SSSS KK KK YY YY RRRRRRRR IIIIIIIIII MM MM SSS SSS KK KK YY YY RR RR IIIIIIIIII MMM MMM SS SS KK KK YY YY RR RR II MMMM MMMM SS KK KK YY YY RR RR II MM MMMM MM SSS KK KK YYYY RR RR II MM MM MM SS KKKK YY RRRRRRRR II MM MM SSS KK KK YY RR RR II MM MM SS KK KK YY RR RR II MM MM SS SS KK KK YY RR RR II MM MM SSS SSS KK KK YY RR RR IIIIIIIIII MM MM SSSS KK KK YY RR RR IIIIIIIIII MM MM ============================================================================== =================== THE ELDER SCROLLS V =================== Game Release Date: 11/11/11 Walkthrough by: Inflikt3dSaint Email: Inflikt3d@live.com Guide Started: 11/18/11 ============================================================================== There is much more to be added. These are the things that I have planned/added to the Contents of this guide so far. I. Introduction....................................................INTR * II. About the game..................................................INFO * III. Controls........................................................CTRL * IV. Races...........................................................RACE * V. Skills..........................................................SKIL * VI. Main Quests.....................................................MQST * VII. Guild Quests....................................................GQST * VIII. Civil War Quests................................................CWQS * IX. Daedric Quests..................................................DQST * X. Village Quests..................................................VQST * XI. Side Quests.....................................................SQST * XII. Enemies.........................................................ENME * XIII. Perks...........................................................PRKS * XIV. Conclusion......................................................CNCL * ============================================================================== I. Introduction [INTR] ============================================================================== Hello, welcome to my Walkthrough of The Elder Scrolls V: Skyrim. This is my first guide so I may not have everything there should be, but I will try my hardest. Send an email with suggestions, questions or what you think of the Walkthrough so far. The feedback is very nice so that way I know if I am doing things right. I will try my best to incorporate and answer these questions you may have. My Email is at the top of the page if you guys were wondering. Hope you enjoy the Walkthrough. Also to find something you are looking for press CTRL+F to bring up the find feature then type in the 4 digit code to jump to that section. Be sure to type it as it shows and all in Caps. ============================================================================== II. About the game [INFO] ============================================================================== Overview -------- You are a Dragonborn and you have been set on a trail to find out why these Dragon's have returned and why there is a civil war going on. This game takes place 200 years after the Oblivion crisis and is set in Skyrim which is the home of the Nords. You start the game by being led to your execution via Horse Carriage. New Additions ------------- -->Perks - There are around 260 perks for all of the skills in the game. -->Dual Wielding - Now able to hold a spell in each hand, two swords, a sword and a spell, etc. -->3-D Inventory - You are now able to examine all items in three dimensional views. Things Removed -------------- -->Cuirass - They have taken out the Cuirass and put the Grieves and Cuirass together and called it Armor. ============================================================================== III. Controls [CTRL] ============================================================================== These are the Default controls for the game. These can be changed by bringing up the Journal and going to System then Controls. __ __ Left Trigger ------> | | | | <------ Right Trigger Left Bumper -----> /¯¯¯¯¯¯¯\ /¯¯¯¯¯¯¯\ <---- Right Bumper /¯¯¯¯¯¯¯¯¯\________________/¯¯¯¯¯¯¯¯¯\ / ____ ____ _ \ / / __ \ __ / \ __ _ (Y) _ \ Left Analog ---/--> @( )@ (<:) @ @ (:>) (X) ¯ (B)<-\- A,B,X,Y Buttons | \ ¯¯ / ¯¯ \ / ¯¯ ¯ (A) ¯ | | ¯¯¯¯ _ ¯¯¯¯ ____ ¯ | | _| |_ / __ \ | D-Pad ---------\--------> |_ _| @( )@ <--------/-- Right Analog \ |_| \ ¯¯ / / \ ¯¯¯¯ / \ __________________ / \ / \ / \_____/ \_____/ +===============+============================================+ | Button | Function | +===============+============================================+ | Left Analog | Move. (Click to crouch/sneak) | | Right Analog | Look. (Click to switch to 3rd person) | | D-Pad | Favorites. Up and Down to use. | | Back | Wait in game time. | | Start | Journal. Check Quests, Stats, Options | | A Button | Activate/Use. | | B Button | Character Menu.(Items, Magic, Map, Skills. | | X Button | Ready/Sheathe. | | Y Button | Jump. | | Left Bumper | Sprint. | | Right Bumper | Shout/Power. | | Left Trigger | Left Hand. | | Right Trigger | Right Hand. | +===============+============================================+ ============================================================================== IV. Races [RCES] ============================================================================== Argonian -------- This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breath underwater. They can call upon the Histskin to regenerate health quickly. Breton ------ In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells. Dark Elf -------- Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are naturally resistant to fire and can call upon their Ancestor's Wrath to surround themselves in fire. High Elf -------- Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly. Imperial -------- Natives of Cyrodil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more. They can call upon the Voice of the Emperor to calm an enemy. Khajit ------ Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajit can see in the dark at will and have an unarmed claw attacks. Nord ---- Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy. Nords are famous for their resistance to cold and their talent as warriors, They can use a Battlecry to make opponents flee. Orc --- The people of Wrothgarian and Dragontail Mountains. Orcish smiths are prized for their craftsmanship. Orc troops in Heavy Armor are among the finest in the Empire, and are fearsome when using their Berserker Rage. Redguard -------- The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have hardy constitution and a natural resistance to poison. They can call upon an Adrenaline Rush in combat. Wood Elf -------- The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can Command Animals to fight for them. ============================================================================== V. Skills [SKIL] ============================================================================== There are 18 skills in this Elder Scrolls installment and they are as follows. Also there are 3 type of characters and they are the Warrior, Mage and Thief. Warrior Skills -------------- -->Smithing: The art of crafting and improving weapons and armor from raw materials. -->Heavy Armor: Those trained to use Heavy Armor make more effective use of Iron, Steel, Dwarven, Orcish, Ebony and Daedric armors. -->Block: The art of blocking an enemy's blows with a shield or weapon. Blocking reduces the damage and staggering from physical attacks. -->Two-Handed: The art of combat using two-handed weapons, such as greatswords, battle axes and warhammers. Those trained in this skill deliver deadlier blows. -->One-Handed: The art of using one-handed weapons, such as daggers, swords, maces and war axes. Those trained in this skill deliver deadlier blows. -->Archery: An Archer is trained in the use of bows and arrows. The greater the skill, the more deadly the shot. Thief Skills ------------ -->Light Armor: Those trained to use Light Armor make more effective use of Hide, Leather, Elven and Glass armors. -->Sneak: Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can even hide in plain sight. -->Lockpicking: The art of Lockpicking is used to open locked doors and containers faster and with fewer broken lockpicks. -->Pickpocket: The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocket is less likely to be caught and is more likely to find valuables. -->Speech: This skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask. -->Alchemy: An alchemist can create magical potions and deadly poisons. Mage Skills ----------- -->Illusion: The School of Illusion involves manipulating the mind of the enemy. This skill makes it easier to cast spells like Fear, Calm and Invisibility. -->Conjuration: The School of Conjuration governs raising the dead and summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings. -->Destruction: The School of Destruction involves the harnessing the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt. -->Restoration: The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards. -->Alteration: The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection, and Paralysis. -->Enchanting: The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor. ============================================================================== VI. Main Quests [MQST] ============================================================================== These are the Main Quests that lead throughout the games story. * Unbound ..............................................................MQ01 * * Before the Storm......................................................MQ02 * * Bleak Falls Barrow....................................................MQ03 * * Dragon Rising.........................................................MQ04 * * The Way of the Voice..................................................MQ05 * * The Horn of Jurgen Windcaller.........................................MQ06 * * A Blade in the Dark...................................................MQ07 * * Diplomatic Immunity...................................................MQ08 * * A Cornered Rat........................................................MQ09 * * Alduin's Wall.........................................................MQ10 * * The Throat of the World...............................................MQ11 * * Elder Knowledge.......................................................MQ12 * * Alduin's Bane.........................................................MQ13 * * The Fallen............................................................MQ14 * * Season Unending.......................................................MQ15 * * The World-Eater's Eyrie...............................................MQ16 * * Sovrngarde............................................................MQ17 * * DragonSlayer(Final Quest).............................................MQ18 * * Ending................................................................MQED * ------------------------------------------------------------------------------ Unbound [MQ01] ------------------------------------------------------------------------------ Make your way to the Keep ------------------------- After getting off the horse carriage and creating your character you will be sent to the chopping block. Once you are led to the block you will be near death and all of a sudden a Dragon will perch upon the tower next to you. The Dragon will scare off most of the people and stop the execution. Now you get up and find a person asking for you to follow him to escape Helgen before you are killed. Follow him into the tower and listen to the conversation. Now head up the stairs in the tower and the Dragon will bust through the wall and breath fire inside. After this you they person you were following will tell you to jump from that hole in the side of the tower to the building below it. Now follow the building to the end and fall through the floor and head outside to meet with him again. The Dragon then lands and breaths fire trying to attack the soldiers. Follow the man again and stay close to the western wall as the dragon will land atop it. Now keep following through the grounds with a bunch of soldiers trying to kill the Dragon. Soon you will reach the Keep and enter it. Enter the Keep -------------- Now that you are in the Keep the man will cut you loose so you can actually use your hands. Find some Equipment ------------------- Search the room for some equipment. Your objectives are usually marked with a downward pointing arrow so things are a bit easier to find. Now that you have some armor and a weapon you can actually fight with them. To equip them, press B then press right to go to items. After getting to the items section go to apparel and press A to equip what you want. Then go to the weapons tab and do the same thing but to equip these you need to press the right trigger for the right hand and the left trigger for the left hand. Escape Helgen ------------- After equipping your armor and weapon continue to follow the man. Eventually you will run into to enemies they are not to hard to kill so hack and slash away. One of them will drop a shield so pick that up and equip it. Continue to follow him some more. Kill the two soldiers that you meet up ahead and search the barrel for some potions. Keep following and you will meet some torturers fighting some soldiers. Now you may finally pick the locks on the cages to get a few things from inside. After accomplishing this continue on through the halls. Next you will meet some more soldiers, so dispatch of them like normal then continue following. You finally meet a new enemy. some frostbite spiders. They are fairly easy to kill. Follow once more. You will now meet a bear and receive a bow. You can use the bow and silently take out the bear while in sneak mode for a 2x damage bonus. Then continue on. Woohoo your finally out of the cave. Quest Completed. ------------------------------------------------------------------------------ Before the Storm [MQ02] ------------------------------------------------------------------------------ Talk to Alvor in Riverwood -------------------------- After exiting the cave you will now be in the open world of Skyrim. You can do as you like. Anyways follow the pathway for a bit and you will soon come to some guardian stones. There are 3 to pick from so choose what best fits your play style. Keep walking the pathway and you will arrive in Riverwood which is where you must go to meet Alvor. Once arriving Hadvar will have a conversation with Alvor and soon go into Alvor's house to talk further. So enter the house and talk with Alvor. After talking he will give you some supplies to use on your journey. Take what you would like and back out of the screen. You can ask some questions now but you don't have to. Talk to the Jarl of Whiterun ---------------------------- Exit the house and follow the road northeast then cross the bridge to the north. Continue along the path northeast again and you will finally come to the Honningbrew Meadery. Keep going the direction your compass shows and you will soon arrive in Whiterun. You will be stopped by the guards and you need to choose an option to get in. Now enter the town and walk all the way to the top to get to Dragonsreach which is where the Jarl is. Go inside and you will be stopped by Irileth to ask what your business is. After this conversation speak with the Jarl and explain the situation at Helgen. Quest Completed. ------------------------------------------------------------------------------ Bleak Falls Barrow [MQ03] ------------------------------------------------------------------------------ Talk to Forengar ---------------- Go to the side room east of the Jarl and speak with Fornegar. He will explain what he wants you to do. Retrieve the Dragonstone ------------------------- Exit Dragonsreach and walk to Bleak Falls Barrow. Upon entering you must traverse this temple and look for the Dragonstone. Now once in the first room you will hear some bandits talking about a secret within the temple. This will start "The Golden Claw" quest. which you must do to recover the dragonstone. Dispatch of the bandits and continue on. You will soon see a bandit down some stairs. Stay back and wait for him to start walking away from you. He will be killed in the room he is in by a trap. Enter this room and look at the wall above the gate in front of the lever. There are 2 symbols and one has fallen off the wall to the ground next to the lever. There are 3 pillars on the west side of the room. You must turn these to match what is above the door then pull the lever to open the gate. Continue on and go down the spiral staircase and fight 3 Skeevers. After going down the staircase you will hear for someone calling for help. Once you enter the room you will have to kill a Frostbite Spider. Then talk with the man stuck in the webs. When you release him he will run off so you must find him and retrieve the Claw, so continue along and you will be in a crypt. There are Draugr here and you must fight