TTTTT H H EEEEE EEEEE L DDD EEEEE RRRR T H H E E L D D E R R T H H E E L D D E R R T HHHHH EEE EEE L D D EEE RRRR T H H E E L D D E R R T H H E E L D D E R R T H H EEEEE EEEEE LLLLL DDD EEEEE R R SSS CCC RRRR OOO L L SSS IIIII V V S S C R R O O L L S S I V V S C R R O O L L S I V V SSS C RRRR O O L L SSS I V V S C R R O O L L S I V V S S C R R O O L L S S I V V SSS CCC R R OOO LLLLL LLLLL SSS IIIII V ====================================================== OOO BBBB L IIIII V V IIIII OOO N N O O B B L I V V I O O NN N O O B B L I V V I O O NN N O O BBBB L I V V I O O N N N O O B B L I V V I O O N NN O O B B L I V V I O O N NN OOO BBBB LLLLL IIIII V IIIII OOO N N <#########> <#######> ## ## ## @ ## ## @@@ ## ## @ ## ## ## ## ## ## ## # ## # ***************************** The Elder Scrolls IV Oblivion FAQ/Walkthrough For Xbox 360, PS3, PC Version Written by Brad Russell "TheGum" (email at the bottom) ***************************** Version ***************** Table Of Contents ***************** Use Ctrl + F to surf around dude! Section: Code: 1. A Brief Foreword 2. Controls CODE222 3. General Starter Tips TIPS333 Main Game 4. Main Quest GATES44 5. Fighter's Guild RATS555 6. Mage's Guild GEMS666 7. Dark Brotherhood RUFIO77 8. Thieve's Guild FOX8888 9. Arena ROME999 10. City Quests CSI1010 11. Wilderness Quests BEAR111 12. Everything Else ETC1212 Add-Ons 13. Knights of the Nine GHOST13 Expansion Pack 14. Shivering Isles CRAZY14 15. Credits/Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Perhaps one of the best games ever made. Looks great, sounds great, and smells like grapes! Really, there is nothing more to say. Almost perfect had all the versions not been plagued by glitches, some lethal, and that you can condemn yourself if you choose bad skills (I'm not sure if there are glitches in the PS3 version). And the downloadable content and the expansion only make more hours of pure fun. I hope they make more. This is my grand masterwork that I've been wanting to make for a long time, and it has taken a long time to compile. After all the spankin' new guides I made for the other hot new releases, I can only hope that this guide finds a wide audience once the game hits the bargain bin. Say goodbye to friends and family for about, oh, 300 hours, TheGum ***************************************************************************** * 2. Controls ( CODE222 ) * ***************************************************************************** +++++++++++ PC Controls +++++++++++ =============== Well, for the PC you can't go wrong with any kind of setup. Here is mine: Activate - E Journal - Tab Ready weapon - F Jump - Space Cast - Q Attack - Left Mouse Block - Right Mouse Grab - Z Sneak - C Third-Person - Middle Mouse Wait - T Pause - Esc Move - WASD Look - Mouse Hotkeys - 1: sword, 2: bow, 3: destruction spell, 4: heal spell, 5: summon, and then whatever else To make hotkeys, have your mouse over the item in your menu and then press the number. Caps Lock switches slow and fast moving. =============== +++++++++++++++++ XBOX 360 Controls +++++++++++++++++ =============== For all you without books and wanting quick reference for the Xbox 360: Activate - A Journal - B Ready weapon - X Jump - Y Cast - RB Attack - RT Block - LT Grab - LB Sneak - Click LS Third-Person - Click RS Wait - BACK Pause - START Move - LS Look - RS Hotkeys - Just whatever works for you =============== And I imagine the PS3 controls are the same as the 360, but it don't matter. ***************************************************************************** * 3. General Starter Tips ( TIPS333 ) * ***************************************************************************** Some advice for playing Oblivion in general, and some helpful tips for entering the additional stuff. ------------ Overall Tips *I like to have Armorer, Blade, Conjuration, Destruction, (your favorite) Armor, Marksman, and Sneak, all as my major skills. *Armorer because as you progress through the game you will pick up magic items, and until you reach 50 skill points for Armorer you will not be able to repair them on your own; you can just take them to a local smith, but the Isles tend to send you on long quests. *Blade, Heavy/Light Armor, and Marksman because all three are skills you need. *Conjuration and Destruction because those are tools you must take advantage of in this game. Conjuration gives you an extra buddy in every fight, and Destruction because you will always want magic as a weapon. *I am always partial to Sneak, mainly because it will often get you a free attack worth X3 the damage; and then you stand up and start fighting with your sword and whatever. Also, you can avoid some encounters and you need to sneak in some quests anyway. *You level up by furthering these (or whatever) major skills you choose. *Each time you level up, your health increase is relative to your Endurance stat. Basically, get your Endurance high early and the health will rise faster. *Intelligence and Willpower contribute to your Magicka, so increase those as well. *Breton is a good starter race, and The Lady is a solid starter birthsign; whatever you do as a new player, don't choose the Atronach! *It matters a little which gender you choose, but don't worry, it's okay if you want to watch a little girl run around fighting orcs, at least someone's years of fantasy fiction will come to life... *When taking on any of the numerous dungeons, you don't really want to explore the whole thing, there is little need to. You only need to get the quest done as quickly as possible and retreat. The rewards for all the time and fighting you spend will be small. Just finish quests as quickly as possible if you want to move onto more, and this game is pumped full of plenty of quests. *Make sure to repair your things with Repair Hammers often, and consider making it a habit after every decent battle. *Save often no matter what. The computer game glitches up a lot for me, and the only solution I've found is to save often and when a save doesn't load, I just keep going back in my saves until one works. Also, I find it best to save in four blocks for each game, and just overwrite the oldest ones first. If you run into the game freezing up a lot, start using about ten or so saves and save after you complete quests. *You can (by default) press the T (BACK) button to fast-forward time. *For you PC players out there, don't play for too long or you might run into crashes like I did. Learn to limit gameplay to avoid messups. *Pressing F5 after completing missions is a good habit, but be sure to save in normal slots as well. I don't think the 360 has a quicksave. *For lockpicking, I use the technique of tapping until a fast one goes up and then I try to get the next tap. So you will tap a tumbler until it goes up at lightning speed, and then you should have a better chance at hitting it right after that. This is because the game rarely does lightning speed twice in a row. Also, HARD locks are tougher than VERY HARD, for some odd reason. *Don't forget that you can hold down the attack button for a lunge attack, and eventually you can do more attacks. It's easy to forget, and you'll probably forget this too. --------------- ------------------------ Knights of the Nine Tips *Just one, if you do this quest, you will either need your own armor set, or you should have a level 50 skill in Armorer so you can repair the items you get. If you are unable to repair magic stuff, then you should keep your own armor and weapons along with the Crusader equipment. ------------------------ -------------------- Shivering Isles Tips *It would be a good idea to save your game right before you step into the door, and then never overwrite it; just in case something happens with glitches and what not. *It may be best to work your character up to at least level ten or so before you take on the Isles. Run around the cities, take on the main quest, and then enter the door when you have the ability to repair your equipment and whatnot. There is no perfect level, and you can enter the Isles at level one, but it's all on you. *Whatever you do, do not enter the Isles with magic equipment and not have a 50 Armorer rating (so don't do the Knights of the Nine quest first). *Basically, I played the KotN quest and then went into the door, and it was not fun having to rely on the smiths to repair all my stuff. *If you play it safe and you ever run into Flawless Pearls along the way, keep them for one side quest. *Not much sense in stealing stuff in the Isles, unless you want to constantly leave and come back. Or, go ahead so long as you don't commit any crimes (crimes are when you get caught), or you don't mind the dead weight. *Don't forget to visit the magic shop of Crucible to get some stuff that you can't find anywhere else. Like some unique spells and some summons. *When you get Dawnfang/Duskfang, kill 12 creatures to power the thing up. ------------------------ ***************************************************************************** * 4. Main Quest ( GATES44 ) * ***************************************************************************** This is for the main quest only, on default difficulty settings. For all the quests, I will assume you have the quest selected as your active quest. Those arrows pointing you along makes my job possible. It's not my intention to spoil the game, and if I can I'll try to avoid it altogether, but I might slip up here and there. If you want to quick-find a quest, just type in the quest name. Sorry I couldn't make a nice table of contents like I did for the side-games. ***************************************************************************** * 5. Fighter's Guild ( RATS555 ) * ***************************************************************************** The Fighter's Guild is the simplest guild to tackle. Most of the quests are straight-forward, but none of the rewards are going to be all that memorable. Start this faction quest by going to Anvil. Enter the guild hall and speak with Azzan who could be anywhere in the place. Tell him you will join and ask him about the contract. **Any ectoplasms you come across, save them.** ============= A Rat Problem ============= Hunt down Arvena Thelas in Anvil. Talk with her about the rats. Ah, a twist on the old formula! Go to her house and in her basement is the problem. Kill the cat and go back upstairs to talk with the woman. Now go see Pinarus about the lions. Tail him all the way to the fight. The lower the level you have, the tougher this fight will be. Survive and you're free to go back to Arvena. Oh no, trouble. Back to the basement for another lion. Kill it and return to the dark elf. Find out about Quill-Weave. Now go behind Arvena's house and get into position:crouched and looking at the hole in her wall. Fast forward time to around midnight, and you may get the quest update without actually seeing anything. Either way, go meet Quill-Weave and confront her about the lions. And now for the epic choice. You can rat Quill-Weave out and be all righteous, or you can lie. If you're honest you get the gold and some speechcraft training for it. If you're a liar, you get the gold and you can meet with Quill-Weave about the acrobatics training. I say just tell the truth and be done with it all. Go tell Arvena either way and you're done. Go see Azzan about advancement. And then ask him about the next contract. ========================== The Unfortunate Shopkeeper ========================== Lelles shop is on the docks of Anvil. Talk to him about the break-ins. He leaves the shop in your hands. Go up to the second level and move time along to about midnight. Now sneak down the steps and try to get in a sniper arrow. Then it's just a matter of killing the trio of thieves inside the shop. If you can't take the heat, consider going outside and enlisting the help of the guards and citizens. It's up to you. After the fight, go see Lelles to collect your bounty. Now go see Azzan about advancement and the next contract; he'll be in his bed on level two. Now travel to Cheydinhal. Enter the guild headquarters and speak with the orc Burz gro-Khash about the contract. ================= The Desolate Mine ================= You get three, unweighted weapons. Walk out of the city gates and head toward the arrow on your compass. Two goblins guard the entrance, though that doesn't make much sense. Speak with Rienna. Give the hammer to the orc and the sword to the guy. Now follow them and help them clear the mine. Make sure not to lose track of your team or you might not find them. And try not to hit your friends too many times or bad things will happen. They should to okay without your help, but do try to chip in. After the bloodbath, go back to the orc and get your reward. Talk with him about advancement and then about the next contract. You're sent to Chorrol. Enter the guild and talk with Vilena about the duties. =================== Unfinished Business =================== Go talk to Modryn in the same guild hall about the duties. Talk with him until he has nothing new to say, and then head to Skingrad. He's in the West Weald Inn. Talk with Maglir until you pick up the contract he dropped. Fallen Rock Cave is a bit northwest of Skingrad. Poor skeleton. Follow the path into a big room where you will encounter a large fight. Now follow the north path all the way until you find a small canyon under a rock bridge. Kill any monsters and make your way to a little watery cave where you'll find a few crabs, a chest, and the journal. Now turn around and make way out of there. Now you have a few options. You can return to Modryn and tell him the truth, or you can lie. I'll say that Maglir will either become your enemy later, or not. It's up to you, but I never tell a lie. After you get your gold, talk to him again to get the details of the next quest. ==================== Drunk and Disorderly ==================== Zip to Leyawiin. Enter the Five Claws near the west gate. Talk to Vantus to learn of the Blackwood Company. You can turn around and ask the owner, or anyone in Leyawiin, about the jobs. You learn of some woman named Margarte. Hunt down the arrow on your compass and talk with her about the jobs. Great, now you need five ectoplasms. Maybe you saved them from your travels, but probably not. If you need some quickly, just go in the chapel undercroft of the church nearby. You might find a few at some alchemy dealers around the world. And there are two quests in Anvil that involve some ghosts. But the chapel one is the easiest. Take them to the woman and you're done. Report back to the drunks. Now go back to your superior in Chorrol for you payment. Make sure you move up in rank. And now you have to return to the old guys for some honest work. Go to Anvil, because it starts with A. ============== Den of Thieves ============== Azzan gives you a contract that involves thieves. And you get your friend Maglir to tag along, Ask anyone about the thieves to learn about Newheim. His house is by the gates to the docks. Ask him everything he knows and then run to the cave north of town. Leave Maglir near the torches. Take the second right and take the quick detour behind the wooden door for a quick chest. Now get back on the path and push the rock open. There are two thieves in here, along with some loot. Don't bother with the first tunnel leading northeast and take the second one. **Leaving Maglir is just so you can use sneak attacks. He won't die in the fighting, so YOU may want to bring him along.** Up the ramp and through the door will be two more. When the fighting starts, depending on your level, you may get the whole den fired up and the other three may show up. This is one of the those times when have a summon pays off. If not, then the other three will be in the next room. After the fight, be sure to check around for all the chests full of loot. Return to the Maglir, pick him up, and return to Azzan. Off to Cheydinhal. ============== Amelion's Debt ============== Talk with Burz to get this quest. Travel near Leyawiin and walk up to Water's Edge. Enter Biene's house and talk with her. The easiest option is to give her the money and be done with it. If not, travel to the southeast and enter the tomb. You'll soon find a lever with a rock that will open the pathway to the Sarcophagus Chamber. A few more monsters and lots of loot as you make your way to the coffins. The armor and sword are in the place of one stone coffin. Take them and take the nearby door for the quick exit. Take both back to the girl, or you can keep them and pay her debt yourself, all is up to you. Regardless of how you do it, go back to Burz and collect your pay; which could make the net loss much less. Advance in rank and ask about the next contract. ================ The Master's Son ================ Go back to Chorrol for the next quest. After you get the strange duty, go find Viranus and talk with him. Another escort mission. Leave through the north gate and walk to the cave. Don't worry about Viranus, he won't die. Go down the path and take the left path. You'll run into about three trolls, so just survive and move on. There is a string trap before you reach the door to the Chamber of the Titans. You'll fight two ogres. Take the path to the east and you'll fight a bunch of trolls in the big room. Down the north path on the second level will be the prize. A troll will be inside, but all you need is to get close enough to confirm the man is dead. Now back to the surface. Tell Modryn about Galtus' fate; though what he says doesn't make much sense. Discuss your next duty. ======================== More Unfinished Business ======================== Ah yes, more Maglir. Travel to Bravil. Head to the tavern on the south end of town, or ask someone first. Oh yes, now is the time when your original decision has an effect on your progress. Maglir, the worm, will tell you to seek out Aryarie if you lied for him, or he will tell you to get lost. You can find her in the Mage's Guild, or you can go back to Modryn if you like, but there is no need. She tells you the contract details. The cave is a bit north of Bravil, walking distance. Now, you can handle Imps, right? There are more than ten in here, and make sure you get the gall. When you reach the requirement go back to the mage and claim your bonus, Ring of Aegis (leveled). Now back to Oreyn for your pay and new rank. ================ Azani Blackheart ================ Move time to midnight and find Modryn. Ooooo, the plot thickens! Travel to Leyawiin and meet the guy at the guild hall. You should be able to travel right to Arpenia. Rats for the first few rooms, and then you'll see a cask in a room with many traps, so watch your step. Move toward the other end of the room to get the next update on the quest. Now you're the tag-along as he escorts you to the next destination. Atatar is a good long walk away too. Inside, you will regain the lead. Watch for the ol' swingin' blade traps. Open the door and snipe the goon (I was able to kill him from the door), and then assume his position to snipe another across the way. There will be another in the area, and then the path is clear to the Haelia Dagon. There are three guards in the immediate area, and you need to press a button on the west wall. Go through the open path nearby. The bridge will fall before you can cross it, and even if you can your friend can't. Watch for traps and enter Haelia Anga from the bottom door. Rats as you take the stairway on the west wall. Try to follow this path all the way to a door down some steps. If you must kill the guys below you, then go ahead and snipe them from above. Fight the vermin on your way to the study area, which contains small treasures. Sneak into the next area and snipe the Azani. Now gang up on the old man and kill him quickly. Take the ring from his dead hands and then loot the place. Give the ring to Modryn and ask about advancement. Exit to the previous area and loot the bodies and find the loot. Take the northern exit to reach the area with the broken bridge. Follow the path to the gate, but turn around to the right and push the button on the wall. Now go into the big room to free three Varla stones from their cages. Now you're free to return to the surface. Now back to Anvil for another contract from Azzan. ===================== The Wandering Scholar ===================== Brittlerock Cave is northwest of Kvatch. She's right inside so talk to her and follow. First room is clear, but oh boy how the second room isn't. Three monsters are there to meet you. The way to fight is to attack anything Elante is fighting. Then keep following her, and you'll find out that she has no idea what she's doing. Hit the dead-end and come back to take another path. But don't wait for the girl to lead you. Run in front of her to the room where you fought the monsters and take the other path. Hopefully she will stop somewhere and let you clear out the remaing three groups of monsters. And don't forget to pick up all the loot. Then come back and get her to move her to the shrine. She thanks you and gives you a book, and you're free to go (there's more to the dungeon, but there's no need). Return to Azzan and collect your gold. Back to Cheydinhal. ============= The Fugitives ============= Zap to Bravil and ask the guard nearby who tells you where to go. Exit the city and head west. Make your way to a room with some smoke and levers. Pull the first rock to the right and the rock door will open. The next room has the first bad guy and some loot. You'll pass a mostly empty room and enter a large room with two wooden planks over a gap. Look to the right and take the path to reach the other side. Keep going and you'll find the next bad guy. Kill her and move on to the second area. Be sure to sneak through this entire under area. Take the path on the left and sneak up on bad guy number three. Return to the area in front of the door and follow the west path until you sneak up on a bear. Keep going straight and you'll run into the head criminal who has a wicked weapon. Kill him and you are free to exit the nearby door. Report to Burz on the successful mission. Move up the ranks and ask about your next job. Return to Chorrol. ======================= Trolls of Forsaken Mine ======================= Oh no, doesn't sound good. Travel all the way to Leyawiin and you'll find the cave to the south, near the walls. Not good. You'll find the first area to have the true path in the corner, but you might want to check the areas to the north for your own sake. When you get on the path, you'll encounter the first true enemy past the room with the Blackwood Company member. Fight the troll and enter the lost passages. You'll meet a troll in the first room, and then two more in the next room. Follow the southeast path into a big room with two more trolls. Take the northeast path and you'll run into another pair in the next room. Follow the only path to the final room with the green arrow. Kill a few monsters and inspect the dead guy. Take the journal and you are free to leave. **If you want, you could have fallen into the canyon with two rats and followed that path to the green arrow, up to you.** Follow the northern path to a rock wall that you can get through for an easy exit. Back to Chorrol. Give Modryn the journal and head back to Azzan. ======================== The Stone of St. Alessia ======================== Darn! Oh well, you'll live. Go to Bruma and talk with Cirroc. Leave the city and head a bit east. Talk with the remorseful cat, and make sure you get that marker. Zap to that location and enter. From the big room it is simple to get lost and find any of the numerous dead- ends. Go forward and step on the pressure pad. Now come back and take the path to the west. There is only one path to the button, and you'll encounter a few ogres. The button is above where you stepped on the tile. Now the door leading to the stone will open. Grab it and get the heck out of there. Report back to Cirroc and claim a few potions, and then go back to Azzan. And now to Cheydinhal one last time. ==================== The Noble's Daughter ==================== Head to north of Cheydinhal to meet the lord orc. **Save before you fight.** Ogres once again. Go east and kill all three, but what the lady does once the fight starts is unknown. Go find her and escort her home. You get a sword. Now back to Cheydinhal and collect your pay. Now get your rank back and ask about the next contract. ========================= Mystery at Harlun's Watch ========================= The small community is just south of the city. Talk with Drarana about the lights. Kill the wisps outside the cave and enter. Take the left path and kill a troll. You are not trying to avoid fights in this cave, you want to seek out all the trolls and kill them. Use your detailed map to explore the entire area and kill every troll. You'll run into the pile of corpses which will confirm this, and then you'll have to enter the second area of the dungeon. No use being specific; if there's a room, there is a troll. Hunt them down and use your map and then exit. Travel back to Watch and you'll receive the Mind and Body Ring. Now report back to the orc for one last time. You are promoted, you get your pay, and you have more business with Modryn. ===================== Information Gathering ===================== More Blackwood trouble. Follow the road out of Chorrol a bit northeast to arrive at the cave. The first room is filled with two enemies, and once you engage them, two more may show up. A door on the left of the room leads to a single far away. Come back and enter the next room that should have at least one enemy. More may still be in your way, but just follow the path all the way to Ajum-Kajin, in a small room on the east side of the cave (don't shoot at him). He'll come with you if you killed all the guards in the cave, so comb over the cave again if you missed one. Take him out of the cave and lead him back to Modryn. Speak with your friend, and then tell your guest to have a seat. Punch him a few times to first learn of their size. Then punch him a whole bunch to learn of the leader. Then the guy is dead. Pick his body for the secret item (don't put it on for goodness sake!) and then talk with Modryn. You are rewarded with an amulet. ============ Infiltration ============ Travel to Leyawiin. Enter the enemy hall and meet with Jeetum-Ze. There is a plant in a bowl on the top level that you may want to grab and save for later. Follow him to the basement. Your initiation involves you being given a sample of the secret to the guild's success. Don't bother about taking any heroic actions with the stuff. Just guzzle it down to move on. You don't have to help your friends kill the goblins, but you do have to kill the ones inside the houses. Once all four are dead you will blank out and then wake up in Modryn's house. Talk with him and then go right back to Water's Edge. Yeah, not good. Go talk with Marcel. Now back to Chorrol. ======== The Hist ======== Last mission. Travel to Leyawiin. There will be three company members to greet you as soon as you enter. Kill them and then take the key from Ja'Fazir's body. Go into the second room to find the second in command. Take his key and now you can take out the big boss up top. Not much of fight. Take the third and final key and back down to the basement. Kill the two mages. Don't go picking up all the bottles, no point. You need to take out the machine by finding the two loose pipes. Pick up the two loose pipes on the table and then go activate the spinning wheels on both sides of the tree. The tree is burning and you are free to leave. And now you get to FINALLY kill that littl worm yourself; do so with gusto. Now back to Chorrol. Report to Oreyn about the success. You get a helmet for you efforts. Now make sure it's daytime and go back to the guild to talk with the master. Be sure to tell her you worked with Modryn. Now you must go appoint Modryn to your right hand and you're done. Reward: Assign duties. Recruits equal free junk. Contracts equal free gold. ===================== ***************************************************************************** * 6. Mage's Guild ( GEMS666 ) * ***************************************************************************** You can start the guild quests from any guild in Cyrodiil. I'll list these initiation quests in ABC order of the city you find them. To join the guild, just ask the top mage of the hall at any city. ==================== Anvil Recommendation ==================== Seek out Carahil to both join and get your first assignment. And be sure to ask about