contacting me: Aaron Phillips, The_Evil_Smile@Hotmail.com (subject = Oblvion) copyright: I don't care who uses my guide for what, if you do decide to use my guide on your own web site, all I ask if for the courtesy of an e-mail letting me know. If you can make money off my guide, go ahead, I couldn't. version 6.1 - overall coverage of the game = 100% Welcome to my total walkthrough for "The Elder Scrolls 4: Oblivion" DON'T FORGET TO SAVE!! SAVE LOTS AND SAVE MULTIPLE FILES!! IF YOU GET STUCK YOU CAN LOAD A PREVIOUS FILE AND TRY AGAIN!! If you're trying to complete a quest, make sure it is your ACTIVE quest by finding it in your current quests log and clicking on it, this will give you the assistance of a quest marker. ------------------ | USING MY GUIDE | ------------------ To use my guide simply search by pressing 'CTRL F' and enter the CHAPTER that covers the specific area of the game you need help on. From there you get a new detailed list of contents for that chapter and can further search for specific information. Contents: """"""""" Chapter 01 - Tips, Facts, Strategies, etc Chapter 02 - Main Story Quests Chapter 03 - Fighters Guild Chapter 04 - Mages Guild Chapter 05 - Thieves Guild Chapter 06 - Dark Brotherhood Chapter 07 - Chorrol Chapter 08 - Cheydinhal Chapter 09 - Bruma Chapter 10 - Anvil Chapter 11 - Bravil Chapter 12 - Leyawiin Chapter 13 - Skingrad Chapter 14 - Imperial City Chapter 15 - Arena Chapter 16 - Daedra Shrine Quests Chapter 17 - Side Quests Chapter 18 - Trainer Quests Chapter 19 - The Collector Chapter 20 - Oblivion Gates Chapter 21 - Caves Chapter 22 - Mines Chapter 23 - Forts Chapter 24 - Villages Chapter 25 - Ruins Chapter 26 - Camps Chapter 27 - Landmarks Chapter 28 - Inns & Stables Chapter 29 - Houses Chapter 30 - Horses Chapter 31 - Nirnroots Chapter 32 - Doomstones Chapter 33 - Vampires Chapter 34 - Alchemy Chapter 35 - Magic Chapter 36 - Wayshrines Chapter 37 - FAQs Special Thanks Guide Status / Update Information / Version History / Author's Notes ------------------------------------------------------------------------------- Chapter 01 - Tips, Facts, Strategies, etc """"""""""""""""""""""""""""""""""""""""" 01.01 - Controls and game menues 01.02 - Creating a new character 01.03 - Taking advantage of the leveling system 01.04 - Things EVERYONE should know ------------------------------------------------------------------------------- 01.01 - Controls and game menues """""""""""""""""""""""""""""""" W = move forward S = move backward A = side step left D = side step right Q = auto-walk, to turn off press any movement key E = jump Z = grab items (so you can move them around in the game world) C = cast selected spell F = ready weapon R = toggle first person / third person view T = calls wait menu TAB = opens inventory L-SHIFT = hold to run / walk CAPS = toggles run / walk L-CTRL = toggle sneak mode SPACE = activate objects, pick up items, talk to NPC's, open doors/chest, etc. 1-8 = hot keys for spells and weapons TILDE = brings up the game consol so you can enter codes and such MOUSE = look around L-MOUSE BUTTON = swing equiped weapon (also can be used to draw weapon) R-MOUSE BUTTON = block CHARACTER MENU: to see your character information, attributes, skills, alliances and stats, open you inventory and click on the red, blue and green bar icon on the bottom left. EQUIPMENT MENU: to equip a weapons, armor or use items, open your inventory and click on the second icon from the left at the bottom, find the weapon, armor or item you wish to equip or use and click on it. MAGICKA MENU: to equip a spell open your inventory and click on the third icon from the left at the bottom, find the spell you wish to equip and click on it. You can also see all negative or positive effects on your character here. JOURNAL MENU: to view the mini-map, world map, current quest, active quests and completed quests, open your inventory and click on the compass icon at the far bottom right. 01.02 - Creating a new character """""""""""""""""""""""""""""""" The 3 base classes of characters to Oblivion are: melee, magic and stealth; all other classes are simply a combination of the 3. There are 21 skills, 7 for each class which are governed by your characters attributes. Because of the many possible character types I will be unable to write specific strategies for ALL character classes, instead I will just do the 3 base classes. WARRIOR: A good melee character needs to focus on Strength and Endurance while keeping a high Agility and Speed. Your skills should be focused on one offence skill, either Blade, Blunt or Hand to Hand, then you should choose to use Heavy Armor, Block, Armorer and Athletics. The other 2 offence skills you are not using should be used occassionally to help power up your attributes at each level up (see 01.02 for more information on this). Playing a warrior class character requires you to get very close to your enemies, you will find yourself in constant need of healing potions and repair hammers. If your health is low and there are still a bunch of badies attacking you, run from them and heal, standing there being beaten down will not provide you much opportunity to strike back, you will have a better chance charging in on them and using power attacks. MAGE: A good caster character needs to focus on Intelligence and Willpower while keeping a high Personality. Your skills should be focused on Destruction, Restoration, Conjuration and Alchemy, but you should also frequently use your Illusion, Musticism and Alteration skills. Playing a caster class character requires you to be a light weight weakling that can't survive much punishment, so you need to stay away from your enemies and try and totally obliterate them before they ever get near you. One way of doing this is by using Conjuration to summon meat shield pets to take the focus off you while you send some firey bolts of death at them. Another way is to blast away at your enemies and when they get near you, cast an invisbility spell and create some confusion. I will leave you to decide how you will play your character. You should also utilize your Alchemy skill to create powerful potions that can increase your Intelligence giving you more Magicka allowing for more spell casting, as well as Magicka replenishing potions. STEALTH: A good stealth character needs to focus on Agility, Speed and Personality, but you also have to find a way to keep your Strength and Endurance at a decent level as well. Your skills should be focused on Sneak, Security and Marksman, while having Acrobatics, Light Armor, Mercantile and Speechcraft as high as possible. Playing a stealth character requires you to be unseen, unheard and clever. While you should try and eliminate your enemies from a distance with your bow, there will be times when you find yourself in close quarters and have to take a beating, having a sword or mace is a good idea, often you will have one from a previously slain enemy. Stealth characters tend to find short cuts by picking locks, lean more towards the evil side of life by stealing, pick-pocketing and murdering. 01.03 - Taking advantage of the leveling system """"""""""""""""""""""""""""""""""""""""""""""" When you level up you get to choose 3 attributes to increase, you will notice that some (if not all) attributes have a bonus to them, the secret to being powerful in this game is to understand how to take advantage of those bonuses. Each skill has a governing attribute, each time a skill levels up it adds a 0.5 bonus to its governing attribute. So for example, if you level up Marksman 4 times, you will get a +2 to Agility when you level up. The game rounds down, so any odd numbers takes the lower bonus point. When you level up, any attributes that had bonuses, but were not selected, have the bonus reset to 0 for the next level, which means you have to level up your skills all over again to receive a bonus to that attribute at the next level up. The maximum bonus is +5. Your character will only level up once you have raised 10 skill levels in your major skills. Increasing your minor skills does not cause you to level up, but they will add to the bonuses for their governing attribute. With this knowledge you can utilize the system so that at each level up you can receive a +5 bonus to all 3 attributes you chose at your level up. For example, Blade and Blunt are governed by Strength, if Blade is a major skill and Blunt a minor skill, you can increase Blunt 10 times and not have to increase Blade to still receive a +5 bonus to strength when you level up. Here is a list of the attributes and the skills that govern them: Strength - Blade, Blunt and Hand to Hand Intelligence - Alchemy, Conjuration and Mysticism Willpower - Destruction, Alteration and Restoration Agility - Marksman, Security and Sneak Speed - Light Armor, Athletics and Acrobatics Endurance - Armorer, Block and Heavy Armor Personality - Speechcraft, Mercantile and Illusion Luck - no governing attribute So to maximize your characters potential, it is best to ensure that you increase enough minor skills governed by the same attribute that your major skills govern to ensure you get that valuable +5 bonus to your attributes. Also know that when you level up your enemies also level up and as you raise levels new, more powerful enemies will start to appear. 01.04 - Things EVERYONE should know """"""""""""""""""""""""""""""""""" QUEST MARKER: the red and green arrows that point you where to go, a red arrow indicates a door you must go through, a green arrow marks the exact spot your quest target is located, use these arrows to guide you. SOUL GEMS: these precious gems are used in combination with Soul Trap spells, once a soul gem has a soul you can use that soul gem to recharge an enchanted weapon, or use it to enchant a weapon or armor. Once used the soul gem disapears. The type of soul gem used does not matter, only the level of soul inside it matters, so a Dark Soul Gem with a grand soul is the same as a normal Grand Soul Gem with a trapped Grand soul or the Azura's Star with a trapped Grand Soul. POTIONS: all potions stack and the most you can have stacked at any given time is 4. So for example, if you have 4 potions of strength that increase strength by 10, use them all at once, you will get +40 strength. MAGIC: magic spells stack, so you can use as many types of the same spell (Feather for example) and they will all stack; this is very useful and covered in detail in Chapter 35. GRABBING OBJECTS: yes you can grab and move just about any object, including dead bodies. It is considered a crime if someone sees you grabbing their things. To do this you simply hold Z and move the mouse. CASTING: when you are running around and exploring, make sure you are casting some form of spell at all times, I recommend using Restoration spells so that your Restoration skill is very high which will allow you to use more powerful spells. If you are a caster character you may not want to do this with your major skills until you have enough bonuses from other minor skills to give you the desired bonuses needed at your next level up. SIGIL STONES: when you're about to close an Oblivion Gate, save right before activating the stone, the effects are random so you can keep loading until you get one you want. Also, you can use these Sigil Stones from anywhere to enchant your weapons or armor. ENEMIES: enemies around Cyrodiil constantly respawn (except in dungeons) and their level and stats are based on your level, the type of creature that spawns is also dependant on your level. Humanoid enemies will also have higher quality items equiped as your level increases. BLACK SOUL GEMS: these are no different than a grand soul gem or Azura's star, but if you wish to create one, here is how to do it. On the night of Freedas at midnight you will need to be at the altar outside of the map marker Dark Fissure, place an empty grand soul gem in the altar and then cast any soul trap spell on the altar. When you loot the altar you will recieve a black soul gem. DAYS OF THE WEEK: Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Sunday: Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Loredas ------------------------------------------------------------------------------- Chapter 02 - Main Story Quests """""""""""""""""""""""""""""" 02.01 - Tutorial 02.02 - Deliver the Amulet 02.03 - Find the Heir (part 1) 02.04 - Breaking the Siege of Kvatch 02.05 - Find the Heir (part 2) 02.06 - Weynon Priory 02.07 - The Path of Dawn 02.08 - Dagon Shrine 02.09 - Spies 02.10 - Blood of the Daedra 02.11 - Bruma Gate 02.12 - Blood of the Divines 02.13 - Miscarcand 02.14 - Defense of Bruma 02.15 - Great Gate 02.16 - Paradise 02.17 - Light the Dragonfires 02.18 - Imperial Dragon Armor ------------------------------------------------------------------------------- 02.01 - Tutorial """""""""""""""" Go near the door to your cell to be mocked by a Dark Elf prisoner across the hall, the mocking is different for each race and gender. After the mocking some guards and a robed guy will come to your cell, they demand you move to the back, so move to the back. You will only lose the ability to move for a moment, when the emperor speaks to you just blow through the conversation, when its over the Blades open a secret passage and you regain the ability to move. Follow the Blades and the emperor and you'll run into some assassin's who will end up killing Captain Renault, after the battle the Blades and the emperor leave you, but a hole opens up on the south east wall in the northern most corner of the area. In this next room there is a door to 'Imperial Substructure' on the south east wall, it is locked, you can either pick the lock or grab the key of the dead goblin shaman beside the door, either way, do what ever you wish to get through this door. In this room there is a path on the north east wall, follow this path and you'll encounter some rats and a zombie, kill them and keep following this path north until you enter another room with some rats in it, on the north west wall is an opening to another room, enter this room and kill some more rats. At the far back north west wall is a path that leads out of this room into another, in this next room there is a path in the north corner on the south west wall, follow this path and you enter a small room with an opening on the south east wall, take this new path to a room that at the far south has a door to 'Natural Caverns' on the south east wall, open the door. Follow this path until your reach a small room with a goblin, kill the goblin and then find the path that is on the north east wall, follow that path through a room with a goblin skirmisher and a trap, the rope that runs across the floor will trigger the big clubs of doom hanging from the ceiling to fall. Take the south east path out of this room and you will be in a room where you have to continue south east, at the bottom of this path you will be turned north east, just keep going and you will come to a large room, on the east wall is a path that goes north east, take that path. This path will take you to a door to 'Imperial Subterrane', go through this door. Follow the path and you will come to an opening on the south west wall, go through it and go west, you will find that you are on a ledge above the Blades and the emperor, jump down and if they haven't already died you will get to fight some assassins. The emperor will stop the Blades from killing you and ask to speak with you, approach him and he will eventually ask what sign marked your birth. You must chose for yourself what sign you want, each has benefits, some have downfalls, all are pretty much equally balanced, but designed for different character types, so there is no single best one. Make your choice and then finish the conversation. From here just follow the Blades and the emperor, they will lead you to a door to 'The Sanctum' go ahead and open it. Keep following the emperor and eventually you will be stuck on guard duty as the Blades run off to fight, stand near the emperor and he will start a conversation with you and give you the Amulet of Kings. After that an assassin jumps out and kills the emperor. After all the assassins are dead there will only be Baurus and you, he will be beside the emperors body, go near him and he will start a conversation with you. In this conversation you will be able to chose or create your character class; this is one of the most important parts of the game. You must chose a character type that suits how you play, the skills you master are dependant on the attributes you focus on through leveling up, consider everything you plan on doing with your character and make the best choice for your style of play. After the conversation you will now have the wonderful quest markers on your map and compass. Use the quest markers to guide you out of the prison. When you get to the exit you will have one last chance to change your race, birthsign and class, when you're happy with your character exit the sewers to complete this quest. 02.02 - Deliver the Amulet """""""""""""""""""""""""" Open your world map and scroll west to Chorrol, just south east of Chorrol is a village map marker, this is 'Weynon Priory' fast travel there. Follow your quest marker and you will find Jauffre sitting at a table reading. Talk to him and flow through the conversation to end this quest. 02.03 - Find the Heir (part 1) """""""""""""""""""""""""""""" Get to an out-doors area and open your world map, then scroll south west to Kvatch, fast travel to the city map marker. A wood elf will start a conversation with you and tell you Kvatch is destroyed, end the conversation and follow your quest marker north until you reach some guards at the top of the hill. Savlian Matius will come up to you and start a conversation, once you have the option to 'Help' say you will help and you will complete this part 1 of this quest. You will need to complete 'Breaking the Seige of Kvatch' to continue. 02.04 - Breaking the Siege of Kvatch """""""""""""""""""""""""""""""""""" Go north until you're at the Oblivion Gate and enter it. Inside there are a few monsters that vary depending what level you are, chances are you're still really low so they'll be scamps. What ever they are, they will be fighting a lone guard, save him and he will talk to you. Send him back to Savlian. From the entrance of the Oblivion Gate head north west, just follow this path north west until it turns north, follow it north and it will eventually go east, go east between the 2 large towers ahead of you and then enter the middle one marked by the quest marker. Inside the first room there are 2 doors, one on the east wall and one on the west wall, both go to 'Rending Halls' take either door. There will be a path upwards, take it and at the top you'll run into a door, open the door and you'll be in a small square room. On the south east wall are 2 doors to 'The Blood Feast' take either door. Go up either ramp and you'll find 2 doors on the south east wall that go to 'Corridors of Dark Salvation' take either door. Inside follow the west path upwards and you'll come to a square room, on the west wall is a door to 'Plane of Oblivion' go through this door. Cross the bridge and open the door on the other side, you'll be in a spiral room, go up the spiral ramp and you will find a caged man and a Dremora Sigil Keeper, kill the sigil keeper and talk to the man, he will tell you how to close an Oblivion Gate. Make sure you looted the sigil keeper's corpse and took the Sigil Keep Key. Go back down the spiral ramp to the door you came in from on the north west wall, cross the bridge and open the door on the other side, inside this room on the north wall is a locked door that can now be opened with the Sigil Keep Key, go through this door and follow the path upwards. At the top is a door on the south wall to 'The Blood Feast' open this door. Take either ramp up and at the top you will find a portal on the ground, activate it to be transported. After being teleported turn to the right and follow this path north around the room until you go up another ramp, at the top there will be a door on the south west wall and the east wall, both go to 'Sigillum Sanguis', open either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north side where you can go up either ramp to a platform on the south wall, look north and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. Outside of the Oblivion Gate, follow your quest marker to Savlian Matius and talk to him. He will ask you to help try and take back part of Kvatch, when you're ready tell him so. Follow the guards to the city gates and enter the city. When you enter Kvatch there will be a bunch of Daedra bad guys kill them all. Once they are all dead follow your quest marker to talk to Savlian. After the short conversation follow him into the chapel. Inside the chapel talk to Savlian to complete this quest and obtain a new quest. The quest 'The Battle for Castle Kvatch' is a side quest for information go to: 17.01 - The Battle for Castle Kvatch 02.05 - Find the Heir (part 2) """""""""""""""""""""""""""""" After completing 'Breaking the Siege of Kvatch' follow your map marker to find Martin. When he's infront of you simply talk to him and convince him to go with you. Once he is following you get to an out-doors area and open your world map, scroll to the Chorrol area and fast travel to 'Weynon Priory'. Once there a Dark Elf will come up to you with an assassin right behind him, blast through this conversation. Kill the assassins out here and then look east, the small, but very tall building is where Jauffre is, enter the building and save him from some assassins. After the assassins are dead Jauffre will talk to you, blow through the conversation and then follow Jauffre, he will go into the largest building, up the stairs and into a sectret room on the north east wall, once there he will talk to you again to complete this quest. 02.06 - Weynon Priory """"""""""""""""""""" Get to an out-doors area and open your world map, scroll north to Bruma, just north west of Bruma is a village map marker for 'Cloud Ruler Temple' fast travel there. Once there follow your map marker to the gates, stand around and wait for a moment, then listen to a short introduction and then follow Martin into Cloud Ruler Temple and listen to a speech from Jauffre and Martin. After Martin gives his speech he will talk to you, after the conversation this quest is done. 02.07 - The Path of Dawn """""""""""""""""""""""" Follow your quest marker to Jauffre, talk to him and he'll offer to let you join the Blades, you don't have to, but if you do you can get some cool Blades gear. When you are able to ask Jauffre about 'Amulet of Kings' and when he's done talking get to an out-door area and open your world map and scroll to the middle of the map to the Imperial City, the upper north west city map marker is the 'Imperial City Elven Gardens District' fast travel there. Follow your quest marker to Luther Broad's Boarding House, inside you can find Baurus sitting at the bar, talk to him and he asks you to sit down, do so by activating the stool beside him and then you can talk to him, don't bother trying to talk to him, just offer to listen. After Baurus gets up, the other guy will follow him, wait for a second and then follow that guy into the basement. There Baurus will attack him, help kill the would be assassin and Baurus will ask you to search the body, do so and grab the book 'Mythic Dawn Commentaries 1'. Talk to Baurus, after he's done saying his thing, follow the quest marker out of the building and open your world map then fast travel to 'Imperial City, The Arcane University' marked by the quest marker. Once there follow your quest marker until you find Tar-Meena, when you find her talk to her and ask her about 'Mythic Dawn'. She will give you the 2nd book, but you have to acquire the other 2 on your own. The first one is easy, get outside and open your world map, fast travel to 'Imperial City Market District'. Follow your quest marker to take you to the First Edition, the businesses of Cyrodiil only operate between 8:00 am and 8:00 pm, so if its locked up you will have to wait until its open. Inside talk to Phintias, ask him about 'Mysterium Xarxes'. He tells you that he has a copy, but its for another customer, there are a few ways of getting this book: 1st, the easiest way is having a high enough personality (use potions and spells) and then proceed to the disposition screen to make him like you even more, if you can make him like you enough he will sell it to you instead for only 100 gold. 2nd, you can break into the chest behind the counter and steal it, just don't get caught. 3rd, the most common way is to ask Phintias about 'Gwinas', after doing so you will have a map marker to find Gwinas. Wait for Gwinas to show up and buy the book, then use your map marker to track him down and talk to him. You need to convince him to give you the book. Or you could just kill him and take it. After you have the book fast travel to 'Imperial City Elven Gardens District' and then follow your map markers until you get to Baurus. He will talk to you automatically and just tell him about 'Mythic Dawn Meeting'. From here just follow Baurus for a long while. Eventually you will come to a room with a door and a set of stairs on the north west wall, Baurus will stop here, get near him and he'll talk to you. You can chose to either let him be the one to do the meeting, or you can make him let you do it, its up to you. If you let Baurus do the meeting read this paragraph, if you do the meeting yourself, read the next paragraph. Baurus will say he may not survive this and you can respond how ever you you see fit (if he does die, it does not effect the outcome of the game). After that go up the stairs, down the hallway and through the door. Stay hidden in the shadows by sneaking and you will see a robed dude appear and start a conversation with Baurus, just listen in for now. Then 2 other robed dudes will come your way, if they see you they will attack, but don't worry, even if you use an invisibility potion they will end up attacking Baurus anyway, so you may as well just attack them as soon as you can, or jump down and kill the one near Baurus, once they're all dead skip the next paragraph and continue reading. When you tell Baurus you want to be the one to meet the sponsor, he will need to be told twice that you do things your way, not his. After that he tells you he may not survive this you can respond how ever you want (if he does die, it does not effect the outcome of the game). After that go through the door at the bottom of the stairs. Inside the room there is a table and a chair straight ahead, go to the chair and activate it to sit down, just wait a bit and a robed dude will come out and start talking to you, but then he will get interupted as a couple of his friends find Baurus, press SPACE to get out of the chair and save Baurus by killing all the badies. With the bad guys dead you can loot their corpses and on Raven Camoran, you will find the Mythic Dawn Commentaries 4, grab the Sunken Sewers Key as well. Follow the map markers until you are out of the sewers. Once out of the sewers open your world map and fast travel to 'Imperial City, The Arcane University'. Follow the quest markers until you reach Tar-Meena, talk to her and ask about 'Mythic Dawn'. You will have to wait 24 hours before she has any more information for you. After 24 hours talk to her and ask her about 'Mythic Dawn' and you will end up having to wait another 24 hours. Once again after another 24 hours talk to her and again ask her about 'Mythic Dawn' and this time she has solved the mystery for you. Go outside and fast travel to 'Imperial City Palace'. Once there follow your quest marker to 'Tomb of Prince Camarril' and wait until it is 12:00 pm. At 12:00 pm the door will have some glowing red symbols, activate it to complete the quest. 02.08 - Dagon Shrine """""""""""""""""""" Open your world map and scroll to Cheydinhal, fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal. Once there follow your map marker north until you reach the cave 'Lake Arrius Caverns'. This is one of those quests that have multiple ways of completing it, they are listed below and what ever way you complete it is up to you and how you play. 1st - kill them all! 2nd - play along (breaks into 2 different paths). 1st, enter the cave and follow the path down into the first room, there is a guy in a red robe by the north wall, he guards the locked door, you can either kill him and take his key or talk to him and let him open the door. Either way, you have to get through that first door. Once the door is open go through it and you will encounter another red robed guy, if you didn't kill the first guy, Harrow will talk to you and ask you to give up all your equipment and money... since you want to kill everyone you don't want to be giving up your possessions, so say no. He will end up trying to kill you and now you're hostile to all the Mythic Dawn followers in this place. Go through the door to 'Shrine Antechamber'. In here a Mythic Dawn Guard will open a door on the south wall, kill him and go through the door he opened. Continue going south and you will find another Mythic Dawn Guard guarding a door to 'Dagon Shrine', open this door. Inside go east until you're at the edge looking down on a room of Mythic Dawn followers and some guy giving a speech. Because you are hostile to these guys you're actually going to have to fight them all. Plan your strategy from up here, and for the love of god SAVE! You can wait for buddy to finish his speech, or jump down and start killing, either way the guy giving the speech gets away. Once all the Mythic Dawn followers are dead go onto the speech platform and you will see an Argonian laying on a stone bench below a giant statue, your quest marker also directs you to a book on a podium. If you pick up the book 'Mysterium Xarxes' the statue behind you will fall and kill the Argonian, if you wish to save him you must free him first, to free him simply talk to him and you will be able to release him, once free he will take off running. Now, go pick up 'Mysterium Xarxes', the statue will crumble and you have a quest marker to guide you out of here. Skip the next 3 paragraphs. 2nd, enter the cave and follow the path down into the first room, there is a guy in a red robe by the north wall, he guards the locked door, talk to him and he will open the locked door, go into that passage way and you'll encounter Harrow, he will start a conversation with you and ask you to give up all your equipment and money... go ahead and give it to him, you will get it back soon enough. Follow Harrow and he will take you to 'Dagon Shrine' where you will find a bunch of Mythic Dawn followers listening to some guy giving a speech, once the speech is over Harrow will announce your desire to join the cult. A female on the speech platform will ask you to come to her, do so and she will start a conversation with you and give you a choice, she will ask you to kill a prisoner, you can either do it (read the next paragraph) or don't (skip the next paragraph). If you wish to kill the poor prisoner and be an evil hero, go up onto the speech platform and the woman will talk to you and ask you to kill the prisoner, go ahead and pick up the dagger sitting beside the book, equip it and then kill the prisoner, the woman will welcome you to the cult. Wait for a bit and most of the guards will disapear. Once the room is clear, use your quest marker to find 'Mysterium Xarxes' and pick it up, Harrow, the guy who has all your equipment and money will be the closest to you, kill him and get your stuff back, after equiping all your stuff kill everyone left in the room and you will now have your quest marker to guide you out of here. Skip the next paragraph. This is probably one of the hardest parts of the game, if you took this choice, please SAVE! If you don't want to kill the poor prisoner you are going to have a tough time, you don't have any weapons or armor. If you go up the platform the woman will approach you and ask if you will kill the prisoner, if you say 'no' they will attack automatically, but you can say 'yes' and then take the dagger and at least have a weapon. How you do this is up to you, but the first person you should kill is Harrow, who has all your equipment. Once he is dead you can loot his corpse and get all your stuff back and then with it equiped you can try your best to kill everyone, chances are there are simply too many, do what ever you must to survive. After they are all dead you can go onto the speech platform where the Argonian prisoner is laying down, there is also a book up here on a podium, if you pick this book up the Argonian will be killed, so lets free him first (unless of course you wish to let the lizard die). Talk to Jeelius and you can free him and he will run away. Now take the book 'Mysterium Xarxes' and the statue behind you will crumble, you also have your quest marker to guide you out of here. When you come to a room that seems to be a dead end but your quest marker says you have to go through this room, look at your map and you will see that this room does connect with the larger room, the trick is there is a switch on the north corner of the entrance to the passage that is a dead end, activate this switch and the path will open, continue to follow your map marker and you will be out of this place. Once you're out of the cave open your world map and scroll to 'Cloud Ruler Temple', just north west of Bruma, fast travel there. Once you're at Cloud Ruler Temple follow your quest marker until you find Martin. You may run into Jauffre who will start a conversation with you, but you don't have to find him first. Once at Martin talk to him to complete this quest. 02.09 - Spies """"""""""""" First you must find Jauffre, follow your quest marker to find him, once you do talk to him and ask him about 'Spies' and he will ask you to talk to Burd in Bruma and Steffan here in Cloud Ruler Temple, follow your quest marker to find Captain Steffan first. Talk to him and ask him about 'Spies'. Just follow your quest marker until you reach a big old stone with green markings, this is the rune stone, wait here until you find the Mythic Dawn agents. The one you need to find is Jearl, she was there between 5:00 pm to 10:00 pm for me, when you find her, kill her and then loot her corpse. Take the Basement Key and Jearl's Key. Open your world map and fast travel to Castle Bruma. Once there follow your quest marker to find Captain Burd. Talk to him and ask him about 'Spies', you'll have to have killed Jearl to advance, tell him she was a spy and he will give you the chance to raid her house for clues. Follow your map marker to find Jearls house, once there enter her house and you will see a table in the middle of the room, on the east side of the table, behind a chair is a trap door on the floor, open it. In the basement there is a table against the north west wall that has a book and a scroll on it, take the scroll. Follow your quest marker to guide you out of Bruma through a secret cavern entrance, once outside open your world map and fast travel to 'Cloud Ruler Temple' north west of Bruma. Once you're there follow your quest marker to guide you to Jauffre. Talk to him and then follow your quest marker to Martin and talk to him to complete this quest. 02.10 - Blood of the Daedra """"""""""""""""""""""""""" Talk to Martin and ask him about 'Daedra artifact' and he will tell you to read a book called 'Modern Heretics' which is sitting on the table in front of Martin. This book will mark Azura's Shrine on your world map, but you don't have to do Azura's shrine if you don't want to, any of the Daedra shrines will give you an artifact that you can give to Martin, go to: Chapter 16 - Daedra Shrine Quests and choose what ever shrine you wish. Once you have a Daedra artifact fast travel to 'Cloud Ruler Temple' just north west of Bruma. Follow your quest marker to find Martin and talk to him. Talk to Martin about 'Daedric artifact' and you will have to sacrifice a Daedric artifact in your possession to complete this quest. 02.11 - Bruma Gate """""""""""""""""" Use your quest marker to find Jauffre at Cloud Ruler Temple, when you find him he will start a conversation with you. After the conversation fast travel to 'Wildeye Stables' on the east wall of Bruma. Follow your quest marker to find Burd, he'll start a conversation with you, when you're ready to go into the Oblivion Gate let him know. After he gives a speech you'll need to go south and enter the Oblivion Gate. While you're doing this Burd can not die, if his health drops to nothing he will be knocked out for a few moments and then come back to life, but the other 2 guards can die, and probably will. Tell Burd to follow you. The creatures you fight here are entirely dependant on your level. From the entrance of the gate go east, stay on this general path and it will eventually turn north, follow the path north until it curves west, just keep going and as you start heading south west you will come to a massive door frame type landmark, go south from here. The path will come to a large flat area, look to the east and you will see a door, go through that door. In this first room there are doors to 'Rending Halls' on the north and south corners, go in either door. Take the path upwards until you come to a square room with some enemies and a blood fountain, there is a door on the east wall marked 'Citadel Hall Door' open that door, follow the path upwards and then go west, at the end of the hall go south, there are 2 doors on the south wall that go to 'The Fury Spike' go through either door. Go up the path and at the top on the west wall is a door to 'Corridors of Dark Salvation' go through this door. Follow the path upward to a small room, right beside the path you came up from is another path that leads upwards, keep going up. At the top is a door on the east wall to 'The Fury Spike' go through that door. You can go up either side, at the back east wall is a Sigil Keeper, this enemy holds a Sigil Key which you can use to open the next set of doors. After killing him and taking his key you can go through either the north or south doors to 'Sigillum Sanguis'. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the west side where you can go up either ramp to a platform on the east wall, look west and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. After you're out of the Oblivion Gate use your quest marker to find Burd and talk to him, after that open your world map and fast travel to 'Cloud Ruler Temple' north of Bruma, from there follow your quest marker to find Jauffre, talk to him to complete this quest. The quest 'Allies for Bruma' is a side quest, for information on it go to: 17.02 - Allies for Bruma 02.12 - Blood of the Divines """""""""""""""""""""""""""" After talking to Martin he will ask you to talk to Jauffre, follow your quest marker to find him and Jauffre will give you all the information you need and a key. To find 'Sancre Tor' open your world map, it is north east of Chorrol, the best way to get there is to fast travel to 'Chorrol North Gate' and just follow your map marker from there. Once you find Sancre Tor, follow your quest marker to the entrance. You will be encountering ghosts in this place, so you'll want a silver weapon or good offensive magic. Inside follow the path until it comes to an 'Old Wooden Door' on the south west end of the hallway, open the door and follow the path around to the other side and take the stairs down. On the north west wall is a door that should be open, go through it. Follow this path and you will come to a gate block your way, the switch to open it is at the bottom of the stairs right before the gate against the south east wall, activate the switch and then head north east through the gate and you'll come to an open door, go through the door and follow the hallway. This path will take you to a set of stairs, at the top of the stairs is an Undead Blade, a skeleton, kill him and a ghost will appear. Talk to the the ghost of Rielus and you will be given a mission of finding and killing a couple more undead Blades to free their spirits as well. Follow your quest markers to kill the other undead Blades, just keep following your quest marker. When you enter 'Sancre Tor, Prison' you will come to a gate, to open it just activate the switch right before it against the south wall. Keep following your quest marker and you will come to a room with a locked door and a skeleton called 'Warden Kastav' kill the skeleton and loot the corpse to find the key to the door, or just lock pick the door, it doesn't matter. Either way, keep following your quest marker. Once all the undead Blades are dead, follow the last one you killed and he will lead you to where you have to go. When you get to the area with all 4 spirits of the dead Blades, they will lift the enchantment and give you access to the Armor of Tiber Septim. Follow your quest marker to find it and pick it up. Follow your quest marker to get out of this place. Once you've made it out, open your world map and fast travel to 'Cloud Ruler Temple', north west of Bruma. Follow your quest marker to guide you to Martin and talk to him. Tell Martin about 'Armor of Tiber Septim' to end this quest. 02.13 - Miscarcand """""""""""""""""" Get outside and open your world map, 'Miscarcand' is located directly between Kvatch and Skingrad, fast travel to what ever map marker is closest for you and then follow your map marker until you reach the ruins. Once you've made it there, follow your quest marker to get you inside, here you will be fighting undead creatures, goblins and who knows what else. As always, just follow your quest marker. When you come to an 'Iron Gate' that is locked, you need to jump down into the pit below and take the passage off the west wall and follow it until you come to a small square room, in this room on the east wall is a switch, activate it and then continue following the path north, there will be a switch on the floor that you have to step on to open the gate blocking the path east. Follow your quest marker and you will find the gate has been opened, go through and open the next door to 'Miscarcand, Sel Vanua'. When you come to an 'Iron Gate' that is locked and blocking the path north, go back south through the large room and go all the way south until you're in a hallway with an exit on the east wall, the switch you have to press is in this hallway on the south wall, activate it and then follow your quest marker back to the iron gate that was locked, go through it and open the door to 'Miscarcand, Morimath'. Just follow your quest marker and you will come to the Great Welkynd Stone. After taking the stone the passages in this area will change slightly and a powerful ghost will appear, the King of Miscarcand, kill him and loot his corpse to find a Miscarcand Key, take it. Now, go north and you'll come to a dead end, but there is a switch on the floor, step on it and a path will open to the west, take that path and you'll come to a locked door that can be opened with the Miscarcand Key. Go through the door and follow the path, it will take you to a door to 'Miscarcand' open it. This appears to be a dead end, but on the north end of this little room is a switch on the floor, step on it and a path will open on the north wall. Follow your quest marker from here to get out, once you are out open your world map and fast travel to 'Cloud Ruler Temple' just north west of Bruma. Once there follow your quest marker to find Martin, he will be armed and in an arguement with Jauffre, talk to Martin to complete this quest. 02.14 - Defense of Bruma """""""""""""""""""""""" Get outside and open your world map, fast travel to 'Castle Bruma' and then follow your quest marker into the castle. Now, the countess is normally only in attendance during weekday mornings, but she should be there at all times with this quest active. Talk to her and tell her about 'Battle Plans'. Follow the countess, or the quest marker to the chapel. Narina and Martin will have a short conversation. A key part to completing this quest is having 'Allies for Bruma' completed, this side quest will help you out by giving you strong soldiers, rather than peasant militia, for more information on it go to: 17.02 - Allies for Bruma When you are ready talk to Countess Narina and tell her you are ready to begin the battle. After that follow your map marker out of Bruma and to the battlefield north east of Bruma. Once at the battlefield you will find allies from any city you successfully requested help for Bruma from. You will have to wait until Martin arrives at the battlefield as well, when you are both there Martin will give a speech and the battle will begin. The enemies that spawn will vary based on your level, the higher your level, the more powerful the enemies will be. For now, join the soldiers and just kill away. If Martin dies you will not be able to beat the game. Slowly the second and third Oblivion Gate will open, then finally the great gate will open, enter the great gate to complete this quest. 02.15 - Great Gate """""""""""""""""" Inside you will see a giant spinning machine, this siege engine will destroy Bruma if you don't get to the sigil stone fast enough. You only have 15 minutes, you will be told every minute how many minutes remain, so get going! Go north and you will find you can not go any further because there is a pool of lava, turn east and you'll find a door to 'World Breaker Guard', go in there. Inside step onto the platform in the middle of the room and it should automatically go up, if not, look down and activate it. When it gets to the top, get off and follow the path upwards, go all the way to the top and open the door to 'Plane of Oblivion'. Go across the bridge and open the door to 'World Breaker Guard'. Inside here there is a door on the west wall to 'Plane of Oblivion' open it and cross the bridge, on the other side open the door. Follow the spiral ramp all the way down until you come to the last level where there is a door on the west wall to 'Plane of Oblivion' open the door. Outside go north and you will find the bridge is broken, you will have to make this jump, if you're in heavy armor and are encombered by it, take it off for the moment, its not that hard of a jump, but you should save before taking it, you don't want to fall as it will eat up precious minutes. On the other side keep going north and you will go under a bridge, at the top of the hill turn west and there will be an opening to the south, go through it and on the tower to the west is a door to 'World Breaker Guard' open it and skip the next paragraph, if you can not make the jump read the next paragraph. To the west of the bridge on the north wall is a door 'The Smoke and Scorch' go in this door. Inside there is a hole in the floor directly infront of you, jump down, take the north east path and follow it into the next room and you will find an opening on the north east wall, take it and you will come to a door to 'World Breaker Guard', open it. Inside here go onto the platform in the middle of the room and it should automatically go up, if not, look down and activate it. Follow the spiral ramp all the way up and at the top by the east wall is a switch on the floor called 'Gate Control' activate it. Then go back down the spiral ramp until you come to the door on the east wall to 'Plane of Oblivion' and go through the door. The gate to the east is now open, so go east and in the middle of this bridge is a tower to the north, go in the door to 'The Tower Portal to World Breaker'. At the north wall there is a Sigil Keeper, kill him and loot his corpse to get the Sigil Key. The door on the north wall to 'Vaults of End Times' is where you must go. Inside follow the path upwards and you will come to a room with a couple doors, you need to take the one on the south wall, open it and follow the path upwards and you will come to another door to 'World Breaker', open it. Follow the path north east and it will take you upwards, keep going up all the way to the top and you will encounter another Sigil Keeper, kill him and loot his corpse if you still need a Sigil Key. Then go to either the door to the north east or south west to 'Sigillum Sanguis' and go in. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north west side where you can go up either ramp to a platform on the south east wall, look north west and you will see a pillar of fire holding up a black orb, this is the Great Sigil Stone, activate it. Outside of the Oblivion Gate the battle will be coming to an end and the siege machine will be all busted up and useless. Help kill off the remaining enemies and the remaining soldiers will bust into applause. Use your quest marker to find Martin and talk to him to complete this quest. 02.16 - Paradise """""""""""""""" Follow Martin to Cloud Ruler Temple or go there and wait for him, once you are both in the great hall talk to Martin and you can have him open the portal to paradise, when you are ready, you had better be ready, there is no turning back until the job is done. Martin will open the portal which will appear and you can enter it, do so. Inside a voice will eventually talk to you from no where, after it is down follow the stone path that starts out going south west, keep following it and you will run into a shirtless dude that doesn't attack you, if the voice from no where is done talking, talk to this guy, the 'Ascended Immortal' and ask him about 'Gaiar Alata'. After that ask him about 'Savage Garden' and 'Forbidden Grotto'. Then ask him about 'Bands of the Chosen'. Now, go back to the path and follow it south, south east. Keep following it and the voice will return from no where, buddy tells you he will be waiting for you. Keep following the stone path and you will come to a split in the road, one path will go north east up a hill, the other path goes east down a hill, you need to take the east path down the hill. Keep following this path and you will come to a T, one path goes west and the other east, go east and you will encounter a Kathutet, talk to him. He will let you chose between killing him or doing him a service. If you want to do the service read the next paragraph, if you kill him and take the Bands of the Chosen, skip the next paragraph. Follow the stone path west and it will take you to a small stone structure, from here go north until you come to the water, then face south and you should see a door to 'Lair of Anaxes' open it. Go through this cave to the far south west side and on that wall there is a large bolder being held up with a couple of logs, activate both logs to let Anaxes out. Now follow your quest marker back to the Kathutet. When you have the Bands of the Chosen follow the quest marker into 'The Flooded Grotto' and just keep following it until you come to the end of this cavern and find the door on the south wall to 'The Forbidden Grotto'. This whole time buddy is going off on some religous banter that really doesn't matter cause you know you're going to kick his ass anyway. Equip the Bands of the Chosen and you can open the door. Here you will not be able to unequip the Bands of the Chosen. Take the path south into a large room, look east and you will see a small bridge, cross it, on the other side of the bridge, just to the south is a lever, you can pull it to switch who is being tortured in the lava, the guy or the girl. Turn to the north and you will see an opening, go towards it and there will be a robed dude called 'Eldamil' he will talk to you. You'll have to listen to him go on for a while, but eventually you will be able to ask 'How can you help me?' Agree to play along with his little plan. Follow him and he will tell the Daedra a story and demand you go into the cage, now, it may seem a little bit crazy trusting someone who is supposed to be the enemy, but do it. As the cage lowers towards the lava and the feeling that you've been betrayed jumps to mind, the cage stops just above the lava. Soon after it raises again and the opening takes you to the other side of the gap. There is an opening on the east wall, go in it. Right away you can go north or south, go south, in this next room there is a gap with lava at the bottom, don't fall down, there is a bridge on the east side of the room, cross the bridge and then head to the far back, south wall to find a door to 'The Forbidden Grotto' and go in it. Follow the path and you will find Eldamil, he will talk to you and offer to help you. You don't have to let him help you, but he is somewhat powerful, and if he dies, he will come back to life eventually. So let him help or not, its up to you, either way, buddy will speak from no where again (man he likes the sound of his own voice). From Eldamil, go south and there will be an opening along the east side of the path, take it and you will come to another lava torture room, there is again a bridge to cross the lava, go north and cross the bridge, then on the other side of the bridge turn west and you will find an opening. Go through the opening and turn north in the next room, then go east and the path will turn north, just keep going all the way to the back north wall and you will be able to find an opening on the west wall. Go up the path and you will come to a large room, in the north west corner is an opening to the west, take it and follow this path, it will take you north to a door to 'Paradise' open it. On the other side of the door is a stone path, follow the path and it will eventually come to a T, take the east path. This will take you to a couple robed figures, Ruma will talk to you and then you can follow her into the 'Carac Agaialor' or you can kill her and the other guy, if you don't you just have to fight them both inside anyway, so may as well get a cheap shot in on them now. Enter 'Carac Agailaor' and approach Mankar Camoran sitting in his throne. He will give a speech and then if you let his minions live, they will attack. After they are dead Mankar will attack, kill him, he's very easy. After you kill him, quickly loot his corpse and grab the Amulet of Kings. The paradise will crumble and you will be transported back to Martin. Martin will come up to you and start a conversation with you. When he is done this quest is complete. 02.17 - Light the Dragonfires """"""""""""""""""""""""""""" Get outside and fast travel to 'Imperial City Palace'. From there just follow your quest marker until you reach the high chancellor Ocato, he will approach you and then greet Martin, but a soldier interupts everything and you find out the city is under attack. So, once again, you're off to kill endless amounts of bad guys and save the day, follow Martin and protect him at all costs. Get outside of the palace and follow your map marker, Martin seems to go right to the temple, so ignore most of the bad guys. When you're in the Temple District you will be in a major battle and if you round the corner, you will find a giant, and I mean, GIANT, bad guy, this is Mehrunes Dagon. You will need to talk to Martin. When he is done you will have to take him into the temple, tell him to follow you. Just run past Mehrunes Dagon and follow your quest marker into the temple. Inside wait for a moment and then Martin will run off to a corner of the temple, approach him and he will say farewell. Just sit back and watch as Martin becomes a mighty firey dragon and does his thing. When Mehrune is defeated you'll be given a short video and then be back in the temple. This quest is complete. 