An Elder Scrolls Legend Battlespire - Part 3 Walkthrough by Vic Horsley See also the map in the screenshots section Continued from last issue Fifth Level: Shade Perilous. Ahead of you, on entering this level is a small entrance room with a sunken floor(1), at the opposite side of this room and to the south is a passage, in which is waiting a shimmering figure. It is a 'Frost Daedra', he will not move until you get near to him, so pick up the scroll which is on the path just to your left. Approach the 'Daedra' and speak to him, then treat him the same as all the others. It is not hard to fight these new 'Daedra' but caution should be taken just the same, search the basket and proceed through the passage south and west to the 'New Banqueting Hall'(2). Go to the right on entering this room and keep close to the wall, just around the corner you will see some arrows. Go for these, stand where the arrows were and in the distance to the west you will see another 'Daedra', there are actually two of them but the one on the far side will not move unless you push too far forward, so concentrating on the one in a direct line, press the 'A' button to engage your secondary weapon (which should be a bow, placed from your inventory) and fire arrows at him. After two or three shots with him firing magic back at you, he will come towards you, quickly press the 'A' button again to change back to the attack weapon, as he nears you click on him to speak. He will offer to let you join them and fight the 'Fire Daedra' whom they don't trust, but do you trust them? I didn't and just bumped him off, now go to the south side of the area and repeat the procedure. If you find this 'Fire Daedra' too tough, use the same procedure but as he comes towards you back off or turn and run back through the small passage to the room where you first started this level, he should follow, but with a bit of luck, will get caught at the bend in the passage, load your bow and fire a shot or two at him. If it's not quite hitting move steadily sideways to get a better view, not too far, you don't want him to come at you again. It takes about ten shots to finish him off, then search his basket. Go back through the Hall and up the slope, at the top is what looks like a coffin but is really a lift mechanism(3), go round the back of this and touch the mechanism lever, although the lift may move before you do this, at the top save your game. Ahead of you is a 'Seducer Oathkin' you can talk to her but then you will have to kill her or be killed. This is a cross passage and you either have to go North or South. To the North is a large open area (4), on first entering you are at the top of a flight of steps and cannot see the far reaches but don't worry there are only two foe in here, the first one you can see hurrying around but be alert as she will shoot you with magic, stay at the top of the steps and fire arrows at her, then go down the steps to the floor level, there is a chest in the corner but as you go to it you are attacked. The attacker is invisible, so click on your inventory swiftly and take a potion of 'Reveal Invisibility'. It is also a good time to top up your health, on coming out of the inventory, run around a little as it takes a few seconds for your enemy to show up, dispatch her and get new arrows from the chest, nothing else in this area so head down slope in south-west. From the cross path at the lift (5). Turn to the south, go to the bridge, It is guarded by a Frost and a Fire 'Daedra', stay on the nearside and fire your arrows at one of them, until it come towards you, back off so as not to draw both together, then quickly change your weapon and still backing off, kill the first one, now go for the second in the same way, all is now clear and you can cross the bridge. Go through the doorway and into the long passage (6), just to the right behind a gate you can see, what looks like the original 'Daedra Warrior' scurrying about but it is a 'Dremora' and slightly different (7). To open this gate you need to go further along the passage, to a niche (8), where you must touch the mechanism to operate the gates, then go back to where you saw the 'Dremora'(7) and the gate will be open. Speak to him, he has some information, note this down and then set about fighting him, there is only one other gate open along this short passage and the room is empty, so go back to the main passage and carry on past the niche to the next opening. Go slow. This is a little awkward, as you near the next turn off (9) a 'Seductress' comes from there at the same time as a 'Fire Daedra' comes from ahead of you in the main passage, to top it all they may both use invisibility. It was best worked like this, as soon as one gets close to you turn and run back to the far end, top up health and save. If you can't see either of them, cast the reveal invisibility potion and move around to give it time to work, when taken care of, go back and do the same with the other one. At the second turning, don't go in just yet because ahead of you can be seen another corner go to this keeping close to the left wall and look right, you should be able to see a 'Frost Daedra', get a few shots of your bow off before changing back to your main weapon and before he gets to you. If you can't deal with him here, drag him back but only in the direction whence you came. Now go down that second passage, very slowly and close to the left wall. It is only the far room you need to worry about. It's a kind of barracks and holds a 'Fire and a Frost Daedra' (10), these seem a little tougher than the others. As soon as you get the first one in sight fire an arrow and get ready to back off quick. Should you have any trouble with this, draw them all the way back to the large open area (4) on the other side of the cross passage where you first came up on the lift, you will need to turn around every so often to see that you are being followed and that they are close enough, as you get to the large open space at the top of the steps check that he's with you and plunge off the end wall, he or them will get stuck on the steps. It's just a matter of shooting practice with your bow. If you need more arrows, they are behind you in the chest. Return to the barrack room (10) and search, potions, gems for health and magic (you can return to these anytime) and a scroll in the cage, note what it says, search