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\__ \ __ || | \ V /| _|| /| || .` | (_ | | |\__ \ |__| _|\__ \
|___/_||_|___| \_/ |___|_|_\___|_|\_|\___| |___|___/____|___|___/
| TES 4: Shivering Isles FAQ/Walkthrough |
| Author: Xiamut (email@example.com) |
| Version: 1.00 |
| Last Revision: 08/16/07 |
| Platform: Xbox 360 |
| - Table of Contents - |
- The Basics..........................................................[*02]
- About Shivering Isles...........................................[b01]
- Main Quest..........................................................[*03]
- A Door in Niben Bay.............................................[w01]
- Through the Fringe of Madness...................................[w02]
- A Better Mousetrap..............................................[w03]
- Baiting the Trap................................................[w04]
- Understanding Madness...........................................[w05]
- The Lady of Paranoia............................................[w07]
- The Cold Flame of Agnon.........................................[w08]
- Ritual of Accession.............................................[w09]
- Ritual of Mania.................................................[w10]
- Ritual of Dementia..............................................[w11]
- Retaking the Fringe.............................................[w12]
- Rebuilding the Gatekeeper.......................................[w13]
- The Helpless Army...............................................[w14]
- Symbols of Office...............................................[w15]
- The Roots of Madness............................................[w16]
- The End of Order................................................[w17]
- The Prince of Madness...........................................[w18]
- Side Quests.........................................................[*04]
- Bliss Quests....................................................[S01]
- Crucible Quests.................................................[S02]
- Settlement Quests...............................................[S03]
- Achievement List....................................................[*05]
- Revision History....................................................[*06]
- Contact Information.................................................[*08]
- Copyright Information...............................................[*09]
*** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the ***
*** corresponding code next to section that you want to view and press ***
*** enter to jump to that section. ***
[*01] \ - Introduction -
Oblivion is an open-ended first-person role playing game developed by Bethesda
Softworks and published by 2K Games. Shivering Isles is the first (hopefully
not last) expansion pack for The Elder Scrolls IV. This expansion pack allows
you to travel to the Daedric Lord Sheogorath's realm, the Shivering Isles.
There is a large new area to explore, a brand new quest line filled with
intrigue, new weapons, armor, creatures, side quests and more. This guide will
help you find your way in the realm of madness with a complete walkthrough for
the expansion pack's main quest line, as well as directions to help you
complete each and every side quest found in the game.
This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for
the Xbox 360 console. Even though it was written for the 360, it can still be
used in conjunction with the PC or PS3 version of TES IV, since the only
real differences between the 360, PC and PS3 versions of the original game is
the control scheme. I suggest that you do not read too far ahead as this guide
does CONTAIN SPOILERS!
I have implemented a search system that I highly suggest you utilize. It is
very simple to use and it will make your time navigating this guide a whole
lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use
the table of contents and type in the corresponding code for the section that
you want to jump to. I hope you find the answers you are looking for... now on
to the FAQ!
[*02] \ - The Basics -
- About Shivering Isles [b01]
Shivering Isles is The Elder Scrolls IV's first expansion.
If you are playing Oblivion on the Xbox 360 console and have access to Xbox
Live, you can purchase and download Shivering Isles from the Xbox Live
Marketplace for 2,400 MP. Unfortunately, if you do not have access to Xbox
Live, you cannot download this expansion pack.
Luckily, Bethesda has announced an Oblivion Game of the Year edition, which
will have both the Shivering Isle expansion pack and the Knights of the Nine
downloadable content packed in. PS3 users should be getting the expansion
soon, too. Just sit tight and be patient.
If you are playing the PC version of Oblivion, you can find Shivering Isles
on store shelves.
- Controls [b02]
If you are here, I assume that you have a basic understanding of how The Elder
Scrolls IV works, so I am going to keep this short with a basic control list
for your reference. If, however, you are new to The Elder Scrolls IV, you
should start by reading "The Basics" section of my Oblivion FAQ/Walkthrough
(or the instruction manual). You can find my Oblivion FAQ/Walkthrough here:
| - Button - | - Function - |
| Left Bumper | Grab objects(press and hold while cursor is over).|
| Right Bumper | Cast selected spell. |
| Right Trigger | Attack with equipped weapon. |
| Back | Open the wait menu. |
| Start | Pause the game and open the start menu. |
| Left Thumbstick | Move your character. |
| Left Thumbstick Button | Toggle Sneak Mode on and off. |
| D-Pad | Activate set hotkeys. |
| Right Thumbstick | Look left, right, up, down. |
| Right | Switch between first and third person view |
| Thumbstick | points. Hold down to enter Vanity Mode. Use the |
| Button | left and right triggers to zoom in and out. |
[*04] \ - Main Quest -
...A Door in Niben Bay.................................................[w01]..
When you download Shivering Isles and load Oblivion for the first time, wait
or sleep for two days and you will receive a message explaining that an odd
doorway has appeared on a small island in the Niben Bay. The location is then
marked on your map, it is north of the "l" in "Bravil." Well, what are you
waiting for? Fast travel to the location on your map closest to the new
location, then from there swim out to the island. Upon reaching the island,
you will encounter a guard named Gaius Prentus, as well as a strange Khajiit
named S'fara. Stand back, a Dark Elf by the name of Belmyne Dreleth. Straight
away, you can tell that there's something not quite right with this fellow.
Belmyne quickly attacks, help the guard take him out. You can speak with Gaius
to learn more of this "Strange Door."
Eventually, a disembodied voice will beckon you, inviting you to step through
the doorway and into the Isles. While you normally shouldn't be in the habit
of trusting disembodied voices, nevertheless take the plunge and step through
the "Door to the Fringe." The man behind the desk, Haskill, asks you to take a
seat. Do so, then speak with him from across the table. Haskill explains that
the Daedric Lord Sheogorath is looking for a mortal to become his champion.
He gives you a choice, turn back the way you came or enter the Realms of
Madness. Speak with him and choose the latter.
...Through the Fringe of Madness.......................................[w02]..
Before you can enter Shivering Isles, you must first pass through the Gates
of Madness. While this may not seem like a daunting task at first, you will
quickly discover upon your arrival that passing through the Gates of Madness
will be far from simple. Following the green arrow on your map (assuming you
have "Through the Fringe of Madness" set as your active quest), you will be
lead to the Gates. As you can see, there is quite a large obstacle that stands
before the Gates of Madness. The Gatekeeper. Stand back and watch as the giant
Gatekeeper obliterates the band of adventurers. It would not be very wise to
attempt killing this monster without any aid. Step away from the Gates of
Madness quickly, the focus of the Gatekeeper's rage will quickly change to you
once all of the adventurers are dead. By obtaining a couple of items, you can
actually kill the Gatekeeper quite easily.
Locate "The Wastrel's Purse" in the Fringe and step inside. Once inside, look
for a woman named Relmyna Verenim, who should be in one of the rooms up the
stairs. By speaking to her, you will learn that she is the creator of the
Gatekeeper that stands in your path. Other than that, she offers very little
else. From the door leading into her room, turn left. On the table, there is
a "Letter to Sheogorath." Only while she is not looking (while crouching, be
sure that the sneak icon is faded and not solid), read the letter. The letter
explains that Relmyna visits the Gatekeeper each night at around midnight. So,
wait a safe distance away from the Gatekeeper and wait for Relmyna around
midnight. Eventually, Relmyna will appear. Wait until Relmyna has left the
Gatekeeper, then go and retrieve the "Tear-filled handkerchief" that she left
on the ground. By doing this, you will receive three "Tears of Relmyna," a
poison that can be applied to a melee weapon or arrow. It is very effective
against the Gatekeeper.
Now, you must locate and speak to a man by the name of Jayred Ice-Veins. You
can learn of him by speaking to a Redguard named Shelden, you should be able
to find him wandering the streets of Passwall. By speaking with Shelden about
the Gatekeeper, an arrow pointing to Jayred will appear on your compass.
Follow this area to the Nord and ask him about the "Gatekeeper." He agrees to
help you kill the Gatekeeper, if you can use a lockpick to allow him to gain
access to the "Gardens of Flesh and Bone." There, apparently the body of a
dead Gatekeeper can be found. Jayred believes that, if he fashions arrows out
of the bones of this dead Gatekeeper, they will greatly harm the current
Gatekeeper. Before you agree to do anything, be sure that you have the "Tears
of Relmyna," When ready, speak with Jayred and select "Lead on." Unlock the
gate and help Jayred kill all of the skeletons inside. Once he has the bones,
he explains that they will be ready in a few hours.
Once a few hours have passed, locate and speak to Jayred, ask him about the
"Bone Arrows." He'll hand some of the arrows over to you. Be sure that you
have a bow with you, if not, you can simply apply the tears to a melee weapon,
this may be enough to take the Gatekeeper out, when coupled with the bone
arrows that Jayred is using. Tell Jayred to follow you. When you reach the
Gates of Madness, equip your bow and the Bone Arrows if not already, then
apply Relmyna's Tears to one of the arrows. With both Jayred and yourself
shooting at the Gatekeeper, he should fall quickly. Search the Gatekeepers
corpse and retrieve the "Key to Dementia" and the "Key to Mania."
Haskill will appear, he explains that the two doors lead to Dementia and
Mania. The one on the left leads to Mania, the one on the right leads to
Dementia. If you go through the door leading to Mania, you will receive a
greater power called "Blessing of Mania." Through the door to Dementia, you
will receive a greater power called "Blessing of Dementia." The Mania power
casts Frenzy, the Dementia power casts Demoralize. Neither of the powers are
particularly useful. Step through whichever door you wish.
Once you have passed through the Gates of Madness, you will have to endure a
long trek to "New Sheoth Palace," which is on the other side of the island. To
get to New Sheoth Palace, you will have to enter either the city of Bliss or
the city of Crucible. Once inside one of these cities, follow the red active
quest arrow to the door leading into the "Palace Grounds" area. Enter
"Sheogorath's Palace," locate and speak to the Daedric Lord himself. He
explains your task to you. In the process, he'll hand over the "Charity of
Madness" amulet. Charity of Madness adds Fire, Frost and Shock resistance
effects when worn.
...A Better Mousetrap..................................................[w03]..
