Passages for Daggerfall, platform PC

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Passages for Daggerfall, platform PC

Copyright 1996 by Susan Nimm. All Rights Reserved.
This document may be reproduced electronically,
provided this notice is included (unmodified), for any
purpose whatsoever. Reproduction onto CD-Rom or
floppy disk or paper for any commercial purpose
whatsoever is forbidden without prior written permission.
In any and all reproductions, this paragraph must remain
unmodified.



                      ***

Be forewarned, this walkthrough can completely spoil the
game. Do not use this casually! This walkthough does
not document exhaustively the mechanics of going up
levels/summoning daedra/getting guild rank as all of
these things are well documented elsewhere. It does,
however, make passing reference to some of them.

Also, many quests are random in nature; hence, there is
no possibly walkthrough for these. Even quests that are
not random -- e.g. to fixed dungeons --

I did this mainly for myself - if I come back to DF in a
few years, I want to be able to progress if I get stuck -
but it will suffice quite nicely for others, I believe. Please
note that there are some specific directions here and
there for what turned out (later) to be random quests.
Accordingly, your mileage may vary. Bug fixes may also
subtly alter game behaviour. (I gather you are no longer
asked to retrieve the cursed BLANK, alas!)

I "cheated" on several things:

            the way I got a high level character (see
            below)
            sequence of levers to pull in the Castle
            Sentinel quest
            Part of Wayrest painting quest
            All of Walk through Castle Daggerfall to
            treasury (sorry, lazy and busy!)
            portions of Mantellan Crux.

As of this writing (Nov 96) I recommend playing with the
179 patch if you're starting the game fresh; otherwise the
177. Of course, if there's a later patch, play with it!
[editor's note: there is a much more recent patch, #213,
available from www.bethsoft.com]

Conventions:

            items in square brackets are plot spoilers;
            (document ideally needs some HTML
            formatting to hide these...)
            'email' style addresses for people - i.e.
            princess morgiah@throne
            room.castle.wayrest means go to Wayrest
            city in Wayrest province. Enter the castle
            (palace) and head for the throne room.
            Someone in there will be named Princess
            Morgiah.



To start:

1. Privateer's Hold:

This dungeon is to set you up with some equipment and
cash. In general, ignore ingredients and the like (unless
they're gems), pick up better quality armour and
weapons, and gold. There are ample good walkthroughs
for this, so I'll simply say: head on up to the room with the
archer. Take the left door (from POV of original entry) to
the large throne room; charge up the stairs, killing the
skeleton; press the lever to the left of the throne (facing
the throne) while standing on the throne. Elevator will
take you up; head up the corridor; open the door on your
right; kill the rat, imp, and bat; enter the room and the exit
will be in this room.

2. In Town:

Once you get to town (say Daggerfall), I would suggest
joining a guild. The process of quickly gaining levels (you
need to be at least 10-15th level to finish the game) is
trivial if you have magic schools as at least some of your
primary, major and minor skills.

As has been well documented, progress in guilds
depends primarily upon successfully completed missions.
You'll need to complete (typically) at least 18-20
successful quests for a guild before reaching the highest
level in the guild, and to do about 1 quest/month for the
guild thereafter to maintain your reputation.

The trivial way to quickly gain rank and become wealthy
and very high level is:

            custom class with 4-6 schools of magic: 1
            minor, 1-2 major, 2-3 primary skills.
            create cantrips (cheap spells that cost ~5
            points to cast) in each school of magic
            join the mages guild and do lots of guard
            quests (say about 20 - this should take no
            more than 5-10 days)
            join the fighter's guild (say) and cast lots of
            cantrips (since you can stay for free and
            get trained once/day in fighting skills to
            boot), resting to restore your spell points.
            At night, break into stores with a good
            'open' spell (custom, with 100% chance of
            success). Only rob those that are top
            quality; sell the merchandise in the morning
            at bottom quality stores.

Thus, after doing a number of quests for the guild of your
choice and training/casting massive numbers of spells,
you should be up to 25th+ level and at the top of the guild
of your choice within as little as 3 hours
(real-time)/1-8weeks (game time). To boot, if you've
broken into stores you'll have a house, a ship, a cart, a
horse and ~1,000,000 gold coins.

Fair warning: this is technically not cheating (i.e. it's not
as bad as having at your savegame with an editor), but
it's pretty close. I did this after I lost two 12th level
characters to Bethesda's repair items (and other
assorted) bugs and got quite fed up... Determined not to
waste a lot of time getting my character up levels, I
started with a 25th level character.

Really useful (and not so useful) things to get are:

            horse: allows you to move much faster
            around town (unless you have speed 100 J
            )
            cart: allows you to carry much more, and
            accessible without leaving dungeons!
            ship: useful in that you can be in the middle of
            daggerfall, being attacked by ghosts and you can
            just change transport to a ship and go to sleep.
            Handy. Very rarely enemies will come aboard
            your ship however. Thus, you don't need inns if
            you have a ship. Also, you can dump huge piles
            of treasure all over the ship.
            house: seems useless other than an ego thing.
            Buy a much handier ship instead - easier to get
            to, is in all towns...

