=============================================================================== T H E E L D E R S C R O L L S I V O B L I V I O N =============================================================================== Version 3.4 By Brokaliv and Tatoto Email: brokaliv@yahoo.com Date Started: June 16, 2006 =============================================================================== This Walkthrough is allowed to be hosted at the following sites: GameFaqs - www.gamefaqs.com Neoseeker - www.neoseeker.com Cheat Happens - www.cheathappens.com IGN - faqs.ign.com The Genie - www.thegenie.net Evermore Forums - www.evermoreforums.com Super Cheats - www.supercheats.com Noobz Space - www.noobzspace.com =============================================================================== This guide was written using the XBOX 360 version of The Elder Scrolls IV: Oblivion with the current game patch (June 2006 Patch version 1.1.511) along with all the current content downloads available for the game (Mehrune's Razor, Thieves Den, Wizard's Tower, Orrery, and Horse Armor Pack). This guide should work for the XBOX 360, PC, and PlayStation 3 versions of the game. I doubt it works on the PSP version of the game and I will not be writing a guide for it. XBOX 360 users download the latest patch through XBOX LIVE as well as any add-on packs available. PC Users download the latest patch here: http://elderscrolls.com/downloads/updates_patches.htm And any official add-on packs here: https://obliviondownloads.com/ Due to the FAQ being really long, it is best to use the CTRL+F feature to search the Table of Contents to get to the section you want faster. If you would like to donate some money to help pay for my college funds please send some money to me through www.paypal.com at acstupak@yahoo.com thanks for the support. ------------------------------------------------------------------------------- CONTENTS ------------------------------------------------------------------------------- 1. Controls 2. Walkthrough 2.01 - Starting a Character 2.01.01 - Picking your Race and Sex 2.01.02 - Tutorial: Imperial Prison 2.01.03 - Tutorial: Imperial Substructure 2.01.04 - Tutorial: Natural Caverns 2.01.05 - Tutorial: Imperial Subterrane 2.01.06 - Tutorial: The Sanctum 2.01.07 - Tutorial: The Sewers 2.02 - Main Quest 2.02.01 - Deliver the Amulet 2.02.02 - Find the Heir 2.02.03 - Breaking the Siege of Kvatch 2.02.04 - Weynon Priory 2.02.05 - The Path of Dawn 2.02.06 - Dagon Shrine 2.02.07 - Spies 2.02.08 - Blood of the Daedra 2.02.09 - Blood of the Divines 2.02.10 - Miscarcand 2.02.11 - Bruma Gate 2.02.12 - Allies for Bruma 2.02.13 - Defense of Bruma 2.02.14 - Great Gate 2.02.15 - Paradise 2.02.16 - Light the Dragonfires 2.02.17 - Imperial Dragon Armor 2.03 - Thieves Guild 2.03.01 - Getting in to the Thieves Guild 2.03.02 - Armand Christphe's Quests 2.03.03 - May the Best Thief Win 2.03.04 - Untaxing the Poor 2.03.05 - The Elven Maiden 2.03.06 - S'krivva's Quests 2.03.07 - Ahdarji's Heirloom 2.03.08 - Misdirection 2.03.09 - Lost Histories 2.03.10 - Taking Care of Lex 2.03.11 - The Gray Fox's Quests 2.03.12 - Turn a Blind Eye 2.03.13 - Arrow of Extrication 2.03.14 - Boots of Springheel Jak 2.03.15 - The Ultimate Heist 2.04 - Fighters Guild 2.04.01 - Getting in to the Fighters Guild 2.04.02 - Azzan's Tier 1 Quests 2.04.03 - A Rat Problem 2.04.04 - The Unforntunate Shopkeeper 2.04.05 - Burz gro-Khash's Tier 1 Quests 2.04.06 - The Desolate Mine 2.04.07 - Unfinished Buisness 2.04.08 - Modryn Oreyn's Tier 1 Quests 2.04.09 - Drunk and Disorderly 2.04.10 - Azzan's Tier 2 Quests 2.04.11 - Den of Thieves 2.04.12 - Burz gro-Khash's Tier 2 Quests 2.04.13 - Amelion's Debt 2.04.14 - Modryn Oreyn's Tier 2 Quests 2.04.15 - The Master's Son 2.04.16 - More Unfinished Buisness 2.04.17 - Azani Blackheart 2.04.18 - Azzan's Tier 3 Quests 2.04.19 - The Wandering Scholar 2.04.20 - Burz gro-Khash's Tier 3 Quests 2.04.21 - The Fugitives 2.04.22 - Modryn Oreyn's Tier 3 Quests 2.04.23 - Trolls of Forsaken Mine 2.04.24 - Azzan's Tier 4 Quests 2.04.25 - The Stone of St. Alessia 2.04.26 - Burz gro-Khash's Tier 4 Quests 2.04.27 - The Noble's Daughter 2.04.28 - Mystery at Harlum's Watch 2.04.29 - Modryn Oreyn's Tier 4 Quests 2.04.30 - Information Gathering 2.04.31 - Infiltration 2.04.32 - The Hist 2.05 - The Dark Brotherhood 2.05.01 - Getting in to The Dark Brotherhood 2.05.02 - A Knife in the Dark 2.05.03 - Vicente Valtieri's Quests 2.05.04 - A Watery Grave 2.05.05 - Accidents Happen 2.05.06 - Scheduled Execution 2.05.07 - The Assassinated Man 2.05.08 - Teinaava's Quests 2.05.09 - The Renegade Shadowscale 2.05.10 - Ocheeva's Quests 2.05.11 - The Lonely Wanderer 2.05.12 - Bad Medicine 2.05.13 - Whodunit? 2.05.14 - Permanent Retirement 2.05.15 - Of Secret And Shadow 2.05.16 - Lucien Lachance's Quests 2.05.17 - The Purification 2.05.18 - Affairs of a Wizard 2.05.19 - Next of Kin 2.05.20 - Broken Vows 2.05.21 - Final Justice 2.05.22 - A Matter of Honor 2.05.23 - The Coldest Sleep 2.05.24 - A Kiss Before Dying 2.05.25 - Following a Lead 2.05.26 - The Black Hand's Quests 2.05.27 - Honor Thy Mother 2.06 - The Mages Guild 2.06.01 - Getting in to the Mages Guild 2.06.02 - Bravil Recommendation 2.06.03 - Leyawiin Recommendation 2.06.04 - Cheydinhal Recommendation 2.06.05 - Chorrol Recommendation 2.06.06 - Bruma Recommendation 2.06.07 - Skingrad Recommendation 2.06.08 - Anvil Recommendation 2.06.09 - Raminus Polus's Quests 2.06.10 - A Mage's Staff 2.06.11 - Ulterior Motives 2.06.12 - Vahtacen's Secret 2.06.13 - Necromancer's Moon 2.06.14 - Hannibal Traven's Quests 2.06.15 - Liberation or Apprehension? 2.06.16 - Information at a Price 2.06.17 - A Plot Revealed 2.06.18 - The Bloodworm Helm and the Necromancer's Amulet 2.06.19 - Ambush 2.06.20 - Confront the King 2.06.21 - Alchemy Acquisitions 2.07 - The Arena 2.07.01 - Joining the Arena 2.07.02 - Fight Tier 1 - The Pit Dogs 2.07.03 - Fight Tier 2 - Brawlers 2.07.04 - Fight Tier 3 - Bloodletters 2.07.05 - Fight Tier 4 - Myrmidons 2.07.06 - Fight Tier 5 - Warriors 2.07.07 - Fight Tier 6 - Gladiators 2.07.08 - Fight Tier 7 - Hero 2.07.09 - Fight Tier 8 - Grand Championship 3.01 - Side Quests 3.01.01 - Anvil 3.01.02 - Newheim's Flagon 3.01.03 - Where Spirits Have Lease 3.01.04 - The Sirens Deception 3.01.05 - The Ghost Ship of Anvil 3.01.06 - Dunbarrow Cave 3.01.07 - Bravil 3.01.08 - Caught in the Hunt 3.01.09 - Through a Nightmare, Darkly 3.01.10 - The Forlorn Watchman 3.01.11 - Buying a House in Bravil 3.01.12 - Bruma 3.01.13 - Two Sides of the Coin 3.01.14 - A Brotherhood Betrayed 3.01.15 - Lifting the Vale 3.01.16 - Buying a House in Bruma 3.01.17 - Cheydinhal 3.01.18 - A Brush with Death 3.01.19 - Buying a House in Cheydinhal 3.01.20 - Corruption and Conscience 3.01.21 - The Wayward Knight 3.01.22 - Chorrol 3.01.23 - The Killing Field 3.01.24 - Seperated at Birth 3.01.25 - Legacy Lost 3.01.26 - Sins of the Father 3.01.27 - Shadow over Hackdirt 3.01.28 - Canvas the Castle 3.01.29 - Buying a House in Chorrol 3.01.30 - Imperial City 3.01.31 - Buy a house in the Imperial City 3.01.32 - Unfriendly Competition 3.01.33 - The Collector 3.01.34 - Nothing You Can Possess 3.01.35 - Secrets of the Ayleids 3.01.36 - Order of the Virtous Blood 3.01.37 - Imperial Corruption 3.01.38 - An Unexpected Voyage 3.01.39 - Origin of the Gray Prince 3.01.40 - Kvatch 3.01.41 - The Battle for Castle Kvatch 3.01.42 - Leyawiin 3.01.43 - Tears of the Savior 3.01.44 - Whom Gods Annoy 3.01.45 - Mazoga the Orc 3.01.46 - Knights of the White Stallion 3.01.47 - Buying a House in Leyawiin 3.01.48 - Skingrad 3.01.49 - Paranoia 3.01.50 - Buying a House in Skingrad 3.01.51 - The Rosethorn Cache 3.01.52 - Seeking Your Roots 3.01.53 - Settlement's 3.01.54 - Go Fish 3.01.55 - Raid on Greyland 3.01.56 - The Sunken One 3.01.57 - The Potato Snatcher 3.01.58 - Bear Season 3.01.59 - Revenge Served Cold 3.01.60 - The Gravefinder's Repose 3.01.61 - No Stone Unturned 3.01.62 - A Venerable Vintage 3.01.63 - When the Vow Breaks 3.01.64 - Wilderness 3.01.65 - Vindasel (Getting an Ultimate Weapon Early) 3.01.66 - Frostcrag Spire 3.01.67 - Key to Key 3.01.68 - Zero Visibility 3.01.69 - Goblin Trouble 3.01.70 - Repairing the Orrery 3.01.71 - Unearthing Mehrunes Razor 3.01.72 - Horse Armor 3.02 - XBOX 360 Achievements 3.03 - Glitches 3.04 - Leveling Skills 3.05 - Frequently Asked Questions 3.06 - Credits 3.07 - Version History 3.08 - Copyright ------------------------------------------------------------------------------- 1. Controls ------------------------------------------------------------------------------- 1. XBOX 360 Controls 2. PC Controls ********************** *1. XBOX 360 Controls* ********************** Controls are able to be mapped in the options menu Movement Controls Move - Left Analog Stick Camera - Right Analog Stick Attack - Right Trigger Power Attack - Hold Right Trigger and move Left Analog Stick Activate - A Button Block - Left Trigger Zoom with Bow - Left Trigger Cast - Right Bumper Ready Weapon - X Button Sneak - Left Stick Press to Toggle Jump - Y Button Change View - Right Stick Press to Toggle Journal - B Button Wait - Back Button Grab - Left Bumper Hotkeys - Directional Pad Menu Controls Move cursor - Left Stick and Directional Pad Change Menus - Left and Right Triggers Move map cursor Arrow - Right Stick Hotkey - Y Button Equip/Unequip - A Button Sort - A Button Rotate/Zoom Character model - Right Stick **************** *2. PC Controls* **************** Movement Controls Move - W, A, S, D Run - Left Shift Always Run - Caps Lock Camera - Move Mouse Attack - Left mouse Button Power Attack - Hold Left Mouse Button and press Movement Key Activate - Space Bar Block - Right Mouse Button Zoom with Bow - Right Mouse Button Cast - C Ready Weapon - F Sneak - Left CTRL Jump - E Change View - R Journal - Tab, F1, F2, F3, F4 Wait - T Grab - Z Hotkeys - 1-8 Menu Controls If you have the Menu controls for the PC edition please email them to me at brokaliv@yahoo.com you will be given credit. ------------------------------------------------------------------------------- 2. Walkthrough ------------------------------------------------------------------------------- The following guide was written with patch v1.1.511 from the June 2006 Patch. I have also downloaded the Downloadable Content of the following so far: Mehrune's Razor, Thieves Den, Wizard's Tower, Orrery, and Horse Armor Pack. ******************************************************************************* 2.01 - Starting a Character ******************************************************************************* 2.01.01 - Picking your Race and Sex 2.01.02 - Tutorial: Imperial Prison 2.01.03 - Tutorial: Imperial Substructure 2.01.04 - Tutorial: Natural Caverns 2.01.05 - Tutorial: Imperial Subterrane 2.01.06 - Tutorial: The Sanctum 2.01.07 - Tutorial: The Sewers Before beginning a game you should read your Oblivion game manual to understand key parts to playing Oblivion. Pay close attention to pages 16-27. Now you are ready to start the game. Start thinking about what kind of character you want to be as you play through Oblivion. The key to successfully playing Oblivion is choosing the right 7 major skills for your character and their race. The major skills will start off at 25 points instead of 5, like the rest of the skills. Also the only way to level up your character is with the major skills only and not the minor skills. ******************************************************************************* 2.01.01 - Picking your Race and Sex ******************************************************************************* Once you start the game you will see a short cut scene and then be brought through a castle doorway to meet your character in the Character Creation Screen. You must now name the character, then pick which gender and race you would like to be by picking the Race option. Depending on whether you choose Male or Female along with which race you choose, your character will have different default stats to go along with them but the Specials and Skill bonuses will remain the same. The following is a list of what each type gives you: ------------------------------------------------------------------------------- Imperial Khajiit Nord Orc Redguard Wood Elf M F M F M F M F M F M F Strength 40 40 40 30 50 50 45 45 50 40 30 30 Intelligence 40 40 40 40 30 30 30 40 30 30 40 40 Willpower 30 40 30 30 30 40 50 45 30 30 30 30 Agility 30 30 50 50 40 40 35 35 40 40 50 50 Speed 40 30 40 40 40 40 30 30 40 40 50 50 Endurance 40 40 30 40 50 40 50 50 50 50 40 30 Luck 50 50 50 50 50 50 50 50 50 50 50 50 Personality 50 50 40 40 30 30 30 25 30 40 30 40 Argonian Breton Dark Elf High Elf M F M F M F M F Strength 40 40 40 30 40 40 30 30 Intelligence 40 50 50 50 40 40 50 50 Willpower 30 40 50 50 30 30 40 40 Agility 50 40 30 30 40 40 40 40 Speed 50 40 30 40 50 50 30 40 Endurance 30 30 30 30 40 30 40 30 Luck 50 50 50 50 50 50 50 50 Personality 30 30 40 40 30 40 40 40 ------------------------------------------------------------------------------- Specials Skill Bonuses Imperial - Absorb Fatigue (magnitude 100, once a day) Blade +5, Blunt +5 Charm (magnitude 30, once a day) Hand-to-Hand +5, Mercantile +10, Speechcraft +10 Khajiit - Demoralize (magnitude 100, once a day) Acrobatics +10, Night-Eye (duration 30, once a day) Athletics +5, Blade +5, Sneak +5 Security +5 Hand-to-Hand +10 Light Armor +5 Nord - Frost Damage (touch, magnitude 50, once a day) Armorer +5, Shield (magnitude 30, duration 60, once a day) Blade +5, Block +5, Resist Frost (magnitude 50, once a day) Blunt +10, Heavy Armor +10, Restoration +5 Orc - Berserk (Fortify Health 20, Fortify Fatigue 200, Armorer +10, Fortify Strength 50, Drain Agility 100; Block +10, duration 60; once a day) Blunt +10, Resist Maicka (magnitude 25) Hand-to-Hand +5, Heavy Armor +10 Redguard - Adrenaline Rush (Fortify Agility 50, Fortify Athletics +10, Speed 50, Fortify Strength 50, Blade +10, Fortify Endurance 50, Fortify Blunt +10, Fortify Health 25; duration 60) Light Armor +5, Resist Poison (magnitude 75) Heavy Armor +5, Resist Disease (magnitude 75) Mercantile +5 Wood Elf - Command Creature (magnitude 20, duration 60, Acrobatics +5, once a day) Alchemy +10, Resist Disease (magnitude 75) Alteration +5, Light Armor +5, Marksman +10, Sneak +10 Argonian - Resist Disease (magnitude 75, constant) Alchemy +5, Resist Poison (magnitude 100, constant) Athletics +10, Water Breathig (constant) Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10 Breton - Fortified Maximum Magicka (magnitude 50, constant) Alchemy +5, Resist Magicka (magnitude 50, constant) Alteration +5, Shield (magnitude 50, duration 60, once a day) Conjuration +10, Illusion +5, Mysticism +10, Restoration +10 Dark Elf - Summon Ghost (duration 60, once a day) Athletics +5, Resist Fire (magnitude 75, constant) Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5 