Battlespire Athenaeum Text
Battlespire Athenaeum Text
Ronald Wartow
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Author:
Ronald Wartow
j/ ® Editing/Additional Material:
Ken Rolston
Additional Editing:
Don Nalezyty
Bruce Nesmith
Artwork:
Mark Jackson
Mark Jones
Louise Sandoval
XL Translab
Font Design:
Studio Jay
ISBN: 0-929843-29-0 *
Library of Congress Catalog Card Number: 97-77776
Printed in the United States of America
0987654321
?URVim ITOPOOK.20
Identity Crisis...22
Skills. -22
Travel Advisories.41
Sigil*. 41
Wardings of Entiy........-42
Badg es of Recognition........42
Dungeon Secret*. 44
Good Fortune....Sm...«yJL.73
The Shade Perilous: Castle of the Nocturnal Lieutenant Jaciel Morgen —Level 4.129
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Of course, not all CRPG beasts, monsters, and humanity, are harmful
to the PC. Rich dialogue highlights many encounters with quite civil
denizens of the world. Delicate negotiations, important plot expositions,
and solutions to brainbending puzzles await the intelligent gamer. CRPG
journeys last considerably longer than a lunch hour, but shorter than an
around-the-world cruise. Plan to play somewhere between 35 and 100
hours.
OK, so there may be times when you find a nitty piece of armor or
weapon that your created PC in a fantasy just can t use. This is the result
of strange rules handed down through the years concerning the mythical
backgrounds of legendary fantasy creatures. The player must live with
these rules. If you can’t wear the new armor or wield that great weapon in
a game, you could sell it for gold in most RPG’s.
You may acquire spells as you go through the game. The spell point
cost system is the same as in Daggerfall, but there are no compound spell
effects.
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In the 1st Era, before the contemporary political divisions were firmly
incorporated, destructive wars of conquest and succession, bureaucratic
infighting, trade conflicts, and horrible plagues tore the land asunder.
Powerful clans took turns controlling Tamriels 9 provinces. Despite this,
the great city-states of Daggerfall, Sentinel, and Wayrest sprouted and
flourished.
The 3rd Era began with political sanity restored. For the first time a
single individual, dubbed Emperor, forged all of Tamriels territories into
one great empire. Tiber Septim s Dynasty has lasted until the present day,
almost half an era. The long line of Emperors Uriel began in 3E 53. The
Uriels instilled forward-thinking concepts of stability and harmony
throughout the land. Eveiyone benefited and prospered.
Shortly after those heroics, another brave hero rescued Tamriel from
unspeakable evil principally taking place in the city-state of Daggerfall.
This story entailed court intrigue, treachery, knightly conflicts, and the
inevitable struggle between good and evil. As you will see, Battlespire
continues the tradition.
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^^ attlespire victory comes only after a long, intricate,
• Conquering the Seven Level) of the Battledpire walks you through the
twisty little mazes of passageways. Investigate every nook and
cranny of the Battlespire. Discover all there is to know, and then
some! Finish the game, and become the envy of everyone on
your block.
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The character a player chooses determines how easy or hard Battlespire
will be to complete. Two players with different characters will likely be
playing different games.
The player has the ability to create a character from one of 18 classes
pregenerated by the program, or bring into being a customized character
class.
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A PC's skills govern how well the character handles the many tasks
and actions required during Battlespire. Skills cover every ability a PC has,
including proficiency with magic and weapons.
During character creation, give your character skills that will enhance
the individual's strengths, either inherited or developed during gameplay.
A strong knight or robust warrior should excel in weaponry and fighting
skills, a thief or bard should focus on stealth skills, and magicians should
play up a particular school of magic for casting and dodging skills to make
up for his or her obvious physical weaknesses. For more hints about char¬
acter creation, see the section at the end of the book: Our Favorite
"Perfect Characters."
Skills increase with continued and effective use when playing. Primary
skills increase the most rapidly, followed by the lesser skills. This becomes
very important, not only from the standpoint of bettering your character,
but when allotting build points earned when a level is completed. (More
on this later.)
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Jumping Critical Strike
Longblade Illusion
Stealth Alteration
Swimming Hand-to-Hand
Backstabbing Thaumaturgy
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Dodging Shortblade
Destruction Axe
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In addition to a characters basic skills, advantages further strengthen
your character. Advantages are basically special skills you can choose for
your character to posses or learn. Whether your character is created or
pregenerated — special expertise in various skills, increased magic ability,
and enhanced ability to heal quicker will always be helpful in surviving.
“duller than dirt" play. Because of this, the Battl&ipire character has signifi¬
cant disabilities called Disadvantages to provide balance for the long road
ahead. Creating your character is a trade-off. You will have to decide
which attributes are more important to the character you want to create.
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Wounds: 75 Magic Items: Healing, Service
Primary Skills: Missile, Dodging, Starting Attributes:
Short Blade Strength: 50
Major Skills: Axe, Destruction, Intelligence: 50
Stealth
Willpower: 50
Advantages: None
Agility: 55
Disadvantages: Forbidden armor:
Endurance: 50
medium
Personality: 47
Start Equip: Elven Short Sword,
+2 Elven Arrow, Iron Helmet, Speed: 50
Steel Cuirass, Steel Boot, Elven Luck: 50
Gauntlet
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Wounds: 75 Spells: Cause Damage, Cure
Primary Skills: Stealth, Health, Invisibility
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Wound**: 65 Magic Items: Magica Resartus
Boot Luck: 50
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Wounds: 70 Spelb: Cause Damage, Cure
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Wound**: 80 Magic Items: Magica Resartus
Starting Attributes:
Major Skill**: Dodging,
Swimming, Alteration Strength: 50
Intelligence: 50
Advantage**: none
Willpower: 50
Disadvantages: Forbidden armor:
Agility: 53
light
Endurance: 50
Start Equip: Iron Helmet, Steel
Personality: 50
Cuirass, Steel Greaves, Steel
Long Bow, Silver Boot, Mithril Speed: 55
Short Sword, +1 Silver Arrow, Luck: 50
Iron Pauldron, Steel Gauntlet
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Wounds: 7\ Magic Items: Magica Resartus,
Healing
Primary Skills: Restoration,
Blunt Weapon, Dodging Spells: Cure Health, Etherealness,
Spell Absorption
Major Skills: Thaumaturgy,
Mysticism, Alteration Starting Attributes:
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Wounds: 80 Magic Items: Healing
Primary Skills: Long Blade, Spells: Cure Health
Blunt Weapon, Short Blade
Starting Attributes:
Major Skilb: Axe, Missile,
Strength:55
Dodging
Intelligence: 50
Advantages: None
Willpower: 50
Disadvantages: Forbidden Material:
orcish
Agility: 50
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Wounds: 60 Spells: Shield, Spell Absorption,
Cure Health, Cause Damage,
Primary Skills: Mysticism,
Etherealness, Monster
Alteration, Thaumaturgy
Summoning, Vampiric Drain
Major Skill**: Illusion,
Starting Attributes:
Destruction, Restoration
Strength: 50
Advantage**: Int x3 in Spell Points
Intelligence: 50
Disadvantages: Forbidden armor: Willpower: 55
light; Forbidden weapons: long Agility: 50
blade, axe, missile
Endurance: 50
Start Equip: Steel Boot, Elven Personality: 50
Helmet, Iron Cuirass Speed: 50
Magic Items: Magica Resartus Luck: 50
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Wounds: 75 Magic Items: Healing
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Wound]s: 65 Spells: Invisibility, Etherealness,
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Wounds: 75 Spells: Cure Health
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Wound**: 90 Starting Attributes:
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Wounds: 55 Spelb: Cause Damage,
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Wounds: 65 Spells: Shield, Cause Damage
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Wounds: 79 Spells: Cure Health, Invisibility,
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Wounds: 80 Spells: Cure Health, Cause
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Building your character from scratch is exciting and fun. Not only do
you get to create an individual geared towards your questing whims, but
you also get to invent a whole new character class. (I tried the game as a
combination magician-talk show host, but all I got was someone whose
spells fizzed and wouldn't shut up to save your life!)
Use every single one of the 4700 build points avail¬
able when creating your character. You 'll need all
the help you can get once you're plopped down in
the Battlespire.
The manual's
admonitions and tips
on character class cre¬
ation are summarized
here for emphasis.
Characters are created the
same way for all playing
modes, with the exception
of the point allocation. In
Multiplayer mode, the points
allowable are determined by
the first one to enter the
Battlespire, whereas in single player
mode the computer always allows a
specific amount.
For more ideas about custom character classes, see the section at the
end of this book for some of our favorite “Perfect Character Classes."
Total 7400
If you feel your character is strong enough to handle the next level,
conserve build points, even if they are available. Intelligent use of saved
games, discussed later, will let you test out your conclusion that your abili¬
ties can handle a higher level without expending earned build points.
Bear in mind that skills can always be raised by use in the game, attrib¬
utes cannot, they can only be increased by spending build award points.
Target build point expenditures towards skills used infrequently or into
raising your attributes for future endeavors. Don’t waste build points on
skills that are being raised satisfactorily in the course of gameplay.
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There's plenty to do, and lots of time to do it! Pick up everything that
isn't nailed down. Talk to everyone who will talk to you, and try to
appease even those who won't. Inspect, fiddle with, and search every
object. Brush up against all walls. You never know when a secret door
guards a vital walkway or secret chamber. Attempt everything imagin¬
able, and if that doesn't work, try the unimaginable.
Try not to carry around too much stuff. When overburdened, your
fighting skills are reduced appreciably, and your pace through the level
slows to a debilitating crawl. If your character's encumbrance gets too
high, it might be necessary to drop valuable items, maybe even objects
that are required to complete the game.
Keep a sharp lookout for enchanted gems that replenish a PC's health
and spell points. Without any way to sleep or rest in Battlespire, these
gems become vital to PC survival.
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Traipsing around the Battlespire might try even your legendary
patience. Expect face-to-face confrontations with decidedly antagonistic
Daedra officers, monster lackeys bent on your destruction, senile coots,
mystically rising and falling stone columns, trapdoors, secret doors, sigil
wardings, the Daedric alphabet, riddles, snares, and devious problems.
Sigils are signets, seals, or stamps, etched in the shape of a single letter
of the 26-letter Daedric alphabet by skilled artisans.
The Daedric invaders suspend magical sigils in the air. These sigils are
meant to be battle signs in hostile territory. Daedric troops, in the know,
recognize them as guide posts. Intruders discover them to be magical
traps. The sigils mark territory, and post distinct signals to those without
proper identification to stand down and back oil. Colliding with a floating
sigil is guaranteed to bring on a migraine headache at best, and the “Game
Over” screen at worst.
Many Daedric troops are stupid and inarticulate. The sigil is consid¬
ered an extremely low level of protection. All you need to do is wear the
appropriate sigil amulet of entry that matches an impassable sigil, and
you may pass safely.
Badges of Recognition
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With all this talk about alphabet soup, you didn’t think we’d leave you
in the dark, did you? Remember learning your A, B, C’s in grade school?
Time to relearn the alphabet, Battlespire style, more accurately, Daedric
style. Leave it to Mehrunes Dagon and the Daedra to compose an alpha¬
bet guaranteed to boggle the mind of the Battlespire adventurer.
Unfortunately, mastery of this arcane alphabet is essential because of the
sigils. The Daedric equivalents of X and Y (called Xayah and Yahkem)
are unknown to scholars in the world of Battlespire, and will not appear
anywhere in the game.
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Blocking puzzles range from the simple to the brain bending. For
example, its a no-brainer to find a sigil amulet of entry to pass through a
sigil warding trap. Conversely, the player might need to trek from one end
of a level to another, acquiring different items from different personages
tor a different sigil.
Some players hate riddles, and some love riddles. Whichever side you
favor makes no difference. Even if you can't figure out a riddle, there is
always something on the level, on a monster or elsewhere, that gives the
exact solution. Or, simply consult the complete walkthroughs of the
Battlespire's levels later in the book. The same strategies apply to finding
out passwords.
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Moving around the Battlespire levels involves patience and persever¬
ance. Be sure to look for abnormal features like secret doors, levers,
elevators, and teleport platforms.
Secret Door<)
No dungeon would be complete without a few secret doors, and
Battlejpire is nothing if not complete.
Some doors can be spotted easily—-the color pattern of the door is
visibly different from the wall. Others are more difficult, the pattern is
the same, but it doesn't quite match up with the walls. A few are com¬
pletely seamless. You cannot find them at all, no matter how hard you
look, unless you look in the Automap. The doorway will be immediately
obvious in the Automap. Just move up to it and click on that space.
Slowfall
One reason a magician is a great character to play is that he can have
the Slowfall spell. Battlejpire has lots of lofty and elevated places. When
a PC falls from a great height, death is almost certain. If your character
does not have Slowfall magical ability, find and preserve items that
emulate the casting of a Slowfall spell.
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Battlupire is filled with rich and meaningful dialogue. Both friend and foe
are just itching to tell you how they view the world, you, Dagon, or anyone
else, if it pleases them. From conversations with disenchanted Daedra, to
passages from books and scrolls, to meaningful reports from your pen pal,
Battlejpire blitzes the player with a wealth of written and oral dialogues.
Pay close attention, you will discover Battlejpire j continuing storyline
and vital clues as to your next moves. Even the run-of-the-mill minion
To get a flavor of what the player should expect, glance at this actual
dialogue from Battl&ipire’d third level. The wraith, Kirel Aman, is really
ticked at Mehrunes Dagon. Being turned into a wraith apparently didn't
sit too well. If you are polite, attentive, and eager to help in your replies to
Aman, your are rewarded with a magic gem.
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There are other reasons for the “save game” feature, such as times
when, for pure convenience, you may want to save a game at specific
advantageous positions. You might do this after solving a particularly
knotty and difficult puzzle.
CRPG gamers of the world have come up with favorite game spots to
save games. Maybe you can add to the list, but for now, check mine out:
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Without magic, Battlejpire would be a journey only for the strong of
body, not the strong of mind. Characters played with heightened intelli¬
gence are eligible to become magicians. These characters possess potent
arcane abilities to cast magical fireballs bouncing off the dungeon s walls,
summon beasts, heal the sick, and even become invisible for a time.
Continuous Damage 1 + 1 per 1 level 4-6 + 2-3 per 1 level Other Only Destruction
Delayed Damage 10+10 per 1 level 2-20 + 3-6 per 1 level Caster Only Destruction
Fire Shield 8+3 per 1 level 50-50+1-10 per 1 level Any Alteration
Spell Absorption 5+5 per 2 levels 10-50/20-20 per 1 level Any Mysticism
Spell Reflection 5+5 per 2 levels 10-50+20-20 per 1 level Any Thaumaturgy
Spell Resistance 5+5 per 2 levels 10-50+20-20 per 1 level Any Alteration
* The resulting total represents the number of minutes or combat rounds the spell lasts.
* 0 * “Caster Only ” tneans the spell impacts the caster; “Other Only ” means the spell impacts a
monster; and “Both "means the spell impacts either the caster or the monster.
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What would a CRPG be without a host of odious monsters, most in
need ol an occasional bath and a dash of spring-like potpourri? Battlespire
is no exception. A good deal of your time in the game will be spent tiying
to avoid or confront these miscreants. Mehrunes Dagon has unleashed
dark minions by the thousands to stop you from escaping from the the
Battlespire. Plan to exchange pleasantries with almost all of them. If
you’re looking for friendly shoulders to cry on, look elsewhere.
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In the beginning of the game and on every level, all the monsters are
tough. Their attacks and overall strength match, and sometimes exceed,
yours. Just like your character, monsters can cast spells and do all those
special things you can do.
Learn all about the monsters, including what they had for breakfast
this morning. Gaze, with fear, upon the visages of the enemy.
Daedra Lord 20
Dark Seducer 16
Seducer 12
Clannfear 11
Herne 9
Morphoid Daedra 8
Fire Daedra 8
Frost Daedra 8
Mistmen 6
Skeletons 5
Spider Daedra 5
Dremora 4
Vermai 3
Scamp 2
Wraith NA**
Monsters attack the PC when the adventurer sets foot in its territory.
In effect, the monster “notices” the PC, and acts accordingly. When a
non-human monster notices the PC, its reaction is randomly determined.
If the PC does not speak its language, or possess a Sigil Badge of
survival htodwjk
Recognition, the reaction is usually to attack. Human monsters are more
cynical and much tougher to placate.
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The more information the Battlespire player has on monsters, the better
off the PC will be. While Battlespire isn't all about combat, almost every
important personage and object is guarded by high-level monsters. These
monsters generally have one specific purpose in life. Make life miserable
for the PC.
