Battlespire Tips & Tricks|
Tags: Battlespire Game Guides, Battlespire Hints, Battlespire Walkthrough
Walkthrough by brusseau
Download the maps and walkthrough
On the following pages we provide you with the solution to Elder
Scrolls: Battlespire. You will find both a quick walkthrough and a
detailed one. The points referred to in the walkthrough can be
found on the maps for each level. On the download page you will
also find miscellaneous hints, tips, and other cheats for this
game. Good luck!
Level 1 - Quick Solve
1.Purpose of this level is to found out basic information about
whats going on, close the 5 anchors and find the 5 cogs to
activate the Star Galley to leave. Almost everything can be done
without any conversation with monsters but it does reveal some
2.Find a Doht sigil of entry (2-3 mobs have them). There may be
one on the path from Point A to M and near Point I.
3.Close the anchors found at Points D, E, G, and O (close means
the blue things are together). If you have all the anchors open
you die (I'm pretty sure).
4.Find the 4 cogs at Points F, I, N, and O.
5.Open secret door at Point P and talk with Clarentavious.
6.Go and kill the Dremora Methats and Point H and take his
7.Enter the teleporter and use the password "boustrophedon" to
enter the locked door.
8.Get the last cog and close the anchor and Point Q.
9.Return to Clarentavious for the Typho Sophias (optional?).
10.Place the cogs in the control at the center of room P, open
door and walk onto galley to Level 2.
Level 1 - Detailed Solve
Point A After a disorienting trip through both time and space you
arrive at Battlespire here, supposedly for training in the art of
magic. You don't see any friendly welcoming party but you assume
it's merely part of the course.
Point B Your thoughts of all this being 'part of the training' is
quickly dissolved when you find a battered corpse of a once
powerful mage nearby, surrounded by scamps. You find too scrolls
undisturbed near his body...perhaps they will say something of
what is happened. It appears that a daedra prince has forced entry
into Battlespire and taken over the place. This is certainly not
good news, especially since you left your daedra prince killer
sword at home. You read the other scroll in hopes it will shed
more information. It is from an friend of yours name Vatasha. She
gives you some helpful advice on survival but not much in the way
of news. You attempt some conversation with the local Scamp and
manage to persuade some not to attack you (for a a while) by
swearing not to hurt them if they help you out. They tell you that
you can leave by the 'boss' sigil, assumably the one preventing
you from leaving, or go with a boss (not a viable option at the
present) or by the magic boat. This must be the Old Star Galley
you read about in the first scroll. You decide that attempting to
search out this galley should be your first course of action.
While adventuring you soon find out that there are three main
opponents to be faced. The Scampi are pesky creatures that can
sometimes be 'bribed' to not attack but are easily dispatched if
they do. The Vermai are very tough creatures and communication is
all but impossible with these animals. The Dremora are a true
threat since they can cast powerful spells to weaken you as they
approach. They seem very intelligent, although not as smart as
they think they are. By being extremely humble and polite you can
occasionally avoid combat. They despise failure and rudeness and
will attack immediately if they see either.
You also find many sigils being carried by the various level
occupants, all Doht. Most are useless and appear to only serve as
a mark of identification. When one is used you appear to turn
ethearal for a short period of time. You do find at least one
sigil of entry. If the scrolls and creatures you talk to are
correct, the entry sigil will allow you to pass warding sigils of
the same type. You continue carefully through the dungeon,
collecting various useful items lieing around such as potions,
weapons, and armor. You also find several more scrolls, some
general knowledge, and more useful ones giving you more insight of
what happened here and how correct it.
Point C After a terrible battle with a group of fiends you
discover a number of important things here. First are two small
bluish gems hovering in mid-air. Taking advice from a scroll you
discovered nearby you find that they do indead heal your health or
mana (whichever is lessor). They disappear after use but you soon
discover that they reappear after a short while providing you with
a good supply of health and mana which you certainly need. You
also discover a cog wheel carried by a late Scampi. The wheel is
well crafted and glimmers of magic and most likely provides an
important use somewhere so you decide to hang on it.
Point D You come to a small room with a very interesting device.
On closer inspection the control panel for the device has a small
plaque which reads 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 Mana, without which there is no
light, no life, no Being. In their o'er-reaching wisdom, the
Powers have required me, against my every protest and complaint,
to affix to it a dreadful device, which you see before you, whose
purpose is to sunder and divide this anchor and imperil the Spire
and all who inhabit it.
Never divide the Anchor. It is the rock on which all our lives are
All Anchors must be conjoined to assure the safety and stability
of the Spire.
Above all, never allow them all to be unloosed. Sure destruction
shall follow, as the Battlespire departs the flux that keeps all
sides of nature in unity.
Now avaunt, and quit this chamber, lest the imp of temptation, or
some unhappy humour overcome you, and lead you onto the path of
certain annihilation. C.V.
Ah, so one of the five great anchors for the Old Star Galley which
you are searching for. Since you learning in a previous scroll
that releasing all five anchors is a bad thing you decide to
active the now open anchor and keep it closed until you learn
furthur information. The other anchors can be found at Point E, G,
O, and Q.
Point E You find another anchor here.
Point F After entering into the large and pitch black room and
eliminating the various creatures residing therein you find a
wonderous site...the skeleton of an ancient dragon! You find a
scroll under the skeleton beside the corpse of another mage which
tells a little more of the taking of Battlespire. You also find
another cog wheel in a bag underneath the dragon and add it to
Point G In the upper room you find another of the anchors.
Point H You find a large enclosed circle in this room and after a
little searching discover a group of buttons allowing you to do
so. Inside the circle you find Lord Methats (who you previously
read was the leader around here). You attempt to converse your way
out of a fight but fail miserably. After a long and intense battle
you emerge victorous, reaping the prize of a magical Methats
pauldron. You also recognize the symbol in the center of the
circle floor as being a teleporter. Not knowing exactly what to
except on the other side you decide not to risk it at the moment.
Point I Another cog is found in here on a Scamp. You begin to
wonder what their purpose is.