the rogue mage so you get some free scrolls. The inn is a bit north of Anvil. Talk with Arielle Jurard about the secret mission, talk with the owner, and then go find your room. You will be approached at any time after getting your room with a concerned, tall woman as well. Rest in the bed until it's night and then you can talk with your partner. Sleep again. Now leave and hit the road, as if you're going to Kvatch. You will run into Caminalda, the concerned lady from earlier (to your surprise of course). Engage her and some allies will join. I'll give you some FYI; if you play this at a high level, there will be at least three summons and three bodies, not counting your own, so you can most likely sit back and watch how things turn out (hopefully there are no Imperial Watch around because they only tend to hurt your team). Once the evil wench is dead, return to the guild and earn your first recommend- ation. Reward: the loot from the dungeon ===================== Bravil Recommendation ===================== Seek out Kud-Ei. Talk with her until you can ask about the Mage's Staff so you can get a free scroll. Find Varon and you'll learn where to get the staff. Go back to Kud-Ei if you want three more scrolls (that leads me to believe you must use the first one on Varon, but I was already Champion and had high fame at that point, so he must have already liked me). Zap to the city and hunt down Soris. You have many options here: talk with Soris and buy the staff, talk with the wife, steal the key and steal the staff, or just steal the staff yourself. I elect that you sneak past them in their home (or do the job at night) and save before you break into the basement. The staff hides in some Drawers behind a hard lock. Pick it, grab the staff, walk out like nothing just happened, and return to Bravil. Return the Staff to Kud-Ei and you get the recommendation, as well as a free spell and you can get another quest from her; more on that later. Reward: Captivate spell. ==================== Bruma Recommendation ==================== Ask Jeanne about the recommendation to begin this odd quests. Head to the basement and ask Volanaro. You must pull a 'prank' on Jeanne by stealing her book of spellcraft from her desk upstairs. Just go up and break into it however you wish and bring it back down to him. He'll tell you to meet him at his room at ten. Do so and you'll find the truth (you could have found him yourself earlier, but he would only tell you to 'go away'). After J'skar is found, tell the head-lady and you're done. Reward: Minor Latch Crack spell ========================= Cheydinhal Recommendation ========================= Go to the hall, make sure it's daytime, and talk with Falcar. Now talk with Deetsan to learn of a subplot brewing in the guild. Get all the details and you'll get a spell along with the key. Now go out back and get ready to dive into the well. This quest is designed to bother low-level characters. Do what you must, even tossing everything so that you're left to your naked self, and free up 150 points of carrying space. Also, put on any waterbreathing enchantments. Now enter the well. To the left is a Nirnroot for another quest, and to the right is the ring on the dead Vidkun's body. Hopefully you have the strength to carry the ring. Grab it and emerge. Pick up your stuff if you can. And enter the hall. You'll learn that the stuff went down while you were gone. Talk with Deetsan, drop the ring anywhere, and now go downstairs. Pick up the Black Soul Gems and report back to the old girl. She says she will put in a good word for you and that will count as your recommendation - good enough. You're done, but don't forget any stuff you may have left near the well. Reward: Buoyancy spell ====================== Chorrol Recommendation ====================== Fingers of the Mountain ----------------------- Talk with Teekeeus to get the ball rolling. Just go outside and talk with the elf in green outside the door. Now return and report to Teekeeus. Well, not hard to predict what will happen after you get the book. Travel northwest of Chorrol and you'll find the ruins amongst some mountains. The book is inside a dead guy (odd that the game thinks the elf is in the tavern, I've only seen her in the same spot). Anyway, return to the town and you have a decision to make. But I'll make it for you. Give the book to Teekeeus and you get the recommendation. Done and done, right? Fingers of the Mountain, Part II -------------------------------- Take my advice and follow him as soon as he takes off to put away the book. Follow him up two levels and he will enter a small room. Enter this room and grab the book from a chest. Now exit the hall and go meet with Earana. Make sure to accept her offer, or you will not have a second chance. She will be mad, but she will demand you steal the book back. Easy enough, just exit the dialogue box and wait for the quest update to read that you already have the book. Now talk with her again and she tells you to give her 24 hours. Move 24 hours ahead and speak with her again. You need two things: a Welkynd Stone and a shock spell. Get a spell from the guild, or anywhere. The stones are harder to come by. Hopefully this is not the first thing to did in the game and you already have a stone somewhere from your travels. If not, then I say return to the sewers you first emerged from at the beginning of the game and enter the Ayleid ruins of Vilverin, or any other ruins in the game. You can grab one and exit ASAP. **There is a stone in a display case in the Skingrad Mage's Guild.** With both the things in hand, return to the ruins and get your spell ready. Cast it on the pillar and hope you live. You'll be rewarded with a new spell, and you're done. **Of course you could have done things the other way around, but this way is the easiest.** Reward: Finger of the Mountain, a spell I needed x15 magicka to use (3000) ======================= Leyawiin Recommendation ======================= Speak with Dagail and then Agata. Then find Kalthar, back to Agata, and then again to Dagail. Finally you get the marker of where to go. The fort is a bit southeast of Leyawiin. As soon as you're inside Blueblood you will find a bad guy. Only one path. The big room with the four pillars has two marauders. Don't take the double-doors and you'll reach a training room with two more enemies. Enter the next area. An enemy to greet you, and two more in the room. Watch for the trap as you move on to the next room. In this room you will see three enemies patrolling the area across the bridge. If you can put on some chameleon and snipe them from afar, do that. If not, then kill them all the old-fashion way. Claim the key from the warlord's body. Now enter the southern door to reach the tomb. The coffins are mostly empty, but there are two chests in corners with substantial loot. Now grab the amulet and stop at the stairs to get ready for a small fight. It's an old friend from the guild. Kill him, take his key, and take the passage to your left when you open the door. You're back at the start, so pull the lever and get back to the town. Report to Dagail and you're done. Reward: the loot from the dungeon ======================= Skingrad Recommendation ======================= Find Adrienne for the quest. Talk around and then speak with Druja to get the marker of where to go. Speak with Adrienne to get a free spell and then move out. The cave is a bit north of Skingrad. One monster in the first room, and then three more in the next; make sure you kill them. Take the path lit with torches to find another monster in a spiked room. Then two more in the next, bigger room. Now you're free to get to Erthor. He'll say he won't move until all the zombies are dead. So open the rock wall and you'll be back in the second room. There is one last zombie in the room you may have skipped. In any case, go pick him up after you loot his pad and then escort him out. Return to Skingrad and enter the hall. Let him talk with the leader first if it's convenient, and you like a small laugh. Talk with Adrienne one last time to gain the good review. Reward: Weak Fireball spell ==================== Join the Mages Guild ==================== I'll list it here because it makes sense. Now that you have all the required good letters, make your way to the Arcane University near the Imperial City. Talk with Polus and you're back in school. Ask about tasks and staffs until you are set to go get you're own staff. ============== A Mage's Staff ============== **Save at least one Black Soul Gem for another quest.** Maybe you can fast travel, but if not then you have a short swim in order. Now, it should be of no surprise (maybe a wee bit) that the scary music means something bad is about to happen. So sneak into the cave and move forward to get in a sniping arrow at the Necromancer in black. Take the key from the dead fellow and proceed down the tunnel. There will be two more in the next room. FYI, don't fall into the water unless you have waterwalking, just do it. Cross the bridge and one more enemy and you're free to exit. And exit in attack mode; that means sword drawn. **Obvious note, Necromancers are all offense and no defense. So just rush in and hack away more so than normal. Another thing, never fight the summon.** A quick chat and then battle. Kill all three Necromancers before they chew at your health too much. Kill the dark mages, check Eletta's body, and then plunder the chest for your wood. Now back to school. Exchange words with Polus and then enter the university. Find Delmar and hand over your staff. You have three choices: Destruction, Illusion, or Mysticism. If you don't choose Destruction, than you are wanting to abuse something other than powerful magic. Mysticism offers terrible magic that is almost better left to potions and enchanted weapons; so you better pass on that. You get the traditional Fire, Lightning, Frost with Destruction, but to be honest, you probably already have these spells and don't need more. Illusion offers the best choices: Paralyze and Silence; with Paralyze being the best of the two. Here is the question: freeze or damage an opponent? The Paralysis will cost more power (souls), so that may be a small factor. Also, the effectiveness of the staff is leveled, so the higher your level the better it is. So either way you choose, wait 24 hours, speak to him again, and grab your reward in the cupboard behind him. Also, be sure to snatch all free scrolls and the gems in this place. Now return to Polus for your advancement and next task. Reward: Either Paralysis or Elemental Damage Staff (yes, those are your only choices) ================ Ulterior Motives ================ Visit the red-eyed count of Skingrad by summoning him through one of his servants. Fast forward 24 hours and you'll get the update. As you exit the castle the marker on your compass says to go back into the city. Instead, jump over the side of the bridge to the hill below you and run along the walls of the city until you hit the west side. Find the location of the green marker and then fast forward time to night. Look to the south and you'll see Mercator and a few Necromancers approach your position. Summon any allies and ready your blade as the guy in green gets close. Of course this is a setup, and you probably want to fight them before they fight you, but you may as well hear what he has to say. During the fight you will notice a guy in dark clothes show up and start fighting your enemies; so don't hit him. Afterward, the count will talk to you and reveal some small little chrunchlets of info. Now back to the university. Listen to the words of Polus (yeah right) and you will advance in rank. Reward: Spelldrinker Amulet ================= Vahtacen's Secret ================= After you ask Polus about the next task you will have to find Jarol and he will give you the key. The ruins are to the south of Cheydinhal. Inside, just go left and talk with the overseer. Talk about the pillar. Before you leave through the doors make sure you check the cask beside the table. As you progress you may hear the sound of enemies, but don't concern yourself for the moment. Talk with Denel about the reference and then go back to Skaleel to pick it up. Bring it back to Denel. Get all four inscriptions by touching the walls the glow blue. Now ask Denel about the translations. You should have both fire and frost damage spells, but probably no raise and lower magicka spells. No matter, just go to the chest behind the table and pick up the two scrolls that affect magicka, among others if you wish. Av molag means fire, av mafre means frost, sila means raise, and loria means lower. Save first in case you mess up. Go to each side, read the tablet, and then cast the spell on the pillar from that side; be sure to touch for the appropriate spell. If done correctly the thing will open and you can enter. There is a monster and then you'll find a huge room with a spike trap. Don't walk on it, but also watch out for the two magic crystals that fire at you from the ceiling. Now move forward, sneaking, to a pressure pad. Step on it and quickly hug the northwest wall. Hopefully the two ghosts on the side walls will not notice you as you wait for the real path to open up. Take the last path to open and you'll hit another tricky room, followed by a path of blades, a ghost, and then you're to the main room. Go up the steps on the south side and press the button. Turn around and take the new steps up to the center stage. As soon as you get up there you will be ambushed by a bunch of undead. There are a few ways to proceed. You can fight all the enemies in an all-out brawl to the death, where you might actually die. Or you can hightail it out of here. There are two escape routes. You can use the open path near the first button up the steps and follow the path to the door you used to enter. And you also have the option of taking an alternate route to the north that snakes around and leads you to a secret room of the first area of the cave. And you could always take the way you came, but there's no point. It's all up to you, just get out and go meet Skaleel. Now you're free to leave this complicated dungeon. Take the helmet back to Jarol and you're done. Reward: Robe of the Conjurer (I guess) ================== Necromancer's Moon ================== Talk with Polus to advance in rank. Visit Tar-Meena at the Mystic Archives. Tell her you want to know about the Black Soul Gems. Go pick up the book on the table and be sure to check the two books in the display cases. Tell her about the book and then back to Polus. Bothiel will hopefully be there, so just talk with her. Now back to Polus (ugh, I know I know). Now zap back to Vahtacan and snake your way from the north to climb to the cave entrance. You want to spy the altar when there is a light shining to the sky. Most likely you will not see this light. You can enter the cave and kill the first guy you see called an Anchorite. Kill him take this note and you're good to return to the school. Talk to Polus, advance, and that's it. Reward: nothing =========================== Liberation or Apprehension? =========================== Speak with Traven during about 9:00am just to be safe. He gives you a lot of info, and it all equals you going south of the city. Hopefully you've been to the area before (Umbra maybe?) and it will be a short walk. Otherwise, just exit the university and run from there. I'll see you there. Talk with Fithragaer near the entrance; seems to be a bit stressed, but that's no excuse for being rude! Oh well, follow him, but stop at the bottom of the steps. Yes, perhaps one of the funniest moments in the game, enjoy! And it just keeps going and going... Run across and fight the monster, but this will most likely force you into a huge fight with about three more Necromancers from the next room. Be sure to check their dead bodies for numerous loot. There is only one path, regardless of what your compass is telling you. There should be one last monster guarding three jugs of loot and the door to the next area. Be in fighting mode when you move forward and talk with Mariette. Kill her and the monster nearby. Move into the big room. Peek around the corner and snipe the Necromancer if you can, and then the two monsters in the center area. There are two Necromancers in the center area as well. Press the button on the wall to the north and you'll fight one tough zombie. Abuse waterwalking if you have it and if you need to. When he is dead you get the update and you're free to leave. Make sure you loot the place and then jump into the water on both sides to find buttons near the steps. You now have two free Varla Stones, and now you may leave. Sneak attack the lone Necromancer and you're clear to exit back to the surface. Speak with Traven concerning the zombie and then talk with Polus to up your rank. Reward: nothing yet again! ====================== Information at a Price ====================== Go to Skingrad and summon the count. The best kind of friend. More choices on how to proceed. I'll give you the quickest one. Find a lad named Eridor in the town of Skingrad. Lie to him so that he thinks you're from here and then tell him where the vampires lurk. Now move time forward about 12 hours or so and then enter the cave near the castle. You want for the whole lot of them and the vampires to kill each other off, but this is impossible. If you are a high level character then the hunters will all but commit suicide on their own. Don't kill any vampire hunters until they have assisted you in clearing the cave, and they hopefully don't live through it. If any one of them survives besides the leader, then kill that hunter yourself, and don't worry, it's 'legal' in this town. Then return to the count and you're done. **FYI, you have to kill other hunters besides Eridor because they will not talk with you. But as long as he survives he will lead the group out of town.** **Make sure to cure any traces of the vampire disease before you sleep, and pick up all portions of Vampire Dust for a later mission where those will be more valuable.** There are two alternatives, or course. You can kill the vampires and then bring one portion of dust from that cave to Eridor and he and his team will leave town (this means you have a lot of work to do in the cave). Or you can kill the vampires and kill all the hunters on your own, which won't count as a crime, but there is no point to this other than the challenge. At any rate, return to the count and then go back to Traven. Give him three days and speak with him again. Reward: nothing, not even a promotion! =============== A Plot Revealed =============== Skip on over to Bruma and enter the guild hall. Oh what a surprise. Kill all the ghosts, which can get tricky but you'll live. Run down the steps and enter the living quarters. Kill all these wraiths and use the empty room to funnel them and fight them one by one. Through the door and up the stairs and into the room of Jeanne. Chat with Camilla and kill her. Wait for J'skar to appear and ask him about the King of Worms. Now exit back to the university. Share the info with Traven and suddenly you're part of the action again. Give him another three days. While you wait, be sure to visit Polus for a nice reward at long freaking last. **I do hope you know to press T or the 'Back' button and you can quickly wait out the time.** Reward: Wizard's Fury spell and advancement ================== The Bloodworm Helm ================== Speak with Traven after three days and you learn that the council of mages are really stoopid. Take this quest first for no reason. Fort Teleman is way northeast of Leyawiin, and the only quick way to get there is to have already traveled the area. When you're inside there are two Necromancers in the first area. I could get you up to that ledge and everything will be nice and easy, but the game won't let you use that door; so don't waste your time. Two more bad guys before you find a pit. Snipe the other one across the way and proceed. One more bad guy, lots of crap loot in the big room, and then the door to the next area. What happens in the first area is a battle between monsters and Necromancers. What you want to do remain by the first door for long as you can and wait things out. Then mop up the survivors. Take the hole in the wall to enter the cavern area. Follow it to a sunken area where fight a demon and the helm is your's; you can wear it too. Go back to the the fort area with the stones and take the path on the left to make a quick escape. Don't return to Traven just yet. ======================== The Necromancer's Amulet ======================== I don't know, it's way north of Kvatch; not much more I can say. Inside, don't go into attack mode; put the guns away. Just walk through as if you were in a guild. A few treasures scattered about, but nothing worth the trouble. Just move along to the understreets. Just follow the path and do a sneak attack on Caranya. Kill her and retrace your path all the way back to the surface. I know there is another path but that is just crawling with more enemies. There is no way to exit this place without killing a bunch of Necromancer/Mages, so just hack your way through them to the surface. When encountering groups of three or more, it might be a good time to use the staff you made. Anyway, you'll live and you'll get out. Back to the university. Give both items to Traven and then speak with Polus to go up a rank. Talk with Traven again to get your next task. Reward: ... ====== Ambush ====== Near Skingrad (or the Priory of the Nine). Approach the mages waiting at the front. Follow her a bit where Thalfin will spill the details of the quest. Perhaps the best mission of the game, and I'm not sure why. Send her up close, send Iver up close, and put Merete far away. Now save, right now! Speak with Thalfin and let her know you are ready. Now run back to the east and around the stone quickly. Find some of the accessible ledges and hop up to the top. Quickly try to sneak around the group of bad guys and try to get to the door of the ruins as the fight begins. The plan is simple: steal the gem from Falcar as he flees. Doesn't matter if he sees you or not, just get it and whatever else you can grab (and it's hilarious when he says, 'What did you steal!?' as he runs away!) Now go help your buds for the heck of it and then you're free to return to Traven. **If they keep spotting you, then perhaps you should stay behind the wall for a bit longer and then pop up and just run to the door area.** **If you fail to grab it the first time, try again. And if you, for some reason, can't get it at all, then try to kill him, or you can always enter the dungeon and hunt him down (you're on your own for that).** ================= Confront the King ================= Tell him you're ready and prepare for the final battle. NOOOOO!!! N. O. N. O.! !!!!! Oh well, loot his body for the gem and all the other stuff. The cave is a bit west of Bruma. Save for good measure before you enter, and oh yeah you have to kill some guy; let him babble and then silence him yourself. Take the key and you're in. Two enemies in the first room; two more in the next, along with a decent chest on the wall. Then three more in the big room. Then two more in the next wide room. And then two more guarding the echo passage door. Two in the first room to greet you. Four monsters in the big room, and if you can skip the last one that is fine. Then two Necromancers in a room with beds if you need them. Don't take the first path you see, unless you have to, just go west and into the chamber. The Adept is tougher than the other Necromancers (FYI to all those sneaking around and using one-hit-kills). Now enter the cavern and put on as much resist magic-stuff as you can. Think speed for the next battle. Move forward and let him chat with you for a while. He will try to cast a series of spells on you, but they won't work thanks to Traven. If you were far into the game like me, this fight is laughable. I had a shield, amulet, and two rings that all resisted magic in some way, and all he could do was cause damage throug his weak dagger. So hope you have a similar experience; if not, then it's just a bit tougher. Once he's done, loot his body (yes, you can revive him with the staff and beat him up again), loot the four chests, and then make your escape. Take the same door out, and in the previous room take the nearby ladder to the south (which is guarded by a monster). Now you're back to the first area. Hop on the tree hanging to the east and hop over for a boss-level chest. Drop down, head west, and you're free. Return to the university. Talk with Polus and now the real final battle begins! ONE ON ONE DUEL WITH POLUS HIMSELF!!! THE TRUE KING OF WORMS!!! HAHAHAHAAHAAAAAA!!!!!!!!!!!!!!!! =================== Alchemy Acquisition =================== HA, I'll bet that tricked at least one person! No, just hunt down Julienne Fanis who tells you what one of your rewards are. Go figure. Oh yeah, now you're done with the Mage's Guild. Congrats. Reward: Ingredients on demand Arch-Mage clothes Extra room to keep stuff Two altars for spellmaking and enchanting Take mages with you on quests **Note, the altars and the ingredients are pointless if you have Frostcrag Spire.** ==================== ***************************************************************************** * 7. Dark Brotherhood ( RUFIO77 ) * ***************************************************************************** This is one of the two 'darker guilds in Cyrodiil. This is the 'murderer's guild.' The only way to join is to kill some innocent person. You can kill anyone you please. However, I would advise, if you have the Shivering Isles expansion, to go to the settlement of Split and do the killing quest. This will qualify as your kill toward joining the brotherhood. (don't sleep in the Isles or else you will face a glitch). After you kill someone and you see that message about someone watching you, then all you need to do is sleep somewhere. A dark figure will approach you and ask you to join. Accept and you're in. *NOTE: It's a good idea to stock up on lockpicks and to have some skill in sneaking before you attempt these quests. Can probably get by okay without, but it will make things easier.* *NOTE: Only do this join this guild if you don't use, or have, the Crusader's gear. You won't be able to use it. So I advise finding replacement equipment and then stashing the gear on the stand under the priory.* *NOTE: There is a big reward from one quest, a reward that makes the whole guild worth joining.* =================== A Knife in the Dark =================== Lucien orders you to kill an old man named Rufio who sleeps at the Inn of Ill Omen. He gives you a dagger as well. The inn is a bit south of the Imperial City, and near another inn. Go inside and enter the lower level sleeping quarters. Enter the room, sneak, pull out any weapon, and then kill Rufio. Sleep in the bed (or any bed) and Lucien will tell you where and how to join the guild. Visit the abandoned-looking home in Cheydinhal, enter the basement, approach the door, and choose the password. Ocheeva is the lizard woman. Talk with her and you're in. Reward: Blade of Woe, nothing special, yet ============== A Watery Grave ============== Now seek Vicente in the hall and accept your first hit. Pirates! And you'll be as sneaky as a ninja! Travel to the Waterfront of the Imperial City. There are several variations to killing the captain. And I repeat, you only need to kill the captain. You can sneak into a crate and sneak your way through a few levels of ship. You can take on the whole crew yourself because they will attack you first and you can use the Imperial Watch to help. But the best solution is NINJA STYLE! Hi YA! And you need to fast forward time so that it's dark outside; midnight. Go to the back of the very northwest end of the pathway of stone. When you get close to the crates you will be given the prompt to get in, but don't. Crouch and jump to the stone railing looking to the back of the ship, and then jump to the balconey below. Try again if you miss, but it should not be too tough of a jump, and no one should see you. Now, hopefully you know how to pick a lock without going through 30. Pick the Very Hard lock and you're in. Pick the nirnroot on the table and go to the man sleeping in the bed. Get your strongest weapon and put some poison on it if you can. Do a sneak attack and then another if you can, and then just kill what's left of him. Now pick his body for a key and quickly pick the chest and get out of there. Back to the guild. Collect your reward and you're done. Reward: Black Band *NOTE: Stop with the guild now if you want to keep using the Crusader's gear. One more quest and you'll be kicked out of the Crusader's club. Otherwise, please continue.