The
Elder Scrolls IV: Shivering Isles (PC
DVD-ROM) - Page 1
of 2
Reviewed by Barry Little -
April 27, 2007
ESRB Rating: M (Mature 17+)
“High Chancellor Ocato! This…is a
surprise—and an honor, of course.”
The last thing
Jaiden Delen expected
was a visit to her retreat at Frostcrag Spire from the
High Chancellor escorted by four Imperial Battlemages.
Two remained nearby, while the other two stood watch
outside the Spire’s entrance.
“The honor is mine,” the High
Chancellor said with a warm smile. “The Elder Council
extends its gratitude and compliments for a job
well-done at Sundercliff Watch. Once again, you’ve done
Cyrodiil and the Empire a great service.”
Jaiden had secured the fearsome
Daedric artifact Mehrunes Razor, and killed most of the
Drothmeri Army. No doubt the nest of vampires in the
Varsa Baalim Ayleid ruins beneath Sundercliff Watch sent
any survivors to a fate worse than death. The rouge
Telvanni Battlemage Frathan Drothan sought to use
Mehrunes Razor and his army to destroy the Imperial
Empire and their allies in Morrowind. He was also
responsible for her false imprisonment before she was
eventually set free by the late Emperor Uriel Septim at
the onset of the Oblivion Crisis. Jaiden’s only
failure—and disappointment—was that Drothan didn’t die
at her hands. Msirae Faythung, disgraced champion of the
Daedra Prince of Darkness and Destruction, Mehrunes
Dagon—who doomed him to an existence as “living statue”
for all eternity to stand guard over Mehrunes Razor,
savagely killed Drothan as soon as he tried to
retrieve the powerful Daedric weapon—and nearly did the
same to her.
Ocato marveled at the design of the
Spire. Jaiden could tell that he was impressed, perhaps
even a little envious. “Would you care for refreshment
after your long journey, High Chancellor—some wine
perhaps?”
“Oh…no thank you,” Ocato said, turning
his attention back to Jaiden.
Since
Ashante and the Knights of the
Nine were already on an undisclosed mission “of great
importance” for the Elder Council in Northern Cyrodiil,
whatever brought Ocato to Jaiden’s door must have been
extraordinary.
“So, High Chancellor. What brings you
to my humble abode?” Jaiden asked.
“Well, a…situation has developed in
Bravil. In the middle of the Niben Bay, to be specific…”
The
official expansion to the
2006 Game Of The Year, The
Elder Scrolls IV: Shivering Isles takes you into the
Oblivion realm of madness ruled by the Daedric Prince,
Sheogorath who is seeking a mortal champion to
save his realm from annihilation by a mysterious,
destructive force.
You can play Shivering Isles with
an existing character or create a new one. If you start
off with a new character, you must exit the Imperial
Sewer after completing the tutorial level at the
beginning of the game, where you are given one final
opportunity to make changes to your character before
entering the outside world. Either way, after a day has
passed, your trusty quest journal will pop up and
interrupt whatever you happen to be doing at the moment,
and notify you that a Strange Door has opened in
the middle of the Niben Bay near the town
of Bravil. If your character doesn’t have an
enchanted item or spell that permits water walking,
well…I hope you’re up for a good swim.
That door happens to be a tiny island
with a gigantic, stone head of a man with three faces
joined at the eyes. The mouth in the middle face is
stretched open with a shimmering pool of light at its
center—a portal of some sort. But your character
won’t be able to pass through just yet—at least not
until the lone Bravil Watchman guarding it eliminates a
crazed and homicidal Dunmer (with or without your help)
that suddenly emerges from the Door to the Fringe.
You learn from the Watchman that anyone who comes though
the portal comes out violently insane (definitely not a
good sign). He’s there on “mop up” duty as well as
warning anyone not to enter.
The Khajiit backed away from Jaiden as
if she were an apparition from Oblivion.
“No! Go away! I’m not here!”
Although Jaiden’s Dreadweave armor and
weapons made her look intimidating and perhaps even a
bit sinister, she could detect more than just fear in
the Khajiit’s eyes. There was madness there as well.
“I’d stay back from that door if I
were you,” the Watchman warned Jaiden as he examined the
body of the slain Dark Elf who had just tried to kill
them both. “Nothing that’s gone in has come out right.”
Jaiden turned away from the Khajiit
cowering before her, realizing she wasn’t going to get
any information out of her.
A voice that suddenly came from
nowhere and everywhere angrily thundered, "UNWORTHY,
UNWORTHY, UNWORTHY! Useless mortal meat! Walkin’ bag of
dung!”
