Tamriel Rebuilt:Kemel-Ze

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Dwemer Ruin:
Kemel-Ze
(lore page)
Added by Tamriel Rebuilt
# of Zones 43
Occupants
Archaeologists, Adventurers, Dwemer Creations
Console Location Code(s)
Kemel-Ze
Region
Molag Ruhn, [22,-2]
Kemel-Ze

Kemel-Ze is a huge Dwemer city inhabited by researching archaeologists, reckless adventurers and still-working Dwemer machines.

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 Inner Sea, together with the Telvanni town of Marog.

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 Imperial Archaeological Society 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 Spoiled Dwemer Oil 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[edit]

Name Gender Race Class Level Health Magicka Alarm Fight Location Notes
Barmena Lletrith Male Dark Elf Agent 14 107 108 100 30 Vels Trainer
Cirrus Terius Male Imperial Warrior 5 84 86 90 30 Outside
Corvus Male Imperial Mage 8 66 124 90 30 Archaeologist Base
Darenith Minvar Male Dark Elf Thief 7 71 100 90 30 Cells of Scarab's Pass
Darran Flavius Male Imperial Noble 15 123 124 90 30 Dzuran
Durus Male Redguard Warrior 8 120 72 90 30 Dzuran
Ficois Meras Male Breton Mage 12 77 158 90 30 Archaeologist Base
Gaernol Mendis Male Dark Elf Acrobat 4 0 86 0 0 Hall of Reason Already Dead
Hierafil Male High Elf Rogue 8 80 112 100 30 Btharkhz
Hiramas Merthu Male Dark Elf Agent 7 71 94 100 30 Archaeologist Base Trainer
Imenas Llothril Male Dark Elf Agent 5 60 88 100 30 Dzuran Trainer
Irvel Male Breton Thief 6 61 116 80 30 Runzchuk Merchant
Julian Arontus Male Imperial Warrior 10 127 94 100 30 Dzuran
Karsa Female Nord Alchemist 10 80 138 100 30 Archaeologist Base
Marcus Tabern Male Imperial Warrior 12 145 98 100 30 Aster
Nerav Falas Male Dark Elf Thief 10 86 108 90 30 Skywatch Gallery
Nurlith Merin Male Dark Elf Acrobat 6 76 88 90 30 Cells of Scarab's Pass
Renie Cierraise Female Breton Savant 17 109 180 100 30 Archaeologist Base
Roland Male Redguard Savant 10 94 114 100 30 Archaeologist Base

Rooms of Kemel-Ze[edit]

Split arrows.svg It has been suggested that this article be split into multiple articles. (Discuss)

Archaeologist's Base[edit]

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 Ficois Meras and a couple of guards; guard captain Roland is in the middle, as is Hiramas Merthu, a minor trainer in Short Blade, Destruction, and Light Armor. Up top, you'll find Corvus, Karsa, and a guard. Renie Cierraise, 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[edit]

Marcus's room

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[edit]

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 and lights up the main corridor.

Btharkhz[edit]

Btharkhz is (?)

Bzntch[edit]

First large room of Kemel Ze
The lift with crank

A large hall connected to a side chamber. It connects to Aster, Shorebreak Well, and Dzuran.

Carkurngth[edit]

Carkurngth is a tunnel that connects the entrance to the Archaeologist's Camp. It also connects to Shorebreak Well and Cells of Scarab's Pass.

Bugs[edit]

  • 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[edit]

Exploration team

There is little of interest here, aside from two NPCs, Darenith Minvar and Nurlith Merin, who don't seem to like you being around. It connects to Aster, Carkurngth, and Carzanch.

Chefidz[edit]

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[edit]

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. what does it actually do?

Chimes of the Sculptor[edit]

Chimes of the Sculptor is (?)

Chorus of the Maker[edit]

There is a Dwemer Centurion Eye on the table in the last room here.

Chungkefpz[edit]

Automatons in Chungkefpz

In order to get the lever to work, you will need a sample of Spoiled Dwemer Oil from deeper in the ruins. This will allow the platform to work, allowing access to Chungkefpz Urchurmz.

Chuntench[edit]

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[edit]

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[edit]

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.Which specific valves activate what?

Dizfchurmz[edit]

Dizfchurmz is (?)

Dzuran[edit]

Lights in 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." – Darran Flavius

Dzuran is 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 Dwarven Walker on a bridge atop a pedestal that is unreachable without levitation. It connects to Bzntch.

Bugs[edit]

  • A lava pool next to the heating unit has no damage applied to it even though an unreachable pool inside the unit does

Fzekic[edit]

Fzekic is (?)

Hall of Lzigat[edit]

Hall of Lzigat is inaccessibly hidden at the end of a blocked tunnel in Fzckic. From Fzckic a tunnel leads through the Wake of Starborne to this area. It contains an entrance to the likewise inaccessible Trust of Lzigat. Two unique Pauldrons of Lzigat can be found at the bottom of a chasm in this area. Across the bridge that spans this chasm is Dwemer vault door which does not seem to be operable, and hides miscellaneous Dwemer loot and enemies.

Hall of Reason[edit]

Hall of Reason is (?)

Karkanch[edit]

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[edit]

Karzanch

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 setWhat armor set? with random weapon additionally with some keg loot (ebonite, glass, scrap etc...). It connects to Cells of Scarab's Pass

King's Tomb[edit]

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, Ruins of Kemel-Ze.

Mfugchazn Tgun[edit]

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[edit]

A massive lava pit with little else of interest.

Pillar of Learning[edit]

Pillar of Learning is (?)

Render's Walk[edit]

Render's Walk is (?)

Runzchuk[edit]

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

Rzarch[edit]

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[edit]

Shorebreak Well

Shorebreak Well has a couple of hallways which lead to a central room containing miscellaneous Dwemer contraptions.

Skywatch Gallery[edit]

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

Stafaznir[edit]

Stafaznir is (?)

Tower of Requiem[edit]

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 Greater Dwarven Spectre, a little bit of loot and another key. The way to the Trust of Lzigat is blocked off.

Trust of Lzigat[edit]

Trust of Lzigat is (?)

Veil of Heartfire[edit]

Veil of Heartfire is (?)

Vels[edit]

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[edit]

Wake of Starborne is (?)

Maps[edit]

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

Notes[edit]

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