Really useful (strategic) things to do on dungeon adventuring:

            Cast recall in town (or at dungeon entrance)
            Always save BEFORE you get the quest.
            Save at the entrance to dungeon
            Save when you've just accomplished the quest
            Regularly back up your save files

Many (of the random) quests are not accomplishable in finite
time. So, save before you get a random quest and reload if you
need to.



3. First Plot Quest: Finding Lady Brisienna

Then, while wandering about accomplishing the above, you will
receive a letter from the Lady Brisienna, a representative of the
Emperor. Also affiliated with the Blades, and formerly based in
Daggerfall. Meet her, and she will suggest that the 2 quests
from the Emperor centre around Wayrest, Sentinel and
Daggerfall.

Within a little while (keep doing quests and wandering), you will
receive letters from:

            princess morgiah@throne room.castle.wayrest
            prince lhotun@throne room.castle.sentinel

4. Morgiah/King of Worms: Marry me?

Morgiah (The woman in red to the right of the King and Queen at
the top of the platform) wants to marry Son of King (where I
don't recall) and wants you to take a letter to the King of
Worms, head of the Necromancer's Guild
(KingWorms@Necromancers.scourge barrow.dragontail
mountains). [The deal she proposes/agrees to is to give her
"first" in exchange for the King being able to speak with his dead
son. Go ahead and read her letter and his response.]

Scourge Barrow (in Dragontail mountains): Enter the small,
square building. Click on the middle left coffin, and descend.
Head along corridor til door;open door to see a room with ~8
doors and 2 zombies. After dispatching the zombies, take the
door just to the left of the one you came in. Follow it, turning left
at the intersection and entering the cave passageway. Wipe out
the bats, listen to the bears growl and take the first right. Turn
left at the intersection and go through the door. You're in the
throne room. King is the chap just to the right of coffin on raised
dais. Take his letter and return it to Morgiah.

Do not be unduly alarmed if the quest does not disappear from
your log immediately. [[PLOT SPOILER: She (Morgiah) will tell
you that Gortwog has the emperor's letter; it did reach the
Queen, but the thieve's guild stole it and sold(?) it to Gortwog.
She notes that the new king of Daggerfall is not as loyal, as
Lysandus and Queen Aubkhi is naïve. Suggests you talk to the
Dowager Queen, Mynisera (wife of Lysandus), but first
approach through someone lower in the court of Daggerfall.
(Hint: see Cyndassa, below)]]

5. Prince Helseth: I'm sure that you're =completely=
innocent.

While in Wayrest, you may wish to talk to Prince
Helseth@Conference room.castle.wayrest. (This is reached by
going through the giant doors at the back of the throne room
(either side leads to conference room). He will give you a letter
to take to Lord Castellian, head of the elder council
(Castellian@hearthhouse residence.kirktry.wayrest for me)
[This letter may be a not-so-oblique threat to reveal
Castellian's love letters (written to his sister) to his sister's
husband!] Don't read it though, unless you want to be distrusted.
Return with Castellian's response [and Helseth will tell you that
his family may have something to do with the overall situation.
Wayrest dispatched advisors to Daggerfall/Sentinel on eve of
Battle of Cryngaine Field. (Lysandus, loyal to emperor vs.
Cameron wanting more autonomy) Advisors claimed later not to
have gotten there, waylaid by Gortwog's orcs, but Helseth
believes they got to Lys's tent and spoke briefly with him.
(interesting if you later look at the painting queen of sentinel
asks you to "liberate" from castle wayrest).]

6. Lhotun's Quest: Brother... what brother?

Journeying to Sentinel, you will find him in the throne room
anteroom on the right - a group of three people sitting on the
floor. He wants you to find out what happened to his older
brother (Rhust?). Take this quest, ask around about the brother
in court and on the street of Sentinel and other nearby towns.
Shortly, you will be handed an anonymous letter by a "tall, gaunt
woman" who will slip away. You will go and meet her where it
says (search the upper rooms of the building), and she will, as a
representative of the Underking, indicate that you should search
Dungeon BLANK. Go there, and you're likely on your own here
as this (dungeon) seems to change each time. What doesn't
change is what you must find - once at the top of a tall tower,
and once in a tiny cupboard in the bowels of the dungeon for me
- a piece of paper - the Death Certificate. [This is the sad tale
of R- who was kidnapped (probably by agents of his dad, King
Cameron) and left to die. He'd always been a sickly child. He
also hints that the underking is a superpowerful magic-user who
took over a powerful body a long time ago. ]

Return to Lhotun and he will tell you [that Lysandus had some
kind of relationship with Medora Direnni the sorceress of his
court. Mynisera later sent her away. Rumor has it that she is in a
huge castle (Thanks, Bethesda!) somewhere on the Isle of
Balfiera, and that she is cursed and can't leave.]

Sometime after (some of) the above, you will receive a missive
from Waycrest, with crest which I was unable to read. May have
been an engagement notice for Morgiah according to net
speculation I've seen from Paul Parkhurst on Daggerweb. Seems
a reasonable supposition/bit of analysis.

