WALKTHROUGHS FOR THE MAIN QUEST FOR DAGGERFALL I would like to thank Paris Soulier ( known as Barbarian to most) for this walkthough, his page was changing and his Daggerfall section got the axe. I haven't changed it much besides converting it to much beloved HTML. If you want to use it for anything besides personal use, ask him first, his E-Mail is firstname.lastname@example.org. WALKTHROUGHS: (in order) Barenziah's Quest Castle Daggerfall: Quest for the Totem Castle Llugwych: The Ancient Watcher quest Castle Necromoghan: Mynisera's Letters Castle Sentinel: Soul of a Lich quest Castle Wayrest: Painting the Truth quest Cyndassa's Quest Direnni Tower Helseth's Quest Lhotun's Quest Lysandus' Tomb Mantellan Crux Mynisera's Quest: Intercepting the Courier Orsinium: Quest for the Letter Privateer's Hold (The Starter Dungeon) Scourg Barrow: Morgiah's quest Shedungent: (Checking on Grandma) Shedungent II: Quest for the Unicorn Horn Woodborne Hall Barenziah's Quest After you complete Helseth's quest, about 3 weeks later, you get a missive from his mother, Queen Barenziah of Wayrest. She needs your help on a rather delicate matter. Upon arriving in Wayrest, talk to Barenziah. She tells you that someone in her past wrote a rather nasty "tell-all" book about her and the Septim empire that is filled with lies. The original author was executed and the work confiscated and destroyed, but copies of the taboo tome keep popping up to embarrass her. The latest copy is in the hands of Gortwog, King of the Orcs, in Orsinium. She wants you to journey to Orsinium, find the treacherous chapter, and bring it back to her so that she may destroy it. When you get to Orsinium, go on past the main chamber. Take the door on the left, go up and around, then take the first left off this hallway. You will eventually end up in a large room. Take the right exit out of this room, and continue down the hallway. Eventually, you will find yourself in a large chamber with a giant pyramid in the center. Scale the side of the pyramid, and jump in (or slowfall or levitate in. It's a long way down!) Turn to the east wall, and go through the doorway there. The book (documents icon) is on a small table in this room. If you can't levitate back out of the pyramid, pull the levers in each of the rooms to the north, south, and west, as well as in the east room. This will pull up a set of blocks in the center of the chamber. Climb up the blocks, and then look at each of the walls. On one of the walls will be a gearwheel. Turn the gearwheel and you're teleported to a platform above the pyramid. Return to Barenziah. She thanks you for the Tome and pays you for it, and says she'll be in touch. INCIDENTALLY: If you read the chapter, it's a rather disturbing sequence about her melange with Tiber Septim when she was a young girl, and his forcing her to have an abortion when he finds out she was carrying his child. What you are to glean from this is that Barenziah was carrying an heir to the Empire's throne. Whether or not the story is "true" is immaterial; it could be that the child survived and is actually Helseth. Quest for the Totem: Castle Daggerfall Soon after you either kill or humiliate Lord Woodborne, Lady Brisienna (you met her near the beginning of the game, hopefully) will contact you via a letter. She is in a random location in Wayrest Province. When you journey to find her, you find out that she knows where the Totem of Tiber Septim, the controller of Numidium, is located. It was originally with the traitorous Woodborne, but the Blades have ransacked Woodborne Manor and have not found it. Woodborne passed it on to King Gothryd, who has it stashed in the Daggerfall Treasury Room (see above screenshot). Lady Brisienna asks that you retrieve it for the good of the Empire, and reminds you that only in the hands of the Emperor is the Totem safe. When you enter the Throne Room of Castle Daggerfall, turn right at Queen Aubk-i and take the north exit off of the Throne Platform. This door is locked. Be prepared for quite a fight from the castle guards, unless you have cast "Invisibility" on yourself, which I did. Follow the hall to the right, and then to the left through another door. Turn right into a new hall (the walls should change pattern). This hall turns to the left, going north. Take the first corridor to the left, go to the T-intersection, and left again. The halls turns right, then T-intersects again. Turn left, and follow hall to the right and through a doorway. You will be on a ledge overlooking a large sunken room. Pull the lever in front of you on the ledge, and turn right. Take the path that branches up and off to the left (don't go down). This path will go up and loop back around to a higher ledge off the room. Turn right onto a narrow bridge spanning the room. Cross the bridge and turn right, continue to end of ledge, and turn right again into a downward-sloping corridor. At the bottom of the incline, there will be a door on the right. Pass through this door and you will be in the tower of the Daggerfall Treasury. The treasury is a 3-story "box" that is suspended from the ceiling; blue force fields guard the treasure within. Your mission now is to get the treasury to detach from the ceiling and lower to ground level, so that the treasury doors will open. Right now, you find yourself on a set of ramps encircling the outer edge of the tower. Turn right and take the ramps down as far as they will go. Below you, in the center of the room, is a large shallow water pit. (You can wade in it without swimming). Jump into the pit (or levitate if you can.) Once you are in the pit, you are faced with 8 possible exits; two on each side. Once in the pit, face the south wall. Take the exit on the left side of the south wall. This will turn left and descend into a small submerged room behind a door on the left. (You MUST swim to reach this room). Search a niche on the north side of this room, on the east wall of the niche. There will be a wheel there. Spin the wheel; this brings the Treasury down to the ground level (and traps you in the pit). Never fear . . . return to the water pit. Face south again once in the main chamber, and this time take the exit on the right side of the south wall. This leads to an irregular-shaped room with 3 chains dangling from the ceiling near the southwest corner. Pull the middle chain. You will be teleported back up to the top ledge of the Treasury tower. If you look down from this ledge, you will see the roof of the Treasury, far below. Jump or levitate down to the roof of the treasury and pull the lever on the roof. Levitate to the North Wall of the treasury, middle level. The bars on the right cell are open. Enter the cell and take the Totem on the small podium. (If you can't levitate, you'll have to go all the way to the bottom and climb up.) As soon as you get the Totem, it speaks to you in your head, telling you that only One of the true blood line of Tiber Septim (royal born) can have the Totem. It is up to you to decide who gets the Totem. You have a year and a day to do so. Totem, Totem, who gets the Totem? As soon as you exit Castle Daggerfall with the totem, you start getting messages from everywhere. Seems everyone has caught wind of the fact that you have the Totem. You will receive messages from seven different NPC's, in various shapes and forms. (Some of them are less polite and send assassins after you . . . three guesses as to which one THAT is). The table below enumerates the possibilities as to who you can give the Totem, what you can get out of it, and which ones are best. The endgame changes dependent upon who gets the Totem. Queen Akorithi writes you, telling you that the Totem is not fit to be kept by one of common birth, and to bring it to her for safekeeping; that Sentinel is the only power loyal to the Empire in the Iliac Bay region. You should not believe her story wholeheartedly, after all, her late husband King Camaron, was an avid autonomist, seeking independence from the Empire. (Not to mention the fact that I couldn't quite forget how she and her husband slayed their eldest child because he was infirm). However, it is your decision. Eadwyre promises you riches untold, until you deliver the Totem to him. He then laughs in your face, asks "did you REALLY think I would pay you for the Totem?" and orders your execution. True to form, the house of Wayrest are the "bad guys" to the bitter end. Give them a wide berth. (They're the ones that have been sending assassins after you.) Emperor Uriel Septim VII (via Lady Brisienna) is one of the people messaging you about the Totem after you get it. To give it to Lady Brisienna, and subsequently to the Emperor, you have to travel to a random location in Wayrest. Upon receipt of the Totem, she says that it could have caused a major civil war in the Iliac Bay region, and thankfully it will now be in the true Emperor's hands. You get the artifact upon receipt. IMHO, this is the best of the options. The main reason is that after you complete the Mantellan Crux, all assassination attempts cease with the Totem in the Emperor's hands. Gortwog wants the Totem to be able to restore the Orcish homeland in Orsinium, and make the Orcs a valid recognized race within Tamriel. He does not guarantee no bloodshed, but that he is not interested in total conquest, just in the restoration of his nation. Gortwog proved himself pretty trustworthy during the game, and I gave serious consideration to his request. It would be interesting, after all, to see the orcs as a valid race within Tamriel. Although not very pleased about your theft of the Totem, Gothryd is prepared to overlook that as long as you free the Mantella from its prison. Personally, I think it's pretty lame to steal the totem from Gothryd, only to give it back to him. What's the point? Besides, he and Woodborne were partners in crime in the Lysandus affair (his own father, too!) The King of Worms, master of Scourg Barrow, requests the Totem in that he will be able to depart the world of Tamriel through its power. He will take it with him to Aetherius, where it can do no more harm; Numidium will then rest forever. (Actually, he ascends/descends to status among the Daedra when you free the Mantella). The Underking is the only other being who has a serious claim upon the Totem. As the former battlemage Zurin Arctus, his lifeforce was imprisoned in the Mantella when it and the totem were lost in the final battle, which is how he got to be the Underking. He, like the King of Worms, promises to leave Tamriel when he is rejoined with his Mantellan heart. It is now up to you to decide who gets the Totem of Tiber Septim. I do not know at this time whether or not if who you give the totem to will condition the beginning of the next chapter, TES 3, reputed thus far to be set in Mournhold in Morrowind Province, the former home of Queen Barenziah. Castle Llugwych Some time after you complete the "Painting" quest for Queen Akorithi of Sentinel, you will receive a message from an agent of the Underking to meet him/her at a randomly selected location in the province of Sentinel. Upon meeting with the agent, s/he tells you that the Underking