Elder Scrolls IV Oblivion Walkthrough Copyright 2006 Nicolas Tringali This walkthrough is only for use within GameFaqs and CheatCC, or if I've given you permission or you want to post this on your site, please email me. Lunabean.com is under partial copyright to publish and distribute this guide. Email: n1kt@hotmail.com Please check this guide completely before you send me an email, you may be able to find the answer to your questions already here. =============================================================================== Introduction =============================================================================== Welcome to my Elder Scrolls IV Oblivion Walkthrough. This guide will go over the Main Quest, Fighters, Mages, and Thieves Guild. Also included are the Dark Brotherhood and Arena quests. All Master Trainers and Daedric Shrine Quests are included. There are also separate sections for Nirnroots and Vampirism. Gameplay mechanics will be included in the Miscellaneous section. The Arts section will go over the three gameplay types, and how to use them effeciently. This guide will not go over character creation, skills or their perks, birthsigns, or attributes. Refer to your instruction manual for that information. =============================================================================== Table of Contents =============================================================================== Use Ctrl F to find things. Type in the number and sub letter. Ex. 1a The Arts, Combat 1. The Arts a. Combat b. Magic c. Stealth 2. The Main Quest a. Kvatch b. Cloud Ruler Temple c. Final Quests d. After the End 3. Fighters Guild a. Readmission Quests b. Quest Set 1 c. Quest Set 2 d. Quest Set 3 e. Modryn Oreyn's Final Quests 4. Mages Guild a. Readmission Quests b. Recommendations c. Raminus Polus's Quests d. Hannibal Travern's Quests 5. Thieves Guild a. Admission Quest b. Readmission Quests c. Armand Christophe's Quests d. S'krivva's Quests e. Gray Fox's Quests 6. Dark Brotherhood a. Admission Quest b. Readmission Quests c. Vicente Valtieri's Quests d. Ocheeva's Quests e. Lucien Lachance's Quests f. The Dead Drop Quests 7. Arena a. Gambling b. Fighting 8. Daedric Shrines a. Azura b. Boethia c. Clavicus Vile d. Hermaeus Mora e. Hircine f. Malacath g. Melphala h. Meridia i. Molag Bal j. Namira k. Nocturnal l. Peryite m. Sanquine n. Sheogorath o. Vaermina 9. Master Trainers a. Acrobatics::Alteration b. Alchemy::Athletics c. Armorer::Blade d. Block::Blunt e. Conjuration::Destruction f. Hand to Hand::Heavy Armor g. Illusion::Light Armor h. Marksman::Mercantile i. Mysticism::Restoration j. Security::Sneak k. Speechcraft 10. Side Quests a. Anvil b. Bravil c. Bruma d. Chorrol e. Cheydinhal f. Imperial City g. Leyawiin h. Skingrad i. Kvatch j. Settlement Quests k. Downloadable Mod Quests l. Freeform Quests 11. Vampirism a. Contracting Porphyric Hemophylia b. Effects and Powers c. Cure for Vampirism 12. Nirnroots a. The Beginning b. Weak Elixir c. Moderate Elixir d. Strong Elixir e. Grand Elixir f. Finding Nirnroots 13. Miscellaneous a. Houses b. Horses c. Skill Books d. Free Skills e. Spellmaking f. Enchanting g. Soul Gems h. Minigames i. Guards, Fines, and Jail j. Highwaymen k. Doom and Rune Stones 14. Copyright Notice and Acknowledgments =============================================================================== The Arts 1 =============================================================================== ----------------------------- Combat 1a ----------------------------- --Melee-- Melee combat involves Blade and Blunt skills. This is physically hitting your opponent. Using one-handed weapons leaves your left hand free, allowing you to equip and use shields. More on shields below. If you are using a two handed weapon, you cannot use shields, but your reach will be much greater, thus being able to hit your opponent before he can hit you. When using a two handed weapon and sneaking, you will not get an attack multiplier. Make sure to switch to a one-handed weapon or dagger, and you will recieve the damage multiplier. --Poison-- Poision your weapons by activating the poison in the potions screen. Poisons will come into effect in that weapon´s next attack, and will do the damage accordingly. Poisoning weapons can be very useful, and level the playing field. Poisoning arrows can almost ensure a one-hit kill on lower level opponents, and severely damage higher level ones. Make sure the poison has a good purpose. Damage Personality for 30 sec doesn't do much in battle, unless you have a unique situation. Make sure to use the right kind of poison for each enemy, by learning the spell effects. Silence for 15 sec on a Wolf does nothing, since Wolves can't cast spells. If you use a Silence poison on a Necromancer, you will severely disable his or her offensive capabilities, since a Necromancer almost always relies on summoning something to fight for them. Get to learn the spell effects, and use them accordingly. --Shields-- Use shields to your advantage. Remember, you can only use shields when you have a one-handed weapon equiped. To use your shield, simply click the "Block" key or trigger. Try to use shields right before the enemy´s weapon hits you, because if the enemy attack is blocked by you, he will stagger back, opening a window for you to attack. Remember, an opponent can block your attacks as well. You move extremely slow while blocking, so use it only when an enemy is in or starting an attack. Shields do absolutely nothing against spells, unless the shield is enchanted, then you will have to have it equipped. --Staves-- When using a staff, it is considered a two handed weapon, and is not meant to come into contact with the opponent. Use the "Attack" button to activate the staff's listed effect. --Ranged-- Ranged combat is combat with bows and arrows. A bow is considered a two handed weapon, and is its own shield. To use a bow and arrows, you must have a bow and the arrows you want equipped. If your character is a ranged character, carry at least a supply of 50 arrows, if not much more. As you level up, remember to upgrade your supply of arrows. Arrows follow both the heavy material and light material, but you will always know which is better. To make sure you are using the right arrow, look at the attack damage. Hold the attack button for more tension, and release to fire it. Used arrows can be picked up from enemies, and are always useful to replenish supplies. Poisoning arrows is very useful, but you only poison your next shot. A good way to practice ranged combat is on deer, as they will not attack you, but you get the feel of tracking and killing it. When approaching a creature, make sure to sneak. You will get a damage multiplier, and its very good to poison your first shot. When you have a creature chasing you, a good way to still use ranged combat is to run and charge your bow, then turn around while running and fire. Rinse, lather, and repeat. Once you are a Journeyman of Marksman, you have the ability to zoom into a target. Simply hold block while charging a bow. --Tactics-- There are several different tactics to use against your varied opponents. This is a general list of these. -Melee- Shield and sword is a the best combination here, and very simple. Enchant as much equipment as you can, and use the enchantment wisely. Remember to block opponents attacks, then attack immedieatly. -Mage- If you have an enchanted shield, use it. If not, don't bother with regular shields, they don't do anything against spells. Best thing to do without an enchanted shield is to pull out a big, two-handed weapon, and start to do damage. It is best with mages to bring the fight to them, and force them to use their melee weapon. Attacking with bows and arrows is not advisable, because most are very good in Destruction spells, and pick you off easy. -Necromancer- Attack with melee weapons, and make sure to leave the summoned creature alone, and focus on the Necromancer. Some do use Destruction spells, and very few are armed with weapons, and will run away when charged. If you attack the creature that they summon, you are wasting your time. They will pick you off along with the creature, and keep summoning them. Most have only robes, and can be killed quite easily if charged. -Archer- When attacking a ranged foe, the best thing is to charge them. If for any reason you cannot reach them, shoot spells and and arrows back at them. You can collect the arrows they shoot at you, giving you a near unlimited supply. It is advisable to carry a supply of arrows, your enemy's arrows are hard to find, especially when he continues to shoot at you. If charging, carrying a shield is a good decisions. The arrows continue to hit you as you run to them, and holding up your shield every few steps helps alot. They will usually have a short sword or dagger with them. ----------------------------- Magic 1b ----------------------------- There are 3 main types of magic. Self: the effect is on your character Touch: you must be near the target for the effect to take place Target: you can be as far as you want, this spell will go forever. --Self-- This branch of magic involes healing and fortifying spells, and things like Night Eye or Invisibility. Your character is directly affected by this spell. --Touch-- This kind of magic is offensive, but you must be near the target for the effect to occur. --Target-- The most common offensive magic, you can be as far as you want from your enemy, but you must able to see them, target magic goes in a straight line forever until it hits something. Target magic is sometimes not recommended for close up fighting, as many spells have area damage, and you can get caught in the blast. There are 7 schools of magic, each with its own spell types. Some common spells with their schools. Mysticism: Soul Trap, Dispel, Detect Life Conjuration: Conjure *name of creature*, or *name of weapon* Destruction: Flare, Frost, Shock Alteration: Burden, Feather, Water Walking and Breathing, Pick Locks Illusion: Chameleon, Invisibilty Restoration: Healing, Fortify spells Alchemy: Potions, poisons, and wortcraft --Mysticism-- Leyawiin´s guild hall specializes in Mysticism. Dagail, the master trainer of mysticism is the hall master. Dispel is a spell where all effects (excluding powers and diseases) that are temporary, good and bad, are gone. This is useful for negative effects cast by opponents, but if you had a fortify health spell active, it would be washed away as well. Soul Trap is used for encasing souls in empty soul gems. See the Soul Gems section below. Detect Life is an indispensable spell, and even better when enchanted into a ring. It lets you see where enemies are with a purplish haze, and can detect enemies through walls and doors. When enchanted into a ring, simply equip it and you will have a permanent Detect Life wherever you go. --Conjuration-- Chorrol Mages Guild specializes in Conjuration. Its all in the name. Conjuration deals with the conjuring of creatures, usually undead and Daedric. When you conjure a creature, it will stay and fight for you until it is killed or its expiration time goes up. If you conjure a creature in a town or settlement, you and the creature will be attacked. It is possible to soul trap conjured creatures. You can also conjure Daedric weapons and armor, and and will stay equipped until its time runs out. If you unequip a conjured weapon or armor, it will vanish instantly. --Destruction-- Again, its in the name. Destruction spells use fire, frost, lightning, and magicka to weaken or kill your foes. Destruction spells also can make your enemy weaker to elemental damage. Fireball 5pts for 5ft Weakness to fire 50% This is a powerful spell. Instead of only doing five damage, now that spell can can do 15, or 20 damage because of the weakness to fire. Destruction magic can be both Touch and Target, and is the primary attack for mages. --Alteration-- Alteration involves in changing the physical being of something or someone. Thieves will often use alteration to pick locks, and feather themselves to hold more stolen goods. Water Walking and Water Breathing are very useful spells, and Burden can be used to slow something down. Archers may use Burden a lot, and not worry about prey running away. Water Walking is very useful with horses, who cannot swim very well. This makes crossing necessary rivers or lakes a breeze. --Illusion-- Illusion deals with Invisiblity and Chameleon, and all of the Light spells. Paralyze, Silence, Rally, and Demoralize is also Illusion magic. Paralyze is very useful, the strongest enemies can be cut down to size when they are frozen on the ground. Chameleon and Invisibility are very useful for thieves, but both have drawbacks that can be worked around. Chameleon still allows you to be seen, unless you have 100%. You can still activate items while in Chameleon. Invisibility automatically conceals you 100% for the time limit. But you cannot activate things or use items while you are invisibility. It is more useful for getting through a difficult area. Remember to move quickly but silently. Silence on an opponent will not allow them to do magic for a period of time. a very useful tool for mages with good spells. Rally is a target spell for your allies, increasing their will to fight. Demoralize does the opposite to your opponents, making them lose their will to fight. --Restoration-- Restoration magic spells are the healing spells, and fortify spells. Cure disease and poison, and absorb magic, health, and fatigue. Healing spells restore the number of points specified within your health bar. Fortify Health raises your health points for the specific time, as with fortify fatigue and magic. Absorb magic is not a good spell to cast, but a great one to enchant into a weapon. While your opponent is losing health, your are also taking his health. You should always carry a few cure disease or poisons around with you. --Tactics-- -Melee- Most likely with a melee weapon and shield. Destruction spells are a natural, and they might have enchanted weapons. If a spell you know does a lot of damage, and is not doing much, they might have a spell reflection or absorbtion activated. Pull out your preferred melee weapon now, and start fighting. Shield spells are very useful for melee opponents, since that is what they were designed for. Use them effectively, and the enemy's attack will do much less damage. -Mage- A spell showdown here. Silence spells are indispensable, since it interferes with their ability to cast spells, and gives you the upper hand. If you are confident your mage can fight with melee weapons, a good tactic is to charge the mage. Charging is better when fighting an extremely higher level character, since your current array of spells might not do much. -Necromancer- Silence is the key spell to fighting Necromancers. Their main attack usually is summoning some sort of Daedra or undead. Try to hit the Necromancer and not its summoned creature. This can get difficult in the sometimes confined spaces of caves that they usually inhabit. If you know you are in Necromancer territory, have a silence or very strong destructive spell to weaken them before they summon anything. After that, depending on your surroundings, use spells or attack with melee. Try not to your magicka or scrolls by hitting the summoned creature. A good way to bypass this problem is get between the Necromancer and the creature. Depending on the Necromancer, he or she will run backwards and cast spells, or will wield a dagger or short sword, and fight. If they run backwards, follow them and cast spells. If they stay and fight, stay and fight yourself. -Archer- Use Destruction spells mostly. Burden works very well, as most archers like to run away, Burden keeps them close. If not, simply charge them. Most have a reserve melee weapon on them. --Alchemy-- Alchemy is making potions and poisons for your character to use or sell. Alchemy can be used anywhere, as long as you have the right equipment. These are the apparatuses needed to practice alchemy. Mortar and Pestle: You only need a mortar and pestle to conduct alchemy, but with the rest of the apparatuses, your potions will be much better. Calcinator: A calcinator increases the magnitude and duration of all effects in your current potion, both positive and negative. Retort: A retort increases the magnitude and duration of all positve effects in your potion. Alembic: An alembic decreases the magnitude and duration of all negatives effects in your potion. The apparatuses will get better and better as your level (not alchemy level) increases, but you can only find Master equipment in dungeons, and necromancer lairs. As your alchemy skill raises, you are able to make better potions. Each ingredient of alchemy has four levels of effects. Novice: You can only use the first effect. Apprentice: You can only use the first two effects. Journeyman: You can only use the first three effects. Expert: You can use all four effects of each alchemical ingredients. Master: You can make potions from a single ingredient. Wortcraft is a good way to increase alchemical skills. It is simply eating a single ingredient. The effects of the ingredients are applied to your character and your alchemical skill. ----------------------------- Stealth 1c ----------------------------- --Sneaking-- To sneak, simply press the sneak button. Your character crouches down, and your crosshair turns into an eye. If the eye is dim, you are undetected, but if it lights up, someone or something detects you. This can be a nearby creature or an NPC. To sneak better, make sure there is little or no light shining on your character, and you are not in the line of sight from an NPC. The weight of your boots also affects how you sneak. It is a good thing before sneaking to take off your boots entirely. Invisiblity and Chameleon help, but remember that if your Chameleon is not at 100%, you can still be seen. Also remember, if you do anything while in Invisibility, it will go away. If you attack a creature, you will get a attack multiplier. You must be undetected and holding a one-handed weapon. If you have a two handed weapon, you will get no mulitplier. If you are attacking with a sword or mace, you will get a 6x multiplier. If you have a bow and arrow, you get a 3x multiplier. --Pickpocketing and Stealing-- Sneak and approach an NPC, and you will get a red hand indicator, and you will be able to pickpocket. Even if you enter the inventory screen, and take nothing you will be arrested. The heavier the object you steal, the more likely you are to be detected. When stealing something, make sure you are undetected, and you will be able to steal it. When visiting a home or shop, the will follow you around to make sure you are not taking anything. --Lockpicking-- Lockpicking can be explained more in the "Lockpicking" section below. Try and make sure you are not seen when picking a lock, as you will automatically enter the building after the lock is open. --Tactics-- Tactics don't involve much in the Stealth category. Make sure you move as slowly as possible, and have little light shining on your character. It is best when sneaking to an enemy to stay out of their line of sight. Poison attacks conbined with an attack multiplier when sneaking can do severe damage to an opponent, and it will be much easier to deal with after the initial attack. =============================================================================== The Main Quest 2 =============================================================================== ----------------------------- Kvatch 2a ----------------------------- --Imperial Prison-- Welcome to the wonderful world of Oblivion. As custom with the Elder Scroll series, you are in jail. Across the hall a dunmer insulting you. He has an insult for every race and gender. You can get your revenge later. Some Blades appear in a minute and you have an interesting chat with the emperor. Follow them through the hole in the wall. Soon enough, the assasins come. Watch the fight as one of the Blades dies. Pick up her sword, its very good. Get comfortable with it, you won´t have it very long. The Blades and emperor lock the gate up ahead behind them, but a hole in the wall is your next doorway. Make your way through these passages. Make sure to grab a little loot to sell later, and step into the Natural Caverns. Now you can learn how to sneak, Oblivion style. Test it out on that goblin up ahead. Beware, you will not get a damage multiplier if you are using a double handed weapon when sneaking. Up ahead is a tripwire. Trigger it and step back to kill the goblin. Follow the path until you get to a pack of logs. Down there are two goblins. You can activate the logs now, or run through their camp up ahead, and attract up to about 8 goblins, and run back up the slope and quickly activate the logs. Kill off any stragglers and make your way to the door to the Imperial Subterrane. Up ahead you will cross paths with the Emperor and the Blades. The assasins try again, don´t try and attack them yourself. You might end up hitting a Blade or the Emperor. Choose your birthsign with the emperor. In the Sanctum, the assasins try again, and the Blades leave you to protect the emperor. The emperor knows he is about to die, and gives you the Amulet of Kings, and with a quest to give it to Jauffre. All of a sudden, an assasin jumps down and murders the Emperor right in front of you. Defend yourself, and the surviving Blade, Baurus, from the battle comes in and finishes him off. Choose your class here, and move on. Now its relatively simple through the sewers, picking up last minute loot, double checking your character, class, and birthsign. Step into the sunlight. --Kvatch and Weynon Priory-- Fast travel to Weynon Priory, south of Chorrol. Go inside the big building in front of you. Inside, you are greeted by Prior Maborel. Just tell him you are here to see Jauffre. Upstairs and to the right is Jauffre at his desk. Tell him the story about the emperor and the Amulet of Kings. He will tell you about the Emperor´s other son, Martin, who lives in the town of Kvatch, as a priest. Ask Jauffre for assistance, and he´ll open a crate full of weapons and armor. Take ALL of it, what you can´t use you can sell. Prior Maborel will give you his paint horse, which is in the stables outside. Brother Piner will give you the skill book The Warp in the West. The Dunmer shepherd will give you 1 armorer hammer. If you travel to Kvatch by conventional means, you´ll see the town first, in ruins. There´s nothing you can do now, just go to the refugee camp at the bottom of the path, south of Kvatch. If you fast traveled there, "Kvatch" is actually the refugee camp. People here will tell you what happened to Kvatch last night, and if you want to help, you should see Savlian Matius at the top of the hill. Savlian Matius thinks you´re a lunatic to go inside, but eventually will let you go. Inside you will see one of Matius´s men. You can have him stay with you and fight, or you can let him go outside. Players coming straight from the sewers should enlist in his help, but if you didn´t do the main quest first, you don´t really need him. The central tower with the greenish, yellowish stripe at the top is the main tower for every Oblivion world. As you go inside here, go into the Rending Halls and up until you can go no more. A door off to the side will lead you to a bridge to another, smaller tower. Cross the bridge and move up to the top, killing the Sigil Keeper here. Back across the bridge and into the Sigil Tower, unlock the unpickable door and start your move up again. At the very top, you will see the Sigil Stone. It is recommended before activating ALL Sigil Stones, to save first. If your game glitches as its loading out of Oblivion, you don´t want to go through all of it again. --Inside Kvatch-- Matius can´t believe your alive, and now leads the attack on Kvatch. Fight your way to the chapel, where Martin is. Tell him he is the heir to the throne, and he agrees to follow you back to Weynon Priory. A side quest is available here, but its not necessary. The quest, "Battle for Kvatch", is listed in the side quests. In Weynon Priory, you find that Mythic Dawn assasins attacked, and you need to find Jauffre and get the Amulet of Kings. Fight your way into the chapel on the right, and Jauffre will lead you to the Amulet, only to find that it is missing. Jauffre has an idea. He tells you to take Martin to Cloud Ruler Temple, the Blades stronghold. This will be one of the few times you will be able to fast travel somewhere in the wilderness without actually finding it first. Martin will give a speech, and you will be inducted into the Blades, which gives you unlimited use of their armor and weapons. Talk to Jauffre, and he will tell you that you need to find the Amulet. He tells you to go see Baurus, one of the Blades that were following the Emperor through the sewers. ----------------------------- Cloud Ruler Temple 2b ----------------------------- --The Path of Dawn-- Go to Luther Broad’s Boarding House in the Elven Gardens district of the Imperial city. You will see him sitting at the bar. He tells you that the person in the corner is following him, and that he will go to the cellar, and you will follow him to see what he does. Eventually, the assassin will try to kill him, so, naturally, kill the assassin. Get the book of his body, and then talk to Baurus. After his speech, he directs you to the Arcane University. Go there and talk to Tar-Meena. She will give you the second Commentaries. She tells you to go to the First Edition in the Market District to find where the third and fourth are. Phintias says he has the third, but a customer has reserved it. Wait for Gwinas to come in, and then talk to him. Tell him that it was the Mythic Dawn that killed the Emperor, and he will give you the book immediately. Gwinas will also give you a note indicating the time of a meeting. Go back to Baurus, tell him about Mythic Dawn meeting and the sewers, and he will tell you to follow him. This takes forever, but when you finally get there, Baurus will tell you to go up and watch over the meeting. Eventually, they will attack him, go down and rescue him. (Don’t worry if he dies) Kill all of the Mythic Dawn people, and take the book. Go back to the Arcane University and talk to Tar-Meena. She says that the books contain a hidden message. I will tell you. The first letter of each paragraph gives you the message. It says: Green Emperor Way Where Tower Touches Midday Sun. Essentially, a tomb in the Palace District. Fast travel to the Palace and turn right into the cemetery. When you see a big temple looking thing, wait till midday and some symbols should appear. If your journal updates, or click the thingy, a marker should appear on your map. Get some potions and equipment, your going to need them. Head to the shrine. Normally, there a two ways to go through this shrine, sneaking, or killing everything. I have a nice mix of both. At first, go in sneaking. Give Harrow your stuff (don’t worry). Get to the part where you have to kill the prisoner. Kill him, and everyone will start to walk away. Now go back up to Harrow, who still holds all of your things. Wait until no one is around, sneak, and kill him with the dagger you killed the prisoner with. Hurry and take all of your things back, put them on and start running. Make sure to grab the Mysterium Xarxes on the podium. Thats the whole reason you are here. A other way to go through this part is to just kill everyone here, grab your things, and then wake up the prisoner. He will thank you and hope to meet you some day. Once you get out, go to the Temple of One, and he will raise some of your skills. -contributed by Barcode Instead of going back the way you came (which you can’t anyway), go up the stairs and to the right. Go to the living quarters. At the first split in the