The startled Watchman spun and raised
his shield, sword at the ready—he didn’t know for what,
and wasn’t sure he wanted to. Jaiden on the other hand
stepped closer to the portal. There was something
familiar about that voice. Though there wasn’t a cloud
in the sky, there was a brief rumble of thunder. Then
the voice spoke again. This time it sounded amused.
“A nice effort though. A shame he’s
dead. These things happen.”
Jaiden and the Watchman looked at one
another, then the dead Dark Elf. The voice roared again
without warning.
“Bring me a champion! Rend the flesh
of my foes! A mortal champion—to wade through the
entrails of my enemies!”
The Watchman was starting to get edgy,
bracing himself as if he expected an army of homicidal
maniacs to come charging through the portal at any
second. “How did I end up getting this post…” he
muttered.
Jaiden placed her hand on the hilt of
her axe as she stepped up to the shimmering door of the
portal. Its energy made her body tingle all over, inside
and out. “I’m going through,” she said over her shoulder
to the Watchman. He looked at her as if she were as
crazy as the dead Dunmer lying at his feet.
“Really! Do come in! It’s lovely in
the Isles right now. Perfect time for a visit,” the
voice rumbled like a passing storm once more.
“It’s your funeral…” the Watchman
warned her.
Jaiden took a deep breath, closed her
eyes, and stepped through…
Entering
the Door to the Fringe leads to you a small, somewhat
nondescript room where you’ll meet Haskill,
Chamberlain to Lord Sheogorath, the Daedra
Prince of Madness. If you’ve performed the “Whom
Gods Annoy” or “Sheogorath” Daedric quests in
The Elder Scrolls IV: Oblivion, you’re probably already
familiar with Sheogorath and his penchant for
entertaining himself by playing all kinds of crazy,
mischievous pranks on mortals.
You learn from Haskill that while the
Door to The Fringe is a portal to Sheogorath’s realm of
the Shivering Isles in Oblivion, it is not
an Oblivion Gate for the purpose of invasion. No Daedric
“Rules of Engagement” concerning the mortal world have
been violated in the opening of the portal, Haskill
insists. In fact, he tells you that it poses no threat
to anyone—though some of the more unfortunate
individuals who have chosen to enter would probably beg
to differ—if they were still sane. The door is, in
Haskill’s words, an invitation. Accepting it is
the first step you’ll need to take to find out why
Sheogorath has gone through the trouble of opening a
portal to Cyrodiil in search of a champion.
Jaiden glanced apprehensively over her
shoulder at the portal back to Cyrodiil, half-expecting
it to be gone. She was relieved that it wasn’t. She
turned in time to see Haskill fade from view in front of
what she thought was the door that was the exit to
Sheogorath’s realm. Suddenly, the room grew brighter.
Shafts of shimmering, blue-white
energy burned through the walls as the entire room
dissolved into thousands of multi-hued butterflies that
swarmed around her then flew away. When she opened her
eyes and lowered her arms, she was greeted with a
breathtaking and surreal sight. A world of rolling
hills, strange fauna and giant mushroom trees spiraling
from and snaking over the earth, huge tendrils twisting
towards a nebulous, pastel sky. Battered cobblestone
roads lined with intricately-carved, stone columns
twisted their way through the terrain like a cooked
smile with broken teeth.
As soon as the name “Sheogorath” left
Haskill’s lips, if she were smart, she would have gone
right back through that portal to Cyrodiil and advised
High Chancellor Ocato to issue a permanent quarantine on
the Door to the Fringe. But as a roguish-but-wise
Argonian in Leyawiin once said to her, “I never learned
anything by being smart.” Ready for anything (she
hoped), Jaiden set out along the path from the portal to
find the Prince of Madness—and some answers.
The Fringe is isolated from the rest of
the Shivering Isles and surrounded by a huge
stone wall, like a fortress. You’ll come across several
ruins before reaching the little town named Passwall.
The road that runs through Passwall leads directly to
the Gates of Madness guarded by the Gatekeeper. Anyone
blessed by Sheogorath can pass through the Gates of
Madness unscathed. Unfortunately, that little detail
seems to have slipped his twisted little mind before
inviting you in.
You arrive in Passwall just in time to
witness the Gatekeeper slaughter a band of adventurers.
Standing close to fifteen feet tall and weighing God
knows how many tons, the Gatekeeper looks like a cross
between Mary Shelly’s Frankenstein and Toby
Hooper’s Leatherface—and is ten times meaner than
the both of them combined. Did I mention that the keys
to the Gates of Madness are sown up inside the
Gatekeeper’s body, and that he’s impervious to
practically all of your weapons and spells?