Just browsing through the first few entries, you can't help but notice
that Battlespires monsters possess characteristics similar to those of the
PC, whether pregenerated or custom. The common Scamp shouldn't
seem much of a threat, unless the PC is really unlucky. As your eyes wan¬
der down the various monsters, a bad feeling in the pit of your stomach
might result. Check out the capabilities of the elemental Daedras.
As a general rule, the easy monsters come first in the chart. Refer back
to the Monster Difficulty Rankings for a general summation. By the time
you get to the end of the chart, cold fear should be coursing through your
veins.
One final thought: all the special enemies you must fight in the game
have heightened characteristics of their generic racial origins. Before try¬
ing to defeat the heinous Dremora Methats on Level 1, check the stats for
Dremora to get the skinny on him.
Description: Small impish nuisances. Sort of the rat of the underworld. Low intelligence
but wily, cunning, and quite cute.
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Strength: 75 Intelligence: 30 Willpower: 50
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Strength: 90 Intelligence: 40 Willpower: 65
Description: Super muscular, clawed birds feet and loud manners describe these fiends
which make up the troops of Xivilai Moath. Fierce, feral intelligence. Berserk fighting
passion. Relentless.
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Strength: 45 Intelligence: 65 Willpower: 60
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Strength: 75 Intelligence: 60 Willpower: 65
Description: The archetypal demon character. Big, horned, cloven feet, talons and a tail.
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Strength: 85 Intelligence: 80 Willpower: 75
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Strength: 70 Intelligence: 50 Willpower: 60
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Strength: 70 Intelligence: 50 Willpower: 60
QHorr (Mintrai)
Description: Collective manifestations of happy spirits found beyond life in the service of
the master.
WRAITH
Strength: 50 Intelligence: 50 Willpower: 80
Description: Bitter malevolent spirits driven mad by limitless emptiness of life beyond the
grave.
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Strength: 50 Intelligence: 30 Willpower: 50
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Strength: 90 Intelligence: 90 Willpower: 80
Description: Lesser nobility of the Daedra. Great variation in skill, toughness, and wit.
Typically ambitious and opportunistic.
WITT
Strength: 100 Intelligence: 100 Willpower: 100
Attack Spells: Continuous Damage; Vampiric Drain; Spell Reflection; Spell Resistance;
Spell Absorption
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Strength: 65 Intelligence: 50 Willpower: 70
This following chart pinpoints the level locations of every monster and
special character, whether friendly or not, in Battlespire:
Keep careful tabs on your Spell Points. You could have the most
potent spells available for casting, but, without enough points, your magi¬
cal party is over. Stock up on as many spell point replenishing objects you
can find. Don’t get caught with your points down!
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You’ve prepared your brains out for combat, but the real deal is
here. Within spitting distance, monsters now face you down. Its time to
rock and roll!
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Exploring Battlespire s vast world, three kinds of monster encounters
are possible. You surprise monsters, monsters surprise you, or neither side
surprises the other. Sneaking up on monsters before they notice you is a
wonderful occurrence. Try to keep the grin on your face from getting too
big. Unfortunately, you can never, ever surprise the bigshot villains.
in YOUR Ffld
First, check with the Battlespire User's Guide. This gives the benefits
and detriments of the different types of weapon attacks. When brandish¬
ing a weapon, keep your finger on the mouse button. Don't wait for any
particular thrust to finish. About half or three-quarters of the way
through each thrust, begin another in whatever direction you wish. That
way there will be no delay in your melee attacks. Damage delayed is dam¬
age denied!
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What follows is a dizzying blur of numbers, strange terms, and
mathematical calcuations. For those so inclined, enjoy. For the rest of us,
just assume that the higher your characters speed, strength and weapon
skill, the better chance of more damage to the monster.
Weapon Speed
Swing Type,*
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Helmet 10%
Pauldron 20%
Cuirass 40%
Greaves 15%
Gauntlets 10%
Boots 5%
1-60 = Maximum Damage, and the screen will read, “You land a
telling blow.”
Knockback * 2
Bac/utab
Fail to bit
MfiGICHL COMPflT
An important feature of spell-casting is the effect and lasting energy of
certain magic spells. Some spells might last for a combat round or two,
while others may run for the duration of the combat. If a spell has been
cast on your PC, an icon representing that spell will appear on your
screen. Just remember, laughing in the face of monsters while unknow¬
ingly no longer protected by that impressive Shield spell will result in a
major league wake-up call.
Fire and water do not mix. So casting a fire spell on a Fire Daedra is
guaranteed to do little or no damage. The fire monster will not make the
same mistake casting spells at you. Always watch carefully for any spells
that do not affect certain monsters much (or at all). Avoid wasting a com¬
bat turn in future skirmishes.
note that all the movement keys work fine, even when a monster is flailing
away at the PC.
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The Battlespire virtually overflows with treasure. There is no gold,
but—there are many useful items to be found. Some are just lying about,
others can only be acquired by picking the bones of your fallen foes.
I iwfmifK CLOTHE CLOTHE CLOTHE worn wcapoh vkapoa armor ARMOR ARMOR
TYPC 1 1 1 i i i i 1
Stuff 1 1 5 5 0 5 5 0 5 5 0
Stuff 2 2 6 5 0 5 5 0 5 5 0
Stuff 3 3 5 0 0 10 0 0 10 5 0
Stuff 4 4 5 0 0 5 5 0 5 5 0
Stuff 5 5 5 5 5 5 5 0 10 5 0
Stuff 6 6 5 5 5 5 5 5 10 5 5
Stuff 7 7 0 0 0 5 5 5 5 5 0
Scamp 9 5 5 0 5 5 5 5 5 0
Vermai 10 0 0 0 10 5 5 20 5 0
Dremora 11 10 0 0 40 5 0 40 20 5
Spider Daedra 12 20 5 0 20 0 0 20 5 0
Skeleton 13 0 0 0 10 5 0 10 10 10
Ghost 14 0 0 0 0 0 0 0 0 0
Wraith 15 0 0 0 0 0 0 0 0 0
Morphoid 16 20 5 0 30 10 0 30 10 0
Fire Daedra 17 20 10 5 30 10 0 20 10 10
Frost Daedra 18 20 10 5 30 10 0 20 10 10
Herne 19 10 5 0 20 10 0 20 10 0
NONE 20 20 5 0 30 10 0 30 10 0
Clannfear 21 10 5 0 30 10 0 20 10 5
Seducer 22 30 10 5 30 10 0 30 10 5
Dark Seducer 23 5 0 0 30 10 0 5 5 0
Daedra Count 24 20 5 5 30 10 0 30 10 5
Daedra Lord 25 20 5 5 30 10 0 30 10 6
Stuff 2 2 5 5 0 5 0 0 0 0
Stuff3 3 5 5 5 ' 5 5 0 0 0
Stuff 4 A 5 5 0 5 5 5 0 0
Stuff 5 5 5 5 5 5 0 0 0 0
Stuff 6 6 5 5 5 5 5 5 0 0
Stuff 7 8 5 5 5 10 10 5 0 0
Scamp 9 5 5 5 10 5 5 80 0
Vermai 10 5 6 0 5 0 0 80 0
Dremora 11 10 5 0 10 0 0 100 10
Spider Daedra 12 10 0 0 10 0 0 80 0
Skeleton 13 5 0 0 5 0 0 0 0
Ghost 14 10 5 5 25 10 0 0 0
Wraith 15 10 5 5 35 20 10 0 0
Morphoid 16 10 0 0 20 5 0 80 0
Fire Daedra 17 10 0 0 5 5 5 80 0
Frost Daedra 18 10 0 0 5 5 5 80 0
Herne 19 10 5 5 10 5 5 80 0
NONE 20 10 0 0 20 5 0 80 0
Clannfear 21 0 0 0 10 5 5 80 0
Seducer 22 10 5 0 30 5 5 80 0
Dark Seducer 23 5 0 0 20 20 20 80 0
Daedra Count 24 5 0 0 20 10 10 80 0
Daedra Lord 25 10 0 0 20 20 20 80 0
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There are scads of diversified and numerous key items in Battlupire.
Most items have magical properties. Some are found on monsters; friends
and powerful enemies carry some; others are just scattered all through the
levels.
Below Is a list of all the possible things to which magical properties can
be assigned.
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0 Dagger
1 Short Sword
2 Longsword
3 Broadsword
4 Claymore
5 BattleAxe
6 War Axe
7 Mace
8 Short Bow
9 Long Bow
10 Cross Bow
11 Javelin
12 Sling
13 Staff
M Spear
15 Potion
16 Sack
17 LgChest
18 SmChest
19 Clothing
20 Gem
21 Scroll
22 Arrow
23 Lantern
24 Helmet
25 Cuirass
26 Pauldrons
27 Greaves
28 Boots
29 Gauntlets
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The following chart includes a description of different types of
enchantments. They affect various objects which can be found through¬
out the Battlespire. Whether you find a Cloak of Brazen Weavers or a
Tunic of Brazen Weavers, it will have the characteristics described below.
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Blight Medium Damage to Target
Convulsion Confusion
Lightness Jumping
Between Teleport
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Fieiy Ward Resistance to Fire
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Potent Kin Resistance to magic, low tolerance for poison and shock
Stolid Kin Resistance to shock and posion, low tolerance for magic
Potent Heart Immunity to magic, critical weakness for poison and shock
Stolid Heart Immunity to shock and posion, critical weakness for magic
Spirit Vault Spell absorption, low tolerance for fire and frost
Profaned Firmament Regenerate Spell Points, low tolerance for shock and poison
Spells that enhance skills have a set pattern. If you have a spell for
“sanguine” anything, it will make minor improvements in that skill. If it is
“assured”, you will have medium improvements in that skill. If it is “mas¬
terful”, you will have major improvements, and if it is “incomparable”,
then you Ye really really good at it now. Other than that, all of the descrip¬
tions pretty much make sense, but for the purpose of specification:
?KILL m rmr
Stealth Stalking
Swimming Swimmer
Backstabbing Surprise
Jumping Leaping
Shortblade Swiftblade
Longblade Hewing
Missile Sureflight
So, for example, Sanguine Green Wisdom will make you a little better
at Restoration, whereas Incomparable Leaping will enable you to jump
really well.
wmw m fiRnw
The Battlespire Users Guide gives you all the important details on
weapons and armor, including the various attaching metals. There's no
need to repeat that information here.
On the other hand, if you find weapons or armor with a tagline indi¬
cating magical properties, simply consult the Magical Relics section to
find out what special abilities your new find possesses.
/
\
/
I
hat follows is a sweeping and meticulous analy-
gamer.
WHILf:
Learn exactly what escapades are expected of your character to
rise through the level.
(mi? mm iw:
Discover the build award point totals earned by the player on comple¬
tion of the level. Use these points to purchase and raise PC skills, attrib¬
utes, and advantages before tackling the next level.
A roll call of the monsters and important friends and enemies on the
level. For details on how to handle the monsters, consult the Monster
Compendium. For details on how to handle friends and enemies, see the
level blueprints.
DLdfPlWT:
• A levels blueprint first exhibits a bird's-eye panorama of the entire
level, where practical, or a major chunk of the level. For every level
chamber (called “rooms'' in computer game design parlance), learn
exactly what special game events, important items, peculiar characters
(both friend and foe), puzzles, riddles, restorative gems, and other fun
things occur or can be found. Obtain the straightforward answers to
every dilemma.
• Every corner of the level is examined minutely and displayed lor the
player. Navigate easily through the levels with extensive screens
straight from the game, taken from every conceivable angle. Follow the
picture perfect routes through the entire Battlespire. What you will see
in the game is what you will see here. Every screen numbers the rooms
displayed that corresponds directly with the room numbers in the
Blueprint.
• Plan to take a leisurely route? If you wish, head straight for the level's
special events to advance upward, knowing, ifyou do, you'll miss lots
of nifty items, happenings, to say nothing of monster fights. For this
information consult the Critical Path Walkthroughs for each level.
Before you take the Critical Path, you should realize that you probably
will not be able to finish the game this way. Sure, ideally, you can get
through the game by following only the Critical Path, ifyou re a GOD,
and don't need to get the valuable experience afforded a player who
beats up everything on the level. The Critical Path is an excellent tool
when used as a checklist, but don 't rely on it to get you the increased
skills you will need to succeed in your journey through the Battlespire.
• Because of this, take the room treasure lists with somewhat of a grain
of salt. Not that there will be no treasures, but exactly what is not pre¬
dictable with certainty. Consider the chart found in the Good Fortune
section for likely treasures to be won after defeating monsters. Of
course, you can count on scenario items important to the advancement
of the story being exactly where the blueprint says they are.
rwm ,,
Level 1 is relatively straightforward and uncomplicated. The invaders
are small in number, weak, and disorganized. The living quarters of the 5
battlemages provide for interesting exploration. Kill lots of things while
you still can, so that you'll have improved your skills by the time you
reach bigger and badder monsters.
Level 4- Shade Perilous calls for you to deal with its allruling lord,
Jaciel Morgen, a servant of the Daedra Princess Nocturnal.
Level 5- The Chimera of Desolation takes you outdoors into the light,
to the extent that light actually filters into virtual reality. Monsters roam
the wilderness and some of the temple burial sites. The Daedra have
taken over. There's a hunt going on here, and guess what's for dinner.
That's right. You.
W1L?:
Retrieve 5 cogs to repair and assemble the machine granting access to the Star Galley Hangar. Two
cogs are held by scamps found around the level. Another Cog can be found in the chambers of the remain¬
ing non-possessed, but loopy battlemage, Clarentavious Valisious. To get to his chambers, you must first
talk to him and get the password. A fourth cog lies in a sack beneath a dragon’s skeleton. Finally, a partic¬
ularly nasty Dremora, Rathine, must be “persuaded” to give up a cog.
Four of Battlespire’s five magical anchors have been disconnected. Reconnect them or you can t leave
this level. If the monsters [or a dopey hero] disconnects the sole remaining coupled anchor, the
Battlespire and you will implode in a most dreadful way. Game Over!
Vermai
Clarentavious Valisious
DLClfPRIHT:
1. Weir (Weir Gate entry)
• Battlespire begins outside its main entrance, the Weir Gate, where you innocently prepared to begin
training with the resident battlemages. What you found was hardly to be expected!
• Unknown to you, the dark Daedric prince Mehrunes Dagon unleashed a terrifying invasion force
on the Battlespire. Vicious monsters roamed everywhere causing wanton destruction and looting.
You can just hear someone or something utter a battle cty to loot the august private quarters of the 5
battlemages in charge of the Battlespire. Most of the level s denizens seem to be helpless or dead.
• No going back to Tamriel for you! The Weir Gate is entirely sealed by the Hefhed Sigil of
Mehrunes Dagon. Touch the Hefhed Sigil or jump into the pit at your own risk, but unless you con¬
sider death or massive physical damage particularly rewarding, it is not suggested.
• You are not alone! Remember the competition for Battlespire entry? The one who bested you came
upon and witnessed this grisly scene shortly before you did. From time to time, this resourceful sur¬
vivor of a sidekick leaves behind scrolls, potions, and amulets for your edification. Nearly every
guard and Battlemage in Battlespire has been slain or possessed.
• Relax. This level, being the first you encounter, is relatively straightforward and uncomplicated.
The invaders are small in number, weak, and disorganized. Here, you can hone your fundamental
skills, fighting techniques, and exploration strategies. True, people and structures are dropping like
flies, but adversity is your middle name!
• Five exits spiral out from the central core of this room. Your first monster encounter! Several
scamps cluster around the corpse of a fallen Battlemage. Chat with the cute little devils, and trick
them into joining your team. Swear not to harm them, or invite them to join your war band. Later
you can murder and loot them.
• Your ability to navigate around the Battlespire s 7 levels depends on your finding or winning these
amulets. While fleeing monster encounters is advisable when outgunned, you must gain at least one
Amulet of Entiy for each warding sigil on a level.
• It is definitely a good idea to drop a teleport (ifvou have the Spell Points) and save a game before
attempting this room.
• Vermai monsters make their first dramatic appearance. Use techniques learned at the Weir Gate to
trick them into becoming dead-on cannon fodder.
• Doht Sigil: First rope bridge. Use the Doht Sigil Amulet of Entry earned in Corridor to the Rope
Bridge Cavern.
• The Vermai and Scamp Monsters in this room have some small treasures, consisting of mostty
amulets and a few weapons.
In various locations throughout the game, you will find Blue Restoration Gems. Collide with or click
on these gems to restore Wounds and Spell Points. Some gems only partially restore, while others
restore to maximum. These Blue Gems disappear after use to recharge, but they'll reappear in about a
minute, ready for another restoration.
7. Pentagonal Cave
• This room of many doors and many monsters is another place for some serious combat training.
Perhaps a save is in order before entering?
• The Pentagonal Cave can be completed by clicking first on the Northwest door to open it. After
that, click the buttons on the podiums in each alcove, and they will open the next door.
