|The latest version (1.5) contains a serious bug which will slowly damage the save games of this level. In the worst case, this can result in unusable save games. For further information regarding this bug, see here.|
There isn't much to learn on this level, but what little you do learn is from Old Man Chimere—and it is vital. Your primary concern here is survival; there are some 180 monsters on this level and they all want to kill you. In fact, you quickly learn they brought you here for that very reason. Fortunately, there are many resources such as potions and healing crystals scattered about. To escape, you'll need to find a Vehk Sigil of Entry, six gatekeys, six pieces of the Armor of the Savior's Hide, and a spear case.
Most encounters on this level will be with Frost and Fire Daedra. You will also be pursued by Hernes, but you cannot kill them without the Spear of Bitter Mercy, so run away at first. Inside the waterfall, you will find many Dark Seducers, so tread carefully there. Should you want to find the armor pieces by yourself, go to Point P first.
- You start off at Point A. Grab the Cuirass of the Savior's Hide underneath the dock. Speak with the Dark Seducer and read the nearby scroll for info.
- Find Fire and Frost Daedra nearby, and speak to them for more info. Kill a Fire Daedra and grab a Vehk Sigil of Entry.
- Grab the 5 gatekeys at Points B, F, H, J, and K.
- Get the spear case from Point F as well.
- Grab the 5 other Savior's Hide pieces at Points D, G, L, N, and O.
- Talk to Old Man Chimere at Point P (be patient and ignore the spoon/cat quests etc…). Learn that part of Mehrunes Dagon's true name is "Lehkelogah".
- Collect all six pieces of the Savior's Hide to get Old Chimere to open spear case, and receive the Spear of Bitter Mercy.
- Kill the Huntsman, Herne Egahirn at Point Q. Get a Geth Sigil of Entry and last gatekey from his corpse.
- Enter the Great Horned Temple at Point S. Take the elevators up and walk onto the crescent moon platform above you to exit and move onto Level 6.
The gate from Shade Perilous drops you off on a dock at the edge of a strange island. There are two scrolls waiting for you, but more importantly, so is a Dark Seducer. Speaking with her yields some information about what is going on. Additionally, you find the Dremora have left you a scroll which briefly explains things. There is also a letter suggesting you are not alone in your predicament.
It appears that you are the "Hare" in something called the Ritual of the Innocent Quarry, or Wild Hunt, conducted by the Daedra. To exit the level you will need to find six gatekeys to open the Great Horned Temple to the northeast. The Dremora also suggest that you seek out the stranger in a cottage to the north. With some patience and persistence, he will be of great help. Look underneath the dock to find the Cuirass of the Savior's Hide, some sort of magic armor left there by its owner.
In your travels, you will encounter many wandering Frost Daedra and Fire Daedra. If you speak to the Frost Daedra, you'll learn that they shouldered blamed for the debacle at Shade Perilous and have since been "demoted", now ranking below the Fire Daedra in Dagon's legions.
Needless to say, they aren't too thrilled with this. If you play on these emotions and mention to the Frost Daedra that you know the truth—that Faydra Shardai and her Fire Daedra were to blame—the Frost Daedra will encourage you to tell the Dark Seducer at Point A, also known as the Master of the Hunt. If you play your cards right, you can often get the Frost Daedra to stop attacking you altogether. You will also gather some more information about the situation. The laws for the Wild Hunt are posted before the Chapel of Innocent Quarry (Point F), and other places around the island. These laws protect the Huntsmen and the Master of the Hunt from all mortal weapons and spells. It may be possible to use the Spear of Bitter Mercy to kill them, but you are given no directions as where to find one.
Speak to the Fire Daedra, and you may learn that the Huntsman is a Herne named Egahirn. You will also find carry scrolls detailing the Wild Hunt and a Vehk Sigil of Entry in the possession of most Fire Daedra. As you explore, you will encounter several Herne hunting you. True to what the Frost Daedra said, your weapons and spells do no damage to these creatures.
Take the large round elevator in the middle of this tower to find a gatekey and two healing crystals.
The buildings in the village contains some useful potions and other items.
Note: attempting to enter the north building may cause the game to crash.
Inside the crypt in the graveyard south of town, you find a secret passage under the southeast coffin (activated by touching the coffin). This leads to a small underground dungeon which contains the Gauntlets of the Savior's Hide, Chimere's Journal as well as a healing crystal. The Gauntlets are in the northeastern corner - turn right at the entrance and walk north. The entrance from the crypt is now blocked by dirt (even if you entered from Point E), but don't despair, for another exit is located in the northwestern corner. To get there, you need to go back to the entrance and go west instead to the other side, and then head north. You'll now emerge at Point E. Be aware that you cannot enter the crypt once you've left.
This the exit from or alternate entrance to the dungeon at Point D. There are several chests nearby to loot.
This large green structure, known as the Chapel of the Innocent Quarry, is protected by a Vehk Sigil of Warding. To pass through, you need one of the corresponding Sigils of Entry acquired from a Fire Daedra. Inside, you find a number of useful items, including another gatekey and a spear case (which you cannot seem to open). You also find a scroll stating that the sixth key is being carried by Egahirn himself—which is contradictory to the Rules of the Hunt.
