The Elder Scrolls IV: Oblivion - Walkthrough (IGN Exclusive)
Version: 0.1
Date: 03/29/06
Created by:
Title: The Elder Scrolls IV: Oblivion
System: PC, Xbox360
Developer: Bethesda
Publisher: Ubisoft
Release Date: 20 March 2006
Table of Contents
01 - Introduction
02 - Classes (Complete)
03 - Skills (Complete)
04 - Birthsigns (Complete)
05 - Races (Complete)
06 - Walkthrough (Incomplete)
06.1 - Tutorial
06.2 - Deliver the Amulet
07 - Quests
07a - Mages Guild (Incomplete)
07a.1 - Bruma Recommendation
07a.2 - Bravil Recommendation
07a.3 - Cheyindal Recommendation
07a.4 - Anvil Recommendation
07a.5 - Skingrad Recommendation
07a.6 - Leyawiin Recommendation
07a.7 - Chorrol Recommendation
07b - Fighters Guild (Incomplete)
07b.1 - The Desolate Mine
07b.2 - A Rat Problem
07b.3 - The Unfortunate Shopkeeper
07b.4 - Unfinished Business
07b.5 - Drunk and Disorderly
07c - Arena Guild (Incomplete)
07d - Thieves Guild (Complete)
07d.1 - May the Best Thief Win
07d.2 - Independent Thievery
07d.3 - Untaxing the Poor
07d.4 - The Elven Maid
07d.5 - Adharji's Heirloom
07d.6 - Misdirection
07d.7 - Lost Histories
07d.8 - Taking Care of Lex
07d.9 - Turning a Blind Eye
07d.10 - Arrow of Extrication
07d.11 - Boots of Springheel Jak
07d.12 - The Ultimate Heist
07e - Dark Brotherhood (Incomplete)
07e.1 - A Knife in the Dark
07e.2 - Welcome to the Family
07e.2 - A Watery Grave
07e.2 - Blood of the Damned
07e.2 - Accidents Happen
07e.2 - No Rest for the Wicked
07e.2 - Scheduled for Execution
07e.2 - To Serve Sithis
07e.2 - The Assassinated Man
07e.2 - My Brother's Keeper
07e.2 - The Lonely Wanderer
07e.2 - Enter the Eliminator
07f - Daedric Quests (Incomplete)
07g - Side-Quests (Incomplete)
08 - Vampires (Complete)
08.1 - How to Become a Vampire
08.2 - Where to Find Them
08.3 - Once You're a Vampire
08.4 - Stages of Vampirism
08.5 - Feeding
08.6 - Vampirism Cure
09 - Map (Incomplete)
10 - Items
10a - Weapons (Incomplete)
10b - Armor (Incomplete)
10c - Alchemy (Incomplete)
11 - Cheats/Secrets
11.1 - Console Cheats
11.2 - Screenshots
11.3 - Infinite Money
11.4 - Easy Stealing
11.5 - Item Spawning
11.6 - World Warping
12 - FAQ
13 - Conclusion
Introduction
After the mysterious and untimely death of the Emperor, desperate factions vie for control of Tamriel's throne. With the empire ready to crumble, the gates of Oblivion open and demons march upon the land, laying waste to everything in their path. To turn the tide of darkness the player must find the lost heir to the throne and unravel the sinister plot that threatens to destroy all of Tamriel.
Welcome to our guide to Oblivion, created by a team of various persons. Different people, the same goal - create the best Oblivion guide there is. We hope you enjoy this guide in your journey through Oblivion, and remember - feedback is always welcome.
- Grawl
Classes
By: APY
During the introductory tutorial level you will have to select your character's class. The game suggests a class based on your style of playing during the introduction. You can confirm this class, choose another class or make your own custom class.
Each class has a certain specialization (Magic, Combat or Stealth), seven major skills and a bonus of +5 to two attributes. Each specialization governs seven skills which get a +10 bonus. Therefore, all seven major skills you choose should ideally be skills from your specialization. The major skills have a base value of 25 (or 35 if you get the +10 specialization bonus) and are the only skills that contribute to levelling up. They also increase faster than the rest of the skills (the so-called minor skills). These minor skills only start out with 5 points and don't increase as fast.
The list of specializations and their respective governed skills:
| Specialization | Skills |
| Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy Armor |
| Magic | Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration |
| Stealth | Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft |
See the section on skills for more in-depth information about the twenty-one skills in the game.
Below you'll find a list of the predefined classes in the game. As I said before, you don't have to stick to these but it might be useful if you're a first-time player of the Elder Scrolls series.
| Class name | Favored attributes | Specialization | Major skills | In-game description |
| Acrobat | Agility, Endurance | Stealth | Acrobatics, Blade, Block, Marksman, Security, Sneak, Speechcraft | The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances. |
| Agent | Agility, Personality | Stealth | Acrobatics, Illusion, Marksman, Mercantile, Security, Sneak, Speechcraft | Charming when they can be seen, and nearly invisible when in shadow. |
| Archer | Agility, Strength | Combat | Armorer, Blade, Blunt, Hand-to-Hand, Light Armor, Marksman, Sneak | A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword. |
| Assassin | Intelligence, Speed | Stealth | Alchemy, Acrobatics, Blade, Light Armor, Marksman, Security, Sneak | Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut for them. |
| Barbarian | Speed, Strength | Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Light Armor | Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground. |
| Bard | Intelligence, Personality | Stealth | Alchemy, Blade, Block, Illusion, Light Armor, Mercantile, Speechcraft | Intelligent and personable, they prefer to accomplish tasks with their words first, and with their sword second. |
| Battlemage | Intelligence, Strength | Magic | Alchemy, Alteration, Blade, Blunt, Conjuration, Destruction, Mysticism | Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier. |
| Crusader | Strength, Willpower | Combat | Athletics, Blade, Blunt, Destruction, Hand-to-Hand, Heavy Armor, Restoration | A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again. |
| Healer | Personality, Willpower | Magic | Alchemy, Alteration, Destruction, Illusion, Mercantile, Restoration, Speechcraft | Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon. |
| Knight | Personality, Strength | Combat | Blade, Block, Blunt, Hand-to-Hand, Heavy Armor, Illusion, Speechcraft | The most noble of all combatants. Strong in body and in character. |
| Mage | Intelligence, Willpower | Magic | Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration | Preferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade. |
| Monk | Agility, Willpower | Stealth | Acrobatics, Alteration, Athletics, Hand-to-Hand, Marksman, Security, Sneak | Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist. |
| Nightblade | Speed, Willpower | Magic | Acrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, Restoration | Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances. |
| Pilgrim | Endurance, Personality | Stealth | Armorer, Block, Blunt, Light Armor, Mercantile, Security, Speechcraft | Hearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded. |
| Rogue | Personality, Speed | Combat | Alchemy, Athletics, Blade, Block, Illusion, Light Armor, Mercantile | They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades. |
| Scout | Endurance, Speed | Combat | Alchemy, Athletics, Armorer, Acrobatics, Blade, Block, Light Armor | Preferring the rolling countryside to the city life, they are gifted with the ability to evade, guard, and protect themselves with great proficiency. |
| Sorcerer | Endurance, Intelligence | Magic | Alchemy, Alteration, Conjuration, Destruction, Heavy Armor, Mysticism, Restoration | Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor. |
| Spellsword | Endurance, Willpower | Magic | Alteration, Blade, Block, Destruction, Heavy Armor, Illusion, Restoration | More nimble and athletic than the sorcerer, and better suited for spellcasting than the knight, their attacks are unpredictable. Students of combat and magic. |
| Thief | Agility, Speed | Stealth | Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft | Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lockpicks are their swords. |
| Warrior | Endurance, Strength | Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy Armor | Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of al melee tools, they put little faith in the magical arts. |
| Witchhunter | Agility, Intelligence | Magic | Alchemy, Athletics, Conjuration, Destruction, Marksman, Mysticism, Security | Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows. |
Skills
By: APY
Skills are the abilities your character has. By using a skill, you're improving it. Once you have improved ten skills, you raise one level. When you raise a level you can distribute points over three attributes.
All skills are governed by an attribute. These are the things you can improve on a level-up. When you're using a major skill (see Classes), on the next level-up you will be able to assign extra points to its attribute.
| Attribute | Governs skills |
| Agility | Block, Marksman, Sneak |
| Endurance | Armorer, Block, Heavy Armor |
| Intelligence | Alchemy, Conjuration, Mysticism |
| Personality | Illusion, Mercantile, Speechcraft |
| Speed | Acrobatics, Athletics, Light Armor |
| Strength | Blade, Blunt, Hand-to-Hand |
| Willpower | Alteration, Destruction, Restoration |
Birthsigns
By: APY
You will have to select a birthsign for your character, during the introductory tutorial level as well. Different birthsigns have different features (advantages) and you'll have to choose one that fits with your character and your style of playing.
| Birthsigns | Advantages | Notes |
| Apprentice | Magicka +100, 100% Weakness to Magicka | Useful for spellcasting mages |
| Atronach | Magicka +150, no Magicka regeneration, Spell Absorption 50% | Useful for spellcasting mages but it will take extra effort to restore Magicka |
| Lady | Endurance +10, Willpower +10 | - |
| Lord | Restore Health (6 points for 15 secs), 25% Weakness to fire | Restore Health is pretty useful but might not be worth the weakness |
| Lover | Paralyze on touch (10 secs) and lose 120 Fatigue - once a day | Always useful |
| Mage | Magicka +50 | Useful for spellcasting; you could choose Apprentice but that comes with a weakness |
| Ritual | Restore Health (200 points at once) - once a day, Turn Undead (100 points for 30 seconds) | - |
| Serpent | Cure Poison, Damage Fatigue (100 points on self), Damage Health on touch (3 points for 20 secs), Dispel (90 points) - all at once, and once a day | Not really useful in my opinion |
| Shadow | Invisibility (60 secs) - once a day | Useful for thieves' quests |
| Steed | Speed +20 | +20 Speed is a good choice, but it might not be as useful later in the game |
| Thief | Agility +10, Luck +10, Speed +10 | For playing a stealth character |
| Tower | Reflect Damage (5 points for 120 secs), Open Average Lock daily | - |
| Warrior | Endurance +10, Strength +10 | Perfect for combat-oriented characters |
Races
By: APY
Choosing a race is for most people the hardest thing in the game. Once you realize it's not all about the looks, it's indeed a difficult task to determine what race to choose. All of them have special abilities and skill bonuses so again you will have to think about what kind of character you're going to play.