• Treasure behind final door: potions of Cure Health, and Cause Damage. (By the way, Cause
Damage damages YOU. Just say "No.”)
• If you click the button on the podium next to the Treasure chest, another wooden platform moves
down. You can jump to this platform, and wander down the corridor to find the Gauntlets of
Profane Vitality. It you journey further down the hall, however, you will only find a hole in the floor
which drops down into the Split Level Battle Arena. Unless you want to be there, turn around and
go back through the Floating Rocks room.
• Treasures: potions of Cure Health, Jumping, and Restoration (of Spell Points).
“I’ve found another of those damn things like the ones which are blocking the Weir Gate - and a lit¬
tle Daedra went straight by it! I think he’s got some sort of special charm or something that lets him
through. 1 sure can ’t get past. Oh, and here ’s another hint for you - there ’s a big gem thing just near
here - heals you right up! Boy, was I glad to find it!”
• Companion s Scroll:
‘Tve heard that one of the Battlemages is still alive - Clarentavious, 1 think. I haven ’t seen him, but
then, 1 haven't had time to look for any secret doors or anything. They wanted him because of some
machine or other that's broken. Oh, and Methats seems to be the one who's being left in charge, if
you’re interested. Stay close,you might need me!"
• In sack under skeleton of Dead Dragon: Cog of Futlock Reciprocation. Only 1 to go!
• Methats, Dremora chief of all Daedra on this level, exchanges pleasantries. He's an exasperated,
robust, irritable, cautious, methodical, and dangerous Daedra officer, with unlimited and rapid-fire
ranged damage spells and the power to summon a mess of scamps.
• He reports to Dremora Leader Sumeer, on Level 2. He is guarding the teleport gate to the bat¬
tlemages' private quarters, because he wants to be the first to open Clarentavious’ rooms.
• When you enter this room, look up. Wander around, staring at the ceiling, until you see a wooden
panel above your head. Once you see that, ifyou go down that hallway (looking up and following
the platform) you should find one of those buttons with a Skull on it. Click on it, and down comes
the wooden platform.
• Methats stands guard over the teleport pad. If the player stands on this pad, he will be teleported to a
central room from which he can visit the private quarters of each of the five battlemages. Each of these
areas has already been looted by Daedra, except for the locked rooms of Clarentavious, the password
to which (boustrophedon) can be obtained in dialogue with Clarentavious in the Control Room.
• The best way to engage the teleport is to decoy Methats away from the teleport pad, and sneak on
while hes out of the area. Your teleport destination is the 5-level battlemage headquarters.
• Methats carries his mantle of authority and identity, the Pauldron of Lord Methats. If the Pauldron
is presented to Clarentavious, you receive the Staff of Typos Sophia.
• Treasure: Confusion potion.
22. NOTE: These three alcoves are all labeled as 22. Their actual relative locations are indicated by
direction.
• North Alcove
• Middle Alcove
Treasure: Restoration potion.
• South Alcove
• From the teleport hub, there are five exits. Each of these exits will take you to the chambers of a
different mage. All the chambers are worth exploring, as they provide relatively easy monsters to
beat up on, improving your skills in battle before you move on to level 2, where you will encounter
much more threatening monsters.
23b. Clarentavious' Rooms- South Corridor, the only one with doors.
“For the eyes of the Exalted Grand Marshall of His August Imperial Highness' Legions, from his
Peer of the Twilit Fastnesses, the Battlemage Clarentavious Valisious.
As you read this, I am dead. My life, however, has not been given in vain, for I have vouchsafed you
one small hope in all this tide of despair. The Great Star Galley, wrought by my own hand, still
Feigning vile possession and fellowship with the Enemy, I have contrived to conceal it from them,
by dismantling my ingenious Opening Mechanism, and hiding awray the cogs upon which its work¬
ings depend. I leave one cog here for you, the others 1 have cunningly secreted. Assemble the mech¬
anism, and you shall gain entry to the Star Galley Crib.
Beware the one that is named Methats. He alone, I fear, suspects my ruse and might discover the
workings.
One more criterion must be fulfilled before the Star Galley can convey you to the Colleges. Despite
my many exertions upon the issue, the Galley requires the full puissance of all five anchors to pierce
the mana streams and win free of its moorings.
One such anchor is here in my quarters. If but one anchor is not conjoined, the Galley will lack the
power to depart this space.
Now listen and pay heed. If you would achieve this undertaking and drive the dark ones from our
Emperors sovereign estate, seek out my remains. There you shall find the Typos Sophia, that
shields any who possess it from the Taking into puppetry that is Possession. If you find me yet alive
by some miracle, it shall be yours for your great purpose.
In Finis, when addressing the burial of those souls fallen here, I pray you remember their valour
and their service in the name of Empire and forever hold high the name of Battlemage.”
• Hall
• Sleeping Room
• Worship Room
Treasure: Gauntlets of the Lesser Vigil, Spear of Handfire, helmet, Armbands of Cleansing Fire in a
chest.
• Front Room
• Hall
• Outport
• Front Room
• Hall
Treasure: Cuirass of Assured Leaping, boots, longbow.
• Sleeping Room
Treasure: Cure Poison Potion.
• Worship Room
Treasure: Gauntlets of Sanguine Hewing, claymore, spear.
• Outport
Note: If you’re an archer or use your bow often, make sure you visit Helthens rooms, as there are
several quivers of arrows to be lound there.
• Front Room
Treasure: Shortbow ol Sanguine Golden Wisdom, arrows.
• Hall
Treasure: Arrows
• Sleeping Room
Treasure: Gem of the Fawn ’s Gleaning.
• Worship Room
• Outport
• Front Room
Treasure: Crossbow
• Hall
• Sleeping Room
• Worship Room
Treasure: Tunic of Assured Stalking
• Outport
Half-living half-architectural giant horned turtle regales the player with the stoiy of its life, then gives
the player a riddle-locked chest. Chest Riddle Answer: "eltrut kcom”, or Mock Turtle spelled backwards.
In the chest, the Mock Turtle s Clothing of Precipitous Travel (Teleport).
2. Drop a teleport somewhere BEFORE the Hell Room of Hanging Paths (3) if at all possible.
5. Control Room to encounter Clarentavious Valisious to acquire the password to his quarters. (5)
11. Grey Anchor Room for guess what? (Ummm — try connecting an anchor.) (20)
12. High Court RoomAVizards’ Audience Chamber to decoy or defeat Methats to teleport to battlemages'
quarters. (21)
13. Enter Clarentavious' Rooms with password (boustrophedon) for a cog, and check to make sure the
anchor here is still fastened. (23b)
14. Return to Control Room (5) to assemble machine with the cogs you have collected.
CK7C1LT:
L Recover the 4 pieces of the time-honored Voidguide. Search behind a hidden panel in Lair 3, in a
secret vault in the Infirmary, in a secret vault beneath the guard barracks, in dialogue with Wonshala
in the Convocatory, and in a room adjoining the voidgate panel. (Yep, final FOUR pieces in FIVE
places. Trust us.)
• Learn the passwords for the 4 Battlemage Keyphrase Security Locks (riddles).
TCWITinQ IMPORT:
Scamp
Vermai
Dremora
Spider Daedra
Dremora Gatanas
Dremora Tanchelm
Rishaal Tamir
Zenaida Nacarra
Wonshala Keriayn
Sumeer Jabran
PLUPPRIOT
PART ONE
1. Start
Three Daedric lieutenants control four factions ot the Battlespire occupation team. A Daedric lieu¬
tenant [Sumeer] is in overall command of the looting operation. Wonshala, Perthan Vorn, Perthan Serni
and the Spider Daedra are the secret police. Dremoras Gatanas and Tanchelm are in charge of the
Dremora magical specialists. The Dremoras want to get Wonshala and the Spider Daedra in hot water.
Zenaida [Vermai] and Rishaal [Scamps] are the armies of the occupation.
Leader: Sumeer
Dremora Gatanas
Dremora Tanchelm
0 Wonshalas Chosen:
Leader: Wonshala
Each taction controls a different part of Level II, and is trying to loot and discover its assets and
secrets, and prevent other factions from getting those assets and secrets. All have been charged with
finding the Voidguide, and all are eager to gain the credit for getting it. At the boundaries between
the factions’ territories, the monsters occasionally run little raids on one another, or casts fireballs
back and forth.
Bad news -
2. Daedra everywhere. Little long-ears - weak, but sneaky pack fighters. Big eyeless things with
long arms - stupid and very tough.
3. Paxti Bittor is the traitor. Daedra may have some codes and keywords, but there re plenty of
rooms and passages I can t get into.
4. Teleports don ’t work. Maybe mana locks, keywords? Ix>ok around - wizards are sloppy with
security.
5. Floating symbols are magic sigils, and deadly! Weir gate is sealed by a REAL nasty one. Daedra
wear amulets marked with same symbols. Tried to pass symbols wearing right amulets, but some
work, some don’t - can’t figure pattern.
Good news -
1. I’m sticking close to a boss daedra named Sumeer. Stole a cloak, hood, & amulet from a careless
bodyguard. Sumeer has a mass teleportation artifact, I think. 1 wear the amulet, and go when he
goes.
3. My Plan B: Find an amulet with the same symbol as the one blocking the weir gate to get me
back through the gate, or find something or someone else to get me through. Elseways we will
never see Tamriel again.
7. Left you a pair of healing potions in this scroll. Toast my health when you quaff them.
Suggestions -
1. The teleportal off the north corridor near the bear rug isn ’t working. Get it working. It leads
upsection to Battlespire libraries, barracks, armories, and such. DON’T COUNT ON ME to
have the gate running. I’m riding the boss daedra s coattails.
2. Find out how daedra got here. Bittor, the traitor, was master of teleportation and voidgates;
that’s the likely route.
3. Search for codes and keys and clues and weapons. I don’t think the daedra got them all by a long
shot. I couldn’t search the battlemages or guards without drawing attention to myself, but some
of them may have had time to leave something for posterity. And this is the Battlespire, for gods
sakes. Who knows what stuff they have around here?
4. Stay with me, pal. Even if something happens to me, look for what 's left. I'll make sure I pass on
anything I can.
2. Great Hall- basically just a huge empty room which accesses several different facets of the level, and is
therefore a convenient place to start exploration. Wander up the ramp, and you'11 encounter...
4. Storage 1
• Treasure: Claymore of Lambent Fire, Clothes of Waxen Abruption, Cape of Percipience, Javelin,
Clothes of the Assassin ’s Glory
• Roht Sigil: Get Amulet of Entry in dialogue from Zenaida to get into this room.
5. East Atrium 5
• Corpse of dead battlemage, Arcem Terastang.
6. Ramp
8. Cave Stairs
• Treasure under the stairs against the wall in shadow: Iron Spear of Sanguine Sureflight.
9. South Atrium 2
11. Congress
16. Stairwell
• Corpse of dead battlemage, Tuscan Daphsir: Battlespire Cloak of Arcane Sight, Gem of Withering,
Iron Staff of Magefire, Dagger of the Stolid Kin
• Scroll, handwritten scrawled on the floor with a piece of charcoal:
"I am dead. Tell my tender Mother dear I loved her, and Tamriel and my Emperor. Akatosh curse
the name of the traitor and all Daedra. Mara bless and guard my soul.
You who find me - avenge me, take the traitor's blood in my name, and take in hand The Dagger of
the Stolid Kin, borne by my father and forged by his father before him. Beware of magic while you
carry this blade, but fear neither the sting of poison nor the sear of shock."
• Trod upon the rug at the top of the stairs to open the gate.
• Go through the gate at the top of the stairs to get to Zenaida.
Zenaida
20. Lair A: Summoning Hall
• Zenaida's possible comments:
Oh, dear. If that were true, then you'd know that she's Sirran Angada, NOT Lomegan Mariel.
Reap him, my minions!
Well you tell Wonshala we had nothing to do with the Voidguide. It was Rishaal and her little
Scamps, of course, stealing everything but bedrock, while my Vermai follow orders faithfully.
I think Gatanas has it, and plans to blame it on my Vermai. You'll need a Meht amulet, though, to
pass a Meht sigil. Vorn might have it, but getting it out of him won't be easy."
• Talk twice to Zenaida, suggest bothering her enemies, then Zenaida gives you the Roht Sigil Amulet
of Entry.
• Restore Spell Points
• Hidden in the upper South wall: Spear of the Bold Warrior, Sword of the
Cursed Traitor.
• Hidden in the upper North wall: Claymore of the Traveler, Crossbow of the
Craven Knave and Jackal.
23. Teleportal
Ruhaal
• Zyr Sigil [behind door] blocks access to teleport.
• Rishaal gives you the Zyr Sigil Amulet of Entry as a reward when you deliver
the Voidguide.
• Riddle to open door to teleportal to second halt of level 2:
Loadbearer, Warrior,
Spirited, Brave,
Fleet-foot, Ironshod,
Faithful One, Slave
Answer: horse, horses, pony, ponies, steed, destrier, courser
• Dremora Gatanas
• Voidguide piece is behind lever-opened wall panel.
• The easiest way to get at the lever is to climb the stairs that go up to the wall, then jump over to the
ledge the lever is on. Toggle the lever (the lever is trapped, so expect to take some damage), then do
the same thing with the stairs on the other side of the room to get the Voidguide piece. Watch out
for Spider Daedra in this room. They're mean. Also, if there doesn't appear to be a lever on the
stone panel, go walk on the rug near the door.
• Riddle:
Some live in me, some live on,
And some shave me to stride upon.
I rarely leave my native land.
Until my death 1 always stand.
High and low I may be found
Both above and under ground.
Answer: tree, trees, tree trunk, trunk, wood, timber
• Push on plaque and table slides, revealing a Gem of Magica Resartus, and the book The Arcana
Restored.
• The Kendhall Book of Riddles contains four crucial battlemage keyphrases which appear when
needed in this blueprint.
PART TWO
36. Entry
37. Armory
• Click on the rugs on the floor (after you dispense with all the scamps who are running rampant in
this room) to reveal a passage to a secret vault.
41. Library
• Dremora Tanchelm
• Scroll: Lives of the Heroes: Make sure you USE this item, otherwise you will not be able to give
Wonshala the password with the SCOURGE, and she will not give you a Voidguide piece.
Identifies SCOURGE, describes it, identifies the hero who wielded it as Mackkan, gives the pass¬
word “Equality”, and states it hangs in the Battlespire Armory.
“EXPLICATION: The mace Scourge, Blessed of Malacath, Mackkan s legendary weapon, forged
from sacred ebony in the Fountains of Fickledire, has ever been the bane of the Dark Kin, and
many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of
the friendless. Scourge now hangs within the armory of Battlespire, ready to take up in the name of
the Emperor against the Daedric Lords.”
• Scroll: Requisite Book of Daedra: Mention of SCOURGE, doom to Daedra, and Names of the
great Daedra lords and their themes.
"Of the legendary artifacts of the daedra, many are well known, like Azura’s Star, and Sheogoraths
Wabbajack. Others are less well known, like Scourge, Mackkans Hammer, Bane of Daedra....
...yet though Malacath blessed Scourge to be potent against his daedra kin, he thought not that it
should fall into daedric hands, then to serve as a tool for private war among caitiff and forsaken.
Thus did Malacath curse the device such that, should any darkkin seek to invoke its powers, that a
voidhole should open and swallow that daedra, and purge him into Oblivions voidstreams, from
thence to pathfind back to the Real and Unreal Worlds in the full order of time."
Just so you know, what the above passage means to you is this: Wonshala is a Daedra, but she
wants the SCOURGE in exchange for a Voidguide piece. You want to get out of here, and that
means collecting all the pieces of the Voidguide. When you give the mace to Wonshala, if she tries
to use it (being a darkkin, ie, a daedra) she will be cast into Oblivion—one less Daedra in the
Battlespire —this is copacetic.
• The Codex Arcana are books compiled by the Battlemages which describe the effects of certain
magic items. In order to find out the effects of ALL magic items, you would have to collect all of the
Codex Arcana, which are scattered throughout the Battlespire. Or, you could reference the nifty
charts in the Accouterments chapter of this book!
• Jagar Tharn arranged to have one of his transmorphed henchmen, Sirran Angada, sent to the
Battlespire in the form of Lomegan Mariel, the Emperor s Personal Liaison to the Elite Emperor s
Guard. These are Angada/Mariels chambers, but no one is here. Sirran Angada is encountered on
Level 6.
• Sirran Angada induced the master teleportist and Daedric summoner of Battlespire, Paxti Bittor, to
open a Portal to admit the invading army of Daedric forces to occupy the Battlespire. As a reward
for his treason, Bittor was sucked dry by a Dark Seducer and his soulhusk cast out to wander in the
Soul Cairn.
