Table of Contents
*Use the 'find' function to easily navigate (control+F)
Level Number - Level name

I 	- Ghostly Shadows, Hall of Illusions, Barracks, Tunnel of No Return
II 	- The Passages of Death
III 	- Halls of Malice, Hanging Gardens, Jester's Court
IV 	- The Edapoe Rooms, The Nether Regions
V 	- Servant Hall, The Buttery, Torture Room, Hidden Basement, Servant's Quarters
VI 	- Cathedral of Corruption, Profane Halls, Halls of the Profane Entrance
VII 	- The Exit, To the Deep, The Pit, The Deep
VIII 	- The Bloodied Keep, Chapel, Barracks, Mausoleum
IX 	- Lord's Manor, Ball Room, Staff Quarters, Crawl Space
X 	- Hall of Torment, The Well
XI 	- The Stym
XII 	- The Void, Guest Room, Imperial Prison, Imperial Palace, 
XIII 	- The Library, The Forbidden Cove, The Treasury
XIV 	- Bilge Rats Way, Deathly Subterrane, Dark Chambers

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I 	- Ghostly Shadows, Hall of Illusions, Barracks, Tunnel of No Return

Ghostly Shaddows

Quick Way Through

1. At the entrance go down the main hall til it dead ends, turn left to the dining hall.
2. Go through "Dining Hall" to opposite end and go through door to the "Barracks".
3. Find the dead prison guard dead on the bed downstairs, get prison key.
4. Exit "Barracks" the same way you entered and return to dining room. 
5. Exit "Dining Hall" same way you entered. Go down to the end of the long hall until it dead ends.
6. Turn right to the "Prison".
7. Find the dead guard lieutenant in the last cell on the left, get exit key.
8. Exit the "Prison" the same way you entered. Go straight until you hit a dead end, turn left to go to the "Hall of Illusion". Find the "House Key" on the window ledge on the right side of the hall just before the door to the "Hall of Illusion".
9. Make your way across the "Hall of Illusion" to the alter on opposite side. Find "Strange Pillar" and activate to open secret room.
10. Take the trap door to the "Hall of No Return".
11. Follow the 'Hall" until the end to exit Ghostly Shaddows. 

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II 	- The Passages of Death

The Passages of Death
1. Head down the hall way where you enter and turn left.
2. Kill the skeleton and turn left again
3. Follow the hall until you come to another castle door. Go through it.
4. You will appear in another straight hall. Go straight and past the first hall on the left until you arrive at the the left turn.
5. Follow it, kill the skeleton lich and open the castle door to the next level of Darkness Hollows

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III 	- Halls of Malice, Hanging Gardens, Jester's Court

Activate the Jester's notes in The Halls of Malice and The Hanging Gardens to hear his song. His words contains hints

In the Halls of Malice, follow the trail of blood and dead guards to find the exits. Deviate from this path and you will find yourself in danger

Druzhinnik is weak against fire damage. If you are having trouble, there is a shortsword of fire in Lady Brina's room

Head to the lake at the centre of the Hanging Gardens. Jump left off of the bridge into the lake and you will find a coffin buried in the sand, which contains the
Jester's skull

The Jester is weak against frost damage

Return the Jester's Skull to the stage and the chest will open. It contains the key to the exit

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IV 	- The Edapoe Rooms, The Nether Regions

Puzzles:
Dining Room: If you activate the "Nourishing Meal" you will be fully healed. Essentially, the answer to this puzzle is simply that you must activate the "Deadly Poison".
Nether Regions: If you continue towards the bright light ahead, or otherwise step off of the path, you will die. Instead, turn around and go back the way you came as it were. Walk into the cloud at the end behind you and you will be teleported to the next stage.
Bedchamber: The first note is on the floor just  in front of where you spawn. Once this is activated, the second note will be enabled. The second note is in the mouth of one of the two statues (the only statue with a mouth). Once again, activating this will enable the next one. The  final note is in the eye socket of a skull on the top shelf of the book case to the right (your right) of the bed. Once this is activated, the "Lady's Ghost" will appear behind you. Kill her to get the key you need to carry on (it's on her corpse).
Other notes: 
-The bed in the bdchamber will allow you to regain health, level up etc. like a normal bed, but will also (on the first use) enable four "Skeletal Servants" and give your character porphyric haemophilia. The servants should be fairly easily dealt with. There are a number of cures which will rid you of the vampire's disease spread through the level. Specifically: a potion behind the skeleton in the corner of the same room, a portion of mandrake root on the desk in the study and a clannfear claw in the fireplace in the study.
-When fighting the edapoe man, bear in mind that his flying prevents him from leaving the central section of the ballroom. The toppled furniture and the columns both provide good cover to heal up or snipe. Bear in mind though that he has a levelled undead summon spell, which he will use to try to hound you out of cover. Also note that behind the third pillar on your left is a smashed urn containing three strong potions of healing, which may come in handy.
-If you enter the small room with the pentacle, where a ghost will spawn (not the study the very small room off of the last corridor), the door may lock behind you, shutting you in. There is a small chest in the corner which containst some lockpicks and an unlock scroll, so you should not get stuck.