Queen Akorithi@throne room.castle.Sentinel requests your
presence (via a letter) before end of next season. Go there, and
she will ask you to infiltrate Castle Wayrest and take a painting.
See walkthrough at Daggerweb, modified as follows:

7. Castle Wayrest: A Painting, My Kingdom for a Painting...

When you first get in the palace, enter the throne room, go
through the huge doors on either side to the conference room.
This has a door on the left side and one on the right; go through
the one on the right. Take the first left, follow until you come to a
room with about 3 large coffins and a teleporter(TP). Go thru the
TP to a room with a TP and a door. Go through THAT TP to a
room with TP, lever and door. Pull lever, go through TP. Exit
room you arrive in (you'll need to kill some orcs), turn right then
left; follow passageway and go to end which leads to a door
through which there is a moat. Enter moat, wander around and
you will see a small passageway under the water; crouch down
and go through. Wander around that moat, and you will see a
door on the far side. Go up the stairs; straight ahead will be a
lookthru. Crouch down (shrink if you're pre 179 patch) climb and
walk through. Go up the stairs, taking two rights go through door
at the top of the stairs. (Note that the passageway continues to
the right; ignore it). This room has two doors (left and right);
take the left. Turn right then left into corridor, follow to the end,
through a door into the room with the painting.

8. King of Worms Quest: Bring me the Soul...

By now you should have been contacted by the King of Worms
via the simple expedient of him stitching a note into a zombie's
skin and sending said zombie after you. Go there to Scourg
Barrow, and he will ask you to do him a favour: go to Castle
Sentinel, and retrieve the soul of Prince *, an ancient lich
wandering the dungeon whom he wishes to question.

I got to the area of the dungeon the Lich was (after exploring the
entire thing) but did not figure out how to get the final set of bars
down on my own. Forthwith, I suggest you peruse High Elf
Stalker Elrin Goareth (aka George Smith)'s able description
from Daggerweb.

[King of Worms then tells me the tale of Tiber Septim, the first
Emperor, who betrayed his battlemage Zurin Arctus just before
one of the last battles in his waves of conquest. The soul Zurin
Arctus refused to leave the body (Thanks to "Numidium" ?), and
thus, upon taking over the body of an ancient lich, Zurin became
the Underking! Worms notes that he and the underking dislike
each other, and also that were the underking ever to regain his
mortal body, havoc would result!]

Note that you will be attacked by endless waves of zombies
(even in inns, annoyingly) until you complete this quest!

At around this time, you will then be asked to contact (by a
young courier who leaves immediately) to contact a
representative of the underking, varhtta@khaldten
residence.atruhisa.sentinel. She will offer information in
exchange for you returning something the necromancers and
blades have to her.

9. Quest for the Underking: Retrieve the cursed BLANK

Wherein you are requested to retrieve a cursed BLANK from the
Blades HQ, Castle Llugwhych.Ykalon, and learn something from
the underking.

Enter into small room, go through door on opposite (West) wall
to conference room.

Go through conference room to room at back. (West wall)

Go up stairs and curve, up stairs, along corridor to shaft at end;
pull lever.

Go up shaft and down corridor -- can ignore room on right filled
with unobtainable papers, scrolls etc.

Go through room w/ 2 knight statues to door at back (west wall);
pull lever, go up shaft, turn right.

Go along cobblestone floors, down, then giant clockwise circle
through room w. grey floor, bench, continue along gray floor,
going up.

Grey floors: Turn left at cross junction, go straight; through
connection to cobblestone section.

Cblstone sxn: Continue straight through the first
junction(4-way); turn left at the second, which is a T-junction.
Follow twists and turns -- do not take the first right (if you end
up in a room with a yellow tapestry -- wrong turn) -- go to end
of corridor and turn right (small 1x1 room at end)

Journey to pit Go 1 level up and head west.

Take first right (go through secret door) and go to end --
through 3 sets of doors. There's an ancient vampire guarding, + 1
vampire + 1 spellsword. (your mileage may vary)

Now, when you return the BLANK to the representative of the
underking, [she will tell you that Lysandus didn't really die at
Cryngaine but was killed treacherously before that (on the eve of
the battle as I recall). Combining that information with the
information from Prince Helseth and the painting of wayrest (IF
you looked at it that is!) this suggests that Wayrest murdered
Lysandus on the eve of the battle. The representative goes on to
tell you where Lyusandus' actual tomb is (The one in hammerfall
at Cryngaine is an empty shell), with his real body: in Menevia.
She concludes by saying that she knows not why Lysandus
haunt's daggerfall rather than the field of battle where he was
betrayed.]

Note that (not surprisingly!) your reputation with the
Necromancers (and the King of Worms) will drop when you
finish this quest.