them. After killing them move on but watch out for the pressure plate which will activate the swinging gate and hit you. So go around it on the East side. You will then see the man you cut down dead, so take the claw and move on. Kill the next 3 Draugr and sprint through the swinging axes. Continue along and you should eventually come to a room with running water. Pull the switch next to the gate to make it open and follow the stream. Walk across the stone bridge and follow the marker into the Sanctum. Move through the Sanctum and pass the swinging axes like you did before. Kill the few Draugr. Make your way up the stairs and across the bridge and open the iron door at the end of it. Now this is where the Golden claw comes into play. Go to your items search for the Claw. Click the stick to examine it and look for the 3 symbols on it. These symbols are the combination to open the door with the 3 rings. Put the combination into the door and push the Claw button. Climb the stairs and move across the room to the big stone wall up some more stairs. Move into the shrine area and some symbols will turn blue. Move toward it and you will learn a shout. Now move toward the coffin and Draugr will come out and you must kill it for the Dragonstone. Deliver the Dragonstone to Forengar ----------------------------------- Go up the stairs after obtaining the stone and pull the switch to open up an exit. Exit the cave and make your way back to Dragonsreach. Talk with Forengar. Quest Completed. ------------------------------------------------------------------------------ Dragon Rising [MQ04] ------------------------------------------------------------------------------ Talk to Jarl Balgruuf --------------------- The Jarl will inform you that you must go with Irileth because they have spotted a Dragon nearby. He will also give you a reward for helping Forengar. Meet Irileth near the Western Watchtower ---------------------------------------- Follow Irileth to the Watchtower or you may run ahead and wait for her there. After meeting with her you must go into the tower to find a guard who says that the Dragon is still around and two men who tried to make a run were grabbed by it. The Dragon will soon appear after meeting the guard in the tower. Kill the Dragon --------------- I would advise going to the top of the tower and using a bow to take the Dragon out of the air and letting the other people do most of the work. I like to use a bow because then you don't have to worry about being killed easily because you are at a distance from it. Once it is killed you will have a new objective. Investigate the Dragon ---------------------- As you approach the Dragon it will start to decompose and its soul will bind to you. The Dragon's loot is great the only downside is the massive weight of the bones and the scales. Other than that they are filled with good loot. Also now that you have a Dragon Soul you can use shouts. (Optional) Use your new Shout power ----------------------------------- Equip the Unrelenting Force shout and press the Shout button. This will make your character shout and use the power. Each power has a individual cooldown time so you can't just spam the shout over and over again. Report back to Jarl Balgruuf ---------------------------- Make your way back to Dragonsreach to speak with the Jarl. He will tell you that the Greybeards were summoning you and you must make your way to High Hrothgar. You are now also the Thane of Whiterun and have received a companion. ------------------------------------------------------------------------------ The Way of the Voice [MQ05] ------------------------------------------------------------------------------ Speak to the Greybeards ----------------------- You now must go to Ivarstead for your next objective. Its a pretty far walk Because you must walk around the mountain. You could also use the carriage just by the Whiterun Stables. You must go here to get to the top of the mountain which is where the Greybeards are. Make the long journey up to the top to get to High Hrothgar. Talk with the Greybeards when you arrive. They will want you to demonstrate that you are Dragonborn. Demonstrate your "Unrelenting Force" Shout ------------------------------------------ Use the shout button and cast the shout at the Greybeards. They will then know for sure that you are Dragonborn and have to gift of the Voice. Speak to Arngeir ---------------- You must speak with him after using your shout. He will tell you that you are no doubt Dragonborn. They will offer to help you learn to use your shout powers. Learn the Word of Power from Einarth ------------------------------------ Now Einarth will shout at the floor and leave some symbols in the ground. You must walk up to them to learn the word which is right in front of Einarth. After learning the word you will absorb power from Einarth to further understand the word. Demonstrate your "Unrelenting Force" Shout (0/3) ------------------------------------------------ Now you must hit the targets as the appear with your shout 3 time. You must hold the shout button to make the shout more powerful to eliminate the targets. Upon completion you will then need to learn your next word. Learn the Word of Power from Borri ---------------------------------- Follow Borri outside to the courtyard to continue with training. He will shout as Einarth did so look at the symbols to learn the word and absorb what he knows about the word. Demonstrate your "Whirlwind Sprint" Shout ----------------------------------------- Go to the two pillars and stand between then to start with the demonstration. You must un-equip the Unrelenting Force Shout and equip the Whirlwind Sprint Shout. Once you see the gate open use your Shout and you will sprint real fast past the gate. Speak with Arngeir for further training --------------------------------------- Go to Arngeir and speak with him and you will send you to get the Horn of Jurgen Windcaller. Quest Completed. ------------------------------------------------------------------------------ The Horn of Jurgen Windcaller [MQ06] ------------------------------------------------------------------------------ Retrieve the Horn of Jurgen Windcaller -------------------------------------- You now must make your way from High Hrothgar all the way to Ustengrov. It will take some time to get there. Make your way through Ustengrov. It is pretty straight forward. Soon you should enter the Depths. Continue through the Depths and you should eventually come to a giant arched bridge. Cross this to get to your objective. You will see 3 pillars after crossing the bridge. when you walk in between these pillars the raise the gates. The gates only last so long, so run between all the pillars and use your Whirlwind Sprint Shout to rush through them. Once you get past them they will remain in the up position. Move up the stairs and you will come to many pressure plates. If you step on the wrong ones they will shut flames out of them. To make it past here look for the white centers and walk among them to not get caught up in the fire. Once through you will fight some spiders and have to cut your way through some webs to continue. Open the door walk to the altar and pick up the note. Meet with whoever took the horn ------------------------------- After reading the note you find out that someone has taken the horn and you must meet the person who has it. Go behind the altar and through the wooden door to find an exit. Once you have arrived outside you must travel back to Riverwood to find the mysterious person. Enter the Sleeping Giant Inn and talk with Delphine and ask to rent the attic room. She will give you the room on the left and speak with you. She will then give you the Horn and ask you to follow her. Return the horn to Arngeir -------------------------- After speaking with Delphine return the Horn to Arngeir back at High Hrothgar. He will take the Horn and you will receive a new objective. Learn the Word of Power from Wulfgar ------------------------------------ Follow Wulfgar and repeat what you did with Einarth and Borri. Look at the word and absorb his knowledge. Receive the Greybeards' greeting -------------------------------- They will use their language to give you there greeting which most people can not stand. Quest Completed. ------------------------------------------------------------------------------ A Blade in the Dark [MQ07] ------------------------------------------------------------------------------ Talk with Delphine ------------------ Delphine tells you that she needs the help of a Dragonborn to help with the Dragons coming back to life. You must meet her at Kynesgrove which is a Dragon burial ground. She really wants to see how the Dragons are being brought back to life and try to figure out a way to stop it. Locate the Dragon burial site ----------------------------- Upon arriving there will be someone running away because she saw a Dragon and is afraid it is going to attack. Now go meet Delphine by the burial site. You will see Alduin bring back a Dragon out of the burial site. Kill the Dragon Sahlaknir ------------------------- Keep shooting a bow at the Dragon until it finally land and stay away so you don't get burned alive. It will eventually go down and you will absorb its soul. Talk to Delphine ---------------- After absorbing the Dragons soul speak to Delphine. She explains that she is one of the last Blades and says that the Blades once slayed Dragons and now their purpose is clear to them again. She believes that the Thalmor are behind the return of the Dragons. After the conversation you have a new quest. Quest Completed. ------------------------------------------------------------------------------ Diplomatic Immunity [MQ08] ------------------------------------------------------------------------------ Meet Delphine in Riverwood -------------------------- Go to Riverwood and speak with Delphine in the Sleeping Giant Inn once again. She wants to sneak into the Thalmor Embassy to see if they are behind the Dragons being brought back to life. Meet Malborn in Solitude ------------------------ Travel all the way to Solitude to meet Malborn in The Winking Skeever Inn. Speak with him. Give Malborn the equipment -------------------------- Give Malborn what you want to use when you sneak into the embassy. Pick what you think you might need. Armor, weapons and potions. Meet Delphine at the stables ---------------------------- Exit The Winking Skeever and travel to the stables which is southwest of Solitude. Talk with Delphine and she will give you some Party Clothes and some Party Boots. Equip these and speak with Delphine again. Tell her you are ready and you will be brought to the embassy. Talk with Malborn ----------------- After arriving at the embassy you must speak with Malborn. On your way a Thalmor Wizard by the steps will stop you as soon as you try to make your way into the embassy. She asks for your invitation, so give it to her. She will then let you in. Once entering the door you will be greeted by Elenwen and she will ask who you are. After speaking with her speak with Malborn and he will tell you to create a distraction so you can get away from the party. Create a distraction and get away from the party ------------------------------------------------ Speak with Malborn and ask for a drink. After doing so talk with the Razelon who is sitting on a bench. Give him a drink and he will do anything for you. Tell him there is something you could do for me and he will create a distraction. He will make a toast and get everybody attention. Now you must go behind the counter where Malborn was and go through the door while everyone is distracted. (Optional) Retrieve your gear ----------------------------- Just follow Malborn through the kitchen and through another door. There is a chest in there with all the gear you gave to Malborn earlier. Search for information about the Dragons returning -------------------------------------------------- Enter the room across from the chest containing your gear. The door will be locked behind you. Kill whoever gets in your way. Exit any of the doors as the one it says to go to is behind a door that requires a key. Kill the Thalmor outside and make your way through the other door. Kill the Thalmor in here as well. After doing so open the chest that is marked by your objective and take all that is inside. Go to your items and read "Dragon Investigation: Current Status." Once done your marker will update. Follow it and enter the "Thalmor Embassy, Dungeon." Make your way downstairs and dispatch of the lone guard. Search the chest and take the book. Read "Thalmor Dossier: Esbern" and your objective will update. Escape the Thalmor Embassy -------------------------- There will be 2 soldiers who will find you and you have to kill them. After killing them take a "Trap Door Key" from one of their bodies. You can free the prisoner if you would like but it is not necessary. Go to the Trap Door and open it with the key. Make your way through the Reeking Cave. You will have to fight Frost Troll. These are quite hard to fight just stay back and try to keep your distance and go in for a few hits here and there. You could also just run right out of the cave. Talk to Delphine ---------------- After escaping the embassy you must make your way back to Riverwood to speak with Delphine. Enter the Sleeping Giant Inn and meet her. You find out that the Thalmor have nothing to do with the Dragons but the Thalmor are after a man named Esbern. She suggests you travel to Riften to meet him. Quest Completed. ------------------------------------------------------------------------------ A Cornered Rat [MQ09] ------------------------------------------------------------------------------ Talk to Brynjolf ---------------- Travel to Riften to find Brynjolf which is in the far southeast of the map. Talk with him and you will find out you must do something for him for him to gain your trust. You must steal a ring and plant it as evidence on somebody else. (Skip to "A Chance Arrangement")........................................TG01 Search the Ratway for Esbern's hideout -------------------------------------- Go to the Ratway which is near water level. Make your way through the Ratway. It is straight forward so finding the Ragged Flagon shouldn't be to difficult. Enter the Ragged Flagon and speak with Vekel the Man and ask if he has seen an old guy. Persuade, Brawl or pay him to get the info you need. Find Esbern in the Ratway Warrens --------------------------------- Enter the Ratway Vaults and kill the Thalmor Soldiers inside. Make your way to end of this part of the Dungeon and enter the Warrens. Walk around and up the stairs until you see a sealed door. Open it and Esbern will be in there. Tell him what Delphine had told you to say. Talk to Esbern -------------- Enter the room he is in and start to talk with him. He will explain that there is no hope and the end of the world is near. All because Alduin has returned and has started bringing the Dragons back to life. He says that there is no hope because there hasn't been a Dragonborn for centuries. You tell him you are Dragonborn and he is surprised. He will want to se Delphine after this conversation. Quest Completed. ------------------------------------------------------------------------------ Alduin's Wall [MQ10] ------------------------------------------------------------------------------ Escort Esbern to Riverwood -------------------------- Make your way out of the Warrens, Vaults and the Ratway. You can speak with Esbern and he will show you the way out which is pretty helpful. Head to Riverwood to bring Esbern to Delphine. Talk with Esbern ---------------- Listen to Esbern's conversation and he will talk about Alduin's wall that you must travel to. The wall is now is at Sky Haven Temple. Gain entrance to Sky Haven Temple --------------------------------- The Temple is way to the west between Markarth and Rorikstead. Travel there and enter Northspire. Follow Delphine and Esbern through the cave. Eventually you will come up to 3 pillars you must turn them all to the Dragon symbol to lower the bridge to continue on. Next after crossing the bridge you will have to cross some pressure plates. You must make it across and pull the switch to make it safe. Only step on the ones marked with the same Dragon symbol you used on the 3 pillars to lower the bridge. You will soon come to a wide open room. In this room you must walk up to the seal and activate. Activating will cause your character to cut themselves to get blood on the seal. Once done you will gain entrance to Sky Haven Temple. Learn the secret of Alduin's Wall --------------------------------- Climb the stairs and enter Sky Haven Temple. Get climbing the stairs and you will soon see the Wall. Esbern will tell you about the wall and tell you the secret to defeating Alduin is a Shout. Delphine will talk to you and ask if you know a shout that can take a Dragon out of the sky. You now must find out what shout it is so you have to visit the