the rest of this small passage and return to the main passage (6), go right and around the corner. The first room you come to is barred at this time (11) so move on down the passage which drops down rapidly be careful at the next room which is also barred to you but from it will come a 'Seductress (12)', I found her quite awkward but she fell in the end (I was never able to get into this room, maybe you will have more luck, either way it made no difference to the outcome), now move on round the path and you will come to water (13). It is probable that you are heavy with items at this point (you can find out by going into the water a few paces. If you are too heavy a message will come up on the screen), take one of your baskets and put everything you really don't need at this moment into it, leave that against the wall, and enter the water. Ready your bow and have plenty of arrows, swim out of this passage into what is a long pool (14), on the far side is a path and on this is a 'Seductress' and two 'Daedra', they may not all show at the same time but they are there, position yourself in the centre of the pool and take pot-shots at each until gone. It is possible to get the 'Seductress' to leave you alone, if you agree to leave her alone but I wouldn't hang around too long. Swim around the pool one end is a dead end (15). It is below where you crossed over the bridge. If you venture too far out at the other end, you will probably not survive the onslaught from several Seductresses high up on a ledge and it may best be tackled from another position, so leave this for now. Go back to where you first met the 'Dramora' (7), at the far end of the long passage, the gates along this short passage are locked but press up close to the last one you can see a large space behind (16), clicking on this gate will bring up a message the password is 'GERENT', once inside click sharply on the 'Seductress to the left and answer her last question. This will stop her attacking and you can move around freely. Next the 'Dremora', you will need to fight him but should get a new spell at the end, work your way around in a clockwise direction, leave the sword and talk to the girl just past it, she is 'Deyanira Katrece', ask all the questions and note what she says, the levers are one near the 'Podium', another underwater in 'Hidden Grotto', the 3rd 'Under Table' and one more in a 'Storage Room'. Start with the Table, go to the Sword and touch it. This will part the table in the centre of the room, touch the lever underneath and watch it move over, you may now want to put the table back together again, so go back and touch the sword again. Now go back to the northern area that you first visited (4) and go down the slope, to where the boat is (17). It is best if you only use this boat for leaving the water, to do that get right underneath it and left click on the bottom. This will put you inside the boat and you can jump or walk on to the side, sailing this boat would put you in the same position as when you swam through the pool and the 'Seductresses' would just pick you off from there lofty pedestal. From the boat, go into the water, submerge and go east along the right side, pop up as you go but not to often, move on until you can now see a small cave in the side of the rocks (18) you are also quite near to the large pool that you swam in earlier, be careful, because it holds a 'Fire Daedra' and a 'Seductress', she should be the nearer to you and clicking on her and answering her last question will again save you a fight, you will have to take on the 'Daedra' and I found running until he came at you across the table was the best position, as he comes up the table slash at him, his legs seem weak and it didn't last long, then get the potions. Opposite this cave more or less directly east is another much larger cave (19). It slopes up and at the top is a 'Dremora', what he tells you is what you have probably heard before, you will need to kill him. Towards the back of this cave is another 'Fire Daedra', he seems very resilient and the best way to tackle this is to go along the left wall until he sees you then run in an anti clockwise direction around the cave and keeping close to the walls, you will come to another of the levers, stop click on it, make sure it moves over and then get out of here as quick as possible. Turn to the left as you leave the cave and a few strokes along is the large pool, from there you can return to the gems for replenishing (10), looking at your map will show that you can now go anyway you want to, and get back to this spot, as it is really one large circle. Now you need to get onto the central upper island [Podium or pedestal] in the centre of the water (20), from the boat jump into the water facing west and submerge [page down], there is a tunnel (21). If you have not been through here before you will need plenty of arrows, move through quickly and save as you leave the water, move up to the edge of this tunnel, the top of the podium is now visible and it has several 'Seductresses' hurrying about. The big problem is getting on to the podium, you can just jump over but will be dead shortly after landing, so you need to cut the odds, normally you would click on the 'Seductresses' and befriend them but there is so much magic coming at you, that you are unable to do this. Plus the flying ones are near indestructible, so to begin stay on the tunnel side and use your arrows on them [make everyone count by only firing when the target board is on the screen]. If they disappear into the distance, move right onto the edge and move back and fro along the ledge. When you are satisfied that there are only two or three left, then jump over. On the other side (20) will still be at least four 'Seductresses' two of which will be flyers, click quickly on the non flyers to befriend and keep away from the flyers, you will have to do a lot of dodging and health topping up, so you must be quick, your aim here is to get over the bridge in the north-east part of this podium, so you must draw the flyers away to the eastern side of the podium, where. If you succeed, they will rest and it will be easier going. The bridge is hard to see at first as it's a dark green in colour and in a dark area, so if it doesn't show to you, look at your map to see where you are and then look over the side, the bridge holds one