10. Cyndassa's quest: Brother... what Brother II

Now, head off to Daggerfall. Go into the room at the left rear of
the lower part of the throne room; talk to Cyndassa, a maid. She
will ask you to go to a (randomly selected) dungeon and kill a
werewolf therein. Be sure to save before this mission (as with
all) as many of the dungeons she suggests aren't on your map!
Go do in the werewolf (who was her brother), and she will tell
you [that the letter arrived, and that she gave it to Queen
Aubk-i, who read it, looked surprised, and said she'd pass it on
to Mynisera. She also remarks that the King (Gothyrd), son of
Lys&Mynisera, is not too fond of the emperor.]

11. Queen Aubk-i's first quest: My mother-in law...

When you talk to Aubk-i, if you have done all of the above, she
will comment [on the letter and say that it was stolen (probably
true, given Morgiah's info) before she read it (false if we believe
Cyndassa).] She will then ask you to report on Nulfaga's
condition(below).

Talk to Nulfaga(Lys' mother)@throne
room.Shedungent.wrothgarian mountains. Simply enter, move
forward to the door, open it (or click on banner, and type 'shutup'
- courtesy of having finished the game!) Walk up the ramp and
talk to Nulfaga. She will make a semi-random comment,
typically having to do with her insanity and her son's death.
Return and talk to Queen Aubk-i.



12. Mynisera's Quest: Courier Search

Next, talk to Mynisera in room@castle
daggerfall.daggerfall.daggerfall. This is at back RIGHT of room.
She will ask you to find the emperor's courier (who gave the
letter to Queen Aubk-i, instead of Mynisera), one Ysyssa
Buckingwing, a member of the Knights of the Dragon. Mynisera
will give you a signet ring as proof of your bona fides. Go to
Gondistair Moorham@Baelmoth Used Supplies (a pawn shop) in
Baelmoth, or wherever Mynisera tells you to go. He will tell you
where YB will be. Note that there was an interesting bug here -
the number of days which he said YB would take to get to
palace.Wildertown.daggerfall (6) were off what your log says.
Wait patiently, go in only after about 10am when all the doors
are open and you should find her on the first floor. I found nine
days worked - despite my log saying 12 and Gondistair saying 6.
This was a simple, but frustrating quest!

[YB will explain that she's a pro: the emperor ordered her to give
the letter to the "Queen of Daggerfall" and she did - to Aubk-i
who was Queen by the time the letter arrived in Daggerfall.]

Upon return to Mynisera she will note the same thing, and say
that she received a letter from Princess Morgiah about where
the letter was. If you've already done Morgiah's quest, then
simply click on Mynisera again (presto!). [She will remark that
Gortwog has it and send you with a letter to Orsinium.orsinium
area. The letter indicates that she supports Gortwog's ambitions
to be recognized by the Empire and asking for her letter back.]

13. Orsinium Quest: Not a lover's letter...

Now the fun begins. Go to orsinium.orsinium area and enter the
big black building. (Hard to miss!). Kill the first orc and walk to
the end of the room to talk to Gortwog. Then trundle through the
dungeon. Here's how I found the letter:

There are two doors at the back of the conference room; take the
leftermost (southernmost if you prefer). Meander along this
grayfloored area (walls will change after you pass through a door
after a while) going up, up, up. You will come to a T-junction
(ahead, or left).

Turn left and proceed, passing through a room (go out door in
west wall) and proceed down, down down. (everything remains
gray floored, though walls will change as you pass through
doors). After passing through doors to other passages, (no
choice available on turns, thankfully), you will come through a
door to a very large room with an opening in the middle. (You
may need to drop down to the large area below and open all four
doors in this area and pull all levers in the rooms thus revealed;
then again, you may not. If you can't complete the walkthrough
as I describe, try doing this).

The door you enter this room through will be in the east wall of
the room. Go out the door in the south wall, to cobblestones,
take the first right (4-way intersection). Head straight, passing
through a gray floored room to the door on the opposite (West)
wall. Take the first right off this cobblestoned passage, passing
through to gray again. Keep to the left (You'll only have one spot
to turn; ignore it) until you come to a door in the corridor (West
wall) passing through to a cobblestone section.

Go through to a brief cobblestone section, and turn left, passing
to a gray section. Follow this until the end, going down, enter the
door at the right, and presto! The letter room! If you have any
difficulties, try turning RIGHT rather than left in the cobblestone
section and pulling the lever in one of the rooms. You may wish
to do this anyway as this is the way to the vault of Orsinium.



The letter says (naughty, naughty for reading it!)

[The Totem of Tiber Septim has been found. Power behind TS
could be unleashed again (is the UK?) Rumor has it that Lord
Woodborne@wayrest has it and will "lose it" soon. Uriel Septim
urges Mynisera (not without influence @wayrest) to turn it over
to Mynisera or Lady Brisienna).]

After returning to Daggerfall to talk to Mynisera, you find she's
gone! Talk to Queen Aubk-i and she will send you on a quest to
Castle Necromoghan to find letters that Mynisera is destroying.



