Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Great Lift at Alftand

It is a mechanical lift which can only be entered and used after starting the quest Discerning the Transmundane. Inside the lift building is a lever which, when activated, will bring you up from or take you down into Blackreach. The lift will open a short distance south-southeast of the exit from Alftand Cathedral inside Blackreach. The topside of the lift is housed in a building surrounded by metal barriers, one of which is a gate. The gate can only be opened from within, by pulling a lever to the right of the gate, after which the lift can be entered from Skyrim whenever you travel there (fast traveling places you right outside the lift). The map marker for this location does not appear until the lift is activated inside Blackreach.

The lift is Dwemer in origin, and is one of seven entrances to Blackreach, which must first be entered by traversing the ruins of Alftand, Mzinchaleft, or Raldbthar and using the Attunement Sphere from Septimus Signus to open a door to Blackreach.

 
Related Quests
 

Walkthrough
Exterior
The lift is in a fairly isolated location, east of the path between Nightgate Inn and Wayward Pass. The lift is on the edge of Winterhold, but overlooks the Pale with its stunning landscape. The inn can be seen to the southwest. To the northwest you may encounter leveled animals, bandits, or hunters, often battling each other.

Great Lift at Alftand
In Blackreach, the lift is south-southeast of the exit from Alftand Cathedral and southeast of Sinderion's Field Laboratory. Before using this lift to enter Blackreach, you must first lower spears blocking access to the lift in Blackreach by activating a button on a sculpted metal head in front. You may then ride the lift up and use a lever to open a gate in Skyrim. There are two crimson nirnroot plants nearby: one is at the base of the stairs, and the other is around the side of the structure to the right when facing the lift. A falmer and a chaurus cocoon  containing a chaurus hunter  are a short distance north of the lift, between the lift and the exit from Alftand Cathedral.

Bugs
 
Opening the menu or favorites screen and leaving the screen open for 15 - 30 seconds stops the bug.
 
If this happens, load the previous save, then have your dog and regular follower (if any) wait for you in Blackreach outside the lift area before activating the lift. You may then use the lift and open the gate from within the lift building once you reach the surface.
Skyrim:Bonechill Passage

The cave itself is a short iced over passageway leading to Ancient's Ascent.
 
Related Quests
 
 

Walkthrough
left|thumb|The nearby house
Nearby House
Following the path from the road leading to Helgen will take you past a small house that was attacked by the dragon that lives at the Ascent. A note to the authorities reveals that the owner assumed that if the dragon was simply ignored it would leave them alone. Two charred corpses can be found outside, presumably proving him deadly wrong. A copy of the Pickpocket skill book Purloined Shadows is lying underneath his bed. From the house follow the path to the east around an outcrop of rock.
 
Exterior
As you approach you will see a huge stone square arch over the steps leading up to the entrance. There is a silver ore vein just west of the base of the steps. 

right|thumb|Bonechill passage
Bonechill Passage
Upon entering you are in an ice tunnel heading south. There is a skeleton on your left with a medium coin purse beside it, opposite are a pair of random boots. A leveled creature is guarding the path ahead. Once dealt with, moving forward, on your right you pass a mammoth skull with a dead bandit and a leveled potion of healing lying beside it. Further along also on your right there is a knapsack next to another skeleton and a copy of the Heavy Armor skill book 2920, MidYear, v6. 

The tunnel narrows and bends to the east, then opens out into an unroofed section with a bridge across a chasm with a leveled creature stood on the far side. On your left at the start of the bridge is a dead goat. Under the bridge are two skeletons that can be looted, with one of them having a random potion of stamina beside it. Once across the bridge the tunnel rises quite sharply and after a couple of turns leads to the exit.

Bugs
 
 The issue can be worked around by playing in windowed mode while inside the cave.

Maps
Skyrim:Northwind Mine

To find the mine, start from Shor's Stone and follow the path north out of the settlement. After passing Shor's Watchtower on the right, a set of steps will be seen on the left. Follow the path up the steps to the entrance of the mine. 
 