02.18 - Imperial Dragon Armor """"""""""""""""""""""""""""" Ocato runs up to you and starts a conversation with you. After he's done talking you can ask him about 'Champion of Cyrodiil' and you will be rewarded Imperial Dragon Armor... but it will take 2 weeks before you can get it. After 2 weeks (you probably want to explore the world rather than wait all 336 hours) you can pick up your Imperial Dragon Armor from the Imperial Legion Compound. You will know when it is ready because it will give you a quest update. Open your world map and fast travel to 'Imperial City Prison' and follow your quest marker to an Iron Gate, go through it and you will be at a wooden door to 'Armory' open this door. Your equipment is on a table against the east wall, pick up 1 piece and this quest will be complete, just make sure you pick it all up. ------------------------------------------------------------------------------- Chapter 03 - Fighters Guild """"""""""""""""""""""""""" 03.01 - Join the Fighters Guild 03.02 - A Rat Problem 03.03 - Advancement (Apprentice) 03.04 - The Unfortunate Shopkeeper 03.05 - The Desolate Mine 03.06 - Advancement (Journeyman) 03.07 - Unfinished Business 03.08 - Drunk And Disorderly 03.09 - Advancement (Swordsman) 03.10 - Den of Thieves 03.11 - Amelion's Debt 03.12 - Advancement (Protector) 03.13 - The Master's Son 03.14 - More Unfinished Business 03.15 - Advancement (Defender) 03.16 - Azani Blackheart 03.17 - Advancement (Warder) 03.18 - The Wandering Scholar 03.19 - The Fugitives 03.20 - Advancement (Guardian) 03.21 - Trolls of Forsaken Mine 03.22 - Demotion (Defender) 03.23 - The Stone of St. Alessia 03.24 - The Noble's Daughter 03.25 - Restored Rank (Guardian) 03.26 - Mystery at Harlun's Watch 03.27 - Advancement (Champion) 03.28 - Information Gathering 03.29 - Infiltration 03.30 - The Hist 03.31 - Fighters Guild Master ------------------------------------------------------------------------------- 03.01 - Join the Fighters Guild """"""""""""""""""""""""""""""" You can only join the fighters guild by talking to Vilena Donton in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Until you are a member of the Fighters Guild the doors will be locked at night between 10:00 pm and 6:00 am. Talk to one of these 3 NPC's and ask them about joining the fighters guild and as long as you're not a super criminal, they will let you in and this quest will be complete. To find the Anvil Fighters Guild Hall open your world map and fast travel to 'Anvil Main Gate' once there go south, the building to the south east with the red banners is the Fighters Guild Hall. Azzan wanders around inside from the main floor to the top floor. 03.02 - A Rat Problem """"""""""""""""""""" Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract' and then ask him about 'Rats' and this quest will be activated. Follow your quest marker to Arvena Thelas' house and find and talk to her, ask her about 'Rats'. Now follow your quest marker to Arvena's basement. Inside the basement are a bunch of rats and a mountain lion, kill the mountain lion, but leave the rats alone. After killing the mountain lion follow your quest marker back to Arvena. Tell her what you found and you will be asked to find a hunter. Follow your quest marker out of Arvena's house and use it to find Pinarus Inventius. Talk to him and ask him about 'Mountain Lions' and he will lead you to them. Just keep following Pinarus and he will take you out of Anvil, keep following him and you will soon be at the mountain lions. There are 4 in total, kill them all and talk to Pinarus. Now, follow your quest marker back to Arvena. Talk to her and tell her about 'Mountain Lions'. With another one in the basement follow your quest marker and kill it. Follow your quest marker back to Arvena and talk to her, ask her about 'Quill-Weave'. Follow your quest marker to find Quil-Weave, talk to her and ask her about 'Mountain Lions'. She will deny everything unless you have proof, so follow her. At 9:00 pm she will go behind Arvena's house and drop some meat, if you were watching you can now confront Quil-Weave with proof, so talk to her and tell her about 'Mountain Lions'. Now follow your quest marker into Arvena's house and talk to her. You can either tell her the truth or lie. If you lie you get 500 gold. If you tell her the truth she gives you 500 gold and increases your speechcraft skill by 1. The quest is now complete. 03.03 - Advancement (Apprentice) """""""""""""""""""""""""""""""" When you are ready to advance to Apprentice you need to talk to either Vilena Donton in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.04 - The Unfortunate Shopkeeper """""""""""""""""""""""""""""""""" Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract' and then ask him about 'Norbert Lelles' and this quest will be activated. Follow your quest marker out of Anvil to Norbert, talk to him and ask him about 'Break-ins'. He will ask you to stay in the shop over night to try and catch the thieves, they will show up some time around 11:00 pm. Kill them and then follow your quest marker to Norbert. Talk to Norbert and tell him about 'Break-ins' and he will give you 500 gold. This quest is now complete. 03.05 - The Desolate Mine """"""""""""""""""""""""" Go to the Cheydinhal Fighters Guild Hall and talk to Burz gro-Khash, ask him about 'Contract' and this quest will be activated. He will give you a Steel Bow, Longsword and Warhammer, you need to deliver these so don't sell them. Follow your quest marker out of Cheydinhal, and then north west until you come to the Desolate Mine. Enter the mine and follow your quest marker forward and you will see 3 un-armed soldiers, talk to the female, Rienna. Ask her about 'Weapons Shipment'. Then talk to the Orc, Brag gro-Bharg and ask him about 'Weapons Shipment', give him the hammer. Now talk to the Wood Elf, Elidor, ask him about 'Weapons Shipment' and give him the sword. After the troops have their weapons you will have to kill all the goblins in this mine. If you can kill them fast enough and keep the soldiers alive, good rumors will spread of your victory, if any of them die sad rumors spread, but the game will go on and the story won't be affected. On the north east wall is an opening, go through it and you will come to a door, open the door, go down the path and you should encounter your first goblin. Go south west and you will come to a room with another goblin, on the south west wall are 2 openings side by side, standing between them face west and take that path. You will come to a room with 3 or 4 goblins. There is an opening in the north corner of the room and another on the north east wall, take the north east path. This path takes you to a single goblin, after that turn around and go back to the previous room and take the path in the north corner. You will come to a hill with a booby-trap, often this trap will kill some of your allies, so watch out. At the bottom is a room with 2 goblins. Sometimes if your allies do a good job all the goblins will be dead by now, if not back track through the path and up the hill with the booby-trap, and into the next room, on the south east wall is an opening, take it. This path will take you into a room with an opening right beside the one you just came from, so turn around and face the 2 paths, the one more to the south is where you need to go. Follow that path to find the last goblin. After they are all dead, follow your quest marker out of the mine and open your world map, fast travel to Cheydinhal and find Burz gro-Khash, talk to him and ask about 'Contract' to complete this quest. 03.06 - Advancement (Journeyman) """""""""""""""""""""""""""""""" When you are ready to advance to Journeyman you need to talk to either Vilena Donton in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.07 - Unfinished Business """"""""""""""""""""""""""" You can ask Azzan or Burz about 'Contract' and you will be given a quest marker, or you can just simply go to the Chorrol Fighters Guild Hall and talk to Vilena Donton. If she is not in the Fighters Guild Hall she may be in her house, just south east of the guild hall. Ask her about 'Duties'. Now follow your quest marker to Modryn Oreyn, talk to him and ask about 'Duties' and then ask him about 'Maglir' and then about 'Defaulted'. Now open your world map and fast travel to Skingrad. Once there follow your quest marker to find Maglir, talk to him and ask him about 'Defaulted'. Next ask him about 'Brenus Astis' Journal' and you will get a map marker for Fallen Rock Cave. Follow your quest marker out of Skingrad, then north west until you find it. Inside you will find ghosts, so you will need a good silver weapon or better, or just strong magic, when you're ready enter the cave. Follow your quest marker and you will eventually come to it in a dead end room, the journal is laying beside a chest on the north wall, take it. Follow your quest marker out of the cave and open your world map, you can go to Skingrad and tell Maglir you found the book, but you don't have to because he just tells you to go to Modryn anyway. Go to Chorrol and talk to Modryn, ask him about 'Defaulted', you will be able to chose to say Maglir found the journal or you can tell the truth. What ever you chose it doesn't matter, it will not effect the outcome of the Fighters Guild quests and this quest will be complete either way. 03.08 - Drunk And Disorderly """""""""""""""""""""""""""" Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his home, talk to him and ask him about 'Duties' and then ask about 'Causing trouble'. Open your world map and fast travel to Leyawiin. Once there ask the first person you see and they should have the topic 'Causing trouble' ask them about it and you will get a quest marker, follow it to the Five Claws Lodge. Inside talk to Vantus and ask about 'Causing trouble' and then about 'Blackwood Company'. You will then ultimately have to say 'You need work to keep busy'. Now go ask pretty much any local citizen about 'Fighters Guild Jobs' and they will tell you to ask Margarte. You now have a quest marker to find her, so follow it and talk to her, then ask her about 'Fighters Guild Jobs'. Before she will give you a job for your guild mates, you will need to bring her 5 ectoplasm. You can find ectoplasm off of Will-o-the-Wisp creatures, or you can buy them at the various alchemy shops around Cyrodiil. How you get them is up to you, I recommend just fast traveling to different towns and buying them. Once you have 5 ectoplasm follow your quest marker back to Margarte and talk to her, ask her about 'Fighters Guild Jobs' and as long as you have 5 ectoplasm samples with you she will give you the work you need. Follow your quest marker back to the Five Claws Lodge and talk to Vantus, tell him about 'Fighters Guild Jobs'. Now open your world map and fast travel to Chorrol, follow your quest marker to find Modryn. Talk to him and ask him about 'Causing trouble' and this quest will be complete. 03.09 - Advancement (Swordsman) """"""""""""""""""""""""""""""" When you are ready to advance to Swordsman you need to talk to either Modryn Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.10 - Den of Thieves """""""""""""""""""""" Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract' and then ask about 'Thieves' and this quest will be activated. Now Maglir, a Wood Elf will be with you, he really doesn't do much, so you can just tell him to 'Wait here' and do everything yourself and still successfully complete the quest, or you can let him come with you, either way it doesn't matter. Go find pretty much anyone and ask them about 'Thieves' and you will get a quest marker to help you find Newheim the Portly, follow the qust marker and talk to him and ask him about 'Thieves'. You will now have a map marker for Hrota Cave. You can also ask Newheim about 'Heirloom' to activate an optional quest, Newheim's Flagon. Follow the quest marker to Hrota Cave, once there enter it. There are 8 thieves in the cave, each is marked by a quest marker, hunt them all down and kill them. Once you have killed all the thieves you will be told to go back to Azzan for payment. You may want to complete Newheim's Flagon while you are here, go to 17.11 - Newheim's Flagon for more information. Follow your quest marker out of the cave and back to the Anvil Fighters Guild Hall and talk to Azzan. Tell him about 'Theives' and this quest will be complete. 03.11 - Amelion's Debt """""""""""""""""""""" Go to the Cheydinhall Fighters Guild Hall and talk to Burz gro-Khash, ask him about 'Contract'. You will have a map marker for Water's Edge, which is just north of Leyawiin. Fast travel to the nearest map marker and make your way to the settlement. Once there find her, I've only ever seen her in her house, and the door has always been marked red, but its not locked during the day, so if its the same for you, just go inside and talk to her. Ask her about 'Debt' and after that you will have to ask her about her father and the debt again, then you can ask her about 'Sword and Armor'. Now you can just give her money and be done with this part of the quest and skip the next 3 paragraphs, or you can keep reading to find the sword and armor. Ask Biene about 'Where are the sword and armor' and she will mark Amelion Tomb on your map and you will have a quest marker, follow it to the cave and enter it. You will be fighting ghosts in here so make sure to bring a silver weapon or have good offensive magic. You will come to one room where you may not be able to go any further, you have to pull a rope hanging from the roof to open a secret passageway. For the most part, just follow your quest marker until you come to the marked room, the sword and armor are laying on tombs on the west wall, pick them up. Follow your quest marker out of the cave and back to Biene. Talk to her and ask her about 'Sword and Armor'. You can give her the sword and armor, or you can give her the money she needs, if you give her the money you get to keep the sword and armor, either way it doesn't matter. Fast travel back to Cheydinhal and follow your quest marker to Burz, talk to him and tell him about 'Biene Amelion' to complete this quest. 03.12 - Advancement (Protector) """"""""""""""""""""""""""""""" When you are ready to advance to Protector you need to talk to either Modryn Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.13 - The Master's Son """""""""""""""""""""""" Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his home, ask him about 'Duties' and then about 'Viranus Donton' and then about 'Confidence'. Follow your quest marker to Viranus and talk to him, ask him about 'Galtus Previa' then you can tell him what ever you wish and move on. Follow your quest marker to Nonwyll Cavern and enter it. Follow your quest marker through the cave until you come to the room with Galtus Previa's corpse. You'll then be promted to return to Modryn. Follow your quest marker out of the cave and back to Chorrol, find Modryn and talk to him, tell him about 'Galtus Previa' and this quest will be complete. 03.14 - More Unfinished Business """""""""""""""""""""""""""""""" Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his home, ask him about 'Duties' and then about 'Defaulted'. Fast travel to Bravil and once you're there talk to pretty much anyone and ask about 'Maglir' then follow your quest marker to The Lonely Suiter Lodge. Find Maglir and talk to him, ask him about 'Defaulted'. Now you're going to have to go talk to Modryn, so fast travel back to Chorrol and find him, you won't have a quest marker, so look in the fighters guild hall and his home, when you find him talk to him about 'Maglir'. Now fast travel back to Bravil and follow your quest marker to Aryarie, who is normally in the mages guild, if you're not a member of the mages guild you may have to pick some locks and do a bit of trespassing to find her. When you do find her talk to her and ask her about 'Imp Gall' and you will get a quest marker to help you find Robber's Glen Cave. Follow your quest marker to the cave, inside the cave you can find a bunch of Imps, kill them and loot their corpses to find the Imp Gall you need. Once you have 10 follow your quest marker out of the cave and fast travel to Bravil. Find Aryarie and talk to her, tell her about 'Imp Gall'. Fast travel back to Chorrol and follow your quest marker to Modryn, talk to him and tell him about 'Maglir' and this quest will be complete. 03.15 - Advancement (Defender) """""""""""""""""""""""""""""" When you are ready to advance to Defender you need to talk to either Modryn Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.16 - Azani Blackheart """""""""""""""""""""""" This quest is automatically activated apon completing More Unfinished Business. After advancing your rank to Defender go to the Chorrol Fighters Guild Hall and talk to Modryn, ask him about 'Duties'. Now either follow Modryn to his house or go their on your own and wait for him, even though he said to meet him after sundown, I've found any time works, just as long as its inside his house. Talk to Modryn and ask him about 'Blackwood Company' and then when you can ask him about 'Azani Blackheart' after that tell him 'I'm in'. Now open your world map and fast travel to Leyawiin. Follow your quest marker into the fighters guild hall and find Modryn, talk to him and you will be given a map marker to Arpenia. Follow your quest marker until you get there and go inside. From the entrance follow the path east, at the end turn north and you will be in a room, there is a path down some stairs on the east wall, take this path. This path will take you to a room with a new path on the south wall, go through this path and you will come to a room with a spiraling stair case to an opening on the west wall, go through this opening to find a gate, open the gate. In this room Modryn should approach you, when he does ask him about 'Azani Blackheart'. If he doesn't approach you and when you talk to him he doesn't have anything new to say, try exploring the ruins some more and talk to him every once in a while, once you've heard what he has to say move on to the next paragraph. Just follow Modryn to Atatar, or if you already know where it is go there. Once you're there, with or without Modryn, just follow your quest marker through the ruins until you get to a door to 'Atatar Haelia Dagon'. In this room there is a gate in the south west corner that is opened remotely, the switch is right beside the gate in a room on the south west wall, activate it to open the gate. Keep following your map marker until you come to a door to 'Atatar Haelia Anga' open this door. Follow the path and you will come to a gate that is opened remotely, the switch is on the east side of the door on the floor, activate it to open the gate. Keep following your quest marker and you will come to a door to 'Atatar Loria' open this door. In this room you will find Azani Blackheart, kill him. After he is dead, loot his corpse and take his ring. Talk to Modryn and ask him about 'Azani Blackheart' and as long as you have the ring you can say 'Blackheart's Ring' to complete this quest. 03.17 - Advancement (Warder) """""""""""""""""""""""""""" When you are ready to advance to Warder you need to talk to either Modryn Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.18 - The Wandering Scholar """"""""""""""""""""""""""""" Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract' and then about 'Elante of Alinor' you now have a map marker for Brittlerock Cave, and a quest marker to get you there, follow it until you come to the entrance. Go inside and you will see Elante, talk to her and ask her about 'Daedric shrine'. Now just follow her and kill all the enemies you encounter. Eventually you will come to a shrine and she will talk to you, then walk away, follow her for a moment and she will talk to you again. After the second time you will be able to follow your quest marker out of the cave and back to Anvil to talk to Azzan. When you get to Azzan talk to him and tell him about 'Contract' and this quest will be complete. 03.19 - The Fugitives """"""""""""""""""""" Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about 'Contract' and then ask about 'Prison Break' to activate this quest. Then fast travel to Bravil and once you're there ask pretty much anyone about 'Fugitives' and you will get a map marker for Bloodmayne Cave and a quest marker to help you find it. Follow your quest marker to the cave and go inside. There are 4 fugitives in total, each will be marked by a quest marker, find them and kill them. If you get stuck in the 2nd room apon entering the cave, look for the ropes haning from the roof, activate once of them to open a secret passage way. After you have found and killed all 4 fugitives follow your quest marker out of the cave and then fast travel back to Cheydinhal and talk to Burz, tell him about 'Prison Break' and this quest will be complete. 03.20 - Advancement (Guardian) """""""""""""""""""""""""""""" When you are ready to advance to Guardian you need to talk to either Modryn Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to one of them and ask them about 'Advancement' and you will be promoted. 03.21 - Trolls of Forsaken Mine """"""""""""""""""""""""""""""" Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his home, ask him about 'Duties' and then about 'Viranus Donton'. You will have Forsaken Mine marked on your map, it is just south of Leyawiin, follow your quest marker to it and go inside. Follow your quest marker through the mine and you will eventually come to the room marked by your quest marker, on the ground is the body of Viranus, loot his corpse and take his journal. Follow your quest marker out of the mine, then fast travel to Chorrol and find Modryn, talk to him and tell him about 'Viranus Donton' and this quest will be complete. 03.22 - Demotion (Defender) """"""""""""""""""""""""""" After completing Trolls of Forsaken Mine Modryn will be expelled from the guild and you will be demoted back to the rank of Defender.... 03.23 - The Stone of St. Alessia """""""""""""""""""""""""""""""" Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract' and then about 'Stone of St. Alessia'. Now fast travel to Bruma and use your quest marker to find Cirroc, talk to him and ask him about 'Stone of St. Alessia' and then about 'Bandits'. Go out of Bruma and follow your quest marker to a spot east of the city and you will find a Khajiit named K'Sharr, talk to him and ask him about 'Stone of St. Alessia' and then about 'Sedor'. If you stop talking to K'Sharr you won't have Sedor marked on your map, but you will still have a quest marker to guide you to it. Sedor is far to the east of Bruma. You can kill K'Sharr if you wish, you don't get a bounty on your head, nor a murder count. Make your way to Sedor and go inside. Just follow your quest marker until you come to a locked iron door, you will need to make your way around to the ledge above and press the block to open this door. In the room before the locked gate is a passageway on the south west wall, follow this path and you will come to the ledge with the switch. This path will only be open if you stepped on the floor switch before the locked door, chances are you did even if you didn't notice it. Jump down and follow your quest marker, the Stone of St. Alessia is on the pedistal in the middle of the small room, take it. Follow your quest marker out of the ruins and then fast travel to Bruma. Once there follow your quest marker to find Cirroc and talk to him, tell him about 'Stone of St. Alessia'. Now fast travel back to Anvil and talk to Azzan, tell him about 'Contract' and this quest will be complete. 03.24 - The Noble's Daughter """""""""""""""""""""""""""" Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about 'Contract' and then about 'Lord Rugdumph'. You will have Lord Rugdumph's Estate marked on your map and a quest marker to help you find it, it is just north of Cheydinhal. Make your way there. Once there follow your quest marker to find Lord Rugdumph and talk to him. This is one of the funniest characters in the game, just listening to him talk is great. Ask him about 'Lady Rogbut' to get a quest marker, follow it until you find Lady Rogbut and 3 Ogres. Kill the Ogres, there should just be 3, and then talk to Lady Rogbut. Then just follow your quest marker back to Lord Rugdumph and talk to him. Now fast travel back to Cheydinhal and find Burz, talk to him and tell him about 'Lady Rogbut' to complete this quest. 03.25 - Restored Rank (Guardian) """""""""""""""""""""""""""""""" When you are ready to have your rank of Guardian restored, talk to either Azzan in Anvil or Burz gro-Khash in Cheydinhal. Talk to either of them and ask them about 'Advancement' and you will have your rank restored. 03.26 - Mystery at Harlun's Watch """"""""""""""""""""""""""""""""" Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about 'Contract' and then about 'Disappearances' to activate this quest. Follow your quest marker out of Cheydinhal and south to Harlun's Watch. Find Drarana Thelis and talk to her, ask her about 'Disappearances' and then about 'Strange Lights' you will need to go during the night hours (roughly 9:00 pm to 5:00 am should be fine). Once its night follow your quest marker until you come to Swampy Cave, here you will find some Will-o-the-Wisps. After killing them go into the Swampy Cave. When you get to the targeted room you will be promted to kill all the Trolls in the cave, just explore the whole place and you should be able to find them, there are 7 in the first area, then there are 7 in the second area, Swampy Cave Dry Rock Run. After they are all dead follow your quest marker out of the cave and back to Drarana Thelis, talk to her and tell her about 'Disappearances'. Now follow your quest marker to Cheydinhal and find Burz, talk to him and tell him about 'Disappearances' to complete this quest. 03.27 - Advancement (Champion) """""""""""""""""""""""""""""" When you are ready to advance to Champion you need to talk to either Azzan in Anvil or Burz gro-Khash in Cheydinhal. Talk to either one of them and ask about 'Advancement' and you will be promoted. 03.28 - Information Gathering """"""""""""""""""""""""""""" After advancing to the rank of Champion in the fighters guild, you will be told that Modryn is looking for you. You will be given a quest marker to help you find him, follow it and then talk to him, ask him about 'Blackwood Company'. Follow your quest marker to Glademist Cave, east of Cheydinhal, once there enter the cave. Follow your quest marker through the cave and you will find Ajum-Kajin in a room by himself, talk to him. He will be more than willing to follow you and he won't even try to escape. Just follow your quest marker out of the cave and then fast travel to Chorrol. Go to Modryn and talk to him and ask him about 'Ajum Kajin'. Now talk to Ajum-Kajin and tell him to sit down, after he does talk to him again. If your personality is high and you can make him like you enough through the disposition mini game, you will be able to get some information from him, if you are not a very good verbal persuader, unequip your weapon and beat him with your fists. Either way, when he is ready to talk ask him about 'How large is the Blackwood Company?' and then you will need to beat him or smooth talk him some more before he is ready to talk again, when he is ask him about 'Who leads the Blackwood Company?' after finding out who the leader is you will be forced to ask him the secret of their strength and he will kill himself. Talk to Modryn and ask him about 'Ajum Kajin' to complete this quest. 03.29 - Infiltration """""""""""""""""""" Find Modryn in his home in Chorrol and talk to him, ask him about 'Duties' and then about 'Infiltrate' to activate this quest. Fast travel to Leyawiin and then follow your quest marker to the Blackwood Company building, go inside and talk to Jeetum-Ze, ask him about 'Join the Blackwood Company' and then follow him into the training room. He will give a speech and then give you a potion, finish the conversation and then go ahead and drink the Hist Sap to continue (you have to drink it, you can not leave this place until you do). Shortly after drinking the potion you will be taken to Water's Edge and there will be goblins all over the place, kill them all and then kill the ones in the houses as well. Once they are all dead you will be taken back to Modryn. Talk to Modryn, when you can tell him about 'Hist Sap'. After that go outside and fast travel to Water's Edge, north of Leyawiin. Once there follow your quest marker and you will find a lone man, talk to him. After the conversation fast travel back to Chorrol. Follow your quest marker to Modryn and talk to him, tell him about 'Water's Edge' to complete this quest. 03.30 - The Hist """""""""""""""" Talk to Modryn in his home in Chorrol and ask him about 'Duties' and then about 'Hist Tree' to activate this quest. Fast travel to Leyawiin and follow your quest marker to the Blackwood Company Hall. Once inside Ja'Fazir will approach you and then attack you, kill him and loot his corpse to take 'Jeetum Ze's Room Key'. Go up the stairs to the 2nd floor and on the west wall is a door to 'Jeetum Ze's Room' go through this door. Inside kill Jeetum-Ze and loot his corpse to find 'Ri`Zakar's Room Key'. Go up the stairs to the 3rd floor and on the west wall is a door to 'Ri`Zakar's Room' go in this door. Inside kill Ri`Zakar and loot his corpse to find 'Blackwood Co. Basement Key', take the key and then follow your quest marker back to the main floor and the door on a south east corner will take you to the basement. Inside this room against the south wall are a couple of loose pipes, pick them both up and then activate the boilers on either side of the Hist Tree. After that just exit the basement and you will run into our old friend Maglir, kill him and he will stay dead. Now fast travel back to Chorrol and talk to Modryn, talk to him and tell him about 'Hist Tree'. Now follow your quest marker to find Vilena Donton and talk to her, tell her about 'Blackwood Company' and then you can tell her Modryn helped you or you can say you did it on your own, it doesn't matter either way. Now ask Vilena about 'Advancement' and then ask her about 'Duties'. Next just follow your quest marker back to Modryn and talk to him, tell him about 'Advancement' to complete this quest. 03.31 - Fighters Guild Master """"""""""""""""""""""""""""" After completing The Hist quest you can talk to Modryn and ask him about 'Duties'. You will be given the masters key where gold and items will be placed monthly for you. You will also be given the option to set the focus of the guild on either recruitment or getting contracts. Focusing on recruitment will bring in very little gold, but has a high chance of getting you magical items, where as focusing on contracts brings in a lot of gold, but very little items, focusing on both equally brings in a little bit of gold and the odd item. What ever you decide to do is up to you, you can only set the orders once every month, once you've made a decision it sticks for 30 days. ------------------------------------------------------------------------------- Chapter 04 - Mages Guild """""""""""""""""""""""" 04.01 - Join the Mages Guild 04.02 - Anvil Recommendation 04.03 - Skingrad Recommendation 04.04 - Fingers of the Mountain (Chorrol Recommendation) 04.05 - Fingers of the Mountain Part II 04.06 - Bruma Recommendation 04.07 - Cheydinhal Recommendation 04.08 - Bravil Recommendation 04.09 - Leyawiin Recommendation 04.10 - A Mage's Staff 04.11 - Advancement (Journeyman) 04.12 - Ulterior Motives 04.13 - Advancement (Evoker) 04.14 - Vahtacen's Secret 04.15 - Necromancer's Moon 04.16 - Advancement (Conjurer) 04.17 - Liberation or Apprehension? 04.18 - Advancement (Magician) 04.19 - Information at a Price 04.20 - A Plot Revealed 04.21 - Advancement (Warlock) 04.22 - The Bloodworm Helm 04.23 - The Necromancer's Amulet 04.24 - Advancement (Wizard) 04.25 - Ambush 04.26 - Confront the King 04.27 - Alchemy Acquisitions ------------------------------------------------------------------------------- 04.01 - Join the Mages Guild """""""""""""""""""""""""""" You can join the mages guild from any of the halls in the major cities. All you have to do is speak to the local guild head and you will be accepted. That is if you do not have an active bounty on your head, if you do pay it off. Until you are a member of the mages guild you will find most of the guild hall doors to be locked and going beyond these doors leads to trespassing. Once you are a member of the mages guild you will need to receive a recommendation from each of the 7 mages guild heads to be able to enter the arcane university. To find the specific directions to each mages guild hall and the local head of the guild hall for each of the recommendations, use sections 04.02 to 04.09. The order in which you do these sections does not matter. Once you have all the recommendations come back to this section. Talk to any of the mage guild heads and ask about 'Recommendation' and they will tell you to go to the Arcane University. So open your world map and fast travel there, it is on the south east corner of the Imperial City, it is also marked by your quest marker. Go to the door to 'Arch-Mage's Lobby' and go inside. Raminus Polus should be in this room waiting for you, talk to him and ask about 'Recommendation' to complete this quest. 04.02 - Anvil Recommendation """""""""""""""""""""""""""" Open your world map and fast travel to 'Anvil Main Gate' once you are there just go south, the guild hall is the large building with blue banners on the other side of the big tree. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Carahil, if you're not already a mages guild member you will have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm (or later) standing behind a counter directly across from the entrance. Talk to her and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Carahil and ask about 'Recommendation' to activate this quest. Make sure you make this quest your active quest. You will now have a map marker for Brina Cross Inn, it is just a bit north of Anvil. Take what ever route you wish to get there, just follow your quest marker. Once you are there enter the building. Inside there will be a few people, the one you need to talk to is a Nord woman dressed in brown called Arielle Jurard. After talking to Arielle, just go to the counter and talk to Christophe Marane to rent a room for the night, do this by asking about 'Bed'. He will ask you about who you are, just say 'I'm a merchant' and then rent the room. After renting a room for the night a woman named Caminalda will approach you and ask if you are a merchant, just say 'Yes, that's right'. Now go to the west side of the building and follow the stairs up, your room is the last on at the end of the hall. Go in your room and wait for Arielle, when she gets there talk to her and she will tell you what you need to do. Now just sleep for any amount of time and then follow your quest marker out of the Inn and then follow the path east (or just use your quest marker). When you get to the targeted area just hang out for a second and Caminalda will run out of the bushes and tell you you are going to die, so kill her. Open your world map and fast travel to 'Anvil Main Gate' and follow your quest marker into the mages guild hall, find Carahil and talk to her and tell her about 'Rouge Mage' to complete this quest and earn the Anvil recommendation. 04.03 - Skingrad Recommendation """"""""""""""""""""""""""""""" Open your world map and fast travel to 'Skingrad - West Gate' once you are there go east until you go under a bridge, as soon as you do look north and you will see an opening in the city wall, go through this opening. Follow the path and go north east, the second building on the north side of the road is the mages guild hall, it has a large blue sign haning above the road. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Adrienne Berene, if you're not already a mages guild member you will have to wait until she is downstairs. You can find her on the second floor just standing by a table. Talk to her and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Adrienne Berene and ask about 'Recommendation' to activate this quest. Make sure you make this quest your active quest. Just talk to the other mages guild members and ask about 'Erthor' most of them will tell you where he is, once someone has told you where he is, go find Druja, an Argonian. Talk to Druja and ask him about 'Bleak Flats Cave'. Now go back to Adrienne Berene and talk to her, tell her about 'Bleak Flats Cave'. Now, follow your quest marker to the cave, just north of Skingrad, take what ever route is fastest for you. Once there go inside. Inside there are 7 zombies you will have to kill before Erthor will go with you. They are hard to miss, but if you can't find one its probably the one in a small room on the west wall of the large room in the north west section of your area map. Once all the Zombies are dead talk to Erthor and tell him to follow you. Just make your way out of the cave following the quest marker, then fast travel to Skingrad and go to the mages guild hall and find Adrienne Berene. You can wait for her and Erthor's conversation to end, or you can just talk to Adrienne Berene and ask her about 'Erthor' to complete this quest and earn the Skingrad recommendation. 04.04 - Fingers of the Mountain (Chorrol Recommendation) """""""""""""""""""""""""""""""""""""""""""""""""""""""" Open your world map and fast travel to 'Chorrol North Gate' once you are there go south, once you pass the building go south west, the mages guild hall is the second building, it is marked with a large blue sign. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Teekeeus, if you're not already a mages guild member you will have to wait until he is downstairs. You can find him at 9:00 am to 4:00 pm (or later) standing around pretty much anywhere in the lower floors. Talk to him and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Teekeeus and ask about 'Recommendation' and then about 'Earana' to activate this quest. Make sure you make this quest your active quest. Follow your quest marker out of the mages guild hall, you need to talk to Earana, she is a high elf who is normally wandering around outside of the mages guild, just follow your quest marker to find her. Talk to her and then you will have to say 'Yes, I'm interested'. Now go talk to Teekeeus, just follow your quest marker to find him, when you talk to him tell him about 'Fingers of the Mountain' and he will give you a map marker and a quest marker for Cloud Top. There is no quick way to get to Cloud Top, there is a path that goes all the way from Chorrol North Gate to Could Top, its not to hard to find, it just goes north all the way up the mountain. No matter which way you take, just follow your quest marker until you get to Cloud Top. When you are there you will find a charred corpse, search it to find the book. Now that you have the book fast travel back to Chorrol. You must either give the book to Earana or Teekeeus. If you choose Earana you can still get your recommendation for the mages guild and keep the reward from Earana. If you choose Teekeeus, you will get your recommendation and still be able to receive a reward from Earana. If you choose to give the book to Teekeeus read the next paragraph, if you choose to give the book to Earana, skip the next paragraph. Follow your quest marker to Teekeeus, talk to him and tell him about 'Fingers of the Mountain' and then give him the book. You will have your Chorrol recommendation and this quest will be complete. But you can still get the reward from Earana. Just go find Earana and talk to her, once you tell her that you gave the book to Teekeeus she will demand you steal it from him, this will activate the quest Fingers of the Mountain Part II which is covered in the next section. Ignore the next paragraph. If you wish to give the book to Earana do it and this quest will be complete, but you will not have your recommendation. Go talk to Teekeeus and tell him about 'Fingers of the Mountain' and he will give you a second chance to get the book for him, this will activate the quest Fingers of the Mountain Part II, which is covered in the next section. 04.05 - Fingers of the Mountain Part II """"""""""""""""""""""""""""""""""""""" If you gave the book to Teekeeus first read the next paragraph, if you gave the book to Earana first, skip the next paragraph. After giving the book to Teekeeus and talking to Earana, you just have to follow your quest marker through the mages guild to the very top floor, the living quarters, the room in the south east corner is where Teekeeus has stored the book, break into the room and open the chest to get the book. Follow your quest marker back to Earana and give her the book. Now wait 24 hours or more and then talk to Earana to get her reward. Skip the next paragraph. After giving the book to Earana and talking to Teekeeus, you just have to wait 24 hours or more and then talk to Earana, she will inform you of how to receive her reward. After the conversation quickly run to The Grey Mare, a small Inn in the south east corner of Chorrol. Go inside and make your way to the upper floor, the second room on the left at the end of the short hall is locked, pick the lock and go inside, there is a locked chest, break into this chest to find the book. Now take the book back to Teekeeus and tell him about 'Fingers of the Mountain' and then give him the book to get your recommendation. One you're ready to go get Earana's reward you will need to make sure you have a shock spell and then fast travel to 'Cloud Top'. Once there follow your quest marker to the large broken pillar by the charred remains, its the one in the middle with the slight blue glow. Cast any shock based spell on the pillar and you will get Earana's reward and this quest will be complete. 04.06 - Bruma Recommendation """""""""""""""""""""""""""" Open your world map and fast travel to 'Bruma East Gate' once you are there go west up the path until you come to a statue and then go north along the balcony edge, the 3rd building to the west is the mages guild, it is marked by a large blue sign. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Jeanne Frasoric, if you're not already a mages guild member you will have to wait until she is downstairs. You can find her on the main floor just standing behind a counter. Talk to her and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Jeanne Frasoric and ask about 'Recommendation' and then about 'J'skar' to activate this quest. Make sure you make this quest your active quest. Follow your quest marker which will be pointing at all the mages guild members in this hall, you need to talk to Volanaro. When you find him talk to him and ask about 'J'skar' and then agree to listen to him. Then ask about 'Prank'. Now follow your quest marker to Jeanne's room on the top floor. Her desk is locked, but it is a very easy lock, so you can open it with any open lock spell or without really trying at all with a lock pick, either way, open it and take her manual of spellcraft. Once you have Jeanne's book, follow your quest marker back to Volanaro, talk to him and tell him about 'Prank'. After that just wait until it is 10:00 pm that night, or the next day and talk to Volanaro again, ask about 'J'skar' to reveal him. Now follow your quest marker back to Jeanne and talk to her, tell her about 'J'skar' and this quest will be complete and you will have your Bruma recommendation. 04.07 - Cheydinhal Recommendation """"""""""""""""""""""""""""""""" Open your world map and fast travel to 'Cheydinhal - West Gate' once you are there go south between the nearest building and the city wall, the 2nd building to the east is the mages guild, the entrance is just a little further south. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Falcar, if you're not already a mages guild member you will have to wait until he is on the main floor. You can find him at 9:00 am to 4:00 pm (or later) standing behind a counter in the west section of the hall. Talk to him and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Falcar and ask about 'Recommendation' to activate this quest. Make sure you make this quest your active quest. Follow your quest marker to find Deetsan, talk to her and ask about 'Recommendation', the catch is you have to talk to her about it when Falcar is no where close to her. Once he is out of ear shot she will give you the key. You will need to be able to carry a ring with a weight of 150 points... so if you have to empty your items into one of the guild chests and then pick them up again when this part is done. Follow your quest marker out of the guild hall and to the well behind it. Go into the well and swim around to the west side, there you will find the corpse of Vidkun, loot it to find the ring of burden. Swim out of the well and follow your quest marker to Deetsan. When you find Deetsan, talk to her and ask her about 'Recommendation'. After the conversation just follow your quest marker into the basement and to the room on the west wall, in here there is an average locked dresser in the south west corner, break into it and take at least 1 of the black soul gems. Follow your quest marker back to Deetsan and talk to her to complete this quest and get your Cheydinhal recommendation. 04.08 - Bravil Recommendation """"""""""""""""""""""""""""" Open your world map and fast travel to 'Bravil' once you are there go south until the path turns west and there is a bridge to the east, just go west until the buildings come to an end and there is a tree in the middle of the path, to the south west is a small building, this is the mages guild hall. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Kud-Ei, if you're not already a mages guild member you will have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm (or later) just sitting on a bench reading against a south west wall. Talk to her and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Kud-Ei and she will ask if you are ready to earn your recommendation, say 'I'm ready' (you may have to ask her about 'Recommendation' first) and then when you can ask about 'Varon Vamori' and then about 'Mage's Staff' to activate this quest. Follow your quest marker to find Varon Vamori and then talk to him and ask him about 'Ardaline'. He will not tell you anything unless he likes you enough, use the charm scrolls given to you by Kud-Ei, or simply play the disposition mini-game until it is in the mid 70's. When he tells you about Ardaline ask him about 'Mage's Staff'. Follow your quest marker back to Kud-Ei and talk to her, tell her about 'Varon Vamori'. Now exit the mages guild and fast travel to 'Imperial City Talos Plaza District' where Soris Arenim's house is. Just follow your quest marker to find him because he may not be in his house. Once you find him talk to him and ask him about 'Mage's Staff' he will only part with it if he likes you enough, so either use some charm scrolls, play the disposition mini-game, or bribe him, once his disposition is above 80 talk to him about 'Mage's Staff'. You will be able to buy the staff back for 200 gold, once you have it fast travel back to Bravil and follow your quest marker to Kud-Ei, talk to her and tell her about 'Mage's Staff' to complete this quest and earn your Bravil recommendation. 04.09 - Leyawiin Recommendation """"""""""""""""""""""""""""""" Open your world map and fast travel to 'Leyawiin - West Gate' once you are there just follow the city wall south, the guild hall is the very last building to the east along the wall, walk around to the front to get inside. If you've already joined the mages guild set your active quest to 'Join the Mages Guild' to get a quest marker to direct you to the guild hall. Go inside and find Dagail, if you're not already a mages guild member you will have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm (or later) wandering around the main floor. Talk to her and if you haven't already joined the mages guild say 'Join the Mages Guild'. Once you are a member of the mages guild talk to Dagail and ask about 'Recommendation' to activate this quest. You may get asked to help her before getting the chance to ask about a recommendation, this is really the same thing, so just say you'll help. Make sure you make this quest your active quest. Now follow your quest marker to find Agata, when you do talk to her and ask her about 'Seer's Stone'. Then you will have a quest marker for every mages guild member in the hall, you need to find Kalthar. When you do, talk to him and ask him about 'Seer's Stone'. Follow your quest marker to Agata, talk to her and tell her about 'Seer's Stone'. After the conversation follow your quest marker to Dagail, talk to her and she will give you a map marker for Fort Blueblood, which is south east of Leyawiin. There is no real quick way to get to Fort Blueblood, just follow your quest marker until you get there. Once you get there go inside and follow your quest marker until you come to the door to 'Fort Blueblood Halls', go in this door. Again just follow your quest marker, but in the second large room that has a body of water and a bridge crossing it, there will be a Marauder Warlord. You need to kill her and take the key she carries, it will open the door ahead. Keep following your quest marker and you will come to a dead end, in this room there are a bunch of coffins, the one along the south east wall is Manduin's, open it to find Manduin's Amulet. Once you have the amulet and try to leave this fort, Kalthar will approach you and ultimately attack you, so kill him. Now just follow your quest marker out of this fort and then fast travel back to Leyawiin. Then follow your quest marker back to Dagail, talk to her and tell her about 'Seer's Stone' to complete this quest and earn the Leyawiin recommendation. 04.10 - A Mage's Staff """""""""""""""""""""" After completing all of the mage guild recommendations, fast travel to 'Imperial City, The Arcane University' once there just go straight, up the stairs and through the door of the large tower. Inside there is a man called Raminus Polus, talk to him and ask about 'Tasks' and then about 'Mage's Staff' to activate this quest and give you a map marker to Wellspring Cave. Fast travel to the nearest map marker you have to Wellspring Cave and then just follow your quest marker until you come to the cave. Once at the cave go in it and then go forward a bit and you will encounter a necromancer, kill him and then look for the corpse of Zahrasha on the ground in this first room, loot the corpse and you will be promted to investigate her death. Loot Zahrasha's corpse and take the Wellspring Cave Key. Now make your way through the cave, it is very linear, meaning you can't get lost. When you get to the end of the cave you will be at a locked door to 'Waterfront', you will need the Wellspring Cave Key here, go through this door. Once outside again you will be approached by a necromancer that just killed Eletta, the necromancer will say a few things and then you can kill her. Loot Eletta's corpse to be promted to continue your investigation. Now just kill the other 2 necromancers on this little island. At the center of this island is a stone chest, open it to find an Unfinished Staff, take it and then fast travel to 'Imperial City, The Arcane University' and then follow your quest marker to Raminus. Talk to him and tell him about 'Necromancers'. Now just follow your quest marker until you find Delmar, talk to him and ask him about 'Mage's Staff'. After you say you are ready to make your staff you will be faced with a choice of Destruction, Illusion or Mysticism. Destruction gives you a choice of Fire, Frost or Shock damage, Illusion gives you a choice of Charm, Paralyze or Silence, Mysticism gives you a choice of Soul Trap, Telekinesis or Dispel. Make your choice and then wait 24 hours. After 24 hours follow your quest marker back to Delmar and ask him about 'Mage's Staff' to complete this quest. Your staff is in the only cuboard along the south west wall in the Chironasium main room. 04.11 - Advancement (Journeyman) """""""""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Journeyman. 04.12 - Ulterior Motives """""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Tasks' to activate this quest. Just fast travel to 'Castle Skingrad' and just follow your quest marker until you find Mercator Hosidus, talk to him and he will tell you that you will have to wait until tommorow to see the count. Just wait 24 hours inside this hall and then Mercator will approach you and tell you that the count will meet you outside of the city. Exit the hall and fast travel to 'Grateful Pass Stables' and then follow your quest marker until you come to the meeting spot. Once there just use the wait command to move the game time to 2:00 am. At 2:00 am Mercator will appear with a couple of necromancers, he will talk to you and then you get to kill them. After they are dead Janus Hassildor, the count of Skingrad will run up to you and talk to you. After the conversation fast travel to 'Imperial City, The Arcane University' and follow your quest marker to Raminus, talk to him and tell him about 'Janus Hassildor'. After the lengthy conversation this quest will be complete. 04.13 - Advancement (Evoker) """""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Evoker. 04.14 - Vahtacen's Secret """"""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Tasks' to activate this quest. Now just follow your quest marker until you find Irlav Jarol, once you do talk to him and he will automatically mark the cave of Vahtacen on your map as well as give you the key you will need to get in it. Vahtacen cave is just south of Cheydinhal, fast travel to the nearest map marker and then use your quest marker to get to the cave. Once there go inside the cave and follow your quest marker until you find Skaleel, talk to her and eventually ask her about 'Pillar'. Now follow your quest marker until you reach the pillar. Now you can keep reading to go step by step in figuring out how to activate this pillar properly or you can skip the next 2 paragraphs and just find out how to do it without having to do any work. Talk to Denel, he is just outside the pillar room, ask him about 'Pillar' and he will get you to run back to Skaleel to get a book. So follow your quest marker back to Skaleel and ask her about 'Ayleid Reference'. After you get the book go back to Denel and talk to him, tell him about 'Ayleid Reference'. Now go into the pillar room and in the four corners of the room are tablets, you can see them by a faint purplish glow from the markings on them. Examin each one and return to Denel. Talk to him and ask him about 'Translation', you should have five choices, 'av molag anyammis', 'av mafre nagaia', 'magicka sila', 'magicka loria' and 'Nevermind'. Ask him about the first four choices and he will give you all the information you need, then say 'Nevermind'. You will need to have at least one frost spell or scroll of your own, you can find the other three spells you need in the form of scrolls in the chest near Denel. Approach the pillar and save. For simplicity just use the scrolls you found in the chest to make sure you don't get stuck. First use the Flare scroll, then use what ever frost spell you have (it has to be frost only damage), then use the sever magicka scroll on the pillar (for this one you have to be standing right against the pillar, if the pillar doesn't change after you use it, load and try again) and then finally use the elevate magicka scroll on it. Go down the now open passage way and through the door to 'Vahtacen Lorsel'. Just follow your quest marker until you come to a seemingly dead end and step on the floor switch to open the path. Keep following your quest marker until you reach the very large room with the marker in the middle of it. Along the south east wall of this large room is a set of stairs, at the top of the stairs to the south west is a switch, activate it. This will cause a few ghosts to appear, after killing them just go onto the big pillar in the middle of the room and on the west corner is a switch, activate it and you will now be able to grab the ancient elven helm that has been marker by your quest marker this whole time. Follow your quest marker back to Skaleel and talk to her. Now just follow your quest marker out of the cave and fast travel to 'Imperial City, The Arcane University'. Once there follow your quest marker to find Irlav Jarol and talk to him to complete this quest. 04.15 - Necromancer's Moon """""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him he'll ask you if you're ready to accept this quest, say 'I'm ready. What is it?' Now follow your quest marker to find Tar-Meena, talk to her and blow through all the conversation until you can end the conversation. You will need to get the book Necromancer's Moon from the south west corner of this room, it is on a stool, just sitting there, take it. Follow your quest marker to Raminus and talk to him, ask about 'Necromancer's Moon'. Now follow your quest marker to find Bothiel, when you do talk to her and ask her about 'Shade of the Revenant'. Follow your quest marker back to Raminus, talk to him and tell him about 'Shade of the Revenant'. You will now have a map marker for Dark Fissure, a cave south of Cheydinhal. Fast travel to the nearest map marker to Dark Fissure that you have and then just follow your quest marker until you get to the cave. It is kind of tricky to get to this cave, you need to go along the side of the mountain as high as you can until you are directly west from the cave. There is a sort of path that goes east towards the cave, I find that this is the easiest way to reach the cave, but there are very few reliable markers.... Once you find the cave enter it and you will see a necromancer named Worm Anchorite, talk to him and kill him, just kill him, or try and pick pocket him, he has a scroll on him that you need, once you have it exit the cave and fast travel back to the Arcane University and follow your quest marker to Raminus. Talk to him and tell him about 'Necromancers' to complete this quest. While this quest may be complete you now have the information you need to make black soul gems. For more information go to section: 01.04 - Things EVERYONE should know 04.16 - Advancement (Conjurer) """""""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Conjurer. 