Paranoia May Destroy You
Credit: ed_conn and Bethesda Softworks"I have decided to accept a job from Todward. He wants me to search an old tower for some research papers, possibly a book or journal, about an item known as the Lucky Charm. He said it was some old, minor relic. Must have been, I have never heard of it. I am not sure why he would waste his time looking for such an item. Especially since it may not even exist. Of course, when you think about it, it is my time he is wasting."
Credit: ed_conn and Bethesda SoftworksTodward gives you a key to Firena's Tower and marks its location on your map, a Potion of Speed and a Summon Headless Zombie scroll.
When you get to the tower, there's a Dead Bandit outside and a levelled mythic creature.
Enter the tower. On the table in front of you is a Note which says "You must look down to move up." There are two exits from the room; one needs a key, the other leads to the dungeon. There are also a Potion of Grounding, a Potion of Insulation, a Potion of Healing and a scroll of Lighten Load on a table.
Credit: ed_conn and Bethesda SoftworksCredit: ed_conn and Bethesda SoftworksGo through the door to the dungeon, and go down until you come to a room with three statues in the centre. The statues are of Mara, Akatosh and Tiber Septim. Each can be activated, but you lack the items they need. In the centre of the north west, south west and south east walls are alcoves, each of which has a Movable Pillar. Moving the pillar on each wall opens a door to a maze. The minimap is of no use in the mazes as it is completely blacked out.
Credit: ed_conn and Bethesda SoftworksIn the maze accessed from the north west wall you can find some Rose Petals on an altar beside two Roses. Leaving this area causes levelled enemies to appear in this maze.
Credit: ed_conn and Bethesda SoftworksThe south west maze has a Decorative Sword. Leaving this area causes levelled enemies to appear.
Credit: ed_conn and Bethesda SoftworksThe south east maze has a Time Piece. Leaving this area causes levelled enemies to appear.
As well as the items you need, each maze also has several bodies - some skeletonised, some not - as well as Chests and/or Strong Boxes. Many of the Chests and Strong Boxes trigger traps when opened, such as poison gas and darts. The trapped Chests and Strong Boxes can normally be detected by the fact they have something dead near them. The contents ar sometimes quite valuable, so it can be worth risking the traps.
Activate the statues in the central room, and choose an item to offer them. Give Mara the Rose Petals, Akatosh the Time Piece and Tiber Septim the Decorative Sword. Once all three statues have got their items, Firena's First Key appears on the table on the north east wall. Take it and go back upstairs to the entry hall and use it to open the other door.
Credit: ed_conn and Bethesda SoftworksThe next floor has a dead Skeleton, another door that needs a key and three levers marked Reman, Alessia and Tiber Septim. On the central table is another Note which says "It's as easy as 1,2,3." You have to pull the levers in the order in which they reigned, so first pull Alessia, then Reman and finally Tiber Septim. This causes Firena's Second Key to appear on the small table. If you get the order wrong a fireball will be fired at you.
Take they key and open the locked door, and make your way to the next floor.
This floor has a Dead Marauder. There is another Note on the central table with a riddle on it.
"What is it,
That the Hero dispenses?
That the Idealist fights for?
That the Arbiter judges?
That the Villian deserves
What is it,
That cannot be slaved,
Yet can be served?
That condemns innocent,
Yet pardons the guilty?
Know that the answer to this riddle is a lie
Know that you will not find the answer beyond this gate, but in your own hand."
Credit: ed_conn and Bethesda SoftworksOn the north east wall are six blocks marked Death, Retribution, Fate, Justice, Resolution and Destruction. The block you need to press is the one that answers the riddle, which is Justice. If you press the wrong block, monsters appear near the exit door. If you are good at hiding, the monsters may not detect you and, if all summoned, are quite likely to fight each other. When Justice is pressed, Firena's Third Key appears on the small table. Take the key, open the locked door, and make your way to the next floor.
The Note on the table in the centre is another riddle.
"Multiply your Fingers
by your toes
divide by one half
add in the number of months"
Credit: ed_conn and Bethesda SoftworksOn the north east wall are four handles; one marked Hundreds, on Tens, one Ones and the final one just says Turn Handle.
Activate the number handles and select the relevant number to reach the answer to the riddle, which is 212, then turn the final handle. If you enter the wrong answer, darts will fire at you. Firena's Fourth Key will appear on the table when the correct answer is entered. Take it and open the locked door.
You have now got past all the traps, and are in the living quarters of the tower, consisting of a study and a bedroom. Both rooms have a fair amount of loot; mostly books, silver items, alchemical apparatus and ingredients. The most notable books are the Speechcraft book, The Wolf Queen, Book Seven, the Athletics book The Red Kitchen Reader and the merely valuable book Nerevar Moon and Star.
Credit: ed_conn and Bethesda SoftworksThe book you want, The Lucky Charm, is on a table in the bedroom on the top floor. There's a Note on top of it which you can also read. The contents suggets that Firena may have disappeared whilst trying to get the proof needed to get the book published. Take The Lucky Charm and return to Todward. Todward takes the book and gives you 250 Gold, a Summon Skelton Guardian and a Summon Skeleton Hero scroll, and suggests that you now speak to Arkyon, who wants you to collect some rare seeds for him in Beauty is in the Eye of the Beholder.