* ================ Accidents Happen ================ Accept the next contract and you'll have the opportunity for a bonus. Travel to Bruma. Enter his house during the early day and go up his stairs. Sneak into the crawlspace and close the door behind you. Now fast forward time to about ten at night. Make sure the green arrow on your compass is directly below you (and if for some reason you miss you can always load your last save) and let the mount fall on Baenlin. He is dead and Gromm will be on alert. Quickly sneak down stairs and slither behind Gromm to get out of there. Back to the guild. *If anything goes wrong, just reload and try again.* Reward: Gold Bonus: Sufferthorn *NOTE: Now you can't use the Crusader's stuff.* ======================= Scheduled for Execution ======================= Name of the Dark Elf sound familiar? Return to the place where you exited the sewers way back when you first started the game. Only one path in this first area, and vermin. More vermin in the next area. Follow a path, jump in the water, jump out, come around, open a gate, and then exit this area. Fall off the edge, get around the dividing wall, kill some vermin, pick the lock and you're in. Listen to the conversation and save your game. You're back in old territory, but now you have to sneak past the guards in the area. As soon as the chat ends, quickly follow behind the Redguard (the black guy), and slither right on by him to the exit. If you get caught, then retry. Slink through the shadows, and stay hidden if you see a flame approach. When you get to an open area with a table, and you haven't crossed paths with the torch guard, then wait in a corner and use the pillars to hide from him when he patrols by. Now sneak past him, up some steps, through some doors, and then forward to the exit door. This area is clear of guards, just sneak back to your old cell and overhear the conversation of Dreth and the guard; good old Dreth, just as you remember. Save. Now sneak to the door, open it, pull out an arrow, and silence the old coot once and for all. Go to the table and pick up the Imperial Prison Key, and if the coast is clear just walk right out of the prison. Perhaps it must be night time in order for the guards to go away, I don't know; you could always sneak back through the sewers or use invisibility potions. Once you're out, back to the hall. Reward: Gold Bonus: Scales of Pitiless Justice ======================== The Renegade Shadowscale ======================== +Side Quest that has a limited window to play+ Speak with the Argonian in the hall named Teinaava about the shadowscale, and then approach him again. You are sent to a camp near the very southern edge of the map (close to the Hollow if you got it). Approach the camp, but don't kill Scar-Tail just yet. Go speak with him to hear his side of the story; he seems to know a lot more than he should. It's up to you, but I say accept his deal. You get the gold (which you can get either way), and then all you have to do is pull the heart out of the other dead Argonian and you're good to go. There's no reason to fight the dude. Bring the heart to Teinaava and you get double the rewards! Rewards: Gold and Boots of Bloody Bounding *NOTE: Keep the boots if you think you might ever need to jump high.* ==================== The Assassinated Man ==================== You are given the Languorwine Blade and sent to Chorrol. Pick the lock and enter Motierre's home. Save your game now. Talk with the fellow and then stand aside and pull out your special dagger. Let Hides get inside and then slash your friend before the conversation goes on. Now run outside and then fast travel to Weynon Priory outside town. Fast forward time about 24 hours. Now return to the city and enter the undercroft of the chapel. Touch Francois and then wake him up. And of course, everyone saw this coming. Kill the first one and then try to sneak out of here with Francois following you; make sure he follows or there might be troubles. Leave the chapel and enter the tavern across the street. Return to Vicente. Reward: Gold and Key to well Bonus: Cruelty's Heart *NOTE: You get the minor quest 'Dark Gift' and you can become a vampire. I would not recommend it, but you can do as you please. However, this quest too is on a limited window of opportunity. Hmm, do you wonder why there are two like this in one guild???* =================== The Lonely Wanderer =================== Speak with Ocheeva from now on. This quest slings you back to the city. Use the well exit from now on to enter and exit the hall. Go to the Talos Plaza District and enter the Tiber Septim Hotel. Go upstairs and enter the only open door. Talk with Atraena about Faelian. You learn where to post up and wait. Enter Lorkmir's home and crouch on the steps. Move time to around 11:00 in the morning and Faelian will arrive. Send an arrow into him and he'll be dead. Return to Ocheeva for payment. Reward: Gold Bonus: Shadowhunt ============ Bad Medicine ============ *Make sure you have a fair amount of lockpicks.* Travel to the Brina Cross Inn, or Anvil, and travel north. Might want to add the nearby Daedric shrine to your map, which is a bit southwest, just for later. Drop into the hole and sneak inside the fortress. Inside, turn to the right and go through two gates (or wait for someone to open them for you) and then stand over the ledge and listen to the conversation to learn a bit about the situation. Now move past the torches and follow the tunnels to the right (you can see Roderick in his bad above). Take the dark pathway all the way to the medicine cabinet, and if the orc is in the way, just wait for him to move away. Take the potion and replace it with the potion. Now take the exact same path all the way back out of here, and then back to the sanctuary. *Instead of listening to the conversation, it might be a better idea to make the slip before the two finish, or just blaze to the cabinet as soon as they finish talking. Just depends on if you want to hear it or not.* Reward: Gold Bonus: Deceiver's Finery ========= Whodunit? ========= +Perhaps the best quest in the game; if you want the full joy of it, please do NOT read this section because it will ruin it for you; all I will say is be sure to get everyone to like you+ Go to Skingrad and talk with Fafnir. You will meet first with Matilde. Tell her your sweet lies. Now go meet Primo, Neville, Nels, and Dovesi. Talk with everyone and learn of the animosity between the guests. Best to get everyone to like you and to put on anything that builds up your personality. You will find that Neville hates Nels, Matilde has a thing against Dark Elves, Primo dislikes Matilde, Neville is suspicious of Dovesi, and Neville also dislikes Nels. *NOTE: save before you start whackin' people if you want to replay this segment of the quest and see all the possibilities.* First Kill ---------- So where to start? Begin by finding Neville up in the bedrooms, alone, and kill him with a silent strike. Now this is the situation: Nels suspects Primo and Matilde, Matilde suspects Dovesi (big surprise), and Dovesi and Primo kinda suspect Matilde. Hmm, do you see the possibilities from here? Second Kill ----------- Find Primo away from the group and sneak attack him. Of course Matilde is still seeing Dark Elf, Nels just wants Dovesi to live, and Dovesi is as innocent as can be. Third Kill ---------- This one can go either way. Either kill Nels and Matilde will act on her true feelings, or kill Dovesi and Nels will make his move on the old woman. However, if you kill Matilde, then the other two will do nothing. If you then kill Dovesi, Nels' crush, then Nels will attack you if you talk with him. Fourth Kill ----------- No matter who you choose to kill for the third. The next kill will come after you talk with either Nels or Matilde. They have to like you by 70 and then all you have to do is mention the name of the other survivor and they will strike. And now there is only one guest, whoever survived the last fight. Last Kill --------- Kill the last person and it's over. --------- Of course there are many more combinations and many more outcomes to play out. You can experiment for yourself, or just move on. Return to Ocheeve and collect your reward. Reward: Gold Bonus: Night Mother's Blessing (increases to stats) ==================== Permanent Retirement ==================== Travel to Leyawiin. Go to the pond near the castle walls, at sometime during the day. Phillida will swim in the pond during the afternoon hours. Don all your best sneaking equipment and sit by the wall so that the guards cannot see you. Save your game right now. Then fire the rose and assassinate your target. But don't rush out while the guard is still there. Move time to after dark and the guard should be gone. Now go collect the finger along with some keys and gold. Fast travel to the Imperial Prison. Go in front of the door you wish to enter, move time to after midnight, and then save. Make sure the guy in white armor is outside, which he should be after midnight. Use one of the keys to enter the quarters, then pick a lock on the desk and insert the finger. Exit and head back to base for rewards. Reward: Gold Bonus: 500 gold ==================== Of Secret and Shadow ==================== Ocheeva gives you a letter from your old friend Lucien. Read it and then head outside of the eastern city gates. Go to the north side of Fort Farragut and locate a large tree stump. Go around it and enter the hollow portion to find a quick and easy route to your friend. *NOTE: You could always enter the normal entrance of the fort and fight through a dungeon, if you want to.* Speak with Lachance to learn of your next task. Then plunder his crib for some stuff and more apples! Please don't them. Reward: Poison Apples, summon Rufio scroll ================ The Purification ================ Return to the sanctuary. Now you are taking a big step here. You should do the Teinaava's quest now (you can even do it while you're butchering the family), and you need to visit the vampire if you want to be one yourself (no big deal if you have no desire to be a minion of the night). Also, visit M'raaj-Dar if you want any of his stuff (and he's finally warmed up to you too). I suggest buying all you can from him, and hopefully you have enough money to buy him out; and remember, you can buy spells you can't use to save them for later. You have many options. With your apples you can steal all the food from the living quarters and leave nothing but the bad fruit. This will get only so many, and it's honestly more trouble than needed. I say just save the rare tools for other situations. The best thing is to make it dark and take out the assassins as they sleep, or however it works out. Again, you can use the scroll you just got, or you can save it for later. Just move time around until you have people alone, or even in a pair, and just sneak kill everyone. Telaendril might leave the guild hall, so move time until she returns. And be sure to check the people's chests in the living quarters for some good rewards. Return to Lachance for a most valuable gift. Reward: Shadowmere (the only warpony you will ever need) *NOTE: If you need a place to keep your stuff, you can 'kill' the horse and stuff it full of items. Repeat whenever you need to withdraw/deposit items.* *NOTE: If you have the add-ons for the game, don't forget to buy some horse armor. And, if you ever lose the horse and can't find it, return to the fort and it will be there, usually.* =================== Affairs of a Wizard =================== Head to Hero Hill on your trusty steed and pull your letter from the rcok. Hopefully you have a location near Leafrot Cave to fast travel to, otherwise prepare for a long ride with your new friend. Move forward and kill the monsters in the living area. Check for stuff and be sure to read the big book on the table. Pick through the first door and try to sneak by the two monsters to enter the hollow. Drop down and don all your sneaking gear again. Wait for Celedaen to walk by and then pickpocket the hourglass. Easy as that. Loot the coffins and take the door out of here and then back outside. Go to Chorrol and check in the bushes for a sack with your reward and orders. Reward: Gold =========== Next of Kin =========== Go to Applewatch near Bruma. Talk with Perennia and ask about her children. She will give you a gift list. Then quickly kill her before she can leave the house (reload if you must) and then kill the poor dog. Check your bounty and visit the thieves guild if you need to get rid of a bounty. *NOTE: Always remember to save before each kill.* Travel to the Talos Plaza District and enter the son's house. You don't need to kill the guy in the living room, so break into the top room. Kill him with a swift stroke, or place an apple in his pocket and wait. Then go east of the city to Muck valley Cavern. Kill the lions, mice, and bears on your way to the big cave. A good summon helps as you kill the two bears and the mountain woman. The Drunken Dragon sits in the southern end of Cyrodiil. The guard in here makes killing the owner difficult. A stealth kill from the shadows of the stairs is the best choice. Head to the Three Sisters' in Leyawiin. Killing her is difficult because she will most likely survive a sneak attack, and apples don't seem to work either. You might have to kill her, quickly exit from the inn, and then warp to the Imperial City Waterfront to pay off your fines at the Thieves Guild. Or, you could always just go to jail for a while (all of this is assuming you get a bounty after killing Caelia). Once everyone is dead, head to the castle Skingrad and check the well for reward and letter. Reward: Gold =========== Broken Vows =========== Travel to Bruma and enter the house. Go down and around the corner to move some junk in the way of the trap door. Sneak attack him, or talk with him. Either way you must kill the cat. Then travel to Old Bridge, a bridge to the south of the city. Grab your reward and orders from the box. Reward: Gold ============= Final Justice ============= The Flooded Mine sits north of Bravil, just outside the city. Put on any Water Breathing items and dive under. Either path at the fork in the road will lead to Shaleez, and the right path leads to her bedroll if she is asleep. Kill her, make sure you plunder the boss chest in the big cave, and exit. Find your way to Fort Redman. There are small rewards at the top of the ruins, and the coffin is on the bottom. Pick up all the items. Reward: Gold ================= A Matter of Honor ================= You want Alval when he rests at the Bruma inn. But first go to the Mages Guild in Bruma and pick up a bottle of Mead in the living area, at the the bottom of the stairs. *NOTE: The Mead is fine, but the poison apples from a few quests ago work even better.* Go to the Lonely Suitor Lodge and steal all the food items from every inch of the place. Find his room and place an apple there so that he is more likely to steal it (he does that for some reason). It will also help to put an apple in his pocket. Then just wait around and hope that he is dead after you move time along. *NOTE: Make sure you scan the list to know his stops.* However, if he takes off, then you might want to chase him. The Skingrad location is a good place to scatter apples in the top area where he eats quite often. The Bruma stop is not as good, so just wait for him at his home in Leyawiin towards the end of the week. Again, the best thing is to place an apple in his pocket and wait for him to eat it at some point. Otherwise, clear the stops of food and place apples, but try to not kill the other citizens if you can, or it's just wasted apples. The Mead route is okay, but then you still have to attack him. With witnesses around, that might not be good. Of course, you could always attack him head on, but that is not good either. He's a master mage and it might take just one hit to take you out. If you think you can, or you just want to try, ambush him along his walks and make sure you have max magicka resistance/absorption/ reflection items on (it probably won't be enough). Anywho, once he's dead travel to the Market District and check the stump. Reward: Gold ================= The Coldest Sleep ================= Travel to the Gnoll Mountain, near Bruma. Hopefully, you have the add-ons and you can quick travel to Frostcrag Spire. If not, enjoy the climb. Kill the Nord and the dog. Then travel to Nornal and step inside. Follow the path to a small pool of water. Dive under, unlock the gate, and grab your stuff from the chest. Reward: Gold =================== A Kiss Before Dying =================== Zap to Bravil and sneak to a perch that overlooks the statue. Strange that HE would pay the guards to look away... Move time to about midnight and let the arrow fly. Let the brawl begin. That is because half the town will join the battle, for some reason. So try to kill the elf quickly before chaos erupts. And then the story will advance; quite the surprise. ================ Following a Lead ================ Go to Anvil and find the statue that is near the barrel. Wait on one side of the statue so that you can see the barrel, and crouch. Sit and wait for Enilroth to appear. Approach him and ask about the lighthouse. Your quest is updated, but after the conversation take the orders from the battel and then try to steal the money from the poor elf (it's some sort of twisted justice at least). Head to the lighthouse outside the walls and enter the lighthouse tower, or hunt down Ulfgar in the town. There are a few options. You can always make threats and he will cough it up. If you're in town, you can ask for the key and then say nothing to go into battle; you can then yield and let the town watch take care of him. Or you can steal the key, or you can kill him with your own hands. With the key, head to the cellar for a macabre scene. Pick the lock of the room, kill the dog, read the diary, take the head, and leave. Go to the house of Applewatch for some bleak news. After the talk toss the horrid head on the ground and see the response of one Mathieu Bellamont. Make time midnight and talk with Arquen to teleport! *NOTE: Outside Applewatch are a few graves. Disturb one grave and it will disturb back!* Reward: Black Hand Hood and Robe ================ Honor Thy Mother ================ Talk with Arquen and watch the fiendish ritual. Follow the Black Hand below the statue, and get a kiss for good luck. Watch in anticipation. Kill Mathieu when the chance comes; not tough. Talk with the night mother, responding how you wish (stoic is kinda cool). Loot the three chests for your reward and talk with the old girl when you are ready to leave. Talk with Arquen to get the master quest going. Whispers of Death ----------------- Not a real quest. This is essentially your reward. Go to Bravil, talk with the Night Mother, and then bring the info to Arquen for your cut. That's it. Doing so will eventually lure more prospects into the base. These minions can accompany you whenever you need, and they have a 'quiet' mode for those stealth missions. Reward: Blade of Woe is pumped up ================= ***************************************************************************** * 8. Thieve's Guild ( FOX8888 ) * ***************************************************************************** If you've ever been thrown in jail, you already know of this guild. The Thieve's guild does not operate like the other three. As in the last guild, this one offers you several rewards that will always prove useful. And, being skilled in sneak and stealing are musts. Going to jail will net you the formal invite, eventually. But the most direct route is to travel to the Imperial City Waterfront and visit a gathering behind some houses at midnight. Oddly, the faction will welcome a new visitor. ====================== May the Best Thief Win ====================== Armand Christophe will give the three of you a challenge: find a diary in the city and return. Do so and you are in the guild. Save before you set off and mess up. I'll give you the darn solution: run through the water and enter the Temple District nearby, go right as you enter and run inside Amantius Allectus' house, check the desk, grab the diary, and return to the Waterfront. Get time to midnight and claim your position in the ranks of the guild. However, if you are too slow you should let Methrendhel steal it and then steal it from her. You can pickpocket it from her if she barely beats you to the desk. You could wait outside and snake it there. Or you can take it as she returns to her home in the Waterfront District. Your choice. And if you fail to steal the book within 24 hours, not only do you suck but now you must go on the pity quest to enter the guild. Frankly, just reload your save from once the challenge started. The pity quest is just busy work. You'll find the guy in the Market District. Reward: Pay off fines, buy lockpicks, and fence stolen goods ==================== Independent Thievery ==================== *NOTE: Ongar is a good source of lockpicks, so stock up.* This isn't so much a quest as it is a series of elementary school tests so that you can move on (no thief left behind). As of now you only need 50 gold worth of stolen goods. If that is enough for you then go ahead and travel to Bruma, find Ongar, and get your right to play on. However, you then need more stolen goods as you keep beating missions in the guild. So the best thing is to sell 1,000 worth of stolen goods right now. Of course the best way is to have saved a bunch of items in your previous quests (assuming you are not playing this guild as the first item on you Oblivion checklist), and sell them now. The easiest things to steal and hold onto to this point would have been rings, amulets, books, potions/poisons, or whatever else. Option two is to go around the known world in search of loot. You could go around stealing apples and cups until you get 1,000 worth, and believe me, it would not be as bad as it sounds. The better option is to hit up the most expensive known locations for high-dollar plunder. Castles are always the best places to look. There are usually goods trinkets in the bedrooms of the counts, but I have one big-ticket item that is much easier to snake. Travel to Castle Chorrol, at night time, and enter the throne room. Sneak up the left staircase, open the display box, and grab the Varla Stone. This, depending on how much Ongar likes you and how much value you can get from it, this item should get you through a good majority of THIS quest's overall total of 1,000. If I were you and all I had was this one stolen good and I just want to get going with the guild, then you might just trade this in for gold and get going and hope that you run into more loot along your travels. If not, here are some more things to look for. Castle Bruma: Look for the display cases in the dining room behind the throne; not the four cases around the throne (just do it). Castle Bravil: Lots of good loot, but the swords are just fake and not worth much, so don't waste your time. Castle Skingrad: Visit during the day and enter the count's chamber (up the stairs in the foyer and up another set up stairs to a wide open room). Loot the count's bedroom as he sleeps. Castle Anvil: You will need at least a weak potion of invisibility, or some more clever means that I can't think of right now. Go up the stairs, during the day, and sneak into the privat quarters. You'll be in a hall, and to the left is a single guard, and in front is the royal bedroom. Drink your potion and sneak to the door, break in and you're good. Quickly go around and steal all the valuables, but don't exit through the same door, take the other door. Pretty view, huh? Use the ledges and hop down to safety, or just zap to Bruma. No matter what, if you visit each of these castles and Chorrol's, you should have all the goods needed. Go visit Ongar and you don't have to steal random crap for the rest of the quests. If not, steal apples and wine until you're good to go. And probably don't even need all these places; whatever you do. *NOTE: I won't mention this quest anymore, so if the message in game pops up and doesn't go away, then you have some petty stealing to do.* Return to Armand Christophe at midnight by the waterfront and ask about the special jobs; just say sure to cut to the point. ================= Untaxing the Poor ================= This quest is not even close to as difficult as it seems. For one, you must be quick. Just follow the words I write and you'll be done. Go to the Temple District and go to the southern tower. Save before you enter. Enter the tower at night. The place will always have guards, and everything gets weird if you try to avoid the guards. Just go into sneak as best you can and look to the ladder while the two guards on the ground level watch you, then enter. Hurry up the next ladder, and then again, and when you get to the top bedroom look right, unlock the desk, grab the records, and make a quick exit. If you were quick enough, the guards should not have stopped you and because you were so quick there should be no bounty. If not, reload your last save. Return to Armand at night, spill the records, and you only get the gold that was in the desk (which wasn't much). And then collect your next task, that is if you're done with the petty thievery. Reward: not much ================ The Elven Maiden ================ Travel to Cheydinhal and enter the chapel; save inside. Watch for the patrolling elf and sneak into the chamber on the left. Grab the bust sitting by the coffin, but DON'T try to plunder the coffin, just watch for the elf and make a slinking retreat. If you disturb the dead, they will disturb you. Make a jump to the waterfront and make time midnight, or just walk around for a while until Methredhel finds you. After, go to around the midnight gardens and enter Arano's house in secret. Just go touch the cupboard to plant the hot item. Now exit and go up to Lex and make him like you, then tell him about the bust and then follow him. After the scene you are free to make your midnight meeting. You get a promotion and a small reward. Ask for the next quest. You are forwarded to Bravil. Reward: 100 gold ================== Ahdarji's Heirloom ================== Be sure to visit S'krivva during the morning when she is at her house; any other time is not wise. She will send you to Leyawiin. Visit the Three Sister's during the daytime, or find Ahdarji at the Five Claws, or her house at night. Ask about her ring and you'll be given a familiar name. Hunt down a beggar and ask them about Amusei to learn of a tip and his whereabouts. Enter the castle's dungeon save. You can mess with the jailor, but you can skip him and quietly break into the jail. Talk with the lizard, and be sure you got a spare lockpick; get him to talk by offering a lockpick in exchange for the ring's info. Be sure not to get caught as you sneak your way out of the prison. Exit the castle for now and get more info from a bum; you are referred to Hlidara Mothril who is usually at the chapel during the day. Get her to like you a lot and get her to spill the beans about the ring and the dark secret. *NOTE: You can visit Ahdarji again and she will up the ante a bit, but it's not worth it.* *NOTE: Enter the castle around ten at night or so, and don't attempt during the middle of the month, 15-17th.* Return to the castle and enter the throne area; take the basement entrance in silence. Don't worry, no guards, just make your way to a room and look for a lever in a barrel to open the secret tunnel. Follow the path around a torture room and enter the private quarters in shadow. Pull the lever and sneak your way up to the big room. Make sure the coast is clear and slither to the bedroom undetected; might want to save after before you enter the big room. Hide in the shadow of the room, near the desk, and wait for the countess to sleep. Loot the jewelry box of everything, sneak back to the stairs, and take the dark path out to safety. Find the catwoman sometime during the day, or break into her house at risk of being turned in, but her doors are open during the morning. Return to S'krivva in Bravil for promotion and more gold. Reward: 300 gold ============ Misdirection ============ S'krivva sends you back to a waterfront in turmoil. Part of the quest is to find Methredhel, but as I've done before, I'll just tell you where to go. Travel to the Talos Plaza district and enter Dynari Amnis' house. Talk with the lady in charge and you get your orders. Zap to the Arcane University across town and enter the tower. Just as you did in the guard tower before, quickly race through the portals and snatch the staff at the foot of the arch-mage's bed. Then drop a note in the nightstand and make a hasty retreat. *NOTE: If you happen to be the arch-mage, then all the more easy and ironic. You're essentially stealing from yourself! WEEEEE!