Greybeards once again. Quest Completed. ------------------------------------------------------------------------------ The Throat of the World [MQ11] ------------------------------------------------------------------------------ Talk to Arngeir --------------- Travel to High Hrothgar to speak with Arngeir and see if he knows a shout that can take a Dragon out of the sky. Once you arrive and Talk with Arngeir he tells you that he does not know the Shout. The only person to knows it is at the very top of the mountain. Follow him to the courtyard and he will teach you a word to make it to the top. Learn the "Clear Skies" Shout ----------------------------- Arngeir makes symbols on the ground so you must read all of them to learn it. You will also absorb his knowledge. Use the "Clear Skies" Shout to open the path -------------------------------------------- Walk up the stairs to where it is really windy. Use your new shout to get rid of the wall of fog. Talk to Paarthurnax ------------------- Make your way to the top of the mountain to speak to him. You will need to use your Clear Skies spell more than just the once to open the way. Once you arrive at the top of the mountain you will reach Poarhurnax. He is a Dragon so don't get worried about a fight. Ask him to learn the Dragonrend Shout. Learn the Word of Power from Poarthunax --------------------------------------- He will breath fire at the wall near you. After doing so he will also leave a Word of Power along the wall. Go to it to learn it. You will also absorb the Dragons knowledge. Use your "Fire Breath" Shout on Paarthurnax ------------------------------------------- Select your shout and use "Fire Breath" on Paarthurnax to greet him. Talk to Paarthurnax ------------------- Speak with him and he will ask why you would need to know a shout to bring down Alduin. He asks reasons why and you respond that it is to save the world. He will explain that he himself does not know the shout. He tells you to find an Elder Scroll to go back in time and learn from the people that created the shout. Quest Completed. ------------------------------------------------------------------------------ Elder Knowledge [MQ12] ------------------------------------------------------------------------------ Learn the location of the Elder Scroll -------------------------------------- You must ask around to find out where this Elder Scroll may be found. (Optional) Talk to Esbern or (Optional) Talk with Arngeir --------------------------------------------------------- Esbern will tell you to check the College of Winterhold because that is where all the learning takes place. To enter the College you must pass the test by using some magic. You can also use a shout if you asked if she would allow a Dragonborn into the College. So do as she asks and she will lead you to the College. Go to Urag gra-Shub and ask if he has an Elder Scroll. He will get some books and put them on the counter for you to read. (Go to "Discerning the Transmundane")...................................DQ01 Recover the Elder Scroll ------------------------ Now you must go southwest of Winterhold to Alftand that holds a remaining Elder Scroll. Enter the Glacial Ruins and locate the Scroll. Make your way through the Ruins. You will run into some Dwemer enemies and you will also run into some Falmer deeper in the Ruins. You will eventually get to a very hard enemy called a Centurion. Stay back as you do with Dragons. They aren’t very fast so just take hit here and there. Use the mechanism after defeating it and it will lead to Blackreach. Traverse this massive place until you get to the Tower. Now that you are in the tower you must put the Lexicon in the pedestal at the top of the ramp to activate the buttons. Keep pushing the first 2 buttons until the Lexicon starts to glow. Now the 3rd button will become available and after that is pressed so will the fourth. Take the Lexicon once the centerpiece opens and take the Elder Scroll. Quest Completed. ------------------------------------------------------------------------------ Alduin's Bane [MQ13] ------------------------------------------------------------------------------ Read the Elder Scroll at the Time-Wound --------------------------------------- Go to The Throat of the World and read the Elder Scroll. Learn the "Dragonrend" Shout from the Nord heroes ------------------------------------------------- After reading the Scroll you will see how they banished Alduin many years ago. You will learn the Word of Power once they use it against Alduin and fade back to the current time. Defeat Alduin ------------- Fight Alduin by using the Dragonrend shout just hit him over and over again and you will defeat him. Alduin then tells you that he can not be defeated and will fly away. Quest Completed. ------------------------------------------------------------------------------ The Fallen [MQ14] ------------------------------------------------------------------------------ Talk to Paarthurnax or Talk to Arngeir or Talk to Esbern -------------------------------------------------------- Paarthurnax tells you that you must convince a Dragon to give Alduin's position away so you can truly defeat him. He tells you talk to the Jarl of Whiterun and see if he will help trap a Dragon in Dragonsreach. Talk to the Jarl of Whiterun ---------------------------- Speak with the Jarl and ask him if he could help trap a Dragon inside Dragonsreach. He will only accept if he doesn't have to worry about being attacked by the Imperials and the Stormcloak. He suggests getting the Greybeards to help make a truce. Get the Greybeards' help in negotiating a truce ------------------------------------------------ (Go to "Season Unending")...............................................MQ15 Learn Shout to call Odahwiing ----------------------------- Esbern will interrupt after Ulfric has walked out and agreed to the truce. He will tell you that there is a Dragon that will come to you when called. He will then tell you that the name of the Dragon is Odahwiing and you will learn the shout when he says it. He also says that the Dragon would come to investigate its calling which is how you will trap it. Prepare trap for Odahwiing -------------------------- Travel to Dragonsreach to start the preparation. Speak with the Jarl and ask him if he is ready to trap the Dragon. Tell him you are ready. Call Odahwiing to Dragonsreach ------------------------------ Go to the courtyard just outside of Dragonsreach and use your Call Dragon Shout. Defeat and trap Odahwiing ------------------------- After calling the Dragon use your Dragonrend shout on him to make it land. Move toward the doors and you should have trapped the Dragon. Interrogate Odahwiing --------------------- Talk with Odahwiing and he will tell you where Alduin has gone. He tells you he went there to feed upon the souls of the dead to regain his strength. Quest Completed. (Go to "The World-Eater's Eyrie").......................................MQ16 ------------------------------------------------------------------------------ Season Unending [MQ15] ------------------------------------------------------------------------------ Talk to Arngeir --------------- Speak with Arngeir and ask him to help make peace with the two warring parties. He will agree as Paarthurnax has agreed to help. You must deliver the message to the two party leaders. Talk with General Tullius ------------------------- You must travel to Solitude to get to General Tullius, so make your way there. Make your way to the back of Solitude and enter the Castle. You must ask to join the Imperials to fight along side them first. Speak with him again and tell him that you have a message from the Greybeards. Convince him to go. He will then agree and meet at the peace council. Talk to Ulfric Stormcloak ------------------------- to speak with Ulfric you must go to Windhelm. After arriving travel to the way back of the town to the Palace of the Kings. Go to the throne in the main room and speak with Ulfric. Tell him that you are not there to join them. Tell him that you have a message from the Greybeards. He will deny going unless General Tullius will be there. Tell him that Tullius has already agreed to be there. He will then go to the peace council. Talk with Arngeir ----------------- Travel back to High Hrothgar and talk with Arngeir. He will tell you he shouldn't have agreed to the peace council. Tell him that it was the only way. Take your seat -------------- Go to the room off of the main part of the building and take a seat at the big round table. Sit there and wait for everyone to gather around. Negotiate a truce ------------------ Ulfric will then complain and tell you that he will not take a seat because there is a Thalmor at the meeting and doesn't believe that she should have any business being there. Ask him what the harm is. Then tell him to let Tullius have his way. He will then take a seat. Soon Tullius will ask what you think about the trade. Pick what about Riften. Ulfric will then get up and just about leave, but Esbern will calm him down and get him to sit back down and continue negotiations. Ulfric will then demand another trade and will ask you what you think about it. Tell him that you agree with him. Tullius and Ulfric will then agree to peace until the Dragons are brought down. Quest Completed. (Go to "The Fallen")....................................................MQ14 ------------------------------------------------------------------------------ The World-Eater's Eyrie [MQ16] ------------------------------------------------------------------------------ Set Odahwiing free ------------------ Talk with the Dragon and he will promise to bring you to where Alduin is if you set him free. Climb the steps and talk with the guard. Tell him to open the trap so you can release Odahwiing. Talk to Odahwiing ----------------- Speak with the Dragon and tell him you are ready to travel to where Alduin is. You will hop upon him and he will take you off to your destination. Reach Alduin's portal to Sovrngarde ----------------------------------- You will be attacked by some Draugr and a Dragon when you arrive so be prepared for a battle. After that battle continue on and you will have to fight another Dragon. Fight the Draugr along the way to the Temple. Enter the Temple and make your way up the stairs and kill some Draugr that attack on the way. You will then be in a room with 3 pillars and a lever. The pillars on the outsides have a symbol right below the lights near them. There are arrows on the pillars that way you know what way is being selected. The one on the west needs to be a Whale, the one on the east needs to be a Snake. The one in the middle can be an Eagle or a Snake. Then you must pull the lever to open the door/doors. The Eagle door has a chest in it but the Snake is the way to go. Follow the Snake path and enter a room with some Draugr that should be killed. You will then have to go through a room in which a Draugr came out of which contains a few spiders. After that you will come to a few more pillars the center pillars combo is behind the center platform while the 2 that are upstairs are above the bridge connecting to the center platform. Floor combo is Snake, south pillar is Eagle and north pillar is Whale. Cross the bridge after pulling the lever and enter the door. Continue and you will soon come to a room filled with oil. Be sure to go in and run back out as it will catch fire. Also, beware of the pressure plate at the entrance to the room with the oil. Climb the spiral staircase and kill the Draugr. There is a little room at the top of the staircase that has a lever. Pull this to open the metal door across the room. Go through the door and enter the next room. Shoot out the light with a bow so you do not accidentally set off the pressure plate and get stuck in the middle of the oil. Move along and kill the Draugr Overlord. Take the Diamond Claw that he has for the door near him. Examine the clan and enter the combination on it on the door. The top ring is a Wolf, middle is a Fairy and the inner ring is a Dragon. Activate the keyhole and the door should open. Enter the next room and learn the Word of Power on the wall. Keep moving through and you will soon reach another area through a door. Walk around the platform outside and up the stairs. Enter Sovrngarde ---------------- Upon climbing the stairs you must fight and kill a Dragon Priest. Dispatch of him and take his Dragon Priest Staff. Place the staff in the seal on top of the little platform and the portal shall reopen. Walk into the spinning winds and you will enter Sovrngarde. Quest Completed. ------------------------------------------------------------------------------ Sovrngarde [MQ17] ------------------------------------------------------------------------------ Find out how to defeat Alduin ----------------------------- Walk down the steps and use your Clear Skies shout to get rid of the mist. A Stormcloak Soldier will stop you and tell you to be weary of the mist and that Alduin awaits in it. He then tells you of the Hall of Valor. Gain admittance to the Hall of Valor ------------------------------------ Make you way through the mist and to the Hall of Valor. You will then be stopped by Tsulm who will ask you why you seek entrance to the Hall. Tell him you are Dragonborn and he will tell you to gain entrance you must beat him in combat. Battle him and eventually he will tell you that you can enter. Talk to the heroes of Sovrngarde -------------------------------- Make your way across the Dragon spine bridge and enter the Hall of Valor. Speak to Vsgranar, Gormlaith Golden-Hilt, Felldir the Old and Haken One-Eyed. Quest Completed. ------------------------------------------------------------------------------ DragonSlayer [MQ18] ------------------------------------------------------------------------------ Help the heroes of Sovrngarde dispel Alduin's mist -------------------------------------------------- Follow the heroes outside and down the stairs of the Hall. Use your Clear Skies Shout and they will use theirs right after you have done so. You must do this three times to fully get rid of the mist. Defeat Alduin ------------- He will fly toward the heroes once the mist has been cleared. Use your Dragonrend Shout to bring him down. Attack Alduin with everything you got. He will usually be busy with the other heroes so go behind him and attack like there is no tomorrow. He will soon go down before you know it. You will see him disappear after getting his health all the way down. Quest Completed. ------------------------------------------------------------------------------ Ending [MQED] ------------------------------------------------------------------------------ Speak with Tsun to return to Skyrim ----------------------------------- Speak with him to return to Skyrim. He will then teach you the Shout, Call of Valor. You will then talk with Paathurnax and he will fly off with all the Dragons. Also, you will be able to call Odahwiing to come and help in a battle. Congratulations on beating the Main Quest line of Skyrim. There is much, much more to do within the game. ============================================================================== VII. Guild Quests [GQST] ============================================================================== These quests are the quests from each guild within the game. * Thieves Guild.........................................................TGQS * * College of Winterhold.................................................MGQS * * The Companions........................................................CPQS * * Dark Brotherhood......................................................DBQS * ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ Thieves Guild Quests [TGQS] ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ * A Chance Arrangement..................................................TG01 * * Taking Care of Business...............................................TG02 * * Loud and Clear........................................................TG03 * * Dampened Spirits......................................................TG04 * * Scoundrel's Folly.....................................................TG05 * * Speaking With Silence.................................................TG06 * * Hard Answers..........................................................TG07 * * The Pursuit...........................................................TG08 * * Trinity Restored......................................................TG09 * * Blindsighted..........................................................TG10 * * Darkness Returns......................................................TG11 * ------------------------------------------------------------------------------ A Chance Arrangement [TG01] ------------------------------------------------------------------------------ Meet Brynjolf during daytime ---------------------------- Press the back button and wait until daytime to speak with Brynjolf. Speak with him and tell him