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V 	- Servant Hall, The Buttery, Torture Room, Hidden Basement, Servant's Quarters

Area 01 (Servant Hall)
Walk down the hallway to the coffin, activate the coffin, then activate the altar, then activate the coffin again. Head back towards the enterance. A new opening has appeared before the room with the broken table. Enter the door to area 02.

Area 02 (The Buttery)
Walk into the room, go to the bar and activate the candle stick with NO flame. The Barrel door opens and a skeleton spawns, Kill the skeleton first, then enter the barrel and activate the candle stick on the wall. You will be teleported to a small room (Area 03 Torture Room), just run around hacking and slashing, it doesn't matter, you will be teleported out within 15 seconds, to the behind the big barrel. Follow the hall to the door and enter the next area.

Area 03 (Torture Room)
Read Area 02 info.

Area 04 (Hidden Basement)
Walk down the hallway into the first large room. Sitting on the table is a note, read the note, and go to the wall that has a candle stick with no flame. Activate the wall, it will open up, and enter the short hallway into the next room.

In the next room, the doors will shut and lock. Fight the creatures that spawn and grab the potions from the containers after each wave. The boss Lich will spawn after the 2nd wave. Kill the creatures that spawned with the boss first, then kill the lich. If you try to kill the lich first, you will not be able to, he will be knocked uncouncios until the others are dead. After the boss is killed, you will recieve a key. Leave that room from the other door (not the one you entered the room with).

Walk down the hallway until the end watching out for random creatures. Once you get to another large room with walls seperating the room, walk to the door that is in front of you, and inside activate the lever. it opens a hidden wall in the 2nd door on the right. While your in the room, attempt to find the hidden wall safe with lots of goodies (takes a bit of patiences to find the way to open it)
Enter the newly opened hall and continue down the hallway until the door, enter the next area.

Area 05 (Servants Quarters)
Walk down the path until you get to a seamingly dead-end. Activate the Movable Pillar on the left. The rest of this area is straight foreward, just explore watch out for possible creatures. Once you get done, exit the area with the door thats to the right of the bedrooms.

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VI 	- Cathedral of Corruption, Profane Halls, Halls of the Profane Entrance

When you enter the first area, there will be a couple guards along the walk way. Loot if you wish they have
their gear on them still. Proceed to the building ahead of you(only one way to go.) Now in the second area
it is simple to navigate, you can explore the area and face encounters or barrel your way across the room(and
miss a couple little things) such as a skull cross and some bone works. Enter either of the two doors across
 from your entry point from level 1. Level 3 will include the boss challenge(for the level) You can either kill
the enemies in there zombie and skeletons and kill the lich(a painful battle) or rush to the back of the room
to find the Phylactery. upon activation the lich will die(as in you destroyed the item), loot his body and 
proceed to the bloody door, that was right infront of you when you entered the third and final chamber.

Notes: To beat the level(aside from getting over the different visuals) It's quite simple.
Beat the final boss.

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VII 	- The Exit, To the Deep, The Pit, The Deep

Section one, to the deep
The key to the exit is located in a chest called keys near the guard area.

Sectiontwo, the deep This starts out as a long stairway down that ends in a dead end. You need to activate the triple candle holder in the corner to open the secret door. After passing through a short cave area you will come to a ruin fort area. Follow the hall until it splits. To the right is a medium sized room and in the back is a chest called keys and more. inside you will find the key and a few other things that may come in handy. Go back to where the hall split and go down the other side and the key will open the door to a short hall that will take you to the pit.

