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Elysana’s Second QuestIf you haven't got the picture yet, this babe is trouble with a capital "T". At some point after completing her first quest (usually about the time you hit 7th or 8th level), you'll receive a letter from her inviting you to come to Wayrest to take care of another little matter for her. The second little matter is escorting her "cousin" somewhere. This is very straightforward. Once you accept the quest, the cousin's face will appear on your screen. Go to the designated town, find the designated person and deliver the cousin. You are supposed to deliver the cousin to a random NPC in a random town. You might be surprised by who you get to deliver her to. I've delivered the cousin to Gortwog, Brisienna and even Elysana, herself. Some of these had all sorts of interesting quest implications since they jumped the gun and started me off on other quests a little early. In any event, if you have not completed the Blades quest, you should start running into thugs fairly soon. One of them is supposed to have a piece of paper that will mark Lysandus' Tomb on your overland map. Don't hold your breath waiting for it to happen. This is probably the buggiest of the Main Quests. Although I cannot confirm this, I suspect the quest originally involved an unimplemented feature of overland travel that would generate random encounters while traveling (perhaps something along the same lines as the "Climate Survival" advantage in the character generation process). I say this because of comments that your passenger is supposed to make at various points as the quest progresses. If the quest were to play out the way it appears it should, you should have to fight three or four sets of thugs: one set when you first pick up your passenger and leave Wayrest Castle, another set when you arrive at your destination and a third set at or about the time that you deliver your passenger to your contact. At each of these points, your passenger is supposed to make comments that would clue you in to the fact that you have been set up. In actual fact, these comments pop up when Lord Woodborne's assassins start disturbing your rest after you locate the emperor's letter and return it to Mynisera. If you are lucky, you'll get your reward and a little extra gold for delivering your passenger safely. If you're unlucky, you'll find that the "quest from hell" won't terminate and you'll have minor problems with thugs for the rest of the game. The only reason to take this quest is if you don't know where Lysandus is actually buried or if you get your jollies out of being hounded by people who want to kill you. If you're sitting around with nothing to do, you might want to take it just for the occasional excitement of having random assassins pop up. If you don't feel like messing with all of this, either take the Blades quest or cheat to get the location of the tomb. Lich's Soul You must be at least 7th level and have completed Morgiah's quest to be offered this quest. The summons will usually arrive as soon as you finish distributing your attribute points upon reaching 7th level. If the messenger arrives before you are 7th level, save the game and rest for about 6 hours and you will level. The King of Worms will send you a letter via UPS (Undead Postal Service). After killing the delivery zombie, you'll find the letter stitched into it. The King of Worms wants you to run an errand for him. If you don't come quickly, you can count on his zombie reminder service to keep the matter fresh on your mind (this handy reminder feature was a bug that was fixed by one of the later patches, so if you don't get your daily reminder, don't sweat it) Go to Scourg Barrow and down to the King's office (taking potshots at the liches and vampires if it makes you happy). He'll tell you that there's a lich haunting the Castle Sentinel dungeon and he wants you to soul trap it. Your reward? Information.
Assuming that your bones aren't keeping the lich company, go back to the King of Worms. He'll tell you about the Battlemage who helped the first emperor conquer Tamriel and was later betrayed by the emperor. The Battlemage eventually became the Underking. The King of Worms cautions you about what could happen if Zurin Arctus (the Underking) ever gets his mortal body back. You'll get a magical something-or-other for your troubles and you've gained a few brownie points with the King of Worms (now isn't that special?). The Painting At some point after completing Lhotun's quest (usually about the time you reach 7th level) you'll receive a letter from Queen Akorithi "asking" you to come see her. This makes for some interesting story lines because her summons will usually show up at about the same time that you get the summons from the King of Worms. If you time it right, you can do his quest, talk to Akorithi on the way out, deliver the lich's soul to the King of Worms and then move on to Wayrest. You will find the Queen in the Throne Room of Sentinel Castle. Go through the Door at the back of the Entry Hall, through the Arboretum to the Opening in the back of the Right Wall and take the Elevator up to the Next Floor. The Throne Room will be beyond the Door at the end of the Passage. Notice that everything related to the Queen is capitalized? That's because she's of Royal Blood and isn't about to let anyone forget it. Anyway, she wants you to retrieve an item from Wayrest Castle and is willing to give you a few hundred gold to get the job done. This is a good spot to talk about dungeon preparation. Getting out of this dungeon is a lot tougher than getting in. If you don’t have a "Recall" spell, get it. If you can’t cast spells, go make an item that will cast the spell for you. If you can’t do that, get yourself a new pair of boots, because you’re going to be doing a LOT of wandering around before you manage to get out of Wayrest.