For example, if you want to play a combat character with melee skills, a good choice would be either Nord or Orc. Nords have great skill bonuses but Orcs have the Berserk ability: a wild fighting rage with a Fatigue, Health and Strength bonus.
| Race | Skill bonuses | Special abilities | Notes |
| Argonian | Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10 | Resist Disease (75 points constant), Resist Poison (100 points constant), Water Breathing (constant) | Not really a coherent range of skill bonuses but the special abilities are pretty good. |
| Breton | Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10 | Fortified Magicka (+50 points constant), Resist Magicka (50 points constant), Shield (50 points for 60 secs - once a day) | Good for spell casting although there's no bonus for Destruction. The Magicka abilities and Shield are great though. |
| Dark Elf | Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5 | Summon Ghost (60 secs - once a day), Resist Fire (75 points constant) | The more offensive spellcaster, with Blade skill bonus for melee fights. |
| High Elf | Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10 | Fortified Magicka (+100 points constant), Weakness to Fire, Frost, Shock (25 points constant), Resist Disease (75 points constant) | Offensive spellcasters who only rely on magic, no Blade bonus like Dark Elf. |
| Imperial | Blade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5, Mercantile +10, Speechcraft +10 | Absorb Fatigue (100 points - once a day), Charm (30 points - once a day) | Speechcraft bonus and Charm special are great! |
| Khajiit | Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5 | Demoralize (100 points - once a day), Night-Eye (30 secs) | The unlimited Night-Eye and Sneak and Security bonuses make for a great thief character! |
| Nord | Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5 | Frost Damage on touch (50 points - once a day), Shield (30 points for 60 seconds - once a day), Resist Frost (50 points constant) | Excellent skill bonuses for a melee fighter |
| Orc | Armorer +10, Block +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10 | Fortify Health +20, Fortify Fatigue +200, Fortify Strength +50, Drain Agility -100 (all 60 secs - once a day), Resist Magicka (25 points) | Excellent special ability for melee fighter, less interesting skill bonuses but still okay |
| Redguard | Athletics +10, Blade +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10 | Fortify Agility +50, Fortify Speed +50, Fortify Strength +50, fortify Endurance +50, Fortify Health +25 (all 60 secs), Resist Poison (75 points), Resist Disease (75 points) | Special ability is excellent for a combat player, skill bonuses pretty good too |
| Wood Elf | Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10 | Command Creature (20 points for 60 secs - once a day), Resist Disease (75 points) | Good for stealth fighters. |
Walkthrough
By: Robin
Tutorial
Like with all of The Elder Scrolls games you begin your existence in a jail cell. For what exact reasons you don't really know, but your future is about to pan out in ways you never imagined (your character never imagined, as the game player you know you're going to save the planer).
This is the tutorial section of the game. From the character creation to exiting the sewers the game practically holds your hand, guiding you through creating your perfect character and introducing you to the game's features. I, however, will not hold you hand in this respect. You bought the game, didn't you... if you downloaded it and used the no-CD crack then go out and support the men and women who put this beautiful game together for your enjoyment. The instruction booklet that comes with the game will explain how to play. If you still can't figure it out, then you obviously never played Morrowind (the two are pretty close to identical in keyboard controls), or you are too stupid to get it and even if I explained it here you still wouldn't understand.
The real start of YOU playing the game is when Emperor Septim's guard, Baurus, tells you to not follow them. You'll need a key to get through the door anyway so don't worry about trying. Behind you a few rats come through the wall. This is the direction you want to go once they are dead.
From the Imperial Prison you'll make your way through to the Substructure then on to the Natural Caverns, the Imperial Subterrane, and lastly The Sanctum. Here you'll meet up with the Emperor and his guards and receive the Amulet of Kings. With this Patrick Stewart... err... Emperor Uriel Septim will instruct you to find his long lost son. Your first task will be taking the amulet to Jaufree at Weynon Priory near the town of Chorrol. Before you can do that you must make your way through The Sewers.
Deliver the Amulet
Once you're outside The Sewers you are on your own. It is most likely a hour or two before dawn, depending on how much time you wasted in the Tutorial section. Head up the hill and around the Prison and enter the Imperial City. Here you can start any of the other quests available to you or continue with the Main Quest.
Exit the city from the West gate. Follow the road past Weye and Wawet Inn. Continue towards Chorrol and soon you will come to Fort Ash. Beware the Bandit who fights you for your gold. If you have more than 100 Septims you can pay him off and he'll leave you be or prepare for a battle. You'll finish the first leg of this long journey once you arrive at Weynon Priory.
Immediately entering the house and... wait for the next version.
Quests
In this section you'll find all the quests available in the game, that aren't related to the main quest. Did you find a quest, and isn't it listed here yet? Let the person responsible for that part know.
Mages Guild
By: Sirius Snape
Joining (you can only join if you do not have bounties on your head):
Arcane University - closed until Recommendation quests are completed
Penalties:
Bruma Recommendation
| Jeanne Frasoric has tasked me with finding J'Skar. I should speak with the guild mages in Bruma. |
Go to Volanaro in the cellar of the guild and speak to him and raise his disposition to 70 and find out the truth behind where J'skar is.
| I need to unlock Jeanne's desk in her room upstairs in the Bruma Mages Guild and find her Manual of Spellcraft. If I bring it to Volanaro, he agreed to help me find J'Skar. |
Follow his instructions to steal the Manual of Spellcraft from Frasoric's desk. He will give you what you need to be able to get into the office and desk by teaching you an unlock spell, though the locks can be picked fairly easily.
| I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro. |
Get the book and give it to Volanaro.
| Journal: I need to meet Volanaro in the living quarters of the Bruma Mages Guild after 10pm. |
He will meet you in the cellar at 10pm to take the invisibility spell off of J'skar.
| Journal: I need to tell Jeanne that J'Skar is visible again. |
Talk to Jeanne.
| Journal: Jeanne Frasoric has agreed to send a recommendation to Raminus Polus. |
You have your recommendation.
Bravil Recommendation
Varon Vamoir has stolen Ardaline's staff. Speak to Kud-Ei about it and she will tell you to recover the staff any way that you can. She will give you a Beguile scroll to help out, as Vamori will not confess or offer up any information at low levels of disposition. He admits selling the staff to Soris Arenim, whom you will find in the Talos Plaza District. Speak to Kud-El and she will give you two more Beguile scrolls, as you will find Soris no more willing to talk than Vamori was. When his disposition reaches 70, he offers to sell you the staff for 200 gold. You can buy it, or you can speak to his wife Erissare Arenim and use a Beguile scroll on her to raise her disposition high enough (above 65) so that she tells you that you can find the staff in a locked chest in the cellar. The key is upstairs in Soris's desk. You can get the staff that way, as well. When you have the staff, return to Kud-El who will teach you a Captivate spell and you will have your recommendation.
Cheyindal Recommendation
Talk to Falcar and find out that the The Ring of Burden has been lost down a well, and your task is to get it back for Falcar.
| I need to get the key to the Cheydinhal Mages Guild well from Deetsan. |
You will need a key for the well, and Deetsan has that key. It is best to wait and talk to her when Falcar is not around, as she is more forthcoming when he is out of earshot.
| I need to enter the well behind the Mages Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task has disappeared; should I learn anything about him, I should speak to Deetsan. |
You'll find that someone else, Vidkun - was sent down there already and has not been heard from since. Deetsan will teach you a spell, Bouyancy - which combines Feather with Water Breathing to better help you when you are down in the well. The ring you are looking for will add 200 points to your encumbrance, so drop as much as you can so that you will not be over encumbered before you go down there. Get the ring and return to talk to Deetsan.
| I have found the Ring of Burden, and should return it to Falcar. |
Falcar will be gone when you get back, and Deetsan explains this to you when you talk to her. Drop the ring where you choose.
| I need to search Falcar's quarters in the Cheydinhal Mages Guild for any sign of his recommendation letter. If found, it should be given to Deetsan along with anything unusual. |
A search of the dresser near the bed turns up two dark Soul Gems.
| There's no evidence of a recommendation in Falcar's room but I've found two Black Soul Gems. I should take them to Deetsan immediately. |
Take these to Deetsan.
| Deetsan has agreed to send a letter of recommendation to the Arcane University in Falcar's stead. |
Anvil Recommendation
Speak to Carahil and find out about a series of murders and kidnappings along the Gold Road. Carahil wants you to be the bait in trying to solve the mystery.
| I need to speak to Arielle Jurard at the Brina Cross Inn north of Anvil. |
Speak to Arielle.
| I need to rent a bed for the night at the Brina Cross Inn, while posing as a travelling merchant. |
Speak to Christophe Marane about getting a room and let him know you are a travelling merchant.
| I have rented a bed at the Brina Cross Inn. I need to wait in my room for Arielle Jurard, and then spend the night sleeping in the inn. |
Jurard will meet you there and will let you know the plan of attack.
| Arille Jurard has instructed me to sleep at the Brina Cross Inn, then travel along the Gold Road toward Kvatch. |
When you sleep you get another Journal entry:
| I've spent the night at the Brina Cross Inn. I need to follow the Gold Coast Road toward Kvatch and be wary of anyone along the road. |
Leave the inn and head east along the road. Along the road you will see Caminalda, a familiar face from the inn. She is hostile and will attack.You can kill her, and take what you find from her body. You'll note that there is a room key on her person. Take the key back to her room at the inn and use it to get inside. You'll find some loot in a chest in the room that you can take.
| I need to talk to Carahil in Anvil and inform her that Caminalda has been defeated. You will get your recommendation. |
Speak to Carahil.
| I have completed my task to Carahil. |
Skingrad Recommendation
Speak to Adrienne Berene to find out that a mage Erthor borrowed some of her notes and she wants them back.
| Journal: In order to get a recommendation from Adrienne Berene, I need to find Erthor and return him to the Skingrad Mages Guild. I should speak with other guild mages to learn his whereabouts. |
Ask around to find out where Erthor is, and speak to Sullinus Vassinus and then Druja.
| Journal: I have been told that Erthor was last seen at Bleak Flats Cave, west of Skingrad. I should remind Adrienne of this. |
She will teach you a Weak Fireball spell to help you out. Now to find the cave. Once you find the cave from where it is marked on your map, you will find Zombies inside. You will need to kill them first before Erthor will come with you.
| Journal: I found Erthor in Bleak Flats Cave and have agreed to escort him back to Adrienne Berene in Skingrad. |
You can either escort Erthor back, or you can send him back on his own. You will then get your recommendation.
| Journal: Adrienne Berene has agreed to send a recommendation to the Arcane University on my behalf. |
Lyeawiin Recommendation
First, speak to Dagail. She won't have much to say, outside of your needing to talk to Agate.
| Journal: I need to find an amulet so that Dagail will send a recommendation to the Arcane University for me. Agate may know more. |
When you talk to Agate, you'll find out that Dagail has been having visions, which as of late have been confused. She needs her Seer's Stone amulet which has gone missing.
| Journal: I need to speak with the mages in the Leyawiin guild hall, in case any of them have seen Dagail's amulet. |
Speak to the guild members and Sdrassa and Alves Uvenim will mention Kalthar. Upons speaking to Kalthar, you will be instructed to speak with Agate over what you find out.
| Journal: Kalthar seemed to know a great deal about the missing amulet. I should tell Agate what he has told me. |
Speak with Agate.
| Journal: Agate has asked that I attempt to question Dagail about her father, to find out what his connections to the amulet may be. |
Dagail gives you a vision in riddle form and your journal will clear it up for you.
| Journal: I need to find the fort at which Dagail's father was stationed. It should be somewhere near Leyawiin. |
Your job now is to find the fort where Dagail's father was stationed. You are pointed in the direction of Fort Blueblood. Once you get to the fort, explore and take out the enemies you find there. You will find in the innermost room a coffin - inside the coffin is the amulet.
| Journal: I have found the amulet Dagail needed. I should return it to her immediately. |
Head back out, and you will be confronted by Kalthar. You will have to fight Kalthar.
| Journal: I have defeated Kalthar, who was attempting to manipulate Dagail. I need to give her this information immediately. Head back to Leyawiin and return the amulet. |
| Journal: I have delivered the amulet to Dagail. |
You will then get your recommendation.