* Report back to Methredhel for you next orders. Return to the waterfront and go to the house intersection where Lex patrols. Just get close to him and a summoned Daedra will appear for a quick scene. Afterward, go pick up the note near Lex and then return it to Meth. Vanin lives just to the southwest of Amnis' place. Break in at anytime during the day, break into his room, and insert the staff. Make your escape and go all the way back to Bravil for promotion and gold. Reward: 300 gold ============== Lost Histories ============== *NOTE: Return to Ongar if you need more lockpicks at this point.* S'krivva whips you to Skingrad. Talk with one of the yocal bums to learn some info. Talk with some of the people in town until you learn about the need for work in the castle. They refer you to Shum gro-Yarug who visits the town around 10 AM. Talk with him and take the lousy job. *NOTE: I found this quest easiest if you tackle it before noon.* Report to the castle for work and enter the dungeon. Tell the jailor you are the slop drudge and you are in. Meet with Larthjar and tell him that you will set him free. Do so and ask him about Theranis to learn of the sinister plot. Follow the path of red and press the 'strange candle' on the wall to open the path; couple of free lockpicks on a stool before the door. In the next area there are no bad guys to sneak around for. Follow the path until you find a wide open cellar room. Go to the barrel on the right and press the candle on the pillar. Sneak through the open door and get a snipe arrow on the Pale Lady, then kill her; try not to get infected. Take the keys from her and inspect the room. Comb over Theranis' body, but no book. Talk with Amusei and break him out. Don't take the prison route, take the other way. If you hit the dining area around noon or so, there should be no one around. Just make a trail to the norhteast door. Head forward to avoid the throne room, and you're outside. Go beyond the castle's walls, across the bridge, and wait at the point down the hill. Amusei coughs up the book's location. Go back into town through the gates nearby. Take the first path to the right, behind the houses, and you should see the book near the city walls as you walk. Grab it, flash back to Bravil, and report back to S'krivva for gold. Reward: 400 gold ================== Taking Care of Lex ================== Now you're off to Anvil on your Thieve's Guild Stealing Around Cyrodiil Tour. Speak with one of the bums to learn of the blacksmith. Zoom to the castle and enter the smithy. Track down Orrin and follow. He opens a secret path for you, so take it. Save beyond the locked door. *NOTE: Make sure you are attempting this mission at late night.* When you hit the dead end pull the 'movable pillar.' Sneak into the door to the left and open the desk. Take the list, money, and open the door nearby for a nirnroot. Now make your way back to town. You can ask the bums for guidance, but you can just go to the ruined house next to the Mage's Guild. Ask 'A Stranger' for help and discuss whatever. Just stand nearby and make 24 hours go by. Talk to him again, cough up 500 gold, and take the letter. Now zap to the Imperial City Prison. Now, this part of the quest is very easy if you have alread gone through the Dark Brotherhood; you will already have the path open to you. Either way, just make time around midnight, make sure the head guard leaves, and make your way into the door on the right. The desk will be right in front of you and all you have to do is touch the seal to do the deed. Run outside and zap back to Anvil. Visit the countess at the castle during the mid-day hours. Give Umbranox the heavily tainted letter; chat with the cordial Dairihill nearby for a 20 gold tip. Now return to the Temple District of the Imperial City and stop by the guard watchtower you've been to before; or wherever your red target tells you to go. Tell him the good news. Now back to Bravil after a long week's worth of work for promotion and gold. Reward: 1,000 gold (covers the forge) =================== Turning a Blind Eye =================== Just go outside S'krivva's house and make time go by until Meth gives you your next orders. Travel to Bruma and enter Cecia's home. Speak with the infamous Gray Fox and be sure to start things off on a good foot. He sends you to a monastery in the mountains far away. Hopefully you have a few markers already in the area to make it a short journey. There are a few things you can do, but let's cut to the chase. Hunt down a monk named Holger and get him to like you by 80. He'll not only let you in on some secrets, but he'll also lead you to the catacombs himself. Follow him into the crypt and enter the combs in stealth mode. Save now and move forward. You'll notice that the monks are blind, but that doesn't mean they can't detect you; they can still hear. So all you have to do is step lightly (go bare foot) and stay sneaky the whole time. *NOTE: At any time in the catacombs you might want to save and try to steal you a key to save you some picks, or you can pick all the locks to bump up your skill.* In the corner of the first room is a decent chest. Go into the tunnel on the left and there are two chests: one in the food room and one in the tunnel. The path leads through the tunnel where you'll find another chest at a three-way intersection. Again, both paths from here lead to the same door and both have a chest in each. The left path leads through more of the rock tunnel and should be empty, well there's a rat. And don't miss the chest in the broken wall near the exit door. Both paths lead you to a sleeping area; the left way leads you right to it, and the right way leads you to a storage area with a single chest. There is a decent chest in the sleeping area and you can move forward to the next area. Move along until you see a tripwire, don't let it get you, and be sure to get the chest nearby. Just move straight ahead, skipping the trap room down the right path, and you'll eventually hit a skeleton. Try to sneak kill it, or get rid of it however. Keep moving until you pass over a wooden plank. The left path leads to a quick chest in a spike pit, and then come back and take the southeast path. You'll get through a moving rock wall and then head left. Trip the rolling log trap before going up the incline. Continue on until you find another trap; press the pad on the ground and then quickly move back to let the swing log get spent. Keep moving until you can go right and hit the door to the shrine. Move forward to view over the stone's pit. There it the stone on the right, a guardian monk, and a turret stone. There is also a chest on the left corner of the pit, and in the right-top corner of the whole room. Depending on your sneak skill, you can sneak to the right of the platform, jump up, grab the stone, and then jump out of the pit; or you can try to snipe kill the guard if you can't sneak, but you should be able to snatch and grab. Now take the north path for a chest and a ladder back to the surface. Zap back to Bruma and return Savilla's Stone to the Fox. For your mega-theft you get some gold. And leave the house too. Reward: 500 gold ==================== Arrow of Extrication ==================== *NOTE: Remember to stock up on picks if you're running low and you suck at picking locks.* Given that you already fenced at least 700, just move time forward until an old friend tracks you down. Listen to Amusei's message and head to Chorrol. Enter Ancrus' house and gather your next task; and don't be a jerk either. Head to Bravil and seek out a beggar. They lead you to the castle, so go. Head up the stairs over the throne and enter. Take a left and pick your way into Fathis' room. Look into both chests on the left to have the epiphany that the arrow isn't here. Go to the north wall and press the movable pillar to open the path to the grotto. Wait in this corridor for the Daedra to get into view and then try to snipe it, or kill it however. Take the door in front of you and take the path straight down a ramp to the water. Kill a single crab and follow the path to the east into a water area that has a deep floor. Kill a few fish and dive under until you find a path; any waterbreathing helps, and use your map. Follow the water tunnel to dry land and keep moving until you pass a gate. Save and try to sneak by to open a door and snipe kill a conjurer in a dead-end room, then come back and take on the Dremora. Pass through to a watery tunnel where you'll run into a nirnroot, a pest in the water, and then a door to the lair. Move beyond the closed double-door and follow the path to a gate; remember to stay in sneak. This room has nothing, so keep moving to another gate. This room has an atronach and a conjurer. The best thing to do is wait for the beast to turn away and then you go sneak kill the conjurer, or just sneak past them both, or fight. Whatever you choose, get up the stairs and out into the tower. You have only two options here: fight all the beasts, or sneak all the way up. You have to get up two levels to get on Fathis' level. I say save and try to sneak your way up, jump along the left side by using a doorway, and then sneak into his room, because if you engage in one monster battle that will usually bring in everyone. When you reach Fathis' room, just go into the right corner so that he can't see you (it doesn't matter if he detects you, just so long as he doesn't see you take the arrow) and break into the chest to steal all the good stuff. You can steal more, but just get back to Chorrol. Give the Fox the arrow-key to get promoted and get your gold. Reward: 500 gold ======================= Boots of Springheel Jak ======================= Go outside and wait for the thievery messages to pop by and then move time forward until Amusei shows up. Zap to Cheydinhal and consult the Fox for you next mission; please be nice. Head to the Talos Plaza District of the city and go ahead and ask the beggar for the house you need. Enter Jakben's house and break into the upstairs. He is usually here during the daylight hours. There are a few ways to go about this quest. The first is the straightforward approach. You go up to him, ask for the key to the basement, and he gives hands it over. Then you go down to the basement, enter the catacombs, fight a few vampires on your way to a coffin, Jakben appears, you fight, and then you get the boots. Actually, the more straightforward approach is to just kill Jakben the moment you find him. He has the boots at all times, but you can't just steal them from him; gotta become a murderer (which will net you an invite to the Dark Brotherhood if you haven't been already). Jakben wears red and his servant wears blue. I snipe killed the servant first so that he did not bother me; this is a penalty, but more on that later (and if Axius is not here, then don't worry about it). After the servant is out of the picture, go get a sneak attack on Jakben (hopefully killing him) and quickly finish him off before he can get back at you. After he is dead, quickly loot his body and run up the stairs into a private study. Drop all your stolen goods in here and exit back outside where the authorities will arrest you. Just pay off your fine (which is only 40 by the way) and then go back to the house to reclaim all your stolen goods. *NOTE: About the Blood Price, after you have been caught and paid your fine, go to Armand and agree to pay 1,000 gold. For some odd reason you are also awarded 500 gold for getting the boots. So whatever.* Believe me, both ways are complicated, but the second way is much easier if you understand the complexities of the game. The common way of entering the tomb can reveal more of the story and dialogue, but it really doesn't matter. Either way, return to Cheydinhal with boots in hand, or you can try them out too to know what it's like to jump really good. Cough 'em up and collect your payment. Reward: 500 gold ================== The Ultimate Heist ================== Again, go outside, wait, and you get the message to travel to the Imperial City from Amusei. Go there and get the breakdown for the final theft. Have all your best sneaking equipment, potions, spells, and whatever else you need. Even load up on fighting gear; you're on one of the longer quests of the whole game. *NOTE: By now, you probably already know to save before a tricky encounter, so don't stop doing so now. Save often and use your map to help.* *NOTE: Bring a few invisibility potions, or as many as you want, and have at least a few chameleon items on you along with some things that help you sneak. If you are good at sneaking and have a few power-up items on you, this quest will be a breeze.* *NOTE: At any time, if you get into a fight, go ahead and fight, but I am assuming that you are sneaking first, fighting second.* Your first step is simple, enter the palace. Once inside, go down the left corridor and sneak into the basement. Move forward a bit and wait for a guard to walk past you, then go through the darknened center area. Near a large chair and in the corner rests the Glass of Time. Touch it and scurry back outside. Now make your way to the Imperial City Arboretum, a calm and peaceful place that you probably haven't been to yet. The arrow on your compass points you to a sewer hatch, so take it. Follow the path, unlock a gate, and turn a wheel to open the path. Go through, take the left waterway, open a gate, and enter the Bloodworks. I liked using fireballs to take out the vermin along the way. Woa, not a good sign. Go right and try to sneak around the monster in this room; there's a potion and some gems on the table. Fall off the right side of the bridge and go past the gate. Cross over this bridge and turn a wheel in the next room beyond another gate. Now back up a bit and you should see the door below open up. You might be able to sneak by the lone bad guy in here, or you can use an invisibility potion to make sure. Take the corridor and you'll emerge into a waterway room with a few enemies. Save and then see if you can snipe the enemies from the shadows. Enter the room on the left and turn the wheel to open up the waterway. Follow the path, use the key on the gate, check the chests, and then enter the Palace Sewers. Cross over the bridge and sneak around the enemy in this room to enter the corridor to the northwest. Just sneak along the path following the water tank thing, and then the next one. You'll eventually reach a tiny room with two crabs, a few chests, and the door to the Old Way. Stay in stealth mode. Kill the vermin down the path and keep heading westward. Unlock the door and go through. There is a gate on the right, but don't bother. Just try to sneak around the monster at the bottom of the steps and hug the wall so that you slip into a hole in the wall (to get around the monster I would suggest a small invisibility potion). Go through the old room and through the other hole. You have two doors into the next section, but take the one without a lock. *NOTE: For the previous section, from the start, instead of going west, go south beyond a trap. All that stands in your way is a ghoul. Either snipe it or sneak around it. When you get into the upcoming section, you'll just be above the lower doors. Just creep over the edge and you'll start in the right spot.* Try to slip by the skeleton and take the path to the right to enter a hidden path. Sneak past the ghoul in here and follow the path. Get around another ghoul and find the crack in the wall that leads to a brightly lit area. Avoid the enemy in here and take yet another broken section in the wall on the left side (use your map to know where to go). This part is extremely easy if you don't care for small treasure, if you can sneak past most monsters without them seeing you, and if you have a few shadow potions. Go left and around the ghoul in here. Follow the path to an open area, and sneak past all the enemies along your path until you find a wide area with three monsters and some support beams in a pit. Bring up your map to locate the path on the right wall. Take that path to get around the monsters. Follow the cave-path south and you'll look into a room with a few more enemies. Sneak around all of them and head north until you run into a fork in the road. Take the path on the right and you'll emerge next to a couple of chests. Go down the ramp keep heading east. Almost done. Put on the Boots of Springheel Jak and jump up to the ledge on either side. Press both buttons on the walls and be sure to use the bedroll up here if you need to level up. Hop down and move east to the door to the Hall of Epochs. (yeah, this was the worst single area of the game, but extremely simple if you could sneak past all the monsters) *NOTE: Save now just in case you screw up and leave this save until after you get through this area.* Collect the Welkynd Stones and move along. There are more stones in the next room, but skip if you have a bunch already. Go up the stairs on either side and be sure to go to the statue so that the quest update messages pop up. Now follow the walkway around to the only path on the south wall. Press a button after you get through the gate and jump below and follow the path to another door to the south. *NOTE: Make sure you went to the statue and cleared the green marker on your compass before you move on.* Watch out for the enemy nearby and sneak around it to enter the big room. On the west side of the room you will find a smaller room with a few goodies. Take the path to the north and sneak around the Lichs in here to find another path that leads to the main room. There is a single Lich that you want to avoid at all costs. There are two chests in the rooms on the left and right, but they aren't important. Just go press the button and grab the goods in the big chest. Now retrace your steps back to the previous room, hopefully still undetected. In the statue room, return to the main area. Hopefully the two large blocks on either side of the small bridge are now down. If not, then you did not go about the series of events correctly. You will need to reload that one save and make sure you go to the statue to get the quest update (not sure why but you have to). If you are good, get on the bridge and step on the pressure pad; ignore the several bad guys if you're in stealth. SAVE NOW! SAVE NOW! SAVE NOW! Load up your Arrow of Extrication look to the statue and the open blue spot in the front of it. You don't have one shot, but if you miss you should reload that save. Hopefully you kinda know how to aim. If you don't, you need to aim just slightly above the blue spot. You don't even need to be terribly accurate; if you're close, you'll get it (and you're archery stats and strength have a little bit to do with it). Anyway, once you get the 'be stealthy' message and the statue moves up, you're all clear. Save now. If you have an invisibility potion, now is the time to use it. Stay stealthy and make a dash for the door under the statue. If you don't, be ready to run into those two odd colored statues beside the big one. They're not impossible, but with them and the other monsters you left in the room, it won't be fun. And you can always just run to the door regardless; it is not like the swarm will follow you... You're almost done now, the final leg of the quest. You will end up in a bedroom of all places. Wait for the guard(s) that may be awake to go away, and then follow them to the outer ring. Go to the left, using the shadows to avoid detection, and enter the Elder Scrolls Library. Follow the guard here to the center door and enter the library proper. Shuffle around to the right and pull the lever behind the 'watchful' guard. Then go all the way around and enter the library. Sit in the chair and wait for the scroll to be set in front of you. Take it, make sure you are in stealth before you take a step, get up, and go up the stairs for the exit door. Go left, sneak around the guard, and enter the Moth Priest's Quarters. Just another room. Get to the end to enter the Battlemage's Chambers. Watch for the people in here, and make sure the lady in red is out of her office. Sneak inside the center area. There are some valuables in the two cases on the right if you want them. Enter the bed area and go to the chimney. Put on your Boots of Springheel Jak and pull the thing in the lower left corner of the logs. *NOTE: If you do use the boots, you will lose them. If you want them, then you should save before you open the chimney and see if you survive the fall on your own. If you do, then congrats you get to keep those cool boots. If not and you have no other Acrobatics amplifiers, you will have to spend the boots. You will need to be about 50 or so to survive (I was 66 Acrobatics skill and I lost a little less than half my health). You're back to a familiar place. Turn around and head back into the sewers. Retrace your steps back to the Bloodworks area; should be a clear path if you remain in stealth. Go backward more to the spot where you opened the door, and maybe left a bad guy. Sneak around them and go left all the way to a door to the South East Tunnel. Go right and you'll be back in the a very old part of the sewer, the part where you started from. Follow the cleared path all the way south back to fresh air. *NOTE: I know the red arrow on your compass pointed you to another exit, but who knows where that leads you; this way is much faster. (FYI, I know where it leads, no email please)* No zap across the city back to the Elven Gardens. Show the Fox your grand theft item. Hmm, he gives you yet another odd quest (this really IS A MEGA- QUEST!!). Zap to Castle Anvil and give the ring to Umbranox on her throne during the day (Do I hear wedding bells? No, no I don't). Scene and cue organ strike! Return to the Waterfront one last time and scope out the pad; it's actually pretty crummy. Once you're there, you're done. You got the guild and the cowl. Reward: Gray Cowl of Nocturnal Boots of Springheel Jak (maybe) The Thieve's Guild (yipee) *NOTE: The cowl is a whole 'nother monster; really. With the cowl on you will instantly become the Gray Fox, and you will return to normal when you take it off; even if you take it off with someone watching. Not only is the cowl the single best helm in the game (for the sneak and strenght boosters), but you can now commit crimes as the Fox and not get caught, so long as you take off the cowl. You'll notice that you gain an instant bounty when you put on the cowl, so only do so away from people. You now have essentially two characters: You and the Fox. Just make sure to always take off the cowl before you return from your journeys.* ***************************************************************************** * 9. Arena ( ROME999 ) * ***************************************************************************** If you followed the guilds and quests as I've written them out, then you must have noticed that you could have gotten through the Thieve's Guild without so much as casting a spell; well, maybe once, but just for a single murder. No more! Get ready for some bloodsport! Draw your steel, put on your dippies, and enter the arena! Go to the Arena district of the Imperial City during the day and enter the door to the doors that lead to the Bloodworks. This is the final 'guild' questline of the game, if you're going in order. There is only a single, traditional quest involved, and all the rest is pure killing. However, let's start things off with that quest. Approach the light-skinned Orc named Agronak gro-Malog. ========================= Origin of the Gray Prince ========================= Agronak sends you to a place called Crowhaven way to the west. When you get to the fort be ready for some stiff defenses, or you can try to sneak around them (an excellent time to use the cowl...). When inside there is vermin to greet you. Follow the path until you have a choice between a door and going further south; go south, the door is useless. Get around more wildlife until you find a door where you use the key given to you. If you can detect where the lone vampire patrolling the hall is, and you are a good sneaker, you can just slip over the rail and make a dash for the book. And if you have to fight him it shouldn't be too bad. Get the book, exit to the surface, take off the cowl, and return to the city. Bring the evidence of the orc's vile origin. He rewards you, but you've really depressed the poor fellow. Oh well. Reward: The Gray Prince's Training (stat increases) =============== Now you're ready to begin climbing the arena ranks. Find a Owyn in the Bloodworks and tell him to want to fight (put me in coach!). You must choose between a light and heavy raiment. This of course all depends on which armor you are wearing. Light if you like to move, heavy if you want to be a tank. It actually doesn't matter because there are spares of each kind in the cabinets behind you, so whatever. Exit your chat and put on your new suit. You must wear this uniform, but you can put on whatever helmet you wish. Make sure it's nine in the morning if you want to make a clean sweep in one day. Talk to Owyn and tell him you're ready. Look in the cupboard nearby for a book and head up the blood ramp. Save and welcome to the show! ======= Pit Dog ======= I'll lay out the rules now: wait for the gate to drop, and after the fight be sure not to loot the dead guys. That's it, anything else goes. Return to Owyn after each match for reward and then ask for the next match. Be sure to use the Basin of Renewal,repair your stuff, and save between matches. --------- Match One Just a single enemy. Cast, block, slash, block, slash, and you should win. If you can't beat this guy then you need to consider doing something else until you become a better fighter. Archers and mages will do okay, but the arena is small to backpedal. And don't forget to conjure and use potions if you must. Reward: 50 gold --------- Match Two Another single enemy, just a bit stronger; and by 'just a bit stronger' I mean "who knows?" Reward: 50 gold ----------- Match Three Just an archer. Simple. A quick summon helps end the battle in a hurry. Reward: 100 gold ======= Brawler ======= ---------- Match Four A speed demon with a handaxe. Just stand your ground and pummel him to death. Reward: 100 gold ---------- Match Five Uh oh, two elves. No sweat if you have a trusty summon on your side. Bring out your pal as soon as the battle starts and then focus your attacks on the fighter. Then go for the lone archer. Reward: 100 gold --------- Match Six Just another axe-wielder that's fast and powerful, but nothing big. Reward: 150 gold =========== Bloodletter =========== ----------- Match Seven OOOOH, a sword and a mace! Well, unless he uses both at the same time he's just a single peon. Reward: 150 gold ----------- Match Eight Just a shrimp, to be honest. Reward: 150 gold ---------- Match Nine Open up with a magic attack, let him get off a shot, then pound with with a charged up lunge attack, and you should be able to get him before he can pull out his sword. And if not, he's still easy. Reward: 200 gold ======== Myrmidon ======== --------- Match Ten This shrimp is a joke. Forget the enchanted part, the fact that he has a dagger should be enough. If you have a longsword you can just backpedal and slash and he won't get a hit in. Reward: 200 gold ------------ Match Eleven This High Elf is actually quite tough for a High Elf. She must have a high strength value. Don't waste time, just get in and take her down quickly. Reward: 200 gold ------------ Match Twelve A standard Orc. I was able to make him flinch a lot, so maybe you can too. Reward: 250 gold ======= Warrior ======= -------------- Match Thirteen A fast and powerful Nord. Just be smart. Reward: 250 gold -------------- Match Fourteen Your first mage. Owyn says it best, just get in close, no more than a few hits. Reward: 250 gold ------------- Match Fifteen A tough Orc that's fast. She'll give you the hurt in a hurry if you don't end it quickly. Reward: 300 gold *NOTE: Probaly nine at night now, so move time ahead 12 hours to get back on track if needed.