Kemel-Ze

Since Kemel-Ze is so large, it makes sense to discuss all of its zones separately. A section below does just that. Kemel-Ze is one of the largest and most famous of the Dwemer ruins in Morrowind. It is situated on a steep peninsula which juts out into the  , together with the Telvanni town of  .

Treasure hunters have plundered this ruin for ages, which is why the first few zones are devoid of Dwemer loot and machinery. Archaeologists from the   have taken up residence beyond these first zones, and are determined to discover all of Kemel-Ze's secrets. Despite the upper levels being well-trod ground, there are still many unexplored areas further inside. The determined adventurer should worry about Dwemer machines and ancient puzzles if they seek to reach the lowest chamber of this humongous ruin.

Levitation and following maze-solving behavior (such as sticking to walls) is recommended. The ruin has an uncanny tendency to not match up where certain doors are; some rooms are shifted 90° from what the compass says. There are 4 spots that require a Dwemer Coherer to be set inside, and there is one sample of   that you'll need to use to repair a lift. Bringing the oil saves you the hassle of finding some. The coherers can be removed, so activating the devices and reusing the coherers is possible. Dwemer Coherers do spawn in several locations, although finding them after retrieving the receptacles can be a bit of a chore.
 

People
 


Room By Room Guide of Kemel-Ze
Archaeologist's Base
The Archaeologist's Base is, not surprisingly, the main base of operations for the archaeologists in Kemel-Ze. It consists of three different levels: the bottom contains   and a couple of guards; guard captain   is in the middle, as is Hiramas Merthu, a minor trainer in Short Blade, Destruction, and Light Armor. Up top, you'll find  ,  , and a guard.  , the head of the expedition, is in a side room on the top level. There are four doors on the bottom level. The one to the north one leads to Vels, the west one goes to Mfugchazn Tgun, and the two south ones go to Carkurngth.

Aster
thumb|right|Marcus's room
Loot (unowned): Rusty Cog x2
Loot (owned): Rusty Cog x5, Mazte x4, Shein, Sujamma, ingredient containers x2
Connects to: Outside, Bzntch, Cells of Scarab's Pass
Notable: All Steel Kegs contain no loot.
NPCs:   (neutral)
Description: Aster is the entrance to Kemel-Ze. It contains minimal treasure, as it has been looted for hundreds of years. Marcus Tabern, who is cleaning up Darran Flavius' old campsite, is in the northwestern corner, and there are numerous drinks near him. The door to Bznch is to the west, and a door to the Cells of Scarab's Pass is in the southeast.

Azmvat
There is a Dwarven crank on the south side of the H-shaped room. If you turn left of the entrance, you'll see a pipe on a boiler. The crank is to the left of this pipe. Activating this crank opens a door just outside the H-shaped room. Inside the room opened by the crank, there is another lever, which opens the door at the end of the area. Inside the next room is a lever, which makes a noise when pulled.  

Btharkhz

Bzntch
thumb|right|First large room of Kemel Ze
thumb|right|The lift with crank
Loot (unowned): none 
Connects to: Aster, Shorebreak Well, Dzuran
Notable: Interactable crank and lift contraptions(x2), No containers
NPCs: none
Description: A large hall connected to a side chamber.

Carkurngth
Loot (unowned): none
Connects to: Shorebreak Well, Cells of Scarab's Pass, Archaelogist's Base
Notable: dead Steam Centurions x2
NPCs: none
Description: Carkurngth is a tunnel that connects the entrance to the Archaeologist's Camp
Bugs (v.20.02.01):
The local map has remnants of outside structures
The entrances do not match up if put together. The ladder to Scarab's pass should be on the other side of the cross section.

Cells of Scarab's Pass
thumb|right|Exploration team
Loot (unowned): none
Connects to: Aster, Carkurngth, Carzanch
Notable: none
NPCs:  ,   (neutral)
Description: There is little of interest here, aside from two NPCs, Darenith Minvar and Nurlith Merin, who don't seem to like you being around.

Chefidz
The largest of the submerged rooms contains a switch (which is on a pipe on the ceiling) that reveals a set of hidden passageways. These passageways contain a set of vents meant to drain the water from Chefidz to fill the Chefidz Basin. After turning the crank, you need to open the 2 other vents manually by activating them. The large submerged room also contains a shelf that holds two keys. These keys can be used to unlock a technician's shaft and a cell door.

Chefidz Basin
The water level in the room can be controlled using the release vents in Chefidz. When the water level is at its maximum, a ladder can be used to gain passage to Render's Walk. This trapdoor will not open until the water level is as high as it can be, even if you levitate up to it. A Dwemer coherer can be used to activate a large telescopic tube on the second floor. This can be extended and retracted by the lever next to it.  

Chimes of the Sculptor

Chorus of the Maker
There is not much of interest in this room.

Chungkefpz
thumb|right|Automatons in Chungkefpz
In order to get the lever to work, you will need a sample of   from deeper in the ruins. This will allow the platform to work, allowing access to Chungkefpz Urchurmz.