Chorrol Recommendation
Your job is to talk to Earana and find out what she wants from Teekeeus. Earana wants you to find a book for her called Fingers of the Mountain. This book is in Cloud Top, a ruin in the mountains of Chorrol.
| Journal: Earana has asked me to bring her a book titled Fingers of the Mountain so that she may translate it. I need to tell Teekeeus about this immediately. |
Speak to Teekeeus and find that he also wants the book.
| Journal: Teekeeus has asked that I find the Fingers of the Mountain text and bring it to him immediately. I need to search Cloud Top for the book. |
Head to the Cloud Top ruin and you'll find the book on a corpse there in the ruin.
| Journal: I've found the book titled Fingers of the Mountain. I need to deliver it to either Earana at the Grey Mare Tavern, or to Teekeeus at the Choral Mages Guild. |
Give the book to Teekeeus.
| Journal: I've delivered the Fingers of the Mountain book to Teekeeus at the Chorrol Mages Guild. In exchange Teekeeus has agreed to write a recommendation for me. I shall have to tell Earana that she won't be getting the book. |
If you have given the book to Teekeeus instead of Earana, she asks you to steal it from him and bring it to her. Should you refuse, you will not get the opportunity to do her side quest for the Fingers of the Mountain spell.
| Journal: (if you refuse to steal the book from Teekeeus) - I have refused to steal Fingers of the Mountain for Earana. That should be the end of my dealings with her. |
If you decide to steal it from Teekeeus, he keeps it in his room on the top floor living quarter, behind a locked door inside a locked chest.
If you choose to steal the book to Earana she will ask for time to translate the work. She will give you some notes which instruct you to find a Welkynd stone in an Ayleid ruin and then return to Cloud Top and cast a shock spell at the magical pillar there. Casting the spell at the pillar causes you to be struck by lightening (so you will need to either counter the spell or fortify your health), but you will get in return a lightening spell called Fingers of the Mountain.
If you talk to Teekeeus after giving the book to Earana, he wants you to steal back the book. You can find the book in her chest in her room in the Grey Mare.
Fighters Guild
By: Grawl
Joining the fighters guild can been done in three places; Chorrol (Vilena Donton), Anvil (Azzan) or Cheydinhal (Burz gro-Khash). Go there if you wish to join the guild. The following quests may not be in the order you do them, since sometimes you have two contacts at the same time.
The Desolate Mine
Head to Burz gro-Khash in Cheydinhal to start this quest.
| Burz gro-Khash has given me a contract to deliver a weapons shipment to Fighters Guild members in the Desolate Mine northwest of Cheydinhal. |
Leave Cheydinhal and head towards the mine by horse or by foot. Enter it, and talk with Rienna. Give her a weapon, and give the other two members a weapon too.
| I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me that the cave has been infested with goblins, and we should clear the place out before leaving. I will have to give them each weapons, though. |
| I have given weapons to the three Fighters Guild members. We should now clear the Mine of goblins. |
Run around and start smashing the faces of the Goblins. You'll get a message when you're done with the job.
| The Desolate Mine is now clear of the goblins infesting it. I should return to Burz gro-Khash for payment. |
When you talk with Burz gro-Khash, you'll get some gold and be promoted to Apprentice.
A Rat Problem
For this quest you need to speak with Azzan in Anvil.
| Azzan has told me of a contract in Anvil with Arvena Thelas. I should speak to her about a problem with rats in her basement. |
When you find Arvena Thelas, you'll find out you don't need to get rid of the rats, but of something that's bothering her rats.
| Arvena Thelas has rats in her basements, but they're not the problem. She loves the rats, but she's been finding them dead. She would like me to go down and investigate what's been happening. |
Enter the house of Arevena and then enter the basement. You'll find the problem - a mountain lion. In a house... indeed. Kill it for her.
| I've killed a mountain lion in Arvena's Thelas' basement. They must be sneaking in through a hole in the wall somewhere. I should tell Arvena what has happened. |
When you tell Arvena about it, she wants you to get rid of more mountain lions. Well, it's all in the job. She knows of a hunter though.
| Arvena Thelas was glad to know what was killing her rats, but she still doesn't feel safe. She'd like me to speak with Pinarus Inventius about hunting down mountain lions in the area. |
Talk with Pinarus Inventius, and you'll both go hunting down mountain lions outside of town. Follow him and kill the four lions. Arvena must be happy, let's go tell her!
| Pinarus has agreed to look for mountain lions with me. If we find them, we'll kill them, and make Arvena feel safer. |
| We've killed all the mountain lions Pinarus believes are in the area. I should return to Arvena Thelas. |
| I've told Arvena about the mountain lions, but she doesn't believe her problem is solved, as there's a mountain lion in her basement now. I'll have to kill it. |
Go after the next mountain lion and get rid of it. Arvena isn't done with you though.
| I've killed the second mountain lion in Arvena Thelas' basement. I should tell Arvena. |
| Arvena now believes that her neighbour, Quill-Weave, might be responsible. Arvena has seen her sneaking around outside the house at night. I should watch Quill-Weave and see what she's doing. I should not let Quill-Weave see me, though, lest she get suspicious. |
Wait until it's night (7PM should do) and sneak towards the back on the house of Arvena. Seen enough you'll see Quill-Weave drop some meat down there. Confront her about it, and she asks you not to tell Arvena about it.
| I've seen Quill-Weave leaving meat outside Arvena Thelas' house. This must be what is attracting the mountain lions into town and into Arvena's basement. I should confront Quill-Weave. |
| I've confronted Quill-Weave, and she has admitted to trying to kill off Arvena's rats. She has promised to stop, and has asked me not to tell Arvena what she's done. |
If you don't tell Arvena, Quill-Weave will give you a free level-up for Acrobatics. So, tell Arvena Quill-Weave has nothing to do with it, and get yourself that free level-up for Acrobatics.
| I've told Arvena Thelas that the problem has been solved, and she has paid me for the contract. I should see Quill-Weave and tell her I've protected her secret. |
| Quill-Weave thanked me for protecting her secret, and has trained me in Acrobatics for free. |
The Unfortunate Shopkeeper
Return to Azzan for the second quest he can give you.
| Azzan told me about a contract in Anvil, at Norbert Lelles store, Lelles' Quality Merchandise. |
Head down the store of Norbert and talk with him. Seems some thieves are stealing his stuff.
| I've spoken to Norbert Lelles, who says he has had break-ins at his store almost nightly. He would like someone to stay in the store tonight and catch the crooks in the act. |
Wait until it's around 7 PM, and just wait (intervals of one hour should do) until you find three thieves sneaking into the store. Hit them with your sword/dagger/mage/staff etc. and get rid of them. Report back to Norbert.
| I have taken care of the crooks breaking into Norbert Lesses' store. I should speak with the shopkeeper himself. |
| Norbert Lelles was surprised to learn that the men breaking in were all former employees, though none had been with him long. He was glad that the problem was taken care of, though. |
Unfinished Business
Head back to Azzan to get promoted to Journeyman. He has no more jobs for now, but directs you to Chorrol. Talk with Vilena Donton there.
| I have been told to report to Vilena Donton in Chorrol for assigned duties. |
| Vilena Donton has told me that, as a member of the Fighters Guild, there are a number of duties I'll be excepted to perform. She would like me to speak with Modryn Oreyn about these. |
Well, let's have a chat with Modryn Oreyn for this quest.
| Modryn Oreyn has told me that as my first duty, I am to find out why Maglir has defaulted on a contract he was given near Skingrad. |
Maglir can be found inside an inn. He'll tell you the job was too dangerous for that kind of money, but you're welcome to finish it.
| Maglir tells me his contract was to find the scholar Brenus Astis' journal within Fallen Rock Save. He doesn't believe he's being paid well enough for the dangerous assignment, so he has chosen not to complete it. He has told me I should complete the contract instead. |
Fallen Rock can be found northwest of Skingrad, and is a short walk (or horse ride). Enter it, and be ready for some killing before you'll get the journal. Check your map if you're lost. Make sure to keep the Ectoplasm that the ghosts drop, because you need them in a second for the next quest. After you found the journal, you can return it to Maglir or just return to Modryn. Since Maglir didn't complete his job, let's just return to Modryn and finish the quest.
| I have found Brenus Astis' journal. I should either speak with Maglir or tell Modryn Oreyn that the contract is now completed. |
Drunk and Disorderly
Modryn has another job for you, involving more members of the Fighters Guild that are causing problems.
| Modryn Oreyn has assigned me another of my duties. I am to travel to Leyawiin and find out why three members of the Fighters Guild--Dubok gro-Shagk, Rellian, and Vantus Prelius--have been causing trouble. |
Head to Leyawiin and ask a random citizen (a guard will do) about the problems. He/she'll guide you to the Five Claws Lodge, so go there.
| I have been told that I can find the three Fighters Guild members in the Five Claws Lodge, likely causing trouble. They warn me that it will be difficult to subdue the three men. |
Talk with the men here, and soon enough you'll find out the problem - they have nothing to do, because the Blackwood Company takes all the jobs.
| The men tell me that the reason they've been spending time in the tavern is sheer boredom. The Blackwood Company has been stealing all the Fighters Guild work in the area. |
| I've agreed to find work for my three guildmates here in Leyawiin. Perhaps some of the locals know of some. |
Talk with a citizen in the city (for example, the woman behind the bar in the lodge) and bribe them so they'll tell you about Margate. Find her, and talk with her. She wants 5 pieces of ectoplasm, and then she'll help you. Remember how I told you to collect them?
| I've heard a rumor that Margate, who lives in Leyawiin, may have jobs for the Fighters Guild. |
| Margate has told me that she would pay well for minotaur horns or ogre teeth. However, she doesn't trust the Guild yet. I'll need to bring her five portions of ectoplasm, and she'll give us her business. |
If you don't have 5 pieces of ectoplasm (most likely) there are various ways to get them:
| I've brought Margate the ectoplasm she requested. She'll now pay Fighters Guild members for minotaur horns and ogre teeth. I should tell the men back at the Five Claws. |
Well, tell the people the good news.
| I've told Dubok, Rellian, and Vantus about Margate's need for ingredients. They've agreed to accept the long-term contract. As this should keep them out of trouble, I should report back to Oreyn. |
When you head back to Modryn Oreyn, he'll promote you to Swordsman.
| Oreyn was pleased with my efforts, though troubled that the Blackwood Company is stealing Fighters Guild contracts. |
More coming soon.
Arena Guild
By: Sirius Snape
Coming soon.
Thieves Guild
By: Grawl
Joining the Thieves Guild can be done in two ways:
Make sure you ask about the rules too, so you don't break them. The most important rule is not to kill any character during your quests (unless they attack you first).
May the Best Thief Win
| I spoke with Armand Christophe, who is a member of the Thieves Guild. He offered me a chance to join the guild, but I have to compete against two other thieves, Methredhel and Amusei. Which ever one of us steals Amantius Allectus' Diary first will be inducted into the Thieves Guild. It's somewhere in the Imperial City. He told me that the beggars might be able to tell me where to find him. |
Head towards the ships, and run toward the big tower (it's a lighthouse). Pass it by and enter the Temple District. Immediately head right into the small alley, and at the end turn left. The second door on your left is the house of Amantius Allectus. In his house, check the desk on the right side to find the diary.
| I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand at Dareloth's garden by midnight. |
Now all you need to do is return to Armand Christophe and give the diary.
Independent Thievery
Talk with Armand about jobs, and you'll get a quest for this.
| Armand told me that he won't have any commission jobs for me until I sell more stolen property to Ongar the fence. I'll need about 50 gold worth of stolen goods before he will trust me sufficiently. |
It should still be somewhere in the night, so you can try to steal some things. If you're not able to do this, you can wait or do this when night falls and you're in a city.
Whenever you want to sell your stolen goods, head to Bruma (fast-travel or walk, whatever you like) and find the house of Ongar.
| I've reached my goal. I have fenced over 50 gold worth of goods. I should go see Armand sometime. He might have something for me. |
Once you sold worth 50 gold, talk with Armand again to get a real job. Note that you need to repeat this after every quest, where the amount of stolen gold becomes bigger and bigger. Eventually you'll need to have stolen worth 1000 (or more) gold. In order to keep this all a bit easier to navigate, I will just tell you how much stuff you need to steal in order to start the quest.
