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The Elder Scrolls IV -----------------------------------------------------------------------_______ ______ _ _________ _________ _______ _ ( ___ )( ___ \ ( \ \__ __/ \ / \__ __/( ___ )( ( / ( ) ( ) ) ( ) ( ) ( ) ( ( ) \ ( (__/ / \ __

( ( ( ) ) (\ \) ( \ \ \ \_/ / \ (___) )___) ) (____/\___) (___ \ / ___) (___ (___) ) \ (_______) / \___/ (_______/\_______/ \_/ \_______/(_______) / )_) #################################### ##################################### ################################## ############## ########### ########### ########## ########## ######### ########### ######### ######### ######### ######### ######### ######### # ######## ######## ###### ######## ######## ######## ######## ######## ####### ####### ####### ##### ####### ###### ## ####### ####### ####### ###### ####### ###### ####### ##### ###### ##### ###### ##### ###### #### ###### #### ##### ### ##### ## #### ### ## FAQ/Walkthrough (for PC, Xbox 360 and Playstation 3) V4.00 2006-02-17 Copyright 2006, 2007 Barry Scott "PapaGamer" Will A premium version of this Walkthrough is available. It includes maps, screenshots, hyperlinked cross-references and more. See This FAQ/Walkthrough does not include a Character Guide. You can find my Character Build Guide at: The Character Build Guide includes a complete rundown of all the skills, races, attributes and birthsigns in Oblivion, as well as many class templates for your amusement.

**Bethesda has released the v1.1.511 patch for both PC and Xbox 360. You should download and install this patch as it fixes a number of quest-related bugs. Xbox 360 users can download the patch via Xbox Live. PC users can download the patch here: The PS3 version of the game should already be at patch level 1.1.511. KNIGHTS OF THE NINE BOXED SET ------------------------------The KoN boxed set includes all the official mods released independently by Bethesda during the course of 2006. Most of the mods were previously covered in this guide, and that coverage has not changed with the release of KoN. The official mods included in KoN are: Horse Armor (DLC1) Orrery (DLC2) Wizard's Tower (DLC3) Thieves' Den (DLC7) Mehrunes' Razor (DLC9) The Vile Lair (DLC5) Spell Tomes (DLC4) Knights of the Nine (DLC8) Knights of the Nine has its own major section in this guide. Mehrunes' Razor and Repairing the Orrery are listed under Side Quests. The other mods are covered in Expanding Your Game, under Official Mods. **SPOILER WARNING** This guide contains plot spoilers. You have been warned.

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTACT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ To contact me about the guide, send email to: Please include "Oblivion FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal by using the Donate link found on my Web site: Thank you, and enjoy the guide!

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Front Matter Contact Information Table of Contents How to Use This Guide Gameplay.....................................................GP00 Controls & Icons..........................................GP01 Game Mechanics............................................GP02 Radiant AI.............................................GP02-A The Leveled System.....................................GP02-B Time, Waiting & Resting................................GP02-C Travel, Horses & Quest Markers.........................GP02-D Mini-games: Lockpicking & Persuasion...................GP02-E Enchanting, Spellmaking & Soul Gems....................GP02-F Combat....................................................GP03 Heavy Melee............................................GP03-A Light Melee............................................GP03-B Archer.................................................GP03-C Magic..................................................GP03-D Magicka Effects...........................................GP04 Frequently Asked Questions................................GP05 Main Story...................................................MS00 Tutorial..................................................MS01 Deliver the Amulet........................................MS02 Find the Heir.............................................MS03 Breaking the Siege of Kvatch..............................MS04 Weynon Priory.............................................MS05 The Path of Dawn..........................................MS06 Dagon Shrine..............................................MS07 Spies.....................................................MS08 Blood of the Daedra.......................................MS09 Blood of the Divines......................................MS10 Miscarcand................................................MS11 Bruma Gate................................................MS12 Allies for Bruma..........................................MS13 The Wayward Knight (Cheydinhal)........................MS13-A Bravil.................................................MS13-B Anvil..................................................MS13-C Chorrol................................................MS13-D The Battle for Castle Kvatch...........................MS13-E Leyawiin...............................................MS13-F Skingrad...............................................MS13-G Defense of Bruma..........................................MS14 Great Gate................................................MS15 Paradise..................................................MS16 Light the Dragonfires.....................................MS17 Imperial Dragon Armor.....................................MS18 Fighters Guild...............................................FG00 A Rat Problem.............................................FG01 The Unfortunate Shopkeeper................................FG02 The Desolate Mine.........................................FG03 Unfinished Business.......................................FG04 Drunk and Disorderly......................................FG05 Den of Thieves............................................FG06 Amelion's Debt............................................FG07 The Master's Son..........................................FG08

More Unfinished Business..................................FG09 Azani Blackheart..........................................FG10 The Wandering Scholar.....................................FG11 The Fugitives.............................................FG12 Trolls of Forsaken Mine...................................FG13 The Stone of St. Alessia..................................FG14 The Noble's Daughter......................................FG15 Mystery at Harlun's Watch.................................FG16 Information Gathering.....................................FG17 Infiltration..............................................FG18 The Hist..................................................FG19 Expelled From the Fighters Guild..........................FG20 Mages Guild..................................................MG00 Anvil Recommendation......................................MG01 Bravil Recommendation.....................................MG02 Bruma Recommendation......................................MG03 Cheydinhal Recommendation.................................MG04 Chorrol Recommendation....................................MG05 Fingers of the Mountain................................MG05-A Fingers of the Mountain, Part II.......................MG05-B Leyawiin Recommendation...................................MG06 Skingrad Recommendation...................................MG07 A Mage's Staff............................................MG08 Ulterior Motives..........................................MG09 Vahtacen's Secret.........................................MG10 Necromancer's Moon........................................MG11 Liberation or Apprehension?...............................MG12 Information at a Price....................................MG13 A Plot Revealed...........................................MG14 The Bloodworm Helm........................................MG15 The Necromancer's Amulet..................................MG16 Ambush....................................................MG17 Confront the King.........................................MG18 Mages Guild Suspension....................................MG19 Thieves Guild................................................TG00 May the Best Thief Win....................................TG01 Independent Thievery......................................TG02 Untaxing the Poor.........................................TG03 The Elven Maiden..........................................TG04 Ahdarji's Heirloom........................................TG05 Misdirection..............................................TG06 Lost Histories............................................TG07 Taking Care of Lex........................................TG08 Turning a Blind Eye.......................................TG09 Arrow of Extrication......................................TG10 Boots of Springheel Jak...................................TG11 The Ultimate Heist........................................TG12 Cast Out of the Thieves Guild.............................TG13 Dark Brotherhood.............................................DB00 A Knife in the Dark.......................................DB01 A Watery Grave............................................DB02 Accidents Happen..........................................DB03 Scheduled for Execution...................................DB04 The Renegade Shadowscale..................................DB05 The Assassinated Man......................................DB06 The Lonely Wanderer.......................................DB07 Bad Medicine..............................................DB08

Whodunit?.................................................DB09 Permanent Retirement......................................DB10 Of Secret and Shadow......................................DB11 The Purification..........................................DB12 Affairs of a Wizard.......................................DB13 Next of Kin...............................................DB14 Broken Vows...............................................DB15 Final Justice.............................................DB16 A Matter of Honor.........................................DB17 The Coldest Sleep.........................................DB18 A Kiss Before Dying.......................................DB19 Following a Lead..........................................DB20 Honor Thy Mother..........................................DB21 Whispers of Death.........................................DB22 Dark Exile................................................DB23 Knights of the Nine..........................................KN00 Pilgrimage................................................KN01 The Shrine of the Crusader................................KN02 Priory of the Nine........................................KN03 Nature's Fury.............................................KN04 The Path of the Righteous.................................KN05 Stendarr's Mercy..........................................KN06 Wisdom of the Ages........................................KN07 The Faithful Squire.......................................KN08 The Sword of the Crusader.................................KN09 The Blessing of Talos.....................................KN10 Umaril the Unfeathered....................................KN11 Epilogue..................................................KN12 Side Quests..................................................SQ00 Quest Index..................................................QL00 Alphabetical Index........................................QL01 City/Region Index.........................................QL02 Miscellaneous Adventures.....................................MA00 Home Ownership............................................MA01 Skill Training............................................MA02 Vampirism.................................................MA03 Alchemy...................................................MA04 Expanding Your Game..........................................XP00 PC Optimization...........................................XP01 PC Console Commands.......................................XP02 Mods......................................................XP03 Version History & Credits....................................VH00 Legal........................................................LG00 To quickly jump to a section, copy the section code, press CTRL-F and paste the section code in the search box.

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HOW TO USE THIS GUIDE

some dungeons and quests are randomly generated. Each guild has numerous quests associated with it. A complete breakdown of the character system in Oblivion. is in a separate document. In addition. The main KoN quest is described after the guild quests.papagamer. There's no way to write a typical linear walkthrough for this game. You can play through the main quest a half-dozen times and never do the same side quests twice. So here's how the walkthroughs are organized: * Main Story: First up is a step-by-step walkthrough of the main story quests. you have to experience it for yourself. so each step along the journey will be laid out. Of course. But. which covers optimizing your PC to run Oblivion well. Before all the walkthroughs is a rundown of basic gameplay in Oblivion. The main story does advance in a fairly linear manner. * Knights of the Nine: This mini-expansion to Oblivion includes previously released material through Bethesda's official mods store (both for PC and X360). races. Mages. if you get stuck. have fun and immerse yourself in the world. The guide wraps up with Expanding Your Game. but some for X360 as well).com/faqs/oblivion_character. Thieves and the Dark Brotherhood (assassins). and each has its own section in this part of the guide. birthsigns. feel like you're in over your head. including the controls.. located at: http://www.txt After the quest walkthroughs is Miscellaneous Adventures. You can spend 100 hours playing the game and never touch the main quest. [GP00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ . At the end of the walkthroughs is an index of every quest in the game. * Guild Quests: There are four guilds in Oblivion--Fighters. vampirism and training your skills (including the Master Training quests)..~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Oblivion is a huge game. and very much free-form. which covers buying and furnishing houses. other KoN content is scattered through the Side Quests and Expanding Your Game sections. The index is organized both alphabetically and by city/region. you do not have to complete the main story in any sort of time limit and you can take your time and do lots of side quests during the main story. or just can't figure out how to do that one little thing. how the Radiant AI works. The main point of Oblivion is to explore. etc.then this guide is here for you. including all the skills. with the section number where you can find the mini-walkthrough for that quest. However. combat hints and frequently asked questions. using console commands (on the PC) for that extra edge and mods (mostly for PC. the Main Story walkthrough will concern itself only with the quests that are directly connected to the main story. The game simply cannot be adequately covered in words. * Side Quests: Everything that doesn't fit into the previous categories is organized here in alphabetical order by quest name.

A. On the other hand. *SAVE EARLY* *SAVE OFTEN* *KEEP LOTS OF SAVES* It can't be repeated too often. the only solution is to go to an earlier save.GAMEPLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ *SAVE EARLY* *SAVE OFTEN* *KEEP LOTS OF SAVES* Oblivion. was a bad one and you will want to go back and fix it.controlled by the Always Run (toggle) CAPS LOCK force on the left stick ------------------------+------------------------+-----------------------Ready/Sheath Weapon F X button ------------------------+------------------------+-----------------------Attack Left mouse button R trigger ------------------------+------------------------+-----------------------Power Attack Hold left mouse button Hold R trigger + + movement key move left stick ------------------------+------------------------+-----------------------Shoot Arrow Hold left mouse button Hold R trigger to aim. you don't want to go back to a severalhour-old savegame if all you need to do is get around a glitch that just happened. Frequently. You should make a new save at least every 15 or 30 minutes and keep at least 15 to 20 savegames. western-style RPG. [GP01] <~~~~~~ CONTROLS & ICONS ~~~~~~> These are the default controls for the game: +--------------------------------------------------------------------------+ ACTION PC (keyboard/mouse)+ XBOX 360* ------------------------+------------------------+-----------------------Movement W. still. D Left stick ------------------------+------------------------+-----------------------Camera Move mouse Right stick ------------------------+------------------------+-----------------------Activate SPACE A button ------------------------+------------------------+-----------------------Jump E Y button ------------------------+------------------------+-----------------------Run Left SHIFT Movement speed is ------------------------+-----------------------. The number of savegames is limited only by your hard drive capacity and many people keep hundreds of saves. S. but. to aim. (That's probably a little over-board.. has its share of glitches and ways things can go wrong. release to fire release to fire . like any major.. playing time.) It's easy to find that a decision you made three or four hours ago.

camera) controls may not be set properly for your joystick. XRot = 4. however.0000 iJoystickLookUpDown=6 iJoystickLookLeftRight=3 fJoystickLookUDMult=0.0000 fJoystickMoveLRMult=1. You can also open B button a journal tab directly F1 . there are some problems with the default control setup. Find your Oblivion.0020 These are the default movement (left analog stick) and camera (right analog stick) controls. ZRot = 6 iJoystickMoveFrontBack=2 iJoystickMoveLeftRight=1 fJoystickMoveFBMult=1. Z = 3.Map/Quests ------------------------+------------------------+-----------------------Hotkeys 1 . Y = 2.8 D-pad ------------------------+------------------------+-----------------------Assign Hotkeys Press-and-hold 1 . Stick with a simple. Specifically. + The PC version does support gamepads. the Look (i. plain text editor.) Find these lines in the section headed [Controls]: fMouseSensitivity=0.Inventory F3 .ini file (typically in My Documents\My Games\Oblivion) and open this file in a *text* editor such as Notepad. change these two lines: .Stats F2 .X = 1. YRot = 5.0020 fJoystickLookLRMult=0.------------------------+------------------------+-----------------------Block/Bow Zoom Right mouse button L trigger ------------------------+------------------------+-----------------------Cast Spell C R button ------------------------+------------------------+-----------------------Grab Z press-and-hold L button press-and-hold ------------------------+------------------------+-----------------------Sneak Left CTRL Press left stick ------------------------+------------------------+-----------------------Journal TAB.e. If moving the right analog stick has no effect on the camera. (Don't use Word or WordPad or other word processing program.8 Press-and-hold D-pad w/Inventory Open and click item and select item (A) ------------------------+------------------------+-----------------------Game Menu ESC Start ------------------------+------------------------+-----------------------Wait T Back ------------------------+------------------------+-----------------------Switch View (1st/3rd) R Press right stick ------------------------+------------------------+-----------------------Vanity Mode Press-and-hold R Press-and-hold rt stick ------------------------+------------------------+-----------------------Quicksave F5 ------------------------+------------------------+-----------------------Quickload F9 +--------------------------------------------------------------------------+ * Xbox 360 Controls list courtesy of Styck and GOSFreak from GameFAQs.Spells F4 .0020 .

increase to 1. If the camera still does not respond or is sluggish. Activate it to read the item * Stool: a chair. press Activate to take the item * Closed fist: something that can be manipulated (such as a door or switch).fJoystickLookUDMult=0. the crosshair changes depending on the target. press Activate to open the container * Door: a door. the center of the screen is occupied by a crosshair. such as 0.well. press Activate again while not targeting anything to dismount * Bat: NPC.. you may find the camera movement does not correspond correctly to the joystick movement: i. Activating may open the door or take you to another area depending on the door * Lock: this icon appears in the lower right corner of the screen when a door or container is locked. bench. Activate the NPC to feed on him or her (can only be used when you are a vampire) .0020 Increase the value of 0. * Face: NPC.0020 to something significantly larger.activate the item * Pottery jar: container. Activate the NPC to talk to him or her * Crown: plot critical NPC.0020 fJoystickLookLRMult=0.. the camera moves up and down as you move the stick left and right. In that case. * Moon and stars: a bed. press Activate to mount the horse. Activate it to sit down. Icons +------When in first-person perspective.. press Activate to.5000.. Activate to sleep in the bed * Book: a book or note.e. switch these values: iJoystickLookUpDown=6 iJoystickLookLeftRight=3 so that you have: iJoystickLookUpDown=3 iJoystickLookLeftRight=6 You may also need to change some of these values completely depending on your controller and your controller's drivers. You can set the buttons within the Controls Options of the game. press Activate again while not targeting anything to stand up * Horseshoe: a horse. etc.. When you mouse over a target.0000 and so on until the camera responds to the right joystick in a way that works for you. Activate the NPC to talk to him or her * Open hand: a loose item. Additionally.

the sailors proceeded to engage in a random conversation. Hit someone and they'll scream. working. Seeing the captain dead on the floor. you can blow one of them to smithereens while the other wonders aloud about the rats. Here are some things the Radiant AI does not do: * Force you to keep a schedule. supposed to "act like real people". "Assault!" Etc.) Sometimes. But. The vision/hearing of every NPC in Oblivion must be impaired. you'll of scripts strung together with some pseudo-random actual intelligence. There are very. etc. The PC was hidden in the back room. how to equip weapons and spells. these characters move around eating. [GP02] <~~~~~~ GAME MECHANICS ~~~~~~> Most of the basic gameplay elements are dealt with during the tutorial. Unless. then go ahead and touch away. but. Their schedule is occasionally randomized. this case. * NPCs react to crimes. you'll have heard every variation on conversation there is. if someone tells you to meet them at midnight tonight or else. how to Sneak. This section covers all those extra game mechanics. the number of conversations is quite limited. hearing these conversations opens up a new topic for you.. (Since everything in Oblivion is voice acted. If you have two enemy mages on opposite sides of a large room. Radiant AI [GP02-A] +--------------------Radiant AI is Bethesda's name for its NPC scripts. After spending a couple hours in a city. sleeping and other activities at different times of the day on a regular schedule. there are a lot of things going on under the hood that the tutorial never mentions. often leading to a quest. Enter one's house uninvited and they'll call for the gendarmes.* Eye: indicates you are in Sneak mode Sometimes icons display in red.. Here are some of the things the Radiant AI does: NPCs in Oblivion are really seems to be the see it's just another bunch events to give the feel of * NPCs keep a schedule. The PC . For the most part. don't touch the item or you'll be accused of a crime. how to drop them. very few quests in Oblivion that actually require you to act within time constraints. you can show up at midnight three weeks later and they'll be there waiting patiently for you. but it is kind of ridiculous. Example: right after killing the captain of a ship. When you see a red icon. * NPCs talk to one another as they pass on the street. of course. two sailors barged into the cabin. This does help with combat since you don't want lots of bad guys swarming you. How to pick things up. * React to assaults on allies. At first. for the most part. After a few hours invested in a city. you're trying to commit a crime.

so you can do anything at the beginning of the game. except they don't just stand around waiting for you to show up (unless you're in the middle of a quest requiring they just stand around until you show up--in which case they'll wait for months). And. adult clannfear. but. don't get your hopes up too high over the Radiant AI. a flawed jewel and some day-old bread. you'll start seeing dremora. the daedra you fight inside Oblivion are mostly scamps and the occasional clannfear runt. That's the Radiant AI for you! * Care much about the world around them. There are scripted instances where you can't get help from someone because of an Oblivion gate nearby. atronachs. The Leveled System [GP02-B] +----------------------------Oblivion uses a system that matches enemy levels to your PC's level. This is also a drawback. The leveled system means you never get in over your head. It does this in two ways: * Changes the type or number of creatures you face. bad demonic invasion is happening. Going through the same ruin at level 10 can yield a couple hundred gold. So. The NPCs in Oblivion pretty much act like the NPCs in every other RPG. dispatching dozens of undead and come away with a grand total of 32 gold. A sigil stone collected at level 5 . If you encounter them at level 20. depending on the situation) the rats in their basement. At higher levels. but their level. For example. Finish Fingers of the Mountain spell you get is.steps out of the back room and fires a spell at one of the sailors. For example. to say the least. skills and equipment increase in power as you increase in power. some soul gems and an enchanted weapon. There are never any "easy" fights against overwhelmed opponents. When you encounter bandits at level 1. The other sailor. they are clad in fur and wield rusty daggers. The leveled system also means you never overpower your opponents. The leveled system at level 3 and the it at level 25 and (assuming you have also affects quest rewards. underwhelming. still behind the partition at the front of the cabin. the opponents you face in the Arena are always the same. even if a quest-target NPC is moving around. Treasure and store inventories are likewise leveled. you can fight for your life through a three-level ruin. This is mostly used on boss creatures. as being able to complete any quest even at level 1 is somewhat unrealistic. at low level. the convenient objective marker on your map will always show you where he or she is. while the big. for the most part. Finish you get one of the most powerful spells in the game the Magicka to cast it). Whatever challenge you face is always scaled to your level. That sailor charges and is dispatched. * Increases the level of the enemy. complains about the loud noises made by the rats. most NPCs still just want you to kill (or protect. At level one. etc. they are clad in mithril and wield enchanted glass short swords.

so you'll always have a use for those special gifts. turn the difficulty down until you complete the quest. you have to protect someone from enemies. 4) Use the Quest Reward Leveling mod (see the Mods section near the end of the guide).Morning Star .) The leveled system does present some problems. If you're looking for someone and you don't have a quest marker for that person. NPCs operate on schedules during the game day.papagamer. The last thing you want is a dozen dremora overwhelming the guards around you.Second Seed . you're not going to survive that. sleeping. In the cities.Frost Fall . then you'll run far ahead of the NPCs of similar level. Etc.Sun's Dusk . and only increase your major skills (and. you can assume that person will be at home.txt 2) Play at a lower difficulty level.Oblivion -----------. or.Sun's Height . Waiting & Resting [GP02-C] +---------------------------------Time in Oblivion passes at the rate of 30 minutes for every one real minute spent playing the game (not in Pause). most of the rulers hold court from 8am to 6pm every day. In these cases. then turning all their attention on a lot less powerful than a sigil stone collected at level 15. There are some ways to work around this system: 1) Increase your class levels slowly. There are also mods that affect enemy leveling. and you are given help. having a higher level PC works against you since your allies do not similarly increase in power.First Seed . especially in the main story. which makes the game much more interesting.Oblivion -----------. 3) Use a modded leveling system (see the Mods section near the end of the guide). Normal operating hours for merchants are 8am to 8pm every day.Rain's Hand .Last Seed .Sun's Dawn . see the PapaGamer Character Build Guide at: http://www. your class level) when you've locked in +5 modifiers for your attributes. If you work mostly with minor skills. This will allow you to level more reasonably without having to pay a lot of attention to the math. For more info on the skill/class system.Heartfire . There are a few quests where you have to defeat hordes of enemies. albeit with different names: Gregorian --------January February March April May June .Mid-Year Gregorian --------July August September October November December . during the night. This mod levels up quest rewards with your class level. The calendar is just like the Gregorian calendar. Etc. thus. You can find a lot of NPCs at dinner in the local tavern or castle dining hall around 8pm to 11pm most days. If a quest is just too hard. No matter how uber you think your gear.Evening Star . So a 24-hour day takes 48 minutes of real time to play through. (*NOTE*: PC users can download a mod that corrects this Time.

If a character does activity X on weekdays. if you have a bed handy. Unless you're using a mod. Tirdas. not much. they're difficult to steer and they sometimes wander away while you're dungeon delving. You cannot fight while you're on a horse. Xbox 360 button 'Back'). fully restores your Health. or have turned on instant leveling in your INI file. If it's currently Loredas. You can see the current date by turning on the debug console (tdt) and choosing page 0 (sdt 0). Waiting any period of time. 2) By horse. You can also sleep. Magicka and Fatigue. all of which have beds to sleep in. you must sleep in a bed to level up. This is a kind of cheap way to heal yourself up while spelunking--clear out enough enemies and you can just Wait one hour. The game begins the 27th of Last Seed. even just one hour. Heartfire has only 30.Gregorian --------Sunday Monday Tuesday Wednesday Thursday Friday Saturday . year 433 (7/27/433--The in-game calendar displayed with the debug console counts the months from 0 to 11.Loredas The months have the same number of days as the Gregorian calendar. 2) Certain quests require you to sleep in a bed. thus Last Seed has 31 days. . you've got to Wait two days to catch the NPC.e. free) beds is to join either the Fighters Guild or Mages Guild. Turdas and Fredas.Morndas . You can Wait in one hour increments up to 24 hours (one full day). unless you need to figure out an NPC's schedule.Middas . Third Empire. either walking or running. An easy way to have access to cheap (i. And so on and so forth.Oblivion -------.Sundas . but somewhat unreliable. At any time there are no enemies nearby and you are not trespassing you can use the Wait command (default PC key 'T'. Middas. You don't even have to perform any quests. Horses & Quest Markers [GP02-D] +----------------------------------------There are three ways to travel in Cyrodiil: 1) On foot. e. Every city except Kvatch and Imperial City have halls for both the Fighters Guild and Mages Guild. Horse travel is faster than running (unless you have a very high Speed attribute).Tirdas .Fredas . you know that means Morndas. etc. not 8). "Where Spirits Have Lease" or during Dark Brotherhood quests. The only times you have to sleep are: 1) To increase your class level.g. so August/Last Seed is month 7. Just asking to join gives you a key to all the guild halls. Travel.Turdas . What does all this mean? Well.

Attack Damage 20. Health 325 Cheydinhal's black horses are good combat companions and the fastest regular horses in the game. and hey! There you are. you'll be asked if you want to Travel there. They are not as sturdy as Paint horses. However. Health 400 The white horses of Anvil are the sturdiest regular horses available. While a fearsome combatant. Attack Damage 45. * White: Speed 29. cheap and you can get one free two minutes after you leave the tutorial dungeon. Attack Damage 10. Paint horses are the slowest. Attack Damage 12. Attack Damage 15. so only compare the Speed of a horse against other horses. they are sturdy (300 Health). They're also pretty fast. open your World Map. Combat 50. Health 250 Bay horses are sold at the stables outside Bravil and Skingrad. but. * Chestnut: Speed 29. Even though someone marks the . as horses can move a lot faster than humans. plus. but are faster. least combatworthy horses in the game. * Bay: Speed 26. Some caveats about Fast Travel: * Except for the city markers and a few quest-related locations (Weynon Priory. Choose yes. Attack Damage 10. Combat 60. He is as fast as the black horses of Cheydinhal and a better fighter. * Shadowmere: Speed 33. Health 200 Chestnuts horses are faster. Leyawiin and from Prior Maborel as part of the "Find the Heir" main quest. Attack Damage 10. 3) Fast Travel: while outdoors. Combat 50. Cloud Ruler Temple and a couple of others) you must have actually visited the location to Fast Travel there. Health 500 You obtain Shadowmere during the Dark Brotherhood quests.) * Unicorn: Speed 29. Combat 20. Combat 40. Combat 30. he can never be killed! (He just falls unconscious. not humanoids): * Paint: Speed 23. Health 300 Paint horses are available in Bruma. not as hardy as the Bay. Combat 70. * Black: Speed 33. They are sold in Chorrol. He doesn't like drawn weapons and will attack even you if you show steel in his presence.There are seven horses or types of horses available (the Speed attributes in these lists are somewhat misleading. he's not particularly suited to be your regular mount. Health 350 The unicorn is the target of a hunt instigated by the daedric lord Hircine. choose a location and click its icon. As long as there are no enemies nearby.

you must still get there by foot or horse first. This marker shows you the location or direction in which your current objective is located. you can Fast Travel there as much as you want. all these travel options don't mean jack if you don't know where to go. you can Fast Travel to every marker. and you get a new quest. You are in the same "area" if you are in the same world-space. it automatically becomes active. more than one enemy you must kill or more than one location you must visit. select an open quest and click it. however.e. That's where the quest or objective marker comes in. The second option. and you get a new quest. Quest markers only show for the active quest. To change active quests. * If you own a horse. Your quest journal has three tabs: active quest. Continuing adds the new quest to open quests. This means a target that is in the world-at-large is in the same area as you if you are both outside cities and outside any building/dungeon--even if you are on opposite sides of the map. Mini-games [GP02-E] +--------------------LOCKPICKING ------------Whenever you Activate a locked door or container. This is why. the horse Fast Travels with you (and is used to calculate time passed. obviously. based on whether you're on foot or on horse. the lockpicking mini-game . * If you use the console to turn on all map markers (tmm 1). Once you have "discovered" a place. A green quest marker indicates the target *is* in the same area as you. On local maps. It's not a large amount of time. world maps and your HUD compass. * Time does pass when you Fast Travel. skip some of the interrogations and move straight to the target. and there can be only one active quest at a time. you are told to go through certain steps. You could. If you have no active quest. your horse is automatically stabled outside the walls. conceivably. The open quest you selected becomes the new active quest and quest markers change to reflect the new quest. A red quest marker indicates the target is *not* in the same area as you. many times in this walkthrough. When Fast Traveling to a city. open quests and completed quests. "Area" in this sense does not mean the small "areas" loaded by the game as you travel. see below) even if you aren't mounted on the horse. If you have an active quest. marks the quest as active. but does not make it active. you'll see either a green or red arrow marker-provided you have an active quest. There's no fee for stabling your horse. without questioning people. you are asked if you want to Continue or Make This My Active Quest.location on your map. Multiple arrows mean there are multiple targets-i. QUEST MARKERS --------------Of course. you won't get the quest marker on your maps and you'll be trying to find a marble in oatmeal. Traveling from Cheydinhal in the east to Anvil in the west takes only 11 hours on foot or 5 hours on a black horse.

You'll see a stylized rendition of the internal workings of a lock. * Listen to the sound of the tumbler moving up. an easy lock might have a tumbler with a pattern of short-long-short-short. Once you learn how to recognize that little extra click. Novice: all set tumblers fall Apprentice: up to three set tumblers fall Journeyman: up to two set tumblers fall Expert: only one other set tumbler will fall Master: no other tumblers fall.or two-second delay. For example.starts. * Higher Security keeps set tumblers in place when you break a pick by failing to properly set a tumbler. getting or . Move the pick under a tumbler and push up (move your mouse up or press up on the control pad) to push the tumbler out of the bolt. or you may pick the lock manually. Depending on your Security skill. In some cases. very quiet click when the tumbler is going to stay seated for a second or two. Through the middle runs a hollow bolt into which your pick is inserted. A more complex lock might have patterns like short-long-long-short-short-short-longshort-long. PERSUASION -----------Each NPC has a Disposition score that indicates how likely they are to give you important information or Haggle with you (if a merchant). click to set on a long segment of the pattern. There are two ways to get around this mini-game: 1) Work on your Alteration skill and use Open Lock spells. the tumbler falls back into place and breaks your pick. This unbreakable lockpick allows you to pick any lock just by clicking Auto-Attempt until the lock opens. other tumblers you have already set will also fall and you'll have to set them all over again.) * Higher Security causes tumblers to drop back down more slowly. There is an extra. you can pick locks very easily. This bolt is held in place by from one (very easy locks) to five (very hard locks) tumblers. If you click at the wrong time. LEFT-CLICK or press the right trigger to set the tumbler. The tumblers are spring-loaded and will pop back down either immediately or after a one. On more complex locks the tumbler's pattern can be quite long. You can increase an NPC's Disposition using a Persuasion mini-game. You may attempt to automatically open the lock using the Auto Attempt button. While the tumbler is still seated in the up position. That's when you can set the tumbler. You can figure out when to set a tumbler into place in one of two ways: * Keep pushing it up and letting it fall and watch the pattern. Once you've got the pattern. 2) Perform Nocturnal's quest (as soon as you reach level 10) and get the Skeleton Key. Security controls the lockpicking mini-game in three ways: * Higher Security provides a more likely chance of success if you use the Auto Attempt button to try to pick the lock.

"Vampire's Seduction". Boast. like one. All the while you're deciding which action to pick. Basic gameplay involves choosing liked or loved responses when they are filled with a medium or large wedge and choosing disliked and hated actions when they have only a small wedge in them. *NOTE* You can also increase Disposition by using Charm spells. the NPC will love one. pause the game and note these in your first X: LV \ 25 / \ / LK \/ D 75 /\ 50 / \ . Pause the game and note these reactions in the appropriate section of your diagrams. Joke and Coerce. round of play. so you only need to test them at the beginning of the mini-game. Inside each action's segment of the wheel is a wedge. or the vampire ability. Of the four actions. dislikes Joke and hates Coerce: LV \ / \ \ / LK \/ D /\ / \ / \ H LV / \ \ / LK \/ D /\ / \ / \ H LV / \ \ / LK \/ D /\ / \ / \ H LV / \ / LK \/ D /\ / \ / \ H Next. quickly examine the current position of the wedges. "Voice of the Emperor". dislike one and hate one. click the Persuade button (face icon on the conversation menu) during conversation. likes Boast. likes. the Imperial ability. 50%. changing their position. There are four wedges: 25%. A segmented wheel opens NPC. They always rotate clockwise and their order will differ from round to round. dislikes and hates will always be the same. You can tell the NPC's reaction by examining his or her face when you select the action. select it and LEFT-CLICK or Right Trigger. get a blank sheet of paper and sketch four large X's on it: \ \ / \/ /\ / \ / \ / / \ \ / \/ /\ / \ \ / / \ \ / \/ /\ / \ \ / / \ \ / \/ /\ / \ \ / Start the Persuasion mini-game and quickly examine the NPC's reactions to each action. To perform an action.continuing a quest requires you to get a high Disposition score with the target. the NPC (a city guard) loves Admire. In this example. There are four segments: Admire. the wedges "rotate". To play the left of the next to the During each Persuasion mini-game. 75% and 100%. The actions the NPC loves. you must perform each action once. First. the NPC's Disposition is falling. After each selection.

then take 75% in Love (second turn in this example). you can get a free rotation of the wheel during the mini-game. You'll get a greater increase in Disposition this round than the previous round. rather than later. So. or. you'll be able to do it in your head. you're going to be depending on enchanted weapons and/or armor for survival. You then start the next round and your opening looks like this: LV \100 / \ / LK \/ D 25 /\ 75 / \ / 50 \ H Planning ahead yields: Love (100%). you're going to be interested in three things: * Enchanting your own items (armor. which dramatically decreases the time it takes to sweet-talk NPCs. Once you get good at this mini-game. Love (75%). Dislike is lower in the first. clothing. but the only stronger ones sold are too high in level for you to use. Like (25%). Your Speechcraft skill can help with the Persuasion mini-game in several ways: * At Apprentice rank. the NPC's Disposition falls more slowly while you're making your decisions. Like (50%). You may also find that you want a specific type of spell that you can't find anywhere from a spell merchant--perhaps you want a stronger healing spell./100 \ H You can now extrapolate where each wedge will be for each selection: LV \ 25 / \ / LK \/ D 75 /\ 50 / \ /100 \ H LV \ 75 / \ / LK \/ D 100 /\ 25 / \ / 50 \ H LV \100 / \ / LK \/ D 50 /\ 75 / \ / 25 \ H LV \ 50 / \ / LK \/ D 25 /\100 / \ / 75 \ H The strategy is simple: First determine in which turn you get the 25% wedge in Hate and take that--in this example. the correct strategy for this round is: Dislike (50%). * At Expert rank. Hate (25%). you won't need to sketch out your moves. if that's unavailable (because it occurs in the same turn as 25% in Hate). Spellmaking & Soul Gems [GP02-F] +---------------------------------------------Sooner. Dislike (25%). Then Dislike when it is lower--of the remaining turns (first and fourth). Continue until you've maximized the NPC's Disposition. Enchanting. it is the third turn. there is less reduction in Disposition from the hated response. * At Journeyman rank. Regardless. Then you want the 100% wedge in Love. weapons and jewelry) . Hate (25%).

At the top is a box where you enter your spell's name. To do so. this option disappears) * Duration: how long the spell lasts (Some of the sliders may not show depending on the effect. When you choose an effect.* Recharging enchanted weapons * Making your own spells SPELLMAKING ------------To make your own spells requires access to an Altar of Spellmaking. Touch or Target * Magnitude: strength of the spell * Area: how large of an area will be affected by the spell (if you select Self as the Range.) Along the bottom of this window you will see the current number of Magicka points required to cast the spell based on your skill rank in the appropriate spell school (next to the lightning bolt icon). So. A spell causing 10 points of fire damage for 5 seconds (total 50 points) costs only 21 Magicka to cast and 63 gold to create. you need to use an Altar of Enchanting or a sigil stone (the ones you collect when you close an Oblivion gate). ENCHANTING -----------In addition to finding a lot of enchanted equipment in the world. if you want to create a spell that does 50 points of fire damage and you still have Flare (5 points fire damage) in your spellbook (the spell you're given in the starter dungeon). Add a 10-foot explosion to that spell. You can only create new spells using effects you already know--magnitude isn't relevant. Detect Life only shows Magnitude and Duration. a spell causing 50 points of fire damage on Target costs 33 Magicka to cast and 99 gold to create. (Magicka costs based on Destruction rank of 100. You can manipulate these sliders to get similar effects at different costs. Activate an Altar of Spellmaking and you'll be presented with a simple menu. the cost to create the spell (next to the gold coin icon with the arrow) and the total gold you currently possess (next to the right-most coin icon). The only Altars of Enchanting in Cyrodiil are in Arcane University--so you'll have to complete . The spell school under which the spell falls is determined by the first listed guild membership necessary. Altars of Spellmaking are only available in Arcane University to Apprentices (and higher) of the Mages Guild. For example. Other effects may show additional controls. you get a new window with four controls: * Range: one of Self. You can get an Altar of Spellmaking in Frostcrag Spire if you buy the Wizard's Tower official plug-in -. you can make your own. for example an Attribute control for picking an Attribute to Fortify or Drain. you can create your 50-point fire damage spell. The skill rank needed to cast the spell is determined by the spell cost. even effects from different spell schools in a single spell. On the left is a list of effects from spells currently in your spellbook. In the base game. For example.) You can combine effects. and it still only costs 32 Magicka to cast and 96 gold to create. That means you have to complete the seven Recommendation quests.

Effects you have added to your item show in the right-hand box as you add them. The enchantment ability is determined by the size of the soul. armor. you must have a soul gem with a captured soul.the Mages Guild Recommendation quests to get in there. The size of the soul you use to enchant the weapon determines how many total charges the weapon will have: Petty: Lesser: Common: Greater: Grand: 150 300 800 1200 1600 charges charges charges charges charges When you choose an effect to add to the weapon. you cannot add enchantments to it. On the left you can Add Item--you can enchant any weapon or item you can wear (clothing. Select an item of wear to get the defensive effect added to that item. (Alternately.e. For example. Souls and soul gems come in five sizes: petty. common. greater and grand. After you've selected an item. the cost to create the weapon and the total gold you have in your pockets. you can buy the Wizard's Tower official plug-in and get your own Altar of Enchanting without joining the Mages Guild. will show an additional control. simple select the sigil stone in your inventory. On the right you can Add Soul Gem. you get a menu showing a box across the top for the name of your item. you get a menu showing your available weapons and worn items that have no enchantments. . not the size of the gem. selecting the filled gem you want to use from your inventory. a stone may show the effects of Fire Resist and Fire Damage. such as Drain Skill. the number of uses you'll get before the weapon needs to be recharged (this is the total charges from the soul divided by the number of charges used per hit). In order to enchant an item without using a sigil stone. ENCHANTING WEAPONS -------------------Weapons can have multiple enchantments. You can also name your item. lesser. Select a weapon to get the offensive effect added to that weapon.) To enchant an item with a sigil stone. have similar spells in your spell book)--shows in the left-hand box. but you must add all enchantments at one time. Once an enchanted weapon has been made. You will still need soul gems or varla stones to recharge the item. you get a window with three controls: Magnitude: strength of the effect Area: how large of an area will be affected by the weapon Duration: how long the effect will last (Some effects. a list of effects--governed by the effects you know how to cast (i. rings or amulets). When you Activate an Altar of Enchanting.) Below you can see (from right to left): the number of charges used per hit with the weapon. When you select the stone and click it (or press the A button). Each sigil stone shows two effects: one defensive/buffing effect and one offensive effect. No altars or soul gems are needed to enchant the item.

Remove your shiny new black soul gem. If you capture a common or greater soul.As you manipulate the sliders to create the effect. ENCHANTING ARMOR. SOUL GEMS ----------For purposes of enchanting and recharging. Cast Soul Trap on an enemy and kill that enemy before the Trap spell wears off. when you see the light. You capture souls using a Soul Trap spell. Nord. You can also make your own black soul gems using a necromancer altar. Sometime during the week. the lesser will go to the lesser gem and the petty will end up in the greater gem. They charge one gold per charge restored. Wait 24 hours and try again. You can only capture the souls of creatures that are not one of the ten player races (Argonian. CLOTHING AND JEWELRY ---------------------------------------Items you wear can only have one enchantment placed on them. 150. For example. * Pay a recharger. the number of charges per hit will go up (or down) with corresponding dips or increases in the number of uses. There are a few black soul gems that are found as treasure. Of course. Khajiit. the number of charges restored from the soul is the same as the number of charges that size soul provides when enchanting (i. The exception is the black soul gem. Redguard or Wood Elf). soul gems are highly useful. If you capture a lesser soul.) If there's no bright light. To recharge any enchanted weapon: * Use a filled soul gem from your inventory. Imperial. The range is always self and the duration is always constant. High Elf. Find a necromancer altar (there's one in front of Dark Fissure in eastern Cyrodiil). Using Soul Trap on a "sentient" race is a waste of the spell. The magnitude of the effect is determined by the size of the soul in the gem. 1200 or 1600) * Use a varla stone in your inventory. (It's easier to see this cone if you look up into the sky. Various merchants (most in the Mages Guild halls) will recharge your weapons. Wait until midnight. The enemy's soul will go into the smallest empty gem in your inventory that is still big enough to hold the soul. 800. then a petty soul. Orc.e. it will go into the lesser gem. You select the item. they must first be filled with a soul. rather than looking at the altar. you need an empty grand soul gem and a Soul Trap spell (any level spell will do). To make a black soul gem. Look for a bright cone of light shining down around the altar. it will go into the greater gem. Enchanted wear items do not have charges associated with them. 300. . you have an empty lesser and an empty greater soul gem. If you capture a petty or lesser soul. Varla stones fully recharge every enchanted weapon in your inventory. the soul gem and the effect. Dark Elf. a bright cone of light will shine down on the altar. If you capture a grand soul. Black soul gems are grand soul gems that can be used to capture "human" souls. put your empty grand soul gem in the altar and cast Soul Trap on the altar. it will be wasted because you don't have an empty grand soul gem available. Breton.

Clannfear. If you don't do these things right. Flame Atronach. Leveled creatures will have larger souls. Always make sure to recharge your weapon as soon as you've killed a creature. as many times as you like. Rat. Azura's Star does not disappear. the developers. you miss. Troll. Xivilai [GP03] <~~~~~~ COMBAT ~~~~~~> As would be the case in any adventure/RPG style game.. this way you will always capture the soul of whatever you kill. you hit. Black Bear.e. Horse. Goblin. You can then instantly recharge your weapon before attacking the next creature. light melee (scout). Faded Wraith. Frost Atronach. you hit. Mountain Lion. Timber Wolf. Nobody stands around "waiting their turn".AZURA'S STAR -------------Azura's Star is your reward for completing Azura's quest (one of the Daedric quests). Will-o-the-Wisp * Greater: Brown Bear. Clannfear Runt. Skeleton Champion. You cannot convert Azura's Star into a refillable black soul gem. Slaughterfish. Wolf * Lesser: Boar. Divide and Conquer +-------------------The combat in Oblivion is real-time and based on simple physics: if you swing at the right time and in the right place. spaced enemies out so you . be sure to use as long a duration Soul Trap spell as you can cast on each creature you fight. Sheep. Zombie * Common: Ancient Ghost. Spider Daedra. If you aim your arrow properly. Imp. Goblin Warlord. there is plenty of combat in Oblivion. so you don't waste any souls (i.. Goblin Berserker. Ogre. There are no dice rolls going on "in the background". There are two basic rules that apply to all four types of combat. You can use it over and over again. Headless Zombie. These sizes are for the base creatures. Skeleton Hero. Goblin Skirmisher. charges). Daedroth. Azura's Star is a very useful item. Wraith * Grand: Gloom Wraith. Minotaur Lord. you're dead. Spriggan. Nether Lich. Lich. Fortunately. Ghost. There are four basic types of combat in Oblivion: heavy melee (tank). especially for fighters relying on enchanted weapons. SOULS ------Here is a short list of soul sizes for commonly encountered creatures. for the most part. Stunted Scamp. If you enchant your own weapons. Normal soul gems disappear when you use them to make or recharge an item. Minotaur. Skeleton. add a short Soul Trap effect to each weapon. archer and magic. Dread Zombie. Dog. Deranged Zombie. If you get surrounded by three or more enemies. Mud Crab. * Petty: Deer. Goblin Shaman. If you do not enchant your own weapons. Scamp. Azura's Star is a refillable grand soul gem. Storm Atronach. Land Dreugh.

which means having spells with the right effects in your spellbook. don't neglect your inner Breton. . there are the always useful Restoration spells to restore health or damage abilities. at worst. All characters can use buffs. frost and shock. Agility affects bow weapon damage. Use arrows. you only take 15% damage from physical attacks). Larger rooms may have three or four. The Numbers Game +-----------------Some numbers you need to know before you go about fitting out your character: * Armor Your armor rating is the *percentage* of *physical* damage deducted from hits on you. your Intelligence or your Willpower. Armor doesn't affect elemental damage--fire. you need magic. Strength also affects melee weapon damage. combat becomes a lot easier. Keep welkynd stones and Magicka-restoring potions in your pockets in case you suffer a sudden loss of Magicka. And. * Weapon damage The higher your weapon skill. the more damage you do with that type of weapon. you have the opportunity to buy or make stronger spells. of course. Everyone Uses Magic +--------------------Regardless of your play style or character type. Blades tend to be more powerful than blunts. Learn some useful spells and keep scrolls handy. ranged spells or jump up-and-down to attract the attention of the closest to you. but widely spaced out. though it will take longer with Light Armor (you'll need Elven or glass and Master Light Armor skill). Melee fighters will want to enchant their own weapons.e. Higher ranks in a spell skill also decrease the Magicka needed to cast spells in that school. two) at a time. Both Light Armor and Heavy Armor can be maxed out. then turn and run back a ways so your foe will foolishly charge after you. Your Willpower determines how fast your Magicka regenerates. Melee fighters will also benefit from paralyzing-type spells used against archer and mages so they can close in without taking a lot of damage. Most rooms have only one or two mobs in them. * Spells The potency of your spells is not changed by your skill level in that spell school. You need to learn to draw enemies to you one (or. Once you learn how to deal with enemies in *very small* numbers. When you increase in a spell skill. The max is 85: 85% of physical damage is deducted from any hits on you (i. not waiting for his/her/its compatriots. Your Intelligence directly affects your total Magicka. So.don't typically walk in on a horde that's just sat down for lunch. Archers and light melee fighters sometimes need a summoned creature to help with mobs. and more plentiful as well. regardless of class type. Learn to use magic as part of your tactics and you'll be much more successful.

a steel claymore or battle axe has a base attack rating of 14. a spell that is listed as "20 fire damage" only does 19 damage at 95% effective. and you want to make sure you level up your Block. Having a paralyze spell or poison for an arrow of your own will stop them long enough for you to close in and smash them. etc. A weapon with Silence is deadly against mages-especially a bow. This spread (2 extra points for the claymore or battle axe. Sneak up on them and hit them with a Silence arrow and you . your focus is on absorbing damage. Heavy Armor and Armorer skills.e. If you get hit with a burden spell. much to their detriment. Against mages: This is tricky. you get a minor increase in damage. You want the best heavy armor you can obtain. and. so does the effectiveness of your spells. * Spell Effectiveness Wearing armor decreases the effectiveness of your spells. the small difference in base attack is not worth losing your shield and not being able to swing as fast. so you make fewer attacks. As a tank. you give up a shield. Nothing could be simpler. it means you'll get a total of 25 points fire damage from the effect (5 damage each second x 5 seconds = 25 damage). FIGHTING TACTICS -----------------Against other melee fighters: Step in and trade blows. Focus on boosting your Strength (for damage and carrying capacity). poisons. you'll likely be easy pickins'. Damage over time spells are cheaper to make and cheaper to cast. a daedric war hammer does 4 points more damage than a daedric long sword). For example. then smash him with power attacks when he pauses.* Damage Over Time If something is listed as "5 points fire damage for 5 seconds". You give up speed. Block when the other guy starts to swing. so 80% of 5 is 4 and 95% of 5 is 4. Once you layer on enchantments. When charging an archer. you can't wear any armor--not even gloves or boots.. Heavy Melee [GP03-A] +---------------------First. E. Against archers: You have to run them down. a steel long sword has a base attack rating of 12. power attacks. etc. Many archers make things easier by pulling a sword when you get close. If you want 100% effectiveness from your spells. and try weaving a bit to throw off their aim. rounded down). give up on two-handed weapons. The steel war hammer gives a base attack of 16. keep your shield up to avoid being staggered by their arrows. All fractions are dropped (i. which can be tricky in large areas. 16 damage at 80% effective. The highest effectiveness rate of spells while wearing armor is 95%.g. Endurance (for health) and Agility (to avoid being staggered). There is little additional benefit and a couple of negatives to fighting that way. 4 points for the war hammer) carries through the different weapon types (i. so you can't block as effectively.e. As your armor skill increases. In return.

use your Speed to dance in and out of range. EQUIPMENT ----------Heavy armor enchanted against elemental damage and with spell reflection or absorption to help against mages. paralyze or Drain Marksman skill for archers). Another good tactic. EQUIPMENT . not blocking some of the damage) and you'll probably use spells a bit more. Rings and amulets with Feather or Fortify Strength bonuses. You're going to be carrying a lot of weight just in the equipment you use regularly. You want to focus on your Speed. and. Get Azura's Star as soon as you can and you can instantly recharge your weapon after each fight. so your best friend is a Stealth attack. You're not built to absorb damage the way a heavy tank is. You won't block as much (the idea is to avoid being hit. the more damage you can do before the fighting starts. so you want to pick a school and level it up. As you increase in level. when in melee. so much the better. daedric or enchanted one-handed weapon. dishing out short. preferably a blade. so you'll want the ability to increase your max encumbrance or decrease your current encumbrance so you can properly loot dungeons. get as high an armor rating with light armor as you can with heavy armor. FIGHTING TACTICS -----------------Against other melee fighters: You want to stay out of range of the other character's weapon. burden or Drain Strength spell can help a lot-especially against the heavy tanks. This will be most difficult against some of the beast and melee creatures (clannfear. mountain lions. Agility and Strength attributes and your Stealth and weapon skills.) as they can move very fast.can then bull-rush them and take them out easily. A Magicka-enhancing birthsign wouldn't hurt as well as increasing your Intelligence and/or Willpower. it is going to take a lot longer. the better off you will be. You'll want a silver. eventually. There are better and more numerous blades than blunts available in the game. etc. or by firing arrows or spells until the enemy rushes you. If you enchant your own weapons. Leading with a paralyze. you can add a small (1-2 second duration) Soul Trap spell to the weapon when you add the elemental damage. you should fill out your arsenal with at least one weapon enchanted with each elemental damage type (fire. You can often drop them in one hit. You don't need Shield effects as your armor rating is going to get maxed out anyway. preferably a melee attack to get the extra bonus damage. Start with either a Sneak Attack from Stealth mode. since mages tend to be weaklings. is to use Sneak Attacks with a powerful weapon. Light Melee [GP03-B] +---------------------While you can. Against archers and mages: The basic tactic here is the same--avoid getting into a long-range battle with these types of characters. You will rely more on Stealth for Sneak Attacks. Your fighting style is going to depend more on giving damage without taking much in return. quick strikes before running away. frost and shock). If you put some type of poison on your blade (Silence against mages.

You'll want to work hard on your Alchemy so you can brew your own poisons. You want to pick your enemies off from a distance. the better. the more effective you will be at picking off your enemies before they can close with you. Oblivion is much more suited for melee fighters than for ranged fighters--either archers or mages. Make no mistake about it. Wearable items that Fortify your Speed attribute and your Sneak skill. fast blades. the better. Archer [GP03-C] +----------------Early in the game. Chameleon and Summoning spells are your friends. while staying hidden.----------Light armor with Shield enchantments early. and the tight spaces underground are not suitable for ranged attacks. You'll want to improve your Marksman skill as quickly as possible. The biggest downside to archery is you need room to maneuver. While you won't be dependent on ranged attacks. lots of hard work and smart battle tactics. Azura's Star for quick recharging between fights. maintains the effect even when you attack. you'll want an array of enchanted melee weapons--preferably light. A good bow and some enchanted arrows. It is also extremely satisfying. There's lots of dungeon delving in Oblivion. Once you reach Expert Marksman. Your biggest fear playing as an archer is getting mobbed. EQUIPMENT ----------- . you whip out a daedra or undead to do the dirty in-fighting for you while you stay back and snipe. A Feather effect will help with looting. and. FIGHTING TACTICS -----------------Sneak attacks + poisoned arrows. Later. Chameleon gives some of the benefits of invisibility. The more pain you can dish out per shot. as you get better armor and your Light Armor skill increases. you can stagger enemies. You can one-shot kill common mobs with a Sneak attack even early in the game. being a good archer means careful race. (Which is why 100% Chameleon breaks the game--you can attack with impunity and enemies can never see you to return the favor. That's pretty much it. Boosting Strength wouldn't hurt either. you can trade in Shield enchantments for Reflection and Absorption enhancements. Of course. The quicker you can get the "scope" effect (the ability to zoom in on a target) at Journeyman level. but. but. You will need to be a good melee fighter as well. your focus should be effective Sneak Attacks rather than raw damage. you will lead with them--especially from Sneak mode. especially when you're able to start killing enemies before they even have a chance to reach you. Once you work through a few levels and increase your Marksman skill--not to mention pick up enchanted bows and arrows--archery is very effective.) When things get tight. class and birthsign selection. which makes you more-or-less unstoppable. so the more you can kill quickly.

Don't forget to find or enchant some items with permanent Chameleon effects to improve your chances of making Sneak attacks. It's really no fun. Since your Conjuration skill will be high. aim and shoot. Within Oblivion. calling forth a daedric or undead minion and using a few ranged offensive spells against the enemy. The idea behind spellchaining is to radically increase damage at a minimal cost in Magicka. Tactics for summoning are fairly simple: train up your Conjuration skill (which is the easiest magic skill to train) and have Restoration spells ready to heal and buff your summons. * Sorcerer: This is the offensive mage archetype. (But. if you first hit your target with Weakness to Shock 100. using buffing spells on the summoned creature. Use the tactics and equipment lists for the type of fighter you'll be. using them only when required (and frequently falling back on Bound Daedric weapons conjured up when necessary rather than carting around a sword). don't layer on so much Chameleon you break the game. you want to have decent armor. Furthermore. you hit with a Shock 10 spell. So. since you're an ineffectual fighter).) Since you won't be carting around as many heavy melee weapons as the hand-to-hand fighters. the Shock 10 spell actually does 20 points of damage (10 + 100% or 10 + 10).) Magic [GP03-D] +---------------There are lots of different mage "classes" in Oblivion. (Though. The more protection you can layer on yourself. SPELL-CHAINING ---------------Spell-chaining is the tactic of chaining weakness spells with damage spells to increase the overall damage of the spell. you can boil them down to three distinct types: * Battlemage: "Battlemage" is really just a term applied to a melee fighter or archer that uses a bit more magic than is typical. A sorcerer disdains mundane weapons. ranged mobs have an advantage against you. * Summoner: Summoners concentrate on hanging back. Try to stay out of the fight and let your summons do the work for you. or. Since you have to stand still. you'll want a high-level Bound weapon spell available for when the action gets too close (mainly for blocking. then.Throughout all stages of your character development. any time you end up in a hand-to-hand scuffle. Both the Summoner and Sorcerer style of playing will be covered in this section. Feather spells and Strength-boosting effects are not as beneficial. a heavy armor archer is not out of the question. you will be especially vulnerable to spellcasters and other archers. you'll be at a disadvantage. in the long run. summoners are usually called Necromancers because many of the best summoned creatures are undead. spell reflection or magic-resistant equipment. out of range of attacks. However. While most people think of archers as light-armored fighters. . while the Weakness to Shock spell is still in effect. You also need to have spell absorption. all adventurers benefit from higher encumbrance. Sorcerers are all about raining death and destruction on their enemies using only magic. you may want to use a race and birthsign that emphasize Magicka. the more you can stand in and take physical punishment--whether from arrows or melee weapons. For example. A battlemage isn't really a mage so much as a magic-using fighter. but.

but. Have some powerful touch spells ready (touch spells do more damage per Magicka spent than ranged spells) to use when an opponent closes up. You also should use touch spells rather than ranged spells. Example --------Spell 1: Weakness to Magicka 100 for 5 seconds -> Start by increasing the target's vulnerability to all spells by 100%. less once you have become experienced. Each spell only needs a long enough duration in order for you to hit with the next spell in the chain. you must reach Apprentice level in the Mages Guild or buy the Wizard's Tower official plug-in. You should always carry a weapon and use it to block when attackers get too close. You should also work on your Conjuration so you can call for help when things get sticky. At a total cost of Magicka. 3) Use damage-over-time spells as they are cheaper to make and to cast. You want to stay back. and let loose targeted Destruction spells at your enemies. A 5 Fire Damage for 5 Seconds and a 25 Fire Damage both do the same total amount of damage (25 points). or tripled. . This is then run through the Weakness to Magicka 200 effect. as described above. out of range. it's been around at least since Elder Scrolls III: Morrowind. You've just increased the magnitude of your spell by 800%: from 50 total damage to 450 total damage. 15x10 becomes 45x10. Thus. First. You won't find the right types of spells for chaining in the wild or in stores. the Shock damage is increased by 200%. this doubles the effect of the next spell that hits Spell 2: Weakness to Magicka 100 for 5 seconds. you need to tailor the duration of the spells to your ability to switch and cast a spell--typically five or six seconds will be enough. Spell-chaining is not an original idea. Weakness to Shock 100 for 5 seconds -> The next spell that hits increases the target's vulnerability to all Spells by 200% (100% doubled by the first spell = 200%) and to Shock Damage by 200% Spell 3: Shock 5 Damage for 10 seconds -> By now. 2) Spell-chaining uses short duration spells (thus minimizing the Magicka cost of the spells). The second spell is still in effect. which triples it again. Some other things you can do: * Burden your enemies to keep them from moving (works especially well on heavy-armor tanks). FIGHTING TACTICS -----------------If you don't want to do spell-chaining. but. then your tactics are going to be similar to an archer. the first spell has worn off. dishing out 450 damage every ten seconds.Three notes about spell-chaining: 1) You have to make your own spells. the 5x5 spell will use less Magicka. that's OK. Just Google oblivion spell-chaining and you'll find a number of treatises on the subject. as this allows you to avoid the duration of the spell traveling over distance and makes hitting with each spell in the chain more of a sure thing. So. 5x10 becomes 15x10. you can cast this chain pretty much constantly (not that you'll need to.

You can get one of these by purchasing the Wizard's Tower official plug-in and buying the necessary equipment in-game. You'll also want plenty of Feather spells or potions so you can properly loot all the dungeons you clean out. you'll need plenty of Shielding unless you decide you can get by wearing light armor and taking the hit in spell effectiveness. the best equipment any mage can have is an Altar of Spellmaking. For example. if you have Absorb Magicka on your weapon. but you do when shooting an arrow. You don't get any Sneak bonus when using magic. so much the better. If you can ameliorate the damage being reflected back to you (not to mention the spells of enemy casters). You could also join the Mages Guild and complete the seven Recommendation quests--this gives you access to spellmaking at Arcane University. one of your biggest problems is spell reflection--i. you want to load up on items. EQUIPMENT ----------As a spellcaster. [GP04] <~~~~~~ MAGICKA EFFECTS ~~~~~~> This is a brief rundown of the different types of effects in the game and how to deal with them. the effects are permanent until you remove the item.e. If you wear an enchanted item. Therefore. And. * Absorb Attribute/Skill Temporarily transfers some attribute or skill points from the affected character to the affecting character. enemies with lots of spell reflection. In order for you to receive restoration. *NOTE 2* Most effects are temporary unless you enchant them into an item. then you'll have to replace normal armor with Shield spells. you don't really want your spells coming back to bite you in the rear. *NOTE 1* You can get rid of most harmful effects by praying at the altar (Activate the altar) in a Great Chapel in one of the major cities. If you've built yourself into a powerhouse. any creature you hit with that weapon will lose some Magicka and you will gain the same amount. Fortify Strength) and use Bound weapons to whale on an unsuspecting foe. Finally. potions and spells that provide magic resistance. but you'll need longer-lasting Weakness spells and more powerful Destruction spells). * Use Sneak Attacks (preferably with a bow) before opening with magic. * Buff yourself into a melee monster (Shield.* Lower your enemy's resistances and then follow up with a spell that exploits that weakness (similar to spell-chaining. * Burden . If you want full power from your spells. your Fame must be higher than your Infamy and you cannot have any outstanding bounty.

Increase the encumbrance value of all items in your Inventory. however. but that's not actually what is happening. (And 100% Chameleon is not hard to get either. * Feather Decrease the encumbrance value of all items in your Inventory. * Chameleon You will blend in with your environment. * Drain Attribute/Skill Similar to Damage Attribute/Skill. or pray at the altar in one of the Great Chapels in a city. but the effects are temporary. This includes undead. if you are carrying 30 pounds of equipment. is not canceled when you attack someone. why is it called Detect "Life" when it can detect non-life? Who knows?) Animate creatures will be highlighted in a purple glow. (So. harmful or beneficial. make sure you only use a Feather effect that is less than your current encumbrance. You must use a Restore spell/potion or pray at the altar in one of the Great Chapels in a city. The spell works through walls. and you use a Feather 50 spell. you only get the effect of Feather 30. You will typically be affected when hit by certain creatures. making it more difficult for enemies to see you and increasing your Sneak effectiveness. If the total encumbrance value of all items is more than your maximum encumbrance you are over-encumbered and cannot move (though you can still use a weapon or cast a spell). it is affected by Fire Resistance. It can also be used to cancel your enemy's buffs. Useful if you've been hit with Drain. allowing you to pick them off from a distance. 100% Chameleon essentially breaks the game by making it impossible for enemies to attack you or react when you attack them. Spell Absorption and Reflection. etc. For example. To avoid problems. * Dispel You can rid yourself or the target of Magicka effects. allowing you to see enemies in the next room (or even down through the floor or up through the ceiling in multi-level areas). and need to get rid of the effect fast.) * Damage Attribute/Skill Take a few points off the named attribute or skill. Chameleon. This will show as an increase in your maximum encumbrance value. Paralyze. * Detect Life You can see all animate creatures in the radius of the spell. * Disease There are a number of different diseases in the game. Using Burden spells/poisons on characters in heavy armor might just root them in place. . Burden. unlike Invisibility. This is elemental damage and not reduced by armor. since there aren't 50 pounds of equipment to reduce. Use a Cure Disease spell or potion. Damaged attributes and skills do not restore themselves. * Fire Damage Cause an additional amount of damage of type "fire". thus.

this is ultraviolet vision. You can instantly recover from a poison by using a Cure Poison spell or potion. * Light Gives light in a radius around the target. Resist Normal Weapons 50% deducts half the damage from normal (non-silver. however. Open Lock spells increase your Alteration skill and do not affect your Security skill. nonenchanted) weapons. You can also pray at the altar in one of the Great Chapels in a city.g. Spell Absorption and Reflection. * Shield Increase your armor rating.* Fortify Attribute/Skill Increase the number of points in an attribute or skill. Shield 20 increases your armor rating by 20 . * Night-Eye Essentially.g. This is elemental damage and not reduced by armor. * Invisibility You become invisible and impossible to detect. Attacking another character cancels the invisibility. e. * Open Lock Allows you to open locks. * Frost Damage Cause an additional amount of damage of type "frost". Using Open Lock on a "red" door is not considered a crime (unlike lockpicking). Resist Fire 10% gets rid of the first 10% of fire damage that hits you. * Paralyze Binds the target and knocks it to the ground where you can have your way with it. * Reflect Damage Reflect a certain amount of damage done to you back on the character doing the damage. Each spell is rated for the maximum difficulty lock it will open. drained or absorbed attribute or skill. E. Lets you see in the dark. but everything is bluish-gray in color. non-daedric. * Poison Poisons are another way of causing the various different effects listed here. * Resist Damage You will shrug off some of a specific type of damage. * Restore Attribute/Skill Heal a damaged. it is affected by Fire Resistance.

When you have four Transcendent Sigil Stones with Chameleon (30%). HOW TO GET 100% CHAMELEON --------------------------*WARNING* 100% Chameleon breaks the game. not a scroll). * Spell Absorption Nullify a percentage of a spell's effect. far more trouble than they are worth. Horses are. Put on your equipment. Then go around closing Oblivion Gates and collecting the Sigil Stones. This is elemental damage and not reduced by armor. * Shock Damage Cause an additional amount of damage of type "shock".000 gold. You need a Chameleon spell (any level) in your spellbook (i. If you do this. Use the soul gems to enchant each piece of equipment with 20% Chameleon for a total of 100% Chameleon. overall. E. Have fun. You can also have a Fire/Frost/Shock Shield. you can get 100% Chameleon (well. you won't have any fun--unless you like playing in god mode. two rings.e. Save right before taking the stone. if it doesn't offer the Chameleon effect. Spell Absorption and Reflection. For example. gloves and boots) and the ability to enchant items (Apprentice in the Mages Guild or owner of the Wizard's Tower official plug-in). however.g. [GP05] <~~~~~~ FREQUENTLY ASKED QUESTIONS ~~~~~~> Q. Where's my horse? A. reload and take it again. Weakness to Frost 50 means frost effects cause 50% more damage to the weak character. Alternately.g. * Spell Reflection Reflect a percentage of a spell's effect back on the caster. * Weakness to Damage Make the target more vulnerable to a specific type of damage. it is affected by Fire Resistance. You are now completely invisible all the time and can do whatever you want whenever you want. which increases your armor rating and gives you resistance to the named elemental damage type. five grand soul gems.points. an amulet. enchant four items and get your 120% Chameleon. Shock Shield 20 increases your armor rating by 20 points and provides 20 points of Shock resistance. five pieces of un-enchanted wearable equipment (e. about 8. each with a grand soul. You can't fight while you're on a horse (unless you download a mod for the PC version of the . actually 120%) by waiting until you are high level (over 16) before getting into the main quest.

The priests in the Elder Scrolls Library (Thieves Guild Ultimate Heist quest) won't talk to me or are hostile. What's the best Daedric artifact to give to Martin? (Blood of the Daedra quest) A. Do note that she has to be asleep already before you knock her out for this to work. right?) and be extra careful you don't talk to (Activate) any NPC in the area. There's lots of different answers to that quest." Q. and so even though she s knocked out. Can I give the Honorblade of Chorrol to the Countess and then steal it back? A. How do I build the best character? A. Shadowmere generally returns there whenever the game loses track of him. If Shadowmere can't be found where you left him. Hopefully I've provided most of them in my Character Build FAQ: http://www. During the day she equips the sword. go back to Fort Farragut (Lucien Lachance's headquarters).papagamer. How do I complete the quest? A. And Fast Traveling while you're on a horse sometimes causes a glitch where either your horse disappears from the game entirely or ends up in the city with you. as a plot NPC. Shadowmere. Q. but not one you're actually going to want to use in any serious way. and found it impossible to pickpocket the sword from the countess. and was wearing the Gray Cowl as well as some Chameleon enchantments. can be done at level 2 and Wabbajack is a fun Q. The solution comes from Karkianman: "I have a high stealth rating. you can knock her unconscious.txt Q. There's no solution other than loading up an earlier savegame. including the weightless sword. Make sure you Sneak around to open the door (you're a thief. it can t be taken. Wabbajack. the staff you get from Sheogorath's quest. OK. This is a known glitch. Back up to an earlier savegame and try again. . I can't find the body in the well! (Cheydinhal Mages Guild Recommendation quest) A. Q. and at some point during her forced slumber you can take items off of her However. Sheogorath's quest is easy (no combat). If you're having a lot of trouble keeping track of your horse. Horses frequently wander off while you're spelunking. just work on training your Speed and do without the four-legged beasts. lo and behold. Yes. I have no idea if a similar thing can be accomplished by giving the sword to Fathis Ules instead. can't be killed and doesn't generally wander off or glitch out of the game. Q. Wearing the Gray Cowl during this leaves you innocent. but where's Shadowmere? A.

Q. I've tracked Velwyn Benirus in Imperial City. What are the best enchantments? A. If your Infamy is lower than your Fame and you have no Bounty. Mages can use boosts to their Magicka total and regeneration rate.1. In the long run. My skills or attributes have been damaged. Where can I get the best gear? A. I'm doing the quest. As you increase in level. but for "evil" characters. but you have a Bounty. A. All loot and store merchandise in Oblivion is leveled. I'm trying to do the Fighters Guild quest Mystery at Harlun's Watch. the best gear is enchanted stuff you make for yourself. then pray at a Temple. I have not yet fully documented that side quest. All merchants have one "special" item that they always offer for sale (until you buy it. but there are no villager bodies in the cave! How do I complete the quest. find the nearest guard and pay off your bounty. There's a chest in Pale Pass (Lifting the Vale side quest) that has a key? What does that key fit? A. You can generally find them in necromancer dungeons. Q. Archers will want boosts to their Stealth and Agility. and Resist effects to ameliorate damage from elemental and magic attacks. and a bow that does extra damage. Every adventurer needs Feather so you can haul your bounty out of the dungeons you explore. If you search around on GameFAQs or other FAQrelated sources. What can I do? A. but he refuses to talk to me about the house? . that is). you can pray at an altar in any Temple in the large cities. Q. This bug is caused if you clear out Swampy Cave before you start this quest. then back up to an earlier save from before starting that quest. If your Infamy is low. The bug is fixed by the v1. and the key in that chest fits the next chest and that chest has a key and so on. purchase the Vile Lair and activate the Altar of Sithis. Install the patch. Melee fighters need Strength for increasing damage. Q. you may find someone who has fully explained that little quest. This will fully restore all your damaged attributes. It works just like Temple altars. If your Infamy is larger than your Fame. Details on making black soul gems is in the Enchanting.Q. Q. How do I get black soul gems? A. Spellmaking & Soul Gems section above. or. Where Spirits Have Lease.511 patch. so does the material you find in chests and the gear you buy from stores. There's an undocumented side quest in Pale Pass involving four chests. You can also make your own. Q. Unfortunately. The first chest is right next to the fort. then you'll need to use Restore spells or potions.

but I've seen no solution. all your attribute bonuses are reset. These artifacts of an earlier age are scattered around Cyrodiil. I exploited the item cloning/bound weapon/whatever glitch and now my game keeps crashing. Q. No.A. Can I save attribute bonuses between levels? A. Wayshrines are essential in the Knights of the Nine quest. A. Q. the most you can get for any item is 3000 gold. What do I do. or owners of the Thieves Den official plug-in. as you'll level up two or more times. I'm trying to close an Oblivion gate. No. you make any sale over 1200 gold. Q. At Expert Mercantile. unless you delay leveling up. As long as you don't level up. you can give (invest) 500 gold to any merchant. Ayleid wells and wayshrines? A. Back up to an earlier save and don't use exploits. Maps are available on GameFAQs. but you're not large and in charge. if you're on the PC. You become the Champion of Cyrodiil and get to wear the emperor's armor. The Wizard's Tower official plug-in adds a merchant with 2000 gold.e. At Master Mercantile. Q. you can install a mod that gives all merchants more money. Q. You can add more barter gold to any merchant by increasing your Mercantile skill. How can I get more money at the merchants? What's the maximum amount of money that any merchant has? A. your attribute bonuses accumulate and you'll be able to get them all the next time you sleep. Thus. all merchants have 500 more barter gold. Each one gives you some type of boost when you Activate (use) I'm trying to get out of Dagon Shrine. What are runestones. They are never marked on your map in game. but the exit door is locked and says it needs a key! . In the base game. Fences have up to 1500 gold. but are only available to Thieves Guild members. Most exploits in these games are very risky and can lead to unintended consequences. doomstones. Do I get to be emperor when I finish the main quest? A. the most any normal merchant has is 1200 gold. Once you do level up. Or. This is a known glitch and the only solution is to back up to an earlier save. Back up to an earlier save? This glitch has hit many people. Q. with Wizard's Tower + investing in the 2000 gold merchant + Master Mercantile. I. but Activating the Sigil Stone has no effect! What can I do? A. Q.

you have to wait until the expansion set. accompanied by some of his Blades. Shivering Isles. Otherwise. jump through the hole and watch out for more rats. as you don't have a weapon or armor and you can't change the outcome anyway. Is there anything else I can do? A. Q. is released in Spring 2007. It's easily recognizable during the day because sunlight will be streaming through it.removespell hhhhhhhh where hhhhhhhh is the hex code for the spell. Q. Wrong door. Imperial Prison +----------------Wander around your cell. you can't follow the Emperor's party. the cave exit is to your right. I've finished all the quests. playing with the chains and listening to the Dark Elf across the way taunt you. PC users can download fan-made mods that add additional quests. Thoroughly search this large cavern. You'll soon reach a place where the Emperor is attacked and Renault is killed--stay out of this fight. will show up and give you a way out. Soon. There are a number of . Kill the rats.Sorry. [MS00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAIN STORY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ [MS01] <~~~~~~ TUTORIAL ~~~~~~> This starter dungeon is your tutorial for the game. so you can start working on your Marksman skill. Uriel Septim himself. You'll be given the opportunity to change all of these at the end of the tutorial. The only way to take spells out of your spellbook is to use a console command: player. It's not.. Loot Renault's corpse for her sword and a torch and search the assassin bodies for miscellaneous stuff (mostly potions). You can explore those.A. When you're escaping from the cave. but a convenient hole in the wall to the southeast soon opens and a couple of rats run through.. As you come out of the secret exit from the Living Quarters. You start by choosing your race. From this point. How do I get rid of spells I don't use any more? A. Details are in the PC Console Commands section of this guide. It covers most of the basics. If you're playing on X360 or PS3. you're out of luck. There are at least a couple dozen dungeons that aren't connected to any quest. at the end of a twisting tunnel. Follow them down into the escape tunnel. it's easy to think the highly visible door just across from you is the exit. A skeleton near the entrance has a bow and some arrows. Later you'll choose your birthsign and class.

