Battlespire: Walkthrough Part 5 Taken from The Unofficial Elder Scrolls Pages though they are also on other sites. Visit www.m0use.net/~uesp/index.shtml See also the maps in the screenshots section This solution continued from where Vic's one left off. As he was having problems with crashes on the 5th level, I'm starting from that level with this walkthrough. Level 5 Quick Walkthrough You don't learn much on this level, and anything you do is from the old man. You're primary concern here is survival. There are some 250 monsters on this level and all want to kill you. Fortunately there are many resources such as potions and healing crystals. To exit, you'll need to find a Yehk entry sigil, 6 gatekeys, 6 pieces of the saviors hide and the spear case. There are mostly Frost and Fire Daedras on this level. You can't kill the Herne without the spear so run from them at first. Inside the waterfall there are also many Dark Seducers so tread carefully there. You start off at Point A. Grab the piece of the hide under the dock. Talk with the Seducer and read the nearby scroll for info. Find a Fire and Frost Daedra nearby and talk to for more info. Kill Fire Daedra and grab Yehk entry sigil. Grab the 5 gatekeys at Points B, F, H, J, and K. Get the spear case from Point F as well. Grab the 5 other Saviors Hide pieces at Points D, G, L, N, and O. Go talk with Old Man Chimere at Point P (be patience and ignore the spoon/cat quests etc...). Learn that part of Dagons true name is "Lehkelogah". Put on the six hide pieces to get him to open spear case and get Spear of Bitter Mercy. Go kill the hunter Herne Egahirm at Point Q. Get entry sigil and last gatekey from his corpse. Enter Great Horned Temple at Point S. Walk onto crescent moon platform above you to exit and move onto Level 6. Detailed Walkthrough Point A This is the destination from the gate at Point 2 on Level 4. You find a scroll nearby which briefly explains your situation. It appears that you are the 'hare' on some sort of hunt conducted by the Daedra. To exit the level you will need to find the six gatekeys to open the great horned temple to the east. The scroll also suggests that you seek the stranger to the cottage to the north. With some patience and persistance he will be of great help. There is also a Dark Seducer floating nearby. Talking with her yields slightly more information. Looking underneath the dock you find a piece of the Savior's Hide, some sort of powerful magical armor left there by its owner. Many Points In your travels you find many Frost and Fire Daedra wandering around. You find that the Frost Daedra were blamed for the loss of Shade Perilous and have since been 'demoted', now ranking less than that of the Fire Daedra. Needless to say they aren't too thrilled with this so when you mention that you know the truth, that the Fire Daedra were also involved, the Frost Daedra encourage you to tell the Dark Seducer at Point A. You also gather some more information about this hunt. The laws for this hunt are apparently posted before the Chapel of Innocent Quarry (Point ?). These laws protect the hunter and the huntsman from all mortal weapons and spells. It may be possible to use the spear of Bitter Mercy to kill them but you are given no directions as where to find one. Soon after, speaking to a Fire Daedra this time, you learn that the hunter is a Herne named Egahirm. You also find a scroll detailing the hunt and a Yekh sigil of entry in the possesions of most Fire Daedra. You also encounter several Herne hunting you. True to what the Frost Daedra said, your weapons and spells do no damage to these creatures. Point B Up in this tower you find one of the gatekeys and two healing crystals. Point C Word of warning, whenever I entered this house the game crashed with some error. Point D Inside this crypt you find a secret passage under the southeast coffin (activated by touching the coffin). This leads to a small underground dungeon which contains another piece of the savior's hide as well as 2 healing crystals. Point E This the alternate exit/entry to the dungeon at Point D. Point F This large green-thing, also known as the Chapel of Innocent Quarry, is protected by Yehk warding sigils. You pass through by using one of the entry sigils acquired from a Fire Daedra. Inside you find a number of useful items, among which is another gatekey and a spearcase (which you cannot seem to open). You also find a scroll stating that the sixth key is on Egahirm which is directly contradictory to the rules of the hunt. Point G You find another piece of the savior's hide outside this windmill. Point H Enter the towers in the corner of this small fort and activate the buttons to raise the platform in the center. This reveals 2 healings crystals and a gatekey. Point I In this area you find a remarkably tough Scamp. By all its appearances it is a Scamp but it simply won't die, no matter how many times you hit it. Attempted conversation fails and after an incredibly long (but boring) battle you finally succeed in sending it to oblivion. Point J Inside this building you find another gatekey and 3 healing crystals. Point K You find another gatekey and two healing crystals inside this building. Point L You find a wonderful waterfall here, cascading serenly over a cliff. Looking closer you find a secret passage behind the waterfall. This leads to a large carvern and a small tower. Inside the tower you find a piece of the saviors hide on the first floor. On the second floor you find a secret on the leftmost bookcase which gives access to a coffer of restoration. Point M A balloon sits here, waiting to be used by a brave adventurer. You may use this to access the island to the north. Point N You find a large boot moored here. Taking the the