Skyrim talk:Irkngthand

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follower[edit]

I am unable to get my follower to accompany me inside during the thieves guild quest. I'm wondering if this is intentional or a bug. My follower is Brelyna Maryon. Skibez 17:16, 19 December 2011 (UTC)

I think thats intended as you are only supposed to take Kahlia and Brynjolf. However it also removed my follower on a subsequent visit. BillyBosmer 17:52, 21 December 2011 (UTC)

Returning to Irkngthand[edit]

Possible Word of warning: If you decide to return here after the Thieves Guild Quest. I was unable to enter the sanctuary and seeing as there is a drop down from a cliff, you are unable to go back the way you came also, forcing a previous save. Anyone confirm? BillyBosmer 17:50, 21 December 2011 (UTC)

PC version: 'fix'
  1. Press ~ key (This will bring up the console)
  2. Type 'COC irkngthandExterior01' (Teleports you outside Irkngthand)
NOTE: COC will only teleport you, so your follower/companion will not be a your side. Just 'Fast Travel' to a new location to bring your companion back.
Above confirmed 1st January 2012
McKenn'r 22:08, 2 January 2012 (UTC)

getting out with out loading last save[edit]

Yeah just went through to try and find a dynamo core to make daedric armor, long after the thieve's quest. door opens or closes and cues 2 sound files but i can't get through. — Unsigned comment by 184.174.144.108 (talk) at 21:13 on 7 January 2012

I was able to return back over the cliff by getting on top of one of the Falmer tents and Whirlwind Sprinting back to the ledge. — Unsigned comment by 98.219.53.1 (talk) on 12 October 2012
To get out you don't have to load last save; you can climb on the Falmer hut to the right facing the door if you go behind it and climb on the fence then jump between the hut and the fulling stone and finally find your way to the top of the hut without falling in through the middle. At that point you can use Whirlwind Spirit shout (with all words unlocked) while facing the drop off. — Unsigned comment by 156.12.169.67 (talk) at 20:47 on 11 December 2012
This escape method is already part of the article. Silence is GoldenBreak the Silence 20:51, 11 December 2012 (GMT)
Problem is still present in patch 1.7 --Ellwood (talk) 14:20, 25 October 2012 (GMT)
It's not a "problem" they're going to fix, the room is flooded and won't be accessible, while the ruin does not respawn, so there is no point in returning. Silence is GoldenBreak the Silence 16:14, 25 October 2012 (GMT)
It is pointless and it does make sense that you can't open the door, (due to the sheer weight of water in, what is now, Bronze Water Cave), but you could argue from that point of view, that there is little point in doing anything in the game: just max out one-handed and crafting skills, make the best weapon and armour, rush through the main quest and you're done. Heck you don't really need to do that - just let Alduin destroy the world, and let whatever follows happen. That way you avoid all the "problems" in the game that should have been fixed by Bethesda in the first place. Other people, however, get enjoyment from doing the more pointless things in the game e.g. clearing dungeons, and for some of them getting stuck here is indeed a "problem". Getting back up that cliff is harder than scaling Mortrag Peak. I got high enough but could not Whirlwind Sprint - I was blocked. In the end I had to tcl to get past the blockage.— Unsigned comment by 80.229.165.251 (talk) at 11:03 on 6 December 2013‎

() The point is, these talk pages are for the purpose of improving the related articles. This issue does not seems to be a bug, nor does reentering Irkngthand serve any purpose other that personal interest. Discussions of this nature are better suited to the forums. --Xyzzy Talk 14:54, 6 December 2013 (GMT)

Framerate drop[edit]

On Xbox Has anyone else experienced stuttering or a massive framerate drop upon entering Irkngthand Grand Cavern? It only seems to happen when my copy is installed. There's a pause when an enemy dies, and the whole time, it stutters. It only seems to smooth out when time is slowed (such as with the Quick Reflexes perk, or the Steady Hand perk) 98.180.215.134 16:08, 15 January 2012 (UTC)

