Skyrim talk:Avanchnzel

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I didn't find a way to clear this dungeon as there was a spider automaton in an inaccessible part below the floor grating in one corridor. We tried to shoot each other for ten minutes, then went our separate ways. -- 15:16, 27 November 2011 (UTC)

The bot under the floor can be killed with chain lighting however I still have found no way to get a cleared mark for this place. — Unsigned comment by (talk) at 00:59 on 2 December 2011 (UTC)
He can also be cleared by using a console command that allows you to move through objects. Doesn't help to get it clear. Should try SetLocationCleared if you get the location's code. — Unsigned comment by (talk) at 18:12 on 24 December 2011 (UTC)
I'd like to point out that when I played through, there were actually two bots under the grates. Yes, the Dwarven Spider, but also a Dwarven Sphere Master (Probably because I am level 80). I killed both (Forgetting about the "clogged vent") and the "cleared" status did not come up. The second bot, the Dwarven Sphere Master, was just after the Dwarven Spider within the location known as Avanchnzel Boilery. When you enter and go "straight" (West on the Local Map), you turn left (South) and than right (West). The Dwarven Sphere Master was loaded on the left side, between the wall and the pipes, under the floor grates. I also noticed that there is a wall that looks as though it can be removed (Bars that slide into the ceiling and floor) after the player makes their second right into the main chamber, but I couldn't seem to locate any type of lever. It appears that this should go under the floors, but without a means to lower the gates we are forced to use Chain Lightning instead. Perhaps the designers merely forgot to add the lever or switch? 6:32 PM 28, Dec 2011 (CST) — Unsigned comment by (talk) at 00:33 on 29 December 2011 (UTC)
I noticed this, too. The switch is conveniently missing from the level, and I looked pretty extensively for it. Perhaps this item needs it's own discussion TOC entry? Schm0 19:31, 14 January 2012 (UTC)
Having gone back, I was able to find a way to strike the target within the "clogged vent". For those who don't already know, the "clogged vent" is located in what is merely called "Acanchnzel" (First stage of the ruin). It is on the ultimate ground floor in the large "circular" chamber. The player goes down and eventually is standing on sandy-dirt. They go down a small curved ramp to the soil and there is a small mound of debris on the ground and around three Dwarven Spiders. Conventionally speaking the room with the "clogged vent" is at the right of the player once they descend off the ramp and they are facing toward the next large hallway. If looking at the Local Map, it is to the "south-east", because the map is tilted on roughly a 30-35 degree angle. The player has to go through two sets of doors to get to the room.
Within the "clogged vent" was, again for me (probably because of my level), another Dwarven Sphere Master. I was able to attack it by crouching down, facing the vent and striking the wall just "under" it to the bottom-right corner. I don't have any sort of camera so I will do the next best thing instead... If you could imagine that the crudely drawn "circle" (Octagon) and the "shaft" (made up of brackets) is the vent, and the "box" made up of parentheses is the Dwarven barrel that stands next to it, the point where the "XX" is is where my Chain Lightning is striking. I was able to get it's life bar and attack it, which is how I know it is a Dwarven Sphere Master, for me at least. When my first successful strike hit it, the vent did in fact open up. It closed shortly after, as scripted. Around the time it takes to cast another three strikes later, after the vent closed, the Dwarven Sphere Master sort of "jumped" out at me. I suppose the game overrode the physics by merely "dropping" him into place, sort of the same idea that happens when something falls through the floor; The game merely "sets" it back in the map.
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It should be noted that NO, this did NOT add the "Cleared" status to Avanchnzel. 6:32 PM 28, Dec 2011 (CST) — Unsigned comment by (talk) at 00:33 on 29 December 2011 (UTC)
Well, I'll change the page to say this place is not clearable then, since nobody managed to clear it. I'm gonna run it a second time just for kicks, if I find something new I'll write it here.-- 16:51, 1 February 2012 (UTC)
So, first thing I noticed upon entering is that the place did not reset. Does it even reset at all? I'm pretty sure it's been more than a month since I had been there. Anyway, I went forward and found the sphere master stuck in the pipe, as mentioned above, found a few things I forgot to loot and a room I didn't notice the first time, picked up all those cups and bowls I didn't get. I could not find any corpse where I would have dumped excess weight the first time I came, though I'm not sure if I had to do that. Lastly I went through those bars that seem like they'd come down but there's no lever that does that. Other than the spider-under-the-grate that I remember leaving alone the first time, I didn't find anything special (just a really clautrophobic place that sucks to navigate through. Must be why they decided not to put a lever for the closed bars that lead to the place). As it was expected, none of these things I did set the place to cleared.-- 17:42, 1 February 2012 (UTC)
I just happened to look at Avanchnzel while trying to investigate another question about what makes places clearable, and noticed that Avanchnzel does not officially have a boss enemy (for any other game data geeks: its LCTN record (00018ee5) does not have any LCSR fields for the reftype "boss" (000130f7). No idea how that info is displayed in the CK, because right now my CK is glitching and refusing to open any location records). Given that we believe that killing the boss is what triggers that the place is cleared, the lack of boss would explain why it is impossible to get a cleared flag.
As for respawning, no, Avanchnzel will never respawn. The "Never Resets" flag is set true for all interior parts of the ruin. The exterior area should, however, respawn as usual. If I can stop getting distracted by other dungeon-related questions, that information should get added to the article in the next day. --NepheleTalk 03:36, 18 March 2012 (UTC)

Incorrect file name[edit]

The image of the balcony on this page is from a file which has Avanchzel in its name, rather than Avanchnzel. I mention this in case it's worth changing (I think it probably is), but I wouldn't know how to go about it. — Unsigned comment by Peterguard (talkcontribs) at 00:02 on 2 February 2012 (UTC)

Easter Egg[edit]

The name of the Argonian Male, "Watches-the-Roots," likely comes from the literary work by poet William Blake, The Marriage of Heaven and Hell, specifically, one of his "Proverbs of Hell:" "The rat, the mouse, the fox, the rabbet; watch the roots; the lion, the tyger, the horse, the elephant, watch the fruits." Considering the nature of the quest has to do with forbidden knowledge, as does Blake's work, this is likely the source of inspiration for the name. Should this be included on the page? Not only is it about a specific NPC and not the area, but it's also an Easter Egg, and I believe it's on the Easter Egg page... If not, it's definitely on the Easter Egg talk page. --Velyanthe 20:27, 3 February 2012 (UTC)

Dead Thrall?[edit]

This has been marked as a question that needs to be answered.