Chuntench
Chuntench is a room consisting of a large bridge, two doors that lead to Runzchuk, and an extraordinarily dark pit. A night-eye or light spell is recommended for venturing into the pit; however, there is nothing in the pit aside from a divine intervention scroll. High acrobatics, a levitate spell, or a jump spell are also recommended for those who seek to enter the pit, as the walls surrounding it are very steep (this is probably why the divine intervention scroll is at the bottom of the pit).

Creeping Vale
Creeping Vale is the area in between Rzarch and the King's Tomb. It contains a few pieces of Dwemer loot, as well as a guard, who will warn you not to disturb anything in the King's Tomb.

Dfzunc
Four valves can be found in the southern room. One of these valves will activate a bridge over at least one of the pools of lava. Another will activate a hidden passageway to Olchunz. 

Dizfchurmz

Dzuran
:"You see this big machine in here? I think it was probably some kind of heating device due to the presence of some molten rock inside it." &mdash;Darran Flavius, on the topic of a "little secret"

thumb|right|Lights in Dzuran
thumb|right|Heating chamber and a Walker
Loot (unowned): Rusty Cog
Loot (owned): Book: The Ruins of Kemel Ze, Ingredient container x5, Weapon crate, 
Connects to: Bzntch
Notable: Light rod in main room, Heating device in side room, Dead Steam Centurion
NPCs:  ,  ,  ,  ,   (neutral)
Description: A small side room and 2 huge halls. One hall has a central light rod surrounded by 2 Dwarven statues and 2 Dwarven mechs. The other has a central "heating unit", although it is targeted by a   on a bridge atop a pedestal. It is unreachable without levitation.
Bugs (v.20.02.01): A lava pool next to the heating unit has no damage applied to it even though an unreachable pool inside the unit does

Fzekic

Hall of Lzigat

Hall of Reason

Karkanch
thumb|right|The lava pit of Karkanch
A very impressive lava pit. A series of levers can be used to activate a device that's apparently needed for power generation.

Karzanch
thumb|right|Sentinel opening the just picked door
Loot (unowned): Journeyman's hammer, Rusty cog, A set of   set, Dwemer pitcher
Connects to: Cells of Scarab's Pass
Notable: Level 80 locked door, empty locked chests and dresser, Steel Keg loot, a conventional Armorer's Hammer in an unexplored section of a ruin.
NPCs:   (hostile)
Description: Karzanch is the first place in Kemel-Ze with anything of real interest. Without lockpicking nothing can be found here, picking the door reveals a random dwarven weapon enemy and a light armor set with random weapon additionally with some keg loot (ebonite, glass, scrap etc...)

King's Tomb
thumb|right|The King's Tomb
The King's Tomb is a large hall with many large, broken Centurions. It has a console where you can place a Dwemer coherer to turn on the lights. This is the famous hall mentioned in the book,  .

Mfugchazn Tgun
Mfugchazn Tgun is a small section linking the Archaeologist's Base, Skywatch Gallery, and the Tower of Requiem. It holds little of interest aside from a key (which is very hard to see) under the table in the northern room. The key opens a door in the Tower of Requiem.

Olchunz
A massive lava pit with little else of interest.

Pillar of Learning

Render's Walk

Runzchuk
Runzchuck consists of a main room and a few dead end hallways. In the main room is  , a Breton artifact thief. He will sell you a small, non-restocking supply of miscellaneous Dwemer artifacts.

Rzarch
Rzarch is basically a long hallway with multiple small rooms containing notable amounts of gems and Dwemer coins. It has (from north to south) doors that lead to Vels, Creeping Vale, and Stafaznir.

Shorebreak Well
thumb|left
Loot (unowned): none
Connects to: Bzntch, Chuntench, Carkurngth
Notable: Dead Sphere Centurion in a side room
NPCs: none
Description: Shorebreak Well has a couple of hallways which lead to a central room containing miscellaneous Dwemer contraptions.

Skywatch Gallery
The Skywatch Gallery is notable because  , an admitted looter, is in the observatory. Otherwise it is completely empty.

Stafaznir

Tower of Requiem
The Tower of Requiem has a single guard standing near a door which can only be unlocked by a key found in Mfugchazn Tgun. Beyond the trap door is a  , a little bit of loot and another key. The way to the Trust of Lzigat is blocked off. 

Trust of Lzigat

Veil of Heartfire

Vels
thumb|Forgotten city, Vels
Vels is a large area with a hallway that leads to the Archaeologist's Base, Chungkefpz, and Btharkhz, as well as a plaza with many smaller buildings, a trap door to Rzarch, and Barmena Lletrith, who is a trainer. The following buildings are in Vels: Tiuzanch, Oncharanch, Nzadanch, Gurzanch, and Druchanch. Oncharanch and Druchanch contain a few pieces miscellaneous Dwemer artifacts.

Wake of Starborne

Notes
The powerful   are located in the Hall of Lzigat, which is inaccessible.

Maps
This map shows the way throughout Kemel-Ze, and how big this ruin really is
1000x1000px|Kemel Ze as viewed from the local map collaged together