has information regarding Lysandus; that none of Tiber Septim's line escape his knowledge of them, and in return for a favor, the Underking will provide some information regarding Lysandus. Meanwhile, it seems that the Blades, the emperor's elite guard, have been "cursed" by a magical item given to them by the Necromancers, who wish to see their downfall. It is in their safekeeping, in their fortress in the far north of High Rock, Castle Llugwych. You are to infiltrate the fortress and bring back the cursed item to the Underking's Agent. (It's a random magical item, anything from a hunk of amber to a short shirt to a cape.) Upon entering the castle, go through the first room to the door on the west wall. This leads to a much larger chamber. Proceed across this chamber to the southwest corner; there will be a door on the west wall. Go through the door and turn left into a hallway that rises and curves back to the north. Take the first doorway to your left off of this hallway. Bypass the first hallway to the left as you go through the doorway, and proceed to a 4-way intersection, where you will turn left (south). Go through the door at the south end of this long hallway, and turn left up the stairs. The hall turns south, then turns west, and goes up another flight of stairs. Take first right after the top of the stairs. At the T-intersection, turn right into a large room. Find exit on the north wall of this room, go into the short hallway, turn right and up the stairs. Turn right at the next intersection, and take first door on the left into another large room. Find the door on the south wall of this room and proceed south down hallway. This hallway turns right, then turns left through a doorway and left again. Go straight through the next intersection. At the top of the stairs (or ramp, I can't remember which), turn right. This hallway will go south, curves a little, and then turns left through another doorway. Follow this short hallway left, then right into a small room. Turn right through the south exit from this room and follow short hall to elevator shaft. Regardless of whether or not you use the elevator, you need to "call" it because it is blocking the level above you. You can ride the elevator to the bottom and then back up to the top level or, if you are a spellcaster who can cast "Levitate" (best option), as soon as the elevator clears the passageway, cast "Levitate" and float up through the shaft. Whichever way you do it, you need to get to the next level here. Proceed west from the elevator shaft, then turn right. Take the first right and go through the door facing. At the end of the hallway is the podium room (pictured at the top of this page). The magic item will be on the podium. After killing the guards (vampires, gargoyles, and wraiths), take the item from the podium. Note! This can be very difficult to do. It took me several tries to pick up the item I was sent for on one playthrough; the other one, it was no problem at all. It has to do with the item itself. Jewels are awful to pick up; articles of clothing are much easier. If you still have Levitate, you may want to float above the podium (not directly above, but slightly above and off-center. Look down and then try to pick up the item. Or you can try it edge-on. I haven't made it to Llugwych yet in version 2.12, so Bethesda may have corrected this slight bug since then. To exit, retrace your steps to the entrance. When you return with the magic item to the Underking's minion, s/he removes the curse from it and gives it to you for a souvenir. You then also learn of King Lysandus' hidden tomb, located in the province of Menevia. (Up to this time, this dungeon was not visible upon your map. You must complete either this quest or Elysana's "assassin" quest to learn of the location of Lysandus' tomb. Castle Necromoghan: The Mynsera's Letters Quest Aubk-i contacts you again, about 3 weeks after the Shedungent quest. She is concerned because her mother-in-law, Mynisera (Dowager Queen Mother of Daggerfall, mother of King Gothryd) is engaged in surreptitious activity. She is paying for the upkeep of a castle somewhere in Daggerfall province, and has been seen going to and leaving from this castle, bearing letters and papers of some sort. Aubk-i suspects her of seditious activity, and wants you to investigate what is going on. From the entrance to Castle Necromoghan, go straight down the hallway facing you from the entrance. Keep going until the walls change to a new pattern. As soon as they do, be on the lookout for a secret door somewhere along the right side of the wall. If you go past the side hallway with all the debris in it, you've gone too far..go back and check your map. Go through the secret door, turn right, then turn left. Unlock the secret door in front of you. You should be in a large room with a caged vampire in it. The vampire can't get to you, so you can either just walk past it or kill it to get its treasure. From where you entered the room, go diametrically across to the far corner. There is another secret door on that far wall. Open it and go into another large room. Keep going along the right wall until you find one last doorway. This leads into a long hallway that turns and slopes at times. Turn left into this hallway, and follow it around to the first entrance on your left. Go through this doorway, and turn left again and walk down the short hallway into a room that has a red brick doorway on one side surrounded by candles. (Unlike other dungeons, this is NOT a teleporter; it is useful only as a landmark.) Go through the doorway at the far end of the room, this leads to a hallway that curves left and ends suddenly at a pit. Jump into the pit, turn around, go through a doorway into a short hall that has a coffin facing you. (Don't walk to the coffin, as it inflicts damage.) Instead, turn right into a room off the hallway. Go to the far left side of the room; another hallway with a lot of small twists in it follows along here, then turns sharply right. Jump over the pit, turn right, and then turn left and face another pit. There should be a saber-toothed skull which is suspended over this pit. Touch this skull and it will slowly descend into the pit. (This is the trigger mechanism which will open a trap door elsewhere in Castle Necromoghan which will, hopefully, lead to the letters.) Retrace your steps to the room with the red brick door. Go back down the small hallway, turn right, and then turn left into the long sloping corridor again. This time follow the corridor all the way until it ends at a closed door. Go through the door into a large room with a ramp leading down to a sunken area. Go down the ramp and turn left at a doorway there. You should see a short hallway leading to an open trapdoor with a pit beneath. Jump into the pit. (FYI, you will probably land on a monster, so have some damage spells or magical items ready.) Turn right and you will be facing a door. Go through the door into a small room with shelves. Hopefully, the letters will be on one of the shelves. Reading the letters, you find that they are burned to some extent, but you can still get some meaning out of them. The first few are love letters between Lysandus and Medora, the court sorceress (you'll have to talk to Lhotun to find out more about this scandal). One other letter bears reading in the bundle: it tells how Mynisera's father ordered a shameless massacre of orcish children during the raids on Orsinium. No wonder Mynisera wants these letters hidden! To finish the quest, return to Aubk-i. She will commiserate with Mynisera's plight and explain a little more about what the letters mean (if you couldn't make out what the letters were about.) She also drops a subtle hint about her own allegiances during her discourse; she says "Poor Mynisera...her loyalty to Lysandus is as great as his foolish allegiance to the Empire." What you can glean from this is that Aubk-i, along with King Gothryd, her husband, is no friend of the Empire or of Uriel Septim. This may be important information for you later in the game. ALTERNATIVE LOCATIONS FOR THE LETTERS: I have found three other possible locations for Mynisera's letters in Castle Necromoghan. The first one requires that you swim underwater (turn left after you enter the castle and go to where the corridor goes underwater), and take an underwater elevator platform all the way up to a moderate-sized room with a lot of treasure piles (and vampires, I found!) The letters may be there among the treasure piles. If they are not, take one of the two entrances out of the room (either one) and turn left. This corridor will eventually go up and turn left again. Keep following it up. It ends in a large square-shaped room with many small rooms leading off of it (most of which contain vampires.) I've found the letters in one of these small rooms as well. The other location I've found them is: go down the hall that faces the entrance through the door; leap over the pit, and turn right at the four-way, then left at the three-way. Scale the steep incline, and turn left at the top, leaping over yet another pit. There is a room at the ned of this hallway with an open pit in its center. A smaller room off to the side has a bunch of shelves; I've found the papers here as well. If you can't find the letters in the places I've mentioned, look all over the rest of the castle; hopefully, you'll find the letters in another location. Castle Sentinel: Soul of a Lich Quest About 3 weeks after you complete Morgiah's quest, you receive a rather unique summons from the King of Worms. After you kill his courier (it's a zombie!) you get the message that he'd like to speak to you at your convenience. This is rather humorous in a very dark way, because if you dawdle on this quest, you get a Zombie wake-up call every morning at 6:00 a.m. sharp until you complete his quest. Return to Scourg Barrow. (BTW, you can explore the Rift to your heart's content now; no time limit on this one, except for those annoying Zombies for breakfast every morning...) When you meet with the King of Worms this time, he requests that you bring him back the soul of Prince Karolis, late sorceror of Sentinel and great-grandfather to Camaron, the late King of Sentinel. Apparently, Karolis has information that the King of Worms needs. In return, the King of Worms promises to tell you more information regarding the Main Quest. At Castle Sentinel, follow the guards' instructions as to how to find Queen Akorithi. No need to talk with her just yet, though. When you reach the throne room, take an immediate right and follow the corridor to a "dead end." Pull the lever on the wall and wait for the elevator. Take the elevator to the upper level, and follow the long corridor all the way around until it T-intersects. There should be a doorway to the right, and the corridor continues to the left. Turn left and follow the corridor (turning right will provide much treasure and adventure, but you can wander in those corridors for hours!). The hallway turns left, and then another hallway leads off to the left. Follow this hallway down and around to the right. It will continue turning right until