------------------------------ The Elder Scrolls IV: Oblivion ------------------------------ Downloaded Content FAQ ---------------------- Version 1.25 ------------ By NightmareHunter ------------------ devilmaycryfreak@hotmail.com ---------------------------- ------------------------------------------------ 1 - INTRODUCTION - OBL-INTR ------------------------------------------------ Its been a while, but, in the words of Bender, I'm back, baby! I wrote my last FAQ (which was also my first FAQ) a little over a year ago, and, after overcoming my extreme laziness I've finally gotten around to writing another one, and what a great game to write it about. I can't even begin to count the number of hours I've put into Oblivion, and I'm still finding new things all the time. The amount of content and replay value in this game is mind- boggling, and once you add extra content through downloads, it makes the amount of time you could spend playing the game seem almost ridiculous. The main reason I'm writing this FAQ is due to the periodic nature of the updates; the official guide doesn't cover them, and, as of the time I'm writing this, not many other FAQs I've read have information on them either. All of this content can be downloaded from Xbox Live or www.obliviondownloads.com, see Section 4 - Downloading the Extra Content for details. I'll periodically update it for each release of new content as soon as I can but it may take a few days, so check back regularly if you're waiting for coverage of a new dungeon. Its also worth noting that this FAQ has been written using the Xbox 360 version of the game. As far as I know the content is the same for the PC version, but if anyone has any information regarding differences between the two, and any tips specific to the downloaded content on the PC version (which I don't have), please let me know. --------------------------- A Note on the Levelled Loot --------------------------- I've received a lot of e-mails about the unique loot in the downloaded content, specifically that the stats people have gotten are different than what I've listed. While most people understand the levelled loot concept, many don't know what level they should wait for to get a piece of equipment, and I don't always know the answer. That's why I'm listing the stats for every unique piece of equipment in the content at the various levels at which I have gotten them. If anyone can provide me with the following details for the following pieces of equipment it would be greatly appreciated and you will be credited: Mehrunes Razor, Morag Tong Armour, anything from Frathen Drothen, the Raiment of the Crimson Scar, any magic items from the four caches in the Vile Lair, the Pentamagic Loop in the jewellery box in the Frostcrag Spire Bedroom Area, all Knights of the Nine Relics and Umaril's Sword. Details: Level obtained, Septims (value), weight, damage/armour, enchantments and enchantment magnitudes. --------------------------- Also, please note that it has been a while since I've played this game, and as such I'm no longer responding to emails regarding it. Feedback is always lovely, but I just don't have the time to do so anymore. ------------------------------------------------ 2 - VERSION HISTORY - OBL-VERS ------------------------------------------------ Version 1.25 23/12/06 Added FAQs, Pentamagic Loop (finally!!!), effects of the Crusader's Relics, Vile Lair Poison Cache and Prisoner info, Spell Tome info. Version 1.20 26/11/06, 27/11/06 Added Knights of the Nine Content, Spell Tomes Content. Version 1.12 17/11/06 Corrected numerous spelling and grammatical errors. That'll teach me not to proof-read. Version 1.11 18/07/06 Added Reader Contributions about the Vile Lair, Downloading Issues. Version 1.10 14/07/06 Added The Vile Lair. Updated FAQs. Version 1.01 26/06/06 Added Reader Contributions: Orrery Powers, Armouring Shadowmere, Frostcrag Vault. Added Downloading Mehrunes Razor Issues, Mehrunes Razor stats. Version 1.00 20/06/06, 21/06/06 Completed Introduction, Contents, Where to Download, Horse Armour, Dunbarrow Cove, Repairing the Orrery, Frostcrag Spire, Unearthing Mehrunes Razor, FAQs, E-mail Policy, Thanks and Copyright Information. ------------------------------------------------ 3 - CONTENTS - OBL-CONT ------------------------------------------------ Note: Use the quick reference code to find the section you're looking for by highlighting the code, then pressing ctrl+c, ctrl+f, ctrl+v and enter. Oh, and if anyone can tell me why I bothered putting a quick reference code for the contents section, can you let me know, because I have no idea. ------------------------------------------------ 1 - INTRODUCTION - OBL-INTR ------------------------------------------------ 2 - VERSION HISTORY - OBL-VERS ------------------------------------------------ 3 - CONTENTS - OBL-CONT ------------------------------------------------ 4 - DOWNLOADING THE EXTRA CONTENT - OBL-DOWN ------------------------------------------------ 5 - HORSE ARMOUR - OBL-HORS ------------------------------------------------ 6 - DUNBARROW COVE - OBL-DBRC ------------------------------------------------ 7 - REPAIRING THE ORRERY - OBL-RTOR ------------------------------------------------ 8 - FROSTCRAG SPIRE - OBL-FCSP ------------------------------------------------ 9 - UNEARTHING MEHRUNES RAZOR - OBL-MEHR ------------------------------------------------ 10 - THE VILE LAIR - OBL-VILE ------------------------------------------------ 11 - SPELL TOMES - OBL-TOME ------------------------------------------------ 12 - THE KNIGHTS OF THE NINE - OBL-NINE ------------------------------------------------ 13 - FAQS - OBL-FAQS ------------------------------------------------ 14 - E-MAIL POLICY - OBL-EPOL ------------------------------------------------ 15 - THANKS AND COPYRIGHT INFORMATION - OBL-TCPR ------------------------------------------------ ------------------------------------------------ 4 - DOWNLOADING THE EXTRA CONTENT - OBL-DOWN ------------------------------------------------ --------------------------------------------- Downloading Mehrunes Razor and The Vile Lair --------------------------------------------- Thanks to hckydude1103, Michael Chappell, and Seizure for the answer to this problem. -------- A lot of people have had trouble with these two downloads, the reason for this is that you need to have the latest patch for the 360 version, just like the PC version. To get the patch(es), simply load the game while you are connected to the internet, and you'll be prompted to download the update patch. There a few to download, and you'll have to restart each time you download one; you will need them all to play use the downloaded content. ------------------------------------------------------ This FAQ isn't going to help you much if you don't have the extra content. So the first thing you'll need to do is download it. Where to Download If you have the game on Xbox 360, you need to download it via Xbox Live, if you have the PC version, you need to download it from www.obliviondownloads.com. This is vitally important: the Xbox 360 downloads will NOT work on the PC version, and vice versa, and, considering that you have to pay for them, its not a mistake you want to make. To download the Xbox 360 content, follow these steps: 1. Sign in to Xbox Live through the Xbox 360 Dashboard (See xbox.com if you don't have an Xbox Live account). 2. Select Xbox Live Marketplace. 3. Select Games. 4. Make sure you have points. Press X on the Games screen and you'll be taken to the add points screen, where you can view your current balance and purchase points using a credit card. If you don't have access to a credit card, don't worry, you can buy pre-paid cards at game stores and redeem them from the main Marketplace screen by selecting Redeem Code and entering the code on your pre-paid card. 5. Select Played Games (if you've played Oblivion already. Otherwise you can find the downloads through All Game Downloads). 6. Select Oblivion from your played games list (or All Game Downloads). 7. Select the downloads that you want, and, assuming you have the points to buy them, the downloads will begin. Once the downloads are complete that's all you have to do: they'll automatically load themselves when you start playing Oblivion. To download the PC content, follow these steps: 1. Go to www.obliviondownloads.com. 2. Select the downloads you want by clicking on Add to Cart next to that download (Note that the download Mehrunes Razor requires the v1.1.511 patch, which can be downloaded from elderscrolls.com/downloads/updates_patches.htm). 3. You'll be taken to the shopping cart screen, to add more downloads click Download Store Home at the top of the page. 4. When you've selected all the downloads you want, at the cart screen click Checkout. 5. Enter your details and click Continue. 6. Enter your payment information and click Continue. 7. You will then be sent a receipt by email, and given a hyperlink to the downloads you have purchased. 8. Once downloaded, I assume there will be documentation in the download instructing where it has to be put in order to work (I don't have the PC version so I haven't actually done this, if anyone could clarify the process for me it would be greatly appreciated). ------------------------------------------------ 5 - HORSE ARMOUR - OBL-HORS ------------------------------------------------ Remember Snak gra-Bura of the Chestnut Handy Stables outside the Imperial City? She was going out of business because she didn't have any horses (She ate them all. No I'm serious, she ate them all!! Just look at her name. Say it quickly). Now she's making a living by armouring other people's horses for them. Your journal says that you need to take the note to Snak gra-Bura and she'll armour your legally owned horse for free. So climb atop your trusty steed and ride (or fast travel) to the Chestnut Handy Stables to speak to her. She's inside when the stables are open during the day, speak to her and mention the I'm here about the horse armour topic. She'll ask whether you want steel armour or elven armour. The steel armour is slightly stronger than the elven armour, however it will also slow your horse down a bit. The other consideration is purely aesthetic; I think the Elven armour looks pretty pansy, so I always go with the steel. If you're not sure, exit the conversation and save your game, try out one type of armour, then reload it and try the other type to see which one you like the most. Once you've selected the type you want, your horse will be automatically armoured and the note will be removed from your inventory. Sometimes you will get a message saying your horse is too far away to be armoured, but if you fast travelled to the stables on your horse, you should be fine. In fact if you horse is anywhere reasonably close to the stables you won't have a problem and even if its not you still might be okay; I've received this message twice, but both times my horse has been armoured anyway. I would recommend that you get your horse as close as possible though, just to be safe. You'll also receive a journal entry saying that you can now have any legally owned horse armoured for 500 gold, so if your horse bites the dust and you have to get another one, you can get that one armoured too, but it'll cost you. Thanks to lightwhiz for pointing out that you shouldn't armour Shadowmere, if you do and you lose him, he doesn't go back to Fort Farragut. ------------------------------------------------ 6 - DUNBARROW COVE - OBL-DBRC ------------------------------------------------ ***Undead Enemy Alert - Bring a Silver or Magic Weapon, it'll save you a lot of trouble*** This quest leads you through a cave under Anvil Castle is search of good old fashioned pirate booty. Fast travel to Dunbarrow Cove, just south of Anvil, and swim across the bay, picking up the Nirnroot on the small island on the way, and enter the partially submerged door to Smuggler's Cave in the cliffs beneath the castle. When you enter there'll be a tunnel directly in front of you, but head to the left alcove first to pick up more Nirnroot hiding in the shadows. Next to the Nirnroot is a path up to the upper part of the cavern, where there are a lot of barrels, crates and chest lying around, although most contain nothing more than valueless