* ========= Gladiator ========= ------------- Match Sixteen An outrage! You got a trio of convicts to slay. Not so bad at low levels, but if you are way up there then your unarmed opponents will most likely get off a few paralyze strikes. Summon an ally, use some potions, and run around like crazy to survive. Reward: 300 gold --------------- Match Seventeen Oh, you're the heavy favorite, how nice! Don't disappoint. Reward: 300 gold -------------- Match Eighteen This is a vet, and he doesn't flinch easily. A good summon and some potions might be good help for this guy. Reward: 350 gold ==== Hero ==== -------------- Match Nineteen A Blade, a pro. Again, a solid summon to help you out is a good idea. Not too tough. Reward: 350 gold ------------ Match Twenty Do not use a spell on this guy, but another summon will help. And just like all mages, charge in for the kill. Reward: 350 gold ---------------- Match Twenty-One Your final match as a member of the blue team. It's quite an interesting one too. You're up against a swordsman, archer, and mage. However, along at your side is a faithful pig that you've never seen before (he has always been down in the training area though...). With him and your summon you even the odds. Of course it's not like everyone will pair up and square off; it all revolves around you, but the allies help create chaos. Be sure to aim high so that you avoid hitting Porkchop. The mage goes down quickly, and then all three of you can lay into the blade-wielder. And you can just stomp on the archer when all is done. That's it for grunt work, just one more fight. Reward: 500 gold ======== Champion ======== After you collect your reward, go talk with Agronak again and challenge him. Then turn around and go find a woman sitting on a chair named Ysabel. Tell her you're ready, pick a good title, and discuss the rules. You can wear whatever you want and you MUST take the raiment from your dead opponent. So go up now for you final epic battle. *NOTE: If you did the Gray Prince quest earlier, and I know you did, then just go up to the arena without prep work, trust me.* Your blood will be pumping and you'll be ready to go, but when the battle starts and you both run to the center of the arena he will stop. Talk to him for a moment to learn that you seriously depressed this dude. Send him to eternal slumber, take his armor, and head back down to the Blademaster. *NOTE: If you didn't do the quest, well, it's a slightly tougher one-on-one battle than the rest; but honestly, you fight one enemy in combat and you've fought them all.* Talk with Ysabel again and you trade Agronak's armor for a suit of your own. You're now a Grand Champion of the Arena, and if you've done the other four guilds then congrats, you've beaten all the guilds of Oblivion! Reward: [blank] Raiment of Valor 1,000 gold Weekly matches in the arena Adoring Fan *NOTE: Just ask Ysabel about the rules to the matches and tell her you're ready to get going. But, it's really just a waste unless you're broke.* *NOTE: The Adoring Fan waits outside for you. Just tell him to get lost, otherwise he'll just die as soon as you fight something (maybe you want to bring him along in that case...). ***************************************************************************** * 10. City Quests (CSI1010 ) * ***************************************************************************** ***************************************************************************** * 11. Wilderness Quests (BEAR111 ) * ***************************************************************************** ***************************************************************************** * 12. Everything Else ( ETC1212 ) * ***************************************************************************** ***************************************************************************** * 13. Knights of the Nine ( GHOST13 ) * ***************************************************************************** This is just a chopped up version of the full guide I made for the add-ons. Quick Table of Contents A1. Walkthrough 1. Pilgrimage 1001pil 2. The Shrine of the Crusader 1002soc 3. Priory of the Nine 1003pon 4. Stendarr's Mercy 1004stm 5. Nature's Fury 1005ntf 6. The Path of the Righteous 1006por 7. Wisdom of the Ages 1007woa 8. The Faithful Squire 1008tfs 9. The Sword of the Crusader 1009soc 10. The Blessing of Talos 1010bot 11. Umaril the Unfeathered 1011utu A2. Side Quests A3. Enemies ***************** * A1. Walkthrough * ***************** This is for the main quest only, on default difficulty settings. For all the quests, I will assume you have the quest selected as your active quest. Those arrows pointing you along makes my job possible. It's not my intention to spoil the game, and if I can I'll try to avoid it altogether, but I might slip up here and there. ========== Pilgrimage 1001pil ========== The add-on quest starts in Anvil. You can talk with people to hear the rumors, or you can just go to the Chapel of Dibella. Approach the guard and then go talk with the Prophet across the street; you may want to listen to some of his preaching, but it ain't important. **Enter the chapel if you like.** Disregard your progress in the game and tell him you have no claim to fame when he asks you. You will get a map containing the locations of nine wayshrines of the Nine Divine. I will provide a brief rundown of where to go, but use the map you were given when in doubt. Arkay - almost directly north of the Brina Cross Inn, which is north of Anvil. Mara - a bit northwest of the Cursed Mine, which is west of Skingrad. Dibella - a bit south of Chorrol. Akatosh - south of Bruma, near the Orange Road. Julianos - to the north of the Yellow Road, which is southeast of the Imperial City. Kynareth - on the east side of the world map, where it says "Nibenay Basin" look for the shrine between the 's' and the 'i'. Stendarr - northwest of Fort Redman, across a bridge. Zenithar - should be able to see this one to the north of Bravil. Talos - Follow the coast from the last shrine and keep looking west and you will eventually see it. **You may have run into a Sir Roderic and his sidekick along the way.** Watch the scene after you finish the quest (may want to allow subtitles if you want to know what he says). ========================== The Shrine of the Crusader 1002soc ========================== You can just walk to the destination from here. Put on any waterwalking and waterbreathing items. Get to the spot and dive under to the sunken shrine. About three monsters before you reach the first 'door' in the wall. Be sure to pick up the welkynd Stones and check for any small treasures. The button is on the wall to the left. Another monster and then make your way to a fork where you have a dead-end on the right, so take the left way. And now it's just a matter of fighting your way to the shrine area. Proceed until there is a hole in the wall on the left, jump up, fight, and keep going until you reach the main room. Check the skeleton for a key, book, and a ring. Kill any nearby monsters that may be onto you. Now go back to the dead guy. Look to the west to see the broken pillar. Jump up and you should be able to jump to the ledge on the wall to the west. You can jump along this and over the railing ot easily reach the helmet, and the other treasures near it. Go through the door to the south, kill a monster, and get a chest before you exit. You're back in the first area, and you'll have a trio of monsters to fight. Get the chest behind the altar on your way to the big room and get the chest to the right. Now drop down and follow your trail of destruction to the outdoors. Breath the fresh air and then make your way to one of the inns (or where ever you have a close marker) and make your way to the priory. ================== Priory of the Nine 1003pon ================== This quest pops up when you check Sir Amiel's skeleton. The chapel will heal any afflictions and diseases. Enter the priory. Turn to the left and spot the big circle in floor. Touch it to reveal the steps to the basement. Now enter the undercroft. Save before you move forward and get ready for gladiator-style combat. Go to the cuirass and the fight will begin. You face all nine, one by one, and you will have a small window between duels to heal and repair. The ghosts aren't that tough, so just fight. After you defeat Amiel, the cuirass is free for you to take. Now speak with each knight to learn of the other relics, and be nice to them. You'll now have four quests to tackle in any order. Let's start small and then get into the more difficult. ================ Stendarr's Mercy 1004stm ================ Travel to Chorrol and enter the chapel. You'll be unable to grab the gauntlets and go. So turn around and enter the chapel hall under the steps. Find the priest of the chapel by the name of Areldur. Speak with Kellen and he will whip you back to Areldur. Now go to the big altar and agree to pray for the power to lift the curse. You get the Lay Hands power. Put it on and go meet the poor soul. Good for him, and now go get the gloves to finish the quest. **You will have a bit of damage to your fatigue, but nothing big.** ============= Nature's Fury 1005ntf ============= The Shrine of Kynareth is a bit west of the Imperial City, and it resembles a Daedric Shrine. Speak with Avita. The 'test' is to the west, walking distance. When you get to the circular area, get to the top of some large rock and look to the east for a bear to pop. Don't shoot, don't slash, don't cast, don't do anything except not attack the bear. The thing hopefully won't reach you, and if it does, just run and block. Eventually you will pass the test and the bear will turn neutral and the door opens. Don't worry, the Spriggans are not going to attack you. Grab the boots and you're free. ========================= The Path of the Righteous 1006por ========================= Travel to Leyawiin and enter the chapel. You will be approached by a man named Carodus Oholin. Talk with him about whatever, and then go into the undercroft. Kill the ghosts and make your way to the tomb of Saint Kaladas. Now put on the Boots of the Crusader to reveal the path. When you get into the main chapel you will be attacked by a group of a new enemy called Aurorans. Accept Oholin into the order after the fight and you are free to continue. Well, all I can say about the Aurorans is that they are much tougher than the ghosts you fought a little while ago. ================== Wisdom of the Ages 1007woa ================== If you fast travel to Fisherman's Rock and travel east, you will run into a Daedric Shrine that may be helpful later, or however you want to get to the green marker is fine. Take the first left and then another left so that you are looking south. Go until you find a big double-door on the right. Open it and follow the path all the way to a room where two conjurers guard a lever. Kill them and turn the lever to open a door back a bit. Now follow the opened path to another lever and turn it to lower the bridge and open a gate. Now go all the way back to the bridge that you still can't open and take the opposite path to the next area. You will face a quick puzzle. There are 12 tiles on the ground and you must step on four of them in a certain order to open the gate. Here is the solution: X O O O O X O X O X O O Step on the X's to open the gate. Enter the next area. Go forward to the second cell and turn the handle to let the guy out. Sir Thedret gives you small advice on the coming task. Anyway, keep going north through the double-door. Head west and then through a door, and then follow the path until you reach the room with the bridge. Walk up the stairs and turn one of the handles. You will have to cross the bridge between the volleys of the trap darts from the ceiling; they shoot continuously so just move when you see an opening. Hide behind the next handle as you lower the bridge, and then cross over safely. Now you will arrive at a big room where the prisoner's words will come into play. Kill the two mages and then make all four statues look at the pressure pad in the middle. Step on it when the statues are looking and the door nearby will open. Now you will arrive at one of the more memorable puzzles in the game. Here is the solution: (from left corner and around in a circle) Rodgar's Gem Rodgar's Skull Rodgar's Hammer Rodgar's Book Rodgar's Sword Rodgar's Goblet Rodgar's Helmet Rodgar's Stone (or it's random everytime) The puzzle works like this: you open the chest, grab the item, step on the pressure pad, one item's location is reveal (not the one you have), and you are to figure which chest on the wall needs your item. It's a memory puzzle, but also a bit of luck is involved, as you can just start putting items you know nothing about in any chest and hope you got it. Go and grab the shield along with all the other crap around it. And you're free to leave. ======================= Return to the priory to complete the 'Priory of the Nine' quest. **Accept all the 'promising' knights into the order.** =================== The Faithful Squire 1008tfs =================== You'll meet Lathon, the sidekick of Sir Rodric you may have met along the way to the shrines. He tells you about his master and gives you the greaves; only one item remains. **If you don't want to risk losing Lathon along the way, tell him to stay put in the priory.** You most likely won't have a quick way to reach Underpall Cave, so make the trip as quick and painless as possible. ========================= The Sword of the Crusader 1009soc ========================= When you're in the cave, just sneak all the way to the next area. The path to the next area is extremely simple. Go forward, turn left, turn left when you can, and then follow the path straight to the next area. But watch for the falling ceiling when you pass a double-door. In the caverns, go straight and keep going until you can go right; be sure to sneak the whole time. Follow the path until you enter a large cave and you see a blue ghost in the distance. If your sneak and bow skills are good enough, follow the wooden plank up to a stone ledge. Now snipe the spectre and any minions that join him. But hopefully they ultimately can't see you after a while (some chameleon helps). If this doesn't work, then the simple hack and slash with Lord Berich Vlindrel is in order. Grab the quest sword from his remains and you are free to exit. Just sneak your way back to the Great Forest; it's that easy. **Also, if I remember correctly, don't put the sword in your hands.** Now take the sword to Cheydinhal. Inside the chapel you will, of course, be attacked by another trio of Aurorans. When the dust is settled, go to the altar to purify the sword. And now you have every piece of the Crusader's outfit. Return to the priory. ===================== The Blessing of Talos 1010bot ===================== Enter the chapel to see that your merry ol' band of knights has grown in size and strength, and now you have your own prophet, the Prophet! Talk to him. Yeah, that needed it's own quest. Oh well, good job! ====================== Umaril the Unfeathered 1011utu ====================== Make sure to enlist any of the people in the crowd of the prophet's speech. The knights will all wait for you at the battle's location. You, in the meanwhile, can rest up and do whatever you need to gear up for battle. When you reach Garlas Malatar on the Gold Coast, save, and then tell someone of your army that you are ready to fight. Before you enter your team will encounter a couple of Aurorans, who have good loot on them too. Now enter the ruins. Rush the next room to fight a few more monsters. Now take a breather and go around and collect the loot all around (if you master in Blunt weapons, these Aurorans have some good weapons). Press the button on the bottom level when you're ready to begin the next assault. Follow the team on the bottom level. They encounter a huge fight in a throne room. So long as the Aurorans even double-team on you, the fight should be won without losing anyone, but don't be surprised if someone doesn't make it. Don't even stop to heal or loot the place, just go (heal with potions). You can get the two chests before you exit. Now, you basically condemned the other team to perish, but maybe most of them made it. Size up your forces, heal, repair, and gather yourself. Press the button and rush in. Don't even fight, just summon a monster to help the group, and you run around to the right side and past everything. Follow the path all the way up to the orb. Time has frozen. Now head north to the door and be sure to grab the treasures before you exit the area. Go forward to fight two last Auroran guards. Heal up and proceed into the big room for the final fight. Summon a buddy if you can and get ready for the physical form of Umaril. Shouldn't be too tough of a fight, so long as you are wearing all your Crusader stuff. After the fight, heal/repair, grab his sword if you can, and then cast the Blessing of Talos. Don't even try to summon a friend to help you; no telling where they end up. It's an all-out slug fest with the evil lord. Just beat him to death, watch your health, and you will win. Good job. Yeah, that would suck if you actually fell like that. After the spirits depart, talk with Sir Berich. You're done! And hopefully in time for dinner. Place all the crusader relics on the stand, unless you want to lug them around. That Umaril's sword is pretty awesome. Exit and you will be met with a familiar face and an interesting epilogue to this entire quest. **Your curse is now lifted too.** ========================== ***************** * A2. Side Quests * ***************** These will be for all the other add-ons that came with the PC KotN box. These are also available on the XBox Live Marketplace for a small fee. **I go with the names on the back of the box for the quests.** =========== Horse Armor =========== Speak with Snak gra-Bura at the Chestnut stable near the Imperial City. If you got a horse tagging along, you can put some armor on it. It's just 500 gold, may as well. =========== Spell Tomes =========== Well, this is not a quest. This add-on places spell tomes randomly within the normal loot in the game. Some are pure crap, and some are cool. When you find one, be sure to read it and add the spell to your list, even if you can't use it at the moment; you might be able to later. ========== The Orrery ========== Camp Ales lies far north of Kvatch. As you approach the camp, two bandits will attack and one has a dwarven cog and a list of all the other parts you need. There are four and its doesn't matter what order you get them in. You can either get the two on the west or east side, and then you can return to the camp and get the other two. The hardest part is just finding each camp, and then doing it three more times and over such a large area. And some of the fights can get wild too. With all four pieces in hand, travel to the Arcane University and present your goods to Bothiel. Move time forward a day and enter the door. Go up the stairs and turn on the thing; be sure to turn around to watch the show. The powers depend on the phases of the moon. So ... good job! ============== Wizard's Tower ============== It's called Frostcrag Spire. It's a little east of Bruma, on top of a mountain. At least you can fast travel right off the bat. Go inside and pick up the book. Wait a bit for the big door to open and reveal the main room of the tower. You can't do much here but drop items (I drop mine in the three circles in the center). Go to the Imperial City and go meet Aurelinwae in the Mystic Emporium. Scroll her list of goods until you find the Frostcrag stuff, and then go down some more and pick up both boxes of candles. Return to the home and place the candles on the altars of Spellmaking and Enchanting; now you can do just that. Congrats and a job well done! You have: Spellmaking, Enchanting, alchemy lab (where you can do it much better by standing there), a garden full of stuff, and you can teleport to any of the mage's guild buildings (why? not sure). And there's a basement, but it doesn't seem to have anything but crap. ========= Vile Lair ========= It's called Deepscorn Hollow. Click on the quest and travel to that spot. You have to go underwater if you hadn't figured that. Don't worry, no monsters to fight. Read the book and you learn where to go next. Nothing to do but exit, but take the west path to the Cloister. Go a bit north and follow the left path to a trap door where you can exit. Travel to Wawnet Inn, or get there yourself from the west side of the Imperial City. Talk with Rowley on the steps and scan his goods for all seven items you need, and the Ichor at the bottom; make sure you haggle a bit first. Now zap back and take a look at your new pad. Eh, it's a dark beauty. This place is for vampire players and evil monkeys. You can cure yourself of vampirism at the font of renewal (I think). The Deepscron Prisoner will provide all vampires with a free meal. Some books will add to a few of your stats. You get cool coffin to sleep in, and who didn't want one as a kid? Go to the shrine to see the real prize you get. Place the Ichor in the basin, but best leave the sword in the box, unless you really want it. I don't remember what the thing does, but if you're evil you can have the benefits. =========== Thieves Den =========== It's called Dunbarrow Cove. It's just under the castle of Anvil. Enter the cave and make it to the main area. Oh great, pirates! Take out your frustration for the crap-tacular PotC series. You must kill the skeletons. Just hunt down the green arrows on your compass (I guess it does know what you really want... zing!). And then the captain in the ship section up high. Now go back outside and visit the Clarabella on the Anvil dock. Speak with Dahlia and buy everything she's got. You actually hire pirates! How pathetic! Oh well, go back and scope out your new crew. You can send them off to do your bidding and return once a week to collect your share, but who has time for that? You got a fence, and that's pretty much it. Good job! =============== Mehrunes' Razor =============== The closest location I had was Fort Grief, so yes, the journey will be one to remember. Inside, you should encounter a pretty tough and newly-named enemy. Curious. Go to the door and look to the right for a sack, and grab the diary (too bad you can't grab that spear). Open the door with the 'Chimer' option and fight two more Drothmeri. Make your way to the bottom and you will find two more guards. Should be about three more in the big room with the fire. Enter the next area. Proceed until you reach the big village area. Kill the two guys by the fire and anyone else that joins the fray, and then just enter the nearby door to the next area. Squeeze through the rocks and you're in the commune area. The patrolling soldier needs to be killed; don't be surprised if he goes berserk and kills one of his own guys. Cross the bridge and enter the house. Lots of good stuff in here. Read the journal and take it. Exit (the iron is not worth taking). Now cross the street and enter the other house (forget the laborer in the back of the house). If you know how to sneak you can slip right past the guy if he he is punching, and you can grab the gem and leave. Now back across the bridge and take the ramp to below. Take this bottom door to the village area. **The way you entered the commune might be safer.** Sneak by the trainin area if you can, and take the far right path to enter the open. Cross the open and take the path of least resistance to get to the door on the other side. Follow the path (either way) and you'll arrive at a door leading to the mines. Follow this path until you hit a well populated area. Go left along the canyon when you can. Now take the path up the hill and follow this path until you get to the second level of the canyon (you might not be as lucky as I was, but many of the goons killed each other, and I don't know how or why). Cross the series of bridges and through a camp to take the path to the next area. Now you're in the previous area, but this time under the path. You can sneak around the first two sets of enemies. When you finally reach the tent you should kill the forgemaster and the goon, and be sure to take his valuables. Enter his tent, grab the gem, grab any treasures, exit, and leave the area by taking the passage to the north and opening a rock door. Back at the village, take whatever path you want to enter the commune; you should take a path with the least enemies in the way. Now take the ramp and get to the bottom. There should be about three guards in your way to the door to the west. Place the orbs in their spots and you can now enter Varsa Baalim. In the Excavated Ruin section there are no enemies. So just follow the only path to the right all the way to the next door. You're now in the Ayleid city. Sneak along the edge to the left and watch the battle in the background. Thanks to some good jumping, I was able to sneak along this ledge all the way to the door leading to Cava Beldameld. Just one enemy in here and you will take a door right back into a different part of the room you came from. You'll pop out right in front of a fight between some a few Drothmeri and Vampires. There is a camp behind a broken wall if you need it. Now follow the path until you can drop down, hug the wall to the left, and enter Cava Marspanga. You'll find one of the biggest fights you've seen yet. There are the Drothmeri, vampires, and a bunch of either summons, or monsters. Grab all the loot and go up the stairs to get out of here. Back in the big cave, move up and look to the left to see a small fight. Go up the ramp as the two go at it. Follow the stone pathway until you fight a matriarch and find a big chest. Drop down to the door that leads to the Nefarivigum. You're now in the main dungeon, at last! Sneak down, past a few flights of dead guys, and you'll enter a room with the big boss. Snipe him and finish him off, which can be tough. Then loot his corpse and read the journal near his bed. You have a few options. Either eat the heart in the champion's body, which will give you two diseases and some infamy points, or you can try to open the gate yourself (if you are to 90 it will open). All options require you to fight with the awakened champion. He is tough, but you can survive the fight. When he is dead you are free to claim your prize, Mehrunes Razor. Now take the door behind it. A small tunnel leading to some water and leading to the outside. What a quest! You're free at last. Have fun with that sword. **You can save the heart for later if you want to become a vampire.** **The ability for the razor to kill people in one hit is a spell. So watch out for reflect spell items on enemies.