The Elder Scrolls IV: Oblivion FAQ/ Walkthrough

























## ##

## @ ##

## @@@ ##

## @ ##

## ##

## ##

## ##

# ##



*The Elder Scrolls IV: Oblivion*



The Elder Scrolls IV Oblivion


For Xbox 360, PS3, PC

Version 1.0 (1/8/08)

Written by Brad Russell "TheGum"

(email at the bottom)


Version 1.0 - full guide is complete



Table Of Contents


Use Ctrl + F to quick find.

You can type in quest name to get

where you need to be faster.


1. A Brief Foreword

2. Controls CODE222

3. General Starter Tips TIPS333

4. Main QuestGATES44

5. Fighter's GuildRATS555

6. Mage's GuildGEMS666

7. Dark BrotherhoodRUFIO77

8. Thieve's GuildFOX8888

9. ArenaROME999

10. City QuestsCSI1010

11. Daedric QuestsEVIL111

12. Everything ElseETC1212

Settlement QuestsSET9876

Undocumented QuestsXFIL9821


13. CheatsCHEAT15

14. Credits/Copyright


* 1. A Brief Foreword *


Perhaps one of the best games ever made. Looks great, sounds great, and smells

like grapes! Really, there is nothing more to say. Almost perfect had all the

versions not been plagued by glitches, some lethal, and that you can condemn

yourself if you choose bad skills.

And the downloadable content and the expansion only make more hours of pure

fun. I hope they make more.

Say goodbye to friends and family for about, oh, 300 hours, at least,



* 2. Controls ( CODE222 ) *



PC Controls



Well, for the PC you can't go wrong with any kind of setup.

Here is mine:

Activate - E

Journal - Tab

Ready weapon - F

Jump - Space

Cast - Q

Attack - Left Mouse

Block - Right Mouse

Grab - Z

Sneak - C

Third-Person - Middle Mouse

Wait - T

Pause - Esc

Move - WASD

Look - Mouse

Hotkeys - 1: sword, 2: bow, 3: destruction spell, 4: heal spell, 5: summon,

and then whatever else

To make hotkeys, have your mouse over the item in your menu and then press

the number.

Caps Lock switches slow and fast moving.



XBOX 360 Controls



For all you without books and wanting quick reference for the Xbox 360:

Activate - A

Journal - B

Ready weapon - X

Jump - Y

Cast - RB

Attack - RT

Block - LT

Grab - LB

Sneak - Click LS

Third-Person - Click RS

Wait - BACK

Pause - START

Move - LS

Look - RS

Hotkeys - Just whatever works for you


And I imagine the PS3 controls are the same as the 360, but it don't matter.


* 3. General Starter Tips ( TIPS333 ) *


Some advice for playing Oblivion in general, and some helpful tips for

entering the additional stuff.

Overall Tips

*I like to have Armorer, Blade, Conjuration, Destruction, (your favorite)

Armor, Marksman, and Sneak, all as my major skills.

*Armorer because as you progress through the game you will pick up magic items,

and until you reach 50 skill points for Armorer you will not be able to

repair them on your own; you can just take them to a local smith, but

the Isles tend to send you on long quests.

*Blade, Heavy/Light Armor, and Marksman because all three are skills you need.

*Conjuration and Destruction because those are tools you must take advantage of

in this game. Conjuration gives you an extra buddy in every fight, and

Destruction because you will always want magic as a weapon.

*I am always partial to Sneak, mainly because it will often get you a free

attack worth X3 the damage; and then you stand up and start fighting

with your sword and whatever. Also, you can avoid some encounters and

you need to sneak in some quests anyway.

*You level up by furthering these (or whatever) major skills you choose.

*Each time you level up, your health increase is relative to your Endurance

stat. Basically, get your Endurance high early and the health will rise


*Intelligence and Willpower contribute to your Magicka, so increase those as


*Breton is a good starter race, and The Lady is a solid starter birthsign;

whatever you do as a new player, don't choose the Atronach!

*It matters a little which gender you choose, but don't worry, it's okay if you

want to watch a little girl run around fighting orcs, at least

someone's years of fan fiction will come to life...

*When taking on any of the numerous dungeons, you don't really want to explore

the whole thing, there is little need to. You only need to get the

quest done as quickly as possible and retreat. The rewards for all the

time and fighting you spend will be small. Just finish quests as

quickly as possible if you want to move onto more, and this game is

pumped full of plenty of quests.

*Make sure to repair your things with Repair Hammers often, and consider making

it a habit after every decent battle.

*Save often no matter what. The computer game glitches up a lot for me, and the

only solution I've found is to save often and when a save doesn't load,

I just keep going back in my saves until one works. Also, I find it

best to save in four blocks for each game, and just overwrite the

oldest ones first. If you run into the game freezing up a lot, start

using about ten or so saves and save after you complete quests.

*You can (by default) press the T (BACK) button to fast-forward time.

*For you PC players out there, don't play for too long or you might run into

crashes like I did. Learn to limit gameplay to avoid messups.

*Pressing F5 after completing missions is a good habit, but be sure to save in

normal slots as well. I don't think the 360 has a quicksave.

*For lockpicking, I use the technique of tapping until a fast one goes up and

then I try to get the next tap. So you will tap a tumbler until it

goes up at lightning speed, and then you should have a better chance at

hitting it right after that. This is because the game rarely does

lightning speed twice in a row. Also, HARD locks are tougher than VERY

HARD, for some odd reason.

*Don't forget that you can hold down the attack button for a lunge attack, and

eventually you can do more attacks. It's easy to forget, and you'll

probably forget this too.

*I hope you realize you can wear two rings, and only one necklace.

*Please, for this guide and just for any player, please be sure to select the

quest you're doing and set it as your active quest. You want the marker

on your compass.


* 4. Main Quest ( GATES44 ) *


This is for the main quest only, on default difficulty settings.

For all the quests, I will assume you have the quest selected as your active

quest. Those arrows pointing you along makes my job possible.

It's not my intention to spoil the game, and if I can I'll try to avoid it

altogether, but I might slip up here and there.

If you want to quick-find a quest, just type in the quest name. Sorry I

couldn't make a nice table of contents like I did for the side-games.

Let's start after you begin a new game and watch the opening intro scene.




Your first task is to pick what you look like. You're not choosing anything but

the aesthetics at this point. Pick a nice name, race, eye color, hair, and

age. The rest, such as shape of face, complexion, and whatever, should only be

invested in if you think it will make your character look better. To be honest,

if you like how the defaults look, then just go with that. Otherwise, you

can get lost in the depth of the customization.

The race and sex are somewhat important choices. Bretons are the vanilla race

of the game. Pick them if this is your first time, or just read the description

under each race if you want to get creative (it almost doesn't matter). And

your sex will only slightly change around some of your attributes.

Anyway, after you're done move to the front of your cell and listen to the

other inmate taunt you. Move to the back of the cell when you see guards come

to the door; just back up to the wall and wait. They will enter and you will

enter a conversation with the emperor.

Of course you will follow them, and they won't do anything if you do, so just

walk behind the convoy. Your group will eventually get ambushed, but there's

nothing you can do. After the carnage, the guards will tell you that you can't

follow them, but you should quickly turn around and borrow the sword from the

dead captain on the ground. Two rats will literally burst through the stone

wall and attack. You can beat them with your fists, but just grab all the stuff

from Renault's dead body and equip the katana. The rats only need two hits.

Check the dead assassins' bodies for a single potion; you don't need the robes

or hoods. Notice that little heart symbol at the bottom of your screen. Press

your cast spell button and you will heal yourself. Now is a good time to get

familiar with your menu. Bring it up and notice that there are four tabs at the

bottom. You have a stat, item, spell, and journal menu to choose. Each menu

will have a five lesser tabs to choose. I'll give you the rundown of each

individual tab only once.

Stat Menu


The first tab displays your stats. Notice that you have yet to choose your

birthsign or class. The second one shows your attributes. The third tab is

important once you select your class. This skills menu will determine how you

level up throughout the game. The fourth tab will display your ranks within

the various factions in the game, but that too is for later. The final tab in

the stat menu gives you all the information you need about your time spent in

Cyrodiil. The only number that you will ever really need is the Bounty number.

Items Menu


The first tab will have all your items. The second filters down to only your

weapons. The third filters down to only your equipment. The fourth filters

down to your potions and ingredients. The fifth tab has quite a bit: books,

papers, keys, special items, gems, tools, and the junk you collect.

There are also three numbers you need to note. Look at the feather, shield,

and coin icons above the five tabs. The feather lets you know how much you

can carry; that means the number on the left cannot be larger than the number

on the right. The shield displays your defensive stat. And the coin, of

course, is you money total.

Spell Menu


Tab one has all your spells. Tab two has just the offensive spells. Tab three

has the altering spells. Tab four has the healing spells. But tab five is

much different. This tab shows all the effects that you currently benefit/

suffer from. This final tab is good to know if you have contracted a disease.

The spell effectiveness number depends on your outfit. If your clothes match

then this percentage will be higher. Not a huge difference, but you do want it

to be as high as possible.

Journal Menu


Tab one is a map of the immediate area and good for if you get twisted around

by my directions. Tab two is a map of Cyrodiil and you'll use it alot so that

you can fast travel to and fro. Tab three displays your active quest and if

you have a place to go then usually the arrow on your compass will lead you

there. Tab four contains your quests in waiting, and sometimes you'll have

to leave quests here because some cannot be completed. The last tab will log

all the quests you've finished.


Okay, with all that info you should be able to get along just fine. Now go

through the rat hole and hunt down the last remaining rat; you could use your

fireball spell (you can assign hotkeys too). After you get the rat, go around

this dark room and search for all the items that you can grab from all the

chests and barrels and whatnot (you only need a few torches, if any at all).

Be sure to grab the key from the dead goblin.

You can pick up every weapon in here: axe, club, or sword. However, it might

be best to pick a single weapon-line to follow. Of course the sword is the

favorite, in fact it's crazy to pick the others, but I'll let you decide. I

will let you know that it's hard to be sufficient with more than one.

You should pick up the leather armor, for now, from the skeleton. When you get

some arrows you will be asked to pick up the bow, so do so. Equip the bow and

the arrows and aim for the bucket over the well. After you fire an arrow be

sure to try and track it down. Remember that you can recover most arrows that

miss a target, but never go crazy trying to get EVERY lost arrow. After that,

feel free to leave the training room. Be sure you did everything and equipped

the armor.

*NOTE: I do hope you realize that you'll always keep a bow with you, no matter

what. Even if you rarely use it, you MUST keep a bow with you. I would even

advise you to train it a good deal too.*

In the next room there is a single rat that you are encouraged to kill by

a fireball, so do so. In the nearby chest are more arrows and some armor. This

iron armor and your leather armor are from two different sets, light and

heavy. Please try not to mix the types or your magic will suffer. You kinda

have to choose which one set to stick with and keep it, though, you can switch

at anytime in the early going.


The light armor will not protect you as well, but it weighs less and you can

move faster and your boots won't make as much noise. This is the choice armor

for a sneaking character/sniper (sniper means bowman in this game). You won't

be crazy fast, but you'll be able to avoid a few blows.

Heavy armor will keep your health safer, but you will need to keep increasing

your Strength attribute to manage the armor. If you just want to slug it out

with enemies, and if you don't mind finding alternate ways to be stealthy,

then heavy is the armor for you.

I will let you know, heavy armor ends in a blood-red color armor class, while

light armor will be a shiny green; in case color matters for you. I say ignore

all heavy armor, but it's up to you.


Move down the path and you'll run into more rats and a zombie. Backpedal a

bit and take out the rats that come for you, but one should try to attack the

zombie around the corner. The undead will need about three fireballs to kill.

Undead are sorta weak to fire, so remember that. Keep moving and you'll hit

another room with three more rats; a perfect place to test out your bow from a

distance on live targets. Get the chest before you go around the corner for

another bright room with more rats (use fire). Look in the southeast wall for

a chest in a broken section. There is a helmet and shield for your iron armor

set, as well as a warhammer in the center pit area, but you don't need the

other junk. More rats and small treasure as you move along. You'll eventually

hit the door in a cave leading to the next area.

*NOTE: You can check every corpse for items, but rats and such don't have

much, but goblins will usually have lockpicks.*

In the Natural Caverns, press the sneak button and move along the path so that

you don't alert the goblin. Let the goblin stand in front of his five-star

meal and then whack him in sneak mode so that you get a sneak attack bonus.

Finish him off if you need, grab the stuff in the chest, and pick up the

crap on the crate for Alchemy (something you will either love or hate, I hate

it). Follow the path, sneak if you wish, and you'll run into another goblin,

and if you look closely to the ground you will see a tripwrie that lets lose

the spiky things on the ceiling. Move into the next room and quickly run to

the logs sitting in a stack and touch them so that the goblins below get run

over. In the final, big room there are four goblins. You can lead the first

one back into the previous room to kill him. Then snipe kill the other two

standard goblin. Save the witch for last, and you can kill the rats in the

pen in the pit if you wish. Get a sniper arrow on the witch under the blue

light and then enter a shootout. He will throw a fireball and then lightning

bolt your way. If you just strafe left and right and then fire an arrow across

the gap you will win, or you can just run up and beat him to death. Either

way, check the chest near him for treasure, grab his staff, and then find a

chest in the northern corner for your first repair hammer. Use it and then

head to the exit door, and a chest near it.

*NOTE: Sorry for such long blocky paragraphs. I just like to keep each

area to one paragraph. Trust me, it's gets better as I start to trust that you

can handle the basics on your own.*

You're back on the right path. Move along the path, hop through the hole, and

then stay on the ledge that overlooks the group. Watch the fight and then

hop down, but please don't try to fight. Just wait for the emperor to call for

you and go have a little chat.


You will now choose your birthsign.

The Lady and The Thief are the the safest choices to make. The Mage is a good

one if you have come to like your spells. Avoid the Atronach unless you've

already played the game. If you went heavy armor then you probably need to

go with the Warrior sign. I recommend that you go with the Lady for your first



Now you're part of the group; at last, acceptance! Follow them, look for a

chest near a ledge in the next room, and then just hang back as the group moves

along; there is little you can do to help, but you can try if you really want

to. Some of the assassins carry potions, and watch for a chest in a crevice

near the exit door.

Keep following orders and enter the side room when told. Sit by the wall and

look to the doorway and wait for Uriel to have a chat with you. All you can

do from here is sit and watch, well you will eventually be tossed into the

action, so be ready. Talk with Baurus after and you'll eventually get to

choose the last bit of your character.


Ignore the pre-made classes; select the custom class button at the bottom. You

can choose from three big combat styles: combat, magic, stealth. Combat and

Magic are easy, but the Stealth option opens up more possibilities, but you

can go whatever way you like.

Next you get to pick two attributes. It's easy to know what each choice means

for you; the descriptions are right there. I say go with Strength and Intel-

ligence, but I'm not you.

Finally, you get to pick seven major skills. These choices mean alot because

you are choosing how you level up in the game. Choose bad and you will have

essentially shot your big toe off; both of them!

Armorer, Sneak, and one of the armor types are solid choices because you want

all three of these to be boosted from the get-go. Then I say choose Marksman

and whatever weapon type you like: Blade or Blunt (I say Blade). That leaves

you two more slots open. I am partial to Conjuration for the extra buddy in

all fights, and you gotta go with Destruction so that you can use your Magicka

to help in fights, otherwise it's just wasted. Honestly, the rest of the

choices are not worth it at all, and you can explore those on future games if

you must.

And then pick a cool name. May I suggest your favorite sports team, or perhaps

your dog/cat?


Then you are sent to the sewers and your cool sword is taken - dang! Move

through the passage, through the door, and enter the sewers.

*NOTE: If you have the Knights of the Nine add-on, or if you bought the

downloadable content, then you'll get the messages now that they're waiting

for you, but save them for later.*

Kill vermin and maybe a goblin as you move into the waterway room. Take the

path on the right and go up the stairs as you follow the path to the light at

the end of the tunnel.

You get one last chance from the game to change anything you want to about

your character. You can edit the details of your face if you like and then

exit so that you can look at your character, and all before you leave. When you

are finally satisfied with your look, name, and whatever, exit the sewer hole

and enter the realm of Cyrodiil.


Now that we have got the basics out of the way and kinda sorta delved into the

main quest, you are finally free to do whatever you like. As of now you have

the quest to go take the amulet to Jauffre. However, you can do pretty much

anything you want. However still, you should probably get the main quest out

of the way first. Why not?


Deliver the Amulet


*NOTE: This quest began after the emperor's death, but we'll say it starts


Now, let me tell you a big tip that should be obvious, but it wasn't for me.

If you have a place to get to, but it's very far away, you can fast travel.

You fast travel by bringing up your big map of Cyrodiil, finding the location,

clicking on the icon, and then zap; you get the towns by default, but you'll

have to discover new locations if you want to fast travel to them. For quests

you can bring up the active quest tab and click on the 'Map' button in the top

right corner and your location will be put in front of you.

So bring up your active quest called 'Deliver the Amulet', click on the map

button, and then zap to Weynon Priory.

You'll also notice that the red arrow on your compass is directly related to

the active quest. As soon as you are to the priory, that red arrow points you

to the Weynon House; so enter. Notice how that now the arrow turns green. That

means that your goal is within the same area. You'll have a quick chat with

Maborel, and then go up the stairs to Jauffre. He tells you some back info and

fills you in on a bit of story; FYI, the choices in this conversation, and with

many others, leads to the same outcome. When you have a list of topics to

choose from, select the 'Assistance' topic and you get free stuff. Select the

stuff that applies to your needs, replace what you need, be sure to get the

bow equipment, drop the junk that you replaced, and then head outside. Zap

to a place called Kvatch.


Find the Heir


You'll notice that Kvatch is the only place on the map where you could not

fast travel directly to the city...

*NOTE: You may at any time get a message about a door in Niban Bay if you have

the Shivering Isles expansion. Just ignore for now.*

As soon as you appear you get a shocking twist! Just for kicks, speak with an

orc named Batul gra-Sharob. You can make it daytime by waiting, which is a

button on whatever system you use, and you can wait until the clock is to the

time you need. Anyway, speak with the orc and click the face icon at the bottom

of her topics menu. The tutorial message gives you the rundown, but you have

an unlimited amount of tries to get it right. The trick is to get the cursor

over each of the four options and gauge the reaction on her face, and then the

other part is to make sure you're right by seeing how that option will affect

her disposition toward you (that number in the circle). The big trick is to

find the two negative reactions and get that small wedge to go into those, no

matter what.

*NOTE: I know it sounds confusing, but you want the negative reactions to get

the smallest piece of the pie, because you HAVE to go through them no matter


Anyway, through trial and error you should be able to get her disposition up

to around 70 or so. Then exit and enter the trade icon (the hammer icon is to

repair stuff). Click the 'Haggle' button and get it to around 30% or so; you

can experiment and see how far you can really go, but each time she refuses

you will lose some of her love for you, and you might have to go lower than

30. It's a simple concept: sell high, buy low.

You want to get that Longsword (or whatever you need) and sell all your junk.

I would sell the shortsword, goblin staff, and your jewels from your 'Misc'

section of items (not the gems, if any). You want as many Repair Hammers as you

can carry, and a bunch of arrows. You can even get some potions from a girl

named Sigrid, but you don't NEED to.

Now head up the winding path and you will notice the sky turn red and wicked-

looking. At the top you meet the captain Matius. Tell him you wish to 'Help'

and you will have another quest pop up.


Breaking the Siege of Kvatch


You can help with the Scamps nearby, but it doesn't matter. Pick their dead

bodies, save, and enter the Oblivion Gate.

As soon as you're in you will have to fight three Scamps, but you will have a

friend to help (don't hit him too much if you can help it). Just dodge the

fireballs and rush in for hits; you don't have to worry too much about dying

right now, but you will later, just keep an eye on your health. Talk with Ilend

once the dust settles (please try keep him alive before you get to talk). You

will have a choice: let him leave, or let him stay with you. If he stays he

will most definately die, because I'm not going out of my way to keep him

alive. Best just save him for later and tell him to beat it. Keeping him around

will be good for a few fights, but he will probably just get in the way.

Heal yourself with your magic, check the corpses for loot, and repair your

stuff (there is a claymore by the gate if you want it). Now go into sneak if

you wish and proceed to the northwest. Get a free arrow into the Scamp up ahead

and then stand and finish him off with fire, or more arrows. And if you kill

him some other way, that is fine too. Continue sneaky, if that's your thing,

and you'll find a Fleshy Pod with not much loot. Keep moving.

You'll eventually hit a curve in the path with a few fleshy pods in the some

poison weeds. There is a Scamp in the rocks up above, to the right. Kill him

in a shootout and then go south. Kill another Scamp in an open field and then

snipe the little claw-like thingies in the ground, those are traps. Head east,

toward the big tower, kill another scamp, and enter the tower.

*NOTE: There was about 20 times more things for you to do in the plane of

Oblivion, but it would have basically been a waste of time with low reward.

Just get the job done in these gates and get home ASAP.*

In the Blood Feast you should snipe out the two Scamps and then enter the door

on the Rending Halls from either the left or right door.

Go up the ramp, snipe, fight, stay alive, and kill the two enemies. Then

re-enter the second level of the Blood Feast.

Go up this ramp and kill two more enemies. Take the door that leads back

outside to the Plane of Oblivion. Cross the bridge and enter the lesser tower.

Up a bit is a single Dremora with the the key you need. Kill him, take the

key, and then talk with the man in the cage. Can't save him, so just return

to the main tower. Use the key on the door called the 'Citadel Hall Door' so

you can keep moving through the corridor. You'll run into one last Scamp near

a spear trap. Kill it, run past the trap, and enter the door that leads back

into the Feast.

Take either ramp and fight with the enemy near a pad. Kill him or chase him

away and then step on the pad to teleport up a bit. Loot the 'Punished' nearby

and then go up another ramp. Kill some enemies or whatever and enter the

Sigillum; you're in without fighting all the bad guys.

In the final room you have some options. If you don't want to fight you can

just run up the ramps and touch the spinning stone to be done with it. Or you

kill the guards and collect the loot from the pods. If you get two mage-type

Dremora then you should be able to snipe them in one hit. Anyway, there are

some fountains if you really need them, but as soon as you touch the stone you

will be done with this place.

*NOTE: You love the Realm of Oblivion? Doesn't matter, you will return to very

similar levels, and many of them later on.*

Back in the real world, go talk with the captain and accept the proposal to

save Kvatch (you really have no choice). This part is where saving Ilend will

pay dividends. Follow the group into the city and start hacking away at the

nearest enemy. If you just manage to kill two enemies then the battle should

be won without loses; and if you get nothing but Scamps then you better win

with ease. After, talk with Matius again and enter the chapel after you refresh


There is a short conversation to listen to and then you should find a Brother

Martin (certain LotR fans will recognize the voice). Tell him to come with you

and the story moves along a bit. You update the 'Find the Heir' quest, but

that's not why you brought Martin along. Now talk with Matius again and you

will be asked to help save the king of Kvatch.


The Battle for Castle Kvatch


*NOTE: You actually don't have to do this, but I'm not giving you that choice.*

Tell Matius you're ready and follow him and the gang yet again. With Martin

on your side the enemies will be easy. But soon you're slaughterfest will stop

at the bridge of the castle. Talk with Matius to learn that you have to find

an alternate route inside. Now, you may notice that there is some skirmishing

between your archers and some Dremora archers atop the castle walls. I'm not

saying let one of your comrades die, but you sure can get some free loot if

you do; and if you're like level one and still have the leather armor from the

start, you can get miles ahead by looting a dead friend.

Return to the church and give Berich the all clear to come along, and don't

forget to grab each of the Imperial Watch in here too. Follow Berich under the


*NOTE: Make sure Martin is behind you. If not then he is still outside, or

stuck somewhere else, but you shouldn't need to backtrack far. But, if you

don't need him, then don't worry. He will follow you if you fast travel

somewhere, so no big deal.*

Fight with the enemies down here and try not to hit your own teammates. Keep

following Berich after you heal and recover. Outside is another chaotic

battle, but so long as you don't hit your own guys you should be fine. Again,

follow Berich after you recover. After two more Scamp fights Berich will stop

in front of a manhole that leads to the castle passageway. Talk to him and

then enter, hopefully with your group at full strength.

Nothing in here. Just go down and up the sets of stairs and take the ladder.

*NOTE: PC users should save before you go up the ladder. I ran into a major

freezing problem because the next area had too much for my system to handle.

After a few tries I got it to go through, just thought I'd warn you.*

Go forward and turn the wheel to open the gates and let the blood tide flow.

This is a major battle, but again, unless you really care for those NPC's you

don't really have to chip in. Maybe corner a lone Scamp and count that as your

contribution. Oh yes, you will lose some teammates, but it's no big. And, just

maybe you want some of that legion armor. I'm just sayin'...

Matius will talk with you and everyone will head for the castle after the fight

and so should you. Again, another big battle in the throne room, and this is

probably where you lose half of your team, but it doesn't help that everyone

scatters. Just stay alive and help as best you can. Don't forget your potions

when you're taking a beating. After the deed is done, go up the steps and

through the door.

Three enemies in this burning room, and then one covering the exit. You'll

probably waste all the allies you have left, but it must be done. Don't forget

that you can be an archer to chip away and the Scamps' health. However you do

it, go through to the king's room. Sneak inside if you want.

One enemy will be in the room, and if you can in without being seen then you

should send a stealth arrow. Finish off the Scamp, most likely alone, and then

inspect the king's body. Take the ring and whatever else you find and then

make your way back to Matius. He awards you with an enchanted cuirass, but

don't let that fool you; at this point in the game it is nothing more than a

burden of sorts. Anyway, leave.


Weynon Priory


Now simply zip back to Weynon Priory with Martin in hand (and even if you

kinda lost him at Kvatch, he will be at the priory, trust me).

As soon as you drop in you will see Eronor run to you and have a little chat.

Then the fighting starts. Martin is a sexy beast and he can and will take

out everyone on his own. Piner will talk with you after the bloodshed. Then

you are to find and locate Jauffre.


HOWEVER, now listen to me. I know that in this early stage of the game you are

basically a weakling, but at the moment you have a sexy beast following you

everywhere you go. Do you see where I'm going with this? There are a lot of

missions, and I may not even be thinking big enough, but there are a lot of

quests out in Cyrodiil right now that you can breeze through, if you wish.

There is likely no end to how far Martin will follow you. I wouldn't try and

dabble in the Knight of the Nine or the Shivering Isles, but other than the

main quest, it might be possible to have Martin as your ally throughout the

rest of the game.

"The Killing Field" quest in Chorrol was the first quest that I used Martin

on, and it's still the first I think of. "The Gravefinder's Repose" is another

that is extremely easy with Martin. But again, I am more than sure Martin will

help you on every side quest in the game. I would just limit his use to the

town and settlement quests if you want to even go that far, but I say cut it

off if you want to take on the guilds. And of course you only need him for the

combat quests, so don't take him to EVERYTHING. I won't list off the best ones,

but you can go through my side quest listings and decide for yourself.

Again, this is only because you're weak. Once you hit level five or so, that's

when you probably need to part ways. And if you really want to do this, just

limit it to a handful of quests; no use spoiling the whole game's fun value.

At the very least, do one quest just to say you did it.

I say just do the two quests I mentioned and then get back on track, but it's

up to you.


When you're ready to get back on track, enter the Weynon Priory chapel. There

are a few Mythic Dawn in here, but nothing to worry about; and you'll just get

in the way of your allies. And it doesn't hurt if Piner dies, you get a free

sword (although you'll get all you want in a little bit). Follow Jauffre after

the fight back into the house.

*NOTE: It's funny if either Jauffre or Martin ends up killing Piner, on a

couple of levels, but it's nothing you have to worry about.*

You will find a secret room in Jauffre's side of the house. He tells you that

the amulet is missing. Now go back outside and let Martin and Jauffre go to

the stable for horses. Ask Jauffre about Assistance to learn that you get a

free horse too. Jump on Prior Maborel's Paint Horse, pull up your map, and

then zap the group to Cloud Ruler Temple.

They will dismount and approach the gate, you do the same. There will be a

bit of a scene and then the group will walk up the steps. There is a very

rousing speech at the top (yeah right) and then Martin will talk with you.


The Path of Dawn


Soon after the introduction, talk with Jauffre and join the Blades. Then ask

him about the Amulet of Kings to learn what to do next. You're told to

return to the Imperial City and speak with Baurus. Yes, the same dude from

the very first of the game. So go there.

*NOTE: At this early point in the game, you are both broke and you can't fix

enchanted items, and yet enchanted items will earn you lots of money. So unless

you really want that Kvatch Cuirass, I say sell it and any other enchanted

items, especially if you need the scratch.*

*NOTE: If you are wanting to specialize in conjuration, now is the time to

seek out the members of the Mage's Guild and purchase a summon spell. At this

point you can probably only get the weak summons, but those are all you need.*

Don't forget to stock up on supplies while you're in the city. Visit the

Market District, duh, there will be lots of goods for sale.

Baurus waits in the Luther Broad's pub in the Elven Gardens. Talk to the

sneaky-sounding dude, sit in a seat near him, and then talk. Tell him you're

ready. After he leaves, it might be best to go to the third-person camera and

watch the other man get up to follow. When both are gone, you get up and

follow down to the basement.

The man will change into an enemy agent and attack Baurus, so help if you can.

Talk with Baurus, search the dead guy's body for the book, and then talk to

Baurus again to get sent off to the local university. Just walk outside the

bar and zap across town to save you time.

Oh, so this is what a real university looks like... Anyway, talk with Tar-

Meena. You are given the second book and then told to find the other two. She

says to check the local bookstore, so do it. And don't forget to actually

look at the books so that you can gain the free skill points (no, you don't

have to read them, just open them).

Zap to the Market District and enter the First Edition. Talk with Phintias

who reveals that the third volume is already sold and the buyer is coming by

shortly. Now, there are two ways to obtain the book. Phintias tells you that

Gwinas is on his way, so you can just wait. Or, if you can manage, just

butter up Phintias through the disposition game and then I think you can buy

the book. But, just waiting for Gwinas is the best and cheapest way to go.

After Gwinas arrives and after his conversation with the store owner, stop

Gwinas before he leaves the store. Ask him about the Mythic Dawn and then

you have him cornered. After he spills the beans he will cough up the book for

free. And then after you inquiry about the fourth book he will give up a note

from the Mythic Dawn.

With the note, return to Baurus. Tell him about the meeting and he agrees to

tag along, or insists. Follow him to the sewer hole and enter.

Follow him through the tunnels and help him stamp out the vermin along the

way to the waterworks.

More small fries. At the waterway you can separate from Baurus by leaving him

atop a set of steps as you move ahead to take out the goblins. There are just

about three goblins and you would only be taking them on by yourself to save

Baurus' health. Go get him and then get to the next area.

