Walk-through Document - Adense Epic Dungeon 1_5_1
Mod Created by GrandDukeAdense, Edited by David Brasher
3-22-10

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	This is a very large dungeon and there are multiple paths through it.  This document will
focus on just a few of them and the most confusing parts of them.  It is mainly up to you, the adventurer
to look around and figure out things on your own.  Bring plenty of torches or have another plan to see in
the dark, because it is a very dark dungeon with uneven walking surfaces, and you will have to do lots of 
looking around. 

	To start the playing the mod, go to the area north of the Chestnut Handy Stables by the
Imperial City.  I am sure you will see the place I am talking about.  Talk to the soldiers.  Go through the
portal to enter the dungeon.

	MAIN PATH A:  Arcathor Portal Chamber:  Hug the right wall and follow the irregular marble
walkway and stairs.  Be very careful not to fall into the abyss. Push the button to open the secret door.  Do
some platform-hopping to get over the shallow pit.  If you fall in, there are two ways out, both of which
require more jumping.  Talk to the orc.  Read the journal page near him.  Go through the door to the
Arcathor Outer Facility.  Go to MAIN PATH B.

	SIDE PATH A:  Arcathor Portal Chamber:  If you hate jumping, try falling.  Fall/slide/climb down 
the cliff near the dead stone golem.  You will probably survive.  Go through the door to the Arcathor Barracks.

	SIDE PATH A:  Arcathor Barracks:  Fight your way through the unpleasant things in the barracks.
Locate and activate two Ayleid push blocks to open the two secret doors which are your only way forward.
Go through the door to the Arcathor Portal Chamber.  Talk to the orc.  Go to MAIN PATH A.

	MAIN PATH B:  Arcathor Outer Facility:  Pick your way down the steep slope through the ruins.
Get the Viloria Crystal.  Read the nearby diary page.  There are two doors out of this area, and both are locked.
Go down the long hallway with the Odd Tablet to find the Hot Key which opens the door to the Dark Tunnels.
Proceed to the Dark Tunnels.

	MAIN PATH B:  Dark Tunnels:  Find the Necromancer's Key by the large statue.  This opens the
door to Arcathor Temple District back in Arcathor Outer Facility.  Backtrack to get there.  Open the door and
go to the next place.

	MAIN PATH B:  Arcathor Temple District:  When you reach the temple with the five glowing sigils,
you will have to solve the puzzle to open the door to the next area.  Touch the correct sigil and it will disappear.
Touch the wrong sigil and face a consequence.  Keep touching sigils and dealing with consequences until all five
have disappeared and the door magically unlocks.  Go through the door.

	MAIN PATH B:  Arcathor Temple Plaza:  Hurry to the overlook railing near the door.  You can
watch a battle and find out what happens with the Legion soldiers who went into the dungeon to rescue the orc
adventurers.  You can rush down the stairs to the left of the overlook railing and try to save the Legion soldiers, 
but Lord Athulak is pretty scary.  I do not know if you will be able to make a difference in the outcome of the
battle.  If you do go down below, there is some treasure, Legion soldiers you can recruit as companions (if any
of them survive,) and two new areas to explore.  The lake which you might have seen from up above, can be
reached through a tunnel down by where the battle takes place.  Enjoy the scenery, and find the door high above
the lake to exit this area.

	MAIN PATH B:  Arcathor Fort Entrance:  Look for a diary page left on the floor.  Read it.  Go until
you find the place where the floor collapses and you can't cross.  You will need to get to the door by the big 
machine.  Find the side tunnel that also encounters the huge square pit.  to do this, you will have to find the
Shivering Isles push block to open a secret door.  Then you will fall down a hole, but not get hurt too bad.  If you
don't want to do this, I guess you could try two scary jumps across corners of the huge pit.  Save your game.
Jump across the corner of the huge square pit to land near the machine.  Go through the door. Go to
MAIN PATH C

	SIDE PATH B:  Arcathor Fort Entrance:  Fall down the huge square pit.  If you are a high-level
character with lots of hit points, and you hug the walls as you slide down, and heal yourself as you fall, you could
survive to fight a group of monsters, and find a room full of treasure, but with air so foul that you can't stand to be in
there very long.  When you give up on that room, go through the door to Arcathor Fort Crypt SIDE PATH C.

