Arena:Crystal Tower

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Find the fifth piece of the Staff of Chaos in this ancient stronghold of sorcery.edit


Crystal Tower
Crystal Tower


[edit] Quick Walkthrough

  1. Go to sleep and recieve another vision from Ria.
  2. Travel to the Mages Guild of Lillandril, Summurset Isle.
  3. Retrieve a diamond from the priests of the Mad God.
  4. Return the diamond to the Mages Guild to learn of the location of the Crystal Tower.
  5. Recover the fifth piece of the Staff of Chaos from the Crystal Tower.
  6. Survive yet another attack from Jagar Tharn.

[edit] Detailed Walkthrough

[edit] Sleep, sleep, sleep

Ria will visit you the next time you sleep after retrieving a piece of the staff from Elsweyr. She will tell you:

"You have recovered the fourth piece! I honor your bravery. Listen closely now my friend, for Tharn has begun in earnest to look for you. Do not fear, he does not know your true identity, but he can sense the Staff's power. With four of the eight pieces, you stand out like a lantern at night. I urge you to caution. The fifth piece of the Staff lies in an ancient stronghold of sorcery called the Crystal Tower. It was said that the southern tip of the Dragon's Teeth, which stretches from the ice covered mounts of High Rock to the wooded forests of Valenwood, could be seen on the horizon from the top parapet of the Tower. This would lead me to believe it is not far south of the majestic mountain range. You must find the Tower and gain access to recover the fifth piece of the Staff of Chaos..."

[edit] Lillandril, Part 1

Asking around about the Crystal Tower leads you eventually to the Mages Guild in Lillandril, Summerset Isle. There you are told that they had a diamond that would tell them where the Crystal Tower is, but it was stolen by the Priests of the Mad God. The Guild also drew its power from this diamond; without it, they dare not try to get it back. If you agree to do their job, the location of the Temple of Mad God is marked on your map. It is a short way southeast of Lillandril.

[edit] Temple of Mad God

This is a bi-level dungeon with medium-sized levels. It is full of the most dire undead and peevish, bald monks who kung-fu you.

On the first level, the way down is in the south central section of the dungeon. There's a lot of water on this level; if you follow the water far to the west and then south and then east, you will find the way down no problem, but it's definitely the longer and more dangerous way. You can stay on the floor and wend your way south and west (but not too far west) and you'll get there more directly and with fewer encounters.

The second level is regularly laid out, but quite large. The diamond is in the northeast section of the level. You want to head more north than east; there are some dead ends if you go too far east. But thanks to the regular layout (no pits, no water), it's not hard to find.

When you get to the room with the diamond, answer the obligatory riddle, grab the diamond (16,3), and get back to Lillandril.

[edit] Lillandril, Part 2

Back at the Mages Guild, return the diamond so they can mark the location of the Crystal Tower on your map. (You can certainly be forgiven for wondering why, if it's such a prominent tower, you had to bother with the angry anchorites.)

[edit] Crystal Tower

This dungeon is the reverse of all the other dungeons you've met so far (and will meet in the future). You have to go up. Therefore, you are looking for green dots on your dungeon map rather than the blue dots you're used to searching for.

The Crystal Tower has four levels. They are all small, though, so at least it doesn't take long per level to fully explore.

The way up on the first level is in the northwest section. If you have Passwall, the most direct way is to just cut through straight north and loop a bit east. Otherwise, make your way around as closely west as you can.

The second level is, curiously, icy. Ice critters abound. The way up is in the northeast corner. If you have Passwall, you can just head east and cut through the wall. Otherwise, when you get to the east wall you will have to make your way south and then back north.

The third level is possibly the most interesting of all the dungeons. It's a zoo! There are monsters in cages and troll zookeepers guarding the monsters. The trolls are important: they carry keys. And there is one magically-locked door that cannot be passed without a diamond key; it is in the southeast, and behind is the way up. Any of the trolls might carry a diamond key (it's random); loot each corpse (even if it's not quite dead) to see if it has a key. There is another troll that carries a steel key (initially at 43,33, but he'll move to you if he sees you), and that key unlocks a door to another area (35,45).

If you don't get a troll corpse with a diamond key, there is a diamond key on the floor at 36,34.

Open the diamond key door (7,45) and go up.

The fourth level is more mundane. It also has a steel key lying around (2,23) and a steel key door (48,43). The key is not necessary, but it's a somewhat shorter path to the Staff piece if you can get it. Go north to get the key, then go back south and go west while hugging the southern wall. Cut north when you have to, then loop back around to the room with the riddle door and the Staff piece (36,37). If you can't find the key, just take the long way around north, then west, then south.

[edit] Notes

  • The second level of the Crystal Tower is unique among the MQ dungeons in one aspect: you cannot explore the entire level without Passwall.
  • There is a room on the second level of the Crystal Tower where, if you enter it and the door closes behind you, you cannot then leave the room by normal means. There is a trench in front of the door and you cannot reach the door from the other side of the trench. If you are in this room and the door is indeed closed, there are only three ways out:
1. Levitate over the trench and open the door.
2. Use Passwall to cut through the walls to a place you can scale the trench and climb out.
3. Rest and hope you encounter a monster that will open the door in its effort to get at you.
Well, there is one more way, but you're not going to like it:
4. Restore from your most recent save where you were not in that room with the door closed behind you.
  • There are lots of trolls in the Crystal Tower. The best way to deal with them is to beat them down with weapons, then rest for zero hours. You don't get the experience for them if you do this, but they're worth very little compared to how much of a pain they are to actually kill. It's not even worth looting their bodies (except where specifically noted, of course).
  • You will likely meet your first vampire here on the first level of the Tower. He's a very tough fight, and powerful magic is needed to beat him. Like a troll, weapons can hurt him, but not defeat him. He's best avoided if you can't magically harm him. His fireballs will do you up a treat.
  • The best non-magical way to deal with the dreaded stone golem is to be invisible. If one sees you, engage it as soon as you can in melee combat. Until then, it will throw stones at you (those are stones, not electricity), and those stones hurt like billy-o and the golem will sometimes just absolutely rain them on you. Those stones count as a magical attack, though, so you can deal with them as you might deal with any non-specific magical attack (e.g., spell resistance/absorption/reflection).
  • The Tower probably also holds your first chance to encounter a medusa. Deal with medusae exactly as you would deal with stone golems, except for the fact that spell reflection will not hurt a medusa in the least, as they are immune to the paralysis they so freely bestow at range on you.


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