road, take a right. In the big room, take a right up the stairs and around the top. Past a little room, take a right, forward a little bit, then a left into Lake Arrius Caverns. Look around for a switch to open the rock wall. Make a left, cross the room into the path, and out of the cave. Go back to Cloud Ruler Temple and give the book to Martin. Talk to Jauffre, and he will tell you about spies near Cloud Ruler Temple. --Spies-- Jauffre will tell you to talk to Stefan. Stefan will tell you that suspicious people appear near a runestone by the Temple. You can also talk to Captain Burd in Bruma. - Investigation of the Runestone: Go to the marker on your map and wait till a few minutes before 7 pm. Stay some distance away from them, and eventually they will lead you to some caverns which lead to Jearl’s house in Bruma. Pick the lock, but if you can’t attack the two people (you will kill them anyway) and collect their keys. Jearl´s basement has a not from Camoran. - Bruma Investigation: You need to go to the Bruma castle to find Captain Burd. He says that no one has been traveling anywhere since what happened at Kvatch, except for Jearl ... You eventually need to go talk to Jearl. That’s a problem. Jearl is an agoraphobic and never leaves the house. And you can’t pick the lock, unless you want to get fined. Ask around, and talk to Jorek the Outcast. He says his memory isn’t to good, so, help him remember. He says he has seen someone look out of her window when she isn’t home. If you talk to Ongar or Arnora, they both say they have heard Jearl talking to someone and seen someone at the window. But you now have a cause. Go back to Captain Burd and he authorizes a search of her home. You still have to pick the lock to her cellar, and if you can’t do that, you must wait for the spies at the runestone described above. Go back to Jauffre and he will tell you to go to Martin for the decryption of the Xarxes. --Blood of the Daedra-- Martin has found a way to create the portal to the Paradise, but he has only translated one “ingredient”. The blood of a Deadric lord within a Deadra artifact. Talk to Martin a little further and he will tell you to get these by visiting Deadric cults. Don’t worry; they will give a warm reception. Very warm. Read the book Modern Heretics located on Martin’s table to find Azura’s Shrine. Go there and talk to a Dunmer named Mels Maryon. Get his disposition to 50 and he will tell you how to summon the goddess by offering glow dust at dawn or dusk. These are very hard to find. They are in the remains of the Will-o-the-Wisp, a creature that only appears to higher level characters. If you are a low level, go to the Bruma Mages Guild. In a table in the cellar there should be some. Lucky you they are so nice. Activate the shrine (you must be at least a level 2) with glow dust in your inventory at dawn or dusk (5-7 am or 5-7 pm). She will tell you to relieve the suffering of her followers long ago who killed a vampire, so they got infected. You might want some cure disease potions with you, unless you want to be a vampire. Go southwest of the Shrine to the Gutted Mine. Five vampires live here. If you find only three, the other two are behind a secret door activated by a pull cord. Go back to Azura and she will give you Azura’s Star, a reusable Grand Soul Gem. If you don’t want to give away this artifact, simply find another to give Martin. There are fifteen artifacts (including Azura´s Star). I recommend give away something you definetly will not be using. EX. If you specialize in blades, give away the great hammer Volendrung. If you prefer blunt, Goldbrand or Umbra is not that appealing. --Blood of the Divines-- Martin has deciphered the next piece of the ritual. The blood of a god. Martin tells you to ask Jauffre where to find Tiber Septim, which became a god. However, Jauffre is preoccupied. An Oblivion Gate has opened near Bruma and Captain Burd has asked you to show him and his men how to close them. You can do that now if you want, but if you don’t, talk to him about the armor of Tiber Septim at Sancre Tor, and he will give you the key to the outer door of the shrine where it is located. The simple if challenging to get armor is behind a magical barrier. To remove it, you must kill the undead skeletons of 4 Blades warriors. They are located in 4 separate rooms jutting off of the main room. After the skeletons are dead, their spirits will break the barrier. Each skeleton has its own map marker, and room. Also, each one has a very useful unique piece of armor or weapon. --Great Welkynd Stone-- Martin knows the third item for the ritual. It is a Great Welkynd Stone, found in the ruins of an Ayleid capital called Miscarcand. Head west of Skingrad and you will find it eventually. The path toward the Stone is simple, follow the path. On your way out a king and some zombies open a hideaway that proves an easier way out. Back at Martin, he has no idea what the fourth “ingredient” for the ritual. He won’t know till you do the next two quests, given by Jauffre. --Bruma Oblivion Gate-- A gate has opened outside of Bruma, and Jauffre and Captain Burd want you to show Burd and his guards how to close it. Simply, close it while they watch you. They will be outside of Bruma, tell them to come with you. Note of warning, there is a lot of Dremora in this section of Oblivion. Stock up on potions, levels, scrolls, weapons, armor, anything that will help you, do it. After you go in, go forward and watch out. There are claw traps and fireball turrets up ahead. The Sigil Tower is much easier to get to, and the Sigil Keeper is in the tower this time. If you go past the tower, there are some loot bags, healing and magic fountains. If you can get to the island to your right from the Gate, there is another loot bag there. In front of the entrance to the Tower there are some more traps and turrets. Displace the Sigil Stone, etc. Back to Jauffre, he has another quest with your name on it. --Allies for Bruma-- This quest overlaps with another quest given by Martin, Defense for Bruma. It is recommended you do this one first. Jauffre is worried that another Great Gate will open near Bruma and the Deadra will overrun Bruma’s guards. He asks you to go to Cyrodiil’s other cites and the Elder Council for more people to protect Bruma. Simply, go to the Count/ Countess of each city, and they ask you to close a gate near their city. At Kvatch, however, Savlius Matius wants you to liberate the castle there. If you have been closing gates on your travels, the rulers will be happy to send troops. However, they will not do this automatically. You still have to seek them out and request troops. If you are a tad overconfident, don’t request troops. Talk to Martin to start things. -Anvil- Go to Countess Millona Umbranox. Gate is northwest of city. This Gate also zaps you places. Nothing new besides that. -Bravil- Count Regulus Terentius. Gate is northwest of city. Once in this gate go to the tower at the right. Activate the switch with opens the bridge in front of the Gate. Citadel is across the bridge. -Chorrol- Countess Arriana Valga. Gate is south of city. Behind the Gate there is a special tower with to Hate Keepers, and extremely good loot. -Leyawiin- Count Marius Caro. Gate is northeast of city. To get to the Sigil Stone, there is a cave to the northeast of the gate. It is very random to where is teleports you. Near the tower, activate one of the gates and climb one of the towers. -Skingrad- Count Janus Hassildor. In this city, you can either pick the lock to Lord’s Manor, or you must go through a middleman. They are named Hal Liurz or Mercator Hosidus. Talk to them about “aid for Bruma”, and they will take you to the Count. A note about the Count. He is a Vampire. In the Gate, go to the towers and activate them to extend a bridge to the main tower. -Kvatch- Complete The Battle for Kvatch, in the Side Quests. ----------------------------- Final Quests 2c ----------------------------- --Defense of Bruma-- Talk to Martin after you think you have rallied enough cities and closed the Bruma Gate and visited Miscarcand. The mission is to get the enemy to open a Great Gate in front of Bruma to collect Great Sigil Stone, the final “ingredient” for getting the Amulet back. Martin will tell you that 3 smaller Gates must be opened so that a Great Gate can bring a siege machine like that one that destroyed Kvatch. He asks you to tell Countess Narina Carvain of Bruma to meet him with you at the Great Chapel of Talos for a war council. When Carvain goes to the Chapel, decide whether to wait or let the battle begin. If you haven’t recruited all the people, you can choose to recruit more people. This requires more closing Gates. After Martin gives his pep talk, the Deadra pour in. Watch over Martin, he naturally important, but rushes off into battle. He dies if you get to far, and let the Deadra come to you. Don’t try to enter the lesser Gates, wait for the big one. To make sure everyone is alive when you leave, make sure no one (like Burd, Jauffre, and possibly Baurus) is engaged in combat. Martin is invincible after you leave. Just make sure the other three are not fighting. The minute you walk in, the Siege Machine starts moving toward the exit. You have to disengage the Great Sigil Stone before it leaves, or Bruma dies. Do exactly as I say, and you’ll make it. Take off any heavy armor you may have, just put on a robe, if you have Nocturnal's Gray Cowl, put it on now. Jump into the first of the two towers on the left, and start moving up toward the Sigil Tower. Jump across the bridges and reach the smaller tower flanking the Sigil Tower. Flip the switch on the top of this tower to open the gate to the Sigil Tower. Inside the Sigil Tower, its pretty much the same layout as any other Tower, but don't stop to fight the Daedra, just run. In the Sigil Stone room, you might have to fight a bit, but make sure you save before you grab the Stone. If your game glitches when its loading out of Oblivion, be glad you saved before. Some congratulations, a Sigil Stone (regular) in front of the crumbled Siege thing. Martin knows what to do now. --Paradise-- Martin can now open the portal to Camoran’s Paradise. Once you go in, you can’t come out, so make sure you have everything you need. Camoran talks to you, gives you the “evil” speech. You need the Bands of the Chosen to go to the Forbidden Grotto. Don’t try to kill anyone. For the Mythic Dawn people here, it is a hell. They get killed, reborn again, killed, reborn again…. Your first little mission is to talk to Kathutet. Kathutet gives you a choice. To gain entrance to the Forbidden Grotto, either kill him or serve him. To serve means you have to free a Xivilai named Anaxes from where the Ascended Immortals (the Mythic Dawn people) imprisoned him. Kathutet is 5 levels above you, so depending on how good you think you are, take him. If not, go northwest of where you find him to find Lair of Anaxes . In the Lair, there are some Immortals who ask not to free Anaxes, and give you a little story. If you decide to kill Anaxes, you have to deal with Kathutet. Anaxes is behind the boulder at the back of the room. Release the logs holding the boulder up, and watch out because the boulder can hurt you as its rolling away. After that, let Anaxes do his thing, and go back to Kathutet, who is now near the entrance of the Forbidden Grotto. Here you see what the Forbidden Grotto truly is. Hell´s prison for the Immortals. Now you will meet Eldamil. He will help you, and no. He will not double cross you. If you don´t want his help, you can simply keep going and get maulded by Orthe and two of his Dremora buddies. If you agree with Eldamil, he will put you in an empty torture cage. Just play along, and he will lower you down into the lava but stop just before you die. Orthe will now go away, and Eldamil will buy you some time. Step out of the cage and move on into the next level of the Forbidden Grotto. Eldamil is back again, since all Immortals revive. He will take the Bands of Chosen off of you, and will help you fight. If he dies somewhere in here, he will reappear outside. Out back into Paradise, up the hill. If you wondered what Mehrunes Dagon looks like, just look around. A 75 foot statue of him is practically right next to you. Keep going into the Caiac Agailator, where Mankar Camoran is with his kids. After the "evil" speech, the fight starts. Don´t worry about the kids, they will simply revive each time you kill them. Only concentrate on Mankar. Avoid using enchanted weapons or spells. He has spell absorbtion and reflection. Conventional weapons will win this fight. After you kill him, Paradise starts crumbling around you. Loot Mankar´s body, he has some nice amulets. The Amulet of Kings is automatically put in your inventory, and you appear back in Cloud Ruler Temple, and Martin is in his Emperor clothes. --Light the Dragonfires!-- Martin needs to get to the Temple of One to light the Dragonfires before anything else happens, but first, he needs to talk to High Chancellor Ocato. Fast travel to the Palace district and go inside the main room straight ahead. Martin and Ocato will start talking, but all of a sudden a messenger comes in with news that Daedra have attacked the city, and Oblivion Gates have opened everywhere. Depending on who is alive after the Bruma Great Gate, you might get Jauffre and Baurus. If Baurus died in the sewers or at the Gate, you get Captain Stefan of the Blades. If he died somehow, you get nothing. All you get to fight your way to the Temple is a squad of about 6 Palace Guards, you, Martin, Ocato, who is a battlemage, and whoever else is still alive. The only path you can take is to the Temple, and just make sure to keep everyone alive. Don´t try and go into the smaller gates to close them, you can´t. As you mak your way to the Temple entrance, you see Mehrunes Dagon. Now things get complicated. Simply lighting the Dragonfires will not do to send Dagon back. So, talk to Martin right now. Suggest to cast Dagon back into Oblvion using the Amulet, and he gets an idea. All he asks is for you to get him inside the Temple. Dagon cannot be killed, but he can be hurt. Start hitting him, and when he staggers back (from the pain in his ankle), run into the Temple. It is recommended to save here, because if you mistakenly think he is staggering back, he´ll just smash you with this axe- hammer, or his foot. Inside the Temple, talk to Martin again. He says thank you for helping him, and for being his friend. All of a sudden, Dagon rips the top off of the Temple, and Martin explodes in blinding light. You can´t tell what he does here, but just watch Akatosh fight Dagon. Akatosh is frozen back into stone, you get a journal entry telling you that Martin smashed the Amulet of Kings, which was infused with Akatosh´s blood, and was turned into the Dragon god itself. Chancellor Ocato, just missing the fireworks, comes running in now. Tell him what happened, and make sure you talk to him about all the topics. One of them will get him to order a set of Imperial Dragon Armor for you. Its the same armor Martin was wearing at the Bruma Great Gate, and has some very good enchantments. ----------------------------- After the End 2d ----------------------------- --Imperial Dragon Armor-- High Chancellor Ocato thanks you for all of the help done, and gives you the title of Champion of Cyrodiil. He also says he has ordered a set of Imperial Dragon Armor to be made for you. Your journal will let you know in 2 weeks. The armor can be found in the Prison District, in a door to your right as you walk in. The armor isn't the best, but has some very nice enchantments on it, and looks great mixed and matched with ebony armor. Its not worth much though. --Tamriel-- Everything returns to normal, The only damage done to the Imperial City is to the Temple of One, but at least the statue of Akatosh stays forever. All the Gates around Cyrodiil have been closed, the only Daedra left are the ones in Kvatch, if you haven't done the quest, "Battle for Castle Kvatch". If you never saved Farwil Indarys and his buddy from the Cheydinhal Oblivion Gate, he appears outside of it, taking credit for closing it. Ingredients like Bloodgrass can still be found in alchemy stores around Cyrodiil, should you need it for things like the Vampire Cure. All that damage you saw in the other districts when the Daedra attacked is not there anymore, you can still visit shops and do everything else. =============================================================================== Fighters Guild Quests 3 =============================================================================== ----------------------------- Admission 3a ----------------------------- Go to any Guild Hall in any major city except Imperial City to join. You can take quests from Azzan in Anvil or Burz gro-Khash in Cheydinhal. ----------------------------- Readmission 3b ----------------------------- 1st offense: 20 Bear pelts On any bear, black or brown. Can be difficult for lower level characters. 2nd offense: 20 Minotaur Horns On minotaurs. Really difficult for lower level characters. 3rd offense: Expulsion Forever. ----------------------------- Quest Set 1 3c ----------------------------- --A Rat problem-- Azzan Something is killing the rats in Arvena Thelas's cellar. She wants you to spare the rats, they're her pets. Go down to her cellar and find that there is a mountain lion attacking the rats. Kill the lion and talk to Thelas. She tells you to go to Pinarius Inventius, a hunter. He lives across the street. Talk to Inventius, he tells you to follow him. Follow him to a little hill outside the city. Kill the lions, and go back to Thelas. Apparently there is another lion, so kill that one and go back to Thelas. She suspects Quill-Weave, a bad neighbor. Go back around Thelas's house but stand back a bit from the hole. At around 8 pm, Quill Weave puts some venison near the hole. Talk to Quill Weave, she says that she only wanted to bait the rats out, not bring in mountain lions. She says that is you keep her secret, she'll train you in acrobatics. Talk to Thelas instead, and she will train you in speechcraft. Acrobatics is much easier to master, so tell Thelas. She will give you the gold and training. --The Unfortunate Shopkeeper-- Azzan The merchant Norbert Lelles has been having trouble with robberies at his shop, Lelles Quality Merchandise. Its in the dock section of Anvil. He wants you to stay overnight and kill the Thieves. Anytime past 12 usually works. Three thieves come in, but its easier to try and sneak up on them. They are a bit diffucult because they gang up on you, but back into the stairs usually singles them out. If you can't kill them, run out the back door if you can, start running in circles and the guards will eventually come and take care of them. When you have taken care of them, go visit Lelles at the Flowing Bowl. In the morning when he opens his shop, sell the thieves gear for some quick cash. --Weapons Delivery-- (gro-Khash) If you went to Cheydinhal first, this will be your first mission. You have to deliver a weapons shipment to the Desolate Mine. When inside, talk to Rienna. She will take the bow, and give the sword to the elf and the hammer to the Orc. You now need to go around the mine killing off the Goblins there. If one of your teammates dies, you get 20% cut from your payment. After the goblins are dead, talk to gro-Khash to get your payment. If you've completed Azzan's quests, you get promoted to Journeyman, or Apprentice if its your first. --Unfinished Business-- Oreyn You need to talk to Modryn Oreyn in the Chorrol hall. You are to find Maglir, someone who didn't complete the contract in Skingrad. In Skingrad, go to the West Weald Inn. He says that he didn't like the quest, so he didn't do it. You can go back to Oreyn, but he'll give it to you anyway, so save some time and do it now. You are to get the journal of Brenus Astis from the Fallen Rock Cave. You'll need a magic or silver weapon, the cave is full of undead guys. Get to the diary and back to Oreyn. --Drunk and Disorderly-- Oreyn In Leyawiin, at the Five Claws Lodge, some fellow fighters guild members are drunk, angered by being displaced by the Blackwood Company. Talk to anyone with a good disposition to be told to go to Margarte. After talking to Margarte, she says she wants 5 pieces of ectoplasm. This can be found at alchemy stores, lower levels of chapels, and basic ruins with undead guys in it. Give it to Margarte, and she agrees to provide jobs to your comrades. You can also bring her Ogre's Teeth and Minotaur Horns, she'll pay a good price for them. Back at Oreyn, he pays you but says he has nothing left. You need to go back to Azzan or gro-Khash. ----------------------------- Quest Set 2 3d ----------------------------- --Den of Thieves-- Azzan Azzan says that a guy named Newheim was stolen for his family cup. You will have to bring Maglir in tow with you. Talk to Newheim, and he fills in the details. The side quest "Newheim's Flagon" can be started only after this quest. You have to go to the Hrota Cave north out of Anvil. The wood elves in there must be killed. There are a lot of traps in the cave, so watch your step. The cup is in a corner in the last room. --Amelion's Debt-- gro-Khash Biene Amelion's husband was kidnapped, and she wants to pay the debt with her grandfather's sword and cuirass. The debt was 1,000, and if you have that kind of money, pay the debt. If you don't, you need to visit the ancestral tomb. It has lots of undead creatures, and the full set of armor. Its much easier to pay the lady, then go and get the armor and sell it for a payback. You get promoted to Protector if you have completed Newheim's Cup. --The Master's Son-- Oreyn You need to escort Viranus Donton, Vilenas Donton's son to Nonwyll Cavern. You are looking for Galtus Previa, who vanished. Make sure Donton doesn't die, or kiss the Fighter's Guild goodbye. The cavern has lots of trolls and possibly a minotaur. Getting to Previa's body activates your journal. Back at Orveyn, he gives you a cool sword. --More Unfinished Business-- Oreyn Maglir apperently screwed up again. You'll find him at the Lonely Suitor's Lodge in Bravil. If you didn't take credit for the original quest with Maglir, he will tell you what the quest was. If you did, he won't talk. Go back to Orveyn to find out what it was. Maglir was supposed to get 10 pieces of Imp Gall at the Robber's Glen Cave. Head to Imperial City on the main road out of Bravil and you should see it. Take the Gall from the dead Imps, and back to Oreyn. --Azani Blackheart-- Oreyn Oreyn asks you to meet with him at his home at night. Oreyn needs you get some dirt on the Blackwood Company, but its off the records. He wants you to go to the Company stronghold in Arpenia, which is fast travelable. The ruin itself is deserted, but its a trap galore. Oreyn thinks that Blackheart is in Atatar, and he's right. This place has a lot of bandits and creatures. You need to get Blackheart's ring, then sends you to Azzan and gro-Khash. ----------------------------- Quest Set 3 3e ----------------------------- --The Wandering Scholar-- Azzan A simple quest to lead Elante to a Daedric shrine in Brittlerock Cave. A lot of Daedra are here, and not too long of a walk to the shrine. Elante decides to stay at the shrine, and you can go back and recieve your reward from Azzan. --Fugitives-- gro-Khash Some fugitives have escaped the prison in Bravil, and your to kill them. You have to bump people's disposition up to find out that they are hiding in the Bloodmayne Cave. To get to it, cross the river north of Bravil then go east and stay along the riverbank. The four shouldn't be to hard, but the last one has a magic weapon. Go back to gro-Khash, and you'll get a promotion (if you've done Azzan's quest) --Trolls of the Forsaken Mine-- Oreyn Oreyn dispatched some members to clear a cave of trolls, and they haven't reported back. Fast travel to Leyawiin and go southwest. Go through the western entrance for a little easier time. You'll find that Viranus Donton is dead, but you need to find his journal. Kill the remaining trolls and go back to Oreyn. He doesn't have anything left, go to Azzan or gro-Khash. --St. Alessia's Stone-- Azzan Oreyn was kicked out for the news of Viranus, and you get promoted. A stone was stolen from Bruma's chapel. Visit Cirroc for more details. Go east from the gate and drop into a rocky slope. You'll see K'Sharr, the only survivor from the thieves. He says you need to go east to an Ayleid ruin called Sedor. In the ruin has trolls, but the stone isn't very far. Follow your marker. Cirroc will give you three potions, and Azzan will gives you your reward. --The Noble's Daughter-- gro-Khash A lord's daughter is missing. You need to go to his mansion which is northwest of Lake Arrius. Fast travel to Cheydinhal or the Lake Arrius Caverns. Go east out of the mansion to find her with some Ogres. The daughter will follow you back, and the lord will present you his sword. In the fighters guild gro-Khash will give you your payment. He will mention he won't mind courting the daughter you just rescued. --Harlun's Watch-- gro-Khash Some citizens of Harlun's Watch, a town south of Cheydinhal, have disappeared. Your contact, Drarana Thelis, gives you more info. In the cave, you'll find trolls. Lots of them. When you find the body of the citizens, you need to clear out the trolls. Gro-Khash gives you your payment, but doesn't have any more quests. Oreyn wants a word however. ----------------------------- Modryn Oreyn's Final Quests 3f ----------------------------- --Information Gathering-- You can see Oreyn at his house, and he wants to take down the Blackwood Company. You have to kidnap Ajum Kajin from the Glademist Cave east of Chorrol. To get him to follow you, you have to kill all of his guards. Oreyn wants you to get 3 pieces of info. Size, leader, and group strength. You have to get this info from Kajin, but you can't kill him. To get it from him, you can raise his Disposition to 90+ and get the first few pieces, or you can beat him with your hands. Depending on your character, choose which method to use. The last piece of info he won't tell, saying he'd rather die. His body bursts into flames. Oreyn isn't happy, even if you got the first two pieces. --Infiltration-- Oreyn wants you to join the Blackwood Company to find out their secret to success. Go to the Blackwood Company building accross from the fighters guild, and talk to Jeetum-Zee. He asks you to follow him to the Trainers Hall. He wants you to go kill goblins at Water's Edge. Drink the Hist's tree sap ( their secret for success) and you'll fast travel to Water's Edge. Follow your "friends" and kill the goblins outside and in the houses. You'll automatically fast travel back, but this time in front of Oreyn. Apparently, you were found unconscious in the streets. Go back to Water's Edge to find that the citizens are dead. --The Hist-- After you wake up in Oreyn´s house, he tells you that you need to go take out the Hist Tree in Blackwood Company Hall. As you walk in, you are immediatley attacked on sight for some reason, and you should kill whoever is on the ground floor. *Note* If you need Argonian Blood for your Vampire cure, now would be a good time to use it. Look for the body of Ja´Fazir, he has the key to Jeetum´Zee´s room. Up in Zee´s room, kill him, loot the place, and get his key to Ri´Zakar´s room. In Zakar´s room, take care of him, and take his key to the basement. Down in the basement, there are two mages guarding this demonic tree, so take them out and look for some pipes you can pick up. Pick up both of them, and find a spot on the tree´s machinery to activate. This will destroy the tree. On your way out you are confronted by Maglir, whining as usual. Kill him, and get back to Oreyn. Oreyn will give you the Helm of Oreyn Bearclaw, a rather exaggerated Helm. He sends you off to Vilena Donton to explain everything. She is a little mad that you and Oreyn have been working secretly, but decides to retire and leave the guildmaster´s position to you. She also suggests you reappoint Oreyn as your right hand man. He talks a bit, mentions that he has taken up painting, but eventually agrees. If you look around his house for a painting, it will be a stick figure of Oreyn and a stick figure Argonian tied to a chair. When you are guildmaster, you get the key to the Guildmaster´s chest, your payment from the Fighter´s guild. Each month, tell Oreyn to either focus on recruiting more fighters, which will net you more items in the chest that month, to focus on more contracts, which will bring you more gold, or you can tell him to focus on them more evenly, which balances both out. =============================================================================== Mages Guild 4 =============================================================================== ----------------------------- Admission 4a ----------------------------- Go to any guild hall to join. ----------------------------- Readmission 4b ----------------------------- Steal from a member: 20 Dragon Tounge and 20 Redwort Misleading. You only need one. Don't go looking in the wilderness for these, simply make rounds to all alchemical shops and mages guilds throughout Cyrodiil to find them. Redwort is more plentiful. Kill a member: 20 Vampire Dusts and 20 Daedra Hearts Again, you only need one set of 20. Find a kind you like to fight, Vampires or Daedra. 