you are headed west. As soon as you can, turn left off the corridor, going due south. Follow the path to the left, then right, and to another elevator lever. Pull the lever and take the elevator up. THE MAZE OF KAROLIS: Prince Karolis, for obvious reasons, isn't too pleased with the prospect of being imprisoned in a tiny scarab and unceremoniously hauled away from his home. He has sequestered himself behind a series of blue force fields, which you have to deactivate in order to reach him. When you first go up, your pathway into the main chamber is blocked by a force field. When you went up the elevator shaft, you passed a hallway where the Elevator did not stop. Take the elevator down, and jump into the hallway as you are going past it. Go all the way to the room at the end of the hall. Pull the lever you find there, and return. (HINT: The elevators can be extremely tiresome here. If you have Levitate, use it liberally here..it can save a lot of time and effort.) When you get back up to the top of the elevator shaft, lo and behold, the force field is deactivated! You can now enter the chamber...only to find that there are force fields barring all the other passages (except the one on the left side of the far wall). Ignore the other force fields go through the passage on the far wall. Either take the elevator down or Levitate to another corridor. As soon as you do, you will find another lever. Pull it, and continue down the corridor. In front of you is another force field, with a Wraith behind it. It would be advisable to go on and kill the Wraith now with a ranged weapon or spell, while it can't get to you. Another corridor leads off to the right, and to another elevator shaft. If you use the Elevator here, you're going to have to make several leaps off of it. Again, Levitate makes things a lot better here. Levitate up to the next level, and pull the lever at the end of the short corridor. Return to the shaft, and go up another level. Kill the spider in the curving corridor, and take the elevator (or levitate) there up to the top level, back at the main chamber. You'll find now that several of the force fields have been deactivated, but the main one still remains. Take the passageway that leads up and around, and follow it until you find another lever. Pull it and return the way you came. (You can go forward and take the elevator down, but it will do you no good; that way is permanently blocked). Oops! On returning to the main chamber, it looks like the force fields have been reactivated. Not to worry...take the shaft down to the corridor where you killed the spider, follow the corridor to the other shaft, and take it all the way down. Go down the lower corridor to where it T-intersects, and turn left. Pull the lever on the floor. (Hey, wait! Didn't I just pull that when I came down here the first time? Yep..but now you have to deactivate the force fields again, and this is the only way to do it.) Return to the shaft you just came down, and elevate back up to the top level. Now not only are the force fields in front of you deactivated, but the one on the right of the wall facing you is as well. Go down that corridor and take the elevator (or levitate) down to another corridor. Find the room at the end of the corridor. The resident Ghost won't be too thrilled at your intrusion, so be prepared. Pull the lever there, and return back to the main level. Ha! Thought the main force field would be deactivated, didn't you? Not yet. Go to the corridor on the right of the wall facing you, and take the shaft, once again, all the way to the bottom. Follow the lower corridor to where it T-intersects, and turn right. Aha! The force field blocking the end of that corridor (where you killed the Wraith) is finally deactivated. Pull the lever you find there, and then elevate up the shaft at the end of the hall to the top level once more. Upon emerging into the main chamber, you will find that, at long last, the main force fields have fallen. The pathway to Prince Karolis is between the two royal banners. Follow this path down and around to a lower chamber, where you come face to face with the Karolis' Lich. After killing him (I recommend hiding behind the wall and doing it with arrows, if you are of relatively low level), a face should appear on your screen; this is Karolis. Return with Karolis to Scourg Barrow, and to the King of Worms. Once the King of Worms has Karolis, he tells you about the Underking; how he was once the Imperial Battlemage of Tiber Septim, and how Septim betrayed and caused his death. However, because of Numidium, he was unable to leave his body; and thus became the Underking. The main piece of information you get from the King of Worms is the first intimation of what this whole thing is about: finding Numidium, the totem of Tiber Septim, and freeing its heart, the Mantella. Quest for the Painting: Castle Wayrest A few weeks after you complete Prince Lhotun's quest concerning his missing brother, you get a summons from his mother, Queen Akorithi of Sentinel. Meeting with her, you find out that she wants you to recover a painting of mysterious qualities, somewhere in the dungeons of Castle Wayrest, "for reasons you need not concern yourself with." Castle Wayrest is one of the most annoying and difficult main quest dungeons to navigate. Its narrow, steep staircases, teleporting walls, and an annoying window through which you must CRAWL, make it extremely frustrating. The Mantellan Crux was easier than this, although not as intuitively apparent as to what to do. For starters, a good idea if you are a spellcaster is to cast "Recall" at the entrance to the castle. That way, once you get the painting, you can teleport out of there and save yourself a lot of grief. Go back to the room behind the Throne room, where first you met Helseth. (He's still sitting there on the table!) Go through the north door leading out of this room. Unlike the lazy guards in Castle Sentinel, the guards in Castle Wayrest are not about to let you enter their dungeons without a fight! You can either battle them out (lots of gold and treasure), or cast "Invisibility" on yourself and sneak past. Once through the door, go to the T-intersection, then turn left and continue up and around. You will eventually find yourself in a room filled with coffins and possibly a vampire or two. On one wall (the far wall to the left of the door) you will find a red brick doorway. These red brick doorways are teleporters, and that's how you get to and from different sections of the dungeon in Castle Wayrest. Plunge through the teleporter into another room. NOTE: you CANNOT return back from where you came...you've got to navigate through the whole teleporter loop to get out of Castle Wayrest. There is an open door facing west, and if you turn and face east from that doorway, you can see another red teleporter door in the small room. Go through the teleporter. You'll find yourself in a room the size of a broom closet, literally. Ignore the lever on the wall and go through the red teleporter on the other wall. You now land in a TORTURE CHAMBER. I've emphasized this because it's an important reference point if you can't cast recall and you want to get back out. Go through the door in the room and turn right. (To exit Castle Wayrest, you turn to the left). Go down hallway through the door, then turn Left. Continue along this hallway and turn corner to the right. You will find a hallway leading off to the left, and one going straight ahead. ALTERNATIVE 1: (If you have "Levitate Spell") If you are a spellcaster and can use "Levitate", this is the quickest way to the next checkpoint. Turn Left into the hallway, go through door, turn right, and continue up the stairs. At the top of the stairs, go through doorway. The hallway turns left, then bends back to the right. A short hallway leading off to the left ends in a door. Through that door is a room with a trap door. Cast LEVITATE and run over the trap door. (I mean "Run", too, else the trap door will pop up and catapult you unceremoniously into the void, which is a BEAR to get out of). Position yourself over the pit and descend to a short hallway. Walk west to another pit, and descend it until you hit water. Turn north and go up stairs. At the top of stairs, turn left. You will be facing a WINDOW. ALTERNATIVE 2: THE SEWERS If you are not a spellcaster, or do not have the "Levitate" spell, an alternative (albeit longer) way of getting to the same place is to continue straight down the original hallway. Do not turn off, just keep going straight. The hallway turns left several times and goes down several stairs and ramps, then goes up a set of steps, turns left, and goes up a ramp. At the top of the ramp you are facing a door. (west). Go through the door into the Sewers. You can either jump into the sewers at this time or navigate along the narrow path on the wall, hugging the wall as you go. Turn right into the sewers, follow them around to the left, and to the left again. When you're on the far side of the sewer loop, jump in and start swimming. Look for a small sluice on the east sewer wall. Crawl (D) through the sluice and emerge in a smaller sewer loop. Swim around to east side of sewer loop and climb out. A door should be in the east wall. Go through the door and take stairs to top. In front of you is a WINDOW. The dreaded WINDOW. Either Alternative 1 or 2 will lead you to this spot. Now comes the fun part. To get through this monstrosity, you will have to crouch (D) and climb through. If you turn slightly as you are doing this, it will probably help. Sometimes you'll pop through on the first try, sometimes it takes 10-15 tries! Once you (hopefully!) get through the window, turn right and go up the steps, then turn right again and go up next flight of stairs. This time, go through door into a room with blue hanging banners. Turn left (south) and go through door on south wall. Take stairs to the top and go through door. Turn right, then left. At the next hallway turn left. The hallway turns right and goes down steps, then turns left, and turns left again. Turn right through door. Turn left, left again, down, left again, and go down ramp. Go through the door at the end of this hallway. Finally, you find yourself in the Wayrest treasure room. There is a large pyramid-like pedestal in the room. The painting can be found on top of the pedestal. If you were able to cast RECALL outside castle Wayrest, you can now teleport back to where you cast your anchor...your quest is almost finished. For the rest of you who couldn't cast RECALL (or stupidly forgot to like I did one time!), here's how you get out of Castle Wayrest. Exiting Castle Wayrest (without benefit of RECALL) As best as you can, retrace your steps from the painting room back to the TORTURE ROOM mentioned earlier. (If all else fails, follow this walkthrough backwards). When you get to the hallway where the Torture Room is located, keep going down until you find a door on the right. This leads into a room with a secret door on the East wall. Go through the door into a narrow, steep staircase. To get up the staircase, jump or climb up the steps...be careful not to fall