High Elf - Fortified Maximum Magicka (magnitude 100, Alchemy +5, constant) Alteration +10, Weakness to Fire, Frost, and Shock (magnitude 25, Conjuration +5, constant) Destruction +10, Resist Disease (magnitude 75, constant) Illusion +5, Mysticism +10 ------------------------------------------------------------------------------- Once you decide on the sex and race of your character go to the Face option. In the Face option you can shape almost every angle on your characters face to the desired shape you wish them to have. Now go to the Tone option to change various tones on your character. You can also randomize the face and build off of it to get moving along. Now go to the Hair option and customize your hair how you would like it. Change the eyes if you have the option to, then the age, and finally your characters complexion. Now click Done to start the Tutorial. ******************************************************************************* 2.01.02 - Tutorial: Imperial Prison ******************************************************************************* The game will now show you the room you are standing in and give a quick display reminder of how to move. You find yourself in a prison cell, locked up. Practice moving around, sitting on the stool, and taking items. Head ovr to the door to listen to another prisoner across the hall that taunts you. Every Race has a different conversation with the prisoner based on the race and your sex that you chose. After the conversation the guards will come down the stairs and they are in need of using your cell. The Emperor Uriel Septum VII comes down the stairs with three members of the Blades. The emperor's sons have been attacked and are suspected to be dead. The guards will tell you to head over to the window, which is the far back wall opposite of the door. Head over there for the story to continue. Once you reach the position you are supposed to be in your character will freeze in place, but can still rotate. The emperor will talk to you about how you were in his dreams. Ask the emperor all the questions you wish and then the guard to your right will press a stone and open a secret path in your cell. You are now free to roam around and the guards don't really care what you do now. Head down the stairs after the group and go through the passageway with them. You will need to descend another set of stairs, do not get ahead of them here. A group of assassins after the emperor will attack, you have no weapons nor armor so stay back with the emperor and talk with him until the battle ends. It will claim the life of Captain Renault, the woman that opened the passage and led the group. Head over to the dead bodies and pick up the items found on them, you can find a Steel Short Sword on the ground and Renault's Akaviri Katana on her body along with a torch. You can also take the assassins Mythic Dawn Hood and Robe if you wish. One of the assassins is also carrying a Weak Potion of Sorcery. Once you grab all the items some quick recap tutorials will pop up on the screen telling you how to equip and use the items. Shortly after two rats will run up the stairs and attack you, deal with them and move on, the guard told you not to follow the group...as this won't be possible since he will lock the door behind them. Turn to the south east and head through the hole in the wall, where the rats are coming through. Make sure your torch is equipped and head in. Another rat will either emerge from within the new area or stay inside for you to go in and attack. Turn to the right just as you enter for a chest containing a Rusty Iron War Axe and a small handful of Gold. In the far east corner you will find a skeleton with a lot of items to loot off it. The game will bring up another quick recap on how to use bows. Equip the bow and arrows and then shoot at the bucket by the well to get the quest updated. Look next to the skeleton against the stone for a bag of goodies to look in. The bag will have a 15% chance of a random item or items in it. Now head to the chest next to the skeleton and try to open it for a lockpick tutorial. Test your lock picking skills on the lock and open the chest for a sapphire and a small amount of Gold. Head over to the well and take the arrows you shot in to the bucket back. Open the crate to the right of the well for a Club, some two Lockpicks, and four Torches. Look in the barrel in the east to south east corner for a Club, 12 more Iron Arrows, Rusty Iron Dagger, and two Lockpicks. Go to the south and you will find a killed Goblin Shaman on the ground. Loot his body for a Club, Weak Potion of Sorcery, Chameleon Book, Flash Bolt Book, an Iron Key, and three Lockpicks. Use the key on the door just behind the goblin's dead body or pick the easy one tumbler lock with a Lockpick. ******************************************************************************* 2.01.03 - Tutorial: Imperial Substructure ******************************************************************************* The game will bring up a tutorial pop up to recap on how to cast spells. Kill the rats in the room using spells to practice getting used to them. Now head over to the chest in the middle of the south west direction next to some fallen stones to get an Iron Cuirass and Greaves, 24 arrows, five Lockpicks, three torches, a healing potion, another Iron bow, and a rusty war axe. Start to head down the passage way to the north and head back up while shooting some magic at the rats that come after you. Kill the rats and a Zombie should be close behind for you to kill. Continue down the path you were headed and kill anymore rats that get in the way. Head in to another room area and attack the rats in this area. Open the chest in here for a Weak Potion of Respite and a Weak Potion of Sorcery, as well as two Lockpicks. Go northwest through the tunnel to another room. Kill the rats down below and then turn to the left to open a chest on the left side of this upper area. It is a little tough to pick this lock as there are three tumblers. Inside the chest is some Gold, three Lockpicks, and two Torches. Head down the stairs to the pile of items and grab the shield, Tomato, Lettuce, Wedge of Cheese, and the Iron Warhammer. By now you may have to much weight on you and a tutorial will pop up explaining what to do. In the chest on the far side is a Rusty War Axe and some Gold. Head up the stairs and go through the next tunnel killing the rats. As you are heading down the tunnel that leads south west, look on the left side for the alcove that holds a sack. Inside is a Weak Potion of Healing and three Lockpicks. Head straight to the wall once you enter the next room and kill the rat in here. Take the four bottles of Ale out of the barrel in the wall. Now head south east through a hole in the wall and kill more rats. Right before heading in to the large caverness room you can harvest some Wisp Stalks off the plant. Head north west to search the skeleton for some Gold and two Lockpicks. There are also a Flawed Ruby and Silver Goblet on the ground mixed in with the bones. Open the chest for two Potion of Healings and a Weak Potion of Sorcery. Harvest the Cairn Bolete Cap and watch out for any rats that may jump out from around the corner ahead. As you move forward through the area another tutorial pop up will tell you how to Hotkey items. Head south west and grab the Wedge of Cheese on the ground and harvest some Wisp Stalk Caps. Now turn to the east and harvest the Cairn Bolete just before entering another section. Harvest the Stinkhorn Cap and Cairn Bolete in the corner. Now walk past the hanging skulls and enter the next door. ******************************************************************************* 2.01.04 - Tutorial: Natural Caverns ******************************************************************************* As you head down the tunnel, at the end turn right at the bend to open a small crate to find a Hand Scythe and a Pewter Bowl. In the barrel is Folded Cloth, an Hourglass, a Pewter Plate, and Shears. Now turn around and head forward to gt another tutorial pop up recapping how to use Stealth. Stealth over to the Goblin standing by the fire watching a rat getting roasted and kill him for a stealth kill damage bonus. On the crate table you will find a Mortar and Pestle to create potions and poisons. A tutorial will pop up once you take it to tell you a little about it. Pick the easy lock on the chest with one tumbler for some Gold, three Lockpicks, and two Torches. Continue down the tunnel to the north east. Sneak through this tunnel and then once you see the Goblin ahead, toggle off sneak mode and run through the trip wire as you dart for the wall on the right. This wire will set off a trap which kills the Goblin as it tries to attack you. Check the body for a Bear Pelt and some random Gold. Enter the next tunnel and check the dead rat on the ground. Head down the left path to find a chest on the table to pick with one tumbler. Inside is some arrows and two Lockpicks. Go to the corner by the fire and barrels to pick up the two apples, then head down the slope. The logs sitting on the hill can be triggered as a trap to kill the Goblins just below it, or you can run through the Goblin camp ahead and lure more tougher Goblins back over here to kill with it. Head down the hill and take out the two Goblin archers if you aren't going to activate the trap just yet and open the two chests below, one having to be picked with one tumbler. Inside the locked chest is five arrows and a Lockpick. In the other chest is three Weak Potion of Healing and a Weak Potion of Respite if you want. Continue through the cavern tunnel. Watch out on the left side, a Goblin Berserker is standing over here. Take the Lockpicks and any daggers off the Berserker if you need them. Turn to the right and snipe the Goblin over here with a stealth kill. Sneak over to the pit in front of you and snipe the Goblin down here for another stealth kill. Kill some three rats in the pit on both sides of the gate to the right and watch out for the Goblin Witch on the other side of the pit. If the witch spots you he will shoot lightning and throw fireballs at you from that distance. Throw some fireballs back or stealth kill him from a distance with the bow. On the half of the pit you started on there is a rope you can pull to activate the gate below. Check the bodies of all the Goblins for any useful items. Make sure to go to the Goblin Witches body to loot it for an Iron War Axe, a Petty Soul Gem, and a Flawed Ruby. Don't forget to look at the Goblin Shaman Staff it drops, you may want to keep it. Check the chest up by the witches pot of skulls to pick the simple one tumbler lock for some Gold, two Flawed gems, a Gold Nugget, a repair hammer, and a silver vase. The game will now have a pop-up tutorial recap you on how to repair weapons and armor. Head north by north west to reach an enclosed storage like area with a chest on the northern wall holding an Iron Longsword, three Lockpicks, and a Repair Hammer. In the south west corner is a crate with meat and a barrel with four bottles of ale in it. Head down in to the pit to check the other Goblin and the rats bodies down here. Now head north east through the next tunnel. Head up the steep path and turn to the left once you reach the room with the door to find a chest with Arrows and two Lockpicks. Enter the door to go to the next area. ******************************************************************************* 2.01.05 - Tutorial: Imperial Subterrane ******************************************************************************* Head up another steep hill and turn to the left, once you reach the hole in the wall you will be "reunited" with the emperor and the remaining two Blades. Before dropping down to say hello, watch out for another assassination attempt by the robed assassins. Let the Blades take care of them, then drop down for your warm welcome. The emperor once again helps you out by telling the Blades to stand down. After they do the emperor will talk to you, respond and then you must choose which sign you are. The following is a list of the Signs and what they will give to you and who it is best for: ------------------------------------------------------------------------------- The Apprentice - Magicka +100 Best for aggresive Weakness to Magicka 100% spellcasters The Lady - Willpower +10 Use if mixing Willpower Endurance +10 and Endurance Skills The Mage - Magicka +50 Best for spellcasters no drawbacks The Thief - Agility +10 Best for people playing Speed +10 mainly as a thief or Luck +10 someone wanting nice attributes The Atronach - Magicka +150, Spell Absorption 50%, Skilled Spellcasters no Magicka regeneration The Lord - Restore Health (duration 15, magnitude 6) Good for characters Weakness to Fire 25% all the time with no restoration The Lover - Paralyze (touch, duration 10) Very useful for problem Lose 120 points of Fatigue a day solving The Ritual - Restore Health (magnitude 200, instant) Very useful for problem Undead (magnitude 100, duration 30) solving The Serpent - Four effects all at once, once a day Not to useful for Damage Health (touch, magnitude 3, problem solving duration 20) Dispel (magnitude 90) Cure Poison, Damage Fatigue (self, magnitude 100) The Shadow - Invisibility (duration 60) once a day Very useful for thief and assassins The Steed - Speed +20 not to useful unless using a lot of skills using speed The Tower - Open Average Lock once a day Useful for problem Reflect Damage (magnitude 5, duration 120) solving The Warrior - Strength +10 Great for fighters Endurance +10 ------------------------------------------------------------------------------- Once you have decided which Sign you will choose continue on. After the emperor is done talking to you Baurus will tell you to carry a torch and stay close. Ask him about the Blades and Uriel Septim. Follow the group down the hallway but once you all turn right, you should branch to the left a little to open a chest on the ground to get ten arrows and four Lockpicks. Now quickly jump out of this pit area and drop down to where the emperor and Blades are as they are attacked once again by some assassins. Let the Blades kill all the assassins in the next room as well, then follow them through the door. ******************************************************************************* 2.01.06 - Tutorial: The Sanctum ******************************************************************************* Wait near the emperor for Glenroy to signal the group that it is safe to follow him. The gate ahead is barred from the other side, so the group is forced to head through another passage way. Once in the room assassins will start to come from behind you so the two Blades head out there to protect the emperor as you are