There will be a secret door in the south wall of the room where you appear. Take the tunnel to the end; turn left when you get out the door. Go through the door (watch out for the hole in the floor if you pulled the lever in the little teleporter room on your way in) and out the south door of the room. Turn east at the first 4-way intersection, take the first corridor to the left and you'll see the main hall at the end. Remember, if you didn’t kill the guards on the way in, they’ll be looking for you on the way out. When you report back to Akorithi, she will ask you whether you looked at the Painting or not. If you say, "Yes," your rep will take a slight hit in Sentinel and she will fuss at you about sticking your nose into the affairs of Royalty. If you say, "No," (in other words, if you lie) you will probably get away with it. She will pat you on the head, give you your gold and send you on your way. The Blades You must be at least 8th level and have completed the Painting quest for Queen Akorithi to activate this quest. You will receive a letter from one of the Underking's agents which asks for a meeting. The meeting will take place in a tavern in a random town in Sentinel. You will have 30 days from the time you get the letter to get to the meeting, but this is a little buggy. If you travel to any other province besides Sentinel after receiving the letter, the letter will usually disappear from your inventory. The time limit given by the Underking's agent does not jive with what you actually have. Like the Courier quest, go with what's in your log. Now that you've made buddies with the King of Worms, it's time to foil one of his schemes. He's planted a cursed item in the Blades stronghold (Castle Llugwych in Ykalon province). The Underking wants you to get it before it can do any harm. There are two ways to get to the item: the hard way and the easy way. The hard way involves getting yourself to the lower levels of the southeast corner of the dungeon and then making a long series of pulling switches and riding elevators. It's a good way to kill a few hours, kill a few critters and work on skills. It gets tiring after a while, so I usually resort to the easy way.
The Vampire Ancient can be a tough fight for a character 10th level or less. If he's too much for you, let him chase you back to the elevator shaft while you ride the elevator all of the way to the bottom. He will wait for you to come back (no one ever claimed that DF vampires were terribly bright). From the bottom of the elevator, go east at the first 4-way intersection (there should be an elevator at the end). Ride it up to a Y-shaped passageway and take the right (northern) branch. You'll find a secret door a couple of paces past the corner. Take that elevator up and you'll be at the north end of the corridor leading to your destination (the Vampire Ancient should still be around the corner, guarding the southern elevator shaft). After retrieving the item, the Underking's agent will remove the curse from the item and let you keep it (it's a random magic item, meaning that your odds of getting something fairly cheesy are pretty good). He'll also tell you where Lysandus is buried and mark it on your map (the tomb is in Menevia province). To the extent that the quest results in your getting information which you could get elsewhere, I would classify it as an "optional" quest. To the extent that it's a lot easier and more fun than dealing with random assassins, it's a required quest. Medora's Tower (standard walkthru) You must be at least 8th level in order to complete this quest. In order to set Lysandus' ghost to rest, you need the help of Medora Derinni, Lysandus' mage and mistress. Lhotun told you where her tower was. There are several entrances to the tower. There's the front door and, for those who like a challenge, there are a couple of entrances at the top of the tower. All enter into the same place on the map. The path to Medora is fairly short, but deadly. If you're 8th level, you MIGHT survive the trip using this walkthru. I've taken serious damage at 30th level, so it's no picnic. If you want a much easier way of going, there is a shorter path that avoids many of the pre-placed critters and puts you up against random critters instead (random critters are pretty much based on your level).
