Walkthrough And FAQ PC

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                      T H E  E L D E R  S C R O L L S  I V

                                O B L I V I O N

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                                  Version 3.4
                            By Brokaliv and Tatoto
                          Email: [email protected]
                         Date Started: June 16, 2006

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This Walkthrough is allowed to be hosted at the following sites:

GameFaqs - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Cheat Happens - www.cheathappens.com
IGN - faqs.ign.com
The Genie - www.thegenie.net
Evermore Forums - www.evermoreforums.com
Super Cheats - www.supercheats.com

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This guide was written using the XBOX 360 version of The Elder Scrolls IV:
Oblivion with the current game patch (June 2006 Patch version 1.1.511) along
with all the current content downloads available for the game (Mehrune's Razor,
Thieves Den, Wizard's Tower, Orrery, and Horse Armor Pack).

This guide should work for the XBOX 360, PC, and PlayStation 3 versions of the
game. I doubt it works on the PSP version of the game and will not be writing a
guide for it.

XBOX 360 users download the latest patch through XBOX LIVE as well as any
add-on packs available.

PC Users download the latest patch here:
         http://elderscrolls.com/downloads/updates_patches.htm

And any official add-on packs here:
         https://obliviondownloads.com/

Due to the FAQ being really long, it is best to use the CTRL+F feature to
search the Table of Contents to get to the section you want faster.

If you would like to donate some money to help pay for my college funds please
send some money to me through www.paypal.com at [email protected]

thanks for the support.

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CONTENTS
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 1. Controls
 2. Walkthrough

   2.01 - Starting a Character
       2.01.01 - Picking your Race and Sex
       2.01.02 - Tutorial: Imperial Prison
       2.01.03 - Tutorial: Imperial Substructure
       2.01.04 - Tutorial: Natural Caverns
       2.01.05 - Tutorial: Imperial Subterrane
       2.01.06 - Tutorial: The Sanctum
       2.01.07 - Tutorial: The Sewers

   2.02 - Main Quest
       2.02.01 - Deliver the Amulet
       2.02.02 - Find the Heir
       2.02.03 - Breaking the Siege of Kvatch
       2.02.04 - Weynon Priory
       2.02.05 - The Path of Dawn
       2.02.06 - Dagon Shrine
       2.02.07 - Spies
       2.02.08 - Blood of the Daedra
       2.02.09 - Blood of the Divines
       2.02.10 - Miscarcand
       2.02.11 - Bruma Gate
       2.02.12 - Allies for Bruma
       2.02.13 - Defense of Bruma
       2.02.14 - Great Gate
       2.02.15 - Paradise
       2.02.16 - Light the Dragonfires
       2.02.17 - Imperial Dragon Armor

   2.03 - Thieves Guild
       2.03.01 - Getting in to the Thieves Guild
       2.03.02 - Armand Christphe's Quests
            2.03.03 - May the Best Thief Win
            2.03.04 - Untaxing the Poor
            2.03.05 - The Elven Maiden
       2.03.06 - S'krivva's Quests
            2.03.07 - Ahdarji's Heirloom
            2.03.08 - Misdirection
            2.03.09 - Lost Histories
            2.03.10 - Taking Care of Lex
       2.03.11 - The Gray Fox's Quests
            2.03.12 - Turn a Blind Eye
            2.03.13 - Arrow of Extrication
            2.03.14 - Boots of Springheel Jak
            2.03.15 - The Ultimate Heist

   2.04 - Fighters Guild
       2.04.01 - Getting in to the Fighters Guild
       2.04.02 - Azzan's Tier 1 Quests
            2.04.03 - A Rat Problem
            2.04.04 - The Unforntunate Shopkeeper
       2.04.05 - Burz gro-Khash's Tier 1 Quests
            2.04.06 - The Desolate Mine
            2.04.07 - Unfinished Buisness
       2.04.08 - Modryn Oreyn's Tier 1 Quests
            2.04.09 - Drunk and Disorderly
       2.04.10 - Azzan's Tier 2 Quests
            2.04.11 - Den of Thieves
       2.04.12 - Burz gro-Khash's Tier 2 Quests
            2.04.13 - Amelion's Debt
       2.04.14 - Modryn Oreyn's Tier 2 Quests
            2.04.15 - The Master's Son
            2.04.16 - More Unfinished Buisness
            2.04.17 - Azani Blackheart
       2.04.18 - Azzan's Tier 3 Quests
            2.04.19 - The Wandering Scholar
       2.04.20 - Burz gro-Khash's Tier 3 Quests
            2.04.21 - The Fugitives
       2.04.22 - Modryn Oreyn's Tier 3 Quests
            2.04.23 - Trolls of Forsaken Mine
       2.04.24 - Azzan's Tier 4 Quests
            2.04.25 - The Stone of St. Alessia
       2.04.26 - Burz gro-Khash's Tier 4 Quests
            2.04.27 - The Noble's Daughter
            2.04.28 - Mystery at Harlum's Watch
       2.04.29 - Modryn Oreyn's Tier 4 Quests
            2.04.30 - Information Gathering
            2.04.31 - Infiltration
            2.04.32 - The Hist

   2.05 - The Dark Brotherhood
       2.05.01 - Getting in to The Dark Brotherhood
            2.05.02 - A Knife in the Dark
       2.05.03 - Vicente Valtieri's Quests
            2.05.04 - A Watery Grave
            2.05.05 - Accidents Happen
            2.05.06 - Scheduled Execution
            2.05.07 - The Assassinated Man
       2.05.08 - Teinaava's Quests
            2.05.09 - The Renegade Shadowscale
       2.05.10 - Ocheeva's Quests
            2.05.11 - The Lonely Wanderer
            2.05.12 - Bad Medicine
            2.05.13 - Whodunit?
            2.05.14 - Permanent Retirement
            2.05.15 - Of Secret And Shadow
       2.05.16 - Lucien Lachance's Quests
            2.05.17 - The Purification
            2.05.18 - Affairs of a Wizard
            2.05.19 - Next of Kin
            2.05.20 - Broken Vows
            2.05.21 - Final Justice
            2.05.22 - A Matter of Honor
            2.05.23 - The Coldest Sleep
            2.05.24 - A Kiss Before Dying
            2.05.25 - Following a Lead
       2.05.26 - The Black Hand's Quests
            2.05.27 - Honor Thy Mother

   2.06 - The Mages Guild
       2.06.01 - Getting in to the Mages Guild
            2.06.02 - Bravil Recommendation
            2.06.03 - Leyawiin Recommendation
            2.06.04 - Cheydinhal Recommendation
            2.06.05 - Chorrol Recommendation
            2.06.06 - Bruma Recommendation
            2.06.07 - Skingrad Recommendation
            2.06.08 - Anvil Recommendation
       2.06.09 - Raminus Polus's Quests
            2.06.10 - A Mage's Staff
            2.06.11 - Ulterior Motives
            2.06.12 - Vahtacen's Secret
            2.06.13 - Necromancer's Moon
       2.06.14 - Hannibal Traven's Quests
            2.06.15 - Liberation or Apprehension?
            2.06.16 - Information at a Price
            2.06.17 - A Plot Revealed
            2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
            2.06.19 - Ambush
            2.06.20 - Confront the King
            2.06.21 - Alchemy Acquisitions

   2.07 - The Arena
       2.07.01 - Joining the Arena
            2.07.02 - Fight Tier 1 - The Pit Dogs
            2.07.03 - Fight Tier 2 - Brawlers
            2.07.04 - Fight Tier 3 - Bloodletters
            2.07.05 - Fight Tier 4 - Myrmidons
            2.07.06 - Fight Tier 5 - Warriors
            2.07.07 - Fight Tier 6 - Gladiators
            2.07.08 - Fight Tier 7 - Hero
            2.07.09 - Fight Tier 8 - Grand Championship

   3.01 - Side Quests
       3.01.01 - Anvil
            3.01.02 - Newheim's Flagon
            3.01.03 - Where Spirits Have Lease
            3.01.04 - The Sirens Deception
            3.01.05 - The Ghost Ship of Anvil
            3.01.06 - Dunbarrow Cave
       3.01.07 - Bravil
            3.01.08 - Caught in the Hunt
            3.01.09 - Through a Nightmare, Darkly
            3.01.10 - The Forlorn Watchman
            3.01.11 - Buying a House in Bravil
       3.01.12 - Bruma
            3.01.13 - Two Sides of the Coin
            3.01.14 - A Brotherhood Betrayed
            3.01.15 - Lifting the Vale
            3.01.16 - Buying a House in Bruma
       3.01.17 - Cheydinhal
            3.01.18 - A Brush with Death
            3.01.19 - Buying a House in Cheydinhal
            3.01.20 - Corruption and Conscience
            3.01.21 - The Wayward Knight
       3.01.22 - Chorrol
            3.01.23 - The Killing Field
            3.01.24 - Seperated at Birth
            3.01.25 - Legacy Lost
            3.01.26 - Sins of the Father
            3.01.27 - Shadow over Hackdirt
            3.01.28 - Canvas the Castle
            3.01.29 - Buying a House in Chorrol
       3.01.30 - Imperial City
            3.01.31 - Buy a house in the Imperial City
            3.01.32 - Unfriendly Competition
            3.01.33 - The Collector
            3.01.34 - Nothing You Can Possess
            3.01.35 - Secrets of the Ayleids
            3.01.36 - Order of the Virtous Blood
            3.01.37 - Imperial Corruption
            3.01.38 - An Unexpected Voyage
            3.01.39 - Origin of the Gray Prince
       3.01.40 - Kvatch
            3.01.41 - The Battle for Castle Kvatch
       3.01.42 - Leyawiin
            3.01.43 - Tears of the Savior
            3.01.44 - Whom Gods Annoy
            3.01.45 - Mazoga the Orc
            3.01.46 - Knights of the White Stallion
            3.01.47 - Buying a House in Leyawiin
       3.01.48 - Skingrad
            3.01.49 - Paranoia
            3.01.50 - Buying a House in Skingrad
            3.01.51 - The Rosethorn Cache
            3.01.52 - Seeking Your Roots
       3.01.53 - Settlement's
            3.01.54 - Go Fish
            3.01.55 - Raid on Greyland
            3.01.56 - The Sunken One
            3.01.57 - The Potato Snatcher
            3.01.58 - Bear Season
            3.01.59 - Revenge Served Cold
            3.01.60 - The Gravefinder's Repose
            3.01.61 - No Stone Unturned
            3.01.62 - A Venerable Vintage
            3.01.63 - When the Vow Breaks
       3.01.64 - Wilderness
            3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
            3.01.66 - Frostcrag Spire
            3.01.67 - Key to Key
            3.01.68 - Zero Visibility
            3.01.69 - Goblin Trouble
            3.01.70 - Repairing the Orrery
            3.01.71 - Unearthing Mehrunes Razor
            3.01.72 - Horse Armor
   3.02 - XBOX 360 Achievements
   3.03 - Glitches
   3.04 - Leveling Skills
   3.05 - Frequently Asked Questions
   3.06 - Credits
   3.07 - Version History
   3.08 - Copyright

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1. Controls
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 1. XBOX 360 Controls
 2. PC Controls

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*1. XBOX 360 Controls*
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Controls are able to be mapped in the options menu

Movement Controls

Move - Left Analog Stick
Camera - Right Analog Stick
Attack - Right Trigger
Power Attack - Hold Right Trigger and move Left Analog Stick
Activate - A Button
Block - Left Trigger
Zoom with Bow - Left Trigger
Cast - Right Bumper
Ready Weapon - X Button
Sneak - Left Stick Press to Toggle
Jump - Y Button
Change View - Right Stick Press to Toggle
Journal - B Button
Wait - Back Button
Grab - Left Bumper
Hotkeys - Directional Pad

Menu Controls

Move cursor - Left Stick and Directional Pad
Change Menus - Left and Right Triggers
Move map cursor Arrow - Right Stick
Hotkey - Y Button
Equip/Unequip - A Button
Sort - A Button
Rotate/Zoom Character model - Right Stick

****************
*2. PC Controls*
****************

Movement Controls

Move - W, A, S, D
Run - Left Shift
Always Run - Caps Lock
Camera - Move Mouse
Attack - Left mouse Button
Power Attack - Hold Left Mouse Button and press Movement Key
Activate - Space Bar
Block - Right Mouse Button
Zoom with Bow - Right Mouse Button
Cast - C
Ready Weapon - F
Sneak - Left CTRL
Jump - E
Change View - R
Journal - Tab, F1, F2, F3, F4
Wait - T
Grab - Z
Hotkeys - 1-8

Menu Controls

If you have the Menu controls for the PC edition please email them to me at
[email protected] you will be given credit.

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2. Walkthrough
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The following guide was written with patch v1.1.511 from the June 2006 Patch. I
have also downloaded the Downloadable Content of the following so far:
Mehrune's Razor, Thieves Den, Wizard's Tower, Orrery, and Horse Armor Pack.

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2.01 - Starting a Character
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2.01.01 - Picking your Race and Sex
2.01.02 - Tutorial: Imperial Prison
2.01.03 - Tutorial: Imperial Substructure
2.01.04 - Tutorial: Natural Caverns
2.01.05 - Tutorial: Imperial Subterrane
2.01.06 - Tutorial: The Sanctum
2.01.07 - Tutorial: The Sewers

Before beginning a game you should read your Oblivion game manual to understand
key parts to playing Oblivion. Pay close attention to pages 16-27. Now you are
ready to start the game. Start thinking about what kind of character you want
to be as you play through Oblivion. The key to successfully playing Oblivion is
choosing the right 7 major skills for your character and their race. The major
skills will start off at 25 points instead of 5, like the rest of the skills.
Also the only way to level up your character is with the major skills only and
not the minor skills.

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2.01.01 - Picking your Race and Sex
*******************************************************************************

Once you start the game you will see a short cut scene and then be brought
through a castle doorway to meet your character in the Character Creation
Screen. You must now name the character, then pick which gender and race you
would like to be by picking the Race option.

Depending on whether you choose Male or Female along with which race you
choose, your character will have different default stats to go along with them
but the Specials and Skill bonuses will remain the same. The following is a
list of what each type gives you:

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              Imperial   Khajiit    Nord       Orc    Redguard   Wood Elf
               M    F     M   F     M   F     M   F     M   F     M    F
Strength      40   40    40  30    50  50    45  45    50  40    30   30
Intelligence  40   40    40  40    30  30    30  40    30  30    40   40
Willpower     30   40    30  30    30  40    50  45    30  30    30   30
Agility       30   30    50  50    40  40    35  35    40  40    50   50
Speed         40   30    40  40    40  40    30  30    40  40    50   50
Endurance     40   40    30  40    50  40    50  50    50  50    40   30
Luck          50   50    50  50    50  50    50  50    50  50    50   50
Personality   50   50    40  40    30  30    30  25    30  40    30   40

              Argonian   Breton   Dark Elf  High Elf
                M   F     M   F     M   F     M   F
Strength       40  40    40  30    40  40    30  30
Intelligence   40  50    50  50    40  40    50  50
Willpower      30  40    50  50    30  30    40  40
Agility        50  40    30  30    40  40    40  40
Speed          50  40    30  40    50  50    30  40
Endurance      30  30    30  30    40  30    40  30
Luck           50  50    50  50    50  50    50  50
Personality    30  30    40  40    30  40    40  40

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                        Specials                              Skill Bonuses

Imperial - Absorb Fatigue (magnitude 100, once a day)        Blade +5, Blunt +5
           Charm (magnitude 30, once a day)                  Hand-to-Hand +5,
                                                             Mercantile +10,
                                                             Speechcraft +10

Khajiit - Demoralize (magnitude 100, once a day)             Acrobatics +10,
          Night-Eye (duration 30, once a day)                Athletics +5,
                                                             Blade +5, Sneak +5
                                                             Security +5
                                                             Hand-to-Hand +10
                                                             Light Armor +5

Nord - Frost Damage (touch, magnitude 50, once a day)        Armorer +5,
       Shield (magnitude 30, duration 60, once a day)        Blade +5, Block +5,
       Resist Frost (magnitude 50, once a day)               Blunt +10,
                                                             Heavy Armor +10,
                                                             Restoration +5

Orc - Berserk (Fortify Health 20, Fortify Fatigue 200,       Armorer +10,
               Fortify Strength 50, Drain Agility 100;       Block +10,
               duration 60; once a day)                      Blunt +10,
      Resist Maicka (magnitude 25)                           Hand-to-Hand +5,
                                                             Heavy Armor +10

Redguard - Adrenaline Rush (Fortify Agility 50, Fortify      Athletics +10,
                            Speed 50, Fortify Strength 50,   Blade +10,
                            Fortify Endurance 50, Fortify    Blunt +10,
                            Fortify Health 25; duration 60)  Light Armor +5,
           Resist Poison (magnitude 75)                      Heavy Armor +5,
           Resist Disease (magnitude 75)                     Mercantile +5

Wood Elf - Command Creature (magnitude 20, duration 60,      Acrobatics +5,
                             once a day)                     Alchemy +10,
           Resist Disease   (magnitude 75)                   Alteration +5,
                                                             Light Armor +5,
                                                             Marksman +10,
                                                             Sneak +10

Argonian - Resist Disease (magnitude 75, constant)           Alchemy +5,
           Resist Poison (magnitude 100, constant)           Athletics +10,
           Water Breathig (constant)                         Blade +5,
                                                             Hand-to-Hand +5,
                                                             Illusion +5,
                                                             Mysticism +5,
                                                             Security +10

Breton - Fortified Maximum Magicka (magnitude 50, constant)  Alchemy +5,
         Resist Magicka (magnitude 50, constant)             Alteration +5,
         Shield (magnitude 50, duration 60, once a day)      Conjuration +10,
                                                             Illusion +5,
                                                             Mysticism +10,
                                                             Restoration +10

Dark Elf - Summon Ghost (duration 60, once a day)            Athletics +5,
           Resist Fire (magnitude 75, constant)              Blade +10,
                                                             Blunt +5,
                                                             Destruction +10,
                                                             Light Armor +5,
                                                             Marksman +5,
                                                             Mysticism +5

High Elf - Fortified Maximum Magicka (magnitude 100,         Alchemy +5,
                                      constant)              Alteration +10,
           Weakness to Fire, Frost, and Shock (magnitude 25, Conjuration +5,
                                               constant)     Destruction +10,
           Resist Disease (magnitude 75, constant)           Illusion +5,
                                                             Mysticism +10

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Once you decide on the sex and race of your character go to the Face option. In
the Face option you can shape almost every angle on your characters face to the
desired shape you wish them to have. Now go to the Tone option to change
various tones on your character. You can also randomize the face and build off
of it to get moving along.

Now go to the Hair option and customize your hair how you would like it. Change
the eyes if you have the option to, then the age, and finally your characters
complexion. Now click Done to start the Tutorial.

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2.01.02 - Tutorial: Imperial Prison
*******************************************************************************

The game will now show you the room you are standing in and give a quick
display reminder of how to move. You find yourself in a prison cell, locked up.
Practice moving around, sitting on the stool, and taking items. Head ovr to the
door to listen to another prisoner across the hall that taunts you. Every Race
has a different conversation with the prisoner based on the race and your sex
that you chose.

After the conversation the guards will come down the stairs and they are in
need of using your cell. The Emperor Uriel Septum VII comes down the stairs
with three members of the Blades. The emperor's sons have been attacked and are
suspected to be dead. The guards will tell you to head over to the window,
which is the far back wall opposite of the door. Head over there for the story
to continue.

Once you reach the position you are supposed to be in your character will
freeze in place, but can still rotate. The emperor will talk to you about how
you were in his dreams. Ask the emperor all the questions you wish and then the
guard to your right will press a stone and open a secret path in your cell. You
are now free to roam around and the guards don't really care what you do now.

Head down the stairs after the group and go through the passageway with them.
You will need to descend another set of stairs, do not get ahead of them here.
A group of assassins after the emperor will attack, you have no weapons nor
armor so stay back with the emperor and talk with him until the battle ends. It
will claim the life of Captain Renault, the woman that opened the passage and
led the group.

Head over to the dead bodies and pick up the items found on them, you can find
a Steel Short Sword on the ground and Renault's Akaviri Katana on her body
along with a torch. You can also take the assassins Mythic Dawn Hood and Robe
if you wish. One of the assassins is also carrying a Weak Potion of Sorcery.
Once you grab all the items some quick recap tutorials will pop up on the
screen telling you how to equip and use the items.

Shortly after two rats will run up the stairs and attack you, deal with them
and move on, the guard told you not to follow the group...as this won't be
possible since he will lock the door behind them. Turn to the south east and
head through the hole in the wall, where the rats are coming through. Make sure
your torch is equipped and head in.

Another rat will either emerge from within the new area or stay inside for you
to go in and attack. Turn to the right just as you enter for a chest containing
a Rusty Iron War Axe and a small handful of Gold. In the far east corner you
will find a skeleton with a lot of items to loot off it. The game will bring up
another quick recap on how to use bows. Equip the bow and arrows and then shoot
at the bucket by the well to get the quest updated. Look next to the skeleton
against the stone for a bag of goodies to look in. The bag will have a 15%
chance of a random item or items in it.

Now head to the chest next to the skeleton and try to open it for a lockpick
tutorial. Test your lock picking skills on the lock and open the chest for a
sapphire and a small amount of Gold. Head over to the well and take the arrows
you shot in to the bucket back.

Open the crate to the right of the well for a Club, some two Lockpicks, and
four Torches. Look in the barrel in the east to south east corner for a Club,
12 more Iron Arrows, Rusty Iron Dagger, and two Lockpicks. Go to the south and
you will find a killed Goblin Shaman on the ground. Loot his body for a Club,
Weak Potion of Sorcery, Chameleon Book, Flash Bolt Book, an Iron Key, and three
Lockpicks. Use the key on the door just behind the goblin's dead body or pick
the easy one tumbler lock with a Lockpick.

*******************************************************************************
2.01.03 - Tutorial: Imperial Substructure
*******************************************************************************

The game will bring up a tutorial pop up to recap on how to cast spells. Kill
the rats in the room using spells to practice getting used to them. Now head
over to the chest in the middle of the south west direction next to some fallen
stones to get an Iron Cuirass and Greaves, 24 arrows, five Lockpicks, three
torches, a healing potion, another Iron bow, and a rusty war axe.

Start to head down the passage way to the north and head back up while shooting
some magic at the rats that come after you. Kill the rats and a Zombie should
be close behind for you to kill. Continue down the path you were headed and
kill anymore rats that get in the way. Head in to another room area and attack
the rats in this area. Open the chest in here for a Weak Potion of Respite and
a Weak Potion of Sorcery, as well as two Lockpicks.

Go northwest through the tunnel to another room. Kill the rats down below and
then turn to the left to open a chest on the left side of this upper area. It
is a little tough to pick this lock as there are three tumblers. Inside the
chest is some Gold, three Lockpicks, and two Torches. Head down the stairs to
the pile of items and grab the shield, Tomato, Lettuce, Wedge of Cheese, and
the Iron Warhammer. By now you may have to much weight on you and a tutorial
will pop up explaining what to do. In the chest on the far side is a Rusty
War Axe and some Gold.

Head up the stairs and go through the next tunnel killing the rats. As you are
heading down the tunnel that leads south west, look on the left side for the
alcove that holds a sack. Inside is a Weak Potion of Healing and three
Lockpicks. Head straight to the wall once you enter the next room and kill the
rat in here. Take the four bottles of Ale out of the barrel in the wall. Now
head south east through a hole in the wall and kill more rats.

Right before heading in to the large caverness room you can harvest some Wisp
Stalks off the plant. Head north west to search the skeleton for some Gold and
two Lockpicks. There are also a Flawed Ruby and Silver Goblet on the ground
mixed in with the bones. Open the chest for two Potion of Healings and a Weak
Potion of Sorcery. Harvest the Cairn Bolete Cap and watch out for any rats that
may jump out from around the corner ahead.

As you move forward through the area another tutorial pop up will tell you how
to Hotkey items. Head south west and grab the Wedge of Cheese on the ground and
harvest some Wisp Stalk Caps. Now turn to the east and harvest the Cairn Bolete
just before entering another section. Harvest the Stinkhorn Cap and Cairn
Bolete in the corner. Now walk past the hanging skulls and enter the next door.

*******************************************************************************
2.01.04 - Tutorial: Natural Caverns
*******************************************************************************

As you head down the tunnel, at the end turn right at the bend to open a small
crate to find a Hand Scythe and a Pewter Bowl. In the barrel is Folded Cloth,
an Hourglass, a Pewter Plate, and Shears. Now turn around and head forward to
gt another tutorial pop up recapping how to use Stealth. Stealth over to the
Goblin standing by the fire watching a rat getting roasted and kill him for a
stealth kill damage bonus. On the crate table you will find a Mortar and Pestle
to create potions and poisons. A tutorial will pop up once you take it to tell
you a little about it. Pick the easy lock on the chest with one tumbler for
some Gold, three Lockpicks, and two Torches.

