Calcelmo’s Laboratory

Calcelmo’s heavily guarded Dwemer research quarters inside Markarth’s keep, full of traps, a controllable Dwarven Spider, skill books and the stone he guards so jealously.

Calcelmo’s Laboratory is the living and research quarters of the court wizard Calcelmo and his nephew Aicantar, reached through the Dwemer Museum in Understone Keep, Markarth. The two usually hang around the keep near the Nchuand-Zel entrance, but this is where the secrets live. Most of it stays locked until the Thieves Guild sends you in during Hard Answers.

What you’ll find

  • Wizard’s Guards on patrol – if spotted you get a 5 gold bounty and they attack without offering a chance to pay.
  • Entry Room: oil on the floor, a dart trap, and a side room with a Dwarven Spider plus the Spider Control Rod that lets you steer it into the guards.
  • Throne Chamber with a raised throne, traps and Calcelmo’s bedroom (apprentice-locked display cases, scrolls).
  • Aicantar’s bedroom, the Steam Hall (a valve fires floor threshers; poison gas trap too) and the Statue Room flanked by two Dwarven Spheres, leading to a workroom whose valve triggers ballista, thresher and flamethrower traps.
  • Markarth Wizard’s Balcony, with a lovely city view, linking to Calcelmo’s Tower and its stone slab bearing Dwemer and Falmer text side by side.

Quests

Hard Answers – you need a rubbing of the stone in the tower. Aicantar’s part of the lab can’t be bypassed until the quest is active.

Notable items

  • Dwemer Puzzle Cube (larceny target) in the Statue Room, just past the arcane enchanter.
  • Chimarvamidium (Heavy Armor) in the tower, left after the first inner door.
  • Twin Secrets (Enchanting) on the table opposite the enchanter.
  • Spider Control Rod in the small room left of the first chamber.

Tips

Use the guards’ patrols: wait for one to step away from a door, then slip through. Valves are your friends – lure pursuers onto the threshers and let Dwemer engineering do the work. The control rod is great fun when it works, but reportedly the spider sometimes isn’t there at all, so have a plan B. The balcony’s broken wall opens onto a cliffside path ending at a waterfall if you need a scenic escape.

Details checked against community wiki articles and the Skyrim game files, summarised in our own words.

Characters found here

Quests that lead here

Creatures you will meet

Dwarven Sphere in Skyrim, Dawnguard and Dragonborn: Dwemer sentry automatons with blade and crossbow. Variants, stats, resistances and the Steadfast follower.

Weapons found here

Armor found here

Items found here

More places like this

Standing Stone
Falkreath Hold
Guardian Stone southwest of Riverwood that makes stealth skills, from Sneak to Speech, improve 20% faster – one of your first three sign choices.
Dwemer Ruin, Landmark
The Reach
Abandoned Dwemer tower on a cliff above the Karth River valley, between Markarth and Dushnikh Yal, holding a Heavy Armor skill book and smeltable artifacts.
Grove
Eastmarch
Sacred cave of Kynareth southwest of Windhelm where the ancient Eldergleam tree grows – end point of The Blessings of Nature and full of alchemy ingredients.
Guild Hall
The Rift
The Thieves Guild’s hidden headquarters beneath Riften, reached through the Ragged Flagon or a graveyard tomb, with practice locks and guild upgrades.
Farm
Eastmarch
Farm on the road east from Windhelm Stables run by Torsten Cruel-Sea, with wheat to sell, snowberries everywhere and two dogs named Tiber and Ysgramor.
Camp
Solstheim
Pirate encampment northwest of Skaal Village on Solstheim where the Deathbrand Helm waits in a locked chest, plus a gold ore vein and a strongbox.
Sources checked: Elder Scrolls Fandom location articles (export 2026-10-13); Skyrim game files