Follow him some more and to a door, but save before he gets a chance to talk

with you. There are two options he will give you: attack from up top, or

meet from down below. The lower option will let you get in the first hits on

the agents. The higher option lets you take on the two thugs that will ambush

you. The best option is to attack from on high, but if it doesn't work out for

you, you might want to reload this save and try the other way. Save as you

enter the next area, in a different slot than the other.

After you enter from above you should sneak into view of the Mythic Dawn

agent as he talks. If you watch the other path up here you will see two more

coming your way. So strike first. Send an arrow to the agent below, and if you

can, summon a monster onto the bridge up here to save you some grief. Quickly

jump down and help Baurus take out the sponsor. Then you should engage the

two others as Baurus finishes off the other guy. The key here is to take on

the other guys before they can gang up on Baurus. If you don't care about

Baurus, then it's very easy, but you want him to live for later. And no, the

later part isn't even that important, but still (geez, if you really can't

get through this without losing him, then go ahead).

*NOTE: If you meet the sponsor, it is best that you attack him quickly and

get rid of him in a hurry. Then go up and help out Baurus. Remember, every

second is critical.*

Grab the key, the book, and whatever else from the dead guys (you only need

one key, and you don't even need one). I say exit the way you came in, since

that path is devoid of enemies, and the other path is okay too, but you'll

be in the sewers longer. Just pick up the stuff in the Mythic Dawn room and

then turn around and go back the way you came to the surface (you entered

through the Elven Garden district, FYI).

Return to the university with all four books (remember to look at each).

Give Tar-Meena the books and then move time ahead by one day. Talk to her

again to learn she is close. Move time forward again and then talk to her

once more to get the hidden message (and you don't actually have to write it


Leave the school and zip to the Palace section of the city. You will find the

Tomb of Prince Camarril in the outlying circle of the palace grounds, but it

won't do anything until it is noon during the day. Move time to 12:00 PM and

you will see the front of the tomb glowing red. Touch it to learn the location

of the Mythic Dawn's hideout. Case closed.


Dagon Shrine


Stock up on supplies and then zap to the Black Waterside Stables outside of

Cheydinhal. Don't forget to not have your feather numbers too high, so sell

some stuff that you don't need before you set off into the wild.

Jump on your steed and head north, fighting some bad guys and wildlife along

the way. Don't forget to protect your horse on pain of death; you only have

one and you'll be hard pressed to heal it. If you avoid the camp along the

way you should only encounter a few animals near the cave's entrance.

*NOTE: Save now and keep this save. If something doesn't go right in the

dungeon you can always come back to this and try a new plan. I'll be honest,

a summon will help big time for this quest.*

Inside, you need to approach the Mythic Dawn man guarding the door; please

don't attack him. Now, you CAN attack him and everyone else, it's possible to

get through this quest leaving a trail of blood in your wake. BUT, if you are

a weakling, you better play nice and go through to see the next guy. Give up

your items and you'll be in a robe. Follow Harrow all the way to the shrine.

You will end among a crowd of followers listening to Camoran. Watch and listen

and soon he will disappear. Save your game now. You are told to approach Ruma

Camoran (Mankar's daughter) and you are asked to slay a sacrifice. Say you

will. Pick up the dagger by the book. Now save the game in another slot.

Lots of options here. You can slay the poor lizard, but there is really no

point. You might as well spare his life. Now the trick is to figure how you

will kill Harrow to get your items back. The thing that I found was that

Harrow would follow you in this shrine area. So you say you'll kill the lizard,

then you pick up the dagger, then you go up the steps to a quiet spot, and

then you kill Harrow with the help of a summon. You get all your items back

and the rest of the gang shouldn't know.

Eventually the group should start to file up the stairs and leave the area, so

you just sneak to the side and let them go (they leave the way you entered).

That should leave just two Mythic Dawn left in the room. Snipe Ruma, dodge

their big magic attacks, and get in close to slash them to pieces. A summon

and a few potions will help.

When the place is clear you should release the prisoner on the altar. Then go

pick up the Xarxes, and get out of the way of the collapsing statue. Your

escape won't be through the way you came, so head for the Living Quarters.

You might run into Jeelius, but you don't have to do anything about him except

make sure he doesn't get killed. There will be lots of enemies in the tunnels

and rooms, but none will be tough and all of them will fear for their lives.

Be sure to check all the crates for good items; the crates, chests, and barrels

in this area has better stuff than usual.

Jeelius will cause you much grief in this place. He will run around for dear

life and end up bringing all the enemies on his tail. Help him when you can.

When you reach the food room there will be quite a fight, so focus on the guys

in armor. When you get toward the exit you are not trying to get back into the

antechamber; take the path near the true exit door for a quick chest near a

bed, and then return to the Lake Arrius Caverns.

*NOTE: If Jeelius dies, no sweat. I'm not even sure if it matters if he lives.*

Items in this sleeping area, and an odd book on a crate (may as well pick it

up). Turn the handle you're back where you started. Leave the cave and return

to Cloud Ruler Temple.

You will have a little chat with Jauffre on your way to Martin. You cough up

the book and you get started on your next quest.




Talk with Jauffre concerning the spies in Bruma. Captain Steffan should be in

the temple area so talk with him first. The runestone is nearby, so you can

just make it by foot, or horse.

*NOTE: Before you set off, notice the two people sparring on the patch of

grass outside the temple. Just stand near them and watch for a bit. After

about a minute or two of some clumsy fighting, you will get a message saying

you gained two point to both Block and Blade. Easy.*

Park your horse on solid ground away from the green stone and try to get into

a good perch on top of the boulders nearby. Then move time to around 6:00 PM,

and be sure you're in sneak mode. When you come to there will be a few bad

guys near the stone. Search Jearl for some keys. And the other Mythic Dawn

might not have been near the stone, but Saveri will be around. After you take

out the trash, ride on into Bruma.

*NOTE: You can use the runestone, but there's no reason.*

Locate Burd, who might be in the castle. He tells you to search Jearls' home

in town. Look at the feet of the table in the house to find the hatch that

leads to the basement. Some items down here, but all you need is the rolled up

note on the table called Jearl's Orders. Take it, and then you need to get

back to the temple. You can go through the caves down here; there will only

be one rat in your way, two more out of the way, but no loot to speak of at

all. Just going back out through the house is faster, and then zap to the

temple. The only good thing about going through the cave is that you get

another location on your Cyrodiil map.

At the temple, report back to Jauffre with the note. Then back to Martin.


Blood of the Daedra


Speak to Martin about all the topics. He refers you to a book called Modern

Heretics. Read it to get the marker for a Daedric Shrine.

Now, the thought is that you'll go to the shrine, get the artifact, bring it

back, and then cough it up. But, Azura's gift is something you want to keep.

It's one of the good ones given by the lords of the plane of Oblivion.

Refer to my Daedric Quests section to get a better feel for how to tackle this

part of the quest. So long as you are at level two, you can instead go for

a different item and one that you won't really want to keep. The Sheogorath

quest is the best one, and despite how much you might like Wabbajack, it's

not really worth keeping (you'll just end up stashing it somewhere). So go

to that quest in my guide and come back once you have it or another item that

you don't want.

*NOTE: A tiny reason not to do Sheogorath's quest is if you have the Shivering

Isles expansion. If so, then you MIGHT want to save it for later.*

Now that you have Wabbajack or some other item, bring it to Martin. You will

lose it, forever, but it must be done.


Bruma Gate


You didn't think you'd be gone from the realm of Oblivion for the rest of the

game now, did you? Report to Jauffre and he orders you to save Bruma from the


Go to the area in front of the city gate to find the rally of men. Make sure

you are stocked up on everything before you approach the men (hammers, potions,

arrows, etc). Talk with Burd, listen to the words, and then to battle. Just

fight a couple of monsters and then go inside. the gate.

Just make your way straight ahead and fight the many enemies along the path.

Make your cut west, fight some more enemies, dodge some spire fire, and then

enter the main tower.

Kill the monsters in the "Fury Spike". Take a door to the Rending Halls. Just

up the ramp to more monsters and a door on both sides of this little area.

One door takes you to a rampway where you will find small loot; the other

door leads further up the halls. Get up there, fight along the way, and then

back to the Spike.

Fight some more and enter the Corridors. Just a few enemies in this area. Go

up and re-enter the spike. Kill one of the guard monsters in this last area

before the sigil chamber. Grab his key and enter.

In the chamber, just kill the four or so enemies, grab the loot, and then

get the stone. Not hard at all.

Talk to Burd back in the real world and then return to Cloud Ruler. Give the

good news to Jauffre and you're done with this quest.

*NOTE: You can get the allies for Bruma, but let's save that for later.*


Blood of the Divines


*NOTE: You should either hold onto your magic/silver weapons, or go seek some

out. If you can't repair magical items, then buying and using them up will cost

you mucho dollars. Either way, if you can't repair enchanted items, consider

selling them after you are done with this quest or spend the money to fix

them. You're going to run into ghosts in the dungeon, so you need silver or

magic weapons or strong magic.*

*NOTE: Gems fill up magic items with power, if you have some. Staffs and swords

are what you may have picked up already.*

*NOTE: Last one. If you have no other option, just use your basic fireball and

your spare potions of sorcery. Could have some long fights against many a

ghost, but you will get through it.*

Speak with Martin, and then Jauffre. Sancre Tor is north of Chorrol, so go

to the north gate of the town. Hop on your horse, or go by foot. There are

many ways to get to the ruins; you can go by the mountain trails or from the

Orange Road, it's your call. Once near the door to the dungeon, fight the

many skeleton guards, lightly search for loot, and then enter.

Inside, make your way down the set path. Fight the many ghosts along the way

and get any loot you find. You can use your normal weapons when you go up some

steps to fight a skeleton. Once it is down you will talk with Rielus. Lots

of loot after the fight. Three chests, a necklace on the skeleton, and then


In the Entry Hall, fight the ghost in the middle. Then to left and enter the




The first room you find requires you to kill a guard of the door and take his

key, so do that. The first hall of cells is nothing special. The second hall

has bed in two cells, so clear out this hall and then nap if you are in need

of leveling up. Then you are clear to make it to the big room.

You see the stumpy pillar at the foot of the steps? You can get on that and

once you get the attention of Valdemar's skeleton. From here you can pelt him

with arrows, summon if you can, and that should do it. Claim the loot in

three chests, grab his shield, and then return to the entry hall.

Take the first door on the right side.

Hall of Judgment


You can go left or right, but the path to the left is a way into the

catacombs, so go to the right. Fight some ghosts on your way to the grounds of

Mishaxhi. Fight him, endure his flaming blade, and then claim the sword once

he is dead. Claim the loot and then up the steps. You will notice an narrow

path through an open doorway, so take it. Follow the path to a platform with

two chests across a bridge. Then drop off the bridge, fight the ghosts, and

then take the exit leading to the catacombs.



From the Hall of Judgment entrance, the final skeleton is right in front of

you. This one is the toughest, so keep your eye on the health so you know when

you need a quick potion. Just survive, grab the sword, chest in the corner,

and then you have a choice of exit. You can leave through the rest of the

combs that you did not explore, or you can leave through the Hall of Judgment.

I say get the heck out of here ASAP.


In the Entry Hall, make your way down the middle path and watch the ghosts do

there thing. You'll see a barrier disappear and you are free to claim the

armor. Grab the armor and then leave this whole dungeon the way you came.

Return to Cloud Ruler and hand the armor over.

Don't forget to at some point visit a shop to replenish your stocks, fill up

enchanted items, and repair enchanted items.




This dungeon is between Kvatch and Skingrad. Remember to crouch, like all

the time.

Fight your way down to a walkway above a zombie pit, and I hope you did so

by sneaking because you don't want them all to see you. You don't want to go

down there unless you want to get a few welkynd stones, which you probably

don't need.

Go into the hallway, turn left and fight your way to the walkway above a

pit full of many monsters. You need to fall over the right side and take the

path up some steps, hopefully without being detected. In the room with a fire,

fight the two goblins. Collect the loot and then press the button on the

wall. Now go up the stairs, stand on the pressure pad, and then through the

gate. Then hang a right, across the walkway, and take the door out to the

Sel Vanua.

There is a small skirmish between goblin and skeleton in the big room, so kinda

sit back for a bit, then enter the room, pick a side, and then finish both

off. There is a button on the side of the wall that will open the center

cage to reveal a varla stone; there is also a welkynd stone on a wall.

Take the path to the south to reach the next big room. Go across the walkway

over the pit where some monsters are in battle. Most likely you will get

engaged into a full scale fight with the two sides in this room, but

hopefully they will help take each other out. Your goal is to go to the south

end of this room, press a button on the wall, and then go through the opened

gate to the north. Just survive the fighting and fight as few enemies as

possible. Enter the Morimath.

Proceed and when you hit the fork in the road, go left. Fight the mob of

zombies and move on. Collect loot along the way to the big shining stone on

a platform. Grab the stone. This triggers quite a large fight with some

undead. You should probably go for the zombies first and keep some distance

between you and the King of Miscarcand, then take him on.

Once the dust settles, go north to find an open passage. Lots of loot to

plunder, and then go west. Use the key on the door and then up the stairs.

Wind up the path and you'll find a spot with rooms on the side, kill the

zombies and take the loot on your way out.

*NOTE: You could also go back out the way you came, but that is no fun at all.*

You emerge in a secret room with some loot, step on the pad, and then you're

free to leave the dungeon.

Once again, return to Cloud Ruler and hand off the stone. Grim news ensues.

Now, you can go on with the Defense of Bruma quest, but you probably want as

much help as you can get. If so, read on for the Allies of Bruma quest you've

had for a while. I'll cover Allies first and then the defense after.


Allies of Bruma


This quest is simply a test of how long you wish to endure closing Oblivion

gates. You can tackle the cities in any order. The formula is the same: go

to castle, ask count for help, shut down gate outside city, and then

return. You can close the gate first, but either way.

To be honest, all of this is optional, so you don't have to do all or any of

it. Cheydinhal and Kvatch have their own side quests to go along with them,

so do those at least. Anvil and Chorrol give two soldiers, so those are the

two you need to do first. The remainder only kick in one, so you may want to

just try the Defense quest (of course making a save before) and seeing if you

can do without the rest.

*NOTE: For all planes of Oblivion and all towers, I think you should NOT

intend to explore for loot. You'll make this long quest so much more longer

than it should be if you do. Just move forward as directly as you can.*



Speak with the countess and then go northwest of the city.

Once in the plane, you may be tempted to follow the path to the end and expect

to find the tower door. But this place is different. Once you run into a

turret along the path, look along the rock wall for a door leading to the

Nether Tunnels. Just make your way through it, whatever cave you may get.

Fight your way along the ledge a short distance to another cave and go in. It's

a short cave, so get through and you'll end up on the last level of the

mountain. Fight your way up and enter the tower.

All towers are basically the same, you just need to make your way up until you

find the stone. It's really that simple, it just takes a LONG time to execute.

Once you have the stone, speak with Umbranox. You got her support.



Locate Savlian Matius. Now, if you saved the castle by doing the side quest

after closing the gate from long ago, just talk and he will lend his support.

If not, then refer to "Battle for Castle Kvatch" and do that quest, then ask

for support.



Speak with Countess Valga. Then to the gate.

This plane is unique. To the north as soon as you enter is a cool doorway that

leads to the bottom of the tower that is sticking out of the lava. Jump your

way over to the door and you're in the tower. Two unique enemies and just two

loot containers on the third level if you want to get them. Otherwise, read

on to get to the proper keep.

From the gate between realms, go west and into the lesser tower. Make your

way to the top and flip the switch. What you just did was open a gate below.

The gate will let you access a taller tower. You could go back down this

tower with the lever, go through the open gate, and then enter the larger

tower. Or from still on the top level of the tower with the lever, you could

go out onto the bridge, look to the bridge a bit lower than this one, get to

the door at the other end, look to the bridge, and then jump. You need good

acrobatics to make the landing, so be sure to save.

Let me say again, you need to get in that taller tower. There are four lesser

towers around the keep that control the gates, but there are two other towers

on the east and west of the keep. But it's not that you need to get atop either

tower, it's that you need to cross the bridge mid-way up to get into the

sigil keep. So by jumping from a bridge or by taking the ground route, get

into the main tower.

*NOTE: Doesn't matter which side you take, both lead to the same end.*

Once in, kill the monster and enter the Rending Halls. Kill the guys, but

remember you need to go up, so take the door in front of you that leads to a

ramp; not the ramps on the side that take you downward.

The rest of the way is just as you expect. Get to the stone, steal it, and

then tell the countess.



Side Quest - The Wayward Knight

*Any healing OTHERS spells would help

Speak with Andel Indarys. Also ask him about "Oblivion Gate" topic to get

the side quest.

There may or may not be a fight upon your approach to the gate, just depends.

Talk with the soldier and then go inside.

Now, the easiest way to get down this mountain is to just slide your way

down. You need to go east. Of course don't fall off the steep edges, but there

are some more sloping sides that you can crouch and walk down. Or just get down

there however.

Once you meet up with Farwil and his friend you will talk. The gate on the

bridge will open and you are free to storm the keep. This tower is the same

as all the rest essentially. The only thing you do different is you should keep

them both alive throughout. So save often and be sure to both take the brunt of

the damage and end fights quickly. And remember that if the path doesn't have

a ramp, you're probably going to a dead end.

Although, the AI in this game is so terrible, you may just let Farwil die

when he does, take his ring and that will do. You don't get the weapons as

payment when you return to the count, but after a few levels you won't really

care. It's up to you. Probably something that's easier the higher your level.

And it doesn't help that there seems to be more enemies than normal in this

tower and they are always up in your grill.

Either way, close the gate, return to the count, resolve side quest, and then

ask for aid. Be sure to meet Amminus Gregori outside the gate first though.


No need to visit the Imperial City, and the other three cities are standard

gates but only net you one extra soldier each. No matter how many you do or

don't do, move on to the next quest. If you do cut off this quest short of

100% completion, be sure to keep a save of right now until after you complete

the Bruma Great Gate.


Defense of Bruma


*NOTE: Stock up on potions.*

Meet the countess and follow her to the chapel. Let the two talk, then talk

with the countess. Last chance to gather more allies, but proceed and keep a

recent save until you see the result of the battle.

Follow the group out the city gates to the battlefield. Be sure to save,

probably twice: once before the speech and another after right before the

fighting starts.

Once you do start fighting, your best bet is probably to just sit back and

let the meat shields absorb the most of the damage. There are three gates and

each of them will keep pumping out monsters. You can put in as much effort

as you wish. Good luck hacking and slashing, you're probably just going to

be hitting allies the whole time. You should find enemies away from the pack

if you want to contribute.

But please, the safest thing to do is just stay back about where the middle of

your line of men formed. It's hard to lose this fight, so the goal really is

just for you to survive. You WILL lose most of your allies, like Jauffre and

Baurus, but no big, you'll just lose them later.

Once the Great Gate appears, the fourth one, just run like a madman and get


*NOTE: True, you could have rushed through previous planes of Oblivion, but

this one more so. You shouldn't need to stop and fight at any time. Feel free

to leave a summon behind as a decoy as you run.*

In the great gate, move forward and enter the first tower on the right. Go

up to either the top or mid doorway and tak it out. Cross the bridge on your

way to another tower, but these towers are not where you need to be. You must

reach the tower on the northwest side, the one with the mostly intact bridge.

When in this tower, go down to a door about at the mid-way point of the

tower and go out.

*NOTE: You could make it across either bridge from either northern tower. If

you don't make either jump, be sure to jump in the lava to land ASAP.*

Once over the lava, make your way up to the tower in front of the gate (same

on either side), and go in. Atop the ramp is a lever to open the gate, so

pull it and go back out the door. Go through the opening gate and enter the

final sigil keep you'll need to storm.

It's a tower just as so many others from before. Ignore any enemies on your

way to the top. Even more so if you have plenty of potions, you can just

take the damage and use potions as you run; and summoning a friend to act as

a decoy will help. Just rush to the top, grab the stone, and you're done.

*NOTE: Since I realize some may not check the map at all times, when you reach

a room with three doors, left, middle, and right, go into the left door which

has a ramp on the other side to go up.

When you're back in the real world, talk with Martin after you grab the stone

on the ground in front of the downed siege engine. Then off to cloud ruler.




*NOTE: Again, make sure you have a good number of potions.*

Talk with Martin again and then through the portal.

In the new realm, you must head east. You can follow the white-bricked road all

the way, just remember to keep east. Eventually you run into a Dremora guard

in front of a bridge. Don't fight him, just talk. Kathutet will have some

nice words to share, so if you share nice words as well you can resolve the

situation peacefully.

If you agree to serve him, you must find a Xivilai Anaxes in a cave. So if

you agree, make your way north to the cave by the water. Just go in and move

both logs holding up rock to free the dude. Don't worry yourself about having

to fight, he isn't concerned with you.

Once Anaxes is free, return to the bridge and go across and into the grotto.

Make your way through, fight two monsters, and then grab the bands from

Kathutet. Put them on and you can stop before going through the door to

listen to Camoran's many words. Enter the Forbidden Grotto when ready.

Inside you will see a guy in a cage. Fight the single robed enemy in here and

then move on. Don't kill the next one you see who approaches you. Eldamil will

sign on as an ally. Agree to his help, and then walk with him. He has a chat

with the headsman, and when he tells you to enter the cage, do so. When you

have control again, turn around and step out of the cage on the other side of

the lava.

Move down the path and hang a right at the fork. Kill the two guys in the

next room and then through the door.

Eldamil will be on the other side. Let him join so you can have a friend.

The rest of the path is just fighting. If he ever falls in battle, don't

worry, he's immortal. At the end of this cave is a Medrike, who isn't as tough

as you may think, especially with your ally.

Once outside, make your way up the path. Talk with the children of Camoran

and follow them inside. With Camoran in view, prepare everything for one

fast, furious, and chaotic fight. The ONLY key to this fight is killing

Camoran ASAP. Don't waste time hitting anything but him. Use any poisons

and whatever you have. 10 or so potions are required for most.

When ready, save, and then approach. Summon an ally nearby, then take a first

swing at Camoran before he is ready. Then just keep slashing furiously. The

dumb thing is, your friend will probably run in front of you in an attempt to

"help" but he will end up getting in your way. Just follow Mankar where he

runs and finish him off quickly. I won't lie, it may require a few tries for

most, so be sure that save is at a good time. Just lock onto the big guy, make

your strikes true, use poisons on him, use potions on you, and try to minimize

his chances to heal. Good luck. Don't forget to swipe the stuff from his

body before you get zapped away once he's dead.


Light the Dragonfires


*NOTE: Just as before, you have Martin tagging along where ever you go. You

could abuse his help in other quests if needed, but I am 99.9% sure you want

to end this game.*

Don't forget to restock before heading to the city, or restock in the city.

At the Imperial City Palace, go inside. Talk with Ocoto, that is if Martin

will show up fast enough (he'll show up, shortly). There is a quick fight,

and then it's off to outside. There you will have a much bigger fight. You

need to make sure Martin doesn't take too much heat because he can die, so you

need to do some damage. Just being a little bit of a distraction will probably

help. Then a chat and then make sure everyone advances to the temple district.

Save and then run to the right along the road, ignoring the enemies. You will

see Mehrunes is here. As quickly as possible, just jump along the wall of the

temple, which is the central rounded building, and get through the door.

*NOTE: On the 360, I recall that I had to try over and over to get past the

big guy. I don't even remember why, but I couldn't for some reason. But ever

since I've been playing on my PC version, I have always been able to just

run by him. Perhaps it's because I don't stop and try to shoot him before

going to the door, I just IMMEDIATELY go to the door.*

Inside, go to the other side of the room and turn around. Wait for Martin to

arrive and all you have to do is sit and watch. Almost cooler than all the

Lord of the Rings movies combined, almost. Cutscene and the main quest is over.

There is one thing to do as a follow-up. You get the side quest of the

Dragon Armor, which will be ready in two weeks. I've never used it, so it's

like two weeks of pure un-anticipation.

Regardless of whether you did this first or after the guilds, there is still

so much more to do in Oblivion.


* 5. Fighter's Guild ( RATS555 ) *


The Fighter's Guild is the simplest guild to tackle. Most of the quests are

straight-forward, but none of the rewards are going to be all that memorable.

Start this faction quest by going to Anvil. Enter the guild hall and speak with

Azzan who could be anywhere in the place. Tell him you will join and ask him

about the contract.

**Any ectoplasms you come across, save them.**


A Rat Problem


Hunt down Arvena Thelas in Anvil. Talk with her about the rats. Ah, a twist on

the old formula!

Go to her house and in her basement is the problem. Kill the cat and go back

upstairs to talk with the woman.

Now go see Pinarus about the lions. Tail him all the way to the fight. The

lower the level you have, the tougher this fight will be. Survive and you're

free to go back to Arvena.

Oh no, trouble. Back to the basement for another lion. Kill it and return to

the dark elf. Find out about Quill-Weave. Now go behind Arvena's house and

get into position:crouched and looking at the hole in her wall. Fast forward

time to around midnight, and you may get the quest update without actually

seeing anything. Either way, go meet Quill-Weave and confront her about the


And now for the epic choice. You can rat Quill-Weave out and be all righteous,

or you can lie. If you're honest you get the gold and some speechcraft training

for it. If you're a liar, you get the gold and you can meet with Quill-Weave

about the acrobatics training. I say just tell the truth and be done with it

all. Go tell Arvena either way and you're done.

Go see Azzan about advancement. And then ask him about the next contract.


The Unfortunate Shopkeeper


Lelles shop is on the docks of Anvil. Talk to him about the break-ins. He

leaves the shop in your hands.

Go up to the second level and move time along to about midnight. Now sneak down

the steps and try to get in a sniper arrow. Then it's just a matter of killing

the trio of thieves inside the shop. If you can't take the heat, consider going

outside and enlisting the help of the guards and citizens. It's up to you.

After the fight, go see Lelles to collect your bounty.

Now go see Azzan about advancement and the next contract; he'll be in his bed

on level two. Now travel to Cheydinhal. Enter the guild headquarters and speak

with the orc Burz gro-Khash about the contract.


The Desolate Mine


You get three, unweighted weapons. Walk out of the city gates and head toward

the arrow on your compass. Two goblins guard the entrance, though that doesn't

make much sense.

Speak with Rienna. Give the hammer to the orc and the sword to the guy. Now

follow them and help them clear the mine. Make sure not to lose track of your

team or you might not find them. And try not to hit your friends too many times

or bad things will happen. They should to okay without your help, but do try

to chip in.

After the bloodbath, go back to the orc and get your reward.

Talk with him about advancement and then about the next contract.

You're sent to Chorrol. Enter the guild and talk with Vilena about the duties.


Unfinished Business


Go talk to Modryn in the same guild hall about the duties. Talk with him until

he has nothing new to say, and then head to Skingrad.

He's in the West Weald Inn. Talk with Maglir until you pick up the contract

he dropped. Fallen Rock Cave is a bit northwest of Skingrad.

Poor skeleton. Follow the path into a big room where you will encounter a

large fight. Now follow the north path all the way until you find a small

canyon under a rock bridge. Kill any monsters and make your way to a little

watery cave where you'll find a few crabs, a chest, and the journal. Now turn

around and make way out of there.

Now you have a few options. You can return to Modryn and tell him the truth, or

you can lie. I'll say that Maglir will either become your enemy later, or not.

It's up to you, but I never tell a lie.

After you get your gold, talk to him again to get the details of the next



Drunk and Disorderly


Zip to Leyawiin. Enter the Five Claws near the west gate. Talk to Vantus to

learn of the Blackwood Company.

You can turn around and ask the owner, or anyone in Leyawiin, about the jobs.

You learn of some woman named Margarte. Hunt down the arrow on your compass and

talk with her about the jobs.

Great, now you need five ectoplasms. Maybe you saved them from your travels,

but probably not. If you need some quickly, just go in the chapel undercroft

of the church nearby. You might find a few at some alchemy dealers around the

world. And there are two quests in Anvil that involve some ghosts. But the

chapel one is the easiest.

Take them to the woman and you're done. Report back to the drunks. Now go back

to your superior in Chorrol for you payment.

Make sure you move up in rank. And now you have to return to the old guys for

some honest work. Go to Anvil, because it starts with A.


Den of Thieves


Azzan gives you a contract that involves thieves. And you get your friend

Maglir to tag along,

Ask anyone about the thieves to learn about Newheim. His house is by the gates

to the docks. Ask him everything he knows and then run to the cave north of


Leave Maglir near the torches. Take the second right and take the quick detour

behind the wooden door for a quick chest. Now get back on the path and push the

rock open. There are two thieves in here, along with some loot. Don't bother

with the first tunnel leading northeast and take the second one.

**Leaving Maglir is just so you can use sneak attacks. He won't die in the

fighting, so YOU may want to bring him along.**

Up the ramp and through the door will be two more. When the fighting starts,

depending on your level, you may get the whole den fired up and the other

three may show up. This is one of the those times when have a summon pays off.

If not, then the other three will be in the next room. After the fight, be sure

to check around for all the chests full of loot. Return to the Maglir, pick him

up, and return to Azzan.

Off to Cheydinhal.


Amelion's Debt


Talk with Burz to get this quest. Travel near Leyawiin and walk up to Water's

Edge. Enter Biene's house and talk with her.

The easiest option is to give her the money and be done with it.

If not, travel to the southeast and enter the tomb. You'll soon find a lever

with a rock that will open the pathway to the Sarcophagus Chamber. A few more

monsters and lots of loot as you make your way to the coffins. The armor and

sword are in the place of one stone coffin. Take them and take the nearby door

for the quick exit. Take both back to the girl, or you can keep them and pay

her debt yourself, all is up to you.

Regardless of how you do it, go back to Burz and collect your pay; which could

make the net loss much less. Advance in rank and ask about the next contract.


The Master's Son


Go back to Chorrol for the next quest. After you get the strange duty, go find

Viranus and talk with him. Another escort mission.

Leave through the north gate and walk to the cave. Don't worry about Viranus,

he won't die. Go down the path and take the left path. You'll run into about

three trolls, so just survive and move on. There is a string trap before you

reach the door to the Chamber of the Titans.

You'll fight two ogres. Take the path to the east and you'll fight a bunch of

trolls in the big room. Down the north path on the second level will be the

prize. A troll will be inside, but all you need is to get close enough to

confirm the man is dead. Now back to the surface.

Tell Modryn about Galtus' fate; though what he says doesn't make much sense.

Discuss your next duty.


More Unfinished Business


Ah yes, more Maglir. Travel to Bravil.