• Scroll:
"The bearer wears the form of Lomegan Mariel, Imperial Secretary, but is actually Sirran Angada.
Sirran Angada speaks with my voice."
• Coffer of Restoration
• Clothing of Transmorph: This is the most thoroughly cursed magical artifact in Battlespire.
Congratulations.
• Goffer of Restoration and oodles of potions including Cure Health, Restoration and Jumping.
45. Infirmary
• Click on a slab, and up it floats, revealing access to a secret vault.
• Click on a chest here to discover a mysterious FIFTH PIECE of the voidguide. Worwhala
You only need four, so this one is gravy.
• Web Sigil blocks entry. Get Amulet of Entry from nearby Spider Daedra.
• Wonshala gives up a Voidpiece in dialogue when you deliver the mace Malacath
and its password, “Equality”.
Piece of the voidguide. Rishaal delivered the piece you gave her to Sumeer, who gave it to a hench¬
man to take care of. The henchman stuck it here so he didn't have to lug it around. THIS is the quality of
henchmen Sumeer is saddled with, and helps explain why he is so cranky.
2. Zip over to Lair 3. You need a riddle answer [teeth] and the Meht Amulet of Entry to visit Lair 3.
Click on a lever on the southeast wall [ouch! But you can't avoid this little sting] to open a secret
panel. Get the Voidguide from behind the secret panel. (27)
3. Take the Voidguide to Rishaal. Chat her up. Ask what the voidguide is, and agree to get it for her. She
says goodbye. Chat her up again, admit you have the voidguide, and give it to her [or your reward.
[The reward goes right into your inventory.] As a special reward, she gives you the Zyr Amulet of
Entry. Click on the door behind where she was standing, enter the riddle answer [horse], and march
safely into the teleport, protected from a Zyr Sigil by your amulet. You teleport to Part Two of this
level. (12)
4. Hello. Bad things. Everywhere. Kill them, or go Ethereal. Head to the Armory [37]on the left. Turn
around as you enter and look over the door you entered. Click on the mace there to open the secret
slab. Turn around, look behind the slab to find an elevator to the secret room below, and get Scourge.
5. Next visit the Library [41], and chat with Tanchelm. Be polite, attentive, and agreeable to stay out of
trouble. Find the Lives of the Heroes book from the library floor and USE it to learn the password to
for Scourge. [Simply attaining the book is not sufficient.]
6. Get Voidguide from the North Barracks [40] secret vault by clicking on the Rug which will open a
secret pit in the southeast.
7. Get Voidguide from a secret vault [45] in the Infirmary just North of the Barracks. Click on a stone
slab to reveal the secret pit.
8. Proceed to the environs of Location 49, where you 11 find a mob of Spider Daedra. They must die.
From one sack, get the Web Amulet of Entry you need to pass through the sigil guarding Location 50.
Go to the Convocatory [50] and speak with Wonshala. Be polite and agreeable. When your chat is fin¬
ished, speak to her again, admit you have the mace and password "Equality", and trade them for the
piece of the voidguide. Snicker as the faithless Wonshala tries to use the mace on you, and is cast into
Oblivion at the end of the dialogue.
9. Go to the Voidgate chamber [51], and get a Voidguide piece from the sack in front of the Voidgate
panel.
10. Click on the Voidguide panel nearby four times, transferring the voidguide pieces from your Inventory to
the Voidguide panel, and rush forward through the opening gate to leave this level for Level Three.
QOfUf:
1. Create a pathway to pass across the Three Rocks Room from the south to the north. Three rock
columns hidden in the door can be raised. The first 2 are raised by turning wheels that flank the south¬
ern platform. The third rock column is raised by turning a wheel hidden on the bottom of the pool in
Water Room East. Hopping from rock to rock is an exacting but not impossible feat of agility, pro¬
vided you have cleared out any monsters.
3. To open the gate to Level Four, Shade Perilous, flip two switches, triggering two Fingers of Life, then-
step into the pool before the Emerald Gates. Rise to the top of the central vault; and place the three
rods in the receptacle atop the vault. Then open the mausoleum door (back on the bottom level) by
speaking the name of the destination‘Shade Perilous”.
?cwnn(i Rfiwn 1
Skeletons
Ghosts
Wraiths
Morphoid Daedra
Kirel Aman
Paxti Bittor
PUKIWIT:
1. Entry Hall
Weak seams between ethereal worlds tend to attract lost souls. The souls of a number of the slain bat-
tlemages at the Battlespire got sucked through the beachhead magical portal into the Soul Cairn. Most
of the spirits have been here long enough to forget all about themselves, but the recently deceased hon¬
chos still have fading wisps of their memories. To any that stumble upon them, they have last minute
ghostly warnings, blessings, and curses.
In the Soul Cairn the old retainers of an ancient Daedric-human alliance serve their necromancer
Masters for eternity. The Masters are disembodied entities living in a distant Platonic Ideal; their only
connections with the Soul Cairn are small magical gems which provide a channel of communication
and sensation with those bound in form to the Soul Cairn. The retainers have long ago undergone a rit¬
ual to separate their spirits from their bodies, and to strengthen and organize their spirits to produce a
form of persistent eternal consciousness. In short, the retainers and their Masters are revenant spirits.
2. Hall w/ Ledge
• Companion s Scroll:
So far, so good.
I’m with a group of Daedra with cloaks and hoods. Still careless, don’t seem to expect trouble, but
this disguise thing is too risky. When I get a chance, I’ll slip off and follow under spell concealments.
This place is crawling with spooks and bones. They call this place the Soul Cairn. The chief —
heard one call him ‘Lord Something-or-Other Moath" — sent troops out to scout. The report is
simple: DO NOT FOOL WITH THE WRAITHS! They cannot be killed or destroyed. Period.
Sounds like a good policy. These daedra troops look pretty tough, but they aren't making a dent in
the wraith things. So stay clear of them.
Our next stop is someplace called Shade Perilous. Not sure after that. A couple of my Daedra com¬
panions had little accidents; I snatched their plunder. When I get a chance, I'll sort it out. Anything
extra or dangerous I'll dump along the way for you. I'm leavingyou two Spell Restoratives here; I
got plenty extra. Keep your eyes out, and watch yourself.
• Treasure: 2 Restoration potions.
3. Low Hall
Wraiths and skeletons attack you. You can fight them, talk to them, or both, but none of them have
anything you need to complete the level. Beating on wraiths is futile. Stay far away from wraiths until
you find the Book of Rest and Endings much later.
Plaque:
'THE SOUL CAIRN
Once they struggled, hammered, cried.
Fought for justice, honor, pride.
Now from time and tide released
They guard and serve in silent peace/'
5. East Elevator
6. West Elevator
7. East Trap
• Treasure in chest: Mace
8. West Trap
• Treasure: Potion of Teleport
9. Elevator Hall
• Morphoid Daedra: Oht Sigil Amulet for entry into the Sand Garden from the Cenotaph Hall.
• The Morphoid Daedra and its supporting cast of flanking ghosts make for a tough battle. Maneuver
so ghosts can be picked off one by one, then face the Daedra after healing, it possible.
• In chest at the end of ramp to elevator: Short Bow
GRAVE
LIFE
BOAT
PIG
COFFIN
• Oht Sigil: North to Sand Garden . Pass through with the Oht Sigil Amulet gained from the
Morphoid Daedra in the Elevator Hall.
“I am Kirel Aman, Praeceptor Superior of Battlespire. I was sucked dry of my power by Daedra,
paralyzed, dominated, and carried to this place, where I told my captors all they wished to know. I
Gem of the Hero: Suck up to Aman, and swear to avenge him and the other Battlespire unfortunates.
Only then will the apparition offer to metamorphose into a magical gem to wreak vengeance on the
Daedra, particularly Dagon. As a bonus, Aman provides exposition on many important matters.
• Jump into the inviting pool. Find and turn the wheel at the southwest corner. This action partially
solves the puzzle for passage through the Three Rocks Room.
• Now swim north to an underwater exit in the northwest corner of the pool. Swim north, keeping
the passage wall on your right, and you will hit the Three Rocks Room. If you fork left, it takes you
through the cross tunnel and into the Tunnel West. It will benefit you to explore the left passage,
because there is a Coffer of Restoration under the cross tunnel. However, be a Fine Swimmer, or
have lots of Water Breathing potions, or you will drown a little bit. You're a terrible swimmer, with
low Endurance? You got trouble. You will need three Water Breathing potions to be sure of mak¬
ing the swim from the pool to Three Rocks room. You're a terrible swimmer, but you have a non-
comical Endurance score? Swim around in the pool while your swimming skill improves.
• Ayem Sigils block the land route to the Three Rocks Room, East and West Halls. You MUST swim
from the pool here to the Three Rocks Room via a submerged tunnel or from the pool in the Water
Room West via a submerged tunnel.
• In the Southeast corner of the room (not in the water): Potion of Cure Health.
• Treasure: Two Water Breathing Potions sit on the east sill near the entrance.
• Kill Morphoid Daedra guarding the rocklift wheels on the second tier southern platform, take the
Ayem Sigil Amulet. Thus, you will able to enter Rooms 18 to 23.
• Rotate the rocklift wheels, and huge rock columns rise magically from the floor.
• To proceed beyond Room 17, cross the room from the south platform to the north exit. Hopping
from rock to rock is an exacting but not impossible feat of agility.
• Unless you enjoy conversation with pessimistic skeletons, there's no need to search the hallway on
the second tier of this room. However, treasure may include: Potion of Cure Health, arrows, a staff,
and an item of incomparable Deep Biting.
• Under the raised rock platforms are little pools of water: Potions of Cure Health, Restoration and
Shield
18. Eastl
The Book of Life and Service is found in the secret compartment. With this book, the player can more
or less control one skeleton. It is just as stupid as you'd expect a skeleton to be, and easy to get lost or
hung up, but at worst it 's one less skeleton pestering you.
To open the secret compartment, you must first go to East 2.
“Blessed are the Bonemen, for they serve without self in spirit forever. Blessed are the Mistmen, for
they blend in the glory of the transcendent spirit. Blessed are the Wrathmen, for they render their rage
unto the ages. Blessed are the Masters, for they bridge the past and span the future/'
• Treasure: Arrows and Cure Health Potion
19. East2
Push on the false section of the wall. When it moves, it opens the secret compartment in East 1.
20. West 1
Activate the false section of wall to open the secret compartment in West 2.
21. West2
Paxti Bittor was a betrayed co-conspirator with Sirran Angada; he gibbers unpersuasively that he was
tricked and misled and helpless to resist, and tells you about Sirran Angada s treachery as a spite attack
from beyond the grave/'Before you pop him like a grape, send him my regards, and tell him I'll be waiting
for him in Hell/'
"THIS is the thanks I get. Betrayed, tortured, sucked dry, murdered. THEN, for good measure,
they rip out my soul and set it adrift in THIS gods-forsaken hole.
And that damned Seducer. AND that Sirran Angada. If I get my soul-suckers into that motherless
backstabber, I'll make him a hot, empty husk.
Sirran Angada? No, perhaps not. A leechcrafter retainer of Jagar Tharn, the Emperor's
Battlemage. He set it all up. I open the gate to the Prince, he comes in, cleans out the Battlespire,
and I just barely manage to escape with my life, bringing the tragic news to the Emperor and Tharn.
I'm a big hero, a personal retainer of Jagar Tharn, close to the Emperor and his family. In time, I get
my own province. A great deal. And I delivered! But the scum cheated me!
That’s generous of you, but this Angada has a special Transmorph spell, so he could look like any¬
one. Angada was posing as Lomegan Mariel, the Emperor’s Personal Liaison to the Battlespire,
when the Daedra took the place, but he — or she — could look like anyone by now.
The Book of Rest and Endings is found in the secret compartment. With this scroll in your possession, an
option appears in dialogue permitting the character to destroy wraiths. This is the ONLY way to kill
wraiths, no matter what weapons, potions, or magicyou use! (Well... actually, it’s the only SENSIBLE
way to kill wraiths. Bloody-mindedness also works, but sure wastes valuable resources.) The Book reads:
• For the first time on this level, you are confronted by lots of enemies at once. The only way to sur¬
vive is to purposely run around, dividing them into smaller groups to be killed before the others
catch up.
Another technique is to head back to rooms with geographic barriers like the Three Rocks Room (17).
Use the barriers to deflect monster attacks from all but one side. It takes practice!
30. Peekaboo
The Morphoid Daedra here has the vital Hekem Sigil Amulet of Entry, and must die.
• Uncooperative Ideal Masters in Coffins 1, 2, and 4. They want you to join the organization. Just
say, “No.”
'"Seek the twin Fingers of Life in the Chapel of Love. Stand upon the pedestal and bathe yourself in
the magicka beams. The corruption of the flesh shall fall away, and the spirit shall be revealed in its
glory. Then may you stand before us and serve for eternity in peace and joy.”
• Answers to the riddles for the 3 coffins are found in Cenotaph Hall: Grave, Coffin, Boat, Life
or Pig.
• Treasure for successfully answering riddles: Tunic of Assured Red Wisdom, Tunic of Assured
Green Wisdom, Tights of Assured Unknown Wisdom.
• Many columns in the Soul Cairn have four bars around them that are square in cross-section. Three
exceptional bars are circular in cross-section. They are also a slightly different color than the rest of
the columns. These are 3 control rods used to direct the Fingers ot Life
to power the gate that sends the user on to the Shade Perilous. They
look something like this:
• Behind the northeast pillar is one of the 3 control rods to open the gate to
Level 4, the Rod of the Pilot. (As a bonus treat, this and the remaining
control rods are also magic items.) This rod casts Restore Spell Points.
Circular rod
34. Slab Room
Climbing these ladders requires a little creativity, and a lot ot jumping up and
down like a madman, but it IS possible. There is neat stuff as a reward on
the ledges, but you can finish the game without it.
Treasure in this room and on each slab: Pauldrons of the Potent Kin, Greaves of Spirit Vault, Boots
of the Hawk's Gleaning, Gauntlets of the Shield-Biter, Helmet of the Craven Knave andJackal, and
various clothes.
35. Graveyard
A very tough wraith combat. Did you get the Book of Rest and Endings from the Hidden Passage (28)?
36. Anteroom
Treasure: Rod of the Passage (Vampiric Drain) on the Northwest pillar, Axe of Convulsion, Potion of
Invisibility.
“You stand within the precincts of the Soul Cairn, an otherworldly refuge dedicated to peace, love,
eternal rest and harmony. You stand before one of its Makers, whose name is so exalted you may
not even speak it. You walk among its servants, who have pledged themselves in service to us, and
who in reward have been gifted with life eternal and the peace that passes all mortal understanding.
Look carefully at the pillars which support our halls. Around some of these pillars are four bars. If
you look closely, you will see that most are square in cross-section. Three of these are exceptional,
round in cross-section. One is found in a Coffin Chapel. Another is found in the room with whirling
disks. Yet another is found in the antechamber to the Chapel of Love. These three rods are the con¬
trol rods for the Magicka Font in the Chapel of Love.
The Chapel of Love is close by to the southwest. You will know the Magicka Font by the twin
Fingers of Life which point to a central pedestal of the font. Find these three special rods and place
each, one by one, into the socket in the pedestal. Then the Magicka Font will send you to any of the
known outer realms, provided only that you know the name of that realm, and speak that name at the
doors of the vault enclosing the portal. You DO know the name of the realm you seek, don'tyou?”
• Treasure for answering coffin riddle: Book of Assured Golden Wisdom, Book of Assured Unseen
Wisdom.
Look carefully at the pillars which support our halls. Around some of these pillars are four bars. If you
look closely, you will see that most are square in cross-section. Three of these are exceptional, round in
cross-section. One is found in a Coffin Chapel. Another is found in the room with whirling disks. Yet
another is found in the antechamber to the Chapel of Love. These three rods are the control rods for
the Mana Font in the Chapel of Love.
Seek the twin Fingers of Life which you must first kindle. (A hint-look for little blocks of wood which
slide back and forth below big emerald things. When both blocks of wood are in the same place, there
should be a green mana stream connecting the two Emeralds.)
Step into the pool before the Emerald Gates, and you will be teleported to the top of the vault.
Then take the three rods — the Rod of the Pilot, the Rod of the Pillar, and the Rod of the Passage —
and place each, one by one, into the socket in the pedestal.
Then go back down to the lower level of the room and activate the door. You will be asked for a desti¬
nation when you click on the door, to which you should respond 'Shade Perilous". Walk into the
blackness, and into the next level.
2. Kill the Morphoid Daedra in Elevator Hall [2nd floor, sunken floor with elevator] to obtain the Oht
Sigil Amulet of Entry.
A. Go north into a big room with grassy central court. Exit east down a hall to a big room with a pool.
Jump into the pool in the Water Room East (12) to turn the wheel in the southwest corner, which
moves one of the rocks in the Three Rocks Room.