items, you'll probably find nothing more than some food and maybe a couple of Torches or Repair Hammers. Also up here is a door leading to the Dining Hall, however it needs a key you don't have yet, so its back down to the lower tunnel opposite the entrance and the door that leads further into the cove. Through this door a journal entry tells you that the cove is overrun with the skeletons of the pirates. Seems you'll have to send them to their graves again before you can refit the cave. Stealthy characters will be the most effective in this dungeon, sneak attacks are easy and extremely useful here. Check your map to find six green arrows and one red arrow, we'll start with those skeletons that are in this area. Head out to the right; the left is a dead end, and follow the wall around to the left, where you'll meet your first Red Sabre Skeleton. These guys have a lot of health for a skeleton, the key to an easy victory over them is to make sure you fight them one on one, then some good block and counterattack tactics will make bonemeal out of them. Once you dispatched the first skeleton, continue to follow the wall across the bridge to a second Red Sabre Skeleton. Once its been dispatched head down the path leading north and downhill, when it turns west, follow it all the way to the end, ignoring the south path leading back to the lower level of the main cavern, and into the small chamber at the end of the path. There'll be a couple of crates behind a rusty door, you probably won't find anything good but you never know. That's all in here, so head back to the path you came down, and to the upper level of the main cavern. Take the bridge leading south, at the other end you'll fight your third Red Sabre Skeleton. Once its dead take the bridge heading west along the south wall, where the fourth Red Sabre Skeleton awaits. By now you've probably noticed that the remaining two skeletons are on the ship itself, however during the fight with the fourth skeleton they will probably become aware of you and come to attack you from the bridge on the east side of the cave (the bridge you which led to the third skeleton. Despite the fact that there's two of them this fight isn't much harder, just make sure both of them have swung and had their attacks blocked before you swing, otherwise you'll get hit when you lower your defences to attack. If you get the chance to take them on one at a time or knock one of them off the bridge, take advantage of it. Once they've been taken care of, drop down from the middle of the bridge onto the ship itself. There's beer lying around on deck, grab it, check the crates then head through the door and into the ship (there's literally nothing on the lower level around the ship so you don't need to bother exploring down there). There's no beer in this small room, so you'll just have to make do with Ale, Cheap Wine and Mead. That's all there is in the ship, so head back out on deck, climb the stairs to the south and jump on the boxes, then up to the upper level. Take the bridge to the west to the door to the Captain's Quarters. Cap'n Dugal will attack you as soon as you enter, but he is no more difficult than any of the skeletons, he just has a bit more health. Once you've reduced him to a pile of bones, and thus claimed the cove, a journal entry directs you to Dahlia Rackham of the Clarabella for assistance in turning the cove into a base of operations. Head back out of the cove and make the swim over to the Anvil docks, follow the marker to The Sea Tub Clarabella, a ship turned into a pub, where you can find Dahlia Rackham. Speak to her and bring up the topic Dunbarrow Cove Upgrades, and you'll be able to hire various people and upgrade the cove. The upgrades are as follows: Hire a Fence, 1000 gold; Hire a Fletcher, 1000 gold; Upgrade your Quarters, 500 gold; Hire a Security Expert, 1000 gold; Hire a Spymaster, 1000 gold; Hire a Supplier, 1000 gold. As you can see this isn't exactly cheap if you want to buy everything (and you need to officially complete the quest) but the results once you have a full crew can be worth it. Also, when you get a full crew, several pirates will join your crew, it is them you must talk to if you want to send them out on a mission. First of all, here's a list explaining exactly what each member of your crew does. Spymaster - Kovan Kren - He can be on the upper level of the main chamber, across the bridge which heads east from where you enter the chamber. He can provide you with expert level Sneak training, and also sells Illusion and Restoration spells and various pieces of armour. Fletcher - Melliwin - She can be found in the south east corner of the upper level of the main chamber. She can provide you with expert level Marksman training, and also sells Restoration spells and various bows and arrows. Security Expert - Tahm Blackwell - He can be found on the southern end of the deck of the ship. He can provide expert level security training, and sells Restoration and Alteration spells and various potions and books. Supplier - Jak Silver - He can be found in the lower decks of the ship. He can provide expert level Speechcraft training, and also sells various potions and a lot of lockpicks. Fence - Khafiz and Bacon - Khafiz can be found in the small chamber in the north west of the main chamber, accessed through the tunnels leading north. He can provide expert Mercantile training, and also sells various weapons, armour, ingredients, books and a lot of lockpicks. Bacon is his pet warthog by the way. Upgrading your quarters puts the following things in the Captain's Quarters: 5 lockpicks on the table, a Steel Cutlass on the table, a Superb Steel Cutlass on the floor, Cap'n Dugal's Journal Parts 1, 2, and 3 on the floor, a bed and a chest at the foot of the bed containing the Smugglers Key. The Smugglers Key opens, you guessed it, the door to the Dining Hall in the first chamber. This is nothing more than a corridor which leads to a hard level locked Wooden Door to Royal Quarters of Castle Anvil. ---------- Plundering ---------- Plundering is pretty simple actually. Talk to one of the pirate who joined your crew (not any of the crew members listed above) and bring up the I want you to go out plundering topic, and your crew (once again not the crew members listed above) will leave to go plundering. They return a week later (you'll get a message telling you when they're returned) with the booty they collected, from which you'll get a share, which can be found in the chest in your quarters. This booty is a random amount of gold, which is usually a couple of thousand or more. You have to allow your crew at least a day to rest after plundering again, but this is the only restriction on how often you can send them out. All of a sudden the cash you spent on hiring your crew doesn't feel like such a big deal anymore, does it? ------------------------------------------------ 7 - REPAIRING THE ORRERY - OBL-RTOR ------------------------------------------------ This is a simple quest that requires more travelling than anything. Note that the enemies you face may be different from those listed, while I've tried it at different levels and still encountered the same enemies (at different levels as well), this game sometimes throws substantially different enemies at you in the same area depending on your level, so be careful. Your journal entry advises you of a reward should you be able to recover the missing Dwarven artefacts from the Arcane University, and tells you to head to Camp Ales to try and track down the bandits. Unfortunately this place is quite far north of Kvatch, and you can't fast travel there. If you haven't already been out that way, your best bet is to fast travel to Kvatch and head north. If you've explored that area travel to Fort Linchal or Varondo and head to the camp from there. Be careful though, as undead enemies spawn around the Fort Linchal. When you reach the camp you'll face two bandits; one Bandit Bowman and one Bandit Carrier. Killing them should be easy, as they usually attack you separately. Once the carrier is dead loot his body immediately for a Dwarven Cog. The reason for this is that there is a lot of shrubbery and other small plants in this area and if you go off to kill the other bandit you may have trouble finding the carriers body again. This is the same for the other camps as well, always loot the carrier straight after you kill him. Loot the other bandit as well, and the camp itself, although you'll only find some food and valueless items. As you enter the camp, you'll receive a journal entry notifying you of four other camps in which Dwarven Artefacts are located, you need to go to each of them and kill the carrier there to retrieve all the artefacts. Start by heading north-east to Brotch Camp. Follow the bottom of the hills heading east; the camp is at the foot of this hill range, so you don't need to worry about climbing them, they're often too steep anyway. Awaiting you at the camp will be a Bandit, a Bandit Bowman and a Bandit Carrier. These three tend to attack you as a group, so be ready for a defensive fight, and try to separate them to deal with them one on one. When they're dead loot the carrier for another Dwarven Cog, once again you'll only find food and valueless items in the camp, in fact, its like that for all the camps in this quest. From here make the short journey south to Dagny's Camp, where you'll find a Bandit Carrier and a Bandit Hedge Wizard. If the wizard gives you any trouble try running at him: he'll run away to cast more ranged spells at you, which can give you valuable time to get out of sight of the caster and attack the carrier. Once you've dealt with the carrier and looted him for a Dwarven Coherer, just charge the wizard and kill him in melee combat: he'll run at first, then stop to pull out his dagger. If you're good up close you'll kill him easily before he gets his weapon out, even if you're not it'll still be a pretty one sided fight. From here fast travel back to Camp Ales and head west to Varus Camp. Here you'll find only a Bandit Carrier, so standard one on one tactics here. Once she's dead loot her for a Dwarven Tube, then its off to the final stop at Bodean Camp, which is just a short trip to the south. Once again you'll only find a Bandit carrier here, when she's dead grab the Dwarven Cylinder, and you'll receive a journal entry telling you to return the artefacts to Bothiel at the Arcane University. Fast travel to the university and head into the Arch-Mage's Lobby to talk to Bothiel during the day, at night she sleeps in the Mages Quarters, if you're a member of the Mages Guild you can wake her up and give them to her there. She'll thank you and give you a reward of 200 gold. But that's not all. Shortly after giving her the artefacts a journal entry tells you to return to the university after a day or so when the Orrery has been fixed. You can either wait for 24 hours in the Arch-Mage's Lobby or go off and do other things for a day; you'll be prompted by another journal entry when the Orrery is ready. When you reach the university the orrery door will be unlocked, proceed through to dwarven door to enter the orrery itself. For those of you who don't know an orrery is a mechanical device which shows the positions and movements of all the different bodies in the solar system. You'll see what I mean when you climb the steps inside and activate it. Once activated, watch it for a little while, because the longer its on the more the planets and stars on the walls of the circular chamber will glow. But there's more here than just a real cool light show; activate the console while the orrery is on to receive a new power based on the phase of the moon. As of yet I don't know what all these powers are, some are quite useful, others aren't, but you should check back every week to see if there's a new power available. There is a catch, however, you can only have one power at a time, and you don't know what the new power is until you get it, so if you have a power you like, either don't bother check to orrery or save your game first. ------------- Orrery Powers ------------- Thanks to Naranek Angmar for providing this info ------------------------------------------------ When you activate the Imperial Orrery Console you gain a Greater Power based on the Moon Phase