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The Elder Scrolls IV: Oblivion:(pc) FAQ/Walkthrough

The Elder Scrolls IV: Oblivion:(pc) FAQ/Walkthrough
====================================================


O============================================================================O
| - Table of Contents - |
O============================================================================O

- Introduction........................................................[*01]
- The Basics..........................................................[*02]
- Controls........................................................[B01]
- Combat..........................................................[B02]
- Magic...........................................................[B03]
- Stealth.........................................................[B04]
- Attributes......................................................[B05]
- Gaining Levels..................................................[B06]
- Character Creation..................................................[*03]
- Races...........................................................[C01]
- Birthsigns......................................................[C02]
- Skills..........................................................[C03]
- Classes.........................................................[C04]
- Quest Walkthroughs..................................................[*04]
- Main Quest......................................................[W01]
- Fighters Guild Quests...........................................[W02]
- Mages Guild Quests..............................................[W03]
- Thieves Guild Quests............................................[W04]
- Dark Brotherhood Quests.........................................[W05]
- Daedric Shrine Quests...........................................[W06]
- Knights of the Nine.............................................[W07]
- Side Quests.........................................................[*05]
- Anvil Quests....................................................[S01]
- Bravil Quests...................................................[S02]
- Bruma Quests....................................................[S03]
- Cheydinhal Quests...............................................[S04]
- Chorrol Quests..................................................[S05]
- Imperial City Quests............................................[S06]
- Leyawiin Quests.................................................[S07]
- Skingrad Quests.................................................[S08]
- Settlement Quests...............................................[S09]
- Miscellaneous Quests............................................[S10]
- Downloadable Content............................................[DLC]
- Shivering Isles.....................................................[*06]
- Main Quest......................................................[I01]
- Side Quests.....................................................[I02]
- Achievement List....................................................[*07]
- Revision History....................................................[*08]
- Thanks/Acknowledgments..............................................[*09]
- Contact Information.................................................[*10]
- Copyright Information...............................................[*11]

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------\=======================================================================
[*01] \ - Introduction -
--------\=====================================================================

Oblivion is an open-ended first-person role playing game developed by Bethesda
Softworks and published by 2K Games. As the game begins, you are taken to the
character creation menu where you will create your in-game persona. The possi-
bilities for character creation are nearly endless. Once you have created your
character and have been set loose into the world, you are free to do what you
want. Be it saving the world, closing Oblivion gates, exploring the depths of
dark dungeons, taking on quests, you can do it in Oblivion.

This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for
the Xbox 360 console. Even though it was written for the 360, it can still be
used in conjunction with the PC or PS3 version of TES IV, since the only real
differences between the 360, PC and PS3 versions of the original game is the
control scheme. Contained in this guide is a walkthrough for the main quest,
each of the four guilds that you can join in the game, walkthroughs for the
Daedric Shrine quests, as well as directions for each and every side quest. I
suggest that you do not read too far ahead, this guide does CONTAIN SPOILERS!

I have implemented a search system that I highly suggest you utilize. It is
very simple to use and it will make your time navigating this guide a whole
lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use
the table of contents and type in the corresponding code for the section that
you want to jump to. Each quest line sub-section has its own table of contents
that contains a list of all of the quests in that section as well. I hope you
can find the answers you are looking for... now on to the FAQ!

------\=======================================================================
[*02] \ - The Basics -
--------\=====================================================================

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Controls [B01]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

O========================O===================================================O
| - Button - | - Function - |
O========================O===================================================O
| Left Bumper | Grab objects (press and hold while cursor is over)|
|------------------------+---------------------------------------------------|
| Right Bumper | Cast selected spell. |
|------------------------+---------------------------------------------------|
| Right Trigger | Attack with equipped weapon. |
|------------------------+---------------------------------------------------|
| Back | Open the wait menu. |
|------------------------+---------------------------------------------------|
| Start | Pause the game and open the start menu. |
|------------------------+---------------------------------------------------|
| Left Thumbstick | Move your character. |
|------------------------+---------------------------------------------------|
| Left Thumbstick Button | Toggle Sneak Mode on and off. |
|------------------------+---------------------------------------------------|
| D-Pad | Activate set hotkeys. |
|------------------------+---------------------------------------------------|
| Right Thumbstick | Look left, right, up, down. |
|------------------------+---------------------------------------------------|
| Right | Switch between first and third person view |
| Thumbstick | points. Hold down to enter Vanity Mode. Use the |
| Button | left and right triggers to zoom in and out. |
o------------------------o---------------------------------------------------o

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Combat [B02]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

There are three classifications for weapons in Oblivion: Blade weapons, Blunt
weapons and Ranged weapons. The Blade classification encompasses daggers,
short swords, long swords, claymores, etc. The Blunt encompasses anything
from maces and hammers to one-handed and two-handed axes. Weapons are also
further classed as either one-handed or two-handed. With two-handed weapons,
while you have the benefit of a slightly more powerful weapon, you lose the
extra defense of a shield used in conjunction with a one-handed weapon.
Ranged, of course, refers to bows.

The damage that a certain weapon deals is dependant on several different
factors. The strength of a melee weapon is dependant on your characters weapon
classification skill level, the quality of the weapon and the weapon itself.
For example, if your character uses blades as their primary weapon type, the
damage that the deal while using a blade type weapon will be much higher than
the damage they would deal while using a blunt weapon. A bow's damage is
dependant on your character's marksmen skill level, the bow itself and your
character's agility attribute.

There are two different types of melee attacks, basic attacks and power
attacks. You can perform power attacks by holding down on the right trigger
and push the right thumbstick in a certain direction. As you gain levels in
your skills, you will reach new mastery levels. Each time you reach a new
mastery level, you will gain a new power attack. A novice can perform a basic
power attack with a blade or blunt weapon by holding down on RT and pushing
the right thumbstick in any direction. As an Apprentice, one can perform a
more powerful power attack, by simply holding down on RT. Journeyman gain the
left and right power attacks. Experts gain a backwards power attack with a
chance of knocking their opponent back. Finally, Master gains a forward power
attack with a chance of paralyzing the target.

For ranged weapons, hold down the right trigger to pull the bowstring to its
full extension, then release the right trigger to fire the arrow. Of course,
as with a real bow, aim the arrow up higher to adjust the distance. As soon as
you hit Journeymen, you will be able to zoom in by holding down on the left
trigger. To see the other perks associated with the marksmen mastery levels,
check out the skills section. Blocking of course goes hand in hand with combat.
You can block with weapons, but a shield is much more effective in absorbing a
hit than a weapon is. A shield can only be used while you are wielding a one-
handed weapon. Bow or two-handed weapon users must block with their weapon.

As you use your weapons, their quality will eventually drop. When it drops
completely, it will become unusable. A weapon of lesser quality will be
dealing less damage than it would be at its full potential, as armor would be
less effective at absorbing damage while it is damaged. You can repair your
damaged equipment by using a repair hammer. As you gain skills in Armorer,
there will be less of a chance of a hammer breaking while you are using it.
If your mastery level in Armorer is below Journeyman, you will not be able to
repair enchanted equipment. You can, however, bring your damaged equipment to
just about any weapon/armor store and have the shopkeeper fix it for a price.

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Magic [B03]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

There are six different colleges of magic that can be used. Each different
school has different types of spells associated with it:

Destruction: Cast spells to inflict magical fire, frost and shock damage or
lower resistances to magic attacks.
Alteration: Cast spells to breathe or walk on water, open lock, shield from
physical or magical attacks and alter encumbrance.
Illusion: Cast spells to charm, conceal, create light, silence, paralyze,
command or effect morale or aggressiveness.
Conjuration: Cast spells to summon demonic creatures, magical weapons and
armor or turn the undead.
Mysticism: Cast spells to absorb, reflect, and dispel magic. Move objects,
sense life and bind souls.
Restoration: Cast spells to restore, fortify or absorb physical and magic
attributes, cure disease and resist magic attacks.

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Stealth [B04]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Characters geared towards stealth focus on surprising the enemy, while
remaining out of sight. The heart of the art of stealth is the sneak mode, to
enter this mode simply press down on left thumbstick and you will enter sneak
mode. While in sneak mode, an eye icon will appear in the middle of the
display. While this eye is faded, it means that there aren't any creatures or
characters that can see you, you are effectively hidden. While the icon is
bright and solid, it means that you have been detected. Several factors affect
your chance of being detected by someone. The weight of your boots, the amount
of light in a location, the speed of your movement all have an effect on your
chances of being detected. While sneaking, do not cast any spells that
generate light.

While in sneak mode, one can perform sneak attacks if they are undetected. If
you are using a ranged or one-handed weapon and you strike a target while you
are sneaking undetected, you will get a damage bonus. With ranged weapons, the
damage that the bow deals is multiplied by three, with one-handed weapons the
damage is multiplied by six. A sneak attack cannot be performed with a two-
handed weapon, making any weapon under that category virtually useless to a
stealth character.

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Attributes [B05]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Each time your character gains a level, you will be able to choose three of
the eight attributes to raise by a certain amount. Each attribute has a
certain effect on your character, raising an attribute enhances the effect
on your character. Below is a table describing each attribute, as well as the
effect they have on your character. For information on gaining levels, refer
to the section below this one.

O===============O============================================================O
| - Attribute - | - Affects/Governing Attributes - |
O===============O============================================================O
| Strength | How much you can carry, your Fatigue, damage dealt with |
| | melee weapons. Governs Blunt, Blade and Hand to Hand. |
|---------------+------------------------------------------------------------|
| Intelligence | Total Magicka. Governs the skills Alchemy, Conjuration, |
| | and Mysticism. |
|---------------+------------------------------------------------------------|
| Willpower | Magicka regeneration rate, how much fatigue you have. |
| | Governs Destruction, Alteration, and Restoration. |
|---------------+------------------------------------------------------------|
| Agility | Reduces the likelihood that you will lose balance when |
| | struck by an enemy. Affects how much damage you do with |
| | ranged weapons. Governs Security, Sneak and Marksman. |
|---------------+------------------------------------------------------------|
| Speed | Determines the speed of your movement. Governs the skills |
| | of Athletics, Light Armor, and Acrobatics. |
|---------------+------------------------------------------------------------|
| Endurance | Affects your total fatigue, health and the rate at which |
| | your health will increase at when you gain levels. You |
| | gain one-tenth of your endurance attribute each time you |
| | gain a level. Governs Block, Armorer and Heavy Armor. |
|---------------+------------------------------------------------------------|
| Personality | Affects people's default disposition towards you. Governs |
| | the skills of Speechcraft, Mercantile and Illusion. |
|---------------+------------------------------------------------------------|
| Luck | Has an effect on everything you do. An example of this is |
| | the probability of receiving rare items from random drops. |
o---------------o------------------------------------------------------------o

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- Gaining Levels [B06]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

The leveling system in The Elder Scrolls series is different from most
traditional RPGs. You do not gain experience points by killing monsters,
instead you gain levels by making advancements in your major skills. The
seven major skills that you choose during the character creation process are
very important for this very reason. To gain a level, you must raise any
combination of your seven major skills a total of ten times.

There are three main ways to raise your skill levels. One being to simply use
it over and over, the lower the skill level, the easier it is to increase it
by using it. As a particular skill's level becomes higher, it will take more
time to raise it by another level. You can also pay an NPC to train your char-
acter in a specific skill. To do this you must find a character that has a
mastery level higher than yours in the skill that you wish to be trained in.
There is a limit of five trained levels per character level. You may also come
across "Skill Books" in the world of Oblivion. Upon reading these skill books,
you will gain a level in a certain skill.

When you do increase the major skills associated with your class by ten
points, you will receive a notification telling you to find a bed to sleep
and meditate on what you have learned. You must find a bed and use it to
sleep and meditate on what you've learned in order to increase your level.
You do not need to sleep right away however, you can "stack" levels and
sleep in a bed several times in a row to catch up. When you raise your level,
you will have to choose three of your eight attributes to raise. Certain
attributes may receive a bonus modifier, which is determined by which skills
you have increased since you last raised level. The attributes that receive
bonus modifiers are determined by the "governing attribute" of the skills that
you have raised.

For each two levels you gain in a skill, it will add +1 to that skill's
governed attribute's bonus modifier. Whether a skill is Major or Minor does
not affect the modifier. For example, if you gain four levels in Armorer,
which has its governing attribute as Endurance, ten levels in a minor skill
such as Destruction, which has the governing attribute of Willpower, you would
receive the opportunity to increase Endurance by +3 and Willpower by +5. The
bonus modifier has a limit of +5, so don't bother raising a skill to try
and get a modifier by more than ten levels.

------\=======================================================================
[*03] \ - Character Creation -
--------\=====================================================================

The first thing that you must do in Oblivion is design your character.
Oblivion features a very in-depth character creation system. You must choose
from one of the 10 races, design your character's looks (in great detail if
you wish, or you can just choose to randomize their face), select a Birthsign
and assign them a class. This section gives a detailed description of the
options for the choices you must make.

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Races [C01]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

There are a total of ten different races in Oblivion for you to choose from.
Each race has its own strengths and weaknesses. Every race receives certain
skill bonuses and special abilities that are unique to that race. While deci-
ding on a race, keep in mind the type of character you want to be and make
sure that your choice is well suited for your desired role. Keep in mind how-
ever, that starting stats and skill bonuses really don't matter too much once
you reach higher levels.

+--------------------------- Argonian ---------------------------+

Description: This reptilian race, well-suited for the treacherous swamps of
------------ its homeland, has developed natural immunities to diseases and
poisons. They can breathe water and are good at picking locks.

Skill Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5,
-------------- Illusion +5, Mysticism +5, Security +10

Race Specials: Resist Disease, Immune to Poison, Water Breathing
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 50 | 50 | 30 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 50 | 40 | 40 | 40 | 30 | 30 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+---------------------------- Breton ----------------------------+

Description: In addition to their quick and perceptive grasp of spellcraft
------------ even the humblest of Bretons can boast a resistance to magic
energies. They are particularly skilled at summoning and
healing magic.

Skill Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5,
-------------- Mysticism +10, Restoration +10

Race Specials: Fortified Magicka, Dragon Skin, Resist Magicka
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 50 | 50 | 30 | 30 | 30 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 50 | 50 | 30 | 40 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+--------------------------- Dark Elf ---------------------------+

Description: Also known as "Dunmer" in their homeland of Morrowind, the
------------ Dark Elves are noted for their skilled and balanced integr-
ation of the sword, the bow and destruction magic. They are
resistant to fire and can summon an ancestral ghost for aid.

Skill Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10,
-------------- Light Armor +5, Marksman +5, Mysticism +5

Race Specials: Ancestor Guardian, Resist Fire
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 40 | 50 | 40 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 40 | 30 | 40 | 50 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+--------------------------- High Elf ---------------------------+

Description: Also known as "Altmer" in their homeland of Summerset Isle,
------------ the High Elves are the most strongly gifted in the arcane
arts of all the races. However, they are also somewhat vulne-
rable to fire, frost and shock.

Skill Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10
-------------- Illusion +5, Mysticism +10

Race Specials: Weakness to Fire, Frost and Shock, Resist Disease, Fortified
-------------- Magicka
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 30 | 50 | 40 | 40 | 30 | 40 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 50 | 40 | 40 | 40 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+--------------------------- Imperial ---------------------------+

Description: Natives of the civilized, cosmopolitan province of Cyrodiil,
------------ they have proved to be shrewd diplomats and traders. They are
skilled with heavy armor and in the social skills. They tend
to favor the warrior class.

Skill Bonuses: Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercan-
-------------- tile +10, Speechcraft +10

Race Specials: Star of the West, Voice of the Emperor
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 30 | 40 | 40 | 50 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 40 | 40 | 30 | 30 | 40 | 50 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+---------------------------- Khajiit ---------------------------+

Description: Hailing from the province of Elsweyr, they are intelligent,
------------ quick, and agile. They make excellent thieves due to their
natural agility and unmatched acrobatics skill. All Khajiit
can see in the dark.

Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10,
-------------- Light Armor +5, Security +5, Sneak +5

Race Specials: Eye of Fear, Eye of Night
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 50 | 40 | 30 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 40 | 30 | 50 | 40 | 40 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+----------------------------- Nord -----------------------------+

Description: Citizens of Skyrim, they are a tall and fair-haired people.
------------ Strong and hardy, Nords are famous for their resistance to
cold. They are highly talented warriors.

Skill Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10,
-------------- Restoration +5

Race Specials: Nordic Frost, Woad, Resist Frost
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 50 | 30 | 30 | 40 | 50 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 50 | 30 | 40 | 40 | 40 | 40 | 30 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+------------------------------ Orc -----------------------------+

Description: The people of the Wrothgarian and Dragontail Mountains,
------------ Orcish armorers are prized for their craftsmanship. Orc
troops in heavy armor are among the finest in the Empire,
and are fearsome when using their berserker rage.

Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy
-------------- Armor +10

Race Specials: Berserk, Resist Magicka
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 45 | 30 | 50 | 35 | 30 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 45 | 40 | 45 | 35 | 30 | 50 | 25 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+--------------------------- Redguard ---------------------------+

Description: The most naturally talented warriors in Tamriel. In addition
------------ to their cultural affinities for many weapons and armor
styles, they also have a hardy constitution and natural resi-
stance to disease and poison.

Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy
-------------- Armor +5, Mercantile +5

Race Specials: Adrenaline Rush, Resist Poison, Resist Disease
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 50 | 30 | 30 | 40 | 40 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 30 | 30 | 40 | 40 | 50 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o


+--------------------------- Wood Elf ---------------------------+

Description: The clanfolk of the Western Valenwood forests, also known as
------------ "Bosmer." Wood Elves are nimble and quick, making them good
scouts and thieves, and there are no finer archers in all of
Tamriel. Their ability to command simple creatures is
well-known.

Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5,
-------------- Marksman +10, Sneak +10

Race Specials: Beast Tongue, Resist Disease
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 30 | 40 | 30 | 50 | 50 | 40 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 40 | 30 | 50 | 50 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Birthsigns [C02]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Part of the character creation process includes choosing one of the thirteen
birthsigns that your marks your character's birth. The birthsigns grant you
special powers, some more useful than others. Below is a table listing each
of the birthsigns and the effect that they have on your character:

O================O===========================================================O
| - Birth Sign - | - Power - |
O================O===========================================================O
| The Apprentice | Grants a 100 point bonus to your Magicka attribute. |
| | 100% Weakness to Magicka. |
|----------------+-----------------------------------------------------------|
| The Lady | Grants a 10 point bonus to your Willpower and Endurance |
| | attributes. |
|----------------+-----------------------------------------------------------|
| The Mage | The Mage grants a permanent bonus of 50 points to your |
| | Magicka attribute. |
|----------------+-----------------------------------------------------------|
| The Thief | Grants a 10 point bonus to your Speed, Agility and Luck |
| | attributes. |
|----------------+-----------------------------------------------------------|
| The Atronach | You do not regain Magicka over time. Instead you have 50% |
| | Spell Absorption. Base Magicka increased by 150 points. |
|----------------+-----------------------------------------------------------|
| The Lord | Blood of the North - Lesser power, regenerates up to 90 |
| | of Health. Permanent 25% weakness to Fire. |
|----------------+-----------------------------------------------------------|
| The Lover | Lover's Kiss - Greater power, paralyze an enemy for 10 |
| | seconds at the cost of 120 points of Fatigue. |
|----------------+-----------------------------------------------------------|
| The Ritual | Mara's Gift - Greater power, Restore health spell. |
| | Blessed Word - Turn the Undead. |
|----------------+-----------------------------------------------------------|
| The Serpent | Slow but potent poison on touch. Also cures and dispels |
| | magic on yourself. Costs 100 points of Fatigue. |
|----------------+-----------------------------------------------------------|
| The Shadow | Moonshadow - Greater power, become Invisible for 60 |
| | seconds. |
|----------------+-----------------------------------------------------------|
| The Steed | The Steed birthsign grants a bonus of 20 to your speed |
| | attribute. |
|----------------+-----------------------------------------------------------|
| The Tower | Tower Key - Greater power, open an Average or lower |
| | quality lock once a day. Tower Warden reflects 5 point of |
| | damage for 120 seconds a day. |
|----------------+-----------------------------------------------------------|
| The Warrior | Grants a bonus of 10 points to your Strength and Enduran- |
| | ce attributes. |
o----------------o-----------------------------------------------------------o

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Skills [C03]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

In total, there are 21 skills in Oblivion. Your character will be composed of
seven skills that will be referred to as "Major Skills" and the rest will be
referred to as "Minor Skills." There are set points that are considered
"Mastery Levels." When you reach a particular mastery level, you will receive
what is called a "skill perk" for the skill in question. The major skills that
you select will start off at the Apprentice mastery level (25). Below is a
table listing each mastery level and its level range:

O=========================================O==================================O
| - Skill Mastery Level - | - Skill Scores - |
O=========================================O==================================O
| Novice | 0-24 |
|-----------------------------------------+----------------------------------|
| Apprentice | 25-49 |
|-----------------------------------------+----------------------------------|
| Journeyman | 50-74 |
|-----------------------------------------+----------------------------------|
| Expert | 75-99 |
|-----------------------------------------+----------------------------------|
| Master | 100 |
o-----------------------------------------o----------------------------------o

The skills are categorized as either Combat skills, Magic skills or Stealth
skills. Each skill in these categories have governing attributes that reflect
their categories. The governing attribute of a skill is important because,
depending on the number of levels in that skill that you gain before gaining
a character level, you will get an attribute bonus. For every two levels you
gain in a skill you will receive one extra point to that skill's governed
attribute. For example, if you gain ten levels in Armorer, it's governing
attribute is Endurance so therefore you will be able to raise your Endurance
by +5 the next time you gain a level and rest. The maximum attribute bonus
that you can get is a +5. Gains in minor as well as major skills count towards
the attribute bonus.


C O M B A T S K I L L S
+---------------------------------- Block ----------------------------------+

Governing Attribute: Endurance

Description: Parry melee attacks with shields and weapons. Successful
blocks reduce damage received.

Novice: A Novice of Block is fatigued when blocking. Also, hand-to-hand
blocking against weapons has no effect.
Apprentice: An Apprentice is no longer fatigued when blocking.
Journeyman: A Journeyman's shield or weapon is no longer damaged when he/she
blocks. Opponents may recoil when blocking with hand-to-hand.
Expert: An Expert blocking with a shield has a chance to do a knockback
counter attack, which staggers the enemy if the shield blow
connects.
Master: A Master Blocking with a shield has an additional chance of
disarming an enemy with a successful knockback counterattack.


+--------------------------------- Armorer ---------------------------------+

Governing Attribute: Endurance

Description: Repair damaged weapons and armor. Damaged pieces of equipment
are less effective.

Novice: A Novice cannot repair magic items.
Apprentice: Repair hammers now last twice as long. Magic items still cannot
be repaired by an apprentice.
Journeyman: A Journeyman of Armorer can now repair magic items.
Expert: An Expert can repair items beyond their highest conditi-
on (To 125%). Expert improved weapons do more damage and expert
improved armor offers better protection.
Master: Repair hammers never break when used by a Master.


+------------------------------- Heavy Armor -------------------------------+

Governing Attribute: Endurance

Description: Make more effective use of armors classified as Heavy Armor.
Heavy armor includes Iron, Steel, Dwarven, Orcish, Ebony and
Daedric.

Novice: Heavy Armor degrades rapidly with use (150% of normal rate).
Apprentice: Heavy Armor worn by an Apprentice degrades at a normal rate.
Journeyman: Armor degrades at a 50% slower rate.
Expert: Worn Heavy Armor only encumbers by 50%.
Master: Equipped Heavy Armor does not encumber at all.

+---------------------------------- Blunt ----------------------------------+

Governing Attribute: Strength

Description: Use weapons categorized as blunt more effectively. This encomp-
asses mace and axe type weapons.

Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze.

+---------------------------------- Blade ----------------------------------+

Governing Attribute: Strength

Description: Use weapons categorized as blade more effectively. This encomp-
asses dagger and sword type weapons.

Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze.

+-------------------------------- Athletics --------------------------------+

Governing Attribute: Speed

Description: Run and swim faster. Also effectives rate of lost fatigue
recovery.

Novice: A Novice regenerates Fatigue slowly when running.
Apprentice: An Apprentice regenerates Fatigue 25% faster when running.
Journeyman: A Journeyman regenerates Fatigue 50% faster when running.
Expert: An Expert regenerates Fatigue 75% faster when running.
Master: A Master's Fatigue regeneration rate is never reduced while
running.

+------------------------------- Hand To Hand ------------------------------+

Governing Attribute: Strength

Description: Attack without weapons using your fists to damage and fatigue
opponents.

Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown. Also
gains a chance of a knockback attack while blocking.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze. While blocking, gains a
chance of a disarm on a knockback attack.


M A G I C S K I L L S
+------------------------------- Destruction -------------------------------+

Governing Attribute: Willpower

Description: Cast spells to inflict magical fire, frost and shock damage or
lower resistances to magic attacks.

Novice: Cast Novice level Destruction spells.
Apprentice: Cast Apprentice level Destruction spells.
Journeyman: Cast Journeyman level Destruction spells.
Expert: Cast Expert level Destruction spells.
Master: Cast Master level Destruction spells.

+------------------------------- Alteration --------------------------------+

Governing Attribute: Willpower

Description: Cast spells to breathe or walk on water, open lock, shield from
physical or magical attacks and alter encumbrance.

Novice: Cast Novice level Alteration spells.
Apprentice: Cast Apprentice level Alteration spells.
Journeyman: Cast Journeyman level Alteration spells.
Expert: Cast Expert level Alteration spells.
Master: Cast Master level Alteration spells.

+-------------------------------- Illusion ---------------------------------+

Governing Attribute: Personality

Description: Cast spells to charm, conceal, create light, silence, paralyze,
command or effect morale or aggressiveness.

Novice: Cast Novice level Illusion spells.
Apprentice: Cast Apprentice level Illusion spells.
Journeyman: Cast Journeyman level Illusion spells.
Expert: Cast Expert level Illusion spells.
Master: Cast Master level Illusion spells.

+------------------------------- Conjuration -------------------------------+

Governing Attribute: Intelligence

Description: Cast spells to summon demonic creatures, magical weapons and
armor or turn the undead.

Novice: Cast Novice level Conjuration spells.
Apprentice: Cast Apprentice level Conjuration spells.
Journeyman: Cast Journeyman level Conjuration spells.
Expert: Cast Expert level Conjuration spells.
Master: Cast Master level Conjuration spells.

+-------------------------------- Mysticism --------------------------------+

Governing Attribute: Intelligence

Description: Cast spells to absorb, reflect, and dispel magic. Move objects,
sense life and bind souls.