Continue down the tunnel to the north east. Sneak through this tunnel and then
once you see the Goblin ahead, toggle off sneak mode and run through the trip
wire as you dart for the wall on the right. This wire will set off a trap which
kills the Goblin as it tries to attack you. Check the body for a Bear Pelt and
some random Gold.

Enter the next tunnel and check the dead rat on the ground. Head down the left
path to find a chest on the table to pick with one tumbler. Inside is some
arrows and two Lockpicks. Go to the corner by the fire and barrels to pick up
the two apples, then head down the slope. The logs sitting on the hill can be
triggered as a trap to kill the Goblins just below it, or you can run through
the Goblin camp ahead and lure more tougher Goblins back over here to kill with
it.
Head down the hill and take out the two Goblin archers if you aren't going to
activate the trap just yet and open the two chests below, one having to be
picked with one tumbler. Inside the locked chest is five arrows and a Lockpick.
In the other chest is three Weak Potion of Healing and a Weak Potion of Respite
if you want. Continue through the cavern tunnel.

Watch out on the left side, a Goblin Berserker is standing over here. Take the
Lockpicks and any daggers off the Berserker if you need them. Turn to the right
and snipe the Goblin over here with a stealth kill. Sneak over to the pit in
front of you and snipe the Goblin down here for another stealth kill. Kill some
three rats in the pit on both sides of the gate to the right and watch out for
the Goblin Witch on the other side of the pit. If the witch spots you he will
shoot lightning and throw fireballs at you from that distance. Throw some
fireballs back or stealth kill him from a distance with the bow.

On the half of the pit you started on there is a rope you can pull to activate
the gate below. Check the bodies of all the Goblins for any useful items. Make
sure to go to the Goblin Witches body to loot it for an Iron War Axe, a Petty
Soul Gem, and a Flawed Ruby. Don't forget to look at the Goblin Shaman Staff it
drops, you may want to keep it. Check the chest up by the witches pot of skulls
to pick the simple one tumbler lock for some Gold, two Flawed gems, a Gold
Nugget, a repair hammer, and a silver vase. The game will now have a pop-up
tutorial recap you on how to repair weapons and armor.

Head north by north west to reach an enclosed storage like area with a chest on
the northern wall holding an Iron Longsword, three Lockpicks, and a Repair
Hammer. In the south west corner is a crate with meat and a barrel with four
bottles of ale in it. Head down in to the pit to check the other Goblin and the
rats bodies down here. Now head north east through the next tunnel. Head up the
steep path and turn to the left once you reach the room with the door to find a
chest with Arrows and two Lockpicks. Enter the door to go to the next area.

*******************************************************************************
2.01.05 - Tutorial: Imperial Subterrane
*******************************************************************************

Head up another steep hill and turn to the left, once you reach the hole in the
wall you will be "reunited" with the emperor and the remaining two Blades.
Before dropping down to say hello, watch out for another assassination attempt
by the robed assassins. Let the Blades take care of them, then drop down for
your warm welcome.

The emperor once again helps you out by telling the Blades to stand down. After
they do the emperor will talk to you, respond and then you must choose which
sign you are. The following is a list of the Signs and what they will give to
you and who it is best for:

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

The Apprentice - Magicka +100                           Best for aggresive
                 Weakness to Magicka 100%               spellcasters

The Lady - Willpower +10                                Use if mixing Willpower
           Endurance +10                                and Endurance Skills

The Mage - Magicka +50                                  Best for spellcasters
                                                        no drawbacks

The Thief - Agility +10                                 Best for people playing
            Speed +10                                   mainly as a thief or
            Luck +10                                    someone wanting nice
                                                        attributes

The Atronach - Magicka +150, Spell Absorption 50%,      Skilled Spellcasters
               no Magicka regeneration

The Lord - Restore Health (duration 15, magnitude 6)    Good for characters
           Weakness to Fire 25% all the time            with no restoration

The Lover - Paralyze (touch, duration 10)               Very useful for problem
            Lose 120 points of Fatigue a day            solving

The Ritual - Restore Health (magnitude 200, instant)    Very useful for problem
             Undead (magnitude 100, duration 30)        solving

The Serpent - Four effects all at once, once a day      Not to useful for
              Damage Health (touch, magnitude 3,        problem solving
                             duration 20)
              Dispel (magnitude 90)
              Cure Poison, Damage Fatigue (self,
                                   magnitude 100)

The Shadow - Invisibility (duration 60) once a day      Very useful for thief
                                                        and assassins

The Steed - Speed +20                                   not to useful unless
                                                        using a lot of skills
                                                        using speed

The Tower - Open Average Lock once a day                Useful for problem
            Reflect Damage (magnitude 5, duration 120)  solving

The Warrior - Strength +10                              Great for fighters
              Endurance +10

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

Once you have decided which Sign you will choose continue on. After the emperor
is done talking to you Baurus will tell you to carry a torch and stay close.
Ask him about the Blades and Uriel Septim. Follow the group down the hallway
but once you all turn right, you should branch to the left a little to open a
chest on the ground to get ten arrows and four Lockpicks. Now quickly jump out
of this pit area and drop down to where the emperor and Blades are as they are
attacked once again by some assassins. Let the Blades kill all the assassins in
the next room as well, then follow them through the door.

*******************************************************************************
2.01.06 - Tutorial: The Sanctum
*******************************************************************************

Wait near the emperor for Glenroy to signal the group that it is safe to follow
him. The gate ahead is barred from the other side, so the group is forced to
head through another passage way. Once in the room assassins will start to come
from behind you so the two Blades head out there to protect the emperor as you
are stuck in the room as a last resort. The emperor tells you he can no longer
go on and gives you his amulet, seconds later an assassin will come through a
passage in the wall and kill the emperor. You must quickly kill the assassin
before he kills you too.

Baurus will talk to you for a little while and give you a key. He explains that
you must go through the sewers and practically straight west in to the woods
southeast of the city of Chorrol. You will now have to choose your class or
create a custom one. Pick whichever pre-made class you want or do your best bet
and create your own class to your liking, name it what you wish and 

Loot the assassins body for a Potion of Nighteye. Head through the passage the
assassin used to kill the emperor and continue through the passage way. Open
the door at the end of the hall with Baurus' Key. Now head over to the sewer
grate and enter it to leave this area.

*******************************************************************************
2.01.07 - Tutorial: The Sewers
*******************************************************************************

Head down the stairs and through the tunnel to the north northeast. Watch out
for the Goblin at the end of the hall. Two Rats will also attack while you
enter the next room, dispose of them. Turn to the right just as you enter the
room and check the barrel for six Cheese Wheels, the crate contains three Flour
ingredients, and the chest contains five arrows and two Lockpicks.

Head across the walkway to the other side and kill any rats that show up. Head
over to the right tunnel and kill the rat in here. Head up the stairs and take
out the rat on this upper walkway. As you come out the tunnel look below to
kill the Goblin Berserker with your bow. Hop down and check his body for
Garlic, two Lockpicks, and a Silver Nugget. He will also drop his shield and
Rusty Iron War Axe.

Head back up the stairs in the other tunnel and go across the walkway to open
the gate on the other side. Kill the rat and head for the last door of the
sewer. I advise to manually save your game before even touching the door. Once
you try to leave the game will ask you if you would like to change your race,
class and sign one last time. Make any adjustments you wish and head out the
door. If you saved the game you can now load it at this point to always have
an easy way to make a new character without having to go through the tutorial
all over again....unless you like that sort of thing.

*******************************************************************************
2.02 - Main Quest
*******************************************************************************

2.02.01 - Deliver the Amulet
2.02.02 - Find the Heir
2.02.03 - Breaking the Siege of Kvatch
2.02.04 - Weynon Priory
2.02.05 - The Path of Dawn
2.02.06 - Dagon Shrine
2.02.07 - Spies
2.02.08 - Blood of the Daedra
2.02.09 - Blood of the Divines
2.02.10 - Miscarcand
2.02.11 - Bruma Gate
2.02.12 - Allies for Bruma
2.02.13 - Defense of Bruma
2.02.14 - Great Gate
2.02.15 - Paradise
2.02.16 - Light the Dragonfires
2.02.17 - Imperial Dragon Armor

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2.02.01 - Deliver the Amulet
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Weynon Priory just outside Chorrol. Enter the large house called
Weynon House. Once inside you will need to locate Jauffre. Hand over the amulet
(what you choose isn't important) and then tell him the emperor's last words.

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2.02.02 - Find the Heir
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Jauffre tells you that he knows of an illegitimate son of the late emperor. His
name is Martin and he was brought to Kvatch, the city that was attacked and
brought to the ground.

Ask about assistance and he will unlock his chest that he lends items out to
the Blades if you need some extra items. Talking to the other monks you will
get a horse from the stable and a training book for blocking.

Head out to Kvatch and you will find a refugee camp south of Kvatch as you
approach the city limits. A man named Hirtel will come up to you and tell you
that the city has been destroyed by Daedra and that Martin must be dead. Boldon
tells you to talk to Savlian Matius at the top of the road near Kvatch to find
out about Martin.

Head up the path towards the city and it will start to turn a new color in the
sky. As you approach the city gates some guards will be holding position in
front of an Oblivion Gate as Daedra randomly come out of it to fight them. Help
take out the Daedra and then talk to Savlian Matius. He says that some people
were able to run to the chapel and hide in there while others got killed in the
streets. The Count and some others are also locked in the castle and need to be
rescued as well.

The rest of this quest will completed in "Breaking the Siege of Kvatch".

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.02.03 - Breaking the Siege of Kvatch
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tell Savlian Matius you want to help and he will ask you to step in to the gate
to find the group of men he sent in to try to close it. Head in to the Oblivion
Gate and you will be transported in to a hellish looking world. Run straight
ahead and kill the Daedra to rescue one of the guards running around.

He will tell you that they were being picked off one by one and getting taken
to the tower. He tells you he is getting out of there, tell him to either go
help Captain Matius or stay and help you. It is best to just have him stay
alive and help later by sending him to help Captain Matius for now.

The path to the north east leads to a dead end with more Daedra to kill off and
the path north leads to a War Gate that won't open but you can see four guard
bodies laying on the ground. Head west and take the lower path to the right.
You will find another guard burned alive in the lava. Make your way around the
path and kill off the Daedra that come after you.

Eventually you will make it to a large open area at the tower bases. Make your
way east to find the door to the tower labelled The Blood Feast and enter it.
Kill the Daedra inside the tower and go to the south west door to the Rendering
Halls. Go through the hallway and open the door to a room on the second floor.
Now head east back in to the Blood Feast tower to reach the next floor.

Go to the south and take the door to the Corridors of Dark Salvation. Head up
the ramp to the north west and take care of the Daedra to head through the door
back outside and walk along the sky bridge to the tower nearby. Enter the
Reapers Sprawl and you will hear someone yelling about the gate.

Head up the ramp and talk to the Kvatch guard locked in the cage. He tells you
that you must remove the Sigil Stone to shut down the gate and the Sigil Keeper
has the key. Head down the tower or wait for the keeper to come up to this
floor and kill him off to grab his key. Head back out to the bridge and
re-enter the Corridors of Dark Salvation.

Go to the door on the north side and use the key you just got to open it. Head
up the ramp and watch out for the spikes that stab out of the wall on both
sides just at the top of the ramp. Kill the Daedra and go through the southern
door to the Blood Feast. Go up the ramp and kill the Daedra waiting at the top.
Use the red hot portal to teleport up the tower higher.

Head up the rest of the tower and kill off the Daedra that are in the way.
Unlock the door to the east with the key and head inside. Head up the ramp and
then enter the middle room. Go up the stairs in the back of the room and then
wrap back around the floor killing the Daedra. Go up the last ramp and kill the
Daedra, then go to the peak of the fire and grab the Sigil Stone. The world
then begins to burn up and you are teleported outside Oblivion as the gate
shuts.

Go talk to Savlian Matius and he thanks you for closing the gate. Now he wants
to quickly rush the city, if you need to rest and/or repair your armor do so
now. There is no real time limit to how long you wait to continue on with this
quest. Come back to him when you are ready and tell him you are ready to head
in.

Charge in to the city as Savlian Matius yells "For Kvatch!!" and take on more
Daedra. You must kill off all the Daedra in the area in order to free the
people within the chapel. Once all the Daedra are killed talk to Savlian Matius
about what to do next. Now head inside the Chapel to see if there are
survivors. Savlian Matius has another guard escort everyone including Martin
back to the refugee camp down the path and then returns once she is done.

You will now be able to start a side quest called "The Battle for Castle
Kvatch". This should be completed before "Allies for Bruma" from the Main Quest
is completed.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.02.04 - Weynon Priory
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk to Brother Martin and explain to him who he is. You will find him down at
the refugee camp once you are done with helping around Kvatch. Once he is
convinced take him to Weynon Priory by fast travel or head out along the trails
as you protect him.

As you get back to Weynon Priory from Kvatch with Martin you will be greeted by
Eronor the shepard. He comes running up to you with an attacker close behind as
he tells you Weynon Priory is under attack. Prior Maborel is dead and the
others are believed to be in the chapel. Kill off the attackers and they will
turn in to Mythic Dawn Assassins.

As you approach the large house Brother Piner will come running out asking about
Jauffre. Tell him he might be in the chapel and then run over to it at the
east. Jauffre believes they came for the amulet and now you must go check on it
to see if it is still safe. Head back over to the house and enter.

Jauffre runs upstairs and goes in to an already opened secret door that looked
like the cabinet. Head inside and you will ind a smashed chest where the amulet
used to be. Tell Jauffre that Martin is safe and at the Priory. He then tells
you that they have to go to Cloud Ruler Temple near Bruma.

Head out and either fast travel to Cloud Ruler Temple (it will let you fast
travel here even if you have never been to it before) or travel on foot over to
it. Once you reach the gates they will automatically open with a soldier to
greet you. Everyone heads to the top of the stairs where Martin gives a speech
and then talks to you about what he should do.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.02.05 - The Path of Dawn
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Speak to Jauffre and he will ask if you would like to join the Blades Order.
There is only one rank and you get your own katana just like the Blades. You
can also go to the armory to get the two-handed katana and the full set of
Blades armor if you wish underneath the library.

Head out to the Imperial City Elven District and head in to Luther Broad's
Boarding House. Talk to Baurus and he will tell you that he is going to get up
and leave. The guy in the corner will then follow Baurus and you are to follow
him. Don't say anything except "I'm ready when you are."

Baurus heads in to the cellar and sure enough the man in the corner follows him
as well. Quickly head down in to the cellar after them. Baurus jumps the man
from around the corner and he turns in to a Mythic Dawn Assassin. Kill him off
and then search his body to find a book called "Mythic Dawn Commentaries 1".
Take it and read it to level your conjuration skill.

Now talk to Baurus to see what he has learned. He has been tracking down Mythic
Dawn Agents through the Imperial City and they must have taken notice. Tell him
they have the amulet and you found Uriel's heir. After you have talked to him
ask what the next move should be. He tells you to find Tar-Meena at the Arcane
University and show her the book.

Head over to the Arcane University and look for Tar-Meena. If you aren't a high
ranking Mage in the Mages guild you will find Tar-Meena in the lobby of the
tower, otherwise she is located in the Mystic Archives. She tells you in order
to find the Mythic Dawn you will have to first find all four volumes of the
commentaries. Tar-Meena will give you the second volume and suggest that you
head over to the First Edition bookstore.

Go to the Market District and enter the First Edition bookstore. Talk to
Phintias about Mysterium Xarxes and he tells you that volumes 3 and 4 are
impossible to find. He tells you that he has a copy of volume 3 but Gwinas has
already pre-ordered it. You can either raise Phintias Disposition up and he
will sell you the book for 100 Gold and then wait for Gwinas to tell him you
have the book. He will be outraged and want to yell at the bookseller more.
Tell him that he is way over his head and that the cult killed the emperor and
he will give you a note to allow you to get the fourth volume.

You can also just wait for Gwinas to get there and talk to him as he leaves the
store to tell him how the cult killed the emperor. He will then gladly hand
over the book and give you a note to get the fourth volume.

The note tells you that you are to go in to the sunken sewers under the Elven
Gardens alone and take the main tunnel until you reach a room with a chair and
table, then sit at the table and The Sponsor will hand over the book. Head in
to the Elven Gardens and first talk to Baurus again at Luther Broad's Boarding
House.

He tells you that he knows that part of the sewers and that you should get
going now. Follow Baurus and go down in to the sewers. He takes you south east
in to a room with some Mudcrabs, kill them off. After activating the wheel on
the wall you and Baurus will continue south east. The path soon curves to the
south west through a few rooms with some Mudcrabs. Head in to the Sewer
Waterworks through the door ahead.

You will then make your way east and then jump in the water to go south. Watch
out for the Goblins that patrol this area and take them out. Head all the way
south through the water and then go to the west. Wrap around and up the stairs
as you kill the goblins and then move west again to make it back out to the
Elven Garden Sewers.

Get back in the water and head north east at the end of the room head north to
the next room. Baurus will tell you that he should handle the meeting and you
go up the stairs to cover him at a vantage point. You can tell him that you
want to meet the sponsor if you wish, it doesn't matter as the outcome will be
the same.

The Sponsor brings two friends that are up around the vantage point as well and
spot whoever is up there. A battle then starts up and Baurus and you must kill
them all. Search Raven Camoran's body for volume 4 and then talk to Baurus. He
will head off to Cloud Ruler Temple to be with the other Blades and Martin.
Towards the back of the area you will find that the three Mythic Dawn members
were actually staying in the sewers here. All three books will also be laying
around the area along with a full set of Mythic Dawn robe and hood.

Head back out of the sewer the way you came if you don't want to fight all the
enemies along the west route. Now head back to the Arcane University and talk
to Tar-Meena again. She tells you that she needs a days worth of studying to
figure out the clues. Wait 24 hours and/or study the books yourself to see if
you can figure it out. Without any real clues to go on it can be very hard to
figure out at this point.

Talk to Tar-Meena again to see what she has to say the next day. She believes
the first word of each paragraph is the key to solving the puzzle. As you read
the four books you will get this:

Book 1:
Greetings Reader Enter Every Night Enter My Palace Endlessly Roaring Offering
Red-drink

Book 2:
Whosoever Answers Your Whisper Hides Enraptured Recorded Enslaved

Book 3:
The Oath Woe Every Reader That Once Understood CHIM He Endeth Starlight

Book 4:
May I Deathlessly Deny All Your Suns Under Nothing

This is a large step in to the clues and with a little thinking you can get it.
If you are having anymore trouble wait 24 more hours and then talk to Tar-Meena
again. This time she tells you:

"Green Emperor Way Where Tower Touches Midday Sun"

Head out to the Green Emperor Way and go to the west side. You should find a
dome covered small Tomb of Prince Camarril just south of the path leading to
Talos Plaza. If you face it in the direction of east as you look at the palace
tower you should see a thin lined sketch of Cyrodill along with the sun above
it. Wait for noon and it will light up revealing a map.

Activate the marking on the tomb and you will learn the location of the Mythic
Dawn. They are located in the north east corner of Cyrodill in a place called
Lake Arrius Caverns.

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2.02.06 - Dagon Shrine
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Head out to the caverns and enter them right outside the lake. You have two
choices in this part...either come in and act like a new recruit or go in with
blades swinging. Either talk to the Doorkeeper and reply to him or kill him and
take his key. If you kill him you will need to fight everyone else from then on
opposed to sneaking through a little further.

If you are going undercover before you enter the doorway find a spot in the
cavern room to drop all your things so you don't have to really hand much over.
Head in to the tunnel and hand over all your possessions to Harrow and take
the robe. If you choose the other route your up for a huge fight with a lot of
Mythic Dawn Warriors.

Follow Harrow in to the Shrine Antechamber and then go south east down the
tunnel. Three-fourths of the way down the tunnel you will enter a door to the
east bringing you to Dagon Shrine. You will then be led down to the "great"
leader Mankar Camoran himself and listen to his speech.

He will then use the Amulet of Kings and teleport himself to a new realm and
close the portal behind him. You must now get the book Mysterium Xarxes from
the shrine altar to try to figure out a way to get the amulet back. Soon after
Harrow announces that there is a newcomer to join and Ruma Camoran, Mankar's
daughter, will tell you to come forth up on to the stage so she can speak to
you.

Your next step to getting in is to make a sacrifice to Dagon. You must now
decide whether to kill off Jeelius, a monk in the temple district, or save him.
If you kill him the members will leave and you can grab the book but as you try
to go they will be alerted that you took the book. Either way you will have to
fight your way out so a smart thing to do is say "Yes" to killing him but grab
the dagger and use it to kill off the Mythic Dawn members around you. Don't
forget to take the weapons of the fallen and use them against them. Also kill
Harrow as soon as possible to get your items back.

DO NOT take the book off the altar until you have successfully gotten Jeelius
off the sacrifice table and away from the statue. When you take the book the
statue will crumble. Jeelius will just get up and run away without saying
anything to you. Take the book and get out of the caverns. Kill off the Mythic
Dawn members if you wish and explore the sanctuary if you wish.

Go all the way through the tunnel taking out the Mythic Dawn and go through the
last wooden door to the Lake Arrius Caverns to find a secret room. Use the
lever on the wall to activate the rock just outside the main entrance to the
Mythic Dawn compound and then get out of there.

Remember to grab any items you dropped earlier than leave the cavern and head
over to Cloud Ruler Temple to talk to Jauffre and tell him the amulet was taken
with Mankar. Head inside and give the Mysterium Xarxes to Martin to study.

Once this quest is complete you can start the side quest "The Wayward Knight".
It has to be completed before "Allies for Bruma" from the main quest is
complete.

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2.02.07 - Spies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Speak to Jauffre about the Spies and he will tell you that he can't leave the
fortress unguarded and wishes that you go eliminate the spies wandering around.
He tells you to talk to Captain Steffan and Captain Burd.

+++++++++++++++++
+Sneaky Approach+
+++++++++++++++++
Talk to Captain Steffan wandering the fortress and he will tell you that the
spies have been seen on the road near Cloud Ruler Temple by the runestone at
dusk.

Head out of the fortress and go down the mountain trail and you will find the
runestone. Hide in the distance a little and wait for 7 PM. You should see two
people at the stone around and then they leave roughly after 10 PM. If you
follow them you can find them going to a cave near Bruma.

Enter the caverns and take the lit path to the right. Kill the two ladies as
they are both Mythic Dawn spies. Take the Basement Key and unlock the door to
Jearl's Basement. Inside this room you will find Jearl's Orders on the table,
take them.

+++++++++++++++++++
+Forceful Approach+
+++++++++++++++++++
Locate Captain Burd and talk to him about spies. He says no one has been
traveling around except for Jearl. She just recently came back from a trip to
the south. Head over to her house to find out that it is locked up tight and
she literally never leaves the house.

Talking to Jorek the Outcast about strangers lets you pay him 5 Gold to learn
that someone was looking out Jearl's window when Jearl was gone on her trip. Go
talk to Captain Burd about this mystery person. Burd will give you permission
to search her place without interference from the guards. Head back out to her
house and pick the lock to enter.

Inside the house you will find Jearl and another woman as they turn around and
attack you. Kill hem off as they are just Mythic Dawn spies. Take the Basement
Key off one of them and then head in to the trap door under the carpet by the
dining table.

In this small room you will find Jearl's orders on the table, take them and get
out of there.

+++++++++++++++++++++++++++++
+Alternate Forceful Approach+
+++++++++++++++++++++++++++++
Talk to Captain Steffan and he will tell you where to find the spies, usually
at the doomstone around 6 PM. Kill them both right away and take both key sets.
Head in to Bruma and talk to Captain Burd. Tell him that Jearl was a spy and he
will grant you access to her house without questions asked.

Enter the house with the key and then go to the dining table and look on the
floor where the carpet is to use the next key on the cellar door. Head down
there and then grab the orders off the table.

+++++++++++++++++++++++++++++
+Joined After Finding Orders+
+++++++++++++++++++++++++++++

With one of the three choices done and the orders in hand head back to Cloud
Ruler Temple and talk to Jauffre and give him Jearl's Orders that you found. He
will then go to warn the Countess of Bruma of events to come. Jauffre will tell
you to talk to Martin about the Mysterium Xarxes.

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2.02.08 - Blood of the Daedra
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Martin tells you that you need to get a Daedric Artifact. Read "Modern
Heretics" to learn about finding an artifact. It will talk about a Daedric
Shrine just east of the fortress. Head out there and talk to the people walking
around it. You will learn that you need to offer Glow dust in the morning or
evening to call forth the lady.

