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Voyage to the Dreamborne Isles

By VzRedemption
Full Walkthrough

Contents
01 Accessing the Isles --QUEST: A False Awakening-02 Hub World: Dreamborne Isle
03 Water Keystone: Riverhead Manor
04 Fire Keystone: Flamecrag Grotto
05 Forest Keystone: Woodpeak Temple --QUEST: Woodpeak Phantom-06 Climbing Higher
07 Hub World: Ter'Avina
08 --QUEST: Stranded and Hunted-09 --QUEST: Fallen Truth-10 The Common House: --2 side quests-11 Lowering the Barrier
12 The Grand Starchamber
13 The Last World

01 Accessing the Isles


Once you've installed the mod and activated the .esp file, start your game and go to the Frozen Hearth
in Winterhold. There, you'll meet Borlan, an apprentice mage at the College, who tells you a story
about how his Master went missing a while ago. He gives you a quest to find him --A False
Awakening--, and a key. Go to the house that this key unlocks (Aulbryn's House, located near the
Guardian Stones...map marker should have appeared on your world map). Inside is a small, quaint
setting, with a few decorations, a journal entry, and a strange bed. Activate it.

02 Hub World: Dreamborne Isle


You'll find yourself in a familiar place, but this familiarity fades quickly once you step through the
door. Feel free to take a look around and explore Dreamborne Isle, but ultimately you'll need to find
three keystones to unlock the Dreamshrine Gate and proceed. They are each located in a seperate
world, accessible from Dreamborne Isle, and can be acquired in any order. There are some goodies and
dream journal entries to find here, and all the important locations are discoverable so you can fast travel
to them quickly if you desire.

03 Water Keystone: Riverhead Manor


Through the doors of the house on the hill lies another world, Riverhead. Here, you'll need to reach the

shrine at the top of the level to retrieve the Water Keystone. To get there, navigate under the bridge and
to the left, up the stairs by the small waterfall, around the bend and up to the rock bridges. If you go
left, there are some docks and boats, with another couple dream journal entries and treasures (the house
here leads back to Dreamborne Isle, so avoid it if you don't want to go back there right now). Navigate
the rock bridge maze (it's fairly easy, just take a second to look at the pathways...also there is a treasure
chest on the outcropping back towards the rock spire) and continue past the building/tower thing to
access the shrine. Climb to the top and you'll find the Water Keystone, and a nice view. The door below
the shrine leads back through Dreamborne Isle and to a hidden treasure chest overlooking Riverhead.

04 Fire Keystone: Flamecrag Grotto


Down by the shore of Dreamborne Isle (under the statue of Malacath) is a cave entrance that leads to
Flamecrag Grotto. Here you'll find your first enemy encounter. Near the entrance is a powerful
crossbow (Fyr'nas) and unique ammo that I recommend you use for a lot of the enemies you'll face in
this mod, and a dream journal. There are three pathways you can take around the dungeon, each
guarded by some bandits. I recommend the sneaky archer playstyle here, as the enemies all carry
powerful ranged weapons, and some of them are significantly stronger, able to one-shot weaker
players. Take them out one by one and hide between kills. If you do get detected, try to run for cover
and funnel them into a choke point, where the Explosive Bolts will do massive splash damage to
multiple targets. KEEP MOVING! Stand still long enough and 3 or 4 regular arrows could hit you and
bring down a ton of your HP. There are obviously other ways to get through this segment, so
experiment and try different tactics. This portion will be significantly easier if you have a Marksman
rating of 60+ and the Ranger perk (move faster with a drawn bow). NOTE: I have experienced a bug
where the Quick Shot perk actually decreases Fyr'nas's firing speed...feel free to contact me if this bug
happens to you.
Once you've defeated all the bandits, or have sneaked past them, you'll reach a second lava pit with a
Dwemer Centurion (Ifreyt) guarding the Fire Keystone. This guy has a TON of HP and is strong and
fast. It's best to avoid his attacks entirely by kiting him, running behind cover, and taking potshots at
him with Fyr'nas and the Bolts you acquired here. Stay alert and aware of where you are on the map,
and slowly bring his HP down while staying out of his range. Once he's defeated, grab the Fire
Keystone at the top of the steps, and you'll be faced with one final challenge. 7 flame atronach
guardians (Hellfyre Souls) will pin you to the shrine. Switch to Freezing Bolts to take advantage of
their elemental weakness, and take them down (you can try running past them as well, if you're bold).
To be honest, they're probably easier than Ifreyt was. Make your way back to Dreamborne Isle.