14. Castle Necromoghan; Queen Aubk-i's second Quest:
Letters, what letters?

The dungeon isn't random; the position of the letters is
semi-random. Every time I've played though (with a high level
12+ character), they've been in the same place as indicated
below. Note that although you will have 17000-22000 days to
accomplish this task (according to the queen) you actually
won't. This is one of the more interesting (in that it's quirky but
doesn't kill you) DF bugs.

Go straight from the entrance; turn left at the fallen timbers, turn
to right and go UP the hole in the ceiling (just before the pit
leading DOWN). Go east, then turn right (south). Turn left and
you will see a pit with a monster in it and a grey skull floating
above it. Press the skull, and it will descend.

Now go back to the fallen timbers. Go DOWN the pit just east
of the upward hole. You will arrive in a room with a ramp in the
middle (unconnected to the gallery around it) and an altar on the
ramp. Head out of the door in the South wall of the lower level of
this room (go down the ramp). BTW, just off this room is an
8-door room that (one of the rooms off of it) MAY contain the
letters. Then again, probably not!

Continue along the gray corridor (giant circular loop), not making
any optional turns (in particular do not go left at the T-junction).
You will arrive in a room with railings and a ramp down to the
lower level. Head out the door in the North wall of the lower
level (walk down the ramp) and you will see the opened trap
door. Go down, defeat the two monsters and you may find the
letters.

If you don't find them there, then head west from the gray
circular passageway to the 8-way room. (I know, vague...but it's
the best I can do. If worst comes to worst, reload. You did save,
didn't you?)

In any event, the letters are burned but you can decipher the
following:

[first 2 pages - love letter, 3rd page (we realize from Medora to
Lysandus) notes that Mysinera suspects Lysandus is
cuckolding her; and notes that Medora does not like his "hollow
crown" and "hollow wedding ring" those two empty circles that
entrap him. She wants to be his forever... 4th page (from L to
M??) talks of the wiping out of mare and stallion orcs, and the
insistence of Price Klaius that they be killed. Statement that
'"your father", "my lady", did great evil.' 5th page (L to M) He
speaks of crushing them at Cryngaine and abandoning his
responsibilities.]

Return to Daggerfall, and talk to the Queen. She will say [how
sad it was, especially that Mynisera's father killed those orcs -
that no one deserved that.] Then, wait a few days (depending
upon how much time you spent in Necromoghan) and talk to
Mynisera when she comes back from Necromoghan. Mynisera
will note that [probably Gortwog has sold umpteen copies of this
letter (the one about the totem) all about the Illiac Bay. Not to
worry, she says, she's sure the Totem will come into your life as
you seem to have a knack for such things. She does say to
remember that the only safe hands the totem can be in are the
emperor's...]

You will soon be slipped two notes; one about the Mantellan
heart, and one that's a threat from the man in gray.

[A description of Numidium - a giant as tall as the moon in the
sky - unknown whether good or evil, and controlled by the totem.
For the totem to function, you need the MANTELLAN heart.
Numidium lost this in the final battle with (his creator?) Tiber
Septim's battle mage, aka the underking! The letter also notes
that the underking created the totem, and that it can only be
wielded by a descendant of Tiber Septim or someone with
connections to the supernatural.]

15. Direnni Tower: Finding the lover.

Remembering that Medora Direnni is said to be on the Isle of
Balfiera, search the island and note the Auspiciously named
Direnni tower. (Here I had trouble reading my notes so borrowed
(after the fact) from Scott Jenning's Daggerweb walkthrough
where mine needed clarification).

Go through the door immediately by the entrance into a huge
room, and climb down the stairs to the bottom. Climb the other
set of stairs to the top, and go through the door into a small
room. There's a wheel above a fireplace - turn it. Go through the
now open trapdoor at the bottom of the large room you first
entered.

Go through the west door, and at the very first turn in the
passage go through the secret door to the left (by the corner -
check your automap). Go through the room out the east door, and
follow the path until you come to a T (right after some stairs on
your right). Go right at the T, and follow the path (ignoring
openings/passages to your left and right) straight into a pyramid
room. Go around the pyramid to the exit on the west side, go left,
and climb the steep incline.

You are now in a maze. Simply follow the wall on your left. Don't
go through any doors. You will retrace your steps once or twice
as you head down a corridor, turn past a door and back up the
other side (your new left wall). When you start to descend down
a slope, you will turn and arrive at a T marked by a Direnni
banner. Go right (down). You are now by a series of columns,
one of which has levers. Pull only the 2 levers that are facing
Direnni banners.

Go south to a Direnni banner next to a door going west. Go
through the door and follow the path through another door and up
to Medora. Talk to her. She will send you off to Shedungent to
find a unicorn's horn.