more flyer, go towards her on the bridge and then double back. This should take her away and you can move swiftly over to the other side. Move right inside this entrance room and save. It is reasonably safe here, at the far end are large doors go close to them and click, they will open and you will see potions on either side of this Temple (22). It is probably best to move up one side of the temple, As you near the top a 'Seductress' will appear but don't be fooled by this one, she will not befriend you and does not give you any time to prepare yourself, so be ready to kill her. In the centre of the Temple is a large altar and behind it is the third Lever, click on this and make sure it moves over, save your game and leave the way you came, except don't go back over the bridge, jump off the side into the water and swim back to the pool (14). Make your way back to the Barrack gem room (10) and use the gems, make yourself as light as possible by unloading as much gear as you able to, you need to be agile for what's coming up and equipment slows you down, now go around the passage to the room opposite this room, the one with the flashing arches (11), you should have the entry sigil, save your game and step onto the teleporter. This will take you to a new area that is to the centre and left of your map (23), you start in the south-west corner of this medium sized hall, there are a lot of flyers about and as said before, they will not talk and you would be lucky to kill them, so you need to run, because there are so many you need to drag some of them to a corner. The exit from this area (24) back to where you first came through, is in the south-east corner, moving quickly, latch on to one or more of the flyers and head for the teleporter in that corner, you can hear the flyers behind you attacking but just keep going to the teleporter. The flyers will now stay in that corner, remember you will need to do this a few times to be safe and will come up against these first flyers as you approach the teleporter again. However. It is easy to side-step these when running for the teleporter, each time you go through go and top up your health and magic in the barracks (10) before starting the next run, When all seems clear, head diagonally across this hall to the north-east corner (25) and go through the passage. It comes to a smaller room (26) but there will possibly be a couple of flyers to take back to the teleporter, with a bit of luck and quick moving you can get the flyers off you in this room by using the side ramps, jumping down and turning in the other direction but it's not easy and they are always there, but if you complete this room and leave them behind they are out of your way for good. At the far end of the small room is another passage go down this (27), you will see a "Dremora", don't kill him, talk and he will give you a Sigil Entry, kill the "Fire Daedra" or run and go back to the room, search for chests and then leave, go back through the teleporter and regain you health. Through the teleporter again, go up the left wall East after saving, and into the passage (28), the entry sigil was the last one given to you so there should be no problem, you must save because this next part is exceptionally tough and save every few minuets because I guess you will die often, but practice makes perfect and you will eventually get through. This leads into a very large hall that has four stone circles (29) and a large cross pillar in the centre (30), that is really a path that rises up later in the game to allow you access, around the sides of the hall and above you is a path (31) that circles the whole hall. It is reached by any of four ramps that stand at either corner (32), now for the bad news, each ramp is guarded by a "Seductress" and these are extra strong but a quick click on them to let them know you are fighting with them, should stop their progress. (I needed to repeat this a couple of times because the attacking carried on, so be ready to click on them again when leaving the sequence), the bottom floor is swarming with flyers, they make it very difficult to get up the ramps, but it can be done and you may need to use some of the tactics that were mentioned earlier, the upper path holds two flyers but you can run past these and if lucky may even knock them over the side. This scenario is now set but before attempting it you need to go to one more area. From the passage into this large hall. Turn right or to the north, there is another passage going out of the hall (33) on the northern wall. It is quite near to the north-east corner, so don't run too far out into the middle of the hall (to many flyers), follow this passage through to another small room with tables on either side (34), there is a "Seducer" here (it may be best to kill this one, as she keeps attacking), open basket and get potions on tables, on the north wall are to Gems these will top up your health and magic and although they are a help don't rely on them as it's too awkward to keep coming back, in the north east corner of this room you will find a scroll, read it. This describes what you need to do in the main hall. Leaving this room will also cause some problems. It is now time to get up one of the ramps, the nearest is slightly to the left as you leave the passage. It cant be seen at first, but it is there, unfortunately so are a couple of the flyers, somehow you need to manoeuvre round these and up the ramp, remember you will also be confronted by the "Seducer" at the top so you need to get right up the ramp and onto the platform, the flyers will not follow. Each corner platform (32) has a row of buttons on one wall, you have to push one button in each corner and it doesn't matter in which order, so whichever ramp you go up start there, the word to make is DUSK, and the scroll explains, how, with the help of page 51 in your manual, you can count down to find the right signs and then compare then with the buttons on the walls, remember only one letter per line, when completed it will raise the cross platforms in the centre of the hall, A near likeness for the signs can be found on my map for this area, should you need them. It is best if you try not to leave this upper area while going through this process because it is so easy to lose where you are once down, and you can get knocked from one side to the other by the flyers. From