3rd offense: Expulsion Forever. ----------------------------- Recommendation Quests 4c ----------------------------- You need all the recommendations from each city to gain access to the Arcane University and other quests. --Bruma Recommendation-- Jeanne Frasoric is having trouble finding one of the guild members. He vanished into thin air a few days ago and hasn't been seen since. Talk to Volanaro to find out what really happened. They like to play practical jokes on Frasoric, and they made J'skar invisible. Raise his disposition to get him to make a deal. Steal the book Manual of Spellcraft from her desk. He'll teach you a unlock spell, grab the book, and go back to Volanaro. Meet him in the cellar at 10 to reveal J'skar. Talk to Frasoric again to get the recommendation. You can also find him on your own, with a detect life spell or simply hearing or bumping into him. Cast a dispel spell on him to reveal him then talk to Frasoric. --Cheydinhal Recommendation-- Falcar wants you to recover a ring that an Associate dropped in a well behind the guild. He sends you to Deetsan for the key. If Falcar is not around, she'll provide some background info. If he is nearby, wait until dark then wake her up. She says that another associate was sent to retrieve the ring, and hasn't returned. She teaches you Bouyancy, and unnecessary spell but useful anyways. Before you go, drop 200+ worth of items somewhere in the guild. This ring is 200 pounds. Down in the well, you see the body, take the ring and go back up to the guild. Falcar has vanished when you return, so just drop the ring, get your stuff back and talk to Deetsan and she wants you to search his quarters in the cellar to see if he wrote the letter. You'll find some black soul gems, so go back to Deetsan and she'll write your recommendation. --Bravil Recommendation-- Talk to Kud-Ei, and she will tell you that Varon Vamori has been wooing a guild member, and stole her staff. She will give you a Beguile scroll to raise his Disposition. When you talk to Vamori, he says he doesn't have the staff anymore, he sold it to Solis Arenim, in the Talos Plaza District. If you go back to Kud-Ei first, she'll give you some more Beguile scrolls. Go to Arenim's house in the district. He'll sell it to you, but if you talk to his wife, she says that he keeps it in a locked chest in the cellar. The key is in his room, so grab the key, and get the staff back to Kud-Ei for your recommendation. --Skingrad Recommendation-- Berene wants some notes that Erthor has. Look around, and you'll find he isn't in town. Talk to Vassinus, and you'll find that he was banned from the guild. If you talk to Druja, she'll tell you and point it on your map where his cave is. If you talk to Berene, she'll teach you a weak Fireball spell. Out of the west gate of Skingrad, go north. Look around, and you should find it. Kill all the creatures so he'll come out. Its ok if you send him by himself, he'll make it back. It is easier to simply fast travel back, and Erthor won't get into any problems on the way back. --Anvil Recommendation-- Some traders have been found dead, and Carahil wants you to find out why. Go to the Brina Cross Inn and talk to Jurard for more details. Take the north road out of Anvil to find it. Buy a room, and Jurard will meet you there. Get whatever you need, your in for a fight. Sleep for an hour, then make your way east along the road. You'll see Caminalda in the distance, and she'll talk to you then fight. She's a mage, and have the advantage of being closte to her, so it shouldn't be too hard. Take her key, and go back to her room at the inn to find more gold. Get your recommendation to move on. --Leyawiin Recommendation-- Talk to Dagail if you want, but most info will come from Agata. Dagail has lost her Seer's Stone Amulet. Talk to Kalthar then talk to Agata again. You'll be directed to Dagail to ask about her father. After the immediate talk with Dagail, you'll be directed to Fort Blueblood. Make your way through the Fort, and take the to the final room from the Maurader bossj At the end, you will fight two creatures, depending on your level. Get the Seer's Stone, but on the way out, you will be confronted by Kalthar, who you will have to kill. Go out the back passage and through the grate you saw when you walked in. When you get back to Leyawiin, Dagail will write your recommendation. --Chorrol Recommendation-- Teekeeus has a problem with a former member of the guild named Earana. Find her to talk to her, and find out she wants a book called Fingers of the Mountains. Go to the ruins on your map and you'll find the book on the burnt body. If you give the book to Teekeeus, he'll give you the recommendation no questions asked. If you go with Earana, you'll go on a little adventure. She says for you to get the reward, you must obtain a Welkynd Stone first. These are found in almost every Ayleid ruin. Once you have the Stone, go back to Cloud Top and cast a shock spell at the pillar. You will now have a powerful new spell called Fingers of the Mountain. ----------------------------- Raminus Polus's Quests 4d ----------------------------- --A Mage's Staff-- You now have all the recommendations required to gain access to the Arcane Uni. He should be in the lobby of the Uni. You only need to activate both bodies, the first is right inside the main entrance. The second is in a grove on an island in the moat surrounding the Imperial City. The staff can be found in an Ayleid looking chest in the grove on the island. If not, you can go through the cave itself, but you have to fight a lot of Necromancers, and the cave itself is very confusing. --Ulterior Motives-- You need to get a book from the count of Skingrad, Janus Hassildor. You can't reach Hassildor, and if you did, it wouldn't prove anything. You need to talk to Mercator Hosidus, a middleman. He tells you to meet him at the Cursed Mine at 2 am. Hosidus comes with some necromancers in intent of killing you. Kill them, and the count will appear. Apparently Polus lied to you about the book. Talk to Polus about it, and you'll get promoted again and given an amulet. --Vahtacen's Secret-- First you need to speak to Irlav Jarol, he explains the situation. You need to help some research at an Ayleid Ruin named Vahtacen. Make your way to Vahtacen, somewhat south of Cheydinhal. Talk to girl in the first room, then go down into the pillar room. They guy here doesn't know what to do, he knows he needs a translation book. Back up again, the girl has one. Back down, click all the buttons with writing on them. Give the guy the book and he will translate all of the gibberish. Look in the chest behind him and you will find all of the scrolls needed to activate the pillar. Hit the pillar in this order. Save before you do this, if you mess up. Fire, frost, damage magicka, fortify magicka. The pillar will then split apart into a stairwell. Into the second part of Vahtacen, just keep following the path. In the last room, go up the stairs in the far wall and press the button in the pillar. Take the helm, announce the claim to the girl. Go back to Polus for your next quest. --Necromancer's Moon-- You need to ask Tar-Meena about black soul gems. She tells you need to find a book called Necromancer's Moon. Its on a table somewhere in the room. Polus wants you to talk to Bothiel. Falcar had dropped a note about something like that and talks about the four altars. You need to go to Dark Fissure. Head southwest out of Cheydinhal to find it. You will know you are getting close when you see the giant spotlight from the sky. If you don't, continue to follow your quest marker. When you get there, wait for 24 hours, and see if the light is shining. If not, wait another 24 hours. You don't need to go into the cave, just outside of it. You'll see a person exchange soul gems for black soul gems. Your journal activates, and you should head back to Polus. If your journal doesn't activate, reload the save and get closer, or kill the Necromancer, and take his note, he's not hard. The note is instructions on how to create Black Soul Gems, in which you can capture human souls. ----------------------------- Hannibal Travern's Quests 4e ----------------------------- --Liberation or Apprehension-- You need to find a man named Allias. He is in Nenyond Twyll, southeast of Imperial City. Allias is an insider within the Necromancers. He is undercover at Twyll, but battlemages were dispatched to take out the Necromancer nest there, and you need to stop the mages from killing Allias. Inside you'll meet a man inside named Fithragaer.He is the last remaining battlemage, the rest were killed by the Necromancers. Make your way through the traps and Necromancers, and at the end you will meet Rielle, the leader in Nenyond Twyll. Allias is hidden in the eastern end of the big room behind a secret door. The switch is north of the door. You have to kill him, nothing can be done. Return to Travern, then Polus for your promotion. --Information at a Price-- Count Hassildor of Skingrad has personally requested your audience. Talk to Hal-Liurz to meet with him. Some vanpires have taken residence in Bloodcrust Cavern. Some vampire hunters have already been dispatched. You must kill both the hunters and the vampires. A good way is to tell the hunters that there are vampires in Bloodcrust Cavern, and follow them there. A lot depends on what happens here. -Vampires Dead- If all of the vampires are killed, you must get rid of the hunters. They will go back to positions in and around the city. Buy some poisons and enchanted weapons, and take them out quickly. The hunters stationed outside the city are easier to kill during the day, while the ones that are inside can be killed in their sleep. -Hunters Dead- If the vampires kill all of the hunters, you must finish off the vampires. Not very hard, since law doesn't apply to them. Kill the all, and cure yourself of Vampirism after they are all dead. --- Once all of the hunters and vampires are killed, talk to Hal-Liurz at the castle. She will bring down Hassildor so he can give you your information. Mannimarco, the King of Worms, has arrived in Cyrodiil, and not even Hassildor knows what he is going what to do. Go back to Travern with this infomation, and follow up with the next quest.... --A Plot Revealed-- The chief necromancer named Mannimarco (from now on M.) has arrived in town, and targeted the mages guild, but no one knows how or why. Travern sends you to Bruma, he has not heard from them for a few days. The hall has been overrun by zombies and ghosts. Take everyone out and the cellar too to go to Frasoric's office and take out the necromancer there. J'skar has become invisible again and this time its proven to be very useful. J'skar saw M. sucking the soul out of Volanaro's body and saying something about Echo Cave and destroying the guild. J'skar runs away to Imperial City, and once again Travern needs a few days but Polus advances you to Wizard and teaches a very good spell, Wizard's Fury. It has leveled Fire, Frost, and Shock damage. A rather good Destruction spell is needed to cast it. --Bloodworm's Helm and the Necromancer's Amulet-- The Council has split on how to take on the necromancers, and taken some valuable artifacts which may lead to the destruction of the Guild. -Bloodworm's Helm- You need to recover the artifacts then bring them back to Travern. The helm's location is literally out the middle of nowhere. Head southeast of the Drunken Dragon Inn. Lots of Deadra and necromancers, you need to get to Jarol's corpse to get the helm. -Necromancer's Amulet- Use any of the artifacts you find to get the next one. The Amulet is in Fort Ontu, northwest of Skingrad, northeast of Kvatch, or southwest of Chorrol. Head dead south from the "O" in Colovian Highlands and you'll find it. Everyone here is peaceful, for the moment. They'll tell you to talk to Caranya, and she plans to give it to M. She attacks, as do the rest of the necromancers. Using the north exit might be quicker, but much more people there. Travern is surprised, Caranya was his most trusted advisor. Polus promotes you to Master Wizard. --Ambush-- Talk to Travern, and your supposed to meet with some battlemages at Silorn, southeast of Skingrad. Talk to Thalfin, which hands over leadership position. The best choice is to ambush. Set Merete in the northern spot, Iver in the southern, and Thalfe to the southern. These will be best for everyone. Talk to Thalfin when everyone is in position, and look toward the stairs to find that the Necromancers are leaving. You need to get to Falcar and the black soul gem. When you attack, he tries to retreat. Paralyze or burden him, or move around to block his retreat. If by any chance Falcar gets back in the ruins, you have to follow him in. Suddenly, he is at the farthest point inside the ruins. Run past all of the Necromancers, kill him and get the gem back to Travern. --Confront the King-- Travern sacrifices himself to a soul gem. Head west out of Cloud Ruler Temple to get to Echo Cave. The door keeper Savel will die before he hands over the key, so fulfill his wish. A nice, linear, three level cave with lots and lots and lots of Necromancers. I found the easiest way to get through Echo Cave, especially if you have Nocturnal's Gray Cowl, is to just run all the way through instead of fighting. There is nice leveled loot, if you decide to stop along the way. Kill M., and get his staff, a treat for Necromancers. When you get back, the Mages Guild is yours. --Top of the Ladder-- You are now the Arch-Mage, and the room at the top is yours. The magical chest is cool. Put one ingredient in the chest, and the next day more will appear. The like to disappear, so take what you need quickly. There is a Nirnroot in here, and Spellmaking and Enchanting altars, and Hrormir's Icestaff, a very cool, ice-blue staff with frost enchantments. There is lots of sellable alchemy equipment, and a mini library. If you have completed the Order of the Virtous Blood side quest in the Imperial City, the chest is very useful. Put in one portion of Vampire Dust, and the next day there will be about 10-11 more. Go to the Order and sell all but one, so you can do it again. Wait about a week until you do it again, or the Dust you put in there will vanish. Lots of apprentices litter the University, and they will follow you into battle at will. They are unlimited, but law protected. To keep from getting bored, there are lots more Necromancer sites in Cyrodiil, even if M. is gone. =============================================================================== Thieves Guild Quests 5 =============================================================================== ----------------------------- Admission Quest 5a ----------------------------- Its a bit harder with the Thieves Guild. You must be imprisoned for theft. This is best done earlier in the game to where you don't have too many skill points lost. Once you have been imprisoned. Wait in a random spot, and a dunmer will approach you and give you a note. --May the Best Thief Win-- The note says to go to Dareloth's Garden at midnight in the Waterfront section. If you look around, you'll see a boarded up door, that is Dareloth's house, his garden is around back. Find an arch in the wall, the closest is to the left. If its midnight, you should see a redguard with torch, a breton and argonian with him. If your a little early, talk to one of them to confirm your in the right place. Talk a little bit, and you'l find you must steal the diary of Amantius Alectus without killing anyone. If your fast, you may be able to get it quick. Don't worry about Amusei, he doesn't know what the hell he's doing. Methredhel, knows what to do. You'll need lockpicks, lots if you don't know what your doing. Fast travel to the Temple District. You should see Methredhel appearing in front of you. Follow her to the house and quick pick his lock. Once inside, be very fast. Head straight to the desk and grab the diary. Don't take too long, Methredhel will find it sooner or later. Much sooner by the way. If by any chance you don't get the diary, you can steal it back from her home in the waterfront. ----------------------------- Readmission Quests 5b ----------------------------- Simply pay the fine according to the offense you have done. As long as you can pay, you don't get expelled. 200 for theft 500 for assault 1,000 for murder ----------------------------- Armand Christophe's Quests 5c ----------------------------- --Untaxing the Poor-- After you've fenced 50 gold (steal random items and sell them to Ongar in Bruma), you'll get a quest to steal tax records and money from Heironmymus Lex. (Lex from now on). Talk to Puny Ancus (a nearby beggar) to find out that Lex has an office in the South Watchtower. In the watchtower, wait till sometime in the afternoon, and jump into the second level. Don't worry about people in here, just be quick. Move to the next ladder, pick the lock and go into Lex's office. Grab the money and the records, and take them back to Christophe. --The Elven Maiden-- You need to lift (steal) a bust of an elven maiden, kept in Cheydinhal's Chapel of Arkay. Go down in the undercroft. Watch the guards movements, when the guard is in the eastern room, quickly go into the western room and grab the bust, which is next to the candle. Stay in the shadow's and leave. Back at the Waterfront, you'll find its full of guards, looking for Christophe. Ask around, and you'll find Methredhel is looking for you. Eventually she'll pop up and tell you it was a scam to reveal a mole in the guild. You need to plant the bust in Arano's home, then raise Lex's disposition to get him to believe you. At the next midnight, Armand will meet you with your reward, and a new Doyen. ----------------------------- Skrivva's Quests 5d ----------------------------- --Ahdarji's Heirloom-- Skrivva lives near Bravil's north gate. Follow Christophes advice, and don't bother her if the door is locked. She can also be found in the Lonely Suitor's Lodge. You need to have fenced 200 gold to get this quest. A widow of a fence, Ahdarji, has had her prized ring stolen from a freelancer. Talk to her, and find out that it was Amusei, your Thieve's Guild competitor in the beginning of the Thieves guild quests. You need to find him, and get the ring back. Buy some info from beggars to find out he was jailed for trying to blackmail the Countess. You need to visit him. Bribe the jailor to let you visit him, and offer a lockpick. Apperently the ring was already stolen from Ahdarji, and he tried to sell it back to the Countess, and got iced. Talk with beggars, to learn that there is a useful contact within the castle, someone named Hlidara Mothril. Talk to her, and get her disposition AS HIGH AS POSSIBLE, to get all the information. There is a secret tunnel that leads to the Countess's room, and that also leads through the Argonian torture chamber. Wait till about midnight, then make your way to the secret entrance in the cellar. Find the switch in the barrel (very well hidden) and start going through the passageways. There won't be any guards until you get to her room. Use some concealing magic, or be careful and sneak past the guard to the small chest next to her bed. Pick the reasonable lock, nab the ring and go back the way you came. When you go back to Ahdarji, DON'T give her the ring, talk to her about it to get an extra 100 gold cut. Give her the ring, and you're done. --Misdirection-- You'll need to have fenced 300 gold for this quest. Lex has been causing troubles for the Guild. The Fox wants him out of the Waterfront district. Fast travel to the District, and talk to one of the Thieve's Guild member (practically everyone here) to learn that Methredhel (Me. from now on) is looking for you. Once you find her (or she finds you), she plans to make high profile thefts across the city, forcing Lex to move his guards back. You need to steal Hrormir's Staff from the Arcane Uni. If you are already the Arch-Mage, this will be simple. If not, travel to the Uni and wait till about 3 in the morning. When you grab the Staff, nip some of the alchemical equipment, which is worth a lot and is very light. This helps for fences later on. Back at Me. in the Talos Plaza, and she is pleased. She asks you to spy on Lex and make sure he gets back. Lex is back at the Waterfront, in between Mryvyna's and Christophe's house. As soon as you approach, a Dremora comes and gives Lex a note, and he is on his way. Pick up the note, and find that Polus at the Uni. is very pissed. Me. wants you to put the Staff back at Ontus Vanin's house, which is easy. He's a shop till he drops kind of person, and isn't home too much. Activate the chest, and your done. --Lost Histories-- You'll need to have fenced 400 gold for this quest. A thief called Theranis was sent to Skingrad, and hasn't returned. Find a beggar and buy some info to learn he was pinched from gloating about his theft when the watch Captain heard him. Normally, to get into a jail, you steal something, get thrown in with only one lockpick. You could sneak in, but the jailor is tough to sneak by, and doesn't take bribes. There is one other way. Talk to Shum gro-Yarug, and he offers to hire you as a slop drudge, a person that brings food to prisoners. The jailor lets you in. Simple. The first person you meet, talk to him and tell him you're here to save him. Theranis isn't here, but the inmate said that the "Pale Lady" took him, and he never came back. Look around, and you should see a trail of blood. Follow it to a dead end, and activate the "strange candle" to reveal a passageway. Follow it to the cellar, and activate another candle to open the giant tub to another passageway. You eventually get attacked by the Pale Lady, which is a vampire. Theranis is dead, activate his body and talk to Amusei. Again. He has a message for you, but only if you get him out. This is tricky. You could go through the jail, but the guard doesn't move and is hard to sneak by. The other way is through the quarters. Find your way into the great hall, and onto a balcony onto which you can jump off of. Down the hill, Amusei tells you were you can find the book. Done and done. --Taking Care of Lex-- You need, thats right, you guessed it, 500 gold for this quest. You need to get Lex a new job. Specifically, a job as the Anvil guard captain. Anvil's Countess is looking for a captain, and the Imperial Watch has sent her a list, a list that doesn't put Lex at the top. You need to change that. You need to find a forger (on your own), forge it, and to top it off, use the watch captain's Imperial Seal from the Prison District for the finishing touch. To get the letter, go to Anvil and buy some info from the beggars. They tell you to find the blacksmith. Well? Find the blacksmith in the Castle. Orrin shows you a secret passageway. When you get to the top, MAKE SURE its night, or the steward will see you and you have to run back and hide the wall in her face. Sneak in, nab the note. Talk to beggars about the forger, and they'll recommend A Stranger, who lives next to the Mages Guild in Anvil. Talk to the Stranger, he needs 500 gold (which Skrivva will provide) and 24 hours. Wait 24 hours, and he has it ready. Remember his face for some surprises later. The seal is not as hard as it looks, simply activate the stamp looking thing on the desk. Off to Anvil! The Countess seems happy, and gives you Lex's new orders. Find him in the City, and he seems a bit surprised. ----------------------------- The Gray Fox's Quests 5e ----------------------------- --Turn a Blind Eye-- If you want this quest now, go to the Waterfront District. Wait a few days, and Me. will show up with a note from the Gray Fox. He waits in Bruma. He wants Savilla's Stone, guarded by blind monks in the Temple of Ancestor Moths. This place is a bit in the middle of f*cking nowhere, so have a good time getting there. When you get there, go in the little building called the Monk's Quarters (These guys aren't blind, so bloodprice applies to them). Play the nice adventurer, persuade a bit, and they will go to the door of the catacombs and even unlock it. Here, there is no bloodprice. Go on a killing spree, nothing will change. But be warned, these guys are good for blind people. When sneaking, you sneak right? Don't worry about light. Make sure you move AS SLOW AS POSSIBLE, or they will hear you. Make your way down to Savilla's Stone, and out the back exit. The Gray Fox is happy. --Arrow of Extrication-- Again, a messenger will come, but the fastest way is to go to the Waterfront District, get the quest, then do it or not. This time, Fox is in Chorrol, and wants a special arrow with a key shaped head. The wizard Fathis Aren has it, and you can kill him if you want, but its best not to, since he is very high in the Mage's Guild. Talk to the beggars to find that Aren has a secret tower outside Bravil. Only Fathis can open the door, but there is, as usual, a secret passage. Getting to his chambers and the passage might be a problem, but the guards don't stay put forever. Once your in, make a left and your journal tells you you are in Aren's room. Check both chests to activate your journal telling you its not here. Just like in Leyawiin, look for one of those "secret" passageway walls and activate the right mini pillar. The wall comes down, and here comes the dungeon. Here is complicated, and unfortunately, I forgot the way I went, but eventually you will find a section with water and a little pond thing. Study your map to see the passageway veering of of this room. Dive down a bit, if you can't find it, keep looking. Once you found it, its very simple up to the tower itself. Follow the map marker to a chest in a little alcove. Nab the "key shaped arrowhead" which is what you're looking for. Try not to get caught stealing the key or killing Aren, you will get thrown out of the guild. Fox is a little disappointed, and has one last quest before the finale. --Boots of Springheel Jak-- Back at the Waterfront, Amusei tells you he's in Cheydinhal. Fox wants Springheel Jak's boots. Apperently, Jak died with his boots on, and his only descendant is Jakben. I'll save you some talking, but talk to beggars to learn he lives in Talos Plaza. Jakben IS Springheel Jak, he's a vampire. Go to his house during the day, and he will pretend