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Battlespire Athenaeum Text

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0% found this document useful (0 votes)
366 views202 pages

Battlespire Athenaeum Text

Uploaded by

Zlobnyj Sosatel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Athenaeum

Ronald Wartow
• ..
mm imm
presents

Y\ ilk14 \
Vvi 1i
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Th j 1

Author:
Ronald Wartow

j/ ® Editing/Additional Material:
Ken Rolston

Additional Editing:
Don Nalezyty
Bruce Nesmith

Design and Layout:


Peggy Meile

Artwork:
Mark Jackson
Mark Jones
Louise Sandoval
XL Translab

Font Design:
Studio Jay

The Battlespire Athenaeum™ Copyright © 1997 Bethesda Softworks, A Division o(


Media Technology Limited All Rights Reserved.
The Elder Scrolls®, Battlespire® and Bethesda Softworks™ are designated trademarks of
Media Technology Limited. Virgin is a registered trademark of Virgin Enterprises Limited.
All Rights Reserved.
No part of this publication may be reproduced or transmitted in any manner whatsoever
including, but not limited to, electronic storage and retrieval systems, photocopy, photogra¬
phy, magnetic, mechanical or other record without the prior written permission of Media
Technology Limited.
The video game, characters and images covered in this book (and associated trademarks
and copyrights) are the property of Media Technology Limited.

ISBN: 0-929843-29-0 *
Library of Congress Catalog Card Number: 97-77776
Printed in the United States of America
0987654321

II © 1997 Bethesda Softworks


Technical Support & Customer Service
Bethesda Softworks is always ready to try to help you with your software difficulties. Technical support is available at
(301) 963-2002, Monday through Friday, between 9:00 a.m. and 6:00 p.m. Eastern Time. Please be near your computer
and have pencil and paper handy when calling. Customer Service is available at (301) 926-8300, Monday through Friday,
between 9:00 a.m. and 6:00 p.m. Eastern Time.

The Bethesda Softworks BBS


Bethesda Softworks maintains a bulletin board service (BBS) for modem users. The direct dial telephone number is
(301) 990-7552. Set up an account at sign-on. In order to receive an account number, you will need to have a Warranty
Card on file. Using the BBS, you may post messages and questions or receive demos or updates, 24 hours a day.

Bethesda Softworks On-Line


In an effort to support our customers, Bethesda maintains a presence on numerous online information services.
Presently, these services include Internet web site (www.bethsoft.com), internet e-mail (tech_support@bethsoft.com),
America Online e-mail (BethesdaOl), CompuServe e-mail (71333,234), internet e-mail (spire@bethsoft.com), and
Prodigy e-mail (BJSY29B). This list may change, and Users should reference Bethesda s own BBS or web site for the
latest information on which services are supported.

Send all correspondence to: Send all warranty materials to:


Bethesda Softworks Bethesda Softworks
1370 Piccard Drive Suite 120 P.O. Box 7877
Rockville, Maryland 20850-4304 Gaithersburg, Maryland 20898-7877

Virgin Interactive Entertainment:


Distributed and marketed in Europe by: Virgin Interactive Entertainment (Europe) Limited. Address: 2 Kensington
Square, London, W8 5RB. England. World Wide Web: http://www.vie.co.uk/vie

COMPUTER: IBM and 100% Compatibles.


OPERATING SYSTEM: Microsoft DOS 6.0 or greater.
CPU: Pentium 133 mhz
VIDEO CARD: SVGA with VESA 2.0
CD-ROM DRIVE: 4x CD-ROM drive required; MPC LEVEL 2 REQUIRED.
MEMORY: 16 MB RAM required minimum.
HARD DISK DRIVE: 200MB available space required for minimum install.
SOUND CARDS SUPPORTED: Sound Blaster™ Sound Blaster Pro,™ Sound Blaster 16,™ AWE 32,™
Pro Audio Spectrum,™ Ensoniq Soundscape,™ Gravis Ultrasound,™ and 100% compatibles.
INPUT DEVICE: Microsoft 100% compatible mouse required. Joystick optional.
WINDOWS 95 COMPATIBILITY: Compatible in MS-DOS mode with 16-bit CD-ROM and
mouse drivers installed; compatible in MS-DOS box with sufficient free RAM.

©1997 Bethesda Softworks


Credits and Legal.II

Contacting Bethesda Softworks and System Requirements.Ill

WKTT7 in TUI? BOOK .I


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WHY PflTWPIRF If dmiKF OTHFR OTG’?.II


PFIfKi a PRIFF HISTORY or Ttir FU7FR 5FR0LL? mon TfIMRIFL'?
ORIOin? to Ttir PRF?FrtT PRFPIFfMFfTT in nr HUFHORFP
PfnTLF?PIRF.15

?URVim ITOPOOK.20
Identity Crisis...22

Skills. -22

Advantages and Disadvantages. .Kl......23

Ready-made Character Classes. 26

Custom Character Creation.37

Raising Character Stature Level-by-Level..39

Exploring the Battlespire...41

Travel Advisories.41

Sigil*. 41

Wardings of Entiy........-42

Badg es of Recognition........42

The Daedric Alphabet...;...-42

Blocking Puzzle*, Riddle* and Pa**word*..44

Dungeon Secret*. 44

© 1997 Bethesda Softworks V


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Emptying Monster Pockets........ ..45

Gradual Level Disclosure.... ..45

Secret Doors...•. ..46


Slowfall.y.... ..46

The Flow of Information — Chitchat. Writings, and Dying Speeches .46


Saved Game Strategies. ..49
When and Where to Save the Best Games. ..49
Archiving 8 Billion Saved Games. ..50
The Wizard s Hand. .51
Encounters with Mehrunes Dagon s Minions. .52
The Monsters. .53
Reactions and Regeneration. .54
Monster Compendium. .55
Scamp. ... .56
Drem o ra.|...... i|pp.. .56
Vermai... .57
Cl ann fear.EL. .57
Spider Daedra....... .58
Morphoid Daedra....... .58
Seducer. .59
Dark Seducer... .59
Fire Daedra. .......60
Frost Daedra... ...........a.60
Ghost...,t-'L . ..61
Wraith...... ..61
Skeleton.^... .62
Daedra Lord .3.i.V..‘.... ..62
Daedra Count....J ..63
Herne. .63
By Level. ..64
Combat Preparation. ..65
Real-Time Combat.... ................66
Surprise, Surprise .67

VI © 1997 Bethesda Softworks


toix or comrrrr?
In Your Face.........;w.....jgd. «jj^.Jf...68

Battlespire Combat Formulae & Saving Throws.69

Magical Combat .... jl...72

Live to Fight Another Day...m.. 4.jfejj...72

Good Fortune....Sm...«yJL.73

Accouterments, Stupefactions, and Remnants.76

Scenario Items and Magical Relics..g..,... .78 g


Magic Spells.SO

Weapons and Armor. S3

corwifRino w irm? of w dhttlc^pirc.w


Preview. 87

The Weir Gate—Level 1...89

Administration, Labs, and Library—Level 2.101

The Soul Cairn — Level 3.1.114

The Shade Perilous: Castle of the Nocturnal Lieutenant Jaciel Morgen —Level 4.129

The Chimera of Desolation — Level 5.142

The Havoc Wellhead —Level 6. 157

The Hunting Lodge of Mehrunes Dagon — Level 7.171

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©1997 Bethesda Softworks VII


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VIII © 1997 Bethesda Softworks


* attl&pire is a huge, long-play, challenging fantasy
role-playing game (RPG) oi intrigue and high

adventure. You will confront fiendish puzzles,

intense real-time combat, imaginative spell-casting,

and an intriguing story, guaranteed to keep you

on the edge of your seat.

This book provides the most complete Battlespire walkthrough


imaginable. No mystery or bewildering challenge is lelt unsolved.
Easy-to-follow solutions, direct answers, and visual maps covering
all dungeons, mazes, puzzles, riddles, and quests assure you a
leisurely saunter through the mysterious and complex Battlespire.
Pick up tons of useful information. Consult the meaty
miniguides to exploration, real-time battles with monsters, and
the powerful and innovative magic system. Learn to create as
many saved games as you wish, even outside the Battlespire
program, to preserve tons of favorable game positions. Find
reliable ways to defeat the unbelievably strong Daedra, and
a
perhaps Mehrunes Dagon himself, Battlespire s chief villain.
' ''4

MC

© 1997 Bethesda Softworks


This book exposes the inner workings of Battlespire taken directly from
the game s design documents. The actual programming code provided
endless detail, for those who wish to examine and analyze the complicated
formulas for how things work. Many tables, charts, and maps will give
you special insight into how to overcome those pesky obstacles that
inevitably pop up.

Experience the fascinating, intricate, unfolding story of Battl&ipire. For


those of you who completed Bethesda Softworks' other role-playing mag¬
num opuses, Arena and Daggerfall, Tamriel once again faces a grave dan¬
ger. Once again, you must venture forth to save the day.
Here, and only here, find the tools to bring the Battlespire to its virtual
knees. The remarkable custom character generator is a particularly valu¬
able tool. Create not only characters within established classes, but give
birth to your own special class. (Play Battlespire as an insurance salesman,
dry cleaner, movie usher, or Speaker of the House of Representatives!)
Battlespire’s point-balanced, incredibly detailed and flexible character
design system is based on the uniquely powerful Daggerfall character cre¬
ation scheme. Build and test your own theories on the design of the

1 © 1997 Bethesda Softworks


wnriT7 in my pooh
Battlespire blends the depth and obsessive charm of fantasy role-
playing games with the fast-paced, immersive gameplay of 3-D action-
adventure games. The dramatic storyline woven from the threads of The
Elder Scrolls fantasy setting gives depth and character to your mission, and
to the schemes and motivations of your enemies. The complex, hostile
environment packed with ferocious, magically adept nasties makes you
jab the keyboard in a frenzy of computer monster-whomping and daedra
frying. Fireballs bounce merrily down corridors - and back in your face -
illuminating the terrain and booming through your speakers.
For those of you new to fantasy role-playing computer games, a
quick-and-dirty primer follows directly. Even experienced types may
benefit from the primer, for tie-ins to The Elder Scrolls universe.

© 1997 Bethesda Softworte 1


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4 © 1997 Bethesda Softworks


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■ attlespire is a computer fantasy role-playing

game (CRPG), just like its predecessors in


The El()er Scrolls’ World of Tamriel: Arena and

Daggerfall. Battlespire, like all CRPG s, lets the


player venture forth on fascinating, exciting,
and challenging escapades in a mysterious and puzzle-ridden

setting. All 3 games involve the hunting down and destruction of

some totally conniving and lousy rascal. In Battlespires case, the

target is the Daedra Prince of Destruction, Mehrunes Dagon.

(You always know when a game character is a villain, if the name

is utterly unpronounceable or just plain sounds mean. The villain


here clearly meets the test.)

© 1997 Bethesda Softworks 5


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You can interact with many denizens in the world of fantasy. Some
will be helpful, while others just wish to show you the edge of a very large
sword. Fantasy games traditionally impact a player's journey with the
world's events. This calls for different approaches to problem solving.

Peaceful and not-so-peaceful encounters will flow your way.


Remarkable quests and dangerous endeavors await you. The quests and
journeys are not merely strolls in the park. Along the way, horrible beasts,
undead creatures, and mages casting the magic of the night block every
step. The long road to victory sometimes ends in unthinkable tragedy, as
loved ones are slaughtered, kidnapped, or done in by foul play. As you
progress, your character increases remarkably in strength and wisdom,
striving towards a final climactic battle with the baddies.

The vehicle for all role-playing adventures is the unique personality


or character (player-character or PC) the player creates before a single
step in the fantasy world is taken. Unlike Dr. Frankenstein, whose cre¬
ation went horribly wrong, a gamer's PC is endowed with normal human
characteristics such as strength, charisma, wisdom, intelligence, and luck.
During the course of a game, the player rises in ability and skill levels
when enough monsters have been killed or puzzles solved, and gains
increased magic along the way. (In Battlejpire, it doesn't work quite
like this.)

In Arena, Daggerfail, and now Battlejpire, the player chooses between a


number of races and occupations. In Battlejpire, the player can create a
sorceror, rogue, or knight, hailing from any of the major provinces in
Tamriel, each dominated by a special humanoid race. Battlejpire provides
the player with a unique opportunity to create personalized character
classes for the quest. Why, you can even create a rock star, but your
chances of surviving combats with horrendous monsters armed only with
a 12-string guitar are minimal, at best.

In fantasies, characters can be individually named. Partial to the name


Christopher, Constance, Julian, Vlatko, Katey, or Kenneth? So, name
your PC accordingly! Perhaps, an appropriate and special tagline strikes
your fancy. Consider Constance the Magnificent, Julian the Puissant, or
Vlatko the Ebullient.

PC skills, originally assigned, and improved over time, are very


important to characters, including magical skills, protective skills, and

y:s; * © 1997 Bethesda Softworks


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combat skills. You wouldn't care if a fantasy game merely provided a
world for exploration. But, alas, what normally awaits you in fantasy
worlds is a population crawling with all sorts of clever, devastating,
and reprehensible monsters. Most have but one goal in mind - banish
the PC to the netherworld, after initially inflicting as much pain and
suffering as is possible.

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.

Many strange terms populate the world of fantasy games. For


example, the health of a monster encountered in a CRPG might be
described as “ld8 + 8". Don't let that intimidate you.

© 1997 Bethesda Softworks 7


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Wounds (Hit Points) Life points. The higher the better. When reduced to 0,
the party's over.

Spell Points Applies only to spell-casting characters or magicians. More


powerful spells require higher spell point totals before casting
is allowed.

Id 6 This weird alphanumeric construct simply represents a number


generated by the roll of a single 6-sided die, resulting in a mini¬
mum of 1 and a maximum of 6. In CRPG s, dice rolls determine
numerical amounts, such as the amount of damage a successful
sword thrust inflicts on an enemy. (If you want more details about
dice or RPG s, head for the local library or the web. Look up
Dungeons and Dragons.)

2d 6 + 8 An extension of the prior term, this means a number resulting


from the roll of two 6-sided dice, then adding eight. (Bottom
line: The bigger the numbers, the greater the end product.)

Armor Class A number representing how well a PC is protected. For some


thoroughly enigmatic reason, the smaller the number, the greater
the protection. This works differently in Battle<*pire} but will be
explained in the next few pages. So keep reading.

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.

© 1997 Bethesda Softworks


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In conclusion, observe the general rule in the real world that, except
for personal weight and interest rates, the higher a number the better.
This holds true also for CRPG's, except for a description of the protective
value of what a character or monster is wearing. There, the lower the bet¬
ter rules. Why is unimportant. When a 4000-pound gorilla brandishing a
rotting tree trunk whacks your noggin for 2000 points of damage, the
point is made.

© 1997 Bethesda Softworks 9


✓ o not confuse Bat ties pi re with Daggerfall, Arena, or

any other CRPG, for that matter. True, many

of the elements common to, or inspired by, those

games surface in Battlespire. But, in a nutshell, ^


Battiespire is primarily a fantasy role-playing

game, with tangible action situations.

Those familiar with Daggerfall, the preceding game in The Elder


Scrolls series, should be aware of some significant differences.
Although the custom character generator survives, Battlespire does
not include either a Spell or Item Maker. The traditional concept
of experience level increases when enough monsters have been
killed or puzzles solved, is gone. Rather, the players goal is to
scale the Battlespire, level by level, until a breakout to Tamriel
is achieved.
m pfinL^piR^ nnTHfnnpcjN

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.

In the Battlespire, there’s no place to buy and sell things, nowhere to


rest, and not a guild in sight. The combat in Battlespire is expanded from
Daggerfall, to include more weapons and more offensive and defensive
measures. While in the Battlespire, you will never be fatigued, and you
will not need sleep.

n © 1997 Bethesda Softworks


WHY PWf I? (inLIHf (7TH£R CRPG?

© 1997 Bethesda Softworks D


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14 © 1997 Bethesda Softworks


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7 ^ very Elder Scrolls game presents the player with rich

I ^ flights of fancy, usually broad and fascinating tapestries,

Y The stage for these epics is Tamriel, a gigantic continent

\ of striking and diverse terrain, cultures, provinces,

and impressive pockets of civilization. The Tamrielic

Calendar records thousands of years of angst, jubilance, and

mff

© 1997 Bethesda Softworks


m mmirmruM
The vast continent that is Tamriel evolved with a panoply of fits and
starts.

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 2nd Era dawned brightly. The growing class of enchanters


formed the first Mages Guild early on. The honeymoon lasted but 200
years, for civil wars, insurrection, and assassinations of major political fig¬
ures came to pass at an alarming rate. The middle years found the
dreaded Knahaten Flu dominating every aspect of Tamrielian life. Not a
single inhabitant was left untouched by this scourge.

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.

In 3E 389, the Imperial Battlemage, second in Tamriel only to the


Emperor, decided that Uriel VII needed a well-earned “vacation". Casting
the most powerful spell conjecturable, Jagar Tharn imprisoned the
unsuspecting Emperor in a pocket universe, a timeless dimension, a place
of no return. For 10years, the mad wizard kept Uriel incarcerated. A
brave adventurer traveled Tamriel far and wide, found the mystical object
of release, and freed his Emperor. This hastened the shameful downfall of
the treacherous battlemage.

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.

Battlespire takes place during the time of Arena (roughly 3E 399) in a


majestic tower, if you will, a medieval space needle, inhabiting its own
pocket universe. Originally a war college for the training and sharpening
of imperial battlemage skills, evil forces invaded this citadel of military

fc ' ** -? © 1997 Bethesda Softworks


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of imperial battlemage skills, evil forces invaded this citadel of military
civility. Now, monstrous minions block and thwart your every move. You
must escape back to the benevolent confines of Tamriel at all costs.

During this time, a host of societal institutions were suspended in so-


called “pocket universes,” to achieve a state of immaculate virtual reality.
One such institution, deep in the ethereal plane of Aetherius, is the
Battlespire. It is a proving ground, or sophisticated war college for
prospective battlemages. Five special anchors clamp the Battlespire in
place, connected immediately on arrival when towed in by the Great Star
Galley. If all the anchors are disconnected, the Battlespire drifts outside
of the nexus of rich magicka-currents, the entire platform goes black and
dead, and the PC, the Battlespire, and everyone there perishes.
At its heart, the Battlespire is an otherworldly dungeon, administered
and maintained by 5 powerful battlemages. This clique is so select that
future Imperial Battlemages are plucked from their ranks. The Battlespire
is the ultimate testing facility for the Emperor s Personal Guard. Anyone
entering is guaranteed to get a strenuous mental and physical workout.