) Imperial Substructure +----------------------There's a zombie at the bottom This will be the strongest foe excitement. Not far past the swinging mace trap.. Around the next corner is a tripwire.corpses--one has several lockpicks and another has a key to the exit door. who will then take the brunt of the swinging maces. Activate the logs to take out the two goblins at the bottom of the slope. Near the system consisting of skulls hanging from the Natural Caverns +----------------Soon after entering the caverns. The exit is to the southeast. of the slope leading out of the first room. Follow the emperor and guards. who will know where to find the last remaining son of the Emperor. You'll eventually reach. Don't worry too much about your selection. the lock can be picked if you haven't found the key. Baurus and the other guard go to scout ahead. Use a bow or ranged spell to draw the weaker goblins to you. might as well sneak up to him and give him the business end of your weapon. Other than that bit of fighting rats and collecting loot. You can jump the tripwire and then fight the goblin beyond it. then bull-rush the witch. Imperial Subteranne +--------------------You come out on a high ledge looking over Uriel Septim and his bodyguards. During the conversation you'll select a birthsign. Jauffre is the Grandmaster of the .. Don't try this unless you have a Speed rating of 40 or higher. leaving you to guard the Emperor in a side room. [MS02] <~~~~~~ DELIVER THE AMULET ~~~~~~> Sewers +-------Baurus and the other guard return in time to help you deal with the assassin. but. this time charging you to take his Amulet of Kings to Jauffre. you'll come upon a pile of logs at the top of a slope. There will be three or four goblins in here. Advance slowly down the slope to a very large cavern. one of which is a witch with a lightning staff. The Sanctum +------------Soon after entering the Sanctum. you're mostly just exit is a goblin early-warning ceiling. you'll get to change it later. As soon as you have the amulet. helping with the assassins as they attack. (The body with the key is near the door. a Mythic Dawn assassin jumps through a secret door and kills Septim. The tunnel exit from this room eventually leads into the Imperial Subteranne. you've faced thus far. Uriel Septim initiates another conversation with you. You can then talk to Baurus about Jauffre. try to run through the tripwire and speed past the goblin. or. You can just sneak past the goblin. Jump down into the room and Septim invites you to join the party. you'll get your first lesson in sneaking.

unless you go through the Dark Brotherhood quests. You could wait until your power rivals the Nine (around 35th or 40th level). The left--north--exit leads to some loot guarded by goblins. the leveled system works as intended and keeps the tasks challenging. That doesn't necessarily help in the "protect the NPC" quests. that is the question. birthsign and class. then advance through the sewers. you'll come to a large room divided by water. then exit the sewers. When you Activate the gate. the daedra you fight will have your allies for lunch and come looking for you as dessert. Alas. Never delete this savegame. Soon after entering.) When you're happy with your choice of character. just load this savegame and change your race. *SAVE YOUR GAME* You may even want to use the console command SaveGame to create a speciallynamed save.Blades--the Emperor's personal guard--and he bides his time at Weynon Priory outside Chorrol. beyond that. the daedra that spew forth from Oblivion are also low-level and your allies can pitch in and actually do more than contribute to some demon's indigestion. if you like. class or exit the sewers. immediately Fast Travel to Weynon Priory. Behind you rises the Imperial Prison and. birthsign. If you wait until you are higher level. Not at all. you'll get a menu allowing you to change your race. You find yourself looking out over a river toward some ruins. There are two exits. at which point the daedra you face simply can't keep up and you'll mow them down with ease. In this case. Don't spend too much time on it now. Follow the hall to the sewer entrance. He'll then point you through the door the assassin came through. You never have to go through the starter dungeon again. up to taking Martin back to . Fighting a mob of mid-level daedra isn't healthy. the NPCs around you will not. There are several reasons for starting the main story right away and leaving everything else until later: 1) Several times during the main story you will be required either to protect an NPC or fight a pitched battle against hordes of daedra with the help of other NPCs. Baurus also initiates your first chance to choose a class. but so does the entire land of Cyrodiil. though. Imperial City +--------------You can. you will probably want to stop in Imperial City and sell off any useless items you collected in the starter dungeon. The main story beckons. (Well. Once you get into the late teens in level. About halfway down the tunnel you'll come to a gate. however. Imperial City itself. exit the sewers. the daedra you fight will also be higher level. saying it leads to the sewers and freedom. but that's different. To quest. 2) If you do a little bit of the main story. but not impossible. Whenever you want to start the game over with a "new" character. or not to quest. At low levels. The right-southeast--exit eventually leads to the long tunnel out of the sewers. you can change it later (along with your race and birthsign).

. 3) When you finish the main story. Now that you have a horse. You get a big Disposition increase with all the NPCs. Accept. Makes the side quests a breeze. just skip on down to the section you want to see. or Charm spells or any thing like that. . If you get up to that point in the main story. Downstairs. To the south is a refugee camp. where you get the full story of daedra spewing forth from an Oblivion gate.junk. Questions about Martin lead you to Savlian Matius. He'll also point you to Septim's lone surviving heir. the world is yours! Or you can get on with your mission to Kvatch.. with thanks. Just chat with the people and they'll do whatever you want or tell you anything you want to know. you find the city in flames. Literally.. (PC users can download a mod that fixes this problem. See the Mods section at the end of this guide. you'll start the part of the game where random Oblivion gates pop up around Cyrodiil. the Dragonfires and Oblivion. who will offer the loan of his horse. [MS03] <~~~~~~ FIND THE HEIR ~~~~~~> Outskirts of Kvatch +--------------------When you reach the outskirts of Kvatch.) Better to do all these side quests later and get the uber leet gear instead of the fancy baubles. which makes all the side quests (many of which require a high Disposition score with an NPC somewhere along the way) much easier. who serves as a priest of Akatosh in Kvatch. that's exactly what they will be. You'll discover a lot of locations that will be important for later quests. Jauffre is typically found upstairs in the main priory house. you might want to go overland to Kvatch rather than Fast Travel. weapons and other things. If you collect all this junk at low levels. ask Jauffre about assistance. He'll open his chest and you can loot it for better armor. You now have some decent equipment and a horse. For those of you with a bit more wisdom. then go side questing for a while. Jauffre will take the amulet and charge you with finding Martin and bringing him to Weynon Priory. No mucking about with the Disposition mini-game. captain of the Kvatch guard. in which case. After.Weynon Priory. 4) A lot of the rewards for side quests are special enchanted items that are keyed to your level--the higher your level. usually sitting at his desk. Of course. You can Fast Travel there from the beginning of the game. Fast Travel to. talk to Prior Maborel. you are proclaimed the Champion of Cyrodiil and everyone loves you. Martin. Better to get to the end of the main story and clear all that up. Talk to him for a history of the kings. your way will eventually be impeded by all the daedra roaming the countryside. you can ignore the voice of reason and go off side questing. Weynon Priory +--------------Weynon Priory is located southeast of Chorrol. the more powerful the item.. who is holding the line against the demons at the entrance to Kvatch.

Your only hope is to find out how to close the Oblivion gate. Enter and climb the ramp. Lovely. or ask him to come along and watch your back. (Funny--you would think the weakness would be to frost. Fire resistance is a good thing. To reach the Sanguis.Wind your way up the hill and find Matius and a few troops fighting daedra. Then you head back south--and a little east--eventually reaching the large round tower in the center of the north sector of the island. who tells you Martin is holed up inside the chapel in the city. . You'll get to know these well. Anyway. you'll find a Kvatch guard under attack by daedra. so the soldiers can retake the city. First up in Blood Feast. as in most Sigil Keeps. Almost everything you encounter in Oblivion is resistant to fire.. (The specific type of daedra depend on your class level. you have to climb through one to three side areas. This is a Sigil Keep. but weak against shock damage. This particular keep is called Blood Feast. use fire against Frost Atronachs. talk to Matius.) Pitch in. To the east is a dead end. or shock-enchanted weapons. When the fighting is over.) As you enter Oblivion. First note about Oblivion: these areas are all very linear. If you get lost. (Similarly. you'll climb some ramps around the central hollow core of the tower. with a Sigillum Sanguis at the top. [MS04] <~~~~~~ BREAKING THE SIEGE OF KVATCH ~~~~~~> Oblivion: Kvatch Gate +----------------------Welcome to your primary task in the main story of Oblivion. These areas are relatively small and feature a few daedra and traps. At the top. Literally. Your path lies to the west. you can use frost against them. kill the daedra and use the Blood Fountain for some health regeneration. use anything other than shock. isn't it? All Oblivion towers follow the same basic layout: * The tower is hollow in its center. If the guard survives--his name is Ilend Vonius--talk to him and either send him back to Matius.. Wind your way around the west side of this island. until you reach the northwest section. just look at your map. Ah well. * Most Sigil Keeps have two side areas: Rending Halls and Corridors of Dark Salvation. Re-enter the tower core through one of the two doors to the south. Step up to the glowing portal and Activate it and go to hell. which takes a 90-degree turn. Load up on shocking spells. Ahead of you (north) is a bridge blocked by a gate. Against Storm Atronachs. if you wish. no better time than the present. Fire spells--not so good.) If you start encountering Flame Atronachs. You will soon grow to hate Oblivion gates. There's usually only one way you can go. is the Rending Halls. * In between the side areas.

The only unlocked exit from this room (besides the hall you just came through) is to the west. Charge into Kvatch with Matius and his men and kill daedra (about four or five). Things blow up. Kvatch +-------*NOTE*: The only way to get Martin out of the chapel is to let Matius and his men go in. If you try to go it alone. you must talk to Matius to officially end . Matius will get a report from one of his guards inside the temple. Inside a cage is another Kvatch guard--still alive! Talk to him to learn what you must do: enter the Sigillum Sanguis at the top of the tower and remove the sigil stone. Of course. In the small tower (Reapers Sprawl). with some minor loot. Activate one of the spikes and you'll reach the level where you can enter the Sigillum Sanguis. This leads to a bridge over to a smaller tower. It's a teleporter (only a few of the Sigil Keeps have these). going with them. You're back in front of Kvatch with only a burned out relic to remind you of the lovely Oblivion gate. Step on it. Find and talk to Matius. simply Activate it. Go back to Blood Feast. There is some loot here (in bloody hunks of meat called "The Punished"). You can now leave this room through either the north or southwest door. Fight your way up the stairs. He wants you to come with them as they fight through to the survivors in the chapel. perfectly safe. You have a couple of choices: * Buttonhole Martin now and convince him to go with you to Weynon Priory. When you reach the sigil stone at the top. The ramp going down eventually leads to another small tower. Wind your way up the ramp to a large room and dispose of the daedra. Take a key from his body. All the Sanguis you enter are round rooms with three levels--you always enter at the bottom of the room and the sigil stone is always at the top. you'll see another ramp going down to the east and a door to the south. Wind your way up the ramps to what looks like a dead end. The door goes to your objective. * Let Martin go on down to the refugee camp. You can find him there later. and then up a ramp. The southwest door eventually leads back to the tower core. This frees you up to do the "Battle for Castle Kvatch" sub-quest. but on a dead-end balcony. Leave through the south door at the top of the ramp. the daedra keep respawning and you can't get the survivors (including Martin) out of the church. That will close the gate. The north door leads to a ramp that curves to the east. Find the round platform surrounded by spikes. and kill all the daedra inside the gates. Regardless of what you decide to do.Climb a ramp around the tower core to reach an entrance to the Corridors of Dark Salvation. Once you get a message that all the daedra are dead. re-entering the core of Blood Feast. Lots of flashing. climb the ramp and kill the Sigil Keeper. At the top of the ramp. and the survivors will head out to the refugee camp--Martin among them. enter the Temple of Akatosh. You then leave Matius and company to their own devices (which is to stand around and do nothing). and have your heart-to-heart with him then.

talk to Martin and then Fast Travel to Weynon Priory. Maborel is dead. (Hooray!) When you arrive. gives a little speech and heads off to settle in. <~~~~~~ RANDOM OBLIVION GATES ~~~~~~> This isn't really a quest. This quest is covered under "Allies for Bruma". The temple will be marked for you on your map and you can even Fast Travel there. This equipment is the equivalent of steel armor. Go ahead and accept--especially if you are a heavy armor fighter. Martin is introduced as the Emperor.. gauntlets. cuirass. Kill the assassins outside (with Martin's help.Breaking the Siege of Kvatch. This is an optional sub-quest that relates to the optional "Allies for Bruma" quest that comes later on. the higher the chance a gate will open in whatever in. the main story advances to the point where begin popping up in random spots around Cyrodiil. The further main story. If you do break the siege before talking to Jauffre. Matius will ask for your help re-taking the Castle of Kvatch and finding the count. You get no journal entry. Brother Piner will join in as well). so if you want to do it now. [MS05] <~~~~~~ WEYNON PRIORY ~~~~~~> When you're ready to get on with the main quest. however. and fills you in. then enter the chapel and kill the assassins inside. You don't even have to worry about this at all. Jauffre thinks of the Amulet of Kings. if you do that. Follow him to his loft room so you can be there to witness the look of shock on his face when he finds the Amulet is gone.) You arrive in the middle of an attack. Enter at your . long time.. Yeah. Never saw that coming. Once you go to Oblivion gates you are in the region you are Weynon Priory. These gates not only open in random places. you won't be able to recognize Brother Martin (he'll be labeled as a generic priest) and you won't be able to talk to him about being the heir to the throne. (Yay! His horse is. There's a full set of kit (helm. Once the assassins are dead. *NOTE* It is possible to do everything in Kvatch before ever visiting Jauffre at Weynon Priory. shield and katana) for every Blade. Jauffre decides the safest place for Martin is the headquarters of the Blades: Cloud Ruler Temple. and there you will find Martin wandering about. Jauffre offers you membership in the Blades. and there are no rewards (beyond any normal loot you may collect). greaves. They never run and it will take a long. else it's reload time. All Oblivion worlds are roughly the same. skip down a few sections and get the low-down on your tasks. But. (You do not want to walk all that way when leading someone. yours now!) Jauffre is holed up in the chapel. so it's pretty good if you're still low level. ipso facto. boots. they point to random Oblivion worlds. The Priory's shepherd runs up. but there's no way to predict the exact layout you'll get when going through a gate. You must keep Martin and Jauffre alive. return to the refugee camp. with a Mythic Dawn assassin on his heels. you'll have to go talk to him.

Baurus is sitting at the bar in Luther's place. This will be your target. has already reserved the book and Phintias is holding it for Gwinas. Go to college. you'll find Tar-Meena in the library. You can: * Ignore them. who is hanging out at Luther Broad's Boarding House in Imperial City. Talk to Baurus about the book. she'll be hanging around in the lobby. When you finish the main story. He wants you to help him pin his shadow. .e. then you can go in and close them (temporarily). but that's just a nuisance. you've completed enough of their tasks to have access to the University). She just happens to have Book 2 (skill. He points you to an old friend. having a pint (or two or three). He suggests taking it to Tar-Meena. You do the same. Baurus has been intelligence-gathering and now he's being followed. Check out the guy sitting over in the corner. (This is a skill book. name of Astav Wirich. Luther Broad's is in the Elven Gardens district. Baurus (the guy who failed to properly guard Uriel Septim). just in case a visitor with a strange book happens to drop in and need help. Book 1. Have a seat next to Baurus (target the stool and Activate it) and have a little chat. They don't stay closed.own risk. or walk/run/ride. If you're a member in good standing of the Mages Guild (i. Go to the Market District of Imperial City. heading down to Luther's basement. But if you want the extra experience and/or loot and/or alchemical ingredients found only in Oblivion. [MS06] <~~~~~~ THE PATH OF DAWN ~~~~~~> Once you've settled in. She supposes having all four commentaries will reveal the location of the Mythic Dawn's headquarters. Yes. Show her the book and she'll tell you this is the first of four Commentaries. Frisk the body to find a book: Mankar Camoran's Commentaries on the Mysterium Xarxes. Baurus will get up and leave. the merchant about the Books. they will close automatically. Wirich transforms himself into a Mythic Dawn assassin. Wirich will get up and follow him. You'll still have whatever daedra came out of them to deal with. Talk to Phintias. at the Arcane University. Help Baurus dispose of him. If not. Destruction +1) and suggests the bookstore First Edition in Imperial City for the other two. but another customer. You can Fast Travel there.). Gwinas. Once down in the basement. During normal hours. (Especially since the first daedra to come out will be commensurate with your level at the time the gate opened--not your level when you come back through to sweep the area clean. talk to Jauffre. and will increase your Conjuration skill by 1 when you read it. He wants you to track down the Mythic Dawn and find the Amulet. he just so happens to have Book 3. Your choice. First Edition is located on the main SW to NE street near the gate to Green Emperor Way.) * Close them.

Use the key you took from Raven to go out the way he came in and loot their hideout. where the palace is located). Once you have Book 3 and the note. You'll still have to get the note from Gwinas. you'll reach the Talos Plaza sewers. (Convalescence allows you to heal a target. Gwinas will re-think his idea of joining the cult. . Since Gwinas will give you Book 3 free. If you keep heading north. It takes her three days to figure out the hidden message.) You don't have to wait for Tar-Meena. but. which you can do by confronting him as in option #1. and either pick-pocket Book 3 and the note from him. Mysticism +1) and a key to another exit from the sewers. Finally. 3) Follow Gwinas back to his hotel. then you're in trouble. which is a slightly shorter way out. Illusion +1) and the note about the meeting. You need to get out of the sewers. As soon as Gwinas has bought the book. 2) Get Phintias' Disposition north of 70 and he'll sell you Book 3 without waiting for Gwinas to come get it. corner him and reveal to him the Mythic Dawn is the group that killed the Emperor. give you Book 3 (skill. impeded by the occasional rat. Not long into the meeting. return to Baurus. look for a large. Baurus leads you on a winding path through the sewers. You can also go back the way you came in--if you can remember which turns to take. His tomb is located in the southwest portion of the district. Once all the assassins are dead. He's coming to buy Book 3 and he has a note setting up a meeting at which he'll receive Book 4.Gwinas is the key to both Book 3 and Book 4. It's a 3-on-2 fight. Follow him to the Elven Gardens district and a sewer entrance. Go to Green Emperor Way (middle section of Imperial City. You have several options: 1) (Preferred): Wait in First Edition (you won't have to wait long). He suggests you go up some stairs to the left and spy on the proceedings from above.) Very useful for keeping NPCs alive during the tasks ahead. He'll tell you he knows exactly where this meeting is to take place. unless you let Baurus get killed. for Gwinas to show up. (Read the first letter of each paragraph of each book. She'll say she has to study the books in order to find the hidden message. but Phintias won't. The palace is surrounded by a cemetery and you're looking for the tomb of Prince Camarril. option #1 is better. mud crab or goblin. which is "Green Emperor Way Where Tower Touches Midday Sun". domed tomb and target the door to find out if it's his. *HINT* Visit Edgar's Discount Spells in the Market District and pick up a Convalescence spell. It's not marked on your map. He's going to Cloud Ruler Temple to take up his duties under Martin. loot Raven's corpse for Book 4 (skill. he'll stop and tell you the meeting is to take place just beyond a door. Mankar's son. You can either acquiesce or demand to be the one who has the meeting and Baurus can be the cover. return to Tar-Meena at Arcane University. The meeting is with Raven Camoran. hasn't been cleared of enemies (and you're on your own now). a couple of assassins find whoever is handling backup duty on the upper floor and your cover is blown. Either way works. Once out of the sewers. or kill him and take them from his corpse. Talk to Baurus (if he's still alive).

take the silver dagger laying next to the book. At the top is a door that leads to the Living Quarters. Fast Travel back to Cheydinhal and stow your gear. Fast Travel back to the caverns and go through the door to your meeting with Harrow. The wisest course of action is to agree to kill the prisoner. She'll invite you up to the dais and offer to let you kill the Argonian tied to the altar. Before continuing. then Activate the prisoner to free him. you're going to end up in a fight. weapons. before you actually go any further. When you see a glowing map appear on the door of the tomb. Mission accomplished.Once you've found the tomb. Here's the rundown for each method: 1) You're going to play it "safe". Or. you can try to bull your way through. crying like a baby. which means fights with a *lot* of Mythic Dawn assassins. but it will be hard to pick it back up when you come flying through later with a dozen assassins on your tail. you need to know some things. so use it to buy potions and other good stuff. You can't drop gold. but Jauffre and Martin aren't going to tell you any different. He then instructs you to proceed through the door and see Harrow. you can drop everything on the floor of the entrance room of the caverns. Harrow will lead you to the main shrine and you'll hear Mankar Camoran himself give a little speech before disappearing into his own little "Paradise". He'll give you a pass code and you give him the reply. because you don't want to just give it to Harrow. Alternately. Harrow will lead you down and tell Remora Camoran (Mankar's daughter) that you've come to be initiated. Grab the book from the altar. When you enter. You can return to Cloud Ruler Temple if you wish. The caverns are on the north shore of Lake Arrius. He takes the Amulet of Kings with him (you didn't think it was going to be that easy did you?). [MS07] <~~~~~~ DAGON SHRINE ~~~~~~> Your next step is obvious: invade HQ and get the Amulet of Kings back. If you play this undercover. You can join the Fighter or Mages Guilds just by asking and get a free place to stash your wares--but on the floor. This is a good choice for a very low level character. which could prove useful. Now everyone in the room has gone hostile. Your exit is up the stairs you came down. It's time to run. Now. potions--*everything*. you'll meet a non-hostile Mythic Dawn member. so Fast Travel to the city and then hoof it north. Regardless of what you do with the Argonian. but turning to the right rather than the left. Head through the door and skip down . but leaves behind the Mysterium Xarxes. step up close enough to get the message you've found the headquarters of the Mythic Dawn. you'll be stripped of all your non-quest items such as armor. Wait until the 11:00am hour and then sit and wait for the light show to begin. You can't get out the way you came in. not in a chest (the chests reset every few days). The Lake Arrius Caverns now marked for you on your map are northwest of Cheydinhal. so you decide to continue the deception.

If you reach the end of the tunnel. as that just brings hordes of cultists down on your head. You're going to have cultists nipping at your heals. The Living Quarters are full of cultists. Strip all your gear and drop it on the cave floor. This key will open the door into the next cave--just a tunnel. sheathe your weapon (if you have one) and start pumping. there's only one way through here: running for your life. with possibly one cultist. Then agree to Harrow's request to be inducted into the order. you went too far. Book it to a tunnel and take the first left. running it is. you can depopulate the place with near impunity before going into the shrine. where it turns right (east). taking a right instead of a left. Read these directions carefully--you do not want to stop long enough to fight anyone. and take the door at the top into the Living Quarters. you're in excellent position to snipe at the cultists below with arrows or spells. and get the Mysterium Xarxes from the altar. since they are still peaceful toward you. which is Magickageable. As you enter the Antechamber. This leads into a room with two or more cultists. run down the tunnel and take a right at the end. Nobody will the Living Quarters section below. Get a healing spell ready. you are in a large room. Good luck trying to turn around and go back. no matter how high level you are. you can probably fight your way through to the shrine. many of whom will use hit-and-run tactics. You can't survive that. but you should be able to get them one or two at a time. Equip a healing spell and cast it as you need it. Kill the guard in the entrance cavern and get a key from his body. Take the next left and run until you can take a right turn. 3) You can exploit a little bit of bad programming by the developers. have decent kit and don't want to risk losing it. you can descend to the lower level. Before following him through the door into the temple. Stopping to fight just means getting beaten by as many as a dozen Mythic Dawn assassins at once. and. shutting off pursuit. You're on a high ledge looking over the altar. Your path is to the south. You can't go back the way you came. so go up the stairs. The door at the end of the tunnel leads to the Shrine Antechamber. No one will notice your presence as you listen to Mankar Camoran's speech and watch him disappear with the Amulet of Kings. They will eventually respond. a gate drops behind you. running up the stairs. 2) If you're a little bit higher level. The key you got from the entrance guard should unlock the door here leading to the shrine.) Living Quarters +----------------Whether you're fully suited up or wearing only a red robe and carrying a dagger. From your entry point. free the prisoner. And you can't handle hordes. Once he's gone. take a hard left and hug the wall to find your way into the escape . The exit is to the southwest--as you enter the room. Once they are all dead. (Exploit submitted by smjellish. So. go back and pick up your kit and re-equip yourself. As you enter the shrine.

behind the Chapel of Talos. Martin wants that book you stole. but. then start running again in the direction of Cheydinhal. He reports some strangers hanging out around a runestone just south of the Temple. The exit to the outside world is straight ahead. He gets pumped over getting into a little dark magic. eh? Go down to Bruma and find Jearl's house.m. As soon as you are outside. The exit is in the middle of the south wall. Search their bodies for some keys. This tunnel turns south. This is a short tunnel that slopes up. Lucky you. Take up position near the stone and Wait until dark (around 7 or 8 p. Jauffre refers you to Captain Steffan of the Blades or Captain Burd of the Bruma constabulary. Speed is your only concern now. you got out before any cultists and you'll be able to Fast Travel. who's got some "concerns". if Baurus survived your earlier dustup with the Mythic Dawn. You may find up to a dozen cultists in here having "worship services". you'll find him wandering around Cloud Ruler Temple. Take the stairs to the west (to your right as you come into the room) and run around the upper level to the exit in the southeast corner of the room. despite having a huge building full of fighters. He's usually patrolling. It appears strangers have been loitering about the Temple. There's a lot of loot in there. indeed. If you get the "You cannot travel while enemies are near" message. Once you are safe and have re-equipped yourself (if you decided on the undercover method). then east and dumps you in another large room. including one labeled "Jearl's House Key". At the start of the tunnel is a turn-lever on the wall. who shouldn't be too much trouble to take out. during the day. If you were quick enough. it's in the southwest corner of town. Jauffre can't spare anyone but you to check into it. Run down this tunnel to a small room. one of the keys you looted will open it. Enter and find the trapdoor down into the basement. so take a right as you come into the room and run through the middle of the mob to make your escape. is concerned. At the top. Activate it to open the secret door just ahead and run through into the main entrance to the caverns. Jauffre. Anyway. You'll soon be attacked by two Mythic Dawn assassins. [MS08] <~~~~~~ SPIES ~~~~~~> By now.tunnel. This tunnel will turn south (left) and deposit you in a large room with at least two assassins. you can think about going back to the Caverns and methodically cleaning them out. turn left to find a door that leads back into the entrance cavern. Jearl. Walk down the slope to the runestone (it's kind of hard to miss. Funny. Your quickest route through the task ahead is to track down Steffan. In the basement you will find a note outlining the Mythic Dawn's plan to open a Great Gate at Bruma in . Or you can just count yourself lucky and Fast Travel to Cloud Ruler Temple. since it's big and has glowing runes on it). Talk to him for boosts in your Blade. The exit tunnel is to your left (east). attempt to Fast Travel. then sends you to Jauffre. Block and Heavy Armor skills. Find Martin (he's usually in the main hall) and give him Mysterium Xarxes. follow your quest marker to find him.).

then go complete that task. which used to be a holy site for the Blades. You'll need to prep for ghosts and wraiths in this dungeon. you get two divergent. This is the Bruma Gate quest. * A bug prevents Spell Breaker. the main story will merge in the quest Defense of Bruma. This staff from Sheogorath is: 1) easy to obtain. This is fixed with patch 1. That means a magic or silver weapon or lots of spells. you'll find an enchanted weapon--if you don't already have one. You can choose to do it now. Jauffre directs you to Sancre Tor. These are. the Peryite artifact. Eventually. actually. The quests for Martin are Blood of the Daedra. just pranks. Sancre Tor is west-southwest of Cloud Ruler Temple. parallel paths. These are detailed in the Side Quests section under Daedric Quests. and then talk to Martin about his progress with the book. and. return to Martin. then it's up to you. why you would want to give up Spell Breaker is a mystery. Read through about the Daedric Quests and decide which artifact you are willing to give up. Suit up and hike on over. The game suggests Azura. There are fifteen. Tiber eventually became the god Talos. (The first emperor. Once you have a daedric artifact. You can do these in whatever order you wish. from being recognized by Martin. The best bet is Wabbajack. Azura's Star.* He now wants the blood of a god.1. who knows the location of Tiber Septim's armor. fairly easy to come by. almost due north of Chorrol. *PROGRESS NOTE* ----------------At this point in the game. total. The other involves getting Bruma ready for the opening of the Great Gate. One involves collecting items for Martin to use in opening a portal to Paradise. First. Return to Jauffre with the information. 2) useless except as a novelty item. [MS09] <~~~~~~ BLOOD OF THE DAEDRA ~~~~~~> The first item on Martin's shopping list is an artifact of a daedra lord. Follow the hall to the first large room.order to get to Martin.) Speak to Jauffre. and obtaining each one involves it's own set of tasks. and watch out for the dart . however. but many players like to keep her re-useable soul gem. As you enter Sancre Tor. or wait until later. Jauffre wants you to go help close an Oblivion gate that's opened outside Bruma. Blood of the Divines and Miscarcand. since the quest requires no combat. The quests from Jauffre are Bruma Gate and Allies for Bruma (which includes a couple of sub-quests). [MS10] <~~~~~~ BLOOD OF THE DIVINES ~~~~~~> Martin refers you to Jauffre. Ask Jauffre about the armor of Tiber Septim. He'll give you a key and directions.

an undead Blade. Try to keep the fights in the large rooms where you find them. but he's no patsy.) [MS11] . You don't want to get into confined places with these guys. Down in the pit is a huge door that leads to the Tomb of the Reman Emperors. pick up the armor and head back to Cloud Ruler Temple. Behind Alain. You may recall from Jauffre's conversation that the four greatest Blades of Tiber Septim's era lost their lives in Sancre Tor. Once the barriers are down. That should head for the Tomb. Pepper the skeletons from range first to soften them up. a one-handed katana with frost damage. exiting to the northwest to find your way to Casnar. Return to the Entry Hall and The spirits of the four Blades should be here. his ghost appears and gives you the whole story. There will probably be a ghost or two joining in the fight. Well. his key. After he's defeated. Loot his skeletal corpse for the Amulet of the Ansei. You'll make your way through several tunnels and two larger rooms before reaching the room with Alain. In the hall. (Hopefully. Oh. Loot his corpse for the second four-way The next left leads shield. There's no more fighting unless you left some ghosts behind you. Be careful entering the room. In the Entry Hall. go through the first room. You'll need to release his "brothers" as well. He's not as tough as the Blades. that really is it. take a right and then take your third left. find the tunnel leading northeast (the exit is along the east wall of the room) and follow this back to the Entry Hall. This leads to the Catacombs. When you enter the first large room. First up is Rielus. so you won't get many shots in.) From Casnar's room. you remembered to bring repair hammers with you. which opens the door at the top of the ramp. is a door leading to the Hall of Judgment. Defeat him and take his enchanted be all four undead Blades. near the door to the Tomb. (Yes. to the northeast.traps surrounding the loot chests. He is using Mishaxhi's Cleaver. There will be a couple of ghosts here. Goody. and they'll take up positions to bring down the magical barriers protecting the armor of Tiber Septim. so they can break the final evil enchantment on Sancre Tor. and you have to kill them to release their spirits. your next target. you'll fight the skeleton of Warden Kastav. They are each using enchanted Ancient Blades equipment. Continue northwest and then northeast until you come to a large room. to Valdemar's room. They move fast. rather than retreating up hallways. a two-handed sword with Disintegrate Armor enchantment. Alain drops Northwind. Jump into the water to your right and find the door that's underneath the upper level of this room. At intersection. That's the ultimate goal. this if the first of four boss fights you'll have in this dungeon. take the east exit to get to the Prison. Go down into the pit. their skeletons are still prowling the corridors. but it is inaccessible until you kill (re-kill?) the four undead Blades. Head southeast out of this room and follow the corridor to a door that leads to the Entry Hall.

Go up more stairs and step on the pressure plate at the top to open the gate at the four-way intersection. (All the easier for the zombies to get you. you can snipe from the raised position. Return to Martin with your booty. Sel Vanua. so he directs you to the ancient Ayleid capital of Miscarcand. The button to lift the cover is on the east wall. In the first room is a varla stone under a cover. You'll frequently be able to stand by and watch them kill each other before you finish off the survivors. Before you pick it. The goblins are engaged in running fights with the undead. Go back up the platform and go north into the alcove from which the lich came. This ruin is between Skingrad and Kvatch. Martin reveals the third item necessary for a portal to Paradise: a great welkynd stone. It's primarily a spellcaster. Once the gate is open. you'll have to jump down. . (Varla stones fully recharge all enchanted weapons in your inventory. loot its remains for a key. After the lich is dead. If you've been exploring any Ayleid ruins prior to this point.) Take the south exit from this room to reach another large room with a raised corridor crossing it. so try to close with it and smash it good.) Behind you. get ready for battle. Snipe the goblins and undead from your raised position. zombies and goblins. Jump down to the lower floor and deal with the zombies as quickly as you can. This opens a gate leading south from the raised corridor. Step on the pressure plate. now is the time to get them ready. kill the zombies and exit to the west. Then you can concentrate on the lich. which is mainly a looting opportunity. Again. To your right. After looting the room. Find the button on the first landing and push it. take a left and head down the long hall to a four-way intersection. To the left is a hall that leads to a raised corridor over a large room. From the entrance. The gate leading out of this area is to the north. a door opens letting out a lich. Make your way through a series of halls to a large room with a platform in the middle. stairs go down to the large room you just passed. you may have pockets full of the normal welkynd stones (they fully restore your Magicka when used). Another pressure plate opens the secret door leading to the main exit from Miscarcand. enter the third level. Some stairs rise from the lower floor up to the platform. you will have to jump down. ripe for the picking. and weak to fire. If you have fire spells or weapons. the King of Miscarcand. Wait for one hour to fully restore your health and Magicka. The key you got from the lich will open the gate and you've got a shortcut straight back to the top level of the ruin. The button that opens that gate is in a side passage on the south side of the room. It is filled with mostly skeletons. take the exit in the northwest corner and go up the stairs. Head south and enter the second level. Eventually. It's resistant to frost and magic. But Martin doesn't want just any old welkynd stone. Eventually.<~~~~~~ MISCARCAND ~~~~~~> Upon your return. Now it's time to deal with the Oblivion gate in front of Bruma. not far north of the main road. He's still working on the final item needed for the portal. In the center of the platform is the great welkynd stone. Morimath. Ready? Pick up the stone. The gate in front of you cannot be opened from this side.

Leyawiin and Skingrad send only one soldier each. They're not going to help.[MS12] <~~~~~~ BRUMA GATE ~~~~~~> Assuming you've already talked to Jauffre about the Bruma gate. (He suggests seeing the Elder Council in Imperial City. Each sends a high-level Captain. then head south to the Sigil Keep. You can find the castle for each city on your world map and Fast Travel there though you've never set foot in their doors. Jauffre wants you to travel to the other cities in Cyrodiil and ask for aid for Bruma. Cheydinhal also sends a soldier. The Bruma Oblivion world is semi-circular and filled with daedra.) You must travel to each of the other seven cities--or fewer if you feel you don't need as much help--close an Oblivion gate (except for Kvatch. In each city. look for a lever on the wall to spring the blade trap ahead. (You're supposed to be here with allies. [MS13] <~~~~~~ ALLIES FOR BRUMA ~~~~~~> *NOTE* These quests are completely optional.) You'll work your way around a semi-circular island to the north side. He wants you to show the city guard how to close a gate. Agree and you'll take Burd and two of his men with you into Oblivion. but you can skip them. There are no side towers or anything here. The Corridors of Dark Salvation are next. Return to Jauffre at Cloud Ruler Temple. which has a different requirement) and then ask the ruler of the city for Aid for Bruma. then exit to the east. Most of these rulers hold court from 8am until 6pm. use the Blood Fountain. you can go speak to the count or countess first. If you want to make the next quest (Defense of Bruma) ridiculously easy. you should get aid from Cheydinhal. You should also note some of these worlds use one of the seven random Oblivion . Burd now thinks he and his soldiers can handle any new gates that pop up around Bruma. At a minimum. Kvatch. Climb the final ramps and return to the Fury Spike core. then you probably want to enlist some help. which will mark the Oblivion gate for you. get aid from all seven cities. When you reach the top of the first ramp. so there are more than the usual number of demons. Or you can just go close the gate and speak to the ruler after. Then it's on to the Sanguis and the sigil stone. Anvil and Chorrol. However. and you're not 50th level. Activate it and get thrown (along with Burd and whoever else survived) back to Bruma. When the hall makes a sharp left. Bravil. The Rending Halls is a two-level affair. and it's a simple loop-back climb up a couple of ramps. Anvil and Chorrol each send two soldiers. Cheydinhal and Bravil are your best stops. clear the room. Climb the curving ramp. this one called The Fury Spike. head down to the city and report to Captain Burd. Speaking to the ruler before offers no special advantage other than the map marker. if you want a chance of making it to the end of the main story. This is a straight run up the tower to the Sigillum Sanguis.

You'll be required to jump your way down here and there. but you won't always get the same Sigil Keep since the random worlds link to random Keep interiors. 3) Start by going west from the gate until you come to the bridge going north. 1) Go around the a long bridge Shrine. If he does die. Bravil [MS13-B] +----------------The Bravil gate is located northwest of the city. and the count wants you to bring his son out of there. Either way. the count will still give you some gold for your effort. you can turn southwest from your entry point and pick your way across a series of small islands that curve to the east and then north. The Wayward Knight (Cheydinhal) [MS13-A] +-----------------------------------------The gate near Cheydinhal is west of the city. You'll always get the same world when you go through those city gates. Talk to Farwil and they'll agree to follow you and help you close the gate. Inside you arrive facing a bridge leading to the Sigil Keep. His father then will offer you the choice of a magic sword or staff. Advance across the bridge and into the tower. Once you've reached the bottom of the mountain. Throw the switch at the top to open the gate across the main bridge. or speak to one of the soldiers guarding the gate. You'll come out at the top of a large mountain. For example. the count's son. then east across with a sunken tower in the middle. but a gate blocks your way. then south to the Spindle your way up the tower (it's like a mini-keep) and throw the top to open the gate across the main bridge. This is just like any other Sigil Keep. If Farwil didn't make it. 2) If you have some decent Acrobatics skill. To open the gate. These impetuous youths charged into Oblivion when the gate opened. Begin by going west. You're in this one for the long haul. If you speak to the count of Cheydinhal first. Fight switch at the long way. but you have to concern yourself with keeping Farwil (at least) alive. Chorrol uses #2. he makes you an honorary Knight of the Thorn and gives you an amulet with a Speechcraft enhancement. Work your way . he'll offer up the services of his captain of the guard and a soldier for the defense of Bruma. you'll get a new quest: The Wayward Knight. It seems the count's son fancies himself a great knight. then work your way through the caves to the basement of the Blood Well (southwest) tower. if Farwil survived. Make sure you have a spell to restore health on a target (along with your normal Oblivion kit) before entering the gate. There are three ways to get to one of those towers. Bravil uses the #1 random world. then north. you can take his signet ring from the body as proof of his heroism. leading you to the Spindle Shrine. you must throw a switch at the top of one of the two small towers southeast (Spindle Shrine) and southwest (Blood Well) of the Sigil Keep.worlds you can enter through the random gates that pop up here and there in the wilderness. and one other knight on the east side of the mountain. Look around for a cave entrance. near the bridge that crosses to the Sigil Keep. After the gate is closed. and has a group of friends who play at being knights with him. and it will be impossible to get back up. you'll find Farwil.

exit the tower and head through the now open gate. visit Countess Umbranox for your promise of aid. There's no telling what you're going to get. Anvil [MS13-C] +---------------You'll find the Anvil gate northwest of the city. When you've got the sigil stone and have closed the Oblivion gate. you'll find Savlian Matius where you left him. Chorrol [MS13-D] +-----------------This Oblivion gate is south of the city. in the woods just beyond the stables. The Sigil Keep is on top of a mountain. climb the ramp to the top and throw the switch. Enter one of the two side towers and ride the elevator to the middle of the tower. Ride the "corpse masher" elevator to the middle of the tower. Matius and his guards will still be in the Temple of Akatosh in Kvatch. which is two standard soldiers. from the top of any of these towers. Eruption. If so. Note this Keep is randomly determined when you open the door. This opens the gate next that tower. Speak to him about Aid for Bruma and he promises to send what he can (which is one soldier). under the wall. so you should be able to find her most any time of the day. There's a door right at the top of the elevator to a bridge over to the Sigil Keep. Once the Sigil Keep is accessible. Matius instructs you to go through the North Guard House. This Oblivion world is easy. some two and some three. Tornado or Landslide. you find them locked. Follow him outside and help cut through the daedra between the church and the castle. When you reach the castle gates. If you haven't done this quest yet. Countess Valga spends a lot of time in the chapel. you can't go anywhere inside the Keep except to one the other four corner towers. The Battle for Castle Kvatch [MS13-E] +--------------------------------------You may have already done this after Breaking the Siege of Kvatch.) then to the of Go back down. Just follow the path as it goes through several switchbacks up the face of the mountain and you're there. you have to open the gates that block your way. however. facing the Sigil Keep surrounded by six towers. you're all set. To get to one of those two the top to find the switch that opens the main gate. Some of the random Keeps have one side area. see Count Terentius for your high-level soldier. You enter Oblivion on the north side of the area. Speak to Matius and agree to help him retake the castle. in the castle of Kvatch. cross over to Sigil Keep. Inside the Keep you'll find the doors to the Rending Halls and you're on your way. (You can. After the Oblivion gate is closed. She'll send two soldiers to the aid of Bruma. You enter the Sigil Keep through a connecting bridge from the east (Earthquake) or west (Hurricane) tower. you come in at the bottom. from a pathing perspective. in addition to standard court hours. Pick any one of the four "corner" towers: Tsunami. He takes off with some men through the north door of the church. to the inside of the gates .

the demons shouldn't be much trouble. You'll have to fight your way down one level in the second keep in order to take the bridge over to the Sigil Keep. suddenly decides to retire and gives you his armor. Follow Inian down into the chapel's crypt. Fight your way to the top of either keep and throw the switch. Skingrad [MS13-G] +------------------The Skingrad gate is just east of Castle Skingrad. Pick either one and climb to the top. Turn the wheel to open the gate and let Matius and his men through. Once the gate is closed. Get his signet ring off the body and return it to Matius. like many Oblivion things. Leyawiin [MS13-F] +------------------The Oblivion gate is east-northeast of Leyawiin. He then spends the remainder of the game standing in the castle in his civvies. run to the far end (no enemies) and climb up to find yourself on the inside of the castle gate. Cross the bridge and throw a switch in the second tower. make sure you frisk him for the key. You'll be aided by any surviving legionnaires. Entering the Sigil Keep.and unlock them. The bridge between the towers retracts. exit onto the bridge and fight your way to the Keep. The caves. has the key. a guard still in the church. You can also ask him for Aid for Bruma and get one Kvatch soldier for your trouble. Berich Inian. Take it easy through here. so you probably won't have to fight through the castle alone. He tells you he'll take you through the passage. From the entry point. When you reach the count's quarters. Just keep plugging along and you'll eventually reach the main island. There's a pitched battle in the courtyard and then more fighting in the main hall of the castle. Once you reach the Guard House. but bridges extend from each side keep to the main Sigil Keep. there are a lot of daedra. You'll also find some Imperial legionnaires. Return to the church and talk to Inian. all you have to do is drop down into the tunnel. go west and find a cave door. Go down to the bottom of the Blood Well. at the top of a small hill. Inside. You know what to do by now. there are Spindle Shrines to the east and west. The two towers to your left and right are the Anguish Keep and the Sorrow Keep. you're already about halfway up the tower and only have to fight your way through one side area in order to reach the Sigillum Sanguis. Throw the switch at the top of the Blood Well tower to open gates leading to the Sigil Keep. Matius now instructs you to go find the count. You'll exit the crypt and wind your way through more daedra until you reach the North Guard House. Each is a full keep. If Inian dies along the way. Speak to them and they agree to help out. at this point. are random. you'll find his body. you can find Count Caro in Castle Leyawiin during normal court hours. . with two side areas and a shrine at the top. With Inian and the legionnaires. When you finally make it out. This will extend a bridge across to the top of the other side keep. Here you can get to a bridge that leads to one of the Blood Well towers. you find yourself facing three towers. Matius.

"Ulterior Motives". Mercator Hosidus about Aid for Bruma. At this point you have. give Carvain the go ahead and follow Martin and company out the East Gate of Bruma. You can only talk to the count by going through an intermediary. if you have not done "Ulterior Motives". (Must be the royal blood that causes this off to the chapel of Talos. The mission ahead is a timed run through an Oblivion world. [MS14] <~~~~~~ DEFENSE OF BRUMA ~~~~~~> You can open this quest any time after finishing the three "relic hunts" for Martin and the Bruma Gate quest. then Hassildor will refuse to speak to you until you fully complete that quest (which means reporting in to Raminus Polus). (If you haven't completed all the Allies for Bruma quests. If you have done "Ulterior Motives". You'll not be able to Wait at any point... etc. There are more than enough guards to control the daedra popping through the lesser gates. you will also have a "Recruit more soldiers" response.. talk to Carvain again. two choices: "Let's go" or "I'm not ready yet". then the battle is on. If you are in the middle of the Mages Guild quest. you must speak to Hal-Liurz. who agrees idiocy. Your primary job is to keep Martin alive until the great gate opens.) Save your game! Martin and Carvain will stand in the chapel until the cows come home waiting for you to get ready. Martin gives a speech. which is the same thing as "I'm not ready". Feel like you need more support? Go finish more Allies for Bruma quests.. After they've chatted.get ready. then you must speak to the steward. Your little army heads towards an Oblivion gate that has just opened.The peculiarity in Skingrad occurs after you've closed the gate and want to get aid from Count Hassildor. [MS15] <~~~~~~ GREAT GATE ~~~~~~> This Oblivion world is different in two ways: There's a giant siege engine . So. so you'll need a full set of healing potions. When you're ready. you'll get the message the great gate has opened. So Martin proposes to let the enemy open a great gate next to Bruma and then send you in to get the great sigil stone before the enemy gets its siege machine out and destroys Bruma. It's goofy plans like this that make him the Emperor. Follow her down to the chapel and witness the meeting between Martin and Carvain. see? You've no choice but Carvain in Bruma and Countess. Otherwise. If you recruited all the available soldiers in Allies for Bruma. You can only get these by entering a great gate.) She'll head to agree. Talk to Martin and he'll reveal the final item he needs for a portal to Paradise: a great sigil stone. this is really easy. Magicka-restoring potions. Make sure your enchanted weapons are recharged and all your armor and weapons are fully repaired. essentially. So head off to Bruma and the with the plan. Martin asks that you personally see Countess fill her in on the plan. The timer has started! Get moving through the gate. After a few minutes.

listening to Camoran lecture you. The question is. Try not to spend too much time fighting.. You also learn the only way to Camoran is through the Forbidden Grotto. spell absorption. tell Martin to open the portal. the jump across the broken bridge is much more difficult and drops you into lava. you do need a Sigil Key from one of two Sigil Keepers. so kit yourself out appropriately. are you ready? Once you enter Paradise. At the tops of these two towers are switches that open the gates leading to the Sigil Keep. There's a jump here across broken pieces of the bridge. There's a Keeper on the ground floor. Your choice. Kill either one. Regardless. your goal is one of the two towers flanking the Sigil Keep. However. including the large siege engine. That's 15 minutes real time. there's no convenient cave to take you under the fire-spitting guard towers. enter the Sanguis and run for the great sigil stone. Use a potion. Plus. Aren't you lucky? [MS16] <~~~~~~ PARADISE ~~~~~~> After the battle for Bruma. head to the west (left) one. and another near the door to the Sigillum Sanguis. If you use the cave at the base of the western bridge. you fall down in front of a cave entrance that might actually be an easier path.Nothing's perfect. He's a high-level mage. Camoran's little slice of reality is a pleasant garden environment with blue skies and fluffy white clouds. Keep a healing spell equipped and boost your health as you run. magic resistance. Some Dispel scrolls or potions would be useful. but if you miss the jump. in addition to the occasional daedra. Head off down the white brick path.. Go down that tower and exit onto a large bridge. Enter the portal to find yourself in Paradise. Once you're ready to live off what you can carry.. return to Cloud Ruler Temple. Along the way. it takes you directing into the western guard tower. Tend to your equipment and talk to Martin. Oh. and the occasional daedra ready to tear your head off. There are two towers in front of you. And . you'll find Ascended Immortals. but don't know the drill. You can talk to these cultists and learn some of the history of this place.moving toward the gate and you have about 15 minutes to get to the top of the Sigil Keep and get the great sigil stone.. you can't get out until Camoran is dead. These dead Mythic Dawn cultists are waiting in Paradise for Dagon's victory over Tamriel. the Vaults of End Times. If you decided to take the eastern route north. Climb to the top and exit onto a north-bound bridge that leads to another tower. blows up and Bruma is saved! Your reward is a standard sigil stone lying in front of the burned-out hulk of the siege engine (which somehow Magickages to blow up right outside Bruma) and the opportunity to go after Mankar Camoran. This Keep has only one side area. Plenty of damage resistance. spell or equipment to Fortify your Speed and try just racing past most enemies. He's ready to open a portal to Camoran's Paradise. Literally. Provided you got there in time. everything.

who has been imprisoned by the Ascended Immortals. is not a good option. He wants to help. But. If you chose to turn down Eldamil. if you freed Anaxes. if you decide to serve him. Cross the bridge going east and enter the Flooded Grotto. Eldamil's boss. He wants to talk (so watch your trigger finger). and he lets you out on the east side of the chasm. through another torture chamber and through the door into the next section of the Grotto. Equip them and open the door to the Forbidden Grotto. he can help distract the two kids and let you focus on Mankar. Beating Kathutet is the easier and quicker course of action. You can now head south. While in the cage. so attacking him from range. you'll meet Kathutet again and he gives you the Bands of the Chosen. He has the key to the exit. Mankar has a lot of spell absorption and damage reflection. Choose to serve him and he'll send you on an errand to free one of his subordinates. follow the path until you run into Mankar's children. It's time to close the Oblivion gates once and for all. Anaxes' lair is to the northwest. you want his help. This is not good for your health. Enter and find the boulder wedged in place by logs. As soon as Mankar is dead. If you killed Kathutet. you do. you'll have to kill them all and get Orthe's key from a loot sack in the corner of their room. preferably with power attacks that stagger or stun him. If you're an Orc or Redguard. Walk up to him and smack him. Stand to the side and Activate the logs to push them out of the way. Don't bother listening. If you brought Eldamil along. As you leave the first large room. you'll be intercepted by an Ascended Immortal named Eldamil. He'll give you Bands of the Chosen if you serve him or beat him in a fight. Really. You want to keep him off balance. Orthe. Take it from him. Work your way through the Grotto until you encounter a xivilai named Medrike. Eldamil's ruse works. where Mankar begins making a speech. Return to where you met Kathutet. comes to check on things.) He removes your Bands of the Chosen and offers again to help you out. At the end of the grotto. (Even if you turned him down or killed him. you'll eventually encounter a dremora named Kathutet. Ignore the children. As you follow the path. In the second part of the Grotto you'll meet Eldamil again. then you have to head north from Eldamil's room and fight Orthe and two of his buddies. and. Outside. use your greater power and just bash Mankar as hard as you can only get in there if you have the Bands of the Chosen. Paradise collapses and you find yourself back in Cloud Ruler Temple. You really should accept his offer. Raven and Remora. They lead you inside Mankar's palace. Mankar is your only concern. especially with spells. The Forbidden Grotto turns out to be a torture chamber. if you insist on trying. This key opens the portcullis leading east and eventually to the exit. the Amulet of Kings in hand. they just respawn. Anaxes. He directs you into one of the cages. [MS17] . you already have the Bands. Agree to Eldamil's plan. But. You might also be able to paralyze him with poison put on your weapon. if you kill them.

he and Ocato begin discussing Martin's claim to the throne and re-lighting the Dragonfires. [FG00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FIGHTERS GUILD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ The Fighters Guild specializes in solving problems--any problem. But the game is far from over. Run up and power attack one of Dagon's legs. Oblivion gates have sprung up in Imperial City and daedra are rampaging in the streets. When you reach the Temple district. Once Martin's joined you.) The armor not only looks nice. thieves in the store or goblins overrunning a settlement. Don't spend too much time on them--as you kill them. He names you Champion of Cyrodiil and says he's ordered up a suit of Imperial Dragon Armor--normally only worn by the emperor--for you. Martin will follow you inside. You'll soon run into Mehrunes Dagon himself. it's got some decent enchantments on it as well.. Follow the group outside and help deal with the daedra. Your only task is to get Martin inside the Temple and the door is just past Dagon. more of an epilogue. That's it! You've finished the main story of Oblivion. make sure Martin stays healthy. more jump out of the two gates in this district. After all the shouting is done. Martin says it's time to go to Imperial City and the Temple of the One. Just run to your right around the temple. Enjoy the show! [MS18] <~~~~~~ IMPERIAL DRAGON ARMOR ~~~~~~> This isn't really a quest. Martin says he must get to the Temple of the One. you're interrupted by a couple of dremora. Whether it's rats in the basement. there's nothing you can do but watch. He'll lift the foot as he staggers back. You can't kill this monster. Two weeks later. This is your army. At this point.. Fast Travel down to the Palace district of Imperial City and enter the Elder Council Chambers. (The type of armor is determined by which of your two armor skills is higher rank. the Guild gets called in to take care of the situation. making sure Martin is keeping up with you. but you can hurt him. you're joined by a small group of Imperial Legion soldiers. so take that time to run to the door and Activate it. Unfortunately.<~~~~~~ LIGHT THE DRAGONFIRES ~~~~~~> After your return from Paradise. you find it overrun by daedra. . Once this initial wave of daedra are dead. you'll be able to go to the Imperial Legion armory in the Imperial City Prison district and pick up a suit of either Light or Heavy Imperial Dragon Armor. Your final mission is at hand: protect Martin. Chancellor Ocato has a chat with you. so join the soldiers as they run toward the Temple District.

Use your quest marker to track down Inventius. She worries more might follow this one. he roams around a lot and may even be out hunting. Make sure you stick close to Inventius. Vilena Donton is the guild master. Thelas is quite pleased with the outcome and boosts your Speechcraft skill by one point. Several times you will be fighting in close quarters with multiple enemies. talk to Vilena Donton at the Chorrol Guild. Pinarus Inventius. Your first three contracts come from Azzan and gro-Khash.The Fighters Guild isn't for everyone. Tanking is highly suggested. Azzan at the Anvil Guild or Burz gro-Khash at the Cheydinhal Guild. * Keep Quill-Weave's secret. a mountain lion. and recommends you seek out a hunter. as long as you don't rat her out to Thelas. Quill-Weave. Not that kind of problem. It seems Ms. She promises to leave Thelas alone and offers you free Acrobatics training. you'll find a mountain lion chewing on the corpse of a rat. There's *another* mountain lion in the basement! Get down there and kill it and return to Thelas. who is having a problem with the rats in her basement. plus your pay for fulfilling the contract. but doesn't directly issue any orders. One possibility is to get up on the rocks from the "back" side and snipe the lions where they can't reach you. in Anvil. You must not have any outstanding bounty and your Infamy score must be less than 100. the remainder of your jobs come from Donton's assistant. She admits to trying to lure the rats out of the basement (she finds them disgusting. * Rat her out to Thelas. She never intended lions to get in. She's still upset. get your Fame score to 100 or higher and you'll be able to join. Thelas thinks you're holding out on her. The problems presented in this series of quests are to be met with sword or axe and do not lend themselves to sneaking around or blowing things up from range. She suspects her neighbor. When the lions are dead. but someone or something is killing them. Wait until dark (around 8pm) and you'll see QuillWeave sneak into the yard and leave a piece of meat near the hole in the basement wall. he agrees to lead you to a suspected lair just northwest of the city. return to Thelas. Modryn Oreyn. You'll find four lions have set up camp among some rocks. [FG01] <~~~~~~ A RAT PROBLEM ~~~~~~> Azzan. Yeah. Thelas actually *likes* the rats. Step out and confront her. Find a good hiding spot in the back yard of Thelas' house and go into Sneak mode. of luring the lions into Thelas' basement. Get down there and identify the culprit. If your Infamy score is 100 or higher. you should be able to track down and kill any remaining mountain lions in the vicinity of Anvil. Together. sends you to see Arvena Thelas. Let one of them stagger you and the rest will close in and then you're cat chow. You get about half of your contracts from Azzan and gro-Khash. which means she's perfectly normal). but . When you find him. Joining the Guild is easy. When you enter the basement. Lions are fast and strong. Kill it (not necessarily an easy task) and report back to Thelas.

Thieves have been breaking into his store and he wants you to play security guard. Desolate Mine is fairly small. are the three fighters.pays you for fulfilling the contract. If you haven't completed Azzan's quests yet. but has a number of twists. He's got nothing more for you. return to gro-Khash and he'll pay you. now's the time to pull out a shield and block a lot--or use a Shield spell. they take off after goblins. otherwise you're sent to Chorrol to speak to Guild Master Donton. Lelles's store is located on the waterfront. Return to Azzan at the guild hall for another assignment. Stand behind the counter and Wait until midnight. [FG04] <~~~~~~ UNFINISHED BUSINESS ~~~~~~> Vilena Donton doesn't have time to waste on peons such as yourself. the higher your payment. just a short jaunt to the northwest. You'll find a couple of goblins outside the mine entrance. [FG02] <~~~~~~ THE UNFORTUNATE SHOPKEEPER ~~~~~~> Once you've dealt with the lions. [FG03] <~~~~~~ THE DESOLATE MINE ~~~~~~> Burz gro-Khash wants you to play delivery boy. As soon as all three have a weapon. he kicks you on to Vilena Donton in Chorrol. Inside. Stay behind the counter and try to take them one-at-a-time as they come around to get you. outside the Dock Gate of Anvil. When you've disposed of the thieves. This is the Fighters Guild. Give the war hammer to Brag groBharg and the sword to Elidor. after all. Track down Quill-Weave and get a one-point boost in your Acrobatics skill. you should be able to handle these guys. Return to Azzan. If you're more a ranged/stealth fighter. of Lelles's Quality Merchandise. If you're a basic tank. If you've already done "The Desolate Mine". Speak to Rienna. otherwise he suggests you go visit gro-Khash in Cheydinhal. who explains the situation (goblin hunting) and takes the bow. Your main objective is to stay near the other three and keep them alive. in the first room. Three thieves will sneak into the store. war hammer and long sword and tells you to deliver them to Fighters Guild members at Desolate Mine. find Lelles in the Flowing Bowl for your payment. you're told to see him. She tells . This is just the first of several fights you're going to have in cramped quarters with multiple opponents. Azzan sends you to see Norbert Lelles. He gives you a bow. Once your journal informs you all the goblins are dead. The more that survive this trip.

you get paid and another assignment. which will help you later on. has something he wants you to look in to. Travel to Skingrad and ask about Maglir. Oreyn. You can give Maglir the credit for collecting the journal. since they have no job. Report the good news to the three Guild members at Five Claws. but she's not ready to hire the Fighters Guild either. You'll be directed to the West Weald Inn. should you choose to accept it. You'll want it for the next task. Your mission. Fallen Rock Cave is fairly small. where the little squirt drowning his sorrows. then return to Oreyn. a flooded room with a body and the journal. 50 gold for horns). Maglir. considering the base price of those ingredients. She doesn't trust the Blackwood Company to collect these ingredients. Turns out they're not actually drunk on the job. daedric or enchanted weapon. He suggests you go see Azzan or gro-Khash for more . Oreyn is troubled by news of the Blackwood Company's success. try an alchemy dealer at the local Mages Guild. including spirits--make sure you have a silver. (Good work if you can get it?) She'll also buy ogre's teeth and minotaur horns from you in lots of five (100 gold for teeth. eventually. Another new to find him around town you'll find recruit. You can return and talk to Maglir if you like. If you got lucky in Fallen Rock Cave. Either way. This really isn't much. she'll reveal she's in the market for various alchemical ingredients. but it's not required. which is to recover the journal of Brenus Astis from Fallen Rock Cave. indeed. When you find her. an alchemist will pay you (assuming a measly 40% buy rate) 150 gold for 5 ogre's teeth and 110 gold for five minotaur horns. so you're going to have to go in after the to talk to Modryn Oreyn about any duties to be performed. has defaulted on a contract in Skingrad. especially ogre's teeth and minotaur horns. which may contain ghosts or wraiths. take the first right and follow it around to a large room. Maglir's not going to go back in there. you'll find them at the Five Claws Lodge. [FG05] <~~~~~~ DRUNK AND DISORDERLY ~~~~~~> Three Fighters Guild members are drinking on the job down in Leyawiin. You should now get a quest marker pointing to her. You're sent to deal with them. If not. and has nothing further for you. to see if they have any in stock. Make sure you collect all the ectoplasm dropped by the spirits and save it. Once you have the five samples of ectoplasm. and. you've got the five samples in your pockets right now. Talk to any townie and they'll point you to Margarte. Exit through the northwest tunnel and continue straight. Undead roam it's depths. Fallen Rock Cave is just a bit northwest of Skingrad. Maglir complains about not getting paid enough for the job. Margarte will agree to hire your three gadabouts to hunt ogres and minotaurs for her. entering a flooded area. you can try scouring the nearby countryside for caves or ruins. which makes it a lot easier to track her down. The Blackwood Company is taking all the work. Or. or claim credit for yourself. She wants you to prove the Guild's worth by bringing her five samples of ectoplasm. Report back to Oreyn. You're and figure out what's gone wrong. is to find some work for these guys.

) Once Biene has the gold or the armor and sword. Fight your way through a lot of undead and two small levels. Your job is to clean out the caves. just north of the city. (If you pay off Biene's debt. you're in for some serious undead carnage. She hopes to sell her grandfather's enchanted armor and weapon for the money. which is located further south and on the other side of the Niben River. Seek him out (he typically wanders the docks) and he'll fill in the details. If you have 1. otherwise you're told to report to Oreyn in Chorrol. you have to clean out Amelion's Tomb. [FG08] <~~~~~~ THE MASTER'S SON ~~~~~~> Modryn Oreyn has a couple of problems. and Azzan wants the two of you to look into it. that's tied up with this quest. "Newheim's Flagon". [FG07] <~~~~~~ AMELION'S DEBT ~~~~~~> If you've got a bit of cash on you and are feeling generous (or lazy). [FG06] <~~~~~~ DEN OF THIEVES ~~~~~~> *NOTE* There's a side quest. You'll find Brusef's cuirass and sword on a sarcophagus in the second level. for plot reasons he can't die just yet. and they're hiding out in Hrota Cave. You complete the side quest as you complete the Fighters Guild quest. Reports of a gang of thieves have been filtering into the Guild. When you arrive at Water's Edge. and a partner--Maglir. the whiny little wood elf you covered for in Skingrad. He then sends you to Anvil if you haven't finished "Den of Thieves" or to Chorrol for more duties from Oreyn. Azzan in Anvil has a job for you. the thieves stole Newheim's family tankard. You're to recover some family artifacts for Biene Amelion. Take Maglir and head out there. you're sent packing for Cheydinhal. Ask around town and you'll be pointed to Newheim the Portly. a farmstead down near Leyawiin. don't worry about your buddy. this will be a very short mission. If you haven't finished "Amelion's Debt" for groKhash. you can simply give her the money to pay off her debt and then be on your way. You can also find other pieces of his armor scattered about. Return the flagon to Newheim and report back to Azzan. The flagon is sitting on a barrel in the only large room inside the cave. In addition to other things. Burz gro-Khash sends you to Water's Edge. you can still raid the tomb and keep the armor for yourself. Otherwise. which is close to Anvil. Biene explains she needs to pay off her father's gambling debts. and thinks you can solve them both in . Here's where you get to decide how energetic you are. You don't have to travel with Maglir any more. return to gro-Khash for payment.000 gold to spare.contracts. Otherwise.

he's a plot NPC and can't be killed. [FG10] <~~~~~~ AZANI BLACKHEART ~~~~~~> Back in Chorrol. can be obtained from imps. You'll find Maglir at the Lonely Suitor Lodge.) Anyway. predictably. Oreyn has a "side" job for you and asks that you meet him at his house after dark. Second. or Wait until after 8pm and then meet him there. is green around the gills and needs seasoning. She points you to Robber's Glen Cave. Indeed. Guild member Galtus Previa has vanished while spelunking in Nonwyll Cavern. who gives you an enchanted ring as a bonus. which. Don't worry about Viranus. not at go. Seems he decided to join the Blackwood Company. He's perturbed. during "Unfinished Business". [FG09] <~~~~~~ MORE UNFINISHED BUSINESS ~~~~~~> Maglir is at it again. with him. Oreyn lives in the south-western most corner of Chorrol. When you get the journal update. died in an earlier Guild mission. Arpenia. then Maglir will have pity on you and give you the name of the mage he is supposed to be working for. Nonwyll Cavern is north of Chorrol and full of trolls. so let him charge in and take the hits for you. If. and comments that it's strange Previa wasn't chewed up. It seems they've been a thorn in his side since before they started stealing contracts in Leyawiin or wimpy wood elves from the ranks of the Guild. he suspects them of interfering in a job to retrieve a valuable artifact from Azani Blackheart. Viranus. Oreyn sends you to Bravil to find out why the little snot hasn't fulfilled a contract with a mage there. At the "bottom" of the cavern. (Seems Ms. head out and report back to Oreyn. Oreyn wants to expose the Blackwood Company. He wants you to meet him at the Leyawiin Guild and then go to an Ayleid ruin. If you took credit yourself earlier. Follow him to his house (if it's already dark). You can then trudge down to Arpenia together. you either have to hunt Aryarie down yourself (she may or may not be in the Mages Guild) or return to Oreyn in Chorrol to get the name (which includes the convenient quest marker). a short distance north of the city. Maglir has nothing more to say. Specifically. and he wants you to come along for the ride. Aryarie of the Bravil Mages Guild. Oreyn goes into a long rant over duplicity on the part of the Blackwood Company. Vitellus. more accurately. you're to take young Donton with you to Nonwyll Cavern and keep him alive. If that's the case. Run down Viranus using your quest marker and tell him to come along and not to tell Mommy about it. Donton is coddling the youngster after older brother. you'll find Previa's body. not to mention the occasional ogre and a minotaur boss. Fast Travel down to Leyawiin and meet up with Oreyn. there are at least a dozen imps in this complex. in a small hut. Or. you gave credit to Maglir for recovering the journal. First. Vilena Donton's younger son. Return with the imp gall to Aryarie. and he's wearing a different uniform. . Aryarie wants 10 portions of imp gall. along with a handful of other critters.

As you blow past Elante. You can clean out the caverns one room at a time. Brittlerock Cave is northeast of Anvil and quite a trek. when NPCs lead you. [FG12] <~~~~~~ THE FUGITIVES ~~~~~~> This is a simple quest. [FG11] <~~~~~~ THE WANDERING SCHOLAR ~~~~~~> Azzan wants you to accompany a scholar. This allows you to deal with the demons while Elante is safe further up the tunnel. There are four levels in Atatar. they will stop if you get too far behind. He now wants to find Blackheart. You'll find a couple of creatures outside the mine and the scholar just inside the door. tells you to go see Azzan or gro-Khash and takes off. Actually. So. loot his body and give his ring to Oreyn. He thanks you. she will stop and wait patiently for you to "catch up". Fortunately for you. Oreyn is a plot NPC and can't be killed. You can complete this quest even if Elante dies. he thinks he might be up the road in another Ayleid ruin. returning to "follow" Elante as you go. in Atatar. Along with a dozen or more of his friends and a bunch of other creatures. (Makes you wonder how she got in there. Oreyn decides he's seen enough and tells you the Blackwood Company must have struck a deal with Blackheart. there's always only one way you can go. they stop if you get too far away in any direction. doesn't it?) Elante wants to take the lead. The curse is she wanders through every side passage in the cavern before finding the shrine. that's the nearest Fast Travel point. unless you've already completed "The Fugitives". and this is both a blessing and a curse. with more daedra. Blackheart is. Azzan thanks you for dedication and sends you to see gro-Khash. in a large room. The route is circuitous. You'll need his help against Blackheart. Once Azani is down. of course. and. Elante decides to stay and study the shrine a bit longer. Elante.Arpenia is mostly empty (a few low-level critters and some traps are all that remain). what you do is run past Elante and keep running until you run into your first group of daedra. just knocked unconscious (which might happen a lot depending on your level). Atatar. or you can clear the entire complex (it's not large) all at once and then meekly trail after Elante down to the shrine. If you've previously done work around Fort Sutch ("Assault on Fort Sutch" side quest or "Bad Medicine" Dark Brotherhood quest). and another exit back into the world above. indeed. The blessing is you have a trick to keep her alive. gro-Khash reports a group of four prisoners escaped . to a supposed daedric shrine in Brittlerock Cave. Not far into the ruin. but. Blackheart is in the last level. You can go back the way you came. but you don't get paid if that happens. leaving you to get out of Atatar on your own. in which case you're told to report to Oreyn. You may have noticed. It leads to another section of the cave. or take the door behind the altar.

