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Anime Elder Scrolls FULL PACIFIST RUN (NO KILLS) (Arena/Daggerfall/Morrowind/Oblivion/Skyrim)

Lemming42

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Inspired by some discussion about the flexibility (or lack thereof) of the Elder Scrolls games in another thread recently, I thought I'd try to go through all the main games in the series with no kills.

THE RULES:
- No causing damage to another creature or NPC, whether through physical attacks or through spells.
- No recruiting companions and having them do the killing for me.
- As far as possible, no use of Frenzy spells or anything else that would make me obviously directly responsible for violence.
- If someone dies because of their own aggression toward me - for example, casting an AoE spell at me that causes the caster to be killed in the blast - that is acceptable.
- IMPORTANT FOR ARENA: NO USE OF SPELL REFLECTION! I'll explain shortly but this makes the entire game into a total joke and the only way to make it interesting is to forbid myself from using this spell. In later games, I might reconsider its use.

Here's all the parts so far:

The Elder Scrolls: Arena
The Elder Scrolls II: Daggerfall

PART 1: ARENA (the first few screenshots are shit because I captured them with DOSBox itself, they get better partway through).

In this part, we roll a believable and down-to-earth character, meet a ghost and ignore her advice, solve a challenging puzzle, get sexually assaulted by rats, drown, and learn of the mysterious Shift Gate.
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And so on and so forth. I'll sum it up: Tamriel fucking sucks and is so filled with violence and death that the people who live there have nicknamed it "The Arena", hence the title. On to the plot.

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Here's the gist: Patrick Stewart has been consigned to a nightmare dimension by a drag queen named Jagar Tharn.

Tharn uses illusion magic to impersonate the Emperor and usurp the throne. His understudy, a woman named Ria Silmane, figures out what's happened but Tharn murders and vaporises her before she can raise the alarm. He then starts summoning monsters and turning them into "twisted versions of the Imperial Guard". Nobody finds this, or Ria's disappearance, suspicious enough to investigate, apparently. Unfortunately for Tharn, Ria's magical skill enabled her spirit to remain in Mundus, and now she's planning to contact a hero (me!) to reveal Tharn's plot.

Anyway, here's the best character creation music of all time:

If you've never played Arena, there's a bunch of differences from later games which I'll explain here. First is that you can't make a custom class (which is what will trivialise all the later games up til Skyrim removes classes altogether). You have to pick from a list of classes, some of which are very obviously better choices than others.
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We're going Mage as our class and Altmer as our race, for obvious reasons (Altmer get 3x INT spell points). The character's sex doesn't matter - I think Nord men (and, apparently, Argonian women) get a paltry starting bonus to strength that a female character can easily overcome during char creation, so it's mostly cosmetic. You'll generally want to pick female because all the male face choices are horrible, but I'm picking male this time because I always play women and it's time to shake it up with some testosterone.

With the help of an Altmer name generator, here is our hero:
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(Yes, that is genuinely the least ugly head option for a male Altmer)
INT is the most important stat by an absolute mile, as it determines spell points, which are going to be the crux of pretty much the whole run. Agility is marginally important for picking locks and such, but really, INT is all that truly matters on this one.

RPGs are, of course, always more fun when you create a bit of background for your character, to figure out who they are and what their place in the world is. I've created a short backstory for Lovillon which I think everyone will agree is pleasingly low-key and mundane, a pleasant change of pace in a post-Critical Role world of special snowflake characters:
Lovillon was born five thousand years ago to an Altmer mother and a Tiefling father, who were both Planeswalkers. The child's innate magical genius was apparent from a young age, and terrified the powers that be. Fearing persecution, his mother stole him away one night and threw him into a Stargate, which sent him to the distant future of the 24th century. Growing up on board the Enterprise, Lovillon's talents for mathematics, astrology, science and medicine all became quickly apparent, and then-captain Jean-Luc Picard personally recommended Lovillon for the role of Star Admiral Of The Galaxy, Starfleet's highest position. But fate would intervene once again as Lovillon was sucked into a black hole during a mission, depositing him right in the middle of the Blood War (this is where he lost both his horns, which is why he has none now). For centuries he fought, before eventually overpowering and outwitting the devils and returning to his homeworld of Tamriel, where he let himself get captured by the tyrannical Tharn in order to begin uncovering his dark plot from within.
Lore-friendly and fits right into the setting. Let's play! We're napping in our cell in the Imperial Dungeon when suddenly, a ghost looms horrifying above our heads.
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Do not fear for it is I, Ria Silmane. (Player's Name), listen to me, there are no others left to carry on this fight. You have been left in this cell to die. Jagar Tharn, Imperial Battlemage of Tamriel has taken on the guise of the true Emperor. He does not see you as a threat, being only a minor part of the Imperial Court. In that act of arrogance, he has made his first mistake. Look to the north wall of this cell. You will find a ruby key which will unlock the door. Take it and make your escape. The passages here were once used by Tharn to hide treasures he had stolen from the Emperor's coffers. If you wish, you can gather enough to support yourself away from the Imperial Seat. Be careful, there are many creatures which inhabit the sewers now, vile rats and goblins. It is too late for me, for I am already dead. Only my powers as a Sorceress keep me between this life and the next. That power however is waning. Do not succumb to greed or you may find these tunnels to be your final resting place as well. I can still work my magic to a certain extent. If you travel west from this cell, then south, you will find a Shift Gate. It will transport you far enough from the center of the Empire that you should be safe. If you survive these sewers you will see me again. Remember, (player's name), Tharn has taken on the guise of the Emperor. No one will gainsay his word for yours. I will come to you again in your dreams, so it is imperative that you rest from time to time. In that way I will be able to communicate with you and lend my aid. You are entering a dangerous arena, my friend, one in which the players are beings beyond your mortal comprehension. I do not envy your role. There is however a power within you as yet untapped. Look for me when you have gained experience in the world. You are my last and best hope.
This is Ria's plan, to appear as a fucking ghost right above your head, staring down at you with her Clint Eastwood glare, and tell you not to shit yourself. Madame, this is the most scared I have ever been. (By the way - Ria pronounces Tamriel as "Tam-real", rather than the "Tam-ree-yel" used in later games - I prefer the way Tamreal sounds, honestly. More trivia for you - the lady with a load of toilet paper strapped to her portraying Ria is Jenniffer Pratt, a programmer for the game - one of only three programmers working on the project! Game dev teams were small as fuck back in 1994).

For this playthrough, I shall harness the powers of AI to achieve a new level of interactivity with the game. It's time to speak to Ria directly.
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Shut it, Ria. Invisibility is my best friend and absolutely is a solution for everything.

Only one snag. I can't cast it! So, if you've played any TES games after this one, you'll know of the stupid skill-by-use system. Want to become a master at stealth? Hide in a corner, go AFK for an hour, come back to see that you now have 90 Sneak. Want to become a master of Illusion magic? Make a spell that costs 1 mana and cast it over and over. And so on.

Arena doesn't work like that - it has an XP system. There are only three ways in the whole game to get XP - killing enemies, collecting pieces of the Staff of Chaos, and doing procgen'd fetch quests for NPCs in towns. That last option is going to be our only way of getting to a high enough level to actually cast Invisibility so we can start collecting Staff pieces. But first, I need to get out of the Imperial Dungeon - unarmed, with no spells other than Light Heal, and without violence.
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We're locked in a cell! But wait - a key on a plinth in the corner. Hmm... what if... no... but maybe...
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What if we put the key... in the door...?
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Incredible! The first of many brain-twisting puzzles in the Elder Scrolls series. If we can handle a puzzle of this magnitude, we're sure to excel at the brutally difficult "can you put the three symbols in the order we're directly telling you to put them in" Claw Door puzzles in Skyrim.

There's a few considerations here. First is loot. We need to find magical items - Marks, Bracers, Crystals, or Rings - to sell in town so we have enough money to start abusing the Spellmaker and making our stupid custom invisibility shit. Another consideration is this:
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This is a minimap of the Imperial Dungeons. I'm the pink square; enemies are yellow. You can see that the game exists in a quasi-grid-based system, where actors take up one square on the grid. This is important because it means that our hitbox, and enemy hitboxes, are one square wide. This means enemies can and will block narrow corridors. This happens a lot. There's a workaround, but again, we need to get out of here if we're gonna be able to access it. Note that the exit door, in the southwest corner, is at the end of one such narrow corridor, and even a single enemy in that corridor will block it fully. You'll be pleased to learn that an enemy is set to spawn right there.

However, nil desperandum - there's another thing to know about Arena. It can only spawn one enemy type at a time. The map is also divided into invisible spawn zones. If you move too far away from the already-spawned group of enemies (like if they're trapped in another room or something), a new group spawns when you cross over into a new spawn zone. However, if enemies are in viewing distance of you, new enemies won't spawn. This is extremely helpful because you can, say, get a harmless rat to follow you into a spawn zone that would otherwise be spawning Liches and other deadly shit. For the Imperial Dungeon, our best bet is to get a rat to follow us as far as possible, preventing the more dangerous Goblins from spawning and also preventing a new enemy from spawning in the exit tunnel.