Luckily
there is a way—several actually—in killing the
Gatekeeper. Talk to Passwall’s handful of townsfolk for
clues. They pretty much stay in the same vicinity so you
won’t have to go running all over the place looking for
them. You’ll find them both interesting and a bit “odd”
compared to the majority of Elder Scrolls characters
you’re used to dealing with. Given the circumstances,
that shouldn’t be a much of a surprise.
Once you’ve found a way to slay the
Gatekeeper without loss of life and limb (not
necessarily in that order), you can retrieve both keys
from his body that will allow you into the Shivering
Isles. Haskill will pop in (literally) and give you
the lowdown on choosing which door in the Gate of
Madness to unlock and enter. Everything in the
Isles—including the Isles—is a reflection of
Sheogorath’s own split psyche. One door leads to
Mania, the other to Dementia. Both live up to
their names from the flora, landscape and weather, to
the settlements and people. Mania is cheerful to the
extreme, a world of bright, wild saturated colors (think
Alice in Wonderland). The folks that live there
give the word “eccentric” a whole new meaning. Dementia
is drab and foreboding (think Sleepy Hollow and the
Headless Horseman). The psychological state of its
denizens leans towards the darker (and more violent)
side of madness. You’ll even find that the same species
of creatures share the physical characteristics of their
respective part of the realm—though they are no less
dangerous regardless of their appearance.
It doesn’t matter which door you enter so
much as what you get when you do. Entering the Isles
through the door of Mania grants you the Blessing of
Mania spell with a Frenzy attack against
opponents up to Level 12 in a 30 foot radius for 30
seconds. If you pass through the door of Dementia, your
character is given the Blessing of Dementia spell
that demoralizes opponents up to Level 12 in 30
feet for 10 seconds. The capital of the Shivering
Isles is New Sheoth, and consists of
Sheogorath’s Palace (your destination), and the
towns of Bliss and Crucible. The same
north-south division of the Isles between Mania and
Dementia also applies to these two districts of New
Sheoth. Bliss is located on the Mania side, Crucible on
the Dementia side, with their respective architecture
and peoples sharing the same traits as their
counterparts in the settlements of New Sheoth. Even New
Sheoth’s temple—the Sacellum Arden-Sul—is
divided. Naturally, the folks in Bliss aren’t too fond
of the ones in Crucible (and vise-versa).
Like the Oblivion gate realms in Elder
Scrolls IV: Oblivion, the only way to get around in the
Shivering Isles, is on foot. The terrain and
frequent encounters with hostiles would make travel by
horse nearly impossible, and its life-span extremely
short. As always, once you’ve discovered enough
locations, you can get around much quicker by
fast-traveling.
Law enforcement is divided between two
distinct Daedra warrior castes who serve Sheogorath. The
Aureals or “Golden Saints” protect and
enforce the law in Mania and Bliss. The Mazken or
“Dark Seducers” do the same in Dementia and
Crucible. Both are as unique in their appearance as they
are in temperament. The Golden Saints, named after their
gold skin and matching heavy armor and weapons, are
haughty and contemptuous. The purple-hued Dark Seducers
with their gunmetal gray light armor and ebony weapons
are more spiritual, sociable and tolerant. The only
thing the Dark Seducers and Golden Saints have in common
besides their steadfast animosity for one another is
their fierce loyalty and devotion to Sheogorath—and that
their ranks are almost totally comprised of females
(males in both groups play a minor or subordinate role
in any military activities).
While we’re on the subject of keeping the
peace, breaking the law in the Shivering Isles
isn’t much different than in Cyrodiil. If you get caught
engaging in any illegal activities, you have three
options:
●
Fight the arresting Golden Saint or Dark
Seducer. Bad idea. Worse than fighting the Imperial Watch or
Legionnaire. Trust me—you don’t want to get into a brawl with
these ladies.
●
Pay the fine.
●
Go to jail.
That last option is where it
gets…”interesting.”
The penal system in the Shivering
Isles works a little differently than it does in the
mortal plane of Cyrodiil. First, there are no jails.
Lawbreakers are stripped of all of their belongings,
given the usual prison-wear (tattered shirt, pants and
sackcloth sandals), and tossed in a cell located in a
multi-level dungeon. You can stay in the cell and serve
out your sentence. Or you can leave the cell and fight
your way out of the dungeon, with no more than your
character’s skills and whatever meager (and I do mean
meager) resources (weapons and healing) you can
scrounge up. If you can survive all the leveled enemies
and nasty booby-traps, you can retrieve your belongings
from an evidence chest near the front entrance, and
leave. The crime you committed will be wiped clean from
your slate. Should you choose to fight for your freedom,
you’ll find it quite a challenge whether your character
is Level 5 or 50.