Return the stone to Cirroc and then report back to Azzan. The ogres now have the stone and are holed up in an Ayleid ruin. The path through Sedor is simple. He sends you to deal with the problem. (Just in case you were wondering. His journal suggests the trolls weren't the problem. you need to track down Cirroc. Alessia. there are about 10 trolls that you must kill. When they're dead. Something's fishy in Leyawiin. but is ready to face the axe himself. Forsaken Mine is just about as far south as you can go in Cyrodiil. You're to investigate. a Khajiit. He says four or five men were seen heading east out of town about the time the stone was discovered missing. Use the entrance marked for you on your map. Fast Travel to Leyawiin and head southwest. When you get the journal entry that you've killed all the trolls (a high-powered Detect Life spell is good for finding any that are eluding you). You need to get an NPCs Disposition over 60 in the location of the fugitives: Bloodmayne Cave. The cave is Bravil and the ex-cons are somewhat spread out. who is normally in the Chapel of Talos. .) The first level of the mine is basically empty except for corpses--mostly Fighters Guild. return to Oreyn. (There's another entrance to the mine. Your quest marker updates to a point along the east road out of Bruma. Follow it to find the lone remaining bandit. You won't encounter your first troll until you hit the door to the second level of the mine. but one or two will be Blackwood Company fighters. There's no other way to finish this quest. It's been days and he hasn't heard from them.the Bravil jail and have decided to stick around and prey on the citizens of that fair city. a little further east and a bit south. Sedor. but says he and his buddies were ambushed by ogres and he's the only surviving member. From here. but you will have to deal with ogres (by combat or stealth). and it's not the Niben River. ALESSIA ~~~~~~> In Anvil. He sends you to Anvil or Cheydinhal to get away from the wrath of Donton. You shouldn't more than two at once.) Go to Bravil order to get northwest of have to face and ask around. He's not happy. return to gro-Khash for your pay and marching orders from Oreyn. He confesses to the crime. In Bruma. Make sure you get every one.) [FG13] <~~~~~~ TROLLS OF FORSAKEN MINE ~~~~~~> Oreyn sent a group of Guild members to Forsaken Mine to clear out the trolls. (Or referral to Azzan if you haven't completed "The Wandering Scholar". Azzan tells you of the theft of a religious relic from the temple in Bruma. Along the way you'll find Viranus Donton's body--you just know Mommy's going to be happy about this. [FG14] <~~~~~~ THE STONE OF ST. He sends you there to recover the Stone of St. "deal with" is a euphemism for kill. but it leads directly into some trolls that are better approached from behind.

this is your last quest for the leader of the Anvil guild. In the southernmost part of the first level of the caves. but you get the gist. Your journal should update at this point. Enter Swampy Cave and start killing trolls. the dead villager won't spawn . Lead her there. There are three to four wisps clustered outside the entrance to Swampy Cave. your contact is Drarana Thelis. your journal suggests that explains the strange lights. You need a couple of things to fight wisps: a silver. you'll find the bodies of the missing villagers*. Azura's Shrine or the Lake Arrius Caverns (Dagon Shrine from the main story) are the closest quest-related Fast Travel points. It's a simple kidnapping. Try to deal with them at a distance. who then headed east. who has another assignment for you. When the wisps are dead.Azzan doesn't have any more work for you. as the ogres sometimes clump up around the orc and make it difficult to pick them off (and you definitely don't want to use an explosive spell on them when they're near the target of your quest). Then use bow or spell to attract one to you and kill it. gro-Khash refers you to Lord Rugdumph. This can be a bit tricky. If you've already been through here. Your Detect Life spell will now come in handy for finding all the trolls. Swampy Cave is a short distance to the southeast. [FG15] <~~~~~~ THE NOBLE'S DAUGHTER ~~~~~~> This is the first of two quests gro-Khash has for you. Rinse-and-repeat for the other two. up close they have a Drain Health ability that basically ignores your armor. Follow your quest marker almost due east of the estate to find the young lady and her three ogreish "protectors". and a Detect Life spell (or enchanted equipment). There are a lot of trolls spread over two levels. you're about to. Then return to gro-Khash. If you have finished gro-Khash's quests. Lord Rugdumph doesn't have great command of English (or Imperial or whatever it is that they speak in Cyrodiil). Some villagers sent to investigate have not returned. If you haven't encountered will-o-the-wisps before. get more entertainment from Rugdumph's language lessons and his special sword. daedric or enchanted weapon (or spells). Talk to the orc woman and she'll agree to follow you back to her home. His daughter was kidnapped by ogres. She tells of strange lights near Swampy Cave. and they're the last he will give you. [FG16] <~~~~~~ MYSTERY AT HARLUN'S WATCH ~~~~~~> People are disappearing from Harlun's Watch and gro-Khash wants you to find out why. Harlun's Watch is just south of Cheydinhal. but not the missing townsfolk. Wisps like to go invisible and you don't want them sneaking up on you and draining your health. Spell Absorption or Reflection wouldn't hurt. Literally. Approach in Stealth mode and wait until the ogres are spread out. You'll have to kill them all to complete this quest. Azzan tells you Oreyn is looking for you. his estate is a fair walk north-northeast of Cheydinhal. * There's a bug in the game caused by clearing out Swampy Cave before you get this quest.

isn't it? For starters. He wants you to join the Blackwood Company and find out what they're up to. Don't go in until you've killed everyone else. then gro-Khash tells you to talk to Azzan. to try to force a single foe out of his cozy cavern he's sharing with his buddies and into the tunnels where you can dispatch him. But. Once he's spilled Ri'Zakar's name. Ajum Kagin. he wants you to capture one of the Blackwood leaders. He thinks the Blackwood Company is a bunch bad guys (no kidding!) and he's determined to bring them down. Fast Travel to Leyawiin and find the Company's main HQ right across the street from the Fighters Guild. just don't kill Kagin. Kagin is in the far room of the cavern. You'll need it over 90 to get all the information he has to offer. Now is actually a good time to work on your Sneak skill.and the quest won't advance. from his headquarters in Glademist Cave. Confront him and he'll meekly surrender and follow you to Oreyn's house. Oreyn is satisfied. That means bow attacks while in Sneak mode. but wants more. 2) Use your fists to beat on Kagin until he talks. return to Thelis in Harlun's Watch with the bad news. (Unless you haven't finished "The Stone of St. basically. Kagin has six to seven Blackwood Company fighters holed up in there with him. Talk to Jeetum-Zee and he'll take you right in. The cave is east of the city. Oreyn orders you to conduct the interrogation. not far. behind a wood door. Either method works. You can fix this by downloading the v1. Then see gro-Khash for your payment and word that Oreyn wants to see you. [FG18] <~~~~~~ INFILTRATION ~~~~~~> Joining the Company is easy. he kills himself rather than reveal the recipe for the Company's secret sauce. This little cave is rather overflowing with bad guys (other than Kagin. . they don't want to talk) and you'll want to work as hard as you can to separate them. as.1 patch. even though he has lots of time on his hands. and it's very small. You have two choices: 1) Use the Persuasion mini-game and/or Charm spells to raise Kagin's Disposition.) [FG17] <~~~~~~ INFORMATION GATHERING ~~~~~~> You'll find Modryn Oreyn in his house. Nice of him to think of you. Alessia". he has nothing better to do these days than sit and chew his nails over his dismissal from the Guild. he wants you to do the bringing down. Once the trolls are all dead (your journal should update again). He'll eventually give you the number of Blackwood Company recruits (100) and the name of the leader (Ri'Zakar).

Zee takes you down to the Training Room and briefs you and three other recruits on a goblin hunting mission. . So should you. Kill them and you'll pass out. You haven't met Ri'Zakar yet. and the narcotic produced from its sap is illegal in Cyrodiil. you're ordered to check the houses. The goblins are strangely After the goblins outside are dead. Explain the Hist tree. he's going to wish you never did. Rather than smuggle the sap in. and your into them immediately. after the scene with the elder Amelion. you're not ready to lay some smack down on the Blackwood Company. the Argonian homeland. Take the key to the basement from him. He tells you to get to Leyawiin and take out the Hist tree. including the lovely Biene Amelion. Activate each large machine to destroy them. There you find a truly tragic scene. Make them regret ever leaving Black Marsh. you discover the source of the Company's wild successes: sap from the Hist tree.. enter the Blackwood Company HQ and express your displeasure to the three to four fighters on the ground floor. to drink some Hist along with the other three recruits. and four dead people. there's something wrong with you. Oreyn knows just how you're feeling. From his corpse you get the key to Ri'Zakar's room on the third floor. [FG19] <~~~~~~ THE HIST ~~~~~~> If. Marcel. you'll find four more passive. they attack on sight. find the body named Ja'Fazir and get the key to Jeetum-Zee's room. Go upstairs to Jeetum-Zee's room and explain what the pointy thing on the end of your sword is for. With the pipes in your inventory. There are also two Argonian mages. You know. He says he'll look into it and sends you to Water's Edge to check on its inhabitants. weak goblins inside the various houses. Find the basement door on the first floor and enter. recently released after Biene paid his debt. There's a huge tree growing in the center of the room with complex machinery on either side of it. the Company has figured out how to keep a Hist tree alive in this very building. Sure enough. (Don't try any sweet-talking. find two loose pipes laying on the floor and pick them up. that's just collateral damage. During the conversations. This tree normally only grows in the swamps of Black Marsh.. All you can do is return to Oreyn. Fast Travel to Leyawiin. You wake up in Oreyn's house in Chorrol. Travel to Water's Edge (you may remember this hamlet There are several goblins roaming around. but you can't confess. so they've got plenty of sap for everyone.) When you're finished pounding on them. Seven dead sheep. Standing over the carnage is Biene's father. You were found in the streets of Leyawiin by Guild members and brought to him. You have no choice but You automatically Fast from a previous task).well. If some Company fighters go down with it.Must be a lot of defectors from the Guild. Fortunately. brother Blackwoods lay passive and very weak. He wonders who could have done this. Once they're dead.

Maglir shows up. 2) Focus on drumming up business. If you suspect you might get a little out of control. attack or kill other members of the guild. you'll get more items. The first time you are expelled. you get a stipend placed in the guild master's chest in your office in the Chorrol guild hall.) The Fighters Guild operates on a three-strikes and you're out policy. If you commit a third offense against a guild member. Oreyn initially complains about missing out on retirement. (Non-members are fair game. you can earn your way back in. must bring Donton 20 minotaur horns. The third time. but then decides you need someone to look after you. While initially ticked you and Oreyn have been working behind her back. she ultimately decides the real problem is herself. She's getting too old and too shell-shocked to lead a guild of fighters. If the focus is on contracts. If you instruct Oreyn to concentrate on recruitment. Balancing the two will balance your monthly reward. The first two times you commit a crime against a guild member. are leveled creatures that only appear The best policy is to avoid committing crimes against fellow guild members. You get to collect loot without doing any of the work. 3) Focus on both equally. Take your boots off and relax a bit. must bring 20 bear pelts back to Vilena The second time you are expelled. you are not permitted to steal from. you're out for good. Once each calendar month.The Hist tree goes up in flames and you can start breathing again. It will contain a mixture of gold and magic items. It's OK. she hands the reins over to you and recommends you appoint Oreyn your second-in-command. you Donton in Chorrol to be re-instated. So. [MG00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAGES GUILD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ . who sends you on to Vilena Donton to explain everything. you Neither are particularly easy tasks. you're out for good. you get more gold. [FG20] <~~~~~~ EXPELLED FROM THE FIGHTERS GUILD ~~~~~~> Like the other guilds. You get to kill him now. On your way out. you can give Oreyn new orders from a list of three: 1) Focus on getting new recruits. especially since bears and minotaurs when you're at the right level. stockpile bear pelts and minotaur horns as you find them. Return to Oreyn. On the first of each month. It's good to be the boss.

Then return to Carahil for her recommendation. They are: * * * * * * * Anvil: Carahil Bravil: Kud-Ei Bruma: Jeanne Frasoric Cheydinhal: Falcar Chorrol: Teekeeus Leyawiin: Dagail Skingrad: Adrienne Berene Once you've joined. you don't even really need to do anything except step back and let the other two battlemages take over. She's the rogue and she is easily dispatched. nor even particularly proficient with magic. You only need to rest in the bed 1 hour (you can rest overnight if you wish). They'll say they can't possibly give you a recommendation unless you do something for them first. while it initially sounds exciting. you can enchant items and make your own spells. just north of Anvil. and Jurard will come up to your room soon after you enter and explain the plan. Ask each guild leader about a recommendation. loot Caminalda's body for the key to her room at the Inn. then travel east along the road. Joining the Mages Guild is simple: make sure you have no outstanding bounty. You've been down this road before. You'll soon be waylaid by Caminalda. Agree to undertake the tasks they ask of you and you'll get their recommendations. Once you are an Apprentice. at least to the point where you get access to Arcane University (after completing the Recommendations). After. She tells you to take a room. [MG01] <~~~~~~ ANVIL RECOMMENDATION ~~~~~~> This quest. you are considered an Associate and you receive a key that opens the various locked doors in the guild halls and you can pick up equipment freely in the guild storerooms. . Be sure to follow through all Carahil's conversation options to get some Frost Shell scrolls. You are to rest. You'll be followed by Jurard and another battlemage.The Mages Guild quests should be considered a necessity for any character. In fact. Most of the quests are "solved" by combat. Do so. Uh huh. you must get a recommendation from each local guild leader. then head out to the road and walk east. When the rogue mage hits you. You are sent to the Brina Cross Inn. Talk to Carahil at the Anvil Guild. is quite yawn-worthy. which any character can be adept at. both highly useful activities. Note also that completing the Mages Guild quests does not require you to be a mage. Before you can advance in rank and access the Arcane University in Imperial City. Go to the Inn and speak to Arielle Jurard. She wants you to bait a trap for a rogue mage that's been murdering merchants traveling the Gold Coast. they'll move in and take him out. who may have spoken to you at the Inn. which contains a bit of loot. then speak to the leader in one of the seven local guild halls.

who lives in Imperial City.. Now. Speak to Arenim's wife. He offers to sell it to you for 200 gold. if you're opposed to being out-of-pocket on this mission. Kud-Ei. You can pay the price and finish this business. [MG03] <~~~~~~ BRUMA RECOMMENDATION ~~~~~~> This may just be the easiest and shortest quest in the entire game. Talk to Jeanne Frasoric.Don't you love it when a plan comes together? [MG02] <~~~~~~ BRAVIL RECOMMENDATION ~~~~~~> No combat required for this task. Go back to Kud-Ei and get another supply of Beguile scrolls.) Return the staff to Kud-Ei. Raise his Disposition to 70 and he'll make a deal: you steal Jeanne's copy of the Manual of Spellcraft and he'll "find" J'skar. He reveals the whole disappearance is a prank. 30 points for 30 seconds). (If you don't want to use up a scroll. Once you've persuaded him. who is suitably grateful. if you have a Detect Life spell. Kud-Ei gives you a Beguile scroll (Charm. J'skar. If it suddenly changes to a crown (plot NPC) icon over thin air.. guild leader. with Persuasion or spell). You need to get his Disposition to 65 to find out the fate of the staff. which will be marked for you on your local map. wants you to speak to Varon Vamori about a staff he stole from one of Kud-Ei's "girls". Finally. unlock her desk (with spell or lockpick) and grab her book. head of the Bravil Guild. Erissare. the key is upstairs in Soris' desk. especially since Volanaro will teach you an Unlock spell. Break in. You can do this with the Persuasion mini-game and/or bribes or use the Beguile scroll. . has gone missing. She teaches you a mild Charm spell (Captivate) and promises her recommendation to the Guild. Jeanne's room is the only room on the upper floor of the guild. and she'll tell you where Arenim keeps the staff and where he keeps the key to the chest containing the staff. To help matters. if you don't have a Dispel handy. Getting the book is easy. the chest with the staff is in the cellar. Talk to Vamori. You must get Arenim's Disposition up to 70 to get any information about the staff. Lovely. Vamori reveals he stole the staff in a fit of anger and sold it to one Soris Arenim. you've found your Dispel target. Travel to the Talos Plaza District and find Arenim's house (marked on your map). Head to Vamori's house. or. to learn one of her mages. just lots of running around and a fair bit of gold from your pocket (or a bit of theft). If you don't have Detect Life. talk to guild member Volanaro. cast it and walk around (including down in the basement living quarters) and you should find an invisible humanoid. you may still be able to find J'skar by wandering around and pointing your crosshair target at random places. Cast a Dispel to reveal J'skar and return to Jeanne for your recommendation. Get her Dispostion to 65 (again.

Return to Volanaro. He makes some mention of sending someone else after it and not getting it back. depending on how you handle the first part. Wait ahead to the appropriate time. The ring is a Ring of Burden and increases your encumbrance by 150 points. Even if this is your first recommendation quest. leader of the Cheydinhal guild. Deetsan's warning is well-taken. She is concerned over Falcar's "prank tasks" given to new Associates. Return to the guild. [MG04] <~~~~~~ CHEYDINHAL RECOMMENDATION ~~~~~~> Falcar. and he'll agree to meet you at 10pm in the living quarters. Wait ahead until Falcar goes back to his quarters. who is dismayed with your find. *NOTE* Some people have experienced a glitch where the quest does not update and the ring disappears so this quest becomes impossible to complete. The safest way to do the quest is to get rid of your gear and actually bring the ring to Deetsan. He now wants you to go get the ring. and warns you to be careful. As soon as you have that quest update. There's a part 2 of that quest. wait until you get the quest update saying you should return the ring to Falcar. you can easily find Vidkun's body and take the ring off him. 2) Once you have the ring. So how do you get your recommendation? Deetsan tells you to search Falcar's quarters for the letter of recommendation. The quest has continued and you don't need to actually hand over the ring. but you will find two black soul gems. then talk to Deetsan. Take them to Deetsan. Deetsan's spell only reduces encumbrance by 5 points. Then she hands over the key and teaches you a combination water-breathing and feather (reduced encumbrance) spell. Deetsan rashly confronted Falcar over the disappearance of the previous Associate and he had a fit and has taken off for parts unknown. Bit of a discrepancy there. Fingers of the Mountain [MG05-A] . you have access to the bedroom and chests upstairs. Deetsan won't give you the key until she's had a talk with you. He sends you to Deetsan for a key to the well. You won't find a letter. meet Volanaro in the basement and he'll Dispel J'skar's invisibility. You have two options: 1) Divest yourself of at least 150 pounds of gear. [MG05] <~~~~~~ CHORROL RECOMMENDATION ~~~~~~> The Chorrol recommendation only comes with your completion of the Fingers of the Mountain quest. You can then safely carry out the ring. you get 150 pounds added to your encumbrance--you don't have to equip the ring to suffer the effects. As soon as you do. drop the ring. and promises to send your recommendation herself. and she won't talk while Falcar is around. so put all your gear into a chest. Once you enter the well. has dropped a ring down the well behind the guild.

since it costs a lot of Magicka. If you don't rely much on spells. and the power is much higher. Welkynd stones are all over the place in Ayleid ruins. and Teekeeus wants you to find out why so she can be sent on her way. she wants a book. There are no specific enemies to fight. Two things to note about this spell: 1) Its power is keyed to your level. head of the Chorrol guild. go to the other participant and reveal what you've done. You now have two choices: 1) Take the book to Teekeeus. a very powerful spell. He accepts. Journey (by foot or horse) to Cloud Top.+---------------------------------Teekeeus. you must visit Cloud Top and cast a Shock spell on the central. She isn't interested in Teekeeus. Fingers of the Mountain. Follow your objective marker to Earana. which has been marked for you and is north-northwest of Chorrol. She promises a vague reward if you bring her the book. You'll get the recommendation (from Teekeeus) or the spell instructions (from Earana) and still have the other "reward" from the previous "owner" of the book. 2) Take the book to Earana. the spell is only useful to dedicated mages. Earana keeps the book in her room at the Grey Mare Inn. She is loitering about town. do both--get the recommendation from Teekeeus and the spell from Earana. actually. Once you've stolen the book. She says she must study it for a day. return it to the other party. that can be found at a ruin called Cloud Top. This opens Part II: you are asked to steal the book back. If you learn the spell at level 2. Fingers of the Mountain. (See list below. broken column and have a welkynd stone in your inventory. If you don't have one. Learn the spell at a higher level. After finishing part 1 of this quest. Learning the Spell +-------------------The true reward for this quest is Finger of the Mountain. It's all good. See "Learning the Spell" below for the full instructions. Part II [MG05-B] +------------------------------------------You can. Retrieve it for him and the recommendation is yours. . don't bother learning this one. you can get some from a small ruin just northeast of the Chorrol north gate. 2) At higher levels. Return to her the following day and she'll give you instructions on how to obtain a powerful spell. To learn Finger of the Mountain.) PC users can learn the low-level spell and have it automatically leveled up using a mod. Relay this to Teekeeus and he lets you know he would like the book as well. though you will encounter the normal range of wild animals on your path. The book is conveniently located on a charred corpse lying at the base of a broken column. and the recommendation is yours. you get a low-level spell. Teekeeus keeps the book in a locked chest in his quarters. with thanks. has bad relations with former colleague Earana.

The shock damage done to you and the power of the spell is keyed to your level: +-----------------------------------------------------------------------+ Finger of the Mountain (Destruction magic) Min PC level Dmg to PC Shock Dmg Area Magicka* Skill level --------------+-----------+-----------+------+-----------+------------1 15 6 5 11 Novice --------------+-----------+-----------+------+-----------+------------5 40 20 5 54 Journeyman --------------+-----------+-----------+------+-----------+------------10 60 40 5 131 Expert --------------+-----------+-----------+------+-----------+------------15 120 90 5 371 Master --------------+-----------+-----------+------+-----------+------------20 210 140 5 653 Master --------------+-----------+-----------+------+-----------+------------25 210 200 10 1547 Master +-----------------------------------------------------------------------+ * Actual Magicka cost will be adjusted based on your skill level in Destruction. Once they are down and you've retrieved his amulet. . where you'll find Fort Blueblood now showing southeast of Leyawiin. Dagail. The first large room you come to has two floor traps in the center. you'll be confronted by Kalthar. she'll point you to Agata. you're not going to let him have. you may finish off two or three with the traps. of course. She'll tell to you go back to Dagail. He wants the amulet. Return to Cloud Top. Careful jumping around the corners will get you past the traps into a room full of welkynd stones. Speak to Agata to learn about the stone Dagail used to have that allows her to focus her visions. among her ramblings. He'll give you an earful and then some. His coffin is protected by leveled creatures. Return to Agata and discuss Kalthar with her. restore yourself to full health and cast your Shock spell on the central column. If you draw the bandits over them. Speak to Dagail again and listen intently to her riddles. Your journal will now point you to Fort Blueblood.) Make sure you have a spell or scroll that does shock damage (any magnitude) and a welkynd stone. You'll get hit by lightning in return and learn Finger of the Mountain. Speak to her. which. and.It's called Hrotanda Vale. Return to Dagail in Leyawiin for the recommendation. (You can finish off the rest of the ruin. Kalthar's a conjurer. This gives you access to the crypt where Dagail's father lies. and it is a two-level. After killing the marauder warlord. make sure you loot his body for the Fort Blueblood key. Or not. Refer to your map. [MG06] <~~~~~~ LEYAWIIN RECOMMENDATION ~~~~~~> The head of the Leyawiin Mages Guild. bandit-infested ruin. so ignore his buddy if he summons one and concentrate on taking him out. or not. Find Kalthar and ask him about the Seer's Stone. Hoof it over there and fight your way through a bunch of marauders in a two level dungeon. All you really need is one stone. is somewhat incoherent.

again to get the key to the grove from her body. You can jump down from the grove into Lake Rumare and swim across to Arcane University. who should be wandering around the guild. Druja can pinpoint Bleak Flats Cave on your map and mentions it was Berene that recommended the cave to Erthor. Vassinus says Erthor moved into Bleak Flats Cave and hasn't been seen in a long time. you'll have to put up with all three hitting you at once. Fireball. To reach the grove. she'll order you point-blank to go to the cave and bring Erthor back. Polus is appalled at the necromancer attack on the grove.[MG07] <~~~~~~ SKINGRAD RECOMMENDATION ~~~~~~> Adrienne Berene wants some notes from Erthor. There are also some necromancers in the cave. You can simply tell him to return to the Skingrad guild hall on his own. (Yay! Fire!) Bleak Flats Cave now appears on your map. Remember to take out the summoner and don't waste time on the summons. Letting Erthor follow you is not required. Near the end of the cave is the body of the second grove guardian. which is east of Imperial City. you must go through the cave. (You knew this wasn't going to be simple. Polus sends you to a grove near Wellspring Cave. Necromancers like to summon things. so walk on over. get your wood from the chest in the center of the grove. you have to collect the proper wood for your staff. another mage wandering around the guild. and wants you to track him down. you are taught a new spell. (Yay! Zombies! In a cave! With fire!) Fight your way through them. are three necromancers. You'll be sent to Raminus Polus at Arcane University just outside Imperial City. make sure you use items and potions with damage resistance (especially against fire and shock). He sends you along . Travel there and enter the lobby of the University during normal hours to meet Polus. Outside. right?) Make sure you Activate the body twice--once to update your journal. talk to Berene to get your recommendation. Find Druja. until you find Erthor. [MG08] <~~~~~~ A MAGES STAFF ~~~~~~> After completing the seven recommendation quests. She has no idea where Erthor is. Erthor will be pleased with the rescue and ask that you lead him out of the cave. Talk to Sulinus Vassinus. You'll be promoted to Apprentice and given a new task: create a mages staff. in the grove. talk to any guild leader about your recommendation. try to ignore the summoned creatures and take out the summoner (which also dispels the summons). After returning to the Mages Guild. You can't Fast Travel there. There's a shortcut out of Erthor's "room" to the northwest. In the first area of the cave you'll find the body of one of the grove's guardians. There's no way to take them on one-by-one. making sure you wipe them all out. First. To aid you. Talk to Berene again. a mage Adrienne ran out of the guild. (Yay! Caves!) Vassinus has no idea where Bleak Flats Cave is. If you're having trouble with them. north-northwest of Skingrad. Pull the lever to move the rock. When the necromancers are dead. Inside are quite a number of deranged zombies.

He apologizes. then . Jarol is supervising an archaeological study of an Ayleid ruin and they've hit a snag. Vahtacen is located south-southeast of Cheydinhal. You find out you were sent to spy on Hassildor. Then he chews you out for being a gullible fool. You can do this the hard way by entering the large room and looking at the inscriptions on the walls. Then ask about Tasks for a new mission. then head out the west gate and down the road. He sends you to investigate. Return to Polus and ask about Advancement. But it's not like the game gives you any other choice. Paralyze or Silence * Mysticism: Dispel. She sends you down to Denel. During the ruckus. [MG09] <~~~~~~ ULTERIOR MOTIVES ~~~~~~> Polus sends you on a borrowed a book. who explains the problem. This can't end well. steward. castle brusque and won't bother the count until the following Return the next day. The upper level of this ruin is unoccupied except for a couple of Mages Guild workers: Skaleel and Denel. Endeavor to make sure Hosidus and friends feel worse about the meeting than you. but he turned the situation around and used you as bait to draw out Hosidus and his allies. Count Hassildor will show up and take a personal interest in "retiring" Hosidus--and his pals. you are now a Journeyman in the Guild. and can't see the count. He sends you to Skaleel for a book. who hangs out in the Arch-Mages Council Chamber (use the portal in the Lobby). Telekinesis or Soul Trap Wait until the next day and collect your staff from the cupboard in the back of the room. Frost or Shock damage * Illusion: Charm. They've got a wall blocking their way further into the ruin and they can't figure out how to open it. Hosidus sets up a meeting between you and the count on the road west of town after 2am that night. Count Hassildor in Skingrad the Guild wants it back. [MG10] <~~~~~~ VAHTACEN'S SECRET ~~~~~~> Polus sends you to help Irlav Jarol. you're not getting off easy). Well. Travel to Castle Skingrad. who will make a staff of your Delmar in the Chironasium. Yeah. Travel back to Arcane University and do some chewing out of your own on Polus. and then choose one of three powers from that school: * Destruction: Fire. Make sure you're kitted out for battle first (yeah. simple step-n-fetch mission. Mercator is day. if you haven't figured that out yourself) and promotes you to Evoker. fully explains the count's condition (he's a vampire. just past the first farm on the left. You get a leveled amulet with a Spell Absorption enchantment and a new task. Wait until the appropriate time. You and everyone refers you to Mercator Hosidus. Then return to Denel and ask about translating the runes. Skaleel is disgruntled and doesn't want to help. Hosidus and a couple of necromancers are waiting for you. You can pick from three schools.

the resident astronomer. you'll be able to kill a necromancer and get a recipe for black soul gems from his body. Use the stairs on the south side of the room to get up to the switch that raises steps to the central platform. Use the "Black Soul Gems" topic to get Tar-Meena to talk. Fort Linchal and Wendelbek. not on self). 2) If you arrive during the day and don't want to wait. There's no immediate way up onto the platform. damage Magicka and fortify Magicka. Return to Polus with this information. Talk to Tar-Meena again. you can find scrolls in the chest behind Denel. enter Dark Fissure. revealing a staircase leading down. depending on your level) until you reach a large room with a platform in the middle. [MG11] <~~~~~~ NECROMANCER'S MOON ~~~~~~> Polus now gives you another promotion and a new task: talk to archivist TarMeena about necromancy. Return to Polus. It's up to you to go down and explore Vahtacen's depths. and you never actually need to go inside. You need four spells (scrolls or staffs will work): fire damage. then return to Jarol at Arcane University for your reward. Show the relic to Skaleel. who will be delighted. When you do. They're pretty stupid and won't use the stairs to come get you. Or. Once they're dead. you can take a shortcut back to the upper levels of the ruin by using the northern-most exit from this room. This cave is near Cheydinhal. On top of the platform is a cover that is raised with a nearby switch. You'll get a new journal entry and can return to Polus with what you've seen. Speaking to Denel or Skaleel will only confirm this for you. you can just go ahead and open the wall. frost. three zombies are released into the room. so you can stand on the edge of the platform and snipe them. not drain or absorb) and fortify Magicka (must be useable on a target. Or you can jump down and try to take them all on at once.helps you translate the writing. Don't push the switch until you're ready for battle. frost damage. Wait until nightfall and watch as a necromancer comes out and turns normal soul gems into black soul gems. Fort Istirius. It's lying on a table there in the library. You'll fight your way through a lot of ghosts (or wraiths. You can finish this quest in two ways: 1) When you find the cave. you'll see an altar out front. Open the cover and take the relic underneath. who refers you to Bothiel. who points out a reference to "Shade of the Revenant". Polus decides to send you to Dark Fissure. In the very first room. which is a place he recognizes. She tells you to read a book called "Necromancer's Moon". Bothiel recalls Falcar (he of the Ring of Burden "prank") once asking about the Shade of the Revenant. He dropped a note when he left and she kept it. The walls will open. . If you don't have these spells. Walk up to the large column in the center of the room and cast your spells in this order: fire. The note mentions four sites: The Dark Fissure. damage Magicka (must be damage.

where the vampires are. When you arrive. When it's all done. who. who reports the necromancers wiped out the rest of the team. who increases your rank to Warlock. southeast of Imperial City. he thinks he and you are enough to take out this nest of vipers. Polus promotes you to Magician and sends you to Arch-Mage Traven. Beyond is the informant. who will pack up and leave town now that all the vamps are dead. Along the north wall is a secret door. Bring some popcorn. if given a chance. Let him rush down the stairs and be killed by the trap at the bottom. Eridor. in technical terms). Better him than you. Also to the left of the secret room entrance is a shortcut back to the exit from the ruins. You'll meet one of the battlemages. you're going to find that out soon anyway. then follow them to watch the fun. so advance slowly and try to pick them off one-by-one. His first task for you is to bring in an informant who has been working with the necromancers. There are at least three ways to handle this little task: 1) Find the vampire hunters (they have rooms at the Two Sisters Lodge and also eat lunch there). There are several necromancers in this room. he lets you know there's a little task--or two--he wants you to perform before he divulges his knowledge. [MG12] <~~~~~~ LIBERATION OR APPREHENSION? ~~~~~~> You'll find Traven either in the Council chambers or in his room (use the portal in the Council chambers). and have gone through Hal-Liurz to see the Count. mostly filled with water. This is basically just one big room. 2) Go wipe out the vampires yourself. Make sure you take at least one sample . but. Return to Traven to complete the quest. He has important information for the Guild. Hassildor wants them wiped out as they are little better than beasts. will talk and reveal the fate of the informant. Kill him and your journal updates. and has requested that you personally come to collect. Traven fears a team of battlemages may mistake the informant for a real necromancer and kill him. right? Jump around the corners of the trap and fight your way south to the entrance to the second level of the ruins. opened with a switch that's in an alcove to the left. either mop up the rest of the vampires or congratulate the surviving hunters. you're sent back to him. Hassildor doesn't want them poking too much into his own nocturnal activities. [MG13] <~~~~~~ INFORMATION AT A PRICE ~~~~~~> Having dealt with Count Hassildor in Skingrad once. First on the list are a group of uncultured vampires who have taken over Bloodcrust cave just outside the castle. then talk to Polus.In neither instance is it necessary to clear out the caves. now a zombie (Worm Thrall. Tell the leader. Second are the vampire hunters who have come to town to kill these vampires. Despite that. Travel down there and enter the ruins. You are sent to Nenyond Twyll. though you can do so if you wish. There's one.

then go down the right-hand set of stairs to the living quarters. you can go up the stairs to Jeanne's room. If you can keep them bottled up in the doorway. Your only chance is to immediately scuttle into the room to your right and try to take them out as they come through the door. J'skar appears out of nowhere. shock and frost damage in one handy explosion. Either go quest somewhere else for a while or Wait two days and try him again. When you leave the living quarters. When you do. and tell him the vampires are all dead. Regardless. The Bruma Mages Guild is on fire and filled with the dead bodies of its members and lots of leveled undead. Eridor. (Dust from other vamps won't work. He has a terrifying eye-witness account of the attack. 3) Kill the vampires and the vampire hunters. You'll have to kill off the creatures on the main floor.) Go find the hunters at the Two Sisters Lodge and speak to their leader. There are from four to six creatures in this confined area and they will all hit you at once--one as soon as you come through the door. And rightly so. doesn't care if you kill them. This is where things get hairy. Follow him and report in to Traven. because Traven and his cronies need time to digest the new information. [MG15] <~~~~~~ THE BLOODWORM HELM ~~~~~~> You'll need to go play with your new spell for a couple of days. [MG14] <~~~~~~ A PLOT REVEALED ~~~~~~> Traven is upset by the information you bring him. Jeanne hasn't reported in several days and Traven is worried. The other two council members. and says he and the council need some time to sort things out. and then heads for Arcane University for safety.of "Vampire Dust" from one of these vampires. Traven sends you to Bruma. When you return. Overall. The latter is risky as it is murder and the count has told you he can't protect you. Show him the dust sample as proof. Go see Polus for another advancement. return to Hassildor and get his information and then take that to Traven. He used his invisibility to hide and escaped destruction. only one or two can hit you at a time. Irlav Jarol and Caranya. personally. which is keyed to your level and provides fire. he can't intervene if you're caught. She's not talkative. . the first option is by far the easiest. to Wizard. and the spell Wizard's Fury. he gives dismaying news. The news of the King of Worms' return has blown up the council. Though he. While they try to sort things out. The hunters will take off for other parts. where you'll find the necromancer in charge of this expedition. so take her out fast. have stolen some powerful artifacts and taken off with them. You may even get lucky and the hunters will prevail and you won't have to lift a finger. You can't get another quest from him until a couple of days have passed.

so Fast Travel there and head out to the Fort. buy a Paralyze or Burden spell or scroll. so note the positions of all these future enemies. [MG16] <~~~~~~ THE NECROMANCER'S AMULET ~~~~~~> Caranya has made off to Fort Ontus. Retrieve the Bloodworm Helm from Jarol's corpse and return it to Traven. do the same. When Thalfin suddenly casts a spell and runs out. talk to Polus again for promotion to Master Wizard. power or weapon enchantment to stop him in his tracks. When you reach Falcar. Either way. He's going to make a break for the ruin and you want to stop him. use it to help retrieve the Necromancer's Amulet. Before leaving. Travel to Silorn. and meet up with the leader of the team. . which is in-between Chorrol and Kvatch in the Colovian highlands. Jarol has stolen the Bloodworm Helm and gone to Fort Teleman. You'll have to fight your way through two levels of necromancers and daedra (even if you finished the main story. A group of battlemages has been sent to the Ayleid ruin of Silorn to intercept a unique black soul gem. You're now Polus' equal in rank. After Caranya reveals herself to be a traitor to the cause. you won't get out without a fight. Take the Colossal Black Soul Gem from Falcar's body. Falcar. Your target is your old nemesis. if you don't have one. You want to station Thalfin and Iver closer to the action and Merete further away. [MG17] <~~~~~~ AMBUSH ~~~~~~> After returning both the Bloodworm Helm and Necromancer's Amulet to Traven.*NOTE* You can do these two quests in any order. then do the same with the others. Traven now wants you to help take the battle to the enemy. then you'll have to follow him into Silorn. A direct assault didn't work because the entrance to Silorn is blocked with an enchantment. Of course. both of which cover about the same distance. Thalfin. Teleman is northeast of Leyawiin. At the bottom of the second level is Jarol's body. so there's no fighting as you work your way down to the second level and a meeting with Caranya. so they've decided to set up an ambush. The team lost one member in the assault. Return to Traven. The mages in here are initially peaceful. There are two ways back out. there will still be daedra in here). then finish him off. southeast of Skingrad. You can then turn and help your team get rid of Falcar's supporting staff. kill her and take the amulet. Talk to her about abilities and positioning. or. Have fun. Use your paralyzing or burdening spell. Your final task in the Mages Guild awaits. If you just can't get to Falcar fast enough. kill him and take the special gem. Join Thalfin and Iver behind a column on the road leading out from the ruin and wait. Silorn is three levels full of necromancers and undead. you're going to have to wade through several necromancers and their summons.

hit him hard. King of Worms. Traven kills himself. which is west of Cloud Ruler Temple. 20 daedra hearts These prices apply regardless of whether it is your first or second offense. Mannimarco is a bit overconfident. Once he's dead. Keep him off-balance and staggered and the fight should be easy. (The chest gets cleared out after a week. 24 hours later. Earning your way back into the guild depends on the type of crime. you could be in trouble. 20 mandrake root Assault: 20 dragon's tongue. If you let him get off a few spells. so come back for your stuff before then. Walk up to him during his speech and hit him. Theft: 20 nightshade. After the third crime. When you reach the bottom. 20 redwort flowers Murder: 20 vampire dust.[MG18] <~~~~~~ CONFRONT THE KING ~~~~~~> Time to put an end to the King of Worms. At the door. [TG00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ . Congratulations! You are the new Arch-Mage of the Mages Guild. cast his Enthrall spell and then realize it doesn't work. Don't give Mannimarco time to finish his conversation. you'll be confronted by Bolor Savel... putting his soul in the Colossal Black Soul Gem you just took from Falcar. who will reinstate you into the guild. you'll find lots of that particular ingredient. however. Put an ingredient in there and.) You can also pick any Apprentice on the grounds and take him or her along with you on adventures. The top two levels of the cave are standard necromancer-infested lairs. You must bring two types of alchemical ingredients to Raminus Polus. [MG19] <~~~~~~ MAGES GUILD SUSPENSION ~~~~~~> The Mages Guild frowns on members who commit crimes against other members. Seems he intends to turn you into a Worm Thrall. there are no more formal quests for the mages guild. You've seen a lot of these by now. You get two opportunities to earn your way back into the guild. take his key and enter the cave. then return to Arcane University. There's an enchanted chest in your room. There are still necromancers lying around (refer to Falcar's note from the "Necromancer's Moon" quest for their locations). Introduce him to the folly of guarding a door from you. Take the gem and journey to Echo Cavern. loot the place. Primarily what this means is free alchemy ingredients. who gleefully informs you he has the only key for the door. you are banned for good. Fortunately for you. but. the special black soul gem prevents that from working. you've found Mannimarco.

The two of you will be joined by a wood elf. there are various workarounds.) Get your Sneak skill past 50 so you don't have to go barefoot all the time. during the night. Then ask about the Gray Fox. which is an unbreakable lockpick with a +40 Security boost enchantment. you'll be required to "obtain" or "retrieve" various items. on the eastern edge of the slums. When everyone's there. Approach a beggar and Persuade or Charm him or her to a Disposition past 70. Amusei. The . so he proposes a test.THIEVES GUILD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ The Thieves Guild provides a welcome respite from the typical step-n-fetch quests that predominate the main story and the Fighters and Mages Guild quest lines. with a walled garden behind it. There's one house. You've got to be a lot more sneaky. You can supplement Sneaking with Invisibility spells. That's the Garden of Dareloth. but you still need a decent Sneak so you aren't heard and to allow you to pickpocket various targets. Prior to that. (PC users can press 'Q' to turn on auto-movement. wait around until you are approached by Myvryna Arano and given a message. There are no dungeon crawls and almost no combat until you get near the end of the story. and get the Skeleton Key. Say you want to work with him. better preparation and some serious Sneak and Security skills. * Security is difficult to level up. You can Fast Travel there or go out through the door in the Temple district. No lock can stand against you. [TG01] <~~~~~~ MAY THE BEST THIEF WIN ~~~~~~> Wait until midnight and Armond Christophe will appear. you can level up your Alteration skill (keep casting Feather on yourself. and Sneak-running into the wall. Christophe says there's never been this many new recruits at once. If you can't pick locks or Sneak effectively. talk to Christophe and ask about joining the Guild. over and over) and buy some high-powered Open Lock spells. perform Nocturnal's quest. When you're ready to join. The message says to go at midnight to the Garden of Dareloth in the Waterfront district. Methredhel and an Argonian. past the docks and through the large wall to the dockworker slums. In short. you'll need to buff up on those skills prior to joining the Guild. Head south. go to Imperial City. This gives you a couple of new topics. You'll be told to go at midnight to the Garden of Dareloth in the Waterfront district. *without* killing anyone! Can you believe it? These quests require a bit more thought. There's two ways of getting an invitation: 1) Steal something and go to jail. * Sneak can be easily leveled by breaking into an occupied house. Second. When you are released. head to the Waterfront district. 2) Read one of the Gray Fox wanted posters scattered about the city. Sneaking up beside the sleeping owner. you can wait until level 10. the bull-rush tactics of your average fighter or blast-them-toOblivion mage strategy aren't going to work for you in the Thieves Guild. however. First. Once you have those instructions.

first one to return with the diary of Amantius Allectus wins approval to join the Guild. Now, technically, there's no way to lose. If you don't win this first test, you'll get another; still, better to get it over with quick. Fast Travel to the Temple district. (Yes, you can run over there, but you're probably not fast enough.) As soon as the Temple district loads, hang a right and run along the wall until you reach the southeastern corner. Go left and pick the lock on the second door to your left. This is Allectus's house. (If you want to do this the "right" way, you would first need to find a beggar--Puny Ancus--sleeping near the Garden and ask him the location of Allectus's house.) Regardless, Methredhel will be there before you, Sneaking across the room. Don't bother Sneaking. Run to the desk against the wall to your right and open it to get the diary. Go back to the Garden, Wait until the next midnight hour and give the diary to Christophe. If, for some reason, the wood elf gets the diary first, you can still get it back. You're not allowed to kill your fellow contestants (or Allectus for that matter), but there's no prohibition against stealing from them. Wait until after sunrise, say about 7 or 8am. Methredhel lives right next to Dareloth's house. Pick the lock on her door, then on the chest next to her bed (she sleeps from sunrise until 10am). Get the diary, Wait until midnight, and give the diary to Christophe. Say that, for some reason, you don't get the diary at all and Methredhel wins the contest. Hope is not lost. Christophe figures the Thieves Guild could still use another member, so he proposes another test between you and Amusei; you're to bring back Rohssan's sword. For plot reasons, Amusei is not capable of winning either of these contests, so you don't need to worry about him getting the sword first. Fast Travel to the Market District and find "A Fighting Chance" next to the Merchant's Inn. They're both along the street leading to the Arena in the southeastern section of the Market district. Pick the lock on the door and go upstairs to Rohssan's quarters. You'll have to kill her dog, then pick the lock on Rohssan's Chest to get Rohssan's Antique Cutlass. Return the sword to Christophe at the next midnight hour.

[TG02] <~~~~~~ INDEPENDENT THIEVERY ~~~~~~> Congratulations! You are now a Pickpocket in the Guild. There are a series of ten "special jobs" you will have to perform to advance to the rank of guild master (Gray Fox). However, in order to get each job, you have to fence a certain amount of stolen goods. As you advance, the required total amount of fenced property increases, and you get access to more fences. For starters, your only fence is Ongar the World-Weary in Bruma. He lives behind the chapel and he isn't called "World-Weary" for nothing. He spends a lot of time sleeping. He'll only fence items for you while in his house, so if you find him on the street or in a tavern, you're just going to have to Wait until he goes home. He has a limited amount of gold, but you probably aren't going to be selling him any high-priced items anyway. You can, without too much work, fence over 1,000 gold worth of items to Ongar on your first try. That way you can zip right through the ten quests without

stopping to clean out houses and fence the loot. There's a house in Imperial City's Temple district owned by Trenus Duronis. His house is west of the temple, and opens into the central circle. Duronis is a skooma (drug) addict. He's rarely home at night and has no servants. His house is easy pickings. You can grab over 40 bottles of premium wine, lots of silver, plus jewelry and 15 bottles of skooma (base price 75 gold each). Make sure you loot all the miscellaneous sacks lying around, some of the jewelry are in those sacks. Ignore the basement, there's nothing down there. Haggle Ongar up to paying you 45 or 50 percent of base price and you can get 1,500 fenced value in one shot. +---------------------------------------------------------------------------+ Rank Target Quest Contact Fence -------------+--------+-------------------------+----------+--------------Pickpocket 50 Untaxing the Poor Armand Ongar, Bruma Footpad 100 The Elven Maiden Bandit 200 Ahdarji's Heirloom S'Krivva Dar Jee, Prowler 300 Misdirection Leyawiin Cat Burglar 400 Lost Histories Luciana Galena 500 Taking Care of Lex Bravil Shadowfoot 600 Turning a Blind Eye Gray Fox Orrin, Anvil 700 Arrow of Extrication Master Thief 800 Boots of Springheel Jak Fathis Ules, 1,000 The Ultimate Heist Imperial City +---------------------------------------------------------------------------+

[TG03] <~~~~~~ UNTAXING THE POOR ~~~~~~> Once you have over 50 gold worth of fenced goods, talk to Christopher (always at midnight in the Garden) about Special Jobs. He goes on a rant about how futile it is to tax the poor people, but that's just what Imperial Watch captain Hieronymus Lex has done. Christophe wants you to get the tax money back from Lex, as well as the records so the Thieves Guild knows how to redistribute the funds. Find a beggar--Puny, who sleeps near the Garden will do--to learn Lex's quarters are at the top of the South Watchtower. The South Watchtower is between the Temple district and the Arboretum, near Allectus's house. The best time to break in is during mid-morning. Yeah, broad daylight. You see, the Radiant AI is a bit stupid. During the night, there are too many watchmen entering the barracks for the number of beds available. Since there aren't enough beds, some of the watchmen just stand around all night and it's devilishly hard to Sneak past them. An Invisibility spell might work, but better just to wait until daylight. Around 9am, there's no one in the tower except the night shift watchmen, and they're all sleeping. As a bonus, Lex will also be out and about on his rounds. You can enter the tower's bottom level publicly, then you have to Sneak your way up (find the ladder on the wall and Activate it) through two levels of barracks until you reach Lex's quarters. Pick the lock on his desk and collect the tax records and gold, then return to Christophe at the next witching hour.

[TG04] <~~~~~~ THE ELVEN MAIDEN ~~~~~~> If you've fenced at least 100 gold worth of goods, Christophe offers you another special job. You're to steal the bust of the late Countess Indarys of Cheydinhal. Fast Travel over there and use your quest markers to track down a beggar. You'll probably have to bribe them to tell you the bust is sitting next to the Countess' coffin in the undercroft of the chapel. Oh yeah, and there's a guard patrolling day and night and the place is haunted as well. Joy. Sneak down into the undercroft of the chapel and watch the guard. He (or she) patrols between the two wings of the crypt, from east to west. The bust is in the west wing, so wait until the guard is heading east, then zip in and grab the bust. Hide behind a column while the guard comes and peeks in, then scurry back out when his (or her) back is turned. You won't encounter any ghosts unless you try to Activate the coffin, so don't do that. Return to the Waterfront of Imperial City and you'll find the place crawling with cops, under the direction of Captain Lex, all asking questions about Christophe and the bust of Countess Indarys. Looks like you've been set up, but by whom? Hang around the Waterfront for a while, and Methredhel eventually finds you. The whole operation was designed to ferret out an informant in the Guild. The weasel is revealed as Myvryna Arano, and Methredhel suggest you frame her for the crime. Her hut is near where Lex is standing, and with all the guards running about, Sneaking in can be difficult. You can use an Invisibility spell to get you in, or just go into Sneak mode while standing next to Arano's door and wait until the eye icon dims down and then quickly pick the lock and get inside. Activate the cupboard next to the bed; the bust will automatically be placed inside. Now the hard part, convincing Hieronymus Lex his stooge is the real thief. You'll have to get his Disposition up to 70 (Persuade, Charm or Bribe) and then follow him into Arano's shack, where he confronts her with the evidence. You might say she's been busted. The police clear out, life returns to normal and Christophe shows up at the appointed time and place once again. He'll pay you for your work, promote you and let you know he's got nothing more for a talented crook like yourself. He suggests S'Krivva in Bravil. You also get access to a new fence, Dar Jee, in Leyawiin. Dar Jee lives in Leyawiin's "skid row"--a group of tumble-down shanties amidst the more stately manors. His shack is diagonally across from the one you can buy, and right next to Weebam-Na ("Mazoga the Orc", "Nocturnal").

[TG05] <~~~~~~ AHDARJI'S HEIRLOOM ~~~~~~> As you enter Bravil's North Gate, the place ahead and to your right is the

home of your next Doyen in the Thieves Guild, S'Krivva. She holds court during normal hours (roughly 8am to 6pm) and will only deal with you during those hours. If you catch her on the street or break into her house any other time, she just tells you off. At least you don't have to wait until midnight every day to see her. Provided you've fenced at least 200 gold in stolen property, S'Krivva hands out one of those Special Jobs you've come to love. The widow of a dearly departed Thieves Guild fence has lost a prized possession. While you're talking to S'Krivva, buy some lockpicks if you don't have any (perhaps because you're using spells or the Skeleton Key to open locks). Ahdarji lives in Leyawiin, so head down there and question the beggars for directions to her house. Ahdarji is incensed because a freelance (i.e. non-Guild) thief took her ring and names the culprit, Amusei. (Yep. Your erstwhile competition from the entry test.) She wants you to kill him, but is willing to let it go at suffering. In any case, she wants the ring back. Question the beggars again, or talk to any city guard. Amusei was caught trying to blackmail Countess Alessia. Head for the castle and the entrance to the dungeons. The guard is not pre-disposed to let you in to see any prisoners. You can bribe him (20 gold) or try to Sneak past him and pick the lock leading to the cells. Your choice. Inside, talk to Amusei, who doesn't want to be left to rot. Give him a lockpick to open him up. The ring was actually the Countess' ring and Amusei found he couldn't fence it after he stole it, so he tried to sell it back to the Countess and got thrown in jail for his trouble. Countess Alessia has her ring. Now, you can try just going through the front door. However, the doors into the private quarters of Castle Leyawiin are guarded 24/7, so you would need 100% invisibility to get through. There is another way, one that provides some additional "color" to the story. Find a beggar and discuss the matter. You get the name of the Countess' maid, Hildari Mothril. You also get the convenient quest marker showing you Ms. Mothril's current location. Track her down and butter her up (Disposition of 80) and she'll spill all the beans. The Countess is away from the 15th through the 17th of the month. She goes to sleep around 11pm and always takes the ring off when she goes to sleep. There's also a secret passage linking the royal to the castle's cellar. Enter the main room of the castle and take the door to the southwest to reach the cellar. Along the far wall, look for an open barrel that just barely shows the tip of a lever extending above the rim. Activate the lever to open a secret door and make your way through a torture chamber (the Countess has...interesting...amusements) and to the royal quarters. The ring is in a jewelry box next to the royal bed. You can pick the lock or pickpocket a key off either the sleeping Count or Countess. To let them know what you think of their little funhouse, steal their gold as well. (Remember, no killing.) Go back out the way you came in and return the ring to Ahdarji and then see S'Krivva for payment.

[TG06] <~~~~~~ MISDIRECTION ~~~~~~>

Hieronymus Lex is up to his old tricks again. Provided you've fenced at least 300 gold worth of loot, S'Krivva sends you back to the Waterfront district of Imperial City to help get Lex out of the Guild's collective hair. The obsessed captain of the Watch has pulled guards from their regular patrols and is turning the Waterfront inside-out. You're to meet Methredhel, who is director of operations for the current job. Again, the beggars point you to Methredhel's house in Talos Plaza. Methredhel outlines an pull off high-profile robberies all at once. the city's elite will force Lex to pull back patrols. location, which is Dynari Amnis's audacious plan: have four thieves The resultant hue and cry from his troops to their regular

Your job is stealing Hrormir's Staff from the Arch-Mage's quarters. (Note: you still get this quest even if you are the Arch-Mage. It's just, you won't have to actually "steal" the staff, since it belongs to you.) Wait until just after 1am, enter the Arch-Mage's Lobby of Arcane University and use the portal to get to the Council Chambers. Use the other portal in this room to get to the Arch-Mage's chambers. Assuming Traven is still Arch-Mage (and not you), he should be asleep. The staff is lying out in the open on a table. Pick up the staff, then Activate the nightstand next to the bed to automatically insert a note from the Gray Fox. Return to Methredhel with the staff. She congratulates you, lets you know everything is going well, and asks you to go keep an eye on Lex, to see if anything breaks. Head for the Waterfront and find Lex where you found him earlier in "The Elven Maiden". Stand nearby and wait. Soon a dremora approaches and hands Lex a note, then departs. Lex reads the note, drops it, then hurries away, ordering his men to follow him. Go pick up the note, which is lying on the ground. It's from Raminus Polus of the Mages Guild. It says, in part, "We demand that you return all guards to their posts immediately. If you do not do this, we will be forced to bring the matter to the attention of your superior." Lex won't be bothering the good people of the Waterfront for a while. Go back to Methredhel; there's one last task for you. The Gray Fox isn't really interested in having the Mages Guild permanently mad at him, so you're to return the staff--but not to the place where you grabbed it, security will be too high. Rather, you're to return the staff to the home of a former University researcher, Ontus Vanin. Vanin lives in the Talos Plaza district, in the southwest section. His house is built into the outer wall. (If you've done "Unfriendly Competition", his house is opposite Agarmir's house.) Ontus spends weekday afternoons out eating and shopping. He sleeps from 2am to 10am. Pick your time to Sneak into his house, head upstairs and Activate the chest against the wall. The staff is automatically placed in the chest and you can return to S'Krivva in Bravil for your payment and a promotion. You also get access to a new fence, Luciana Galena, right here in Bravil. She's open for business at the Lonely Suitor Lodge in the afternoons and evenings.

[TG07] <~~~~~~ LOST HISTORIES ~~~~~~>

To to the right-most cask and Activate the "strange candle" on the column to the left of the cask. This is probably the hardest. Activate the "strange candle" on the wall to open a secret door. After you kill her. You can't bribe your way into this dungeon. Head left and through an opening. you'll find Theranis' body on the floor and your old friend Amusei in the cell (he was Theranis' Argonian cellmate). You see. you'll find only one prisoner behind bars. She sends you to Skingrad to find out what happened to a thief named Theranis. you'll find Theranis boasted about his theft in front of a captain of the guard and is now cooling his heels in prison. Amusei knows where Theranis stashed the book. and he's not Theranis. 2) Get arrested. The door straight ahead of you leads out into the castle courtyard. report to the dungeons and the jailor will let you in. You're now in the wine cellar. but he wants out of Castle Skingrad first. Head back into the wine cellar and go up the ramp. Any small crime will do. Go straight until you come out on the balcony overlooking the main hall. The center cask opens up to reveal a hidden passage. Shum gro-Yarug. Follow the tunnel to a door and pass through into a another tunnel. Get him out of his cell and tell him to follow. With a high enough Disposition (or a bribe). but make sure you have either a powerful Open Lock spell or several lockpicks so you can break out of your cell. turn right and go through a door into the County Hall. Down the passage is the Pale Lady. you can ask around town about "Work in the castle" and someone will refer you to gro-Yarug. He spends his mornings in town and afternoons in the castle. Go through the kitchen and toward the main dining room (keep an eye out of guards or other castle occupants). follow the bloodstains on the floor to the wall at the end of the cell area. Slip through when there are no guards . Amusei can't see you so he won't follow you. so you have three options: 1) Get a job delivering food to the prisoners. he'll automatically go into Sneak mode. if you Sneak. To make finding him easier. You should then get a quest marker showing his location. 3) Break into the jail. turn the handle to the left to open another secret door. then turn right. leaving blood marks all over the place. Theranis' Argonian roommate was also taken and put up a fight. Using this information. S'Krivva has a new assignment for you. turn right and go through the door into the dining hall. Follow the bloodstains down the hall and then to your right where they end in front of three large wine casks.Once you've fenced at least 400 gold in illicit items. Just before the main dining room. Whatever. Bump Larthjar's Disposition high enough (telling him you're here to rescue him is a good way to do this) and he'll relate Theranis was taken by the "Pale Lady". not to mention you have to pick the locks leading into the cell area. Instead. To get this job you need to find the count's butler. a vampire (in case you hadn't guessed). but don't turn left toward the secret door. Go to Skingrad and track down one of the beggars. At the end of this tunnel. He was supposed to steal a book called "The Lost Histories of Tamriel" and he hasn't been heard from in days. Once you're inside. Once you have the job. as Sneaking past the jailor will be very difficult. but you can't.

) Your mission. but. Get that key now. Pick the lock on her door and on her desk to get the list of candidates. Her steward. not the Dark Brotherhood. You'll be directed to find the smith. He needs 24 hours and 500 gold to complete the forgery. Return the way you came and go back to Anvil and talk with one of the beggars. Enter Anvil Castle and hang a right (northwest) to find the smithy. You can wake him if necessary and he'll show you to the door--the secret door. (If you have previously done the Dark Brotherhood quest "Early Retirement". Continue down the castle path to Skingrad's East Gate. However. Deliver it to Countess Umbranox. Once you are far enough away from the castle. [TG08] <~~~~~~ TAKING CARE OF LEX ~~~~~~> The Gray Fox has had it with Hieronymus Lex. Return to S'Krivva with your prize.patrolling and head down the main road to Skingrad. Give him both and you'll have the new high recommendation for Lex in your hands. The Imperial Watch commander has sent her a list of candidates. has hidden the list in hopes of getting her cousin the job. He lives in an abandoned house to the west of the Mages Guild hall. The book is "under a bush near a well behind Nerastarel's house". right? Actually. the Countess hasn't even seen this list of candidates. head down the street and make the first right-hand turn. since this is the Thieves Guild. Orrin is a Thieves Guild fence (soon to be your fence) and knows of a secret passage.) Enter the Imperial Prison compound (northeast of the city) in the middle of the night (between 2am and 4am). Simple. but no specific recommendation. Follow the stone path around the houses until you see a well. is: 1) 2) 3) 4) Steal the letter from Dairihill. (You find out this tidbit later. Countess Umbranox is looking for a new Captain of the Guard. The book is lying right out in the open between the bush and the rock. Now all you need is the Imperial seal to make it authentic. the other end of the world. Pick the lock on the door (or use your key). After entering Skingrad. Report to Anvil and find one of the beggars. and the beggars point you to someone known only as "The Stranger". the Fox wants him re-assigned--to Anvil. Activate the moveable column on the left to open a secret door into the private quarters. Amusei will stop you and tell you the location of the "Lost Histories". more so than you might imagine. you will have received a key to the Imperial Watch office. Go up the stairs. At the top. should you choose to accept it. Dairihill's office is immediately to your left. Beyond the well a bush and rock crowd close together. Forge it with a strong recommendation for Captain Lex. through a wood door and up some more stairs. Dairihill. rather than order a hit on Lex. You need a forger. enter Sneak mode and wait until the guards near the gate aren't watching (your eye icon is dim). Enter the house and talk to the Stranger. Get the Imperial Watch commander's seal on it. . Wait until morning (when Dairihill is in the main hall) or the middle of the night (when Dairihill is asleep). Go to the second door to the left of the main entrance.

The Gray Fox is waiting for you downstairs. *A note about the messengers* They won't deliver their message except in a major city. Activate it to seal the forged letter. you can find the crypt entrance yourself. or. In either case. All these quests are received the same way: you make sure you have fenced enough loot. They start out in Imperial City. When you reach the final room. you will need to have at least 600 gold worth of fenced items. First go to the Monk's Quarters and talk to Holger. These are more traditional dungeon crawls. there's a blind monk guarding the Stone and you'll most likely have to kill him. Your first messenger is Methredhel. The top two levels are just occupied by blind priests and you can easily Sneak past them. next to the chapel. promotion and access to Orrin as a new fence. and pick the lock. Cecia lives in the south of Bruma. He suspects the Gray Fox is behind all this. then you sit around twiddling your thumbs until you get a message from Fox. [TG09] <~~~~~~ TURNING A BLIND EYE ~~~~~~> Now begin your tasks for the Gray Fox himself. but not spill any innocent blood. and asks you to personally deliver his new orders. You're allowed to kill the Stone's guardians. who sounds kind of breathless that the Gray Fox would want to speak to you.) The final level has undead. She decides Lex would be a perfect fit for Anvil. go due north from the city to eventually reach the Temple. Return to Anvil and present the letter to Countess Umbranox during normal hours (8am to 6pm).) There are three levels of catacombs. To get this first task. but off to Anvil he goes. Get his Disposition to 80 or higher and he'll tell you all about the blind monks that live in the catacombs and even take you up and unlock the door for you.On the desk is the seal. follow your quest marker to catch up with Lex and hand him his exile papers. The best place to wait (for any of these messages) is the Waterfront district in Imperial City. (You can also kill them. (Alternately. He wants you to retrieve an item known as Savilla's Stone. and not in the same city (or same district in the case of Imperial City) where the meeting is to take place. behind the chapel. It's back to Imperial City for you. There's also a dark welkynd stone that . so you can either: 1) stay in the same city where you last met Fox. And off to Bravil you go for your payment. the Temple is further north. 2) Fast Travel back to the Waterfront and sit tight. but it's not necessary and they might attack you in large groups if you start making a lot of noise. and you'll have to kill those. You can also Fast Travel to Lake Arrius Caverns or Lord Rugdumph's Estate if you've been there before. Waiting for a few hours generally guarantees you'll be interrupted by the messenger. then Sneak out. and you'll actually be allowed to kill people (or things) somewhat indiscriminately. From any of those locations. You're to meet Fox at Helvius Cecia's house in Bruma. It is kept in a monastery known as The Temple of the Ancestor Moths. If you have to Fast Travel to Cheydinhal. The closest quest-related point to the Temple is Azura's Shrine.

then run in. The wizard and the guardians he strews in your path are fair game. Kill the monk from a distance. you'll get booted if you kill him. the first hall is the first of many or. at the home of Malintus Ancrus. Sneak past straight ahead of you. but the important wall. About where the 'a' in 'Bay' shows on your world map. If you encounter a giant slaughterfish in a cave. there's also rumored to be a secret passage from his room in the castle to the tower. Go to Bravil and hunt down the beggars. thing is the secret door on the back wall--Activate it and the door opens. running errands for the Fox his-own-self. Return to Cecia's house in Bruma and give the Stone to the Gray Fox. hang a left and Aren's room is the first door on your left. There is a partially buried wooden chest and some broken pottery nearby. seems the goof-up joined the Guild and immediately moved to the top of the class. *ALTERNATE ROUTE* There is a back way into the Wizard's Grotto that does not involve sneaking your way past the guards in the castle. you might be able to get in the back way. Kind of makes you wonder why you work so hard. The meeting place is in Chorrol. The door is in the center of the balcony and is always protected by two guards. At the end of leveled daedra you will meet. He lives in the far southwestern corner of Chorrol. *IMPORTANT* Aren is a member in good standing of the Mages Guild. so that should be your route of attack. There's an emergency exit to the east that lets you skip all the tedious catacomb Sneaking. you've . However. swim down to the bottom and hunt for a wood trapdoor. [TG10] <~~~~~~ ARROW OF EXTRICATION ~~~~~~> Your next message comes from old pal Amusei. You can loot his room. doesn't it? Of course. grab the Stone and run out. better. Good luck Sneaking through there--an Invisibility spell would help tremendously. Hug the left wall section. Swim out into Niben Bay. he won't show up until you've fenced a total of 700 gold in purloined property. what are you doing in the Thieves Guild? No. if you are also a member of the Mages Guild. Inside the private quarters. It will be very difficult to find (a mod that improves the underwater view would help). eventually leading to a section can swim down. The direct route goes through a door in Castle Bravil's main hall. This takes you directly into the cave with the giant slaughterfish (see below) and you can swim up and continue through the Wizard's Grotto. kill it and open the gate as you go down into a flooded where the floor drops away and you Swim down slowly. Yeah. they'll reveal Aren has a tower outside of town. If you have a pitiful Sneak skill. keeps all his precious stuff in it and is the only one who can open the door to the tower. between Valdus Odiil ("The Killing Field") and Reynauld Jemane ("Separated at Birth") and across the street from Modryn Oreyn (Fighters Guild). For a bribe. There's a "moveable column" on the Enter the Wizard's Grotto. The Gray Fox wants you to steal the Arrow of Extrication from Bravil court wizard Fathis Aren. hugging the left (north) wall and looking for an entrance to a flooded tunnel.will zap you with frost damage as you approach Savilla's Stone.

so go ahead if that seems the simplest solution. which is beneath the cellar of his house. Climb the stairs and circle around to his lab.. Ganredhel's is the fourth house on your left (just past the Abandoned Home that is a front for the Dark Brotherhood Sanctuary). (This is the cave you enter through the trapdoor in Niben Bay. then walk out. blocked by daedra and conjurers. open his chest. turn south (right). Through the locked gate. turn right (east) at the T-intersection. Gee. facing it.wonder where you've heard that before. In order to get anywhere with this quest. . Aren is expendable--there's no Blood Price attached to killing him. you are promoted to Master Thief and you can now fence items with Fathis Ules. There are more daedra out here...gone too far down. Well. he'll be terrified of you and give you the key to the family crypt. you're in the right place. Aren stands right in front of his chest. It's preferable to go during the day. you have to talk to the earl himself. As part of your reward. hugging the right wall and try to find that tunnel entrance. Check your map. The meeting is to take place at Ganredhel's house in Cheydinhal. Return to Chorrol and deliver the arrowhead. You must have pawned off at least 800 gold in pilfered goods to get the message. You might need to Wait around bit by bit in order for Jakben to show. if you find yourself swimming along a northbound tunnel that quickly turns east. Regardless. you can walk right by him. you now have the key to walk right out of the tower with the arrowhead the Gray Fox wants.. Earl of Imbel. At the end you'll enter Aren's Tower. chat with him. Now. Fathis Aren is in a little open-air lab on the third level..) Swim back up. Jakben is actually Springheel Jak. which is a ruined fort on the surface. and it is almost impossible to steal its contents using just Sneak. Fast Travel to Imperial City and track down a beggar. then take the next left (east) and another left (north) and wend your way to a locked wooden door. Come out of the flooded tunnel going north. Of course. Amusei brings you news of a meeting requested by the Gray Fox. [TG11] <~~~~~~ BOOTS OF SPRINGHEEL JAK ~~~~~~> Once again. Fast Travel to Cheydinhal's East Gate and head straight south. you're either going to have to kill him or use an Invisibility spell (or have very. remove his Tower Key and a key-shaped arrowhead. so you need to find his crypt and acquire said footwear. If you're not a Mages Guild member in good standing. This leads to the Wizard's Lair. You may have noticed the earl's red eyes. He was supposedly buried 300 years ago with his boots on. when he does. The Gray Fox wants the boots of a legendary thief known as Springheel Jak. very high Sneak skill).. Your only lead is a descendant: Jakben. Head over to Talos Plaza and enter the house--it opens out into the central plaza. bribe him or her for information about Jakben and you'll get the location of his house-Talos Plaza district--and the information he only goes out at night. if you're a Mages Guild member in good standing. There's only one way to go through here.

Your adventures are almost at an end. Activate it. The Gray Fox now reveals his ultimate plan: he wants you to break into the Imperial Palace's Elder Scrolls library and steal one of the scrolls. empty soul gems and repair hammers. indicating no one is watching.. Enter Sneak mode and wait until the eye dims. he writes it down for you so you won't forget it. (The side quest "The Collector" might be longer. * Lots of lockpicks or the Skeleton Key or a Open Very Hard Locks spell. He patrols around the outer circumference of the room.he's a vampire. * Detect Life spell or enchanted item will make it easier to Sneak around the palace. Return the boots to the Gray Fox. It is located inside the Imperial Palace. Enter by the main doors into the publicly accessible Elder Council Chambers. That's the Glass of Time." The Glass of Time is located in the basement of the Imperial Palace.. Here's what you need before you start: * Plenty of potions.. The Gray Fox will give these to you. go left from your entrance point. The only way to get them is to take them from his body. your . he's wearing the boots you need. * The Boots of Springheel Jak.. then pick the lock and Sneak into the basement. This is easily the most complex and longest individual quest in the game. Sit around and wait for Amusei once more. the Arrow of Extrication and the Palace Sewers Key. so might as well skip the crypt and just attack the earl as soon as you see him. Not.000 gold. where you'll find about a half-dozen vampires and a decent loot haul.) The Fox has a plan. don't drop them anywhere. you can still go down into the crypt. most Hard or Very Hard. around the circular hall and down a ramp to the the basement. Immediately go left. You'll be out of circulation for a long time and there are a lot of enemies between you and the final goal. He brings a message the Gray Fox wants to see you at the house of Othrelo in the Elven Gardens district of Imperial City. around the corner and Othrelo's is the first door on your right (northeast corner of the district). since you can "see" through the walls. where you'll find a giant hourglass. that is. won't that be simple. Sneak through the center to the opposite side of the basement. [TG12] <~~~~~~ THE ULTIMATE HEIST ~~~~~~> . There's a patrolling guard here. but it's more like a bunch of individual tasks grouped under one heading. Here are the steps: "1) Activate the Old Way using the Glass of Time. If you Fast Travel to the district.once you've fenced stolen goods totaling at least 1. Gee. and it's so complicated. If you like. There will be numerous locks. that have to be picked. I do not know what it looks like or exactly where to find it. poisons.