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GOBLINS ATTACK. This is 1000x more tension than you'll find in any modern videogame. They butcher me, forcing me to load my save. ;(

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Second attempt fails a similar way. You can see that this corridor is one square wide in both directions and I'm flanked by rats on both sides (you can just see the tail of the one to my right). I can't move, they eat me to death. Back to the start. To impress upon you how difficult and annoying this is - Goblins will kill you in about three hits; rats in four or five. They also hit about once per second.

AND NOW: BETTER SCREENSHOTS
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I take to the waterways. This is cool because it lets me avoid the main corridors where enemies lurk. This is less cool because it drains your stamina and you die if it runs out. It also means I have to slowly climb up out of the water when I find a ledge, and if enemies see me, they'll beat the shit out of me before I'm even able to move again. This happens, and I'm back to the start again.

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This little motherfucker is our best friend, despite the fact she's trying to gnaw my cock off. By guiding her along with us, we can prevent the gobbos from spawning.

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During the scramble to escape, I chance upon magic items. Despite Ria's dumb warning to "not succumb to greed", I am absolutely guided by greed and it's paid off big-time. We can't tell how much they're worth because they haven't been identified yet, so we don't know what spell they're enchanted with, but with luck, we'll get enough gold to get the custom Invisibility spell we need. (By the way - if you really want to cheese it, you can just move away from a loot pile, save the game, load the game, and it'll regenerate its contents)

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See that? That goblin's gonna whack me as I swim past him. And he's gonna get like three hits in while I can't move or do anything because I'm in the water. Watch my health bar, I'll show you exactly how much health "Light Heal" restores at this point, and how much mana it costs.

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There you go. Half my mana gone for a fraction of health. Brilliant.

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The Shift Gate! And look how much health I have remaining, with a rat literally biting my ass as I hurl myself through the gate! Will I make it?

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Yes! Lovillon leaps through the gate, and roars the roar of FREEDOM! (With so little health left that you almost can't see it on the bar)

The roar of freedom from the stupid man with rat claw marks all over his crotch startles an Altmer lady, who quickly shuffles off down an alley to the right.


Enough for now, first dungeon done. Next time the nightmare of procgen radiant quests begins.
 
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NecroLord

Dumbfuck!
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I like what you are doing, my good man, but isn't it all a bit too restrictive?
I suppose the no kill/no damage to enemies and npcs rule is out of the question when facing main story bosses?
 

Lemming42

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I'm 100% certain that Arena can be finished with no damage dealt to any NPC at all. Daggerfall is a bit more complicated and you have to kill at least one zombie and one Lich during the main quest, as well as a Werewolf unless you have a patched version of the game, but there are some workarounds (enemies take fall damage in Daggerfall and there's a lot of steep elevator shafts...).

Morrowind will be very difficult because you've got to kill several people, and deal damage to Dagoth Ur himself. The amount of spellmaker/enchantment abuse and incredibly glitchy AI should make it possible to figure something out though.

For Oblivion, the only part I can remember that could be a challenge is where you have to fight Terence Stamp's character in Paradise; otherwise the rest of the main quest doesn't involve directly killing anyone except the Blades ghosts but there's an easy way around that. In both Oblivion and Skyrim, the wonders of Radiant AI might just make it possible to get a lot of people to cause their own deaths while I just sort of stand innocently nearby.
 

NecroLord

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I'm 100% certain that Arena can be finished with no damage dealt to any NPC at all. Daggerfall is a bit more complicated and you have to kill at least one zombie and one Lich during the main quest, as well as a Werewolf unless you have a patched version of the game, but there are some workarounds (enemies take fall damage in Daggerfall and there's a lot of steep elevator shafts...).

Morrowind will be very difficult because you've got to kill several people, and deal damage to Dagoth Ur himself. The amount of spellmaker/enchantment abuse and incredibly glitchy AI should make it possible to figure something out though.

For Oblivion, the only part I can remember that could be a challenge is where you have to fight Terence Stamp's character in Paradise; otherwise the rest of the main quest doesn't involve directly killing anyone except the Blades ghosts but there's an easy way around that. In both Oblivion and Skyrim, the wonders of Radiant AI might just make it possible to get a lot of people to cause their own deaths while I just sort of stand innocently nearby.
Conjuration? :smug:
On second thought, doesn't it violate the "no recruiting companions" rule?
 

Lemming42

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Conjuration might make it a bit too easy, yeah - there'll probably have to be individual rules for each game to prevent the most easy ways of technically not killing anyone (like luring people into guards in Oblivion).

Although come to think of it, there might not be any other way around the Terence Stamp fight. I was thinking something like Reflect Damage since there's a ridiculous way to get 100% damage reflection in that game, but otherwise the only way would be either Conjuration or somehow getting the two other people in the battle to turn against the boss.
 

Lord_Potato

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What an interesting trial! I am going to follow your adventures with great interest.

Also, after you complete your no violence TES run, you should try the same with:
- Fear and Hunger
- Dungeon Rats

:smug:
 
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Lemming42

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Welcome back. We pick up where we left off - Lovillon is covered in festering septic rat scratches and staggering through the streets of an unknown settlement somewhere in Tamriel.

PART 2: HUNT FOR THE OGHMA INFINIUM
In this part, we become a FedEx worker for minimum wage, we meet a notably peculiar person, Ria Silmane gives us a gender crisis, we go through a boring-ass sidequest dungeon, we use a forbidden tome to unlock the secrets of the cosmos and glimpse beyond the veil of reality itself, and after all that, we finally get round to visiting the first actual dungeon.

Here we are on the streets of some random place in the Sumurset Isles. Here's the deal. We go up to people, we ask for rumours about work. Unfazed by our deathly visage and general rat-piss smell, a woman chats with us.
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Aha! A notably peculiar person. Interesting. This notably peculiar person might be the sort of notably peculiar person we're looking for. A man like myself is in the market to chat with a notably peculiar person, and the fact that there's a notably peculiar person at this nearby tavern sounds promising - maybe this notably peculiar person has some notably peculiar work for us.

Down the street, a different woman, who agrees that this Sir Lililia is a notably peculiar person, tells us the name of the tavern.
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While trotting around town, I go to sell the magical Crystal we found earlier.

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FUCK! That's nowhere near enough money! We're fucked! We need at least, like, 3000. I'll have to get the money somewhere else. After selling all my equipment, haggling, and counting up the money I got from loot piles, we're at just over 1200 gold.

Anyway, at the Flying Serpent, we meet a notably peculiar person.
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He wants us to escort his sister, Cymbana Jorbinder, to a local temple. He will give us the princely sum of 16 gold. The man is a cunt and this is below any conceivable minimum wage, but we're in it for the XP more than the gold.

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Jorbinder hangs out in the top left of the screen now.

We go to the location. We speak to someone there.
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That's the quest. That's literally it. I got 200 XP for this, look (you start the game with exactly 700. Why? I have no idea):
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Not enough to get us to level 2 yet, but not bad either. Strap in, because we're doing this for the next fucking hour.
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Stood a bit close to his mate, isn't he? Not that there's anything wrong with that.
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Eventually...
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Here you go. Level 4, took probably about ten of these shit-ass quests. I'm now strong enough to go get my custom spells made at the Mage's Guild!
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It's very basic stuff right now, but it'll work. I also buy Passwall. If you've never played Arena, here's the deal with Passwall - you can use it to destroy (almost) any wall in the game, thus creating new passages and letting you bypass whole areas. Very useful for us for a number of reasons. Another note: there's a Calm spell (called "Designate as Non-target"), but it's useless. It essentially works identically to invisibility in that enemies will just freeze in place and be non-hostile, except unlike invisibility, it inexplicably lets magic-using enemies continue to attack you. No reason to use it over invisibility.

Ria, who has been watching and laughing at my pathetic progress, finally deigns to contact me again.

(by the way, isn't the music in the background during the Ria dreams fucking amazing? Here it is in full.)
I see you have strengthened your arm, and your mind. It is time we began this journey. This is the Staff of Chaos, the one item that can open the door between this world, and the dimension to which the Emperor has been banished. Tharn used this item to destroy my corporeal form when I tried to warn the Council. He knew that the Staff of Chaos was nigh indestructible, having been made from the essence of the Land itself. But in that he found the key. As the land is split, so did he shatter the Staff into eight perfectly formed pieces. These he scattered across the realm. I have been able to divine the location of the first piece, a place called Fang Lair. It is said that Fang Lair was originally built by the Dwarves of Kragen. Legend has it that a Great Wyrm drove the Dwarves from their home in the Dragon's Teeth, and took the Lair for itself. I only wish I knew the exact location. Perhaps there are sages, or scholars who would know of this place. Somewhere in its dank depths lies the first piece of the Staff of Chaos. I wish you well. I do not think Tharn knows of your escape, but I can do little else in this form. I have tried to obscure your identity with a spell, but I do not know how well it will hide you. Take care for Tharn may be searching. Go forth with the blessings of the true Emperor, and myself...
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With a primal roar of masculine fury, Lovillon forces himself awake, out of Ria's pervy dream-grasp. He juts his jaw out as far as he can and furrows his brow like a Neanderthal as he springs out of bed, grunting and snarling, reaffirming his masculinity (even though he is now seen as a petite Bosmer woman by everyone he meets).