04.17 - Liberation or Apprehension? """"""""""""""""""""""""""""""""""" After talking to Raminus Polus you will be told to see Hannibal Traven, so follow your quest marker until you find him. Talk to him and ask him about 'Tasks' to continue this quest. There is quite a lengthy conversation, when it is done you will need to go to Nenyond Twyll, an Alied ruin quite some distance south of the Imperial City. Fast travel to the nearest map marker you have to Nenyond Twyll and then just follow your quest marker to get there. Once there go inside and you will be approached by a Wood Elf named Fithragaer, after you talk to him he will run to his own death. You're on your own now. Your quest marker tells you to go somewhere you can't so take the exit to the south east from the room Fithragaer died in. Just keep following this linear path until you come to a door to 'Nenyond Twyll Riellesel' and go in it. Inside this first hallway is a woman named Mariette Rielle, go ahead and talk to her to find out the fait of Mucianus, then kill her. Follow your quest marker until you come to a dead end along the north west wall of the very large room, just to the west of that dead end that shows a path is a switch, activate the switch to open the path. Inside this room is Mucianus, he is now a zombie. Just follow your quest marker out of this place and then fast travel to 'Imperial City, The Arcane University' and then follow your quest marker to Hannibal Traven. Talk to him and tell him about 'Mucianus Alias' to complete this quest. 04.18 - Advancement (Magician) """""""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Magician. 04.19 - Information at a Price """""""""""""""""""""""""""""" Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to him and ask him about 'Tasks' to activate this quest. Fast travel to 'Castle Skingrad' and then follow your quest marker to the county hall and wait until 9:00 am to 5:00 pm and then talk to Hal-Liurz. She will go get the count so just stand around for a bit. When the count finally gets there he will approach you, when you can ask him about 'Information'. You will need to figure out how to deal with these vampires and the vampire hunters who have appeared in town. Ask Janus Hassildor about 'Vampire hunters' and then gather all the information in that section. You will find out that you basically have to kill the three hunters and not get caught doing it. But you can also not murder them and let them do their job, by this I mean you can get them to go after the vampires and let them battle to the death. So just follow your quest marker into Skingrad and find Eridor, talk to him and then just tell him the truth, you know where the vampires are. Now exit Skingrad following your quest marker to Bloodcrust Cavern, just east of Skingrad. Once near the entrance I just wait for 24 hours and then go into the cave. By now the vampire hunters have probably killed half of the vampires, and are dead themselves, or are nearly dead. Go ahead and let the vampires finish them off while you watch, or help the vampires. Either way, you'll need to eventually kill all the vampires in here and make sure the hunters are also dead. When they're all dead you can go back to the count. Fast travel to 'Castle Skingrad' and follow your quest marker to the county hall and talk to Hal-Liurz, she will go get the count, just wait around until he gets there. When he does he will approach you, ask him about 'Information'. Exit the castle and fast travel to 'Imperial City, The Arcane University' and then follow your quest marker to find Hannibal Traven, talk to him and tell him about 'Mannimarco' to complete this quest. 04.20 - A Plot Revealed """"""""""""""""""""""" After completing the previous mage's guild quest wait 48 hours and then just find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to him and he will ask if you are willing to do something for him, say 'I can go now' to activate this quest. Fast travel to Bruma and follow your quest marker to the mages guild hall, go inside to find it burning. You'll need to go through the basement and through the living quarters to get up to Jeanne Frasoric's room where you will be approached by a necromancer, let her talk and then kill her. When she dies J'skar will appear and tell you everything. Exit the destroyed guild hall and fast travel to 'Imperial City, The Arcane University' and then follow your quest marker to Hannibal Traven, talk to him and tell him about 'J'skar' to complete this quest. 04.21 - Advancement (Warlock) """"""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Warlock. 04.22 - The Bloodworm Helm """""""""""""""""""""""""" After completing the previous mage's guild quest wait 48 hours and then just find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to him and then ask about 'Bloodworm Helm' to activate this quest. You'll have a map marker for Fort Teleman, which is north east of Leyawiin. It is way away from everything so just fast travel to your nearest map marker and then make sure this is your active quest so you can just follow your quest marker all the way to this place. Once inside its pretty simple, just follow your quest marker until you find Irlav Jarol's corpse which has the Bloodworm Helm. Its all very linear and not that hard to do, once you have the helm just follow your quest marker out of this place. Once you're back outside fast travel to 'Imperial City, The Arcane University' and follow your quest marker to find Hannibal Traven. Talk to him and tell him about 'Bloodworm Helm' to complete this quest. 04.23 - The Necromancer's Amulet """""""""""""""""""""""""""""""" After completing the previous mages guild quest find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to and then ask about 'Necromancer's Amulet' to activate this quest. You'll have a map marker for Fort Ontus, which is north west of Skingrad. It is kinda in the middle of no where, so just fast travel to your nearest map marker and make sure this is your active quest so you can just follow your quest marker to find this place. I recommend starting from the north of Fort Ontus, such as Chorrol, because you can't climb the hill south of it. Once there go inside and follow your quest marker, you will run into a bunch of mage's who don't attack you and just tell you to find Caranya. So just make your way through this place until you find her. When you do just talk to her and she'll end up attacking you. Kill her and loot her corpse to find the Necromancer's Amulet, once you take it all those mages you passed will now be necromancers. Just follow your quest marker out of here killing what ever you wish. Once you are out fast travel to 'Imperial City, The Arcane University' and follow your quest marker to find Hannibal Traven. Talk to him and tell him about 'Necromancer's Amulet' to complete this quest. 04.24 - Advancement (Wizard) """""""""""""""""""""""""""" Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the tall tower in the middle of the Arcane University, or he will be on the 2nd floor of the Mage Quarters sleeping. When you find him ask him about 'Advancement' to be promoted to Wizard. 04.25 - Ambush """""""""""""" Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to him and ask him about 'Tasks' to activate this quest. Silorn is just south east of Skingrad, fast travel to your nearest map marker and then just follow your quest marker to find it. Once you're there go inside and follow your quest marker until you come to a large room that has a bridge that you have to cross to get where your quest marker is to the north. There will be a gate here that has to be opened elsewhere, so take either of the paths on the west wall, this will take you south west and into a new small room, to the south is an exit, go through this door. In this next room go south to find a path, take this path and follow it until you get to a small square room. On the east wall is a locked door, pick the lock or cast a spell on it, either way get through that door. Once through follow the path north. You will come to a water filled room and a floor switch will open up the bridge for you. Cross the bridge and go north through the to to 'Silorn'. You're now back in that large room where the gate blocked your path, if you go forward a bit you will be on a balcony overlooking the whole room, just along the ledge is a switch, activate it to open that gate. Jump down and go north across the bridge and follow your quest marker. It will guide your to Falcar, kill him and loot his corpse to find the black soul gem you are looking for. Now just follow your quest marker out of here and then fast travel to 'Imperial City, The Arcane University' and find Hannibal Traven and talk to him and tell him about 'Black Soul Gem' to complete this quest. 04.26 - Confront the King """"""""""""""""""""""""" Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council Chambers. Once you find him talk to him and ask him about 'Tasks' to activate this quest. After Traven kills himself you need to loot his corpse to retreive the Filled Colossal Black Soul Gem, once you have it get outside and open your world map. You need to go to Echo Cave, which is west of Bruma, so fast travel to your nearest map marker and then just follow your quest marker to get there. When you get there you will be approached by a necromancer who tells you that you will only get into the cave if you kill him and take his key, so yeah, no problem, kill him and loot his corpse to find the key you need and enter the cave. Just keep following your quest marker and you will eventually find your way to 'Echo Necromancer's Chamber' where Mannimarco is hiding. Mannimarco has proved to be the most difficult enemy I've had to fight in this game, not because he does a lot of damage, but because I've found it nearly impossible to hurt him at times. Even with my super warrior character hacking away at him with a powerful melee weapon he still doesn't lose health, so how do you beat him? The most basic method just involves using everything you got. Go into the battle with lots of potions and posions, use weakness to fire, shock and frost on him before using your strongest magic against him, use every trick and strategy you have. If this does not work and he ultimately kills you every time, well, there is a trick. You can get him to drown himself. Just jump into the water and he'll chase after you, swim through some of the underwater caves and hopefully he gets stuck. Swim around with a water breathing spell on and watch as he eventually dies. Once he is dead follow your quest marker out of this cave and then fast travel to 'Imperial City, The Arcane University' and then follow your quest marker until you find Raminus Polus, speak to him to complete this quest. 04.27 - Alchemy Acquisitions """""""""""""""""""""""""""" Now that all the mage guild quests are done you should speak to Raminus Polus and ask him about 'Ingredient Collection' to activate this quest. Now just follow your quest marker to find Juilenne, once you find her talk to her and ask her about 'Ingredient Collection' to complete this quest. ------------------------------------------------------------------------------- Chapter 05 - Thieves Guild """""""""""""""""""""""""" 05.01 - Finding the Thieves Guild 05.02 - May the Best Thief Win 05.03 - Independent Thievery (50) 05.04 - Untaxing the Poor 05.05 - Independent Thievery (100) 05.06 - The Elven Maiden 05.07 - Independent Thievery (200) 05.08 - Ahdarji's Heirloom (Bandit) 05.09 - Independent Thievery (300) 05.10 - Misdirection 05.11 - Independent Thievery (400) 05.12 - Lost Histories (Cat Burglar) 05.13 - Independent Thievery (500) 05.14 - Taking Care of Lex 05.15 - Independent Thievery (600) 05.16 - Turning a Blind Eye (Shadowfoot) 05.17 - Independent Thievery (700) 05.18 - Arrow of Extrication 05.19 - Independent Thievery (800) 05.20 - Boots of Springheel Jak (Master Thief) 05.21 - Independent Thievery (1000) 05.22 - The Ultimate Heist ------------------------------------------------------------------------------- 05.01 - Finding the Thieves Guild """"""""""""""""""""""""""""""""" There are 2 ways of activating this quest. First you can get caught stealing something and go to jail, after you serve your time find a bed and sleep for any amount of time, when you wake up a messenger will give you a note and activate this quest. Or you can find one of the wanted posters for the Gray Fox all over the Imperial City, examine the poster to add 'Gray Fox' to your topics you can ask people about. Now just find a beggar and make them like you by playing the disposition mini-game or bribing them until their disposition is around 80 and then ask them about 'Gray Fox' and then tell them you want to find him to work with him and this quest will be activated. Once this quest is activated just follow your quest marker to the 'Imperial City Waterfront' and wait until midnight. You will be able to find a man named Armand Christophe who is holding a torch, talk to him and ask about 'Gray Fox'. Next ask about 'Join the Thieves Guild' to complete this quest and activate the next one. 05.02 - May the Best Thief Win """""""""""""""""""""""""""""" After finding Armand Christophe at midnight in the Imperial City Waterfront (see previous quest) and asking him about 'Join the Thieves Guild' this quest will be activated and the rat race will be on. There should be a beggar sleeping on a bed roll right near where you spoke to Armand, talk to the beggar and ask him about 'Amantius Allectus' and as long as the beggar likes you enough he will tell you where to go. Open your world map and fast travel to 'Imperial City Temple District' and then just follow your quest marker to Amantius's house. You'll have to pick the lock to get in, once you're inside there is a desk in the northwest corner of the room marked by your quest marker, loot the desk to find the diary. Just follow your quest marker back to Armand and talk to him, ask about 'Thieves Guild Test' to complete this quest. 05.03 - Independent Thievery (50) """"""""""""""""""""""""""""""""" Find Armand, he can almost always be found in the garden area in the Imperial City Waterfront at midnight, ask him about 'Thieves Guild special jobs' to activate this quest. Quite simply, you need to sell stolen good and not get caught doing it. How you go about it is up to you. Once you have a bunch of stolen goods, which are marked by a red hand in your inventory. Try to steal the high value, low weight items as you may not get a very good price on them when you sell them. Once you have enough items to score you 50 gold or more you will need to fast travel to Bruma and follow your quest marker to find your fence, Ongar the World-Weary. Talk to him and you will be able to shop. You will only get credit for selling stolen items, once you've earned 50 gold from stolen items fast travel back to the Imperial City and follow your quest marker to the meeting area. Wait until midnight and then talk to Armand, ask him about 'Thieves Guild special jobs' and accept the task to activate the next quest. 05.04 - Untaxing the Poor """"""""""""""""""""""""" Once this quest is activated (see previous quest) follow your quest marker to the Imperial City Temple Distric and in the south east corner is a door to 'South Watch Tower' go in this door. Remember to sneak and not get caught, save often and always keep a safe file untouched. There will be guards in this room, but you're allowed to be in here so they won't do anything, but if you're caught in the upper levels of this tower, you will get into trouble. Because the guards rotate you can find the rooms empty and/or with sleeping guards. Do this part around 1:00 pm and follow your quest marker, you will find Lex and some guards on the first floor, use an invisibility spell or potion and go up the ladder, there will be no guards on the next floor so just go up the ladder, in this room there will be sleeping guards, be sure to sneak and make no noise, the ladder to Lex's room is here, but its locked so you'll have to pick it. Once in the Captains Quarters there is a locked desk on the west wall, loot it and take the gold and the tax records. Now just exit this place in sneak mode and you should be fine. Once out follow your quest marker to the meeting spot and wait until midnight to talk to Armand, just give him the taxes to complete this quest. 05.05 - Independent Thievery (100) """""""""""""""""""""""""""""""""" Find Armand, he can almost always be found in the garden area in the Imperial City Waterfront at midnight, ask him about 'Thieves Guild special jobs' to update this quest. Once again steal items, then follow your quest marker to Bruma to find Ongar, sell him your stolen goods until you've fenced 100 gold worth of items just fast travel back to the Imperial City and follow your quest marker to the meeting area. Wait until midnight and then talk to Armand, ask him about 'Thieves Guild special jobs' and accept the task to activate the next quest. 05.06 - The Elven Maiden """""""""""""""""""""""" Once this quest is activated (see previous quest) open your world map and fast travel to Cheydinhal and then just follow your quest marker to find a beggar. Talk to the beggar and ask about 'Bust of Llathasa Indarys'. Now just follow your quest marker to the Chapel and into the Undercroft. There is a guard right inside the Undercroft, so as soon as you get in use an invisibility spell because you can't fight, well, you can't kill the guard. Just follow your quest marker to find the item sitting infront of a tomb, take the bust and get out. Fast travel back to 'Imperial City Waterfront' and you'll find a bunch of guards running around asking about Armand, eventually you'll get a quest update to seek out other Thieves Guild members. I don't know if this is neccessary, but just to be sure go into Jair's house and ask about 'Where is Armand Christophe' to find out Methredhel is looking for you. Now just wait a couple of hours and Methredhel will find you. Go through the conversation to find out the plan and then just follow your quest marker. Once you are at Myvryna's house you'll find it incredibly hard to get in without being noticed, rather than watch the sneak icon, just make sure you break in when there are no guards looking and most likely Myvryna will be inside sleeping, so sneak carefully to her cupboard and activate it to place the bust. Outside of the house follow your quest marker to find Lex and talk to him, you will have to have a disposition of about 75 to convince him that its in her cupboard, so bribe him or use the disposition mini-game. Now follow Lex into Myvryna's house and watch the scene unfold. After that just follow your quest marker to the meeting spot and wait until midnight to talk to Armand to complete this quest and be promoted to Bandit. 05.07 - Independent Thievery (200) """""""""""""""""""""""""""""""""" This update comes after you actually ask S'krivva about 'Thieves Guild special jobs', so travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs'. Now steal some items and rather than going to Bruma to fence them, you can go to Leyawiin and get a better deal from Dar Jee, just follow your quest marker to find him. Once you've sold enough stolen goods to get your total gold from stolen items to 200 just fast travel to Bravil and follow your quest marker to find S'krivva and complete this part. 05.08 - Ahdarji's Heirloom (Bandit) """"""""""""""""""""""""""""""""""" To activate this quest see the previous quest. Now fast travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs' and accept the task. Now fast travel to Leyawiin and follow your quest marker to find a beggar, talk to the beggar and ask about 'Ahdarji'. Now just follow your quest marker to find Ahdarji and talk to her and ask her about 'Ahdarji's stolen ring'. Follow your quest marker back to a beggar and talk to them, ask about 'Amusei'. Just keep following your quest marker to get into the castle. When you come to the locked door to the castle dungeon, just pick the lock, or bribe the guard to let you in. Either way find Amusei and talk to him and ask about 'Ahdarji's ring'. Give him a lockpick and he'll tell you want you need to know. Now follow your quest marker to find a beggar and talk to them, ask about 'Recovered Caro family ring'. Follow your quest marker to find Hlidara Mothril, talk to her and ask her about 'Recovered Caro family ring' and 'Dark secrets in castle Leyawiin'. Now follow your quest marker into the castle until you come to the door to 'Castle Leyawiin Basement'. Go through this door and you will end up in a room with a lot of clutter and no way out. Along the south wall is a broken barrel and inside the barrel is a lever, activate the lever to open the secret passage and just follow your quest marker again. When you come to the next dead end there is a lever on the wall, activate it to open the secret door. Keep following your quest marker until you come to a wooden door that is locked with a very easy lock, behind this door is the Countess's room. The Countess goes to bed somewhere between 12:00 and 1:00 am, so wait till that time, if its a really long time, just back track to the castle throne room and wait there. Also, the Countess is out of town from the 15th to the 17th. Once the Countess is asleep go through the very easy locked door and use an invisibility spell or potion. Follow your quest marker being as sneaky as possible until you come to Alessia's Jewelry Box, its a hard lock, but you have to get the ring from it, so do what ever you have to to get in it, but remember not to make noise. Once you have the ring get back out without being detected, keep using invisibility spells or potions until you're in the secret passage. Just follow your quest marker out of the castle and back to Ahdarji, talk to her and tell her about 'Ahdarji's stolen ring'. Now fast travel to Bravil and follow your quest marker to S'krivva, remember to only go in her house if the door is open. Talk to S'krivva and tell her about 'Ahdarji's stolen ring' to complete this quest and get promoted to Proweler. 05.09 - Independent Thievery (300) """""""""""""""""""""""""""""""""" Fast travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs'. Steal enough items to get you to 300 gold from stolen items and then fast travel to Leyawiin and follow your quest marker to Dar Jee, fence your goods and then return to S'Krivva in Bravil to complete this part and activate the next quest. 05.10 - Misdirection """""""""""""""""""" To activate this quest see the previous quest. Now fast travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs' and accept the task. Fast travel to the Imperial City and follow your quest marker to find a beggar, talk to them and ask about 'Methredhel'. Now just follow your quest marker to find Methredhel, talk to her and ask about 'Waterfront invasion'. Now you're going to have to steal the Archmage's staff, which is incredibly easy if you're the Archmage, or even just in the Mage's Guild, but if you're not in the Mage's Guild you'll have to use all the tricks to get past the various mages to get the staff. Just follow your quest marker, use invisibility potions or spells to get past the mages and just move quickly and silently. Once in the Archmage's chamber you will see the staff sitting on a dresser, its big and bright white and marked by your quest marker, you can't miss it. Take the staff and then place the note in the night stand to the south west side of the bed. Now follow your quest marker back to Methredhel, talk to her and tell her about 'Hrormir's Icestaff'. Now fast travel to 'Imperial City Waterfront' and go south west through the opening in the wall, on the other side of the wall go north west through the buildings and you should see Lex, approach him and a cut scene will ensue. After that just follow your quest marker back to Methredhel, talk to her and tell her about 'Hieronymus Lex'. Now follow your quest marker until you come to Ontus's house, break in and follow your quest marker until you come to the chest, activate the chest to place the Icestaff in it automatically. Now fast travil to Bravil and follow your quest marker to S'krivva, talk to her and tell her about 'Hieronymus Lex' to complete this quest and be promoted to Cat Burglar. If something doesn't seem quite right about this quest, if you've completed the mage guild quests all ready, don't even think about it, it makes no sense and its just a game. 05.11 - Independent Thievery (400) """""""""""""""""""""""""""""""""" To activate this quest see the previous quest. Steal enough items to get you to 400 gold from stolen items and then you can now use Lucianna Galena as your fence, she is in Bravil, just follow your quest marker to find her. Once you've sold a total of 400 gold worth of stolen items just follow your quest marker to S'krivva, talk to her and ask her about 'Thieves Guild special jobs' to complete this part and activate the next quest. 05.12 - Lost Histories (Cat Burglar) """""""""""""""""""""""""""""""""""" Once you've activated this quest (see previous quest), talk to S'krivva, just remember only enter her house if the door is open, so wait until 8:00 am and then talk to her and ask her about 'Thieves Guild special jobs' and accept the task. Fast travel to Skingrad and follow your quest marker to find a beggar, once you do, talk to them and ask about 'Theranis'. Now just follow your quest marker to get into the castle and into the dungeon. When you get to the actual area that Theranis is imprisoned in, you will be faced with a locked door and a guard is sitting right there, so you can't just break in. Talk to the guard and say 'Work in Castle Skingrad'. Now wait until 8:00 am and then just follow your quest marker to find Shum gro-Yarug, talk to him and ask about 'Work in Castle Skingrad' and then just accept the job. Now follow your quest marker back to the dungeon and talk to that guard again. Once inside the prisoner area you will not find Theranis, instead talk to the prisoner called Larthjar the Laggard. Ask him about 'Theranis', you will need to have a good disposition with him to get anything from him, once its above 75 ask him again and he'll tell you. Now just go south east looking for blood on the floor, you will see it go to a dead end, if you look to the south west, there is a bunch of blood beside the strange candle, activate it to open the secret passage. Just keep following the blood, the path is linear so you won't get lost, but you will come to another dead end, on the south corner beside the dead end is a switch, activate it to open the door. Keep following the blood and you will come to a room with a lot of wine and wine barrels, on a pillar is another strange candle with blood around it, activate it to open the passage. Keep following the blood and you'll find the Pale Lady, kill her and then look around the room, the body of Theranis is on the floor, loot his corpse. Now look south, behind a cell door is an Argonian called Amusei, talk to him. Ask Amusei about 'Lost Histories of Tamriel', then you can grab the key from the corpse of the pale lady, or just pick the lock, either way let Amusei out. Just follow your quest marker out of the castle, but bewarned that you're going to be treated as an escaping prisoner, so be sure to sneak and not be seen by anyone, if you're detected guards will be running around to find you. You can easily get of the castle without being detected, once you're through the main gate just follow your quest marker to an empty chunk of road where Amusei will approach you. Ask him about 'Lost Histories of Tamriel'. Now just follow your quest marker back to Skingrad, the quest marker will take you right to the book, its laying on the ground behind a bush against the north wall beside a rock. Fast travel to Bravil and follow your quest marker to find S'krivva, remember to only go in her house if the door is open. Talk to her, tell her about Theranis and the book to complete this quest. 05.13 - Independent Thievery (500) """""""""""""""""""""""""""""""""" Fast travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs'. Steal enough items to get you to 500 gold from stolen items and then you can now use Lucianna Galena as your fence, she is in Bravil, just follow your quest marker to find her. Once you've sold a total of 500 gold worth of stolen items just follow your quest marker to S'krivva, talk to her and ask her about 'Thieves Guild special jobs' to complete this part and activate the next quest. 05.14 - Taking Care of Lex """""""""""""""""""""""""" To activate this quest see the previous quest. Fast travel to Anvil and follow your quest marker to find a beggar, talk to them and ask about 'Dairihill's Office'. Then just fast travel to Castle Anvil and follow your quest marker to find the blacksmith. Once you find the blacksmith, talk to him and he'll tell you to follow him, so go ahead and follow him. Now, ignore your quest marker because it will be giving you bad directions at the moment. Enter the secret passage way and just follow it upwards, you can't get lost and it will take you to a locked door to 'Private Quarters' wait until its late at night, 1:00 am for example, and then go ahead and pick the lock. Make sure you're in sneak mode and just follow your quest marker, you will come to a dead end, the south west corner has a movable pillar, activate it to open the secret passage. On the other side to the north is a guard with his back to you, if you're sneaky enough he won't detect you because you have to go south. Follow your quest marker and pick the lock on the wooden door, inside this room is Dairihill's desk, it is locked, so pick the lock and then grab the list of candidates scroll. Now quietly follow your quest marker back out of the castle. Once outside of the castle, just follow your quest marker into Anvil to find a beggar, talk to them and ask about 'Master forger'. Now follow your quest marker to find the master forger, talk to him and ask him about 'Forge this letter'. Wait 24 hours and then talk to the stranger again, ask him about 'Forged letter' and give him his fee. Now, you'll need to fast travel to 'Imperial City Prison', once there just follow your quest marker to get to the Imperial Legion Office. Don't go through the door marked by your quest marker, go in through the door just north west of the one marked by the quest marker, its a very hard lock, but its the easier way to get what you need without being caught. Inside be very sneaky, even use an invisibility spell or potion just to be sure you won't be caught. The desk marked by your quest marker is locked, but thats okay because what you need is on top of it, the Imperial Legion Seal is on the north west corner of the desk, use it and get out of there. Once you're safely outside open your world map and fast travel to Castle Anvil, then just follow your quest marker to find Countess Millona Umbranox, she is in attendance during the day. When you can, talk to her and tell her about 'New Guard Captain'. Now you have to find Lex, he will be somewhere in the Imperial City, just follow your quest marker to find him. Talk to him and tell him about 'New Guard Captain'. Fast travel to Bravil and follow your quest marker to find S'krivva, talk to her and tell her about 'Hieronymus Lex reassigned' to complete this quest and be promoted to Shadowfoot. 05.15 - Independent Thievery (600) """""""""""""""""""""""""""""""""" Fast travel to Bravil and follow your quest marker to find S'krivva who is inside her house and you can't bother her unless the door is unlocked, so wait until 8:00 am and then go inside to talk to her and ask her about 'Thieves Guild special jobs'. Steal enough items to get you to 600 gold from stolen items and then you can now use Orrin as your fence, he is in Castle Anvil, just follow your quest marker to find him. Once you've sold a total of 600 gold worth of stolen items just go to the Imperial City Waterfront and use the wait command until Methredhel finds you to activate the next quest. 05.16 - Turning a Blind Eye (Shadowfoot) """""""""""""""""""""""""""""""""""""""" To activate this quest see the previous quest. Fast travel to Bruma and then follow your quest marker to Helvius Cecia's house. Go inside, make your way downstairs, the Gray Fox is sitting in a chair, go ahead and talk to him. Blast through the conversation and you'll get a map marker for the 'Temple of the Ancestor Moths' which is way to the north of Cheydinhal. Fast travel to your nearest map marker and then follow your quest marker to get to the temple. When you get to the temple you'll get a quest update, once you do follow your quest marker into the little hut. Talk to brother Holger, you'll need a disposition of about 75 with him, when you have that, ask him about 'Savill'as Stone'. If he doesn't end up telling you anything, try the other monks. After finding out the first bit of information, ask about 'Where are the Catacombs', for this you'll need a disposition of about 85 to get him to co-operate. Now just follow him and he will get you into the catacombs. In here you can kill the enemies you run into, so you don't have to do much sneaking. Just follow your quest marker and you'll go through a bunch of different sections, but finally you'll come to a room with a platform in the middle of it and a pedistal on it, Savilla's Stone is there, take it. Just follow your quest marker out of this place, once you're out open your world map and fast travel to Bruma. Then follow your quest marker back to the Gray Fox, talk to him and tell him about 'Savilla's Stone'. This will complete the quest, but it may take some time before it actually gets moved into the quests completed section. You'll know its complete when you get a quest update for Independant Thievery. 05.17 - Independent Thievery (700) """""""""""""""""""""""""""""""""" After completing the previous quest this quest will eventually be updated. Steal enough items to get you to 700 gold from stolen items and then you can now use Orrin as your fence, he is in Castle Anvil, just follow your quest marker to find him. Once you've sold a total of 700 gold worth of stolen items just go to the Imperial City Waterfront and use the wait command until Amusei finds you to activate the next quest. 05.18 - Arrow of Extrication """""""""""""""""""""""""""" To activate this quest see the previous quest. Fast travel to Chorrol, from there follow your quest marker until you come to Malintus Ancrus' house, go inside and the Gray Fox will be standing there, talk to him and accept his task. Now fast travel to Bravil, from there just follow your quest marker until you find a beggar, talk to them and ask them about 'Fathis Aren'. Next just follow your quest marker into Castle Bravil. Once inside the throne room, go up to the second floor to the door to 'Lord's Manor North Wing', pick the lock and sneak through the next area, there is a guard around so possibly use an invisibility potion or spell, follow your quest marker to the north east room. This is Fathis's room, along the west wall are a couple of locked chests, search both to get a quest update. Now in the middle of the north wall there is an indent, the north east side of this section is a movable pillar, activate the pillar to open the secret passage. Now you can just follow your quest marker from here, but chances are its going to be a confussing little area. If you get stuck there is a locked door that requires a key, as far as I know you can not open this door. You need to go to the room with the body of water, you can swim down in this place, you don't need to go all the way to the bottom, though there is a cool suprise down there, you just need to go part way down to find the passage along the north wall. Keep following your quest marker until you get to the locked door to 'Bravil Wizard's Lair' pick the lock and go through. Keep following your quest marker until you come to 'Fathis Aren's Tower' which will take inside the tower. Inside the tower you won't have a quest marker, there will be some powerful enemies, kill them and keep climbing up the tower. Once your most of the way up you'll find Fathis in a room on the south east wall. If you are a member of the mages guild you'll be able to just walk up to Fathis chest and take the Key-Shaped Arrowhead. If you are not a member of the mages guild, use what ever tricks you have to get past Fathis. Now just fast travel back to Chorrol, follow your quest marker back to the Gray Fox, talk to him and tell him about 'Arrow of Extrication' to be promoted to Master Thief and complete this quest. 05.19 - Independent Thievery (800) """""""""""""""""""""""""""""""""" After completing the previous quest this quest will eventually be updated. Steal enough items to get you to 800 gold from stolen items and then you can now use Fathis as your fence, depending what you've done so far he can either be in the Imperial City, or Chorrol, just use your quest marker to find him. Once you've sold 800 gold worth of stolen items go to the Imperial City Waterfront and wait until Amusei finds you to activate the next quest. 05.20 - Boots of Springheel Jak (Master Thief) """""""""""""""""""""""""""""""""""""""""""""" To activate this quest see the previous quest. Fast travel to Cheydinhal, once there just follow your quest marker to Ganredhel's house, inside the Gray Fox is just sitting there, talk to him and accept his task. Now fast travel to the Imperial City and follow your quest marker to find a beggar, talk to them and ask them about 'Finding Jakben, Earl of Imbel'. Now follow your quest marker to 'Imperial City, Talos Plaze District' and keep following it until you come to Jakben's house. Now you will need to wait until the day time and then just search the house to find Jakben, chances are he is on the second floor somewhere. Talk to him and ask him about 'Springheel Jak's tomb'. Now follow your quest marker through the house into the basement and into the catacombs. Follow your quest marker and you will find Springheel Jak's coffin, loot it and you won't find the boots, just a diary. Read the diary and you should be able to figure out that you need to go see Jakben again. Most of the time Jakben actually comes and finds you in the catacombs, so watch out for him. If you can't find him anywhere in the house during the day, go back to the catacombs and check all the corpses for him, chances are, he is already a corpse. If he's still alive, kill him, he is a vampire. Loot his body to find the boots. Now follow your quest marker back to the Gray Fox in Cheydinhal, talk to him and tell him about 'Boots of Sprinheel Jak' to complete this quest. 05.21 - Independent Thievery (1000) """"""""""""""""""""""""""""""""""" After completing the previous quest this quest will eventually be updated. Steal enough items to get you to 1000 gold from stolen items and then you can now use Fathis as your fence, depending what you've done so far he can either be in the Imperial City, or Chorrol, just use your quest marker to find him. Once you've sold 1000 gold worth of stolen items go to the Imperial City Waterfront and wait until Amusei finds you to activate the next quest. 05.22 - The Ultimate Heist """""""""""""""""""""""""" To activate this quest see the previous quest. Follow your quest marker to 'Imperial City Elven Gardens District' and then to Othrelos' house, go inside and the Gray Fox will be sitting there. Talk to him and accept his task. Follow your quest marker to 'Imperial City Palace' and just keep following it into the palace and then the palace basement. In the basement follow your quest marker until you find a giant hour glass, activate it. Follow your quest marker out of the palace and go to the Arboretum, here is the entrance to the sewers, follow your quest marker in. If you get stuck right away by a door that is opened remotely, the switch is in the same room on the same floor against the south west wall. Keep following your quest marker and you will come to a door to 'Beneath the Bloodworks' go through the door. Follow your quest marker, you'll get to another door that is opened remotely, its in the second floor room to the east of the locked door, you actually have to follow the path south and make your way to the switch on the north wall of the room. Continue following your quest marker and you'll come to a room where you have to go west, but again there is a door that is opened remotely, the switch is in the room just north of here, activate it and follow your quest marker. Just follow your quest marker and you'll end up at the strange door to 'The Old Way' go through the door. Just keep following your quest marker. When you come to a large ruins style room where you can't proceed, there is a set of incomplete stairs up, equip the boots of Springheel Jak and you should be able to make the jump up. Once up there are 2 switches, on on the north side and the other on the south side of the lower level, both are on the corner of the east wall. After activating both switches, jump down to the lower level and follow your quest marker. If you keep following your quest marker you will get a quest update informing you that you'll need to use the Arrow of Extrication soon. Make your way east until you're infront of the large greenish statue labled 'Keyhole Pillar', from here go south, then south west, staying on the upper level, eventually you'll find a locked door on the south wall, pick the lock and go through the door. Turn east and you'll find a block switch on the wall, activate it. Now follow the path east, down some stairs and when you get to the room at the bottom there is a path to the south east corner, go through this path, go for a bit and you'll find a door on the south wall to 'Hall of Epochs' go through this door. In this new area take one of the doors to the north, cross the large room to the north east corner where there is a path, follow it into the next room. This room has a path in the south west corner, take it. In this room on the west wall is a block switch, activate it. Now follow your quest marker back to the room with the Keyhole Pillar. In this room there were some large pillars that a quest update said you could probably move, the block we went and pressed moved them. Now, you need to go onto the bridge and stand on a floor switch, face east and you'll see the Keyhole Pillar turn to face you and an opening appear. SAVE You have to hit the object in the center of that pillar. Take a couple practice shots with regular arrows, once you think you have it, equip the Arrow of Extrication and make your shot. If you missed, load and try again. I am my crosshairs right on the hands holding the bass of the sword, right above the statue's head. If you can not even see the statue, you really need to adjust your video settings for view distance so you can see the statue. If your system can't handle it, it will have to for now, you can switch it back down low after. You'll know when you hit it because you will get a quest update. Now just follow your quest marker to the door to Imperial Guard Quarters. Get into sneak mode and probably save. Use invisibility potions, spells and all your stealth, there are guards everywhere. Just follow your quest marker and you'll come to the door to 'Elder Scrolls Library' go through the door. When you get to the area with the green marker, follow the path south, around the outside of the middle room, when you get to the blind monk, there is a lever along the west wall, activate it and run back to the door to the middle room. Go into this room and look for a single chair infront of the fire called 'Reading Chair' activate it and just sit back and wait. A monk will come to you and the Elder Scroll will appear infront of you on the edge of the fire place. Take the scroll. Go up the spiral stairs being as sneaky as you've ever been, take the door on the west wall and follow your quest marker from there. When you get to the green marker, you will find a grate on the floor in a fire place, equip the boots of Springheel Jak, because you are going to be falling a great distance. After opening the gate and falling down just follow your quest marker to get you out of here. You'll probably end up going through a shop to get out, its all good, just sneak and you won't get in trouble. Once you're finally back in the city, just follow your quest marker to the Gray Fox. Talk to the Gray Fox and then you'll need to go to Castle Anvil, follow your quest marker from there to the Countess, she is in attendance during the day. When you're able to talk to her, tell her about 'The Stranger's Ring'. You're now the guild master of the Thieves Guild. Lets fast travel to 'Imperial City Waterfront' and follow the quest marker to Dereloth's Basement. Once inside this quest will be complete and there is nothing left to do with the thieves guild. ------------------------------------------------------------------------------- Chapter 06 - Dark Brotherhood """"""""""""""""""""""""""""" 06.01 - Joining the Dark Brotherhood 06.02 - A Knife in the Dark 06.03 - Welcome to the Family 06.04 - A Watery Grave 06.05 - Blood of the Damned 06.06 - Accidents Happen 06.07 - No Rest for the Wicked (Slayer) 06.08 - Scheduled for Execution 06.09 - To Serve Sithis 06.10 - The Assassinated Man 06.11 - My Brother's Keeper (Eliminator) 06.12 - The Lonely Wanderer 06.13 - Enter the Eliminator 06.14 - Bad Medicine 06.15 - The Night Mother's Child 06.16 - Whodunit? 06.17 - The Assassin's Gambit 06.18 - Permanent Retirement 06.19 - Of Secret And Shadow (Assassin) 06.20 - The Purification 06.21 - The Dead Drop (Silencer) 06.22 - Affairs of a Wizard 06.23 - Next of Kin 06.24 - Broken Vows 06.25 - Final Justice 06.26 - A Matter of Honor 06.27 - The Coldest Sleep 06.28 - A Kiss Before Dying 06.29 - Following a Lead (Speaker) 06.30 - Honor Thy Mother 06.31 - Whispers of Death ------------------------------------------------------------------------------- 06.01 - Joining the Dark Brotherhood """""""""""""""""""""""""""""""""""" To join the Dark Brotherhood you simply need to kill someone and then sleep. Who you kill is up to you, it can be pretty much anyone who lives in any of the cities or in the various settlements. When you've made a successful murder you will get a message of 'your killing has been observed by forces unknown....'. After that just go find any bed and sleep for any amount of time. A man named Lucien Lachance will approach you, respond to him how ever you wish, he is the one who will get you into the Dark Brotherhood. This conversation will activate the next quest A Knife in the Dark. 06.02 - A Knife in the Dark """"""""""""""""""""""""""" Once you have this quest you will be able to find the Inn of Ill Omen to the south of the Imperial City, north west of Bravil. Fast travel to your nearest landmark and then follow your quest marker until you reach the Inn. Go inside the Inn and talk to Manheim Maulhand, the guy behind the counter. Ask him about 'Rufio'. Now check out the floor near the door to the outside world to find the trap door, open it. Follow your quest marker to find Rufio, and then kill him. Talk to him first if you want, it doesn't matter. Now go find a bed, any bed, even the one that Rufio would normally sleep in will do, sleep for any amount of time. When you wake up Lachance will be there to give you new orders. Get outside and open your world map, fast travel to Cheydinhal and then follow your quest marker to find the abandoned house, the door is locked, so pick it. Once inside just follow your quest marker until you come to a spooky door to 'Dark Brotherhood Sanctuary' activate the door and you'll have to guess the right answer to get in. Once inside just explore and Ocheeva will find you and talk to you, which will complete this quest and activate the next one. 06.03 - Welcome to the Family """"""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Just follow your quest marker to find Vicente Valtieri, talk to him and ask about 'Contract' to complete this quest and activate the next one. 06.04 - A Watery Grave """""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Make your way outside and then fast travel to 'Imperial City Waterfront' and then follow your quest marker until you come to the pirate ship 'Marie Elena'. You can sneak onboard if you are able to, or you can follow the line of crates along the dock by the ship until you get the choice to hide in one of the crates. Either way, get on board the boat without being detected and follow your quest marker to kill the captain. I recommend using invisibility potions or spells. Though you really don't have to, you can kill who ever you like, I just like being sneaky, thats all. After the captain is dead a couple pirates will eventually come into the scene, stay and kill them, or disapear into the night, its up to you. Once you are outside, fast travel to Cheydinhal and follow your quest marker to find Vicente, talk to him and this quest will be complete and a new one will be activated. 06.05 - Blood of the Damned """"""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Vicente and ask about 'Contract' to complete this quest and activate the next one. 06.06 - Accidents Happen """""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. A quick note, you will be able to earn bonuses by completing these quests in a specific way, I will always cover the method of earning the bonus in detail, while allowing you to discover the simplicity of just being a lame murderer. Once you're outside, fast travel to Bruma and then follow your quest marker to Baenlin's house. Once there wait until 9:00 pm and then go inside. Use an invisibility spell or potion, if you get caught by either of the occupants in this house you will lose the bonus. Now, just quietly sneak upstairs while being invisible. The stairs are in the south west corner of the house, at the top of the stairs sneak to the south east corner to find the secret passage way on the east wall. Go inside and to the north is the mounted head fastenings, activate it. Now sneak out of the house and fast travel back to Cheydinhal, then follow your quest marker to find Vicente, talk to him to complete this quest and activate the next one as well as get promoted to Slayer. 06.07 - No Rest for the Wicked (Slayer) """"""""""""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Vicente and accept his task, completing this quest and activating the next one. 06.08 - Scheduled for Execution """"""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Make your way outside and then open your world map, the Imperial Prison Sewers is where you first entered the world at the start of the game, its just east of the Imperial City. Fast travel there. Now, you may recognize that this place has changed a little bit since you were last in here, and I don't mean a few new items, the entire layout is different. Just follow your quest marker and use invisibility spells when ever you are near a guard. You can ussually hear the guards from quite some distance and they are ussually holding torches. There are no real challenges to get through in here, just a couple locked doors. Keep following your quest marker and you will come to your old cell, the one you first start in. You will hear a guard tormenting another prisoner, if you remember, this is the same prisoner who mocked you at the start of the game, he is also your target. Let the guard have his say and then he will walk away. Now, open the gate and approach his cell, I highly recommend talking to him and telling him you're going to kill him, it is quite satisfying. Once you're ready, kill him. Now follow your quest marker out of here, avoid the guards. Once you're outside, fast travel to Cheydinhal and follow your quest marker to Vicente, talk to him to complete this quest and activate the next one. 06.09 - To Serve Sithis """"""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Vicente and ask about 'Contract' to complete this quest and activate the next one. 06.10 - The Assassinated Man """""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Get outside and fast travel to Chorrol, once there follow your quest marker to Francois Motierre's house and go inside. Inside Francois will talk to you, say what ever you wish. Now as soon as the conversation is over, open your inventory and equip the Lanquorwine Blade. Exit your inventory and just wait a moment. When the hit-Argonian-man comes inside, you can watch the act if you wish, but at any time you feel like it, hit Francois with the knife. Now, run outside, you will be chased, but as soon as you get out of the city you're in the clear. Now wait 24 hours and then go back in the city. Follow your quest marker into the chapel and into the undercroft, find Francois and activate him to cure his false death. Then just speak to him, you'll now have to escort him out of here while fighting off zombies and making sure he stays alive. Just follow your quest marker and use heal other abilities until you are out to safety. Once out of the undercroft, follow your quest marker to the Grey Mare, go inside and Francois will talk to you. Then just go outside and fast travel to Cheydinhal, then follow your quest marker to find Vicente and talk to him to complete this quest and activate the next one as well as get promoted to Eliminator. 06.11 - My Brother's Keeper (Eliminator) """""""""""""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Follow your quest marker and talk to Ocheeva, talk to her, ask her about 'Contract' to complete this quest and activate the next one. 06.12 - The Lonely Wanderer """"""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Make your way outside, then fast travel to 'Imperial City Talos Plaze District' and then make your way into the Tiber Septim Hotel. Talk to the woman behind the counter, Augusta Calidia. Ask her about 'Faelian' and then follow your quest marker, it will take you to Atraena, if Faelian is here, do not kill him as you will lose your bonus. Talk to Atraena and ask about 'Faelian', now just follow your quest marker to Lorkmir's house, break inside. If Faelian is in here, go ahead and kill him, if he isn't just wait around until he shows up, I found him there at 12:00 pm. Once he is dead fast travel back to Cheydinhal and follow your quest marker to Ocheeva, talk to her to complete this quest and activate the next one. 06.13 - Enter the Eliminator """""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Ocheeva and ask about 'Contract' to complete this quest and activate the next one. 06.14 - Bad Medicine """""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. You need to go to Fort Sutch, its north of Anvil, marked by your quest marker, fast travel to your nearest map marker and then follow your quest marker to get to the fort. Once you get to the fort, stop following your quest marker. South of the fort is a secret entrance, just go south of the main entrance and you should find it on your mini map, its a locked trap door on some ruins, pick the lock and go inside. You're going to want some good invisibility spells or potions if you don't want to be detected. Remember to sneak and then just follow your quest marker through this place until you encounter the first set of guards, an Orc and a Redguard, a Wood Elf will also be wandering around here. Just listen and if you can safely, watch the Orc and Redguard, they will be in a conversation about the guy you must kill and his medicine. When they are done talking they will make their way to where the medicine is, follow them without being detected. Just keep following them without getting to close, watch for other guards and eventually you will come to the target room and the Orc and Redgaurd will go seperate ways. Follow your quest marker north to find the medicine cabinet. Open the cabinet, take the medicine and replace it with the posion. Now just make your way out of this place the same way you came in, make sure you don't get caught. Once you're outside fast travel to cheydinhal, follow your quest marker to find Ocheeva, talk to her to complete this quest and activate the next quest. 