Untaxing the Poor
Talk with Armand about the special jobs to get this one.
| Armand of the Thieves Guild has asked me to recover the tax records and taxes collected by the Imperial Watch. They are being held by an over-zealous Captain called Hieronymus Lex in the South Watchtower. |
Quite an easy quest. Wait until it's night, and then head towards the house where you stole the diary. Around there, you'll find the South Watchtower. Enter it, and from that moment on sneak. There will be guards downstairs, but just go up. Keep going up until you ended up in the room with Hieronymus Lex. In order to get here, you'll need to pick a lock.
Once you got here, make sure not to wake him, and open the drawer to find the money and the records.
| I found the tax records. Now to get them back to Armand in the Waterfront district. |
Do as said - bring them back to Armand.
The Elven Maid
Have a chat with Armand for a new job. Note that, just like before, you need to sell some stuff before you're able to get new job.
| Armand of the Thieves Guild has asked me to steal the bust of Llathasa Indarys from Cheydinhal. They will pay 100 gold coins. |
Head to Cheydinhal and ask a beggar about the bust. He'll tell you where it's located.
| I learned that the bust of Llathasa Indarys is in her tomb. She is buried in the chapel undercroft of the Temple of Arkay in Cheydinhal. |
Enter the temple, and find the stairs that lead down. Make sure no one sees you going down there. Open the door with a picklock and enter the tomb. Sneak in here, and watch out, because there is someone guarding the bust. Find the bust, and sneak out again.
| I have the bust. Now to get back to Armand. |
When you try to find Armand, you'll find out he's not around.
| The Waterfront if crawling with Imperial Watch. They are all looking for Armand Christophe. I'm sure he won't show at midnight. Dareloth's Garden is too hot. I'll need to find out where he is hiding. Maybe one of the other Thieves Guild members knows. I'll have to start asking around for them. |
Methredhel is looking for you. She can explain you what's going on.
| Methredhel contacted me. She says that this whole job was just a setup to flush out the informant, a Dark Elf named Myvryna Arano. They didn't see fit to let me in on the plan though. She has specific instructions from Armand to plant the bust in Myvryna's cupboard. Then I have to find Hieronymus Lex and snitch on her. |
This may be a bit tricky, with all the guards around. Find her house (Hieronymus Lex is close to it) and enter it using a lockpick. If you're out of lockpicks, just head to your fence in Burma. Only enter her house at night, because she'll be around. Place the bust in her cupboard when she sleeps, and find Hieronymus Lex.
| The bust is in Myvryna's cupboard. Now to tell that windbag Lex where to find it. |
You may have to bride him before you're able to convince him where the bust is. He'll command you to follow him, in case you're not telling the truth. Inside, he'll find the bust and Myvryna will say she is the informant. She can go to jail, and is out of the Thieves Guild.
| Hieronymus Lex found the bust I planted. Now all I have to do is report to Armand. Unfortunately I'll have to wait until the next midnight for him to return to the Garden of Dareloth. |
Do some other stuff and find Armand when he's back. This ends your work here. It's time to move on in the rank of the Thieves Guild. Good job.
Adharji's Heirloom
| Armand is no longer my primary Thieves Guild contact. My new contact is S'krivva, in the city of Bravil. I can find her either at home or at the Lonely Suitor Lodge. I should ask her if there are any commission jobs for me. |
After stealing more stuff and selling it to your fence, S'krivva will have a new job for you. Find her, and ask her about it.
| S'krivva has asked me to retrieve a ring that belongs to Ahdarji. She is a Khajiit living in Leyawiin. I need to go to Leyawiin and see if I can find her. |
Head to Leyawiin, and find Ahdarji. Talk with her about the matter.
| Ahdarji is offering 100 gold coins for her ring. The ring was stolen by Amusei. I wonder if that is the same Argonian that I competed against to get into the guild? I'll have to look around for him. |
Pay a beggar some money to find out where Amusei is.
| Amusei is in jail here in Leyawiin. The only way I'm going to find that ring is to talk to him there. |
Walk towards the jail, and pass the guard. Make sure you hurry up, because the guard will follow you after a short while. Open the door with a lockpick and make sure you have another one ready (in your inventory, that is). Talk with Amusei, and give him a lockpick to make him tell you where the ring is.
| Amusei knows where the ring is, but he won't tell me unless I get him a lockpick. |
| Amusei told me that the ring was inscribed on the inside with the name Alessia Caro, a.k.a. the Countess of Leyawiin. Apparently he tried to sell it back to her. When he went to deliver the ring, he was arrested and thrown into jail. She kept the ring. It must be somewhere in the castle, assuming she isn't wearing it. I'll need to find someone who can tell exactly where. This might be a good time to revisit Ahdarji, or to see what the beggars know. |
Instead of going out and asking beggars, you can bribe someone from the staff too, and ask where the ring is. One of them will tell you she wears it most of the time.
| It seems that Alessia Caro wears the ring all the time, which is going to make it really difficult to steal it from her. However, I learned that she always takes it off at night. I'll have to sneak into her bedroom at night and rifle through that jewelry box. |
Wait until it's night (2 am will do) and picklock the door open that leads to her bedroom (up the stairs). There are guards around here, so watch your step. Open the first door on your right, and follow it to the end to end up in the bedroom of Allesia Caro. Open her jewelry box and sneak out again.
| I've got the ring. Now to find Ahdarji and collect my reward. |
Well, head back to Ahdarji =p
| Ahdarji was very grateful and rewarded me nicely for the ring. I get the feeling she hates Argonians though. No wonder Amusei had trouble with her. Now all I have to do is report back to S'krivva in Bravil. |
Go back to Bravil and have a chat with S'krivva.
Misdirection
When you stole worth 300 gold, you can get this quest from S'krivva in Bravil.
| S'krivva tells me that Hieronymus Lex, Captain of the Imperial Watch, has pulled guards from all over the Imperial City to lockdown the Waterfront. He has vowed to remain there until someone rats out the Gray Fox. If I want to help I have to find Methredhel. She is hiding somewhere in the Imperial City. |
Methredhel lives in the Talos Plaza District, where she is hiding. A beggar can tell you the direction. Have a chat with her.
| Methredhel has a plan to force Hieronymus Lex to lift his siege of the Waterfront. Myself and four other Thieves Guild operatives will go on a crime spree. Each of us is assigned a high profile item to steal. I am to steal Hrormir's staff from the Archmage's room at the Arcane University. I have a note I am supposed to leave in his nightstand. |
Head to the Arcane University, and wait until it's about 3 am. Enter the big tower, and take the teleporter up. Here, take the next teleporter into the Archmage's room. Grab the Hrormir's staff and put a note into the night stand.
| I have Hrormir's Icestaf. All I need to do is leave the note in the nightstand. |
| I slid the note into the Archmage's night stand. Now to get the staff back to Methredhel. |
Well, give it back... Wait, "back"? It never was hers... ah well...
| I gave the Icestaff to Methredhel. She says we need to wait for the nobles and wizards to act. She wants me to watch Lex until he is ordered to leave the Waterfront. I have to make sure I get close enough for him to overhear any conversations. When he does, I report back to Methredhel. |
Head to the Waterfront, and watch how a mysterious person gives Hieronymus Lex a note. He seems to be bad at holding things, and drops it. Grab it for him, but keep it.
| While spying on Hieronymus Lex, I saw a Dremora deliver a note to him. Lex has begun moving his watchmen out of the Waterfront. I think this is the signal for me to report back to Methredhel. Lex dropped that note. I wonder if I can find it? |
Report the good news back to Methredhel. To show the "good will" of the Thieves Guild, you need to deliver the staff back.
| Methredhel has one last task for me. It's too dangerous to return Thormir's Icestaff directly to the Arcane University. Instead, I have put the Icestaff into a chest in Ontus Vanin's home. He is a researcher for the Arcade University and will certainly find it there. |
Find the house of the researcher, and put the staff in his chest a night. Problem solved.
| I've planted the Icestaff in the chest in Ontus' bedroom. I should go see S'krivva and collect my reward. |
Have a chat with S'krivva to finish this quest.
Lost Histories
Once you stole worth 400 (or more) gold and sold it, you can get this quest from S'krivva.
| S'krivva of the Thieves Guild has asked me to find out what happened to the thief named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to her or I do. I'm getting 400 gold coins either way. |
Head to Skingrad and find a beggar who can tell you what happened to Theranis.
| I discovered that Theranis was arrested. It seems he was found in a tavern, drunk and bragging about stealing something from Castle Skingrad. The Captain of the Skingrad Guard overheard him and arrested him. I'm going to have to break into the dungeon if I want to speak to Theranis. |
There are three ways to get to the jail where Theranis is:
| It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad. Penetrating the castle would be much easier if I had that job. |
| I got myself hired as a servant in Castle Skingrad. I only have access to the Great Keep, but that should help. Shum gro-Yarug says that the jailors will open the prison door for me. Now I just have to find Theranis. |
Head towards the jail, and let the jailor open the door for you. Cranky as he is, he will still do it. Inside is no sign of Theranis, but have a chat with Larthjar the Laggards. Promise to set him free and ask him about "the Pale Lady". Be sure to let him free.
| The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady, whoever she is, took Theranis days ago. I don't like the sound of that. There was an Argonian prisoner in the same cell as Theranis. Apparently he was also takes by the Pale Lady just a couple of hours ago. The Argonian put up quite a struggle and was bleeding. It's the only clue I've got right now. I'd better follow it. |
Look for blood on the floor, and open a secret door using the "Strange Candle". Follow the trail of blood, while opening more doors until you find a vampire. Kill her, and look around to find the body of Theranis.
| Theranis is dead. I found his body in the secret chamber with Amusei and the Pale Lady. |
Amusei again... well, he has a note on where to find the book, and he won't give it until you two escaped from the castle.
| The Argonian in the cell with Theranis turned out to be Amusei! Before he died, Theranis told Amusei where he hid a special treasure, which I assume is the book. If I can get him out of there, Amusei will tell me where the book is hidden. Of course being seen helping a known prisoner to escape is a crime. I'll have to avoid the guards in the castle. |
Make sure it's night, so not too many people are wandering about. The Pale Lady holds a key to both the jail and the castle. Going back the way you came would be suicide, since the guard is always around. Instead, leave the wine cellar (steal the most expensive ones) and take the door on the right. Then cross the long hall, into the dining room and open the door here to end up in another hall, which also gives access to the main hall. Don't go to the main hall, but walk straight ahead to end up outside. The door opposite is the door that leads to the dungeons. Head through the main gate and hopefully no guard will be around. When you walked a bit further, Amusei will give you the note.
| Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and tell me about the book. |
| Amusei was grateful for being saved from the Pale Lady and told me where to find the book. It's under a bush, behind Nerastarel's house, near a well. |
Find the book and report back to S'krivva.
| I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in Bravil. |
Taking Care of Lex
Have a chat with S'krivva after stealing 500 (or more) worth of gold to get this quest.
| S'krivva tells me that the Gray Fox is tired of Hieronymus Lex causing problems. He wants Lex removed once and for all. Countess Umbranox of Anvil is in need of a Captain of the Guard. She sent away for a list of recommendations from the Imperial Watch guard. I must create a forgery that recommends Lex and deliver it to her personally. The Gray Fox has a special interest in Countess Umbranox and has chosen Lex to be her protector. Very curious. |
| First, I steal the letter from steward Dairihill's desk in Castle Anvil. Then get a forgery made. I have to find and pay for my own forget. Then seal it with the Imperial Watch seal from the legion commander's desk in the Imperial City. Dairihill cannot be trusted to deliver the letter. I must personally deliver the forged letter to Countess Umbranox of Anvil. I will be paid 500 gold, plus the cost of the forgery. |
When you head to Anvil, talk with a beggar to get some information about the office of Dairihill. He says that it won't be easy to get there, but there is some kind of secret passage. The blacksmith is suppose to know more.