You find the Greaves of the Savior's Hide outside this windmill.
A Herne and several Fire and Frost Daedra occupy this small fortress. Once inside, fight or evade your way to the towers in each corner and ride the platform all the way up. Once at the top, take care of any enemies, then find and activate the large square buttons. Once all four buttons are pressed, the lid to the depression in the center courtyard rises up, revealing two healing crystals and another gatekey.
A remarkably tough Scamp patrols this area. By all appearances, it is just an ordinary Scamp, except that it simply won't die no matter how many times you hit it. Attempting conversation does nothing, and if you wish to fight an incredibly long (and boring) battle, you will eventually succeed in sending the creature back to Oblivion.
This temple houses one of the six gatekeys, but it is guarded by Fire Daedra. Dispose of the Daedra and grab the key, and be sure to search the room for several healing potions and some arrows. A passage in the northern wall leads to a small back room containing a triangular pool. A chest is submerged within, and three healing crystals float above.
Another temple of some sort. Once inside, take the large circular elevator down. A pair of Fire Daedra stand guard here. A gatekey rests on a large altar and two healing crystals are hidden behind the columns.
You find a wonderful waterfall here, cascading serenely over a cliff. Examine the base of the falls closely to find a secret passage. This leads to a large cavern housing the Tower of Forromeo, guarded by a swarm of Dark Seducers. Enter the tower and deal with the Frost and Fire Daedra. Hidden inside the first floor of the tower are the Boots of the Savior's Hide, in a small chest directly underneath the bench with Chimere's parchment on it. Keep in mind that you may have to open it several times from different directions (it's recommended to try from the southern side) for them to appear. If you can open the chest, you haven't retrieved them yet (even though it's empty), so keep trying. Should the chest not open at all, you have most likely retrieved them already since it locks after you have done so.
The second floor contains four bookcases and a high shelf, which is out of reach. If you touch the leftmost bookcase, they will all topple over allowing you to climb up to the shelf. Here you find a Coffer of Restoration. The bedchamber on the third floor contains a healing crystal.
A balloon sits here, waiting to be used by a brave adventurer. You may use this to access the island to the north. Be advised, however, that it will disappear if you leave it for a little while, and return to this point.
You find a small ship moored here. Head inside to find a Coffer of Restoration hidden in a corner belowdecks.
At the end of the dock near the cliff base are three elevators. Take one up, deal with the daedra there, and find the Helmet of the Savior's Hide resting at your feet. Head around the path to the southwest and gain entry to the city of Granvellusa. While you are there, turn the crank to lower the drawbridge across the chasm; this will make it easier to reenter the city when you have completed all the tasks.
This is the Salt Barrel Tavern. Take care of any foes upon entry and search the first floor for some helpful potions, then take the elevator to the upper floors. In a bedroom on the second floor you find the Pauldrons of the Savior's Hide. Head up to the third floor to find a good supply of arrows.
You find the Old Man Chimere's small cottage sitting here in Hartmoor. Conversation with him is difficult at first, since it is apparent that he has not seen another human in a long time. Eventually, after you ignore many of his more eccentric requests, he calms down and begins to provide useful information. It turns out the Savior's Hide was used by the old man in an attempt to defeat Mehrunes Dagon (whose incantory name, taken advantage of by Old Man Chimere, used to be the protonymic, 'Lehkelogah'). It turns out he has now added a neonymic (new name), which in part shelters him from using incantatory magic against him. To do so, one must know both names. The Armor of the Savior's Hide redirects incoming blows back to the attacker but makes the user vulnerable to magic. The Savior's Hide also allows use of the powerful Spear of Bitter Mercy. He gives you a scribbled parchment listing the locations.
Once you have all six pieces of the Hide (found at Points A, D, G, L, N, and O), return to the old man with the Spear Case you found at Point F. Open it he does, and you receive the Spear of Bitter Mercy which, you learn, can kill the protected Herne huntsmen with ease.
On the top of this building you find Egahirn, the Huntsman. He is invulnerable to any weapon or magic, save for the Spear of Bitter Mercy. Once you have the Spear, poke him with it and take the last gatekey and Geth Sigil of Entry from his remains. This sigil opens the doors of the belltower at Point R.
The belltower in the town of Trybador is protected by a Geth Sigil of Warding. It is to be rung when the Hare (in other words, you) is killed. Since you killed the Huntsman at Point Q, you can decide to be arrogant and ring it yourself. There are also two healing crystals here.
This is the Great Horned Temple. You need the six gatekeys found at Points B, F, H, J, K and Q to enter. Inside, ride the platforms to the top floor, then jump onto the large crescent moon symbol to exit the level and continue on to Level 6. In the basement of the temple you will find two healing crystals.
A shipwreck can be found in this area. Look toward the aft section, just below the waterline, to find a couple of potions and weapons.
- There is a serious bug which can corrupt your game/saves, see the note at the top of the page in red! Very important!
- Jumping icon may not be visible in some locations.
- Opening menus (map, save) on this level can occasionally cause the game to freeze.
- Some windows on buildings (near Point O) can crash the game if activated.
- Entering the cave behind the waterfall while underwater may cause the water level within to be far higher than it should be.