Ria may be a dodgy nonce, but she's right about Fang Lair. The hunt is on. We must travel to the city-state of Rihad in Hammerfell and meet with Queen Blubamka.
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Welcome to Rihad, (player name). I am Queen Blubamka, and I agree to tell you about Fang Lair, for a favor. You see, not too long ago a band of goblins, led by Golthog the Dark attacked this stronghold. They carried away with them much treasure, including a parchment which held within its writings clues to decipher the part of the Elder Scrolls which spoke of the location of the legendary Fang Lair.

Golthog and his goblins fled to an ancient and ruined fortress called Stonekeep, outside the city. I fear that a large band of mercenaries or soldiers will be unable to find them. A single person however, would be much more successful. Perhaps your arrival is fortuitous. If you would agree to try and recover this parchment, I will inscribe the location of the Stonekeep onto your map. If you are successful and return with the parchment, I will be able to decipher the location of Fang Lair. I promise to give you that location as reward for your help.
Despite this thrilling bit of plot, there is no such Goblin leader in the game. Stonekeep is the same as any other dungeon - go to the target, pick up the item, get to the exit. Perfect for us, since we SHALL NOT KILL anyway.

But I don't think we're ready for that just yet. We need to become stronger, sharper, better... we need... the OGHMA INFINIUM. That's right, rumours abound of a magical tome which, when read, will imbue the owner with extraordinary power. Let's ask around to see if anyone's heard of it. We pick up some other interesting rumours:
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:obviously:

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No, don't worry, he's just been replaced by a drag queen.

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I fucking love the rumours in this game, but especially this one. Who are they? What do they want? Why are they gathering? We will never know.

Eventually, we meet someone who's heard of the Infinium.
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I love all the weird-ass lore in this game. Oh, yeah, the Reavers of the frozen wastes of Skyrim who go round enslaving people, yeah.

Alright, let me tell you about artifact quests in Arena. You can only have one artifact at a time, most artifacts wear out (the Infinium is just a one-use item, obviously). To get these artifacts, you have to go through two rather boring dungeons of four floors each - the first dungeon contains a map which reveals the location of the second dungeon, which holds the artifact. There's a fairly small number of layouts which it picks from. To record my adventures in these places would be a waste of time, because no enemies at this point can see through my invisibility, and so each dungeon floor just consists of me walking past everyone and going straight to the exit. So I'll just show you a screenshot of a stupid gormless Orc not seeing me as I go invisible and walk past him.
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And here's one of Tharn's stupid minions failing to see me. The enemy encounter rate in these dungeons is low and the corridors are always wide enough to walk past people; getting to the Infinium without violence is utterly trivial.

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And here we go, the Oghma Infinium! Lovillon opens it and his mind is torn asunder, rended by the secrets of the cosmos. He howls as his psyche is shredded, then reshaped into a new form. All knowledge in the universe is accessible to him now - he even knows where to find Caius Cosades, and that he must Equip The Ring. When the madness fades, he is a new person. He has 100 Intelligence. He has become... an INTJ.

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He tips his fedora as he chuckles at the irrationality of his former self. From now on, logic is his sword, reason is his shield, and empirical peer-reviewed evidence is his armour. En garde! With that, we're off to Stonekeep.
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Here's Stonekeep!


Join me next time for the easiest dungeon in Elder Scrolls history.
 

Lemming42

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PART 3: FANG LAIR
In this part, we argue with a door, convince some dogs to commit suicide, meet our greatest admirer, and play another Skyrim re-release.

Stonekeep is an absolute piece of piss, even for non-pacifists. The dungeon is a single floor (a second floor exists in the game files, but is unused, for some reason). To make life even easier, there's a secret passage in one of the bedrooms near the start that leads more or less straight to the goal. You can complete the dungeon in about a minute.

Here's the route we're taking - you can't see the secret passage too well on the map, but I'll show it in the game.
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No enemes in this place can see through invisibility, so we can walk past everything. Here's some wolves who are meant to stop you, but just stand there dumbly as I walk by.
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Here's the bedroom in question. You can stand on the bed and jump into the passage.
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In the middle of the island is the chest containing the scroll Blubamka needs. Go back out the way we came, and we're done. The island contains Ghouls, the strongest and most dangerous enemies we've seen so far (who can also inflict Diseased on you with melee attacks), but they don't even know I'm there.
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There's a lot of treasure along with the parchment we need, but loot doesn't actually matter to us at all in this playthrough. Money isn't a concern anymore because I can turn invisible and walk into any palace on the continent and steal everything. The only things we could really find in loot piles are enchanted items (which don't matter because we already have all the spells we need), weapons and armour (useless to us), and defensive charms (which don't matter because I intend to never get hit).

Blubamka uses the parchment to translate the Elder Scroll, whatever the fuck that is, which reveals the location of Fang Lair.
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The dungeon artwork in this game is fantastic. Look at that weird statue, the one of the dragon between the two spires. I'm guessing that's where the Imperial symbol from Morrowind onwards is taken from (I can't immediately think of a time it appears in that context prior to MW).

The deal here is that it's a mine with a shitton of underground tunnels. Getting through this is as easy as everything else we've faced so far - turn invisible, walk to the finish line.
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As always, it's a simple case of walking past everyone while invisible.

In the end room, we find this:
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But aha, there's a sentient door. Can you figure this shit out?
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The answer is 2, but it doesn't actually matter - you can brute force it by just giving all three answers. The cells containing the spiders will open, but if you're invisible, the spiders will just stand completely still inside their cells.

On the bottom level of the dungeon, three skeletons spawn together. They block the corridor; here's where Passwall comes in handy.
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I carve a path past the skeletons (who don't notice or react to the wall next to them vanishing before their eyes).

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The first piece of the Staff of Chaos is inside this room. One problem - there's two hellhounds in there, powerful enemies with a deadly fireball attack. Invisibility will protect us from them, but they're blocking the way into the room, and Passwall can't help because the walls are immune to it. (By the way, the door has another riddle, one so utterly easy that I'm not even gonna write it down here)

There's two ways around this. One is to use the same trick I used back in the Imperial Dungeons - rest until a rat spawns, get the rat to follow me over to the door, and the hellhounds won't spawn.

But there's another, even more appealing way. That fireball attack the hellhounds use is an AoE attack. If they fire it at me while I'm stood right in front of them, the blast will kill them too. That means I get a massive stack of XP - the player is rewarded whenever enemies die, regardless of whether or not the player actually killed them. The only issue is, of course, that I'll take a bunch of fireballs to the face. You roll WIL whenever you get hit by a spell in this game, and sometimes take no damage at all. Let's hope!

I open the door and boldly rush in!
QvLyMDV.png


I completely eat shit!
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Second try.
dFCDIxy.png

You can see here that one of them is a pile of bones on the floor, killed by his own attack (which got me too, but Light Heal spam saved the day). The other continues to attack me, but he soon suffers the same fate. Here's proof that the plan worked as described - I got the level up the instant the last Hellhound died, and you can actually see the fireball exploding against my face:
J8kl8Ww.png


The XP from the Hellhounds sends me straight to Level 5, but that's not all. The first Staff Piece floats in the air before me:
nwWpdkh.png


That's another big load of XP, and we're straight on to Level 6:
vG0zQaI.png

Let me tell you about magic in Arena - it's utterly broken. BIG COCK INVISIBILITY, my custom invisibility spell, becomes cheaper to cast and more powerful with each level. Already, I can cast it like 25 times before running out of mana, and it now lasts for somewhere over a minute. The game is already pretty trivial at this point, and there's only really one major obstacle waiting for us, but we'll get to that later.

Picking up the staff piece draws Tharn's attention and, for the first time, he speaks to us directly...

I do not know who you are, but you have made a FATAL mistake. Ria Silmane and her feeble powers are NOOOooOooOo protection for you. I should have DIS-CORPORATED her when I had the chance. I will not make the same mistake again. I will use the same D-R-R-R-REAAAAAAAM bridge that she uses, sending my minions across time and space. Already they arrive, ones worthy of the attention you deserve. They will relieve you of the burden of the STAAAAFF piece you now hold. Give it to them and I will order your death painless and quick!!! R-R-R-RRESIST, and I shall see you in such suffering that you will grovel for the sweet release of death...
Sadly, I have no idea who the voice actor is. Probably they couldn't reveal his name because he'd be drowning in dangerous levels of pussy if the world knew of him.