Medora's Tower (shortcut) The standard walkthru has been around for so long that I don't even remember where it came from. I think Bethesda came up with it and everyone has been following it blindly (including me) for what seems like forever. I finally got tired of getting spelled by all of the liches and vampires and looked for a shorter (translate: easier) way to get to Medora. I found it and here it is:
From this point you follow the standard walkthru. There will be three wraiths in the room behind the door, a vampire on the ramp going down on the other side (it doesn't matter which ramp you take -- there is a vampire on each of them), a ghost in the room with the levers (pull the ones facing the tapestries), two wraiths on the stairs going up and a lich right outside of Medora's room. To get out, just go back the way you came and follow the chain of teleporters until you get back to the entrance hallway. Unicorn Horn (Shedungent)
Barenziah's Book Shortly after reaching 9th level, having completed Helseth's Blackmail Quest and assuming you are still in the good graces of the nobility of Wayrest (not an easy task since almost everything you do seems to offend them), Queen Barenziah will send you a letter asking you to visit her to discuss some business of mutual interest. Her business is needing you to retrieve a chapter of an unauthorized biography ("correct wayward revolutionaries," as she so euphemistically puts it). She promises you information and a few GP's if you will take care of the matter for her. If you move quickly, the book will be somewhere in the depths of Orsinium, normally in the eastern chamber under the big pyramid. There is a trick to getting to this room. Unlike similar set-ups in other dungeons, there are no chains hanging down from the platform to cast levitate on you. You will either need your own Levitate, a "Slowfall" spell/potion/device or be willing to take the damage from jumping down.
Go back to the platform and Levitate, Slowfall or jump down into the pyramid. If you choose Levitate or Slowfall, be cautious of the three critters (usually Orcs of some kind) at the bottom. They have a very bad habit of moving right under you, making it impossible for you to land (they can hit you, but you can't see to hit them - this is especially true of Slowfall). There are also critters in each of the four rooms and the doors to these rooms are now unlocked. This could get a little hairy.
If you don't feel like messing with the wheel, you can attempt to open the doors yourself. You will need an "Open" spell, some item "of Undeniable Access", an outrageous lockpicking skill, or the Skeleton Key artifact (all four wouldn't hurt). Cast your spell or use the item until the door opens. The cheapie "Open" spell you probably made to practice your Mysticism skill will work if you have patience. By this point your odds of success are fairly good if you are persistent and the extra skill practice never hurts. If you do not move quickly, the book will be moved to the depths of z:\CorvDoc\doclecture3\morgiah.htmlScourg Barrow. Instead of heading for the King of Worms, you want to head for the Rift. There are no stairs leading to the bottom of the Rift, so you will either need to Levitate, Slowfall or Jump. The floor of the rift has occasional critters on it (mostly animals at the end where you start and humans farther down), but the real danger comes from the Humans who populate the upper ledges. They like to shoot arrows at you and it’s at least moderately difficult for you to return the favor. The ledges connect, but it is a long, tedious process to get from ledge to ledge without levitating or using the floor of the Rift.