Related Quests
 

Northwind Mine
The mine has two access points, one south and one up the mountain to the north. It is inhabited by skeletons. If you are entering from the bottom, southern end of the mine, you will find a very steep incline going down into the mine. At the bottom are some skeletal remains, an abandoned handcart filled with rocks, and an iron ore vein. The mine shaft climbs upward again into the main chamber. Here two skeletons are patrolling on the wooden scaffolding. Up the ramp just inside the entrance, to the left, is an unlocked chest under the supports. To the right, just within the lantern glow, is a knapsack. The table on the east wall, at the base of the second ramp, holds a copy of the Block skill book The Death Blow of Abernanit. Between the two ramps, against the west wall is a second iron ore vein.  Head up the second ramp and through a narrow passage to the top of the mine. Just before the passage widens, notice a tripwire that triggers a falling boulder trap. It is easy to disarm from this side, however, as the rocks fall into the room rather than down the passage. The last skeleton is patrolling in this area. Another iron ore vein is on the west wall, illuminated by lantern light. The passage narrows once more and turns east leading out to Northwind Summit.

Notes
 Version 1.2.6 of the Unofficial Skyrim Patch changes the interior iron ore veins to ebony ore, swapped with Redbelly Mine which the residents of Shor's Stone describe as an iron mine.
There is a corundum ore vein outside the mine, at the bottom of the step path leading to it.  After that, you may be attacked by a pair of leveled animals on the steps to the mine.  If you have Hearthfire installed, there is also a quarry west outside the entrance.  There are alchemy ingredients, such as snowberry and imp stool, directly east outside the entrance.
Northwind Mine also appears in ESO.

Bugs
 
 
They may not be able to follow you even after you zone into the mine, and you may need to move them to you via console.
Using Unrelenting Force on the follower will knock them off the rock and allow them to follow you.
Skyrim:Stendarr's Beacon

If Dawnguard is installed, Dayspring Canyon is to the north-northeast and Fort Dawnguard to the east-northeast.

 

Stendarr's Beacon
The main path to the beacon is via the road towards Black-Briar Lodge. Instead of turning onto the path up to the lodge, take a path to the southeast a short way farther along the road, pass a turning that takes you to Broken Helm Hollow, and follow the path as it turns to the east then north as it climbs. At the top, the beacon is in front of you on the left. Outside the tower, the Vigilants have set up a makeshift kitchen, complete with a cooking spit and a nearby table holding a sliced goat cheese, three potatoes, a raw rabbit leg, and a joint of raw beef; there is also a satchel on the table, and a knapsack is beside it. A silver ore vein is located a few feet west of the cooking spit. Around the back side of the tower is a lootable skeleton, with a random sword and helmet lying next to it.

Inside the tower, the Vigilants have set up a shrine of Stendarr with their bedrolls to the left, one of which has a copy of the Restoration skill book The Exodus resting on it that you may be able to freely take. If you take the stairs to the top of the tower, you will find a large campfire and an unlocked chest containing minor loot owned by the Vigilants--being seen to take this will cause the Vigilants to become hostile.

Notes
To the southeast, a flag can be seen flying up on the ridge. The path up the ridge has splashes of blood on the snow. At the base of the flagpole there are an apprentice-locked strongbox and one or two other pieces of loot, with some human remains not far away, guarded by a frost troll. The strongbox doesn't respawn.
At the foot of the next ridge to the east, before turning right onto the blood-stained path upward, there is a second silver ore vein on the right.
Two iron ore veins are located east of the Beacon.
Bugs
Skyrim:College of Winterhold

College of Winterhold may refer to two things:
College of Winterhold (faction), a faction in Skyrim
College of Winterhold (place), a place in Skyrim
Skyrim:Thieves Guild (place)

The headquarters are based within The Ragged Flagon - Cistern and a bar named The Ragged Flagon. For full details on these places, see their individual pages. 
 
Residents

 
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Related Quests
The Ragged Flagon
  
  
 
 
 
 
 
 
  
 
 
 
 
  
 
 
 
 

The Ragged Flagon - Cistern
 
 
 
 
 
 
 
 

Walkthrough
Thieves Guild Headquarters
There are two entrances to the headquarters: one via the Ratway into The Ragged Flagon, and a second directly into The Ragged Flagon - Cistern hidden beneath a tomb that dominates the small graveyard to the east of Riften's Hall of the Dead.