Drop down into the room beyond and destroy the spirits in the room. Savilla's Stone was only able to scry the two most important obstacles.journal updates and you can Sneak out. Go down the stairs and through the one tunnel available. drop down and head north through the newly opened door. Cross the trench and go into the room to the north. lower section of the room. Once they are all out of the way. For one of them you will need to use the Boots of Springheel Jak. which is straight down the hall to the first left. Go northwest until you come to a large cistern. the entrance to the old way is pretty straightforward. Go up the stairs in the next room and through the tunnel. Watch your step. then southeast to a trench room. From here on out you'll be facing a variety of undead. Follow this "cave" west and then south and find another hole in the wall. but there's only one way to go and lots of undead filling the path. Near the door to the Arena (northeast section of the Arboretum) is a sewer grate to the Southeast Tunnel. As you go over a bridge." The entrance to the sewers is in the Arboretum. so climb the stairs to your right (north) and reconnoiter before heading into the tunnel. Turn it. It is rumored to be somewhere in the sewers under the Imperial City. Find a hole in the east wall that leads to a downward sloping tunnel and a wood door to the Lost Catacombs. You'll enter a water trench room." Inside the Old Way. Go down the stairs and through the east gate. There are some ways to avoid some of the fighting. then return to the trench and go through the newly opened tunnel to the west. Pick the lock on the gate to enter the next room. then jump up to the left (north) to find a door into the Arena sewers (Beneath the Bloodworks). find the hole in the wall in the western. From here. it releases a swinging mace trap. Turn the wheel on the west wall. The next room you enter has a wheel on the north wall. when you approach a large room with stone and wood columns arranged in a square in the center. That tunnel takes you to a gate opened with the key given you by the Gray Fox. The Catacombs go on forever. Watch out for the pressure plate midway down the hall. First. you'll find a lot of undead. These sewers are vampire lairs. take the quickest route. remain in Sneak mode. Drop down into the sewers. There's an undead concealed in that tunnel. Second. Go right (east). Turn the wheel on the south wall to open a door to the northeast. Go northeast to another cistern. Go through the tunnel and enter a room with a water trench. . "2) Find the entrance to the Old Way. then straight to the entrance to the second section of the Old Way. but still blocked by the occasional undead. through a small tunnel. Inside is a manhole cover to the Palace Sewers. The entrance to the Old Way is across the trench and to your right. You come out on the second level of a two-level room full of undead. "3) Inside the Old Way is an entrance to the heart of the Imperial Palace. Now come the hard parts. Your next route is through a tunnel to the left (south) as you enter the next trench room. then go through the gate to the west.

turn left. which leads to the Hall of Epochs.You'll also find a tunnel in the south wall before you reach the center of the room. You'll soon enter another very large room with several undead. then find the broken stairs on the north side of the room. Activate both of them to open the gate to the east. If you miss. then go back west and down the steps into the room below. behind an altar. Pick the lock and step through onto a balcony. On the bottom floor is some sort of viewing room. "4) To enter the Imperial City you must use the Arrow of Extrication to unlock the final door." Straight ahead are some undead foes and an extremely large room. there will be an undead immediately in front of you. one to the north and one to the south. your Activation of that button released some more undead into this room. go to the north wall of the room and take the tunnel east. At the end of the tunnel. Also revealed are a couple of Ayleid Guardians. Follow it around until you reach a T-intersection. so be prepared. close your inventory and let the arrow fly. As you go through the door. revealing a door into the Palace. and hear nothing if you miss. As you re-enter the large room. you'll notice several walls have dropped. *SAVE YOUR GAME* Without moving your crosshair. then left again and go down some stairs. Equip the Boots of Springheel Jak and jump up the stairs. Keep going. so all is not clear. There's a new opening in the southeast corner of the room. Stand on the pressure plate and the statue across the room will rotate. The shorter route is the east (righthand) exit. equip the Arrow of Extrication. Practice with normal arrows first--the aiming spot is approximately where the statue's hands grip the sword hilt--you'll hear the impact if you hit the right spot. open your inventory. revealing a key-shaped hole. If you succeed. This leads to a door to a second Hall of Epochs. There are two pushbuttons on this upper level. Be careful. You should be able to Sneak your way into that tunnel. Get rid of them. then turn right (south). Turn left into a large room and exit at the northeast corner. go right (south) and find the gate on the south wall." The secret door deposits you into the fireplace of the Imperial Guard's . In this room. At the end of the hall. the statue rises. reload and try again. Activate it. is a pushbutton. You'll enter a large room with a couple of undead. Straight ahead of you now is a bridge with a pressure plate in the center. Activate it. then retrace your steps to the very large room with the statues. *SAVE YOUR GAME AGAIN* "5) Inside the Imperial Palace you must find the Imperial Library. but they won't mess with you unless you attack them. To your left is a pushbutton. There are two exits from this room on the north wall. Staying on the upper level. This is where the Arrow of Extrication must go. up the stairs to some statues and you'll get a journal entry that this must be the secret entrance to the Palace that is opened with the Arrow of Extrication.

(They are destroyed in the process. Make sure you're in Sneak mode before you enter. but--as are all the priests--he's blind. the guards (if any) in this part of the room will be sleeping. go up. Wait until Detect Life detects no life beyond the doors. This is where you need the Detect Life spell or enchanted item. Wait! There's more! . but you will take her place." Sit in the Reading Chair and a priest will call you Lady Camoran and bring you a scroll. guild master of the Thieves Guild. Remember not to Activate (talk to) any priest." Now. retrace your steps and deliver it to me. Getting through here is ticklish. This will take you to the Library level. Pick the lock on the door on this upper level to get back out into the Palace corridors. then Sneak out into the corridor and go left. but the Boots protect you. not a light or heavy helmet) Fortifies your Sneak by 25 points. After it's all over. Just let them bring you the scroll. Do as he says and watch the cutscenes. you'll just have to get creative. If you're lucky. There's a priest on this side of the gate. full of enemies--way.) You land near where you entered the Old Way. go right until you reach a gate. If you're not lucky. Sneak over to the large doors that lead to the dining area. He gives you a ring and asks you to deliver it to Countess Umbranox in Anvil.e. make sure you have the Boots of Springheel Jack equipped. to escape. Go left from the library to the priests' quarters. So Sneak up behind him and pull the lever on the floor to your right. When that happens. Just go back the same way you came. In the Library. It's a long way down. Just retrace your steps through the sewers and return to the Gray Fox. you have the Gray Cowl of Nocturnal and you're the new Gray Fox. Instead of going down. Of course the chances of something going wrong with this plan are very high. "6) I have arranged to have a particular scroll made available in the Chamber.quarters. (Ignore your quest marker. you walked into the middle of a shift change and you're probably dead meat. it will try to lead you out through a different--i. The Gray Cowl of Nocturnal +---------------------------This amazing hood (and it is a hood. or they will know it is not her. "7) Once you have the scroll. Just find the chair assigned to visitors to the library. and drop down through the fireplace flue. Go halfway around the corridor to the Library entrance. The blind monks that care for the scrolls are expecting Celia Camoran. reduces encumbrance by 200 points and has a constant Detect Life effect. Go back around the hall to the now open door into the main library. in which case it's reload time and you'll have to wait a while before trying again. Go halfway around the hall to the door to the battlemage's actual rooms. You must not speak. then all the way around to the Imperial Battlemage's quarters. find her fireplace. Take the scroll and Sneak up the circular staircase.) But! The Gray Fox is not finished with you yet.

When wearing the Cowl. You'll also see other Thieves Guild familiars (Methredhel. however.) Unlike the other guilds. steal them blind. Any bounty accrued while wearing the Cowl disappears when you take the Cowl off. and you have private quarters on the top floor. No one will ever know you are the Gray Fox (or the Gray Fox is you). You can even assault or kill people in broad daylight with the Cowl equipped. You'll have to make your own wealth. You can't pay off your bounty as the Gray Fox. assault or kill another guild member. then remove the Cowl as you exit. it makes it difficult to tell friend from foe. Crime Fine . they don't notice the change. you cannot kill anyone while committing a theft for the guild (unless your doyen or the Gray Fox specifically gives you permission in advance. However.It also changes your identity. you can now enter Dareloth's house through the basement. where you receive regular payments. Amusei) now and again. The Lost Histories. beyond that.and politely ask you how you're doing.well. or the Mages Guild where you can recruit a henchman to fight with you.. (Apparently. you *are* the Gray Fox. even if you did. getting back into the Thieves Guild is a simple matter of money. it's renewed at 500 gold the next time you re-equip it after removing it. then remove it immediately and have everyone wonder where the criminal is. This is the new Thieves Guild headquarters. and paying the fine to Armand or S'Krivva gets you back into the guild. Unlike the Fighters Guild or Dark Brotherhood. townspeople will see the guard attacking an "innocent" and they will attack the guards. There are some downsides. The constant Detect Life effect is useful for clearing out dungeons.. (On the other this is great for causing incredible mayhem in a town. and. always moment hand. etc. Finally. Fathis Ules and Christophe hang out here. so only use it when you know you're surrounded only by enemies. there *is* honor among thieves. Moreover. including your maid in the Skingrad house (if you've purchased the house and hired the maid). the only benefit to being the Gray Fox is. during the brief between removing the Cowl and yielding. You'll find mementos of your exploits (Savilla's Stone. however. Additionally. There is a fine attached to each action.. the tax records.) You are not to steal from. there's no benefit to being the guild master. in Dareloth's Garden in the Waterfront District. the enchantment is such that even when people see you put on or take off the Cowl.) lying around the place..) Cowl. so you have constant access to a fence and a doyen. Many quest givers will treat you and the Gray Fox equally. [TG13] <~~~~~~ CAST OUT OF THE THIEVES GUILD ~~~~~~> The Thieves Guild has some pretty strict rules regarding behavior. Think of the scenarios: you invade a home while wearing the Cowl. The guards will come running. You can remove the Cowl and yield--Block + Activate. Some NPCs will ignore the cowl. being the Gray Fox. If you run into any guards while wearing the they will confront you and the only option is "Resist arrest".

To get the bonus. as long as you pay the fines. After all. [DB00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DARK BROTHERHOOD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ *NOTE* The Dark Brotherhood should not be undertaken by anyone with a weak stomach or a disinclination to slaughter people for money. you must make the assassination appear to be an accident *and* not kill the target's servant. to get the bonus. you must do so without killing any guards. The Dark Brotherhood is more than a gang of hit men (women/cats/lizards). In another quest. You will also need some lockpicking skill to complete some of these tasks. * You get charged 1. *QUESTS* The following journal quests run during the Dark Brotherhood story. . However. They delight in killing and bloodshed. The Dark Brotherhood is a major reason the game was re-rated to 'M'. they are "placeholder" quests that merely tell you to go get your next contract.------Theft Assault Murder* -------200 500 1. Dark Brotherhood quests are geared toward Stealth characters. Your doyen or the Gray Fox will let you can be killed before you go out on the job. each task basically involves killing someone and you don't have to be a sneak-thief to do that.000 job. anyway) a 'T' rating is a mystery. they delight in performing complicated murders that require cunning and stealth. For example. but more than just being savage. which you can do at level 10. Meeting these parameters and receiving the bonus does require Stealth. Unlike the Thieves Guild. If you have trouble with the lockpicking mini-game. each contract carries with it bonus perks based on meeting specific parameters.000 gold Blood Price for each unnecessary murder during a killing one of the two targets of "May the Best Thief is 500 gold. whether you do it stealthily or not. you don't need Stealth to complete the missions. the Dark Lord of Death. in one quest you must infiltrate the Imperial prison and kill a prisoner. The exceptions are Win". They are a religious cult that worships Sithis. How a game with these types of tasks got through with (initially. you may wish to hold off on joining the Brotherhood until you've received Nocturnal's Skeleton Key. They are not individually broken down in this walkthrough: * Welcome to the Family * Blood of the Damned * No Rest For the Wicked * To Serve Sithis * My Brother's Keeper * Enter the Eliminator * The Night Mother's Child * The Assassin's Gambit * The Dead Drop Like the Thieves Guild. their Blood Price know if any job targets The Thieves Guild is pretty lenient and always lets you back in.

Beggars generally the Thieves Guild murder one in the be some left over Make sure no guards are around when you commit the crime. if you intend to play through the Thieves Guild. so you could probably off one of them in their sleep without messing up your game too much. though the Brotherhood is nearly destroyed in the course of these quests. your rest will be interrupted by one Lucien Lachance. you'll get a message saying. When you commit a "proper" murder. since it's not really murder and the character only exists to die anyway.interesting conversations you can have with your colleagues. Such is not possible. in which case he definitely won't bother you again. you can't just murder *anyone*. "Your killing has been observed by forces unknown. The beggars play a big role in quests. You can't rise to the top only to kill the few remaining survivors. so they'll that can help you with the Thieves Guild quests. and they are not for the faint-of-heart.There are some. You always run a risk of killing someone who sells something that may be important to you later. Rufio spends most of his time asleep . but the game regards it as murder anyway. sleep outdoors on bedrolls. This is the safest murder you can commit. you should be aware you cannot join the Brotherhood with the goal of wiping them all out.) There are several possibilities: 1) Fight through the Arena. This will get you in trouble with the law. such as training or armor repair. 4) Kill a solitary Imperial Legionnaire or Forester you encounter on the road.. Imperial City--there are five total in the city. but you can minimize this.. You can turn Lachance down and he won't bother you again. This is more like assisted suicide and you won't get in trouble with the law. maybe innocent is not the right word. 3) Kill a non-essential innkeeper or shopkeeper. Joining the Dark Brotherhood is simple: murder someone." The next time you sleep (and you have to sleep. Lachance points you to a target: Rufio.. you have to murder an innocent. On the flip side. Also. You can also (try to) kill Lachance. so you'll have to pay a fine or serve some jail time. forget about it and find something else to do. There are a dozen or more shopkeepers in Imperial City and several inns. perform "Origin of the Gray Prince" and then challenge the Gray Prince to a fight. If you choose to join. Trying to kill a guard in town is tough as you will be attacked by the other guards and the citizenry.. but one of the wandering troopers in the country can probably be dispatched without too much trouble. You still have an out--maybe you didn't intend to kill an innocent and you don't really want to join the Brotherhood. But. you have to perform what the game deems an unnecessary killing. which ends with him begging you to kill him.. He introduces you to the Dark Brotherhood and asks if you would like to join their family. Just make sure the merchant you kill doesn't provide any other services. 2) Kill a beggar. So if that's your goal. not just Wait). it is your destiny to rebuild it. you have to fight through 21 successively more difficult battles to reach the Gray Prince.. (Well. Lachance first sends you on an initiation run. [DB01] <~~~~~~ A KNIFE IN THE DARK ~~~~~~> In order to complete your "application" and fully join the Brotherhood.

even when awake. Valtieri is a vampire. This . Speak to the innkeeper and he'll reveal Rufio's room is in the cellar. and proud of it. There are no bonuses for this mission. The leadership of the Brotherhood is composed of a Listener and four Speakers-together known as the Black Hand. Blade and Acrobatics by 10 points each) and sends you to Vincente Valtieri for assignments. You'll be warned away by the first mate. Regardless. she and the other crew attack. gives you some detail on the operations of the Brotherhood. old man and will hotfoot it for the exit as soon as he finishes speaking. which is "Sanguine. He moves very fast for a tired. turn you into a vampire. Illusion. If you use the "Oh. Simply walk onto the ship. and he sleeps all the time. Even though the door is boarded over. When you Activate the door. [DB02] <~~~~~~ A WATERY GRAVE ~~~~~~> Yes. he'll offer to give you "The Dark Gift"--i. Follow the basement to a black door with strange runes carved into it. you are asked for a pass phrase. The trap door downstairs is just to the left of the main entrance to the inn. Rufio's room is the last door on the left. The third house on the left.e. She welcomes you to the Sanctuary. except for the middle of the night. almost directly behind the chapel. Enter the Sanctuary and find Ocheeva. gives you an outfit (Shrouded Armor and Hood that. He explains the contract system--some contracts have bonus rewards if you meet certain conditions. Marksman. and Lachance will visit you again. In fact. He welcomes you into the family and. You can also choose to wake him. Valtieri is just your boss. which is located on the Green Road about halfway between Bravil and Lake Rumare. they may have valuable information. Fortify your Sneak. my brother". However. where a family member is tasked to carry out the mission. Your first contract is to kill Captain Gaston Tussaud aboard his ship. The Listener receives assignments from the Night Mother and gives those assignments to the Speakers who pass them on to a local Sanctuary. You can kill him with a single blow. you'll get a hint of why there is a price on his head. Find a bed (you can even use Rufio's) and Sleep. which is docked at Imperial City's Waterfront the Inn of Ill Omen. He also will tell you to talk to your colleagues in the Sanctuary about each contract. is an Abandoned House. The Marie Elena berths at the eastern end of the Waterfront dock. but you have Rufio" response. Right now. There are three ways of reaching the captain: 1) The direct approach. later on. when worn together. you better be between him and the door. a female Argonian. just the standard pay. Lachance is sending you to the Cheydinhal Sanctuary. enter and go down into the basement. he's still a one-hit kill. You also learn the Five Tenets (See "A Dark Exile" below). if you follow all his conversation options. Fast Travel to Cheydinhal's East Gate and go south. But only if you want to. the Marie Elena. if you do wake him. but when you don't listen.

of Bruma. you must make the killing appear accidental and make sure you don't kill anyone else. open the door in the aft section of the cabin and jump off the balcony into the water and swim out of range of the enemies on the ship. You'll get a message the nearby crate looks like it has enough room for you to fit. get the captain's key from the chest next to his bed. except for the fact that. Once all the sailors are down. One way to make use of this time is to Sneak-run into the wall in the hidden crawlspace.could get sticky. Resist the urge to peek out the hole. The crawlspace is up on the second floor--make a U-turn at the top of the stairs and go through Gromm's bedroom to the far corner. You'll gain 25 or more ranks in your Sneak skill during the time you're waiting. You can kill the captain quickly. you can pick the lock on the Captain's cabin. Choose to climb in the crate and you'll jump straight to the Marie Elena's cargo hold. to the east end of the dock and twiddle your thumbs for a moment. Valtieri suggests a way to make it happen: use a hidden crawlspace on the second floor to drop a prized minotaur head on top of old Baenlin. [DB03] <~~~~~~ ACCIDENTS HAPPEN ~~~~~~> Valtieri assigns you the task of killing Baenlin. You don't even have to kill the two sailors who come to investigate. At the appointed hour. Choose your time. Then it's just a matter of picking the lock. Gromm will see you and soon be in the crawlspace with you.. Climb up to the middle deck and hide until a couple of sailors finish their argument and go to bed. Baenlin always sits below the head from 8pm to 11pm. . so you would be stuck twiddling your thumbs for around 30 real minutes (15 game hours) until 8pm when you can drop the head.. go around the back of the house and pick the lock to the basement. where you'll find the secret panel. all the guards around the waterfront will be hostile to them. you can jump from the east end of the dock to the balcony outside the captain's cabin. Then Fast Travel back to Cheydinhal to report to Vincente. You may still be able to successfully Sneak past Gromm and Baenlin. killing the captain and running back outside and jumping into the water to get away. This is the method suggested by Valtieri when he gives you the job. 2) Stowaway. Lead them on a chase into a group of Legion Watch and. enter and kill him. Baenlin lives just north of Bruma's East Gate (next to the house you can buy). Report back to Vincente.) When the two are dead. Go into Sneak mode and pick the lock on the door to the main floor. especially Baenlin's servant. since they attacked you. and then Sneak attack at least once to give yourself an edge. Activate the fastenings on the end wall of the crawlspace and hear the satisfying thump of death. you can't Wait while trespassing. Walk past the ship. The easiest time to infiltrate the house is during the middle of the night. because you don't need the captain's key to get out. then return to Vincente. The other option is to Wait until 8pm to infiltrate the house. To earn a bonus.well. (You can hide in the aft part of the cabin when the sailors rush in. Then Sneak past and climb up to the captain's cabin. watch the fun. however. Gromm. but two sailors will hear the noise and rush in to investigate. 3) If your Acrobatics skill is high enough. but you're going to need a fairly high Sneak skill to accomplish this. so kill them as well. You have a choice to make.

much will be familiar. who needs to be put out of his misery. who decided to forsake his duties and flee to Bogwater Swamp. Sneak out of the crawlspace and down the stairs. Choose your moment to Sneak through--usually by scurrying along in the wake of the guard. The easiest thing to do is a spell or arrow through the bars of Dreth's cell. [DB04] <~~~~~~ SCHEDULED FOR EXECUTION ~~~~~~> Valtieri next reveals there is an Imperial prisoner. Assuming you killed no one but Dreth. and walk right out. rather it's a favor for the male Argonian. If you can do so without killing any guards. Scar-Tail. The challenge here is not in figuring out which way to go. When you reach your old cell. you get Sufferthorn. a dagger with Damage Health and Damage Strength enchantments.Enraged Nord + big axe + cramped quarters = reload time. hide in it while a guard chats with Dreth. Sneak along the far wall to the basement door and go out the way you came in. This miscellaneous item Fortifies your Strength. especially your cell and the sneering dark elf across the hall. but avoiding the guards with torches that patrol regular routes. Teinaava. Your path back through the underground system will not be identical to the path you took when fleeing in the wake of the emperor. you should be able to procure a prison key from the guardroom at the end of the hall. It seems another prisoner recently escaped using secret tunnels under the prison (that would be you) and you are now to use those tunnels to get back into the prison and kill Dreth. Intelligence and Agility while Draining your Personality. You can exit Sneak mode now. the Subteranne and the prison is pretty straightforward. It works any time it is in your inventory. . Valen Dreth. over the old man's body. However. Gromm will be standing. then step across the hall and say goodbye to your old friend. he's wasted away and a single shot should be the end of him. just drop it to lose the effect. the Sanctum. Getting out is difficult as there's a guard right next to the stairs and the stairs are well lit. [DB05] <~~~~~~ THE RENEGADE SHADOWSCALE ~~~~~~> This is not an official Dark Brotherhood quest. you'll get a bonus. If you Sneak down the hallway to the left of Dreth's cell. or wait until the guard turns and stares as the back wall for a few minutes. You can use an Invisibility spell to get through here. weapon out. He tells you a tale of a Shadowscale (Argonian royal assassin). your payment includes the Scales of Pitiless Justice. For "accidentally" killing Baenlin without killing Gromm. The biggest problem occurs in the Sanctum. Then go back up the other way and enter the main prison room. this is a public area. The route through the sewers. then Fast Travel back to the Cheydinhal Sanctuary. The trick is to stay in Sneak mode as far into the shadows as possible and watch the route of each guard. Teinaava asks you to go kill him and bring back his heart as proof of his death.

"Aunt Margaret" and the zombie attacks. [DB06] <~~~~~~ THE ASSASSINATED MAN ~~~~~~> This one's a little different. you'll hear the enforcer. You'll find Scar-Tail by a small campfire. Motierre's "body" is lying in the southern wing of the undercroft. or. then you revive the skinflint using an antidote. Auntie isn't the only ticked-off relative in the crypt. then go to the Chapel of Stendarr and go down to the undercroft. you get the Boots of Bloody Bounding. which is in Chorrol's upscale district around the great oak (straight ahead from either the North or South Gate). Activate him to revive him with the Langourwine antidote. you won't learn anything and you'll probably have to kill the lizard (which fails the mission). If you've not visited them yet. with Fortify Acrobatics and Blade enchantments. the enforcer will report Motierre has been killed by the Brotherhood. though you can continue to advance in the Brotherhood. Regardless of which heart you bring back to Teinaava. Soon after his conversation ends. The Langourwine will cause Motierre to fall into a coma that feigns death. Motierre's being pursued by an enforcer for the people to whom he owes money. Fast Travel to Leyawiin and hoof it. right? Bogwater is southeast of Leyawiin. you don't get your payment for this mission. and has asked for the Dark Brotherhood's assistance. almost as far south as you can go in Cyrodiil.) If either Motierre or the enforcer die. Darkfathom Cave ("Whom God's Annoy" side quest) and Fort Blueblood ("Leyawiin Recommendation" Mages Guild quest) are the closest quest-related landmarks for Fast Traveling. rather you are to make it look like you killed someone without actually performing the deed. You still have to keep . You can: 1) kill him and take his heart. Motierre chooses. There are two more zombies out in the main part of the undercroft. 2) talk to him and he asks that you allow him to live and take the heart of the dead Shadowscale as proof and Scar-Tail's treasure for yourself. at this time. Tidewater Cave (Nocturnal's quest). You don't want to waste any time. You are *not* supposed to kill someone this time.Anything for a friend. You have to get outside the city in order to shake the pursuit. Motierre handed over his own mother. Hides-His-Heart. As soon as the Argonian enforcer is inside. weakened by a previous fight with a Shadowscale agent. As soon as your journal lets you know you were successful. Enter and Motierre will fill you in on all the details. (Vincente provides all this for you. you'll find the treasure in a hollow rock near the campfire and the dead agent a short way from the campfire. You're supposed to hit him with a dagger laced with Langourwine in view of the enforcer and then run away. Wait 24 hours. Equip the Langourwine dagger and stand next to Motierre. screams. These are the kinds of people you get to deal with. Fast Travel to Chorrol and find Motierre's house. Since *someone* is supposed to die to satisfy the Dark Lord Sithis. picking the lock on the door. strike Motierre and beat it. Francois Motierre wants to welsh on his debts. to let you know his ancestors won't be pleased with his cheating of death. If you hang around and listen to Motierre and Hides chat. and. If you decide on option #2.

You're to replace his medicine with poison supplied by Ocheeva. Your call. There are a number of ways in which you can track down Faelian. so take out Aunt Margaret as quickly as you can. Atraena. Roderick is very sick and takes a powerful medicine daily. If you are detected. Your bonus for a completely successful mission is Shadowhunt. Lorkmir's is in the western section of the Elven Gardens. which opens out onto the main plaza on the southwest side of the district. you can kill Roderick (and all his mercenaries) the oldfashioned way. make you a vampire. Doing so without detection earns you a bonus.e. your reward includes an amulet. a steel bow with several enchantments: on hit you will Turn Undead. Damage Magicka and imbue the target with Weakness to Poison. Charm innkeeper Augusta Calidia to a Disposition of 50 or higher and she'll give tell you Faelian and his girlfriend live in the hotel. Find the girlfriend. Once all three are dead. *NOTE* You could go straight to Lorkmir's house without going through the girlfriend. If all went as planned. Kill him in Lorkmir's house and head back to Cheydinhal.Motierre alive. Get her Disposition over 50 and she'll give you the name of the place where Faelian goes to do drugs during the day: Lorkmir's house in the Elven Gardens District. promotion and a key to the "back door" of the Sanctuary. Damage Health. lead Motierre to the Gray Mare inn and then return to Valtieri for your payment. Finally. [DB08] <~~~~~~ BAD MEDICINE ~~~~~~> You're to kill a mercenary warlord named Roderick. then rush the other two. No more trudging through the basement to get in an out of the place. but then you get no quest marker to help you find the house. Once again. It turns out the bonus isn't especially good. but it . along the central street. There's a well behind the abandoned house that leads directly into the Sanctuary (the ladder going up is in a corner of the main room. [DB07] <~~~~~~ THE LONELY WANDERER ~~~~~~> Ocheeva's first assignment is to kill an elf named Faelian in Imperial City. by far the quickest and easiest is to Fast Travel to the Talos Plaza district in Imperial City. behind a broken section of wall). Find the Tiber Septim Hotel. Vincente offers to give you the "Dark Gift"--i. who is almost always in the hotel. There must be no witnesses. It really isn't that hard to Sneak in and replace the medicine. Cruelty's Heart (Fortify Strength and Willpower). so don't worry over this one too much. who makes his camp in Fort Sutch. but then you don't get the bonus. you're to make the death appear accidental. but. Break in and find Faelian there or Wait for him (he comes in from around noon until late afternoon). And he turns you over to Ocheeva for future assignments as he has nothing left for one of your rank.

Sneak back into the tunnel. Sneak back out the same way you came in. and then follow them when they pass you. There are two ways to play this: 1) Just start killing. her Disposition will also rise to maximum. and set the rest on each other. you're met by an old woman. none present a significant challenge and the bonus reward may not be particularly appealing to you. Creep up close to the edge and listen in on the conversation below. The orc starts patrolling through the columns. and Fast Travel back to Cheydinhal. Your objective is a cupboard on the northwest wall. Fast Travel to Skingrad's East Gate and go down the street a short way to Summitmist Manor. Go straight in the front door and immediately turn right. The important thing is for everyone to die. [DB09] <~~~~~~ WHODUNIT? ~~~~~~> Your new threads are largely intended to help you with this contract. But that's the long and arduous way. and he gives you the key to the manor and a few instructions. For example. Tell her you're an assassin sent to kill her and she'll think you're joking. tell Dran that Antonius has fallen for her and wants to meet her in his room. Brina Cross Inn ("Anvil Recommendation" Mages Guild quest) and Malacath's shrine are the closest quest-related points. Matilde Petit. You and five others will be locked into a house for a "treasure hunt". Matilde will also summarize the other targets: Dovesi Dran. avoiding the orc merc's patrol routes. Ocheeva suggests finding a back way into the fort through tunnels leading to a nearby ruined tower. the concept of keeping them ignorant of your identity seems nonsensical. you must kill them without any of them ever figuring out you are the killer. Follow her up the stairs and kill her. since they all end up dead. To earn the bonus.does take a while. Sneak through the tunnel until you come out on the upper level of a two-level room. Fort Sutch is midway between Anvil and Kvatch. clothing that Fortifies your Personality and Speechcraft. You'll be met by Fafnir. north of the main road between those two cities. Ocheeva pays you and. picking the lock on the gate. Sneak around the columns. You're going to play "Clue" and you get to be the culprit--in every room with every conceivable weapon. gives you The Deceiver's Finery. if you didn't alert anyone. (When you think about it. Neville . But maybe the client has a perverse sense of humor. Neville and Primo Antonius. As you enter the manor. remove Roderick's medicine and put in the poison you brought with you. The guests are initially spread out. presumably the man who prayed for the hits. kill her. Open the medicine cabinet. when you go downstairs. When it ends. You can then lure a couple of them away. You may have even done "Assault on Fort Sutch" during the main story and can Fast Travel directly there. They'll lead you through a northeast passage to a room divided by columns. Nels the Naughty. Offer to team up with Matilde and suggest you search the basement. You are supposed to kill the other five people.) 2) Use the Persuasion mini-game or Charm spells to raise their Dispositions. the two mercs head up to your level.

When he's dead.. around 9am. you won't be able to use the Rose. then finish off the survivor. wait for him to go upstairs and go to sleep.) You are given a special arrow. The pond is surrounded by houses. so you have to use it when Phillida is not wearing his metal suit. then swim to the south shore (the bodyguard will have gone running around the pond to the dock. Travel to Leyawiin and find the pond just west of the castle guard tower. and high-tail it out of town. has a dock at the northeast corner and a set of stairs to the south. If you miss. Phillida has finally retired to Leyawiin and you are sent there to kill him. so you don't want to go back there). . When you're done. where he strips. Phillida will soon come to the south end of the pool. Assuming you weren't detected. *SAVE YOUR GAME* Draw a bead on Phillida with the Rose of Sithis and shoot him. Sneak. you can Fast Travel from right outside the door and return to Ocheeva for your pay and bonus. (The Rose only works on Phillida. From the main entrance.likes to take naps in his room. which leads to the commander's office. Get Phillida's keys and finger. *ALTERNATE METHOD* If you're a fairly high-level character and don't want to run the risk of mixing it up with the city guards. go to the second door on the left. go into Sneak mode. so put the finger in there and Sneak back out. and enter (you have the key) when the Watch isn't. leaves his bodyguard and takes a little swim. which is 500 gold. To earn the bonus. You'll have to do it the conventional way and it will be a tough fight..) The Rose won't pierce armor. Fast Travel to the Imperial Prison district northeast of Imperial City. swim out to his body and Activate it. and Phillida will come with his bodyguard and enter the station. If you accomplished your mission within the parameters.watching. the Rose of Sithis that will kill Phillida in one shot. Go to the dock and Wait until mid-afternoon (about 2pm). Wait until morning. Go to the Coast Guard station outside Leyawiin's Northeast Gate. then you can kill Phillida elsewhere. Acrobatics. Wouldn't it have been more useful to kill him when he still posed a threat? Whatever. The remaining two (Nels and Antonius) despise each other. (The Brotherhood waiting until after his retirement is another nonsensical plan. Security and Marksman skills by 2 points each. Take his keys and his ring finger. return to the Sanctuary and report to Ocheeva. [DB10] <~~~~~~ PERMANENT RETIREMENT ~~~~~~> Captain of the Imperial Watch Adamus Phillida has been a thorn in the side of the Brotherhood for a long time. you'll receive the Nightmother's Blessing--a "spell ability" (like a birthsign) that permanently increases your Blade. don't bother saving it to use on someone else. but. then kill him. you can easily persuade either one to attack and kill the other. You can enter behind them and kill them both. you must get Phillida's ring finger and put it in the desk of the current commander of the Imperial Watch. Wait until the middle of the night. reload your game and try again. You also have a key to the desk.

Inside is a trapdoor that leads directly to Lachance's quarters. you'll want to try to separate them so they don't gang up on you. In a barrel in the corner of Lachance's quarters (behind a lock) are ten more poisoned apples. He reveals that each member of the Black Hand has their own personal assassin. You can let the ghost of Rufio out among a small (three to four) group. His headquarters are in Fort Farragut. One way of working it is to remove all the food in the main hall and the Living Quarters and putting some poisoned apples on the food tables and in the food cupboards. and since you're going to be running all over Cyrodiil at Lachance's request. Valtieri and Ocheeva. Oh. skipping a short. you are ordered to exterminate them all in a rite known as "Purification". skeleton-and-trap-filled dungeon crawl. You may have to Wait up to a week before all your victims partake. with separate rooms. From now on. He mentions something about getting past his guardians to prove your worth. You are above suspicion because the problems began before you joined the family. called a Silencer. Since the Black Hand can't figure out exactly who. and also because you tend to get concentrations of targets in these two places. yada yada. right now. Your first dead drop is at Hero Hill. You can also attack other Brotherhood members while they are asleep in the Living Quarters. Walk out to Fort Farragut and go around to the northwest side of the fallen tower and look for a hollow tree. strongest horse in the game. Like. Once the Sanctuary has been cleansed. the fastest. of course. you'll be receiving assignments and payment at "dead drop" locations around Cyrodiil. but their sleeping habits are irregular. To help you out. The training room or Living Quarters work well for this tactic--for one because the Dark Guardian won't be around to pitch in. just east of Cheydinhal. Lachance gives you a poisoned apple and a scroll that will summon the ghost of Rufio (your first official victim). leaving you free to backstab them. They'll concentrate on the ghost. [DB12] <~~~~~~ THE PURIFICATION ~~~~~~> Lachance informs you there is a traitor working out of the Cheydinhal Sanctuary. can be killed in their sleep. Enjoy! [DB13] .[DB11] <~~~~~~ OF SECRET AND SHADOW ~~~~~~> Ocheeva has important news! Lachance wants to see you. but tedious. Regardless of how you go about the killings. he gives you Shadowmere. numerous ways to handle eliminating your fellow assassins. south-southeast of Fort Farragut. is guilty. return to Lachance. among your brethren in the Sanctuary. There are. Congratulations! You're now Lachance's Silencer.

You're to kill a necromancer named Celedaen before he completes his transformation into a lich. The closest quest-related point is Redwater Slough ("Vampire Cure"). pickpocket the hourglass to kill him instantly. two-level affair full of undead. you're in for quite a fight as Celedaen is much more powerful than you and can conjure a number of different creatures. northwest of Leyawiin. Finish that quest first before killing Caelia. you'll be delivering something all right. During the day you'll typically find her outside tending to her garden. and their locations. possibly. sons Matthias and Andreas and daughters Sibylla and Caelia. 1) Andreas: He runs the Drunken Dragon Inn. Fast Travel to Chorrol's North Gate and go straight south to the tree. Caelia is offlimits if you currently have "The Elven Maiden" Thieves Guild quest open. he'll attack you. in the southwestern section (across from Ontus Vanin and next to Agarmir). and it is difficult to Sneak up on him. Start with mom. or. Hit him as hard as you can. In the first room is Celedaen's journal. (Note: as a Leyawiin guard. Your payment for this task and orders for your next task are in a sack near the great oak in northern Chorrol. 2) Caelia: She's a guard in Leyawiin.<~~~~~~ AFFAIRS OF A WIZARD ~~~~~~> Find the hollowed-out rock at Hero Hill and read the orders. 4) Sibylla: She has gone wild. Celedaen hangs out in Leafrot Cave. so you can deliver the gifts. She will think you're a courier come to buy and deliver gifts to her four children. Reading this will update your quest journal with the objective of removing Celedaen's magical hourglass in order to kill him. Kill her and the animals that protect her. Otherwise. then look at your list. If you can Magickage it. This causes the Imperial Legion guard who is almost always at the Inn to attack and kill Andreas for you. Break in during the middle of the night and kill him in his sleep. Celedaen is on the second level of the caves.) 3) Matthias: He lives in the Talos Plaza district of Imperial City. Vaermina's shrine (Daedric quest) is nearby. Leafrot Cave is a small. When the Draconis line has been erased from the annals of history. You are then instructed to go to Chorrol. living with animals in Muck Valley Cavern. Kill mother Draconis (and. she resides at Applewatch Farm. just west of Bruma. [DB14] <~~~~~~ NEXT OF KIN ~~~~~~> You are ordered to kill the entire Draconis clan: mother Perennia. also her dog). She'll give you a list of what to buy them. This small series of caves is located halfway between Imperial City and Cheydinhal. If you tell him what you did to his mother. ignoring his summons. Oh. Neat. south of the Blue Road. on the night watch. in order to kill him. Fast Travel . you can kill her in her room at the Three Sisters Inn. which is south-southeast of your current location. You can track her down during the night while she's making her rounds. near the Panther River.

Ha ha. go downstairs and look for a trapdoor somewhat hidden behind the staircase. on the east side of the Niben River. you'll get another journal entry that proclaims you have killed Uvani. Uvani might have run into some daedra near one of the random Oblivion gates between cities. a traveling merchant. In a coffin near the door are your blood money and two pieces of paper. The best time to attack is in the middle of the night. Regardless. [DB17] <~~~~~~ A MATTER OF HONOR ~~~~~~> One piece of paper names your subject: Alval Uvani. Swim through the tunnels. (There's no way to tell why or how this happens. three doors south of the East Gate. in fact. pointy things. Pick the lock. there will be some swimming here. the higher the probability Uvani traveled into something he couldn't handle. as soon as you get the journal entry opening "A Matter of Honor". the further along you are. Good one! Teach him the advantage of shiny. Now here's where lady luck might just shine on you. Uvani actually does travel from city to city--unlike some games where he would just spawn in the appropriate place at the appropriate time. After she's dead. Or it could have been wild animals. or a substantial part of the main story. you can collect your payment and new mission at Fort Redman. Depending on how far into the game you are. following your quest marker to the lizard. [DB16] <~~~~~~ FINAL JUSTICE ~~~~~~> Shaleez. [DB15] <~~~~~~ BROKEN VOWS ~~~~~~> The father of the bride is upset. Or. There's a single bandit roaming the surface area of the Fort. If you're lucky. Yes. Uvani might already be dead. J'Ghasta is an expert in unarmed combat. So if you've done the main Castle Skingrad and Activate the well in the courtyard. Papa wants J'Ghasta dead. J'Ghasta lives in Bruma. an Argonian hunter. which is halfway between Bravil and Leyawiin. As the name implies. She lives in Flooded Mine just north of Bravil. maybe a glitch in the AI caused him to have it out with some Imperial Legion guards. That should make daddy's little girl happy. when Shaleez is asleep. Pat yourself on the back for excellent work and go on to your next job. Your payment and next assignment are in an old box under Old Bridge. Old Bridge is directly south of Imperial City's Waterfront. His daughter's erstwhile groom decided to break off the engagement when he saw the size (or lack thereof) of the young lady's dowry. You'll receive your pay and your next assignment. count your blessings and move on.) . The other piece of paper lays out Uvani's schedule. is your next target.

Fast Travel to Muck Valley Cavern (from the Draconis assassinations) and go south.The West Weald Inn Fredas/Loredas -. Your payment and orders are in a hollow stump in the Market District of Imperial City. on the following days: Morndas/Tirdas -. if Uvani starts running behind.Otherwise.Skingrad -. Alval Uvani can be found at the following locations. drink the stuff. The downside is. You don't have to go all the way into the ruins. break in and wait until Uvani shows his face. take a look at Uvani's schedule.Bravil -. There's nothing special about this mission. distribute it in his house. Regardless. The next dead drop is in the Ayleid ruin of Nornal. [DB18] <~~~~~~ THE COLDEST SLEEP ~~~~~~> Your next hit: Havilstein Hoar-Blood.Olav's Tap and Tack Sundas -.The Lonely Suitor Lodge Middas/Turdas -. He spends his evenings--from midnight to 2am--praying to a statue known as "The Lucky Lady". When Ungolim shows up. Fast Travel to Leyawiin. Go in gun's blazing or try a Sneak-attack at night when the Nord is sleeping. If you have trouble killing him--he's a master of Destruction magic--your orders provide a workaround: Uvani is allergic to the honey in mead. they've been bribed to look the other way. just go down the first set of stairs and take the first right. You can get several bottles of mead from the Cheydinhal Sanctuary.Alval Uvani's House (rented property) Keep in mind that there may be some variation based on the time it takes for him to get to the different cities. As he travels around Cyrodiil. he may not even stop in Leyawiin. Wait until Sundas (you have to Wait before entering the house). Head to Bravil and find the statue in the northern part of town. remove all the other consumables. so have a Water Breathing spell handy. You're told not to worry about guards. in Bravil. [DB19] <~~~~~~ A KISS BEFORE DYING ~~~~~~> You are to kill a Bosmer named Ungolim. Find a hiding place and Wait until midnight. Hoar-Blood is a tough Nord axe-wielder and he has a pet wolf. Every other location is fairly public and things can get messy. He has a camp east of Bruma. Sneak attack him . then wait for him to come home. Your best bet for a clean kill is Uvani's rented house in Leyawiin--it's the southeastern most house in Leyawiin. and be paralyzed. There's a locked gate and chest underwater.Leyawiin -. Find the garden behind Edgar's Discount Spells and the hollow stump is there. or his stop is so brief he never goes into his house.Bruma -.

on the north face of the tower. He claims a man in a robe put him up to this. Use the key to enter the basement of the lighthouse. He's dead when you arrive. The other two Black Hand members (i. When he asks. Wait until midnight (but not past 3am) and talk to Arquen again. (It also provides the back story on "The Ghost Ship of Anvil". He deduces someone is switching your orders. you can't do anything about him now. Unfortunately. not you and not . hang a left and find the barrel behind the pond. He sure is jumpy isn't he? Oh well. Applewatch. Drop it on the ground and talk to Bellamont.) Too bad there's no name attached. Arquen says they are going to see the Night Mother. The Night Mother (a ghost) tells Arquen they're all idiots and then Bellamont attacks. Say you're ready and you'll all Fast Travel to Bravil and the statue of the Lucky Lady. outside Anvil's Dock Gate. they believe Lachance was the traitor and everything is now green. Seems you just eradicated the Listener and all your other hits since the Draconis family have likewise been members of the Black Hand--Speakers and their Silencers. Lachance tells you to go to the next dead drop and wait to see who comes and drops off the money and orders. Here's where you use the head. Nearby. He'll wet himself trying to give you the key faster. The punk Bosmer keeps your 500 gold--unless you kill him for it. The rest of the Black Hand suspects him. Follow the Black Hand inside. Next thing you know. Lachance is here to kill you. tell him the truth. You are not suspected of anything. the remainder of the Black Hand is waiting for Lachance. (Ignore the new orders the Wood Elf has placed for you. Find the caretaker and question him about his tenant. The two of you need to find out who's doing this. is a diary detailing the traitor's mental instability. Arquen takes the lead. In the back room of the cellar is a grisly sight: a shrine featuring the rotted head of a long-deceased woman. Lachance shows up and begins chewing you out. Select a hiding place nearby and wait for a Wood Elf to show up. and you can speak to the other members. the door is outside. and there's a price on his head. "Who wants to know". Take the diary (and the head. they don't lead to anything. Lachance is waiting for you there. who will choose a new Listener so they can begin rebuilding the Black Hand and the Brotherhood. and fast. and the man lives under the lighthouse here in Anvil. [DB21] <~~~~~~ HONOR THY MOTHER ~~~~~~> There's a cutscene and the statue opens to reveal a trapdoor. but then realizes you have no idea what he's babbling about. then confront the little punk. [DB20] <~~~~~~ FOLLOWING A LEAD ~~~~~~> Fast Travel to Anvil's North Gate.e. on a little table.(preferably from range) and then finish him off. for a little extra amusement) and Fast Travel to the recently departed Draconis family farm. Make sure you are not in Sneak mode.) Go to the lighthouse.

That's about it. The first two times this happens. She'll give you a portion of the weekly take. new assassins will start wandering around the Sanctuary. You may wander what this "Wrath of Sithis" is.. Take him out. Gradually. To do so is to invoke the Wrath of Sithis. [DB22] <~~~~~~ WHISPERS OF DEATH ~~~~~~> Once each week you can go to the Lucky Lady statue in Bravil and Activate it. Lucien Lachance will fill you in on the Five Tenets: Tenet 1: Never dishonor the Night Mother. The first three tenets are impossible to break. Talk to the Night Mother again to be transported to the Cheydinhal Sanctuary. To do so is to invoke the Wrath of Sithis. so don't even try to do anything about them. there's not much to being Listener.. To do so is to invoke the Wrath of Sithis. Tenet 5: Never kill a Dark Brother or Dark Sister. It is a spirit that will attack you if you break one of the Tenets. Tenet 2: Never betray the Dark Brotherhood or its secrets. The game never gives you a chance to do any of those things. Loot the place thoroughly (you'll never come back here again). You're out of the Brotherhood forever. She also tells you to take what you want from the crypt. Well.) Afterwards the Night Mother once again rants about the idiocy infecting the Brotherhood. The third time. Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. defeating the spirit means you're back in the guild. These people are all outside of Cyrodiil. Congratulations! You're the leader of a guild of assassins. defeating the spirit just means you get to avoid reloading your game. giving you the name of someone who needs the services of the Brotherhood. tells Arquen off (again) and promotes you to Listener and puts Arquen in charge of the Cheydinhal Sanctuary. Otherwise. Go see Arquen in Cheydinhal and give her the name. You can ask any of them to travel with you as a henchman. you can fail to carry out an . You listen a lot. The Night Mother will speak to you. To do so is to invoke the Wrath of Sithis. [DB23] <~~~~~~ DARK EXILE ~~~~~~> When you first join the Dark Brotherhood. (Note that neither the Night Mother nor Arquen are predisposed to give you a lot of help.Arquen) get it quick and then Bellamont is on you. Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis.

Reflect Spell Mace of the Crusader: .Fortify Blade .g.Fortify Personality . So.Fortify Restoration .Serene Beauty (Calm on touch) Cuirass of the Crusader: . The Crusader's Relics you collect are a suit of armor and both a blunt and blade weapon. lions and wolves and bears.Fortify Restoration . Install the Knights mod and make sure it's active. you'll only run into a problem if you steal from or kill another member of the Brotherhood. melee fighters with healing magic and a hatred for undead).e.Turn Undead .Fire Damage .Fortify Restoration . There's no difference in appearance between the light and heavy armor.Merciful Touch (Restore Health on touch) Greaves of the Crusader: . however. The armor matches your level when you receive it. you'll be the leader of a new guild: Knights of the Nine. unlike other quest rewards.Damage Magicka .Fortify Restoration . you must install the v1.assignment.Fortify Destruction . e. If you install KoN first. basically.Blessing of the Eight (Shield on touch) Shield of the Crusader: .Fortify Restoration . but you're never visited by the Wrath. This mod is intended for good characters--especially paladin types (i. the patch will fail. [KN00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KNIGHTS OF THE NINE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ *NOTE* Before installing Knights of the Nine.Resist Normal Weapons . Unlike the other official mods.Fortify Blunt Sword of the Crusader: . Knights of the Nine does not automatically start when you next load up your game.Fortify Health Boots of the Crusader: . it just remains an open quest in your journal. RELICS OF THE CRUSADER -----------------------Helm of the Crusader: . there's a method in the game to keep it up-to-date with your increasing power.Fire Damage .Resist Disease .511 patch.1. The armor will either be light or heavy depending on which skill is higher.Woodland Grace (normal woodland animals will not be hostile. When you finish the quest. oh my!) Gauntlets of the Crusader: .

[KN01] <~~~~~~ PILGRIMAGE ~~~~~~> Talk to the Prophet and follow the natural lines of conversation until he asks if you are a worthy champion to defeat Umaril the Unfeathered. Unfortunately. If you gain one point of Infamy. * Go back to the Kvatch-Anvil road and travel east until you reach Gottshaw Inn. there are at least three wayshrines for each of the Nine. * Walk straight north until you cross the Kvatch-Anvil road. who is declaiming across the street from the Temple of Dibella in Anvil. to find a Wayshrine of Akatosh. Follow the road east toward Skingrad. your Infamy is reset to zero. To kick off this quest. If your Infamy increases to two (2) or higher. When you complete the Pilgrim's Way. The Wayshrine is located directly on top of the "E" in . you must have an Infamy score of zero (0). You can perform this quest even if your Infamy is greater than zero. Use any "No" answer and the Prophet will tell you that you must follow the Pilgrim's Way and visit a wayshrine of each of the Nine Divines. Here is the quickest route (from Anvil) to a wayshrine for each of the Nine: * Go around to the east side of Anvil and head straight east. These wayshrines are part of the base game and you may have already encountered some during your travels. when you pray at (Activate) a wayshrine. so you'll want silver. then turn northnorthwest until you find a Wayshrine of Arkay in a small hollow among the hills. however. Normally. You may hear Rumors of an attack on the Temple from just about anyone in all Cyrodiil. however. He gives you a map showing the locations of one wayshrine for each of the Nine. you have to find them on your own. * Go around the south side of Kvatch and catch the road to Skingrad. you'll receive a warning. * From the Wayshrine of Mara. A Wayshrine of Zenithar is on the hill behind the Inn (to the east). * Go east-northeast a short distance to a Wayshrine of Mara. WAYSHRINES -----------In Cyrodiil. you do not specifically have to go to the wayshrines marked on the map the Prophet gives you. until you acquire the Mace of the Crusader about a third of the way into the story.You'll be fighting lots of spirits during this quest. passing Fort Strand to the north. you receive a small buff for five minutes or so (assuming your Infamy is zero). you won't receive the blessings as you pray. you do not need to hear these Rumors before talking to the Prophet. wayshrines are never marked on your primary map--even with this mod installed. There are at least three wayshrines in Cyrodiil for each of the Nine. you can't equip the Relics until you have once again walked the Pilgrim's Way (first quest for KoN). so. You'll cross over a stone bridge. daedric or enchanted weapons or plenty of Destruction spells--at least. on the far side turn left (north) and you'll see a Wayshrine of Talos up the slope. go due north into the Imperial Reserve to find a Wayshrine of Kynareth. Now. In order to wear and use the Crusader's Relics. you must talk to a Prophet.

It just so happens to be in the middle of Lake Rumare. not required. obviously) undead. Fast Travel to Bravil and head down the road toward Leyawiin. go through the tunnel to the north into the Shrine of the Crusader. Personality. As soon as you pray at the last wayshrine. undead all over the place. About halfway along that road is the Wayshrine to Stendarr marked on your map. you can't reach it yet. just north of the Ring Road bridge over the Upper Niben River. A hole in the wall to your left (west) leads through a small cavern and then into the shrine. You can now see the target. you'll have to swim about 10 meters to a stairway that takes you out of the water--if you don't have Water Breathing. . if you want to meet these knights. Many more will follow. Swim over and pray at the Wayshrine of Stendarr. sunny day).. Suit up for undead hunting in an Ayleid ruin and swim out to the spot marked on your map. but. Sweet! [KN02] <~~~~~~ THE SHRINE OF THE CRUSADER ~~~~~~> The Shrine of the Crusader is located inside the Ayleid ruin of Vanua. you'll have a vision and speak to Pelinal Whitestrake. Intelligence. turn left (west) and then right (north) until your way is blocked. Go south along the shore until you see a wayshrine across the lake. *NOTE* You can encounter a couple of other knights walking the Way if the last shrine you visit is one marked on the map given you by the Prophet. * Go due east and you'll soon run in to a Wayshrine of Julianos. * Head due northeast. On your map. so go left (west). Water Breathing is a plus. He marks the location of his lost shrine on your map. Go straight and drop down into a ruin. but. This area is a lot like the secret passages under the Imperial prison--lots of ruins mixed with crawling through tunnels."IMPERIAL" on your map. Strength and Willpower by 10 for 300 seconds. not far south of the Wayshrine of's not that simple. The right (east) branch is eventually blocked. Speed. go to a different Wayshrine of Stendarr as your last stop.. Continue straight until you reach a Tintersection. Luck. The entrance to Vanua is under water. Pilgrim's Grace. * Fast Travel to the sewer entrance where you started the game (just outside Imperial City Prison). At the top of the stairs is your first encounter with a (leveled. and. This power fortifies your Agility. Endurance. Dive down and find the entrance to Vanua (it's easier to do this on a bright. When you reach a large room and dispose of the guardians. going through Weatherleah ("Legacy Lost") and Hackdirt ("Shadow Over Hackdirt") to find a Wayshrine of Dibella. While not important to the quest. Once inside. How convenient! You also receive the Greater Power. Yeah. be sure you have enough breath before entering the ruin. it sits directly on top of the "A" in "IMPERIAL".

Loot the skeleton on the raised bit of floor to get Sir Amiel's key, ring and diary. This opens the next quest, "Priory of the Nine", and lets you continue on your way. First, unlock the gate to the south and deal with the undead guardian of that path. That's your shortcut back out once you've retrieved the Helm of the Crusader. Go through the gate to the west and kill the undead. In the next room, find the hole in the west wall and jump into another tunnel. Fight your way north and then drop down into the ruin again. Take the south hall for a little treasure, then take the door to the north. This leads to the Lost Catacombs. Follow the catacombs--make sure you take opportunities to loot--until you reach a door leading back into the Shrine. There are actually two doors; either will serve. Back in the Shrine, fight your way to the altar where the Helm is located. Watch out for the undead near the altar--it might be down in a little doorway on the north side of the area. Collect the Helm, jump over the fence and go through the south gate you opened earlier. This takes you to a tunnel leading back into Vanua. In Vanua, you'll pass through a room with at least three undead--including one boss-level mob. In the same room is an Ayleid Reliquary with your reward for this dungeon. Leave Vanua and embark on the next stage of your quest.

[KN03] <~~~~~~ PRIORY OF THE NINE ~~~~~~> Your next stop is the old Priory of the Knights of the Nine. This is located in the middle of nowhere, halfway between Skingrad and Bravil. Lucky you, it's marked on your map; but there's precious little close by that you can Fast Travel to. The closest may be Silorn (Mages Guild quest, "Ambush"); or, you can Fast Travel to Skingrad and hoof it. Regardless of how you go, stock up on healing potions or a good healing spell and Magicka potions before you go. When you reach the Priory, all appears peaceful. Enter the Priory and find the Knights of the Nine seal on the floor. Activate it and Sir Amiel's ring opens the door to the basement. (You did remember to loot Amiel's ring in the Shrine, right?) Go down into the basement, which is a training room, then take the door into the Undercroft. There's the Cuirass of the Crusader! That was easy. Yeah, right. Eight of the original Knights of the Nine surround you and you have to beat them all in personal combat (i.e. one-on-one). You can use any style of combat you wish, just so long as you beat each one. They are all swordsmen, and good ones; but, they are leveled to match you so you should be able to handle them. Use the brief respite in between each fight to heal up and restore your Magicka. Summon help if you need it. When you have bested all eight knights, claim the Cuirass as your own. When you get the quest update telling you to talk to the knights about the other Relics, go around the circle and speak to the knights. The four important conversations are with Sir Casimir (Gauntlets of the Crusader), Sir Ralvas (Mace of the Crusader), Sir Henrik (Shield of the Crusader) and Sir Juncan (Boots of the Crusader). You can quest after these items in any order with one restriction: you must retrieve the Boots before you can get the Mace. All clear? On with the show then...

[KN04] <~~~~~~ NATURE'S FURY ~~~~~~> To get the Boots of the Crusader you must travel to a Shrine of Kynareth west of Imperial City. Make this your active quest and the shrine's location will be marked on your map; it's southwest of Wawnet Inn and north of Clavicus Vile's shrine. When you find it, talk to Avita Vesnia to get the details of your test. She instructs you to go to the Grove of Trials and face whatever test Kynareth has for you. Go ahead and sheath whatever weapon you may be carrying. Not only do you not need it, you best not use it. Travel west a short distance to a ring of whitebarked trees. Enter them and wait a bit until a wild animal enters and attacks you. You can block the attacks; but, don't return the favor. Take your lumps and, pretty soon, Kynareth deems you worthy, shows you a secret door; and, you enter Kynareth's Grotto and get the Boots. Simple.

[KN05] <~~~~~~ THE PATH OF THE RIGHTEOUS ~~~~~~> The Mace of the Crusader is protected by Zenithar in his chapel in Leyawiin. Make sure you have the Boots of the Crusader before you attempt to get the Mace. Travel to Leyawiin; go to the chapel and downstairs into the Undercroft. There will be at least four spirits down here. Dispatch them; then, Activate the Tomb of Saint Kaladas at the far end of the Croft. You'll find yourself in space, on a floating piece of a fort. In the distance is the Mace. If you have the Boots of the Crusader equipped, you just walk across the misty path that appears. If you don't have the Boots equipped-well, go get them and put them on! As soon as you grab the Mace, you re-appear in the Undercroft. Go ahead and equip the Mace (or your favorite weapon) and gird your loins. As you leave the Undercroft and enter the chapel, you'll be attacked by Aurorans--Umaril's daedra servants. You'll have help killing them, try to be careful you don't harm the eager knight that greeted you when you first entered the Temple. He soon declares himself a new Knight of the Nine and runs off to join your service.

[KN06] <~~~~~~ STENDARR'S MERCY ~~~~~~> This is a pretty simple quest. Go to the Chapel of Stendarr in Chorrol and talk to the priest, Areldur. He'll tell you the sad tale of Sir Casimir and his descendents. He'll also inform you Kellen, the current scion of the Casimir family, is in the temple trying to be rid of the family curse. Go downstairs to the Chapel Hall and find Kellen. He's typically sitting in a small bedroom off to the side. Kellen tells you more about his curse and says he thinks Areldur knows the cure but is holding out on him. Return to Areldur and confront him about Kellen. He reveals the only way to cure Kellen is to

take the curse yourself. Once you show mercy to Kellen, you can lift the Gauntlets. Pray at the altar of Stendarr and you'll be asked if you want to take Kellen's curse on yourself. Answer yes and you'll receive a one-use Lay Hands lesser power. Go downstairs and Lay Hands on Kellen. He'll be cured and you'll suffer the Curse of the Consumed, which is a permanent Damage Fatigue effect. (It is by no means crippling and you'll hardly notice it.) In the main chapel, find the gauntlets laying on the floor behind the altar; Activate them to pick them up. On with the show!

[KN07] <~~~~~~ WISDOM OF THE AGES ~~~~~~> Make "Wisdom of the Ages" your active quest and find Fort Bulwark in eastern Cyrodiil. It is northeast of Leyawiin and not particularly near anything. The closest quest point is Fort Teleman (Mages Guild, "Bloodworm Helm"). Fast Travel to Teleman and go south, or go to Leyawiin and head northeast. Approach Fort Bulwark warily. There are conjurers also seeking the Shield and two are outside the main doors--one at ground level and one at the top of the tower. If you can draw the ground-level conjurer outside the fort and dispatch him, you can sneak into the fort without the upper-level mage knowing about it. Or, run upstairs and take care of him too. Inside, watch your step as there are plenty of conjurers and daedra to impede your progress. The quickest route to your target is to follow the corridor around a left turn, then take the first left-hand branch and then the next right through a double wood door. You'll be in a large room on a raised catwalk. Note the gate to your right and raised drawbridge to your left. Go past these two obstacles and through another set of double wood doors. Follow the tunnel to a makeshift bedroom with two conjurers. When they are down, turn the handle on the north side of the room and pick up the Conjurer's Note from the desk to the right of the handle. Backtrack a short way down the tunnel and take the left-branch. You'll come to a balcony overlooking a room with two raised drawbridges. Turn the handle and watch the drawbridges lower and a gate rise. That's the gate you passed a short while ago. Backtrack to it and go through, across the drawbridges and to a corridor with four rows of three pressure plates. If you follow the clue on the Conjurer's Note, you need to step on the plates in this order: left - middle - right - left. There's no penalty if you mess up, other than you have to go back and start the sequence over. Go through the door into the second area of Fort Bulwark. You're in a corridor with prison cells to either side. Go past the first pair and then enter an open cell to your left. There's a door on the north side of the cell that leads to a torture room and a conjurer or two. Dispose of them, then go to the cell on the other side of the corridor and open it to free Sir Thedret. He'll give you a clue to reach the shield and then leave for the Priory of the Nine. At the end of the prison corridor is another room full of mages. Get rid of them and loot their stuff. There's another note that details what they have in

mind for Sir Thedret. Continue west, keeping an eye out for conjurers. You will soon reach a long room running north-south with raised drawbridges. The handle for the first drawbridge is right next to the bridge. Turn it, watch the drawbridge lower and marvel at the number of darts being flung out by the traps in the ceiling. If you've got plenty of health, you can just make a run for it. Otherwise, watch the pattern of the darts and try to slip through in between cycles. At the end of the first bridge, you'll make a left and find another handle that lowers the second bridge. This handle is in a safe spot out of range of the darts, so take a breather here and heal up if necessary. Then, dodge your way across the second bridge and continue. Advance carefully into the next room. There are at least two conjurers in this room and one of them is the boss of this dungeon. Get rid of the mages, then study the room. You'll see four Stone Guardians on pedestals around a seal of Julianos. At the base of each Guardian is a handle. Turn each handle until each Guardian is turned to face the seal of Julianos. You may have to turn each handle multiple times until the Guardian rotates all the way around. Once all four Guardians are facing the seal, a door in the south wall opens and you can advance to the third area of the fort. Fortunately, there are no more enemies or traps, so you can move ahead swiftly. Area three is small--just a short tunnel and a big room. The room has a raised platform with a chest and eight Stone Guardians around the edges of the room. Each Guardian is turned away, facing the wall, and has a chest at its base. The large chest in the center of the room is randomly filled with one of eight items: * * * * * * * * Rodgar's Rodgar's Rodgar's Rodgar's Rodgar's Rodgar's Rodgar's Rodgar's Book Gem Goblet Hammer Helm Skull Stone Sword

You have to take the item that appears in the large chest and place it in the correct small chest at the base of one of the Guardians. When you place the correct item in a Guardian's chest, the chest glows and the Guardian turns to face the room. If you place the incorrect item in a Guardian's chest, nothing happens. The item will randomly show up again in the large chest. If you want to solve this yourself...why are you using a walkthrough? Anyway, each time you take an item out of the chest, scan the room. One of the Guardians will randomly display a floating image of the item it wants. Start facing the door, the Guardians to the left, beginning with the one closest to the door, take: sword, goblet, helm, stone. Facing the door, the Guardians to the right, beginning with the one closest to the door, take: book, hammer, skull, gem. Lights flash, a door opens at the top of the stairs and you can go into the next room and retrieve the Shield of the Crusader as well as other goodies. Once you pick up the Shield, doors to either side of the altar open and you can take a shortcut back to the top level of the fort. You'll come out on the drawbridge you couldn't lower earlier. Leave Fort Bulwark and Fast Travel back to the Priory of the Nine.

[KN08] <~~~~~~ THE FAITHFUL SQUIRE ~~~~~~> Upon your entry to the main Priory building, you'll be accosted by Lathon, squire to Sir Roderic. (You may have met Roderic and Lathon on your Pilgrimage if you used the wayshrines on the Prophet's map.) Lathon tells you of the death of Sir Roderic at the hands (or ephemeral representations thereof) of Sir Berich's ghost. Lathon presents you with the Greaves of the Crusader and tells you the Sword of the Crusader is still in the misty appendages of Sir Berich in Underpall Cave. Further, Lathon asks if you'll allow him to join the newly formed Knights of the Nine. If you say yes, Lathon not only becomes one of your Knights, he also accompanies you on the upcoming quest for the Sword. If you're a stealthy fighter, this won't be a good thing and Lathon will just keep getting in your way. The upcoming mission is no more difficult than the invasion of the Shrine of the Crusader, so tell Lathon to be patient a bit longer. Explore the Priory a bit more. You'll see many of the people you have previously met on this adventure. They have come to join your Order. (Yes, it's your Order. Several of the warriors address you as Commander.) The place is nice and livable now and has become a place of residence for you. And there's a very nifty contraption in the Undercroft. Go down to where the eight ghostly Knights still await the completion of Sir Pelinal's crusade. Speak to Sir Amiel about Berich for a little more history of the original Knights of the Nine. Behind Amiel is the armor stand where you first found the Cuirass. Activate the stand and place all your current Relics on it; then, target the bit of stand showing between the greaves and take all the Relics back. You'll find them completely repaired and recharged and, if you've increased enough in level, leveled up. Seriously Sweet. Leave the Priory and Fast Travel to Bruma. Refit yourself (healing potions, arrows, etc.) and look for the quest marker pointing to Underpall Cave. It's north of the Orange Road between Bruma and Chorrol. Leave Bruma by the East Gate and travel the Orange Road toward Chorrol. When you get to a point east or southeast of the cave, cut cross-country.

[KN09] <~~~~~~ THE SWORD OF THE CRUSADER ~~~~~~> When you reach the cave, go ahead and charge in. There's nothing in the cave portion of this dungeon. Deep in the cave is a sunken fort; it is inside the fort where you will encounter all the enemies (primarily undead, though a few creatures show up as well). Once inside the fort, advance to the first main room, kill the undead creeping around, and make a U-turn down another south-running hallway. The other two exits from this large room--to the east and west--lead back out into Underpall Cave. There's a little loot on those paths if you're intent on scavenging as much as possible. Advance carefully down the south-running hall. There's one door that blocks

All-in-all. Enter the chapel and listen to the Prophet's sermon. You'll need a silver. Rest and refit before entering the Temple of Arkay. They'll run off. After the Prophet's speech. or spells. you will be cursed as well. As an aid. now restored to his brothers. there's plenty of room for maneuvering and you can even run away into the tunnels for a bit to heal up. Upon entering the Temple. Well. the Sword is now useable and you'll find you've also lost the Curse of the Consumed you took from Kellen. Either way. Just try not to fall into the water. you'll be attacked by Aurorans. descendant of Sir Casimir. you get one thing Pelinal did not: the Blessing of Talos. 2) Run straight to the altar and pray to consecrate the Sword. as there's only one place where you can climb back out. you'll just have to see about this. You may or may not encounter any enemies. on the other side is a rock-fall trap. It's time to put an end to this business. then jump back to avoid the rocks. [KN10] <~~~~~~ THE BLESSING OF TALOS ~~~~~~> As soon as you arrive at the Prior. you're in for a fight with a wraith. When the wraith has spewed forth its final essence. Only take a step through the door. This can be a difficult fight. daedric or enchanted weapon (such as the Mace of the Crusader). At the end of the hall is the door to the Underpall Reflecting Room and your big boss fight with the remains of Sir Berich. if you equip it. Ready to kick some butt? [KN11] . Return to the Priory of the Nine. You can then use the Sword to kill the Aurorans. go around the chapel and induct all the people who want to become Knights of the Nine. you're met by Sir Thedret.your way. a good day's work. Repair. The left (east) path has Sir Roderic's body. depending on your level. Garlas Malatar. The Prophet has come sticking his nose into your business again and is preaching to your knights in the chapel. however. *DO NOT EQUIP THE SWORD!* It's cursed and. pick up the Sword of the Crusader. When you enter the main chamber. Before following them. recharge and (possibly) upgrade your Relics while you're down there. There are two ways to proceed. the Aurorans end up dead. both are about equivalent. Go through the entrance tunnel slowly. He then approaches you and tells you to get on with killing Umaril and all. head down into the Undercroft and chat with the spirit of Sir Berich. Leave Underpall the same way you came in and Fast Travel to Cheydinhal. suit up and head out for Umaril's headquarters. This Power will enable you to follow Umaril into the spirit realm and destroy him once and for all. You have two choices: 1) Kill all the Aurorans (with the help of the other people inside the Temple) and then pray at the altar to consecrate the Sword.