06.15 - The Night Mother's Child """""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Ocheeva and ask her about 'Contract' to complete this quest and activate the next quest. 06.16 - Whodunit? """"""""""""""""" This quest is automatically given to you apon completion of the previous quest. This is my favourite quest in the entire game. A week or so before the first time I did this quest my girl friend and I saw a play called 'And Then There Were None' which is played out a lot like this quest, the guests die, one by one until there are none left but the killer. Anyway.... Fast travel to Skingrad and then follow your quest marker to find Summitmist Manor, a man called Fafnir will talk to you and give you the key, finish the conversation and then go inside. Now, the order in which you kill the guests doesn't matter, the only thing it effects is the accusations and the mystery between the remaining guests. Just find the guests 1 by 1 and kill them without being seen. Some times even though nobody is around, you will still get caught, its kinda iffy, so just save every once in a while and you'll be fine. Once you've killed all the guests just fast travel back to Cheydinhal and then follow your quest marker to Ocheeva, talk to her to complete this quest and activate the next one. 06.17 - The Assassin's Gambit """"""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Ocheeva and ask her about 'Contract' to complete this quest and activate the next quest. 06.18 - Permanent Retirement """""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Fast travel to Leyawiin, then wait until 2:00 pm and then follow your quest marker to find Adamus Phillida. He will be standing near a lake, at 3:00 pm he will take his armour off and jump into the lake for a swim. Equip a bow and the rose of sithis, save and then shot Adamus. Once he's dead you're going to have a bounty on your head, you'll have to pay it off, go to prison or have the Thieves Guild take care of it. Make sure you loot Adamus's corpse and take his severed finger. Once you have it, take care of the bounty on your head, fast travel to 'Imperial City Prison' and wait until 3:00 am. Then just follow your quest marker into the Legion Office. The desk you need to put the finger in is the big locked one on the first floor. Now just fast travel to Cheydinhal and then follow your quest marker to find Ocheeva, talk to her to complete this quest, activate the next quest and be promoted to Assassin. 06.19 - Of Secret And Shadow (Assassin) """"""""""""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Talk to Ocheeva and she will give you a package from Lucien, open your inventory, find the package and examine it. After you read the message, exit and you will get a quest update. Then just follow your quest marker to Fort Farragut, just outside the east gate of Cheydinhal. Once you get to the fort, just fight your way through the place following your quest marker and you will eventually find Lucien. Talk to him and this quest will be complete and the next one will be activated. 06.20 - The Purification """""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. This is a pretty simple quest, just follow your quest marker into the sanctuary and kill all the other members of the Dark Brotherhood. With all your targets dead, follow your quest marker back to Lucien, talk to him to complete this quest, get the fastest horse in the game and activate the next quest. 06.21 - The Dead Drop (Silencer) """""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Now, follow your quest marker to Hero Hill, which is just south east of Cheydinhal. Once there just keep following your quest marker to the large clump of mossy rocks, loot it to find your orders completing this quest and activating the next quest. 06.22 - Affairs of a Wizard """"""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. You need to make it to a cave called 'Leafrot Cave', which is far east and slightly south of Bravil, or very far south of Cheydinhal. There are no nearby landmarks, so fast travel to your nearest one and then follow your quest marker to find the cave. Once you finally get there, go inside and follow your quest marker through the small cave to find a book called 'The Path of Transcendence' which is sitting on a table in the north corner of the room marked by your quest marker. After you read the book you discover a weakness of Celedaen. Now follow your quest marker and you'll quickly find Celedaen. Though you know about his weakness, Celedaen is not that difficult, do what ever to kill him. After he is dead you will get a quest update, you will need to get your next dead drop, which is in Chorrol, so make your way out of this cave and then fast travel to Chorrol. Once there just follow your quest marker to find the dead drop. The dead drop is in an old sac in a bunch of bushes marked by your quest marker. Open it and get your reward and the dead drop to complete this quest and activate the next one. 06.23 - Next of Kin """"""""""""""""""" This quest is automatically given to you apon completion of the previous quest. You need to get to Applewatch, which is just north west of Bruma, so fast travel to your nearest map marker and then follow your quest marker to get there. Once you're there, use your quest marker to find Perennia Draconis, talk to her and tell her you are looking for her children. She will give you a list, find it in your inventory and then you will have quest markers for all your targets, you have to kill them all, go ahead and start with the mother. Now what order you kill her children in doesn't matter, you can follow my order, or just do it how ever you wish. Fast travel to 'Imperial City Talos Plaza District' and then just follow your quest marker to find Matthias Draconis. When you find him, kill him. Fast travel to Leyawiin and then just follow your quest marker to find Caelia Draconis, she is a guard. When you find her, kill her. You need to go to The Drunken Dragon Inn, which is north of Leyawiin, fast travel to your closest map marker and then follow your quest marker to find Andreas Draconis, the guy behind the counter. When you find him, kill him. You need to go to Muck Valley Cavern, which is south west of Cheydinhal, fast travel to your closest map marker and then follow your quest marker to find Sibylla Draconis. When you find her, kill her. Now you need to go to the next dead drop, so fast travel to 'Castle Skingrad' and then follow your quest marker to the big well in the middle of the court yard, loot it to find your reward and the next dead drop to complete this quest and activate the next one. 06.24 - Broken Vows """"""""""""""""""" This quest is automatically given to you apon completion of the previous quest. You need to go to Bruma, so fast travel there and then follow your quest marker to find J'Ghasta. When you get to his house he will probably be in his secret training room, there is a trap door in the south east corner of his basement under a bunch of folded cloth. When you find him, kill him. Your next dead drop is located at Old Bridge, which is just south of the Imperial City, fast travel to your nearest map marker and then follow your quest marker. When you get there use your quest marker to find the rotten box under the bridge, loot it to find your reward and the next dead drop to complete this quest and activate the next one. 06.25 - Final Justice """"""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Flooded Mine is just north of Bravil, fast travel to 'Bay Roan Stables' and then follow your quest marker to find the mine. Go inside and just follow your quest marker to find Shaleez and kill her. Now you need to go to Fort Redman, north of Leyawiin. Fast travel to your nearest map marker and then follow your quest marker to get there. You don't have to go inside the fort, just outside the entrance is a coffin, loot it to find your reward and the next dead drop, completing this quest and activating the next one. 06.26 - A Matter of Honor """"""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Read the schedual and you'll have a quest marker to find Alval Uvani, no matter where he is. Just track him down by fast traveling ahead of him and then go by foot to head him off, when you get to him, kill him. Now fast travel to 'Imperial City Market District' and then follow your quest marker to find the next dead drop, which is in a hollowed-out tree stump, loot it to get your reward and the dead drop, also completing this quest and activating the next one. 06.27 - The Coldest Sleep """"""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Gnoll Mountain is east of Bruma, fast travel to your nearest map marker and then follow your quest marker to get there, once you're there find Havilstein and kill him. Nornal is east of the Imperial City and south of Cheydinhal, fast travel to your nearest map marker and then follow your quest marker to get there. The dead drop is inside the ruins, so you'll need to follow your quest marker into it and just keep following it to get through the ruins. You don't have to go very far inside to find it, its in a pool of water in a sunken chest, loot it to find your reward and the next dead drop to complete this quest and activate the next one. 06.28 - A Kiss Before Dying """"""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Fast travel to Bravil, wait until 8:00 pm and then follow your quest marker to find Ungolim. Once you kill him Lucien will appear and he is mad, after talking to him briefly this quest will be complete and the next one will be activated. 06.29 - Following a Lead (Speaker) """""""""""""""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. Now fast travel to Anvil, then follow your quest marker to find the dead drop. Once you're there just stand around and shortly after that a guy will come, talk to him and he will tell you of the robed man that lives in the lighthouse. Fast travel to 'Anvil Lighthouse' and then follow your quest marker to find Ulfgar Fog-Eye, talk to him and get the key to the cellar. Once you have the key just follow your quest marker until you come to the door to 'Anvil Lighthouse Cellar' that needs a key, open this door. Inside ignore the disturbing scene and find the Traitor's Diary, take it. Now fast travel to Applewatch, just west of Bruma, once there go inside. A woman called Arquen will talk to you, Lucien is dead. Now, wait until 1:00 am and then talk to Arquen, ask her about 'Night Mother' and then tell her you're ready to complete this quest and activate the next quest. 06.30 - Honor Thy Mother """""""""""""""""""""""" This quest is automatically given to you apon completion of the previous quest. You start out just watching the scene unfold, once its done walk up to the statue and go into the secret door. You'll be forced to watch another scene and then buddy reveals himself and kills a couple people and then you get to kill him. After he is dead The Night Mother will approach you, after the conversation you can loot this room, when you've taken what you want, talk to The Night Mother again and tell her you're ready to leave. Now talk to Arquen to complete this quest. 06.31 - Whispers of Death """"""""""""""""""""""""" Once a week you must visit the statue of the Night Mother in Bravil, so lets go for the first time. Fast travil to Bravil and follow your quest marker to the statue. Once there, activate the statue and listen, when the Night Mother is done fast travel back to Cheydinhal. Follow your quest marker back to Arquen and talk to her, you will get some gold and you have to do nothing else. Now, this quest will remain active in your quest log. If you keep going to the weekly listening and giving Arquen orders, I imagine this quest may some time be completed, but I don't think I have to repeat the same instructions over and over. ------------------------------------------------------------------------------- Chapter 07 - Chorrol """""""""""""""""""" 07.01 - The Killing Field 07.02 - Canvas the Castle 07.03 - A Shadow Over Hackdirt 07.04 - Separated at Birth 07.05 - Legacy Lost 07.06 - Sins of the Father ------------------------------------------------------------------------------- 07.01 - The Killing Field """"""""""""""""""""""""" Head to The Grey Mare, just east of the south exit of Chorrol. Inside there is a man called Valus Odiil, talk to him and then ask about 'Sons' and then about 'Creatures' and once you say you will help, this quest will be activated. Now just follow your quest marker until you get out of the city, you'll end up finding the 2 brothers, Rallus and Antus, talk to Rallus and ask about 'Valus Odiil'. Now just follow Rallus and Antus, they will take you to Odiil Farm. Once at the farm, just hang out around Rallus and Antus and you will get a quest update, shortly after that a few waves of Goblins will attack. You just have to kill all the goblins, neither of the Odiil brothers has to survive to complete this quest. Though, your reward is greater if they survive. After the goblins are done attacking, just follow your quest marker back to Valus, talk to him and tell him about 'Sons' to complete this quest. 07.02 - Canvas the Castle """"""""""""""""""""""""" Go to the Castle during the day and talk to Countess Arriana Valga, she should have a subject 'Investigation' that you can ask her about, but she will only tell you about it if your disposition with her is around 70. Once she likes you enough ask her about 'Investigation' to activate this quest. Now ask the countess about 'Gather Clues' twice, now you need to talk to Chanel, Orgnof, the Captain of the Guard, Bittneld, Laythe and Orok, you have quest markers for each. Talk to them and ask them all about 'Gather Clues'. You may need to have a disposition of 70 or so with each to get them to talk. After you've talk to all of them you will need to gather clues. First lets go to the dinning hall, the north west room from the throne room. When you enter the room, notice the blue rug the table and chairs are on, the north corner of the rug has some stains on it, activate it. Now go into the throne room and up to the second floor, take the door on the west side. Now use your area map to find the door to 'Castle Chorrol West Tower' go inside. In the south west corner there is a trap door on the floor behind some boxes, go in the trap door. In this room there is an Unusual Painting, activate it. Now make your way out of the west tower, when you get back to the main hallway, you need to go in the south western most room, the entrance is just west of the door to the south tower. In this room there is a painting on the south west wall, right below the painting is a Lectern on a small table, open the Lectern. Now, talk to Chanel. Chances are she is in her room, which is the room from above. You will need a disposition of 80 or so to actually accuse her properly. Once she likes you enough ask about 'Accuse' and then say 'Yes, I accuse you of the crime'. Now follow your quest marker to the countess, she is in attendance during the day. When you can, talk to her and then you can accuse Chanel or you can lie and say neither suspect. If you tell her Chanel did it, read the next paragraph, if you lie, skip the next paragraph. After telling the countess that Chanel is the thief you will get 600 gold, a couple diamonds and this quest will be complete. After lieing to the countess find Chanel and talk to her, she will tell you that she is making a special painting for you, but it will take 3 weeks to complete. I recommend just noting your game days passed in your stats page and then playing the game normally, then return to Chanel after 21 days. After 3 weeks have passed, you will get a quest update telling you to go to Chorrol and get your painting from Chanel. Go ahead and find Chanel in the castle and talk to her to get your painting and complete this quest. The painting is entirely decrotive, it does nothing. To use it you just have to drop it from your inventory. 07.03 - A Shadow Over Hackdirt """""""""""""""""""""""""""""" Walking around Chorrol you'll probably run into Dar-Ma, an Argonian girl, if you don't run into her on the streets she can be found in Northern Goods and Trade, when you find her talk to her, tell her you are pleased to meet her and she will have 100 disposition to you. Go to Northern Goods and Trade and talk to Seed-Neeus, use the disposition mini game or bribes to get your disposition with her to a good level. Once she likes you enough, wait a few days, do some other quests and then come back to Chorrol. After a few days have passed talk to Seed-Neeus, she will tell you her daughter is missing. If she doesn't, you may need to leave the city and come back. Ask Seed-Neeus about 'Missing Daughter' and agree to help, you will get a map marker for Hackdirt. Now just follow your quest marker to find Hackdirt, once you get there you will need to find Blossom, Dar-Ma's horse. Her horse is in the ruins behind Moslin's Dry Goods, which is on the west side of Hackdirt. When you approach the horse you will get a quest update. Now go into Moslin's Dry Goods, talk to Etira Moslin and ask about 'Dar-Ma'. You'll need to find Jiv Hiriel, he is ussually around the north side of Hackdirt, when you find him, talk to him and he'll tell you to meet him later. Wait until after 9:00 pm and then follow your quest marker to Jiv's house. Go inside and talk to Jiv and ask about 'Dar-Ma'. Now its just a matter of following your quest marker to find Dar-Ma. When you find Dar-Ma in her cage, approach her and she'll ask for help, tell her you will let her out and then open the door. Follow your quest marker out of the underground chamber and back outside. Dar-Ma will want her horse, it is still sitting in the same spot behind Moslin's Dry Goods, go near it and Dar-Ma will mount it. Now fast travel back to Chorrol and follow your quest marker to Seed-Neeus. Talk to her and tell her about 'Missing Daughter' to complete this quest. 07.04 - Separated at Birth """""""""""""""""""""""""" After you've been walking around Chorrol long enough you may overhear someone talking about Reynald Jemane, after that you can ask just about anyone in town about 'Reynald Jemane' to activate this quest. Once this quest is activated follow your quest marker to find Reynald, talk to him and he'll ask you to travel to Cheydinhal. So, open your world map and then fast travel to Cheydinhal. Once in Cheydinhal ask just about anyone about 'Reynald Jemane' and they'll tell you about Guilbert Jemane. Just follow your quest marker to find him and then talk to him, ask him about 'Reynald Jemane'. Now you must fast travel back to Chorrol and wait for Guilbert to get there, he is marked by your quest marker, you can watch his progress as he travels. Once he gets to town, just follow him (or your quest marker) until the 2 twins are re-united. Talk to Guilbert and this quest will be complete. 07.05 - Legacy Lost """"""""""""""""""" After completing the previous quest, talk to Guilbert Jemane and ask about 'Weatherleah' to activate this quest. Now ask some of the towns folk about 'Weatherleah' and they'll tell you to talk to Sabine Laul in the fighters guild, just follow your quest marker to find her. When you find Sabine, talk to her and ask her about 'Weatherleah' and she will put a map marker on your map for you. Now just follow your quest marker to get there. Once you're there you'll get a quest update about the Ogres there, so kill all 3 of them to continue. When they are dead fast travel back to Chorrol and then follow your quest marker to find the twins. Talk to Guilbert and tell him its safe to go to Weatherleah. Now, fast travel to Weatherleah and approach the house to complete this quest, but you'll want to talk to Guilbert to obtain your reward. 07.06 - Sins of the Father """""""""""""""""""""""""" After completing the previous quest, go to The Oak and Crosier in Chorrol. Inside there is a Dark Elf called Fathis Ules, talk to him and ask him about 'Jemane Family' to activate this quest. You will have a map marker to Redgaurd Valley Cave, to the east of Weatherleah, just follow your quest marker to find it. When you find it, go inside and then just follow your quest marker until you find the Ogre Chief. Once you kill the chief, loot its corpse to find the Honorblade of Chorrol, take it. Now follow your quest marker out of the cave and then fast travel to Chorrol. Now you can either give the sword to Fathis, or you can go to Castle Chorrol, and give the sword to Laythe Wavrick. If you want to give the sword to Fathis, read the next paragraph, if you want to give it to Laythe, skip the next paragraph. Follow your quest marker to find Fathis in The Oak and Crosier, talk to him and tell him about 'Stolen Item' to give him the sword and collect 1500 gold. Skip the next paragraph. Follow your quest marker to find Laythe Wavrick in the castle, talk to him and tell him about 'Stolen Item' to give him the sword and get a shield reward. Now follow your quest marker to Guilbert Jemane, once you find him talk to him and tell him about 'Albert Jemane' to complete this quest. If you gave the sword to Laythe in the castle, you will get 4 grand soul gems. ------------------------------------------------------------------------------- Chapter 08 - Cheydinhal """"""""""""""""""""""" 08.01 - The Wayward Knight 08.02 - A Brush with Death 08.03 - Corruption and Conscience 08.04 - The Renegade Shadowscale ------------------------------------------------------------------------------- 08.01 - The Wayward Knight """""""""""""""""""""""""" To begin this quest you will have to have the Oblivion Gates spawned all over Cyrodiil. Open your world map and fast travel to 'Castle Cheydinhal' once there go into the castle and talk to Count Andel Indarys, he is normally in attendance from 9:00 am to 6:00 pm. Talk to him about 'Oblivion Gate' and he will inform you of his son entering the Oblivion Gate and indirectly asks you to help. The Oblivion Gate is just west of Cheydinhal. To find it get outside and open your world map, fast travel to 'Black Waterside Stables', from there go north west, you should see the Oblivion Gate icon on your compass, use this to guide you to the Oblivion Gate. When you get near the Oblivion Gate you will get a quest update and you can see the soldiers, get near them and Amminus Gregori will approach you, ask him about 'Oblivion Gate' and then ask him about 'Farwil' and then ask him about 'Knights of the Thorn' and then ask him about 'Oblivion Gate' again. You will have collected all the information you need, end the conversation and go into the Oblivion Gate. Right away head east and you will find a corpse of one of the Knights of the Thorn. Go south east down the path and be sure to stay on the path as it turns south west, when you are on a large stone, go to the south west edge and you can see where the path continues to the west, take this path downwards. On the next big rock, turn south east and follow the path. It will turn east and there may be a big rock blocking the path north east, make your way past this rock and continue going north east on this path. The path will turn north and then north west, just keep following it and it will come to an end with a door on the south west wall to 'The Bowels' go in this door. In this first room there is a hole in the floor, drop down into the hole, on this level there is another hole in the floor, drop down into this hole as well, there is another dead Knight of the Thorn here. On the south east wall is a door to 'Realm of Oblivion' go in this door. Follow the path south east, it will eventually turn south, just keep following this path and it will turn south west, you will come across yet another dead Knight of the Thorn. North of the dead knight is a door to 'The Bowels' go in this door. In this room there is an opening on the south wall, go in this passage and follow it into the next room. In this room there is a hole in the floor, drop down into this hole. In this room there are paths on the north east and south west walls, take either path and follow it into the next room where there is a door on the far south east wall to 'Realm of Oblivion' go in this door. Out here Farwil and another Knight of the Thorn are standing around, Farwil will talk to you. Ask him about 'Oblivion Gate' after he's done talking end the conversation. Look to the east and you will find an opening that leads to a bridge, take this path onto the bridge and go all the way east across the bridge to the tower, open the door 'The Chaos Stronghold'. In this room there are doors on the east and south walls to 'Rending Halls' go through either door and follow the path upwards. You will come to a room with a door on the west wall to 'The Chaos Stronghold' go through this door. Go west and follow the path upwards, at the top on the north east wall is a door to 'Corridors of Dark Salvation' go through this door. In this room there is a door on the north wall marked 'Citadel Hall Door' go through this door and follow the path upwards. There will be a couple doors on the south wall, you don't have to go in them, just keep on the path going west and up until you get to a door to the south marked 'Citadel Hall Door' open this door. Inside this room is a door on the west wall to 'The Chaos Stronghold' go in this door. From here take either path north or south west until you come to the top, there will be a door on the north and west wall to 'Sigillum Sanguis' take either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north side where you can go up either ramp to a platform on the south wall, look north and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. Outside of the Oblivion Gate talk to Farwil, after he says his piece, ask him about 'Knights of the Thorn' and he will give you a medallion. Now, open your world map and fast travel to 'Castle Cheydinhal'. Follow your quest marker into the castle and talk to Count Andel Indarys, he is ussually in attendance between 9:00 am and 6:00 pm. You will get to chose either a staff or sword, chose which ever suits you and this quest will be complete. 08.02 - A Brush with Death """""""""""""""""""""""""" Wander around Cheydinhal long enough and you'll hear people talking about 'Rythe Lythandas' after that you can ask people about him. If it doesn't come up, ask about rumors and you'll probably get the topic. When you do, ask just about anyone about 'Rythe Lythandas' to activate this quest. Now just follow your quest marker to find Rythe's house, go inside and find Tivela Lythandas, talk to her and ask about 'Rythe Lythandas' and then offer to help her to get the key you will need. Follow your quest marker downstairs and into Rythe's painting room, in the south east side is an Unusual painting, activate it to go inside the painting. Once inside Rythe will approach you and talk to you, ask him about 'Thief' and then about 'Brush of Truepaint' and then finally about 'Painted Trolls' to get some Turpentine potions, these will come in handy. This place is fairly linear, just make your way to your quest marker. Watch out for the trolls, even if you are level 1, you will be up against trolls. The Turpentine you were given deals a good deal of damage against these painted trolls, this can give you the winning edge in here. When you get to your quest marker you'll be at the corpse of the thief, loot it and take the brush of true paint. Now follow your quest marker back to Rythe, talk to him and end the conversation right away to have him open a door out of this place. Once you've gone through the door back to the normal world, talk to Rythe and this quest will be complete. 08.03 - Corruption and Conscience """"""""""""""""""""""""""""""""" Wander around long enough and ask about rumors enough and you'll end up with the topic 'Fines' when you do, ask just about anyone about it and this quest will be activated. Now follow your quest marker until you find Llevana Nedaren, talk to her and ask her about 'Fines'. Now follow your quest marker to find Garrus Darellium, talk to him and ask him about 'Ulrich Leland'. Now follow your quest marker to find Aldos Othran, talk to him and ask him about 'Ulrich Leland' after that follow Aldos and watch what he does. After watching Aldos die, follow your quest marker back to Llevana, talk to her and tell her about 'Aldos Othran'. Now follow your quest marker to Garrus, talk to him and tell him about 'Ulrich Leland'. Now you can either do things Llevana's way and have Ulrich killed, or you can do it Garrus's way and find evidence to send Ulrich to prison. To kill Ulrich read the next paragraph, to send him to prison, skip the next paragraph. Find Ulrich and talk to him, tell him to follow you. Now just follow your quest marker to Llevana's house, go inside and watch Ulrich's bizare fate. Now follow your quest marker back to Garrus, talk to him and tell him about 'Ulrich Leland'. Skip the next paragraph. You'll need to sneak into Ulrich's room, its inside the guard barracks marked by your quest marker. Wait outside the barracks until 2:00 pm and then go in the barracks, there should be very few guards. Break into Ulrich's room without being detected. Inside the room along the north east wall is a dresser and on that dresser is a book with a suspicious scrap of paper on it, take the scrape of paper. Now follow your quest marker to Garrus, talk to him and tell him about 'Ulrich Leland'. After dealing with Ulrich go to Cheydinhal Bridge Inn and wait 2 hours. You will get a quest update and shortly after that Garrus will arrive. Talk to him and this quest will be complete. If you had Ulrich killed, you will get less gold. 08.04 - The Renegade Shadowscale """""""""""""""""""""""""""""""" After gaining entrance to the Dark Brotherhood Sanctuary you will be able to talk to an Argonian called Teinaava, ask him about 'Lucien Lachance' and then ask about 'Shadowscale'. You will need to complete the first run of contract based quests of the Dark Brotherhood before this quest can be activated. After completing the quests given to you by Vincinte, you can talk to Teinaava and he will ask you for some personal assistance, say 'Yes, tell me more' to activate this quest. The camp Bogwater to the far south east corner of the game map will be marked by your quest marker now, fast travel to your nearest map marker and find your way there. Once you get there find and talk to Scar-Tail. You will be able to complete this quest 1 of 2 ways, either kill Scar-Tail or accept his offer and then take the other Argonian assassins heart back to Teinaava. If you want to just kill Scar-Tail, then do so and then loot his corpse and take the Argonian Heart back to Teinaava, otherwise say go with Scar-Tail's plan. Follow your quest marker to find the Argonian assassin's corpse and loot it to find the Argonian Heart, then head back to Scar-Tail, by the camp fire and the tent is the hollowed out log, loot it to get your treasure. Once you have an Argonian Heart return to Teinaava and talk to him to complete this quest. ------------------------------------------------------------------------------- Chapter 09 - Bruma """""""""""""""""" 09.01 - Lifting the Vale 09.02 - A Brotherhood Betrayed 09.03 - Two Sides of the Coin ------------------------------------------------------------------------------- 09.01 - Lifting the Vale """""""""""""""""""""""" Find just about anyone and ask them about 'Rumors' this will give you a new topic, ask about 'Akaviri Artifacts'. Follow your quest marker until you find Tolgan, talk to him and then follow your quest marker to find Countess Narina Carvain in the castle from 9:00 am to 6:00 pm. Talk to her and when you have a long list of things to ask her about, ask about 'Draconian Madstone'. Now ask about 'Draconian Madstone' again and accept her offer. Next ask her about 'Diary' to get a map marker for Dragonclaw Rock, north east of Bruma. Follow your quest marker to get there. Once you get there, you need to go to due west of the landmark, watch for a statue. When you get to the statue you will get a quest update, now go north and you should find Serpent's Trail. If you're having problems finding this place it is just above the last 'L' in the word Ferall north of Bruma. Go inside the cave, just make your way through the cave and you will eventually get a quest update when you encounter a skeleton, if you look at it you can see a piece of parchment, Akaviri Orders, go ahead and take it. Just keep making your way through the cave and then you'll eventually come out the other side, when you do you will get a quest update. Now just follow the path until you get another quest update. The entrance is to the north west, just keep following the path and you will find the entrance. Once you're inside you will have a quest marker, just follow it. You'll go through a couple of areas, eventually ending up in the Fangs of the Serpent, you'll be dodging traps and you'll come to a bridge that is raised, to the north corner of the start of the bridge, there is a handle, activate it to lower the bridge. Keep following your quest marker. When you get to the targeted area, you will find a ghost, the Akaviri Commander Mishaxhi, talk to him and then give him the orders. Now a secret passage will open up, go in and the Dragonian Madstone is on a pillar, take it. Now just follow your quest marker until you get outside. Once you're outside, fast travel to 'Castle Bruma' and then follow your quest marker to the countess, she is in attendance during the day, when you can talk to her and tell her you have the Madstone to complete this quest. 09.02 - A Brotherhood Betrayed """""""""""""""""""""""""""""" When you enter Bradon Lirrian's house, you will see a body and some guards, one of the guards will come up to you and this quest will be activated. Ask the guard about 'Raynil Dralas', the guard will have to trust you before you can continue, once his disposition is around 75 he will tell you. After that you need to talk to Erline Lirrian, chances are she is in her home with the guards and the body, talk to her. Now we have to talk to some townfolks outside about 'Raynil Dralas'. Just keep asking people about 'Raynil Dralas' until you find out he may be at Olav's Tap and Tack. Go to Olav's Tap and Tack and speak to Olav, ask him about 'Raynil Dralas' and he will give you a key to Raynil's room. Now follow your quest marker into his room, when you are in there, there is a dresser against the north wall, behind the dresser is a book, Gelebourne's Journal, take it. Go back to Olav, talk to him and ask him about 'Gelebourne'. Now follow your quest marker back to Carius Runellius, talk to him and ask him about 'Gelebourne'. Follow your quest marker back to Olav's Tap and Tack, then wait 1 hour. When Carius appears, talk to him and he will give you a map marker for 'Boreal Stone Cave' which is west of Bruma, fast travel to your nearest map marker and then follow your quest marker to get there. Once you get there go inside, you won't have a quest marker, so just go into the cave, you will encounter Raynil, don't attack him, let him approach you and talk to you, then kill him. After you've killed Raynil, loot his corpse and take Bradon's Key, Gelebourne's Key and Raynil's Key. Now open the water logged chest in the west end of the first main room marker by your quest marker. Take the amulet and then get out of the cave, then fast travel to Bruma. Once in Bruma, follow your quest marker to find Erline, talk to her and ask about 'Mundane Amulet'. There will be quite a bit of talking, a break in the conversation and then you will get a magic amulet from Erline and this quest will be complete. 09.03 - Two Sides of the Coin """"""""""""""""""""""""""""" While wandering around Bruma you may overhear conversations about Arnora and Jorundr, or you may get the topic from asking about rumors, either way, when you have the topic, ask just about anyone about 'Jorundr' to activate this quest. Follow your quest marker to find Arnora, talk to her and ask her about 'Jorundr' and then about 'Stolen Gold'. After speaking with her, follow your quest marker to find Jorundr in a prison cell, you will have to ask the guard to let you visit a prisoner. When you talk to Jorundr ask about 'Stolen Gold' to find out he doesn't trust you, no matter what your disposition is with him. You'll need to get arrested, the easiest way is to steal an item infront of a guard, or pick pocket one of them. Once you're in the cell with Jorundr, talk to him and ask about 'Stolen Gold'. After that you'll need to serve your time, or break out of prison. If you serve your time you may end up losing some points to some skills. After you're out and you have all your stuff back, follow your quest marker to Arnora. Talk to Arnora and ask about 'Stolen Gold'. Now the quest will split into 2 different paths, doing it Jorundr's way by killing Arnora, or doing it Arnora's way and lieing to Jorundr. If you want to kill Arnora, read the next paragraph, if you want to do it Arnora's way skip the next 2 paragraphs. Tell Arnora that you're going to do it Jorundr's way, then kill her, loot her corpse and take her key, you don't need the amulet she is wearing because its a fake, go downstairs and in the north west corner of the basement room is a locked chest that needs a key, open it to find the true amulet. When you have the true amulet, follow your quest marker back to Jorundr, talk to him and ask him about 'Stolen Gold'. Now just follow your quest marker out of Bruma to the spot marked by your quest marker. There is a chest hidden in some rocks, this is Jorundr's Loot, go ahead and take it to complete the quest. Tell Arnora that you're going to do it her way, she will give you the key to her chest, go downstairs in the north west corner of the basement room is a locked chest that needs a key, open it to find the true amulet. When you have the true amulet, follow your quest marker back to Jorundr, talk to him and ask him about 'Stolen Gold'. Now just follow your quest marker out of Bruma to the spot marked by your quest marker. At some point, either before you find Jorundr's loot hidden in the rocks, or after you get it, Tyrellius will come up to you and pick a fight, kill him and make sure to get the loot from the chest. Now follow your quest marker back into Bruma to find out if Arnora is truly dead, when you find her body the quest will be complete. ------------------------------------------------------------------------------- Chapter 10 - Anvil """""""""""""""""" 10.01 - Where Spirits Have Lease 10.02 - The Ghost Ship of Anvil 10.03 - The Siren's Deception 10.04 - When the Vow Breaks ------------------------------------------------------------------------------- 10.01 - Where Spirits Have Lease """""""""""""""""""""""""""""""" Follow your quest marker to The Count's Arms and go inside, find Velwyn Benirus and talk to him, ask him about 'Manor' and you will be able to buy the house for 5000 gold. After you buy the house follow your quest marker out of the building to 'Benirus Manor'. Go inside, to the south east is a door, go through it into the next room, on the north wall is another door, go through it. On the east wall is a flight of stairs, follow them up and you will come to another door, open it and you will be in a room with a bed. Sleep on the bed for any length of time. When you wake up there will be ghosts in the house, kill them or run from them, either way go through the door on the east wall and head down the stairs, make your way through the house until you get to the entrance room, in the north west corner there is some stuff on the floor, pick up the 'Scrap from Lorgren's Diary' and the 'Skeletal Hand'. Exit your house and go west, pass the big tree in the middle of the path and then the third building along the north wall is the Count's Arms, go inside and ask Wilbur about 'Velwyn Benirus'. Exit the building and open your world map and fast travel to 'Imperial City Elven Gardens District'. Once there follow your quest marker to the King and Queen Tavern, go inside and talk to Velwyn Benirus, ask him about 'Manor'. Then ask him about 'Lorgren Benirus'. After that ask him about 'Lift the Curse', then exit the building and open your world map and fast travel to 'Anvil Main Gate'. Once there follow your quest marker to The Counts Arms and find Velwyn Benirus, talk to him and tell him you're ready. Now follow Velwyn out of the building and to Benirus Manor. You will be fighting ghosts in here, lots of them, you will want a good silver weapon or powerful offensive magic. Enter the manor and inside, follow your quest marker to the basement. Make your way to the end of the basement and you will find the secret door, Velwyn will open it for you and then he will run away. Walk into the room and activate the skeleton on the altar in the middle of the room. If you did not pick up the hand previously, follow your quest marker back upstairs and in the corner of the room you first come into when you enter the house, is the hand laying on the floor. When you have the hand, activate the body again, but be prepared for a nasty fight, this guy is tough, but its only cause he has a powerful staff, if you let him waste his staff's magical charges he is a pussy. After buddy is dead follow your quest marker out of the house and to The Counts Arms. Talk to Velwyn Benirus and this quest will be complete. 10.02 - The Ghost Ship of Anvil """"""""""""""""""""""""""""""" Go to the docks at Anvil, one of the ships there has a high elf called Varulae standing on the deck, talk to her and offer to help to activate this quest. You'll need to enter the door behind Varulae that needs a key, go inside. In the first room there is a ghost to the east, kill it and then go back to the north west corner beside the door you came in to find a trap door on the floor to the mid deck, go in this door. There are a couple ghosts on this floor, kill them and then go to the south west end of the room, there is a nother trap door on the floor to the carge hold, go in this door. Another couple of ghosts on this floor, kill them and then go to the south west end of this room, there is a chest there, open it and take Varulae's Crystal Ball. Now just follow your quest marker out of this place and talk to Varulae to complete this quest. 10.03 - The Siren's Deception """"""""""""""""""""""""""""" Wander around Anvil long enough and ask about enough rumors and you'll get the topic 'Gang' ask just about anyone about it and you'll activate this quest. After activating this quest follow your quest marker to find Maelona, talk to her and she'll ask you to help her, go ahead and say yes. Then ask about 'Gang' and say you'll help again. Then ask her about 'Gang' again. Now follow your quest marker to find Gogan, talk to him and ask him about 'Gang'. Now follow your quest marker to the Flowing Bowl, hang around inside for a bit and a couple of women will appear, talk to Signy Home-Wrecker to get a map marker for Gweden Farm, east of Anvil. Follow your quest marker to get you to Gweden Farm and then wait until 11:00 pm. When you get inside Faustina will approach you and ask you to take your clothes off, refuse and you'll get to kill all 3 girls. If nobody was home when you came inside, you probably came in too late, try to go inside as close to 11:00 as possible. After the girls are dead a guard will show up, its actually Maelona, she'll talk to you, ask her about 'Gang' to complete this quest. 10.04 - When the Vow Breaks """"""""""""""""""""""""""" This quest starts just outside of Anvil, fast travel to 'Horse Whisper Stables' and then go due north, after just a little distance you will find Whitmond Farm. Go inside the farm house and talk to Maeva the Buxon, ask her about 'Husband' to activate this quest. Follow your quest marker to Fort Strand, just east of Anvil. When you get there go inside and just follow your quest marker to find Bjalfi. He uses the mace, so when you kill him, you'll probably have to find it on the floor some where. After you have the Rockshatter mace, just follow your quest makrer back to Maeva. Talk to Maeva and tell her about 'Husband' to complete this quest. ------------------------------------------------------------------------------- Chapter 11 - Bravil """"""""""""""""""" 11.01 - The Forlorn Watchman 11.02 - Caught in the Hunt 11.03 - Through A Nightmare, Darkly ------------------------------------------------------------------------------- 11.01 - The Forlorn Watchman """""""""""""""""""""""""""" Talk to enough people and listen to enough conversations and the topic 'The Forlorn Watchman' will come up, ask just about anyone about it and you'll activate this quest. Follow your quest marker to find Gilgondorin, talk to him and ask about 'The Forlorn Watchman' to get a map marker for Bawnwatch Camp. Follow your quest marker to get there and then wait until 8:00 pm. When the ghost appears, he will ignore you, at about 8:15 he will start walking away, just follow him. He will lead you to a random spot, when he stops, go near him and he'll talk to you. Now you need to swim across the water to the east, if you look on your world map, there is a river mouth directly across from you to the east, this is where you need to go, its a landmark called 'Mouth of the Panther'. When you get there you'll find a wrecked ship, along the side of the ship that is on shore is a hole, this is an entrance into the ship, go in it. Once you get inside you'll encounter a ghost and get a quest update, after that you can follow your quest marker to find the Log of the Emma May. Take it and then go to the east end of this area, on the floor there is a trap door to the mid deck, go in this door. Here you will encounter a couple more ghosts, then go to the west end of this area and you'll find another trap door, go in it. Down here you will have to fight a ghost called Gable the Traitor, kill it and loot its corpse to find a key, now open the door to the east, ahead of you you will see a shackled skeleton, activate it to release the shackles. Now Grantham Blakeley, the forlorn watchman, will appear, talk to him. He will drop a map on the floor, pick it up. Now you can just follow your quest marker to find the treasure. When you get to the treasure this quest will be complete. 11.02 - Caught in the Hunt """""""""""""""""""""""""" Wander around Bravil long enough and ask about enough rumors and the topic 'Aleron Loche' will come up, ask just about anyone about him and this quest will be activated. Once it is activated just follow your quest marker to findUrsanne Loche, talk to her and ask about 'Aleron Loche'. Now just follow your quest marker to find Kurdan gro-Dragol. Talk to him, you'll need a good disposition with him, about 75, then ask about 'Aleron Loche' then end the conversation. Talk to Kurdan again and tell him you're ready. Now follow your quest marker until you come to the boat, get on it and activate it. You'll be taken to a small island that Fort Grief is on. Follow your quest marker and you'll come to a closed gate, you can't activate it, you have to go slightly to the east of the gate to find a switch on the ground, activate the switch to open the gate. Now go through the open gate and find Aleron Loche, talk to him and ask him about 'Axe of Dragol' and then about 'Hunt'. Now follow your quest marker into the fort. Inside follow the path south east and you'll encounter Kurdan's Imperial Hunter, kill him and loot his corpse to find a key. Keep following your green quest marker to find Kurdan's Nord Hunter, kill him and loot his corpse to find another key. Now ignore your quest marker and just make your way all the way south east and you will find a door to 'The Hunter's Abyss' go through this door. Now follow your quest marker to find Kurdan's Orc Hunter, kill him and loot his corpse to find another key. Now follow your quest marker out of the fort, when you get outside you'll see Kurdan kill Aleron, now go to Kurdan and he'll talk to you. Kill Kurdan and loot his corpse to find the real key to open the gate. Kurdan also has a friend with him, an archer on the second level. Go back inside the fort, along the north east wall is a locked gate that needs the real fort key you got from Kurdan, open the gate and go inside, activate the switch. Now just follow your quest marker out of the fort and back to your boat. Get in the boat and activate it to be brought back to Bravil. Back at Bravil, just follow your quest marker to find Ursanne Loche, talk to her to complete this quest. 11.03 - Through A Nightmare, Darkly """"""""""""""""""""""""""""""""""" Go to the Bravil Mages Guild Hall and find Kud-Ei, talk to her and you should be able to ask about 'Henatier' do so and this quest will be activated. After she kicks you out of the conversation, talk to her again and tell her you are ready. Simply follow her. When Kud-Ei takes you into Henatier's house, she will then talk to you, ask her about 'Dreamworld'. Then when you are ready, talk to Ku-Ei again and tell her you are ready. Then equip the Dreamwold Amulet and activate the bed, sleep for any amount of time. Inside the dreamworld, you will find Henatier right beside you, talk to him and ask about 'Dreamworld'. Now we will go to the south wall to the portal to 'Test of Perception' go in this door. As soon as you get in there is a perceive to your left, open it to find a torch and equip it, the light will help lots. Now on the north east corner of this platform is a path, follow it. You will come to a giant well like structure with swinging blades, you must get to the other side without getting sliced up. On the other side there is another path off the north corner of the platform, follow it, when the path turns north west, watch out for a trigger on the floor. At the next platform, go west under the glowing crystals, be careful of the falling traps. At the other side you'll be on another platform, with a path to the west, follow it, when you start heading south, watch out for 3 triggers on the floor. Keep following the path, right before you get to the end of this path, there is another trigger, watch out for it. On this platform is a pedistal, on top of that is an Element of Perception, take it. Now in the north east corner of the upper level is a portal to 'Test of Patience' go in this door. Once you're in, straight ahead is a container, open it to find a Mysterious Scroll. Read the scroll if you want, then go north. When you get to the first section of triggers, you can use the scroll to see it marks the path, this is the path you take: . X X X . X X X . . X X X . X X On the other side go north and then east and you'll come to the second set of triggers, you can use the scroll to see the path, this is the path you take: X X X X . X X X . . . X X . . X X X X . X X X X X . . . X X X X X . X X On the other side go north and then you will come to the last set of triggers, you can use the scroll to see the path, this is the path you take: . X X X X X X X . X X X . . . . . . . . . X X . X X X # # X . . X X X # # X . X X X . . . . . X X X . X X X X X X X . X X X X X On the other side of the trigger area is a pedistal to the east, on top is an Element of Patience, take it. Now that you're back with Henatier, go to the first floor and take the path on the south wall, this takes you to a portal to 'Test of Courage' go in this door. Follow the path east and you'll end up in a water hole swiming, after getting in you go a short distance and then have to swim down deep, at the bottom is a container that has a water breathing potion in it, go ahead and use it. Then go west into the opening, now you must swim downwards again, it becomes dark and hard to see down here, just keep going down and you will come to a door to 'Grotto of Courage' go in the door. Now go west and you'll find another pedistal with an Element of Courage on it, take it. Now go back to the first floor, in the main room downstairs there is a portal on the north wall to 'Test of Resolve' go in this door. Right away there is a container on your left with a bunch of equipment in it, take it all if you wish and equip what you are best with. Now go north and you'll enter an arena, you'll have to fight some monsters based on your level, I was level 20 and had to fight 2 Minotaurs, I am only assuming that if you're a lower level you won't be fighting something that far out of your abilities. After the beasts are dead a set of stairs raises to the south, go up them to find a pedistal with an Element of Resolve on top. Now talk to Henantier and ask about 'Dreamworld' and you'll exit this place. In the outside real world Henantier will come and talk to you, this will complete this quest. ------------------------------------------------------------------------------- Chapter 12 - Leyawiin """"""""""""""""""""" 12.01 - Mazoga the Orc 12.02 - Whom the Gods Annoy 12.03 - Knights of the White Stallion 12.04 - Tears of the Savior 12.05 - Raid on Greyland ------------------------------------------------------------------------------- 12.01 - Mazoga the Orc """""""""""""""""""""" Talk to enough people about Leyawiin and rumors and this quest will be activated. When it is activated, just follow your quest marker to find the Count Marius Caro, he is in attendance during the day. When you can, talk to him and ask about 'Service to Leyawiin'. Now follow your quest marker to Mazoga, talk to her and tell her the count sent you. Now ask about 'Mazoga the Orc' and then say 'Yes, Sir Mazoga' and now ask about 'Knight' and then say 'No, Sir Mazoga' and finally ask about 'Weebam-Na' and tell her you know where he is. Follow your quest marker to find Weebam-Na, when you do, talk to him and tell him about 'Mazoga the Orc'. Now just follow Weebam-Na back to Mazoga. They will talk and you will get a quest update. Now talk to Mazoga and ask about 'Fisherman's Rock'. Its quite a ways north of Leyawiin, fast travel to your nearest map marker and then follow your quest marker until you come to Fisherman's Rock. Mazoga will move rather slowly once you get there, just be patient, she will eventually end up going up to one of the men and then the battle begins. Once all the bandits are dead, Mazoga will talk to you, when she is done you can fast travel back to Leyawiin and follow your quest marker to the count. The count is in attendance during the day, when you can, talk to him and tell him about 'Service to Leyawiin' to complete this quest. 12.02 - Whom the Gods Annoy """"""""""""""""""""""""""" Wander around town talking to people long enough and you'll get the topic 'Rosentia Gallenus', then you can ask just about anyone about it to activate this quest. Now just follow your quest marker to find Rosentia Gallenus in her home, talk to her and offer to help her, then ask about 'Daedric Staff'. Now just follow your quest marker to find Alves Uvenim, talk to her and she'll jump right into it. Ask Alves about 'Daedric Staff' and then you can follow your quest marker back to Rosentia. When you get back to Rosentia talk to her and ask her about 'Daedric Staff'. You will end up having 4 scamps following you, you can kill them, but they will come back to life. So just follow your quest marker to Darkfathom Cave, just east of Leyawiin. When you get to the cave, go inside and follow your quest marker. You will eventually come to the room marked by your quest marker, there is a pedistal between to fire pits, stand near that pedistal and open your inventory, find the Staff of the Everscamp and drop it. Now, just follow your quest marker back to Leyawiin to find Rosentia, when you get to her, talk to her and tell her about 'Daedric Staff' to complete this quest. 12.03 - Knights of the White Stallion """"""""""""""""""""""""""""""""""""" After completing 12.01 - Mazoga the Orc, talk to Count Marius Caro, he is in attendance during the day, ask him about 'Knight-Errant' to activate this quest. Then ask him about 'Black Brugo'. Now follow your quest marker to find Mazoga, talk to her and ask about 'Black Brugo' then end the conversation and talk to her again to tell her you're ready. Telepe is just north west of Leyawiin, fast travel to your nearest map marker and then follow your quest marker to get there. Once you get there wait until 12:00 am (midnight), then go inside. Inside you can just explore this whole place, kill all the bandits and take their black bows, the Count of Leyawiin will buy them from you. Once you've killed Black Brugo get out of the ruins. Fast travel to 'Castle Leyawiin' and follow your quest marker to the count, he is in attendance during the day, when you can talk to him and tell him about 'Black Brugo' to complete this quest. Don't forget to turn in your black bows to the count. 