stuck in the room as a last resort. The emperor tells you he can no longer go on and gives you his amulet, seconds later an assassin will come through a passage in the wall and kill the emperor. You must quickly kill the assassin before he kills you too. Baurus will talk to you for a little while and give you a key. He explains that you must go through the sewers and practically straight west in to the woods southeast of the city of Chorrol. You will now have to choose your class or create a custom one. Pick whichever pre-made class you want or do your best bet and create your own class to your liking, name it what you wish and Loot the assassins body for a Potion of Nighteye. Head through the passage the assassin used to kill the emperor and continue through the passage way. Open the door at the end of the hall with Baurus' Key. Now head over to the sewer grate and enter it to leave this area. ******************************************************************************* 2.01.07 - Tutorial: The Sewers ******************************************************************************* Head down the stairs and through the tunnel to the north northeast. Watch out for the Goblin at the end of the hall. Two Rats will also attack while you enter the next room, dispose of them. Turn to the right just as you enter the room and check the barrel for six Cheese Wheels, the crate contains three Flour ingredients, and the chest contains five arrows and two Lockpicks. Head across the walkway to the other side and kill any rats that show up. Head over to the right tunnel and kill the rat in here. Head up the stairs and take out the rat on this upper walkway. As you come out the tunnel look below to kill the Goblin Berserker with your bow. Hop down and check his body for Garlic, two Lockpicks, and a Silver Nugget. He will also drop his shield and Rusty Iron War Axe. Head back up the stairs in the other tunnel and go across the walkway to open the gate on the other side. Kill the rat and head for the last door of the sewer. I advise to manually save your game before even touching the door. Once you try to leave the game will ask you if you would like to change your race, class and sign one last time. Make any adjustments you wish and head out the door. If you saved the game you can now load it at this point to always have an easy way to make a new character without having to go through the tutorial all over again....unless you like that sort of thing. ******************************************************************************* 2.02 - Main Quest ******************************************************************************* 2.02.01 - Deliver the Amulet 2.02.02 - Find the Heir 2.02.03 - Breaking the Siege of Kvatch 2.02.04 - Weynon Priory 2.02.05 - The Path of Dawn 2.02.06 - Dagon Shrine 2.02.07 - Spies 2.02.08 - Blood of the Daedra 2.02.09 - Blood of the Divines 2.02.10 - Miscarcand 2.02.11 - Bruma Gate 2.02.12 - Allies for Bruma 2.02.13 - Defense of Bruma 2.02.14 - Great Gate 2.02.15 - Paradise 2.02.16 - Light the Dragonfires 2.02.17 - Imperial Dragon Armor =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.01 - Deliver the Amulet =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head out to Weynon Priory just outside Chorrol. Enter the large house called Weynon House. Once inside you will need to locate Jauffre. Hand over the amulet (what you choose isn't important) and then tell him the emperor's last words. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.02 - Find the Heir =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Jauffre tells you that he knows of an illegitimate son of the late emperor. His name is Martin and he was brought to Kvatch, the city that was attacked and brought to the ground. Ask about assistance and he will unlock his chest that he lends items out to the Blades if you need some extra items. Talking to the other monks you will get a horse from the stable and a training book for blocking. Head out to Kvatch and you will find a refugee camp south of Kvatch as you approach the city limits. A man named Hirtel will come up to you and tell you that the city has been destroyed by Daedra and that Martin must be dead. Boldon tells you to talk to Savlian Matius at the top of the road near Kvatch to find out about Martin. Head up the path towards the city and it will start to turn a new color in the sky. As you approach the city gates some guards will be holding position in front of an Oblivion Gate as Daedra randomly come out of it to fight them. Help take out the Daedra and then talk to Savlian Matius. He says that some people were able to run to the chapel and hide in there while others got killed in the streets. The Count and some others are also locked in the castle and need to be rescued as well. The rest of this quest will completed in "Breaking the Siege of Kvatch". =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.03 - Breaking the Siege of Kvatch =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tell Savlian Matius you want to help and he will ask you to step in to the gate to find the group of men he sent in to try to close it. Head in to the Oblivion Gate and you will be transported in to a hellish looking world. Run straight ahead and kill the Daedra to rescue one of the guards running around. He will tell you that they were being picked off one by one and getting taken to the tower. He tells you he is getting out of there, tell him to either go help Captain Matius or stay and help you. It is best to just have him stay alive and help later by sending him to help Captain Matius for now. The path to the north east leads to a dead end with more Daedra to kill off and the path north leads to a War Gate that won't open but you can see four guard bodies laying on the ground. Head west and take the lower path to the right. You will find another guard burned alive in the lava. Make your way around the path and kill off the Daedra that come after you. Eventually you will make it to a large open area at the tower bases. Make your way east to find the door to the tower labelled The Blood Feast and enter it. Kill the Daedra inside the tower and go to the south west door to the Rendering Halls. Go through the hallway and open the door to a room on the second floor. Now head east back in to the Blood Feast tower to reach the next floor. Go to the south and take the door to the Corridors of Dark Salvation. Head up the ramp to the north west and take care of the Daedra to head through the door back outside and walk along the sky bridge to the tower nearby. Enter the Reapers Sprawl and you will hear someone yelling about the gate. Head up the ramp and talk to the Kvatch guard locked in the cage. He tells you that you must remove the Sigil Stone to shut down the gate and the Sigil Keeper has the key. Head down the tower or wait for the keeper to come up to this floor and kill him off to grab his key. Head back out to the bridge and re-enter the Corridors of Dark Salvation. Go to the door on the north side and use the key you just got to open it. Head up the ramp and watch out for the spikes that stab out of the wall on both sides just at the top of the ramp. Kill the Daedra and go through the southern door to the Blood Feast. Go up the ramp and kill the Daedra waiting at the top. Use the red hot portal to teleport up the tower higher. Head up the rest of the tower and kill off the Daedra that are in the way. Unlock the door to the east with the key and head inside. Head up the ramp and then enter the middle room. Go up the stairs in the back of the room and then wrap back around the floor killing the Daedra. Go up the last ramp and kill the Daedra, then go to the peak of the fire and grab the Sigil Stone. The world then begins to burn up and you are teleported outside Oblivion as the gate shuts. Go talk to Savlian Matius and he thanks you for closing the gate. Now he wants to quickly rush the city, if you need to rest and/or repair your armor do so now. There is no real time limit to how long you wait to continue on with this quest. Come back to him when you are ready and tell him you are ready to head in. Charge in to the city as Savlian Matius yells "For Kvatch!!" and take on more Daedra. You must kill off all the Daedra in the area in order to free the people within the chapel. Once all the Daedra are killed talk to Savlian Matius about what to do next. Now head inside the Chapel to see if there are survivors. Savlian Matius has another guard escort everyone including Martin back to the refugee camp down the path and then returns once she is done. You will now be able to start a side quest called "The Battle for Castle Kvatch". This should be completed before "Allies for Bruma" from the Main Quest is completed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.04 - Weynon Priory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Talk to Brother Martin and explain to him who he is. You will find him down at the refugee camp once you are done with helping around Kvatch. Once he is convinced take him to Weynon Priory by fast travel or head out along the trails as you protect him. As you get back to Weynon Priory from Kvatch with Martin you will be greeted by Eronor the shepard. He comes running up to you with an attacker close behind as he tells you Weynon Priory is under attack. Prior Maborel is dead and the others are believed to be in the chapel. Kill off the attackers and they will turn in to Mythic Dawn Assassins. As you approach the large house Brother Piner will come running out asking about Jauffre. Tell him he might be in the chapel and then run over to it at the east. Jauffre believes they came for the amulet and now you must go check on it to see if it is still safe. Head back over to the house and enter. Jauffre runs upstairs and goes in to an already opened secret door that looked like the cabinet. Head inside and you will ind a smashed chest where the amulet used to be. Tell Jauffre that Martin is safe and at the Priory. He then tells you that they have to go to Cloud Ruler Temple near Bruma. Head out and either fast travel to Cloud Ruler Temple (it will let you fast travel here even if you have never been to it before) or travel on foot over to it. Once you reach the gates they will automatically open with a soldier to greet you. Everyone heads to the top of the stairs where Martin gives a speech and then talks to you about what he should do. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.05 - The Path of Dawn =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Speak to Jauffre and he will ask if you would like to join the Blades Order. There is only one rank and you get your own katana just like the Blades. You can also go to the armory to get the two-handed katana and the full set of Blades armor if you wish underneath the library. Head out to the Imperial City Elven District and head in to Luther Broad's Boarding House. Talk to Baurus and he will tell you that he is going to get up and leave. The guy in the corner will then follow Baurus and you are to follow him. Don't say anything except "I'm ready when you are." Baurus heads in to the cellar and sure enough the man in the corner follows him as well. Quickly head down in to the cellar after them. Baurus jumps the man from around the corner and he turns in to a Mythic Dawn Assassin. Kill him off and then search his body to find a book called "Mythic Dawn Commentaries 1". Take it and read it to level your conjuration skill. Now talk to Baurus to see what he has learned. He has been tracking down Mythic Dawn Agents through the Imperial City and they must have taken notice. Tell him they have the amulet and you found Uriel's heir. After you have talked to him ask what the next move should be. He tells you to find Tar-Meena at the Arcane University and show her the book. Head over to the Arcane University and look for Tar-Meena. If you aren't a high ranking Mage in the Mages guild you will find Tar-Meena in the lobby of the tower, otherwise she is located in the Mystic Archives. She tells you in order to find the Mythic Dawn you will have to first find all four volumes of the commentaries. Tar-Meena will give you the second volume and suggest that you head over to the First Edition bookstore. Go to the Market District and enter the First Edition bookstore. Talk to Phintias about Mysterium Xarxes and he tells you that volumes 3 and 4 are impossible to find. He tells you that he has a copy of volume 3 but Gwinas has already pre-ordered it. You can either raise Phintias Disposition up and he will sell you the book for 100 Gold and then wait for Gwinas to tell him you have the book. He will be outraged and want to yell at the bookseller more. Tell him that he is way over his head and that the cult killed the emperor and he will give you a note to allow you to get the fourth volume. You can also just wait for Gwinas to get there and talk to him as he leaves the store to tell him how the cult killed the emperor. He will then gladly hand over the book and give you a note to get the fourth volume. The note tells you that you are to go in to the sunken sewers under the Elven Gardens alone and take the main tunnel until you reach a room with a chair and table, then sit at the table and The Sponsor will hand over the book. Head in to the Elven Gardens and first talk to Baurus again at Luther Broad's Boarding House. He tells you that he knows that part of the sewers and that you should get going now. Follow Baurus and go down in to the sewers. He takes you south east in to a room with some Mudcrabs, kill them off. After activating the wheel on the wall you and Baurus will continue south east. The path soon curves to the south west through a few rooms with some Mudcrabs. Head in to the Sewer Waterworks through the door ahead. You will then make your way east and then jump in the water to go south. Watch out for the Goblins that patrol this area and take them out. Head all the way south through the water and then go to the west. Wrap around and up the stairs as you kill the goblins and then move west again to make it back out to the Elven Garden Sewers. Get back in the water and head north east at the end of the room head north to the next room. Baurus will tell you that he should handle the meeting and you go up the stairs to cover him at a vantage point. You can tell him that you want to meet the sponsor if you wish, it doesn't matter as the outcome will be the same. The Sponsor brings two friends that are up around the vantage point as well and spot whoever is up there. A battle then starts up and Baurus and you must kill them all. Search Raven Camoran's body for volume 4 and then talk to Baurus. He will head off to Cloud Ruler Temple to be with the other Blades and Martin. Towards the back of the area you will find that the three Mythic Dawn members were actually staying in the sewers here. All three books will also be laying around the area along with a full set of Mythic Dawn robe and hood. Head back out of the sewer the way you came if you don't want to fight all the enemies along the west route. Now head back to the Arcane University and talk to Tar-Meena again. She tells you that she needs a days worth of studying to figure out the clues. Wait 24 hours and/or study the books yourself to see if you can figure it out. Without any real clues to go on it can be very hard to figure out at this point. Talk to Tar-Meena again to see what she has to say the next day. She believes the first word of each paragraph is the key to solving the puzzle. As you read the four books you will get this: Book 1: Greetings Reader Enter Every Night Enter My Palace Endlessly Roaring Offering Red-drink Book 2: Whosoever Answers Your Whisper Hides Enraptured Recorded Enslaved Book 3: The Oath Woe Every Reader That Once Understood CHIM He Endeth Starlight Book 4: May I Deathlessly Deny All Your Suns Under Nothing This is a large step in to the clues and with a little thinking you can get it. If you are having anymore trouble wait 24 more hours and then talk to Tar-Meena again. This time she tells you: "Green Emperor Way Where Tower Touches Midday Sun" Head out to the Green Emperor Way and go to the west side. You should find a dome covered small Tomb of Prince Camarril just south of the path leading to Talos Plaza. If you face it in the direction of east as you look at the palace tower you should see a thin lined sketch of Cyrodill along with the sun above it. Wait for noon and it will light up revealing a map. Activate the marking on the tomb and you will learn the location of the Mythic Dawn. They are located in the north east corner of Cyrodill in a place called Lake Arrius Caverns. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.06 - Dagon Shrine =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head out to the caverns and enter them right outside the lake. You have two choices in this part...either come in and act like a new recruit or go in with blades swinging. Either talk to the Doorkeeper and reply to him or kill him and take his key. If you kill him you will need to fight everyone else from then on opposed to sneaking through a little further. If you are going undercover before you enter the doorway find a spot in the cavern room to drop all your things so you don't have to really hand much over. Head in to the tunnel and hand over all your possessions to Harrow and take the robe. If you choose the other route your up for a huge fight with a lot of Mythic Dawn Warriors. Follow Harrow in to the Shrine Antechamber and then go south east down the tunnel. Three-fourths of the way down the tunnel you will enter a door to the east bringing you to Dagon Shrine. You will then be led down to the "great" leader Mankar Camoran himself and listen to his speech. He will then use the Amulet of Kings and teleport himself to a new realm and close the portal behind him. You must now get the book Mysterium Xarxes from the shrine altar to try to figure out a way to get the amulet back. Soon after Harrow announces that there is a newcomer to join and Ruma Camoran, Mankar's daughter, will tell you to come forth up on to the stage so she can speak to you. Your next step to getting in is to make a sacrifice to Dagon. You must now decide whether to kill off Jeelius, a monk in the temple district, or save him. If you kill him the members will leave and you can grab the book but as you try to go they will be alerted that you took the book. Either way you will have to fight your way out so a smart thing to do is say "Yes" to killing him but grab the dagger and use it to kill off the Mythic Dawn members around you. Don't forget to take the weapons of the fallen and use them against them. Also kill Harrow as soon as possible to get your items back. DO NOT take the book off the altar until you have successfully gotten Jeelius off the sacrifice table and away from the statue. When you take the book the statue will crumble. Jeelius will just get up and run away without saying anything to you. Take the book and get out of the caverns. Kill off the Mythic Dawn members if you wish and explore the sanctuary if you wish. Go all the way through the tunnel taking out the Mythic Dawn and go through the last wooden door to the Lake Arrius Caverns to find a secret room. Use the lever on the wall to activate the rock just outside the main entrance to the Mythic Dawn compound and then get out of there. Remember to grab any items you dropped earlier than leave the cavern and head over to Cloud Ruler Temple to talk to Jauffre and tell him the amulet was taken with Mankar. Head inside and give the Mysterium Xarxes to Martin to study. Once this quest is complete you can start the side quest "The Wayward Knight". It has to be completed before "Allies for Bruma" from the main quest is complete. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.07 - Spies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Speak to Jauffre about the Spies and he will tell you that he can't leave the fortress unguarded and wishes that you go eliminate the spies wandering around. He tells you to talk to Captain Steffan and Captain Burd. +++++++++++++++++ +Sneaky Approach+ +++++++++++++++++ Talk to Captain Steffan wandering the fortress and he will tell you that the spies have been seen on the road near Cloud Ruler Temple by the runestone at dusk. Head out of the fortress and go down the mountain trail and you will find the runestone. Hide in the distance a little and wait for 7 PM. You should see two people at the stone around and then they leave roughly after 10 PM. If you follow them you can find them going to a cave near Bruma. Enter the caverns and take the lit path to the right. Kill the two ladies as they are both Mythic Dawn spies. Take the Basement Key and unlock the door to Jearl's Basement. Inside this room you will find Jearl's Orders on the table, take them. +++++++++++++++++++ +Forceful Approach+ +++++++++++++++++++ Locate Captain Burd and talk to him about spies. He says no one has been traveling around except for Jearl. She just recently came back from a trip to the south. Head over to her house to find out that it is locked up tight and she literally never leaves the house. Talking to Jorek the Outcast about strangers lets you pay him 5 Gold to learn that someone was looking out Jearl's window when Jearl was gone on her trip. Go talk to Captain Burd about this mystery person. Burd will give you permission to search her place without interference from the guards. Head back out to her house and pick the lock to enter. Inside the house you will find Jearl and another woman as they turn around and attack you. Kill hem off as they are just Mythic Dawn spies. Take the Basement Key off one of them and then head in to the trap door under the carpet by the dining table. In this small room you will find Jearl's orders on the table, take them and get out of there. +++++++++++++++++++++++++++++ +Alternate Forceful Approach+ +++++++++++++++++++++++++++++ Talk to Captain Steffan and he will tell you where to find the spies, usually at the doomstone around 6 PM. Kill them both right away and take both key sets. Head in to Bruma and talk to Captain Burd. Tell him that Jearl was a spy and he will grant you access to her house without questions asked. Enter the house with the key and then go to the dining table and look on the floor where the carpet is to use the next key on the cellar door. Head down there and then grab the orders off the table. +++++++++++++++++++++++++++++ +Joined After Finding Orders+ +++++++++++++++++++++++++++++ With one of the three choices done and the orders in hand head back to Cloud Ruler Temple and talk to Jauffre and give him Jearl's Orders that you found. He will then go to warn the Countess of Bruma of events to come. Jauffre will tell you to talk to Martin about the Mysterium Xarxes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.08 - Blood of the Daedra =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Martin tells you that you need to get a Daedric Artifact. Read "Modern Heretics" to learn about finding an artifact. It will talk about a Daedric Shrine just east of the fortress. Head out there and talk to the people walking around it. You will learn that you need to offer Glow dust in the morning or evening to call forth the lady. Go find a Will-O-Wisp and kill it to get some Glow Dust. Once you have the glow dust wait until 5 AM or 6 PM to talk to Azura's statue. She will tell you a story about how her followers went to kill some vampires but became vampires themselves so they closed themselves up in the cave. She wants you to go find and kill them all so they can rest. Head south west to the Gutted Mine and enter it. Head down the tunnel and jump over the trip wire that will activate a swinging spike ball. Continue on and kill the vampire walking around in the first room. Continue west to reach another cavern room with two more vampires to kill. Pull the rope along the west wall and it will open a secret rock. Go down in to the next cavern area and kill the last two vampires down here. Once they are all dead head back to the shrine and talk to Azura. She will hand you Azura's Star. Take the star back to Martin at Cloud Ruler Temple and hand it over. He tells you he will need a while to study more from the book, about 24 to 48 hours. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.09 - Blood of the Divines =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Talk to Martin in about 24 to 48 hours after completing "Blood of the Daedra" and he has deciphered the second item needed, the 'blood of a Divine' to counteract the 'blood of a Daedra'. The only way to get this is from Tiber Septim, since he was once mortal and has since then become a god. Talk to Jauffre on what to do next. He fears he is sending you to your death since no one has gone to the shrine and lived to tell about it in centuries. He has no real choice but to hand you the key and send you off on your way. Head south west from the fortress to reach Sancre Tor. Once you reach the ruins you will get a nice warm welcome from some Skeletons and Lich's depending on your level. Head inside the ruins to move on. Kill the Wraith at the bottom of the first set of steps and then continue down the hallway. In the large room wrap around the walkway and kill the Wraith, go down the stairs and kill another to reach a large wooden door to go through. Head down the hallway and kill two Wraiths by the iron gate. Activate the lever a little ways away from the gate itself. Go through the wooden door and go up the stairs to find an Undead Blade. Kill the skeleton and you will free one of the missing Blades, Rielus. He tells you that the Underking was in the shrine and killed them. He asks that you free the others and then leaves to free the curse. When you enter the circular room kill off the Wraiths wandering around and then head through the north west hall to enter the Hall of Judgement. Turn right and go up the stairs to kill a Wraith. Enter the wooden door and then kill off the next two Wraiths wandering around and press on. When you head up the stairs you will need to kill another Wrath, head through the door to enter another large room. Go down the stairs to the north west and kill off the Wraiths and you will find the second Undead Blade, free him. Exit south east instead of going north east from this room. Drop down from the bridge walkway and kill the two Wraiths in the room and continue to the south west. Enter the Catacombs and free the third Undead Blade from the curse. Turn back around and go back through the door you just came out of. You will want to head back out the south east door to the Entry Hall. Head to the east side of the circle room and enter the Prison. Kill the Wraith around the corner and pull the lever on the wall before the iron gate. You will enter a room leading up to a locked wooden door. Kill the ancient Warden Kastav and take his key. Kill the Wraith and move east down the hall. At the second intersection take a right and head south, kill the Wraith wandering around. Kill the Wraith at the end of the hall and turn left to head east. Kill the Wraith about halfway down the hall and then take another left to head north. You will then enter a big room and see the Undead Blade down below to your right. Head down after him and free him. Now that all the Blades have been freed you will have to follow the spirit to the tomb to see if they can undo the curse. If for some reason you lose the spirit or don't feel like following him, head out of the prison the way you came and go across the bridge in the circular room to enter the Tomb of the Reman Emperors. All four spirits will encircle the entrance to the south and kneel for a few minutes. After a while the enchantment blocking the door to the armor will become open again allowing you to pass. Talk to the spirits one last time as they get up and leave to rest. Head south through the tunnel and take the Armor of Tiber Septim. Now leave the ruins and head back to Cloud Ruler Temple to give it to Martin. You must wait about 24 hours from the time you started "Blood of the Divines" to continue to the third step. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.10 - Miscarcand =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After roughly 24 hours from when you started "Blood of the Divines" and returned the Armor of Tiber Septim to Martin he will tell you the third item you need to collect for him, a Great Welkynd Stone. Since most have already been taken over the years due to there great value to Mages and thieves there is only one known place where one still rests, due to the explorers dying to find it. Head south west from Cloud Ruler Temple to find the ruins inbetween Kvatch and Skingrad. Head south and turn to the right to go west as soon as you can. Kill the Goblin and move on along the upper path. Go south at the intersection and kill the zombie walking around, then hop down to the lower floor and kill all the Goblins and skeletons in the room. Head west through the doorway and go up the stairs to kill more Goblins. In the north east corner of the room you will find a switch, activate it and then head up the stairs. Step on the pressure plate and head south again down the tunnel. Instead of dropping down to the lower floor again, move along the upper path and go through the previoulsy locked doorway and enter Sel Vanua. Head south and kill the Goblins and Skeletons as they wage war on eachother. Go through the south doorway to continue on your way. Kill the zombie at the bottom of the stairs and then move all the way north on the upper walkway to move east along an upper bridge. Kill the skeleton as you head in to the turn. Enter the gate and kill off the zombies when heading south and turn west. After you go down the stairs, search the south wall for a switch to activate. Once you activate the switch head north through one of the two doors killing off the skeletons and zombies as they wage war on eachother. Enter the previously locked doorway and enter the Morimath. Head up the stairs to the north and back down them to the east. Turn to the north and hack up the zombie walking around. When you turn to the west kill off the zombies in the area and go through the gate. Head south to find the Great Welkynd Stone. Removal of the stone raises the stairs on both sides of you to allow two zombies to come up and attack. Not only will the zombies come up but the King of Miscarcand will come from the north. Kill them all off and take the key from the king. Head back to where he came from and step on the pressure plate in the room. Turn to the east and kill the zombie waiting in here. Now head west and use the key on the door to continue on. Go down the path and eventually you will come to a door leading straight to Miscarcand. Step on the pressure plate and move north to leave the ruins. Head back to Cloud Ruler Temple to give the stone to Martin. As you enter the Great Hall Martin and Jauffre will sort of argue about Martin's plan. Martin will take the Great Welkynd Stone and if you haven't done so already he will ask you to help Bruma with the Oblivion Gate that has just opened. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.11 - Bruma Gate =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Martin will tell you to go find Jauffre, he will actually come find you if you stand around, and ask him what you can help with. The Mythic Dawn has opened another gate to Oblivion outside Bruma just as they planned and you need to go show the guards how to close them for when future gates open. Find Captain Burd outside the city by the stables on the east side. Captain Burd tells you to give the word and all the guards and himself will follow you in to the Oblivion Gate so they can learn how to deal with the rest of the gates as they open. Head inside to transport once more in to the hellish world. Head east along the trail and kill off the Daedra staring at the lava and walking around. Push east past the walls and fight off some more Daedra. The path will soon push to the north as you go inbetween two tall pillars. Kill the Daedra lurking around nearby to move on. You will soon come to some tower like objects with claw looking pieces at the top. When you get close they spin and shoot fireballs at you, guide everyone along the lava against the rocks and wall on the east side to avoid the first shooting tower. For the second just sprint north west and hope for the best. Kill some more wandering Daedra as you pass through two more tall pillars going west. Once you pass through the two pillars you can go north to fight a Daedra and locate a healing area and sout west to continue on and kill another Daedra. As you turn south west you will find more of the shooting towers. Move far enough south west so you can turn south east and head inbetween the pillars. Kill off the Daedra and move on to wrap to the north and enter the large tower. Head in to the south door to reach the Rending Halls. Climb the ramp to the floor above and kill all the Daedra. Head through the door to the north east to take a ramp upstairs and kill more Daedra. Head out the door back in to The Fury Spike. Go up the ramp and enter the Corridors of Dark Salvation. Take either ramp up to the next floor and kill the Daedra, then turn to use the next as the enemy comes down from there either. Ener the door and then kill off more Daedra as you climb again. Take the key off the keeper and enter the door. Head up the ramp and kill the Daedra within. Go in to the middle of the room and climb the stairs and then the ramp to take the stone. This will close off the gate and transport all of you back outside the gate safely. The remaining guards will come running over and talk to Burd and he thanks you. Talk to him again to be personally thanked and that his men and him can handle the gates as they appear. Head back to Jauffre and tell him the news. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.12 - Allies for Bruma =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Martin will ask you to talk to Jauffre about a matter he needs taken care of. If you have completed "Miscarcand" and "Bruma Gate" another quest of events will open in the quest "Defense of Bruma". Just leave this quest alone first so you can build up sort of an army. Jauffre would like you to head out to the other cities for support against the attacks in Bruma since he fears that they can't defend it all alone. +++++++++++++ Imperial City +++++++++++++ Head in to the Palace towers and go to the second floor unless an Elder Council Member is walking around the first floor. Talk to them about Bruma needing some back up and he will have to turn you down due to all the problems based on it. No real point in coming here but to get shot down, move on to the next city. ++++++ Bravil ++++++ Head in to the castle and speak with the Count. He understands that it is everyones duty to protect the heir to the throne, but with an Oblivion Gate next to his own city he can't spare any troops. You will now have to go in to Bravil's Oblivion Gate and close it for them. Head out of the city and it will be seen just to the right as you leave the gates. Head in to the hellish world. Head down the path to the west and quickly kill the Daedra as the tower shoots fireballs at you. Turn to the north and cross the bridge, continue north to north west and quickly enter the Caverns of the Abused door before the rock slide falls on top of you. Go north east in to the first room and then kill the Daedra walking around. Turn back to the south west and take the other tunnel and drop down the hole to kill another Daedra. Head east to reach one of the smaller towers. Flip the switch on the north wall and hop on the center circle to ride up the lift to the next floor. Now head up the spiral ramp to the very top of the tower and activate the switch at the top to open the main gate outside. Go back down and exit through the door on the floor the lift brought you to. Go across the bridge killing the Daedra in the area and then go in to the main tower. Head in to the side walkways before the room with the base of the flame and enter the Rending Halls. Head up the ramp and enter a room with some Daedra to kill off. Continue north up another ramp to enter the Lust Keep. Go up the ramp and enter the Corridors of Dark Salvation. Kill the Daedra in the room and then take the door to the north east in the middle to move on. In the room at the top of the ramp you will find miniature towers with the spinning shooters. Run along the wall to your right and quickly enter the door. Kill the Daedra and continue up the ramp. Use the teleporter and kill more Daedra. Enter the Sigillum Sanguis right next to the teleporter. Climb to the top of the middle of the this circular room as you kill off the Daedra to take the Sigil Stone from the flames. Once you are transported back to your own world talk to the Count again to have him gladly send his best fighter to help in Bruma. ++++++++++ Cheydinhal ++++++++++ Head in to the castle and talk to the Count. He asks that before he helps you with sending troops that you must help him shut a gate outside his own city. If you have already completed "The Wayward Knight" in the optional quests section than he will gladly send the troops right away. Head to the Oblivion Gate north west of the city and talk to Amminus Gregori and he will tell you Farwil, the count's son, has gone inside to close the gate with six other men. Head in to the gate and get transported in to another hellish world. Right away you will find one of the Knights of the Thorn slain on the ground. One knight found five to go along with Farwil. Head down the sloped path and kill the Daedra that get in the way as you zig-zag down the mountainside towards the towers. You will eventually come to a door leading to The Bowels, enter it. Hop down the hole in the floor and kill the Daedra on this floor. Now hop down the hole again to kill another Daedra and find a second Knight of the Thorns killed. Head out the door and continue along the path. Kill the Daedra and you will find the third Knight of the Thorns laying dead on the concrete slabs outside another door to The Bowels. Kill the Daedra and move south east through the tunnel. Drop down the hole and kill more Daedra, then move through either tunnel to the east or south and go down another level to kill another Daedra. Exit out the door and continue along the path. As you exit you will find Farwil and another Knight of the Thorn. If Farwil ever dies take his signet ring for when you leave the Oblivion Gate and can show the count proof of his son's death. Head straight across the bridge killing the Daedra and enter the tower. Kill the Daedra and then go south through the door to the Rending Halls. Kill the Daedra walking around the hall and then go up the ramp to the east. Take the door in the middle of the room to the west to re-enter the tower and head up another floor. Go up the right ramp and enter the door to the Corridors of Dark Salvation. Kill the Daedra and then use the door to the east to climb up a story. Wrap around in this room to open another door to the north just right of where you came up and go through a winding hall. Head all the way up the ramp and through the door at the top. Kill another Daedra and then go out the door to the west. Head up the ramp to your left and then enter the first door. Go up the ramp in this room and kill the Daedra off. Enter the middle room and then walk up the stairs along the side of the wall. Wrap back around kill the Daedra and then go up another ramp and kill yet one more Daedra. Take the Sigil Stone from the fire and you will be transported back out of the Oblivion Gate. Talk to the count and he will now send out troops to help in your battle. ++++++++ Leyawiin ++++++++ Talk to the Count in the castle and he will tell you that he can't help due to an Oblivion Gate outside his city as well. Once more head out of the city and go to the Oblivion Gate located across the river to the east. Enter the portal in to the hellish world and kill the Daedra that are in the immediate area. Head west and enter the Worm Gut Channels. Go west down a ramp in to the next room and kill the Daedra walking around. Enter Oblivion Cave to the east to move on. Go north through the tunnel and then turn to the west and kill off the Daedra. Exit out of the door to reach the island across the lava with the towers. Go north east and kill the Daedra before entereing Spindle Shrine. Climb to the top of the tower and exit the door. Cross the bridge and enter the next tower. Activate the body masher lift with the switch on the wall and then climb up to the top of the tower. Release both switches at the top to drop the body in the cage and lower a gate. Head down the ramp partway and exit the door back outside the tower. Ahead of you to the west the war gates will open allowing you to walk down the path. Enter the Tower Portal in the center of the walkway and enter the center room to kill off the Daedra. Go to the back and enter the Corridors of Dark Salvation. Climb the ramps and kill off the Daedra to climb some more ramps on the other end and enter the door. Climb up the tower all the way to the top skipping all the teleporters and enter one of the two doors ahead. Now enter the center area and climb the stairs to kill off the Daedra, then wrap around and go up the ramp to grab the Sigil Stone. Speak to the count in Leyawiin and he will gladly give you aid to help in the battle. +++++++ Chorrol +++++++ Head in to the castle to speak with the Countess in the Great Hall. They too can not spare aid until the gate threatening the city is closed. Head outside the city to the south and find the gate close-by and enter the hellish world. Head south a little bit and then go to the east to find a door leading to Eruption. Kill the Daedra inside and then activate the lever on the wall to raise the masher lift. Go up the ramp to the top of the tower and activate both switches on the wall. Exit the door and cross the bridge to enter the next tower. Head through each door to cross the bridge and enter the towers and activate switches at each. Return to the middle main tower and continue to the next door until you get them all. Once al four are activated go back to the north east door and climb back down the tower and exit. Head around the tower towards the center main tower and go to the tower to the east. Enter it and use the lift to raise up a level. Climb the tower part way and exit through the door. Cross the bridge and enter the main tower. Kill the Daedra and enter the Rending Halls. Killthe Daedra in the area and go through the doorway to the south west. Climb the ramp kill the Daedra as you watch out for the falling Giant Claw Blades. Continue up the ramp and exit through the door. Climb the ramp, kill the Daedra and enter the door. Climb the ramp on either side and kill another Daedra. Now wrap around to the west and climb another ramp, kill a Daedra and enter the eastern door. Climb up the ramp and kill yet another Daedra to enter the final door. Go in to the center room and climb the stairs, kill off the Daedra and then climb the ramp to reach the Sigil Stone. Once you appear back in your world go talk to the Countess and ask about aid. She will gladly send troops to help for you. ++++++++ Skingrad ++++++++ Speak with Hal-Liurz about aid and she will go get the Count. He will not spare any troops as long as the Oblivion Gate outside his own city stays open. Again you must go outside he city and enter the Oblivion Gate a little ways east of the city. Head inside the east tower and kill off the Daedra, then go through the north door. Climb the ramp, kill the Daedra, then turn around the corner to the south west corner and climb another ramp. Kill the Daedra here and enter the door. Wrap all the way around the tower room and enter the Halls of Shame. Climb all the way up the room and kill off the Daedra. Exit out the south door back in to the tower room. Head up the ramp to the very top and deactivate lock one of two with the switch on the wall. Head down the ramp and go through the door to the north. Head across the bridge to the other side and then activate this lock as well. Now head out the east or west door. Kill the Daedra and go down the ramp. Enter the Halls of Shame and descend