Again. then your way is blocked by some gates. cast The Blessing of Talos. Fast Travel to Anvil and head out to the coast and then go north. If all eight knights are not there. They'll bowl over the two Aurorans stationed outside the main door. go back up to the orb platform and go north into Garlas Malatar. so summon help if he's giving you fits. Go around the back and head west up a flight of stairs and around to the top of the platform. The orb explodes and time stops. Your path leads to the northeast section of the ruins and through a door into Garlas Malatar. if you just stay out of the way of his lightning blasts and sword thrusts. Your knights and the Aurorans are gone. charge up the stairs and continue your rampage through the ruins. When you enter Ceysel. When he's dead. then charge inside. take the opportunity to go around the use Merciful Touch on your companions. Ignore any Aurorans that get in your way. but. You should also use this time to heal up and make sure you're ready for battle. the tougher Umaril will be. Push the button. you'll get a quest entry reminding you to cast The Blessing of Talos to follow Umaril into the spirit realm. He will occasionally shoot lightning at you. Activate it to destroy it. but. you can take some time and loot the area. you'll be stopped by a couple of gates. Ignore the Aurorans and run around the right (east) side of the large raised platform in the center. not to mention Umaril's body and his sword. if not all. Now. Once they are all gathered. You'll find some. This attack is easy to avoid since he spends a lot of time winding up. where Umaril is waiting for you. Try to keep up. Ceysel. The button to open the gates is on top of one of the altars in the room. The button to push is right there--on the wall between the gates. Umaril is . The door is blocked behind you. The higher your level. Umaril is big and packs a big punch. give one of them the command to charge and they will. he's predictable. Loot the place. Once you've picked the place clean. so this is a fight to the finish. of your knights on the beach facing the bridge that leads over to the main entrance. Generally. which is easy to dodge. Don't rush off! Heal yourself first and restore your Magicka as well.. but. There are some Ayleid casks around. northwest of Anvil. Run through the halls. disposing of a couple Aurorans on the way until you reach the main chamber. wait for a few minutes and the rest will show up. When you're ready to move on.<~~~~~~ UMARIL THE UNFEATHERED ~~~~~~> Garlas Malatar is located on the coast. Carac Abaran. There are two more Aurorans in the first large room. you can take him down pretty easily with potshots from range or by getting in a few. Then he'll run up close and make a big thrusting attack. take the opportunity to walk around and use Merciful Touch (healing Lesser Power granted by the Gauntlets) on your knights. you can still collect welkynd stones and anything else you can find lying around. Open the gates and charge into the next room. he should be manageable by anyone. Before opening the gates. He is also easily distracted by other enemies. You'll find yourself fighting in the clouds over Imperial City. When you reach the glowing orb. quick strikes right after he's made a sword attack..

you may remember. Umaril is no tougher now than he was earlier. He then goes out and speaks to your assembled knights. only one of these blessings can be in effect at one time. Sir Amiel chats with you right before the old knights pass into glory. waiting to repair. The altar in the Chapel functions just as the altars in the Temples in the big cities. You are now the Commander of the Knights of the Nine.) Praying at a knight's crypt grants you a permanent boost to one ability score. the cost of having all this goodness is you must keep your Infamy at zero (0) or one (1)... so much the better. at any time. The amount of boost you get to your ability score depends on your level when you pray.e. Any that were killed in the attack on Garlas Malatar are replaced by generic. They all cheer. so take the opportunity to stick a couple of arrows into him. When you leave the Undercroft. This remains in effect until such time as you pray at another knight's crypt--i. And then.quite a ways off. recharge and upgrade your threads. ask one of the knights to accompany you as a henchmantype person.. no-name NPCs. Anything higher and you have to walk the Pilgrim's Way again to reduce your Infamy and be able to be the Crusader.) Repeat your earlier tactics. You can. And. You can read these sometime when you want more history of the original Crusader and the Order. There's also the armor stand in the Undercroft. When he dies. The knights and the blessings they bestow are: Sir Sir Sir Sir Sir Sir Sir Sir Gregory (Dibella): Juncan (Kynareth): Casimir (Mara): Torolf (Arkay): Henrik (Julianos): Caius (Stendarr): Ralvas (Zenithar): Amiel (Akatosh): Fortify Fortify Fortify Fortify Fortify Fortify Fortify Fortify Personality Speed Endurance Willpower Intelligence Personality Luck Strength Remember. (If they're poisoned first. there's the little matter of praying at the crypts of the eight original knights. You have your own bedroom in the Priory (to the left at the top of the right-hand set of stairs). (Sir Berich.. curing diseases. There will always be eight other knights available to you in the Priory. poisons. damaged attributes and the like. Right outside your room is a bookshelf with a number of books about Pelinal and the original Knights. And come to in the Undercroft of the Priory of the Nine. [SQ00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SIDE QUESTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ . Sir Thedret greets you and tells you what happened in Garlas Malatar after you destroyed the orb. [KN12] <~~~~~~ EPILOGUE ~~~~~~> Life goes on. you fall into mist. oh yes. is not buried in the Undercroft.

it closes automatically if you finish the main story. See the Quest Index following for a regional breakdown of the quests. Help them wipe out the daedra. The only thing in the district is the Arena itself. and the fight may be fair--or not. Stand and watch them for a few minutes and you will receive a +5 bonus to your Hand-to-Hand skill. but that still won't help if your guy gets stuck with light armor. or. artificially boost your Luck before placing a bet in order to move things in your favor. travel to Fort Sutch north-northeast of Anvil. Once past 50. is also the local bookie. The quests in this section are all those not tied specifically to the main quest or any of the four main guilds. from 9am to 9pm every day. You take your chances and hope you win. *THERE IS NO WAY TO GUARANTEE A WIN* The two fighters are randomly equipped. between the Market district and the Arboretum. the higher "your" fighters health. The gate leads to a random Oblivion world. of course. whether betting or fighting. During that time period. Fighting . That's it. the higher your Luck. looks a lot like the Roman coliseum. You can slightly influence the outcome with your Luck attribute. [SQ38] <~~~~~~ ATTACK ON FORT SUTCH ~~~~~~> This is a simple Oblivion-gate closing operation. It's unique among the side quests because there's a limited time-frame for completing the quest. make some less-easy cash betting on the action. The Arena is open for business. like any good Roman knock-off. of course. amazingly. Betting +--------Hundolin.These quests are arranged alphabetically by their title as given in the quest log. They spar most of the day. every day. Imperial Legion soldiers are fighting daedra spewing forth from an Oblivion gate. The Arena district is located on the east side of the city. which. then the Legion captain will ask you to close the gate. The gate opens after you've completed the "Dagon Shrine" quest in the main story. and. has gladiatorial blood sports. *BONUS* To the south of the Arena are a pair sparring (Redguard and Argonian). no shield and a dagger and the other guy gets heavy armor and a claymore. <~~~~~~ finis ~~~~~~> [SQ01] <~~~~~~ THE ARENA ~~~~~~> Imperial City. Near the ruined fort. Make a bet on either the Yellow or Blue team for 25. You can earn some quick cash by joining in the "fun". You can. the gatekeeper at the entrance to the Arena. which you've seen before if you've been on a gate-closing spree. 50 or 100 gold.

down the stairs into the Bloodworks. You don't have to start fighting right away. promotion to Brawler --------+----------------------------+--------------------------------------4 Fighter 100 gold 5 Twins: fighter. Anything goes on the floor of the Arena. There's a uniform required of each combatant. so you can't wear your own cuirass. Note that you're fighting for the Blue team and you can't place a bet on yourself. Find Owyn and ask him about joining. While your opponents are leveled in keeping with your level. promotion to Bloodletter --------+----------------------------+--------------------------------------7 Fighter 150 gold 8 Fighter 150 gold 9 Fighter 200 gold. so you might want to stop by the Arena and join as soon as you exit the sewers. and hang a left. Enter the main gate of the Arena. promotion to Gladiator --------+----------------------------+--------------------------------------16 3 unarmed prisoners 300 gold 17 Fighter 300 gold 18 Fighter 350 gold. promotion to Warrior --------+----------------------------+--------------------------------------13 Fighter 250 gold 14 Mage 250 gold 15 Fighter 300 gold. To begin a match. and send you on your way up the ramp. You can wear your own helmet and use any shield and weapon you like. *BONUS* While you can't wear your own armor in the Arena. ARENA BATTLES Fight # Opponent(s) Reward --------+----------------------------+--------------------------------------1 Fighter 50 gold 2 Fighter 50 gold 3 Archer 100 gold.+---------Here's where things get interesting. It's enchanted armor (+2 Personality. archer 100 gold 6 Fighter 150 gold. suit up in your Arena raiment and talk to Owyn. etc. You can make quite a lot of cash working your way up the ladder--assuming you don't blow it all on healing potions. but you can pick Light or Heavy raiment. greaves. you can't repair it unless you've reached Journeyman rank in Armorer. (Remember. promotion to Myrmidon --------+----------------------------+--------------------------------------10 Fighter (frost dmg dagger) 200 gold 11 Fighter 200 gold 12 Fighter 250 gold. you can wear the Arena raiment anywhere. because it's enchanted. +5 Athletics). with base armor ratings of 10 for the light and 15 for the heavy. This raiment is a full suit of armor. promotion to Hero --------+----------------------------+--------------------------------------19 Fighter (former Blade) 350 gold . where Hundolin hangs out. He'll give you a brief hint of what you're facing. boots or gauntlets. You can also use spells.) Fighting is a case of just working your way up the ladder. the Arena is a lot easier once you have some enchanted weapons and a decent selection of spells. *NOTE* You have to wear the raiment to participate in a match. This is pretty decent armor for the beginning of the game.

000 gold. She'll keep backing away. then hit them with a power attack * Two-handed weapon fighters: these guys are good at staggering you. in which case gro-Malog will rush out into the Arena. Once the archer is dead. * Mages: there are only two you face one-on-one and the best tactic is to rush them and stagger them with power attacks * Archers: like mages. * The Gray Prince: a very tough fighter. Generally. and then beg you to kill 20 21 . Owyn has pity on you and gives you the aid of a wild boar. but they swing their weapons slowly. Explosive spells (such as Fireball) are a good way of slowing one or two down. and they usually move slowly as well.. swiftly step in and pop them a few times with a one-handed weapon. * Twins: the wood elves are nasty and how you choose your poison is up to you. you can devote your time to properly dealing with her sister. block their attacks. then. One way of dealing with this fight is concentrating on the champion and hoping Porkchop occupies her allies enough so they don't pester you. just after they swing and miss. * Yellow team champion and allies: it's another 3-on-1 fight. which should break them up. By no means let them surround you or you're dead meat. or keep just out of range of their weapon.) He's a one-handed fighter so the same basic tactics apply: block his attacks. you can complete "The Origin of the Gray Prince". 500 gold. * Three prisoners: while they are unarmed and unarmored. In this scenario. step in with your own weapon. continued fights with Adoring Fan Tactics for each fight will vary depending on the type of weapon being used against you: * One-handed weapon fighters: they are usually too fast for you to stay out of range and fight with arrows or spells. Optionally. promotion to Grand Champion. and. Try rushing the archer first. Porkchop. which should keep the fighter from pounding your back with her big sword. which keeps the fight moving.. Use the columns in the center of the arena to "dodge" their arrows. you hope the allies run around enough the champion can't catch up with you and beat on your backside. You can also weave in between the columns. it's best to charge them and stagger them with power attacks. but actually it's 3-on-2. You want to separate them and pick them off one-by-one. you can either stay away from them and hit them from range. The bonus is you get to wear your own armor. you can try to quickly take out her allies--they're both ranged fighters and subject to staggering.Mage (magic resistant) 350 gold 3: Yellow team champion. They move fast. they have decent Hand-to-Hand attacks and there are three of them. so you'll want some enchanted armor--and weapons--of your own. so trying to stay out of range and hitting them with arrows or spells is a bad idea. the claymore fighter does a lot more damage to you and is harder to take down. then power attack in return. (The Orc has a special Raiment of Valor. Or. promotion to Champion mage and archer --------+----------------------------+--------------------------------------22 The Gray Prince 1.

With a Disposition of at least 70. dependent on your level. next to the East Gate. (Make sure you do this killing out in the wilderness. Shepherd Thorley Aethelred is having troubles with bears. Several of the merchants can point you to Olav's Tap and Tack. You can turn around and kill him. north-northeast of Miscarcand (from the main story). They've been killing his sheep. Once you've defeated The Gray Prince. There are at least eight bears (possibly more) spread out around Shardrock. when you exit the Arena after killing The Gray Prince. Aethelred will award you a skill book that boosts one of your combat skills.him. his name is Bradon Lirrian and he lives on the west side of the chapel. The reward is. likewise. head back to the farm. Go see Olav. this time against wild beasts and monsters. and he'll respawn in front of the Arena. Visit the vampire's home. These are very tough animals. you are met by an Adoring Fan. Erline. Olav will give you a key to search Dralas' room. you are Grand Champion of the Arena. Once you have six. this is just what you should do. Finally. Raise his Disposition score to 70 and he'll give you the full story. and. and hopes that will scare off the remainder. and you'll be visited by the Dark Brotherhood the next time you sleep. A Detect Life spell is useful here for finding the bears. depending on your level. . and he asks you to do something about it. Your journal suggest talking to a merchant about the location of Dralas. so you don't get arrested for it. She says her husband was no vampire and wants you to ferret out the truth. Inside you'll find city guard Carius Runellius. Also present is Bradon's distraught wife. he wants you to kill six of the bears. Bradon's body is on the bed nearby. there are a lot of rocks about that you can jump up to. Reading it will give you the full scoop on what's happening.) Other than that. Adoring Fan is mostly just useless. Take the fangs from the corpses. If you do this. and occasionally get close enough to each other that it's impossible to separate them. Specifically. Inside. pestering you endlessly. thus earning some skill experience. This youngster will follow you around. <~~~~~~ finis ~~~~~~> [SQ02] <~~~~~~ A BROTHERHOOD BETRAYED ~~~~~~> Rumors are flying about Bruma that a vampire hunter named Raynil Dralas has killed a vampire in their very midst. <~~~~~~ finis ~~~~~~> [SQ39] <~~~~~~ BEAR SEASON ~~~~~~> Shardrock farm is a small homestead north of the road between Skingrad and Kvatch. Battle Matron Ysabel Andronicus will continue to arrange fights for you. You can also just break-and-enter. You can ask for one fight each week. you find a diary partially hidden behind the dresser. but the bears can't--useful for sniping these beasts. For ranged characters. where you can go pick him up in order to kill him again. in fact. the killing counts as the murder of an innocent.

then got trapped in the painting. then Activate it.Return to the Lirrian house and show the journal to Runellius. take a look at Rythe's current painting. the famous painter Rythe Lythandas. he reports Dralas has made for Boreal Stone Cave. who 'fesses up about his secret: a magic paintbrush. then west. The cave and Dralas waits for you almost right inside the violence. Runellius wants you to go catch him. This can only come to job and get three keys from Use the keys to open the chest nearby and get an ordinary amulet. killing six painted trolls along the way. and that time. (Wives in Cyrodiil keep losing their husbands. The Lythandas live in the southwest corner of Cheydinhal. door. vanished from his locked studio. Some thief came in. useful for alchemical products and available nowhere else. <~~~~~~ finis ~~~~~~> [SQ29] <~~~~~~ A BRUSH WITH DEATH ~~~~~~> The rumor mill in Cheydinhal points you to a missing husband. Once you reach the thief. When you meet him. near the house you can buy for yourself. Set off north. Is something wrong with them or the men?) Tivela Lythandas's husband. Give the Brush to Rythe. Inside. but the trolls killed him. <~~~~~~ finis ~~~~~~> [SQ03] <~~~~~~ CANVAS THE CASTLE ~~~~~~> . you must reach Boreal within isn't far west of the city. You have to fight your way through the trolls and get the paintbrush off the thief's corpse so you and Rythe can get out. You're asked to play Holmes and solve this little mystery. The thief then painted some trolls to protect him. Retire Dralas from his vampire hunting his body. stole the brush. You skidoo right into the painting! In front of you is the great painter himself. He paints a door and you can both leave. Tivela more fully explains the situation and gives you a key to the studio. which has a Fortify Speed enchantment keyed to your level. Rythe asks you to keep the Brush a secret and gives you the Apron of Adroitness. From this direction. which Fortifies Intelligence and Agility. you can jump up the rocks and drop down right back where you started. Back in the real world of computer-generated graphics. as he thinks Dralas might scare off if he sees city guards shadowing him. Rythe gives you six bottles of turpentine that act as poison for your weapon. Loot each troll for Painted Troll Fat. He'll order a city-wide search for Dralas and ask you to meet him in one hour at Olav's. now a shiny Phylactery of Litheness. take the Brush of Truepaint from his body and go straight north. else Dralas gets away clean. You have to work your way north. The Turpentine is leveled and does anywhere from +20 to +250 damage to painted trolls (depending on your level). Return to Erline Lirrian with the amulet and she "unlocks" it and gives it back. Runellius gives you a time limit of one day. then south to find the thief.

you find Aleron and you get all the details on . Bittneld can be a problem. Activate them to update your journal. you must do him a favor. witness Speak to all five. who will paint you a picture of your own that you can display in your house (if you buy a house). Aleron. Chanel. and look around on the rug. Go to Fort Grief out on an island in the bay. Orgnolf and gro-Ghoth can usually be found in the private area of the castle (for which you are given a key). 2) Refuse to accuse either suspect to the Countess. You now have two choices: 1) Report in full to the Countess. the court mage. so go there and find the trap door in the floor. Wavrick typically hangs out in the audience chamber with the Countess. the gate slams shut. You must max out her Disposition score in order for her to confess to the crime and give you the painting. Aleron was supposed to meet groDragol at the Lonely Suitor Lodge yesterday. know where Aleron is. guard captain. witness * Orok gro-Ghoth. and retrieve gro-Dragol's father's axe. suspect * Orgnolf. Inside. it becomes apparent Chanel is hiding something. indeed. which is just off the attendance hall. Find Ms. Go down to the little public dock on the river flowing through the middle of Bravil and there's a boat waiting. That's the only way you or Ursanne will see Aleron alive again. Return the painting to Chanel. porter. She is busy hunting a stolen painting. Once you get his Disposition to 60. steward. but. Offer to help and she'll give you the names of five people: * Chanel. When you're ready. herald. You should spot some paint stains in the shape of footprints. gro-Dragol even provides transportation. is a gambler heavily in debt to a loan shark named Kurdan gro-Dragol. suspect * Bittneld. <~~~~~~ finis ~~~~~~> [SQ27] <~~~~~~ CAUGHT IN THE HUNT ~~~~~~> Chase the rumor mill in Bravil to learn about Ursanne Loche's missing husband. Once you've heard all five stories. Activate it to add it to your quest entries. and he hasn't come back. witness * Laythe Wavrick. Activate it to be transported to Fort Grief. Loche and question her. Talk to Chanel and Accuse her. Now head for the dining room. Perhaps you'll get lucky and find him in the castle. Her husband. he does. before he'll tell you. who rewards you and banishes Chanel. Use the trap door and carefully search to find a partially completed painting. He makes regular patrols around town. otherwise you're going to have to run him down.Visit the castle in Chorrol between the hours of 8am and 6pm and talk to Countess Valga. The gate leading into the fort must be opened with a wheel located on the ground to the right. Open her lectern to find paint supplies. Go to the Lonely Suitor and seek out Messr. Return to the private area and Chanel's bedroom. gro-Dragol. You know she spends time in the West Tower. who gives you a little money anyway.

You need a key to get in there. There are three hunters inside the fort. Stealthy fighters should try to peg an arrow into the Orc from the top of the stairs. Take the first right and follow the tunnel to a door that brings you out over the stone bridge you crossed not long ago. jump over the hole in the floor and take the first right. The room forms a sort-of squared figure-eight. There's nothing inside but the three hunters and a few lowlevel critters. then leap onto the little platforms along the side of the steps. Around the corner. If you're the Stealthy type. Otherwise. it sets off some poison gas vents. such as rats. Down the hall is a little room with a rock column in the center. Raise your hand if you didn't see that coming. Stealthy fighters will want to Sneak up the stairs next to the main door and snipe gro-Dragol from up there. The Nord hunter waits just ahead. She's devastated. run across the down to knock you off. If you're channel to the northeast and make the then another left. Follow the tunnels. take the first left. open the gatehouse just inside Hunter's Run. After he's dead. watching out for another tripwire along the way. skipping over the tripwire.gro-Dragol's little trap. allowing you both to escape. Regular fighters will appreciate the wide-open area in which to engage the Orc. The Imperial hunter waits here. Take the boat back to Bravil. Exit the Hunter's Run and watch gro-Dragol kill Aleron. Poor guy. The key doesn't work. Take his real key. Down the hall. but gives you a Speechcraft skilltraining book as a reward for trying to help. You and Aleron are the prey in a little game of hunt-the-human(oid). The Orc hunter waits here. Again. but you can avoid not fast enough. and turn the handle to open the main gate. is the door to The Hunter's Abyss. you can use the center column for cover while you snipe at the hunter from range. you have good Speed. If bridge. so don't dally. Inside you go. keep the fight down in the pool room--you don't want to get into confined quarters with this guy. Uh oh. Two spiked barrels will swing them if you're fast enough. and you will have to kill them all to get the key to the inner gatehouse. With a high enough Sneak skill. but you'll probably still have to fall back on sword & shield because of the close quarters. You need both Hunter's Keys to open this door. Loot the Nord for the Second Key. You'll eventually reach a set of stairs leading down into a large room with a pool. Stealthy types can use the center columns for cover. Just to your left as you enter is the gatehouse. you can crouch there and pepper the Orc with arrows without being detected. turn left at the next intersection. The two paths are now together again. swim through the first left-hand turn that you can and Assuming you made it across the bridge. There's an arrow trap on the far wall. watch for the tripwire on the floor. Drop down and run back up to the gatehouse. to the southwest. <~~~~~~ finis ~~~~~~> . You can also try to lead him back through the traps that you just came through. Beyond the Nord. find Ursanne and explain what happened. loot the Fort Grief Key from his body and exit the pool room to the southwest. Loot his body for the First Key. You now have to kill gro-Dragol to get the real gatehouse key. Follow the path to a stone bridge.

At the end of the bridge. he doesn't know which sites have statues. Of course. Umbacano promises 500 gold for each statue. you wait until you are contacted by Jollring. After you've brought back a second statue. if you want to make a few hundred extra gold and not go through the waiting period. while Umbacano does not). singlein. 2) Fanacas ----------This one-level vampire lair is north-northeast of Cheydinhal. a servant in the household of Umbacano. There's a pressure plate in this room. nothing could be that simple. speak to Jollring and you'll be escorted upstairs to Umbacano. jump through the gap to the northwest room and find the exit on the north wall. You're on your own there (fortunately. you'll go down some steps and into the southeast coffin area. Umbacano gives you five sites that his research reveals have statues. you would sell the statue to any merchant for about 125 gold.) Find Lake Arrius north of Cheydinhal and go due east from the eastern-most tip of the lake... This will lead you down and around to a raised bridge over two large rooms full of coffins. At the far end is the room with the statue. This kicks off "Nothing You Can Possess". Umbacano wants to collect the complete set of ten Ayleid statues. Now.000 gold when you have returned all the statues to him. then. if you want to do this quest the "right" way. . you must retrieve one of the ten statues listed below. but if you're just looking for the quickest way to the statue. The ten Ayleid ruins containing statues are: 1) Culotte ----------Culotte is located on the east bank of the Upper Niben between Niben Bay and Lake Rumare. If you find the 'T' it sits just on the northeast corner of that 'T'. There are about a half-dozen different ways to go through this dungeon. In fact. But. Umbacano lives in the Talos Plaza district of Imperial City. Umbacano will offer you another job. plus a bonus of 5. A trap may have taken out the bridge between the two coffin rooms. but. then go back up one flight of steps and take a right. That's all you get in the game to help you out. is a simple. (It's one of the map markers you can get by standing on Dive Rock. you have this guide. stand on it. His house opens onto the northeast quarter of the central plaza. because there's Run down the stairs and all the way to the end of the first hall. After bringing back one more statue (total of three). if so.[SQ30] <~~~~~~ THE COLLECTOR ~~~~~~> This is a wide-ranging quest dealing with the recovery of ten Ayleid statues from ten ruined Ayleid sites. When entering his house. Two are in each coffin area and two more wait in the main hall on the way to the exit. This level undead lair. it looks very simple going nothing in there. River about halfway in "The Yellow Road". To get this quest started. Stepping into the statue room spawns six undead in the dungeon. go straight to Umbacano.

Now. with appropriate loot.. Jump in the northeast. If you have good lock picking ability. or you can circle to the south and west. if you want to thoroughly loot this dungeon (there's a nice boss-level chest to be had and two varla stones). You can return the way you came. go straight and hang a left at the top of the stairs. You'll find a pressure plate that opens the door in front of you and another door beyond. There's a section of the Orange Road between the two cities that curves south. take the left-hand exit and the statue is in the center of the next room. Down the hall to the next room.Go straight from the entrance to the big. you only need to go through a small portion of the dungeon. At the end of the tunnel is the around. Moranda sits at the top-center of that "cup". Moranda is about halfway along that line. smaller flooded room. but it is full of poison gas.) Return the way you came and you're done. At the top of the tunnel. going east. the button to open the cage is in the alcove on the southwest wall. This three-level dungeon is a mythical creature lair. This takes you over the undead wandering among their coffins and eventually to the door to the Necromancer's Asylum. It's a three-level necromancer hangout. Mackamentain sits on the north shore of that lake. Take the southeast path by picking the lock on the gate. (You can pick up a varla stone in the room southeast of the statue room. turn right (west) and circle back around toward your starting point. The second level is called Tombs of the Undead and you want to avoid those tombs. At the bottom of the stairs is a four-way intersection. where you'll eventually run into the boss vampire. then north into another bridge and follow it to water and find the tunnel leading statue. potions or equipment with poison resistance. if you can't pick the lock to take the shortcut. 3) Mackamentain ---------------North of Silverfish River is a little unnamed lake. The statue is in the middle of the room. be wary of the trap in the center else you will find yourself becoming a fixture on the ceiling. The buttons to raise the covers are in alcoves on the northwest and southeast sides of the room. Bring spells. From your entry point. This is just one big room with the boss necromancer and two or three undead. leading north. Leave the Asylum to the northwest for a shortcut back to the varla stone room and the dungeon exit. flooded room. Go through this door and follow the bridge another room. In the first room. Take the southeast exit onto another. Immediately dive into the water to your right (south) and find the submerged tunnel.. so be prepared for the usual mixture of conjurers and undead. The first large room has four varla stones. or. . 4) Moranda ----------If you draw a straight line between Castle Chorrol and Castle Bruma. Go straight through the next room and along the hall to a door to Moranda Abaspania. This level has no creatures.

take the northeast exit and turn right to reach another varla stone. At the T. and the key you got from the boss chest will open the gate leading to the dungeon exit. When you pass over a wood bridge. The room to the southeast has a varla stone. From the T. 6) Vilverin -----------This may well be the first ruin you visit and the way you kick off this quest. 5) Ninendava ------------Northwest of Moranda is the single-level vampire and undead lair. Your best bet is to start in Bruma and work your way west along the Jerall Mountains. the path splits again. go right (east) and down the stairs. The treasure includes the key that will get you back out. From the entrance.From the entrance. If your lock picking is on the level of a slug. go straight until you come to a T-intersection. Pick the lock on the gate. Again. Take the southwest exit from this room and straight through the next room to return to the first level. it's the first thing you see when you exit the tutorial sewers at the beginning of the game. then right again at the end of the bridge. take either hall and go around to a small room with a big treasure in the Ayleid Reliquary. continue straight until you reach the second four-way intersection. just across from that infamous sewer grate. The key is on a table in a small alcove at the extreme west end of that room. When it forks. Back in Moranda. go around the west side of the town and find the road heading west. Follow the hall. go into the large room and up the stairs in front of you. straight through the next room to a door that leads to Moranda Arastel. and collect the statue. Back in the main room. This level is basically one huge. follow the hall to the first room. Reaching it can be difficult. go left (west) and up the stairs. multi-level room. It sits on a little island in Lake Rumare. The hall leading northwest goes back to the first level of Moranda. a pressure plate in front of the column opens the cage. . but you have to fight your way through every denizen of this dungeon. take the right/northwest fork. go along the bridge and down the stairs opposite the ones you came up. After all. then exit to the southwest. straight through the room. as there's no direct route up the mountains from Moranda. just lots of poison gas. This hall leads to a door going into Moranda Abaspania. Ninendava. From Bruma's North Gate. You should run right past Applewatch (Dark Brotherhood quests) and Boreal Stone Cave ("A Brotherhood Betrayed"). The button that opens the cage is in the alcove on the southwest wall. Go southeast. there is a key. From the first room. From your entrance point. take the right-hand exit to find the statue. If you have decent lock picking ability. Turn right along this "bridge" in the center of the room. There's an unmarked road that runs along the southern face of this mountain range. You eventually reach a large room. From the statue room. At the northeast end of the main room. this couldn't be easier. this time take the left/west fork to run right into Ninendava. no creatures. and Ninendava lies at the end of that road. You might have to kill two creatures along the way.

At the top of the stairs is Jalbert. You'll have to swim through a submerged tunnel. then branches north and south. It curves north. a leveled necromancer. then continue. instead. you're near the exit and you're done. traveling on the east bank of the river. then continue straight (west) through more swinging blades. Go west from this room into a large square room with an exit to the north.There are two bandits outside and several more on the first level of this four level dungeon. pick the lock on the gate. The next room has a varla stone in a cage. This next room has six doors (three on a side). From the branch point. drop down (or take the stairs to the northwest) to the lower level of the large room and head east. straight ahead through a swinging blades trap. From that balcony. When you drop down. Follow the main path until you reach a T-intersection. so be prepared. 2) open the door just to get the key. pool in the center and at least to the west. the final level of the dungeon. and you'll stumble across this three-level undead crypt. follow the south branch. collecting a little loot and the key. then east. which contains a decent amount of loot. It opens a path to the south. The fastest way through requires picking an easy lock--take a right at the end of the entrance hall. You can also just pick the lock on the gate. not in a container. killing the undead. In . turn south. grab the statue.) When you're done. and you'll come out into a room with at least three leveled undead. The first room in Canosel is divided by four columns and there's a cask in the center. you'll be facing undead rather than bandits. enter the niche on the west wall and find the pressure plate behind the coffin. then south. Avoid that exit. and back to the first level of Vilverin. Advance cautiously to a very large room with a three undead. Two columns with six push buttons are at the east end of the room. is the statue. From here on out. Kill him. At the very bottom of the first flight of stairs inside Vilverin is a large room containing up to four bandits. In the next room you'll find the door to Vilverin Canosel. Caution is advised and careful use of arrows or spells to separate the bandits is the best policy. you go through to Vilverin Sel Sancremathi. and follow the only path to Welke Ceyede. Behind five doors are undead. take the north exit. so you may need a torch or Night Eye to see it. On the table is a key to a gate that is a shortcut out of the dungeon. then turn right (northwest). Dodge the blades. behind the sixth door is the key to the gate to the west. You can: 1) open all the doors. through the aforementioned locked gate. To the south of the large room is the bandits' sleeping quarters. Down the first hall. To the north. it's the top right button. 7) Welke --------Find the Panther River east-southeast of Bravil. The door to Vilverin Wendesel is room in Wendesel has a pit trap in the center. The first large Use arrows or spells to lure skirt the edge of it and At the intersection. (The key is actually lying on the table. then loot his room. the undead in the room over the pit trap. Activating the buttons opens the doors. 3) pick the lock on the gate and ignore the buttons. The push button to open the cage is up on the balcony on the south side of the room.

As you go down the next hall. 8) Wendelbek ------------Southeast of Bravil. be wary of the pit trap. follow the hall all the way around. Get out the same way you came in. This opens a gate in the east wall of the main room and you can get to Wendelbek Sel Aran Mathmedi. across the Panther and you'll find Wendelbek. Follow this upper hallway all the way around until you reach the door to Wendir Nagasel. exit to the west for a shortcut back to level one of the dungeon. Now. travel due south from Chorrol's South Gate until you reach Fort Carmala. Follow the east hall to the headquarters of the necromancer adept and collect the loot. continue straight rather than take the left (south) branch. Take out the two necromancers in front of you. If you mark the 'V' in "Nibenay Valley" and draw a line due east. jump down to the lower floor and go down the steps to the south. or continue to the final level and collect a boss chest and two more varla stones. Stepping on . To reach the next level of the dungeon. avoiding any turns. From the statue. You can fight it or Sneak away with the statue. In the next room is a door to Wendelbek Silaseli. along a balcony. If you've done "Shadow Over Hackdirt". From the adept's room. Bring lots of lockpicks. There are two varla stones at the top of the stairs. and then turn due west. Take a left at the T-intersection and the statue will be right around the corner. then on to the first large room. turn left from the entrance. The statue is on level three. as announced by the black altar out front. jump down into the pit. the Panther River winds its way through the Nibenay Valley.the southwest corner of this room is the door to Welke Edesel. Edesel is a small room with several coffins and one boss-level undead. you can take the statue and run. 9) Wendir ---------This two-level undead dungeon lies south of Chorrol. you'll find this ruin just past the first tributary. which is on a coffin in the center of the room. and they aren't covered. When the balcony curves east. Wendelbek lies in this bowl. climb the stairs in the northeast corner of the room to a push button. Aldmerisel is basically one large room with a platform in the center. Two northbound tributaries form a bowl along the eastern half of the Panther. travel to Hackdirt and go northwest. (If you've already been to Welke. The quickest route to the statue is to go straight from the main entrance. For a varla stone. In the first room of Nagasel. turn right and pick the lock on the gate. Otherwise. snipe the necromancers on the central platform. at the bottom of a stairway is a pressure plate. To reach the statue. the Skeleton Key or Open Very Hard Lock spells. Keep following it until you reach a left-hand turn. until you are on a raised walkway overlooking the lowest level of the main room.) Wendelbek is a four-level necromancer headquarters. just go northeast from there. so you don't have to go through the whole dungeon to get it. then on to the door to Wendelbek Aldmerisel. At the end of the first hall. find the push button and climb the stairs to reach the stone on the table on the platform.

Ulrich Leland. Turn left at the bottom of the stairs and then right and push the button to go through the gate and face off against the boss. secret passages will open either to your side or in front of you. You can't go back the way you came. Darelliun is usually in the castle audience chamber during the day. then. turn left. In Nagasel. In Edesel. Leave this room to the south. you'll have to drop down into the large room. you can use the same shortcut up on the balcony. (If you killed him from the balcony. Garrus Darelliun. After killing the boss and getting the statue. Down here. then east to find the door to Nagasel. kind of all by itself--there's nothing else nearby. Twice as you advance. Continue along the balcony until it takes you down to the second tier. which places you on the lowest tier of the boss room. 10) Wenyandawik ---------------Wenyandawik is northwest of Bravil. The stairs up to the boss are in the northeast corner of the room. so much the better. is a shortcut door to the beginning of the dungeon. Captain Leland is one of your better fighters in the Defense of Bruma quest in the main story. second-in-command of the guard. Fight your way south into the next area. The statue is in the southern part of the room. from the dungeon entrance. three-tier room. Seek him out. Exit to the northeast. and. you'll enter a room with a pit trap in the center. two-tier room. You don't want to complete this quest before finishing Defense of Bruma. You soon reach a balcony overlooking a large. once the boss is dead. Go through the secret passage and up the stairs to the boss lair. Kill the undead in the room.) The statue is around to your left. The first level of this undead home is one large. Tread carefully. <~~~~~~ finis ~~~~~~> [SQ28] <~~~~~~ CORRUPTION AND CONSCIENCE ~~~~~~> *NOTE* This quest removes Captain Ulrich Leland from service in Cheydinhal. Find her and talk to her. The rumor mill in Cheydinhal is full of complaints about heavy fines imposed by the new captain of the guard. then use the exit to the north to reach Wenyandawik Edesel. Assuming you can't pick locks. kill a couple of rats and collect two varla stones. If you're very good with a bow or spells. Return to the balcony and. who lost his house for being drunk & disorderly. you may be able to snipe the undead boss in the center. raise his Disposition to 60 and he'll agree to help you by bringing . a secret door will have opened in front of you. revealing undead. The best way to find it is to find the 'R' in "The Green Road" and go straight south. Then go west along the hall. the room is full of poison gas. When the hall turns left (south). Following up on the rumor points you to Uevana Nedaren who lives near the chapel. She's not hesitant to open up about the problems. drop down into the hallway and there's a door back into the first level of the dungeon. halfway down. second tier of the room. Nedaren gives you two names: Aldos Othran. You're on the top tier.this opens a door to a couple of undead back down the hall.

Yech. your pep talk puts the wrong kind of pep in him. One. Othran seems to be the perfect fit. in the library of Arcane University. Sneak into the castle barracks and open the left hand door on the back wall (Darelliun gives you the key). This is when Azura's shrine is marked for you. He doesn't like the sound of Nedaren's scheme and suggests another avenue of attack: pilfer evidence from Leland's quarters. raise his Disposition to 60 and invite him over for tea. Everybody lives. Azura's. . if you've advanced the Mages Guild quests enough to have access to the library. then Nedaren paralyzes him and calls her pet rats down for dinner. "Modern Heretics". which will give you a new topic (Daedra) with some townsfolk. bringing an offering. Each quest has certain prerequisites. He races to his house and confronts the guard outside the door. The evidence you want is a letter lying on a book on top of the desk. A few are pointed out to you by various persons. the only person in gaol is Leland and you get extra glittery coins for helping out. (Rules of evidence seem not to have developed in Cyrodiil at this point in history. Report this back to Darelliun. 1) Nedaren's plan: Follow your quest marker to Leland. is blatantly marked for you at a certain point in the main story. the only difference being the amount of gold given you as a reward at the end of the quest. Nedaren will have to do some time. Complete the errand and you get a daedric artifact. Take this back to Darelliun and he takes off to arrest his superior. He's not happy about it. You can "discover" information about the shrines in the main game in one of several ways: * Martin will give you a book listing some of the shrines when he gives you the "Blood of the Daedra" quest in the main story. * You may overhear people talking about daedra worship. Report this development to Nedaren. talking to the spirit of the daedra lord and then running errands for him or her. Leland and Nedaren scream at each other for a moment. The guard ends up killing him. She gets really ticked off and suggests you ask Leland over to her place for a little "chat". usually a minimum level. and various offerings. 2) Darelliun's plan: During the day. Find Othran and talk to him. The quests are listed here by their level requirement. But first.) You can follow either plan. Go see Darelliun. Most shrines have to be found by exploring. * You can also find a copy of the same book. Using that topic will generally get you a pointer to a specific shrine.Leland up on charges. Unfortunately. but you're off the hook and get some glittery coins for your trouble. he needs a witness. <~~~~~~ finis ~~~~~~> [SQ04] <~~~~~~ DAEDRIC QUESTS ~~~~~~> Each daedric quest involves finding a shrine. when Leland is on patrol.

The cavern is small. Azura sent five followers to kill a vampire lord. this may be a very useful item. so separating them can be difficult. a staff with. Azura's Star. They'll follow you and you'll have more room to maneuver as well as receive additional help from the sun. then. get the attention of the vampires. They sealed themselves in the cave of the vampire lord. which does extra damage to the vampires. enchanted weapons recharged at any Mages found quite frequently. Joy. Advance very slowly and try to take them on one at a time. get ready to run from sunlight for the rest of the game. which can be difficult to find. Or. glow dust. Azura marks a "Gutted Mine" on your map to the southeast. Fire works well on vamps. During the hours of dawn (roughly 5 .7pm).Azura [DQ01] +-------------Requirements: At least level 2 Offering: Glow dust Reward: Azura's Star. You may also be able to find some in one of the alchemy shops in Imperial City.. use a Cure Disease potion or visit a temple in a city to cure your porphyric hemophilia. lettuce. Stock up and head out. One option. You'll find his shrine halfway between Bravil and Leyawiin. so use that if you have it. Don't worry about it until you've finished the task. If weapons. is to enter during daylight. They succeeded. Sheogorath is apparently the daedric lord of practical jokes.7am) or dusk (roughly 5 . but at the price of becoming vampires themselves. return to Azura useable grand soul gem. The easiest way to get glow dust is to go to the Bruma Mages Guild and ask to join (if not already a member). Wabbajack power This is a weird one. Go to the basement and pick some glow dust up from a table in the alchemy room. you can get Guild hall. After all five are dead. The last two vampires are located in a secret chamber opened with a pull cord in the first large room you come to. Azura wants you to grant them "eternal peace". submitted by reader jbucking. It is usually the first shrine mentioned in the game. is a by-product of the will-o-wisp. Activate the statue of Azura with some glow dust in your pocket. yarn Reward: Wabbajack. but. but you can find it by lining yourself up with the 'B' in "Bravil" on your world . For more about Vampirism.well. The first three tend to be close together (they are marked on your map). see the section under Miscellaneous Adventures. then run outside. Sheogorath [DQ02] +------------------Requirements: At least level 2 Offering: Lesser soul gem. a re-useable grand soul gem Azura's shrine is located north-northeast of the Lake Arrius Caverns you visit in the Dagon Shrine quest part of the main story. The offering. You will almost certainly get infected with porphyric hemophilia (the vampire disease).. and regular soul gems are Once you're done. and she'll reward you with a reyou're heavily dependant on enchanted On the other hand. and contains only the five vampiric followers of Azura. west of the main road between the two cities. In times past. It's off the beaten track.

Enter the sheep pen poison in the food trough. you can pickpocket the key from the sleeping innkeeper. Wait until the middle of the night. Some priests of Arkay are trying to give them some light. You just never know. Namira teaches you a spell to shroud the priests in darkness.. You'll be referred to to 60 and he'll tell rats and the death of but you don't need to Go to the only inn in town. to the left of the stairs. You have to get your Personality to 20 or lower. You might turn a goblin into a spider daedra. She asks only . Wait will be infested by rats. Wait until morning and the town runs up the steps and puts down pick it up.e. when used on a creature (i. Go halfway down the stairs and watch the anti-climactic show. You should be able to scavenge the offering from houses and guild halls in Bravil.) Go outside and dump it in the cooking pot nearby. Anga. worry about that one anyway. you would need to drink 4 bottles of Cheap Wine. He won't tell you the third portent. guarded by a couple of goblins. so if your Personality is 53. You're interested in the rare Olroy cheese. break into the blue-lined display case and steal the Olroy cheese. Talk to the innkeeper about cheese and she'll tell you all about her prized collection.. Cheap Wine can be found in many houses. go to the shrine. Activate the statue with the offering in inventory and Sheogorath complains about the boring population of Border Watch. at the top of the hill. Ri'Bassa.. Get enough bottles to do the trick. then drink up. Namira has some followers called "Forgotten". or a spriggan into a sheep. go down the street from the inn and put the rat an hour and the sheep will all be dead. town shaman. Go to Border Watch and ask about the K'Sharra Prophecy.. They live in the darkness of the Ayleid ruin. a small Khajiit settlement to the south. From the mine. Watch as Ri'Bassa rat poison. but you must be a person others find to be. Once he's placed the poison.less than pleasing to the eye. Find him and get his Disposition you the first two portents of the apocalypse: plague of all the livestock. turn south and bear east and you should find the shrine easily. Talk to Namira to get the quest. Return to the shrine and you are rewarded with Wabbajack--a staff that. Go due east from Bruma's East Gate until you reach The Plundered Mine. You can also buy Cheap Wine in many inns and taverns. The easiest way to do this is to tank up on Cheap Wine--each bottle drains your Personality by 10 points. including those you have purchased if you've purchased the furnishings that add a wine rack. He wants you to go there and stir things up a bit. random creature. Namira requires no offering. not a human. Sheogorath then speaks and tells you to go to the center of town and watch the third portent. Namira [DQ03] +--------------Requirements: At least level 5 Personality of 20 or lower Offering: None Reward: Ring of Namira. (If your lockpicking skills are weak. Reflect Damage and Reflect Spell enchantments Namira's shrine is east-southeast of Bruma. orc or elf) will transform that creature into and going straight south.

Nothing could be simpler.that you cast the spell on each priest and let the Forgotten do the rest. The chest along the west wall contains boss-level treasure. (In one. That. Look for a bright cone of light shining down around the altar. rather than looking at the altar. put your empty grand soul gem in the altar and cast Soul Trap on the altar. which are Oblivion bridges connecting hunks of rock in a black void. This is a little bit of a maze. a bright cone of light will shine down on the altar. Each level is very short and filled with leveled daedra. Find Lake Poppad on your map. There's one side path to a little bit of treasure. find the secret room in the southern-most point of the ruin. Anga is almost due south of the shrine and is a single. When it does. you must present Vaermina with a black soul gem. If not. which is a nice ring with leveled Reflect Damage and Reflect Spell enchantments. For both operations. on the eastern bank of the Reed River. It's east (and just a little north) from the shrine. Namira's Shroud. the table and chairs are on the ceiling.) Next is Arkved's Void. There's a pushbutton to open it in the long hall that runs along the southeastern side of the dungeon. Vaermina [DQ04] +----------------Requirements: At least level 5 Offering: Black soul gem Reward: Skull of Corruption Vaermina's shrine is southwest of Cheydinhal. Once you have the required offering. if your level is high enough. only one way to go. The Wizard Arkved has stolen the Orb of Vaermina and she wants it back. The priests are not hostile. and hope you find a black soul gem in its depths. Arkved's Tower is south-southwest of the shrine and leads to a seven-level minidungeon. you need an empty grand soul gem and a Soul Trap spell (any level spell will do). in itself. You can loot the caves. Return to Dark Fissure and Wait until midnight. but otherwise. Black soul gems aren't just sold in stores like normal soul gems. That cancels your reward. So your only options are to find one or make one. Edgar's Discount Spells. Remove your shiny new black soul gem. the shrine sits on the eastern shore. present it to Vaermina for her quest. To make a black soul gem. The first two levels are a straight shot through some rather unusual rooms. In Arkved's Lost Halls. across the street. There are two undead in the room and two chests. Sometime during the week. fairly small level. will sell you a Soul Trap spell. To get this task. You can purchase grand soul gems from the Mystic Emporium in Imperial City. Cast your new spell. When all the priests are dead. Be careful you don't kill a priest or a Forgotten. Wait 24 hours and try again. you can make one at the altar outside the entrance to Dark Fissure. could drive you nuts. just take the . at each one (they are marked on your map) and watch some Forgotten run in and bash the priests to death. (It's easier to see this cone if you look up into the sky. This is a necromancer lair and necromancers are the source of soul gems. Dark Fissure is the place to start. take the left (southwest) exit from the main room to reach Arkved's Hall of Changes.) If there's no bright light.

Hightail it out of the castle and head for the West Gate of Leyawiin. It's a bit more useful than Wabbajack. You have no gold to pay the fine. Return to Vaermina for your reward: the Skull of Corruption. where you can steal a horse and ride like the wind up the Green Road toward Bravil. volume 1") and a back door that dumps you outside in the ruined fort (you can't come in this way. so don't try). Of course. Inside. Else.. You can kill him. The easiest way to obtain this fine spirit is to buy some from The Main Ingredient in Imperial City.. enter and wait until 6pm. items. How to know if your clothing is of high enough value? Hard to say. weapons. Sanguine gives you a spell and tells you to cast it in the midst of a dinner party to be hosted by the Countess. You'll see the Countess and some friends head into the dining room. and before he'll talk to you. on Countess Caro (casting it at someone else or into thin air won't work). Next is Arkved's Rending Halls.even gold. so this basically entails running for it. he'll let you in no questions asked. so you'll have to do a week or so jail time. he wants some Cyrodiilic Brandy. Offer it to Sanguine and receive your task: you're to liven up the life of Countess Alessia Caro in Leyawiin. really fine clothing or higher-level armor will fill the bill. You have two choices: 1) Serve time. there's also an Illusion skill book ("Palla. you're in no condition to fight guards.. If your clothing is of high enough value. which is to the right as you enter the audience chamber. or not. you can Fast Travel to Sanguine. but no less fun.southeast exit from each room and you'll reach the end quickly. Sanguine [DQ05] +----------------Requirements: At least level 8 Offering: Cyrodiilic Brandy Reward: Sanguine Rose. When you get out. Sanguine is a party animal. Talk to the guard outside the door. Including you. Stark Reality. If your clothing doesn't pass muster. 2) Resist Arrest. Outside are the stables. This is an. Everyone loses their clothes. Using this on any NPC or creature creates a hostile copy of the NPC. Arkved is unconscious on the bed. he's stuck in his dream state for the entire game. leave Skingrad by the West Gate and follow the road to the Cursed Mine. then go straight north.interesting quest. and not one without a little trouble (even though there's no combat involved). You'll .. Once you find a spot free of guards (and monsters!) you can Fast Travel to Sanguine. Take the Orb from the nearby table. You may also get this marked on your map by talking to the owner of All Things Alchemical in Skingrad and using the "Daedra" topic. You're in your undies and the guards aren't happy. Travel to Castle Leyawiin. cast the spell. Fast Travel there and go southwest (a little more south than west). you've lost everything--clothes. which is a linear path to Arkved's bedroom. If you helped the Jemane boys return to Weatherleah in "Legacy Lost". staff that summons a random daedra This shrine is in the middle of nowhere north of Skingrad. In fact. you can still get in by raising the guard's Disposition to 70 or above.

bonemeal (skeletons & liches) or ectoplasm (ghosts & wraiths). You can talk to Drad (and his wife) or not. you could get in serious trouble trying option 1. part of the Fighters Guild quest "Trolls of Forsaken Mine"). 1) Go in swinging: kill the guards and get keys to the pens from their bodies. Bleak mine is a single level with a bunch of guards and ogres in pens to the north and south. battle axe with Paralyze and Drain Health To find this shrine. When given the appropriate offering. Sanguine rewards you with Sanguine Rose. but you'll get your gold back so you can pay the fine rather than serve jail time. The ogres are in Bleak Mine. you can then go almost due west to the Shrine) and not far from Miscarcand. Malacath doesn't care). who will then kill the guards. Then turn northwest to the shrine. You can. head due north from Anvil's North Gate until you run into Lord Drad's estate. For an offering. bonemeal or ectoplasm Reward: Ring of Khajiiti. though if the guards kill an ogre. Easy enough. you'll need troll fat. Meridia [DQ07] +---------------Requirements: At least level 10 Offering: Mort flesh. Trolls show up in mythic creature dungeons at relatively low levels (about level 5). Meridia is west of Skingrad (if you go west from the city to the Cursed Mine. Option 2 may be preferable--you can even lend the ogres a hand after releasing them (just make sure you don't kill an ogre. a staff that summons a random. you must provide the remains of an undead creature. Malacath demands you release some ogres that are enslaved by Lord Drad. just a little way to the east. either tell Lord Drad you agree with his methods. a two-handed axe with Paralyze and Drain Health enchantments. You passed Drad's estate on the way in.. The guards in this mine are a bit smarter than your average NPC and will gang up on you if you're not careful. Return to Lord Drad's estate to find both he and his wife engaging in hard labor under the supervision of the newly freed ogres. which has a number of undead in the first couple . part of Nocturnal's quest) and in Forsaken Mine (just south of Leyawiin. or talk to his wife and get her Disposition north of 70. That means mort flesh (zombies). Malacath [DQ06] +----------------Requirements: At least level 10 Offering: Troll fat Reward: Volendrung. 2) Sneak in with appropriate lockpicking devices and release the ogres.. head back there now. Then back to the shrine for your reward: Volendrung. with appropriate equipment. Chameleon 35% and Fortify Speed +10 To get a task from Meridia. You can find them at any time in Tidewater Cave (south-southeast of Leyawiin. To get it marked on your map. leveled daedra whenever you use it. Since they're close to your level.still have the bounty (increased for stealing a horse).

So. You can get this marked on your map by talking to one of the mages in the Leyawiin Mages Guild (assuming you have Daedra as an available topic). real quick. and talk Weebam-Na Weebam-Na's house using your new objective marker. liches) may start summoning. with 35% Chameleon and +10 Speed enchantments. You should be able to handle the initial wave.of rooms. Turn left at the end of the wide tunnel and twist around to a small room. You should be able to clear the small room (one necromancer and maybe one undead). east of Castle Skingrad. go straight to the T-intersection. enter. Depending on your level. Once the five necromancers are dead (you don't have to finish off the undead. If you have high Sneak levels or an Invisibility spell. They're reticent. turn right and immediately left to wend your way to a secret door. All the necromancers will start summoning. This is tougher than it sounds. Things can get real nasty. Stand still near the door and you eventually hear the two Argonians discuss whether or not the jewel is from the trolls in Tidewater Cave. an unbreakable lockpick with Fortify Security 40 Nocturnal's shrine is located just off the road that leads north from Leyawiin along the east bank of the Lower Niben river. (Hint: Go into Sneak mode before going through the door. As for leads on the you're given only a vague pointer to nearby Leyawiin. No offering is required. . where the other two necromancers and more undead are lurking. then take your time clearing out the remainder of the dungeon in the more traditional way. Head into town to any guard.) There are five necromancers in here. In the cave. just the necromancers. Her Eye has been stolen wants you to return it. Nocturnal will only respond to you at night. (Assuming you aren't already carrying the stuff from all your encounters with the walking dead. The three necromancers who are currently out of sight will come running. just run for it. You may even avoid drawing attention from the far (southern) rooms. And they *will* gang up on you. Use the Eye of Nocturnal topic to learn two Argonians. go straight across the first room and bear left through a wide tunnel. The shrine is about halfway to the mouth of Niben Bay.) Meridia sends you to Howling Cave. and your journal suggests you eavesdrop. As you enter the Lower Galleries. some of the undead (skeleton champions. Find both into will safe and she thieves. and Bejeen. here's what you do. Nocturnal [DQ08] +-----------------Requirements: At least level 10 Offering: None Reward: Skeleton Key. and orders you to kill all the Necromancers you'll find there. then turn and defend the narrow opening into the room. They're aided and abetted by a half-dozen or so undead. return to Meridia for the Ring of Khajiiti. Go the entry hall and enter Sneak mode. you may be able to do this without anyone noticing. and talk to lizards. That door leads to the Lower Galleries. but you'll probably want to kill everything just to be safe). Otherwise. Just leave Leyawiin's Northeast Gate and follow the road. which is where all the trouble starts. two almost right in front of you. Keep an eye out on your right (east) side as you head north. have been boasting about scoring a valuable jewel.

The fourth soul is in front of this tower. Walk down there and prep for the two trolls you meet outside the cave. now head east and find some rocks that lead across the lava. Tidewater Cave sits on the edge of Topal Bay and is just about the most southern point in all of Cyrodiil. with lots of fights against daedra. Goody. Peryite isn't picky about hired help. From here you should now take the west path. who foolishly tried to summon him. defeat the daedra and free the second soul. When you're ready for an extended trip into Oblivion. Fire damage works well on trolls. left again at the end of the tunnel and then left again through an underwater passage to find the Eye. Jump back across the rocks and head south. From your starting island. enter the cave. Once they're down. Activate the statue again and ask to be sent to hell. (Hand basket not included. Not bad. Peryite rewards you with a shield with 30% spell reflection. Simply hit Auto Attempt until the lock opens. east and west.Trolls. The path will eventually curve west and you'll find the third soul. There are a *lot* of daedra (keyed to your level) roaming this area. .) You're on a circular area. He just wants someone to rescue his followers. Return to your starting point--do not take the west path from this first soul. This handy device Fortifies your Security skill by 40 points and is an unbreakable lockpick. About halfway along its length. take the first left. Jump across. Go back to your starting point. To free the soul. and just lead to even more fights in cramped quarters. Head due north from the tower to reach the fifth soul. Your main encounters here will be with bears. you'll see the Silverfish River. looking over a sea of lava. Upon obtaining this device. (You'll also find some cave entrances. The track will quickly turn southwest and eventually lead to a tower.) Your first captive soul will not be far along this track--you can tell where the souls are located by the giant bonfires that give off a lot of light and smoke. There are paths off this "island" to the northeast. no lock (that does not specifically require a key) can stand against you. too. on the south bank. Peryite [DQ09] +---------------Requirements: At least level 10 Offering: None Reward: Spell Breaker. Now their souls are trapped in Oblivion and he wants you to retrieve them. but there are two or three trolls in here as well. is Peryite's shrine. so load up before heading out. Take the northeast path first. They usually work in pairs. If you just want the Eye. shield with 30% Spell Reflection If you look east of Bravil on your world map. Now head back to your starting point where you'll find a portal back to normality. simply Activate it. Ignore them as they don't significantly help you. considering all the work you had to put into getting it. Return to Nocturnal's Shrine and the grateful daedra gives you the Skeleton Key.

) You can lend a hand if you like. Mephala wants you to start a war in a peaceful village known as Bleaker's Way. but cannot be approached directly from the south. just don't kill everyone.) You'll need one sample of nightshade. Take The Silver Road leading to Bruma from Imperial City until you reach the intersection with The Orange Road to Chorrol. Turn and head due southeast and you should find the shrine. Next. Kill Ulfgar. visit Hrol Ulfgar in his house on the west side of Bleaker's Way. Return to Nivan's house and put the Ulfgar ring in his corpse. a long sword with Silence and Absorb Health enchantments. If it's still the middle of the night. Travel to Bleaker's Way by going north into the mountains and then turning west. Break into Nivan Dalvilu's house (northern side of the village) and kill him while he sleeps. As you ascend to the loft where he sleeps. Activate the statue between the hours of midnight and 6am with nightshade in your inventory. On a table near the door is a Dalvilu Ceremonial Dagger. you should stumble across it. If you purchased the Frostcrag Spire official mod. (You may need to speak to one of the villagers to instigate the fighting. It is home to two families: the Dalvilu family of Dunmer and the Ulfgar family of Nords. pick up the Ulfgar Family Ring from the table next to the stairs leading to the third floor. Take it with you when you leave. and what they do say sounds too good to be true) or Wait until the middle of the night. Wait until morning and watch the chaos in the streets. between midnight and dawn (about 6am) Reward: Ebony Blade.Mephala [DQ10] +---------------Requirements: At least level 15 Offering: Nightshade. Then perform the assassinations. Silence and Absorb Health enchantments Mephala's shrine is northeast of Imperial City. but not an easy one. you can do this right away. You are to kill the leader of each family and leave evidence implicating the other leader. on the west side of the Upper Niben. Return to Mephala for the Ebony Blade. (You'll pass Anga on the way. Then chat with the two families (they don't have a lot to say. . which can be found several places. you can pick some from the garden in your tower. There are two in Imperial City: The Main Ingredient and The Gilded Carafe. if you've previously found that ruin. so if you take your bearings on that (using your map) and strike out due south. Fast Travel there and head southeast. If you arrive in Bleaker's Way during the day. light armor cuirass with Resist Magicka This is a simple quest. then "open" his corpse and place the Dalvilu dagger in it. It's almost directly south of Arcane University. This settlement is west-northwest of the shrine. The easiest way to obtain it is to check with alchemists. Hircine's shrine is located midway between Imperial City and Bravil. you can walk into the houses of the leaders and take the dagger and ring. Hircine [DQ11] +---------------Requirements: At least level 17 Offering: Wolf or bear pelt Reward: Savior's Hide.

mountain lions should be among them. pop into an Oblivion gate and .Bring a bear or wolf pelt as an offering and Hircine reveals he wants you to perform the ultimate hunt: kill a unicorn and bring its horn to him. Savior's Hide. even if you are ostensibly its owner. marked on your map. If the main story is still open. long sword with +22 fire damage You'll need a daedra heart for this quest. which drains Strength and Magicka 5 points per hit. He'll pick up the mace and start beating on you. three minotaurs. preferably or spells to prod one of the beasts to charge you. set a little outside the main "town". You can then head due southwest to get to the shrine. Drain Magicka 5 points Bal's shrine is in the middle of the Great Forest. west of Imperial City. take the horn back to Hircine and receive a Light cuirass with a resist magic enchantment. remove all your armor and punch him in the face. the shrine is dead center in that triangle. Go to Brindle Home and charm a townsperson to a Disposition of 60 and they'll tell you all about Petilius. Approach slowly. Molag Bal wants you to corrupt a good man. Drain Strength 5 points. but it also keeps like drawn weapons. Skingrad and the Wawnet Inn on the west shore of Lake Rumare. If you don't have a lion's pelt to give as an offering. For a little extra fun. This prevents not only the minotaurs from ganging up the unicorn from joining in the fray. You'll also get his house. This three-level dungeon is full of wild animals and a few mythic creatures. There's only one unicorn in the game. Molag Bal [DQ12] +-----------------Requirements: At least level 17 Offering: Lion pelt Reward: Mace of Molag. it is a most unreliable mount. and use a bow Repeat for the other two. Kill it. Make a triangle between Chorrol. When you die. and it's conveniently located south and a little east of the shrine in Harcane Grove. return to Brindle Home and talk to Petilius. you'll automatically be transported back to Molag Bal's shrine and you'll receive the Mace of Molag Bal. Wait outside his door until he leaves to visit his wife's grave. There you are to goad a man named Melus Petilius into killing you with a Cursed Mace that Bal supplies. on you. He refers you to Brindle Home--a small settlement to the southwest of the shrine. you get these hearts from dremora and xivilai. You can't do anything with Petilius when he's at home. It doesn't In fact. go straight west from Wawnet Inn and you'll find Breakneck Cave. It goes into a frenzy whenever weapons are drawn in its vicinity and will attack anything--including you. The unicorn is guarded by stealthily. The unicorn is good for just one thing: dying to provide its horn for this quest. while it may be tempting to ride the unicorn around. Drop the Cursed Mace on the ground near his feat. Boethia [DQ13] +---------------Requirements: At least level 20 Offering: Daedra heart Reward: Goldbrand.

emerge a moment or two later with the necessary item. player) race. You are. you can Fast Travel there. will offer some sage words of wisdom.and you have to face off against one each of the other nine races. an Ayleid ruin located right on . He opens a portal to an Oblivion Plane that consists of a circle divided by gates into ten sections--one section for each sentient (i. or Umbra.). you only need to go to Pell's Gate if you want all the background story for the quest. find Drakelowe by traveling along the east bank of the Reed River south of Cheydinhal. strike due east and try to stick to that direction as you go up into the mountains. If you have visited Drakelowe for "Vampire Cure". you've got a bit more work ahead of you. Your journal instructs you to begin your search at Pell's Gate. with no easy landmarks to guide you to it. ebony long sword. whatever you are.well. She'll mark Boethia's shrine on your map.. If you've closed all the Oblivion gates and used all the hearts you collected. In exchange he'll give you a fabulous masque. Soul Trap 120 seconds Vile's shrine is southwest of Imperial City. who now resides in your backpack.. With the heart in hand. potions. You could also try Summoning a dremora (if your Conjuration skill is up to snuff and you can find a merchant that sells the spell) and pickpocketing it (killing it just causes it to vanish). go almost due west to find the shrine of Clavicus Vile. You won't find daedra in many places around Cyrodiil once the gates are gone. Just make sure you bring plenty of sustenance (repair hammers. The Wizard's Grotto that leads from Castle Bravil to Fathis Aren's tower has plenty. Nine fights against nine NPCs kitted out similarly to you is no picnic. He instructs you to find the sword of a hero named Umbra and return it to him. a long sword with 22 points of fire damage.. Your reward for defeating the nine is Goldbrand. You should be able to find the shrine that way. If you exit the city to the west and take the road south. talk to Borba of Borba's Goods & Stores in Cheydinhal and try the "Daedra" topic (if you have it). which should be peanuts to a 20th or higher level character.) The person now calling herself Umbra resides in Vindasel. Arkved's Tower (from Vaermina's quest) is also full of daedra. You should see a wayshrine (if you reach the Ayleid ruin Vindasel. helmet. soul gems or varla stones. else. Actually. you've gone too far). Fortify Personaltiy 20. (Find Irroke the Wide and ask about Umbra. keep your eye to your right (west) as the road begins to turn east. Along the way. Vile's pet puppy..well. The battles are all one-on-one. Offer a daedra heart to Boethia and he offers you a way to prove yourself in a Tournament of Ten Bloods. that's the easiest way to find it.e. Clavicus wants an offering of 500 gold.. From that wayshrine. Clavicus Vile [DQ14] +---------------------Requirements: At least level 20 Offering: 500 gold Reward: Masque of Clavicus Vile. The shrine is in the middle of the Valus mountains.. etc. there are no interlopers and there are plenty of hiding places for Sneak attacks or perches for sniping. Once in Drakelowe.

you can head straight to the shrine. If you decide to keep the sword and don't want the quest sitting in your open quest list. It is. just the soul trap ability. she regenerates health. inside is a straight shot to Umbra. it has no damage enhancement. Activate the shrine to get Mora's quest. When you pass over a wood bridge. Now that you have the sword. this is an excellent opportunity to Sneak attack with a bow or ranged spell. If you want her sword (for yourself or Clavicus). If you've been to Sancre Tor (main story). take the left/north fork to reach the shrine. a wonderful tool--especially in combination with Azura's Star.e. You can only collect one of each soul and you can only collect one soul at a time (i. You would need to strike an enemy with it. you may receive an invitation to visit Mora. you have a choice: keep the sword. you can only cast the spell on one NPC at a time). with only low-level wild animals and a couple of traps in your way. There's a conjurer and his pet outside. depending on how you're equipped. Oh joy. You should run right past Applewatch (Dark Brotherhood quests) and Boreal Stone Cave ("A Brotherhood Betrayed"). but they're hollow. then switch to another weapon (or spell) to finish the enemy off. He gives you a special Soul Trap spell and soul gem. He wants you to collect one soul from each of the ten sentient races (i. Hermaeus Mora [DQ15] +---------------------Requirements: At least level 20 Finished all other daedric quests Started "Blood of the Daedra" quest in the main story Offering: None Reward: Oghma Infinium. . When it forks. He'll mutter some threats. This will shave off a good bit of her health. don't start the fight face-to-face. Vile's hound suggests you keep it. or return it to Clavicus Vile. Don't try leading her back through the ruins to the traps. The soul will be stored in Mora's special soul gem. So. where you get an ugly full-head helmet that increases your Personality by 20 points. *NOTE* You can go down and talk to Umbra. return to Vile's shrine and refuse to give him the sword. Once you've completed all the other Daedric Lord quests and gotten at least as far as the "Blood of the Daedra" quest in the main story. She'll come charging up the stairs. (The first room has a pit trap near the door. However. Nothing bad will happen to you. special skill book Mora's shrine is high in the Jerall mountains. indeed. go around the west side of the town and find the road heading west.) Umbra can be tough. but this doesn't help unless you decide to leave her alone. start from Bruma's North Gate. That's just stupid. You do not have to wait for that invitation. the second main room is a poison gas trap--hug the wall as you go around the room. you can Fast Travel there and find a gully leading northnortheast straight to the shrine. If not. Cast the spell on an NPC (it's a ranged spell) and then kill that NPC before time (120 seconds) runs out. so that will do you little good. You enter her room up on a balcony. have another arrow or spell ready to meet her.the Red Ring Road not far from the shrine. the path splits again. the player races).e. take the right/northwest fork.

2) Kill the daedric shrine worshippers. but there's no bounty and you might find some other things as well (Fort Strand plays in "When the Vow Breaks" and Vilverin is a location for "The Collector"). you can find bandits in the first level of Vilverin (Ayleid ruin outside the starting sewer exit).php?id=2863 You have several options: 1) Go on a killing spree through a city. Restoration +10 *NOTE* The "Path of Spirit" is also supposed to set your Willpower +10. you are asked if you want to read the. Some caveats: don't kill the worshippers at the shrine of Molag Bal. Marauders can be run down in Fort Cedrian (on the Yellow Road where it crosses the Carbolo River) and Fort Strand (just east of Anvil). They're all alone in the wilderness (and Mora doesn't care. you still end up with a bounty and the psychopathic--that is. one of them is the Master level Conjuration trainer. the Cursed Mine just west of Skingrad and Dzonot Cave. In addition. psychic--guards will chase you the next time you enter a city. Conjuration +10. * "Path of Steel": Strength +10. so you just get the INT and skill boosts. as you'll find plenty of representatives of every race within its walls. It is on a point of land southeast of .php?id=4878 [SQ05] <~~~~~~ THE FORLORN WATCHMAN ~~~~~~> The rumor mill in Bravil is rife with the story of a ghost who wanders the coast of Niben Bay. Security +10. 3) Run down some bandits and marauders.tessource. a special skill book. even if you kill his own worshippers) and you can definitely find all ten races. Heavy Armor +10 * "Path of Shadow": Speed +10. Sneak +10. Even though the killings take place in the wilderness.tessource. He tells you the ghost appears every evening at 8 at Bawnwatch camp and marks the camp on your map. You're referred to Gilgondorin.) PC users can download a fix for this bug from: http://www. There are numerous bandit camps spread around Cyrodiil. When you read it. He gives you the Oghma Infinium. PC users can download a mod to fix this from: http://www.. Imperial City is a good choice. the quest will get "stuck" and you won't be able to trap any more souls. Avoid casting on another NPC until the first one is dead! (Even if it's a race you already captured. Light Armor +10 * "Path of Spirit": Intelligence +10. Blunt +10. When you have all ten souls trapped. Blade +10. but it's*NOTE* If you do cast the spell on two NPCs at the same time. The downside is the difficulty (breaking into all those houses) and the risk (getting caught). Agility +10. proprietor of Silverhomeon-the-Water. Destruction return to Mora's shrine and Activate the statue. on the southwestern shore of Lake Rumare. Speed +10. You might not encounter all ten races (Argonians are especially hard to find).

. he says the room contains a map to his "gratitude". Swim across and look for the ruined hulk of a ship among the rocks. This opens a door further back in the hold and inside is the skeleton of Blakeley. But no. mother! I killed them all! I killed them and I cursed them to wander their ship in undeath for all eternity! They came to talk to the old man in the lighthouse. He identifies himself as one Grantham Blakeley and requests that you free him from the "mouth of the Panther". Every last one of them. Travel there and wait until nightfall and watch the ghost appear. Look on the floor behind the post that was holding the skeleton. turns and speaks to you. so follow him as he begins his solitary journey down the shores of Niben Bay. From his remains.. So there . which releases Blakeley's spirit to pursue more pleasant fields of travel. The key will also unshackle the skeleton. On this upper deck you'll find a couple of spirits and a hatch up to the captain's cabin (good loot) and a hatch to the middle deck. Your journal refers you back to Gilgondorin for more info on the "mouth of the Panther". Return it to Varulae for your reward. which will pinpoint a burial place further up the Panther River. <~~~~~~ finis ~~~~~~> [SQ06] <~~~~~~ THE GHOST SHIP OF ANVIL ~~~~~~> This is a "simple" step-n-fetch quest. As parting advice. they could have kept walking. a ship docked at Anvil. It's the western-most of the two ships in port. that I was a human rat. These aren't quite as amiable as Grantham. which is lodged between rocks underwater. following your objective marker to the loot. On deck a distraught Varulae has a sad tale. it's nothing more than the point where the Panther River empties into the Niben. Find the "Serpent's Wake".Bravil. When they saw me. On the cliffs above Fort Irony. Go upriver. however. including an enchanted cutlass. she found the sailors all murdered and roaming the decks as vengeful spirits. The murders of the sailors will remain unsolved unless you play through the Dark Brotherhood quests. You can enter the upper deck the ship through a hole in the side. the ghost stops. mother! They called me names! They said I was strange. later that night. Pick up the map you find there. with nasty spells and even nastier swords and retrieve the crystal ball. across the river. In "Following a Lead". You can also find a logbook that reveals the fate of the ship. Fight your way through the middle deck to the cargo hold. living here in the cellar of the lighthouse. You can't elicit any information from him. where you'll dispatch the ghost of the lead mutineer. Inside you'll meet your fair share of restless spirits. They laughed! They laughed at me. pick up a small key. and I slit their throats. In his diary he writes: "I did it. When the ship returned. which just happens to be directly east of where you are now.The ship is hers and she sent it to pick up a crystal ball that belonged to her mother. you find a diary that implicates a Brotherhood traitor who lived beneath the Anvil lighthouse. They did not know who they were dealing with! So I snuck on board. Work your way through three levels of wraiths.

a slaughterfish recently got the better of his leg and he can't go after them any more. You'll need the key he keeps on him to open the chest. running southeast from Imperial City. Killing these fish may not be easy. She gives you the full scoop. Unfortunately for Aelwin. on the west side is Crestbridge Camp. crosses the Carbolo River. Your quest marker now points to a location in Lake Rumare just north of Weye. and the war parties traveling back-and-forth wreak havoc on their way. past the stables. Fort Cedrian is on the east side of the bridge.. a guide helping the Gernand family. Goblin war parties have overrun Cropsford. you'll run into a little hamlet called Weye. depending on your level. He asks for some help. Unfortunately. In the camp. out of town. before you run off to Cropsford (northwest of the camp). your quest marker will update and point you to the next fish. <~~~~~~ finis ~~~~~~> [SQ40] <~~~~~~ GOBLIN TROUBLE ~~~~~~> Find the spot where the Yellow Road. Here you will meet an old man named Aelwin Merowald. so either pick his pocket or kill him. talk to Mirisa. you have to follow the quest marker. A small family (Gernand. Fishing in Oblivion does not involve a rod and reel. They can be quite tough and you can't use targeted spells under water. Cropsford is right in the middle of these two caves. his daughter and his son-in-law) were trying to start a farm at Cropsford. Walk down into the lake toward your quest marker. He wants you to procure 12 sets of scales so he can make one last sale and finally retire. you can raise Aelwin's Disposition to 70 and he'll tell you where he keeps all the money he's earned thus far from selling scales. Now. Heading west. Find the first fish. You'll need water breathing potions/spells/equipment (or be an Argonian). You stinker. After a moment. Each fish only spawns once you've killed the previous fish. If you're of an evil disposition. kill it and take its scales. The scales from these particular fish apparently have some rare alchemical properties. then. Seems he has a deal with an alchemist to sell scales from Lake Rumare slaughterfish. . steal his retirement money. speak to Barthel Gernand to get the story. A tribe of goblins living from Timberscar Hollow (Rock Biter goblins) stole the tribal totem from the goblins in Cracked Wood Cave (Bloody Hand goblins). so you can't just walk around and run into them. Once you have 12 scales. return to Aelwin and hand them over.the Serpent's Wake sits. The ghost ship of Anvil they'll call it now! Ha ha ha ha ha!" <~~~~~~ finis ~~~~~~> [SQ07] <~~~~~~ GO FISH ~~~~~~> This relatively simple quest is picked up outside Imperial City. Mirisa gives you two options for ending the trouble.. goblins interrupted them. He'll give you a ring with Fortify Athletics and Water Breathing enchantments.