[Confirmed Xbox 360 14:06, 20 February 2012 (UTC)] You can prematurely trigger it by using the arrow launcher in the first room, but happens consistently after passing through the doorway with the spikes (after pulling the levers).
This also happens on ps3. Any fix? Damn game is starting to annoy me with all its glitches — Unsigned comment by 58.108.118.45 (talk) at 03:10 on 20 February 2012
I have only had this once, and cannot confirm it has anything to do with the arrow launchers begin used. Saving, Returning to Dashboard and clearing the cache fixed it. Lord EydvarTalk 18:41, 6 March 2012 (UTC)

Coincidence[edit]

Just a coincidence, but the name Irkngthand sounds suspiciously like Arkngthand. Arkngthand is associated with the Dwemer Puzzle Box/Cube, which is ironically the item that you collect two quests before you travel here. Just thought I'd point it out. ?• JATalk 05:58, 13 February 2012 (UTC)

irkngthand grand cavern[edit]

xbox 360 problems with massive slow frame rate like previously mentioned. i was moving ok until i fired the arrow launcher in the locked room. (maybe dont bother as there is no one firing it )however when i did the lever a falmer on the top roof fires, i thought maybe i was poisoned or experiencing a slow in time, however its staying with me right through into the next room, causing massive disruption when trying to fire or shout....i gave up sneaking..... — Unsigned comment by Atoomicadam (talkcontribs) at 23:27 on 28 February 2012

Word of warning reiterated[edit]

This location/ruin is the most munchkin in the game. By that I mean, aside from exploring the exterior the place only exists for the related thieves guild quest. Not only is a special key required to enter, access to the doorway, ramps/stairs aren't even placed on the site until the quest is running. As noted above, your follower is locked out of things purely by scripting without even a pretense of a game sensible reason. Again as noted, once the quest is finished, things can become 'you can't go that way' obstructed or locked and normal scripts sometimes won't even work. If anyone has any suggestions as to how to approach and explore this place as if it were a normal game location post related thieves guild quest could you please post them? Like console codes or work arounds. Sniffles (talk) 09:35, 28 September 2012 (GMT)

Irkngthand Consortium Key[edit]

Anyone found any unfinished links between here and the bandit in Raldbthar? — Unsigned comment by 58.166.140.95 (talk) at 11:42 on 17 March 2013

There is nothing at all linking them, and no use for the key. Silence is GoldenBreak the Silence 16:51, 17 March 2013 (GMT)
Although: The "Dwemer Inquiries Vol. III" book suggests that references to "FalZhardum Din" (Blackest Kingdom Reaches, aka Blackreach) are found in Mzinchaleft, Alftand and Irkngthand. Now, two entrances to Blackreach are indeed in Mzinchaleft and Alftand: the third however is not in Irkgnthand, but in Raldbthar... where one of the bandits carries an "Irkngthand Consortium Key". Perhaps Irkngthand was originally intended to be the third entrance to Blackreach, or perhaps the dungeons now known as Raldbthar and Irkngthand somehow swapped names during the development process - or were meant to be connected underground somehow? Irkgnthand and Raldbthar are in fact very close together, so perhaps there was meant to be an underground connection from Raldbthar to an Irkgnthand area called the Irkngthand Consortium (not in the game any more) and the Blackreach entrance was originally intended to be in Irkngthand rather than Raldbthar? However, my betting's on a simple name-swap between the two dungeons, and the "Irkgnthand Consortium" became the "Raldbthar Deep Market" - names that both imply there may have been intended to be some kind of actual underground civilization that wasn't necessarily hostile, whether of returning Dwemer, or whether the Falmer were intended to play that role but got downgraded to being nothing but enemies... --JLE 03.58, 29 May 2018 (UTC)
That actually seems spot on. The key is useless, but the Raldbthar Deep Market door is named "Irkngthand06ToBlackreach". There is a similar name for another door for "irkngthandBlackreachToWorld". The 06 suggests two more sections to Irkngthand than there are, this could easily be the two sections that exist for Raldbthar being split. Silence is GoldenBreak the Silence 19:26, 29 May 2018 (UTC)

Arkngthand...?[edit]

Did anybody else notice that the name of this dungeon is the same as the first Dwemer ruin you encounter in Morrowind (assuming you do the main questline first), except spelt with an I instead of an A? — Unsigned comment by Hunterr5996 (talkcontribs) at 16:49 on 5 April 2013‎

I'm sure it's a coincidence. How many weird Dwemer names can you expect the devs to come up with before they start basically repeating themselves like this? --Xyzzy Talk 06:04, 7 April 2013 (GMT)

Amendments[edit]

Sorry for making changes to a featured article, firstly a question is there an easy way to know that a page is a featured article when you look at it?