16. Shedungent... Medora's second quest: =You= want a
unicorn's horn? Yeah, right.

With thanks to James McNabb and R. MacPherson:
(@Daggerweb)

To find the unicorn horn: Go to straight in to the first door and
unlock or go to the banner and say "shutup". Cross the room and
take the passage out of that room (only way out). At the (first)
room on the right pull the middle lever of 3 and exit the room. Go
left up the stairs, then right. Keep on that path, take NO turns
until you come to a 4-way intersection. turn right. Ignore the
subsequent turn to the right; keep going forward through the
twists. The path turns right and the walls change texture. At that
intersection pull the torch. Turn right and take the stairs up. Turn
right and go thru the door. There is a secret door on the south
wall. In that room is a bed with the horn on the bed

At this point, I got really confused. I went back to everyone,
getting useless quests from people. Finally, I went to Gortwog
who talked about where the Dust of Restful death was and
seemed to assume that I'd come from Medora. He sent me to a
random dungeon:

17. Gortwog's Second Quest: Dust of Restful Death:

Random. Dust is VERY likely (always?) on the body of a
mummy and looks like lich dust with a green background even
when (if) you're only looking at treasure on the dead body. Just
wander - if it takes more than ~1h, reload and try again!

After heading back to give Medora the dust, come back to her in
a month. [She talks (upon receipt of dust) of how Eadwyre and
the court of Wayrest killed a king (presumably Lysandus) and
that this is treason. She will be revenged. Also, there is some
kind of letter she wrote to Gortwog. Gortwog, incidentally, sent
troops to try and stop the assassination of Lysandus.

18. Princess Elysana's Quest: Barbie or the Big Green Guy?

At some point you will get a letter from the bubbly Princess
Elysana@throne room.castle.wayrest, asking you to come visit
her - you having been recommended by Lord Woodborne. Go
there, and she will give you an escort mission to escort her
cousin Vannayne Greenhouse to meet Gortwog (not in
Orsinium-chesterleigh.daggerfall). She says you'll get cash and
info about the "totem pole or whatever". [Surprise - it's
treachery, though not difficult to handle.]

19. Lysandus' Tomb: A Dead King

Here we head off to the revealed location of Lysandus' tomb in
Menevia.

Make sure that you cast recall at the entrance! Enter the
leftermost door, and follow the passage. Take the first left, and
continue until pass through to grey walls and see a floating skull.
Press it and teleport! (NB- I'm not sure if there is anyway back
without teleporting)

You'll teleport into a room with a torture bed and chains hanging
from the ceiling. Pass out of the westernmost door in the north
wall (the other one is a secret door; ignore it). You'll move along
a passage, passing a red brick door on your right (don't try it).
Pass through two small rooms/mini-passages and into another
passage.

Turn right at the first opportunity, a T-junction, pass over the
trapdoor/pit, and proceed to door at end of passage. Pass through
the door in the North wall and proceed left immediately. Turn
right at the T-junction and proceed (pass over a rock in the
passage). Turn right at the four-way junction, (pass over a
burlap bag) and follow the passageway until the next junction: a
T-junction. Turn left at the T-junction and head east until the
end of the passageway: a door in the east wall.

Pass through the door (heading east), and turn right immediately.
Head south, passing straight through the three way intersection.
Follow the passage, turning to the east. Head up, through the
second three way intersection, keeping straight (east). Follow
the passage to the left (north), pass by the turn on your left, turn
tightly from north to south. Head south, up the ramp and take the
doorway in the left (east) wall at the top of the ramp and pass
through to the grey walled passage. (This may be a secret door;
if you turn right (west) to a 4-way intersection you've gone too
far.)

Turn left at the T-junction, right at the four-way junction.
Proceed down this grey-walled passageway, heading east,
south and then west. Enter a small room, heading west; walls
change from grey 'brick' to gold and white cobblestone. Pass
through the only other door (on the west wall), head along the
passage, turning North and then east. Pass straight through the
4-way intersection, continuing east, and then follow the turn of
the passage south.

Take the (secret?) door; it's to your left as you move along the
passageway. It's s short distance before the turn right and the
dead-end. Follow this new passageway; ignore the first right;
take the second right, go along and then down to a T-junction;
turn left and follow the passageway to its end: a pit.

Drop down the pit; go down the passageway to the end (east,
south, west, north and finally east to the door to the large room -
below). (You may need to enter the last room room on the right
from the passageway into the large room then descend below
and pull the lever if you can't get into the large room or descend
to the Lysandus' coffin. This is the 7th door on the right; you'll hit
is as you're going north and about to turn east.)

Enter a large room through a door in the north wall of the room;
cross over to the door in the column in the south east corner of
the room. Pull the lever, and turn to see much of the central floor
descend. Jump down, walk over to the coffin and click on it to
see a cut scene. Lysandus will tell you what needs to be done to
lay his ghost to rest: only the death or humiliation of he who
betrayed him: Lord Woodborne of Wayrest (betrothed to
Princess Elysana; has a castle somewhere in the wilderness of
Wayrest). Hypothesis: is he the man in gray? Very probably,
since Elysana set us up with a bad mission to Gortwog...

So, we head off on Lysandus' quest:

20. Woodborne Hall: Quest for a traitor with drab dress
sense to boot.

Two ways to finish this quest, apparently. One: find "papers" of
Woodborne; two, kill Woodborne himself. Here's where I found
the papers:

Go up the room to the entrance at the top north west corner of
the room. Go along the corridor, straight along through the two
four way intersections to the door at the end. Go along THAT
corridor to the end and through the door.