The Bloody Hand will once more take off in pursuit of their tribal totem.. But wait. Wait for a day. They were rousted at Jensine's "Good as New" Merchandise in the Market district. return to Malene for a reward. Take it back and drop it back in Timberscar Hollow. (If Lex has been taken out of the picture because you've been playing through the Thieves Guild quests. The cave is just up the hill. There's also a bonus if you retrieve the staff.. If you talk to a soldier. or another goblin tribe's headquarters. who operates out of Moss Rock Cavern. right? <~~~~~~ finis ~~~~~~> [SQ35] <~~~~~~ THE GRAVEFINDER'S REPOSE ~~~~~~> You get this quest by talking to Malene. Without their leader. the Bloody Hand will leave them alone. Once either mission is complete.. Your journal should update that Avidius has been arrested and the quest moves to completed status. that's what they get for leaving you high and dry. <~~~~~~ finis ~~~~~~> [SQ08] <~~~~~~ IMPERIAL CORRUPTION ~~~~~~> There are two residents of Imperial City. When Raelynn is dead. once the Rock Biters no longer have the totem.) Use your quest marker to track the captain down.. Either one will be dis-interested in your report and push you along to Itius Hayn.well. You can pull this off without combat if your Sneak skill is high enough. he'll refer you to Captain Hieronymus Lex.) You can use your quest markers to find the two and send them along to Hayn. north of the Inn. those goblins won't venture forth to retrieve their totem. The family thanks you and heads off to Cropsford to begin re-settling the farm.. What? No reward? Well. you'll get sent to Servatius Quintilius. It's a single level necromancer + undead hangout. Hayn wants to believe you. proprietor of the Roxey Inn on the north shore of Lake Rumare. 2) Get the totem (a staff with a shrunken head on the end) from Timberscar Hollow.. Here's where retrieving the staff comes in handy. . You'll probably have to kill every other goblin in the cave as well. but them's the breaks. She wants you to kill a necromancer named Raelynn.. And the Cropsford settlers. Your best bets are Ruslan and gro-Glurzog.1) Kill the shaman in the Cracked Wood Cave. She'll then tell you the name of the corrupt soldier: Audens Avidius. Ruslan and Luronk gro-Glurzog. but he needs two witnesses.. (Jensine is a tougher nut to crack. Your journal suggests you report Avidius to the authorities. return to Crestbridge and speak to Mirisa (if you stole back the totem) and speak to Gernand. Visit Jensine and boost her Disposition over 70. You need a Disposition score of 70 with them to convince them to who will complain of being shaken down by a corrupt Imperial guard captain.

open the gate at the back of the ruin by pushing the button in the room to the left. (If Mazoga did not survive her earlier encounter at Fisherman's Rock. and attack. Talk to Rallus. His sons are on their way to clean out some "vermin" from the family farm and Valus wants you to go help them. Step inside and go down the stairs. the older son.Ten days later (or when you hit 5th level. The room to the right has two more Black Bow bandits. trying your best to keep the boys alive. <~~~~~~ finis ~~~~~~> [SQ09] <~~~~~~ THE KILLING FIELD ~~~~~~> Visit the Grey Mare in Chorrol to meet Valus Odiil. Leave town by the south gate and go toward Weynon Priory to find the Odiil boys standing on the road. an Ayleid ruin northwest of Leyawiin. wherever you are. Follow them down the road to their farm and stand with them in the vegetable garden. (It's not a crime to take the veggies. There are two guards. Make your way to Telepe. leader of the Black Bow Bandits. He'll find you. She jumps at the chance and she also happens to know where Brugo has his headquarters and what kind of schedule he keeps. Brugo shows up and wonders what happened to his guards. You can stand back and trade shots/spells with him. <~~~~~~ finis ~~~~~~> [SQ10] <~~~~~~ KNIGHTS OF THE WHITE STALLION ~~~~~~> After completing "Mazoga the Orc". you can't perform this quest. Unfortunately. .) Return to the Grey Mare and talk to Valus and get Chillrend. Take his key. Unlock Brugo's treasure chest and take his portion of the bandit's loot. Make sure you arrive during the day.) Talk to Mazoga. his brother wants nothing to do with you. Now skulk in the corner and Wait until after midnight. but concentrate on him before turning to deal with the regulars. or. He'll have two cronies with him. Avidius escapes and comes looking for you. Kill them and collect their bows (Count Caro will pay a bounty for them). speak to Rallus and they will return to Chorrol. whichever comes later). Educate him. Once he's dead. Help yourself to vegetables from the garden to use in potions. Kill off three waves of goblins. one an annoying archer that fires from the top of the ruin. an enchanted sword--but only if both boys survived the goblin raid. Count Caro offers you and Mazoga positions as Knights of the White Stallion--if you first kill Black Brugo. Afterward. Idiot. go around to the back of the ruin where a combination of a small ledge and some boulders on the ground allow you to jump up there with him. the quest is truly complete. he attacks with a dagger and wearing nothing but his prison clothes.

From the Rock. basically. He mentions he wants to find his family's old farm and see if it's still occupied by ogres. <~~~~~~ finis ~~~~~~> [SQ11] <~~~~~~ LEGACY LOST ~~~~~~> This is a continuation of Separated at Birth. Weatherleah. She collects Akaviri artifacts and has partially tracked down one called the Draconian Madstone. relate nearly all the ancient history to you if you're willing to listen. who happily hurries off to settle in. then return to Guilbert and escort the brothers to their farm. Guilbert doesn't exactly know where the farm is. It is. Along the way you'll find the courier's skeleton. which is north of the city on the of the river. Go down the stairs and watch out for the swinging log trap at the bottom. The artifact is supposedly at Pale Pass. on your map. Talk to Guilbert Jemane in Chorrol after he has been reunited with his brother Reynald. Sabine hangs out at the Fighters Guild. You can help the Jemane boys one more time. This is. The upshot is. You must complete that quest before you can begin this quest. Go to the farm and clear out three ogres wandering the yard outside the house. an Akaviri headquarters during the wars against Reman during the First Era. in fact. so you're either in for a dozen or more rough fights or you need to sneak a lot. The Countess will. you can follow the directions west to a giant statue and then north to the entrance to Serpent's Trail. . You have to make a running jump across the gap to reach a door to the "Scales of the Serpent". Tell Mazoga. The path is constantly blocked by ogres. ask NPCs until one of them mentions Sabine Laul. Take the orders from the body and proceed. speak to Countess Narina Carvain in Castle Bruma. You exit Serpent's Trail into Pale Pass. so. Your goal is the "Venom of the Serpent" and here's the quickest route to your objective. These you'll have to dispatch so they don't follow you into the ruins. which is guarded by two more ogres.Return to or five). Prepare yourself before venturing forth. gives you west bank Count Caro and sell off the bows you collected (you should have four Caro makes both you and Mazoga Knights of the White Stallion and keys to the White Stallion Lodge. Just past the trap. in the quest Sins of the Father. You'll finally reach the Fortress of Pale Pass. <~~~~~~ finis ~~~~~~> [SQ12] <~~~~~~ LIFTING THE VALE ~~~~~~> If your Fame score is at least 10. Inside you'll be in the "Mouth of the Serpent". turn left and follow the hallway around until it crosses over where you just were. Find her and she'll mark the location of the Jemane family farm. Carvain has an Akaviri courier's journal along with directions to Dragonclaw Rock. a tunnel inhabited by several ogres. Talk to Guilbert again to close out the quest.

then. join in. You can also attempt to kill Mishaxhi. she'll refuse since you aren't the count. She wants to see a hunter named Weebam-Na. you can Fast Travel back to Bruma and give the Madstone to Countess Carvain. take the door just to the right of the Madstone and you'll come back out in Scales. continue straight to a raised bridge. If you try to talk to her. <~~~~~~ finis ~~~~~~> [SQ13] <~~~~~~ MAZOGA THE ORC ~~~~~~> You can find Mazoga hanging around Castle Leyawiin. Mishaxhi. hug the right-side wall until you reach another raised bridge. You'll need to get his Disposition over 50 in order for him to agree to go see Mazoga with you. You are facing a group of columns. When you talk to Mazoga again. Return to Castle Leyawiin and report in to the . As soon as the two of them start in with the fighting. If you have the orders you picked up earlier. once you have the Madstone. Go back out the way you came in. which is occupied by bandits. which has Fortify Agility and Resist Magicka enchantments. She rewards you with the Ring of the Vipereye. follow the hall straight until you are forced to turn left.In Scales. taking his undead warriors with him. TRAPPED COLUMNS Fangs of the Serpent ___ A ___ O B OXXXXXOX X D XO O C X X O O _________ OX A. Weebam-Na refuses since Mazoga won't say why she needs to get to Fisherman's Rock. go across and turn left to reach Venom.B C O X D = = = = = Doors to "Eyes of the Serpent" Door to "Scales of the Serpent" Column Area covered by arrow trap Drawbridge Turn the wheel to lower the bridge. To safely go around the columns. you can give them to him and he'll depart. Talk to him. Inside is the spirit of the Akaviri commander. you can now represent the count and Mazoga launches into her tale. Once you're outdoors. He asks you to find out what Mazoga wants and deal with it. making a nuisance of herself. but that's going to be a difficult task. part of it. Mazoga wants Weebam-Na to guide her to a camp at Fisherman's Rock. Na has a house that is not far from the castle's entrance. Mazoga will jump ahead and carry on a conversation with the bandit leader. or. She then appeals to you. a ways up the Niben River. telling you a bit more of the story. some of which have arrow traps. Mssr. keeping the minions off Mazoga's back. at least. Leave by the Northeast Gate and trek upriver along the east bank until you reach the camp at Fisherman's Rock. Either way. Talk to the count instead about "Service to Leyawiin". right above the bridge you lowered earlier. Use the nearby lever to lower the bridge and go across to the "Fangs of the Serpent". The way is now open to the Draconian Madstone.

on a hill south of Malada's entrance is a Khajiit. This leads to Deep Bramblepoint Cave. This cave is west-northwest of the Imperial Bridge Inn. charm his Disposition to 60 and Maric will tell you all about High Fane and Malada. to collect a carving from an ancient Ayleid site he knows only as the High Fane. go north from the first room to reach Inner Bramblepoint Cave. Question him and he'll offer you a deal: he'll help you out in whatever goes down later if you'll give him half your pay. The journal is in a creature lair known as Bramblepoint Cave. your character will immediately recognize Umbacano's sketch and you'll know where to go. inside a chest. on the north bank of the Silverfish River (east of Bravil). It's a three-level dungeon full of both wild animals and mythic creatures. you'll find a couple of "hunters" and a small campsite. Find the Silverfish River on your world map. Well. (If your Speechcraft skill is 51 or higher.. S'razirr. Lithnilian was researching welkynd stones found in a cave--not an Ayleid ruin--when he was attacked and ran. which may or may not mean anything to you. just east of the Yellow Road. These two don't have anything to say. He wants you to go get it for him. Malada is just about as far east as you can go in Cyrodiil. He shows you a sketch. As you leave Umbacano's estate. Approaching from the west. On the far (south) wall.. His notes are to the left (southwest corner) of the stones. you can bargain him down . but. He is pleased by the adventure and offers both you and Mazoka positions as Knights of the White Stallion. If not. he gives you a few potions as a reward. If you previously visited Malada or have read the book. From your starting point. <~~~~~~ finis ~~~~~~> [SQ36] <~~~~~~ NOTHING YOU CAN POSSESS ~~~~~~> This sequel to "The Collector" begins after Umbacano has three statues. and then Lake Canulus to the southeast. you'll meet Claude Maric. In this second level. Otherwise. you'll find out quite quickly. He offers you "another task". If you already know about Malada. actually. Go south from the entrance and continue south to reach the "boss" room. "The Cleansing of the Fane". he just can't get them. you'll see the welkynd stone cluster the elf was studying. <~~~~~~ finis ~~~~~~> [SQ41] <~~~~~~ NO STONE UNTURNED ~~~~~~> Lithnilian has lost his notes and doesn't know where to find them. You'll find this absent-minded professor at the Imperial Bridge Inn. When you return the notes to Lithnilian.Count. Due north of the 'k' in "Lake" is Malada.If you first complete the quest by the same name. you can ignore him. go south from the second room and find a door in the "pit" of the room beyond. he does know where they are. The High Fane is now known as Malada. leaving his journal behind.

if you make the deal with S'razirr and then attack the other two before entering Malada. When you leave Malada. (Maric doesn't fight. break-and-enter to search the place. Rigmor. 2) Do nothing about the mercs. If you Sneak run real fast back the way you came. hand the carving to Maric. which starts "Secrets of the Ayleids". refuse (twice) to hand over the carving. (Note that. Return the carving to Umbacano. Oh. of course. Enter his house and Seridur takes you down to the basement and introduces you to the Order of the Virtuous blood.) These three are Maric's hired guns and you'll have to fight them when you leave Malada with the carving. one Roland Jenseric. (You'll find a note outlining the plan on the female warrior. If the cat survives. S'razirr will join them and you'll have to kill him as well. S'razirr will join you in fighting Rigmor and Brucetus Festinius. at the house of an elf named Seridur. Roland 25 percent.) Getting the carving from Malada is relatively simple. This cabin is east-northeast of Imperial City. He suggests asking about Seridur at First Edition .) You have a few options: 1) Do nothing about the mercs. Seridur lives in the Temple district. They've identified a vampire. Who's telling the truth? Well. On the table near the door is a book. They're vampire hunters. you can believe Roland. along the road to Cheydinhal. He. you'll find him later at the Tiber Septim hotel and can pay him off. goody. He also mentions yet "another task". She asks that you meet her husband. you don't even have to fight them. <~~~~~~ finis ~~~~~~> [SQ14] <~~~~~~ ORDER OF THE VIRTUOUS BLOOD ~~~~~~> While wandering around the Temple district of Imperial City. Or. Jenseric's house is across the garden from Seridur. Gilen. On the first level are mainly wild animals and a couple undead. you'll be met by one Ralsa Norvalo.500 gold). and there is a note on top of the book. When you enter. Pick up the note to learn the location of a cabin hideaway used by Jenseric. and you'll have to kill the three mercs. You lose out on the reward. but you can kill him anyway and return to Seridur for a reward. refuse (twice) to hand over the carving. When you leave Malada.) Maric will not show his face when you leave Malada. Jenseric wants to talk.) 3) Kill all three mercs before entering Malada. 4) Make the deal with S'razirr. When you leave Malada. who rewards you based on your level (to a maximum of 2. (Under no circumstances does Maric try to fight you. removing it causes the wall in front of you to crumble and reveals three fairly high-level undead. When you reach the carving on the second level. claims Seridur is the vampire and gives a little different story.

You can do a few things here: wait until he attacks his first victim. they'll pay you 250 gold for any vampire dust you bring them. When you do meet him. Crowhaven is at the extreme west end of Cyrodiil. Lovidicus will attack you on sight. gets a battleaxe and goes on a killing spree. working out. Uh huh. your journal updates that you've found a vampire lair. Meet him back in Imperial City at Seridur's house. His targets are the three people he wants you to spy on: Bernadette Peneles. help him out (you'll have to pretty much depopulate Skingrad if you go this route). If you play through the Arena. he tells you there are people out to get him and he wants you to spy on them. The Order of the Virtuous Blood is going to carry on the good work of hunting vampires. return it to gro-Malog. Do so. <~~~~~~ finis ~~~~~~> [SQ15] <~~~~~~ ORIGIN OF THE GRAY PRINCE ~~~~~~> The Gray Prince is Agronak gro-Malog. If you turn Glarthir down. or. <~~~~~~ finis ~~~~~~> [SQ16] <~~~~~~ PARANOIA ~~~~~~> Not long after you've entered Skingrad the first time. Grand Champion of the Arena. He gives you a key. When you enter the cave. Return to Roland at his cabin and inform him of the good news. and asks that you find out what it unlocks in Crowhaven. until you come to a locked door. Phintias. Remember. and you'll have to kill him. given him by his mother. Find his journal to learn the truth. Toutius Sextius and Davide Surilie (whose wine you've seen all over Cyrodiil). From now on. Talk to him and he professes he's the half-son of a Lord Lovidicus. runs back to his house. you'll be approached by a nervous elf named Glarthir. You can go any day--Glarthir dutifully shows up at midnight every night until you meet him. and he spends his time down in the Bloodworks. then. . Block and Athletics skills by 3 pints. run along behind him and watch until the city guard finally catches up to him and kills him. It's essentially a one-level dungeon (a second level has a trifling amount of loot and some undead encounters). You'll find it filled with wild animals. mostly wolves. surrender to your sword during the match. gro-Malog's key opens the door and you've found the quarters of Lovidicus himself. he reads the journal and he's distraught at what he learns. the place of his birth. He gives you an initial reward. He wants you to meet him behind the Chapel of Julianos at midnight. some undead and several vampires-including Seridur--to dispatch. reports that Seridur likes to visit Memorial Cave to the southeast. You've got a bunch of animals. then step in and kill him (if you kill him before he attacks it is considered murder). northwest of Anvil. which is training that boosts your Blade. gro-Malog will beg you to challenge him. fire is your friend when fighting vampires and make sure you visit a chapel after you finish to rid yourself of porphyric hemophilia. he goes crazy. then.Books in the Market district. proprietor of First Edition. Then. starting with what you picked up at Memorial Cave.

Inside is S'jirra. along with his brothers. who. from the Mages Guild quests). Take Lonavo's ring to Callidus for your reward. So. She's lost six jumbo potatoes and thinks the thief took off to the west. basically. Well. then report back at midnight the next night. anything you do ends with Glarthir dead. He can't get close to the house without the gang going into hiding. will deal with the matter personally. The same is true of Toutius Sextius and Davide Surilie. Talk to him to open this quest. You don't have to actually do anything. who will chase after Glarthir and give him the pointed end of justice. that won't end anyway. You can. You can loot his corpse and get the key to his then loot for whatever you can find. Detect Life and Restore Health effects). Glarthir offers a reward of 1. you can show the note to Davide Surilie. You can make the hit and collect the reward. <~~~~~~ finis ~~~~~~> [SQ17] . kill) them. which you can If you lie and report even one target as a spy. but figures you might be able to walk right in and "deal with" (i.The other option is to humor Glarthir. he's trying to shut down a skooma (drug) gang that operates out of the little homestead of Greyland. or. a baker of famous potato bread. the quickest way to end this quest. and not wearing any armor. Basically. who rewards you with her potato bread (an alchemy ingredient with Damage Agility.. which they kill you. you can turn the note over to the constabulary. part of the Dark Brotherhood's initiation quest (and east of Nenyond Twyll. If you tell Glarthir none of the targets is interested aren't. he believes you're in on the plot and tries to fists. Simply Waiting one day at a time and reporting the truth is. in him. Enter the house and kill gang leader Kylius Lonavo and his buddy. Damage Strength.e. house. Greyland is just south along the main road. Lerexus Callidus.000 gold if you kill any conspirators. He'll ask you to spy on Bernadette Peneles. Indeed. <~~~~~~ finis ~~~~~~> [SQ34] <~~~~~~ RAID ON GREYLAND ~~~~~~> Outside the West Gate of Leyawiin stands a guard. just Wait until midnight and report in.. <~~~~~~ finis ~~~~~~> [SQ42] <~~~~~~ THE POTATO SNATCHER ~~~~~~> Faregyl is an Inn along the Green Road between Imperial City and Bravil. Return them to S'jirra. Follow your quest marker to an ogre with an addiction to spuds and take the potatoes (undigested) off his body.with his pleasantly--for him. It's just northwest of the Inn of Ill Omen. thus.

After delivering the parts. 10 & 11 . * * * * * * * * Days Days Days Days Days Days Days Days 0. installing the Knights of the Nine miniexpansion pack. you may find Bothiel elsewhere.Masser's Alacrity: Speed +20. Agility -20 Example 1: 83 days have passed since you started the game. Example 2: 120 days have passed since you started the game. If the number of days passed is greater than 23. you get a note from Bothiel. an astronomical device. Endurance -20 6. 7 & 8 . retrieve a Dwarven part for the Orrery. Luck -20 18. The power granted on day 0 is Masser's Might. during normal hours. 16 & 17 . Wait until the next day and visit Bothiel again.) After installing the mod. each has a duration of 60 seconds. in the Arch Mages Lobby. These powers are just like racial powers: use them once per 24 hours. 19 & 20 .<~~~~~~ REPAIRING THE ORRERY ~~~~~~> This quest is added as soon as you load a game after having installed the official mod Orrery DLC2. The power granted on day 11 is Secunda's Opportunity. After all five Dwarven parts are in your pockets. which is accessible from a door in the Arch Mages Lobby. Personality -20 12.Masser's Courage: Endurance +20. It seems she is attempting to repair the Imperial Orrery. (See the Mods section for information on obtaining the mod. . Bodean Camp and Varus Camp. you'll face the bandit leader and two minions. Intelligence -20 9. the next time you load a game (or leave the tutorial sewers). Bothiel will be waiting for you. or. Strength -20 15.Secunda's Opportunity: Luck +20. get an undelivered message and the first Dwarven part. Brotch Camp. Evidence points to Camp Ales as a possible base for the bandits who stole the parts. The message points you to four other camps: Dagny's Camp.Masser's Might: Strength +20. You can only have one power at a time. but parts she was having delivered were stolen. Just use your objective marker to track her down. resident astronomer at Arcane University. 13 & 14 . To figure out which power you will get.Masser's Grace: Agility +20. the Orrery will permanently grant you a greater power depending on the phase of the moon. Travel to each one and kill the bandit or bandits you find there. From his body.Secunda's Magnetism: Personality +20. divide by 24 and look at the remainder (modulus). 120/24 = 5 remainder 0. Once activated. At the last camp you visit. If you have not completed the Mages Guild Recommendations quests. Travel there and kill the lone bandit inhabiting the place. These camps are arranged in a rectangular pattern around Ales. Go up to the Orrery and Activate it. Fast Travel to Arcane University.Secunda's Brilliance: Intelligence +20. Each time you use the Orrery. From one of the bodies in each camp. Speed -20 3. She'll give you a key to the Orrery. (The only place open to the general public.Secunda's Will: Willpower +20. 1 & 2 . Camp Ales is due north of Kvatch. Just Activate the Orrery any time you want to gain a power. so prep for a major battle before entering the camp. 4 & 5 . whatever Orrery-granted power you currently have will be replaced by the new Orrery power.) If you are a member of the Mages Guild with access to Arcane University. 83/24 = 3 remainder 11. look up the number of days that have passed since you started the game (available on the Accomplishments tab of your Stats menu). Willpower -20 21. 22 & 23 .

The crown is owned by another collector. Cinnia is not going to sell you the crown. who wanders around town most of the time. Return to Northwode. so he won't be able to pay you for any more statues. This is the three-level. During the day. but you're still better off breaking in during the middle of the night. Corrick Northwode lives on a small farm called Harm's Folly. who now asks that you accompany him through Nenalata. It's right on top of the 'n' in "Heartlands" on your world map. Whether or not you even bother to talk to her depends on how much work you want to do. Umbacano ends up dead. you'll find Northwode kneeling in front of his wife's grave to the side of the house.<~~~~~~ finis ~~~~~~> [SQ43] <~~~~~~ REVENGE SERVED COLD ~~~~~~> This is a goblin-genocide quest given by a bereaved husband. <~~~~~~ finis ~~~~~~> [SQ37] <~~~~~~ SECRETS OF THE AYLEIDS ~~~~~~> Once you've obtained the carving in "Nothing You Can Possess". but. just a little to the southwest. Take the crown to Umbacano. This single-dwelling farmstead is north of the Blue Road.000 gold bonus for all ten if you finish this quest before finishing the first quest. near the southeast corner. There's no shortcut back out. the lock on her bedroom door and the lock on the Ayleid cask in the corner. Talk to her about the crown and she'll tell you Umbacano isn't just a collector. He'll meet you there in three days. Option #1 +----------Steal the crown from Cinnia. You'll have to pick the lock on her front door. so you'll have to retrace your steps. he wants you to bring back her jade amulet so he has something to remember her by. Speak to him and he'll ask you to wipe out the goblins that killed his wife. the city of the last Ayleid king. you can't just go dungeon-crawling for this one. Umbacano asks you to do something else for him. Umbacano gives you 1. The goblins are holed up in the Exhausted Mine. halfway between Imperial City and Cheydinhal. Option #2 +----------Use your quest marker to track down Herminia Cinnia. The jade amulet is on the body of the "Netherboss" (after you kill him. very linear dungeon filled with goblins. First. Her door faces the east wall of the district. Second. Cinnia wanders the town most days. don't take this quest until you've finished "The Collector". or the 5. Herminia Cinnia. She lives in the Elven Gardens district. of course) in the last room of the third level. who gives you a handful of gems as a reward. and. when she's asleep.000 gold to get the crown and tells you to keep whatever you don't spend on the crown. She suspects the Crown of Nenalata that she has will . He wants the crown of the last Ayleid king. but a man obsessed with returning the Ayleid civilization to power.

Nenalata is very linear and there are no traps. If you are high level. If you walk to the far (northwest) edge of the middle crusher trap and step onto it. Nenalata is full of undead.g. saying Umbacano wants the both of you to escort him through the ruins. Careful going through the door. Activate it to open the side rooms below and collect a boss chest for your trouble. He should go down easily. Exit the boss' room to the southeast for a shortcut back to the beginning of the dungeon. There is a rather large number of undead spread over two levels. he transforms into the King of Nenalata. you'll be pushed into the cavity in the ceiling. east and south) to open. regardless of which crown he used. there will be an undead right on top of you as you come out of the Tombs. If you stay down in the throne room. Umbacano shows up at Nenalata on the morning of the third day. If you gave him the correct crown. You may appreciate having Maric and Umbacano help you. you'll get summoning undead (skeleton champions and liches). If you gave him the Lindai crown. You have two choices: run like crazy--at the top of the stairs is a shortcut back to the beginning of Nenalata and sweet safety. E. three--ceiling crusher traps laid out in a row. Return the crown to Umbacano. Sel Aran Arpena. She suggests an alternative--take Umbacano a fake crown. When you reach the third level. step up close while he's transforming and whack him hard and fast. you may be alarmed at the life forms showing around the throne room. if Umbacano dies. On the other hand. Umbacano places the carving. You are confronted immediately with two sets of swinging blade traps.make Umbacano too dangerous. Claude Maric shows up the day before. Or. puts on the crown and incants. a lich. What you will see is a pushbutton. and the third has three-yes. and it's only going to get worse. Lindai is due east of Castle Chorrol. which means the possibility of four-on-one battles. but there are no spikes. so you won't be hurt. He asks you to meet him at Nenalata in three days. She gives you the key to another ruin. but accepts it as the real deal. Nenalata +---------You don't have to wait a full three days. Just lots and lots of leveled undead. Nothing remarkable here except a boss undead guarding the cask containing the crown of Lindai. Get ready. who seems doubtful. often in pairs. counting the day you turned over the crown. (If you're using a Detect Life spell. the mission is over. Now. you'll find a slot that fits the carving you obtained in "Nothing You Can Possess". While he does have healing magic. the dark welkynd stones around the room kill him. you might want to tell him to Wait Here and clean out the dungeon on your own--especially if you rely on Stealth and ranged kills. Watch your step. then run to the north side room as fast as you can. incants and a door to the throne room opens... if you gave him the crown in the evening of Saturday (Loredas). he'll be at Nenalata by Monday morning (Morndas). Beyond the crusher traps is the door to the Inner Tombs. you and Maric (if he survived) will be mobbed by six undead. and tells you to get that crown. Run up the stairs in the north wall.) Umbacano sits on the throne. turn and use the stairwell to channel the undead to you one at a time. wait for the doors to the side rooms (one each north. Lindai. in the Great Forest. The second large room has a pit trap in the center. If you gave him the Nenalata crown. (If .

However. Sinderion points you to Shadeleaf Copse. He needs 10 for the first level of the Elixir. Sinderion is excited about the plant and tells you all about a rare Elixir of Exploration he can make using the plants. Night Eye. Nirnroot is most commonly found near water. Blunt. Night Eye. As for the rest. just north of Skingrad. unlike other flora in Cyrodiil. 300 sec duration * Moderate (requires 20 nirnroots): Fortify Health & Fatigue 20. as well as whatever other filthy lucre you can find. and is usually growing among rocks. on the opposite shore of Lake Rumare . feel free to contribute their locations): * Just beyond your sewer exit at the start of the game * In the Mages Guild well that's part of the Cheydinhal Recommendation quest * Near the entrance to Wellspring Cave. And. 300 sec duration * Grand (requires 40 nirnroots): Fortify Health & Fatigue 20. you can loot Umbacano's corpse for a lot of very nice items. there's a lot of water in Cyrodiil--and most of the shore is lined with rocks. You'll find the Inn near the West Gate of Skingrad. they aren't that easy to find. to get the Grand potion.) The quest ended when Umbacano died. Blunt. you'll have to collect a total of 100 nirnroots (10 + 20 + 30 + 40).. Restoration. Your reward was whatever you Magickaged to pull out of the dungeon.. Destruction.) Your journal suggests you see an alchemist about the plant. You can also find nirnroot in some flooded dungeons and even in some houses. There are four Elixirs in all: * Weak (requires 10 nirnroots): Fortify Health 20. Sneak & Security 10. Nirnroot is a rare alchemical ingredient. indeed. 300 sec duration Each level of the potion requires the full number of nirnroot plants. so. (Also. You'll also get the keys to his manor. Here's a partial list (if you find others. Fortify Blade. Restoration. so just go to him first. Think about that before you decide to stand and fight in the throne room. 300 sec duration * Strong (requires 30 nirnroots): Fortify Health & Fatigue 20. which is also different from other plants. Night Eye. east of Imperial City. find three nirnroot plants around the pond in the copse. If you kill all the undead in the throne room. which means you can Sneak in and steal back all the statues you previously collected for him. You can. Any alchemist you talk to is going to kick you over to Sinderion in Skingrad. there's a 100% chance of success harvesting it. Sneak & Security 5. Destruction. <~~~~~~ finis ~~~~~~> [SQ44] <~~~~~~ SEEKING YOUR ROOTS ~~~~~~> You kick this quest off the first time you find a nirnroot plant. Sinderion lives and works in the basement of the West Weald Inn. they'll all be summoners and it will be twelve undead. Night Eye.'re high level. it does not grow back after you pick it. Fortify Blade.

near the wrecked ship * Inside Fort Cedrian along the Carbolo River * In Cheydinhal.* In the Border Watch Inn (you visit Border Watch for Sheogorath's quest) * On the southwestern shore of Lake Rumare. on the island in the river that cuts through town * In the Gilded Carafe. on the Panther River's easternmost north branch * Near the entrance to Tidewater Cave. just south of Fort Virtue * In Anvil. her bedroom is behind her office * Next to the entrance to Redwater Slough. just beyond the north section of the docks. at the southern end of Cyrodiil (beyond Leyawiin) * In the moat in the Arboretum of Imperial City * Arch-Mage's quarters in Arcane University * At the eastern end of the Old Bridge along the southern shore of Lake Rumare * Near Culotte. Imperial City. you'll invade her office during the Thieves Guild quest "Taking Care of Lex". part of "Caught in the Hunt" . Market District * In the captain's cabin of the Marie Elena. two more are across the Panther from Welke * Near the entrance to Fort Irony. an Ayleid ruin on the east shore of the Upper Niben * On the top floor of Silverhome-on-the-Water in Bravil * On the second floor of the Bravil Fighters Guild * In the Wizard's Grotto that is part of the Thieves Guild quest "Arrow of Extrication" * In Baenlin's bedroom in his house in Bruma (part of the Dark Brotherhood "Accidents Happen" quest) * At the mouth of the Panther River. near the statue next to the main gate * Dairihill's bedroom. on the west shore of Niben Bay south of Bravil * On the shore of Imperial City's Waterfront. the dungeon under Fort Grief. Dairihill is the steward in Castle Anvil. part of the Dark Brotherhood quest "A Watery Grave" * Near the entrance to Welke. near the ship Marie Elena * In the Smuggler's Cave under Castle Anvil * In the Hunter's Run. the northernmost ship docked at Imperial City's Waterfront. an Ayleid Ruin on the Panther River's southernmost branch.

in Cheydinhal--sober no less.* In Lord Rugdumph's Estate. or were impolite to her. At least three days later. Blossom. In Innsmouth. and start the next in the series. Be polite to her and you get instant 20-point Disposition increases with both Dar-Ma and her mother. talking to people identified by Seed-Neeus. Head out the south gate of Chorrol and make your way to Hackdirt. The lone help you get is from Jiv Hiriel. who runs Northern Goods and Trade. <~~~~~~ finis ~~~~~~> [SQ18] <~~~~~~ SEPARATED AT BIRTH ~~~~~~> Talk to NPCs around Chorrol and find out they've seen the local drunk. the mother. You can poke around town. Lovecraft. Who are the Deep Ones? What are the Brethren changing into? -As many people have pointed out. you may meet an Argonian named Dar-Ma. in the end. a little village to the south. then you'll have to pick up the rumors of Dar-Ma going missing and then confront her mother with this information. This nasty little town is filled with even nastier people. You can even find Dar-Ma's diary in a room in the Moslin Inn.. this quest is a take-off of a novella by H. part of the Fighters Guild quest "The Noble's Daughter" * Along the coast near the Anvil lighthouse. You can find Dar-Ma's horse. She's overdue for her return. (If you failed to talk to Dar-Ma earlier. The people in this town don't know a Reynald. Find him and speak to him. return there after a couple of days. Track down Guilbert in Chorrol and talk to him to finish this quest. He says to come meet him at his house between 6pm and midnight.Legacy Lost. the people worship a fish . but they do know a Guilbert Jemane. P. There are still things left unsaid. who will give you 50 gold to go to Cheydinhal and find out who's impersonating him. * Along the western side of the small island just off the coast west of Anvil. Find him and you'll learn some history of these two brothers. Guilbert will go to Chorrol. <~~~~~~ finis ~~~~~~> [SQ19] <~~~~~~ SHADOW OVER HACKDIRT ~~~~~~> Whilst wandering about Chorrol. you'll be able to talk to Seed-Neeus. except the conclusion something is badly wrong in Hackdirt. once the brothers have had a chance at a reunion. and find out Dar-Ma is missing. Reynald Jemane.. Travel to Cheydinhal and ask around about Reynald Jemane. Track down Reynald.) Seed-Neeus explains Dar-Ma went to make a delivery to Hackdirt. none of this leads anywhere. "Shadow Over Innsmouth". But. he claims he doesn't know his buddies from Chorrol. Show up on schedule and he'll fill you in on the whole story. provided you've left Chorrol for another city and then returned. When confronted in Cheydinhal.

You can then lead her back to Chorrol. right around the corner. for a rather large amount of gold. GLITCH WARNING: If you complete this quest in any way other than selling the sword to Fathis Ules. PC users can download a fan-made fix for this problem: then. The quest begins a few days after you've dropped the Jemane boys at Weatherleah. Travel to the cave and take care of the goblins guarding the door. then enter the Inn and find the -In any case. Dagon. takes it from you. Inside. you will head for Castle Chorrol and see the steward. Fathis knows the item was stored at Weatherleah and suspects the ogres took it back to their home cave after sacking the place. Seed-Neeus gives you a +5 increase to your Mercantile skill. Fathis points out Redguard Valley Cave on your map. Fathis won't talk to you--even if you join the Thieves Guild and want to fence items with him. or.php?id=2106 <~~~~~~ finis ~~~~~~> . The next time you're in Chorrol and out and about at night. you'll be approached by one Fathis Ules. is the cell with DarMa. but a thief who decided to keep his last score rather than fence it to Fathis. a Thieves Guild fence. If you handed the sword over to Wavrick. and are turning into fish people. Excellent advice. it is due south of Chorrol. the third and final part of the Jemane brothers' quests (begun in Separated at Birth and continued in Legacy Lost). essentially. You can keep it for yourself (though this leaves the quest as incomplete). <~~~~~~ finis ~~~~~~> [SQ20] <~~~~~~ SINS OF THE FATHER ~~~~~~> This is. Hiriel gives you a key to the Hackdirt caverns and tells you to wait until the middle of the night and use the trapdoor in Moslin's Inn. Talking to Guilbert nets you an additional reward as well as his thanks. Wait until 2 or 3 in the morning.tessource. Preferably. Find Blossom behind the Dry Goods store and Dar-Ma will mount up. Release her using your trapdoor key and head back to the surface. They did. He identifies the sword. Once you've reunited mother and daughter. You can read more about "Shadow Over Innsmouth" here: http://en.god. You can get around this by wearing the Gray Cowl to talk to him. the cave is infested with ogres.wikipedia. Seems the Jemane's father wasn't a noble and honorable man. You get a journal entry that suggests you might want to see someone in the castle about this. You have to find the ogre chieftain and kill him to retrieve the Honorblade of Chorrol. You can sell it to Fathis Ules. Drop down into the caverns and. and gives you the Escutheon of Chorrol shield (Fortify Endurance and Reflect Damage) in return. head out to Weatherleah and visit the Jemane boys. Laythe Wavrick.

it's a two-level creature dungeon. is a page torn from a journal. When you enter the house. Anything you can do to immobilize one or two while you work on the others is a good thing. If you're male. This part is difficult because you're confined to the small farmhouse and have three foes to deal with. talk to Maelona about her husband. Nice. They've been working undercover trying to stop the gang and decided to use you as bait. Regardless of your gender and the original reason for the invitation. You'll have to fight Faustina. you'll be offered a position with the gang. take the south exit and continue until you reach a room divided by a chasm. involvement with these women.[SQ21] <~~~~~~ THE SIREN'S DECEPTION ~~~~~~> Rumors in Anvil mention a gang of women preying on married men. After killing the beasties upstairs. You'll find Sandstone Cavern northeast of the farm. Activating his corpse not only lets you find the last page of his journal. Seems they took a family heirloom and Maelona wants you to get it back. <~~~~~~ finis ~~~~~~> [SQ45] <~~~~~~ THE SUNKEN ONE ~~~~~~> Just northeast of Kvatch you'll find an abandoned homestead named Shetcombe Farm. you're invited to the Gweden farmhouse at 11:00 that evening. You'll talk to Faustina. and enter during the 11pm hour. Pick up the page in order to advance the quest. you get a journal entry saying you should search for clues to the whereabouts of the occupant. you are pointed to Maelona. so help yourself. Gogan's. It's filled with the swag collected by the gang in earlier conquests. drop down into the chasm and look for a treasure chest along the west wall. You may also run into Maelona before hearing the rumors. You'll be approached by either Faustina Cartia or Signy Home-Wrecker. The Flowing Bowl is a tavern in the docks area outside the southwest gate in Anvil. Signy and a third member of the gang. On top of the chest is a second page from Seringi's journal. Go south through the chasm to enter Sandstone Big Caverns. If you're female. Tsarinna. Either way. Maelona and her "husband" Gogan enter the farmhouse. Either way. southeast of Anvil and now marked on your map. This identifies the owner as Slythe Seringi. Go straight through the first room (down into and then back out of the pit) to enter another chasm where you find Seringi's body. and he has gone to Sandstone Cavern to make a sacrifice to "The Sunken One". inside a bowl. She points you to The Flowing Bowl as the base of operations for the gang. When all three are dead. in their normal work clothes: uniforms of the Anvil city guard. Enter and wait a bit. Travel to the farmhouse. ain't it? Loot the bodies for a key to the basement and go check it out. it also triggers the Sunken One--a storm . the talk ends in violence. On the table. you'll be tempted with delights beyond your wildest dreams. From the first room. When you pursue the topic.

com/files/frostfire_glade. You first go through a cave with a few daedra. you can get this task once you've finished the Bravil Recommendation for the Mages Guild. Fanis can give you the full legend. S'drassa will give you five potions of frost immunity. the publicly accessible part of the university. There are five tears. When you retrace your steps. You can buy the refined frost salts from Fanis over at Arcane University. Return all five crystals to S'drassa for your reward. or. and then good luck finding it.png Note that one crystal is actually up on top of the rocks supporting the ice sculpture and. then. which are elongated blue crystals that can be difficult to find lying on the ground.papagamer. He wants you to track some down for him. Henantier. In a circle around the ice sculpture is the area where you need frost resistance. You need two things before you start out: refined frost salts and some type of protection from frost damage. you can shortcut directly to the useful information which is to read a book called "Knightfall". If you kill it inside. He's looking for a specific crystal known as Garridan's Tear. but she . He collects crystals. speak to her again. going through the first chasm with the treasure chest takes you to an alternate route out of the dungeon. frozen in battle with a frost atronach. <~~~~~~ finis ~~~~~~> [SQ32] <~~~~~~ TEARS OF THE SAVIOR ~~~~~~> Talk to S'drassa. You are now ready to go to Frostfire Glade. First Edition in the Market district should have a copy. another is hidden on the ground among some rocks. There's also a non-frozen frost atronach waiting for you. just below that. In the center of this area is the hero. One tip: try to draw the frost atronach out of the center area and kill it outside the frost circle. After completing that quest for Kud-Ei. She'll ask that you help her friend. You can also get this quest by speaking to various NPCs around Bravil until one of the rumors concerns the missing Henantier. <~~~~~~ finis ~~~~~~> [SQ22] <~~~~~~ THROUGH A NIGHTMARE. Your reward is whatever you collected in Sandstone Cavern. DARKLY ~~~~~~> While not part of the Mages Guild quests. enter the glade. it may fall on one of the crystals. the hooded Khajiit at the Leyawiin Mages Guild. The glade is southeast of Bruma. He suggests you visit Julienne Fanis at Arcane University for a lead. else you'll take serious damage. almost halfway to Cheydinhal. Garridan.atronach--who spawns in right behind you. Buy the book from Phintias and Frostfire Glade will be marked on your map. Speak to Kud-Ei about Henantier and she'll explain he is trapped. Fanis will be found in the Arch-Mage's Lobby. Here's a map showing the crystals' locations: http://www.

*NOTE* At any time during these tests. Beyond are swinging blades. either following the map the game gives you. Perception +-----------Pick up a torch from the chest at the beginning of this stage and carefully pick your way around pressure plates. or carefully walk in between each set and wait for them to rise again. You have no equipment and cannot cast spells. In these maps. You find yourself next to Henantier in a dream-version of his house. then. but you can dodge them easily enough. Patience +---------At the beginning you can retrieve a mysterious scroll from the chest. Avoid them or suffer frost damage (Nords may choose to just run through. The first pressure plate sets off a falling rock trap. There are four portals: Tests of Patience and Perception upstairs. Equip it. You must use what you find in each portal to retrieve an element of Henantier's personality and restore him to himself. if you are low on health. You can try running through. This is the test of Patience.knows where he is. after all. This is a map across three arrow traps ahead. Tests of Courage and Resolve downstairs. Past those are poisonous gas traps--stay away from them--then avoid the pressure plate that sets off another falling rock trap. You can't stop them.) Now you can get the . or these more easily decipherable maps: *HINT* Use third person view and walk (don't run) to make sure you walk across the correct squares. Beyond is a hill of blocks with several pressure plates. where you find the unfortunate fellow trapped in his own dreams. rest in the bed next to Henantier. Agree to follow her to Henantier's house.. you can use the Wait function to wait an hour and fully restore your health and Magicka. Next is a broad avenue with blades overhead.. which returns you to Henantier's dream room. TRAP 1 S X X X S X X X S--S X X X S X X TRAP 2 X X X X S X X X S--S--S X X S--S X X X X S X X X X X S--S--S X X X X X S X X TRAP 3 S X X X X X X X S X X X S--S--S--S S--S--S--S--S X X S X X X X X X X S--S X S X X X S--S--S--S--S X X X S X X X X X X X S X X X X X Once past the third trap you can pick up the Element of Patience. Kud-Ei gives you Henantier's Dream Amulet. 'S' marks the safe squares. Make your way safely across the traps.

Resolve +--------You get to fight two minotaurs. Simple enough.Element of Perception and return to the main room. so to speak. Unfortunately for Arnora. Choose to go to jail and you'll be thrown in the cell with Jorundr. stairs rise from the ground leading up to the Element of Resolve. Henantier gives you several scrolls as a reward. After collecting all four elements. Navigate carefully--you'll have to occasionally turn the camera to twist your way through the tunnels. If you're up for a bit of skullduggery. Find Jorundr (he's the only prisoner in the place) and talk to him. Once the minotaurs are dead. Talk to him again. the Bruma guard showed up and arrested Jorundr. Punch him. but. She promises half the loot if you will go speak to Jorundr and find out where the cache is hidden. When you surface. You may be able to just dispose of them using the Staff of Lightning. During the fracas. You can do anything. she's usually at her house behind the chapel. while Arnora was out collecting supplies. Yay! Suit up with items from the chest at the beginning of the test and take on the minotaurs in whatever fashion suits you. Halfway through is another chest with another potion--just in time to ingest to make it the rest of the way through. Go to Castle Bruma. He refuses to speak to you. Inside the chest is a Weak Potion of the Sea (water breathing for 30 seconds). the Element of Courage is there for the taking. They escaped and hid. regardless of your class. Whatever suits your fancy. Now he gives you his side of the story. and hang a right through the guard's room and down the stairs to the prison. get it?) Arnora was the one who killed the soldier and Jorundr believes . You don't keep anything you picked up in the dream world. or pick the lock on a cell door or rifle through a chest. and get her Disposition above 60. Jorundr killed a soldier. <~~~~~~ finis ~~~~~~> [SQ23] <~~~~~~ TWO SIDES OF THE COIN ~~~~~~> Follow rumors in Bruma pointing to a spat over money between Arnora and Jorundr. He doesn't trust anyone who's "on the outside". speak to dream-Henantier about Dreamworld and you will both wake up in the real world. Ask the guard to speak to a prisoner and he takes you in to the main cell room. Drink the potion and dive in. She and Jorundr were petty thieves who finally decided to strike the big time by stealing money from an Imperial tax convoy. Find Arnora. all you have to do is get yourself arrested. the guard who let you in is helpfully standing at your shoulder shouting orders. She then tells you she started the "spat" rumor to lure an adventurer in for a little scheme. Jorundr had moved the stash while she was gone and she can't get him to tell her where it is. agree to help her out and she'll lay out the whole tale. Courage +--------The first door you come to downstairs leads to the Test of Courage. (The other side of the coin.

Inside the front door is a large room with two guards.99 for PC. DLC9 ($2.. teeny. To the right of the door is an abandoned knapsack. If you install the mod first. tiny thing for him.kill Arnora and bring back the family amulet she always wears. If you fooled Jorundr. and gives you the directions to the cache. But. just outside the North Gate. . the next time you load a game or exit the tutorial sewers. or.1. Mehrunes' Razor. * Tell her of Jorundr's request. divest yourself of all nonessential equipment. There are some pitched battles ahead of you. Don't bother with the amulet she's wearing. Return to Arnora's house. Sundercliff Watch is in the far east of Cyrodiil. then. the patch will fail and the mod won't run without the patch. whether Arnora is actually dead or not. You have two choices: * Whack her. You'll be underground for quite a while. Take them out. Before setting off in search of Mehrunes' Razor.511 patch.. "Chimer". He knows he's done for. that may be located beneath the ruined fort of Sundercliff Watch. If you killed Arnora. install the Knights of the Nine mini-expansion pack. so he promises to tell you the location of the loot if you'll do one eeny. Return to Jorundr. also available on Xbox360 in the Marketplace for 250 points). She suggests a trick: she'll give you the amulet and you tell Jorundr she's dead. then approach the wooden door to the south. you'll run into corrupt guard Tyrellius Logellus (you encountered him while in prison. Beyond the door are two more guards.) You should also be high enough level to handle four or five enemies at once. collect the loot. but couldn't talk to him). Return to Jorundr. one standing still and one patrolling. Head for the marker. you will get a message informing you of rumors of a fabled weapon. This counts as a murder and you may be arrested for the crime. To get this quest. To officially close the quest. It will now be marked for you on your map. She'll give you a key and direct you to the chest next to her bed where you can get the amulet. Loot this for a diary that gives you the password to get through the door. That contains the "true" amulet. you have to download the official plug-in. (Investment in a Feather spell or potions or equipment is recommended. went and killed Arnora and then waited by the cache for you to show up so he can tie up all the loose ends.she set him up by turning him into the Bruma constabulary. the loot is yours. go to Arnora's house to confirm her death. The nearest quest-related point is Peryite's Shrine (due west of the fort). you must install the v1. get the key from her corpse and find the chest next to her bed. and you don't want to leave loot behind because you're over-encumbered. <~~~~~~ finis ~~~~~~> [SQ49] <~~~~~~ UNEARTHING MEHRUNES' RAZOR ~~~~~~> *NOTE* Before installing the Mehrunes' Razor mod. he was bright enough to move the loot and that is frustrating her. Demonstrate to him the error of his ways. After installing the plug-in. Jorundr accepts the evidence of the amulet. He overheard your conversation with Jorundr.

Well. Kill him for his full suit of Morag Tong armor (especially good for Stealth-based characters). Return to Sundercliff Village through the shortcut on the north side of the Forgemaster's cave. Find the tunnel entrance to the southeast and follow the path to the upper level of the main cavern--you can pick off the laborers and soldiers here one-by-one. On the top level are mostly laborers and a couple of soldiers. exit to the north to reach Sundercliff Village. which leads to the upper level of a circular room. is a Morag Tong (Morrowind assassin). Find one of two exits to the west (the upper-level exit is better) to enter Sundercliff Commune. and tells how Drothan has shielded the entrance. Once you've cleared your way into the Mines. If you get lucky. At the T-intersection. These soldiers are the main problem on the upper level of this large cavern. inside. Your path then turns east through a tunnel. Most buildings have one or two occupants and a fair bit of treasure. Stay on the upper levels. the laborers aren't that tough and do little damage (unless you're attempting this as a low-level character).To the south you'll come out on a raised platform with another guard patrolling below. Enter his cabin and find his journal on a small table. There are three to four guards below you. Along the bottom chasm of the Commune is the Veteran's Lodge. which contains two or three veterans and a boss-level chest. Follow this tunnel to the door to Sundercliff Mines. You got one from the Forgemaster. you can take them one at a time. you'll face a couple of veterans. it gets easier. this time. loot his tent. The Mines is basically one large room with two levels--you enter at the bottom. In the northwest corner is the jail. if you're careful and watch the patrol patterns. Follow the only path. to reach the Forgemaster. To the northeast is the tunnel that leads back to Sundercliff Forge. Once you reach the upper level of the main cavern. If you're unlucky. exploring the buildings.. exit to the east into Sundercliff Forge. The other is right next door in the Commander's quarters. Clean out the lower portion of the Village. Immediately to your left as you exit the tunnel you'll find four to five soldiers sitting around a campfire. locked in a cell. Fortunately. Again. one of which is a veteran (much tougher than the soldiers you've faced thus far). There are a lot of soldiers and laborers in the Mines. go left (north) and follow the tunnel around until you see a large tunnel to your left (east). This underground town has quite a few NPCs wandering about. From the top level of the cavern. Once you've cleared the lower level. the patrol won't come running back to help. . hope you have some decent weaponry or spells or it's reload time. Wait until a couple have gone off on patrol before attacking the ones that remain. You need two enchanted bezoars to get through the shield. mentioned in the diary you picked up earlier. It mentions the Ayleid city where Mehrunes' Razor is hidden. Watch out for his enchanted axe! Once he's dead. On the north top tier of the Commune is Drothan's cabin. you're below where you came in from the Village. you'll have to pick your way through two or three patrolling soldiers. and it is almost impossible to avoid a 4-on-1 or 5-on-1 battle near the entrance. If you come in on the lower level of the Commune.. making sure you pick up the enchanted bezoar. fighting your way through four apprentices.

yet. Once you've satisfied your avarice.. At the bottom. (If you're using Detect Life. You're now on the extreme northern edge of the large cavern. northern section of Varsa Baalim. Varsa Baalim is a large cavern with an Ayleid ruin inside. When Faythung is dead. three Drothmeri soldiers and three vampires are mixing it up. Just run through to the door into Varsa Baalim. a door to Cava Marspanga. including a dagger that is capable of one-hit killing any enemy in the game. At the Ayleid door. go west through the lower chasm of the Commune.. in Sneak mode) to witness a battle below you. a secret passage leading to some Forgotten Tunnels opens. Enter here and go slowly down the stairs. preferably. Follow Drothan through the door to the Ayleid ruin. dispose of the vampire. some more vampires as well as a door to Cava Beldameld. Down the stairs you go. west of Fort Sundercliff. At the end is a small pool. and down a lot more stairs. Remove the heart and then open your inventory and consume (use) the beating heart. to the west. Take them out and keep climbing and following the causeway until you see a giant welkynd stone marking the entrance to The Nefarivigum. The combatants are some Drothmeri soldiers and vampires. Go right (west) to find a small encampment with a single vampire and some loot chests. There are more vampires down here. so you might want to revert to quick jabs with a one-handed weapon and then dance out of the way while he swings. This first section is a long series of halls with no enemies and no traps. . a gate to the south opens and Mehrunes' Razor is yours. Once you've helped them all to the great beyond. There's not a lot of room to maneuver for ranged fighters. To your left you should see a collapsed walkway forming a ramp leading up. Or you can just tank him if you have the appropriate armor and weapons. Activate the statue of Msirae Faythung. But it's not really alive. They should be weakened by a fight with soldiers that occurred while you were looting. Enter this small room.) The statue contains a beating heart. As you re-enter Varsa Baalim. Let the soldiers and vampires settle their differences before mopping up. After you take the Razor. Along the south wall are two entrances to Cava Arpenia. After Drothan is dead. so adjust your battle tactics accordingly. studying a statue. through the door. At the bottom is Drothan himself. including the vampire patriarch. in the northern corner of the area. re-enter Varsa Baalim. Advance carefully (and. Wait until the dust has settled to go down and take out the survivors. There's nothing in the Tunnels except a rock fall and some rats. All the enemies on the stairwell are dead. Leave Cava Beldameld in Sneak mode. The statue comes alive and you've got an angry dremora to defeat. This side area has two vampires and a little loot. Climb up to find some more vampires. Activate the pedestal to either side to place a bezoar and dispel the shield. Congratulations! You now have a lot of loot. there's a battle in front of you. Go to your left (northwest) to reach the large. He's a powerful mage. Leading with a Sneak attack is always helpful. Further exploration will reveal. this time in the southwest corner in a previously inaccessible area.Now that you have the two enchanted bezoars in hand. and exit at the far side to return to Varsa Baalim. dive in to find a door that leads into Lake Canalus. (Only a small chance. and. you may notice the statue is glowing. go back east past the door to Cava Marspanga.

Take his key and instructions and go down the hall to the storage room. and these are tight quarters. he'll fill you in on a little of what's happening. see Ormil again for your reward. Enter the captain's cabin behind the bar to find the leader of the pack. Again.three months ago? * To find the Golden Galleon. and. You can get this quest started from several . You can do so by answering her. you meet Lynch. then back down to your cabin to Sleep a bit so the ship can return to port. not allowing for a lot of movement or ranged fighting. Selene will be locked up. 2) Get her to surrender. surrounded by nothing but water. or just run her through. Return to the main deck and tell gro-Marad he can go topside and start sailing the ship back to port. Talk to Ormil. lying to him just gives you a more complete picture of what's going on. Return to Ormil for the whole story. he says he can get the ship back to port. Selene. Graman gro-Marad. you eventually have to kill him. the owner and captain of The Bloated Float and he'll ask that you escort Selene to a cabin downstairs. That might be tough depending on how you're kitted out. Again. in order: * I took the key from Wrath.though. Spend a night there.. Regardless. <~~~~~~ finis ~~~~~~> [SQ24] <~~~~~~ UNFRIENDLY COMPETITION ~~~~~~> Wal-Mart has moved into the Imperial City Market District and the Mom & Pop stores aren't happy about it. * I'm here to join the gang. From his body you can get the captain's cabin key. If you claim just to be a passenger and then claim to be a member of his gang. * . where you'll find Minx. Outside. Selene will follow. you can lie your way through the conversation and pick up some tidbits of information. you have to send him to Davy Jones' locker. Head up to the main deck. When you step outside your room.) <~~~~~~ finis ~~~~~~> [SQ31] <~~~~~~ AN UNEXPECTED VOYAGE ~~~~~~> At the west end of the dock of Imperial City's Waterfront district is a floating tavern known as The Bloated Float. but he's not going up on deck until you give the all clear. Release the inn's bouncer. She's five levels above you and has a sword that drains your Fatigue. you can chat with Wrath. Get the top deck key from Minx and proceed up. Go downstairs. After you awake. She stands down and hands over her sword. * You mean in Bravil? * I've killed all of them. you find the boat has put to sea and everything seems strangely quiet. You have two options: 1) Kill her. when you wake up. and Activate the door next to your own cabin on the lower deck..

dead fingers. Follow him back to the Market District and a little garden behind his shop. wait until no guards are present. Your vampirism will be cured. Wait until the appropriate time and you should see Agarmir leave his house. Fast Travel to Cheydinhal and head . go to the Imperial Green Way and find the marked tomb on your map (it's on the south side of the area).different shopkeepers if you ask about Thoronir. use Wait to jump ahead to that time. Wait outside his shop until the 8:00pm hour. and ask about his Inventory. He'll get all sly on you and you'll get an entry in your journal that says you should follow him. He and a buddy will try to put you to rest. (You don't have to Sneak. After. Return to Thoronir and then to Jensine to complete the quest. The count tells you all he knows. but there is no real reward except the cure. Agarmir only leaves in the afternoon (around 4pm) on weekdays and in the mornings (around 8am) on weekends. Jensine wants you to find out how Thoronir is undercutting everyone else. Thoronir will exit and you should follow him. In the basement. your first step is always to talk to Jensine of "Just Like New" Goods and she can also give you the quest. He goes to his house in the Talos Plaza district. pick the lock on his house door (Average lock) and his basement door (Average lock). Fast Travel to Castle Skingrad and speak to either Mercatus Hosidus (if you haven't completed "Ulterior Motives" in the Mages Guild quests) or Hal-Liurz (if you have) about a vampire cure and they'll fetch the count. Make her shop your first stop when entering the Market District. he hangs around until the 11:00pm hour. Agarmir is using an enchanted sword. After he leaves. Ask about a cure for vampirism and he'll refer you to Count Hassildor in Skingrad. she doesn't. Inside the Lair is a pool with a Font of Renewal.) He refers you to a witch of Glenmoril who lives in Drakelowe. which might be a nice weapon for you once you've slipped it from his cold. Return to the Copious Coinpurse and show the Manifest to Thoronir. then. Collect Purgeblood Salts from the nearby rock outcropping and Activate the Font with Salts in your pockets. but wherever he ends up. Visit Thoronir's shop. however. the Arboretum). Your journal instructs you to wait until Agarmir leaves his house. Walk toward them until they start talking. Grab the shovel from the rear of the tomb and any loot you can find. yada. but more than just infected with porphyric hemophilia) to start this quest. and then follow Agarmir per your journal's instruction. Find Raminus Polus in the Arch-Mage's Lobby of Arcane University during normal daytime hours. (He likes being a vampire. You must be a vampire (any stage. <~~~~~~ finis ~~~~~~> [SQ46] <~~~~~~ VAMPIRE CURE ~~~~~~> *NOTE* An easier way to cure vampirism is to purchase the Vile Lair official plug-in. He has a meeting with a man named Agarmir. along the Carbolo/Reed Rivers in eastern Cyrodiil.) Listen to their conversation. Enter and trip Agarmir's little trap. He goes various places (The Merchant's Inn. So when he stops moving. he has himself been searching for a cure for his wife. The Copious Coinpurse. take the Macabre Manifest and leave Agarmir's house. yada. You can do this quest whether you want to cure yourself of vampirism or not.

You can also try The Main Ingredient and the Gilded Carafe in Imperial City's Market district. turn left (north) to reach Hindaril directly. Blood of an Argonian +---------------------Again. Nightshade & Garlic +--------------------You can pick these up at alchemist shops. any Argonian. there's one in every Mages Guild hall. The ingredients she wants for the vampire cure will have you hopping all over the country. In addition. but she's off-limits if you're a member of the Mages Guild. she needs a favor: five empty grand soul gems. Melisande has a specific target in mind. at least. If you have little in the way of lock-picking skill. Boethia. never fear. The easiest way to get the soul gems is to buy them. find an Argonian worshipper at the shrines of Azura. That should be all you need to get the five nightshade plants and six garlic cloves. Hindaril's ashes are marked as a quest item. but first. Peryite and Sheogorath 4) You'll find an Argonian (Skaleel) on the first level of Vahtecen. You have a number of choices available to you: 1) Pick an Argonian in any city--Bravil and Leyawiin have several each--this is by far the simplest option if you have the Gray Cowl of Nocturnal (Thieves Guild) 2) Raid a bandit or marauder hangout. you'll have to pick a lock to get to him. Most Mages Guild halls have a merchant who has various sizes of soul gems. the Mystic Emporium in Imperial City will usually have one or two of that size.. This won't be easy as you'll have to swim through a flooded tunnel and come up into a room with several undead surrounding you. searching for Argonians 3) If you've finished the Daedric Shrine quests (or most of them). . who resides in Redwater Slough near the east end of Panther River.. however. you'll find Melisande inside the one house. that will make the Argonian and nearby friends hostile. Hircine.south. Bring five to Melisande to discover that little scavenger hunt was just the beginning. this is fairly simple. Vampire Ashes +--------------For this one. so you couldn't have dropped or sold them anywhere and you can just hand them over to Melisande. just hit him once with the special dagger given you by Melisande. The chest with the key is in a corner of the room. so choose your mark wisely. All you need is an Argonian. She wants the ashes of Hindaril. (It's actually on the eastern of two tributaries that feed into the Panther from the north. go right (south) at the T-intersection to find a key.) At the first T-intersection. She agrees to help you with a cure. Of course. You don't need to kill the Argonian. If you happened to clear this dungeon earlier.

Shadowbanish Wine. At the first Tintersection. where you might be able to find some bloodgrass. hand them over to Melisande. He'll come down and officially conclude the quest with a small reward. The Cure +---------Once you have all the ingredients. that is eluding her. You'll need to stop in at least three forts to complete the quest. not anything. If not. then head straight to Frostcrag Spire--you can get two samples of bloodgrass in the conservatory next to your quarters. in each fort. you may get real lucky and some alchemist has some in stock. She is the proprietress of the Wawnet Inn. she collects them. you have to repeat the ingredient gathering for Melisande in order to get another dose. oh yeah. If you've purchased the Wizard's Tower official plug-in. She would give anything (well. * Fort Aurus: southern point of the mouth of the Carbolo River. You then have to Wait 24 hours to get the cure. Lo and behold. Return to Castle Skingrad and talk to Hosidus or Hal-Liurz again and you'll be escorted to a secret room where the Countess lies in a coma. Or. in fact. If the gates are all closed and you've previously finished the Boethia and Peryite quests. you still have one dose of the cure to use on yourself. but a nice reward) for six bottles of this special win. And. The wine provides 240 seconds of Night Eye (as well as draining your Agility and Intelligence for 120 seconds). If there are Oblivion gates still open. There are eight forts with Shadowbanish Wine. he'll brush you off with a request you wait a day to allow him to set his wife's affairs in order. There's one particular type of wine. If you try to talk to the count. Shadowbanish Wine was made especially for Imperial Legion soldiers. Wait 24 hours and ask the steward for the count. If you later get vampirism again. and it can only be found in their old forts. take a right and then a left to find the "boss" conjurer and the chest with the wine (on the west wall of the room). you'll find two bottles in a chest. She revives Rona Hassildor long enough for her to drink the cure and then she dies. you can try the Daedric quests of Boethia and Peryite. both of which send you to a special Oblivion plane. <~~~~~~ finis ~~~~~~> [SQ47] <~~~~~~ A VENERABLE VINTAGE ~~~~~~> Nerussa is a lover of fine wines. you may still find some bloodgrass growing around the wreckage of closed gates. Melisande is there before you. This singlelevel dungeon is inhabited by conjurers and their Summons.Bloodgrass +-----------This plant typically grows only in Oblivion. * Fort Carmala: * Fort Dirich: . you can pop through and pick up two samples pretty quickly. at the west end of the bridge coming off the west side of Imperial City Isle.

Bjalfi (the Contemptible). * Fort Magia: * Fort Scinia: * Fort Vlastarus: * Frostcrag Spire: If you buy the Wizard's Tower official mod and the Vault furnishings. turn left and follow the path until you find a door to the Fort Strand Great Dome. there's a wine rack in your cellar. you can lead them right through a swinging mace trap. (You can also just go to the Count's Arms and find Benirus. and 100 gold for any additional bottles you bring her. south of Bravil.* Fort Grief: island in the middle of Niben Bay.000 gold for the first six bottles. Soon after their marriage. Speak to Maeva to get an earful about her good-for-nothing husband. The fort is close--just east of the city. keeping in a southeast direction. it includes one bottle of Shadowbanish Wine. <~~~~~~ finis ~~~~~~> [SQ48] <~~~~~~ WHEN THE VOW BREAKS ~~~~~~> Just outside Anvil's North Gate is the farm of Maeva the Buxom. The wine chest is on the top level of the outer ruin-you only go into the dungeon during the associated quest. Bjalfi took Rockshatter--a family heirloom given them by Maeva's father--and joined a group of marauders operating out of Fort Strand. isn't she? <~~~~~~ finis ~~~~~~> [SQ25] <~~~~~~ WHERE SPIRITS HAVE LEASE ~~~~~~> The rumor mill in Anvil will eventually give you a name. Return to Maeva who rewards you with her dowry and decides to jump right back into the dating game.) He offers to sell you his family's mansion for a mere 5. Whitmond farm. jump off the bridge and take the path southeast. This is the location of "Caught in the Hunt". go left and the wine chest is in the next room. Taking the death of her husband kind of hard. Inquire after him and learn he hangs out at the Count's Arms. Velwyn Benirus. At the first T-intersection. Take Rockshatter from Bjalfi's body (or from the floor where it was flung when you blasted him). From the first T-intersection. Nerussa will pay you 1. on the southwest side of the central pillar. If you run past them. * Fort Irony: along the west coast of the Upper Niben.000 gold. In the first room. You'll quickly come to a "room" (more of a widening of the corridor) where Bjalfi is hanging out with his new squeeze--the marauder warlord. How could you possibly pass up such a deal? As soon as you complete the . This is a goblin hangout.

Once they are gone. had a nasty habit of conducting necromancy experiments on the citizens of Anvil. Paying a visit reveals you just bought a wonderful restoration project. Once Lorgren reforms. Return to Gallenus. Uvenim reveals the staff can only be handed off to a willing recipient and can only be disposed of at a shrine to Sheogorath in Darkfathom Cave. Go back to Anvil and the Count's Arms. loot the tomb. Alves Uvenim at the Mages Guild. <~~~~~~ finis ~~~~~~> [SQ26] <~~~~~~ WHOM GODS ANNOY ~~~~~~> The rumor mill in Leyawiin buzzes with the strange noises and awful smells coming from Rosentia Gallenus' house. who is only too happy to give up the staff and the scamps to you. you can race past the ghosts to the portal and then defend Velwyn while he opens it. Gallenus sends you to consult her friend. You are told he departed for Imperial City. Carahil. Underneath is a skeletal hand and a piece of paper. You'll have to fight your way through a number of ghosts. Oh.transaction. Talk to Velwyn and then follow him to the mansion. The current guild leader. Try to sleep in the upstairs bed and get even more bad news: an attack by three ghosts. re-sealing the portal behind you. Activate the altar and listen to Lorgren's contrite speech. The paper reveals Benirus' grandfather. Once the portal is open.000 gold and a little ghosthunting. you can keep the staff for a while. you can drop the staff anywhere near the altar and the scamps will stay put. Go there and confront Belirus. race to him and smack him with your best weapon as quickly as possible. head downstairs and find a vase that fell and broke during the ruckus. Seems she picked up a cursed staff. entombed Lorgren in a sealed room in the basement (you may have marked the door and seal in an earlier inspection of the premises). then leave. the ghosts disappear. Once you reach the shrine. You'll find the mansion is now fully restored and is probably the nicest house you can buy in Cyrodiil. Head there yourself and ask after Velwyn Benirus and you should eventually find someone who knows a Benirus is staying at the King and Queen Tavern in the Elven Gardens district. you take the lead. Then Activate the skeleton with the skeletal hand you picked up earlier in your inventory. He feels sorry for giving you a cursed mansion and agrees to return to Anvil and help you sort it out. Benirus high-tails it out of town. Once the lich is dead. Enter the crypt and find the altar with Lorgren Benirus' skeleton. Lorgren. Alternately. Return to the Count's Arms and inquire after Velwyn. How surprising. Return to Gallenus for your reward. both on the upper floors and in the basement. The mansion is located in the northeastern section of town. It was a ruse. Enter her house and find the fair lady surrounded by scamps she cannot rid herself of. Once you enter the mansion. Alternatively. Look at that. Trudge (the staff Drains your Speed by 20 points) down to the cave and fight your way through a dozen or so daedra. You can kill the summoned . Definitely worth 5. southeast of Leyawiin.

...TG05 Allies for Bruma (Main Story).. use a Detect Life spell to see there are several inhabitants... so you will want Detect Life active as you approach. Return to Aleswell.. Talk to him and he will provide a scroll with the counterspell for invisibility........scamps with impunity and they always come back........ Blunt..........DB13 Ahdarji's Heirloom (Thieves Guild)........ find the quest title in one of the two lists below................. pointing your crosshair at the glowing purple forms (from your Detect Life spell) until one is identified as Serethi....... and ask for your help.......DB03 Affairs of a Wizard (Dark Brotherhood). He runs the little inn.. they all just tell you to see Diram Serethi.......... He also gives you a ring and warns that you should wear the ring before casting the spell.. or... which is along the Red Ring Road west of the Roxey Inn.. Wander around the tower with Detect Life until you find the humanoid form that is Ancotar............. and may be in there. put on the ring and cast the scroll................. You can talk to these invisible people. You can get this quest from Malene........... the innkeeper of the Roxey Inn on the north shore of Lake Rumare............ Destruction........ copy the section code and use your browser's Search function to search for that section code... [QL01] <~~~~~~ ALPHABETICAL LIST OF ALL QUESTS ------> Accidents Happen (Dark Brotherhood)........ Caractus is down the slope south of the village. etc. Serethi says the problem is a wizard named Ancotar who is holed up in a ruined tower called Caractus....... The invisibility curse is removed and Diram will give you a reward.......... Ancotar likes to conduct strange experiments and accidentally rendered the whole town invisible.. The villagers have not been able to get through to Ancotar...... Walk around...... This is a very useful way of leveling attack-related skills (Blade......... There are several invisible wild animals wandering outside the tower......) <~~~~~~ finis ~~~~~~> [QL00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUEST INDEX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ To find the mini-walkthrough for a quest............... The town appears empty..........).. though he wanders sometimes. <~~~~~~ finis ~~~~~~> [SQ33] <~~~~~~ ZERO VISIBILITY ~~~~~~> You want a Detect Life spell or enchanted item for this quest.....FG07 .. your Luck is damaged by 50 points..... Listen to him......... by stumbling across the little town of Aleswell. (If you try casting the spell without wearing the ring..MG17 Amelion's Debt (Fighters Guild).MS13 Ambush (Mages Guild).........