You can only access the second entrance once you have joined the guild and completed Taking Care of Business. To enter the headquarters using this entrance, press a small button in the center of the tomb; this opens a secret stone staircase. Descend it and open the sewer covering. To exit directly from the Cistern, climb the ladder in the alcove to the southwest, then pull a chain to retract the tomb.

As you progress the Thieves Guild questline, complete reputation quests for Delvin Mallory, and complete miscellaneous guild quests, the headquarters will be upgraded, and additional thieves will move in.

Notes
  An extra room is added to the Flagon by the Unofficial Skyrim Patch. This room is located to the left of the door leading to the Ratway Vaults. It is mainly filled with beds for those who live in the Flagon, and is mistakenly blocked off by a wall in the vanilla game.
The special features within the Flagon only appear as the extra merchants move in after completing the required reputation quests.
There is a "Guild" Shadowmark to the left of the entrance door from the Ratway Vaults.
Skyrim:Thieves Guild

Thieves Guild may refer to two things:
Thieves Guild (faction), a faction in Skyrim
Thieves Guild (place), a place in Skyrim
Skyrim:Headless Horseman

The Headless Horseman is a headless ghost riding a spectral horse who roams around Skyrim at night. If you follow him, he will lead you to Hamvir's Rest, making various stops along the way. He can easily be followed on horseback, and will sometimes interact with you and his surroundings. He is difficult to keep up with if you are not mounted, but it is possible: sprint whenever you can, and if you have access to the Whirlwind Sprint shout, you can use it to easily catch up to him.

The Headless Horseman wears a full set of unique armor that is identical to steel plate armor (with the added effect of making his head invisible), and carries a leveled battleaxe on his back.

When following the Headless Horseman through his nightly travels, if any NPC kills a nearby enemy (such as a wolf, spider, or bandit), you can hear the Horseman whispering in response—commonly the phrase: "Finality." Other times, he will begin speaking in full sentences, but this is generally when you are too far away to hear the conversation clearly. One such phrase, "Such an abrupt end to our game.", is often heard if the Headless Horseman fails to reach his final destination before sunrise.

 

Horse
His horse has a Base ID of  , and is simply named 'Horse'. It is ethereal (weapons/attacks pass through it) and leaves a smoky blue trail behind it. It can be ridden like a normal horse but cannot be interacted with in any other way.  If you are attacked while not mounted on the horse, it will attack the aggressor as other horses do when not being ridden. It does damage like a normal horse, but cannot be hurt, and has infinite stamina. The horse will also behave like an owned horse, meaning you can make it fast travel with you, but it will start heading back to where it spawned once you dismount. The horse reacts with the normal horse sound effect when it would normally take fall damage, but does not actually take any damage.

Notes
The Horseman will always start his ride between the hours of 10pm and 5:30am; however, he can be encountered during the daytime on his way to Hamvir's Rest.
The Horseman is flagged as a ghost in the game data, making him immune to any attacks or spell effects.
A popular fan theory postulates that the Horseman is Ragnar the Red.  

Bugs
Skyrim:Prisoner

Prisoner is the default name for the player character. Their name, race, gender, and appearance are subject to change during character creation.

You will play as the default character in the playroom area in Skyrim VR.

 
Notes
The game data also lists eight non-player-related NPCs named "Prisoner", all identified as Falmer Prisoners who were possibly associated with a cut quest in Chillwind Depths.
The player's BaseID and RefID are the same as those of the player-character in Oblivion.
:* Additionally, Skyrim's player-character is named   in promotional footage and images, which has also been used in promotional footage and images as the player-character's name in Morrowind, Oblivion, and Blades.
Skyrim:Gian the Fist

Gian the Fist is an Imperial thief located in the Ratway beneath the city of Riften. As his name suggests, he uses unarmed attacks that do significant damage. 

Gian lives in the southwestern chamber of the Ratway and has booby-trapped it with bear traps. He has an alchemy lab, a cooking pot, and a hay pile at his disposal, although he never uses them. He is hostile and will attack you on sight. 

Gian wears a roughspun tunic and the unique gloves of the pugilist. He carries a bottle of ale, inn food, and a small amount of gold. If you are level 16 or above, he also wears a leveled ring of regenerate stamina.
Skyrim:Priestess of Arkay

The Priestess of Arkay is an Imperial priestess devoted to Arkay, the god of burials and funeral rites. She wears hooded monk robes and a pair of boots. She also carries an amulet of Arkay.