displayed by the Imperial Orrery Console. The Moon Phase changes every three days giving the following Greater Powers that can be used once per day. New Moon - Masser's Might (STR +20, SPE -20 for 60s) Waxing Crescent - Masser's Grace (AGI +20, END -20 for 60s) First Quarter - Secunda's Will (WIL +20, INT -20 for 60s) Waxing Gibbous - Secunda's Opportunity (LUC +20, PER -20 for 60s) Full Moon - Masser's Alacrity (SPE +20, STR -20 for 60s) Waning Gibbous - Secunda's Magnetism (PER +20, LUC -20 for 60s) Last Quarter - Secunda's Brilliance (INT +20, WIL -20 for 60s) Waning Crescent - Masser's Courage (END +20, AGI -20 for 60s) "Masser" and "Secunda" and are Nirn's two moons. ------------------------------------------------ 8 - FROSTCRAG SPIRE - OBL-FCSP ------------------------------------------------ ---------------- Unique Loot Info ---------------- ------------------------------------------------------------------------------- Thanks to WhyteSythe, Jeff Wilcox and everyone else who e-mailed me about this, I can't remember all your names!! This ring was originally brought to my attention quite some time ago, but every time I wrote an update I seemed to forget about it. ---------------- Pentamagic Loop --------------- Level NA (Stats are the same no matter when you pick it up). Septims: 2640 Weight: 0.1 Enchantments: +5 to Conjuration, Destruction, Mysticism, Illusion, and Restoration. ------------ According to your journal entry, you've inherited a property from a long-lost relative, and that you should go and check it out as soon as possible. The journal entry is right, this place is incredibly useful, especially if you have a magically inclined character or an alchemist. Its up in the middle of the Jerall Mountains, but don't despair, its actually quite easy to get there, because you can fast travel to it without having to get there first. Once you get there head up the three flights of stairs to the door, along the way you'll be prompted by a journal entry to go inside to... a single empty circular room, with nothing more than a hand made of ice sticking out of the floor. But wait a second, in the palm of the hand is a book. Once you read the book, you get another journal entry and the place comes to life. The circles of ice around the edge of the room begin to glow and rise out of the floor and then the wall opposite the door retracts revealing the main level of Frostcrag Spire. The journal entry tells you where you need to go to get everything you need to restore Frostcrag Spire to its former glory, which is the purpose of this quest, and in completing it you'll gain access to a number of useful things. Before you run off to get what you need from Mystic Emporium in the Imperial City Market District, take a few minutes to check the place out. On the main level there are two portals, one to the Vault and one to the Living Area, as well as an Altar of Enchanting, an Altar of Spellmaking and an Atronach Altar. Neither the Altar of Enchanting nor the Altar of Spellmaking works, you are told they need Magetallow Candles. The Atronach Altar summons Atronachs of the three types, but requires Frost Salts to work. You'll need 3 Void Salts for a Storm Atronach, 3 Frost Salts for a Frost Atronach and 3 Fire Salts for a Flame Atronach. Head down to the Vault to find nothing but an empty cave (it's not actually empty, see below: Frostcrag Vault), then head up to the Living Area to find another portal, a door leading outside and a handy little garden full of alchemical ingredients. Grab them now if you like, or you can leave them; you'll be coming back later. Out the door is a balcony with nine portals, one to each of the eight mages guilds around Cyrodiil, and one to the Arcane University. Note that the eighth guild is the Kvatch Mages Guild, if you try to travel there you get a message saying the Kvatch Guild is no more. Also note that these portals are one way trips, there are no portals at the other end to take you back to Frostcrag Spire. You can always fast travel, just keep in mind that time will pass on the journey back. The other portal inside takes you to the top of the spire, you can't walk off the edge but you can jump off so be careful. --------------- Frostcrag Vault --------------- Thanks to Metalslugger X and kage-inu for the info about Frostcrag Vault ------------------------------------------------------------------------ Before you buy the Vault, its not actually empty. There are two graves in the vault. One will give you a bottle of Daedric Lava Whiskey which will give you "Fire damage 1 point for ten seconds on self" "Paralyze for 10 seconds on self" "Restore Health 20 points for 20 seconds on self" and "Summon Dremora Lord for 60 seconds on self" Also, the Vault Guardians are actually Grand Souls. --------------------------------------------------- Now that you've had a look around head to Mystic Emporium to gather the items you'll need to get everything working again. When you get there speak to Aurelinwae when the store is open during the day; at night she can be wandering the Arboretum, you'll get a marker telling you to go there, but she won't actually sell you anything so you may as well just wait outside the store until it opens in the morning. In order to complete the quest you'll need to buy all the following things from her: Books: Frostcrag Alchemy Lab, Frostcrag Bedroom Area, Frostcrag Library Area, Frostcrag Vault Area, and Misc: 2 Magetallow Candle Boxes. But you probably won't be able to buy them all at once. The character I used for this quest only had a Mercantile skill of 29, but she's only a novice of Mercantile, so bump up her disposition for the best prices, but its still going to cost you: the Alchemy Lab cost me 2400 gold, the Bedroom Area, Library Area and Vault cost me 1400 each and the Magetallow Candles cost me 2800 each. That's 12400 gold total. If you can't afford everything I'd recommend starting with at least one box of Magetallow Candles for the Altar of Enchanting, a second box for the Altar of Spellmaking if your character is a mage, or the Alchemy Lab if you use alchemy a lot. The Bedroom Area, Library and Vault aren't that useful (although the Bedroom Area gives you a bed to sleep in), and considering you get nothing special for finishing the quest, you may not even want to bother with the Library or Vault. If you do want to finish the quest, (its technically finished when you buy the last item, but what use is any of it if you just carry it around) when you've purchased everything you need from Aurelinwae (even if it takes multiple trips to get enough gold) you'll get a journal entry confirming this. Once you've got everything you need head back to Frostcrag Spire to put it to good use. The Alchemy Lab, Bedroom Area, Library Area and Vault Area will all be automatically delivered and be there when you arrive, the Library is situated in the alcoves of the main level; there are now several book cases and tables filled with many different books and a few other items. The Vault is now filled with chests and boxes, however none of them contain anything good, usually you'll just find valueless items that you can't use. There are also several Imp Guardians down there, they just fly around and don't attack you, so don't panic and think that the gold you spent just put enemies in your Vault. You may be able to find something good there, but I haven't yet, so if anyone does, please let me know. The Alchemy Lab and is in the Living Area along with the Bedroom Area (if you bought it), and is very useful indeed. It has several ingredients on it, as well as a Novice level Retort and an Apprentice level Mortar and Pestle and Alembic. But the real bonus is Alchemical Brilliance, a skill which is added to your active effects when you stand next to the Alchemy Lab, and fortifies your alchemy skill by 15. Combined with the nearby indoor garden, this is a great place to increase your alchemy skill or make some high level potions and poisons. The bedroom area also contains a Jewellery Box on top of the shelves which has the Pentamagic Loot inside (see above for stats). From here its back down to the main level to finish the quest with what I think are the two best things about Frostcrag Spire. The Altars of Enchanting and Spellmaking. To place the Magetallow Candles on them simply walk up to them and press A. But be careful if you only bought one box of candles, make sure you've got the altar you want before you use them; it'll save you the headache of having to reload your game. The altars function exactly the same as those in the Arcane University, but you don't actually need to be a member of the Mage's Guild to use them, so no longer will you have to complete all the recommendation quests for the Mages Guild if all you want to do is enchant a weapon or piece of armour. As for the Atronach Altar, it will create an Atronach Familiar of the type you request, providing you have the three required Salts to summon it. You can only have one at a time, and once summoned you can command it to follow you, wait, or you can dismiss it. It will follow you anywhere, even when you fast travel, and will only disappear if you dismiss it or it gets killed, and then you can just go back to Frostcrag and summon another one. That's everything Frostcrag Spire has to offer. Yes its a bit pricy, but its well worth the gold. ------------------------------------------------ 9 - UNEARTHING MEHRUNES RAZOR - OBL-MEHR ------------------------------------------------ ***Vampire Alert - Bring a Silver or Magic Weapon, it'll save you a lot of trouble, as well as a couple of cure disease potions if you're worried about Porphyric Hemophilia (the vampire disease)*** ***Long Dungeon Alert - Make sure you come prepared with enough equipment and potions, especially if you're a low level character*** ------------------------------------------------------------------------- Thanks to daved wanker for the info about the profitability of this quest ------------------------------------------------------------------------- First, when you get the beating heart right before you get the razor, instead of trying to force open the wall that separates you from the razor, you can eat the heart instead and you will be attacked by that statue guy. Then kill him and the door opens and you get Mehrunes Razor. Also, at either the beginning or the end of the Mehrunes Razor quest walkthrough, tell people how awesome this dagger is. Some people may be deterred by the idea of a really long dungeon, and if you put what Mehrunes Razor is capable of at the beginning of the FAQ, more people may want to perform the quest. Finally, if you wait until you are around level 18 or so to do the quest, the loot is amazing. I did it at level 19 and every person in the dungeon besides the labourers had at least one piece of glass, ebony, dwarven, or elven equipment. I made 70,000 gold cashing in all this loot, and i got a full suit of ebony armor. (I did this quest with a level 26 character and the loot is incredible. While many dungeons at this level provide you with similar levels of armour, items, etc, the sheer size of this dungeon makes it extremely profitable.) ------------------------------------------------------------------- ------------------------------------------------------------------- The stats of the Razor - is the dagger worth it? (Yes. Definitely.) ------------------------------------------------------------------- Mehrunes Razor Septims: 6365 Damage: 2 Weight: 9 Enchantments: Daedric Banishing on Strike**, Disintegrate Armour 15pts on Strike. Charge: 8000, Uses: 49. *This depends on the Strength Attribute and Blade Skill of your character. The number above comes from a Level 26 character with Strength: 89 and Blade: 100. Characters with lower levels of strength and blade will do less damage. Also note that as a dagger, the Razor strikes are much quicker than other bladed weapons, but it also has less reach. **This enchantment is a chance at an instant kill, as the dagger steals the soul of whoever it hits. This doesn't happen very often though, and I'm not exactly sure what causes the enchantment to work, the best advice I can give is to keep hitting the enemy; in my experience its more likely that the enchantment will work the more an enemy is hit. The game also keeps track