The changes I tried to make was to add/change various details which you can see by clicking on the history tab. They included various corrections to potions, adding missing info like two bottles of Nord mead and two baked potatoes by the campfire in the exterior, unmentioned bear traps, etc. Changing plants to fungus/fungi for all mushrooms. Adding links not already on page. giving lock strengths for chests. Rewording "sneak kill" to "stealthily kill". Changing "jewels" to specifying what the gems are. Capitalising "Dwarven" and "Dwemer" where left with small "d's". Moving notes section to the correct place after walkthrough. Changing incorrect info. Adding chaurus cocoons if dawnguard dlc installed. Adding missed chests. Adding missed poisons. Removing unnecessary {New Line}'s and adding missed potion in Bronze Water Cave. Please let me know what happens now? Thanks and sorry again Biffa (talk) 18:18, 19 March 2014 (GMT)

Well, it was previously featured, which can be seen by the star at the top. But why are there different standards for changing previously featured articles to other ones? --Alfwyn (talk) 18:34, 19 March 2014 (GMT)
Changing a featured articles layout defies the acceptance of the community. The community said 'this article is one of the best on the wiki' and making such changes to its layout says 'no it isn't'. The fact is that moving notes to the bottom is not correct, and neither is renaming the section to walkthrough, both of which defy wiki-wide consistency while trying to force a new standard on the display. I have said before and I will say it again, the layout of pages will continue as they have been done in the older games because there is absolutely no reason to change them. Having different layouts on different namespaces only serves to confuse, and is based on nothing more than leftover 'laziness' from the start of Skyrim, when pages were in their infancy and barely had any content, nevermind a focus on making that layout consistent or acceptable. The minor changes are fine, such as a missed bear trap or fungus>fungi, or capitilising. Changing jewels to specific gems actually shows Biffas lack of accuracy once again, as when I wrote this page (as I do for all pages) I document exactly what I find on first run through, then change it if it is different, which any non-specific ones clearly are. Lock strengths are also based on thorough gameplay testing. All newlines are needed to preserve the layout. In short if you wish to defile this page with inaccurate edits, please go through the process of removing this as a featured article before anyone assumes it was voted in in the state you wish to make it. I do not claim perfection, indeed I can miss the odd chest or potion not in plain sight, and sometimes get directions mixed up, but I won't be party to changing information to non-accurate by another user who's testing methods are proven to be nothing of the sort. Silence is GoldenBreak the Silence 18:51, 19 March 2014 (GMT)
Despite your apology you decided to hide on my talk page with the title testing, the fact of the matter stands that I was adding info that was missed or inaccurately stated. To accused me of defiling this page and attack me and the work I do is quite frankly disgusting. With regards the layout, you seem to be the only person who has an issue with this and trying to force your view on others. I was told to put notes after the walkthrough, which is what I have done consistently with no issues except with you, many, many people have checked/tweaked my work without a problem, the SHRP's (I know this is only for houses) examples have the notes sections after the walkthroughs and so do many pages I've never worked on. I was taught to have the first title line == Walkthrough ==, then === exterior === and the {LE|the name of the place} finally if needed or helpful ==== individual floors or areas ====. I could sit here wasting my time showing each of your mistakes and inaccuracies, but what is the point. You make me sick, you are trying to imply your work is perfect and the changes I made were inaccurate. Quite simply you are wrong, I wouldn't have changed things if I had found the same items as you have written, adding links, correcting capital D's where you've typed them wrong, changing mushrooms to fungi instead of the incorrectly stated plants, the falmer that you claim aren't unreachable, things missing from your walkthrough, {NewLine}'s that do nothing, and even changing language, etc, etc. Being a featured article doesn't mean perfection and it certainly doesn't mean that any changes are wrong, like the addition of chaurus cocoons which were added by the dawnguard DLC, which must have happened since you wrote the walkthrough. I