5. Swim to the northwest corner of the pool; enter tunnel underwater, and swim north, keeping wall on
east — no turns into side tunnels — to the Three Rocks Room. Kill the Morphoid Daedra on the
Second Tier [via elevator in south of room] of the Three Rocks Room (17) [so-named lor three rocks
that rise from floor] to acquire the Ayem Sigil Amulet of Entry. On the platform, find and turn the
two wheels the Morphoid Daedra was guarding to complete the puzzle in the Three Rocks Room
[other two rocks rise; leap from rock to rock across to the platform to the north].
6. From Three Rocks Room, head north, then west, then north to a dock and waterway. Swim east to
East Dock to get the Yoodt Sigil Amulet of Entry your companion left you in a chest. Find secret
underwater room on north wall of east-west water passage to get a book which lets you kill wraiths
in dialogue.
7. From waterpassage, head south, then west, then south [through skeleton infested room] to the
Peekaboo (30) [window with grill] to kill the Morphoid Daedra who has the Hekem Sigil Amulet of
Entry.
8. Go north from Peekaboo to the Chapel [Coffin Room A; three coffins; open for magic reward, but
dialogue with gems in coffins not necessary] and get the Rod of the Pilot.
9. Go back to skeleton-infested room, then north to room with whirling central disk; to the pillar in the
Southeast corner of the Disc Room (32) for Rod of the Pillar.
10. Go north into graveyard with nasty wraiths. A couple of nice Etherealness spells from potions, the
Book of Rest and Endings would be useful. Go west from graveyard to the Anteroom (36) for Rod of
the Passage on Northwest pillar.
11. Go northeast from Anteroom, then north to dead end room with coffin. Talk to the Cooperative Ideal
Master in Coffin Room C (38) to get necessary information about how to work the Teleporter in the
Chapel of Love.
12. Go back to Anteroom, then exit west via elevator to the Chapel of Love. In the Chapel, toggle the
Fingers of Life [switches on the floor by two big pointy structures on either side of the central vault].
Then get into the pool and be teleported to the second tier of the room. Put all three rods into central
spool on top of the vault [click on spool]. Go back down to the first level, click on the vault doors, and
enter “Shade Perilous” as your destination.
WflL?:
1. Release Jaciel Morgen from Dagon’s magic snare.
2. Obtain the help of Deyanira Katrece, Nocturnal’s Subaltern, who commits ritual suicide by casting
herself into Oblivion to stun and shame Morgen into action. The PC receives the Dagger of the Open
Soul, which must be displayed to Jaciel to stir her from her apathy.
3. Four levers open the spiked gate which blocks the route to the back door teleport to Level 5.
• Lever #3: Lever revealed when a table splits open in the cell where Deyanira is held
4. Book of the Wheels of Heaven contains the password "Dusk" for the 4 magicka tourbillions in Room
24 and a locked door leading to Jaciel Morgen.
5. Morgen’s password choices to the Exit Gate Portal are djemekweh, djeh meh kweh, or jeb meht quam.
mXITIfl(] IMPORT:
Fire Daedra
Frost Daedra
Dremora
Seducers
Dark Seducers
Jaciel Morgen
Deyanira Katrece
DLdfPRinT:
1. Entry Hall
• Xivilai and Faydra s Troops used the Shade Perilous as a convenient staging area for the invasion of
the Battlespire. It just happened to lie along the invasion route, with convenient Teleport Facilities
and plenty of other lootable resources, not to mention an opportunity to settle old grudges with the
Daedric Princess, Nocturnal, by slapping around one of her lieutenants, Jaciel Morgen.
Following this humiliation, the despondent Jaciel Morgen has slipped into a deep magical slumber
(called the Dreamsleeve). Once she is freed from the enchanted sleep, she will open the gate to the
next level and allow the PC to summon her once later in the game. You need to find and get aid from
Deyanira Katrece to wake Jaciel.
"They're on to me. Fm on the run. I'm low on juice, and not in the best of health. I just began to real¬
ize I might not make it. No matter what happens, I ’ll go out with a lot of noise and fuss. If I have to
make a sacrifice, just do me one last favor, and make sure the gesture isn't wasted. Sounds gloomy,
2. Ascent
Treasure: Claymore of Swiftness leaning on south wall, arrows on north wall.
A. The Quay
5. First Pool
Treasure at the bottom of the pool in water just east of the dock: Iron Helmet of Profane Vitality
• A mob of Seducers sit on this island and block your path to the Chapel of Meditations and an
important lever. This is a very tough fight, and one you can avoid with Etherealness spells.
• Treasure at the bottom of the pool along the north wall in very murk waters: Iron Cuirass of the
Saintly Dervish.
7. Crawlway
• Treasure: Potions of Water Breathing (believe me, you 11 want these, pick them UP!)
• Potions of Teleport
8. Great Grotto
9. South Channel
• The Fire Daedra here has the Jeb Sigil Amulet of Entry (which you need to get into the Hands of
Kindness room).
• Bad Seducer
• Lots and lots of potions. Tons. More than you can cany.
• Fire Daedra on the platform at the end of the bridge: Boots of the Grand Force.
15a. Cell 1
15b. Cell 2
15c. Cell 3
15d. Cell 4
• A password lock seals the door. You will be asked “By what Right would you pass here?”
• Lever [3 of A needed to open the Night Portal]: under a table. Click on a sword to make the table
split open for easy access.
• Deyanira Katrece:
Deyanira tells you to power up the magicka tourbillions before you can
open the back door to Morgen and the back portal. She says she doesn’t
remember the code needed to power up the four magicka tourbillions
(turbines), but that it is recorded in a book (Book of the Wheels of
Heaven). The code goes in sequence according to the number of stools
near buttons marked with Daedric letters.
“Jaciel. Jaciel. Her memory haunts me. She is gone to me. I cannot feel
the traces of her in my mind. No fragment of her lingers.
My Mistress has hidden herself behind the Night Portal and driven her spirit within the
Dreamsleeve. When Nocturnal mana flows, the Night Portal opens easily, as do the portals to other
realms. But Dagon s troops have stoppered the flow of Nocturnal magica, sealing the Night Portal
and all portals from Shade Perilous.
The Magica Tourbillions must turn again. But they will not budge until the Wheels of Heaven read
the great code.
I know not. It is in my Mistresses Book of the Wheels of Heaven. I know not how the codes work.
But my Mistress knows. I have heard her speak of the book, the stools, and the tourbillions that
make all magica flow.
I’m sorry, but my Mistress has not shared with me the mysteries of the arcane. Seek ye the Book of
the Wheels of Heaven, for it contains the sacred codes. Perhaps the riddle of the stools is also
recorded there. The Night Portal is locked by four secret levers. And then, when the Night Portal
opens, you will find my Lady bound within the Dreamsleeve. This is an enchantment beyond my
understanding, but she has told me the secret of its unraveling. Speak in the name of the Nocturnals
to shake the spell’s bindings.”
Though she doesn't know their exact location, she also gives you hints about where to Find the
levers to open the Night Portal. One is near a podium, another underwater in a hidden grotto, the
third beneath a table, and the last in a storage room.
• If possible, drop a teleport anchor here, as you'll have to return to speak to Deyanira again later.
15f. Corridor 1
15g: Cell Lock Pull: Pull this cord to gain access to cell block 15a-15e.
• Scroll in cage, the password to Deyanira s cell: “Overheard this password, but no idea what it
means, or who needs it. The Gerent of Dagon Rules Here."
16d. Corridor 2
17. Teleport
• You need an Ekem Sigil Amulet of Entry from Grotto Lodge to enter here. Go through the teleport
only after you have talked to Deyanira. The teleport will take you to the Great Hall, from which
you can eventually access Jaciel and wake her up.
• Seducer- very helpful if you say you're siding with Jaciel and Deyanira.
• Jeb Sigil blocks access to the elevator. (The Sigil Amulet of Entry is found in Room 10).
• The Doht, Yoodt, Seht, and Koht sigils hang over the great hand in this room, but you won't need
Amulets of Entry.
• The Book of the Wheels of Heaven [on the floor under the hand]
D = Doht Sigil
U = Yoodt Sigil
S = Seht Sigil
K = Koht Sigil
• Touch the Hand of Kindness, and restore Health and Spell Points.
• There are Far Too Many Seducers here. They carry some nice Restoration potions.
• Quam Sigil blocks passage to Room 24. Dremora in Dead End Passage (21) has proper amulet.
“We think you 11 find this Quam Amulet of Passage useful. Now, if you have no further questions,
F11 be leaving."
“Waiting for you. You are quite predictable. Now, it would be better if we were not seen together, so
goodbye.”
“It s just another of life's little mysteries, manling. But you re welcome. Good luck, and goodbye. ”
• Bad Seducer
• Here are the tourbillions which must be turned on according to the directions Deyanira gave you.
In the four corners of the room are four platforms. On these platforms you will find some stools, and
some letters of the Daedric alphabet printed on buttons on the wall.
• Where you see one stool, click “doht” — the Daedric letter for “D”, which is the first letter of the
word “dusk/' which is the password code to fire up the tourbillions. Where you see two stools, click
“yoodt” — the Daedric letter for “U”, which is the second letter of the word “dusk.” Where you see
three stools, click “seht” — the Daedric letter for “S”, which is the third letter of the word “dusk.”
Where you see four stools, click “koht” — the Daedric letter for “K”, which is the fourth letter of the
word “dusk.”
• Each time you enter a correct element of the code, a platform rises connecting the ramps running
around the room with the huge central pillar. Using the ramps and the rising platforms gives you
access to four wheels placed high on the central pillar. Each time you turn one of these wheels, you
fire up one of the four mana tourbillions. [The tourbillions are huge fountains of magical energy
that leap up from fountains in the room.] When all four tourbillions are activated, its time to leave.
Go to a portal beneath the southeast platform. A shimmering field blocks passage through this por¬
tal. Click on the portal, and respond to the password challenge by typing: DUSK. Voila! No more
blocking force field. Exit south through this portal.
26. Storage
• Morgen is behind the locked gate at the end of a long passage to the
north. She has voluntarily placed herself into a deep trance called
Dream Sleeve. Deyanira gives you the code word to wake her from her
trance. If you didn’t have this nifty hint book, you’d have to talk to
Jaciel, get blown off, go back and talk to Deyanira, help Deyanira to
commit a ritual ’suicide, ” then bring back the dagger you used to kill
Deyanira to shock some sense into Jaciel. BUT.... you have the hint
book, AND the password you need from Jaciel [“djemekweh,” “djeh
meh kweh,” or “jeb meht quam”], so you can just skip the Deyanira-
Jaciel shuttle, and proceed to the Rock Sails challenge.
The shackles that bind me are far stronger than any mere magics. I
shall remain here, alone. Let the Nocturnals come and find me stricken
here. They will punish me, but they will punish the Dagon far more.
There will be war in the heavens. The sky will crack, and the earth will Jaciel
split in two. All mortal things must perish in this howling storm of fire
and night.
Deyanira. Her longing will not cease even in the face of overwhelming loss. How like a mortal she
is. I could — but no. The thought of her tears is almost enough to shake this mantle of anguish from
my shoulders. Almost. But not enough. No, The only joy left to me now is the thought that the
Nocturnals will scourge the Dagon until the magicka drips in rivulets from his hollow eye sockets
— twins to the tears I cannot ciy. Farewell.”
Jaciel will not be a whole lot of help the first time you visit her. You must go back and talk to
Deyanira again, and tell her that Jaciel has awakened. Deyanira will commit suicide, and THEN
when you go back and talk to Jaciel, shell be helpful.
All other portals are sealed, but there is a back door. To the north you must cross the Rock Sails to
a lesser portal, which will bear you to the Hex Room and the Gate. Four anchors bind the magica
forces; loose these anchors, and the portal is ready. To the north is a door. Say “"djemekweh”” to
enter. When you reach the final portal, 1 will have had time to open it to your use. But the Dagon
have set a seal upon passage from all destinations but those of their own choosing. You must go
where they wish you to go.”
• Morgen will give you the password/activation code For the teleport to her back door. This is found
on a scrap of paper in the pit beneath the floating rocks in Room 28. When you also learn the desti¬
nation, the Chimera of Desolation, from a Dremora, you have what you need to open the gate to
Level 5.
• Scroll with Jadels Password (down in the bottom of the pit to the northwest)
Djeh Meh Kweh. "[Scrawled on a scrap of paper in a forceful feminine hand are what appears to be
a phonetic transcription of a code in Daedric: the three letters jeb, meht, & quam:] djeh meh kweh
• On the way out, chat up the nice Dremora, who has good news and bad news. The bad news is
that they’ve captured your companion, and that you are to be the object of a hunt in the next level.
The good news is that the Dremora, for obscure reasons, have decided to help you rescue your
companion.
29. Atrium
• Password on a door stating "The Gate is Sealed." Respond with the password you received from
Jaciel, from a scroll, or from this hint book — "djemekweh," "djeh meh kweh," or "jeb meht quam
3. Swim back west to main waterway, then south, looking on west wall immediately for another side pas¬
sage to the Grotto Lodge. Enter the room and kill a Fire Daedra to recover an Ekem Amulet of Entry.
4. Exit room east to main waterway, and swim south, then west, watching south wall for a side passage
leading south. Take this side passage south, then east, watching for Hand of Kindness room to south.
5. Enter Hand of Kindness room [Room 18] and collect the Book of the Wheels of Heaven [scroll on
floor near hand]. [Click on hand to load up on Health and Spell Points while you're at it.]
6. Exit Hand of Kindness room and continue east, then uphill north. Pass cool looking teleport room on
east wall — not yet. Walk west down long corridor, passing a south passage, and come to a southern
niche with a bell-rope-thingie. Click on it to open a gate ahead. Continue west down passage, then
south down a passage past cells, to a closed door. Click on the door and enter the password “Gerent.”
[This password is obtained in dialogue by talking alternately with Fire, then Frost, then Fire Daedra.]
Enter the room to the south and speak with Deyanira Katrece to set an important dialogue flag. Find
and click a hanging sword, then go to a table which has split open to reveal a lever. Click the lever. [Set
a teleport anchor here if you can; you'll be coming back.]
7. Exit north, then east the way you came back to the cool teleport [Room 17]. Take the teleport and
arrive in the southwest corner of the Great Hall. There are way too many spell-casting seducers here, so
run quick like a bunny [or Ethereal] to empty them of their spell points. Head east along the south wall
then north along the north wall and exit the room from the northeast corner to a passage northeast.
8. Pass through a room, then head west down a passage. Talk to a Dremora to get the IMPORTANT
Quam Amulet of Entry.
9. Head back to the Great Hall, then west along north wall, then south along west wall to a passage to the
west to enter the huge and annoying Mana Tourbillions Room. In the four corners of the room are
raised platforms with buttons marked with Daedric letters. Also on each of the platform are stools.
• On the platform with one stool, click on the Daedric letter for “D”.
• On the platform with two stools, click on the Daedric letter for “U
• On the platform with three stools, click on the Daedric letter for “S”.
• On the platform with four stools, click on the Daedric letter for “K”.
By the way, there are lots of nasty spell-casting Seducers on the floor below; avoid them.
11. When all four correct buttons are pushed and all four central wheel objects have been clicked, the Mana
Tourbillions are all running, and a door-ish force field is accessible on ground level in the southeast cor¬
ner of the big room. Click on this door and enter the password "DUSK" to remove the force field.
12. Head south, then west through one room to a Storage Room [Room 26]. In the northwest corner of
the west room, flip a floor switch. LEVER #4. [This fourth lever opens a spiked gate in the room you
just passed through.]
13. Head back east, then north through a downsloping passage through an open spiked gate. Follow a
long passage north. At the end of the passage find Jaciel Morgen and the Rock Sails Room.
14. Speak to Jaciel to set a dialogue flag for Deyanira. Invoke her in the name of the Nocturnals, and
she’ll wake from her dreamsleep. Unfortunately, she is still apathetic, so you have to head back to
Deyanira [see entry #6 above] for another chat.
15. Speak with Deyanira, answering "Mission Accomplished.” Deyanira offers to sacrifice herself to wake
Jaciel. You do the honors, striking her with a dagger. Receive a Soul Dagger in inventory as Deyanira
is cast into Oblivion [via dialogue]. Take this Soul Dagger back to Jaciel to prove that the deed has
been done.
16. Return to speak with Jaciel. She’s mad, but cools down, and takes her friend’s point. She then gives
you the password you need to exit through the back teleport to the next level. Head north from Jaciel
out across the Rock Sail. Leap up to the northwest corner and jump to a platform with a torch. Click
on the torch to raise a floating rock on the east side of the room. Leap back to the center of the room,
then east and north to a northeast platform with a teleport pad. Hop on the pad.