| A beggar told me that there may be secret ways in the castle. I am supposed to find the blacksmith. I'm not really sure why. |
Enter the castle and talk with the blacksmith. He'll open a secret passage for you, which'll lead to a secret door very close to the room of Dairihill.
| Orrin has shown me a secret passage within the walls of Castle Anvil. It should let me get closer to Dairihill's office without being seen by the castle guards. |
Enter the passage and wait until it's around 3 am to make sure not many guards are around. Follow the secret passage and enter the secret door. On your left is the office of Dairihill. Enter it, and find the letter.
| I have the letter. Now I need to find a forger. |
Head down the secret passage again to end up in the room with wine. Be sure to steal the bottles, because they'll help you keep the fencers happy. Outside, a beggar will be able to tell you where a forger lives. Visit him, and he'll be "happy" to forge the letter.
| My sources tell me that there is a master forget in Anvil. He is known only as The Stranger. He lives in a house by the Mages Guild. |
| I delivered the letter to The Stranger. He said to return in a day and he would have the new letter ready. It's going to cost 500 gold coins. |
24 hours of doing something else. If you don't have the 500 gold, you can start with getting those together ;) Otherwise, just hit 'T' or do something else. Return to him in 24 hours.
| The Stranger has forged a new letter for me. Now I have to go to the Imperial Legion compound in the Imperial City. I have to seal the letter using the official seal of the Legion Commander. |
Head to the Imperial City and wait until it's night. Sneak into the building and find the seal. Note that you don't have to open all the doors, because you can also walk through the room where the soldiers sleep.
| I've sealed the letter with the Legion Commander's seal. Now I must deliver it to Countess Umbranox personally. I will take on the role of courier. |
Head to Bravil and deliver the letter to Countess Umbranox. Be sure to talk with Dairihill after this, to get some extra gold.
| Countess Umbranox has given me her response. Now I need to deliver it to Hieronymus Lex. The look on his face should be priceless. |
Well, tell Hieronymus Lex the "good news". He won't be too happy, but march off to Bravil straight away. You can visit him, if you want =p
| Hieronymus Lex was shocked to learn he has been reassigned. Now the Thieves Guild will be safe from his persecution. All I have to do is get back to S'krivva to collect my reward. |
Well, head to S'krivva to finish the last quest with her. From now on you'll work straight for mister Gray Fox himself!
Turning a Blind Eye
In order to start this quest, you need to steal worth 600 (or more) gold and sell it to a fence. Then make sure you're in a capital city (Bruma won't qualify, for example) a wait (press 'T') until a messenger, in this case Methredhel, arrives and hands you a note from the Gray Fox. Although the description tells you to wait in the Imperial City, it doesn't really matter. For example, if you finished the last quest and already fenced worth 600 gold, Methredhel will find you faster, than if you would head to the Imperial City first. Note that the first description of the two below doesn't really belong to this quest, but to "Independent Thievery".
| I've reached my goal. I have fenced over 600 gold worth of goods. When I'm in the cities, I'll have to keep an eye out for messengers from the Gray Fox. He could call for me at any time. I should wait in the Imperial City if I want them to find me quickly. |
| Methredhel sought me out and delivered a message from the Gray Fox. I am to meet him at the home of Helvius Cecia in Bruma. He has an important task for me. Finally, I am going to get to meet the head of the Thieves Guild in person. |
Head to Bruma and enter the house of Helvius Cecia ("The Gray Fox is waiting inside") to meet the Gray Fox. He'll ask you to steal Savilla's Stone from a monastery with monks... blind monks. Sounds easy? It is.
| The Gray Fox has given me the task of recovering Savilla's Stone from a monastery known as the Temple of the Ancestor Moths. It is in the mountains, somewhere north of Cheydinhal, in the farthest corner of Cyrodiil. Killing the human guardians of the stone will not put a bloodprice on my head, but killing innocent people will. The Gray Fox has promised me 500 gold coins. |
You may, or may not have a quicker access to the monastery. If you did a bit of the main quest, you can simply drop yourself off at a lake that's a bit south of there. If you didn't, head to Cheydinhal and go north from there to reach it.
| I found the Temple of the Ancestor Moths. Now I just have to locate Savilla's Stone. Maybe I can persuade one of the monks to help me. |
Find a monk, and bribe him until he shows you the catacombs. Follow him there.
| Brother Holger (name may be of another monk) has agreed to show me the entrance to the catacombs. I should follow him. |
| I've entered the Catacombs of the blind monks. The Gray Fox hinted that the true guardians of Savilla's Stone would not be subject to Blood Price. I'm betting that also means they won't be too happy to see me. I'd better be careful from here on. |
Check your map and follow the marker until you found the room with Savilla's Stone. Defeat the guardian, and grab the stone. Watch out for the two red stones, and they are protecting the stone and will hurt you.
There is no need to go all the way back. Instead, enter the room on the right (looking from a view when you entered) and simply go up here. Also grab the note to learn a bit more about the cowl the Gray Fox is wearing. Head back to him, and give him Savilla's Stone.
| The Gray Fox has rewarded me for my efforts. He was fairly mysterious about why he needed the stone. He asked me to be available for when he next calls for me. |
Arrow of Extrication
Fence worth 700 gold, and (you know the drill) stay put until a messenger arrives (not in Bruma though). This time it's your old friend Amusei.
| Amusei sought me out and delivered a message from the Gray Fox. I am to meet him at the home of Malintus Ancrus in Chorrol. He has another task for me. It seems Amusei has finally straightened up and joined the Thieves Guild. He is even trusted enough to deliver messages from the Gray Fox. |
Head to Chorrol and talk with the Gray Fox for your next job.
| The Gray Fox will pay me 500 gold coins to steal the Arrow of Extrication. It was recently recovered by Bravil's court wizard, Fathis Aren. There will be no bloodprice for killing Fathis, so long as he doesn't die in the castle. I should start my search in Bravil. |
In Bravil, a beggar will tell you that he keeps all his good in a tower outside of Bravil. However, the tower can't be entered from the outside, so there must be a secret passage from within the castle.
| A beggar in Bravil told me that Fathis Aren has claimed the ruined tower southeast of the city for himself. The door to the tower is impenetrable, but rumor has it that Fathis used a secret passage from inside the castle to get to it. |
Enter the castle, and wait until it's day (yes, day). At night guards are guarding the door that leads to the hall, which leads to the room of Fathis Aren (still there?). So basically, enter the door to a hall at day, take a left, and enter the room of Fathis Aren. Remember your map is your friend. Search the two chests that are next to each other to trigger an event.
| I found Fathis Aren't rooms (rooms?) in Castle Bravil. Now to locate the Arrow of Extrication. |
| I've searched both chests in Fathis Aren's room. Neither had the Arrow of Extrication. I'm beginning to think it isn't here. This room doesn't seem to have enough wizardly stuff for a wizard of Fathis stature. I wonder if there is a secret chamber where he keeps his more valuable treasures? |
Yes there is. Find the movable pillar to open a secret passage. Enter the door here to find an underground entrance. Open the door straight ahead of you, and take the upper path to end up in some water. Follow it until you find out that the path is "broken" and a pool where you can dive. Note the fishes (hostile fishes, mind you) here. If you dive all the way down, you'll end up outside in a lake. Don't do this. Instead dive down just a bit, and find a passage that you can swim into. Follow this, and keep opening doors and defeating enemies until you end up in the tower.
Here, find your way up. In one room you'll find the Arrow of Extrication. Bring this to the Gray Fox.
| I found a key shaped arrow head, but not the whole arrow. This must be what the Gray Fox is looking for, or at least as close as I am going to get. I should take it to him. |
| The Gray Fox accepted the key shaped arrow head. Apparently it is all that remains of the Arrow of Extrication. He is going to try and get it reforged. He thanked me for my efforts and promoted me to Master Thief in the Thieves Guild. |
Boots of Springheel Jak
Before you can start this quest, you need to steal worth 800 gold (or more). Wait in a main city and Amusei will give you a new note.
| Amusei has given me another message from the Gray Fox. I am to meet him at Ganrendel's house in Cheydinhal. |
Head to Cheydinhal and have a chat with the Gray Fox about your next job. It's quite an easy one.
| There is a descendent of Springheel Jak living in the Imperial City named Jakben, Earl of Imbel. The Gray Fox has suggested I look there for clues as to where he is buried. Once I know where to look, I am to get the boots and bring them back to the Gray Fox in Ganredhel's house in Cheydinhal. |
Head to the Imperial City and ask a beggar to find out where the house is. Enter it, and make sure the servant isn't at home. If he is, wait until the next day. Now enter the house when it's day and talk with Jakben. He is terrified, because his servant isn't home, and will tell there is a family mausoleum in the basement of the house, and even gives you the key.
| What luck! The family mausoleum for the Imbels is in the basement of the Jakben's house. The poor Earl was so terrified he told me everything I needed to know. He even gave me the key! Now to find those boots. |
Head to the mausoleum and look around for the coffin of Springheel Jack. The boots aren't here, but make sure to read the diary to find out Springheel Jack is/was a vampire. And why does Jakben only leave his house at night? Why doesn't he sleep in a bed... Talk with him... or rather... kill him, in order to get the boots. Give them to the Gray Fox to finish this off.
| The boots were not in the tomb of Springheel Jak. I did find a diary though. Maybe it can provide a clue. |
| I have the boots. Now to get back to the Gray Fox in Ganredhel's house in Cheydinhal. |
| The Gray Fox thanked me for getting him the boots. He paid me 500 gold coins for my efforts. |
Apparently it's not even needed to enter the mausoleum in order to get the boots. Also, there is a diary on the top floor that hints about the mausoleum too. This is all unconfirmed though.
The Ultimate Heist
Before you can start this quest, you need to have stolen worth 1000 (or more) gold. When you did, stay put until Amusei gives you a note.
| Amusei has given me another message from the Gray Fox. I am to meet him at Othrelo's house in the Elven Gardens district in the Imperial City. |
Head to Othrelo's house to start the last quest. Beware that it's quite big and will the hardest too. You probably expected this anyway. You'll get two of the items you stole for the Gray Fox back, because you'll need them for your quest (the boots to "reach inaccessible places and for long jumps", the arrow to "open the last door to the palace").
| The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. The audacity of such a theft is astounding! The Gray Fox has laid out the plan for me. It's not simple, but he has given me a written copy for my reference. He has even set aside the guild rule of blood price for this heist. Now I just have to execute the plan. The first step is to infiltrate the Imperial Palace and activate the Glass of Time, whatever that is. |
Even though the Gray Fox told you the Blood Price will be ignored for this quest, you shouldn't kill anyone. This will only raise your bounty, and it's possible to finish the quest without getting a single bounty. Even better - it's possible to finish this quest without getting seen by guards.