Shegorath has given you the "Manual of Xedilian" and a device called an
"Attenuator of Judgement." You're told to head to the dungeon of Xedilian and
help return it to proper working order. You can either speak to Sheogorath's
servant Haskill for more information, or you can read the Manual of Xedilian
that you have been given. You learn that, if you wish to restore Xedilian to
its prior state, you must activate the "Resonator of Judgement." To do this,
you must first retrieve three "Focus Crystals" and place each of them in a
"Judgement Nexus." Xedilian has been marked on your map. It is a fair distance
from your current location, but if you fast travel back to the Gates of
Madness, it is a relatively short trek from there. Xedilian itself is
inhabited by Grummites, make sure that you are well prepared before you venture
Once inside of Xedilian, hit the push button to the right of the gate to open
raise it. Follow the green arrow on your compass (assuming that you have "A
Better Mousetrap" set as your active quest). You will come to another gate,
which can be raised by pushing the push button on the wall to the right of the
gate. The green arrow points to one of the Judgement Nexus. In the immediate
vicinity of this nexus, there should be a Grummite that is holding a "Crystal
Staff." Kill this Grummite and retrieve the staff from its body. One of the
Focus Crystals that you are looking for is attached to the Crystal Staff. Your
character will automatically detach the Focus Crystal from atop the staff.
With the first Focus Crystal, activate the Judgement Nexus. Now, the active
quest arrow points to the next Judgement Nexus. The arrow will eventually lead
to an area with push bottom on the base of a statue, press the button to fall
down to the area with the Nexus. The Grummite Shaman is in the area with the
Nexus, find and kill the Shaman. Take the Crystal Staff and place the Focus
Crystal in the Judgement Nexus. The active quest arrow will now point you to
a door that leads into an area called "Xedilian, Halls of Judgement." Follow
the arrow to the final Judgment Nexus, the Shaman is more than likely right in
the cage that contains the Nexus. Obtain the Focus Crystal and activate the
final Judgement Nexus. A new path will open once you activate the final Nexus.
Finally, the arrow now points to the Resonator of Judgement.
...Baiting the Trap....................................................[w04]..
Once the Resonator has been attuned, a gate opens up to the right, a
teleportation pad leading back to the Xedilian area is now accessible. Step on
the pad and instead of being transported back to the entrance, you will be
teleported to an entirely different area of Xedilian. A Dark Elf named Kiliban
Nyrandil will initiate a conversation with you. He explains the purpose of
Xedilian. The dungeon acts as a trap of sorts, to catch na´ve adventurers who
are looking for fame and glory within the Shivering Isles. You were teleported
to this location because a band of adventurers have entered Xedilian, giving
you the chance to have some fun with them. Speak to Kiliban or consult the
Manual of Xedilian to learn more about using the dungeon's mechanisms.
As the Manual explains, there are three different rooms the "Chamber of
Conversion," "Chamber of Avarice" and the "Chamber of Anathema." In each of
the control platforms, there are two buttons: A green button and an orange
button. You can only press one of the buttons for each room. Each button
activates a room's test, either manic or demented. The green button (or the
one to your left) is the demented, which kills the "Xedilianites," the orange
button (or the one to your right) is manic, which drives them mad. It does not
matter which button you press, you will receive the same treasure either way
at the end of this quest. You can read the Manual if you wish to know what
a button will do in the different rooms, then decide which one you would like
Once all of the Xedilianites have been dealt with, step on the last teleport
pad to be teleported to the reception chamber. Collect your earnings from the
"Recovery Chest," you are also given the Dawnfang/Duskfang sword. "Grommok's
Journal" describes this unique sword. Basically, it changes to "Duskfang" at
dawn and "Dawnfang" at dawn. Killing with this weapon will make it more
powerful. It is like two different swords, though you cannot be in possession
of both of them at the same time. Exit this room by going through the passage
to the right of the chest. You are attacked by three Knights of the Order in
this area. Be sure to take the "Heart of Order" from each downed Knight. After
the battle, speak to Nyrandil to learn more about the Knights of Order that
Travel back to Sheogorath's Palace and speak with Sheogorath. You are given
the "Summon Haskill" lesser power. Summon Haskill once, speak with Sheogorath
and then summon Haskill again. With that over and done with, speak with
Sheogorath to learn about Jyggalag and the Knights of Order. Sheogorath orders
you to speak with both the Duchess of Dementia, Syl, and the Duke of Mania,
Thadon. There are two doors to the left and right of Sheogorath's throne.
While facing the throne, the door to the right leads to the "House of
Dementia," while the door on the left leads to the "House of Mania." At this
point, two new quests are added, the quest "Addiction" and the "The Lady of
Paranoia" quest. They can be completed in whichever order you please.
Once you have completed both "Addiction" and "The Lady of Paranoia," return to
Sheogorath for further briefing.
The Dutch of Mania, Thadon, can be found in the "House of Mania," most likely
in the "Halcyon Conservatory" area. Be sure to have "Addiction" set as your
active quest, so you can easily locate Thadon, wherever he is. Within Thadon's
incoherent babble, you learn of an item called the "Chalice of Reversal." He
does not know where this chalice is, so you will have to find someone in the
palace who does know. Wide-Eye, an Argonian, can help you. She should be in
the House of Mania, or in the Halcyon Conservatory. Ask her about the Chalice,
she mentions a location called "Dunroot Burrow." Inquire about this further,
if her disposition towards you is high enough, you learn that one can only
enter Dunroot Burrow if they have taken a substance called "Felldew." This
substance can be acquired from a specific variation of a creature called an
Dunroot Burrow has been marked on your map, as you can see it is quite a long
distance from your current location. It can be quite difficult to reach this
location if you try to take an indirect root. There is a road that will take
you directly to Dunroot Burrow, the north road leaving Bliss. Travel this road
until you reach "Camp Hopeful," take the dirt road here straight to Dunroot
Burrow. Right outside, look for the Elytra containing the Felldew. You can
tell when an Elytra is holding Felldew if their body is faintly glowing. Kill
the Elytra Hatchling and retrieve the Felldew from its body. The "Barrier
Membrane" at the entrance to Dunroot Burrow cannot be opened unless you have
consumed some Felldew. Locate the Felldew in the Ingredients section of you
inventory and eat it. The membrane opens, proceed inside.
You're going to want to move through the Burrow rather fast. The Felldew
effect does not last forever, it wears off fairly quickly, putting you into a
state of "Felldew Withdrawal," crippling you to an extent. Sure, the effects
may not seem too bad at first, but they will get worse if you let the
withdrawal continue. There should be plenty of Elytra that hold Felldew, and
if you take care not to loiter, you'll be able to make it through without a
hitch. The active quest arrow is pointing towards a door leading to the
"Dunroot Burrow, Kelp Fen" area. The initial area of Dunroot Burrow contains
several different levels, when you are unable to progress look around for a
wood ramp leading up to the next level. The Kelp Fen area is comprised of many
tunnels, use the local area map here to make sure that you are not traveling
The arrow will lead you to the "Dunroot Burrow, Drone Tunnels" area. This area
is simple to navigate, follow the arrow on your compass to the "Dunroot Burrow
Bramble Halls" area. Following the compass here will not help, the direct path
to the next area is blocked, so you will have to travel all the way around.
Use the local area map if you are having trouble finding your way. The area
that contains the Chalice is "Dunroot Burrow, Sanctum of Decadence." Travel up
the stairs. There are several Felldew Addicts in this area who will attack,
they are not armored at all, nor do they use weapons. The Chalice of Reversal
is on a pedestal in the middle of the upper area of the tower. Grab it. There
is no need to travel back through all of the areas of Dunroot Burrow, luckily
some stairs in this area lead up to a door, leading back directly to the
Back outside, you will encounter an "Obelisk of Order," which is a spawning
point for the Knights of Order. To destroy an Obelisk, place three "Heart of
Order" inside of it. Doing so will cause it to overload, closing it in the
process. Once an Obelisk of Order has been closed, you will usually be able to
retrieve a few items from it. Be sure to collect each and every Heart of Order
that the Knights you encountered were holding. Rest assured, you have not seen
your last Obelisk. With the Chalice of Reversal in hand, return to Thadon at
the House of Mania and hand it over to him.
...The Lady of Paranoia................................................[w07]..
The Duchess of Dementia, Syl, can be found in the "House of Dementia," located
in Sheogorath's Palace. If she is not in the main room, use the wait feature
to pass the time until she is there. Speak with you, it becomes immediately
evident that she is incredibly paranoid. She believes that people are spying
on her and conspiring against her. She tells you to seek Herdir, who can be
found in the torture chamber in the House of Dementia. With "The Lady of
Paranoia" quest set as your active quest, the quest arrow will point to
Herdir. Speak to him and tell him that you are the "Grand Inquisitor." He
explains that you must question the people of Crucible about the "Conspiracy."
You can probably imagine the type of "questioning" that will be taking place
with Herdir by your side.
Well, since you'll be questioning people, why not start with those closest to
Syl? Start by speaking with the Redguard Kathleen, who can usually be found
sitting next to Sill's throne. If he is not there, wait for a few hours.
Torture him twice, he will point you towards Anya Herrick. Anya can more than
likely be found wandering around the Palace Grounds area. Wherever she is, the
green quest arrow is pointing to her. Torture her, she will point you to a
Khajiit by the name of Ma'zaddha. Exit the Palace Ground through the door that
leads to Crucible. Locate Ma'zaddha and torture him, unfortunately he refuses
to tell you anything.
There are a few people that will be able to give you information on Ma'zaddha.
One is a Khajiit named Bhisha, you can find him either wandering the streets
of Crucible, or sleeping in a bedroll behind the "Things Found." Alternatively
Cutter of "Cutter's Weapons" will give you the same information. You learn
that Ma'zaddha meets a Dark Seducer named Nelrene late at night in Crucible.
You must eavesdrop on their conversation to learn more. Speak with Herdir and
send him back to the palace at this point. Both Ma'zaddha's and Nelrene's
locations are visible on your map, basically wait outside on the streets of
Crucible until the two arrows are both in Crucible. This should happen at
Once both arrows are green and begin converge, quickly travel to the area just
outside of "Brithaur's House." You must remain out of sight or they will not
have the conversation and you will have to try another night. A good place to
hide is underneath the wooden walkway (the one that leads up to the area that
is outside of Ma'zaddha's house), behind the boxes. After the conversation
between the two, once you receive the "Quest Updated" popup, confront
Ma'zaddha and ask him about the "Conspiracy." Spare his life, in turn he
promises to provide you with information. He tells you to meet him at his home
in Crucible tomorrow at midnight. Do so, you will have to pick the house's
lock, though. Inside, you discover that Ma'zaddha has been slain.
Take the keys from Ma'zaddha, head up the stair and enter the upper area of
Ma'zaddha's house. Open the cupboard in this room and retrieve "Nelrene's
Ceremonial Shortsword" and "Ma'zaddha's Crinkled Note." With the two items in
hand, travel to Sheogorath's Palace, enter the House of Dementia and confront
Nelrene. Show her the proof that you have acquired, she explains that Muurine
is the actual person behind this whole conspiracy. The quest arrow is now
pointing to Muurine. She is likely wandering the streets of Crucible or in her
home, locate her and confront speak to her about the conspiracy. She admits to
the entire thing straight out. Now to tell Syl of the treachery you have
discovered. Syl tells you to meet her in the torture chamber, where Muurine
will be swiftly dealt with. You are given the bow "Ruin's Edge" for your work.