U8aN0qn.png

dTOLLlU.png


Getting out of Fang Lair is as easy as getting in. Ria comes to us in our dreams again...

It seems that you were well chosen. I see that you have won the first piece of the Staff. That in and of itself is not a simple task. Tharn, it seems, is not as concerned with you as I had thought he would be. Perhaps he thinks you dead or lost in the sewers from which you escaped. That is well, for I have discovered the second piece's location. There was once a great maze, built by the Archmagus Shalidor to guard what he called Glamorill, the elven term for 'The Secret of Life'. I know not the location of the great maze, which was called the Labyrinthian, but somewhere in its twisted corridors lies the second piece of the Staff of Chaos. Shalidor, according to the old texts, made his home in the Fortress of Ice. He would not have built the Labyrinthian far from his home. I would search to the north for such a place. I wish you well on your journey...
The next piece is in Skyrim. We head to the College of Winterhold to learn more. Here's the map...
iO7BUKt.png

Click to travel, and...
skyrim-intro.gif


Join me next time where I'll probably pick up the pace and beat about half the game.
 

Lemming42

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PART 4: SPEED-ARENA

The method for beating Arena from this point on doesn't change - Invisibility and Passwall, that's about it. So, let's fast forward and I'll only stop to write if there's something interesting to do or difficult to overcome.

In this part, we pick up the pace and start making major headway, make an unlikely alliance with Jagar Tharn, meet the one threat that can see straight through our invisibility, and get vored by a pretentious tree.

Our first stop is the Fortress of Ice. The flimsy story reason we're going here is that, yet again, an "Elder Scroll" holds the location of the next staff piece but the means to translate it have gone missing.
snzDjEc.png


You'd think people would keep better track of precious one-of-a-kind tablets that can translate the legendary (albeit largely unexplained) "Elder Scrolls". While I'm here at the College of Winterhold, I buy a stack of Restore Power potions, and also the Shield spell. Shield is essentially just temporary HP, but it doesn't wear off until it's lost through damage, so you can cast it on yourself, then sleep or travel halfway across the continent, and it'll still be there. Obviously very useful, even though ideally I'll never get hit in the first place.

The Fortress of Ice is a joke of a dungeon and I'll show you why.
mCahKRI.png

Thanks to Passwall, this is our route through the first floor.

The second floor is a bit trickier - there are some narrow corridors which can trap you if you don't have the mana to cast Passwall. With Restore Power potions on standby though, it's no real issue. On this floor, you can find a cell with two Hellhounds in it - worth getting them to commit sodoku like the ones in Fang Lair, for the XP boost.
ihlFvoD.png


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Just keep spamming Light Heal while they AoE themselves to death, and you're good to go.

The only problem in this dungeon is that there's an Ice Golem in the room with our objective. You can either use the good old rat trick to prevent him from ever spawning, or simply go un-invisible, lure him out, go invisible again (which freezes him in place), then walk past him and take the loot. I went with the Rat Trick, though in this case, it was a Dumbass Trick. Here's my anti-Ice Golem dumbass:
Oqnr76l.png


After returning to the College of Winterhold, I buy a few more mana potions plus some potions of Free Action, just in case I get my dipshit self paralysed.

Next up is Labyrithinian. This is a wonderfully-designed dungeon that involves descending into a massive lower floor to retrieve two keys which you then bring back to the smaller first floor to open a central tomb. Great dungeon though it is, it's as trivial as everything else in this run - I go invisible, I walk and Passwall my way to the keys, I get them, I return. There isn't really anything I can show you from this dungeon, it's just me walking past everyone again.
l3f7vx6.png


We'll get to come back here when we play Skyrim! Anyway, like I say, the dungeon is a non-event when you're invisible. Here's me walking past some fools.
LaWGY2X.png


Anyway, another Staff Piece. It's enough to get us to Level 7:
0d894uh.png


Ria calls me again and tells me to get my fat pathetic ass over to Valenwood, where the queen of Eldenroot (which is meant to be a big tree or something in the lore?) has further info on the next staff piece.


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The success in Skyrim really razzes Tharn off.

(I literally cannot praise Tharn's voice actor enough. "Such things as to make your very heart FR-R-REEZE!")

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Like the other provinces, there's a pre-dungeon in Valenwood and then the main dungeon. The pre-dungeon is Selene's Web, a spider-themed dungeon (where a "spider queen" named Selene lurks, though like the Goblin chief, she's not actually in the game and it's not clear what she's meant to be). The first floor of Selene's Web is trivial, there's nothing to it. Go invisible, walk to the stairs down. If you want to save a Passwall (which there's no reason to do at this point since I'm loaded with mana potions), you need a key. And here it is:
wM5nOFG.png

Yeah. It's there, keep looking. I like this game's visuals a lot but this is fucking awful. Pixel-vomit bullshit and if you didn't know you were looking for this key there's a good chance you'd just not find it.

Now, the second level has a massive, massive problem. There's a locked room in the centre which requires a key. In the room with the key are Wraiths. Wraiths can see through invisibility, and they will shoot a volley of fireballs that hurt like fuck.

That's right, in Arena, the devs actually put a drawback to invisibility in the game! You have exactly one weakness. Todd saw fit to remove this entirely from Morrowind onward, making invisibility godmode. But here, we have an Achilles' heel. The only real option here is to bite the bullet and rush toward them like with the hellhounds, hoping they murk themselves.
aV32jsL.png

Those two red floating slits are its eyes, and you can just see the ghostly skirt it's wearing beneath the text there. They're hard as fuck to see and usually the first sign that one of these pricks has spotted you is a fireball hurtling toward your face. It's worth trying to get the two in this room to kill themselves just for the XP, but otherwise, luring one of the spiders from the corridor outside in through a Passwall-created gap will prevent the Wraiths from spawning. I manage to do the former, and it's enough to get me up to Level 8. My Agility is now nearly 100, which is purely for lockpicking (retrospectively, a total waste of attribute points). After that, I'll focus on Willpower for magic saves.

Elden Grove is Valenwood's main dungeon, and it's an interesting one. It's outdoors!
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It's a giant hedge maze, essentially. There's no great challenge to the surface level, just go to the little temple thing in the southeast corner and descend underground.

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There are these ghosts, though. They can see through invisibility too. They won't hurt you unless you enter melee range, but they will hit you with a mana-draining spell, meaning you're fucked if you don't have enough mana potions to keep your invisibility going.

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Near the goal, there are Wraiths about too, so despite being fairly straightforward, this dungeon can be dangerous as fuck.

The underground though is very interesting.
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Boats! These things control like fucking Ferraris. Other than going faster and not spending stamina in water, there is no logical reason to get in one of these things. You're likely to be sniped from beyond the darkness before you can even see what's hit you.

This dungeon contains our greatest challenge so far. The next staff piece is on an island filled with Wraiths. There's no real way around this one, no rat trick. Our only option is to swim to the island while under fire, climb up onto it as fast as possible, and rush the Wraiths, hoping that a) we survive their attacks, and b) their attacks successfully kill them through AoE damage. I was killed about six times here, but eventually:
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That's a Wraith suiciding after firing at me.

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I make it to the Staff Piece, guarded by two more Wraiths. Same again.

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See that shit?! Both at once! That's enough to get me to Level 9, and the third Staff Piece is ours.

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Oh no!! The grove itself is sentient, and has trapped us inside itself by growing a wall of twisted vines! Only a genius can figure out the riddle to open this!

The answer's "time", obviously. Fuck's sake.

We leave with ease, awaiting our next messages from Ria and Tharn.


Join me next time when we start collecting Staff Pieces like Pokemon cards and prepare to make our decisive move against Tharn.
 

Lemming42

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Still working on the next part (which will probably take us right up to Dagoth Ur, the penultimate dungeon in the game) but check out this new innovation. This is 2024, this is the Age of AI, we should be using more AI.

Some of you may have played games like Watchdogs, Dishonored, or Sniper Elite 5, which give you little tidbits of backstory for each enemy. You know, like, you'll be about to shoot some Nazi soldier, then it'll be like "HANS BECKER: REALLY HATES THE NAZI PARTY, JUST WANTS TO GO HOME TO LOOK AFTER HIS COWS", and you'll be like "ahhh, I can't kill him" and just sneak past him or knock him out. Or in Watchdogs, it'll say "Furry Forum Moderator", so you'll fire without hestiation. This is a superb mechanic.

To give some real texture to the world of Arena, I've made a new chatbot with the sole purpose of generating exactly these types of tidbits for any enemies we encounter. I type in a quick description, the AI does the rest, and we all enjoy a richer Elder Scrolls world. Let's go!