you are ready. Steal Madesi's Ring ------------------- Wait for Brynjolf to distract everybody. Once he has got everyone’s attention you must got to the strongbox which is behind a sliding door. Steal the Ring. Plant Madesi's Ring ------------------- After taking the ring sneak behind some crates so nobody can see you. Pickpocket the man and give the ring to him. Speak with Brynjolf ------------------- Once you have planted the ring you must speak with him again. He will tell you he has more work for you in the Ratway. (Go to "A Cornered Rat") if completing the Main Quest line..............MQ09 Quest Completed. ------------------------------------------------------------------------------ Taking Care of Business [TG02] ------------------------------------------------------------------------------ Locate Brynjolf at the Ragged Flagon ----------------------------------- Go to the Ratway and make your way through it. Killing any enemies that may get in your way. Enter the Ragged Flagon and speak to Brynjolf. Tell him that the work sounds good and he will send you off to accomplish your tasks. Collect Keerava's debt ---------------------- Enter the Bee and Barb and speak with Talen-Jei and tell him that he needs to talk some sense into Keerava. He will tell you that she has some family on a farm. Speak with Keerava and mention something about her family. She will pay her debt to you. Collect Bersi Honey-Hand's debt ------------------------------- Enter the Pawned Prawn and tell him that you have a message from Brynjolf. He will tell you that he will not pay. Break the urn in his shop in front of the counter. Speak to him again once it is broken and he will then pay. Collect Haelga's debt --------------------- Go to Haelga’s Bunkhouse and speak with her. She will give you the money she owes with no problem. Return to Brynjolf ------------------ Go back to the Ragged Flagon and speak with Brynjolf. Give him what the people owed and ask what is next. Quest Completed. ------------------------------------------------------------------------------ Loud and Clear [TG03] ------------------------------------------------------------------------------ Follow Brynjolf --------------- Follow Brynjolf to meet the leader of the Thieves Guild. Listen to Mercer Frey --------------------- Listen to what Mercer has to say. He will allow you into the guild if you can show your expertise. Talk to Brynjolf ---------------- He will tell you what you must do to complete your task. Ask what questions you may have. Burn three bee hives -------------------- Make your way to Goldenglow Estate. Go to the hives and use your flames spell on three of them. Clear out Aringoth's safe ------------------------- Make your way into the house now. Kill any enemies that get in the way. Make your way to the second floor and search for the safe key. Make your way to the man with the key. Try to persuade him if you fail you will have to kill him. After getting the safe key you must go to the cellar and use it on the safe. Take what is inside and exit the house. Return to Brynjolf ------------------ Talk with Brynjolf in the Ragged Flagon and tell him that you are done. He will tell you that Maven would like to speak with you privately. Quest Completed. ------------------------------------------------------------------------------ Dampened Spirits [TG04] ------------------------------------------------------------------------------ Speak with Maven Black-Briar ---------------------------- Exit the Ragged Flagon and find Maven. Speak to her and she will want you to help bring down one of her competitors. Speak to Mallus Maccius ----------------------- You must travel to Whiterun to meet Mallus. Talk with him and ask him if he has been expecting you. He will want for you to poison the mead that the Brewery is giving the guards to taste test. He tells you to go there to get hired so you can poison the mead much easier. Speak to Sabjorn ---------------- Go to Honningbrew Meadery and speak with Sabjorn the owner. He will tell you that there is a problem with pests. Tell him that you will help. Also tell him that you will accept the pay when the job is complete. Poison the nest ---------------- Make your way to the basement. Make your way through the dungeon and you will soon come up to a hay. Use the poison on the hay to poison the nest. Poison the Honningbrew Vat -------------------------- Go up the stairs from the nest and enter the Bailery. Climb the stairs near the door and go all the way around to the Vat lid. After poisoning the vat make your way out of the Bailery. There is a key next to the door to exit. Return to Sabjorn ----------------- Go back to Sabjorn and speak with him. Tell him that the job is done. Ask him about your pay and he will tell you to wait until after the tasting. Attend the tasting ceremony --------------------------- Watch the guard drink some of the poisoned mead. He will then discover that there is something in it. He will make him go to prison for what he has done. Speak to Mallus Maccius ----------------------- Talk with him and ask him if he can view the books to find out who Sabjorn's private partner was. Identify Sabjorn's silent partner --------------------------------- Go upstairs and unlock the door. Enter the room and unlock the dresser. Take the Promissory Note. Return to Maven Black-Briar --------------------------- Make your way back and give Maven the note. She can not identify who the person is. You must then take the information back to the Thieves Guild. Return to Brynjolf ------------------ Speak with him and tell him that it was the same symbol on from the house and from Sabjorn. He will then tell you to speak to Mercer. Quest Completed. ------------------------------------------------------------------------------ Scoundrel's Folly [TG05] ------------------------------------------------------------------------------ Speak with Mercer Frey ---------------------- Talk with Mercer and he will ask you to meet an old Argonian contact. He is hoping that he can identify the enemy. Speak to Gulum-Ei ----------------- Go to Solitude and speak with the Argonian. Try to get him to give the information. Bribe him and he will ask for you to get some Firebrand Wine. Do as he asks so you can get the information needed. Steal case of Firebrand Wine ---------------------------- Go to the Blue Palace. Enter the building and steal the Case of Wine. Make sure nobody is watching you. Get information from Gulum-Ei ----------------------------- Take the wine back to Gulum and exchange it for information. He will tell you some of the information you were looking for but you believe he is not telling the whole story. Shadow Gulum-Ei --------------- Follow Gulum and try to stay out of sight to eavesdrop. Soon he will lead you into the East Empire Company Warehouse. Follow him through here and kill what gets in your way while staying away from Gulum. You will soon enter the Brinewater Grotto. Confront Gulum-Ei ----------------- Make your way to the end of the tunnels and speak with Gulum. He will then tell you the name of his contact. Return to Mercer Frey --------------------- Exit the tunnels and return back to the guild. Talk with Mercer and tell him who the contact is. Also tell him that she said she was going to where the end began. He will then know the place in which she is going. He will suggest going with you to kill her. Quest Completed. ------------------------------------------------------------------------------ Speaking With Silence [TG06] ------------------------------------------------------------------------------ Meet Mercer Frey outside Snow Veil Sanctum ------------------------------------------ Exit the Ragged Flagon and make your way to the Sanctum. He tells you that he believes that Karliah is still in the Sanctum. Go to the door that it locked and wait for Mercer. He will unlock it so you can enter. Find Karliah ------------ Make your way through the Catacombs killing the Draugr along the way. There are a few traps so just listen to Mercer who will tell you. Eventually you will enter the Sanctum. Soon you will come to a gate that it shut with urns and pots behind it. Pull the chain on the wall and then get to the side because the urns will hit a pressure plate causing poison arrows to come flying at you. Move along and soon you will see a large wooden door. There is a Draugr here that will make the weapons fly out of your hands. There is also a Word of Power to be learned in here as well. After killing the Draugr in this room open the gate and continue until you get to a nordic puzzle door. Mercer will exploit it and unlock it. As soon as you enter the door you will be hit and knocked out. You will soon wake up and find Karliah at your side. Speak to Karliah ---------------- Talk to Karliah and ask why she saved you. She will explain that the shot was meant for Mercer, but she didn't have a clear shot. She will tell you she has Gallus's Journal and you must take it to the Winterhold to get it translated. Quest Completed. ------------------------------------------------------------------------------ Hard Answers [TG07] ------------------------------------------------------------------------------ Speak with Enthir ----------------- You must now travel to Winterhold and speak with Enthir. He will tell you that he can not translate it but he knows of someone who may be able to. He will then send you off to Calcelma. Speak with Calcelma ------------------- Travel to Markarth to find Calcelma. Go to the Understone Keep. Talk with Calcelma and ask if you can see his work to translate the journal. He will deny you so you must find a way to read it. Gain entry to Calcelma's Museum ------------------------------- There is a key near his alchemy lab on a table if you choose to steal it. Make your way to the museum. You can use the key or lockpick to open it. You can also ask him to view the excavation site. He will tell you there is a spider that needs to be killed. If you do this he will allow you into his museum. Enter the Excavation site and go to the end and kill the spider. Return to Calcelma and tell him that the spider has been killed. He will then give you the key to his museum. Obtain Calcelma's Falmer Translating Guide ------------------------------------------ Make your way through the laboratory, out onto the balcony and to the tower. You will then find the stone in which you must copy the work from. Take a roll of paper of the desk in the room you must go through to get to the stone. Also take a piece of charcoal. Use them on the stone to make a copy. Return to Enthir ---------------- Once you get the copy many Wizard Guards will enter the room. Kill them and exit the tower. Make your way back to Enthir. Give him the translation guide. Listen to Enthir and he will read parts of the journal. Speak with Enthir ----------------- Speak with Enthir and all he wants is for the truth to be spread throughout the guild. He will also buy your stolen items. Speak to Karliah ---------------- Talk with her and she talk about the Temple of Nocturnal. She also suggests that you bring the information that you have uncovered back to the Thieves Guild. Quest Completed. ------------------------------------------------------------------------------ The Pursuit [TG08] ------------------------------------------------------------------------------ Meet Karliah at the Ragged Flagon --------------------------------- Return to the Thieves Guild and look for Karliah. You must enter via the Ratway. Tell her you are ready to face the guild. Follow Karliah -------------- Follow her to the Cistern. When you enter Brynjolf will be waiting for you. Karliah will give him Gallus's Journal and he will start to suspect that something isn't right. The only way to find out is to open the Vault. They will open the Vault and realize that everything in it is now gone. Speak to Brynjolf ----------------- He will ask what Karliah has told you. Tell him everything that she has been a part of. He will then ask for you to break into Mercer's house and try to locate where he could have gone to. Infiltrate Mercer's House -------------------------- Go around the back of the house. You should speak to Vald who is standing on the other side of the locked gate. Ask him if you can get in and he will deny you entry. He will then tell you the only way he will let you in is by talking to Maven about his debt and dropping it. You can go to Maven or pickpocket him once he has turned around and is not looking at the gate. Take the key and enter the back yard. Look up at the bridge that is raised. Use a bow to hit the mechanism on the underside of the bridge to lower it to gain access. Make your way to the lower part of the house and into a room with 2 cabinets. One of them will have a false back door. Open the false back door and continue downwards. You will see a pressure plate in front of a gate. Avoid it and move to the next room. Walk on all the platforms that do not have a black diamond in the middle of it. Next there will be a pressure plate around the corner of the next room. Avoid it and keep moving. Once you are close enough to the next room a bunch of swinging axes will start to move. Run through them and go into the crevice that is halfway between on the left. Wait for the battering ram to swing toward you them run through the next half of axes. Continue along and go the to door nearby. Open it but beware that arrows will come shooting at you from around the door. Take the plans and make your way to the Ratway Vault. Speak to Brynjolf ----------------- Move around the corner to the Ragged Flagon, then the Cistern. Speak with Brynjolf. He will tell you he has had no luck finding him. He will also tell you that Karliah would like to speak with you. Quest Completed. ------------------------------------------------------------------------------ Trinity Restored [TG09] ------------------------------------------------------------------------------ Listen to Karliah ----------------- Go to Karliah and listen to what she has to say. She will want you to meet her at the old standing stone just outside of the Southwest gate of Riften. Meet Karliah at the standing stone ---------------------------------- Make your way out of the Flagon and travel through the south gate. Head to your objective close by and Karliah will begin to speak with you. She will not tell you much but you must follow her as you think it is important. Follow Karliah -------------- Follow her and enter the Nightingale Hall. She will tell a little about the Hall and tell you that you must get Nightingale Armor. Activate the Armor Stone ------------------------ Go over the bridge and Activate the stone. It will give you the Nightingale Armor. Equip the Nightingale Armor --------------------------- Go to your items and put on the Armor. You will also need to equip the weapon. Follow Karliah -------------- Follow her to make your way through the Hall. She will stop and discuss that she brought you and Brynjolf there to become Nightingales. She will talk with you and ask if you are ready. Tell her you are. Stand on vacant floor glyph --------------------------- Go to the glyph and wait for the others to stand on their glyphs. You will see a glowing mist around you and Karliah will start the initiation. You will soon become a Nightingale. Speak with Karliah ------------------ She will tell you of Mercer's true crime, She will tell you that he unlocked the Vault because he had the Skeleton Key which he stole. She will tell you that you must return the key to the rightful owner. Speak to Brynjolf ----------------- Talk with him and he will tell you that Karliah and him have had a talk before you arrived at the standing stone. He says that since Mercer will no longer be the leader that you should be the leader. Accept the offer. Quest Completed. ------------------------------------------------------------------------------ Blindsighted [TG10] ------------------------------------------------------------------------------ Travel to Irkngthand -------------------- Exit the Halls and travel to Irkngthand and enter the Irkngthand Arconex. Speak with Karliah ------------------ Make your way through the ruins and kill any Dwarven enemies you see. You will soon get to some spinning fire torches. Run in between the flames and the way itnis rotating to make it past. Eventually you will reach a lever that will bring you to the Grand Cavern. Upon entering you must speak with Karliah. Tell her that you are ready to find Mercer. Locate Mercer Frey ------------------ Behind the first door you enter is a spike ball that will swing into the doorway. Make your way through and stay at the top level. Go north and around the tower like structure and pull the lever on the other side of it to open the gate at the far end of the room. Go back to where you entered and climb over the pile of rock. Pull the lever at the end of this platform. Make your way across this room and go through the doors. In the next large room you will have to go all the way to the end