© 1997 Bethesda Softworks 17


m wtitlctpirc nnmnn^M
You are an eager stripling, who has looked forward to testing
your already superlative skills in combat and magic in the
Battlespire against the finest the Empire has to offer. The
valued prize for succeeding is to become one of Tamriels
true elite, with a position in the Imperial Guards.

Before you qualified to enter the Battlespire, a spirited


competition with similar candidates transpired. Only the
first and second place winners achieved entrance
into the Battlespire. You place second, and arrive at
the Weir Gate, the Battlespire s entrance. Your
companion who bested you in the entrance trial, is
roving the first level ahead of you.

Unknown to you, the Imperial Battlemage, Jagar


Tharn, (whose audacity in whisking the
Emperor away is related above) secretly
offered Mehrunes Dagon, the Daedric
Prince of Darkness and Destruction, a
deal on the Battlespire. One condition
was attached —Dagon and his heinous follow¬
ers had to kill all 5 battlemages to eliminate
competition for Jagar Tharn s lofty position as
the Imperial Battlemage. The carnage began, as
the Battlespire was overrun with Dagon s minions.
The governing battlemages were being popped
like grapes.

On arrival, though you are unaware of Dagon s


antics, you sense something is horribly wrong. The
Wizard of the Gate lies dead at your feet, and horri¬
ble monsters are looting and sacking the Battlespire.
Death is suddenly a very real possibility. What was to
be an interesting and enjoyable challenge has turned
into a nightmare test of survival.

To your astonishment, the competitor who defeated you


in the entrance competition preceded you into the
Battlespire. This companion is trying to escape,
just like you. Fortunately, the companion
leaves behind helpful missives. While
you do not know this when

© 1997 Bethesda Softworks


fl dfm HISTORY

Battlespire begins, the companion needs to be rescued just prior to your


escape from the tower.

Because of the nature of the Battlespire, there's no turning back. Up


and out is the only way to go. Rules are non-existent, and all bets are off.
Only through dangerous conflicts and discoveries will you make it to the
summit to confront Mehrunes Dagon, the vicious new lord of the
Battlespire.

The journey begins...

© 1997 Bethesda Softworks 19


- *

ItunDDWK
^^ attlespire victory comes only after a long, intricate,

and sometimes perplexing journey. Horrible beasts,

I smirking villains, and despicable characters block

/ every move you make, with every breath you

^ take. Sometimes, this ends in unthinkable tragedy,

s loved ones are dispatched, kidnapped, done in by other foul

lisdeeds, or just plain have their feelings hurt.

The Survival Handbook enlightens the Battl&ipire gamer about


every important aspect of the adventure:

• Identity Crisis gives the lowdown on creating the perfect


adventuring character. Learn how to create a powerhouse.
Exploration techniques are explained.

• The Wizards Hand makes the gamer a master magician, full of


vim and vigor in the world of legerdemain. Everything you
ever wanted to know about Battlespire magic is here.

• Encounters withMehrunwDagonsMinions analyzes the games,


real-time combat system. Discover special strategies to make
you more likely to win than not in monster fights.

© 1997 Bethesda Softworks 1\


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• Accouterment*), Stupefaction*), and Remnant*) reveals every item in


Battlespire. Learn what they do and don't do in one easy place for
reference. Delve into weapons, armor, magical, and otherworldly
items, as well as tomes of teachings and commentary.

• 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.

iPcrmTY aw
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.

mm
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."

72 © 1997 Bethesda Softworks


SURVIVAL HATOW7K

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.)

mm
Jumping Critical Strike

Blunt Weapon Restoration

Longblade Illusion

Stealth Alteration

Swimming Hand-to-Hand

Backstabbing Thaumaturgy

Missile Mysticism ,%*-v

'
Dodging Shortblade

Destruction Axe

mrnrn m vmrntm?
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.

If characters could be so improved without any trade-off, you could


create superheroes that could breeze through Battl&ipire, but make for

© 1997 Bethesda Softworks 71


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“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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0 Wounds* base 40 DR=50 None Both 10-200

1 Skill bonus primaiy* base 10 DR=50 None Both 5-100

2 Skill bonus major* base 10 DR=60 None Both 5-100

3 Skill bonus minor* base 10 DR=70 None Both 5-100

4 Attribute bonus* base 40 DR=80 None Both 30-100

5 Spells Cost/4 Itself N/A N/A

6 Equipment Variable None N/A N/A

7 Magic Items 500 None N/A N/A

8 Resistance to magic 800 14,41,46 N/A N/A

9 Resistance to fire 800 15,42,47 N/A N/A

10 Resistance to cold 800 16,43,48 N/A N/A

11 Resistance to shock 800 17,44,49 N/A N/A

12 Resistance to poison 800 18,45,50 N/A N/A

13 Immunity to magic 1600 9,41,46 N/A N/A

14 Immunity to fire 1600 10,42,47 N/A N/A

15 Immunity to cold 1600 11,43,48 N/A N/A

16 Immunity to shock 1600 12,44,49 N/A N/A

17 Immunity to poison 1000 13,45,50 N/A N/A

18 Acute hearing 200 None N/A N/A

19 Spell absorption 2500 None N/A N/A

20 Rapid healing 700 None N/A N/A

21 Regenerate health 2000 None N/A N/A

22 Regenerate spell points 2000 30 N/A N/A

23 Athleticism 400 None N/A N/A

24 Increased magery xl 300 26,27,28 N/A N/A

24 © 1997 Bethesda Softworks


?URVim HflTOWK

Fffnw mm cm1 mimiorp mm


25 Increased mageiy xl.5 1000 25,27,28 N/A N/A

26 Increased magery x2 1800 25, 26, 28 N/A N/A

27 Increased magery x3 2500 25, 26, 27 N/A N/A

28 Adrenaline rush 200 None N/A N/A

29 No regeneration of spell points 1000 23 N/A N/A

30 Forbidden weapon short -400 None N/A N/A

31 Forbidden weapon long -800 None N/A N/A

32 Forbidden weapon blunt -600 None N/A N/A

33 Forbidden weapon axe -400 None N/A N/A

34 Forbidden weapon missile -1000 None N/A N/A

35 Forbidden armor heavy -1000 37, 38 N/A N/A

36 Forbidden armor medium -1500 36, 38 N/A N/A

37 Forbidden armor light -2000 36,37 N/A N/A

38 Forbidden material + -200+ -200 x mat Itself N/A N/A

39 Low tolerance to magic -800 46,9,14 N/A N/A

40 Low tolerance to fire -800 47,10,15 N/A N/A

41 Low tolerance to cold -800 48,11,16 N/A N/A

42 Low tolerance to shock -800 49,12,17 N/A N/A

43 Low tolerance to poison -800 50, 13,18 N/A N/A

44 Critical weakness to magic -1600 41,9,14 N/A N/A

45 Critical weakness to fire -1600 42,10,15 N/A N/A

46 Critical weakness to cold -1600 43,11,16 N/A N/A

47 Critical weakness to shock -1600 44, 12,17 N/A N/A

48 Critical weakness to poison -1600 45,13,18 N/A N/A

1 Build points to “buy” or "sell” advantages or disadvantages.


2 Listed codes are for advantages and disadvantages excluded if current advantage or disadvan¬
tage exists.
3 Whether the value can be raised or lowered.
+ Up to and including.
0 DR current/range + base

© 1997 Bethesda Softworks


m DflTTix?pmf nnTMc nnpUN

fcmmx OflRfKTCR OfXfKI


While the player has the ability to create a custom class, as described
in detail in the Battlespire Users Guide, this section covers the 18 charac¬
ter classes pregenerated by the program.

Before selecting any of the pregenerated classes, take a moment to


glance through the following chart. Vital information on all the major
character classes is presented. Focus on the Major Skills and the
Advantages and Disadvantages. If you see nothing that appeals to your
adventuring spirit, head into the Custom Character Generator.

There’s no need to be intimidated by the elaborate detail that makes up


a character. An individual in real life is a complex living entity of varied
strengths and weaknesses. The same goes for those adventurers in the
world of Battlespire. The only difference is the type of qualities. Today,
for example, you may not need thievery skills like backstabbing and lock¬
picking. Then again, perhaps you do. But, I ’m assuming anyone who buys
Battlespire is an upstanding citizen!
SURVIVAL mnPROOR

nmm awRflarR cww


ftawn?
Wounds: 75 Starting Attributes:
Primary Skills: Jumping, Strength: 60
Dodging, Blunt Weapon
Intelligence: 50
Major Skills: Hand to Hand, Willpower: 50
Stealth, Restoration
Agility: 50
Advantages: Athleticism,
Endurance: 50
Adrenaline Rush
Personality: 50
Disadvantages: Forbidden armor:
light; Forbidden weapon: axe Speed: 60
Start Equip: Steel long bow, Luck: 50
Elven staff, +2 Elven Arrow,
Steel Helmet, Iron Cuirass, Iron
Boot

Spells: Cure Health, Jumping


Magic Items: Magica Resartus

nRoof
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

Spells: Cure Health, Cause Damag<

© 1997 Bethesda Softworks 17


m DfiTTi£?iw (■irmruii

0770771117
Wounds: 75 Spells: Cause Damage, Cure
Primary Skills: Stealth, Health, Invisibility

Backstabbing, Short Blade Magic Items: Magica Resartus


Major Skills: Blunt Weapon, Starting Attributes:
Missile, Mysticism Strength: 50
Advantages: None Intelligence: 50
Disadvantages: Forbidden armor: Willpower: 50
light
Agility: 55
Start Equip: Elven Helmet, Endurance: 50
Elven Greaves, Elven Short
Personality: 50
Sword, +2 Elven Arrow,
Elven Cuirass, Elven Pauldron, Speed: 55
Elven Boot, Iron Gauntlet Luck: 50

Wounds: 90 Spelb: Cause Damage, Cure


Primary Skills: Axe, Blunt Health

Weapon, Jumping Magic Items: Magica Resartus


Major Skills: Hand to Hand, Starting Attributes:
Long Blade, Swimming Strength: 60
Advantages: None Intelligence: 50
Disadvantages: Forbidden armor: Willpower: 50
medium; Forbidden material:
Agility: 50
Ebony
Endurance: 50
Start Equip: Steel Greaves, Elven
Personality: 45
War Axe, Elven Long Bow, Steel
Arrow, Steel Helmet, Elven Speed: 50
Cuirass Luck: 50

20 © 1997 Bethesda Softworks


SURVIVAL HTOPWK

dmy
Wound**: 65 Magic Items: Magica Resartus

Primary Skilb: Stealth, Hand to SpelL*: Cure Health, Etherealness,


Hand, Long Blade Monster Summoning

Major Skill**: Backstabbing, Starting Attributes:


Jumping, Restoration Strength: 55
Advantage**: Int xl.5 Spell points Intelligence: 50
Disadvantage**: Forbidden armor: Willpower: 50
medium
Agility: 50
Start Equip: Elven Long Sword, Endurance: 50
Elven Long Bow, +2 Elven Arrow,
Personality: 50
Elven Helmet, Elven Cuirass, Iron
Pauldron, Steel Greaves, Elven Speed: 50

Boot Luck: 50

omutTro?
Wounds: 70 Spelb: Cause Damage, Cure

Primary Skilb: Destruction, Health, Etherealness

Long Blade, Short Blade Starting Attributes:

Major Skilb: Thaumaturgy, Strength: 50


Dodging, Mysticism
Intelligence: 55
Advantages: Int x2 in Spell Points
Willpower: 50
Disadvantages: Forbidden armor:
Agility: 50
light
Endurance: 50
Start Equip: Steel Short Bow,
Personality: 50
+2 Elven Arrow, Iron Helmet,
Iron Boot Speed: 50

Magic Items: Healing, Luck: 50


Magica Resartus

© 1997 Bethesda Softworks 39


m DfflTLCTiw flrmirmruM

mmim
Wound**: 80 Magic Items: Magica Resartus

Primary Skills: Stealth, Spells: Shield, Cure Health,


Jumping, Short Blade Invisibility

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

HTfllW
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:

Advantages: Int x3 in Spell Strength: 50

Points, Rapid Healing Intelligence: 55


Willpower: 50
Disadvantages: Forbidden armor:
medium; Forbidden weapons: long Agility: 50
blade, axe, missile Endurance: 50

Start Equip: Silver Staff, Iron Personality: 50

Cuirass, Steel Greaves, Iron Speed: 50


Boot, Steel Gauntlet Luck: 50

IV © 1997 Bethesda Softworks


SURVIVAL HnnCWK

TOOT?
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

Start Equip: Steel Arrow, Steel Endurance: 50


Helmet, Elven Cuirass, Iron Personality: 50
Greaves, Mithril Claymore, Speed: 50
Dwarven Long Bow, -1 Iron
Luck: 50
Arrow, Steel Pauldron,Steel
Gauntlet

© 1997 Bethesda Softworks


m fflTTLOTl^ flDTHCnnfUM

mm
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

wmf
Wounds: 75 Magic Items: Healing

Primary Skills: Dodging, Blunt Spells: Cure Health, Shield


Weapon, Restoration
Starting Attributes:
Major Skills: Alteration, Missile,
Strength: 50
Hand to Hand
Intelligence: 50
Advantages: Resistance to Magic,
Willpower: 50
Athleticism, Int x2 in Spell Points
Agility: 50
Disadvantages: Forbidden armor:
light; Forbidden weapons: Short Endurance: 50
Blade, Long Blade, Axe Personality: 50
Start Equip: Steel Long Bow, Speed: 55
Elven Staff, +2 Elven Arrow,
Luck: 50
Mithril Helmet, Silver Cuirass,
Steel Pauldron, Elven Boot, Steel
Gauntlet

11 © 1997 Bethesda Softworks


7URVIWIL HTO0W7K

mmimf
Wound]s: 65 Spells: Invisibility, Etherealness,

Primary Skills: Dodging, Short Cure Health

Blade, Thaumaturgy Starting Attributes:

Major Skills: Missile, Illusion, Strength: 50


Stealth
Intelligence: 50
Advantages: Int x2 in Spell Points
Willpower: 55
Disadvantages: Forbidden armor:
Agility: 54
ngnt
Endurance: 50
Start Equip: Elven Short Sword,
Personality: 50
Elven Long Bow, +1 Silver
Arrow, Iron Helmet, Steel Speed: 50
Cuirass, Steel Gauntlet Luck: 50
Magic Items: Magic Resartus

Rfimoy
Wounds: 75 Spells: Cure Health

Primary Skilh: Long Blade, Axe, Starting Attributes:


Missile
Strength: 55
Major Skills: Blunt Weapon,
Intelligence: 50
Stealth, Dodging
Willpower: 50
Advantages: None
Agility: 50
Disadvantages: None
Endurance: 50
Start Equip: Elven Broad Sword,
Personality: 50
Elven Boot, Elven Long Bow, +2
Elven Arrow, Steel Helmet, Speed: 50
Elven Cuirass, Steel Pauldron Luck: 50
Magic Items: Magica Resartus

© 1997 Bethesda Softworks 11


m wrmcTPiRC nrmK nnpcjM

RWKK
Wound**: 90 Starting Attributes:

Primary Skills: Long Blade, Strength: 55


Short Blade, Dodging
Intelligence: 50
Major Skills: Backstabbing,
Willpower: 50
Jumping, Critical Striking
Agility: 50
Advantages: None
Endurance: 50
Disadvantages: Forbidden armor:
Personality: 50
Medium
Speed: 55
Start Equip: +2 Elven Arrow,
Steel Helmet, Steel Gauntlet, Luck: 50
Steel Long Bow, Iron Cuirass

Magic Items: Magica Resartus

Spelb: Cure Health, Etherealness

fmzm?
Wounds: 55 Spelb: Cause Damage,

Primary Skills: Destruction, Etherealness, Shield, Monster

Alteration, Thaumaturgy Summoning, Cure Health

Major Skills: Mysticism, Starting Attributes:

Restoration, Illusion Strength: 50

Advantages: Int x3 in Spell Intelligence: 50


Points, Spell Absorption Willpower: 55
Disadvantages: Forbidden armor:
Agility: 50
medium; forbidden weapons: Long
Endurance: 50
Blade, Axe, Missile
Personality: 50
Start Equip: Steel Staff, Steel
Cuirass Speed: 50

Magic Items: None Luck: 50

liX © 1997 Bethesda Softworks


SURVIVAL HflnpffiWK

ymirmwi
Wounds: 65 Spells: Shield, Cause Damage

Primary Skills: Axe, Long Blade, Starting Attributes:


Jumping
Strength:50
Major Skilh: Destruction, Blunt
Intelligence: 55
Weapon, Alteration
Willpower: 50
Advantages: Int xl.5 in Spell
Agility: 50
Points
Endurance: 50
Disadvantages: Forbidden armor:
medium Personality: 50

Start Equip: Elven Broad Sword, Speed: 50


Silver Long Bow, -1 Iron Arrow, Luck: 50
Steel Helmet, Elven Cuirass

Magic Items: Healing, Magica


Resartus

© 1997 Bethesda Softworks 75


TW WTTLOTIRf fiflTHrnCKUM

mwi
Wounds: 79 Spells: Cure Health, Invisibility,

Primary Skills: Stealth, Short Etherealness

Blade, Dodging Starting Attributes:

Major Skill**: Backstabbing, Strength: 50


Illusion, Jumping
Intelligence: 50
Advantages: none Willpower: 50
Disadvantage**: Forbidden armor:
Agility: 55
light
Endurance: 50
Start Equip: +3 Dwarven Arrow,
Personality: 50
Iron Cuirass, Iron Pauldron,
Silver Gauntlet Speed: 55

Magic Item**: Blight, Magica Luck: 50


Resartus

mmmr
Wounds: 80 Spells: Cure Health, Cause

Primary Skills: Long Blade, Axe, Damage

Dodging Starting Attributes:

Major Skills: Hand to Hand, Strength: 50


Critical Striking, Missile
Intelligence: 50
Advantages: None
Willpower: 50
Disadvantages: None
Agility: 50
Start Equip: Silver Helmet, Steel
Endurance: 50
Cuirass, Iron Pauldron, Iron
Personality: 50
Boot, Elven Long Bow, +2 Elven
Arrow, Iron Greaves Speed: 50

Magic Items: Healing, Magica Luck: 50


Resartus

© 1997 Bethesda Softworks


7URVIWIL HflTiPDOOK

mm otifrra <mm
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.