Head to the tavern on the south end of town, or ask someone first. Oh yes, now

is the time when your original decision has an effect on your progress. Maglir,

the worm, will tell you to seek out Aryarie if you lied for him, or he will

tell you to get lost. You can find her in the Mage's Guild, or you can go back

to Modryn if you like, but there is no need.

She tells you the contract details. The cave is a bit north of Bravil, walking

distance. Now, you can handle Imps, right? There are more than ten in here,

and make sure you get the gall. When you reach the requirement go back to the

mage and claim your bonus, Ring of Aegis (leveled).

Now back to Oreyn for your pay and new rank.


Azani Blackheart


Move time to midnight and find Modryn. Ooooo, the plot thickens! Travel to

Leyawiin and meet the guy at the guild hall. You should be able to travel right

to Arpenia.

Rats for the first few rooms, and then you'll see a cask in a room with many

traps, so watch your step. Move toward the other end of the room to get the

next update on the quest.

Now you're the tag-along as he escorts you to the next destination. Atatar is

a good long walk away too.

Inside, you will regain the lead. Watch for the ol' swingin' blade traps. Open

the door and snipe the goon (I was able to kill him from the door), and then

assume his position to snipe another across the way. There will be another

in the area, and then the path is clear to the Haelia Dagon.

There are three guards in the immediate area, and you need to press a button

on the west wall. Go through the open path nearby. The bridge will fall before

you can cross it, and even if you can your friend can't. Watch for traps and

enter Haelia Anga from the bottom door.

Rats as you take the stairway on the west wall. Try to follow this path all the

way to a door down some steps. If you must kill the guys below you, then go

ahead and snipe them from above.

Fight the vermin on your way to the study area, which contains small treasures.

Sneak into the next area and snipe the Azani. Now gang up on the old man and

kill him quickly. Take the ring from his dead hands and then loot the place.

Give the ring to Modryn and ask about advancement.

Exit to the previous area and loot the bodies and find the loot. Take the

northern exit to reach the area with the broken bridge. Follow the path to the

gate, but turn around to the right and push the button on the wall. Now go into

the big room to free three Varla stones from their cages. Now you're free to

return to the surface.

Now back to Anvil for another contract from Azzan.


The Wandering Scholar


Brittlerock Cave is northwest of Kvatch. She's right inside so talk to her

and follow.

First room is clear, but oh boy how the second room isn't. Three monsters are

there to meet you. The way to fight is to attack anything Elante is fighting.

Then keep following her, and you'll find out that she has no idea what she's

doing. Hit the dead-end and come back to take another path. But don't wait for

the girl to lead you. Run in front of her to the room where you fought the

monsters and take the other path. Hopefully she will stop somewhere and let you

clear out the remaing three groups of monsters. And don't forget to pick up all

the loot. Then come back and get her to move her to the shrine.

She thanks you and gives you a book, and you're free to go (there's more to

the dungeon, but there's no need). Return to Azzan and collect your gold. Back

to Cheydinhal.


The Fugitives


Zap to Bravil and ask the guard nearby who tells you where to go. Exit the city

and head west.

Make your way to a room with some smoke and levers. Pull the first rock to the

right and the rock door will open. The next room has the first bad guy and

some loot. You'll pass a mostly empty room and enter a large room with two

wooden planks over a gap. Look to the right and take the path to reach the

other side. Keep going and you'll find the next bad guy. Kill her and move on

to the second area.

Be sure to sneak through this entire under area. Take the path on the left

and sneak up on bad guy number three. Return to the area in front of the door

and follow the west path until you sneak up on a bear. Keep going straight and

you'll run into the head criminal who has a wicked weapon. Kill him and you are

free to exit the nearby door.

Report to Burz on the successful mission. Move up the ranks and ask about your

next job. Return to Chorrol.


Trolls of Forsaken Mine


Oh no, doesn't sound good. Travel all the way to Leyawiin and you'll find the

cave to the south, near the walls.

Not good. You'll find the first area to have the true path in the corner, but

you might want to check the areas to the north for your own sake. When you get

on the path, you'll encounter the first true enemy past the room with the

Blackwood Company member. Fight the troll and enter the lost passages.

You'll meet a troll in the first room, and then two more in the next room.

Follow the southeast path into a big room with two more trolls. Take the

northeast path and you'll run into another pair in the next room. Follow the

only path to the final room with the green arrow. Kill a few monsters and

inspect the dead guy. Take the journal and you are free to leave.

**If you want, you could have fallen into the canyon with two rats and followed

that path to the green arrow, up to you.**

Follow the northern path to a rock wall that you can get through for an easy

exit. Back to Chorrol. Give Modryn the journal and head back to Azzan.


The Stone of St. Alessia


Darn! Oh well, you'll live. Go to Bruma and talk with Cirroc.

Leave the city and head a bit east. Talk with the remorseful cat, and make sure

you get that marker. Zap to that location and enter.

From the big room it is simple to get lost and find any of the numerous dead-

ends. Go forward and step on the pressure pad. Now come back and take the path

to the west. There is only one path to the button, and you'll encounter a few

ogres. The button is above where you stepped on the tile. Now the door leading

to the stone will open. Grab it and get the heck out of there.

Report back to Cirroc and claim a few potions, and then go back to Azzan. And

now to Cheydinhal one last time.


The Noble's Daughter


Head to north of Cheydinhal to meet the lord orc.

**Save before you fight.**

Ogres once again. Go east and kill all three, but what the lady does once the

fight starts is unknown. Go find her and escort her home. You get a sword.

Now back to Cheydinhal and collect your pay. Now get your rank back and ask

about the next contract.


Mystery at Harlun's Watch


The small community is just south of the city. Talk with Drarana about the


Kill the wisps outside the cave and enter. Take the left path and kill a troll.

You are not trying to avoid fights in this cave, you want to seek out all the

trolls and kill them. Use your detailed map to explore the entire area and kill

every troll. You'll run into the pile of corpses which will confirm this, and

then you'll have to enter the second area of the dungeon.

No use being specific; if there's a room, there is a troll. Hunt them down and

use your map and then exit. Travel back to Watch and you'll receive the Mind

and Body Ring. Now report back to the orc for one last time. You are promoted,

you get your pay, and you have more business with Modryn.


Information Gathering


More Blackwood trouble. Follow the road out of Chorrol a bit northeast to

arrive at the cave.

The first room is filled with two enemies, and once you engage them, two more

may show up. A door on the left of the room leads to a single far away. Come

back and enter the next room that should have at least one enemy. More may

still be in your way, but just follow the path all the way to Ajum-Kajin, in a

small room on the east side of the cave (don't shoot at him). He'll come with

you if you killed all the guards in the cave, so comb over the cave again if

you missed one. Take him out of the cave and lead him back to Modryn.

Speak with your friend, and then tell your guest to have a seat. Punch him a

few times to first learn of their size. Then punch him a whole bunch to learn

of the leader. Then the guy is dead. Pick his body for the secret item (don't

put it on for goodness sake!) and then talk with Modryn. You are rewarded with

an amulet.




Travel to Leyawiin. Enter the enemy hall and meet with Jeetum-Ze. There is a

plant in a bowl on the top level that you may want to grab and save for later.

Follow him to the basement. Your initiation involves you being given a sample

of the secret to the guild's success. Don't bother about taking any heroic

actions with the stuff. Just guzzle it down to move on.

You don't have to help your friends kill the goblins, but you do have to kill

the ones inside the houses. Once all four are dead you will blank out and then

wake up in Modryn's house. Talk with him and then go right back to Water's

Edge. Yeah, not good. Go talk with Marcel. Now back to Chorrol.


The Hist


Last mission. Travel to Leyawiin. There will be three company members to greet

you as soon as you enter. Kill them and then take the key from Ja'Fazir's

body. Go into the second room to find the second in command. Take his key and

now you can take out the big boss up top. Not much of fight. Take the third

and final key and back down to the basement.

Kill the two mages. Don't go picking up all the bottles, no point. You need to

take out the machine by finding the two loose pipes. Pick up the two loose

pipes on the table and then go activate the spinning wheels on both sides of

the tree. The tree is burning and you are free to leave. And now you get to

FINALLY kill that littl worm yourself; do so with gusto. Now back to Chorrol.

Report to Oreyn about the success. You get a helmet for you efforts. Now make

sure it's daytime and go back to the guild to talk with the master. Be sure to

tell her you worked with Modryn. Now you must go appoint Modryn to your right

hand and you're done.

Reward: Assign duties.

Recruits equal free junk.

Contracts equal free gold.



* 6. Mage's Guild ( GEMS666 ) *


You can start the guild quests from any guild in Cyrodiil. I'll list these

initiation quests in ABC order of the city you find them.

To join the guild, just ask the top mage of the hall at any city.


Anvil Recommendation


Seek out Carahil to both join and get your first assignment. And be sure to

ask about the rogue mage so you get some free scrolls.

The inn is a bit north of Anvil. Talk with Arielle Jurard about the secret

mission, talk with the owner, and then go find your room. You will be

approached at any time after getting your room with a concerned, tall woman

as well. Rest in the bed until it's night and then you can talk with your

partner. Sleep again. Now leave and hit the road, as if you're going to Kvatch.

You will run into Caminalda, the concerned lady from earlier (to your surprise

of course). Engage her and some allies will join. I'll give you some FYI; if

you play this at a high level, there will be at least three summons and three

bodies, not counting your own, so you can most likely sit back and watch how

things turn out (hopefully there are no Imperial Watch around because they only

tend to hurt your team).

Once the evil wench is dead, return to the guild and earn your first recommend-


Reward: the loot from the dungeon


Bravil Recommendation


Seek out Kud-Ei. Talk with her until you can ask about the Mage's Staff so you

can get a free scroll.

Find Varon and you'll learn where to get the staff. Go back to Kud-Ei if you

want three more scrolls (that leads me to believe you must use the first one

on Varon, but I was already Champion and had high fame at that point, so he

must have already liked me).

Zap to the city and hunt down Soris. You have many options here: talk with

Soris and buy the staff, talk with the wife, steal the key and steal the staff,

or just steal the staff yourself. I elect that you sneak past them in their

home (or do the job at night) and save before you break into the basement. The

staff hides in some Drawers behind a hard lock. Pick it, grab the staff, walk

out like nothing just happened, and return to Bravil.

Return the Staff to Kud-Ei and you get the recommendation, as well as a free

spell and you can get another quest from her; more on that later.

Reward: Captivate spell.


Bruma Recommendation


Ask Jeanne about the recommendation to begin this odd quests.

Head to the basement and ask Volanaro. You must pull a 'prank' on Jeanne by

stealing her book of spellcraft from her desk upstairs. Just go up and break

into it however you wish and bring it back down to him. He'll tell you to

meet him at his room at ten. Do so and you'll find the truth (you could have

found him yourself earlier, but he would only tell you to 'go away'). After

J'skar is found, tell the head-lady and you're done.

Reward: Minor Latch Crack spell


Cheydinhal Recommendation


Go to the hall, make sure it's daytime, and talk with Falcar. Now talk with

Deetsan to learn of a subplot brewing in the guild. Get all the details and

you'll get a spell along with the key.

Now go out back and get ready to dive into the well. This quest is designed to

bother low-level characters. Do what you must, even tossing everything so that

you're left to your naked self, and free up 150 points of carrying space. Also,

put on any waterbreathing enchantments. Now enter the well. To the left is a

Nirnroot for another quest, and to the right is the ring on the dead Vidkun's

body. Hopefully you have the strength to carry the ring. Grab it and emerge.

Pick up your stuff if you can. And enter the hall.

You'll learn that the stuff went down while you were gone. Talk with Deetsan,

drop the ring anywhere, and now go downstairs. Pick up the Black Soul Gems and

report back to the old girl. She says she will put in a good word for you and

that will count as your recommendation - good enough. You're done, but don't

forget any stuff you may have left near the well.

Reward: Buoyancy spell


Chorrol Recommendation


Fingers of the Mountain


Talk with Teekeeus to get the ball rolling. Just go outside and talk with the

elf in green outside the door. Now return and report to Teekeeus. Well, not

hard to predict what will happen after you get the book.

Travel northwest of Chorrol and you'll find the ruins amongst some mountains.

The book is inside a dead guy (odd that the game thinks the elf is in the

tavern, I've only seen her in the same spot). Anyway, return to the town and

you have a decision to make. But I'll make it for you. Give the book to

Teekeeus and you get the recommendation. Done and done, right?

Fingers of the Mountain, Part II


Take my advice and follow him as soon as he takes off to put away the book.

Follow him up two levels and he will enter a small room. Enter this room and

grab the book from a chest. Now exit the hall and go meet with Earana. Make

sure to accept her offer, or you will not have a second chance. She will be

mad, but she will demand you steal the book back. Easy enough, just exit the

dialogue box and wait for the quest update to read that you already have the

book. Now talk with her again and she tells you to give her 24 hours.

Move 24 hours ahead and speak with her again. You need two things: a Welkynd

Stone and a shock spell. Get a spell from the guild, or anywhere. The stones

are harder to come by. Hopefully this is not the first thing to did in the

game and you already have a stone somewhere from your travels. If not, then I

say return to the sewers you first emerged from at the beginning of the game

and enter the Ayleid ruins of Vilverin, or any other ruins in the game. You can

grab one and exit ASAP.

**There is a stone in a display case in the Skingrad Mage's Guild.**

With both the things in hand, return to the ruins and get your spell ready.

Cast it on the pillar and hope you live. You'll be rewarded with a new spell,

and you're done.

**Of course you could have done things the other way around, but this way is

the easiest.**

Reward: Finger of the Mountain, a spell I needed x15 magicka to use (3000)


Leyawiin Recommendation


Speak with Dagail and then Agata. Then find Kalthar, back to Agata, and then

again to Dagail. Finally you get the marker of where to go.

The fort is a bit southeast of Leyawiin. As soon as you're inside Blueblood you

will find a bad guy. Only one path. The big room with the four pillars has two

marauders. Don't take the double-doors and you'll reach a training room with

two more enemies. Enter the next area.

An enemy to greet you, and two more in the room. Watch for the trap as you move

on to the next room. In this room you will see three enemies patrolling the

area across the bridge. If you can put on some chameleon and snipe them from

afar, do that. If not, then kill them all the old-fashion way. Claim the key

from the warlord's body. Now enter the southern door to reach the tomb. The

coffins are mostly empty, but there are two chests in corners with substantial

loot. Now grab the amulet and stop at the stairs to get ready for a small

fight. It's an old friend from the guild. Kill him, take his key, and take the

passage to your left when you open the door. You're back at the start, so pull

the lever and get back to the town.

Report to Dagail and you're done.

Reward: the loot from the dungeon


Skingrad Recommendation


Find Adrienne for the quest. Talk around and then speak with Druja to get

the marker of where to go. Speak with Adrienne to get a free spell and then

move out.

The cave is a bit north of Skingrad. One monster in the first room, and then

three more in the next; make sure you kill them. Take the path lit with torches

to find another monster in a spiked room. Then two more in the next, bigger

room. Now you're free to get to Erthor. He'll say he won't move until all the

zombies are dead. So open the rock wall and you'll be back in the second room.

There is one last zombie in the room you may have skipped. In any case, go

pick him up after you loot his pad and then escort him out.

Return to Skingrad and enter the hall. Let him talk with the leader first if

it's convenient, and you like a small laugh. Talk with Adrienne one last time

to gain the good review.

Reward: Weak Fireball spell


Join the Mages Guild


I'll list it here because it makes sense. Now that you have all the required

good letters, make your way to the Arcane University near the Imperial City.

Talk with Polus and you're back in school. Ask about tasks and staffs until

you are set to go get you're own staff.


A Mage's Staff


**Save at least one Black Soul Gem for another quest.**

Maybe you can fast travel, but if not then you have a short swim in order.

Now, it should be of no surprise (maybe a wee bit) that the scary music means

something bad is about to happen. So sneak into the cave and move forward to

get in a sniping arrow at the Necromancer in black. Take the key from the dead

fellow and proceed down the tunnel. There will be two more in the next room.

FYI, don't fall into the water unless you have waterwalking, just do it.

Cross the bridge and one more enemy and you're free to exit. And exit in attack

mode; that means sword drawn.

**Obvious note, Necromancers are all offense and no defense. So just rush in

and hack away more so than normal. Another thing, never fight the


A quick chat and then battle. Kill all three Necromancers before they chew at

your health too much. Kill the dark mages, check Eletta's body, and then

plunder the chest for your wood. Now back to school.

Exchange words with Polus and then enter the university. Find Delmar and hand

over your staff. You have three choices: Destruction, Illusion, or Mysticism.

If you don't choose Destruction, than you are wanting to abuse something other

than powerful magic. Mysticism offers terrible magic that is almost better left

to potions and enchanted weapons; so you better pass on that. You get the

traditional Fire, Lightning, Frost with Destruction, but to be honest, you

probably already have these spells and don't need more. Illusion offers the

best choices: Paralyze and Silence; with Paralyze being the best of the two.

Here is the question: freeze or damage an opponent? The Paralysis will cost

more power (souls), so that may be a small factor. Also, the effectiveness of

the staff is leveled, so the higher your level the better it is. So either way

you choose, wait 24 hours, speak to him again, and grab your reward in the

cupboard behind him. Also, be sure to snatch all free scrolls and the gems in

this place. Now return to Polus for your advancement and next task.

Reward: Either Paralysis or Elemental Damage Staff (yes, those are your only



Ulterior Motives


Visit the red-eyed count of Skingrad by summoning him through one of his

servants. Fast forward 24 hours and you'll get the update.

As you exit the castle the marker on your compass says to go back into the

city. Instead, jump over the side of the bridge to the hill below you and

run along the walls of the city until you hit the west side. Find the location

of the green marker and then fast forward time to night.

Look to the south and you'll see Mercator and a few Necromancers approach

your position. Summon any allies and ready your blade as the guy in green gets

close. Of course this is a setup, and you probably want to fight them before

they fight you, but you may as well hear what he has to say. During the fight

you will notice a guy in dark clothes show up and start fighting your enemies;

so don't hit him. Afterward, the count will talk to you and reveal some small

little chrunchlets of info. Now back to the university.

Listen to the words of Polus (yeah right) and you will advance in rank.

Reward: Spelldrinker Amulet


Vahtacen's Secret


After you ask Polus about the next task you will have to find Jarol and he will

give you the key. The ruins are to the south of Cheydinhal.

Inside, just go left and talk with the overseer. Talk about the pillar. Before

you leave through the doors make sure you check the cask beside the table. As

you progress you may hear the sound of enemies, but don't concern yourself for

the moment. Talk with Denel about the reference and then go back to Skaleel to

pick it up. Bring it back to Denel. Get all four inscriptions by touching the

walls the glow blue. Now ask Denel about the translations. You should have both

fire and frost damage spells, but probably no raise and lower magicka spells.

No matter, just go to the chest behind the table and pick up the two scrolls

that affect magicka, among others if you wish.

Av molag means fire, av mafre means frost, sila means raise, and loria means

lower. Save first in case you mess up. Go to each side, read the tablet, and

then cast the spell on the pillar from that side; be sure to touch for the

appropriate spell. If done correctly the thing will open and you can enter.

There is a monster and then you'll find a huge room with a spike trap. Don't

walk on it, but also watch out for the two magic crystals that fire at you from

the ceiling. Now move forward, sneaking, to a pressure pad. Step on it and

quickly hug the northwest wall. Hopefully the two ghosts on the side walls will

not notice you as you wait for the real path to open up. Take the last path to

open and you'll hit another tricky room, followed by a path of blades, a ghost,

and then you're to the main room.

Go up the steps on the south side and press the button. Turn around and take

the new steps up to the center stage. As soon as you get up there you will be

ambushed by a bunch of undead. There are a few ways to proceed. You can fight

all the enemies in an all-out brawl to the death, where you might actually die.

Or you can hightail it out of here. There are two escape routes. You can use

the open path near the first button up the steps and follow the path to the

door you used to enter. And you also have the option of taking an alternate

route to the north that snakes around and leads you to a secret room of the

first area of the cave. And you could always take the way you came, but there's

no point. It's all up to you, just get out and go meet Skaleel. Now you're free

to leave this complicated dungeon.

Take the helmet back to Jarol and you're done.

Reward: Robe of the Conjurer (I guess)


Necromancer's Moon


Talk with Polus to advance in rank. Visit Tar-Meena at the Mystic Archives.

Tell her you want to know about the Black Soul Gems. Go pick up the book on

the table and be sure to check the two books in the display cases. Tell her

about the book and then back to Polus. Bothiel will hopefully be there, so

just talk with her. Now back to Polus (ugh, I know I know). Now zap back to

Vahtacan and snake your way from the north to climb to the cave entrance.

You want to spy the altar when there is a light shining to the sky. Most likely

you will not see this light. You can enter the cave and kill the first guy you

see called an Anchorite. Kill him take this note and you're good to return to

the school.

Talk to Polus, advance, and that's it.

Reward: nothing


Liberation or Apprehension?


Speak with Traven during about 9:00am just to be safe. He gives you a lot of

info, and it all equals you going south of the city. Hopefully you've been to

the area before (Umbra maybe?) and it will be a short walk. Otherwise, just

exit the university and run from there. I'll see you there.

Talk with Fithragaer near the entrance; seems to be a bit stressed, but that's

no excuse for being rude! Oh well, follow him, but stop at the bottom of the

steps. Yes, perhaps one of the funniest moments in the game, enjoy! And it

just keeps going and going...

Run across and fight the monster, but this will most likely force you into a

huge fight with about three more Necromancers from the next room. Be sure to

check their dead bodies for numerous loot. There is only one path, regardless

of what your compass is telling you. There should be one last monster guarding

three jugs of loot and the door to the next area.

Be in fighting mode when you move forward and talk with Mariette. Kill her and

the monster nearby. Move into the big room. Peek around the corner and snipe

the Necromancer if you can, and then the two monsters in the center area.

There are two Necromancers in the center area as well. Press the button on the

wall to the north and you'll fight one tough zombie. Abuse waterwalking if you

have it and if you need to. When he is dead you get the update and you're free

to leave. Make sure you loot the place and then jump into the water on both

sides to find buttons near the steps. You now have two free Varla Stones, and

now you may leave.

Sneak attack the lone Necromancer and you're clear to exit back to the surface.

Speak with Traven concerning the zombie and then talk with Polus to up your


Reward: nothing yet again!


Information at a Price


Go to Skingrad and summon the count. The best kind of friend. More choices on

how to proceed. I'll give you the quickest one.

Find a lad named Eridor in the town of Skingrad. Lie to him so that he thinks

you're from here and then tell him where the vampires lurk. Now move time

forward about 12 hours or so and then enter the cave near the castle. You want

for the whole lot of them and the vampires to kill each other off, but this

is impossible. If you are a high level character then the hunters will all but

commit suicide on their own. Don't kill any vampire hunters until they have

assisted you in clearing the cave, and they hopefully don't live through it.

If any one of them survives besides the leader, then kill that hunter yourself,

and don't worry, it's 'legal' in this town. Then return to the count and you're


**FYI, you have to kill other hunters besides Eridor because they will not

talk with you. But as long as he survives he will lead the group out

of town.**

**Make sure to cure any traces of the vampire disease before you sleep, and

pick up all portions of Vampire Dust for a later mission where those

will be more valuable.**

There are two alternatives, or course. You can kill the vampires and then bring

one portion of dust from that cave to Eridor and he and his team will leave

town (this means you have a lot of work to do in the cave). Or you can kill

the vampires and kill all the hunters on your own, which won't count as a

crime, but there is no point to this other than the challenge.

At any rate, return to the count and then go back to Traven. Give him three

days and speak with him again.

Reward: nothing, not even a promotion!


A Plot Revealed


Skip on over to Bruma and enter the guild hall. Oh what a surprise. Kill all

the ghosts, which can get tricky but you'll live. Run down the steps and enter

the living quarters. Kill all these wraiths and use the empty room to funnel

them and fight them one by one. Through the door and up the stairs and into

the room of Jeanne. Chat with Camilla and kill her. Wait for J'skar to appear

and ask him about the King of Worms. Now exit back to the university.

Share the info with Traven and suddenly you're part of the action again. Give

him another three days. While you wait, be sure to visit Polus for a nice

reward at long freaking last.

**I do hope you know to press T or the 'Back' button and you can quickly

wait out the time.**

Reward: Wizard's Fury spell and advancement


The Bloodworm Helm


Speak with Traven after three days and you learn that the council of mages are

really stoopid. Take this quest first for no reason.

Fort Teleman is way northeast of Leyawiin, and the only quick way to get there

is to have already traveled the area. When you're inside there are two

Necromancers in the first area. I could get you up to that ledge and everything

will be nice and easy, but the game won't let you use that door; so don't

waste your time. Two more bad guys before you find a pit. Snipe the other one

across the way and proceed. One more bad guy, lots of crap loot in the big

room, and then the door to the next area.

What happens in the first area is a battle between monsters and Necromancers.

What you want to do remain by the first door for long as you can and wait

things out. Then mop up the survivors. Take the hole in the wall to enter the

cavern area. Follow it to a sunken area where fight a demon and the helm is

your's; you can wear it too. Go back to the the fort area with the stones and

take the path on the left to make a quick escape. Don't return to Traven just



The Necromancer's Amulet


I don't know, it's way north of Kvatch; not much more I can say.

Inside, don't go into attack mode; put the guns away. Just walk through as if

you were in a guild. A few treasures scattered about, but nothing worth the

trouble. Just move along to the understreets. Just follow the path and do a

sneak attack on Caranya. Kill her and retrace your path all the way back to

the surface. I know there is another path but that is just crawling with more

enemies. There is no way to exit this place without killing a bunch of

Necromancer/Mages, so just hack your way through them to the surface. When

encountering groups of three or more, it might be a good time to use the staff

you made. Anyway, you'll live and you'll get out. Back to the university.

Give both items to Traven and then speak with Polus to go up a rank. Talk with

Traven again to get your next task.

Reward: ...




Near Skingrad (or the Priory of the Nine). Approach the mages waiting at the

front. Follow her a bit where Thalfin will spill the details of the quest.

Perhaps the best mission of the game, and I'm not sure why. Send her up close,

send Iver up close, and put Merete far away. Now save, right now! Speak with

Thalfin and let her know you are ready.

Now run back to the east and around the stone quickly. Find some of the

accessible ledges and hop up to the top. Quickly try to sneak around the group

of bad guys and try to get to the door of the ruins as the fight begins. The

plan is simple: steal the gem from Falcar as he flees. Doesn't matter if he

sees you or not, just get it and whatever else you can grab (and it's hilarious

when he says, 'What did you steal!?' as he runs away!) Now go help your buds

for the heck of it and then you're free to return to Traven.

**If they keep spotting you, then perhaps you should stay behind the wall for

a bit longer and then pop up and just run to the door area.**

**If you fail to grab it the first time, try again. And if you, for some

reason, can't get it at all, then try to kill him, or you can always

enter the dungeon and hunt him down (you're on your own for that).**


Confront the King


Tell him you're ready and prepare for the final battle. NOOOOO!!! N. O. N. O.!

!!!!! Oh well, loot his body for the gem and all the other stuff. The cave is

a bit west of Bruma. Save for good measure before you enter, and oh yeah you

have to kill some guy; let him babble and then silence him yourself. Take the

key and you're in.

Two enemies in the first room; two more in the next, along with a decent chest

on the wall. Then three more in the big room. Then two more in the next wide

room. And then two more guarding the echo passage door.

Two in the first room to greet you. Four monsters in the big room, and if you

can skip the last one that is fine. Then two Necromancers in a room with beds

if you need them. Don't take the first path you see, unless you have to, just

go west and into the chamber.

The Adept is tougher than the other Necromancers (FYI to all those sneaking

around and using one-hit-kills). Now enter the cavern and put on as much resist

magic-stuff as you can. Think speed for the next battle. Move forward and let

him chat with you for a while. He will try to cast a series of spells on you,

but they won't work thanks to Traven. If you were far into the game like me,

this fight is laughable. I had a shield, amulet, and two rings that all

resisted magic in some way, and all he could do was cause damage throug his

weak dagger. So hope you have a similar experience; if not, then it's just a

bit tougher.

Once he's done, loot his body (yes, you can revive him with the staff and beat

him up again), loot the four chests, and then make your escape. Take the same

door out, and in the previous room take the nearby ladder to the south (which

is guarded by a monster). Now you're back to the first area. Hop on the tree

hanging to the east and hop over for a boss-level chest. Drop down, head west,

and you're free. Return to the university.

Talk with Polus and guild quest line is over.


Alchemy Acquisition


HA, I'll bet that tricked at least one person! No, just hunt down Julienne

Fanis who tells you what one of your rewards are. Go figure.

Oh yeah, now you're done with the Mage's Guild. Congrats.

Reward: Ingredients on demand

Arch-Mage clothes

Extra room to keep stuff

Two altars for spellmaking and enchanting

Take mages with you on quests

*NOTE: The altars and the ingredients are pointless if you have Frostcrag

Spire content.*


* 7. Dark Brotherhood ( RUFIO77 ) *


This is one of the two 'darker guilds in Cyrodiil. This is the 'murderer's

guild.' The only way to join is to kill some innocent person. You can kill

anyone you please.

However, I would advise, if you have the Shivering Isles expansion, to go to

the settlement of Split and do the killing quest. This will qualify as your

kill toward joining the brotherhood. (don't sleep in the Isles or else you

will face a glitch).

After you kill someone and you see that message about someone watching you,

then all you need to do is sleep somewhere. A dark figure will approach you

and ask you to join. Accept and you're in.

*NOTE: It's a good idea to stock up on lockpicks and to have some skill in

sneaking before you attempt these quests. Can probably get by okay without,

but it will make things easier.*

*NOTE: Only do this join this guild if you don't use, or have, the Crusader's

gear. You won't be able to use it. So I advise finding replacement equipment

and then stashing the gear on the stand under the priory.*

*NOTE: There is a big reward from one quest, a reward that makes the whole

guild worth joining.*


A Knife in the Dark


Lucien orders you to kill an old man named Rufio who sleeps at the Inn of Ill

Omen. He gives you a dagger as well. The inn is a bit south of the Imperial

City, and near another inn.

Go inside and enter the lower level sleeping quarters. Enter the room, sneak,

pull out any weapon, and then kill Rufio. Sleep in the bed (or any bed) and

Lucien will tell you where and how to join the guild.

Visit the abandoned-looking home in Cheydinhal, enter the basement, approach

the door, and choose the password. Ocheeva is the lizard woman. Talk with her

and you're in.

Reward: Blade of Woe, nothing special, yet


A Watery Grave


Now seek Vicente in the hall and accept your first hit. Pirates! And you'll be

as sneaky as a ninja!