to be an innocent victim, and give you the key to the family crypt. You can search the crypt, either way you have to kill Jakben. Just kill him in his house or wait till he attacks you down in the crypt. It has lots of Vampires. --The Ultimate Heist-- You need to have fenced 1,000 gold for this quest, but its worth it because it is the most fun Thieves Guild quest, once you get past the annoying undead. Travel to the Waterfront District, Fox waits for you in the Elven Gardens. Talk to him about this annoyingly complicated plan, but don't worry, he gives you a book. Inconspicously named "Plan for Big Heist". -Glass of Time- You need to get to the Palace Basement, which isn't hard. Its the basement. At the door inside the basement, a little bit forward and follow the wall of junk to your right, following the curve of the room. At the end, make sure the guard isn't looking, and make a right into a corner. Activate the hourglass, that is the Glass of Time. The easiest part is done. -Sewers- This is simple, sewers are generally linear and easy to follow. Nothing worse than rats, mudcrabs, and Vampires. Walk in the park. When you see a wooden door with some stones lying around it, you've found the Old Way. This is a few loading screens down the way, so be prepared. -The Old Way- A rather linear tomb. Go through all of the undead, with some nice loot. At the end, look for a passage down to the Lost Catacombs. -The Lost Catacombs- An Ayleid ruin, basically. You eventually get to a room with some stairs stuck going up to a balcony. Equip your Boots, jump up and nail the buttons for the door. Watch out for the lightning stones on your way out, running through makes you get hit only 2-3 times. Not too bad. -Hall of Epochs- This can get confusing. Search EVERYWHERE, and you will see the bridge with gates blocking the way on. In a side room, down a lot stairs, hit a button and the giant walls go away, and the bridge is open for business. Stand on the pressure plate, and you see the giant statue turn and show a keyhole. SAVE here and still try some practice shots with your arrow. You will hear a distinctive sound, and nail it with the Arrow. The statue slides back, those Ayleid guards come to life, and through the door. SNEAK BEFORE YOU GO THROUGH THE DOOR!! -The Palace- Lots of sneaking and evading guards. Walk out of the barracks and into the hall beyond. Follow the map marker, a few halls down, and it will veer you into the middle and a center hall. Make a right, go down SLOWLY and activate the switch next to the blind guy. Go around again, and into the room. Unsneak now, and sit at the round table. A monk will bring you the scroll. DON'T TALK TO ANYONE!! They might be blind, but their hearing is fine. Sneak up the stairs and through the door. You need to find Chancellor Ocato's chambers for the exit from the palace. In his chambers, find the fireplace and activate the grate. You drop down a long way into the sewers. Get yourself out and back to the Elven Gardens. Save before you enter Ocato's chambers. When you go through the grate in his fireplace the first time, leave the Boots of Springheel Jak unequipped. If you survived the fall, continue on and out into the Elven Gardens. If you don't survive the fall, reload the save and equip the Boots, but they will be destroyed, but you will survive the fall. Fox is happy, very, very happy. He has one last task. Bring a ring to Countess Umbranox of Anvil, and report back on her reaction. Give the ring, and the Fox reveals himself to be.... You now have title as Gray Fox, and the Cowl. Congratulations. --Nocturnal's Gray Cowl-- You also get ownership of Dareloth's house. The entrance in the front is still barred, but where you used to meet Christophe, there is suddenly a door. Most of the Thieves Guild members now are here. Nocturnal's Gray Cowl gives you 200 points of feather, and Night Eye, useful for stealing. It also has hidden attributes. Check your stat page and find you have no bounty. Put the cowl on, and find you have automatic 500 gold bounty. Take it off again, and the bounty vanishes. Why? People think that the Gray Fox and you are two totally different people. Any bounty you get with the Cowl on vanishes when you take it off, because citizens don't know the difference. A drawback, guards automatically try and find you with the Cowl on, and they don't give you the option of paying the gold. Damn. Just watch out when you wear it, and you'll be fine. =============================================================================== Dark Brotherhood Quests 6 =============================================================================== ----------------------------- Admission Quest 6a ----------------------------- A little more difficult than Thieves Guild or Fighter's Guild. You have to kill an NPC that is completely good. It cannot be bandits or Mythic Dawn. Find a way to kill someone, and you will be visited by Lucien Lachance. --A Knife in the Dark-- Lachance wants you to kill Rufio, a sign as an interest in joining the DB. Rufio is at the Inn of Ill Omen, on the road north of Bravil. Talk to the owner to find that he is in the private quarters. Wait till night, and get him with the blade Lachance gave you. Sleep in Rufio's bed, and Lachance will come back, and you will become accepted. You now take orders from Vicente Valtieri, in the Cheydinhal Sanctuary. To get to the Cheydinhal Sanctuary, go to the Abandoned house near the East Gate. Go through the hole in the wall down in the basement. Activate the door, and it will ask you a question. Give the answer Lucien Lachance gave you, and you will be admitted. If you ever need help with any contract, enlist the help of your comrades, they offer some good advice. DB quests usually have an extra reward involved if you can kill your mark a certain way. This usually gives more incentive, as the special bonus is usually a very good item or more gold. ----------------------------- Readmission Quests 6b ----------------------------- I have recently recieved an email regarding this. If you break one of the five Tenets, you will be expelled an given a note. It simply says, the next time you sleep, you will be visited by a spirit. Kill it, and you get readmitted. The next time you break one of the Tenets, you will be visited by the spirit, but will not be readmitted. ----------------------------- Vicente Valtieri's Quests 6c ----------------------------- --A Watery Grave-- Valtieri wants you to take out a pirate captain. His ship, the Marie Elena, is docked in the Waterfront. Go there, and find an open crate near the pile of crates near the ship. It asks you to enter. Once you go in, you can't come back out. In the ship, go up one deck and make a right down the hall and into the first room dead ahead. When you hear two men talking, you've found the right place. When they show signs of stop talking, move back to the room with the trapdoor you came in with. After you hear the footsteps stop, head past the room you were in and into the Captain's Quarters. He is in here, and if you can get a sneak attack, take it. He is a bit of a tough fight. Grab the key off his body and go out the door behind the table. Move ASAP here because some pirates come once he dies. An alternate way is to step aboard the Marie Elena, and when the pirates start to attack, let the guards handle them. Go back on the ship and go to the back. Jump down on the captain's balcony, and pick the Very Hard lock. You will be directly in his cabin. Contract complete. --Accidents Happen-- You need to kill Baenlin of Bruma, but you need to kill him in a certain way. Every night from 8-11 pm, Baenlin sits under a Minotaur Head in his favorite chair. You will lose the bonus if the manservant, Gromm is killed, or if Baenlin is killed in a diferent way. In Bruma, go around his house and into the cellar. When you get into the house, go up the stairs across the hall and turn around and go into the room. Activate the wall with the square hole in it. Wait till the appropriate time, and activate the fastenings. Sneak back down, and back to Cheydinhal. You get the dagger Sufferthorn, which has some nice enchantments. If you go to Olav's Tap and Tack, you can see Baenlin's manservant, Gromm, crying that he couldn't protect Baenlin better. If you go back to his house, you can meet the contract giver, Caenlin, Baenlin's nephew. --Scheduled for Execution-- You need to execute Valen Dreth, your insulting cell mate in the beginning of the game. This can get complicated, since your bonus requires that you can't kill any guards. Fast travel to the sewers. This is easy, until you get to the Sanctum. You'll hear some guards complaining, and when they start moving off, go into the passage straight ahead of you. It is advisable to save here. Follow the corridor of darkness in this room, go past the stairs and into a spot where you can see the guard but he can't see you. When he moves into a good spot, move down and jump on the ledge and up the stairs and through the door. This guard makes some random rounds, but don't try and sneak past him when he is in the room farther along. Wait until he gets to your room, and sneak down the corridor and into the rooms beyond. There are no guards until you get back to your own cell from the beginning of the game. You'll see a guard talking to Dreth. This can play out two different ways. The guard can leave, and you can pick Dreth's lock, talk to him and kill him. If the guard doesn't leave, equip a bow, and shoot some arrows through the cell bars. Surprisingly, the guard just stands there as arrows zoom by his head. Go back out the way you came. There is a rather easier way instead of sneaking back out. You can sneak out of the prison through the front door, which if you can, great. If the guard talking to Dreth doesn't leave, let yourself get caught and spend a day in prison. Your bonus is the Scales of Pitiless Justice, a permanent attribute enhancing item. --The Renegade Shadowscale-- This is a side quest given by Teinaava only after you complete Scheduled for Execution. You need to take out an Argonian in Bogwater Camp, literally in the middle of nowhere. When you get there, talk to Scar-Tail and find he has some treasure, if you let him live. The treasure isn't too much, and for proof to Teinaava, he suggests to use the Argonian Agent's body nearby. Teinaava doesn't know the difference, and gives you the Boots of Bloody Bounding, with some Acrobatics and Blade enchantments. --The Assasinated Man-- Francois Motierre is in a bit of trouble, and has enlisted the Brotherhood to help. He is in debt to some "underworld types", and has sent an enforcer to kill him. Motierre wants the Brotherhood to do a special job, and in return has offered the life of his mother. A fake death. Not Brotherhood style, but Valtieri will provide a blade with a special poison that mimics death. You need to make sure that the enforcer sees you, but don't kill him or Motierre by accident, or you forfeit the bonus. Francois Motierre lives in Chorrol. Pick the lock, talk to him and take out the special blade. You'll hear the enforcer threatening Motierre through the door. When you see him appear, smack Motierre and leave the house. Fast travel somewhere outside Chorrol. Wait a day, then go to Chorrol's Chapel Undercroft. Wake up Motierre, thus activating the antidote. He mentions his "revival" might not go well with his other family members residing there. Go through a few zombies, and take him to the Gray Mare. Motierre will now leave Cyrodiil. Valtieri gives you a promotion and key to the well as a bonus. The key gives much quicker access to the Sanctuary. He bumps you over to Ocheeva for quests from now on. ----------------------------- Ocheeva's Quests 6d ----------------------------- --The Lonely Wanderer-- You need to take out a skooma addict in the Imperial City. Ocheeva doesn't know where he lives or where he goes. Go to the Tiber Septim hotel, Talos Plaza. Talk to the owner behind the desk. Persuade her, and she'll tell you Faelin and his girlfriend live here. Go find Atreane, she's either in the only unlocked room upstairs or in the attic type study. Persuade her and she'll tell you he goes around the city looking for skooma, and usually is in Lorkmir's House in the Elven Gardens. Go there during the day and find him standing there. If you talk to him, you can get on his good side by going on a skooma gathering mission for him. Its much easier to hit him here, Sufferthorn will do nicely. Also, if your wondering where Lorkmir is, he's dead in his own cellar. Ocheeva gives you Shadowhunt as a bonus, an enchanted steel bow. --Bad Medicine-- You have to kill Roderick, a bandit lord living in Fort Sutch, a ways north of Anvil. If you change his medicine with his poison, and not get detected, you get the bonus. Fort Sutch is a little way off the beaten path, but there is a secret, unguarded way in. Look around and find a little stone platform with a trapdoor on it. Pick the lock, and make your way through the tunnels silently. Up the ramp, you see a passage to your left, and a downward ramp ahead of you. Roderick's chambers are past a key locked door. Go down the ramp ahead of you, but stay in a side alcove and listen to the Orc and Redguard talk. When they start to go back up, follow them into Roderick's Chambers. The medicine cabinet is down the hall, but you physically have to remove the medicine and plant the antidote. Back the way you came, and Ocheeva gives you the Deciever's Finery, an enchanted piece of nice clothing. It comes in handy in the next quest. --Whodunit?-- This is a fun quest. You have to go to a little party, and kill everyone. The way you do it, is very fun. You have to dress nice. Put on the Deciever's Finery, or some other nice clothing. Take off the assasin's hood, don't wear arrows or shields. Have Sufferthorn or the Blade of Woe equipped. Its all you need. In Skingrad, the doorman gives you the key, the only key to the house. When you go in, tell Petit that you're an assasin, and her Disposition rises to 100. Talk about the other guests, learn their backgrounds. You have to raise everyone's Disposition to 70 to learn everything they have to tell you. This can be done in several ways. If you tell Dran that Primo likes her, you the suggestion that she go to his room. Petit can be persuaded to search in the cellar, where you can kill her there. Neville sleeps most of the time, and is an easy kill. Once only two are left, Nels can be persuaded to kill anyone. Just kill whoever is left. There is lots of ways to do this, just have fun. --Permanent Retirement-- You need to kill Adamus Phillida. Adamus Phillida is to Dark Brotherhood as Lex is to Thieves Guild. Only this time, you can kill the Watch Captain. In the city of Leyawiin, talk to Phillida's Bodyguard, and he'll tell you he swims daily. That's when you can use the Rose of Sithis, an enchanted weapon made specially for Phillida. It will kill him instantly, but anyone else will only hurt like a regular arrow. To get your bonus, you must use the Rose of Sithis, and place Phillida's finger in the current watch captain's desk in the Prison district, His armor will block the Rose, so you have wait until he swims. Don't talk to Phillida directly, he gives you some tough dialogue options that result in him and his bodyguard, and the rest of Leyawiin in attacking you. He swims every day around 3. Position yourself so you can see Phillida, but his bodyguard can't see you. Around the big corner of the building is an ideal spot. Hit him with the Rose of Sithis, loot his body for a cool shield and a bunch of keys and his finger. In the Prison district, follow your quest marker and through the door and place the finger in the desk. Ocheeva gives you 500 gold as a bonus. Ocheeva will give you a sealed note directly from Lucien Lachance. ----------------------------- Lucien Lachance's Quests 6e ----------------------------- --Of Secret and Shadow-- Lucien Lachance wants you personally. His private fort is Fort Farragut, near Cheydinhal. Normally, you have to fight Dark Guardians to get to his chambers, but when you get to the Fort, look around outside for a hollow tree with a trapdoor in it. This leads you directly to his chambers. If not, follow the path to his room inside the Fort, fighting your way through the Dark Guardians. --The Purification-- Lachance gives you the background story on what he wants done. Its not too difficult, and the rest won't care what you do and won't team up on you. You need to assasinate everyone at the Cheydinhal Sanctuary. Mraaj-Dar is appropriate when he is done doing spells in the training room. Most other people sleep, and are a small challenge. V.V. yields some nice swords, and the loot is good. When the job is done, Lachance gives you his horse, Shadowmere, an invincible Black horse. Contracts will now be given in dead drop form. Look around Lachance's chambers for a barrel locked Very Hard. Pick it to find ten Poisioned Apples, useable wherever and whenever you want. If you pick the lock before the Purification, and then look at it after you have completed it, you will find the barrel has replenished. You can now have 20 Poisoned Apples. ----------------------------- Dead Drop Quests 6f ----------------------------- --Affairs of a Wizard-- You need to kill a necromancer in the process of turning himself into a Lich. He is very difficult, and summons lots of people to help him, so there must be another way to kill him. In his cave, on the table in the first room, you'll find a book titled "The Path of Transcendence". Read it, and you'll find he keeps himself alive by a magical hourglass. You have to pickpocket him to kill him. Find him, and watch his rounds. Stay in a shadowy area, and when you take the hourglass, he simply dies. Payment is in a sack next to a tree in Chorrol. --Next of Kin-- You need to kill an entire family, but the only known member is the mother, Perennia. She lives at Applewatch, and actually gives you 100 gold and the list of the rest of her family. Take her out, and move on to Andreas, in the Drunken Dragon Inn. He looks difficult, mostly because of the Imperial Legion guard stationed here. Talk to him, tell him his mother bled like a pig, and he'll attack you. Hence, the guard takes him out for you. Matthias lives in the Talos Plaza District. He is definetly asleep around 2-4, but his roommate I've never seen asleep. You might have to get past him first. Caelia is a City Watch guard in Leyawiin, and is hard. You can't tell her to go to hell, she and all the other guards attack you. She's best killed past 7 am at the 3 Sister's Inn, where she just sits there. Sibylla is in Muck Valley Cavern, and is sometimes inside the door or at the end of the cave. She's not too hard. Payment is in a well in Castle Skingrad's courtyard. --Broken Vows-- You need to kill J'Ghasta, an unarmored specialist. In his house, there is a trapdoor leading to his training area. He is not too difficult. Like the Dead Drop note says, he has the guards on his side, so keep it in the training area. Payment is under the Old Bridge, southwest of Imperial City. --Final Justice-- Your next target is an Argonian named Shaleez. Shaleez lives in the Flooded Mine, north of Bravil. She walks around a lot, but sleeps past 11. In that case make a right, up the ramp into a flooded room, and around the corner. The dead drop payment is in the coffin outside Fort Redman. --A Matter of Honor-- Uvani, a travelling merchant, can be a difficult kill. The dead drop gives his schedule, he spends 2 days in every city except Imperial City, and only 1 day in Leyawiin. He is very hard, and has lots of destruction spells. A weakness is mead, he becomes paralyzed when he drinks it. This is difficult, owing that you have to clear out all food (thus stealing it) in the Inns he stays at. A Poisioned Apple will work, but you have to clear everything out. If he becomes paralyzed (if you got him to drink mead), you still get fined for attacking him. The easiest way is to find him when he goes to his room, and attack him there. You still get the fine, but its much easier following him around every city. Payment is between Edgar's Discount Spells and Rindir's Staffs, Market District. --The Coldest Sleep-- Havilstein Hoar-Blood is the next mark. He lives way up in the mountains, specifically, Gnoll Mountain. Getting there is hard, the path is almost always too steep to simply walk up on. But use this to your advantage. When you finally get to Gnoll Mountain, he immediately attacks. Simply walk down the mountain, and he will start to die. Take potions and heal yourself, but he keeps taking hits and eventually dies. Payment is in Nornal, an Ayleid Ruin, inside down the stairs, down the corridor and right. Pick the gate, and the chest is there. --A Kiss Before Dying-- Ungolim lives in Bravil, and every night he prays to the Lucky Lady. This can be hard, since he will attack you on sight and has paid the guards to look to you when to arrest. He will attack you with a bow and arrow, so simply back him into a corner, and it will be an easy kill. --- When he dies, Lachance appears and looks mad. Ever since the Draconis family, you have been getting the wrong dead drop orders. The people you killed have all been Black Hand members or their Silencers. He wants you to go to the next dead drop orders in Anvil. --Following A Lead-- The orders aren't in the barrel. Wait a few minutes, and Enilroth will come and put the orders in there. Talk to him and find out that he was commisioned to put them there. Pick his pocket if you want your payment. Talk to Ulfgar Fog-Eye for the key to cellar. Look for a journal on a little stool, and take the Mother's Head sitting there. Now to Applewatch, where you first killed Perennia Draconis. You find the rest of the Black Hand there, and you are promoted to Speaker. One of these people here is the traitor. You will see what is left of Lucien Lachance, who the rest of the Black Hand thought was the traitor. Drop the Mother's Head and talk to each member. Bellamont will sputter, and thus reveal himself, but you can't get him. Yet. Talk to Arquen between 12 and 3 am to set things in motion. --Honor Thy Mother-- You appear in front of the statue of the Lucky Lady, and the Black Hand recites an incantation, and the statue moves with horrible lifelike. Follow the Black Hand down in the tomb of the Night Mother and her damned children. Arquen wants guidance on what to do since the traitor is dead. The Night Mother calls her a fool, and this is when Bellamont strikes. Two members go down immediately, and you can finally move again. Bellamont isn't too hard, and when he goes down, the Night Mother talks to you. Don't try and get stuck in a corner, or hit one of the other Black Hand members. Arquen promotes you to Listener, the highest member of the Black Hand. Loot the place. It has nice, random magical equipment. Get nightshade if you are on a Vampire cure quest, and leave. The Cheydinhal Sanctuary is now yours, Arquen is your second in command, and some other lowly people walk around now. These people treat you like a god, and you can enlist in their help. Every week, talk to the Night Mother and get the name of a contract (that you cannot kill, they are in other provinces), bring the info to Arquen, and get the weekly pay. =============================================================================== Arena 7 =============================================================================== ----------------------------- Gambling 7a ----------------------------- Both Blue and Yellow teams are evenly matched, until your Luck attribute goes above 50. Your selected fighter will now have better equipment and will fight better. If you have an amulet or clothing item enchanted with luck, make sure to put it on before you go to watch the fight. If you win or lose your bet, make sure to talk to the Elf handling the bets. Owyn will not let you fight if you have an unconfirmed bet. ----------------------------- Fighting 7b ----------------------------- Here, is a source of a lot of money within the game. You need to talk with Owyn, the Blademaster of the Bloodworks. Choose a heavy or light Raiment. This depends on which you're better at. If you feel comfortable in light armor, take light. If not, take heavy. Its the only thing you can wear except for your own helmet, shield, and weapon. Make sure you have what you want. It would be a good idea to invest into enchanted weapons and items while fighting in the arena. --Pit Dog-- 50 gold for the first two matches, 100 for the final. A Wood Elf with longsword Argonian archer Imperial with a good shield --Brawler-- 100 for the first two, 150 for the last. Nord with axe Wood Elf twin sisters. They can be very hard, make sure to take down the archer first, then you can focus on the swordswoman. Khajiit with an axe --Bloodletter-- 150 for the first two, 200 for the last A mace wielding Redguard Breton girl with a shortsword A Dunmer with a bow and arrow and a sword --Myrmidon-- 200 for the first two, 250 for the final An opponent with Shimmerstrike, a potent enchanted dagger, with small range High Elf with a longsword Orc with silver battle axe --Warrior-- 250 for the first two, 300 for the final Breton swordsman, and fast like Owyn suggests. A Mage. Don't get in his spell range. Get close and start hitting. Orc with a glass warhammer. Its extremely heavy, which opens a window after she swings for you to hit her. --Gladiator-- 300 for the first two, 350 for the final 3 Argonian prisoners, unarmed, one has a shortsword. A Khajiit, simple Nord with a longsword. --Hero-- 350 for the first two, 400 for the final A former member of the Blades, with Akaviri weapons and Blades armor. A nice challenge A Mage with a shield called Grey Aegis, same strategy as the first mage. The Yellow team Champion, and two allies. You get the boar Porkchop, which is useful to distract one of them. Take care of the archer and mage, then focus on the Champion, and bring her down. --Grand Champion Match-- 1000 gold, and title A very easy way to ensure the title is to do the side quest, Origin of the Gray Prince. It must be done before you challenge him, or it will be too late. --Origin of the Gray Prince-- Talk to gro-Malog about his past. Listen to his story, agree to help, and he will provide the key his mother gave him, which unlocks the truth to his past, which is at Crowhaven. Crowhaven is near Anvil, and is populated mostly with Skeletons and the works. You will find the door that you need Prince's key to get through, and find Lord Lovidicus himself. Apperently he was a vampire, thus making Prince half Orc/ half Vampire. After you kill Lovidicus, make sure to grab his journal for proof. The Gray Prince will now boost some skills as training. --- To challenge him, talk to Ysabel, the one sitting in the chair. She will ask you to choose a name. Then talk to gro-Malog to officially challenge him. OUt in the Arena, he will run toward you, but sheath his sword and ask you to kill him. When he is dead, take his Raiment of Valor, and any other equipment he may have. You may occasionally hear citizens talk about how great the battle was of the defeat of the Gray Prince, even though it was a mercy kill. --Being Grand Champion-- As soon as you walk out of the Arena, you are greeted by the Adoring Fan. He will claim to want to shine your shoes, give a backrub, or carry some weapons, but will never actually live up to the promise. He will hold a torch in dark areas, and run away if someone wants to attack you. Each time you kill him, he will reappear in the spot you found him in the Arena. Every week you can fight creatures for money. You can choose, 1 creature, 2 creatures, or 3 creatures. They are leveled to your current level, and the more creatures you fight, the more money you