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The Elder Scrolls IV: Oblivion Downloads > Modifications > Quest Mods:
Hell on Earth, Cave of the Lost Souls (1.2)
Filename: caveoflostsouls_v11.2.zip

Date Added:
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744.94 KB
Modifications > Quest Mods

Average User Rating: 7.6
Number of Votes: 20
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1 Other Files by Dragonkin:
- Hell On Earth Part II, The Island of Fire (1.0)

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Hell on Earth, Cave of the Lost Souls (1.2) - File Description  

About 10 years ago, a group of bandits headed up an old abandoned path into the Kvatch
hills. They found the cave to be a rather large system with a good water supply from an underground
river system. For 5 years prior to the Daedra invasion, they lived in the cave, building in it to
suit thier needs. One day, as one of the younger bandits went to put some lights in the far end
if the second level. He worked for an hour, then set his equipment down to have lunch. As he ate,
he heard something fall behind him. Turning around, he discovered a passageway to a lost Akavari
tunnel complex. Excited, he and his friends went and explored the complex and decided to move all
of the bandits equipment to the newly discovered tunnels.

About 5 years ago, the bandits already being well suited to the caves, began to feel, well,
crowded. As such, they began to dig deeper into the mountain. After a year of hard work, they
finnally breached into a new cavern. But here is where they were lead wrongly. For within the
cavern lie an Oblivion tower compound. And here, for thousands of years, the Daedra of the compound
lay waiting for the day a fool would reopen the caves. They came swiftly. By the time the moon set
all of the bandits lay dead. And to this day, noone has dared enter the cavern for the tales
of the Daedra and the tower are still spreading fear to the lands.

Now then, this is only one part of what i hope to be a 4 part series. This ESP contains the
Cave of Lost Souls, which you can find by mounting your steed and heading to Kvatch.
Apon arrival at Kvatch, (assuming your at the camp facing south) make a left up the road and follow
until you find the wooden arch. GO up the hill there and follow the cobble stone path. You should
arrive at the caves shortly. If you have the Shattered Mine on your map, you can skip this
and fast travel there, head up the hill behind the mine, and make a right on that path to the entrance.
This is designed for people with characters above level 9, as the lowest
level enemy is 4, highest being is level 56.

Hell on Earth, Cave of the Lost Souls (1.2) - Screenshots  
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Hell on Earth, Cave of the Lost Souls (1.2) - File Download Options  

Primary Download Locations:
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Hell on Earth, Cave of the Lost Souls (1.2) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 32 | Last comment: 08-17-2009 at 02:40

 #1 - 07-11-2006 at 15:07
From: (CA)
Joined: July 8th, 2006
Posts: 98
Wow sounds awesome im dowloading now Puke!ockembarrasmentn

 #2 - 07-11-2006 at 15:07
From: (CA)
Joined: July 8th, 2006
Posts: 98
eek... accedentally put barf...

 #3 - 07-11-2006 at 15:08
From: (CA)
Joined: July 8th, 2006
Posts: 98
uh.... i put the word wrong..

 #4 - 07-11-2006 at 15:21
From: (Ipswich)
Joined: June 10th, 2005
Posts: 576
Sounds very cool

 #5 - 07-11-2006 at 16:02
From: (E.P., You'll know)
Joined: June 21st, 2006
Posts: 118
Lol, RSgeek, it looks like ***** On!

anyhoo, what other parts are planned, I willd and see what these are before I try, But I like the ideas you've got, like the wooden bridge over a misty crevase Nice One!

 #6 - 07-12-2006 at 10:14
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
3 other parts are planned as of now:
part 2: daedric island/volcano in the Topal Bay
part 3: a daedric town to the south east of anvil
part 4: not quite sure as of now. ill think up something by the time part 2 comes
out, which should be sometime in august
o BTW, across the 3 sites i have this mirrored on (TESSource, Filefront, and Plante Elder Scrolls), it has gotten 682 downloads in 3 days

 #7 - wow - 07-12-2006 at 11:34
Joined: July 11th, 2006
Posts: 9
congrats so far so good, will be downloading this later on tonight can't wait to see how good it is

 #8 - Thanks a lot! - 07-12-2006 at 16:11
Joined: June 24th, 2006
Posts: 10
I thought you had a good mod through the scamp lair but lost interest by the reptile lair and then when i got to the dremora lair i was doing pretty good until i somehow got surrounded and saved previously and so i died over and over (basically loading and dying over and over...).
Here is the real ticker : Aaargh!!! I HAD TO START OVER AFTER I HAD DEVOTED HOURS TO GIVING MY KHAJIT MAGE 100 (master level) CONJURATION!!!! 100!!!!
So now i am p***ed and i have a lowly Khajit level 2 Assassin!!!!!!
This is the worst mod EVER!!!!!!!!!!!!
Two Thumbs Down!