Travel to the Waterfront of the Imperial City. There are several variations to

killing the captain. And I repeat, you only need to kill the captain. You can

sneak into a crate and sneak your way through a few levels of ship. You can

take on the whole crew yourself because they will attack you first and you can

use the Imperial Watch to help. But the best solution is NINJA STYLE! Hi YA!

And you need to fast forward time so that it's dark outside; midnight.

Go to the back of the very northwest end of the pathway of stone. When you get

close to the crates you will be given the prompt to get in, but don't. Crouch

and jump to the stone railing looking to the back of the ship, and then jump

to the balconey below. Try again if you miss, but it should not be too tough

of a jump, and no one should see you. Now, hopefully you know how to pick a

lock without going through 30. Pick the Very Hard lock and you're in.

Pick the nirnroot on the table and go to the man sleeping in the bed. Get your

strongest weapon and put some poison on it if you can. Do a sneak attack and

then another if you can, and then just kill what's left of him. Now pick his

body for a key and quickly pick the chest and get out of there. Back to the


Collect your reward and you're done.

Reward: Black Band

*NOTE: Stop with the guild now if you want to keep using the Crusader's gear.

One more quest and you'll be kicked out of the Crusader's club. Otherwise,

please continue.*


Accidents Happen


Accept the next contract and you'll have the opportunity for a bonus. Travel

to Bruma.

Enter his house during the early day and go up his stairs. Sneak into the

crawlspace and close the door behind you. Now fast forward time to about ten

at night. Make sure the green arrow on your compass is directly below you (and

if for some reason you miss you can always load your last save) and let the

mount fall on Baenlin. He is dead and Gromm will be on alert. Quickly sneak

down stairs and slither behind Gromm to get out of there. Back to the guild.

*If anything goes wrong, just reload and try again.*

Reward: Gold

Bonus: Sufferthorn

*NOTE: Now you can't use the Crusader's stuff.*


Scheduled for Execution


Name of the Dark Elf sound familiar? Return to the place where you exited the

sewers way back when you first started the game.

Only one path in this first area, and vermin.

More vermin in the next area. Follow a path, jump in the water, jump out, come

around, open a gate, and then exit this area.

Fall off the edge, get around the dividing wall, kill some vermin, pick the

lock and you're in.

Listen to the conversation and save your game. You're back in old territory,

but now you have to sneak past the guards in the area. As soon as the chat

ends, quickly follow behind the Redguard (the black guy), and slither right

on by him to the exit. If you get caught, then retry.

Slink through the shadows, and stay hidden if you see a flame approach. When

you get to an open area with a table, and you haven't crossed paths with the

torch guard, then wait in a corner and use the pillars to hide from him when

he patrols by. Now sneak past him, up some steps, through some doors, and then

forward to the exit door.

This area is clear of guards, just sneak back to your old cell and overhear the

conversation of Dreth and the guard; good old Dreth, just as you remember.

Save. Now sneak to the door, open it, pull out an arrow, and silence the old

coot once and for all. Go to the table and pick up the Imperial Prison Key, and

if the coast is clear just walk right out of the prison. Perhaps it must be

night time in order for the guards to go away, I don't know; you could always

sneak back through the sewers or use invisibility potions.

Once you're out, back to the hall.

Reward: Gold

Bonus: Scales of Pitiless Justice


The Renegade Shadowscale


+Side Quest that has a limited window to play+

Speak with the Argonian in the hall named Teinaava about the shadowscale, and

then approach him again. You are sent to a camp near the very southern edge of

the map (close to the Hollow if you got it).

Approach the camp, but don't kill Scar-Tail just yet. Go speak with him to

hear his side of the story; he seems to know a lot more than he should. It's

up to you, but I say accept his deal. You get the gold (which you can get

either way), and then all you have to do is pull the heart out of the other

dead Argonian and you're good to go. There's no reason to fight the dude.

Bring the heart to Teinaava and you get double the rewards!

Rewards: Gold and Boots of Bloody Bounding

*NOTE: Keep the boots if you think you might ever need to jump high.*


The Assassinated Man


You are given the Languorwine Blade and sent to Chorrol. Pick the lock and

enter Motierre's home.

Save your game now. Talk with the fellow and then stand aside and pull out

your special dagger. Let Hides get inside and then slash your friend before

the conversation goes on. Now run outside and then fast travel to Weynon

Priory outside town. Fast forward time about 24 hours.

Now return to the city and enter the undercroft of the chapel. Touch Francois

and then wake him up. And of course, everyone saw this coming. Kill the first

one and then try to sneak out of here with Francois following you; make sure

he follows or there might be troubles. Leave the chapel and enter the tavern

across the street. Return to Vicente.

Reward: Gold and Key to well

Bonus: Cruelty's Heart

*NOTE: You get the minor quest 'Dark Gift' and you can become a vampire. I

would not recommend it, but you can do as you please. However, this quest too

is on a limited window of opportunity. Hmm, do you wonder why there are two

like this in one guild???*


The Lonely Wanderer


Speak with Ocheeva from now on. This quest slings you back to the city. Use

the well exit from now on to enter and exit the hall.

Go to the Talos Plaza District and enter the Tiber Septim Hotel. Go upstairs

and enter the only open door. Talk with Atraena about Faelian. You learn where

to post up and wait. Enter Lorkmir's home and crouch on the steps. Move time

to around 11:00 in the morning and Faelian will arrive. Send an arrow into him

and he'll be dead. Return to Ocheeva for payment.

Reward: Gold

Bonus: Shadowhunt


Bad Medicine


*Make sure you have a fair amount of lockpicks.*

Travel to the Brina Cross Inn, or Anvil, and travel north. Might want to add

the nearby Daedric shrine to your map, which is a bit southwest, just for

later. Drop into the hole and sneak inside the fortress.

Inside, turn to the right and go through two gates (or wait for someone to

open them for you) and then stand over the ledge and listen to the conversation

to learn a bit about the situation. Now move past the torches and follow the

tunnels to the right (you can see Roderick in his bad above). Take the dark

pathway all the way to the medicine cabinet, and if the orc is in the way, just

wait for him to move away. Take the potion and replace it with the potion. Now

take the exact same path all the way back out of here, and then back to the


*Instead of listening to the conversation, it might be a better idea to make

the slip before the two finish, or just blaze to the cabinet as soon as they

finish talking. Just depends on if you want to hear it or not.*

Reward: Gold

Bonus: Deceiver's Finery




+Perhaps the best quest in the game; if you want the full joy of it, please

do NOT read this section because it will ruin it for you; all I will

say is be sure to get everyone to like you+

Go to Skingrad and talk with Fafnir.

You will meet first with Matilde. Tell her your sweet lies. Now go meet Primo,

Neville, Nels, and Dovesi. Talk with everyone and learn of the animosity

between the guests. Best to get everyone to like you and to put on anything

that builds up your personality.

You will find that Neville hates Nels, Matilde has a thing against Dark Elves,

Primo dislikes Matilde, Neville is suspicious of Dovesi, and Neville also

dislikes Nels.

*NOTE: save before you start whackin' people if you want to replay this

segment of the quest and see all the possibilities.*

First Kill


So where to start? Begin by finding Neville up in the bedrooms, alone, and kill

him with a silent strike.

Now this is the situation: Nels suspects Primo and Matilde, Matilde suspects

Dovesi (big surprise), and Dovesi and Primo kinda suspect Matilde. Hmm, do you

see the possibilities from here?

Second Kill


Find Primo away from the group and sneak attack him.

Of course Matilde is still seeing Dark Elf, Nels just wants Dovesi to live,

and Dovesi is as innocent as can be.

Third Kill


This one can go either way. Either kill Nels and Matilde will act on her true

feelings, or kill Dovesi and Nels will make his move on the old woman.

However, if you kill Matilde, then the other two will do nothing. If you then

kill Dovesi, Nels' crush, then Nels will attack you if you talk with him.

Fourth Kill


No matter who you choose to kill for the third. The next kill will come after

you talk with either Nels or Matilde. They have to like you by 70 and then

all you have to do is mention the name of the other survivor and they will


And now there is only one guest, whoever survived the last fight.

Last Kill


Kill the last person and it's over.


Of course there are many more combinations and many more outcomes to play out.

You can experiment for yourself, or just move on.

Return to Ocheeve and collect your reward.

Reward: Gold

Bonus: Night Mother's Blessing (increases to stats)


Permanent Retirement


Travel to Leyawiin. Go to the pond near the castle walls, at sometime during

the day.

Phillida will swim in the pond during the afternoon hours. Don all your best

sneaking equipment and sit by the wall so that the guards cannot see you. Save

your game right now. Then fire the rose and assassinate your target. But

don't rush out while the guard is still there. Move time to after dark and

the guard should be gone. Now go collect the finger along with some keys and


Fast travel to the Imperial Prison. Go in front of the door you wish to enter,

move time to after midnight, and then save. Make sure the guy in white armor

is outside, which he should be after midnight. Use one of the keys to enter

the quarters, then pick a lock on the desk and insert the finger. Exit and

head back to base for rewards.

Reward: Gold

Bonus: 500 gold


Of Secret and Shadow


Ocheeva gives you a letter from your old friend Lucien. Read it and then head

outside of the eastern city gates. Go to the north side of Fort Farragut and

locate a large tree stump. Go around it and enter the hollow portion to find

a quick and easy route to your friend.

*NOTE: You could always enter the normal entrance of the fort and fight

through a dungeon, if you want to.*

Speak with Lachance to learn of your next task. Then plunder his crib for some

stuff and more apples! Please don't them.

Reward: Poison Apples, summon Rufio scroll


The Purification


Return to the sanctuary. Now you are taking a big step here. You should do

the Teinaava's quest now (you can even do it while you're butchering the

family), and you need to visit the vampire if you want to be one yourself (no

big deal if you have no desire to be a minion of the night). Also, visit

M'raaj-Dar if you want any of his stuff (and he's finally warmed up to you

too). I suggest buying all you can from him, and hopefully you have enough

money to buy him out; and remember, you can buy spells you can't use to save

them for later.

You have many options. With your apples you can steal all the food from the

living quarters and leave nothing but the bad fruit. This will get only so

many, and it's honestly more trouble than needed. I say just save the rare

tools for other situations.

The best thing is to make it dark and take out the assassins as they sleep, or

however it works out. Again, you can use the scroll you just got, or you can

save it for later. Just move time around until you have people alone, or

even in a pair, and just sneak kill everyone. Telaendril might leave the guild

hall, so move time until she returns. And be sure to check the people's chests

in the living quarters for some good rewards.

Return to Lachance for a most valuable gift.

Reward: Shadowmere (the only warpony you will ever need)

*NOTE: If you need a place to keep your stuff, you can 'kill' the horse and

stuff it full of items. Repeat whenever you need to withdraw/deposit items.*

*NOTE: If you have the add-ons for the game, don't forget to buy some horse

armor. And, if you ever lose the horse and can't find it, return to the fort

and it will be there, usually.*


Affairs of a Wizard


Head to Hero Hill on your trusty steed and pull your letter from the rcok.

Hopefully you have a location near Leafrot Cave to fast travel to, otherwise

prepare for a long ride with your new friend.

Move forward and kill the monsters in the living area. Check for stuff and be

sure to read the big book on the table. Pick through the first door and try to

sneak by the two monsters to enter the hollow.

Drop down and don all your sneaking gear again. Wait for Celedaen to walk by

and then pickpocket the hourglass. Easy as that. Loot the coffins and take the

door out of here and then back outside.

Go to Chorrol and check in the bushes for a sack with your reward and orders.

Reward: Gold


Next of Kin


Go to Applewatch near Bruma. Talk with Perennia and ask about her children.

She will give you a gift list. Then quickly kill her before she can leave the

house (reload if you must) and then kill the poor dog. Check your bounty and

visit the thieves guild if you need to get rid of a bounty.

*NOTE: Always remember to save before each kill.*

Travel to the Talos Plaza District and enter the son's house. You don't need

to kill the guy in the living room, so break into the top room. Kill him with

a swift stroke, or place an apple in his pocket and wait.

Then go east of the city to Muck valley Cavern. Kill the lions, mice, and

bears on your way to the big cave. A good summon helps as you kill the two

bears and the mountain woman.

The Drunken Dragon sits in the southern end of Cyrodiil. The guard in here

makes killing the owner difficult. A stealth kill from the shadows of the

stairs is the best choice.

Head to the Three Sisters' in Leyawiin. Killing her is difficult because she

will most likely survive a sneak attack, and apples don't seem to work either.

You might have to kill her, quickly exit from the inn, and then warp to the

Imperial City Waterfront to pay off your fines at the Thieves Guild. Or, you

could always just go to jail for a while (all of this is assuming you get a

bounty after killing Caelia).

Once everyone is dead, head to the castle Skingrad and check the well for

reward and letter.

Reward: Gold


Broken Vows


Travel to Bruma and enter the house. Go down and around the corner to move

some junk in the way of the trap door.

Sneak attack him, or talk with him. Either way you must kill the cat. Then

travel to Old Bridge, a bridge to the south of the city. Grab your reward and

orders from the box.

Reward: Gold


Final Justice


The Flooded Mine sits north of Bravil, just outside the city.

Put on any Water Breathing items and dive under. Either path at the fork in

the road will lead to Shaleez, and the right path leads to her bedroll if

she is asleep. Kill her, make sure you plunder the boss chest in the big

cave, and exit.

Find your way to Fort Redman. There are small rewards at the top of the ruins,

and the coffin is on the bottom. Pick up all the items.

Reward: Gold


A Matter of Honor


You want Alval when he rests at the Bruma inn. But first go to the Mages Guild

in Bruma and pick up a bottle of Mead in the living area, at the the bottom

of the stairs.

*NOTE: The Mead is fine, but the poison apples from a few quests ago work

even better.*

Go to the Lonely Suitor Lodge and steal all the food items from every inch of

the place. Find his room and place an apple there so that he is more likely to

steal it (he does that for some reason). It will also help to put an apple in

his pocket. Then just wait around and hope that he is dead after you move

time along.

*NOTE: Make sure you scan the list to know his stops.*

However, if he takes off, then you might want to chase him. The Skingrad

location is a good place to scatter apples in the top area where he eats

quite often. The Bruma stop is not as good, so just wait for him at his home

in Leyawiin towards the end of the week. Again, the best thing is to place an

apple in his pocket and wait for him to eat it at some point. Otherwise, clear

the stops of food and place apples, but try to not kill the other citizens if

you can, or it's just wasted apples.

The Mead route is okay, but then you still have to attack him. With witnesses

around, that might not be good. Of course, you could always attack him head on,

but that is not good either. He's a master mage and it might take just one

hit to take you out. If you think you can, or you just want to try, ambush him

along his walks and make sure you have max magicka resistance/absorption/

reflection items on (it probably won't be enough).

Anywho, once he's dead travel to the Market District and check the stump.

Reward: Gold


The Coldest Sleep


Travel to the Gnoll Mountain, near Bruma. Hopefully, you have the add-ons and

you can quick travel to Frostcrag Spire. If not, enjoy the climb.

Kill the Nord and the dog. Then travel to Nornal and step inside. Follow the

path to a small pool of water. Dive under, unlock the gate, and grab your

stuff from the chest.

Reward: Gold


A Kiss Before Dying


Zap to Bravil and sneak to a perch that overlooks the statue. Strange that HE

would pay the guards to look away...

Move time to about midnight and let the arrow fly. Let the brawl begin. That is

because half the town will join the battle, for some reason. So try to kill the

elf quickly before chaos erupts.

And then the story will advance; quite the surprise.


Following a Lead


Go to Anvil and find the statue that is near the barrel. Wait on one side of

the statue so that you can see the barrel, and crouch. Sit and wait for

Enilroth to appear. Approach him and ask about the lighthouse. Your quest is

updated, but after the conversation take the orders from the battel and then

try to steal the money from the poor elf (it's some sort of twisted justice

at least).

Head to the lighthouse outside the walls and enter the lighthouse tower, or

hunt down Ulfgar in the town. There are a few options. You can always make

threats and he will cough it up. If you're in town, you can ask for the key

and then say nothing to go into battle; you can then yield and let the town

watch take care of him. Or you can steal the key, or you can kill him with

your own hands.

With the key, head to the cellar for a macabre scene. Pick the lock of the

room, kill the dog, read the diary, take the head, and leave. Go to the house

of Applewatch for some bleak news. After the talk toss the horrid head on the

ground and see the response of one Mathieu Bellamont. Make time midnight and

talk with Arquen to teleport!

*NOTE: Outside Applewatch are a few graves. Disturb one grave and it will

disturb back!*

Reward: Black Hand Hood and Robe


Honor Thy Mother


Talk with Arquen and watch the fiendish ritual. Follow the Black Hand below

the statue, and get a kiss for good luck. Watch in anticipation.

Kill Mathieu when the chance comes; not tough. Talk with the night mother,

responding how you wish (stoic is kinda cool). Loot the three chests for your

reward and talk with the old girl when you are ready to leave.

Talk with Arquen to get the master quest going.

Whispers of Death


Not a real quest. This is essentially your reward. Go to Bravil, talk with the

Night Mother, and then bring the info to Arquen for your cut. That's it.

Doing so will eventually lure more prospects into the base. These minions can

accompany you whenever you need, and they have a 'quiet' mode for those stealth


Reward: Blade of Woe is pumped up


* 8. Thieve's Guild ( FOX8888 ) *


If you've ever been thrown in jail, you already know of this guild. The

Thieve's guild does not operate like the other three. As in the last guild,

this one offers you several rewards that will always prove useful. And, being

skilled in sneak and stealing are musts.

Going to jail will net you the formal invite, eventually. But the most direct

route is to travel to the Imperial City Waterfront and visit a gathering

behind some houses at midnight. Oddly, the faction will welcome a new visitor.

*NOTE: Refer to the Nocturnal Daedric quest if you wish to solve your

depleting lockpick problem. You must be level 10.*


May the Best Thief Win


Armand Christophe will give the three of you a challenge: find a diary in the

city and return. Do so and you are in the guild. Save before you set off and

mess up.

I'll give you the darn solution: run through the water and enter the Temple

District nearby, go right as you enter and run inside Amantius Allectus'

house, check the desk, grab the diary, and return to the Waterfront. Get time

to midnight and claim your position in the ranks of the guild.

However, if you are too slow you should let Methrendhel steal it and then

steal it from her. You can pickpocket it from her if she barely beats you to

the desk. You could wait outside and snake it there. Or you can take it as

she returns to her home in the Waterfront District. Your choice.

And if you fail to steal the book within 24 hours, not only do you suck but

now you must go on the pity quest to enter the guild. Frankly, just reload

your save from once the challenge started. The pity quest is just busy work.

You'll find the guy in the Market District.

Reward: Pay off fines, buy lockpicks, and fence stolen goods


Independent Thievery


*NOTE: Ongar is a good source of lockpicks, so stock up.*

This isn't so much a quest as it is a series of elementary school tests so that

you can move on (no thief left behind).

As of now you only need 50 gold worth of stolen goods. If that is enough for

you then go ahead and travel to Bruma, find Ongar, and get your right to play

on. However, you then need more stolen goods as you keep beating missions in

the guild. So the best thing is to sell 1,000 worth of stolen goods right now.

Of course the best way is to have saved a bunch of items in your previous

quests (assuming you are not playing this guild as the first item on you

Oblivion checklist), and sell them now. The easiest things to steal and hold

onto to this point would have been rings, amulets, books, potions/poisons, or

whatever else.

Option two is to go around the known world in search of loot. You could go

around stealing apples and cups until you get 1,000 worth, and believe me, it

would not be as bad as it sounds. The better option is to hit up the most

expensive known locations for high-dollar plunder.

Castles are always the best places to look. There are usually goods trinkets

in the bedrooms of the counts, but I have one big-ticket item that is much

easier to snake. Travel to Castle Chorrol, at night time, and enter the throne

room. Sneak up the left staircase, open the display box, and grab the Varla

Stone. This, depending on how much Ongar likes you and how much value you can

get from it, this item should get you through a good majority of THIS quest's

overall total of 1,000.

If I were you and all I had was this one stolen good and I just want to get

going with the guild, then you might just trade this in for gold and get going

and hope that you run into more loot along your travels.

If not, here are some more things to look for.

Castle Bruma: Look for the display cases in the dining room behind the throne;

not the four cases around the throne (just do it).

Castle Bravil: Lots of good loot, but the swords are just fake and not worth

much, so don't waste your time.

Castle Skingrad: Visit during the day and enter the count's chamber (up the

stairs in the foyer and up another set up stairs to a wide open room).

Loot the count's bedroom as he sleeps.

Castle Anvil: You will need at least a weak potion of invisibility, or some

more clever means that I can't think of right now. Go up the stairs,

during the day, and sneak into the privat quarters. You'll be in a

hall, and to the left is a single guard, and in front is the royal

bedroom. Drink your potion and sneak to the door, break in and you're

good. Quickly go around and steal all the valuables, but don't exit

through the same door, take the other door. Pretty view, huh? Use the

ledges and hop down to safety, or just zap to Bruma.

No matter what, if you visit each of these castles and Chorrol's, you should

have all the goods needed. Go visit Ongar and you don't have to steal random

crap for the rest of the quests. If not, steal apples and wine until you're

good to go. And probably don't even need all these places; whatever you do.

*NOTE: I won't mention this quest anymore, so if the message in game pops up

and doesn't go away, then you have some petty stealing to do.*

Return to Armand Christophe at midnight by the waterfront and ask about the

special jobs; just say sure to cut to the point.


Untaxing the Poor


This quest is not even close to as difficult as it seems. For one, you must

be quick. Just follow the words I write and you'll be done.

Go to the Temple District and go to the southern tower. Save before you enter.

Enter the tower at night. The place will always have guards, and everything

gets weird if you try to avoid the guards. Just go into sneak as best you can

and look to the ladder while the two guards on the ground level watch you,

then enter. Hurry up the next ladder, and then again, and when you get to the

top bedroom look right, unlock the desk, grab the records, and make a quick

exit. If you were quick enough, the guards should not have stopped you and

because you were so quick there should be no bounty. If not, reload your last


Return to Armand at night, spill the records, and you only get the gold that

was in the desk (which wasn't much). And then collect your next task, that is

if you're done with the petty thievery.

Reward: not much


The Elven Maiden


Travel to Cheydinhal and enter the chapel; save inside.

Watch for the patrolling elf and sneak into the chamber on the left. Grab the

bust sitting by the coffin, but DON'T try to plunder the coffin, just watch

for the elf and make a slinking retreat. If you disturb the dead, they will

disturb you.

Make a jump to the waterfront and make time midnight, or just walk around for

a while until Methredhel finds you. After, go to around the midnight gardens

and enter Arano's house in secret. Just go touch the cupboard to plant the

hot item. Now exit and go up to Lex and make him like you, then tell him about

the bust and then follow him. After the scene you are free to make your

midnight meeting.

You get a promotion and a small reward. Ask for the next quest. You are

forwarded to Bravil.

Reward: 100 gold


Ahdarji's Heirloom


Be sure to visit S'krivva during the morning when she is at her house; any

other time is not wise.

She will send you to Leyawiin. Visit the Three Sister's during the daytime, or

find Ahdarji at the Five Claws, or her house at night. Ask about her ring and

you'll be given a familiar name. Hunt down a beggar and ask them about Amusei

to learn of a tip and his whereabouts.

Enter the castle's dungeon save. You can mess with the jailor, but you can

skip him and quietly break into the jail. Talk with the lizard, and be sure

you got a spare lockpick; get him to talk by offering a lockpick in exchange

for the ring's info. Be sure not to get caught as you sneak your way out of the


Exit the castle for now and get more info from a bum; you are referred to

Hlidara Mothril who is usually at the chapel during the day. Get her to like

you a lot and get her to spill the beans about the ring and the dark secret.

*NOTE: You can visit Ahdarji again and she will up the ante a bit, but it's

not worth it.*

*NOTE: Enter the castle around ten at night or so, and don't attempt during

the middle of the month, 15-17th.*

Return to the castle and enter the throne area; take the basement entrance in

silence. Don't worry, no guards, just make your way to a room and look for a

lever in a barrel to open the secret tunnel. Follow the path around a torture

room and enter the private quarters in shadow. Pull the lever and sneak your

way up to the big room. Make sure the coast is clear and slither to the

bedroom undetected; might want to save after before you enter the big room.

Hide in the shadow of the room, near the desk, and wait for the countess to

sleep. Loot the jewelry box of everything, sneak back to the stairs, and take

the dark path out to safety.

Find the catwoman sometime during the day, or break into her house at risk of

being turned in, but her doors are open during the morning. Return to S'krivva

in Bravil for promotion and more gold.

Reward: 300 gold




S'krivva sends you back to a waterfront in turmoil. Part of the quest is to

find Methredhel, but as I've done before, I'll just tell you where to go.

Travel to the Talos Plaza district and enter Dynari Amnis' house. Talk with

the lady in charge and you get your orders.

Zap to the Arcane University across town and enter the tower. Just as you did

in the guard tower before, quickly race through the portals and snatch the

staff at the foot of the arch-mage's bed. Then drop a note in the nightstand

and make a hasty retreat.

*NOTE: If you happen to be the arch-mage, then all the more easy and ironic.

You're essentially stealing from yourself! WEEEEE!*

Report back to Methredhel for you next orders. Return to the waterfront and go

to the house intersection where Lex patrols. Just get close to him and a

summoned Daedra will appear for a quick scene. Afterward, go pick up the note

near Lex and then return it to Meth.

Vanin lives just to the southwest of Amnis' place. Break in at anytime during

the day, break into his room, and insert the staff. Make your escape and go

all the way back to Bravil for promotion and gold.

Reward: 300 gold


Lost Histories


*NOTE: Return to Ongar if you need more lockpicks at this point.*

S'krivva whips you to Skingrad. Talk with one of the yocal bums to learn some

info. Talk with some of the people in town until you learn about the need for

work in the castle. They refer you to Shum gro-Yarug who visits the town

around 10 AM. Talk with him and take the lousy job.

*NOTE: I found this quest easiest if you tackle it before noon.*

Report to the castle for work and enter the dungeon. Tell the jailor you are

the slop drudge and you are in. Meet with Larthjar and tell him that you will

set him free. Do so and ask him about Theranis to learn of the sinister plot.

Follow the path of red and press the 'strange candle' on the wall to open the

path; couple of free lockpicks on a stool before the door. In the next area

there are no bad guys to sneak around for. Follow the path until you find a

wide open cellar room. Go to the barrel on the right and press the candle on

the pillar.

Sneak through the open door and get a snipe arrow on the Pale Lady, then kill

her; try not to get infected. Take the keys from her and inspect the room.

Comb over Theranis' body, but no book. Talk with Amusei and break him out.

Don't take the prison route, take the other way. If you hit the dining area

around noon or so, there should be no one around. Just make a trail to the

norhteast door. Head forward to avoid the throne room, and you're outside. Go

beyond the castle's walls, across the bridge, and wait at the point down the


Amusei coughs up the book's location. Go back into town through the gates

nearby. Take the first path to the right, behind the houses, and you should

see the book near the city walls as you walk. Grab it, flash back to Bravil,

and report back to S'krivva for gold.

Reward: 400 gold


Taking Care of Lex


Now you're off to Anvil on your Thieve's Guild Stealing Around Cyrodiil Tour.

Speak with one of the bums to learn of the blacksmith. Zoom to the castle and

enter the smithy. Track down Orrin and follow. He opens a secret path for you,

so take it. Save beyond the locked door.

*NOTE: Make sure you are attempting this mission at late night.*

When you hit the dead end pull the 'movable pillar.' Sneak into the door to the

left and open the desk. Take the list, money, and open the door nearby for a

nirnroot. Now make your way back to town.

You can ask the bums for guidance, but you can just go to the ruined house

next to the Mage's Guild. Ask 'A Stranger' for help and discuss whatever. Just

stand nearby and make 24 hours go by. Talk to him again, cough up 500 gold, and

take the letter.

Now zap to the Imperial City Prison. Now, this part of the quest is very easy

if you have alread gone through the Dark Brotherhood; you will already have

the path open to you. Either way, just make time around midnight, make sure

the head guard leaves, and make your way into the door on the right. The desk

will be right in front of you and all you have to do is touch the seal to do

the deed. Run outside and zap back to Anvil.

Visit the countess at the castle during the mid-day hours. Give Umbranox the

heavily tainted letter; chat with the cordial Dairihill nearby for a 20 gold


Now return to the Temple District of the Imperial City and stop by the guard

watchtower you've been to before; or wherever your red target tells you to go.

Tell him the good news.

Now back to Bravil after a long week's worth of work for promotion and gold.

Reward: 1,000 gold (covers the forge)


Turning a Blind Eye


Just go outside S'krivva's house and make time go by until Meth gives you your

next orders. Travel to Bruma and enter Cecia's home. Speak with the infamous

Gray Fox and be sure to start things off on a good foot.

He sends you to a monastery in the mountains far away. Hopefully you have a

few markers already in the area to make it a short journey.

There are a few things you can do, but let's cut to the chase. Hunt down a

monk named Holger and get him to like you by 80. He'll not only let you in on

some secrets, but he'll also lead you to the catacombs himself. Follow him into

the crypt and enter the combs in stealth mode.

Save now and move forward. You'll notice that the monks are blind, but that

doesn't mean they can't detect you; they can still hear. So all you have to do

is step lightly (go bare foot) and stay sneaky the whole time.

*NOTE: At any time in the catacombs you might want to save and try to steal

you a key to save you some picks, or you can pick all the locks to bump up

your skill.*

In the corner of the first room is a decent chest. Go into the tunnel on the

left and there are two chests: one in the food room and one in the tunnel. The

path leads through the tunnel where you'll find another chest at a three-way

intersection. Again, both paths from here lead to the same door and both have

a chest in each. The left path leads through more of the rock tunnel and should

be empty, well there's a rat. And don't miss the chest in the broken wall near

the exit door.

Both paths lead you to a sleeping area; the left way leads you right to it, and

the right way leads you to a storage area with a single chest. There is a

decent chest in the sleeping area and you can move forward to the next area.

Move along until you see a tripwire, don't let it get you, and be sure to get

the chest nearby. Just move straight ahead, skipping the trap room down the

right path, and you'll eventually hit a skeleton. Try to sneak kill it, or

get rid of it however. Keep moving until you pass over a wooden plank. The left

path leads to a quick chest in a spike pit, and then come back and take the

southeast path. You'll get through a moving rock wall and then head left. Trip

the rolling log trap before going up the incline. Continue on until you find

another trap; press the pad on the ground and then quickly move back to let

the swing log get spent. Keep moving until you can go right and hit the door

to the shrine.

Move forward to view over the stone's pit. There it the stone on the right,

a guardian monk, and a turret stone. There is also a chest on the left corner

of the pit, and in the right-top corner of the whole room. Depending on your

sneak skill, you can sneak to the right of the platform, jump up, grab the

stone, and then jump out of the pit; or you can try to snipe kill the guard if

you can't sneak, but you should be able to snatch and grab. Now take the north

path for a chest and a ladder back to the surface.