of how many souls the dagger has taken; every time it takes one a count comes up on the screen, which is a nice touch. Even if this enchantment doesn't work, the Disintegrate Armour is useful, and its combination of speed and damage is very good. Trust me when I say that once you've got the Razor, you'll be glad you made the effort. -------------------- The first thing you'll notice about this quest is that the dungeon is in the middle, and I mean the middle, of nowhere. If you haven't explored out that way, the closest place will be Bravil. So fast travel to the Bay Roan Stables outside Bravil, make the swim across the Niben Bay, and begin the trek to Sundercliff Watch. If you have been exploring in that area, fast travel to Abandoned Mine, which is slightly north of Sundercliff Watch. When this download came out, they said it was the biggest dungeon in the game. My first thought was, how big can it be? The answer: big. I mean really big. If you know what you're doing and you're good in combat then you could probably get through it reasonably quickly, but the first time it does take a while. Once you enter the dungeon and take two steps forward, you'll be attacked. That's a great start isn't it? There's a Drothmeri Recruit with a bow in the south east corner of the room who'll start shooting at you. When you move to engage him you'll alert a Drothmeri Soldier in the tunnel in the south west corner. Deal with the archer quickly in melee combat; its a close space so he can't run, and being an archer he'll drop really quickly when you stick him with a sword. The archer should be dead before the soldier attacks you, so you can take him on by himself, where he'll be easy to deal with. Loot the corpses and grab the gold and any other small treasure in the chest near the archer, then head down the tunnel to an old wooden door. Try to open the door and you'll be asked a question from the other side, and your only choice is to say nothing. Check the sack on the stool next to the door, and take the Small Diary, which contains the password, and is quite amusing to read. Try the door again, respond to the question with 'Chimer', and the door will open. On the other side will be the Drothmeri Steward and a Drothmeri Soldier. They're not that hard to take on at the same time, neither has that much health, and as long as you wait for both of them to strike before you lower your defences and strike, you should be fine. When they're dead loot the bodies and the table near the door then continue into the chamber. When you reach the bottom of the steps you'll be attacked by another Drothmeri Recruit with a bow, kill him and head to the stairs leading down on the east side of the room and you'll be attacked by two more Drothmeri Soldiers. Use the same strategy as above to deal with them. When you reach the bottom of the stairs you'll be attacked by a Drothmeri Veteran. You need to watch out for these guys. They have a good amount of health, sword and shield, and a shock based ranged magic capability. The easiest way to kill them is to keep close to them so they don't use their ranged shock spell, and block and counterattack to kill them while preserving your own health. After the veteran is dead, follow the tunnel to a round chamber with a gaping hole in the middle. Take out the Drothmeri Recruit standing on the opposite side to the entrance, then head down the stairs to the lower level and take the door to the north leading to Sundercliff Village. Follow the path down to the village itself, there are a lot of enemies in this huge chamber, and when one spots you, they'll all come running. This isn't as bad as it sounds, because they're spread out over the several levels of the chamber, so the best way to deal with them is to stay on the top level and take them on as the come at you piecemeal. You will have to move around, though, as most of them are archers and once they have a clear line of sight to you they won't come any closer. These guys are also quite good in melee, so don't expect to walk all over them or you'll just end up getting yourself killed. Remember to keep you health and defences up, and you should make it through alright. When they're all dead, loot the buildings then head for the north west exit following the marker. Be careful in your looting though, there are three enemies hiding in the Soldier Lodgings, its a very tight space to get caught between three melee fighters, so be defensive, or just avoid the lodgings if you don't feel you can take them. There are also two more in the canteen, so be ready if you decide to go in there. If you can pick open the door to the private attic you'll find a Khajiit Labourer, and if you can pick the hard lock on the cell door you can release the Assassin imprisoned there (he just sneaks off and doesn't there are no topics if yo try to talk to him, but he does help later on, you should free him if you can). When you're finished in here, head down the tunnel to the west on the lower level, towards the door to the Sundercliff Commune. There'll be a Drothmeri Veteran between you and the exit, but he'll be alone so he should be easy to defeat. The commune is another large chamber with many enemies, move past the ramp in front of you and kill the veteran on the stairs in front of the Veteran Lodgings, and the soldier that attacks you afterwards. At this point an archer may come down the ramp behind you, kill her then go to the Veteran Lodgings and deal with the veteran and recruit inside. Now head back to the ramp and go to the upper level. Kill the soldier and recruit that attack you, then follow the marker to Frathen Drothan's Quarters. Inside grab his journal, which will trigger a journal entry instructing you to find two enchanted bezoars. Leave Dothan's quarters and enter the Commander's Quarters next door. You'll be attacked by the Drothmeri Commander, but, if you managed to free the assassin, you'll get some help on this one. He'll come bounding down the stairs and attack the commander, distracting him and allowing you to attack from behind. When the commander is dead head upstairs to grab the first bezoar, then exit back out to the commune. From here you need to proceed back down the ramp and back to the village, following the marker. As you enter the village you'll encounter two recruits where the veteran was when you left, one they've been dealt with, enter the main chamber and follow the marker to the exit to the Sundercliff Forge on the upper level. Kill the lone soldier that attacks you almost straight away, then follow the path in either direction, they both lead to the same place, and take the path that heads east, then south. Kill the soldier here as well, then, ignoring the marker for now, take the door into the Sundercliff Mines. The mines are an easy area. There are two types of enemies here, a couple of soldiers, but mainly they're just labourers, who attack you with tools instead of weapons, have no armour and little health. Make your way down the path, it doesn't matter which way, they all lead to the same tunnel. When you reach the tunnel though, you start finding strange things. Dead Drothmeri Soldiers. Now before you start worrying about what hideous thing you're going to have to face next, let me tell you this is a good thing. You'll find out why in a moment. As you make your way out of the tunnel to the upper level of the mine you'll be attacked by a soldier, kill him and make your way across the small bridges to the encampment in the north east corner. Kill the recruit an labourer here, follow the marker down the tunnel to the exit. About halfway down though, the screen will shake and there'll be a rumbling sound, but don't worry, this isn't a booby trap, just a rock fall up ahead, and it can't hurt you. Enter the door that leads back to a different part of the forge. The tunnel will lead you to a chamber with forging equipment and one enemy; the Weapons Apprentice. He's pretty much a cross between a soldier and a labourer: he has a good weapon and some armour, but not much health, and he shouldn't pose a problem. When he's dead, take the tunnel to the north, in the next chamber will be three labourers and another apprentice. Once they have been dealt with proceed further into the chamber to fight the Forge master, he's easier to defeat than a soldier, in fact he's just as easy as the apprentices. Once you've taken care of him, enter his tent and grab the second bezoar, then take the tunnel to the north and follow it round to the exit, killing one last labourer as you go. At the end of the tunnel you'll find a boulder, pull the nearby rope to lower the boulder, then take the door back to the village. Take the bridge across the upper level to follow the marker back to the commune, as you reach the far side of the bridge you'll be attacked by three soldiers, they don't attack all at once though, you should try to kill them as soon as they come so you can fight them one at a time. Once you head through into the commune, follow the right hand wall back to the ramp that leads to the lower level, and head down the path past the Veteran's Lodgings, a recruit will attack you here, kill him, then take follow the path to the Varsa Baalim and a veteran. Deal with him, then, using the bezoars, activate the two Enchanted Pedestals on either side of the door to unseal it. You can now enter the Excavated Ruin. The path leads downhill to a small chamber with a large pile of bones in the middle, and two passages leading off north and south. Take the north one; the south one is blocked by a rock fall, and eventually you'll come across a large blood splatter across the wall, just before the door leading to the Varsa Baalim. Dead soldiers that you didn't kill, piles of bones and now huge blood splatters? So what's really happening in this place? You're about to find out. As you enter the Ayleid city a journal entry tells you to be on your guard, and as you move towards the edge of the upper level you can see ranged spells lighting up the lower level. Seems you're not the only one fighting the Drothmeri. There are vampires having some fun down here as well (okay so you probably figured out they were the mysterious enemy from the vampire alert at the beginning of the walkthrough, but at least now you'll have brought a magic or silver weapon to kill them with). This is a good thing, because it means that the Drothmeri and vampires will be preoccupied with killing each other, so you will have to kill fewer enemies and they'll be weakened from all the fighting already going on. Don't avoid combat though, if you see a huge melee, run up and start attacking people in the back. It doesn't matter who you attack first, just so long as they all end up dead. Be ready though, there are still a few straight fights left in this dungeon. Quickly head down to the lower level to join this combat; there's a ramp in leading down right in front of you, and start attacking people from behind. The last enemy left alive will probably be the Vampire Witchhunter, because she avoid melee combat. Watch out for her nasty skill and attribute draining ranged spells, and chase her down, she has little health or armour, and no good melee weapon. Once the combat is done, you can either take one of the two south east doors to the Cave Arpenia, down here is a Vampire Barbarian and a Vampire Assassin, as well as a chest with some gold in it and a dead veteran. You may want to avoid this room because of the vampires, they have good weapons, armour, skills and health, but I'd advise you to kill them just to loot the stuff they've got (particularly at higher levels), unless you're low on health and potions, because they are a tough fight. Once you've killed the vampires and looted the room, or avoided doing so, go back to the baalim and head south west and up some stairs to a ruined tower where a Vampire Barbarian and two soldiers are fighting. Kill the soldier the vampire is not attacking first, then kill the vampire, and finally the second soldier. Take the small path to the north west, to a Vampire Mage and a door to Cava Beldameld. Introduce the mage to your sword, then head through to the cava. A barbarian will attack you as you enter the cava, she's by herself so she's not to hard to kill, then follow the path to the upper level of the baalim. Through