12.04 - Tears of the Savior """"""""""""""""""""""""""" This is an unoffical Mages Guild quest, I am not sure when it becomes available, but it begins by talking to a robed Khajiit called S'drassa, just talk to him and he'll activate this quest. After the quest is activated, ask S'drassa about 'Garridan's Tears'. Now fast travel to 'Imperial City , The Arcane University' and follow your quest marker to find Julienne Fanis, talk to her and ask her about 'Garridan's Tears'. Now make your way to the First Edition bookshop and talk to Phintias, you need to buy the book 'Knightfall' from his inventory. After you've purchased the book, find it in your inventory and read it, you will get a quest update and a map marker for Frostfire Glade, which is north, north east of the Imperial City, or south east of Bruma. For now, follow your quest marker back to Julienne, talk to her and buy all the Refined Frost Salts she has. Now you need to get to Frostfire Glade, it is in the middle of nowhere, so just fast travel to your nearest map marker and then follow your quest marker to get there. Once you get there, go inside the cave and just keep following your quest marker, it will take you to the other end of the cave, to the frozen door you needed the refined frost salts for. Go through the door. Explore this area and you'll find the center is covered in ice, laying around this ice mound are the Garridan's Tears, they are tiny little ice drops and are hard to find. Because they are loose, they can be knocked around by walking into them, so they may not always be in the same place. Rather than try and discribe each location, just look for them, there are 5 in total. By popular demand I've decided to try and describe where the 5 tears are, there is one at the top of each slanted rock up to the middle of the ice mound, there is one behind a rock by the one sloped rock and there are 2 just in the open area around the large mound of ice in the middle. After you've found all 5 tears, fast travel to Leyawiin and follow your quest marker to find S'drassa, talk to him and tell him about 'Garridan's Tears' to complete this quest. 12.05 - Raid on Greyland """""""""""""""""""""""" Just outside Leyawiin West Gate is a soldier called Lerexus Callidus, he wants you to talk to him, so talk to him and ask about 'Skooma Dealers' to activate this quest. Just follow your quest marker to find Greyland. When you get there go inside and kill everyone. Loot Kylius Lonavo's corpse and take his ring. Now follow your quest marker back to Lerexus, talk to him and tell him about 'Skooma Dealers' to complete this quest. ------------------------------------------------------------------------------- Chapter 13 - Skingrad """"""""""""""""""""" 13.01 - Paranoia 13.02 - Helping Hands 13.03 - The Rosethorn Cache ------------------------------------------------------------------------------- 13.01 - Paranoia """""""""""""""" While wandering around Skingrad a Wood Elf called Glathir will find you and talk to you, activating this quest. He tells you to meet him behind the chapel at midnight. Follow your quest marker to the spot behind the chapel and then use the wait command until its midnight. At midnight Glathir will come up to you and talk about his problem and offers to pay you gold, tell him you'll help. He will ask you to follow 3 different people, one at a time and after each person you have to meet him at midnight to tell him what you found out. There are 3 endings to this quest. The first is to tell him the truth, that nobody is following him, the other endings both come from telling him he is being followed. If you want to tell him the truth, read the next paragraph, if you wish to have one of the other endings, skip the next paragraph. You can follow the people Glarthir asks you to or not, it doesn't matter, just make sure that you're at the marked meeting spot at midnight each night to tell him they weren't following him. After you tell him the last person was not following him, he will actually attack you. Once he is dead this quest will be complete. You can follow the people Glarthir asks you to or not, it doesn't matter, just make sure that you're at the marked meeting spot at midnight each night to tell him they were following him. After you tell him the last person was following him and he will give you a hit list, he wants you to kill the people he asked you to follow. This is where the endings split, if you wish to kill the people on the list, skip the next paragraph, if you wish to turn Glathir in to the guards, read the next paragraph. Go and find any guard, ask him about 'Glarthir' and then show the guard Glarthir's note. The guard will run off to find Glarthir and kill him, you can follow and watch if you want. Either way, this quest is complete. First lets kill Davide, he is in the Surilie brother's house, marked by your quest marker, you'll need to break in without being caught. He should be sleeping on the third floor. When you find him, kill him. Now lets kill Bernadette, use your mini map to find her house marked by a quest marker, then break in without being caught. She should be sleeping on the second floor. When you find her, kill her. Now lets kill Toutius, you can just follow your only quest marker now to find his house, break in without being caught. He should be sleeping on the third floor. When you find him, kill him. Now follow your quest marker to the marked spot behind the chapel and wait until midnight for Glarthir to show up. When he does show up, talk to him and tell him they are all dead and you'll get 1000 gold. And this quest will be complete. 13.02 - Helping Hands """"""""""""""""""""" This quest can only be activated after you've purchased the Skingrad House, see section: 29.03 - Skingrad. Once you have the house, keep reading. Look for a woman named Eyja around Skingrad, she can be found in Colovian Traders during the day, talk to her and she will offer to be a maid for your house for 150 gold and a place to stay in your basement. When you accept this quest is complete. 13.03 - The Rosethorn Cache """"""""""""""""""""""""""" This quest can only be activated after you've purchased the Skingrad House, see section: 29.03 - Skingrad. Once you have the house, keep reading. Go inside your house, go all the way up to the top floor, the master bedroom. Stand on the bed and face west. You see the desk with the deer head above it? To the right are a couple of book shelves and a chest, jump onto the chest and then jump onto the book shelves. Once you're on top, face south and you'll see a scroll. Take the scroll to activate this quest. Go to the basement, there is a pillar with a bunch of garlic hanging from it, if you look up near the top of the pillar where the little arms branch out to the roof, you can see an hour glass, take it to complete this quest. ------------------------------------------------------------------------------- Chapter 14 - Imperial City """""""""""""""""""""""""" 14.01 - Imperial Corruption 14.02 - Unfriendly Competition 14.03 - An Unexpected Voyage 14.04 - Order of the Virtuous Blood ------------------------------------------------------------------------------- 14.01 - Imperial Corruption """"""""""""""""""""""""""" In the Imperial City Temple District you can find Ruslan, a male Redguard and Luronk gro-Glurzog, a male orc. Talk to either of them and ask about 'Corrupt Imperial Watchman' to activate this quest. Now, follow your quest marker to find Jensine, talk to her and ask her about 'Corrupt Imperial Watchman', you'll need a decent disposition with her, around 75 should do, before she will tell you anything. After getting the information from Jensine, you will need to find a captain of the guard, they wear the steel armor with gold art, when you find one other than Audens Avidius, talk to them and tell them about 'Corrupt Imperial Watchman', you will need a good disposition with the watch captain to convince him, about 75 should do it. Now follow your quest marker to find Luronk and Ruslan. When you find them, tell them each about 'Testify against Audens Avidius' you will need to have a good disposition with each to convince them, about 75 should do it. After telling both Luronk and Ruslan to testify just wait 24 hours and then follow your quest marker to find the captain of the guard you spoke to, talk to him and ask about 'Corrupt Imperial Watchman'. Now just wait a few hours and you'll get a quest update telling you this quest is complete. 14.02 - Unfriendly Competition """""""""""""""""""""""""""""" Fast travel to 'Imperial City Market District' and then look at your area map, the north east block of shops, the third shop from the left is Jensine's "Good as New" Merchandise, go in there. Talk to Jensine and ask her about 'Thoronir' to activate this quest. Now follow your quest marker to find Thoronir, talk to him and ask him about 'Inventory'. Now go outside of the shop and wait until 8:00 pm, you actually don't want to wait past 8:00, so wait until 7:00 and what ever minutes and then stand there until 8:00. Thoronir will come out of his shop, just follow him. Its a boring while before Thoronir ends up in a meeting with Agarmir. After the conversation, follow Agarmir. He will eventually lead you to his house, just wait until 12:00 pm, noon. Break into Agarmir's house, follow your quest marker into the basement, you will get a quest update, then go forward and on a table with a lot of candles is a book, the Macabre Manifest, take it. Now follow your quest marker back to Thoronir, talk to him and tell him about 'Taken from the Dead'. Now follow your quest marker and you'll end up in the graveyard, when you get to the Trentius Family Mausoleum, you'll get a quest update, go ahead and go inside. You'll be approached and a quick conversation will play out, then kill the 2 men. After they are dead find Agarmir's shovel, when you find it take it. Now follow your quest marker back to Thoronir, talk to him and give him the shovel. Now follow your quest marker back to Jensine, talk to her and tell her about 'Thoronir' to complete this quest. 14.03 - An Unexpected Voyage """""""""""""""""""""""""""" Fast travel to 'Imperial City Waterfront' and then make your way east along the pier, when you get to the ship, go on board, this is the Bloated Float. When you are inside and talk to Ormil, a high elf, ask about 'Bed' and then take the room. Now take the stairs down, on the east side of the room, then go west, the room on the left is yours, go in and sleep for 6-12 hours, or until the middle of the night, when you wake up, this quest will be activated. Right away a guy called Lynch will come up to you, tell him what ever you want and then kill him. Now make your way back to the main deck, a woman called Minx will be there, tell her what ever you want and then kill her. Loot her corpse and take the top deck key. Now go up the stairs and you'll find a door, go through the door. You'll be face to face with another thief, tell him what ever you want and then kill him. Loot his corpse and take Ormil's Cabin Key. Now go back to the main deck and on the main floor against the west wall is a door to Ormil's Cabin, go in this door. You'll find Selene in here, talk to her and then kill her. After she is dead talk to Ormil, ask him about 'Blackwater Brigands'. Now follow your quest marker back to your room, sleep for any amount of time. After you wake up follow your quest marker back to Ormil, talk to him and this quest will be complete. 14.04 - Order of the Virtuous Blood """"""""""""""""""""""""""""""""""" While wandering around the Imperial City Temple District, a woman named Ralsa Norvalo will find you and talk to you, tell her you'll help and this quest will be activated. Just follow your quest marker and you'll find Seridur, he'll talk to you and then ask you to follow him, go ahead and follow him. When he gets to where he is going in the basement, he'll talk to you again, ask him about 'Vampire' and then about 'Roland Jenseric'. Follow your quest marker to find Roland's house, go inside and on the kitchen table is a book, on the book is a scrap of paper, a love letter from Relfina, take it. You will get a quest marker for Roland Jeseric's Cabin, which is just east, north east, of the Imperial City, follow your quest marker to get there. Go inside and talk to Roland, ask him about 'Vampire' and then about 'Seridur', now you can either kill Roland, or keep him alive. If you kill him read the next paragraph, if you want to let him live, skip the next paragraph. Talk to Roland and ask about 'Vampire' and then tell him you're going to kill him. After he is dead follow your quest marker back to Seridur, talk to him and tell him Roland is dead to complete this quest. Talk to Roland and ask about 'Vampire' and then tell him you're not going to kill him, after that conversation ask about 'Seridur'. Now just fast travel to 'Imperial City Market District' and then follow your quest marker to find Phintias, talk to him and ask him about 'Seridur' to get a map marker for Memorial Cave, which is just south east of the Imperial City. Fast travel to your nearest map marker and then follow your quest marker to get to Memorial Cave. Just follow your quest marker to find Seridur, when you do you can talk to him, or you can kill him right away, either way he ends up dead. Once he is dead follow your quest marker out of the cave. Once you're outside of the cave fast travel to 'Rolan's Jenseric's Cabin' and go inside to talk to Roland, tell him about 'Seridur'. Now exit the cabin and fast travel to 'Imperial City Temple District' once you're there you should be able to follow your quest marker to find Roland in Seridur's house, talk to Roland and this quest will be complete. ------------------------------------------------------------------------------- Chapter 15 - Arena """""""""""""""""" 15.01 - The Arena 15.02 - Origin of the Gray Prince ------------------------------------------------------------------------------- 15.01 - The Arena """"""""""""""""" Fast travel to 'Imperial City Arena' and then find your way to the entrance of the big arena in the middle of the area, there is a Wood Elf called Hundolin there between 9:00 am and 9:00 pm, talk to him and tell him you don't want to bet right now, and then ask about 'Becoming an Arena Combatant' to activate this quest. Now follow your quest marker and you'll find Owyn, talk to him and tell him you want to be a combatant, then just chose what ever armour you want, light or heavy. Equip your arena armor, then talk to Owyn and tell him 'Ready for a Match'. Now make your way into the main hallway of the arena bloodworks and go east, along the north wall a big door opens up, go in this room and find the path to the north west, once you get to the door to the arena, open it and the announcer will say a few things and you'll be fighting. After winning your first match follow your quest marker back to Owyn, talk to him and you will get your reward. Repeat the last 2 paragraphs for each round in the arena. After every 3 wins you will be promoted, which makes the enemies you fight slightly stronger and your rewards slightly larger. For your first 3 fights your rank is Pit dog, after winning 3 times you'll be promoted to Brawler, then Bloodletter, then Myrmidon, then Warrior, then Gladiator, then Hero and finally to Champion. After you've fought all 21 rounds to become Champion you can challenge Agronak gro-Malog, the current Arena Grand Champion for the title of Grand Champion, to do this go talk to Agronak gro-Malog, tell him 'Yes, I wish to challenge you.' Now go speak to Ysabel Andronicus and tell her 'Ready for a Match' then you get to chose a name for yourself. After you've chosen a name make your way to the arena. If you completed the Origin of the Gray Prince quest, you will be able to defeat Agronak without taking any damage at all, but if you haven't complete the quest, he will fight you in full force. After defeating the Agronak you can loot his corpse and take his raiment. Once you have the armor, make your way back to Ysabel Andronicus, talk to her and chose what raiment you want. You are now the Grand Champion, while there are no more true matches for you, you can participate in weekly matches against monsters from around Cyrodiil. The weekly matches difficulty and reward is dependant on your level. While the quest is still active in your quest log, I am considering it complete. 15.02 - Origin of the Gray Prince """"""""""""""""""""""""""""""""" Find Agronak gro-Malog in the arena bloodworks, talk to him and ask him about 'The Gray Prince' to activate this quest. You will also get a map marker for Crowhaven, a fort just north west of Anvil. Now fast travel to your nearest quest marker and then follow your quest marker to get to Crowhaven. Once you get there, go inside and you'll get a quest update, then just follow your quest marker. Your quest marker will take you to Lord Lovidicus, a vampire, kill him and then keep following your quest marker to find his journal and take it. Now just follow your quest marker out of the fort and then fast travel to 'Imperial City Arena' and then follow your quest marker back to Agronak. Now when you talk to Agronak you will complete this quest, but he will become depressed and when it comes time to fight him for the title of Grand Champion, he won't fight back. Its not really that much fun. If you don't complete the quest and finish the Arena anyway.... you may have to complete it to talk to the Gray Prince into fighting you if you've already started it, it may be that the only way to fight the Gray Prince is to do so without ever taking this quest. ------------------------------------------------------------------------------- Chapter 16 - Daedra Shrine Quests """"""""""""""""""""""""""""""""" 16.01 - Shrine of Azura 16.02 - Shrine of Vaermina 16.03 - Shrine of Namira 16.04 - Shrine of Sanguine 16.05 - Shrine of Nocturnal 16.06 - Shrine of Peryites 16.07 - Shrine of Sheogorath 16.08 - Shrine of Malacath 16.09 - Shrine of Meridia 16.10 - Shrine of Mephala 16.11 - Shrine of Molag Bal 16.12 - Shrine of Hircine 16.13 - Shrine of Clavicus Vile 16.14 - Shrine of Boethia 16.15 - Shrine of Hermaeus Mora ------------------------------------------------------------------------------- 16.01 - Shrine of Azura """"""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal. Once there make your way north until you reach Lake Arrius. At Lake Arrius there is a path on the north side, follow it north east until you come to a Dragon Stone, then turn north and keep going north until the shrine marker appears on your compass, just keep going north and you will find the shrine. Talk to Mels Maryon to get the quest. You must be at least level 2 to begin this quest. You can only activate the statue between 5:00-7:00 am or pm and you will need an offering of 1 Glow Dust. You can acquire Glow Dust from Will-o-the-Wisp creatures located north, north west of the shrine, they can not be hurt by normal weapons, only magic. You can also purchase Glow Dust from some alchemy merchants. Once you've made your offering Gutted Mine will be marked on your world map, south west of the shrine. The path that goes north east from the shrine will take you to the mine, make your way there. Enter the mine, inside you will be fighting vampires, if you get infected by Porphyric Hemophilia, you will become a vampire after 3 days, visit a chapel in any of the cities to cure the disease. There are 5 vampires in here, all marked with quest markers, kill them all. After they are dead leave the mine using your quest marker to guide you. Outside of the mine fast travel to 'Azura's Shrine' north east of the mine. Go to the statue and activate it to get your reward. Reward: Azura's Star. The Azura's Star is a grand soul gem that does not disappear once used, only the trapped soul disappears when used. 16.02 - Shrine of Vaermina """""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal. Once there make your way south, once you get near Lake Poppad the shrine icon will appear on your compass, just use your compass to find your way now. Talk to Aymar Douar to get the quest. You must be at least level 5 to begin this quest. You can activate the statue at any time and require an offering of 1 black soul gem. You can only acquire black soul gems by converting grand soul gems, to do that see: 01.04 - Things EVERYONE should know. Once you've made your offering Arkved's Tower will be marked on your world map, south west of the shrine. Just follow your quest marker to get there. Once you get to the tower go inside and just follow your quest marker. There are no real traps, puzzles, or difficulties, just a bunch of enemies and a lot of ground to cover. Eventually you will come to the room marked by the green quest marker, it marks the Orb of Vaermina, take it. Now just follow your quest marker out of this place. Outside of the mine fast travel to '' north east of the fort. Go to the statue and activate it to get your reward. Reward: Skull of Corruption. The Skull of Corruption when used on an NPC creates a clone of the target. 16.03 - Shrine of Namira """""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Wildeye Stables' on the east wall of Bruma. Once there make your way east, it won't be far befor you see the shrine icon on your compass, just use that to find the shrine. Talk to Hjolfrodi the Harrier to get the quest. You must be at least level 5 to begin this quest. You can activate the statue at any time and to be able to speak to Namira you will need to have a personality of 20 or less. You can low your personality by drinking cheap wine, each bottle you drink lowers your personality by 10 and you can buy or find them just about anywhere. You will need to use 'restore personality' spells or potions, or go to any chapel and heal yourself to restore your personality. Once your personality is low enough activate the statue and Anga will be marked on your world map, south of the shrine. Just follow your quest marker to get there. Once you get there go inside and follow your quest marker. Inside there are 4 targets, you need to use Namira's Shroud on each of them. Once you've used it on all the priests and they've been killed, fast travel to 'Shrine of Namira' and activate the statue to get your reward. Reward: Ring of Namira. The Ring of Namira reflects damage and spell damage, based on your character level. 16.04 - Shrine of Sanguine """""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Grateful Pass Stables' on the west wall of Skingrad. Once there make your way north west, you will pass a couple caves, Fallen Rock Cave and Bleak Flats Cave, when you are between the 2, or near them at least, go north and you will eventually see the shrine icon on your compass, you can just use your compass from here to find the shrine. Talk to Engorm to get the quest. You must be at least level 8 to begin this quest. You can activate the statue at any time and require an offering of Cyrodilic Brandy. You can acquire Cyrodilic Brandy from various shops and dungeons around Cyrodiil, try the Imperial City Market District. Once you've made your offering you will need to fast travel to 'Castle Leyawiin'. Once you're there go into the castle, the room marked by your quest marker is the room the dinner party will take place in. There are many different ways to do this, I tried a few and the one I found that works the best is not bother trying to get in. To do it, stand against the opposite wall to the door into the dinner party, you should be standing beside a table and chairs, with a shelf of silver dishes in the corner. From here you can see the door and the guard infront of it. Use the wait command to get you to 5:00 pm, but no later than 5:40 pm. At 5:40 pm the countess will go into the dinner party, when she does she will open the door and this is your chance. Make sure you are in sneak mode so nobody can see you, cast an invisibility spell to make sure, and as soon as that door opens, fire Stark Reality into the dinner room. Before the spell makes it into the dinner party and explodes, use another invisibility spell. Now quickly sneak out of the castle, as long as nobody knew you were standing in the corner when you fired the spell and you were once again invisible when the spell hit, you can get out of the castle safely. If the countess does not appear, she may be away from the city. For 3 days out of each month she is gone, just wait 23 hours after each attempt that she does not show up for. Also, the time the countess enters the dinner party may vary, the earliest she went in for me was 5:40 so that was the time I used as any time after that, you are still ready and waiting. Once you are out of the castle fast travel back to 'Shrine of Sanguine' and activate the statue to receive your reward. Your items will be in a chest behind one of the benches near the statue. Reward: Sanguine Rose. The Sanguine Rose when used against an NPC summons a creature from the Daedra catagory (scamps, clannfear, xivilai, etc). 16.05 - Shrine of Nocturnal """"""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Leyawiin - North East Gate'. Once there, leave the city. Outside the gate there is a road that follows the city wall to the right, follow that road, just stay on this road, for the moment it goes east, eventually it turns north, keep on this road for a while and after a bit you will come to a fork, a left path or right path that takes you to a little village, take the left path and keep following the road. Keep following the road for a while longer and you will come to a tree in the middle of the road that has a small brick wall around it, you are almost there, go north past the tree and you will soon see a path on your right, take that path and you will be at the Shrine of Nocturnal. Talk to Mor gra-Gamorn to get the quest. You must be at least level 10 to begin this quest. You can activate the statue at any time and require no offering. Once you've made your offering, fast travel to Leyawiin, talk to any guard and ask about 'Leyawiin' which will give you quest markers to track down Weebam-Na and Bejeen, follow the markers to Weebam-Na's house. Inside the house talk to either Weebam-Na or Bejeen and ask about 'Eye of Nocturnal', they will deny everything so you must listen in on their conversation. The easiest way to listen in on their conversation is to leave the house, enter sneak mode and re-enter the house, just stand at the door and you should overhear enough of the conversation to advance the quest. If this doesn't work, use an invisibility potion or spell as soon as you enter the house. Tidewater Cave is now marked on your world map, just south of Leyawiin, make your way there. Enter the cave, there are trolls, bears, rats or other such creatures in here, use your quest marker to find the eye which is the dark orb like object with flashing colours around it. Once you have the eye exit the cave using your quest marker to guide you. Outside of the cave fast travel to 'Nocturnal Shrine' north of Leyawiin. Go to the statue and activate it to get your reward. Reward: Skeleton Key. The Skeleton Key does not break when you miss a tumbler and while you have it with you, your security skill is increased by 40. 16.06 - Shrine of Peryites """""""""""""""""""""""""" To get to this shrine open your world map and look to the far east of Bravil, the river called 'Silverfish River' is where the shrine is, there is no easy way to get there so you'll just have to fast travel to your nearest map marker and then make your own way there. The exact location of the shrine is between the 'h' and the 'R' in the words 'Silverfish River' on your world map. Once you get there you will find that the followers are frozen in time, activate them all to start this quest. You must be at least level 10 to begin this quest. You can activate the statue at any time and require no offering. Once you're ready activate the statue, and after the story, activate it again. You'll be in an Oblivion realm, you will need to follow your quest marker and find each of the people in here. Just follow your quest marker to each person until they are all rescued. Just speak to their ghosts to rescue them. Once they are all rescued just follow your quest marker back to the start of this place and the portal will be open. Go through the portal and then activate the statue to receive your reward. Reward: Spell Breaker. The Spell Breaker is a powerful shield that reflects spell damage by 30%. 16.07 - Shrine of Sheogorath """""""""""""""""""""""""""" To get to this shrine you will need to go to either Bravil or Leyawiin and follow the road that connects the 2 cities. The shrine is west of the main road and as long as you follow the main road you will eventually see the shrine icon appear on your compass. When it does, just use your compass to find it. Talk to Ferul Ravel to get the quest. There are no level restrictions for this shrine. You can activate the statue at any time and require an offering of 1 lesser soul gem, 1 head of lettuce and 1 bundle of yarn. You can acquire lesser soul gems anywhere in Cyrodiil, start with the mages guild halls. You can acquire lettuce from just about any inn and the yarn can be found as clutter in just about every house in Cyrodiil. Once you've made your offering Border Watch will be marked on your world map, south of the shrine. Just follow your quest marker to get there. Make your way to Border Watch, when you get there follow your quest marker to find Ri'Bassa, talk to him and ask about 'K'Sharra Prophecy'. Next ask about 'Three Signs', you'll need a disposition of 70 or more to get this information out of him. For the first part go to Border Watch Inn, its in the south western corner of Border Watch. Inside there are display cases beside the exit that have cheese in them, you'll need to steal the large orange chunk of cheese from the blue display case. After you've stolen the cheese without getting caught, exit the inn and just north from there is a cooking pot above a little camp fire, activate it with the cheese in your possession to complete this part. Just stand by the cooking pot and eventually a horde of rats will coming running up, kill them if you want. Then Ri'Bassa will come up and you can talk to him, he'll then drop a bundle of rat posion, pick it up. Now head to the south end of Border Watch, there you will find a feeding trough for the sheep, activate it with the rat posion in your possession to complete this part. Just watch as the sheep feed and then die. After they're dead Sheogorath will speak to you, do as he says and walk to the center of Border Watch. Eventually it will rain burning dogs. After that you can fast travel back to 'Shrine of Sheogorath' and activate the statue to receive your reward. Reward: Wabbajack. The Wabbajack when used on a non NPC, only creatures, it will transform that target into a random other creature. 16.08 - Shrine of Malacath """""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Horse Whisperer Stables' on the north wall of Anvil. Once there make your way north, when you come to Fort Sutch, go west, you will be able to see the shrine icon on your compass and you can follow that to find it. Talk to Shobob gro-Rugdush to get the quest. You will need a disposition of 75 or so to get the quest from him. You must be at least level 10 to begin this quest. You can activate the statue at any time and require an offering of Troll Fat. You can acquire troll fat from trolls. You can find Trolls in various caves and randomly in the wilderness, you can also buy it from some ingredient shops. Try going to Tidewater Cave, south east of Leyawiin, I'm sure it has trolls in it. Once you've made your offering Lord Drad's Estate will be marked on your world map, south east of the shrine. Just follow your quest marker to get there. Once you get there, follow your quest marker to find Lord Drad, talk to him and ask about 'Ogre Slaves' respond next how ever you wish. You'll end up with Bleak Mine marked on your world map, follow your quest marker to there. Go inside the mine and then follow your quest marker to find the 2 groups of Ogre's behind locked doors. The guards in here may or not be hostile to you, I did this quest once without fighting any of them and let the Ogre's do the fighting, but this time they were hostile and I just killed them all. After the Ogres are free follow your quest marker back to the shrine and activate it to receive your reward. Reward: Volendrung. The Volendrung is a two handed mace charged with drain health and paralyze. 16.09 - Shrine of Meridia """"""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Grateful Pass Stables' on the west wall of Skingrad. Once there make your way west and you will soon see the shrine icon on your compass, just use that to find it. Talk to Basil Ernarde to get the quest. You must be at least level 10 to begin this quest. You can activate the statue at any time and require an offering of mort flesh. You can acquire mort flesh from zombies, they almost always drop it. Go and explore some random ruins and you're bound to find some zombies. Once you've made your offering Howling Cave will be marked on your world map, east of Skingrad. Just follow your quest marker to get there. Once you get there go inside and follow your quest marker to find the necromancers and kill them all. Once everything in here is dead and you've gotten the quest update, follow your quest marker back to the shrine and activate it to receive your reward. Reward: Ring of Khajiiti. The Ring of Khajiiti grants 35% chameleon and fortify speed. 16.10 - Shrine of Mephala """"""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Imperial Prison Sewers' north east of the Imperial City, its where you came into Cyrodiil from the start of the game. Once there go north, eventually you will see it on your compass, just use that to find it. Talk to Dredena Hlavel to get the quest. You must be at least level to begin this quest. You can only activate the shrine between midnight and dawn, you will need an an offering of nightshade. You can acquire from various ingredient vendors around Cyrodiil and you can find it growing in the wild. Try shopping at the mages guild halls and the Imperial City. Once you've made your offering Bleaker's Way will be marked on your world map, west of the shrine. Just follow your quest marker to get there. Break into Nivan Dalvilu's House without getting caught, inside you can find the Dalvilu Cermonial Dagger on a table against the north east wall. Now go back outside and go to Hrol Ulfgar's house, break in and go to the 2nd floor, there you can find the Ulfgar Family Ring on a table beside the stairs to the 3rd floor. Take the ring and then go up to the 3rd floor, there you will find Hrol Ulfgar, kill him and then loot his corpse and drop the Dalvilu Cermonial Dagger on his corpse. Now go to Nivan Dalvilu's house and break in, kill Nivan and loot his corpse, leave the Ulfgar Family Ring on him. Now go to the Bleaker's Way Inn and talk to Kirsten, tell her about either of the 2 family leaders you killed and then go outside and go back to the shrine and activate the statue to receive your reward. Reward: Ebony Blade. The Ebony Blade is enchanted with silence and absorb health. 16.11 - Shrine of Molag Bal """"""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'North Country Stables' on the south wall of Chorrol. Once there make your way along the road south east until you come to Odiil Farm. Then go south for a while and you'll see the shrine icon appear on your compass, just follow that to get there. Talk to Amir to get the quest. You must be at least level 17 to begin this quest. You can activate the statue at any time and require an offering of 1 Lion Pelt. You can acquire Lion Pelts from lions, you can also find them here and there as you're exploring. Some shops have them, try shopping in the Imperial City. Once you've made your offering Brindle Home will be marked on your world map, south west of the shrine. Just follow your quest marker to get there. Just north of Brindle Home are a few people, ask Torbal the Sufficient about 'Melus Petilius', you'll need a disposition of about 75 to get the information out of him. Then ask about 'Vena Petilius'. Now follow your quest marker to find Melus Petilius. Wait outside his house until 10:00 and then just stand there, eventually he will go to his wife's grave, follow him. When he gets to the grave drop the cursed mace, now attack Melus. You will probably want to remove your equipment first as it will take him a while to kill you otherwise. Also remove anything that has reflect damage as he may kill himself trying to kill you. You can also eat some raw nightshade to damage your own health to help him out. Once you are dead you will be back infront of the shrine, activate the statue to receive your reward. Reward: Mace of Molag Bal. The Mace of Molag Bal absorbs strength and magicka. 16.12 - Shrine of Hircine """"""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Bay Roan Stables' on the north wall of Bravil. Once there make your way along the road north, eventually you will come to the Inn of Ill Omen on that road, when you do, go north east. Eventually you will see the shrine icon appear on your compass, when you do just follow it to get there. Talk to Vajhira to get the quest. You must be at least level 17 to begin this quest. You can activate the statue at any time and require an offering of 1 wolf or 1 bear pelt. You can acquire a bear pelt from bears, or a wolf pelt from a wolf. You can find both in the wild, you can also find either pelt in houses and shops. Once you've made your offering your quest marker will mark the spot you need to go, so just follow it until you get there. When you get there you'll have to fight a couple Minotaurs as well as the Unicorn. After killing them, loot the Unicorn's corpse and take the horn. Now return to the shrine and activate the statue to receive your reward. Reward: Saviour's Hide. The Saviour's Hide is enchanted with 25% resist magic, it is also light armor. 16.13 - Shrine of Clavicus Vile """"""""""""""""""""""""""""""" To get to this shrine open your world map and fast travel to 'Castle Skingrad' and then get onto the road going east to the Imperial City, just stay on that road and near the end before it hits the road that circles the Imperial City, you will see the shrine icon appear on your compass, just follow that to find this shrine. Talk to Ma'Raska to get the quest. You must be at least level 20 to begin this quest. You can activate the statue at any time and require an offering of 500 gold. **NOTE** I've read that there is some sort of bug with this quest. I have yet to have a problem and haven't felt like testing the bug to make sure the bug works. So what I recommend is you make a clean save before begining this quest and then attempt this quest, if you game bugs up you can always start from that clean save and ignore this quest, or you can keep trying. Once you've made your offering Pell's Gate will be marked on your world map, east of the shrine. Just follow your quest marker to get there. Once you get there talk to some of the people there and ask about 'Umbra' keep asking and bribing them until someone tells you what you need to know. You will have a quest marker to the west, follow it to find Vindasel. Once you get there, just keep following your quest marker. This place is easy and you will quickly find Umbra, talk to her and ask about 'Umbra' and then about 'Pell's Gate'. Now kill Umbra. Once she is dead take the sword and follow your quest marker back to the shrine, when you get there activate the shrine. You will have 2 choices, give the sword back, or not give it back. If you give the sword back back you will be rewarded with the Masque of Clavicus Vile. If you don't give the sword back you get to keep the sword as your reward. Reward: Masque of Clavicus Vile. Reward: Umbra Sword The Masque of Clavicus Vile fortifies personality. The Umbra Sword is enchanted with soul trap. 16.14 - Shrine of Boethia """"""""""""""""""""""""" This shrine is so far away from everything and so hard to find that I imagine it could cause many problems for a lot of people. If you look to the south east of Cheydinhal, you will see the words 'The Valus Mountains' the shrine is west of the 'M' in 'Mountains'. Not only is it hard to locate, it is on the edge of a mountain that you can hardly climb, so getting there even when you know where it is is tough. Start by making your own way to the start of the Silverfish River, which is east of Bravil. When you get to where it begins, you will be able to see a mine marker on your compass, follow that until you reach the mine. From the mine go completely and as straight as possible north. Eventually you will see a fort icon on your compass to the east, you should be on a hill above the fort, ignore the fort and keep going north. Just keep going north and you will eventually get to the top and you'll be seeing the shrine icon on your compass, when the ground texture changes from grass to rock, you're at the top and you can follow the path to the shrine. Talk to Haekwon to get the quest. You must be at least level 20 to begin this quest. You can activate the statue at any time and require an offering of Daedra Heart. You can acquire a Daedra Heart from any of the Oblivion Gates, if you've already closed all the Oblivion Gates... you can find them once in a while. I know I've seen them else where... but I don't know where. Once you've made your offering you will need to get ready to enter a realm of Oblivion. Activate the portal to begin. Its rather simple, to your right is a gate, it will open, go through it and kill the enemy there which will open the next gate, go through and kill the next enemy, just keep doing this and you will eventually get back to the start. Open the last gate by activating it and then go to the portal and activate that to get back to the shrine. Once there activate the statue to recieve your reward. Reward: Goldbrand. The Goldbrand is an awesome 1 handed sword with a high fire damage enchanment. 16.15 - Shrine of Hermaeus Mora """"""""""""""""""""""""""""""" This shrine is far north of Chorrol or far west of Bruma. It is just west of the bottom of the 'T' in 'The' of 'The Ferall Mountains'. To get there lets start by fast traveling to 'Cloud Ruler Temple' north of Bruma. Once you are there go west until you see a cave icon on your compass, make your way there, that is Boreal Stone Cave. From there keep going west and you should see another cave icon, get to that cave, it is Echo cave. From Echo cave we can find the path that goes to the Shrine of Hermaeus Mora. From the door to Echo Cave, go south. You can kind of see the path, its just an open path between rocks on either side, this make shift path will go south for a ways and then turn west, keep following it. You do not go west very far before having to turn south again, to make sure you're in the right spot look south and look up the path, you should see 2 trees, 1 on either side of the path ahead of you. This is the start of the offical path to the shrine. Go south between the trees and follow the path, you will come to a bridge, just keep following the path and you'll start climbing the mountain and come across more structers and eventually you will get to the shrine. You can activate the statue at any time to begin this quest, but you will have to have completed all the previous Daedra Shrine quests before you can start this one. Once you've started the quest you will want to make a clean save. You can lock up this quest very easily and make it impossible to complete, this happened to me my first time playing and I did not have a clean save. All you have to do is cast Mora's Soul Trap on 1 of each race in Cyrodiil, Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Orc, Redguard and Wood Elf. To do this just find 1 of the 10 races, male or female, it does not matter, cast the Mora's Soul Trap on them and then kill them. The best way to do this is by killing the Daedra followers at the 15 Daedra shrines as you will not be near any guards, but you will still be commiting a crime. It is important to only cast Mora's Soul Trap ONCE per race, that means, do not hit any more than 1 target at a time. Hit who you want to kill with the spell and DO NOT CAST THE SPELL AGAIN until you have killed the target you hit. If you miss your target with the spell, you can cast it again. Also don't try and trap 2 of the same races, be sure of your target. Start with the Khajiit soul at 'Hermaeus Mora's Shrine'. Then you can get the Dark Elf soul at 'Hermaeus Mora's Shrine' as well. Next you can get the Imperial soul at 'Hermaeus Mora's Shrine' as well. Now go to 'Molag Bal's Shrine', south east of Chorrol to get a Redguard soul. Now go to 'Clavicus' Vile's Shrine' south west of the Imperial City to get a Wood Elf soul. You can also get an Orc soul at 'Clavicus' Vile's Shrine'. Now go to 'Hircine's Shrine' south of the Imperial city to get an Argonian soul. Go to 'Namira's Shrine' east of Bruma to get a Nord soul. Go to 'Maridia's Shrine' east of Kvatch, west of Skingrad to get a Breton soul. Go to 'Peryite's Shrine' far east of Bravil to get a High Elf soul. Now fast travel back to 'Hermaeus Mora's Shrine' and activate the statue to receive your reward. Reward: Oghma Infinium. When you read the Oghma Infinium, you will be given 3 choices of what path you wish to read, Steel, Shadow or Spirit. If you read the path of steel your abilities Blade, Heavy Armor and Blunt will increase. You will also get +10 strength and speed. If you read the path of shadow your abilities Sneak, Security and Light Armor will increase. You will also get +10 agility and speed. If you read the path of spirit your abilities Destruction, Conjuration and Restoration will increase. You will also get +10 intelligence for chosing the path of spirit. ------------------------------------------------------------------------------- Chapter 17 - Side Quests """""""""""""""""""""""" 17.01 - The Battle for Castle Kvatch 17.02 - Allies for Bruma 17.03 - Imperial City (Allies for Bruma) 17.04 - Anvil (Allies for Bruma) 17.05 - Kvatch (Allies for Bruma) 17.06 - Skingrad (Allies for Bruma) 17.07 - Chorrol (Allies for Bruma) 17.08 - Cheydinhal (Allies for Bruma) 17.09 - Bravil (Allies for Bruma) 17.10 - Leyawiin (Allies for Bruma) 17.11 - Newheim's Flagon 17.12 - A Venerable Vintage 17.13 - Go Fish 17.14 - Bear Season 17.15 - The Potato Snatcher 17.16 - Zero Visibility 17.17 - Revenge Served Cold 17.18 - No Stone Unturned 17.19 - The Gravefinder's Repose 17.20 - Goblin Trouble 17.21 - The Sunken One ------------------------------------------------------------------------------- 17.01 - The Battle for Castle Kvatch """""""""""""""""""""""""""""""""""" Follow your quest marker to the ruined city of Kvatch, talk to Savlian Matius and tell him you are ready to go. Follow him out of the chapel and start killing the Daedra enemies who will vary depending on your level. Just follow Savlian and when you get to the bridge to the castle he will approach you, blow through the conversation and then follow the quest marker back into the chapel, here a group of Imperial Legion Soldier's will be there and will offer to help you. Talk to Berich Inian and he will insist on coming with you, if he dies you have to loot his corpse and take the key. Follow him into the Chapel Undercroft. Kill the bad guys here and follow Berich back into Kvatch. There are all sorts of bad guys, just keep killing and following Berich, if he dies, just follow the quest marker. You will eventually come to a trap door to 'Castle Kvatch Passageway' go in. Follow the path to the other side and take the ladder to Kvatch. Follow your quest marker to the north west wall and activate the 'Gate Lever'. Kill all the badies here and Savlian will talk to you, after that follow the quest marker into the castle great hall. Just keep following your quest marker through the castle, kill the monsters as you go and you'll eventually get to the counts quarters, here you will find the counts body, loot it and take the Colovian Signet Ring'. Follow the quest marker back through the castle and talk to Savlian. Inform him of the counts death and give him the ring to complete this quest. 17.02 - Allies for Bruma """""""""""""""""""""""" To complete this quest you have to complete all of the following: 17.03 - Imperial City (Allies for Bruma) 17.04 - Anvil (Allies for Bruma) 17.05 - Kvatch (Allies for Bruma) 17.06 - Skingrad (Allies for Bruma) 17.07 - Chorrol (Allies for Bruma) 17.08 - Cheydinhal (Allies for Bruma) 17.09 - Bravil (Allies for Bruma) 17.10 - Leyawiin (Allies for Bruma) Once you have completed all those parts, this quest will be complete. 17.03 - Imperial City (Allies for Bruma) """""""""""""""""""""""""""""""""""""""" Fast travel to 'Imperial City Palace' and then follow your quest marker, if you are not able to enter the Elder Council Chamber, wait for a moment and high chancellor Ocato will come out and you can speak with him. Ask him about 'Aid for Bruma' and this part is complete. 17.04 - Anvil (Allies for Bruma) """""""""""""""""""""""""""""""" Fast travel to 'Castle Anvil' and then follow your quest marker to Countess Millona Umbranox and talk to her, she is in attendance from 9:00 am to 4:00 pm, ask her about 'Aid for Bruma', she will only help you if the Oblivion Gate outside of the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. The Oblivion Gate is outside of Anvil to the north west. To find it fast travel to 'Horse Whisper Stables' and head west, you will be able to see the Oblivion Gate icon on your compass, just use your compass and you will be able to find it. If you're on the Allies for Bruma quest, you will have a quest marker as well. When you reach the Oblivion Gate, enter it. Inside you will fight Daedra monsters based on your level. From the entrance go south west, then turn south east, follow this path and when it forks north east and south west, go south west, watch the west wall, right around the corner is a door to 'Nether Tunnels' go through this door. Inside take either passage on the west wall into the next room, then turn to the east and there is a door to 'Oblivion Cave' go in this door. From here just follow the only path and you will be going east into a room with some stone pillars and a couple paths, go south, ignore that passage to the west and at the back of this room on the south wall is a door to 'Oblivion Cave' go through this door. In this area just follow the path north and it will turn west, on the south wall is an opening, go south into the next room and there is an opening on the west wall go there and you will find a door to 'Wastes of Oblivion' go through this door. Outside again, follow the path north east, it will slowly curve north and then north west, just stay on the path. When you get to the end of this path there is a door on the west wall to 'The Red Gnash Channels' go in this door. In here take the north west passage, follow it until it comes to an end and you will find an opening on the north east wall, take this path upwards, at the top turn south west and just follow the path which will take you to a small room, turn north east and there is another path, take it and at the end of this path is a room with a door on the north wall to 'Wastes of Oblivion' open this door. From here follow the path south east, follow it and it will curve south west, just stay on it and it will curve north west, you'll eventually come to a sharp turn to the north east, take this path and just follow it and you will come to a tower, open the door to the west. Inside this room, the door you came in from is on the south wall, follow that wall west or east and you will come to a door to 'Rending Halls' take either door. Follow the path upward and you'll come to a small room, there is a passage on the north wall, follow it upwards and you will come to a door to 'The Flesh Spire' open it. From here go south up the ramp and you will come to a door on the south wall to 'Dead Halls' open this door. From here go either east or west upwards, at the top of the path is a small room, look north and you will see a path upwards on the north wall, take the path and at the top is a room with a couple doors on the south wall to 'The Flesh Spire' go in either door. Take either path south east or south west and follow the path to the south wall where there is a door to 'Corridors of Dark Salvation' open this door. In this next room is a path on the north wall, follow this path upwards and you will come to another room, on the south wall is a door marked 'Citadel Hall Door', go through this door and follow the path upwards, at the top is a room with a door on the west wall to 'The Flesh Spire' go through this door. From here follow the path north west, the path will go upwards and at the top there is a door on the west wall and the south east wall, both go to 'Sigillum Sanguis' take either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north east side where you can go up either ramp to a platform on the south west wall, look north east and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. When you're out of the Oblivion Gate open your world map and fast travel to 'Castle Anvil'. Go into the the castle and talk to the countess, she is in attendance from 9:00 am to 4:00 pm ask her about 'Aid for Bruma' and this part will be complete. 17.05 - Kvatch (Allies for Bruma) """"""""""""""""""""""""""""""""" Fast travel to Kvatch and follow your quest marker to find Salvian. When you find him, talk to him and ask about 'Aid for Bruma' and this part will be complete. 17.06 - Skingrad (Allies for Bruma) """"""""""""""""""""""""""""""""""" Fast travel to 'Castle Skingrad' and follow your quest marker until you find 'Mercator Hosidus', ask him about 'Aid for Bruma' and he will go fetch the count. Mercator seems to be in the castle from 6:00 am to 8:00 pm. Just wait around and eventually the count will show up, talk to him about 'Aid for Bruma', he will only help you if the Oblivion Gate outside of the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. The Oblivion Gate is east of Skingrad. To find it fast travel to 'Castle Skingrad' and turn east, jump off the bridge onto the hill and go east, you should be able to see the Oblivion Gate icon on your compass, just use your compass and you will be able to find it. If you're on the Allies for Bruma quest, you will have a quest marker as well. Once at the Oblivion Gate, enter it. From the entrance go south west, make your way up the hill, to the top of the bridge infront of the tower, go to the door 'The Tower Portal to The Anguis Keep' and open it. Inside this room on the north wall is a door to 'Halls of Eternal Twilight' open it. Go up the north west path, at the top the room has a door on the south wall marked 'Citadel Hall Door' go through it and follow the path upwards into another room, in this room there is a door on the north wall to 'The Anguish Keep' open it. Follow the path north east and you will come to a door on the north east wall to 'Wastes of Oblivion' ignore it for now and continue on this path until you come to the door on the west wall to 'Halls of Shame' open this door. In here on the north wall right in front of you is a door marked 'Citadel Hall Door' go through it and follow the path to another door, open it and you will be in a room with a door on the west wall beside where you came in, go through this new door and follow the path upwards to yet another door, open it and inside this room there is a door on the south wall to 'The Anguish Keep' open it. Follow the path north west all the way up to the top, there are a couple doors, one on the north east wall and south west wall to 'The Anguish Shrine' go through either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north wall, the giant mechanism infront of you has a switch on the east side, activate it. Jump down into the room below and on the north wall are the openings you came in through, go through either one and on the next north wall is a door to 'Wastes of Oblivion' go through this door. Cross this bridge and you will come to a door to 'The Sorrow Shrine' open it. Infront of you to the south are a couple openings, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north wall, the giant mechanism infront of you has a switch on the east side, activate it. Jump down into the room below and on the north wall are the openings you came in through, go through either one and follow either path east or west downwards until you come to a door to 'The Sorrow Keep' go through the door. Follow the path to the south east side and you will be able to go downwards, follow this path until you come to a door on the south wall to 'Halls of Shame' open this door. In this room there is a door marked 'Citadel Hall Door' on the west wall, go through it and follow the path downwards to another door, open it and go into this next room, on the west wall beside the door you just came through is another door, open it and follow the path downwards to another door, open this door and go through, to the east on the south wall is a door to 'The Sorrow Keep' open this door. Follow the path along the west wall until you come to a door to 'Wastes of Oblivion' on the north east wall, go through this door. Cross the bridge and you will come to a door to 'The Brooding Fortress' open this door. Follow this path south east and you'll be going upwards, at the top is a door to 'Corridors of Dark Salvation' open this door. Follow the path upwards into a room, on the south wall is a path going upwards, go up that path until you come to a door to 'The Brooding Fortress' open this door. Follow the path north west and you'll be going upwards, at the top there is a door on the west wall and the south east wall to 'Sigillum Sanguis' go through either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north side where you can go up either ramp to a platform on the south wall, look north and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. When you are out of the Oblivion Gate open your world map and fast travel to 'Castle Skingrad' head into the castle and find Mercator Hosidus, ask him about 'Aid for Bruma' and he will fetch the count. Mercator is in the castle from 6:00 am to 8:00 pm. Just wait and the count will show up, he will approach you, ask him about 'Aid for Bruma' and this part is now complete. 