get. =============================================================================== Daedric Shrine Quests 8 =============================================================================== ----------------------------- Azura 8a ----------------------------- Level: 2 Location: Northeast of Cheydinhal, the book Modern Heretics, lying on Martin's table can tell you where. Offering: Glow Dust (located in Bruma Mages Guild, and on slope near Shrine) Offering must be made at 5-7 am or 5-7 pm. You need to kill all of the Vampires in the Gutted Mine. Some are hidden behind a secret door, activated by a pull cord. Wait until all of the Vampires are killed before you cure yourself of Porphyric Hemophilia, if you have contracted it. If you cure the disease before all of them are killed, you have a good chance of getting it again. You get Azura's Star, a reusable Grand Soul Gem. There will also be five candles in memory of her followers above the shrine. ----------------------------- Boethia 8b ----------------------------- Level:20 Location: Borba gra-Uzgash can tell you, she runs Borba's Goods and Stores in Cheydinhal. Offering: Deadra Heart (most Dremoras have them, and in a display case in the top floor of the Anvil Fighter's Guild) Boethia opens a Gate to Oblivion, and invites you to join the Tournament of Ten Bloods. You have to fight each Tamrielic race, except yours. This is very hard, you can't go home and buy things in between matches. Stock up before you go to the Tournament. Remember to loot the corpses of the other fighters, they yeild good items. If you are having trouble, try and chase them into the lava, but you won't get the chance to loot their bodies. He gives you Goldbrand, a very good sword, but unconvertable to Eltonbrand as in Morrowind. ----------------------------- Clavicus Vile 8c ----------------------------- Level:20 Location: Southwest of Imperial City, a bit off the road on the way to Skingrad but not hard to find. Offering: 500 gold Vile wants the sword Umbra. Umbra herself is in Vindasel, an Ayleid ruin on the road south of Imperial City. When you return it, (if you decide to) you get a mask that raises your Personality by 20 points. The best thing to do here, is listen to the dog, and not give back the sword, it is extremely good, and has a soultrap enchantment. An even BETTER thing to do, is kill Umbra before you get the quest, and keep the sword for yourself. It is weightless, because it is a quest item, but still has its power. This is considered murder, and you will be visited by the DB, if you are needing it. ----------------------------- Hermaeus Mora 8d ----------------------------- Level: 20 + Location: Casta Flavus Offering: None You must have completed ALL other 14 deadric quests to get this one, and gotten past the Blood of Deadra main quest segment You could have still kept Umbra in the Clavicus Vile quest. After you've done that, simply sleep. You are awoken by Casta Flavus, who gives you the location. You need to collect 10 souls from each race of Tamriel, using his special Soul Trap. This isn't hard, simply go to each Deadric Shrine, and soul trap each race there. The shrines are remote, and you alreay know where all of them are if you are at Hermaeus Mora's shrine. He gives you Oghma Infinium, the ultimate skill book. Read it, and choose Steel(combat) or Shadow (stealth) or Spirit(Mage). Each gives you an attribute boost and +10 for every stat governed by each discipline. ----------------------------- Hircine 8e ----------------------------- Level: 17 Location: Southeast of Imperial City, location given by Ontus Vanin in the Talos Plaza district. Offering: Bear or Wolf Pelt Hircine wants the only unicorn in the game dead. The Unicorn is bodyguarded by Minotaurs in Harcane's Grove, southeast from the shrine. If you want to ride the unicorn before you kill it, draw away the Minotaurs, and kill them a ways away from the Unicorn. If you approach the Unicorn with your weapon drawn, it will attack. Hircine gives you Savior's Hide, a light armor with some enchantments. ----------------------------- Malacath 8f ----------------------------- Level:10 Location: North of Anvil, given by Pinarus Inventus of Anvil. Offering: Troll Fat (in trolls, naturally) Malacath wants you to free ogres from Lord Drad's enslavement. Go talk to Lord Drad, tell him you admire his efforts, and he spills the beans. The mine is easy to get to, but inside is different. You can go in, swords out, be ready to fight a group of Dunmer, who are well armored. You can sneak around, and pick the cages to the Ogre chambers, and the Ogres will do the rest. Get to the other cage, release them and go back to Malacath. He gives you Volendrung, a hammer with good enchantments. ----------------------------- Melphala 8g ----------------------------- Level:15 Location: Northeast of Lake Rumare, Ontus Vanin will tell you where, near Roxey Inn. Offering: Nightshade ( alchemists might have them, Main Ingredient in Market District has some in the open. There is a lot in the Arcane Uni.) Offerings must be made before 6 am, and you CANNOT have killed anyone in the village of Bleaker's Way. Melphala wants you to cause trouble in Bleaker's way by killing the Dunmer and Nord leaders, and planting evidence directing toward the other race. You need to plant Dalvilu's dagger, and Ulfgar's family ring in each others bodies when you kill them. Don't kill anyone when they start fighting, or you spoil the reward, an Ebony Blade with good enchantments. ----------------------------- Meridia 8h ----------------------------- Level:10 Location: Northwest of Skingrad, but no one tells you where it is. Offering: Ectoplasm (under a bush southwest of the north benches) You need to kill Necromancers in Howling Cave. A northern passage has a secet door that leads to the Necromancers. If you happened to have killed them beforehand, simply collect your reward. You get the ring of Khajiiti, with chameleon and fortify speed enchantments. ----------------------------- Molag Bal 8i ----------------------------- Level:17 Location: West of Imperial City, no one tells you this though Offering: Lion Pelt (in a mountain lion) You need to get Melus Petilius to attack you with the Cursed Mace, which Molag provides. But one problem, he has left violence, forever. You can do whatever you want, punch him, zero his Disposition, anything. He won't budge. Instead, get him when he is mourning his wife. Follow him out, drop the Mace, hit him a bit, and talk to him. He becomes furious, and kills you, and you reappear at the shrine. Sometimes your level may be too high for Melus, and will die, thus failing the quest. A good way is to raise the difficulty to its hardest, and let him kill you. Or find a way to lower your health, and it will work. You are transported back to the Shrine, where Molag Bal gives you the Mace of Molag Bal, with some nice enchantments. ----------------------------- Namira 8j ----------------------------- Level:5 Location: Southeast of Bruma, no one tells you where it is. Offering: You must LOWER your personality to below 20. Cheap wine is the best way to do this, and it is everywhere. Make sure you drink it, THEN activate the Shrine. Don't drink it then fast travel. Some worshippers are about to be helped by some priests. You need to cast Namira's Shroud on the priest, thus killing his torch. The worshippers then take them out, and you recieve Ring of Namira, with some reflect enchantments. ----------------------------- Nocturnal 8k ----------------------------- Level: 10 Location: Take the road east out of Leyawiin and head north. Offering: None An easy Daedric quest. You need to retrieve the Eye of Nocturnal. Some thieves have stolen it and are hiding in Leywiin. Talk to a guard in town about the topic "Leyawiin", and you will find the names of the thieves. Go to their house to check it out. They will deny knowing anything. Leave, and come back in sneaking to hear them talking about it in Tidewater Cave. Inside and out has trolls. Inside, make 2 lefts to find it. Nocturnal gives you Skeleton Key, an unbreakable lockpick that boots Security by 40. One of the most useful Daedric items. ----------------------------- Peryite 8l ----------------------------- Level:10 Location: Follow the Silverfish River inland, and you'll see it. Offering: None Some of Peryite's worshippers have had a spell backfire, and their souls have been trapped in Oblivion, and you need to retrieve them. You don't need any sort of Soul Trap or Soul Gems for this quest. Each has its own map marker, and Peryite gives you a shield with reflect enchanted in it. They are near the bonfires, which smoke gives a good location. A good way to practice skills is on the immobile bodies, ssince they can't do anything. ----------------------------- Sanguine 8m ----------------------------- Level:8 Location: Fadus Calidius in Skingrad Fighter's Guild can tell you. Offering: Cyrodiilic Brandy (in several places, most notably in the open in The Gilded Carafe) Probably one of the most fun Daedric Quests. Countess Alessia Caro, of Leyawiin is holding a dinner party. Sanquine wants you to liven it up by casting the Stark Reality spell during her party. When you get to the party, the guard outside the door will not let you in. Put on the best clothes or armor you have, raise his Disposition, and wait till about 6 pm. Talk to him again, and he will let you in. Before you go in SAVE! Sometimes the spell will not work. As you go in, get to a spot where you can see everyone. Aim for about the middle of everyone, and cast the spell. If you get a journal entry saying you got it right, well done. If not, reload the save and try again. After the spell works, run out of Leyawiin as fast as you can, or just go to jail. Go back to Sanguine´s shrine, and he will give you Sanguine Rose, a daedra summoning staff, and the key to all your equipment in a chest nearby. ----------------------------- Sheogorath 8n ----------------------------- Level:2 Location: Between Bravil and Leyawiin, on the south side of the "smudge" of the world map. Offering: Lettuce, Lesser Soul Gem, Yarn (lettuce can be found anywhere, a soul gem in any Mages Guild inventory, and yarn is most likely found in the Fighter Guild Tower, lower level, in Chorrol) Sheogorath wants you to make a prophecy of a nearby town of Border Watch to come true. Talk to Ri'Bassa, who is either at his home or at the inn. He tells you the three phases of the prophecy. The third you won't need to worry about. Go up to the inn, and talk to S'thasa about her cheese collection. She says that if cooked, her rare Olroy cheese (the one in the small display case by itself) is a magnet for rats. Pick the Very Hard lock, or pickpocket S'thasa herself for the key. Once you have the cheese, go outside where you see a little pot on a fire. Activate the pot, and the cheese will be placed in. After a few minutes, you'll see rats coming. Don't worry about them, they will die. The sheep can be killed in two different ways. Take the rat poison on the stairs and activate the feeder, or simply kill the sheep. Once they are dead, Sheogorath will tell you go to the middle of town. Its starts raining flaming dogs! This is the fear factor, and now you can go back to Sheogorath, which will give you Wabbajack, an unusual staff which does weird things to enemies. ----------------------------- Vaermina 8o ----------------------------- Level:5 Location: Ontus Vanin can tell you he lives in Talos Plaza. Offering: Black Soul Gem This itself can be hard to get. If you've already done the Mages Guild quest for the altar, you know what to do. If not, you need to find Dark Fissure (described above, Necromancer's Moon). Get some Grand Soul Gems, place them on the altar, and cast some dispel or soul trap magic at it. You can only do this on a night when the light is shining on the altar. If you do the Meridia quest and go to Howling Cave, one of the Necromancers has black soul gems on their body. These then can be used to activate the Vaermina quest at her shrine (and no need to waste Grand Soul Gems!). --contributed by Adrienne Vaermina wants the Orb of Vaermina back from the wizard Arkved, in a tower southeast of the Shrine. This place is beyond weird. When you get to the Death Quarters, you find Arkved trapped in a nightmare. You don't have to do anything with him, the Orb. A door leads to a trapdoor near some bushes outside. Vaermina gives you the Skull of Corruption, which creates a clone of a target, which attacks the original, very useful for the hardest opponents. It is considered a crime to use it on a friendly NPC. =============================================================================== Master Trainers 9 =============================================================================== Low level trainers train you up to 40. Medium can take you to 70, but not all the time. When you get to 70, talk to a medium trainer to learn the location of the Master Trainer. ----------------------------- Acrobatics 9a ----------------------------- Low: Quill Weave, Anvil Med: Tsrava, Leyawiin Master: Aerin, who isn't at his supposed camp. Torbern fills in for the spot. ----------------------------- Alteration 9a ----------------------------- Low: Dovyn Aren, Elven Gardens; Deetsan, Cheydinhal Mages Guild Med: Athragar, Chorrol Mages Guild Master: Tooth-in-the-Sea, on a beach camp. He wants you to stay 3 hours (game time) underwater with him, unless your an Argonian, you're let off easy. How do you do it? Clothing items can be found or made to have a permanent water breathing enchantment, or, 12 potions or castings of 30 water breathing. 3 hours game time is about 6 minutes real time. After you've done it, he'll train you. ----------------------------- Alchemy 9b ----------------------------- Low: S'Drassa, Leyawiin Mages Guild; Felen Relas, Anvil Mages Guild Med: Ardaline, Bravil Mages Guild Master: Sinderion, which you might have already have contacts with Seeking Your Roots. He wants Tamika and Surilie wine, year 399. These can be bought in most inns or bars. ----------------------------- Athletics 9b ----------------------------- Low: ? Med: Honditar, Chorrol Master: Rusia Bradus She wants you to discover 30 locations in Cyrodiil. If you haven't, pick two cities and walk to one another. Then, pick another city, rinse, lather, repeat. ----------------------------- Armorer 9c ----------------------------- Low: Tadrose Helas, Bravil Fighter's Guild Med: Rohssan, A Fighting Chance, Market District; Rasheda, Fire and Steel of Chorrol Master: Gin-Wulm He wants to know what the name Hazadir means to you. Go to the Cheydinhal Fighter's Guild, on the second floor bookshelf, you will find a book called The Armorer's Challenge. Read it, and you'll come up with the answer. ----------------------------- Blade 9c ----------------------------- Low: Right-Wind, Bruma Fighter's Guild Med: Rhano, Anvil Fighter's Guild Master: Alix Lencolia He wants you to get either a Fame or Infamy above 20. Simple, easy. Do quests, you get Fame. Get more bounty, acquire Infamy. ----------------------------- Block 9d ----------------------------- Low: Huurwen, Anvil Fighter's Guild Med: Lum gor-Baroth, Chorrol Fighter's Guild Master: Andragil She wants you to take 45 seconds of beating from her hammer. Equip a nice shield, unequip weapons. You can also go behind her table, that works too. ----------------------------- Blunt 9d ----------------------------- Low: Vigdis, Anvil Fighter's Guild Med: Azzan, " " " " " Master: Irene Metrick Kill over 50 people. Done. ----------------------------- Conjuration 9e ----------------------------- Low: Fathis Aren, Bravil court mage; Sulinus Vassinus, Skingrad Mages Guild Med: Alberic Litte, Chorrol Mages Guild Master: Olyn Seran Seran is at Molag Bal's Shrine, and wants you to summon a Faded Wraith in front of him. This can be hard, since most spells that conjure this needs a Skill Level of 75 in Conjuration. Since you are a 70, you can practice it, then buy the spell. Scrolls are hard to come by too, they show up in loot only, from what I've seen. ----------------------------- Destruction 9e ----------------------------- Low: J'skar, Bruma Mages Guild Med: Delphine Jend, Bravil Mages Guild; Marc Gulitte, Anvil Mages Guild Master: Bralsa Andaren She's way in the middle of nowhere, killing the local animals. You need to her 20 bear pelts. You don't have to flame them to get them, just get them, so buy them when you can. For low level characters, this can mean only buying. So? Start in a town, then move clockwise around Cyrodiil emptying shops of bear pelts. Once you've hit the last city, wait a day or two and go back and do it again. Its tedious, yes, but would you rather out there risking your life? ----------------------------- Hand to Hand 9f ----------------------------- Low: Nahsi, Bravil Fighter's; Vinicius, Anvil Fighter's Med: Ra'qanar, Castle Cheydinhal Master: Helvius Cecia He lives in the southeast Bruma, and is one of the house donors for the Gray Fox. He wants you to reduce his healt enough in 30 seconds, barehanded. Should not be too hard. When he tells you to stop, STOP! Guild rules come back in play and you get charged for assault. ----------------------------- Heavy Armor 9f ----------------------------- Low:Brodras, Leyawiin Fighter's; Bumph gra-Gash, Bruma Fighter's Med: Varnardo, Best Defense, Market District Master: Pranal Pranal is at the Roxey Inn, who wants to catch the eye of Malene, owner of the Inn. He gives you 50 gold, and tells you to buy a silver pitcher and 4 glasses to match. He means glasses, not mugs or cups. Simplest way, got to general stores in most cities, you find it very quick and usually not going above 50 gold. ----------------------------- Illusion 9g ----------------------------- Low: ? Med: Carahil, Anvil Mages; Kud-Ei, Bravil Mages Master: Martina Floria She is at the Arcane Uni's Chironasium. If you don't have access, go get it cause they won't let you in. She wants 10 Welkynd Stones. These are always in Ayleid ruins, and you might already have a lot. Vilverin, the ruin outside the sewers in the beginning of the game, has quite a bit for starter dungeons. If not, start looking for Ayleid ruins and looking for Stones. ----------------------------- Light Armor 9g ----------------------------- Low: Olfand, North Winds, Bruma Med: Ahdarji, Leyawiin; Luciana Galena, Bravil Master: J'Bari He lives in Leyawiin with Tsrava. He wants an Elven Cuirass. Done, but hard if you are a lower level. If you already have level 70 light armor, you probably don't have much left if not any to do. Most notably, Shaleez from DB quest Final Justice. Thrangrifin, Fighter's Guild quest, Den of Thieves, and one of the people at the Mephala shrine. Azani Blackheart definetly has one, he is in a Fighter's Guild quest, Azani Blackheart. If not, most bandits have them, if your level is high enough. ----------------------------- Marksman 9h ----------------------------- Low: ? Med: Pinarus Inventius, Anvil Master: Alawen She lives in Troll Candle Camp, east of Anvil. She is sometimes not there, most likely hunting. Wait till she is asleep at her camp to catch her. First, you need an Elven Bow. This can be hard, but not impossible. The Archer Paradox is a nice bow store, in Bravil. And, thats it. Simply get a bow. Nice. ----------------------------- Mercantile 9h ----------------------------- Low: ? Med: Margarte, Leyawiin Master: Palonirya She has the shop Divine Elegance, Market District. She is probably the simplest if hardest quest. She wants 10k. ----------------------------- Mysticism 9i ----------------------------- Low: Druja, Skingrad Mages Guild Med: Ita Rienus, Bravil Mages Guild Master: Dagail She is in the Leyawiin Mages Guild, but a bit weird. She wants you to close 3 Gates. If you've gotten to the Great Gate section of the Main Quest, and beaten it, good for you. If not, go out and find random gates. Do this at the Gates near the major cities, it will come in handy if you haven't done much of the Main Quest. ----------------------------- Restoration 9i ----------------------------- Low: Cirroc, Bruma Church Med: Marz, Bravil Church Master: Oleta She's in a bit of a spot of trouble. Doesn't mean you are. She is in Kvatch's Temple, and if you've done the Kvatch segment of the Main Quest... awesome. But you have to had completed Battle for Castle Kvatch, where you search the Castle for the Count and other things. Its not hard, and she will appear in the refugee camp down the hill after you've done it. ----------------------------- Security 9j ----------------------------- Low: ? Med: Mandil, Othrelos's house in Elven Gardens. Master: J'baana He's in jail, but not in jail. He is technically in the Prison District, behind the bars. If you somehow can get back there, cool. You can also talk to him through the bars of the gates. He wants a message from S'krivva, who lives in Bravil. She gives you the letter and he trains you. Dejavu here, J'baana has a lot of Guard keys, like Imperial Watch and that sort of thing, and 30 lockpicks. ----------------------------- Sneak 9j ----------------------------- Low: City-Swimmer, Bravil Med: Othrelos, Elven Gardens Master: Marana Rian Once in a Oblivion lifetime oppurtunity. Rian asks you to steal the coin from her pocket. Shouldn't be hard, your skill is 70. ----------------------------- Speechcraft 9k ----------------------------- Low: ? Med: Varon Vamori, Bravil Master: Tandilwe She is that girl in the Temple of One, apparently doing nothing. She wants you to talk to each beggar in Cyrodiil. You don't have to give charity, just talk and done. If you have already talked to a beggar, he/she is off the list. You could have killed a beggar before, but don't do it during the quest. There are five in the Imperial City, and 2 to each other city. =============================================================================== Side Quests 10 =============================================================================== I will map out each side quest by city, as I find them. I will look to as many as I can, but feel free to email me on how to do some I haven't found, I am really lazy sometimes. ----------------------------- Anvil 10a ----------------------------- --The Siren's Deception-- A rumor is going around that an all female gang of thieves has been preying on married men, but the guard can't do much about it because the victims are too embaressed to admit to getting robbed. If you pursue it, you find out that a couple has been investigating the matter, and you should visit them. At their house, his wife lays some facts, along with her husband. They suggest you start at the Flowing Bowl in the docks. Talk to the bartender to find that women have been coming in recently, but nothing has happened in the bar itself, so he can't do anything. If you stick around, the women will show up. In less than about a minute, two women appear and the first talks to you and in a very "seducing" voice, invites you to their cabin after 11. This cabin is way in the middle of nowhere, and won't open until after eleven. After 11, talk to the girl inside. Tell you want the ring back, and two other women appear and fight you. They have swords, but no armor, so it should be rather easy. The couple you were talking with earlier appear in guard uniforms, and blow their cover. Take the keys off the women's body to the cellar. There you can see all the Anvil men's clothes, and some sellable stuff. --The Ghost Ship of Anvil-- In the Anvil docks, Varulae, who starts you off with this quest, is on the deck of the Serpent´s Wake. After you hear what happened to the crew and Varulae´s crystal ball, you have to get rid of all the ghosts in the ship to get the ball Varulae wants. Just keep moving down the levels in the ship until you get into the hold, where the crystal ball is in a chest. Varulae gives you Redwave, a cutlass with a Drain Health enchantment. After that, the Serpent´s Wake is abandoned. A free house. --Where Spirits Have Lease-- You can hear from rumors that Velwyn Benirus is selling the Benirus Manor for a very low price. Go meet him at the Count Arms from noon to midnight. Buy the house for 5,000 gold, and go check it out. It looks a bit gloomy, in line with the rumors that its cursed. In the cellar, you find a Sealed Portal, but you can´t do much about it. To keep the quest going, you have to sleep in the house. Make sure you have a ghost defeating weapon with you, as you will be woken up by 3 ghosts. Your journal tells you that the house must be haunted, and that you should check a noise coming from downstairs. You a vase has fallen down, and inside is a skeletal hand and a journal page. Take both, they will come in handy. The journal says only Benirus (grandfather) can open that portal you found, but any one of his kin will do. So we need to find Benirus. Start asking around, and you´ll end up in the King and Quenn Tavern, Elven Gardens District. Talk to him about Lorgren Benirus and Lift the Curse topics, and if you have the journal page and skeletal hand, he´ll agree to help. Meet him at the Counts Arms, and he´ll follow you into the Manor and down to the portal. This can be taken two ways. Kill all the ghosts in your path to the portal, or just run really fast and let Benirus open the portal. The advantage to the second option is that the ghosts disappear once the portal is open. Velwyn then leaves you to explore the area after the portal. Activate the altar with skeletal hand in your inventory. Have a chat, activate the skeleton and kill the Lich that arises. Don´t worry about the summonings of the Lich itself, worry about the Lich only. Loot the place like crazy, make sure you grab Lorgren´s staff and the book The Tome of Unlife. Step out into the cellar and magically the house is restored to its former beauty, and its yours. Talk to Velwyn again to finish the quest. ----------------------------- Bravil 10b ----------------------------- --Through a Nightmare, Darkly-- From rumors or Kud-Ei herself, she apparently needs some help finding her friend. Talk to her, and find out she has been deceiving you. She knows where her friend is, she needs help saving him. Once you get to Henantier's house, put on the Amulet, and go to his dreamworld. Rule of thumb here: Don't kill Henantier, you die as well. Test of Courage This one might be the simplest of the 4 tests. Swim underwater through some awkward turns, but some water breathing potions help you along the way. Test of Patience This has lots of save games involved with it. The map you get in the beginning doesn't help much either. In the first little set of pressure plates, I'll try and map out here. Follow the minus (-) signs. - + + + - + + + - - + + + - + + You should save here, these get harder and more complicated. + + + + - + + + - - - + + - - + + + + - + + + + + - - - + + + + + - + + Again, save here. On to the last grid of death. - + + + + + + + - + + + - - - - - - - - - + + - + + + = = + - - + + + = = + - + + + - - - - - + + + - + + + + + + + - + + + + + Done. After this, grab the Element. Test of Perception This is a "keep your eyes open" test. The torch in the beginning helps alot in seeing where you're going. On the 4th block in the first bridge triggers a rock trap. Jump it, you're fine. The 3 blades are easy to get by, after the gas emitter, 2 blocks along is another rock trap. Next is giant blades, you should be ok with common sense. After this, watch for the 4 pressure plates, which set off the Welkynd Stones to zap you. Test of Resolve This is an Arena fight, but you fight 2 Minotaurs. I know what you're thinking, I was thinking the same thing. Grab the armor and staff. Grab blade or blunt depending on what you specialize in as a backup weapon. Use the staff by zapping the Minotaurs while constantly moving backward. Watch out for the other one which might flank you. --The Forlorn Watchman-- You will hear rumors that a ghost haunts the shore of the Niben