...The Cold Flame of Agnon.............................................[w08]..
You must, yet again, travel off to a far off location. This time, you are
headed for "Cylarne," where you are to kindle the "Flame of Agnon" and return
to New Sheoth with its holy fire. While it may be a long trek, you can easily
reach Cylarne by simply fast traveling to the Gates of Madness, then walking
along the northern road there. If you happen to encounter an Obelisk of Order
along the way, be sure to close it up. As Shegorath mentioned, the Golden
Saint and the Dark Seducers of Cylarne often fight each other. Upon your
arrival, you'll notice a distinct camp for each of the two groups. The Dark
Seducers (also known as "Mazken") hold the Altar of Despair, to the left. The
Golden Saints (also known as the "Aureals"), hold the Altar of Rapture, on the
Speak to either Vika or Chuna and tell them that you are there to light the
Flame of Agnon. You will be given a key, permitting entrance into either of
the groups' encampments. As you can see, you are faced with a small decision
at this point. You are told that, in order to kindle the Flame of Agnon, one
of the groups must take the others' ruin. So, you can either assist the
Aureals or the Mazken. It really doesn't matter which group you choose to
help, it will not have an impact either way. I would suggest simply choosing
the side that you are more partial towards (meaning "Mania" or "Dementia.")
Either way, even if you wish to help the Aureals, start by locating the
Mazken commander, Grakedrig Ulfri. She is inside the initial area of Cylarne,
on the Mazken side.
Work your way through her dialogue tree until the "Battle Plans" option
becomes available. Even if you wish to assist the Mazken, select "Let me talk
to the Saints first" option. Head back outside and over to the Aureal side.
The Aureal commander, Aurmazi Kaneh, is outside in the open with the other
Aureals. First, speak with Aurmazl Kaneh, the Aureal commander. Then, speak
to Mirel and inquire about "The Underdeep." With this information, return to
Ulfri. Speak with Ulfri and select "I'll lead the Saints into an ambush." Head
back to the Saints' camp and speak with Kaneh. If you wish to help the Saints,
select the "I'll help you. Let's go" dialogue option. If you wish to help the
Seducers, select the "Yes, but use the Underdeep" option.
If you chose to help the Mazken, follow the Aureals into the Underdeep. They
will discover that you have set them up and then turn on you. It would not be
wise to fight them all at once, you'll have to run through the tunnels and
pick them off one by one, as they will continue to pursue you with intense
ferocity. You have to kill all of them. If you chose to help the Aureals, just
follow them around and help while they clear the ruins. After the battle, find
and speak to the commander that you assisted. Follow them to the ceremony and
watch as the Flame of Agnon is relit.
Return to the Cylarne courtyard. Step on the flame to set yourself ablaze.
Travel back to New Sheoth and locate "Sacellum Arden-Sul". Here, you are faced
with another choice. You can either light the great torch on the Mania side,
or on the Dementia side. If you choose to go with Mania (speak to the man in
the red robe), you will be rewarded with the "Raiment of Arden-Sul" which
fortifies Willpower and Intelligence, it also adds a Shield and resist
Paralysis effect. If you choose to go with Dementia (speak with the man in the
teal robe), you will be given the "Raiment of Intrigue" which fortifies your
Sneak and Security skills, and also your Speed and Luck stats.
...Ritual of Accession.................................................[w09]..
Sheogorath will appear on the pews in Sacellum Arden-Sul after you light the
Great Torch. Speak with him, he explains that you are to become a sovereign of
either Mania or Dementia. To learn more about each ritual, speak with Aretus,
High Priest of Dementia and Dervenin, High Priest of Mania. By speaking to
both of them, you will learn both Mania's and Dementia's Ritual of Accession.
On the Mania side, you must get Thadon to commit suicide by taking three doses
of a substance known as Greenmote. With Thadon dead, you must bring his blood
to the Altar of Arden Sul at Sacellum. For Dementia, you must kill Syl, cut
out her heart and bring it to the Altar of Arden Sul at Sacellum. Both
especially gruesome tasks.
It would be highly beneficial to create an alternate save game before going to
Sheogorath with your decision. On the Xbox 360 version there are two different
achievements, "Duke Dementia, Shivering Isles" and "Duke Mania, Shivering
Isles." Both achievements require you to become the Duke/Duchess of either
Mania or Dementia. Creating an alternate save game will enable you to unlock
both of theses achievements without having to play through Shivering Isles
twice by simply reloading the save game and selecting the other ritual at a
later time. If you are playing the PC or PS3 version of Oblivion, there is no
real reason to do this, unless you want to experience both rituals without
having to create another character.
Oh, I should also probably mention, the side that you choose to become the
Duke/Duchess of, you will receive the other side's guards' armor. So, if you
choose to complete the Dementia ritual, thus becoming the Duke/Duchess of
Dementia, you will eventually receive the Golden Saint armor set. Whereas, if
you choose to complete the Mania ritual you will later receive the Dark
Seducer armor set. Many people did not get the armor set that they wanted
during their first playthrough of Shivering Isles, so you may choose to make
your decision based on this knowledge.
...Ritual of Mania.....................................................[w10]..
Speak to Sheogorath in Sacellum Arden-Sul once you have made you choice.
Your first task is to acquire some Greenmote. Wide-Eye the Argonian can help
you, she can be found wandering around the House of Mania. Go to the House of
Mania at around 9am, you'll see why later. Ask her about "Thadon." By speaking
to her, you learn that all of the Greenmote is stored in the "Greenmote Silo."
She refuses to disclose the location of this silo. So, it looks like you will
have to do a bit of snooping. Wide-Eye mentioned that she does a "special
errand" (hmm... wonder what that could be...) every day at noon. Be sure that
you have "Ritual of Mania" set as your active quest. The active quest arrow
points to Wide-Eye, you'll have no trouble keeping track of her this way.
Assuming that it is currently before 12pm, using the wait feature in the House
of Mania, pass enough hours to change the time to the 11am range. Proceed to
the Halcyon Conservatory area. Wide-Eye should be there already, most likely
seated next to Thadon. At 12pm, Wide-Eye will get up and leave the Halcyon
area. Follow her, she will lead you to the Palace Grounds area. Once you have
reached the spot, you will witness Wide-Eye activating the secret entrance to
the Greenmote Silo. After Wide-Eye has entered the Greenmote Silo, head in
yourself. It would be a good idea to create an extra save file at this point,
in case something goes wrong. However, if you have Autosaves activated, you
can simply reload the Autosave that was created when you entered the silo.
There are Golden Saints within the silo, you must not be seen! Turn left at
the first split, this way you should be able to avoid the troop of Saints
entirely and still meet up with Wide-Eye once the paths intercept. Keep to the
shadows, if you are forced to follow Wide-Eye over an especially lighted area,
let her get a bit ahead of you before you continue the pursuit. When you reach
the hill overlooking the entrance to the silo, allow Wide-Eye to enter. You
must have to enter the silo yourself and grab some Greenmote while Wide-Eye is
not looking. This may prove difficult. When you first enter, peek around the
corner and see if Wide-Eye is standing there (hopefully facing away from you).
If she is (she was to the right for me, facing away), move around to the
opposite side of the Greenmote stash. Grab some Greenmote and then carefully
leave the silo.
It appears that you are pretty much home free at this point. If you are caught
by a Golden Saint on your way out, they will most likely not do anything to
you, besides informing you that the area is off-limits. Now that you have the
two Greenmote (you were given two), you must take the Greenmote and place them
in Thadon's evening meal and wine. You have to get the Greenmote in his food
before he has his dinner. If you miss your opportunity, you will have to wait
and try again tomorrow. Thadon's dinner is prepared in the "Duke's Quarters,"
which can be entered from the Halcyon Conservatory in the House of Mania. Of
course, entering these quarters is trespassing, you must unlock the door
without being witnessed. While crouching, wait until the sneak icon is faded
and not solid, then pick the lock.
Now, if your character is not big on stealth, you may have a hard time with
this particular task. First of all, take off any heavy armor that you may be
wearing. Use any items that you may have that will improve your sneak skill
level (such as the "Raiment of Intrigue"). A Chameleon or Invisibility spell
or scroll will also be helpful. It will also be quite dark inside, and you
will be unable to use a torch. If you are able to, make yourself a Ring of
Nighteye, or get your hands on some Nighteye potions. Of course, by doing so
you will have to wait to plant the Greenmote another day, but if you are
unable to progress due to low sneaking ability, at least you have options.
The location of the wine and food is marked on the map. As soon as you enter,
proceed forward and then turn left. At the end of this room is the entrance to
the kitchen. Hide in the alcove behind the wine barrel to your right just
before the entrance to the kitchen. There are two Golden Saints that walk up
and down this area, wait until one of them has passed by the wine barrel that
you are hiding behind, then quickly but quietly make your way to the kitchen.
At this point, another Golden Saint will be coming up the hall. If you are
quick enough, you should be able to make it into the kitchen without being
spotted by her.
Once inside the kitchen, place the Greenmote in Thadon's meal and the wine (on
the second shelf of the cabinet to the left of the table with the food). If
you are having too much trouble sneaking past the Golden Saints, if you do not
have any stolen items on you, you could always make a run for it, slip the
Greenmote into the food and wine, then pay the gold fine for trespassing.
Perhaps just simply leave any stolen goods you may have on the ground outside
of the Duke's Quarters. Your choice.
After planting the Greenmote in Thadon's evening meal, enter the House of
Mania. Dinner begins at 8pm, use the wait feature to pass the time to just
before then. Take a seat and watch the show. After Thadon has collapsed,
search his corpse to receive a vial of "Thadon's Blood." Search again and you
can take the "Diadem of Euphoria" hat that he was wearing. With Thadon's
blood, return to Sacellum Arden-Su. Approach and activate the "Altar of Arden-
Sul." Speak with Sheogorath afterwards. After the small scene, speak to
Sheogorath again to receive the "Ring of Lordship," a ring that adds the
Resist Disease, Shield effects and fortifies the Personality attribute.
...Ritual of Dementia..................................................[w11]..
Speak to Sheogorath in Sacellum Arden-Sul when you have made you choice. Your
task is to kill Syl, the current ruler of Crucible. This will not be a walk in
the park. Enter the House of Dementia and locate Syl's servant, Kithlan. He
should be in the House of Dementia during most times. Ask him about Syl, then
select "Replaced" from the list of dialogue options. He will not tell you
anything unless his disposition towards you is at least 70. Either persuade or
bribe Kithlan to raise his disposition to at least 70. When you have done
that, select "Replaced" from the list of dialogue options. Kithlan hands over
the "House of Dementia Key," allowing you to gain access to all areas of the
House of Dementia.