Look at this lady, who would be stabbing me through the skull if I weren't invisible.
6khknrz.png


Let's fire up the AI. I type in "valenwood spellsword", and:
sgf6AzJ.png


Ah, see? Thought the game didn't give you any reason to be a pacifist? Well, now it does! You don't want to hurt good old Adara do you? Fear not, Adara. By the mercy of the noble Lovillon, you shall live, and one day tell your friend how you feel.

Around the corner, a spider.
zrVmORO.png


I type "giant spider" into the AI:
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Firstly, I'm loving this nonsensical naming convention for spiders. Secondly, good lord.

As you can see, this objectively makes the universe of Arena far richer in a highly lore-friendly way. It also gives us way more motivation to be a pacifist. Kill Brontius? Never. I only regret that there's no mechanic that allows me to take a bullet for her.
 

Lemming42

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The total and utter failure of this playthrough was down to several factors, chief among which was that I lost the fucking save file.

But legends never die, and so we're back. I made a new character and played up to where Lovillon left off (using the exact same strategies outlined here.) So in gameplay terms, I'm gonna continue. In story terms... let's say Lovillon just fucking died in Elden Grove. He stood completely still since my last update four months ago, and perished of starvation or heart failure or whatever. And then our far superior new hero, Lilliana (who is suspiciously very similar to Lovillon, in that she's a pacifist Altmer mage with the exact same spells who also read the Oghma Infinium), found his corpse, picked up his stuff, was inexplicably made aware of his quest, and decided to continue with his mission.

kS1faAH.png

Meet Lilliana (definitely not just identical to Lovillon with the face and name changed). As for her backstory, uhh, I dunno. She used to watch the birds swooping in her mother's garden as a young girl and it taught her the value and beauty of life and so she swore never to kill. There, that'll do. Except, even at that young age, she understood a reasonable exception would be in the event of a Wraith throwing a fireball at her, in which case she reasoned that it'd be morally justifiable to run up to it really close so it offed itself via AoE damage.

First, Ria and Tharn need to be updated on the change of events.
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AbjMLgC.png

Let that be Lovillon's epitaph - "he was not suited to the path of the Hero". But you know who is? Lilliana.

The problem with Arena from this point on is that there's nothing at all interesting to show you. Invisibility, passwall, and running into Wraiths is literally the whole game now, and there aren't any clever strategies or cool tricks from this point on. It's just a case of going invisible and walking to the end of each level, and nothing ever impedes you in any way. Unless I want to just screenshot completely routine shit like "here's me walking down yet another a corridor past enemies who can't see me" or "here's me picking up the next staff piece while nobody stops me", there isn't even anything to screenshot for a let's play.

Really, the best thing to do is just get on to Daggerfall as fast as possible, which is about 300 times more exciting. So, in the next post - COMING SOON - I'll get us all the way from Elden Grove to the end of Dagoth Ur, conveying the entire journey in a few screenshots of the game's more interesting sights, dungeons, and encounters, so that all that'll be left to do after that is defeat Tharn and save Patrick Stewart. And finally move on to the absolute titan that is Daggerfall.
 

NecroLord

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The total and utter failure of this playthrough was down to several factors, chief among which was that I lost the fucking save file.

But legends never die, and so we're back. I made a new character and played up to where Lovillon left off (using the exact same strategies outlined here.) So in gameplay terms, I'm gonna continue. In story terms... let's say Lovillon just fucking died in Elden Grove. He stood completely still since my last update four months ago, and perished of starvation or heart failure or whatever. And then our far superior new hero, Lilliana (who is suspiciously very similar to Lovillon, in that she's a pacifist Altmer mage with the exact same spells who also read the Oghma Infinium), found his corpse, picked up his stuff, was inexplicably made aware of his quest, and decided to continue with his mission.

kS1faAH.png

Meet Lilliana (definitely not just identical to Lovillon with the face and name changed). As for her backstory, uhh, I dunno. She used to watch the birds swooping in her mother's garden as a young girl and it taught her the value and beauty of life and so she swore never to kill. There, that'll do. Except, even at that young age, she understood a reasonable exception would be in the event of a Wraith throwing a fireball at her, in which case she reasoned that it'd be morally justifiable to run up to it really close so it offed itself via AoE damage.

First, Ria and Tharn need to be updated on the change of events.
nxUodz4.png

AbjMLgC.png

Let that be Lovillon's epitaph - "he was not suited to the path of the Hero". But you know who is? Lilliana.

The problem with Arena from this point on is that there's nothing at all interesting to show you. Invisibility, passwall, and running into Wraiths is literally the whole game now, and there aren't any clever strategies or cool tricks from this point on. It's just a case of going invisible and walking to the end of each level, and nothing ever impedes you in any way. Unless I want to just screenshot completely routine shit like "here's me walking down yet another a corridor past enemies who can't see me" or "here's me picking up the next staff piece while nobody stops me", there isn't even anything to screenshot for a let's play.

Really, the best thing to do is just get on to Daggerfall as fast as possible, which is about 300 times more exciting. So, in the next post - COMING SOON - I'll get us all the way from Elden Grove to the end of Dagoth Ur, conveying the entire journey in a few screenshots of the game's more interesting sights, dungeons, and encounters, so that all that'll be left to do after that is defeat Tharn and save Patrick Stewart. And finally move on to the absolute titan that is Daggerfall.
Invisibility won't work against certain monsters in Daggerfall.
Liches and Vampires, I think.
But you can sneak past them with a high Stealth skill.
I assume you will get Stealth as a Primary skill?
 

Lemming42

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Still wondering about the best way to handle it - I was considering the languages build but it makes the early game insane.

Running/Jumping/Stealth as major skills would be very good for fast level progression, which would mean getting through the main quest fast.

I'm in two minds about picking any mage skills in DF, invisibility and levitation would be the only crucial ones and yet with 100 Speed and decent Running you can slip past any enemy before they have a chance to stop you, so invisibility's not as important as in Arena.
 

NecroLord

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Still wondering about the best way to handle it - I was considering the languages build but it makes the early game insane.

Running/Jumping/Stealth as major skills would be very good for fast level progression, which would mean getting through the main quest fast.

I'm in two minds about picking any mage skills in DF, invisibility and levitation would be the only crucial ones and yet with 100 Speed and decent Running you can slip past any enemy before they have a chance to stop you, so invisibility's not as important as in Arena.
You can enchant items to provide you with bonuses to Languages.
Daedric is a really good one to have.
Also apparently Etiquette can be used to pacify Undead, namely Vampires and Liches.
Just remember to holster your weapon, as it will detract from the overall score needed to pacify a monster.
Personality also helps.
 

Lemming42

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PART 5: NOTHING INTERESTING HAPPENS

In this part, I complete about 80% of the game in one sitting.

Next staff piece is in Elsweyr. Same shift different day. First, a preliminary dungeon called Temple of Agamanus (Elder Scrolls loremasters, tell me who the fuck that’s meant to be). The only thing of note here is that a group of knights rush you as soon as you enter, and will block you from advancing. You get around this by casting BIG COCK INVISIBILITY right away, which freezes them in the corridor ahead. Other than that, it’s all a load of bollocks – three floors, first is a straight walk to the stairs, second is a maze you can passwall through. Third floor is just a pain in the ass. One thing that can happen on the third floor is that a ghost may block your progress by hovering above the water where you want to swim, which locks you in place. If that happens, you can still get around it by just brute-force passwalling through the surrounding area.

Halls of Colossus itself is fantastic. Basically, it’s a big hunt for several keys. Let me show you:
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Yep, there are like six keys scattered around here, each in devious hard-to-reach places. Oh no! We’ll be here for hours! Or maybe not, because…

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On the left there, you can see all the doors that need keys to pass. You can also see the walls are not immune to passwall. Which means…
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Yep, we’re just going straight on through. What would be one of the largest dungeons in the game becomes one of the shortest. I was listening to the radio while playing and I beat the whole dungeon in less time than it took Kim Wilde to sing “Kids in America”.

The riddle door before the staff piece this time is a bit different. It’s some kind of maths puzzle that I straight up don’t know how to do, but I know the answer from memory anyway, so fuck it. Also, if you get it wrong, you’re fated to “join the others who failed,” which puts you in this room for dunce skeletons who can’t do riddles.
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After that, it’s time for the Sumurset Isles. The pre-dungeon, “Temple of Mad God” (Sheogorath?), is not even worth writing about. Go in, get the object, go back out. The enemies here are mostly monks and skeletons, both of whom are completely fooled by Invisibility. Only snag is a couple of Wraiths guarding the goal room, but they fall to the usual CHAAAARGE strategy.

The next staff piece dungeon is Crystal Tower. First level is pretty standard, just a straight run past some trolls to get to the stairs up. The next level is even easier – straight across to the end and passwall through a thin wall to the stairs. But the third level is crazy – it’s a zoo! There are cages here containing pretty much every non-human enemy so far, and they’re connected by some weird latrine ditch you can crawl through.