Go find a Will-O-Wisp and kill it to get some Glow Dust. Once you have the glow
dust wait until 5 AM or 6 PM to talk to Azura's statue. She will tell you a
story about how her followers went to kill some vampires but became vampires
themselves so they closed themselves up in the cave. She wants you to go find
and kill them all so they can rest.

Head south west to the Gutted Mine and enter it. Head down the tunnel and jump
over the trip wire that will activate a swinging spike ball. Continue on and
kill the vampire walking around in the first room. Continue west to reach
another cavern room with two more vampires to kill.

Pull the rope along the west wall and it will open a secret rock. Go down in to
the next cavern area and kill the last two vampires down here. Once they are
all dead head back to the shrine and talk to Azura. She will hand you Azura's
Star. Take the star back to Martin at Cloud Ruler Temple and hand it over. He
tells you he will need a while to study more from the book, about 24 to 48
hours.

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2.02.09 - Blood of the Divines
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Talk to Martin in about 24 to 48 hours after completing "Blood of the Daedra"
and he has deciphered the second item needed, the 'blood of a Divine' to
counteract the 'blood of a Daedra'. The only way to get this is from Tiber
Septim, since he was once mortal and has since then become a god. Talk to
Jauffre on what to do next.

He fears he is sending you to your death since no one has gone to the shrine
and lived to tell about it in centuries. He has no real choice but to hand you
the key and send you off on your way. Head south west from the fortress to
reach Sancre Tor. Once you reach the ruins you will get a nice warm welcome
from some Skeletons and Lich's depending on your level. Head inside the ruins
to move on.

Kill the Wraith at the bottom of the first set of steps and then continue down
the hallway. In the large room wrap around the walkway and kill the Wraith, go
down the stairs and kill another to reach a large wooden door to go through.
Head down the hallway and kill two Wraiths by the iron gate. Activate the lever
a little ways away from the gate itself.

Go through the wooden door and go up the stairs to find an Undead Blade. Kill
the skeleton and you will free one of the missing Blades, Rielus. He tells you
that the Underking was in the shrine and killed them. He asks that you free the
others and then leaves to free the curse.

When you enter the circular room kill off the Wraiths wandering around and then
head through the north west hall to enter the Hall of Judgement. Turn right and
go up the stairs to kill a Wraith. Enter the wooden door and then kill off the
next two Wraiths wandering around and press on.

When you head up the stairs you will need to kill another Wrath, head through
the door to enter another large room. Go down the stairs to the north west and
kill off the Wraiths and you will find the second Undead Blade, free him. Exit
south east instead of going north east from this room.

Drop down from the bridge walkway and kill the two Wraiths in the room and
continue to the south west. Enter the Catacombs and free the third Undead Blade
from the curse. Turn back around and go back through the door you just came out
of. You will want to head back out the south east door to the Entry Hall.

Head to the east side of the circle room and enter the Prison. Kill the Wraith
around the corner and pull the lever on the wall before the iron gate. You will
enter a room leading up to a locked wooden door. Kill the ancient Warden Kastav
and take his key. Kill the Wraith and move east down the hall. At the second
intersection take a right and head south, kill the Wraith wandering around.

Kill the Wraith at the end of the hall and turn left to head east. Kill the
Wraith about halfway down the hall and then take another left to head north.
You will then enter a big room and see the Undead Blade down below to your
right. Head down after him and free him. Now that all the Blades have been
freed you will have to follow the spirit to the tomb to see if they can undo
the curse.

If for some reason you lose the spirit or don't feel like following him, head
out of the prison the way you came and go across the bridge in the circular
room to enter the Tomb of the Reman Emperors. All four spirits will encircle
the entrance to the south and kneel for a few minutes. After a while the
enchantment blocking the door to the armor will become open again allowing you
to pass. Talk to the spirits one last time as they get up and leave to rest.

Head south through the tunnel and take the Armor of Tiber Septim. Now leave the
ruins and head back to Cloud Ruler Temple to give it to Martin. You must wait
about 24 hours from the time you started "Blood of the Divines" to continue to
the third step.

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2.02.10 - Miscarcand
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After roughly 24 hours from when you started "Blood of the Divines" and
returned the Armor of Tiber Septim to Martin he will tell you the third item
you need to collect for him, a Great Welkynd Stone. Since most have already
been taken over the years due to there great value to Mages and thieves there
is only one known place where one still rests, due to the explorers dying to
find it.

Head south west from Cloud Ruler Temple to find the ruins inbetween Kvatch and
Skingrad. Head south and turn to the right to go west as soon as you can. Kill
the Goblin and move on along the upper path. Go south at the intersection and
kill the zombie walking around, then hop down to the lower floor and kill all
the Goblins and skeletons in the room.

Head west through the doorway and go up the stairs to kill more Goblins. In the
north east corner of the room you will find a switch, activate it and then head
up the stairs. Step on the pressure plate and head south again down the tunnel.

Instead of dropping down to the lower floor again, move along the upper path
and go through the previoulsy locked doorway and enter Sel Vanua. Head south
and kill the Goblins and Skeletons as they wage war on eachother. Go through
the south doorway to continue on your way.

Kill the zombie at the bottom of the stairs and then move all the way north on
the upper walkway to move east along an upper bridge. Kill the skeleton as you
head in to the turn. Enter the gate and kill off the zombies when heading south
and turn west. After you go down the stairs, search the south wall for a switch
to activate.

Once you activate the switch head north through one of the two doors killing
off the skeletons and zombies as they wage war on eachother. Enter the
previously locked doorway and enter the Morimath.

Head up the stairs to the north and back down them to the east. Turn to the
north and hack up the zombie walking around. When you turn to the west kill off
the zombies in the area and go through the gate. Head south to find the Great
Welkynd Stone. Removal of the stone raises the stairs on both sides of you to
allow two zombies to come up and attack.

Not only will the zombies come up but the King of Miscarcand will come from the
north. Kill them all off and take the key from the king. Head back to where he
came from and step on the pressure plate in the room. Turn to the east and kill
the zombie waiting in here. Now head west and use the key on the door to
continue on. Go down the path and eventually you will come to a door leading
straight to Miscarcand.

Step on the pressure plate and move north to leave the ruins. Head back to
Cloud Ruler Temple to give the stone to Martin. As you enter the Great Hall
Martin and Jauffre will sort of argue about Martin's plan.

Martin will take the Great Welkynd Stone and if you haven't done so already he
will ask you to help Bruma with the Oblivion Gate that has just opened.

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2.02.11 - Bruma Gate
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Martin will tell you to go find Jauffre, he will actually come find you if you
stand around, and ask him what you can help with. The Mythic Dawn has opened
another gate to Oblivion outside Bruma just as they planned and you need to go
show the guards how to close them for when future gates open.

Find Captain Burd outside the city by the stables on the east side. Captain
Burd tells you to give the word and all the guards and himself will follow you
in to the Oblivion Gate so they can learn how to deal with the rest of the
gates as they open. Head inside to transport once more in to the hellish world.

Head east along the trail and kill off the Daedra staring at the lava and
walking around. Push east past the walls and fight off some more Daedra. The
path will soon push to the north as you go inbetween two tall pillars. Kill the
Daedra lurking around nearby to move on.

You will soon come to some tower like objects with claw looking pieces at the
top. When you get close they spin and shoot fireballs at you, guide everyone
along the lava against the rocks and wall on the east side to avoid the first
shooting tower. For the second just sprint north west and hope for the best.

Kill some more wandering Daedra as you pass through two more tall pillars going
west. Once you pass through the two pillars you can go north to fight a Daedra
and locate a healing area and sout west to continue on and kill another Daedra.

As you turn south west you will find more of the shooting towers. Move far
enough south west so you can turn south east and head inbetween the pillars.
Kill off the Daedra and move on to wrap to the north and enter the large tower.

Head in to the south door to reach the Rending Halls. Climb the ramp to the
floor above and kill all the Daedra. Head through the door to the north east to
take a ramp upstairs and kill more Daedra. Head out the door back in to The
Fury Spike. Go up the ramp and enter the Corridors of Dark Salvation.

Take either ramp up to the next floor and kill the Daedra, then turn to use the
next as the enemy comes down from there either. Ener the door and then kill off
more Daedra as you climb again. Take the key off the keeper and enter the door.
Head up the ramp and kill the Daedra within.

Go in to the middle of the room and climb the stairs and then the ramp to take
the stone. This will close off the gate and transport all of you back outside
the gate safely. The remaining guards will come running over and talk to Burd
and he thanks you. Talk to him again to be personally thanked and that his men
and him can handle the gates as they appear. Head back to Jauffre and tell him
the news.

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2.02.12 - Allies for Bruma
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Martin will ask you to talk to Jauffre about a matter he needs taken care of.
If you have completed "Miscarcand" and "Bruma Gate" another quest of events
will open in the quest "Defense of Bruma". Just leave this quest alone first so
you can build up sort of an army. Jauffre would like you to head out to the
other cities for support against the attacks in Bruma since he fears that they
can't defend it all alone.

+++++++++++++
Imperial City
+++++++++++++
Head in to the Palace towers and go to the second floor unless an Elder Council
Member is walking around the first floor. Talk to them about Bruma needing some
back up and he will have to turn you down due to all the problems based on it.
No real point in coming here but to get shot down, move on to the next city.

++++++
Bravil
++++++
Head in to the castle and speak with the Count. He understands that it is
everyones duty to protect the heir to the throne, but with an Oblivion Gate
next to his own city he can't spare any troops. You will now have to go in to
Bravil's Oblivion Gate and close it for them. Head out of the city and it will
be seen just to the right as you leave the gates. Head in to the hellish world.

Head down the path to the west and quickly kill the Daedra as the tower shoots
fireballs at you. Turn to the north and cross the bridge, continue north to
north west and quickly enter the Caverns of the Abused door before the rock
slide falls on top of you.

Go north east in to the first room and then kill the Daedra walking around.
Turn back to the south west and take the other tunnel and drop down the hole to
kill another Daedra. Head east to reach one of the smaller towers.

Flip the switch on the north wall and hop on the center circle to ride up the
lift to the next floor. Now head up the spiral ramp to the very top of the
tower and activate the switch at the top to open the main gate outside. Go back
down and exit through the door on the floor the lift brought you to.

Go across the bridge killing the Daedra in the area and then go in to the main
tower. Head in to the side walkways before the room with the base of the flame
and enter the Rending Halls. Head up the ramp and enter a room with some Daedra
to kill off. Continue north up another ramp to enter the Lust Keep.

Go up the ramp and enter the Corridors of Dark Salvation. Kill the Daedra in
the room and then take the door to the north east in the middle to move on. In
the room at the top of the ramp you will find miniature towers with the
spinning shooters. Run along the wall to your right and quickly enter the door.

Kill the Daedra and continue up the ramp. Use the teleporter and kill more
Daedra. Enter the Sigillum Sanguis right next to the teleporter. Climb to the
top of the middle of the this circular room as you kill off the Daedra to take
the Sigil Stone from the flames.

Once you are transported back to your own world talk to the Count again to have
him gladly send his best fighter to help in Bruma.

++++++++++
Cheydinhal
++++++++++
Head in to the castle and talk to the Count. He asks that before he helps you
with sending troops that you must help him shut a gate outside his own city. If
you have already completed "The Wayward Knight" in the optional quests section
than he will gladly send the troops right away.

Head to the Oblivion Gate north west of the city and talk to Amminus Gregori
and he will tell you Farwil, the count's son, has gone inside to close the gate
with six other men. Head in to the gate and get transported in to another
hellish world.

Right away you will find one of the Knights of the Thorn slain on the ground.
One knight found five to go along with Farwil. Head down the sloped path and
kill the Daedra that get in the way as you zig-zag down the mountainside
towards the towers.

You will eventually come to a door leading to The Bowels, enter it. Hop down
the hole in the floor and kill the Daedra on this floor. Now hop down the hole
again to kill another Daedra and find a second Knight of the Thorns killed.
Head out the door and continue along the path.

Kill the Daedra and you will find the third Knight of the Thorns laying dead on
the concrete slabs outside another door to The Bowels. Kill the Daedra and move
south east through the tunnel. Drop down the hole and kill more Daedra, then
move through either tunnel to the east or south and go down another level to
kill another Daedra. Exit out the door and continue along the path.

As you exit you will find Farwil and another Knight of the Thorn. If Farwil
ever dies take his signet ring for when you leave the Oblivion Gate and can
show the count proof of his son's death. Head straight across the bridge
killing the Daedra and enter the tower. Kill the Daedra and then go south
through the door to the Rending Halls.

Kill the Daedra walking around the hall and then go up the ramp to the east.
Take the door in the middle of the room to the west to re-enter the tower and
head up another floor. Go up the right ramp and enter the door to the Corridors
of Dark Salvation.

Kill the Daedra and then use the door to the east to climb up a story. Wrap
around in this room to open another door to the north just right of where you
came up and go through a winding hall. Head all the way up the ramp and through
the door at the top. Kill another Daedra and then go out the door to the west.

Head up the ramp to your left and then enter the first door. Go up the ramp in
this room and kill the Daedra off. Enter the middle room and then walk up the
stairs along the side of the wall. Wrap back around kill the Daedra and then go
up another ramp and kill yet one more Daedra. Take the Sigil Stone from the
fire and you will be transported back out of the Oblivion Gate.

Talk to the count and he will now send out troops to help in your battle.

++++++++
Leyawiin
++++++++
Talk to the Count in the castle and he will tell you that he can't help due to
an Oblivion Gate outside his city as well. Once more head out of the city and
go to the Oblivion Gate located across the river to the east. Enter the portal
in to the hellish world and kill the Daedra that are in the immediate area.

Head west and enter the Worm Gut Channels. Go west down a ramp in to the next
room and kill the Daedra walking around. Enter Oblivion Cave to the east to
move on. Go north through the tunnel and then turn to the west and kill off the
Daedra. Exit out of the door to reach the island across the lava with the
towers.

Go north east and kill the Daedra before entereing Spindle Shrine. Climb to the
top of the tower and exit the door. Cross the bridge and enter the next tower.
Activate the body masher lift with the switch on the wall and then climb up to
the top of the tower. Release both switches at the top to drop the body in the
cage and lower a gate.

Head down the ramp partway and exit the door back outside the tower. Ahead of
you to the west the war gates will open allowing you to walk down the path.
Enter the Tower Portal in the center of the walkway and enter the center room
to kill off the Daedra. Go to the back and enter the Corridors of Dark
Salvation.

Climb the ramps and kill off the Daedra to climb some more ramps on the other
end and enter the door. Climb up the tower all the way to the top skipping all
the teleporters and enter one of the two doors ahead. Now enter the center area
and climb the stairs to kill off the Daedra, then wrap around and go up the
ramp to grab the Sigil Stone.

Speak to the count in Leyawiin and he will gladly give you aid to help in the
battle.

+++++++
Chorrol
+++++++
Head in to the castle to speak with the Countess in the Great Hall. They too
can not spare aid until the gate threatening the city is closed. Head outside
the city to the south and find the gate close-by and enter the hellish world.

Head south a little bit and then go to the east to find a door leading to
Eruption. Kill the Daedra inside and then activate the lever on the wall to
raise the masher lift. Go up the ramp to the top of the tower and activate both
switches on the wall. Exit the door and cross the bridge to enter the next
tower.

Head through each door to cross the bridge and enter the towers and activate
switches at each. Return to the middle main tower and continue to the next door
until you get them all. Once al four are activated go back to the north east
door and climb back down the tower and exit.

Head around the tower towards the center main tower and go to the tower to the
east. Enter it and use the lift to raise up a level. Climb the tower part way
and exit through the door. Cross the bridge and enter the main tower. Kill the
Daedra and enter the Rending Halls.

Killthe Daedra in the area and go through the doorway to the south west. Climb
the ramp kill the Daedra as you watch out for the falling Giant Claw Blades.
Continue up the ramp and exit through the door. Climb the ramp, kill the Daedra
and enter the door.

Climb the ramp on either side and kill another Daedra. Now wrap around to the
west and climb another ramp, kill a Daedra and enter the eastern door. Climb up
the ramp and kill yet another Daedra to enter the final door. Go in to the
center room and climb the stairs, kill off the Daedra and then climb the ramp
to reach the Sigil Stone.

Once you appear back in your world go talk to the Countess and ask about aid.
She will gladly send troops to help for you.

++++++++
Skingrad
++++++++
Speak with Hal-Liurz about aid and she will go get the Count. He will not spare
any troops as long as the Oblivion Gate outside his own city stays open. Again
you must go outside he city and enter the Oblivion Gate a little ways east of
the city.

Head inside the east tower and kill off the Daedra, then go through the north
door. Climb the ramp, kill the Daedra, then turn around the corner to the south
west corner and climb another ramp. Kill the Daedra here and enter the door.
Wrap all the way around the tower room and enter the Halls of Shame.

Climb all the way up the room and kill off the Daedra. Exit out the south door
back in to the tower room. Head up the ramp to the very top and deactivate lock
one of two with the switch on the wall.

Head down the ramp and go through the door to the north. Head across the bridge
to the other side and then activate this lock as well. Now head out the east or
west door. Kill the Daedra and go down the ramp. Enter the Halls of Shame and
descend the halls as you kill off the Daedra. Exit outside the tower to the
south east and cross the bridge to enter the main tower.

Kill the Daedra and climb the tower to enter the door at the top of the ramp.
Head straight across and kill the Daedra, as you go to the ramp to the south
watch out for the falling Giant Claw Blade. Climb to the top as you kill off
the Daedra and enter the Sigillum Sanguis. Get to the top as you kill more
Daedra and take the Sigil Stone.

Head back in to the castle and speak with Hal-Liurz to get the count and talk
to him about aid. He will now gladly send help to aid in the battle.

++++++
Kvatch
++++++
First you must complete the side quest "The Battle for Castle Kvatch" in order
to regain control over the city. Head in to the castle of Kvatch and speak with
Savlian Matius and he will gladly send what little troops he can to help in the
battle.

+++++
Anvil
+++++
Head in to the castle and talk to the Countess, she too has an Oblivion Gate
outside. Head out to take care of buisness just north west of the city. Enter
the portal in to the hellish world and kill off any Daedra within the area.

Go up the path to the south and then turn to the south east. As you continue
you will find a door to the west in the rock wall leading to the Nether
Tunnels. Navigate north and then to the west as you fight the Daedra, enter the
next door. In the next cave head north as you kill the Daedra and exit the cave
out the door.

Head north east killing the Daedra and go north to enter The Red Gnash
Channels. Head north west and kill off the Daedra and make it back outside.
Wrap around heading south and then climb up the mountain to reach the main
tower doors.

Go in to the Rending Halls and climb up the ramp. Kill the Daedra and then take
the exit to the south. Climb up the ramp, kill the Daedra, and enter the Dead
Halls. Head up the ramps killing the Daedra and continue south up the ramps to
reach the last doors back in to the tower room. Go up the ramp and enter the
Corridors of Dark Salvation.

Kill the Daedra and head up the ramp to the next door. Head all the way around
the tower and kill off the Daedra to reach one of the two doors to the final
tower room. Kill off the Daedra in this room and take the Sigil Stone from the
flames at the very top.

Head back to the castle and speak with the Countess about getting aid and she
will gladly help you.

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2.02.13 - Defense of Bruma
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You will notice that Martin is now wearing the armor you just got for him as
well. Talk to Martin when Jauffre says "Yes, we'll see how he likes your plan".
He tells you, like the Daedra and Divine items that counteract eachother you
must get an item that counteracts the Great Welkynd Stone. This item is a Great
Sigil Stone. Martin also tells you he is going to lead the battle in Bravil and
help fight off the Daedra.

Head in to Bruma and speak with the Countess. Tell her the battle plans and she
is surprised Martin would risk her entire city just to gain a Great Sigil
Stone. Tell her that you must get the amulet back and that Martin is waiting at
the Chapel. She will then get up and head out to speak with Martin.

Head to the chapel and listen to the two of them speak. Talk to the Countess
once there conversation is over and start the battle. Leave the city to the
east to pass by all the citizens as they watch you leave. Go north east and
locate the Oblivion Gate.

Once you get up close to it a quest update message will pop-up and tell you to
wait for the next two gates to open and then the Great Oblivion Gate will open
for you to head in to. If you gathered troops in the quest "Allies for Bruma"
the allies will come running down to form a line as well. If Martin isn't there
yet just use the wait feature for about 8 to 10 hours and he will eventually
load in.

Martin will give the group a speech and during it the Daedra will jump out of
the gate to attack. Protect Martin at all costs by fighting the Daedra until
all the gates open. If you see the loot bag on the ground DO NOT OPEN IT, this
randomly contains a glitched item that leads to your game freezing.

Continue to kill the Daedra as a second and then a third gate. After fighting
through all the waves of Daedra to protect Martin. The Great Oblivion Gate will
soon after come shooting up in the middle of the three gates. Head in allowing
the allies to hold off whatever comes out from the gates.

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2.02.14 - Great Gate
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As you enter the Great Oblivion Gate the war gate straight ahead will open. Run
straight ahead taking out the Daedra and enter the World Breaker Guard door on
the right. You will have a count down to close the gate before the Daedric
Siege Engine makes its way out of the Great Gate and destroys Bruma.

Jump on the lift and ride it up a floor. Take the spiral ramp to the very top
of the tower and exit out the door. Cross the bridge and enter the next tower.
Exit out the side door to your left and cross the next bridge to the door. Head
down the spiral ramp to where you will need to raise the lift up, but go out
the door instead.

Run past the caterpillar-like Daedric Siege Engine as you head north and either
jump across the bridge and take out the Daedra quickly as you run past the
shooting towers. If you can't make the jump drop down on to the broken slab and
run over to the cave door.

Run through the cave, drop down the hole and navigate through the tunnels to
reach the door to the north east. Go up the lift and climb the tower to the top
to activate the gate outside, then go back down part way and exit the door to
the bridge outside.

Kill through the Daedra quickly run to the middle tower ahead and enter the
door. Go to the back of the room and kill the Daedra, then exit through the
door to the north. Climb the ramp and watch out for the falling Claw Blades
coming down from the ceiling.

Kill the Daedra and then head south to head up the ramp and out the door. Run
around the tower room and climb the ramp and either kill the Sigil Keeper and
take his key or pick the lock if you have a good enough skill to. Enter the
last tower room and climb to the top of the room killing off the Daedra as you
go to grab the Great Sigil Stone. With the Great Oblivion Gate closed talk to
Martin and hand over the Great Sigil Stone.

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2.02.15 - Paradise
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Before going in get ready by gathering items you may want to bring along and
any armor you may want to take with. Head over to Cloud Ruler Temple and talk
to Martin Septim to open the portal to Paradise. Head in to the portal and be
transported in to another world. This time it looks like a nice paradise as
Mankar Camoran described.

Being in Mankar Camoran's own paradise he already knows you are there and
speaks out loud as if he controls the sound of the winds themselves. Talk to
some Ascended Immortals to get information on the paradise. Some will mention
that the only way out is beneath the mountain in the Forbidden Grotto. You must
get the Bands of the Chosen in order to leave the garden. Others will tell you
that the creatures here torment them and kill them off, they are then reborn
and the cycle continues.

Just head along the path south to south east talking to some of the fallen
Mythic Dawn members as they complain how they are in a true hell. Cross the
bridge and kill the Daedra that come attacking. As you head down the stone path
Mankar Camoran talks to you again about how his followers are in the Savage
Garden and that he waits for you at Carac Agaialor.

Continue on down the path and kill the Daedra that come after you. Take the
lower path when you come to the intersection and kill the Daedra around the
bend. Go across the bridge and up the path a bit. A Daedra will come over to
you named Kathutet and talk to you about how you handled the Kvatch Oblivion
Gate. He gives you a choice to either fight him (he is about 5 levels above
yours) or to do a task for him.

If you fight him you will be able to quickly get the Bands of the Chosen faster
but it is a little harder since he is a higher level than you.

If you choose to serve him, he asks that you free a captured Daedra in a cave
to the northwest. Head down the west road and kill the Daedra that are along
the way. When you reach a small white structure head past it towards the water
and look at the face of the rocks along the shore for a door leading in to the
Lair of Anaxes.

Head to the back of the room where three immortals walk around talking and ask
you not to release Anaxes. Stand to the side and release the two logs holding
the boulder in place. Anaxes will push the boulder out of the way himself.
Leave the cave as he runs after the three and kills them off and go back down
the path to the bridge Kathutet stopped you at earlier. Cross it and enter the
Flooded Grotto.

Head through the cave going south and find Kathutet as you fight off some other
Daedra. Speak to Kathutet near the door to the Forbidden Grotto and he will
give you the Bands of the Chosen. He also tells you that none have made it out
alive since his brother Orthe is in there fighting them off.