......DB15 Brotherhood Betrayed..........DQ15 Hircine (Daedric Quest)................................. The (Dark Brotherhood).............................DB16 Find the Heir (Main Story)...................... The.......SQ29 Canvas the Castle....FG10 Azura (Daedric Quest)..... The (Dark Brotherhood).....SQ03 Cast Out of the Thieves Guild................................................ The (Mages Guild)..........MG02 Breaking the Siege of Kvatch (Main Story).......................................................... The......DB23 Defense of Bruma (Main Story).............SQ01 Arrow of Extrication (Thieves Guild).....................MG03 Brush with Death.............SQ08 .............................................................................................TG13 Caught in the Hunt..................................................................................................MG15 Boethia (Daedric Quest)...........FG19 Honor Thy Mother (Dark Brotherhood).........................................................DB08 Battle for Castle Kvatch.....................................................MS07 Daedric Quests.........FG20 Final Justice (Dark Brotherhood)..........................DQ11 Hist........................................ A.................................... The..................................FG06 Desolate Mine........... Part II (Mages Guild)....... The..TG11 Bravil Recommendation (Mages Guild).....................................MG04 Clavicus Vile (Daedric Quest)...........................Anvil Recommendation (Mages Guild).......................................................................................................................DB00 Dark Exile...............................................TG00 Fingers of the Mountain (Mages Guild)......................SQ07 Goblin Trouble.....................................MS14 Deliver the Amulet (Main Story)...........................................................MS13-E Bear Season.........................................................................................DB06 Attack on Fort Sutch.........................................................................MQ02 Den of Thieves (Fighters Guild).....MS12 Bruma Recommendation (Mages Guild).......MG01 Arena........................................................................SQ30 Confront the King (Mages Guild).............................................DB20 Forlorn Watchman.......TG10 Assassinated Man............................SQ28 Dagon Shrine (Main Story)..SQ35 Great Gate (Main Story)............MS15 Hermaeus Mora (Daedric Quest)..........................................................................MG18 Corruption and Conscience....DQ01 Bad Medicine (Dark Brotherhood)...........SQ39 Blood of the Daedra (Main Story)............................. A................................. The (Fighters Guild)......................FG12 Ghost Ship of Anvil..........................................................SQ05 Fugitives............DB18 Collector...FG05 Elven Maiden........................................SQ02 Bruma Gate (Main Story)............................................................................................... The..........MG05-A Fingers of the Mountain... The (Fighters Guild)...............................SQ40 Gravefinder's Repose...... The (Fighters Guild).....................................................................................................MS03 Finding the Thieves Guild (Thieves Guild)........SQ38 Azani Blackheart (Fighters Guild)..MS09 Blood of the Divines (Main Story)..................................................................TG04 Expelled from the Fighters Guild...........................FG03 Drunk and Disorderly (Fighters Guild)...................................................................................................SQ04 Dark Brotherhood.......................SQ06 Go Fish.......................... The (Thieves Guild).......................................................................................................MS10 Bloodworm Helm.............. The......DQ14 Coldest Sleep..........DQ13 Boots of Springheel Jak (Thieves Guild)........................... A (Dark Brotherhood)....................................SQ27 Cheydinhal Recommendation (Mages Guild)....DB21 Imperial Corruption................ The......................................................................................MG05-B Following a Lead (Dark Brotherhood).....................MS04 Broken Vows (Dark Brotherhood).............................

.TG06 Molag Bal (Daedric Quest)..................................................................................... A...................MG12 Lifting the Vale...DB04 Secrets of the Ayleids.................................. A (Dark Brotherhood)...............................................SQ19 ..TG07 Mage's Staff............................ The.........................................................................................................................................MS16 Paranoia...................DQ07 Miscarcand (Main Story).DQ06 Master's Son...................................................Imperial Dragon Armor (Main Story).................................................................................DQ05 Scheduled for Execution (Dark Brotherhood).................................................MG06 Liberation or Apprehension? (Mages Guild)......SQ11 Leyawiin Recommendation (Mages Guild)...............................................................................................................MS18 Independent Thievery (Thieves Guild)........................ A (Dark Brotherhood).....SQ37 Seeking Your Roots............MG11 Newheim's Flagon..DQ12 More Unfinished Business (Fighters Guild)......SQ09 Kiss Before Dying................................. The (Fighters Guild)..............................................................SQ41 Noble's Daughter...................................................... The (Dark Brotherhood)..........................................................FG16 Namira (Daedric Quest)..................................................... A (Fighters Guild)...SQ36 Of Secret and Shadow (Dark Brotherhood)...MS17 Lonely Wanderer...................................................SQ14 Origin of the Gray Prince.....................MS11 Misdirection (Thieves Guild)......DB07 Lost Histories (Thieves Guild)..............................................DB14 No Stone Unturned..............DQ09 Plot Revealed........................................SQ44 Separated at Birth..................................................DQ03 Necromancer's Amulet.............................................. The (Main Story)......DB19 Knife in the Dark..........DB17 May the Best Thief Win (Thieves Guild)........................................................................................SQ12 Light the Dragonfires (Main Story)..........SQ43 Sanguine (Daedric Quest)............................... A (Mages Guild)........................................MG13 Information Gathering (Fighters Guild)....FG18 Information at a Price (Mages Guild)........................................................................TG02 Infiltration (Fighters Guild).. The (Mages Guild)..DB01 Knights of the White Stallion.....................................................................FG06 Next of Kin (Dark Brotherhood)...............................................................................................SQ34 Rat Problem....................................................... The................................................DB11 Order of the Virtuous Blood.........FG08 Matter of Honor..........FG01 Renegade Shadowscale..........................MG14 Potato Snatcher.................................................FG09 Mystery at Harlun's Watch (Fighters Guild).DQ10 Meridia (Daedric Quest)....................... The (Fighters Guild).................DQ08 Nothing You Can Possess...............................................................................SQ13 Mephala (Daedric Quest)...................................FG17 Killing Field..SQ10 Legacy Lost..........................SQ17 Revenge Served Cold...............DB05 Repairing the Orrery (Official Mod)....................................................................... A (Dark Brotherhood)........................................................................................................................................................................................DB10 Peryite (Daedric Quest)..MS06 Permanent Retirement (Dark Brotherhood)....... The (Dark Brotherhood).................................................................................SQ15 Paradise (Main Story)........MG08 Malacath (Daedric Quest)..... The (Dark Brotherhood)...DB12 Raid on Greyland............FG15 Nocturnal (Daedric Quest)........................SQ42 Purification.......SQ16 Path of Dawn.TG01 Mazoga the Orc..................SQ18 Shadow Over Hackdirt............ A (Mages Guild)..................MG16 Necromancer's Moon (Mages Guild)..................

...MS13-A Weynon Priory (Main Story)...............................................................................SQ46 Venerable Vintage..MS01 Two Sides of the Coin.............................. just look through this list and then find the mini-walkthroughs for each quest................................................................SQ26 Zero Visibility..............SQ27 Forlorn Watchman............SQ22 Trolls of Forsaken Mine (Fighters Guild). guild or daedric quests) are listed here.....SQ21 Skingrad Recommendation (Mages Guild)...e..............SQ05 .........FG14 Sunken One....................SQ20 Siren's Deception.............. The...................................................................................................................................... The (Thieves Guild)..... A (Dark Brotherhood).SQ31 Unfinished Business (Fighters Guild)..................................... The (Fighters Guild).......................SQ21 When the Vow Breaks.........SQ24 Untaxing the Poor (Thieves Guild)....................................SQ48 Where Spirits Have Lease...................................................FG02 Unfriendly Competition.................TG12 Unearthing Mehrunes' Razor..................................SQ25 Whispers of Death (Dark Brotherhood).............................................SQ33 [QL02] <~~~~~~ QUESTS LISTED BY CITY/REGION ~~~~~~> Quests in this section are listed by the closest major city...................................FG04 Unfortunate Shopkeeper................... The.SQ48 Where Spirits Have Lease.............................MG07 Spies (Main Story)............................................................................................. The.............................. The.......MS08 Stone of St.....................................................SQ32 Through a Nightmare.......SQ23 Ulterior Motives (Mages Guild)................................................................................................. Only side quests (i................TG03 Vaermina (Daedric Quest).......SQ06 Siren's Deception.... The (Fighters Guild).............FG13 Turning a Blind Eye (Thieves Guild)...................SQ49 Unexpected Voyage...................................................................... If you want to know everything you can do in a city and the surrounding area..................MG10 Vampire Cure................................Sheogorath (Daedric Quest)............DQ02 Sins of the Father...................... The......... A............ An.............TG08 Tears of the Savior...................................................................MG09 Ultimate Heist..SQ47 Wandering Scholar.......SQ25 Bravil +-------Caught in the Hunt.................DB02 Wayward Knight................................................................................FG11 Watery Grave.........................SQ45 Taking Care of Lex (Thieves Guild)......DB22 Whodunit? (Dark Brotherhood)............................... Anvil +------Ghost Ship of Anvil.........MS05 When the Vow Breaks............................................................................................................................................................................................................. The (Main Story)........ Darkly......................TG09 Tutorial (Main Story).............. not any main story............................................................. Alessia..DB09 Whom Gods Annoy.......................DQ04 Vahtacen's Secret (Mages Guild). The (Fighters Guild).......................................

.....................SQ08 Nothing You Can Possess...............................................................................................................SQ15 Repairing the Orrery (Official Mod). The.............SQ02 Lifting the Vale..SQ36 Order of the Virtuous Blood....................SQ31 Unfriendly Competition.....SQ19 Sins of the Father.SQ28 Chorrol +--------Canvas the Castle....................................SQ20 Imperial City +--------------Arena...SQ16 Seeking Your Roots.......................................................................................SQ34 Tears of the Savior.......................SQ13 Raid on Greyland...........................................................................................................................................................................SQ44 Vampire Cure....................... The...................................SQ32 Whom Gods Annoy..........................................................................................................................SQ10 Mazoga the Orc.....SQ01 Collector.........................................................SQ37 Unexpected Voyage...............................Through a Nightmare..............................................................................SQ14 Origin of the Gray Prince............................................................................SQ03 Killing Field..................SQ45 Leyawiin +---------Knights of the White Stallion.......................................... An............SQ26 Skingrad +---------Paranoia...... The........... A.SQ09 Legacy Lost............................. A.................................. Darkly.............................................................................................................SQ46 .......SQ18 Shadow Over Hackdirt................................SQ22 Bruma +------Brotherhood Betrayed................................................................... A..............SQ24 Kvatch +-------Sunken One..................................................................................................................SQ30 Imperial Corruption.....SQ23 Cheydinhal +-----------Brush with Death............................................SQ29 Corruption and Conscience............ The.......................SQ12 Two Sides of the Coin........................................................................................SQ11 Separated at Birth..SQ17 Secrets of the Ayleids....................

.. Whether it's books... away from the cities.........SQ33 [MA00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MISCELLANEOUS ADVENTURES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ [MA01] <~~~~~~ HOME OWNERSHIP ~~~~~~> One of the big downsides to looting dungeons is becoming overburdened with stuff you simply don't want to part with................. The basic method of purchasing a home is: talk to the city's ruler (or designate)........SQ41 Potato Snatcher......... attractiveness and location.................... The............................................................SQ38 Bear Season.... depending on your ability to haggle with the furniture merchant.................. get said person's Disposition high enough (typically 60 or 70)....... except Kvatch............... The price of furnishings will vary................ buy the home... and it just looks trashy..................... move in....... purchase furnishings at a shop....................................... Attack on Fort Sutch... Thieves do not break in and steal. it can be hard to locate small items lying on the ground........ You can always just drop items on the ground................ The figures listed are the base price charged by the merchant prior to any haggling.................Wilderness +-----------These quests take place out in the wilds of Cyrodiil..........SQ40 Gravefinder's Repose........ so your items stay there........................................ And the largest house available also has display cases where you can show off all your trophies..................... for example a dining area....SQ35 No Stone Unturned... The prices of the homes are fixed........ ....SQ07 Goblin Trouble. There are bookshelves for your can't keep it with you.SQ49 Venerable Vintage. Furnishings are purchased in sets. There are a variety of options for ownership of a home in Cyrodiil... The ground is never reset (except in a few instances)......... a bedroom area. You can store whatever you want in your home.. ask about buying a home.............. The houses are here ranked according to their desirability factor--a highly subjective number that encompasses three things: value............SQ47 Zero Visibility...SQ43 Unearthing Mehrunes' Razor... The.............. The solution: a home of your own.................. A................................ Containers in your house (or houses) are never reset.... the hundred-or-so keys you collect or that cool-looking sword you want to show off.......... But there are numerous problems with that: wandering NPCs might pick up some of your stuff................ You can buy a house in each main city.......SQ39 Go Fish......................... But you can't store it in any public or semi-public (like a guild hall) place because the containers in those places are periodically reset............. extra clothing..SQ42 Revenge Served Cold...

pottery). 2 rugs. chest. table. shelves.000 Furnishings: n/a (already furnished) Total cost: 5. barrel. 2797 * Upper Sitting Area (2 stools. If you want a house as quickly as possible. What you actually purchase is a "receipt" telling you what you're getting. rug. The total cost of Benirus Manor is less than the hovel in Imperial City. pottery). set of scales. executive desk. 2 wine racks. shelves. table. shelves. mini-tapestries). 2 chairs. Chorrol or Skingrad. 4 barrels. pottery). shelves. too. ANVIL (Benirus Manor) +----------------------Price: 5. candles. 2447 * Bedroom Area (2 cupboards. dresser. bed upgrade. get a magic weapon. pottery). pinch your pennies. candle sconces. 2 rugs. Once you've destroyed the lich entombed in the basement. the house is all yours--and a nice place it is. pottery). 2nd floor balcony The only way to really occupy this house is to complete the side quest "Where Spirits Have Lease". Three houses--Anvil. desk. chest. table. Skingrad and Chorrol--have names. SKINGRAD (Rosethorn Hall) +--------------------------Price: 25. bench. 3 chests. chandelier. candle holder. rug. 2797 * Balcony Upgrade (2 large shelves. And it's cheap. pottery). pottery). (These receipts are filed under the Books category in the merchant's inventory.etc.000 Furnishings: (Colovian Traders) * Balcony Area (2 stools. silver place settings. chest. the items appear in your home. candles. chandelier.) As soon as you purchase the receipt. 2797 * Den Area (2 dressers. 1748 * Kitchen Area (2 cupboards. While not quite up to the luxury of Cheydinhal. candles). chair. rug. candles. 2797 . pottery). 2797 * Display Case Upgrade (3 large & 4 small display cases. candles). 5 tapestries). it's still a step up from the other cities. shelves. 2797 * Lower Wall Hangings (10 paintings. rug. bed. chair. table. and it's a lot nicer.000 Desirability factor: 10/10 Extras: Lich tomb in the basement. cupboard. 2 chairs. chair. Not to mention it's conveniently located near Anvil's North Gate and right across the street from the Fighters Guild hall (you'll frequent this hall if you play through the Fighters Guild quests). table. privacy screen. Real cheap. 2797 * Dining Area (3 chairs. and take out the spirits living in this house rather than buy one of the shanties elsewhere. chest. 2797 * Study Area (2 bookshelves. 2797 * Servants Quarters (2 stools. 2797 * Storage Area (4 crates. stool). The remaining are simply referred to as "My [city name] House". 2797 * Upper Hall Area (2 chests. listed in parentheses after the city. candle holders). table. 2797 * Sitting Area (2 stools.

chest. rug. To obtain the house.000 gold. gro-Yarug spends his mornings in town. You'll need to get up on the bookcase next to the ledge to get the scroll--it's easiest to reach by jumping from the nearest display case. bench. This is the peak of ostentatious wealth. candle holder. Finally. 1906 * Upper Wall Hangings (5 paintings. 3 tapestries. 2nd floor balcony A house worth every penny you have to spend on it. pottery. BRUMA +------Price: 10. Resist Poison and Detect Life enchantments. bottles. rug. 2797 Total cost: 65. tapestry. flowers). 4 candle sconces). candelabra. utensils. candles). (The hourglass will not appear until you've seen the old scroll. and then some. 1906 * Upper Storage (2 chests. pottery). Get his Disposition to 70 and he'll tell you the count is getting ready to evict Rosethorn Hall's current tenant and his "junk" and the place is yours for a mere 25. desk. 1906 * Dining Area (3 chairs. dresser. table. pottery.000 Furnishings: (Novaroma) * Bedroom Area (2 candle sconces. 1906 * Lower Storage (3 barrels. candelabra. or. candle holder. 1906 * Lower Wall Hangings (3 paintings. talk to Gunder's assistant. The scroll contains a riddle leading to a hidden treasure. She asks if you need a maid.) Inside are a number of gems and the Ring of the Gray. 1906 * Upper Sitting Area (2 tables. After you've purchased the Servants Quarters. chair. shelves. Security and Acrobatics. Shum gro-Yarug. and speak to Count Hassildor's butler. and your ultimate "prize" for plundering all those dungeons. Bravil and Leyawiin. flowers). table. chair. which acts as an alchemical ingredient. ask her for "Food" and get her own Shepherd's Pie. which contains Fortify Sneak. 1906 * Study Area (2 bookshelves. 2 candle holders). chest. flowers). pottery). bench. Drain Intelligence & Willpower).154 Desirability factor: 9/10 Extras: None The Bruma house is the first step up from the basic shacks in Imperial City. 1906 Total cost: 27. She'll charge you 150 gold a month. in your bedroom (third floor). rug. and sleeps in the basement. and hangs around the castle the rest of the day. Marksman. chair. wine rack. you must have a Fame of 15 (or higher). candle holder. 1906 * Kitchen Area (cupboard. The treasure is in an hourglass in the basement--find the column with garlic cloves hanging from it and look in the eastern support where the crossbeam forms a triangle. 5 paintings). you can ask her for "Drink" and get a bottle of Rosethorn Mead (Fortify Strength & Endurance. rug.556 Desirability factor: 10/10 Extras: Maid. rug. you can find an old scroll on top of the section of the room covering the stairs. At any time. pottery). shelves. chest. fireplace rack. shelves. The total cost is only 36% higher than the Leyawiin .* Upper Wall Hangings (6 tapestries. hidden treasure. You can buy furnishings from Gunder at Colovian Traders. cupboard. Eyja.

What more can you ask? Well. you must buy certain equipment to get everything functional. The Bruma house is "cozy". containing a large variety of alchemical ingredients (including some normally only found in Oblivion). your house is near the merchants. and you'll spend a lot of time in Bruma and its environs as part of the main story. Plus. free-of-charge.916 Desirability factor: 8/10 Extras: Altar of Enchanting. Market District. you don't need to join the Mages Guild to make your own spells. Imperial City) * Alchemy Lab. when you purchase and install the Wizard's Tower (DLC3) official mod. With this tower. it's attractive and clean and it is extremely convenient. magetallow candles at a total of about 6. and then up three flights of stairs before you can enter. 1637 Total cost: 13. (Note: turning off precipitation in the . Mystic Emporium. yet it is a huge improvement. DUNBARROW COVE +---------------Price: Free* Furnishings/Crew: (Dahlia Rackham. Even though the tower is free. so good luck getting a glimpse of Imperial City from the top of your tower. Altar of Spellmaking. the Bruma house is it.) What pushes this up into the top four homes is the conservatory. If you're looking for the perfect "tweener" house to tide you over from your starter shack to your future mansion. 1637 * Library Area. 2 boxes. you are deposited quite a distance away and have to climb up to the tower. the rest are quite a bit more expensive. must pay Bethesda Softworks $1. You. alchemical table & garden. 1637 * Vault Area (includes guardian imps). the player. When you do use FT. rather than grouped with all the other houses.) The tower is remote and difficult to reach without using Fast Travel. furnishing it is not. but. You receive this tower. 2455 * Magetallow candles. enchant equipment and experiment with Alchemy. Anvil and Skingrad houses. Clarabella) * Upgraded quarters (500 gold): slightly improves the appearance of the . the official description promises breathtaking views. FROSTCRAG SPIRE +----------------Price: Free* Furnishings: (Aurelinwae.ini file as detailed in PC Optimization may help you get a good view of Imperial City. portals to all Mages Guilds * Your character receives the deed to Frostcrag Spire for nothing. for one. each 3275 * Bedroom Area. (Namely. only the Anvil house is any cheaper. room.500 gold to get the enchanting and spellmaking altars working. there's more room in the Chorrol. It's still not spacious--the rooms are somewhat cramped--but there are several different rooms. It's located right next to Bruma's East Gate. Cheydinhal. and the enchanting and spellmaking altars. In addition to the furnishings. (US) in real money for the official mod. but the weather is always lousy.

CHORROL (Arborwatch) +---------------------Price: 20. as well as improvements to the underground wreck. then.89 (US) in real money for the official mod. stool. 3146 * Dining Upgrade (3 tables. Bacon. You can also order your crew to go out an plunder.000 gold): Melliwin moves in and hangs out along the back wall of the cavern. They'll return in a week and give you a share of the booty. rug). cupboard.) Rackham sells the services of a crew.captain's--that is your--quarters. table. There's a fence (1. * Miscellaneous pirates (no cost): Talk to one of these guys and send them out to plunder. Marksman. The Clarabella is the eastern ship docked at Anvil. There are Expert-level trainers for Mercantile. * A fletcher (1. it was occupied by un-named pirates and minimal loot.500 gold limit) and several different types of merchants. * A fence (1. you'll get a message telling you to investigate Dunbarrow Cove. Return a week later and get your share of the loot. She is an Expert trainer in Marksman and sells some basic supplies and Stealth-related spells.500 gold (the same as Fathis Ules of the Thieves Guild). * A supplier (1. 3146 * Dining Area (4 chairs. Total cost: 5. dresser.000 gold): Kovan Kren is a dark elf who likes to spend his time practicing with his sword over to your left as you enter the main cavern. 3146 * Kitchen Area (cupboard. Once you've fully "furnished" the Cove. which is very large.500 Desirability factor: 8/10 Extras: Fence. (If you ventured into the ship previously. candle holder. You'll find Dunbarrow by entering a smuggler's cave at water level on the south side of the island occupied by Castle Anvil. chandelier. settle in to Dunbarrow. you have your own pirate gang to do your bidding. Go straight through the cave to enter the Cove. There are six skeletons in the main cavern. bed upgrade. some Stealth-related spells and provides Expert training in Security. must pay Bethesda Softworks $1. Khafiz is an Expert trainer in Mercantile and a fence with 1. plus the undead Cap'n Dugal in his cabin. barrel. plunder! * Your character receives the quest to Dunbarrow Cove for nothing. silver place settings and utensils).000 gold): Jak Silver takes up residence in the Black Flag mid-deck. * A security expert (1. pottery). shelves. chest. rug. wine rack. Once you buy the Thieves Den official mod. He has a little campsite to your right as you enter the main cavern.000 gold): Khafiz and his pet warthog. Inside is the wreckage of a pirate ship and the undead crew. Defeat them all. trainers. A definite must-have for Stealthy characters. pottery). chandelier. go see Dahlia Rackham on the Clarabella. Speechcraft. He has a number of interesting items for sale and also provides Expert-level Speechcraft training. the player. and not a bad hangout for other types of characters as well. * A spymaster (1. . Security and Sneak skills. 2 sets of shelves. desk. He sells Stealth-related supplies and spells and provides Sneak training up to Expert level.000 Furnishings: (Northern Goods and Trade) * Bedroom Area (3 chairs. You.000 gold): Tahm Blackwell sells a few supplies.

Deepscorn Hollow is a little island just off the coast. 3146 Middle Wall Hangings (3 paintings. wall lantern). rug. 2 tables. large bed.) If you play through the Fighters Guild. rug. pottery). Like Frostcrag Spire. small table. candles). no hidden loot. 5 tapestries. not far from Tidewater Cave (Nocturnal's Quest) and Bogwater Swamp ("The Renegade Shadowscale"). hollow log that protrudes from the base of one of the towers. rug. 3 tapestries. cupboard. cupboard. you could buy this as your "guild master residence". 3146 * Suite Area (4 chairs. 3146 Sitting Area (3 tables. 2 wall lanterns). desk accessories. pottery). 2622 Servants Quarters (bed. free food (for vampires). It is south-southeast of Leyawiin. the player. cupboard. 3060 * Ichor of Sithis. since it's only a couple doors down from the Fighters Guild hall and your office.000 gold can get you in Skingrad. 2 benches. Considering what an extra 12. 3060 * Dark Minion. 3060 * Garden. pottery). table. must pay Bethesda Softworks $1. a journal entry informs you of Deepscorn Hollow and marks it on your map. large rug. dresser. You get no servant (though there are Servants Quarters) and the house isn't quite as opulent as Rosethorn Hall. who has regular hours (8am to 6pm) in the castle. Find the partially submerged towers on the south side of the island and swim down to a large. 2 chairs. desk. 3060 * Cattle Cell. chandelier. Vampire bath * Your character receives the deed to Deepscorn Hollow for nothing.89 (US) in real money for the official mod.908 Desirability factor: 6/10 Extras: none * * * * This "other mansion" is a little cheaper and a little easier to obtain than Rosethorn Hall--you need a Fame of 12 (or higher) and a Disposition of 70 with the Countess of Chorrol. 3060 * Study Are. 5066 Total cost: 26. Swim into the log to find .3146 Lower Wall Hangings (7 paintings. 3 paintings). 3060 * Dining Area.486 Desirability factor: 5/10 (10/10 for vampires) Extras: Altar of Sithis. 2622 Total cost: 53. You. chair. Wawnet Inn) * Bedroom Area. large rug. DEEPSCORN HOLLOW +-----------------Price: Free* Furnishings: (Rowley Eardwulf. 3146 * Study Area (2 bookcases. (Plus. There's a bridge over to it if you don't want to get your feet wet. 3496 * Upper Wall Hangings (4 tapestries. it's hard to justify this purchase. When you reload your game after installation. 3060 * Storage Area. murdering minion. 2 small bookcases. chandelier. you don't have to do anything to obtain this little country cottage other than purchase and install the official mod.

. The furniture looks more rustic than decrepit. it is not a bad purchase. you'll find the Altar of Sithis. Unlike Dark Brotherhood murderers. 732 * Storage Area (2 dressers. pottery). you receive the following buffs: Fortify Sneak 10. Yes. it's pretty clean . When you Activate it. (Eardwulf is also a Journeyman Sneak skill trainer. Click it to update your journal and read about the former owner of this place. rug. You'll also find a prison cell with a sleeping prisoner. 1 painting). 732 * Wall Hangings (3 tapestries. so be sure to raid your bank account prior to visiting. Sergius Verus) * Dining Area (shelves. you--until you find the trap door that leads outside. while it's a single. They're expensive. return to Deepscorn Hollow. Now.000 Furnishings: (Three Brothers Trade Goods. and. chest. small room. Wandering around the lair is your new minion (if you purchased the minion). just as you come up from the water. Fortify Agility 5. IMPERIAL CITY +--------------Price: 2. candles).the door to the lair. Find Rowley Eardwulf sitting on the stairs and purchase the necessary furnishings from him. The prisoner sleeps 24/7 and can't be wakened--a feeding trough for vampires. other than. he will go out and kill in your name and return the loot to you in a Victim's Loot Chest in his room next to the garden. In one corner of the room is a Purgeblood Salts rock formation. (That's a lot easier than the Vampire Cure quest. rug. this one won't go along with you as a companion.660 Desirability factor: 5/10 Extras: none There's no getting around it--this is a shanty in the slums of the Waterfront district. you are now the proud owner of a vampire lair.well. or just ornery enough to use the lair anyway. Despite that. basket. Tada! You're cured of vampirism. you have the key to open it (the key is added by the mod). Activate a formation to collect some Purgeblood Salts. Finally. table). Inside. candles). Only those whose Infamy is higher than Fame can use the Altar. You can now use that trap door as well as the submerged door to get back into the lair. if you don't really need a vampire lair.) Return to Deepscorn Hollow to find that your furnishings have been put in place. perhaps. you'll find a diary. you can avoid purchasing any of the equipment from Rowley Eardwulf. Explore the ruins a bit--there are no monsters. but. enter the pool and Activate the Font of Renewal in the center. The buffs last for 1. If you ever need a cure for vampirism. 732 Total cost: 5. go to the Cloister area and find the pool on the south side of the Cloister. you may still find a use for this wretched hive of villainy--there's an easy cure for vampirism. If you are not a vampire. In addition to the furnishings. Activate it with the Ichor in your inventory and the altar is now working. follow the suggestion of your new journal entry and travel to Wawnet Inn outside Imperial City. 732 * Kitchen Area (cupboard. 732 * Sitting Area (2 chairs. Fortify Health 20..000 seconds (or a little over 16-1/2 minutes). isn't it?) If you are a vampire. you'll need a bottle of Ichor of Sithis in order to activate the Altar of Sithis in your new home. pottery.

2788 Total cost: 42. 2788 * Sitting Area (2 chairs. you'll get a room in the nearby guild hall that's larger and nicer than this clapboard shack. rug. 1127 * Kitchen Area (cupboard. bench. it's Cheydinhal. 1127 * Wall Hangings (4 paintings. it gives you a place near Imperial City for conducting operations--especially those involving the Thieves Guild. It's a fair walk from any of the city's three Fast Travel points. the Anvil manor is a better purchase. it's Anvil. barrel. plus. It's a step up from the Bruma house. candles.762 Desirability factor: 2/10 Extras: none . BRAVIL +-------Price: 4. CHEYDINHAL +-----------Price: 15. candelabra). 2 tables. chair. basket. pottery. 2788 * Dining Area (2 chairs. table. and the Fast Travel point is a good walk away. you can't go wrong with this one. 3 paintings). but it is terribly inconvenient.000 gold to invest. 2 tapestries). pottery). basket. pottery. the other end of the world). Unless you're doing the Fighters Guild or Dark Brotherhood quests. The Cheydinhal house is larger. 2788 * Upper Hall Area (2 candle sconces. Is it worth it? Probably not. pottery). If you play through the Thieves Guild. 2788 * Study Area (desk. Tudor-style house in the southwest quarter of the city. shelves. 2788 * Lower Wall Hangings (5 paintings. desk accessories). dresser. rug. 2 sets of shelves. On the downside. 2788 * Upper Wall Hangings (3 tapestries. candles). pottery). shelves. candles. bench. 2 crates. and quite a step it is: 58% hike in the total cost. 1127 * Storage Area (2 dressers. chair. chest. pottery). 3 weapon racks). 1127 * Reading Area (2 bookshelves. This small home might just be what you need to hold you over until you can buy one of the really nice homes. chair.and quite cozy. rug. 2788 * Dressing Area (cupboard. bookshelf. table. you're not in Imperial City itself. utensils).000 Furnishings: (The Fair Deal) * Dining Area (2 chairs. rug. 1127 Total cost: 10. If you have the Bruma house. you'll spend little time here. chest. If you've got 5. candelabra). pottery). stool. rug. but you may not want to fight the undead to get it (plus. utensils). 1 tapestry). 2788 * Kitchen Area (2 cupboards. rug. 2 candle holders. For a cheap place to store your goods. 2788 * Storage Area (3 barrels. table. chair.880 Desirability factor: 5/10 Extras: none The Cheydinhal house is an attractive. dresser. 1127 * Racks Assortment (2 wine racks. Plus. 2 chests. rug. rug.000 Furnishings: (Borba's Goods and Stores) * Bedroom Area (bed upgrade. pottery). you can easily use it until you can afford Rosethorn Hall in Skingrad. rug.

rug. [MA02] <~~~~~~ SKILL TRAINING ~~~~~~> Oblivion is all about the skills. chair. chest. Opening one of these books increases the associated skill by one rank. rug. In addition to finding these books at various places in the game world. This is the most common way of skill training. Certain quests or actions give you increases in a skill as part of . large privacy screen). baskets). so finding multiple copies does you no good. 2 tapestries). broom). 1844 * Reading Area (3 bookshelves. 2 candles. Apprentice trainers can train your skill to rank 40. gotten a recommendation from a Journeyman trainer (requires high Disposition with the trainer) and fulfilled certain requirements. For each skill there are Apprentice. Master trainers can train your skill to rank 100. you may also be able to buy them at one of the book merchants. 1844 * Storage Area (3 barrels. or one rank in five skills or any combination thereof). give these two a miss. which has only four). table. 2) Read a skill book. you do not have to be a certain rank to use Journeyman trainers (i. bookshelf. *Trainers may be members of a guild and may not let non-guild members train with them. basket. 1844 Total cost: 19. candle. The Bravil house gets a slightly higher rating due to the fact it is about half the cost of the one in Leyawiin. but a lot dirtier and more dilapidated. only slightly larger than the shanty in Imperial City. Journeyman and Master trainers. 1844 * Study Area (desk. You can only train five skill ranks per class level (five ranks in one skill. these will be noted in the skill guides below. Apprentice and Journeyman trainers are available to everyone*. 4) Rewards. Master trainers are only available once you've reached rank 70. privacy screen. candles). A particular title will only increase your skill one time. Unless you're collecting houses. chair. and. shelves.LEYAWIIN +---------Price: 7. they'll train you even if your skill rank is 5).908 Desirability factor: 1/10 Extras: none Both the Bravil and Leyawiin "houses" are little more than hovels. nor is either in any way attractive or even "homey". pottery). There are five skill books for each skill (except Speechcraft. rug. Neither is conveniently located to a Fast Travel point. 1844 * Wall Hangings (5 paintings. Journeyman trainers can train your skill to rank 70. There are five ways to increase your skill ranks: 1) Use the skill.e. 3) Pay a trainer. 1844 * Dining Area (3 chairs. so training up your skills is of primary importance throughout the game. 1844 * Kitchen Area (cupboard.000 Furnishings: (Best Goods and Guarantees) * Bedroom Area (dresser. candelabra). large table. rug.

lives in Anvil along the north wall -> Ida Vlinorman (Apprentice). certain skill rank quest awards are bugged so that you receive the additional ranks. "A Rat Problem" Alchemy +--------* Skill use: making potions trains this skill the fastest. When you get there.the reward. Elven Gardens district -> Tsrava (Journeyman). house is behind the chapel -> Torbern (Master). Aerin's Camp. The Journeymen will tell you to see Aerin at his camp in the northeastern section of Cyrodiil. 5) Magic. the related skill books (and their locations if known). You'll sustain damage and your Acrobatics ranks will fly. This bug is supposed to be fixed in patch 1.txt Acrobatics +-----------* Skill use: this skill is primarily trained through jumping.1. the trainers and the Master Trainer "quest". Here's the full list of skills along with how to train them through use. however.. * Rewards: -> +1 from Quill-Weave if you protect her secret in the Fighters Guild quest. Potions are also a good source of income (and selling them helps your .) So. so your skill becomes stuck until your experience catches up to your rank. You can also earn experience just eating ingredients. north-northeast of Cheydinhal Master "quest": none really. * Books: -> "Thief" -> "A Dance in Fire. but not the additional skill experience. you get a bonus to your skill experience if you are hurt at the end of the jump.papagamer. but there you you may or may not receive any additional Mastery Level perks when increasing a skill with magic. Spells and enchantments can temporarily or permanently increase your skill ranks. v1" * Trainers: -> Quill-Weave (Apprentice).. For a more complete description of each skill (as well as races and birthsigns) along with how to control your leveling. v2" -> "The Black Arrow. but a Torbern will train your Acrobatics. v1" -> "A Dance in Fire.go fall off a mountain. see the PapaGamer Character Build Guide at: http://www. Imperial City. Cheydinhal. In the original release of Oblivion. you need to find a steep hillside or mountainside. and how you can get that skill increased as a reward. ready some healing potions or spells and jump down in stages. Actually. (Seems counter-intuitive. Leyawiin. J'Bari's house -> Ganredhel (Journeyman). v1" -> "Mystery of Talara. but only 10% of what you earn by making a potion. No questions asked. you find no Aerin. Depending on the type of effect.

* Rewards: . Pick one and cast it on yourself over and over. Bravil Mages Guild -> Brotch Calus (Journeyman). the captain's cabin of the Marie Elena (northern-most ship docked at Imperial City's Waterfront and target of Dark Brotherhood quest. he'll train you. next to the chapel -> Sinderion (Master). * Books: -> "A Game at Dinner" -> "Mannimarco. King of Worms" -> "Song of the Alchemists" -> "De Rerum Dirennis" -> "Calcinator Treatise" * Trainers: -> Felen Relas (Apprentice). including the wine cellar in Castle Skingrad. Cheydinhal Mages Guild -> Athragar (Journeyman). it still takes a while to train up this skill. Water Breathing. like Illusion. has a lot of self-targeted spells: Feather. The time-consuming factor is obtaining ingredients. near Flooded Mine on Niben Bay coast Master "quest": Tooth-in-the-Sea wants a demonstration of your Alteration prowess. Anvil Mages Guild -> S'drassa (Apprentice). owner of the Faregyl Inn. Since each cast has an effect. the vault of Frostcrag Spire (if you buy the Wizard's Tower official mod and the vault furnishings). but that costs a lot of gold. West Weald inn basement Master "quest": Sinderion wants two bottles of wine--Tamika 399 and Surilie Brothers 399. Imperial City Elven Gardens district -> Deetsan (Apprentice). etc. Skingrad. * Rewards: Alteration +-----------* Skill use: Alteration. Leyawiin Mages Guild -> Ardaline (Journeyman). Afterwards. Bruma. * Books: -> "Daughter of the Niben" -> "The Dragon Break" -> "Sithis" -> "Reality & Other Falsehoods" -> "The Lunar Lorkhan" * Trainers: -> Dovyn Aren (Apprentice).Mercantile skill). You can find these wines at various places throughout the game. You can increase your skill by many ranks just walking from one town to another. "A Watery Grave"). You can buy out alchemy merchants. You must stay underwater with him for three hours game time (six minutes real time). you earn experience for every cast. on the Green Road south of Imperial City (site of "The Potato Snatcher" side quest) -> Tooth-in-the-Sea (Master). and. Chorrol Mages Guild -> Abhuki (Journeyman). So whether you're scavenging for ingredients or scavenging for the gold to buy ingredients. Argonians--natural water breathers--are exempted from this test.

) That's a lot of running and swimming.Armorer +--------* Skill use: Armorer is actually rather difficult to train. that comes with dungeon delving. this is not one you want to depend on when you need to level up or boost an attribute. and faster still if your class specializes in Combat. * Books: -> "The Ransom of Zarek" -> "A Dance in Fire. Book 1" * Trainers: -> Uuras (Apprentice). Getting money for repair hammers. owner of "A Fighting Chance" in Imperial City's Market district -> Rasheda (Journeyman). * Books: -> "The Armorer's Challenge" -> "Last Scabbard of Akrash" -> "Light Armor Repair" -> "Cherim's Heart of Anequina" -> "Heavy Armor Repair" * Trainers: -> Eitar (Apprentice). v3" -> "The Red Kitchen Reader" -> "Beggar" -> "The Argonian Account. Margarte's house in Leyawiin -> Tadrose Helas (Apprentice).well. you need to have read "The Armorer's Challenge". lives in Anvil. To answer. turn it hostile with three strikes and then let it beat on you. assuming it's not a specialty or major skill. Though not as difficult to train as Mercantile or Speechcraft. wanders the docks of Anvil at night -> Honditar (Journeyman). breaking down the numbers shows it takes 70 hours of swimming to go from rank 5 to rank 100.. next to the Abandoned House . owner of "Fire and Steel" in Chorrol -> Gin-Wulm (Master). lives in Leyawiin -> Hauls-Ropes-Faster (Journeyman). Silgor's House. lives just outside Chorrol -> Rusia Bradus (Master). In order to train this skill you need two things: damaged armor or weapons and plenty of money to buy repair hammers. It will train faster if you have it as a major skill. shepherd who lives in Skingrad and spends his days near the grape fields west of the city -> Mahei (Apprentice). wanders Elven Garden district in Imperial City Master "quest": Gin-Wulm wants you to prove your knowledge of armor lore by answering a question about a famous smith named Hazzadir. But. You can get damaged armor and weapons in the same way you train other combat skills: Summon a low level creature. Bravil Fighters Guild -> Rohssan (Journeyman). * Rewards: Athletics +----------* Skill use: training this skill seems easy enough--just run everywhere and swim every time you see water. (Or 97 hours running. Athletics trains pretty slowly. which can be purchased at First Edition Books in the Market district (and may be found elsewhere). The upshot..

* Rewards: -> For a few minutes. * Books: -> "Words and Philosophy" -> "2920. is staying at the Faregyl Inn on the Green Road south of Imperial City (site of "The Potato Snatcher" side quest) Master "quest": You need either a Fame or Infamy score of at least 20. You can also train this skill in the wild. Leyawiin Fighters Guild -> Rhano (Journeyman). this should not be a problem. Morning Star (v1)" -> "Fire and Darkness" -> "Song Of Hrormir" -> "Battle of Sancre Tor" * Trainers: -> Naspia Cosma (Apprentice). and let it hit you until its time runs out. just sit and Block their attacks. Do this in the wilderness or there will be unwanted consequences. if the enemies you face are not too strong.Master "quest": You must have discovered 30 locations (see the stats tab of your journal). steward at Castle Cheydinhal -> Right-Wind (Apprentice). The easiest way to train this skill is to use Summons as training dummies. * Rewards: Blade +------* Skill use: obviously you train this skill by using your weapon. Raise your shield. you don't want to kill it in one stroke. Bruma Fighters Guild -> Sherina (Journeyman). If you've been playing the game for a while. regardless of how much damage was done. Since they have no expiration date. Then summon another and do it again. Just summon a low-level creature and beat on it. punch it three times or use a very lowdamage spell three times and it will turn and attack you. regardless of the amount of damage. * Books: -> "Death Blow of Abernanit" -> "The Mirror" -> "A Dance in Fire. And summon something that's not too far below you in level. v2" -> "Warrior" -> "The Warp in the West" . Rinse and repeat as needed. Every hit. you can keep this up a lot longer. watch two Blades practicing outside Cloud Ruler Temple and get +2 Blade Block +------* Skill use: each block of an enemy's attack gives you some skill experience. Summon a very low-level. Unless you've been working hard on skill training without actually doing any quests. this should be a no-brainer. adds to your skill experience. Make sure you do this out in the middle of nowhere so civilians or guards don't join in the fun. Anvil Fighters Guild -> Alix Lencolia (Master). non-magicusing creature (skeletons are good).

Book 1" * Trainers: -> Fathis Aren (Apprentice). * Rewards: -> For a few minutes. You will also use Summon spells frequently to train other skills. Imperial City. Elven Gardens District Master "quest": You must have killed more than 50 "people"--i. Anvil Fighters Guild -> Fadus Calidius (Apprentice). * Rewards: Conjuration +------------* Skill use: this is the fastest skill to train with use (6 skill experience points per cast). * Books: -> "The Doors of Oblivion" -> "Liminal Bridges" -> "2920: Hearth Fire [sic] (v9)" -> "2920: Frostfall [sic] (v10)" -> "The Warrior's Charge" -> "Commentaris on the Mysterium Xarxes. Anvil Fighters Guild -> Bugak gro-Bol (Apprentice).* Trainers: -> Huurwen (Apprentice). Skingrad Fighters Guild -> Lum gro-Baroth (Journeyman). Chorrol Fighters Guild -> Ambroise Canne (Journeyman). so all you need is a low-level Summons spell and you cast it over and over. You don't need to wait for each summons to expire. owner of "Southern Books" in Leyawiin -> Azzan (Journeyman). as soon as you cast the spell again.e. the previous summons is replaced. owner of the "Brina Cross Inn" north of Anvil -> Irene Metrick (Master). watch two Blades practicing outside Cloud Ruler Temple and get +2 Block Blunt +------* Skill use: see Blade * Books: -> "The Legendary Sancre Tor" -> "The Importance of Where" -> "Night Falls on Sentinel" -> "King" -> "Mace Etiquette" * Trainers: -> Vigdis (Apprentice). lives above Dro'Shanji in Bravil Master "quest": You have to endure a 45-second beating from Andragil. the player races. court mage in Bravil . This stat is shown on the stats tab of your journal. You will have a hard time reaching a rank of 70 in Blunt in any kind of normal manner without killing at least that many NPCs. lives in Skingrad -> Andragil (Master). Anvil Fighters Guild -> Christophe Marane (Journeyman). Skill experience is gained simply by casting a spell.

Book 2" * Trainers: -> Chanel (Apprentice). in much the same way you use them for combat skills. Skingrad Mages Guild Alberric Litte (Journeyman). Castle Chorrol's resident mage If you get Chanel expelled from Chorrol in "Canvas the Castle". The Summon Faded Wraith spell requires a Conjuration skill of 75. You should also be able to find bears in Tidewater Cave south of Leyawiin (Nocturnal's quest) and wandering in the wilderness beginning at level 7. Cast it on yourself until your health gets low. north-northwest of the Shrine of Sanguine) Master "quest": Bring Andaren 20 bear pelts. you must join the Mages Guild (or buy the Wizard's Tower official mod) and use the Spellmaking Altar to make a very low-damage self-targeted spell.-> -> -> -> Sulinus Vassinus (Apprentice). * Books: -> "The Horrors of Castle Xyr" -> "Response to Bero's Speech" -> "A Hypothetical Treachery" -> "The Art of War Magic" -> "Mystery of Talara. Jensine's in Imperial City. she's out of the game for good. Great Chapel of Talos in Bruma Olyn Seran (Master). v2" . you can't get training from him until you're rank 75 (unless you're lucky enough to find a scroll of the spell). * Rewards: Destruction +------------* Skill use: essentially. or Northern Goods in Chorrol). v3" -> "Commentaris on the Mysterium Xarxes. you can only train this skill in the wild against enemies. Chorrol Mages Guild Arentus Falvius (Journeyman). since you only gain experience if it hits a target. You may be able to buy some from "trader" merchants (such as Colovian Traders in Skingrad. Bravil Mages Guild -> Marc Gulitte (Journeyman). Molag Bal's shrine Master "quest": You have to summon a faded wraith in front of Seran before he'll train you. then. * Rewards: Hand To Hand +-------------* Skill use: see Blade * Books: -> "Immortal Blood" -> "The Wolf Queen. so. You can use Summons for target practice. Anvil Mages Guild -> Bralsa Andaren (Master). heal yourself to raise Restoration. even though you can be referred to Seran at rank 70. -> J'skar (Apprentice). hangs around a shrine to Kynareth (west of Weatherleah. Bruma Mages Guild You must complete the "Bruma Recommendation" Mages Guild quest before you can talk to J'skar -> Delphine Jend (Journeyman). For an alternate training method.

* Books: -> "Hallgerd's Tale" -> "2920. His house is west of the temple. * Rewards: -> Watch two sparrers outside the Arena (Imperial City) for a few minutes for a +5 to HTH skill Heavy Armor +------------* Skill use: each hit taken on a part of the body equipped with heavy armor counts toward your skill level ups. lives in the Roxey Inn north-northeast of Imperial City on the Red Ring Road Master "quest": Pranal wants you to present a gift to Roxey Inn proprietress Malene--four silver glasses and a silver pitcher. Bravil Fighters Guild -> Rufrius Vinicus (Apprentice). Do this in the wilderness or there will be unwanted consequences. Anvil Fighters Guild -> Ra'qanar (Journeyman). non-magic using creature (skeletons are good). but spends a lot of time at The Gray Mare -> Varnado (Journeyman). summon a very low-level. Note-that's "glasses" not "cups" or "mugs". Castle Cheydinhal servant -> Davela Hlaren (Journeyman). lives in the south section of Bruma Master "quest": You have to reduce his health by about half in 30 seconds of hitting him with your fists. Duronis is a skooma (drug) addict.-> "Ahzirr Traajijazeri" -> "Way of the Exposed Palm" -> "Master Zoaraym's Tale" * Trainers: -> Nahsi (Apprentice). and opens into the central circle. punch it three times or use a very low-damage spell three times and it will turn and attack you. owner of the "Imperial Bridge Inn" on the Silverfish River (site of "No Stone Unturned" side quest) -> Helvius Cecia (Master). Equip yourself totally in heavy armor. You may be able to buy these from the typical "trader" merchants in each city. Leyawiin Fighters Guild -> Valus Odiil (Journeyman). co-owner of The Best Defense in Imperial City -> Pranal (Master). Prep a healing spell and let it hit you until its time runs out. Bruma Fighters Guild -> Brodras (Apprentice). He's rarely home at night and has no servants. His house is easy pickins'. lives in the southwest corner of Chorrol. * Rewards: . MidYear (v6)" -> "Chimarvamidium" -> "How Orsinium Passed to Orcs" -> "History of the Fighters Guild" * Trainers: -> Bumph gra-Gash (Apprentice). One good mark: Trenus Duronis of the Temple district. You can also steal these things from just about any castle as well as some of the more affluent houses in the Talos Plaza and Temple disricts of Imperial City. Then summon another and do it again.

The closest ruin--Vilverin--will provide far more than the ten stones needed. Bruma. casting one over and over. Besides the numerous small camps scattered around Cyrodiil. v3" -> "The Argonian Account. Unfortunately. Nord Winds. house in Leyawiin Master "quest": Bring J'Bari an Elven cuirass. You just walk along. Book 3" -> "Incident at Necrom" -> "Palla. such as Light or Chameleon. lives in Leyawiin. Imperial City. Your best bets for finding such a thing are to raid a bandit camp and get one off them (if you're high enough level for bandits to be wearing Elven armor). the developers forgot to set her trainer ability. Chironasium. south quarter of Bravil over the house you can buy (she's also a Thieves Guild fence) -> Ahdarji (Journeyman). so you'll have to rely on Carahil for Journeyman Illusion training. Illusion. volume 1" (Can only be found in Arkved's Death Quarters in Arkved's Tower. Elven Gardens district -> Olfand (Apprentice). * Rewards: *NOTE* Kud-Ei of the Bravil Mages Guild is supposed to be a Journeyman Illusion trainer--she has the conversation and the scripts. but fully equip light rather than heavy armor * Books: -> "The Rear Guard" -> "Ice and Chitin" -> "Lord Jornibret's Last Dance" -> "The Refugees" -> "Rislav the Righteous" * Trainers: -> Dul gro-Shug (Apprentice). like Alteration. Dzonot Cave on the south- . Istrius Brolas' house -> Carahil (Journeyman). Anvil Mages Guild -> Martina Floria (Master). v4" -> "Commentaris on the Mysterium Xarxes. Arcane University You have to finish the Recommendation Quests to get access to Arcane University's Chironasium and Master trainer Floria Master "quest": Bring Floria ten welkynd stones. you can also find bandits in numbers in Cursed Mine just west of Skingrad. priest at Chapel of Arkay in Cheydinhal -> Jantus Brolus (Apprentice). Book 3" * Trainers: -> Hill the Tall (Apprentice).Illusion +---------* Skill use: every spell cast gives you experience. part of Vaermina's quest) -> "Mystery of Talara. Light Armor +------------* Skill use: see Heavy Armor. * Books: -> "The Wolf Queen. has lots of self-targeted spells. You can find welkynd stones in Ayleid ruins. Bruma -> Luciana Galena (Journeyman). subject of "Ahdarji's Heirloom" Thieves Guild quest -> J'Bari (Master).

westsouthwest of the camp) Alawen hunts frequently. you can also find bandits in numbers in Cursed Mine just west of Skingrad. house in Skingrad -> Edla Dark-Heart (Apprentice). southwest of Kvatch -> Mach-Na (Apprentice). Central Station with a bump in Mercantile experience points for each item train this skill? Buy a stack of 100 arrows and sell them Yeah. Master "quest": Alawen wants an Elven bow. v6" -> "A Dance in Fire. Chorrol . v5" -> "Vernaccus and Bourlor" -> "Father of the Niben" -> "The Black Arrow. Sun's Height (v7)" -> "A Dance in Fire. Regner's house. Your best bets for finding such a thing are to raid a bandit camp and get one off them (if you're high enough level for bandits to be using Elven weapons). * Books: -> "The Buying Game" -> "The Wolf Queen. v2" * Trainers: -> Shameer (Apprentice). So.western shore of Lake Rumare and the first level of Vilverin (Ayleid ruin across from you as you leave the sewers at the beginning of the game). Leyawiin (part of Fighters Guild quest "Drunk & Disorderly"). v7" * Trainers: -> Foroch (Apprentice). so you may need to Wait until nighttime for her to return to her camp. v4" -> "2920. * Rewards: Marksman +---------* Skill use: see Blade * Books: -> "The Gold Ribbon of Merit" -> "A Dance in Fire. there it is. east-southeast of Anvil (Gweden Farm from "The Siren's Deception" is closest quest-related point. Troll Candle Camp. you would rather clean the bathrooms in Grand your tongue. Eitar's house. Gottshaw Inn. house in Skingrad -> Pinarus Inventius (Journeyman). frequently wanders the wilderness (part of Fighters Guild quest "A Rat Problem") -> Melliwin (Expert). how do you back--one at a time. Margarte wanders a lot -> Seed-Neeus (Journeyman). * Rewards: Mercantile +-----------* Skill use: you get sold. But. part of the Thieves Den official mod -> Alawen (Master). hunter based in Anvil. Dzonot Cave on the southwestern shore of Lake Rumare and the first level of Vilverin (Ayleid ruin across from you as you leave the sewers at the beginning of the game). owner of Mach-Na's Books. south Bruma -> Reman Broder (Journeyman). Besides the numerous small camps scattered around Cyrodiil. Cheydinhal -> Margarte (Journeyman). owner of Northern Goods & Trade.

Leyawiin Mages Guild Master "quest": If you've closed at least three Oblivion gates. cheap self-targeted spell that will allow you to train this skill while you're walking around. owner of Divine Elegance. Skingrad Mages Guild -> Angalmo (Apprentice). Just keep casting it over and over.this skill trains *very* slowly. Sun's Dawn (v2)" -> "The Black Arts on Trial" -> "Before the Ages of Man" -> "Souls. e. Chorrol Mages Guild -> Boderi Farano (Journeyman).g. Bravil Mages Guild -> Dagail (Master). just how much you must be carrying when you meet her). Palonirya will train you (that's not how much the training costs. Rain's Hand (v4)" -> "Mystery of Talara. Fortify Magicka. But. and casting it on yourself over-and-over. 1/5 of Mysticism and Illusion. Book 4" * Trainers: -> Druja (Apprentice). Dagail will train you.. * Rewards: Restoration +------------* Skill use: You can train this skill using a cheap Fortify self-target spell. Mystic Archives. Black and White" -> "Commentaris on the Mysterium Xarxes.-> Khafiz (Expert). * Books: -> "Withershins" -> "Notes on Racial Phylogeny" -> "The Exodus" -> "2920. and 1/2 of Destruction. you don't have to wait for each cast to expire before casting again.000 gold in your pockets. * Rewards: -> +5 from Seed-Neeus for completing "Shadow Over Hackdirt" Mysticism +----------* Skill use: the Detect Life spell is a good. Since it takes so long to train this skill normally. Arcane University You must complete the Recommendation Quests to have access to the Mystic Archives and this trainer -> Ita Rienus (Journeyman). Market district Master "quest": If you have at least 10. you'll need to rely on trainers. Imperial City. part of the Thieves Den official mod -> Palonirya (Master). and probably don't want to rely on this skill for class leveling. v2" * Trainers: . You get 1/10 of the skill experience per cast as you do with Conjuration. 1/8 of Alteration.. * Books: -> "The Firsthold Revolt" -> "2920.

you can speak to him through the gates or steal a key from a jailor Master "quest": You must pick up a message from S'Krivva (north quarter of Bravil) and bring it to J'baana. Cheydinhal Oleta (Master). Sneak behind an innkeeper and Sneak-run into the wall. Great Chapel of Arkay.-> -> -> -> -> Cirroc (Apprentice). Break into someone's house. Fortunately for you. part of the Thieves Den official mod -> J'baana (Master). not everyone finds lockpicking to be easy. This is easier said than done. You can even train up Sneak while in a dungeon or on a mission where you have a convenient cubbyhole near some NPCs. Bravil Ohtesse (Journeyman). Kvatch (but she moves to the refugee camp south of the city after you secure the chapel as part of the main story) Master "quest": You must complete "Breaking the Siege of Kvatch" and "The Battle for Castle Kvatch" before Oleta will consent to train you. the only way to train Security is picking locks. in the Dark Brotherhood contract. For example. they don't have to be hostile. (PS: Once you have the Skeleton Key. Sneak up to their bedroom and Sneak-run into the wall while they sleep. Othrelos's house. Chapel of Akatosh. Great Chapel of Talos. he wanders the fenced prison yard in the back section of the district. Imperial City. Great Chapel of Julianos. the developers foresaw the difficulties with lockpicking and provided both Open Lock spells (Alteration) and the Skeleton Key. Bruma Marie Palielle (Apprentice). Talos Plaza district -> Dro'Shanji (Journeyman). Imperial Prison. unless you're trying to boost Agility. "Accidents Happen". v1" -> "Proper Lock Design" -> "Advances in Lock Picking" -> "Surfeit of Thieves" * Trainers: -> Malintus Ancrus (Apprentice). house in southwestern Chorrol -> Samuel Bantien (Apprentice). Great Chapel of Mara. * Rewards: Security +---------* Skill use: there's no getting around it. So training Security isn't really worth a lot. most locks that need picking will also get you into trouble with the law. First. you can Sneak-run in the crawlspace for days (game time) and rank up to 100 without even breaking a sweat. Skingrad Marz (Journeyman). Second. * Books: . * Rewards: Sneak +------* Skill use: you can train Sneak by successfully Sneaking around *any* NPC. Imperial City. Elven Gardens -> Tahm Blackwell (Expert). you can go crazy picking locks using Auto Attempt and get ranks in Security that way.) * Books: -> "The Locked Room" -> "The Wolf Queen. house in the north quarter of Bravil -> Mandil (Journeyman).

but wanders the city a lot Master "quest": Pickpocket the coin in Rian's pocket and you're in. southwestern Chorrol -> Othrelos (Journeyman). Anvil docks -> Rowley Eardwulf (Journeyman). new merchant added by "Vile Lair" official plug-in. house in the Temple district of Imperial City. north quarter of Bravil -> Glistel (Apprentice). "A Rat Problem" . located in Wawnet Inn west of Imperial City -> Kovan Kren (Expert). * Rewards: -> Get "Biography of the Wolf Queen" from Ursanne Loche when you finish "Caught in the Hunt" -> +1 from Arvena Thelas if you turn Quill-Weave in at the end of the Fighters Guild quest. Any beggars you have spoken to prior to starting the quest will be counted--you do not have to talk to them again. v6" "2920. Temple of the One. v7" * Trainers: -> Alga (Apprentice). The *only* way to train Speechcraft is by playing the Persuasion mini-game. * Books: -> "Biography of the Wolf Queen" -> "The Wolf Queen. * Rewards: Speechcraft +------------* Skill use: if there's one skill that can be said to be the most difficult and tedious skill to train. You gain 2. Bravil (has a part in the Bravil Recommendation Mages Guild quest) -> Jak Silver (Expert). Second Seed (v5)" -> "The Wolf Queen. two in each of the other seven major cities. part of the Thieves Den official mod -> Tandilwe (Master). You'll definitely want to seek out trainers and skill books if Speechcraft is important to you. Great Chapel of Arkay. There are five beggars in Imperial City.-> -> -> -> -> "The Wolf Queen. Great Chapel of Mara. part of the Thieves Den official mod -> Marana Rian (Master). Considering the hundreds of points needed to rank up a skill. Bravil -> Gruland Garrana (Journeyman). Beggars killed prior to starting the quest will not be counted. Imperial City Master "quest": You must speak to every beggar in Cyrodiil (there are 19). Last Seed (v8)" "Sacred Witness" "Legend of Krately House" "Purloined Shadows" * Trainers: -> City-Swimmer (Apprentice)... owner of the Fo'c's'le. which some players may liken to having a root canal without anesthetic. Imperial City. v5" -> "2920. Honmund's house. it is Speechcraft.4 skill experience points each time you complete the mini-game (regardless of how much you raised or lowered Disposition). Malintus Ancrus's house. Cheydinhal -> Varon Vamori (Journeyman). Bruma -> Uravasa Othelas (Apprentice).that's a lot of Persuasion. Elven Gardens district -> Mirabelle Monet (Journeyman).

To become a vampire. You can also willingly receive the disease during the Dark Brotherhood quests. your maid in Skingrad (if you're rich). They can't infect you unless they use melee attacks against you. You begin at 25% (stage 1) vampire. Drinking human blood moves you back to stage 1 (25%) vampirism. when you sleep. there are four stages of vampirism: 25% vampire. you move to the next stage of vampirism if you rest (Wait) or sleep. 75% vampire and 100% vampire. Every few days. You drink blood by finding a sleeping NPC and Activating the NPC. you must first get the disease "porphyric hemophilia". just talk to Vincente Valtieri (before you get special orders from Lucien Lachance). you can become a vampire in Oblivion. if you don't drink any "human" (human in this case includes Elves. Once you are a vampire. Don't feed where any awake characters can see you. You'll be asked if you want to feed. You can stop the change to vampire by curing your porphyric hemophilia. or they will raise an alarm. 50% vampire. fellow Guild members or even the Countess of Anvil (if you can break into the castle). The benefits and penalties of the four stages of vampirism: Stage 1 (25%) +--------------Hunter's Sight (Lesser Power): Night Eye on self for 30 seconds Detect Life 100ft on self for 30 seconds Weakness to Fire 20 Fortify Acrobatics 5 Fortify Athletics 5 Fortify Destruction 5 Fortify Hand To Hand 5 Fortify Illusion 5 Fortify Mysticism 5 Fortify Sneak 5 Fortify Speed 5 Fortify Strength 5 Fortify Willpower 5 Resist Disease 100 Resist Normal Weapons 5 Resist Paralysis 100 Stage 2 (50%) +--------------Vampire's Seduction (Greater Power): . You can greatly reduce the chance of getting porphyric hemophilia by engaging vampires at range. Three days after getting the disease. There are advantages and disadvantages to becoming a vampire. indeed. Feeding on an NPC doesn't wake and doesn't harm the character. Any normal method of curing disease works: potion. you turn into a vampire. You can feed on beggars. Argonians and Khajiit) blood.[MA03] <~~~~~~ VAMPIRISM ~~~~~~> Yes. spell or Activating an altar in one of the Great Chapels in a city. You normally get the disease during fights with vampires.

Charm 50 points for 20 seconds on touch Hunter's Sight (Lesser Power): Night Eye on self for 30 seconds Detect Life 100ft on self for 30 seconds Sun Damage 1 (1 point of damage every second spent outside during the day) Weakness to Fire 30 Fortify Acrobatics 10 Fortify Athletics 10 Fortify Destruction 10 Fortify Hand To Hand 10 Fortify Illusion 10 Fortify Mysticism 10 Fortify Sneak 10 Fortify Speed 10 Fortify Strength 10 Fortify Willpower 10 Resist Disease 100 Resist Normal Weapons 10 Resist Paralysis 100 Stage 3 (75%) +--------------Reign of Terror (Greater Power): Silence in 20ft for 60 seconds on touch Demoralize up to level 6 for 60 seconds on touch Vampire's Seduction (Greater Power): Charm 50 points for 20 seconds on touch Hunter's Sight (Lesser Power): Night Eye on self for 30 seconds Detect Life 100ft on self for 30 seconds Sun Damage 4 (4 points of damage every second spent outside during the day) Weakness to Fire 40 Fortify Acrobatics 15 Fortify Athletics 15 Fortify Destruction 15 Fortify Hand To Hand 15 Fortify Illusion 15 Fortify Mysticism 15 Fortify Sneak 15 Fortify Speed 15 Fortify Strength 15 Fortify Willpower 15 Resist Disease 100 Resist Normal Weapons 15 Resist Paralysis 100 Stage 4 (100%) +---------------Embrace of Shadows (Greater Power): Night Eye on self for 90 seconds Invisibility on self for 90 seconds Reign of Terror (Greater Power): Silence in 20ft for 60 seconds on touch Demoralize up to level 6 for 60 seconds on touch Vampire's Seduction (Greater Power): Charm 50 points for 20 seconds on touch Hunter's Sight (Lesser Power): Night Eye on self for 30 seconds .

on foot you'll only be able to travel about halfway across the country. which is useful for leveling up and increasing Intelligence. [MA04] <~~~~~~ ALCHEMY ~~~~~~> Alchemy can play a big part in Oblivion. If you decide you don't want to be a vampire any longer. Each has four effects that are used in mixtures. you must complete the Vampire Cure side quest. You can Fast Travel at night. You can't shop. There are certainly more than enough basic potions and poisons laying around that you do not need to make your own. it becomes . you can cut that to 5 hours. By Stage 4 vampirism. *OR* You can purchase the Vile Lair official plug-in and use the Purgeblood Salts and Font of Renewal in the Lair to cure your vampirism. you can Fast Travel clear across Cyrodiil in one night. On foot. you can't Fast Travel during the day. you can create far more interesting effects by brewing your own concoctions. If your mixture has beneficial effects. If you've been spelunking.Detect Life 100ft on self for 30 seconds Sun Damage 8 (8 points of damage every second spent outside during the day) Weakness to Fire 50 Fortify Acrobatics 20 Fortify Athletics 20 Fortify Destruction 20 Fortify Hand To Hand 20 Fortify Illusion 20 Fortify Mysticism 20 Fortify Sneak 20 Fortify Speed 20 Fortify Strength 20 Fortify Willpower 20 Resist Disease 100 Resist Normal Weapons 20 Resist Paralysis 100 During each stage of vampirism your appearance changes. Wait in an Inn until daylight. Beginning with Stage 2 vampirism. casting almost constantly. So. then sprint for the stores to sell off your loot. See the full description in the Side Quests section of this guide. stay in the dungeon until nightfall (which the game defines as 8pm). Fast Traveling from Cheydinhal to Anvil takes 11 hours. There are over 100 alchemical ingredients in the game. You can use the Vampire's Seduction power to increase the target's Disposition so you can talk to the person. being outside during the day will require that you run along with a healing spell ready. At stage 4 vampirism. You can also use standard Charm spells. get quests or anything else. and Alchemy is a very controllable skill. so traveling through the wilderness during the day can be quite dangerous. Keep an eye on the clock (shown on the map/quest screens of your journal and on the Wait menu) and don't go outside during the day. but you'll need to make short hops. Still. You will not want to stop and fight in this condition. if you have a fast horse. scrolls or the Imperial race's Voice of the Emperor power. your condition has become so noticeable most NPCs won't talk to you. on horseback. and then you can Fast Travel to the nearest city.

and a calcinator (increases all effects in both potions and poisons). The effect does not need to be in the same "position" for each ingredient. is based on your Alchemy skill: * * * * Novice . They can all have the same matching effect or not. (To use a poison. retort and calcinator. you get a potion to use on yourself. At the top is a place to name your potion (an automatic name will be created based on the first effect of the mixture. As you mouse-over/select each ingredient. In addition to the basic mortar and pestle. but not poisons). it becomes a poison and is used on weapons. (When you reach Master Alchemist.a potion and is used on yourself. You can mix up to four ingredients. Expert and Master versions of all equipment. or you can create your own name). To mix ingredients. For example. Mixing an Alkanet Flower and Bonemeal will give you a Damage Fatigue poison even though it is the fourth effect for Alkanet Flowers and the first effect for Bonemeal. and use.three effects Expert . then. Then add Ectoplasm for a Dispel effect (matches Dispel effect in Beef). Select an ingredient. Apprentice. you need at least two ingredients with the same effect. . The number of effects you can see. you can make potions and poisons from just one ingredient. a retort (increases beneficial effects in potions). you need a mortar and pestle. If your mixture has harmful effects. Below are two panes: a list of ingredients and a list of effects. The poison only has effect on the next hit with that weapon or arrow.two effects Journeyman . Journeyman. The strength and duration of the effects in your mixture are determined by a number of things: * Your alchemy equipment.four effects Making a Potion/Poison +-----------------------Select and activate your mortar and pestle in your Inventory. The Alchemy menu opens.) Each ingredient has four effects. mix Beef and Blackberries for Restore Fatigue. add Void Salts for stronger Dispel and Restore Magicka (matches Restore Magicka effect in Blackberries). you only need to have one in your Inventory to gain its bonus to your alchemy mixtures.) If your mixture has both beneficial and harmful effects. a pop-up will show the effects created by that ingredient. so that's no problem. you can create a Chameleon potion using Blood Grass (first effect) and Daedra Silk (third effect). For example. * The position of the effect in each effect Apprentice . Note that for the alembic. add another with the same effect. Click the Add Ingredient button to get a list of ingredients in your inventory. select and activate it in your Inventory and you will be asked if you want to apply it to your equipped weapon--or arrow if you have a bow equipped. The Damage Fatigue from Alkanet Flowers (fourth position) will be stronger than from Bonemeal (first position). Each piece of equipment in your Inventory can also be leveled--there are Novice. Call it Mage's Energizer or something like that. You can obtain one in the starter dungeon. you can also have an alembic (reduces negative effects in potions. At the beginning of the game.

So. thus. crates. .typically must be harvested from its plant. Damage Fatigue Comments: 80% chance to harvest. the creatures that produce the ingredient when killed. you have to use Blood Grass. though only the listed Clutter and Harvest items are likely to be found. either in the wild or in someone's garden * Creature ... Reading the Alchemy Tables +---------------------------Below are listed all the common (and a few uncommon) alchemical ingredients in the game in two tables. In the INGREDIENTS TABLE. if you're a Journeyman alchemist who wants to make a Chameleon potion. Resist Poison. carry pretty much every ingredient in the game with the exception of the Special items. The listed Effects for each ingredient are in order. Finding Creature ingredients as clutter is rarer and happens mostly in Mages Guild halls and necromancer/conjurer dungeons. you can use the EFFECTS TABLE to see that. hard to find in Cyrodiil). If you are an Apprentice alchemist and want a Fire Shield potion.well. So if you are a Novice alchemist. barrels and lying around * Harvest . a Journeyman to use the third effect and an Expert to make use of the fourth listed effect. Alchemy merchants will. Daedra Silk and Radishes. You can't both use the ingredients and fulfill the related quest unless you cheat in extra copies of the ingredient.the ingredient can only be obtained in a certain way or in a specific place Almost all ingredients in the game can be found as clutter.found as loot in a creature after killing it * Special . Light.typically found in chests. all the ingredients are listed with their effects. Comments will tell you the chance of successfully harvesting the plant. INGREDIENTS TABLE Alkanet Flower (Harvest) -------------------------Effects: Restore Intelligence. at various times. you can only utilize the first listed effect. You must be an Apprentice alchemist to utilize the second effect. This lists all potion-produced effects in the game followed by the ingredients that cause that effect. you'll find the EFFECTS TABLE. whether or not the plant is native to Oblivion (and. Ingredients that are used specifically to fulfill quests (such as Jumbo Potatoes. After the name of the ingredient (in parenthesis) is the method in which it is most commonly obtained: * Clutter . how to collect Special ingredients and other pertinent information. After the list of effects are comments on the ingredient. Eating ingredients always gives the first listed effect for that ingredient. Unicorn Horn and the Ashes of Hindaril) are not listed.*NOTE* You can consume (eat) ingredients directly and receive a small amount of experience toward your Alchemy skill. Following the ingredients table. The ingredients are grouped according to which position the effect is in their list. you're out of luck.