	MAIN PATH C:  Arcathor Fort:  You have the choice to breeze on through toward completing the
dungeon by going through the door to the Twisted Ruins.  Beware the Restless Spirits.  Go To MAIN PATH D.
Or you can go through the door to Arcathor Fort Crypt to reach the treasure room in SIDE PATH B and/or
complete a quest to get a companion.  (Don't get too excited.  The treasure room is dangerous, and the companion
is not very handsome.)  Go to SIDE PATH C

	SIDE PATH C:  Arcathor Fort Crypt:  Find the ghost of Oron.  Talk to him.  He wants you to find his 
nine missing bones which the monsters scattered throughout the crypt.
Thin Bone:  by mushrooms. 
Thin Bone:  NW corner of map on floor all alone. 
Clavicle:  Bone pile near wooden coffin.
Clavicle:  Same bone pile.
RibCage:  Bone pile, center of map by Fleshy pod and canine horrors.
Pelvis:  By welkynd stone.
Big Bone:  On stone table in S hallway.
Big Bone:  By cauldron of bones and statue.
Skull:  On stone table by vampire nest.
Collect all these and Oron will try to help you escape from the dungeon.
To dismiss Oron from your party, point your cursor at him and activate him.  There will be a messagebox.  Oron will
accompany you to the end of the dungeon if he survives that long, then he will return to the crypt, now that it is a safer 
place for him to rest.  When you come to the platform hopping in The Void, don't do it!  Oron can't jump.  He will fall
and scatter his bones again.  Instead, use the portal to the right to go down SIDE PATH E2, The Damp Passageway.
	Now back to the present situation.  The door to Arcathor Fort Entrance leads  to the treasure room.
Go to SIDE PATH B.  When you are done with the companion acquisition and/or treasure room, head back to
Arcathor Fort and go to the Twisted Ruins MAIN PATH D.

	MAIN PATH D:  Twisted Ruins.  Make your way to the portal.  Beware the lizards.  Enjoy the crystals
and mushrooms.

	MAIN PATH D:  The Void.  Platform hopping!  Made considerably easier for this version of the mod. 
Save your game.  Have fun jumping.  Get the Viloria Crystal.  If you can't deal with the jumping , use
console command TCL and levitate to one of the two exit portals at the far end of the cell, or use
SIDE PATH E2.  You have a choice to make. (1) Go the fast way toward the end, MAIN PATH E the portal to
the right at the end of the course.  (2) Take the more interesting and scenic SIDE PATH E1, the portal to the left at
the end of the course.  (3)  Battle instead of jumping.  If you have a companion, he or she will die in the platform
hopping, so you will want to take SIDE PATH E2, which is the portal to the right close to the portal you entered the
Void through.  This path involves a fairly fierce battle instead of platform-hopping, and then will lead you to the scenic
route.

	SIDE PATH E1:  Somewhere.  Don't get too cold.  Enter A Mysterious Building.

	SIDE PATH E1:  A Mysterious Building.  Explore and find a note on the table.  Read it.  Activate the beer keg.
Get a key from it.  Open the locked chest.  Get the note out of it.  Read it.  Activate the chained skeleton.  Most of the 
monsters will be disabled, the fog will disperse, the light level will increase, and an Oblivion gate will open outside the house.
Go into the Oblivion Gate.

	SIDE PATH E1:  Malacath's Fortress:  Find the dead orc.  Read the journal page he is carrying.  You will 
encounter Malacath locked in battle with Vaermina.  Stay out of it.  Trust me on this one.  Traverse this area to reach the
portal.  Go through it.  You will find yourself at MAIN PATH E, at the exact place you would have been if you had taken
the portal on the right in MAIN PATH D.

	SIDE PATH E2: The Damp Passageway.  Sort of wet, but that is not your main problem.  Try not to get killed
by the undead.  Find the portal at the end, which will teleport you to SIDE PATH E1. 

	MAIN PATH E:  Void Keep:  Don't fall off the paths in the intense darkness.  You will encounter a tall daedra 
woman in your path.  She is not hostile.  Don't attack her.  She was sent by Vaermina to talk to you and block your path
with a magical barrier.  If you can prove that you are worthy she will let you pass. To do this, you must find three Viloria
Crystals.  There are five available in the dungeon, you should already have two.  Go back to the portal where you entered 
the Void Keep cell.  You are about to do some jumping.  Save your game.  Behind the portal is another portal.  Jump over
to it.  Go through it.  If all goes well, you can get through the portal before your companions if any can find a way to fall to
their deaths.

	MAIN PATH E:  The Antechamber.  Another dead orc.  They didn't fare too well.  You will find two doors.
One leads to a fierce battle, a strange crystal, and the quick end of the quest.  This is the door to Priest Quarters,
SIDE PATH F.  The other door leads to a longer safer route, and a longer route with a terrible boss at the end.  Royal 
Gardens MAIN PATH F.

	MAIN PATH F:  Royal Gardens.  A pretty little spot.  Not much to do for those who crave excitement, but it is 
better than dying in the Priest Quarters.  Find the exit and use it. Go to MAIN PATH G.