It is assumed she died during the attack on Helgen as she is not seen again afterwards.
 
Related Quests
 
Quest-Related Dialogue
She attempts to deliver last rites to you and the Stormcloak soldiers that are being executed at Helgen before the dragon attack, but she is interrupted by a defiant Stormcloak rebel:

Priestess: "As we commend your souls to Aetherius, blessings of the Eight Divines upon you, for you are the salt and earth of Nirn, our beloved...." 
Stormcloak Soldier: ''"For the love of Talos, shut up and let's get this over with." 
Priestess: "As you wish." 
Stormcloak Soldier: "Come on, I haven't got all morning. My ancestors are smiling at me, Imperials. Can you say the same?"''
Skyrim:Assassin

Assassins of the Dark Brotherhood are occasionally sent to track and subsequently make an attempt on your life throughout the game. The assassin's race and gender will vary between an Argonian female, a Dunmer male, or a Khajiit female.

The assassins appear as random encounters starting at level 5. Unlike hired thugs, the assassins appear for no reason and there is no way to avoid encountering them. A note detailing their mission can always be found on their bodies. The note reads:

 
 
 


As instructed, you are to eliminate   by any means necessary. The Black Sacrament has been performed - somebody wants this poor fool dead.


We've already received payment for the contract. Failure is not an option.


- Astrid''
 


After completing either the With Friends Like These... or the Destroy the Dark Brotherhood! quest, you are no longer in danger of being attacked by these assassins.

Notes
Shrouded Armor cannot be collected from slain assassins.
Skyrim:Noble

The male Noble is an Imperial citizen who is often seen on horseback accompanied by a lone Imperial soldier and wandering across Skyrim's holds.

He will refuse to speak to you and threatens to order his bodyguard to attack, stating: ''"I have nothing to say to you. Now move along, or I'll order my guards to attack." Despite his threats, he or his guard will not be hostile anyway. If his guard dies, he will still be snooty, although more humble: "Keep away. If I am harmed, people will come looking."''

His attire matches his status and consists of fine clothes and a pair of fine boots. He wields a leveled dagger of the best possible quality.

 
Notes
A female Noble with the baseID   was meant to be involved in the same random encounter, but was not implemented in the final game.
Skyrim:Whiterun Guard

Whiterun Guards are Nord guards who act as the military and police force of Whiterun Hold. 

These guards serve under Jarl Balgruuf, and will defend the city during the Battle for Whiterun. Should the Stormcloak forces gain control of the city, they will be replaced by Stormcloak soldiers under the service of Jarl Vignar.

Whiterun Guards, like all guards, wear a set of their city's armor, shield and helm.  In addition they wear fur boots but no gauntlets. Whiterun's guards are armed with an Imperial sword, an Imperial bow, a random number from twelve to twenty steel arrows and a steel dagger.  They all carry a set of common clothes.  In addition they may carry two or all of the following:  a torch, a beverage, and a small amount of gold.

Their primary skills are one-handed, two-handed, archery and block.  Their secondary skills are heavy armor and light armor.

 
Related Quests
Main Quest
 
 

Civil War Quests
 
 

Miscellaneous
 

Notes
Despite being initially neutral in the Civil War, they still wield Imperial weaponry, and even after the Battle for Whiterun is completed and they formally take a side, they will still make comments indicating their neutrality.
Skyrim:Skeggr

Skeggr is a skeleton that can be found underwater, near a capsized rowboat, just north of the Wreck of the Winter War. He is next to Advard.

He can also be carrying a leveled one-handed weapon on him.

To the west of the capsized boat, you can find their small camp. On one of the crates there is a fisherman's journal.
Skyrim:Fire Spirit

The Fire Spirit will be encountered in Labyrinthian during the quest The Staff of Magnus. It is found inside a chamber with a flaming sealed door. Approaching the door will spawn the spirit.

The Fire Spirit wears an unobtainable set of ancient Nord armor and wields two leveled ancient Nord swords, which may be up to honed in quality. It also knows the Firebolt and Wall of Flames spells. The Fire Spirit also has a special passive ability that gives it its flaming appearance, as well as providing a 33 percent resistance to fire at the cost of a 33 percent weakness to frost. 
 