As you walk towards the door Mankar Camoran speaks up again, equip the Bands of
the Chosen and enter the doorway. The Bands of the Chosen will make you have a
50% weakness to fire and will become unequipable for the time being. Head south
as you listen to Bands of the Mankar Camoran. Enter the cavern and cross the
bridge to fight off the enemies, then take the north eastern tunnel to move on.

As you reach the tunnel door a Mythic Dawn follower asks you what you are doing
here. Eldamil wants to help you and tells you that you needed to wear the bands
in order to enter this part of Paradise but in order to leave through the other
side you must remove them. Soon Orthe will come to check up on Eldamil and he
wants you to act like a prisoner as well, agree with him so you don't have to
fight the highly leveled Orthe.

Eldamil directs you over to a cage and then Orthe stops the two of you asking
who you are. Eldamil tells him you are brought in for questioning and then has
you get in to the cage. He lowers the cage just enough to make it look like you
are heading down in to the lava but stops you just short of it. Soon you are
brought back up and the cage door opens on the other side. Eldamil tells you
that he is going to distract the Daedra as long as he can while you find a way
through the caves, he will meet up with you further down as he is killed and
ressurected deeper in the cave.

Go east through the passage and then go south at the intersection. Enter the
next cavern and kill the Daedra, Mythic Dawn immortal, and the other enemy in
here. You can also play with the lever on the lava to lower and raise the
prisoners in the cages. Continue south and go through the door in the corner.

Right when you enter this next area of tunnels Eldamil will walk up around the
corner and greet you. He takes off the Bands of the Chosen and asks if he can
help you kill Mankar Camoran. To make living easier on you, just say yes so he
can help you fight. Mankar Camoran will start to talk to you again, just head
south through the cave.

Go east at the intersection and kill off the enemy around here. Head past the
tortured immortals and continue north. Right before the end of the cave you
will come to a Daedra named Medrike that you must fight. Let Eldamil do most of
the fighting, if he dies he will eventually be reborn back at the place you
found him in this second cavern area.

Head down the western tunnel and go through the door at the end. If you didn't
let Eldamil take the bands off your character will explode to death. Head down
the stone path and go up the stairs. Turn to the right and head in to the
temple area. Mankar Camoran's kids will meet you and tell you that he is
waiting for your arrival.

Follow Ruma in to Carac Agaialor and walk up to hear Mankar Camoran speak. Kill
Mankar Camoran's son Raven and Eldamil will distract Ruma as they fight. Now
head over to Mankar Camoran and fight him as he is sitting in his chair.
Quickly grab the Amulet of Kings off his body and you will be transported back
to Cloud Ruler Temple.

Tell Martin that Mankar Camoran is dead and hand over the Amulet of Kings.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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2.02.16 - Light the Dragonfires
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Tell Martin to follow you and head out for the Imperial City. Make your way to
Green Emperor Way right outside the Imperial Palace and bring Martin to the
entrance. Captain Steffan will greet you both and tell Martin that the Elder
Council is awaiting his arrival. Enter the Palace and go straight ahead to the
Elder Council Chamber.

Chancellor Ocato will greet you and start telling Martin Septim that he is now
recognized as the true Emperor. In the middle of his speech a guard rushes in
to tell Chancellor Ocato that Oblivion Gates have started to open releasing the
Daedra throughout the city.

You must now escort Martin safely to the Temple of the One and allow him to
light the Dragonfires. Two Daedra will come in and attack, kill them and follow
Martin out of the Palace. Head out the south west exit from Green Emperor Way
as you protect Martin from the onslaught of Daedra.

As you continue through the city Mehrunes Dagon will make it through the
barrier. You must now figure out a way to kill Mehrunes Dagon and send him back
to Oblivion. Speak to Martin Septim, whom may be back in Green Emperor Way
about Mehrunes Dagon. Martin gets an idea with the Amulet of Kings and must
still reach the Temple of the One.

Wait for the guards and High Chancellor Ocato to get up with you so you have a
fighting chance in the Temple District. Head in and push your way south west
through the Daedra to reach the Temple of the One's entrance on the other side.
The group may not seem to follow you but run past the Daedra as fast as you can
and hug the left wall as you pass Mehrunes Dagon. Enter the Temple of the One
and you should get a quest update saying that Martin and you have made it to
the temple.

Martin will appear and then run to the side of the temple. Head over to where
he is and he will tell you that he figured out what he must do and that he will
not be returning. He then runs to the center of the temple as you are frozen in
place and Mehrunes Dagon will bust in through the roof. As he smashes the
Amulet of Kings on the ground he will turn in to the avatar of Akatosh and will
then fight with Mehrunes Dagon.

Soon after the battle and a quick cinematic movie Chancellor Ocato will rush in
asking where Martin is. Ask Ocato about Champion of Cyrodiil and he will
proclaim you the Champion of Cyrodiil. He also tells you that he has a suit of
Imperial Dragon Armor being made for you.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.02.17 - Imperial Dragon Armor
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Talking to Chancellor Ocato he will tell you that a suit of Imperial Dragon
Armor is being made for you and will be ready in 2 weeks. Wait for that time
and head to the north east corner of the Imperial City to the Imperial City
Prison. As you head in wrap around to the right and go through the iron gate to
enter the door to the Armory.

Straight ahead laying on the table against the east wall you will find your own
full set of Imperial Dragon Armor.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
2.03 - Thieves Guild
*******************************************************************************

2.03.01 - Getting in to the Thieves Guild
2.03.02 - Armand Christphe's Quests
     2.03.03 - May the Best Thief Win
     2.03.04 - Untaxing the Poor
     2.03.05 - The Elven Maiden
2.03.06 - S'krivva's Quests
     2.03.07 - Ahdarji's Heirloom
     2.03.08 - Misdirection
     2.03.09 - Lost Histories
     2.03.10 - Taking Care of Lex
2.03.11 - The Gray Fox's Quests
     2.03.12 - Turn a Blind Eye
     2.03.13 - Arrow of Extrication
     2.03.14 - Boots of Springheel Jak
     2.03.15 - The Ultimate Heist

Having the Thieves Guild membership gives you two really good advantages. One
is you can talk to one of doyens (these are guild lieutenants) Armand
Christophe in the Imperial City and S'krivva in Bravil to reduce your current
bounty on your head by half. This means you only have to spend half as much
gold to pay off your fines.

The other good thing about having a membership is you get access to five
fences. These are the only merchants that will buy your stolen loot, they also
buy normal loot but don't bother since they will give you a worse price than a
normal merchant. You can also buy back the items you gave to the fences, at a
more costly price.

Do not steal from or harm any of your fellow Guild Members.

You will have to pay fines for every crime you commit as punishment, when you
get caught. The following is the fines you must pay when you are caught:

200 Gold for theft
500 Gold for assault
1,000 Gold for murder
1,000 Gold per additional unnecessary murder

This guild is about stealing, not killing. So if you were to kill the person
or people living in the house you were stealing from the guild will kick you
out and force you to pay 1,000 Gold per person you murdered before allowing you
back in to the guild. Also know that the stealing mission won't start until you
physically enter the house, so you can kill outside the house and the guild
won't worry about it. If you are doing a quest for the Theives Guild do not put
it off, do it immediatly before you do anything else so you don't run the risk
of getting a fine accidently.

To successfully pickpocket you must go in to sneak mode and walk over to an
unsuspecting person and pickpocket them while they and others around don't
detect you.

The eye that appears will show how visible you are to everyone, being lit up
means you are very noticeable.

If you are caught and go to jail you can use the bed to start your sentence.
Also if you have any lockpicks you can try and sneak out but you will need to
not only pick the lock to your cell door, but pick the lock to your loot in
the evidence chest. Your bounty will raise and you will be chased by guards
the whole time.

If you do not break out of jail, you will lose some skill points.

You can also come back later on and break in to the jail to get at the chest
for your stolen goods that were confiscated that you would like to get back.

*******************************************************************************
2.03.01 - Getting in to the Thieves Guild
*******************************************************************************

You have three options on how to get in to the Thieves Guild. You can go
pickpocket someone or steal something in front of them so the guards are called
on you, or just walk over to a guard and talk to them yourself.

It can be any level of sentence (from stealing an apple to murder), but best to
make it a small nothing crime, like pickpocketing or stealing in plain sight of
people. If you kill someone besides a guard you may ruin a part in the game for
yourself later on. For instance killing a shop keeper will upset that shop they
had or killing a person on the street will close a quest line down the road.

Now just go over to the bed and serve your time. After the game reloads you
will be outside the jail doors. Wait here, if you are in the Imperial City it
will take about 2 minutes in real life, otherwise in the other cities it will
take a bit longer. Don't leave the city until a lady (Myvryna Arano) comes to
you and hands you a letter to get invited to the Thieves Guild or it could take
a very long time to get it.

Another way in to the Thieves Guild is to go to the Imperial City and read a
Wanted poster of Gray Fox. There are dozens all over the city, an easy one to
find is in the Merchants Inn hanging on the left wall as you walk in.

Once you read this poster the topic "Hieronymus Lex" is added to the list when
you talk to someone. Now you must find a beggar with at least 70 Disposition,
and talk about Gray Fox, they will ask "Are looking for him". I found the
beggar (Puny Ancus) heading from the lighthouse at the waterfront around 11AM.
Tell the beggar "Yes, I want to work with him." He will then tell you detailed
instructions on how to get in to the guild and you obtain a new quest.

The other way to find the Thieves Guild is by talking to a man named Armand
Christophe usually found in the Waterfront District. Talk to him about the
Gray Fox and he will tell you to quiet down and seek him out in the garden at
midnight, giving you a new Quest.

Whether you got the note from the lady, talked to the beggar, or talked to
Armand Christophe directly; you must find the Garden of Dareloth in the
Waterfront District of the Imperial City around Midnight. Easiest way to find
it is to go through the west wall in to the poor shack housing area and locate
the one shack that says it is abandoned. Go behind this shack to locate the
Garden of Dareloth.

Once you find the man with the torch talk with him. Amusei and Methredhel are
trying to join the Thieves Guild as well. Armand Christophe is the one to get
things going. Speak to him about Gray Fox and then a new option will appear to
Join the Thieves Guild. Once the other two people show up you can activate the
cut scene on your task. However, if he doesn't trust you, you should raise his
Disposition on him past 70 to get it going.

*******************************************************************************
2.03.02 - Armand Christophe's Quests
*******************************************************************************

Do not talk to Armand about the Thieve's Guild outside the midnight meetups in
the Garden.

2.03.03 - May the Best Thief Win
2.03.04 - Untaxing the Poor
2.03.05 - The Elven Maiden

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2.03.03 -  May the Best Thief Win
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Since an unusual amount of people are trying to become thieves at the same time
this night you will all have to participate in a contest. Whoever steals
Amantius Allectus' Diary first will be permitted in to the guild. The Diary is
somewhere in the Imperial City, and the beggars may help find him. You can buy
lockpicks from Armand Christophe for 5 gold each. Right away Methredhel will run
off and Amusei will talk about the Elven Gardens District. Also you are not
allowed to kill Amantius Allectus nor the other two contestants.

Amusei will be wandering hopelessly in Talos Plaza and Methredhel will take off
immediatly straight for his place. Don't try to follow her as she is too fast
for you. Quickly turn around and make sure you have lockpicks, head over to
Puny Aneus and wake him up to see what he can tell you about Amantius Allectus.
He will tell you that he lives in the Temple District on the far east side.

Fast Travel over to the Imperial City Temple District and run to the eastern
gate. Just before reaching the east gate turn left to find his door. Pick the
two tumbler lock and enter. Watch out for the two guards that come out the
South Watch Tower door to your left as you are picking the lock. They will walk
over and enter the house if they spotted you. Look in the desk on the ground
floor for the diary. Now quickly return to Armand Christophe to hand him the
diary, read it before hand if you wish.

However, if Methredhel beats you to the book (your character might not be fast
enough depending on the speed levels) you will have to steal it back from her
somehow. She will head either in to the basement which you can either follow
with a one tumbler lock. Then she heads to a sewer entrance with a 4 tumbler
lock. But once you open the four tumbler lock and head in she will already be
gone. It is a safe way to go as you may risk getting caught by passing guards
outside the front door when you leave.

If you take the sewer route you will either have to kill a rat, some goblins or
there may be no one here at all. Run through the gate and over the bridge to
turn the crank. Then jump in the water, watching out for Mud Crabs and get in
to the next room. Head up the steps and cross the bridge to enter another room
with a Goblin inside. Jump the water straight ahead to the other side and head
down the tunnel and enter the doorway.

Now drop in the water and head north east through the open passageway. Take the
door to Talos Plaza Sewers on the left side. Activate the wheel and head up the
stairs to reach a chest and a ladder leading out in to a secluded safe place
within the city to avoid the guards.

Or she will run out the front door and you can try to follow, but may get
caught by the guards. If you do try this way and the guards aren't there then
you can sneak up behind her, and if she didn't notice you, you can pickpocket
the Diary back. If she escapes head back to the Waterfront and talk to some
beggars to learn that her house is also on the Waterfront. Check the shack next
to the abandoned shack. If it is within the hours of dawn and noon she will
be asleep. However her roommate will most likely be in the house as well. Wait
until about 6PM for them to leave for dinner if you don't feel lucky enough to
get in there earlier.

Pick the lock on her door which is adjusted for your level, then turn to the
left and pick the lock on Methredhel's chest which is also adjusted for your
level. Inside the chest you will find the Amantius Allectus' Diary. Now wait
for midnight and talk to Armand Christophe to hand over the Diary.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

No matter if you turn in the Diary by getting to it first or stealing it back
from Methredhel you will be told the rules to the guild.

1. Never steal from other Guild Members
2. Never kill anyone while on the job
3. Do not steal from the poor, particullarly anyone in the Waterfront

If you break the rules you will be kicked out of the Guild and have to pay a
Doyen to get back in to the Guild. A blood price for each person you kill, a
fine for stealing from fellow guild members.

To play it safe, just never mess with anyone on the Waterfront when stealing to
play it safe. Talk to Armand about the Thieves Guild, how to take care of fines
when you are caught, what to do when you break a rule, where shop keepers that
buy stolen goods are located (fences), and how jobs work.

Now ask about Thieves Guild special jobs and you will be told that you need
more experience and to sell stolen goods to the fences to show your good at the
job. Now head around to places other than the Waterfront and steal 50 Gold
worth and sell it to the fence in Bruma. Now take the time to go through the
world pickpocketing and stealing from people and shops collecting all the goods
you can. You want to get at least 1,000 Gold worth to be able to go through the
Thieves Guild Quests easily. A nice place to steal from is the jewelry shop on
the east side of the market.

Once you collect enough stolen goods, go to Bruma and sell the stolen goods to
Ongar, then head back and talk to Armand at midnight in the garden when you are
ready for another quest.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.04 - Untaxing the Poor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Immediatly talking to a beggar you can find out that Hieronymous Lex has an
office in the South Watchtower. Head in to the Temple District, you are allowed
on the first floor. Anything above is for guards only, so you will have to work
fast. Head up the first ladder (6pm seemed to be when all the guards were out),
turn to the left and head up another ladder, turn left and go up a third ladder
but pick the lock with two tumblers to reach the office.

Head over to the locked desk that is set to your level and take the gold and
records. Quickly drop down the floors to the ground floor and casually walk out
of the area. Read the Waterfront Tax Records to see who was taxed. Return the
Records and money to Armand at midnight in the garden.

Armand will promote you from Pickpocket to Footpad and let you keep the money.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you have dropped off enough loot at the fences you can start the next quest.
Otherwise you will have to do some independent thief work. This time you need
to bring the gold worth up to 100 Gold to move on.

Hit up some houses in the Temple District and the jewelry store for some quick
items to drop off. Return to Armand and get the next quest once you are ready.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.05 - The Elven Maiden
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Cheydinhal's West Gate and talk to a beggar for information. Now head
over to the large chapel and enter it through any of the three doors. Now wrap
around the balcony and head down the stairs and pick the average lock on the
door to your right as you walked down.

Now watch the guard walk around and wait for them to go down the east walkway,
quickly rush ahead and down the west walkway in to the tomb area. Head straight
back and GRAB ONLY the bust. If you open the sarcophagus a Wraith or Ghost will
attack you. Now immediatly turn around and head straight back out the door so
the guard can't react fast enough to catch you. Head up the ramp and quickly
out the side door. Immediatly bring up your map once outside and fast travel
back to the Waterfront.

You will see that the entire area is crawling with guards from all the other
districts looking for the bust and Armand. Wander around within the Waterfront
to wait for Methredhel to come find you. She tells you that Armand is in hiding
and that you need to setup the "rat" in the Thieves Guild.

Break in to Myvryna Arano's house with the tumbler based on your skill level
while she is out and there are no guards around to see you. Go to the cupboard
next to the bed on the right wall to activate placing the bust in it. Leave the
house undetected and find Hieronymus Lex and get his Disposition up to at least
70 so he likes you.

Talk to him about the bust and mention that Myvryna Arano has it. Keep pushing
it on her by telling him it is in her cupboard. You must follow Hieronymus in
to her house and let him search the cupboard. Once he sees the bust he will go
over to Myvryna and arrest her for the theft of the bust.

Now wait for Armand to come back from hiding (he was in the cellar of an
Imperial Trading Company building) or you can catch him walking back to the
shacks the same night you got Myvryna arrested. He will reward you with Bandit
status, reveals a new fence, and tells you to now go seek out S'krivva in
Bravil for more quests.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get a quest from S'krivva your going to need to get
at least 200 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the two fences. Head
out to Bravil and seek S'krivva.

*******************************************************************************
2.03.06 - S'krivva's Quests
*******************************************************************************

2.03.07 - Ahdarji's Heirloom
2.03.08 - Misdirection
2.03.09 - Lost Histories
2.03.10 - Taking Care of Lex

You can talk to S'krivva at the Lonely Suitor Lodge (9 AM to 9 PM Tuesday and
Thursday also 8 PM to 10 PM daily) You don't want to bother her at home unless
the door is unlocked. She does drug deals on the side of her thief work on
Saturdays. (House is open at 6 AM to 8 PM Sunday, Monday, Wednesday, and
Friday; 6 AM to 9 AM Tuesday and Thursday; 6 AM to 10 AM and then again at 2 PM
to 8 PM on Saturday)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.07 - Ahdarji's Heirloom
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A freelance thief has stolen a widow's treasured ring and she wants to get it
back. Head south to Leyawiin and ask the beggar's around the city for Ahdjari's
location. You will learn she lives on the west side of town, eats lunch at the
Five Claws Lodge (12 PM to 2 PM) and eats dinner at the Three Sisters Lodge
(6 PM till Midnight).

Once you speak with Ahdarji you learn that it is your old lizard thief "friend"
from the initiation quest "May the Best Thief Win". She wants him dead but you
must tell her that the guild does not kill people. Ask around with the beggar's
or guard's with Disposition of 45 and above to learn that Amusei has been
thrown in jail for blackmailing Leyawiin's countess.

Go to the south east corner and enter the castle. Head up the steps and in to
the first hallway taking the first right and enter the door to go in to the
Dungeon. You now have several options at this point. Talk to the guard and get
denied access to the prisoner unless you pay 20 gold, Pick the pocket of the
guard sitting on the stool for the prison key, or you can sneak around the
guard by going down the stairs and around the other side to reach the prisoners
cell room.

Once you reach Amusei offer him a lockpick for info on where he hid the ring.
Turns out the ring was already stolen from the countess and he tried to ransom
it back to her. He was tricked and thrown in jail and she kept the ring. Talk
to a beggar outside for more info on a possible contact within the castle. Pay
them 10 coins and you will get info to see Hlidra Mothril as she eats at 8 PM
and that there is supposedly a torture chamber hidden in the basement.

Head in to the castle again and find Hlidra Mothril to sweet talk her in to
giving you more information on the ring and the countess. Raise her Disposition
as high as you can to milk out all the info.

A Disposition of 60 is required to learn the countess's schedule. She will be
gone every month from the 15th to the 17th, goes to the chapel in the mornings,
hosts dinner at 8 PM, and goes to sleep after 11 PM.

A Disposition of 70 to learn that she wears the ring all the time unless she
takes a bath or goes to sleep and places it within her jewelry box.

A Disposition of 80 to find out that the rumors of the secret torture chamber
is true and that it links from the basement up to the countesses room.

Now wait until roughly 1 AM and head in to the basement through the door in the
throne room. Look in the barrel along the southern wall to find a secret lever
inside the barrel, use it to open a hidden passageway. Sneak through the
passage to safely make it silently up the stairs.

At the top of the stairs, pick the lock to enter the secret torture chamber.
Turn to the right and head down another passage to another locked door to pick.
Open the door and head in to another passage and go around the corner to use a
lever on the wall to open it. Enter the next room and head up the stairs to the
left and eventually reach a sitting room. Save your game at this point.

Pick the lock to the next room but be careful of the possible guard checking
the area every half hour. Once you head in turn to the left and go up the steps
to the door and pick the lock to enter the counts' chambers. Close the door
behind you. With them asleep, sneak to the right side of the bed and pick the
lock on the jewelry box.

********************************************************
*Do not take the Brass Ring or else a glitch may happen*
********************************************************

Inside the jewelry box take Ahdarji's Ring but do not take the Brass Ring, this
causes a game glitch otherwise. Also while you are in the jewelry box take the
Divining the Elder Scrolls letter. Now wait for the perfect timing to leave the
room (you can see the shadow of the guard walk up to the door and then vanish,
wait about three seconds before opening the door and sneaking back to the
secret passage.

Head through the secret passage ways and close the doors behind you to make it
seem like you didn't go this way. Exit the castle like nothing is wrong and
head around town to locate Ahdarji. Instead of handing it straight over, tell
her that Amusei tried to sell the countess her ring back. Now she will pay
double the amount. Hand over the ring to her now and get the 200 Gold. Now head
out to Bravil to talk to S'krivva. She will promote you to Prowler and give you
200 Gold as well.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from S'krivva your going to need to
get at least 300 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the two fences. Head
back to Bravil and seek S'krivva.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.08 - Misdirection
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head back over to the Imperial City and look for Methredhel. Looking back in
the Waterfront you will find a ton of soldiers, including Mage soldiers,
running around looking for the Gray Fox. All the residents of the Waterfront
have been put on curfew and stuck inside until he is caught. They won't tell
you anything over here.

Head out to any other district and locate a beggar with the compass to bribe
them in to telling you where Methredhel is located. you will learn that she is
one of the few that escaped the Waterfront. She is hiding at Dynari Amnis's
house in the Talos Plaza. Head over there now and ask about the Waterfront
Invasion.

You must now head over to the Arcane University and steal a staff from within
it. The Archmage sleeps from 1 to 7 AM and stays in the main room from 9 AM to
11 PM. Head in to the center tower and use the teleporter to the left of the
main door. Sometimes there will be a mage up in this room. Talk to the mage and
then quickly head over to the next teleporter and head up to the bedroom above.

Place the letter from Gray Fox in the drawer to the left of the bed and grab
the staff at the foot of the bed. Turn to the southeast and grab the paper
called Fragment: Song of Hrormir. Now quickly head back down the teleporters
and out of the tower. Head back to Talos Plaza and talk to Methredhel and give
her the Icestaff.

Now head back to the Waterfront and jump up on to the shacks to listen in on
Hieronymous Lex. Soon a Dremora will give Lex a note and Lex will order his men
to go back to there normal posts. Head over to where Lex was standing and grab
his note that he dropped.

Now head back to Methredhel in the Talos Plaza District and talk to her about
Hieronymous Lex. You must now return the Icestaff to the University, however,
since they will be looking for you if you return it you must give it to Ontus
Vanin in his safe chest. He is located in the Talos Plaza District to the south
west.

Pick the lock on his door and head up stairs quietly. Enter his bedroom after
picking the lock and go to the wall on the right to insert the staff in the
chest. Now quickly get out of the house and head out to see S'krivva in Bravil
for your reward. You will be promoted to Cat Burglar and given 300 Gold as an
award. Also a new fence is opened.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from S'krivva your going to need to
get at least 400 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the two fences. Head
back to Bravil and seek S'krivva.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.09 - Lost Histories
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Skingrad and speak with one of the two beggars in the city. You have
three options to get in to see Theranis; get arrested, break into jail, or you
could get a job. Now you can talk to a guard or almost anyone around town about
Work in Castle Skingrad and find out Shum gro-Yarug is looking for extra help
around the castle. This will make things easier to break in to the prison and
talk to Theranis.