All races are equal in Battlespire, as everyone


starts with 50 points for each characteristic. You
can improve these scores as you work your way
through the game, but initially, they are the same
for each and every race. Strength, Intelligence,
Willpower, Agility, Speed, Endurance,
Personality, and Luck start out the same for every
race in this game.

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.

© 1997 Bethesda Softworks 11


m mmaiw flrrmrmruM
All kinds of clever ploys can be used in creating a character class for
your adventurer. In generating a new character class, strive lor balance
and versatility. Endeavor to create a character strong in both physical and
mental attributes. Peruse the characteristics of the battlemage. Now
there's a character with flexibility, the perfect blend of devastating war¬
rior and master of magic.

True, the battlemage is limited somewhat in the protective armor and


shields that can be worn. Perhaps you can improve upon this drawback
when creating your own class by toning down the primary and major
skills, while upping the protection attributes.

If you wish to create a strong warrior, remember that the Battlespire is


chock-full of magical objects. These objects easily substitute for the war¬
riors lack of magic skills, by permitting “spell-casting'' of attack, defense,
and condition spells.

Increasing a PC's agility is very important for combat. While heavy


weapons and armor inflict great damage and protect well, the extra
weight severely limits the PC's agility. If the PC is overburdened with
treasure and ponderous weapons and armor, the PC will undoubtedly be
much slower in combat. He will get fewer attacks per combat round.
When fighting agile monsters, the results can be disastrous.

For more ideas about custom character classes, see the section at the
end of this book for some of our favorite “Perfect Character Classes."

CHfimnTfi creffnw POTTO! IW_


Play the game as a Battlemage or Spellsword for rel
ative ease of completion. Play a thief for the
challenge of your role-playing life. The same results
attend to any custom character classes based on
those mentioned.

© 1997 Bethesda Softworks


SURVIVAL HfiM?0OOK

twimi owRfom rmm


imimFva
As mentioned earlier, unlike typical CRPG’s, characters do not
advance in level by killing monsters, completing tasks, or solving puzzles.
Characters strengthen based on triumphant completion of each of the
Battlespire s 7 levels. Battlespire is conquered when the PC escapes from
the top level, teleports from the pocket universe, and lands back in the
warm glow of Tamriels sunshine.

When a level is completed, the player is awarded build points to pur¬


chase skills, attributes, or advantages. The higher the Battlespire level, the
more points awarded at its completion.

ixiili? roirrr frowp? itr wrrnxffw lwl


FROM -» TO poirrr? mturnv
Level 1 —► Level 2 600

Level 2 —► Level 3 800

Level 3 —► Level 4 1100

Level 4 —► Level 5 1400

Level 5 —► Level 6 1600

Level 6 —► Level 7 1900

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.

© 1997 Bethesda Softworks 79


m ofimx?iw nrrm^nn^uM
Reference the chart on page 2A to see how PC characteristics can be
raised by spending build award points. As you can see, certain character
traits cost much more than others. Particularly after completing some of
the early Battlupire levels, build points are at a premium, so use them to
fortify your adventurer with precision and care.

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.

40 © 1997 Bethesda Softworks


?URVIVflL H(TO0<7LW

m WmtfflW
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.

Take advantage of all gifts and advice presented by characters found


in the maze. On the other hand, if a Vermai takes a nasty swipe at you,
assume this greeting precludes any intention on the monster's part to pre¬
sent you with a gift or advice.

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.

TRAWL m\mmf
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.

© 1997 Bethesda Softworks 41


m nmurnncxiM
Wardingj of Entry

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

Another use of the sigils in the shape of Daedric alphabet letters


is as badges. These are similar to campaign ribbons on a
military person. Only other military personnel recognize them and
their significance.
Likewise, these sigil badges of recognition loosen up the halting
tongues of some of Mehrunes Dagon's minions. Although there is no
known key identifying which sigil badges pacify which minions, just col¬
lect them and see what happens. The more, the better, but rememberyou
only need one of each letter! Double click the extras for an Ethereal spell.

it vmm dffflDCT
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.

42 © 1997 Bethesda Softworks


SURVIVAL rroowK

citric flLpmwT wmwramm

© 1997 Bethesda Softworks 41


Now that you know the Daedric alphabet, by heart...

PY 1m
im i im i lm. i im 4 im 5 lm. e LOU. 7
Doht Meht Ayem Ekem Bedt Cess Lyr

Hefhed Roht Hekem Jeb Geth Iya Neht

Web Oht Quam Koht Payem Seht

Zyr Yoodt Vehk Tayem

blocito razna wow


pffirmwi
Battlespire is filled with these mysteries, some extremely sophisticated
and others decidedly simple.

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

44 © 1997 Bethesda Softworks


SURVIVAL HTORWK

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.

ixirwTn wrrr?
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.

Although this observation may be considered unnecessary and patron¬


izing, think about this before diving into Battlespire's watery terrain for a
pleasant swim. Heavy armor weighs greatly on a player's body. Put
another way, jumping into water with plate mail will cause the PC to sink
like a stone and drown. Enough said!

Emptying Monster Pocketd

This has absolutely nothing to do with constabulary searches and


seizures. Rather, monsters are simply everywhere. Is there any
getting away from these fiends? When deep in bowels of a dangerous
Battlespire level, where does the PC go to rest and survive?

Actually, the adventurer can create combat-free zones, by successfully


wiping out pockets of monsters encountered at various level locations.
Ordinarily, this means a specific dungeon area, usually a room or
corridor, can be traversed in the future without encountering any more
monsters. As you clear out sections, take a deep breath, search for
Cure Health and Restoration potions, and cogitate on your next move.

Gradual Level DLiclo<mre

Obviously, as you explore a Battlespire level, more of it becomes famil¬


iar. Use the Automap to compare areas that have been visited with the
hints to areas currently unexplored.

© 1997 Bethesda Softworks 4*7


m DflTTLOTffif (ITIffiTO

As a complement to the Automap, track your position. Create your


own roadmap markers. Drop unnecessary items gained in the game into
handy, perceptible piles. Remember Hansel and Gretel? The same princi¬
ple applies. The dropped items act like the bread crumbs the mythical pair
laid down to find their way back home. The same goes for pedestals,
ornate statues, draping flags, or other dungeon features.

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.

m nm or fiTOimim-
OffFOTT m WRmiW
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

© 1997 Bethesda Softworks


monster invaders sometimes open up to you. As mentioned above, sigil
badges of recognition will loosen a monster’s tongue. When a monster
approaches, invoke the talk option by left-clicking on them. You might
get lucky, avoid a potentially dangerous combat, and learn a little some¬
thing that might come in handy later.

Factions play a pivotal role in the overall scheme of things in


Battledpire. In the game, a faction is everything from a group of dissident
Daedra to your trusted companion.

Dialogues or conversations present various options. You can end a


conversation quickly by being rude and abusive. Perhaps this isn't the
best approach. You need the help of others to progress.

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.

wm im mm PC OUTCOMC

I've failed. I’ve betrayed my Choice Is End conversation.


sacred oath and trust. I swore You DOG! Justice and
to defend the Battlespire for vengeance! It will be a plea¬
my Emperor. And now I'm sure to destroy you, traitor!
dead, and all in my charge Prepare to die AGAIN!
dead, too, and the Battlespire
in ruins, plundered by
Daedra, and ruled by the
Prince of Destruction.

Choice 2: Triggers more conversation.

What? Who are you? And


what are you doing here? And
why do you attack me?

© 1997 Bethesda Softworks 47


m pattlc^pirc nnTHpnnfUM

WRAITH KIRCL flNflfl PC WITCOMC

1 am Kirel Aman, Praeceptor Choice Is Triggers more conversation.


Superior of Battlespire. I was I pity you. Is there a way I can
sucked dry of my power by free your soul?
Daedra, paralyzed, dominated,
and carried to this place, where
I told my captors all they
wished to know. I could not
prevent myself, so deeply had
they my will enthralled. Even
through death I could not Choice 2: Triggers more conversation.
escape them. And now I am
I am searching for a compan¬
doomed to haunt these halls for
ion who came to Battlespire for
all time. The madness comes
testing, and managed to evade
on me, and I become a wraith,
the Daedra.
a fiend, a monster that feeds on
the souls of others.

As overly dramatic as this may sound, some friendly, or even hostile


entities encountered in Battlespire leave quite interesting scrolls written
just before dying. Conceivably not as eloquent as Antony's speech to the
Romans on Caesar's death, but important nonetheless. To see these epis¬
tles, search the bodies of dead Battlemages for scrolls.

© 1997 Bethesda Softworks


mwommmm
Battl&ipire takes upwards of 40 hours to beat for players of average
role-playing ability. Even a master player can expect to take about 25 to
30 hours to complete the game. Restoring or loading a saved game can
cure the normal penalty for PC destruction. Like a bookmark, the
Battlespire lets you save your place at 10 different junctures. Use these
available save game positions wisely!

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.

WHfn TO WOT TO THf OTO?


Deciding when and where to save games takes forethought and
patience. Saving over favorable positions is guaranteed to cause brain
damage and the tearing out of most of your hair. What follows reveals
special techniques on effectively saving games at worthwhile Battlespire
turning points.

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:

mv-? mvwiTf qmc noT?_


• The “Whew! ” Slot. Use this slot after completing a
particularly difficult or tricky portion of the game, like
obtaining all the Cogs of the Machine on Level 1, or
anytime you defeat a tough villain.
• The “Uh Oh!" Slot. Employ this slot when the party is
about to enter any game location that has proved
impassable previously. If you successfully complete
that portion, save the game in the “Whew! ” slot.

© 1997 Bethesda Softworks


m nrmifMruM

iwy rflvowrrf ?wi> qnn^ furry conTinro...


• The “I Take It Back! ” Slot. Create a save game before
starting a new major game area, especially at the begin¬
ning of a new Battlejpire level. That way, ifyou get
stuck, or perform some totally bogus move, you can
restart from the beginning of the level. The same holds
true for starting potentially perilous portions of any
one level.

• The Character Creation Slot. After beginning a new


game, save right away after the lengthy process of
generating that perfect character. That way, ifyou do
badly right from the start, you can load the save game
and play without going through all the steps in
character generation.

flitcmvino 9 BiLLian ?mv otmc?


As mentioned above, Battlupire gives the player 10 save game slots,
which may not be enough for you. To the rescue, your friendly, neighbor¬
hood operating system, whether Windowed or not. Yes, I am referring to
whatever utility you own which will copy files from your hard disk or CD
to a floppy. The process is called archiving saves.

In Battlupire, all the saved games are labeled “Save0-Save9.” Go to the


directoiy of the saved game you wish to archive. Simply copy all the files
to a floppy disk or elsewhere on your hard disk. Save as many games as
you wish this way. This frees up the archived games slot for saving other
Battlupire positions. When you want a particular archived save game for
playing, just copy from the archived saved game into one of the game s
save directories.

The SAVENAME.TXT file contains the name of the save game. If


you aren't sure which saved game you moved, just look inside that file.

50 © 1997 Bethesda Softworks


SURVIVAL HflflPROOK

m mm '? mm
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.

As you progress in Battlejpire, the chances of mere brute strength pro¬


viding the means to overcome monsters reduces constantly.

?im? (To mnim H s "Wmi


damc to cffcct ixmfflwn* matowc** TARGCT*** MAGIC THILL
Cause Damage 0 2-20 +1-6 per 1 level Other Only Destruction

Confusion 2+1 per 1 level 0 Other Only Mysticism

Continuous Damage 1 + 1 per 1 level 4-6 + 2-3 per 1 level Other Only Destruction

Cure Health 0 2-20 +1-6 per 1 level Any Restoration

Cure Poison 0 0 Any Restoration

Delayed Damage 10+10 per 1 level 2-20 + 3-6 per 1 level Caster Only Destruction

Detect Enemy 5+5 per 2 levels 0 Any Mysticism

Detect Invisibility 5+5 per 2 levels 0 Any Mysticism

Detect Spell 5+5 per 2 levels 0 Any Mysticism

Dispel Magic 0 0 Caster Only Thaumaturgy

Etherealness 2+2 per 1 level 0 Any Thaumaturgy

Fire Shield 8+3 per 1 level 50-50+1-10 per 1 level Any Alteration

Invisibility 5+5 per 2 levels 0 Any Illusion

Jumping 5+5 per 2 levels 0 Any Mysticism

Monster Summon 5+5 per 2 levels 0 Any Illusion

© 1997 Bethesda Softworks 51


m rattlc^pirc nmncmcuM

mmc m cffcct RGRATIGPI* mmm-- TARGCT*** MAGIC mil


Poison 1-1 per 1 level 4-6 + 2-3 per 1 level Other Only Restoration

Resistance 5+5 per 1 level 0 Any Alteration

Shield 0 50-50+1-10 per 1 level Any Alteration

Slow Fall 5+5 per 2 levels 0 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

Teleport 0 0 Caster Only Thaumaturgy

Vampiric Drain 0 1-6+1-3 per 1 level Other Only Restoration

* The resulting total represents the number of minutes or combat rounds the spell lasts.

** * The resulting total represents the relative strength of the spell.

* 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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iron?
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.

© 1997 Bethesda Softworks


SURVIVAL HTODWK

m mrm
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.

This section examines Battle*)pire\) real-time combat system, divulging


smart approaches to handling combats, including tips on using defensive
magic to set up offensive forays. Special combats against important or par¬
ticularly difficult monsters will be discussed in the walkthroughs below.
The important topic of preparation for combat will be covered, as well.

Learn all about the monsters, including what they had for breakfast
this morning. Gaze, with fear, upon the visages of the enemy.

iwitr lTirrmn Rfirwor


Daedra Count 30

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**

* From 0 to JO, JO being the most difficult.


00 Until Book of Rest and Endings obtained, wraith<t on Level Three are indestructible. Level Seven
wraiths have a difficulty rating of 12.

© 1997 Bethesda Softworks 51


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Reactions and Regeneration

Monsters are definitely territorial. The Battledpire designer honchos


assigned specific areas to even the basest monsters.

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.

As we mentioned above, the adventurer could create temporary com¬


bat-free zones by successfully wiping out pockets of monsters encoun¬
tered at various level locations.

IWftfTC'R COMfWKIM
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.

The following summarizes every monster encountered in Battlespire.


It should be of invaluable aid to the PC during the quest. You'll learn
where monsters hang out, their armor value, hit points, what kind of
treasure might result from defeat, amount of damage to the PC's health
from successful hit, special attacks, what weapons will and will not work,
and their attributes.

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.

© 1997 Bethesda Softworks 55


THC BfflTLWIRF flrfflKWOM

Strength: 20 Intelligence: AD Willpower: 10

Agility: 60 Endurance: 20 Personality: 10

Speed: 65 Luck: 30 Wounds: 30

Spell Points: 0 Skill Level: 20 Armor: 2

Attack Damage: 1-6 Weight: 20 Attack Spells: Null

Defense Spelh: Null

Description: Small impish nuisances. Sort of the rat of the underworld. Low intelligence
but wily, cunning, and quite cute.

Strength: 65 Intelligence: 50 Willpower: 70

Agility: 45 Endurance: 50 Personality: 35

Speed: 50 Luck: 45 Wounds: 35

Spell Points: 300 Skill Level: 40 Arnwr: 5

Attack Damage: 2-12 Weight: 200 Attack Spelh: Cause Damage

Defense Spells: Null

Description: Sophisticated, shrewd, cultured, subtle, manipulative. Marked variation in


skills and toughness. Often offer worthwhile information.

5$ © 1997 Bethesda Softworks


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WRMI
Strength: 75 Intelligence: 30 Willpower: 50

Agility: AS Endurance: 50 Personality: 15

Speed: 20 Luck: 35 Wounds: 50

Spell Points: 0 Skill Level: 40 Armor: 3

Attack Damage: 1-12 Weight: 200 Attack Spells: Null

Defense Spells: Null

Description: These have long multi-jointed limbs , and speak in grunts.

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Strength: 90 Intelligence: 40 Willpower: 65

Agility: 40 Endurance: 70 Personality: 20

Speed: 40 Luck: 45 Wound,: 100

Spell Points: 0 Skill Level: 50 Armor: 3

Attack Damage: 10-20 Weight: 200 Attack Spelb: Null

Defense Spelb: Null

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.

© 1997 Bethesda Softworks 57


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Strength: 45 Intelligence: 65 Willpower: 60

Agility: 75 Endurance: 75 Personality: 65

Speed: 80 Luck: 65 Wounds: 70

Spell Points: 60 Skill Level: 6Q Armor: 5

Attack Damage: 8-16 Weight: 120 Attack Spells: Poison

Defense Spells: Null

Description: Quirky, impulsive, vicious, excitable, and unpredictable.

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Strength: 75 Intelligence: 60 Willpower: 65

Agility: 45 Endurance: 65 Personality: 35

Speed: 50 Luck: 65 Wound*: 100

Spell Points: 100 Skill Level: 50 Armor: 6

Attack Damage: 8-16 Weight: 250 Attack Spelh: Cause Damage

Defense Spells: Null

Description: The archetypal demon character. Big, horned, cloven feet, talons and a tail.

59 © 1997 Bethesda Softworks


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7Tixktr
Strength: 65 Intelligence: 75 Willpower: 70

Agility: 80 Endurance: 70 Personality: 100

Speed: 80 Luck: 75 Wounds: 80

Spell Points: 300 Skill Level: 70 Armor: 7

Attack Damage: 1-10 Weight: 100 Attack Spelb: Cause Damage

Defense Spells: Null

Description: Masterless Daedra who occasionally have interesting propositions.

vm ymm
Strength: 85 Intelligence: 80 Willpower: 75

Agility: 85 Endurance: 60 Personality: 100

Speed: 80 Luck: 75 Wounds: 180

Spell Points: 400 Skill Level: 80 Armor: 8

Attack Damage: 10-20 Weight: m Attack Spelb: Cause Damage

Defense Spells: Monster Summoning

Description: Ruthless, cruel, indifferent. Intelligent and cynical.' Suspicious.