The next person you should seek is Anya Herrick. She is most likely wandering
around the Palace Grounds. The active quest arrow is pointing to her now, so
you can easily locate her. As with Kithlan, Anya's disposition must be at
least 70 before she will tell you anything. With Anya's disposition high
enough, she will agree to help you by creating a distraction in Syl's wing of
the palace, drawing the Elite Dark Seducers out of the wing. Follow Anya into
the "Private Gardens" area, then unlock the door leading to the "Duchess'
Quarters." Inside, you will discover the supposed body of Syl, laying
motionless on the bed. By closer examination, that is not Syl, the Ritual is
not over. Kithlan tells you that Syl must have used her escape tunnel to flee
from the palace.
Return to the Private Gardens and turn left. Activate the Bust of Sheogorath
to reveal the secret entrance to Syl's escape tunnel. Xirethard is a very
large arrow, luckily the active quest arrow points to Syl's location. Hug the
walls in the initial area to avoid the spell shooting statues. Refer to the
local area map to help you reach the point, the compass is mostly unreliable
here with all of the twisting hallways. There are Dark Seducers sparsely
placed throughout the halls, so remain vigilant. Eventually, you will reach a
metal door leading to the "Xirethard, Depths" area. Proceed through this door.
When you come to the large, circular room, as soon as you enter turn left and
look on the right side of the second statue along the wall. Press the push
button there to open a new path. Follow this path, at its end you will find
Syl. She is surrounded by a couple of Dark Seducer Royal Guards, once they
sees you, you may want to duck out of there so won't be forced to face them
all at once. When Syl has fallen, search her body and take "Syl's Heart." Be
sure to take the Nerveshatter warhammer that she was using as well.
With the heart in your possession, return to Sacellum Arden-Sul and activate
the "Altar of Arden-Sul." Speak to Sheogorath once you have done so. After the
short scene, speak with Sheogorath again and you will be given the "Ring of
Lordship." This ring adds the Resist Poison, Chameleon effects and it
fortifies the Endurance attribute.
...Retaking The Fringe.................................................[w12]..
The Fringe is under attack by the Order, you must travel there and help defend
it. As you may recall, The Fringe is the very first area that you entered when
you stepped through the strange doorway in the Niben Bay. You may also recall
that it is a good distance away from New Sheoth, fast travel to the Gates of
Madness and go from there. Upon entering The Fringe, it quickly becomes
evident that the Order has indeed taken The Fringe, and there are a lot of
them. Follow the green active quest arrow to the warrior in command. Work your
way through the dialogue tree, eventually you will be given a choice. Either
allow the captain to direct the troops herself, or, as the Duke/Duchess of
Mania/Dementia, you can command the troops. Really, it would be best to simply
allow the captain to issue the orders, you're just wasting time otherwise.
If you do wish to issue orders though, select "How do I issue orders?" from
the list of dialogue options to learn more.
When you are ready, let the captain know to begin the fight. You'll be facing
three waves of Knights of Order. It may be difficult, but try not to hurt your
allies. With all of the Knights of Order in Passwall dead, speak with the
captain. Apparently, the source of the Knights' power is a spire, you must
find a way to shut it down. You learn of the ruins of Xeddefen that run under
Passwall. Since it would be an increasingly difficult task to directly assault
Xeddefen, the remaining troops will act as a decoy while you slip in. The
active quest arrow now points to Xeddefen's entrance. You will meet some
resistance in the form of Order along the way, but don't let the shifting
Obelisks intimidate you, press on.
Inside Xeddefen, you'll encounter plenty of Knights. You have to be especially
careful here, all of the Knights in Xeddefen are grouped together with other
knights. While walking the halls of Xeddefen, you should be able to hear the
Knights of Order drawing their swords once your presence is known. When that
is heard, it would be wise to backtrack just a little bit and allow the
Knights to come at you. Doing this insures that you won't walk into a group
of Knights, leaving you surrounded. Take each and every Heart of Order that
the fallen Knights leave behind, also be sure to take the Xeddefen Key from
the Priest of Order near the beginning, allowing you to automatically unlock
any of the locked doors. Follow the arrow on your compass to a door leading
to the "Xeddefen, Fane" area. This is a small are without many enemies, so
move through quickly. The arrow points to the "Xeddefen, Great Chamber" area.
The Obelisk of Order is in the center of this room. Shutting it down is
simple, place three Hearts of Order inside to overload it, as you would with
any Obelisk of Order. Periodically, Knights of Order will materialize,
although they shouldn't be able to do very much to sway you away from the task
at hand. Once the Hearts of Order have been placed in the Obelisk of Order,
Xeddefen will begin to collapse. Get out of there! Do your best to avoid those
falling boulders, they hurt muchly. If you happen to run into Shelden on the
way out, chat with him and allow him to follow you. You can't escape the same
way you came in, follow your compass to the new exit, "Xeddefen, Felles." Your
escape route is pretty straight forward, though when you reach the locked gate
turn around, turn right and head up the stairs here. The push button that
raises the gate is on the wall.
You're almost there. Travel through the "Xeddefen, Fales" area and you're home
free. There are many Knights of Order within this area, as well as plenty of
falling debris to dodge. There's no need to rush, it would be a good idea to
take it slow to avoid having rubble collapse on you. Usually simply stepping
into an area will trigger the falling debris, so hang back and watch it happen
before you press on. When you've made it out, return to the captain and speak
to her. She tells you to consult with Sheogorath. Travel to New Sheoth Palace
and speak to Sheogorath to complete the quest.
...Rebuilding The Gatekeeper...........................................[w13]..
Since you killed the last Gatekeeper on your way in, it's going to have to be
rebuilt if there is any hope in defending the realm. You are told to seek
Relmyna Verenmi, whom with you may already be acquainted. Relmyna can be found
in Xaselem, some ruins just north of the Gates of Madness. Travel to Xaselem,
locate the entrance and head inside. Unfortunately, your quest to reach
Relmyna will not be a complete cakewalk. There are Shamble littering your
path, as well as several spell-firing statues. There are a few other types of
undead creatures that you will encounter along the way as well. Follow the
active quest arrow to the "Xaselem, Experiment Chambers" area. Move through
this area until you reach the Xaselem, Sanctum of Vivisection." No real reason
to deviate from your path, here. Unless for some reason you really want to
check out the Corpse Pit. That wouldn't be advisable...
To find Relmyna, just follow the shrieking... the arrow on your compass works,
too. Once you have located Relmyna, initiate a conversation. Careful how you
answer, here. Just get the information you need and then get out. Do not ask
about her "Victims." To rebuild the Gatekeeper, Relmyna will need Blood
Liqueur, Osseous Marrow, Dermis Membrane and the Essence of Breath. You can
find these components within the Gardens of Flesh and Bone. Relmyna provides
you with a key, allowing you access to the Garden as well as easy access to
her Sanctum. No need to backtrack here, simply follow the arrow on your
compass to a door leading directly out to Sheogorath's Realm. To the Garden
of Flesh and Bones it is. If you recall, it is located in The Fringe.
Inside the Gardens of Flesh and Bones, move towards to the southern most arrow
on the local area map, none of the components that you are searching for can
be found in this area. You will find yourself in an area called "Conservation
Corpusulum." In this area, you can find both the Osseous Marrow and the Dermis
Membrane. The two green arrows on the local area map show the locations for
those two components. Refer to the local area map if you're having a difficult
time traveling through these tunnels, it's quite easy to get lost and the
compass is rather misleading at this point. After you have collected those two
components, head for the red arrow which points to the door that leads to the
"Caverns of Susrration" area.
All you have to do here is follow the green breath. If you are no longer
seeing the green breath along your path, backtrack until you see it going down
a tunnel. There's no point in following your compass or referring to the local
area map, the amount of tunnels overlapping each other in this area would make
either of those options an exercise in futility. Eventually, by following the
green breath you will reach the source. After you have acquired the Essence of
Breath, leave this room and take the path that leads up to the "Natatorium of
Wound Bled Tears" area. Travel this area to its end, you will come to a remote
door that is opened elsewhere. While in front of the door, turn around. Look
at the platform that holds the chest for the switch that will open the door.
Take the Blood Liqueur in this room. Luckily you don't have to travel through
that whole mess again, follow your compass to a door leading straight back to
the "Gardens of Flesh and Bone" area.
With all four of the components, return to Relmyna in her Sanctuary at
Xaselem. Remember, you have access to the secret entrance now, no need to
travel through all of the other areas of Xaselem again. Speak with Relmyna,
she tells you to choose the parts to create the new Gatekeeper. It doesn't
really matter what you choose. No matter what combination of parts you use,
your Gatekeeper be able to defend the Shivering Isles just fine. However, due
to the fact that you can later acquire a power from the Gatekeeper, if you are
a magic user, choose the Helm of Mind, if you are a warrior/archer/etc. class,
choose the Helm of Power. I would suggest taking the "Arm of Shock Shielding,"
since the Gatekeeper will usually be fending off Knights of Order. Once you
have chosen the parts for the new Gatekeeper, speak to Relmyna.
You are to meet her by the statue of Sheogorath in The Fringe, where the
ceremony will take place. Tell Relmyna when you are ready to begin. Place the
pieces of the new Gatekeeper into the magic pool when instructed, then sit
back and watch the ceremony unfold. Afterwards, remain and watch as the
Gatekeeper obliterates a group of Knights. Return to New Sheoth Palace and
speak to Sheogorath to complete the quest.
...The Helpless Army...................................................[w14]..
Depending on which house you decided to take over, either a Dark Seducer or a
Golden Saint Messenger will arrive at Sheogorath's Palace after you have
spoken with him. The quests are a bit different, depending on which house you
decided to take over. If you chose Mania, you're headed for Pinnacle Rock to
assist the Dark Seducers. If you chose Dementia, Brellach to aid the Golden
Saints. I am writing this walkthrough with a character that became the Duke of
Dementia, so unfortunately I can't cover the Mania side of things. So, this
particular quest walkthrough is only relevant if you are the Duke/Duchess of
Travel to Brellach, it has been marked on your map. There's a trail leading
through the hills that will take you directly up to Brellach, so if you are
being misled by the compass, ignore it and instead walk along the hillside
until you find an opening. Up the steps, Issmi, one of the Golden Saints
is there. Speak with her, according to her Staada, the Golden Saint captain
has been imprisoned within Brellach. Issmi believes that Staada can be found
by following the Wellspring inside of Brellach. After taking a bit of guff
from Issmi for being the Duke of Dementia, the few remaining Golden Saints
join you. Up the steps, enter the door marked "Brellach, Hall of Honor."