** ====================== ************* * A3. Enemies * ************* ++++++++ Aurorans - apparently the only new monster you deserve for this entire add-on quest. They are some sort of minotaur/elf thing. They are pretty tough compared to most enemies. And watch out when they switch hands on you! Reward: Minimal to extremely good ++++++++ +++++++++ Drothmeri - the enemy involved in the Mehrunes' Razor quest. They come in a few flavors: recruit, soldier, veteran. Not much different from bandits and whatever else. Reward: Mixed +++++++++ ++++++++ Vampires - met in Varsa Baalim. Use fire, and try to avoid being hit too much by these guys, unless you want to contract the vampire disease. If you do get the disease, be sure to cure it before you take a nap. Reward: Vampire Dust and other ++++++++ ++++++ Umaril - the fight goes down in two rounds. Neither of which can be considered difficult. If you have all the Crusader gear on, then you should make him flinch backward quite a bit. Also, his considerable size will make him miss you every once and a while. It's really not a tough fight by any means. The second part is cool because you are way up high. And I could never manage to snag that second sword of his as I was free fallin'. Reward: His two-handed sword, if you pick it up ++++++ ***************************************************************************** * 14. Shivering Isles ( CRAZY14 ) * ***************************************************************************** This is just a chopped up version of the full guide I made for this expansion. Quick Table of Contents B1. Walkthrough/Main Quest 1. A Door in Niben Bay 1001dnb 2. Through the Fringe of Madness 1002tfm 3. A Better Mousetrap 1003abm 4. Baiting the Trap 1004btt 5. Understanding Madness 1005usm 6. The Cold Flame of Agnon 1006cfa 7. Ritual of Accession 1007roa 8. Retaking the Fringe 1008rtf 9. Rebuiling the Gatekeeper 1009rtg 10. The Helpless Army 1010tha 11. Symbols of Office 1011soo 12. The Roots of Madness 1012trm 13. The End of Order 1013teo 14. The Prince of Madness 1014tpm B2. Side Quests B3. Enemies ***************** * B1. Walkthrough * ***************** This is for the main quest only, on default difficulty settings. I can't stress it enough, you need to get some meat on your bones, get some dirt on your shoes, break in that new couch... whatever you call it, just don't say I didn't warn you if you have no fun while visiting the Shivering Isles. For all the quests, I will assume you have the quest selected as your active quest. Those arrows pointing you along makes my job possible. It's not my intention to spoil the game, and if I can I'll try to avoid it altogether, but I might slip up here and there. For now, the first draft will be my only known way to get through the main story quests. I don't give proper attention to the differences in the two sides to choose from, but I did pretty good. Finding the Portal ================== There are a few ways to find the Door into the Isles. If you installed the pack before starting a new game, you will get the quest after a few game days of play. If you installed the pack after playing the game for a while, same deal. However, there is a way that you don't get the quest at all. It simply won't pop up. No fear, just fast travel to the Bravil Bay Roan Stables, swim east, and you're there. Anyway, here is the quest. =================== A Door in Niben Bay 1001dnb =================== From the stables head east by either waterwalking, or swimming. The island with the huge stone faces and the blue ball of light will be hard to miss. Go up the ramp and approach the scene in front of the mouth. Talk to the lone guard to begin your journey proper. Eh, it takes a while, but just wait for him to take care of things; no need to get involved unless you have to. When the match is over, talk with the victor and your quest is updated (the strangest thing I've seen is the fight spill over into the water, but the guy seems to find his way out). Wait around the door for a while until the strange voice finishes, and then enter. Inside, go ahead and have a seat and then start your conversation with this odd looking fellow named Haskill. After the chat speak to him once more and say you're in; though, it may be wise to sit this one out, your choice. ============================= Through the Fringe of Madness 1002tfm ============================= You can always use the door behind you to go back to the real world, but no sense in that now. After you take in the pretty colors of it all, head down the path in front of you. When you near the ground level you are attacked by the first of a long line of new enemies, the Grummites. Summon, hack, slash, or cast, whatever you chose to specialize in. Kill it and move on. Keep along the path and head toward the only town in the area, Passwall. Talk to the residents to gather info on the new scene, but make sure to talk with the mayor, Shelden, and then follow him up the hill. Oh my, you don't want to get involved! Just keep away and watch the show. After the bloodbath, talk to the mayor of the Fringe and find that someone named Jayred wants the Gatekeeper dead as well. Follow the arrow to a little shanty by the mud, or find him wandering about. Ice-Veins has a very enlightening perspective on life, but roll through each topic to find that he wants to help you, or you help him. Either way, agree to it and follow his lead out of town and up another hill. **I wouldn't steal anything here or ever, it's just dead weight in the Isles. At the Garden of Flesh and Bone pick the lock and get ready to fight the next new enemy, the Shamble. Depending on your level, there may be one or more. Kill them as you need, but watch for their cold touch magic attack and their cold attack after they are dead. Your friend will pick the bones in the center and then talk with you. Just run back to the front of his house, press T, and then wait for two hours. Talk to him again and you get the arrows you need to slay the Gatekeeper. Both of you should head up the hill to battle, with your new arrows and a bow equipped; save before you enter the Gatekeeper's zone of control. Draw back and shoot, and then make sure your friend is shooting (one time he didn't for me and the fight didn't go so well). It helps to summon something and then get behind the beast so you can fire without miss. The fight shouldn't be too tough so long as you avoid getting hit (and that makes all fights easier, but it only takes a few hits to kill you in this fight). When it's all done you will be visited by a familiar friend, and then pick up the keys from the Gatekeeper's body. You have a choice to make, Mania or Dementia? Choose Mania for now, that's the left door. And if you want to go all renegade on me, go Dementia. Either one will be similar for now, but if you wish to be consistant in your choices throughout, just pick one. **The Blessing of Dementia is a Demoralize spell.** You're now in the Shivering Isles. You will note that unlike the last realm you started in, this time you will have to hoof it to each new location. **Make sure to save often, especially if you are having trouble with managing health.** Start by heading down the Dementia road to the southeast and try to sneak up on the lone Zealot. These are not much different from the mages and whatnot that you faced in Tamriel. They usually summon the new Flesh Atronach to help them, and try to dodge their many destruction spells. Ignore the monster, maybe by summoning your own, and focus everything on the bad guy; he's quick, so corner him, or chase him down. There are some chests of goodies and a small jewelry box on the table of one of the structures that might have something worth the trouble. You can hug the hillside to the south and make a tiny cut through the grass (essentially saving a few extra steps if you took the road). You'll maybe run into two enemies when you get to Blackroot Lair. You'll enter a canyon-like path that will take you to another fork, and you'll be under a huge tree. Head directly east from here to cut across a body of water; you're once again just saving a few steps. If you don't want to cut across the water, just take the beaten path. If you do cross over the pond, be sure to get back on the highway when you spot a crystal structure ahead. These need to be avoided for now. When the path almost reaches another body of water, be careful of another enemy in the way. If you're on the ball and a chicken, you can sneak around the thing (maybe) by going behind the hill; and if all else fails, just fight it. At the wooden bridges, be mindful of the possible Grummites that might be in the water. When you get across the water (which is directly south of the Hill of Suicides by the way), you should jump back into the water on the other side (this river will run along the path for a good distance). For most of the areas near water, watch out for the Baliwogs; and if you're waterwalking, then there is little you can do if they are under water. And watch for the powerful Scalons under the water, they bring a powerful lunge attack to the table. For the rest of the path, simply alternate between water and road if you wish to avoid confrontation. You will hopefully survive the trek, cross a graveyard, and then you will enter the city of New Sheoth from the Crucible side. You might run into a quest giver by the name of Hirrus, and if not then simply make your way to the palace by taking the stairs in the northeast corner of Crucible. There are many sidequests in both Crucible and Bliss, but for now let's just focus on the main quest. Refer to the sidequests section for any stray quests you come across that you feel you must complete. And I'm not saying that you must take on the main quest only. You can do whatever you please, and I even encourage you to go around the town and pick up the quests, but you might want to wait to complete most of them. Go up the stairs in the Palace Grounds and enter the throne room from either of the doors guarded by the ladies. It's your friend Haskill, and the lord of madness, Sheogorath. I will let the Madgod fill you in on the story, but the jist of it is that you need to go to a far away fort. Talk to Haskill after you have spoken with the crazy god. Reward: Charity of Madness - resists some magic Quick FYI: Talk to Big Head ASAP, even before starting the main quest. This is only if you want his quest, because he will kill himself fairly quickly. Big Head is found in Bliss, and when he dies be sure to check his forking grave! ================== A Better Mousetrap 1003abm ================== Uh, not sure why the mapmarkers in the throne room are always off, but just go out the door you came in and your free to do as you wish. I suggest that you visit both sides of the city and stop by the shops to unload and restock your supplies. Talk to the locals, pick up quests, maybe finish the easy ones, and then leave through the Crucible doors. For anyone needing a place to take a speed nap to level, I suggest using the bedroll near the door that leads to the Palace Grounds from Bliss. It's open during the day, and it's the answer to one of the sidequests you pick up on this side of town too. If you wish, you could fast travel to Blackroot Lair and then just walk the rest of the way. Or hoof it from Crucible, your choice. I won't cover the whole route in detail like I did on the last quest. So in short, you're on your own until you make it inside the forgotten tree fort. Inside Xedilian, open the gate and then creep around the corner to get in a free hit on one of the many Grummites. Afterward, scope out the two treasure containers in the corner and then exit through the gate to the west. An urn as you round the corner. Keep sneaking and have your bow ready for some more Grummites. If you can summon, do so and go for the one with the staff that will be casting lightning at you. Take the staff and go touch the pillar inside the room up the steps. Two more to go. Go through the next gate and collect stuff from two more treasure pots. Sneak into the next room and shoot an arrow into one of the Grummites, again. Handle them and move on. When you run into a push block, just press it and fall down. Check the bodies for small rewards and then sneak into the next room for another fight. Kill the Grummites, collect the staff, insert crystal, and then collect your real prizes from the boss level chest in the corner. Check the urn and keep moving. Sneak up on the next Grummite and then repeat the drill in the next room with two more. There should be a free gem up the steps, and some loot to the left of the steps. Continue onward into the next section of the map. Kill two more toadmen and collect more loot in each corner. Down the way is the third crystal and beyond is more of the same, just rinse and repeat everything you've already done and you'll make it to this huge crystal near a chest. Simply touch it to start the next, fun quest. ================ Baiting the Trap 1004btt ================ Walk right of the crystal and jump on the teleport pad. You meet Kiliban, the local psychopath. Talk to him to find out that you are basically going to have to choose which side of insanity you hail from. Go to the opening and observe the victims you must deal with. Go back and ask the old coot what the buttons will do. Your choice, but if you're playing good, and by good I mean "good", then press the button on the right. At least the dude won't die. **The left button will unleash many tree monsters, and though it will seem that the guys will all be okay, the little elf will die.** Jump on the teleport and go to the next chamber of fun. Watch the adventurers enter the room with a huge cage. Talk to your partner in crime to find out what will happen. Choose right to keep things consistant. Another victim of madness; funny though. **The left will toss a fireball at both of them, killing the mage.** In the next chamber, same routine. (How they don't see you up there is beyond me). Choose the right button and watch the fun. **The left simply causes death by zombie horde, and we've all seen that too many times to cause excitement.** Talk to the guy, teleport, get the coolest sword ever, and collect some pretty impressive loot. But be ready for a quick fight when you head for the exit. The Dawnfang (not Duskfang) will prove most useful against these new enemies, and any fire attacks for that matter. Your friend will help you fight and it shouldn't be too rough. Make sure to collect their hearts and talk to your pal before you head out; and you will find your three other friends in the cage nearby. And bring the higher priced swords from the knights if you can carry them. **The Talisman of Abetment is good, but the detect life is annoying when you're trying to talk to people. I say only use it when you must, and if you already have a waterwalking accessory, use that instead.** ===================== Understanding Madness 1005usm ===================== Simply go outside and fast travel back to the city and claim your cheese! Uh wait, you only get Haskill. Summon him twice to please your lord, and then talk about whatever you need with them both. Your goal is simple, you must please both the Dukes to move along. But first, head into town and heal your supplies and whatever. When you're ready, let's go with the lady of Dementia first. ==================== The Lady of Paranoia ==================== Dang! Wowza! Mercy me, I do believe she gives me the vapors.. uh sorry. Did you see those things? Freaking bring down a battleship... solve world hunger... The lady asks you to go talk with the local torturer, Herdir. Be assertive with him (the first choices) and get into detective mode. It's pretty simple, just press T and push time forward to about seven at night. That's when the royal subjects return. Find Kithlan, the Black (or Redguard as they prefer) and send your new partner in crime to torture him twice (call him a liar). He'll spill the beans and you can chase down Anya, who should be nearby; she wears the big dress (I guess you could have gone to her first). **The two servants are usually with the lady in the morning too, in case you find her at night, or something.** With the new arrow on compass, go to Crucible and chase down a catman. At night, you can find him and a few other colorful characters on the top of a roof in the corner of Crucible. This "fight club" or whatever it is, is the perfect spot to torture bad kitties. You'll learn that you now need evidence to fit the crime. Turn the clock to daytime if need be then take your buddy over to Cutter's little shop in Crucible. Torture the poor thing twice. She spills the beans and your next update is made. Afterward, make sure to get her to like you again if you want her to make good deals with you later. Send your pal back to the castle. Now move the clock to around midnight. Check your map of the town and locate Hirrus' house in Crucible. Directly in the back is a sewer drain and a ramp. The hot conversation takes place near the ramp. If you don't want to risk being spotted, then don't go down the ramp and make sure your sneaking, and make sure your approaching from the north (Ma'zaddha's house). Simply sneak to the rail near the ramp and stop. The conversation will run and you just remain a stone. It will end and you need to talk with the cat immediately. The rest of the quest is simple. Go to the doors of his house and make a day pass by. Now go inside to discover the shocking twist! Check the body and take the keys. Now go up to his bedroom and check the cupboard. Take both items and follow your arrow to Nelrene; she is the back of Syl's throne room. Another twist! Back in Crucible, make it morning and enter Muurine's house to confront her. Now back to the lady of Double-D sized... Go to the castle, talk to Syl, follow her to the prison, and watch the conclusion to this episode of CSI: Shivering Isles. Reward: Ruin's Edge **And toss the useless sword or whatever.** And now to part two of Understanding Madness. ========= Addiction ========= This quest is actually longer than the last one, and the last one took quite a bit of work. Go meet Thadon of the House of Mania, usually in the Halcyon Conservatory in the back. If he ain't there, make it daytime. Speak to him and after you pick up the quest, talk with Wide-Eye who may be in the garden as well; just go find her in the house of Mania if not. She has much to talk about, and when you are only left with the Felldew topic, make her like you more until she reveals what Felldew really is. Interesting. Ready to head into the wild and begin a trek to the other side of the isles, the side you would not have ventured into if you have been following me. If you have wandered into the Mania realm and can fast travel near the location, do so. Otherwise you'll have to hoof it to the tree-dungeon, and you can do that yourself. The area around the tree is swarming with monsters of all type, but guarding the door of the dungeon is an Elytra that glows green. When you kill it, it will have Felldew. This stuff is how you enter the dungeon, but I have a plan. I was actually surprised it worked, so I would not be surprised if it does not work for you. The premise is that the game has to provide you with Felldew, because some idiots might get it and drop it on the ground or something. So the game will keep sending out these green bugs so that no matter what, you can always continue the quest. But everyone likes to cheat, and I did not have fun the first time I played this quest. So here is the plot. After you kill the first Elytra you can go inside, but your buzz will not last and you will have to keep finding the green goo. The problem is, the stuff is rather hard to come by at times. And if you don't get enough to keep you balanced you will start to suffer for it; your strength and many other stats will fall, but mainly you will not be able to hold all your stuff. So basically all you have to do is keep killing the respawning bugs before you go inside. I know, it's a whimpy plan, but it will make things that much easier. The bugs will need a little bit of time between slayings in order to pop up. It doesn't take too long, so you can just wait around and do whatever. I touch the door every now and then, just in case that might hurry things up, but you can do whatever. I say get at least five and no more than ten. When your ready, take a hit and go inside. Again, I am not fond of this mission, so I will ask you to run and not fight. The dungeon is just too long to start having at every bug, and they will not follow you into each section. There are four twisting and confusing sections to the place. I will outline a path for each one. Please use your map of each section to help me out here; I know your map will mostly be clouded, but you will have some of the area around you on that map. (it's in you're quest box if you were wondering) **First time I've done maps like these (sorry, I know they're bad), and I hope they show up on the net looking right.** **AND I CAN NOT STRESS IT ENOUGH! DON'T TAKE THE FELLDEW UNLESS YOU ARE STARTING TO SUFFER!! If you take it when you're fine, it will work against you, at least I think. Plus, you'll make it last longer.** **Grab all the loot you run across on your path. Those little green things that spew gas.** ++++++++++++++ Dunroot Burrow ++++++++++++++ Not too tough here. Go up and follow the path, and then you will be up to the place above your last path; that is where the (=) go over your path below. A good tactic while running is to summon a beefy monster that will distract the bugs as you high tail it. Again, I say just run the path I lay out and skip all fighting; the bugs are quite strong. But if you want to fight, just wait. O's are entrance X's are exit Xloot!x means the chest is not easy to get to X XXX________ X \ l l l l __l l l l l ________________________ l l l l l_____ l l \ l _____l___ (loot!) \ === l l l l l l l______________l l Xloot!X l ________l l l l _______l l l l l l l l l O OOO O ++++++++ Kelp Fen ++++++++ Lots of ways to get lost in here. Where the paths cross on my weak map, you'll go under the walkway and then spiral up to take that walkway. Just don't take any of the middle routes. O's are entrance X's are exit O ------ OOO l O l l / ____/ / / / l l l ____________===____________ l _____l l l l l l l l l l l l l___________________l l l l l___________________ l l l___ l l l X XXX X +++++++++++++ Drone Tunnels +++++++++++++ Straight forward here. But do go take the two loot chests I highlight. O's are entrance X's are exit O OOO O (loot!) l (wrong way) _______________l l l l l (wrong way) _______l l l l l l (wrong way) l (loot!) l l l l _____l X/ XXX X +++++++++++++ Bramble Halls +++++++++++++ Easy path to follow here. One place where you must enter a pit and that is pretty much it. O's are entrance X's are exit O OOO O l l _______________l l l l ______ l X/ l (wrong way) - l XXX l - (wrong way) l X l l l l l l l -------- l - (wrong way) \ l \ l l ________l l / l / l / l-- +++++++++++ Okay, we're still in the same quest now. You will now be at the end of the dungeon and in the quarters of the Chalice. Go up the stairs after you are healed and ready for a three-way brawl with a bunch of fellow junkies. Kill them quickly, though they are a bit stronger than it would seem. Up the steps is the prize and you will be cleaned of your addiction when you grab it. Be sure to grab all the lose Felldew to sell later. Now you have a choice: go back and explore, or move on with the game. If you got two of the bigger chests then you might consider the trip a success. There is not much more in the dungeon, and if you left all the bugs inside then I would not go back in. Up to you. If you choose to leave then take the doors that lead outside, but be quiet so to not grab the attention of the enemy at the crystal. Just fast travel to the palace. Find Thadon, give him the cup and Finish the rest of Understanding Madness. Go to Sheogorath and pick up your next assignment. ======================= The Cold Flame of Agnon 1006cfa ======================= Before you head out make sure all your gear ready and you have a snack pack. I say go to the Gates of Madness and make your way to the arrow. The road will be relatively empty, but there are some Obelisks along the way that might need to be avoided. If you do want to take them down, simply kill the mage that guards them (but he won't die so don't try to take his stuff) and then plug three Hearts of Order into the crystal. Then touch the crystal again to get some items and break it. Then you can get stuff off the dead priest. **If you are choosing the Dementia side of things, please refer to the bottom for the battle plan.** When you get to the temple you will notice the bitter standoff taking place between the Mazken and Aureals. Talk to both guards and then enter the yard of the Golden Saints. Overhear the conversation between the guy and commander, then talk to the guy; his name is Mirel. Make sure you exhaust each topic and then speak with Aurmazel. When you talk about the 'Battle plans', make sure to tell her you will scout the Dark Seducer camp first. That is your next task. Now go to the gate on the other side and enter the Seducer camp (oh, that sounds interesting...). There are no enemies in here so walk freely and make sure to check for all the treasures. Talk with the Mazken leader and then enter the altar. Not much but a few gems in some of the urns behind the altar. Go to the underkeep. Lots to explore and all you have to do is leave through the doors at the other end. Tell the Aureal Leader about the Battle plan to take the underkeep. The gang might attack the lone Seducer outside, but you'll all end up heading down the tunnel. You really don't have to do anything, but you might as well help take down the Mazken. Whenever I follow them, it seems like I'm nothing more than a decoy for the Saints. And I wouldn't advise hacking and slashing when there are six allies around one enemy. So basically, just follow them. **Don't forget to plunder the bodies of any dead. Good stuff to be had.** In the altar room it will be much more of the same. I didn't have to do anything and no one died. Simple as that. From the Seducers all I plundered were the more pricier arrows and that's it. It's a whole bunch of arrows for lots of money, and they weigh very little. Use any spare potions of feather to carry everything out of here. Talk with the leader and watch the sacrifice. Don't cry little one, all saints go to heaven. Go outside and walk right into the fire. Greatballs of fire! Hurry and get the freak back to Bliss! (nah, no rush, but do go back ASAP). In the church of Sheoth you have a choice to make, but for consistancy's sake, just talk with the Bliss priest, Dervenin. Now walk into the pit and pass on the torch. And Sheogorath is not too far away, clever rascal! **The direct attack through the halls isn't that tough either. There is just one part where you have to open a gate, and then it's all gravy from there.** *************************** Okay this will be long. This is for all you Dementia players out there. Actually, it shouldn't be too long. There are two ways to help the Mazken. Either just tell her you will help her defend, or tell her to reposition her troops and you lie to the Aureals. The defense is not much. They lock the gates and ambush the saints at the bridge. However, the saints are too tough to die here (unless you provide some amazing support), so you will most likely get into a fight when they break through. But you should then retreat back to the altar room where everyone will converge for a big fight. You will lose many Mazken, but you will win so long as you survive. The betrayal route will involve you telling the Mazken leader to reposition her troops in the underkeep. Then you go tell the Aureal leader to attack through the underkeep; you will tell her two lies. This choice is the toughest of all the options to get the flame. The trap seems perfect, but there are just too many saints and the traps are too spread out. The only way I got through this one was by me and Ulfri going back-to-back and killing all the saints. So the plan doesn't work too well here, but you can squeak out a win. Basically, the Mazken route will be much tougher. And your overall choice will only slightly affect some dialogue from the winning side later in the game. Really, if anyone actually knows what benefits you get from which side you help take Cylarne, please let me know. *************************** =================== Ritual of Accession 1007roa =================== He's in the church, if you somehow didn't notice. After another chat, go talk with the same priest as before, and then the other guy for good measure. We will follow the script and elect to off Thadon, so tell the madgod your choice and you're off. **And if you want to do the other thing, please read farther down.** =============== Ritual of Mania =============== Head to the House of Mania to begin. Either run into Wide-Eye, or find someone who will tell you her where-abouts, Books of Bliss. Go talk with her and then get her to like you a bunch so she'll talk to you about her daily routine. Return to the palace grounds and make it noonish. Wait outside the doors of the Mania house for the lizard to come out. Then put on the sneak and follow her down below; don't get spotted, and it would be hard to. **Being fast in the next section should let you get through without running into many Aureals.** In this new cave system, sneak is the name of the game. Any chameleon and other booster will be helpful now. If your sneaking is good enough, then you can follow my immediate advice and go for some loot. If not, then skip the rest of this paragraph. Start by turning left and plundering the stump, gas thing, and then head down the path to some more loot not too far away. And then come back toward the start, but keep heading south. Take the path, but don't run to the otherside of the clearing when your path expands into a room. The saint in here can be spotted by going into third person and watching her movements (back and forth). There are two urns and one chest in the room. Cross to over to the east so you can spot the urns from safety. As soon as she walks into view and leaves, sneak over to the mushroom plants, quickly jump, and then hide in the shadows not moving. Move around the root and get the urns from behind, while she ain't lookin'. Then go back and hop on the mushroom without getting caught. In order to get the chest you will have to sneak directly behind her as she walks, touch the chest ASAP, and then quickly sneak your way back to the original path. **Sorry, but you might want to save after getting each treasure, just so you don't have to keep playing it over and over.