Sometimes have innate Spell Reflection and Spell Resistance.

© 1997 Bethesda Softworks 59


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Strength: 70 Intelligence: 50 Willpower: 60

Agility: 50 Endurance: 60 Personality: 35

Speed: 50 Luck: 45 Wounds: 90

Spell Points: 200 Skill Level: 60 Armor: 6

Attack Damage: 20^40 Weight: 250 Attack Spelb: Cause Damage

Defense Spelb: Null

De<icription:Proud, fierce, persistent.

mm vmm
Strength: 70 Intelligence: 50 Willpower: 60

Agility: 50 Endurance: 60 Personality: 35

Speed: 50 Luck: 45 Wounds: 90

Spell Points: 200 Skill Level: 60 Armor: 6

Attack Damage: 16-30 Weight: 250 Attack Spelb: Cause Damage

Defense Spelb: Null

Description: Gullible, tough, and mean.

GO © 1997 Bethesda Softworks


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QHorr (Mintrai)

Strength: 50 Intelligence: 50 Willpower: 80

Agility: 70 Endurance: 50 Personality: 50

Speed: 50 Luck: 50 Wounds: 60

Spell Points: 200 Skill Level: 50 Armor: 6

Attack Damage: 10-15 Weight: 0 Attack Spelh: Vampiric Drain

Defense Spelh: Null

Description: Collective manifestations of happy spirits found beyond life in the service of
the master.

WRAITH
Strength: 50 Intelligence: 50 Willpower: 80

Agility: 70 Endurance: 50 Personality: 50

Speed: 40 Luck: 50 Wounds: Variable

Spell Points: 200 Skill Level: 50 Armor: 6

Attack Damage: 15-20 Weight: 30 Attack Spells: Null

Defense Spells: Null

Description: Bitter malevolent spirits driven mad by limitless emptiness of life beyond the
grave.

© 1997 Bethesda Softworks


nr wmiffpiir nrmrmOTi

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Strength: 50 Intelligence: 30 Willpower: 50

Agility: AO Endurance: 60 Personality: 20

Speed: 50 Luck: 50 Wounds: 60

Spell Points: 0 Skill Level: 50 Armor: 8

Attack Damage: 12-18 Weight: 30 Attack Spells: Null

Defense Spelts: Null

Description: Complacent, passionless guards and servants. Relentless.

mwffl urn
Strength: 90 Intelligence: 90 Willpower: 80

Agility: 70 Endurance: 70 Personality: 90

Speed: 80 Luck: 80 Wounde: 150

Spell Points: 500 Skill Level: 90 Armor: 10

Attack Damage: 15-30 Weight: 200 Defense Spelb: Cure Health

Attack Spells: Continuous Damage; Vampiric Drain; Spell Reflection;


Spell Resistance; Spell Absorption

Description: Lesser nobility of the Daedra. Great variation in skill, toughness, and wit.
Typically ambitious and opportunistic.

© 1997 Bethesda Softworks


?UIWIVflL HfflTOTOK

WITT
Strength: 100 Intelligence: 100 Willpower: 100

Agility: 90 Endurance: 80 Personality: 100

Speed: 80 Luck: 90 Wounds: 300

Spell Points: 500 Skill Level: 100 Armor: 10

Attack Damage: 15-30 Weight: 230 Defense Spells: Cure Health

Attack Spells: Continuous Damage; Vampiric Drain; Spell Reflection; Spell Resistance;
Spell Absorption

Ducription: Middle nobility of the Daedra. Exceptional strength, often balanced by


subtle but predictable weaknesses.

mm
Strength: 65 Intelligence: 50 Willpower: 70

Agility: 45 Endurance: 50 Personality: 35

Speed: 70 Luck: 45 Wounds: 100

Spell Points: 0 Skill Level: 40 Armor: 5

Attack Damage: 8-16 Weight: 130 Attack Spells: Null

Defense SpelLi: Null

Description: Aggressive, orderly, deliberate warrior-sportsmen.

© 1997 Bethesda Softworks


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By Level

This following chart pinpoints the level locations of every monster and
special character, whether friendly or not, in Battlespire:

IWflflW (TO niT>' BY LfWL


IXWL mmm

1 Scamps, Vermai, Dremora, Rathine (Dremora),


Clarentavious Valisious, Methats (Dremora)

2 Scamps, Vermai, Dremora, Gatanas (Dremora),


Perthan Vorn (Spicier Daedra), Tanchelm (Dremora),
Sumeer Jabran (Dremora), Zenaida Nacarra, Rishaal Tamir,
Wonshala Keriayn

3 Skeletons, Ghosts, Wraiths, Morphoid Daedra, Ideal


Masters (Friendly and Unfriendly), Kirel Aman (Wraith),
Paxti Bittor (Wraith)
T~

4 Fire Daedra (Troops of Faydra), Frost Daedra (Troops


of Xivilai), Seducers (Dagons bodyguards and KGB),
Dremora, Jaciel Morgen (Nocturnal Lieutenant),
Deyanira Katrece (Nocturnal Subaltern)

5 Fire Daedra (Faydras Troops), Hernes (Faydra s


Huntsmen and Guards), Frost Daedra (Xivilai s troops),
Dark Seducers (Xivilai s Gamekeepers), Si’ess (Dark
Seducer), The Herne Brothers, Old Man Chimere

6 Clannfear (Xivilai s Troops), Hernes (Faydras Troops), Dark


Seducers , Daedra Counts and Lords (Imago’s agents,
Dremora aligned), Lomegan Mariel (Sirran Angada in
disguise), Imago Storm (Grand Vizier), Faydra Shardai,
Xivilai Moath

7 Dark Seducer, Daedra Counts, Daedra Lords, Jaciel Morgen,


Wraiths, Mehrunes Dagon (Head Bad Guy!), PC’s
Companion (Josian Kaid or Vatasha Trenelle)

64 © 1997 Bethesda Softworks


CWOT PROWnOfl
Monsters’ attacks need to be anticipated. Competent and intelligent
preparation is a must, especially for fixed encounters with high-level vil¬
lains. Many critical decisions must be made if the players character is to
survive the inevitable fights.

Monsters love to attack weaponless, defenseless heroes. After you find


that nifty weapon, equip immediately. Facing a Fire Daedra with your
bare hands is pure folly. Although equipping can be done during combat,
it takes time. Against tough monsters, this could be fatal. Equip before
combats. Forewarned is forearmed!

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!

combut pRownon win? or thumb to uvc


(OR Pie) BY:_
• Always have your weapon equipped where monsters
might be present and ready to pounce.

• Assume that monsters will attack within the next few


steps you take on the level.

• Cast preemptive spells. Spells such as Shield and


Detect Enemy should be cast while exploring, rather
than waiting for an attack.

• Ifyour PC eschews magic, remember to stock up on


magic items that simulate the casting of spelis by spell-
caster classes.

• PC s with extremely high agility often get more attacks


than anyone else during combat.

© 1997 Bethesda Softworks


m: pfnrixfpmc nrmifmcjM

Monitor carefully the state of your weapons and


armor. Once they deteriorate with age and constant
use, they vanish.

Resist the urge to burst into dungeon cusps. Approach


these crossroads with deliberation. Sometimes, lurking
monsters will give no warning grunt and will be hidden
to the PC.

11 monsters approach trom alar, use ranged or missile


weapons, but only ilyour have such a weapon and pro¬
jectiles equipped and your inherent skill is high
enough. Just as the monster approaches within a pace
or so, re-equip with a melee weapon.

im-TW mdm
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!

Based on the Daggerfallsystem, Battl&ipire’j fast and furious monster


encounters play out in real time. In real-time combat, the player must
make quick, decisive judgments about what the PC will do in each round
of a monster combat.

© 1997 Bethesda Softworks


Encounter is probably an overly polite word, for what really occurs
are flat-out, free-for-all, no-holds-barred clashes of brute strength and
magic. Those gamers looking for a diplomatic approach to pacify mon¬
sters in Battlespire search in vain, except for rare cases. As emphasized
elsewhere, expect little understanding, compassion, tolerance, or reason
from most of the monsters.
What does “real-time” mean? Many CRPG s employ so-called turned-
based combat. There you calmly, without any time limits, select combat
options. Monsters perform likewise. The computer then resolves the com¬
bat round, and the process begins again, until finished.
To see the fatal consequences of sitting back and relaxing during real¬
time combat, do exactly that. The next time monsters confront the party,
take your hands off the keyboard. Do nothing. Fling epithets at the mon¬
sters. Perhaps, read “War and Peace”. Watch MTV, or a sitcom rerun.
Exactly how fast the “Game Over” screen appears depends on the oppos¬
ing monsters' strength. But trust me, that screen will appear. Time to load
a saved game!

?fJMPl£ "GAMP Vm" 7C1TO1 PflWHTCP


to m vmmw:_
The good news is that you are still alive. The bad news
is that you find yourself in a cold, damp dungeon cell. The
good news is that the food isn’t so bad. The bad news is
that you grow old and die in captivity without ever seeing
another living soul.

mmn,
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.

© 1997 Bethesda Softworks


The DflTTLf fPIW (WTICTfCTM

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!

Consider the geographical position of your character when monsters


attack. If in the open spaces, circle around them and try to get to a
narrow hall or doorway. In that confined space, only one can attack at
a time, increasing the chances of victory. In essence, let the monsters
come to you.

Another strategy is to use the physical outlay of the land or indoor


location in other ways. Back up against pillars, trees, or any obstacles
that will reduce the number of sides your character exposes to attacking
monsters. The fewer sides exposed, the greater your chance to win, but
be careful—you can take damage from being slammed into unmovable
objects!

Always, always, always take out a monster before moving on to a


flanking attacker. A monsters can whomp and pound a PC “to death ",
whether it has 1 or 20 million hit points remaining. Do not let up. Finish
off a monster you've hurt, or suffer the consequences. Sometimes, when
multiple monsters attack, particularly spellcasters, maneuver them so
that they will destroy each other with their own spells or ranged weapons.
By the way, no monsters in Battlespire have 20 million hit points.
Hundreds perhaps, but not millions. Relieved?

Different weapon swings with diverse weapons lead to optimal


results. Experimentation and practice will reveal if this particular strategy
is feasible. Keep tabs on how well your equipped weapon is doing against
the staggering variety of monsters possible. Re-equip another if the
results are disappointing. Constantly observe the kind and amount of
damage or healing taken or increased.

W © 1997 Bethesda Softworks


TCmVIVHL HflTOWK

pffmcfpn^ COMfflT
mmm m fmrc
THROW
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

500 [Speed Modifier (.5(weight/30)2 +1) (-.5((Skill + (Strength/5) + (Speed/5))/M0)3 + 1]

Swing Type,*

attack horizontal THIWT DIAGONAL vcrtical ripottc


CUT nm CHOP
Swing Speed Multiplier 1.00 1.25 1.00 .75 1.00

Swing Hit Multiplier 1.00 1.25 .75 1.00 1.00

Swing Damage Multiplier 1.00 .50 1.50 2.00 1.00

Minimum Weapon Skill 0 20 40 60 80

Mouse Movement Left/Right Forward Diagonal Back Auto

Description Normal everything Faster, easier Normal speed, Slower, Automatic


to hit, half harder to hit, normal to hit, attack after
damage more damage double successful
damage parry.

© 1997 Bethesda Softworks C9


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Attack Formulae

To hit = Attack Skill + (Luck-50 )/5 + Agility/5 * Swing Multiplier

Anti To Hit = Defense Skill + Luck/10 + Agility/5

Actual To Hit = 50 + (To Hit - Anti To Hit)/2


o

Dodge = To Hit - (((Dodge/5'To Hit)/100)


O

If target is ducking, Actual To Hit = Actual To Hit/2

In other words, your likelihood of hitting your opponent is your To


Hit roll. The probability that your opponent will hit you is the Anti To
Hit. The actual determining factor in whether or not a successful attack is
made is the difference between the two. If you dodge, the chance that you
will be hit is halved. (Battlupire will automatically check your dodging
skill.) The probability range for To Hit scores is from 5 to 95. You cannot
score any less than five or any more than 95 percent on a To Hit roll.

The part of the body which is hit is determined by a random number


from 1 to 100, with each body part given a specific range of numbers as
follows:

\m mirr
Helmet 10%

Pauldron 20%

Cuirass 40%

Greaves 15%

Gauntlets 10%

Boots 5%

70 © 1997 Bethesda Softworks


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Critical Hit = To Hit/20 + Critical Skill/7

1-60 = Maximum Damage, and the screen will read, “You land a
telling blow.”

61-90 = Target loses 2 attacks

91-100 = Maximum Damage and double knockback. The screen


will read, “You send your opponent reeling.”

Special Hit = To Hit/5

Knockback * 2

(Damage(2.5(Skill/100)2)) + ((Strength-50)/10 + Material-1)

Or backstab skill, whichever is greater.

Bac/utab

Chance = 10 (Attacker Level—-Defender Level) + Backstab Skill

If a Backstab is successful, the opponent automatically dies. Otherwise,


the chance to fail is the same fail chance which applies to all combat.

Fail to bit

0-49% Off Balance, weapon delay 10% flat for 2 seconds

50-90% Damage Weapon, 10% of weapons Hit Points are lost.

91-100% Drop Weapon

When you attack an opponent, he looeo health or Hit Pointk

At times, the best offense is a good defense. Resist the urge to


pummel monsters in combat with offensive spells and items only.
Sure, it looks cool to watch those awesome fireballs wreak havoc

© 1997 Bethesda Softworks 71


m RfiTTix?riRC flirmcmeuM

on monsters, but it is not always the most effective strategy.


However, in a combat where you have clear superiority, blast
away.

Finally, to conserve magic points, have heroes attack with


enchanted items. In essence, you will be casting spells without
wasting the magic points.

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.

Take advantage of your spell-casting characters ability to ready a


spell. When surprised by monsters, or tactically failing to notice a hostile
monster's approach, spell hot keys can be used to cast spells without
much wasted time or effort, since it requires only the press of one key.

Another important piece of inside information is to ignore the mouse


for spell-casting during combat. Using the mouse to cast spells requires
several clicks. On the other hand, simply hitting F2, for example, to cast
the readied spell is a single keypress. Some of you rodent lovers may
object, but when a fire golem is breathing down the PCs neck, the mouse
should step aside for the trusty keyboard.

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.

LIW TO FIGHT ADOTHFR PHY


When ambushed by monsters and outgunned, discretion, in the form
of a mad dash for cover, may be the better part of valor. It is important to

n © 1997 Bethesda Softworks


TURVim IM7WK

note that all the movement keys work fine, even when a monster is flailing
away at the PC.

Escape attempts have one rather disastrous consequence. The


monsters may get free whacks at your chicken-livered, fleeing, and
unprotected back. Ouch! On the good side there is no shame or game
penalty for running successfully from combat, by fleeing out of the
current chamber or corridor.

While fleeing monster encounters is sometimes advisable or indeed


prudent, many monsters can not be avoided. You must eventually defeat
all monsters with the important sigils, and certain special personages
before you can continue your journey upward through the Battlespire.

w mm
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.

Legend for Fortune Charts

Stuff Battlespire level

Treasure Type Generic name for every type


of treasure findable in the
game, (reference chart in
next chapter “Treasure
Types")

Numbers Percentage chance of find¬


ing item on levels and
monsters.

Each column represents another check for


the indicated item. For example, weapons
on level one are checked for three times at
5%, 5%, and 0%.

© 1997 Bethesda Softworks 11


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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

74 © 1997 Bethesda Softworks


1 nwuRC mi?c mi?c MI7C MAGIC MflQIC ° MAGIC AMULCT AMULCT |
TYIT i '} 1 1 1 1 1 1
0
Stuff 1 1 5 5 0 5 0 0 0 0

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

© 1997 Bethesda Softworks 75


m imto nrrrmnncuM

ttojptotfoti? to
Remnrrr?
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.

Scenario Items are either very unusual, or


absolutely necessary to completing Battle^pire.
The Magical Relics are special items also, but
not quite as important.

Consult the Legend for Scenario Items and


Relics to interpret the listings. The charts
that follow the Legend are somewhat repeti¬
tious of others, above. They are placed here,
with special numbering, to expedite your use
of the item listings.

Since many magical properties can attach to


weapons, armor, rods, or other articles, only
the property is listed in the “name" portions
of the charts.

© 1997 Bethesda Softworks


7CIRVIWIL HflTOWK

Below Is a list of all the possible things to which magical properties can
be assigned.

TRfflfdRf TW:
117# ?(WIC ITCM
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

© 1997 Bethesda Softworks ' . 77


m nnmnn^M

mmj nw
m mm mri
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.