Novice: Cast Novice level Mysticism spells.
Apprentice: Cast Apprentice level Mysticism spells.
Journeyman: Cast Journeyman level Mysticism spells.
Expert: Cast Expert level Mysticism spells.
Master: Cast Master level Mysticism spells.

+------------------------------- Restoration -------------------------------+

Governing Attribute: Willpower

Description: Cast spells to restore, fortify or absorb physical and magic
attributes, cure disease and resist magic attacks.

Novice: Cast Novice level Restoration spells.
Apprentice: Cast Apprentice level Restoration spells.
Journeyman: Cast Journeyman level Restoration spells.
Expert: Cast Expert level Restoration spells.
Master: Cast Master level Restoration spells.

+--------------------------------- Alchemy ---------------------------------+

Governing Attribute: Intelligence

Description: Create potions and gain benefits from alchemical ingredients
more effectively.

Novice: Recognizes only the first of four potential alchemical
properties of a substance.
Apprentice: Recognize the first two of four potential alchemical
properties of a substance.
Journeyman: Recognize the first three of four potential alchemical
properties of a substance.
Expert: Recognize all four potential alchemical properties of a
substance.
Master: Create potions from a single ingredient.


S T E A L T H S K I L L S
+-------------------------------- Security ---------------------------------+

Governing Attribute: Agility

Description: Utilize lockpicks to open locked door, chests, containers, etc.

Novice: As many as four tumblers will fall a pick is broken due to
being unsuccessful.
Apprentice: As many as three tumblers will fall a pick is broken due to
being unsuccessful.
Journeyman: As many as two tumblers will fall when a pick is broken due to
being unsuccessful.
Expert: Only one tumbler will fall when unsuccessful.
Master: No tumblers will fall when a pick is broken due to being unsucc-
essful.

+---------------------------------- Sneak ----------------------------------+

Governing Attribute: Agility

Description: Become harder to detect when moving in the shadows by observers.
Pick pockets more effectively (To enter sneak mode, press on the
left thumbstick button).

Novice: Gains a 4x damage bonus for one-handed and hand-to-hand, and a
2x damage bonus for marksmen attacks, when undetected.
Apprentice: Gains a 6x damage bonus for one-handed and hand-to-hand, and a
3x damage bonus for marksmen attacks, when undetected.
Journeyman: Receives no penalty to his/her chance of detection while
sneaking for the weight of his/her equipped boots.
Expert: Receives no penalty to his/her chance of being detected while
sneaking for moving faster rather than slower.
Master: An undetected sneak attack made by a master will ignore the
target's armor rating.

+-------------------------------- Acrobatics -------------------------------+

Governing Attribute: Speed

Description: Jump higher and farther. Avoid damage when falling great
distances.

Novice: Cannot attack while jumping or falling.
Apprentice: Perform normal attacks while jumping or falling.
Journeyman: Gain the dodge ability, hold block and jump in a direction to
roll (Hold RT, right thumbstick left or right and press Y. or
hold RT and down on the right thumbstick to do a back flip!).
Expert: Fatigue loss for jumping is reduced by 50%.
Master: Gains the Water Jump ability. With good timing, a master can
jump off the surface of water.

+------------------------------- Light Armor -------------------------------+

Governing Attribute: Speed

Description: Make more effective use of armors classified as Light Armor.
Heavy armor includes Fur, Leather, Chain, Mithril, Elven, and
Glass.

Novice: Light Armor degrades rapidly with use (150% of normal rate).
Apprentice: Light Armor worn by an Apprentice degrades at a normal rate.
Journeyman: Armor degrades at a 50% slower rate.
Expert: Equipped Light Armor does not encumber the user at all.
Master: While wearing only Light Armor, the Master gains a bonus of 50%
to the rating of that armor.

+--------------------------------- Marksman --------------------------------+

Governing Attribute: Agility

Description: Make more effective use of bow and arrow weapons.

Novice: A Novice is fatigued while holding a bow drawn back.
Apprentice: No fatigue cost for holding a bow drawn back.
Journeyman: While holding block while the bow is drawn, user can zoom in.
Expert: Arrow attacks have a chance of knocking the target down.
Master: Arrow attacks have a chance of paralyzing the target.

+------------------------------- Mercantile --------------------------------+

Governing Attribute: Personality

Description: Get better deals when buying or selling items.

Novice: Value of item is reduced by worn condition of the item.
Apprentice: Value of item that is being sold is not reduced by the worn
condition of the item.
Journeyman: Can buy and sell any object to any vendor, even if he or she
does not usually deal in that type of wares.
Expert: Has the ability to invest in a shop, giving the merchant money
to permanently increase his or her shop's available gold by 500.
Master: All shops in the world always have 500 more gold available.

+------------------------------- Speechcraft -------------------------------+

Governing Attribute: Personality

Description: Use speech to persuade listeners to like and trust you.

Novice: Can offer bribes to increase disposition of certain people.
Apprentice: Gains a free rotation wedge in the persuasion menu.
Journeyman: Falling disposition timer in the persuasion mini-game is 50%
slower.
Expert: Disposition loss from negative results in the mini-game are
reduced from -150% to -100%.
Master: Bribes cast half as much as they normally do.

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Classes [C04]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

During the character creation process, you must select a class. Your class
is composed of seven major skills, two favored attributes and a specializa-
tion. After the tutorial, you can either choose a predefined class or choose
to create your own custom class. The seven major skills that you select will
determine how your character levels up. By using these skills and progressing
in them, your character will gain levels. The two attributes that you select
as favored attributes will receive a +5 bonus. There are three specializations:
Combat, Magic and Stealth. Each skill in the specialization selected will gain
a +10 bonus.

------\=======================================================================
[*04] \ - Quest Walkthroughs -
--------\=====================================================================
------------------------------------------------------------------------------

- Main Quest - [W01]

------------------------------------------------------------------------------

Tutorial...................................................(MQ01)
Deliver the Amulet.........................................(MQ02)
Find the Heir..............................................(MQ03)
Breaking the Siege of Kvatch...............................(MQ04)
Weynon Priory..............................................(MQ05)
The Path of Dawn...........................................(MQ06)
Dagon Shrine...............................................(MQ07)
Spies......................................................(MQ08)
Blood of the Daedra........................................(MQ09)
Bruma Gate.................................................(MQ10)
Blood of the Divines.......................................(MQ11)
Miscarcand.................................................(MQ12)
Allies for Bruma...........................................(MQ13)
Defense of Bruma...........................................(MQ14)
Great Gate.................................................(MQ15)
Paradise...................................................(MQ16)
Light the Dragonfires......................................(MQ17)

==============================================================================
...Tutorial - (MQ01)..........................................................
==============================================================================
Once Oblivion's opening video has concluded, you will be taken to the Imperial
Prison. Your first task here is to develop your onscreen persona. At this
point, you are only able to create your character's physical features and name
them. As you move through the tutorial, you will be able to alter other
aspects of your character, however. I will tell you now that you will have one
more chance to alter your character's look before you are out of this prison.
So if you are having trouble getting your character looking exactly the way you
want, you can always move on for now and make more changes once you reach that
point. If you are having trouble deciding which race to choose, take a look at
the "Character Creation" section in this guide for some information about each
race, as well as some other information on creating your character. When you
have named and designed your character, exit the character creation menu to
begin.

Your story begins in the Imperial City Prison. There isn't much in your cell;
some bones, a couple of jugs... Don't bother picking any of these items up as
they are virtually useless and will just take up space. Your not alone in the
prison, there is a Dark Elf in the cell across from you. He immediately begins
to hurl insults at you as you gain control of your character. He also assures
you that you are going to die in here, trying to scare you or something. Just
before you and your new friend become better acquainted with each other, some
guards begin to approach, they're heading towards your cell and they're accom-
panied by the Emperor! One of the guards commands you to go and stand over by
the window in your cell, they assure you that you will not be harmed if you
stay out of their way. Go and stand over by the window and the guards will
open the door and enter your cell.

Emperor Uriel Septim approaches you, apparently he recognizes you from a
dream. A short dialogue sequence with the Emperor occurs, select whichever
dialogue options you wish. The Emperor explains that his sons have been
murdered by assassins, and the he needs to escape because it is believed that
he will be the next victim. When your little chat with the Emperor has come
to an end, one of the guards will open a secret passage in the cell. Follow
The Emperor and the guards out of the cell and through the secret passage.
You will eventually come to a halt, some assassins will attempt to attack
the Emperor. Captain Renault is slain during the attack, feel free to arm you-
rself with her Steel Sword or her Akaviri Katana.

The two remaining guards and the Emperor will head through the doorway leading
to the Imperial Subterrane. You will not be able to follow them through here,
but luckily a new passage opens just to the right of this door. There are some
rats in here, so make sure that you have a weapon equipped. Throughout this
quest you will receive notifications that will explain the basic controls of
Oblivion. If you are feeling confused, press the B button to call up the
journal menu, press RT or LT to move over to the Map/Quest section (the one on
the far right) and you can view the tips that have already been displayed to
you.

Step through the passage once you are prepared. You will find an Iron Key in
this room on the corpse of a dead goblin. Approach the door at the end of this
area that leads to the Imperial Substructure and try to open it. It is locked,
but using the Iron Key you can open it without having to pick the lock. In
this area, head straight and turn to your left at the opening. Follow this
path until you reach some enemies, most likely a few rats and maybe a zombie.
If the rats and the zombie are already fighting when you get there, let them
finish their fight and take out the winner. The rest of this area is quite
straightforward. If you do feel like you are getting lost, press the B button
to bring up the journal menu and use RT or LT to go to the Quest/Map
sect ion (one on the far right) and move to the area map using the left
thumbstick.

When you reach the end of this area, you will come to a wooden door that leads
to Natural Caverns. As you move forward, you will receive a quest update. It
will explain sneak mode to you. If you have a torch out, make sure that you
put it away because the goblin will definitely see you if you try sneaking up
on him with one equipped. Once the goblin has be dealt with, explore the
little encampment. There is a chest behind some rocks, approach it and try
to open it. A quest notification will pop up and explain lockpicking to you.

There are some more goblins ahead in this area, and you have to be extra
careful to avoid the traps in this area. As you exit the area with the
first goblin, there are some hanging spike traps. There is a trip wire
and a goblin in this area, just get the goblin's attention and he should
approach you and most likely get killed by the trap. When the enemy has
been dealt with, leave this area and head straight. Straight ahead there
are some logs that can be used against the goblins standing below. Run over
to them and press A when the prompt appears to activate the push logs. Proceed
and you will find yourself in a large, open room. There are rats, several
goblins and a goblin witch in this area, so be cautious as you move through.
When you are finished exploring this area, proceed to the exit.

Go through the door that leads to the Imperial Subterrane to meet up with
the Emperor and his guards. You will witness the group being attacked by some
more assassins. When the fight is over, the Emperor will approach you and
another conversation will begin. At this point, you will have to choose one
of the thirteen birthsigns that marked your character's birth. Your character
will receive bonuses for the birthsign that you choose. You will have one more
chance to change your birthsign before you are out of the prison, so no need
to put too much thought into it right at this moment.

After the conversation, Baurus, one of the Blades, will begin talking with
you. He can tell you some information about the Blades and the Emperor if
you wish. He will also hand you a torch, though you more than likely have
already picked up a few as you moved through the Imperial Substructure. The
Emperor and the guards will continue moving forward, follow them. The group
will once again be attacked by a group of assassins as you attempt to move
forward. When they are all dead, continue following the group and even more
assassins will attack. The Emperor and the guards will go through a door
leading to the Sanctum, follow them. Eventually you and the others will reach
a dead end. The Emperor feels that this is the end of the line for him, the
guards go on ahead while you are charged with the task of defending Septim.
He will hand over the Amulet of Kings, and he gives you the task of delivering
it to Jauffre in Weynon Priory. An assassin enters the room and slays the
Emperor where he stands... There is nothing you can do.

After the battle with the remaining assassins, Baurus will approach you. He
asks you about the Amulet and you tell him what you must do with it. Baurus
tells you about a secret path leading out of the Imperial Prison, through the
sewers. He gives you his key, which you must use to get to the sewers. Now it
is time to choose your character class. Based on your performance in the
tutorial, the game will suggest a class for you to choose. There are twenty-one
pre-made classes, but you can also choose to create your own class if you wish.
I suggest reading up on the "Character Creation" section of this guide
for some useful information to help you with the process.

As with your appearance and birthsign, you have one more chance to edit your
character's class before the end of the sewers. This point is right before you
exit the sewers. When you have decided on your class, Baurus will tell you
that you must deliver the Amulet to Jauffre as soon as possible. If you picked
up Captain Renault's Akaviri Katana earlier when she was slain, Baurus will
thank you for retrieving it and he will take it from you.

==============================================================================
...Deliver the Amulet - (MQ02)................................................
==============================================================================
To get to the sewers, go through the passage that the assassin used to enter
the room and slay the Emperor. Locate the locked door that requires a key and
open the door using Baurus' key. When you unlock the door, you will find the
entrance to the sewers. In the sewers you will find some rats and several
goblins, be wary as you progress because it is very dark and the enemies can
catch you off guard. Head down the stairs and go through the passage below.
Cross the bridge that is farthest to the right in this area. Be cautious as
you proceed, there are likely rats or goblins in this tunnel. Climb up the
stairs and cross the bridge to the other side of this area and open the gate.
Now just continue moving forward until you reach the gate that leads to the
City Isle.

[Escaped the Imperial Sewers, achieved!]

This is it, you're about to step out into the land of Cyrodiil. You can see
the light at the end of the tunnel. At this point, if you press A to open the
gate when prompted, a menu will appear. This is your ONLY chance to revise
your character. Once you step through that gate, you will not be able to
edit your character at any other point in the game. I highly suggest that you
create a separate save file right before exiting the sewers. This serves
several purposes: For one, if you get a few hours in to the game and you feel
that your character isn't working for you, you can load up this save and just
edit your character without having to go through the entire character creation
process again. Also, if in the future you wish to start a brand new character,
you can just simply load up this save and create a new character without
having to go through the beginning tutorial sequence again.

You can edit all aspects of your character while you are at this point, so
take the time to make sure that you are completely happy with your character
before you proceed. Once you open the gate and set foot outside, you're home
free! You are now free to do what you want to do. Nothing is forcing you to
proceed with the main quest, so feel free to go off and do some side quests,
join a guild or two, scour some dungeons in search of new equipment, etc.

You need to bring the Amulet of Kings that the Emperor gave you to a man named
Jauffre in Weynon Priory, which is located near the city of Chorrol. Chorrol
is located just west of the Imperial City. You can bring up the world map by
pressing the B button to call up the character menu, using LT or RT to move to
the Quests/Maps section and moving to the second icon to the left in the
row. You can use the Right Thumbstick to move and view the map. Now, there are
two different ways you can get to Weynon Priory. One of the ways is just by
simply walking there, you can set "Deliver the Amulet" as an active quest so
the marker that points to Weynon Priory will appear on your compass. There is
a faster way to jump to Weynon Priory however.

You can "Fast travel" to any location on your map (cities or dungeons you have
visited at least once) by calling up the world map, moving the cursor over the
location that you wish to travel to, and press the A button while hovering
over it. We want to go to Weynon Priory, so call up the world map, locate
Chorrol and move the cursor down so it is on top of Weynon Priory, press A
and confirm that you want to travel there. Now that you have arrived to Weynon
Priory, you must locate Jauffre and deliver the Amulet of Kings. As you enter
the Priory, look to your right to see a large house. This is Weynon House and
Jauffre is most likely in there. The NPCs in Oblivion have their own schedules
and they do not stay in one place. Jauffre should be in Weynon House during
the day, along with Prior Maborel.

When you enter the house, head up the stairs and turn to the right. Jauffre
should be sitting at his desk here. If he isn't and you don't feel like
looking elsewhere for him, you can press the Back button and wait a few hours
until he goes to sit at his desk. Once you have located Jauffre, speak to him
and tell him that you have the Amulet of Kings. Jauffre is shocked that you
have brought the Amulet to him, he tells you about Mehrunes Dagon and the
realm of Oblivion. Without an Emperor on the throne, he believes that the
Daedra from Oblivion may be able to invade Cyrodiil. Once you hand over the
Amulet, Jauffre will assign to you another task.

It turns out that the Emperor has an illegitimate son named Martin. You must
find him and bring him to the safety of Weynon Priory. Before you leave, you
can speak with Jauffre and learn some more about Martin, the Blades, the
Emperor, and some other information. If you select "Assistance" from the
dialogue options, Jauffre will unlock the chest in the Weynon House and allow
you to take some basic weapons and armor. If you speak to Prior Maborel, he
will offer to give you his horse. If you can find Brother Piner, who should be
in the Weynon House, he will give you the "Warp in the West" skill book, which
will increase your Block skill by one level when it is read.

==============================================================================
...Find the Heir - (MQ03).....................................................
==============================================================================
You must now journey to the city of Kvatch to find the Emperor's illegitimate
son Martin. Jauffre has told you that Martin is serving as a priest in the
Chapel of Akatosh. Kvatch is located southwest of the Imperial City, if you
choose to walk there you can set "Find the Heir" as your Active Quest so a
red marker will appear on your map and compass, leading you to Martin. However
you decide to get there, fast travel or by foot/horse, once you reach Kvatch,
a man name Hirtel will approach and begin a conversation with you. He brings
grave news with him, the city of Kvatch is now in ruins.

A gate to Oblivion opened and Daedra poured out and destroyed the city. Up the
road you will find what's left of the people of Kvatch, they have set up a
small encampment. If you speak to the townspeople, they will tell you about
the destruction of Kvatch, if you ask about Martin they tell you that he
didn't make it out of the city. You need to make your way up the hill to the
city of Kvatch. There is a very straightforward path just north of the fire
leading up to the city gates.

The sky becomes an ominous crimson as you ascend. Once you reach the top, you
will find what is left of the Kvatch guard. In the distance, there is a gate
leading to the realm of Oblivion. Savlian Matius will confront you, telling
you to turn back. Select "Help" from the dialogue options to offer your
services. This will add a new quest, "Breaking the Siege of Kvatch" to your
journal. If you ask Savlian Matius about Martin, he will tell you that he
believes that Martin is still alive, with a group that barricaded themselves
within the Chapel of Akatosh inside the city. Before you can speak with Martin
in Kvatch, you must first progress in the "Breaking the Siege of Kvatch"
quest.

When you have completed the "Breaking the Siege of Kvatch" quest, speak with
Martin and have him follow you so you can travel with him to Weynon Priory. If
you choose to fast travel to Weynon Priory, Martin will travel with you there,
so it is much faster to just fast travel. As you arrive to Weynon Priory, it
is evident that there is trouble. Eronor, a dark elf, will initiate a convers-
ation with you and tell you what is going on. He tells you that Prior Maborel
has fallen, and that Jauffre may still be alive inside the chapel.

==============================================================================
...Breaking the Siege of Kvatch - (MQ04)......................................
==============================================================================
Speak with Savlian Matius and offer your assistance. He will ask you to help
close the Oblivion gate that has opened up outside the ruins of Kvatch.
Savlian is willing to lead his men into the ruined city in an attempt to reach
the survivors in the Chapel of Akatosh, but you must first close the Oblivion
Gate that is halting their progress. To close an Oblivion gate, you must climb
to the top of a tower and remove the Sigil Stone. This is no easy task, and
since this is your first Oblivion gate make sure that you stock up on supplies
such as Repair Hammers, health and magic potions, arrows (if needed), or
anything else you feel you will need. Things are going to be rough once you
step through that portal, so I suggest saving your game before stepping
inside.

As you approach the gate, some minor Daedra will emerge from the portal. Take
them out and then proceed into the gate. There will be some enemies up ahead
as you enter the portal. You also may run into a guard names Ilend Vonius, he
tells you that a survivor of the assault on the Oblivion Gate has been taken
to the large tower within Oblivion. At this point, you can tell him to exit
Oblivion and assist Captain Matius, or you can ask him for some assistance. In
all honesty, it is better to just send him out of the gate, since it is almost
certain that he will die fairly quickly. You have a relatively long and treac-
herous path ahead of you. Start by taking the northwest path from the Oblivion
gate. This path is very straightforward, but you will want to remain vigilant
as you move along. There are several enemies ahead, and some falling boulders
that you will need to watch out for.

Be on the look out for Harrada roots as well, plants that will swipe at you as
you walk by. You should be able to see three tall towers in the distance. You
can enter the middle tower, move east and look around for some steps leading
up to the door. Take the door that leads to "The Blood Feast." Be on guard as
you enter, there is at least one enemy on this lower level. Look around for a
door that leads to "Rending Halls" and go through it. Climb up the ramp and
open the door, more than likely there is an enemy here waiting just outside
the door. There is a Blood Fountain to the left of this room that will heal
you if you are low on health. There are likely several enemies packed in this
room, so be cautious. Once the area is clear, take one of the doors in this
room that leads to the second level of the Blood Feast.

Follow the ramp up, while on watch for enemies, and open one of the doors
leading to "Corridors of Dark Salvation." As always, remain vigilant as there
are enemies in this room waiting for you. Walk up the ramp and open the door
to the unlocked door to the left that leads to "Planes of Oblivion." When you
step through, you will find yourself outside the tower on a bridge, connected
to another tower. Follow the bridge to the end and head inside "Reapers
Sprawl." As you enter you will likely hear a man shouting for help, that is
the survivor Ilend Vonius was speaking of. Ascend up the ramp with caution,
the Dremora Sigil Keeper is above guarding the caged man. Loot the Sigil Keep
Key from the Keeper's body once he is slain and then speak with Menien Goneld.
Unfortunately there is nothing you can do to release to imprisoned man, but
he tells you top proceed on to the Sigil Keep and take the Sigil Stone.

Head back down the ramp and exit back through the door that you entered from.
Cross the bridge and return to the "Corridors of Dark Salvation." Locate the
locked Citadel Hall door at the top of this room. The door will be unlocked
with the Sigil Keep Key. Head up the ramp, be very careful of the wall spike
traps along the way. Exit this room through the door that leads to the next
level of the Blood Feast. Take one of the ramps up to your left or right and
open the "Ruined Portal to The Blood Feast." You will find yourself on an even
higher level in the Blood Feast area. Cross the bride and follow the ramp up,
be cautious of enemies on this level. At the top there is a door leading to
the "Sigilum Sanguis." It is an Easy quality lock but it will open with the
Sigil Keep Key. I suggest saving your game at this point, because you will
probably get attacked by several enemies at once in the Sigil Keep. Take note
of the Blood Fountain here, in case things get hectic and you need to retreat.

Climb up the spiral ramp to the second level of the keep. Be careful of any
enemies, and then proceed up the second ramp on this level. The Sigil Stone
is right in front of you, approach it and "Activate Sigil Stone." The room
erupts into flames and with a bright flash you are instantly teleported out
of Oblivion, back outside the gates of the ruined city. Head back to the
group and tell the captain that you have succeeded. When you are ready, tell
Matius to proceed. As with Oblivion, make sure you are prepared because things
may get hectic once you step foot in Kvatch. Charge towards the gate to Kvatch
and follow the guards into the ruined city. The southern plaza is crawling
with enemies, but it must be cleared before you can rescue the survivors from
inside the chapel. Once all of the Daedra in the plaza have been dealt with,
speak with Matius for further instructions.

[Closed an Oblivion Gate, achieved!]

It's now safe for the survivors to leave the safety of the chapel and join
the remaining townspeople in the encampment to the south of the ruined city.
Head towards the chapel, which is just north of the plaza and proceed inside.
Inside you will find the survivors of the attack on Kvatch still in one piece.
You can find Martin in the main area of the chapel, near the shrine. Speak
with him and tell him that he is the Emperor's son and that he must travel
with you to Weynon Priory. Now speak with Matius to complete the quest.

A new quest will be added to your journal called "The Battle for Castle
Kvatch." You don't need to do this quest, at this point you can simply take
Martin back to Weynon Priory and continue on with the main quest line. This
is, in a sense, a side quest. Whatever your decision may be, continue on with
your quest. You can find "The Battle for Castle Kvatch" in the "Side Quests"
section or if you choose you can continue with the "Find the Heir" quest.

==============================================================================
...Weynon Priory - (MQ05).....................................................
==============================================================================
There are Mythic Dawn Agents attacking Weynon Priory, be careful as they will
likely run straight at you when they spot you. Head straight to the chapel to
the east of the Weynon House and head inside. Inside, you will find Jauffre
being attacked by some Mythic Dawn Agents. Assist him, then he will speak with
you and tell you what happened. You must go and see if the Amulet of Kings is
safe, follow Jauffre out of the chapel and into the Weynon House. Jauffre
discovers that the Amulet of Kings has been taken, he fears that the enemy has
defeated them, until you tell him that you have found Martin. Jauffre tells
you that Martin has the best chance of survival if you bring him to the Cloud
Ruler Temple. It is located high in the mountains of Bruma, you must travel
there with Jauffre and Martin to get him to safety.

You can head outside of the Weynon House and just simply fast travel there.
It would be much quicker since Cloud Ruler Temple is quite a ways away from
Weynon Priory, and on top of that you have two NPCs with you to look after.
If you fast travel there, they will travel with you so I suggest taking that
route. Once you and the others have arrived, approach to the big gates and
open them. Cyrus will come to greet your group, and then lead Martin and
Jauffre inside. Martin will give a short speech to the Blades. Once it is
concluded, he will speak with you again, he suggest speaking with Jauffre to
discuss what to do next and how to recover the Amulet of Kings from the enemy.

==============================================================================
...The Path of Dawn - (MQ06)..................................................
==============================================================================
If you speak to Jauffre, he will thank you for what you have done, and ask
you if you would like to join The Blades. You don't have to join the Blades,
it is your choice, you do not need to in order to progress in the storyline.
If you do join, he will give you an Akaviri Katana, and you can find some
Blades equipment in the Cloud Ruler Temple West Wing. When you are ready speak
with Jauffre and select the "Amulet of Kings" from the dialogue options.
Jauffre wants you to contact Baurus who is in the Imperial City inside Luther
Broad's Boarding House. He believes that Baurus may have some information on
the assassins that can be used to help recover the Amulet of Kings. Luther
Broad's Boarding House is located in the Imperial City's Elven Gardens dist-
rict, unless you want to walk all the way there, you can just fast travel from
Cloud Ruler Temple.

Once you arrive in the Elven Gardens District, go up the steps in front of you
until you reach then junction, then turn to your left. Luther Broad's Boarding
House is right here, head inside. Baurus should be sitting on a stool right in
front of the counter. Speak with Baurus, he will tell you to sit down, follow
his orders and seat yourself on the stool right next to him. Baurus will tell
you that in a moment, he is going to get up off the stool, and the man seated
in the corner reading is going to follow him. When this happens, he wants you
to follow the man. Just select "I'm ready when you are" from the dialogue
because Baurus is unwilling to talk about anything at this time.