have only had two interactions with you, I won't be sorry if we have no more. I feel you'd be happy if I stopped writing on this wiki, or only listened to what you want and ignored everyone else. I thought I was helping what I consider a fantastic wiki, but I don't need upsetting by you or anyone. Regarding my testing methods I completely do each place twice, the example you gave was a) a while ago and my work, I thought had improved immeasurably since then and b) is what taught me to do the second check using a save from one of my houses each time or using a second differently leveled character. Every time I do a walkthrough I review what changes have to be made to try and learn from each one. Biffa (talk) 21:55, 19 March 2014 (GMT)
I tried to be amicable, but once again I am being accused of arrogance. I do not claim perfection (the exact words I used in my post) and cannot as I have no access to the creation kit. Your changes to the locks and jewels are inaccurate, as I can tell you now that they were not the same as I found on my many trips through Irkngthand. I don't oppose the changes to Dwemer capitilisation, or fungus to fungi (already stated that too). The newlines are needed to keep the images beside the related paragraphs, as without them they have a chance of moving around on screens with different resolutions (you can see this by decreasing the font size and see the gaps opening up, and they are working as intended on my screen right now). My post on your talk page was an attempt at finding out your methods of testing to compare and find out why you find vastly different results to me. It wasn't an apology for what I said, only for the way it may have come across, as I will never apologise for having an opinion. I'm not sure where you got the idea that walkthrough was ever a title, it isn't from the SHRP, the OBPRP, or even the style guide, but anytime it appears it quickly disappears. I'm not afraid of my mistakes, which are many and varied, but replacing them with clearly inaccurate information is not acceptable, to me at least. Silence is GoldenBreak the Silence 22:40, 19 March 2014 (GMT)
I went ahead and addressed a couple of the minor issues in the article. I agree that no matter how good an article is, there is almost always room for improvement, however slight, although major changes to an FA should be approached cautiously. If an editor has labeled something as "leveled", it would probably be a good idea to make doubly sure it is not before changing it, since deciding something is leveled requires more than 1 check. Making several changes to a fully-written article can be difficult to summarize in a single edit summary, so this might be a situation where multiple edits might be in order, as well as talk page info to back it up. Let's all try to remember to be courteous. We're all here for the same purpose, to improve the wiki, so please keep that in mind going forward. --Xyzzy Talk 03:01, 20 March 2014 (GMT)

() I tried to improve the info on the page, to add missing items, correct incorrect info and minor changes to wording that I felt could be made to improve the article. You claim I made changes to locks, but the only additions I made was to locks where you hadn't specified the lock level/unlock status, so which lock are you claiming I got wrong? The gems I don't believe I got wrong and the info I got was from two walkthroughs both started from loading a save from Heljarchen Hall, so there should be no case that I've just repeated the same thing twice. On both occasions I got exactly the same two gems, hence changing the page. What about the changes where you have specified a specific potion, but I have encountered different potions to what you found. If your checking process is as foolproof as you say surely this would have been picked up by you? You may not object to the capitalisation or fungus/fungi updates, however they still need implementing. I have never asked for an apology for having an opinion, and neither shall I ever apologise for having one, but the way you have interacted with me is immature and petulant to say the least. I've never thought walkthrough was a title and have already answered why I made the change above. I will continue to write place pages ignoring what you want over what I have learnt from the many, many updates/tweaks that have been made to my work by people on this site I have respect for, that includes putting the notes at the bottom as shown on the SHRP examples and many other pages that I have never worked on. Please don't waste any more of your time responding to me as I will not follow this thread any further. Keep your incorrect potions and other items as well if you want. Biffa (talk) 14:33, 20 March 2014 (GMT)