Once you reach Sheogorath’s palace,
you’ll find the Prince of Madness and Haskill waiting
for you (even the palace décor reflects the
split/dual nature of Sheogorath’s madness and that of
the Shivering Isles). Unlike the towering,
destructive and satanic Mehrunes Dagon from Elder
Scrolls IV: Oblivion, meeting Sheogorath for the first time is
almost a pedestrian experience. With the exception
of his gaudy attire and creep-show demon eyes,
Sheogorath could easily pass for a 16th
century Scottish nobleman in speech and physical
appearance.
Sheogorath
doesn’t seem too upset that you’ve killed his Gatekeeper
to get in to see him. Mostly because, you’ll remedy that
halfway through the main quest. And you’ll gain some new
powers from the new Gatekeeper and his creator.
Sheogorath, in fact, is so happy to see you, he could
“tear out your intestines and strangle you with them!”
There are times when you’ll find Sheogorath’s moments of
clarity and rationality offset by his sudden, rambling
outbursts of lunacy and thinly-veiled threats to use his
omnipotence to inflict serious bodily harm upon you,
entertaining. Sometimes you may even find it annoying.
While there’s little doubt that he’s definitely “out
there where the buses don’t run,” like any deity,
he’s not to be trifled with or taken lightly.
Once the preliminary meet-and-greet is
over, it’s time to get down to the business at hand. At
the end of every era in Sheogorath’s realm, a
mysterious, destructive force known as the Greymarch,
brought on by the equally mysterious Daedric Prince
of Order—Jyggalag—destroys everything in
the Shivering Isles—forcing him to rebuild it all
over again. This cycle undoubtedly grows tiresome—even
for an all-powerful Daedric Prince. So you’ve been
drafted to become his champion to help stop Jyggalag and
the Greymarch. Obviously you’ll need to complete a
series of quests for Sheogorath to do that. Not only
will you be rewarded for your efforts, but your
character will rise in rank and stature within
Sheogorath’s Court of Madness, which brings more
than a few perks along with it.
The main quest in
The Elder Scrolls IV: Shivering Isles forces the player to make choices—or
more accurately, alignments—with either the House
of Mania or the House of Dementia. These choices cause
the storyline of the main quest to branch off into
different directions, though the only real difference
are the rewards you receive and the allies you gain. The
final outcome of the fight to stop Jyggalag and the
Greymarch from annihilating the Shivering Isles
will be the same, regardless.
In Oblivion, your character could be
good, evil or somewhere in-between, which affected the
factions you could join, your enemies, allies, and
overall, how “difficult” your “life” in Cyrodiil was,
when dealing with friendly/neutral NPCs—and the law. On
the other hand, an evil character—or one with a large
bounty over his or her head and more than a few infamy
points, had a lot of good deeds and reforming to
do, before tackling the quest in The Elder Scrolls IV: Knights of the Nine. In
the Shivering Isles, your character will walk and
often cross the line between saint and sinner with
alarming regularity. And that line gets increasingly
blurred along the way.
Naturally, many of the Shivering Isles
quests have a dark, twisted side. In the quest called
“A Better Mouse Trap”—the very first one given to
you by Sheogorath—you are charged with restoring
Xedilian with the Resonator of Judgment.
Xedilian appears to be one of many ruins in the
Shivering Isles. But it is really a trap
designed to lure uninvited and unwary adventurers who
have found “other ways” into Sheogorath’s realm, to
their death—or insanity. Once you bring the facility
online, you are immediately put into the position to
choose whether a band of adventurers who have just found
their way in, are driven mad and live their lives as
“permanent residents” of the Shivering Isles—or
die on the spot.
At
the end, you’re entitled to whatever gear, loot and
items your victims were carrying. And you get what is
undeniably one of the coolest weapons in The Elder
Scrolls IV: Shiver Isles or any of the Elder Scrolls IV
title to date—an enchanted sword with a lethal
split-personality called Dawnfang/Duskfang.
During the day, the sword transforms to Dawnfang with a
Level 15 Fire Damage on-strike enchantment. At night, it
transforms into Duskfang with a Level 15 Frost Damage
on-strike. Here’s the cool part: each “version” of the
sword becomes more powerful when the lives of 12 enemies
are claimed with it. As you leave Xedilian, you have the
first of what will be many encounters with Jyggalag’s "Forces of Order" shock troops—the inhuman
Knights of
Order.
In the “Understanding Madness”
quest, Sheogorath tasks you with meeting Syl, the
Duchess of Dementia who oversees Crucible; and
Thadon, the Duke of Mania who is in charge of
Bliss. Syl is a tyrannical, ruthless and dangerous
paranoid psychotic who suspects everyone under
her charge is out to get her—and for once, she’s right.