Wait until you see the man seated in the corner reading stand up and start
following Baurus, then get up yourself and follow them into the basement.
Continue following them, wait until the man starts to attack Baurus, then
help Baurus out. The man was in fact, a Mythic Dawn Agent. When he is dead,
search his body and retrieve the "Mythic Dawn Commentaries 1" from him.
When you have the book, speak with Baurus again. Baurus will tell you what
he has learned about the Mythic Dawn cult. When you ask him what the next
move will be, he tells you to go and see Tar-Meena at the Arcane University.
She is the apparent resident expert on daedric cults, so bring her the book
to see what she makes of it, she may be able to tell you more about how to
locate the Mythic Dawn. You can step outside and fast travel to the Arcane
University, which is located in the Imperial City where you already are,
or if you choose, you can walk there. Either way, once you are there walk up
to the door and step inside.

Tar-Meena is a female Argonian that you should be able to find in the Arch-
Mage's Lobby. When you find her, speak with her and select "Mythic Dawn" from
the dialogue options. She will tell you a little bit more about the Mythic
Dawn, when she is done tell her that you have found one of their books.
Tar-Meena tells you that there are four volumes of the Mythic Dawn Comment-
aries. She will give you the "Mythic Dawn Commentaries 2" and tell you that
you should check out the bookstore First Edition in the Imperial City Market
District. Leave the Arcane University and get yourself to the Market District.
When you fast travel, just head straight, past the junction and you will find
the bookstore to your left.

Go inside and speak with Phintias, the First Edition's proprietor. Select
"Mysterium Xarxes" from the dialogue options, he tells you that he has a copy
of the third volume on hand, but is already paid for by another customer. If
you ask him about Gwinas, the man that is purchasing the book, he will tell
you that he is late and should be coming to pick up the book soon. You'll have
to wait for him to arrive so you can speak to him about it.

Stand off to the side and wait for Gwinas to arrive. Once Gwinas arrives,
allow him to walk up to the counter and obtain the book from Phintias. Speak
to him and ask about the book, it turns out that Gwinas had no idea that the
Mythic Dawn were the group that assassinated the Emperor and his sons. When he
realizes this, he wants nothing to do with the Mythic Dawn cult and he is
happy to get the book off his hands by handing it over to you. He tells you
that you can only obtain the fourth volume by speaking with a member of the
Mythic Dawn cult. He had a meeting set up with The Sponsor to obtain the
fourth book, he gives you a note which will lead you to the meeting place.
The note says to go alone to the Sunken Sewer, beneath the Imperial City, and
sit at the table. First, you must head back to the Elven Gardens District and
speak with Baurus once more to tell him what you've learned.

When you enter Luther Broad's Boarding House, Baurus will automatically
initiate a conversation with you. Tell him what you know and he will insist on
going along with you to the meeting, since he apparently knows that part of
the sewers very well. Follow Baurus out of the boarding house and continue
following him, he will eventually lead you to a grate that leads to the Elven
Garden sewers. It is very dark in the sewers, so I hope you have some means of
creating light, such as a torch or a spell. All you have to do now once in the
sewers is follow Baurus and fight of any enemies that try to attack you. You
cannot run ahead because Baurus will not follow you, he will just freeze. So
make sure that you stay close behind him.

Once Baurus stops moving, he will initiate a conversation with you. He wants
to go to the meeting while you keep watch on him from above. At this point,
Baurus is no longer immune to death, if his health falls to zero he will be
dead. If you keep Baurus alive, after the quest if you speak to him, he will
raise blade and heavy armor skills by one point. So if you want to keep him
alive, tell him that you will meet the Sponsor. Go through the doorway and
enter the Sunken Sewers. Approach the table and seat yourself in the chair.
The sponsor will enter the room and begin talking to you. A little ways into
his briefing, it will be revealed that you did not come to the meeting alone.

You have to act fast if you don't want Baurus to die, because several Mythic
Dawn guards will come out and attack the both of you. Raven Camoran has the
"Mythic Dawn Commentaries 4" on him, locate his corpse once the battle has
finished and take it from him. Go through the gate that Raven used to get into
the room and climb up the steps. You should have retrieved a Sunken Sewers key
from any one of the Mythic Dawn guards' bodies. Follow through this area until
you reach the Talos Plaza sewers, using the Sunken Sewers key you can unlock
the door.

Proceed into the next area, there is likely to be an enemy in here so be
cautious. Locate the turn wheel next to the fire and activate it to open
the door on the west side of this room. Enter and climb up the steps to your
left. In this room, take the passage on the east side of this room. Move
straight through this room and then move south down the next large area.
Go through the passage at the end and exit through the door to the south
of this room which will take you to the south west tunnel. Head straight
and go through the door leading to the temple sewers. Enter next area with
caution, as there are likely to be some enemies in this room. Activate the
turn wheel to your right and go through the gate.

First, go through room northeast of this room. Cross the bridge and follow
this series of rooms until you reach the end. Look for the turn wheel at the
bottom of the stairs and activate it to open the gate in the circular room. Go
down to the bottom level of the circular room and follow the newly accessible
tunnel. Locate another turn wheel to the left of the tunnel on the western
side of the room and activate it. Go through the tunnel and move down to the
lower level of this area. Follow the path up and go through the open gate.
Take a right in the next room, follow the path and climb up the stairs and you
will find a ladder leading to Amantius Allectus' Basement.

Exit the basement and leave the house through the door leading to the Imperial
City's Temple District. Now you must return to the Arcane University and speak
with Tar-Meena. She will tell that Mankar Camoran hid a message within his
writings that provide directions to the Mythic Dawn shrine. By deciphering
the hidden message and locating the shrine, one would be considered worthy of
joining the Mythic Dawn. Tar-Meena will study the texts, and in a day she will
have some more information about it. You can study the books yourself however,
and try to figure it out.

The Mythic Dawn Commentaries are also skill books, so by reading them you will
gain skill levels. Now, to solve the hidden message all you have to do is take
the first letter of each paragraph and put them together. Simple, isn't it? I
guess Mankar Camoran has very low expectations for those he considers "worthy."
By taking each letter from the beginning of every paragraph across the four
volumes and putting them together, you would get the following string of text:
"GREENEMPERORWAYWHERETOWERTOUCHESMIDDAYSUN." This, unjumbled together, is
"Green Emperor Way Where Tower Touches Midday Sun."

Leave the Arcane University and get yourself to the Imperial City's Palace
District, which is the Green Emperor Way that is mentioned in the message.
When you are standing by the steps leading to the entrance of the palace, look
to the right and you should see a small tomb. This is the "Tomb of Prince
Camarril." If it is not close to 12pm, you can press the Back button and wait
the amount of hours needed to make the time around 12pm. Stand by the front of
the shrine, where there is a vine hanging, and wait until the path is revealed.
The symbol should light up at around 11:50am, and it will disappear at 12:30pm,
so make sure to use the wait feature so that it is around 11:30am. When the
symbol manifests, approach the shrine and press the A button when prompted. It
is a map of Cyrodiil that shows the location of the Mythic Dawn shrine. Not a
very inconspicuous place to put a map showing directions to your top secret
cult hideout now is it?

[Located the Shrine of Dagon, achieved!]

==============================================================================
...Dagon Shrine - (MQ07)......................................................
==============================================================================
The Shrine of Dagon is located in the Lake Arrius Caverns. It is just west of
the Imperial City and north of Cheydinhal. You cannot fast travel directly to
the cavern if you have not been there already. It is marked on your map, and
the active quest marker will direct you to it if you choose to walk all the
way there. I suggest fast traveling as it is the much faster option. You can
start by fast traveling to Cheydinhal's Black Waterside Stables, since the
caverns containing the shrine is just north from here. Now you have a relati-
vely short trek ahead of you, just follow the green active quest marker and
it will lead you straight to the caverns. When you have located the caverns,
open the wood door and head inside. Proceed further into the caverns until you
come to a door with a couple of red Mythic Dawn flag banners. As you approach,
the Doorkeeper will initiate a conversation with you. Your goal in this shrine
is to retrieve the Amulet of Kings. There are essentially two ways of comple-
ting this quest: For one, you can go along with them, make them believe that
you actually want to join the Mythic Dawn, or you can run into the shrine
and bash everybody's heads in.

I highly suggest that you go with the former, as there are numerous cultists
in the shrine and depending on your level, you probably won't be able to take
them all on at once. I'm going to assume that you want to go down this route,
if you want to do things the violent way it doesn't really require much instr-
uction. Basically run in, kill everything that moves and be on your way. The
Mythic Dawn Doorkeeper will open the doors to the shrine, Inside you will
encounter Harrow, who orders you to hand over all of your items to him, and he
will provide you with an initiate Mythic Dawn's robes. If you want, before hand
you can drop all of your possessions outside, when Harrow gives you the robe
just run over and take all of your stuff back. Agree to give him all of your
possessions, if you don't he will simply attack you. Follow Harrow into the
Shrine Antechamber, continue following him and he will lead you to the Dagon
Shrine. Inside, you will witness Mankar Camoran giving a speech to the Mythic
Dawn. On the table in front of him, is the legendary Mysterium Xarxes! Do not
touch this book yet, allow Camoran to finish his speech.

As his speech concludes, he will open a portal and disappear into "Paradise."
He has taken the Amulet of Kings along with him as well. Don't worry, there
is nothing that you can do at this point. He has, however left the Mysterium
Xarxes in the shrine, that's your ticket to paradise. Ruma Camoran will
approach and initiate a conversation with you. She tells you that you are
required to spill the blood of Lord Dagon's enemies. Tell her that you will
slay the sacrifice, even if you intend not to. If you tell her that you won't
do it, the cult will attack you. Grab the Silver Dagger that is next to the
Mysterium Xarxes. You can't do much with this, because the whole place will
start attacking you, but at least you can arm yourself. Whether you kill
the sacrifice or not doesn't really matter, they'll still attack you either
way when you snatch the Mysterium Xarxes. You can choose to free the prisoner,
which could cause a distraction, but the Mythic Dawn tend to ignore him and go
straight for you. Make sure that you have some kind of healing spell or some
other means of healing yourself while on the move ready. I recommend that
you save your game before you do anything else.

Now is a good time to grab all of your possessions from Harrow if you didn't
drop them outside. I suggest that instead of killing or freeing the prisoner,
you locate Harrow and just start attacking him until he is dead, then run up
to the table, grab the book and high-tail it out of there. You're going to
need to run like a madman unless you think you can take them all on at once.
Hopefully along the way you can manage to pick them off as they are coming
at you because you will have a tough time running through the shrine trying
to find a way out with a bunch of angry cultists chasing after you. The path
that you used for your entrance has been blocked off, so you will have to
escape through the Living Quarters. The living quarters are to the left of
the giant podium, run up the stairs to the right, past the red flag banners,
and follow the path around until you reach the door leading to the living
quarters. You've got to move fast, the Mythic Dawn will be sure to follow you
through the door.

Run straight and turn right as soon as you can. There are some Mythic Dawn
Acolytes up ahead, pay them no heed and run past them. Take a left and then
a right, don't go down to the left as it leads to a dead end. Follow this
path down until you reach a large, open room. Immediately run to your left
and hop up the rocks to the higher level of this area. There are a couple
of Acolytes up ahead, but they won't be able to jump up after you. Run along
the upper level and go through the passage to your left when you reach it.
There are several more Acolytes up ahead, as well as the others that you
have on your tail. Just keep up with the running and healing. Follow the
path along until you reach another room There are two things you can do here,
run up past all of the Mythic Dawn and go through the passage to the right,
exit to the Shrine Antechamber. Perhaps this is where you can make your stand,
the Acolytes will surely follow you, and if you quickly strike when they
first appear you should be able to kill them. If you have an adequate amount
of healing and mana potions, you should just keep running. Run past the door
and just continue following this route until you reach the door leading back
to the Lake Arrius Caverns.

Run straight ahead, be sure to hit the handle on the wall to your the left as
you make a left and then run down past the lowering rock wall. Now just run
straight ahead down the middle of the room and exit out of the caverns as you
came in. If there are still Mythic Dawn guards pursuing you, they will more
than likely follow you outside. It is easy to deal with them however, when
they are not all attacking you at once. That's it, you've made it outside!
Now you need to bring the Mysterium Xarxes to Martin at the Cloud Ruler
Temple. Fast travel to the Cloud Ruler Temple and you Jauffre will approach
you. He will ask you about the Amulet, you will have to tell him that Mankar
Camoran escaped with it. You do have the Mysterium Xarxes, however, so all is
not lost. Head to the Great Hall and bring the book to Martin. He believes
that the key to opening a portal to Camoran's paradise lies within the pages
of the Mysterium Xarxes, but he requires some time to study it.

==============================================================================
...Spies - (MQ08).............................................................
==============================================================================
After speaking to Martin about the Mysterium Xarxes, he will tell you to go
and speak with Jauffre about Mythic Dawn agents spying on the Cloud Ruler
Temple. The quest "Spies" will be added to your journal, make this your active
quest and the green marker will attach itself to Jauffre, so your compass will
lead you to him. Locate Jauffre, speak with him and select "Spies" from the
list of dialogue options. Jauffre tells you that strangers have been sighted
near Cloud Ruler Temple. He suspects that they are Mythic Dawn spies, based
in Bruma. He suggest speaking with Captain Burd in Bruma, who might know of
any strangers in town. Captain Steffan of the Blades can tell you where he
has seen the suspected spies. The active quest marker will attach itself to
Steffan now, so follow your compass and speak with him, he can probably be
found patrolling the Cloud Ruler Temple outside.

Steffan tells you that the spies have been seen on the road to the Cloud Ruler
Temple, usually near the runestone at dusk. Leave the Cloud Ruler Temple and
follow the green marker on your compass, it will end up leading you to the
Hestra Rune Stone. Steffan said that they are usually seen near the runestone
at dusk, the spies should turn up around 11pm, so press the Back button and
wait until it is around 11pm. As soon as the Mythic Dawn spies spot you, they
will summon their armor Mythic Dawn and attack you. Aren't spies supposed
to remain... inconspicuous? Either way, once they are dead you will have to
travel to Bruma and speak with Captain Burd. The green marker will attach
itself to Captain Burd now, use your compass to locate him. Search Jearl's
corpse before you head to Bruma and take Jearl's Key and the Basement Key.

Once you have located Burd, speak with him and select "Spies" from the dialo-
gue options. After you tell Burd that Jearl was a spy, he will give you
permission to search her house to look for clues. Locate Jearl's house,
which is marked by the red marker on your compass, and head inside to invest-
igate. There isn't any apparent evidence upstairs, there is a trap door that
leads to the basement. Look behind the chair to the left of the table and
open the trap door. You will find a document entitled "Jearl's Orders" as
well as a "Mythic Dawn Commentaries 2." Grab Jearl's Orders off of the table
and head back through the trap door leading back upstairs. Exit Jearl's house
and either walk or fast travel back to Cloud Ruler Temple. You need to bring
this document to Jauffre, who is marked on your compass. Speak with Jauffre
show him Jearl's Orders.

==============================================================================
...Blood of the Daedra - (MQ09)...............................................
==============================================================================
Go and speak with Martin about his progress deciphering the Mysterium Xarxes.
Martin has made some progress deciphering the book, he has discovered that
four items are required to open the portal to Camoran's Paradise. So far he
has only managed to identify one of these items, "Blood of a Daedra Lord." He
tells you about the Daedric artifacts, and how they are created with the
essence of a Daedric Lord. He says that the blood of a Daedra Lord refers to
a Daedric Artifact. In total, there are fourteen different daedric artifacts.
Some of these artifacts are incredibly useful items. To obtain one of these
artifacts, you must locate a particular Daedric Lord's shrine and present a
specific offering or meet a certain condition. You will then be able to
converse with that Daedric Lord, who will then proceed to send you on a quest,
in which your reward will be their daedric artifact.

Martin tells you that there is a book on his desk entitled "Modern Heretics."
Upon reading this book, a map marker leading to the Shrine of Azura will be
added to your map. Now, you can bring any one of the fourteen daedric artifa-
cts to Martin. The artifact that you receive from Azura's shrine happens to be
the incredibly useful "Star of Azura," which acts as a reusable grand soul
gem. When you bring Martin a daedric artifact, that artifact will have to be
used to open the portal, which essentially means destroying it. Believe me,
you do not want to give up the Star of Azura, which is arguably one of the
best items in Oblivion. You can go and view the "Daedric Shrine Quests"
section in this FAQ, which has walkthroughs for each and every Daedric Shrine
quest.

There are some daedric artifacts that are not as good as the others, so look
over the rewards and decide which one you would be willing to give up. I
personally suggest giving up something such as the Mace of Molag Bal,
especially if you don't use blunt weapons as your primary weapon type. The
problem with this is, you need to be level seventeen to be accepted by Molag
Bal, so depending on your level, you may not be able to do that quest at this
time. Where as the Star of Azura has a level requirement of only two, its item
is much too useful to give up. If you are below level ten, I would suggest
seeking the Sheogorath shrine. As a reward for this quest, you will receive a
weapon called "Wabbajack." A fun weapon, but essentially useless. Sheogorath's
level requirement is only level two, as well. Once you have acquired a
suitable Daedric Artifact, return to Martin at the Cloud Ruler Temple and
speak with him.

[Delivered Daedric Artifact, achieved!]

==============================================================================
...Bruma Gate - (MQ10)........................................................
==============================================================================
After you deliver a Daedric Artifact to Martin, he will tell you to speak with
Jauffre because he needs to speak with you. The active quest marker will be
pointing to Jauffre, so use it to locate him since he tends to move around
quite a bit. He should be outside the Great Hall, and he will probably
approach you and initiate the conversation. Jauffre tells you that an Oblivion
Gate has opened near Bruma, the countess has requested the assistance of the
Blades to help here guardsmen close it. Since you have already dealt with and
successfully closed one of these gates before, Jauffre wants you to go and
assist the Bruma guards. Once they see how it's done, they should be able to
handle any other gates that open up around Bruma. You need to travel to Bruma
and meet Captain Burd outside the city walls to help him close the gate. Either
walk to Bruma from Cloud Ruler Temple, or you can fast travel to the Wildeye
Stables just outside of Bruma, you should be able to see the gate in the
distance as you turn around.

Approach and you will see the troop of guards gathered outside of the gate.
Burd will approach you, tell him when you are ready to enter the Oblivion
gate. Remember, things are rough in Oblivion. Make sure that you are well
prepared with repair hammers, arrows, potions and the like. Before heading
inside, Burd will give the group some pep talk. Once he is finished, draw
your sword/axe/mace/bow/staff and charge into the depths of Oblivion! Burd
is an "important" character, he is marked with a crown icon when your crosshair
is on him. This means when his health falls to zero, he will not die, he will
only be knocked unconscious and rendered incapacitated for a short period of
time. Burd is the only one who needs to witness you closing the gate, whether
the other guards that accompany you into Oblivion live or die is unimportant.
Depending on your level, you will come across different variations of Daedra
in this gate. If you are at a higher level, you will have to face some nasty
Daedra that will probably wipe out the guards in the opening stages.

The path to the tower is rather straightforward. You just walk along and
eventually you will end in front of a couple of Magicka Essence and a Blood
Fountain. There are no splits in this road, just be careful as there are
a lot of Daedra in your path, as well as some traps. Watch out for the Fire
Towers, there are several of them huddled in one area and they can deal a fair
amount of fire damage. Now, once you reach the area with the Magicka Essence
and Blood Fountain, it can be kind of difficult to find your way to the tower
from here. There is a southern path that you have to take, below the area with
the fountains. Keep checking your map to make sure that you are traveling
south and you should be able to see that you are following the path. You will
find a tower in this area, "The Fury Spike." Head inside.

It is likely that there will be a couple of Dremora down here, so be cautious
as you enter the area. Locate the door on this level that leads to the Rending
Halls and go through. Go up the ramp, clear this room of any enemies, and then
follow the path to the east. Follow this path around and up the ramps. You will
eventually come to a room that will lead you to the second level of the Fury
Spike. Beware of the Daedra in this area, head up the ramp to your left and go
through the door that leads to "Corridors of Dark Salvation." As you enter,
take the ramp up to your right and follow up, move through the room and then
go through the door leading to the third level of the Fury Spike. You will
find the Sigil Keeper on this level, kill him and retrieve the Sigil Keep key
from his corpse. Proceed through the door leading to "Sigillum Sanguis," The
Sigil Keep key will open the locked door.

Take care of the enemies that try to stand in your way as you and Burd attempt
to reach the top of the tower. Take the Sigil Stone and you will be transported
back outside of the gate. Burd and any guards (dead or alive) will be brought
back outside along with you. Speak with Burd, he feels able enough to close
any new Oblivion gates that open near Bruma. Speaking with Jauffre at Cloud
Ruler Temple will complete this quest.

==============================================================================
...Blood of the Divines - (MQ11)..............................................
==============================================================================
After you have given Martin some time to figure out the next item needed,
speak with him and he will tell you that he has identified the next item,
the "blood of a Divine." Since the Divine do not physically manifest
themselves, this really had Martin stumped, but luckily Jauffre was able
to figure it out. You need to speak with Jauffre to get some more information
on this one. You will need to obtain the Armor of Tiber Septim, a holy relic
of the Blades. Jauffre tells you that it can be found in a shrine located in
the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's
blood, who was considered a god. Sancre Tor is located west of Bruma, a map
marker will appear on your map when you speak with Jauffre, showing its
location. It is a relatively long trek, to make it easier on yourself set
"Blood of the Divines" as an active quest so that the active quest marker will
point to its location. If you have discovered any locations on the map near
Sancre Tor, fast travel to the closest location to shorten the journey.

When you have arrived, move along the fort's walls and locate the entrance to
the catacombs. Be careful, as there is likely some variation of Skeleton inside
the fort's walls. There will be a multitude of undead creatures in the
catacombs of Sancre Tor. Depending on your level, you may or may not run into
some ghosts, if you do you will need to use a silver or a magical weapon to
deal damage to them. Once you reach a closed gate in the catacombs, there is
a lever to the right of the stairs that will raise it. Step through and you
will find yourself in a relatively large room. Locate some steps and climb up
to a higher platform. Here you will come across an undead Blade. The undead
Blades that you encounter in Sancre Tor are likely to have some pretty sweet
magical items, so make sure to loot them when you have defeated one. You will
encounter the Ghost of Rielus, he will thank you for freeing him and ask you
to free his brothers as well so that they can help to dispel the Underking's
evil enchantment from the Shrine of Tiber Septim.

Locate a bridge and exit through the passage. Follow the path and exit this
area through a door leading to "Sancre Tor, Entry Hall." Now you can head
through any of these doors, and within these areas you will find another
undead Blade. For the sake of following along with this guide, start off by
entering the "Sancre Tor Prison," which is located to the right of the
entrance to the entry hall. It is very likely that you will encounter a large
number of ghosts in this area, so remain vigilant as you are moving through.
To the left of the gate, you will find a level, flip it to raise the gate.
You'll have to kill Warden Kastav in order to get his key to open the locked
door. Open the door and head straight, keep on heading straight, don't turn
when you first have the chance. When you have the chance to turn a second
time, take your right and follow this path straight down. Once you get to the
end of this path, turn down the passage to your right. Follow this to the end
and head up into the large open area. There is another undead Blade in here,
kill it and you will free Valdemar's soul. When you have, backtrack to the
Entry Hall.

Now locate the door leading to "Sancre Tor, Hall of Judgement," which is to
right of the entrance door to the entry hall. This is a small area, head to
your right and follow the path until you reach a large room. Head down the
stairs and get yourself down to the level with the blood stained floor. Here
you will find another undead Blade, kill it and you will free the spirit of
Casner. You will find the entrance to "Sancre Tor, Catacombs" in this area.
Go back to the higher level, and go through the southwest passage. If you
are having trouble finding this, look on your local map and you should be
able to see where a new path starts. Follow this to the end and you will
reach the door leading to the catacombs, you will find the final cursed Blade
within. You'll find the final Blade in the middle of this area, kill him to
free the soul of Alain.

Backtrack to the entry hall and locate the giant door leading to "Sancre Tor,
Tomb of the Reman Emperors." It is the south door in the entry hall. Enter the
area and you will see the four ghosts of the Blades that you freed. United,
they will dispel the evil enchantment that was placed on Tiber Septim's
shrine. Proceed onwards and you will find the Armor of Tiber Septim. All that
is left for you to do is return with the armor to the Cloud Ruler Temple and
present it to Martin.

==============================================================================
...Miscarcand - (MQ12)........................................................
==============================================================================
Martin has deciphered the third item needed for the ritual: a rare Ayleid
artifact known as a Great Welkynd Stone. Martin believes that the Ayleid ruins
"Miscarcand" may contain one of these Great Welkynd Stones. Miscarcand is
located about halfway between Kvatch and Skingrad, if you fast travel to the
Grateful Pass Stables in Skingrad it shouldn't be too long of a walk from
there. Inside Miscarcand you will run into Bitterfish goblins and various
undead enemies, they will fight each other so if you see them fighting each
other, stand back, watch and pick off the winner(s). From the entrance, head
down and take a right as soon as you can. Continue heading straight, do not
jump down to the lower level, and make a left when you can. You will find
yourself on a stone bridge, at the end there is an iron gate. You need to
locate a push block, push it and this gate will open. Jump down off the
bridge to the lower level, exit this room through the northwest path. In this
small room you will find the push block on the wall, hit it and get back to
the iron gate.

Enter "Miscarcand, Sel Vanua." Do not barge into this area, you will probably
witness a battle between a group of the undead and some goblins. On the top
right corner of this area, there is a push block on the wall that will raise
the Varla Stone cage in the middle of the room and allow you to take the Varla
Stone that is inside. The passage at the top right corner of this room is
blocked by another iron gate, so you will have to find another way around.
Follow the path at the bottom right corner of this room. You will find your-
self in a very large room with several goblins and undead fighting each other
on the lower level. Do not jump down, follow the bridge to the other end and
go through the passage. Through this path you will probably encounter multiple
undead and goblins who will fight each other, as always don't get in their way
and just fight off the winner.

At the end of this route you will find another push block, press it to open
the way to the next area. Exit this room to the lower area of the bridge room,
the door to the next area is at the north end of this room. Enter the next
area, "Miscarcand, Morimath," the Great Welkynd Stone is in this area. Be
vigilant, as there will be some variation of zombie in the path leading up
to the stone, depending on your level. Follow the linear path and you will
see the stone glowing in the distance. Approach it and grab it, as soon as
you take it, a lich will spawn the "King of Miscarcand." He has very damaging
projectile attacks, damage will vary depending on your level and equipment,
but he was able to kill my character in two hits. He will also be accompanied
by two zombies, you can use them as meat shields as they are likely to run
straight towards you, and the King's projectiles will hit the zombies if they
are standing between you.