the halls as you kill off the Daedra. Exit outside the tower to the south east and cross the bridge to enter the main tower. Kill the Daedra and climb the tower to enter the door at the top of the ramp. Head straight across and kill the Daedra, as you go to the ramp to the south watch out for the falling Giant Claw Blade. Climb to the top as you kill off the Daedra and enter the Sigillum Sanguis. Get to the top as you kill more Daedra and take the Sigil Stone. Head back in to the castle and speak with Hal-Liurz to get the count and talk to him about aid. He will now gladly send help to aid in the battle. ++++++ Kvatch ++++++ First you must complete the side quest "The Battle for Castle Kvatch" in order to regain control over the city. Head in to the castle of Kvatch and speak with Savlian Matius and he will gladly send what little troops he can to help in the battle. +++++ Anvil +++++ Head in to the castle and talk to the Countess, she too has an Oblivion Gate outside. Head out to take care of buisness just north west of the city. Enter the portal in to the hellish world and kill off any Daedra within the area. Go up the path to the south and then turn to the south east. As you continue you will find a door to the west in the rock wall leading to the Nether Tunnels. Navigate north and then to the west as you fight the Daedra, enter the next door. In the next cave head north as you kill the Daedra and exit the cave out the door. Head north east killing the Daedra and go north to enter The Red Gnash Channels. Head north west and kill off the Daedra and make it back outside. Wrap around heading south and then climb up the mountain to reach the main tower doors. Go in to the Rending Halls and climb up the ramp. Kill the Daedra and then take the exit to the south. Climb up the ramp, kill the Daedra, and enter the Dead Halls. Head up the ramps killing the Daedra and continue south up the ramps to reach the last doors back in to the tower room. Go up the ramp and enter the Corridors of Dark Salvation. Kill the Daedra and head up the ramp to the next door. Head all the way around the tower and kill off the Daedra to reach one of the two doors to the final tower room. Kill off the Daedra in this room and take the Sigil Stone from the flames at the very top. Head back to the castle and speak with the Countess about getting aid and she will gladly help you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.13 - Defense of Bruma =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You will notice that Martin is now wearing the armor you just got for him as well. Talk to Martin when Jauffre says "Yes, we'll see how he likes your plan". He tells you, like the Daedra and Divine items that counteract eachother you must get an item that counteracts the Great Welkynd Stone. This item is a Great Sigil Stone. Martin also tells you he is going to lead the battle in Bravil and help fight off the Daedra. Head in to Bruma and speak with the Countess. Tell her the battle plans and she is surprised Martin would risk her entire city just to gain a Great Sigil Stone. Tell her that you must get the amulet back and that Martin is waiting at the Chapel. She will then get up and head out to speak with Martin. Head to the chapel and listen to the two of them speak. Talk to the Countess once there conversation is over and start the battle. Leave the city to the east to pass by all the citizens as they watch you leave. Go north east and locate the Oblivion Gate. Once you get up close to it a quest update message will pop-up and tell you to wait for the next two gates to open and then the Great Oblivion Gate will open for you to head in to. If you gathered troops in the quest "Allies for Bruma" the allies will come running down to form a line as well. If Martin isn't there yet just use the wait feature for about 8 to 10 hours and he will eventually load in. Martin will give the group a speech and during it the Daedra will jump out of the gate to attack. Protect Martin at all costs by fighting the Daedra until all the gates open. If you see the loot bag on the ground DO NOT OPEN IT, this randomly contains a glitched item that leads to your game freezing. Continue to kill the Daedra as a second and then a third gate. After fighting through all the waves of Daedra to protect Martin. The Great Oblivion Gate will soon after come shooting up in the middle of the three gates. Head in allowing the allies to hold off whatever comes out from the gates. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.14 - Great Gate =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you enter the Great Oblivion Gate the war gate straight ahead will open. Run straight ahead taking out the Daedra and enter the World Breaker Guard door on the right. You will have a count down to close the gate before the Daedric Siege Engine makes its way out of the Great Gate and destroys Bruma. Jump on the lift and ride it up a floor. Take the spiral ramp to the very top of the tower and exit out the door. Cross the bridge and enter the next tower. Exit out the side door to your left and cross the next bridge to the door. Head down the spiral ramp to where you will need to raise the lift up, but go out the door instead. Run past the caterpillar-like Daedric Siege Engine as you head north and either jump across the bridge and take out the Daedra quickly as you run past the shooting towers. If you can't make the jump drop down on to the broken slab and run over to the cave door. Run through the cave, drop down the hole and navigate through the tunnels to reach the door to the north east. Go up the lift and climb the tower to the top to activate the gate outside, then go back down part way and exit the door to the bridge outside. Kill through the Daedra quickly run to the middle tower ahead and enter the door. Go to the back of the room and kill the Daedra, then exit through the door to the north. Climb the ramp and watch out for the falling Claw Blades coming down from the ceiling. Kill the Daedra and then head south to head up the ramp and out the door. Run around the tower room and climb the ramp and either kill the Sigil Keeper and take his key or pick the lock if you have a good enough skill to. Enter the last tower room and climb to the top of the room killing off the Daedra as you go to grab the Great Sigil Stone. With the Great Oblivion Gate closed talk to Martin and hand over the Great Sigil Stone. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.15 - Paradise =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before going in get ready by gathering items you may want to bring along and any armor you may want to take with. Head over to Cloud Ruler Temple and talk to Martin Septim to open the portal to Paradise. Head in to the portal and be transported in to another world. This time it looks like a nice paradise as Mankar Camoran described. Being in Mankar Camoran's own paradise he already knows you are there and speaks out loud as if he controls the sound of the winds themselves. Talk to some Ascended Immortals to get information on the paradise. Some will mention that the only way out is beneath the mountain in the Forbidden Grotto. You must get the Bands of the Chosen in order to leave the garden. Others will tell you that the creatures here torment them and kill them off, they are then reborn and the cycle continues. Just head along the path south to south east talking to some of the fallen Mythic Dawn members as they complain how they are in a true hell. Cross the bridge and kill the Daedra that come attacking. As you head down the stone path Mankar Camoran talks to you again about how his followers are in the Savage Garden and that he waits for you at Carac Agaialor. Continue on down the path and kill the Daedra that come after you. Take the lower path when you come to the intersection and kill the Daedra around the bend. Go across the bridge and up the path a bit. A Daedra will come over to you named Kathutet and talk to you about how you handled the Kvatch Oblivion Gate. He gives you a choice to either fight him (he is about 5 levels above yours) or to do a task for him. If you fight him you will be able to quickly get the Bands of the Chosen faster but it is a little harder since he is a higher level than you. If you choose to serve him, he asks that you free a captured Daedra in a cave to the northwest. Head down the west road and kill the Daedra that are along the way. When you reach a small white structure head past it towards the water and look at the face of the rocks along the shore for a door leading in to the Lair of Anaxes. Head to the back of the room where three immortals walk around talking and ask you not to release Anaxes. Stand to the side and release the two logs holding the boulder in place. Anaxes will push the boulder out of the way himself. Leave the cave as he runs after the three and kills them off and go back down the path to the bridge Kathutet stopped you at earlier. Cross it and enter the Flooded Grotto. Head through the cave going south and find Kathutet as you fight off some other Daedra. Speak to Kathutet near the door to the Forbidden Grotto and he will give you the Bands of the Chosen. He also tells you that none have made it out alive since his brother Orthe is in there fighting them off. As you walk towards the door Mankar Camoran speaks up again, equip the Bands of the Chosen and enter the doorway. The Bands of the Chosen will make you have a 50% weakness to fire and will become unequipable for the time being. Head south as you listen to Bands of the Mankar Camoran. Enter the cavern and cross the bridge to fight off the enemies, then take the north eastern tunnel to move on. As you reach the tunnel door a Mythic Dawn follower asks you what you are doing here. Eldamil wants to help you and tells you that you needed to wear the bands in order to enter this part of Paradise but in order to leave through the other side you must remove them. Soon Orthe will come to check up on Eldamil and he wants you to act like a prisoner as well, agree with him so you don't have to fight the highly leveled Orthe. Eldamil directs you over to a cage and then Orthe stops the two of you asking who you are. Eldamil tells him you are brought in for questioning and then has you get in to the cage. He lowers the cage just enough to make it look like you are heading down in to the lava but stops you just short of it. Soon you are brought back up and the cage door opens on the other side. Eldamil tells you that he is going to distract the Daedra as long as he can while you find a way through the caves, he will meet up with you further down as he is killed and ressurected deeper in the cave. Go east through the passage and then go south at the intersection. Enter the next cavern and kill the Daedra, Mythic Dawn immortal, and the other enemy in here. You can also play with the lever on the lava to lower and raise the prisoners in the cages. Continue south and go through the door in the corner. Right when you enter this next area of tunnels Eldamil will walk up around the corner and greet you. He takes off the Bands of the Chosen and asks if he can help you kill Mankar Camoran. To make living easier on you, just say yes so he can help you fight. Mankar Camoran will start to talk to you again, just head south through the cave. Go east at the intersection and kill off the enemy around here. Head past the tortured immortals and continue north. Right before the end of the cave you will come to a Daedra named Medrike that you must fight. Let Eldamil do most of the fighting, if he dies he will eventually be reborn back at the place you found him in this second cavern area. Head down the western tunnel and go through the door at the end. If you didn't let Eldamil take the bands off your character will explode to death. Head down the stone path and go up the stairs. Turn to the right and head in to the temple area. Mankar Camoran's kids will meet you and tell you that he is waiting for your arrival. Follow Ruma in to Carac Agaialor and walk up to hear Mankar Camoran speak. Kill Mankar Camoran's son Raven and Eldamil will distract Ruma as they fight. Now head over to Mankar Camoran and fight him as he is sitting in his chair. Quickly grab the Amulet of Kings off his body and you will be transported back to Cloud Ruler Temple. Tell Martin that Mankar Camoran is dead and hand over the Amulet of Kings. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.16 - Light the Dragonfires =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tell Martin to follow you and head out for the Imperial City. Make your way to Green Emperor Way right outside the Imperial Palace and bring Martin to the entrance. Captain Steffan will greet you both and tell Martin that the Elder Council is awaiting his arrival. Enter the Palace and go straight ahead to the Elder Council Chamber. Chancellor Ocato will greet you and start telling Martin Septim that he is now recognized as the true Emperor. In the middle of his speech a guard rushes in to tell Chancellor Ocato that Oblivion Gates have started to open releasing the Daedra throughout the city. You must now escort Martin safely to the Temple of the One and allow him to light the Dragonfires. Two Daedra will come in and attack, kill them and follow Martin out of the Palace. Head out the south west exit from Green Emperor Way as you protect Martin from the onslaught of Daedra. As you continue through the city Mehrunes Dagon will make it through the barrier. You must now figure out a way to kill Mehrunes Dagon and send him back to Oblivion. Speak to Martin Septim, whom may be back in Green Emperor Way about Mehrunes Dagon. Martin gets an idea with the Amulet of Kings and must still reach the Temple of the One. Wait for the guards and High Chancellor Ocato to get up with you so you have a fighting chance in the Temple District. Head in and push your way south west through the Daedra to reach the Temple of the One's entrance on the other side. The group may not seem to follow you but run past the Daedra as fast as you can and hug the left wall as you pass Mehrunes Dagon. Enter the Temple of the One and you should get a quest update saying that Martin and you have made it to the temple. Martin will appear and then run to the side of the temple. Head over to where he is and he will tell you that he figured out what he must do and that he will not be returning. He then runs to the center of the temple as you are frozen in place and Mehrunes Dagon will bust in through the roof. As he smashes the Amulet of Kings on the ground he will turn in to the avatar of Akatosh and will then fight with Mehrunes Dagon. Soon after the battle and a quick cinematic movie Chancellor Ocato will rush in asking where Martin is. Ask Ocato about Champion of Cyrodiil and he will proclaim you the Champion of Cyrodiil. He also tells you that he has a suit of Imperial Dragon Armor being made for you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02.17 - Imperial Dragon Armor =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Talking to Chancellor Ocato he will tell you that a suit of Imperial Dragon Armor is being made for you and will be ready in 2 weeks. Wait for that time and head to the north east corner of the Imperial City to the Imperial City Prison. As you head in wrap around to the right and go through the iron gate to enter the door to the Armory. Straight ahead laying on the table against the east wall you will find your own full set of Imperial Dragon Armor. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ******************************************************************************* 2.03 - Thieves Guild ******************************************************************************* 2.03.01 - Getting in to the Thieves Guild 2.03.02 - Armand Christphe's Quests 2.03.03 - May the Best Thief Win 2.03.04 - Untaxing the Poor 2.03.05 - The Elven Maiden 2.03.06 - S'krivva's Quests 2.03.07 - Ahdarji's Heirloom 2.03.08 - Misdirection 2.03.09 - Lost Histories 2.03.10 - Taking Care of Lex 2.03.11 - The Gray Fox's Quests 2.03.12 - Turn a Blind Eye 2.03.13 - Arrow of Extrication 2.03.14 - Boots of Springheel Jak 2.03.15 - The Ultimate Heist Having the Thieves Guild membership gives you two really good advantages. One is you can talk to one of doyens (these are guild lieutenants) Armand Christophe in the Imperial City and S'krivva in Bravil to reduce your current bounty on your head by half. This means you only have to spend half as much gold to pay off your fines. The other good thing about having a membership is you get access to five fences. These are the only merchants that will buy your stolen loot, they also buy normal loot but don't bother since they will give you a worse price than a normal merchant. You can also buy back the items you gave to the fences, at a more costly price. Do not steal from or harm any of your fellow Guild Members. You will have to pay fines for every crime you commit as punishment, when you get caught. The following is the fines you must pay when you are caught: 200 Gold for theft 500 Gold for assault 1,000 Gold for murder 1,000 Gold per additional unnecessary murder This guild is about stealing, not killing. So if you were to kill the person or people living in the house you were stealing from the guild will kick you out and force you to pay 1,000 Gold per person you murdered before allowing you back in to the guild. Also know that the stealing mission won't start until you physically enter the house, so you can kill outside the house and the guild won't worry about it. If you are doing a quest for the Theives Guild do not put it off, do it immediatly before you do anything else so you don't run the risk of getting a fine accidently. To successfully pickpocket you must go in to sneak mode and walk over to an unsuspecting person and pickpocket them while they and others around don't detect you. The eye that appears will show how visible you are to everyone, being lit up means you are very noticeable. If you are caught and go to jail you can use the bed to start your sentence. Also if you have any lockpicks you can try and sneak out but you will need to not only pick the lock to your cell door, but pick the lock to your loot in the evidence chest. Your bounty will raise and you will be chased by guards the whole time. If you do not break out of jail, you will lose some skill points. You can also come back later on and break in to the jail to get at the chest for your stolen goods that were confiscated that you would like to get back. ******************************************************************************* 2.03.01 - Getting in to the Thieves Guild ******************************************************************************* You have three options on how to get in to the Thieves Guild. You can go pickpocket someone or steal something in front of them so the guards are called on you, or just walk over to a guard and talk to them yourself. It can be any level of sentence (from stealing an apple to murder), but best to make it a small nothing crime, like pickpocketing or stealing in plain sight of people. If you kill someone besides a guard you may ruin a part in the game for yourself later on. For instance killing a shop keeper will upset that shop they had or killing a person on the street will close a quest line down the road. Now just go over to the bed and serve your time. After the game reloads you will be outside the jail doors. Wait here, if you are in the Imperial City it will take about 2 minutes in real life, otherwise in the other cities it will take a bit longer. Don't leave the city until a lady (Myvryna Arano) comes to you and hands you a letter to get invited to the Thieves Guild or it could take a very long time to get it. Another way in to the Thieves Guild is to go to the Imperial City and read a Wanted poster of Gray Fox. There are dozens all over the city, an easy one to find is in the Merchants Inn hanging on the left wall as you walk in. Once you read this poster the topic "Hieronymus Lex" is added to the list when you talk to someone. Now you must find a beggar with at least 70 Disposition, and talk about Gray Fox, they will ask "Are looking for him". I found the beggar (Puny Ancus) heading from the lighthouse at the waterfront around 11AM. Tell the beggar "Yes, I want to work with him." He will then tell you detailed instructions on how to get in to the guild and you obtain a new quest. The other way to find the Thieves Guild is by talking to a man named Armand Christophe usually found in the Waterfront District. Talk to him about the Gray Fox and he will tell you to quiet down and seek him out in the garden at midnight, giving you a new Quest. Whether you got the note from the lady, talked to the beggar, or talked to Armand Christophe directly; you must find the Garden of Dareloth in the Waterfront District of the Imperial City around Midnight. Easiest way to find it is to go through the west wall in to the poor shack housing area and locate the one shack that says it is abandoned. Go behind this shack to locate the Garden of Dareloth. Once you find the man with the torch talk with him. Amusei and Methredhel are trying to join the Thieves Guild as well. Armand Christophe is the one to get things going. Speak to him about Gray Fox and then a new option will appear to Join the Thieves Guild. Once the other two people show up you can activate the cut scene on your task. However, if he doesn't trust you, you should raise his Disposition on him past 70 to get it going. ******************************************************************************* 2.03.02 - Armand Christophe's Quests ******************************************************************************* Do not talk to Armand about the Thieve's Guild outside the midnight meetups in the Garden. 2.03.03 - May the Best Thief Win 2.03.04 - Untaxing the Poor 2.03.05 - The Elven Maiden =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.03 - May the Best Thief Win =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Since an unusual amount of people are trying to become thieves at the same time this night you will all have to participate in a contest. Whoever steals Amantius Allectus' Diary first will be permitted in to the guild. The Diary is somewhere in the Imperial City, and the beggars may help find him. You can buy lockpicks from Armand Christophe for 5 gold each. Right away Methredhel will run off and Amusei will talk about the Elven Gardens District. Also you are not allowed to kill Amantius Allectus nor the other two contestants. Amusei will be wandering hopelessly in Talos Plaza and Methredhel will take off immediatly straight for his place. Don't try to follow her as she is too fast for you. Quickly turn around and make sure you have lockpicks, head over to Puny Aneus and wake him up to see what he can tell you about Amantius Allectus. He will tell you that he lives in the Temple District on the far east side. Fast Travel over to the Imperial City Temple District and run to the eastern gate. Just before reaching the east gate turn left to find his door. Pick the two tumbler lock and enter. Watch out for the two guards that come out the South Watch Tower door to your left as you are picking the lock. They will walk over and enter the house if they spotted you. Look in the desk on the ground floor for the diary. Now quickly return to Armand Christophe to hand him the diary, read it before hand if you wish. However, if Methredhel beats you to the book (your character might not be fast enough depending on the speed levels) you will have to steal it back from her somehow. She will head either in to the basement which you can either follow with a one tumbler lock. Then she heads to a sewer entrance with a 4 tumbler lock. But once you open the four tumbler lock and head in she will already be gone. It is a safe way to go as you may risk getting caught by passing guards outside the front door when you leave. If you take the sewer route you will either have to kill a rat, some goblins or there may be no one here at all. Run through the gate and over the bridge to turn the crank. Then jump in the water, watching out for Mud Crabs and get in to the next room. Head up the steps and cross the bridge to enter another room with a Goblin inside. Jump the water straight ahead to the other side and head down the tunnel and enter the doorway. Now drop in the water and head north east through the open passageway. Take the door to Talos Plaza Sewers on the left side. Activate the wheel and head up the stairs to reach a chest and a ladder leading out in to a secluded safe place within the city to avoid the guards. Or she will run out the front door and you can try to follow, but may get caught by the guards. If you do try this way and the guards aren't there then you can sneak up behind her, and if she didn't notice you, you can pickpocket the Diary back. If she escapes head back to the Waterfront and talk to some beggars to learn that her house is also on the Waterfront. Check the shack next to the abandoned shack. If it is within the hours of dawn and noon she will be asleep. However her roommate will most likely be in the house as well. Wait until about 6PM for them to leave for dinner if you don't feel lucky enough to get in there earlier. Pick the lock on her door which is adjusted for your level, then turn to the left and pick the lock on Methredhel's chest which is also adjusted for your level. Inside the chest you will find the Amantius Allectus' Diary. Now wait for midnight and talk to Armand Christophe to hand over the Diary. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= No matter if you turn in the Diary by getting to it first or stealing it back from Methredhel you will be told the rules to the guild. 1. Never steal from other Guild Members 2. Never kill anyone while on the job 3. Do not steal from the poor, particullarly anyone in the Waterfront If you break the rules you will be kicked out of the Guild and have to pay a Doyen to get back in to the Guild. A blood price for each person you kill, a fine for stealing from fellow guild members. To play it safe, just never mess with anyone on the Waterfront when stealing. Talk to Armand about the Thieves Guild, how to take care of fines when you are caught, what to do when you break a rule, where shop keepers that buy stolen goods are located (fences), and how jobs work. Now ask about Thieves Guild special jobs and you will be told that you need more experience and to sell stolen goods to the fences to show your good at the job. Now head around to places other than the Waterfront and steal 50 Gold worth and sell it to the fence in Bruma. Now take the time to go through the world pickpocketing and stealing from people and shops collecting all the goods you can. You want to get at least 1,000 Gold worth to be able to go through the Thieves Guild Quests easily. A nice place to steal from is the jewelry shop on the east side of the market. Once you collect enough stolen goods, go to Bruma and sell the stolen goods to Ongar, then head back and talk to Armand at midnight in the garden when you are ready for another quest. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.04 - Untaxing the Poor =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Immediatly talking to a beggar you can find out that Hieronymous Lex has an office in the South Watchtower. Head in to the Temple District, you are allowed on the first floor. Anything above is for guards only, so you will have to work fast. Head up the first ladder (6pm seemed to be when all the guards were out), turn to the left and head up another ladder, turn left and go up a third ladder but pick the lock with two tumblers to reach the office. Head over to the locked desk that is set to your level and take the gold and records. Quickly drop down the floors to the ground floor and casually walk out of the area. Read the Waterfront Tax Records to see who was taxed. Return the Records and money to Armand at midnight in the garden. Armand will promote you from Pickpocket to Footpad and let you keep the money. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you have dropped off enough loot at the fences you can start the next quest. Otherwise you will have to do some independent thief work. This time you need to bring the gold worth up to 100 Gold to move on. Hit up some houses in the Temple District and the jewelry store for some quick items to drop off. Return to Armand and get the next quest once you are ready. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.05 - The Elven Maiden =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head to Cheydinhal's West Gate and talk to a beggar for information. Now head over to the large chapel and enter it through any of the three doors. Now wrap around the balcony and head down the stairs and pick the average lock on the door to your right as you walked down. Now watch the guard walk around and wait for them to go down the east walkway, quickly rush ahead and down the west walkway in to the tomb area. Head straight back and GRAB ONLY the bust. If you open the sarcophagus a Wraith or Ghost will attack you. Now immediatly turn around and head straight back out the door so the guard can't react fast enough to catch you. Head up the ramp and quickly out the side door. Immediatly bring up your map once outside and fast travel back to the Waterfront. You will see that the entire area is crawling with guards from all the other districts looking for the bust and Armand. Wander around within the Waterfront to wait for Methredhel to come find you. She tells you that Armand is in hiding and that you need to setup the "rat" in the Thieves Guild. Break in to Myvryna Arano's house with the tumbler based on your skill level while she is out and there are no guards around to see you. Go to the cupboard next to the bed on the right wall to activate placing the bust in it. Leave the house undetected and find Hieronymus Lex and get his Disposition up to at least 70 so he likes you. Talk to him about the bust and mention that Myvryna Arano has it. Keep pushing it on her by telling him it is in her cupboard. You must follow Hieronymus in to her house and let him search the cupboard. Once he sees the bust he will go over to Myvryna and arrest her for the theft of the bust. Now wait for Armand to come back from hiding (he was in the cellar of an Imperial Trading Company building) or you can catch him walking back to the shacks the same night you got Myvryna arrested. He will reward you with Bandit status, reveals a new fence, and tells you to now go seek out S'krivva in Bravil for more quests. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before you are allowed to get a quest from S'krivva your going to need to get at least 200 Gold worth of goods fenced. Steal from the cities in the appropriate areas and then drop off the goods at one of the two fences. Head out to Bravil and seek S'krivva. ******************************************************************************* 2.03.06 - S'krivva's Quests ******************************************************************************* 2.03.07 - Ahdarji's Heirloom 2.03.08 - Misdirection 2.03.09 - Lost Histories 2.03.10 - Taking Care of Lex You can talk to S'krivva at the Lonely Suitor Lodge (9 AM to 9 PM Tuesday and Thursday also 8 PM to 10 PM daily) You don't want to bother her at home unless the door is unlocked. She does drug deals on the side of her thief work on Saturdays. (House is open at 6 AM to 8 PM Sunday, Monday, Wednesday, and Friday; 6 AM to 9 AM Tuesday and Thursday; 6 AM to 10 AM and then again at 2 PM to 8 PM on Saturday) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.07 - Ahdarji's Heirloom =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A freelance thief has stolen a widow's treasured ring and she wants to get it back. Head south to Leyawiin and ask the beggar's around the city for Ahdjari's location. You will learn she lives on the west side of town, eats lunch at the Five Claws Lodge (12 PM to 2 PM) and eats dinner at the Three Sisters Lodge (6 PM till Midnight). Once you speak with Ahdarji you learn that it is your old lizard thief "friend" from the initiation quest "May the Best Thief Win". She wants him dead but you must tell her that the guild does not kill people. Ask around with the beggar's or guard's with Disposition of 45 and above to learn that Amusei has been thrown in jail for blackmailing Leyawiin's countess. Go to the south east corner and enter the castle. Head up the steps and in to the first hallway taking the first right and enter the door to go in to the Dungeon. You now have several options at this point. Talk to the guard and get denied access to the prisoner unless you pay 20 gold, Pick the pocket of the guard sitting on the stool for the prison key, or you can sneak around the guard by going down the stairs and around the other side to reach the prisoners cell room. Once you reach Amusei offer him a lockpick for info on where he hid the ring. Turns out the ring was already stolen from the countess and he tried to ransom it back to her. He was tricked and thrown in jail and she kept the ring. Talk to a beggar outside for more info on a possible contact within the castle. Pay them 10 coins and you will get info to see Hlidra Mothril as she eats at 8 PM and that there is supposedly a torture chamber hidden in the basement. Head in to the castle again and find Hlidra Mothril to sweet talk her in to giving you more information on the ring and the countess. Raise her Disposition as high as you can to milk out all the info. A Disposition of 60 is required to learn the countess's schedule. She will be gone every month from the 15th to the 17th, goes to the chapel in the mornings, hosts dinner at 8 PM, and goes to sleep after 11 PM. A Disposition of 70 to learn that she wears the ring all the time unless she takes a bath or goes to sleep and places it within her jewelry box. A Disposition of 80 to find out that the rumors of the secret torture chamber is true and that it links from the basement up to the countesses room. Now wait until roughly 1 AM and head in to the basement through the door in the throne room. Look in the barrel along the southern wall to find a secret lever inside the barrel, use it to open a hidden passageway. Sneak through the passage to safely make it silently up the stairs. At the top of the stairs, pick the lock to enter the secret torture chamber. Turn to the right and head down another passage to another locked door to pick. Open the door and head in to another passage and go around the corner to use a lever on the wall to open it. Enter the next room and head up the stairs to the left and eventually reach a sitting room. Save your game at this point. Pick the lock to the next room but be careful of the possible guard checking the area every half hour. Once you head in turn to the left and go up the steps to the door and pick the lock to enter the counts' chambers. Close the door behind you. With them asleep, sneak to the right side of the bed and pick the lock on the jewelry box. ******************************************************** *Do not take the Brass Ring or else a glitch may happen* ******************************************************** Inside the jewelry box take Ahdarji's Ring but do not take the Brass Ring, this causes a game glitch otherwise. Also while you are in the jewelry box take the Divining the Elder Scrolls letter. Now wait for the perfect timing to leave the room (you can see the shadow of the guard walk up to the door and then vanish, wait about three seconds before opening the door and sneaking back to the secret passage. Head through the secret passage ways and close the doors behind you to make it seem like you didn't go this way. Exit the castle like nothing is wrong and head around town to locate Ahdarji. Instead of handing it straight over, tell her that Amusei tried to sell the countess her ring back. Now she will pay double the amount. Hand over the ring to her now and get the 200 Gold. Now head out to Bravil to talk to S'krivva. She will promote you to Prowler and give you 200 Gold as well. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before you are allowed to get another quest from S'krivva your going to need to get at least 300 Gold worth of goods fenced. Steal from the cities in the appropriate areas and then drop off the goods at one of the two fences. Head back to Bravil and seek S'krivva. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.08 - Misdirection =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head back over to the Imperial City and look for Methredhel. Looking back in the Waterfront you will find a ton of soldiers, including Mage soldiers, running around looking for the Gray Fox. All the residents of the Waterfront have been put on curfew and stuck inside until he is caught. They won't tell you anything over here. Head out to any other district and locate a beggar with the compass to bribe them in to telling you where Methredhel is located. you will learn that she is one of the few that escaped the Waterfront. She is hiding at Dynari Amnis's house in the Talos Plaza. Head over there now and ask about the Waterfront Invasion. You must now head over to the Arcane University and steal a staff from within it. The Archmage sleeps from 1 to 7 AM and stays in the main room from 9 AM to 11 PM. Head in to the center tower and use the teleporter to the left of the main door. Sometimes there will be a mage up in this room. Talk to the mage and then quickly head over to the next teleporter and head up to the bedroom above. Place the letter from Gray Fox in the drawer to the left of the bed and grab the staff at the foot of the bed. Turn to the southeast and grab the paper called Fragment: Song of Hrormir. Now quickly head back down the teleporters and out of the tower. Head back to Talos Plaza and talk to Methredhel and give her the Icestaff. Now head back to the Waterfront and jump up on to the shacks to listen in on Hieronymous Lex. Soon a Dremora will give Lex a note and Lex will order his men to go back to there normal posts. Head over to where Lex was standing and grab his note that he dropped. Now head back to Methredhel in the Talos Plaza District and talk to her about Hieronymous Lex. You must now return the Icestaff to the University, however, since they will be looking for you if you return it you must give it to Ontus Vanin in his safe chest. He is located in the Talos Plaza District to the south west. Pick the lock on his door and head up stairs quietly. Enter his bedroom after picking the lock and go to the wall on the right to insert the staff in the chest. Now quickly get out of the house and head out to see S'krivva in Bravil for your reward. You will be promoted to Cat Burglar and given 300 Gold as an award. Also a new fence is opened. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before you are allowed to get another quest from S'krivva your going to need to get at least 400 Gold worth of goods fenced. Steal from the cities in the appropriate areas and then drop off the goods at one of the two fences. Head back to Bravil and seek S'krivva. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.09 - Lost Histories =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head to Skingrad and speak with one of the two beggars in the city. You have three options to get in to see Theranis; get arrested, break into jail, or you could get a job. Now you can talk to a guard or almost anyone around town about Work in Castle Skingrad and find out Shum gro-Yarug is looking for extra help around the castle. This will make things easier to break in to the prison and talk to Theranis. Shum gro-Yarug doesn't leave the castle often. At 10 AM he goes to to the West Weald Inn and at noon he goes to the Colovian Trader. Once you locate him talk about Work in Castle Skingrad. Note that everyone will look down at you and call you the Slop Drudge, making you feel like a worthless being. He hires you as a Slop Drudge to feed the prisoners. What luck. Enter the castle courtyard and go up the stairs to the right, enter the door to the east. Head down the stairs and have the jailor open the door for you. Head over to Larthjar the Laggard and talk to him and tell him you are here to rescue him. Ask about Theranis to learn more. Turn to the south end of the hall and walk over to the dead end. You will see blood all over the floor from the Argonian that was bleeding bad end at the wall. Activate the candlestick on the right side of the wall to open a secret passage and head through the tunnel to open a door in to the Wine Cellar. Use the lever to activate another secret door and enter the wine cellar part of the castle. Continue to follow the blood trail down to the right towards the wine barrels. Go to the last barrel on the right and activate the candle on the pillar to the left of you to open another secret passage. Enter the middle wine barrel and go through another passage to reach the Pale Lady, a vampire. Take the Secret Cell Key and the Skingrad Castle Key off her after you kill her. Search Theranis to update your quest and then go talk to Amusei once again. Amusei has info on Theranis's treasure but won't talk until you are both out of the castle gates. Unlock the gate and free Amusei and have him follow you by talking to him and telling him to follow. Head back up in to the wine cellar and decide which way you want to take him. Through the wine cellar and out the castle or through the jail. Exit the large wine barrel room and turn right to enter the Dining area. Head north towards the dining table and use the doorway to the north east to enter the County Hall. Head straight ahead to the door leading out to the courtyard. Get down the stairs and head straight out the exit of the castle. Know sneak across the bridge and continue down the path until the game tells you that you have both escaped Castle Skingrad. Amusei will now tell you the clue of where the book was hidden. Head back in to town and take the first right to go behind the houses. Look for a well on the right and walk past it and the tree next to it. Look behind the bush that follows closely after to locate the book. Take it and head back to Bravil to talk with S'krivva about your reward. You get 400 Gold for your work. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before you are allowed to get another quest from S'krivva your going to need to get at least 500 Gold worth of goods fenced. Steal from the cities in the appropriate areas and then drop off the goods at one of the two fences. Head back to Bravil and seek S'krivva. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03.10 - Taking Care of Lex =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Start by heading out to Anvil in the west most city. Locate one of the two beggars and either raise the Disposition or bribe them in to telling you some information. They will tell you to seek out the Blacksmith. Now head through the south east exit to The Gold Coast. Cross the bridge and enter the castle's Courtyard. Now head through the garden and enter the castle. Once inside take the first right to enter the Smithy's place. Talk to Orrin, he has been expecting you. Orrin brings you to the wine cellar and opens a secret passage by activating a movable pillar to the right of the opening. Before heading up the stairs talk to Orrin about Dairihill's Office and you will learn the times she is not in it. She is in the audience chamber in the morning's and eats dinner with the countess from 8 PM to midnight. Check the time and wait in the blacksmith area for one of the two good times. Go up the stairs and pick the lock to the door and head up more stairs. Activate another pillar on the left of the niche to open the secret passage. Turn to the left and pick the lock on the door. Close the door behind you so the guard patrolling outside the office won't see you. Now pick the lock on the desk and take the List of Candidates. Now carefully sneak back down the hallway and go back through the secret passage to reach the blacksmith. Now leave the castle. Head back in to town and seek a beggar and ask about a Master Forger and give him 15 Gold to learn about a man by the name of the Stranger. Head over to the abandoned house next door to the Mages Guild a