To get out of here, we need a key, which drops on a dead troll. But, ALMOST AS IF SOMEHOW PREDICTING THIS VERY THREAD, the devs included a backup key for people who don’t want to kill the troll, and that’s over in a small corner.
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Behind the locked door, there’s our first Fire Daemon! And, fucking hell, it can see through invisibility. We’re toast!
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So, the way to get by it is the old spawn trick – go somewhere else, spawn a rat or goblin by resting, then make sure it follows you to the door so the Daemon never spawns. That’s TES Arena for you. Here’s my rat:
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Let’s give her an AI backstory:
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:(

The last floor of Crystal Tower is trivial, the only annoying thing is that fat-ass wolves can block your way.

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The trip back down the tower can be a pain in the ass because the Daemon from earlier is right in front of you (all enemies respawn when you travel between floors) and you can’t stop it spawning. You do start behind a wall, so there’s a moment to brace yourself and sprint for the door. Took a couple tries, but you can do it without being hit.

Fun fact: Ria says she worships the “Divine Lady” in the next dream sequence. Any ideas what the fuck that means? Mara, maybe? Anyway, next up is High Rock. Uh oh! Look at that! Some kind of glitch up there on top of the mountain. Good omen?

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The pre-dungeon here is a big-ass lava filled mine. Again, it’s a joke – go invisible, walk to the finish.

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The object we’re looking for in this one is next to this guy called Brother Barnabas who’s been bisected. It always disturbed me how graphic this sprite was, I don’t really remember anything like this showing up in The Elder Scrolls again (perhaps until those weird twisted burned corpses in Meridia’s temple in Skyrim).

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Crypt of Hearts is a huge level that’s mostly pretty easy. Hey, what’s this? Akatosh or Alduin or some shit? Someone who cares about TES lore more than I do can figure it out.

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The layout of Crypt of Hearts is frankly fantastic. It’s huge, there’s lots of distinct areas, lots of secrets, and visually it’s fantastic. Check out the first level:

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And that’s the first of four full-sized levels! The third even has a vampire crypt you can find! The problem is… Arena doesn’t really reward exploration. All loot is randomised, and all enemies are just picked from groups. So there’s absolutely nothing to gain by exploring any of this. It really sucks, because just look how beautiful and intricate it all is.

Anyway, we go invisible and walk to the end. Hey, want to see some of the bullshit I put up with for this playthrough? These two homunculi were blocking the hallway and the only way through was to mine through the wall with passwall. You can just see the insane nightmare corridor I had to carve in the background there.

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The end of Crypt of Hearts has a massive fucking Fire Daemon guarding the staff piece. Shit!

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Luckily, you can actually reach it from the doorway and slip out.

So, we’re off to Black Marsh next, for the imaginatively-named and highly original “Murkwood”. Hey, what the fuck was going on with Argonian naming conventions back in Arena?

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The pre-dungeon is mostly just the usual shit. However, it does have the WORST PART OF THE FUCKING GAME. The way in is easy, but on the way out…

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There's a firing squad of three Wraiths waiting at the top of the stairs from the second level. You can’t see them, but you can see the one-hit-kill fireball that's hurtling toward my face. There's not really any way through other than to rush them and pray for the splash damage effect. You can also try to use that stone thing on the left as cover, then passwall out to the east. This was a fucking nightmare and took eighteen tries. This playthrough was not worth it.

Anyway, Murkwood is mercifully easy. It’s another big outdoor area:

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The map is very straightforward, which is a huge relief:

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The only obstacle is the Fire Daemon at the centre, but again, we get past it with the good old RAT TRICK. I love this line, by the way. Why is the narration text suddenly telling me I’m terrified? This never happens at any other point in the game!
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Anyway, staff piece acquired. Tharn tells us that the last staff piece is in Dagoth Ur, but it doesn't matter, because NONE KNOOOOW of the entrance's location


Five minutes later, we’re at the allegedly impossible-to-find entrance to Dagoth Ur. Lol.

HifP6Ap.png


There was a pre-dungeon, Black Gate, but it’s just the same shit as always. The second level is a bit tricky; it’s another key hunt that ends with a Fire Daemon, but the rat trick works as usual. However, check this out:

4TNK5FM.png

This is a unique description that only Mournhold gets. Originally, the second Elder Scrolls game was going to be about this. There’s an incredible ELDER SCROLLS FACT for you!

While we're at this, let's solve one of the age old mysteries of this game's plot:
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Well, that settles that.


It only occurred to me now after the fact, but the tricky parts here - the unavoidable Fire Daemon and the three Wraiths - could probably be avoided by use of the Create Wall spell, which I never bothered to get. You could simply build cover for yourself, and even use it to build a cell around the enemies to contain them. So, you can probably do a "true" no kills run, without even indirectly killing Wraiths.

Join me next time when we fight through Dagoth Ur, bid a final farewell to Ria (or don't, due to a glitch), and descend into Tharn's weird sex dungeon for the ultimate confrontation.
 
Last edited:

Lemming42

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The Satellite Of Love
PART 6: THE FALL OF THARN
In this part, we make the Neravarine look like shit by sweeping through Dagoth Ur in seconds, then head into Tharn's inexplicable lava-sanctum for the final showdown.

Dagoth Ur’s another pretty big dungeon. The first level goes by pretty quick, but check out the second level:

O3Y159q.jpeg

Another set of locked doors, just like in Halls of Colossus – and once again, we can slip through easily with Passwall. Except for the very last door. Shit.

The key is on that suspiciously swastika-looking structure in the centre. It’s guarded by a Lich, probably the strongest enemy in Arena. And, of course, they can see through invisibility.
FvzyclS.png

This room’s a challenge, but not as much as some of the previous bullshit areas have been. The key’s on a podium and you can actually move through the room by just staying in the pit around the swastika. As long as you stay out of sight of the Lich, it can’t do much to you, and then it’s just a matter of popping up and grabbing the key. The Lich’s projectiles aren’t instakill either at the level I’ve reached, meaning as long as I can open the spell menu to spam Light Heal and Shield on myself, I’m good.

After that, Passwalling through the doors is easy.
BIuFFSv.png


The third level of Dagoth Ur is a simple trip to the centre of the volcano.
mROF5hA.jpeg


Here’s a tip for anyone playing Arena – BUY THE LEVITATION SPELL. I forgot, and therefore, I can’t fly over this lava. I have to leap from platform to platform, which is, to say the least, not easy given the awkward controls.
NL62gxj.png


At long last, the Staff of Chaos is assembled! But hang on…
1xLIUbz.png




HE PLAYED US LIKE A DAMN FIDDLE! WE’VE BEEN HUSTLED!

Now, you’re meant to get a final message from Ria here, but due to a bug, it never plays. Here’s what she’s meant to say:
I had expected that with all eight pieces together, the Staff of Chaos would activate and free the Emperor. None of this has occurred, and I finally know why. Held by Tharn is a gem of the rarest qualities. Legend has that it is a star fallen from the sky, for it glows with an inner flame. This is the Jewel of Fire, and the crucible of Tharn's life force. It is also the thing in which Tharn has suffused all of the energy of the Staff. If you can touch the Staff to this Jewel, the release of that combined energy may be enough to destroy the Staff of Chaos and open the gate between worlds. If you are successful, Tharn will no doubt be destroyed as well. There is only one way to get this Jewel. You must make your way into the Imperial Palace and find wherever Tharn has hidden it. Be warned, once inside Tharn will throw the full might of the Palace Guards and those creatures made to resemble the Imperial Guard against you. They are but puppets of Tharn's machinations. Have mercy on them, for they know not what they serve. With Tharn however, such care need not be taken. If you are successful a dimensional door should open, freeing the Emperor. With the Jewel drained of energy Tharn should also perish. There is a problem however with this course of action. Tharn, in his fear, has made the Imperial Palace inaccessible. If you have been there you already know the Guards are under orders to turn all who approach back. I think that I can circumvent this with a Spell of Altering but it will mean the last of the energy holding me in this form. I will gladly sacrifice myself however, so that Tharn can pay for his betrayal. The spell I cast will alter other's perceptions of your appearence [sic]. The Guards posted outside the Imperial Palace should be fooled and allow you entry. I only hope it will be enough. You have done more than a hero could be asked. This is the final step of a long journey. Take heart and go forward with my blessings. I thank you, in the Emperor's name...
Uhhhm, fucking unbelievable. We literally traveled over all of Tamriel for nothing, and she just tries to play it cool like it's not the worst fuckup ever of all time. Anyway, she transes our gender again to get us past Tharn's guards. This does... nothing, because as soon as you enter the Imperial Palace, Tharn instantaneously detects you:



Yes, this drag queen awaits us in his "dungeon" below ;)

This is the White Gold Tower, by the way. Looks a bit different from later games.
JDu2xMF.png


Here’s the inside of the Imperial Palace. Yeah, there’s Liches, Medusas, Daemons, and Vampires wandering around. You’d really think Tharn would have been caught by now. Like, you’d think the Imperial Guard or people on the council might have noticed something’s a bit amiss here.
C4YMmx8.png


Go on then, let's get her backstory.
ERaAvML.png


The Imperial Palace is very brief. There’s a lot of troublesome Wraith and Daemon spawns, but the Rat Trick works. You can have a rat follow you down the corridor to the stairs on the first level. The next level is a case of turning left twice – literally, that’s it – then the next level has a secret library door you can scarper through. It takes about one minute to get to the final floor of the game! Great final dungeon, Bethesda.