\m ?mi cnrr mciniKJi?^ mu mm imy lvl

Typos Sophia Spell Resistance When used 4 None Forbidden Armor: 30 1


Medium

Lord Methats None When equipped NA Swimming None N/A 1

Magica Resartus Restore Spell When used 2 None None 10 Any


Points

Precipitous Teleport When used 2 None None 10 Any


Travel

Assassins Detect Enemy When equipped 4 Backstabbing Forbidden Armor: N/A 2


Gloiy Medium

Lambent Fire Fire Shield When used 2 None Critical Weakness 50 2


to Cold

Waxen Abruption Dispel Magic When used 4 None None 5 2

Brazen Weavers Shield When used 2 None Resistance to Shock 30 2

Sundark Drape Invisible When equipped 4 Stealth Low Tolerance 10 2


to Magic

Rimmons Vampiric Drain When striking A None Forbidden Material: 50 2


Fingernail Daedric

Supple Beast Vampiric Drain When striking 2 REDUCES: Forbidden Material: 50 2


Shortblade, Daedric
Longblade, Hand
to Hand, Axe,
Blunt Weapon

79 © 1997 Bethesda Softworks


SURVIVAL mriPPWR

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Scourge, Blessed Poison When striking 8 None Forbidden Material: Unltd. 2


of Malacath Daedric, Low
Tolerance to Magic

Summoner's Summon Monster When used 4 Thaumaturgy, None 10 2


Concordance Mysticism

Arcane Sight Detect Spell When used 2 None None 10 2

Argent Warding Spell Resistance When equipped 2 None Forbidden Armor: 50 2


Medium

Percipience Detect Spell When used 2 None None 100 2

Traveler Teleport When used 2 Thaumaturgy Forbidden Armor: 10 2


Medium

Forbidding Delayed Damage When used 2 None None 25 2

Bold Warrior None N/A 2 Shortblade, Low Tolerance 20 2


Longblade, Hand to Magic
to Hand, Axe,
Blunt Weapon

Craven Knave Etherealness When striking 2 Missile Low Tolerance to 10 2


and Jackal Shock, Low Tolerance
to Poison

Cursed Traitor Poison When striking 2 Backstabbing Critical Weakness 10 2


to Poison

Brittle Husk Vampiric Drain When used 2 None None 10 Any

Pilot Cure Health When used 3 None None 10 Any

Pillar Cure Spell Points When used 3 None None 10 Any

Passage Vampiric Drain When used 3 None None 10 Any

Aiiy Gills Water Breathing When used 3 None None 10 Any

© 1997 Bethesda Softworks 79


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mmc mu
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Blight Medium Damage to Target

Agony Major Damage to Target

Spite Minor Damage to Target

Fate Medium Damage to Target

Despair Major Damage to Target

Spellshifting Spell Reflection

Revelations Major Delayed Damage

Mysteries Medium Delayed Damage

Secrets Minor Delayed Damage

Vampire Vampiric Drain

Convulsion Confusion

Wizardbrand Major Magic Damage

Apprentice Minor Poison Damage

Journeyman Medium Poison Damage

Master Major Poison Damage

Subtle Force Minor Shock Damage

Broad Force Medium Shock Damage

Grand Force Major Shock Damage

Biter Bitten Fire Shield

Purity Cure Poison

Healing Minor Cure Health

Hero Medium Cure Health

Whole Flesh Major Cure Health

Lightness Jumping

Between Teleport

Lesser Vigil Minor Shield

Greater Vigil Medium Shield

Shield-Biter Adrenaline Rush, Forbidden Heavy

Grand Vigil Major Shield

Grand Warding Resistance to all Elements

m © 1997 Bethesda Softworks


?URVim HTOBWK

nnric mra
Fieiy Ward Resistance to Fire

Frosty Ward Resistance to Frost

Magicka Ward Resistance to Magic

Poison Ward Resistance to Poison

Shock Ward Resistance to Shock

nnric avvnmmivmvvmm
Potent Kin Resistance to magic, low tolerance for poison and shock

Fire Kin Resistance to fire, low tolerance for frost

Frost Kin Resistance to frost, low tolerance for fire

Stolid Kin Resistance to shock and posion, low tolerance for magic

Potent Heart Immunity to magic, critical weakness for poison and shock

Fire Heart Immunity to fire, critical weakness for frost

Frost Heart Immunity to frost, critical weakness for fire

Stolid Heart Immunity to shock and posion, critical weakness for magic

Singing Air Acute hearing

Spirit Vault Spell absorption, low tolerance for fire and frost

Pure Heart Rapid Healing

Profane Vitality Regenerate health, low tolerance for magic

Profaned Firmament Regenerate Spell Points, low tolerance for shock and poison

Saintly Dervish Athleticism

Fawns Gleaning Increased mageiy xl, forbidden heavy armor

Hawk’s Gleaning Increased magery xl.5, forbidden medium armor

Eagle s Gleaning Increased mageiy x2, forbidden light armor

Lion s Gleaning Increased magery x3

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:

© 1997 Bethesda Softworks


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Stealth Stalking

Swimming Swimmer

Backstabbing Surprise

Jumping Leaping

Destruction Red Wisdom

Restoration Green Wisdom

Illusion Silver Wisdom

Alteration Golden Wisdom

Thaumaturgy Unseen Wisdom

Mysticism Unknown Wisdom

Shortblade Swiftblade

Longblade Hewing

Hand to Hand Horny Fist

Axe Deep Biting

Blunt Weapon Smiting

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.

93 © 1997 Bethesda Softworks


7URVIWIL HTOPWK

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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.

© 1997 Bethesda Softworks


m DfiTTKfiw nTH^nnruM

<74 © 1997 Bethesda Softworks


or 'Lit:
11 I]
\ \

/
\

/
I
hat follows is a sweeping and meticulous analy-

sis on how to win Battluplre. Since the Weir

Gate is blocked, the only way out to Tamriel

\ is up, a mere seven levels by way of the most

\ hostile territoiy imaginable. Escaping the

Battlespire poses quite a challenge to even the experienced

gamer.

Each of the 7 Battlejpii'e levels is carefully dissected in the


following segments:

WHILf:
Learn exactly what escapades are expected of your character to
rise through the level.

© 1997 Bethesda Softworks


Ttr BfmiOTRf crmiemOTi

(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.

© 1997 Bethesda Softworks


canwmno iw imu or m wmuyiw
• Many Battles pise monsters carry random treasures, abandoned
when defeated by the player. Chance factors also determine what
might or might not be in treasure chests, piles, or the corpses of dead
battlemages.

• 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.

• Best of all, the Blueprint quotes or paraphrases all-important dialogue,


whether spoken or found on scrolls or plaques. Dialogue will be
provided for all the big important level-boss type guys, and even some
for the less important people. The dialogue provided may or may not
be the most intelligent thing for your PC to say, but it will provide
information.

CRITICAL PATH mKTHRWKiH:


Fancy finishing BattUmpire in record time? Interested in catching some
long-lost sleep? Fighting off your family for use of the computer?
Is Monday Night Football on again? Late for work?

We have just the solution. This section contains a step-by-step, concise


checklist of the direct path through each game level. The checklist num¬
bers sequentially the actions to be taken, followed by the Battlespire (and
Blueprint s) room number in parentheses.

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 2 houses the Battlespire s administration offices, labs, and


library. Three squabbling factions of Daedric servants of Mehrunes
Dagon provide the opposition.

© 1997 Bethesda Softworks S7


m drmirmruM
Level 3- The Soul Cairn features the dispossessed souls of the mages
and vanquished foes who are trapped on this level. The dead roam this
level as ghosts, wraiths, zombies and skeletons. In a true oxymoron for
your situation, the level ends near the Chapel of Love.

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.

Level 6- The Havoc Wellhead is the home of some of the legions of


Mehrunes Dagon's Daedra. This level has many of the more soldier type
Daedra all over the place and is basically wall-to-wall combat for the
player.

Level 7- The Hunting Lodge of Mehrunes Dagon is the Daedra


Prince's last line of defense against your successful journey from Level 1.

m © 1997 Bethesda Softworks


carwRino THr ?wn lwl? m THr D<Tmr?ni^

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!

ixiiu? mmv roim?:


600

© 1997 Bethesda Softworks 99


T* BfITTLf?riRf nriTWTIflHIM

iwr-r ycwnm import:


Scamp

Vermai

Dremora, including Rathine and Methats

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.

• Corpse of the Wizard of the Gate.

2. West corridor/ Corridor to the Rope Bridge Cavern

• Scamp: Doht Sigil Amulet of Entry

• 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.

99 © 1997 Bethesda Softworks


cwwfflnQ thc ?wn low or m wnTUTiw
3. Hell Room of Hanging Paths (Rope Bridge Cavern)

• 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.

4. Temple on the Rock


• Dremora Rathine, a lieutenant to Methats, stops by for a visit. An overconfident and languid rogue,
he lives in fear of his boss. Rathine hurls spells on the player at an alarming rate.

Defeat him for the Cog of Pinion Precession. Only 4 to go!

• Restore Spell Points and Wounds Level.

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.

• Treasure: Cure Health potion.

© 1997 Bethesda Softworks 91


m pfiTuariRf flirmcmruM
5. Control Room
First of all, on your way to this room, you must stop in the corridor for a few things:
• Anchor: Reconnect. Only 3 left!
• Plaque:
“For the edification and admonition of all that should pass through this
hall. Know that this is one of the five great Anchors that moor the
Battlespire in its place and retain it in the life-flood of sustaining
Magicka, without which there would be no light, no life, no Being."
• A couple of Dremora wait at the end of the hall to kill you a little bit.
• Clarentavious Valisious: The crazed but last surviving battlemage-
administrator of the Battlespire, is found near through the secret door to
the right of the Cog Machine. To avoid invading Dagon minions, he cleverly pretended to be a pos¬
sessed servant of the Daedra.
Password “boustrophedon" to Valisious, quarters, reachable only by teleportation.
Typos Sophia: Staff, providing complete protection against Daedric possession, awarded if you kill
Methats, and return with his Pauldron of Office.
• Plaque:
“Star Galley Crib Opening Mechanism- Operation without Permission of His Honor, the Venerable
Artificer, is Expressly Forbidden. Gaze Upon this Device and its Subtle Workings, and Tremble
with Wonder! By the grace and gifts of Clarentavious Valisious, thus the Star Galley is Made Fast
and Secured Thereby."
• Treasure: cuirass, greaves, and boots in chest on North wall of Control Room.
• Hint You Can Thank Us For Profusely: Under no circumstances attack a static game celebrity,
whether friendly or not. And under absolutely, positively no circumstances attack more than once.

6. Star Galley Hangar


• The only way to exit the level is to enter this room, behind a locked door, decked with a panel
stripped of proper working gears. The player must collect 6 cogs from around the level, and add
them to the panel. Only then will the door open.
• Enter powered-up Star Galley (a platform hanging above a pool of lava), for immediate transport to
Level 2:
“With a shudder, the Star Galley disengages from its moorings and embarks on its journey to the
higher stations of the Battlespire. "

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?

92 © 1997 Bethesda Softworks


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• 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.”)

8. Room of Floating Rocks

• Treasure on wooden platform: javelins, Dagger of Masterful Swiftblade.

• 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.

9. Wooden Lift Room

• Dremora: Doht Sigil Amulet of Entry.

• Treasures: potions of Cure Health, Jumping, and Restoration (of Spell Points).

10. Split- Level Battle Arena


• Giant open battle arena.

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• Scamp: Cog of Pang Interleaving. Only 3 to go!

• Restore Health and Spell Points Gems.

11. The Grand Staircase

• Treasure: Potions of Cure Health and Etherealness.


• Scroll:

“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!”

12. Green Anchor Room

• Anchor: Reconnect. Only 2 left!


• Scamp: Javelin, Claymore of the Steward

13. Beige Anchor Room

• Anchor: Reconnect. Only 1 left!

• Treasure in chest: shortbow, arrows, dagger

14. Maze of Rising Platforms

• Treasure: Helmet of Resolve, javelin, dagger, longsword, cuirass.

94 © 1997 Bethesda Softworks


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15. Formal Hall

• Scamp: Cog of Flux Capacitation. Only 2 to go!

• Treasure: greaves, pauldrons, mace.

16. Maze of Metal Girders Room

• Scamp: Doht Sigil Amulet of Entiy.

17. Lattice-Floored Junction Room

• At the bottom of the staircase:

• 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!"

• Arrows, Dagger, Shortbow

18. Dead Dragon's Cavern

• In sack under skeleton of Dead Dragon: Cog of Futlock Reciprocation. Only 1 to go!

• Scroll: Samar Starlover’s dying words

19. Room of Parallel Passages

• Beside the Dead Dragon's Cavern.

• Treasure: helmet, gauntlets, longsword

20. Grey Anchor Room

• Anchor: Reconnect. 0 to go!

21. High Court Room/Wizards' Audience Chamber

• 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.

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• Get on the platform, and click the Skull button again. When the platform has moved up, walk to
the other (South) end of it. There will be another button there, and if you look over the edge, you
can see the big circular concrete structure which surrounds the teleport to the Mages’ Chambers.
On the wall, there will be another Skull button. If you click it, you should see the concrete circle
open up, granting access to the teleporter. Unfortunately, this also gives Dremora Methats plenty of
room to walk around, and he's tough.
• Walk back to the North end of the platform, and click the Skeleton button there (or if you re feeling
cocky, you can always just jump off the platform, but it’ll cost you precious health points).
• Go back over to the concrete structure and teleport to the Mages' Chambers! (After dealing with
Dremora Methats, of course).

• 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

Treasure: Cure Health potion.

• Middle Alcove
Treasure: Restoration potion.

• South Alcove

Treasure: War Axe of Assured Surprise, staff, shortbow, arrows.

23. Battlemages’ Private Chambers

23a. The Teleport Hub

• 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.

© 1997 Bethesda Softworks


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• Clarentavious' chambers, which you must visit to leave the level, are the only corridor with a door.
Click on the door, and you'll get the message, “As the Ox Turns in Plowing '. Type in “boustrophe-
don" and the doors will open. From this corridor, you can teleport to Clarentavious' chambers,
where you will find an anchor and a cog.

23b. Clarentavious' Rooms- South Corridor, the only one with doors.

• Password Answer: “Boustrophedon”

• Front Room: Inside sack, a Cog of Bandy Interfraction, and a Scroll:

“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

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stands at its moorings for your service. It will carry you to the High Halls and Librarium of the
College.

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.

Codex Arcana, Volume III

• In Room Adjacent to Outport

Anchor (already connected; don't fool with it, or you’ll be sad).

23c. Gatekeeper Mactana s Rooms- East from Teleport Hub

• Front Room

• Hall

Treasure: Javelin of Assured Sureflight, Spell Resistance Potion.


• Sleeping Room

Treasure: Greaves of Sanguine Fleetness, boots.


• Worship Room

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Treasure: Shortsword ol Sanguine Red Wisdom.

• Outport

23d. Armsmaster Starlover s Rooms- Northeast from Teleport Hub

• 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

23e. Spellmaster Helthen s Rooms- Northwest from Teleport Hub

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

23f. Paxti’s Rooms- West from Teleport Hub

• Front Room
Treasure: Crossbow

• Hall

• Sleeping Room

• Worship Room
Treasure: Tunic of Assured Stalking

• Outport

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23g. Mock Turtle Room

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).

CRITICAL PATH WMTfflWIGh:


1. West Corridor for the Doht Sigil Amulet of Entry from Scamp. (2)

2. Drop a teleport somewhere BEFORE the Hell Room of Hanging Paths (3) if at all possible.

3. Temple on the Rock to obtain cog from Rathine. (4)

4. Corridor to the Control Room to reconnect an anchor. (5)

5. Control Room to encounter Clarentavious Valisious to acquire the password to his quarters. (5)

6. Split-Level Battle Arena for a cog. (10)

7. Green Anchor Room to reassemble an anchor. (12)

8. Beige Anchor Room to reconnect an anchor. (13)

9. Formal Hall to pick up a cog. (15)

10. Dead Dragon s Cavern for a cog. (18)

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.

15. Star Galley Hangar for teleport to Level 2. (6)

109 © 1997 Bethesda Softworks


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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).

© 1997 Bethesda Softworks 101


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800

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.

• Faction #1: The Brutes:

Leader: Zenaida: Lair 3

Monster Troops: Vermai

• Faction #2: Dagon s Loyal Troops

Leader: Rishaal: Teleport Guard

Monster Troops: Scamps

• Faction #3: The Specialists

Leader: Sumeer

Dremora Gatanas

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Dremora Tanchelm

Monster Troops: Dremora

0 Wonshalas Chosen:

Leader: Wonshala

Monster Troops: Spider Daedra

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.

• Companion Scroll (in part):

“Glad you could make it.

Bad news -

1. wizards & guards dead. No prisoners I could find.

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.

2. My Plan A: stay close to Sumeer and improvise.

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.

4. My Plan C: Sneak until I ’m discovered, then take as many with me as I can.

5. Don’t think they know I’m here.

6. Command and security are sloppy. Politics?

7. Left you a pair of healing potions in this scroll. Toast my health when you quaff them.

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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.

Stay with me."

• Treasure: Cure Health potions (2).

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...

3. Great Hall Balcony and Catwalk


• Treasure at extreme end of catwalk near entrance: Shortbow, Iron Greaves, Potion of Restoration.

• Book "The Vagaries of Magicka", on table on balcony:


"...but take care, lest power enfeeble the fundaments, and curtail the flow through the Congeries,
except when functions be warranted. And safeguard that the Congeries shall not be abused by
prideful wizards, confident in their skill and blinded by their ambitions. In this, hold the ordering of
the Congeries among the oldest and most trusted of mages, and make secure this ordering through
arcane codes and keys to confound even the most clever students.
The Restorals must be most carefully guarded, for how often have even the wise lusted to overreach
their bodies and souls with vitality and mana. And also must the Magica Fountains be damped and
banked, sanctioning their engendering only to the reconsecration of essential arcane engines and
templates, and then only by common assent of the Council. "

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.

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6. Ramp

7. Ledge, Walkway, and Cave

8. Cave Stairs
• Treasure under the stairs against the wall in shadow: Iron Spear of Sanguine Sureflight.

9. South Atrium 2

10. Passage Room


• Book “The Waters of Oblivion” on a table, Staff of Assured Unknown Wisdom above Fireplace
(On Mantel).

11. Congress

12. Guard Point 1


• Zyr Sigil. Get Amulet of Entiy from Rishaal when you give her a piece of the voidguide.

• Restore Spell Points Gem.


• Rishaal s treasure hidden beneath the rising platform and scattered around the room: Arrows, Gem
of Service, Potion of Chameleon, Crossbow of the Averted Eye, Mace of the Incomparable
Stalking, Axe of Sanguine Swiftblade.
• Click on the lever on the right as you enter, and it opens the secret panel in the floor. Click on the
lever under that panel, and it will open a door to Lair 2.

13. Guard Point 2


• Treasure in sack atop coffin: helm, gauntlets, javelin, mace.
• Clicking on the coffin reveals a small button that, when pushed (clicked on), opens a door to Lair 2.

14. Lair 2: Conjuiy Hall


• Spider Daedra Perthan Vorn:
“I have no idea where the Voidguide is — but I do know where I put one piece of it. And I also know
you won t be getting your hands on it. ”
• Meht Sigil Amulet of Entry, provides access to Lair 3 and Dremora Gatanas & the Voidpiece. Kill
Spider Daedra Vorn and take the amulet from his loot.
• In chest under stairs, behind fireplace: Potion of Restoration, Sandals and/or boots of the Supple
Beast.

15. East Corridor Atrium 3

16. Stairwell

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17. Storage 2

• 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."