Once the King of Miscarcand is dead, search him for a Miscarcand Key, and he
should have dropped a pretty cool staff as well. Take the path on the west
side of this area and you will be able to skip directly back to Miscarcand,
you just need to step on a floor switch, the wall will lower and the exit
will be right across from you. Now all you need to do is return to the
Cloud Ruler Temple with the stone and hand it over to Martin.

==============================================================================
...Allies for Bruma - (MQ13)..................................................
==============================================================================
The quest is optional in a sense, but I suggest completing it anyway. For one
thing, you will need the allies that you gain in this quest for the "Defense
of Bruma" quest, you can gain some extra experience and some new equipment,
too. This quest requires you to travel to each of the major cities and request
aid for the city of Bruma, which is under threat of a full-scale attack by the
Mythic Dawn and their daedric allies. You will need to travel to each city and
speak with that city's Count or Countess. Of course, it's not that easy. They
can't just send away their guardsmen and leave their city unprotected. In all
cases you will have to close an Oblivion Gate that has opened near each of the
major cities in Cyrodiil. Unless you have been running around closing gates
that have opened around Cyrodiil and happened to close one of the ones near a
major city. Only then will they be able to spare some of their men.

In some cases, there may be more than one Oblivion gate open near a city's
walls. You need only enter and shut the one that has the active quest marker
pointing to it for the count or countess to be willing to spare some soldiers.
You need to visit the Imperial City, Kvatch, Anvil, Skingrad, Chorrol,
Leyawiin, Bravil and Cheydinhal. Travel to each city in any order you like, it
has no effect on the outcome of this quest. High Chancellor Ocato of the
Imperial City is unwilling to spare his troops for the defense of Bruma, you'll
have better luck with the other cities. Move on to Kvatch and speak with
Savlian Matius in Castle Kvatch. If you have not completed the "The Battle for
Castle Kvatch" quest, you will need to complete it before Matius will send some
of his men to aid Bruma. In Anvil, you will need to speak with Countess
Millona Umbranox. You will need to close the gate that has opened outside of
her city. You know the drill here, get to the top of the tower and grab the
Sigil stone to seal the gate. When you have closed the gate outside of Anvil,
speak with Umbranox again and ask for aid, she will be happy to oblige.

Head to Castle Skingrad to speak with the count there. When you are in the
county hall, you will need to speak with one of his stewards about seeing him.
Speak with Mereator Hosidus, if he isn't there, speak with Hal-Liurz the
Argonian stewardess. Select "Aid for Bruma" and they will go upstairs to get
Janus Hassildor, the count of Skingrad. Before he sends aid to Bruma, he wants
you to close the Oblivion Gate that has opened up outside of Skingrad. Look to
your map to find the gate that he wants closed. Once you have successfully
shut that Oblivion gate located outside of Skingrad, you may return to the
castle and request aid. In Chorrol you will need to speak with the countess
Arriana Valga. Select "Aid for Bruma," she will need you to close the Oblivion
gate that has opened up outside of Chorrol before she can send aid to Bruma.
Once Chorrol is no longer directly threatened, return to the castle and ask
for aid again.

Speak to Count Marius Caro in Leyawiin and ask about aid for Bruma. There is
an Oblivion gate that has opened up outside of Leyawiin's walls, and is a
threat to the city. You will need to enter Oblivion and shut this gate, only
then will the count be willing to spare some soldiers. Shut the gate and then
try speaking with Marius Caro again, he will send some aid to Bruma. In Bravil
you will need to speak to Count Regulus Terentius, who needs you to shut an
Oblivion gate before he can send aid to Bruma. Speak to Regulus after the gate
has been closed, he will send his guard captain, Viera Lerus, to Bruma.
Cheydinhal is the last city, if you have been following along. You need to
speak with Count Andel Indarys, there is a gate open outside of Cheydinhal,
just like every other city. There is a side quest attached to this, you need
to head into the Oblivion gate and find the Count's son, Farwil. It is called
"The Wayward Knight." If you would like a more detailed walkthrough for this
quest, you can find one under the "Side Quests" section of this FAQ. Once the
gate has been closed, speak with him about aiding Bruma and he will send some
of his soldiers.

==============================================================================
...Defense of Bruma - (MQ14)..................................................
==============================================================================
When you give the Great Welkynd Stone to Martin, he will tell you that the
last item required to open the portal to Camoran's Paradise is a Great Sigil
Stone, a Great Welkynd Stone's counterpart. Martin has come up with a potenti-
ally dangerous plan to obtain one of these Sigil stones. He explains that a
Great Sigil Stone can only be found within a Great Gate. The Mythic Dawn plan
to open a Great Gate, like the one that led to the destruction of Kvatch,
outside of Bruma. Martin will lead the defense of Bruma, while you enter the
Great Gate and obtain its Sigil Stone. Before you proceed with this quest, I
highly suggest that you first complete the "Allies for Bruma" quest. This will
make it easier on you when you are waiting for the Great Gate to open. It is
not required, and if you don't care to do it that's up to you, but you could
always use the experience that you are sure to gain.

You need to speak with the countess of Bruma, Narina Carvain, and select
"Battle Plans" from the dialogue options. The countess agrees to go and
meet Martin at the Chapel of Talos, follow her there. Martin and the countess
will have a short conversation. At this point, you can speak with the countess
whenever you are ready. You can choose to gather more allies from the main
cities as well, if you haven't already. If you speak to Martin he will explain
the plan in much more detail. You must allow the Mythic Dawn to open three
lesser Oblivion gates, like the ones you see throughout the land of Cyrodiil.
At this point, they will gain power from the lesser gates and open a Great
Gate, which will be used to bring out a siege machine from within Oblivion
and blast through Bruma's walls. Time is of the essence here, you have to
move fast once you step through that gate. If the siege machine makes it
through, all is lost. When you are ready to start the battle, speak with
the countess in the chapel and let the battle begin.

Follow Martin and the others down to the battlefield. If you haven't done the
"Allies for Bruma" quest, Bruma will be forced to send out their militia to
fight. They of course will not stand a chance against the forces of Oblivion.
When you arrive on the battlefield, you will find but one lesser gate open.
When two more have opened, the Mythic Dawn will open a Great Gate, you will
need to go inside and grab the Great Sigil Stone. You must protect Martin
until that gate opens. Before the flood of Oblivion starts coming out of that
gate, Martin will give some pep talk to the soldiers. Depending on your level,
different Daedra will come out of that gate. The higher your level, the
nastier the Daedra.

==============================================================================
...Great Gate - (MQ15)........................................................
==============================================================================
You will need to stay and fight off the Daedra that come out of those gates
until three gates have opened. Soon after, the Great Gate will open. Do not
feel bad about leaving your allies behind, they can fend for themselves. I
strongly suggest making a separate save file just before stepping into the
Great Gate. As you enter, in the distance you will see the daedric siege
engine crawling towards the portal. You only have fifteen minutes to make it
to the top of the tower and grab the Sigil stone before it's too late. Go
through the door of the World Breaker Guard tower to your right. Step on
the elevator and then move about halfway up the ramp and exit through the
door leading back out. Cross the bridge and enter the other tower. There
is probably an enemy in here, once in has been dealt with exit through the
door opposite where you came in.

Cross the bridge and enter the tower opposite. Climb all the way up the ramp
and exit through the door at the top. Cross the bridge and enter the tower
at the end. Move down the ramp until you come to a door leading back outside.
You will see a broken stone bridge in front of you. You will need to get a
running start and jump across. You don't need a very high Acrobatics level
to make it to the other side, my character had an Acrobatics level of 24, you
probably have at least that at this point. When you have made it across, look
to your right and jump to the trail there. You will see a stone bridge leading
to the giant tower in the middle, but there is a closed gate blocking your
progression. You will need to go into the "World Breaker Guard" tower that is
in front of the stone bridge. Run up to the top of this tower and hit the gate
control to open the gate.

Run back down and cross the bridge. There are likely to be several Dremora
around the giant tower in the middle. I'm not saying to run past them, but if
for some reason you are low on time... run past them. Enter "World Breaker,"
the Great Sigil Stone is in this tower! Kill the Sigil Keeper on this level
and take the Sigil Keep Key from his corpse. Locate the entrance to "Vault of
End Times" and enter. Watch for the falling blade traps as you make your way
up the ramp, they are very deadly. Go through the door to on the south side of
this room, or your left as soon as you get off the ramp. Follow this path to
the second level of the World Breaker. Follow the ramp up, there should be
another Sigil Keeper here, in case you missed the one on the first level.
Locate and enter "Sigillum Sanguis." If you're really low on time, just make
a mad dash to the top. Activate the Great Sigil Stone and you will be
teleported safely outside.

[Destroyed the Great Gate, achieved!]

You will see the Great Gate crumble before you. You've done it! Look around
the area for a Sigil Stone on the ground. Activate it and a Sigil Stone will
be added to your inventory. It is very likely that Jauffre died during the
battle, he did each time I have done this quest. It doesn't really matter
too much, as he isn't needed to progress in the main quest line anymore anyway.
Speak with Martin, you now have everything required to open a portal to
Camoran's Paradise. Eventually, after this battle, if you check by Bruma's
north gate, you will see that the people of Bruma have made a statue of you.
It is wearing the armor and wielding the weapon that you used during the
Battle of Bruma.

==============================================================================
...Paradise - (MQ16)..........................................................
==============================================================================
Now that you have retrieved every item required to open up a portal to Mankar
Camoran's Paradise, you must travel to the Cloud Ruler Temple and speak to
Martin. Keep in mind that once you step through the portal to Camoran's
Paradise, you will not be able to return to Cyrodiil until you have completed
this quest. A lot of combat awaits you within the portal, so make sure, before
you step in, that you have an adequate amount of repair hammers, arrows,
potions and the like. Martin tells you that Camoran acts as an anchor for his
paradise, very much in the way that the Sigil Stones act as anchors to the
Oblivion gates. This meaning you will need to kill Camoran to get out of his
Paradise. Tell Martin that you are ready for him to open the portal, then head
through it. Paradise is a rather nice looking place when you first enter, but
delve deeper and you will run into some Daedra. Not such a nice place after
all.

Start by following the brick path ahead of you. You will likely come across
an Ascended Immortal, by speaking to them you will learn more about Paradise.
At this moment, you are in the "Savage Garden." The Ascended Immortal tells
you that the only way to leave the garden is to go through the "Forbidden
Grotto," but in order to do so one must be wearing the "Bands of the Chosen."
Gaiar Alata is what Mankar Camoran calls this place. The "Terrace of Dawn"
leads up to Mankar Camoran's palace, "Carac Agaialor." To get to this location
you need to go through the Forbidden Grotto. So, to summarize, you need to
get your hands on an item called the Bands of the Chosen, enter the Forbidden
Grotto, get to the Terrace of Dawn and enter Camoran's palace. Continue
following the brick path until you reach a fork in the road, at this point
take the path to your right. Continue following this path until you encounter
a Dremora named Kathutet.

Tell him that you seek Mankar Camoran, he will give you the chance to do a job
for him. You can either choose service or choose to battle him instead.
Kathutet just so happens to be wearing the Bands of the Chosen. If you choose
service, he will tell you to free a Xivilai named Anaxes, who has been trapped
in a cave in the area by the Ascended Immortals. It is much faster to just
battle him here, but if you choose to perform the service, you will need to go
to a cave, which is pointed out in your map, and remove the boulder that is
blocking Anaxes. Whichever option you choose, you will end up with the Bands
of the Chosen. Kathutet is rather tough, he has some awesome enchanted items
and depending on your level, he can kill you in a few hits. If you think you
can take him, battle him, if not, perform the task. If you've got a bow and
some arrows, you can hop up onto the rock near the meeting point and just
fire arrows at him until he's dead.

Once you have the bands, enter the Flooded Grotto. You need to locate the door
to the Forbidden Grotto, it is at the end of this area. It is a very straight-
forward path, but remain vigilant as there are sure to be some Daedra lurking
in this area. When you reach the door to the Forbidden Grotto, equip the Bands
of the Chosen and open the door. You will have a 50% weakness to fire for a
bit, so be careful. Cross the bridge and you will be confronted by someone
named Eldamil. He will offer to help you, he tells you that anyone wearing the
Bands of the Chosen cannot leave the grotto. He can remove them for you, but
must pretend you are a prisoner until the Dremora Overseer Orthe leaves, then
he will be able to remove the bands. You need the help, so you will have to
trust him. Agree to play along for the time being and get inside the cave.

Once the cage is raised again, step through to the other side. You don't need
to step into the cage, if you think you can take Orthe than try it, you will
be able to take his equipment this way. It doesn't matter if he is killed
either, he will still meet you deeper into the caves and remove your bands.
He is after all, immortal. Locate another doorway and go through, you will
find Eldamil in here. He will remove your bands, and you might as well take
him along with you to fight Camoran, you're going to need all of the help you
can get. There are plenty of Daedra in this area, so remain cautious. Head
down and turn left as soon as you are able to. Head in this direction until
you are in a large room, cross the bridge to the other side and exit through
the tunnel to the left. Move through this area, turn right and continue
heading straight until you reach the end. At this point head through the
tunnel to your left. Hop up the rocks and follow this route to the end of the
Forbidden Grotto.

Follow the stone path up to Carac Agaialor, Mankar's palace. You will meet
Ruma and Raven Camoran outside of the palace. Inside you will find Mankar
Camoran, seated upon his throne. He will give a speech, you do not need to
listen to it, you can attack him whenever you please. You will need to fight
Ruma, Raven and Mankar at the same time. Depending on your level and equipment,
they can be quite challenging due to their powerful magic spells. Hopefully
you have some magic resistance gear. After he is done speaking, his children
will begin to attack. I suggest taking out his children first, as you can then
concentrate on killing Mankar without any distractions. When you have managed
to kill him, pick up his staff, take his robe and the Amulet of Kings. The
palace will begin to crumble around you, you will appear back outside of
the portal, in Cloud Ruler Temple. Martin will initiate a conversation with
you, in which you will hand over the Amulet of Kings.

==============================================================================
...Light the Dragonfires - (MQ17).............................................
==============================================================================
You must escort Martin to the Elder Council Chambers in the Imperial Palace.
Mehrunes Dagon's invasion will continue until Martin lights the Dragonfires
in the Temple of the One. Fast travel to the Imperial City Palace, Martin will
travel with you. Inside, locate High Chancellor Ocato and speak with him.
A guard will interrupt, Oblivion gates are opening all over the city! Martin
still has a plan, you need to escort him safely to the Temple of the One so
he can light the Dragonfires, close the Oblivion gates all across Cyrodiil and
save the city. Things are looking really bad outside, the streets are littered
with Daedra, luckily you have a bunch of soldiers to help you escort Martin.
Defeat the first batch of Daedra in this area and then proceed out into the
Imperial City Temple District.

Things are even more hectic in this area. There are Daedra lining the street,
eventually Mehrunes Dagon himself will appear. He's a gigantic, four-armed,
cherry red monster, and you need to find some way to take him down. Now don't
try anything crazy, just look at your size compared to him. Luckily, Martin
if you speak to Martin, he will come up with a plan. Mehrunes Dagon is now in
Tamriel, mortal weapons will not harm him. You need to get him to the Temple
of the One. RUN straight past Mehrunes Dagon, he will attempt to kill both you
and Martin, but just keep on running until you reach the door to the Temple of
the One. Inside you will witness the ending sequence. This is it, you've saved
Cyrodiil and completed the main storyline! Congratulations on a job well done.

[Champion of Cyrodiil, achieved!]

The main quest isn't the only thing to do in Oblivion. There are many side
quests to complete, there are four guilds to join which each have their own
storyline to them. There are Daedric Shrine located throughout the land, each
with a powerful daedric artifact as a reward. This FAQ also covers these
side quests, so you can continue to use it in conjunction with your game to
aid you in completing these other quests. There are no more Oblivion gates,
the land of Cyrodiil is relatively safe, so get out there and explore!

------------------------------------------------------------------------------

- Fighters Guild Quests - [W02]

------------------------------------------------------------------------------

A Rat Problem..............................................(FG01)
The Desolate Mine..........................................(FG02)
The Unfortunate Shopkeeper.................................(FG03)
Unfinished Business........................................(FG04)
Drunk and Disorderly.......................................(FG05)
Den of Thieves.............................................(FG06)
Amelion's Debt.............................................(FG07)
The Master's Son...........................................(FG08)
More Unfinished Business...................................(FG09)
Azani Blackheart...........................................(FG10)
The Wandering Scholar......................................(FG11)
The Fugitives..............................................(FG12)
Trolls of Forsaken Mine....................................(FG13)
The Stone of St. Alessia...................................(FG14)
The Noble's Daughter.......................................(FG15)
Mystery at Harlun's Watch..................................(FG16)
Information Gathering......................................(FG17)
Infiltration...............................................(FG18)
The Hist...................................................(FG19)

The Fighters Guild is one of the four guilds available to join in Oblivion.
To join, you need to have a relatively clean criminal record (in other words,
do not currently have a bounty and have a good fame/infamy ratio). You can
join the guild by speaking to either Azzan in Anvil, Vilena Donton Chorrol
or Burz gro-Khash in Cheydinhal. You will need to speak to one of the
aforementioned people and ask for a quest. You advance in rank by completing
these jobs. These quests do not have to be completed in the order that I have
listed here, this is simply the order in which I completed them. I will,
however, be writing assuming that you are following them in this order. Travel
to one of the aforementioned cities, enter the Fighter's Guild Hall located in
that city, speak with the leader and ask about joining the Fighters Guild to
get started.

[Associate, Fighters Guild achieved!]

==============================================================================
...A Rat Problem - (FG01).....................................................
==============================================================================
Travel to Anvil and enter the Fighters Guild Hall located there. Find and
speak with Azzan, he should be in the Guild Hall starting at 11am until it
becomes dark. Select "Contract" from the list of dialogue options and he will
give you a job. A women named Arvena Thelas has a problem with rats in her
house, she lives in Anvil and you need to go and speak with her. Don't let
this simple contract deter you from the Fighter's Guilds, you'll be killing
bigger things soon enough. Set "A Rat Problem" as your active quest and the
quest marker will point to Arvena Thelas. Follow the marker to Arvena's
location and speak to her about the rats. It turns out that Arvena has some
pet rats that she keeps in her basement, and something has been killing them.
She requests that you go down to her basement and investigate. If you are
having trouble finding the basement in her house, you can use the compass now
because the active quest marker will now be pointing in that direction.

As soon as you enter the basement, it will become readily apparent what has
been happening to Arvena's pet rats. You will discover that a mountain lion
has found it's way inside of Arvena's basement, and it has been killing the
rats. You have to act fast, because if it kills all of the rats, Arvena will
not push the contract any further. Once you have dealt with the mountain lion
in the basement, exit the basement, return to Arvena, and tell her what you
have discovered. She tells you to seek out Pinarus Inventius, a hunter who
lives in Anvil. He know the area well, and will be able to determine if there
are more mountain lions lurking about the area. The quest marker will now be
pointing to Pinarus, so follow it to him. When you have located him, speak to
him and tell him about the mountain lions. Follow him outside of the city,
where you will search for more mountain lions.

You will not have to travel far before you come across the area that contains
the mountain lions. Pinarus will come to a stop a little ways away from the
Anvil gate, look to the side of the road and you will see a small clearing
with several mountain lions standing there. You must kill them all, so get to
it. Once they are dead, Pinarus will bid you farewell and then be off. You
need to return to Anvil, speak with Arvena and tell her that you have
succeeded. When you speak with her about the mountain lion situation, she will
forcefully tell you to go to her basement because there is another mountain
lion down there! Great... Kill the damn thing and then speak with Arvena once
more. Arvena is convinced that her neighbor, Quill-Weave, is to blame for this
situation. She insists that she has seen her outside at night, sneaking around
behind her house. You'll need to watch Quill-Weave, around the time it gets
dark, so you can determine if she is truly behind this. You must not be seen
by her, or she will become suspicious.

Wait outside of Arvena's house around 7pm, Quill-Weave will appear at this
time. When you notice her slip behind Arvena's house, cautiously follow her in
sneak mode. The active quest marker is now pointing to Quill-Weave, so you
can keep track of her so you know when she is about to arrive. You can wait
behind Arvena's house, near where you can see a hole in the foundation,
leading to the basement. Make sure that you are in sneak mode, and remain
out of view from Quill-Weave. You will witness her leaving some meat outside
of Arvena's house, this is what was attracting those mountain lions. When you
have seen her, run up and confront her. If you do not tell Arvena what you
saw, Quill-Weave will give you one acrobatics skill level. If you do tell
Arvena, she will teach you one level of Speechcraft. Decide which skill
you would like to gain a level in more, and act accordingly. If you lie and
tell her that Quill-Weave had nothing to do with it, after you receive your
payment go and speak to Quill-Weave to gain one skill level in acrobatics.
Return to the guild hall and speak with Azzan about your advancement, he will
promote you to Apprentice.

[Apprentice, Fighters Guild achieved!]

==============================================================================
...The Desolate Mine - (FG02).................................................
==============================================================================
Travel to Cheydinhal and enter the Fighters Guild Hall located there. Find and
speak with Burz gro-Khash. Select "Contract" from the list of dialogue options
and he will give you a job. You need to travel to the Desolate Mine outside
of Cheydinhal and deliver some supplies to some Fighters Guild members that
are on a job out there. Leave the city of Cheydinhal and make your way to the
Desolate Mine, which is just northwest from the city. Enter the mine and head
straight down towards the fire, you will find the members gathered here. Speak
to Rienna and give her the bow, give Brag gro-Bharg the hammer, and give
Elidor the sword. You will need to assist them with clearing the cave of the
goblin that inhabit it. You might want to save your game at this point, if
you want to try to keep all of your allies alive. If one of them dies, your
reward gold will be lessened.

Run through the mine, killing any goblins that you see. Make sure that you
keep an eye on your allies, as they just simply run into battle, which makes
them likely to become outnumbered. It is very dark in the mine, so hopefully
you have some method of creating light so you can see what you are attacking.
There are a couple of traps you need to watch out for, namely a trap of
falling logs that is likely to crush one of your allies if they happen to be
running behind you. Once the mine has been completely cleared, the quest
completed notification will appear on the screen. Return to Cheydinhal and
speak with Burz gro-Khash to receive your reward. If you have not completed
the quest "A Rat Problem," speak to Burz gro-Khash about your advancement to
be promoted to Apprentice.

[Apprentice, Fighters Guild achieved!]

==============================================================================
...The Unfortunate Shopkeeper - (FG03)........................................
==============================================================================
Speak with Azzan in the Anvil Fighters Guild Hall and ask him for another
contract. Norbert Lelles has hired the Fighters Guild to help him with a
problem he has been having at his shop, Lelles' Quality Merchandise in the
Anvil Docks. He has been having a problem with break-ins during the night,
so head over to his shop located in the Anvil City docks and speak with him.
Select "Break-ins" from the list of dialogue options to get started. Norbert
wants you to stay in his shop at night and catch the thieves who have been
taking his merchandise. He insists on staying over at the Flowing Bowl until
this mess is sorted out.

Wait until it is around 2am-3am and you should see the thieves enter the shop.
You can press the Back button on the Xbox 360 controller to bring up the
wait menu, wait as many hours as needed until it is around this time. There
are three of them, you must kill them all. Three against one could be tough,
so if you are having trouble just leave the shop and run outside. The thieves
will follow you, the guards and other people outside will help you fight them
off. When you have killed them, head to the Flowing Bowl, the inn near Lelles'
store, and speak with him in there. He will give you your payment and thank
you for dealing with the burglars. Speak with Azzan in the Anvil Fighters
Guild hall about your advancement within the guild.

[Journeyman, Fighters Guild achieved!]

==============================================================================
...Unfinished Business - (FG04)...............................................
==============================================================================
You will need to report to the Chorrol Fighters Guild hall and speak with
Vilena Donton. Travel to Chorrol, locate the Fighters Guild in that city and
head inside. Locate Vilena and speak with her. She doesn't have a job for you
this time, instead she would like you to perform a duty for the Fighters
Guild. Select "Duties" from the list of dialogue options when you have first
initiated a conversation with her to get started. She tells you to speak with
Modryn Oreyn, who is also in the Fighters Guild in Chorrol, he should be there
starting from 11pm until it is dark. Speak with him and select duties to
receive your task. One of the members of the Fighters Guild, Maglir, has
defaulted on a contract. You need to travel to Skingrad, find Maglir and find
out what has happened.

Travel to Skingrad and locate the West Weald Inn, Maglir can be found inside.
Maglir should be standing by the counter, approach him and initiate a conver-
sation. Ask him about "Defaulted" and he will tell you that his task was to
find Brenus Astis' Journal. The Journal can be found within Fallen Rock Cave,
Maglir refuses to carry out the contract so the responsibility is transferred
to you. The Fallen Rock Cave is northwest of Skingrad, it shouldn't be a very
long walk from the Grateful Pass Stables right outside of Skingrad. When you
have found the cave, find the entrance and enter. The active quest marker will
be pointing towards the journal, so use your compass to guide you through the
cave to it. If you are getting lost, you can press the B button to call up the
main menu so you can view the local area map to see where you are. The cave
is full of undead, so be cautious as you move through it.

If you are a high enough level, you will likely run into a couple of ghosts in
this cave, kill them and make sure to take the Ectoplasm from them. You will
need it for your next duty. Once you reach the area that has the journal, look
next to the chest and you will find Brenus Astis' Journal sitting there. Grab
it and head back out of Fallen Rock Cave. Return to the city of Skingrad,
enter the West Weald Inn and speak with Maglir. Tell him that you have
completed the task, then return to Chorrol and speak with Modryn Oreyn. I do
not think it matters whether you tell him Maglir completed the task or whether
you tell him that you did it, because you will still receive the amount of
gold either way.

==============================================================================
...Drunk and Disorderly - (FG05)..............................................
==============================================================================
Speak to Modryn Oreyn after you have completed "Unfinished Business" and
select "Duties" from the list of dialogue options. Some Fighters Guild members
have been causing trouble in Leyawiin, which makes the Fighters Guild as a
whole look bad. You need to find Dubok gro-Shagk, Rellian and Vantus and find
out why they have been causing trouble. Travel to Leyawiin, from the West Gate
head straight towards the Five Claws Lodge, the local tavern. This is where
the three Fighters Guild members have been reportedly causing trouble. As you
enter, you will see the three of them inside, standing around and drinking.
You need to speak with Vantus Prelius, who appears to be the leader of the
crew. Vantus explains that there is a lack of work in Leyawiin, due to the
fact that a new guild called the "Blackwood Company" has moved into town.
You will need to find the men some work to keep them busy before they will
stop causing trouble in Leyawiin.