through into the Void! (Save your game before attempting this). At the top of the first flight of steps, turn right into a short hallway. Spin the wheel at the end of the hallway, then turn around and go right again. Go up the next two flights of steps the same way. At the top of the last flight of steps, you will find another secret door. Go through door into a small room. Turn left and go through door facing you. Cross hallway and go through door facing you into a small room with a fireplace. Turn right and you're facing a red brick teleporter. Walk through it into a room with a fountain in it. From the fountain room, go north through the door, and follow the staircase around and down. When you get to the bottom of the stairs, turn left at your first opportunity. Go to the end of the hall, and turn left again through a door into a square room. Turn left and you'll see another red brick teleporter on the wall. Go through it into a featureless square room. Search the south wall for a secret door leading into a tunnel. Go through the curving tunnel to another secret door that leads into a hallway. Turn right into the hallway and go all the way down to a small room. There should be another red brick teleporter in this room. Go through the teleporter into an odd-shaped room. Near the southwest corner you should find a door. Going through this door, you will find yourself back in the coffin room where you started. Do NOT go through the red brick teleporter here unless you just want to do all this over again! Instead, turn left and go down stairs, curving left with them. Take first hallway to the right, and you're back in the large room behind the Wayrest Throne room. Getting out of the castle is all academic now. As soon as you can, "USE" the painting in the inventory screen. As soon as you exit the screen, you will get a message telling you what you see in the painting. It shows a man from Wayrest stabbing a man from Daggerfall. (i.e., Wayrest is behind the slaying of Lysandus). When you get back to Sentinel, Akorithi will ask you "Did you attempt to use the painting?" Whether you did or did not, tell her "No." She will thank you and compensate you for your trouble. Saying "Yes" will cause your Sentinel reputation to plummet. Cyndassa's Quest By this time, you should be ready to embark upon the next stage of the "missing letter" quest. Go back to Castle Daggerfall, but instead of going up the steps to the throne, veer left and go through the door to the left of the throne room. There you will find a young maid named Cyndassa, who has a special request for you. (Remember Morgiah told you to "start with someone of lower rank" in Castle Daggerfall in order to find the letter.) It seems that she wants you to kill a werewolf for her. Since this is a random dungeon, there is no definitive walkthrough (unlike Castle Necromoghan). Simply go to the dungeon, scour it until you find the werewolf, and slay it. You get a message that "the body of the werewolf transforms into the figure of a young man, which looks amazingly similar to Cyndassa." Returning to Cyndassa, she tells you that it was her brother, who had been infected with lycanthropy a long time ago. Killing him was the only way that she knew to free his spirit from the dread condition. In return for your service, she tells you a bit more about the letter. When it was delivered, it was given to Aubk-i. Aubk-i excitedly tears into the letter, then realizes it is for Mynisera. Suddenly, her mouth fell open and her eyes bugged out. She tells Cyndassa that she will deliver the letter to Mynisera, and for her not to worry about it. (If you have already done Morgiah's quest, you already know that Mynisera never received the letter. It was stolen (?) from Aubk-i and is now in the hands of Gortwog, King of the Orcs.) Direnni Tower Having talked with Prince Lhotun, you should be armed with the information where Medora, the former sorceress of Daggerfall, can be found. Mynisera obviously wasn't too pleased to find out about her husband and his mistress, so she banished Medora to her tower on the Isle of Balfiera and placed a curse on her to where she could never leave the tower. (WARNING: go prepared for a battle. This place is loaded with them! For those of you Vamp wannabe's who haven't felt the "bite" thus far, this is a good place to do it.) This is the quickest way I found to get through Direnni Tower. It differs slightly from the one on Scott's Daggerweb page; I found this way works better. Enter Direnni Tower, and go through the door on the left. Turn right and take the stairs down to the bottom level. Cross the floor of the tower to the other flight of stairs and go up. Ignore the wheel at the first landing; it doesn't do anything that affects this walkthrough. Run up the stairs (and I mean RUN...if you don't the wall on the second landing comes out and knocks your happy butt back down to the floor!) and keep climbing them until you get to the third landing (the one at the NW corner of the Tower. Turn left through the door, and turn left again. Go through the secret door (south) and follow ramp down. Turn left, and follow ramp down again to a pit, which you can either jump or levitate down. (Note: this pit is RIGHT at the foot of the ramp; no landing, so start slowing down before you get to the edge unless you want to "jump.") Turn west and open the secret door at end of short hallway. Turn left through doorway and follow the curving hall until you can take the first right (leading south). Keep going until you pass through a doorway (and into a new dungeon section). Turn left, turn right, and turn left again, go all the way down the hallway, right, left, and through the door facing you. You should now be in a honeycomb-shaped section of dungeon. Go forward through the honeycomb, then turn right (north), go forward, turn left at first 4-way intersection, and turn left again (south) onto a downward-sloping path. This makes a hairpin turn halfway down. Take the first path braching from the right and down into lower area. You should find a post with several levers all over it. Pull only those levers which are facing the Bull banners (supposedly called "Direnni" banners). Go down the long hallway towards the large picture of the bull at the end; turn and go right through door. Follow the path as it snakes through the passages. Go through the door at the end, turn left, go up flight of stairs, turn left. A lich and some wraiths are guarding Medora's door. Off them and turn right into Medora's chamber. Got it? Good...because you're going to have to follow this path a minimum of FOUR TIMES during this game (and possibly five...more on that later). It helps if you cast RECALL at the entrance of the tower to get out. These are the absolute "must visit" times to Direnni Tower: 1. To find Medora initially 2. To bring Medora the Unicorn Horn from Shedungent 3. To bring Medora the Lich Dust from Ruins of Gaersmith Farmstead 4. To get the Dust of Restful Death from Medora 1 month later and seek out Lysandus' tomb. The 5th option is, after getting Lord Woodborne's diary, you may want to take it to Medora and have her wreak vengeance upon him. To exit Direnni Tower (Non-Spellcasters only) This differs slightly from my previous walkthrough, in that this one is better because it works both ways: both coming and going. However, the "pit" is tricky, so I wanted to give a pointer as to how to get back up. When you are back at the bottom of the pit you jumped into when going to find Medora, turn south and climb up the wall as far as you can. Carefully (slowly) turn right to see the ramp in front of you. Jump toward the ramp. If your jumping is good, you'll land on the ramp, which you can follow back up into the Tower section. Continue back the way you came. Helseth's Quest After you finish Scourg Barrow, you should soon receive an engraved card from a Wayrest Page. Interesting thing is, nothing appears in your inventory. (Nice going, Bethesda!) This is the signal, however, that Helseth, Prince of Wayrest, is ready to talk with you. To find Helseth, take the large double doors to the right of the Throne Room, leading to the back room in Castle Wayrest. Helseth is the Elven character sitting on the table as you enter. When you talk with him, he asks you to deliver an important letter to a Lord Castellian, head of the Elder Council of Wayrest. Upon your successful completion of this quest, Helseth promises to give you some more of the inside "skinny" on the Daggerfall affair. He also tells you not to read the letter. If you do read the letter, your reputation in Wayrest plummets. The "cheat" here is to save the game, read the letter to find out what's in it, and then reload. WHAT'S IN THE LETTER: Looks like Helseth is up to either some sleuthing of his own or doing a little blackmail on the side. Lord Castellian has been caught in a compromising position with his sister(!) and Helseth isn't about to let the situation slide. He requests that Castellian meet him at his convenience to "discuss" the situation. WHY HELSETH WANTS TO BLACKMAIL CASTELLIAN: It's not for the money. After talking to some of the people on the street, you find out that Castellian and the Elder Council are all for doing away with the Law of Succession in Wayrest (meaning, that anyone could become ruler of Wayrest, not just the progeny of the King/Queen). In other words, Castellian is pushing for democracy rather than monarchy. Needless to say, the royal house of Wayrest, especially the kids, aren't too happy about this prospect at all. As you'll see later, Elysana, Princess of Wayrest, has something a little more heinous up her sleeve for Castellian. But back to the quest. Go to the town Helseth sends you, and locate Castellian. (Ask some people where he's staying; it's pretty well common knowledge there.) After you find Castellian, he reads the letter, turns pale, and quickly pens a reply (If you read this, it's an agreement to meet with Helseth and whatever terms he is offering.) Again, if you don't want your Wayrest rep to drop just yet (it will eventually!), reload after reading. When you return to Helseth, he rewards you with a small artifact (a enchanted stone or wand, etc.) and the information that his family has more to do with the Daggerfall affair than is commonly known. He drops the clue that members of the Wayrest Clan met secretly with Lysandus before the battle of Cryngaine Field, when he was killed. Lhotun's Quest At some point in the game, you will need to contact Prince Lhotun of Sentinel, who contacts you about the same time that Morgiah does (very early in the game). There is no time limit for you to contact either of these NPC's, but once you contact them, it is very important that you finish their quests in a timely manner, as they lead to very important quests later in the game. Prince Lhotun can be found in Castle Sentinel when you first enter and go to the first anteroom with all the nobles standing around. He is sitting with the children to the right of the anteroom. You'll have to kneel down (D) to click on him. When you talk with him, he agrees to tell you some things he knows about Lysandus, in