Bay at dark. If you keep asking, you will be directed to Gilgondorin (Now G.) at Silverhome on the Water. G. says that the Watchman appears every night at Bawnwatch Camp at 8pm. Be there at the selected time and he´ll appear. He won´t say anything to you, so start to follow him until he reaches a lookout point near Fort Irony. Now you can talk to him. Have a conversation with him, and your journal suggests you should return to G. and relive the conversation. The mouth of the Panther, is at the mouth of the Panther River, named because of the jagged rocks at the mouth. Make sure at this point you have silver or magic weapons. At the mouth of the Panther, you find the Emma May, a beached ship with lots of spirits. Keep going down, and you will find a logbook about what happened to Grantham. In the lower deck contains the Wraith of Gable, the main mutineer of the Emma May. Take the key from the Wraith and unlock the door at the end of the room. End Grantham misery here, and he´ll appear and tells you about the map to his gratitude. Treasure map. Follow the X, and it leads you to a sunken treasure full of loot. ----------------------------- Bruma 10c ----------------------------- --A Brotherhood Betrayed-- This rumor might be the first you hear about in Bruma. A vampire hunter moved in, and already found a vampire. Go to Bradon's house, and a city watch guard will tell you to leave. Boost his Disposition, and he'll disclose that Bradon was a Vampire. Talk to his distressed wife, who pleads that Bradon wasn't a Vampire. Nothing shows this, but you need to talk to Dralas himself. Most citizens don't know, so talk to Olav at his bar inside the south gate. With a Disposition boost, he will even provide the key to Dralas's room. He's not there, but if you look carefully behind the dresser, you'll see a journal. You find out the true nature of the "vampire hunter". Talk to Olav about Gelebourne, and find out he was the previous vampire Dralas "hunted". Go talk to the guard in Bradon's house, and he will direct the investigation to this new light. Scouts report Dralas headed to Boreal Stone Cave, and you need to get there pronto. This actually needs to be done within a game day, or Dralas will be gone. Dralas is waiting in the first big room, and you have to kill him. Take the keys from his body, and open the chest to find a Mundane Amulet. Talk to Bradon's wife, and she reveals the awesome power of this Ayleid Amulet. It boosts your speed, which can come in handy, sometimes. --Two Sides of the Coin-- An odd quest. Very confusing. You will hear in the rumors that Arnora Auria got into some trouble with her husband, and now her husband is in jail. She wants her gold back, but Jorundr hid it somewhere. To talk to Jorundur, sneaking into the jail will not cut it. You need to get imprisoned for him to trust you. Go lift something small, like an apple or a plate, and select jail. Now when you talk to him, you see the true side of the story. Arnora double crossed him, and now he wants her dead, in exchange, you get the gold. All he needs as proof is Arnora´s amulet. From here you can go two ways. Tell Arnora you plan to kill her, and she will attack you. Take the key off her body, and take the real amulet in a chest next to her bed. Jorundr then tells you where the gold is. The loot also comes with two skill books, in compensation for the skills lost getting thrown in jail. The other option you have is to spill the beans to Arnora. She then cooks up her own plan. She gives you the key and you take the amulet Jorundr, who tells you where the gold is. As you make your way to the gold however, you will be greeted by Tyrellius Logellus, a corrupt guard. After some talking, Logellus tries to kill you, and you can loot his corpse. Take the gold and skill books, and soon you´ll find Arnora is dead. --Lifting the Veil-- Either from rumors or Tolgan himself, you´ll find out that the Countess is looking for Akaviri artifacts for her collection. When talking to the countess, make sure you get every topic. You will recieve a key and map. Your first waypoint is Dragonclaw Rock. You get a journal entry when you get there. Now head west until you reach the statue of the The Sentinel, and you will get another journal entry. Now head north until you get to the cave entrance. The cave is a passage to Pale Pass. Make your way with caution through the cave and take the message from the dead messenger. Along the Pale Pass, you will see lots of ogres, and eventually a message about the ruins. Keep going until you get to the ruined castle. In the main courtyard gate and to the right, and now just follow the quest arrow. There are undead Akaviri here, watch out. Eventually you will get to the ghost of the Akaviri commander. If you have the orders fromt the messenger, he will leave you alone. Anything else, and you have a fight. Now you can get the Madstone and loot like crazy. Your reward is the Ring of Vipereye, with Fortify Agility and Resist Magicka enchantments. ----------------------------- Chorrol 10d ----------------------------- --Separated at Birth-- This gets hard to start, but easy to finish. Ask around in Cheydinhal for a rumor that Reynald Jemane has been looking sober. He's usually drunk in Chorrol. Talk to him, and he claims to never have been to Cheydinhal. He sets you a quest to find who's posing as him. People in Cheydinhal don't recognize Reynald, but they do know of a Guilbert Jemane. Talk to him, and find out they are brothers, and he goes to Chorrol. In Chorrol, talk to Reynald about Guilbert, and they will meet. --Legacy Lost-- You need to have completed the Separated at Birth quest before you get this one. Talk to Guilbert to learn about what happened to his family, and he wants you to go back to Weatherleah and see if Ogre's are still there. Don't go looking for it now, he doesn't exactly know where it is. In fact, talk to Sabine Laul at the Fighter's Guild in Chorrol, she is sometimes in the cellar. She'll mark the location on your map, and off you go. Once you get to this run down place, you get a journal entry telling you it is inhabited with Ogres, and you can return to Guilbert. But he will just send you right back to deal with the Ogres, so you might as well deal with them now. Guilbert asks you to escort the brothers to Weatherleah, and just fast travel there for no incidents. Return after the next quest, Sins of the Father, and they finally fixed the place up. --Sins of the Father-- Some time after you complete Legacy Lost, you are approached by Fathis Ules. He lives in the Imperial City, Elven Gardens District. Talk to him and find out that the brother's father was a thief from the Guild, but defaulted and kept the item for himself and hid it at Weatherleah. Trouble is, Ogres must like shiny things, because they took it back to their cave. In the cave, find and kill the chieftain, the item is on his body. From here you can go three ways. Keep the sword, but you don't get any reward. Give it to Fathis Ules, who gives you a very, very modest (generous) amount of gold for it. Go back to Castle Chorrol, and the steward Laythe Wavrick will give you an enchanted shield reflect damage and fortify endurance. If you went this route, Guilbert will reimburse you with 4 Soul Gems, depending on your level. --Canvas at the Castle-- Lots of emails on this one. I'll do the best I can. In Chorrol, raise Countess Valga's Disposition to find out about her investigation of a stolen painting within the castle. She provides keys and access to private caslte areas. The only two suspects are Chanel and Orgnolf Hairy-Legs. Talk to them to find out their alibis, but don't accuse one yet. Talk to all the witnesses as well, and find out what they have to say. Talking to all the witnesses can be misleading, so search for clues. Chanel is one to suspect, she was taking star readings on a stormy night. Hmmm. For physical clues, first search the West Tower where Chanel supposedly was, and find a painting. Chanel herself is a painter, so this points to her. Chanel also said she was in the dining room when the painting was stolen. Get to the dining room, and look on the rug. You should see mysterious paint stains which again, directs you toward Chanel. Now look in Chanel's room. Find the lectern on the table and you find she has paint supplies. You can now make your accusation against Chanel. Raise her Disposition to 70, (thanks to Robert for telling me the Dispostion #) and she'll confess. From here you can go 2 directions. Tell Valga about Chanel, get a decent amount of gold, and some gems. If you tell Valga you accuse neither suspect, you get some pity gold, but Chanel will paint you a painting, which is ready in 3 weeks. Your journal will tell you when. The painting comes with a stand, which is a nice display item in a home. --The Killing Field-- Talk to Valus Odiil, or through rumors maybe. Valus is supposed to meet his sons at Weynon Priory, but Valus thinks he is too old, and is offering a reward to help his sons. Meet with Rallus, who leads you to the Odiil farm. Its recommended to save here because if one son dies, your reward is severely lowered, and if both die, you get nothing. There are three waves of goblins, each getting more difficult. Pick them off with spells or arrows as the get close, but protect the sons as much as you can. If both sons survive, you get an enchanted short sword called Chillrend, which gives a nice frost enchantment. If one dies, you get 150 gold. If both die, you get nothing because Valus must spend the rest of his savings on funerals. --Shadow over Hackdirt-- This quest can be hard to start. Somewhere in town you will be greeted by Dar- Ma. Just be nice, it will make things a whole lot easier. A few days after this, you might hear in the rumors that Dar-Ma went missing. Go talk to her mother Seed-Neeus at Northern Goods and Trade. If you were nice to Dar-Ma earlier, her mother will talk. If not, you must raise her Disposition. You´ll find out she went missing on a trip to a client in Hackdirt, an infamous town in the middle of nowhere. Your first point in Hackdirt to start should be Jiv Hiriel, probably your only friend here. Meet him at the selected time, and he tells you about the Brethren and Dar-Ma. The easiest way now is to go to Moslin´s Inn. Look for a trapdoor to Hackdirt Caverns. Make your way to the quest arrow, and you´ll most likely meet one of the Brethren along the way. Take his key, and keep going to the arrow. Unlock Dar-Ma, and go back the way you came. Fast travel back to Chorrol and bring Dar-Ma to her mother. Your reward is 5 levels to your Mercantile skill. ----------------------------- Cheydinhal 10e ----------------------------- --A Brush with Death-- Rumors will tell you that Tivela Lythanda´s husband has gone missing. Talk to her and you´ll find he went missing in his painting room, and she´ll provide the key. Everything looks normal to a painting room, but click on the current painting and be transported to another world. Talk to Rythe and hear a very peculiar story, but its easy to find what to do. You have to get rid of all of Painted Trolls along the way to the thief. Rythe gives you six bottles of Turpentine, which you must make sure to apply to your weapon as you attack the trolls, as they are much stronger than regular trolls. The Turpentine does a lot of help. Kill the trolls and bring the brush back to Rythe, who paints a portal back to the real world. As a reward, you get the Apron of Adroitness, a light armor which boosts Intelligence and Agility. --Corruption and Conscience-- This quest comes quick in the rumors, and further investigation leads to Llevana Nedaren. Talk to her, find out her friend, Aldos Othran, was evicted from his house. This leads to Garrus Darelliun, number 2 man to Cheydinhal. He is usually near the throne in the Castle. After his little chat, you need to go back to Aldos Othran. When you talk to him, he'll lead you to his old home, where he tries to knife the guard outside, and eventually killed. From here you can go two ways. Tell Nedaren, she will plot to kill Leland. Talk to Darelliun, and he needs evidence to put Leland in jail. You also get more gold working with Darelliun. If you go with Garrus, you need to break into Leland's office, and find some incriminating evidence. A note on a book in his office is all you need. Work with Nedaren, you need to lure Leland to Nedaren's home. He's not too hard too persuade, and will follow you easily. She paralyzes Leland, the lets some rats kill him. She gets thrown in jail, and pays you a meager amount. Once you complete this quest, Leland will not show up in the Allies for Bruma quest. He comes to help with the fight, but only if he's not in jail or dead. --The Wayward Knight-- Oblivion quest, but dupes as the Cheydinhal segment of Allies for Bruma. This quest won't appear till all the Gates open outside cities. Talk to the Count and find out his son with a raid party went in there to close it. Once you get in, its simple. Down the mountain and find Farwil and his buddy near the bridge to the Citadel. In the Citadel, up the halls and in the Sigil chamber. If Farwil survives, he names you Knight of the Thorn. They give you an Amulet with a speechcraft enchantment on it. (If the amulet is that important to you, you can take off of Farwil's dead body) With being a Knight of the Thorn, you get the choice of Thornblade or Staff of Indarys. And some gold. ----------------------------- Imperial City 10f ----------------------------- --Order of the Virtuous Blood-- You need a Fame of 5 or higher (thanks Robert) to get this quest. In the Temple District, you get approached by Ralsa Norvalo. She wants you to meet with her husband, Gilen, in Seridur's house. When you get inside, talk to Seridur, and he explains that the OVB is a Vampire hunting group. They give you the briefing on Jenseric, what he did, and you have to kill him. Start with a search of his home, find the book on the table to locate their meeting place in a cabin in the woods. If you get there, kill him, done. You get 250 gold from Seridur. But when you walk into the cabin, talk to Jenseric, and learn the real story. Seridur is the Vampire. Go back to Imperial City, and he's gone. Go to Phintias, in the First Edition bookstore to find he sometimes hangs out at Memorial Cave. Through the cave, kill Seridur. At the cabin, Jenseric plans to keep the OVB going. Meet him again at the basement of Seridur's house, he gives you a ring and a money gaining offer. For every Vampire Dust you bring the Order, you get 250 gold. Now think of this. If you are an Arch-Mage of the Mages Guild, get your Vampire Dust from Seridur and put it in the replication chest. Come back a few days later and you have anywhere from 10-14 Vampire Dusts. Leave one in the chest, and sell the rest to the Order. Easy money. --Imperial Corruption-- Talk to Ruslan or Luronk gro-Glurzog in the Temple District to find that they were accused of stealing at the Good as New Merchandise in the Market District. They don't know his name, but the owner of the store, Jensine does. She'll tell you it was Audens Avidius. Talk to a guard about Avidius and get referred to either Lex, or if he's in Anvil, Quintilius. Don't talk to Avidius himself about it, he puts a bounty of 1,000 gold and tries to arrest you. Lex (or Quintilius) roams around the City, but is too busy to bother. They dump you off to Itius Hayn. Track him down, and he says he needs 2 witnesses. Jensine won't do anything, but raise Ruslan's or gro-Glurzog's Dispositions high enough and they will agree. After both witnesses testify, you can even watch as Hayn arrests Avidius. But, a while after he is jailed, he escapes and comes after you. But, he has rags and a cheap dagger. --Unfriendly Competition-- You get complaints about Thoronir from quite a few shopkeepers in the Market District. All will refer you to Jensine, who's the most pissed. She even started a whole orginization. When you talk to Thoronir, he doesn't reveal much. Your ever-knowing journal tells you to watch him after dark. The shop closes at 9, and he goes to an inn for dinner till 11 (thanks Robert). After that, follow him around and he goes into one of the small gardens to talk to Agarmir. After you eavesdrop on the conversation, follow Agarmir. He simply goes back to his house. The house is whats important. Break in, then go to the cellar. The shovel and bonemeal tells your journal that Agarmir's a grave robber. Take the book, Macabre Manifest. Thoronir is horrified with good reason, and sets you off to catch Agarmir. You need to go to the last journal entry, a grave in the Palace District. Inside the tomb, you are ambushed by Agarmir and a buddy. After you kill them, take his blade Debaser, and Calliben's Grim Retort, a good mace in the left wall slot, behind the body. Thoronir has made amends, gives you a nice enchanted ring. Jensine will also give you gold. --An Unexpected Voyage-- To get this quest started, take a nap on the Bloated Float inn in the harbor. Pirates have hijacked the ship, and you need to save everyone. You need to listen during this quest, if you want to avoid a difficult boss battle. Lynch, who's waiting outside your door, provides some info. First tell him you are a passenger, then tell him you are a gang member. Kill him, release the bouncer, and move to the main deck. Minx is next, tell her Lynch sent you, and you need to assist Selene. On the top deck you meet Wrath, tell him you are waiting orders, you joined 3 days ago. Get the cabin key from his body. Go back and tell the bouncer he can go take the wheel. Selene is holding Ormil hostage, but talk to her first. First say, "I took the key from Wrath", "I'm here to join the gang", "... 3 months ago?", "to find the Golden Galleon", "You mean in Bravil", and "I've killed all of them". Like this, she'll surrender, and give you her sword. Talk to Ormil, who suggests you take her to the private quarters. Go back, and he spills the beans on the Golden Galleon. To get back to the City, you have to sleep. Talk to Ormil for your reward, which is some gold. --Origin of the Gray Prince-- See Origin of Gray Prince in the Arena segment. --The Collector-- To get this quest, you must have found an Ayleid statue. The closest one is in the ruins of Vilverin, the ruins you first see coming out of the sewers in the beginning of the game. Down in the last room at the very bottom (obviously), you see it on a pedestal. Now go to the Umbacano Manor in the Elven Gardens district. You are greeted by Umbacano´s (now U.) butler. Show him the statue, and you are lead to U. himself. He offers 500 gold for the current statue, and also asks for you to find more. There are ten he wants you to find, and will pay 500 gold for each. He will double your payment once you have broughthim all ten. Vilverin - outside Imperial City Sewers after you first exit them Wendir - northwest of Hackdirt Culotte - by "The" of "The Yellow Road" in the east shore of the Upper Niben Weyandawik - northwest of Bravil Moranda - under the "The" of The Orange Road, northwest of Imperial City Mackamentain - northwest of the small lake under the word "Basin" in Nibenay Basin, far south of Cheydinhal Ninendava - northeast of Chorrol, just past Sancre Tor (a fort) Fanacas - northeast of Cheydinhal Welke - southwest of the word Panther, east of Bravil Wendelbeck - north of the word Panther, east of Bravil --Nothing You Can Possess-- The second quest from U. He wants you to find the High Fane and get a carved panel for him. Go to the First Edition bookstore and read the book "Cleansing of the High Fane". This will give you a map marker for Malada. Nearing Malada, you notice some people who don´t tell you who they are. A Khajiit nearby will talk to you, if he likes you. He'll offer to help you get the better of Claude Maric, if you come out alive, for half your reward. Inside, it looks a bit confusing, but its not that hard. Once you grab the carved panel, the wall crumbles so step back to avoid getting hurt. Go through the door for a quicker way up and a Varla stone. Outside, Claude Maric will demand the stone, and if you agreed to with the Khajiit, he´ll help you fight. Don´t worry about Maric, he´ll be back. U. will pay you 500 gold and offer another job... --Secrets of the Ayleids-- The third quest you get from U. He wants a crown from the last Ayleid king. His collecting nemesis, Herminia Cinna has it. He will pay you 1000 to buy it from her. Cinna will not sell it for any price, but offers an option. There is another crown, one U. has not heard of. Since he hasn´t seen one, he won´t know the difference between the two. You can also steal the crown from Cinna. If you want to get the other crown, you have to go through the Ayleid Ruin to find it. -Stealing- Cinna leaves her home at about 11am each morning. Sneak upstairs and her desk holds the key to the cask on the other side of the room. The crown is in here. -Adventuring- Lindai is east of Chorrol. Right inside has swinging blades, in the third chamber after that, you see 3 floor panels. The middle one is the one you want. In the Inner Tombs, the Crown is near the back in a cask. U. wants you to do one last thing. He wants you to escort him to Nenalata. He will meet you there in 3 days. When you get there, Maric, invisible, is waiting but he´s not mad. He just wants to go inside. When you get through all the passages, at the end U. gets to the throne room. He puts on the crown, and declares himself king. And dies. You get to keep the crown. There have been glitches in where he does not sit down. In this case, kill him yourself and your journal updates. ----------------------------- Leyawiin 10g ----------------------------- --Whom Gods Annoy-- In the rumors, you´ll find out about weird smells and noises coming from Rosentia Gallenus´s house. Go talk to her, and you´ll find out why. She has a Scamp infestation. A staff she newly recieved has brought her the scamps, and she suggests you go to Alves Uvenim at the Mages Guild. He says you can get rid of the staff at a Sheogorath shrine in Darkfanthom Cave. Make your way down to the shrine with a statue of Sheogorath. Just drop the the staff here. Make your way out, and watch out for Daedra. Rosentia is obviously thankful, and gives you the Rind of Eidolon´s Edge with Fortify Block and Blade enchantments. --Tears of the Savior-- S´drassa at the Mages Guild can get you this quest. Legend has it that Garridan was a great knight, but was frozen forever, along with his tears, which have become very valuable. He will give you 400 gold for each Tear you find. For more help on finding the tears, he tells you to go see Julienne Fanis at the Arcane Uni. She tells you to get the book Knightfall, which can be purchased at the First Edition bookstore in the Market District. The book tells you that Garridan was looking for the Everflow Ewer at the Frostfire Glade in the mountains near Bruma. Refined Frost Salts are needed to gain entrance to the Glade. Luckily, Julienne has some. Into the cave, and to the door. The salts will open the door, and now too look for the tears. These are extremely hard to find. There are little blue teardrop looking things that are very small. You don´t have to find all of them to finish the quest however. There are only 5 tears, and watch out for the ice areas. If you search crouching it will help some. --Mazoga the Orc-- In the Leyawiin Castle, off to the right a bit you will see Mazoga. Talk to her, but whatever you answer she will get mad. Your journal suggests you talk to the Count. The Count wants you to find out what she wants in the castle. Talk to Mazoga again, and she reveals why she is a self-proclaimed knight. She asks you to help out, so agree. Its not a hard quest. You and Mazoga set out to find the encampment. Its pretty noticeable, it has a rather large bonfire. After the talking, now the fighting. Try and make sure Mazoga doesn't die, you get some very nice benefits if she doesn't. After everyone is dead, go back and talk to the count. He proclaims you and Mazoga (if alive) Knights of the White Stallion, if you complete the next quest. sIf she died, you don't get the next quest. This comes with a bonus quest of... --Knights of the White Stallion-- You only get this quest if Mazoga is alive. Talk to the Count to find out he is upset of these black bow bandits. They have hideout in an Ayleid Ruin. Talk to Mazoga, and she says she'll tag along. Outside the ruins, you get attacked by some of the bandits. If you find any Black Bows, take them. The Count will pay 200 (?) gold for each. Inside, its not too far to the leader's stash. Just hide until the selected time and he will appear. Unleash your sneak attack on the leader ( I can't remember his name!), he is a challenging fight. Take any Black Bows you find, and his stash. Talk to the Count, he pays you for the bows, and any more you may find. You also get named Knights of the White Stallion, which makes Mazoga happy. You also get the White Stallion Lodge, outside of Leyawiin. Its not much, but its yours. ----------------------------- Skingrad 10h ----------------------------- --Helping Hands-- Once you buy Rosenthorn Hall ( 25,000 ) and buy the servants quarters in Colonial Traders, you get approached by Eyja. She offers to be your servant for only 150 gold. Once you get a kitchen, she will give you Rosenthorn Mead and Sheperd´s Pie for free. --The Rosenthorn Cache-- Another quest that you must have Rosenthorn Hall in your posession. After you buy all of the furnishings ( 35,000 ), go up to your modest bedroom. Jump onto the desk, near the dresser. Look on top of the dresser and find a note with a riddle on it. Its an hourglass. Go down to your cellar, look at the post with the garlic hanging from it. The hourglass is on of the braces. Inside are lots of flawless gems, and the Ring of the Grey, with Fortify Sneak, Security, Marksman, Acrobatics, and Detect Life and Resist Poison enchantments. --Paranoia-- I often get bored during this quest. Or maybe I was tired when I did it. At some point walking through Skingrad, you get approached by a strange guy named Glarthir. He wants you to meet him behind the city chapel at midnight. From here you can go two ways. Don't worry if you don't show up, he's there every night. Ask around about him, and guards tell you not to listen to him but report to them if Glarthir asks you something strange. When you do talk to Glarthir, he wants you to follow three citizens around their day and see if they follow him. You'll see nothing special following the three suspects. If you name one as "spy", Glarthir will pay 1,000 gold for the deaths of all three. You only have to execute one for the money, but you could tell the suspects. Surilie will deal with Glarthir himself, but the other two will tell you to go to the guards. If you decline to help Glarthir, he flips out, grabs a battleaxe and heads for each suspect. He will die by the guard's hands. This quest is variable much like Whodunit? from the Dark Brotherhood. Do what you like. ----------------------------- Kvatch 10i ----------------------------- --Battle for Castle Kvatch-- You can complete this quest at any time after you break into the city and rescue the surivors. Talk to Savlian Matius to start it up. This mission is the Kvatch portion of the Allies for Bruma quest. Follow Matius out the chapel door and through daedra to the castle gate. The gate is locked from the inside, and Berich Inian has the key. Go back to the chapel and talk to him. Inian will wind up following you to the guardhouse, and talk to the Imperial Legion troopers suddenly in the chapel. They can help alot. Follow the path to the guardhouse, and if Inian dies you need to grab the key from his corpse. Once inside the guardhouse, follow the path around the fires (which hurt you) and to a wheel looking thing. This lets in Matius and his buddies in