Point J There are two more of those wonderful healing crystals in
this room. One is found up top after you discover the lift
Point K You immediately sense that there is more to this room when
you enter it. Upon closer inspect you find that the North-East
wall opens to another room with monsters and a button. After many
exhausting fights you reveal all the hidden rooms and a passage to
Point L You find a particularily interesting room with floating
'islands'. With some trepidation you successfull cross them to
another room in the north with walkways suspended above lava.
After dispatching the Dremora in this room you find the center
platform is indeed an elevator which takes you to a loft with many
useful supplies. After, returning to the floating islands room you
notice a switch, chest, and a passage leading south. You barely
make the jump to the button which raises a platform nearby. Making
another great jump you reach the southern passage. While this area
was fraught with dangers it provided you with many useful
Point M This area has several rickety and old wooden bridges
suspended high over a field of lava. You carefully navigate over
them since they have no hand rails to hold or prevent one from a
fiery end. The first bridge has a guarding Doht ward which you
pass through, having picked up a Doht entry sigil eariler. You
shudder to think what would have happened if you didn't have that
Point N In this area you find two more healing crystal floating in
a small shrine and a Dremora standing nearby. The Dremora doesn't
attack imediately and you attempt to strike up a conversation.
Speaking carefully and politely you avoid combat with the
Dremora...until you backstab the poor sucker as he turns to walk
away (all is fair in love and war they say). You find another cog
in his possesions.
Point O You find another anchor here.
Point P Your trained senses picked up something wrong with the
southern wall in this room when you passed near it. Sure enough,
upon closer inspection, you open it to reveal a secret room.
Inside the secret room you find the battlemage Clarentavious
Valisious hiding. You find out a number of important things from
the mage. He tells you to go to his chambers through the
teleporter (Point H) and gives you the password 'boustrophedon' to
Point Q This is Clarentavious' chamber, accessed through the
teleporter and from the password found at point P. You find
several important things here. 1.Another of the cogs. 2.Another
anchor. 3.There are five cogs which are needed to use the Star
Galley. 4.There are five anchors which need to be active to use
Return to Point P You return to Clarentavious' secret hiding
chamber after visiting his chambers at Point Q. The mage seems to
think the only hope is too release all the anchors and drift
endlessly (and harmlessly) through the void. You have a differing
opinion (knowing that severing the anchors would be killing
yourself) and wish to use the Star Galley to furthur adventure
into Battlespire. Taking the fives cogs you found (points F, I, N,
O, and Q) you insert them into their positions in the control in
the center of the room at P. Once this is done the door to the
east opens to the Star Galley. Talking furthur with Clarentavious
you find out that he indeed has the Typho Sophias and he requires
you to kill Methats and get his magical pauldron. Since you have
already accomplished this feat (by no means an easy one either)
Clarentavious gives you the Sophias without question.
Point R Here you find a simple ship named the Star Galley.
Entering this ship will take you on towards Level 2, and your
Level 2 - Quick Solve
1.On this level you learn more about what happened as well as the
politics of the Daedra. You must find the Meht entry sigil and the
piece of the voidguide to continue. This level contains quite a
few good magical items, Scamps, Vermai, Dremora, and many powerful
2.You arrive from Level 1 at Point A.
3.Make your way to Point E, click on the coffin against the wall
to reveal a level/switch. This opens a door behind you.
4.Enter this secret room and talk to the Daedra Spider Yorn. Kill
him (he's quite powerful) and get the Meht entry sigil.
5.Go down into the pit at Point D and activate the lever using the
password "bell tower". A book of riddles and answers can be found
at Point C. The lever creates a bridge above you.
6.Cross the bridge and move onto Point J. Activate the lever on
the South-East wall (it does either 34 or 1/2 your total health
damage, so heal up first). Take the voidguide piece from the
secret which opens in the north wall.
7.Take the voidguide piece to the little Daedra at Point K. After
some conversation she should give you a Zyr entry sigil. Enter the
door behind her with the password "horse".
8.Enter the teleport to move on to Level 2a.
Level 2 - Detailed Solve
Point A You make your trip abord the Star Galley without incident
from Level 1. As soon as you enter Level 2 of Battlespire you
suddenly realize the way back has been cut-off...you appear to
marooned here, at least for the moment. You take a quick look
around and notice a body and scroll nearby. The scroll contains
some very useful information from your friend, Vatasha.
1.Wizards & guards dead with no prisoners found
2.Daedra everywhere. Scamps are weak, but sneaky pack fighters.
Vermai are stupid and very tough.
3.Paxti Bittor is the traitor. Daedra may have some codes and
keywords. Many unaccessible rooms.
4.Teleports don't work.
5.Floating symbols are magic sigils, and deadly!
1.Boss daedra is named Sumeer and has a mass teleportation
2.Vatasha is sticking close to Sumeer and will try escape.
3.Command and security are sloppy possibly due to politics.
1.Teleporter to north near tiger rug has a password which may be
2.Find out how daedra got here. Bittor was master of teleportation
3.Search for codes and keys and clues and weapons.
4.Search for more clues from Vatasha
You also find some healing magics nearby left by her...hopefully
she's surviving a little better than you. As you adventure around
you find that monsters are carrying four different runes, Zyr,
Meht, Web and Roht.
Point B You find a magical door here which is bound to the riddle:
Some live in me, some live on,
And some shave me to stride upon.
I rarely leave my native land.
Until my death I always stand.
High and low I may be found
Both above and under ground.
Have all but failed the riddle course back at the academy you
attempt a few guesses before stopping, fearing that there maybe a
protection device worked into the door as well. Fortunately you
find a book of riddles nearby (Point C) which gives you the answer
to this riddle ("Tree") as well as a few others...a wonderful
find. The password successfully opens the door and you find a item
recharging device inside. You can't quite make out how it works
from a scroll nearby, but not having any good magical item to
recharge, you pocket the scroll for later use.
Point C You find a book of 4 riddles along with there answers
here. All four riddles are used somwhere on this level so keep
this close to you (Points B, D, G, and ?).
Point D You come across a large pit-structure with a door on the
other side. You contemplate jumping but you know you would never
make. On a more careful inspection you find a small level in the
pit, unfortunately along with several Vermai. The level is also
protected with a riddle:
I rise above the roofs below
Finger up-raised to heaven.
I speak in clear tones
That aim for others
To gather where I call.
