresher Trap, Poison Gas Trap.

Next is the Statue Room, whose exit is flanked by two Dwarven Spheres. There are two side chambers here; take advantage of the guard’s patrol to slip through the door when he steps away from it. And finally, you emerge into a large workroom. The valve in the control booth sets off a frightening number of traps in the room that will send even the most stout-hearted guard running for cover. This area has two exits. Danger! Dwarven Ballista Trap, Dwarven Thresher Trap, Flamethrower Trap

Markarth Wizard's BalconyEdit

The great balcony atop the keep connects Calcelmo’s laboratory to his tower, a separate structure off the main body of the Keep. There’s a great view of the city from here. One section of the balcony wall has broken away, exposing a path around the cliffside that ends in a waterfall. If you were in a hurry, you might just be able to jump from here.

Calcelmo's TowerEdit

The tower has a lower-level entry hall, an upper-level office, and a massive stone relic containing a text in Dwemer and Falmer on the same granite slab. This stone is the key to Calcelmo’s current research, a secret he jealously protects.

Notable ItemsEdit

AppearancesEdit

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