17.07 - Chorrol (Allies for Bruma) """""""""""""""""""""""""""""""""" Fast travel to 'Castle Chorrol' follow your quest marker into the great hall and talk to Countess Valga, she is in attendance from 8:00 am to 6:00 pm. Ask her about 'Aid for Bruma', she will only help you if the Oblivion Gate outside of the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. The Oblivion Gate is just south of Chorrol. To find it fast travel to 'North Country Stables', once there if you look south you should be able to see it. If you are on the Allies for Bruma quest, you will also have a quest marker to help you find it. Once at the Oblivion Gate, enter it. Inside look south east and you should see a pool of lava, south of that pool is a tower, you need to go to that tower, the door into the tower is 'Eruption' go in this door. Inside the tower step onto the platform in the middle of the room, it should automatically go up, if not, look down and activate it. When it gets to the top, get off and follow the spiral path upwards, at the top there is a large device, on either side is a switch, one to open the cage hanging in the middle of the roof, the other opens a gate, you need to at least open the gate, so activate the switch called 'Landslide Gate Control'. After you have activated the switch to open the gate, go back down the spiral path until you get to the platform, step on the platform and it should go down, if not, activate it. At the bottom open the door on the north east wall to 'Wastes of Oblivion'. Outside of the tower, go north a few steps and turn west, follow this path along the outside of the tower west, turning south and you will see an open gate, this is the gate you just opened, go through it. After you go through the gate look south east, the tower there is the one you need to go into now, the door into it is called 'Earthquake'. Inside the tower step onto the platform in the middle of the room, it should automatically go up, if not, look down and activate it. When it gets to the top, get off and follow the spiral path upwards, part way up you will come to a door on the west wall to 'Wastes of Oblivion' open this door. Cross the bridge and on the other side open the door to 'Portals of Natural Disaster'. In this first part turn south west and you will see a door on the south wall to 'Rending Halls' go through this door. In this room there is a door on the south west wall marked 'Citadel Hall Door' go through this door, follow the path upwards and at the top go all the way to the far north east corner of this room to find an opening on the north west wall. Follow the path into the next room and you will find a couple doors on the back north west wall, both go to 'Portals of Natural Disaster' go through either one. Go up the ramp and at the top you will find a door on the west wall to 'Corridors of Dark Salvation' open it. Go west and you can take either path north or south, at the top of this path is a small room, turn west and you will see another path upwards, keep going up and you will come to another room, on the east wall is a door to 'Portals of Natural Disaster' go through this door. Go either way and you will find a door on the south wall and the north wall, both go to 'Sigillum Sanguis' go through either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the south side where you can go up either ramp to a platform on the north wall, look south and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. When you are out of the Oblivion Gate fast travel to 'Castle Chorrol' and make your way into the great hall and talk to Countess Arriana Valga, she is in attendance from 8:00 am to 6:00 pm, ask her about 'Aid for Bruma' and this part is now complete. 17.08 - Cheydinhal (Allies for Bruma) """"""""""""""""""""""""""""""""""""" Open your world map and fast travel to 'Castle Cheydinhal' once there follow your quest marker into the castle and talk to Count Andel Indarys, he is normally in attendance from 9:00 am to 6:00 pm. Talk to him about 'Aid for Bruma', he will only help you if the Oblivion Gate outside the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. This Oblivion Gate is actually tied to a seperate quest, to complete this part you need to complete this quest: 08.01 - The Wayward Knight When 'The Wayward Knight' quest is complete, get outside and open your world map, fast travel to 'Castle Cheydinhal' find your way into the castle and talk to Count Andel Indarys, he is normally in attendance from 9:00 am to 6:00 pm. Talk to him about 'Aid for Bruma' and this part will now be complete. 17.09 - Bravil (Allies for Bruma) """"""""""""""""""""""""""""""""" Open your world map and fast travel to 'Castle Bravil' once there follow your quest marker into the castle and talk to Count Regulus Terentius, he is ussually in attendance between 9:00 am and 6:00 pm. Ask him about 'Aid for Bruma', he will only help you if the Oblivion Gate outside the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. This Oblivion Gate is just north of Bravil. To find it fast travel to 'Bay Roan Stables'. Look north east and you should be able to see the Oblivion Gate, make your way north east to it, if you're on the Allies for Bruma quest you will also have a quest marker to help you. Go in the Oblivion Gate. Inside look north, there is a large closed gate, there is a very easy way to get by it, but not every character will be able to do it. It requires you to jump into the lava and pretty much swim to the other side and jump up. Save before you try this. I lost 200 health, if you use progressive healing potions (healing potions that heal XX over Y seconds) and progressive healing magic (same thing as potions) you can completely negate any lava damage. If you are able to make it past the gate, skip the next 4 paragraphs, if you can not make it just keep reading. From the entrance go west, follow this path for a long way west and you will come to a sharp turn to the north onto t a bridge, take this bridge north and on the other side go north west and the path will turn north east, follow this path and you will come to a door to the north called 'Caverns of the Abused' open this door. In here there is a passage way on the north wall, go through this path and you will come to a room with a door on the north wall, ignore it and take the path in the south east corner that goes south, in this next room there is a hole in the floor, jump down it. Down here there is a path in the north east corner of the room that goes east, take this path and you will come to a door to 'Blood Well' open this door. In the middle of the floor is a platform, step onto it and it should automatically go up, if not activate it. When it gets to the top there is a door on the north wall to 'Wastes of Oblivion' open this door. From here cross the bridge and go south east and you will find yourself on the other side of that locked gate. Now that you are on the other side of the gate look north, there is a tower there and a door to 'The Tower Portal' open this door. In this room there are openins on the east and west walls, they have doors on the north end that go to 'Rending Halls' take either door. If you took the west door, read this paragraph, if you took the east door, skip this paragraph. Inside this room follow the path upwards and you will come to a room with another path upwards on the north side, go up this path, at the end of this path will be a door to 'The Lust Keep' open this door. Skip the next paragraph. Inside this room follow the path upwards and you will come to a room with another path upwards on the north side, go up this path, at the end of this path will be a door to 'The Lust Keep' open this door. Follow the path upwards and you will find a door on the south east wall to 'Corridors of Dark Salvation' open this door. Once through follow the path and it will take you upwards into a room with a door marked 'Citadel Hall Door' on the north east wall, go through this door and follow the path upwards. When you get to the top of this path you will be in a room with a door at the end of a short path on the east wall to 'The Lust Keep' open this door. Follow the path upwards all the way to the top, there will be 2 portals to 'The Lust Keep', one on the north east corner and one on the west, take either one by activating it. From here follow the path to the south west wall and you will find a door to 'Sigillum Sanguis' on the east wall and the south west wall, take either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the east side where you can go up either ramp to a platform on the west wall, look east and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. When you are out of the Oblivion Gate fast travel to 'Castle Bravil' and make your way into the great hall and talk to Count Regulus Terentius, he is ussually in attendance between 9:00 am and 6:00 pm, ask him about 'Aid for Bruma' and this part will be complete. 17.10 - Leyawiin (Allies for Bruma) """"""""""""""""""""""""""""""""""" Open your world map and fast travel to 'Leyawiin - Castle' once there follow your quest marker into the castle and talk to Count Marius Caro, he is ussually in attendance between 9:00 am and 6:00 pm. Ask him about 'Aid for Bruma', he will only help you if the Oblivion Gate outside the city is closed, if you have not yet closed it, keep reading this section, if you've already closed it, this part is now complete. This Oblivion Gate is just east of Leyawiin. To find it go to 'Leyawiin - North East Gate' and exit the city. Look east and you should see the Oblivion Gate, make your way east until you come to it, if you're on the Allies for Bruma quest you will also have a quest marker to help you. Once at the Oblivion Gate, enter it. Go west of the bridge and you'll be in a little area, to the south west is a door to 'Nether Tunnels' go in this door. Inside on the north wall is and opening, go down this path and in the next room is another path down on the south wall, take this new path. In the next room is a path on the west wall, take this path until you come to a small room with a path on the west wall. Right after entering this passage you come to a split, keep going west down the path and you will come to a room with a door on the west wall to 'Molten Halls' go through this door. Follow the path into the next room, on the south wall is a passage, take it. Follow this path and you will come to a room, this room has a hole in the floor, jump down it. The room you fall down into has another hole on the floor, jump down this hole as well. Go south west from here into a short path that will split north and south, take the south path and you will be at a door to 'Oblivion Cave' open this door. In this next room there is a path on the south west wall, take this path and you will come to another room, on the north west wall is a passage, take this path. At the end of this path is a door to 'Oblivion Cave' on the south wall, take it. Out of the cave turn east and follow the path, when you come to a fork to the north east and north west, keep going north east. On the south side of this path is a tower, open its door to 'Spindle Shrine'. Follow the path upwards until you get to the very top, there is a door on the north east wall, open it. Cross the bridge to the other side and open the door to 'Blood Well'. Go all the way to the top of this tower and you will find a machine on the north west wall, to either side there are switches, the one on the south west side opens a gate, activate this switch. Go back down the path and you will come to a door on the south west wall to 'Wastes of Oblivion' go in this door. Go west across the bridge and through the gate you just opened, when you come to the stairs onto the bridge, look north and you will see a door to 'The Tower Portal' open this door. In this room there are openings to the south east and south west that you must go in to find doors to 'Rending Halls' on the east and west sides of the room, take either door. Follow the path upwards and you will come to a room with another passage on the north wall, go up this path. At the top you will come to a door to 'The Flesh Spire' open the door. Follow the path to the top and on the south wall is a door to 'Dead Halls' go in this door. Take either the west or east path upwards. You will come to a small room with a path upwards on the north wall, follow this path. At the top there is a room with a couple doors on the south wall to 'The Flesh Spire' take either door. Follow either path to the south wall where there is a door to 'Corridors of Dark Salvation' open this door. In this room there is a path on the north wall, follow it upwards and you will come to a room with a door marked 'Citadel Hall Door' on the south wall, go through this door. Follow the path upwards and you will come to a room, on the west wall is a door to 'The Flesh Spire' go through this door. Follow the path north west all the way to the top. There will be doors on the west wall and the south east wall to 'Sigillum Sanguis' take either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north east side where you can go up either ramp to a platform on the south west wall, look north east and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. When you are out of the Oblivion Gate fast travel to 'Leyawiin - Castle' and make your way into the great hall and talk to Count Marius Caro, he is ussually in attendance between 9:00 am and 6:00 pm, ask him about 'Aid for Bruma' and this part will be complete. 17.11 - Newheim's Flagon """""""""""""""""""""""" This quest is a subquest to the fighters guild quest 'Den of Thieves'. After asking Newheim about 'Thieves' to find out where they are, you can ask him about 'Heirloom' to activate this quest. Follow your quest marker to Hrota Cave and make your way through the cave until you come to the Heirloom, it is in the pit on a table, it is a simple looking pitcher. When you have the Heirloom follow your quest marker to Newheim and talk to him, ask him about 'Heirloom' and this quest will be complete. 17.12 - A Venerable Vintage """"""""""""""""""""""""""" Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City and then go west across the bridge. On the other side of the bridge is Weye, go in the Wawnet Inn. Inside there is a high elf, Nerussa, talk to her and ask her about 'Wine' to activate this quest. You can find Shadowbanish Wine in the various forts around Cyrodiil. Just keep exploring and you will eventually collect 6 of them. Once you've found 6 bottles return to Nerussa and talk to her, tell her about 'Wine' to complete this quest. After completing the quest Nerussa will buy each further bottle of Shadowbanish Wine from you for 100 gold. 17.13 - Go Fish """"""""""""""" Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City and then go west across the bridge. On the other side of the bridge is Weye, in Weye there is a man named Aelwin Merowald, talk to him and offer to help to activate this quest. You'll need to kill Slaughterfish and collect their scales, you can find them in the large lake surrounding the Imperial City. After collecting 12 of the Rumare Slaughterfish Scales, follow your quest marker back to Aelwin and talk to him to complete this quest. 17.14 - Bear Season """"""""""""""""""" Fast travel to 'Grateful Pass Stables' once you're there follow the road west towards Kvatch. About half way between Kvatch and Skingrad you will come to a bridge, from here go north and you'll see a village icon appear on your compass, follow it to get to Shardrock. Here you can find Thorley Aethelred, talk to him and ask him about 'Bears' to activate this quest. Now just hunt in the surrounding area and you will find at least 6 West Weald Brown Bears in the area, kill them and loot their corpses to get their fangs. After you have collected 6 fangs, follow your quest marker back to Thorley and talk to him and tell him about 'Bears' to complete this quest. 17.15 - The Potato Snatcher """"""""""""""""""""""""""" Fast travel to 'Bay Road Stables' off the north wall of Bravil and then follow the road north, when you get to the Inn of Ill Omen you should see another Inn marker on your compass to the north west, follow it to get to Faregyl Inn. Once you get there go inside and talk to S'jirra and ask her about 'Jumbo Potatoes' to activate this quest. Now just follow your quest marker until you find the Ogre, kill it and then loot its corpse to find the Jumbo Potatoes. Now follow your quest marker back to S'jirra, talk to her and tell her about 'Jumbo Potatoes' to complete this quest. 17.16 - Zero Visibility """"""""""""""""""""""" Fast travel to 'Grateful Pass Stables' once you're there follow the road west across the bridge, from the other side of the bridge follow the road north. Keep going north, ignore the path to the west to Chorrol and keep following the road, it will start going east, about half way from where the road turns east and the where the road forks to the north to go to Bruma, there is a little place called 'Aleswell'. When you get there, it appears deserted, but if you come at the right time (as I did my first time) you can see something not quite right in the garden outside the Aleswell Inn, its a hoe (a tool) digging away. You can approach the magical tool and you will find you can talk to the invisible person working with the tool. If there is no magical tool here, you can use detect life to make your life easier. Diram Serethi is the Inn Keeper, if you go into the Inn chances are he will talk to you which will activate the quest. You'll now have a quest marker for Fort Caractacus, south of Aleswell, follow your quest marker to get there. When you get there be sure to have detect life so that you can kill the invisible enemies and find Ancotar. When you find Ancotar, talk to him and you'll find out about what happened. After that you will have the chance to ask about 'Reverse Invisibility Spell' do it to get a ring. Equip the ring and then follow your quest marker into the center of Aleswell, when you get there read the scroll Ancotar gave you. After casting the spell you can go into the Aleswell Inn and talk to Diram, or you can wait for him to find you, either way when you talk to Diram this quest is complete. 17.17 - Revenge Served Cold """"""""""""""""""""""""""" Looking at your world map, to the west of Cheydinhal is the word 'Heartlands' you need to go to the 'n' in 'Heartlands' to find Harm's Folly. When you get near it the village icon will appear on your compass, just follow that to get you there. When you get there talk to Corrick Northwode, ask about 'Avenge' to activate this quest. You'll get a map marker for Exhuasted Mine, just south west of Harm's Folly. Just follow your quest marker to get there. When you get there go inside and keep following your quest marker. Eventually you'll get to the spot marked by your quest marker and find the Goblin Netherboss, kill it and loot its corpse to find the amulet. Take the amulet and then follow your quest marker back to Corrick, talk to him and tell him about 'Avenge' to complete this quest. 17.18 - No Stone Unturned """"""""""""""""""""""""" Looking at your world map, find the Silverfish River, far east of Bravil, you need to get to the bridge that crosses this river, so fast travel to your nearest map marker and then walk there. When you get to that bridge stand on the north side of the bridge and follow the river east, you'll see an Inn marker on your compass, follow it to find the Imperial Bridge Inn. Go inside the Inn and talk to Lithnilian and ask about 'Research Notes' to activate this quest. You'll get a map marker for Bramblepoint Cave, west of Imperial Bridge Inn. Just follow your quest marker to get there. Once you get there just follow your quest marker through the cave and you will come to the place marked by the quest marker, its a chest, open the chest and take buddy's note book. Now just follow your quest marker out of the cave and back to Lithilian, talk to him and tell him about 'Research Notes' to complete this quest. 17.19 - The Gravefinder's Repose """""""""""""""""""""""""""""""" Fast travel to 'Imperial Prison Sewers' and from there go north across the water, when you get to the other side you should be able to see and Inn marker on your compass, follow that to find Roxey Inn. When you get there go inside and talk to the Inn Keeper, Malene, ask her about 'Raelynn the Gravefinder' to activate this quest. You'll have a map marker for Moss Rock Cavern, just north of Roxey Inn. Follow your quest marker to get there and go inside. Just follow your quest marker until you find Raelynn, when you do kill her. Now just follow your quest marker out of the cave and back to Malene, talk to her and tell her about 'Raelynn the Gravefinder' to complete this quest. 17.20 - Goblin Trouble """""""""""""""""""""" Looking at your world map, go north east of Bravil is Cerbala River, the bridge that crosses it is where you need to go. Fast travel to your nearest map marker and make your way to that bridge, you need to go to the west side of the bridge and you will find a camp called Crestbridge Camp. Once you get there find Barthel Gernand and talk to him, ask him about 'Goblins' to activate this quest. Then ask about 'Settlement' and then about 'Cropsford' to get a map marker. Now talk to Mirisa at the camp, ask her about 'Goblins' and then about 'Goblin lairs' to get a couple of map markers. Then ask about 'Goblin war' to get a quest update. There are 2 ways of completing this quest, if you wish to recover the totem head from Tiberscar Cave, read the next paragraph, if you wish to kill the shamman of the Croacked Wood Cave tribe, skip the next paragraph. Follow your quest marker to Timberscar Cave, the cave to the south of Cropsford and enter the cave. Inside you can just follow your quest marker to find the goblin war chief, when you do kill him. He carries the Totem, you may have to pick it up of the ground, when you get it follow your quest marker back to Mirisa and talk to her, ask her about 'Goblin war'. Now you can talk to Barthel Gernand and tell him about 'Goblin war' to complete this quest. If you go to Cropsford after a couple of weeks, they have completed 1 house, after a month they have both houses complete, but you get nothing for coming back. Follow your quest marker to Cracked Wood Cave, the cave to the north of Cropsford, once there enter the cave. Just follow your quest marker and it will lead you to the goblin shamman, when you find it, kill it. Now follow your quest marker out of the cave and back to Mirisa, talk to her and tell her about 'Goblin war' and then talk to Barthel Gernand and tell him about 'Goblin war' to complete this quest. If you go to Cropsford after a couple of weeks, they have completed 1 house, after a month they have both houses complete, but you get nothing for coming back. 17.21 - The Sunken One """""""""""""""""""""" Looking at your world map, go to Kvatch, just below the 'h' in the word 'Kvatch' is Shetcombe Farm, fast travel to your nearest map marker and make your way there, when you get there go inside the house to activate this quest. Now go to the table and inside a bowl is a piece of paper called 'Slythe's Journal, page 1' read it to get a map marker for Sandstone Cavern and a quest marker. Just follow your quest marker to the cave, just north of here. Once you get inside the cave half follow your quest marker, you should find a chest with Slythe's second journal page on it, read the page. Now follow your quest marker and you will find Slythe's corpse, loot it to find the 3rd page, take it to complete this quest. ------------------------------------------------------------------------------- Chapter 18 - Trainer Quests """"""""""""""""""""""""""" 18.01 - Acrobatics Training 18.02 - Alchemy Training 18.03 - Alteration Training 18.04 - Armorer Training 18.05 - Athletics Training 18.06 - Blade Training 18.07 - Block Training 18.08 - Blunt Training 18.09 - Conjuration Training 18.10 - Destruction Training 18.11 - Hand-to-Hand Training 18.12 - Heavy Armor Training 18.13 - Illusion Training 18.14 - Light Armor Training 18.15 - Marksman Training 18.16 - Mercantile Training 18.17 - Mysticism Training 18.18 - Restoration Training 18.19 - Security Training 18.20 - Sneak Training 18.21 - Speechcraft Training ------------------------------------------------------------------------------- 18.01 - Acrobatics Training """"""""""""""""""""""""""" Once your Acrobatics ability is above 75 you need to speak to Ganredhel in Cheydinhal. You can find Ganredhel in her house most of the time, in the south east corner of Cheydinhal, the rest of the time she is wandering around the city. She is a wood elf with short blond hair, when you find her talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for an unmarked spot north of Cheydinhal. Fast travel to your nearest map marker and then follow your quest marker to find Aerin's Camp. Once you get there talk to Torbern and ask about 'Training' to complete this quest. 18.02 - Alchemy Training """""""""""""""""""""""" Once your Alchemy ability is above 75 you need to speak to Brotch Calus in Bruma. You can find Brotch in his house most of the time, just east of the chapel, if he is not there try looking around town. He is a nord with long brown hair and fancy clothing, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Sinderion, who is in Skingrad. Just follow your quest marker to find him, when you do talk to him and ask him about 'Training'. Now you'll need to find a bottle of both Surilie Brothers Vintage 399 and Tamika Vintage 399. You can't really buy these wines, you have to find them, or more likely, steal them. Almost all the castles have at least a bottle of each. You can also find them in random dungeons. Once you have a bottle of each, follow your quest marker back to Sinderion and talk to him, ask him about 'Training' to complete this quest. 18.03 - Alteration Training """"""""""""""""""""""""""" Once your Alteration ability is above 75 you need to speak to Athragar in Chorrol. Athragar is normally in the mages guild hall. He is a balding Wood Elf, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Tooth-in-the-Sea, an Argonian who lives north of Bravil. Follow your quest marker to find him, wait until 10:00 am and he'll be out in the water. Swim out to him and talk to him, ask him about 'Training'. All you have to do is sit there for 3 hours underwater without moving to far away from him. Just keep using waterbreathing spells and make sure to open you map to check the time, after 3 hours have passed Tooth-in-the-Sea will talk to you to complete this quest. 18.04 - Armorer Training """""""""""""""""""""""" Once your Armorer ability is above 75 you need to speak to Rasheda in Chorrol. Rasheda runs Fire and Steel, she is always there during the day. She is a Redguard, when you find her talk to her and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Gin-Wulm, who is a resident in the Imperial City. Just follow your quest marker to find him and talk to him, ask about 'Training'. You will need to have at some point activated the book 'The Armorer's Challenge'. If you have not yet done this, you can find a copy in the First Edition in the Market District of the Imperial City. Once you've activated (read) this book, you can respond to Gin-Wulm by saying 'He won the Armorer's Challenge' to complete this quest. 18.05 - Athletics Training """""""""""""""""""""""""" Once your Athletics ability is above 75 you need to speak to Honditar in Chorrol. He can often be found hanging outside of the mages guild, but he actually lives just outside of Chorrol. He is a high elf armed with a bow and a large quiver of arrows, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Rusia Bradus, a woman in Anvil. Follow your quest marker to find her and talk to her, ask about 'Training'. Now, I am not sure what exactly you have to do to actually complete this quest, for me it was always just completed without having to do anything, but by the sounds of it you have to have discovered a certain amount of map markers, how many I do not know, just keep wandering around finding places and occassionally coming back to Rusia and asking her about 'Training' until this quest is complete. 18.06 - Blade Training """""""""""""""""""""" Once your Blade ability is above 75 you need to speak to Rhano in Anvil. Rhano is normally in the fighters guild hall. He is a male Redguard in fur armor, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Alix Lencolia who is in Faregyl Inn, south of the Imperial city. Follow your quest marker to find him and talk to him, ask about 'Training' to complete this quest. There may be some requirements to complete this quest, I am not sure what though. If I had to guess, I'd say it depends on your fame. 18.07 - Block Training """""""""""""""""""""" Once your Block ability is above 75 you need to speak to Lum gro-Baroth in Chorrol. He can be found in the basement of the Fighters Guild most of the time. He is an Orc and is often shirtless, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Andragil, a resident of Bravil. Use your quest marker to find her, when you do talk to her and ask about 'Training' and then about 'Test'. Now, she is just going to beat on you a little bit, when you're ready say so and then bring out a shield or a weapon and block until she talks to you to complete this quest. 18.08 - Blunt Training """""""""""""""""""""" Once your Blunt ability is above 75 you need to speak to Azzan in Anvil. Azzan is the leader of the fighters guild hall in Anvil. He is a Redguard male in full steel armor, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Irene Metrick, a resident of the Imperial City. Follow your quest marker to find her, when you do talk to her and ask about 'Training'. You'll need to have killed a certain amout of people to be able to complete this quest, I've always had it completed when I did it, this time when I did it I had a kill count of 81 murders, 1146 creatures killed and 540 people killed. I simply don't know the exact numbers of what you need to complete this quest, just kill stuff and keep checking back with Irene and asking about 'Training' until this quest is complete. 18.09 - Conjuration Training """""""""""""""""""""""""""" Once your Conjuration ability is above 75 you need to speak to Arentus Falvius in Bruma. He is normally in the Chapel or Jerall View Inn. He is a male Nord in fancy green clothes, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Olyn Seran, a Daedra worshiper at Molag Bal's shrine. Follow your quest marker to get there and talk to him, ask about 'Training'. You will need the spell 'Summon Faded Wraith' which you can buy from Athragar in the Chorrol mages guild. When you have the spell simply cast it infront of Olyn and then talk to him and ask about 'Training' to complete this quest. 18.10 - Destruction Training """""""""""""""""""""""""""" Once your Destruction ability is above 75 you need to speak to Delphine Jend in Bravil. Delphine Jend is normally in the mages guild hall. She is a Brenton woman with brown hair and blue robes. When you find her talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Bralsa Andaren, who is at an unmarked location north west of Skingrad, south of Chorrol. Follow your quest marker to get there and talk to her, ask her about 'Training'. You'll need to collect 20 bear pelts to complete this quest. You can kill them all yourself, you can buy them, you can find them, do what ever it takes to get them and then return to Bralsa and talk to her, ask her about 'Training' to complete this quest. 18.11 - Hand-to-Hand Training """"""""""""""""""""""""""""" Once your Hand-to-Hand ability is above 75 you need to speak to Ra'qanar in Cheydinhal. Ra'qanar is a servant in the castle. He is a Khajiit male and is a member of the theives guild, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Helvius Cecia, a resident of Bruma. Follow your quest marker to find him and talk to him, ask about 'Training' now you will need to unequip any weapon you have equiped. When you are unarmed, talk to Helvius again and ask about 'Fight'. Now just punch the hell out of him and this quest will be complete when he talks to you to stop the fight. 18.12 - Heavy Armor Training """""""""""""""""""""""""""" Once your Heavy Armor ability is above 75 you need to speak to Varnado in the Imperial City. Varnado is in The Best Defence during the day, which is in the north west section of the Market District. He is a male Redguard, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Pranal, he is staying at the Roxy Inn, south of Bruma. Just follow your quest marker to find him and talk to him, ask him about 'Training' and then 'Malene'. You will need to buy, find or steal 4 silver glasses and a silver pitcher. You can find them all over Cyrodiil. Once you've acquired them return to Pranal and talk to him, tell him about 'Gift'. Now talk to Malene and tell her about 'Gift'. Once again you must talk to Pranal and tell him about 'Gift' to complete this quest. 18.13 - Illusion Training """"""""""""""""""""""""" Once your Illusion ability is above 75 you need to speak to Kud-Ei in Bravil. Kud-Ei can be found in the mages guild hall. She is an Argonian woman who is often reading in a chair on the main floor. When you find her, talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Marina Floria, who is in the Arcane University. Follow your quest marker to find her and talk to her, ask her about 'Training'. You will need to acquire 10 Welkynd Stones, they can be found in just about every Alyied Ruin. They are rather common, so when you find 10, return to Marina and talk to her, ask her about 'Training' to complete this quest. 18.14 - Light Armor Training """""""""""""""""""""""""""" Once your Light Armor ability is above 75 you need to speak to Luciana Galena in Bravil. Luciana is often in her house in the southern section of Bravil, its right above the house you can purchase here. She is an Imperial woman in ragedy clothes and is a member of the theives guild who acts as a fence for theives. When you find her, talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for J'bari, a resident of Leyawiin. Follow your quest marker to find him and talk to him, ask him about 'Training'. You're going to have to find an Elven Curias. A common armor for bandits around level 10-15. It can be tricky to find one at times, your best bet is to just keep playing and eventually you will find one. When you do follow your quest marker back to J'bari and talk to him, ask about 'Training' to complete this quest. 18.15 - Marksman Training """"""""""""""""""""""""" Once your Marksman ability is above 75 you need to speak to Pinarus Inventius in Anvil. Pinarus has a house in the west section of the city, but is often wandering around. He is an Imperial male in heavy armor and armed with a bow and quiver, when you find him, talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Alawen, who hangs out at Troll Candle Camp, east of Anvil. Follow your quest marker to find her and talk to her, ask her about 'Training'. You will need to find an Elven Bow, which shouldn't be that hard, its very common from level 10-15 and shows up all the time. Just keep playing and you will eventually find one. When you do, follow your quest marker back to Alawen and talk to her, ask her about 'Training' to complete this quest. 18.16 - Mercantile Training """"""""""""""""""""""""""" Once your Mercantile ability is above 75 you need to speak to Seed-Neeus in Chorrol. Seed-Neeus runs Northern Goods and Trade, she is always there during the day. She is an Argonian woman, when you find her talk to her and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Palonirya, who runs Divine Elegance in the Imperial City Market District. Follow your quest marker to get there and talk to her, ask her about 'Training'. All you have to do to complete this quest is have a specific amount of gold or more on you when you talk to her about 'Training'. I have no idea how much this amount of gold is, it can't be much, maybe 10,000. I had 80,000 and thats a whole lot. Just keep talking to her with more and more gold until this quest is complete. 18.17 - Mysticism Training """""""""""""""""""""""""" Once your Mysticism ability is above 75 you need to speak to Ita Rienus in Bravil. Ita can be found in the mages guild hall. She is a nord woman in red robes, when you find her talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Dagail, who is the guild hall leader of the Leyawiin Mages Guild. Follow your quest marker to find her and talk to her, ask her about 'Training'. I am not sure exactly what you need to do for Dagail to complete this quest. It is either completing the main story, or closing a certain amount of Oblivion Gates. If you can't complete it, read carefully to what she says, it will probably tell you. 18.18 - Restoration Training """""""""""""""""""""""""""" Once your Restoration ability is above 75 you need to speak to Marz in Bravil. Marz is normally in the Chapel. She is an Argonian woman, when you find her talk to her and ask her about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Oleta, a survivor at Kvatch. Follow your quest marker to find her and talk to her, ask her about 'Training'. As long as you've completed the Kvatch part of the main story line you should be able to complete this quest. 18.19 - Security Training """"""""""""""""""""""""" Once your Security ability is above 75 you need to speak to Dro'Shanji in Bravil. Dro'Shanji has a house in Bravil, but is often wandering around the city. He is a Khajiit male in cheap clothes, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for J'baana, who is a prisoner in the Imperial City Prison. Follow your quest marker to find him and talk to him, ask him about 'Training'. You'll need to travel to Bravil and speak to S'Krivva, just follow your quest marker to find her. When you find her, talk to her and ask about 'Message for J'baana'. Now follow your quest marker back to J'baana, talk to him and tell him about 'Message for J'baana' to complete this quest. 18.20 - Sneak Training """""""""""""""""""""" Once your Sneak ability is above 75 you need to speak to Othrelos in the Imperial City. Othrelos has a house in the north east corner of the Elven Gardens District, if he is not there he may be wandering around. He is a male Dark Elf in normal clothes, when you find him talk to him and ask about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Marana Rian, who is in the Imperial City. Follow your quest marker to find her and talk to her, ask her about 'Training'. You'll need to pick pocket a special coin from Marana, its rather easy, so just enter sneak mode, stand behind her and activate her, find the coin and take it and only it. With the coin in your possession, talk to Marana again and ask her about 'Training' to complete this quest. 18.21 - Speechcraft Training """""""""""""""""""""""""""" Once your Speechcraft ability is above 75 you need to speak to Varon Vamori in Bravil. Varon has a house in the center of town, but is often wandering around town. He is a male Dark Elf in red fancy clothes, when you find him talk to him and ask him about 'Training' to activate this quest. Once this quest is activated you will have a quest marker for Tandilwe, who is a preacher in the Imperial City Temple District. Follow your quest marker to find her and talk to her, ask about 'Training'. You will need to talk to all the beggars in the main cities of Cyrodiil. This is the most annoying task. There are 2 beggars in Anvil, Skingrad, Chorrol, Bruma, Cheydinhal, Bravil and Leyawiin, there are 5 in the Imperial City, 1 in the Temple District, Talos Plaza, Elven Gardens, Market District and the Arboretum. Any beggars you've spoken to before starting this quest do not have to be spoken to again, though you won't know which ones you've spoken too. Once you have spoken to all the beggars in Cyrodiil, return to Tandilwe and talk to her, ask her about 'Training' to complete this quest. ------------------------------------------------------------------------------- Chapter 19 - The Collector """""""""""""""""""""""""" 19.01 - The Collector 19.02 - Wendir 19.03 - Ninendava 19.04 - Moranda 19.05 - Vilverin 19.06 - Wenyandawik 19.07 - Culotte 19.08 - Fanacas 19.09 - Mackamentain 19.10 - Wendelbek 19.11 - Welke 19.12 - Nothing You Can Possess 19.13 - Secrets of the Ayleids ------------------------------------------------------------------------------- 19.01 - The Collector """"""""""""""""""""" This quest is activated after exploring 1 of 10 specific Alyeid Ruins and finding the Alyeid Statue in the ruin, then selling the statue to any vendor. Some time after that while wandering around the Imperial City, a messenger will find you and that will activate this quest. The Alyeid Ruins you must explore are covered in sections 19.02 to 19.11, chose one to find the statue and then return to this section to continue. Once you have at least 1 Alyeid Statue, go to any merchant and sell the statue. Now just wander around the Imperial City, preferably in the Talos Plaza District. You can actually just use the wait command and Jollring will speak to you when he finds you. After talking to Jollring, follow your quest marker to Umbacano Manor and go inside. Jollring will speak to you, just follow him. In the upstairs room, Umbacano is sitting in a chair, speak to him. Now you just need to find the other 9 statues. Again their locations are covered in sections 19.02 to 19.11, just use those sections to find them all and then return to this section. Once you've found all 10 statues return to Umbacano Manor in the Talos Plaza District of the Imperial City. Enter the manor and Jollring will approach you, ask about 'Umbacano' and then have Jollring show you upstairs. Follow Jollring and you will find Umbacano, talk to him and tell him about 'Ayleid Satues' and sell each one to him one at a time for 500 gold until you've sold them all to him to complete this quest. 19.02 - Wendir """""""""""""" Fast travel to 'North Country Stables' on the south wall of Chorrol, from there just go south west and you will find the ruins map icon on your compass, follow it to find Wendir. When you get there go inside. Inside go south until you hit the fence, then turn west and pick the locked door and follow that path. It will go for a ways and then eventually take you to a door to 'Wendir Nagasel' go through this door. Go through the next room and take the exit in the north west corner, there will now be an iron gate, the switch to open this gate is just to the left, activate it and then make your way through the gate. Follow the path north and you will come to a locked gate, pick the lock and go through. Keep following this path and you will come to a main room, when you enter the room go east and then turn south, there will be an iron gate and a switch to the left, activate the switch and then go through the open gate, the statue is on the other side to the south west. 19.03 - Ninendava """"""""""""""""" This is a tricky place to find, you have to start from Chorrol North Gate, from there follow the road north to Bruma, keep following the road and when it turns east you will be able to find an unmarked path to the west, to the north is a map marker for a cave on your compass. Follow the path to the west. This path will wind around a bit and end up taking you to Shadow's Rest Cavern, to the north east from the cavern is a bridge, cross the bridge and keep following the path and it will take you to the fort Sancre Tor. From there you can will be able to see the ruin map icon on your compass to the north east, just follow that to find Ninendava. When you get there go inside and make your way north, you will come to a locked door, pick the lock and on the north wall is the statue. 19.04 - Moranda """"""""""""""" Looking at your world map, there is a road that connects Chorrol to Bruma, it is called 'The Orange Road'. South of the word 'The' in 'The Orange Road' is where this ruin is located. Fast travel to your nearest map marker and make your way there, when you get there go inside. Follow the path and you will come to a 4 way split, take the south east path of stairs down to a locked gate, pick the lock and go through. Just follow this path until you come to a door to 'Moranda Abaspania' go through this door. Follow this path and you will come to a room filled with gas that continually damages your health. Take the path in the north west corner, in the next room you will be able to find the statue, it is in a little opening room off the south west wall on a pedistal. 19.05 - Vilverin """""""""""""""" This place is just north east of the Imperial Prison Sewers, the place you come out of at the start of the game. Fast travel there and then go north east over the dock and cross the water, on the other side is the ruins. Go inside and then just make your way to the far east side of this floor, in the north east most room is a door to 'Vilverin Canosel' go through this door. In the next room its a 4 way fork, take the west side exit and even though it appears to be a dead end, there is actually a floor switch here, step on it and a door will open to the north in the same room. Take the path north and in the next room go to the west, there is another floor switch, step on it to open a path in to the south. Follow this path and you will come to a dead end, to the west is another floor switch, step on it and a path will open on the north wall, go through it into the next room. To the west is a door to 'Vilverin Wendesel' go through this door, follow the path south, in the next room go through the door on the west wall. Keep following the path and you will end up at a door to 'Vilverin Sel Sancremathi' go through this door. The statue is just ahead on a pedistal. 19.06 - Wenyandawik """"""""""""""""""" This place is located just north west of Bravil, if you look at your world map north west of Bravil is the words 'The Green Road' Wenyandawik is just south of the 'R' in 'Road'. Fast travel to your nearest map marker and then make your way there, when you get there go inside. Find your way into the first main room, along the north wall is an exit, you have to go through an iron gate, the switch to open the gate is to the left of the gate. On the other side is a door to 'Wenyandawik Edesel' go through this door. Just follow the path west and at the corner where the path turns south, a secret entrance should open on the west wall, watch for it and then go through the path. Go into the room and there will be the statue on a pedistal in the south west corner. 19.07 - Culotte """"""""""""""" Culotte is north of Bravil on the other side of The Upper Niben, looking at your world map it is just north of 'The' in 'The Yellow Road'. Fast travel to your nearest map marker and then make your way there, when you get there go inside. The statue is in a small room with 3 pillars, it is on the floor between the pillars. Getting to this room is rather easy, from the entrance just follow the path from the entrance all the way to the south east most room, there is a floor switch there, step on it and then back track a bit and you will find an opening on the north east wall. Follow this path and you will come to an exit at the end of the next room in the south west corner. In this next room get down to the lower level and the room you need to go in is along the north east wall off the south east side of the bridge. 19.08 - Fanacas """"""""""""""" This ruin is north of Cheydinhal. To find it make your way to Lake Arrius. On the north side of the lake is a path that goes north east, follow it. It will eventually fork to the east and west, take the east path and you will find Fanacas, when you get there go inside. Go through the north east door and follow the path over the bridge, watch out for the traps. On the other side is a floor switch, step on it to open the gate infront of you. On the other side of the door go south west, then step on the floor switch and go through the gate. Just follow the path and you will come to another floor switch and a gate, you'll be back at the start right now, just go north west and follow the path east, you will come to another floor switch, step on it and follow the path through the gate. In the next room is another floor switch in the south east corner, step on it and follow the path south east, you will be on the edge of a room of water, there is an opening along the south east wall, jump into the water and swim to the bottom. To the north east is a set of stairs, go up the stairs and you will find the statue on a pillar. 19.09 - Mackamentain """""""""""""""""""" Looking at your world map, scroll east of Bravil, there is a small lake north of the river called 'Silverfish River' the ruins are just off the north edge of this small lake. Fast travel to your nearest map marker and make your way there, when you get there go inside. Go north east and you'll find a gate, step on the floor switch to open the gate in front of you. In this large room there is an opening in the north corner going north east, follow this path, step on the floor switch to open the next door. Go through the door to 'Tombs of the Undead'. Just follow the path north east and watch the north west wall, you will find an opening, take this path and you will come a room with a floor switch in the middle of it, step on the switch. Go up the stairs that appear, follow the path north west until it splits, go south west and immediately go north west again. You'll go up some stairs and then you'll find a door to 'Necromancer's Asylum' go through this door. The statue is in the middle of this large room on stone table. 19.10 - Wendelbek """"""""""""""""" Look to the far east of Bravil, there is a river called 'Panther River' Wendelbek is north of the word 'Panther' on your world map. Your best bet is to fast travel to your nearest map marker and then make your way to the Panther River, then go north until you find the ruins map icon on your compass and follow that to find this place. When you get there, go inside and go south, you will come to a locked door, go through this door and then follow the path until you come to a door in the north west section, the door is on a north wall and it goes to 'Wendelbek Aldmerisel' go through this door. On the east wall of this area is a door to 'Wendelbek Sel Aran Mathmedli' go through this door. Go east in the next room and then south at the wall and you will be facing a door with a button to the left, activate the switch and go through the door, turn west and the statue will be on a little table around the corner. 19.11 - Welke """"""""""""" Look to the far east of Bravil, just a bit to the south, there is a river called 'Panther River' to the west of the 'P' in 'Panther' is where Welke is. Fast travel to your nearest map marker and then make your own way to find this place. When you get there go inside and take the north west path, you'll have to pick a locked door immediately. Follow this path and you will come to a door to 'Welke Ceyede' go through this door. When you come to a major fork in the road, go north west, this should take you to a pool of water, swim through and you'll be in a large room, on the south west wall is a door to 'Welke Edesel' go through this door. In the middle of this next room is the statue. 19.12 - Nothing You Can Possess """"""""""""""""""""""""""""""" After selling 3 or 4 Ayleid Statues to Umacano, a new topic will be available when you speak to him, ask him about 'Another Task' to activate this quest. Umbacano lives in his manor in the Talos Plaza District of the Imperial City, go inside and his buttler Jollring will talk to you, ask about 'Umbacano' to be led upstairs where you can speak to him. When you exit Umbacano Manor a guy named Claude Maric will approach you and talk to you, after the conversation follow him to the Tiber septim Hotel. He will take a seat in the far corner of the first floor, talk to him and get his disposition high enough that when you ask him about 'The High Fane' he will tell you to find Malanda which is the farthest map marker to the east. Just follow your quest marker to get there. Inside this place is incredibly simple, just keep making your way through until you get to the far south west corner room, there will be a strange looking door, to open it you have to have the key Umbacano gave you. On the other side of the door is the carving on the wall, take it. When you take it watch out the roof caves in. With the carving in your possession follow your quest marker back to Umbacano and talk to him and tell him about 'The High Fane' to complete this quest. 