Whipping out your book of riddles you found at Point C, you find
the answer to be a "Bell Tower". Now pulling the level you find
that it produces a bridge across the pit to the door.
Point E In your travels you come across a coffin lying up against
the wall. On closer inspection you notice some sort of device just
behind. You touch the coffin and activate some sort of spell,
moving the coffin to the side, revealing a button. You cautiously
press the button to reveal a secret entrance on the opposite wall.
Through the secret chamber you found at Point E, you find a Daedra
Spider. After some futile conversation you find that it appears to
know the location of one of the void guide pieces. After a little
convincing (the hard kind) you manage to find a Meht sigil of
entry among his possessions. You find later that this was a
powerful daedra named Yorn.
Point G You come across yet another door bound by a riddle:
A single rank
Their faces blank
Now hid by night
Now bold by light
Bright red the land
Where soldiers stand
Looking in your trusty riddle guide you found at Point C, you find
the answer to be "teeth".
Point H You come across a large room with two healing crystals and
a female daedra starting at you from above. She doesn't appear to
be menacing to you (yet at least) so you approach for more
conversation). You learn from her that Yorn has a Meht sigil of
entry (Point G) that you need to find one of the voidguide pieces
(Point ?). Furthur attempts at conversation don't go so well. She
accusses you of being the wanted Vatasha Trenelle. When you try to
explain thay you aren't she threatens to summon her 'minions' to
have you destroyed and disappears. No minions appear and you're
left alone. A furthur search of this room yields several quality
Point I You find another corpse of a Battlemage here, along with a
scroll seeking vengence. Nearby you find various magical items,
once possessions of the mage.
Point J Here you find a Meht warding sigil. Using the entry sigil
found at Point G you pass through without getting hurt. Inside you
find a Dremora (who looks like a Vermai?) who gives you some Meht
sigils once you give an 'oath' to serve him. Unfortunately he
attacks anyways and you are forced to defend yourself. Quickly
glancing over the room you notice a level on one wall. You pull it
and get hit with a powerful defense spell which practically kills
you. You make a mental note to be more careful around levels next
time. The lever opens a wall to the north revealing a piece of the
Point K You come across a strange site here, a small girl, you'd
guess around 10 years in age, stands here. She is quite human
except for her skin color which is very orange. Talking to her you
find she is looking for a lost voidguide which appears to be
needed to operate some sort of device. She says she will reward
you 'well' if you return it too her. Elsewhere in the level you
find that the voidguide was taken and hidden in various places by
Scamps. You also notice that the door behind her is protected by a
riddle once again:
Faithful One, Slave
with the answer being "horse" as found in the riddle book at Point
C. Inside you find a teleport pad protected by a Zyr warding
sigil. You give the little Daedra the voidguide you found at Point
J and you are rewarded with a Zyr sigil of entry, allowing you to
pass through the teleporter behind her and into the 'secret'
parts, as she calls them. You can pass through the teleporting
bringing you to Level 2a.
Point L Using the Tyr entry sigil you received at Point K, you
enter this room to find a decent stash of magical items. You also
find a lever hidden behind some boxes on the west wall which
reveals another switch in the floor when activated. This switch
opens a secret door on the east wall. This room also has a healing
Point M This room is protected with a Roht warding sigil.
Unfortunately with your best efforts you cannot seem to locate any
Roht entry sigil on this level but you make a mental note to
return to here when possible.
Level 2a - Quick Solve
1.This level is a continuation of Level 2 since you don't get any
stat bonuses, although there doesn't appear to be any way to
return at the moment. There are a number of things to learn here
through conversation and scrolls, in particular about the mage
named Scourge. You must find the mace, four void guide pieces and
a Web entry sigil to continue on to level 3.
2.You teleport in from Level 2 at Point A.
3.Enter the first door to the south and click on the mace above
the door (Point B). Go into the secret room at the south and get
the Scourge mace. The lion statue activates the lift.
4.Go into the library at Point E and find the scroll about the
Scourge mace (optional).
5.Kill the spider daedra at Point H to get the Web entry sigil.
6.Talk to the daedra Wonshala at Point I to learn more about the
7.Grap the four voidguide pieces found at Points C, D, G, and F.
Go talk to Sumeer at point J and put the pieces into the device in
front of him. This activates the teleporter at point K which
brings you to Level 3.
Level 2a - Detailed Solve
Point A This is the destination from the teleporter at Point K on
Level 2. You are encountered with a great force from all sorts of
creatures but you fight bravely and come out relatively unscathed.
Point B Searching this room you find nothing of interest except a
mace apparently stuck above the door. Attempting to remove it you
trigger a secret which reveals a room to the south. Inside you
find a wonderful lion statue (which activates the lift) and a
powerful magical mace named "Scourge, Blessed of Malacath".
Point C This room appears to be a normal barracks occupied by a
number of scamps. A careful search reveals a secret lift beneath
the intricately designed carpet. It leads to a secret room which
contains one of the voidguide pieces.
Point D This appears to be some sort of training or study room.
Given the number of secret rooms you have discovered nearby you
search carefully and indeed find one. The bench to the North-West
rises to reveal a secret chamber with another piece of the
Point E A small library is found here as well as a Dremora who
wishes to speak. After a relatively long conversation you acquire
a scroll from him before he disappears. The scroll outlines the
various motivations and forces behind the various monsters and is
rather useful. You also find a number of other scrolls in the
library and in particular one describing the Scourge Mace you
found near Point B. It seems like the mace is capable of banishing
a Daedra in one hit.
Point F You find yet another piece of the voidguide lying on a
Point G You find another piece of the voidguide in this room.
Point H A Web guarding sigil bars the way here. Fortunately there
_was_ a spider daedra here who decided to give you a Web entry
Point I Here you find Wonshala Keriayn. She is interested in
acquiring the Mace called Scourge, which you found at Point ?, as
well as the keyword which unlocks its powers. For the meantime you
agree to do so.
Point J Here you find the daedra Sumeer Jabran, who seems to be
the one in charge around here. After a brief talk you agree to
return the voidguide pieces in exchange for safe passage through
Battlespire. Using the four pieces of the voidguide found lying
around in this level (Points C, D, F, and G) you put them into the
glowing blue device in front of Sumeer.