Shum gro-Yarug doesn't leave the castle often. At 10 AM he goes to to the West
Weald Inn and at noon he goes to the Colovian Trader. Once you locate him talk
about Work in Castle Skingrad. Note that everyone will look down at you and
call you the Slop Drudge, making you feel like a worthless being. He hires you
as a Slop Drudge to feed the prisoners. What luck.

Enter the castle courtyard and go up the stairs to the right, enter the door to
the east. Head down the stairs and have the jailor open the door for you. Head
over to Larthjar the Laggard and talk to him and tell him you are here to
rescue him. Ask about Theranis to learn more.

Turn to the south end of the hall and walk over to the dead end. You will see
blood all over the floor from the Argonian that was bleeding bad end at the
wall. Activate the candlestick on the right side of the wall to open a secret
passage and head through the tunnel to open a door in to the Wine Cellar.

Use the lever to activate another secret door and enter the wine cellar part of
the castle. Continue to follow the blood trail down to the right towards the
wine barrels. Go to the last barrel on the right and activate the candle on the
pillar to the left of you to open another secret passage.

Enter the middle wine barrel and go through another passage to reach the Pale
Lady, a vampire. Take the Secret Cell Key and the Skingrad Castle Key off her
after you kill her. Search Theranis to update your quest and then go talk to
Amusei once again. Amusei has info on Theranis's treasure but won't talk until
you are both out of the castle gates.

Unlock the gate and free Amusei and have him follow you by talking to him and
telling him to follow. Head back up in to the wine cellar and decide which way
you want to take him. Through the wine cellar and out the castle or through the
jail.

Exit the large wine barrel room and turn right to enter the Dining area. Head
north towards the dining table and use the doorway to the north east to enter
the County Hall. Head straight ahead to the door leading out to the courtyard.
Get down the stairs and head straight out the exit of the castle. Know sneak
across the bridge and continue down the path until the game tells you that you
have both escaped Castle Skingrad.

Amusei will now tell you the clue of where the book was hidden. Head back in to
town and take the first right to go behind the houses. Look for a well on the
right and walk past it and the tree next to it. Look behind the bush that
follows closely after to locate the book. Take it and head back to Bravil to
talk with S'krivva about your reward. You get 400 Gold for your work.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from S'krivva your going to need to
get at least 500 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the two fences. Head
back to Bravil and seek S'krivva.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.10 - Taking Care of Lex
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Start by heading out to Anvil in the west most city. Locate one of the two
beggars and either raise the Disposition or bribe them in to telling you some
information. They will tell you to seek out the Blacksmith.

Now head through the south east exit to The Gold Coast. Cross the bridge and
enter the castle's Courtyard. Now head through the garden and enter the castle.
Once inside take the first right to enter the Smithy's place. Talk to Orrin, he
has been expecting you.

Orrin brings you to the wine cellar and opens a secret passage by activating a
movable pillar to the right of the opening. Before heading up the stairs talk
to Orrin about Dairihill's Office and you will learn the times she is not in
it. She is in the audience chamber in the morning's and eats dinner with the
countess from 8 PM to midnight.

Check the time and wait in the blacksmith area for one of the two good times.
Go up the stairs and pick the lock to the door and head up more stairs.
Activate another pillar on the left of the niche to open the secret passage.

Turn to the left and pick the lock on the door. Close the door behind you so
the guard patrolling outside the office won't see you. Now pick the lock on the
desk and take the List of Candidates. Now carefully sneak back down the hallway
and go back through the secret passage to reach the blacksmith. Now leave the
castle.

Head back in to town and seek a beggar and ask about a Master Forger and give
him 15 Gold to learn about a man by the name of the Stranger. Head over to the
abandoned house next door to the Mages Guild and go upstairs in to the single
room and talk to the Stranger, or wait until he gets back.

Ask about Forging a letter and he will take the job for 500 Gold. Return in
24 hours and pay him his fee to recieve the new letter. Now you must get the
seal to close the letter. Head back to the Imperial City and go over to the
Prison.

Wait for the guards to go away from there posts. Quickly pick the left side
door and enter the room. Head past the table and pick the lock on the right
wall to enter the other room. Now directly across from the door look on the
desk to use the Imperial Seal.

Leave the office and head back to Castle Anvil. Wait in the Great Hall until
around 8 or 9 AM and ask about the New Guard Captain. Now head back over to
the Imperial City and either catch up to Lex on his guard duty or wait for him
at the south watch tower for his 2 hour lunch at noon or at The Bloated Float
on the Waterfront for his 2 hour dinner at 6 PM. Tell him about the New Guard
Captain and he will leave for Anvil at once.

Now head back to S'krivva for your reward on completing this quest. You will be
given 1,000 Gold and a promotion to Shadowfoot. Also Orrin at castle Anvil will
be a new fence to use.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest you need to get at least 600 Gold
worth of goods fenced. Steal from the cities in the appropriate areas and then
drop off the goods at one of the three fences. Head back to the Imperial City
at the Waterfront to recieve a message from Gray Fox the quickest. Just wait
with the in-game clock for 24 hours and the messenger will appear; Methredhel.

*******************************************************************************
2.03.11 - Taking Care of LexThe Gray Fox's Quests
*******************************************************************************

2.03.12 - Turn a Blind Eye
2.03.13 - Arrow of Extrication
2.03.14 - Boots of Springheel Jak
2.03.15 - The Ultimate Heist

In order to get your quests from here on out you will have to wait for a
messenger to come find you and give you information on where to find the Gray
Fox and get your quest straight from him.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.12 - Turn a Blind Eye
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Bruma just north of the Imperial City and seek out the house of Helvius
Cecia in the south east area. Head down the stairs and talk to The Gray Fox
sitting on the chair. Now you must venture to the east, straight across from
Bruma, to reach the Temple of the Ancestor Moths. Once you make it to the
temple you will have to try and persuade a monk to tell you where the stone is
located.

The monk outside doesn't know anything about a stone. Talking to the three
monks with the Disposition up to at least 70 will get you the information you
need from one of the three. After you collect all your information follow
Brother Holgar to the secret catacombs location.

Once you enter the catacombs the 'blood price' will be voided and you will be
allowed to kill in these areas. The guardians of the stone are the blind monks.
You can use your torches down here since they can't see you, but sneak around
since they will have great hearing to avoid them if you wish. Take your shoes
off to help keep the noise down if you have to.

You can pickpocket a key off one of the monks if you wish and also get a katana
off them. Head through the north west door and then take the first path to the
right. Watch out for the two patrolling monks and then take the next right down
the hall. Take the first left here and walk around the next dining area to
avoid some monks.

Around this area you will have to fight a rat and head through the locked door
at the end of the hall. Head straight and pick the lock on the door or use the
key if you got it from a monk upstairs to enter the sleeping quarters. Wrap
around the corner to the north east past the sleeping monks and get to the next
door.

In this next area watch out for traps all over the place. Look near the ground
after the second turn for a trip wire to jump over. If you take the first right
after jumping over the first trip wire you will get put in to a gas chamber
with the doorways sealed by large boulders. Pull on all the ropes hanging from
the ceiling to activate thenorth western doorway.

After another bend you can go to the left and activate a movable rock to get to
a chest with Daedric Teeth ingredients. Continuing through here will make you
fight a Skeleton Hero. If you continue north from here you will have to jump
around a spike floor to avoid getting hurt.At the end of the tunnel you may
have to fight a Wraith depending on your level.

The other way where you activated the movable rock will bring you to some logs
that fall towards you, avid them by stepping backwards and letting them stop
rolling. Now move on up through the tunnel. As you head back down hill after
the two turns, watch out for the pressure plate on the ground so the log
doesn't swing down and crack the back of your head. At the end of the tunnel
you may have to fight a Wraith depending on your level.

Whichever way you choose they both lead up to the door to the next area. In the
center of this room is a monk and two stones. The large red one is a defense
system that shoots every 6 seconds at you with ice power. You will have to
quickly grab Savilla's Stone on the right and get out of the way before the
other stone can shoot you.

In the cave to the south west is a possible Wraith with a chest of items. In
the cave to the north east is a chest with Instructions on the Gray Cowl,
refering to The Gray Fox's cowl. Take it and go up the ladder through the one
way well exit out behind the monk's quarters. Head back to Bruma and talk to
the Gray Fox. You can ask about Nocturnal's Cowl, and tell him that you found
the note at the monastery.

Hand over the stone and get your 500 Gold reward for the quest. Now leave the
house and await further instructions.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from The Gray Fox, you need to get
at least 700 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the three fences. Head
back to the Imperial City at the Waterfront to recieve a message from Gray Fox
the quickest. Just wait with the in-game clock for 24 hours and the messenger
will appear; Amusei.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.13 - Arrow of Extrication
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Chorrol north west of the Imperial City and talk to the Gray Fox at
Malintus Ancrus's house. The Gray Fox wants an arrow from a wizard, you may
kill the wizard as long as it is not within the castle. Head out to Bravil to
the south of the Imperial City.

Once you reach Bravil you will have to talk to one of the two available beggars
around the city to get your information on Fathis Aren. They will tell you his
front door is not accessible but there is a secret passage through the castle.
Head to Bravil's Great Hall to the south east.

Head up the stairs and go through the North Wing door. Take the first left and
pick the lock on the door, you will get a quest update. Remember though, he
doesn't keep important items in this room. Search both chests on the left wall
to get another quest update proving it isn't here. Check the jewelry box on top
of the drawers in the middle of the room. Depending on your level you may get
the Thieves Ring. Now head to the middle north wall and activate the right
pillar to enter the secret passage.

Pick the lock on the door to enter the Wizard's Grotto. Kill or sneak past the
enemy down here and pick the lock of the gate straight ahead. Head down in to
the shallow water and make your way south east to the pool of deeper water. You
must swim down with the slaughterfish and find the underwater tunnel just below
the rock formation in the middle of the pool. The biggest slaughterfish in the
game is a little further down in the pool. You should swim through the tunnel
and get some air before heading deeper down to fight it if you wish to.

Get out of the water and head east, opening the gate. Head down the hall and
take a left, kill the enemy and take another left to cross some shallow water.
Grab the Nirnroot on the side of the water and kill the rat. Now continue on
in to more shallow water and finally the door to the Wizard's Lair.

Go up the stairs in the hallway next to the large double doors. Pick the lock
on the gate and go east. Kill the enemies or sneak past them to head up the
stairs and reach Fathis Aren's Tower, pick the lock and enter.

Once inside the tower kill the enemies in this area and head up the stairs
since you need a key to the other door. Kill the enemy or continue to the next
floor. Beware of a few enemies up here, including Fathis Aren. Kill him and
any other enemies. Take the three key's off Fathis Aren.

If Fathis Aren is not up here you can get his key off the second floor in his
little lab area. Check his chest with his name on it near the back south
eastern wall. Also within the chest is the Key Shaped Arrow Head you need to
continue your quest. Head down to the first floor and open the locked door
with the key to leave the front door of the tower.

Head back to Chorrol and go in to Malintus Ancrus's house to talk to The Gray
Fox again. Talk about the Arrow of Extrication, you will be promoted to Master
Thief and receive 500 Gold. Also another Fence in the Imperial City will be
unlocked.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from The Gray Fox, you need to get
at least 800 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the three fences. Head
back to the Imperial City at the Waterfront to recieve a message from Gray Fox
the quickest. Just wait with the in-game clock for 24 hours and the messenger
will appear; Amusei.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.14 - Boots of Springheel Jak
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Cheydinhal to the east of the Imperial City and seek out Ganredhel's
house in the south east corner. The Gray Fox will have you get him some boots
that he needs from a very well known thief that died about 300 years ago.
Around the time of when The Gray Fox has come around if you've been paying
attention to the rumors and such.

Head out to the Imperial City and talk to one of the beggars. I used Puny Ancus
because he has never steered me wrong, if you don't bribe the beggar, if
prompted, they will tell you to go to Bruma. Ask about where to find Jakben,
Earl of Imbel. You will learn that Jakben has a place in Talos Plaza and only
goes out at night. Head over to the Talos Plaza District and go to the south
eastern inner wall area to get to his house.

You will want to break in at night while Jakben is out of the house. Although
Jakben is out of the house, he has a servant named Gemmius Axius. The servant
goes to sleep  at 10 PM to 2 AM. Cheking out the basement gives you no clues,
except that there is a door to some catacombs that requires a key.

Head up to the second floor, if you reach the large kitchen/dining area you
will find some stairs in the middle of the back wall. Go up them to a doorway
in the cieling and pick the lock to enter Jakben's study. Take any items in the
jewelry box and you may get a Base Ring of the Armorer. Unlock the desk to find
a Imbel Genealogy paper. Once you grab this paper a quest update will pop up
and tell you that there is no information on Springheel Jak.

Head back down to the second floor and go through the door to the left as you
are facing down the stairs. Take the second door on the right and you will
enter the servants bedroom. If you wake him up, quickly talk to him before he
yells and persuade him to at least 80. Ask about finding Jakben and he will
tell you that he is out looking for food. Also if you noticed, you have been in
every room and there is only one bed. One Bed + Night Time only and out for
food + Catacombs of family members in cellar = Vampire?

If you ask about the crypt he tells you that Jakben has the key and that he
is not allowed to enter it or else he will be killed. Now either wait for
Jakben or leave and wait till morning to re-enter the house and find him most
likely up in the dining room/kitchen. Talk to him and ask about Springheel
Jak's tomb.

You have two choices now, most likely Jakben will have run up in to his study
to think about what just happened. You can either take the "good" event and
head down in to the basement to unlock the crypt and continue or you can go
after him and kill him. If you kill him it turns out the boots were on him the
whole time. But why?

For answers on this and more on The Gray Fox you will still have to head down
in to the crypt.

Whether you already killed Jackben or not you should head down in to his cellar
after you get the key off him and enter the catacombs in the middle cellar
room. There may be an enemy right in the first room, like a Timber Wolf or
maybe a vampire, depending on your level. Head south from the start to find
vampire(s) depending on your level. Search the coffins for items.

Head back to the start and go through the northern tunnel to find more
vampires. Now why would Jackben have vampires down in his cellar? Watch out for
possible zombies as well. Loot through the three branches and then head back to
the start.

Now head through the eastern tunnel and turn east to see a room with more
vampire(s) and possibly a SKeleton Guardian, depending on the level. Head up to
the locked door on the east side once you take care of all the enemies and pick
the lock. The coffin straight ahead is Springheel Jak's. You won't find the
boots but you get a diary that may provide clues.

Read the diary to learn that Springheel Jak had a famous partner that he can't
remember what the name was. Sounds possibly like The Gray Fox. Deeper in the
diary you learn that Springheel Jak is actually Jakben trying to fit in to the
city with everyone else.

If you haven't killed Jakben yet he will now appear and attack you with his
vampirespell sword. Take him out and grab the boots off him to continue on,
leave the crypt and head out to give the boots to The Gray Fox.

Go back to Cheydinhal and hand them over to The Gray Fox back at Ganredhel's
house in the east part of town. You will be given 500 Gold for your reward. If
you have read the diary, you can ask if he knew Springheel Jak. He will say no,
the cowl has been passed down from master thief to guildmaster dozens of times
since it was first stolen from Nocturnal. He also hopes he will be the last
Gray Fox.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you are allowed to get another quest from The Gray Fox, you need to get
at least 1,000 Gold worth of goods fenced. Steal from the cities in the
appropriate areas and then drop off the goods at one of the three fences. Head
back to the Imperial City at the Waterfront to recieve a message from Gray Fox
the quickest. Just wait with the in-game clock for 24 hours and the messenger
will appear; Amusei.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.03.15 - The Ultimate Heist
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must travel to the Elven Gardens in the Imperial City and go to the house
of Othrelo in the north east corner. The Gray Fox will give you back the boots
and the arrow head for this next mission.

****************************
* 1. Use the Glass of Time *
****************************
Head to Green Emperor Way from any of the six main districts heading in to the
middle of the Imperial City. Once there, use the door on the west side to enter
the Elder Council Chambers. Go around the loop to the left right when you enter
the door and head to the door at the end of the hall that leads to the
basement. You will have to enter the stairway and start sneaking to the
basement door so the guard will not see you.

Pick the lock and head down in to the basement, you are now trespassing so
watch out for any guards. There is usually one guard down here, sneak around
in the center area and hide behind objects to get away from him. Then cut
through the area and reach the back side of the stairs you came down to
activate the Glass of Time. A quest update will pop up and tell you that the
Old Way should now be re-opened. Now quickly sneak back in to the center room
to hide from the patrolling guard and get back up the stairs.

***************************************
* 2. Find the entrance to the Old Way *
***************************************
Leave the Elder Council Chambers and head through the south east door to the
Arboretum. Near the north east corner you will find a small sewer grate that
you can drop down in to next to the walkway.

Head down the stairs and kill or sneak past any enemies in this room to the
tunnel and pick the lock on the gate. Enter the room and kill any enemies in
here then head down the stairs and use the crank to open the door to the north
east. Kill any Mud Crabs and head north west through the sewer to reach a door
towards the north leading beneath the Bloodworks.

Head east through the gate and take out any enemies in the area. Now go north
and down the stairs. Pass by the Market Sewers door and ead west around the
bend to take a Vampire Bard in there demented torture room and take the east
exit to the gate.

Cross the bridge and use the next gate to enter another room and use the wheel
to open the door in the previous room on the lower level. Continue east and
kill any enemies found in the tunnels and go down the stairs that you
eventually reach. In the next room to the west take the northern tunnel to
continue through the door you opened earlier with the last wheel.

Head across the water and in to the northern room and kill the Vampire Bard. Go
over to the wheel on the west wall and use it to open the raised water gates in
the previous room. Take out the Mud Crabs and go across the water to the last
tunnel. Watch out for a Vampire Agent standing in here, kill them and move on
to the gate. Use your Palace Sewer Key to unlock the gate and move on to the
manhole to drop down in to.

Start sneaking immediatly if you aren't already. Sneak along the bridge or
take out the vampire below with a bow and arrow. Head down the stairs and kill
any enemies down below. Head through the north west tunnel, through the gate
and down to the water. Cross it and go through the door to the north east. Now
go around the water's edge and enter the south east gate. Now cross the water
and enter the Strange Door to The Old Way.

***********************************************
* 3. Find the entrance to the Imperial Palace *
***********************************************
Head down the stairs and kill the rat, then continue west and jump over the
pressure plate. Turn north to see a locked Iron Gate with a Wraith inside, go
in and kill it and take the treasure if you want. Now head west again and go
south killing the enemy in this room and avoiding the pressure plate. Head east
through the wall and go south through another wall piece to reach the door
safely and exit through the southern door.

In this next area you will have to kill some Wraiths before moving on. Now go
west through the hole in the wall and get south as you kill the enemies along
the way. Hop through the hole and take out the Ancient Ghost. Head through the
east hole in the wall to reach The Lost Catacombs.

Head north and kill any enemies including zombies and wraiths along the way.
When you go east, you can either kill the enemies in the pit or head south
through the hole in the wall to get around this area and make your way further
east. When you reach the room that leads furthest east with two north tunnels,
take the left tunnel to avoid a wraith.

In the next room take the right northern tunnel and go down the slope, killing
any enemies in the way. Go east through the only available tunnel and enter a
really huge room with a couple enemies to dispose of. Head over to the ruined
staircase and equip the Boots of Springheel Jak to jump up on to the balcony
above. Activate the north switch, then run around the west wall to the south
switch to activate it as well. The door to the east will open and the two
crystals will power up, for me they powered up but then lost there charge and
went back out. If they stay powered up for you, get them to fire at you and
dodge it, then run or leap from support to support on the top wall to drop down
at the east exit to escape.

****************************
* 4. Unlock the Final Door *
****************************
Now head in to the Hall of Epochs and continue to the east. Kill the ghosts and
wraiths that get in your way and move in to the large room. Head up the stairs
in the back and you will get a quest update pop up telling you that you must
use the Arrow of Extrication and be standing in a special spot.

Head west, staying up on the second floor, and you will get another quest
update telling you that the walls are movable and that the spot is probably
around here somewhere. Now head to the southern wall and pick the lock on the
gate.

Turn to the east and push the button on the wall to open a secret passage below
and head down the path to the west to get down below. Kill the enemies down
here and go to the south east corner for the now open passage. Now head south
and around the wall to reach a door.

Kill the skeleton and enter through one of the two gates in to another large
room. Kill any enemies in here and head through the north tunnel, down the
stairs. Loop around this room to the west and head down more stairs to the
south. Kill the enemy patrolling down here and then press the switch on the
west wall, make your way back up the stairs.

Go back through the door and out the secret entrance. Head back up the stairs
and in to the large room again. You will notice right away that the room has
changed. Walk on to the bridge straight ahead and stand on the pressure plate
to make the stature to the east do a 180 and you get a quest update telling you
this is the spot. Aim out at the statue, test with some normal arrows to hear a
loud banging noise when you actually hit it. You will want to aim the site
pretty much at the statues raised hands to hit the target. You should save your
game if you don't think you will hit the target right because then you will
have to go over to the statue and search for the arrow, which leads to possible
glitches of it disappearing.

Once you hit the target another quest update pops up and the statue will raise.
Making your way over to the statue will make the smaller statues come to life.
Take them out or use a potion of invisibility and get down the stairs under the
statue. The door will take you to the fireplace inside the Imperial Guards
Quarters inside the palace.

********************************
* 4. Find the Imperial Library *
********************************
Wait for any guards to walk out of the room that are starting there routes and
then sneak past all the sleeping guards. If you don't have a high sneak rate
you should probably take off your shoes so you don't make noise. Head around
the circular hall to the south by taking a left out the doors.

Head up the ramp and in to the door. Now wait for any guards to turn around on
patrol and start sneaking along the hall. Hide in the deep wall pockets on the
outter wall to avoid being spotted. Pick the lock on the door to your left on
the west side of the circle.

Sneak around to the right and activate the switch behind the blind priest and
sneak back around to the other side of the gate to enter the library. Go to the
round table at the bottom of the stairs and sit down for a quest update. Take
the scroll and sneak up the stairs and pick the lock on the door up here to get
out.

Head south by taking the left route down the hall and hide in the outter wall
pockets to allow the passing guards to go past without spotting you again. Head
through the door at the end of the hall to the Moth Priest's Quarters and pick
the lock.

Once up here, there is a blind monk guard. I would still stop and get out of
the way in case he has super hearing to compensate for his blindness. Head
completely around the circle and go up the stairs to the Imperial Battlemage's
Chambers and pick the lock.

Now make your way around to the middle of the west side and pick the lock on
the door to the left. You must avoid the guard making his rounds in the hall so
watch out here as well. You may want to sit around for a while until about 1 AM
in a dark wall pocket so people start to get to sleep. Sneak through the room
and in to the back room and make your way to the fireplace in the back of the
east wall.

Save your game, you have two choices now. Attempt to drop through the fireplace
shaft without the boots hoping you have enough Acrobatics to keep you alive,
which allows you to keep the Boots of Springheel Jak or drop with them equipped
not taking any damage, but making the boots break.

If you wish to see if you can keep them, make sure you save and then drop down
to see if you live. Otherwise you won't be able to keep them and have to equip
them one last time. Once you drop and survive, you will be brought back to the
very beginning of The Old Way. Head east to reach the Palace Sewers.

Head back through the water area and past the fish and make your way back down
to the south east door to Beneath the Bloodworks. Now go east back through the
sewer water and take the south tunnel. Watch out for any new vampires lurking
around here. Instead of going up the stairs to the south east tunnel, head east
through the gate and up the stairs over here.

Follow this tunnel back through the sewers and you will take a tunnel to the
north for the second time. In here head north to find a door to the Market
Sewers. Drop in the water and head west, then get up on the north side to turn
the wheel and activate the door to the right.

Head through the tunnel and take the exit through the Best Defense Basement or
move on to a better spot like the Market District so you don't have to worry
about a last minute arrest needing to be avoided. You can also try to escape
through The Main Ingredient Basement or continue on to The North Tunnel.

Once out of the sewers head back to the Elven Gardens District and go talk to
The Gray Fox at Othrelos' House. Sit down and talk to him and ask what happens
next. The Gray Fox will hand you a ring and tell you to go to Anvil and give it
to the countess there to see what her reaction is for him.

When you enter the Great Hall you will see The Stranger sitting on the bench
across from the countess. When she is holding her public meeting time, talk to
her about the stranger's ring to get her reaction for The Gray Fox. She then
thinks The Stranger is familiar and you are frozen in place for a little cut
scene. You will be given the rank of Guildmaster, recieve the Gray Cowl of
Nocturnal, and a new Thieves Guild in the Waterfront at the Imperial City.