Head to the Imperial Palace and head towards the basement. Make sure the guard doesn't see you when you pick the lock. Inside, a guard will be wandering around. He'll first walk from one side to the other on the outer circle, and then head back by taking the shortest path - by entering the circle. Simply tail him, and active the Glass of Time. This will open the Old Way, which we'll enter later.
| I have activated the Glass of Time. According to the Gray Fox, the door to the Old Way in the Imperial Sewers should now be open. Now I just have to find it. |
Find the sewers (first exit the Imperial Palace, yes) and enter it. Inside you'll have to turn some wheels, but the path is very linear eventually you'll find the Palace Sewers entrance.
| I have found the sewer entrance that the Gray Fox told me to look for. Now I need to find the Old Way. |
From now on, you'll meet quite some enemies. The path however, is still very linear. Keep going until you find a wooden door - the Old Way.
| I have found the Old Way. This is clearly a long abandoned sub-basement of the Imperial City. It looks like it's going to be a long journey to get into the Imperial Palace this way. I need to find the door that connects to the palace interior. If I remember correctly, I will need the Arrow Extrication in order to open that door. (Note how the game actually says "I will need the the Arrow Extrication to unlock time in order to open that door.) |
A long journey? Indeed... Eventually (yes, linear path) you'll end up in a room with a gate ahead that's closed. You'll also note two red crystals, that aren't activated, and thus aren't attacking you. You need to jump up to the balcony ("reaching inaccessible places") and push one of the two buttons here. The gate will open for a short while, but so will the crystals. Run though and enter the next room. Here, walk all the way to the end of the room.
| There must be some secret way to open this door. I'll bet this is where I have to use the Arrow of Extrication. Most likely I have to be standing in a special place for the keyhole to open up. It will be somewhere with a clear view of a pillar. |
Head east, and another message will pop up (what is there left to explore?).
| These walls look like they are meant to move. Maybe the place I need to stand to fire the arrow is behind them. I'd better look for a way to get through them. |
Note there is a door here. Open it, and push the button on the left. This will open a secret door in the chamber below. Follow that path until you find another button. Push this to remove the walls in the big room where you got the messages about how the walls were "meant to move". Go back there, and get rid of the new enemies. Stand on the plate between the two red crystals.
| This must be the spot. Standing on this pressure plate opens the pedestal at the far end of the room. I should practice with normal arrows a few times before trying the Arrow of Extrication. I will only get one try. |
You can practice with normal arrows, but you can also do a save and do it that way. If you miss, you'll have to reload, or find the arrow (not sure if that works).
| I've used the Arrow of Extrication to activate the door and open the secret way into the palace. There is no telling where I might end up. I should take care to extinguish my lights, muffle my footsteps, and be stealthy as I enter the door. |
The door is protected by two guardians. Finish them off, get into sneak-mode and enter the door to enter... a room full of sleeping soldiers... The easiest thing to do, is to tail guards that leave the room. Simply follow the markers on the map. However, it'll show you to enter the library through a door you can't enter. If you encounter this, simply go up one floor and enter it that way. Sneak past the blind monks and sit down to receive the Elder Scroll!
| I've seated myself in the reading chair. Now I just have to wait for them to bring me the scroll. So long as I don't speak to any of them, the priests seem to be assuming I am Celia Camoran. |
| I have the Elder Scroll! This is the treasure of the century. My name shall be known across Tamriel for this theft! Now to get it back to the Gray Fox. The way back is blocked. I'll have to go upstairs to find a way out. Even through they are blind, these monks will not be easy to sneak past. |
Head up the stairs again (don't bump into a monk) and keep going up, floor after floor. Eventually the marker will show a green marker, indicating this is the correct room. Tail a guard and open the lock. Get out of sneak-mode, and run to the fire place. Use it, and you'll fall down. If you want to keep the boots, and think you are strong enough, you can unequip them. Otherwise leave them on, and they'll be destroyed when you fall down.
| I have escaped from the Imperial Palace by jumping down a chimney chute in Ocato's bedroom. I hope the Royal battlemage won't mind me misusing his ash flue. I can only hope my fall doesn't end too abruptly. I wonder if this is what the Gray Fox said I would need the Boots of Springheel Jak for? |
You'll fall down, and end up just outside of the door that leads to the Old Way. I wonder though, if you could go down that way, why didn't anyone bother to go up that way? It'd be much easier, right? Anyway, now you stole the Elder Scroll, return to the Gray Fox.
| The Gray Fox has yet to pay me for stealing the Elder Scroll from the Imperial Palace. To get my reward, I have to present a ring to Millona Umbranox, the Countess of Anvil, and gauge her reaction to it. I don't understand what this has to do with the Elder Scroll, but for now I'll trust him. |
Head to Anvil, and talk with the Countess when she is on her throne. Show her the ring, and she'll tell her it's from her husband - but can't even remember his name or face. This is where the Gray Fox shows up. With the Elder Scroll, he manages to lift the curse of the cowl, and explain it all to you. His name is Corvus, but there was a curse on the cowl. By putting it on, his name was removed from history, and everyone forget about him. Because of the Elder Scroll, he could remove the curse of the cowl.
Not only that, but you'll get the cowl! It gives you quite some bonuses; +25 to Sneak, +200 to Feather (so you can carry more) and +100 to Detect Life (you'll see purple clouds where people are, even through walls). The downside is that every time you put the cowl on, your bounty will be 500. You can half it though using certain persons of the Thieves Guild and pay the rest off to a guard. However, every time you put it back on, the bounty will be back too. The best part of this, is how you can lead two lives. By putting the cowl on, you can commit crime as the Gray Fox. Remove it, and the bounty will be gone too.
| The Gray Fox, who is no longer the Gray Fox, but is now Corvus Umbranox, has given me the Gray Fox Cowl of Nocturnal. I am now the new Gray Fox and the new guildmaster of the Thieves Guild. Due to the magic of the cowl, the Thieves of the guild will not notice the change. However, since the curse if lifted, I can remove the cowl and be recognized as myself again. Interestingly, the cowl's magic makes it so that anyone seeing me remove the cowl does not associate me with the Gray Fox. |
| History has been rewritten. I should go see the new Thieves Guild Hall in the Imperial City Waterfront. The Gray Fox, or Count Corvus as he is now know, told me that I get to run the place. |
You'll also get to run the guild now, and even get a hideout. Find the barred door at the Waterfront in the Imperial City. You can't enter from this way, but you can by entering the basement of Dareloth's door. It's all yours, and all the members of the Thieves Guild will visit the hall on a frequent base. Congratulations, and good work Gray Fox!
Dark Brotherhood
By: Korana
| They say that when you murder someone, the dark brotherhood comes to you in your sleep. That's how they recruit new members. |
You do not need to speak to someone about this rumor. If you murder a character in cold blood without any witnesses; preferably someone who doesn't deserve to die, and then rest the Dark Brotherhood will seek you out. Do not kill beggars if you are a member of the Thieves Guild, or intend to join the Thieves Guild at a later date. Once you have killed a character this message will appear on your screen:
| Your killing has been observed by forces unknown... |
| While sleeping, I was visited by Lucien Lachance, a representative for the assassins guild known as the Dark Brotherhood. He said that if I wish to join his "family," I must go to the Inn of Ill Omen, find a man named Rufio, and kill him. If I simply leave Rufio alone, Lachance will never visit me again. |
| The man named Rufio is dead. The next time I sleep in a location he deems secure, Lucien Lachance will visit me once more, and complete my entrance into the Dark Brotherhood. |
Lucien appears to you after resting,
and tells you to seek out the abandoned house near the eastern wall
in the city of Cheydinhal. He tells you to enter the basement of the
abandoned house and to attempt to open the black door.
He tells you: "You will be asked a question. Answer thusly: "Sanguine,
my Brother." You will gain access to the sanctuary. Once inside,
speak with Ocheeva.
| I must now go to the abandoned house in the city of Cheydinhal, and attempt to open the door in the basement. When questioned, I must answer with "Sanguine, my Brother" to gain access to the secret Dark Brotherhood Sanctuary. Once inside, I should speak with Ocheeva. |
| I have gained entrance into the Dark Brotherhood Sanctuary. I must now speak with Ocheeva. |
You will find Ocheeva, an Argonian female, not far from the entrance.
She welcomes you, and informs you to seek out Vicente Valtieri for new assignments. Ocheeva also offers you a new
set of armor.
| I have spoken with Ocheeva. |
| I must accept a contract from Vicente Valtieri. |
Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:
| I have accepted a contract from Vicente Valtieri. |
| I must go to the Waterfront District in the Imperial City and gain access to the pirate ship Marie Elena, so I can kill Captain Gaston Tussaud. I may be able to smuggle myself onboard with the cargo, in one of the packing crates. |
Travel to the Waterfront district. The Marie Elena is very easy to spot
once you arrive. The female dark elf first mate and 2 crew members are
near the ship. The first mate, Malvulis, threatens you if you mess with
the ship or it's crew members. Sneak past them and approach the crates
on the east side of the dock. Activate an "empty crate". A
message box will appear asking if you would like to hide in the crate
to be transported, or if you'd like to find another way onto the ship.
The
choice is up to you, although the crate is a rather straightforward
route of getting on the ship.
| Just as expected, the crate I hid in has been transported to the ship's hold. I must now find and kill the Captain, Gaston Tussaud. He's probably in his cabin, at the rear of the ship, on a higher deck. |
If you choose this method, once inside you will have to sneak up to the middle deck. Once on the next level, the aft, you will need to sneak all the way down the length of the ship. Stop once you hear voices. If you're sneak is high, you may hide in a nearby recess in the ship walls. If you're sneak level is low, return to the trapdoor and wait until their conversation is over. Once the conversation is over, one pirate will walk away and the other will remain the the far back room of the aft. Sneak around to wear you saw him walk from. There is a trap door to the left that will take you the Captain's quarters.
If you choose to find your own way onto the ship, a good hint is to think back on the advice of your fellow Brothers and Sisters if you spoke with them. One of them should have mentioned the strange balcony on the ship. You may use the balcony to gain entrance directly to the Captain's quarters by jumping onto it from the dock.
| I have gained access to the Captain's cabin of the ship Marie Elena. I must now kill Gaston Tussaud. |
Once inside the Captain's quarters, you may kill him however you see fit. Once dead, you will hear his crew mates knocking on the door. They warn that they are entering the cabin. You may choose to stay and kill them if you like. Or, you may take the key from the Captain's body and unlock a chest on the bedroom dresser. Take this key and open the door at the back of the chambers and onto the balcony.
| Gaston Tussaud is dead. I must now return to the Sanctuary and speak with Vicente Valtieri to receive my reward. |
Return
to Valtieri for the reward of the Black Band,an enchanted ring, and
to discuss your next contract.
| I must accept a quest from Vicente Valtieri. |
Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:
| I have accepted a quest from Vicente Valtieri. |
| I must go to the city of Bruma, find Baenlin's house, and gain entrance. Once inside, I should stage a tragic accident. |
(Note: You can just enter the house and kill both the manservant and the master by brute force. However, by doing so you forfeit the bonus, the dagger Sufferthorn.)
Baenlin's house is the second house on the right inside Bruma's east gate. Entering through the front door is possible, but risky as Gromm will likely notice you. There is a basement door around the back of the house. You may enter the house at any hour of the day, but if you wait until around 9 pm you may find sneaking past the man servant much easier. Unlock this door and enter through the basement.
Neither Gromm nor Baenlin leave the house, however they will move throughout the house and hours of the day. If you enter early in the day, and do not sneak while in the basement, Gromm may come down to investigate and inform you to leave the house immediately. Sneak through the basement and up into the main section of the house. Wait until Gromm is busy in the kitchen (across from the living room) or upstairs. Upstairs may prove to be trickier.
| I have entered Baenlin's house. If I can access the second floor crawlspace and loosen the fastenings on the mounted head, between 8:00 PM and 11:00 PM, it will fall on Baenlin as he rests in his chair. If Baenlin dies any other way, or if Gromm is killed, I will lose my bonus. |
Go immediately up the stairs. At the top of the stairs, go into the small bed room immediately to your right. To the right of the desk is a door with a peephole, activate it to open the crawlspace. You may choose to close this door behind you while in the crawlspace.