exchange for some information. Lhotun wants to know what happened to his eldest brother. According to him, some people tell him his brother died of a fever, others say the Underking kidnapped him. You are to find definite proof of what happened to the brother that Lhotun never got to meet. After Lhotun dispatches you on this quest, if you ask about his brother (his name is always something different everytime I've played), people will respond with the stock answers Lhotun tells you (the Underking kidnapped him, he died of a fever, etc.), until about 1-2 weeks later, when a message comes from an agent of the Underking asking you to meet him concerning Lhotun's brother. When you meet with the Underking's agent, s/he tells you that the Underking would never have kidnapped the brother, and that if you want to find out what really happened, go to this certain castle (usually either Castle Faallem or Fortress of Fhojum, both within easy access of Sentinel). What you are looking for, remember, is Lhotun's brother's death certificate; i.e., it will appear much the same as Mynisera's letters did in the dungeon: as a document icon. In either Castle Faallem or Fortress of Fhojum, I have never been able to find a consistent location for this document; you will probably have to scour the dungeon thoroughly until you find it. When you do find the document, read it. It is a moving tale of the lost prince of Sentinel, who, because of his physical infirmity, was betrayed by his parents Camaron and Akorithi, King and Queen of Sentinel, abducted, and sent to this dungeon without food or water so that he would die. His brothers, Greklith and Lhotun, would be heirs to the kingdom of Sentinel instead of he. As soon as you have the document, return to Sentinel and give it to Lhotun. It saddens him to read it, but he is glad to find out the truth. In return, he gives you the information that Lysandus had an affair with Medora Direnni, his court sorceress, and Mynisera found out during the War of Betony. (If you've done the Mynisera's Letters quest already, you already know something about this as well). While Lysandus was away at the war, Mynisera banished Medora to a tower on the Isle of Balfiera and placed a curse on her so she can never leave the tower. IMPORTANT THING TO KNOW: Medora Direnni, the court sorceress, can be found in Direnni Tower, on the Isle of Balfiera. She holds the key to many of the later quests in the game. Lysandus' Tomb It has been a month since you delivered the Lich Dust to Medora for her to work her "Mojo" on it. Returning to her in Direnni Tower (the 4th time through!) she gives you the dust, telling you to use it on Lysandus' tomb. It will quiet his spirit and allow him to communicate with you. She also tells you to tell him that she "loves him, and that Death will not keep them apart for long." As far as I know, I never got the chance to do so. The tomb of Lysandus is very extensive, and it is easy to get lost in the catacombs. This is the quickest way I know how to get to the tomb. The trick is, in general, you want to keep going east as far as you possibly can, although you will have to backtrack to the west in a couple of places to do so. NOTE! You MUST have completed the Lich Dust Quest and have taken it to Medora Direnni to "doctor up" before you can complete this quest. Otherwise, clicking on the tomb of Lysandus will yield nothing, and you'll just have to go back through it again. Upon entering the tomb, proceed through the impressive foyer (pictured above) to the west wall. Go through the door on the left, and turn left down the hallway. The hallway curves left and up. Take the first left off of this hallway. Proceed through doorway and curve right with the hallway. You will see a floating skull in the next bend of the hallway. Click on it to be teleported to another, otherwise inaccessible area of the Tomb. (For those of you who cannot cast "Recall", you will have an opportunity later to teleport back.) You will find yourself in a room with a vampire. After slaying her, go through the leftmost door on the north wall. (In this room there is a secret door on the right side of the north wall, which leads down to a room that you can teleport back to near the entrance. Remember how to get back to this place if you can't cast recall!) Follow the sloping hallway left and down, then back to the right. You will find yourself in a small irregular-shaped room. Go through the northmost door. Turn right, then left through door. Turn left down hallway that turns back to the right. At the intersection, turn right, go up the ramp and be ready to leap over the pit at the top! Continue down this hallway, which twists and turns back to the west, then to the north, goes up and down for a bit, then eventually turns left, and left again. (You should now be heading south, if you're not thoroughly confused by this time). After the hallway turns south, take the first hallway to the left (east). Go down a set of stairs that ends up in a four-way intersection. Turn right (north). The hallway turns right, goes down, then up, and turns to the right. Turn left (east) . Go through the doorway facing you. The pattern of the walls should be changed. Take the hallway up and curve to the left. At the T-intersection, turn left, then follow the hairpin turn back to the east. Go straight through a small room, and the hallway turns right into another small room. Turn left down east hallway, and proceed through door at the end of this short hallway. Go all the way down this hallway, following it as it turns to the right several times until it is once again pointing west. After the hallway turns west, take the first door on the right into a large room. Find the western door leading out of this room and turn right into a hallway that rises up to a 4-way intersection. Turn right and go down this new hallway, up a flight of stairs, then take the first left and head north up this hallway. Go right, past a T-intersection, follow the hallway right (south), follow right again (west), and take the next corridor to the right (north). This hallway curves right and down into a T-intersection. Turn left at the intersection, follow the hallway left and down, which ends at an elevator landing. Take the elevator down to the next level. You will be in a long hallway that continually turns to the right. On the right side of the hallway contain doors with small rooms that house vampire guardians. You will pass 6 of these doors. The seventh door (the hallway is heading north by this time), go through into a small passageway with another elevator. Take elevator down and proceed south to a tiny room with a lever in it. Pull lever and return up to the long hallway, turning right into it (north). At the end of the hallway, turn right through a doorway into a massive chamber. Go to the southeastern corner to one of the large pillars. A doorway should be open into the pillar, and inside is yet another lever. Pull this lever and return to the chamber to see the center of the floor descending to a lower level. Ride the floor down to the lower level. The tomb of Lysandus is on one of the sides of this chamber. Before you lies the final resting place of Lysandus, former king of Daggerfall. If you have the Dust of Restful Death in your inventory, click on the tomb. You will then get to watch a rather spectacular video sequence (much better, IMHO, than the silly end game sequence). The remains of Lysandus rise from the tomb, and he appears to you in flames, telling you that the only way his spirit will be truly quieted is if his murderer, Lord Woodborne of Wayrest, is either murdered or publicly exposed for his crime. After the video sequence, you are standing before the tomb again. To exit Lysandus' Tomb If you cannot cast the "Recall" spell, find a lever on the side that will allow you to ride the floor section back up to the top, or cast "Levitate" and float up. Follow your footsteps back to the room where you were teleported (the one that had the vampire in it.) Look for a secret door on the right side of the north wall. This leads to a VERY narrow spiral staircase down, of which it is easy to pop into the Void if you are not careful. The staircase ends in a room with another floating skull, along with several piles of treasure. Clicking the skull will place you close back to the entrance. Use your map to get back to the entrance to the tomb, and you're out. The Mantellan Crux This is one of the most beautiful and most confusing dungeons ever designed. There is no intuitive method for figuring it out, and I've yet to meet anyone who has successfully gotten through it without checking the hint book or going to one of the "walkthrough" pages on the Web (like this one). As a design, it is both a masterpiece and a major annoyance. Hopefully, this will help explain some of the confusion. BEFORE YOU GET STARTED: What you just about absolutely need to get through this dungeon is either a spell of Levitation, or a magic item or several potions of Levitation. If you do not have these, GET THEM before you go into this dungeon. It may be possible to get through the Crux without Levitation, but I wouldn't want to try it. An "open" spell would be also helpful, but not necessary. The Mantellan Crux is the prison located in Oblivion, the home plane of the Daedra, where the Mantella, the heart of Numidium and Zurin Arctus (the Underking) is held. The only way to get to the Crux is to visit Nulfaga in Shedungent Castle, after giving away the Totem (see Quest for the Totem). Nulfaga poses a rather confusing riddle, which indicates which of the seven individuals you could have given the Totem to: "Lords all, but does not lord at all": Emperor Uriel Septim "Two Devoured by its Young": The King of Worms "Killed Once, but did not kill again": Queen Akorithi "Made One Slave and Many Free": The Underking "Two who battle for mud": King Gothryd and King Eadwyre "Seeks a home for the homeless": Gortwog Nulfaga then tells you that the responsibility of your decision rests on your shoulders, and teleports you to the Mantellan Crux, to find and free the Mantella, the heart of Numidium, so that the Totem may activate him. The Mantellan Crux is divided into several sections. I will provide the walkthrough for getting through each one. Section 1: The Three Islands You are teleported to a small island floating in the void of Oblivion, with a bust of a demonic figure on it. Using some method, cast "Levitate" on yourself and float upward. You'll find a much smaller island with nothing on it but a lever. Pull the lever and then float down. This time, go past the original island (the one with the bust) and float down to a lower island. This one has a frost daedra and four doors leading to nowhere. Kill the daedra, and then close all the doors. The one facing west causes damage when you touch it. Now float down to the side of this island and enter the chamber there. There is a lever all the way to the back. Pull the lever, and then return to the surface of the island. Now open the west door (the one that causes damage) and the east door (the one opposite). Float all the way up to the "top" of the void. In the