You can speak to the inn keeper, Witseidutsei, and ask about "Fighters Guild
Jobs." She won't give you any information about this topic unless her
disposition towards you is 70 at the very least. Doesn't make much sense,
since it would be a help to her if you are able to find a job for them. Anway,
she will tell you that Margarte, who lives in Leyawiin, may have jobs for the
Fighters Guild. The active quest marker will now be pointing towards Margarte,
so you can use it to guide you to her. Margarte does indeed have some work for
the Fighters Guild, but you must first bring her back five portions of ectop-
lasm before she is willing to employ them. Undead creatures such as wraiths
and ghosts will drop ectoplasm, but unless you know which dungeons to look in
these creatures can be hard to find. You can buy some ectoplasm from alchemy
stores such as "All Things Alchemical" in Skingrad, or "The Main Ingredient"
in the Imperial City's Market District.

Once you have acquired five portions of ectoplasm, return to Margarte in
Leyawiin and select "Fighters Guild Jobs." She will now pay the Fighters Guild
for minotaur horns and ogre teeth, which will give them plenty of work to keep
them busy. Return to the Five Claws Lodge and speak to Vantus. They will be
glad to have some work, which should keep them out of trouble. Now you need to
return to the Fighter Guild in Chorrol, speak with Oreyn and tell him of your
success. After you have received your payment, speak to Modryn Oreyn about
your advancement within the guild. He will promote you to Swordsman.

[Swordsman, Fighters Guild achieved!]

==============================================================================
...Den of Thieves - (FG06)....................................................
==============================================================================
Speak with Azzan in the Anvil Fighters Guild hall once you have attained the
Swordsman rank within the guild. You will need to locate the lair of some
thieves near Anvil. You are given a companion for this quest, Maglir, who you
are already familiar with. Maglir is an "important" character, he is marked
with a crown icon when your view is upon him. This means when his health falls
to zero, he will not die, he will only be knocked unconscious and rendered
incapacitated for a short period of time, so you needn't worry about him dying
on you. Unfortunately, Azzan is unable to provide the exact location of this
lair of thieves, he only knows that it is located close to Anvil. You'll need
to speak with people on the Anvil city streets to see if they can tell you
anything.

You can speak to basically anyone in Anvil, and ask them about "Thieves" to
be pointed in the right direction for acquiring the needed information.
Whomever you end up asking, they will point you towards one Newheim the
Portly, who lives in the Anvil dock area. The active quest marker is now
pointing towards Newheim, so if you are having trouble finding him, as he
does move around quite a bit, just follow your compass. Speaking to Newheim
about Thieves, he will point you towards Hrota Cave, which is the thieves
hideout that you are looking for. He also mentions a heirloom, ask him about
this and the quest "Newheim's Flagon" will be added to your journal. Hrota
cave is a very short north's walk from Anvil, I suggest that you save your
game before going inside, as you will have to do some fighting.

You need to clear out the entire cave by killing each and every thief within.
If you have "Den of Thieves" as your active quest, there will be green markers
pointing to each of the thieves inside the cave, which is a good indication of
where they are and how many of them you have left to deal with. You'll want to
take the cautious approach here, because as you can see there are many thieves
in Hrota and you do not want to get attacked by several enemies at once. You
occasionally check the local area map to see where each of the thieves are, so
you know exactly how many are in one area before you go charging in. After you
have cleared out the thieves in the opening area, you will need to go to the
large, open area that has three thieves.

On the way there, be careful of the trip wire, which Maglir is sure to trip,
but you can jump over it to get safely out of the way. Once you have cleared
out this area, you can jump down into the small pit in the middle of the room
to retrieve Newheim's Heirloom, which is on the wooden table. Leave the cave,
return to the Fighters Guild hall and tell Azzan of your success to receive
payment. If you have also completed "Amelion's Debt," after completing this
quest you can speak to Azzan about your advancement within the guild to be
promoted to Protector.

[Protector, Fighters Guild achieved!]

==============================================================================
...Amelion's Debt - (FG07)....................................................
==============================================================================
Speak with Burz gro-Khash in the Cheydinhal Fighters Guild hall once you have
attained the Swordsman rank within the guild. You will need to speak with a
woman named Biene Amelion, who lives in the Water's Edge settlement, which is
a north's walk from the city of Leyawiin. You can fast travel to Leyawiin, the
settlement is a short walk north from there. Once you arrive at the Water's
Edge settlement, you will need to locate and speak with Biene Amelion. If you
have "Amelion's Debt" set as your active quest, the active quest marker will
be pointing towards her. Upon speaking to her, she will tell you that she
needs your help repaying a debt. Select "Debt" and she will tell you that her
father had run up a debt gambling, and since he has been taken from his home
due to this, the debt has been transferred to her. She would like you to enter
her grandfather's tomb to retrieve his sword and armor, so she can sell it to
pay off her father's debt.

You have two options here, you can agree to go and retrieve the sword and
armor, bring it back to her so she can sell it and pay off the debt. Or, you
yourself can give her the 1,000 septims that she requires, this allows you to
go to the tomb yourself to retrieve her grandfather's armor set and sword and
keep it for yourself. Brusef Amelion's armor is a unique armor set that has
the appearance of white ebony armor. So if you are a collector, or you are at
a fairly low level and would like a decent set of light armor, you will want
to take this option. Though Biene requests that you retrieve only his cuirass
and sword, you can actually find the other pieces within his tomb, which are
hidden in less obvious locations. If you choose to give her the money to pay
off the debt, you will need to report back to Burz gro-Khash in Cheydinhal and
tell him that you have completed the contract, more or less.

If you select the first option, or if you want to retrieve the armor to keep
for yourself, you will need to travel to Brusef Amelion's Tomb, which is
located northeast of Leyawiin. Inside Amelion Tomb, you will encounter plenty
of undead creatures. If you are in search of the other pieces of armor, you
will need some method of creating light as it is very dark in the tomb and
the armor pieces are well-hidden. If you don't have Nighteye or a similar
spell, a torch will have to suffice. To find Brusef Amelion's Boots, from
the entrance, head straight, follow down then take a left, follow this path
until you are able to take a left, follow the second path and you will find
the boots behind the coffin. To find the Gauntlets, exit the area where you
found the boots and take a left, you will find the gauntlets lying on the
ground. Be careful, as you move forward you will trigger some falling rocks.
To find the Brusef Amelion's Shield, turn back from where you found the
gauntlets and take the path parallel to the one where you found the boots.
Head all the way down until you reach a Z shaped area, look in the bottom
right corner behind a broken box to find the shield.

Exit this area into the "Sarcophagus Chamber." Head straight past this area,
turn left and follow into the area with several coffin. You are likely to run
into a higher level ghost-type monster than you are used to, so be careful.
You can find Brusef Amelion's Greaves in the upper right corner of this area.
The Sword and Cuirass are in plain view, on a bier in between two coffins.
Open the wooden door at the end of this area, once you have retrieved the
grieves, sword and cuirass. Before jumping down this hole, look to the left
past the Wisp Stalks and you will find the helmet. Once you have everything,
jump down the hole and locate the exit. Now that you have the armor, if you
chose to bring Biene the cuirass and sword so she can sell it to pay of the
debt, return to her in the Water's Edge settlement and give them to her. If
you selected the second option and instead gave her the money to pay off her
father's debt, you can do what you like with the armor. If you have also
completed the quest "Den of Thieves," after completing this quest you can
speak to Burz gro-Khash about your advancement within the guild to be promoted
to Protector.

[Protector, Fighters Guild achieved!]

==============================================================================
...The Master's Son - (FG08)..................................................
==============================================================================
Speak with Oreyn in the Chorrol Fighters Guild hall after you have attained
the rank of Protector and select "Duties." You will need to accompany Viranus
Donton, the Guildmaster's son, on a mission. You need to make sure that he
succeeds, since he needs to get his confidence up. Vilena, his mother, is
quite protective of her son, so you mustn't tell her what you are up to.
You must help Viranus discover what became of Galtus Previa in Nonwyll Cavern,
which is northwest of Chorrol. You'll need to locate Vilena Donton's house and
pick up Viranus, without mentioning anything to his mother. Initiate a
conversation with Viranus and select "Galtus Previa" from the list of dialogue
options. Once Viranus is onboard, leave the house and make your way to Nonwyll
Cavern. Viranus Donton is an "important" character, he is marked with a crown
icon when your view is upon him. This means when his health falls to zero, he
will not die, he will only be knocked unconscious and rendered incapacitated
for a short period of time. So you needn't worry about him getting killed on
this mission.

The Nonwyll Cavern will be full of either trolls or ogres, depending on your
level. You'll want to be cautious here, as there are many enemies and they
will all attack you at once if you charge into a room. Viranus will simply
charge and begin to attack any enemy in sight, but remember that he cannot
be killed at this point, so you needn't worry about him. Make your way to the
area "Nonwyll Chamber of the Titans." There are sure to be ogres in this area,
no matter your level, so be very cautious. With "The Master's Son" as your
active quest, the green marker will lead you to the corpse of Galtus Previa.
Once you enter the large room in the "Chamber of Titans," make sure that you
are on the upper level and follow the path on the north end of this room.
Remain cautious, as you will probably run into a couple of enemies in the room
that contains the corpse. When you come across the corpse of Galtus Previa,
you will receive a notification, telling you to return to Oreyn and speak with
him. You can exit the cavern by following the path on the southwest section of
the large room. You will eventually come to a door leading out to the Colovian
Highlands. Travel back to Chorrol, speak to Oreyn and tell him what you have
discovered.

==============================================================================
...More Unfinished Business - (FG09)..........................................
==============================================================================
Speak to Modryn Oreyn after completing the "The Master's Son" quest and select
the "Duties" option. It appears that Maglir has defaulted on a contract yet
again. Oreyn would like you to locate Maglir and find out what happened this
time. You also need to take up the contract that was assigned to Maglir and
make sure that it gets done. This time you will need to travel to Bravil. Once
in Bravil, you can speak to virtually anyone about Maglir and receive the
information that you need. Whomever you ask, they will inadvertently point you
towards the "Lonely Suitors Lodge." Once you have spoken to someone about him,
the active quest marker will be pointing to Lonely Suitors Lodge. Enter the
lodge and move past the counter to the back area. You shall find Maglir
standing here, decked out in some new armor. It turns out that Maglir has left
the Fighters Guild and has instead chosen to join the Black Wood Company.

If you can recall to a contract prior to this one, the first "Unfinished Busi-
ness" situation, where you had the choice between telling Oreyn that you
completed or lying and telling him that Maglir completed it himself. If you
chose to tell Oreyn that Maglir was the one to complete the contract, when you
ask him about the contract he will readily give you the information. If you
chose to "rat him out," you will have to return to Oreyn to get the informa-
tion on the unfinished contract. You will need to speak to Aryarie in the
Bravil Mages Guild hall, she will tell you what needs to be done. Aryarie
requests that you retrieve ten portions of Imp Gall and bring them back to
her. She points you towards a "Robber's Glen Cave," apparently imps are known
to be there. Robber's Glen Cave is along the north road that leads to Bravil,
just follow the north road and you will eventually come to it.

Enter the cave once you have reached it. Inside, all you must do is run through
the cave, kill any imps in sight and take Imp Gall from their corpses. Imps
are very weak creatures who do not take very many hits to kill, no matter your
level, so you shouldn't have any trouble dealing with them. The cave is full
of them throughout, so it doesn't really which path you take. Continue killing
imps until you have obtained a grand total of ten Imp Gall from them. Once you
obtained the required amount, you will need to return to the Bravil Mages
Guild, speak with Aryarie again and tell her that you have the requested
materials. She will give you one "Ring of Aegis" for completing the task. Now
you must return to Chorrol, speak with Oreyn and tell him of your success in
completing the contract. Select "Advancement" from the list of dialogue
options once you have the chance to be promoted to Defender.

[Defender, Fighters Guild achieved!]

==============================================================================
...Azani Blackheart - (FG10)..................................................
==============================================================================
After you have gained the rank of Defender within the guild, speak to Oreyn
about more duties. He has some more business, but he'd rather not speak about
it in public, you are to meet him at his in Chorrol house later. Set out to
visit Modryn Oreyn's house around 4pm, it is located in the southwest portion
of Chorrol. While "Azani Blackheart" is set as your active quest, the active
quest marker will be pointing towards Oreyn, so you will be able to use your
compass to find his house if you are having difficulty. Once you have arrived,
speak with Oreyn about the Blackwood Company. He will speak of the death of
Vitellus Donton, apparently he was on contract with some other Fighters Guild
members to retrieve an artifact from one Azani Blackheart. He and many other
men were killed, and the Blackwood Company finished up the job. Oreyn wants
you to travel to the Leyawiin Fighter's Guild, from there you will travel to
Arpenia and seek out Azani Blackheart to find out what really happened.

Once you have arrived, find Oreyn and speak to him. You will need to travel
to Arpenia from here, the ruin is located northeast of Leyawiin. The location
will be marked on your map. Inside, head straight, take a left, find the exit
to this room, which will lead you to a giant, open area. Once it has been
confirmed that there is nothing in this ruin, Oreyn will lead you to another
ruin northeast of here in search of Azani Blackheart. Once you arrive to
Atatar, head down the spiral ramp, beware of the swinging traps in this
hallway ahead. Oreyn is an "important" character, he is marked with a crown
icon when your view is upon him. This means when his health falls to zero, he
will not die, he will only be knocked unconscious and rendered incapacitated
for a short period of time, so you needn't worry about him dying.

As you delve deeper into the ruin, you will run into some bandits. Just
continue heading straight, up the stairs through the large room until you
reach the door leading to "Atatar Haelia Dagon," go through it. Move through
this area until you come to a locked, iron gate. There is a push block behind
an unlocked iron gate nearby, locate the switch and activate it. Go through
the gate and follow this path, eventually you will come to a bridge with some
falling blade traps. Run across it quickly, trying your best to avoid the
lethal falling blades and open the door at the end leading to "Atatar Haelia
Anga." Follow the bridge to the end and hit the push block next to the iron
gate. Remain vigilant as you are moving through this next area, there are
sure to be at least a few bandits ready to attack you without warning. Find
the steps that lead up to the door that will bring you to "Atatar Loria." I
suggest saving before going through this door.

You will find Azani Blackheart in this room, who is not one for words. Attack
him as soon as you spot him. Once you have defeated Azani Blackheart, search
his body and retrieve Blackheart's ring, this will be used as proof that the
Blackwood Company didn't defeat him. After, speak to Oreyn about your advance-
ment within the guild, he will promote your to Warder for a job well done.

[Warder, Fighters Guild achieved!]

==============================================================================
...The Wandering Scholar - (FG11).............................................
==============================================================================
Speak to Azzan in the Anvil Fighter's Guild after completing Azani Blackheart
and attaining the rank of Warder within the guild. You must escort Elante of
Alinor, who is a scholar doing research on Daedra. The meeting place is at the
entrance to Brittlerock Cave, which is far northeast of Anvil. You must go in
the cave with her and protect her while she explores its depths. Leave the
city of Anvil and begin your journey to Brittlerock Cave. The cave has been
marked on your map, so as you can see, it is a fair distance from the city
of Anvil. If you have a horse, you will definitely want to consider taking
it along for this journey. When you reach the cave, head inside to find
Elante, who is eagerly waiting for you. Elante of Alinor is not considered
an important character, this means that if her health falls down to zero, she
will be dead, you would then have to report back to Azzan about your failure.

It is very dark and difficult to see once you are inside, so make sure that
you have some method of creating light so you can get yourself through this.
There is, purportedly, a daedric shrine within these caves. You must follow
her through the depths of Brittlerock Cave, keeping close and fighting off
any Daedra that you are sure to meet. Since, as I mentioned before, Elante
is not considered an important character, she can indeed die during this
expedition. If you happen to have some sort of healing spell that will allow
you to heal others, it will be of great use to you. If not, I suggest simply
running ahead of her and clearing out all of the Daedra that are in the cave,
before you let her explore. You will have to fight a good number of Daedra, so
this may be the best way to go in order to avoid her getting killed. Since she
wants to be the leader during this expedition, she will simply stop moving if
you are not close to her, so if you have already talked to her you can just
run ahead and she will stay where she is.

You will surely run into some opposition along the way, so if Elante is
with you, make sure that you focus your attention on attacking anything that
is attacking her, to get it off of her as soon as possible. You will eventu-
ally reach a room with an altar and a large, broken statue. Just behind this,
you will find a door leading to the Brittlerock lower passages. This is the
shrine that Elante has been seeking. Once Elante has safely arrived at the
daedric shrine, she will thank you for your service and she will also give
you the "2920, Morning Star(v1)" skill book. Upon reading this, one gains a
level in Blade. Return to Azzan and tell him of your success to receive your
payment. If you have also completed the "The Fugitives" quest, speak to Azzan
about your advancement to be promoted to the rank of Guardian.

[Guardian, Fighters Guild achieved!]

==============================================================================
...The Fugitives - (FG12).....................................................
==============================================================================
Speak to Burz gro-Khash in Cheydinhal after completing "Azani Blackheart" and
attaining the rank of Warder within the guild and ask for a contract. You need
to find and kill some fugitives from a prison break in Bravil. You first need
to Bravil and see what you can learn about these fugitives. You can essienti-
ally speak to anyone in the streets of Bravil and ask about the fugitives to
receive the information that you need to locate them. They will need to have
a disposition of at least 70 with you before they will be willing to give out
the information. You will learn that the four of them are believed to be
hiding in Bloodmayne Cave, which is a cave west of Bravil. Leave the city and
travel to the Bloodmayne Cave. With "The Fugitives" set as your active quest,
there will be a green marker pointing to each of the fugitives once you step
inside Bloodmayne Cave. There isn't really much else to say, just follow your
compass to each of the fugitives and kill them.

In the first area of the Bloodmayne Cave, you will find Hlogar and Ashanta,
kill both of them. For the two remaining fugitives, you will need to find
the entrance to the "Bloodmayne Cave Labyrinth," they are both in this area.
Dreet-Lai is an archer so be careful, he is in the first area of the Labyri-
nth. It is rather dark in this area so I hope you have some method of
producing light so you can see your attackers. Enrion is a magic user, who is
found in the large room in the southeast section of the labyrinth. When you
have killed the final two members of the fugitive group, you can exit the
Bloodmayne cave. After killing Enrion, you just need to continue following
the path out of the large room and you will come to a door leading back out
to the Great Forest. Return to Burz gro-Khash in Cheydinhal and tell him
that you have completed the contract. If you have also completed the quest
"The Wandering Scholar," speak to Burz gro-Khash about your advancement to
be promoted the rank of Guardian.

[Guardian, Fighters Guild achieved!]

==============================================================================
...Trolls of Forsaken Mine - (FG13)...........................................
==============================================================================
Travel to Chorrol and speak to Oreyn once you have gained the rank of
Guardian, and select "Duties" from the list of dialogue options. This time,
you are to travel to the Forsaken Mine to investigate what has happened to
the men that had been sent on a contract there. Viranus, the Guildmaster's
son, was among them. The Forsaken Mine is directly below Leyawiin, so fast
travel there and follow your compass to the location. The mine was to be
cleared of trolls, so expect to run into some trolls once inside. A few steps
from the threshold, you will find the grisly remains of Ariente, one of the
Fighters Guild members that was sent to carry out the contract. As you conti-
nue moving forward, you will find another Fighters Guild member's corpse. Turn
around, just next to the doorway that you used to open this room, there is an
opening next to it. Take this passage and follow it until you reach the
"Forsaken Mine Lost Passages."

As you enter, you are likely to run into some trolls, so be cautious before
proceeding. Follow the passage out of the opening area, head straight and
hug the wall to your left until you find a rock wall, press the A button to
lower it when the prompt appears. Follow this passage until you reach a large
room. You will find the body of Eduard Hodge, and a little further from his...
Viranus Donton's. Examine his body, and remove the Bloody Journal. It seems
the mission was going well, until the Blackwood Company became involved. The
Fighters Guild was attacked, Viranus recorded this in his journal before dying
due to his various wounds. All that is left for you to do is to return to the
city of Chorrol and tell Oreyn the bad news.

==============================================================================
...The Stone of St. Alessia - (FG14)..........................................
==============================================================================
Speak to Azzan after completing the "Trolls of Forsaken Mine" quest and ask
for a contract. The Stone of St. Alessia has been stolen from the Bruma chapel
and it's your job to get it back. Start by going to the chapel of Talos in
Bruma and speaking with the Cirroc, the priest. Apparently, a group of bandits
snuck into the chapel and snatched the stone, they've been seen heading east
out of the town. Exit the chapel and leave the city of Bruma. Follow the
active quest marker and it will lead you to a Khajiit bandit, K'Sharr. Ask him
about the Stone of St. Alessia. The group of bandits were attacked by some
ogres, who took the stone and only left K'Sharr alive. After he tells you this
select "Sedor" from the list of dialogue options to have it marked on your map.
Sedor is southeast of Bruma, follow your compass and it will lead you to this
ruin.

As you know, there are ogres living in this ruin. As always, it is very impor-
tant that you do not just simply run into an area without first looking out
for enemies. You wouldn't want to get attacked by more than one ogre, who
will continuously stagger you when their strikes connect. Follow the spiral
down from the entrance, follow this path out until you reach a split, just
continue heading straight at this point. Go down the steps into the large
area, Take a left and exit this area through the passage on this side of it.
Turn left, head straight up and exit this area to your left. Go straight and
turn right as soon as you can, follow this path until you reach a bridge. At
the end of the bridge, hit the push block to your left, then jump down and go
through the iron gate. The Stone of St. Alessia is on the pedestal in the
middle of this area. Grab it and backtrack to the entrance of Sedor.

Return to the chapel of Talos in Bruma and give the stone to Cirroc. He will
thank you for your service give you some potions. Return to Anvil and tell
Azzan that you have completed the contract. That is all of the quests Azzan
has for you, there is no need to speak to him anymore. If you have completed
the quest "The Noble's Daughter," speak to Azzan afterwards about your advanc-
ement within the guild to be promoted back to the rank of Guardian.

==============================================================================
...The Noble's Daughter - (FG15)..............................................
==============================================================================
Speak to Burz gro-Khash once you have completed the "Trolls of Forsaken Mine"
quest and ask for a contract. You need to help Lord Rugdumph find his daugh-
ter, Lady Rogbut. You need to speak to Lord Rugdumph at his estate, which is
near Lake Arrius, north of Cheydinhal. If you speak to him about his daughter,
he will tell you that he suspects that she was taken away by a band of ogres
that are known to live east of the estate. Exit Lord Rugdumph's estate and
start heading east. You will eventually run into the band of Ogres, there are
three of them. Three ogres can be kind of difficult to deal with. If you have
a bow, it will help you out a lot. You have a large expanse of land behind
you, so use this to your advantage as you back up and shoot arrows or spells
at the approaching group of ogres. You can do this with another type of
weapon too, but you will need to get a little closer.

After the band of ogres has been dealt with, locate Lady Rogbut and escort her
back to Lord Rugdumph's estate. When you have arrived back at the estate,
speak to Rugdumph. He will give you his sincere thanks for safely returning
his daughter, and he will reward you with "Rugdumph's Sword." Return to the
city of Cheydinhal and tell Burz gro-Khash that you have succeeded in complet-
ing the contract to receive your pay. if you have completed the quest "The
Stone of St. Alessia," speak to Burz gro-Khash about your advancement within
the guild to be promoted back to Guardian.

==============================================================================
...Mystery at Harlun's Watch - (FG16).........................................
==============================================================================
After completing "The Noble's Daughter," speak to Burz gro-Khash again and ask
for another contract. This time, Burz wants you to investigate some mysterious
disappearances at Harlun's Watch. You must speak to Drarana Thelis to get the
details. With "Mystery at Harlun's Watch" as your active quest, the active
quest marker will be pointing to Drarana, use this to find her. She can be
found in the settlement of Harlun's Watch, at the end of the road south of
Cheydinhal. Initiate a conversation with her and ask about the disappearances.
Strange, flickering lights have been reportedly spotted in the swamps outside
of Harlun's Watch. When someone is sent to investigate, they never return.

Start moving southeast from the settlement, follow the green quest marker to
the location where the lights have been reported. You will eventually come to
the Swampy Cave. Outside the entrance, you will see some will-o-the-wisps.
These are the "strange lights" that the people of Harlun's Watch have been
seeing. You need to kill the Will-o-the-wisps that are surrounding the cave
then head inside to investigate further. Inside the cave you will find trolls,
so you'll want to remain cautious as you move through the cave. From the entr-
ance, head straight, at the split take the path to the right. Head straight
down until you reach a large room. Go down and exit through the passage to the
bottom right of this room. Continue moving down until you reach the split, at
this point, turn left. Inside this area, you will find the remains of the
villagers that were sent to investigate the strange lights. A grisly sight
indeed. The trolls in this cave have been preying on the people of Harlun's
Watch who, in their weakened state due to the Will-o-the-wisps, were extremely
vulnerable.

Before you can leave the cave and report to Drarana on what you have learned,
you must first clear the cave of any trolls that remain. You will have to go
through the "Swampy Cave Dry Rock Run" and clear this area of trolls as well.
Once you have managed to clear the cave of each and every troll, you will be
notified of this fact. Leave the Swampy Cave, return to Harlun's Watch and
speak to Drarana Thelis and tell her what you have discovered. She will thank
you for helping solve the mystery, and she will give you the Mind and Body
Ring. Return to Burz gro-Khash in Cheydinhal to receive your payment for
completing the contract. If your current rank is Guardian, speak to Burz
about your advancement within the guild to be promoted to the rank of
Champion. This is it as far as normal contracts go, the only rank you have
left to attain once you have become Champion is the Master rank.

[Champion, Fighters Guild achieved!]

==============================================================================
...Information Gathering - (FG17).............................................
==============================================================================
Since Azzan and Burz gro-Khash don't have anymore contracts to give you, you
will need to visit Oreyn at his home in Chorrol. When you arrive, step inside
and speak to Oreyn. Ask about "Duties," and as Oreyn will tell you, these are
not official duties, you'd likely get expelled from the guild if you were
found out. Oreyn wants you to help him take down the Blackwood company. The
Blackwood company are reportedly trying to expand and they've set up camp in
Glademist Cave. Oreyn wants you to go to this cave and capture Ajum-Kajin, one
of their leaders, and bring him back to his house for an interrogation session.
Glademist Cave is located northeast of the city of Chorrol. With "Information
Gathering" set as your active quest, the active quest marker will be pointing
to this location, so you can use your compass to guide you there.

