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Skyrim Sidelines- Mzinchaleft, Mjoll, and Grimsever: Golem is Plural of Golem

With the room looted, head the other way across the stone hall and down the ramp.  The ramp dead-ends in a large Dwemer metal gate, behind which is a room with a pair of raised areas.  Within are a pair of Dwarven Sphere Guardians more or less massacring a quartet of bandits.  If you’re inclined, you can help the spheres before turning on them to destroy them before they kill you, you can wait for the spheres to win and then jump them, or you can just sort of meander in and attack targets as they present themselves.  Either way, you’ll have to fight what’s in this room when you enter it.  Sadly, while there is a chest in the room, it is empty, and the dresser nearby holds nothing of actual value, so continue on through the ruin by way of the hallway leading on from this room.

The hallway turns a couple of times as it proceeds, leading eventually to a large and oddly-shaped room full of steamworks pipes.  One of the ones you can see from the hall disgorges a Dwarven Spider as you approach, and you’ll need to take that out in some way.  Be cautious fighting this first sign of an area the bandits had not yet reached- Dwarven Spiders explode in electricity when killed, and will often take you with them if you were in a poor state at the end of the fight.

Loot the ‘corpse’ and then look to the right to see a closed gate with a fallen Dwarven Centurion behind it.  Have a look at what it’s got- it doubtless has a few things stocked in its chassis that you can make use of, for selling if for nothing else.  This also puts you in a good position to have a look at the next portion of the room, which holds an open gate, a pipe venting steam, and, at the far end, another pipe with a hatch on it.  These hatched pipes are the ones that you should always look out for as you enter an area, as both Dwarven Spiders and Dwarven Sphere Guardians can pop out of them at a moment’s notice, providing any room of a Dwemer ruin with guards, sometimes right behind you when you least need it.

Advance carefully through the room until the pipe disgorges a Dwarven Spider, then ruin the machine and you can check all the gates.  The last gate on the left in this portion of the room is locked, and behind it is an unlocked stone chest with some rewards for your diligence waiting within.  Proceeding through the gate at the end of the room into the next room puts you in a small but empty Dwemer workshop or dining area (it’s unclear which, or if there even is a distinction).  This adjoins to a long hallway with what look like Dwarven Spider Guardian pipes in it- but these are a bluff.  As you proceed down the hall, a pipe at the end in one corner will iris open and let out a Dwarven Sphere Guardian, who quickly unfolds and advances on you with deadly intent.  Shatter the automaton and harvest its valuables, then proceed to the end of the hall where yet another downward stair awaits you.