Point K The device you activated at Point J caused some sort of
large teleportation device to function here. Stepping bravely
forward, you move on towards Level 3, and parts unknown.
Level 3 - Quick Solve
1.On this level you again learn a little more here and there,
mostly from two Battlemages turned into wraiths. There are ghosts,
wraiths, and Morphoid Daedras to combat on this level, all quite
tough to defeat. To exit you must find the Oht, Ahem, Hekem, and
Yoodt entry sigils and the three control rods to go on to Level 4,
2.You start out at Point A. Pick up scroll from Vatasha at point
3.Get Oht entry sigil from Daedra at Point C.
4.Read sixth plaque on left at Point D for answers to riddles.
5.Talk to prefactor wraith at Point F. Agree to perform ceremony
and get a hero gem (healing).
6.Go into water and turn wheel at Point H. Continue swimming to
area near Point I.
7.Kill the daedra at Point I to get the Ahem entry sigil. Turn the
two wheels here.
8.Enter boat at M to visit Paxil Bittor wraith at N and get Yoodt
entry sigil and another note from Vatasha.
9.Get Hekem entry sigil from Daedra at Point K.
10.Open coffins and talk to ideal masters at Point L (Chapel of
Love). Get rod in North-East corner.
11.In room with rotating thing near Point O, grab another rod in
12.Get last rod at Point Q.
13.Talk to ideal master at Point S to get details on how to
14.Goto to Point T, turn on mana streams, put three rods in
pedestal up top, and operate the gate using the words 'Shade
Perilous' to go to Level 4
Level 3 - Detailed Solve
Point A This is the destination from the great teleporter at Point
K on Level 2a.
Point B Near where you arrived here you find another scroll from
Vatasha. She warns you to stay away from the wraiths since
apparently they cannot be killed. Not being that smart you decide
to take that as a challenge and attempt to kill the next wraith
you see. After the longest and most grueling fight you've ever
been in you emerge victorious. Soon you find that there are other,
better and much easier ways, to get the wraiths to stop attacking
you. You find that calling them 'mad as a loon' seems to cause
them to ignore you for some reason. Also, you are able to utterly
destroy some wraiths by turning them with powerful words, although
this doesn't always work.
Point C Here on the upper level, you find an Oht sigil of entry in
the possesion of a Morphoid Daedra.
Point D This hallway has many plaques devoted to the history of
the Soul Cairn. On careful inspection you notice the sixth one on
the left is different. It contains some sort of clues to something
First Coffin: Grave
Second Coffin: Life
Third Coffin: Boat
Forth Coffin: Pig
Fifth Coffin: Coffin
This will most likely come in useful further on.
Point E A pair of Oht warding sigils float here, denying passage
to anything beyond. Fortunately you found an Oht entry sigil
previously (Point C) so you are able to pass freely.
Point F Past the sigils at Point E you find another wraith.
Attempting to converse with it you soon find out that this was, or
is, Kirel Aman, the Praeceptor Superior of Battlespire. He was
captured and forced to tell all by the Daedra and then sentenced
to an eternal death as a wraith. He also tells you of possibly the
only way to kill a wraith (other than to kills its creator and
mastor). You agree to perform the ceremony and Kirel's soul is
destroyed, leaving behind a Hero Gem (heals health with many
Point G These hallways are blocked by Ahem warding sigils. Not
being able to find the appropiate entry sigil neraby it looks like
you'll be going for a swim. You are careful that you aren't
carrying to much weight, otherwise you'd sink like a rock and
drown. You find the entry sigil later on at Point I.
Point H You find a wheel deep underwater and turn in it hopes of
it bringing a dryer setting. You find out later that this most
likely caused a platform to rise in a room nearby (near Point I).
Point I You go up a lift in this large room and confront a
Morphoid Daedra. After an exchange of blows you find that he is
carrying an Ahem entry sigil. Turning the wheels next to where he
was found several platforms rise up to form a path across the
Point J On one side of these rooms you find a cupboard which does
not open when you try it. A more careful search reveals a
mechanism on the opposite side of the room which does open it,
revealing some useful items.
Point K You come across a Morphoid Daedra here who is carrying a
Hekem entry sigil which you gladly relieve him of.
Point L You find three coffins in this room, two of them protected
by riddles. Using the answers from a plaque you found at Point D
you know the two answers to be "grave" and "pig". Inside each
coffin you find some items as well as a bluish crystal that, when
touched, begins to speak. Each gem appears to be the soul of a
master, leaders of this Soul Cairn. They are uninterested in
helping you until you perform some strange ritual. Not liking the
sound of it you decide to move on, but remembering what the souls
told you. You also find a pilot rod in the north-east corner of
the room which you take, although you aren't quite sure what's
it's use is.
Point M You find a boat here, tied to the dock. Having just got
try from your last swim you decide to not swim for it this time.
It takes you a little while to get use to steering it but you
manage fine with a little practice.
Point N You find a small alcove here with several items and the
wraith of Paxti Bittor, the traitor who caused this whole mess.
You listen to his story and you find that, in turn, the Daedra
betrayed him, killing him and turning him into a wraith (how
fitting you think). He mentions the name of Sirran Angada, the
Daedra who betrayed him and had a hand in taking over Battlespire.
Unfortunately this Daedra uses a transmorph spell to appear as
anyone it wants to, making him difficult, if not impossible to
find. Among the items on the dock are another letter from Vatasha.
She seems to be barely surviving as you but she did leave you a
Yoodt entry sigil which will be useful. You decide to avenge the
deaths of the battlemages by ending whatever life Bittor has left
in him, and after a long and arduous battle you succeed.
Point O A pair of Hekem warding runes float here. Using the entry
sigil you found at Point K you pass through them unhurt. In the
room behind is a strange rotating device. Not knowing exactly what
is does you decide to leave it alone...for now. You find a rod
poorly hidden in the south-east corner of this room.
Point P There is a Yoodt warding sigil here which would be
blocking your path had you not found the entry sigil left by
Vatasha for you at Point N.
Point Q In the north west corner you find a rod cleverly hidden
near a column.