17. Arrive in the Atrium [Room 29] and give the password [djemekweh, or djeh meh kweh, or jeb meht
quam] to open the north door from the Hex Room.
18. Head north to a teleport platform in the center of the next room, and exit the level.
emu-.
1. Collect 6 keys to unlock the gate of exit. Five of the keys required to unlock the Granvellusa temple
containing the exit gate are located inside 5 temples scattered around the island: the Chapel of the
Innocent Quariy, the Temple of Dust, the Garden of Time, the Cardinal Fane of Desire, and the
Shrine of the Unspoken Powers. The last key is held by Egahirn, one of the Herne huntsmen that
pursue the PC throughout the level.
fOKjwi nmw:
Fire Daedra (Faydras Dogs/Troops)
Frost Daedra (Xivilais Dogs/Troops)
Old Man Chimere
The Herne Clan (Faydras Huntsmen and Guard)
Dark Seducers (Xivilai s Gamekeepers)
Egahirn (Member of the Herne Clan, Select Huntsman, and Dirty Cheater)
DUrPIWT:
Note: Gameplay on Level Five actually starts at Location 30: Quayside. Level Five is a huge level, and
not-even-a-little-bit linear. Thus, a linear narrative of locations is not possible here. The walkthrough
at the end of this level's Blueprint is just one of a variety of plausible sequences for completing the
level. Read that first to get oriented, then read through the rest of the Blueprint for details of the
greater environment.
random Frost and Fire Daedra might be waiting there for you. Further, Hernes generally will not
attack you unless you attack them first. Unfortunately, the Hernes often accidentally get caught in
Fire and Frost Fire Daedra crossfires, which sets them off.
• The Herne huntsmen tell you:
"Hello little hare. I am a Huntsman. I hunt you in accordance with the laws of the Wild Hunt. How
do you like our hunt?
The Wild Hunt cannot end until the sacred Spear of Bitter Mercy takes the life of the prey and the
victor Calls the Dark Seducer to View the kill. All must be done in accord with the Law. So you see
we are not quite finished yet. "
• The Ritual of the Hunt
The tradition of the hunt proceeds in several distinct stages:
- The Call, to bring the hunters together,
- The Drag, in which the quarry is roused out of its warren
- The Chase, in which the quarry is pursued by hounds and worried (as in bullfighting) into a
state of desperation, and finally...
- The Kill.
The hunt caller should deal the killing blow. If the quarry manages to defeat the hunter, he may call
the next hunt. When the PC kills the younger hunter, he will be able to take the last key needed to
exit the level. The hero also gets a Geth Amulet of Entry which lets him go to the bell tower, sum¬
mon the Master of the hunt, and call the next hunt.
• Vehk Sigil Amulet immediately in front of door.
• A Herne, Frost Daedra, and Fire Daedra [Vehk Amulet of Entry] hang around outside to harass you.
• Ride an elevator down and cross the room to pick up a key on a dais.
You shall not return to the Chapel until the hunt is resolved, and the quarry ’s corpse is borne in to
rest upon the altar.
Remember, you are The Greater Hounds. You are to pursue and harry the quarry but must not kill
it. That honor shall be Egahirn's only.
Now go, and run well, for the Hunt is a thing of beauty.
Herne.”
• Click on the bottom of the waterfall and enter through the falls to the grotto within the mountain.
• Many rude Seducers try to spoil your day. Run real fast up the ramp to the left of the entrance, then
dive merrily off the end of the ramp and down to the central island and the Spire ol Forromeo. Sure
it will hurt, if you don’t have a Slow Fall spell, but it's the only way. Be a man. Or whatever.
Scroll...
Know that you are not alone, that you have a friend in this desolate place. For the moment
my croft-cottage is safe from the hunters. Find me there, in the middle of the moor away to
the North. I can offer you shelter and respite, but come quickly, for every day I feel my
strength fading.”
The Catacombs
Entrance from Tomb of Saintly Father (13 & 14)
15. Catacombs
• Treasure: Gauntlets of the Savior s Hide
• Restore Health and Restore Spell Points Gems
• Lots of monsters with good loot.
16. Cemetery
17. Trybador
Most ol the buildings here were sealed following the disastrous plague that killed every last soul on the
island. Old Man Chi mere did outfox Lord Dagon, but Dagon got his revenge.
23. Daymarket
27. Wagon
Click on this wagon and it rolls around a bit. What’s the point? We have No Idea.
30. Quayside
• When the PC arrives at the dock from Level Four, a Dark Seducer is there to greet him. The Dark
Seducer, Si’ess, a Dagon spy, though she cares not a fig for this level’s special hunt ritual, briefly
explains it to you. This is young Egahirn's (a Herne brother) first hunt, and he should take the kill.
Any other hunt questions should be addressed to one of the Herne Brothers. She insinuates that
Egahirn has diverted you here for this ritual death. She is invulnerable. (Hint!)
• Parchment: A note from your buddies the Dremora.
We the Dremora are true to our word.
This place is closed to us, and the help we can provide is limited.
You are now in the place of the Hunt.
To leave this realm you must enter the gate in the great horned temple, in the walled city to
the East.
You will require six keys to enter the temple. If the Hunt were fair, you would find them abroad
in the island.
36. Cardinal Fane of Desire. Watch out for a quartet of Fire Daedra on the trail approach. Avoid scamp
here, as it has far more health than the average scamp.
38. Hartcroft (Chimere s Cottage)-A herne and some Frost Daedra make it difficult to walk up to Hartcroft.
• Dagons Protonymic: Chimere used Dagon s Protonymic in an incantation to invoke a sorcery that
would gradually drain all of Dagon s power into the void. Chimere miscalculated, however, not real¬
izing that Dagon s resistance could slow the draining of his power, even if it could not stop it. As a
result, Dagon had the time to curse Chimere with a literal fulfillment of the terms of his bargain with
Chimere. Rather than let his power drain into the void, Dagon cast it all into his curse. As a result,
Caecilly Island was cast into the void, all its citizens were horribly slain, and Chimere was con¬
demned to live forever among the ruins of his greatest ambition.
You also find the following details concerning the Rituals of the Hunt:
• The Chapel of the Innocent Quarry: Chimere believes that Dagon had Caecilly Island established
as the site of the hunt to personally mock and torment Chimere. The green crystal structure was cre¬
ated by enchantments, and is the only building on the island erected since it was ripped from
Tamriel and loosed in the void.
• The Spear: Supposedly the Spear of Bitter Mercy used in the Wild Hunts could not be handled by
any mortal or immortal save the ones sanctified to the Hunt and bound by its strictures. However,
Chimere has determined that though the Spear's power is great, it is not unlimited, and that certain
enchanted items — for instance, the Armor of the Savior s Hide, forged by Malacath — are suffi¬
cient to protect a mortal or immortal bearer from its maleficent energies.
Old Man Chimere s Shopping List: Afteryou read Chimere s journal and speak with him again, ask
about the Armor of the Savior's Hide. [Actually, ask about any topic he'll talk about, and you’ll get use¬
ful background information.] In response to your query about the armor, he gives you a shopping list
[reproduced below] which you can use like a treasure hunt list to track down the Armor of the
Savior's Hide.
These words are painstakingly scratched onto the parchment in watery uneven strokes.
The Armor of the Savior's Hide may safeguard you against the sting of the Spear of Bitter Mercy. It
turns the blow of an oath-breaker and guarded me against Dagon's hand, but not against his ven¬
omous intellect.
Alas, my memory is clouded. So much time has passed since 1 took the pieces and hid them from my
own sight. 1 fear I have done the task too well.
I never wished to see the armor again, much less suspected it might be needed by another.
Enough of regrets. These faint snatches are as much as I recollect through the years of madness.
Make of them what you will.
One piece I recall in a place high over the water, a narrow margin, between two plumb drops, one
below, one above, looking down on the lookout and the faint creaking of timbers.
Another is somewhere similar, within stagger of the first but in the center of a people-home. Where
folk would gather, full of music and laughter and the slop of water of life, high above the water and
ringed all about with stone.
41. Drawbridge
When the drawbridge is up, it is a big pain to enter Granvellusa. There are two other ways into the
walled town: A. ride the elevators up from the wharf to the east of the island, and B. ride the hot air
balloon into town. Once inside town, click on the wheel on the north side of the drawbridge to lower it
for more convenient transit between the big island and Granvellusa.
42. Granvellusa
A narrow path runs around the outside of the wall. At the far eastern edge of this path lies the Helmet
of the Savior s Hide, guarded by a Herne, Fire Daedra, and Frost Daedra. Way down below is the
High Pier and a ship. You can get an elevator back up from the High Pier if a monster accidentally
knocks you over the cliff.
To enter, you need six keys, five from locations around the island, one over the dead body of Egahirn.
Ride two sets of elevators up to the top level, then dive out onto the horn-shaped object suspended
over the center of the room to travel to Level Six.
Three elevators here can carry you to the ledge running around the outer walls of Granvellusa.
On this charming little secret areayou can find a War Axe of Masterful Deep Biting, Mace of the
Incomparable Horny Fist, and some potions.
1. Welcome to the dock. Chat with the winged lady, but don't attack her or you'll be Sad. Grab the
Cuirass of the Savior's Hide; it's next to the dock, near the shore, in the water.
2. Hop in the boat and sail southeast along the coast, past the high headland, until you see the Temple
of Dust (12) [brown dome with four column-things]. Disembark and run around to the north side
entrance, past the fire daedra, frost daedra, and herne, and into the temple. Hop up the stairs and
onto the elevator. Grab the key on the upper level, then get out of the temple and return to the boat.
[KEY#1] Fast. Did I say fast? FAST. By the way, you need a Vehk Sigil of Entiy. Many fine Fire
Daedra cariy these. Murder a few until you get one, but pick an easy victim, all alone and downhill
from your missile fire.
3. Hop back in the boat and cruise southeast again, hugging the coast on the left, then swing north up
river. Park your boat a little south of the Chapel of the Innocent Quarry (2). If you reach a side branch
of the river headed east, you went too far. Beat feet over to the Wind Mill, due west of the jade green
Chapel and grab the Greaves of the Saviors Hide lying in front of the door. [ARMOR#l]
A. Zoom north to the Garden of Time (33). Pick off any monsters atop the southwest tower with missiles
or spells from high ground to the south, then beat feet into the southwest tower, ride upstairs, and jab
the button. This makes a round plate in the center of the plaza rise into the sky. Don't stop to chat with
the herne on the ground, or you'11 be Sad. Leap from the tower roof, avoiding the nasty herne waiting
at the bottom of the tower, and dash over and snatch the key from the depression in the center of the
plaza. [KEY#2] Faster. Got the key? Now run, run, run back to the boat.
5. Take the boat north, hugging the west bank, to Carnac Island, recognized by standing stones and trees
and stuff. Why am I keeping you in the boat? 'Cause the monsters can 't swim, and you can murder
them from a safe firing platform. Snuff or evade the defenders, open the trapdoor in the middle of the
island, and descend into the Catacombs (15). You are standing at the bottom of a ladder. This is a Bad
Place, but you may harvest valuable magic items as you wade through the monsters. Hug the right
wall to get through the maze. Pass a set of stairs on the right with a couple of potions. Keep on going
until you see a chest along a wall with a bunch of caskets in stalls. Grab the Gauntlets of the Saviors
Hide from the chest, and return by the same path to the ladder and back to the island. [ARMOR#2]
There’s a Restoration gem handy in the Catacombs; fill er up if necessary.
6. Take the boat south then east up a side branch and park the boat by the waterfall. Scoot overland west
to the Shrine of the Unspoken Powers (4&5) [greyish-brown dome with five pillars]. Enter, ride the
elevator down. And cross the room to a raised dais and grab the key. One of the fire daedra here has a
Vehk Amulet of Entry you need to get into the Chapel of the Innocent Quarry. Get the key, murder the
daedra for the amulet, then scram. [KEY#3]
7. Zoom back to the waterfall, click on the bottom part of the waterfall, and enter into the mountain,
leaving annoying pursuers behind. Climb up on a sloping ramp north of the waterfall entrance, and fol¬
low the northern wall up slope to the east to a high prospect. Leap from this prospect on to the island
with the Spire of Forromeo. Dodge the defenders and scoot around to the door of the Spire on the
southeast. Enter. Bad people will try to murder you a bit. The Boots of the Savior's Hide are in a chest
under a bench in a corner of the room. [ARMOR#3] Grab them and exit the door you entered. Run
jump in the water and swim west to the tunnel leading to the waterfall. Click the waterfall and return
to the outer world.
8. Head back to the Chapel of the Innocent Quarry (2). With the Vehk Sigil Amulet of Entry, you waltz
right in. Avoid the Herne hanging around outside the Chapel. Inside the Chapel, click the central
thingie, which rises and reveals a key ripe for snatching. [KEY#4] The Spear Case is in a corner; grab
the Spear Case, then scram.
9. Head southeast crosscountry over the mountain to a hot-air balloon on the eastern coast of the island.
Get in the balloon and fly due north to the walled city Granvellusa on an island. Land the balloon
inside the walls.
10. Go to the Salt Box Tavern in the south of town. Enter, go upstairs, and find the Pauldrons of the
Savior’s Hide on the second floor. [ARMOR#5] Grab them, then beat it.
11. Dodging Bad People, scoot out on the ledge that runs south of the Granvellusa (42) outer wall. On the
ledge overlooking the ship and dock to the far east, find the Helmet of the Savior’s Hide. Grab it, and
head back to the city gate and drawbridge on the west.
12. To the north ol the drawbridge, click on the wheel to lower the drawbridge. Head across the bridge
along the north coast of the big island to the far west end.
13. Hot-foot it up to the Cardinal Fane of Desire (36) [blocky grey temple] in the northwest corner of the
island. Enter and grab the key from the altar, and split.
14. Head back east to Chimere’s hut on the northern end of the island, on high ground just west of the
grey stone path south from the Granvellusa drawbridge. Load up on spell points and health at the
gems in the hut. Chat with Chimere three times, then read his journal. Equip all six pieces of the
Armor of the Saviors Hide. Now chat again with Chimere. Tell him you have the Armor of the
Savior’s Hide [all six pieces, right?], then tell him you have the spearcase. Give him the spearcase [in
dialogue], and he’ll give you the Spear of Bitter Mercy. Leave dialogue, equip the Spear of Bitter
Mercy and all six pieces of the Armor of the Savior’s Hide.
15. Go to the north barracks [L-shaped building in NW Granvellusa], enter door on south side of north¬
east part of building, open door inside on right and climb stairs up to a trapdoor, click on the trapdoor,
and appear on the roof. Egahirn is there. Kill him with the Spear of Bitter Mercy, which takes several
successful attacks, then take the final key [KEY#6] and the Geth Sigil Amulet of Entiy. At this point
you can run all the way back to Donelon Tower (18) in Trybador, charge up spell points and health,
click on the rope to ring the bell, then go outside for a final chat with the winged lady. Then you would
run back to Granvellusa. This is Extra Optional and not required for completion of the level.
16. You got six keys. Go click on the door to the Temple of the Daedric Rites (56) [big blue temple in far
east end of Granvellusa]. Inside the temple, ride two sets of elevators up to the top level, then scoot
along and leap out onto a crescent-shaped thingie hanging in the middle of the room. Tweedle. You
are on your way to Level Six.
WfflJ:
1. Gate Key #1: Gift from Imago.
2. Gate Key #2: Get in dialogue from Xivilai Moath, or pick it up from sack when Xivilai is banished
with his true proper name, Neonymic, in dialogue.
3. Gate Key #3: Get in dialogue from Faydra Shardai, or pick it up from sack when Faydra is banished
with her neonymic in dialogue.
mv nwira? pm?:
1900
WXflWi flW:
Clannfear (Xivilais Troops)
Hernes (Faydra s troops)
Dark Seducers (Dagon s agents)
Daedra Lords (Imago s agents; Dremora-aligned)
Lomegan Mariel (Sirran Angada in transmorphed disguise)
Imago Storm, Grand Vizier
Xivilai Moath (Dagon s not-so-smart adopted son)
Faydra Shardai (Dagon s Spoiled Brat adopted daughter)
PUBW
1. Entry Gate
• This level is one Dagon s many provincial governmental centers in the pocket universes, and the
home of some of the legions of Mehrunes Dagon s Daedra. The often-boisterous clans gathered here
for the invasion of the Battlespire. Much of the now-useless invasion material is lying around caked
with blood and rock dust.
Daedra troops overrun this level, so expect many combats, while three main factions (Dagon,
Imago, and Faydra) currently amuse themselves playing football with the heads of slain
Battlemages. A good time is being had by all.