** Wind down the path and take a right to get some more loot from a small room. Get back on the main road and wait for the saint patrolling the three-way stop ahead, wait for her to walk north and you take the south path. In the big room, make a short stop for some loot. Go up the ramp and carefully make your way around the ledge so you can get to some loot in the southeast corner (use the root edgings and just keep pressing jump, and no big deal if you can't make it). Now keep sneaking into the greenmote vault and swing around to the left. Make sure Wide-Eye can't see you or all is lost. Jump into the pit and grab two scoops of the stuff. Click into third person and watch for the old gal to leave the room soon after. Don't follow her and even give her a good head-start before you head out. Save for good measure before leaving. When you get near the entrance of the stone tunnel, pause and watch the top of the ramp if think she is not that far ahead. Return to the surface the way you came in. If you are quick enough, at the three-way from before (watch out for the saint too) you might run into Wide-Eye again. Let her go in front and you follow behind the rest of the way. Caution at the crossing too. Now phase two. If you still have time before eight (dinner time), make your way to the gardens of Mania. Take the door at the back and go into stealth mode. Save after you're inside. A ring to detect life will help a bunch here. There are just two guards, but it is always hard to tell where they are. You can always play it safe and only move after you have them both in your sights, but I say just round the corner and hide in shadow until you get the intel on their locations and routes. Quite simply, you're trying to get to the north point of this room and then walk down to the food area. When you have only one, or you know where both are at any point, use the columns and sneak around the golden guards. Plant the stuff in the plate of food and the largest bottle of booze on the shelf. Wait in the shadows down here and do what you did before, just in reverse to get out of here. Now get to the throne room and get time up to eight at night. Have a seat at the table and enjoy your meal! Take the blood and the crown, then visit that crazy madgod. Put the blood in the altar and watch the shocking turn of events! *Organ sound from soap opra* Reward: Ring of Lordship, Summon Golden Saint. *********************************** Or maybe you wish to do things the hard way... ================== Ritual of Dementia ================== Locate Anya and Kithlan. They will be in Dementia's throne room during the day, so it might be best to fast forward time. Get both to like you up to 70 and they will help you in taking down Syl. Enter the gardens and fight the guards, or fight them later, it doesn't matter. Enter the room and find that Syl has tricked you! Kithlan tells you the truth and you are free to go, but you might want to loot the place of all the valuables. Leave and turn left to find the secret tunnel. When you reach the spot with the bones on the ground, watch out! Seriously, just watch for the incoming attacks from a statue. Bob and weave like you're playing a platforming game to get through. Use the detailed map if you really need help (it's up, right, right, left, left, and right); push the button at the end to turn it all off. Go through the door to enter an archery fight with two Mazken. Another may show up, so kill all three. When you enter a very intimidating room, sure enough, you'll get trapped and attacked by two guards. Down the next hall is one more. Enter the next area. Two more guards. There is a button on a statue that will open a path. Pass through another door to find a long walkway with two more guards. In a big ruined room you will see one more Mazken guarding a door. This door leads to the prize. Syl is guarded by two, so just do whatever. Rip out her heart and go all the way back to Sheogorath to move on. **And it will be Thadon to go turncoat, just in case you hadn't figured that out.** Much more difficult than the Mania assissination. Reward: Ring of Lordship, Summon Dark Seducer. ************************************ =================== Retaking the Fringe 1008rtf =================== You'll notice the Fringe will be different. You can't fast travel to the old places anymore. Go inside the gates and ready for battle. **The saints will be Dark Seducers if you are the ruler of Dementia.** When you re-find Passwall you will begin a fight with about three Knights. This fight is not hard, and if the Knights focus on you just put up your shield and defend while the saints march in, and kill! Talk with the new commander and ask for a breather to heal and repair damaged goods. Tell her you're ready get into formation. Actually, you might want to get in front of everyone else so that the Knights zero in on you. Simply survive the three waves of three Knights and you can move on. The Knights tend to tail you no matter what, and it seems like your allies are worthless, so good luck and hope you have plenty of plundered potions. Speak with the commander afterward. **In case you were wondering, just let the commander have control of her troops.** There are about three Knights defending the temple you need raid, at least on the outer wall portion. And if you sneak and remain in the sneak position as you weave your way through the ruins to the door, you should only run into two more, and if not, then you got three most likely. Enter the next dungeon. Check the dead Grummites for small loot, and then go up the stairs for two urns near some bars (sneak the whole time), and then go to the wall and check the black spot on the wall with the blue glitter flying around it. Go back down the steps and sneak around the walkway and snipe the priest. Now, two Knights will pop up, but I didn't have to fight mine; I summoned a monster and everyone but the priest ran outside for no reason. So take whatever you get. Two doors and two chests in the next room. As soon as you go through the doors you will be rushed by a trio of Knights. Go down the steps and turn to the left to pick up a free gem on the ground. Sneak into the next open room and snipe the priest, but be ready for two Knights to join the fight. There is madness ore in a deposit on the right, and an urn in the middle. If you want to rush into the next open area, and even if you look into the next area, you will be rushed by three more Knights. Instead, go to the left wall and follow it up to crystals sticking out. Press the button nearby and enter the opened path on the wall. Fall into the Grummite pit and then sneak as you enter the next area. Remain in stealth mode and hide in the corner as you enter the open room. Let the Knights run by and then you go into the big room. If you got the stuff for it, go ahead and try to sneak past the Knights at the top of the stairs. Then just go straight and your done. If you want to explore the area, by all means go ahead, but there are lots Knights, so good luck wit dat. Now you're in the main room, and to the right will be your old friend Shelden from Passwall. He has one item and a bed in his hideout if you need it. You won't have to worry about him dying, and don't try to sneak into the crystal room. Just run in and kill the priest, and then overload the obelisk with three Hearts of Order; if you need some they can be found off dead Knights. After the deed is done, quickly put another heart into the chest nearby for loot, and then run back to where you found Shelden so you avoid the falling debris. Handle the mob of Knights and then leave through the Grummite exit. Get through the small tunnel and wait at the top of the stairs for all the crumbling to stop. Kill and surviving Knights. Go up the steps, fight if needed, and whatever you do, don't go into a tiny room and press a button; you'll die. Just go through another Grummite path, fight, and you'll be in a big room. Head down the only open path with a button and press it to open the door that was locked. Darn, you must depart. That's too bad, I wanted to escort someone who dies after three hits... Watch for the tons of falling roof down this path. When you get to the statue you can have a chat with your good friend on the left (that BASTARD!). Go the other way and maybe fight a Knight if he doesn't die. The top of the steps are clogged with rubble, and just jump over all of it and watch for more crashing ceiling as you run out the doors. Outside, run to the town and lend your aid to the final defense effort. The enemy may retreat to another group of Knights in the corner of the map; just hunt them down. Talk to the commander and then exit through the gates. Back at the city, talk with the madgod about stuff and talk to Haskill to get the marker for free. Now you can just fast travel there. ======================== Rebuiling the Gatekeeper 1009rtg ======================== ++++++ Part 1 ++++++ You re-found the Fringe, and now you have to MAKE a Gatekeeper. Seems counter- productive at this point. Rest up and bring some snacks. You will be plopped down in the middle of two skeleton guards. Take them out and check the chest before you go inside. There will be two groups of Shambles in both of these starter sections that have bridges and statues that launch magic at you. Make sure to avoid the magic as you fight. There will be a lone skeleton, and then take the green tunnel on the right. Sneak so that you can snipe the hound, there will be a zombie called a 'failed experiment' in the bone pile, and sneak on the Flesh Atronach down the path. There will be one dog in the big roon at the end and two more monsters in the room on the left. Kill the dog and then run into the room and press two sets of buttons that will be underneath each shooting statue. Now you can go back into the room you avoided, but there are some urns and an ore deposit if you wish to fight for them. Cross over a bridge and fight one last monster on your way to the next area. There be one monster in here, and even another free gem on the ground. The first room on the left is open for your amusement, but I didn't have the heart to kill the poor thing; you can do whatever you like. Fight the monster down the path (not through the door), and if you fall off the bridge to get the urn you might want to press that button on the wall to kill off the undead. Now cross the bridge. Kill the two monsters and go down the steps. Don't bother with the door on the left unless you want to fight a zombie, and there is nothing in the other door. Two more monsters guarding the steps down the way, and one urn in the nearby room. On the very bottom level, go inside the left room and press the button to watch a neat little something (read the papers if you must know what is going on, but it really isn't exciting). Over across the way will be some free crap, but don't wake the zombie. Go down the path for another something and then come back and go up the other stairs. A monster up here and a boss level urn. Go into the corpse pit first. Take the right path and walk until you hit the pit and get ready for a scuffle with some undead. An urn, some dead guys, and then some amber at the end. Come back into the previous area and go into the safe zone. Lots to look at, lots to steal, and the lady you need to speak to. Just kiss up to her and find that you need to go back to the Gardens of Flesh and Bone to get four items. You can speak with her about victims, and then you can see what happens if you offer yourself, or not. Leave and do what you must. **If you follow the conversation lines to defend the prisoners, you will eventually take a hit from the woman. Get up and talk to her to receive an item. However, on my game I did not get the item, so go figure. Also, you only get one shot to do it, or you'll never get to.** ++++++ Part 2 ++++++ Get to the gates and go behing Passwall to the place where you obtained the bones to build the Gatekeeper arrows. Enter another dungeon. Pass the door but wait for the ceiling to fall. A monster waits in the corner and another straight ahead who guards a decent urn. Come back and take the door to fight another enemy. Go up the ramp to enter the caverns. Pull the lever to open the branches, and then take the left path. One monster in the open room and watch out for the statue's attack. Next area. Two monsters in the room, and you have to exit throught the door on the right. Over the steps on the right will be a monster guarding an urn. Proceed through the door and kill an enemy. Then take the left path to a bridge with a loot stump, and then fall down for the first item. Take the path behind you for another monster down the path. You'll enter another room, but there is only one path up the ramp where an enemy lurks. Go up to an intersection for another bad guy. Go up the left path for another fight, and then you will have the next item in your sights as well as a stump. Go back a bit and take the southern road at the intersection; make sure you sneak to avoid any useless fighting, or whatever. Just get to the next area. Follow the stanky smell through the cave system, I really don't have to outline the path. There will be a few enemies along the way, and some you can avoid altogether. Two Hungers and a chest surround the breath. You will have to touch the stuff twice, once to put the flask inside and again to grab it. Now go out through the only path you got. A monster is there to greet you. Proceed and turn right at the first turn. Fight your way along the path set out for you and you'll end up in a big room with two monsters on the top level, and two more guarding the door to the blood room. Get the boss chest and press the button that looks at the door to open it, and then just scoop up some blood. There will be another monster inside and a boss level urn on your way out. A chest in the room guarded by one monster, and another monster in the cave near the exit. Follow the path, two chests, two monsters, and two doors are in your way to the exit. Zap back to the old lady in the last dungeon you visited. Meet her and go into a newly opened section of wall to find the body parts. Oh boy, we get to play dress up! What fun! There are six sections of the body that you must choose. Here are the ones I say to go with: Helm of Power, Heart of Wound Sharing, Breast of Life, Arm of Slashing, Arm of Shock Shielding, and Legs of Fortitude. Don't ask, I just think this combo looks bad as heck! (and I doubt it really matters, whatever monster you make will probably work). Report back to the scientist and then make your way back to the Fringe. You just follow her instructions from here on out and put all the junk you've collected into the pool when she says so; and don't be afraid to get in, it won't hurt you. Pretty cool. And now just sit back and watch the show, enjoy! Report back to the madgod after what seems like has been forever. Reward: Summon Flesh Atronach **Also, if you do the yield command to the Gatekeeper you can gain a certain power. The powers will be related to what parts you gave the thing. And you can only have one at a time.** ================= The Helpless Army 1010tha ================= **Okay, I did not plan properly for this one. But, I hear that the missions are basically the same no matter which side you choose. Aureals will be needing your help in some other dungeon, and that's pretty much it. You get to summon a Golden Saint afterward.** **Everyone curses Thadon in the Golden Saint fortress.** Make sure to talk with the messenger dude before you set out. Get some rest because I know you've leveled up, lighted your load, and set out. Either fast travel to Xedilian or to some location around the gates. If you choose the gates then you will want some way to waterwalk in order to get to the place in a timely manner. Either way, see you there. If you got a strong summon with you, then you guys will be like a five person killing squad, and you won't even need to do much. Kill guys until you reach a place where a room is sectioned off by some crystal stuff; I don't need to hold your hand to this point because it's just hack and slash. Keep your eyes open for hidden urns (about 4) as you go to the next area. Follow the path into a room with two chests and a semi-big fight. Keep going until you reach the next room with more Order enemies, a button to press, and two loot stashes (one boss level). Go through the open door, fight your way to another door that has a few enemies inside. There is a big chime at the top of some steps. Touch it to crack the crystals surrounding the girl your here to save. Alright, now you're five strong! Nothing can stop you now! Go through the door and make it to the next area (that button-opened door leads back to nowhere). Darn! Oh well, touch the chime and keep going. There will be two Knights to fight. And then sneak beyond the bridge and go left. Look over the edge and snipe the priest, then finish him off from up here with your bow. Check the chest and go below the bridge for one urn. Now open the door back up top and fight a couple of guys. Get all the stuff you can find and then keepa movin' til you hit two doors guarded by one Knight. Kill it and go through the right door and be sure to sneak. Kill the priest and try to not alert the whole joint, but just fight it out if you do. If not, then go through the door to get on the bridge. Press this button as much as you can to damage the poor souls below, and then just finish them off. A chest on the wall, and then sneak into the next section to snipe one last Knight who guards the door. There is one urn in the trap pit, and then make it to the next area. Sneak into the open and snipe the priest on the bridge. If you can summon something to distract the Knight down here with you, that will help as you try to finish off the priest and take out the other Knight up there. A chest and an urn as you make it to the door, then open and go through. You'll arrive at the main room. You can run and gun, or sneak around and take on the five Knights one by one, it's up to you. After the smoke is cleared, the goal is to hit each chime as quickly as possible. There are also two cheasts under each statue in the walls. Talk to the Mazken as they arrive. You get a few things, mainly Dark Seducer armor. If you are a female character *uh ehm* then this is one of the few times you get to reap the benefits. Plus, the armor you get just might be better than what you have on already. I guess less is more in the realm of Madness! Anyway, go up the other stairs and be gone. I am so sorry, but now is the time to get some treasure I missed earlier. Go through the door straight in front of you and turn left to find a chime, hit it, get the treasure in the sealed off room, and then go back toward the you came from. Now go through the other door to exit out of here, or whatever, just get out of here as best you can. Back to the city. Go see your madgod and watch the shocking turn of events! Reward: Armor, Summon Dark Seducer ================= Symbols of Office 1011soo ================= After the sequence of events, talk to Haskill to find the next quest and to get the free marker. Hit the town to get ready for the dungeon and head out. On your way to the next dungeon, if you haven't already been, I would suggest going to the top of the mountain along the way and follow the path down to a small structure. There will be three chests near it and two should be loaded with good stuff. Keep following the path down a bit until you hit a place of stone with a dead guy. There are some small treasures lying around, but from here you can slide down to the dungeon. There is monster inside, but that is pretty much it if you want it to be. There is more fun to be had if you fall into the pit past this next door. You can do this and get some stuff and have some fun, but I will assume you want to be done with the quest ASAP. So ignore the pit and just go straight to the door in front of you and enter. Don't attack the guy, just talk to him to get things rolling. Oh yeah, no, I wanted to go on another long fetch quest. Geez. Well, I guess warp over to the Crucible graveyard and head out from there. Inside, just sneak your way until you see a dude in a red robe. Kill him and take his robe and dagger. Now you have two options: put on the robe and walk around without fighting, or kill everyone in your way. It's up to you. There are a bunch of jems and stuff in the chair, and a decent chest in the right corner. Enter the next area. Talk with Re'kheran and keep talking, and be truthful too. Accept his offer. In the next room should be one Apostle praying at the foot of a statue. Be sneaky and kill him without drawing attention. Make sure he has a dagger on his left side. Either hunt down two more victims or wait for them to patrol the statue area. Once you get three, take them to your friend and follow him to his friends. Talk to him after his inspiring speech and follow him. Go ahead and watch the confrontation. Put on your normal stuff when the battle music cues, and take care of the two enemies. There are lots of treasures to be had after the fight. Stuff on a cabinet, things in a chest, and Ciirta is loaded with good stuff. Head back to the surface when all is done, and don't forget to get the things in the congregation chamber either. There will be a few things on a support beam above you when you leave the dining area; might be hard if you don't have good jumping skills. There are a bunch of chests in each bed area. And there is an item for another quest that you may as well pick up too. The Pelvis of Pelagius is in a display box in a room to the north. Oh yes, and don't worry about the Apostles attacking you anymore. Leave. Anyway you make it to Milchar is fine by me; I'll meet you there. There are quite a few treasures and monsters guarding the entrance. And you'll have to go around a big tree to get in. You might want to dump off all your stuff at the city before you go inside, just make sure you actually found the place. If you do go back don't forget to give the pelvis to the woman in Crucible. Just go forward and enter the door. Drop down and get ready for a pretty tough fight... with YOURSELF!!!! Just wait near the pool for the doppleganger to show up. It will look just like you, but it uses its own sword and it will summon a weak ally. It is pretty tough, so I hope you got some potions with you, and it will be hard due to all the plants and stuff in the way. After you eek out a win, be sure to pick up that sword and touch the roots of the tree. Now get outside and go back to the ancient fossil to make the staff. With the incomplete staff in hand, go back to the castle and meet with Haskill. ==================== The Roots of Madness 1012trm ==================== You could touch the Font first, but Haskill has all the grimy details for you. The final dungeon quest of the main quest, and it's a doozy. Enter the roots. Move up and watch the Gnarl 'cure' the door. That is the name of the game. Pass the door and you'll most likely fight a corrupted Gnarl. Now watch out for these things. If you hit them with magic attacks they will grow much larger and stronger. You can go either way, but let's go west first. Keep going at the first intersection, and then go north at the next one just to get a quick chest, and then come back. However, if a friendly Gnarl is not nearby to clean the door, then you might need to head west from the other path you found the chest and pump out a friendly Gnarl. It should clean the door for you, and if not, then find another way around, or wait for another Gnarl. Either way, sneak into the next area and snipe the priest near the pool. Kill him and the enemy Gnarl, and then you can step into the pool to heal your wounds. Enter the next area. Go straight at the intersection to get a friend, and then take out the Gnarls you run into on both sides of the tunnel. You want to hunt them down just so that they don't block up the doors. You have one shard from the priest that will free up anything corrupted, but you might want to save that until you get through the doors and are sure you don't need it. Either way, cross through the big room and sneak through the next door. Along the way may be more Gnarls and some of the stumps might be corrupted. Don't worry, just sneak into the big room with the pool and snipe a priest. Kill all four and any Gnarls that might join in, but target the priests first so that you can earn the healing pool. With the shards you can now clean the stumps, and don't miss the cool staff one priest was carrying. Go back to the last area. **Thadon will be at the Mania pool if you were wondering what happens on the dark side of things.** Go south and then east at the intersection, and east all the way to the next pool. At the first three-way intersection, you can go north and turn left to find a corrupted door. There will be a pump nearby, but the darn Gnarl didn't help me. So you might need to take the east path at the intersection. You may run into some enemies, but you'll end up at a small pool with another priest corrupting it. Kill and enter the Dementia pool. There is quite a bit in this big room. A pump, a few gas stumps, and a stump with amber. Take the path down to a corrupted where you will most likely hit two Gnarls. Kill them and use a shard if you must, just keep truckin'. There are two stumps on both paths here, so get them both since they lead to the same way. Another pump to the north before you go down a path. Go either way when the path forks, but make sure you circle around to the other path to get any stray enemies. Come back to the pool room and fire a stealth arrow at the priests down there. You should notice Syl standing over on the stone structure in the corner. Just the same difficult-to-manage fight as before. Make sure you collect all the free gifts, and your job is done. **Syl is not here if you chose Dementia.** Simply exit and go back outside. Go touch the Font to make the staff. ================ The End of Order 1013teo ================ A Golden Saint bursts in and tells you to meet the other one who waits at the door; okay. Do so and tell her to attack! Go outside and prepare for the most epic of battles ever fought! Forget the minions, go straight to the obelisk and kill the priest. Now just keep jamming hearts into this thing until it blows; make sure to touch the thing after you put in three so you actually kill it. If you are out of hearts when the second obelisk pops up, go back up the steps and hope your friends killed three. Now repeat your last actions with this obelisk and that will end the Order Knights. Quickly use this pause in the action to prepare for the showdown. This is where those staffs you found in the pools from the last quest will prove most useful (I hope you got them, and if they are out of energy, then use some of your soul gems). The challenge will be to keep backpedalling and not running into walls and such. Just keep shooting at him with the staves to kill him in a most uninteresting fashion. Oh well, maybe you'll mess up and make it interesting (sorry). And if you don't have the staffs, then I still say just shoot stuff at him; either arrows or magic, either way. **FYI, if you want to invest a little time for gold. After the battle, go to all the dead and take off their swords and shields from their hands. Make sure you place them on the area at the top of the steps that lead to the ground (the middle portion between the obelisks). If you place them anywhere else you risk them vanishing once you leave. You'll have to make a few trips to carry all the heavy items to the shops and back. Worth the time if you ask me.