the door will be a fight between two soldiers, a Vampire Scout and a Vampire Acrobat. This is a painful fight. For some reason, all four will stop fighting each other and swarm you. You need to play a defensive game here. Keep your shield up and only attack when you're sure nobody else can hit you. Because if you get hit once, you'll get hit about twenty more times before you can even move. So keep your health high with potions, and make use of every offensive opening you can get, and eventually they'll go down. If you have problems, trying backing out through the door you came in. They will follow you, but they'll only come through the door one at a time, which will give you some time to take on one or two of them, instead of all four. Continue back and forth through the door as many times as you have to to kill them. Once they're all dead, head north in the baalim, you should come across a second ruined tower, drop down to be confronted by another Vampire Witchhunter. Kill him and head through the door in the north east to the Cava Marspanga. In the first chamber in here is a fight between a Vampire Sorcerer, a Vampire Crusader, a Vampire Nightblade and three soldiers. These guys will continue to fight each other when you enter the chamber, so attack them all from behind when they're not paying any attention to you and they'll go down quickly. Once they're all dead, follow the path to the baalim. Head south west and you'll be attacked by a Vampire Thief, he's an archer though, so get him in combat and he'll drop really quickly. Once this guy is dead, head back the way you came and head north east (the reason for killing the thief is that if you don't he may attack you when you're fighting the other enemies up ahead). Head up the ramp and you'll meet another scout, dispatch him and then follow the ramps to the south east, where you'll come across the Vampire Patriarch and a door to The Nefarivigum. The patriarch is alone, and he's actually quite easy, as he doesn't have that much health. Kill him and enter The Nefarivigum. Make your way down the stairs, there are plenty of bodies but no enemies until you reach the bottom, where you'll be attacked by Frathen Drothan. This guy is a push-over. He has no health or armour, but for some reason he'll to get stuck in with his sword. Kill him, then loot his body for Drothan's Key. Now go over to Msirac Faythung and loot the beating heart from him. Now you can either take the heart out of Msirac and eat it, this will initiate a combat with Msirac, but his health will drop constantly, or you can go over to the gate with Mehrunes Razor behind it, and try to open it. You'll be asked whether you want to try and force it, say yes, and get ready to fight Msirac Faythung. If your strength is high enough, you can force the gate open, then fight Msirac, otherwise you'll have to fight him, and when he dies the gate will open. Either way you have to kill him, but he's not that difficult; using the standard block and counter-attack method you can kill him quite quickly. Once he's dead, walk towards Mehrunes Razor to automatically pick it up and receive a quest completed journal entry. A secret door will then open, giving you a quick exit. The rock fall in the first tunnel can't hurt you, so don't worry, and the only enemy along the way is a single rat. Finally you have to take a quick swim to the door leading back out to the Nibenay Basin. See, I told you it was long. ------------------------------------------------ 10 - THE VILE LAIR - OBL-VILE ------------------------------------------------ Ah, finally a quest for us creatures of the night. Yep, this one's for the baddies, or, more specifically, vampires. You're going to need a vampire character to get the benefits of this quest, so if you don't have one, find a vampire lair and get infected!! The great thing is, if you change your mind and don't want to be a vampire anymore, you can rid yourself of the disease in the lair. Now, why would you want to be a vampire? I have a level 40 vampire (he's my favourite character), and trust me, the benefits are well worth it. You'll become stronger, faster and tougher, and gain access to useful magic. Yes, a full vampire (one who hasn't fed in a few days) will be shunned by almost every NPC in the game, however there are a couple of ways around this. First, Vampire's Seduction, a vampire greater power which will raise the disposition of one NPC to 100 once a day. If you need to talk to more than one person in a day, use other charm spells. It usually takes a few (charm spells are cumulative if you cast different spells, rather than just the same one over and over), but it does work, unless the NPC has a really low disposition. The other thing is to make sure you transact with the same merchants. Always buy equipment from the same vendor, their disposition toward you will increase and eventually you won't even need to cast any spell on them. As for the whole sunlight thing, only go out at night, and wait inside during the day. If you have to go outside when its light, make it a short trip; sprinting through a town casting health spells as you go only works for so long, but it's quite amusing, especially when you get stopped by a guard (I didn't do anything, honest). But enough of this, let's get on to the quest. The vile lair, Deepscorn Hollow, is located at the most southern point in Cyrodiil, which is a good way south of Leyawiin. Fast travel there (if you're a full blown vampire make sure it's early night; 10:00pm or so, and travel from no further than the Imperial City or it'll be day by the time you get there and you'll be no longer be a vampire, just a pile of dust). When you get there, head into the water and swim down to the wooden wreckage at the bottom, and enter the lair. Once in the lair, you'll find a book, Greywyn's Journal. Read it, and it'll tell you to go to Rowley Eardwulf at the Wawnet Inn to get everything you need to restore the lair. The lair itself is quite large, but not very useful at this point, there are several areas and there isn't much in them, save for a few items and a book. However make your way into the Deepscorn Shrine area and halfway down the steps on the left side you'll find a sack containing a Ring of Detect Life, several jewels and 3000 gold. Open the Unusual Box on the altar itself to find the Crimson Eviscerator, a single handed sword with Absorb Strength, Damage Health and Magica, and Weakness to Poison enchantments. Once you've explored the lair, it's off the Rowley at the Wawnet Inn, which is near the bridge leading out of the Imperial City. Speak to Rowley to find out that this one is going to cost you. You need to buy the following things to complete the quest: Deepscorn Bedroom Area, Cattle Cell, Dark Minion, Dining Area, Garden Receipt, Storage Area, Study Area, and Ichor of Sithis. In total it cost me just over 26K, so completing this quest is going to hit you quite hard in the hip pocket. Once you've got everything (or everything you're going to buy for now), head back to the lair (once again being careful with fast travel) to check out your purchases. The Garden is the first thing you'll notice, where that fallen log used to be in the first chamber is now a small garden with various plants. The Dark Minion is in the chamber to the right; you can tell him to murder people, and their gold will appear in a chest, similar to looting in Dunbarrow Cove. The Font of Renewal in the Cloister will cure your vampirism if you want it to (you don't have to buy anything for this to work), and the cattle cell, located in the south-west corner of the cloister, holds a person for you to feed on at will. The dining area and study area are in the bastion, as well as the sleeping area: a decorated coffin leaning against a wall. Head down into the shrine and put the Ichor in the basin, which will allow you to pray to Sithis, see below. ------------------------- Other Goodies in the Lair ------------------------- Thanks to Sinker23, tarheel22_2, hckydude1103, Naranek Angmar, Martin van Golde, Joey Joe, Brett, Eric Martin, and anyone else who I may have forgotten for the info on the Shrine of Sithis and other goodies in the Lair. ------------------------------------------------------------------- The Shrine of Sithis works the same way as any other shrine in the game, except it requires a higher infamy than fame, or a bounty on your head. Thus it cures diseases, restores damaged attributes etc., but also provides you with the following bonuses, all for 1200 seconds: Fortified Agility 10, Fortified Health 25, Fortified Sneak 20, Chameleon 50. As for other goodies, the Ring of Detect Life is actually random, so you might get a different ring. The other thing worth picking up is the Raiment of the Crimson Scar. You need to buy the Bedroom Area to make Greywyn's Armoire appear in the sleeping chamber, the raiment is inside. It has the following effects: Fortify Agility and Speed 15, Fortify Sneak, Marksman and Blade skills 25, and Reflect Damage 35. The raiment is a full set of armour, so the only other things you can wear are a helm and jewellery. Also in the sleeping chamber on the desk is a respawning Nirnroot (whenever you load the game), there are the skill books: Immortal Blood (Hand to Hand) and Sithis (Alteration), in the library, and if you shoot the bucket in the first chamber some gold falls out. -------------------- As you can see, if you don't have a vampire character, it really isn't worth spending your money, however if you are a vampire, the cattle cell can be useful if you're worried about the consequences of someone seeing you feeding, and the dark minion is a good way to make some easy money. ----------------------------------------------------------------- Thanks to yuromeshe for the info on the Poison Cache and Prisoner ----------------------------------------------------------------- when you first go into deepscorn hollow, go out of the water then turn left then left again (basically a 360), before the garden. basically if your standing in the garden facing the entrance, the area im directing to is directly to the right of the entrance. once in the area, on the right back corner there is a chest filled with poisons, it has a special name which currently escapes me [it's called Greywn's Poison Supply]. also, in the prisoner's cage, right next to the fruit basket, is a "cache" or a sack filled with various nuggets and gold [Greywen's Third Cache]. it is a relatively small thing, but also very handy. the prisoner is impossible to kill, and you still get xp for doing damage to him, so you can level up any damage based skill infinitely through him (ie blade, marksman, destruction, hand to hand), provided you have the necessary items/spells. ------------------------------------------------ 11 - SPELL TOMES - OBL-TOME ------------------------------------------------ The spell tomes in Oblivion are really quite simple. They are books which Appear randomly in loot, which are have spell names followed by tome, and you read these books to learn that spell free of charge. Over time I intend to compile a list of all the Spell Tomes. --------------------------------------------------------------------- Thanks to Coloredplants for the info on the Minor Life Detection Tome --------------------------------------------------------------------- Found, random chest drop (level 9) Tome of Minor Life Detection Description in Tome: School of Mysticism: Skill: Novice Range: Self Teaches Spell Detect life 60 seconds within 10 feet of self --------------------------------------------- Cure Paralysis Tome School of Restoration Skill: Apprentice Range: Touch Effects: Cure Paralysis on Touch Entropic Bolt Tome School of Destruction Skill: Apprentice Range: Target Effects: Damage Health, 10 points on Target Grasp of Terror Tome School of Illusion Skill: Expert Range: Touch Effects: Demoralise up to level 20 for 30 seconds on Touch Oppressing Grasp Tome School of Alteration Skill: Expert Range: Touch Effects: Burden, 75 points for 30 seconds on Touch Seductive Charm Tome School of Illusion Skill: Apprentice Range: Target Effects: Charm, 24 points for 30 seconds on Target ------------------------------------------------ 12- THE KNIGHTS OF THE NINE - OBL-NINE ------------------------------------------------ ----------------- ***SPOILERS!!!