Zap back to Bruma and return Savilla's Stone to the Fox. For your mega-theft

you get some gold. And leave the house too.

Reward: 500 gold


Arrow of Extrication


*NOTE: Remember to stock up on picks if you're running low and you suck at

picking locks.*

Given that you already fenced at least 700, just move time forward until an

old friend tracks you down. Listen to Amusei's message and head to Chorrol.

Enter Ancrus' house and gather your next task; and don't be a jerk either.

Head to Bravil and seek out a beggar. They lead you to the castle, so go. Head

up the stairs over the throne and enter. Take a left and pick your way into

Fathis' room. Look into both chests on the left to have the epiphany that the

arrow isn't here. Go to the north wall and press the movable pillar

to open the path to the grotto.

Wait in this corridor for the Daedra to get into view and then try to snipe it,

or kill it however. Take the door in front of you and take the path straight

down a ramp to the water. Kill a single crab and follow the path to the east

into a water area that has a deep floor. Kill a few fish and dive under until

you find a path; any waterbreathing helps, and use your map. Follow the water

tunnel to dry land and keep moving until you pass a gate. Save and try to

sneak by to open a door and snipe kill a conjurer in a dead-end room, then

come back and take on the Dremora. Pass through to a watery tunnel where you'll

run into a nirnroot, a pest in the water, and then a door to the lair.

Move beyond the closed double-door and follow the path to a gate; remember to

stay in sneak. This room has nothing, so keep moving to another gate. This

room has an atronach and a conjurer. The best thing to do is wait for the

beast to turn away and then you go sneak kill the conjurer, or just sneak past

them both, or fight. Whatever you choose, get up the stairs and out into the


You have only two options here: fight all the beasts, or sneak all the way up.

You have to get up two levels to get on Fathis' level. I say save and try to

sneak your way up, jump along the left side by using a doorway, and then

sneak into his room, because if you engage in one monster battle that will

usually bring in everyone. When you reach Fathis' room, just go into the right

corner so that he can't see you (it doesn't matter if he detects you, just so

long as he doesn't see you take the arrow) and break into the chest to steal

all the good stuff. You can steal more, but just get back to Chorrol.

Give the Fox the arrow-key to get promoted and get your gold.

Reward: 500 gold


Boots of Springheel Jak


Go outside and wait for the thievery messages to pop by and then move time

forward until Amusei shows up. Zap to Cheydinhal and consult the Fox for you

next mission; please be nice.

Head to the Talos Plaza District of the city and go ahead and ask the beggar

for the house you need. Enter Jakben's house and break into the upstairs. He

is usually here during the daylight hours.

There are a few ways to go about this quest. The first is the straightforward

approach. You go up to him, ask for the key to the basement, and he gives hands

it over. Then you go down to the basement, enter the catacombs, fight a few

vampires on your way to a coffin, Jakben appears, you fight, and then you get

the boots.

Actually, the more straightforward approach is to just kill Jakben the moment

you find him. He has the boots at all times, but you can't just steal them

from him; gotta become a murderer (which will net you an invite to the Dark

Brotherhood if you haven't been already). Jakben wears red and his servant

wears blue. I snipe killed the servant first so that he did not bother me; this

is a penalty, but more on that later (and if Axius is not here, then don't

worry about it). After the servant is out of the picture, go get a sneak attack

on Jakben (hopefully killing him) and quickly finish him off before he can get

back at you. After he is dead, quickly loot his body and run up the stairs

into a private study. Drop all your stolen goods in here and exit back outside

where the authorities will arrest you. Just pay off your fine (which is only 40

by the way) and then go back to the house to reclaim all your stolen goods.

*NOTE: About the Blood Price, after you have been caught and paid your fine,

go to Armand and agree to pay 1,000 gold. For some odd reason you are also

awarded 500 gold for getting the boots. So whatever.*

Believe me, both ways are complicated, but the second way is much easier if you

understand the complexities of the game. The common way of entering the tomb

can reveal more of the story and dialogue, but it really doesn't matter.

Either way, return to Cheydinhal with boots in hand, or you can try them out

too to know what it's like to jump really good. Cough 'em up and collect your


Reward: 500 gold


The Ultimate Heist


Again, go outside, wait, and you get the message to travel to the Imperial

City from Amusei. Go there and get the breakdown for the final theft. Have all

your best sneaking equipment, potions, spells, and whatever else you need. Even

load up on fighting gear; you're on one of the longer quests of the whole game.

*NOTE: By now, you probably already know to save before a tricky encounter, so

don't stop doing so now. Save often and use your map to help.*

*NOTE: Bring a few invisibility potions, or as many as you want, and have

at least a few chameleon items on you along with some things that help you

sneak. If you are good at sneaking and have a few power-up items on you, this

quest will be a breeze.*

*NOTE: At any time, if you get into a fight, go ahead and fight, but I am

assuming that you are sneaking first, fighting second.*

Your first step is simple, enter the palace. Once inside, go down the left

corridor and sneak into the basement. Move forward a bit and wait for a guard

to walk past you, then go through the darknened center area. Near a large

chair and in the corner rests the Glass of Time. Touch it and scurry back


Now make your way to the Imperial City Arboretum, a calm and peaceful place

that you probably haven't been to yet. The arrow on your compass points you to

a sewer hatch, so take it.

Follow the path, unlock a gate, and turn a wheel to open the path. Go through,

take the left waterway, open a gate, and enter the Bloodworks. I liked using

fireballs to take out the vermin along the way.

Woa, not a good sign. Go right and try to sneak around the monster in this

room; there's a potion and some gems on the table. Fall off the right side

of the bridge and go past the gate. Cross over this bridge and turn a wheel in

the next room beyond another gate. Now back up a bit and you should see the

door below open up. You might be able to sneak by the lone bad guy in here, or

you can use an invisibility potion to make sure. Take the corridor and you'll

emerge into a waterway room with a few enemies. Save and then see if you can

snipe the enemies from the shadows. Enter the room on the left and turn the

wheel to open up the waterway. Follow the path, use the key on the gate, check

the chests, and then enter the Palace Sewers.

Cross over the bridge and sneak around the enemy in this room to enter the

corridor to the northwest. Just sneak along the path following the water tank

thing, and then the next one. You'll eventually reach a tiny room with two

crabs, a few chests, and the door to the Old Way.

Stay in stealth mode. Kill the vermin down the path and keep heading westward.

Unlock the door and go through. There is a gate on the right, but don't bother.

Just try to sneak around the monster at the bottom of the steps and hug the

wall so that you slip into a hole in the wall (to get around the monster I

would suggest a small invisibility potion). Go through the old room and through

the other hole. You have two doors into the next section, but take the one

without a lock.

*NOTE: For the previous section, from the start, instead of going west, go

south beyond a trap. All that stands in your way is a ghoul. Either snipe it

or sneak around it. When you get into the upcoming section, you'll just be

above the lower doors. Just creep over the edge and you'll start in the right


Try to slip by the skeleton and take the path to the right to enter a hidden

path. Sneak past the ghoul in here and follow the path. Get around another

ghoul and find the crack in the wall that leads to a brightly lit area. Avoid

the enemy in here and take yet another broken section in the wall on the left

side (use your map to know where to go).

This part is extremely easy if you don't care for small treasure, if you can

sneak past most monsters without them seeing you, and if you have a few

shadow potions. Go left and around the ghoul in here. Follow the path to an

open area, and sneak past all the enemies along your path until you find a wide

area with three monsters and some support beams in a pit. Bring up your map

to locate the path on the right wall. Take that path to get around the

monsters. Follow the cave-path south and you'll look into a room with a few

more enemies. Sneak around all of them and head north until you run into a

fork in the road. Take the path on the right and you'll emerge next to a

couple of chests. Go down the ramp keep heading east. Almost done. Put on the

Boots of Springheel Jak and jump up to the ledge on either side. Press both

buttons on the walls and be sure to use the bedroll up here if you need to

level up. Hop down and move east to the door to the Hall of Epochs. (yeah,

this was the worst single area of the game, but extremely simple if you could

sneak past all the monsters)

*NOTE: Save now just in case you screw up and leave this save until after you

get through this area.*

Collect the Welkynd Stones and move along. There are more stones in the next

room, but skip if you have a bunch already. Go up the stairs on either side and

be sure to go to the statue so that the quest update messages pop up. Now

follow the walkway around to the only path on the south wall. Press a button

after you get through the gate and jump below and follow the path to another

door to the south.

*NOTE: Make sure you went to the statue and cleared the green marker on your

compass before you move on.*

Watch out for the enemy nearby and sneak around it to enter the big room. On

the west side of the room you will find a smaller room with a few goodies. Take

the path to the north and sneak around the Lichs in here to find another path

that leads to the main room. There is a single Lich that you want to avoid at

all costs. There are two chests in the rooms on the left and right, but they

aren't important. Just go press the button and grab the goods in the big

chest. Now retrace your steps back to the previous room, hopefully still


In the statue room, return to the main area. Hopefully the two large blocks on

either side of the small bridge are now down. If not, then you did not go

about the series of events correctly. You will need to reload that one save

and make sure you go to the statue to get the quest update (not sure why but

you have to).

If you are good, get on the bridge and step on the pressure pad; ignore the

several bad guys if you're in stealth. SAVE NOW! SAVE NOW! SAVE NOW! Load up

your Arrow of Extrication look to the statue and the open blue spot in the

front of it. You don't have one shot, but if you miss you should reload that

save. Hopefully you kinda know how to aim. If you don't, you need to aim just

slightly above the blue spot. You don't even need to be terribly accurate; if

you're close, you'll get it (and you're archery stats and strength have a

little bit to do with it).

Anyway, once you get the 'be stealthy' message and the statue moves up, you're

all clear. Save now. If you have an invisibility potion, now is the time to

use it. Stay stealthy and make a dash for the door under the statue. If you

don't, be ready to run into those two odd colored statues beside the big one.

They're not impossible, but with them and the other monsters you left in the

room, it won't be fun. And you can always just run to the door regardless; it

is not like the swarm will follow you...

You're almost done now, the final leg of the quest. You will end up in a

bedroom of all places. Wait for the guard(s) that may be awake to go away, and

then follow them to the outer ring. Go to the left, using the shadows to avoid

detection, and enter the Elder Scrolls Library.

Follow the guard here to the center door and enter the library proper. Shuffle

around to the right and pull the lever behind the 'watchful' guard. Then go

all the way around and enter the library. Sit in the chair and wait for the

scroll to be set in front of you. Take it, make sure you are in stealth

before you take a step, get up, and go up the stairs for the exit door.

Go left, sneak around the guard, and enter the Moth Priest's Quarters.

Just another room. Get to the end to enter the Battlemage's Chambers.

Watch for the people in here, and make sure the lady in red is out of her

office. Sneak inside the center area. There are some valuables in the two

cases on the right if you want them. Enter the bed area and go to the chimney.

Put on your Boots of Springheel Jak and pull the thing in the lower left

corner of the logs.

*NOTE: If you do use the boots, you will lose them. If you want them, then you

should save before you open the chimney and see if you survive the fall on

your own. If you do, then congrats you get to keep those cool boots. If not and

you have no other Acrobatics amplifiers, you will have to spend the boots. You

will need to be about 50 or so to survive (I was 66 Acrobatics skill and I lost

a little less than half my health).

You're back to a familiar place. Turn around and head back into the sewers.

Retrace your steps back to the Bloodworks area; should be a clear path if you

remain in stealth.

Go backward more to the spot where you opened the door, and maybe left a

bad guy. Sneak around them and go left all the way to a door to the South East


Go right and you'll be back in the a very old part of the sewer, the part

where you started from. Follow the cleared path all the way south back to fresh


*NOTE: I know the red arrow on your compass pointed you to another exit, but

who knows where that leads you; this way is much faster. (FYI, I know where it

leads, no email please)*

No zap across the city back to the Elven Gardens. Show the Fox your grand

theft item. Hmm, he gives you yet another odd quest (this really IS A MEGA-


Zap to Castle Anvil and give the ring to Umbranox on her throne during the day

(Do I hear wedding bells? No, no I don't). Scene and cue organ strike!

Return to the Waterfront one last time and scope out the pad; it's actually

pretty crummy. Once you're there, you're done. You got the guild and the cowl.

Reward: Gray Cowl of Nocturnal

Boots of Springheel Jak (maybe)

The Thieve's Guild (yipee)

*NOTE: The cowl is a whole 'nother monster; really. With the cowl on you will

instantly become the Gray Fox, and you will return to normal when you take it

off; even if you take it off with someone watching. Not only is the cowl the

single best helm in the game (for the sneak and strenght boosters), but you

can now commit crimes as the Fox and not get caught, so long as you take off

the cowl. You'll notice that you gain an instant bounty when you put on the

cowl, so only do so away from people. You now have essentially two characters:

You and the Fox. Just make sure to always take off the cowl before you

return from your journeys.*


* 9. Arena ( ROME999 ) *


If you followed the guilds and quests as I've written them out, then you

must have noticed that you could have gotten through the Thieve's Guild

without so much as casting a spell; well, maybe once, but just for a single

murder. No more! Get ready for some bloodsport! Draw your steel, put on

your dippies, and enter the arena!

Go to the Arena district of the Imperial City during the day and enter the

door to the doors that lead to the Bloodworks. This is the final 'guild'

questline of the game, if you're going in order. There is only a single,

traditional quest involved, and all the rest is pure killing.

However, let's start things off with that quest. Approach the light-skinned

Orc named Agronak gro-Malog.


Origin of the Gray Prince


Agronak sends you to a place called Crowhaven way to the west. When you get

to the fort be ready for some stiff defenses, or you can try to sneak around

them (an excellent time to use the cowl...).

When inside there is vermin to greet you. Follow the path until you have a

choice between a door and going further south; go south, the door is useless.

Get around more wildlife until you find a door where you use the key given to

you. If you can detect where the lone vampire patrolling the hall is, and you

are a good sneaker, you can just slip over the rail and make a dash for the

book. And if you have to fight him it shouldn't be too bad. Get the book,

exit to the surface, take off the cowl, and return to the city.

Bring the evidence of the orc's vile origin. He rewards you, but you've

really depressed the poor fellow. Oh well.

Reward: The Gray Prince's Training (stat increases)


Now you're ready to begin climbing the arena ranks. Find a Owyn in the

Bloodworks and tell him to want to fight (put me in coach!).

You must choose between a light and heavy raiment. This of course all depends

on which armor you are wearing. Light if you like to move, heavy if you want

to be a tank. It actually doesn't matter because there are spares of each

kind in the cabinets behind you, so whatever.

Exit your chat and put on your new suit. You must wear this uniform, but you

can put on whatever helmet you wish. Make sure it's nine in the morning if you

want to make a clean sweep in one day.

Talk to Owyn and tell him you're ready. Look in the cupboard nearby for a book

and head up the blood ramp. Save and welcome to the show!


Pit Dog


I'll lay out the rules now: wait for the gate to drop, and after the fight be

sure not to loot the dead guys. That's it, anything else goes. Return to Owyn

after each match for reward and then ask for the next match. Be sure to use

the Basin of Renewal,repair your stuff, and save between matches.


Match One

Just a single enemy. Cast, block, slash, block, slash, and you should win. If

you can't beat this guy then you need to consider doing something else until

you become a better fighter. Archers and mages will do okay, but the arena is

small to backpedal. And don't forget to conjure and use potions if you must.

Reward: 50 gold


Match Two

Another single enemy, just a bit stronger; and by 'just a bit stronger' I

mean "who knows?"

Reward: 50 gold


Match Three

Just an archer. Simple. A quick summon helps end the battle in a hurry.

Reward: 100 gold





Match Four

A speed demon with a handaxe. Just stand your ground and pummel him to death.

Reward: 100 gold


Match Five

Uh oh, two elves. No sweat if you have a trusty summon on your side. Bring out

your pal as soon as the battle starts and then focus your attacks on the

fighter. Then go for the lone archer.

Reward: 100 gold


Match Six

Just another axe-wielder that's fast and powerful, but nothing big.

Reward: 150 gold





Match Seven

OOOOH, a sword and a mace! Well, unless he uses both at the same time he's

just a single peon.

Reward: 150 gold


Match Eight

Just a shrimp, to be honest.

Reward: 150 gold


Match Nine

Open up with a magic attack, let him get off a shot, then pound with with a

charged up lunge attack, and you should be able to get him before he can pull

out his sword. And if not, he's still easy.

Reward: 200 gold





Match Ten

This shrimp is a joke. Forget the enchanted part, the fact that he has a dagger

should be enough. If you have a longsword you can just backpedal and slash and

he won't get a hit in.

Reward: 200 gold


Match Eleven

This High Elf is actually quite tough for a High Elf. She must have a high

strength value. Don't waste time, just get in and take her down quickly.

Reward: 200 gold


Match Twelve

A standard Orc. I was able to make him flinch a lot, so maybe you can too.

Reward: 250 gold





Match Thirteen

A fast and powerful Nord. Just be smart.

Reward: 250 gold


Match Fourteen

Your first mage. Owyn says it best, just get in close, no more than a few


Reward: 250 gold


Match Fifteen

A tough Orc that's fast. She'll give you the hurt in a hurry if you don't end

it quickly.

Reward: 300 gold

*NOTE: Probaly nine at night now, so move time ahead 12 hours to get back on

track if needed.*





Match Sixteen

An outrage! You got a trio of convicts to slay. Not so bad at low levels, but

if you are way up there then your unarmed opponents will most likely get off

a few paralyze strikes. Summon an ally, use some potions, and run around like

crazy to survive.

Reward: 300 gold


Match Seventeen

Oh, you're the heavy favorite, how nice! Don't disappoint.

Reward: 300 gold


Match Eighteen

This is a vet, and he doesn't flinch easily. A good summon and some potions

might be good help for this guy.

Reward: 350 gold





Match Nineteen

A Blade, a pro. Again, a solid summon to help you out is a good idea. Not too


Reward: 350 gold


Match Twenty

Do not use a spell on this guy, but another summon will help. And just like

all mages, charge in for the kill.

Reward: 350 gold


Match Twenty-One

Your final match as a member of the blue team. It's quite an interesting one

too. You're up against a swordsman, archer, and mage. However, along at your

side is a faithful pig that you've never seen before (he has always been down

in the training area though...). With him and your summon you even the odds.

Of course it's not like everyone will pair up and square off; it all revolves

around you, but the allies help create chaos.

Be sure to aim high so that you avoid hitting Porkchop. The mage goes down

quickly, and then all three of you can lay into the blade-wielder. And you can

just stomp on the archer when all is done.

That's it for grunt work, just one more fight.

Reward: 500 gold




After you collect your reward, go talk with Agronak again and challenge him.

Then turn around and go find a woman sitting on a chair named Ysabel. Tell

her you're ready, pick a good title, and discuss the rules. You can wear

whatever you want and you MUST take the raiment from your dead opponent. So

go up now for you final epic battle.

*NOTE: If you did the Gray Prince quest earlier, and I know you did, then just

go up to the arena without prep work, trust me.*

Your blood will be pumping and you'll be ready to go, but when the battle

starts and you both run to the center of the arena he will stop. Talk to him

for a moment to learn that you seriously depressed this dude. Send him to

eternal slumber, take his armor, and head back down to the Blademaster.

*NOTE: If you didn't do the quest, well, it's a slightly tougher one-on-one

battle than the rest; but honestly, you fight one enemy in combat and you've

fought them all.*

Talk with Ysabel again and you trade Agronak's armor for a suit of your own.

You're now a Grand Champion of the Arena, and if you've done the other four

guilds then congrats, you've beaten all the guilds of Oblivion!

Reward: [blank] Raiment of Valor

1,000 gold

Weekly matches in the arena

Adoring Fan

*NOTE: Just ask Ysabel about the rules to the matches and tell her you're ready

to get going. But, it's really just a waste unless you're broke.*

*NOTE: The Adoring Fan waits outside for you. Just tell him to get lost,

otherwise he'll just die as soon as you fight something (maybe you want to

bring him along in that case...).

*NOTE: Go to the right side outside of the arena and watch the two people

punch each other over and over; go eat a twinkie and leave them onscreen. You

will eventually get a +5 boost to your hand-to-hand.*


* 10. City Quests ( CSI1010 ) *


These quests do not pretain to any other questline. They are separate and

independent from anything else in the game. You can do them all, or none, but

you want to at least get the big ones.

Most of these quests are simple fetch quests, or investigations.

Remember, you don't have to do these in order, and I wouldn't recommend doing

them in this order. Just whatever you want to do.




The Siren's Deception


You can either pick this up in conversation or by talking with Maelona from

the start. Perhaps even just going to the inn first, but I think that doesn't


Anyway, once you have the quest, go to the Flowing Bowl and go upstairs. Just

sit in the chair and wait for a woman to approach you. If you're a guy, you

will be invited for her services. If you're a gal you are offered a chance to

join up. Both genders take you to a little farmhouse to the east of the city.

Come by around 11 at night. Go inside, talk a bit, but no matter what, all

paths lead to the same end. Kill the gang and then the reveal. The sneaky

law enforcers let you in on the con. Take a key from the dead bodies to have

access to the cellar for some interesting items post-quest.

Where Spirits Have Lease


Go to the Count's Arms and find a Velwyn Benirus inside. For a considerable

price (inconsiderable if you are far into the game).

The mansion's price is accurate given its condition. Visit, look around if you

want, and then sleep in the bed upstairs.

You awake to ghosts, so I hope you knew to bring ghost-slaying tools after

you read the name of this quest. Kill all the spirits in this house, then go

investigate the fallen vase downstairs. Take the diary and the hand back to


Of course he has pocketed the money and skirted out of town to the big city.

Follow him to the Elvens Garden District and meet him at the King and Queens

Tavern. Get him to agree to return to Anvil and then go there to meet him

in the first meeting spot.

From there, return to the mansion. Kill more ghosts on your way to the

basement. Down here, make your way to the wall at the end and chop down the

phantasms along the way. Once he opens the door, it's just you and the lab.

Explore if you wish and then use the hand on the altar. Get through the chat

and then kill it. Then you're free to loot or leave.

Meet Velwyn at the inn to conclude the quest. Return to your reformed mansion

and this house is yours.

The Ghost Ship of Anvil


Find the Serpent's Wake in the harbor, a ship. Speak with Varulea to learn

that this ship be haunted. Again, just like the last mission, you need ghost-

killing tools before you enter.

The journey itself is not the problem, it's just the actual fighting. So make

your way down to the crystal ball and then back up, doing only light looting.

Return the ball to owner and that's it.




All of these are quite long.

Caught in the Hunt


Chat around town to pick up this lead. Speak with Ursanne about her missing

husband to be forwarded to Kurdan at the Lonely Suitor.

Get him to like you up to 60 to get his little fetch quest. So it's just go

get an axe and give it back to complete quest, right?

When you're ready, tell him you're ready. Get on the boat and touch it to

get going. This will be the easiest and non-twisted quest ever, right?

Wrong. Go inside the fort and talk with Aleron. You are now trapped on this

isle and trapped inside this fort. You learn you are now the player in a very

voilent game of cat and mouse. Three rich kids are in the fort and they hold

your keys to freedom. Simple enough, right?

Enter Fort Grief. Fight the first enemy immediately upon entry. There is

another on this level in a trapped area toward the end. The third is in the

second area by the water. If you take the path across the water you will get a

sorta shortcut back to the first area. From there you can get back to the

surface a bit quicker. Be sure to save before you go out the door.

Watch the terrible scene and then chat. That's right, one last twist to make

this fun quest complete. Kill the big guy and then the lone archer on the

second level. Then make one more quick trip into the fort and enter the small

room on the left to turn the lever. Now come back out and return to Ursanne.

You get a modest reward, but all the loot from Hunter's Run should cover the

time spent.

Through a Nightmare Darkly


Again, by chatting it up with the yolkles you learn of this quest. You could

have also gotten this had you gone through the mage's guild earlier.

Speak with Kud-Ei about her friend. Follow to the house of her friend where

you learn of this crazy experiment. Put on the amulet when you get it and just

go to sleep in the open bed.

In the dream world, you can lightly explore for items you desperately need

because you have nothing and can't use any spells. Be sure to search for a book

on the ground. Talk with Henantier to learn that he has lost somethings. You

are to take four tests in order to retrieve these things.

Attack them in any order or however.

Test of Patience


It's just a series of puzzles. Here is the way over the first one:





Follow the X's.

For the second puzzle:







FYI, if you can ever jump to the other side from a pad, feel free.

Here is the final puzzle:









Test of Perception


The trick is to watch your step here. Move slowly and watch for pressure pads.

When the screen shakes, that means step backward. Once you reach the end

with a bricked path of slanted pads, just jump the rest of the way.

Test of Courage


All you must do is swim your way to the end. You could make it in one shot if

you are a bit couragous, but there is a potion in the canister in the

beginning. Don't think there is some sort of winding tunnel to an end, all you

have to do is swim directly down. There is a bit of roughness to the path,

but your only direction to go is down. Use the potion you get and the one

you will find on your way down if you must, but you can make it all the way

down in one swim. Go through the door and then you'll be in the room with the


Test of Resolve


Before going through the door to get in the test, go to the left of the door

to find a cabinet with some potions, then go through.

When in the tunnel, look left for a canister with a slew of equipment. You

have the choice of armor, weapons, and a staff. I say choose whatever armor

suits you (zing!) and then grab the staff. You could use the melee weapons,

but I always found the staff best. Just get in the arena, run around in circles

and shoot until both minotaurs are dead. Take the stairs that raise above

where you entered.


With all four elements, return them to Henatier and you'll be back in the real

world in no time.

The Forlorn Watchman


Through local chatter you learn this spooky quest. Go to Silverhome on the

Water, an inn, and find the owner Gilgondorin. He will mark your map with the

camp to go to.

Bawnwatch Camp is just south of Bravil, slightly off the main road. Go there

and get to the spot near the camp where the marker is set. Either use the

wait function or sleep to pass the time until 8 at night. When the ghost shows

up, just tail him to the end of his loooooooonnnnngggg walk. Once he stops and

looks over the water, move in close to talk. You must go to the ship he is

looking to.

You are to return to Bravil to ask questions, but just cross the water and

enter the ship through a hole on the side of the hull.

Just fight your way to the lowest deck, claim a key, open the door, and then

unshackle Blakeley's skeleton to get the reward of a map to treasure. Loot

this room before leaving to the surface.

The treasure down the river. South of a dock will be the chest underwater stuck

inside a rock pile. Good loot too.




Two Sides of a Coin


Perhaps one of the best investigations to do. Chat around town to learn of

Arnora Auria's problem with her hubby. Go to her house and talk. Get her to

like you up to 60 and she reveals her true troubles.

Go to the prison of castle Bruma and get in to talk with Jorundr; you ask

the guard to let you in if you didn't realize. Once you speak with the

husband you learn he is paranoid and you can't coax him otherwise.

Your only solution is to get tossed in the slammer yourself. While there are

many creative ways to pull this off, the easiest and most guilt-free way is to

simply steal the quill from the jailors table and then agree to serve your


Once in, get Jorundr's side of the story, the other side of the coin. He

tells it differently, but no matter. There is also a guard named Logellus

who is most into the matter as well. Just sleep to serve your time and you'll

be free.

Return to Arnora and tell her of the plot. Agree now to do things her way, by

faking out Jorundr into telling you where the gold is with the true amulet.

Take the true amulet and now return to the prisoner. Show him real amulet and

he will tell you where to go.

Now go north of the city and find the chest, but also the guard from before.

You and he will tango. Once he's dead, claim the treasure at long last. All

that is left is to see if the crooked cop actually made nice on snuffing out

that Arnora chick. Yes, she will be dead, and I'm sure you're sad you don't

get to split the loot with your BFF.

*NOTE: You can check on Jorundr, but no need.*

*NOTE: The alternative was to kill Arnora just as her husband asked. Not tough

and does chop some time off your quest. But other than being the mean way to

resolve the quest, the other way is best.*

A Brotherhood Betrayed


Chatting around town lets you learn of a vampire hunter and his kill. Visit

the Lirrian house and speak with the guard named Runellius. Get him to like you

up to 70 and he will let you in on the case.

Everything seems in order, but speak with the widow Erline at the table to

learn there may be a problem. She insists on her late-husband's innocence, so

you better get involved.

Leave the house and enter Olav's Tap and Tack. Get Olav to like you by 70 and

he will not only tell you Raynil was there, Olav also gives you the key to

his room. Of course the hunter is not there, but you need to stay in this

room. Look behind the cabnit by the wall to find a book sticking out of the

back. Grab it, read if you like, and then talk with Olav to learn more.

Return to Runellius and show the evidence. You have to wait one hour and then

meet him at Olav's. So go there, use the wait function to move time ahead one

hour, and then speak. You learn that Raynil is on the escape, spotted going

west of the city. Runellius sends you to Boreal Stone Cave and you must get

there within 24 game hours. So long as you don't go off to do something else,

just go to the cave with a one-on-one battle in mind.

Meet Raynil Dralas in the cave for a quick and ultimately fruitless chat. It

ends with fighting, so do your thing. Claim the stuff from his body and then

grab the chests throughout this small cave.

All that is left is to return to the widow of the murdered man. She will

convert the amulet into something useful for your troubles. Check with

Runellius if you wish after, but the quest is done either way.

Lifting the Vale


This is by far one of the longest of the city quests, no matter how many

corners you cut, so maybe save this for last, or just later.

After a while of playing the game, which is reaching 10 fame, go to Bruma and

use the wait function while outside for about five hours or so. A Nord by

the name of Tolgan will interrupt and invite you to meet with the countess.

Go see Narina in the castle during working hours and she will explain the

problem. Learn about the history of what you're about to attempt. You are

given a diary and a key and told where to go. Be sure to stock up before you

set out for this grueling quest.

Leave the city and head northeast along the trail to hit the rock. Go west

quite a ways up the mountainside to hit the statue, then go north to hit the


The cave itself is not much, but nothing to sleep on. At some point you will

find a skeleton on the ground. Pick up the orders and continue to the end of

the cave.

Outside will be quiet, lonely, snowy little path full of ogres. Just like the

rest of this quest, though I only give it like two sentences, the actual

getting through this will take much longer. So enter the fort at the end.

The dungeon is long, like way long; too long for the effort it took to get

here. Five levels down, you will finally meet with Mishaxi, the Akaviri

commander. If you have the orders from the first cave, just hand them over

and you're given a free pass to the stone. If not, it's just a quick fight.

Claim the stone, the loot, and then take the door to get a shortcut back

up. The rest is just backtracking to the realm of Cyrodiil where you can zip

to the castle.