Section three, the pit you enter in to a medium sized room,go to the right and you will see,maybe it is very dark,that you can go to the left or up a set of stairs to the right. Go left first and follow the hall around and you will come to a large room all the way on the back wall you will find the boss's virdan urn. Inside is the key to the way out. After you have the key go back to the stairs that are in the rom you entered through. Go up the stairs and then down the other stairs and then follow the hall around until you reach the broken wall. Go through the cave and you will find the door to the next section.

Section four, the exit. just follow the hall around and you will come to the door that leads back to the castle,there is a rest area on the way if you need a nap or a little R&R., The key is in a chest by the door.

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VIII 	- The Bloodied Keep, Chapel, Barracks, Mausoleum

In order to exit the starting area, speak to the nearby Legion Captain for his key.  He'll run off and unlock the door for you.  After the ensuing scene, make your way out the door and follow the halls until you reach the large hall.  You'll be approached by a ghost, who will hand you a riddle.  The chest with the exit key is ahead, on a pedastel.  You need three keys to open it.  

You do not need to find the keys in order, but it is suggested that you do so in order to preserve the difficulty factor.  Each "key" will test you in a different way.  The First Key will test you in easy combat, the Second Key will test your sense of direction and as well as add moderate combat, the Third Key will test your patience and will force you to face a boss.  

To find the First Key: Go to The Bloodied Keep Barracks.  Go through the door straight ahead.  Search the table on your right as you enter for the first key.  

To find the Second Key: Go to The Bloodied Keep Chapel.  Go through the right door as you enter.  Turn right at the first fork.  Turn left two doors down from the fork.  Turn right again, and follow the hallway to a room with statues.  Search the left bowl on the offering table to find the second key.  

To find the Third Key: Go to The Bloodied Keep Mausoleum.  Defeat the mini-boss, and then go through the door. You'll find yourself in a room full of coffins.  The secret here is to read the riddle carefully. It says to "search the casket which bares no name".  While many players might immediately start frantically searching the coffins, the astute player will notice several small Offering Caskets strewn around the room.  In fact, these are the caskets you're looking for (Casket has two definitions: A jewelry/safe box and a coffin).  Head to the North-East corner of the room and look behind the stone coffin just below the last niche.  You'll see a box with literally no name.  Activate it to get the last key.  Then just defeat the final boss.  
 
Simply return to the large hall where you began and unlock the chest to find the exit key.  


Easter Eggs: There are two brand new books on the Legion Captain's Desk.  The first is one I found (The Tell-Tale Heart), the other is one I wrote (Captain Jensus' Dracula, which is written in-game by Captain Jensus).  It should help build the atmosphere.  

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IX 	- Lord's Manor, Ball Room, Staff Quarters, Crawl Space

You start in a sitting room with no apparent way out, until you step into the large fireplace. The wall lowers revealing a wall. Take the hall to the kitchen and through to the dining room. From there you'll wind up...in the walls so to speak, take that passage to the end where you'll eventually hit a door. That door takes you to the ballroom, when you step into the large circle in the center of the floor you'll be transported to the boss, defeat her and you'll be transported back. A new passage should be open in an extinguised fireplace. Go through the door in there and you'll wind up in a bedroom, the key is in the body on the floor.

Da end

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X 	- Hall of Torment, The Well

enter entrance door into the halls of torment... go kill large flame atronach... take key... go open locked load well.
-- section 2 --
2 options (kill creatures as desired):
1. go activate giant skull to the left
2a: leave room FAST and head to the right
2b: stay in room, let yourself almost drown
3a: get any loot you want, headupstairs (ladder)
3b: get any loot from upstairs, use exit door (to section 1, area 2)
4a: get any loot from upstairs, use exit door (to section 1, area 2)
-- Section 1, area 2 --
head to exit door... be surprised and scared... kill creature... get exit key, exit.