18. Fire Pit Room


• West Door: East Access Check
• Riddle
Armor bright
Gleaming white
A single rank
Their faces blank
Now hid by night
Now bold by light
Bright red the land
Where soldiers stand
Answer: Teeth, tooth, mouth, tongue

19. Entry Stairs

• 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

• Restore Health Points (Wounds)

m © 1997 Bethesda Softworks


cwuf’Rinq THf twn ixwl? of thf

• 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.

21. Collapsed Passageway

22. North Atrium

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

24. Northwest Atrium 4

25. Guard Point 5

26. Entry Stairs

27. Lair 3: Lecture Hall


• Access blocked by Meht Sigil. Butcher Spider Daedra Vorn in Lair 2 for Entry Amulet.

• 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.

28. Cavern & Bridge


• West Access Check
• Riddle:
1 rise above the roofs below
Finger up-raised to heaven.

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I speak in clear tones


That aim for others
To gather where I call.

Answer: bell tower, tower, steeple, bell towers, towers, steeples.


• Corpse of dead battlemage, Tutawan Soal: Battlespire Cloak of Arcane Sight.

29. Hall and Stairs Down

30. Guard Point 4


31. Magicka Congeries

• Battlemage Keyphrase: Magicka Congeries 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.

32. West Concourse

33. West Study [Lair 1]

34. Upper Study


• Under the Stairs there are two books.

• Codex Arcana Volume 111

• The Kendhall Book of Riddles contains four crucial battlemage keyphrases which appear when
needed in this blueprint.

35. Guard Point 3

PART TWO

36. Entry

37. Armory

m © 1997 Bethesda Softworks


• Treasure: Mace: SCOURGE, Blessed of Malacath, Daedric patron of the spurned and scorned.
Fabulous weapon against daedra, you also need it to get the piece of the Voidguide from Wonshala.
To get it, click on the mace above the entrance door. A slab in the back of the room will move to
reveal a secret trap door which takes you to room 38.

38. Armory Secret Vault

• Elevator leaves without you? Click on Mr. Lion.

• Mace: SCOURGE Blessed of Malacath

39. North Barracks

• 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.

40. North Barracks Secret Vault

• Pick up a Voidguide piece.

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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.

m © 1997 Bethesda Softworks


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"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.

• Codex Arcana Volumes I and II

• 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!

42. Great Hall [Mess Hall]

43. Large Bedroom [Sirran Angada]

• 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:

Jagar Tharn s personal note:

"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.

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44. Kitchen And Storage

• 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.

46. Infirmary Secret Vault


• Voidguide piece sitting on top ol a barrel in the Southeast corner of the room.

• In chests: Potion of Restoration, Long Sword, Claymore.

47. Spider Guard 1

48. Spider Guard 2

• Click on a chest here to discover a mysterious FIFTH PIECE of the voidguide. Worwhala
You only need four, so this one is gravy.

49. Spider Guard 3

• Spider Daedra: Web Sigil Amulet of Entry provides access to Convocatory,


Wonshala, and the Voidpiece.

50. Convocatory [Wonshala]

• 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”.

• Restore Health gem

51. Voidgate Sumeer


• Here is where Paxti opened the Beachhead Portal admitting the Daedric
invaders.

52. Voidgate: West Archive

• Mace, Codex Arcana, Volume IV

53. Voidgate: East Archive

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.

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CRITICAL PATH WALKTHROUGH:


1. From the entry point, scoot over to Guard Point 2, click on the shield, then click on the coffin to open
the door to Lair 2. Kill the Spider Vorn in Lair 2 to get the Meht Amulet of Entry. (14)

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.

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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.

2. Obtain 3 Control Rods (Rods of the Pilot, Pillar, and Passage).

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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”.

cum? roirrr (\mwj-.


1100

?cwnn(i Rfiwn 1
Skeletons

Ghosts

Wraiths

Morphoid Daedra

Kirel Aman

Paxti Bittor

Uncooperative Ideal Masters

Friendly Ideal Master

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.

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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.

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A. Stained Glass Windows


A stained glass window depicts, to one side, many people laboring hard, burdened with great loads,
and suffering the agonies of war and death. On the other side the people put down their burdens and
are transfigured by a blazing green light which strips them of their tattered soiled garments and leaves
them in a perfect splendor of body and spirit. Beneath the window is a simple inscription.

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

10. Cenotaph Hall


• Thirty-six cenotaphs border this ornate hall. All are designed identically except for the 6th one on
the left while facing north. The plaque of that special cenotaph gives hints to riddles appearing on
the coffins encountered elsewhere on this level, as follows:
Etched into a metal plate are the images of five coffins. Beneath each coffin image is a short verse or
epigram. On the lid of the each coffin is a single word.
- Beneath the First Coffin
So dark, dirty, cold this place,
To stay you would refrain
Yet those who occupy this place

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Never do complain

Marking the Lid of the First Coffin

GRAVE

- Beneath the Second Coffin


The gift your mother gives you,
Though prized by all, the long and short of it,
Too much ol it kills you every time.

Marking the Lid of the Second Coffin

LIFE

- Beneath the Third Coffin


What was the sight my eyes were giving
When I saw the dead carrying the living?

Marking the Lid of the Third Coffin

BOAT

- Beneath the Fourth Coffin


We say some things improve with death.
What stinks when living, but dead smells good?

Marking the Lid of the Fourth Coffin

PIG

- Beneath the Fifth Coffin


Who makes it neither needs nor wants it.
Who buys it neither uses nor wears it.
Who uses it neither sees nor feels it.

Marking the Lid of the Fifth Coffin

COFFIN

• Oht Sigil: North to Sand Garden . Pass through with the Oht Sigil Amulet gained from the
Morphoid Daedra in the Elevator Hall.

• Potion of Cure Health in Northeast Corner.

• In chest in Northeast corner: Cuirass.

11. Sand Garden

• Wraith Kirel Aman:

“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

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could not prevent myself, so deeply had they my will enthralled. Even through death I could not
escape them. And now I am doomed to haunt these halls for all time. The madness comes on me,
and I become a wraith, a fiend, a monster that feeds on the souls ol others/'

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.

12. Water Room East

• 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.

• The north exit is blocked by an Ayem Sigil.

• On the floor at the bottom of the pool: Water Breathing Potion

• In the Southeast corner of the room (not in the water): Potion of Cure Health.

13. Water Room West

• Treasure: Two Water Breathing Potions sit on the east sill near the entrance.

• The north exit is blocked by an Ayem Sigil.

14. Tunnel East

15. Tunnel West

16. Cross Tunnel

Treasure: Cem of Airy Gills, Coffer of Restoration

Understatement of the Year in Companion s note:

“Thought this might come in handy."

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17. Three Rocks Room

• 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.

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“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

Treasure: Cuirass of the Brittle Husk in hidden compartment.

22. East Hall


West exit is blocked by Ayem Sigil.

23. West Hall


East exit blocked by Ayem Sigil.

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24. Long Hall

25. West Dock


• Under water: Coffer of Restoration

26. Water Way

27. East Dock

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/'

• Wraith Paxti Bittor:

"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.

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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.

• Treasure: Yoodt Sigil Amulet, potions, and Companion Scroll:


“Stay AWAY from the wraiths. I can ’t even scratch one. The big Daedra are tough, but dumb -
either they don’t know spells, or can’t cast them worth a damn.
Next is a place called Shade Perilous. It's a Daedra stronghold, not one of the Dagon holds, but a
Nocturnal domain. Makes no sense to me - Dagon and Nocturnal are supposed to hate each other -
but we’ll see soon enough.
A really shrewd hero will visit the Hidden Passage first (see below) and pick up the Book oi Rest
and Endings before he visits the East Dock. That way he can extirpate Paxti Bittor by using the
Banish Wraiths incantation in dialogue.

28. Hidden Passage

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:

THE RITUAL FOR ENDING OF WRATHMEN


From fifty Fathers
Frozen in slavepast
Rip from the wraithloom
Sunder the lifeweave
Lock tight in earthgrip
Hold firm in gravefast

• Treasure: Cuirass of Dancing Fate, Helmet of Unrequited Intent, Axe

29. Skeleton Horde

• 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!

• Hekem Sigil guards the north exit.

• In the chest in the middle of the room: Mace.

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30. Peekaboo

The Morphoid Daedra here has the vital Hekem Sigil Amulet of Entry, and must die.

• Potion of Spell Reflection on the west side of the barred window.

31. Chapel (Coffin Room A)

• 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

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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.

32. Disc Room


• Rod of the Pillar (Cure Wounds) is found in the southeast pillar.
• A Yoodt Sigil blocks the north exit.

33. Meditation Room


• Treasure: Potions of Cure Health

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)?

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Be sure to read the epitaphs for all the tombstones.

• Treasure: Boots, Helmet, Potion of Teleport.

36. Anteroom

Treasure: Rod of the Passage (Vampiric Drain) on the Northwest pillar, Axe of Convulsion, Potion of
Invisibility.

37. Coffin Room B

• Uncooperative Ideal Master resides in Coffin 3.

• Answer to coffin riddle is found in Cenotaph Hall.

• Treasure for successfully answering riddle: Book of Assured Silver Wisdom.

38. Coffin Room C

Tunic of Assured Golden Wisdom

Cooperative Ideal Master:

“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.

39. Chapel of Love

HOW TO WORK THE TELEPORT:

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

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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.

CRTim PATH WWTHIWKifl


1. Go north.

2. Kill the Morphoid Daedra in Elevator Hall [2nd floor, sunken floor with elevator] to obtain the Oht
Sigil Amulet of Entry.

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3. Go north. In Cenotaph Hall [long hall with sigil at north end], select sixth plaque on west wall for list
of password/riddle answers. [Copy these answers.]

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.

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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 #1: Lever in East Grotto Room

• Lever #2: Lever on podium

• Lever #3: Lever revealed when a table splits open in the cell where Deyanira is held

• Lever #4: Lever on Storage Room floor

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.

IKJ1LL7 (iwrap fwr?:


MOO

mXITIfl(] IMPORT:
Fire Daedra
Frost Daedra
Dremora
Seducers
Dark Seducers
Jaciel Morgen
Deyanira Katrece

© 1997 Bethesda Softworks 09


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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.

• Companion scroll on northeast pillar ledge near the entrance:

"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,

m © 1997 Bethesda Softworks


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but I need to say it. I hope we can look back on this someday as our greatest adventure. And if not,
then drink a flowing glass at each occasion in remembrance of me.”

2. Ascent
Treasure: Claymore of Swiftness leaning on south wall, arrows on north wall.

3. Balcony and Lift Ledge

Treasure: Potions of Fire Shield

A. The Quay

Bad Seducer: Enjoy!

5. First Pool
Treasure at the bottom of the pool in water just east of the dock: Iron Helmet of Profane Vitality

6. Second Pool and Seducers' Isle

• 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

10. East Grotto Room

• Lever [1 of A needed to open the Night Portal]

• The Fire Daedra here has the Jeb Sigil Amulet of Entry (which you need to get into the Hands of
Kindness room).

11. Grotto Lodge


• Fire Daedra: Ekem Sigil Amulet of Entry. (You need this to use the teleport to the second half of
this level.)

• Treasure: potions of Restoration and Cure Health.

12. Great Water Way

© 1997 Bethesda Softworks Dl


13. Chapel of Meditations

• Bad Seducer

• Lots and lots of potions. Tons. More than you can cany.

• Lever [2 of 4 needed to open the Night Portal]

14. Bridge & Black Lagoon

• Fire Daedra on the platform at the end of the bridge: Boots of the Grand Force.

• Cuirass of the Craven Knave and Jackal.

15. Cell Blocks

15a. Cell 1

15b. Cell 2

15c. Cell 3

15d. Cell 4

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15e. Large Cell

• A password lock seals the door. You will be asked “By what Right would you pass here?”

Answer: The Gerent of Dagon rules 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.

Oh Jaciel! Forgive me! It was my foolish pride that cost my mistress


her realm. In my vanity I pleaded their case with her. The Seducers are
Lordless warriors, and might shift allegiance at will. I thought they
Deyanira Katrece
might remain loyal to Jaciel, once they knew her honest and honorable
nature. But the Seducers were in turn seduced. Dagon rules them now.
Though, to my everlasting shame, I fear some Seducers went to him — willingly. These Seducers
Dagon has remade in the image of his own greed and treachery. All this horror is my fault, and I
must atone for it.”

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.”

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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.

16a: Great Cell 1

16b. Great Cell 2

16c. Guard Chamber

• Dead Battlemage in a cage

• In corner of room: Cure Health Potions.

• 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."

• Potions under Table: Cause Damage, Detect Enemy, Etherealness

• Fire Daedra and Frost Daedra Guards.

• Restore Health and Spell Points Gems

16d. Corridor 2

17. Teleport

• Teleport Pad: Blocked by Ekem Sigil

• 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.

18. Passage and Hand of Kindness

• Coffer of Restoration on east wall.

• 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]

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[The book is written in Daedric, but the illustrations of various complex wheel, gear, and pulley
arrangements suggest that this could be the Book of the Wheels of Heaven. By studying the tables
of codes in the back, you discover that the code you are looking for is Doht Yoodt Seht Koht, or
DUSK in Tamrielic. The table also displays the codes written as numerals, which happily are the
same in Tamrielic and Daedric — 4-21-19-11 — which corresponds to the number of the letters in
the alphabet sequence.]

D = Doht Sigil

U = Yoodt Sigil

S = Seht Sigil

K = Koht Sigil

• Touch the Hand of Kindness, and restore Health and Spell Points.

19. Great Hall

• 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.

• Nice potions in Southeast corner might include: Etherealness and Restorations.

20. North Hall

• Full Suit of Armor:

• Helmet of Assured Stalking

• Cuirass of the Assured Swimmer

• Pauldrons of the Assured Horny Fist

• Greaves of Assured Fleetness

• Sandals/Boots of Assured Leaping

• Gauntlets of Assured Sureflight

21. Dead End Passage

• Dremora: Receive the Quam Sigil Amulet by talking or killing.

“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. ”

22. Mortal Sciences

• Bad Seducer

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• Daedra (Frost and Fire)

• Restore Health and Spell Points Gems.

23. Underpassage & Cell

24. Tourbillion Room


• Treasure: Coffer of Restoration in Northeast corner.

• 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

© 1997 Bethesda Softworks


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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.

25. Back Passage

26. Storage

Lever [4 of 4 needed to open the Night Portal].

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27. Night Portal

• 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.”

• Gate Sealed by four levers

Lever 1: under table in Room 15.

Lever 2: near podium in Room 13.

Lever 3: on floor in Room 10.

Lever 4: in storage room Room 26.

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• 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.

28. Rock Sails


• This room makes the Hell Room of Hanging Paths in Level 1 look like a walk in the park. Save a
game before you attempt it, and save often. You will hate the nasty Daedra who blast you off the
paths and into the water below. You will either murder them before proceeding, or rely on going
ethereal. If you fall in the drink, swim to the teleport in the northwest to return to the beginning of
the nightmare... or restore a saved game.
• Hop north to the center, then hop west, then hop north to the northwest corner, where you find a
glowing torch. Click on the torch to bring a platform up from the depths in the northeast. Now, hop
back to the center, then east, then north to the northeast corner and the exit.

• 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

30. Hex Room and Gate Portal


• Just zoom past the Bad Guys and scoot right into the gate. Or slaughter and loot them, if you Ye the
bloodthirsty type.

CRITICAL PATH WALKTHROUGH:


1. Go south, then west to elevator. Ride elevator to top, and head north, then west down ramp to dock.
Jump in water, swim down to hidden submerged tunnel to west. Potions of water breathing handy
here. Follow tunnel north, then east to bridge to Seducers Isle, then exit Seducer’s Isle across bridge to
northeast to a tunnel. [Beware Seducers with lots of nasty spells on island. Spell Reflection,
Etherealness, or Tough Guy handy here.] Take tunnel from island east to Chapel of Meditations
[Room 13] and flip lever on back of podium. [LEVER#1]

© 1997 Bethesda Softworks 09


m (frrnirmruii
2. Exit Chapel west to island. Dive in water and swim east, then south, watching on east wall for under¬
water passage heading east. Swim east to East Grotto Room. Kill a Fire Daedra to recover the Jeb
Amulet of Entry. Flip floor switch. [LEVER#2]

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”.

m © 1997 Bethesda Softworks


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10. After you click on the currect button at each platform, proceed west along a raised ramp that circum¬
navigates the room. At the high midpoint of each ramp, look for a bridge towards the center of the
room that should rise each time you press the right button. Move across these bridges four times to
click on a wheel on a central pillar. [A sound signals that you have fired up one of the four mana tour-
billions, all four of which must be started before you leave the room].

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.

© 1997 Bethesda Softworks 141


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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.

m © 1997 Bethesda Softworks


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2. Egahirn s key can only be gained by killing him. To kill the otherwise invulnerable Egahirn, collect the
complete six-piece suit of Old Man Chimere s armor (thoughtfully scattered about the island by the
absent-minded Old Man Chimere), and in the Chapel of the Innocent Quarry, acquire a case contain¬
ing a spear of bitter mercy. Take the set of armor and case back to Old Man Chimere, and he sets you
up right to kill Egahirn.

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1600

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.

1. Carnac Island and the Stones


• Here you'll find one of the two entrances into the Catacombs. There's a piece of the Armor of the
Savior's Hide in the Catacombs, so you'll have to enter here or through the Tomb near the town of
Try bad or.
• Scour the island for a nice cache of potions.

2. Chapel of the Innocent Quarry


• A Vehk Sigil immediately in front ol door; get Amulet of Entry trom room 4.
• The Herne brothers reveal the details of the hunt ritual, and that Egahirn has the final key.
Whenever you venture outside, expect to be hounded by Frost and Fire Daedra, who act as beaters
and dogs, respectively, and the Herne hunters. Herne hunters will not enter any buildings, although

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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.

3. Inside the Chapel of the Innocent Quarry


• Click on the central big green crystal jobber and collect a key.
Plaque:
Spear of Bitter Mercy
Lightning in the hand
My point bites deep
I end the chase
Even the mightiest are unmade by my touch.
• The Spear Case is hidden in a back corner of the temple.
• Opening the Weapon Case
• You can't open the Spear Case. Take the Case to Old Man Chimere, and he'll get the Spear out for
you. You must have the complete suit of the Armor of the Savior's Hide, however, or Chimere won't
open the case for you.

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4. Shrine of the Unspoken Powers

• A Herne, Frost Daedra, and Fire Daedra [Vehk Amulet of Entry] hang around outside to harass you.