southwest corner you will find a doorway. (If there are blue bars barring the way, float back down and reopen the west and east doors on the lower island). Go through the door, turn left, and then float up the shaft to an upper level. Go down the hallway facing, not turning off at all. Eventually, the hallway will go up, turn right, and go up again. Kill the Harpy and Vampire at the end of the hallway, then pull the lever at the very end. A side hallway that was barricaded by the blue bars is now open. Go down this hallway. IGNORE the very first lever, but pull all remaining levers down this hall. Keep going to the dead end, where you will find a Daedra Lord. After dispatching him, pull the lever at the end of the hallway. Retrace your steps to the void. Float back down to the original island. This time, go to the side of the island. The opening there should be unbarred. Go inside, kill the Daedra Lord, and step on the red square in the center. You will be teleported to: Section 2: The Great Pyramid Proceed west down the hallway to a small ledge. You are back in another Void area. To your left is a floating coffin; directly in front of you is an enormous floating island. Atop the island is a large pyramid (very impressive). For now, ignore the pyramid. Float down to the level just below the pyramid. You will find an island graveyard with 3 vampires in it. Kill them and enter the graveyard. From the arch, go to the far side of the island. You will find a white tombstone there. Click on it and you will receive the message: "Here lies the spirit of Benefactor, though his body still blocks the way." Turn around and face the arch. Go to the black tombstone to the immediate left of the arch as you are facing it, and click on it. It should make a faint moaning noise. Turn around 180 degrees, and walk across the graveyard to the tombstone to the right of the arch. Touch it and it, too, makes a faint moaning noise. Float down to the opening in the side of the graveyard island. IMPORTANT: IGNORE THE LEVER AT THE OPENING!!! Go all the way inside the chamber, and pull the lever at the back of the chamber. Return to the void, and float up, all the way past the great Pyramid. Near the upper northeast corner of the void, there will be a small door. Go through it, turn left, and go up. You will find a large room with two dead bodies (can't pick them for treasure, though!) and a dark hooded figure standing there. This is Benefactor. Click on him and he asks you to tell him his name. Give the answer "Benefactor" and return to the Void. Float back down to the top of the pyramid. Kill the Ancient Lich there. The trap door on top of the pyramid should be open. Kneel down (D) and pull the lever, then take the elevator (or float down) to the next level. Get rid of the harpy and vampire, and find another open trapdoor in a corner (I think it's the NE corner). Pull the lever there to send another elevator down, and go down to the next level. Turn around the corner to another shaft, and float down to yet another level and another open trapdoor. When you float down this trapdoor shaft, you will be transported to: Section 3: The Inverted Chamber From the short hallway, go to the T-intersection and turn left. You will find yourself in yet another void area, on a narrow T-shaped bridge facing a peak. You can turn either left or right here. Go down the steps to the south side of the peak. Under the peak is a chamber with four doors. Float around to the east door (you're facing west) and open it. Pull the lever on the ceiling. Float around to the north door and touch the upside-down statue inside. Float around to the west door and pull the small lever on the ceiling inside. When you float back around, the south door should be standing open. Float inside and touch the blue pillar. You will be teleported to: Section 4: Temple of the Blind God You will now be in a square room, with two doors on each wall. Go through the left door on the south wall. Go down the hallway, turn right, go down to T-intersection, and turn left. Go through two doors and into a fiery room with many floating heads. Touch the first head you come to, the one that speaks: "The blind god is a jealous god. Only the true followers that face him will show the way" There are two other heads that are facing the giant stone head in the center. Find them and touch them. (HINT: one of them is the next head you come to if you keep going south and up the narrow ramp. The other one is if you turn west (left) at the first head and go up that ramp; it's facing at a diagonal). Ignore the other heads, as they do things like teleport you to different areas of the room; one in particular causes damage if you touch it). Float up to the top and face the eyes of the huge head. These lead into an inner chamber with a fire daedra within. In the right eye socket (left as you are facing), you will come face to face with the daedra prince Sheogorath. Click on him and he will "congratulate" you with your progress, as well as make some humorous comments. (That's all he does, as far as I can tell). Walking on the floor will trigger a secret elevator. Take this elevator down to a smaller room with a black stone head. Click on the head and it asks the following riddle: "One speaks for me, Two serve me, Six protect me, How many defy me?" There's only one of the smaller heads that caused damage, so the answer is "One." Give this answer and you are teleported to: Section 5: The Great Spiral You are now in a small room with a magically held door. Face north, and click the rightmost skull on the wall (the only one without a lower jaw). The door will open to the south. Go around and around the spiral, killing atronachs in your path. Eventually, the hall will end in a doorway to the right. Go through the door, and up and around another spiral. There will be an archer, then a knight, in your path. After getting rid of them, go through the doorway, turn left, and down the steep slope. At the bottom of the slope is another shaft. Go down the shaft and you will be teleported to: Section 6: The Sword and Crossbow This is one of the most visually impressive areas. A huge sword points up and down, while a huge crossbow sits below. All around you are Daedra Lords on tiny floating platforms in the void. Float down to the crossbow to the platform with the axes on it. Touch the axe to the southwest (the one to your right as you face the crossbow). You will be shot through a target with the huge crossbow bolt onto the blade of the sword, which is pivoting diagonally now. Walk up the blade of the sword to the hilt, and so on through a doorway. Turn right to the end of the hall, and take the elevator down to: Section 7: Prison of the Mantella Go down the hallway and enter a maze of chambers. Keep going west and north through this maze, killing the fire demons and ghosts. Finally, you will find yourself in a pit-filled hall going west. The hall turns south, then west again in a giant chamber. The prison of the Mantella is in the center of the chamber. Float over to the huge pink structure. The Mantella will be sitting directly in the center of the structure. To free it, click on it. Endgame As soon as you click on the Mantella, you will be back in Shedungent, next to Nulfaga. She tells you to look into the book of the future to see what your actions have done and what will occur over the next few days. Depending upon who you gave the Totem to, the endgame will change slightly. Most of the controversy surrounding Daggerfall has been over the lame endgame sequence. You get a video clip of Numidium arising from his grave and coming to life, and then a tiny story segment (very difficult to hear) describing the actions that occur: Emperor: Numidium crushes the rebel armies of the empire. King of Worms: Takes the totem and flies away from Tamriel to become a Daedra Prince. Underking: Reunites with his mantellan heart and dies a peaceful death. Gortwog: Destroys Daggerfall, Wayrest, and Sentinel. Akorithi: Destroys Daggerfall and Wayrest. Gothryd: Destroys Wayrest and Sentinel and takes over the empire. Eadwyre: Destroys Daggerfall and Sentinel and . . . well, you get the picture. The controversy is that the sequence hardly seems worth while completing the game to see. Players are left with a "so what?" feeling. Some climax! This is the other controversy. Nothing happens! When you return to the "real world" of Tamriel, nothing has happened! Even if you gave the totem to Gortwog, Daggerfall, Wayrest, and Sentinel should have been smoking in ruins. Yet, there they are, still bustling and active. What's more, Wayrest and Daggerfall should hate your guts for double-crossing them regarding the Totem and from Woodborne's lies, but if you march up to Gothryd or Eadwyre after completing the Crux, they cheerfully talk to you or give you a quest as if nothing had ever happened. Nulfaga claims that the world is not as it used to be. I for one wasn't convinced. Mynisera's Quest: Intercepting the Courier Armed with new information from Cyndassa, return to Castle Daggerfall. Instead of going up to the throne level, veer right and go through the door to the right of the throne room. Here you will find the Dowager Queen Mother, Mynisera. (If you have not completed Cyndassa's quest or if you are of lower rank than what the game requires to complete this quest, Mynisera will send you on random errands until such time as you have completed the requisites.) Mynisera is noticeably upset that the letter never arrived to her. She suspects Aubk-i of double-dealing, along with the courier. She asks that you find this courier somewhere in Daggerfall Province, after first tracking down one of his/her compatriots elsewhere in Daggerfall Province. (By this time, you should be getting an idea of what the Postal Service has to go through to recover "dead mail.") When you talk to the compatriot, s/he will tell you when and where to find the courier. NOTE! Due to a game bug, the date s/he tells you is wrong. You have to look at your log file to find the correct date. It's usually off by a couple of days, but if you miss the courier, you don't get a chance to catch him/her again. You can't speed up the waiting process to catch the courier. I suggest doing smaller quests until the time comes, keeping a wary eye upon what the date is. Travel to the town that you are supposed to meet the courier. You will find him/her in whatever palace is in that town. The courier tells you that s/he was unable to deliver the letter because of the War of Betony. When the letter was finally delivered, Aubk-i was the Queen of Daggerfall, not Mynisera (Lysandus had been killed and his son Gothryd inherited the throne). S/he gives you a small item given to him/her by Aubk-i to show that s/he is telling the truth. Return to Mynisera. She understands the mixup, but is still angry with Aubk-i for not giving her the letter straightaway. She tells you that it is important that you find the letter. She claims to have received a message from Morgiah telling her that she knows what happened to the letter. (If you have done Morgiah's quest as well, you know this, too.) She asks you to return to her