Wait until a time between 8pm and 11pm. Once again, I recommend that you wait to enter the house until this time, as you may get a message box telling you that you cannot wait while enemies are nearby. Once you are in the proper time frame, activate the fastenings to drop the head on Baenlin.
| The mounted head has fallen on Baenlin, killing him as expected. I must return to the Sanctuary and speak with Vicente Valtieri to receive my reward. |
Gromm may come running out with his weapon out after all the commotion. If he sees you, sneaking back out of the house will be difficult, so duck down by using sneak mode while in front of the hole where the fastenings once where. You may easily exit the house by sneaking back through the basement. You should return to the sanctuary to report your progress to Valtieri.
Valtieri is pleased with your results, and rewards you well. If you've completed the quest by staging the accident, you are rewarded the dagger Sufferthorn as your bonus. If you killed the inhabitants of the house any other way, you are rewarded only the gold. Either way, you've gained advancement.
Congratulations, you've advanced the rank of Slayer!
After quest note: If you return to Baenlin's house later, you will meet Caenlin, Baenlin's nephew. Caenlin offers you an interesting comment about his Uncle's death. Perhaps Caenlin was the Dark Brotherhood's client? Gromm, if he's still alive, can be found at Olav's Tap and Tack in Burma. He pitifully mourns the death of his former master.
No Rest for the Wicked
| I must accept a quest from Vicente Valtieri. |
Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:
| I have accepted a quest from Vicente Valtieri. |
Scheduled for Execution
| I must break into the Imperial Prison and kill a Dark Elf prisoner named Valen Dreth. I will receive a special bonus if I manage not to kill any guards. I can enter the Imperial Prison through the connecting sewers, which can be accessed through a locked manhole just outside the prison walls. Vicente has provided me with a key. |
Return to the gate you exited earlier in the game, and open it using Valtieri's key. Once inside, there is only one open path, which leads you in a different direction than your previous exit. Note: There are no guards in the sewers.
| I have entered the sewers beneath the Imperial Prison. I must now proceed through the sewers and into the prison itself, and kill Valen Dreth. |
Travel through to the second section of the sewer. You do not need to raise the gate via the mechanism on the wall, unless you wish to go exploring. You will need to unlock the iron gate across the sewer channel to the northeast. Here you will find a door, leading you to the third section of the sewers. This section is a round room. There are a few slaughterfish in the water, so be careful to stay on the path through the room. There's very little in this room, except for a body at the edge of a cistern. Use a lock pick on the manhole to enter The Sanctum. I recommend saving before entering.
Since the death of the Emperor, guards have been dispatched to patrol the lower reaches of the prison. Here in the Sanctum you will encounter the first four guards. Sneak forward until you hear the beginning of a conversation. Wait until you see one guard walk to the main area of the Sanctum and then slowly sneak after him. You may also choose to sneak down the path to the room where the Emperor died. Here you may find Captain Gepard Montrose's report on the investigation of the Emperor's assassination. You may also pickpocket Montrose for the keys to the Imperial Prison and Dreth's cell (Save before doing so!) Now make your way out to the main room of the Sanctum. The guard that walked away from the conversation will patrol the area in front of the main door out of the Sanctum. Sneak behind pillars (remember, your harder to detect if you stay in dark areas). Watch him until he walks away from the door, and then make your move towards the door. I recommend saving again.
There are two guards in the Imperial Subterrane. Stay behind pillars and in dark places to avoid them. Look for a door not far from the guard's table, and follow the paths up to your old cell. I recommend sneaking in all areas of the dungeon, and saving before traveling up the path to your old cell.
Once near the door, stop and listen to a guard and Dreth exchanging insults with one another. Once the conversation is finished, the guard makes his way up the stairs. Now is the time to fulfil your contract.
You've got several options to kill Dreth, as long as it's swift. You can assassinate Dreth with an arrow without unlocking the cell, as Telaendril suggested. If you've stolen the key for the cell, you may open it with this key. If not, the cell will open with a lock pick. No matter how you open the cell, you can kill Dreth with the weapon of your choice. Talking with Dreth before his death does not effect the outcome.
| Valen Dreth is dead, and no guards have been killed. I must return to the Sanctuary and speak with Vicente Valtieri to receive my reward, as well as a bonus. |
Once finished, you've got two options for exiting the prison. You may leave the way you came in, once more taking care to avoid the guards. Or, if you've take then key to the Imperial Prison, you may exit through the main entrance of the Prison, up the stairs to the right of Dreth's cell. Unlock the door with the Prison Key, and sneak past the two men sitting to the nearest door. NOTE: DO NOT exit this way if you have an existing bounty on your head. The guards in the prison courtyard will notice.
Return to Valtieri for your gold, and if you've succeeded in not killing any guards your bonus, the Scales of Pitiless Justice.
| I must accept a quest from Vicente Valtieri. |
Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:
| I have accepted a quest from Vicente Valtieri. |
| I must go to Chorrol, break into Francois Motierre's house, and then speak with him. Motierre requested we meet this way, so he is expecting me. |
You may find Francois' house is near the main street circle, on the left side. There's no back door to break into, so carefully lock pick the lock on the front door. Inside, Francois is waiting for you by the door. Francois tells you about his debts to some money lenders, and why he contacted the Dark Brotherhood to stage the assassination before the enforcer, an argonian named Hides-His-Heart could.
Francois tells you that once you cut him with the knife, you must flee from Chorrol, and that Hides-His-Heart must not be killed. Note: If the Argonian dies for any reason, the quest fails. Francois instructs you to wait 24 hours, and then travel to the Chorrol Chapel Undercroft, there you may find his body and administer the antidote.
| I must wait in Francois Motierre's house for the enforcer Hides-His-Heart to arrive. After this "confrontation," I am to slice Motierre once with the specially poisoned Languorwine Blade to stage his death. I must do this before Hides-His-Heart attacks Motierre! |
Wait next to Francois in the main room. You will soon hear Hides-His-Heart outside the door. He will soon materialize in front of the door, and begin threatening Francois. When he sees you, Francois will begging his act, and Hides-His-Heart demands that you step aside. You must stab Francois at this point, or the quest will fail.
| Motierre has been slashed with the Languorwine Blade and appears to have died from the wound, as expected. I must now flee from Chorrol, and leave Hides-His-Heart alive. |
Hides-His-Heart will immediately pull his weapon, so head for the door immediately to avoid altercation. If you stay and wait, Hides-His-Heart may be killed by the city watch when the arrive. This will also cause the quest to fail. Make your way out of town.
| I have fled Chorrol, and Hides-His-Heart has not been killed. I must now wait a day, so Motierre can be discovered and placed in the Chorrol Chapel Undercroft. There, I must find Motierre and administer the antidote that will revive him. |
Come back the next day (Francois' body will be discovered soon after midnight and taken to the Chapel.) The Chapel Undercroft is just inside the chapel and down the stairs. You will find Francois' body at the southern corner of the bottom level. Activate Francois' body to administer the antidote.
| I have administered the Languorwine antidote, and Francois Motierre has awakened from his poison-induced sleep. I should now speak with him and make sure he's well enough to travel to the Grey Mare. |
Francois informs you that he's ready to travel on to the Grey Mare, where he can gain transportation out of Cyrodiil. However, Francois shares some information with you that he had previously forgotten. His ancestors have all been entombed in the Chorral Chapel Undercroft, and they feel that his resurrection was a violation. Several zombies will now appear in the tomb. One zombie is behind you, another one in the north wing of the undercroft, and the other in front of the exit door.
| Motierre has been revived, but his ancestors have risen from the dead, angry at the desecration of their tomb! I must keep Motierre alive and escort him out of the Undercroft and to the Grey Mare, where he can arrange passage out of Cyrodiil. |
You may choose to have Francois follow you and kill the zombies as you go, or you may choose to have Francois stay where he is while you fit them. Either way, make your way out of the Undercroft. You can make it through town to the Grey Mare without anyone noticing Francois in his alive state. The Grey Mare is a shack, located south of the chapel. Once inside, Francois will thank you for a job well done. Travel back to the Sanctuary to speak with Valtieri.
| Motierre has escaped. I must now return to the Dark Brotherhood Sanctuary and speak with Vicente Valtieri to receive my reward. |
Valtieri is pleased with your results, and gives you the amulet Cruelty's Heart as your reward. Valtieri also gives you a key to the well entrance and exit to the Sanctuary. You've also earned further advancement! Congratulations, you've earned the rank of Eliminator!
| I must accept a contract from Vicente Valtieri. |
Next time you speak with Valtieri about contracts, you will learn that he no longer has work for you to do. You must now report to Ocheeva for contracts. Before you leave, Valtieri offers you the gift of vampirism. You do not need to accept at this time, and may come back later to make good on Valtieri's offer.
| Vicente Valtieri has no more contracts for me. Instead, I must speak with Ocheeva here in the Sanctuary. She will provide my new assignments. |
Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:
| Ocheeva has given me a new contract. |
| I must go to the Imperial City, find a High Elf named Faelian, and kill him. If there are any witnesses to the killing, or if I eliminate him in any non-secure location, my reward will be greatly reduced. I should start my search by asking any Elves in the Imperial City if they've ever heard of Faelian. |
Travel to the Imperial City and speak with elves about Faelian. You may need to bribe or persuade them to a disposition past 50 for them to speak with you about the issue.You are informed that Faelian's a rather "distasteful fellow" and lives at the Tiber Septim Hotel, in the Talos Plaza District.
| Faelian lives at the Tiber Septim Hotel, in the Talos Plaza District of the Imperial City. I should ask the publican, Augustus Calidia, if she has any information. I can feel myself getting closer. But I must remember, I will forfeit my bonus if Faelian is killed in an unsecure location. The hotel simply will not do. |
Speak with Augustus Calidia, the publican, to gain some background on Faelian:
| Faelian was once a wealthy nobleman, but has squandered his fortune away on skooma. Faelian spends most of his time wandering the city looking for the drug, leaving his sweetheart Atraena at the Tiber Septim Hotel. Maybe Atraena has some more information. What I know for certain is that Faelian is very close to death, but I must not kill him in the hotel if I wish to get my bonus. |
You may go upstairs and speak with Atraena about Faelian, although all she reveals if her disposition is under 50 is that she loves him and is rather heartbroken. If you speak with her with a disposition higher than 50 she will reveal to you Faelian's habits and locations, and you can go directly to Lorkmir's house and kill him. After gathering intelligence, wait outside the room and wait for Faelian to arrive around 8pm. You may try speaking with him in the hotel, but he will not wish to discuss "business" inside the hotel so near to Atraena.
Faelian leaves the hotel around 1am. Follow him into the city. Here you have several options. You may follow Faelian on his long walk and kill him in a secure location, or you may speak to Faelian and gain his trust. I suggest following Faelian's walk at least once before speak with him, it makes locating him later easier. Faelian's walk follows the following path:
You may speak to Faelian at any time away from the hotel. He will tell you that if you bring him some skooma, you will be his "friend." You may bring him skooma to gain his trust. He tells you a man named Nordinor in Bravil sells skooma at night.
| I met Faelian, and he wants me to supply him with skooma. If I do that, he may consider me a friend, making his elimination that much easier. Faelian mentioned that a man named Nordinor in Bravil sells skooma, late at night... |
Nordinor is in the alley next to Silver Home on The Water. Speak with him to buy some skooma. If you do not wish to travel to Bravil, break into Trenus Duronius' house in the western Temple District. You may find 3 vials of skooma in an unlocked chest upstairs. Return to Faelian and offer him the skooma.
| I have supplied Lorkmir with skooma, and gained some valuable information in return. Every day, from 11:00 in the morning until 5:00 at night, Faelian goes to Lorkmir's House, in the Elven Gardens District of the Imperial City. The house is deserted, so Faelian goes there to use his skooma. I could kill him there to avoid any witnesses. And, conveniently enough, he's even given me a key. |
Lorkmir's house is located in the Elven Garden's District, on the central street in the western portion of the district. Use the key provided by Faelian to enter the house. Explore while you are here, and you will find Lorkmir's body in the basement. Did Faelian kill Lorkmir? Perhaps.