Hand over the stone and this long quest is over.




Corruption and Conscience


Be sure to do this after you recruit Cheydinhal's defenders for Bruma in the

main quest "Defense of Bruma" where you enter the great gate. The guy you're

trying to toss in jail in this quest will help during that fight, unless you

toss him in jail before.

Moving on, just ask around town until you learn of the fines being placed on

the peasantry. You are referred to a Llevana Nedaren who seems the most upset.

She in turn refers you to a Garrus Darellium, a town guard.

Find him and get him to like you by 60. He will reveal his own discontent with

the captain and Garrus will ask you to visit the local drunk Aldos Othran, the

best-known victim of these abuses.

Find Aldos on the south side of town by a bedroll in the morning hours. Once

you talk of Ulrich, Aldos leads you on a merry little stroll to his doom of

which you cannot affect. So after, return to Llevana.

She asks you to lure Ulrich to her for a spot of revenge. However, you have

the choice to return to Garrus, so do that. He will give you an alternative to


So you have two options: bring the captain to the lady for the wrong way in

which you get less, or do things the nice way to get a bit more. Llevana's

way speaks for itself, so if you must be evil, go find Leland and take him to

his doom.

Garrus' way, though slightly more complicated, is the way to go. Save and go

out of the castle and enter the guardhouse. The guards won't mind if you

enter Leland's quarters, so just sneak in. Find a note on a book sitting on a

dresser. With the note, give it to Garrus and then he will be off.

Go to the Bridge Inn and use the wait feature to make two hours go by. The

new #1 in command will show, give thanks, give gold, and you're done.

A Brush With Death


*NOTE: Best to tackle this quest like, first. From level one this quest is

easiest, or from a level that is a multiple of four (1, 4, 8, etc). Or just

bring a summon-able ally for help.*

Just enter the Lythandas household near the guilds. Speak with Tivela inside

and she will give you the skinny. Enter Rythe's room and touch the painting.

In the crazy-abstract world, Rythe will talk to you and tell you the situation.

He gives you some turpentine; six bottles for six trolls. The path before you

leads right to the dead body in an open area. You will hit all the trolls who

will probably be tough to deal with. *You could also go a bit south and then

west to try to avoid the trolls, but it's tough.

Once you have the brush, return to the Rythe and you'll be back in reality in

no time. Talk with Tivela to receive your apron. Now go create a masterpiece.

The Wayward Knight


This quest is best attacked while doing the main quest. This quest is only

available after the gates open after the "Dagon Shrine" quest.

*NOTE: Any healing OTHERS spells would help.*

Speak with Andel Indarys. Also ask him about "Oblivion Gate" topic to get

the side quest.

There may or may not be a fight upon your approach to the gate, just depends.

Talk with the soldier and then go inside.

Now, the easiest way to get down this mountain is to just slide your way

down. You need to go east. Of course don't fall off the steep edges, but there

are some more sloping sides that you can crouch and walk down. Or just get down

there however.

Once you meet up with Farwil and his friend you will talk. The gate on the

bridge will open and you are free to storm the keep. This tower is the same

as all the rest essentially. The only thing you do different is you should keep

them both alive throughout. So save often and be sure to both take the brunt of

the damage and end fights quickly. And remember that if the path doesn't have

a ramp, you're probably going to a dead end.

Although, the AI in this game is so terrible, you may just let Farwil die

when he does, take his ring and that will do. You don't get the weapons as

payment when you return to the count, but after a few levels you won't really

care. It's up to you. Probably something that's easier the higher your level.

And it doesn't help that there seems to be more enemies than normal in this

tower and they are always up in your grill.

Either way, close the gate, return to the count, resolve side quest, and then

ask for aid. Be sure to meet Amminus Gregori outside the gate first though.




The Killing Field


*NOTE: One of the quests to do if you get Martin. It's short and easy with the

guy, because on your own you may find this one too tough. Again, a summon

is good too.*

*NOTE: Really tip the scales in your favor by enlisting the aid of the

Jemane brothers, but that's like way overkill.*

Track down Valus Odiil in the Grey Mare inn near the main gate. Agree to help

his sons, then leave the town on foot (or zip to Weynon Priory). Meet the sons

and then follow them on their slightly long walk to the farm. Save as you

arrive and maybe right before the goblins attack.

The fight is three waves from three directions (east, south, and north). The

first two waves are easy smeasy, but the final one will probably give you fits.

The last wave brings a leader goblin who will tear your friends up. Even if you

do manage to bait him away from them, the lesser minions may still kill the

sons. You just have to be quick with the minions, and then all of you can

mob the leader.

Depending on how many survive (from zero to two) you may want to reload a save

and try again, or just return to Valus, especially if both live, duh. You are

rewarded with the following if this many sons live:

0 - nothing, just the memories

1 - gold

2 - Chillrend, an enchanted blade, good at lower levels,

unremarkable otherwise, except for that remark, and that, and that...

Canvas the Castle


Another really cool quest, and one where you have a 70% chance of getting stuck

on, scientific fact.

Anyway, start by going to Castle Chorrol. Speak with Countess Valga and get

her to like you by 50, then ask how goes the investigation. She will inquire

to enlist your services, so oblige.

First, ask Valga about all the topics concerning the investigation so you can

get the markers on your map. Hunt down: Laythe Warvick, Orok gro-Ghoth, Chanel,

Orgnolf Hairy-Legs, and Bittneld the Curse-Bringer. Note that two mention a

stormy night while one mentions a stary night. But, you still need to gather

the evidence to put this one away, and you can only get evidence after talking

to all five.

Here is where to find all three pieces in any order:

1. Paint Stained Carpet in the dining room, on the right side of the throne


2. Lectern on a table in Chanel's room; sneak, or visit while she's away.

3. Painting in the West Tower, reached by finding a manhole behind some

crates in the area called "West Tower".

Once you have it all together, go confront Chanel, duh. Get her disposition

up to 70 and then accuse her. Now return to Valga.

You have a few options by this point: either rat out Chanel for the modest

reward and good will, or accuse no one of the crime. Ratting out the girl

gives you a good reward of gold and gems, and that's it, Chanel is gone.

However, if you decided to toss Chanel a bone, return to her. She will give

you thanks and then promise a reward. Return in three weeks and you get your

own painting. It's something to add to a home if you wish, and that's about

it. Feel free to use the wait feature 21 times if you wish.

Shadow Over Hackdirt


Visit the vendor Seed-Neeus at her shop called Northern Goods and Trade. The

only way to start this quest going is to talk with her daughter, Dar-Ma. The

daughter will either chase you down for a talk, or you can meet her in the


Then leave the town for about a week and go about your stuff. Three to five

days later you can return to Chorrol to hear rumors of Dar-Ma's disappearance.

Speak with Seed-Neeus about the topic. She will point you to a settlement

called Hackdirt in the wilderness and tell you to visit an Etira Moslin.

*NOTE: You can talk with Emfrid at the Grey Mare after learning of Hackdirt,

and then Honditar just southwest of town, if he's there. They just give you

some background info on the settlement in question.*

Hackdirt is a semi-short horse-ride south of Chorrol. At the wonderfully

sunny resort destination of Hackdirt, you can talk with anyone to get the

Hackdirt treatment. Look in the southwest corner of town to find the horse of

the missing girl, Blossom. Then enter the nearby shop to meet the Etira. Then

go to the inn, break into the room on the right up the stairs, find a diary

in a drawer of the messed up room, and then bring it to the other Moslin who

operates the inn.

Once you've had a healthy dose of lies, seek out a Jiv Hiriel who should be

wandering about. He tells you to meet him at his house after dark. Enter the

shack after sundown. He will give you the jist of the situation. He gives you

a key to enter some hidden caverns underground and tells you that Dar-Ma is

near the trapdoors inside the Moslin's Inn. Also, enter after midnight.

You will probably run into the locals, four at least, so fight them off. Find

the door in the corner of the winery area in the inn and go in using your key.

You should be just a short walk from the cell with the girl, maybe a single

fight in the way. Just go to the bars, talk, and then let her free with the

key. Sneak her out back up the ladder, outside reuniter her with her horse

behind the shop, and then fast travel back to Chorrol.

*NOTE: There are several other ways to tackle this quest, all of which make

you "stubble" into the caves by killing, or by sleeping in one of the inn's

beds. But things get messy, like some is murder, some belong to guilds, so

just do it this way.*

In Chorrol, tell Seed the good news and you're done.

Separated At Birth


Find the town drunk, Reynald Jemane, who can be wandering about or at the

Grey Mare. He will commically enlist your aid. Also, be sure to talk to him

while he sits at the Grey Mare for some zingers.

Do help a brother out, travel to Cheydinhal. You can ask the locals about this

other Jemane to learn of a Jemane at the Newlands Lodge. It turns out to be

Guilbert Jemane, Reynald's twin. He will be off to Chorrol, so follow him,

by fast travelling of course and maybe using the wait feature.

They reunite at the Grey Mare, so get close and listen to the exchange, then

speak with Guilbert. You finish this quest, and if you inquire about the topic

of Weatherleah, you lead into the next quest.

Legacy Lost


Speaking with Guilbert about Weatherleah, his home farm, just go speak with

Emfrid at the counter in the Grey Mare to learn to go see Sabine Laul at the

Fighter's Guild in town. She tells you exactly where to go.

The house is just southwest of the Hackdirt settlement, so take the stroll

or zap to Hackdirt and take that shorter stroll. Just kill three ogres

patrolling the grounds, get near the door, then a message of completion, and

then return to Guilbert.

Find him, talk, and then back to Weatherleah, via fast travel. Talk with

Guilbert for a goldish reward.

*NOTE: Just like Martin from the main quest, and just like a host of other

quests, once you have both brothers as your tail, you can take them pretty

much anywhere. It's not wise or fair, but it's a thought.*

Sins of the Father


Leave Chorrol and then return about three days after the end of "Legacy Lost".

The capper to this line of quests is nothing much, essentially making all three

one slightly-longer quest.

Fathis Ules will meet you when you're wandering about Chorrol (or by waiting

around). Talk about the Jemane history and learn as much or as little as you

wish. This thief will tell you the truth of Albert. The jist is that you need

to retrieve the item stolen for Ules.

Zap to Weatherleah and then go east to the Redguard Valley Cave. Just fight

your way to a pit, drop in, and then fight a big ogre to grab the Honorblade.

Of course you can clear the whole cave of ogres if that is your wish.

You now have three options:

1. Keep the Honorblade and leave the quest incomplete

2. Sell the sword to Fathis Ules for the leveled gold

3. Return the sword to the rightful owner, Laythe Wavrick, in exchange for a


If you did return the sword, return one last time to Weatherleah to meet with

Guilbert who rewards you for your efforts. Jemane quests done.


The Imperial City


Order of the Virtuous Blood


Go to the Temple district and enter Seridur's house, but don't enter. Just

use the wait feature for a spell. Ralsa Norvalo should interrupt and invite you

to meet Gilen in Seridur's house.

Meet with Seridur and follow him down. Follow him to his end point and he

will talk with you. Ask all topics and then leave the home.

Go to Roland's house just a few steps away and break inside. Go to the diner

table and find a love letter on a book. Now it's off to the wilderness.

You can just return to the exit of the sewers from way at the start of the

game, which is the marker on your map on the northeastern tip of the isle

with the Imperial City. From there, or any other close marker, make the trip

to the house on the side of the hill and enter.

Inquire Roland about the vampire. Do the vampire topic again and let him know

you won't kill him, unless you want to for some stupid reason. If you do

kill him, collect gold from Seridur, and quest over.

Letting Roland lives lets the quest go on. He tells you to meet the owner of

the First Edition store in the market district. Get Phintias to like you by

60 and he'll spill the beans about Seridur. He refers you to a dark cave just

south of the city. So go there and enter.

In the cave, go forward and then follow the path on the right all the way to

the end marker. You'll fight plenty of vampires along the way, so be careful

if you contract a disease, it's most likely the vampire bug, so don't fall

asleep until you cure yourself.

*NOTE: Remember to gather all the vampire of dust from the dead ones.*

Anyway, just talk with Seridur and then kill. Loot the place and then make

your escape. Return to Roland to give the good news. Then go back to

Seridur's house to meet him and collect your reward. He gives you a ring and

the quest is over.

The epilogue, for every sample of vampire dust you gathered in the cave, you

can turn that in for a cash reward. Also, any further dusts you get can also

be returned for dough.

An Unexpected Voyage


Head to the Waterfront and enter the Bloated Float inn, which is a ship on

the south end. Talk with Ormil and ask for a bed. Pay the gold and head down

to the deck. Find the open room, go inside, and then nap for about four hours

or so.

You awake to the quest message, so accept. Outside your door is Lynch, so

go talk to him if you wish. Kill him and then take his key. Free the bouncer

from the storage room and talk to him. Now back to the bar area.

Talk with Minx, but you just end up icing her too. Take her key and go up to

the top deck after speaking with Graman who should be in this room now.

On the top deck, kill Wrath. Take his key and back to the bar. Tell Graman

the news and then enter the room behind the counter. Save before you enter.

Say you took the key from Wrath, then you're here to join, then three months,

then Golden Galleon, then Bravil, and then that you killed the other three.

Any other topic selections will result in battle, which will be tough at low


Once Selene is dealt with, speak with Ormil. Ask about Selene to learn you

must escort the prisoner to the private room downstairs, so do that. Return

to Ormil and talk to learn the reason behind all this. Then go sleep in your

bed to return to the Waterfront. Talk with Ormil one last time to end the


Unfriendly Competition


Go to the market district and head to Jensine's "Good as New" Merchandise.

Inquire about Thoronir, then about his inventory.

Head out and across the street to The Copious Coinpurse, which sounds gross.

Ask about his inventory. Tell him it's nice (the bottom selection). You don't

progress anywhere, but your all-knowing journal tells you what to do next.

Leave the shop, stand across the street, and then move time forward to about

nine at night. When he leaves, follow. He strolls to the Merchants Inn. Go

inside, sit, and then move time forward to about 11. Then follow him outside.

He will meet with an Agarmir, so just move in in sneak mode. If sneaking does

not work, just speak to Thoronir.

After, follow Agarmir. He eventually ends at the Talos Plaza. Follow to his

house and then stop outside. Move time forward to noon and check to see if

the door is open; if not, move up by four hours at a time. Pick the lock and

then head down the cellar. Go down and find a manifest on a table and take it.

Leave and return to Thoronir.

He tells you where to go, which is in the palace grounds. Enter the mausoleum

and confront the two criminals. Kill Agarmir first, if you can, and then take

out his friend. Once the fight is over, take the keys from Agarmir, his shovel

by the open grave, his sword, and a mace on the left wall; it's behind the

one called Calliben Trentius.

Hunt down Thoronir and show him the shovel to get a reward. Now go meet with

Jensine one last time to finish the quest.

Imperial Corruption


Go to the Temple district and hunt down either the redguard Ruslan, or the

orc Luronk gro-Glurzog. They direct you to Jensine, the same Jensine from the

previous quest.

It's too bad she already treats you like crap even if you did do the last

quest. Get her to like you by 70 and then ask her about the corruption. Just

leave the shop and ask a guard, who will send you to Hieronymus Lex, or the

replacement Servatius Quintilius if you've beaten the Thieve's Guild. Just

go to the waterfront, ask Lex, and then you're sent to a Itius Hayn.

Hayn may be anywhere, but most likely the guard tower in the Talos district.

Get him to like you by 70 and then you're off to collect witnesses.

Hunt down Ruslan and Luronk. Persuade them by 70 to get their help, but don't

bother with Jensine because she is no help. Just stand outside Luronk's house

and move time to eight in the morn.

What follows will probably be not so perfect. The two are supposed to go to

Hayn and talk, then Hayn goes to arrest Audens, and you watch all along. But

the reality may be that if you zip between districts, the two witnesses may

have already talked and then came back home. So if in doubt, just talk with

Ruslan, and then try to hunt down Hayn, who is usually in the Elven or Talos

districts. But, you don't have to do any of this. You can just wander off

instead of making sure the two meet the captain and it will get done, so no

worries. All is well if you get the final quest log.

However, even though the quest is "done", it's really not. Once you are at

level 5 or higher, and once ten days have passed since the arrest, Audens will

break out of the jail and hunt you down wherever you are. He's just got a

dagger, so it's no big, but could be weird if at a bad time.

The Collector


Perhaps a guild unto itself. This quest and the next two are a large under-

taking, so be ready.

First, this quest starts by going dungeon diving. You need something called

an Alyeid Statue. There are only ten in the game. You can find one in any

of these Alyeid ruins. I won't give you a walkthrough of each dungeon because

that would make me cry. I'll just give you the ruins' name and where to find

them in Cyrodiil, the rest is up to you.

FYI, the small ones are very easy and quick. Get three at the least before you

sell one, just to save time, even if you only want to do the bare minimum to

get through these quests. Otherwise, feel free to get all ten in one fell





Vilverin - This ruin is just across the water from where you exit the sewer at

the start of the game. Here's a quick runthrough: in the second level, get to

the pool of water and take the door to get to the third level. On the third

level, get to the six button setup and press the top-right button to open the

door to reveal the key. Then you're free to claim a varla stone in a room with

a cage. In the Sel Sancremathi, just grab the statue in front of you by

dodging some blades. Take the middle pathway to get to a room with Jalbert,

kill him. Grab the key by the chest nearby and take the path at the back of

the room to escape.

Wendelbek - East of Bravil, north of the Panther River and north of the ruins

of Welke where you will find another statue. It's north of the "P" in the name

Panther River on the map. Inside, wind your way in the first level to the

Aldmerisel door. In the big room, a button in the pit will raise the stairs

in the pit. Then take a path to a button on the north wall to open the gate on

the east wall. In the Mathmedli, you may be able to go right as you enter, look

east into the room to see the statue at the end of a path, and then try to

jump to it. Otherwise, just use the normal route. You should skip exploring

the rest of this area and just leave.



Welke - Just follow the Panther River to hit this along the way. Much like

Vilverin, but you're wanting to make it to the Edesel. Grab the statue and a

Varla Stone up high (arrows or magic).

Mackamantain - Find the word "Basin" on the map. The Nibenay Basin is on the

east side of the map, south of Cheydinhal. Look north of the lake by the word

"Basin". Four Varla Stones in the first room, so just push the two buttons on

the sides to get them. Avoid the traps and make it to the Tombs of Undead. Just

swing around and up a path that leads straight to the Asylum. The statue is

right there and you can take the back door to leave quicker.

Moranda - Near the Orange Road, south of "The" of The Orange road on the map.

Inside, if you go right in the first level, you can reach the Abaspania

quicker. In the Abaspania, go right, quickly, push a button for a Varla Stone,

and then into the large central room for a statue in a crevice. Then leave the

way you came, avoiding the Aratasel level altogether.

Wendir - Go just southwest of Chorrol from the stables. Make your way to the

Nagasel by staying away from the lower pathways. From either point of entry,

go north to the big room. Claim the statue however and then take the exit on

the wall nearby which will place you right next to the exit for the whole


Wenyandawik - Travel northwest of Bravil, south of the "R" in the Green Road.

In the big room on the first level, go east and into the Edesel. Go right for

two Varla Stones with buttons on the walls. Then take the long hallway to a

big room at the end, not down the blade hallway. Grab the statue, loot the rest

of the surrounds if you want, and then leave.



Culotte - Look south of the Imperial City on the map. Find the Niben River and

the part of it called the "Upper Niben". Go to the bridge, or wherever, and

get to the east side of the Upper Niben and follow the bank down south, or

north if you're coming from the south. It's a small dungeon, and probably the

easiest. It's a one level dungeon with no enemies until you grab the statue.

Just step on a pressure pad, go through the open gate down a corridor, fall

over the left side of a long bridge, take the path to the statue sitting on

the floor, and then escape by fighting some zombies, or just run.

Fanacas - Go north of Cheydinhal, from the east side of the town. Just one

level, and you need to hop over to the east side of the watery room and follow

the path to the statue.

Ninendava - North of Chorrol, northwest of the "Orange Road" on the map, and

east of Sancre Tor. Inside, from the start, just make your way as far north

as you can to find the statue.

*NOTE: The one "Sardavar Leed" from the Official Guide is false. It pays to

actually play the game you are making a guide for.*


Once you have a statue, go to the market district of the city and sell it to

any vendor. Then step outside the shop and use the wait function for a time. A

Jollring should interrupt and invite you to meet his master.

Go see Umbacano at his mansion. He'll ask you for all the Alyeid Statues in

the game. If you have two, he'll send you onto the next quest, but if you have

more, feel free to sell all you got.

*NOTE: For the tenth, you get an extra 5000.*

*NOTE: You could sell a statue to any vendor. Also, no clue what happens if

you sell more than one to other vendors. I assume Umbacano will just buy them

too, but you don't want to take that risk.*

*NOTE: At the undertaking of the third quest in this line, you will no longer

be able to sell any statues to him. So if you really want the money, you must

find them all now or during the next quest, or just don't start the third one.*

Nothing You Can Possess


Ask Umbacano about the "Another Task" once you find three statues. Accept his

next quest, but you see that you have no clue where to go.

Outside the manor you will run into a Claude Maric, so follow. He will tell

you to go find a book, but you can coax him otherwise. Just get him to like you

by 70 and ask him again so he will spill the beans. You can still find the

book at the First Edition if you like, but whatever, or w/e.

On approach to the ruins, you may notice three bandit-types on the western

area near the entrance. Find a S'razirr, get him to like you by 70 and then

ask about Claude. No matter what you think about the payoff, be sure to agree

to his help, and then enter the ruins.

Inside, just make your way as far west as you can, and then go south to find

a door to place the key in. Once inside, just go touch the panel, avoid the

falling wall, and then you can leave. Save before you exit if you want to

test some of the many options to come.

*NOTE: Yes, if you want to tackle the Aldmerisel you sure can, but no need.

There is a Varla Stone in there, but you don't need it.*

Back outside, Claude will confront you. You have many options. You can fight

his henchmen, but not him, and then return the carving. You can also give up

the carving and let Claude claim the reward. You could also give it to him

and then immediately pickpocket it back. And if you refuse, you can run all

the way back to the city on foot, or at least until they stop persuing you.

And if you want to blow the whole thing off, just bring up the map as soon as

you exit and zap to the city.

No matter what, Claude turns invisible and flees. You may kill him if you

wish, but he may help in the next quest if he's alive. And if you lose him,

there's no reason to follow him, so just forget him, unless he does have

the statue, then you may want to hunt him down.

*NOTE: Killing the goons before will make Claude be a no-show. You may also

be able to persuade the minions before the battle and they may defend you in

combat if they like you enough.*

*NOTE: You may kill S'razirr, or let him die, with no consequence.*

*NOTE: Killing Claude will let you into the Dark Brotherhood and you don't

get a bounty. You may also chase him to the Roxey Inn, but killing him there

is not wise. The inn is north of the city.*

Give Umbacano the carving and you're done.

However, had you made a pact with S'razirr, now is the time to pay up. Just

enter the Tibur Septim hotel nearby and pay up. Refuse to pay and he will

follow you until you leave the city and then he will attack. Or, just leave

him there for the rest of the game, up to you and your conscience, whatever

that is!

Secrets of the Alyeids


The last leg of this quest involves a rival collector. Seek out Herminia Cinna

who is usually walking in circles around the White Tower (the palace). Ask

her for the crown in any way and she will not let you have it, but she does

give you an alternative. Listen to her story and then you have two options.

She gives you the key to Lindai and asks you to grab a false crown and give

that to Umbacano. So you can go there and do that, trick Umbacano, and then

all will go on as planned from there.

Or, go steal the crown from Cinna afterall. Her house is in the Elven Gardens

district, so go there. Just break into the house, into the top room, and then

into a cask in the bedroom on a table. Then give it to Umbacano and onto the

next part.

*NOTE: If you do steal the real crown, you can still go to Lindai and claim

the other crown after the quest, or now even if you want. In the end, by

stealing the true crown, you can go get both crowns, both crowns in true

form that is.*

Once Umbacano has a crown, go to the ruins of Nenalata and wait for three

days using the wait feature. When he is there, talk and go inside.

The path is straightforward, but the only catch is that you have to keep him

alive; he can die for good, so save now just in case. The easiest thing to

do is tell him to wait, move ahead a bit, clear the path, then go get him

to follow to a safe spot, tell him to wait again, and repeat until to the end

of this level. You could also just clear the whole thing out and then run all

the way back and grab him; up to you.

In the Wendesel, just do the same routine to the door leading to the Sel

Aran Arpena.

In the Arpena, just a few enemies, so let him follow you, and when you get to

a pit, grab the two Varla Stones on the side, save, and then go down the steps.

Umbacano will do his thing, so just follow and watch. There are two possible

outcomes once he takes the throne. Either he will be the true King of Nenalata

if you stole the true crown, or he will die if you gave him the rival crown.

Either way, you must fight the undead and make your escape out the north exit.

The quest is over, but you should have claimed the staff and crown from

Umbacano if it was the true one. If you got the keys to his house, feel free to

go loot the manor. The false crown will be destroyed though, so no use getting


In an epilogue, you may return to the Umbacano manor if you want to reclaim the

statues or whatever else. You can steal them the good old way, but that will

be tricky with the guards still keeping watch. However, if you come by toward

the evening hours, talk with the female orc Umog, get her to like you by

75, tell her her habit is a bit expensive, and she will leave. It's actually

easier to just walk upstairs and use the keys to open the case and steal the

statues, but the extra dialogue is there.

Origin of the Gray Prince


*NOTE: Covered during the Arena quests, but you can also do it at any time.

In fact, doing this before the end of the arena matches is best.*

Go to the arena, down into the fighter's training area, and then ask Agronak

if you can help.

Agronak sends you to a place called Crowhaven way to the west. When you get

to the fort be ready for some stiff defenses, or you can try to sneak around

them (an excellent time to use the cowl...).

When inside there is vermin to greet you. Follow the path until you have a

choice between a door and going further south; go south, the door is useless.

Get around more wildlife until you find a door where you use the key given to

you. If you can detect where the lone vampire patrolling the hall is, and you

are a good sneaker, you can just slip over the rail and make a dash for the

book. And if you have to fight him it shouldn't be too bad. Get the book,

exit to the surface, take off the cowl, and return to the city.

Bring the evidence of the orc's vile origin. He rewards you, but you've

really depressed the poor fellow. Oh well.

Reward: The Gray Prince's Training (stat increases)




The Battle for Castle Kvatch


*NOTE: Best to tackle during the main quest, or when doing the main quest later

to get allies for Bruma.*

Well, close the gate of Kvatch and then clear a path to the church. Once you

have Martin you can leave without doing this quest, ever, but agree to help


Tell Matius you're ready and follow him and the gang yet again. With Martin

on your side the enemies will be easy. But soon you're slaughterfest will stop

at the bridge of the castle. Talk with Matius to learn that you have to find

an alternate route inside. Now, you may notice that there is some skirmishing

between your archers and some Dremora archers atop the castle walls. I'm not

saying let one of your comrades die, but you sure can get some free loot if

you do; and if you're like level one and still have the leather armor from the

start, you can get miles ahead by looting a dead friend.

Return to the church and give Berich the all clear to come along, and don't

forget to grab each of the Imperial Watch in here too. Follow Berich under the


*NOTE: Make sure Martin is behind you. If not then he is still outside, or

stuck somewhere else, but you shouldn't need to backtrack far. But, if you

don't need him, then don't worry. He will follow you if you fast travel

somewhere, so no big deal.*

Fight with the enemies down here and try not to hit your own teammates. Keep

following Berich after you heal and recover. Outside is another chaotic

battle, but so long as you don't hit your own guys you should be fine. Again,

follow Berich after you recover. After two more Scamp fights Berich will stop

in front of a manhole that leads to the castle passageway. Talk to him and

then enter, hopefully with your group at full strength.

Nothing in here. Just go down and up the sets of stairs and take the ladder.

*NOTE: PC users should save before you go up the ladder. I ran into a major

freezing problem because the next area had too much for my system to handle.

After a few tries I got it to go through, just thought I'd warn you.*

Go forward and turn the wheel to open the gates and let the blood tide flow.

This is a major battle, but again, unless you really care for those NPC's you

don't really have to chip in. Maybe corner a lone Scamp and count that as your

contribution. Oh yes, you will lose some teammates, but it's no big. And, just

maybe you want some of that legion armor. I'm just sayin'...

Matius will talk with you and everyone will head for the castle after the fight

and so should you. Again, another big battle in the throne room, and this is

probably where you lose half of your team, but it doesn't help that everyone

scatters. Just stay alive and help as best you can. Don't forget your potions

when you're taking a beating. After the deed is done, go up the steps and

through the door.

Three enemies in this burning room, and then one covering the exit. You'll

probably waste all the allies you have left, but it must be done. Don't forget

that you can be an archer to chip away and the Scamps' health. However you do

it, go through to the king's room. Sneak inside if you want.

One enemy will be in the room, and if you can in without being seen then you

should send a stealth arrow. Finish off the Scamp, most likely alone, and then

inspect the king's body. Take the ring and whatever else you find and then

make your way back to Matius. He awards you with an enchanted cuirass, but

don't let that fool you; at this point in the game it is nothing more than a

burden of sorts. Anyway, leave.




Mazoga the Orc


Just go to the castle and talk with the count. Agree to the service of

Leyawiin. Mazoga is just by the entrance, so go meet her. Just crawl through

the topics and when those are spent, go hunt down Weebam-Na. Go to his house

and get him to like you by 50 and he'll go meet her. Follow him to the

chat with the orc, and it will end fruitlessly.

Speak with Weebam-Na to hear what he has to say, then talk with her. Agree to

take her to Fisherman's Rock, so do that. It's just a short stroll up the bank

north of Leyawiin. She doesn't seem to respond well if you swim, so just run on

ground and make sure she follows.

When on approach, be sure to save. Make sure she survives. You need to kill

the three goons first, then let her help you. She should survive, but if not,

reload the save.

*NOTE: In case she doesn't make it back to the castle for some reason, be sure

to bounce back to that save and escort her.*

After the fight, return to the count and give him the report to earn your

reward of another quest.

Knights of the White Stallion


Picking up where the last one left off, inquire with the count about Black

Brugo. Then go pick up Mazoga and enlist her aid. Bring her along and leave

out the northwest gate.

*NOTE: Be sure to save now in case she dies.*

Your surest bet is be outside the city walls, get time to around one at night,

and then approach the camp. Just kill them outside and then go back. However,

if you must, just enter the ruin between midnight and six and just go in to

hunt Brugo down.

*NOTE: You can leave Mazoga at the castle if she's too weak to survive, or if

you're sure you can do it on your own.*

Zap back to the castle, report to the count, turn in any black bows, and the

quest is over. The lodge is east of where you killed Brugo, so feel free to

hang out there if you wish.