to the main castle gate. Once inside, follow the map marker to Count Goldwine's dead body. Take his ring, and make your way back to Matius. He gives you his Kvatch cuirass, which is a nice light armor piece with some enchantments. ----------------------------- Settlement Quests 10j ----------------------------- --Whent the Vow Breaks-- North of Anvil lives Maeva the Buxum on Whitmond Farm. She is having marital problems with her husband, Bjalfi the Contemptable. When he left her, he took a family heirloom, Rockshatter. an enchanted mace. Bjalfi now lives a life of crime in Fort Strand with some mauraders. At Fort Strand, you will find a sentry, not hard to take care of. Sneaking by also works rather well. Inside, follow your quest arrow to him. Kill him and his maurader buddies, and bring Rockshatter back to Maeva. --Newhiem´s Flagon-- You must have started the Fighter´s Guild quest "Den of Thieves", to get this quest. After Newheim the Portly tells you about Hrota cave and the thieves, you can ask him about his family heirloom, and get the quest. In Hrota cave, the Flagon is in the largest room with the fire. The Flagon should be on a table near the fire. In return for bringing back the Flagon, Newheim will give you 3 of his special brew, which has the following effects. Drain Intelligence 10 pts for 60 sec Drain Willpower 10 pts for 60 sec Restore Fatigue 10 pts Fortify Strength 10 pts for 60 sec Fortify Personality 10 pts for 60 sec --Caught in the Hunt-- In Bravil, Ursanne Loch´s husband was having money problems from gambling, and now has gone missing. He was last seen talking to Kurdan gro-Dragol, who is at the Lonely Suitor Lodge a lot. When you talk to Kurdan, get his Disposition above 60. He says he´ll tell you were Aleron Loch is if you retrieve an axe for him at Fort Grief. He has a boat waiting in the docks. Activate the boat to travel to Fort Grief. On the island, activate the switch to the right of the door to enter. Aleron Loch is here, and was tricked into coming here by Kurdan to also get an axe. To get through the fort, you have to kill all of the hunters to get their keys. Save before you do this. Once you kill the last hunter, Kurdan will appear and kill Aleron. Now you have to fight Kurdan. Once he is dead, return back to Ursanne and give her the bad news. In thanks, she will give you the skill book Biography of the Wolf Queen, which raises your speechcraft skill. *NOTE* Several glitches have been reported in this quest, such as Kurdan cannot get to Aleron to kill him. The only thing you can do is make sure Aleron is on the lower level of the fort, and then go and kill all the guards. Make sure you have a save before you kill all of the guards. --Go Fish-- Talk to Aelwin Merowald, in the village of Weye, at the end of the Imperial City bridge to the mainland. Turns out he got bitten by the slaughterfish he was fishing, and the alchemist needs 12 Lake Rumare Slaughterfish Scales for the medicine. There are markers on each slaughterfish, and it still makes it not an easy quest. Make sure you get the scales after you kill the fish, and bring 12 back to Aelwin. He will give you Jewel of the Rumare, an enchanted ring with permanent Water Breathing and Fortify Athletics. --A Venerable Vintage-- Nerussa, at the wawnet Inn in Weye, at the end of the bridge to the Imperial City, is looking for a rare, Shadowbanish Wine. She says they can be found at old fort ruins. Here is a list of where they can be found. Fort Aurus (NE shore of the Niben Bay) Fort Carmala (S of Chorrol) Fort Dirich (SW of the Weatherleah Estate) Fort Grief (W of Bravil - The Fort is locked until you complete the quest Caught in the Hunt) Fort Irony (SW shore of the Niben Bay, SE of Bravil) Fort Magia (on the E shore of Lake Rumare) Fort Scinia (ESE of Cheydinhal, NE of the NE tip of the Reed River) Fort Vlastarus (Directly E of Skingrad's East Gate, beyond the Gold Road) Frostcrag Spire (In the vault on a bookshelf) When you bring her back 6 samples, she will give you 1000 gold. Each sample after that will bring you 100 gold. The chests where Shadowbanish is found, restock after a while. Also, if you find a Shadowbanish wine bottle before you get the quest, a journal entry will tell you to hold on to it until you discover more about it. --Bear Season-- Thorley Aelthelred, at Shardrock Farm, halfway between Kvatch and Skingrad, north of the Gold Road, is having problems with bears attacking his herd. He wants you to kill 6 Weast Weald Den Hunters, and bring 6 Weast Weald Fangs back for him. However, once you kill 6 bears, there will be no more, and you must find the corpses and retrieve the fangs. In reward, Thorley will give you a skill book. It is advisable to stay near the farm, as the bears attack often then. A list of skill books you might receive. Save before you get your reward, it is random, and you don´t want something you already read. The Argonian Account, Book 1....Athletics Battle of Sancre Tor............Blade History of the Fighters Guild...Heavy Armor Mace Etiquette..................Blunt Master Zoaraym's Tale...........Hand to Hand The Warp in the West............Block --The Sunken One-- Enter Shetcombe Farmhouse near Kvatch, north of the Skingrad-Kvatch road. Once inside, you will find it empty. In a bowl is a torn page of Slythe Seringi´s diary. He describes the burning of Kvatch a doing of his god, the Sunken One. He says he will make a pilgrimage to Sandstone cavern. You will find the next part of the diary behind a chest. Seringi has almost been killed several times, and he is not doing well. At the end of the cave, you find his body, dead. Loot the bag of offerings, and search his body for the third diary section. After you find the last diary piece, the Sunken One appears as a frost atronach who you need to kill. The bag contains some gold and gems. --Raid on Greyland-- Lerexus Callidus, out side the west Skingrad gate, is having a problem with skooma dealers who took his ring. The dealers are in Greyland, a house nearby. As you enter, you are attacked by Kylius Lovano and another dealer. Kill them and get the ring and bring it back to Lerexus, who gives you a cash reward. --Zero Visiblity-- At the Roxey Inn north of the Imperial City, talk to Malene about Rumors. She tells you that a town called Aleswell recently became a ghost town. When you get to the town, it is literally abandoned. If you have any kind of detect life, equip or use it now. Enter the Aleswell Inn and Direm Sirethi will talk to you. He says the wizard nearby caused it all. When you get down to the fort, the wizard, Ancotar, is invisible himself. The first time you talk to him, he will ignore you, but will talk the second time. Get his Disposition above 70 for him to tell you how to reverse the spell. He will give you a scroll and a ring to fix the townspeople. Get back to Aleswell, equip the ring and save your game. Cast the scroll, and you will get a message that it was successfull. If something went wrong, reload your save and try again. Direm will thank you, and in reward you get free lodging at the Aleswell Inn. --The Gravefinder´s Response-- Malene at the Roxey Inn north of the Imperial City wants a Necromancer giving her trouble to be taken care of. In the cave, take the left passage and pick the lock. Kill Reaelynn and her acolyte, and Malene will reward you with some gold. --Goblin Trouble-- Southeast of the Imperial City lies Crestbridge Camp. A man called Barthel Gernand and his family are here. Talk to Barthel to find out the landed a nice settlement northwest of the camp, but its in the middle of a goblin war. If you talk to Mirisa, she will tell you what to do. There are two ways to stop a goblin war. 1. Kill the shaman of the Cracked Wood Cave tribe or retrieve the Cracked Wood Totem Head from the Timberscar Cave. I found it easier to take out the shaman, the war is immediately over once he is dead. When you go back and talk to Barthel, he has no reward but tells you to come back in a month once they´ve rebuilt their homes. --No Stone Unturned-- Not a hard quest. Lithnilian of the Imperial Bridge Inn, which is east of the Yellow Road, along the Silverfish River, has lost his notes in Bramblepoint Cave. This 3 level cave is infested with creatures, and the notes are next to a bedroll near some blue, glowing rocks. In reward, Lithnilian gives you 3 Strong Potions of Grounding. --The Potato Snatcher-- At the Faregyl Inn, near the Inn of Ill Omen, on the dead end path north of Bravil, talk with S´jirra. Something very large has been taking her prize jumbo potatoes, and she wants them back. Follow your quest marker to an ogre, and kill it. On its body are S´jirra´s potatoes. Return them to get 5 of S´jirra´s Famous Potato Bread. It has Detect Life, Restore Health, and Damage Agility and Strength effects. --Revenge Served Cold-- At Harm´s Folly, above the "n" in The Heartlands, northwest of Cheydinhal, a man called Corrick Northwode lost his wife to some goblins, and the goblins took her jade amulet, and he wants it back. At the goblin lair, you can sneak by everything and just kill the shaman who has the amulet, or just go storming in. In return, Corrick gives you 6 flawless diamonds, but I think the reward is leveled. Kayleen´s grave can also give you a blessing of Fortify Health and Fatigue for 600 secs. ----------------------------- Downloadable Mod Quests 10k ----------------------------- --Frostcrag Spire-- You need the Wizard Tower mod. After you have bought and loaded the mod, you get a message that a distant relative has left you a tower in their will. As its out in the middle of nowhere and on a mountain, its fun to get to. The book you see that the blue hand is holding tells you you can furnish the tower at Mystic Emporium, each piece costing about 2,500 each. This is a nice place, as it has Spellmaking and Enchanting Altars, Atronach summoning altar, alchemy station, a vault, and transport to each Mages Guild across Cyrodiil. --Horse Armor-- You need the Horse Armor Pack mod. After you have bought and loaded it, you get an ad that Snak gra-Bura is selling horse armor at the Chestnut Handy Stables in the Imperial City. When you get there, she will give you a free set of steel or elven, and any other sets after that will cost 500 gold. --Repairing the Orrery-- You need Orrery mod to get this quest. After its loaded up, you will get a message from Bothiel at the Arcane Uni. She wants you to recover stolen dwarven artifacts. The first can be found at Camp Ales. When you get to camp Ales, you will see the bandits that took the piece of the Orrery. The "bandit carrier" is the one that holds the piece and the location of nearby camps. Once you return to Bothiel with all the pieces, she says she needs a day to fix it up. After the day has gone by, you will get a note that the repair is complete. Once you go inside the room with the Orrery, you have to activate it. Each time you activate the Orrery, it will give you a power dependent on the moon phases. It does not tell you what power you are getting, and if you activate it when you already have a power, it will ask you if you want to substitute the new power for the old one. Here are a list of powers you can obtain from the Orrery. Masser´s Might Drain Speed 20 Fortify Strength 20 Masser´s Grace Drain Endurance 20 Fortify Agility 20 Masser´s Courage Drain Agility 20 Fortify Endurance 20 Masser´s Alacrity Drain Strength 20 Fortify Speed 20 Secunda´s Will Drain Intelligence 20 Fortify WIllpower 20 Secunda´s Opportunity Drain Personality 20 Fortify Luck 20 Secunda´s Magnetism Drain Luck 20 Fortify Personality 20 Secunda´s Brilliance Drain Willpower Fortify Intelligence --Dunbarrow Cove-- You need the mod Thieves Den to get this quest. After you have loaded the mod up you get a message about some pirates that died with their ship beneath Anvil castle. Go to Smuggler´s Cave, and make your way to Dunbarrow Cove. Here you must rid all of the Red Sabre Pirate skeletons that roam here. Once all of them are dead you can get the place fixed up and a crew. Talk to Dahila Rackham of the Clarabella, docked in Anvil. She will "sell" you crew, which are a bunch of merchants, but have the ability to pillage and plunder. Each week you can send them off to pirating duties, and you will get a message when they get back, and your share of the loot is there. As your pirating reputation becomes higher, you will get messages that other pirates will have joined your squad. --Mehrunes´ Razor-- You need the Mehrunes´ Razor mod to get this dungeon crawl quest. When you load up the mod, you get a message about rumors that the Razor is being uncovered, and you should take a look at it. Your quest marker will lead you to Sundercliff Watch, a ruined fort in eastern Cyrodiil. Once you are inside, proceed forward to a double door. When you activate it, you will be asked the password. Check the diary in the sack next to the door, and it will reveal the password. Keep progressing into Sundercliff Village, an actual town, and you need to find Drothan´s cabin. Its not here. When you enter the cavern, take a left along the wall to a door to Sundercliff Commune. *Note* In the village there is a jail with a Morag Tong assasin. If you release him, he will come in later at a good time, but it is not necessary. Drothan´s cabin is in the upper level of the Commune. Inside the cabin, the journal on the desk tells you that you have to have two enchanted bezoars that are in Drothan´s two head guys, the Commander and Forgemaster. The Commander´s cabin is next door, and when you come in, the assasin you released earlier will fight the Commander. The bezoar is lying on the upstairs desk. For the second bezoar, you need to go back to Sundercliff Village, and across the bridge to Sundercliff Forge. Go through it to the Sundercliff Mines. Go through the mines, and you will end up on an upper level of the Forge. Through the passageways into an armory, and west of the armory has a tent with the bezoar on a table inside the tent. Keep going forward and you´ll drop down into the village. Make your way to the Commune´s lower level from here, and head west to the enchantment Drothan left on the Ayleid Ruin´s entrance. Place the bezoars to disable the enchantment, and proceed. Through this empty section of ruins, and into the next where Drothan´s people and vampires are having a fight. Let them wear each other out, and finish off the stragglers. Through a side room with vampires, up some rubble and through doors. This next room has another vampire x Drothan´s thugs fight, and you need go back past the door where you came out. Follow the destroyed wall and into a room with hole in the side. Jump down or use the rubble, and head north from the corpse. Another fight, up the stairs and back to the village. Back in the city, make a left and up the ramp of debris. Get across the platforms, and you see another entrance. Inside, go down the stairs and you will see Drothan talking. Sneak over to his bedroll and read his field notes. If he has seen you, or you just read the notes secretly, kill him now. He has nice robes. Activate the door and it will ask if you want to force it. If you have a high strength, you can do it. If not, you have to eat the Champion´s Heart. You will get Cannibal Prion disease and Phorphyric Hemophelia. Either way, the Champion immediately arises and attacks. Kill him, and proceed through the door. Take the Razor and keep going and through the door into the Forgotten Tunnels. These will lead you to a door under water in a lake south of Sundercliff Watch. The dagger has nice damage, and Disintegrate Armor and Daedric Banishing on Strike, which has a chance to kill an opponent in one hit. --The Vile Lair-- You need to buy the Vile Lair mod to get this add-on. This is a safe haven for evil characters with many features. There is a Font of Renewal, where players may relieve themselves of Vampirism, a Dark Guardian, which you can employ to get gold for you. There is also a cattle pen, where vampires may feed, a garden of evil plants, and furnishing upgrades with a storage and study area. ----------------------------- Freeform Quests 10l ----------------------------- These quests do not appear in your journal, and you get no definete reward besides loot. --The Horror of Dive Rock-- At Dive Rock, near the campfire, you will find Agnar´s journal. Agnar the Unweavering became the chieftain of the Thirsk Mead Hall, and married Svenja Snow-Song. Svenja started having nightmares of the Udyrfrykte Matron, and decided to slay the beast to rid itself of her nightmares. When they attacked the horrible creature beleived to by the Udyrfrykte Matron, Svenja died and Agnar fled, but vowed to avenge his wife´s death. To find the Matron, head east out of Dive Rock, and look for a group of trees. Use fire to attack the Matron, and stay up the mountain shooting fireballs and arrows. Some say the Matron is completely invisible, others saw it perfectly. On the corpse of the Matron is Svenja´s Frostwrym Bow, and Agnar´s corpse is on the ground where you find the Matron. --The Forgotten Chests of Pale Pass-- You do not have to do the Pale Pass quest to do this quest. An unlucky thief hid a ring in a series of locked chests, each holding the key to the next. The first chest can be found southeast of the ruined fort, in a frozen lake. The next chest is half-buried at the bottom of the western broken tower of the fort. It is not the main tower. To find the next chest, follow the path south towards the Serpent´s Trail, past the statues. South of the broken wall with the platform is the next chest, between two rocks. The final chest, is southwest to the entrance to Pale Pass. At the door leading back to the Serpent´s Trail, go west up the hill, along the wall of the valley. The chest is beneath some rocks. It contains the enchanted ring, the Circlet of Omnipotence. It has a +3 to Endurance, Agility, Strength, Speed, and Willpower. =============================================================================== Vampirism 11 =============================================================================== ----------------------------- Contracting Porphyric Hemophylia 11a ----------------------------- --The Disease-- Simply fight a vampire. These people are challenging to find without a quest, but not impossible. To ensure Vampirism, fight Hand to Hand first until you see "You have contracted Porphyric Hemophilia" in your game screen. Make sure by checking your active effects page and you see Damage Fatigue at the top, and PH next to it. Wait 3 days, and you get a message when you sleep that you have Vampirism. Once you have just the Damage Fatigue, to get rid of it, simply take a cure disease or poison (?), or pray at an altar. Cure disease spells work too. --Feeding-- Possibly the most disturbing part of Vampirism. To feed, find a sleeping NPC and select them. Select "Feed" to feed. It is considered a crime, so watch out. ----------------------------- Effects and Powers 11b ----------------------------- This disease is an odd one. Every day you go without feeding, you get a message and a new power, and your attributes go up by 5. The more days you go without feeding, your face becomes more gaunt and pale. Your teeth begin to sharpen, and other people will notice. By the fourth day, most NPC's will refuse to talk to you. Only in the first day without feeding can you go into the sun. Each day after that will raise the amount of damage the sun inflicts on you. --Powers-- The first day without feeding, you get Hunter's Sight. It allows 30 secs of Night Eye and 30 secs of Detect Life. The second power you get is Vampire Seduction. This is a Disposition boost spell, and helps because most NPC's won't talk to you soon. The third you get is Reign of Terror. This is a Silence and Demoralize spell, good against mages. The fourth day you go without feeding you get Embrace of Shadows. You get 3 min of Invisibility and 30 sec of Night Eye. This helps alot for thieves and dungeon plundering. ----------------------------- Cure for Vampirism 11c ----------------------------- This can get nasty, players get frustrated when they can't find ingredients, so on. Talk to either Vicente Valtieri or a chapel priest/staff. They'll direct you to Raminus Polus at the Arcane Uni. You don't have to be an Apprentice to get to him, he hangs out at the lobby. Don't get expelled from the guild, you have to be reinstated for him to help. He doesn't have a cure, but suggests you talk to Count Janus Hassildor of Skingrad. Talk to Hal-Liurz or Hosidus (if he's alive) to get to Hassildor. He gives you his bit on why he wants the cure, and you need to find a place in the middle of nowhere called Drakelowe. This house isn't hard to miss south of Cheydinhal, its the only thing not green for miles. Talk to Melisande, who before she makes the potion, wants five empty grand soul gems. This is misleading. Empty is everything except grand. Look at a soul gem in your inventory and look at the status compared to the gem. -DO NOT STAY INSIDE MELISANDE'S HOUSE IF YOU ARE NOT TALKING TO HER!!- If you are talking, you are ok, but if not, if you stay in too long she will attack! Make sure you can go in the sun before you visit her, because its considered trespassing, so you can't wait inside. --Grand Soul Gems-- You could have a Grand Soul Gem, but highlight it and it might say common next to it. This will do. She'll take anything as long as it doesn't say Grand next to it. Soul Gems can be hard to find. 3 can be found in a locked case in the lobby of the Arcane University. In Melisande's basement there is a soul gem. There are some in the Chorrol Mages Guild. If you still don't have enough, you can buy them at magic stores, for a price. When you get back to Melisande, she needs 5 ingredients. Garlic, Bloodgrass, Nightshade, Argonian Blood, and Vampire Ashes from a powerful vampire. --Garlic-- Garlic can be found everywhere, but the most likely place is Weynon Priory, some are in the big house. It can also be bought just about anywhere. --Bloodgrass-- Bloodgrass is a bit difficult, but can even be found in alchemical shops such as All Things Alchemical in Skingrad and The Main Ingredient in the Market District. It is most found in Oblivion, where it is plentiful. If you already completed the Main Quest and all of the Gates are closed, you can still buy it in shops. --Nightshade-- Nightshade is difficult to find in the wild. It can be found in the Main Ingredient out in the open, the dinner table in the Chorrol Mages guild (thanks Robert). There is plenty in the Arcane Uni, but if you don't have access, just buy some. --Argonian Blood-- Simply slice once at an Argonian with the enchanted dagger, and he/she will bleed. You might get in trouble, but the fine won't be much. Try and find one thats not in your guild. The best place is the Blackwood Company Hall, across the Fighter's Guild in Leyawiin. Lots of Argonians there. --Vampire Ashes-- This can get a bit nasty. Melisande doesn't want any old ashes, she needs a special set from an ancient Vampire named Hindaril. He is imprisoned at a cave called Redwater Slough. If you can pick locks well, make a left at the intersection and pick the lock, but if not, make a right instead and get the key. He is a tough fight, but you might be able to drain his health a lot because he's not armed when you come to him. If you don't kill him quick, he goes for an axe, which gets considerably harder once he does. Take his ashes and go back to Melisande. --The Cure-- Wait 24 hours, and Melisande has 2 potions ready for you, one for you and one for Rona Hassildor. Talk to Hassildor's steward, Hal-Liurz, tell her you have a cure for Vampirism. She'll lead you through a door and into Rona Hassildor's deathbead. Watch what happens here, it is a bit sad. Janus asks for a day to make preparations in light of what has happened, and gives you a reward of gold. A glitch occurs here, keep clicking "Reward" and he keeps giving you money. Isn't he nice? =============================================================================== Nirnroots 12 =============================================================================== ----------------------------- The Beginning 12a ----------------------------- Obviously you´ve seen a slightly glowing, sounds like a windchime plant growing somewhere? When you first pick up a Nirnroot, you get a journal entry telling you how strange the plant is. You should bring it to an alchemist. Lots of these poeple. People at The Main Ingredient in the Imperial City or All Things Alchemical in Skingrad will do. Alchemists will tell you to go to Sinderion in Skingrad. He will tell you his story, then send you on a giant collecting mission. The more nirnroot you bring, the better Elixir he can make and sell for you. You have to start from Weak and move up accordingly to Grand. ----------------------------- Weak Elixir 12b ----------------------------- Nirnroots: 10 Effects: Fortify Health 20 pts for 300 seconds Night Eye for 300 seconds In 24 hours he´ll have it ready. ----------------------------- Moderate Elixir 12c ----------------------------- Nirnroots: 20 Effects: Fortify Health 20 pts for 300 sec Fortify Fatigue 20 pts for 300 sec Night Eye for 300 sec ----------------------------- Strong Elixir 12d ----------------------------- Nirnroots: 30 Effects: Fortify Health 20 pts for 300 sec Fortify Fatigue 20 pts for 300 sec Night Eye for 300 sec Fortify Blade 5 pts for 300 sec Fortify Blunt 5 pts for 300 sec Fortify Destruction 5 pts for 300 sec Fortify Restoration 5 pts for 300 sec Fortify Sneak 5 pts for 300 sec ----------------------------- Grand Elixir 12e ----------------------------- Nirnroots: 40 Effects: Fortify Health 20 pts for 300 sec Fortify Fatigue 20 pts for 300 sec Night Eye for 300 sec Fortify Blade 10 pts for 300 sec Fortify Blunt 10 pts for 300 sec Fortify Destruction 10 pts for 300 sec Fortify Restoration 10 pts for 300 sec Fortify Sneak 10 pts for 300 sec Sinderion will now pay you for every 10 Nirnroots you can get for him. ----------------------------- Finding Nirnroots 12f ----------------------------- Its not hard, but when actually start looking it seems to get hard. About 60 can be found only in cities, the rest is all in the wild. Near water is the best place to look. Just lookout for the glow and listen for the chimes. If not, don´t worry. Keep doing normal quests and keep your eye out. =============================================================================== Miscellaneous 13 =============================================================================== ----------------------------- Houses 13a ----------------------------- The houses go from the cheapest shacks to the grandest mansion. Enjoy. --Imperial City-- The cheapest house. The bottom rung of the ladder. Talk to Vinicia Melissaeia in the Office of Imperial Commerce, in the Market Disrtict. and she´ll sell you the house for 2,000 gold. Furniture can be bought at the Three Brother´s Trade Goods, in the Market distict. Each set is about 600 gold, but this shack is most useful for dumping stuff you really don´t need, but eventually will find a use for. --Bravil-- 4000 gold, talk to Count Terentius. Furniture can be bought at the Fair Deal. Kind of ugly, in a rather ugly city though. --Anvil-- Its the "Where Spirits Have Lease" quest. In the Anvil side quests, but rather cheap, you don´t need to buy furnishings. The only price is your life. --Leyawiin-- Talk to Count Marius Caro, for a price of 7,000. Furniture is at the Best Goods and Guarantees. About 1,000g for each kit of furniture. --Bruma-- Talk to the Countess Marina Carvain and she'll sell it to you for 10,000 gold. Buy furnishings at Novaroma for around 1,000 gold each. --Cheydinhal-- Count Indarys will sell you this house for 15,000 gold, a rather nice 2 story house. Borba´s Goods will sell you furniter for about 1,500 each. --Chorrol-- 20,000 