*******************************************************************************
2.04 - Fighters Guild
*******************************************************************************

2.04.01 - Getting in to the Fighters Guild
2.04.02 - Azzan's Tier 1 Quests
     2.04.03 - A Rat Problem
     2.04.04 - The Unforntunate Shopkeeper
2.04.05 - Burz gro-Khash's Tier 1 Quests
     2.04.06 - The Desolate Mine
     2.04.07 - Unfinished Buisness
2.04.08 - Modryn Oreyn's Tier 1 Quests
     2.04.09 - Drunk and Disorderly
2.04.10 - Azzan's Tier 2 Quests
     2.04.11 - Den of Thieves
2.04.12 - Burz gro-Khash's Tier 2 Quests
     2.04.13 - Amelion's Debt
2.04.14 - Modryn Oreyn's Tier 2 Quests
     2.04.15 - The Master's Son
     2.04.16 - More Unfinished Buisness
     2.04.17 - Azani Blackheart
2.04.18 - Azzan's Tier 3 Quests
     2.04.19 - The Wandering Scholar
2.04.20 - Burz gro-Khash's Tier 3 Quests
     2.04.21 - The Fugitives
2.04.22 - Modryn Oreyn's Tier 3 Quests
     2.04.23 - Trolls of Forsaken Mine
2.04.24 - Azzan's Tier 4 Quests
     2.04.25 - The Stone of St. Alessia
2.04.26 - Burz gro-Khash's Tier 4 Quests
     2.04.27 - The Noble's Daughter
     2.04.28 - Mystery at Harlum's Watch
2.04.29 - Modryn Oreyn's Tier 4 Quests
     2.04.30 - Information Gathering
     2.04.31 - Infiltration
     2.04.32 - The Hist

Having the Fighters Guild membership gives you a few benefits: Free place to
sleep in most cities and towns. Automatic +10 Disposition with other Fighters
Guild members. Free weapons to take at your disposal at the Fighters Guild
buildings. You also get Gold and Glory when completing the contracts (Fighters
Guild Quests).

The Fighter's Guild will take good and bad reputational people. However they
will only take bad reputational people as long as your Infamy is under 100.
Once you make it in to the guild you can max out your infamy for all the
Fighters Guild cares as long as you don't do anything bad to your fellow Guild
Members.

If you attack a Fighters Guild Member you will be warned for the first two hits
but after the third you will get kicked out of the Fighters Guild. If you are
kicked from the Fighters Guild you can go talk to Guild Master Vilena Donton
for readmission.

First Kick - You must collect 20 Black and Brown Bear pelts
Second Kick - You must collect 20 Minotaur horns
Third Kick - No more Fighters Guild, your done, out, dismissed, no come backs

Fighters Guild buildings are found in every city except for the Imperial City.
You are only able to Join and accept quests at only three of the Guild
buildings.

Chorrol - Guild Master Vilena Donton on top floor
Anvil - Azzan on the ground floor
Cheydinhal - Burz gro-Khash on the second floor

If you meet the requirements head over to one of the above members and speak to
them to join, you are added in as an Associate. If you are talking to Guild
Master Vilena Donton you will be told to seek Azzan or Burz for contracts.

Now after every two or three quests per tier you will be told to go talk to
Modryn Oreyn, the Champion, which offers more quests. This has you help the
Fighters Guild get back at the opposing company. Both Azzan and Burz gro-Khash
give quests at the same time, just follow the list to each that you are doing
in whatever order you choose.

*******************************************************************************
2.04.01 - Getting in to the Fighters Guild
*******************************************************************************

Just talk to one of the following while your infamy is below 100 and 0 bounty
on your head at the time:

Chorrol - Guild Master Vilena Donton on top floor
Anvil - Azzan on the ground floor
Cheydinhal - Burz gro-Khash on the second floor

Once you get in seek out the bottom two of the above members for quests.
Doesn't matter which you go through first.

*******************************************************************************
2.04.02 - Azzan's Tier 1 Quests
*******************************************************************************

2.04.03 - A Rat Problem
2.04.04 - The Unforntunate Shopkeeper

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2.04.03 - A Rat Problem
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Head out to Arvena Thelas' House in Anvil just down the street and enter it to
find her upstairs waiting for you. Instead of exterminating the rats you have
to go see what is killing them. Head down in to the basement after speaking
with her.

Head down in to the basement to find a mountain lion killing off the rats. Kill
it and head back up to the second floor to tell Arvena what it was. She will
now ask you to head out to speak with Pinarus Inventius to hunt down the
mountain lions in the area.

Head over to Pinarus's House and tell him about the mountain lions. He will
suggest that the both of you head out and take care of some on a hunt. Follow
him through the town and head out the Main Gate. Up the trail to the north west
just past the stables and behind some rocks is a group of four mountain lions.
Pinarus and you must defeat them all and then you can report back to Arvena
Thelas.

Head back in to town and talk to Arvena Thelas to find out there is another
mountain lion in her basement. Run down there and kill the second mountain
lion. Head back up and tell her the second mountain lion is dealt with. She now
suspects her neighbor, Quill-Weave, might be the one responsible. She says she
is sneaking around behind her house at night, head behind the house and hide in
the bushes to the right of Arvena Thelas' House.

Wait till a little after 8 PM to see Quill-Weave head in to the backyard as you
were told she does and she will head over to the hole in the wall. Do not move
so she can't see you, let her continue what she is doing. She leaves a piece of
meat on the ground.

Now as she is leaving run over to her and confront her with what she has just
done. Quill-Weave will ask you to lie to Arvena Thelas by bribing you with free
Acrobatics training. Instead go tell Arvena Thelas the truth and you will get
not only the leveled Gold, but free Speechcraft training as well.

Head back to Azzan and talk about advancement to get ranked up to Apprentice.

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2.04.04 - The Unforntunate Shopkeeper
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Head out the south west exit to The Gold Coast and enter the shop of Lelle's
Quality Merchandise. If it is after store hours the back door will be unlocked
for you. Talk to Lelle's and he will tell you that you must stay in the shop
over night to see the thieves.

Wait around and the three thieves will come in anywhere from 11 PM to 4 AM.
Kill them off and exit the shop to head out to the Flowing Bowl to talk with
Lelle to get your leveled Gold reward.
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Azzan no longer has any quests for your low rank so head out to Cheydinhal to
talk with the other Fighter's Guild quest giver Burz gro-Khash.

*******************************************************************************
2.04.05 - Burz gro-Khash's Tier 1 Quests
*******************************************************************************

2.04.06 - The Desolate Mine
2.04.07 - Unfinished Buisness

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2.04.06 - The Desolate Mine
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You will receive a Steel Longsword, Steel Warhammer, and Steel Bow to give to
the warriors waiting in the cave. Exit the city through the west exit and head
north west to the Desolate Mine. Enter the cave and head straight through to
see a group of warriors standing around, talk to Rienna.

Talk about the weapons shipment and then go to the warrior and he will talk
about sinking a blade in to some Goblins, so hand him the sword. Give the
hammer to the ogre warrior. Once everyone has there weapons help clear out the
cave of goblins.

When you come to a fork in the road, take the left tunnel to reach a large room
with some dead miners, Goblins, and perhaps some fellow Fighters Guild members
in battle. Take care of the Goblins here and then head through the south west
tunnel to take care of more Goblins and maybe another Fighters Guild member
that got seperated from the group. Turn back around and take the north western
tunnel since this just leads to a dead end.

In this next large room you should have joined up with the other Fighters Guild
members again, keep killing the Goblins through out the cave until a quest
update pops up and tells you that all the goblins have been killed. Head back
to the Fighters Guild and collect your reward from Burz gro-Khash of leveled
Gold.

Talk to Burz gro-Khash about advancement once you get your reward to be
promoted to Apprentice if its your first mission or Journeyman if it is your
second advancement.

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2.04.07 - Unfinished Buisness
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Head to Chorrol to talk to Vilena Donton located at her house within town or at
the Fighters Guild. Head out to talk to Modryn Oreyn. You can find them at
their house in the south west or at the Fighters Guild. Head over to talk to
him and you will be told to head south to Skingrad.

Maglir will be in the West Weald Inn just across from the West Gate. Talk to
him about defaulting and then continue on with the clues to gather information
on his quest so you can pick up where he left off. Exit the city and head north
west out of Skingrad to Fallen Rock Cave and enter the cave.

Head in to the first large cavern room and take out any enemies within the area
to move on. Go through the north path and either continue north to go in to
some shallow water, the other route eventually leads to a cave in forcing you
to take this route anyways. Kill the enemies in the way and walk through the
cavern in to another tunnel.

Once you reach this room you will have to fight off some Mud Crabs and then you
will see a Zombie floating dead in the water. Most likely Brenus Astis, go to
the chest and take the book next to it and you will recieve a quest update to
either go back to Maglir or tell Modryn Oreyn that the contract is now
complete.

Maglir doesn't care how it went, so head out to talk to Oreyn. You can either
tell him the truth and claim the credit (which kind of hurts you a little later
on but not to badly; its just a little harder to get a lead for a quest) giving
you the fame and reward or tell him that Maglir has finished his contract, you
still get a reward.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
2.04.08 - Modryn Oreyn's Tier 1 Quests
*******************************************************************************

2.04.09 - Drunk and Disorderly

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2.04.09 - Drunk and Disorderly
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Travel to Leyawiin to the south and check in on the three Fighters Guild
members causing trouble. Talking to the gate guard will let you know they are
at the Five Claws Lodge. Head over to the inn and speak with the owner. She
wants you to get them out of her place.

The three Fighter's Guild members are out of work due to the Blackwood Company.
Talk to Vantus Prelius and tell him that they need to keep busy. He suggests
you should look for a job for them. Ask anyone in town and they will tell you
to seek out Margarte. Head over to her house to see if she is home, otherwise
she will be out in the countryside looking for ingredients for her side hobby
of alchemy.

She doesn't trust the Blackwood Company to help her, but she isn't sure about
the Fighter's Guild either. She asks that you bring her five portions of
ectoplasm to get her to trust you. Head out to some ruins and fight Ghosts and
Wraths for the ectoplasm they carry, go in the Undercrofts of chapels, or buy
some from All Things Alchemical; then return to her and hand it over.

Once you hand it over go back to the Five Claws Lodge and speak to Vantus
Prelius to let him know you found his Fighters Guild members a job. You can
also bring Margarte some Minotaur horns and Ogre's teeth in groups of five for
500 Gold per group. Head back and speak with Oreyn for your leveled Gold reward
and ask about a promotion to reach Swordsman.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Modryn Oreyn doesn't have anymore quests for you at this time so you must head
back to speak with Azzan or Burz gro-Khash.

*******************************************************************************
2.04.10 - Azzan's Tier 2 Quests
*******************************************************************************

Talk to Azzan in Anvil once you are promoted to Swordsman to obtain a new quest
from him.

2.04.11 - Den of Thieves

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2.04.11 - Den of Thieves
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Azzan tells you that you will have to partner up with another recruit...Maglir.
The same Maglir that decided not to work on a quest a few ago. Depending on
what you told Oreyn doesn't affect this quest. Ask around within the guild or
right outside in the street and you will learn that a man named Newheim the
Portly.

Head out to Newheim's house or find him around town wandering around a lot.
Talk to Newheim and and ask about the thieves, then ask about the heirloom to
get a side quest started. Head out the north gate and go along the road to the
north to locate Hrota Cave.

Don't go through the southern tunnel on the right as this just leads to a cave
in and you may get injured. Head north east through the second tunnel and pass
the tunnel on the left to enter a cavern with two thieves to deal with. Keep
Maglir alive while fighting off the thieves.

You can talk to Maglir at anytime and tell him to wait or follow if you want to
check anything out without him or just keep him out of harms way. The first
tunnel on your left leads you to a dead end with a few items scattered in bags
and crates. Continue south east and take the second tunnel on the left to reach
three thieves, wait until they are all facing different directions and head in
for some stealth kills, or charge in with Maglir if he still has the health for
it.

If you are having Maglir follow you, tell him to wait in this cavern where you
just killed the three thieves and then head through the south eastern cavern by
yourself. Go along the side of the wall on either side and trip the rope trap
to allow the spiked ball to fly past, now go back and get Maglir. Otherwise
just jump over the rope.

Sneak in to the last huge cavern with three more thieves inside. and kill them
all off. You have successfully killed off all the thieves in the cave, however
you still need to locate that heirloom for Newheim. Head down in to the pit and
search the table on the south western side for Newheim's Heirloom, take it and
a quest update will pop up telling you to take it back to Newheim.

Head out of the cave and go to Newheim's house or find him wandering the city
and hand him his heirloom for a reward consisting of three bottles of Newheim's
Special Brew. Now head back to the Fighters Guild and speak with Azzan to get
your leveled Gold reward. You can also advance in rank to Protector if you
already did Burz gro-Khash's new quests.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Azzan has no more quests for you at the moment so seek Burz gro-Khash back in
Cheydinhal.

*******************************************************************************
2.04.12 - Burz gro-Khash's Tier 2 Quests
*******************************************************************************

2.04.13 - Amelion's Debt

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.04.13 - Amelion's Debt
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Head out to Water's Edge just north of Leyawiin on the west trail. Enter the
house of or find Biene Amelion. Talk to her and find out she is in debt since
it carried over to her with her fathers death. Ask where the sword and armor is
to get it marked on the map. If you have 1,000 Gold you can give her the money
to pay off the debt and then adventure out to get the enchanted armor for
yourself. Otherwise head out there to get the items to hand over to her to pay
it off.

Head south east across the river by using the bridge on the peninsula and then
crossing the river. Watch out for the Mud Crabs near the shore and get in to
the tomb. Head through the winding tunnels killing the enemies. They range from
Ghosts to Liches depending on your level.

Heading back to the wes, take the northern-most west path to cause a cave-in
and Brusef Amelion's Gauntlets will appear on the ground to be picked up. Back
up a bit and go south through the western tunnel. In the back of this tunnel,
there is a coffin, jump on top of the coffin and look on the other side for
Brusef Amelion's Boots.

Now use the eastern tunnel and kill the enemy lurking around in here and then
pull the rope to open a secret door on the east wall. Enter the new tunnel and
you will come to a cavern with more enemies to dispose of. Head through the
eastern door and go south to the small cavern-like room. In the south east
corner to locate Brusef Amelion's Shield. Go north to reach another tunnel
heading to a door going to the Sarcophagus Chamber.

Kill any enemies in the area and then head all the way over to the east. Take
the last path to the north and kill any enemies in the area of the main
sarcophagus's. Now take Brusef Amelion's Sword and Cuirass off the stone and
then go to the north east corner of this cavern to find Brusef Amelion's
Greaves. Head through the northern tunnel to reach the door back to the tomb.

Pick the chest and fall down the hole back in to the early part of the tomb and
head north to make it through the tunnel to the exit. Head back to Water's Edge
and talk to Biene Amelion to either hand her the money and keep the armor and
weapon or hand her the weapon and armor. Ask her about the debt to complete
the quest and head out to Cheydinhal to speak with Burz gro-Khash to get your
leveled Gold reward. If you completed Den of Thieves you can get promoted to
Protector.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you have completed Burz gro-Khash and Azzan's Tier 2 quests you will be
told by them to head out to Chorrol and speak with Modryn Oreyn.

*******************************************************************************
2.04.14 - Modryn Oreyn's Tier 2 Quests
*******************************************************************************

2.04.15 - The Master's Son
2.04.16 - More Unfinished Buisness
2.04.17 - Azani Blackheart

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2.04.15 - The Master's Son
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must go on a mission with the guild master's son. Head out of the Fighter's
Guild and south down the street to reach Vilena Donton's house. Talk to Viranus
Donton and have him quickly leave the house with you to head out on the
mission. Head out the north exit of the city to move on.

Once outside the gates run to the cave north of your location to find the last
known whereabouts of Galtus Previa. Once you reach Nonwyll Cave head inside.
Start to head through the cave and watch out for Viranus Donton to take off and
start attacking the enemies down the tunnel. You will have to head down after
him and protect him from the enemies.

Continue down the tunnel and head through one of the two doors to the Nonwyll
Chamber of the Titans. In this chamber you may have to fight Ogre's and Trolls
to make your way through the cave. Kill the enemies and go through the south
east tunnel of the first chamber.

Once you are in the larger chamber you can take the south west tunnel to loop
around some back tunnels and collect some rare random items as you kill off the
enemies living in the cave. To continue on go through the north tunnel back in
the second chamber. Once you make your way to the next chamber, kill off the
enemies and you will find the corpse of Galtus Previa, take the broken shield
for later use in the quest. Leave the cave and head back to Chorrol to tell
Modryn Oreyn what you found out. Hand over the shield to Modryn and ask what it
is about to recieve the Longsword of Disintigration or the other option for the
Longsword of Winter.

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2.04.16 - More Unfinished Buisness
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Maglir once again has defaulted on a quest, you must go find him in Bravil.
Travel south east to Bravil and then locate Maglir by asking around to be
hinted to look in the Lonely Suitor Lodge. Head to the south west corner to
locate the lodge. Talk to Maglir at the lodge to find out that he has switched
to the other company. This is where taking or giving the credit back in the
first upset with Maglir gets effected. If you let him take the credit he will
tell you the name and location of the client he was supposed to meet. If you
took the credit and got him in trouble he will tell you to get out of his face.

You can either head back to Oreyn and he will tell you where to find Aryarie or
you can search every house until you locate the person. Aryarie will be located
at the Mages Guild in Bravil. Once you speak with her she will ask for 10
portions of Imp Gall.

Head out of Bravil to the north and take the path towards the Imperial City to
locate the cave. Enter the cave and sneak through the tunnel to attack some
Imps flying around. Make sure to search and take each one of the Imps galls to
get enough through the entire cave.

When you reach the first large cavern taking the single tunnel to the south
east may lead you to a tough battle with a Minotaur Lord depending on your
level. There is a chest with nice random items in it as well back there to get
at if you like.

In the second large cavern you will have to jump over the chasm to reach the
rest of the Imps. by now you should have enough Imp Galls to complete the quest
and a quest update will pop up when you have enough. Search around for chests
and you may get some rare armor depending on your level. Once you are done
collecting exit the cave and head back to Bravil and talk to Aryarie at the
Mages Guild and hand over the Imp Gall to receive the Grand Ring of Aegis.

Head back to Chorrol and speak to Modryn for your leveled Gold reward. He also
decides to discuss the Blackwood Company problem with you and then talk about
advancement to be promoted to Defender.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.04.17 - Azani Blackheart
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Modryn Oreyn wants you to talk to him at his house after sundown to have more
privacy with this next quest. Just wait until sundown and then head outside the
guild. Head over to the south west corner of town to locate his house and enter
it. Talk to Modryn and ask about the Blackwood Company to continue on.

Modryn Oreyn has to take matters in to his own hands and decides to expose the
Blackwood Company without the guild knowing. He wants you to decide whether or
not to join him, if you don't join him you will have four more quests with Burz
gro-Khash and Azzan unless you accept the quest with Modryn Oreyn to continue
the story line.

Once you accept the quest head out to Leyawiin and enter the Fighter's Guild on
the west side of town. Head upstairs to find Modryn on the balcony by the third
story stairs to talk to. Exit the guild with Modryn following you and exit the
north east gate. Cross the river to the east side and take the trail north to
Arpenia. Open the stone door to enter the tomb and move along the hallway, kill
the rats that get in the way at the beginning.

In the first big room you will take the stairs down to the east. In this next
room do not stand in the middle of the room or else the stone platform you are
standing on will raise up in to the spikes hanging from the cieling. Head to
the opposite wall in this room for Modryn to tell you that he now sees that
there was no battle down in the tomb.

If you continue through the tomb you will go down a half circle stair well and
then enter through a gate. In this next room is a crystal that will glow red
and fire a ball of energy that can hurt you a lot. Turn to the right and hide
behind the low wall for cover from the energy ball. When it shoots the ball go
to the south west corner to find a switch on the floor that opens a secret
passage to some treasure.

Head east and up the stairs to reach another gate to the balcony above this
previous room. Enter the hallway to the left and you will enter a swinging
blade gauntlet-like hallway. As you head further in you just will collect small
amounts of Gold scattered in casket's throughout the ruin.

Leave the ruins and follow Modryn Oreyn along the trail and then off the trail
to the ruins close to The Drunken Dragon Inn. Once there enter the ruins to
Atatar.

Head down the half circle stairs and enter the next hallway to find a lot of
dead rats on the ground. Blades will start swinging like a gauntlet as soon as
you step inside. Avoid them and make it to the end. Open the gate straight
ahead to kill the enemy keeping watch at his post. Head back a few steps
outside the gate you just opened to use the stairs on the right or left to get
down to the floor below.

Head up the stairs to the south west and kill the enemies up here to move on
through the doorway. At the end of the hall enter the door to Atatar Haelia
Dagon to continue. Kill the enemy straight ahead and open the chest for loot in
the middle of the large room. Head to the back of the room going south west and
you will find a gate that opens to reveal a switch on the wall. Press the
switch to open the locked gates to the east.

Head through the previously unlockable gates to the east to move on. As you
move across the bridge to the south east another gauntlet activates. When the
first blade hits the ground a section of the bridge will break and crumble.
Modryn can follow if you decide to jump across and enter the door at the other
end. Both doors will lead to the same area so just choose one and go with it.

If you jumped across the bridge and avoided the gauntlet. Head straight ahead
and activate the switch on your left to open the locked gate ahead. Now
continue straight and kill off the enemies in this room to move to the door to
the north east.

If you dropped head through the door leading to Atatar Haelia Anga to move
things along. Kill the enemies within this massive room and then head to the
west gate with a Mud Crab behind it. Head up the stairs as you kill the Rats
and Mud Crabs, then enter the door at the end of the hallway.

If you took the bridge path you will automatically be placed within Azani
Blackheart's room and you will have to battle him. If you took the lower path
you will first have to walk through shallow water and defeat some Rats and Mud
Crabs before reaching Azani Blackheart. Once you defeat him take his ring off
his body as proof the Blackwood Company didn't defeat him. Ask about
advancement to gain the rank of Warder.

Head back out of the ruins using the north eastern hallway path to explore the
rest of the ruins on your way out. Head to the right and press the button on
the wall to activate the hanging blocks in the next room to reveal crystals you
can use.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk to Azzan in Anvil once you are promoted to Warder to obtain a new quest
from him.

*******************************************************************************
2.04.18 - Azzan's Tier 3 Quests
*******************************************************************************

2.04.19 - The Wandering Scholar

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2.04.19 - The Wandering Scholar
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head north east to locate Brittlerock cave and enter it. When you speak with
Elante she will tell you to stick close and just start to wander off through
the cave. You must quickly get ahead of her and deal with the Daedra ahead in
the caves. Elante will lead you down the lower west tunnel to a dead end.
Quickly get ahead of her to see if there is any Daedra down there for her to
hit the dead end as you go through the northern west tunnel.

If you are fast enough she should stand in the second room just waiting for
you, take this opportunity to head through the cave and kill off all the Daedra
that are in route to her destination. When you are done killing all the Daedra
in this area head back to where she is standing and she will move again with
you. Reach the broken statue and she will tell you that this is where she wants
to start studying and tells you that your job is complete. She will hand you a
book.

Head south in to the lower passages if you would like to explore further and
get more items to add to your loot. The correct path to leave this way is to
head through the east tunnel at the first room. Get around the deep water and
kill the Daedra that get in your way as you head for the northern tunnel in the
next large room. Exit through the door and head back to Anvil to notify Azzan
that you have completed the quest. If Elante is still alive you will receive
Fame along with your leveled Gold reward. If Elante dies than you still get the
job done but you don't receive any fame. If you have already completed The
Fugitives quest, you can ask about advancement to gain a rank to Guardian.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Azzan doesn't have anymore quests for anyone with your rank so you will have to
head out to Cheydinhal and speak with Burz gro-Khash.

*******************************************************************************
2.04.20 - Burz gro-Khash's Tier 3 Quests
*******************************************************************************

2.04.21 - The Fugitives

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2.04.21 - The Fugitives
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Three or Four fugitives have escaped prison in Bravil, so start by heading down
to the town. Talking to the locals leaves you with little information unless
you boost there Disposition up to at least 60. Once you persuade someone, or if
you are in the Thieves Guild speak with a local thieves guild member to learn
about them, you will hear that they are hiding out at Bloodmayne Cave.

Leave Bravil and head to the west across the river to Bloodmayne Cave. Enter
the cave and sneak through the first main room to the tunnel in the northern
corner. Just as you enter the gas room, turn to your right and pull on the low
rope to activate the rock wall (this may be a random rope but it was always
this rope for me) and head to the west.

In this room you should have one of the four fugitives to dispose of. Kill him
and continue south west through the next tunnel. In the next large room you can
either use the planks to cross the chasm, jump the chasm, or use the tunnel to
the south east to got around the chasm. If you cross the plank you run the risk
of the plank cracking and have it send you to the bottom. If you do fall and
survive, use the tunnel to climb up and out to the other side.