** Watch the final little scene and comb the battlefield for crap. Now go see your servant. You're done with the Shivering Isles, hooray! Well, actually, there are still a bunch of side quests to tackle. Shall we? ===================== The Prince of Madness 1014tpm ===================== Just the small trip to Haskill after Jyggalag speaks. Not really a quest, but worth mentioning, I guess. Rewards: Healer Dancer (the big reward *wink, wink*) Defend settlements (earns gold) Manipulate Weather power Sheogorath's Protection power Sword of Jyggalag behind the throne Two guards to join you if you want Sheogorath's Regalia on the throne When you commit crimes, the guards are most kind with you ===================== ***************** * B2. Side Quests * ***************** There are: Place # of Quests Bliss 4 Crucible 7 (the blacksmith quests count for both sides) Fellmoor 1 Hale 1 Highcross 1 Split 1 Vitharn 1 Hill of Suicides 1 (hidden) and one hidden quest on the rooftops of Crucible. +++++ BLISS +++++ ========================= The Fork of Horripilation ========================= Possibly the first thing you want to do when you cross the Gates. You can get the quest in two ways: talk to Big Head first, or get the fork first. There is a horribly glitch with the quest that makes it a wonder that the issue wasn't fixed. Big Head seems to like forks so much that he will go around and steal forks from people. Basically, he will eventually find one and get caught taking it, and you will find his dead body somewhere in Bliss. So time is of the essence (unless you want unofficial patches for the PC). The fork is in a place called the Wretched Camp (or was it the Longtooth Camp?). Both are found to the north of the Gates of Madness, and a heretic is all that is in your way. Take the fork and bring it to the lizard so long as he ain't dead. Interesting note, if he does die, then you get to keep the fork as a powerful tool of annihilation (not really). Reward: Skill boost ===================== The Antipodean Hammer ===================== Dumag gro-Bonk is the smith of Bliss. He will forge amber into weapons and armor for you. The armor will be light. The amber and matrix materials are all found in the wild, or in dungeons, or even as loot in various places. The little glitter bugs will accompany amber found in stumps and roots. Hunt down Gnarls to find amber, sometimes. Reward: Light armor and amber weapons (the better looking set too) ============= Falling Awake ============= Find Amiable Fanriene of Bliss to get the quest. He is usually found near the gates of the city, near a Golden Saint, and he's easy to spot because he's the only one crouched down and looking fearful. Find a little beggar named Uungor, who is easy to find at night sleeping on a bedroll near the gates that lead to the palace. Get him to like you and he will agree to switch beds with the poor guy. Tell Amiable and you are done, simple. Reward: Burst of Might scroll *yea*. ================== Work is Never Done ================== Find Tove the Unrestful pacing about in his home. Just talk with him and you'll find yourself in the quest. Calipers and Tongs are found everywhere in the game, but mainly at smith shops. Sneak into blacksmiths' stores at night and take all you can find. There are two shops in New Sheoth, but you'll need to go back to the real world to get the rest. Once you give him 100, the quest is finished. It can be 100 calipers, or 100 tongs, or mixed, it doesn't matter (you'll see why). Make sure to see what he does in his work for a few laughs. Reward: 5 gold for each, and then a big pile of gold after 100. =================== ++++++++ CRUCIBLE ++++++++ =============== Ushnar's Terror =============== Find an orc patrolling Crucible who has a dog following him. Talk to him to find that there is a cat problem. Now find the Khajiit named Bhisha and give him 100 gold to leave. Simple. Reward: A cute little puppy! ======== Brithaur ======== Talk with Earil who owns the magic shop of New Sheoth. There are some cool summons to buy, but talk about his recent problems with a guy named Brithaur. Find the thief to learn that you can help him too. Get him five Flawless Pearls so that he will stop his criminal career. Well, this quest is best taken on if you start the game by holding onto each and every pearl you get. Flawless Pearls are of course the hardest kind to find. Usually the loot of boss level chests. They seem to be very common from dead Priests of Order toward the end of the main quest. Other than that, it's really just dumb luck. I'll bet you could kill him too, but that brings more problems. There is also another way, it involves Kithlan. But this way is not certain to kill Brithaur. Best stick to the pearls. Reward: Leveled gold ============= Final Resting ============= Find Hirrus Clutumnus at night in the southeast corner of Crucible, near some sewage. He tells you that you need to kill him, but not through combat. After the chat, follow Hirrus as he walks through the streets and up the palace steps. He stops at a ledge; curious. This is the key. You are to push him over the side and watch him fall. You can push him off yourself, by running into him. The best thing may be to talk to him until the dialog option appears to push him off. Go to his body and pick up the key. Head to his house and go to his room for your reward. Reward: Ring of Happiness ================ The Coming Storm ================ Talk with a cat lady named Ahjazda who owns Things Found. You need to get her three items: Amulet of Disintegration, Ring of Disiccation, and Calming Pants. The ring is easy to find at the Museum of Oddities. Simply walk upstairs, crouch, open case, and steal ring. The pants require just a bit more effort. Go meet Fimmion near the gates of Bliss that lead into Crucible. He says he wants a sweetroll, so give him a sweetroll. Go into Rendil Drarara's House and sneak into the kitchen area to steal a roll. Now go trade. The amulet is the most difficult to obtain. Milchar is part of a main quest mission, but also a part of this one. Go there and enter the caves. Enter the Tieras on the east wing. If you entered from the nexus, it will be a short trip with one chest in a pit and a few monsters in the way. When you reach the treasure room you face a quick puzzle. The urn is shut. Go up the steps and turn around to see the two torch stands on both sides of the door. You need to grab the blue torch (not pick up, GRAB), and then run to the two spots and light them, but you have to be quick enough so the original fire doesn't burn out. And if you fail just try again. Collect the amulet and head back to town. Give all the crap to the cat and claim your reward. Reward: Ahjazda's Paranoia spell ====================== The Museum of Oddities ====================== Visit the museum of Crucible and talk with Una. The quest is very open to whatever you wish to make of it. **This is one of the quests you probably won't finish.** Here are the random items: -------------------------- Dagger of Friendship - look in any loot supply Double-Headed Coin - look in any loot supply Hound's Tooth Key - look in any loot supply Mixing Bowl - look in any loot supply Ring of Disrobing - look in any loot supply Sheogorath-Shaped Amber - look in any amber supply Soul Tomato - look in any loot supply Set items: ---------- Blind Watcher's Eye - In the Milchar Nexus, to the left of the door where you fight the double during the main quest. It is among a bunch of orange lights. Deformed Swamp Tentacle - South of Lost Time Camp, attached to a rock. Din's Ashes - In Ebrocca Crematorium. A button under some shields will lead you to the room. Mute Screaming Maw - In Corpserot Prison. Where you see two chests near a statue on the far north side, watch for the trap door, and enter the cavern. There are two Screaming Maws, one will be mute. Pelvis of Pelagius - Found during the main quest in my walkthrough. Go to the Howling Halls, Congregation Chamber and look at the room directly beside the door to the Antechamber. Reward: The gold rewards for each item ===================== The Antipodean Hammer ===================== Cutter of Crucible will craft you armor and weapons out of madness ore. The armor is heavy. Ore is found all over: dungeons, deposits, and in random places. A matrix yields magic stuff. Reward: Heavy Armor and weapons ================= A Liquid Solution ================= Talk to Sickly Bernice at her inn to learn the situation. Go to the Knotty Bramble. This first level has only one path to the main door, but you'll want to check the whole first level for all the treasures before you go it. Enter the pool area. When you are to the pool it is heavily guarded by all kinds of Grummites. Clear the area and go toward the statue, but two more enemies will rush into the pool. Under the bridge is a path to another section of the dungeon, so go there now. Seems like nothing special, but keep going until you reach an area where there are some dead guys. Go to the second dead body and move it out of the way to reveal a button that will let you into a chamber with loot. However, once you plunder the place, the dead guys will no longer be dead. Kill them, grab the skull, take all the loot, and make your way to a hole. Now go back to the pool area, and make a quick exit from the whole dungeon by taking the other path out of here. Take the liquid to the poor girl to complete the quest. Reward: Circlet of Verdure - keeps you healthy **That skull will be crucial to the hill of suicides hidden quest. So hold onto it.** ================= ************ *Hidden Quest* ************ This 'quest' does not show up in your log, and it really isn't a quest, but worth mentioning. ********* The Stash ********* You will need good jumping ability to pull this one off. The note and key you need are on the top of Cutter's Weapons. You need to jump off the stairs that lead to the palace. Look over at the gap between the stairs and the nearest roof. Jump as best you can. You should get on the siding of the roof, but not be able to get up, and it will even look like you're slipping. So go to the spot where you can run into a corner up there (adjacent to another roof). Now keep pressing up the whole time, but also press left and right repeatedly and you should eventually force your way up to the roof (at least I could). Now jump down to the roof to the south, and then jump across to the roof to the west. You can jump south from here to go get a free ring on the top of another roof, but only if you want to. Get back to the Things Found roof and look north. You'll notice that you can't get up to the next roof either. You will do the same technique as you did to the first rooftop, but now you will do it to the corner that is sticking out. It is difficult to get on the direct center of the corner, because it is sticking out. But once you get directly on the edge you should shoot right up to the stone thing at the top, but you still can't get up. No worry, move to the siding of the roof and use the corner sicking inward (just as the first one) and you can get up. The prize is on the next roof and you should be able to jump up to there. There is a note and a key on the stool. Take them and read the note to find the location of the urn. Now jump to the east roof and back to the steps to have come full circle. Go to the very southeastern corner of Crucible. The urn is behind Sickly Bernice's Taphouse and it is hidden under a box in the sewage. Open, take what you need, and you're done. Reward: Whatever you find in the urn. ***************** ++++++++ Fellmoor ++++++++ This settlement is to the south of the Gates of Madness. ======================= Everything In Its Place ======================= Talk with Ranarr-Jo, or Kishashi directly. Get the spoon from the queen by raising her disposition. Give the spoon to the king and begin learning the situation of the evil ruler. Now, I will tell you what I did to beat this quest. I broke into her house, she started running down the steps, I put on the invisibility and got out of the way, and then she ran outside. I was then free to GRAB the stuff in her home and toss them all over the place. A message popped up saying that I wrecked her home, but you still need the book. So then I went outside and came right back in to find her walking back up the steps. I just pickpocketed her and stole the book. Mission done. Talk with the dude and the quest is complete. **You can't use invisibility outside or you'll lose it inside.** However, I am guessing that this won't work for everyone. You can try to get lucky and catch her sleeping, but that is rare. I guess you will have to try and wreck her house before she gets upset with you. And then exit and enter to try and steal the book. And if all else fails, just try to kill her outright in her home. But I am thinking the best way is to use invisibility. Reward: Ring of Mind Shielding, and a book. ======================= ++++ Hale ++++ This town is just north of Milchar. ============== To Help a Hero ============== Talk with Pyke to get the quest rolling. The Fetid Grove is north of Split. Inside, go up, right a bit, up, and then left all the way to the door. In the next area be sure to sneak through the narrow path to avoid alerting the whole place. Sneaking will pay off big time as the enemies are spread out quite a bit. Clear the place out and grab the medallion in the chest. Exit the cave the way you came in and return the thing to Pyke. Reward: Thorn Shield, great if you have Heavy Armor ==================== +++++++++ Highcross +++++++++ This town is to the northeast of New Sheoth. ===================== Taxonomy of Obsession ===================== Speak with Mirili Ulven for the quest. Make her like you first, of course. You are now tasked with finding basically every plant product in the Isles. Mirili's Research ----------------- Alocasia Fruit - near Mirili's house. Aster Bloom Core - on the side of Bruscus's house nearby. Black Tar - Rendil Drarara's house in Bliss. Blister Pod Cap - I found one on a cupboard in the bedroom of the Mania house. Congealed Putrescence - found in a barrel near a bunch of boxes in the Duke of Mania Quarters. Digestive Slime - called Letifer Orca Digestive Slime, found in Mania Quarters. Elytra Ichor - go kill and elytra, duh. Flame Stalk - found in Bliss. Fungus Stalk - found in Sheogorath's throne room. Gas Bladder - called a Red Kelp bladder, found in the Mania garden. Gnarl Bark - go kill a Gnarl, duh. Deepwallow too. Grummite Eggs - in Mirili's House. Hound Tooth - in Mirili's House. Hunger Tongue - go kill a hunger, duh. Earil's shop. Hydnum Azure Giant Spore - on the big tree near her house. Pod Pit - Rendil Drarara's house in Bliss. Rot Scale - Look on the right side of Blackroot Lair on the first level. Save before you go in. Scalon Fin - go kill a scalon, duh. Xaselm, the big bedroom. Screaming Maw - found in Mania Quarters. Shambles Marrow - go kill a shambles, duh. Xaselm, the big bedroom. Swamp Tentacle - found in Sheogorath's throne room. Thorn Hook - table of Erver Devani's house of Deepwallow (south of New Sheoth). Void Essence - in Mirili's House. Watcher's Eye - In the Fountainhead, head south (save before you go in). All over the place too. Withering Moon - found in Sheogorath's throne room. Worm's Head Cap - near Mirili's house. **If anyone finds better locations, drop me a line.** Mirili's Bestiary ----------------- Now you have to get the following beasts to follow you to the scientist. When you find one, just run back to the town and hope that she will eventually subdue it. Bring it close to the center of town. Also, only do this at night, or whenever she does her research outside. Be sure to save before you start to lure a beast. **My Mirili glitched up a bit and would sometimes stay in her house. I think it was because I would go inside her house when she was still in it, so try not to do that. But if she is stuck, just punch her and lead her outside, then yield to her. Get your monsters or whatever, but be sure to turn yourself into the authorities, and be sure to dump your stolen items before you do; pay the gold.** Baliwog - I found one in the water that you can reach from the trail behind Highcross. And if you don't find one immediately, just follow the coast and hope no other monster gets in the way. Elytra - I found this to the east of the town. Gnarl - I found one to the south. (make it follow you into a house if she refuses to catch it, and then come back out). Scalon - I found one near the dock by the water below. Reward: All the gold you earned ================== +++++ Split +++++ This place is to the north of the Hill of Suicides, on the mountain range and directly between the realms of Dementia and Mania. ================ The Great Divide ================ **WARNING: if you choose to do this mission and you have not yet been involved with the Dark Brotherhood of Cyrodiil, then do NOT SLEEP at any time after this quest IN THE SHIVERING ISLES. Basically, after you beat this go back to the real world and then sleep. You will glitch up the game if you do it in the isles.** Talk with both Horkvirs to learn the situation. Your choice, either kill the lazy or the busy people. The assassinations are fairly easy. Simply move time to midnight and kill each person in their sleep; may need a few swipes. Meet your Horkvir during the day to claim your reward. Reward: Gold ================= +++++++ Vitharn +++++++ Vitharn is found on the Madgod's Boot to the south, in a region known as the Shallow Grave. ================= Ghosts of Vitharn ================= When you approach you will notice a war between green ghosts and blue ghosts. Help the blue guys win when you can, but you're trying to get inside the city-fort. The ghosts may also drop madness items that are sure to sell well, but it may be hard to find them in the water. You'll also notice that the main gate is chained shut with mystic power. Walk to the southeast to find the way into the place; the door is under a tree. Fight a few ghosts on your way to the next area, nothing special. Go around the gate to find a door into the settlement where you will be confronted by a friendly blue ghost. To start, go forward down the hall a bit until you find a table. Look under one of the bowls to pick up a key. Keep going until you are in a holy place and there is a button up on a chair thingy. Press it and go inside. There will be: dagger, nugget, jewelry box, and a caliper. Go back to where you first met the count and enter the throne area. Keep going into the next room and look at the second set of beds to find a doll. Proceed into the armory. Use the key and sneak inside the armory. Don't let him see you as you grab the arrows through the shelf, the calipers, and repair hammers; the chests are opened with the key, but they contain crap. Now go outside. Don't try to fight, that is not the goal. Instead, watch the scene and see how the poor guys were killed; it was because the three people guarding the gate did not do too well to defend the back. Give the arrows to the archer up top (if she dies, just wait for it all to reset). Now give the mage below his dagger (watch for a possible glitch here where you can't move after he steals some of your magicka; you can go to the tomb and give him the stone inside to him instead of the dagger). Enter the tomb in the corner of the battlefield. Place the doll into the fire. Raid the tomb now, because after the quest you will be unable to get back in. Now go back out and tell the ghost that flees the battlefield what you did with his doll. Watch the events now to see that only one fanatic lives. Now go back inside to see the count. **Save now to avoid a possible glitch where the enemy doesn't show up.** Talk to the count and come back out. Summon a creature to help you know who to fight. The bad guy you need is the one with the dark sword. Kill him, talk with the count one more time, and then you're done. Reward: Count Cirion's Helmet ================= ++++++++++++++++ ************ *Hidden Quest* ************ Another 'quest' that will not show up in your log, but is a task. ============== Suicide Skulls ============== The Hill of Suicides is hard to miss, it's directly in the center of the map and has a big label. No need talking to the ghosts, let's just start collecting skulls. A man in Deepwallow can give you the idea of what to do, but no need to go. Bog-Trotter's Skull ------------------- This skull should have already been picked up in Sickly Bernice's quest. If you don't have it, go to the Knotty Bramble and take the little path at the pool to eventually find a 'tomb' with two dead guys. Push the second guy you run into out of the way to reveal a button. Go into the treasure room that the button opens, fight the two dead guys, and then grab the skull, along with the other treasures. No need to take the skull to the ghost right now, just save them all for the end. Gadeneri Ralvel's Skull ----------------------- If you ever wondered what was in that dungeon where you found Dyus, now is your chance. Fall down into the pit of Knifepoint Hollow and enter the door. Grab some Zealot stuff to help you out. At the very end of the dungeon, where you will find a tough enemy inside a room, clear the place and look at the back of the statue to the north. Push the button to open the room. The skull sits on a chest. **Yes, with the Zealot clothes on you can run through the entire dungeon all the way to the last room, even past the monsters.** **If you couldn't reach the chest over the gap the first time, don't try it again.** Limark's Skull -------------- Look in the Milchar Xetrum; it's directly in south when you enter the Nexus. There will be a monster by the fire, go left. Another monster will guard a room to the south that will have a skeleton. Grab the skull and get out. M'Desi's Skull -------------- The Rotted Den is south of Fellmoor. The Sanctum is the middle room when you reach the statue. Go inside and make your way east and then all the way south to find the skull on top of a chest. Salonia Viria's Skull --------------------- Cann is a dungeon in the northeast edge of the isles, more north. Found in the Cann Amphitheater. Follow the stone pathway in the first hall, and take the path on the east side when you reach the big room. In the theater take the path until you can take a right. Keep going until you hit a small room where two heretics patrol, and the skull sits under a bust. **Grabbing the heretic clothing will help you sneak around.** ------------------------ With the skulls in hand, first go to Deepwallow (south of New Sheoth) and speak to Erver. Now go to the hill (Split and then south if you've never been). Find each ghost and give the ghosts their respective skull. Now go back to Deepwallow and talk to Erver to gain some gold. Reward: Risen Flesh spell, to revive people ************************ Quick note: I say visit the Blackroot Lair. It's pretty cool to help the Gnarls escape, and I was able to get tons of useful items. ************* * B3. Enemies * ************* For those that need quick reference. ============ All Enemies: ++++++++ Baliwogs - Little frog things that hang out near water. Fast devils. Reward: May have pearls ++++++++ +++++++++++++ Dark Seducers - Only enemies in a few quests. Just block and attack. Reward: Usual stuff from humanoids. +++++++++++++ ++++++ Elytra - The obligatory bug type. Strong, and they have a stinger attack. Use fire. Reward: Not much ++++++ ++++++++++++++++++ Failed Experiments - Only found in one quest. The zombies, of course. Reward: Nothing +++++++++++++++++++ +++++++++++++++ Flesh Atronachs - These guys are monsters when it comes to offense, but they seem to lack any defense. That is, they are easy to kill so long as you are quick and deadly; but they will most likely heal themselves one time. Reward: Void Essence, worth selling +++++++++++++++ +++++++++++ Gatekeepers - An enemy one time, but some say that the one you make will attack you too. Not sure why. Either way, the bone arrows will kill it; but don't try killing the one you make (then things become really pointless on so many levels I can't even count!) Reward: Keys to the Isles ++++++++++++ +++++++++++++ Golden Saints - An enemy only once, and it's up to you. Hack, block, and slash work here. Reward: Humanoid stuff +++++++++++++ ++++++ Gnarls - The obligatory tree monsters... wait a minute, that's not right! These things are really tough, especially the ones in that second-to-last mission. Those Gnarls get stronger from destruction magic, but Damage Health spells seem to get around this. And watch out for their silence spell. Reward: Sometimes Amber ++++++ +++++++++ Grummites - The obligatory everybody-hates-these-guys enemy. They are similar to humanoids, but they also use poisons on their weapons. Reward: Humanoid stuff +++++++++ +++++++ Hungers - Not encountered much. They are pretty tough and fast, but not too much special here. Reward: Not much +++++++ ++++++++++++++++ Knights of Order - These are the main enemy in the game. Get used to fighting them because you'll literally be thrown waves of these guys. Fire seems to do them right, and be sure to watch for their spinning attack which will disarm you every now and then. Reward: Heart of Order, used to jam Obelisks and unlock some chests ++++++++++++++++ ++++++++++++++++ Priests of Order - Found near crystals and sometimes doing other naughty things here and there. Easy-to-kill mages, but they tend to run off. At least they don't summon stuff. Reward: Some of the best loot in the game, including the staves at the end ++++++++++++++++ +++++++ Scalons - Big beasts that live in water; no, I mean they are found deep under the water sometimes. Watch out for that lunge attack and you'll do fine, I hope. They can take lots of damage. Reward: Not much +++++++ ++++++++ Shambles - These things are interesting. First, you can't tell when they are about to attack, and it may either be a magic or damage attack. They can take a good bit of damage. And they even leave an ice blast after you drop 'em. They suck! Reward: Not much ++++++++ ++++++++++++++ Skinned Hounds - The bite IS tough, but they have no defense; duh, they have no skin! Use fire and damage health stuff to kill quickly. Reward: Not much, yet again ++++++++++++++ ++++++++++++++++ Zealots/Heretics - Found in the campsites in the wild. Just mages who summon stuff and run away. Kill with prejudice. Reward: Mixed, and don't forget the chests in the camps ++++++++++++++++ Best for last: ++++++++ Jyggalag - One of the few bosses in the whole Oblivion game. I'm sure you could slash and block with this guy and win, but I have a better plan. Use the two staves you plundered from the quest right before this one and simply backpedal your way around the grounds (and to victory!). Really, each staff will inflict massive damage and you only need to be precise. He will go down in no time. And if you somehow don't have the staffs with you, then I would recommend using bows and magic in their place. A summon can also distract him for a while, but rarely. Not too tough really. Reward: Nothing but a big ol' steamin' pile of satisfaction! ++++++++ ============ ***************************************************************************** * 15. Credits/Copyright * ***************************************************************************** ----------- Please contact me if you need any help, if you want to praise me, if you want to talk, or if you want to ask a question. And if you must send a flame, please be nice so that I'll consider it. Also, if you have a cool trick or comment that you want me to add to this guide, good luck, I don't accept just anything. You will have to present it well and I will have to like it a lot! Please have 'Oblivion' in the title. also. i no their r Masive tipos n dis gide? My email: lunatic_252000@yahoo.com PS - If I don't respond, don't take it personally, but there is most likely a good reason (lazy, heard it a million times, it's stupid, etc.). ----------- ----------- I have other guides floating around too. They are: Resident Evil 4 Dead Rising Gears of War Lost Planet Crackdown GRAW 2 Rainbow Six Vegas Shivering Isles (included in this guide) Knights of the Nine (included in this guide) The Darkness I've also been published in GamePro magazine, June 2007. Pretty cool if you ask me, and all because I write these little guides. Here is my list of sites: GameFAQs (main host site) GameSpot GamerHelp MyGamingHelp* IGN SuperCheats CheatCodeCentral (cheatcc.com) GamersTemple (http://www.gamerstemple.com/) and even a few foreign and other random sites *Not launched All other sites must ask permission if they want this. All I ask is that the guide be ad-free and in this text format. ------------- --------- COPYRIGHT --------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2007 Brad Russell