Oblivion:Dasek Moor
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| Fort: Dasek Moor |
|
|---|---|
| # of Zones | 3 |
| Occupants | |
| Marauders, Undead (1 boss-level Marauder) |
|
| Important Treasure | |
| 1 boss-level Chest | |
| Console Location Code | |
| DasekMoorExterior, DasekMoor, DasekMoor02, DasekMoor03 | |
| Location (view on map) | |
| South of Kvatch | |
| Region | |
| West Weald | |
Dasek Moor is a medium fort south of Kvatch containing marauders and undead. [edit] It contains three zones: Dasek Moor, Dasek Moor Tombs, and Dasek Moor Maleboge.
[edit] Notes
- This fort is actually labeled as a mine on your map.
-
This bug is fixed by the Unofficial Oblivion Patch.
[edit] Exterior
- The exterior is located at coordinates: Tamriel -36, -8
- This location's map marker (M on map) is named Dasek Moor (editor name DasekMoorMapMarker). The entrance door is N of the marker, 40 feet away.
- 0-1 Campsite Bandit (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog) is near the entrance
- The following plants can be found near the entrance: 3 Alkanet plants, 2 Aloe Vera plants, 5 Bergamot plants, 3 Cinnabar Polypore plants, 2 Columbine plants, 1 Dragon's Tongue plant, 2 Dryad's Saddel Polypore plants, 2 Elf Cup plants, 3 Emetic Russula plants, 1 Fennel plant, 8 Flax plants, 1 Lady's Mantle plant, 1 Lady's Smock plant, 7 Milk Thistle plants, 4 Morning Glory plants, 4 Motherwort plants, and 5 Primrose plants
- 7 bedrolls are at locations b on map
[edit] Zone 1: Dasek Moor
From the end of the entrance hallway, take a right, as the left side is nothing but a dead end with a nuisance creature in it. After that, you will come to two paths. The first one from where you are standing leads down some stairs into an empty room, then to the door that goes to Maleboge. If you take the second path, you'll come to an area containing a Marauder and a couple of chests, one locked. You can also see a headless statue and the room you would've passed through if you went the other way. Continue on and you'll come to another fork. To your left lies a swinging mace trap, so avoid the pressure plate. From there you'll head down some stairs as the surroundings get a lot more cave-like. You'll find yourself facing a couple of Marauders at the bottom, so be careful. Onwards, you come to a locked gate. If you manage to pick it, you can access the door to Dasek Moor Tombs. There is no key, so if you can't pick it, you're stuck. If back at the fork you went straight on, things will similarly start becoming cave-like. Right by another door to the Maleboge you'll come face to face with a Marauder Battlemage. You'll have to pass right through a fire-lit area to get close to him, so if you prefer the stealthy approach, you'll probably have to snipe from afar. Of course, you could just charge in if you prefer that sort of attack.
Occupants:
- 1 Campsite Marauder (each 50% probability melee Marauder, 16% archer Marauder, 16% Marauder Battlemage, 16% dog)
- 1 Marauder Battlemage
- 1 archer Marauder
- 1 melee Marauder
- 1 Rat
Treasure:
Traps:
- 1 Pressure Plate trigger at location G on map
- 3 Swinging Mace traps at F
Doors and Gates:
- There are four doors in/out of this zone
- 1 door (at Out) leads outside
- 1 door (at C) leads to the zone Dasek Moor Tombs
- 2 doors (at D and E) lead out of dungeon to Dasek Moor Maleboge and Dasek Moor Maleboge
- 1 Gate at H (locked)
Other:
- 1 bedroll at location b on map
[edit] Zone 2: Dasek Moor Tombs
The first thing you notice will probably be that the Marauders have a slight undead problem down here. Or the undead have a slight Marauder problem, depending on how you look at it. A single brave Marauder is doing battle with a some nasty dead things. But don't bother playing the ghostbuster, because he won't be very grateful. To your left is a great hall of coffins and statues. At this point you can have as many as four dead things trying to kill you, so a Turn Undead spell can be useful. Once you finish them off, you can exit that hall, but not before searching the coffins. You'll mostly find bones and old clothes, but you might find some potions or gold, and there's a chest with some pretty decent stuff.. From there, head across the corridor to a similar situation. after re-killing the dead, take anything good from the coffins, and you're done here, except for a couple of chests at the end of the corridor stretching between the two rooms.
Occupants:
- 1 melee Marauder
- 1 Bones Undead
- 5 Undead Enemies (each 83% probability Undead, 17% Rat)
Treasure:
- 1 Chest 01 (locked)
- 2 Chests 04
- 4 Coffins 02
Doors and Gates:
- There is one door (at C) in/out of this zone, leading to the zone Dasek Moor
- 1 Portcullis Gate at F
Other:
- 1 Dead Marauder (wearing heavy boots and cuirass) at location G on map
[edit] Zone 3: Dasek Moor Maleboge
There isn't all that much down this way, really. You can enter the zone from two areas, but they both converge on the same room. One misses a mace-trap, and one is somewhat longer, but that's about it. The room they converge on has the boss of this band of brigands and an archer. There are two archways that stretch across the room, and a marksman or mage could get up there and pepper them with long range attacks, if they were so inclined. Otherwise, you'll have quite a fight on your hands. If you don't care about the nice armor the warlord has on him, you could try sneaking around and grabbing the loot from the boss chest, just to your right on the bottom of the stairs, but the archer has a very good view on it... However you do it, there's nothing keeping you down here once you have the loot.
Occupants:
- 1 boss-level Marauder at location A on map
- 1 archer Marauder
Treasure:
- 1 boss-level Chest (Marauder variety) at location B on map
- 1 Chest 02 (locked)
- 1 Chest 04
- The following ingredients will always be found: 1 Bread Loaf and 1 Cheese Wedge
Traps:
- 1 Pressure Plate trigger at location G on map
- 3 Swinging Mace traps at F
Doors and Gates:
- There are two doors (at D and E) in/out of this zone, both leading to the zone Dasek Moor

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