when you find out who has the letter. If you have completed Morgiah's quest, the stage is already set; simply return to Mynisera and get the next quest for the letter. Orsinium: The Quest for the Letter. Mynisera sends you to Orsinium with a letter to Gortwog. In the letter, she says that if Gortwog will return the Emperor's letter, she will campaign on his behalf to restore Orsinium to its former Orcish glory and make the Orcs a recognized race within Tamriel. When you enter Orsinium, locate Gortwog at the far end of the long hall. He looks almost human except for his green skin. Gortwog isn't much impressed by Mynisera's platitudes. (Maybe he remembers how her father slaughtered the Orcish children). He sneers that the letter is useless to him now, and that if you can find it within the halls of Orsinium, you may have the letter. He warns you that his people will not be so friendly to one of your kind wandering their ancestral halls. To find the letter, take the doorway to the left of the wall in front of which Gortwog is standing. Follow the pat up and around, and turn left at the first hallway. Go through room with a long table in it. You will find yourself in one of those large pyramid rooms. Turn left and go around the pyramid to the next door on the left. Go down the hallway from this door, and turn right. Go straight through the room at the end of the hallway. At next intersection turn right, then left through door. The hallway turns left, goes straight for a while, then turns right and turns left. At the T-intersection, turn left. (If you go right, you will come to the Orsinium Treasury, which is well worth visiting as well). Keep going down to the huge arena-like room. The letter is on a pedestal in the center of the room. When you take the letter and read it, you discover that the Emperor was writing to Mynisera about something called the Totem of Tiber Septim. (Finally, after all this time, you find out what you're going for in this game!) He says that a Lord Woodborne of Wayrest has it, and for her to see if she could obtain the Totem, having some political sway with Wayrest. (Hands up everyone who thought the Emperor was writing Mynisera love letters!) When you return to Castle Daggerfall and Mynisera, she reads the letter and tells you that it is "dangerous"; and that Gortwog must have made copies of it and spread them all over the Iliac Bay. (Funny how SHE never heard of it, then!) She tells you to be on the lookout for any news of the Totem. FOLLOW-UP. Right after you get the Totem of Tiber Septim, you start getting letters, both helpful and threatening. The helpful letters tell you more about the Totem, how it is used to control Numidium, a giant robotic creature that helped Tiber Septim create the empire of Tamriel 4 centuries ago, and how Numidium was destroyed when Zurin Arctus, the Imperial Battlemage and creator of Numidium and the Totem, battled the giant creature, shamed at how his creation was being used for destruction. Zurin's lifeforce was embodied in a jewel that functioned as the creature's heart known as the Mantella. In the final battle, both Zurin and Numidium were killed, and the heart, the Mantella, was lost in the Oblivion, the plane of the Daedra, where it remains to this day. Being unable to die since his lifeforce was thus imprisoned, Zurin Arctus remained in Tamriel, becoming the legendary Underking. The Blades, the secret force of Tiber Septim, gathered together the pieces of Numidium and reforged the giant creature; but both the Mantella and the Totem were lost. With the emergence of the Totem, Numidium is close to coming back to life again, and whoever can control him can rule all of Tamriel. Oh, and obviously, you start getting assassination attempts. Privateer's Hold For the starter dungeon, this one is a doozy for beginning characters! Although it has decent treasure, it can be a pain getting through on the first go-round. Basically, keep going up from the cave in which you start. When you get to the throne room, run all the way to the top of the stairs, kill the skeleton there (a toughy!), hop onto the throne platform and pull the lever. You will be given a ride up to the balcony above. From the balcony, go south and follow the path up and around to the first door on your right. You will find a room containing a bat, a rat, and an imp. After killing these foes, find the doorway on the right of the room with the skull and bones at the bottom; this is the exit of Privateer's hold. For those of you who want to find treasure, you can find it in the following locations: In the first room you come to from the cave, with the rat in it. In the next room after that to the left of the hallway, with the imp in it. The room with the thief and the severed heads (yuk!) in it, down the stairs from the same hallway. The room to the left of the throne as you are facing it, all the way down the hallway on the same level. The room above that room, with the imp in it. (This has two piles of treasure, hidden behind the bookcase. To open the secret bookcase, click on the small altar in front of the circle of candles. The room up the stairs from the right of the throne, with the thief in it. Look in the coffin. The room up the stairs going left from the hallway behind the Throne room, with a rat in it. Look in the small closet. In addition to this, you can find treasure on all humans in the dungeon and on the imps, the orc, and the skeletons. Don't bother checking the rats, bats, and bears. A useful tip is to save right before checking a treasure pile; that way, if you don't like what you get in a treasure pile, reload the game and check it again. It resets the treasure randomly. Sometimes you can get a really interesting magical item or a Holy Dagger or Holy Tome (each worth 2500 gp). Scourg Barrow Scourg Barrow is probably one of the simplest main quest dungeons, yet it has certain risks; mainly, if you don't select the correct sarcophagus at the beginning. you could easily be trapped. Be prepared for undead-a-rama! This is the legendary home of the Necromancers, and the mysterious King of Worms. After you contact Morgiah, she asks you to deliver an important message to a high-ranking member of the Necromancers (i.e., King of Worms.) If you are curious as to what the message is about, Morgiah is finagling a way to become the Queen of Firsthold by getting the King of Worms to allow the King of Firsthold to speak to his dead son, with him marrying Morgiah as the price. (BTW, Morgiah is the pretty dark-haired girl standing to the right of the King and Queen of Wayrest from your point of view; she's dressed in red and has her cat with her.) When you get to Scourg Barrow, you find yourself in a room full of sarcophagi. By touching them, you open their lids. Some of these lead to underground passages; others are simply empty. You want to find the Middle sarcophagus on the left side of the entrance. Open it and climb down (using Slowfall or Levitate here is helpful). Follow the passageway to a door on the left. Through the door is a large room with several doors in it, and a couple of zombie doormen. If your stealth is good, you can sneak past the zombies, or you may just want to off them right now and be done with it. Take the door to your immediate left as you enter the room. This leads to a long passageway, which T-intersects with another one. Turn left into the cavern area. Wander down the long cavern corridor (several bats block your way). When you get to the bottom, turn right and go down again into a short corridor with an opening to the left. There is a locked door here; either pick the lock, cast "Open" on it, or break it down. When you enter the large chamber, you are in the court of the King of Worms. Walk straight down to where the sarcophagus is, jump up to the dais, and turn right to face the King of Worms; he's the imposing figure all dressed in red. He gives you a missive to return to Morgiah. To return: After you exit the chamber, retrace your footsteps back. If you turn left after leaving the chamber instead of right, you come to the Rift; where Morgiah warned you not to go. This is a fascinating and rewarding area for exploration, but not at this time...you need to return to Morgiah post haste. When you get back to the corridor you fell into from the sepulchre, find a tapestry on the wall and touch it. It will cast Levitate on you and you can float up out of the sepulchre and back to the entrance to Scourg Barrow. HOW I DID IT: By the time I followed Morgiah's quest, I was high enough in the Mages' Guild to be able to use their teleporter. After talking with Morgiah, I cast "Recall--Anchor" just outside the entrance to Castle Wayrest. I then went to the Mages Guild of Wayrest and had them teleport me to Scourg Barrow. After talking with the King of Worms, I immediately cast "Recall--Teleport" and back I went to the entrance to Castle Wayrest. The whole process took less than 1 hour game time. For those of you who can't use the Guild Teleporter, cast "Recall--Anchor" in Wayrest, then take a ship to Scourg Barrow (it should get you there in a week or so). WHAT MORGIAH TELLS YOU: Upon handing her the letter, she exclaims "It's done! I'll be Queen of Firsthold!" Then she tells you some interesting information. This is the stuff that is pertinent to the Main Quest: The letter is in the hands of Gortwog, King of the Orcs, in Orsinium. To find the letter, you'll have to talk with Mynisera, former Queen of Daggerfall. You can't approach Mynisera directly; you have to start lower in the court. (Actually, much, MUCH lower; you have to start with her handmaid, Cyndassa). Shedungent This is your first introduction to the dungeon Shedungent, where Nulfaga, mother of the late King Lysandus and grandmother to King Gothryd, resides. Her son's death has caused her to go insane, and she now is a recluse in the castle, with nothing but her sorceror apprentices and the undead for company, while she searches in vain for the soul of her lost son. You get this quest because Aubk-i, Queen of Daggerfall, is concerned about her grandmother-in-law. People are puzzled just why she is so concerned; is she really as innocent as all that? You find out much later in the game just why she is so interested in Nulfaga's health. There is an easy way and a hard way of navigating Castle Shedungent. I will give you the "hard" way first for those of you who do not want to cheat. Besides, you will need to return to Shedungent a minimum of 2 more times during the course of the game, so it is important that you learn it's terrain fairly well. When you enter Shedungent, turn right. If you try to go through the door facing you, you will find that it's "magically locked" for the time being. Keep going down the hall. It turns left, then right again through a doorway, and goes down to a T-intersection. Turn left, and follow this hallway north. It will eventually turn left, then curve back to the right. You will find yourself in a huge chamber with a giant chasm running through the middle of it. A bridge spans this chasm. Cross the bridge to the other side, and go through the doorway opposite (north wall). Turn left into the