Once you arrive, step inside Glademist Cave. Any Blackwood Company members
that are inside will attack you on sight, so remain cautious as you move
through here in search of Ajum-Kajin. As always, do not just simply charge
into an area, as this is a good way to get yourself under attack by more than
one enemy. The Blackwood Company members inside of Glademist are likely to
have some pretty sweet enchanted items, so make sure that you take the time to
loot them once they have been dealt with. The Blackwood Company guards with
enchanted bows or arrows can be quite deadly, so be careful of this. Ajum-
Kajin is marked on your map whilst you have this as your active quest, so
all you need to do is occasionally glance at the local area map to make sure
that you are going in the right direction. You do need to kill each of the
guards that are in this cave before he will agree to go with you, however.
Once you make it to Ajum-Kajin's room, speak to him and he will follow you
out of the cave.

Return to Chorrol once you have found and captured Ajum-Kajin. Lead him to
Oreyn's house, Oreyn will demand that you tell Ajum-Kajin to sit down once
inside, do so. You must try to get him to talk, to reveal the information
that Oreyn requires. Now, you have to options here: One, you can beat the
living tar out of the Argonian, just not to the point of death. Once he is
ready to talk, a notification will pop up telling you of this fact. Option
number two, you can raise his disposition towards you by playing the persuas-
ion mini-game. You need to get his disposition to, at the very least, 70
before he will be willing to give up any information

Ask him how large the Blackwood Company is once he is willing to talk the
first time, he will give you this information, telling you that so far the
Blackwood Company has over one hundred members. You will have to get his
disposition to at least 80 to get more information, or beat him until he gives
up more. The second time, ask him about the leader, he will give up this
information, telling you the leader of the Blackwood Company is Ri'Zakar. If
you ask him about the secret to their strength, he will choose to kill himself
using the Blackwood Ring of Silence. Now that is one hardcore Blackwood
Company member. Speak to Oreyn after Ajum-Kajin's death to receive the
"Greater Amulet of Interrogation."

==============================================================================
...Infiltration - (FG18)......................................................
==============================================================================
Oreyn's got another job for you, this time it involves the infiltration of the
Blackwood Company. You need to travel to the city of Leyawiin, visit the Blac-
kwood Company hall and ask to join them. This is under pretense, nonetheless
you still must avoid contact with any Fighters Guild members to avoid blowing
your cover. Travel to Leyawiin and locate the Blackwood Company building,
which is right across from the Fighters Guild here, coincidentally. If you
speak to any old member in the hall about joining the company, they will tell
you to seek out Jeetum-Ze about joining their ranks. Locate this Argonian, who
will be on your map if you have "Infiltration" as your active quest, and ask
him if you can join the company.

Once Jeetum-Ze has agreed to let you join, he will lead you down to the train-
ing hall, there is a mission that you are to go on. Follow him down to the
Blackwood Company training hall. In the training hall, you will meet some
other company members, who will be setting out on this contract with you. The
four of you will need to travel to the Water's Edge settlement, where you will
be dealing with some goblins who have been giving the settlement some trouble.
After the briefing, Jeetum will approach you, the new recruit, and hand over
some Hist Sap for you to drink. You have no choice but to agree, if you want
the mission to go well, so open your inventory and drink the thing. As soon
as you drink the Hist Sap, you will be transported to the settlement of
Water's Edge, where you will have to attack and kill each and every goblin
in the vicinity.

When the outside area of the settlement is clear of goblins, you will need to
head inside each house and clear out any goblins that are inside. When you
have killed each and every goblin in the settlement, you will be transported
back to Oreyn's house in Chorrol. Apparently, you passed out during the
mission, and were found unconscious by the road near Leyawiin. Some Fighters
Guild members found you and brought you to Oreyn's house. Tell Oreyn what you
have learned during you time as a member of the Blackwood Company. Oreyn would
like you to return to the Water's Edge settlement and speak with the residents
to make sure that everything is alright. Arriving at the settlement, you will
notice that everyone has seemingly dropped dead. It appears, in your Hist Sap
induced stupor, that you and the three Blackwood Company members have slaught-
ered the entire settlement, mistaking them for goblins! Well, not much you can
really do at this point but shrug your shoulders and say my bad.

Return to Oreyn after speaking to Biene Amelion's father and tell him of the
news. He assures you that it wasn't your fault, some good that's going to do
after all, you did help slaughter an entire settlement full of innocent people.
You can redeem the lives of these people by taking the Blackwood Company down!

==============================================================================
...The Hist - (FG19)..........................................................
==============================================================================
Speaking to Oreyn after the Water's Edge incident, he will come to the conclu-
sion that the only thing that can be done to stop the Blackwood Company is to
destroy the very source of their power, the Hist Tree. You will need to travel
to the city of Leyawiin, enter the Blackwood Company building, locate the Hist
Tree and destroy it. Oreyn warns you that the leader of the company, Ri'Zakar,
will have the tree well-guarded, so don't expect a warm welcome. Make sure
that you are well-prepared before you enter the Blackwood Company hall,
because a warm welcome is far from what you will receive when you step into
that building. After a short chat, the entire guild hall will attack you.

You will have to take out Ja'Fazir and retrieve Jeetum-Ze's room key from him.
Jeetum-Ze does have the key that will open that door to the company leader's
room, so you will need to go to his room, kill him and take the key. Jeetum-
Ze's room is on the second floor of the main hall, so locate the stairs and
find the entrance to his room. From his body, you will find the key to
Ri'Zakar's room. Head upstairs to the top level and use the key to unlock the
door leading to Ri'Zakar's room. Inside, you will find the leader of the
Blackwood Company, and he won't be too happy to see you. Once he has been
dealt with, search his corpse and take the "Blackwood Co. Basement Key."
When you have this key, head back down to the main floor of the company
hall and locate the door leading to the "Blackwood Company Hall Basement."
I suggest saving your game at this point, before heading inside. As you will
be meeting some more opposition once you step through that door.

Entering this room, the first thing you are sure to notice is the giant Hist
Tree in the middle of the room. You've found it! You need to find some way to
destroy the machinery that is surrounding the tree and extracting the sap from
it. First, kill the two Blackwood Company Members in this room. Once they have
been dealt with, head to the side of the room opposite of the door that you
used to enter this area. On the table, you will find two "Loose Pipes" that
you can take into your inventory and use to break the machinery surrounding
the Hist Tree. Approach the Sap Pump and press the A button when prompted to
jam a pipe in between the cogs, breaking the machine. Approach the other Sap
Pump opposite this one and do the same thing. The Hist Tree will go up in
flames, meaning you have succeeded in your mission. Leave this room and
return to Oreyn in Chorrol. You'll run into one more enemy before you can
leave this guild hall, however. It is none other than Maglir, you have no
choice but to kill this little runt. For having a family at home to feed, he
sure didn't think twice about recklessly attacking you.

Return to Chorrol, speak to Oreyn and tell him of your success. He will thank
you and give you the Helm of Oreyn Bearclaw. You now must go to the Fighters
Guild hall in Chorrol, speak to Vilena Donton and tell her what has happened.
After you are done explaining, speak with her about your advancement to be
promoted to Master of the Fighters Guild! If you ask her about duties, she
will tell you that you need to appoint a second-in-command, who will have to
be Modryn Oreyn, after all he was the mastermind behind the whole thing.
Speak to Modryn Oreyn, who will be unconvincingly reluctant to rejoin the
Fighters Guild and become second-in-command. From now on, once a month, you
will be able to assign duties. Choosing to focus on recruitment will give you
a better chance of receiving items in the Guildmaster's chest on the top floor
of the Fighters Guild in Chorrol. Choosing to focus on completing contracts
will put more money in the chest and choosing to focus on both will provide
both items and a small amount of gold. That's all there is to it, congratu-
lations on completing the Fighters Guild quest line!

[Master, Fighters Guild achieved!]

------------------------------------------------------------------------------

- Mages Guild Quests - [W03]

------------------------------------------------------------------------------

Anvil Recommendation.......................................(MG01)
Bravil Recommendation......................................(MG02)
Bruma Recommendation.......................................(MG03)
Cheydinhal Recommendation..................................(MG04)
Chorrol Recommendation.....................................(MG05)
Leyawiin Recommendation....................................(MG06)
Skingrad Recommendation....................................(MG07)
A Mage's Staff.............................................(MG08)
Ulterior Motives...........................................(MG09)
Vahtacen's Secret..........................................(MG10)
Necromancer's Moon.........................................(MG11)
Liberation or Apprehension.................................(MG12)
Information at a Price.....................................(MG13)
A Plot Revealed............................................(MG14)
The Bloodworm Helm.........................................(MG15)
The Necromancer's Amulet...................................(MG16)
Ambush.....................................................(MG17)
Confront the King..........................................(MG18)

The Mages Guild is one of the four guilds available to join in Oblivion. To
join the guild, all you need to do is visit any one of the Mages Guild halls
that you will find in most of the cities. There are Mages Guild halls in the
cities of Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin and Skingrad.
Travel to either one of these, once you have arrived you will have to speak to
the person in the hall who deals with new recruitment. Speaking to anyone
besides this person about joining the Mages Guild, they will point you towards
the person you need to talk to in order to join. Joining the Mages Guild has
some benefits, for one thing once you have completed the string of recommenda-
tion quests, you will have access to the Arcane University in the Imperial
City. You will have access to the university's spell and item enchanting
altars, which allow you to create new spells and enchant unenchanted weapons,
giving them magical properties.

Once you have spoken to the right person and have joined the Mages Guild, the
quest "Join the Mages Guild" will be added to your current quests. You will
first have to complete all of the recommendation quests before you can advance
in rank within the guild. You must visit each of the Mages Guild halls in
Cyrodiil, speak to the hall leader and select "Recommendation" from the list
of dialogue options. You will then need to complete a short quest in order to
receive a recommendation from that hall. You can complete these recommendation
quests in any order you wish. For now, you are an Associate of the Mages Guild.

[Associate, Mages Guild achieved!]

==============================================================================
...Anvil Recommendation - (MG01)..............................................
==============================================================================
Speak to Carahil, who should be behind the counter in the main hall, and
select "Recommendation" from the list of dialogue options to get started.
Apparently, there have been some cases of merchants found dead along the gold
road near the Brina Cross Inn. The frost burns indicate that a mage was resp-
onsible for the deaths of these merchants, probably killing them so that they
could take the wares they were carrying. Carahil would like you to investigate
this matter. You are to travel to the Brina Cross Inn, which is north of
Anvil and speak to a woman named Arielle Jurard. Before heading off, you'll
want to speak to Carahil some more about this situation. Ask her about the
Rogue Mage and she will tell you that whoever it is, must be using frost type
spells to kill their victims, hence the frost burns. She will give you three
scrolls of Frost Shell to help you, for use when you encounter the mage.

Follow the north road outside of Anvil until you reach the Brina Cross Inn.
Step inside, approach the counter and speak to Arielle Jurard. Arielle tells
you that you must pretend to be a traveling merchant. Approach Christophe
Marane, the inn keeper, and ask for a bed. Head up the stairs, go down the
hall and open the door to your room at the end. Wait in your room for a
moment, until Arielle Jurard enters. She tells you to sleep at the Brina Cross
Inn, once you awaken, travel along the Gold Road towards the ruined city of
Kvatch. Approach the bed in this room and sleep for at least one hour. Once
you have done that, exit the room and the Brina Cross Inn. Begin to travel up
the Gold Road, just as you were told. Just travel along the road and eventu-
ally you will be stopped by Caminalda, a women that you probably had a short
chat with at the Brina Cross Inn. Didn't see that one coming...

This shouldn't be terribly difficult, you will have Arielle and her battlemage
friend to assist you. If you spoke to Carahil about the rogue mage you can use
the Frost Shell scrolls that she gave you if Caminalda's spells are hurting.
Once Caminalda has gotten what she deserves, you can return to Anvil and tell
Carahil that the Rogue Mage has been dealt with. She assures you that she
will pass along your recommendation to the Arcane University.

==============================================================================
...Bravil Recommendation - (MG02).............................................
==============================================================================
Travel to Bravil and locate the Mages Guild building in this city. Speak to
You must locate and speak to Kud-Ei, an Argonian woman who should be in the
main area of the guild hall. Tell her that you are ready to try and get a
recommendation from her. She will tell you to speak to a Dark Elf named Varon
Vamori, apparently he has been harassing Ardaline, one of the guild members.
He has taken her Mage's Staff, which is of course, very important to a mage.
If you select "Mage's Staff" from the list of dialogue options that are avali-
able to select while speaking to Kud-Ei, she will give you a scroll, Beguile,
that will charm the target, raising their disposition towards you and making
it easier to get information from them.

You need to find this Varon Vamori fellow and confront him. He should be
somewhere in the guild hall. With "Bravil Recommendation" as your active
quest, you can see where he is, denoted by the active quest marker. If he is
not anywhere in the guild hall, use the wait feature and continuously wait
until the marker on your compass turns green, meaning he is in the guild hall.
He should be there from 9am to whatever time. Once you have found him, speak
to him and ask about Ardaline. Once he is done, inquire about the Mage's
Staff. If you have a high enough personality, or you have enough fame, you
may not have to raise Varon's disposition to get him to confess. If he refuses
to say anything about the staff, use the Beguile scroll that was provided to
you by Kud-Ei. He admits to taking Adraline's staff, and apparently he has
sold it to a friend living in the Imperial City.

You can speak to Kud-Ei before taking the trip to the Imperial City, speak to
her about Varon Vamori, and she will give you three Beguile scrolls to use on
his friend in the Imperial City, if necessary. Leave the Bravil Mages Guild
hall and travel to the Imperial City. If you spoke to Varon about his friend,
he tells you that he lives in the Talos Plaza District, so travel there. Once
there, locate Soris Arenim's house and let yourself in. Speak to Soris and ask
about the mage's staff. Once his disposition towards you is high enough, he
will offer to sell the staff back to you for a portion of the gold that he
paid for it. Once you have the Mages Staff, return to the Bravil Mages Guild
hall and speak to Kud-Ei. Kud-Ei assures you that she will send in your
recommendation, and she teaches you the spell Captivate, which acts like the
Beguild scrolls that she gave you to charm the target.

==============================================================================
...Bruma Recommendation - (MG03)..............................................
==============================================================================
Locate the Bruma Mages Guild hall and speak to Jeanne Frasorie, who should be
behind the counter straight across from the door. If she isn't there, wait
until it is around 9am. Select "Recommendation" from the list of dialogue
options to get started. Jeanne would like you to find a Khajiit named J'skar,
who has evidently gone missing. She has been led to believe that a spell may
have backfired, causing his strange disappearance. She wants you to make him
reappear, only then will she give you a recommendation. You will need to
locate a man named Volanaro, speak to him and ask about J'skar. Volarano knows
where J'skar is, but he makes you promise not to mention anything to Jeanne.
He wants you to help him play a small prank on Jeanne. Juvenile, yes, but it
will help you earn your recommendation nonetheless.

Volanaro would like you to enter Jeanne's room, open her desk and take her
Manual of Spellcraft. He will teach you a spell called "Minor Latch Crack,"
which will allow you to automatically open locks of Very Easy to Easy quality.
From the main area of the guild hall facing Jeanne's counter, turn to your
left and head up the stairs here. This is Jeanne's room, the desk is in the
middle of it. Approach the desk, you can either open the lock by using a
lockpick, or you can use the Minor Latch Crack spell that Volanaro provided
you with. Once you have opened the desk, grab the Manual of Spellcraft and
get out of there. Go down the stairs and hand the book over to Volanaro.
He tells you to meet him in the living quarters around 10pm. The Living
Quarters are on the opposite side of the stairs leading to Jeanne's room.
Wait until it is 10pm, go through the first wood door to your left to find
Volarano. Talk to him and he will make the Khajiit J'skar reappear. Speak to
him, then find and speak to Jeanne, she will give you your recommendation.

==============================================================================
...Cheydinhal Recommendation - (MG04).........................................
==============================================================================
Travel to the city of Cheydinhal and locate the Mages Guild building there.
By speaking to anybody in the building, if you ask about your recommendation
they will tell you to speak to Falcar. Locate Falcar, who could be anywhere
in the guild hall including the basement, and speak to him. Even though Falcar
strictly forbids it... tell him that you're there for a recommendation. He
tells you of a Ring of Burden, which another Associate apparently got his
hands on and chucked it in a well for some reason. He wants you to go down
the well and retrieve the ring for him. This Ring of Burden weighs 150 lbs!
You probably won't be able to carry it without becoming over- encumbered, so
if you know that you will not be able to take an extra 150 lbs, store your
equipment some place safe while you go to get the ring. I suggest saving
before doing this, just in case something unfortunate happens to your gear.

Falcar tells you to speak to Deetsan, an Argonian woman who can be found
wandering the main area of the guild hall, to get a key that will open the
well behind the Mages Guild building. Speak to Deetsan, select "Recommend-
ation" from the list of dialogue options. She will only speak to you if Falcar
is out of earshot. Deetsan believes that this Falcar is trying to get you
killed, saying that he gave this exact same task to an Associate named
Vidkun, who was never heard from again. She will give you the key, and also
teach you a spell, "Buoyancy," that will add the water breathing and feather
effects to you for a short duration of time. This may come in useful, if you
have a high enough Alteration level to cast it. If you have some potions of
feather, you can use those, if not consider dropping some particularly heavy
items in the main hall, and of course save the game just in case.

Exit the guild hall and approach the well behind the building. As you enter,
swim to your left, you will find the body of poor Vidkun. The water breathing
effect gained from the Buoyancy spells isn't really necessary here, because
as you can see the well is quite small. Search Vidkun's corpse and retrieve
the Ring of Burden. There is a nirnroot to the right of the entrance, why not
grab it while you're here? When you have the ring, exit the well and return
to the guild hall. Find Deetsan and speak to her, apparently she confronted
Falcar, who flew into a rage and stormed out. Real mature. Tell her of poor
Vidkun's fate, then head down to the basement and locate Falcar's room. Look
for the locked drawers next to his desk and use crack the lock. Inside, you
will find two Black Soul Gems, take them and bring them to Deetsan. She will
take the soul gems and write up a recommendation for you.

==============================================================================
...Fingers of the Mountain (Chorrol Recommendation) - (MG05)..................
==============================================================================
Locate the Chorrol Mages Guild hall and head inside. You need to speak to an
Argonian named Teekeeus to start the quest for your recommendation. He should
be walking around the main area of the Mages Guild hall. Once you have located
him, begin a conversation with him and select "Recommendation" from the list
of dialogue options to get started. Teekeeus would like you to speak with a
woman named Earana, who he apparently has a bad history with. He has noticed
that she is in town, he knows she's up to something and he wants you to figure
it out. Leave the guild hall, you should be able to spot Earana relatively
quickly. She has a matter that she would like to involve you in, but she'd
rather you not tell the guild about it. She wants you to retrieve a book
entitled "Fingers of the Mountain." You'll need to return to the guild hall
and tell Teekeeus about this.

Teekeeus doesn't want Earana to get her hands on this book, he wants you to
retrieve the book and immediately bring it back to him at the guild. You have
a little choice here, you can either bring it back to Earana, in doing this
you will learn the spell "Fingers of the Mountain," or you can bring it back
to Teekeeus, who will safely hide it away. Now, keep in mind that either way,
you will still get your recommendation. The Finger of the Mountain spell that
you will be taught if you bring the book back to Earana might cost an insane
amount of magicka to cast, depending on the level you learn it at an amount
that you will probably never be able to achieve without the abuse of glitches.
The Fingers of the Mountain book that Earana seeks can be found on a mountain
located northwest of Chorrol. Travel to this location, retrieve the book, then
return to Chorrol and make your decision. This hill may seem too steep to
climb, but you can use the grass on the side of the hill in certain areas to
help you ascend. At the top, you will find the book in someone's charred
remains. Lovely.

You'll be able to find Earana at the Grey Mare tavern in Chorrol, so if you
choose to bring it to her then head there. If you choose to give it to
Teekeeus instead, return to the Chorrol Mages Guild and give it to him, he
will lock it away safely in a chest and give you your recommendation. If you
choose to give it to Earana, the "Fingers of the Mountain, Part II" quest will
be added to your quests. You will need to complete this quest, then speak to
Teekeeus and tell him that you gave the book to Earana. He tells you to steal
the book back from here and bring it to him, if you want to receive a recomme-
ndation from him. Go to the Grey Mare and head up the steps, unlock the door
to the room at the end of the hall. Unlock the chest and take the Fingers of
the Mountain book back. Return to Teekeeus and give him the book.

==============================================================================
...Leyawiin Recommendation - (MG06)...........................................
==============================================================================
Locate the Leyawiin Mages Guild hall and enter. If you speak to anyone in the
hall about your recommendation, they will tell you to speak to someone named
Dagail. Dagail can be found around the Mages Guild hall, locate and speak to
her about your recommendation. Apparently, she has lost an amulet and is
unable to help you without it. You will need to find this amulet and bring
it back to her before she can give you a recommendation. She points you
towards a woman named Agata, who will be able to help you get that amulet
back. Locata Agata and speak to her, she tells you that the Seer's Stone,
which Dagail uses to control her visions, has gone missing. Locate and speak
to a man named Kalthar, who seems a little too glad that the stone has gone
missing. After you have spoken to him about the seer's stone, speak with
Agata again. Agata finds it strange that Kalthar mentioned Dagail's father,
she believes that something might have happened between their families.

Speak to Dagail, you will need to travel to Fort Blueblood, southeast of
Leyawiin, where her father was stationed, the amulet should be within here.
When you have arrived at the fort, find the door and head inside. Inside, you
will have to fight some marauders. Just remain cautious as you progress
through the fort, as you may run into a situation where you are being attacked
by more than one marauder at once. With "Leyawiin Recommendation" as your
active quest, the active quest marker will be pointing towards Dagail's
amulet. Just follow the arrow on your compass and occasionally glance at the
local area map to make sure that you are headed in the right direction. As
you get closer to the amulet, you will come to a room that will house several
marauders, as well as the marauder warlord, who you will need to kill to get
the Fort Blueblood key. Use the key to open the door leading to the area that
contains the amulet.

Past this door you will find some monsters, will-o-the-wisps, trolls or
minotaur depending on your level. When they have been dealt with, locate
Manduin's coffin in this area and take the amulet from it. Before you get the
chance to leave the fort and return to Dagail, you will be stopped Kalthar,
what a surprise. It turns out that Kalthar was the one who took the amulet,
and he came after you here to kill you to prevent you from bringing this one
back to Dagail. He is quite weak, so just strike him until he goes down.
With Kalthar dead, amulet in hand, leave the fort and return to the Leyawiin
mages guild hall. Speak to Dagail and tell her that you have retrieved the
seer's stone. Once she has her amulet, you will have earned your recommend-
ation.

==============================================================================
...Skingrad Recommendation - (MG07)...........................................
==============================================================================
Locate the Mages Guild building in Skingrad and speak to Adrienne Berene, she
can be found anywhere within the main area of the guild hall. To get a recomm-
endation from Adrienne, you must find a Wood Elf named Erthor and bring him
back to the Skingrad Mages Guild. You can speak to the mages in the guild hall
and ask them if they know anything about Erthor's location. If you speak to
the Nord Vigge the Cautious, he will tell you that Erthor can probably be
found at Bleak Flats Cave. He doesn't remember the exact location of this
cave, he points you towards Druja, who apparently has a better memory than
him. Druja is an Argonian, she can be found wandering around the main area of
the guild hall. Speak to her and ask about Bleak Flats Cave, she tells you
that it's northwest of Skingrad, and marks it on your map. After, speak to
Adrienne about Bleak Flats Cave, she will teach you the spell "Weak Fireball."

Leave Skingrad and travel to Bleak Flats Cave. Inside, you'll have to fight
off some zombies! Erthor is trapped inside this cave, and still alive too.
To get to Erthor, from the entrance head straight into the large room, take
a left and go through the passage on the end. Go straight up all the way to
the top of this next room and turn right, from this room exit through the
bottom passage. Go straight down in this room, turn left and follow the
passage here. You need to be careful, because as you have surely noticed, the
cave is full of the undead. There are a few instances where you will probably
have to take on multiple zombies at once, so don't run ahead through the next
areas, you'll just gather up more zombies and make things harder for yourself.
Once you have found Erthor, speak to him, he will refuse to cooperate until
all of the zombies in Bleak Flats Cave are dead.

When you are sure that they are all dead, speak to Erthor again and he will
agree to leave the cave. Allow him to follow you, than make your way out
of the cave and return to the Skingrad Mages Guild. Erthor is an "Important
character, so you don't have to worry about him getting killed. As soon as
you enter the guild hall, Erthor will stop following you, he will automatic-
ally find Adrienne and have a little chat with her. Speak to Adrienne again
afterwards and she will give you a recommendation.

==============================================================================
...A Mage's Staff - (MG08)....................................................
==============================================================================
When you have received recommendations from all of the local guild halls in
Cyrodiil, you will be able to gain access to the Arcane University. You will
first need to travel to the Arcane University, which is located in the
Imperial City, and speak to the unfortunately named Raminus Polus. Speak to
him and ask about "Recommendations." That's it, you're now have full access to
the Arcane University and all of its facilities (Well, except for the Orrery,
you have to pay for that one)!

You will be able to use the altar of enchanting and the altar of spell making.
The altar of enchanting will allow you to enchant initially unenchanted items
and give them magic properties with the use of filled soul gems. The list of
effects you get to choose from is dependant on the spells that you know,
meaning that you will only be able to apply attributes to your items if you
have a spell in your spell book that applies that attribute to the target when
cast. The altar of spell making, as the name implies, allows you to create
your own spells. Your selection of effects is under the same limitations as
the altar of enchanting. Raminus Polus will promote you to Apprentice, and he
will give you the "Robe of the Apprentice!"

[Apprentice, Mages Guild achieved!]

To rise in your rank in the guild, you will need to complete tasks. For the
most part, each time you complete one of these tasks, you just need to speak
to Raminus Polus about your advancement and he will promote you to a higher
rank. So, speak to Raminus Polus and select "Tasks" from the list of dialogue
options. Since your now a member of the Arcane University, and you're
considered a mage (Even if you're character isn't magic oriented...), you will
need a Mage's Staff. You'll need to retrieve the wood required to make the
staff yourself, though. Raminus tells you about a grove near Wellspring Cave,
which is northeast of the Imperial City. You'll need to visit this area to
acquire the wood needed to make your staff.