Silence Comments: 80% chance to harvest. Shield. Night-Eye Comments: skeleton. Dispel. Fortify Endurance. Bonemeal (Creature) --------------------Effects: Damage Fatigue. Damage Magicka. Beef (Clutter) ---------------Effects: Restore Fatigue. Restore Magicka Comments: 80% chance to harvest. Resist Fire. Blood Grass (Harvest) ----------------------Effects: Chameleon. Burden Comments: 80% chance to harvest. lich Bread Loaf (Clutter) ---------------------Effects: Restore Fatigue. Damage Agility. Resist Paralysis. Dispel Bergamot Seeds (Harvest) -------------------------Effects: Resist Disease. Carrot (Harvest) ------------------ . Resist Shock. Boar Meat (Creature) ---------------------Effects: Restore Health. Fortify Strength. Damage Luck. Apple (Clutter) ----------------Effects: Restore Fatigue. Fortify Willpower. Shield. Damage Intelligence. Detect Life. Fortify Health. Damage Personality. Resist Paralysis. Damage Luck. Damage Strength Cairn Bolete Cap (Harvest) ---------------------------Effects: Restore Health. Fortify Luck. Invisibility Comments: 80% chance to harvest. Damage Health Arrowroot (Harvest) --------------------Effects: Restore Agility. Damage Speed. Shock Dmg Comments: 33% chance to harvest. Restore Health. Fortify Agility. Burden Comments: boar Bog Beacon Asco Cap (Harvest) ------------------------------Effects: Restore Magicka. Harvested in Oblivion. Damage Magicka. Burden. Fortify Health Comments: 50% chance to harvest.Aloe Vera Leaves (Harvest) ---------------------------Effects: Restore Fatigue. Blackberry (Harvest) ---------------------Effects: Restore Fatigue. Damage Endurance Comments: 50% chance to harvest.

Effects: Restore Fatigue. Damage Endurance Comments: spider daedra Daedra Venin (Creature) ------------------------- . Damage Magicka. Silence Comments: dremora. Fortify Intelligence. Columbine Root Pulp (Harvest) ------------------------------Effects: Restore Personality. Resist Shock. Damage Luck. Fire Shield. Corn (Harvest) ---------------Effects: Restore Fatigue. Damage Agility. Damage Personality. Fortify Willpower Cinnabar Polypore Red Cap (Harvest) ------------------------------------Effects: Restore Agility. Crab Meat (Creature) ---------------------Effects: Restore Endurance. Clannfear Claws (Creature) ---------------------------Effects: Cure Disease. Night-Eye. Restore Intelligence. Resist Disease. Chameleon Comments: 80% chance to harvest. xivilai Daedra Silk (Creature) -----------------------Effects: Burden. Fire Shield Comments: mud crab Daedra Heart (Creature) ------------------------Effects: Restore Health. Fortify Magicka. Chameleon. Reflect Spell Comments: 50% chance to harvest. Damage Personality. Paralyze. Resist Paralysis. Damage Endurance. Fortify Endurance. Shield. Damage Fatigue. Shock Shield. Night-Eye. Resist Frost. Damage Endurance Comments: 80% chance to harvest. Damage Magicka Comments: 50% chance to harvest. Cinnabar Polypore Yellow Cap (Harvest) ---------------------------------------Effects: Restore Endurance. Damage Health Comments: clannfear Clouded Funnel Cap (Harvest) -----------------------------Effects: Restore Intelligence. Damage Endurance Comments: 50% chance to harvest. Shock Shield Comments: 80% chance to harvest. Damage Agility Cheese Wheel (Clutter) -----------------------Effects: Restore Fatigue. Resist Fire. Cheese Wedge (Clutter) -----------------------Effects: Restore Fatigue. Fortify Intelligence.

Damage Health Comments: 80% chance to harvest. Paralyze Comments: 80% chance to harvest. Damage INT Comments: 50% chance to harvest. Damage Personality. wraith Elf Cup Cap (Harvest) ----------------------Effects: Damage Willpower. Resist Poison. Fennel Seeds (Harvest) -----------------------Effects: Restore Fatigue. Burden. Damage Speed. Restore Health. Emetic Russula Cap (Harvest) -----------------------------Effects: Restore Agility. Damage Personality. Shield. Damage Magicka. Fire Shield Comments: flame atronach Flax Seeds (Harvest) ---------------------Effects: Restore Magicka. Damage Health Comments: land dreugh Dryad Saddel Polypore Cap (Harvest) ------------------------------------Effects: Restore Luck. Dispel. Restore Magicka. Damage Health. Damage Endurance Comments: 50% chance to harvest. Light Comments: daedroth Dragon's Tongue (Harvest) --------------------------Effects: Resist Fire. Resist Frost. Fortify Magicka. Burden. Frost Shield. Damage Health. Cure Disease.Effects: Paralyze. Dreugh Wax (Creature) ----------------------Effects: Damage Fatigue. Water Breathing. Fortify Fatigue. Reflect Dmg Fly Amanita Cap (Harvest) --------------------------Effects: Restore Agility. Reflect Damage Comments: spider daedra Daedroth Teeth (Creature) --------------------------Effects: Night-Eye. Shield. Fortify Strength. Feather. Resist Frost. Damage Intelligence. Ectoplasm (Creature) ---------------------Effects: Shock Damage. Fire Salts (Creature) ----------------------Effects: Fire Damage. Flour (Clutter) ----------------Effects: Restore Fatigue. Fire Shield Comments: 80% chance to harvest. Restore Health. Shock Damage . Frost Damage Comments: 50% chance to harvest. Damage Health Comments: ghost. Restore Fatigue.

Water Walking. Resist Paralysis. Silence. Damage Health Comments: 50% chance to harvest. Paralyze Comments: 50% chance to harvest. Restore Health Comments: 50% chance to harvest. Fire Damage Comments: imp . Burden. Cure Poison. Restore Luck. Green Stain Shelf Cap (Harvest) --------------------------------Effects: Restore Luck. Damage Luck. Fortify Luck. Silence. Damage Agility. Ham (Clutter) --------------Effects: Restore Fatigue.Comments: 50% chance to harvest. Restore Health. Resist Fire. Dispel. Damage Health. Damage Magicka. Damage Health Comments: will-o-wisp Grapes (Harvest) -----------------Effects: Restore Fatigue. Damage Luck Harrada (Harvest) ------------------Effects: Damage Health. Cure Paralysis. Damage Magicka. Frost Salts (Creature) -----------------------Effects: Frost Damage. Reflect Damage. Fortify Magicka. Glow Dust (Creature) ---------------------Effects: Restore Speed. Light. Green Stain Cup Cap (Harvest) ------------------------------Effects: Restore Fatigue. Shock Damage Ginseng (Harvest) ------------------Effects: Damage Luck. Reflect Spell. Frost Shield Comments: frost atronach Garlic (Harvest) -----------------Effects: Resist Disease. Foxglove Nectar (Harvest) --------------------------Effects: Resist Poison. Fortify Strength Comments: 80% chance to harvest. Frost Shield. Fortify Magicka Comments: 80% chance to harvest. Resist Disease Comments: 80% chance to harvest. Imp Gall (Creature) --------------------Effects: Fortify Personality. Harvested in Oblivion. Damage Fatigue. Damage Health Comments: 80% chance to harvest. Ginkgo Leaf (Clutter) ----------------------Effects: Restore Speed. Damage Speed.

Morning Glory Root Pulp (Harvest) ----------------------------------Effects: Burden. Restore Luck. Lady's Smock Leaves (Harvest) ------------------------------Effects: Restore Intelligence. Resist Fire. Burden. Restore Health. Milk Thistle Seeds (Harvest) -----------------------------Effects: Light. Fortify Health Comments: 80% chance to harvest. Lettuce (Harvest) ------------------Effects: Restore Fatigue. Resist Paralysis Comments: minotaur Monkshood Root Pulp (Harvest) ------------------------------Effects: Restore Strength. Damage Strength Comments: 80% chance to harvest. Minotaur Horn (Creaure) ------------------------Effects: Restore Willpower. Greyland. Resist Poison. Damage Personality. Fortify Willpower Comments: 80% chance to harvest. Damage Endurance. Fortify Endurance. Leek (Harvest) ---------------Effects: Restore Fatigue. Resist Fire. Paralyze Comments: 80% chance to harvest. Damage Agility. Cure Paralysis.Ironwood Nut (Special) -----------------------Effects: Restore Intelligence. Fortify Willpower. Feather Comments: 80% chance to harvest. Night-Eye. Damage Luck Comments: 80% chance to harvest. Frost Damage. Damage Fatigue. Fire Shield. Damage Willpower. Mandrake Root (Harvest) ------------------------Effects: Cure Disease. Fortify Health Comments: You can get these in two places: the Elder Scrolls Library during the Thieves Guild quest "The Ultimate Heist" or the skooma house. Lady's Mantle Leaves (Harvest) -------------------------------Effects: Restore Health. Damage Fatigue. Mort Flesh (Creature) ----------------------- . Lavender Sprig (Harvest) -------------------------Effects: Restore Personality. just outside Leyawiin's West Gate. Fortify Endurance. Frost Shield. Damage Magicka Comments: 80% chance to harvest. Damage Personality Comments: 80% chance to harvest. Fortify Agility. Burden Comments: 80% chance to harvest. Damage Intelligence.

Restore Health. Damage Fatigue. Burden. Burden. Detect Life. Detect Life. Damage Fatigue. Fortify Speed. Damage Luck. Damage Speed. Pumpkin (Harvest) ------------------Effects: Restore Fatigue. Fortify Health. Damage Agility. Damage Strength Comments: 80% chance to harvest. Detect Life . Mutton (Clutter) -----------------Effects: Fortify Health. Potato (Harvest) -----------------Effects: Restore Fatigue. Shield. Damage Luck. Silence. Forify Magicka Comments: 80% chance to harvest. Shield Painted Troll Fat (Special) ----------------------------Effects: Fortify Magicka. Damage Health Orange (Clutter) -----------------Effects: Restore Fatigue. Shock Damage. Silence Comments: zombie Motherwort Sprig (Harvest) ---------------------------Effects: Resist Poison. Fortify Luck. Fortify Health. Primrose Leaves (Harvest) --------------------------Effects: Restore Willpower. Invisibility Comments: 80% chance to harvest. Dispel. Resist Paralysis. Restore Personality. Restore Magicka Comments: You can only get this ingredient from the six painted trolls in the "Brush With Death" side quest. Damage Personality.Effects: Damage Fatigue. Damage Health. Ogre's Teeth (Creature) ------------------------Effects: Damage Intelligence. Burden. Water Breathing. Restore Fatigue Comments: 80% chance to harvest. Damage Health Peony Seeds (Harvest) ----------------------Effects: Restore Strength. Damage Speed. Pear (Clutter) ---------------Effects: Restore Fatigue. Damage Magicka Nightshade (Harvest) ---------------------Effects: Damage Health. Fortify Strength Comments: ogre Onion (Clutter) ----------------Effects: Restore Fatigue. Frost Shield Comments: 80% chance to harvest.

Comments: 80% chance to harvest. Rice (Harvest) ---------------Effects: Restore Fatigue. Damage Health. Resist Shock. Water Breathing. Shock Shield. your maid in Skingrad. Reflect Damage. Spiddal Stick (Harvest) ------------------------Effects: Damage Health. Water Walking Comments: slaughterfish Scamp Skin (Creature) ----------------------Effects: Damage Magicka. Fire Damage. Restore Health. Feather Comments: 80% chance to harvest. Harvested in Oblivion. Dispel Comments: 80% chance to harvest. You receive some potato bread as a reward and can buy more at regular intervals. Burden Comments: 80% chance to harvest. Cure Poison. S'jirra's Famous Potato Bread (Special) ----------------------------------------Effects: Detect Life. Restore Fatigue Comments: 50% chance to harvest. Fortify Agility. Damage Strength Comments: You can only get this ingredient by completing the "Potato Snatcher" side quest. Damage Agility. Damage Health. Fortify Health. Silence Comments: rat Redwort Flower (Harvest) -------------------------Effects: Resist Frost. Detect Life. Damage Magicka. Damage Agility Comments: 80% chance to harvest. Damage Health Comments: scamp Shepherd's Pie (Special) -------------------------Effects: Cure Disease. Then talk to her about "Food". Damage Endurance. Dispel Comments: Shepherd's Pie is made for you by Eyja. Chameleon. the Servant's Quarters and hire Eyja first. Rat Meat (Creature) --------------------Effects: Damage Fatigue. Radish (Harvest) -----------------Effects: Restore Fatigue. Damage Health. Shield. Scales (Creature) ------------------Effects: Damage Willpower. Somnalius Frond (Harvest) --------------------------Effects: Restore Speed. Damage Endurance. You have to buy Rosethorn Hall. Sacred Lotus Seeds (Harvest) -----------------------------Effects: Resist Frost. Invisibility Comments: 80% chance to harvest. . Damage Magicka. Silence. Feather.

Damage Health. Burden Comments: 50% chance to harvest. Water Walking. Invisibility. Chameleon Comments: 80% chance to harvest. Shock Shield Comments: spriggan Tiger Lily Nectar (Harvest) ----------------------------Effects: Restore Endurance. Damage Willpower Comments: 80% chance to harvest. Burden Sweetroll (Clutter) --------------------Effects: Restore Fatigue. Tomato (Harvest) -----------------Effects: Restore Fatigue. Damage Endurance. Sweetcake (Clutter) --------------------Effects: Restore Fatigue. Fire Damage. Shield. Stinkhorn Cap (Harvest) ------------------------Effects: Damage Health. Restore Health. Invisibility Comments: 50% chance to harvest. Resist Paralysis. Restore Magicka. Damage Personality. Dispel Comments: 80% chance to harvest.St. Cure Poison. Damage Personality. Damage Strength. Tinder Polypore Cap (Harvest) ------------------------------Effects: Restore Willpower. Steel-Blue Entoloma Cap (Harvest) ----------------------------------Effects: Restore Magicka. Reflect Damage Comments: 80% chance to harvest. Resist Disease. Feather. Troll Fat (Creature) . Fortify Health Taproot (Creature) -------------------Effects: Restore Luck. Resist Poison. Cure Poison. Detect Life. Damage Health. Water Walking. Jahn's Wort Nectar (Harvest) ---------------------------------Effects: Resist Shock. Strawberry (Harvest) ---------------------Effects: Restore Fatigue. Shield Comments: 80% chance to harvest. Damage Magicka Comments: 50% chance to harvest. Damage Magicka. Resist Frost. Tobacco (Harvest) ------------------Effects: Restore Fatigue. Summer Bolete Cap (Harvest) ----------------------------Effects: Restore Agility. Burden. Resist Disease. Damage Endurance Comments: 50% chance to harvest.

Invisibility Comments: vampire Venison (Creature) -------------------Effects: Restore Health. Damage Intelligence. Frost Damage. Damage Willpower. Damage Personality Comments: 80% chance to harvest. Wheat Grain (Harvest) ----------------------Effects: Restore Fatigue. Damage Health Comments: 80% chance to harvest. Water Breathing. Wormwood Leaves (Harvest) --------------------------Effects: Fortify Fatigue. Damage Health. Restore Magicka. ----------------------------------------------------------------------------EFFECTS TABLE . Void Salts (Creature) ----------------------Effects: Restore Magicka. Damage Magicka. Damage Magicka Comments: 80% chance to harvest. Damage Fatigue. Burden. Chameleon Comments: deer Viper's Bugloss Leaves (Harvest) ---------------------------------Effects: Resist Paralysis. Damage Health. Damage Health Comments: troll Vampire Dust (Creature) ------------------------Effects: Silence. Watermelon (Harvest) ---------------------Effects: Restore Fatigue. Fortify Health. Fortify Speed Comments: 33% chance to harvest. Cure Paralysis Comments: 80% chance to harvest. Fortify Magicka. Fortify Magicka Comments: 80% chance to harvest. Damage Willpower.---------------------Effects: Damage Agility. Dispel Comments: storm atronach Water Hyacinth Nectar (Harvest) --------------------------------Effects: Damage Luck. Silence. Resist Disease. Night-Eye. Damage Health. Feather. Wisp Stalk Caps (Harvest) --------------------------Effects: Damage Health. Harvested from Goldenrod. Invisibility. Light Comments: 80% chance to harvest. White Seed Pod (Harvest) -------------------------Effects: Restore Strength. Fortify Personality. Light. Burden.

Venison Cure Disease -------------First: Clannfear Claws. Mandrake Root. Rat Meat Second: Motherwort Sprig. Morning Glory Root Pulp Second: Fly Amanita Cap. Potato. St. Jahn's Wort Nectar Fourth: _none_ Damage Agility ---------------First: Troll Fat Second: Garlic. Sweetcake Chameleon ----------First: Blood Grass Second: _none_ Third: Daedra Silk. Nightshade Third: Blood Grass. Viper's Bugloss Leaves. Daedroth Teeth. Mort Flesh. Dreugh Wax. Redwort Flower. Monkshood Root Pulp. Mandrake Root.Burden -------First: Daedra Silk. Jahn's Wort Nectar. Mutton. Cinnabar Polypore Red Cap. Minotaur Horn. Water Hyacinth Nectar Third: Crab Meat. Radish. Daedra Silk. Strawberry Third: St. Radish. Green Stain Shelf Cap. Shepherd's Pie Second: Elf Cup Cap Third: _none_ Fourth: _none_ Cure Paralysis ---------------First: _none_ Second: Imp Gall Third: Milk Thistle Seeds Fourth: Viper's Bugloss Leaves Cure Poison ------------First: _none_ Second: Ginseng. Corn. Ironwood Nut. Taproot Third: Clouded Funnel Cap Fourth: Bog Beacon Asco Cap. Steel-Blue Entoloma Cap. Carrot. Rice Damage Endurance -----------------First: _none_ Second: Lady's Mantle Leaves. Pumpkin Third: Bread Loaf. Orange. Tomato. Lady's Smock Leaves Fourth: Alkanet Flower . Somnalius Frond. Ginseng. Boar Meat. Radish Fourth: Columbine Root Pulp. Watermelon Fourth: Arrowroot. Summer Bolete Cap Damage Fatigue ---------------First: Bonemeal. Emetic Russula Cap. S'jirra's Famous Potato Bread Fourth: Cheese Wedge.

Pumpkin. Flax Seeds. Onion. St. Stinkhorn Cap. Wormwood Leaves Fourth: Apple. Peony Seeds Fourth: _none_ Damage Strength ----------------First: _none_ Second: Tiger Lily Nectar Third: _none_ Fourth: Bread Loaf. Scales Second: Morning Glory Root Pulp. Green Stain Cup Cap. Glow Dust. Wisp Stalk Caps Second: Dragon's Tongue. Watermelon Damage Intelligence --------------------First: Ogre's Teeth Second: Cairn Bolete Cap. Venison. Redwort Flower. Ginkgo Leaf. Morning Glory Root Pulp. Strawberry. Nightshade. Tinder Polypore Cap. Sweetroll Fourth: Lettuce. Daedra Heart. Scamp Skin. Mutton. Grapes. Rat Meat. Bergamot Seeds. Lavender Sprig Damage Magicka ---------------First: Scamp Skin Second: Harrada. Water Hyacinth Nectar Second: Apple. Mort Flesh Third: Cheese Wheel. Clannfear Claws. Emetic Russula Cap. Sacred Lotus Seeds. Peony Seeds.Damage Health --------------First: Harrada. Ectoplasm. Troll Fat. Imp Gall. Void Salts Third: Daedra Venin. Cinnabar Polypore Red Cap. Green Stain Cup Cap. Cinnabar Polypore Yellow Cap. Wheat Grain Third: Aloe Vera Leaves. S'jirra's Famous Potato Bread Damage Willpower -----------------First: Elf Cup Cap. Jahn's Wort Nectar. Tobacco Fourth: Clouded Funnel Cap. Wisp Stalk Caps . Summer Bolete Cap. Wheat Grain Damage Speed -------------First: _none_ Second: Boar Meat. Pear Third: Dryad Saddel Polypore Cap. Dreugh Wax. Scales. Spiddal Stick. Ham. Leek. Leek. Arrowroot. Nightshade Fourth: Ham. Spiddal Stick. Primrose Leaves. Wormwood Leaves Damage Personality -------------------First: _none_ Second: Flour Third: Bog Beacon Asco Cap. Monkshood Root Pulp Third: Wisp Stalk Caps Fourth: Elf Cup Cap Damage Luck ------------First: Ginseng. Pear. Fennel Seeds. Fennel Seeds.

Fire Salts Fortify Agility ----------------First: _none_ Second: Leek Third: Beef.Third: Troll Fat Fourth: Tiger Lily Nectar Detect Life ------------First: S'jirra's Famous Potato Bread Second: Bread Loaf. Dragon's Tongue. Void Salts Feather --------First: _none_ Second: Flax Seeds. Mutton Fourth: Beef. Rat Meat. Sacred Lotus Seeds. Orange. Tobacco. Ectoplasm Third: Grapes. Lettuce Fourth: Crab Meat. Sweetcake. Shepherd's Pie Fourth: _none_ Fortify Endurance ------------------First: _none_ Second: Cinnabar Polypore Yellow Cap Third: Blackberry. Shepherd's Pie. Monkshood Root Pulp Fourth: _none_ Fortify Fatigue ----------------First: Wormwood Leaves Second: _none_ Third: Flour Fourth: _none_ Fortify Health . Tomato Third: Onion Fourth: Pumpkin Dispel -------First: _none_ Second: Bergamot Seeds. Somnalius Frond Fire Damage ------------First: Fire Salts Second: Steel-Blue Entoloma Cap Third: Spiddal Stick Fourth: Imp Gall Fire Shield ------------First: _none_ Second: _none_ Third: Cheese Wedge. Minotaur Horn. Venison Third: Sacred Lotus Seeds Fourth: Lady's Mantle Leaves.

Ironwood Nut. Nightshade. Mort Flesh. Elf Cup Cap Fourth: Garlic. Void Salts Fourth: Ginseng. Somnalius Frond. Wheat Grain Fourth: Blood Grass. Water Hyacinth Nectar Fortify Personality --------------------First: Imp Gall Second: Troll Fat Third: _none_ Fourth: _none_ Fortify Speed --------------First: _none_ Second: _none_ Third: Pear Fourth: Wisp Stalk Caps Fortify Strength -----------------First: _none_ Second: _none_ Third: Arrowroot. Ogre's Teeth Fortify Willpower ------------------First: _none_ Second: Lavender Sprig Third: Apple Fourth: Cheese Wheel. Primrose Leaves Fourth: _none_ Fortify Magicka ----------------First: Painted Troll Fat Second: Ginkgo Leaf Third: Columbine Root Pulp. Lady's Smock Leaves. Painted Troll Fat. Sweetroll Fortify Intelligence ---------------------First: _none_ Second: Clouded Funnel Cap Third: Carrot Fourth: _none_ Fortify Luck -------------First: _none_ Second: Green Stain Shelf Cap Third: Bonemeal. Ectoplasm.---------------First: Mutton Second: _none_ Third: Boar Meat. Mandrake Root Frost Damage -------------First: Frost Salts Second: Milk Thistle Seeds .

Third: Vampire Dust Fourth: Dryad Saddel Polypore Cap Frost Shield -------------First: _none_ Second: Daedroth Teeth Third: Garlic, Morning Glory Root Pulp Fourth: Frost Salts, Potato Invisibility -------------First: _none_ Second: Wormwood Leaves Third: Tinder Polypore Cap Fourth: Aloe Vera Leaves, Motherwort Sprig, Redwort Flower, Stinkhorn Cap, Vampire Dust Light ------First: Second: Third: Fourth:

Milk Thistle Seeds Glow Dust, Watermelon Alkanet Flower Daedroth Teeth, White Seed Pod

Night-Eye ----------First: Daedroth Teeth Second: Carrot, Daedra Silk, Viper's Bugloss Leaves Third: Lady's Mantle Leaves Fourth: Bonemeal Paralyze ---------First: Daedra Venin Second: _none_ Third: Clannfear Claws Fourth: Fennel Seeds, Harrada, Milk Thistle Seeds Reflect Damage ---------------First: _none_ Second: _none_ Third: Green Stain Cup Cap, Scamp Skin Fourth: Daedra Venin, Flour, Strawberry Reflect Spell --------------First: _none_ Second: _none_ Third: Glow Dust Fourth: Cinnabar Polypore Yellow Cap Resist Disease ---------------First: Bergamot Seeds, Garlic Second: Clannfear Claws, Sweetroll, Tinder Polypore Cap, Vampire Dust Third: _none_ Fourth: Foxglove Nectar

Resist Fire ------------First: Dragon's Tongue Second: Bonemeal, Cheese Wedge, Frost Salts, Ironwood Nut, Lady's Smock Leaves Third: _none_ Fourth: _none_ Resist Frost -------------First: Redwort Flower, Sacred Lotus Seeds Second: Columbine Root Pulp, Dryad Saddel Polypore Cap, Fire Salts Third: Steel-Blue Entoloma Cap Fourth: _none_ Resist Paralysis -----------------First: Viper's Bugloss Leaves Second: Blood Grass, Cheese Wheel, Foxglove Nectar, Ogre's Teeth, Tobacco Third: Cairn Bolete Cap Fourth: Minotaur Horn Resist Poison --------------First: Foxglove Nectar, Motherwort Sprig Second: Alkanet Flower, Dreugh Wax, Mandrake Root Third: Taproot Fourth: _none_ Resist Shock -------------First: St. Jahn's Wort Nectar Second: Blackberry, Crab Meat, Scamp Skin Third: _none_ Fourth: _none_ Restore Agility ----------------First: Arrowroot, Cinnabar Polypore Red Cap, Emetic Russula Cap, Fly Amanita Cap, Summer Bolete Cap Second: _none_ Third: _none_ Fourth: _none_ Restore Endurance ------------------First: Cinnabar Polypore Yellow Cap, Crab Meat, Tiger Lily Nectar Second: _none_ Third: _none_ Fourth: _none_ Restore Fatigue ----------------First: Aloe Vera Leaves, Apple, Beef, Blackberry, Bread Loaf, Carrot, Cheese Wedge, Cheese Wheel, Corn, Fennel Seeds, Flour, Grapes, Green Stain Cup Cap, Ham, Leek, Lettuce, Onion, Orange, Pear, Potato, Pumpkin, Radish, Rice, Strawberry, Sweetcake, Sweetroll, Tobacco, Tomato, Watermelon, Wheat Grain Second: Daedra Venin Third: _none_

Fourth: Peony Seeds, Spiddal Stick Restore Health ---------------First: Boar Meat, Cairn Bolete Cap, Daedra Heart, Lady's Mantle Leaves, Venison Second: Aloe Vera Leaves, Ham, Painted Troll Fat, S'jirra's Famous Potato Bread Third: Dragon's Tongue, Fly Amanita Cap, Lavender Sprig, Sweetcake Fourth: Green Stain Shelf Cap Restore Intelligence ---------------------First: Alkanet Flower, Clouded Funnel Cap, Ironwood Nut, Lady's Smock Leaves Second: Corn Third: _none_ Fourth: _none_ Restore Luck -------------First: Dryad Saddel Polypore Cap, Green Stain Shelf Cap, Taproot Second: Lettuce Third: Foxglove Nectar Fourth: _none_ Restore Magicka ----------------First: Bog Beacon Asco Cap, Flax Seeds, Steel-Blue Entoloma Cap, Void Salts Second: Stinkhorn Cap Third: Fire Salts, Water Hyacinth Nectar Fourth: Blackberry, Painted Troll Fat Restore Personality --------------------First: Columbine Root Pulp, Lavender Sprig Second: Primrose Leaves Third: _none_ Fourth: _none_ Restore Speed --------------First: Ginkgo Leaf, Glow Dust, Somnalius Frond Second: _none_ Third: _none_ Fourth: _none_ Restore Strength -----------------First: Monkshood Root Pulp, Peony Seeds, White Seed Pod Second: _none_ Third: _none_ Fourth: _none_ Restore Willpower ------------------First: Minotaur Horn, Primrose Leaves, Tinder Polypore Cap Second: _none_ Third: _none_ Fourth: _none_

Shield -------First: _none_ Second: Beef, Bog Beacon Asco Cap, Cinnabar Polypore Red Cap, Emetic Russula Cap, Potato, Shepherd's Pie, Summer Bolete Cap Third: Flax Seeds Fourth: Orange, Tomato Shock Damage -------------First: Ectoplasm Second: _none_ Third: Ogre's Teeth Fourth: Cairn Bolete Cap, Fly Amanita Cap, Ginkgo Leaf Shock Shield -------------First: _none_ Second: Daedra Heart Third: Rice Fourth: Corn, Taproot Silence --------First: Vampire Dust Second: Rice Third: Frost Salts, Harrada, Motherwort Sprig, White Seed Pod Fourth: Bergamot Seeds, Daedra Heart, Mort Flesh, Rat Meat Water Breathing ----------------First: _none_ Second: Onion, Scales, White Seed Pod Third: Dreugh Wax Fourth: _none_ Water Walking --------------First: _none_ Second: Grapes Third: Stinkhorn Cap, Tiger Lily Nectar Fourth: Scales

[XP00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EXPANDING YOUR GAME ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ [XP01] <~~~~~~ PC OPTIMIZATION ~~~~~~> Tom s Hardware refers to Oblivion as their "ultimate torture tester". It is, perhaps, the most graphically demanding game on the market today. Even stateof-the-art PCs with high-end graphics cards will struggle to get 60 framesper-second (fps) with maximum quality and resolution. Older systems will hobble along on 30fps or less at low resolutions with low quality settings.

This section of the guide is intended to help you get the most out of Oblivion on your PC. You want a balance of good framerates and decent quality graphics. To that end, you may want to consider investing in a new video card if your card is severely out-of-date. Some cards that will run Oblivion, but very poorly: nVidia Geforce 5xxx series ATI Radeon 9xxx series, 9500 or higher Don't worry if you're still using an AGP graphics interface. There are still a number of good, inexpensive AGP cards available. Check out this article from Tom's Hardware: Another option would be to cave in and purchase an Xbox 360; though, doing so costs you the ability to mod your game--and mods can make Oblivion an even better game than it already is. In any case, if you are not running a high-end gaming rig; but, want the best performance possible from Oblivion, read on... *DISCLAIMER* Anything you do to your PC you do at your own risk! If anything in this section makes you scratch your head and want to call the nearest eight-yearold for an explanation, STOP and don't go any further. Resign yourself to living with a less than optimal PC or go slap down a few hundred for an X360 or a couple thou' for a pre-built gaming system from Dell or Sony. If you follow any of the suggestions in this section, you implicitly agree to indemnify the author from all claims arising from damage caused by following these suggestions. *THIS IS SERIOUS!* Personal note: While trying to tweak my system, I accidentally disabled my video card altogether and couldn't see anything, not even the system BIOS. I had to dig up an old PCI video card just to get into the BIOS and reset everything. Don't mess around with anything in this section unless you know what you are doing! Or, more importantly, how to recover when you muck it up. *ALWAYS BACKUP YOUR DATA* Before attempting any of the tweaks listed, make sure you've backed up your important files, just in case something goes horribly wrong. To measure the framerate in Oblivion, open the console in-game by pressing the backtick (`) key--on US English keyboards, backtick is directly left of the numeral 1 key. Type: tdt press ENTER and exit the console by pressing backtick. You'll get a debug console in the upper right corner of the screen, including framerate (FPS). You can also download and use Fraps:

some for games other than Oblivion. etc. . Specifically. hard drive connections. it requires no installation. you will need to know what you have inside the System Setup +------------Update your PC! This includes (but is not limited to): * Your operating system (i. you need the *chipset* used on the motherboard (also called a mainboard). You'll get a list of the pre-installed components. Windows) * Your motherboard (or mainboard) drivers * Your video card drivers * Your sound card drivers UPDATE WINDOWS ---------------http://windowsupdate.sis. you just download and run it--that will give you every detail you could ever want about your To update anything else in your system.e. There are four main chipsets in use: * * * * Intel: http://downloadfinder. internal Download and install the most recent drivers for your chipset. UPDATE YOUR MOTHERBOARD DRIVERS --------------------------------You need to know what chipset is used on your and you can download a lot of the necessary drivers (see below). HP. If you are using a custom-built SiS: http://www.e. the video card manufacturer and model number and the sound card (if there is one) manufacturer and model number. If you are using an integrated sound card.When tweaking.html SIW is a self-contained nVidia: http://www. Information in this section is compiled from a variety of sources. *IF YOU ARE HAVING TROUBLE FINDING THIS INFORMATION* Try this program: http://www.asp Via: http://www.viaarena. Sony. If you are using a manufactured system--Dell. etc. The chipset are the components that support your CPU by handling input/ or you need to ask the person who built the Alienware. also download and install the most recent drivers for your sound from the chipset site. make one change at a time and test it in the game using the Debug console or Fraps. you should either know what parts you used.--visit the manufacturer's Web site and enter the serial number of your PC (usually found on a sticker on the back of the case).

UPDATE YOUR VIDEO CARD DRIVERS -------------------------------* ATI: Use the most recent Catalyst drivers (v7.1 as of 2007-02-15). There are alternate (unsupported) drivers for ATI cards: -> Omega Drivers: -> DHZer0point Drivers: These alternate drivers are "pre-tweaked" for optimum performance and quality. They may offer some performance improvement in Oblivion; they may also produce graphics corruption or crashes. Your best bet is to stick with the official drivers and tweak the settings yourself. * nVidia: Use the most recent beta drivers (v93.81 for WinXP as of 2007-02-15; or, V100.64 for Win Vista as of 2007-02-15). There are alternate (unsupported) drivers for nVidia cards: -> DHZer0point Drivers: These alternate drivers are "pre-tweaked" for optimum performance and quality. They may offer some performance improvement in Oblivion; they may also produce graphics corruption or crashes. Your best bet is to stick with the official drivers and tweak the settings yourself. *NOTE* Development of DHZeroPoint alternate drivers was halted on 18 January 2007. Before installing new video card drivers, first download Driver Cleaner Pro: and install it. Uninstall your existing drivers. Reboot Windows in Safe Mode (press F8 during system boot for the boot menu and choose plain Safe Mode). In Safe Mode, run Driver Cleaner Pro according to the program's instructions to completely remove all traces of your old drivers. Reboot normally and install the new drivers. *NOTE* DC Pro is no longer supported or developed. It has been replaced with Driver Cleaner.NET which costs $9.99 (US) with no free download options. UPDATE SOUND CARD DRIVERS --------------------------If you have a separate (non-integrated) sound card, download and install the latest drivers from the sound card manufacturer's Web site. FINAL STEPS -------------

* Make sure, in your System BIOS (refer to your system or motherboard manual to find out how to enter your BIOS), your AGP or PCI-Express port is enabled. If you are using an AGP port, check to see at what speed (i.e. 1x, 2x, 4x or 8x) the port is set. * Run the DirectX Diagnostic Tool (Start>Run>dxdiag). On the Display tab, make sure DirectDraw Acceleration and Direct3D Acceleration (and AGP Texture Acceleration if applicable) are all Enabled. If not, start over and try installing drivers again. * Defragment your Windows drive. Just do it. (Also defragment the Oblivion drive if you installed it to a different drive.) * If you have the space (and the ability), create a separate logical drive (partition) of about 4-5GB in size. Make sure the new drive is then, set Windows to use that drive for your global page file. (Even you create the new partition on a different physical drive.) If none step made sense to you, ignore it. hard empty; better if of this

* If you have two or more large hard drives and are running Windows 2000 Pro, XP Pro or 2000/2003 Server(+), consider creating a striped volume and loading your page file and Oblivion onto the striped volume. To create a striped volume, refer to these instructions: Again, don't perform this step if you don't even understand what's being suggested. + Windows Vista seems to support disk striping; but, it is not clear which versions support it.

Clean Boot Windows +-------------------Before running Oblivion, always clean boot Windows per the instructions in this Microsoft Knowledgebase article: Be sure to disable firewall/anti-virus/anti-spam services as part of the clean boot. Also disable any multimedia services (such as iPod or Nero)--anything other than required system services.

Before Tweaking +----------------Start with a clean slate. Delete the Oblivion.ini file found in My Documents\My Games\Oblivion and launch Oblivion. The game will reset all your settings and create a new Oblivion.ini file. If you want to make any nongraphics related changes (see Miscellaneous Tweaks below) in the INI file, make them now. Create a backup copy of this file as a "start over" version. If something goes badly wrong, delete the Oblivion.ini file and replace it with your backed up copy.

Safe Tweaks

+------------Ready to get started? Good. Here are video settings you can change in-game, or by using the Options choice from the launch menu. * Resolution The higher the resolution, the more pixels are needed to draw each frame. There is an obvious correlation between this setting and your framerate. But, not so fast! In some cases, you can actually get a better framerate by *increasing* the resolution. Compare: with The framerate has actually gone up by 33% (from 20fps to 27fps) and the increased resolution solves the severe case of aliasing shown in the smaller picture, thus reducing the need for anti-aliasing. What appears to be happening is, at the lower resolution, Windows does more of the graphics processing on the CPU rather than offloading it to the GPU. The moral of the story: play around with different resolutions until you find the one that offers you the highest framerate. * Vertical Sync (V.Sync) This controls the rendering of individual frames, forcing them to match up to the refresh rate of your monitor. Turning this off will cause occasional "tearing" of the scene--a horizontal line will run down across the screen as the frames get out of sync with the monitor. Turning it off may give you a performance boost. You can only turn V.Sync on/off from the Options choice of the launch menu. * Fullscreen/Windowed mode From the Options choice of the launch menu, you can choose to play Oblivion either fullscreen (default) or in a window. Playing in a window may give you better performance. * Anti-Aliasing (AA) AA smoothes "the jaggies": jagged diagonal lines caused by too-few pixels to adequately display the line--especially lines that are . AA is very hard on your video card and leaving it off will generally give you a big performance boost. At resolutions of 1024x768 and higher, the pixels on screen are usually small enough that AA provides little real visual advantage unless you have a really big monitor and/or really good eyesight. Try different sampling rates (starting with 2 samples or 2x) and seeing what the difference is in both framerate and visual quality. At very low resolutions such as 640x480, you may want to live with the framerate hit just to keep the picture as smooth as possible. * Bloom/HDR These are both dynamic lighting techniques designed to make scenes on screen appear more realistic. Specifically, they create hot spots or glare from certain areas whenever there is a bright light source, such as the sun. Bloom is the older, less realistic technology, but works on any card that runs Oblivion. HDR (High Dynamic Range) works only with newer video cards with

"Pixel Shader 3" support. nVidia cards cannot use both HDR and AA at the same time. Both Bloom and HDR will decrease your framerate, so turn these off if you need a boost. * Texture Size: controls the size (and, thus, resolution) of textures loaded into your video RAM. Textures are the 2-dimensional images that are wrapped around 3-dimensional objects to make them look like a real object. (A 3D object without a texture is just a wireframe. You can see the wireframe using a Console Command, see below.) Large textures should only be used if you have 256MB or more of video RAM; everyone else can use Medium textures. If, after trying everything else, you're still trying to get a few more frames, you can set the texture size to small. *NOTE* There are new textures available for PC users with lower-end graphic cards. These textures look considerably better than the default small or medium textures from Oblivion. You can download the texture packs here: * Shadows: shadows are self-explanatory; however there are a bunch of settings that control shadows in the game. Shadows have a significant impact on framerate. If you are having a lot of trouble, turning shadows off completely will help without taking too much realism from the scenes. -> Int. Shadows: this slider controls the number of objects that will cast shadows in indoor areas. Move the slider all the way to the left to turn off interior shadows. Move it all the way to the right to have up to 10 objects cast a shadow. -> Ext. Shadows: works the same as Int. Shadows, but for exterior areas. -> Self Shadows: causes actors to cast shadows on themselves. Besides being a performance hog, these shadows rarely look good and it is recommended that all players turn these off. -> Shadows on Grass: if grass is visible, actors will cast shadows on it. Casting shadows on a moving surface (grass blows in the wind) is significantly harder on your hardware than other shadows. This should be set to off by all but those with top-notch hardware. -> Tree Canopy Shadows: causes trees to cast dappled shadows on the ground. Creates a very realistic effect, but has a big impact on framerate, especially in heavily forested areas. -> Shadow Filtering: if set to High or Low, creates diffuse, soft-edged shadows. If set to Off, the shadows will have hard, well-defined edges. If you are using shadows, the High setting will be much more realistic at the cost of frames-per-second. * Specular Distance: specular effects create the shininess of reflective surfaces, such as metal (armor, weapons), glass, etc. This slider controls the distance at which specular effects are visible. Turning it down (effectively turning specular effects off) can provide a performance boost on older cards. * Water: There are three settings that control the look of water surfaces in the game. Individually, they have little impact on framerate, but, combined,

may give you a small boost if you're really trying to squeeze a few more frames from the game. -> Water detail: on High causes reflected objects on the water's surface to show in greater detail. It will hardly be noticeable unless the water is near detailed objects (such as buildings). Normal detail will provide a performance boost while not looking that much different in most out-door areas. -> Water Reflections: when set to off, the water does not reflect at all, providing a performance boost at the cost of realism. Non-reflective water appears as a solid block of color that doesn't look much like water at all. -> Water Ripples: not the general wind-caused rippling of the water, but ripples caused by objects impacting the surface of the water. If you play in third-person view, turning this on lets you see your own wake as you move through the water, at the cost of a small performance hit. * Grass Distance: controls the distance at which grass begins to be visible. Setting this all the way to the left effectively turns grass off. Some players may actually prefer not to have the grass showing. Regardless, displaying grass has a noticeable negative effect on your framerate. There are other ways of tweaking the grass display; see Experimental Tweaks and Console Commands below. * View Distance: this slider controls the distance at which the world becomes visible. By default, the slider is set all the way right and you can see to the horizon. This obviously has an impact on framerate as the game has to render all those distant objects. If you move this slider left, the following three options (Distant Land, Distant Buildings and Distant Trees) automatically turn off. Moving this slider left causes the stereotypical "fog" to roll in, cutting off your view of all distant objects. * Distant Land: turning this off has the same effect as moving the View Distance slider to about 50% and turns Distant Buildings and Distant Trees off as well. * Distant Buildings & Distant Trees: you can turn these options off to cut display of distant objects (buildings and tree respectively), thus gaining some framerate without turning on the fog--i.e. you can still see to the horizon, there just won't be much to see. * Tree Fade, Actor Fade, Item Fade, Object Fade: controls the distance at which trees, actors (NPCs and creatures), items (weapons, armor, bottles, food, etc.) and objects (buildings, barrels, crates, etc.) become visible. Moving these sliders left can pick up some frames at the cost of seeing objects "pop" into existence. The Actor Fade slider should be left at default (about 25% from the left side) or a little higher else you won't see enemies until they are almost on top of you. * Window Reflections: simply makes glass in windows appear more real. Turning it off might give you a small performance boost, especially in towns, without hurting the overall graphic experience.

guru3d.e.* Blood decals: controls the amount of blood in the game. however. Graphics Card Tweaks +---------------------These are general tweaks you can make to your graphics card drivers that will benefit any game. Turning blood decals off can give you a framerate boost during combat. but don't go beyond 3. increase it in steps of 1 (i. Check the Temporal Anti-aliasing box. not just Oblivion. 2. THIS IS A HIGHLY UNSTABLE SETTING It can negatively affect your PC. High blood will show on actors and items as well. run at 2x and the graphics will look as good as normal 4x. so be very careful. go to Tweaks>Standard Tweaks and check the "Geometry instancing" box. the option is under "3D" and is called "Flip Queue Size". 1. the setting is in the SmartGART tab of the Catalyst Control Center. In ATT. for example. and set it to 2x or 4x. So you could. you will still see blood spurt after a good hit on an opponent. select Anti-Aliasing under 3D. In NVTweak. the option is under "Additional Direct3D Setting" and is called "Max Frames to Render Ahead". * Catalyst AI (ATI cards only): turn this to High to enable the Catalyst drivers to better optimize the frames on the fly. it may produce a few glitches. it is also likely to produce 10-15fps higher framerate. The best way to make these tweaks is to download a free utility program designed for this purpose: * ATI: ATI Tray Tools (ATT) http://www. You can further tweak the gore settings in the INI file as shown in Experimental Tweaks below. especially in heavily forested areas where many of the trees are copies rather than unique models. This allows the video drivers to upload a single instance of a repeated object and then clone it rather than upload every single instance. * Temporal Anti-aliasing (ATI cards only?): you have to use the Catalyst Control Center for this change. For ATI cards. * Geometry instancing (ATI cards only?): using ATT. Off does not get rid of blood entirely. May help some. Open CCC.laptopvideo2go. however. * Fast Writes (AGP cards only): you have to enable this in your BIOS and in your graphics * Render-ahead: this setting controls how many frames are rendered by the card in advance of the current frame. Low blood decals means blood splatters show on the ground. Reducing this to 0 (zero) can give you a large performance boost (at the potential cost of some stability). If it does work for * nVidia: NVTweak http://nvtweak. 3). If setting this option to zero causes instability. which is the default rate. . This option allows the Catalyst drivers to "cheat" a little bit and makes lower AA settings look better. the blood that sprays out will not stick anywhere.

therefore. -> bDrawShaderGrass=1 Setting this to 0 (zero) turns off rendering of grass. the tweak may introduce instability. -> iMaxGrassTypesPerTexure=2 Setting this to 1 (one) might give you a few extra frames per second with no visible change in graphic quality. And even if you do get a performance or quality increase. but it might give you a few extra FPS. Do not use a word processor such as WordPad. loads a total of 25 cells: X X X X X X X X X X X X P X X X X X X X X X X X X (P is the player character) .. A bit more "final" than moving the in-game Grass Distance slider down to zero.Experimental Tweaks +--------------------These enhancements involve editing your Oblivion. Use at your own risk. The default. This setting controls the number of cells that are loaded in full for each "area". you can extend these to the point where you never see grass "pop" in at all. Such programs may put unsupported characters into the file.0000 EndDistance is the distance at which grass ceases being visible.ini file. open My Documents\My Games\Oblivion\Oblivion. Make sure you edit the INI file in a *text* editor.0000 -> fGrassStartFadeDistance=2000. See "Before Tweaking".ini in a text editor and search for the following items. When you're ready. OpenOffice. The normal values for tweaking range from 120 to 150. EditPad. This will decrease your framerate. such as Notepad. -> iMinGrassSize=80 Increase this number to "thin out" the clumps of grass. * uGridsToLoad=5 The Oblivion game world is composed of square cells. before making any changes. FadeDistance is the distance at which the grass starts fading out. -> fGrassEndDistance=3000. These are "experimental" tweaks because performance or quality increases are not guaranteed. even if you save it as Plain Text. The setting is a grid arrangement centered around the PC. Values on the order of 8000.0000/ 7000. etc. If you increase iMinGrassSize.0000 will work well. * Grass: these settings help further tweak the display of grass. UltraEdit. etc. Word. There's very little visual difference.

setting of 7 or 9 can significantly cutting into extra detail in distant detailed in the Mods Note that. if you increase this setting. default is 25MB (divide the number by 1048576). Increasing this number will: -> Reduce the number of "Loading Area" messages and pauses. you should also increase the iPreloadSizeLimit as detailed next. perhaps. With the default setting. -> Decrease your framerate as your video card is forced to render all that extra detail in distant terrain and your CPU is forced to deal with any AI scripts on creatures in those cells. The larger the uGridsToLoad setting. pause) as new info is loaded.These are the cells for which all cell data is loaded. Exterior areas are where you'll see the biggest changes. -> Increase the distance at which you can see fully detailed terrain. Giving too much RAM to Oblivion may cause crashes. Determine how many MB of RAM you want to commit to Oblivion. If you have the RAM to support it (1GB or more). Cells beyond this grid are not loaded in full.. multiply that by 1048576 and enter the result. Try 50MB (52428800) if you have 1GB of RAM or 100MB (104857600) if you have more than 1GB. -> Increase the size of local maps. * iPreloadSizeLimit=26214400 Sets the RAM used by Oblivion to cache future objects. items and creatures present in that cell are not loaded at all. better to use the LOD Landscape mod as section below. Every time you advance to the edge of the current area. thus increasing the area you can view at one time on your map--assuming you've explored the area or used the console so the "fog of war" isn't covering the map. and. in which case you'll actually see more "Loading Area" messages.. * bUseRefractionShader=1 . * bDoCanopyShadowPass=1 Set this to 0 (zero) to remove all tree shadows. so you get low-resolution textures on the landscape. this happens every time you move two cells (see arrangement above). the larger the local maps. You may get a performance increase if you raise this number. a "new" area loads and you get the Loading Area message (and. a reduce the number of "Loading Area" pauses without your framerate. If you increase the uGridsToLoad setting. as interior areas are never 25 cells large. This also affects the size of local maps. Interior areas are largely unaffected by this setting. unless you set it too high for your RAM. increase this as well so Oblivion has plenty of RAM to load all the cells at once. objects. The number must always be an odd number so the PC can be properly "centered" in each area. Can give a decent FPS boost outdoors at the cost of realism. If all you're interested in is the landscapes. Size is in bytes.

You're better off running without shadows than with low-res shadows. 256 or 512 to decrease shadow resolution.Setting this to 0 (zero) may help users of older cards when around Oblivion gates. May provide a slight performance boost in outdoor areas. setting these to 1 (one) will increase the number of objects that reflect in detail. Use these settings for custom resolutions not in Oblivion's default list. * bUseWaterDepth=1 Set to 0 (zero) to turn off the ability to see into water (water surface becomes opaque). Probably won't work unless your system is very old/badly optimized. but lends greater quality. * bUseWaterReflectionsMisc=0 bUseWaterReflectionsStatics=0 bUseWaterReflectionsTrees=0 bUseWaterReflectionsActors=0 If you are using reflective water with high detail. especially around water sources in towns. Increase these numbers to let more objects cast shadows. * bUseHardDriveCache=0 Setting to 1 (one) forces Oblivion to cache textures in your hard drive's cache (onboard RAM) for faster access. .0 (check your card documentation). At low numbers. * iActorShadowIntMax=10 iActorShadowExtMax=10 This is the maximum number of shadows that can be cast indoors (Int) and outdoors (Ext). You'll get nicer quality graphics. Can be a performance hit. If this gives you a performance increase. * bAllow30Shaders=0 Change this to 1 (one) if you have a newer video card that supports Pixel Shader 3. * iShadowMapResolution=1024 Lower this number to 128. * iSize W=640 iSize H=480 Set the width and height of the Oblivion screen (either fullscreen or windowed). shadows will appear extremely blocky. you may want to investigate why your hard drive cache is not being used normally. Use of the hard drive cache should be controlled by Windows and your motherboard drivers. and probably a slightly lower framerate. with the corresponding framerate hit.

jpg Changing these settings can also produce graphic anomalies and crashes. but increases graphic quality. Compare this: http://www. Removes sense of immersion (and the music is very high quality!). dynamic lighting and ambient lighting. * iThreads=3 iOpenMPLevel=10 Increasing these values may give a performance increase. * bForceFullLOD=0 Setting to 1 (one) increases level of detail within the uGridsToLoad range.tessource.May cause a performance with this: you probably want to leave this at 0 (zero) to minimize the framerate hit of the extra cells being loaded. Use these only if you can't get out of single-digit framerates even with all the other optimizations. * bMusicEnabled=1 Set to 0 (zero) to turn off in-game music. supposedly. producing a very cartoonish look. but you have a very old video card. If you increase uGridsToLoad. may provide a performance increase as the game will no longer need to load.* bEnableBoundingVolumeOcclusion=0 Setting this to 1 (one) may increase framerates in crowded interior areas. as.papagamer. * bDSoundHWAcceleration=1 Setting to 0 (zero) may provide a performance increase when using some integrated audio chipsets.papagamer. Removes all specular Oblivion stops processing NPCs hidden behind walls. If you do change these.php?id=2019 to fix crashes caused by not performing the specular pass. but only on multicore or multi-CPU systems. however. * bDoSpecularPass=1 bDoDiffusePass=1 bDoAmbientPass=1 Set these to 0 (zero) if you want to play the game. you need to use this mod: http://www. change and play music. .

ScreenShot1.bmp) format. If you wish to take screenshots with AA. Decrease the number to slow down time. shows a standard health bar over a creature rather than the curved bar over the crosshair. then set this to your favorite view so Oblivion will always run at that camera angle. ScreenShot2. you cannot take screenshots when using Anti-aliasing.0000 Sets the default Field of View for the game. Due to a glitch in the game. * bInstantLevelUp=0 . * SScreenShotBaseName=ScreenShot iScreenShotIndex=0 Determines the base name of screenshot files and the starting index number. Screenshots are saved to your Oblivion installation folder in bitmap (. allows use of the Command Console in game.Miscellaneous Tweaks +---------------------These tweaks to the INI file won't improve your framerates.bmp. increase it to speed up time. * SMainMenuMovie= SMainMenuMovieIntro= SIntroSequence= Blank these three entries to get rid of. in degrees. * bAllowConsole=1 If set to 1 (one).A normal range of values is 60 .bmp. * bAllowScreenShot=1 If set to 1 (one).Using these defaults.bmp. use FRAPS: http://www. etc. You can also change this with the Command Console. to experiment.0000 Changes the rate at which time passes in the game. * bHealthBarShowing=1 If set to 1 (one). the animated background in the main game menu. allows you to take screenshots using the Print Screen key. the logo animation that occurs right after the main menu has loaded and the opening series of company logos that show when you launch the game. The default is 75.fraps. Getting rid of MainMenuMovie may help if you are experiencing mouse lag in the main menu. * fGlobalTimeMultiplier=1.90. screenshots would be named ScreenShot0. but may improve your overall enjoyment of the game. * fDefaultFOV=75.

Option 0 shows a lot of information. Increase to have blood stick around longer.0000 is 50% difficulty (default). Set to -0. Press backtick again to close the console. * Gore settings: -> fDecalLifetime=10.ini file.0000 to 1. 10/12/433) and two clocks: one game time and one playing time.0000 Determines the length blood splatters last on objects. You can also set the debug page displayed using the SDT console command. turns off all precipitation (rain.0000 Gives greater control over your difficulty level than the slider in the game. * bPrecipitation=1 Setting to 0 (zero). For example: modpcs [skill] [#] . including the day of the week. snow). Thus. enable the console by setting bAllowConsole equal to 1 (one) in the Oblivion. [XP02] <~~~~~~ PC CONSOLE COMMANDS ~~~~~~> To use the in-game console.5000 for 75%. press the backtick (`) key (just left of the number one key on US English keyboards) to open the console. Increase for more blood.Change this to 1 (one) to level up as soon as you gain 10 ranks in your major skills. * fDifficulty=0. -> iMaxDecalsPerFrame=10 Determines the number of blood splatters you can A fuller list is available at: http://www. Option 12 shows just FPS. or 0.html In the following list. Removes the need to rest in a bed. such as Monday. * iDebugText=12 Changes the information displayed when using the debug console command. Type a command and press ENTER. Do not type the brackets when using the command. While the debug information is showing. you can press Scroll Lock to change the information until you find the display that most suits your taste. This is an abbreviated list of the most useful console commands. Default is 10 seconds. In the game.0000. for example. Range is -1. 0. brackets [] surround arguments you have to replace when using the command. the date (both in normal units.gamefaqs.5000 for 25% difficulty.

000 gold. you can use A or a. use if you don't like the default filenames --------------------------+-------------------------------------------------SDT [#] Set's the debug console display to the specified page number. allowing you to change your sign* --------------------------+-------------------------------------------------showclassmenu Brings up the class menu. Some of these commands require that you enter a hex code for an item or spell.addspell [hex] Adds spell [hex] to your list of known spells. Command Description --------------------------+-------------------------------------------------FOV [#] Changes the default field of view to angle [#] --------------------------+-------------------------------------------------modpcs [skill] [#] Adds [#] to PC's [skill] --------------------------+-------------------------------------------------modpca [attribute] [#] Adds [#] to PC's [attribute] --------------------------+-------------------------------------------------movetoqt Instantly transports you to your current quest target --------------------------+-------------------------------------------------player. type player. gold is hex 0000000F.. You can find a full list of these codes at: http://planetelderscrolls.e. so to give yourself 5.should be typed as: modpcs Athletics 100 when used in the console. i. This is the only way to get rid of older.removespell [hex] Removes spell [hex] from your list of spells.additem 0000000F 5000 2 and 12 --------------------------+-------------------------------------------------SetINI [setting] [value] Sets an INI [setting] to [value]. For instructions on getting the hex codes of custom-made spells. lesspowerful spells. --------------------------+-------------------------------------------------RefreshINI Refreshes INI settings without quitting or restarting.additem [hex] [#] Adds [#] of item [hex] to your inventory. E. --------------------------+-------------------------------------------------player. see below.5000 --------------------------+-------------------------------------------------showbirthsignmenu Brings up the birthsign menu.List Alpha characters in hex codes are case-insensitive.payfine Pays your bounty so guards leave you alone --------------------------+-------------------------------------------------SetPCFame [#] Sets your Fame to [#] --------------------------+-------------------------------------------------SetPCInfamy [#] Sets your Infamy to [#] --------------------------+-------------------------------------------------player.php?view=OblivionCheats. --------------------------+-------------------------------------------------SaveGame [filename] Saves game with given [filename]. allowing you to change your class* --------------------------+-------------------------------------------------- .g. Some useful pages: 0.gamespy. Useful during tweaking. example: SetINI fGlobalTimeMultiplier 1.

letting you see the underlying 3D models of the game world --------------------------+-------------------------------------------------unlock After opening the console. but are lagging badly in some outdoor combat --------------------------+-------------------------------------------------TGM Toggles "god mode" --------------------------+-------------------------------------------------TM Toggles menus (turn them off for clean screenshots) --------------------------+-------------------------------------------------TMM [0/1] Toggles the map markers. To date. --------------------------+-------------------------------------------------TAI Toggles AI. There you will find a text (. There will be listed all your spells. 1=all on Turning all map markers on puts all the markers on the world map and lets you Fast Travel to them. use this if you normally have grass visible. click a locked chest or door and enter this command to unlock it --------------------------+-------------------------------------------------*NOTE* Some spells you wish to rid yourself of may be spells you've made yourself. To get the hex codes of these spells. retail package called "Knights of the Nine" (after the largest of the mods). with their hex codes. including custom spells. best to start over. race and birthsign menus after you've been playing for a while may reset all your attributes and skill levels and/or cause your skills to stop increasing. These mods are not free. use this to cause all NPCs and monsters to stand still (for screenshots or easy kills) --------------------------+-------------------------------------------------TDT Toggles debug console --------------------------+-------------------------------------------------TFOW Toggles the fog of war that obscures the map --------------------------+-------------------------------------------------TG Toggles grass. allowing you to change your name. they have released eight mods. 2007-02-15. official content for Oblivion. but are available to Xbox360 owners as well as PC users. 0=all off. just as if you had discovered them. Xbox 360 players can still purchase all the mods separately through Xbox Live Marketplace.txt) file named "LevelUpData_1". The KoN package is available for PC only ($19. . [XP03] <~~~~~~ MODS ~~~~~~> Official Mods +--------------Bethesda Softworks is hard-at-work releasing new. If you're really unhappy with your character. gender and race* * Using the class. turning them off turns off even those markers you discovered yourself prior to using the console --------------------------+-------------------------------------------------TWF Toggles wireframe mode. or you can purchase all eight in a single.99). open your main Oblivion program folder.showracemenu Brings up the race menu. Open that file in Notepad or some other text editor and find your character information from your last level up. You can buy these mods individually.

Comments: Definitely worth the money for the plant conservatory alone.89 (PC). * Wizard's Tower DLC3: $1. and gives you a deed to the place. 200 Marketplace points (Xbox 360) ----------------------------------------------------------------------------This mod adds two types of barding (horse armor) to the game: Elven (gold color) and steel. to the game (details in the Side Quests section of this guide). 150 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds Frostcrag Spire to the game. it's cheaper than buying and furnishing a house elsewhere. not a necessity. (They all Fortify one attribute by 20 and Drain another by 20 for a total of 60 seconds. which will grant you a Greater Power depending on the phase of the moon. * Thieves Den DLC7: $1. The quest is very simplistic and the Powers granted by the Orrery are not hugely useful. For vanity players only. Both types are available at Chestnut Handy Stables (outside the west gate to Imperial City) from Snak gra-Bura. In order to get the tower functioning. you have access to the Imperial Orrery. After finishing the quest. it's not worth the download. Black Flag. Characters who want to enchant and craft spells without joining the Mages Guild will also find a lot to like. a spellmaking altar. and it contains the wreck of the infamous pirate ship. It's quite expensive (around 14. Full details of this mod are under the Home Ownership section of Miscellaneous Adventures. 150 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds Dunbarrow Cove. a little quest along with it. * Orrery DLC2: $1. and. so. and the armor doesn't do a whole lot of good since you still can't fight from your horse. Repairing the Orrery. in that respect. but that's about it.* Horse Armor DLC1: $1. you have to buy the materials from a newly added merchant in Imperial City. 150 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds a simple step-n-fetch quest. Plus. Comments: Even though it's only two bucks. Frostcrag is a wizard's tower with a garden full of alchemical ingredients. and probably not worth the money. there's no fighting to get it. Dunbarrow Cove is a hidden cavern underneath Castle Anvil.89 (PC).) Overall. . Also includes a ton of books and a vault guarded by imps. This merchant also buys/sells alchemical ingredients and potions and recharges enchanted items. It also contains the animate skeletons of the Black Flag's crew. the ability to summon an atronach (storm.99 (PC).000 gold) to get the place up-and-running. Horses are an affectation. an enchanting altar. but it is a nice house. Does look pretty. including many from Oblivion.89 (PC). not a huge addition. Comments: It's OK. fire or frost) servant and an alchemical table that boosts your Alchemy skill by 15 when you stand near it.

. torches and campfires). After a simple quest and the expenditure of some money. this is another house mod.89 (PC). * The Vile Lair DLC5: $1. the Altar of Sithis might be useful. You will have serious problems in some areas--all of them involving fights. If your PC starts to lag noticeably when fighting two or three enemies. Frostcrag Spire might be a better investment of your money. When you load up a game after installing the mod.1. Low framerates during a fight is a good way to end up dead. it is south-southeast of Leyawiin. lots of Expert training in Stealth skills and access to Stealth-type spells (Fortify Stealth skills. The hook this time is for players who like to go around randomly robbing people.Comments: Basically. but. Comments: Truly evil players may get a kick out of ordering someone to go kill in their name. This quest is activated as soon as you load a game or leave the starter sewers after installing the plug-in. Actually. etc.e. Open Locks. Overall. Return and revel in your wretched hive of villainy. You'll find yourself fighting four or five NPCs at a time. or has difficulty with lots of dynamic light sources (i. Then go buy your "furnishings" from Rowley Eardwulf at the Wawnet Inn. You must install the patch before installing any of these mods. The place is marked on your map. you have another place to hang out. * Mehrunes' Razor DLC9: $2. and. not far from Tidewater Cave (Nocturnal's Quest) and Bogwater Swamp ("The Renegade Shadowscale"). you get a journal entry about a key and a note letting you know you have inherited a place known as Deepscorn Hollow. the vile lair is a vampire hangout. don't want to join the Thieves Guild (why not?). and you don't have to buy any furnishings to do that. You get a large and interesting dungeon to explore. If you install one of these mods first. Chameleon. You also get a mod that will tax your system to its limits. Full details are under Home Ownership. Comments: This is the first official plug-in that is a real quest. it's only two bucks.). you may want to think twice about buying this plug-in. You can set yourself up in this little cave and you actually have it better than if you were the Gray Fox--high quality fence. to be more explicit. this is a vampire's home and only vampires will get full use of it. Non-evil characters can use the Purgeblood Salts and Font of Renewal as an easy way to cure vampirism. 150 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds a house for evil characters. as deep as any other side quest in the game. find the submerged entrance and read the diary just inside the door. Still.511 patch. a plot to overthrow the empire and a cool new weapon that can one-hit kill any enemy in the game. the patch will fail. Travel there. but. *NOTE* All of the following mods require the v1. 250 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds the "Unearthing Mehrunes' Razor" side quest to the game (see the Side Quests section for full details).99 (PC). There are lots of pitched battles between numerous NPCs. hey.

However. You can also get all the currently released official mods by purchasing the Knights of the Nine boxed set for PC ($19.php?view=OblivionMods. The following sites contain most of the mods made for this game: http://www. * Knights of the Nine DLC8: $9.oblivionsource. you can read it and add the spell it teaches to your spellbook.99). you can't guarantee you'll find any of the new spells without cheating.List http://www. * BTMod . The best spells are still the ones you make yourself.esp files (where [Name] is the name of the mod.99 (PC). then this might be a useful mod. e. 800 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds a large quest and new faction (guild) to the game. Spell tomes are books that teach you a spell. leveled treasure.. DLCOrrery. especially if you play paladin-type characters. Now. if you're a pure (or close to pure) mage and want the new spell effects. if you find a spell Some recommended mods in no particular order.esp and . Of course.bsa) and a DLCList. a few were given as quest rewards. The Web site for PC downloads of the official mods is: http://obliviondownloads. look in your Oblivion\Data folder (by default. but well worth the money. though. you can re-install these mods just by copying these . downloading and installing the mods.txt file.. to learn spells you had to pay a spell merchant. this is in C:\Program Files\Bethesda Softworks\). Comments: PC users: After purchasing.99 (PC).bsa and DLC[Name]. Tomes are only available as Backup these files somewhere else (and/or burn them to CD). Some of the spell tomes teach spells and spell effects not previously available in Oblivion. Comments: Pricey.tessource. You'll see DLC[Name]. 80 Marketplace points (Xbox 360) ----------------------------------------------------------------------------Adds spell tomes to the game.* Spell Tomes DLC4: $0. http://planetelderscrolls.txt files to your Oblivion\Data folder--without having to activate the installer. Fan Mods (PC Only) +------------------The modding community for the PC version of Oblivion is very active. Formerly. A full walkthrough of this quest is available in its own section prior to the Side Quests section of this guide. or install it on another PC. If you need to re-install Oblivion.

tessource.php?id=1991 Changes most traps in the game to instant-kills.tessource.php?id=2083 Merges "More Natural Faces" (higher resolution face textures). * Face/Eyes combo * Oblivion Mod Manager http://timeslip. Provides a big increase in graphic quality with almost no performance Compare this: http://cavesites.jpg If you use this mod.html Helps Manage all the many mods you will be adding to Oblivion. This mod fixes that problem and re-inserts him into the game. with various eye mods (more eye color selections) with a couple of other appearance-related mods. especially menus.tessource. or otherwise missing.tessource. Now you will know which plants you have picked and which still wait to be plucked. No longer can you be crushed .googlepages. they will compromise your A rather large number of replacement texture packs for players with all ranges of video cards.tessource. * Fathis Fix http://www. Very nice for those who want just the right look for their Fathis Ules. * Harvest [Flora] Replaces the compressed textures normally used for distant landscape with uncompressed Many improvements to the game's user but.tessource.php?id=2106 Fixes some bugs with the Thieves Guild fence. * Deadlier Traps Some players are unable to purchase the house in Skingrad because gro-Yarug ends up dead. * Shum gro-Yarug Fix http://www. * World Texture Packs http://devnull.chorrol. These texture packs can really improve the look and * Landscape LOD Replacement http://www.jpg with this: Removes or changes the 3D art for plants after you harvest them. do not change the uGridsToLoad value in the INI (leave it at 5).

allowing you to enjoy the full benefit of the reward without having to know in advance when you should complete the quest in order to get the best reward. * Buy Lockpicks http://www.php?id=1888 Changes the way your skills. Provides a greater sense of power when you finally reach the point where common bandits are no longer a problem rather than still a match for including a health Completely changes the nature of the game by changing how the leveled system works. Also contains other gameplay-improvement mods. attributes and class levels increase. * More Merchant Money (Balanced) http://www. since you may now wander into a situation in which you are the weaker participant. Also makes those traps better when used against enemies.tessource. Doesn't actually make lockpicks any more * Khajiit Night Eye Toggle .net/files/file. * Quest Award Leveling http://www. the rewards--especially Also presents uncertainty. you get stuck with a low-power version of the reward that becomes useless later in the game.php?id=3774 Causes the little health semi-circle over your targeting reticle to change to yellow and then red as the enemy's health decreases. For experienced players only.googlepages.php?id=2387 Got a This means if you complete a certain quest early. lockpicks so you can buy some without joining the Thieves Guild. * Colored Enemy Health http://www. spells and the like--you receive from quests are scaled to your level.000 gold item you don't want. skill advancement modifiers and a change to your character's total encumbrance. You can also put a normal health bar over the enemy through an INI tweak.tessource. * Kobu's Character Advancement System http://www.php?id=2074 Gives Thoronir. Removes the need to do lots of number crunching to be sure you get your +5 modifiers each class level. This mod causes all these special leveled rewards to increase in level as you increase in level.php?id=2171 Gradually increases the speed of your horse as you ride (up to +8 Speed). but this looks a little nicer.tessource. * Oscuro's Oblivion Overhaul http://jorgeoscuro. owner of the Copious Coinpurse.against a ceiling full of spikes only to emerge with a few scratches.php?id=2119 Normally. * Fasthorse http://www. but no merchant has the money to pay you what it's worth? This mod takes care of that without just giving each merchant a fortune.tessource.

Added Magicka Effects and a FAQ to Gameplay .Lots of spell-checking and small changes throughout v3. Karkianman.00 2006-05-26 .Added "Travel. Thieves Guild and Dark Brotherhood quests .com/gfaqs/genmessage. or whatever.Added all content from Knights of the Nine mini-expansion .php?id=2400 Changes the quest reward. * Ring of the Vipereye Fix http://www.Added "Skill Training" in Miscellaneous Adventures .Re-wrote the section on Combat .tessource. * Oblivion INI Tweaker the Mods section with KoN content. Jeff (Liens_Consort).All in-game journal quests complete . stow it away. fixed Web addresses .First published version Many thanks to the following persons who have helped fine-tune this guide (in no particular order): Smjellish.Added Thieves Den DLC7 official mod .Added "Vampirism" in Miscellaneous Adventures . just a small program that lets you make many of the INI changes listed in this guide via a series of checkboxes.php?board=924363&topic=28703919 [VH00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VERSION HISTORY AND CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ V4. zclifford.131 of 161 quests completed v1.php?id=1797 Changes the Khajiit Night Eye unlimited-use special power to an on/off toggle. phild23.tessource. Also see this thread on GameFAQs for even more recommended mods: http://boards.tessource. Don Mattingly .Added "Home Ownership" in Miscellaneous Adventures section .net/files/file.php?id=1937 Not really a mod.http://www. mleach26.Fixed some typos throughout 2006-06-12 .00 2007-02-17 .00 2006-05-01 .Added six side quests . Highly recommended if you don't want to mess around with the INI file directly.gamefaqs. Horses and Quest Markers" and "Mini-games" to Gameplay .Added Alchemy to Miscellaneous Adventures .Added "Enchanting. jbucking. Spellmaking & Soul Gems" to Gameplay . Ring of the Vipereye (from "Lifting the Vale") to a non-quest item so you can sell it.Added Fighters Guild.

5/ . Barry Scott Will. visit http://creativecommons. This work is licensed under the Creative Commons Attribution-ShareAlike from any consequences of using this information. This guide is for informational purposes only and no explicit or implicit warranty is made with regards to the suitability of this information. The reader agrees to indemnify and hold harmless the author. 2007 by Barry Scott Will Trademarks and other marks are reserved to their original owners. This guide is not endorsed or authorized by 2KGames or Bethesda Softworks.[LG00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Written & Copyright 2006. To view a copy of this license.