They couldn’t be bothered making anything good for the finale, so it’s just a huge corridor filled with Liches. The best bet is to just run for it in the route shown here, with a bit of Passwall at the end there:
iXGhN93.png


The Liches will give you a hell of a beating... unless you rest at the entrance and have a couple spiders spawn, preventing the Liches from ever showing up. Lol.

Tharn's in that temple in the centre of the lake of lava. I'd like to remind you, this is literally the basement of the Imperial Palace. Did he bring this lava here? Did nobody notice? What the fuck's he even doing?


Anyway, levitate across the lava to the centre - avoiding Lich snipers - and here he is! It’s Tharn!
6Tk21uY.png


Of course, we can’t fight him. But we don’t need to. Passwall through the outside wall of his little lava temple, and...
lcphDJu.png


Now, what’s this?
UzFEyHm.png

MVEEWqU.png

7TFKBkw.png

Ugib6A8.png


Oops. There he goes. But I’m sure we haven’t heard the last of Jagar Tharn! (we have)


Goodnight, sweet prick. We will never know what the fuck it was you were actually trying to do, or what your long term plans were, or... anything at all about you, really. Or why you put your life force in a fragile, easily-shattered gem. You were just there to have your face melt off at the end of the game.


That's it. Lilianna, who had no personality or background or anything much else, is now the "Eternal Champion" of Uriel Septim VII, who's very calm about being trapped outside the cosmos. Tharn is pretty much immediately forgotten, as is everything else that happened. Lovillon's name is lost to history, so embarrassing was his failure. The end.

That's one game down, four to go. Join me next time when I roll a Daggerfall character!
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
763
Has the full pacifist run been done before in the history of Arena runs?
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
Possibly not, may be a historic first right here on the Codex. I figured out all the weird strategies like running at Liches and becoming a FedEx worker until Level 5 myself, so the method shown here might be entirely unique.

Not sure if anyone's done Daggerfall either; I tried it myself a couple years ago and looked online to see if anyone had found ways around the mandatory main quest kills, and nobody at that time had.
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
Still working myself up to Daggerfall, but I think I've landed on a character. Say hi to Gwynona Yeomsly, whose name was randomly generated by the game:

uxsNde8.png

That's right, she's a Breton grandma. Furthermore, while there's a lot of obvious ways to handle pacifism in Daggerfall, I thought I'd go the absolute funniest - and least viable - route and make a linguist build. So, here's Gwynona's skills:

aePWd7p.png


Yep, not a single useful skill. Running and Jumping are there for level progression, Stealth is there to give me half a chance, everything else is a functionally useless language skill. I have, at least, gotten the advancement track down to its lowest by banning myself from using all weapons and armour in the "Special Disadvantages" screen. I also chose "inability to regen spell points", which is of no consequence since this is a no magic run, but is considered a huge disadvantage. For advantages - which I had pretty much free pick of - I chose Immunity to Magic and Regenerate Health in Darkness (the latter is extremely useful).

GUceJdC.png

She is going to get curbstomped in ways no Daggerfall character has ever previously even conceived of. Looking forward to this. Why is Uriel Septim choosing a partly-senile grandma to carry out his affairs in the Iliac Bay? I don't know, he's a prat. He literally gives the Amulet of Kings to some idiot with dropsy he just met in a prison, he's an idiot, this is in character for him.
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
PART 7: THE EMPEROR'S DICK PICS (DAGGERFALL PART 1)

In this episode, Uriel Septim hires a grandmother to hunt down the lost dick pics he sent to Queen Mynisera before it erupts into a major scandal. I also make friends with some bandits, decide that pacifism doesn't apply to shop doors, put a stop to war, represent myself in court, and take up parkour.
So, what's the story? Well, here it is:


In short: a guy called Lysandus, the former king of Daggerfall, who the Emperor considered a dear friend (and was, therefore, obviously a real piece of shit) died under strange circumstances in the final battle of the recently ended War of Betony. Now his vengeful ghost haunts the streets of the city of Daggerfall, attacking anyone nearby. The Emperor wants Gwynona to go resolve this.

This is all a cover story for the real problem - Uriel sent Queen Mynisera of Daggerfall a "letter". This "letter" needs to be recovered. This is a "minor matter", he assures us, but let's be real - it's a dick pic and that's the real reason why we're being sent on this emergency mission. So, we'll have to check in with Mynisera to see if she ever received it.

But oh no! Gwynona's ship is blasted out of the water by a strange phenomenon!
MDTV4rM.png

A dragon creates a tsunami which wrecks our ship. Gwynona winds up inside a cave somewhere near the northwest coast of the county of Daggerfall.

P0Px3x5.png

Daggerfall generates a backstory for your character, so you don't have to. Enjoy!

The first couple rooms have a Rat and a Bat. They can't be talked down, but the next room holds a bandit, who can be talked down:
bDmLHRg.png

Gwynona manages to reason with the bandit Archer.

NrNGhtA.png


This guy is now a TRUE MATE. Accordingly, he defends Gwynona from the pursuing Bat:
HnPAvO5.png


She fails to win over the next bandit, but the convenient arrival of a rat causes enough of a distraction for her to escape:
zzBvSDb.png


Running past the remaining enemies - a Skeleton and a couple Imps and Rats - is trivial, and soon enough, we're outside. The only issue is that we're now lost in the middle of a huge snowy forest with no sign of civilization anywhere, bar this highly ominous signpost:
VrPLHVH.png


Fortunately, Gwynona has an atlas-like memory of the layout of the Iliac Bay, and so she can just travel anywhere automatically from memory. With that in mind, it's time to head down to the small city of Grimfort.
rxA2s50.png


Grimfort is the ass-end of High Rock, with nothing going on. There is, however, a shopping district...
seYPdnf.png


I take up a room in this nasty cheap inn for the night.
nkIZ6N5.png


I rest until nightfall, then slip out into the abandoned streets and creep toward the weapons store...
wO5avBL.png


Now, it may not be strictly pacifist-y, but Gwynona repeatedly slams her foot into the door until it crashes open.
Isojvat.png


Inside, the store is unguarded. The loot is ours! In Daggerfall, if you can get into a shop at night, the entire stock is yours for the taking, no restrictions.
xra9BXD.png


I installed a mod that allows for selfies, so here's Gwynona stealing from the storeroom and looking 10/10:
6tD8hv9.png


How do I justify this crime rampage? Well, I don't have to, I can ask Gwynona herself.
1CELc7V.png

There you have it. Shoplifting turned out to be the single most pacifist action I could take, so let's not have any complaints about being out of character or any clever remarks about "oh but you dealt damage to the door".

But oh no! The racket I made by beating doors down has alerted the guards! Gwynona manages to get a couple of them to ease off by smiling at them sweetly, but there's always one Dirty Harry arsehole who just can't let it rest, and Gwynona is soon clapped in irons and taken to court. Damnit!
JxdiJTG.png


7LeTFBh.png

Alright, let's go over the facts here. I was literally seen kicking a shop door down and walking out carrying the entire stock in my arms. I therefore plead... Not Guilty.

We then have to decide how to convince the court. "Lie" is a Streetwise check, "Debate" is Etiquette. Both options factor in your reputation with the region you've been arrested in, plus your membership of the Thieves' Guild and Dark Brotherhood. Since Etiquette is my stronger skill, I go for Debate.
GF6DLe4.png

TFYcJmQ.png

WTPL6Cf.png


SLAM FUCKING DUNK

With that misunderstanding cleared up, Gwynona heads to market the next morning to sell off the stolen weapons.
AKPjHG5.png


HlOAIJC.png

Couple thousand gold, not bad. I need this money for a bunch of reasons, chief among which is language training, which can't really be done effectively any way other than via training.

However, speaking of skills, I still need to level up my Running and Jumping. And what better way... than PARKOUR.
G3SBBS8.png

The rooftops beckon.