Heading up the north west tunnel, be careful to be as quiet as possible and
climb along the side of the tunnel to avoid the log trap. Head in to the room
and kill the second of the four fugitives. Continue along the path to enter a
door to the Labyrinth.

In this first room be careful, the fugitive could be directly above you and can
drop down a hole at anytime a few yards ahead of the door you just came
through. Sneak around and use your bow to shoot up the hole at him if possible.
Battle him to the death in this room.

Heading south leads you to the upper rooms where the third thief was or is
walking around. There are two holes you can find up here, drop down the last
one once you are done exploring the upper portion.  Head west to continue the
hunt.

In the next large cavern room you will find a ghost or Will-o-the-wisp in the
corner. Attack it and then move on through the east tunnel, as the tunnel it
was guarding only leads to a dead-end with some treasure. Use the exit to the
south in this last large cavern to leave the cave and head back to Cheydinhal
to talk to Burz gro-Khash about your reward of leveled Gold. If you have
already completed The Wandering Scholar from Azzan than you can ask about
advancement and get promoted to Guardian.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you have completed Azzan and Burz gro-Khash's Tier 3 quests you must speak
with Modryn Oreyn in Chorrol again.

*******************************************************************************
2.04.22 - Modryn Oreyn's Tier 3 Quests
*******************************************************************************

2.04.23 - Trolls of Forsaken Mine

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2.04.23 - Trolls of Forsaken Mine
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Chorrol and speak with Modryn Oreyn and then leave the guild to
travel to Leyawiin. Head south of Leyawiin to locate the Forsaken Mine. Enter
the mine and sneak down the tunnel to find Ariente killed at the start. Kill
the Mud Crabs in the first cavern and you will find Ashtus Chenius and Cartrus
Gavinius killed as well.

Hading north east leads you to a Rat and Mud Crab as well as the bodies of
Cargas Laftrius and Mattius Wotrus. Take the south west tunnel just next to the
entrance tunnel to move along. In the next large cavern you will find a
Blackwood Company member and Lashana killed as well. (Could this have been a
setup by the Blackwood Company?) Continue south east to the next tunnel.

Kill the Savage Troll by the door and enter it to go through the Lost Passages.
Start heading through the tunnels in this section and clearing it out of
Trolls. In the third cavern cross the chasm and use the north east tunnel past
the two Savage Trolls. Kill the Savage Troll in this next cavern and then use
the north western tunnel to coninue on.

In the middle of this next cavern room you will find Viranus Donton. Search his
body for the journal and read it. You got all the information you need, leave
the cave or explore some more and then head back out to Chorrol to tell Modryn
Oreyn. You don't get a reward for this quest, instead you are told to lay low
for a while and just get quests from Azzan and Burz gro-Khash for a while.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you speak with one of the two quest givers you will be told that Oreyn has
been expelled from the Fighter's Guild and you are demoted down to Defender.

*******************************************************************************
2.04.24 - Azzan's Tier 4 Quests
*******************************************************************************

2.04.25 - The Stone of St. Alessia

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2.04.25 - The Stone of St. Alessia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Bruma and enter the chapel to speak with Cirroc. He will tell you
the bandits were seen heading east on the road, exit the chapel and head out
the east gate to chase after the bandits. You will find K'Sharr standing on the
side of the road waiting for you.

Talk to K'Sharr to find out the bandits were jumped by a group of Ogre's and he
will mark the location on your map for you to retrieve it. Travel east through
the mountains to Sedor, once there enter the ruins.

Head around the broken half circle stairs and through the next hallway. The
west hall leads you to a Savage Ogre and some random items. Head through the
north tunnel to reach a large room with a Savage Ogre. Head in to the middle
northern hallway to stand on the pressure plate on the ground. Now leave this
hallway and go through the western hallway to head north, west, and then north
just before the door with the Savage Ogre inside.

Climb the stairs and you will find a switch in the wall to push to open the
door below you in that middle hallway. Head in to the newly opened room and
take the Stone of St. Alessia to activate a quest update pop up. Either
continue to explore the ruins or head on back out of here to return to Cirroc
in Bruma. Cirroc will give you three Strong Potions of Healing. Now head back
to Anvil to speak with Azzan for your reward of leveled Gold. If you already
completed The Noble's Daughter you can ask about advancement and get your
previous rank of Guardian back.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Cheydinhal to talk to Burz gro-Khash for another quest.

*******************************************************************************
2.04.26 - Burz gro-Khash's Tier 4 Quests
*******************************************************************************

2.04.27 - The Noble's Daughter
2.04.28 - Mystery at Harlum's Watch

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2.04.27 - The Noble's Daughter
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Exit Cheydinhal and journey north to reach the estate of Lord Rugdumph. Enter
the house and he will explain to you that he believes his daughter was abducted
by Ogre's to the east of the estate. Head out to the east to do some
investigating. Sure enough just to the east you will find some Ogre's and the
daughter on a plateu, kill the Ogre's and talk to the daughter to have her
follow you back to the estate. Talk to Lord Rugdumph. To thank you he will hand
over his family sword.

Head back to Cheydinhal and talk to Burz gro-Khash for your reward of leveled
Gold. You can also ask about advancement and get your previous rank of Guardian
back if you have also completed The Stone of St. Alessia.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.04.28 - Mystery at Harlum's Watch
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Exit Cheydinhal out the west gate and go along the road to the south. Enter
Drarana Thelis's House and talk with her. She says there was some strange
lights reported at the river and some people went to look but never came back.
Head out there at night, since that is when they appear, and see for yourself.
Go south east of the watch to find the river.

Once you reach the location you will discover that the strange lights were
actually will-o-the-wisps, and they were guarding a cave. Kill them and head in
to the cave. Head down the tunnel and take the upper east tunnel to fight a
Swamp Troll and get some items and the lower east tunnel to continue on. Make
sure to kill the Troll and head to the lower tunnel even if you don't care
aboutthe items.

In this cavern the east tunnel leads you to a cavern with two Swamp Trolls and
some random items. Kill them and head through the south tunnel. As the tunnel
bends to the west an opening to the south will open as well, take it. In this
cavern you will find a Swamp Troll and the bodies of the missing townsfolk. You
must now kill the rest of the Trolls in the cave to continue on.

Go in to the next cavern and kill two more Swamp Trolls, then move along north
to reach a door to another part of the cave. Kill the three Swamp Tolls in this
next large cavern and use the tunnel in the pit to head up north and kill off
the rest of the Swamp Trolls.

Get to the cavern and kill some more Trolls on your way through and eventually
a quest update will pop up on the screen telling you that you killed them all.
Head back to Harlum's Watch and talk to Dranana Thelis, she will give you a
Mind and Body Ring. Go back in to Cheydinhal and talk to Burz gro-Khash to get
your reward of leveled Gold. Ask about advancement and you will be promoted to
Champion.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Burz gro-Khash tells you that Oreyn has been looking for you, head over to
Chorrol and find him in his house.

*******************************************************************************
2.04.29 - Modryn Oreyn's Tier 4 Quests
*******************************************************************************

2.04.30 - Information Gathering
2.04.31 - Infiltration
2.04.32 - The Hist

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2.04.30 - Information Gathering
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out north west of Chorrol to reach Glademist Cave along the trail. Enter
the cave and sneak down to the first cavern. Two Blackwood Company Guards will
be standing watch at the entrance. Take on the two guards and move on, one has
a bow and the other has a strong blunt object depending on your level. Most
likely from all the noise two more guards will come to attack you from deeper
within the cave.

Head up the path to the north east and fight two more Blackwood Company Guards,
unless you already killed them in the previous battle. Head south west through
the tunnel and cross the stone bridge formation. Kill off the guard or sneak
past, either way you will have to fight about three guards since theres two
right down the tunnel that can hear you as well.

Head through the tunnel back up north to a cavern. West leads you to a cave-in,
so go north. Head inside the last room and talk to Ajum-Kajin to have him
follow you out of the cave. Now head back to Chorrol and take him to Modryn
Oreyn's house. Talk to Modryn Oreyn and then tell Ajum-Kajin to have a seat.

Persuade him or beat him to an inch of his life with your bare hands and then
he will talk. He eventually tells you who the leader is but won't tell you the
source of the power they use. He then kills himself off and you must go talk t
Modryn Oreyn. You will receive the Amulet of Interrogation.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.04.31 - Infiltration
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Leyawiin and go to the Blackwood Company Hall just across from the
Fighter's Guild. Speak with almost any of the members inside to learn that you
have to speak with Jeetum-Ze, usually located on the second floor. After you
talk with Jeetum-Ze follow him to the training area.

Once you enter the training room and have gone down all the stairs Jeetum-Ze
will tell the four of you, there is a mission waiting for you and the three
others. You will recieve Hist Sap which increases your stats. Don't run back to
Modryn Oreyn and hand him the Hist Sap, he and all your Fighter's Guild buddies
are going to treat you like you left them and went over to the Blackwood
Company. You must drink the Hist Sap to continue on with the quest.

Once you drink it the game reloads you out to Water's Edge. You must now attack
the goblins that have invaded the area, as you head back behind the houses
seven unarmed goblins attack the Blackwood Company members. You can either hold
back or join in on the goblin bashing. Once the goblins are killed talk to the
Blackwood Company members.

You will now have to go in to each house and kill any goblins you find inside.
They strangely just walk around and don't try to fight you as if it is there
home where they live. Once you kill the fourth goblin inside the houses you
will receive a quest update pop up and you will reload back to Modryn Oreyn's
house. Apparently you were found unconcious in the streets of Leyawiin and your
former Fighter's Guild members helped you back to Modryn Oreyn's house.

Tell Modryn Oreyn about the Hist Sap and he will want you to quickly head back
to Water's Edge to check on the people there. Travel out to Water's Edge north
of Leyawiin. If you check inside the houses you will notice there are no
residents and no dead goblins that you killed in any of them. Go back behind
the houses where the seven goblins were killed to find no dead goblins, but
instead four dead residents and seven dead sheep.

There will be one man still alive, Marcel Amelion, the man you payed off the
debt for. Marcel or the Blackwood Company must have taken the humans out of the
houses after you killed them all. Head back to Chorrol and talk to Modryn Oreyn
about what you have seen.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.04.32 - The Hist
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must now head back to Leyawiin, and head in to the Blackwood Company hall
again. Be ready for a fight as soon as you enter the hall, Ja'Fazir the doorman
will walk up to you and tell you your life is over. Open your attack on him and
quickly kill him off. Depending on what time of day it is, you may have other
Blackwood Company members within the area as well that you must deal with.

Once you kill off everyone in the main entrance that needs to be dealt with
search Ja'Fazir for the key to Jeetum Ze's Room. Head up to the second floor
and unlock Jeetum Ze's room with the key to enter. Kill Jeetum Ze, if he isn't
in the room then exit the room to find him walking around the second floor.
Sneak up and kill him off for the key to Ri'Zakar's room.

Head up to the third floor and enter Ri'Zakar's room with the key. Kill him off
and a quest update will pop up on the screen. Take the Blackwood Company
Basement Key off his body and head back out to the main room to go down to the
first floor and open the basement door with the newly acquired key.

Upon entering the basement you will find the tree heavily guarded. Defeat them
and then go over to the table in the corner to grab the loose pipes off it and
the floor. Now head over to each machine on the sides of the tree and activate
the machines to place the loose pipe in the gears and sabotage it.

Head back upstairs and you will meet face to face with Maglir back from a quest
or from a bar pretending to be working on a quest. Kill him off since he is
completely devoted to the Blackwood Company. Leave the Blackwood Company Hall
and go back to Chorrol to report back to Modryn Oreyn. He rewards you with the
Helm of Oreyn Bearclaw.

Head out to talk to Vilena Donton at her home or the Fighter's Guild, whichever
she is at. After you explain about the Blackwood Company talk about Advancement
to become the new Master of the Fighters Guild. Now speak to her about duties.
She will ask you to give the second-in-command position to Modryn Oreyn. Head
back over to Modryn Oreyn's house and tell him the news.

Ask about duties with Modryn Oreyn and he will hand over a key to your Master's
Chest which collects items and gold every month. You will then have to decide
which strategy to go with for your guild. Recruiting more people means you will
receive more items in the chest, going for more quests means more gold. You can
also focus on both equally if you wish as a third option.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
2.05 - The Dark Brotherhood
*******************************************************************************

2.05.01 - Getting in to The Dark Brotherhood
     2.05.02 - A Knife in the Dark
2.05.03 - Vicente Valtieri's Quests
     2.05.04 - A Watery Grave
     2.05.05 - Accidents Happen
     2.05.06 - Scheduled Execution
     2.05.07 - The Assassinated Man
2.05.08 - Teinaava's Quests
     2.05.09 - The Renegade Shadowscale
2.05.10 - Ocheeva's Quests
     2.05.11 - The Lonely Wanderer
     2.05.12 - Bad Medicine
     2.05.13 - Whodunit?
     2.05.14 - Permanent Retirement
     2.05.15 - Of Secret And Shadow
     2.05.16 - Lucien Lachance's Quests
     2.05.17 - The Purification
     2.05.18 - Affairs of a Wizard
     2.05.19 - Next of Kin
     2.05.20 - Broken Vows
     2.05.21 - Final Justice
     2.05.22 - A Matter of Honor
     2.05.23 - The Coldest Sleep
     2.05.24 - A Kiss Before Dying
     2.05.25 - Following a Lead
2.05.26 - The Black Hand's Quests
     2.05.27 - Honor Thy Mother

A dark guild that carries out murders. Talking to Lucien Lachance tells you
that you shouldn't, like all other guilds, do anything bad to your own guild
members and don't give up on a mission. If you do the Wrath of Sithis will
visit you by sending a spirit called Sithis after you when you sleep.

First Kick - Fight Ghost to get back in to the guild
Second Kick - Fight stronger ghost to get back in to the guild
Third Kick - Fight even stronger ghost just to live, don't get to come back in
             to the guild

*******************************************************************************
2.05.01 - Getting in to The Dark Brotherhood
*******************************************************************************

In order to get in to The Dark Brotherhood you must murder someone that doesn't
deserve to die. If you can find a single guard out in the middle of no where so
other guards can't come to help as well then go ahead and kill him. Otherwise I
suggest a person that you have to kill sometime anyway.

If you have been playing through the Thieves Guild quests, do the Boots of
Springheel Jak quest and kill Jakben in his house right after getting the key
to the catacombs. You could also safely kill Tolisi Girith or Tanasa Arano at
the Riverview mansion in Cheydinhal. They sleep in the cellar from 2 AM to 6 AM
or at 9 AM to 11 PM at the Newlands Lodge.

Once you have finally killed someone, you will get a message saying that your
actions have been seen by forces unknown. Go to sleep and you will be awakened
by a shadow in the night. Lucien Lachance is a speaker for The Dark Brotherhood
and will not seek you out in the following places: Prison when you serve time,
The Bloated Float, Camoran's Paradise, Cloud Ruler Temple, Inn of Ill Omen, and
the Dagon Shrine.

He will tell you that in order to fully get accepted in to the guild/cult you
must go on a quest first.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.02 - A Knife in the Dark
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After you are informed on what you must do, head out to the Inn of Ill Omen.
Get there by traveling north up The Green Road about halfway down the road and
you will find it. Enter the Inn and ask the Inn Keeper about Rufio. He will
tell you to use the trapdoor by the front door to reach him.

Sneak down there, he is only awake from 2 AM to 6 AM. If you wish to know why
he is hiding, wake him up and tell him "Oh, but you have, Rufio". He will then
run, quickly catch him and kill him. Just sleep in the bed in the next room and
Lucien Lachance will visit you at the Inn of Ill Omen now that the deed is
done.

Head out to Cheydinhal and locate the abandoned house, pick the lock on the
front door and enter it. Now head in to the basement and go through the hole in
the wall to reach a door. Try to open the door to hear a voice and then answer
it with Sanguine, my Brother to gain access.

Walk forward and Ocheeva will speak to you. She will tell you who to see for
your quests and give you a unique set of armor to use which is very light.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head west and then take the tunnel all the way north and wrap around to reach
Vicente Valtieri. Talk to him about Contracts and he will give you your next
quest to take out a captain.

*******************************************************************************
2.05.03 - Vicente Valtieri's Quests
*******************************************************************************

2.05.04 - A Watery Grave
2.05.05 - Accidents Happen
2.05.06 - Scheduled Execution
2.05.07 - The Assassinated Man

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2.05.04 - A Watery Grave
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to the Waterfront back in the Imperial City and go to the docked ships
back at the harbor section. Go to the east end of the dock and the First Mate
will tell you if you get any closer to the ship the pirates will start to
attack you.

If you talked to Vicente Valtieri about the quest he will have said that they
are moving a lot of cargo on to the ship lately, maybe you can slip on through
that somehow. Head down to the end of the dock near the walkways end and you
will find an open crate you can climb in to.

A quest update will pop up and you will be aboard the ship. Now sneak to the
south and head up the ladder to the mid level. Make your way quietly up north
and you will find two pirates arguing over the female First Mate. Wait until
they finish there arguement and then head back to the trap door you just came
up. One pirate heads your way and back to his book in the room right next to
the room you are in.

Sneak past him and make your way north again. Now head up the ladder without
disturbing the other pirate that went to sleep. Now go through the door on your
left and kill the captain. Take the Nirnroot on the table in his dining room.

Quickly take the key off the captain and the book if you want to. Now run back
towards the captains bed and open the chest on top of his dresser with the key
to get some nice treasure. Then quickly run out the back door and leap in to
the water to escape.

Head back to Cheydinhal to talk to Vicente Valtieri and get your reward. You
will gain the Black Band.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Speak with Vicente Valtieri again to gain another quest. You must stage an
accident and kill a man named Baenlin from Bruma.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.05 - Accidents Happen
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Bruma and make your way to the east wall to find Baenlin's house.
Instead of using his front door, go through the back basement door. Now you
must head to the second floor and find the secret passage. Head up the stairs
and pick the lock to the first floor.

Sneak up to the second floor with the stairs straight ahead and do a 180 to
enter Gromm's bedroom. Go to the right of the desk and activate the crawlspace
door. Close it up behind you and wait until anytime between 8 PM and 11 PM for
the right time. Release the holdings when it is time and he will be killed by
the animal head.

Sneak out of the crawlspace and close it back up, then sneak down the stairs
and back down through the basement and out the back to escape safely. Head back
to Cheydinhal and talk to Vicente Valtieri for your reward. You will gain the
rank Slayer, Gold based off your level, and Sufferthorn if you have killed him
correctly.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk to Vicente Valtieri to get a new quest. You must head out to the way you
originally got out of prison and take care of that Dark Elf that had a big
mouth across from your original cell at the start of the game.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.06 - Scheduled Execution
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to the Imperial Prison Sewers directly west of Cheydinhal. Enter the
sewers using the key Vicente Valtieri gave you and head back in. Try not to
kill any Imperial Guards this mission for a bonus.

Head down the north west tunnel and cross the bridge to enter the door. Now go
south east to enter a large room as you kill any rats and Mud Crabs in the way.
Take the tunnel in the water north east and smash up any Mud Crabs that get in
the way. Get out of the water on the north western side and head through the
tunnel at the northern corner.

Head across the water and pick the lock on the gate to reach another door. Go
through and head down the path across the bridge of the water. Go through the
gate and make a 180 going south east and then back south west. Take out the
rats and mud crabs in the area, then go up the stairs. From here, head up the
ladder and wait for the guards to stop talking about you and Dreth.

Sneak along with the one guard to the south east and then go to the south west
gate to enter it as the guard sits at his table. Sneak to the far back wall and
then go to the left and grab the book off the corner of the table with the dead
body. Sneak over to Montrose sitting at the table and pick his pocket if you
got the skill level to and grab both keys out of his pocket. Head back to the
previous room and then go to the far wall away from the guard you had followed.
Then carefully sneak against the back wall as far away from him as possible and
jump up on the ledge to sneak over to the door without being seen. Enter the
Imperial Subterrain.

Head around to the south east through the dark room and go through the hallway.
Avoid the guard patrolling the upper floor of this room, he might be looking
down below if you can see the torch reflection. Wait until the reflection
disappears and then sneak over to the table and grab what you want, then
quickly sneak over to the low ledge so you are hiding alongside it.

Make your way carefully over to the stairs from here by sliding along the wall.
Wait at the bottom of the stairs for the guard to be making his way to look
over the upper floor to down below on the area you were just at, then quickly
sneak up the stairs and around the corner to your left to make it through two
wooden doors and down a hallway to make it to the Imperial Prison.

If you look to the left, the crumbly wall where some rats came out at is now
boarded up. Sneak up the stairs and head north west along the path to your old
jail cell that started it all. Quietly wait in your jail cell for the guard and
Dreth to finish talking. Wait until the guard heads for the stairs and then
leave your cell. Take out the bow and just shoot Dreth in the head to end it
quickly.

If you haven't gotten the Prison keys there is a set on the table to your left.
You will need the main key to get out of the jail to escape out the front door.
Once you are done head back to Cheydinhal to talk to Vicente Valtieri for your
reward. You will recieve Gold based off your level and the Scales of Pitiless
Justice if you got through the quest without killing any of the guards.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk with Vicente Valtieri for this special mission and obtain the Languorwine
Blade along with the Antidote for the blade to be used for this mission.

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2.05.07 - The Assassinated Man
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You must go to Chorrol which is west of the Imperial City. Break in to
Motierre's Mansion to the east and a bit north to find Francois Motierre
waiting just inside. Talk to him so he realizes you are here from The Dark
Brotherhood so he doesn't scream for the guard.

Continue the conversation with him and then once the conversation ends you must
equip the Languorwine Blade that was given to you earlier back by Vicente
Valtieri.

Soon after while you wait around a knock on the door will come. Stand next to
Motierre with your poison blade drawn. Wait for the cue from Motierre when he
says please don't stab me with that blade, then quickly stab him and run out
the door. This will avoid a fight with the murderer and will hopefully stop
him from getting killed by the guard.

Quickly head south from the house and leave Chorrol. Once you get out of the
city and all has gone well, a quest update will pop up and tell you to wait a
day so Motierre's body can be moved to the Chapel. Wait until after midnight
of the next day to allow proper time and then head back in to the city to go
over to the chapel on the west side of town.

Enter the chapel and go down the stairs right in the front to get in to the
Undercroft of the Chapel. Head half way through the room and take the right
hallway to the east. On the south wall is Francois Motierre, talk to him to
automatically use the antidote on him and get another quest update to pop up.

Turn around and fight off the zombies that come to attack the two of you and
escort him out of the chapel. Tell Francois Motierre to wait in this room until
you return for him and then go through the Undercroft to dispose of the rest of
the zombies. Now head back to him and tell him to follow you to the stairs and
exit the chapel.

Now take the road east and enter The Grey Mare to get Francois to safety. Leave
the building and go back to Cheydinhal to talk to Vicente Valtieri, you will
get leveled Gold as your payment, Cruelty's Heart amulet, a promotion to
Eliminator, and a Sancuary Well Key.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Your quests with Vicente Valtieri are now at an end and you must speak with
Ocheeva to continue on. As an added reward you can talk to Vicente Valtieri and
let him turn you in to a vampire yourself if you wish. Before starting any
quests with Ocheeva you should get the quest by Teinaava done first before it
is no longer available.

*******************************************************************************
2.05.08 - Teinaava's Quests
*******************************************************************************

2.05.09 - The Renegade Shadowscale

Teinaava has only one quest and it only becomes available after you complete
"Scheduled for Execution" and before Lucien Lachance's "The Purification" quest
a little later in The Dark Brotherhood story line.

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2.05.09 - The Renegade Shadowscale
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Find and talk to Teinaava once you meet the requirements, go through all the
topics and then exit out of the conversation. Talk to him again to activate the
quest. Head out to Leyawiin and leave through the east gate. Now you must track
on foot south east to Bogwater.

Once you reach Bogwater you can either kill him or talk to him and let him live
to get his leveled Gold treasure. If you kill him you will take his heart. If
you let him live you can take the agent's heart that came to kill him earlier
and get the gold alongside it. From the tent turn to the tree south west and
take the heart.

Either way is fine, just up to how you feel like playing. With heart in hand,
go back to Cheydinhal and talk to Teinaava to hand over the heart to get the
Boots of Bloody Bounding.

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Now head over to Ocheeva and get a new assignment from her to work on.

*******************************************************************************
2.05.10 - Ocheeva's Quests
*******************************************************************************

2.05.11 - The Lonely Wanderer
2.05.12 - Bad Medicine
2.05.13 - Whodunit?
2.05.14 - Permanent Retirement
2.05.15 - Of Secret And Shadow

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2.05.11 - The Lonely Wanderer
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Once you get this quest you will have to head back in to the Imperial City to
find a High Elf named Faelian and kill him. Find Valtieri for the best advice
of asking any Elves in the Imperial City. Head to the Market District of the
Imperial City and start asking around with the any Elves with a Disposition of
50 or greater.