Point R In this small room you find another coffin lock by a
riddle. Using the answers you found previously you find the answer
to be "boat". Once again you fail to get any sort of useful
information from the soul within.
Point S A similar coffin and soul are in this room, but with no
password protection. After a good deal of discussion the ideal
master tells you in detail what is required to activate the
teleporter in the chapel of love (Point L). You need to collect
the 3 rods (Points L, O and Q) and insert them into the pedestal
between the two mana beams (which you must first turn on). Then
the gate will take you to any destination in the outer realms,
provided you know its name. Pulling out a scroll from Vatasha you
find the next location is called 'Shade Perilous'.
Point T Here you find the device mentioned by the ideal master at
Point S. Following his instructions you turn on the mana streams
and put the three rods into the pedestal. You activate the now
operating gate by requesting to travel to Shade Perilous, Level 4.
Level 4 - Quick Solve
1.You make a few new 'friends' (if you can call them that) on this
level, mostly the Dremora and Seducers. You also get friendly with
the Fire and Frost Daedras but they still attack you. The real
menace on this level are the Dark Seducers. They have many spells,
hit for large amounts of damage, have high hitpoints, and there
are quite a few of them. In order to finish the level you need to
find the Nocturnals Jaciel and Deynira, find the Ekem, Jeb and
Quam entry sigils, activate the 4 levers, touch the hand, find the
book of wheels and enter the sacred code a few times. This is by
far the longest level yet so patience is in order.
2.You start out at Point A on this Level.
3.Pull the chain at Point C.
4.Get the passphrase "The Gerent of Dagon Rules Here" from the
Fire Daedra or the scroll in the cage at Point E to open the door
near Point F.
5.Talk to Deynira for a while at Point F. Touch sword in South-
East to reveal lever in center or room. Activate this lever and
the ones at Points G and J.
6.Get the Jeb entry sigil from the Daedra at Point G and the Ekem
at Point H.
7.Goto the Point I and talk to the Seducer to get the keyword
"dusk" (also found on a scroll in this room). Touch the hand to
make it disappear (optional???).
8.Go through teleporter at Point K to end up at Point L.
9.Talk to Dremora at Point N to get a Quam entry sigil.
10.Go to the points P,Q,R,S and press the letters to spell the
word "dusk". A wrong button causes around 40-50 points damage.
1.Point P: Letter U is 4th from Left
2.Point Q: Letter D is 4th from Left
3.Point R: Letter K is 4th from Left
4.Point S: Letter S is 1st on Right
This raises the four platforms into the center.
11.Turn the four wheels at the center, Point T.
12.Enter the now opened door at Point U, find and activate last
Lever at Point V
13.Talk to Jaciel at Point X.
14.Return and talk to Deynira at Point F.
15.Return and talk to Jaciel at Point X.
16.Touch torch thing at Point Y to raise platform.
17.Enter energy field at Point Z via the password "djemekweh".
Talk to Daedra and enter teleporter. 18.Enter the well thing at
Point 2 to exit and continue to the Chimera of
Desolation, Level 5.
Level 4 - Detailed Solve
Point A This is the destination from the gate at Point T on Level
Point B You meet a talkative Frost Daedra here who reveals a lot
of information. It appears as though either Xivilia Moath or
Faydra Shardai is the one in charge around here. Imago Storm is
the leader of the Dremora and is in charge of the invasion force.
You also learn that the frost daedra aren't too fond of their fire
counterparts. In exchange for a pair of magical greaves you enter
an agreement with the frost daedra to kill all fire daedras for
Point C You find some sort of device with a pull chain. Activating
it you find it opens a door you passed previously at Point D.
Point D Returning to this door which you opened via the device at
Point C, you make conversation with a Dremora and learn many
things. First he says, in order to rescue your friend (I take it
he means Vatasha?) you must pass beyond Shade Perilous into the
Chimera of Desolation and finally on to Dagon's Pleasure Palace.
The exact route of which is beyond the Dremora's knowledge,
although he says that Jacial Morgen would know the way. Jacial is
one of the Nocturnal lords who was overthrown by the fire and
frost daedras released by Xivilai and Faydra to capture Nocturnal.
The Dremora goes furthur to say that all the fire and frost daedra
must be eliminated and order restored here so that Dagon will not
be upset. This may be possible by mentioning Xivilai or Faydra to
the daedra and using their hatred against them.
Point E Here you find another informative enemy, this time a fire
daedra. You learn that the two Nocturnal lords, Jaciel Morgen and
Deyanira Katrece were captured and are being held prisoner. Jacial
is in the farthest cell in the southern block on this level. Her
cell can be only opened by the words "The Gerent of Dagon rules
here". Deyanira is being held elsewhere. You also make another
pact with the fire daedra to kill all frost daedra and receive a
magical helmet in return. You will see that pitting the frost and
fire daedra against each other as mentioned by the Dremora at
Point D will be easier than you had first thought. There are two
healing crystals in the room where you found the daedra.
Point F You find a door here which opens when you use the phrase
"The Gerent of Dagon rules here" which you got from a fire Daedra
at Point E. Inside you find Dayenira Katrece being held prisoner.
She asks you to free Jacial from imprisonment from the night
portal. To do so you must start the nocturnal mana to flow again
by letting the magical tourbillions begin to turn again. To do
this the wheels of heaven must read the appropiate code. She
doesn't know the code but tells you to seek the Book of the Wheels
of Heaven. She also mentions something about solving the riddles
of stools but you don't quite understand that. She also mentions
four secret levers which must be pulled to release Jacial from the
Nightportal. One is near a podium, another in a secret underwater
grotto, another under a table and the last in a storage room. You
find the one under the table in the center of this room by
touching a large sword on the south wall. Certainly not an easy
task to do everything that is required, but you gave your word to
Point G This must be the secret underwater grotto Dayenira told
you about at Point F. You find a lever in the floor here and the
Fire Daedra here was carrying a Jeb entry sigil.
Point H A Fire Daedra was carrying a Ekem sigil of entry in this
Point I This room is protected by a Jeb warding sigil and you pass
through using the entry sigil you found at Point H. The Daedra
Seducer in this room directs you to the Book of Wheels which gives
you the sacred code "dusk". There is also a large hand protected
by sigils in this room which you can't figure out at the moment.