You will meet some resistance inside Brellach, in the form of Knights of
Order. As always, try your very best to not hurt your allies while you are
fighting, though avoiding accidentally hurting your allies can be a difficult
thing to do at times due to their inherent recklessness. There's a remotely
opened door on the initial level, ignore it instead take the stairs down to
the lower level. There are many Order Knights in the halls of Brellach,
you'll usually be forced to fight more than one at a time as well. Luckily,
you've got the Golden Saints by your side. Move through the Halls of Honor
and enter "Brellach, Hall of Reverence."
Plow through the Order Knights in this area. Eventually you will reach a door
that needs to be remotely opened. The push button that opens this door is
quite far from the actual door. While facing the door turn around and run to
the end of this area. Climb up the stairs to your left. At the top of the
stairs, turn left, then left again into a small area with a couple of urns.
The switch is on the side of the pedestal in the top right corner. Through
the door, wipe out the Order in this room and then speak with Staada, whom is
within the crystal cell. Staada tells you to ring the chime, which will
hopefully shatter the crystal which traps her. The chime is in the area
directly behind the crystal prism. Climb down the stairs, approach the shrine
and activate it. The ringing of the chime does indeed shatter the crystal
prison in which Staada was enclosed.
Staada explains that you must get to the "Wellspring of the Aureal" next. If
the Order are permitted to destroy the Wellspring unhindered, the Golden
Saints will be banished from Sheogorath's Realm. The previously locked door
can now be opened, proceed into "Brellach, Hall of Devotion." There is a
crystal barrier blocking your path. While facing the barrier, turn right,
there is another chime. There are more Order Knights and Priests in these
halls, the Golden Saints that you entered with should still be with you, so
the Order should not pose too much of a threat. Move through the Hall of
Devotion and enter "Brellach, Font of Rebirth."
Go to the green arrow on the local area map to find the Wellspring of Aureal.
Several Knights of Order guard the Wellspring, kill them all before you
continue. There are four chimes in this room, one in each corner. Your goal is
to ring them all, and you must do this fairly quickly. Start in one corner,
activate the chime, then run from chime to chime until you have activated all
four of them. With the Wellspring of Aureal restored, find and speak to
Staada. You are given the "Summon Golden Saint" greater power, as well a set
of Golden Saint armor. No need to travel through all of Brellach again, exit
the Font of Rebirth through the west passage in the Wellspring of Aureal room.
A series of remotely opened gates will allow you to leave Brellach easily.
...Symbols of Office...................................................[w15]..
Speak with Sheogorath at New Sheoth Palace. Huh, well that's not good. Well,
it's not over yet. All hope is not lost! Haskill explains that, if the Throne
of Madness remains empty with Jyggalag loose, the realm doesn't stand a
chance. However, Sheogorath's Staff, the symbol of power in the Shivering
Isles, can be used to stop Jyggalag. With Sheogorath gone, the staff's power
is gone, too. If the staff is remade, you can be permitted to take the Throne
of Madness, thus allowing you to stop Jyggalag. First stop, Knifepoint Hollow,
the ruins of an great library. The location of Knifepoint Hollow has been
marked on your map, get moving. Approach Knifepoint Hollow from above because
it sits on a hill that would be a chore to traverse if you were to approach it
any other way.
Inside Knifepoint Hollow, follow the green arrow on your compass to a door.
Take extra care not to fall down to the lower level, if that happens you will
be forced to traverse through the "Knifepoint Hollow, Chantry" area. The door
can be opened with the Knifepoint Crystal that Haskill provided you with. On
the opposite side sits an odd fellow named Dyus. Speak to Dyus to learn what
materials are required to remake the Staff of Sheogorath. Dyus needs you to
obtain two items, the Eye of Ciitra and a Branch from the Tree of Shades. For
the eye, you will have to consult with a woman named Ciitra in the Howling
Halls. The Tree of Shades is an ancient tree that grows in the "Grove of
Reflection," located in the ruins of Milchar. Both the Howling Halls and
Milchar have been marked on your map.
Start with the Howling Halls. Located south of New Sheoth, you can easily
reach this location by traveling along the southern road leaving Crucible.
Enter the Howling Halls and follow the arrow on your compass. There are many
Apostle in the Howling Halls, be careful as they summon creatures with their
magic, after summoning they will usually recklessly attack you. They are
quite fast, too. Take a "Howling Chamber Key" from one of them once they
are dead, it will be needed if you do not have a high Security skill. The
arrow points you to a door leading into the "Howling Halls, Congregation
Chambers" area. Look for a Khajiit named Ra'kheran to your left as you enter.
Ra'kheran offers to help you slay Ciitra, but first he requires three Apostle
Daggers so he can properly outfit himself and his allies. He explains that you
must wear an Apostle Robe within the Congregation Chambers. If you do not, you
will be attacked by the Apostles within. If you don't have Apostle Robes,
return to the previous area and take a pair from a slain Apostle.
Taking Ra'kheran up on his offer is not entirely necessary as the Apostles
and Cittra herself are rather weak armor wise, though some aid couldn't hurt.
Locate the door leading to the "Howling Halls, Antechamber." To the right of
this door, look on the table in the corner of the room there. There's a
display case that contains the item "Pelvis of Pelagius." Unlock the display
case and take it while you're here, it can net you some gold as it part of a
side quest. Ciitra is within the Antechamber area. Ciitra is a very powerful
magic user, she is very fast, uses summoning spells, heals herself and casts
elemental spells. Luminary Kaz is also in the Antechamber, you'll have to deal
with him, too. It'll be a simple battle if you took Ra'kheran up on his offer.
If not, summon a Flesh Atronach, Dark Seducer, or a Golden Saint. Once Cittra
is dead, retrieve the eye from her corpse.
Next stop, Milchar. It's near the northwestern corner of the Shivering Isles,
fast traveling to Cylarne and traveling down the road would be a short trek.
Locate the entrance (a slopping tunnel in the side of the tree) and enter
"Milchar, Nexus." The Grove of Reflection is through the door straight ahead.
Enter the Grove. Drop down the hole and follow the arrow on your compass to
the tree. By standing near the statue, a shadow version of yourself will
manifest. That's right, you're facing the toughest enemy of all, your own
The shadow version is equipped with all of the best armor in your inventory,
and it has access to all of the spells that you do. Your shadow version is as
strong as you, but besides that this battle shouldn't play out any differently
than a fight against normal enemies. Hopefully you do not have armor in your
inventory with some nasty enchantments (Reflect Damage comes to mind). Once
your shadow self has been bested, pick up the "Shadowrend" weapon that it
drops. This is the strongest weapon in the game (its form changes depending
on highest melee weapon skill), make sure that you DO NOT miss it, you will
NOT be able to enter the Grove once you have left.
Take a Screaming Branch from the Tree of Shades. On the stone wall in this
area, there is a push button that reveals a teleportation pad leading back
to the Nexus area. With both Ciitra's Eye and the Screaming Branch, return to
Dyus in Knifepoint Hollow. Right before your eyes, the staff is created. With
the Staff of Sheogorath in your possession, enter Sheogorath's Palace and
activate the Font of Madness behind the throne.
...The Roots of Madness................................................[w16]..
Behind Sheogorath's throne, go through the door on the back of the tree marked
"The Fountainhead." The Gnarl Cultivators in here are tame, do not attack
them. If you have accidentally killed the tame Gnarl that is initially there,
activating the Gnarl Chrysalis in the area to the right will spawn another.
A Gnarl Cultivator opens the Order crystal root door for you. Only the Gnarl
Cultivators are tame, any other variants of Gnarl will attack you normally.
Kill the Order Priest that the arrow leads you to. While facing the pool, turn
right and follow the arrow on your compass. Proceed through the root door, you
will be taken into the next area. To open the crystal barrier root door that
is blocking your way, activate the Gnarl Chrysalis, which is on western side
of this area, on the upper level. Doing so will spawn a Gnarl Cultivator.
**Note: I am writing this walkthrough with a character that became the Duke of
Dementia, so unfortunately I cannot cover the Mania side of things. This quest
walkthrough details the hunting Thadon, but the directions will still pertain
if you are on the Mania side and are hunting Syl, though she may be in the
Pool of Dementia instead.
Follow the quest arrow on your compass to the Pool of Dementia. Kill all three
Order Priests surrounding the crystals to cleanse the pool. Search the
Priests' corpses afterwards and remove the "Shard of Order." Backtrack to the
previous room. Do not follow your compass this time, return to The
Fountainhead area the same way you entered the Pool of Dementia area. Cross
the pool in the middle of the room and open the Order crystal root door with
the Shard of Order. Follow the arrow on your compass to a door leading to the
"The Fountainhead, Pool of Mania" area. This area can be a pain to navigate if
you have been relying on the compass. Drop down to the section below and use
the log ramps to get yourself over the gap, then follow a tunnel over to the
Drop down and kill the Order Priests. Thadon stands on the dais. He's quite
fast, but he is wearing Order Priest armor, allowing you to cut him down
easily. As you are standing before the steps leading down from the dais,
Thadon shouldn't have the chance to run down the stairs. After killing Thadon,
remove the "Diadem of Euphoria" helmet from his corpse. This helmet adds the
Resist Magic effect, fortifies the Speechcraft skill and fortifies Magicka.
Follow the arrow on your compass to a door leading back to The Fountainhead
area. Move through this area and return to Sheogorath's Palace. Activate the
"Font of Madness" behind the throne.
...The End of Order....................................................[w17]..
Once the Staff has been imbued with Sheogorath's powers, you will be
approached by either a Dark Seducer or a Golden Saint messenger. Speak with
the captain, she explains that an Order Obelisk has opened up outside on the
palace grounds. As soon as you step outside, run towards the active Obelisk
and put three Hearts of Order inside to overload it, thus shutting it down,
ceasing the spawning from that particular location. Straight across from the
first, another Obelisk of Order opens up. Get over there quickly and place
three Hearts of Order inside. With those two Obelisks shut, Jyggalag joins the
fray! His entrance will most likely knock out all of your allies. Great, looks
like you'll be fighting this one alone.
All in all, Jyggalag isn't much of a threat. His primary attack is swinging
his sword, he may also cast a shock spell. The shock spell deals a fair amount
of damage, but aside from the occasional casting, you'll most likely be
dealing with reckless sword swinging. Standard battle plan here, if you are a
fighter, deal with him as you would any other melee enemy. Mages, Rangers,
and whatever else, you know what to do. Now's the time to use your strongest
spells, highest quality (and/or magic) arrows, and poisons. Jyggalag does not
have an absurd amount of health, he should fall in no time.
...The Prince of Madness...............................................[w18]..
After Jyggalag's speech, return to the palace and consult with Haskill. Haskill
details all of the benefits that you receive as the Prince of Madness.
Sheogorath's Regalia is on the throne. You can also pick up Jyggalag's sword
behind the throne. You're given some other cool things, including a spell that
allows you to manipulate the weather in the Isles.
That's it, you've completed Shivering Isles' main quest line! Take a seat on
your throne, Prince of Madness.