gold and 13 renown (fame - infamy) and Countess Valga will sell you this house. The furniture gets expensive at Northern Goods and Trade. --Skingrad-- This is the only town in where you don´t talk to the count/countess for the house. You need to talk to Shum gro-Yarug, the count´s butler. He can usually be found around the castle. The Rosenthorn Hall mansion costs 25,000 gold, and you need a fame of 25 for Shum to even talk to you about it. After you have purchased the house, go to Colovian Traders for furniture. Furniture alone will cost you 35,000 gold. If you buy the servant´s quarters, Eyja at the Colovian Traders will offer to be your servant, for 150 gold. With all of the furniture bought, this house is definetly worth the price. Your bedroom is the entire top floor of this 3 story house. It has several display cases, comes with very nice clothing in the dressers in your bedroom. The quest Rosenthorn Cache is available after you buy everything for your house. The Rosenthorn Cache quest is in the Skingrad side quests. ----------------------------- Horses 13b ----------------------------- From best to least. Paint Horse: You get one from Prior Maborel in Weynon Priory. A rather slow horse, but a good "trainer" horse. Bay Horse: Ok. Not really worth the money, its better to save up a little longer and get maybe a white or chestnut. Chestnut Horse: The average horse. Not too good, but not too bad. Sometimes worth the money. White Horse: The strongest of all horses. Its speed is second only to the black horse. If you have this much money, save up an extra 1000 and get a black horse. Black Horse: By far the best horse. Its the fastest, and just a bit weaker than the white horse. It can´t get any better than this. --Shadowmere-- Probably the best horse by far in the game. You get this horse as a reward from Lucien Lachance of the Dark Brotherhood after completing the quest the Purification. Rumors state that this horse is invincible, but I have had a game in where it disappeared after being unconcious. If this happens, check back at Fort Farragut, it should appear there after a while. Since Shadowmere can never die, its a moving chest for you. Kill it, which will make it unconcious, then dump whatever you want into its body. Kill it again to retrieve your items. Even if it reappears at Fort Farragut, the items inside it will still be there. The stables at which horses can be bought. --Skingrad-- Grateful Pass Stables Bay Horse 1000g --Bravil-- Bay Roan Stables Bay Horse 1000g --Cheydinhal-- Black Waterside Stables Black Horse 5000g --Chorrol-- North Country Stables Chestnut Horse 2500g --Leyawiin-- Five Riders Stables Paint Horse 500g -Bruma- Wildeye Stables Paint Horse 500g --Anvil-- Horse Whisperer Stables White Horse 4000g --Harcane Grove-- Unicorn Guarded by Minotaurs You will need to kill the Unicorn for the Hircine daedric quest. ----------------------------- Skill Books 13c ----------------------------- The Black Arrow, v1 - Acrobatics - In Torbal the Sufficient's House in Brindle Home A Dance in Fire, v1 - Acrobatics - In Ganredhel's House in Cheydinhal. A Dance in Fire, v4 - Acrobatics - Found on table on your right after winning battle of Kvatch in Kvatch castle Mystery of Talara, v1 - Acrobatics - Found in loot in the "Two Sides of a Coin" quest, and in bandit and vampire or loot. Thief - Acrobatics - On a shelf in Skrivva's House in Bravil Calcinator Treatise - Alchemy - Under the innkeepers bed in the Imperial Bridge Inn De Rerum Dirennis - Alchemy - A shelf on the second floor of All Things Alchemical in Skingrad A Game at Dinner - Alchemy - Mage Guild 1st floor bookcase in Chorrol Mannimarco, King of Worms - Alchemy - Brown book found in a display case on the 1st floor of Mystic Archives located in the Arcane University Song of the Alchemists - Alchemy - White book in a bookshelf on the west wall of the first floor of the Lustorium located in the Arcane University Daughter of the Niben - Alteration - Brown book in the only bookshelf in the NE room in the Skingrad Mages Guild The Dragon Break - Alteration - Dovyn Aren's House in Elven Gardens District. The Lunar Lorkhan - Alteration - in Henantier's Dream World, during the quest in Bravil. Reality & Other Falsehoods - Alteration - On a shelf on the 2nd floor of Southern Books in Leyawiin Sithis - Alteration - On a desk in an office in the Leyawiin Chapel The Armorer's Challenge - Armorer - The First Edition in the market district of Imperial City or on the top shelf of the bookcase to the right of the stairs on the second floor of the Fighter's Guild in Cheydinhal. Cherim's Heart of Anequina - Armorer - The desk in the bedroom above The First Edition, in the market district. Heavy Armor Repair - Armorer - Found in Maurader loot and dungeon loot. Last Scabbard of Akrash - Armorer - A Fighting Chance in Market District; bedroom. Light Armor Repair - Armorer - On a shelf in the Bravil Castle Barracks Argonian Account, Book 1, The - Athletics - Possible reward for completing Bear Season misc quest Beggar - Athletics - A shelf in the Cloud Ruler Temple Great Hall A Dance in Fire, v3 - Athletics - Skingrad, Uuras the Shepard's house, 3rd floor (attic) bookcase. The Ransom of Zarek - Athletics - In the cupboard to Owyn's right, in the Arena Bloodworks. The Red Kitchen Reader - Athletics - On a desk in the Anvil Castle Private Quarters 2920, Morning Star (v1) - Blade - Cheydinal Castle Private Quarters Battle of Sancre Tor - Blade - A display case with a Hard Lock in the Bravil Castle Great Hall. Also possible reward for finishing Bear Season misc quest Fire and Darkness - Blade - Found in a chest in the Hall of Epochs during The Ultimate Heist. Song of Hrormir - Blade - Branwen & Saliith's (Arena Hopefuls) Chest in Arena District, Imperial City. Branwen has the key. Words and Philosophy - Blade - On a shelf in Modryn Oreyn's House in Chorrol A Dance in Fire, v2 - Block - Guard House in Elven Gardens District; ground floor on an end-table. Death Blow of Abernanit - Block - In a chest in the Anvil Fighters Guild Dining Hall The Mirror - Block - On a shelf in a storage room downstairs in the Leyawiin City Watch Barracks The Warp in the West - Block - On a desk in the Cloud Ruler Temple Great Hall. Brother Piner at Weynon Priory will give you his copy if you ask him for "Assistance" during the main quest. Also possible reward for completing Bear Season misc quest Warrior - Block - Countess Chamber in Leyawiin, the book is on the cupboard on the right side of the room The Importance of Where - Blunt - On a table in the Bravil Dungeon King - Blunt - On a shelf in the Anvil Castle Royal Quarters The Legendary Sancre Tor - Blunt - Chorrol, Vilena Donton's house, 3rd floor, take the stairs going up to the left, not the locked door to the right. Mace Etiquette - Blunt - Possible reward for completing Bear Season misc quest Night Falls on Sentinel - Blunt - Found in Goblin Jim's Cave 2920, Frostfall (v10) - Conjuration - On a desk in the Anvil Chapel Hall 2920, Hearth Fire (v9) - Conjuration - On a shelf in the Bruma Chapel Hall The Doors of Oblivion - Conjuration - Under desk in Ancotar's "alchemy lab" in Ft. Caractacus. Across the lake north of Imperial City. Liminal Bridges - Conjuration - Brown book found in the west display case on the second floor of the Mystic Archive located in the Arcane University Mythic Dawn Commentaries 1 - Conjuration - Acquired during The Path of Dawn. The Warrior's Charge - Conjuration - Necromancer loot and possibly a reward for the "Two Sides of a Coin" quest. The Art of War Magic - Destruction - On a shelf in Leafrot Cave (along the Panther River). The cave is the site of a Dark Brotherhood quest. The Horrors of Castle Xyr - Destruction - On a shelf on the 3rd floor of the Bravil Mages Guild A Hypothetical Treachery - Destruction - On a shelf in the Skingrad Castle Lords Manor Mystery of Talara, v3 - Destruction - Found as Necromancer and Conjurer loot, and as a reward in the "Two Sides of a Coin" quest. Mythic Dawn Commentaries 2 - Destruction - Given to you by Tar-Meena during The Path of Dawn. Response to Bero's Speech - Destruction - Blue book found in the bookshelf on the east wall of the 1st floor of the Mystic Archives located in the Arcane University Ahzirr Traajijazeri - Hand to Hand - On the barrel next to M'raaj-Dar's usual chair in the Dark Brotherhood training room. Immortal Blood - Hand to Hand - On the bookshelf in Seridur´s basement Temple District Master Zoaraym's Tale - Hand to Hand - Get after completing quest "Bear Season" in village "Shardrock", also in a chest in the Lost Catacombs during The Ultimate Heist. Way of the Exposed Palm - Hand to Hand - On the ground (hiding under a Cairn Bolete) in the 3rd section of Fieldhouse Cave The Wolf Queen, v2 - Hand to Hand - Skingrad, inside the lords manor in the castle. 2920, MidYear (v6) - Heavy Armor - On a shelf in Fire and Steel, in Chorrol Chimarvamidium - Heavy Armor - Imperial Prison Barracks; second floor on a shelf. Fighters Guild History, 1st Edition - Heavy Armor - Chorrol, Fighters Guild, 1st floor display case (very hard lock), Hallgerd's Tale - Heavy Armor - In a chest in the Tower at the Chorrol Fighters Guild Hall History of the Fighters Guild - Heavy Armor - Brown book found in a display case on the 1st floor of the Mystic Archives located in the Arcane University Another one can be found in the display case on the top floor of the fighters guild in Anvil. If you are in the guild it is not a crime to take it. Also a possible reward for completing the Bear Season misc quest How Orsinium Passed to Orcs - Heavy Armor - On a desk in the Bruma Castle Lords Manor The Argonian Account, Book 3- Illusion - Upstairs at the Mystic Archives in the Arcane University Incident in Necrom - Illusion - On a desk at Willow Bank in Cheydinhal Mystery of Talara, v4 - Illusion - Found as Necromancer and Conjurer loot, and as a reward in the "Two Sides of a Coin" quest. Under desk in Ancotar's "alchemy lab" in Ft. Caractacus, north of the Imperial City Mythic Dawn Commentaries 3 - Illusion - Acquired from Gwinas (or Phintias) during The Path of Dawn. Palla, volume 1 - Illusion - On a table next to Vaermina's Orb in the final room in Arkved's Tower The Wolf Queen, v3 - Illusion - Orange Book on a desk located in the SE Basement room of the Bruma Mages Guild. Ice and Chitin - Light Armor - In a chest on the second floor of Ahdarji's House in Leyawiin Lord Jornibret's Last Dance - Light Armor - On a table in Bleak Flats Cave. The Rear Guard - Light Armor - In a chest in the training room of the Dark Brotherhood Sanctuary The Refugees - Light Armor - Brown book found in the first bookshelf to the left of the door in First Edition Located in the Imperial City Rislav The Righteous - Light Armor - Bandit and Vampire loot A Dance in Fire, v5 - Marksman - Found inside Regner's House in Bruma, downstairs on a table The Black Arrow, v2 - Marksman - In Taelendril's chest, in the Dark Brotherhood sanctuary. Father of the Niben - Marksman - On a shelf in the Bravil Castle Private Quarters, North Wing The Gold Ribbon of Merit - Marksman - In a chest in the training room of the Dark Brotherhood Sanctuary Vernaccus and Bourlor - Marksman - For sale at Renoit's Books in Chorrol. You don´t need to buy it to read it. 2920, Sun's Height (v7) - Mercantile - Black Courier office, Market District, Imperial City. The Buying Game - Mercantile - Fathis Ules' House in the Elven Gardens District. A Dance in Fire, v6 - Mercantile - On a shelf upstairs in Casta Scribonias' House in Chorrol A Dance in Fire, v7 - Mercantile - The Wolf Queen, v4 - Mercantile - In the Office of Imperial Commerce in the Market District of the Imperial City. 2920, Sun's Dawn (v2) - Mysticism - Purple book on a desk in a side room of the Chapel Hall in Skingrad Before the Ages of Man - Mysticism - Brown book found on a altar of enchanting on the SW wall of the 1st floor of the Chironasium located in the Arcane University The Black Arts On Trial - Mysticism - On the trader's desk at Mystic Emporium in the Imperial City, Market District (also for sale) The Firsthold Revolt - Mysticism - Bottom shelf in a bookcase in the basement of the Cheydinhal Mages Guild. Mythic Dawn Commentaries 4 - Mysticism - Acquired from Raven Camoran during The Path of Dawn. Souls, Black and White - Mysticism - Received as part of "Jorundr's Loot" at the end of "Two Sides of the Coin" quest in Bruma. (Jorundr's Loot may be level-dependent.) 2920, Rain's Hand (v4) - Restoration - On a shelf in the Bravil Chapel Hall The Exodus - Restoration - Brown book in the bookshelf of the SW room in the chapel hall of Skingrad 2 Mystery of Talara, v2 - Restoration - Found as Necromancer and Conjurer loot, and as a reward in the "Two Sides of a Coin" quest. Notes on Racial Phylogeny - Restoration - In a chest in the Chorrol Chapel Hall Withershins - Restoration - Green Book on the top shelf in a bookcase located in the 2nd floor east of the Leyawiin Mages Guild Advances in Lock Picking - Security - For sale at Mach-Na's Books in Cheydinhal. (Mach-Na carries it on her person, so you can pickpocket her if you don't want to buy it. Alternatively, there's another copy on a necromancer's altar inside Fingerbowl Cave, near Aleswell The Locked Room - Security - In a chest in the Smuggler's Cave under Anvil Castle Proper Lock Design - Security - On the desk in the Guildmasters Quarters, once you become guildmaster of thieves. Surfeit of Thieves - Security - Received as part of "Jorundr's Loot" at the end of "Two Sides of the Coin" quest in Bruma. (Jorundr's Loot may be level-dependent.) The Wolf Queen, v1 - Security - Bravil, inside Dro'Shanji's house. 2920, Last Seed (v8) - Sneak - On a dresser in City Swimmer's House in Bravil Legend of Krately House - Sneak - Top shelf of the rightmost bookcase in the east wing of Cloud Ruler Temple Purloined Shadows - Sneak - Coffin near Seridur in Memorial Cave. Sacred Witness - Sneak- In a chest with an easy lock in the 2nd section of Lake Arrius Shrine (Which is where? Somebody fill this in.) The Wolf Queen, v6 - Sneak - Cheydinhal, Dark Brotherhood sanctuary. 2920, Second Seed (v5) - Speechcraft - Top shelf of a bookshelf in the Imperial Battlemage's quarters. Accessible during The Ultimate Heist. Biography of the Wolf Queen - Speechcraft - Armand Cristophe's House in Waterfront District; in a chest. Also given as a reward for completing the Caught in the Hunt quest The Wolf Queen, v5 - Speechcraft - Imperial city, temple district. Inside Hastrel Ottus's house. The Wolf Queen, v7 - Speechcraft - Cheydinhal, castle, in the lords quarters. ----------------------------- Free Skills 13d ----------------------------- A perk the developers put in. There are two spots in Cyrodiil where you can get free skills by literally doing nothing. All you have to do is watch for a few minutes. --Arena-- Watch the two hopefuls spar outside the arena for a few minutes. You will get a message that your Hand to Hand skill has been raised by 5. --Cloud Ruler Temple-- The two knights spar during the day. After watching them for a few minutes, your blade and block skills will be raised by 2 each. ----------------------------- Spellmaking 13e ----------------------------- To access a spellmaking altar, you must have completed the Mages Guild Recommendation Quests, or bought the Wizard Tower mod. When you get to the altar, it is rather simple. To the left is a list of the spells that you know. Click on one to activate a menu with several sliders. These sliders vary depending which spell. Duration: How long a spell lasts Range: Self, Touch, or Target Area: The area damage in feet, option disappears it you select self Magnitude: How many points the spell does, good or bad Depending on what type of spell you select, these sliders will appear. Along the bottom has three things. How much the spell will cost, how much magicka it will require, and how much gold you have. It is a good thing to check on how much magicka you have in your stats page before making spells. Play around with the sliders, you will find out that you can get the same spell you are looking for with a much smaller cost. For example: Fireball 50 pts for 1 sec on Target costs 99 gold. Fireball 10 pts for 5 sec on Target (50 pts) costs 63 gold As you can see, its much cheaper to make a low point spell for a number of seconds than it is to make a higher point spell. ----------------------------- Enchanting 13f ----------------------------- As for the spellmaking altar, you need to have access to the Arcane Uni or the Wizard´s Tower to get to an Enchanting Altar. Enchanting is the infusion of magicka in a soul gem into an object. The rules of enchanting. If you enchant a weapon, the enchantment is automatically put on strike, if you enchant a clothing item, or something you can wear, it is put on constant effect. Sigil Stones can be used to enchant weapons or clothing. The positive and negative effects are listed when you highlight a Sigil Stone. The positive effects apply if you enchant clothing. The negative effects apply if you enchant weapons. You do not need an enchanting altar to enchant with Sigil Stones, simply activate the stone anywhere. In the enchanting screen, under the name box, you have two boxes side by side. The first is the item you want to enchant. The next box is soul box, where you choose what soul gem for the item. More on soul gems below. *Note* When enchanting clothing, it is adviseable to use smaller soul gems, as you will get the same effect with larger ones, save the larger gems for your weapons, as the larger the gem, the more charge and power it can have. To the left is a list of the spells you can enchant items with. When you select a spell to enchant with, you may get a number of different sliders, listed here. Magnitude: strength of effect Area: the area that will be affected Duration: how long the effect will last To recharge an enchanted weapon, there are three ways. Activate a soul gem with a soul in it, and depending on what soul is in the gem is how much will be recharged. Rechargers: Certain people around Cyrodiil will recharge your weapon for a fee of 1 gold per point charged. Varla Stones: Varla Stones are a rather rare Ayleid Artifact, they will recharge ALL of your magical equipment to full charge. ----------------------------- Soul Gems 13g ----------------------------- Soul gems are used for enchanting and recharging magical equipment. There are 6 soul gems in Tamriel. Petty, Lesser, Common, Greater, Grand, and Black. Black soul gems are used by Necromancers to capture human souls, something which only black soul gems are capable of. You cannot buy black soul gems, and they are very rare as loot. Instead, you can make them. If you have done the Mages Guild quest Necromancers Moon, you already have the note indicating the four altars in Cyrodiil. To make black soul gems, take regular grand soul gems to one of these altars. If you don´t have the note, start to make progress in the Mages Guild, the locations are very remote, and the altars are very small. When you get to the altar, wait until midnight. Look up at the sky, and if you see a shining light somewhat like a spotlight directly on the altar, you´ve come at the right time. If you don´t see the light, wait twenty-four hours and try again. The light only comes down once a week, so take a stock of soul gems to the altar. Once you gotten the right day, place your grand soul gems inside the altar, and cast Soul Trap at it. Your evil deed is done. The gems are now black. To capture a soul, first you must encounter the creature. Cast the spell Soul Trap, and kill the creature (or human). Should you have an open gem in your inventory, that gem will be filled. You can fill a Grand Soul Gem with a petty soul, but if you encounter a common soul, it will erase the petty soul, as a common one is better. When enchanting, it is not the soul gem you use, but the soul encased within it. If you have a lot of magickal equipment, but do not have the money to keep them charged, invest in Azura´s Star. Complete the daedric quest Azura to get it. It is a reusable Grand soul gem. There is a trick. Azura´s Star does not get its current soul erased. Use up the current soul, then you can fill it up again. This helps a lot if you have lots of magical equipment, you can keep refilling them as needed. Another artifact to get is Umbra. It is much harder to get than Azura´s Star, but when used together with Azura´s Star, it is a very good combination. Umbra is a sword with a soul trap enchantment, the only one of its kind. It can be found in the Ayleid ruins of Vindasel, in the hands of Umbra, one of most fiercest warriors in Cyrodiil. If you defeat Umbra and get the sword before doing the daedric quest Clavicus Vile, Umbra itself will be weightless, as its a quest item. This makes it very useful, but its very hard to get since its current owner has full ebony armor. ----------------------------- Minigames 13h ----------------------------- --Lockpicking-- Lockpicking can be a tough thing, until you get the hang of it, and learn to how to master it outside the game. When you learn to master the fine art of lockpicking, you will be picking hard locks with your character just out of the training sewers. Security is probably the only skill you don´t need to master in the game, to actually master it. Let me show you. Pin 1. The easy pin. In the very easy locks, just click on the autopick button and your in. However, after a while I started to actually break picks on Very Easy locks, so I just picked them. It has a normal repetition of sticky and slippery. Bounce the pin a few times to check the rythym, and pop it up. Pin 2. This pin actually starts out sticky, then slippery, and is made to fool you. You will think it is the opposite rythym of Pin 1, and will mess up. A way to avoid this, is to just bounce it for a minute, and get the rythym. You first start to see signs of variation, not black and white as with Pin 1. Pin 3. A lot like Pin 1, but made to fool you. This Pin likes to have doubles, such as sticky, slippery, slippery, and again, made to fool you. You have become accustomed to a ABABAB format, and now its changed. The general rule of thumb is that a sticky will come after a slippery, or vice versa. Never be sure however. Pin 4. Now its getting harder. The rythym is extremely random, and can throw you off, and pull down all of the pins. The trick is to be patient, and not get frustrated. This can be hard to control, just follow the rule of thumb. Here its very dependent on when you knock the pin in, if you are off a bit, it will send the lock crashing down. Soon you will get the hang of it. Pin 5. A simple pin, not as complicated as Pin 4., and not hard to master. Somewhat of a mixture of Pin 2 and 3, but very dependent on when you click it in. Just a little bit off, and all of the pins come down. Try to get the Skeleton Key ASAP. You need to be level ten, then visit the Daedric shrine Nocturnal, on the road parallel to the Niben River. There is no offering required, and the quest is rather easy. The skeleton key is an unbreakable lockpick that boosts you Security by 40. --Persuasion-- The Persuasion minigame is not a hard one to master, once you get the hang of it. Enter in the speechcraft screen, and you see a wheel with 4 different size wedges. Before you start the minigame, spin around the wheel a few times to see that persons facial reactions. Depending on which section of the wheel you are at, the person´s expressions reveal very happy, happy, dislike, great dislike. The goal is to raise the subject´s personality. You do this by clicking the smaller wedges on things the subject will not like, and larger ones on the ones he/she does. If you are an Apprentice at speechcraft, you will get one free roll of the wheel clockwise, and use it when you must. ----------------------------- Guards, Fines, and Jail 13i ----------------------------- --Guards-- When you commit a crime, a lot of things come into play. Wether or not you have been seen or heard, how much light is directed on your character, and how close guards are. If you are seen, an alert is sent out to guards nearby, and a bounty will be put on your head. If no guard comes to arrest you, the bounty is effectively washed away. If a guard is nearby, they will come running and place you under arrest. They will give you three options. Pay the Fine: Pay the amount owed, located at the top of the screen. You are still shaken down at the castle or jail, and all stolen items on your person will be confiscated. Go to Jail: You will not have to pay any fine, but your stolen items will still be confiscated, and you will be put in jail. Resist Arrest: Never a serious option to take. Guards are always 10 levels above you and guard captains are 15. All in the immedieate area will come and attack you, and you will be killed. --Fines-- Pickpocketing: 1g + worth of item stolen Trespassing: 5g Theft: 10g + value of theft Assault: 40 Murder: 1000 There are several ways to avoid fines. One is to join the Thieves Guild, and if you can get to a Doyen (Armand Christophe or S´krivva) safely, they will cut your fine in half. Rumors state if you raise a guards disposition up to 100, he will pay the fine himself. This has yet to be proven. Fines will stack together, and soon you can be in a lot of trouble. --Jail-- If you select the Go to Jail option when arrested, you appear in a holding cell of the nearest prison. All stolen items on your person have been confiscated, and your future looks grim. For every 100 gold your fine was worth, you stay 1 day in prison, with the minimum of 1 day. For every day you are in prison, a skill is seleceted at random and is reduced by one. Should the random skill selector land on either Security or Sneak, that skill is raised one. When you get thrown in jail, the guards somehow always overlook one lockpick, and you get to keep it. You can pick the lock, and try and break out of prison to avoid losing skill points, but it is unadvisable. Prison layouts are always to the advantage of the guards, unless you have an invisiblity spell. Make sure to pick open the Evidence locker and grab all of your stuff back, you won´t be getting it once you break out. ----------------------------- Highwaymen 13j ----------------------------- You will sometimes notice these men approaching you after you leave a city or just walking across roads. They will approach you and demand money, or they will claim to kill you. They aren't hard to dispatch, and have some gold and nice armor. Or, you can pay them, and they will leave you alone. For now. ----------------------------- Doom and Rune Stones 13k ----------------------------- --Runestones-- Runestones are scattered around the wildnerness, and have the green runic writing. They will allow a limited amount of time with summoned weapons and armor. --Doomstones-- Doomstones are like Runestones, but will give you a permanent greater power, which can only be used once a day. Doomstones have the red runic writing. =============================================================================== Copyright Notice and Acknowledgements =============================================================================== Special Thanks: Robert GameFaqs Lunabean Bethesda Softworks and Take2 All of the sites who have this guide Erin, Damon, and Tyler Wikipedia,lots of skill book locations, and Forts for the Venerable Vintage quest, and Orrery spells Blackmist27, skill books Papagamer, spell counts and costs in the Spellmaking section Copyrights: This guide is not to be reproduced for commercial use without written consent. It may be reproduced for personal and private use. This guide is to be under no circumstances published or displayed publicly on any website without written consent. Elder Scrolls Oblivion is copyrighted to Bethesda Softworks. Copyright 2006 Nicolas Tringali