19.13 - Secrets of the Ayleids """""""""""""""""""""""""""""" After completing the previous quest, a new topic will be available when you speak to him, ask him about 'Another Task' to activate this quest. Umbacano lives in his manor in the Talos Plaza District of the Imperial City, go inside and his buttler Jollring will talk to you, ask about 'Umbacano' to be led upstairs where you can speak to him. Once this quest is activated just follow your quest marker to find Herminia Cinna, talk to her and ask her about 'Crown of the Ayleids' there will be a lot of talking, but eventually you'll get a quest update. You'll have a map marker for Lindai, which is east of Chorrol. You can just follow your quest marker to get there. When you get there go inside and then just make your way through the first level, it doesn't fork out at all so you can't get lost. At the end of the path is a door to 'Lindai Inner Tombs' go through this door. In this next room you will encounter another of those wierd doors, you will need the key that Herminia Cinna gave you to open this door. Go through the door, in the next room there is an Ayleid Cask in the middle of a big pillar, it is hard to miss as the room is kinda designed to show the cask. The crown is inside it, so go ahead and loot it and take the crown. Once you have the crown just follow your quest marker back to Umbacano. When you get to him talk to him and tell him about 'Crown of the Ayleids'. Umbacano will ask you to continue to help him with one more task, you will need to meet him at Nenalata in 3 days. Nenalata is north east of Bravil, it is marked on your map and you can just follow your quest marker to get there. When you get there wait until Umbacano gets there (24 hours). When he gets there talk to him and tell him to wait, then enter Nenalata. Now if you have not previously cleared this place out, do so now, just search the whole area and kill everything, this will prevent Umbacano from dieing when you bring him in here. Once everything is dead, exit and talk to Umbacano, tell him to follow you, then go inside Nenalata. Just follow your quest marker until you come to the room marked by the green quest marker, when you and Umbacano enter the room he will open the door and a cutscene will take place. After the cutscene, fight your way out of this place, don't be shy about running away, its a tough battle. Just make your way out of Netalata to complete this quest. ------------------------------------------------------------------------------- Chapter 20 - Oblivion Gates """"""""""""""""""""""""""" 20.01 - Random Oblivion Gates 20.02 - Kvatch 20.03 - Bruma 20.04 - Anvil 20.05 - Skingrad 20.06 - Chorrol 20.07 - Cheydinhal 20.08 - Bravil 20.09 - Leyawiin 20.10 - Great Gate ------------------------------------------------------------------------------- 20.01 - Random Oblivion Gates """"""""""""""""""""""""""""" There are many random Oblivion Gates around Cyrodiil, then when you close 1 another 1 will open at another location. This means you can never actually close them all. The only way to get them all closed is by beating the main quest. There are a few set Oblivion Gates tied to quests I have listed them below and where to find the quest(s) associated with each. 20.02 - Kvatch """""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 02.04 - Breaking the Siege of Kvatch 20.03 - Bruma """"""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 02.11 - Bruma Gate 20.04 - Anvil """"""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 17.04 - Anvil (Allies for Bruma) 20.05 - Skingrad """""""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 17.06 - Skingrad (Allies for Bruma) 20.06 - Chorrol """"""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 17.07 - Chorrol (Allies for Bruma) 20.07 - Cheydinhal """""""""""""""""" This Oblivion Gate includes 2 quests and is covered in the following sections: 17.08 - Cheydinhal (Allies for Bruma) 08.01 - The Wayward Knight 20.08 - Bravil """""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 17.09 - Bravil (Allies for Bruma) 20.09 - Leyawiin """""""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 17.10 - Leyawiin (Allies for Bruma) 20.10 - Great Gate """""""""""""""""" This Oblivion Gate is part of a quest and is covered in the following section: 02.15 - Great Gate ------------------------------------------------------------------------------- Chapter 21 - Caves """""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 21.01 - Hrota Cave 21.02 - Brittlerock Cave 21.03 - Smoke Hole Cave 21.04 - Mongrel's Tooth Cave 21.05 - Sandstone Cavern 21.06 - Fyrelight Cave 21.07 - Broken Promises Cave 21.08 - Wind Cave 21.09 - Rock Bottom Cave 21.10 - Fallen Rock Cave 21.11 - Nonwyll Cavern 21.12 - Black Rock Caverns 21.13 - Bleak Flats Cave 21.14 - Goblin Jim's Cave 21.15 - Redguard Valley Cave 21.16 - Serpent Hollow Cave 21.17 - Bloodcrust Cavern 21.18 - Crayrock Cave 21.19 - Howling Cave 21.20 - Greenmead Cave 21.21 - Breakneck Cave 21.22 - Yellow Tick Cave 21.23 - Heynote Cave 21.24 - Glademist Cave 21.25 - Felgageldt Cave 21.26 - Nisin Cave 21.27 - Echo Cave 21.28 - Underpall Cave 21.29 - Boreal Stone Cave 21.30 - Outlaw Endre's Cave 21.31 - Capstone Cave 21.32 - Bruma Caverns 21.33 - Unmarked Cave 21.34 - Fingerbowl Cave 21.35 - Sinkhold Cave 21.36 - Dzonot Cave 21.37 - Horn Cave 21.38 - Pothole Caverns 21.39 - Sepent's Trail 21.40 - Toadstool Hollow 21.41 - Imperial City Sewers - North Exit 21.42 - Imperial City Sewers - South East Exit 21.43 - Fatback Cave 21.44 - Charcoal Cave 21.45 - Mingo Cave 21.46 - Red Ruby Cave 21.47 - Moss Rock Cavern 21.48 - Robber's Glen Cave 21.49 - Bloodmayne Cave 21.50 - Imperial Prison Sewer 21.51 - Sideways Cave 21.52 - Frostfire Glade 21.53 - Wellspring Cave 21.54 - Memorial Cave 21.55 - Shinbone Cave 21.56 - Veyond Cave 21.57 - Reedstand Cave 21.58 - Rockmilk Cave 21.59 - Undertow Cavern 21.60 - Silver Tooth Cave 21.61 - The Beast's Maw 21.62 - Barren Cave 21.63 - Muck Valley Cavern 21.64 - Cracked Wood Cave 21.65 - Timberscar Hollow 21.66 - Newt Cave 21.67 - Lake Arrius Caverns 21.68 - Quickwater Cave 21.69 - Wenderbek Cave 21.70 - Bramblepoint Cave 21.71 - Amelion Tomb 21.72 - Darkfathom Cave 21.73 - Tidewater Cave 21.74 - Kingscrest Cavern 21.75 - Vahtacen 21.76 - Swampy Cave 21.77 - Dark Fissure 21.78 - Crayfish Cave 21.79 - Sage Glen Hollow 21.80 - Bedrock Break 21.81 - Shattered Scales Cave 21.82 - Fieldhouse Cave 21.83 - Onyx Caverns 21.84 - Arrowshaft Cavern 21.85 - Lost Boy Cavern 21.86 - Leafrot Cave 21.87 - Redwater Slough 21.88 - Kindred Cave 21.89 - Bloodrun Cave 21.90 - Shadow's Rest Cavern ------------------------------------------------------------------------------- 21.01 - Hrota Cave """""""""""""""""" This map marker is associated with the following quests: 03.10 - Den of Thieves 17.11 - Newheim's Flagon 21.02 - Brittlerock Cave """""""""""""""""""""""" This map marker is associated with the following quests: 03.18 - The Wandering Scholar 21.03 - Smoke Hole Cave """"""""""""""""""""""" This map marker has no known quests associated with it. 21.04 - Mongrel's Tooth Cave """""""""""""""""""""""""""" This map marker has no known quests associated with it. 21.05 - Sandstone Cavern """""""""""""""""""""""" This map marker is associated with the following quests: 17.21 - The Sunken One 21.06 - Fyrelight Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.07 - Broken Promises Cave """""""""""""""""""""""""""" This map marker has no known quests associated with it. 21.08 - Wind Cave """"""""""""""""" This map marker has no known quests associated with it. 21.09 - Rock Bottom Cave """""""""""""""""""""""" This map marker has no known quests associated with it. 21.10 - Fallen Rock Cave """""""""""""""""""""""" This map marker is associated with the following quests: 03.07 - Unfinished Business 21.11 - Nonwyll Cavern """""""""""""""""""""" This map marker is associated with the following quests: 03.13 - The Master's Son 21.12 - Black Rock Caverns """""""""""""""""""""""""" This map marker has no known quests associated with it. 21.13 - Bleak Flats Cave """""""""""""""""""""""" This map marker is associated with the following quests: 04.03 - Skingrad Recommendation 21.14 - Goblin Jim's Cave """"""""""""""""""""""""" This map marker has no known quests associated with it. 21.15 - Redguard Valley Cave """""""""""""""""""""""""""" This map marker is associated with the following quests: 07.06 - Sins of the Father 21.16 - Serpent Hollow Cave """"""""""""""""""""""""""" This map marker has no known quests associated with it. 21.17 - Bloodcrust Cavern """"""""""""""""""""""""" This map marker is associated with the following quests: 04.19 - Information at a Price 21.18 - Crayrock Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.19 - Howling Cave """""""""""""""""""" This map marker is associated with the following quests: 16.09 - Shrine of Meridia 21.20 - Greenmead Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.21 - Breakneck Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.22 - Yellow Tick Cave """""""""""""""""""""""" This map marker has no known quests associated with it. 21.23 - Heynote Cave """""""""""""""""""" This map marker has no known quests associated with it. 21.24 - Glademist Cave """""""""""""""""""""" This map marker is associated with the following quests: 03.28 - Information Gathering 21.25 - Felgageldt Cave """"""""""""""""""""""" This map marker has no known quests associated with it. 21.26 - Nisin Cave """""""""""""""""" This map marker has no known quests associated with it. 21.27 - Echo Cave """"""""""""""""" This map marker is associated with the following quests: 04.26 - Confront the King 21.28 - Underpall Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.29 - Boreal Stone Cave """"""""""""""""""""""""" This map marker is associated with the following quests: 09.02 - A Brotherhood Betrayed 21.30 - Outlaw Endre's Cave """"""""""""""""""""""""""" This map marker has no known quests associated with it. 21.31 - Capstone Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.32 - Bruma Caverns """"""""""""""""""""" This map marker is associated with the following quests: 02.09 - Spies 21.33 - Unmarked Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.34 - Fingerbowl Cave """"""""""""""""""""""" This map marker has no known quests associated with it. 21.35 - Sinkhold Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.36 - Dzonot Cave """"""""""""""""""" This map marker has no known quests associated with it. 21.37 - Horn Cave """"""""""""""""" This map marker has no known quests associated with it. 21.38 - Pothole Caverns """"""""""""""""""""""" This map marker has no known quests associated with it. 21.39 - Sepent's Trail """""""""""""""""""""" This map marker is associated with the following quests: 09.01 - Lifting the Vale 21.40 - Toadstool Hollow """""""""""""""""""""""" This map marker has no known quests associated with it. 21.41 - Imperial City Sewers - North Exit """"""""""""""""""""""""""""""""""""""""" This map marker has no known quests associated with it. 21.42 - Imperial City Sewers - South East Exit """""""""""""""""""""""""""""""""""""""""""""" This map marker has no known quests associated with it. 21.43 - Fatback Cave """""""""""""""""""" This map marker has no known quests associated with it. 21.44 - Charcoal Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.45 - Mingo Cave """""""""""""""""" This map marker has no known quests associated with it. 21.46 - Red Ruby Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.47 - Moss Rock Cavern """""""""""""""""""""""" This map marker is associated with the following quests: 17.19 - The Gravefinder's Repose 21.48 - Robber's Glen Cave """""""""""""""""""""""""" This map marker is associated with the following quests: 03.14 - More Unfinished Business 21.49 - Bloodmayne Cave """"""""""""""""""""""" This map marker is associated with the following quests: 03.19 - The Fugitives 21.50 - Imperial Prison Sewer """"""""""""""""""""""""""""" This map marker is associated with the following quests: 02.01 - Tutorial 06.08 - Scheduled for Execution 21.51 - Sideways Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.52 - Frostfire Glade """"""""""""""""""""""" This map marker is associated with the following quests: 12.04 - Tears of the Savior 21.53 - Wellspring Cave """"""""""""""""""""""" This map marker is associated with the following quests: 04.10 - A Mage's Staff 21.54 - Memorial Cave """"""""""""""""""""" This map marker is associated with the following quests: 14.04 - Order of the Virtuous Blood 21.55 - Shinbone Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.56 - Veyond Cave """"""""""""""""""" This map marker has no known quests associated with it. 21.57 - Reedstand Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.58 - Rockmilk Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.59 - Undertow Cavern """"""""""""""""""""""" This map marker has no known quests associated with it. 21.60 - Silver Tooth Cave """"""""""""""""""""""""" This map marker has no known quests associated with it. 21.61 - The Beast's Maw """"""""""""""""""""""" This map marker has no known quests associated with it. 21.62 - Barren Cave """"""""""""""""""" This map marker has no known quests associated with it. 21.63 - Muck Valley Cavern """""""""""""""""""""""""" This map marker is associated with the following quests: 06.23 - Next of Kin 21.64 - Cracked Wood Cave """"""""""""""""""""""""" This map marker is associated with the following quests: 17.20 - Goblin Trouble 21.65 - Timberscar Hollow """"""""""""""""""""""""" This map marker is associated with the following quests: 17.20 - Goblin Trouble 21.66 - Newt Cave """"""""""""""""" This map marker has no known quests associated with it. 21.67 - Lake Arrius Caverns """"""""""""""""""""""""""" This map marker is associated with the following quests: 02.08 - Dagon Shrine 21.68 - Quickwater Cave """"""""""""""""""""""" This map marker has no known quests associated with it. 21.69 - Wenderbek Cave """""""""""""""""""""" This map marker has no known quests associated with it. 21.70 - Bramblepoint Cave """"""""""""""""""""""""" This map marker is associated with the following quests: 17.18 - No Stone Unturned 21.71 - Amelion Tomb """""""""""""""""""" This map marker is associated with the following quests: 03.11 - Amelion's Debt 21.72 - Darkfathom Cave """"""""""""""""""""""" This map marker is associated with the following quests: 12.02 - Whom the Gods Annoy 21.73 - Tidewater Cave """""""""""""""""""""" This map marker is associated with the following quests: 16.05 - Shrine of Nocturnal 21.74 - Kingscrest Cavern """"""""""""""""""""""""" This map marker has no known quests associated with it. 21.75 - Vahtacen """""""""""""""" This map marker is associated with the following quests: 04.14 - Vahtacen's Secret 21.76 - Swampy Cave """"""""""""""""""" This map marker is associated with the following quests: 03.26 - Mystery at Harlun's Watch 21.77 - Dark Fissure """""""""""""""""""" This map marker is associated with the following quests: 04.15 - Necromancer's Moon 21.78 - Crayfish Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.79 - Sage Glen Hollow """""""""""""""""""""""" This map marker has no known quests associated with it. 21.80 - Bedrock Break """"""""""""""""""""" This map marker has no known quests associated with it. 21.81 - Shattered Scales Cave """"""""""""""""""""""""""""" This map marker has no known quests associated with it. 21.82 - Fieldhouse Cave """"""""""""""""""""""" This map marker has no known quests associated with it. 21.83 - Onyx Caverns """""""""""""""""""" This map marker has no known quests associated with it. 21.84 - Arrowshaft Cavern """"""""""""""""""""""""" This map marker has no known quests associated with it. 21.85 - Lost Boy Cavern """"""""""""""""""""""" This map marker has no known quests associated with it. 21.86 - Leafrot Cave """""""""""""""""""" This map marker is associated with the following quests: 06.22 - Affairs of a Wizard 21.87 - Redwater Slough """"""""""""""""""""""" This map marker is associated with the following quests: 33.06 - Vampire Cure 21.88 - Kindred Cave """""""""""""""""""" This map marker has no known quests associated with it. 21.89 - Bloodrun Cave """"""""""""""""""""" This map marker has no known quests associated with it. 21.90 - Shadow's Rest Cavern """""""""""""""""""""""""""" This map marker has no known quests associated with it. ------------------------------------------------------------------------------- Chapter 22 - Mines """""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 22.01 - Shattered Mine 22.02 - Belletor's Mine 22.03 - Dasel Moor 22.04 - Infested Mine 22.05 - Echo Mine 22.06 - Pillaged Mine 22.07 - Crumbling Mine 22.08 - Cursed Mine 22.09 - Derelict Mine 22.10 - Plundered Mine 22.11 - Exhausted Mine 22.12 - Empty Mine 22.13 - Flooded Mine 22.14 - Gutted Mine 22.15 - Desolate Mine 22.16 - Rickety Mine 22.17 - Doomed Mine 22.18 - Squandered Mine 22.19 - Deserted Mine 22.20 - Collapsed Mine 22.21 - Abandoned Mine 22.22 - Barren Mine 22.23 - Haunted Mine 22.24 - Forsaken Mine 22.25 - Bleak Mine ------------------------------------------------------------------------------- 22.01 - Shattered Mine """""""""""""""""""""" This map marker has no known quests associated with it. 22.02 - Belletor's Mine """"""""""""""""""""""" This map marker has no known quests associated with it. 22.03 - Dasel Moor """""""""""""""""" This map marker has no known quests associated with it. 22.04 - Infested Mine """"""""""""""""""""" This map marker has no known quests associated with it. 22.05 - Echo Mine """"""""""""""""" This map marker has no known quests associated with it. 22.06 - Pillaged Mine """"""""""""""""""""" This map marker has no known quests associated with it. 22.07 - Crumbling Mine """""""""""""""""""""" This map marker has no known quests associated with it. 22.08 - Cursed Mine """"""""""""""""""" This map marker has no known quests associated with it. 22.09 - Derelict Mine """"""""""""""""""""" This map marker has no known quests associated with it. 22.10 - Plundered Mine """""""""""""""""""""" This map marker has no known quests associated with it. 22.11 - Exhausted Mine """""""""""""""""""""" This map marker is associated with the following quests: 17.17 - Revenge Served Cold 22.12 - Empty Mine """""""""""""""""" This map marker has no known quests associated with it. 22.13 - Flooded Mine """""""""""""""""""" This map marker is associated with the following quests: 06.25 - Final Justice 22.14 - Gutted Mine """"""""""""""""""" This map marker is associated with the following quests: 16.01 - Shrine of Azura 22.15 - Desolate Mine """"""""""""""""""""" This map marker is associated with the following quests: 03.05 - The Desolate Mine 22.16 - Rickety Mine """""""""""""""""""" This map marker has no known quests associated with it. 22.17 - Doomed Mine """"""""""""""""""" This map marker has no known quests associated with it. 22.18 - Squandered Mine """"""""""""""""""""""" This map marker has no known quests associated with it. 22.19 - Deserted Mine """"""""""""""""""""" This map marker has no known quests associated with it. 22.20 - Collapsed Mine """""""""""""""""""""" This map marker has no known quests associated with it. 22.21 - Abandoned Mine """""""""""""""""""""" This map marker has no known quests associated with it. 22.22 - Barren Mine """"""""""""""""""" This map marker has no known quests associated with it. 22.23 - Haunted Mine """""""""""""""""""" This map marker has no known quests associated with it. 22.24 - Forsaken Mine """"""""""""""""""""" This map marker is associated with the following quests: 03.21 - Trolls of Forsaken Mine 22.25 - Bleak Mine """""""""""""""""" This map marker is associated with the following quests: 16.08 - Shrine of Malacath ------------------------------------------------------------------------------- Chapter 23 - Forts """""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 23.01 - Crowhaven 23.02 - Fort Sutch 23.03 - Fort Strand 23.04 - Fort Wariel 23.05 - Fort Hastrel 23.06 - Fort Linchal 23.07 - Fort Ontus 23.08 - Fort Istirus 23.09 - Fort Dirich 23.10 - Fort Rayles 23.11 - Fort Carmala 23.12 - Sancre Tor 23.13 - Fort Wooden Hand 23.14 - Fort Ash 23.15 - Fort Vlastarus 23.16 - Fort Coldcorn 23.17 - Fort Nikel 23.18 - Fort Empire 23.19 - Fort Virtue 23.20 - Fort Roebeck 23.21 - Fort Black Root 23.22 - Fort Caractacus 23.23 - Fort Homestead 23.24 - Fort Alessia 23.25 - Fort Variela 23.26 - Fort Chalman 23.27 - Fort Urasek 23.28 - Fort Magia 23.29 - Fathis Aren's Tower 23.30 - Fort Horunn 23.31 - Fort Sejanus 23.32 - Fort Nomore 23.33 - Fort Redman 23.34 - Arkved's Tower 23.35 - Fort Aurus 23.36 - Fort Grief 23.37 - Fort Irony 23.38 - Fort Cedrian 23.39 - Fort Doublecross 23.40 - Fort Blueblood 23.41 - Fort Farragut 23.42 - Fort Scinia 23.43 - Fort Naso 23.44 - Fort Facian 23.45 - Fort Entius 23.46 - Fort Felcia 23.47 - Fort Cuptor 23.48 - Fort Gold Throat 23.49 - Fort Redwater 23.50 - Fort Teleman ------------------------------------------------------------------------------- 23.01 - Crowhaven """"""""""""""""" This map marker is associated with the following quests: 15.02 - Origin of the Gray Prince 23.02 - Fort Sutch """""""""""""""""" This map marker is associated with the following quests: 06.14 - Bad Medicine 23.03 - Fort Strand """"""""""""""""""" This map marker is associated with the following quests: 10.04 - When the Vow Breaks 23.04 - Fort Wariel """"""""""""""""""" This map marker has no known quests associated with it. 23.05 - Fort Hastrel """""""""""""""""""" This map marker has no known quests associated with it. 23.06 - Fort Linchal """""""""""""""""""" This map marker has no known quests associated with it. 23.07 - Fort Ontus """""""""""""""""" This map marker has no known quests associated with it. 23.08 - Fort Istirus """""""""""""""""""" This map marker has no known quests associated with it. 23.09 - Fort Dirich """"""""""""""""""" This map marker has no known quests associated with it. 23.10 - Fort Rayles """"""""""""""""""" This map marker has no known quests associated with it. 23.11 - Fort Carmala """""""""""""""""""" This map marker has no known quests associated with it. 23.12 - Sancre Tor """""""""""""""""" This map marker is associated with the following quests: 02.12 - Blood of the Divines 23.13 - Fort Wooden Hand """""""""""""""""""""""" This map marker has no known quests associated with it. 23.14 - Fort Ash """""""""""""""" This map marker has no known quests associated with it. 23.15 - Fort Vlastarus """""""""""""""""""""" This map marker has no known quests associated with it. 23.16 - Fort Coldcorn """"""""""""""""""""" This map marker has no known quests associated with it. 23.17 - Fort Nikel """""""""""""""""" This map marker has no known quests associated with it. 23.18 - Fort Empire """"""""""""""""""" This map marker has no known quests associated with it. 23.19 - Fort Virtue """"""""""""""""""" This map marker has no known quests associated with it. 23.20 - Fort Roebeck """""""""""""""""""" This map marker has no known quests associated with it. 23.21 - Fort Black Root """"""""""""""""""""""" This map marker has no known quests associated with it. 23.22 - Fort Caractacus """"""""""""""""""""""" This map marker is associated with the following quests: 17.16 - Zero Visibility 23.23 - Fort Homestead """""""""""""""""""""" This map marker has no known quests associated with it. 23.24 - Fort Alessia """""""""""""""""""" This map marker has no known quests associated with it. 23.25 - Fort Variela """""""""""""""""""" This map marker has no known quests associated with it. 23.26 - Fort Chalman """""""""""""""""""" This map marker has no known quests associated with it. 23.27 - Fort Urasek """"""""""""""""""" This map marker has no known quests associated with it. 23.28 - Fort Magia """""""""""""""""" This map marker has no known quests associated with it. 23.29 - Fathis Aren's Tower """"""""""""""""""""""""""" This map marker is associated with the following quests: 05.18 - Arrow of Extrication 23.30 - Fort Horunn """"""""""""""""""" This map marker has no known quests associated with it. 23.31 - Fort Sejanus """""""""""""""""""" This map marker has no known quests associated with it. 23.32 - Fort Nomore """"""""""""""""""" This map marker has no known quests associated with it. 23.33 - Fort Redman """"""""""""""""""" This map marker is associated with the following quests: 06.25 - Final Justice 23.34 - Arkved's Tower """""""""""""""""""""" This map marker is associated with the following quests: 16.02 - Shrine of Vaermina 23.35 - Fort Aurus """""""""""""""""" This map marker has no known quests associated with it. 23.36 - Fort Grief """""""""""""""""" This map marker is associated with the following quests: 11.02 - Caught in the Hunt 23.37 - Fort Irony """""""""""""""""" This map marker has no known quests associated with it. 23.38 - Fort Cedrian """""""""""""""""""" This map marker has no known quests associated with it. 23.39 - Fort Doublecross """""""""""""""""""""""" This map marker has no known quests associated with it. 23.40 - Fort Blueblood """""""""""""""""""""" This map marker is associated with the following quests: 04.09 - Leyawiin Recommendation 23.41 - Fort Farragut """"""""""""""""""""" This map marker is associated with the following quests: 06.19 - Of Secret And Shadow (Assassin) 23.42 - Fort Scinia """"""""""""""""""" This map marker has no known quests associated with it. 23.43 - Fort Naso """"""""""""""""" This map marker has no known quests associated with it. 23.44 - Fort Facian """"""""""""""""""" This map marker has no known quests associated with it. 23.45 - Fort Entius """"""""""""""""""" This map marker has no known quests associated with it. 23.46 - Fort Felcia """"""""""""""""""" This map marker has no known quests associated with it. 23.47 - Fort Cuptor """"""""""""""""""" This map marker has no known quests associated with it. 23.48 - Fort Gold Throat """""""""""""""""""""""" This map marker has no known quests associated with it. 23.49 - Fort Redwater """"""""""""""""""""" This map marker has no known quests associated with it. 23.50 - Fort Teleman """""""""""""""""""" This map marker is associated with the following quests: 04.22 - The Bloodworm Helm ------------------------------------------------------------------------------- Chapter 24 - Villages """"""""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 24.01 - Lord Drad's Estate 24.02 - Whitmond Farm 24.03 - Gweden Farm 24.04 - Shetcombe Farm 24.05 - Shardrock 24.06 - Weatherleah 24.07 - Hackdirt 24.08 - Weynon Priory 24.09 - Odiil Farm 24.10 - Weye 24.11 - Cloud Ruler Temple 24.12 - Applewatch 24.13 - Bleaker's Way 24.14 - Aleswell 24.15 - Brindle Home 24.16 - Gottlesfont Priory 24.17 - Pell's Gate 24.18 - Harm's Folly 24.19 - Roland Jenseric's Cabin 24.20 - Cropsford 24.21 - Border Watch 24.22 - Water's Edge 24.23 - White Stallion Lodge 24.24 - Greyland 24.25 - Temple of the Ancestor Moths 24.26 - Lord Rugdumph's Estate 24.27 - Knights of the Thorn Lodge 24.28 - Harlun's Watch 24.29 - Drakelowe 24.30 - Cadlew Chapel 24.31 - Blankenmarch ------------------------------------------------------------------------------- 24.01 - Lord Drad's Estate """""""""""""""""""""""""" This map marker is associated with the following quests: 16.08 - Shrine of Malacath 24.02 - Whitmond Farm """"""""""""""""""""" This map marker is associated with the following quests: 10.04 - When the Vow Breaks 24.03 - Gweden Farm """"""""""""""""""" This map marker is associated with the following quests: 10.03 - The Siren's Deception 24.04 - Shetcombe Farm """""""""""""""""""""" This map marker is associated with the following quests: 17.21 - The Sunken One 24.05 - Shardrock """"""""""""""""" This map marker is associated with the following quests: 17.14 - Bear Season 24.06 - Weatherleah """"""""""""""""""" This map marker is associated with the following quests: 07.05 - Legacy Lost 24.07 - Hackdirt """""""""""""""" This map marker is associated with the following quests: 07.03 - A Shadow Over Hackdirt 24.08 - Weynon Priory """"""""""""""""""""" This map marker is associated with the following quests: 02.02 - Deliver the Amulet 02.05 - Find the Heir (part 2) 24.09 - Odiil Farm """""""""""""""""" This map marker is associated with the following quests: 07.01 - The Killing Field 24.10 - Weye """""""""""" This map marker is associated with the following quests: 17.13 - Go Fish 24.11 - Cloud Ruler Temple """""""""""""""""""""""""" This map marker is associated with the following quests: 02.06 - Weynon Priory 02.07 - The Path of Dawn 02.08 - Dagon Shrine 02.09 - Spies 02.10 - Blood of the Daedra 02.11 - Bruma Gate 02.12 - Blood of the Divines 02.13 - Miscarcand 02.14 - Defense of Bruma 02.16 - Paradise 02.17 - Light the Dragonfires 24.12 - Applewatch """""""""""""""""" This map marker is associated with the following quests: 06.23 - Next of Kin 06.29 - Following a Lead (Speaker) 24.13 - Bleaker's Way """"""""""""""""""""" This map marker is associated with the following quests: 16.10 - Shrine of Mephala 24.14 - Aleswell """""""""""""""" This map marker is associated with the following quests: 17.16 - Zero Visibility 24.15 - Brindle Home """""""""""""""""""" This map marker is associated with the following quests: 16.11 - Shrine of Molag Bal 24.16 - Gottlesfont Priory """""""""""""""""""""""""" This map marker has no known quests associated with it. 24.17 - Pell's Gate """"""""""""""""""" This map marker is associated with the following quests: 16.13 - Shrine of Clavicus Vile 24.18 - Harm's Folly """""""""""""""""""" This map marker is associated with the following quests: 17.17 - Revenge Served Cold 24.19 - Roland Jenseric's Cabin """"""""""""""""""""""""""""""" This map marker is associated with the following quests: 14.04 - Order of the Virtuous Blood 24.20 - Cropsford """"""""""""""""" This map marker is associated with the following quests: 17.20 - Goblin Trouble 24.21 - Border Watch """""""""""""""""""" This map marker is associated with the following quests: 16.07 - Shrine of Sheogorath 24.22 - Water's Edge """""""""""""""""""" This map marker is associated with the following quests: 03.11 - Amelion's Debt 03.29 - Infiltration 24.23 - White Stallion Lodge """""""""""""""""""""""""""" This map marker is associated with the following quests: 12.03 - Knights of the White Stallion 24.24 - Greyland """""""""""""""" This map marker is associated with the following quests: 12.05 - Raid on Greyland 24.25 - Temple of the Ancestor Moths """""""""""""""""""""""""""""""""""" This map marker is associated with the following quests: 05.16 - Turning a Blind Eye 24.26 - Lord Rugdumph's Estate """""""""""""""""""""""""""""" This map marker is associated with the following quests: 03.24 - The Noble's Daughter 24.27 - Knights of the Thorn Lodge """""""""""""""""""""""""""""""""" This map marker is associated with the following quests: 08.01 - The Wayward Knight 24.28 - Harlun's Watch """""""""""""""""""""" This map marker is associated with the following quests: 03.26 - Mystery at Harlun's Watch 24.29 - Drakelowe """"""""""""""""" This map marker is associated with the following quests: 33.06 - Vampire Cure 24.30 - Cadlew Chapel """"""""""""""""""""" This map marker has no known quests associated with it. 24.31 - Blankenmarch """""""""""""""""""" This map marker has no known quests associated with it. ------------------------------------------------------------------------------- Chapter 25 - Ruins """""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 25.01 - Beldaburo 25.02 - Niryastare 25.03 - Garlas Agea 25.04 - Trumbe 25.05 - Varonda 25.06 - Nonungalo 25.07 - Talwinque 25.08 - Miscarcand 25.09 - Lipsand Tarn 25.10 - Hrotanda Vale 25.11 - Wendir 25.12 - Elenglynn 25.13 - Ninendava 25.14 - Moranda 25.15 - Lindai 25.16 - Narfinsel 25.17 - Ceyatatar 25.18 - Silorn 25.19 - Nornalhorst 25.20 - Rielle 25.21 - Piukanda 25.22 - Fanacasecul 25.23 - Vindasel 25.24 - Nenyond Twyll 25.25 - Anga 25.26 - Sercen 25.27 - Vilverin 25.28 - Sardavar Leed 25.29 - Wenyandawik 25.30 - Anutwyll 25.31 - Sedor 25.32 - Belda 25.33 - Nagastani 25.34 - Nornal 25.35 - Culotte 25.36 - Bawn 25.37 - Telepe 25.38 - Fanacas 25.39 - Kemen 25.40 - Mackamentain 25.41 - Nenalata 25.42 - Morahame 25.43 - Atatar 25.44 - Arpenia 25.45 - Veyond 25.46 - Hame 25.47 - Ondo 25.48 - Wendelbek 25.49 - Welke 25.50 - Malada ------------------------------------------------------------------------------- 25.01 - Beldaburo """"""""""""""""" This map marker has no known quests associated with it. 25.02 - Niryastare """""""""""""""""" This map marker has no known quests associated with it. 25.03 - Garlas Agea """"""""""""""""""" This map marker has no known quests associated with it. 25.04 - Trumbe """""""""""""" This map marker has no known quests associated with it. 25.05 - Varonda """"""""""""""" This map marker has no known quests associated with it. 25.06 - Nonungalo """"""""""""""""" This map marker has no known quests associated with it. 25.07 - Talwinque """"""""""""""""" This map marker has no known quests associated with it. 25.08 - Miscarcand """""""""""""""""" This map marker is associated with the following quests: 02.13 - Miscarcand 25.09 - Lipsand Tarn """""""""""""""""""" This map marker has no known quests associated with it. 25.10 - Hrotanda Vale """"""""""""""""""""" This map marker has no known quests associated with it. 25.11 - Wendir """""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.02 - Wendir 25.12 - Elenglynn """"""""""""""""" This map marker has no known quests associated with it. 25.13 - Ninendava """"""""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.03 - Ninendava 25.14 - Moranda """"""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.04 - Moranda 25.15 - Lindai """""""""""""" This map marker is associated with the following quests: 19.13 - Secrets of the Ayleids 25.16 - Narfinsel """"""""""""""""" This map marker has no known quests associated with it. 25.17 - Ceyatatar """"""""""""""""" This map marker has no known quests associated with it. 25.18 - Silorn """""""""""""" This map marker is associated with the following quests: 04.25 - Ambush 25.19 - Nornalhorst """"""""""""""""""" This map marker has no known quests associated with it. 25.20 - Rielle """""""""""""" This map marker has no known quests associated with it. 25.21 - Piukanda """""""""""""""" This map marker has no known quests associated with it. 25.22 - Fanacasecul """"""""""""""""""" This map marker has no known quests associated with it. 25.23 - Vindasel """""""""""""""" This map marker is associated with the following quests: 16.13 - Shrine of Clavicus Vile 25.24 - Nenyond Twyll """"""""""""""""""""" This map marker is associated with the following quests: 04.17 - Liberation or Apprehension? 25.25 - Anga """""""""""" This map marker is associated with the following quests: 16.03 - Shrine of Namira 25.26 - Sercen """""""""""""" This map marker has no known quests associated with it. 25.27 - Vilverin """""""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.05 - Vilverin 25.28 - Sardavar Leed """"""""""""""""""""" This map marker has no known quests associated with it. 25.29 - Wenyandawik """"""""""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.06 - Wenyandawik 25.30 - Anutwyll """""""""""""""" This map marker has no known quests associated with it. 25.31 - Sedor """"""""""""" This map marker is associated with the following quests: 03.23 - The Stone of St. Alessia 25.32 - Belda """"""""""""" This map marker has no known quests associated with it. 25.33 - Nagastani """"""""""""""""" This map marker has no known quests associated with it. 25.34 - Nornal """""""""""""" This map marker is associated with the following quests: 06.27 - The Coldest Sleep 25.35 - Culotte """"""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.07 - Culotte 25.36 - Bawn """""""""""" This map marker has no known quests associated with it. 25.37 - Telepe """""""""""""" This map marker is associated with the following quests: 12.03 - Knights of the White Stallion 25.38 - Fanacas """"""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.08 - Fanacas 25.39 - Kemen """"""""""""" This map marker has no known quests associated with it. 25.40 - Mackamentain """""""""""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.09 - Mackamentain 25.41 - Nenalata """""""""""""""" This map marker is associated with the following quests: 19.13 - Secrets of the Ayleids 25.42 - Morahame """""""""""""""" This map marker has no known quests associated with it. 25.43 - Atatar """""""""""""" This map marker is associated with the following quests: 03.16 - Azani Blackheart 25.44 - Arpenia """"""""""""""" This map marker is associated with the following quests: 03.16 - Azani Blackheart 25.45 - Veyond """""""""""""" This map marker has no known quests associated with it. 25.46 - Hame """""""""""" This map marker has no known quests associated with it. 25.47 - Ondo """""""""""" This map marker has no known quests associated with it. 25.48 - Wendelbek """"""""""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.10 - Wendelbek 25.49 - Welke """"""""""""" This map marker is associated with the following quests: 19.01 - The Collector 19.11 - Welke 25.50 - Malada """""""""""""" This map marker is associated with the following quests: 19.12 - Nothing You Can Possess ------------------------------------------------------------------------------- Chapter 26 - Camps """""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 26.01 - Atrene Camp 26.02 - Varus Camp 26.03 - Last Chance Camp 26.04 - Bodean Camp 26.05 - Troll Candle Camp 26.06 - Camp Ales 26.07 - Mortal Camp 26.08 - Brotch Camp 26.09 - Valley View Camp 26.10 - Dagny's Camp 26.11 - Ra'sava Camp 26.12 - Gnoll's Metting Camp 26.13 - Fat Ramp Camp 26.14 - Gro-Back Camp 26.15 - Collarbone Camp 26.16 - Hidden Camp 26.17 - Bawnwatch Camp 26.18 - Fisherman's Watch 26.19 - Aerin's Camp 26.20 - Walker Camp 26.21 - Wind Range Camp 26.22 - Carbo's Camp 26.23 - Sweetwater Camp 26.24 - Sercen Camp 26.25 - Crestbridge Camp 26.26 - Trossan Camp 26.27 - Nayon Camp 26.28 - Black Dog Camp 26.29 - Garnet Camp 26.30 - Marsh-Punk Camp 26.31 - Seran Camp 26.32 - Bogwater ------------------------------------------------------------------------------ 26.01 - Atrene Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.02 - Varus Camp """""""""""""""""" This map marker has no known quests associated with it. 26.03 - Last Chance Camp """""""""""""""""""""""" This map marker has no known quests associated with it. 26.04 - Bodean Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.05 - Troll Candle Camp """"""""""""""""""""""""" This map marker is associated with the following quests: 18.15 - Marksman Training 26.06 - Camp Ales """"""""""""""""" This map marker has no known quests associated with it. 26.07 - Mortal Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.08 - Brotch Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.09 - Valley View Camp """""""""""""""""""""""" This map marker has no known quests associated with it. 26.10 - Dagny's Camp """""""""""""""""""" This map marker has no known quests associated with it. 26.11 - Ra'sava Camp """""""""""""""""""" This map marker has no known quests associated with it. 26.12 - Gnoll's Metting Camp """""""""""""""""""""""""""" This map marker has no known quests associated with it. 26.13 - Fat Ramp Camp """"""""""""""""""""" This map marker has no known quests associated with it. 26.14 - Gro-Back Camp """"""""""""""""""""" This map marker has no known quests associated with it. 26.15 - Collarbone Camp """"""""""""""""""""""" This map marker has no known quests associated with it. 26.16 - Hidden Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.17 - Bawnwatch Camp """""""""""""""""""""" This map marker is associated with the following quests: 11.01 - The Forlorn Watchman 26.18 - Fisherman's Watch """"""""""""""""""""""""" This map marker is associated with the following quests: 12.01 - Mazoga the Orc 26.19 - Aerin's Camp """""""""""""""""""" This map marker is associated with the following quests: 18.01 - Acrobatics Training 26.20 - Walker Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.21 - Wind Range Camp """"""""""""""""""""""" This map marker has no known quests associated with it. 26.22 - Carbo's Camp """""""""""""""""""" This map marker has no known quests associated with it. 26.23 - Sweetwater Camp """"""""""""""""""""""" This map marker has no known quests associated with it. 26.24 - Sercen Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.25 - Crestbridge Camp """""""""""""""""""""""" This map marker is associated with the following quests: 17.20 - Goblin Trouble 26.26 - Trossan Camp """""""""""""""""""" This map marker has no known quests associated with it. 26.27 - Nayon Camp """""""""""""""""" This map marker has no known quests associated with it. 26.28 - Black Dog Camp """""""""""""""""""""" This map marker has no known quests associated with it. 26.29 - Garnet Camp """"""""""""""""""" This map marker has no known quests associated with it. 26.30 - Marsh-Punk Camp """"""""""""""""""""""" This map marker has no known quests associated with it. 26.31 - Seran Camp """""""""""""""""" This map marker has no known quests associated with it. 26.32 - Bogwater """""""""""""""" This map marker is associated with the following quests: 08.04 - The Renegade Shadowscale ------------------------------------------------------------------------------- Chapter 27 - Landmarks """""""""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 27.01 - Cloud Top 27.02 - Shadeleaf Copse 27.03 - Old Bridge 27.04 - Dragonclaw Rock 27.05 - Gnoll Mountain 27.06 - Dive Rock 27.07 - Hero Hill 27.08 - Mouth of the Panther 27.09 - Harcane Grove ------------------------------------------------------------------------------- 27.01 - Cloud Top """"""""""""""""" This map marker is associated with the following quests: 04.04 - Fingers of the Mountain (Chorrol Recommendation) 27.02 - Shadeleaf Copse """"""""""""""""""""""" This map marker is associated with the following quests: 31.02 - Seeking Your Roots (part 1) 27.03 - Old Bridge """""""""""""""""" This map marker is associated with the following quests: 06.24 - Broken Vows 27.04 - Dragonclaw Rock """"""""""""""""""""""" This map marker is associated with the following quests: 09.01 - Lifting the Vale 27.05 - Gnoll Mountain """""""""""""""""""""" This map marker is associated with the following quests: 06.27 - The Coldest Sleep 27.06 - Dive Rock """"""""""""""""" This map marker has no known quests associated with it. 27.07 - Hero Hill """"""""""""""""" This map marker is associated with the following quests: 06.21 - The Dead Drop (Silencer) 27.08 - Mouth of the Panther """""""""""""""""""""""""""" This map marker is associated with the following quests: 11.01 - The Forlorn Watchman 27.09 - Harcane Grove """"""""""""""""""""" This map marker is associated with the following quests: 16.12 - Shrine of Hircine ------------------------------------------------------------------------------- Chapter 28 - Inns & Stables """"""""""""""""""""""""""" There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the game's map markers from left to right in numerical order, I recommend using his map in conjunction with this section. For example, you want to know more about a specific map marker in the mid, far right section of Cyrodiil, use Dacium's map to find the map marker's number and come here and use that number to find the specific information on that map marker. 28.01 - Horse Whisperer Stables 28.02 - Brina Cross Inn 28.03 - Gottshaw Inn 28.04 - Grateful Pass Stables 28.05 - North Country Stables 28.06 - Wawnet Inn 28.07 - Chestnut Handy Stables 28.08 - Wildeye Stables 28.09 - Roxey Inn 28.10 - Faregyl Inn 28.11 - Inn of Ill Omen 28.12 - Bay Roan Stables 28.13 - Five Riders Stables 28.14 - Black Waterside Stables 28.15 - Imperial Bridge Inn 28.16 - The Drunken Dragon Inn ------------------------------------------------------------------------------ 28.01 - Horse Whisperer Stables """"""""""""""""""""""""""""""" This map marker is associated with the following quests: 30.01 - Anvil 28.02 - Brina Cross Inn """"""""""""""""""""""" This map marker is associated with the following quests: 04.02 - Anvil Recommendation 28.03 - Gottshaw Inn """""""""""""""""""" This map marker has no known quests associated with it. 28.04 - Grateful Pass Stables """"""""""""""""""""""""""""" This map marker is associated with the following quests: 30.02 - Skingrad 28.05 - North Country Stables """"""""""""""""""""""""""""" This map marker is associated with the following quests: 30.03 - Chorrol 28.06 - Wawnet Inn """""""""""""""""" This map marker is associated with the following quests: 17.12 - A Venerable Vintage 28.07 - Chestnut Handy Stables """""""""""""""""""""""""""""" While there are no known quests for this map marker, there is an Orc called Snak gra-Bura who is marked as a quest character. 28.08 - Wildeye Stables """"""""""""""""""""""" This map marker is associated with the following quests: 30.04 - Bruma 28.09 - Roxey Inn """"""""""""""""" This map marker is associated with the following quests: 17.19 - The Gravefinder's Repose 18.12 - Heavy Armor Training 28.10 - Faregyl Inn """"""""""""""""""" This map marker is associated with the following quests: 17.15 - The Potato Snatcher 18.06 - Blade Training 28.11 - Inn of Ill Omen """"""""""""""""""""""" This map marker is associated with the following quests: 06.02 - A Knife in the Dark 28.12 - Bay Roan Stables """""""""""""""""""""""" This map marker is associated with the following quests: 30.06 - Bravil 28.13 - Five Riders Stables """"""""""""""""""""""""""" This map marker is associated with the following quests: 30.07 - Leyawiin 28.14 - Black Waterside Stables """"""""""""""""""""""""""""""" This map marker is associated with the following quests: 30.05 - Cheydinhal 28.15 - Imperial Bridge Inn """"""""""""""""""""""""""" This map marker is associated with the following quests: 17.18 - No Stone Unturned 28.16 - The Drunken Dragon Inn """""""""""""""""""""""""""""" This map marker is associated with the following quests: 06.23 - Next of Kin ------------------------------------------------------------------------------- Chapter 29 - Houses """"""""""""""""""" 29.01 - Imperial City 29.02 - Anvil 29.03 - Skingrad 29.04 - Chorrol 29.05 - Bruma 29.06 - Cheydinhal 29.07 - Bravil 29.08 - Leyawiin ------------------------------------------------------------------------------- 29.01 - Imperial City """"""""""""""""""""" This house costs 2000 gold. Open your world map and fast travel to 'Imperial City Market District'. Once there go south west until you come to the fork in the road, go north west a little bit and after you pass the building on your right turn north east and you will see a sign saying 'Office of Imperial Commerce' enter this building. The woman behind the counter is who you have to talk to, ask her about 'Buy a house in town' and you will be able to buy it. Exit the building and open your world map, fast travel to 'Imperial City Waterfront'. Once there follow your quest marker until you come to 'My Imperial City House', go inside and you will get a quest update. Exit your house and open your world map, fast travel to 'Imperial City Market District'. Follow your quest marker to 'Three Brothers Trade Goods' which is open 8:00 am to 8:00 pm. Go inside and talk to Sergius Verus and go to the purchase menu, in the books section is the house furnishings. There are 5 with a base value of 400 gold, the actual purchase value depends on your buying skills. To buy all the furnishings you will need 2000-3500 gold. Once you have bought all the furnishings this quest will be complete. 29.02 - Anvil """"""""""""" This house costs 5000 gold. Open your world map and fast travel to 'Anvil Main Gate'. Once there ask pretty much anyone about 'Rumors' and you will be given a new topic 'Velwyn Benirus' ask about this topic to get the quest 'Where Spirits Have Lease'. This quest is covered in this section: 10.01 - Where Spirits Have Lease After completing the quest Where Spirits Have Lease the house will get a make over and you don't even have to buy any of the furnishings. 29.03 - Skingrad """""""""""""""" This house costs 25000 gold. Open your world map and fast travel to 'Castle Skingrad'. Once there enter the castle and go into the door to 'Castle Skingrad County Hall'. During the day (roughly 8:00 am to 8:00 pm), Mercator Hosidus will be here, talk to him and ask him about 'Buy a house in town'. Follow your quest marker to Shum gro-Yarug and talk to him, ask him about 'Buy a house in town', he will have to like you enough to even talk about buying a house so bribe him or up the disposition on your own. When he likes you enough he will only sell you the house if your fame is high enough. You will need around 20 fame to buy this house. After you buy the house follow your quest marker to Rosethorn Hall - My House and go inside. Exit your house and follow the quest marker to Colovian Traders and go inside. Talk to Gunder, go to his purchase screen and under books you will find 15 sets of furnishing, the total purchase value depends on your buying skill, their base value is 1600, some are cheaper. To buy them all you will need 24000-40600 gold. Once you have bought all the furnishings this quest will be complete. 29.04 - Chorrol """"""""""""""" This house costs 20000 gold. Open your world map and fast travel to 'Castle Chorrol' once there enter the great hall and go all the way north west to find Countess Arriana Valga, who is normally in attendance from 8:00 am to 6:00 pm, talk to her and ask her about 'Buy a house in town'. You will need to have a fame of around 20 to buy this house. Follow your quest marker out of the castle and to Arborwatch - My House, go inside. Now follow your quest marker to Northern Goods and Trade, go inside and talk to Seed-Neeus. Go to her purchase screen and under books you will find 11 pieces of furnishing, the total purchase value depends on your buying skill, their base value is 1800, some are a bit cheaper and one is more expensive. To buy them all you will need 19400-33950 gold. Once you have bought all the furnishings this quest will be complete. 29.05 - Bruma """"""""""""" This house costs 10000 gold. Open your world map and fast travel to 'Castle Bruma' once there enter the great hall and go all the way west to find Countess Narina Carvain, who is normally in attendance from 9:00 am to 6:00 pm, talk to her and ask her about 'Buy a house in town'. If you have not already started the Lifting the Vale quest, you will need to talk to Tolgan. Find just about anyone and ask them about 'Rumors' this will give you a new topic, ask about 'Akaviri Artifacts'. Follow your quest marker until you find Tolgan, talk to him and you will now be able to talk to the countess. When you're ready to talk to the countess ask her about 'Buy a house in town'. You do not have to do anything special to be able to buy this house. After buying the house follow your quest marker out of the castle to 'My Bruma House' go inside. Exit your house and follow the quest marker to Novaroma and go inside, talk to Suurootan, go to his purchase screen, under books you will find 9 pieces of furnishing with a base value of 1100 each, the total purchase value depends on your buying skill. To buy them all you will need 9900-17325 gold. Once you have bought all the furnishings this quest will be complete. 29.06 - Cheydinhal """""""""""""""""" This house costs 15000 gold. Open your world map and fast travel to 'Castle Cheydinhal' once there enter the county hall and go all the way north to find Count Andel Indarys, who is normally in attendance from 9:00 am to 6:00 pm, talk to him and ask him about 'Buy a house in town'. You do not have to do anything special to be able to buy this house. After buying the house follow your quest marker out of the castle and to 'My Cheydinhal House' go inside. Follow your quest marker out of your house to Borba's Goods and Stores, go inside and talk to Borba gra-Uzgash. Go to her purchase screen and under books you will find 10 pieces of furnishing with a base value of 1500 each, the total purchase value depends on your buying skill. To buy them all you will need 15000-26250 gold. Once you have bought all the furnishings this quest will be complete. 29.07 - Bravil """""""""""""" This house costs 4000 gold. Open your world map and fast travel to 'Castle Bravil' once there go south east to the great hall and go inside, talk to Count Regulus Terentius and ask him about 'Buy a house in town'. He is normally in attendance from 9:00 am to 6:00 pm. You do not have to do anything special to be able to buy this house. After buying the house follow your quest marker out of the castle and to 'My Bravil House' go inside. Follow your quest marker out of your house to The Fair Deal, go inside and talk to Nilawen, go to her purchase screen and under books you will find 6 pieces of furnishing with a base value of 650 each, the total purchase value depends on your buying skill. To buy them all you will need 3900-6825 gold. Once you have bought all the furnishings this quest will be complete. It appears that your house will always have a red entrance icon, ussually meant to say you will be commiting a crime, do not worry, this is your house and you are breaking no laws, this is only a minor glitch. 29.08 - Leyawiin """""""""""""""" This house costs 7000 gold. Open your world map and fast travel to 'Leyawiin - Castle' once there enter the county hall and go all the way east to find Count Marius Caro, who is normally in attendance from 9:00 am to 6:00 pm, talk to him and ask about 'Buy a house in town'. You do not have to do anything special to be able to buy this house. After buying the house follow your quest marker out of the castle and to 'My Leyawiin House' go inside. Follow your quest marker out of your house to Best Goods and Guarantees, go in and talk to Gundalas. Go to his purchase screen and under books you will find 7 pieces of furnishing with a base value of 1000 gold each, the total purchase value depends on your buying skill. To buy them all you will need 7000-12250 gold. Once you have bought all the furnishings this quest will be complete. ------------------------------------------------------------------------------- Chapter 30 - Horses """"""""""""""""""" 30.01 - Anvil 30.02 - Skingrad 30.03 - Chorrol 30.04 - Bruma 30.05 - Cheydinhal 30.06 - Bravil 30.07 - Leyawiin 30.08 - Shadowmere ------------------------------------------------------------------------------- 30.01 - Anvil """"""""""""" This horse costs 4000 gold. Open your world map and fast travel to 'Horse Whisperer Stables' just off the north side of Anvil. Once there enter the building between 8:00 am and 8:00 pm, talk to Clesa, ask her about 'Buy a horse' and you will be able to buy a white horse. 30.02 - Skingrad """""""""""""""" This horse costs 1000 gold. Open your world map and fast travel to 'Grateful Pass Stables' just off the west side of Skingrad. Once there enter the building between 8:00 am and 8:00 pm, talk to Ugak gra-Mogakh and ask her about 'Buy a horse' and you will be able to buy a bay horse. 30.03 - Chorrol """"""""""""""" This horse costs 2500 gold. Open your world map and fast travel to 'North Country Stables' just off the south side of Chorrol. Once there enter the building between 8:00 am and 8:00 pm, talk to Bongond and ask him about 'Buy a horse' and you will be able to buy a chestnut horse. 30.04 - Bruma """"""""""""" This horse costs 500 gold. Open your world map and fast travel to 'Wildeye Stables' just off the east side of Bruma. Once there enter the building between 8:00 am and 8:00 pm, talk to Petrine and ask her about 'Buy a horse' and you will be able to buy a paint horse. 30.05 - Cheydinhal """""""""""""""""" This horse costs 5000 gold and is the fastest horse you can buy. Open your world map and fast travel to 'Black Waterside Stables' just off the east side of Cheydinhal. Once there enter the building between 8:00 am and 8:00 pm, talk to Tovas Selvani and ask him about 'Buy a horse' and you will be able to buy a black horse. 30.06 - Bravil """""""""""""" This horse costs 1000 gold. Open your world map and fast travel to 'Bay Roan Stables' just off the north side of Bravil. Once there enter the building between 8:00 am and 8:00 pm, talk to Isabeau Bienne and ask her about 'Buy a horse' and you will be able to buy a bay horse. 30.07 - Leyawiin """""""""""""""" This horse costs 500 gold. Open your world map and fast travel to 'Five Riders Stables' just off the east side of Leyawiin. Once there enter the building between 8:00 am and 8:00 pm, talk to Cat-Face and ask him about 'Buy a horse' and you will be able to buy a paint horse. 30.08 - Shadowmere """""""""""""""""" This is the fastest horse in the game and can never die, if it does it will come back to life after only a few moments. You obtain this horse by completing some of the Dark Brotherhood quests. For more information go to: Chapter 06 - Dark Brotherhood, section 06.20 - The Purification is where you get the horse. ------------------------------------------------------------------------------- Chapter 31 - Nirnroots """""""""""""""""""""" Because there are so many and writting specific locations for all 100 you will need is not on my list of things to do, I recommend looking to Cerbius666's guide on www.gamefaqs.com for complete Nirnroot exploration. 