[*04] \ - Side Quests -
Bliss Quests [S01]
- Falling Awake.........................................................(BL01)
- The Fork of Horripilation.............................................(BL02)
- Work is Never Done....................................................(BL03)
- The Antipodean Hammer.................................................(BL04)
Crucible Quests [S02]
- A Liquid Solution.....................................................(CR01)
- Final Resting.........................................................(CR03)
- The Coming Storm......................................................(CR04)
- The Museum of Oddities................................................(CR05)
- Ushnar's Terror.......................................................(CR06)
- The Antipodean Hammer.................................................(CR07)
Settlement Quests [S03]
- Everything In Its Place...............................................(VQ01)
- Ghosts of Vitharn.....................................................(VQ02)
- Taxonomy of Obsession.................................................(VQ03)
- The Great Divide......................................................(VQ04)
- To Help A Hero........................................................(VQ05)
- The Hill of Suicides..................................................(VQ06)
- Bliss Quests - [S01]
Speak to Amiable Fanriene who wanders the streets of Bliss. He is afraid that,
when he closes his eyes, the walls will collapse on him. Due to this fear, he
is unable to get any sleep in his current resting place. Amiable asks you to
find a place for him to sleep outside. With "Falling Awake" set as your active
quest, several arrows point to NPCs who sleep outside. One man in particular
would be willing to give up his current sleeping spot for Amiable. By speaking
to any of the citizens of New Sheoth that sleep outside, you will be pointed
towards a man named Uungor.
Uungor can also be found wandering the streets of Bliss. Find and ask him
about switching beds with Amiable. Raise Uungor's disposition towards you to
at least 70 by either bribing or persuading him. By doing so, you can then
convince him to switch resting spots with Amiable. Once Uungor has agreed,
tell Amiable that you have found him a place to sleep outside. As thanks,
Amiable gives you the "Burst of Might" scroll.
...The Fork of Horripilation..........................................(BL03)..
The quest giver is an Argonian named Big Head who lives in the Bliss half of
New Sheoth. He tends to wander the streets, or you can find him in his home.
Use the local area map to locate "Big Head's House." Big Head tends to get
himself killed by the Golden Saints in Bliss so you may not be able to
complete this quest if Big Head has been killed by them before you've spoken
to him. Once you have found Big Head, ask him about "The Fork." Apparently,
the Fork of Horripilation was taken from Big Head. He can hear it calling to
him through song. Ok, not even going to question that one. This is the "Realm
of Madness," after all.
You are told to speak to a beggar named Bolwing. Big Head provides you with a
charm that can be used to decipher Bolwing's speech. If you have spoken to
Bolwing before, you understand why this charm is necessary. Bolwing can be
found in either Bliss or Crucible, with "The Fork of Horripilation" set as
the active quest, you can locate him easily. Bolwing tells you that the Fork
is currently being fought over by groups of Heretics and Zealots. It seems to
be of great importance to them, too. "Longtooth Camp" is your destination. It
is located along the north road leaving the Gates of Madness.
Travel to Longtooth Camp. The quest arrow points to the Fork of Horripilation.
Kill all of the Heretics in the camp and retrieve the Fork. With the Fork in
hand, travel back to Bliss and locate Big Head. Hand the Fork of Horripilation
over to Big Head. As thanks for the Fork's return, Big Head offers to tell you
a "Blade Secret," "Sneak Secret," or an "Alchemy Secret." The one you choose
raises the level of the skill.
...Work is Never Done.................................................(BL03)..
To begin this quest, speak to Tove the Unrestful. He can be found either
wandering the streets of Bliss, or in his home. Through flawed logic, Tove
explains his plan to construct a "Skyboat." He requires Calipers and Tongs, he
wants you to bring them to him. He is willing to pay 5 gold each. Calipers and
Tongs are very common, they can be found in most crates and barrels. The
Imperial City Marketplace District would be a good place to start looking.
You'll need to bring him at least 50 Calipers and at least 50 Tongs to
complete the quest. You are given gold as reward. Tove will continue to buy
Calipers and Tongs from you for 5 gold each even after you have completed the
...The Antipodean Hammer..............................................(BL04)..
There are two blacksmiths in New Sheoth: One in Crucible and the other in
Bliss. During your travels in the Shivering Isles, you have undoubtedly
encountered Amber Ore and/or Madness Ore. These two types of ore can be
brought to the blacksmiths in New Sheoth who will fashion armor and weapons
with them. Also, items called matrices can be used to add a magical property
to the weapons and armor that are forged. A matrix is specific to a weapon or
piece of armor (ex. "Madness Gauntlets Matrix").
The blacksmith of Bliss, Dumag gro-Bonk can be found in "The Missing
Pauldron." Dumag requires Amber Ore to forge weapons and armor. Amber Ore can
be found in "Hollowed Out Amber Logs" in certain dungeons (usually on the
Bliss side). The Ore is often found on Gnarls as well. Dumag gro-Bonk forges
Amber armor and weapons with the ore. Amber armor itself is a Light Armor
type. The quality of the forged armor and weapons depends on your level.
- Crucible Quests - [S02]
...A Liquid Solution..................................................(CR01)..
Enter "Sickly Bernice's Taphouse" in Crucible and speak to the proprietor,
Sickly Bernice, inside. Sickly Bernice really lives up to her name. She is
apparently very sick and is going to die. Fortunately, she knows of a cure.
She has offered a reward, though so far none have taken up the offer. Ask her
about the "Cure" and agree to help. You are given "Bernice's Empty Flask" and
the location of the cure, "Knotty Bramble," is marked on your map. Travel to
Knotty Bramble and enter. You're here for a sample of "Aquanostrum." Bernice
mentioned that it could only be found near a statue that sits in a pool on
the lower level of Knotty Bramble.
The direct route (the one that your compass initially tries to lead you
through) is blocked by a Twisted Root barrier, you'll have to go all the way
around and then enter the. "Knotty Bramble, Hatchery" area. In the Hatchery,
hop down next to the statue, the Aquanostrum is automatically collected. No
need to go all the way around again on the way out, exit the Hatchery through
the northern passage. This leads you to the Twisted Root door that previously
blocked your path. On this side, there is a Pull Pod that can be used to part
Travel back to Sickly Bernice's Taphouse in Crucible and speak to Bernice.
Hand over the sample of Aquanostrum by selecting "Cure" from the list of
dialogue options. As a reward, you are given the "Circlet of Verdure." This
ring adds the Resist Poison and Resist Disease effects, as well as fortifies
the health and the Endurance attribute.
Locate "Earil's Mysteries" in Crucible and head inside. Speak to Earil, after
turning down his tempting offer, ask him about "Brithaur." Earil has a problem
with Brithaur, especially his constantly botched thievery attempts. He wishes
for Brithaur to disappear. Locate and speak to Brithaur. He won't tell you
anything unless his disposition is at least 70. Raise Uungor's disposition
towards you to at least 70 by either bribing or persuading him. He tells you
that the only reason he is stealing is because he must complete his collection
of jewels. He only needs five Flawless Pearls to complete his collection, then
he can stop stealing.
You may already have collected five Flawless Pearls during your travels in
Cyrodiil. They can also be found all over the Shivering Isles; in dungeons,
treasure chests, or on dead creatures. If you wish, you can simply kill
Brithaur and bring his heart back to Earil as proof of his demise. That, or
you can speak to Kithlan (Redguard) in the House of Dementia about Brithaur's
thievery. This causes Brithaur to be thrown into the dungeon. Whatever your
decision, once Brithaur has been dealt with, return to Earil for a leveled,
Hirrus Clutumnus can be found wandering around the streets of Crucible. Find
and speak to him. He tells you to meet him at the sewer grate northeast of the
Sheogorath statue after dark. Go to this location a little after 11pm, Hirrus
is waiting there for you. Hirrus wants to die, you'll need to help him with
that. If Hirrus were to kill himself, he would end up as one of the souls on
the "Hill of Suicides." Your reward for killing Hirrus is the key to his
house. He mentions a jewelry box. Hirrus wishes to die, but he doesn't want to
know that it's coming. He will live his life like he normally would, you will
have to find an opportunity to do the deed, making it look like an accident.
Of course, you can simply cut him down where he stands, but you'll likely get
a bounty on your head by doing so.
There's a very good opportunity to kill Hirrus, by making it look like an
accident and by surprising him. In Crucible, the door leading to the "Palace
Grounds" area is at the top of a large set of steps. The door leading to the
Palace Grounds is located in the northeastern corner of Crucible. Position
yourself at the very top of the stairs, in front of the door leading to the
Palace Grounds, and use the wait feature to pass the time to around 10am.
Hirrus should be standing right before a very long drop. If he is not there
wait for another hour. Wait in one hour increments until he is standing
there. Speak to him, you are given the option of pushing him. Now you can
climb down the steps and retrieve "Hirrus Clutumnus' Key" from his corpse.
Enter his house and take your reward from the jewelry box in the bedroom.
...The Coming Storm...................................................(CR04)..
Enter "Things Found" in Crucible and speak Ahjazda inside. She asks you to
help her prepare for the coming storm. She needs you to gather the last few
supplies that she needs. She wants you to bring her the "Amulet of
Disintegration," the "Ring of Desiccation" and the "Calming Pants." Start with
the Ring of Desiccation, it can be found in the "Museum of Oddities" in
Crucible. The Ring is in a Glass Display on the second level of the Museum.
You are free to open the Glass Display, but taking the ring is considered
stealing. Croch and be sure that the sneak icon is faded when you take the
Ring of Desiccation into your inventory.
Next, the Calming Pants. Locate and speak to Fimmion, who can usually be found
wandering the streets of Bliss. Ask him about the Calming Pants. You receive
a string of unintelligible babble as an answer, essentially telling you that
if Fimmion is given a Sweetroll, he will give you the Calming Pants. There is
one location for sure that you can find Sweetrolls. Unfortunately, you will
have to travel back to Cyrodiil. In Skingrad, locate and enter "Salmo the
Baker's House." As soon as you enter, look to your left. There are many
Sweetrolls on the shelves here. Take a Sweetroll from Salmo's house, then
return to the streets of Bliss and trade the Sweetroll for Fimmion's Calming
Pants. Now Fimmion's going to walk around Bliss with no pants on. Just keep
telling yourself, "Realm of Madness, Realm of Madness..."
Lastly, the Amulet of Disintegration, found in Milchar. Travel to Milchar and
enter. Follow the quest arrow on your map that points to a door leading into
"Milchar, Tieras". Move through this area and enter "Milchar, Chatterhall."
The "Diligence Crux" in the middle of this room is frozen shut. The Amulet is
within, you'll have to find a way to open it. Up the stairs behind the Crux is
a podium burning with a blue flame. Sitting near the flames is the "Ritual
Torch." You cannot take this torch into your inventory, but you can manipulate
it by using the LB button. With the cursor on the Ritual Torch, press and hold
LB to carry the torch. Use the torch to light the three podiums in this room.