She appoints you as her “Grand Inquisitor” and orders
you to find those behind the conspiracy to assassinate
her. You’re to bring along Herdir, who is in
charge of the House of Dementia’s dungeon and torture
chamber, and use his unique “talents” (an extremely
nasty shock spell) to “persuade” your suspects to talk.
Failure to find the conspirators is not an
option, unless you want to experience the royal torture
chamber first hand. Once you find the guilty party, Syl
gives you a ring-side seat to the execution, which she
personally supervises. As a token of her gratitude for
your service, not only does she allow you to live, but
you gain the title of Courtier of the House of
Dementia—and a nice, enchanted bow named Ruin’s
Edge that casts a random spell on strike.
Although both are Bosmers, the Duke of
Mania is the 360° opposite of Syl. Thadon is laid back
to the point of being “eloquently incoherent.” And no
wonder: he’s a strong believer in “mind-altering
recreational substances.” Thadon is particularly fond of
one highly-potent and dangerously addictive substance
called Felldew. But I’m getting ahead of myself a
bit here.
Thadon wants you to fetch something for
him called the Chalice of Reversal from
Dunroot Burrow—one of the many root tunnels you’ll
encounter in the Shivering Isles. After a little
chat with the court mage, you learn that the retrieval
of the Chalice is "a test for you as much as Thadon,” as
she puts it—somewhat more helpfully than Thadon’s
drug-induced ramblings, if you read between the lines.
Dunroot Burrow is a huge, multi-leveled
Elytra nest. The Elytra are the indigenous insect
life of the Shivering Isles.
Very big. Very anti-social. Certain Elytra
found only in Dunroot Burrow carry the Felldew substance
in their bodies, and have a very distinct appearance
compared to other Elytra. Interestingly enough, the
entrance to Dunroot Burrow is sealed by a special
membrane barrier. You can only pass through the barrier
by ingesting Felldew. Do you see where this is
going?
See, killing the lone “Felldew Elytra”
near the entrance of Dunroot Burrow and ingesting the
Felldew isn’t the problem (OK, ingesting the
Felldew—small problem. Fighting a huge, vicious bug with
some nasty tricks up its…antennae—big problem).
It’s what the Felldew does after you get inside the
nest. Felldew Euphoria wears off rather quickly
with damaging side-effects on your character’s
attributes and health. So you need to ingest more
Felldew to ward off the side-effects, but the Felldew
Euphoria doesn’t last quite as long as it did the last
time.
Now your situation becomes painfully
clear as your race against the clock to find the
Chalice of Reversal as the Felldew continues to erode
your character’s primary attributes—and health at an
alarmingly growing pace. Not only is it easy to get lost
and impossible to sneak past all of the Elytra in the
nest without a fight—which becomes increasingly
difficult thanks to the nasty effects of Felldew
Withdrawal—but the “Felldew Elytra” become scarcer as
you move deeper into the nest. And when you finally
reach the Chalice and think you’re out of harm’s
way—you aren’t! Appropriately entitled “Addiction,”
this is one of the most harrowing and unforgettable
quests in the game. And after all you’ve been through,
as soon as you place the Chalice of Reversal in Thadon’s
hands, he appoints you “Courtier of Mania with all of
its entitlements. Which is to say, none.”
Guess who made my
“You’ll-know-payback-when-you-see-it” list…
Sheogorath has decided that it’s time to
replace one of the Dukes in his realm, and guess who has
the job? Seems like there’s a quest or ritual for just
about everything in the Shivering Isles, and
“retiring” a Duke is no different. You’ll have to choose
which Duke literally gets the axe so you can take their
place (all in favor of getting Thadon whacked say
“aye!”).
With Syl, it’s a straightforward
assassination. Given her eternal paranoia and loyal
cadre of Dark Seducers watching her back, if you were
thinking “easier said than done,” you’re absolutely
right. Bumping off Thadon is the safer choice (at least
for you, anyway). You’ll need to get him to overdose on
Greenmote, another one of his favorite drugs,
which will make his heart explode if he overdoses on it
(works for me). Of course, Thadon may be a dope-head,
but he’s no idiot (alright, that’s debatable). You’ll
need to do a little detective work to find out where to
obtain and use the required Greenmote to send his
Duke-ship on his last high. A pumped-up sneak skill and
enchanted jewelry or clothing that will cast a chameleon
spell upon your character will definitely help. The only
thing that the Golden Saints in Thadon's employ dislike
more than mortals, are the ones they catch trespassing.