5. Inside the Shrine of the Unspoken Powers

• Ride an elevator down and cross the room to pick up a key on a dais.

• Fire Daedra: Vehk Sigil Amulet, Parchment:

“For all Faydra's vassals, our Hounds.

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.”

6. Allanscrag Mountain (East Island)

7. High Rock Falls (Entry to Grotto of the Ganewyrd and Spire)

• Click on the bottom of the waterfall and enter through the falls to the grotto within the mountain.

8. Inside the Grotto of the Gamewyrd

• 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...

“For any unfortunate pursued by the Hunt.

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.”

[Note from Old Man Chimere to find his cottage.]

9. Inside the Spire of Forromeo


• Under a bench in a corner of the first floor is a chest containing the Boots of the Saviors Hide. Get
the Coffer of Restoration on the second floor and visit the Blue Restoration Gem on the third floor.
• Treasure: Staff of Masterful Unknown Wisdom
• Restore Health Gem [Third Floor]

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Entrance from Carnac Island (1) Gauntlets of the Savior’s Hide

The Catacombs
Entrance from Tomb of Saintly Father (13 & 14)

10. East Bay (SE region of island)


In addition to the mobs ol Fire and Frost Daedra that wander the barren eastern high ground, a hot air
balloon is moored on the east coast. You’ll want this balloon to visit the northeastern island walled
town of Granvellusa.

11. Southpoint (Southern Tip of island)


A river flows north into the interior of the island from this point. This is a handy highway for your
rowboat. The rowboat is a fine platform for scooting back and forth, dodging fireballs, then shooting at
stupid monsters on the shoreline.

12. Temple of Dust


A Herne, Fire Daedra, and Frost Daedra hang around outside, looking for a Good Time. Lure them
away, then scoot back in, ride the elevator up, and grab the key on the second level. Restore at the Blue
Gems, then beat it.

13. Tomb ol the Saintly Fathers


A Herne and a bunch of Fire and Frost Daedra wander around the town of Trybador and the neigh¬
boring cemetery. You must travel through the Tomb [or the Carnac Island entrance] to reach the
Catacombs for a piece of the Savior s Hide armor.

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14. Inside the Tomb of the Saintly Fathers


• Fire Daedra: Vehk Sigil Amulet
• A bunch of potions between the ciypts and the walls

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.

18. Donelon Belltower


Geth Sigil blocks the door to the interior of the Belltower. Egahirn in Granvellusa is carrying the only
Geth Sigil Amulet.

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19. Inside the Donelon Belltower
• Lever for ringing bell that summons Si’ess, the Dark Seducer, who calls for a new Hunt
• Restore Health and Restore Spell Points Gems in the Belltower

20. Execution Block on Scaffold

21. Ruisdael House

22. Inside Ruisdael House

23. Daymarket

24. Inside Daymarket


Loads and loads of potions and a poor Scamp.

25. Mag s Tavern

26. Inside Mag s Tavern


Barrel: Mace of Revelations.

27. Wagon
Click on this wagon and it rolls around a bit. What’s the point? We have No Idea.

28. Reutha Hall

29. Inside Reutha Hall

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.

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The Hunt is not fair.


The hunter has taken one to prevent your escape. The touch of his spear is death, and no mortal
weapon can harm him.
Your plight is utterly hopeless and impossible.
Therefore we assume that you may be somewhat delayed.
The old man in the lonely cottage knows what you need. He will test your patience, but persist
and the reward will be great.
Farewell, strange mortal. Enjoy the Hunt.
• Cuirass of the Savior s Hide in the water beneath dock

31. Raven Hill (West Central Island)

32. The Old Mill


The Greaves of the Saviors Hide sit in plain sight by the door on the east.

33. Garden of Time

34. Inside the Garden of Time


A Herne waits around inside while Fire and Frost Daedra man the towers. A key is hidden under a
platform in the central courtyard. Enter the tower on the southwest, ride an elevator to the top, push
the button, which raises the platform to reveal the key and two handy Blue Restoration Gems.

35. Hartmoor (Northern Region)

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.

37. Inside the Cardinal Fane of Desire


A key sits on an altar. Grab it and split. Cluster of Cure Health potions to west of altar, back room has
blue restoration gems to regain health and spell points.
• Arrows
• Helm of magic restartus, greaves of Noble fleetness in chest at bottom of triangular pool.

38. Hartcroft (Chimere s Cottage)-A herne and some Frost Daedra make it difficult to walk up to Hartcroft.

39. Inside Hartcroft


• Thankfully, Mehrunes Dagon has mercifully forgotten about Old Man Chimere, a truly rebellious
human. Good thing for you that he has. Old Man Chimere is a central figure in Battlespire. Without
him, this level would be impossible to survive and defeat.

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The old man once famously cheated and almost banished Dagon. Initially
bewildered, he confuses the player for an invading Daedra. After sending
the PC on spurious quests, he finally realizes he is alone. After some lament¬
ing, the old man gives the player convoluted directions to recover his distin¬
guished suit of armor and the Hunter s Lance, a weapon that can kill
Egahirn, the youngest Herne Brother.
• Old Man Chimere s Scroll: After you speak twice with Old Man Chimere,
he tells you to read the scroll on a nearby table, and then to return and talk
to him.
The book contains many pages of close, tightly-written scribbling. The earli¬
est entry is marked “Harvest’s End, 3E 172.” Only the first few pages make
sense. Later entries are incoherent and illegible. In the first few pages you
learn the basic story of Chimere, Master Sorcerer, Summoner, and Direnni
retainer, and how he treated Lord Dagon, tricked him, and paid the price
for his victory.
Chimere Graegyn was a retainer of the ambitious Direnni clan. The
Chimere
Direnni derived the bulk of their power from their traffickings with
Daedra, a very profitable but risky path to success. Chimere was perhaps
the cleverest and most ambitious of the Direnni summoners. He dared to scheme against Lord
Dagon, and won. When his trick succeeded, Dagon was cast into Oblivion. However, in the instant
of his betrayal, Dagon struck out against the mortal who tricked him. Chimere s pact assured that
he would live forever in his home town among the happy voices of his friends and countrymen.
Twisting the literal words of Chimere s pact, Dagon scooped up tiny Caecilly Island (a small island
off the coast of Northmoor) and hurled in into the void. All Chimere s friends and countrymen were
instantly killed, though the sounds of their voices remained to torment Chimere s memory. Chimere
was condemned to live forever, to grow progressively old and crippled with arthritis, and to contem¬
plate the tragic consequences of his defiance of fate and fortune in cheating a Daedra Lord.
In the earlier, more lucid sections of the journal, you also find other information of relevance to your
current plight.
• Searching for details of Chimere s successful defeat of Dagon, you find the following:
The Armor of the Savior's Hide: Created by the Daedra Lord Malacath, this armor has the mar¬
velous property of turning the blow of an oathbreaker. Chimere tricked Dagon into swearing an
oath against the Powers which he had no intention of keeping. The Hide of the Savior turned
Dagon s titanic fury long enough for Chimere to deliver his own attack — an incantation invoked
upon Dagon’s “Protonymic” (i.e., Incantory True Name). Unfortunately, like many of Malacath s
gifts, the armor is a mixed blessing. It also makes its wearer exceptionally vulnerable to magical
attacks, so one should only wear it for particular occasions.

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• 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.

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The third I placed in a most wet and inaccessible locale, for I had no thought for decay and the crust of
nature. All about was the sound of the great blue and slits of light fell through to the water below. My
friends would cast nets and lines to catch food from here, but I cannot fetch out the name of it.
The fourth lies within the mountain, in the tall tower, in the darkness beyond the curtain of water.
The fifth waits in cold darkness down below.
The last sailed up into the sky, and there revolved at the call of the wind. 1 tacked it to the canvas, so 1
know not if it still hangs there.
• For a terrific translation of this “nonsense”, see the Walkthrough below.
• Restore Health and Spell Points Gems
• Quiver of arrows
• In chest: shirt of magic resartus, staff of precipitous travel

40. Northpoint (Northeast Region)

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.

43. West Gate and Barracks


• Egahirn: Key to the Temple of the Daedric Rites, Geth Sigil Amulet
Egahirn is sitting on the roof of the northeast end of the Barracks, watching out for You-Know-Who.
This Herne is enthusiastic, anxious to make a good impression, and over-confident. This is his first
hunt, so he's the one to deal the killing blow to the quarry. He is invulnerable to all weapons except the
Hunter's Lance. Poke Egahirn with the Spear of the Bitter Mercy a couple of times, and he dies. Take
his stuff.
To get to the roof, enter through the north barracks door, turn right through a door, and upstairs to
click on a trapdoor to the roof. The trapdoor is only one way, so you have to jump down off the roof
when you’ve finished Egahirn off.

44. Inside the West Gate Barracks


Treasure: War Axe of Agony

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45. The Grange

46. Inside the Grange


Once the Frost Daedra have unleashed their magic, you are safe because they are trapped behind the
hay bales. Up in the loft there are a bunch of cure health potions.
Treasure: Dagger of the Frosty Ward, gauntlets, arrows.

47. Guillotine Scaffold


48. The Salt Barrel Tavern

49. Inside the Salt Barrel Tavern


The Pauldrons of the Savior's Hide are in a box on a chest of drawers in a small room on the second
floor; a large cache of arrows on top floor.

50. The Smithy

51. Inside the Smithy


Treasure: Broadsword of Masterful Silver Wisdom, longsword, broadsword.
A small cache of arrows and some potions.

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52. Griesen s Inn

53. Inside Griesen s Inn

54. Hallnal House

55. Inside Hallnal House

56. Temple of the Daedric Rites (Horned Temple)

To enter, you need six keys, five from locations around the island, one over the dead body of Egahirn.

57. Inside the Temple of the Daedric Rites

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.

58. High Pier

Three elevators here can carry you to the ledge running around the outer walls of Granvellusa.

59. Flower of Wermeland

60. I nside the Flower of Wermeland

Treasure: Longsword ofWeirdbane.

61. Sunken Ship

On this charming little secret areayou can find a War Axe of Masterful Deep Biting, Mace of the
Incomparable Horny Fist, and some potions.

CRITICAL PATH WALKTHROUGH:


This is just one possible route, not necessarily the fastest. A lot depends on your current state of health,
spell points, and other renewable resources. This route lets you take advantage of the rowboat for swift
travel in the early stages. This water route also provides the refuge of swimming away from pursuit
until you get sufficient healing and restoration resources to support your pilgrimage.

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.

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COrOTRiriQ THF LWL? OF THF PfiTTLOTIRF

[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.

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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.

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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

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tor showing such unusual initiative. He is dim-witted and predictable, and the Faydra groupies have
a field day taunting and provoking him. Destroy him and take the key, or try a little extortion, and
hell give you one. By the way we re not talking biological son here, because Daedra are Extra Not
Biological. Xivilai is sort of like an adopted son, or protege, or toady.
• Faction #2: Faydra Shardai is Dagon s chaotic evil, impulsive, cruel, irrational, power-mad spoiled
little girl. Dagon cleverly keeps her busy from afar. She also has a key which you ’ll need, either by
entering her service, or by banishing her.
• Faction #3: Imago Storm is Dagon's Grand Vizier, sick and tired of nurse-maiding the other faction
clowns, while Dagon relaxes in his Hunting Lodge. Imago thinks he would be a better Ultimate
Daedra Lord. He disapproves of the Battlespire invasion, as unnecessarily inviting trouble from
other Daedric Lords, Nocturnal in particular. (See The Shade Perilous — Level 4, above)
Imago is willing to help you cast Dagon into Oblivion, so long as you make it seem like the deed was
done by an army of invincible battlemages. Imago offers to give you his key to the teleportal, and
half of Dagon s incantory name, if and only if, you can slay all the Daedra troops on the level, ban¬
ishing Xivilai and Faydra.
• Hernes
“A manling. As promised. For our sport. Very good.”

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

6a. Courtyard South


• Waraxe of the Noble Flesh

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• [on wagon] Dagger of Starkhorns Swiftblade, Waraxe of Noble Deep Biting, and Crossbow of
Grand Sureflight

6b. Courtyard West

6c. Courtyard North


• Find the drums near the north gate. Click on them to sound the signal that opens the north gates.
• Helmet of the Tears of the Shark
• Cuirass of Odious Disorder
• Gauntlets of Expectant Wonder

6d. Courtyard East

6e. Courtyard Platform


• Ride the elevator to the top and push buttons on the west and east platforms. These buttons open
the east and west gates from the Courtyard.
• Cuirass of Exquisite Perfection
• Boots of Dancing Fate

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

10c. Audience Chamber


• Treasure: Arrows and Cure Health Potions

lOd. Study
• Treasure: Potion of Spell Reflection

11. Vaults

12. Hall

13. Long Hall

14. Lady Gates

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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.

14a. LadyGate North to Booty & Barracks [Rms 24-31]

14b. LadyGate West to Practice Grounds [Rms 15-19]

14c. LadyGate South to Throne Chamber [Rms 20-23]

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

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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

20. Throne Gate

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• Mirror Gate: Throne Room to LadyGate
• Herne

21. Foyer
• Payem Sigil blocks access to Faydra. (Sigil amulets in Rooms 24 and 19.)

22. Queen s Chamber


• Treasure: Dagger of the Scaly Pelt, Shortsword of Transcendent Wisdom, Helmet ol Riven Stars,
Dagger of Percipient Wisdom, Dagger ol Rubicund Wisdom

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

23. Barracks Common


• Mirror Gate: Barracks to LadyGate
• One Herne has a Payem Amulet of Entry. The other has a Cess Amulet of
Entry. You need them both, so get cracking. You also need to turn the wheels in Rooms 27 and 29
to enter the nice Booty Hall to the south, so hop to it.

24. Trap Door Pit


• These three pits are total hose jobs. Heroes check in, but they don’t check out. Ifyou Ve got a tele¬
port anchor, dive in and fish around for loot. Otherwise, stay clear.

25. Trap Door Pit

26. Trap Door Pit

27. NW Barracks [Wheel]


• Turn the wheel in the far end of the room.

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• Cuirass of the Architects Gaze
• Helmet of the Unnatural Essence

28. NE Barracks

29. SE Barracks [wheel]


• Turn the wheel in the far end of the room.
• Sandals/Boots of Final Virtue, Javelin of Augmented Green Wisdom

30. SW Barracks

31. Booty Hall


• Heal Wounds and Spell Points Gems.
• Treasure: potions and other assorted loot.
• Gaun tlets of Marvelous Extension
• Greaves of the Stamp of the Toad
• Pauldrons of the Eye of the World
• Pauldrons of Scathing
• Boots of Sulphurous Death
• Helmet of Riven Stars
• Greaves of Augmented Stalking
• Coffer of Restoration
• Clothes of the Bright Well

32. Stormfield [Imago s Green]


• A Daedra Lord standing in front of the gate to Imago's Keep tells you, in polite circumlocations,
that you are going to have to kill him and take the Iya Amulet of Entry off his dead body in order to
prove you are worthy of speaking with Lord Imago.
“I have assured My Lord Imago that you will not be interested in speaking with him. It should not
be difficult to persuade you. It is always possible that I am wrong. Do you think that possible? That
I could be wrong?
[PC] I earnestly desire the amulet, and if it were available for the asking, it would be arrogant to
neglect to ask. Therefore, I honor you, and your offices. Let us proceed with the weighty matters of
persuasion."
• Seducer: Helmet of the Capering Dog
• Spear of Starkhorns Golden Wisdom
• Battleaxe of Furious Deep Cleaving
• Crossbow of Augmented Sureflight

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• Gauntlets of the Noble Horny Fist


• Boots of Mysteries
• Cuirass of High Purpose
• Helmet of the Firmament

33. The Keep [Exterior]


Click on the wooden boxy protrusion to the left of the entrance to the keep, and down comes the
drawbridge. Make sure you have the Iya Amulet of Entry.

34. North Stormfield


• Seducer: Boots of the Outermost Wastes
• Treasure: Assorted loot in the northeast corner.

35. Lord s Garden


• Locations 35-53 are Xivilai's turf. The Clannfear belong here; the Hernes are interlopers looking
for trouble. The Seducers are sneaking around, and don't seem to belong to any faction.

36. Secret Treasure Room


• Gauntlets of the Noble Dolphin
• Sandals/Boots of Vengeance
• Staff of Marvelous Extension
• Greaves of Uncertainty
• Broadsword of Noble Hewing
• Crossbow of Noble Sureflight
• Waraxe of Starkhorn's Unknown Wisdom
• Claymore of Snares and Springes
• Helmet of the Shrew

37. Secret Tunnel


• Boots of Noble Fleetness

38. North Hall

39. South Hall

40. Refreshment
• Tayem Sigil blocking access to heal and restore gems (See Room 41.)
• Treasures: potions

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41. Gathering Hall


• A Clannfear here has a Tayem Amulet of Entry you want. Take it. You are the Chosen One.
• Seducer: Pauldrons of Heavens Teeth

42. Storage

43. Study
• Coffer of Restoration

44. Hall of Fate and Time


• Tayem Sigil blocking access to Observatory and Sirran Angada.
(See Room 41.)

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45. Observatory
• Sirran Angada:
‘‘Why have I been kept waiting? Lord Dagon will wish to see me immediately. The portents are
most propitious, but a crisis is coming, and he will wish to take the tides at their flood.
This is unacceptable! This is but the calm before the storm. The tides of magic are at the remotest
ebb. His Lordship MUST be prepared to ride them at their flood, or all may be lost!
See here. My name is Sirran Angada. I'm a mortal sorcerer. Listen, knave, and cease your prattle.
My Lord, Jagar Tharn, the mortal Emperor of Tamriel, and your Lord Dagon are ordering affairs
high above your counsel. Tell someone in authority that 1 MUST speak with his Lordship.
Yes, Tamriel BELIEVES that Uriel Septem still rules, but in fact, my master
Jagar Tharn, has taken the form of the Emperor and rules in his stead.
Lord Dagon was instrumental in assisting my master in this imposture, and
as partial recompense, my master has temporarily placed my not-inconsider-
able skills in reading the vagaries of the magica tides at your masters dis¬
posal. And it is this very counsel that your master so earnestly desires THAT
YOU ARE KEEPING FROM HIM BY YOUR SILLY QUESTIONS.
Listen. The fate of the Realms and all that is in them is affected by the ebb Sirran Angada
and flow of magica. Out there, in the Void, the Waters of Oblivion have
receded far from the shores of the mortal and immortal realms.
If, by your feckless inanity and indolence, you fail to carry this message to Lord Dagon, and
thereby squander the precious wisdom that might be used to shape the destinies ot all the mortal
and immortal realms, I believe Lord Dagon may use your mouth, and, indeed, your entire alimen¬
tary canal, as a fit and handy recepticle for his Terrible and Swift Sword of Destruction! ”

46. Muster Hall


• Seducer: Greaves of the Winding Road

47. Mess Hall

48. Mess Annex

49. Barracks [Low Floor]

50. Barracks [Middle Floor]


• Seducer: Short Sword of Endless Woe

51. Barracks [High Floor]

52. Training Chamber


• Gate to Faydra s Vaults

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53. Xivilai s Throne Chamber

• 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."