Kill Faelian by your method of choice while inside Lorkmir's place. Speaking with Faelian and taunting him before his death shows that he really has no idea that you're planning on killing him.
| Faelian is dead. I killed him in Lorkmir's House, a secure location with no witnesses. I must now return to the Sanctuary and speak with Ocheeva and receive my reward and bonus. |
Return
to the Sanctuary and speak with Ocheeva. She is pleased by your results,
and rewards you Shadowhunt, an enchanted bow as your bonus.
| I must accept a contract from Ocheeva. |
Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:
| I have accepted a contract from Ocheeva. |
Daedric Quests
By: Korana
Coming soon.
Side-Quests
By: Valerias
Coming soon.
Vampires
By: Alienslof
Just as Morrowind had vampires, Oblivion also has them, and they are fully playable as well. As I almost always play vampire characters, this was of great interest to me. I find it hugely satisfying to slurp blood from innocents! There are several important differences between Morrowind’s and Oblivion’s vampires, which I will detail here. There are no vampire specific quests for them unlike Morrowind, apart from finding the cure, though there are various quests that involve vampires and vampire hunters in one form or another. This will deal mainly with the mechanics of being a vampire, and how to play as one and get the most out of it.
How to Become a Vampire
There are two ways to catch the disease ‘Porphyric Hemophilia’ (vampire disease):
At this stage, it can be easily cured just like any other disease; by drinking a cure disease potion, using a spell, or even eating an ingredient with that ability. I found that eating mandrake cured it the first time. This doesn't prevent you catching it again, all it does is remove the disease before you turn.
It takes three days for the disease to turn into full vampirism, once you rest after this time, you will have a dream and wake as a vampire and can no longer use a cure potion to be rid of it.
Where to Find Them
This list is probably not complete, so I'll add to it as I find more lairs, or interact with other vampires.
Once You're a Vampire
Once you've woken from that first dream, you are now a vampire, requiring to drink blood if you want to keep your looks and play out in the sun. All your other mortal requirements cease to matter, only the blood hunger drives you now. You can choose to go without, the longer you go without feeding, the more monstrous you become, losing your healthy appearance and the use of most services and shops. Then there’s the sun damage problem, which hurts more as you become hungrier. On the plus side, you do get some very juicy bonuses, stronger, faster, with several new abilities to go with it. Basically, it’s a trade-off - good bonuses go with bad weaknesses.
Even at this point, you can gain your looks back by feeding again, though you will lose all but the first level of bonuses by doing so. This allows you to use services and shops again, or explore out in the sun. I consider this the best compromise if you're doing a lot of outdoors work.
Stages of Vampirism
There are four stages of vampirism, each with additional bonuses and abilities, as well as weaknesses. These are detailed below:
At this stage, you can walk safely in the daylight with no pain. You look mortal enough (although my Khajiit’s fur went paler and she got red eyes at this stage - doesn't seem to bother anyone!), and people will deal with you without penalty. This stage is also useful for anything that requires you to be out during the day, or for if you just wish to take in the sights and admire the landscapes. You can maintain this form by feeding once every 24 hours.
At this point you are starting to look rather gaunt and ill, the disposition of NPC’s towards you drops slightly, but they will still talk to you and provide services. You start to take sunlight damage, though this is controllable with a healing spell. Any constant effect restore health item will keep you ‘alive’.
You are looking quite undead at this point, and NPC’s will remark upon it in passing. You may need to employ the charm spell on people to get services from them, although any who like you should still deal with you.
At this point you are, as Vicente Valtieri puts it, a social pariah. No-one will offer you services unless they really like you, such as members of the same guild as you. Your face is a monstrosity and you sport the teeth of a predator. I found I could still talk to many NPC’s like this, even though it was quite obvious that I was undead. Sun damage really hurts.
Feeding
By feeding, you can once again enjoy the benefits of day-walking, but you lose the extra strengths and you're back at the first level of vampirism.
This is a relatively simple process, but as with pick-pocketing, it runs the risk of you being caught. You can feed on any sleeping person, even multiple times, without killing them - I don't think the game actually lets you drain somebody dry. Feeding is only really necessary if you want to move around in daylight, and is at worst only a minor inconvenience.
To feed, simply walk up to any sleeping person and activate them. A window comes up asking you what you wish to do, feed or pick their pockets. Click on feed, and you see yourself leaning over your victim and cowing down.
Vampirism Cure
Sick of the all blood diet yet? Want to go back to sunbathing without a time limit? Well, there is a cure, but it has to be worked for. Whatever your reason for wanting mortality back, this is the quest that will acquire it for you.
The first step is to talk to Raminus Polus at the Arcane University, he usually hangs out in the lobby so you don't worry if you are not a student at the mage guild. When you speak to him ask about "Cure for Vampirism", unfortunately he doesn't know of a cure but sends you to Castle Skingrad to speak with Count Janus Hassildor. You can't speak directly to the count so talk to Hal-Liurz first. Eventually you will be able to speak to the count, and he'll tell you a story about how him and his wife are vampires but his wife didn't accept it so he is searching for a cure for her. He will ask you to help him, when you agree he tells you about a witch that knows more about the cure. He marks the location on your map.
Follow the big red arrow on your compass/map to find the hut that Melisande the witch lives at. When you talk to her, at first she plays dumb but eventually she spills the beans and agrees to help you if you help her out with something first. She wants you to get her five grand soul gems, your best bet would be to buy them from the mages guild around the world if you are a member. Also sometimes you can get them as treasure from dungeons. When you return with the gems she gives you the next portion of the quest. You have to go and collect the following ingredients for a potion:
6 cloves of garlic
You can find the garlic in peoples' houses in Skingrad
5 nightshade leaves
Can find Nightshade growing Southeast of Skingrad
2 shoots of blood grass
Blood Grass can be found in Oblivion or outside any of the Oblivion Gates
Also you need the blood of an Argonian, which when you speak to Melisande about it she gives you a special dagger for the job. It can be any Argonian and also you don't have to kill them just hit them once with the special dagger and that should be enough to complete this part.
Finally you need to kill a powerful vampire named Hindaril for his ashes. When you ask Melisande about it she marks the location of where to find him on your map.
I've heard that if you turn in the items in the wrong order that it bugs your game and you will have to reload a previous save if you want to complete the quest. The order I turned in the items was blood grass, nightshade, garlic, Argonian blood, and finally vampire ashes.
She gives you two potions, one for you to drink and one to give to Count Hassildor's wife. After some waiting around and cut scenes you receive a 1000 gold reward for your hard work.
Map
By: Alienslof
Coming soon.
Items
Coming soon.
Weapons
By: APY
Coming soon.
Armor
By: APY
Coming soon.
Alchemy
By: APY
Coming soon.
Cheats/Secrets
In this section you'll find a variety of cheats, hints and tips. If you find something here that's not true, please let us know.
Console Cheats
| Code | Effect |
|---|---|
| tfc | "ufo cam", freeflying camera |
| psb | Add all spells to player |
| modpcs skill 100 | Adds 100 points to the skill |
| modpca luck 100 | Adds 100 points to an attribute (here luck) |
| player.additem 0000000F 'XXX' | Adds the desired amount of gold. Replace the 'XXX' with the amount wanted. |
| Showbirthsignmenu | Allows you to change your birthsign |
| showclassmenu | Allows you to change your class |
| POV # | Change the angle of your point of view (default is 75) |
| player.setlevel 1 | Changes player level to desired number. Use 1-255 |
| SexChange | Changes your gender |
| caqs | Completes all quest stages |
| SSG | Creates a window with the full game scene graph |
| qqq | Exit game without using menus |
| advlevel | forces a level up with the levelup screen. |
| advskill skill # | Forces a skill level up of # levels, example: advskill blade 4 |
| player.additem <Form ID> <amount> | Gives the player the given item and amount of the item. |
| AddItem 00000000 # | Gives you # of item 00000000 (use other hex combinations for items) |
| AddSpell 00000000 # | Gives you # of spell 00000000 (use other hex combinations for spells) |
| SetPCFame | Gives you fame |
| SetPCInfamy | Gives you infame |
| Without targeting, type "tgm" | God Mode |
| player.setAV <Ability/attribute> <#> | Increase (or decrease) Ability or Attribute |
| Click any human or creature, type "kill" | Instant kill |
| player.setcrimegold 0 | Removes Bounty on your head. NOTE: If being chased by city guards, you must leave the city and go back for it to work on them. |
| ShowClassMenu | Show the class selection screen |
| ShowRaceMenu | Show the name/race/appearance selection screen |
| ShowBirthSignMenu | Show the sign selection screen |
| PlaceAtMe <formid>, <number of spawns>,<x>,<y> | spawns a NPC or item or creature where you put the cords in this requires a ref. |
| movetoqt | Teleports you to your quest target |
| TAI | Toggle AI |
| TDETECT | Toggle AI detection |
| tcai | Toggle combat AI, "sitting ducks" springs to mind |
| TDT | Toggle debug display (FPS etc) |
| tfh | Toggle Full Help |
| TG | Toggle Grass |
| TLL | Toggle land LOD |
| TLV | Toggle leaves |
| TS | Toggle sky |
| TT | Toggle trees |
| TWF | Toggle wireframe mode |
| TCL | Toggles collision - you go in the direction your facing, up/down/etc ) |
| TFOW | Toggles fog of war that hides the map |
| TM | Toggles hiding of all menus (for taking screenshots) |
| ShowSubtitle | Toggles NPC conversation subtitles |
| Click a locked door or chest, type "unlock" | Unlocks target object |
Source: GameFAQS
Console Cheats
Find the setting in the ini-file 'Oblivion.ini' (My Documents\My Games\Oblivion\Oblivion.ini) and change bAllowScreenShot=0 to bAllowScreenShot=1. You can now take screenshots using the PrintScreen-function. They'll be saved as BPM-files in your game-folder.
Source: GameFAQS
Infinite Money
There are various ways of getting infinite money:
Source: GameFAQS
Easy Stealing
An easy way to steal in a shop, is to find an item that's on the counter. Jump on the counter and walk over it, until it falls off the counter. Head to the other side of the shop, so the shopkeeper follows you. Quickly run back and grab the item.
Source: IGN
Item Spawning
This list has been made by APY and put into an Excel-file - click.
World Warping
This list has been made by APY and can be found here
FAQ
Q: So how's life?
A: Good, how's yours?
Conclusion
We hope you enjoyed our guide, since we put a lot of work on it. If you encounter problems, feel free to mail the person responsible for that part. Suggestions, feedback, comments etc. are welcome too.
Thanks to: Kallale, Jason Nicholas
Copyright (c) 2006 by Alienslof, Arjen 'Grawl' Voogt, Abram 'APY' Wagenaar, Cheryl 'Korana', Jack 'Valerias' Robinson, Robin Irvin, Tina 'Sirius Snape' Duncan. Design by Arjen 'Grawl' Voogt. This guide may only be used by IGN, PlanetElderScrolls and personal sites of the authors.