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 powe