54. Imago's Keep: Low Floor


• Dodge the Daedra Lord here and sprint for the opening in the northwest blocked by a pair of Iya
sigils. The openings are actually room-sized elevators. Only the northwest one goes to Imago's
level; the others only go to a useless second level.

55. Imago's Keep: Middle Floor


• Nothing to see here. Keep moving.

54. Imago's Keep: High Floor


• Heal Wounds and Spell Points Gems.

• Treasure: potions

• Rude Daedra Lord you'll probably need to kill so you can chat with Imago in peace.

55. Imago's Chamber

• 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

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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?"

CRITICAL PATH WALKTHROUGH:


1. Arrive at the Entry Gate [Room 1], and head north to another Entry Gate [room 5]. Click on a pole to
topple it into the gate and smash it open.

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.

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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.

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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

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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

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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.

3. Small Island Two

• See the Bad Wraith. He's got a Battleaxe of the Capering Clowns.

• See the Bad Dark Seducer. She's got doodly-squat.

• See also some nice potions.

4. Rope Bridge

• Rope Bridges are Good Bridges, because their rope railings keep you from rocketing off into the

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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.

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7. Small Island Three

• Mr. Wraith has a Crossbow of Surpassing Sureflight. He’s not so tough.

7a. Satellite

• This Wraith has a Long Bow of Heaven's Hail. This is a very nice item.

8. Stone Bridge

• This Wraith has a Staff of Auricular Mastery.

9. Large Island One

• 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

• Here’s a Wraith with a Shortsword of the Sunken God’s Watchmen.

9b. Satellite

• And here’s a Wraith with the Boots of Peace, a Hugely Useful Item.

10. Stone Bridge

• This fine Wraith has a Staff of Percipient Mastery.

11. Small Island Four

• Say. Some Wraiths. Surprised? One has Gauntlets of the Architect’s Touch, while the other has a
Staff of Argent Mastery.

11a. Satellite Island

• Here a Wraith has Pauldrons of Soothing. He doesn't need them. Help yourself. And grab the
potions while you re at it.

12. Rope Bridge

13. Small Island Five

• The Daedra Lord here must have sworn an Oath of Poverty, because he's got doodly-squat.

13a. Satellite Island

• This Wraith is packing a Staff of Emerald Mastery.

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14. Stone Bridge

• Here's a Wraith with Greaves of the Mischievous Paw.

15. Large Island Two

• 1 his little Wraith has Boots of the Saint s Apprehension. Visit the Blue Gems for Healing and Spell
Points.

15a. Satellite Island

• This Wraith has another pair of Boots of Peace.

15b. Satellite Island

• Here's a Wraith with Gauntlets of the Poor. They're for the poor, so don't expect much.

16. Rope Bridge

17. Small Island Six

• This Dark Seducer carries a Spear of the Niggling Things. Pick up a six-pack of potions while
you're here.

18. Stone Bridge

• This Dark Seducer must have dropped her stuff in the lava.

19. Large Island Three

• 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.

19a. Satellite Island

• This Wraith has a Shortsword of the Innermost Wastes.

19b. Satellite Island

• Here's a Wraith wearing Boots of Justice. You'll also find the ever-popular Coffer of Restoration.

19c. Satellite Island

• This Wraith has the Helmet of the Light Within.

20. Rope Bridge

m © 1997 Bethesda Softworks


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21. Small Island Seven

• They must have run out of Wraiths here, but use the Blue Restoration Gems to tank up for the
coming challenges.

22. Pier One & Drawbridge

• Click on the handle and enter the password “lehmekweh” to lower the drawbridge.

23. Pier Two & Drawbridge & Ballista

• 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.)

24. Outer Ramp

24a. North

• Here's a Daedra Lord wearing the Gauntlets of the Surpassing Horny Fist.

24b. East

• This Wraith has a Crossbow of the Sagacious Revelation.

24c. South

• The Wraith here carries a Spear of Subtle Springes.

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.

25. Inner Ramp

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25a. North

• This Wraith has Boots of the Curlew. And don 't forget the potions.

25b. East

• Here's a Wraith with Pauldrons of the Eyes of the Spider.

25c. South

• This Wraith has Greaves of Blacklight.

25d. West

• The Wraith has Gauntlets of Signal Honor. Grab the potions.

26. Approach Ramp

• 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 Count has a Cuirass of Beebalm.

• 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.

28. Facade and Front Gate

• Click here, and enter the Hunting Lodge.

29. Entrance Hall [Front Entrance]

• This Daedra Lord has doodly-squat.

30. Side Hall

m © 1997 Bethesda Softworks


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31. Mezzanine

• 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.

32. The Pit

• 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.

33. Ramp and Elevator to Sanguinarium

• 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.

18. Secret Passages

• Nothing in here. Why? Because they're secret, I guess.

19. Dagon s Chamber

• 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

© 1997 Bethesda Softworks 179


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Mr. Dagon, but don't stop to admire them. If you stand close to your companion and the Hefhed
sigil before you start the dialogue with Dagon, you'll get a brief glimpse of several Jaciels appear¬
ing just before you whack Dagon with the Broadsword.

• 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.

• After the cinematics, three messages on scrolls provide a denouement:

Front “The Chronicler of Janiriere”:

"...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."

From “Private Proceedings of the Imperial Commission

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."

From private correspondence ofJulianos Cennan, Chamberlain to Uriel Septim:

"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/"

CRITICAL PATH WALKTHROUGH:


1. Arrive at Small Island One [1]. Read scroll to review. Gaze around at the glorious vista. Look south
to a double drawbridge, then beyond to a veiy large central island with trails winding up around it.

m © 1997 Bethesda Softworks


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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.

© 1997 Bethesda Softworks m


m Bdirm <wh™cum
9. When you have all three Amulets of entry [Lyr, Neht, and Seht], head up the Ramp [Location 33]
through the warding sigils to the View. From the View, take an elevator up to the Sanguinarium [3d].
Before you ride up in the elevator, make sure you have the following equipped: all six pieces of the
Armor of the Savior s Hide, and the Broadsword of the Moon Reiver in hand. By the way, those of
you who took Disadvantages forbidding you the use of swords or armor - don't worry. You CAN
equip and use these special goodies, regardless of your character's Disadvantages.

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.

m © 1997 Bethesda Softworks


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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

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The goal of this character is to avoid direct combat if possible, but be
tough enough to survive a slugging match if necessary. This character is a
mix of weapon skills and spellcasting skills. 1 usually choose Redguards
for the weapons bonus (+10 in both Missile and I^ong Blade), which will
be two of my character's main skills.
I first choose my spells, which will determine the magic schools I will
need. The two basics are Cause Damage and Healing. Ethereal is essen¬
tial for avoiding trouble or letting spellcasters use up their spell points
harmlessly. 1 also enjoy Monster Summoning - let someone else do the
hard fighting, then mop up whoever’s left with missile fire. 1 therefore
need Destruction (most important), Thaumaturgy (second importance),
and Restoration (least important).
Now I select my skills. Missile is my most important skill, followed by
Destruction and Long Blade (or whatever weapon you prefer, it doesn’t

© 1997 Bethesda Softworks m


m nmrrnnwM
matter). Put Missile and Destruction at 50 (with the Redguard race
bonus, this gives me a 60 Missile skill), and Ivong Blade a bit less, 35-40
(+10 race bonus). With these as my primary skills, I can see I will need to
concentrate on Intelligence, Agility and Willpower, with a decent
Strength as well (say 60/60/60/55).
I take Thaumaturgy and Restoration as my Major Skills and leave
them at 20. The rest don ’t matter, since 1 drop them all down to 5 for
points to use elsewhere. For more points, I drop my Personality down to
around 25 (leaving some room for Restoration to advance with use during
Level 1). I also gamble a bit by dropping my Luck down to 40 or so.
Hasn't seemed to drastically hurt me yet...
The only advantage I take is Increase Magery x3 INT. I eliminate all
but Missile and Long Blade, and drop my allowed armor down to Ebony.
I like to buy the best bow I can, and you can never have too many
arrows. Then, I take a decent sword and put the rest of my points into hit
points (at least 75).

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

Willpower is going to be very important when you run into magic¬


using creatures as it is the governing factor in just how effective you are in
absorbing spells. You can leave it at 50 for the first few levels or increase |
it to 60 or more ifyou want a little more insurance against those spell-cast¬
ers. Intelligence, Personality and Speed are fine around 50.
For those abilities that are not as important to the initial character, I
lower the scores dramatically. Endurance is an absolute necessity for
holding your breath, but not until level 3 and later so you can afford to
drop it down to 30 knowing it will be raised next time you go up a level.
Luck on the other hand is fine at the minimum of 10 if you’re really in
the spirit of things. After all how could you possibly have worse luck
than to be trapped in a training simulation that’s no longer a simulation
with a horde of Daedra hot to kill you. This obviously has a bad effect
on the character, but not devastating. You'll be cursed with dropping
your weapon constantly and few if any critical strikes and a distinct lack
of successful saving throws... okay, 10 is really too low, so at the last
moment after everything else, I usually spend points to raise it up to
the mid twenties.
When it comes to modifying character spells 1 always add Dispel
Magic. This spell is a must for removing nasty spells such a Continuous
Damage, but the real payoff is in identifying items. Ifyou use a magic
item and it doesn't send a sputtering ball of nastiness off towards your
enemies, then chances are it's done something to your character. Cast dis¬
pel magic and a nice little list of all the spells affectingyou pops up. You
can then note what the spell effect is and dispel it if it's bad. I often add
Vampiric Drain, because I know it'll be a cheap offensive spell due to my
high Restoration skill. Be certain to that your character has the Cure
Health spell, as potions can be hard to find.
Equipment is a nice place to gain a few points, 1 get rid of everything
other than the best bow and all the arrows I can find. If the armor is an
exceptionally good value I'll get some but generally I plan on finding that
stuff in the game. The only magic items I choose are clothing items that
heal and restore magic points. Magic weapons and armor deteriorate as
quickly as mundane ones and you risk the weapon breaking before you've
used all of the magical charges.
Now comes the area where 1 really spend the points; Advantages and
Disadvantages. I usually forbid the use of all weapons other than missile
weapons; the further I am from my enemies the healthier I 'll remain. A

© 1997 Bethesda Softworks m


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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.

Iff Tfiwcr DATTLf?PIRf CHARACTER:


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The perfect Battlespire character must be one who has an attribute in
every aspect of survival. This character class will be known as the Death
Knight. In the Death Knight’s case, kill or be killed is rule number one.
The death oF all his foes is his only justification and their loot is his only
reward.

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.

© 1997 Bethesda Softworks


OUR FflWRITC CUSTOM CHflRflCIW

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%.

Moving along to Equipment, you want to select a sturdy Long Bladed


weapon. 1 chose an Elven Broad Sword. The Claymore looked pretty
tasty, but costly too. Wait for that better weapon, for you will find plenty
in the Battlespire. As a backup weapon, I went for a Mithril Javelin. This
will be handy when you lose access to the primary weapon. It will also
boost your Missile Skill which will come in handy for a Bow or a
Crossbow. Ok, we have our killing tools, now let s get more handy skills.

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.

In Advantages/Disadvantages I decided it would be best to build up


some defenses against those magical baddies. First, I Forbid myself to use
Blunt Weapons. No bashing tools for me. With some of my new points, I
pick Resist Fire, Ice, Shock, Magic, and Poison. This will help against
some of the spell effects when I'm dicing up a magic critter. Then I
selected Rapid Healing so I could heal up faster than the ordinary person.

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.

Only the chaotic and bloodthirsty need apply.

© 1997 Bethesda Softworks m


tw onrimTiw (immfwuM

MY TflWCT WITOT CHflRflOm


m ^morai
A character should have a theme. Pick a few of major concepts and
stick to them. This character is built around his sword, the Cure Health
spell, and spell resistance. I will sacrifice most things that do not relate to
these concepts.

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.

Next up is the metal type. The type of metal of an item determines


how long it takes it to break. However, you only get the high quality
metals on the last levels, where they do you the least amount of good.
Therefore I roll back metal type a few notches, say to Ebony, to get a few
more points. On the advantages side, I consider Regenerate Spell Points
and Rapid Healing to be must-have selections. Rapid Healing is expen¬
sive, but worth it. Regenerate Hit Points is not needed, since you can cast
Cure Health an infinite amount of times with regenerating spell points.
While you are at it crank up the Spell Points to at least 2xINT. I usually
go for broke and make it 3xINT.

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.

© 1997 Bethesda Softworks


vm mvwnr zmvn cmmow
Don't bother starting with any equipment or magic items. I consider it
to be a waste oF points For stuFF I will pick up in the game. However, I do
make sure I have a Hand-to-hand skill of at least 15% to tide me over. You
can punch out the Scamps, which will increase Dodging, Critical Strike,
and Hand-to-hand skills. Don’t take on Vermai or Dremora until you find
a sword and a bit of armor.

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.

Primary skills For my character are I>ong Blade, Dodging, and


Restoration. Major skills are Critical Strike, Alteration, and Missile. The
secondary skills are the remaining spell casting schools, Hand-to-hand
and Swimming. I don't need the other weapon skills, I can’t use them any¬
way. 1 don't need Jumping because 1 have Athleticism. In fact, 1 usually
decrease Swimming to regain a few 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.

With the remaining points, I increase the most important skills,


namely Long Blade, Dodging, and Restoration. I want them to be at least
45%. I also spread a Few points on the major skills (Critical Strike,
Alteration, and Missile).

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.

© 1997 Bethesda Softworks m


© 1997 Bethesda Softworks
ini?rx

irwx
Acrobats. .27 Dark Seducer. .59

Archers. .27 Dremora..56

Armor. .8,27,83 Encumbrance..41

See also “Tables; Armor Effects" Escape..73

Assassins. .28 Experience..11

Backstab See also “Build Points"

See “Combat; Backstab (Formula)" Fire Daedra. ,60

Barbarians.28 Frost Daedra. ,60

Bards....29 Ghost. ,61

Battlemages.29 Healers.30

Battlespire, the history of.16-17 Herne.......63

Build Points.86,89,102,115,129,143,158 Knights.31

See also “Tables; Build Points" Mages.32

Burglars.30 Maps.1>2

Clannfear.57 Level 1.89,93,9497

Combat.1,7,12,18,21,26,67-69,88 Level 2.101,109,110

Attack (Formulae).70 Level 3.114,116,120,121,122,124,125,127

Backstab (Formula).71 Level 4.130,132,136,137

Critical Hit (Formula).71 Level 5.142,146,147,153

Fail to hit (Formula).71 Level 6.157,162,166

Preparation for.65 Level 7.172,174

Special Hit.71 Miss

Swing Types (Formula).69 See “Combat; Fail to hit (Formula)"

Weapon Speed (Formula).....69 Mistmen

Custom Character.2,11,22,37-38 See “Ghost"

Daedra Count.63 Monks...32

Daedra Lord.62 Monsters.55,65,68,71,72,86

© 1997 Bethesda Softworks 191


TH£ 0fflTLC?pmr nnTHpnnruM

See also “Tables; Monster Compendium” “Tables; Advantages/Disadvantages;


“Tables; Monster Difficulty Ratings” Magic Items”
“Tables; Monsters/NPCs by Level” “Tables; Skills; Magic Item Effects”
Morphoid Daedra. .58 Spellswords.35
Nightblades..33 Spider Daedra.58
NPCs..64 Tables
Passwords Advantages/Disadvantages.24-25
Level 1..92,97,100 Magic Items.81
Level 2..106,107,108 Armor Effects..70
Level 3. .117-118 Build Points
Level 4. .129,133,136-137,138 Expenditure of.40
Level 7..171,177 Per level.39
Puzzles. .1,6,7,39,44,49,86 Daedric Alphabet Transliteration.43
Rangers..33 Magic Spells (Item Effects).80-81
Relics..76 Monster Compendium.56-63
See also “Tables; Scenario Items and Monster Difficulty Rankings.53
Magical Relics” Monsters/NPCs by Level.64
Riddles. .86,101 Scenario Items and Magical Relics.78,79
Rogue. .34 Skills
Running Away Magic Item Effects.82
See “Escape” Sigils by Level.44
Saved Games. .1,49-50 Spell Effects.51-52
Scamp. .56 Treasure Types.77
Seducer. .59 Tamriel, the history of.16-17
Sigils..41-44,45,54 Thieves. 36
See also “Tables; Sigils by Level” Treasure.73
Skeleton. .62 See also “Tables; Treasure Types”
Sorcerers. .34 Vermai. 57
Spells Warriors.36
Casting. .1,72 Weapons. 8,12,27,65
Spell Points. .8,12,65
Wraith.61
See also “Tables; Magic Spells”

191
Unlock the jSecrets of The Battlespfre!

You hold in your hands the OFFICIAL Hattlespire Hint Hook.


It contains the necessary charts and maps that detail every
object, weapon, potion, monster and person you are likely to
encounter <ind shall instruct you in what you need to know in
order to survive the Battlespire.

Read about the intricacies of character creation and


the importance of magic potions. Look up the answ ers to
every puzzle, riddle anjB^|g!|Word you will need to move
about as you figure out hd^tcy^ercome the evil cunning of
Mchrunes jDagon, the Black Daecffa Lord who has captured
the Battlespire that you must free. Hrmcd w ith the knowl¬
edge contained within this tome, your wits and cunning
shall be dramatically enhanced. Who knows, you might
survive the contest after all...

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