The two mummies are no great shakes, but the Lich’s ranged spells are killer. He never seems to run out of magica, so either have some sort of Spell Resistance/Reflection up or be willing to take the damage while making a frontal assault. The information that you gain from this little excursion is that Barenziah and the Emperor were lovers, she became pregnant and he had the pregnancy terminated against her will. It sort of explains why there is no love lost between Wayrest and the Empire. Since you do not need to have this information to complete the Main Quest, this particular quest is entirely optional. Scourg Barrow is probably the largest of the Main Quest dungeons. It is disappointing to see all of that effort wasted on a couple of short excursions to the Necromancers and a "maybe" trip to fetch a book. If you have the time and inclination, Scourg Barrow is worth an explore all on its own. Stock up on drinks and munchies because you will be at it for a while. Lich Dust You must be at least 10th level to activate this quest. At some point after delivering the Unicorn Horn to Medora, she will contact you and tell you to go see Gortwog about the Dust of Restful Death, which is supposed to put Lysandus' spirit to rest. This quest may also be accidentally activated if you try to do Elysana's second quest (The Setup) and Gortwog is the person you're supposed to see. It seems that if you try to talk to Gortwog at any time after talking to Medora for the first time, it activates this quest prematurely. Gortwog will tell you that the dust will only calm Lysandus, not put him out of his misery. In return for his help in telling you where to locate the Dust, Gortwog wants Medora's support for his claim to the "heart of Tiber Septim" (the magic dingus you're supposed to be finding). The Dust will be in a random dungeon in Balfiera province, in a random location within the dungeon. This quest has a lingering bug that prevents the quest dungeon from appearing on your overland map. Use the <ctrl>+f1 cheat to get it and then follow your usual dungeon crawling routine. The key is that you're not looking for the component; you're looking for a mummy that will have the dust and a letter on its body. If you're using one of the later patches, the dust and letter will be on a green background (like any other quest object). If you're not using a patch, make sure that the mummy has lich dust AND a letter that says something about Medora. If it doesn't have both, then you haven't killed the right mummy. The letter makes interesting reading, but you have to “use” it several times to get all of the information out of it. When you've got the dust and letter, take them to Medora. She will make a few comments about Gortwog and the Orcs and tell you to come back in a month to get the finished product. Lysandus’ Tomb How you kill the month is up to you. Personally, I either anchor a "Recall" outside of Medora's tower (you're asking for trouble if you try to teleport INTO anything), then find some location that will take me 30 days travel time, go there, and teleport back to get the dust. Or I travel 15 days away and then travel back (Daggerfall is 19 days). There is apparently no time limit on picking up the dust. I've run as much as 45 days past the end of the month and still been able to get the dust. If you're 10th level, you would be wise to be prepared for a fight before taking this one on. There are some very nasty critters keeping Lysandus company. There are three ways to get the location of Lysandus' Tomb. First, you can successfully complete the quest for the Underking. Upon delivering the item from Castle Llugwych to the Underking's agent, the tomb will be marked on your map for you. Second, you can talk to Elysana in the Wayrest Court. The quest to escort her cousin will net you a string of assassins, one of whom will have a note with the location of the tomb (this doesn’t work very well). The third method is to cheat. There are two ways of doing this: you can either use the cheat mode keystroke (<ctrl>+f1) to put all dungeons on your map and then look for it in the Menevia Province or you can travel south (overland) from Westcastle. You'll get there eventually. Here's a curious one: Lysandus was king of Daggerfall, fought with Sentinel over Betony and died in Anticlere. Why is he buried in Menevia? Personally, I think it was the result of a dart toss at Bethesda. Travel to the tomb and be prepared for a LONG walk. Make sure you've got the dust before you go into the tomb. Many an over-eager/greedy player sold it off or dropped it and then couldn't finish.
If you have the Dust in your inventory when you click on Lysandus' coffin, you should get a nifty animation where Lysandus tells you who killed him and how to put him to rest (the answer to "whodunit?" is "Lord Woodborne of Wayrest" -- the mysterious "W." giving the assassins their instructions). Getting back out again is another long walk. Go all of the way back to the room where you appeared after clicking the skull. If you go through the other door, you will get to another floating skull. Clicking on it will teleport you back near the entrance. Woodborne Hall After Lysandus tells you that Lord Woodborne is the guilty party, Woodborne Hall in Wayrest appears on your map. There are two ways to dispose of Woodborne: (1) kill him yourself (after all, he's done nothing to make your life easier) or, (2) let King Eadwyre kill him for you. The first problem you encounter is getting into the dungeon. There are several sections of a large ramp that have to be moved into place in order to get to it. The first part of the quest involves a series of elevator rides and lever pulls. If you don't feel like messing with riding the elevators, go pull both elevator levers and use "Levitate" to get around. If you don't feel like messing with levers and elevators at all, just levitate to the top of the hall and pick the lock on the door at the top. For those who want to explore, pull levers, practice skills and pick up some goodies, here is how to lower the ramp. The levers can be pulled in any order; so don't worry if you don't do it in exactly this order. After you enter Woodborne Hall, there will be a door on either side of you. There are elevators behind each door that will take you to the four levers you need to pull in order to position the ramp. For those who want to just get on with it, go to the Dungeon Entrance.
