Cheat Goat's PC Codes

------------------------

The Elder Scrolls: Daggerfall

Enable cheat mode -
Note: This procedure involves editing a game file; create a backup copy of the 
file before proceeding. Using a text editor, edit the "z.cfg" file locacted in 
the "daggerfall" directory. Then, add the line cheatmode 1 to the file.

God mode -
While playing a game, press [Ctrl] + [F4] while in a dungeon to toggle God mode.

Return to last position -
While playing a game, press [Alt] + [F11] to return to the last location where 
your character was standing. Press this key combination several times if your 
character falls into a pit.

Screenshots -
Create a directory named "pics" in the "dagger" directory. Then, press \ to save 
up to ten screenshots.

Activate all maps -
While playing a game, press [Ctrl] + [F1].

5000 gold -
While playing a game, press [Ctrl] + [F9].

Cycle through quest locations -
While playing a game, press [Left Bracket] or [Right Bracket].

Increase reputation -
While playing a game, press [Minus] to increase your reputation in all skills by 
5.

Increase stats -
While playing a game, press [Plus] to increase all stats by 1.

Increase stats (alternate) -
While playing a game, press [F5] to display the stats screen. Then, click on a 
stat and position the mouse to where the bonus point icon usually appears. Click 
where the up arrow usually appears to add up to six points to the selected stat. 
Exit the screen and repeat this procedure to add more points. Note: This code 
may only be enabled on the original version of the game.

Travel six times faster -
While playing a game, press 1.

Easy spells -
Type $ as the first character of a spell name to only expend 25% of normal when 
casting. Type ! as the first character of a spell name to expend 0% of normal, 
but with a limit of casting the spell only once a day.

Rob store -
Enter a store and wait until it closes. Then, the shopkeeper should disappear. 
Examine the shelves to remove the items.

The Elder Scrolls: Daggerfall General Walkthrough:

***

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 100J )
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.]

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

Lever at top tiny platform originally faces WEST. PULL to EAST and the force 
door in the lower platform opens.
Lever inside lower platform faces SOUTH. Pull to NORTH (you need this later - it 
opens up a force door inside first area.)
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.
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.
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.
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

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
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

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.
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.
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!"
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.
Click on the dark head: "One speaks for me; two serve me; six protect me. How 
many defy me?" Answer One.
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.
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.

Surprise, you're back at Shedungent, and see a brief cut scene. Congratulations, 
you've done it! (Wait, you read this, so actually you cheated. Congratulations 
withdrawn and shame on you.J )

Appendix: My incomplete Daedra summoning table:

Daedra
Time
Artifact
Quest
Artifact Description

 
 
 
 
 

Malacath
8th of frost fall
volendrung
 
 

Mephala
13th of frost fall
ebony blade
 
 

Beothiah
2nd of suns' dusk
ebony mail
 
 

mehrunes dragon
20th sun's dusk
merunes razor
 
 

molag bal
20th evening star
mace of molag bal
 
 

clavicus vile
1st morning star
masque of clavicus vile
 
 

Meridia
13th of morning star
ring of khajiit
Go kill an mu in dungeon; go report to someone@somewhere.
Feet of Notorgo; invisibility.

Sheogorath
2nd of suns's dawn
wabbajack
ditto meridia, 'cept 2nd in dungeon
Staff; polymorph monster on hit.

Sanguine
16th of sun's dawn
sanguine rose
ditto; 2nd in town.
Summons a lesser Daedra to kill enemies

hermaeus mora
5th of first seed
oghma infinium
kill in palace; find in library=easy
Raises attribute by up to +30!

Azura
21st first seed
azura's star
Kill a priest; find in town
Don't know - this one's evil.

Peryite
9th of rain's hand
spellbreaker
Kill ancient vamp; find in town.
Dwarven tower shield; free act+spell rflct

Namira
9th second seed
ring of namira
kill ancient vamp; find in town
any dam bearer takes suffered by atackr

Hircine
5th of mid year
hircine shield
doesn't seem to be on the 5th???
 

Vaernima
10th of suns's height
skull of corruption
 
 

Nocturnal
3rd of hearths fire
skeleton key

------------------------

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