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	<updated>2026-06-10T14:22:58Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Karliah&amp;diff=868548</id>
		<title>Skyrim talk:Karliah</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Karliah&amp;diff=868548"/>
		<updated>2012-01-26T23:56:33Z</updated>

		<summary type="html">&lt;p&gt;220.244.107.201: /* Finishing Quest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finishing Quest ==&lt;br /&gt;
So at the end of the final thieves guild quest, Karliah is supposed to go to Nightingale Hall but for some weird reason, she goes back to Snow Veil Sanctum.  I'm guessing this is a bug?  She shows up once you restore the guild to its former glory, and then goes all the way back to Snow Veil Sanctum, where the cinematic occurred.  Even if you use console commands to place her at the player, she just walks back to Snow Veil Sanctum.&lt;br /&gt;
&lt;br /&gt;
I have a slightly different glitch, I get to nocturnal and she speaks and dissapears but the quest doesnt update to 'Speak to Karliah' I got round that by waiting however after that when you talk to her and she tells you to choose an agent is the problem, once she stops speaking she dissapears, I then choose an agent and gallus appears and says 'Karliah!' except she isnt there and therefor doesnt return to nightingale halls.&lt;br /&gt;
&lt;br /&gt;
::- I get this as well.&lt;br /&gt;
&lt;br /&gt;
::- I had this aswell, I waited 24hrs (did nothing), changed my original choice of power, then I went into magic&amp;gt;powers&amp;gt;equipped strife, exited the menu, then drew my weapon. As soon as I drew the weapon something instantly triggered, gallus and karliah started to talk and I was able to finish this quest. Please try this if you have the same problem.&lt;br /&gt;
&lt;br /&gt;
::- I also got this bug...so i'm stuck inside the room and unable to get out since Karliah is not there so that i can speak to her. I have to revert back a save game and give up on finishing this quest line... kinda depressed about it. Hope they can fix this somehow.&lt;br /&gt;
&lt;br /&gt;
::Is there any way to un-glitch her and get her to return back to where she belongs? ([[Special:Contributions/129.21.137.153|129.21.137.153]] 07:15, 25 November 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
::It's not much, but having the same problem, I think that game somehow fails to recognize that the quest is finished, as it still treats Gallus' journal as a necessary quest-related item when every other journal can be dropped after finishing a quest. Also because the Nightingale Hall stays as it was (there should be a portal to Twilight Sepulcher at least). Checking TG09 (Darkness Returns) with SQS revealed that my game never recognized me entering Quest Stage 0, after rerunning the whole quest with setstage and SQS Console commands, I did at least force the Inner Sanctum to stay in the &amp;quot;activated&amp;quot; mode, but it never fixed the Karliah bug, and I think the Sanctum got fixed because I glitched the game even more. Maybe this will provide some ideas concerning how to fix this bug [[Special:Contributions/83.16.137.22|83.16.137.22]] 13:08, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I followed a similar method for the &amp;quot;Under New Management&amp;quot; quest (TGLeadership). I used &amp;quot;resetquest TGLeadership&amp;quot; then &amp;quot;setstage TGLeadership 0&amp;quot; and redid the quest normally. After finishing it I saw Karliah start going in the direction of Snow Veil Sanctum, and eventually found her there. Checking &amp;quot;SQS TGLeadership&amp;quot; I found stage 50 as marked incomplete. Upon using &amp;quot;setstage TGLeadership 50&amp;quot; Karliah was instantly teleported to Nightingale Hall. You should also use &amp;quot;setstage TGLeadership 200&amp;quot; to get her past the quest-specific dialogue. EDIT: Fast-forwarding a few hours reveals she returns to the Sanctum once again.&lt;br /&gt;
&lt;br /&gt;
At the end of the Thieves guild quest Karliah does not return to the Nightingale HQ but heads to the basement of Frozen Hearth Inn in Winterhold. She will greet you as though you are back in the Nightingale Hall.&lt;br /&gt;
&lt;br /&gt;
Is she a companion/follower after the quests, or is she just a follower for blindsighted?&lt;br /&gt;
::WHY CAN'T WE MARRY HER!? She's so softspoken and attractive for a Dunmer, I am sadface. [[Special:Contributions/69.21.57.54|69.21.57.54]] 23:19, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I believe the game won't let us do it (even by console) just because her voice actress doesn't share with another character who can be married, seems vex and tonilia are the same tho.&lt;br /&gt;
::: Don't forget that the story itself says that she loves Gallus, and in the ending of it, he(spirit form) says that is waiting her in some kind of place where the dead goes just for the night-something (forgot the name) , not Sovngarde...&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
Dark Elf? Her eyes are bright blue....&lt;br /&gt;
&lt;br /&gt;
Is she supposed t be a hybrid?&lt;br /&gt;
&lt;br /&gt;
She doesn't look like a lot of Dunmer, it's possible she has some human blood in her. [[Special:Contributions/110.159.159.81|110.159.159.81]] 07:50, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::*If it was up to me, I'd make SURE she'd get some human blood in her. ;) Also - updated the page to reflect the speculation.&lt;br /&gt;
&lt;br /&gt;
::*If anyone bothered to look around Nightingale Hall, you would find her entire history :-/ Otherwise, yeah, She's standing at the back of Snow Veil welcoming me to Nightingale Hall.&lt;br /&gt;
&lt;br /&gt;
:::*More purple than blue, maybe meant to be an easter egg referencing Drizzt Do'Urden.&lt;br /&gt;
&lt;br /&gt;
== Unimportant Glitch ==&lt;br /&gt;
&lt;br /&gt;
It isn't an important glitch, and in fact does not seem to affect the game at all, but sometimes during Speaking with Silence, when you are watching her encounter with Mercer, she will not chug an invisibility potion as she is supposed to, but will turn invisible anyway. For some reason the animation doesn't always trigger. I didn't think it was even close to important enough to add to the article, but thought I'd mention it here. [[Special:Contributions/75.33.136.24|75.33.136.24]] 10:06, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch ==&lt;br /&gt;
&lt;br /&gt;
:''Moved from article'' &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:31, 28 December 2011 (UTC)&lt;br /&gt;
WTF she disappeared from my game completely , AFTER I finished Under New Management! i did wait in nightingale hall for her to come back, and did the same thing in Snow veil sanctum so some of you guys might have the same problem {{Uns|110.175.71.81|05:16, 28 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:Try the Frozen Hearth's basement in Winterhold. Or alternatively (if you are playing the PC version), &amp;lt;code&amp;gt;player.moveto 58F1A&amp;lt;/code&amp;gt;. This console command will teleport you to her directly. :) {{Uns|95.22.83.47|00:55, 30 December 2011}}&lt;/div&gt;</summary>
		<author><name>220.244.107.201</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Nchuand-Zel&amp;diff=850857</id>
		<title>Skyrim:Nchuand-Zel</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Nchuand-Zel&amp;diff=850857"/>
		<updated>2012-01-09T12:59:04Z</updated>