Leave the Arcane University and travel to Wellspring Cave. Enter the cave,
inside you will find Zahrasha, one of the people Raminus told you to
converse with upon your arrival... dead. Not good! A necromancer will be in
this area, now get used to fighting necromancers, as you will encounter them
very frequently during the Mages Guild quest line. Examine Zahrasha's body and
retrieve the Wellspring Cave Key. The path through the cave is very straight-
forward, just find your way to the end and use the key to open the wooden
door. The cave is full of necromancers, so remain vigilant. When you exit the
cave, you will be greeted by Noveni Othran. Kill her, then proceed straight
ahead, open the stone chest surrounded by the purple flames and retrieve the
Unfinished Staff within. You'll get attacked by a couple more necromancers
before, kill them and you're free to go unobstructed.

Return to the Arcane University and speak to Raminus. He will point you
towards the Chironasium, where you will need to speak to Delmar, who will help
you finish your staff. First, you'll need to select which magic school appeals
to you, you will be able to select an ability to enchant your staff with from
one of these groups. You're choices are Destruction, Illusion and Mysticism.
Destruction encompasses spells that deal damage or drain attributes, Illusion
encompasses spells that will effect your enemy in some way, Mysticism magic
effects the environment.

If you are a mage type character who uses staves as their primary weapon,
you'll probably want to take this opportunity to create a powerful new staff
for you to use. If your character does not use magic or doesn't use staves,
you might want to consider creating something like a staff of telekinesis,
something fun that you will probably never use. Delmar needs one day to
prepare you're staff, so wait for at least 24 hours, then speak to him again.
Once you've got your staff, quest complete! Return to Raminus and ask about
your advancement within the guild to be promoted to Journeyman.

[Journeyman, Mages Guild achieved!]

==============================================================================
...Ulterior Motives - (MG09)..................................................
==============================================================================
After completing "A Mage's Staff," Speak to Raminus and ask him for another
task. Raminus would like you to retrieve a book from the count of Skingrad,
Janus Hassildor. Exit the Arcane University and travel to Skingrad. Locate
Castle Skingrad, which is actually outside the city walls, and enter the
courtyard. You'll find the door leading to the county hall straight ahead.
Janus Hassildor is a secretive type of person, he won't be in the main area
of the castle, instead you will have to find a man named Mercator Hosidus.
He should be wandering around the main entrance area. Speak to him, after
lightly insulting you a bit, Mercator tells you to return tomorrow, as he
may have managed to get the count to change his mind. Wait for at least 24
hours, then locate and speak to Mercator in the county hall once more.

After the 24 hour period, Mercator will approach you and initiate a convers-
ation. He tells you that the count will grant you an audience, but he doesn't
want it to be in Castle Skingrad. Apparently, he will meet with you outside of
the Cursed Mine west of the town after 2am. Sounds very, very suspicious
doesn't it? Nevertheless, you will have to go to this location at the aforeme-
ntioned time and meet the count to progress. When you are ready, leave the
town and go to the meeting spot. With "Ulterior Motives" as your active quest,
you can use the local map to make sure that you are standing in the right
spot, since the active quest marker will be pointing directly to the meeting
spot. Wait until it is a little after 2am, you will eventually be approached
by Mercrator, who unfortunately doesn't have the count with him.

Mercrator is accompanied by two necromancers, so you can guess who's side he
is on. Waste no time in attacking him. Things can get pretty hectic while you
are fighting, as it is very dark outside and you will have everybody coming at
you at once. You will have to be very cautious however, as Janus Hassildor,
the count of Skingrad, will appear partway through the battle. He will not be
hostile towards you, but if you strike him enough times out of confusion, he
will quickly turn on you. If you do accidentally strike him, which causes him to
start attacking you, you can hold the LT and press LB while facing him to
yield, he should more than likely accept.

Once Mercrator and the necromancers have been dealt with, Hassildor will speak
to you. After a short chat, you will learn that in actuality, there is no book
to retrieve, you were simply sent to spy on the count to see if you could
learn anything. Return to the Arcane University and speak to Raminus, speak to
him about the task and after ask about your advancement to gain the rank of
Evoker. Raminus will also give you the "Spelldrinker Amulet."

[Evoker, Mages Guild achieved!]

==============================================================================
...Vahtacen's Secret - (MG10).................................................
==============================================================================
Raminus needs you to travel to an Ayleid ruin where a research project is
underway. You must assist Irlav Jarol, the one in charge of the project. He
is apparently in need of some help. You can find Irlav Jarol either in the
Arch-Mage's Chambers, or in the main entrance area of the Arcane University.
Speak to him, he will give you the key to the Ayleid ruin that you are to
travel to, Vahtacen. Upon your arrival, you must speak to Skaleel, who is
currently over-seeing the project. There is reportedly a blocked passage that
they are having trouble getting past, you're going to have to help them
figure it out. The Vahtacen has been marked on your map, it is located just
south of the city of Cheydinhal. Leave the Arcane University and travel to
this location. Enter the cave and proceed through the cave area, it is a very
straightforward path. Once you reach the ruin type area, locate and speak to
Skaleel, who is in the bottom left corner of this area.

She tells you of the "pillar" that they have been having trouble with. It,
apparently, doesn't react very well to spells, as several guild mages have
already been injured by it. You will need to help then solve this puzzle,
to get to the pillar start by leaving this area, locate the locked gate and
use the Vahtacen Ruins Key to unlock it. At the end of this area, just before
the room with the pillar, you will find a man named Denel. Denel tells you of
the strange Ayleid markings on the walls surrounding the pillar. They are
unable to translate them, but Denel mentions that perhaps Skaleel has a book
that may assist you in deciphering the text. Return to Skaleel and ask her
about this book. She'll hand over the Ayleid Ruins book, with this in hand,
you can solve the puzzle that has stumped them for weeks. By reading this
book, it will become evident that you must cast certain spells on certain
parts of the giant pillar.

In the area where Denel is, you can find a chest behind the table here. This
contains a spell that will cast each and every spell that you will need to
solve this puzzle. I suggest saving your game at this point, just incase you
accidentally make a mistake. Grab every scroll from the chest and enter the
room with the pillar. Inside, you will find the inscriptions surrounding the
wall that contains the text that is deciphered in the Ayleid Reference book.

Av molag anyammis refers to fire, av mafre nagaia refers to frost magicka
loria refers to damage magicka and magicka sila refers to fortify magicka.
Each of these tablets refer to a spell that you must cast on a part of the
pillar. This next part is going to be a little hard to explain, so please
bear with me. The parts of the pillar that you must cast the spells on, are
the parts that are whole pieces. Some parts of the pillar have small
rectangles on the bottoms, these are not the parts that you need to target
with the spells.

You need to do this in the correct order for this to work. You need to start
with the "av molag anyammis" inscription. This refers to a fire spell, so aim
your fire spell towards the whole rectangle portion of the pillar diagonal
from the tablet and hit it. Next, move up to the "av mafre nagaia" inscription
and hit that part of the pillar with an ice spell. Move across to the "magicka
loria" inscription and hit that part of the pillar with a damage magicka spell.
Lastly, move down to the "magicka sila" inscription and hit that part of the
pillar with a fortify magicka spell. If you did this correctly, you should not
have been hit by any lightning, the pillar should open and you will receive a
notification telling you that you have solved the puzzle. Climb down the
stairs and enter "Vahtacen Lorsel."

Follow the path in front of you until you reach a giant room. Do not step on
the middle panel in this room, as it effectively acts as a trap. If you step
on that portion of the floor, it will fall down to the ground level, spikes
will protruded through the holes in the panel, so move through this room by
the sides and jump diagonally across to the other side over the panel. In this
next area, you'll have to step on the floor panel in this room to open two new
passages to your left and right. Head through the opening straight ahead. There
is another trap in the middle of this room, as the blood stains should
indicate. Avoid it in the same fashion as the first trap in the first area,
proceed through the passage at the end of this room.

Follow the straightforward path, when you emerge you will find yourself in a
very large room. As soon as you enter run straight ahead, locate the set of
stairs and climb up. To your left, there is a pillar that has a switch in the
middle, activate it and the stairs surrounding the platform in the middle of
the room will rise. Hope back down the steps and climb up to the middle
platform. Locate the switch on one of the pillars, activate it to raise the
cage in the middle to reveal an "Ancient Elven Helm." Take this item and leave
the Vahtacen Lorsel area.

Go back, speak to Skaleel, she tells you to take the object that you found
inside of Vahtacen's ruins and bring it back to Irlav at the Arcane Univer-
sity. Do just that, return to the Arcane University and speak to Irlav with
the item in your inventory. Once you have given the helmet to Irlav Jarol,
speak to Raminus about your advancement within the guild. He will raise your
rank to Conjurer, and give you the "Robe of the Conjurer."

[Conjurer, Mages Guild achieved!]

==============================================================================
...Necromancer's Moon - (MG11)................................................
==============================================================================
Your task is to visit the Mystic Archives and speak to Tar-Meena, the
specialist on magicka arcana. You need to visit her and ask her specifically
about the Black Soul Gems and their power. The Mystic Archives are located on
the Arcane University grounds, step outside the door leading to the grounds
and locate the area on your map. Inside, you will find Tar-Meena, she appears
to be terribly busy, but ask her about the Black Soul Gems when you have the
chance. She will speak of a book entitled "Necromancer's Moon," which contains
information on those Black Soul Gems. You will need to search the archives and
find this book yourself.

Necromancer's Moon is the blue book on the table behind the desk to your right
as soon as you enter the Mystic Archives. Speak with Tar-Meena once you have
the book, then leave the archives and bring the book back to Raminus. He will
tell you to speak to Bothiel, who will surely know something about this "Shade
of the Revenant" that is mentioned in the text. Locate this Bothiel and speak
to her about the Shade of the Revenant.

She will give you Falcar's notes, that he apparently dropped when he visited
the university to ask bout the revenant. The note will list several locat-
ions, or "altars" as they are referred to. Speak to Raminus once you have the
note and select "Shade of the Revenant" from the list of dialogue options. He
will mark Dark Fissure on your map, one of the locations mentioned in the
note. You must travel there and see if you can discover anything.

The Dark Fissure cave east of the Imperial City and southeast of Cheydinhal,
so leave the Arcane University and travel there. The altar is on a hill, and
it may seem a little step, but just continue moving around it until you find
some patches of grass that you can use to help you ascend. When you arrive,
you will see the altar in front of a the cave. Step inside the cave, you will
need to find a necromancer referred to as the "Worm Anchorite." You should be
able to find them in the opening area of this cave.

Once you have located them, kill them and retrieve the handwritten note from
their corpse. The note will explain how the necromancers are acquiring these
Black Soul Gems, by using dark fissure and the other altars in Cyrodiil. Once
you have this note, there is no reason to go further in the cave. Return to
the Arcane University and speak to Raminus, after he is done speaking ask
about your advancement to be promoted to the rank of Magician.

[Magician, Mages Guild achieved!]

==============================================================================
...Liberation or Apprehension? - (MG12).......................................
==============================================================================
Speak to Raminus Polus at the Arcane University and select "Tasks." He tells
you that Arch-Mage Traven, who has a special assignment for you. Step through
the portal leading to the "Arch-Mage's Tower Council Chambers" and speak to
Hannibal Traven about your task. Mucianus Alias, an informant for the Mages
Guild, may be in danger. He has infiltrated the necromancer ranks and has been
giving information to the Mages Guild. He has not been heard from for some
time, and Arch-Mage Traven fears for the worst. You need to travel to his last
known location, Nenyond Twyll, and make sure that he is safely rescued from
the necromancers. Nenyond Twyll is located south of the Imperial City, you
must travel there and escort Mucianus Alias back to the Arcane University.

Leave the Arcane University and begin traveling to Nenyond Twyll. Once you
arrive, enter the ruin, you'll meet a battlemage named Fithragaer as soon
as you step in. Fithragaer is the only battlemage left, the necromancers
defeated them all and retreated further into the ruin. Fithragaer won't last
very long, since he is so intent on killing those necromancers he fails to
see the floor trap in his path. When you're finished laughing, continue moving
straight ahead to the exit of this room. Go down the steps and turn left, open
the iron gate and enter the large area. You'll want to remain cautious here,
after all this is a necromancer lair. You will find necromancers, as well as
some undead enemies in this ruin. Exit this area once it is clear and enter
the "Nenyond Twyll Riellesel" area.

By the threshold, you will run into Mariette Rielle. She tells you that Alias
is now a worm thrall and then tries to kill you. Kill her, then proceed down
the stairs and open the iron gate. Once the enemies in this area have been
dealt with, move straight down to the end of this area and push the switch
to the left of you. It will open a new passage right next to it, you will have
to deal with the Necromancer Adept. Once they have been taken care of, step
through the passage. Inside, you will find Mucianus Alias, who is evidently
not doing too well. When you have discovered him, return to the Arcane Univer-
sity and to Traven. Tell him of Mucianus Alias' fate, then speak to Raminus
about your advancement to be promoted to Warlock.

[Warlock, Mages Guild achieved!]

==============================================================================
...Information at a Price - (MG13)............................................
==============================================================================
Speak to Hannibal Traven in the Arch-Mage's council chambers and select
"Tasks" from the list of dialogue options. Apparently, the count of Skingrad,
Janus Hassildor, who you have already dealt with in the past, has some very
important information for the Mages Guild. Travern wants you to travel to
the city of Skingrad immediately and converse with Hassildor on this matter.
Leave the Arcane University and travel to castle Skingrad. Locate and speak
to the count's stewardess, Hal-Liurz in the main hall. She will go to the
count's chamber and inform him of your arrival. You will only need to wait
a little while before Hal-Liurz appears again with Hassildor. He will approach
you and initiate a conversation, assuring you that the information he is about
to provide will not be to your liking.

This information does come at a price, however. Janus Hassildor has a small
task that he would like you to complete for him before he will give the info.
Bloodcrust Cavern, a cave outside of town, is home to some vampires. This has
attracted some vampire hunters to Skingrad, which is making the count, who is
a vampire himself, a little edgy. He wants you to deal with the vampires in
Bloodcrust Cavern, and at the same time get the vampire hunters out of
Skingrad. He doesn't care whether you kill them personally or scare them out
of town, he just wants them gone. Once you are done learning more about the
hunters and the cavern outside of town, leave the castle and head into the
streets. You really don't need to kill the hunters yourself, as it can be
quite difficult to catch the hunters when they are alone so that you can
murder them and if the Skingrad guards catch you breaking the law, they
will of course act accordingly.

You will first need to find Eridor, one of the hunters, in the streets of the
town. If you have "Information at a Price" as your active quest, a second
active quest marker away from the cavern will be pointing to Eridor in the
town. Speak to him, tell him that you have some information for him. He will
ask about the location of the vampires, cooperate and tell him they are in
Bloodcrust Cavern. Speak to him after and ask him where the hunters are
looking, this will mark every member of the vampire hunters on your map, so
you know where everyone is. Now, if you tell him where the vampire nest is,
you're really killing two birds with one stone here. Eridor and his men will
eventually set out towards the nest and enter in an attempt to clear it of the
vampires. It is very unlikely that they will be able to do this, however,
since the cave is full of them. They will clear out a good number of them
before going down, more than likely. Just wait for about 10 hours, by using
the wait menu, and they will surely move towards the Bloodcrust Cavern.

At this point, you will probably want to travel to the cavern yourself,
because keep in mind that you will still need to clear the cave of the remain-
ing vampires before the count will be willing to give you the information.
Just wait outside of the cavern (or you can go inside if you'd like), until
you receive a notification telling you that all of the vampire hunters are
dead. When you receive this notification, enter the cavern and finish off what
the hunters started. If you receive the message that the vampires would killed
first, which is highly unlikely, you will have to go into the cave before the
hunters exit and kill them, presumably. Before leaving here, you may want to
explore the rest of the cave, because you can search through the dead vampires
and vampire hunters and maybe retrieve some useful items or equipment. You
will receive a notification telling you that all of the vampires are dead upon
the death of the final vampire in Bloodcrust Cavern.

Return to castle Skingrad once the vampire hunters and the vampires in Blood-
crust cavern have been dealt with. Enter the main hall and speak to the
count's stewardess, Hal-Liurz, once more. She will tell you to wait while she
goes and informs the count that you have completed the task. Hal-Liurz will
return shortly with Count Hassildor. Select "Information" from the list of
dialogue options. Mannimarco, the King of Worms, has returned to Cyrodiil,
and he hopes to bring down the Mages Guild. Return to the Arcane University
and speak to Traven at once. You will need to wait for a day or two before
Traven will be able to give you another task.

==============================================================================
...A Plot Revealed - (MG14)...................................................
==============================================================================
After at least two days have passed, speak to Arch-Mage Traven. He wants you
to travel to the Bruma Mages Guild and check on Jeanne Frasoric, who has been
out of contact for a few days, which is very unusual for her apparently.
Leave the Arcane University, travel to Bruma and locate the Mages Guild there.
Step inside, it will immediately become evident that something isn't right.
The Bruma Mages Guild hall has been attacked, you will need to investigate and
search for survivors. As you search the building, you will run into some
undead ghost-type creatures. You cannot harm ghosts with normal weapons, as
you are surely aware of at this point. You will need to use either silver,
magic, or daedric weapons to cause damage. Search the fist level and clear out
all of the ghosts, then proceed down to the Mages Guild living quarters.

You will find more undead creatures in this hall. It is very narrow and diffi-
cult to fight in this corridor. You have to go through the living quarters
to get to Jeanne Frasorie's room, the path from the main hall is blocked by
flames. So you will need to exit the living quarters through the door opposite
the one you used to enter this area. You will have to fight a necromancer,
Camilla Lollia, then the Khajiit J'Skar will appear, he managed to survive
by remaining invisible while the attack was underway. After a short chat,
J'Skar sets off to the safety of the Arcane University. Travel back to the
Arcane University and speak to Traven. After, speak to Raminus about your
advancement within the guild, he will promote you to Wizard. He will also
teach you the spell "Wizard's Fury."

[Wizard, Mages Guild achieved!]

==============================================================================
...The Bloodworm Helm - (MG16)................................................
==============================================================================
Once you have attained the rank of Wizard, speak to the Arch-Mage and you will
have two quests "The Bloodworm Helm" and "The Necromancer's Amulet" added to
your quest log. You can do these quests in any order, I simply have them
listed in the order I completed them. The Bloodworm Helm has been taken by a
group of wizards, led by Irlav Jarol, to Fort Teleman. Fort Teleman has been
marked on your map, it is located far southeast of the city of Bravil and
closer northeast of Leyawiin. Leave the Arcane University and travel to this
location. Once you have arrived, locate the door leading to the interior and
step inside. As soon as you enter, it becomes evident that trouble is amidst.
The fort is full of necromancers, so what of Irlav and party? You'll just have
delve deeper into the depths of the fort and find out.

You'll need to locate the "Fort Teleman, Order of the Black Rose" area, the
path to this area through Fort Teleman is very straightforward, but also very
treacherous, as it is full of necromancers. With "The Bloodworm Helm" as your
active quest, the active quest marker will be pointing to the door leading to
the "Fort Teleman Order of the Black Rose" area. In this area, you will likely
encounter some lesser Daedra as well as the usual necromancers. These Daedra
will attack anything that is daedric, so if you are about to enter a room
where the two groups are locking horns, sit back and move in once the brawl
is over to finish off the remainders. Progress through the Order of the Black
Rose area and locate the room with Irlav. Unfortunately, you're too late, you
will find Irlav's body in the middle of this room with one or more enemies
surrounding him. When they have been dealt with, search Irlav's corpse and
retrieve the Bloodworm Helm.

Exit Fort Teleman and return to the Arcane University, or if you choose, you
can go now and complete the "The Necromancer's Amulet" quest and return to
the Arcane University with both of the artifacts in hand. Speak to Traven at
the Arcane University and tell him that you have retrieved the Bloodworm Helm.
If you have also completed the "The Necromancer's Amulet" quest, speak to
Raminus afterwards concerning your advancement within the guild to be promoted
to the rank of Master-Wizard.

[Master-Wizard, Mages Guild achieved!]

==============================================================================
...The Necromancer's Amulet - (MG15)..........................................
==============================================================================
Once you have attained the rank of Wizard, speak to the Arch-Mage and you will
have two quests "The Bloodworm Helm" and "The Necromancer's Amulet" added to
your quest log. You can do these quests in any order, I simply have them
listed in the order I completed them in. Caranya and some other guild mages
have taken the amulet to Fort Ontus, where they are currently at work studying
its rather unique properties. You need to go to the fort, retrieve the amulet
and bring it back to the safety of the Arcane University. Fort Ontus will be
marked on your map, it is far northwest of Skingrad and far west of the Imper-
ial City. Leave the Arcane University and begin traveling to this location.
The mountain that the fort sits on is quite steep, approach it from the west
and move around it until you can find patches of grass that you can walk on to
help you ascend. When you have made it up, locate the entrance to the fort and
step inside.

Inside, you will find several guild mages standing around, if spoken to, they
will tell you to go and see Caranya. From the main area of Fort Ontus, there
is actually two ways that will lead you to the "Fort Ontus Understreets," but
you need to enter the Understreets a specific way. Basically, just don't drop
down from the bridge to the lower area, this will prevent you from being able
to reach Caranya, as there is a switch activated gate in this area that you
can't open. With "The Necromancer's Amulet" as your active quest, follow the
red active quest marker to the door on the top level leading to the under-
streets. Follow the green active quest marker to Caranya and speak to her.
Yeah, she's a necromancer, attack and kill her as soon as she's done talking
and take the Necromancer's Amulet from her corpse. As for the other mages that
you passed on your way here? Yup, unfortunately they're with her, have fun
getting out. They sure switched out of those standard Mages Guild robes
quickly...

Exit Fort Onus and return to the Arcane University, or if you choose, you can
go now and complete the "The Bloodworm Helm" quest and return to the Arcane
University with both of the artifacts in hand. Speak to Traven at the Arcane
University and tell him that you have retrieved the Necromancer's Amulet.
If you have also completed the "The Bloodworm Helm" quest, speak to Raminus
afterwards concerning your advancement within the guild to be promoted to the
rank of Master-Wizard.

[Master-Wizard, Mages Guild achieved!]

==============================================================================
...Ambush - (MG17)............................................................
==============================================================================
Once you have attained the rank of Master-Wizard within the Mages Guild, speak
to the Arch-Mage Traven. The necromancers apparently have a large Black Soul
Gem in some ruins. You need to travel to the ruins of Silorn and meet outside
with a group of Battlemages who are preparing to storm the place. The ruins of
Silorn have been marked on your map, the ruins are located southeast of
Skingrad. Leave the Arcane University at once and travel to these ruins. The
leader of this group of necromancers is none other than Falcar, that [Insert
expletive here] that you dealt with during your Chorrol recommendation quest.
You can meet the troop of battlemages, Thalfin, Merete and Iver to the east of
the ruin of Silorn. If you haven't been spotted by the necromancers, you can
speak to Thalfin and work out a sort of strategy. This isn't really necessary,
you should probably be able to handle the necromancers by yourself at this
point. There may be some sort of advantage from giving the battlemages orders,
but I haven't really explored that yet.

Move to the center of the ruins and you will be spotted by some necromancers,
who will immediately alert their leader, Falcar, to your presence. At this
point, you'll have to enter the ruins all by your lonesome, find Falcar, kill
him and snatch that gem. locate the entrance leading to the interior and step
in. Inside you'll find, you guessed it... necromancers. Remain vigilant as you
are traveling through this ruin, the large areas usually hold a fair number of
necromancers in the one area. From the entrance, follow the path down until
you reach a small room. From here, move straight down, turn left and exit the
room through this opening. Turn right as soon as you can and keep on moving
straight ahead. Exit this room through the passage on the bottom left area,
refer to your local area map. Find the entrance to the "Silorn Sedorseli" area
and go through the door. Head straight down through this area, move down the
passage and enter the next room. Locate the push block on one of the pillars
in this room and exit through the new path that is opened to the south of this
room.

You will find yourself in a large area with a small body of water in the
middle. There are a couple of Varla stones on pedestals in this area, quite
rare so take them when you come across them. Locate the steps on the north
side of this room and climb up. Hit the push panel on the floor to open a new
passage, go through and turn right. Hit the push panel on the floor right in
front of the gate, cross the bridge and exit back into the main Silorn area.
Hit the press block straight ahead, then jump down to the lower level below
and cross the bridge. Enter the "Silorn Buroseli" area via the door across
this bridge. Move through this area, in one of the areas you can push a press
block to raise a Varla stone cage in the middle of the room. In the area right
after this, you will encounter Falcar. After you have killed him, search his
body, retrieve the key and the Colossal Black Soul Gem. When you have the gem,
exit Silorn and return to the Arcane University and speak to Arch-Mage Traven.

==============================================================================
...Confront the King - (MG18).................................................
==============================================================================
After completing "Ambush" and giving the Colossal Black Soul Gem to Traven,
speak to him and select "Tasks" from the list of dialogue options. After a
short chat, the Arch-Mage sacrifices himself. Search his body and retrieve the
Filled Colossal Black Soul Gem from him, this will protect you against Manni-
marco. You must now travel to Echo Cave and defeat the King of Worms. The Echo
Cave is northwest of the Bruma, so leave the Arcane University and travel to
this location. Once you arrive, you will be greeted by Bolor Savel, who has
a rather interesting skin tone. You will have to kill him to get the key that
will open the door to the interior of the cave. Once he is dead, grab the key,
unlock the door and step inside.

Inside the Echo Cave, you will find necromancers as well as an array of undead
creatures. With "Confront the King" as your active quest, the active quest
marker will be pointing to Mannimarco, so just follow your compass through the
cave. You will find the King of Worms in the "Echo Necromancer's Chamber"
The path here is rather straightforward, and if you have this quest as your
active quest, you shouldn't have a problem finding the door leading to this
area. When you enter the Necromancer's Chamber, you'll have to deal with the
necromancer adept before you can face the king. Mannimarco is in the middle
of this area, get ready to face him. You may want to consider saving your
game at this point. Cross the bridge and step onto the platform. That's Manni-
marco... not quite what you were expecting was it? He's rather unimpressive
for the supposed King of Worms.

When you approach him, he will cast a paralyze spell and have a little chat
with you. You can try to get a sneak attack on him, which is very easy if you
are using a bow. Once he is finished talking to you, immediately strike out
at him. After the battle, search his body, retrieve the disgusting Staff of
Worms, which allows you a target for 30 seconds, and the King of Worms' Robe.
Now that you have defeated the dreaded King of Worms and saved the future of
the Mages Guild, all that is left for you to do is to return to the Arcane
University and retain your rightful place as the new Arch-Mage. As soon as
you enter the Arch-Mages Lobby, you will be approached by Raminus, who
acknowledges you as the new Arch-Mage!

[Arch-Mage, Mages Guild achieved!]