The Dungeon Entrance
Route to the Letter
The letter describes Woodborne 's plans for becoming King of Wayrest. If you talk to King Eadwyre after collecting the letter, the king will order Woodborne arrested and executed. You are supposed to get a few thousand gold for your efforts, too. Sometimes the old skinflint just doesn't come through, but check your inventory. If you see a pile of coins in Miscellaneous, that's your reward money. Route to Woodborne
Once Woodborne is disposed of, you'll (hopefully) see the animation of Lysandus being put to rest. All of the spooks will disappear from the streets of Daggerfall and you will have completed the second of the Emperor 's missions and should be entitled to a little well-deserved rest. (yeah, right) If you do not see the animation, restore your saved game (you did save at the landing, didn’t you?) and try the other option. If neither of these work, exit the game, run fixsave on your saved game AND on a game saved before entering Woodborne Hall. Now relaunch and try each option one more time. You’ll get it eventually. Interlude #2 After putting Lysandus to rest by taking care of Lord Woodborne, you will hopefully have a little breathing space. If you tackled Lysandus's Tomb at 10th level, you should have a couple more levels before the next major quest kicks in (emphasis on "should" -- it's a little flaky in this regard). Your next quest is going to be to retrieve the Totem of Tiber Septim. That's the Magical Dingus of Ultimate Power that everyone seems to be so hot to get their hands on. Once you have the Totem, everyone who likes you will send you a letter offering rewards for giving them the Totem. On the other hand, everyone who dislikes you will just send thugs to take it off of your dead body, and the thugs show up just about every night (makes it difficult to get your beauty sleep). Decide very quickly how many nightly hit squads (three thugs per group) you can handle and then spend your time building rep with as many people as possible to avoid getting thugs from them. The two major players that you cannot do quests for are the Underking and the Emperor, but they tend to be somewhat tolerant in the negative rep department. Everyone else (Gothryd, Gortwog, Eadwyre, Akorithi, and the King of Worms) can and does send thugs. Use your breather wisely. The Totem You are supposed to be about 14th level before this quest kicks in, but I've had it launch as early as 10th or 11th level. The quest itself isn't too terribly difficult; it's the after-effects that can get a little hairy. You'll receive another letter from Brisienna asking you to meet her in a random tavern somewhere in Wayrest province. Don't ignore this letter. The mission? Retrieve the Totem of Tiber Septim (a.k.a. "The Magical Dingus of Ultimate Power") from the treasury at Daggerfall Castle. I didn't mark it on the maps, but the red squares are critters (hopefully you've figure that out by now).