Anyone know if you can dead thrall any of the corpses? I had the spell at the time, but not a high enough magicka to use it. (or the proper perks). I would think Watches-the-Roots would be a mage type due to his extensive knowledge of the Lexicon, but he probably doesn't spawn any good equipment. Curious on whether any of these are any good. I often dead thrall odd characters (like the guy in Liar's Retreat with the Longhammer. Surprisingly he has a voice actor and lines). 00:12, 4 April 2012 (UTC)

Too much Quest information?[edit]

To me it seems that as a Location page, the current description explores the details of the associated quest too much. In fact, in places it expands more on the quest than the quest page itself does. I would suggest that all but the barest allusions to quest content should be cut here and put into the Quest page. Threepwood87 (talk) 22:26, 9 September 2012 (EDT)

This dwemer ruin is not meant to be accessible unless you're on the associated quest, so this is to be expected.Kastagir (talk) 17:37, 1 August 2013 (GMT)

leveled trap[edit]

When you get to the corridor where - 'Shortly beyond this point, you will find an adept-level trapped door to your right' I found that this was an apprentice leveled trapped door. Would suggest that this needs changing to leveled trapped door. I am level 25 with this run through. verification needed. Biffa (talk) 18:19, 16 September 2013 (GMT)

It's not leveled, it's fixed at apprentice-level. I'll update the article, thanks for bringing it up. — ABCface 23:41, 16 September 2013 (GMT)

ore you can't mine[edit]

Just before the first arch on the path towards Avanchnzel, if you turn right and follow the terrain you will pass a large tree stump (where the tree has been cut down.) from the stump you will see the ore vein (I think it's a gold ore vein), but you can't interact with it. Biffa (talk) 14:34, 17 September 2013 (GMT)

I never noticed this "needs verification" question before. Yes, verified, that ore cannot be mined. Every time I do this quest I try to mine it, remember its a dead ore (and I knew that - so I do a bit of head shaking too), then move on. Checked previously on PS3 & just now on PS4 to make sure. (Philbert) 01:49, 6 November 2016 (UTC)

Flashback in Lexicon depositing room?[edit]

When I first entered the room where you deposit the Lexicon, I saw something almost like a flashback heppening in the distance, the fading away.

tcl-ing into the room, it looks like there are two Dwarven Centurions as part of a flashback, but they don't seem to do anything for me...

I couldn't find a way to correctly trigger them, but it seems that once I tcl-ed in through the side wall, they were there permanently. Entering the room the normal way did nothing. Leaving the Boilery through the end 'elevator', and returning seemed to trigger them to do something, but it was just turning and walking a fee steps. — Unsigned comment by (talk) at 06:00 on 28 December 2013

This seems to be part of the second scene mentioned in the Bugs-section. -- SarthesArai Talk 12:43, 28 December 2013 (GMT)

Unenterable room?[edit]

The notes mention a dwarven spider below you near the end. I noticed a set of spears (the kind used in traps) are what are blocking you from getting there. Are there any levers or something that open those up? 04:32, 5 April 2014 (GMT)

I haven't been able to figure out how to get in there either. Guess I need to crack open the CK and figure it out if no one else has. Tiger8u2 (talk) 00:02, 3 August 2014 (GMT)
Anyone have an update on this room? I'm surprised it's not even mentioned in the main article. --Coxis (talk) 04:17, 21 September 2014 (GMT)
That area is inaccessible and is noted on the main page. If I remember correctly, others in the past clipped through but other than the spider there was nothing there. (Philbert) 01:55, 6 November 2016 (UTC)

Marking Avanchnzel as cleared[edit]

Places that have a bug about being set to cleared, seem to be handled differently. For example, for Arcwind Point we provide the following on the page in the bug section in order to tidy things up:

"Setting Arcwind Point as cleared via SetLocationCleared fd685 1"

My point is that it would be nice to do the same for Avanchnzel, since that would allow someone to clear it without bringing in all of the "corrections" in the Unofficial Skyrim Patch. Furthermore, offering a console command correction for bugs seems a very nice thing to do, as was done here for the bug where a follower is trapped under the floor grating. So, does anyone know the RefID for Avanchnzel? Kalevala (talk) 22:43, 24 August 2014 (GMT)

I've added a code, its Avanchnzel's location id, the same as the above is Arcwind Points location id. Silence is GoldenBreak the Silence 02:16, 6 November 2016 (UTC)

Bugs Clearup[edit]

  • After placing the Lexicon on the pedestal, the next room may exist only as a skybox; walking inside will cause you to fall. This is easily fixed by saving and reloading, although it does not always work the first time.
  • As a werewolf, it is possible to feed on Drennen's body an unlimited number of times. (poster suggested mod interference)

Both of these have been unconfirmed bugs for well over two years, time to go. Silence is GoldenBreak the Silence 02:16, 6 November 2016 (UTC)