*** ----------------- Note: Most of the enemies you face in this quest line are undead and daedra, keep this in mind when thinking about what kind of weapons and enchantments you want to use (silver works well, lightning based damage enchantments and spells are also good). You also end up in combat in a couple of unexpected places so make sure you're always prepared for combat. ---------------- Unique Loot Info ---------------- -------------------- Mace of the Crusader -------------------- Level 1 Septims: 161 Weight: 18 Damage: 1 (Low Blunt Skill) Enchantments: Fire Damage 2pts for 2 secs on Strike, Turn Undead up to Level 1 for 5 secs on Strike Charge: 300, Uses: 100 Level 45 Septims: 4017 Weight: 42 Damage: 11 (Low Blunt Skill) Enchantments: Fire Damage 14pts for 2 secs on Strike, Turn Undead up to Level 17 for 5 secs on Strike Charge: 2000, Uses: 46 ---------------------- Sword of the Crusader --------------------- Level 1 Septims: 167 Weight: 23 Damage: 2 (Low Blade Skill) Enchantments: Fire Damage 2pts for 2 secs on Strike, Damage Magicka 7pts on Strike Charge: 300, Uses: 50 Level 45 Septims: 3912 Weight: 47 Damage: 27 (High Blade Skill) Enchantments: Fire Damage 14pts for 2 secs on Strike, Damage Magicka 40pts on Strike Charge: 2000, Uses: 62 ---------------------- Boots of the Crusader --------------------- Level 1 Septims: 300 Weight: 1 Armour: 1 (Heavy)(Low Heavy Armour Skill) Enchantments: Fortify Restoration 2pts on Self Level 45 Septims: 700 Weight: 18 Armour: 6 (Heavy)(High Heavy Armour Skill) Enchantments: Fortify Restoration 6pts on Self ---------------------------------------------- Cuirass of the Crusader ----------------------- Level 1 Septims: 7050 Weight: 35 Armour: 2 (Heavy)(Low Heavy Armour Skill) Enchantments: Fortify Restoration 2pts on Self, Resist Normal Weapons 15% on Self, Fortify Health 15pts on Self Level 45 Septims: 9250 Weight: 60 Armour: 17 (Heavy)(High Heavy Armour Skill) Enchantments: Fortify Restoration 6pts on Self, Resist Normal Weapons 15% on Self, Fortify Health 27pts on Self ---------------------------------- Gauntlets of the Crusader ------------------------- Level 1 Septims: 1350 Weight: 1 Armour: 1 (Heavy)(Low Heavy Armour Skill) Enchantments: Fortify Restoration 5pts on Self, Resist Disease 50% on Self Level 45 Septims: 1750 Weight: 12 Armour: 6 (Heavy)(High Heavy Armour Skill) Enchantments: Fortify Restoration 9pts on Self, Resist Disease 50% on Self -------------------------------------------------------------------------- Greaves of the Crusader ----------------------- Level 1 Septims: 800 Weight: 4 Armour: 4 (Heavy)(Low Heavy Armour Skill) Enchantments: Fortify Restoration 2pts on Self, Fortify Destruction 5pts on Self Level 45 Septims: 1600 Weight: 36 Armour: 10 (Heavy)(High Heavy Armour Skill) Enchantments: Fortify Restoration 6pts on Self, Fortify Destruction 9ts on Self ------------------------------------------------------------------------------- Helm of the Crusader -------------------- Level 1 Septims: 2800 Weight: 7 Armour: 1 (Heavy)(Low Heavy Armour Skill) Enchantments: Fortify Restoration 2pts on Self, Fortify Personality 25pts on Self Level 45 Septims: 3200 Weight: 12 Armour: 6 (Heavy)(High Heavy Armour Skill) Enchantments: Fortify Restoration 6pts on Self, Fortify Personality 25pts on Self ---- Shield of the Crusader ---------------------- Level 1 Septims: 4100 Weight: 3 Armour: 3 (Heavy)(Low Heavy Armour Skill) Enchantments: Reflect Spell 10pts on Self Level 45 Septims: 7300 Weight: 24 Armour: 21 (Heavy)(High Heavy Armour Skill) Enchantments: Reflect Spell 18pts on Self ----------------------------------------- Umaril's Sword -------------- Level 1 Septims: 241 Weight: 26 Damage: 2 (Low Blade Skill) Enchantments: Shock Damage 4pts on Strike Charge: 500 Uses: 125 Level 45 Septims: 4814 Weight: 66 Damage: 28 (High Blade Skill) Enchantments: Shock Damage 16pts on Strike, Damage Fatigue 12pts on Strike Charge: 2000 Uses: 54 -------- The Knights of the Nine is by far the biggest download Bethesda has released for Oblivion. It's not just a new quest, but a new quest line of 11 quests (although many do overlap), with new characters, equipment and dungeons. The first thing you have to do is find the beginning if the quest line; you get no journal entry upon loading like you do with the other content. So head on over to Anvil and talk to anyone. Use the Anvil Chapel attack topic to trigger the first quest. ---------- Pilgrimage ---------- Head over to the Chapel to see what's been going on. Talk to the guard outside to find out about a prophet who has foretold the event. You can head inside, there's broken pews and blood all over the place, and some symbols around the altar, written in blood. If you grab the Chapel key from one of the bodies you can go down to the undercroft, but there's nothing there except undead enemies. Once you're ready talk to the prophet, he's opposite the Chapel and usually has a big crowd during the day, and you can hear him from a mile off. Use the Anvil Chapel attack topic again, and keep the conversation going until he asks if you are a worthy knight (all the topics end up in the same place). The answer/s you can give here depend upon how much of the game you have completed so far. You can answer things like, yes, I am the Archmage, or I am the Hero of Kvatch. All these answers however, get you the same response, if worded somewhat differently each time: you clearly are worthy, and have no need for my help. What you need to tell him is that you have no claim to fame, and he'll give you a map of the Wayshrines of the Divines. You must go to each of the nine shrines and pray to the gods, once you complete all nine you'll receive a vision telling you what to do next to retrieve the relics of Pelinal the Crusader and stop Umaril. This part of the quest can be a pain, because the shrines aren't marked on the game map in any way, all you can do is mark where the Prophet's map shows them. The shrines are easy to spot though, they're basically altars surrounded by stone pillars. Also, a word of warning to any vampires out there; when you get to the last shrine, make sure you've either fed or it's night and not early morning when you pray at the final shrine, because it triggers a scene in which you can look around but do nothing else. The problem is that vampires will still take sun damage during these scenes, and since you can't drink potions or cast restoration spells to restore health, you'll end up dead really quickly. In the vision, Pelinal tells you that you need to head to his lost shrine to begin your search for his relics, but you'll probably be pre-occupied with the view and not paying too much attention (the vision takes place in a great location). -------------------------- The Shrine of the Crusader -------------------------- Right, time for a quick swim. The entrance to the shrine is underwater at the Southeast edge of Lake Rumare. It's not particularly deep or hard to find, and if you swim forwards to the steps inside the dungeon you won't be underwater very long, so there's no need to worry about drowning. Head straight, grabbing the Welkynd Stones above the graves. You'll be attacked almost as soon as you move forward by a pair of undead enemies (all the enemies in the dungeon are undead, and what they are varies greatly. I did this at level 45 and faced Gloom Wraiths at every turn, and again at level 1 and faced Skeleton Warriors. So what you get will depend on your level). In the next chamber, after dispatching the undead, there is a switch on the western wall, press it to open a doorway to the north and have another enemy come running out at you. Keep moving forward and when the path splits, take the left branch, and after you come up the stairs, there will be an Ayleid Cask on your right with some gold in it. In the next chamber kill the two undead and grab the Welkynd Stone (as you can probably tell, this dungeon has little besides undead and Welkynd Stones), and head through the hole in the wall and down to The Shrine of the Crusader. You'll come out in an area with the same architecture as the starting dungeon, kill the undead and head north until you see a hole halfway up the wall. Kill the undead inside and make your way across the small cave and out the hole on the other side and into a chamber with two locked gates and a skeleton on the floor. Before you drop down, you can actually make this quest a little easier. Follow the lip of the wall to the right, and jump the rail to grab the Helm of the Crusader. Then drop down to loot Sir Amiel to find the key to unlock the gates, his ring, which is needed in a later quest, and his journal, which explains the order of the Knights of the Nine. Reading the journal triggers Priory of the Nine, the next quest, all you need to do is grab the helm at the end of this dungeon first. If you dropped down before you got the Helm it is possible to get back up, if you have a high enough Acrobatics skill. The helm is on an altar on the raised northern area of the chamber, if you can jump up onto the broken pillars or directly onto the lip about halfway up the wall, you can jump the rail and grab the helm. If you don't have the Acrobatics skill, or if you want to do it the proper way, take the western gate and head across the chamber to the hole in the wall. Follow the cave to the north, kill the two undead, then head through the door to The Lost Catacombs. Follow the path, killing the three undead, until you reach a chamber with a hole in the wall to the south. First head to the eastern end of the chamber, where there's a chest with some gold, then go though the hole, and head south through the cave killing the undead in the way, until you leave the cave and reach the one of the two doors back to the shrine, and the helm. Follow the marker to the helm, and don't forget to loot the jewellery box next to it for some gold and jewellery. The two doors leading north from the altar are both blocked so jump the rail back down to the lower area and take the southern gate down to the door to Vanua, killing the undead along the way. This puts you back in a different part of the opening area of the dungeon. There'll be three undead in the first chamber you enter, kill them and take the path to the east to find yourself on an upper level of one of the early chambers of the dungeon. Drop down, and follow the path to the south to the exit. ---------------------- The Priory of the Nine ---------------------- Note that this quest actually began when you read Sir Amiel's Journal, and became your active quest when you finished The Shrine of the Crusader by grabbing the helm (the line between quests is pretty blurred here, retrieving the helm is a requirement for both quests). You now have to travel to the Priory of the Nine in the West Weald, and the middle of nowhere. If you haven't been down that way, travel to Castle Skingrad, and follow the marker southeast. If you have been exploring in that area, fast travel to the Ayleid Ruin Nornalhorst and head southeast. When you get there you'll find a place that's not too dissimilar from Weynon Priory, ignore the chapel for now and go through the door to the priory itself. Go left as soon as you walk through the door, to spot a round Knights of the Nine Symbol covering the floor. Activate it with Sir Amiel's ring to reveal a staircase leading to the Priory Basement. You can explore the priory first, it's the same as Weynon, but there's nothing of value to be found. The basement is a training area like those in the Fighters Guild, but there is a door on the western side, leading to the Undercroft. This area of the priory isn't run down like the others, and gives off a pretty ominous feel. It fact you can see the Cuirass of the Crusader across the chamber without having to move from the doorway. This seems to easy. I'll just walk over to the Cuirass and retrieve it... only to get surrounded by spectres when I reach the middle of the chamber. But its not actually as bad as it seems. The spectres, who are the original Knights of the Nine, aren't hostile at first. They are simply protecting the Cuirass. After a short conversation with Sir Amiel in which he does all the talking, you must fight each spirit in turn to prove you are worthy to take the Cuirass. None of them are particularly