elevators on the end of the dock up, you find another piece of the saviors hide at the top. Point O In the second floor of this building you find a piece of the savior's hide. Point P You find the Old Man's Chimere small cottage sitting here. Conversation with him is difficult at first since it is apparent that he has not seen another human in a long time. Eventually, after ignoring many of his 'fake' requests, he calms down and begins to provide useful information. It turns out the Saviors Hide was created by the old man in an attempt to defeat Dagon (whose true name used to be Lehkelogah). The armor redirects incoming blows back to the attacker but makes the user vulnerable to magic. The armor also allows use of the powerful Spear of Bitter Mercy. Putting on the six pieces of the Hide found at Points A, D, G, L, N, and O, you ask the man to open the spear case you found at Point F. Open it he does and you are given the spear which, you learn, can kill the protected Herne hunter and huntmans with one blow. Point Q On the top of this building you find the hunter Herne Egahirm. Having aquired the spear at Point P you easily defeat him. You find the last gatekey and a Geth entry sigil. Point R This belltower is protected by a Geth warding sigil. It is to be rung when the hunted (ie, you) is killed. Since you just killed the hunter at Point Q you decide to be arrogant and ring it yourself. Point S Here is the Great Horned Temple. You need the six gatekeys found at Points B, F, H, J, K and Q to enter. Inside, jump onto the large crescent moon symbol above you to exit the level and continue on to Level 6. Point T A boat wreck can be found in this area, containing some useful items. Battlespire: Level 6 Walkthrough Quick Walkthrough All you learn in this level is the neonymic for Dagon which will hopefully help defeat him. It is a relatively simple level although you must be careful of the Daedra Lords and Counts for they are powerful foes. There are also many Clannfear and Herne wandering around but they are easily dismissed. To exit you must find the Iya, Payem, and Tayem entry sigils and the 3 gatekeys. The sigils can be found on a number of mobs, not just the ones listed here. You start at Point A. Push over the nearest 'log' to the door at Point B to open it. Kill one of the Daedra Counts near Point C to get an Iya entry sigil. Push the two buttons on the platform at Point D. Kill a Clannfear here to get a Tayem entry sigil. Goto Point H and talk to Lord Imago. Get the three neonymics and a gatekey. Talk to Xivilai at Point I. Threaten him with banishment and he'll give up a gatekey. Enter the western mirror at Point J to teleport to Point K. Kill the mobs around to get a Cess and Payem entry sigil. Enter the southern mirror at Point J to teleport to Point L. Talk to Faydra at Point N. Banish her to get another gatekey. Return to Point H and insert the three keys into the green latern to activate the gate. Enter the gate to move on to Level 7, Dagon's Hunting Lodge. Detailed Walkthrough Point A This is where you start, arriving from Point S in Level 5 Point B You find a large door in this area which can't be opened by normal means. You suddenly get an idea and you push over the nearest pole to the door. The pole crashes against it and opens the door. Point C You find a Daedra Count in this area who carries an Iya entry sigil. Point D On a platform in the middle of this large room you find two buttons which open the doors to the east and west. Point E You notice two secret doors in this area, leading to a grand stash of weapons and armor. Point F In this room you find a Tayem entry sigil on the body of a Clanfear. Point G You find the mortal wizard Sirron Angada in this room, one of the traitors to Battlespire. After watching him beg for his life for sometime you decide to avenge the deaths of the battlemages and end his wretched life. Point H In this small castle you'll find the Daedra Lord Imago Storm. To enter you can sneak behind the gate or open it by the switch(s) on either side (I snuck by, so I'm not 100% sure how it opens). Using the Iya entry sigil you found at Point C you enter the elevator to the west. This brings you to Imago who you converse with for a while. He tells you the neonymics of Dagon, Xivilai and Faydra, allowing you to banish them to Oblivion for some time. He also tells you that you need three gatekeys to activate the gate and leave this level. He gives you one key, while the other two are on the Daedra Lords Xivilai and Faydra. Point I Here you find the Fire Daedra Lord Xivilai Moath. After threatening him with his neonymic you received from Imago he gives you immunitity from his clan and one of the gatekeys. Point J In this room you find three mirrors which radiate strong mysticism magic, indicating that they are some sort of teleporters. The southern one leads you to Point ?, the western to Point ? and the northern to Point ?. Point K You arrive at this point from the western mirror at Point J. In this area you find a Herne carrying a Cess entry sigil and a Clannfear carrying a Payem entry sigil. Return to Point J through the mirror here. Point L You arrive here from the southern mirror at Point J. The mirror here also takes you back to the same point. Point M A Payem warding sigil blocks the way here. You pass through using the entry sigil acquired at Point K. Point N The Frost Daedra Lord Faydra Shardai is found here. After unsuccessfully trying to threaten her with her neonymic acquired from Lord Imago you are forced to banish her to Oblivion. She leaves behind another gatekey.7 Return to Point H Returning to this gate with the three gatekeys, you insert them into the green lantern activating the gate. You enter the gate and travel to Level 7, Dagon's