	SIDE PATH F:  Priest Quarters.  A nightmare of high-level undead creatures.  You will have to locate an Ayleid 
push-block to open the locked door to the room with the Viloria Crystal and it's guards.  If this place is too tough, flee the
way you came, or run out the door to MAIN PATH G, the Ancient Grove.  If you are tough enough, get the crystal and 
backtrack to the Void Keep.  Talk to the tall daedra woman, give her the crystals and move onward.  Go to MAIN PATH Z. 

	MAIN PATH G:  Ancient Grove.  A peaceful and bright place.  Hopefully nothing followed you there.  Go through
the door to the Plaza.

	MAIN PATH G:  The Plaza.  You will get attacked immediately.  After the battle, look above a doorway to find a
chest.  Vaermina is concerned about you.  She has left some supplies for you because you are about to die, and when you die, 
she won't get any more amusement out of watching you.  There are two doors but one of them is locked.  You will have to
use the other door to go find the key to it.

	MAIN PATH G:  Forgotten Ruins:  Go left to find a locked chest containing the key you need to The Approaches
to the Fane.  Down in the bottom of the pit is a possible side trip to an Ayleid ruin with every Ayleid Trap and some treasure at
the end.  See SIDE PATH G.  There is a steep path down the cliff by the statue on the far side of the big pit.  To cross the big
pit, look for a hollow log laying across it.  Find the door to The Waterworks.  Go through it.

	MAIN PATH G:  The Water Works:  Go swimming.  You will need to find a ramp on the far side of the ditch.  You
will need to jump from the top of the ramp out of the ditch.  You can get the Viloria Crystal, backtrack to the Void Keep and be
almost done with the dungeon.  Go to MAIN PATH Z.  Or you can take the key you got in The Forgotten Ruins and go to The
Plaza and take the door to Approaches to the Fane, and go towards more adventures and a tough boss fight.  Go to 
SIDE PATH H.

	SIDE PATH G:  The Halls of Caution.  Down at the bottom of the huge pit in the Forgotton Ruins in a huge Ayleid
Ruin using every single type of Ayleid trap.  It also has some rather odd lighting.  Carefully work your way in to the treasure past 
all the traps and undead things, then work your way back out to return to MAIN PATH G or SIDE PATH H.

	SIDE PATH H:  Approaches to the Fane.  Beware the Stone Golems, but don't worry, they don't use lightning like
Storm Atronachs.  The door to the fane is locked.  Use the other door to The Hall of Immortals to go find a key.

	SIDE PATH H:  The Hall of Immortals.  Fight a sharp little battle.  Search all the containers to find a key to The Fane.
Backtrack to the Approaches to the Fane, use the key, and go inside.

	SIDE PATH H:  The Fane.  Not a very quiet and holy atmosphere there.  Go through the magic portal.

	SIDE PATH H:  The Canyon.  The terrain is very rough.  Get to the other end of the canyon any way you can.  You 
will probably get wet.  But you should wash off some of that blood and dirt anyway.  Go through the door.

	SIDE PATH H:  The Underground.  Note the unique elevator.  This is a large place.  Don't mind the Spriggans.  They
are nice.  Do mind the boss though.  He can kill you.  Unfortunately, he is a giant flesh golem that may take 40 hits for a tough
adventurer to kill.  He can do about 60 damage each time he hits a tough adventurer.  And he is carrying the key you need to get
into the Crystal Shrine to get the Viloria Crystal.  Fortunately, he is too big to manuever well through the ruins and rough terrain.
You can flee into a small space like a cockroach does and be safe.  You might kill him with ranged attacks.  You might be able to
pickpocket the key off of him.  You might just give up and try something else to get your third Strange Crystal.  If you get the key
and the crystal, backtrack and go to MAIN PATH Z.

	MAIN PATH Z:  Void Keep:  Don't fall off, or get knocked off the catwalks into the black void.  When you reach 
the green garden place, don't go attacking everything you see.  The fighting is over.  Talk to Vaermina.  She will explain more
about the dungeon and what is going on. Go through the door at the back of the garden. 

	MAIN PATH Z:  The Escape from the Nightmare:  An ungodly amount of treasure is here for you.  You probably 
can't carry it all.  Maybe wearing the boots could help.  On your second visit and beyond, there will be more treasure, some of 
it retextured or remeshed.  You probably won't be able to collect a complete set of anything even after multiple visits, so feel
free to add the armor from this mod to one of your mods where you can get at it, or to some loaction in this mod where it is
accessible or download the modders resource mods that the armor came from.  Web addresses are listed in the credits in
the readme.  Go through the portal to exit the dungeon.

	MAIN PATH Z:  Outside by the Imperial City.  Talk to the captain to let him know everything you have found out.
Collect a large reward which will now seem small after what you went through to get it, and after the largess of Vaermina.