 #9 - 07-12-2006 at 18:22
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
constructive commenting is good.
but seriously ninjaman24.
1. The point of this was to give the user a challenge.
2. YOU DIDNT NEED TO DELETE THE SAVE!!! YOU COULDA OPENED THE CONSOLE, WENT INTO GODMODE THROUGH TGM, and then either wiped them out or used kill on the surronding eneimes.
3. i seriously hope you didnt delete your old save

 #10 - 07-12-2006 at 18:25
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
sry for double post

but i forgot to add:
People, dont listen to what ninja said. THat is an often occurence when you have 36 dremoras. At least, dont forget the console when you get into extremely bad situations. Plz, the mod is simply there. Do download and enjoy it, for one of the main points of it is to provide a challenge worthy of high leveled characters

 #11 - 07-16-2006 at 12:52
From: (Ipswich)
Joined: June 10th, 2005
Posts: 576
Just finished it. It was very cool, EXCEPT: When i finally got all the way back out again, I found myself unable to fast travel as wheverever I went (including into cities ect) i got the message "cannot fast travel while enemys are near by". As a result of this I basically cant play that save anymore and that was quite a high level char.

Otherwise, GREAT MOD!

 #12 - I registered at FileFront in order to post disappointment with this mod - 07-17-2006 at 15:22
Joined: July 17th, 2006
Posts: 4
This could be a good mod, but still needs significant work.

There are a lot of prominent texture seams on the cave floors. These are present even in the main game, but there a lot more of them in this mod. It's distracting.

The candles are way overdone. This place is populated with monsters/daedra, not normal Tamrielic races.. why do these creatures bother to put candles everywhere and keep them lit? Lose at least 2/3 of the candles and it would be much less unbelievable (and easier on the FPS, too).

There is a locked chest at one end of the big room in the Scamp lair that says it needs a key. The key was nowhere to be found. It may have been on one of the scamps, but several of them fell into the watery crevasses when the died, and could not be reached since there was no way back up from down there.

The wall in the corner of the big Clannfear nest 'would not shift.' I looked for levers to open it, and tried several magical approaches including 110-point elemental attacks and telekinesis. After about 10 minutes of trying to get this wall open, and checking around for other exits, I gave up on the mod and returned to the surface.

The first two areas, consisting mainly of large spaces filled with one type of creature (with size variations), did not show enough originality to make it worth an epic hunt for a solution to a closed exit. The wood bridge in the clannfear section, and red-tainted water in the scamp lair, were not bad, but mod areas and quests need to have some opponents who are more than just hordes of the same old enemies.

 #13 - 07-18-2006 at 07:07
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
hmm carrick thats an odd glitch. Maybe something attempted to follow you and got stuck in a crevice somewhere?

As for shark, the key:
Make a right at the entrance to the first level. it should be on the trolls body.
The rock wall door:
On the side that you come onto the upper level, run down to the far end. Theres a lever. Pull it.

 #14 - 11-10-2006 at 05:45
From: (Oslo "ěSTKANT")
Joined: November 8th, 2006
Posts: 32
Hey ninjaman24 yes it was a trap in the dremora liar but the trap was for the dremoras after closing the gates they had no way to flee from me if they were intelligent enough to pull the levers they would have a chance.

great mod but make some creature variation even in the end of all things there was a hall with just storm atronachs and a hall with just flame atronachs
the main tower contained just dremoras the sigil hall had 2 golden saints(if you have lore creature expansion) and this dremora with the key.
But its quite a cheat mod because it gives you azuras star and the skeleton key
when finishing................................ Here comes the worst: The armor is HEAVY!!!!!!!Aaargh!!!Aaargh!!! but its agreat mod 8/10

 #15 - 11-12-2006 at 10:23
From: (Oslo "ěSTKANT")
Joined: November 8th, 2006
Posts: 32
Hwo is the lv.55 enemy???confusedconfusedconfused

 #16 - 11-16-2006 at 15:16
Joined: September 28th, 2006
Posts: 6
DUDE, sweet mod. The Fanboy book was a preatty creative idea. Cant wait for the next mod of urs to come out

 #17 - 11-18-2006 at 13:40
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
im about 3/4 done with part 2 by now. There might be some compatiblity issues with stuff thats in the topal bay but eh. Ive had people on Planet Elder Scrolls say that they vow to never again buy an offical mod thanks to this little thing lol

 #18 - 01-29-2007 at 19:49
From: (California)
Joined: January 4th, 2007
Posts: 98
Ninjaman24, select a different quest and open the cheatbox by press the button with "~" on it. Then, enter "movetoquesttarget". If you have a quest in the imperial city or somesuch, you'll go there, and you'll be able to escape. ^^;''
I hope you can come back and read this... It must be veery frustrating. I hate losing high-up characters if I'm still want to use them. xX;''

 #19 - 01-29-2007 at 19:55
From: (California)
Joined: January 4th, 2007
Posts: 98
Uhm, by the sound of it, this mod has 20 of the same creature in every level... I'm not download. This sounds extremely disappointing... It's a nice idea, but... If there's more than one level with only one kind of creature in it... I'm not downloading.
I don't like having to fight 20 scamps over and over, thanks.