• Faction #1: The leader, Xivilai Moath, is a simple-minded and loyal Dagon son. This reliable, but
ambitious, one engineered Jagar Tharn ’s Battlespire involvement. Dagon is very proud of his son
2. Ramp Passage
3. Death Gate
4. Dump
• Helmet of Augmented Stalking
• Short Sword of Augmented Golden Wisdom
• Boots of Glacial Hue
5. Entry Gate
• Near the gate, click on a tall pole. The pole will topple over and knock open the gate.
• Claymore of the Merry Lumberjack
• Javelin of Grand Sureflight
6. Courtyard
• Here we've got your basic Hernes, Clannfear, Seducers, Daedra Lords, and one Incredibly Tough
Scamp. Don't mess with Mr. Scamp. He is the genuine article.
• Treasure: Staff of Furious Smiting
7. Antechamber
• Locations 7-31 are Faydra Shardai s turf. The Hernes belong here; the Clannfear are interlopers
looking for trouble. The Seducers are sneaking around, and don't seem to belong to any faction.
8. Passages
9. Library
• Codex Arcana Volume V on a bookshelf, Volume VI on the floor
10. Assembly
• Treasure: Broadsword of Starkhorns Green Wisdom
lOd. Study
• Treasure: Potion of Spell Reflection
11. Vaults
12. Hall
This is Faydra's method of transportation between her various areas of occupation. Each mirror tele¬
ports you to a different part of the level. There is also a potion of Cure Health in the middle of the room.
15. Hall
• Cess Sigil Amulet
• Treasure: Longbow of Noble Green Wisdom
16. Pool
• Dagger of Grotesque Liveliness
• Broadsword of the Stamp of the Toad
• Waraxe of the Riven Stars
• Dagger of the Fervent Dolphin
• Potions of Cure Health
17. Gymnasium
• Hernes, Clannfear and Seducers
• Payem Sigil Amulet on one of the monsters.
18. Vestibule
19. Arena
• THE BOXERS
Boxer #1 Clannfear: War Axe of Profane Vitality
Clannfear: Pinkskin! Stand clear. This combat for honor of Xivilai and Clannfear!
Clannfear: Trial of HONOR! Pinkskin intrudes on Trial of Honor. BAAAAD pinkskin!
Boxer #2: Herne: Dagger of the Potent Heart
Herne: Well. If it isn ’t the manling master of war. Far from home, and all alone.
Come to dance? Come to play? Come to sing? Come to paint the world red with your heart s
blood? Or would you fight in the Arena with us?
Possible PC Response: Blah, blah, blah. If words could kill, I'd be digging my grave. Come on,
goat-britches. Show me some action.
• THE CROWD
Clannfear
Hernes
Herne: No, manling. Not in the arena. You'll not provoke me into lawless riot here. But outside
the Arena, watch your delicate skin.
• Seducer: Greaves of the Unnatural Essence
• Restoration Gems
21. Foyer
• Payem Sigil blocks access to Faydra. (Sigil amulets in Rooms 24 and 19.)
23. Throne
• Faydra Shardai:
“We are pleased you have come to us. You have proven your worth. We are prepared to grant you
what you ask in return for your service. Only be careful... ask wisely, and receive our blessing.
[PC after talking to Imago] You are both generous and wise, and 1 only wish I could serve you, but
previous oaths of fealty bind me. 1 propose instead to bargain with you on
my own behalf. For I have your neonymic, and would gladly forego the
perilous trial of attempting to banish you, il only you could grant me the
loan of the gatekey to Lord Dagon’s Hunting Lodge.
Excellent. Here is the gatekey, and I shall give orders straight away that
you are not to be molested. Return to me when you have spoken with my
Lord Dagon, for I shall have pressing need of your service/’
• Broadsword of the Unnatural Essence
28. NE Barracks
30. SW Barracks
40. Refreshment
• Tayem Sigil blocking access to heal and restore gems (See Room 41.)
• Treasures: potions
42. Storage
43. Study
• Coffer of Restoration
• Xivilai Moath:
“Give me the gatekey or I'll slap you so far into Oblivion that when you get
back your clothes will be out of style.
You've gotten this tar against considerable opposition. Therefore, you are
able to protect 3'ourself. You are talking to us. Therefore you have something
to sell. We will hear your plea —simple and direct. Then we will consider
your appeal, or call your bluff.
Who gave you my neonymic?
I misjudged Faydra. I wonder how she discovered my neonymic? Very well.
I shall require a oath to the Powers that you will never reveal the neonymic
to another soul...
“You will never reveal my neonymic to any soul save myself; in return, you Xivilai
shall have the gatekey to Dagon's Hunting Lodge, and a secret safe conduct
from my clan. Here is the gatekey. I shall issue orders to my clan immediately. I believe I shall com¬
fort myself with the conquest of Battlespire, and be grateful to have you out of my way at so modest
a price. And now, if you'11 excuse me, my clan and I have some pressing business with Shardai clan
and its honor-stained leader."
• Treasure: potions
• Rude Daedra Lord you'll probably need to kill so you can chat with Imago in peace.
• You need to put three keys into the green structure hanging in the center in order to activate the
teleport gate near Imago. Imago gives you one, and you take one each from Xivilai and Faydra.
• When you talk to Imago, be polite and deferential, and you'11 get along fine.
• Imago Storm:
“You think I am ambitious. My interest is purely in the welfare of the clan. Dagon's tolerance of the
antics of Xivilai and Faydra, and his acceptance of the clanless Seducers into the inner counsels of
our clan, are an unfortunate divergence from Dagon s otherwise prudent poli¬
cies. It would be better if my Lord, and his most wayward lieutenants, were to
take a short vacation while I restore Clan Dagon to its normal stability. Is that
clear?
Faydra s clan represents the vital, but impulsive and undisciplined element ol
the destructive principle. Xivilai's clan represents the ambitious, but occasion¬
ally overreaching and imprudent side of Destruction. I, and my Vassal Lords,
and the Dremora clan, represent the principle of Destruction as Evolution,
aspiring to arts and powers of ever-increasing potency and aesthetic refine¬
ment. The Seducers are Masterless Daedra, cast adrift by the failed fortunes Imago Storm
of their Lords, and recently accepted, much against my counsel, into Lord
Dagon s service. Is that clear?
In taking Battlespire, our clan has overreached its resources and judgements. A time of change is
coming — it is written in the firmament — and it is time to make fast and conserve our realm, not to
extend our grasp. Battlespire is a rich resource, and will be coveted by the other clans. We do not
need such distractions, especially as the Storms of Change come upon us. Is that clear?
Here's my proposal. 1 will give you the neonymics of Faydra, Xivilai — and Lord Dagon. Do you
know what a neonymic is, and what it signifies? The neonymic gives me the power to banish a
daedric creature into Oblivion.
You are correct in general. Actually, the incantation of the neonymic drains the vital force Irom an
immortal, forcing him to follow that force into Oblivion. There one abides until the vital force is
replenished. The experience is somewhat analogous to sleep for mortals. However, sleep is a nor¬
mal experience for mortals. It is NOT a normal experience for an immortal. Suffice it to say that it
is as close to the terror and despair of death as an immortal can come.
You will use those neonymics to cast them into Oblivion for the present. For reward, you shall have
your life, and the life of your companion. When Dagon is cast into the Void, you may take his Amulet
of Entry, pass into the Ward Sigil that hangs in his sanctuary, and thus be teleported back to
Battlespire, where you may pass through his Sigil there and return to Tamriel. Does that satisfyyou?"
2. Go north through the main Courtyard [Room 6], Near the north gate, click on a set of drums as the
signal to open the north gate.
3. Go north through the gate and find a Daedra Lord. Chat with him, then defeat the fellow and take
from his effects the Iya Sigil Amulet of Entry you'11 need to reach Lord Imago.
A. Go to the south gate of Imagos Keep. Click on the chest to the left of the gate to lower the drawbridge.
Proceed inside.
5. When inside the Keep, look in all four corners for a passage guarded by an Iya Sigil. Enter this
passage, which is actually an elevator up to Lord Imago's Chambers [Room 55].
6. Approach Lord Imago in his chambers and have a chat. Be polite. Ask to hear his proposal. He'll offer
to give you the neonymics [secret magical names] of Faydra Shardai, Xivilai Moath, and Lord Dagon.
If you agree to use these neonjmiics to cast all three into Oblivion, Lord Imago offers to reward you
with your own life and the life of your companion. This is the best deal you are going to get; take it.
Imago gives you a document with the three neonymics. Hang on to it for reference, since neonymics
are in Daednc, a nasty little mouthful, and not easy to remember. Imago then gives you one of the
three keys necessary to leave this level, and smugly tells you that the other two keys are in the hands
of Faydra Shardai and Xivilai Moath, thus ensuring that if you expect to get off this level, you'll have
to go through both of these big-time Daedric Lords and their followers to do it.
7. Leave the Keep and return to the courtyard. Go to the center platform, ride the elevator to the top,
and press two buttons to open the east and west gates from the courtyard. Then proceed west through
the open gate towards Ladygates [Room 14].
8. In Ladygates, click first on the northern mirror to go to the Barracks Commons. There, kill a couple
of Hernes to acquire the Cess and Payem Sigil Amulets of Entry.
9. Return to Ladygates via the teleport then click on the southern mirror to teleport to Faydra s Throne
Gate [Room 20].
10. Proceed north from Throne Gate to the Queen's Chamber [Room 22]. Chat with Lady Faydra. In
dialogue, you must first ask for the key, then swear service, or, ifyou have neonymic, you can bargain
with Faydra, then banish her. In either event, when you have the key, return to the courtyard.
11. Proceed through the east gate of the Courtyard through Xivilai s territory to Xivilai s Throne
Chamber [Room 53].
12. Talk with Xivilai. Once again, you may either 1) Banish Xivilai to Oblivion with his neonymic, then
retrieve his key, or 2) persuade Xivilai to give you the key if you'll refrain from using his neonymic
to banish him. In either case, when you have the key, return to Imago's Chamber’s [Room 55].
13. With all three keys in your possession, click on the structure in the center of his Chambers. When
you've entered all three keys, the gate is open. Go to the teleport pad and leave for Level Seven.
mu-.
• Find and slay Dagon s bodyguard/paramour Dark Seducer, taking the Broadsword of: the Moon
Reiver.
• Defeat the Daedra Count on Large Island Three and obtain a scroll with the password
“lehmekweh”.
• Use password “lehmekweh" to lower a drawbridge, giving access to an arbalest which shoots a rope
across to the Central Island.
• Defeat a Daedra Lord bearing the Lyr Amulet of Entry, giving access to the entrance to Dagon s
Hunting Lodge at the summit of the Central Island.
• Within the Hunting Lodge itself, defeat a Daedra Lord bearing a Neht Amulet of Entry and a
Daedra Count bearing a Seht Amulet of Entry, opening the path to Dagon s private chambers.
• Wearing the Armor of the Savior s Hide and wielding the Broadsword of the Moon Reiver, teleport
into the presence of Mehrunes Dagon, confront the archvillain in dialogue, and cast him into
Oblivion with a single blow, rescuing your companion and escaping from the Daedric Realms back
to Tamriel.
puilp mm roinT?:
You Win! That’s your reward!
?CWTin(i ROW:
Dark Seducer
Wraiths
Daedra Lord
Daedra Count
Mehrunes Dagon
PL(JfPRinT:
1. Entiy: Small Island One
• Welcome to the Bad Place. Read the cordial note left for you by your unindicted co-conspirators,
the Dremora. It sums up the situation nicely.
• Upon the central island is Lord Dagons Hunting Lodge. Those who pledged their immortal spirits
in return for services are bound here for Dagon s sport. These miserable wraiths are mad and
malevolent, but in life each was proud and powerful. Seek their treasures: the Longbow of Heaven s
Hail, the Boots of Peace, the Gauntlets of the Poor, and the Helmet of the Light Within. The
Longbow casts arrows and spells with deadly accuracy. The Boots, once worn by a famed mortal
warrior who had renounced the use of weapons, confer great skill in unarmed combat and feats of
physical daring. The Gauntlets render the wearer resistant to magic, while the Helmet draws power
from an opposing spellcaster and lends that power to its wearer. Some of these items are carried by
the wraiths who possessed them in life; other items are hidden where the diligent might find them.
• A Dark Seducer, Lord Dagon s personal bodyguard and current paramour, carries the Sword of the
Moon Reiver, a unique sword forged from Dagon s own substance. No other weapon has such
power to do him harm. Seek her, vanquish her, and seize her sword, or your errand is hopeless.
• Entry to the Lodge is blocked by three great Sigil Wards. The Amulets of Entry for these Sigils are
carried by Dagon s greatest lieutenants. They are terrible in skill and power, and protected from
many weapons and magics — but you need these amulets to approach Dagon.
• Do not hope for aid from us in this place. This message is all we can provide. All else is arrayed
against you in this place. Trust no one.
• Your friend is held in Lord Dagon s Hunting Lodge. Lord Dagon himself stands guard. Beware of a
trap. Lord Dagon is well-served by many spies. And if you would have a chance against him, you
must not fail of these things:
- Gird yourself with the Armor of the Saviors Hide.
- Arm yourself with the Sword of the Moon Reiver.
- Trust in the power of secret names, and the aid of absent friends.
- Put your hope in the shock of surprise, and the sw iftness of desperate action.
• The obstacles you face seem insurmountable. Thus will Lord Dagon be wonderfully dismayed when
you succeed.
• Beyond all hope, weigh daring against the odds, and courage against despair.
2. Stone Bridge
• Stone Bridges are Bad Bridges, because it is easy for your opponents to whack or blast you off
them, plunging you into the lake of lava below. There are many more of these Bad Bridges to cross.
You will want to have a Plan. One plan is to slaughter your enemies from afar with missile weapons
or spells. An alternative plan is to scoot by opponents on bridges using Etherealness spells. A Good
Plan is to drop a Teleport anchor now and then for a quick recovery from Mr. Lava.
• See the Bad Wraith. He's got a Battleaxe of the Capering Clowns.
4. Rope Bridge
• Rope Bridges are Good Bridges, because their rope railings keep you from rocketing off into the
lava when whacked or blasted. You want to do some up-close-and-personal fighting? Here's the
place.
5. Tree Bridge
• The Tree Bridge is an Extra Bad Bridge. Click on it to knock it down, making a Very
Unsatisfactory Bridge to the Seducer s Isle. First, press the "S” key for Stealth, which will slow
down your movement and make it easier to creep precisely along the tree trunk. Second, be ethe¬
real, or the clowns on the island will cheerfully pop you off the tree trunk with a few well-aimed
spells. [Or murder the Seducer Isle clowns from afar with missiles or spells.]
6. Seducer Isle
• You must go here to get the Broadsword of the Moon Reiver from the Dark Seducer. You will also
find some Daedra Lords with a Spear of Surpassing Hewing and a Battleaxe of Furious
Surpassing Cleaving, and a couple of Blue Restoration Gems on the backside of the island.
7a. Satellite
• This Wraith has a Long Bow of Heaven's Hail. This is a very nice item.
8. Stone Bridge
• One Dark Seducer has a Cuirass of the Flea’s Soaring. The other has a Stalf of Rubicund Mastery.
Get some nice Heal and Restoration potions while you re at it.
9a. Satellite
9b. Satellite
• And here’s a Wraith with the Boots of Peace, a Hugely Useful Item.
• Say. Some Wraiths. Surprised? One has Gauntlets of the Architect’s Touch, while the other has a
Staff of Argent Mastery.
• Here a Wraith has Pauldrons of Soothing. He doesn't need them. Help yourself. And grab the
potions while you re at it.
• The Daedra Lord here must have sworn an Oath of Poverty, because he's got doodly-squat.
• 1 his little Wraith has Boots of the Saint s Apprehension. Visit the Blue Gems for Healing and Spell
Points.
• Here's a Wraith with Gauntlets of the Poor. They're for the poor, so don't expect much.
• This Dark Seducer carries a Spear of the Niggling Things. Pick up a six-pack of potions while
you're here.
• This Dark Seducer must have dropped her stuff in the lava.
• Here a Daedra Count has a Shortsword of Surpassing Swiftblade. Also, if you hadn't purchased
this Fine Hintbook, you'd have to kill this guy to get a scroll with the “Lehmekweh" password to
open a drawbridge nearby. The Dark Seducer also has a Staff of Transcendent Mastery, if you're
interested.
• Here's a Wraith wearing Boots of Justice. You'll also find the ever-popular Coffer of Restoration.
• They must have run out of Wraiths here, but use the Blue Restoration Gems to tank up for the
coming challenges.
• Click on the handle and enter the password “lehmekweh” to lower the drawbridge.
• Scoot across to the arbalest. Grab the potions nearby, then click on the handle to shoot over to the
Central Island. (Don't let the nasty Daedra Lords on the Central Island blast you off into the lava
before you get to the arbalest, or you’ll scream in frustration.)