		<summary type="html">&lt;p&gt;220.244.107.201: /* Nchuand-Zel Quarters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Dwarven Ruin&lt;br /&gt;
|zones=5&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|region=[[Skyrim:The Reach|The Reach]]&lt;br /&gt;
|occupants=[[SR:Falmer|Falmer]], [[Skyrim:Dwarven Automatons|Dwemer Automatons]]&lt;br /&gt;
|description=a large Dwemer ruin behind [[Skyrim:Understone Keep|Understone Keep]].&lt;br /&gt;
|clearable=1&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|locationcode=NchuandZel01, NchuandZel02, NchuandZel03, NchuandZel05, NchuandZel06&lt;br /&gt;
|alchemy=&lt;br /&gt;
|anvil=&lt;br /&gt;
|forge=&lt;br /&gt;
|tanning=&lt;br /&gt;
|workbench=&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
Nchuand-Zel is located within Understone Keep, which serves as [[Skyrim:Markarth|Markarth]]'s castle.  Understone Keep comprises the exterior portions of Nchuand-Zel, which is actually a cavernous Dwemer castle carved deep into the mountain.  It is only accessible after agreeing to kill [[Skyrim:Nimhe|Nimhe]], a giant [[Skyrim:Frostbite Spider|frostbite spider]] that is blocking the entrance to the site, which is being excavated under the direction of [[Skyrim:Calcelmo|Calcelmo]]. There is enough scrap metal to make almost 400 [[Skyrim:Dwarven Metal Ingot|Dwarven Metal Ingot]]s in Nzhuand-Zel.&lt;br /&gt;
&lt;br /&gt;
==Nchuand-Zel Excavation Site==&lt;br /&gt;
This area is accessible only after [[Skyrim:Nimhe, the Poisoned One|agreeing to kill Nimhe]].  It consists of a corridor running through two connected, square rooms, each with stone staircases on all sides.  All staircases are blocked by crumbled stone except the one on the far left, which provides access to an area clearly being excavated.  Here, two or three frostbite spiders precede Nimhe, who drops down out of a large webbed hole in the ceiling immediately adjacent to the entrance to Nchuand-Zel.&lt;br /&gt;
&lt;br /&gt;
==Nchuand-Zel==&lt;br /&gt;
Nchuand-Zel consists of a giant interior space with a central tiered walkway that provides direct access to Nchuand-Zel Quarters and Nchuand-Zel Armory, and indirect access to Nchuand-Zel Control (only accessible via the armory).  The floor of the central room is flooded, and much of the bottom walkway has crumbled, making navigating the room a bit difficult.  [[Skyrim:Falmer|Falmer]] have occupied the entire space, and can be found in the central room and in each of the three interior zones (see below).  A miscellaneous [[Skyrim:The Lost Expedition|objective]] becomes available upon discovering journals on the corpses of Markarth mages that had ventured into Nchuand-Zel against Calcelmo's advice.  This objective provides the opportunity to re-activate Nchuand-Zel's [[Skyrim:Dwarven_Automatons|automated defenses]].&lt;br /&gt;
&lt;br /&gt;
==Nchuand-Zel Quarters==&lt;br /&gt;
Around 10 falmer's all up and one or two frostbite spiders. A few chests to search and one adept lock to pick.&lt;br /&gt;
&lt;br /&gt;
==Nchuand-Zel Armory==&lt;br /&gt;
There are some Falmer and a few Dwarven centurions. You may also find an important journal on the corpse of an explorer.&lt;br /&gt;
&lt;br /&gt;
==Nchuand-Zel Control==&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
* {{Quest Link|Nimhe, the Poisoned One}}&lt;br /&gt;
* {{Quest Link|The Lost Expedition}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skyrim-Places-Dwarven Ruins]] [[Category:Skyrim-Places-Markarth]] [[Category:Skyrim-Places-The Reach]] [[Category:Skyrim-Places-Dwarven_Automaton_Sites]]&lt;/div&gt;</summary>
		<author><name>220.244.107.201</name></author>
		
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