Not being that bright you touch it anyways and it disappears (you
finish the level without really knowing what it did). A coffer of
restoration also resides in this room.
Point J Another lever for unlocking the Nightportal can be found
in this room, hidden behind the bench along the eastern wall.
Point K You pass through these Ekem warding sigils with the entry
rune found at Point H. The teleporter pad here takes you to Point
Point L Destination from teleporter pad at Point K.
Point M This teleporter pad returns you near to Point K.
Point N You find a mysterious Dremora at the end of this hallway
who gives you a Quam entry sigil without explanation and
Point O This hall is blocked by a Quam warding sigil which you
pass using the entry sigil aquired at Point N.
Point P There are 5 Daedric letters on the wall here, from left to
right: Z, W, V, U, T as well as a coffer of restoration. You press
the letter U for the codeword 'dusk'.
Point Q There are 7 Daedric letters on the wall, from left to
right: A, B, C, D, E, F, G. You press the letter D for the
Point R There are 5 Daedric letters on the wall, from left to
right: H, I, J, K, L. You press the letter K for the codeword
Point S There are 7 Daedric letters on the wall, from left to
right: M, N, O, P, Q, R, S. You press the letter S for the
Point T Pressing the all the letters to spell dusk at the Point P,
Q, R, and S raises the four platforms towards the center. You can
now turn the four wheels of heaven to restore the flow of
Point U After pressing the appropiate letters at and turning the
wheels at Point T this previously blocked entrance turns into some
sort of energy field. Approaching it you find it is bound to a
riddle whose answer is "dusk" once again.
Point V You find the last of the four levers here in the north-
west corner of this room.
Point W These passage is opened by pulling the four levers at
Points F, G, J, and V.
Point X At the end of this tunnel you find the Nocturnal ruler
Jaciel Morgen. Unfortunately she appears to be in such as state of
depression that you are unable to get anything useful out of her.
Return to Point F You return to Deyanira Katrece in hopes that she
will be able to help once again. She is thrilled that you found
Jaciel and says that only a deeper loose than that of losing Shade
Perilous will revive her. She then suggests that the only possible
way would be for herself to be thrown into Oblivion. You
reluctantly agree and perform the required ceremony.
Return to Point X You return to Jaciel to tell her about Deyanira.
She becomes very enraged and you fear for your life. You manage to
calm her down eventually and she tells you how to move to the next
level. You need to to cross the Rock Sail to a gatel which opens
by the word "djemekweh". There is then a lesser portal and beyond
that you will find a gate which takes you to wherever Dagon has
set it to go.
Point Y You carefully cross these partial bridges. You find a
flaming blue torch near a frost-daedra which turns out to be a
switch. This raises a platform allowing your travels to continue.
Point Z You find the gate Jaciel mentioned, a large blue-white
glowing energy field of some sort. It opens via the command
"djemekweh". Beyond this you find a Dremora who you talk to a bit,
providing you with much useful information. Unfortunately Dagon
has captured Vatasha and taken her to his hunting lodge. Also,
much to your distress, on the next level, Chimera of Desolation,
you will be hunted as prey in a game. There are rules to this hunt
and the Dremora suggests you use them to your advantage. You
should also seek hidden resources and something that was a man
with the mantle of distinction. He does not provide any more
detail on the subjects and you're left with more questions that
you started with. The teleporter pad here takes you to Point 1.
Point 1 This is the destination of the teleporter at Point Z.
Point 2 You enter the gate here, moving on to Level 5, the Chimera
Level 5 - Quick Solve
1.You don't learn much on this level, and anything you do is from
the old man. You're primary concern here is survival. There are
some 250 monsters on this level and all want to kill you.
Fortunately there are many resources such as potions and healing
crystals. To exit, you'll need to find a Yehk entry sigil, 6
gatekeys, 6 pieces of the saviors hide and the spear case. There
are mostly Frost and Fire Daedras on this level. You can't kill
the Herne without the spear so run from them at first. Inside the
waterfall there are also many Dark Seducers so tread carefully
2.You start off at Point A. Grab the piece of the hide under the
dock. Talk with the Seducer and read the nearby scroll for info.
3.Find a Fire and Frost Daedra nearby and talk to for more info.
Kill Fire Daedra and grab Yehk entry sigil.
4.Grab the 5 gatekeys at Points B, F, H, J, and K.
5.Get the spear case from Point F as well.
6.Grab the 5 other Saviors Hide pieces at Points D, G, L, N, and
7.Go talk with Old Man Chimere at Point P (be patience and ignore
the spoon/cat quests etc...). Learn that part of Dagons true name
8.Put on the six hide pieces to get him to open spear case and get
Spear of Bitter Mercy.
9.Go kill the hunter Herne Egahirm at Point Q. Get entry sigil and
last gatekey from his corpse.
10.Enter Great Horned Temple at Point S. Walk onto crescent moon
platform above you to exit and move onto Level 6.
Level 5 - Detailed Solve
Point A This is the destination from the gate at Point 2 on Level
4. You find a scroll nearby which briefly explains your situation.
It appears that you are the 'hare' on some sort of hunt conducted
by the Daedra. To exit the level you will need to find the six
gatekeys to open the great horned temple to the east. The scroll
also suggests that you seek the stranger to the cottage to the
north. With some patience and persistance he will be of great
help. There is also a Dark Seducer floating nearby. Talking with
her yields slightly more information. Looking underneath the dock
you find a piece of the Savior's Hide, some sort of powerful
magical armor left there by its owner.
Many Points In your travels you find many Frost and Fire Daedra
wandering around. You find that the Frost Daedra were blamed for
the loss of Shade Perilous and have since been 'demoted', now
ranking less than that of the Fire Daedra. Needless to say they
aren't too thrilled with this so when you mention that you know
the truth, that the Fire Daedra were also involved, the Frost
Daedra encourage you to tell the Dark Seducer at Point A. You also
gather some more information about this hunt. The laws for this
hunt are apparently posted before the Chapel of Innocent Quarry
(Point ?). These laws protect the hunter and the huntsman from all
mortal weapons and spells. It may be possible to use the spear of
Bitter Mercy to kill them but you are given no directions as where
to find one. Soon after, speaking to a Fire Daedra this time, you
learn that the hunter is a Herne named Egahirm. You also find a
scroll detailing the hunt and a Yekh sigil of entry in the
possesions of most Fire Daedra. You also encounter several Herne
hunting you. True to what the Frost Daedra said, your weapons and
spells do no damage to these creatures.
