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Does anyone else get genuinely lost in Dwemer ruins or is that just me

RiftenWanderer

New Member
I just spent like forty minutes in Bthardamz thinking I was going the right way and ended up in some flooded chamber with nothing but Dwemer spiders. Turned out I'd completely missed the actual path like three rooms back.

This happens to me every single time I go into one of those places. The architecture is so vertical and maze-like that I genuinely can't tell if I'm supposed to go up, down, or just accept that I'm about to walk into a trap. I know people love these dungeons for atmosphere but the layout makes me want to scream.

Do you guys just accept the wandering or is there some trick I'm missing? Like are the paths supposed to be more obvious than they feel? I'm not even doing anything special, just a regular warrior playthrough on my Switch, so maybe I'm just bad at reading Dwemer level design.
 
You're definitely not alone - those ruins are genuinely confusing. The vertical design is intentional (they're supposed to feel alien and disorienting) but yeah, it can cross the line into tedious pretty fast.

The thing is, Dwemer architecture does have logic to it, it's just not always intuitive. Usually the main path is marked by those glowing blue pipes or the direction the water's flowing - if you see a waterfall or stream going somewhere, that's often where you're meant to go. Also, the game tends to funnel you through doorways that are slightly more lit or obvious than the dead ends, but it's subtle enough that you'll miss it if you're not specifically looking for it.

That said, some of those ruins are legitimately just poorly designed. Bthardamz specifically has some annoying backtracking sections. On my current playthrough I've started just accepting that I'll probably wander for a bit and treating it as part of the atmosphere rather than fighting it - makes the whole experience less frustrating. If you're really stuck though, the compass will point you toward quest markers and objectives, so following that helps narrow down which way is "forward."

The flooded chambers especially suck because you can't tell depth underwater. That's just pain though, not a design trick.
 
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