 #20 - 02-16-2008 at 02:58
Joined: February 15th, 2008
Posts: 2
Rockmore this....this...is...sooo awesomeRock

 #21 - Some constructive critisism - 04-09-2008 at 07:07
Joined: April 9th, 2008
Posts: 1
Just finnished this mod and I have a few things and glitches to point out.
The floors and seilings of the bigger caves have visibe flicking squares, and one of the tunnles have a big root that just wont stop jiggling.
The tower have one potential deadly glitch, when running down again and opening one of the first doors you open when coming to the tower, I found my self suspended in mid air between floors and unable to move, lucky me I survived the fall.
About halfway up the tower there is a door named "door" that wont open.
The last thing is that the sigilstone doesn't work, and you have to run all the way back trough the cave to get out.
Besides these small errors this was a very entertaining mod, and the Fanboy was a very creative idea smile

 #22 - Part 2 and 3? - 06-11-2008 at 22:33
From: (Jylland)
Joined: February 6th, 2008
Posts: 16
Where do i get the other parts... Dont seem to find them here... confused

 #23 - #22 - 06-30-2008 at 12:02
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
You cant find them anywhere. Part Two was/is extremely buggy (more or less in Alpha phase) , and part 3 was never started. I'm sorry guys, but as of now the Hell on Earth series has roughly the same status as Duke Nukem Forever

 #24 - 07-15-2008 at 02:46
From: (Yuma, Arizona)
Joined: July 5th, 2008
Posts: 4
I just finished this mod and I'm sorry but it was kind of repetitive. The entire time i fought the same monsters over and over and there were no new ones. However, in the dremora level where you have to fight like 20 npc's, I had soooo much fun. That was one of the funnest things ive ever done in oblivion, especially after you get the Immolation sword which acts as an AOE. That part right there is enough to overlook the visible flashing squares in the map, the not-so-good loot, and the fact that i spend most of my time trying to find the darn cave and trying to figure out what to do. Overall, I would have to give it a 6/10

 #25 - It's interest me - 08-15-2008 at 12:13
From: (Yerevan)
Joined: August 15th, 2008
Posts: 2
Interesting...I will download it!

 #26 - 08-21-2008 at 14:58
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
Good News to fans of the series: I released Part II about a month ago over on planet elder scrolls. Link is here: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4667
I'll upload it onto here later today stick out tongue

 #27 - 10-16-2008 at 20:07
Joined: October 6th, 2008
Posts: 6
Sounds kool I download...

 #28 - 10-16-2008 at 20:20
Joined: October 6th, 2008
Posts: 6
dangit... I was looking forward to that...Everytime I play Oblivion with this mod loaded... after about 30 sec to 2 min, the screen goes completly black...that sucks...

 #29 - Too bad - sounds like feedback is ignored - 01-09-2009 at 15:48
Joined: April 13th, 2007
Posts: 3
This looks like an interesting "1-of" -- i.e. do it, then restore from an earlier save game to continue playing?

It sounds like a blast with the 20 NPC's -- that's what area-effect damage spells are for...say...150pt damage in 100ft radius...yeah -- need to bump up your magicka, but how else can you create and throw such spells?

Just can't use them in battles with 'friendlies' helping you -- too much "collateral damage"...

Just my thought -- but might be better to try to address any bugs in this part (1of4) before developing new content -- but new content is so much more fun to develop...but bug-free is sooooo appreciated by players...big grin

 #30 - Mod not working - 03-19-2009 at 16:37
Joined: March 19th, 2009
Posts: 2
I don't know if anybody checks this anymore but i downloaded the files and only got the pictures and the caveofloastsoulsVI.esp and was wondering why there was no tectures or anything. This might just be a faulty download but could anybody help me?frown

 #31 - Ingwacka - 03-23-2009 at 19:44
From: (Chicago, IL)
Joined: June 18th, 2005
Posts: 153
You dont need any textures... The mod only uses base Oblivion materials stick out tongue

 #32 - Outstanding quest! - 08-17-2009 at 02:40
Joined: August 16th, 2009
Posts: 6
I wanted to say just how much I enjoyed this mod! I had a blast. I saw that this mod was intended for ppl at least lvl 6, but I managed it at lvl 3, though it was HARD! lol. I especially loved the contents of the Fanboy's book -- I really had a good chuckle at that.

A couple of oddities to point out. Someone mentioned it earlier, but I also wanted to point it out -- about half way up the tower there is a door call simply "door" that doesn't open, either going up or coming back down. The other thing I experienced was going through one of the doors going back down the tower I wound up in an inside-out version of a room and dropped down further than I should have -- I'd say about two levels instead of the normal one. If it weren't for some outcropping half way down my character would have died. As it was, I lost about 1/3 health on that drop. That room with a key had some nice stuff in it all right, but some of the loot I had a really hard time understanding why you put it in there.

At any rate I just downloaded your part 2 mod, and will be trying it out tomorrow. I'm really looking forward to playing it.

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