Point B Up in this tower you find one of the gatekeys and two
Point C Word of warning, whenever I entered this house the game
crashed with some error.
Point D Inside this crypt you find a secret passage under the
southeast coffin (activated by touching the coffin). This leads to
a small underground dungeon which contains another piece of the
savior's hide as well as 2 healing crystals.
Point E This the alternate exit/entry to the dungeon at Point D.
Point F This large green-thing, also known as the Chapel of
Innocent Quarry, is protected by Yehk warding sigils. You pass
through by using one of the entry sigils acquired from a Fire
Daedra. Inside you find a number of useful items, among which is
another gatekey and a spearcase (which you cannot seem to open).
You also find a scroll stating that the sixth key is on Egahirm
which is directly contradictory to the rules of the hunt.
Point G You find another piece of the savior's hide outside this
Point H Enter the towers in the corner of this small fort and
activate the buttons to raise the platform in the center. This
reveals 2 healings crystals and a gatekey.
Point I In this area you find a remarkably tough Scamp. By all its
appearances it is a Scamp but it simply won't die, no matter how
many times you hit it. Attempted conversation fails and after an
incredibly long (but boring) battle you finally succeed in sending
it to oblivion.
Point J Inside this building you find another gatekey and 3
Point K You find another gatekey and two healing crystals inside
Point L You find a wonderful waterfall here, cascading serenly
over a cliff. Looking closer you find a secret passage behind the
waterfall. This leads to a large carvern and a small tower. Inside
the tower you find a piece of the saviors hide on the first floor.
On the second floor you find a secret on the leftmost bookcase
which gives access to a coffer of restoration.
Point M A ballon sits here, waiting to be used by a brave
adventurer. You may use this to access the island to the north.
Point N You find a large boot moored here. Taking the the
elevators on the end of the dock up, you find another piece of the
saviors hide at the top.
Point O In the second floor of this building you find a piece of
the savior's hide.
Point P You find the Old Man's Chimere small cottage sitting here.
Conversation with him is difficult at first since it is apparent
that he has not seen another human in a long time. Eventually,
after ignoring many of his 'fake' requests, he calms down and
begins to provide useful information. It turns out the Saviors
Hide was created by the old man in an attempt to defeat Dagon
(whose true name used to be Lehkelogah). The armor redirects
incoming blows back to the attacker but makes the user vulnerable
to magic. The armor also allows use of the powerful Spear of
Bitter Mercy. Putting on the six pieces of the Hide found at
Points A, D, G, L, N, and O, you ask the man to open the spear
case you found at Point F. Open it he does and you are given the
spear which, you learn, can kill the protected Herne hunter and
huntmans with one blow.
Point Q On the top of this building you find the hunter Herne
Egahirm. Having aquired the spear at Point P you easily defeat
him. You find the last gatekey and a Geth entry sigil.
Point R This belltower is protected by a Geth warding sigil. It is
to be rung when the hunted (ie, you) is killed. Since you just
killed the hunter at Point Q you decide to be arrogant and ring it
Point S Here is the Great Horned Temple. You need the six gatekeys
found at Points B, F, H, J, K and Q to enter. Inside, jump onto
the large crescent moon symbol above you to exit the level and
continue on to Level 6.
Point T A boat wreck can be found in this area, containing some
Level 6 - Quick Solve
1.All you learn in this level is the neonymic for Dagon which will
hopefully help defeat him. It is a relatively simple level
although you must be careful of the Daedra Lords and Counts for
they are powerful foes. There are also many Clannfear and Herne
wandering around but they are easily dismissed. To exit you must
find the Iya, Payem, and Tayem entry sigils and the 3 gatekeys.
The sigils can be found on a number of mobs, not just the ones
2.You start at Point A.
3.Push over the nearest 'log' to the door at Point B to open it.
4.Kill one of the Daedra Counts near Point C to get an Iya entry
5.Push the two buttons on the platform at Point D.
6.Kill a Clannfear here to get a Tayem entry sigil.
7.Goto Point H and talk to Lord Imago. Get the three neonymics and
8.Talk to Xivilai at Point I. Threaten him with banishment and
he'll give up a gatekey.
9.Enter the western mirror at Point J to teleport to Point K. Kill
the mobs around to get a Cess and Payem entry sigil.
10.Enter the southern mirror at Point J to teleport to Point L.
Talk to Faydra at Point N. Banish her to get another gatekey.
11.Return to Point H and insert the three keys into the green
latern to activate the gate. Enter the gate to move on to Level 7,
Dagon's Hunting Lodge.
Level 6 - Detailed Solve
Point A This is where you start, arriving from Point S in Level 5
Point B You find a large door in this area which can't be opened
by normal means. You suddenly get an idea and you push over the
nearest pole to the door. The pole crashes against it and opens
Point C You find a Daedra Count in this area who carries an Iya
Point D On a platform in the middle of this large room you find
two buttons which open the doors to the east and west.
Point E You notice two secret doors in this area, leading to a
grand stash of weapons and armor.
Point F In this room you find a Tayem entry sigil on the body of a
Point G You find the mortal wizard Sirron Angada in this room, one
of the traitors to Battlespire. After watching him beg for his
life for sometime you decide to avenge the deaths of the
battlemages and end his wretched life.
Point H In this small castle you'll find the Daedra Lord Imago
Storm. To enter you can sneak behind the gate or open it by the
switch(s) on either side (I snuck by, so I'm not 100% sure how it
opens). Using the Iya entry sigil you found at Point C you enter
the elevator to the west. This brings you to Imago who you
converse with for a while. He tells you the neonymics of Dagon,
Xivilai and Faydra, allowing you to banish them to Oblivion for
some time. He also tells you that you need three gatekeys to
activate the gate and leave this level. He gives you one key,
while the other two are on the Daedra Lords Xivilai and Faydra.