Go straight down the corridor. (NB- if you take the only door on
your right it leads to a room with a pit (may need to walk over
hidden trapdoor) - take pit all the way up, go south down the
short corridor and drop down the pit to land on a trapdoor. No
idea how to open it; possible this is where Woodborne is hiding?)
Ignore the doors on either side, and go through the door at the
end. Turn right at the three way intersection, go east straight
through the four way intersection and follow the corridor to the
stairs.

Turn right at the bottom of the stairs, follow the passage around.
Ignore the secret door on your right and go through the door on
the east wall by the end of the corridor. Go through the door,
straight down the corridor. Turn south at the end, then go over
the pit and turn west. Go through the door at the end and enter a
room with the papers.

[The letter talks about how he killed Lysandus, knows that
Gothryd will help him, how he will marry Elysana, and, when
Eadwyre dies ("sooner rather than later") but the 'bitch queen
and her brats' annoy him. Barenziah wants Helseth to be the
heir, and Elysana to marry off some far off prince. Morgiah
promised to heir of Firsthold. B not trust him, he will do to B
what he did to Lysandus, noting that Gortwog nearly saved
Lysandus. Relies on Gothyrd to support claim for throne, and
Ead maybe if Helseth is heir. He boasts of a spy network
equalling that of Gothyrd, Eadwyre, Akorith-I or the emperor.
Underking and Necromancers may be more substantial, but
maybe not. Notes that he needs physical power - a standing
army and gold for same.]

Give the papers to... well take your pick. I chose the Queen of
Wayrest. She arranged for public execution and confiscation of
his goods. (for which I got a measly 15k gp's).

Wander about a bit and you will be asked to meet Lady Brisienna
(Horcart.wayrest). [She will tell you that the blades attacked
Woodborne hall but failed to get the totem before Gothyrd
removed it. With heavy losses, they are unable to mount an
assault upon Daggerfall. Go there, remove the totem from the
treasury room (see Daggerweb walkthrough).]

21. The Totem. Say, are you carrying a totem in your
pocket, or are you just happy to see me?

See Daggerweb walkthrough. I made it through about 20% on my
own, got bored and used James Andrew McNabb's version
which is NOT copyright by me. If James Andrew McNabb (the
author) would like it removed from this document, please notify
me or whoever has posted it. I enclose it as the original web site
hosting it seems to have gone down.

[JAM's stuff begins]

                      ***



Walkthrough written by James Andrew McNabb
jamcnabb@ix8.ix.netcom.com

Suggested spells : Levitate, Recall, and Waterbreathing

To find the totem: Take the left door beside the King and Queen.
Follow that path to large room. Take the other door out of that
room. Go thru the next smaller room. You are on a ledge looking
at a tower with a walkway connected to a wall with a door. The
easiest way to get there is to cast levitate. Go thru that door and
turn left. Follow this ledge around the sunken room. Pass thru
the door. Take the door on the left. This is the treasure room.
Walk down the ramps until you are right above the water. The
actual treasure is hanging from the ceiling. Jump in the water.
There are 2 openings on each wall. Look for a door. It should be
on the right of the wall. Take the left opening. follow that
underwater and enter the room. Turn the wheel in that room. Go
back out and now go through the door on the right. In that room
there are 3 chains. Pull the one in the middle. You will be
teleported to the top of the room. Look down and you will

see the top of the treasure cage. Levitate down to the top and
pull the lever you find there. That will open two of the blue barred
rooms. One of those will have the totem in it :)



                      ***

[JAM's stuff ends]

[The totem itself will tell you you have a year and a day to put it
into the hands of someone of Royal birth (i.e., NOT you!).
Wander around a while and you will receive letters from the
following:

            The Underking (Letter floats to you and puts
            itself in your pack - no one sees). (TS forged an
            empire and ruled with Great Numidium - heart of
            the Mantella - UK's heart. He wants it, doesn't
            want to interfere in mortal affairs, and offers
            Necromancer's Amulet. Order of the
            hour.Chargate.wayrest)
            Gortwog (Heavily cloaked figure, green hand
            shoots out, figure shuffles away. Offers an
            artifact; promises not to rule beyond Orsinium;
            wants to establish an independent Orcish
            Kingdom.)
            Queen Akorithi (Page in livery of Sentinel - She
            says she's the only one who is loyal - wayrest
            and daggerfall aren't and offers 100,000 gp's.
            (whoopee!))
            King of Worms (from behind - skeleton -
            shoves letter in your mouth -- He promises to
            protect Tamriel by leaving this plane, noting that
            any mortal is very dangerous holder for totem,
            and offers you fame - increased reputation
            throughout the Kingdom.)
            Eadwyre (Portly man - livery of Wayrest -
            offers to meet or exceed Sentinel, Daggerfall -
            'enough to buy own ship')
            Brisienna (never did get it - just appeared in my
            pack: Please come and meet me.)