 
Related Quests
Skyrim:Frost Spirit

The Frost Spirit will be encountered in Labyrinthian during the quest The Staff of Magnus. It is found in a room with a blue-glowing ice crystal. Approaching the crystal will spawn the spirit.
 
 
Related Quests
Skyrim:Enthralled Wizard

These Enthralled Wizards are Nords found in Labyrinthian during The Staff of Magnus. 

They wear hooded black mage robes and warlock boots. They each wield a leveled dagger (up to glass in quality) and may drop a scroll and potions when killed. Oddly, they can cast Vampiric Drain against you despite not being vampires.

Both enthralled wizards in Labyrinthian join together to cast an energy barrier to shield the dragon priest Morokei during the related quest. In order to defeat Morokei and complete the quest, you must attack them to interrupt their casting. It is later revealed that they were the two companions (Atmah and Hafnar Ice-Fist) Savos Aren entered the chamber with, and that he sacrificed them to keep Morokei contained.
 
Related Quests
 

Notes
Their extraordinarily high magicka allows them to cast Vampiric Drain for over 55 minutes.
A separate NPC named "Enthralled Wizard" can be found in game-data, but is not used anywhere in the game. Information on this NPC can be found on the Unused NPCs page.

Bugs
Skyrim:Riften Guard

Riften Guards are guards who act as the military and police force of Riften. These guards serve under Jarl Laila Law-Giver. Should the Imperial forces gain control of Riften, they will be replaced by Imperial guards under the service of Jarl Maven Black-Briar.

They will protect you from enemy creatures. It can be assumed that some of the guards aren't as law-abiding as they may seem. On your first visit to Riften, one will ask you to pay a "toll" (as he is later revealed to be the "man" of a member of the Thieves Guild) though this payment can be avoided by persuasion or intimidation. Riften guards (aside from the extortion encounter) however, act and carry the same loot as standard guards.

 
 
 
Notes
  The guard on the left during the extortion encounter (not the one who asks for the toll) floats over the ground during the encounter, leaving the false impression of being taller than the usual guards. 
 
Bugs
thumb|right|A bugged guard
Skyrim:Imperial Mage

Imperial Mages are members of the Imperial Legion that are only present during the dragon attack on Helgen. They wear a set of Imperial light armor, a torturer's hood and a pair of Imperial light boots. They can cast Healing and two versions of Firebolt. It is unknown if they survived the attack.

 
 
 
Related Quests
Skyrim:Olaf One-Eye

King Olaf One-Eye was a   Nord Jarl of Whiterun (and later High King of Skyrim) famous for imprisoning the Dragon   within his palace, which was dubbed Dragonsreach in honor of this feat. Olaf purportedly confronted the dragon with some of his troops on top of Mount Anthor, where he used the Thu'um to aid him in a duel which ended in Numinex's defeat. Olaf then conveyed the dragon back to Whiterun where he imprisoned it in his castle. Numinex was purportedly imprisoned there until his death. After death, the dragon's skull was kept as a trophy, and was still on the wall above the throne in Dragonsreach, where it has remained into modern times.

Due to his fame, Olaf was eventually named High King of Skyrim. However, his reign, which started in   and lasted 32 years, saw its share of controversy. Notably, the bard Svaknir wrote a scathing verse decrying him as a fraud and a tyrant. Olaf responded by imprisoning the bard and destroying every copy of the verse which could be found. Ancient bard texts, perhaps inspired by Svaknir, claimed that Olaf and his men came upon a weakened Numinex and captured the dragon without significant effort, and fabricated the orthodox tale to ensure his place as Jarl and possibly to aid in his bid to become High King. An effigy of Olaf is ritually burned in Solitude as part of an annual festival known as "The Burning of King Olaf". However, Olaf is still remembered in Skyrim for reuniting the province after the   and for conquering The Reach. For more information, see the lore article.

If you have completed the quest Tending the Flames, Olaf may greet you by saying: ''"You freed Svaknir, a fool of a poet, but an honest enemy who has earned my respect. Sadly, he's now lost in the soul-snaring mist - defeat Alduin, and his doom avert - I hope to greet him in this Hall as a friend."''

He wears a full set of steel plate armor, except the helmet. He carries a steel warhammer.

Related Quests