They will extinguish fairly quickly, so you'll have to move fast. With all
three podiums lit, run to the Diligence Crux and remove the Amulet of
Disintegration from within. Looking at its effects, it appears to be a good
amulet to use while training the Armorer skill.
With the three requested items in your inventory, return to Ahjazda and speak
to her. Give her the three items, she rewards you by teaching you a spell.
"Ahjazda's Paranoia" inflicts Frenzy on everyone in the spell's effect radius.
...The Museum of Oddities.............................................(CR05)..
Visit "The Museum of Oddities" in Crucible and speak to the curator there, Una
Armina. Ask her about "Oddities," she explains that the she is always looking
for new exhibits for her museum. If you come across any oddities during your
time in the Shivering Isles, Una will be willing to purchase them from you for
display in the museum.
Below is a list of oddities that are obtained randomly from chests,
containers, dead monsters, etc.:
Dagger of Friendship
Hound's Tooth Key
Ring of Disrobing
There are also some static oddities, their locations are described below:
Blind Watcher's Eye - Travel to Milchar (a location you visit during the main
quest) and enter. Proceed down the tunnel, turn left as soon as you enter the
large area. Look for the cluster of Flame Stalks in the distance. A Watcher's
Eye is among the Flame Stalks and Screaming Maws.
Deformed Swamp Tentacle - Travel to "Lost Time Camp," located in Dementia,
by the side of the road that runs along "Madgod's Boot." Travel down the road
south from here. When you come to the two boulders, harvest the Swamp Tentacle
on the one to your right to receive this oddity.
Din's Ashes - Head to the ruins of "Ebrocca," north of New Sheoth, just
above the second "e" in "Jester." Locate the entrance and step inside. Upon
entering, move straight, turn right, and continue heading straight until you
reach a locked metal door. Unlock the door and step inside the room. Move the
two leather shields straight ahead and press the small push button underneath
them. While facing the push button, turn left. Proceed through the door that
leads into "Ebrocca, Crematorium." A shelf in this area contains a Gilded Urn
that contains Din's Ashes.
Mute Screaming Maw - Travel to "Cann," which can be found by traveling west
from the first "T" in "The Jester's Spine Mountains" on the world map. Proceed
into "Cann, The Great Hall." Move through this area and enter "Cann, Halls of
Tranquility." This area is a bit more complex, use the local area map to help
you find your way around. Locate the door leading into the "Cann, Arena" area
and go through. As soon as you enter, turn right and follow this tunnel. Keep
an eye on your left, continue traveling down this tunnel until you reach a
group of Screaming Maw. The Mute Screaming Maw is behind the root, between the
two larger Screaming Maw. No need to backtrack, continue down the tunnel and
into the "Cann, Amphitheater" area. Move straight, travel this path until you
reach a door leading directly back to the Great Hall sector.
Pelvis of Pelagius - In the "Howling Halls" (a location visited during the
main quest) find the door leading to the "Howling Halls, Antechamber." To the
right of this door, look on the table in the corner of the room there.
There's a display case that contains the Pelvis of Pelagius.
**Note: If you are playing as a Khajiit, you cannot undertake this particular
Ushnar gro-Shadborgob can be found either wandering the streets of Crucible or
in the Museum of Oddities. Where Ushnar is, Bhisha the beggar will not be too
far behind. Speak to Ushnar. He really, really hates cats, and therefore walks
the streets of Crucible with a dog. Unfortunately for him, Bhisha the Khajiit,
who likes dogs, has decided to follow Ushnar's dog around. Ushnar would like
Bhisha to leave Crucible. Permanently. He asks you to make it happen.
Permanently ridding Crucible of Bhisha does not necessarily mean killing him.
Find and speak to Bhisha about "Ushnar gro-Shadborgob. Give him 100 gold and
he will move to Bliss. It's as simple as that. No need to get your hands
Once Bhisha has agreed to leave Crucible, speak to Ushnar and tell him that
Bhisha is gone. As reward, Ushnar gives you one of his old dogs. The Skinned
Hound that Ushnar sends will follow you around until you lose it or until it
...The Antipodean Hammer..............................................(CR07)..
There are two blacksmiths in New Sheoth: One in Crucible and the other in
Bliss. During your travels in the Shivering Isles, you've undoubtedly encount-
ered Amber Ore and/or Madness Ore. These two types of ore can be brought to
the blacksmiths in New Sheoth who will fashion armor and weapons with them.
Also, items called matrices can be used to add a magical property to the
weapons and armor that are forged. A matrix is specific to a weapon or piece
of armor (ex. "Madness Gauntlets Matrix").
The blacksmith of Crucible, Cutter, can be found in "Cutter's Weapons." Cutter
requires Madness Ore to forge weapons and armor. Madness Ore can be found in
"Madness Ore Deposits" in certain dungeons (usually on the Crucible side). The
Ore is often found on Grummites as well. Cutter forges Madness armor and
weapons with the ore. Madness armor itself is a Heavy Armor type. The quality
of the forged armor and weapons depends on your level.
- Settlement Quests - [S03]
...Everything In Its Place............................................(VQ01)..
This quest takes place in "Fellmoor." Fellmoor is located southwest of New
Sheoth, next to the "R" in "Pinnacle Road" on the world map. In Fellmoor,
locate and speak to the Khajiit Kishashi. She speaks of another Khajiit named
Ranarr-Jo. She won't tell you much unless her disposition towards you is at
least 70. Bribe her persuade her to raise her disposition to at least 70, then
select "Ranarr-Jo's Trust" from the list of dialogue options. She gives you an
"Old Spoon," which apparently will mean something to Ranarr-Jo. Ranarr-Jo can
most likely be found in "Kishashi's House." Tell Ranarr-Jo that Kishashi gave
you the spoon to give to him. Inquire further about Cindanwe. Ranarr-Jo
believes that she is reading their minds, he wishes for you to rid Fellmoor
Ranarr-Jo also mentions a notebook that Cindanwe uses to take notes on the
Khajiit working for her. Acquiring the notebook for Ranarr-Jo is optional, but
doing so will net you an extra reward upon completion of this quest. Find
Cindanwe and bribe her to raise her disposition to at least 70. This will cost
you a fair bit of gold, and Cindanwe's disposition may max out at a number
below 70. To avoid this, speak to Cindanwe with your weapon drawn, then bribe
her. After bribing her, put away your weapon and speak to her again, her
disposition will be ten points higher than what it "maxed out" at. When her
disposition towards you is at least 70, select "Notebook" from the list of
dialogue options, she'll hand it over. Of course, you could always steal the
notebook from Cindanwe. She carries it with her, so pick pocketing will work.
As with most quests of this nature, the obvious way to rid Fellmoor of
Cindanwe would be to kill her. However, Ranarr-Jo mentions that Cindanwe
requires that everything is "just so." He suggests entering her home and
wrecking the place. As soon as you enter, open the two barrels next to the
door. The quantity is the same for all of the contents inside, remove some of
the ingredients inside of the barrels to change this. There are other barrels
in her house, do the same to them. Use the LB button to move all of the food
items placed around the house. Continue doing this until a "Quest Updated"
message appears, indicating that you have sufficiently altered Cindanwe's
Speak to Ranarr-Jo once you have wrecked Cindanwe's house. You are given the
"Ring of Mind Shielding," a ring that adds the Resist Magic and Reflect Magic
effects. If you acquired the notebook from Cindanwe, an extra dialogue option
will appear once you are given your reward. You are given a random skill book
for the notebook.
...Ghosts of Vitharn..................................................(VQ02)..
While in the Shivering Isles, you may hear rumor of a ruined fortress called
Vitharn. Upon hearing this rumor, the location of Vitharn is marked on your
map. Vitharn sits in the "Shallow Grave" section of Sheogorath's Realm. Upon
your arrival, you will witness some ghosts fighting. Some of these ghosts will
attack you, so remain vigilant. The green ghosts are hostile, the blue ones
will not attack you. All of Vitharn's main doors are supernaturally locked,
travel along the walls of Vitharn until you come to a tree on the bottom right
corner. Search for the door and enter "Vitharn Sump." Move through this area,
to move onto the next area you will have to swim under the water. Through the
"Vitharn Reservoir," a door leads into "Vitharn Keep."
As soon as you enter the Keep, you are approached by the ghost of one Count
Cirion. Choose "I meant no offense" when prompted. The Count asks needs your
help. Centuries ago, Vitharn was overrun by Fanatics. Four people in the
bailey failed in their duties, ultimately leading to the fall of Vitharn. The
people of Vitharn have been cursed to relive the last moments of the invasion
because of this failure. Count Cirion wants you to put an end to the curse,
freeing the ghosts of his people.
There are three items that you must acquire before you can end the curse. From
the Vitharn Reservoir door, move straight and turn left when you can. Keep an
eye on your right, when you notice a push block on the wall to your right,
activate it. Approach the middle bench on the right side, turn right there and
jump into the secret area. One of the items, the "Dagger of Depletion" is on
the shelf to your right. "Desideratus' Doll" can be found on a shelf in the
barracks, which is adjacent to the throne room. Once you have the doll, leave
the barracks through the north exit. Continue moving forward until you reach a
locked metal door. Enter stealth mode, then unlock the door. Slowly enter the
room, if noticed by Bat-gro-Orkul, you will be ejected. You're here for
"Althel's Arrows," which are on a table just behind Bat-gro-Orkul.
When you have obtained the "Dagger of Depletion," "Desideratus' Doll" and
"Althel's Arrows," enter Vitharn Bailey. In the Bailey, the final moments of
the Fanatic invasion are repeated over and over. There are two shades here
that you must give ghostly items to. Althel needs her arrows, she is up by
the ghostly gate wheel. Hloval Dreth needs the Dagger of Depletion, he should
be somewhere below Athel's position. Desideratus Annius does not require
anything Desideratus spawns next to Hloval, though he runs straight into
Vitharn Keep. The doll in your inventory must be burned in the ghostly brazier
by the gate to prevent Desideratus from retreating into Vitharn Keep.
After burning the doll, speak to Desideratus and select "Desideratus'
Betrothed." It may take a couple of sessions to properly outfit the shades and
burn the doll. Luckily, you do not have do these things all in one go, as your
actions carry over into subsequent sessions.
You have done everything that can be done at this time. Re-enter Vitharn Keep
and speak to Count Cirion in the throne room. Count Cirion hands over his
helmet, which is a horned version of the traditional Madness Helmet. While
wearing the helmet, kill the Devoted Fanatic to completely lift Vitharn's
curse. Your reward is "Count Cirion's Helmet." This piece of equipment
fortifies the Block and Heavy Armor skills.