On the plus side, I get in some great training here. On the downside, I break both my legs, as you can see with the health indicator.
CJQX8Fi.png


ZzAiTzH.png

PARKOUR GRANDMA


All this fun, and the main quest hasn't even started!
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
PART 8: DUOLINGO CLASS

In this part, I get the Imperial fascists off my back, have an overnight religious conversion, spend months in a speech therapy class, get noticed by nobility, meet the most handsome man in Tamriel, and dabble in dark magic.
Alright, we're off to the Fighter's Guild.
zsq1yuO.png


They clock Gwynona as a pacifist on-sight, and tell her to get her sorry ass outta there.
cULWQi7.png

This is troublesome. I need people to teach me languages, but no guild will accept someone of my skillset. Infuriatingly, language skills are taught by different temples, and none offer the complete set. The best bet, though, is the Resolution of Zenithar.

Different counties worship different Aedra. Zenithar is worshipped in Glenpoint, just north over the border, so off we go:
gxcgXep.png


On arrival, however, this happens:
MmAzgoL.png

9Q2C5sk.png


Brisienna is a big tough Nord. Ignoring her isn't a great idea because she'll start sending threats, and if you keep ignoring her, you'll be locked out of the main quest and declared an ENEMY OF THE EMPIRE. So, I have to turn right back around and meet with her before anything else.

Travelling to Singham Hall, and... look! A field of sheep!
bl37ydF.png


Brisienna's in the only tavern in this small hamlet, and tells us this:
bwj9tGN.png
t8QlChD.png

What an utter waste of time. Oh well, you have to meet with her unless you want to be declared a traitor. Alright, back on track, we're going to Glenpoint to join the Resolution of Zenithar.

A hideous, chilling fog descends. Lucky omen!
z05XlFn.png


Inside the temple, Gwynona is found worthy of joining. Fuck yeah!
L20ijeE.png


The training begins.
JO0Kc1r.png


In Daggerfall, you have to rest between sessions. Luckily, you can do this in the temple.

PobWKN8.png

I do not like the Training system in Elder Scrolls games.

Regardless, soon the level-ups start rolling in. I stay in this room for about two weeks just training Streetwise, then I go out on another shoplifting spree and steal shit to sell. Rinse and repeat until level 5, which I reached entirely by training Etiquette, Orcish, and Streetwise, which I feel will be the most important three skills. The process takes a couple in-game months. Here are my stats by that point:
YQ0teMt.png

51 in Etiquette, 51 in Streetwise, 44 in Orcish. Decent enough, and all without leaving this room. Alright, time for Gwynona to go outside for the first time in two months and have her retinas burned away by photosensitivity. As soon as she does, another letter arrives:
kFSsTKR.png


Quite how Morgiah heard about this is a mystery given that I've spent the last two months cloistered away and not speaking to anyone, but nevertheless, we're off. We travel to Wayrest by ship. En route, another letter arrives!
2TV2X46.png


Yeah well you'll just have to fucking wait mate. Wayrest ahoy.
fU4Kfq8.png

7UaHkz4.jpeg


Castle Wayrest is in fact not a castle, but a big ol' stately manor.
zlQtMpm.png


Inside, Morgiah and her pussy are waiting.
8Eobbe8.png

aF0ch9q.png


Yeah fine, all sounds above board to me. Let's go. Scourg Barrow is nestled far up into the mountains.
C5tgwzc.png


It's a massive dungeon, but the actual route you need to take is very short, and very easy to do without violence.

First, open this coffin and hop in.
8gVSZ8k.png


Next, down the stairs, sharp left, dodge these two.
AwCZysQ.png


Next, into the cave system, duck under the bats.
rkfHynJ.png


Down to the right, left turn, through the locked door, and boom, here we are.
Nr907oY.png


Here he is, the King of Worms. Good looking guy!
K0reLQ5.png


Hand him Morgiah's thingy, and he just says this:
pM4ATbN.png


Sounds good, man. Going back to Morgiah, and she's very pleased:
DnOqrxN.png


Uriel's dick pics have fallen into filthy Orc hands! We've got to hasten to Daggerfall to speak with Mynisera!

Now, I might have sort of accidentally helped Morgiah use dark magic to become a tyrannical queen, but this trip to Wayrest hasn't been all bad - I bought a horse!
4Kc0cOL.png


And hey, at least nobody's died!
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,825
PART 7: THE EMPEROR'S DICK PICS (DAGGERFALL PART 1)

In this episode, Uriel Septim hires a grandmother to hunt down the lost dick pics he sent to Queen Mynisera before it erupts into a major scandal. I also make friends with some bandits, decide that pacifism doesn't apply to shop doors, put a stop to war, represent myself in court, and take up parkour.
So, what's the story? Well, here it is:


In short: a guy called Lysandus, the former king of Daggerfall, who the Emperor considered a dear friend (and was, therefore, obviously a real piece of shit) died under strange circumstances in the final battle of the recently ended War of Betony. Now his vengeful ghost haunts the streets of the city of Daggerfall, attacking anyone nearby. The Emperor wants Gwynona to go resolve this.

This is all a cover story for the real problem - Uriel sent Queen Mynisera of Daggerfall a "letter". This "letter" needs to be recovered. This is a "minor matter", he assures us, but let's be real - it's a dick pic and that's the real reason why we're being sent on this emergency mission. So, we'll have to check in with Mynisera to see if she ever received it.

But oh no! Gwynona's ship is blasted out of the water by a strange phenomenon!
MDTV4rM.png

A dragon creates a tsunami which wrecks our ship. Gwynona winds up inside a cave somewhere near the northwest coast of the county of Daggerfall.

P0Px3x5.png

Daggerfall generates a backstory for your character, so you don't have to. Enjoy!

The first couple rooms have a Rat and a Bat. They can't be talked down, but the next room holds a bandit, who can be talked down:
bDmLHRg.png

Gwynona manages to reason with the bandit Archer.

NrNGhtA.png


This guy is now a TRUE MATE. Accordingly, he defends Gwynona from the pursuing Bat:
HnPAvO5.png


She fails to win over the next bandit, but the convenient arrival of a rat causes enough of a distraction for her to escape:
zzBvSDb.png


Running past the remaining enemies - a Skeleton and a couple Imps and Rats - is trivial, and soon enough, we're outside. The only issue is that we're now lost in the middle of a huge snowy forest with no sign of civilization anywhere, bar this highly ominous signpost:
VrPLHVH.png


Fortunately, Gwynona has an atlas-like memory of the layout of the Iliac Bay, and so she can just travel anywhere automatically from memory. With that in mind, it's time to head down to the small city of Grimfort.
rxA2s50.png


Grimfort is the ass-end of High Rock, with nothing going on. There is, however, a shopping district...
seYPdnf.png


I take up a room in this nasty cheap inn for the night.
nkIZ6N5.png


I rest until nightfall, then slip out into the abandoned streets and creep toward the weapons store...
wO5avBL.png


Now, it may not be strictly pacifist-y, but Gwynona repeatedly slams her foot into the door until it crashes open.
Isojvat.png


Inside, the store is unguarded. The loot is ours! In Daggerfall, if you can get into a shop at night, the entire stock is yours for the taking, no restrictions.
xra9BXD.png


I installed a mod that allows for selfies, so here's Gwynona stealing from the storeroom and looking 10/10:
6tD8hv9.png


How do I justify this crime rampage? Well, I don't have to, I can ask Gwynona herself.
1CELc7V.png

There you have it. Shoplifting turned out to be the single most pacifist action I could take, so let's not have any complaints about being out of character or any clever remarks about "oh but you dealt damage to the door".

But oh no! The racket I made by beating doors down has alerted the guards! Gwynona manages to get a couple of them to ease off by smiling at them sweetly, but there's always one Dirty Harry arsehole who just can't let it rest, and Gwynona is soon clapped in irons and taken to court. Damnit!
JxdiJTG.png


7LeTFBh.png

Alright, let's go over the facts here. I was literally seen kicking a shop door down and walking out carrying the entire stock in my arms. I therefore plead... Not Guilty.

We then have to decide how to convince the court. "Lie" is a Streetwise check, "Debate" is Etiquette. Both options factor in your reputation with the region you've been arrested in, plus your membership of the Thieves' Guild and Dark Brotherhood. Since Etiquette is my stronger skill, I go for Debate.
GF6DLe4.png

TFYcJmQ.png

WTPL6Cf.png


SLAM FUCKING DUNK

With that misunderstanding cleared up, Gwynona heads to market the next morning to sell off the stolen weapons.
AKPjHG5.png


HlOAIJC.png

Couple thousand gold, not bad. I need this money for a bunch of reasons, chief among which is language training, which can't really be done effectively any way other than via training.

However, speaking of skills, I still need to level up my Running and Jumping. And what better way... than PARKOUR.
G3SBBS8.png

The rooftops beckon.

On the plus side, I get in some great training here. On the downside, I break both my legs, as you can see with the health indicator.
CJQX8Fi.png


ZzAiTzH.png

PARKOUR GRANDMA


All this fun, and the main quest hasn't even started!

Holy crap, you debated your way out of Court and having to serve a sentence?
Nice!
I remember almost never succeeding at this, but then again, I don't really like doing shady, criminal playthroughs.
 

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