hallway, and continue west down this hallway. The hall will curve right, then left, and go up a bit. When it makes a sharp turn to the left, turn right into a small room with 3 levers. Pull the two levers on either side (the one in the middle will cause damage). Turn around and proceed south down the hall. It turns left, and T-intersects. Turn right and follow the hallway down and around to another T-intersection. Turn left and go east, then south. The hall turns right, then left. Ahead is a brilliantly lit chamber, which is Nulfaga's inner sanctum. As you enter the sanctum, you will be attacked by two lich guards. Be prepared! (Actually, if you are doing this at a lower level, you will probably be attacked by Sorcerors.) Turn either left or right (doesn't matter), and take the stairs to the mezzanine level. The old woman standing there is Nulfaga. When you click on her, she babbles a tale of pathos concerning her dead son, Lysandus. Pay attention to what she says, because in her insane prattle, she gives the clue to quickly gaining entrance to Castle Shedungent. So far as I've been through the game, I've seen two different statements from Nulfaga at this stage. The first one contains a sentence which says "Shut up the door to his tomb and my home"; the second one says "Shut up is my door, .." Apparently, it is a random chance as to which one Nulfaga will say. The operative phrase, as you may have guessed, is "shut up." Go down the stairs, and turn toward the closed door. There is a statue of a lich standing to the right of the door. If you click on him he says, "Command me and entry shall be yours." This is Nulfaga's door; based upon what she has said, you tell the lich to "shut up." The door swings open, and lo and behold, directly in front of you is the entrance to Shedungent (where you first came in. Now that you know this, you can easily get back to Nulfaga without navigating Shedungent. On the other side of the door, a House of Daggerfall (Dragon) tapestry hangs to its left. Clicking on it, it gives you the same message that the Lich statue does: "Command me and entry shall be yours." Tell it "shut up" and the door opens into Nulfaga's inner sanctum. To complete the quest, return to Aubk-i and tell her you've seen Nulfaga. She will be much relieved and will reward you with a random magic item. Shedungent II: The Unicorn Horn Once you find Medora Direnni, former sorceress to the court of Daggerfall, she tells you that she is under a curse from Mynisera, Lysandus' widow. This curse, which imprisons her in her own tower, can only be broken by using the horn of the Great Unicorn, located in Shedungent Castle (Nulfaga's stronghold in Wrothgaria). She says that she has heard rumors that Nulfaga has gone mad because of Lysandus' death, but to see if she knows where the horn is located in Shedungent. Otherwise, you'll have to look for it on your own. Once you find the horn, you must return it to Medora so that the curse will be lifted and she will be able to help you regarding Lysandus and the Daggerfall affair. Finding the Unicorn Horn is difficult because it requires that you unblock a secret passageway. Don't bother talking to Nulfaga on this one. She more than likely will not know what you are talking about. On one of my games, the old hussy said "Unicorn Horn is difficult to find. I will watch your futile attempts with amusement." Anyway, when you enter Shedungent, turn right at the T-intersection (at the "shut-up" door). Follow the hallway around and to the left. When it ends, turn right through a doorway, and take the hallway all the way to the T-intersection. Turn left, and take the next left up and around to the left. Turn left again up another, steeper flight of stairs until you find another T-intersection. Turn left and follow hallway through a doorway, then turn right. The hall will zig-zag a little. Take the first left you come to, and continue straight on through a couple of intersections. The corridor will eventually curve south and end. Turn right through a doorway and into a short hallway that T-intersects. Turn right again. On the left wall there is a torch. This is the trigger mechanism that reveals the hidden passageway. Touch the torch, then take the first left up a steep ramp (heretofore hidden) to a small room at the top. Turn right, and follow corridor around to the right and through a door into a large room. Search the south for a secret door. Behind the secret door is a small room with a bed, and on the bed is the Unicorn Horn. Take it, and either retrace your steps to exit or cast "Recall." Bring the horn to Medora (2nd time through Direnni Tower). She thanks you, and tells you that she will contact you when she figures out how to set the soul of her dead lover (Lysandus) to rest. She will contact you again, about in a month, via a vision with further instructions. Woodborne Hall You face the dwelling of the traitorous, foul Lord Woodborne, murderer of Lysandus, purloiner of the Totem of Tiber Septim. You have two options in front of you: kill him, or find his diary and expose him for the jerk that he is. Upon entering Woodborne hall, stand in the middle of the entrance hall and cast "Levitate", then press (Page Up) to rise up to the top level. (If you can't cast Levitate, you are stuck with going to the doors on either side of the entrance, taking the elevators up, and pulling all the levers you find there to make the ramps come down so that you can climb up. I've never had to do this, so....) Climb on the hanging-down ramp in the NW corner, and scale it to the ledge at the top. Go through the door there, turn left, then right through the next door. Follow the hall left, down, and right into one of the ubiquitous 4-way set-ups that Bethesda loves to stick in these dungeons. Just go straight on through both intersections, and follow hall to the right at the end, then left through door. Keep following hall to the north, and go through door into yet another set of 4-ways. This time, turn right at the second intersection, and keep going straight on through the remaining intersections until the hall curves to the right. Take the first hallway to the left, and go through the door. You will find that the dungeon walls have changed pattern. Keep going straight, and follow hallway to the left. Go straight through the intersection, then turn left, and turn left again into an upward-sloping hallway. Turn left at the end of hallway, and left again at a T-intersection. Turn left again, and keep following hallway around and up to the left, until you come to a fork in the hallway: It is here you must make your crucial decision. Do you kill Lord WOODBORNE or do you find his DIARY? OPTION 1: KILL WOODBORNE Take the fork that branches to the left. Turn the corner to the left, and find the first door on your right. Lord Woodborne is in that room. He accosts you, you battle, and as he is dying, he says "It's all up to Gothryd now..." (BIG HINT: Since Woodborne originally had the Totem, and he no longer has it, guess who's got the Totem now!) This completes the quest; you can now exit Woodborne Hall and wait for Lady Brisienna to contact you. OPTION 2: EXPOSE LORD WOODBORNE VIA HIS DIARY This is the longer (and less desirable) option; it's much easier just to kill the jerk when you're at this point! However, the diary is most informative, and the NPC's reactions to it can be hilarious, depending upon who you give it to. This method takes a lot longer to resolve the situation, depending upon to whom you give the diary. Take the fork that branches to the right. Go down the hallway, turn left at the corner, go through door, and take elevator down. Turn left and go through a secret door into a small room. Continue through the door facing you, and turn right. Turn right at corner, and turn right into a downward-sloping hallway at the intersection. Turn left at door into a large room. Go through door on the southern wall, turn left into hallway, curve left at corner, and take the elevator at the end of the hallway down. While the elevator is descending, face WEST and leap off elevator at first opportunity into a small hallway with a door facing you. Through the door is a small treasure room. The diary can be found on a table in the room, appearing as a document icon. NOTE: If you've already killed Lord Woodborne, the diary won't be there...you've completed your quest. If you get the diary and then go back and kill Woodborne, the diary disappears from your inventory. The only way you can use the diary is to leave Woodborne Hall now without killing Woodborne himself. Who gets the Diary? Upon reading the diary, you discover that Woodborne wanted to overthrow the Empire with the use of the Totem. He and Gothryd plotted together to do so after Lysandus was dead (Lysandus was killed for not joining in with them...remember that Lysandus and Mynisera were special friends of Uriel Septim.) He also says some pretty derogatory things about Queen Barenziah, Helseth, and Morgiah in there, as well as calling King Eadwyre a "fool." Pretty potent stuff! Now you must decide who to take the diary to. BEST CHOICES: Medora Direnni, Mynisera, or Nulfaga These three are the ones who cared the most about Lysandus. Their outrage and grief demands quick vengeance on their parts against the traitor Woodborne. Their idea of "quick" and mine differs, however; it took Medora 3 months to get around to killing Woodborne so that the next quest could kick in! Giving it to Gortwog in Orsinium, too, will produce results, although he takes longer about getting around to it than do the women in Lysandus' life. Lysandus was his friend, and Woodborne bad-mouths the orcs pretty badly in his treatise as well. MEDIOCRE CHOICES: The court of Wayrest This is the most humorous of the choices. The outrage of Barenziah, Eadwyre, and Helseth (Morgiah just stands there grinning at you and not saying a word) is some kind of wonderful to see! They fume about the traitorous Woodborne, and how they almost handed the throne of Wayrest on a platter to him, blah blah blah. Right...big deal. Don't expect any fast action from these characters. They pay you a certain amount of gold from the proceeds of the sale of his estate and promise to throw him in jail and execute him. I've heard players say that after a year, they're still waiting for the next quest to kick in. POOR CHOICES: Akorithi, Aubk-i, and Gothryd Queen Akorithi, in her usual imperious mode, calls the document "rubbish, fit for burning only", and refuses to believe that Gothryd and Woodborne were plotting against Lysandus. Obviously, she's not about to do anything. Aubk-i and Gothryd, in Daggerfall, thank you for bringing them the diary, because it "would have been disasterous" to their friend Lord Woodborne. They then order your execution (although I didn't see anyone coming after me when they pronounced it.) SUMMARY: If you want this part of the game to be over with quickly, bypass the diary and just go kill Woodborne outright. This is the most expedient way of handling the problem. You won't gain any rep points anywhere, but this guarantees that the next quest (the Totem quest) will kick in in a timely manner.