31.01 - How to find Nirnroots 31.02 - Seeking Your Roots ------------------------------------------------------------------------------- 31.01 - How to find Nirnroots """"""""""""""""""""""""""""" Nirnroots are found near bodies of water and are also found in peoples homes as a decoration. The easiest way to find a great deal of Nirnroots is to start outside Leyawiin in the south west corner and follow the waters edge north, this will take you past Leyawiin, past Bravil, to the Imperial City, keep following the outside edge and you will be going south, you will go along a few rivers to the east and back, just keep following the waters edge and you will get back past Leyawiin. Doing this and picking up all the Nirnroots you come across will get you nearly all 100 Nirnroots you will need. But because there is a guide out there that specifically locates 101 Nirnroots, you can also use that, it is by Cerbius666 and you can find it on www.gamefaqs.com. 31.02 - Seeking Your Roots """""""""""""""""""""""""" Once you have collected your first Nirnroot Plant you will be given this quest. Fast travel to 'Skingrad - West Gate' from there go east along the path, when you are able to go north up a little hill, take that path north, the first building you see to the north east is where you have to go, open the door to 'West Weald Inn'. Inside there is a door on the east wall, go in this door. Follow the stairs down and you will be in a room with a high elf named Sinderion, talk to him and ask him about 'Nirnroot' after that ask him about 'Elixir of Exploration'. Now follow your quest marker out of Skingrad, then north to Shadelead Copse. Once you are there you should be able to find 3 Nirnroots. Now you just need to find 6 more, how you do this is up to you. Once you have 10 you will be told to return to Sinderion, so follow your quest marker back to him. Once you're at him talk to him and ask him about 'Elixir of Exploration'. The Elixirs will take 24 hours for him to make. Return to him after you've killed the time and ask him about 'Elixir of Exploration' to get the weak version. You can buy more from him if you want to. Now you need 20 more for the next potion, so again, go find them how ever you can. Once you have 20 you will be told to return to Sinderion, so follow your quest marker back to him. Once you're at him talk to him and ask him about 'Elixir of Exploration'. The Elixirs will take 24 hours for him to make. Return to him after you've killed the time and ask him about 'Elixir of Exploration' to get the moderate version. You can buy more from him if you want to. Now you need 30 more for the next potion, so again, go find them how ever you can. Once you have 30 you will be told to return to Sinderion, so follow your quest marker back to him. Once you're at him talk to him and ask him about 'Elixir of Exploration'. The Elixirs will take 24 hours for him to make. Return to him after you've killed the time and ask him about 'Elixir of Exploration' to get the strong version. You can buy more from him if you want to. Now you need 30 more for the next potion, so again, go find them how ever you can. Once you have 40 you will be told to return to Sinderion, so follow your quest marker back to him. Once you're at him talk to him and ask him about 'Elixir of Exploration'. The Elixirs will take 24 hours for him to make. Return to him after you've killed the time and ask him about 'Elixir of Exploration' to get the grand version. You can buy more from him if you want to. Now you need 30 more for the next potion, so again, go find them how ever you can. While this quest is now complete, you can always bring Sinderion 10 Nirnrootr and sell them to him for 250 gold. ------------------------------------------------------------------------------- Chapter 32 - Doomstones """"""""""""""""""""""" 32.01 - Stones of Power 32.02 - Jone 32.03 - Aetherius 32.04 - Jode 32.05 - Sithian 32.06 - Magnus 32.07 - Shezarr 32.08 - Dragon 32.09 - Birth Stones 32.10 - Apprentice 32.11 - Atronach 32.12 - Lady 32.13 - Lord 32.14 - Lover 32.15 - Mage 32.16 - Ritual 32.17 - Serpent 32.18 - Shadow 32.19 - Steed 32.20 - Thief 32.21 - Tower 32.22 - Warrior ------------------------------------------------------------------------------- 32.01 - Stones of Power """"""""""""""""""""""" A stone of power gives you a greater power that can be used once a day. To get the power of these stones you have to activate them between 6:00 pm and 6:00 am. Each has a fame requirement which is your total fame plus your total infamy. The locations for these stones are covered in sections 32.02 to 32.08. The powers of these stones are listed below. Jone Stone, 10 fame or higher= Jone's Shadow Invisibility for 120 seconds on self Sneak +30 for 120 seconds on self Acrobatics +30 for 120 seconds on self Athletics +30 for 120 seconds on self Aetherius Stone, 20 fame or higher= Gates of Aetherius Magicka +50 for 120 seconds on self Resist Magic +20% for 120 seconds on self Jode Stone, 30 fame or higher= Jode's Blood Health +40 for 120 seconds on self Blade +20 for 120 seconds on self Blunt +20 for 120 seconds on self Hand to Hand +20 for 120 seconds on self Sithian Stone, 40 fame or higher= Sithian Web Marksman +20 for 120 seconds on self Speechcraft +20 for 120 seconds on self Illusion +20 for 120 seconds on self Security +20 for 120 seconds on self Mercantile +20 for 120 seconds on self Magnus Stone, 50 fame or higher= Skein of Magnus Restoration +15 for 120 seconds on self Conjuration +15 for 120 seconds on self Destruction +15 for 120 seconds on self Alteration +15 for 120 seconds on self Mysticism +15 for 120 seconds on self Illusion +15 for 120 seconds on self Alchemy +15 for 120 seconds on self Shezarr Stone, 60 fame or higher= Shield of Shezar Reflect Spell 10% for 120 seconds on self Block +20 for 120 seconds on self Heavy Armor +20 for 120 seconds on self Light Armor +20 for 120 seconds on self Armorer +20 for 120 seconds on self Dragon Stone, 70 fame or higher= Dragon Dream Magicka +50 for 120 seconds on self Health +40 for 120 seconds on self Fatigue +100 for 120 seconds on self 32.02 - Jone """""""""""" This stone is north of Skingrad, if you look at your world map it is a short distance north of the 'N' in Skingrad. Fast travel to 'Grateful Pass Stables' and once you're there turn north west and you can see a farm nearby, go through the farms field and you will see a barn. Go directly north from this barn. When you're about half way, Bleak Flats Cave will be to the west, just keep heading completely north and you will eventually come to the Doomstone. 32.03 - Aetherius """"""""""""""""" This stone is north of Skingrad, if you look at your world map it is on the tip of the top of the 'K' in Skingrad. Fast travel to 'Grateful Pass Stables' and once you're there turn north west and you can see a farm nearby, go through the farms field and you will see a barn, to the west is a table, some barrels and a wagon, there is also an opening in the fence, from that opening go directly north. You will come to a Reman Stone, when you do, turn north east and you should be able to see the Aetherius Stone. 32.04 - Jode """""""""""" This stone is south of Kvatch, if you look at your world map it is directly south of the turn off the main road to go to Kvatch. Fast travel to 'Kvatch' and once you're there follow the road west until you come to the main road. Turn east and follow the main road for a little bit and when the road starts to go down a steep hill, look south and you should see a large rock on the side of the road, then a gap on its east side, and a smaller rock, go directly south from the gap between the 2 rocks and you will find the stone. 32.05 - Sithian """"""""""""""" This stone is north of Kvatch, if you look at your world map it is directly north of the 'AV' in Kvatch. Fast travel to Kvatch or a closer map marker to the word Kvatch on your world map and then make your way to the word. When you are standing directly between the 'A' and 'V' of Kvatch, go directly north. I wish there were some good landmarks to give you, but its all barren hills and rocks all over the place, but if you head completely north from the 'AV' you should be able to find it. 32.06 - Magnus """""""""""""" This stone is far north east of Leyawiin, if you look at your world map it is east from the 'N' in The Nibenay Valley. If you have a map marker close to the words The Nibenay Valley, fast travel to it and skip the rest of this paragraph, if not, fast travel to 'Leyawiin - North East Gate' and exit the city. Follow the road south east and it will go around and turn north east and then north, just keep following this main road. Using your world map, look to the west of The Nibenay Valley, you see the main road, it makes a kind of elbow, or what could look like a nose, at the bottom of that elbow is where you want to go. When you are there follow the road south just a little bit and the road will fork out to the south west and south east, take the south east path. Follow this path and you will come to another split in the road, take the path that goes east. Follow that path and you will come to the Drunken Dragon Inn, from there follow the road east and the road will fork, turn south east and stay on the path. This will take you to Haunted Mine. When standing at the door to the Haunted Mine look north east and you will see a small set of stairs, stand at the bottom of these stairs and then head directly east and you will come to the doomstone right away. 32.07 - Shezarr """"""""""""""" This stone is north west of Leyawiin. Fast travel to 'Five Riders Stables', once there follow the main road north until you come to White Stallion Lodge. When standing at the opening in the fence to the lodge, there is a tree just south of the fence, stand at this tree and go directly west and the doomstone should be right there. 32.08 - Dragon """""""""""""" This stone is north of Cheydinhal, if you look at your world map it is just north of the 'LA' in Lake Arrius. Fast travel to 'Black Waterside Stables' and go directly north until you come to Lake Arrius. On the north side of the lake is a path that goes east, follow it east and then when it splits west and east, keep going east, this path will take you right to the doomstone. 32.09 - Birth Stones """""""""""""""""""" A birth stone gives you a greater power that can be used once a day, but unlike the stones of power, you can only have one at a time, but you can change your birth stone power as many times as you like. You must activate these stones between 6:00 pm and 6:00 am. The locations for these stones are covered in sections 32.09 to 32.21. The power of these stones are listed below. Apprentice Stone = Void See Illusion +20 for 120 seconds on self Alchemy +20 for 120 seconds on self Atronach Stone = Arcane Well Spell Absorption +30 for 120 seconds on self Intelligence +10 for 120 seconds on self Lady Stone = Lady's Warding Willpower +20 for 120 seconds on self Endurance +20 for 120 seconds on self Lord Stone = Ysmir's Scales Resist Frost 50% for 120 seconds on self Light Armor +10 for 120 seconds on self Heavy Armor +10 for 120 seconds on self Lover Stone = Lover's Bower Personality +20 for 120 seconds on self Luck +20 for 120 seconds on self Mage Stone = Magicka Manifold Magicka +50 for 120 seconds on self Ritual Stone = Mara's Mercy & Mara's Milk Restore Health 100 points on self & Restore Health 150 points on target Serpent Stone = Cobra's Dance Paralyze for 5 seconds on target Damage health 4 points for 20 seconds on target Shadow Stone = Fingernail Moon Chameleon 15% for 120 seconds Steed Stone = Hellride Speed +20 for 120 seconds on self Acrobatics +20 for 120 seconds on self Thief Stone = Cheater's Nip Agility +20 for 120 seconds on self Luck +20 for 120 seconds on self Tower Stone = The Master's Hand & Warden Key Armorer +20 for 120 seconds on self & Open hard lock Warrior Stone = War Cry Strength +20 for 120 seconds on self Blade +10 for 120 seconds on self Blunt +10 for 120 seconds on self Hand to Hand +10 for 120 seconds on self 32.10 - Apprentice """""""""""""""""" This stone is just off the south west corner of Skingrad. Open your world map and fast travel to 'Grateful Pass Stables' and once there go directly south past the stable house and you will come to another house, keep going south past this house and the doomstone will be on the other side of the hill. 32.11 - Atronach """""""""""""""" This stone is directly between Kvatch and Skingrad and just a bit north. If you have the map marker for Miscarcand, fast travel there and skip the rest of this paragraph, if you don't then fast travel to 'Grateful Pass Stables' and then follow the road west. Stay on the road and half way to Kvatch you will come to Ra'sava Camp. On the north side of the road is a path to the camp, don't follow the path, just face north where the path breaks off from the main road and then go directly north and you will come to Miscarcand. From Miscarcand go north and use your compass to guide you north east to a settlement called 'Shardrock'. Stand on the door step of Shardrock and go north and you will quickly come to the doomstone. 32.12 - Lady """""""""""" This stone is west of Anvil, if you look at your world map it is directly south of the 'AN' in Anvil. Open your world map and fast travel to 'Anvil Lighthouse'. From there just follow the path north west until the wood path stops and the path curves to the east. Rather than go east, look west and you will see a small gap between the stones behind a bush, jump over these stones and follow the beach east and right away you should be able to see a path going up the hill, go up the path (you will know if you are on the right path by the presence of wood steps). At the top of this short path on top of the hill face south, the doomstone is right there. 32.13 - Lord """""""""""" This stone is far north west of Kvatch, right along the edge of the playable map, if you look at your world map it is north of the 'C' in County (County Kvatch). Open your world map and fast travel to the nearest map marker to the words County Kvatch and then make your way how ever you can to the 'C' in County. When you are standing on the 'C' make your way directly north. There is an Ayleid ruin that you will cross through, the statue should be to your right (east), just keep heading north and you will eventually find the doomstone. 32.14 - Lover """"""""""""" This stone is one of the most inconvient to find, it is far east of Bravil, if you look at your world map to the east of Bravil there is a large body of water called the Niben Bay, on the east side of the bay is a small island, to the east of that island is a river that goes east and under a bridge of the main road from Cheydinhal to Leyawiin, this river is the Silverfish River. The stone is located just north of the 'VE' in Silverfish, right on the south edge of the river. If you don't have any map markers close to the Silverfish River you are in for a long journer. No matter which path you take its long, since swimming on a horse is very slow you will probably want to either swim without a horse across Niben Bay from Bravil, or start at Cheydinhal or Leyawiin and travel by horse to the bridge that crosses Silverfish River. When you are at the bridge that crosses Silverfish River just follow the south side of the river going east, its a long walk to where you have to be, but just keep watching your position on the world map, once you are roughly north of the 'VE' in Silverfish, you should see a chunk of the main land jut out into the river, go south east from there and the doomstone is right there. 32.15 - Mage """""""""""" This stone is the worst of them all to find, it is not near any major city and it is in the middle of nowhere. Starting at Bravil, to the east is a large body of water called the Niben Bay, on the east side of the bay is a small island, to the east of that island is a river that goes east and under a bridge of the main road from Cheydinhal to Leyawiin, this river is the Silverfish River. Follow Silverfish River to where it starts (fades into nothing) and you will see a small dark mountain to the north of the rivers starting point. The stone is on the east side of that mountain. If you don't have any map markers close to the Silverfish River you are in for a long journer. No matter which path you take its long, since swimming on a horse is very slow you will probably want to either swim without a horse across Niben Bay from Bravil, or start at Cheydinhal or Leyawiin and travel by horse to the bridge that crosses Silverfish River. When you are at the bridge that crosses Silverfish River just follow the river until you get to its starting point (where the water ends). When you're standing at the end of the water go north. You should come to a dead tree laying down pointing north/south, this tree points to the next landmark to the north. If you go north from the tree you will come to a patch of alchemy ingredients, Green Stain Cups and Summer Boletes. To the north east are some Foxgloves, follow the trail of Foxgloves up the nearby hill to the north east and just keep going north up that hill and you will come to the doomstone. 32.16 - Ritual """""""""""""" This stone is north of Leyawiin, if you look at your world map, north of Leyawiin is The Lower Niben written sideways, at the end of the word Niben is a large, dark and pointy chunk of land on the west side of the water, this chunk of land points right at the stone on the east side of the water. Fast travel to your nearest map marker to the chunk of land that is described above, or if you have none, start at the Five Riders Stables and follow the road north. Follow the road north past that little chunk of land and you will come to a split in the road, you can go west up some stone stairs, or you can go east across a bridge, go east across the bridge. On the other side of the bridge follow the path east and it will take you to the doomstone which is just off the south edge of the path. 32.17 - Serpent """"""""""""""" This stone is south east of Leyawiin, if you look at your world map it is north of the 'AY' in Topal Bay, just a bit inland from the shoreline. Fast travel to 'Leyawiin - North East Gate' and exit the city, follow the waters edge south staying on the east side. Just keep following the shore line and you will come to Tidewater Cave. The entrance to Tidewater Cave is in a large rock, travel around to the back side of the rock, once you're behind the rock look north east and you will see a tree, stand against that tree and go directly east. If you went east from the right tree you will soon see the doomstone. 32.18 - Shadow """""""""""""" This stone is far south of Cheydinhal, or far north east of Bravil, if you look at your world map starting at Cheydinhal, there is a river just south of the city, this river twists and turns and ends up in the Niben Bay, it is the Cerbele River. The stone is located just east of the southern most tip of the 'R' in River. Fast travel to your closest map marker to the location described above and chose what ever path you wish to get yourself to the bridge crossing Cerbele River. When you are standing on the middle of the bridge go east along the path, and pay attention to the north side of the path, you will eventually see a bush, a tree and a dead tree. From that patch of trees go north east and you will come to the doomstone right away. 32.19 - Steed """"""""""""" This stone is west of Cheydinhal, if you look at your world map it is south of the 'HE' in The Blue Road, just off the south side of the road. Open your world map and fast travel to 'Black Waterside Stables' and follow the road west. Just keep on the road and pay attention to your location on the world map, when you are below 'HE' in The Blue Road, you should be on top of a small hill, if you look south there should be a tree and a big random rock, go south between the tree and the rock and the doomstone will be right there. 32.20 - Thief """"""""""""" This stone is south of Bruma, if you look on your world map it is just south east of 'THE' in The Heartlands, on the east side of the road. Open your world map and fast travel to 'Imperial Prison Sewer' (where you first enter the open world after the start of the game) which is on the north east corner of the Imperial City island. From there go north west, your target is where the main road north of the Imperial City breaks off to the north to go to Bruma. When you are at the part of the road that goes north, simply follow the road north. Just watch the east side of the road, the doomstone is right along the edge of the road. 32.21 - Tower """"""""""""" This stone is south west of the Imperial City, if you look on your world map, there are the words Lake Rumore, south of that is a small island that has a road go across it with a bridge on either side. The small chunk of land on the north side of the road on the little island is where the stone is. Fast travel to the nearest map marker to that island, or if you don't have a good one on land, just fast travel to 'Imperial City Waterfront' and swim south across Lake Rumore. As long as you can find your way onto that island and be standing on the northern most section, you will be able to find the doomstone. 32.22 - Warrior """"""""""""""" This stone is south east of Skingrad, if you look on your world map it is north of the tip of the start of the 'T' in The, of The West Weald. Fast travel to 'Skingrad - East Gate' and exit the city. Follow the road south east, stay on the road and you will come to a fork, the main road goes north, but behind the bushes with blue flowers is a path that goes south. Take the path south, stay on the path and it will take you to some wooden stairs. Go down the stairs and at the bottom follow the path east, which will take you to a bridge, cross the bridge and stay on the path, right away you will see a big boulder on the south side of the path, behind this boulder, right beside the path is the doomstone. ------------------------------------------------------------------------------- Chapter 33 - Vampires """"""""""""""""""""" 33.01 - Becomming a Vampire 33.02 - Being a Vampire 33.03 - Weaknesses 33.04 - Strengths 33.05 - Darkness Eternal 33.06 - Vampire Cure ------------------------------------------------------------------------------- 33.01 - Becomming a Vampire """"""""""""""""""""""""""" The most common way of becoming a vampire is by accident. While fighting vampires you can become inflicted with Porphyric Hemophilia. If it goes untreated for 3 days, the next time you sleep you will wake up as a vampire. There is also a vampire in the Dark Brotherhood who will offer to turn you into a vampire after completing some of his quests, for more information see: Chapter 06 - Dark Brotherhood, sections 06.01 to 06.10. 33.02 - Being a Vampire """"""""""""""""""""""" Once you've become a vampire you will need to know a lot of things, the bonuses, the weaknesses and the abilities. As a vampire each day you go without feeding your powers increase and you become more vampire like. Though its not a set 24 hour period, rather than use days I refer to the length you've gone without feeding as stages. You have an ability called 'vampirism', it has a 25 point value at stage 1, 50 points at stage 2, 75 points at stage 3 and 100 points at stage 4. A stage is a 24 hour period, but it will only advance to the next stage after you sleep. When you wish to feed you must find a sleeping NCP, if you activate them you will get the choice to feed or talk, chose feed to suck some blood. I've heard that feeding is considered a crime, but I've tried to get caught and I've not gotten into trouble yet, so don't worry about it much. 33.03 - Weaknesses """""""""""""""""" The weaknesses are pretty simple. As a vampire you will take constant damage from the sun, during stage 1 you will take no damage, the damage you take from the sun increases from stage 2 to 3 and increases even more from stage 3 to 4. You will also have a weakness to fire, during stage 1 its 20, and it increases 10 points per stage after that. As a vampire you will not be liked by most NPC's, you will find it difficult to buy and sell goods, start and complete quests and moving about the world. A potential weakness of being a vampire is some quests you started before becoming a vampire may not be able to be completed as a vampire and some quests you start as a vampire may not be able to be completed when you're no longer a vampire. 33.04 - Strengths """"""""""""""""" The strengths of the vampire are awesome. You get +5 points to speed, strength and willpower during each stage of being a vampire, so at stage 4 you have +20 points to those attributes. You will also get +5 points to sneak, mysticism, illusion, hand to hand, destruction, athletics and acrobatics during each stage of being a vampire, so at stage 4 you have +20 points to those skills. Additionally you always have 100 resistance to disease and paralysis as a vampire. Then you also get +5 resist normal weapons during each stage of being a vampire, so at stage 4 you will have +20 resist normal weapons. During stage 1 you will gain the ability 'Hunter's Sight' a lesser power which when used will give you night eye for 30 seconds and 100 detect life for 30 seconds. During stage 2 you will gain the ability 'Vampire's Seduction' a greater power which when used will give you charm 50 points for 20 seconds. During stage 3 you will gain the ability 'Reign of Terror' a greater power which when used will cast silence in 20 feet for 60 seconds and demoralize up to level 6 for 60 seconds. During stage 4 you will gain the ability 'Embrace of Shadows' a greater power which when used will give you night eye for 90 seconds and invisibility for 180 seconds. 33.05 - Darkness Eternal """""""""""""""""""""""" This quest is activate after completing "06.10 - The Assassinated Man" a Dark Brotherhood quest. Once that quest is complete talk to Vincente and he will activate this quest and offer to turn you into a vampire. When you want to be turned into a vampire just tell him. Now find a bed in the Dark Sanctuary and go to sleep for any amount of time. When you wake up wait 3 days and then go to sleep for any amount of time, when you wake up this time, you will be a vampire. 33.06 - Vampire Cure """""""""""""""""""" There is a cure for vampirism, find Vicente Valtieri in the Dark Brotherhood sanctuary, talk to him and ask him about 'Cure for Vampirism'. You will get an update for the previous quest, you will need to use it to get your quest marker to find Raminus Polus. Follow your quest marker to the arcane university and talk to Raminus, ask him about 'Cure for Vampirism' to activate this quest. Now fast travel to 'Castle Skingrad' once there follow your quest marker into the hall and talk to Hal-Liurz, an Argonian, she is there during the day, tell her you want to see the count. Then just stand around waiting for a little bit and the count will come and talk to you. He will have lots to say, when he is done you will need to make your way to an unmarked location on the map, but it is marked by your quest marker, way south of Cheydinhal, there are no real good landmarks to fast travel to, so just pick your closet one and follow your quest marker. When you get to the spot marked by your quest marker, you will find it is a home called Drakelowe. Go inside and talk to the woman, Melisande, ask her about 'Cure for Vampirism'. You will need to acquire 5 empty grand soul gems. They can be purchased all over Cyrodiil at the various shops and Mages Guild halls. It can be difficult to acquire them, just keep going to the shops, they do get restocked from time to time. Once you have 5 empty grand soul gems, fast travel back to 'Drakelowe' and talk to Melisande and give her them. Now you will need to acquire 6 cloves of garlic, 5 nightshade leaves and 2 shoots of bloodgrass. Ask her about 'Argonian Blood' and then about 'Vampire Ash'. The bloodgrass you can find in any Oblivion Gate, if you've already closed the Oblivion Gates, some of the ruined gates have bloodgrass nearby, for example, the Oblivion Gate to the east of Leyawiin has a few. The garlic you can find all over Cyrodiil, hanging from roofs in basements, in shops, etc. The nightshade is also very common, you can buy it from some shops and find it naturally growing all over the world. Once you ha the garlic, nightshade and bloodgrass go back to Melisande and talk to her, tell her about 'Garlic', 'Bloodgrass' and 'Nightshade'. Now you will need the blood of an Argonian, it can be any Argonian. You can go to Peryite's shrine to find an Argonian named Er-Teeus, attacking him will not be a crime. Or you can find any other Argonian and attack them, its up to you. Once you have the blood of the Argonian you'll need to find a cave far to the east of Bravil, just slightly to the south as well. Its marked by your quest marker along the Panther River. There are no nearby land marks, so fast travel to your closest one and then just follow your quest marker to get there. Once you get to the location, you'll find the cave to Redwater Slough, go in. Just follow your quest marker and you'll find Hindaril, he is dressed in regular clothes and is quite strong, kill him. Once he is dead, loot his corpse and take his ashes. Now follow your quest marker out of the cave. Once outside fast travel back to Drakelowe, go inside and talk to Melisande, tell her about 'Argonian Blood' and then 'Vampire Ash' and then ask about 'Cure for Vampirisim'. Now go outside and wait 24 hours, when the wait is up, go back inside and talk to Melisande and ask about 'Cure for Vamprisim'. Now you will need to take the cure back to the count of Skingrad, so open your world map and fast travel to 'Castle Skingrad'. Once you are there talk to Hal-Liurz and tell her 'I have the cure' and then just follow her. When Hal-Liurz opens the secret passage way for you, follow the path until you come to Janus Hassildor, then talk to him. Watch the scene unfold and then Janus will tell you to give him 24 hours and then talk to Hal-Liurz, so just go wait in the county hall marked by your quest marker for 24 hours and then talk to Hal-Liurz. After the count talks to you you will be free from the Vampire curse and this quest will be complete. **NOTE** My game has bugged every single attempt at completing this quest fully, after 3 tries and wasting many hours I have simply filled in the last line based on memory. ------------------------------------------------------------------------------- Chapter 34 - Alchemy """""""""""""""""""" 34.01 - The Ingredients 34.02 - Alchemy 34.03 - My Potions ------------------------------------------------------------------------------- 34.01 - The Ingredients """"""""""""""""""""""" While there are many different alchemy ingredients to be found, the biggest focus is on the effects they carry. You need to find ingredients with the same effects, such as restore health, on 2 different ingredients to be able to make a potion. The different effects you can find from alchemy ingredients are listed below. Burden Chameleon Cure Disease Cure Paralysis Cure Poison Damage Fatigue Damage Health Damage Magicka Damage Strength Damage Intelligence Damage Willpower Damage Agility Damage Speed Damage Endurance Damage Personality Damage Luck Dispel Feather Fire Damage Fire Shield Fortify Fatigue Fortify Health Fortify Magicka Fortify Strength Fortify Intelligence Fortify Willpower Fortify Agility Fortify Speed Fortify Endurance Fortify Personality Fortify Luck Frost Damage Frost Shield Invisibility Light Night-Eye Paralyze Reflect Spell Reflect Damage Resist Disease Resist Magic Resist Paralysis Resist Fire Resist Frost Resist Shock Restore Fatigue Restore Health Restore Magicka Restore Strength Restore Intelligence Restore Willpower Restore Agility Restore Speed Restore Endurance Restore Personality Restore Luck Shield Shock Damage Shock Shield Silence Water Breathing Water Walking 34.02 - Alchemy """"""""""""""" To create a potion you will first need a minimum of a mortar & pestle. You can also have an Alembic, Retort and Calcinator, each of these will help make more powerful potions. Additionally all 4 alchemical tools have 5 levels of quality, Novice (lowest), Apprentice, Journeyman, Expert, and Master (highest). The other factors that contribute to the power of the potions you make are your alchemy skill and your intelligence. To make a potion combine any 2 ingredients that have at least 1 shared property. If the property is benifical (restoration, fortification, etc) you will create a pink potion that you can drink to benefit yourself. If the property is negative (shock damage, damage health, etc) you will create a green potion that you can add to a weapon, the first hit on an opponent with that posioned weapon will use the potions effects on the target in addition to normal damage. If you make a potion with multiple ingredients you can make potions with multiple effects, such as a potion that restores health and turns you invisible. If you make a potion with multiple effects, the potion will always take the name of the first effect (a restoration + invisibility potion with the first effect listed being restore health, the potion will be called Restore Health). Additionally, if a potion has both positive and negative effects it will become either a posion (green) or a potion (pink) based on the first effect listed. So if you create a potion that fortifies strength but also damages health, when you use the potion on yourself you will also be effected by the damage attribute, or if it is a posion with a benefical effect, such as damage health and fortify strength, when an enemy is hit with that posion their health will be damaged, but they will also get the strength bonus. You can have a maximum of 4 ingredients per potion with an unknown maximum of effects (I personally have made many potions with 5 effects). Knowing how a potion is made is only a small part of the process, the biggest problem is knowing what ingredients have the properties you want and also do not share any properties you don't want. Once you have created a potion you will find potions also stack when used, what this means is if you use 2 or more Fortify Intelligence potions, and each increases your intelligence by 10, you will have your intelligence increased by 20 for the duration of the potions. The maximum amount of potions you can have active on your character at one time is 4. Potions are highly useful to all characters and learning how to make them is a very important skill. If you get the hang of it you will find even the toughest challenges of the game to be incredibly easy. All characters can effectively use magicka, health and fatigue restoration potions. Stealth characters, or even non-stealth characters can effectively use invisibilty potions. All characters can benefit from water breathing, water walking, feather, resistance, fortification and cure potions. Melee characters can benefit from the poison effect potions. Magic characters can benefit from fortify intelligence potions to increase their maximum magicka to allow them to cast more powerful spells. So practice your alchemy skills and master this skill, play with the different ingredients and find some potions that work for your character. 34.03 - My Potions """""""""""""""""" I find that there are a few very effective potions for my personal method of playing Oblivion. Most are very situational and very specific, such as an invisibility potion, but others are more general, such as a restore magicka potion. What ever the use may be, here are some of the most useful potions I can think of. The power of these potions vary based on your equipment used to make potions, your alchemy skill and intelligence, and also the fact that you need to be at least an expert to make most of these potions. Because of the difference I decided to use a character with an alchemy skill of 75 (lowest level expert) with only novice equipment and 25 intelligence to acquire a basic low value. And I also used a character with an alchemy skill of 100 with master equipment and 100 intelligence to create a basic high value. Strong Poison (weight = 0.1) Radish, Nightshade, Clouded Funnel Cap, Harrad Burden 21-45 points for 86-180 seconds Damage Health 4-8 points for 15-30 seconds Damage Endurance 1-3 point for 6-12 seconds Damage Magicka 7-15 points for 29-61 seconds Combat Potion (weight = 0.1) Blackberry, Arrowroot, Cinnabar Polypore Yellow Cap, Elf Cup Cap Fortify Strength 15-45 points for 57-146 seconds Fortify Endurance 15-45 points for 57-146 seconds Restore Health Potion (weight = 0.3) Fly Amanita Cap, Ham, Blackberry, Cinnabar Polypore Yellow Cap Restore Health 4-13 points for 17-43 seconds Restore Fatigue 9-27 points for 34-86 seconds Fortify Endurance 15-45 points for 57-146 seconds Restore Magicka Potion (weight = 0.2) Blackberry, Bog Beacon Asco Cap, Corn, Potato Restore Magicka 8-24 points for 31-78 seconds Shield 17-51% for 65-166 seconds Restore Fatigue 9-27 points for 34-86 seconds Feather Potion (weight = 0.2) Somnalius Frond, Sweetcake Feather 90-272 points for 345-880 seconds Invisibility Potion (weight = 0.1) Redwort Flower, Tinder Polypore Cap Invisibility for 21-50 seconds Night-Eye Potion (weight = 0.2) Carrot, Bonemeal Night-Eye for 37-91 seconds Reflect Damage Potion (weight = 0.1) Green Stain Cup, Cinnabar Polypore Yellow, Strawberry, Glow Dust Reflect Spel 7-21% for 26-67 seconds Restore Fatifue 9-27 points for 34-86 seconds Reflect Damage 8-24% for 31-78 seconds Damage Health 3-1 points for 12-1 seconds Magicka Potion (weight = 0.1) Nightshade, Carrot, Clouded Funnel Cap, Ginkgo Leaf Fortify Intelligence 15-45 points for 57-146 seconds Damage Endurance 1-1 points for 5-1 seconds Damage Luck 1-1 points for 5-1 seconds Fortify Magicka 28-83 points for 105-268 seconds ------------------------------------------------------------------------------- Chapter 35 - Magic """""""""""""""""" 35.01 - The Spells 35.02 - Praxographical Center 35.03 - Unlimited Magicka? ------------------------------------------------------------------------------- 35.01 - The Spells """""""""""""""""" There is a very useful device in Oblivion that allows you to create your own spells, this chapter is deticated to that device. In Oblivion there are a number of base spells. These base spells make all the thousands of possible spells in Oblivion by having multiple levels of power. For example, a fire spell that deals 30 damage over 1 second is the exact same spell that deals 300 damage every second for 5 seconds, the only diffence between the two spells is the data they use. Here are the base spells: Absorb Attribute Absorb Fatigue Absorb Health Absorb Magicka Absorb Skill Bound Axe Bound Boots Bound Bow Bound Cuirass Bound Dagger Bound Gauntlets Bound Greaves Bound Helmet Bound Mace Bound Shield Bound Sword Burden Calm Chameleon Charm Command Creature Command Humanoid Cure Disease Cure Paralysis Cure Poison Damage Fatigue Damage Health Demoralize Detect Life Disintegrate Armor Disintegrate Weapon Dispel Drain Health Drain Magicka Drain Skill Feather Fire Damage Fire Shield Fortify Attribute Fortify Fatigue Fortify Health Fortify Magicka Fortify Skill Frenzy Frost Damage Frost Shield Invisibility Light Night-Eye Open Paralyze Rally Reflect Spell Resist Disease Resist Magic Restore Attribute Restore Fatigue Restore Health Shield Shock Damage Shock Shield Silence Soul Trap Spell Absorption Summon Clannfear Summon Daedroth Summon Dremora Summon Dremora Lord Summon Faded Wraith Summon Flame Atronach Summon Frost Atronach Summon Ghost Summon Gloom Wraith Summon Headless Zombie Summon Lich Summon Scamp Summon Skeleton Summon Skeleton Champion Summon Skeleton Guardian Summon Skeleton Hero Summon Spider Daedra Summon Storm Atronach Summon Xivilai Summon Zombie Telekinesis Turn Undead Water Breathing Water Walking Weakness to Fire Weakness to Frost Weakness to Magic Weakness to Poison Weakness to Shock 35.02 - Praxographical Center """"""""""""""""""""""""""""" Once you have received recomendations from all 7 mage guild halls, you will gain access to the Arcane University. Go to the Arcane University and go through the gates, the north eastern most door goes to the Praxographical Center. This is where you can make your own spells. To make a spell you must first have any version of the base spell you wish to create. So if you want an Invisibility spell, you must first buy one of the existing invisibility spells from one of the spell vendors around Cyrodiil. To find a complete list of the buyable base spells, there is a guide on www.gamefaqs.com by XXXXXXX. The advantage of creating your own spells is you can combine different base spells, such as bound sword, feather and chameleon on self for X seconds each. This allows you to cast multiple spells at once, at the same magicka cost, only you have to have it all at the same time. While there are so many thousands of different spells you can make, the usefullness of these spells will vary and I find you only need to create a few spells to be a very powerful mage. While I found you only need a few spells to be worth creating your own versions of, you may decided to make many, many, many spells. Thats what I did, and it taught me I only needed 3 or 4 of them. Play around, create your own spells, see what you like and don't like, this is the only true way to play. But if you do want to know what I use, I will share my strategy. For offence I always start out firing a weakness to fire, frost and shock spell, then because the majority of creatures in Oblivion only resist 1 type of magic heavily, I have 3 types of damage spells, Fire + Ice, Ice + Shock, and Shock + Fire. After they have been hit by the weakness spell, I use what ever of my 3 damage spells they do not resist heavily. For example, I would use a Fire + Shock spell on a Frost Atronach, or a Ice + Shock spell on a Flame Atronach. I found this method of offence to be the most effective use of magicka and power. For defence I find I don't need to use any custom spells, all the existing base spells have been enough for me. For restoration I have 3 spells. The first is my combat healing spell which just as the name sugests, I use it when I am in combat taking damage, it is a spell that restores lots of health over a short period of time. My non-combat healing spell is used when I am walking around after being hurt and am not in any imediate danger, it heals a small amount of health every second over a longer period of time, this costs less magicka. The third healing spell I use is a heal other spell for the missions where you are with NPC's that you want to stay alive, this spell heals a lot of health over a short period of time. Other than that the only other spells I create that I actually use are not commonly used spells and are mostly for very specific situations or just for fun. 35.03 - Unlimited Magicka? """""""""""""""""""""""""" You can create some very powerful spells in Oblivion, but the problem is you probably don't have nearly enough magicka to use them. So lets create some spells to increase your maximum magicka so you can cast all sorts of powerful spells your character would normally never be able to cast. This will all be possible because fortifying spells stack in Oblivion, so lets create an example. First you will need a base spell of fortify magicka and fortify intelligence. Once you have at least 1 of each, go to the Praxographical Center. Now create a spell called '01' that fortifies magicka with a magnitude of 100 and the duration for as high as possible, but still within your characters normal maximum magicka. Now create a spell called '02' that fortifies magicka with a magnitude of 100 and the duration for as high as possible, but within your characters normal maximum magicka +100 points. With those 2 spells created cast the 01 and then use a magicka recovery potion and as soon as you have enough magicka, cast 02. Your maximum magicka is now increased by 200 points and will last for as long as the spells are set to. Looking at this we can now also create very powerful magicka increasing spells by adding the fortify intelligence spell as well. Play with this and you will find you can increase your maximum magicka by 1000's of points for quite some time, which also means you can create other spells that are super strong that require large amounts of magicka, so much so that you can only cast them with all your bonus magicka from your own created magicka fortification spells. I did this just for fun and increased my maximum magica by 1500 points and created a fire damage spell that deals 100 fire damage every second for 10 seconds, which kills anything in the game that is not highly resistand to fire. The only catch is you need to have lots of magicka recovery potions, so have a high alchemy skill and lots of potions made with Blackberry and Bog Beacon Asco Cap, or any other 2 (or 1 if you're a master Alchemist) ingredients that restore magicka, to make your life a lot easier. ------------------------------------------------------------------------------- Chapter 36 - Wayshrines """"""""""""""""""""""" 36.01 - The Wayshrines 36.02 - Akatosh 36.03 - Arkay 36.04 - Dibella 36.05 - Julianos 36.06 - Kynareth 36.07 - Mara 36.08 - Stendarr 36.09 - Talos (Tiber Septim) 36.10 - Zenithar ------------------------------------------------------------------------------- 36.01 - The Wayshrines """""""""""""""""""""" In each major city there is a chapel and in each chapel there are 9 unique altars that can grant you temporary blessings. To recieve the blessings from any of the altars, you must first make a pilgrimage to the appropriate wayshrine. After making the pilgrimage you can receive the blessing once per day from any of the chapels in the major cities. The locations for the wayshrines are covered in sections 35.02 to 35.10. The blessings from each altar are listed below. Once you have made the pilgrimage to all 9 wayshrines you will get the Pilgrim's Grace ability, which is a greater power that you can use once per day to increase all your atrributes by 10 for 5 minutes. You can have ALL of these blessing activated at one time once you've made the pilgrimage to each wayshrine. There is a map created by Idiosyncrat on www.gamefaqs.com that shows the locations of all the wayshrines, it helped me write this section of my guide and it may help you. Akatosh = Jaws of Akatosh Speed +5 for 5 minutes Arkay = Breath of Arkay Health +10 for 5 minutes Dibella = Dibella's Kiss Personality +5 for 5 minutes Julianos = Scales of Julianos Intelligence +5 for 5 minutes Kynareth = Kynareth's Way Agility +5 for 5 minutes Mara = Wisdom of Mara Willpower +5 for 5 minutes Stendarr = Heart of Stendarr Endurance +5 for 5 minutes Talos (Tiber Septim) = Fist of Talos Strength +5 for 5 minutes Zenithar = Zenithar's Ear Luck +5 for 5 minutes **NOTE** These buffs seem to be bugged and when you activate the altars they only seem to sometimes give you their power... I do not know any more than that. Hopefully it doesn't happen with you, but just save before activating any of the altars and try re-loading and trying again, sometimes I got them all to work, but most of the time, barely half worked. 36.02 - Akatosh """"""""""""""" Fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal. Once there follow the city wall south, just stay along side the city wall as it goes south east, then when it turns east you will hit a body of water, on the other side of the water is the wayshrine. Once you activate this wayshrine you will be able to receive the Jaws of Akatosh blessing once per day from the Altar of Akatosh in any of the chapels in the major cities. 36.03 - Arkay """"""""""""" Fast travel to 'Grateful Pass Stables' on the west wall of Cheydinahl. Once there go south west into the field of grapes, on the far south west corner of the field is a fence with a few sheeps and a little building for the sheeps, go to that building. From that building go completely north and at the top of the hill you will find the wayshrine. Once you activate this wayshrine you will be able to receive the Breath of Arkay blessing once per day from the Altar of Arkay in any of the chapels in the major cities. 36.04 - Dibella """"""""""""""" Fast travel to 'North Country Stables' on the south wall of Chorrol. Once there follow the city wall east until you come to Crumbling Mine, the entrance to this mine is on a large boulder facing the city wall. From the boulder that holds the entrance go completely south, as long as you keep going south you should end up between to fallen trees, just keep going south and you will come to the wayshrine. Once you activate this wayshrine you will be able to receive the Dibella's Kiss blessing once per day from the Altar of Dibella in any of the chapels in the major cities. 36.05 - Julianos """""""""""""""" Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City. Once there go west for just a tiny bit and you will find a path going north along the hillside, follow this path and it will take you directly to the wayshrine. Once you activate this wayshrine you will be able to receive the Scales of Julianos blessing once per day from the Altar of Julianos in any of the chapels in the major cities. 36.06 - Kynareth """""""""""""""" A side note on this wayshrine, the easiest one to find is just east of Skingrad, but once the Oblivion Gates open up, it will be destroyed. If you are still free and clear of the Oblivion Gates, fast travel to 'Castle Skingrad' and then cross the bridge, the wayshrine is directly east of the towers at this end of the bridge. If it has been destroyed, just read the next paragraph. If you look at your world map, north west of Skingrad, or south west of Chorrol, you will see the words 'The Imperial Reserve' the wayshrine is located right where the 'E' in Imperial is. So, chose what ever map marker is closest for you and then make your way to that 'E' by constantly checking your position on your world map. Once you activate this wayshrine you will be able to receive the Kynareth's Way blessing once per day from the Altar of Kynareth in any of the chapels in the major cities. 36.07 - Mara """""""""""" If you look at your world map, right at Skingrad, this wayshrine is located just south west of the 'S' in Skingrad. So fast travel to the closet map marker and make your way there, constantly check your position on the world map and you should be able to find it. Once you activate this wayshrine you will be able to receive the Wisdom of Mara blessing once per day from the Altar of Mara in any of the chapels in the major cities. 36.08 - Stendarr """""""""""""""" Fast travel to 'Imperial Prison Sewer', once you are there just swim east across the water, on the other side of the water just follow the coast south. If you look at your world map, starting at the Imperial Prison Sewer, to the south you will see a large clump of land, almost an island, and then on the east side of the water to the south is a little penisula, the wayshrine is on that little corner of land. As long as you follow that east side of the water going south, you can't miss it, it is right on the waters edge. Once you activate this wayshrine you will be able to receive the Heart of Stendarr blessing once per day from the Altar of Stendarr in any of the chapels in the major cities. 36.09 - Talos (Tiber Septim) """""""""""""""""""""""""""" Fast travel to 'Grateful Pass Stables' on the west wall of Skingrad, once there follow the road going west, just stay on the road and you will eventually come to a cave called 'Fyrelight Cave', keep on the main road and you will come to a bridge, do not cross the bridge, just go north from the bridge and you will come to the wayshrine. Once you activate this wayshrine you will be able to receive the Fist of Talos blessing once per day from the Altar of Talos in any of the chapels in the major cities. 36.10 - Zenithar """""""""""""""" Fast travel to 'Kvatch' once you are there follow the road north east, just stay on the road and when you come to the top of the hill going east, you will see the darker rocks and the barricades, you need to go directly west from here and you will come to the wayshrine. Once you activate this wayshrine you will be able to receive the Ear of Zenithar blessing once per day from the Altar of Zenithar in any of the chapels in the major cities. ------------------------------------------------------------------------------- Chapter 37 - FAQS """"""""""""""""" 37.01 - Questions about my guide 37.02 - General Questions about Oblivion ------------------------------------------------------------------------------- 37.01 - Questions about my guide """""""""""""""""""""""""""""""" Q - Why is only part of your guide done? A - Because Oblivion is such a large game and the fact that it takes a lot of time to write a guide, I figured I will release it as I go to help those I can with what I have in each update. Q - Why are the chapters in each update out of order? A - Basically I sat down and decided what I thought people would need the most help with and am writting to that order, even though it isn't the order of the table of contents; which is in my own personal desired order of importance. 37.02 - General Questions about Oblivion """""""""""""""""""""""""""""""""""""""" Q - Can you cheat in Oblivion? A - There are many cheats to Oblivion in the form of consol commands. To bring up the game consol, press the tidle key (~) at the top left of the keyboard below the escape button. Then enter the desired command, which can be anything from giving yourself an item to god mode to resurrecting a dead NPC. For a complete list of the consol commands go to www.gamefaqs.com and see their Oblivion cheats page. Q - I've heard you can duplicate items, but I can't do it, how do you do it? A - Step 1, equip a bow (any bow will do) and some arrows (any type will do). The amount of arrows you equip will be the amount of duplicated items created (if you have 25 arrows equiped you will get 25 copies of the item you wish to duplicate). Step 2, pull back and arrow and hold the trigger. Step 3, open your inventory and LEFT click on your equiped arrows. Step 4, go to the item you wish to duplicate (it must be in your inventory) and then SHIFT + LEFT click it to drop it. Step 5, close your inventory and watch as you magically drop your duplicated items. A - Also understand that you can not duplicate certain items, ones that I know for sure that you can not duplicate are Nirnroots and the Skeleton Key. ------------------------------------------------------------------------------- Special Thanks to: """""""""""""""""" Barb Olson - for the never ending support during the long process of this work Cerbius666 - for letting me reference his detailed Nirnroot locations guide Dacium - for creating an awesome map of Cyrodiil and letting me reference it Kaboom237 - for pointing out incorrect information Idiosyncrat - for creating a map of the wayshrines and letting me reference it ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Guide Status / Update Information / Version History """"""""""""""""""""""""""""""""""""""""""""""""""" Chapter 01 - Tips, Facts, Strategies, etc (100% complete) Chapter 02 - Main Story Quests (100% complete) Chapter 03 - Fighters Guild (100% complete) Chapter 04 - Mages Guild (100% complete) Chapter 05 - Thieves Guild (100% complete) Chapter 06 - Dark Brotherhood (100% complete) Chapter 07 - Chorrol (100% complete) Chapter 08 - Cheydinhal (99% complete) Chapter 09 - Bruma (100% complete) Chapter 10 - Anvil (100% complete) Chapter 11 - Bravil (100% complete) Chapter 12 - Leyawiin (100% complete) Chapter 13 - Skingrad (100% complete) Chapter 14 - Imperial City (100% complete) Chapter 15 - Arena (100% complete) Chapter 16 - Daedra Shrine Quests (100% complete) Chapter 17 - Side Quests (99% complete) Chapter 18 - Trainer Quests (99% complete) Chapter 19 - The Collector (100% complete) Chapter 20 - Oblivion Gates (100% complete) Chapter 21 - Caves (100% complete) Chapter 22 - Mines (100% complete) Chapter 23 - Forts (100% complete) Chapter 24 - Villages (100% complete) Chapter 25 - Ruins (100% complete) Chapter 26 - Camps (100% complete) Chapter 27 - Landmarks (100% complete) Chapter 28 - Inns & Stables (100% complete) Chapter 29 - Houses (100% complete) Chapter 30 - Horses (100% complete) Chapter 31 - Nirnroots (100% complete) Chapter 32 - Doomstones (100% complete) Chapter 33 - Vampires (99% complete) Chapter 34 - Alchemy (100% complete) Chapter 35 - Magic (100% complete) Chapter 36 - Wayshrines (100% complete) Chapter 37 - FAQs (100% complete - additional information possible) Version History """"""""""""""" release - version 1.0 = chapters 01, 02, 19, 28, 29, 30, 36 update A - version 1.1 = re-formated for posting online update 1 - version 2.0 = chapters 03, 31, 33, 34, 35 Update B - version 2.1 = chapters 04 Update 2 - version 3.0 = chapters 05, 06, 32 update 3 - version 4.0 = chapters 07, 08, 09, 10, 11, 12, 13 update C - version 4.1 = chapters 14, 15 update 4 - version 5.0 = chapters 16, 17, 18 Update D - version 5.1 = chapters 19 Update 5 - version 6.0 = chapters 21, 22, 23, 24, 25, 26, 27, 28 Update E - version 6.1 = in-complete sections and quests are now complete Authors Note """""""""""" I just wanted to explain a few things about my guide. I started this guide in my home town, since then I've moved about 3 times and have barely had my computer hooked up since I started moving. I finally got set up and have the internet and everything, now all I need is to find time to work on this guide. But because of all the moving I've lost intrest in Oblivion, but I don't like leaving something half done, so while I am finishing this guide, the style has changed slightly from highly detailed help, to guide lines and stating facts. I personally believe my work still can be of great use to many people, but it makes me sad that I couldn't finish it the way I started. Aaron Phillips -------------------------------------------------------------------------------