Raid on Greyland


Just outside the northwest gate, speak with a concerned knight Lerexus

Callidus. Agree to help in the raid.

Up the road is the little shack. Enter, kill both criminals, and then grab

Kylius' ring. There are also three portions of skooma in a chest if you feel

the temptation. Return the ring to Lerexus and claim the gold. Simple.

*NOTE: Greyland can be a home for you, just be sure to only store items in the

skooma chest since those don't respawn. The ironwood nuts on the table are

rare, so grab them and hold onto them.*

*NOTE: Also, if you can't kill the two guys for some reason, lead them to

Lerexus who should be able to help, so long as he too doesn't die.*

Whom Gods Annoy


Just ask around town to hear of a problem with one resident. Enter the house

of Rosentia Gallenus. Speak with her and then go speak with Alves at the

Mages Guild. Then back to Rosentia to accept her burden. Head out the east

gate and walk to the cave.

Enter Darkfathom Cave, make your way down one of two paths to the shrine room,

drop the staff when close, and then exit.

Once you're free, let Rosentia know all is normal. She gives you a free ring

for your troubles.

*NOTE: You can train your skills with these scamps. Just punch, slash, block,

cast, or whatever for as long as you wish. Probably only abusable at earlier

levels or when low on skills.*

Tears of the Savior


Speak with S'drassa of the Mages Guild on the ground level. Agree to help him

find some rare gems. He refers you to the Arcane University, so go there.

Tell Julienne Fanis the problem and she refers you to the First Edition

bookshop in the market district, so go there. Talk with Phintias and scroll

through his goods until you find Knightfall and buy it. Read it to learn you

need some salts, so return to Fanis. Buy one refined salt from her and you're


You can return to S'drassa and he will give you some potions to help you out,

but it's not totally necessary.

Make the trek to Frostfire Cave and enter. Just some vermin on your way to a

door to the Glade. Save once you're through.

In the open Glade, which is not part of Cyrodiil proper. You got one Glade

guardian to pick a fight with, so kill him. Just watch out for the brighter

snow in the center, it "burns".

*NOTE: Do not fight the guardian in the burning ice, or you risk moving the

tears, which probably is not a good thing at all.*

Make your way to the center ice structure for a quest update. Here is a list

of where to find all five tears:

1. Behind the ice on the raised rock.

2. North of the log bridge on the ground.

3. South of the log bridge on the ground.

4. On the ground, just northwest of the raised rock.

5. A bit southwest of the rock, almost between some smaller rocks.

Here is a sorta map, cross your fingers it looks well on the web:


| ___ 2 _ |

| __/ /y |

| 4 / | | |y | |

| _ O_/__/___/ y | |

| (_) / 1 | y _| |

| 5| | / y |

| _| |------ y |

| (_)/ 3 |

| |


The "y's" are supposed to be the log bridge. The sad little circles on the left

side are supposed to be medium sized rocks. This should look a little similar

to the zoomed in map.

*NOTE: It seemed like these were all easier to see on a PC than in the 360

version. And any Night-Eye effect will help too.*

Anyway, once you have all five, exit stage left and return to S'drassa for a

gold reward, but you probably want that warm fire more.






You need to run around town until a Glarthir approaches you, so talk. He tells

you to meet him and midnight behind the chapel, so go there and move time

forward with the wait button.

Meet up with him and he'll approach you with his proposal. Agree to help him

out. For all three targets: Bernadette Peneles, Toutius Sextius, and Davide

Surilie, you don't have to follow them as he says, but you can if you are

curious, but there is no need to sync up the times. You can just get the info,

move time ahead to the next midnight (or any midnight), and then give him your


*NOTE: If you do meet with the people and ask them their feelings on Glarthir,

move around the town to be approached by a Dion.*

The end of the quest depends on your choices of whether to go along with

Glathir's paranoia or not. If you refuse to join in his games, he will attack

you. You must deny all three are involved, but just accusing Davide will let

you into the final leg of the quest. Again, deny any of the suspects are

involved and he attacks you, so just kill him and the quest ends.

If you do accuse just one, you get the assissination leg of the quest. From

here you have three options: refuse to kill, kill, or turn him in.


Refusing to kill any of the targets sends Glarthir into a rage. He will run

to his house, grab a weapon, and then proceed to kill the three until he is

dead, which will be quickly. You could grab the weapons from his house so he

has no way to kill anyone, but it really doesn't matter at this point.

To actually kill all three is not a hard task either. Be sure to save before

you strike in case you get caught, and try to kill as quickly as possible.

Bernadette is the easiest as she sleeps, Toutius will be in a field during the

day if a sleeping attack fails, and Davide will need a fast strike as he lives

with his brother. Just report to Glarthir after a kill and you get the gold.

Turning him in means a lot of things though. Once you have the list, the

guards are the first choice for the nice-guy route. Your other options will

be to tell the victims of Glarthirs' plans. Only Davide will attack the elf

first, but if you do inform a normal guard, they will go for the kill.


By now, if you haven't met Dion, just rest around in town for him to

approach you. You can turn in Glarthir by showing the list. This is perhaps the

most proper way to end the quest. He will go out and hunt down Glarthir to

serve "justice". Once you tell him or another guard, that's pretty much it to

this quest. You can watch the kill if you please.

*NOTE: You can at almost any time steal Glarthir's key and enter his house.

There is 800 gold in a basket by a bookshelf in the living room. In the

basement will be some interesting notes of Glarthir's if you wish to read;

they are different depending on your choices.*

Seeking Your Roots


Well, quite simply, find a nirnroot, ask around, take it to Sinderion in

Skingrad, and then find more. Find 10, 20, 30, and then 40. Bring them to

the doc and you will be rewarded. It's that simple, and that hard.

You see, the hard part is actually find the plants. No way will I even

begin to list where to find them all, but I will point you in the right


The golden rule: look near water. On the 360 you get a very prominent alert

sound, but a lesser sound on the PC, so you need to rely more on your eyes

than your ears.

Any body of water will do usually. The Lake Rumore that surrounds the Imperial

City has two edges of water, both the isle bank and the mainland bank. Any

large river will also have nirnroot on both sides. The lakes on your map are

good places to look, all of which are good for at least one usually.

My favorite ground to check is the area known as Blackwood, on the lower east

side of the map. It's a swampy area with no rules to where the plants may be,

but you will find them around the swamps. Searching the edge of the Topal Bay

is a good place too; just anywhere on the eastern side of the map will work

pretty much.

There are also root around the waters in towns. You will even find one in

probably just one house per town.

Trust me, by doing EVERY quest in the game, you should have close to about

20 or so from your travels by default. There is even one freebie at the

Frostcrag Spire for those with that downloaded content.

Again, 100 nirnroots of a possible 307 or so is just way too much. Follow this

link here for further assistance:

The House Quest


(Buying a House in Skingrad)

This is the only town where I'll actually cover the buying of a house. First,

visit Shum gro-Yarug and get him to like you by 70. He tells you you aren't

famous enough, unless you are famous enough. You need 15 fame to shell out

25,000 gold to buy this manor.

Once you have it, take a quick visit, then to the Colovian Traders and buy

the stuff.

(Helping Hands)

Once you have the servant quarters, go talk with Eyja in this very shop to

enlist her onto your staff (wow, I made a joke without even thinking about it).

(The Rosethorn Cache)

In the manor, go up to the top level. You will notice a sort of shade over the

stairs. There is a scroll on the "roof" of this, and you can get up there by

jumping on the bookshelves. Grab it and read it.

It's an hourglass, of course! Head down to the basement. Behind the central

wooden pillar and at the top of it will be the hourglass lodged in place.

Grab it and quest over.

*NOTE: There are quests to get houses for all towns. Just speak with the counts

and then go to the house where you will be told to buy more stuff.*


* 11. Daedric Quests ( Evil111 ) *


The Daedric quests are very... interesting. I'll let you see for yourself. But

on a serious note, they can provide you with useful instruments to get through

the entire game. There are a total of 15 items to gain, but you will have to

lose at least one. Most of the items are just fun and different, but some

are game-breakers that you WANT.

Key:Daedra LordItemLevel

AzuraAzura's Star+2


VaerminaSkull of Corruption5

NamiraRing of Namira+5

SanguineSanguine Rose8


MeridiaRing of Khajiiti+10

NocturnalSkeleton Key+10

PeryiteSpell Breaker+10

MephalaEbony Blade+15

HircineSavior's Hide17

Molag BalMace of Molag Bal17


Clavicus VileUmbra*+20

Hermaeus MoraOghma Infinium+20**

*Umbra is not the normal reward, but it's the one you want

**Need other requirements too

+These items are the good ones, the rest are good for the "Blood of the

Daedra" main quest, well, depending on how you play too


Here is a list of all the items (crap) that you need to gather to pass all of

these quests. If you find them, hold onto them:

Glow Dust

Lettuce, Yarn, and a Lesser Soul Gem

Cheap Wine(s)

Black Soul Gem

Cyrodiilic Brandy

Troll Fat

Bonemeal or Ectoplasm


Lion Pelt

Bear or Wolf Pelt

Daedra Heart

500 Gold

*NOTE: Many of these can be found at a shop called The Main Ingredient in the

Market District of the Imperial City.*





If you read the book Modern Heretics you may have the location to this shrine

already on your world map.

The shrine is west of Aerin's Camp, or right above the "NT" in the words

"County Cheydinhal" in the northeastern corner of your map.

Get there and ask Mels Maryon to speak with Azura. She requires a sample of

glow dust at dawn or dusk to summon.

You may run around the swampy areas in the southern portion of Cyrodiil, or

just anywhere near water. However, there is one free offering in the Mages

Guild of Bruma. Go there, down to the basement, and in a room with lab stuff

you will find a glow dust. Take it and bring it to Azura at dawn or dusk.

*NOTE: Try The Main Ingredient on this quest as well.*

Azura asks you to enter a nearby cave to kill five of her tortured followers.

Just stroll over there and do it. Be sure to use the lever in one of the rooms

to open the rock to access the last two.

Return to Azura, claim your star, and take note of the five candles on the rock

behind the statue.

Reward: Azura's Star, a soul gem that will stay with you when you use it




*NOTE: Perhaps the most entertaining quest in the game. Fitting since the same

Daedric lord gets his own expansion.*

Small items that you can find anywhere. I found yarn in a crate in Bravil, and

you can find it anywhere. The gem is found throughout the game in loot, and you

can usually find one or two near the alchemy person in Mage's Guilds. There is

a quick head of lettuce on the table in the Fighter's Guild of Bravil, and you

can find others throughout the game.

Once you have all three, zap to the horse stables outside Bravil, or zap to

Leyawiin. The statue is closer to Bravil, and you're aiming for the patch of

dirt near a sharp curve in the road that heads south. And if all else fails,

just follow the road until you see the Daedric symbol on the compass; then

follow it. The best way to get there is to follow the road until you see a

Wayshrine of Stendarr, then go west.

As soon as you arrive you should listen to the colorful followers of the

madgod. Talk with Ravel and then approach the shrine to cough up your offering

to the lord of madness. Jump on your horse and hoof it a bit south to Border

Watch. You might run into the invisible border of Cyrodiil, so just find your

way back to legal land and keep going.

Find Ri'Bassa and learn of the K'Sharra Prophecy. Tell him you're a scholar

so not to upset the dude; and you'll just hurt yourself if you make him mad.

Ask about the Three Signs, and if he doesn't tell you then get his disposition

up to 60 and ask again. You are told of all three ill signs, and then if you

ask about Border Watch you are told about the cheese at the inn. Hmm...

Enter the Border Watch Inn and speak with the owner about the cheese. You

learn that the smelliest cheese in the world is locked away in the display

case in the corner. You can pick the lock yourself, or you can play your luck

and try to steal the key from her pocket. Go around the counter, crouch, save

your game, and try to swipe the key; reload that save if you get caught, and

just go for the lock yourself if you can't do it. Go to the case, crouch so

that she doesn't see you, and then grab the cheese.

Now for the tricky part. Go outside and look to the fire at the top of the

steps. Touch the cooking pot, stand back, and watch. Look down the steps and

wait for the horde to roll into town. No, you don't have to take out the

vermin. Just sit back and watch the show. Ri'Bassa will warn you of the coming

doom as he lays out some poison. You could pick it up to save the rats, but

there's no need. After all the poor rats are dead you should pick up the

servings of poison.

Now for the sheep. Enter the pen nearby and approach the trough in the middle.

Touch it with the poison in hand and you've spiked the feed. Just sit back and

wait for the sheep to tip over. Sheogorath tells you he is amused, and that

you should go to the center of the town.

Walk down the steps and look up. Wait for it. Keep waiting. There! Yes, those

are flaming dogs. How... mad. Talk with Ri'Bassa to learn of the state you've

left these poor people in. Then head back to the shrine. Touch the statue to

receive your new toy.

Reward: Wabbajack, turns CREATURES into other creatures; not people into

animals; but Daedra will do, and it could turn big beasties into

harmless rats; but it's still not worth it.

A good item to offer to the Blood of the Daedra quest.




Southwest of Cheydinhal is a Lake Poppad on the map. Go to the stables and

take that walk.

Let Aymar Douar know you seek audience with the lord. The only way to speak

with Vaermina is if you pick up a Black Soul Gem.

Ha, thank your god if you actually have one in your inventory, cause you're

better off. If not you will have to go dungeon diving.

Perhaps an even better option is to get going on the Mages Guild questline. If

you pick one up then, and not one that you give away, then you're good to go.

You will also learn how to make your own Black Soul Gems when you visit Dark


The last option is to just go find one in random loot. There are four caves in

the game that belong to necromancers:

Dark Fissure - directly east of Vaermina's shrine; three levels long.

Fort Istirus - east of Kvatch; a three level dungeon.

Fort Linchal - northeast of Kvatch; before entering the dungeon, look east to

see a statue up high, and if you get up there you will find a slew of gems.

Wendelbek - along the Panther River; four levels in here.

*NOTE: The way to make Black Soul Gems is to go to one of the lairs with an

empty grand soul gem, place the gem in the altar on a night when the

light is shining on it, and then cast a soul trap spell. If you didn't realize,

the shrines are just outside the doors to the lairs. Just get to an altar,

wait to midnight, and then wait in 24 intervals until you see a light. PC users

need to be careful because the light from the sky may be harder to see.*

Once you make your offering, she asks you to take an orb from Arkved, a wizard

in a tower to the south. The first room is a normal dining room, but the second

is a dining room on the ceiling. Then it's some monters and onto the next area.

Then you're in the void. There is a chest just to the left as you enter. Then

make your way across the bridges. The Lost Halls just has a big room before you

reach the Changes. There is a hatch to go to a retreat in the center room, but

you really need to enter Rending Halls. This place has some creepy music, but

the final area is Death Quarters. Take the orb on the table, read the book,

read the note, decide whether to off Arkved or not, and then take the door

out back to the surface.

Return to Vaermina and you get the Skull of Corruption.

Reward: Skull of Corruption, creates a clone of NPC's, but all you can do is

kill it; don't target civilians.




This shrine is southeast of Bruma.

Speak with Hjolfrodi the Harrier, who is actually a woman, go figure. She

requires you to be "loathesome" to speak with Namira.

This means you must lower your personality to 20 or lower. For this, go to

Bruma and find Baenlin's cellar. Grab as many bottles of Cheap Wine as you need

to get your personality value down to 20. Look for more in cellars around Bruma

if you need that many.

Return to Namira with your wretchedness and you are given a spell to aid the

followers under siege in a cave nearby. Arm yourself with Namira's Shroud and

head inside Anga. Just track down the four priests of light, cast the spell

on them each, and then just watch as Namira's followers handle the rest. It's

a bit sad to hear them call out in horror though, but oh well - ya gotta do

watcha' gotta do.

Return to Namira once you've saved the Forgotten Ones. You are given a nifty

little ring.

Reward: Ring of Namira, reflects both damage and spell attacks.




This shrine is south-southwest of Weatherleah.

Engorm tells you must bring some Cyrodilic Brandy.

Luckily, if you are at least about three quests into the main quest, just

go to Cloud Ruler Temple and look in one of the bedrooms on the west wing.

If you're not into the main quest, go to The Main Ingredient in the Market

District to buy one. And if you somehow managed to buy that earlier, I'll

give you one more. Go to Castle Bruma and find one in a display case in the

right corner of the dining room behind the throne.

*NOTE: Look around all the castles if you still can't find one.*

Give the brandy to Sanguine to be sent to Caslte Leyawiin. There you must pull

a fast one on Countess Alessia Caro.

*NOTE: Sometimes Alessia will take strolls across Cyrodiil. In which case, just

use the wait button until she returns.*

Once to the castle, get into the throne area and make time 6 PM. The countess

and others will be at the diner table, but you're not invited. Just talk to

the guard and get him to like you by 70. He will let you in. Also, the other

way is to where "nice" clothes, which means a lot, so coaxing the guard is

your most solid option. Save once inside.

At the table, just sit back with the spell and cast toward the table, but make

sure you hit everyone. Then it's off to jail. Serve your time and then return

to Sanguine for your reward. Don't forget to grab your stuff from the chest

next to the bench nearby.

*NOTE: PC users should use the command: player.payfine , just to see the guests

return to normal and eat diner. It's a cheap laugh, but worth it. You also

don't have to go to jail for no real reason.*

Reward: Sanguine Rose, summons a random Daedra (owned by Martin if you give it

to him in Blood of the Daedra)




Go north of Anvil, sorta toward the coast. It's by Fort Sutch and Lord Drad's


Get Shobob to like you by 50 and then get your troll fat handy.

Don't have one? Well, you can find one in a case in the Skingrad Mages Guild.

And Ogier Georick at The Main Ingredient in the Market District is more than

likely to be good for one. And there's always running around and finding a


Give the fat to Malacath. He sends you to the nearby manor to speak with

Lord Drad. Ogres, orcs, tomato, toMAto. Speak with Drad and tell him how much

you admire his work to learn the ogres are in Break Mine nearby.

Enter the mine and start hacking away. Kill a path on your way to one of the

ogre pens and free them, either by picking or with a found key from the dead

guards. Then make your way to the other cell with your allies and free the

second group. Loot the place and leave.

Outside make a quick stop by the farm to see the new management. Return to

Malacath for your reward.

Reward: Volendrung, a hammer with paralyze effect




Go west of Skingrad to find this shrine.

Basil informs you that you need either a bonemeal or ectoplasm.

You can find these among many alchemy labs in the Mages Guilds across Cyrodiil.

You are of course so many in dungeons. Then you got The Main Ingredient again.

Give either to Meridia and you are sent east of Castle Skingrad to go fight

the undead in Howling Cave. Fight your way to a rock door and go through. In

the Lower Galleries you need to hunt down all the necromancers, so do that.

Also, if you need some troll fat, there is one on a table by the entrance.

Once all are dead, return to Meridia for your prize.

Reward: Ring of Khajiiti, both chameleon and speed boost




To find the shrine, go to Leyawiin's east gate and from there head up the road

north. The shrine is along the way.

Talk with Mor gra-Gamorn to learn that you need nothing to talk with the

lord. This is the same Nocturnal that owns the Cowl given to you at the end

of the Thieves' Guild questline. Fittingly, you must hunt down thieves in


Go back to town and ask a guard about "Leyawiin" to get pointed in the right

direction. You are pointed to Weebam-Na's house, a player in another Leyawiin

quest, where if you ask either Bejeen or Weebam-Na about the Eye, you get no

info. But if you read your journal it tells you to listen to a conversation

between the two. If you can, just go toward the door, enter sneak mode, and

then see if the two talk. If not, just walk out and then come back in.

After you hear the conversation, go out of town and head south. Along the

coast you will hit the cave. Tidewater Cave has some critters, but nothing to

worry about. Maybe two trolls in your path, but all you have to do is take

your first left, go straight in the water, and then left to be taken right to

the eye under the water.

*NOTE: Be sure to grab a lion pelt now if you don't have one for a later

Daedric lord.*

Return the eye to Nocturnal and you get a most valuable treasure.

Reward: Skeleton Key, an unbreakable lockpick




This shrine is found along the southern bank of the Silverfish River, which is

on the east side of the Nibenay River. It's a bit of a walk, but if you have a

location halfway up the Silverfish, that will make it a shorter walk.

You'll notice all the followers are out of it, so approach Peryite directly.

He tells you that you must enter the Plane of Oblivion to hunt down the trapped

souls. You may ready for combat if you need to, or just touch the statue

again to be off.

The getting to these is just fighting monsters and so forth:

Ilvel Romayn - to the far south by a tower, but not in the tower.

Er-Teeus - north of Ilvel, before you enter a cave.

Kewan - after going through that cave, just follow the path to run into him

along the way.

Mirie - you'll round back to the start point, so head east, south, and then

west toward a burning body.

Maren the Seal - from the start point of the area, go north a bit to find some

rocks going across the lava. Jump those to reach that last soul. Or

you could have entered from a grotto found along the path from Kewan,

but that takes too long.

Once you've found everyone, return to the center and return to reality (you

touch the sides of the blue door FYI). Peryite gives you a powerful shield

called Spell Breaker.

Reward: Spell Breaker, 30% reflect spell




Find the Roxey Inn northeast of Imperial City, and from there, climb the hill

to the northeast to find this shrine up there.

Dredena tells you to leave a sample of nightshade after midnight. You will

not only find some at The Main Ingredient in the city to steal, but you can

buy some there too. So do that and come back after midnight and speak with


Bleaker's Way is just to the west, and if you can make a straight line to that

village from the shrine over the hills, kudos, but don't be afraid to return

to the main road that leads to Bruma and then go west from there.

Once in town, make time mid-day or so and talk around if you want to learn

that Hrol Ulfgar and Nivan Dalvilu are the leaders of both parties. That's

all you can learn. Now you must kill both of them at night and then plant

evidence on both from the other.

Sounds difficult, but rather easy. In Dalvilu's house you will find a nice

dagger on a table to the right. In Hrol's house you will find a ring on a table

by the staircase leading up to the roof beds.

With evidence in hand, save. Go outside and make time late at night. Enter the

houses of both leaders and slay them, then open their open menus, click the

button at the bottom that is not selected to pull up your menu of items, and

then click on the opposite leader's item to leave it.

After the deeds are done, make time day and then go tell any person in town of

what went down. Then go outside to watch the bloodmatch. It's a pretty cool

fight to watch, but once you're done, just zap to the Daedra lord and get

your reward.

Reward: Ebony Blade, with silence effect




Look on your map to the south of the Imperial City to see "The Nibenay Valley"

next to the Green Road. Directly west of the "NI" you will find the shrine.

Tell Vajhira you hunter and she'll let you go hunt down a bear. If you were as

lucky as I was, a bear may have followed you to the shrine. You can stroll

around the shrine for a bear because they seem common in the area. Or you could

go buy one from a merchant in any of the towns. You can also get a wolf pelt

if that is easier for you.

Hircine orders you to hunt down and slaughter an innocent unicorn nearby and

rip it's horn from it's head - what, it's not like unicorns are uncommon or

something. Just go south to the grove, kill the 2-3 minotaur guards, and then

slay the rare beast. Rip out the horn and return it to Hircine.

Reward: Savior's Hide (worthless)


Molag Bal


Look on the map for the words "Lake Rumare" and then travel directly west of

those words, for quite a ways, and you're bound to hit the shrine.

Amir pays you bring the pelt of a lion. Now, if you did the Nocturnal quest

from just a while ago, you should have ran into a lion or two. If you can go

back and grab one, that's great; if you have one, even better. If you still

don't have a pelt, consider running around the fields on the western side of


Give the pelt to the supreme being and he will send you to further torment

an already tormented man. The Brindle Home is not far away, but if it's late

at night or you can't find the dude in question, just go north to find some

other people. Get them to like you by 60 and then ask about Melus Petilius to

learn of Vena.

You can go to his house, but there's no point. What you need to do is use the

wait button to get time to before ten in the morning. Just wait for him to

leave his home and then follow him. Remember, you need him to kill you with

that mace. Once he arrives at the grave of his wife, drop the Cursed Mace near

the grave, then smack him in the face, and then let him lay into you. Pretty

much, the more health you have, the longer this will take.

Once you die, go talk to Bal to get your own mace.

Reward: Mace of Molag Bal, kinda shrimpy




The shrine is almost directly east of the city, like, way east. Along the

border with Morrowind, look for the words "The Valus Mountains". This shrine

is west of the "MO" in mountains. Finding the shrine is easier than getting

there. You should approach from the south, from the direction of The Nibenay

Basin. You could even approach from the very tip of the Silverfish River,

which points almost directly to the shrine.

Anyway, once there, learn from Haekwon that Boethia requires the heart of a

Daedra. Again, go to The Main Ingredient and you should be able to buy one.

If not, I hope you have access to the realms of Oblivion, and that is if you

are into the main quest. So either go to Kvatch if you haven't, or find a

gate, preferably one involved with the towns, and grab a heart from a demon.

*NOTE: If you need to find a preset one, look in the upper floor of the Anvil

Fighters Guild.*

Boethia asks you to do battle in an arena of Oblivion. So go suit up if you

must and return, otherwise, off with you to Oblivion! Touch the side of the

portal, FYI.

All you do is exit the cage, to right, and then leave once you kill all nine

enemies. Ten in all, including you, who represent each race in the game. Here

is the order they go in, or start at one and then go in a circle I suspect:

Redguard with something (I was the redguard)

Wood Elf with hammer

Argonian with bow

Breton with speed

Dark Elf with axe

High Elf with magic

Imperial with mace

Khajiit with axe

Nord with sword and shield

Orc with axe

*NOTE: Your last three have reflect spell chances.*

Loot all the dead and then leave through the portal. Boethia gives you a most

sweet sword.

Reward: Goldbrand, one of the better swords in the game, well, not as good as

the next reward, which IS the best sword in the game


Clavicus Vile


The shrine is southwest of the Imperial City, swimming and walking distance

from the city in fact. It would be better to get on the Red Ring Road and

follow it to the road that leads to Skingrad. Where the Red Ring melds with

the Gold Road, the bend in the road will hold the shrine.

Ma'Raska asks you to leave a mere 500 gold for the lord. And if by level 20

you find it hard to scratch up 500 in scratch, I'm sorry for your loss.

*NOTE: Save now! Regardless of which platform, but especially if you're on the

360, or at least the original copy of this game, but save either way and keep

this save until after you clear the quest. Original 360 owners will run into

a notorious glitch. If you are on the 360, go grab the sword first, then go

speak with Vile. That is the only way to complete the quest, unless you're all

patched up, but still, best not risk it.*

Vile wants you to bring him and powerful sword that was stolen from him.

You are sent to the nearby Pell's Gate to gather clues. When you start to get

moving, you will notice a "hound" is suddenly in your pack, so just listen to

what it has to say.

*NOTE: This hound was the cause of the glitch.*

Get the inhabitants of the Gate to like you and then ask about Umbra, either

the sword or person. You learn that she may be at the nearby ruins of

Vindasel, so go there.

Vindasel is a one level ruin with nothing but crap for enemies in your way to

reaching Umbra. You can speak to Umbra, or just sneak attack to get a quick

jump, it's up to you. She gives you the option to leave, but that's whimp

talk. Just say you're ready to fight, or even better, just start smackin' her

around. She actually is quite tough, but with the help of a summon and some

ellusive tactics, maybe poisons too, you better beat her.

The dog chimes in again as you claim the sword and all the armor off her

body. If you don't realize, you have yet another choice to think about. You

will either keep the sword or give it up and get a crappy mask.

Return to Vile with your choice. Tell him to go screw himself and you keep

the best sword in the game.

Reward: Umbra, a better sword you will not find

*NOTE: After you decline Vile, the dog will return and give one last speech. If

not, your game will crash in three, two, it already crashed as you read this.*


Hermaeus Mora


Fulfill all of the following:

Complete all the other Daedric quests

Be at level 21 or up

Complete Blood of the Daedra main quest

Then go to sleep. A Casta Flavus will tell you to go visit his master's shrine

up in the mountains north of Chorrol, so go there.

Just talk to Mora directly to get his/its request. He gives you a spell called

Mora's Soul Trap and tells you to go kill a bunch of people; how drab.

Yes, you can to rampage and just go kill random people from throughout the

whole game, that will work. But if you realize, each Daedra shrine has a

good mix of followers, so why not kill them?

*NOTE: Avoid Molag Bal's shrine since there is one key figure there.*

You have a Dunmer, Khajiit, and Imperial at this shrine alone.

You have an Altmer, Argonian, and Nord at the shrine of Sheogorath.

The last four you can mix and match the remaining shrines as needed. Try

Clavicus Vile and Meridia, or any other combination.

Once you have all ten dead, return to Mora and claim a book. With this book

you can choose one of three stat sets to upgrade a bit.

Reward: Oghma Infinium, choose either steel, shadow, or spirit; those choices

translate into combat, sneaking, and magic stat sets


* 12. Everything Else ( ETC1212 ) *



Settlement QuestsSET9876


A settlement is not a town, just a few houses with some people, and there are

quite a few of them in Cyrodiil. May also be an inn, or just a house.

Bear Season


Between Skingrad and Kvatch will be a farm called Shardrock. Speak with Thorley

Aethelred about the bear problem. Save now.

There are eleven unique West Weald Bears in the surrounds. Just go in circles

around the farm and kill six bears closest by without getting Thorley into

the mix. Just kill six, grab their fangs, and show the farmer.

*NOTE: Save right before getting your reward book. Two books "Mace Etiquette"

and "Master Zoarym's Tale" are rare, so you may want to reload and reroll the

dice if you want these.*

Go Fish


Go west of the Imperial City to find the little pair of buildings at the front

of the main bridge, Weye. Find a Aelwim Merowald around his home. Talk to him

about the Rumare Slaughterfish to get the quest.

*NOTE: If you laugh, you'll have to use a charm spell to talk to him again,

so don't.*

Just go to the water nearby and follow the arrow on your compass to all 12

fishies and grab their scales. Return to the old man and claim your reward.

*NOTE: You can look into his savings if he likes you by 70. You can find out

his stash is in his home. If you steal the key from his pocket you can steal

the money, you bastard.*

Goblin Trouble


If you're taking the Yellow Road from the Imperial City, near the bridge over

the Corbolo River will be the Crestbridge Camp. Speak with Barthel Gernand to

learn that his family's true home is called Cropsford. Then talk with Mirisa

to learn more.

The problem is that the farm sits between warring goblin tribes, something

that you can have fun with later on, or already have. You have a few options to

end the goblin war.