the last letter walk up the side path and at the top you will see the cross platform, go onto this (it may be that you will meet a flyer as you approach this platform. If this is the case, then just run past her and along the platform towards the centre, she will not follow), in the centre is pillar (35) which has four wheels, one on each side, move around the wall, keeping close to it and left click on each wheel. This will open the four gates, which look like giant blue pillars that come out of the stone circles that you first saw on the ground level (29). Go east along the platform to the end and turn south along the side path, just before you reach the corner square jump down and go south underneath. From the corner move along westward a few metres, until you come to a blocked doorway (36), click on this, the answer to the riddle is "DUSK", same as before, be careful here the "Seductress" is very quick and also uses invisible, make sure you save first. Search the two rooms, in the far one, is the last lever (37), click on this and part of the gate below the first room will open (38), go through it and along the tunnel, nothing to worry about here, at the end you will meet "Jaciel Morgen" (39), she will not play ball so you will have to go all the way back to her hand maiden "Deyanira Katrece" (16) and ask some questions, first though go past "Jaciel" to the bridge (40) it has platform parts missing, they are down below. If you jump over the side you will land in a pool, there is nothing to get or do here but you will see the missing parts of the bridge in the middle and swimming around the outside will help fill your map in, when this is done, go to the north-west corner and up on a rock is a teleporter (41) that will return you alongside "Jaciel", now return to "Deyanira" (16). Should you need more health to get by all the flyers at the main teleporter, go the quickest way around the side of the Great Hall (keep close to the wall), to the passage exactly opposite where you used the word dusk to get in here, follow the passage up to the small room where the gems are and replenish (34), now head back to the main teleporter (24), avoiding all the flyers near by it. If you are blocked by the flyers a quick side step (left or right arrow), will see you past and straight onto the teleporter. Go first and top up your health in the Barracks (10) (it will have taken a pounding from the flyers), then to the far end of these passages to the first turning and revisit "Deyanira" (16), explain to her what happened, she offer's to give her life to break the power over her mistress and gives you a dagger to do the job. It is possible to question her logic but you should still follow the line of taking her life, then return to "Jaciel Morgen" (39). If there is anything on this level that you may wish to take with you, now would be the time to pick them up but remember your pack will be cleared of most items when leaving this level. Back with "Jaciel Morgen", she will eventually see some good in you and believe what you are doing, she will also offer to be of help at a later date, then she will disappear, now you can jump over the bridges (40) and this is where you should go but be careful of where you place yourself before jumping. It is very easy to fall over the side and have to start all over again. If you let the jump block move over and wait for it to fade away before releasing the button, you can see where it lands before attempting the jump, as near to the centre of the path as possible for both the take off and landing. At the first junction turn left, you will later come back along the centre path and go to the right, but left and jump, head is a "Frost Daedra", kill him with ranged weapons or magic, do not try to fight him by hand he will knock you off the bridge, search his basket and move on to the Torch (42), jump over to it and left click. It will drop down low, now carry on around the bridge and down the centre path, back to the junction and turn to your left (east). This bridge is broken with blocks and you have to jump each at an angle to link up with the final bridge (43), At the far end of the bridges you will see a "Daedra Warrior" be alert (44), he will attack you but he dies easily, search his basket and go to the blue gate the password here is, "djemekweh", now you will see a "Dremora" (45). Don't attack him, he has some very important information for you, listen to him, he will then disappear, now move on to the teleporter which will take you to another area (46) a little way north-east of where you now are. Should you decide to play the last section again, using a second saved game that was saved at the bridges, there will be no last part of the bridge to cross and it's too far to jump. However you are still able to get through, albeit at great cost to your health, jump down from the side of the bridge into the water and go to the north-east corner, you need to be under the final platform, that you can just see above you if you look up, submerge yourself just under the water (not to the bottom- about two presses on the page down button) now push forward through the side wall (47) you should come out at the bottom of the ramp, below the teleporter to this area (46). If it doesn't work the first time try again at a slightly different angle to the wall, I do not recommend doing this. It is only mentioned as a saver should you be caught out. Arrival in this new area is at the top of a ramp (46) that leads down into more water, step off the teleporter, pick up the potions and save the game. At the bottom of the ramp is a small cave that is surrounded by water with a platform in the middle, something like a small island (48), on this platform are two "Seducers" a "Fire Daedra" and a "Frost Daedra", they are all very strong and it is probably better if you don't take them on and beside, they have little to offer. Go to the bottom of the ramp, just to get your bearings, don't stray too far, then back off and save again, you should have noticed what looks like some kind of shrine in the centre of the platform (48). This is where you have to go. It is the exit from this level, move as swiftly as you are able, avoiding contact and straight onto the shrine, you will be whipped away in a flash to the next level, with a stop on the way to top up your Stats. To be continued next issue - o -