difficult, they all just come at you with their swords, but there are eight of them, so be careful to replenish any lost health in between fights or they can wear you down. Once you defeat all eight, the shield covering the alcove with the Cuirass in it will disappear, grab it then talk to each of the eight knights in turn to receive information on the different relics. You receive the quest Nature's Fury from Sir Juncan, from Sir Henrik you receive the quest Wisdom of the Ages, from Sir Ralvas, The Path of the Righteous, and from Sir Casimir, Stendarr's Mercy. You can complete these quests in any order, except for Nature's Fury, in which you gain the Boots of the Crusader, which are necessary to retrieve the Mace of the Crusader in The Path of the Righteous. The walkthrough will be in the order in which they are listed above. Note that this quest is not yet completed, you have to finish the other quests to finish this one. ------------- Nature's Fury ------------- And back into the forest we go. At least this time we have a map marker. Kynareth's Shrine is located in the Great Forest west of the Imperial City, so fast travel to the Wawnet Inn, and then head southwest. The shrine isn't too far, when you get there talk to Avita Vesnia, using the Boots of the Crusader topic. Continue the conversation, avoiding the I'm not Taking Any Test topics until you're prompted to travel to the Sacred Grove to be tested. The grove is a short way west, and is surrounded by rocks on all but the eastern side. The test itself is quite easy if you've been paying attention. A Brown Bear will come and attack you, do not attack it and after several seconds the bear will turn around and leave, and you will have passed the test. Using a weapon or shield to block is fine, and Reflect Damage Enchantments don't count as attacking, so you don't need to take them off. Cast Restoration spells and drink potions if you need to (a low level character will lose heath disturbingly quickly), and once the bear turns and leaves, a door leading to Kynareth's Grotto opens up at the edge of the grove. Inside the grotto are two Spriggan, but they won't attack you. Harvest the ingredients if you want, then grab the boots off the altar, and its quest completed. ------------------ Wisdom of the Ages ------------------ Another quest located in the middle of nowhere. Your best bet if you haven't been exploring round there is to fast travel to the Five Riders Stables outside Leyawiin and walk, if you have been out that way, fast travel to Fieldhouse Cave and head southeast to Fort Bulwark. When you reach the Fort you'll be greeted by a Conjurer, dispatch him and head inside. The place has been overrun by Conjurer's trying to get the shield, but they have all so far failed. Follow the path along, and take the first left, kill the conjurer along the way, then take the first right through the Old Wooden Door. You'll find a few Daedra in this dungeon, there's one in the central area of this chamber. After killing it, you'll find that both the gate to the north and the drawbridge to the south are operated remotely, so take the door to the west, and follow the path all the way to the end, ignoring the closed gate down the right passage, and you'll encounter two Conjurers. Once you've dealt with them grab the Conjurer's Note on the table in the north eastern corner and turn the handle located nearby on the floor to open the gate in the previous passage. Now head back and take the passage to another handle overlooking a pair of drawbridges and the locked gate in the main chamber. Turn the handle to open the gate, lower both drawbridges, and open another gate at the other end of the chamber. Now backtrack to the main chamber and cross the drawbridges. You come across a passage with rows of three pressure plates on the floor. If you read the Conjurer's Note you'll know what to do, if you didn't, the candles beside each row indicate the plate you should walk over. One candle on the left means walk on the first plate from the left, two in the right means walk on the plate two from the right. There are no traps here, it you stuff it up just go back and start over; the correct sequence, which is left, middle, right, left, is needed to unlock the gate ahead. Now head through the door into Fort Bulwark. Through the door are some prison cells, the first one to the right is opened by a floor handle next to it, but there's nothing in there. On the left there's an alcove with a path leading left and right. The left takes you to a room with a chest containing a potion or two and some gold, the right takes you to a dead end chamber. There's a Conjurer in here, but when I entered and killed him, I got bum rushed by four or five more Conjurers and their summoned creatures, which came in the same way I did. Thus the next area is somewhat devoid of enemies, if you don't get rushed, there may be some scattered around the place. Head back out to the prison cells, open the second one and talk to Sir Thedret. Once the conversation is over, head north, ignoring the side passage, until you reach the Conjurers' quarters, there's another helpful note on the table, and some potions in a chest near the bed. Then head back to that side passage, follow it down some stairs, then up the stairs to the south. The area at the top has a chest with a levelled lock and some Alchemy equipment on a shelf, in fact you can pick up everything except a Calcinator, which is in the chest along with some gold. When you're done here take the southern doorway and head west, and follow the path until you emerge in a multi-level chamber. Take the stairs on the right to the upper level, and turn the handle to lower the first drawbridge. There are shooting dart traps here, which fire intermittently, so you must time your run. A character with high Athletic and Acrobatic ability can avoid some of these traps by jumping from platform to platform, but you'll still get hit, and if you're thinking of charging across once you've lowered all the drawbridges, you'll need a lot of health and armour. The safest way across is to wait for the traps over the first drawbridge to stop shooting (you can see little clouds of dust and smoke around them when they shoot) and cross the drawbridge, stopping on the small stone area after the drawbridge which joins to the main platform. When the traps over that platform stop shooting, run across and turn the handle for the second drawbridge. Wait for the drawbridge to lower, then wait for the traps over that drawbridge to stop. You also need to jump onto the drawbridge from where the handle is, if you line yourself up straight, you'll get hit by the previous group of traps. Once you're across, grab a potion out of the chest at the top of the stairs, and take the only passage to a chamber with five large statues and two Conjurers. There's more Alchemy equipment and ingredients on the table and shelves on the western side, and a bricked up doorway to the south. That's where you want to go. To open it up, you need to move the statues. Remember what Sir Thedret said, about the guardians facing you. There's a handle at the base of each of the four lower statues. Turn the handle to rotate the statue until it faces the embossed circle in the centre of the room. Stand on the circle and the fires will for out and the door will open. Head through and down the passage to the next area of Fort Bulwark. Follow the passage until you receive a journal entry about a puzzle or trap you've found. This puzzle can be a real pain if you don't know what to do. You have to step on the pressure plate before the large chest in the centre of the room, this puts one of eight objects into the chest. You have to take the object, and place it in the correct chest around the edge of the room. If you put it in the wrong one, the object disappears and you have to go back to the large chest. The order in which you receive the objects is random, and an object placed in the wrong chest will be regenerated. To help you out, if you stand on the pressure plate after retrieving an object, the area above one of the chests will glow with a blue light and reveal the object that is goes in there. When you put the correct object in a chest, it will glow with a white light, and the statue above will turn around. As far as I can tell, the objects go in the same chest each time, so the order is, starting from the northwest corner and going anti-clockwise: Rodgar's Gem, Rodgar's Skull, Rodgar's Hammer, Rodgar's Book, Rodgar's Sword, Rodgar's Goblet, Rodgar's Helm, Rodgar's Stone. When all of the chests contain the correct objects, the lights will go out and a door to the north will open. Follow the path north all the way to the Shield of the Crusader, there are also some potions and scrolls on the altar with it. Doors with then open to your left and right to give you a quick exit, follow the passage back to the first main chamber. Turn the handle on the floor to raise the gate and lower the drawbridge, and make your way back to the exit. ------------------------- The Path of the Righteous ------------------------- To begin this quest you need to head down to the Chapel in Leyawiin. When you enter the Chapel you'll be approached by Carodus Oholin, who attempted to retrieve the mace and failed, and now wants to know if you're rebuilding the Order. Pick the response that suits your character, they all end up in the same place, and, once the conversation is over, head down to the Undercroft. The first thing you'll notice when you get down here is the presence of undead, however these are Sanctified Spirits who are no threat to you. Go over to the Tomb of Saint Kaladas and pray to be transported to a dark void. The mace is across the void, and there is no way across. Walk to the edge of the platform, then put on the Boots of the Crusader, and you'll have a glowing blue path to cross. Cross the void and grab the Mace of the Crusader to complete the quest. Now, just because the quest is over doesn't mean you're done. Leave the Undercroft and you'll be attacked by two or three Aurorans, minions of Umaril. These guys are Daedra and carry Ayleid Battle Axes which vary in quality and which have with Shock Damage Enchantments. Once they're dead, Carodus will come back up to you and ask if he can join the Order. You can tell him to bugger off if you want, but in the last quest you'll fight with every member of the Order at your side, and the more swords you have with you, the better (even it they only serve as cannon fodder). ---------------- Stendarr's Mercy ---------------- For this one you need to head over to the Chorrol Chapel. When you get there you can head straight over to the gauntlets to try and pick them up, but you won't be able to. You need to talk to Areldur, using the Gauntlets of the Crusader topic. Take the conversation in any direction you want, once again they all end up in the same place, and you'll learn about Kellen and his family's curse. Head down to the Chapel Hall to talk with him, use the Curse topic, then the Areldur topic. So it seems Areldur knows more than he's letting on. Head back upstairs to have another chat with him using the Kellen topic. He tells you that to lift the curse you must take it on yourself, and can do so by praying at the altar. The curse causes you to lose fatigue while walking and lasts until you receive the Blessing of Talos during the quest Blessing of Talos. You have no choice here, this is the only way to complete the quest, so pray at the altar, and once you have the spell to take on the curse, go back and cast the spell on Kellen. Once you have the curse go back upstairs to get the Gauntlets of the Crusader and complete the quest (This also completes The Priory of the Nine quest). ------------------- The Faithful Squire ------------------- Right, its back to the Priory of the Nine. When you enter the priory, you will be approached by Lathlon, a squire who has an interesting story to tell. He was the squire to another questing knight who was killed by the Wraith of Sir Berich. He presents you with the Greaves of the Crusader, and tells you where you can pick up the sword. He also asks if he can join the Order. As with Carodus, you're better off with him than without him. If you've accepted Lathlon into the Order, he will accompany you