05 Forest Keystone: Woodpeak Temple --QUEST: The Woodpeak


Phantom-Go through the middle door and you'll find yourself inside a sprawling cave. This is a maze of
pathways that you must work your way around in order to find the Forest Keystone. Also, you'll meet a
ghost of a maiden named Aryana, who is in need of your help. Hear her out, and agree to help her, and
she will give you hints on how to access the Forest Keystone. Her quest is completed once you find all
9 Forest Spirits scattered around the temple. They take the form of glowing lights found on unique
lighted stones, so they can be spotted from a distance. If you want to go straight to the keystone, head

left around the pink tree and go to the torches that lead under a bridge. Follow the stairs up to the left,
always following the eternal fire like Aryana said. This is the only way to reach the Keystone, and
once you have it, you may return to Dreamborne Isle through a side door on the opposite side of the
Azura statue (there is also a dream journal here). If you decide to stay and find all the Forest Spirits,
good luck! Try to map out the level in your head, and make note of which paths you have already been
down. Completing this quest for her allows her to finally pass on, and in return she will give you hints
as to what to expect later on.

06 Climbing Higher
Return all three Keystones to their respective pedestals at the Dreamshrine in the middle of
Dreamborne Isle, and the gate will open, allowing you to move forward. In Elysian Ascent, work your
way up and around the pathway to the door at the top to access Ter'Avina, the Crater City...this is your
second hub world, and probably where you'll spend the majority of the mod.

07 Hub World: Ter'Avina


At first, you won't have much to see, except for the debris of a tragic shipwreck. It's obvious that some
died here, but there are some survivors. Walk around the bend, and speak to them to learn more about
what happened. All of them except for three (Wilhelm, Valkus, and Lorcano) have just one expositional
line. Listen to what they have to say, if you'd like, but the two main NPC's you'll want to talk to are
Valkus and Lorcano. They each offer a quest to complete that will take you around the different worlds
found here. Explore! There are more locations to discover, dungeons and caves to enter, secrets and
dream journals to read, etc. Notice the central island, which is sealed by a barrier on a bridge accessible
from the far end of the island. We'll work on bringing it down later.

08 QUEST: Stranded and Hunted


Talking to Valkus eventually leads to him asking you a favor: help him and his crew off the island. This
quest comes in two stages, finding another mode of transportation, and making sure they get off the
island safely. The first objective is simple enough. Follow the quest marker into the Scy'llaran
Marketplace (the entrances to which are found in the Business District), and make your way up the
wooden bridge to the floating ship, then report back to Valkus. He then asks you to eliminate the threat
that is preventing them from leaving...a group of fierce dragons that are also the reason they are stuck
here. Feel free to complete this objective when you'd like, as they are located on the complete opposite
side of the island by the barrier. I highly recommend exploring first, because you'll come across more
gear and items to help you immensely with this battle. When you do decide to fight them, head over to
the Guarded Shrine and climb the steps. Take cover among the different sections of the shrine, and pop
out to hit them with Fyr'nas's Bolts when you get the chance. They will rain down fire and ice breath
attacks on you, so drink some Potions of Resistance to lessen the damage. Once the main dragon,
Zealot Master, is defeated, the quest will update, and you can return to Valkus, and the quest will be
complete.

09 QUEST: Fallen Truth


Lorcano can be found in the Business District, up the stairs to the right in a little corner filled with
books (he is voiced by the amazing skinnytecboy...check out his awesome, hilarious follower mods!)
Agree to help him out, and he will give you a key. This key will allow you to access the locked portal
in Scy'llaran Marketplace, down the pathway left leading around and behind the floating ship.
You may have glimpsed this area before (the Lost Archive), but now you have full access to it. Find
your way around the city, and pick up the armor pieces hidden throughout. There are four total:
chestpiece, gauntlets, greaves, and a helm. They will harden your defense and strengthen your abilities,
so I recommend equipping them to tackle the upcoming fights. Once you've had your fill of this place,
proceed to the far end of the Lost Archive and go through the other door leading back to Scy'llaran
Marketplace (the one with two giant orbs near it).
You'll now be able to explore a previously inaccessible part of this place, so work your way around the
pathways (some jumping is required), your goal being to reach the pink tree overlooking this section of
the map, high up above. Go through this door and you'll find yourself on the second level of Lost
Archive.
Navigate around this pathway, taking care not to drop back down, and you'll eventually reach the
floating platforms that lead up to the central rock structure. Climb these platforms to the top, and you'll
be very close to the Ancient Record, which Lorcano seeks. However, it won't be so easy...five insanely
difficult Guardians awaken once you reach the center, so you'll have to take them down or run for your
life as you grab the Record and head through the door back to Ter'Avina. These enemies are strong. Use
Fyr'nas again, drink some potions you acquired before, and prepare for a tough fight. Depending on
your Archery skill and what gear you have equipped and potions you've consumed, Fyr'nas's Explosive
Bolts will take them down in as few as 3 to 5 hits, if you've prepared. Use the map for cover, constantly
move and dodge their spells, and STAY OUT OF THEIR DIRECT SIGHT as much as you can! They'll
summon some atronachs, but these go down in one shot. Having the Ranger, Eagle Eye, and Steady
Hand perks help a lot in this fight. Once they're defeated, grab the Record and head out the door.
Back in Ter'Avina, you'll be treated to a part of the city high up that you probably have only viewed
from a distance before. Take a look around...there's a shrine dedicated to the lost people around the
corner, and some neat artwork by my friend Mark. When you're ready, return to Lorcano by fast
travelling to the Business District, or by jumping off the cliff into the water below. Speaking to him
will complete the quest and reveal the mystery of the Scy'llara, the ones that came before, a tale littered
with virtues.