and then go up the spiral incline. Soon you will reach a Centurion. You can face it or sneak around it. Make your way up the many stairs and cross the bridges. You will then come to the next area which is the Slave Pens. Make your way through this area and to the Sanctuary. Upon entering you will fall down to the ground and you will have to kill Mercer yourself. Slay Mercer Frey ---------------- He is invisible at first so carefully look for him after you hit him he will be visible. Attack him and he will soon fall. Retrieve the Skelton Key ------------------------ Take the key off of his body and the room will start to fill fast with water. Escape from Irkngthand ---------------------- Once the water gets near the top of the room some boulders will fall from above the statues head. go up there and exit the ruins. Speak to Karliah ---------------- After escaping talk to Karliah. She will tell you that you must return the key back to where it was found. She will also say that you must make the journey by yourself. Quest Completed. ------------------------------------------------------------------------------ Darkness Returns [TG11] ------------------------------------------------------------------------------ Enter the Twilight Sepulcher ---------------------------- Make your way to Twilight Sepulcher and enter. Speak to the Nightingale Sentinel --------------------------------- Talk with him and you will figure out that the Sentinel is actually Gallus. He will tell you that the key has gone missing and that it must be returned tell him that you have the key and he will tell you that you must return it alone. Follow the Pilgrim's Path ------------------------- Go up the stairs and make your way through. You will have to fight 2 Sentinels Once you get to the first room. In the next room which is very dark you must stick to the shadows to not be harmed. After completing this you must go up the stairs and you will see a statue soon. Behind each wall light is a chain in which you must pull. Pulling these will make the room dark and open the door to the path. Move along and you will come to a place with swinging axes. There is a pressure plate in front of the door, in the middle of the axes and one at the end. Avoid them. Opening the door on the other side will cause a battering ram to come straight at you. You will soon come to the Sanctum. Make your way through and fall down the well like area. Search Anders Skeleton and take the note he has. Read it and the floor will crumble beneath you. Return the Skeleton Key to the Ebonmere --------------------------------------- Use the key on the lock in the middle of the room in which you fell. Nocturnal will then appear. Listen to Nocturnal ------------------- Nocturnal will tell you that there is no reward because the actions you have accomplished were expected of you. She will then go away. Speak with Karliah ------------------ She will tell you that you now have the ability to choose from three powers by becoming an agent. Choose Nightingale Role ----------------------- Choose what power you want by standing on the particular circle you choose. You will get the power and can change once per day. Quest Completed. ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ The Companions [CPQS] ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ * Take Up Arms..........................................................CP01 * * Hired Muscle..........................................................CP02 * * Proving Honor.........................................................CP03 * * Trouble in Skyrim.....................................................CP04 * * The Silver Hand.......................................................CP05 * * Striking the Heart....................................................CP06 * * Stealing Plans........................................................CP07 * * Blood's Honor.........................................................CP08 * * Purity of Revenge.....................................................CP09 * * Glory of the Dead.....................................................CP10 * ------------------------------------------------------------------------------ Take Up Arms [CP01] ------------------------------------------------------------------------------ Obtaining: Speak with Kadlak in Jarrvaskr in Whiterun and ask to join The Companions. Train with Vilkas ----------------- Follow Vilkas out of Jarrvaskr and listen to him outside in the training grounds. He will then fight you. He will not attack but will only hold his shield up to you. Attack him a few times and the fight will be over. He will tell you that you are good but you are still new blood. He will have you take his sword to have it sharpened by Earlund. Give Vilkas's sword to Earlund ------------------------------ Make your way up to the Skyforge nearby and speak with Earlund. Give him the sword and tell him that you should get going. He will ask for you to do him a favor. He would like you to deliver a shield he has been working on. Accept the errand. Bring Aela her shield --------------------- Make your way back to Jarrvaskr and give Aela the shield. She will soon ask if you could handle Vilkas in a real fight. Choose your answer and Aela will call in Farkas to show you the way to your room. Follow Farkas to your quarters ------------------------------ Follow him and he will show you to where you will be staying. He will ask for you to complete some work. Accept the work. Quest completed ------------------------------------------------------------------------------ Hired Muscle [CP02] ------------------------------------------------------------------------------ Intimidate Belethor in Whiterun ------------------------------- Exit Jarrvaskr and go to Belethor's General Good. Speak with him and tell him that you have been sent to settle a dispute. You will then begin a brawl. Punch him until he goes down. Speak to him after and tell him he knows what he must do. Return to Farkas ---------------- Go back to Jarrvaskr and speak with Farkas. Tell him that you have taken care of the problem. He will then thank you. Ask him for more work. He will tell you that Skjor wanted to speak with you. Quest Completed. ------------------------------------------------------------------------------ Proving Honor [CP03] ------------------------------------------------------------------------------ Speak to Skjor -------------- Locate Skjor in Jarrvaskr and ask him if he wanted to see you. He will tell you that your time has come and you must complete this trial. He will send you to retrieve a fragment of Wuuthrad with Farkas by your side to judge you. Speak with Farkas ----------------- Return to Farkas. Talk to him and ask if he s going to be your Shield-Brother. He will tell you yes and that he will judge you to see if you are honorable enough to be a part of The Companions. Retrieve the fragment --------------------- Travel to Dustman's Cairn to continue with the quest. Once inside you will be told that it looks like someone has been there recently. In a burial room after you enter many Draugr will attack. Kill them and move on. Soon you will enter a room that is very roomy. Farkas will stand by the Arcane Enchanter and you must find a way to move on. Go to the room with a lever and pull it. You will then be trapped in there and Farkas will be ambushed. He will then turn into a Werewolf and kill them all and open the gate for you. He will then speak with you. He will tell you that the people within the circle have the werewolf ability. Kill the 2 Silver Hood ahead and go through the wooden door. Keep moving through the tunnels and you will come to the Crypt. Make your way through here and you will come to a room with caskets lining the walls. There is a chest on a table in which you must take a key from. Open the door with the key and move along. Eventually you will find the fragment on a table. Take it from the table. Return to Jarrvaskr ------------------- After obtaining the key take the wooden stairs up and through a casket lining the wall to make a quick exit. Once near Jarrvaskr Vilkas will stop you and tell you that they have been waiting for you to return. He will then ask you to follow him. Follow Vilkas ------------- Follow him around Jarrvaskr to the back of the place. You will then be in the Circle and they will talk among each other to see if you are a suitable person to join The Companions. They will accept you and you will be a full member of the group. Hadlack will speak to you at the end of the conversation. Ask him about the Companions being werewolves. He will tell you that it is true. Quest Completed. ------------------------------------------------------------------------------ Trouble in Skyrim [CP04] ------------------------------------------------------------------------------ Kill the leader of the Chillwind Depths --------------------------------------- Speak to Farkas to obtain this quest. He will then send you to clear out Chillwind Depths of the Falmer. Head to the location and enter it. Search the cave and keep searching for Falmer Nightprowler and kill it. Climb the slight incline to the top for a quick exit. Return to Farkas ---------------- Return to Jarrvaskr and speak with Farkas. Tell him that you have dealt with the problem. Ask for more work and he will direct you to Skjor. Quest Completed. ------------------------------------------------------------------------------ The Silver Hand [CP05] ------------------------------------------------------------------------------ Talk to Skjor ------------- Talk with Skjor and ask him if he wanted to see you. He will tell you yes and to meet him at the Underforge at night which is beneath the Skyforge. Meet Skjor at night ------------------- Use the wait feature and wait until night time. Follow you objective marker to locate where Skjor will be at night. He will the ask of you are prepared for what is next. Enter the Underforge -------------------- Use the outlined stone door to enter the Underforge. Talk with Skjor to become a werewolf to join the Circle. Participate in the blood ritual ------------------------------- Drink the blood in the Underforge fountain. You will then end up outside. Just wait around until you pass out. Once you pass out you will wake back up in human form with Aela next you. Talk to Aela ------------ She will tell you that you are now part of the pack. She also explains that there are werewolf hunters in which you are going to kill. They are the Silver Hand which you have already met. Kill the werewolf hunters ------------------------- Make your way up the hill to the nearby camp. Enter Gallow Rock and pull the chain once you enter to open the gate. Make your way through the dungeon. You will eventually come to Krev the Skinner in which you must kill. Kill the hunters in the final room to complete the objective. Talk to Aela ------------ Speak with her and she will tell you that Skjor has been killed by the Silver Hand. She tells you that you should get back at them for what they have done. Ask her what your first target should be. Quest Completed. ------------------------------------------------------------------------------ Striking the Heart [CP06] ------------------------------------------------------------------------------ Assassinate the Silver Hand leader ---------------------------------- Aela tells you that a leader is camped at Broken Helm Hollow. You must go there to weaken the Silver Hand. Enter Broken Helm Hollow when you arrive. This is pretty straight forward. Just kill the leader. He isn't that far into the cave. Return to Aela -------------- Make your way back to Aela in Jarrvaskr. Speak with Aela and tell her that you have dealt with the group of Silver Hand. Ask her what the next target is and she will tell you must steal some plans. Quest Completed. ------------------------------------------------------------------------------ Stealing Plans [CP07] ------------------------------------------------------------------------------ Steal the plans from Faldor's Tooth ----------------------------------- Make your way to Faldor's tooth and enter the area. Go through the door the Dogs come out of and enter the door. You can also pick the lock on the door outside so you do not have to go through this part. Make your way down the stairs but be aware of the pressure plates on them. You will soon come to a staircase in front of you and two others on both sides leading backwards. Go up either of the backwards staircases and go near the candle in between the two pull the handle on the stone pillar to open the gate up the staircase in front of it. Go through the door and kill whatever Silver Hand you might find. Soon you will see a gate that will swing to hit you. Avoid the pressure plate in front of it to not get hit by it. You will eventually get to another spiral staircase but watch the tripwire leading up the stairs because it will make some boulders roll down them. At the top is the exit. Go up the wooden stairs to as far up as you can go and go inside the tent. You will find a key on the table. Use the key on the expert lock door to make your way further up the tower. Kill the Bandit Chief at the top of the tower and loot the chest for the Silver Hand Stratagem. Return to Aela -------------- Travel to Jarrvaskr to give Aela the plans. Ask her for some more work after giving her the plans. Quest Completed. ------------------------------------------------------------------------------ Blood's Honor [CP08] ------------------------------------------------------------------------------ Speak to Kadlak Whitemane ------------------------- Head to Kadlak and ask if him if he wanted to see you. He will tell you yes and tell you to have a seat. Go to the chair and sit in it. Choose either answer that he asks and he will tell you that you should know better than sneaking around. He will then tell you how The Companions had become werewolves. He will ask if you would help him in finding a cure and tell you that some Witch's are the key to the cure. Collect a Glenmoril Witch's head -------------------------------- You must travel to Glenmoril Cavern to deal with the Witches. Enter the Cavern and start to make your way to the Witches. As soon as you enter you will spot a Witch. Kill it and take the head. (Optional) Wipe out the Glenmoril Witches ----------------------------------------- To complete this optional objective you must kill all the Witches within the Cavern. Return to Kadlak ---------------- Go back to Jarrvaskr. Once you arrive you will see that some Silver Hand have attacked Jarrvaskr. Go inside and Vilkas will stop you and inform you that the Silver Hand have killed Kadlak. They also took all the fragments that they have collected. He will mention getting them back. Quest Completed. ------------------------------------------------------------------------------ Purity of Revenge [CP09] ------------------------------------------------------------------------------ Retrieve the fragments of Wuuthrad ---------------------------------- Travel to and enter Driftshade Refuge to retrieve the fragments. Make your way to your objective and kill any Silver Hand along the way. You will soon come to a gate that is shut. Pull the lever next to the door to open it and go through the wooden door to a new area. Once enter the area watch out for the pressure plate on the floor after you meet a Silver Hand. Keep moving along and you will enter another area. Kill all the Silver Hand in the area and take the fragments on the table. (Optional) Wipe out the Silver Hand ----------------------------------- Kill the enemies around the fragments to complete this objective. Return to Jarrvaskr ------------------- Open the barred doorway to make a quick exit from the area. Make a return to Jarrvaskr. Vilkas will tell you to go to the Skyforge to attend Kadlak's funeral. Quest Completed. ------------------------------------------------------------------------------ Glory of the Dead [CP10] ------------------------------------------------------------------------------ Attend Kadlak's funeral ----------------------- Go to the Skyforge and watch them mourn the death of Kadlak. After they have lit the Skyforge Earlund will ask if you have the fragments still. He will ask you to get the final fragment that Kadlak kept close to him in his quarters. Retrieve Kadlak's fragment -------------------------- Go inside Jarrvaskr and go to Kadlak's quarters and search his end table. Take the Fragment of Wuuthrad from it. Give the final fragment to Earlund ---------------------------------- Go back to Earlund and give him the fragment. He will tell you the others are waiting for you in the Underforge. Meet the Circle --------------- Go to the Underforge and listen to the conversation the Circle is having. Earlund will soon interrupt and tell you that he has completed the weapon. He also suggest that you bring the weapon into battle as you were the one to bring all the fragments to him. Go to Ysgramor's Tomb with the Circle ------------------------------------- Travel to the Tomb and enter. Vilkas will tell you that you must bring Wuuthrad to Ysgramor. You will also have few battles to prove yourself. Ask him how you enter and your objective will update. Return Wuuthrad to Ysgramor --------------------------- Go up to the statue and give the weapon to it. Get to the burial chamber ------------------------- Go through the halls and kill the ghosts you meet once you start to get to the spiders Farkas will tell you that it is to much for him and return to Vilkas. Move along and kill whatever gets in your way. Soon you will reach a room with a gate blocking the way. Go to the end of the room and use the handle to open it. Kill the ghost that appear in the next rooms. You will then shortly reach the burial chamber. Speak with Kadlak ----------------- Speak with Kadlak. Tell him that Vilkas said that he can still be cured. Kadlak will ask if you still have the heads. He will then ask for you to put one of them into the fire. Put witch head into fire ------------------------ Go to the fire in front of him and put the head in it. Defeat the Wolf spirit ---------------------- Once you put the head into the fire a wolf spirit will appear. Kill it and your objective will update. Speak with Kadlak ----------------- Speak with him and he will thank you and ask for you to lead The Companions to further glory. Quest Completed. ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ College of Winterhold [MGQS] ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ * First Lessons.........................................................MG01 * * Under Saarthal........................................................MG02 * * Hitting the Books.....................................................MG03 * * Good Intention........................................................MG04 * * Revealing the Unseen..................................................MG05 * * Containment...........................................................MG06 * * The Staff of Magnus...................................................MG07 * * The Eye of Magnus.....................................................MG08 * ------------------------------------------------------------------------------ First Lessons [MG01] ------------------------------------------------------------------------------ Obtaining: Speak to the women at the bottom of the long walkway that leads to the College. Report to Mirabelle Ervine -------------------------- Head to the College of Whiterun and speak with Mirabelle. Tell her that you were told to see her. She will then give you some Novice Robes. Tell her you are ready to look around. Tour the College of Winterhold ------------------------------ Follow Mirabelle around the College and listen to her speech to learn about the College. She will show you to your quarters and lead you back outside to complete the tour. Listen to Tolfdir ----------------- Make your way into the Hall of the Elements to find Tolfdir. Stand among the three Apprentices and listen to Tolfdir's speech. Once Tolfdir asks you what you think you should do. You can pick any choice and you will then demonstrate how to use Wards. Stand on the platform with the objective marker and listen Tolfdir. Select your Ward from the spells menu and cast it to protect yourself from Tolfdir. He will tell you excellent job and then you are done. Quest Completed. ------------------------------------------------------------------------------ Under Saarthal [MG02] ------------------------------------------------------------------------------ Meet Tolfdir outside Saarthal ----------------------------- You must now make your way southwest of Winterhold to Saarthal to meet with Tolfdir. You might have to wait for them so just use the wait feature to make time go by faster. Speak with Tolfdir and tell him that you are ready. Follow Tolfdir -------------- Follow right behind him and enter Saarthal Excavation. After entering follow him down the wooden spiral staircase and he will stop you and ask if you have any more questions. Ask him what questions you want and then select you don't have any more questions. Find Arniel Gane ---------------- Make your way through the halls, across a couple stone bridges, down another wooden spiral staircase and another bridge. You should meet him a little after crossing the last bridge. Speak to him and tell him that Tolfdir sent you to help. He will tell you that you can help by looking through the chambers. Go to your objective markers and pick up the 3 enchanted rings. You do not have to pick any of the rings up but you must got to a wall near a gate and take the Ancient Amulet. After doing so some spikes will raise from where you entered the room creating a blocked gate. Walk to the spiked gate and Tolfdir will ask what happened. Tell him that you are trapped in there. He will ask how it happened and you tell him that it was because of the Amulet you pulled off the wall. He will then ask if there is a way to use it. Use the Saarthal Amulet to escape the trap ------------------------------------------ Equip the Saarthal Amulet and Tolfdir will tell you that there is some kind of energy coming from the wall you took it from. The wall will be kind of glowing so equip a spell and use it on the wall to destroy it. Follow Tolfdir -------------- Go to Tolfdir and talk with him. Ask him if he saw what just happened and he will start to walk through the newly opened route. Follow him to see where the new route leads. Upon following him to a room with a table. Time will stop and you will be greeted by a person from the Psijic Order. He will tell you that something has been set in motion from exploring Saarthal. The ghost like figure will then disappear and time will resume. Tell Tolfdir about the vision ----------------------------- Speak with Tolfdir and tell him that a ghost has contacted you. Tell him that there is to be danger ahead. He suggests searching the coffins to see what you can find. Follow Tolfdir -------------- After speaking with him some Draugr will come out of the coffins and attack. One Draugr will open his coffin to reveal a new area. Continue to follow Tolfdir. You will soon end up at a gate, so pull the lever to open it and move along with Tolfdir. After opening the gate and entering the room a few Draugr will exit there coffins and attack you. So kill them. Listen to Tolfdir after killing the Draugr. He will stay in that room to investigate and tells you to move along deeper into Saarthal. Find the danger within Saarthal ------------------------------- Move across the room toward your objective marker. Pull the chains on both sides of the blocked off door to lower the gates and enter Saarthal. Move down the halls and dispatch of the Draugr you encounter. Beware that there is a rune on the ground close to where you first enter. Move along and go up the stairs and through an Iron Door. Now move down the incline and watch out for the pressure plate at the bottom of it. You will soon come to a puzzle with a lever and pillars which must be turned. Behind each of the pillars at the top of the wall is the right symbol in which it must be turned. There are six so turn them to their right symbols and pull the lever to open the gate. Enter the next room by opening an Iron Door and you will have to fight a Draugr Scourge. This may be a little tough. Just be sure to block and he will soon fall. Go up the wooden stairs and through another Iron Door. After moving through the iron door there will be a rune on the ground around the corner followed by another around the other corner. In this room there are more pillars to turn to unlock the gate. Behind each is the right symbol so turn each pillar to the correct symbol. Rotate the once closest to the door on the left side to the right symbol. Next turn the one furthest from the door to the right symbol. Then the one closest to the door on the right side to the correct symbol. Then turn the pillar furthest from the door on the right side to the correct symbol and pull the lever. After doing so and moving along Tolfdir will then come to you. Next go down the stairs and watch out for the pressure plate in the middle of the room. Take a left and open an Iron Door and Continue down some stairs and you will see a giant glowing orb. Move down the stairs toward it and you will have to fight a Draugr boss. You can't hit him until Tolfdir starts to bring down the force field around the orb. He should be pretty easy to kill once you are able to hit the Draugr. Once the Draugr is dead speak with Tolfdir and ask him what it is. He will tell you he has no clue and will ask you to go to the College and tell the Arch-Mage of the discovery. Talk to the Arch-Mage --------------------- Go behind where the giant orb is and go through the iron door. You will then come up to a Word of Power so absorb it. Then exit to Saarthal Excavation. Pull the handle on the wall to open the gate and make your way out of Saarthal. Travel to the College and speak with the Arch-Mage. Tell him that you must speak to him about Saarthal. Also tell him that you found an orb and Tolfdir wanted him to see it. Quest Completed. ------------------------------------------------------------------------------ Hitting the Books [MG03] ------------------------------------------------------------------------------ Speak with Urag gra-Shub ------------------------ Go to Urag by going to the Arcaneum. Tell him that you need to learn something that you have found in Saarthal. He will tell you that he does not have anything to help you. He also tells you that he use to have something about it but it was stolen by Orthorn. Find the stolen books (0/3) --------------------------- While trying to make your way out of the College you will be stopped by Ancana and ask if you have found anything within Saarthal. Pick either option while speaking with him and he will soon let you go. Travel to Fellglow Keep to find the books. There will be a few enemies outside so be expecting a fight. Go down the spiral staircase and enter the Fellglow Keep Dungeons. Once inside make your way through the narrow areas and fight of the enemies that you meet. Soon you will come to a room with some caged vampires you can release them by pulling the levers on the far wall or by picking the locks. Kill the mages in the next room. You will then come to a room with three more levers and a man named Orthorn speak with him and he will ask for you to release him. You can release him if you really want to but it is not necessary. Pull the middle lever to release him. Head through the door on the northeast part of the room to continue on. Kill the next 3 mages who are practicing their magic. Continue up the stairs and kill the necromancers. Soon you will reach another door so enter it. Kill the 2 enemies and move along through the next door. Now keep moving through until you get to the Fellglow Keep Ritual Chamber and enter it. You will then be approached by The Caller as soon as you enter. Tell her that you want the books and you will soon face her in a battle. She will vanish and reappear after getting her health down a little. Just keep going after her and she should fall soon. After the battle take the books off of the 3 different pedestals. Return the books ---------------- Take the key from The Caller and unlock the nearby door for a quick exit. Travel back to the College and give them back to Urag. Quest Completed. ------------------------------------------------------------------------------ Good Intentions [MG04] ------------------------------------------------------------------------------ Speak with Tolfdir ------------------ Follow your objective marker to find Tolfdir and speak with him. Select Urag suggested I come see you and tell him that their is a certain book called the "Night if Tears". He will then tell you that he should read it over again but he wants to make a few observations on the eye. Listen to Tolfdir ----------------- Stand near Tolfdir next to the eye. Listen to what he has to say about it. Soon Ancana will interrupt telling you that you must go with him. Follow Ancana and he will tell you that there is a monk waiting to speak with you. Speak with Quarenir ------------------- Head to the Arch-Mages Quarters to find this monk. Time will stop once again once you speak with the monk as it did in Saarthal. Ask him what he wants with you. He will tell you the longer the Eye of Magnus stays in the College the more danger it is going to cause. Ask him if it is dangerous then why doesn't he do something about it. He tells you that to do not normally do not deal with matters like this. Ask him what exactly the problem is. Then ask what he expects of you and tells you that you should deal with the aftermath. He will then suggests seeing the Auger. Ask him where the Auger can be found and he will tell you to ask around the College to find out its location. Find the Auger of Dunlain ------------------------- Ask around the College if they know the Auger's location and your objective marker should appear showing you the direction in which to travel. Head to the Hall of Attainment and speak with Tolfdir about the Auger's location. He will tell you that it is in The Midden. So head to your objective marker and head down the trapdoor. Make your way through the halls and you will soon come to The Midden Dark. Head across the ice bridge and you will eventually end up at a door that requires a key. Stand there and listen to the speech that is given and soon the door will be unlocked. Just behind the door is the Auger. Speak with it and ask him what you must do. It will tell you that a Thalmor had come to him for guidance earlier and you are to late. Ask what you need and he will tell you that you need the Staff of Magnus and also says that you must tell your Superiors within the College immediately. Report to Savos Aren -------------------- Make your way out of The Midden and speak with the Arch-Mage. Tell him that you have important information and then mention the Staff. Ask him what you must do to follow up on it. He tells you to speak with Mirabelle Ervine. Quest Completed. ------------------------------------------------------------------------------ Revealing the Unseen [MG05] ------------------------------------------------------------------------------ Speak with Mirabelle Ervine --------------------------- Go to Mirabelle and ask her if she knows anything about the Staff of Magnus. Tell her that Aren mentioned that she spoke of it recently. She tells you that members of the Synod had recently been to the College and spoke pf the staff. Their last know destination was Mzulft. Find the ruins of Mzulft ------------------------ Make your way to Mzulft and enter the ruins. Search for Synod researchers ---------------------------- Upon entering you will see and hear a Synod researcher listen to what he has to say and he will tell you about the Oculory and pass away. Reach the Oculory ----------------- Take the Mzulft Key from the researchers body. Open the door in front of you and start to make your way through the ruins. Beware of a pressure plate just after entering and around the corner at the entrance to a walkway with golden bars on both sides. Soon you will enter a room and be attacked by 2 Dwarven Spider Workers. kill them and take eastern most door. Just after meeting and killing a Chaurus move along but be cautious of a trip wire in the next narrow passageway. Kill the next 2 Chaurus in the next room. After continuing you will then be attacked by a Dwarven Sphere. Kill it and move on. You will eventually reach the Mzulft Bailery. Once you have entered the Bailery you will start to see Falmer within the ruins. You will come to a new area called the Mzulft Aedrome. Enter it to make your way to your objective. Upon entering the wide open room there will be a bunch of Falmer in which you should kill. After doing so there will be a door that requires a key up the stairs so go to the eastern most door. You will have to face a Dwarven Spider Guardian. It is about the same as a normal spider it just uses shock and has a bit more health. Check the chest on the wall behind the spider and take the Observatory Key. Make your way back to the locked door up the stairs and unlock it with the key. Move up the incline and wait by the next locked door. The man behind it will think you are the researcher and open the door. He will then speak with you and ask what happened to Gavos. You tell him that he is dead he will tell you that the research can't be complete without the crystal he had. He will ask if you can find the crystal for him. Find the Focusing Crystal ------------------------- Go back to where you killed all the Falmer and locate the Falmer Gloomlurker. Search his body and take the Focusing Crystal. Return the Crystal to Paratus ----------------------------- Return to the man who asked for the Crystal and give it to him. He will be delighted that you found the Crystal and ask for you to help him because of all the Falmer roaming around. Follow Paratus -------------- He will bring you all the way to the top of the Oculory and ask for you to help focus it. Place the Crystal into the Oculory ---------------------------------- Get up on the giant metal structure and look at the lenses and put the Focusing Crystal in place. Focus the Oculory ----------------- You must heat and cool the Crystal to adjust it a little there are spell tomes up the arched walkway on a desk behind the buttons. Open the book in your inventory to learn the spell. Cool the Crystal 3 times so the light beams move three times. Go up the archway and press the buttons until all the beams are on a Greenish circle. The buttons will lock once they have been rotated to the right places. Soon you will have them all placed correctly. Talk with Paratus ----------------- He will be upset because after focusing the light it doesn't show up the way he wanted it to. He will blame it all on you and ask what you have at the College that is causing interference. You tell him the Eye of Magnus. He will tell you that the place the Staff is located is Labyrinthian. Report to Savos Aren --------------------- Make your way out of Mzulft and you will locate a person from the Psijic Order again. He tells you that you are to return to the College at once and you are on the right path and will prevail. Return to the College and speak with Savos upon entering. He will tell you that Ancana is doing something with the Eye. Use a spell on the force field he has created to bring it done. Follow Savos and soon there will be a blast. Mirabelle will ask for you to find Savos. Quest Completed. ------------------------------------------------------------------------------ Containment [MG06] ------------------------------------------------------------------------------ Find the Arch-Mage ------------------ Make your way out of the College and you will find that Savos has been killed. Tolfdir will speak with you and tell you that you must protect the town. Protect the town of Winterhold ------------------------------ Make your way down to the town and you will see some Magic Anomaly's. Defeat the creatures infesting Winterhold (0/10) ------------------------------------------------ Kill all the Magic Anomaly's in the town to complete the objective. Report to Mirabelle Ervine -------------------------- Make your way back toy the College to speak with Mirabelle. Tell her that Winterhold is safe. Tell here that your off to Labyrinthian. She will mention that right before Savos died he gave her a Torc of Labyrinthian. Quest Completed. ------------------------------------------------------------------------------ The Staff of Magnus [MG07] ------------------------------------------------------------------------------ Enter Labyrinthian ------------------ Make your way to Labyrinthian but also be on the lookout for Frost Trolls as there are a bunch around it. Find the Staff of Magnus ------------------------ While making your way through you will see ghost like figures of people from the College. Upon entering a large room in which you must pull a lever to open you will have to face many Skeletons and a skeletal Dragon. This is a pretty tough battle so be prepared. I use the pillars to get behind to be shielded from the frost breath the dragon has. Enter the next room. You will be attacked by a Frost Spirit and your magicka will be drained after going down some stairs. You will then have to use Flames on the bottom of the ice wall to get through. Make your way down and kill some the Draugr you encounter. Keep moving down until you get to some water and follow it to the door you must enter. You will have to kill some Draugr and eventually you will come to a normal Troll. Dispatch of the foe and move under where you came into the chamber to continue onwards. You will soon come to a gate in which you must pull a lever to open it. There is a Wispmother on the other side so be prepared for another fight. Once the Wispmother has been killed go up the stairs and towards the door with flames at the base of it. A Fire Spirit will soon attack so kill it. Use a frost spell at the base of the door to open it. Move along and enter the Tribune. Move along and kill the ghostly Draugr. You will soon find a chest at the end of the room and a spell tomb on a pedestal. Near here is a doorway leading down. I suggest you save here. Make your way down the stairs and be aware of the floating soul gem on the right side if the room as you enter. Enter slowly and use a bow to knock down the soul gem to cause it to become inactive. There is another behind the wall to the left so do the same. At the far end of the room there are 3 all next to each other. Be cautious as the fireball one is very deadly. Head up the stairs and kill the Draugr you meet. Once you come to a large closed wooden door I suggest you save again. You will have to kill a Draugr Deathlord. He is very difficult. He will make your weapons fly out of your hands. Use the stairs on the left side because he can not go up or down them and will walk around to get to you. After killing the Deathlord. Head to the next room which will have a Scourge. A Frost Atronach will be summoned so you will have to kill that too. Enter the doors ahead and kill the men holding the force field up around the mage. I would save again as this is a difficult battle as well. Kill Morakei and take the Staff of Magnus from him. Return to Tolfdir ----------------- Head up the stairs where you killed the wizard that was keeping the force field up and head down the other side. Make your way through the door and out of Labyrinthian. Along the way you will meet a Thalmor. He will tell you that Ancana has sent him and he must take the staff. Kill him and be on your way. Return to the College and talk to Tolfdir. Ask him what they are doing outside. He will tell you that Ancana has grown with power. Then tell him that you should get in there. Quest Completed. ------------------------------------------------------------------------------ The Eye of Magnus [MG08] ------------------------------------------------------------------------------ Use the Staff of Magnus to enter the College of Winterhold ---------------------------------------------------------- Equip the Staff and use it on the force field that is stopping you from getting any closer to the College. The force field will then go away after a couple of seconds. Reach the Hall of the Elements ------------------------------ Move onwards and enter the Hall of the Elements and open the gate. Defeat Ancana ------------- Go near the eye and Tolfdir will try to use some magic on Ancana and tell you that it has no effect. Use Your Staff on the Eye to open it. After it has been opened Ancana will attack. Use the Staff on him and eventually it will start to drain his health and soon fall to his death. Talk to Tolfdir --------------- After the battle speak to Tolfdir and ask him what you should do now. He will tell you that he has no idea and tells you that whatever Ancana did to the Eye it isn't stopping. Speak with Quarenir ------------------- Speak with the monk and ask him what you should do now. He tells you that you are worthy to lead the College. He also says that the Eye must not remain there or it may destroy the College or even the world. You will then see a few monks gather around the Eye and make it disappear. Quest Completed. ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ Dark Brotherhood [DBQS] ~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~--~-~--~--~--~--~--~-~ * ============================================================================== VIII. Civil War Quests [CWQS] ============================================================================== These are the quests that have to do with the Civil War quest line in the Game. * COMING SOON! ============================================================================== IX. Daedric Quests [DQST] ============================================================================== These are the quests for each Daedric Shrine located in Skyrim. * Discerning the Transmundane...........................................DQ01 * * The Mind of Madness...................................................DQ02 * * The House of Horrors..................................................DQ03 * ------------------------------------------------------------------------------ Discerning the Transmundane [DQ01] ------------------------------------------------------------------------------ Ask Urag about the insane book ------------------------------ After reading the books talk with Urag and ask him about the insane book. He will tell you about Septimus Signus and tell you where he is located. Find Septimus Signus -------------------- This is way behind the College so you will have to walk over some icy water to get to where he is at. After getting to his outpost enter it climb all the way down and speak with Septimus and ask about Scrolls. Transcribe the Lexicon ---------------------- (Go to "Elder Knowledge")...............................................MQ12 Give the Lexicon to Septimus ---------------------------- Travel all the way to Septimus's Outpost again. Speak with Septimus and tell him that you have Transcribed the Lexicon. He will then take it and send for you after he has decrypted the Lexicon. You then must wait until he contacts you. You will get a letter in which you must read for your objective to update. Return to Septimus ------------------ Head back to his outpost and speak with him. He will tell you that the secret to open the box is by getting the blood of different races. Harvest High Elf, Wood Elf, Dark Elf, Falmer and Orc blood ---------------------------------------------------------- You can kill these individuals in town but you get bounty. You can find them while you are out exploring and killing bandits and mages. Make your way out of the Outpost and you will see a Wretched Abyss. He will ask if you will take Septimus's place after he has opened the lockbox. You can either choose yes or no. ------------------------------------------------------------------------------ The Mind of Madness [DQ02] ------------------------------------------------------------------------------ Obtaining: Speak with Dervenin who is wandering around Solitude. Ask him about his master and you will get this quest. ------------------------------------------------------------------------------ The House of Horrors [DQ03] ------------------------------------------------------------------------------ Obtaining: Vigilant Tyanus will speak with you when you approach a house near the entrance of the town. Ask him if he needs help and you will get the quest. ============================================================================== X. Village Quests [VQST] ============================================================================== These are basically side quests. These are the ones found or obtained within certain Towns/Villages. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Towns/Villages ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * Whiterun..............................................................WRVQ * * Winterhold............................................................WHVQ * * Morthal...............................................................MTVQ * * Solitude..............................................................STVQ * * Riften...........................................................RFVQ * * Windhelm.........................................................WMVQ * * Dawnstar.........................................................DSVQ * * Falkreath........................................................FRVQ * * Markarth..............................................................MKVQ * ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Whiterun [WRVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * In My Time of Need....................................................WR01 * * Missing in Action.....................................................WR02 * * The Blessings of Nature...............................................WR03 * * The Golden Claw.......................................................WR04 * ------------------------------------------------------------------------------ In My Time of Need [WR01] ------------------------------------------------------------------------------ Obtaining: You will be interrupted when you see some Arkk arguing with the guards of Whiterun. They will ask you to help find a Redguard women. ------------------------------------------------------------------------------ Missing in Action [WR02] ------------------------------------------------------------------------------ Obtaining: Speak with Fralia Gray-Mane at her stall. ------------------------------------------------------------------------------ The Blessings of Nature [WR03] ------------------------------------------------------------------------------ Obtaining: Go to the Temple of Kynoreth and speak with Danica Pure-Spring. ------------------------------------------------------------------------------ The Golden Claw [WR04] ------------------------------------------------------------------------------ Retrieve the Golden Claw ------------------------ You get this quest by talking with Lucan who owns the general store in Riverwood. You can also obtain this quest during the Bleak Falls Barrow quest so check it out. (Go to "Bleak Falls Barrow")............................................MQ03 Find the owner of the Golden Claw --------------------------------- By reading Arvel's Journal you will the figure out the owner of the claw. Bring the claw to Lucan ----------------------- Head to Riverwood and return the claw to the rightful owner. He will be very delighted and can continue to run his shop. Quest Completed ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Winterhold [WHVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * The Lost Expedition...................................................WH01 * ------------------------------------------------------------------------------ The Lost Expedition [WH01] ------------------------------------------------------------------------------ Obtaining: In the excavation site there is a dead body with a note beside him. Read the note and the quest will start. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Morthal [MTVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * Laid to Rest..........................................................MT01 * ------------------------------------------------------------------------------ Laid to Rest [MT01] ------------------------------------------------------------------------------ Obtaining: Talk to Jonna inside the inn in Morthal and ask about the burnt down house. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Solitude [STVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * Tending the Flames...................................................ST01 * ------------------------------------------------------------------------------ Tending the Flames [ST01] ------------------------------------------------------------------------------ Obtaining: Talk to Viarna in the Bard's College. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Riften [RFVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * Promises to Keep......................................................RF01 * ------------------------------------------------------------------------------ Promises to Keep [RF01] ------------------------------------------------------------------------------ Obtaining: Speak with Louis Letrush in the Bee and Barb. He will mention trying to buy a horse from Maven. He would like for you to get it for him. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Windhelm [WMVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * The White Phial.......................................................WM01 * ------------------------------------------------------------------------------ The White Phial [WM01] ------------------------------------------------------------------------------ Obtaining: Talk with Nurelian in The White Phial and ask what he is arguing about. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Dawnstar [DSVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Falkreath [FRVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- Markarth [MKVQ] ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- * The Forsworn Conspiracy...............................................MK01 * ------------------------------------------------------------------------------ The Forsworn Conspiracy [MK01] ------------------------------------------------------------------------------ Obtaining: Eltry will speak to you in the town. He will tell you that you dropped an note. Read the note and the quest will start. ~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~-- ============================================================================== XI. Side Quests [SQST] ============================================================================== These are the side quests that don't fit into the Village Quests category. ============================================================================== XII. Enemies [ENME] ============================================================================== These are all the enemies within the game. Enemies ------------- * Bandit * Forlorn * Thief * Imperial * Stormcloak * Thalmor * Novice Conjurer * Novice Fire Mage * Novice Frost Mage * Necromancer * Wolf * Frost Wolf * Troll * Frost Troll * Dragon * Blood Dragon * Elder Dragon * Giant * Mammoth * Mudcrab * Dwemer Spider Worker * Dwemer Sphere * Dwemer Centurion * Chaurus * Falmer ============================================================================== XIII. Perks [PRKS] ============================================================================== These are all the available perks in the game. Smithing -------- -->Steel Smithing: Requires 20: Can create Steel armor and weapons at forges, and improve them twice as much. -->Dwarven Smithing: Requires 30: Can create Dwarven armor and weapons at forges, and improve them twice as much. -->Elven Smithing: Requires 30: Can create Elven armor and weapons at forges, and improve them twice as much. -->Orcish Smithing: Requires 50: Can create Orcish armor and weapons at forges, and improve them twice as much. -->Advanced Armors: Requires 50: Can create Scaled and Plate armor at forges, and improve them twice as much. -->Arcane Blacksmith: Requires 60: You can improve magical weapons and armor. -->Glass Smithing: Requires 70: Can create Glass armor and weapons at forges, and improve them twice as much. -->Ebony Smithing: Requires 80: Can create Ebony armor and weapons at forges, and improve them twice as much. -->Daedric Smithing: Requires 90: Can create Daedric armor and weapons at forges, and improve them twice as much. -->Dragon Armor: Requires 100: Can create Dragon armor at forges, and improve them twice as much. Heavy Armor ----------- -->Juggernaut: 5 Ranks: Increases armor rating for Heavy Armor by 20%. -->Well Fitted: Requires 30: 25% Armor bonus if wearing all Heavy Armor: Head, Chest, Hands, Feet. -->Fists of Steel: Requires 30: Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. -->Tower of Strength: Requires 50: 50% less stagger when wearing only Heavy Armor. -->Cushioned: Requires 50: Half damage from falling if wearing all Heavy Armor: Head, Chest, Hands, Feet. -->Matching Set: Requires 70: Additional 25% Armor bonus if wearing a matching set of Heavy Armor. -->Conditioning: Requires 70: Heavy Armor weighs nothing and doesn't slow you down when worn. -->Reflect Blows: Requires 100: 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: Head, Chest, Hands, Feet. Block ----- -->Shield Wall: 5 Ranks: Blocking is 20% more effective. -->Power Bash: Requires 30: Able to do a power bash. -->Deflect Arrows: Requires 30: Arrows that hit the shield do no damage. -->Quick Reflexes: Requires 30: Time slows down if you are blocking during an enemy's power attack. -->Deadly Bash: Requires 50: Bashing does five times more damage. -->Elemental Protection: Requires 50: Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. -->Disarming Bash: Requires 70: Chance to disarm when power bashing. -->Block Runner: Requires 70: Able to move faster with a shield raised. -->Shield Charge: Requires 100: Sprinting with a shield raised knocks down most targets. Two-Handed ---------- -->Barbarian: 5 Ranks: Two-Handed weapons do 20% more damage. -->Champion's Stance: Requires 20: Power attacks with Two-Handed weapons cost 25% less stamina. -->Limbsplitter: 3 Ranks: Requires 30: Attacks with battle axes cause extra bleeding damage. -->Deep Wounds: 3 Ranks: Requires 30: Attacks with greatswords have a 10% chance of doing critical damage. -->Skullcrucher: 3 Ranks: Requires 30: Attacks with warhammers ignore 25% of armor. -->Great Critical Charge: Requires 50: Can do a Two-Handed power attack while sprinting that does double critical damage. -->Devastating Blow: Requires 50: Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. -->Sweep: Requires 70: Sideways power attacks with Two-Handed weapons hit all targets in front of you. -->Warmaster: Requires 100: Backwards power attack has a 25% chance to paralyze the target. One-Handed ---------- -->Armsman: 5 Ranks: One-Handed weapons do 20% more damage. -->Fighting Stance: Requires 20: Power attacks with One-Handed weapons cost 25% less stamina. -->Dual Flurry: 2 Ranks: Requires 30: Dual wielding attacks are 20% faster. -->Hack and Slash: 3 Ranks: Requires 30: Attacks with war axes cause extra bleeding damage. -->Bone Breaker: 3 Ranks: Requires 30: Attacks with maces ignore 25% of armor. -->Bladesman: 3 Ranks: Requires 30: Attacks with swords have a 10% chance of doing critical damage. -->Savage Spike: Requires 50: Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. -->Critical Charge: Requires 50: Can do a One-Handed power attack while sprinting that does double critical damage. -->Dual Savagery: Requires 70: Dual wielding power attacks do 50% bonus damage. -->Paralyzing Strike: Requires 100: Backwards power attack has a 25% chance to paralyze the target. Archery ------- -->Overdraw: 5 Ranks: Bows do 20% more damage. -->Eagle Eye: Requires 30: Pressing Block while aiming will zoom in your view. -->Critical Shot: 3 Ranks: Requires 30: 10% chance of a critical hit that does extra damage. -->Steady Hand: 2 Ranks: Requires 40: Zooming in with a bow slows time by 25%. -->Power Shot: Requires 50: Arrows stagger all but the largest opponents 50% of the time. -->Hunter's Discipline: Requires 50: Recover twice as many arrows from dead bodies. -->Ranger: Requires 60: Able to move faster with a drawn bow. -->Quick Shot: Requires 70: Can draw a bow 30% faster. -->Bullseye: Requires 100: 15% chance of paralyzing the target for a few seconds. Light Armor ----------- -->Agile Defender: 5 Ranks: Increase armor rating for Light Armor by 20%. -->Custom Fit: Requires 30: 25% Armor bonus if wearing all Light Armor: Head, Chest, Hands, Feet. -->Unhindered: Requires 50: Light Armor weighs nothing and doesn't slow you down when worn. -->Wind Walker: Requires 60: Stamina regenerates 50% faster in all Light Armor: Head. Chest. Hands, Feet. -->Matching Set: Requires 70: Additional 25%Armor bonus if wearing a matched set of Light Armor. -->Deft Movement: Requires 100: 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: Head, Chest, Hands, Feet. Sneak ----- -->Stealth: 5 Ranks: You are 20% harder to detect when sneaking. -->Muffled Movement: Requires 30: Noise from armor is reduced 50%. -->Backstab: Requires 30: Sneak attacks with One-Handed weapons now do six times damage. -->Light Foot: Requires 40: You won't trigger pressure plates. -->Deadly Aim: Requires 40: Sneak attacks with bows now do three times damage. -->Assassin's Blade: Requires 50: Sneak attacks with daggers now do a total of fifteen times normal damage. -->Silent Roll: Requires 50: Sprinting while sneaking executes a silent forward roll. -->Silence: Requires 70: Walking and running does not affect detection. -->Shadow warrior: Requires 100: Crouching stops combat for a moment and forces distant opponents to search for a target. Lockpicking ----------- -->Novice Locks: Novice locks are much easier to pick. -->Apprentice Locks: Requires 25: Apprentice locks are much easier to pick. -->Quick Hands: Requires 40: Able to pick locks without being noticed. -->Wax Key: Requires 50: Automatically gives you a copy of a picked lock's key if it has one. -->Adept Locks: Requires 50: Adept locks are much easier to pick. -->Golden Touch: Requires 60: Find more gold in chests. -->Treasure Hunter: Requires 70: 50% greater chance of finding special treasure. -->Expert Locks: Requires 75: Expert locks are much easier to pick. -->Locksmith: Requires 80: Pick starts close to the lock opening position. -->Master Locks: Requires 100: Master locks are much easier to pick. -->Unbreakable: Requires 100: Lockpicks never break. Pickpocket ---------- -->Light Fingers: 5 Ranks: Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds. -->Night Thief: Requires 30: 25% chance to pickpocket if the target is asleep. -->Poisoned: Requires 40: Silently harm enemies by placing poisons in their pockets. -->Cutpurse: Requires 40: Pickpocketing gold is 50% easier. -->Extra Pockets: Requires 50: Carrying capacity is increased by 100. -->Keymaster: Requires 60: Pickpocketing keys almost always works. -->Misdirection: Requires 70: Can pickpocket equipped weapons. -->Perfect Touch: Requires 100: Can pickpocket equipped items. Speech ------ -->Haggling: 5 Ranks: Buying and selling prices are 10% better. -->Allure: Requires 30: 10% better prices with the opposite sex. -->Bribery: Requires 30: Can bribe guards to ignore crimes. -->Merchant: Requires 50: Can sell any type of item to any kind of merchant. -->Persuasion: Requires 50: Persuasion attempts are 30% easier. -->Investor: Requires 70: Can invest 500 gold with a shopkeeper to increase his available gold permanently. -->Intimidation: Requires 70: Intimidation is twice as successful. -->Fence: Requires 90: Can barter stolen goods with any merchant you have invested in. -->Master Trader: Requires 100: Every merchant on the world gains 1000 gold for bartering. Alchemy ------- -->Alchemist: 5 Ranks: Potions and poisons you make are 25% stronger. -->Physician: Requires 20: Potions you mix that restore Health, Magicka or Stamina are 25% more powerful. -->Poisoner: Requires 30: Poisons you make are 25% more effective. -->Benefactor: Requires 30: Potions you mix with beneficial effects have an additional 25% greater magnitude. -->Experimenter: 3 Ranks: Requires 50: Eating an ingredient reveals first two effects. -->Concentrated Poison: Requires 60: Poisons applied to weapons last for twice as many hits. -->Green Thumb: Requires 70: Two ingredients are gathered from plants. -->Snakeblood: Requires 80: 50% resistance to all poisons. -->Purity: Requires 100: All negative effects are removed from created potions, and all positive effects are removed from created poisons. Illusion -------- -->Novice Illusion: Cast Novice level Illusion spells for half magicka. -->Illusion Dual Casting: Requires 20: Dual Casting an Illusion spell overcharges the effects into an even more powerful version. -->Animage: Requires 20: Illusion spells now work on higher level animals. -->Apprentice Illusion: Requires 25: Cast Apprentice level spells for half magicka. -->Hypnotic Gaze: Requires 30: Calm spells now work on higher level opponents. Cumulative Kindred Mage and Animage. -->Kindred Mage: Requires 40: All Illusion spells work on higher level people. -->Adept Illusion: Requires 50: Cast Adept level spells for half magicka. -->Aspect of Terror: Requires 50: Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage. -->Quiet Casting: Requires 50: All spells cast from any school of magic are silent to others. -->Rage: Requires 70: Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage. -->Expert Illusion: Requires 75: Cast Expert level Illusion spells for half magicka. -->Master of the Mind: Requires 90: Illusion spells work on undead, daedra and automatons. -->Master Illusion: Requires 100: Cast Master level Illusion spells for half magicka. Conjuration ----------- -->Novice Conjuration: Cast Novice level Conjuration spells for half magicka. -->Conjuration Dual Casting: Requires 20: Dual casting a Conjuration spell overcharges the spell, allowing it to last longer. -->Mystic Binding: Requires 20: Bound weapons do more damage. -->Apprentice Conjuration: Requires 25: Cast Apprentice level spells for half magicka. -->Summoner: 2 Ranks: Requires 30: Can summon atronachs or raise undead twice as far away. -->Soul Stealer: Requires 30: Bound weapons cast Soul Trap on targets. -->Atromancy: Requires 40: Double duration for conjured Atronachs. -->Necromany: Requires 40: Greater duration for reanimated undead. -->Oblivion Binding: Requires 50: Bound weapons will banish summoned creatures and turned raised ones. -->Adept Conjuration: Requires 50: Cast Adept level Conjuration spells for half magicka. -->Dark Souls: Requires 70: Reanimated undead have 100 points more health. -->Expert Conjuration: Requires 75: Cast Expert level Conjuration spells for half magicka. -->Elemental Potency: Requires 80: Conjured Atronachs are 50% more powerful. -->Master Conjuration: Requires 100: Cast Master level Conjuration spells for half magicka. -->Twin Souls: Requires 100: You can have two atronachs or reanimated zombies. Destruction ---------- -->Novice Destruction: Cast Novice level Destruction spells for half magicka -->Destruction Dual Casting: Requires 20: Dual casting a Destruction spell overcharges the effects into an even more powerful version. -->Apprentice Destruction: Requires 25: Cast Apprentice level Destruction spells for half magicka. -->Augmented Flames: 2 Ranks: Requires 30: Fire spells do 25% more damage. -->Augmented Frost: 2 Ranks: Requires 30: Frost spells do 25% more damage. -->Augmented Shock: 2 Ranks: Requires 30: Shock spells do 25% more damage. -->Impact: Requires 40: Most Destruction spells will stagger an opponent when dual cast. -->Rune Master: Requires 40: Can place runes five times farther away. -->Intense Flames: Requires 50: Fire damage causes targets to flee if their health is low. -->Adept Destruction: Requires 50: Cast Adept level Destruction spells for half magicka. -->Deep Freeze: Requires 60: Frost damage paralyzes targets if their health is low. -->Disintegrate: Requires 70: Shock damage disintegrates targets if their health is low. -->Expert Destruction: Requires 75: Cast Expert level Destruction spells for half magicka. -->Master Destruction: Requires 100: Cast Master level Destruction spells for half magicka. Restoration ----------- -->Novice Restoration: Cast Novice level Restoration spells for half magicka. -->Restoration Dual Casting: Requires 20: Dual casting Restoration spell overcharges the effects into an even more powerful version. -->Regeneration: Requires 20: Healing spells do 50% more. -->Apprentice Restoration: Requires 25: Cast Apprentice level Restoration spells for half magicka. -->Recovery: 2 Ranks: Requires 30: Magicka regenerates 25% faster. -->Respite: Requires 40: Healing spells also restore stamina. -->Adept Restoration: Requires 50: Cast Adept level Restoration spells for half magicka. -->Ward Absorb: Requires 60: Wards recharge your magicka when hit with spells. -->Necromage: Requires 70: All spells are more effective against undead. -->Expert Restoration: Requires 75: Cast Expert level Restoration spells for half magicka. -->Avoid Death: Requires 90: Once a day, heals 250 points automatically if you fall below 10% health. -->Master Restoration: Requires 100: Cast Master level Restoration spells for half magicka. Alteration ---------- -->Novice Alteration: Cast Novice level Alteration spells for half magicka. -->Alteration Dual Casting: Requires 20: Dual casting an Alteration spell overcharges the effect into an even more powerful version. -->Apprentice Alteration: Requires 25: Cast Apprentice level Alteration spells for half magicka. -->Mage Armor: 3 Ranks: Requires 30: Protection spells like Stoneflesh are twice as strong if not wearing armor. -->Magic Resistance: 3 Ranks: Requires 30: Blocks 10% of a spell's effects. -->Adept Alteration: Requires 50: Cast Adept level Alteration spells for half magicka. -->Stability: Requires 70: Alteration spells have greater duration. -->Expert Alteration: Requires 75: Cast Expert level Alteration spells for half magicka. -->Master Alteration: Requires 100: Cast Master level Alteration spells for half magicka. -->Atronach: Requires 100: Absorb 30% of the magicka of any spells that hit you. Enchanting ---------- -->Enchanter: 5 Ranks: New enchantments are 20% stronger. -->Soul Squeezer: Requires 20: Soul gems provide extra magicka for recharging. -->Fire Enchanter: Requires 30: Fire enchantments on weapons and armor are 25% stronger. -->Soul Siphon: Requires 40: Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. -->Frost Enchanter: Requires 40: Frost enchantments on weapons and armor are 25% stronger. -->Insightful Enchanter: Requires 50: Skill enchantments on armor are 25% stronger. -->Storm Enchanter: Requires 50: Shock enchantments on weapons and armor are 25% stronger. -->Corpus Enchanter: Requires 70: Health, magicka, and stamina enchantments are 25% stronger. -->Extra Effect: Requires 100: Can put two enchantments on the same item. ============================================================================== XIV. Conclusion [CNCL] ============================================================================== Thank you for viewing my guide I hope you enjoyed it. Send an email with suggestions, questions or what you think of the Walkthrough so far. The feedback is very nice so that way I know if I am doing it right. I will try my best to incorporate and answer these questions you may have. Authorized Websites: * Gamefaqs.com * Cheathappens.com * Neoseeker.com Email: Inflikt3d@live.com Copyright 2011 Inflikt3dSaint