The easiest choice is to reclaim the totem staff for the Bloody Hand tribe,

which means taking it from the Timberscar Hollow goblins. Just go there

and track down the goblin with the staff, which should be involved in a scrum,

or maybe even dead. Just grab the staff and do with it as you feel. You can

keep it, return it to the original tribe, give it to another tribe, or even

return it to the rival tribe after the quest to re-ignite the war just to be

mean. Just placing the staff anywhere will mean the closest tribe will grab it.

The other option is to kill the shaman of the Bloody Hands. It's a much more

involved quest because it's a dungeon crawling one. I say do the other way,

but it's up to you.

Either one of the above routes ends the war. When you complete one, return to

Gernand for your thanks, and that's about it. All that is left is to check the

status of the rebuilding, since I know you really care.

*NOTE: It may be best to toss the staff after the quest, because them goblins

won't just sit around and forget about it.*

The Gravefinder's Repose


The Roxey Inn is just north of the Imperial City, along the Red Road. Just

enter and agree to help her out. Just go north up the hill to enter the cave.

There are two ways into the room just near the entrance. Either go down the

right path and make it to the end for a key. Or just pick the lock to get in

the room; this room is right near the entrance in case you're thinking


Just kill Raelynn and her minion, claim the loot, and then leave. Get the

reward from Malene and that's it.

*NOTE: One of the few quests where abusing your time with Martin will pay off.*

No Stone Unturned


The Imperial Bridge Inn is on the north side of the Silverfish River, near

the main Niben River spillway. Speak with Lithnilian who will ask you to

venture into Bramblepoint for his notes. The cave is west of the inn. Make

your way to the third level of the cave and grab his notes in a chest. Grab it

and return to the elf for your reward in potions, yipee!

The Potato Snatcher


Find Faregyl Inn, along the Green Road to Bravil, south of the Imperial City.

Speak with S'jirra to hear of the perilous fate of the jumbo potatoes. Just

go west into the woods to find the criminal, kill him, take the potatoes, and

bring them back. You get a certain amount of loaves of the famous dough.

Revenge Served Cold


Go northeast of the Imperial City; look on the map for "The Heartlands" and

search around the "lands" part for Harm's Folly. Speak with Corrick Northwode

who explains his wife's fate. Head to the Exhausted Mine just to the southwest

of the house. Just kill the final boss for the necklace and return it for your


The Sunken One


East of Kvatch is one of the more ominous quests in the game. Enter the

Shetcombe Farm and find a page of a diary in a bowl. So enter Sandstone Cavern

just a stroll away.

Look in a trench for another page on a chest in the cave. Keep moving through

the cave to find a dead Slythe with the third page on him. Read it and then

the "Sunken One" will appear. Stop the destruction of mankind, drink some hot

cocoa, and then leave.

When the Vow Breaks


Go north of Anvil to find Whitmond Farm. Ask Buxom about the missing mace, and

then set out to go get it. Just raid Fort Strand, kill Bjalfi and his goons,

then return the mace to the greatful widow. Or keep the mace, doesn't matter.

Heck, kill her if you like.

A Vernerable Vintage


We'll start by getting the bottles first, then reporting to the correct giver

once done.

You need to find six bottles of Shadowbanish Wine. You can run into them by

accident if you went to these places earlier, just hope you didn't sell one

or two, or ten.

I'll just list the three easiest to visit here:

Fort Grief - grabbed during the side quest in Bravil called "Caught in the

Hunt". These two bottles are not inside the dungeon, but on the top of the

tower. Don't even have to enter the dungeon.

Fort Vlastarus - East of Skingrad. Look in the very northwest room.

Fort Irony - Southeast of Bravil. Just make your way to the southern room.


Here are some more forts and where to find them:

Fort Aurus - A small fort northeast of Bravil.

Fort Carmala - A small fort between Chorrol and Skingrad.

Fort Dirich - Yet another small fort, this one southwest of Weatherleah, which

is also between Chorrol and Skingrad.

Fort Magia - East of the Imperial City.

Fort Scinia - Southeast of Cheydinhal in the mountains.

*NOTE: Even one in Frostcrag Spire, in the vault, but that does you little

good. And even one in the new Battlehorn Castle downloadable mod.*


Once you have six, take them to the Wawnet Inn, which is west of the Imperial

City. Nerussa will thank you. And also, any further bottles will net you more

gold, but those won't be worth it at all.

Zero Visibility


Go north of the Imperial City along the Red Ring Road (no relation to the

Red Rings of Death), and find the settlement of Aleswell. Enter the inn to be

approached with the problem. Diram Serethi points you to the local wizard

Ancotar in a nearby fort.

Fight the invisible vermin along the way and try to meet the mage while he's

on the outside of the fort; only go inside if never. Speak with him and insist

that he help restore order. Get him to like you by over 70 and he will give you

the needed spell along with a ring.

Equip the ring and then use the scroll while in the middle of Aleswell. Then

enter the inn to be rewarded for your efforts.


Undocumented QuestsXFIL9821


There is usually no traditional rewards for these quests, but not one will have

an entry in your journal. So what you read is all you have to go by. Feel free

to search the internet for more info.

Goblin Tribes


These are not really a quest, just something to do if you are really bored.

The only fun you can have is if you take some totems and mix them around. For

example, you could get all the totems and place them in one location, like on

a road, and then watch the hilarity. Or you could swap totems with rival

caves, or put them all in one cave.

The only rub, please consider the routes you're setting the tribes on. There

is not a single thing I can warn against, but I can imagine there could be

trouble (or laughs) if you place the totems in bad places. It's up to you.

Here are where all the tribes and caves are:

Rock Biter - Timberscar Hollow, refer to the Goblin Trouble quest.

Bloody Hand - Cracked Wood Cave, refer to the Goblin Trouble quest.

Dust Eater - Barren Mine, south of the mouth of the Panther River.

Sharp Tooth - Derelict Mine, ask Ah-Malz of the Skingrad Fighter's Guild

where these guys are.

These guys have the White Skins' totem already.

White Skin - Goblin Jim's Cave, north of Skingrad. Speak with Fadus Calidius

of the Skingrad Fighter's Guild to get this marker.

The Sharp Tooths' have these guys' skull.

Three Feather - Plundered Mine, east of Bruma.

Skull Breaker - Wenderbek Cave, in the "NIB" of the Nibenay Basin words across

the eastern side of the map.

Attack on Fort Sutch


After the main quest "Dagon Shrine", but before beating the main quest, go

north of Anvil to find the fort (which is part of a Dark Brotherhood quest


You are to help the legionaires fight the Daedra and then close the gate. It

doesn't matter who lives or dies, but you probably want as many guards to

survive as possible, so save before you engage in battle if you care for them.

Anyway, just close the gate after and that's it. Doesn't matter what you do

at all.

A Ring of Keys


In Pale Pass (see side quest "Lifting the Vale") on your approach to the

Mouth of the Serpent, look near a lake southeast of the ruin to find a frozen

barrel in some ruins. The barrel has a key and a message.

Rusty Chest - there are two towers on the exterior of the dungeon, the main

tower that has the door, and another ruined tower on the west. Look on the

ground, among the grass, and partially buried to find the chest with the old


Old Chest - still out in the open, go southeast of the door to the dungeon,

go southeast from the statues, and take the path to find a wall behind a bush.

To the south of this wall will be two rocks with the chest between them.

Grab the forgotten key.

Forgotten Chest - southwest of the door you used to enter this area. Look for

the chest in front of a rock sticking from a rock wall. You get a Circlet of

Omnipotence for your troubles.

The Horror of Dive Rock


Head to Dive Rock, which is a high point in the almost very northeastern

corner of Cyrodiil. It's northeast of Aerin's Camp. The point you need to

get to is a "diving board" looking rock with a tent on it.

Go to a camp nearby for Agnar's Journal. It apparently speaks of some event

from Morrowind, so that's nice for players of that game, well, the ones that

played the Bloodmoon expansion anyway.

Also, check for Aerin's Camp nearby for the body of Andre Labouche for an

additional letter. But you don't have to.

Anyway, go east and search for the matron near some trees. You can kill it from

a higher slope that it cannot climb, or lure it elsewhere if you wish to loot

it, or just watch it tumble. In the body is a Frostwyrm Bow.

Lost Boy Cavern


*NOTE: You can only "complete" this "quest" by being at level 23 or higher.

Anything else and it's just not quite the same. PC users feel free to save,

use the command console to level up, do the dungeon, and then reload your save

since it doesn't matter if you "officially" "complete" this "quest".*

Find a Lake Canulus on the east side of Cyrodiil. North of its western side

will be this cave. Be sure to grab the Weathered Journal near the entrance

door before entering.

I'll let you enjoy this, but all you have to do is find the six or so pieces

of paper throughout that reveal the story of the Lich at the end of this long

dungeon. If you are lower than level 22, there will only be a ghost that is

not ready to fight. But that is all this cave is for, to reveal the story of

Vangaril and Erandur.

Illegal Cargo


Head to the Anvil dock and approach the Sea Tub Clarabella. Captain Baszone

Patneim will attack on sight, so kill him and take his stuff. Read the note and

take the key.

Through and hatch and in the ship, kill two more pirates and take their keys.

Use the keys to unlock doors to free some sheep.

Take a hatch to the lower deck. Kill the two down here and that's that. There

is a chest on the top deck by a bed with some modest loot, and that's about


Fort Coldcorn


East of Chorrol will be this fort. Start jumping up to the top to find a

platform with loot, a key, and a note. Careful not to hit the sword on the

ground. The sword points to where you need to go.

Go up the hill and you'll eventually see the big rock. Loot the chest behind

it with your key. You get a dagger and another note.



He's just an interestingly opinionated Khajiit that will appear outside several

main gates of towns. It's pretty much random if you run into him, but do talk

before he runs off. He is the voice of the people behind this game, and

apparently an easter egg for players of Morrowind.

Mazoga's Adventures


After you and she complete the two quests in Leyawiin, she will usually be

hanging out in the White Stallion Lodge. She doesn't just lay around all day

and night, she too will go out to uphold her knightly duties of hunting the

Black Bow Bandits.

Here is her busy schedule:

Monday (Morndas) 2 PM - She will go to Telepe, the same ruins where you killed


Wednesday (Middas) 2 PM - She heads to Rockmilk Cave for a good ol' time.

Thursday (Turdas) 2 PM - Undertow Cavern, where one bandit guards a boss chest.

Sideways Cave


This cave is southeast of the Imperial City's sewer opening. I won't spoil this

one for you, but you need to search for three translations.




The basic and advanced trainers are accessible at any point, usually, but the

master trainers require you to be at 70 in the given skill. At that point, and

perhaps with a disposition of 70 or so, talk with the advanced trainers to be

referred to the master.

Master training will be the training quest you receive from either advanced

trainer once you are to 70 in the skill.

*NOTE: Of course, you have to be well travelled to get good in any skill, so

in many of my location listings I won't tell you exactly where to find many

of the trainers. For a place like the Roxey Inn, you can go to the top of

this guide, press Ctrl and F, and then type in the name of the place you don't

know about in you have no clue where to go.*


Here is a list of all the items you need for the various masters. I make this

list so that you will know what to hold onto as you journey through the game.

Tamika Wine Year 399

Surilie Brothers Win 399

Water Breathing item

Fame or infamy up to 20

Find 30 locations on the world map

Kill 50 humans

Be able to summon a Faded Wraith

20 Bear Pelts

1 Silver Pitcher and 4 Silver Glasses

10 Welkynd Stones

Elven Cuirass

Elven Bow

10,000 Gold

Clear both Kvatch quests

Speak to all 19 beggars in Cyrodiil (5 in city, 2 in each town)




Basic - Quill-Weave in Anvil, and Ida Vlinorman in the Imperial City Elven


Advanced - Tsrava in J'Bari's house at Leyawiin, and Ganredhel in Cheydinhal.

Master - The previous two point you to an Aerin in the mountains in the

corner of the map of Cyrodiil. If you go there you'll find Aerin is not there,

but a Torbern is just as qualitfied.



Basic - Felen Relas at Anvil Mages Guild, and S'drassa at Leyawiin Mages Guild.

Advanced - Ardaline at Bravil Mages Guild, and Brotch Calus in Bruma.

Master - You're sent the West Weald Inn of Skingrad. You'll note that this is

the same dude to give your nirnroots to. He asks for vintage wines from the

399 year. You're best bet is to visit the Skingrad castle's dining hall, break

into the wine cellar, grab both bottles, and then bring them back. You can find

them in other places too, but these are closest.



Basic - Dovyn Aren in Elven Gardens district, and Deetsan of the Cheydinhal

Mages Guild.

Advanced - Athragar of Chorrol M.G. (Mages Guild), and Abhuki in the Faregyl


Master - Travel to Bravil stables and go north to the water's edge. Tooth-

in-the-Sea has a most interesting proposal. Meet him during daytime hours,

around noonish, and swin underwater to talk to him. If you are Argonian,

congrats, you're done. However, all others must actually find a way to survive

this time. Check the clock in your journal menu to see your progress on time.

It's just six real minutes, so play Tetris or something as the game runs.

There are many ways to gain water-breathing status. Best of which will of

course include having an enchanted item to do so, which you should by this

point in the game. You could also make potions, or buy them, and use many of

them for about six minutes of real time. Spells work too if you have them.

But again, an enchanted item is your ideal choice, or train the skill yourself.

If you have an enchanting altar, feel free to make your own item to breathe.

*NOTE: Aside from just setting your alteration to max, PC users can cheat to

immediately pull up the enchantment window to make a quick water breathing

item. Yeah...*



Basic - Eitar in Leyawiin, & Tadrose Helas in the Bravil Fighters Guild (F.G.)

Advanced - Rohssan of A Fighting Chance in the Market District, and Rasheda

of Fire and Steel in Chorrol.

Master - Just visit Rohssan and she sends you across the street to The Best

Defense to visit Gin-Wulm, who may be wandering the streets. Meet him and

fail his test, but he does send you to First Edition to read up about it.

Grab "The Armorer's Challenge" from Phintias. Just open the book, reading it

is optional, and then report back to Gin.



Basic - Uuras in Skingrad, and Mahei in Leyawiin.

Advanced - Hauls-Ropes-Faster of the Anvil docks, and Honditar who lives

southwest of Chorrol, near the walls of the city.

Master - Rusia Bradus is a wanderer of Anvil, so track her down (Hauls-Ropes

sleeps at the Fo'c's'le during the day by the docks). All you have to do is

have 30 locations on your Cyrodiil world map. And of course, if you have

70 in athletics you probably have this done easy. If not, consider just

travelling down roads between towns, or just doing more quests.

*NOTE: The 30 do not include the ones that were there by default.*



Basic - Naspia Cosma of Castle Cheydinhal, and Right-Wind of the Bruma F.G.

Advanced - Sherina of Leyawiin F.G., and Rhano of Anvil F.G.

Master - Find Rhano at the Anvil F.G. and he directs you to the Faregyl Inn,

which is in the woods way south of the city. Speak with Alix Lencolia to

learn if you are known throughout the land or not. Get either your fame or

infamy up to 20 and you are in. So just do a guild or two (two are "good", and

two are "bad"), or just do more quests.



Basic - Fadus Calidus of Skingrad F.G., and Huurwen of Anvil F.G.

Advanced - Lum gro-Baroth of Chorrol F.G., and Ambroise Canne of Skingrad.

Master - "Head to Bravil and track down Andragil". Inquire about the test,

which means you need to turn into a punching bag for 45 seconds or so. You

could just run around the room like crazy, or better yet, just get her on one

side of the table so that she doesn't move, and you stay on the other side,

just out of range. Just survive and don't attack her back and she'll let you

know when it's done.



Basic - Bugak gro-Bol at Southern Books in Leyawiin, and Vigdis of Anvil F.G.

Advanced - Christophe Marane of Brina Cross Inn, and headmaster Azzan of the

Anvil F.G.

Master - Track down Metrick in the Imperial City. If you are shot down on

the first attempt, just kill 50 human characters, which should have already

happened if you are at 70 in blunt fighting. So kill some guys and then come




Basic - Fathis Aren of Castle Bravil, and Sulinus Vassinus of Skingrad M.G.

Advanced - Alberic Litte of Chorrol M.G., and Arentus Falvius of Bruma's


Master - You are referred to a worshipper in the woods named Olyn Seran. His

request is sorta small, just summon a Faded Wraith in front of him and then

talk to him.

To buy the spell, go to the Chorrol Mages Guild and buy it from Athragar.

However, you must be at skill 75 for conjuration. Basically, you need to

train the skill on your own for a little bit longer before returning to




Basic - Chanel of Castle Chorrol, and J'skar of Bruma M.G. For Chanel, you have

to beat "Canvas the Castle" and let her be free, and you have to talk with

her outside of her room. J'skar only after the Bruma M.G. recommendation,

because he's invisilbe otherwise.

Advanced - Marc Gulitte of Anvil M.G., and Delphine Jend of Bravil M.G.

Master - Track down Bralsa Andaren. She has a chip about nature, so kill

20 bears and bring her the pelts. You can hunt them down yourself, but that

will take a long time. You may have better luck buying pelts from sellers in

random shops.

*NOTE: The console command on the PC for pelts is: player.additem 000228E3 .

For all you cheaters out there, which is odd in many ways.*

Hand to Hand


Basic - Nahsi of Bravil F.G., and Rufrius Vinicius of Anvil F.G.

Advanced - Davela Hlaren of Imperial Bridge Inn, and Ra'qanar of Castle


Master - Helvius Cecia in Bruma requires only that you smack him around for

half a minute, but you must reduce his health to less than half in that time.

Be sure to stop fighting once he says so. It may just be like a few punches or

so if you are that good.

Heavy Armor


Basic - Brodras of Leyawiin F.G., and Bumph gra-Gash of Bruma F.G.

Advanced - Valus Odiil in Chorrol, and Varnado of The Best Defense in the

Market District.

Master - Pranal at the Roxey Inn has a crush, so play matchmaker. He gives you

50 gold to find a silver pitcher and four glasses. Basically, you need to get

a silver pitcher and four silver cups to go with it. You can find these all


Zap to Castle Cheydinhal, go up the stairs on the right, enter the door, in

the hall go into the left door, and then enter the storage area at the back

where you'll find five glasses on a shelf and several pitchers. Take them to

Pranel, then give them to Malene, and then let the poor old man know the task

is done.



Basic - Hil the Tall of the Cheydinhal chapel, and Jantus Brolus in Bruma.

Advanced - Carahil in Anvil M.G., and Kud-Ei in Bravil M.G.

Master - Well, the only way to reach Martina Floria is to get through the

first leg of the Mages Guild questline. So once you do that, go meet with


All she wants is ten Welkynd Stones that are found in Alyeid ruins. Try

Wendelbek, or Vilverin, or any other Alyeid dungeon found during "The

Collector" side quest of the Imperial City (roll the page up a bit to find it

in this guide). And if you've been in any dungeon and held all the blue rocks

you've found, you may already have ten. Once you have ten, come on back for

your training.

Light Armor


Basic - Dul gro-Shug in Elven Gardens, and Olfand in the North Winds of Bruma.

Advanced - Luciana Galena of Bravil, and Ahdarji of Leyawiin.

Master - J'Bari in Leyawiin wants just one elven cuirass. So simply get to

level 15 or higher and start hunting down bad guys to kill. Or just go on

your normal quests to go dungeon diving for a purpose.



Basic - Edla Dark-Heart in Regner's house of Bruma, and Shameer of Skingrad.

Advanced - Reman Broder of Skingrad, and Pinarus Inventius of Anvil.

Master - Get the previous two trainers to like you by 80 and they will point

you to Alawen a camp east of Anvil. You need to find her at night when she's

done hunting and be sure you have an elven bow.

Again, if you're at level 13 you should be getting these every now and then.

Try visiting The Archer's Paradox in Bravil if you want to try and buy one.



Basic - Foroch at Gottshaw Inn near Kvatch, or Mach-Na at the bookstore in


Advanced - Margarte in Leyawiin, and Seed-Neeus of Northern Goods and Trade

in Chorrol.

Master - Palonirya of Divine Elegance in the market district will just ask

for a mere 10,000 gold. It's actually not that much after a couple of

dungeons are cleaned at higher levels and the loot is sold. Just do "The

Collector" quest for Umbacano and you'll cover the cost very easily.



Basic - Angalmo of Chorrol M.G., and Druja in Skingrad M.G.

Advanced - Ita Rienus of Bravil M.G., and Boderi Farano in the Mystic Archives

at the Arcane University.

Master - Dagail of the Leyawiin Mages Guild will have a quest for you, but so

long as you've closed three Oblivion Gates, she will train you. Please only

do the ones in the main quest, not the random ones you find in the wild. You

could even do the main quest and then come back.



Basic - Cirroc of the Bruma chapel, and Marie Palielle of Skingrad's chapel.

Advanced - Marz of Bravil's chapel, and Ohtesse of Cheydinhal's chapel.

Master - Oleta is trapped in the Kvatch chapel, or at least she is if you

have not yet cleared both Kvatch quests - the main quest one and the side

quest to clear the castle. Once you do, she will most likely be in the camp

at the bottom of the road leading to the city.



Basic - Malintus Ancrus in Chorrol, and Samuel Bantien in the Talos Plaza.

Advanced - Dro'Shanji in Bravil, and Mandil in the Elven Gardens in Othrelos'


Master - J'baana in jail, but not in the prison cells. Pick the lock at the

back of the room with the jailer to get there. He sends you to S'Krivva in

Bravil, the same quest-giver in the Thieves Guild. So go there and pick up

the note, then bring it back to him.



Basic - City-Swimmer of Bravil, and Glistel in Chorrol.

Advanced - Othrelos Elven Gardens, and Mirabelle Monet of the Fo'c's'le on

Anvil's dock.

Master - Marana Rian in the the Temple District, or elsewhere in the city.

She just wants you to give her the coin in her pocket, by sneaking of course.

Simple enough, just get out of view, sneak up on her, save, and then take the




Basic - Alga in Bruma, and Uravasa Othelas of Bravil's chapel.

Advanced - Varon Vamori in Bravil, and Gruiand Garrana of Cheydinhal's chapel.

Master - Tandilwe in the Temple of the One in the Imperial City wants you

to just go around all of Cyrodiil and talk with all of the poor beggars. It's

that simple.

No, actually it's one of the toughest quests in the game. There are 19 in

all, two in each of the seven towns and five in the city. Here is the list:

*NOTE: Probably best to speak to all beggars again even if you think you've

spoken to some already.*

(Imperial City)

The first four are usually in the center of the district during daytime hours.

Fralav the Faker - Elven Gardens

Simplicia the Slow - Market Distirct

No-Coins Draninus - Talos Plaza

Ragbag Buntara - Temple District

Puny Ancus - Waterfront, get him at night at his bedroll by the houses


For all town beggars, they will either be here or at a bedroll, or wandering

the town.

Penniless Olvus - by main gate

Imus the Dull - by dock gate


Cosmus the Cheat - by main gate

Wretched Aia - south end of town


Jorck the Outcast - south end of town

Fetid Jofnhild - by a rock by the north gate


Luckless Lucina - west end of town

Bruccius the Orphan - wanders town


Lazy Kaslowyn - by the chapel

Nermus the Mooch - also by the chapel


Deeh the Scalawag - by the west gate

Ranchid Ra'dirsha - should be in front of the chapel


Foul Fagus - a bedroll behind the West Weald

Nigidius the Needy - north of the west gate


* 13. CheatsCHEAT15 *


These commands go with the PC version of the game. Yeah, PC nerds get all the


Here is where I got the list:

If not online, I'll give you some of the more important codes here.

For all codes, you must press the ~ key (in the upper left hand corner of the

keyboard behind the 1 key). It's called the tilde key.

To use a code, such as kill, you get close to the NPC you want dead, then

press ~, then click on him or her, type "kill", and then exit for him to die.

Be sure to test this one on a guard or something to make sure you know how to

do it. Then move on to other cheats.

**WARNING: Make a save before using any commands and keep that save. It's

possible that commands create a glitch for later down the road. You just never

know. And if you're trying to fix a busted quest, you are rolling the dice,

but you may be just fine no matter what.**

Best cheats


Get all the spells:


*NOTE: Yes, every spell, so anything in the Isles or from Knights if you have

those expansions.*

Spell Making screen:


Enchanting screen:



setpcfame [number]


setpcinfamy [number]


(click on target with mouse) kill

Revive NPC:

(click on target with mouse) resurrect

Unlock chest/door:

(click on target with mouse) unlock

Close Oblivion Gate:

(get in an oblivion gate) CloseCurrentOblivionGate

Change appearance (save before just in case):


Remove bounty:

player.setcrimegold 0 (or) player.payfine

*NOTE: Replace the 0 with a number to give yourself a bounty.*

Full health:


Set Level:

player.setlevel [1-255]

Add points to stat:

player.setav [stat] [number]

*NOTE: I think 244 is the limit. Try acrobatics to add some fun.*

*NOTE: a "stat" is either an attribute or a skill. You could modify your luck,

health, speed, or whatever. You can really break the game open with this

command alone.*

Add gold:

player.additem 0000000f "999"

Add 100 lockpicks:

player.additem 0000000a "100"

Add a skeleton key:

player.additem 0000000b "1"

Add 100 hammers:

player.additem 0000000c "100"

*NOTE: replace the "###" for all four above with whatever if you wish.*

Some commands listed:



For everything else, please use the provided link at the top.

*NOTE: For all the quest stages commands, you should save before you type them

in, or avoid altogether.*

Selected Items


For all codes, type: player.additem [code] 1

Daedric Boots - 00036359

Daedric Cuirass - 0003635B

Daedric Gauntlets - 0000C582

Daedric Greaves - 0003635A

Daedric Helmet - 000733F4

Daedric Shield - 000733F0

Glass Boots - 00036341

Glass Cuirass - 00036343

Glass Gauntlets - 00036340

Glass Greaves - 00036342

Glass Helmet - 000733E6

Glass Shield - 00036344

Agarmir's Shovel - 0001D0AF

Akaviri Orders - 000785E0

Argonian Heart - 0003558F

Ayleid Statue - 000844C4

Blood Potion - 001192AE

Brush of Truepaint - 0001BB36

Calipers - 0001C66C

Colossal Black Soul Gem - 00007E9C

Empty Hist Bottle - 0008996E

Eye of Nocturnal - 00026AC9

Filled Colossal Black Soul Gem - 00007E9D

Finger of Adamus Phillida - 001778DB

Fingers of the Mountain - 0000510D

Flawless Diamond - 00038BA9

Flawless Emerald - 00038BA5

Flawless Pearl - 00038B9A

Flawless Ruby - 00038BA0

Flawless Sapphire - 00038BA3

Flawless Topaz - 00038B9D

Garridan's Tear - 00025B33

Garridan's Tear - 0007BE48

Glass of Time - 0002A60B

Great Sigil Stone - 0003844E

Great Welkynd Stone - 000345AF

Hermaeus Mora's Soul Gem - 0008B61E

Imperial Legion Seal - 0000C22C

Key-Shaped Arrowhead - 0001482C

Languorwine Antidote - 00028276

Llathasa's Bust - 0001E861

Lockpick - 0000000A

Loose Pipe - 00089783

Magicka Potion - 001192AF

Marana Rian's Coin - 000613C0

Marble Cheese - 000D3B2A

Mother's Head - 0006AAA5

Newheim's Heirloom - 00002E90

Oaken-Hall Heirloom - 000CBD41

Olroy Cheese - 0008C26A

Orb of Vaermina - 0001EC18

Paint Brush - 0001BBCA

Repair Hammer - 0000000C

Reward Painting - 00034E62

Roderick's Medicine - 00030FD7

Roderick's Poison - 00030FD6

Rufio's Skull - 000918FA

Sands of Resolve - 0002FB3F

Savilla's Stone - 00014706

Scales of Pitiless Justice - 000918FD

Shears - 0002511C

Skeletal Hand - 00003A99

Skeleton Key - 0000000B

Statuette of a Dog - 0007B7B0

Vampirism Cure Potion - 0009812D

Varla Stone - 00000194

Varulae's Crystal Ball - 00095A38

Welkynd Stone - 00000191

Yarn - 00025205

*NOTE: So many more items and even locations at the link provided.*


* 14. Credits/Copyright *



Credits - for commands in the pc console - for hints if you go here: - for even more hints

The UESPWiki - for a lot of good cross-checking, so visit if you like

Prima's Official guide - how do you make a guide of this game without this





Q: Did you know there is a sword to Jyggalag in the throne room after you

beat him?

A: Yes, but the sword is so lame I didn't feel the need to mention it.

Q: Level to start the Knights of the Nine?

A: Just when you are able to repair enchanted armor.

Q: How do I get to the felldew if the bug won't come out?

A: Could be a glitch, or you are not getting close enough. I advise just making

a few saves and leaving them alone until you are sure you get in this tree-


Q: [bland] won't open, or won't let me out. HELP!!!?

A: Well, most likely a glitch that I cannot help at all. Just bad luck.

*NOTE: PC users do have commands for this kind of stuff, whether you wish to

unlock a door or teleport elsewhere.*

Q: How do I open the crystal chests in the Isles? Where are the keys?

A: Just plug in a heart from the order dudes. Those are just normal chests,

so no big.



Please contact me if you need any help, if you want to praise me, if you want

to talk, or if you want to ask a question. And if you must send a flame, please

be nice so that I'll consider it. Also, if you have a cool trick or comment

that you want me to add to this guide, good luck, I don't accept just anything.

You will have to present it well and I will have to like it a lot!

***Please have 'Oblivion' in the title. Anything else is spam.***

My email:

[email protected]

PS - If I don't respond, don't take it personally, but there is most likely a

good reason (lazy, heard it a million times, it's stupid, etc).



I have other guides floating around too. They are:

Resident Evil 4

Dead Rising

Gears of War

Lost Planet



Rainbow Six Vegas

The Darkness

Shivering Isles

Knights of the Nine


Halo 3

Half-Life 2 (next on the list)

HL2: Episode One

HL2: Episode Two

Portal (second in line)

Call of Duty 4

Assassin's Creed

Mass Effect



I've also been published in GamePro magazine, June 2007. Pretty cool if you ask

me, and all because I write these little guides.

Also, I am in the October issue as well, which should be out at the time of

this guide's release. At least I ain't a one hit wonder.

Look to for a slew of other articles written by me in the

featured article section.



Here is my list of sites:

GameFAQs (main host site)








CheatCodeCentral (

GamersTemple (

and more here and there, too many to keep up with

and even a few foreign ones too!

All other sites must ask permission if they want this. All I ask is that the

guide be ad-free and in this text format.



Here is my website: (just as it's written here)

You'll find all my other guides here too and perhaps something else you may






This guide may not be reproduced under any circumstances except for personal,

private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other web

site or as a part of any public display is strictly prohibited, and a violation

of copyright.

All trademarks and copyrights contained in this document are owned by their

respective trademark and copyright holders.

Copyright 2008 Brad Russell