10 The Common House: 2 side quests


Inside the building you'll find two men who each have their own requests. Malvin, whose brother is
gravely injured, asks for your help in retrieving the --QUEST: Waters of Life--, and Greagor, the
resident drunkard, needs some more booze --QUEST: Drowned Sorrows--. These are both fetch
quests, with a quest marker for one of them (you'll have to search for the other, but you'll find it with a
little exploring). Find and return what they ask for, and they will give you a couple neat artifacts.

11 Lowering the Barrier


If you've completed Valkus' quest, you may remember him mentioning Lorcano knowing something
about lowering the barrier that blocks the central island. Speak to him, and a new dialogue option will
open. He says that you must access the Sundered Core from both sides to bring it down. This can be
tackled at any time, but there are a lot of powerful Daedric enemies here, so be prepared.
Both sides of the Sundered Core can be accessed by doorways in the Residential District, with two
entrances to each side. One side is home to the Great Mother that you may remember Aryana
mentioning. Much like the Woodpeak Temple, this is a maze of pathways that lead up and around the
the pathway that leads to the Core. There are two ways to access the center, one from each side of this
half of the map. Use you brain and look around for the right path, then press the switch to activate this
side, and a portal back to Ter'Avina.
Find one of the other two entrances to the Core within the Residential District (or the Hall of Kings),
and this time you'll be face with an army of Dremora. They all use ranged weapons again, and a few of
them wield powerful magic. If you've played first person shooter games, utilize some of the strategies
you'd use in those (flanking around the map, forcing the enemies into choke points, and always looking
for cover) to gain the upper hand. Once again, the stealthy sniper method can be used to thin their
numbers, and there are a few chests scattered about that contain invisibility potions you can use to
remain hidden.
The level itself is another maze, and once again there are two pathways up into the central structure.
Don't be afraid to run if they begin to outnumber you (which they will), until you can gain a better
vantage point. Save often (after you thin out a number of them and find solid cover), and continue
pushing forward into the level. Ascend the tower by looking around and noting the correct pathway,
and once again flip the switch on this side of the Core, and the barrier leading forward will fall!

12 The Grand Starchamber


The penultimate world. This is a series of floating islands and pathways connected by teleportals. Your
path is obstructed until you can flip three switches illuminated with green light. This pattern continues
through the level until you reach the top. Each teleportal is color coded and transports you to the same
location, so this time you'll have to rely on your memory of which color portal leads where. Keep
looking for green switches until you receive the message The door is open!!, then find your way back
to the previously locked gate and proceed. You'll need to do this three times, with the complexity of the
map layout increasing each time. Good luck!

13 The Last World


Successfully navigate through the Grand Starchamber and you'll end up in the World Axis. You'll notice
that this is much like the beginning, a mirror of Aulbryn's House. Proceed through the door again and
you'll have one final area to explore. This is a grandscape filled with more intricate pathways, and

recollections of past themes and concepts. Make note of the structure directly above you...your ultimate
goal is to reach it. (If you do not see the Sovngarde sky here, just open and close the world map, which
should fix this bug).
The first part of this world recalls Riverhead, Flamecrag, and Woodpeak, before a city-like area of
floating islands following the Woodpeak platform puzzle. Work your way through these challenges and
you'll find a group of cheerful, enlightened individuals that seem to have knowledge a bit outside of
what you'd expect. Speak to them if you wish, and proceed into the city streets. There are colored
doorways that lead to different locations, with one path ultimately leading forward. Like one NPC says,
the Azure glow points the way, so look for a door lighted blue at the top of a Dwemer tower,
accessible after another platform puzzle. Go through this door, work your way around the path, up the
steps, and through the portal. You'll find yourself at the top of the world, greeted by the very person you
set out to find. Congratulations! When you're done, proceed through the door to return to Skyrim.

If you have any questions or comments at all, please don't hesitate to comment/message me! I would
love to hear your thoughts on this mod, and there is even a survey you are invited to complete that can
be found on the mod page. I hope this experience is a rewarding one for you, and I wish you all the best
in every one of your endeavors!
With love,
VzRedemption

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