Although it took a few levitates to get to the Totem, getting back can be done with a few running jumps. If you didn't take care of the Knights and Battlemages in the Throne Room, you'll probably have to deal with them on the way out. Once you're out of Castle Daggerfall, the real fun begins. Interlude #3 You've had subtle (and not-so-subtle) hints and clues about the Totem, Numidium and Mantella for some time now. To review, Tiber Septim conquered Tamriel using something called the Numidium, which was created by his Battlemage. The Numidium was powered by the Mantella and was controlled by the Totem. Lord Woodborne had the Totem, Queen Abuk-i knew he had it, and it later disappeared. The Underking wants it, the Emperor wants it, Eadwyre wants it, Gortwog wants it, Akorithi wants it, Gothryd wants it and the King of Worms wants it. You just snatched the Magical Dingus of Ultimate Power from Daggerfall, so everyone is going to be looking to you to give it to them. You have a year and a day to decide who gets it. One of the great things about Daggerfall is that it does not have a static ending. You get to choose how the quest comes out. After you've collected the Totem, it will speak to you. It says it will only work for certain people. You're not one of them. Go ahead, try to use it and watch nothing happen. Your job is to decide who gets the Totem. Nulfaga (after you have already delivered the Totem) will quote a riddle that details the possible recipients. It would have been better if you could have encountered the riddle beforehand, but this is the only place that it comes up. You have seven choices according to the riddle: "Only Crowned Heads will hold the Totem True First is one who killed, but did not kill another Second is one who is two devoured by its young Third is one who made one slave and many free Fourth and Fifth are two who compete for mud Sixth is one who brings a home to the homeless Seventh is one who lords all, but does not lord at all." Here's my own interpretation of its meaning: "First is one who killed, but did not kill another": my best guess is that this refers to the King of Worms. I get it only through process of elimination, but it makes sense in a roundabout way with respect to the Lich's Soul quest. By his order the lich was killed, but the soul was trapped, so it wasn't really killed. The King of Worms promises you fame if you will give him the Totem and the dialog agrees with that, but nothing else seems to happen. The King of Worms will use the power of the Totem to become a god. The strange part is that after completing the Mantellan Crux, he's still under Scourg Barrow and there are no new temples to join. "Second is one who is two devoured by its young": Who else but Eadwyre, king of Wayrest, who heads the most dysfunctional family in the Bay. Eadwyare will promise you gold (if you're on his good side), but won't deliver. In fact, he'll sic the guards on you (not much of a fight, actually, so don't be expecting any excitement at this point). Eadwyre will use the Totem to break free of the Empire. "Third is one who made one slave and many free": My best guess for this line would be the Underking who made Numidium and helped establish the Septims as emperors of Tamriel. The Underking will give you the Necromancer's Amulet if you give him the Totem. Unlike the rest of the people who want the Totem, the only power the Underking wants is the power to die. "Fourth and Fifth are two who compete for mud": The rulers of Daggerfall and Sentinel, Gothryd and Akorithi. Daggerfall and Sentinel were fighting over Betony at the time that Lysandus was killed. Each will use the Totem to overthrow the Empire, but they will give you 100,000 GP if you give them the Totem. There is a persistent bug that prevents Gothryd from sending you a letter, but be aware that you can give the totem to him if you wish. "Sixth is one who brings a home to the homeless": Gortwog, the orc leader who wants an orcish homeland. Gortwog is supposed to give you a random artifact for the Totem and the dialog comports with that, but nothing appears in your inventory. I suspect that this is a bug which has never been fixed. Gortwog will use the Totem to create the free state of Orsinium. "Seventh is one who lords all, but does not lord at all": my best guess is that this refers to the Emperor, titular head of a vast empire ("who lords all"), but whose writ runs mighty thin outside of the Imperial Province ("but who does not lord at all"). The Emperor will give you the Warlock's Ring if you give him the Totem. He will use the Totem to bring the rebellious provinces back in line and reestablish the power of the Septim dynasty. Now comes fun time. Over the next few weeks you'll receive letters from the people who want it. Well, you'll receive letters from people where you don't have negative rep. If you've got negative rep with any of them, they'll send assassins to just take it away from you. I can already hear the "ka-ching" of the cash register going off in some of your heads and see the dollar signs in your eyes, so let me satisfy your avaricious curiosity. Yes, the assassins work pretty much like they do in other quests: each group has the same stuff as the group before it, plus a few items. The truly greedy will capitalize on this by knowing who will get the Totem in advance and then making sure that they have negative rep with everyone else. This will produce a flood of assassins on a daily basis, and a ton of goodies for you to sell off. A word of caution, though: some of the assassins will be genuine Assassins (poisoned weapons and all), so be able to cure poison. The rest will be normal baddies (Knights, Archers and the like), except for the Orcs that Gortwog sends. Remember, you have a year and a day in which to decide who gets the Totem. If you need to build up levels or work on skil Date: 2016-01-03; view: 1434
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