Being the Arch-Mage of the Mages Guild does have a couple of perks. For one
thing, you now have full, legal access to the Arch-Mages Quarters in the main
tower of the University. If you speak to Raminus about "Ingredient Collection"
he will point you towards Julienne Fanis, who can be found in the Lustratorium
on the Arcane University grounds. After speaking to Raminus, the quest "Alchemy
Acquisitions" will be added to your current quests. Speak to Julienne Fanis at
the Lustratorium and ask about "Ingredient Collection." You have access to an
enchanted treasure chest in the Arch-Mages Quarters.

This chest can be used to dupe alchemical substances by small quantities. All
you must do is place an item in the chest and wait for 24 hours. At this
point, open the chest and retrieve the duplicated item. This can only be done
once a week, so you'll only really want to duplicate rare items. Of course,
there are some limitations on some items, such as nirnroot, for obvious
reasons. You can also speak to the Mage Apprentice in the Arcane University
and have them follow you around. That' it, congratulations on completing the
Mages Guild quest line!

------------------------------------------------------------------------------

- Thieves Guild Quests - [W04]

------------------------------------------------------------------------------

Finding The Thieves Guild..................................(TG00)
May the Best Thief Win.....................................(TG01)
Independent Thievery.......................................(TG02)
Untaxing the Poor..........................................(TG03)
The Elven Maiden...........................................(TG04)
Ahdarji's Heirloom.........................................(TG05)
Misdirection...............................................(TG06)
Lost Histories.............................................(TG07)
Taking Care of Lex.........................................(TG08)
Turning a Blind Eye........................................(TG09)
Arrow of Extrication.......................................(TG10)
Boots of Springheel Jak....................................(TG11)
The Ultimate Heist.........................................(TG12)

The Thieves Guild is one of the four guilds available to join in the game. By
joining the guild, you will be able to take special jobs that will advance you
higher up into the guild. You will also be able to barter with a fence, a
fence will buy your stolen goods. The best fences are only available to the
higher ranked members of the guild. The thieves guild has three rules that you
must follow if you wish to stay a member.

1. Never steal from another member of the guild.
2. Never kill someone on the job, animals and monsters are fair game.
3. Never steal from beggars or peasants.

If you break any of these rules, you will be thrown out of the guild. You can
get back in, however. Speak with one of the doyens and you can pay a fee to
get back in. The two Doyens are Armand Christophe, who appears in the Imperial
City's Waterfront District around midnight, and S'krivva who lives in Bravil.
If you kill someone while on the job, you will have to pay a blood price for
the number of people killed. You will have one Doyen that will assign you
special jobs in the beginning. Eventually when you get a higher rank in the
guild, you will have to speak with the second doyen, S'krivva.

==============================================================================
...Finding The Thieves Guild - (TG00).........................................
==============================================================================
Before you can join, you have to, of course, locate the guild. Thieves are
shifty, the guild does not have a guild hall, like the Fighters Guild or the
Mages Guild. Your path to the Thieves Guild begins in the Imperial City, so
get yourself there. You will first need to do something to get the Thieves
Guild's attention. You need to spend one night in jail. It is very easy to get
arrested and hauled off to prison in Oblivion. You can do anything that is
considered against the law and get caught in the act. You will know that what
you are doing is considered illegal if the cursor icon denoted to a certain
action is red. Make sure that someone sees you doing this, whether it be a
guard or a citizen. If it is a citizen, they will more than likely call a
guard, and that guard will arrest you. When you are confronted by a guard,
you have three options: Go to Jail, Resist Arrest and pay your bounty. Well,
obviously you are trying to get arrested, so pick Go to Jail.

If you resist arrest, they will just chase you down and kill you. That's not
what we're aiming for here. Alternatively, if you would like, you can take a
different approach to get into the guild. You can befriend one of the beggars
in the Imperial City and they will tell you where to find the guild. If you
view one of the Gray Fox posters around the city, "Gray Fox" will become an
option on the menu when speaking with someone. Raise a beggars disposition
towards you by either playing the disposition mini-game or bribing them, then
try asking them about Gray Fox. If you take this approach, go ahead and skip
the next paragraph.

When you have agreed to be taken to jail, you will find yourself in a cozy
little prison cell. Well, as cozy as prison cells get anyway. You don't need
to wait the full amount of time for your sentence to end in real time, look
around your cell for a bed. Sleep in this bed and when you awaken, you will be
out of prison. Remember to reequip your weapon and armor once you are out.
You have to actually serve your time to be contacted by the Thieves Guild, so
do not attempt to break out of prison. Once you have served your time, head to
the Imperial City Waterfront area via fast travel or by foot. Once you have
arrived in this area, you can use the wait function to speed up time so that
you don't have to wait for a messenger to arrive with the letter. You will be
pulled out of the wait process if someone contacts you while you're waiting.
It should be a Dark Elf, and he/she will give you a mysterious note. The note
says:

"I can offer you greater rewards and less time in prison. If you are intere-
sted, come to the Garden of Dareloth in the Imperial City's Waterfront
District at midnight. Present this note and all shall be made clear. The
Gray Fox."

Tempting offer. You may have seen wanted posters of Gray Fox around the
Imperial City. Well, he is the guildmaster. Now you need to do what the note
said. You need to head to the Garden of Dareloth in the Waterfront District.
When you first fast travel to the Waterfront District, turn around and head
through the open doorway. Notice the wanted poster of Gray Fox to your right.
Once past the doorway, turn to the right and continue heading straight until
you reach a brick fence next to a house. Jump over it and stand in this
backyard area. If it is not midnight, use the wait feature and pass enough
hours by until it is midnight. Once it is midnight, you will see an Argonian,
Redguard and an elf standing in this area. This is where the Thieves Guild
meets. Approach the Redguard holding the torch and speak with him. Select
Mysterious Note from the list of options.

==============================================================================
...May the Best Thief Win - (TG01)............................................
==============================================================================
When Armand is finished talking, select Join the Thieves Guild from the list
of options. You must have noticed the other two people standing here, Amusei
and Methredhel. They have the exact same goal as you, they both want in to the
guild. You cannot just simply join the guild, an initiation is required
first and foremost. You will need to compete against Amusei and Methredhel,
the first one to retrieve and bring back Amantius Allectus' diary from his
home is inducted into the guild. This is a simple task, if you know where
Amantius Allectus' house is. If you don't have any lockpicks, or you feel you
don't have a sufficient amount, you can buy lockpicks from Armand Christophe
for 5 gold per pick. Make sure you do have some though, since you will need
them.

Methredhel knows what she's doing, Amusei doesn't have a clue, so just ignore
him. There is no need to seek a beggar and ask them where Amantius' house is,
since I am going to tell you and all... His house is located in the Temple
District, so fast travel there. More than likely, Methredhel will be right in
front of you when you first teleport. If you haven't already explored the
Temple District, follow Methredhel since she knows where his house is located.
If you have been around the Temple District, go to your map and move the
cursor over the locations to find Amantius' house.

It is much easier to just follow Methredhel, so just follow her. She will
reach his house, you will need to pick the lock to enter the house. Once you
have successfully picked the lock and are inside the house, quickly head to
the right towards the desk. Open the desk and snatch Amantius Allectus' Diary
from within. It is easy to beat Methredhel to the desk, just run straight
towards it while she is taking her time. Once you have the diary she will give
up, stand and walk out. If you do fail to get the diary before she does, you
will need to steal it back from her. It should be in a chest inside of her
house in the Waterfront District.

Now head outside, fast travel back to the Waterfront District and go back to
the Garden of Dareloth. Speak with Armand Christophe and select Thieves Guild
Test from the list of options. Now you are a member of the Thieves Guild!
Congratulations! There are three very important rules that you must follow
while you are a member of this guild. The three rules are:

1. Never steal from another member of the guild.
2. Never kill someone on the job, animals and monsters are fair game.
3. Never steal from beggars and peasants.

[Thieves Guild, Pickpocket achieved!]

==============================================================================
...Independent Thievery - (TG02)..............................................
==============================================================================
Independent Thievery is a quest that will be active until you complete the
thieves guild. Before a doyen can give you a special job, you need some exper-
ience as a thief. You will need to steal some items and sell them to a fence.
The first fence that you have access to is Ongar, he can be found in Bruma.
Each time you complete a thieves guild quest, a notification will pop up
telling you to steal more stuff.

Once you have reached the required amount, a notification will pop up telling
you so, and it will say that you should speak with your current doyen. Before
you can begin your first quest, you need to make a total of 50 gold selling
fenced items. The amount of gold needed to receive a new job goes up in
increments of 100. Once you have sold enough stolen goods to a fence, you can
speak with your doyen to receive a new job.

==============================================================================
...Untaxing the Poor - (TG03)................................................
==============================================================================
Before you can start this quest, you need to steal at least 50 gold worth of
items and sell them to Ongar the Fence. It is very easy to make this much in
stolen goods, I made well over 50 by breaking into Slash N' Smash in the
Imperial City's Market District and stealing whatever I could get my hands on.
You can only barter with Ongar the Fence when he is in his house, if you see
him on the street you will not be able to barter. He sleeps in his house
during the day, and disappears at nightfall. If it isn't daytime, use the
wait feature and enter his house. he should be sleeping in his bed, just wake
him up and you can barter.

You may want to play the persuasion mini-game a bit, just to get his dispos-
ition up so that you can get better deals on your stolen items. You will see
the total amount of gold that you have fenced in the top right corner of the
screen. Once you have reached your goal, leave Ongar's house and head to the
Waterfront District to speak with Armand. If it isn't midnight, use the wait
feature and make it midnight so Armand will appear. Speak with him and select
Thieves Guild special jobs from the option list.

Hieronymus Lex, the Imperial Watch Captain, has collected taxes from the poor
people living in the Waterfront District. Understandably, Gray Fox is angered
by this. You're mission is to sneak into the south tower, take the gold and
the Waterfront tax records collected from the poor people living in the
waterfront District. You can find an entrance to the south tower in the temple
District. Fast travel there, once you arrive turn to your right and follow the
stone path, you will eventually come to the door leading into the tower. Make
sure that you are in sneak mode, if it is still night, more than likely there
aren't any guards down on the first level.

Approach the ladder and climb up to the next level. The ladders that you need
to climb in order to get to the top are always to your left when you have just
climbed up a ladder. Don't bother trying to steal things in here, as there are
probably some sleeping guards. Climb up to the next level, continue climbing.
You will soon reach a locked ladder, pick it and you will find yourself at the
top level. The desk with the tax records and gold is to your right when you
first enter the room. Approach the desk and take the Waterfront tax records
and the gold within. Now all you need to do is climb down and report back to
Armand.

If a guard didn't catch you stealing, there shouldn't be anyone waiting for
you as you climb down the ladder. The guards I encountered just told me to get
lost, they hadn't realized that I had stolen the tax records. If you do
encounter some awake guards, quickly head down before the start to get angry.
When you have reached the bottom level, head out the door and fast travel to
the Waterfront District. If Armand isn't there, use the wait feature and make
it midnight so he will appear. When he is there, speak with him and tell him
that you have the tax records.

[Thieves Guild, Footpad achieved!]

==============================================================================
...The Elven Maiden - (TG04)..................................................
==============================================================================
Before you can begin this quest, once again you have a required amount of gold
that you have to make by selling stolen goods. This time it is 100 gold. When
you have stolen enough and sold to Ongar, speak with Armand and select
Thieves Guild special jobs from the option list. Your next task is to steal
the Bust of Llathasa Indarys from Cheydinhal. Get yourself to Cheyhindal,
either by fast travel or some other means of transport. Once there, look for
a beggar to talk to. Speaking with a beggar and paying a small amount of gold
will get you some information on where to find the bust. The bust is located
within the Great Chapel of Arkay. Locate this chapel by looking at your map
and step inside. Head down the stairs in front of you and head to your right
when you reach the bottom. Open the locked door using a lock pick. Make sure
that the coast is clear before attempting to pick the lock.

Enter. Be aware that there is a guard patrolling this chamber, make sure
that you are in sneak mode. It is kind of dark in here, and hard to see, but
you should be able to find your way while avoiding the guard. Head straight
when you first appear, hug the wall and go through the first passage to your
right as you pass over it. Straight ahead is the Bust of Llathasa, approach it
and take it. I highly suggest that you do not loot Llthasa's tomb, unless you
want a ghost to appear that will more than likely alert the guard to your
presence. Keep rule number two in mind. Once you have it, be very cautious
when trying to get back, as the guard may be near. When you are outside you
are home free. That was too easy, there's more.

Head back to the Imperial City's Waterfront District to speak with Armand. An
Imperial guard may ask you if you've seen Armand Christophe... just ignore
him. The Imperial Watch are looking for Armand Christophe, apparently they
have been informed that he stole the Bust of Llathasa. If you speak to one of
your fellow guild members, they will tell you that Methredhel is looking for
you. You can use the wait feature if you don't feel like waiting for her to
approach you. Wait for one hour and she should approach you. She will explain
to you that there actually wasn't a client, it was all a setup by Myvryna
Arano, who is an informant for Hieronymus Lex. Your task now is to plant the
bust in Myvryna's house. Locate her house in the waterfront, and go into sneak
mode by her locked door. She sleeps during the day time, it was around 12 am
game time when I did this quest. Hieronymus Lex should be standing just a ways
away from where you are. Watch the eye icon on the screen, if it is bright and
solid, do not try to pick the lock because you are being watched. When it
fades out, pick the lock. I suggest that you save in front of the door, just
in case you make a mistake.

Once you are inside her house, approach the cupboard that can be found to the
right of her bed. Click on it and you will automatically place the bust in her
cupboard. Head back outside and approach Lex who should be standing in the
middle of the houses area. If you try to tell him that you know where the bust
is, he will not believe you unless he has a high disposition towards you. You
can either bribe him or play the persuasion mini-game. His disposition towards
me was around 75 before he would believe my story. When he finally believes
you, follow him to Myvryna Arano's house. Watch the scene that takes place
once inside, and then head to the Garden of Dareloth. When midnight arrives,
Armand Christophe will appear as always. Speak with him and he will thank you
for completing the job. You can now use Dar Jee in Leyawiin as a fence.

[Thieves Guild, Bandit achieved!]

==============================================================================
...Ahdarji's Heirloom - (TG05)................................................
==============================================================================
Speak with Armand and select the Thieves Guild special jobs option from the
list. He will tell you that he doesn't have a job to give you, because he only
gives jobs to lower ranked guild members. Your new doyen is S'krivva, a
Khajiit woman who lives in Bravil. You can either find her at the Lonely
Suitor Lodge, or in her home. If you set Ahdarji's Heirloom as your current
quest, a marker will appear that will show you exactly where she is. If it
leads you to her house and it is locked, use the wait feature to pass an hour.
Continue doing this until it is unlocked. When it is unlocked it means that
she is home, so enter and locate her in the house. Once you have found her,
speak with her and select Thieves Guild special jobs from the option list. You
will need 300 fenced gold for her to trust you and give you a job. If you
don't have enough, hit another store and sell your stolen goods to a fence
until you have reached your goal. Once you have sold enough stolen goods, head
back to Bravil and get a job from S'krivva.

S'Krivva wants you to retrieve a ring that belongs to the widow Ahdarji who
lives in Leyawiin. Fast travel to Leyawiin and speak with one of the beggars
on the streets. Select the Ahdarji option from the list. You may need to pay
a small bit of gold for the information. The beggar tells you that you can
either find Ahdarji in her home or in the Three Sister's Inn. I found her in
the Three Sister's Inn at around 8 pm game time, she is either there or in her
home. If the do her house is locked and she is not at the inn, use the wait
feature and pass an hour by until the door is unlocked. Once you have located
her, approach her and ask about her ring. She will tell you that an Argonian
has stolen her ring and she wants you to get it back. When she is finished,
head back outside and locate another beggar on the street. Ask them about
Amusei, again you may have to pay a small amount of gold coins to get the
information.

The beggar tells you that Amusei was thrown into prison. Great, but he also
tells you that the jailor's at Leyawiin castle can be bribed to allow people
to see prisoners in the cells. Fast travel to Leyawiin castle. Once inside,
keep on heading straight until you reach an intersection of doors. Go through
the open doorway to your right and continue heading straight until you enter
the Leyawiin Castle dungeon. Head down the stairs and locate the castle
jailor. Speak with him and ask about Amusei. When he refuses you entrance,
select the "Not even for 20 gold coins?" option and he will let you speak with
him. Locate Amusei and speak with him. Select the "Ahdarji's Ring" option. He
refuses to tell you about the ring. Select the "What if I give you a lockpi-
ck?" option. Long story short, the Countess Alessia of Leyawiin has the ring
now, you need to get inside the castle and steal it. Great...

Before heading to the castle, locate Ahdarji and speak with her. Ask about
the ring and she will give you some tell you about the ring and its purpose.
Because of this, she ups the reward of gold coins. Locate another beggar
on the street and ask about "Recovered Caro family ring" and he/she will tell
you that the countess' handmaiden Hlidara Mothril would be able to tell you
about her schedule. They will also mention a hidden torture chamber that can
be found within the castle. Hlidara eats dinner with the count, countess and
some other important people around 8 pm.

Use the wait feature to turn to this time if it isn't that time already. Fast
travel to the Leyawiin castle. Hlidara won't tell you anything unless she has
a good disposition towards you, you can raise her disposition towards you by
either playing the persuasion mini-game or bribing her. Let me save you the
trouble, the secret passage is located in the basement. The count and countess
retire around 11 pm. The door to the basement is located in the upper right
corner of the throne room. Make sure that no one sees you enter. Before head-
ing into the basement, advance the time to around 11 pm using the wait feat-
ure, since you can't advance the time while trespassing. Once in the basement,
head straight. There is a lever in the broken barrel, flip it to open up a
secret passage. Go through and follow the path until you reach the secret
room. Pick the lock to enter.

This is the hidden torture chamber that the beggar was speaking of. Move
through this room and exit through the door on the opposite side. Move through
this passage and flip another lever. Enter the Lord's Manor Private Quarters.
Flip another lever and you will find yourself in a room with a locked wooden
door. I suggest saving the game at this point. You should be in sneak mode
already, but if you aren't go into it. Crouch to the left of the door and
pick the lock. There may be a guard here, but he shouldn't see you. You may
be able to hear some people talking, go into the third person viewpoint by
pressing down on the right control stick so you can see better. The count and
countess are accompanied by the hand maiden and a guard. Once you see the hand
maiden head off, and the guard too, move from your cover and approach the door
to the left of the room. Pick the lock of the wooden door, you are now in
their bedroom.

Alessia's jewelry box is located to the right of the bed. Very cautiously make
your way towards the jewelry box. Keep in mind that the guard hasn't left
completely, he is still patrolling the hall outside, so be careful that he
doesn't see you through the open door. Approach the box and click on it, it's
locked. Use a lockpick to pick the lock. Once you have managed to open it,
take Ahdarji's ring, and anything else, from the box. Be careful, if there are
two rings in the box DO NOT TAKE A SECOND RING!!! I have heard of a glitch
that can prevent you from advancing in the thieves guild if you do, apparently
Ahdarji won't acknowledge that you have the ring if you take two. I do not
know of a way to fix this, so just don't take the second one if it is there.

When you have the ring, very cautiously make your way out of the bedroom.
Remember that there is a guard in here... So don't just walk out of the room.
When you have made it out of the Lord's manor private quarters, head back down
this path and out of the basement. Leave the castle and locate Ahdarji.
Ahdarji's was open at around 8 pm, so advance the time to this and go to her
house. When you have located Ahdarji, tell her that you have her ring. She
will thank you and reward you with some gold. Now all you need to do is report
back to S'krivva in Bravil and tell her that you have succeeded.

[Thieves Guild, Prowler achieved!]

==============================================================================
...Misdirection - (TG06)......................................................
==============================================================================
You need a minimum of 300 gold earned from selling stolen goods to begin this
quest. When you have reached your goal, speak to S'krivva and select the
"Thieves Guild special jobs" option from the list. Hieronymus Lex has pulled
guards from all over the Imperial City to lockdown the Waterfront District.
He will not leave until someone tells him the location of the Gray Fox.
You need to get him out of there. S'krivva tells you to locate Methredhel in
the Imperial City, she has a plan. Fast travel to the Imperial City and speak
with any of the beggars on the street. Select the Methredhel option from the
list. You may need to pay a small sum of gold coins to get the information.
The beggar tells you where Methredhel is hiding. She is hiding in Dynari
Amnis' house in the Talos Plaza District. When you have located this house,
enter and speak with Methredhel who waits inside. Select "Waterfront
Invasion" from the list of options. Methredhel will explain her plan to you.

You need to travel to the Arcane University in the Imperial City, you have to
steal Hrormir's staff from the Archmage's room. You are given a note from Gray
fox that you must leave in his nightstand. When you are ready, fast travel to
the Arcane University. Enter the Arch-mage's lobby straight ahead. Raminus
Polus goes to sleep at around one in the morning. Make sure that he isn't in
the lobby before you go through the portal to the Arch-mage's Tower Council
Chambers. Raminus may be gone, but Irlav Jarol the moron is still on patrol.
Really, he's a moron, he doesn't do much to stand in your way. Try to sneak
past him, but if he sees you the most he will do is get angry at you. Just go
through the portal either way. You have to move fast in here, you do not want
Irlav Jarol to catch you stealing the staff. Move forward and grab the staff
from the desk. Then move over to the nightstand located to the left of the bed
and click on it. Now you need to get the staff back the Methredhel. Head back
through the portal, back into the lobby, and out of the university.

Fast travel back to the Talos Plaza District and head to Dynari Amnis' house.
Speak to Methredhel and select "Hrormir's Icestaff" from the list of options.
Now head outside and fast travel to the waterfront District. Methredhel now
wants you to find and spy on Lex. You can find him in the middle of the
area of houses for the poor. Attempt to approach Lex and watch the event that
happens. A Dremora appears and delivers a note to Lex, he is forced to send
all of his men back to their posts. Return to Methredhel and inform by choosing
"Hieronymus Lex" from the option list.

She wants you to return the Icestaff to the Arcane University. She tells you
that it would be way to dangerous to return it directly to them, so you need
to drop it off in Ontus Vanin's home. His house is located in the Talos Plaza
District as well. It is locked, so make sure that nobody sees you use your
lockpick. When you are in his house, head up the stairs and enter his bedroom.
Drop off the staff in the chest in this room. That's it, go see S'krivva to
collect your reward. You can now use Luciana Galena in Bravil as your fence.

[Thieves Guild, Cat Burglar achieved!]

==============================================================================
...Lost Histories - (TG07)....................................................
==============================================================================
You need to fence over 400 gold worth of stolen goods to be able to begin this
quest. Once you have reached your goal, head to Bravil and speak with S'krivva.
For your next mission, you need to retrieve a book called "Lost Histories of
Tamriel." A thief named Theranis had been sent to find it, but he hasn't been
heard from since. You need to find Theranis first, fast travel to Skingrad to
start with. Locate a beggar on the street and approach them. Select the
Theranis option from the list. You may need to pay a small amount of gold to
get the information. The beggar will tell you how Theranis got arrested and
taken to the Skingrad dungeon. Fast travel to the castle and enter the
courtyard. Move up the first set of stairs that you see and follow the walkway
to the end. Enter the dungeon.

Head up and down the stairs to your right, talk to the Skingrad dungeon jailor
and offer to give him 50 gold coins to open the door. He will refuse and
threaten to throw you in prison. Now speak with him again and select the "Work
in Castle Skingrad" option. He will tell you that the butler Shum Gro-Yarug is
looking to hire. If you speak with him again and ask about Shum Gro-Yarug, he
will tell you that he leaves the castle around midday. He goes to the West
Weald Inn at ten in the morning, and the Colovian Trader at noon. Head back to
the city and wait in front of the West Weald Inn. If you have Lost Histories
as an active quest, the little cursor on the map will tell you where Shum is
currently. If it isn't ten in the morning, use the wait feature and make it
that time. Shum is an Orc, when you see him speak with him and select "Work
in Castle Skingrad" and he will give you a job. The pay isn't great, but hey,
that's not the point.

Go back to Castle Skingrad, into the courtyard, the dungeon and speak with the
jailor. Select the "Open the door, I'm the slop drudge" option. After some
complaining, the guard will get up and open the door for you. Once inside,
speak with the man known as Larthjar the Laggard in the first cell you see.
Agree to free him and select the "Theranis" option. He tells you that Theranis
was taken out of his cell along with an Argonian who put up a fight and was
bleeding a lot... If you haven't figured it out already, follow the blood
stains on the floor to the end of the prison cell block. Hit the strange
candle at the right end of the wall and a secret passage will open up for
you. Follow the path and eventually you will come to the wine cellar. Make
your way to the room with the three large barrels. move to the top right of
this room and look up to your left to see another strange castle on a pillar
smeared with blood. Activate it and the barrel in the middle will open,
revealing another passage. This castle is just full of surprises.

Cautiously go down this tunnel, you will eventually see a woman standing in
the distance. This is the Pale Lady that Larthjar was speaking of. She is
hostile, so if you are using a bow get a sneak attack in, don't wait for her
to start attacking. When you have killed her, search her body and take the
keys from her. Enter the room and look to your left, Theranis' dead body lay
on the floor. To the right is a cage with Amusei in it, speak with him and ask
about Theranis. He will tell you that Theranis gave him a message about the
Lost Histories of Tamriel, but he will only deliver the message if you free
him and get him out of Castle Skingrad.

Agree to this and open the cage. You should have picked up the key off of
the Pale Lady's corpse, if you did you won't need to pick the lock to open
the cage. Head through the passage to the left and exit out to the dining
hall. Cautiously move to the right, through the open doorways until and you
reach the door leading out to the courtyard. Once in the courtyard, head down
the steps and go through the door right in front of you. Now you are out of
the castle, head across the bridge and continue going until you get a notific-
ation saying that you escaped the castle.

Amusei will tell you that the Lost Histories of Tamriel can be found under
a bush behind Nerastarel's house. When he departs, fast travel back to the
city of Skingrad and locate Nerastarels house. Go behind the house and look
next to the bush behind it. Pick up the book and bring it back to S'Krivva,
she will give you a nice amount of gold coins for completing this task.

==============================================================================
...Taking Care of Lex - (TG08)................................................
==============================================================================
You need to fence over 500 gold worth of stolen goods to be able to begin this
quest. Once you have reached your goal, head to Bravil and speak with S'krivva.
This time you need to get rid of Hieronymus Lex once and for all. No, you
don't have to kill him, you just need to send him away. Countess Umbranox of
Anvil is currently looking for Captain of the Guard. You need to steal the
letter of recommendation that was sent to the Imperial Watch guard and create
a forgery that recommends Lex and deliver it to the countes
=====================the end==================================

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