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XI 	- The Stym

1) On the durzog chase scene, wait for it to get to the other side of the desks,
jump over the desk and open the door and then run. When the room lights on fire
just keep moving and the fireball will probably miss or not do enough damage to kill you.
2) On the first boss, use the room explosion to kill the enemies, not your dagger.
3) For the room of fire balls, go to the north east corner and jump up the crates and then
go to the south west corner to get to the door. A short cut is to jump on the fire ball
shooter and jump up.
4) There are arrows on the east wall of the Death Atronach Battle. Use arrows not 
a dagger
5) For the durzog battle, use a bow and arrow and find the small aylied containers
fill with a poison called "False Elixir" which deals 5000 damage on hit. Five hits
against the durzog will kill it. The experimenter is immune to poison. You'll
have to just fight him till he dies.
6) Those false elixirs are removed as the player leaves the Stym. Relax.

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XII 	- The Void, Guest Room, Imperial Prison, Imperial Palace

You will arrive in a mostly ordinary looking guest room. Checking the area, you'll find a dead guard, stabbed through the heart with his own sword. There is a desk with a mysterious device on it. A pile of tempting treasure beckons the greedy. All is not quite what it seems though.

Head over to the bed, and on it you will find a partial skeleton. Activate it. The Emperor's voice... now that's creepy.

Return to the desk and activate the mysterious device. Upon doing so, the Emperor will speak again and an Oblivion gate will open in the far corner of the room.

A quick and dirty overview: You must retrieve the missing parts of the skeleton. Each one is in a twisted version of a real place in the game. If it isn't obvious, it's supposed to be the Emperor's nightmares about the Oblivion invasion. Once all the parts are restored, the key to the next level is in the treasure pile.

Level 1 - The Imperial Prison

Enter the gate to reach the first part of the quest. The Emperor will speak again, and after finishing the prison area erupts in flames! A dead Mythic Dawn guard lies on the ground by his post. Further ahead, an imprisoned legion soldier's ghost begs the player to stop. Speaking with him will give some background on what happened here. He asks to be let out. Return to the Mythic Dawn guard, who has the key to his cell. Open the soldier's cell, and he will run for the exit - dying when he reaches the door. Loot his body to find the next key, which opens the cell containing the flame atronach. Combat with a fire daedra in a room full of fire. Be careful as it could lead to an untimely death.

Once the daedra is eliminated, the cell should be somewhat familiar. Yes... you've been here before, right? As when the Emperor and his Blades came through once before, you can open the secret passage by finding the loose brick on the right side of the alcove. Go through the passage.

When you emerge though, you will not be where you might expect. A closed chamber in an Ayleid ruin deep under the Prison, with Mythic Dawn decorations and flaming corpses hanging from the ceiling. Ew. On the sacrificial altar, attempt to speak with the Emperor. His words ring true, look up, and the Dagon statue is now bathed in red light. Getting up there will require some acrobatics, head for the opposite end of the chamber. Use the teleporter to get up on the ledge. From there, jump to the column, and from the column, jump to the broken ledge above the tunnel you came in through. You should be able to see a floating dais with another altar on it. Jump up on the railing, carefully, and then jump to the altar.

From there, you have a clear view of a gigantic copy of the Amulet of Kings. You'll need to jump over to the Dagon statue, and then activate the amulet. You need a repair hammer, if you have none, one should be on the altar you jumped over from. Strike the amulet, and be prepared for a fall to the ground as the statue crumbles. Walk over to the Emperor, who is now dead, and loot the body. Once you do so, a portal activates and undead guardians will appear to stop you from reaching it. You must use the teleport pad again, jump from that ledge to the portal's ledge, and go through. It is not necessary to kill the undead, but it does make it easier to get to the portal.

Once back in the guest room, the Oblivion gate is gone. Walk over to the bed, activate the skeleton. The ribcage is now attached and another ominous warning from the Emperor is delivered. Activate the device again, and the gate to level 2 opens.

Level 2 - The Imperial Palace

The Imperial Palace has been invaded! Daedra and Dremora have sacked the ground floor and killed all the palace guards. Proceed to the right after listening to the Emperor's words and killing the Churl who appears. There will be another Dremora to kill, and further up, a flame atronach guards the way to the upper viewing room. The door ahead is locked, so proceed down the hall. Upon opening the door, a Dremora mage is seen pushing Chancellor Ocato over the railing. He will then turn and attack. Go back down to the council chambers and look for the ghostly soldier standing near the body. As you approach, he will call out to Chancellor Ocato. Loot the body for the key to the upper palace.