24a. North
• Here's a Daedra Lord wearing the Gauntlets of the Surpassing Horny Fist.
24b. East
24c. South
24d. West
• Surprise! A Wraith who's your FRIEND! Sort of. This Wraith is apparently an agent of the
Dremora, or a Dremora in disguise, or something, because he is waiting here to hand the Armor of
the Savior's Hide to any hero daffy enough to have ditched his Armor of the Savior's Hide, despite
all Old Man Chimere's admonitions. He DOES kick your butt, just to keep up appearances. Talk
to him and tell him that OF COURSEyou have the Armor of the Savior's Hide — or sheepishly
admit you forgot the Armor. Then he'll go away and stop bothering you. Grab the potions nearby,
and keep moving.
NOTE: This Wraith has a unbelievably silly number of hit points, just to keep methodical goons
from slaughtering him. Talk to him, and get rid of him, or he'll be a huge pain in the butt.
25a. North
• This Wraith has Boots of the Curlew. And don 't forget the potions.
25b. East
25c. South
25d. West
• This Daedra Count wears a Cuirass of the Snow Drake s Pelt, and carries the Extra Important Lyr
Amulet of Entry. Get it. The Daedra Lord has Pauldrons of Iniquitous Sanctions, and may also
have a Lyr Amulet of Entry.
27. Plaza
• This big flat spot in front of the entrance to the Hunting Lodge is going to be unpleasant. The seven
Lyr sigils blocking access are no problem if you have the Lyr Amulet of Entry. Fortunately, none of
these guys is carrying anything critical, so dodge through here with ethereal spells if you like. On
the other hand, these guys ARE carrying loot you might wish you had. And, by the way, there are
Blue Gems of Restoration to the right and left of the entrance.
• The Daedra Lords have a Helmet of Wellweal and a Staff of the Stamp of the Leviathan.
• The Dark Seducers have a Spear of High Aspiration and a Battleaxe of the Star Road.
• The Wraiths have Greaves of the Leopard's Stalking, a Staff of Surpassing Smiting, a Crossbow of
Eager Helpmates, and a Helmet of the Triton.
• This Daedra Lord has an all-important Neht Amulet of Entiy. Waste him, and grab the amulet.
Then step around the corner and find a Coffer of Restoration under a bench-railing.
• The Daedra Count has an all-important Seht Amulet of Entiy. He must die. The Daedra Lord has
doodly-squat, so he must die, too.
• In succession up this ramp, pass through the Lyr, Neht, and Seht sigils. Then pause a moment
before the elevator. Wearing your Armor ol the Savior s Hide? Every last piece of it ? Because ii
you aren't, you die within instants of entering the August Presence of Mehrunes Dagon. Got the
Broadsword of the Moon Reiver inyour grubby little fists? Because if you don't you can’t hurt
Dagon. Got some etherealness spells or potions ready to cast as you ride up the elevator? Because
if you don’t, you'll have to contend with three butt-ugly Daedra Counts with lousy attitudes in the
room upstairs. All set?
34. Sanguinarium
• Three Daedra Counts wander around this room and try to kill you a little bit. You don t want to
fool with them. Just scoot through them and up to the big blue ball on the right as you enter from
the elevator. You may have a hard time seeing for the haze of magic spell blasts filling the room.
Click on the blue ball, which fires up a white cone of magical power around the teleport pad in the
center of the room. Click on the white cone, and teleport into the private chambers of Mehrunes
Dagon.
• Here's Mr. Mehrunes Dagon. Your companion is hanging on the wall behind him, protected by a
Hefiied sigil, Dagon s own personal sigil.
• Stroll across to Mr. Dagon, close enough to whack him with the sword, or you'll be sad, and then
strike up a conversation. Don't even think about making any deals. Mr. Dagon is a big fat cheater
and oath-breaker. Tell Mr. Dagon that you have his neonymic, his protonymic, the Armor of the
Savior's Hide, and Broadsword of the Moon Reiver. Mr. Dagon becomes less and less smug, and
more and more furious. At last, you will call on Jaciel, who said she would come help you out if you
called upon her, and exit the dialogue. Several images of Jaciel do appear at this point to distract
• After you exit the dialogue, you have about three seconds to swing and hit Dagon with the
Broadsword of the Moon Reiver. Dally, and die. Strike home, and watch the cinematic ending.
"...and the Emperor then commanded to bring forth the two champions who had served him so well,
who knelt before him and received his blessing. He bid them rise and said to them, 'Let all present know
how these two have served their Empire, for had not Jagar Tharn been robbed of the support of the arch¬
fiend Mehrunes Dagon and his fell minions, then Ria Silmane and her champion might never have
revealed Tharn s imposture, and long might the rightful emperor have languished imprisoned in Dagon s
dark prisons within the Void/ And he then made them great presents of land and chattels, and raised
them up among his counselors, and conferred upon them offices of great importance in his Legions."
Reinvestment of Battlespire is neither feasible nor desirable at this time. The open provocation and
sweet temptation this installation presents to the Daedric Powers is obvious from recent events, and the
installation is of no significant value to the maintenance of the Pax Imperia. In light of recent turbulence
in the Border Provinces, and considering more pressing demands upon the treasury, we recommend that
the gates to Battlespire be sealed indefinitely."
"The Emperor questioned the heroes closely. One said that, when struck by the enchanted sword,
Dagon appeared to have been sucked away and compressed into an ever-smaller volume, and then to
have disappeared. The Emperor then inquired among his counselors how long we might be free of the
Prince of Destruction. Their answers were various, hopeful, and unpersuasive. 'You have done all that
might be done,' sighed the Emperor, ‘but Oblivion cannot long hold Dagon, and when he returns, he
surely will count us among his most-cherished enemies/"
That’s where you are headed. But first you have to waltz ALL the way around, hopping from island to
island and from nasty fiend to nastier fiend.
2. Go to Small Island Two [3] [northeast quadrant]. Push aside a boulder and push down a tree, making
a bridge to Seducer Isle [6]. Go to sneak mode, jump up on the fallen tree, and walk across to Seducer
Isle. Spell attacks will knock you to your doom unless you are real quick, or ethereal, or otherwise
spell-protected. Kill the winged seducer on this island and take her Sword of the Moon Reiver — the
only weapon that can harm Dagon. Heal Spell Point and Health gems at the northeast edge of the
island are happy things, and shooting down at bad people from above is sissy, but smart. When you
have the Sword, scram back to Small Island Two.
3. Wade through Wraiths, Dark Seducers, and Daedra Lords, heading for Big Island Three [big island
to the west], where you murder a Daedra Count and take a scroll with the password “Lehmekweh.”
4. Keep wading through bad guys to Pier One & Drawbridge [22] [small island almost full circle around
to the starting point in the northwest]. Click on the plunger above a stone block and enter the pass¬
word: “lehmekweh.” Scoot across the lowered drawbridges.
5. On Pier Two & Drawbridge [23], hop up to the BIG ballista and click on the lever. WWHOOSH!
Sail over to the central island with the ballista bolt.
6. Now you stand on a ramp. Head east and follow the winding ramp twice around the island. If you
don't have all six pieces of the Armor of the Savior’s Hide, speak with the Wraith on the far south¬
western edge of the island, admit you don’t have the armor, and he'll give you the whole set. After
you 've made your second circuit, ending up on the north side, a Daedra Lord on the ramp up to the
entrance plaza has a Lyr Amulet of Entry you need. Unfortunately, there are two or three Daedra
Lords here, so you may have to kill a couple to get the amulet.
7. Now you have everything you need from the grounds of Lord Dagon s hunting lodge. Head up to the
Plaza, where a wall of warding sigils, Wraiths, Seducers, Daedra Lords, and Daedra Counts block
your path to a door. Smart adventurers will clear off the Plaza so they can always pop back out here to
take advantage of the Restore Health and Restore Spell Point gems near the door. Superheroes with
plenty of health and spell points, and plenty of potions and magic items to recover lost wounds and
spell points, will saunter through the bad guys and in the door to confront Dagon.
8. Inside Dagon's Hunting Lodge, agitated Daedra Lords and Counts start blasting and whacking on
you. From the entrance, head southeast up the stairs to the Mezzanine [31] and kill a Daedra Lord to
collect his Neht Sigil Amulet. Then take the door north to the Pit [location 32], and kill a Daedra
Lord to collect a Seht Sigil Amulet.
10. As you ride up in the elevator, cast all the protective spells you can and be prepared for an Ugly brawl
with three Daedra Counts. Or, if you Ye a sissy keep an Etherealness effect running and run right
through the Daedra Counts. In either case, go click on the blue sphere to the right to summon down a
teleportation cone. Scoot over and click on the white cone and be teleported to an audience with Lord
Dagon.
11. Because you wear the Armor of the Savior's hide, you are not instantly fried. So go talk to Dagon.
You may be offered an opportunity to save yourself by serving Dagon. Don't even think about it. You
get to gloat a bit about having Dagon s neonymic AND protonymic, and about having the
Broadsword of the Moon Reiver - all of which comes as an unpleasant surprise to Dagon. Then, at the
end of your dialogue, you get to summon Jaciel Morgen, who promised she would come in your hour
of greatest need. Your dialogue with Dagon ends at this moment, and you have only a few seconds to
whack Dagon with the Broadsword of the Moon Reiver. Move too slowly, and you lose. Move
quickly, and sit back and watch the final animation. Congratulations. Lord Dagon is going to be out of
action for a couple of historical eras, and you and your rescued companion can use the handy Hefhed
Sigil nearby to teleport back first to Battlespire, and then back to Tamriel.
Wi fflWRTK
WTOM OHROCIW
Everyone has their own ideas about what a "perfect’' Character Class
should include. Some of us like to sneak around discovering our possible
options, while others like to go in with swords and spells blazing. While
both are quite viable options in Battlespire, they're definitely two totally
different ways of playing the game. This chapter consists of four different
Custom Classes, each created by a different member of the Bethesda
Softworks team. They are in totally random order, and each class has its
pros and cons. Use these guidelines to create one of these character
classes for a new twist on the game, or peruse them for insights and hints
when creating your own "Perfect'' character. Whatever you do, have fun
and play hard.
Special Thanks to: Don Nalezyty, Bruce Nesmith, Gary Noonan, and
Kurt Kuhlmann
a wm or onwii
I start with a Wood Elf character, primarily because of the excellent
bonus to missile skill of 15, and the 15 bonus to jump and dodge always
makes life easier.
I then pick the class of archer as a base to build the perfect Battlespire
survivahst, after all the goal in its simplest terms is to survive and escape.
Everything is geared toward survival.
I rearrange the skills a bit to suit the needs of a character bent on sur¬
viving. Other than missile, I remove all weapon skills from my Primary,
Major and Minor skills. I like to shift Restoration up to a Primary skill to
ensure those cure health spells aren't too expensive. Then I do what at
first seems very counter intuitive, but pays off after a bit of hard work, I
reduce all my skills other than Missile and Restoration to 5%. These I set
to somewhere around 30%. I like the idea of a character with very few
refined skills, as most will be developed during our journey, but rich in
raw abilities.
I focus on the abilities that are going to give the maximum benefit to
my character's skills. Agility is the prime ability for Missile skill so I usu¬
ally up it to the max. of 75. Strength is important for lugging around all
those arrows and armor you'll be using and it effects how much damage
you do, increase it up a bit to 55 or 60.
m © 1997 Bethesda Softworks
wm fawritc custom omwictw
javelin can be used in melee in a pinch, so I don’t worry too much about
not being able to use anything else.
I make certain my character is able to equip all armor and usually all
materials as well, but sometimes a good place to get a Few hundred extra
points is to give up the use of Daedric and orcish goods.
All the armor and arrows in the world are not going to save you From
an adept magic user with a Few good distance spells. My approach is to
select Spell Absorption and a few magical resistances to increase my
chances of surviving those magical encounters. Rapid Healing makes all
healing spells and potion more effective, so I generally select it. OF course
a healing spell won't help much if you can’t cast it For lack oFspell points,
so Increased Magery oF 1.5 or 2 really helps.
The final touches are to add any remaining points to the ability Luck
and skill Missile. The first level may be tough, but the trick is to take it
slow and improve your various skills through use. When 1 do finally
make it through a level, I spend the majority of my points on abilities.
Skills actually increase during gameplay, so why bother wasting points to
increase them? The skills you use the most will increase the fastest, so if
you have a focused approach to the game you’ll advance quickly. Use
that bow to avoid personal confrontation and be certain to set Cure
Health on a hotkey to surv ive those encounters that can’t be resolved at a
distance.
To begin with, I chose the Nord race For their strength. A strong char¬
acter will be able to wield a weapon oF great destructive power.
Next, I select New Class because heck, no one could possibly ever
want to use a Stock Death Knight in their game. I mean, a Death Knight
is in it For the most kills anyway. It’s a bloodbath, and some class has to
do it.
Ok, now to the good stuff. First I knocked down some of my regular
attributes. 1 took my Personality down to 20. No need to make friends in a
world like this. Luck was shot down to 30 since just being here is pretty
symbolic to how your luck is. Intelligence was reduced to 10. You don't
need smarts to kill. Now, with some of the points you just saved from
deductions, boost your Strength up to 65. Feel them muscles ripple? Good.
Now, in your Primary Skill Bonus area, select Long Blade 60%,
Missile 30%, and Destruction 50%. Select Critical Strike 20%, Jumping
20%, and Dodging 20% in your Major Skill Bonus. Finally, in Minor Skill
Bonus, add Swimming 15%, Stealth 15%, Hand to Hand 15%, Axe 15%,
Thaumaturgy 15%, and Restoration 15%.
Go to Spells and grab The Cause Damage spell. Its always nice to cast
a fireball or an ice bolt into a foe s path. Use your spells VERY sparingly
however, spells can be very costly in spell points. More spells will be
aquired in gameplay.
With any points I had left, I invested them into my Primary Missile
Skill, Intelligence, and Wounds. This may only be a few points but they all
make the difference.
The Death Knight is a character that is not for the squeamish. One
must be prepared to go head to head with hordes of beasts, face first into a
heap of fireballs, and mindlessly leaping into almost certain death, only
relying on blade and the occasional fiery burst from your fingertips. The
big trick in Battlespire is SAVING OFTEN.
Before you can even select a character, you will need to select a race.
For this character, I choose High Elf, because they get bonuses to both
Long Blade and Restoration skills, which fit his theme.
Now it's time to actually build the character. Lets start on the advan¬
tages/disadvantages section. Pick one class of weapon for your character
to use. I prefer long blade because the claymore does more damage than
any other weapon. I click off the Short Blade, Axe and Blunt weapons.
I always keep Missile weapon skill.
1 usually select Athleticism and Adrenalin Rush just because they are
cheap. Who can argue with improved combat ability when your hit points
are low? Athleticism allows me to not waste points on Jumping and
Swimming skills later on.
Now to spend some serious points. I like to select Resistance to all five
types of magic. In the later levels of the game you get hit with a lot of
spells. Being able to shrug off a few of them is well worth it.
Unfortunately, immunity is too expensive or I would choose it instead.
Lets go back to the main screen. Pick your spells first. Tiy not to pick
spells that span many different schools of magic. I prefer to take Cure
Health (which will work well with my advantages), Vampiric Drain
(which also uses the Restoration school), and Shield.
Hit points should never be less than 75. I usually start with 80. This is
your life blood, don't skimp on it.
Now it is time to select skills. Pay close attention to the attributes they
are dependent upon. You want to select skills that only use halFof the
attributes. That way you can mine the remaining attributes for points.
Each skill has an associated attribute. For this character, STR, INT,
SPD, PER, and AGI are most important. I lower WIL, END, and LUC
to 40, or even 35 to regain some points. Don’t bring END down too far,
you’ll reget in on level 3 when you need to swim a long distance underwa¬
ter. I increase STR, INT, SPD and AGI to at least 60. Remember,your
skills cannot increase beyond their associated attribute. Since spell casting
skills are the most difficult to raise, 1 don ’t bother increasing PER. By the
time my restoration skill gets close to it, I’ll have gained a level or three
and will use those points to increase PER.
When you start playing this character, be patient. You will have to kill
Scamps with Hand-to-hand combat, which can get tedious. Just remem¬
ber though, this is an excellent way to increase your Dodging skill. Avoid
all other types of monsters until you get a sword. Once you have that
sword, you ’ll be fine. Cast Cure Health a lot, to increase your Restoration
skill. Be willing to rest For a while in safe areas to allow your spell points
to regenerate. And SAVE OFTEN, which is a smart rule For all games.
irwx
Acrobats. .27 Dark Seducer. .59
Battlemages.29 Healers.30
Burglars.30 Maps.1>2
191
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