...Taxonomy of Obsession..............................................(VQ03)..
This quest is started in the settlement of "Highcross." Highcross is located
far north of New Sheoth, just above the "J" in "The Jester's Spine Mountains"
on the world map. You need to speak to Mirili Ulven, who can most likely be
found in her house after dark. Locate Mirili and ask her about her research.
You won't get anything out of her if her disposition towards you is less than
70. Persuade or bribe her to raise her disposition to at least 70, then ask
her again about her research. She gives you a list of the alchemy ingredients
that she needs to complete her research.
As you can see, it is a fairly lengthy list. All of the items can be found in
the Shivering Isles. As mentioned on the list, Mirili is willing to pay 10
gold each per sample, though she is not willing to buy more than one of the
same type of ingredient.
...The Great Divide...................................................(VQ04)..
Travel to the settlement "Split," far northwest of New Sheoth, located south
of the "l" in "Overlook Road" on the world map. There's something odd about
Split. By walking around Split and speaking to its inhabitants, this oddity
becomes readily apparent. Everyone in Split has a double. There is a Demented
version and a Manic version of everyone. Both doubles hate the other, hate
to the point of wishing for their death. You'll need to locate a Nord named
Horkvir Bear-Arm. Horkvir explains that a wizard cast a spell on the town,
spawning everyone's double. There are two Horkvir's, a Demented version and a
Manic version. It's up to you to decide which one to help. Both Horkvirs have
the same thing in mind, to wipe out either the Demented or Manic doubles.
Be sure that "The Great Divide" is set as your active quest. Arrows point to
all of the doubles that you must kill. If you kill a double that you are not
supposed to, you will not get a reward for completing the quest. Of course,
killing them counts as murder. Killing them outright while being observed
will place a bounty on your head. For this reason, it's best to sneak into
their homes at night (all locks in Split are classed as "Very Easy," so
you don't need a high Security skill), sneak up to them while they sleep and
kill them. Be absolutely certain that you are killing the right double, you
do not want to lose the reward.
You must kill one Horkvir Bear-Arms, one Atrabhi, one Urul gro-Agamph, one
Jastira Nanus and one J'zidzo. After killing all of one side of Split, return
to the remaining Horkvir Bear-Arms for a leveled, monetary reward.
...To Help A Hero.....................................................(VQ05)..
Travel to Hale, a small settlement far northeast from the Gates of Madness, a
bit northwest from the first "O" in "Overlook Road" on the world map. Upon
your arrival, locate and speak to a Redguard named Pyke. He's most likely in
"Zoe Malene's House." Pyke explains that he was a Knight of the Thorn in
Cyrodiil, a faction that you are probably familiar with. Pyke has lost his
Knights of the Thorn Medallion to a group of Grummite. Though he has no
interest in being a Knight of the Thorn anymore, he would like the stolen
Medallion back as a memento. Agree to help him, "Fetid Grove" is marked on
Travel to Fetid Grove and enter. Just as you may have gathered from Pyke's
detailing of the loss of his Medallion, Fetid Grove is home to a tribe of
Grummites. Be sure to have "To Help A Hero" set as your active quest, doing
so will make it much, much easier to locate the stolen Medallion. Move through
the first area and enter "Fetid Grove, Encampment." Pyke's Medallion is in a
chest located in the middle of this area. There are many Grummites planted
along the route to the chest, luckily they are fairly spaced out, so it is
unlikely that you will have to face more than one of them at once
When you have Pyke's Medallion in your inventory, exit Fetid Grove and return
to Hale. Give the Medallion to Pyke. In return you are given a "Thorn Shield."
This shield adds the Reflect Spell effect, as well as fortifies the Block
skill. Not a bad piece of equipment.
...The Hill of Suicides...............................................(VQ06)..
This quest does not appear in your journal. First and foremost, travel to the
Hill of Suicides. The actual location point is just below the "The" in "The
Hill of Suicides" on the world map. Be sure to hit this location point, this
way you can fast travel directly to the Hill of Suicides when you wish. You
cannot interact with the restless souls on the Hill of Suicides. To complete
this quest and earn its reward, five skulls must be brought back the ghosts
on the Hill.
Lorenz Bog-trotter's Skull - This skull is found in "Knotty Bramble," which is
located in Dementia along "Pinnacle Road." The skull itself is located in the
"Knotty Bramble, Lost Crypts" area. To get to this section, you'll have to
make your way through the initial Knotty Bramble area, then through "Knotty
Bramble, Hatchery." In the Hatchery, first drop down to the lower level, then
follow the tunnel below to the door. Once in the Lost Crypts, proceed through
the stone-wall rooms until you encounter a second Zealot body on a pedestal.
Use the LB button to move the body to the side, a small push button is
underneath. Press the button, turn back and look in the hall for some rubble
off to the left. Hop up onto the section in the wall on the left. "Lorenz
Bog-Trotter's Skull" is on the pedestal there.
Gadeneri Ralvel's Skull - Found in "Knifepoint Hollow," an area that you visit
during the main quest. It is located northwest of New Sheoth, a bit north of
the second "l" in "The Hill of Suicides" on the world map. It is in the
"Knifepoint Hollow, Chantry" area. Move through the entire area, when you
reach the door leading back to the initial Knifepoint Hollow area, turn around
and instead go through the metal gate. There are two pillars in this room, a
push button is on the one to the left. Pressing the button reveals an extra
area beyond the small room that is seemingly the end. Hop up over the rubble
and take "Gadeneri Ralvel's Skull" that is on the chest to your left.
M'Desi's Skull - Found in "Rotten Den," which is in Dementia, a short ways
southwest of the "d" in "Pinnacle Road" on the world map. It is in the "Rotten
Den, Sanctum" part of Rotten Den. To reach this part, you'll have to move
through the "Rotten Den, Deadfall" then "Rotten Den, Precipice." Look to the
local area map if you are having difficulty progressing. Once inside the
Sanctum area, drop down each hole in the floor until you reach the bottom
level. The skull is in the Zealot sanctum, a stone room which is the southern
most room on the map. "M'Desi's Skull" is on a chest at the focus point of the
room. To leave Rotten Den, you'll have to move through the "Rotten Den,
Hollow" area first. The door here leads back to the Sanctum area, but on a
the upper level. Avoid falling down the hole continue through to the "Rotten
Den, Encampment" area. The rest of the way out is rather straightforward.
Limark's Skull - This one's in Milchar. It's near the northwestern corner of
the Shivering Isles, just above the "O" in "Overlook Road" on the world map.
Do not enter Milchar by the door marked "Milchar, Nexus." From the Nexus door,
travel southeast until you reach a door leading to the "Milchar, Xetrem" part
of Milchar. Look to the local area map if you are having trouble finding the
door. Upon entering Milchar, pass under the walkway, then turn left and climb
up the stairs there. At the top of the stairs, turn right. Make your way down
this tunnel, continue heading straight and eventually you will fall down a
short drop. A skeleton containing "Linmark's Skull" is at the bottom.
Salonia Viria's Skull - This one is in "Cann," which can be found by traveling
west from the first "T" in "The Jester's Spine Mountains" on the world map.
The skull is in the "Cann, Amphitheater" area, specifically. Proceed into
"Cann, The Great Hall." Move through this area and enter "Cann, Halls of
Tranquility." This area is a bit more complex, use the local area map to help
you find your way around. Locate the door leading into the "Cann, Arena" area
and go through. Continue down the tunnel and into the Amphitheater section.
Upon entering the Amphitheater, move straight and continue moving in this
direction until you can turn left. The small room that you turn in to contains
the "Salonia Viria's Skull." It's on the base of the statue in the bottom
When you have collected all five of the skulls, return to The Hill of
Suicides. Attempt to speak to each of the ghosts on the hill. Upon speaking to
one, their skull will be removed from your inventory. When you have given all
five of the ghosts their skulls, you will gain the "Risen Flesh" Greater
Power. This spell allows you to reanimate the dead for 60 seconds.
[*06] \ - Achievement List -
The Elder Scrolls IV: Shivering Isles expansion pack adds an extra 10
achievements totaling 250 gamer points to the initial 50 achievements and 1000
gamer points featured in Oblivion. Each achievement that you unlock contribut-
es a certain amount of points to your overall Gamerscore.
| - Achievement - | - Description - | GP |
| Tourist, Shivering Isles | Entered the Shivering Isles. | 20 |
| Aspirant, Shivering Isles | Reached Aspirant Rank. | 20 |
| Citizen, Shivering Isles | Reached Citizen Rank. | 20 |
| Madman, Shivering Isles | Reached Madman Rank. | 20 |
| Honored Madman Shivering Isles | Reached Honored Madman Rank. | 20 |
| Duke Dementia, Shivering Isles | Reached Duke of Dementia Rank. | 30 |
| Duke Mania, Shivering Isles | Reached Duke of Mania Rank. | 30 |
| Regent, Shivering Isles | Reached Regent Rank. | 20 |
| Defender, Shivering Isles | Reached Defender of the Realm Rank.| 20 |
| Madgod, Shivering Isles | Stopped the Greymarch. | 50 |
[*07] \ - Revision History -
GameFAQs will always have the latest version of this document.
FAQ started on 06/27/07
Version 1.00 (08/16/07)
- First version of the FAQ.
[*08] \ - Thanks/Acknowledgments -
- Bethesda for creating such an amazing game.
- CJayC for creating GameFAQs. Best of luck with everything.
- ASCII art generated with http://www.network-science.de/ascii/
- http://www.uesp.net/wiki/ for the Oddity and Skull locations.
- You, for reading this FAQ.
[*09] \ - Contact Information -
If you wish to contact me you can do so via e-mail at:
If you have any questions/comments/suggestions/corrections and you choose to
e-mail me please include something like "TES IV: Oblivion FAQ" in the subject
field. This way I won't mistake it for spam and delete it.
If you happen to have a question about the actual game and not about my FAQ,
you may want to consider posting a topic with the question on a forum such as
the official Elder Scrolls forum on Bethesda's website:
Or, you can also try posting your question on GameFAQ's Oblivion forum:
You do have to register to use the forums, but there are many people on these
forums and you are sure to have your question answered quickly at any of those
IMPORTANT: I have also authored an FAQ for the standalone version of The Elder
Scrolls IV. If you need help with Oblivion, you can more than likely find the
answer within my FAQ/Walkthrough for the game, located here:
I don't have the time to reply to every single e-mail I receive, so if I don't
answer your e-mail, please don't take it personally. I would really appreciate
any feedback, feel free to e-mail me and tell me what you think. If you are
interested, you can view the other guides that I have written here:
[*10] \ - Copyright Information -
This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission from me. Use
of this guide on any other web site or as a part of any public display is
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All trademarks and copyrights contained in this document are owned by their
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Copyright 2007 Michael Monette