in the quest; you must travel to Underpall Cave, south west of Bruma, to slay the Wraith and retrieve the Sword of the Crusader. Your best bet if you haven't explored around that area is the Wildeye Stables outside Bruma, or if you have, the Ayleid Ruin Moranda, then head north east. Once inside the dungeon, follow the path to the first chamber. There are no enemies in here, but there's a chest with some gold in it, just before the ramp leading down to the middle of the chamber. Cross the chamber and take the path leading southeast to another chamber which has dead trees and graves in it. Keep heading southeast to a door on the other side, leading to Underpall Keep. In the first chamber there are a couple of undead enemies, as soon as they're dead turn around and look for the path to the right of the one you used to enter the chamber, and take that (the compass stuffs up here, before you enter the keep you're heading south east, after you enter it you're heading north west when still facing the same direction). Halfway along this path there's a levelled animal, starting with a Mudcrab and working up from there. When you open the Old Wooden Door ahead, a falling rock trap is triggered, so don't rush into the area. Kill the two undead after the rock fall, and head across the room to the Underpall Reflecting Chamber. Take the first left to find a chamber with a chest containing some gold, keep following the path on the other side of the chamber to find another undead standing over the body of Sir Roderic. There is a chest in here with some gold and jewellery, and Vindrel's Tomb, which contains some clothing and armour. Go through the wooden door to the south, and that white spectre you can see is the Wraith. There may be another undead enemy in the chamber as well, but as it is the Wraith shouldn't be that difficult. When it goes down, grab the Sword of the Crusader, which completes the quest, then head back out of the dungeon the way you came in. ------------------------- The Sword of the Crusader ------------------------- Once you're outside of Underpall Cave, fast travel to Cheydinhal and go to the Chapel to reconsecrate the sword. To do this simply pray at the altar. All you have to is kill the Aurorans first. There are three of them; once they're dead, reconsecrate the sword and then head back to the priory. --------------------- The Blessing of Talos --------------------- When you get back to the priory you discover the Prophet has just arrived and is preaching in the chapel. Go inside and wait for him to finish preaching, he will speak to you about destroying Umaril. He gives you the blessing of Talos, the ninth element necessary to kill Umaril (there are eight relics), which also has a beneficial side effect: curing the Curse of the Condemned. Once you have finished the conversation and the knights head off to Garlas Malatar, talk to each of the people in the chapel wearing normal clothing or armour. Each wants to join the Order, and they'll be useful in the final quest (Well, that was a short quest). ---------------------- Umaril the Unfeathered ---------------------- You must make your way to Garlas Malatar, an Ayleid Ruin on the west coast. Fast travel to the Horse Whisperer Stables outside Anvil, or Crowhaven if you've explored that area. When you reach the Ruin some of the members of the Order will be waiting for you, but you may have to wait a little while for all of them. Once they've all arrived, or when you're ready, talk to Sir Thedret and tell him to launch the attack. The knights will charge towards the entrance and some Aurorans will come out to fight them. Dispatch the Aurorans and enter the dungeon, to kill Umaril and end the quest line. After you enter the knights will charge off, detecting more Aurorans, follow them and kill the enemies. When you reach a pair of gates that have to be opened remotely heading east, or a singular gat heading north, go to the northern of the two tombs in the chamber. It has a switch on it, and an Ayleid Cask containing potions and some gold. Ignore the passage to the north and go through one of the gates up the stairs to the east, there's an Ayleid chest at the top with more potions and gold. Through the gate, follow the knights again as they charge off after Aurorans, you should end up at a door to Garlas Malatar, Ceysel. There is an Ayleid Cask on one side of the door and a chest on the other, they contain, potions, gold and soul gems. Head through the door to find two more remotely opened gates; there is a switch on the wall between them. When the gates raise the knights will charge in, follow them but ignore the Aurorans, the knights can take care of them. Your goal is the orb on the raised centre area. Pass this upper level to the right, then head left to a passage leading up to the orb. Kill the Auroran halfway up the stairs, and when you reach the top there is a switch that will raise stairs to the upper level, allowing your knights to get up there. Activate the orb, it will shatter, you will be alone, and the haze that was originally at the back of the room will now be at the front of the room. Take the path to the north, grab the Welkynd Stones just before the Door to Garlas Malatar, Carac Abaran, and the potions from the Ayleid Cask. Follow the path through the door, in the first chamber there are two Aurorans, and two Ayleid Chests containing scrolls and potions. Take the path in the north west corner and follow it to the chamber where you will face Umaril. As you enter the chamber blue fires will light and stairs will raise out of the ground and Umaril will charge down them. He's not the hardest character you'll face in Oblivion, but he's no push-over either. Keep at him and engage him at range if possible, because he has no ranged attack, and he'll go down. Now before you cast the Blessing of Talos to follow Umaril's spirit, grab his sword, it's a pretty powerful two-hander. There are also Welkynd stones upstairs, as well as scrolls, soul gems, potions and gold in Ayleid Chests. When you're ready cast the Blessing of Talos. Also, a word of warning to vampires, the spell transports you to an outdoor location, one you've already been to in this quest line, so make sure its night, or you have a really high Restoration skill. Umaril is easier here than in the previous fight, the same tactics apply here, just be ready because the scariest thing happens when you kill him. Yep, you start to fall. Oh, crap, this is not going end well. I'm gonna end up a splatter on the Imperial City pavement... Wait a minute, I've lost control, and I'm being teleported to safety. To the Undercroft of the Priory of the Nine to be exact. When Sir Amiel is finished talking, all the knights disappear, bar one. Head over and talk to Sir Berich, to discover that you have redeemed him. You can now place any relics back on the stand which originally held the Cuirass, if you do so, then pick up the relics again, they will be completely repaired and the weapons will be recharged. Congratulations, you've completed the Knights of the Nine quest line. Leave the Undercroft to talk to Sir Thedret and... hang on a minute. I was dead?! Final Words - You can now have a Knight of the Nine follow you in addition to any other followers you have accumulated, and there is also a blacksmith in the basement who can repair all your weapons and armour. ------------------------------------- The Relics of the Crusader and Infamy ------------------------------------- Thanks to The Wraithbound for this info --------------------------------------- One of the largely unforseen consequences of finishing this quest-line is the effects it has on your Fame and Infamy. As you are now the Champion of the Nine, you are considered a fighter for the people, and as such, your fame will skyrocket (my vampire's went from about 15 to 494!?!), and you infamy is reset to 0. If you commit any act which attracts a point of infamy, you will receive a message warning you to stay away from the dark path, and if you commit another infamous act, you will receive a message saying that you are no longer fit to wield the Crusader's Relics, and you must re-walk the Pilgrim's Way to regain their favour. At this point the Relics behave like the Amulet of Kings; you can carry them around with you, but you cannot equip them. -------------------------------------------------------------- ------------------------------------------------ 13- FAQS - OBL-FAQS ------------------------------------------------ Q. I downloaded Mehrunes Razor/The Vile Lair/Knights of the Nine but it isn't working. What can I do? A. A lot of people have had trouble with these three downloads, the reason for this is that you need to have the latest patch for the 360 version, just like the PC version. To get the patch(es), simply load the game while you are connected to the internet, and you'll be prompted to download the update patch. There a few to download, and you'll have to restart each time you download one; you will need them all to play use the downloaded content. A2. The above solution is not always useful for the download failures. While I don't know the specific reasons, many of the failures occur even when all the updates are installed. The best advice for those who encounter this is to delete and re-download the content, you'd be surprised how many problems that'll fix. ------------------------------------------------ 14- E-MAIL POLICY - OBL-EPOL ------------------------------------------------ Questions, comments, critiques? Email me at devilmaycryfreak@hotmail.com, and let me know what you think. And make sure you put the words Oblivion or Downloaded Content in the topic or it just might get deleted as spam. What and what not to email me with are as follows: What to email me with: 1. - Constructive criticism about my FAQ. Let me know if you found it useful, what you liked and didn't like, and anything you had trouble understanding. Anything that can help me improve the quality of the FAQ is greatly appreciated, so please tell me what you thought of it. 2. - Helpful tips or other info about the downloaded content not already included in the FAQ. 3. - Mistakes I've made in the FAQ. 4. - If you need help with the downloaded content and the answer is not already covered in the FAQ. Also, I'm an Aussie, so if you're emailing me about a typo, make sure its actually a typo, not just a word spelled differently between Australian/ American English. I know its a pretty insignificant detail in this FAQ, but you'd be surprised how many people emailed me about my GT4 Tuning FAQ saying that the word tyre is spelt with an i. What not to email me about: 1. - Anything that has nothing to do with the downloaded content or Oblivion. 2. - Anything that has already been covered in the FAQ. 3. - SPAM, I hate it as much as everyone else. ------------------------------------------------ 15- THANKS AND COPYRIGHT INFORMATION - OBL-TCPR ------------------------------------------------ Thanks go to the following people: You - for reading my FAQ. Bethesda - for making such a great game. CJayC - for running the best video game site for all these years. Naranek Angmar - for providing the info about the Imperial Orrery Powers. lightwhiz - for providing info about armouring Shadowmere. Metalslugger X and kage-inu - for providing the info about Frostcrag Vault. daved wanker - for the info about the profitability of the Mehrunes Razor quest. Sinker23, tarheel22_2, hckydude1103, Naranek Angmar, Martin van Golde, Joey Joe, Brett, Eric Martin, and anyone else who I may have forgotten - for the info on the Shrine of Sithis and other goodies in the Lair. hckydude1103, Michael Chappell, and Seizure - for the answer to the Mehrunes Razor/Vile Lair downloading issues. WhyteSythe, Jeff Wilcox and everyone else who emailed me about the Pentamagic Loop. yuromeshe - for the Vile Lair Poison Cache and Prisoner info. Coloredplants - for the info on the Minor Life Detection Tome. And anyone else I forgot to thank. ---------------------------------- Websites with permission to post this FAQ: gamefaqs.com betteroblivion.com ------------------ This FAQ may be not be reproduced, in part, or full, under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and is a violation of copyright. This FAQ Copyright(c)2006 Michael Green aka NightmareHunter.