Upon entering the upper palace, more flaming corpses hang from the walls, and blood is everywhere. Three legion soldiers will eerily recount some familiar tales. The first talks about Kvatch, the second two refer to what happened in the palace itself. Proceed into the back room where the Emperor lays sleeping. Attempting to speak to him will trigger another short voice clip at which point a xivilai comes in behind you as he dies. Fight the xivilai. When it is killed, the arm bones for the skeleton will be on its body. Head through the portal. Due to technical issues with the game's AI engine, one of the ghostly legion soldiers may attempt to assist you in the fight, I've tried to keep him from leaving his spot but can't get him to stay put. Consider it freebie assistance, but be mindful of turning him hostile if you accidentally hit him.

Activate the skeleton back in the guest room to attach the arms and get another ominous warning. Touch the device to open the 3rd and final gate.

Level 3 - The Void

The Void is a set of small floating islands. In order to get out, you must find Chancellor Ocato, the soldier with him when he died, and the Emperor. All of whom are now ghosts. The central island across the bridge contains three portal gates. Each one leads to a separate island, loosely based on themes from the Shivering Isles. You can enter in whatever order you prefer. Try not to get knocked over the side of one of the islands, this means instant death.

The left gate leads to the Dementia island. At the far end is a house, but in order to get there you must navigate a small invisible maze. If you are looking closely, you'll notice the glowing pods. Following those in sequence will guide you through the maze with little trouble. As a further hint, the smaller pods mark the ways you shouldn't go, because you'll hit a dead end. once you've exited the maze, go up the stairs, then follow the wooden ramp along the side, and up to the roof. Chancellor Ocato will be there. Speak to him, and he'll realize he's dead. Make sure you pay attention to his warning about the forward bridge, take care of that before you return to the top of the building to activate the other bridge.

The gate on the right side of the central island leads across to the barren waste island controlled by the forces of order. Kinghts in service to Jyggalag. You'll need to defeat them, placing their hearts of order within the obelisk at the back end of their island. Once this is done, you will find the soldier who was at Ocato's side in one of the towers. Speak to him and he'll go to the shrine with the others. The activator for the bridge is in the other tower.

The middle gate on the central island leads across the abyss to the Mania island where a small shrine has been erected by unknown previous inhabitants. The ghost of the Emperor is here. Speak to him. If you have not yet found Ocato and the soldier, he will cryptically ask you to do so. Once you have all three ghostly figures there at the shrine, speak again to the Emperor and he will bid you farewell and hand over the last portion of the skeleton for the bed in the guest room.

Back in the Guest Room

Place the final portion of the skeleton on the bed, and one last comforting assurance that the Emperor's ghost will rest easy is given. Once this is done, the treasure pile that once denied you will now reward your patience by giving up the key to the next level of the castle.

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XIII 	- The Library, The Forbidden Cove, The Treasury

In the Library, simply cross to the other side and enter the Forbidden Cove.

Forbidden Cove: Follow the line of ruined towers to the broken walkways floating at the edge. DO NOT toggle god mode. DO NOT toggle the clipping. Grow a pair and attempt the jump. After the jump, take the stairs on your right and follow the path around to the cove. Head out to the Pirate Ship. After battling the pirates, enter the Captain's cabin and head to the Treasury.

Treasury: As you enter, read the note by the body for an important tip. There are two locked doors. You'll find keys for both in two locked chests in the halls. The only thing you really need to know in here is this. Stay out of the shadows.

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XIV 	- Bilge Rats Way, Deathly Subterrane, Dark Chambers

1. Open gate, move to the left and wall crumbles.
2. Second gravesite on left has bag with key in it.
3. Proceed deeper and unlock door, enter hallway and be captured.
4. Wake up, either avoid flaming zombie or attack.
5. Follow blood trail to find your equipment. That includes going through one 'secret' wall.
6. Go back to area you woke up in after being captured.
7. Proceed deeper into dungeon. Find the long 'torso' hallway and continue through it past the screaming face.
8. A corner room will cage you in. The two buttons will only shock you so leave them alone.
9. After a few seconds the first set of spikes will come out. Stand in the doorway frame of far gate.
10. When the first spikes retreat, go stand in doorway frame of other door and then other spikes will come out.
11. When both spikes have retreated, the gates will lower after a few seconds.
12. Go past flaming hallway, and where evil laugh is accompanied by red flashing lights, go straight forward.
13. In chest on ledge is the key.
14. Go back to the place where red lights flashed and take other passage to the exit door.