Hunting Lodge. Point O (Note: This is optional but you can get some good items). You arrive at this point from the northern mirro at Point J. The mirror here takes you back to the same point. Point P You find a trapdoor and a sign "Intelligent" Test here. You discover that the trap door leads down to a deep pit filled with water. If you had fallen in without a teleport anchor set you would have been doomed to a watery grave. Point Q Entering these two rooms, guarding with Cess warding sigils, with the entry sigil found at Point K, you find a wheel in each room. These wheels open the room to the south which contains two healing crystals and a good stash of magical items. Level 7 Quick Walkthrough This is the final level where you encounter, and hopefully defeat, Dagon. Proceed carefully since there are many powerful opponents and you may fall/be pushed into the lava. To finish you'll need to get the Sword of Moon Reiver, the Savior's Hide and the Lyr, Seht, and Neht entry sigils. There are a few Dark Seducers and many Daedra Counts and Lords to face on this level, so be prepared. You start out at Point A. Read the scroll nearby for useful information. You don't the magical items described but they are nice. Push the tree over between Points A and B to reach C and kill the Dark Seducer there for the Sword. Make use of Jumping potions helps. Make your way to Point H. Say "Lehmekweh" to lower the bridge. Activate the crossbow device at Point I to cross the chasm. If you don't have the Saviors Hide from Level 5, talk to the Wraith at Point J. Make you way to Point K. One or several of the mobs up there has the Iyr entry sigil so you can pass. Inside the building find the Neht and Seht entry sigils. They can be found on the mobs on in some of the chests possibly. On the top level touch the purple balls to activate the teleporter. This brings you to Dagon's room. Put on the Saviors Hide and wield the Sword of Moon Reiver. Talk to Dagon. Attack him as soon as you finish or you will die. That's it, enjoy the ending sequence. Detailed Walkthrough Point A This is where you start, arriving from Point H in Level 6, you find a scroll here, presumably from the Dremora. It contains a number of useful things: description of some powerful magical items found on wraiths, that a Dark Seducer is Dagon's body guard and carries the Sword of Moon Reiver which you'll need to banish Dagon. Also that the three Lieutenants of Dagon carry the three entry sigils you will need to reach Dagon. Vatasha is being guarded by Dagon himself, and the scroll warns of some sort of trap. It turns out you'll need the Saviours Hide, the Sword of Moon Reiver as well as Dagon's neonymic and the help of your two nocturnal daedra friends (btw, if you left the Saviours Hide armor back on Level 5, don't worry, you can get it back again here). Point B You find a wraith here carrying the Long Bow of Heaven's Hail. By the scroll you found at Point A you know the bow is deadly accurate with both arrows and spells. Point C On this 'island' you will find Dagon's bodyguard, a Dark Seducer carrying the Sword of Moon Reiver. I got here by jumping with the help of a potion of jumping. You can also cross by pushing over a tree on the island between points A and B (thanks to ManfredJaeger@T-Online.de for this tip). Point D You find a wraith here who carries the Boots of Peace. By the scroll found at Point A you know that these greatly enchance the hand-to-hand skill (with other items I got up to 150% hand- to-hand, 23-25 points damage). Point E You find yet another wraith here, carrying the Helmet of the Poor. According to the scroll found at Point A this helm makes the user resistant to magical attacks. The tower at this point appears to serve no useful purpose. Point F Coffer of restoration. Point G Another wraith is found here, carrying the Helmet of Light Within. this helm is supposed to allow the user to draw spell points from his opponents but it didn't work that well. There are also two healing crystals alongside the tower here. Point H There is a switch here which is bound to someones name. On a whim you try the Protonymic of Dagon, "Lehmekweh" (which you also find on a number of scrolls on this level). The bridge descends allowing you to pass. Point I There is large crossbow device sitting here. When you activate it you find it shoots a rope across the cavern allowing you to pass safely. You may jump back across on use the teleporter later on to return. Watch the 'thorns' later on near here, since they do damage (I was thrown into the lava several times). Point J You find a strange wraith here, unlike the others. Talking to it you find it is some sort of agent from you Daedra friends. It gives you the complete set of the Savior's Hide if you forgot to bring it with you. Point K You find a large force of Daedra on the top plateau here. Among them you find a Lyr entry sigil. The teleporter pad here brings you to Point L. Passing through the Lyr warding sigils here brings you very close to Dagon. After killing the several Daedra Lords you should find a Neht and Seht entry sigil allowing you to pass to the lift. The lift brings you to another room which contains a teleporter which can be activated by touching the floating purple balls. Stepping into the beam brings you to the room containing Dagon and Vatasha. Put on the Saviors Hide armor and wield the Sword of Moon Reiver. Talk to the Lord of Daedras. After, your two Nocturnal friends should appear. As soon as your done talking attack Dagon. It only takes one hit to kill him, end the game...and enjoy the finishing sequence. If you don't attack right away you will die after a few seconds (you can do nothing to prevent this). Point L Destination of Teleporter at Point J. - o -