This page very likely contains outdated information (last updated in 2005). |
UESP Main Page Arena Daggerfall Battlespire Redguard Morrowind |
Quick Walkthrough
Detailed Walkthrough
While adventuring you soon find out that there are three main opponents to be faced. The Scampi are pesky creatures that can sometimes be 'bribed' to not attack but are easily dispatched if they do. The Vermai are very tough creatures and communication is all but impossible with these animals. The Dremora are a true threat since they can cast powerful spells to weaken you as they approach. They seem very intelligent, although not as smart as they think they are. By being extremely humble and polite you can occasionally avoid combat. They despise failure and rudeness and will attack immediately if they see either.
You also find many sigils being carried by the various level occupants, all Doht. Most are useless and appear to only serve as a mark of identification. When one is used you appear to turn ethearal for a short period of time. You do find at least one sigil of entry. If the scrolls and creatures you talk to are correct, the entry sigil will allow you to pass warding sigils of the same type. You continue carefully through the dungeon, collecting various useful items lieing around such as potions, weapons, and armor. You also find several more scrolls, some general knowledge, and more useful ones giving you more insight of what happened here and how correct it.
For the edification and admonition of all that should pass through this hall. Know that this is one of the five great Anchors that moor the Battlespire in its place and retain it in the life-flood of sustaining Mana, without which there is no light, no life, no Being. In their o'er-reaching wisdom, the Powers have required me, against my every protest and complaint, to affix to it a dreadful device, which you see before you, whose purpose is to sunder and divide this anchor and imperil the Spire and all who inhabit it. Never divide the Anchor. It is the rock on which all our lives are founded. All Anchors must be conjoined to assure the safety and stability of the Spire.
Above all, never allow them all to be unloosed. Sure destruction shall follow,
Now avaunt, and quit this chamber, lest the imp of temptation, or some unhappy
C.V. |
Ah, so one of the five great anchors for the Old Star Galley which you are searching for. Since you learning in a previous scroll that releasing all five anchors is a bad thing you decide to active the now open anchor and keep it closed until you learn furthur information. The other anchors can be found at Point E, G, O, and Q.
Display
this document for printing (some pages may not display properly).
If you have any problems, suggestions or comments on this page or website, please
feel free to use the Contact Form to send
a message to the WebMaster.
This document was last modified on: Saturday, 19 February 2011, at 09:55:05
and has been accessed
7123 times
( /battle/quest/batl1.shtml ).
Please note that this site is Completely Unofficial and is in no way connected to Bethesda softworks or Zenimax. Bethesda Softworks, Battlespire, XnGine, Morrowind, Redguard, Daggerfall, Arena and The Elder Scrolls are trademarks of Media Technology Limited, Copyright © 1994-2001 Media Technology Limited.