]

Gave totem to Brisienna; was contacted immediately by Nulfaga
to go to Shedungent. She says:

[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
who does not lord at all. I do not know who of the 7 is best.. you
have chosen who will command great Numidium. Sends me now
to Mantellan Crux, to retrieve a green jewel of unusual size.]

   22.Mantellan Crux: Now where is that jewel?

Giant cube room; patrol at low, med, high to get all four walls.
Doors in west and south walls at bottom and top for a total of 4.
Make sure you go 'in' each door and press against the force
bars. (This allows you to 'see' the bars later on the automap
from afar.) 3 big floating 'rock' (inverted pyramid) platforms; 1
tiny at top (with lever); 1 big high (where you enter with statue
on top), 1 medium medium(with four doors pointing to 4 compass
points.). Force barred entrances in both the lower rock
platforms. Also, elevator between the two lower platforms.
Lever doesn't SEEM to have other effects...

Area 1: Foyer

    1.Lever at top tiny platform originally faces WEST. PULL
      to EAST and the force door in the lower platform opens.
    2.Lever inside lower platform faces SOUTH. Pull to
      NORTH (you need this later - it opens up a force door
      inside first area.)
    3.Go to lower platform. Doors at four compass points
      originally 'point' NESW - i.e. face north, and the
      northernmost door looks like a line not a plane. Open the
      south door (and the east if you want). Go through the top
      south door in the starry wall and up the shaft.
    4.Wander along, going straight through the 4-way
      intersection, turning right and up the stairs. Proceed to
      the end of the corridor (noting the force beams on your
      right at a T-junction) and pull the lever from west to
      east, removing the force beam.
    5.Go back to the T-junction, and you will find 3 levers
      close together. Pull all three from west to east in the
      order that you hit them. Pull the first again (i.e. closest
      to the T-junction) and you should be able to proceed all
      the way down the corridor to another lever. Pull it. This
      opens the force door in the middle pyramid.
    6.Go back to the first big high land mass (inverted
      pyramid) and enter the now deactivated force door. Kill
      the Daedra Lord and walk onto the magic carpet to be
      teleported.

      AREA 2: The Benefactor

    7.Go down the passage to yet another star room. Turn
      right, and head down to the large land mass with
      tombstones. Click on the white tombstone and see that
      here lies the Spirit of Benefactor, although his body still
      guards the way... Click on the tombstone furthest to the
      West and the one furthest to the south east. You should
      here ghostly moans. Head down to the opening in the
      side of this pyramid and click on the lever. South east
      tombstone opens up middle trap door in pyramid. You
      may have to fiddle a little to get the force beams in the
      land mass with tombstones to disappear
    8.Head up to the north (east corner) of the room and go
      through the unbarred door. Click on the statue and type
      "Benefactor". Head back out to the starry room and
      down to the pyramid (non-inverted; looks like a real
      pyramid!) go down the lift to the room below; go to the
      corner of that room (middle trap door in pyramid) and
      down that lift. Drop down the lift in the north east corner
      of the room, covered by an open trap door. Head south
      then west to drop down the pit. Move just north to drop
      down the trapdoor to a teleporter.

      AREA 3: Inverted Temple

    9.Turn left at the t-junction. Head to the centre of the
      starry room, to see an upside down set of rooms. Four
      doors; open them all: Blue Obelisk, Lever in ceiling and
      statue room. Click on blue obelisk to be teleported OR
      Pull lever in ceiling; go to opposite door and pull newly
      revealed lever. Go to blue obelisk room and click on
      obelisk.
   10.This teleports you to a room with eight doors. Go through
      eastern door in southern wall. Turn left (west ) at the
      T-junction and keep going west through the two doors.
      Enter AREA 4 - fire.
      AREA 4: Fire, Talking Heads, Skulls and a Green
      Gem.
   11.Click on the first head above the path at the T-junction.
      The head will say "Hear me-the blind God is a jealous
      god. Let his true servants lift up their eyes to him and
      the way will be easy. Hear Me!"
   12.So go ahead (right) and click on the first head. It should
      start by facing the big head in the centre, when you click
      it will rotate. Go back to T-junction and click on the
      THIRD head, which will also rotate. Go up to top; talk to
      Clavicus Vile, kill the fire daedra and go down the shaft
      to the dark head.
   13.Click on the dark head: "One speaks for me; two serve
      me; six protect me. How many defy me?" Answer One.
   14.Teleport to a chamber with skulls on shelf. Click on the
      one two to the left of the door (i.e. middle one on left
      shelf) to TP a fair way along a boring spiral. Head
      (west) to end and open door. Go way, way up the stairs
      and through until you come to a shaft down. Drop down
      and teleport to a new area.
   15.You're in a nifty star room with a giant sword and a giant
      crossbow. Go to the giant crossbow (around the middle)
      and click on all four of the axes. Sword will have tilted
      down. Walk up it to the door in the top north (near
      middle) of the room. Turn right and go all the way down
      the shaft. Head North into the room, take the west door,
      north door, west door, north door, east door, north, north,
      and west along a corridor with four pits . Turn south then
      west to arrive in a large room. Go to the centre and touch
      the green gem.

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