Point I Here you find the Fire Daedra Lord Xivilai Moath. After
threatening him with his neonymic you received from Imago he gives
you immunitity from his clan and one of the gatekeys.
Point J In this room you find three mirrors which radiate strong
mysticism magic, indicating that they are some sort of
teleporters. The southern one leads you to Point ?, the western to
Point ? and the northern to Point ?.
Point K You arrive at this point from the western mirror at Point
J. In this area you find a Herne carrying a Cess entry sigil and a
Clannfear carrying a Payem entry sigil. Return to Point J through
the mirror here.
Point L You arrive here from the southern mirror at Point J. The
mirror here also takes you back to the same point.
Point M A Payem warding sigil blocks the way here. You pass
through using the entry sigil acquired at Point K.
Point N The Frost Daedra Lord Faydra Shardai is found here. After
unsuccessfully trying to threaten her with her neonymic acquired
from Lord Imago you are forced to banish her to Oblivion. She
leaves behind another gatekey.
Return to Point H Returning to this gate with the three gatekeys,
you insert them into the green lantern activating the gate. You
enter the gate and travel to Level 7, Dagon's Hunting Lodge.
Point O (Note: This is optional but you can get some good items).
You arrive at this point from the northern mirro at Point J. The
mirror here takes you back to the same point.
Point P You find a trapdoor and a sign "Intelligent" Test here.
You discover that the trap door leads down to a deep pit filled
with water. If you had fallen in without a teleport anchor set you
would have been doomed to a watery grave.
Point Q Entering these two rooms, guarding with Cess warding
sigils, with the entry sigil found at Point K, you find a wheel in
each room. These wheels open the room to the south which contains
two healing crystals and a good stash of magical items.
Level 7 - Quick Solve
1.This is the final level where you encounter, and hopefully
defeat, Dagon. Proceed carefully since there are many powerful
opponents and you may fall/be pushed into the lava. To finish
you'll need to get the Sword of Moon Reiver, the Savior's Hide and
the Lyr, Seht, and Neht entry sigils. There are a few Dark
Seducers and many Daedra Counts and Lords to face on this level,
so be prepared.
2.You start out at Point A. Read the scroll nearby for useful
information. You don't the magical items described but they are
nice. 3.Jump across to Point C and kill the Dark Seducer there for
the Sword. Make use of Jumping potions helps.
4.Make your way to Point H. Say "Lehmekweh" to lower the bridge.
5.Activate the crossbow device at Point I to cross the chasm.
6.If you don't have the Saviors Hide from Level 5, talk to the
Wraith at Point J.
7.Make you way to Point K. One or several of the mobs up there has
the Iyr entry sigil so you can pass.
8.Inside the building find the Neht and Seht entry sigils. They
can be found on the mobs on in some of the chests possibly.
9.On the top level touch the purple balls to activate the
teleporter. This brings you to Dagon's room.
10.Put on the Saviors Hide and wield the Sword of Moon Reiver.
Talk to Dagon. Attack him as soon as you finish or you will die.
That's it, enjoy the ending sequence.
Level 7 - Detailed Solve
Point A This is where you start, arriving from Point H in Level 6,
you find a scroll here, presumably from the Dremora. It contains a
number of useful things: description of some powerful magical
items found on wraiths, that a Dark Seducer is Dagon's body guard
and carries the Sword of Moon Reiver which you'll need to banish
Dagon. Also that the three Lieutenants of Dagon carry the three
entry sigils you will need to reach Dagon. Vatasha is being
guarded by Dagon himself, and the scroll warns of some sort of
trap. It turns out you'll need the Saviours Hide, the Sword of
Moon Reiver as well as Dagon's neonymic and the help of your two
nocturnal daedra friends (btw, if you left the Saviours Hide armor
back on Level 5, don't worry, you can get it back again here).
Point B You find a wraith here carrying the Long Bow of Heaven's
Hail. By the scroll you found at Point A you know the bow is
deadly accurate with both arrows and spells.
Point C On this 'island' you will find Dagon's bodyguard, a Dark
Seducer carrying the Sword of Moon Reiver. I got here by jumping
with the help of a potion of jumping. I'm not sure if there is any
Point D You find a wraith here who carries the Boots of Peace. By
the scroll found at Point A you know that these greatly enchance
the hand-to-hand skill (with other items I got up to 150% hand-to-
hand, 23-25 points damage).
Point E You find yet another wraith here, carrying the Helmet of
the Poor. According to the scroll found at Point A this helm makes
the user resistant to magical attacks. The tower at this point
appears to serve no useful purpose.
Point F Coffer of restoration.
Point G Another wraith is found here, carrying the Helmet of Light
Within. this helm is supposed to allow the user to draw spell
points from his opponents but it didn't work that well. There are
also two healing crystals alongside the tower here.
Point H There is a switch here which is bound to someones name. On
a whim you try the Protonymic of Dagon, "Lehmekweh" (which you
also find on a number of scrolls on this level). The bridge
descends allowing you to pass.
Point I There is large crossbow device sitting here. When you
activate it you find it shoots a rope across the cavern allowing
you to pass safely. You may jump back across on use the teleporter
later on to return. Watch the 'thorns' later on near here, since
they do damage (I was thrown into the lava several times).
Point J You find a strange wraith here, unlike the others. Talking
to it you find it is some sort of agent from you Daedra friends.
It gives you the complete set of the Savior's Hide if you forgot
to bring it with you.
Point K You find a large force of Daedra on the top plateau here.
Among them you find a Lyr entry sigil. The teleporter pad here
brings you to Point L. Passing through the Lyr warding sigils here
brings you very close to Dagon. After killing the several Daedra
Lords you should find a Neht and Seht entry sigil allowing you to
pass to the lift. The lift brings you to another room which
contains a teleporter which can be activated by touching the
floating purple balls. Stepping into the beam brings you to the
room containing Dagon and Vatasha. Put on the Saviors Hide armor
and wield the Sword of Moon Reiver. Talk to the Lord of Daedras.
After, your two Nocturnal friends should appear. As soon as your
done talking attack Dagon. It only takes one hit to kill him, end
the game...and enjoy the finishing sequence. If you don't attack
right away you will die after a few seconds (you can do nothing to
Point L Destination of Teleporter at Point J.