You will get some advice to head over to the Talos Plaza District in the
Imperial City to narrow down your search a little more. Head to The Tiber
Septim Hotel in the center circle of this district and you will either find
Faelin in here walking around, or just wai for him to return from his walk.

If you talk to him he says he can't talk inside the hotel and you will have to
wait until later. Speak with the hotel's owner, Augusta Calida, to find out
that Faelian lives with his wealthy girlfriend in the hotel. Talk to Faelian's
girlfriend at the hotel and find out that Faelian most likely spends most of
his hours at Lorkmir's house using drugs.

Go outside the hotel and wait for him to leave for his walk around midnight and
returns at 8 PM. You will now start your detective work and follow him around
on his route locating him at the abandoned shack at the Waterfront from around
2 AM to 8 AM. Then he will head over to the Elven Gardens District and wanders
around until 11 AM to enter Lorkmir's house.

Talk to Faelin outside the hotel and he will tell you that he will be your
friend if you bring him some Skooma, which is a drug. Tell him you don't have
any skooma, unless you do have some, and he will tell you to go to Bravil and
get some from Nordinar late at night.

Instead of buying some from Nordinar all the way out in Bravil you can just
head over to the Temple District and break in to Trenus Duronius's house to get
some out of his chest up on the second floor. Duronius leaves his house around
8 AM and comes back at about 3 PM. Break in to the house and head up the stairs
and in to the dining area. Open the chest on the ground next to the table to
get three bottles of Skooma to steal.

Head out to locate Faelian again outside the hotel. Your best bet is to break
in to Lorkmir's house to wait for Faelian and explore around. The house appears
to have been broken in to and torn apart by someone. In Lorkmir's basement you
will find Lorkmir himself murdered with the dagger that did it next to him.

Once you locate Faelian, give him the Skooma and you will receive a key to
Lorkmir's house. Meet up with Faelianin the house and kill him with no
witnesses. Now head back to Cheydinhal and talk to Ocheeva for your reward. You
will get some level based Gold and if you did a great job with the quest you
will get Shadowhunt the enchanted bow.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.12 - Bad Medicine
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You will have to sneak into Fort Sutch to poison the warlord within the fort.
Speak to some more of your guild members like Teinaava to learn of a tower near
the fort to quietly sneak in through some underground tunnels, although they
are flooded.

Head to the far west near Kvatch and start tracking out on foot to the tower.
Once you reach the tower go south east from the tower to find what is left of
the ruined tower, just a square stone slab with a trap door on it. Pick the
lock and head down in to the tunnel. Get in the shallow water and head down the
right path when it splits.

When the path splits a second time head to the right through the deep water to
reach a slanted path way out of the water. Hide in the niche down the path in
case a guard comes walking down to the water's edge, then head north west to
take the first left tunnel to hide in case any guards are coming.

All the gates down here require a key, so you will have to get back to the
tunnel you came from to the north and move up north west. You will head down a
sloped path and there will be two guards standing near the tunnel exit talking
about Roderick's health. Once they finish talking quickly turn around and head
back up the path and take the path to the right so you are in the tunnel with
the two locked gates.

Hide in the second niche to the left and allow the guards to walk to the first
gate and unlock it. Sneak down through the now opened gate and take the first
right to reach where the other two guards went to reach Roderick's bed. One
guard is guarding Roderick and the other is patrolling the area around the
medicine cabinet.

You will have to hid inbetween the pillars as you head closer to the cabinet
and keep an eye on the guard walking around it. When the guard walks over to
the north east side, quickly sneak over to the cabinet, open it, take the
medicine, and replace it with the poison. Exit out of the cabinet and head
right back to where you were to hide from the guard.

Sneak back down the stairs and head towards the gates that required a key
earlier. Go to the south west corner and pick the lock to enter a side tunnel.
Sneak along the tunnel to avoid the guard and pick the lock of the next gate.
Head out to the Gold Coast and then travel back to Cheydinhal to talk to
Ocheeva for your reward. You will get leveled Gold and The Deceiver's Finery
enchanted clothes.

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2.05.13 - Whodunit?
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You have been invited to a party "Clue" style. You must secretly kill off all
the party guests without anyone knowing it is you. Equip your Deceiver's Finery
from the previous quest if you earned it, otherwise go get some nice looking
clothes to fit in with the rest of the party before you head in.

Head out to Skingrad to the west and head over to the house. The doorman will
explain a little more and give you the key to the house. He will lock the door
and tell you to have fun. Head inside to be greeted by Matilde Petit.

Start socializing with them to lead them off your true intentions. Talk to
Matilde and raise her Disposition. Then talk to her a second time to form an
"alliance" with her and tell her that you should search the basement first. Let
her head down there and talk to another guest.

Neville will just head upstairs and sleep in the beds up on the third floor.

Nels the Naughty just stays on the second floor drinking in the corner.

Primo Antonius will be searching on the first floor.

Raise Dovesi Dran's Disposition and talk to her about Primo Antonius. She will
think he would never like her, tell her it isn't true and that he likes her.
Tell her to go to his room and wait for him there.

Now that everyone is basicly seperated throughout the house start killing off
the guests. Depending on which guests you kill in specific orders makes the
guests react differently each time. If you do it within a certain order you can
even talk the others in to killing eachother for you, as they suspect that the
other person is the killer. The following is a few of the possibilities ran
through to see there reactions and what extra options you can get to do.
Experiment without more combinations and see how there feelings change for one
another.

The following lists have the names in order of the murders:

***********************************************************************
*Neville, Matilde Petit, Nels the Naughty, Dovesi Dran, Primo Antonius*
***********************************************************************

Once you kill Neville you can tell Dovesi Dran she should get some rest to send
her to her room, allowing you to be able to get her out of your way to kill
someone else or to even kill her.

Nels the Naughty will just start to suspect Primo Antonius to be the murderer
and will not move as usual.

Primo Antonius will just start to suspect Nels the Naughty to be the murderer
and will start to get scared that everyone is easy prey without the soldier
around anymore.

Matilde Petit expects everyone especially Dovesi Dran of being the killer.

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

Primo Antonius will talk about comforting Dovesi Dran over these hard times. He
thinks Matilde found the gold and that everyone else should be safe now. He
won't move from downstairs though as usual.

Nels the Naughty will tell you that he will protect Dovesi Dran from the
murderer. He then goes paranoid on Primo Antonius and thinks he is a trained
assassin to kill everyone one at a time.

Dovesi Dran starts to get really scared and wants out of the house by trying
all the doors and windows. She's glad that Matilde Petit is dead and that she
got what she deserved. She thinks Nels is the killer because he keeps staring
at her since she reminds him of his daughter that was murdered.

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

Depending on who you talk to first, they will suspect the other of being the
murderer and leaving you out of the equation of even being a suspect. They will
go over to the other and kill them for you. Now all you have to do is kill the
remaining person to get them all.

***********************************************************************
*Neville, Dovesi Dran, Primo Antonius, Matilde Petit, Nels the Naughty*
***********************************************************************

Once you kill Neville you can tell Dovesi Dran she should get some rest to send
her to her room, allowing you to be able to get her out of your way to kill
someone else or to even kill her.

Nels the Naughty will just start to suspect Primo Antonius to be the murderer
and will not move as usual.

Primo Antonius will just start to suspect Nels the Naughty to be the murderer
and will start to get scared that everyone is easy prey without the soldier
around anymore.

Matilde Petit expects everyone especially Dovesi Dran of being the killer.

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

Matilde Petit guesses that the host set up the party just to kill off the
guests. She suspects Nels the naughty of being the murderer. She also comes
back up from the basement and walks on the second floor.

Nels the Naughty is saddened that Dovesi Dran was killed due to the fact that
she looked like his daughter. He will suspect both of the other two survivors,
also will not move from his spot on the second floor.

Primo Antonius is angered that the killer murdered Dovesi Dran and wants
revenge. He is getting sick and tired of Matilde Petit looking over his
shoulder being worried about him and hopes she is the next to go.

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

Matilde is wandering along the second floor wanting you to save her from Nels
the Naughty.

Nels the Naughty will want to go kill Matilde.

Kill the remaining person to get them all.

Once the task is finally done, exit the house and head out to Cheydinhal to
talk to Ocheeva for your reward. You will get some leveled Gold and some
permenant skill points added to your points.

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2.05.14 - Permanent Retirement
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Ocheeva will have you head out to Leyawiin which is due south of the Imperial
City at the very bottom. Head over to the city watch barracks by the east gates
to get to your location. Wait around outside as they will yell at you for being
inside the barracks.

The best way to go with this mission is to stake out the barracks and wait
for Adamus Phillida to leave for his daily routine walk. He will go to the
Three Sister's Inn around 630/7 AM and leaves around 9/930 AM. They then leave
Leyawiin through the north east exit at about 10 AM and relieve the guard at
the Coast Guard station. He leaves the station at about 1 PM and return to
Leyawiin. He then foes over to the pool just on the other side of the wall from
the barracks and waits from 2 PM to 3 PM before heading in to the water to make
sure it is safe.

Save your game and sneak over to a secure spot across from the pool entrance
where his body guard is standing and go on to the ledge behind the buildings.
Take out your bow and the Rose of Sithis to shoot Adamus with it. Reload your
save if you miss, otherwise the one shot kill will no longer work. Once you
kill him over here (other spots didn't work for me) a quest update will pop up
and tell you to get the finger off his body.

Head over to his dead body and take the finger along with all the keys found on
his body for future usage for yourself. Avoid the body guard at the steps and
fast travel to the Imperial City Prison up north.

Enter the Imperial Legion's Office, if you picked up the keys off Adamus then
you will be able to walk right in now. Head over to the desk and place the
finger inside it yourself to make a quest update pop up. Sneak back out of the
office and head out for Cheydinhal to talk to Ocheeva about your reward. You
will earn a leveled Gold, 500 Gold for the finger in the desk, and a promotion
to Assassin.

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2.05.15 - Of Secret And Shadow
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Talk to Ocheeva again to receive sealed orders for you from Lucien Lachance.
Open your inventory and look for the Orders. You must now head out to the ruins
of Fort Farragut in the forest northeast of Cheydinhal. Do not tell anyone of
what is on the letter and tell no one where you are going. Head out immediatly
for your destination.

Head out the east gate and go along the path to the north to reach the ruins of
the fort. Go inside and head along the trail, activate the lever to open the
gate ahead. Enter the large room ahead to have a guardian above with a bow and
anothe guardian in the room with a melee weapon. Dispose of them and go
through the south western door since the central south eastern door is booby
trapped.

Pick the lock on the door and head through the passage taking out any enemies
in the way. Take a left at the fork in the road and jump over the booby trap
line on the ground. Head forward and jump over a second booby trap line as you
fight off the enemy. Go south east and save your game. You must now jump over a
hole in the ground or you will get impaled.

Head south west along the tunnel and stick with the high grounds route and kill
more enemies to reach another gate that opens by the lever in front of it.
Activate the lever and head inside to speak with Lucien, he will tell you that
you can now kill and steal from other Dark Brotherhood members now.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
2.05.16 - Lucien Lachance's Quests
*******************************************************************************

2.05.17 - The Purification
2.05.18 - Affairs of a Wizard
2.05.19 - Next of Kin
2.05.20 - Broken Vows
2.05.21 - Final Justice
2.05.22 - A Matter of Honor
2.05.23 - The Coldest Sleep
2.05.24 - A Kiss Before Dying
2.05.25 - Following a Lead

Search the area for a barrel next to the table which is locked for a lot of
poisoned apples. Head up the rope ladder to appear inside a tree outside the
ruined fort and make your way back to Cheydinhal and in to the hideout.

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2.05.17 - The Purification
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Kill off the members one at a time. During the day when a majority of them are
training wait until M'jaar Raj finishes his magic training so he has no magicka
left to use against you and summon Rufio's Ghost to help kill off your fellow
members.

Kill off Vicente Valtieri and Ocheeva in there bedrooms so no one else sees
them being killed. Killing off Vicente Valtieri will cancel out the ability to
easily become a vampire. Wait around in the sleeping chamber for one person to
be wandering around or sleeping in there bed.

Some of The Dark Brotherhood members may be out on a quest. You can either hunt
them down using the compass or just wait in the hideout for there return and
kill them off. Once you kill off all the members from this district head back
to Fort Farragut and speak with Lucien Lachance. You will be promoted to
Silencer and given Lucien Lachance's horse Shadowmere, it is waiting at the
actual fort entrance not the tree tunnel.

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2.05.18 - Affairs of a Wizard
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Head out to Hero Hill south east of Fort Farragut to find a large moss covered
rock which holds the Dead Drop Orders #1 in it. Travel south east from the hill
to reach Leafrot Cave. Go through the pond to reach the door and enter the
cave. Either sneak over to the table on the left or kill the skeletons and then
go over to the table to read "The Path of Transendence". Read to the end and
you will get the method of how to take care of Celedaen.

Now head south east through the tunnel taking out any enemies and go through
the door to Leafrot Hollow. Celedaen will be walking around the room down here,
sneak up behind him and steal his hourglass to kill him off.

Your reward will be bundled up with the next Dead Drop in a sack beneath a
Great Oak tree in Chorrol. Head out there now to get them. Head along the main
east road to find a huge oak tree in the center of the road with two bushes.
Search the southern bush right next to the tree for the Old Sack. You will get
leveled Gold and Dead Drop Orders #2.

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2.05.19 - Next of Kin
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You now must kill off an entire family of people. Head to Applewatch Farm just
west of Bruma. Enter the farm house and talk to Perennia Draconis and tell her
you are looking for her children. She will give you a list thinking you are the
gift buyer she asked for. Kill her after you get the list and move on to the
Imperial City.

Matthias has a house in the Talos District. Either wait for him here, there is
a chance a servant is walking around downstairs or find him on the streets of
the Imperial City to dispose of him.

Head to The Drunken Dragon Inn north east of Leyawiin. Your next victim is the
owner of this Inn. Wait until the owner heads off to bed and go kill him in his
sleep.

Now head to Muck Valley Cave to the east of the Imperial City and enter it to
search inside for Sibylla. She can be anywhere including right in your face
when you come through the door. Take her and the animals out if they get in the
way, then exit to move on to the last target.

Head out to Leyawiin and kill Caelia while she is on her nightly patrol to
easily take her out. Head to Skingrad and enter the courtyard to locate a well
straight ahead in the middle of the walkway. Open the well and grab your
leveled Gold and the Dead Drop Orders #3.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.20 - Broken Vows
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Head out to Bruma and follow the east path to locate J'Ghasta's House. Pick the
lock and enter the house. Sneak down the stairs and head to the south east
corner. Pick the lock on the locked keg to find the Black Hand Hood and Black
Hand Robe. Now head behind the stairs and move the fabrics out of the way to
locate a secret trap door.

Enter the trap door and sneak down the hallway in to the training room where
you will find J'Ghasta training. Kill him with a weapon of your choice and
leave his house. Go to the Old Bridge south of the Imperial City, found on the
road crossing two rivers branched off from the lake.

Go under the bridge on the east side and open the rotten box to find leveled
Gold and the Dead Drop Orders #4.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.21 - Final Justice
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head over to the Flooded Mine just north of Bravil. Get in the deep water and
swim east, then go under the water and take the tunnel to the north. When it
splits head east in to a cavern you can get some air in. Head back to the west
and take the north tunnel from here to enter a really large cavern. There are
no enemies in this cave except for Shaleez at the end.

Get to the surface and make your way across the planks to reach a chest in the
north east corner containing Greave's of Resilient Flesh. Hop in the water just
south of the corner and swim down near the bottom to take the tunnel to the
east. Wrap around it to the south and get to the more shallower area to breathe
as you swim to the east.

Most likely Shaleez will hear you swimming towards her, so quickly ready your
weapon and head in to kill her off. After she is defeated a quest update will
pop up and you must leave the cave.

Head out to Fort Redman which is inbetween Bravil and Leyawiin. Go down to the
bottom of the outside portion of the fort and head towards the entrance to find
the coffin on the right side just before the door. Get your leveled Gold, Dead
Drop Orders #5, and Alval Uvani's Schedule.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2.05.22 - A Matter of Honor
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Read the schedule you found with the orders in the coffin to figure out where
Alval Uvani. First get some the drink called Mead, since he is allergic to it,
or use a poison apple if you have any still. There are a bunch of bottles of
Mead in the cellar of Summtmist Manor in Skingrad (you were in this house
during the quest "Whodunit?") You can get a few in the Living Quarters back at
your old Dark Brotherhood Sanctuary as well.

When Alval is in the inns he goes and steals food so you will have to replace
all food with either the mead or the poisonous apples so he grabs them instead.

You can also wait at his house in Leyawiin but he doesn't make it home all the
time. If he is traveling and doesn't get home in time and the date changes to
when he is scheduled for a certain place, he will turn right around for that
next stop. After waiting forever he will finally show up to take care of.

Once you kill him head to the Imperial City Market District and go to the
south western block of shops. On the southern side is a garden with a fountain
to enter. Got to the north west corner of this garden and locate the
hollowed-out tree stump to get your leveled Gold and Dead Drop Orders #6.

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2.05.23 - The Coldest Sleep
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Head out to Knoll Mountain just east of Bruma. If you have already been past
here to reach the Spire on the add-on packs and fast travel he will immediatly
attack you. Take him and his wolf out.

Once Havilstein Hoar-Blood is dead you must travel to the Ayleid ruin of
Nornal. The ruins are east of the Imperial City and south of Muck Valley Cavern
to reach it. Head down the stairs and enter the door in to the ruins. Wrap
around the stairs and head south west on a lower level.

Kill the Mud Crab and turn to the right to find a pool of deep water to drop in
to. Go under the water and through the opening and get a breathe of air above.
You can stay floating above the door to pick the gate and then go back under
the water to enter the next room with the sunken chest. Inside is your leveled
Gold and the Dead Drop Orders #7.

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2.05.24 - A Kiss Before Dying
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Head out to Bravil and either sneak to the hiding location or wait by the gate
before 6 PM or after 1 AM so Ungolim doesn't notice you. Go south on the east
road and hide inbetween the Skooma Den and Dro'shanji's house on the ground to
get a good view of the statue.

Equip your bow and arrows and wait for him to come out again ranging from 6 PM
to 1 AM. Do not stand in the middle or else he will see you standing there,
instead sit right up against the right building and angle the camera to see him
coming to the right of the statue.Kill him off and you will get an in-game
message stating that your blood turns to ice as a familiar shadow comes near.
The quest update will pop up teling you to go to Anvil for your reward and your
next quest.

Your character will become frozen and Lucien Lachance will appear within
seconds. It turns out you were misled after your second Dead Drop and have been
killing members of The Dark Brotherhood. The other members know you are
innocent but think that Lucien is a traitor.

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2.05.25 - Following a Lead
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Head out to Anvil to the far west and wait near the barrel. Eventually a Wood
Elf boy will come up to the barrel and drop off the next set of orders.
Enilroth will tell you not to hurt him and that he was payed to do it. Talk to
him to learn that a faceless robed man at the lighthouse payed him to put the
orders there.

After you talk to him you can pick pocket him to take your reward money he kept
from you. Head south west to the lighthouse within Anvil's city limits. Enter
Ulfgar Fog-Eye's House and locate and enter the door to the lighthouse to find
Ulfgar. Head up the stairs and enter the next door. Continue up the stairs and
climb the ladder to the top.

Tell Ulfgar and just demand the key to the cellar so you don't have to fight
him. Head back outside the lighthouse and go around back to unlock the cellar
door with the key. Head in and go down the stairs to see bodies of animals and
people all over.

Pick the lock and open the door to the next room to let a Crazed Dog loose.
Kill it and head in to the room to find more bodies. On the table against the
wall is a rotting head saying "Mother's Head", take it; turn around and take
the diary on the table next to the chair. After reading the sick minded man's
diary a quest update will pop up.

Leave the cellar and head out to Applewatch Farm to the west of Bruma again.
Enter the farm house and find out that The Black Hand has already found Lucien
Lachance and dealt with him in a terrible manner. Arquen will tell you to talk
to her between the hours of midnight and 3 AM to head out to the Night Mother's
location.

You will be promoted to Speaker to take Lucien Lachance's place and be given a
set of Black Hand Robe and Hood (most likely Lucien Lachance's old clothes) get
rid of your pair you stole from J'Ghasta a few missions ago since these were
stolen.

With all that has been going on the real traitor has most likely advanced just
like you and has become a Speaker as well. Drop the Mother's Head on the floor
inside the farm and talk to all the Speakers in the room. You should know by
the latest fake orders that it isn't Arquen since the traitor wanted her dead
next. The real traitor will be the only one to notice a head on the ground. Bur
you can't do anything about it.

Wait around until midnight and then speak with Arquen to move out to the Night
Mother and complete the quest.

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2.05.26 - The Black Hand's Quests
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2.05.27 - Honor Thy Mother

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2.05.27 - Honor Thy Mother
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Watch the ceremony at the lucky lady statue to open a new passage. When you can
move again, head down in to the crypt along with all the other members of The
Black Hand. The Night Mother will tell you all that the traitor is still
amongst you all. He reveals himself and kills off two of The Black Hand quickly
as he lunges towards the Night Mother.

You will now be able to move, quickly attack the traitor and kill him off to
free The Dark Brotherhood from the crisis. The Night Mother will promote you
to Listener and allow you to take all the treasures in the crypt. Once you have
looted everything talk to her again to have her teleport you and Arquen back to
the Cheydinhal Sanctuary.

As you leave The Night Mother will unlock the Blade of Woe's true power. Talk
to Arquen to have her complete the quest and tell you that you have to go to
the statue once a week to get a list of names to have assassinated. Don't worry
about screwing up any quest-lines with these assassinations, the people on the
lists don't really exist.

Eventually the sanctuary will become repopulated thanks to Arquen and you can
have your own henchman assassin follow you around and help fight in the ruins
and caves out in the world.

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2.06 - The Mages Guild
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2.06.01 - Getting in to the Mages Guild
     2.06.02 - Bravil Recommendation
     2.06.03 - Leyawiin Recommendation
     2.06.04 - Cheydinhal Recommendation
     2.06.05 - Chorrol Recommendation
     2.06.06 - Bruma Recommendation
     2.06.07 - Skingrad Recommendation
     2.06.08 - Anvil Recommendation
2.06.09 - Raminus Polus's Quests
     2.06.10 - A Mage's Staff
     2.06.11 - Ulterior Motives
     2.06.12 - Vahtacen's Secret
     2.06.13 - Necromancer's Moon
2.06.14 - Hannibal Traven's Quests
     2.06.15 - Liberation or Apprehension?
     2.06.16 - Information at a Price
     2.06.17 - A Plot Revealed
     2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
     2.06.19 - Ambush
     2.06.20 - Confront the King
     2.06.21 - Alchemy Acquisitions

The rules are simple like all other guild rules. Don't steal from other guild
members and don't kill them. If you do, you will have to talk to Raminus Polus
back at the Arcane University in the lobby.

For theft you must collect 20 Dragon's Tongue Flowers and 20 Redwort Flowers.

For murder you must collect 20 portions of Vampire Dust and 20 Daedra Hearts.

If you screw up three times you will be kicked out of the guild.

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2.06.01 - Getting in to the Mages Guild
*******************************************************************************

You must first clear off any bounties on your head before asking to join the
Mages Guild. Once you have that out of the way just go to any of the guild
branches in any of the cities except the Imperial City and ask the leader of
that area. You will become an Associate, be given a Mages Guild Key and the
Mages Guild Roster. In order to enter the Arcane University you will need
recommendations from all the leaders in the cities.

Recommendation's can be done in any order you please.

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2.06.02 - Bravil Recommendation
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Talk to Kud-Ei and start your recommendation test. She asks that you go deal
with Varon Vamori who has been bullying Ardaline. Ask about the staff and she
will give you a spell to help question Varon Vamori.

Leave the guild building and go to Varon Vamori's House just north of the guild
building. Use the Beguile Scroll and talk to him to find out that he is in love
with Ardaline and that he sold the staff to his friend Soris Arenim. He will
also tell you that he lives in the Talos Plaza district in the Imperial City.

Go back to the Mages Guild Hall and talk to Kud-Ei again and she will give you
more Buile Scrolls. Head over to the Talos Plaza district in the Imperial City
and seek out Soris Arenim. Use the spell on him and he will offer the staff to
you for 200 Gold, however you don't really have to pay anything.

Use another scroll on his wife Erissare Arenim and she will tell you that the
staff is in the cellar in a locked chest. The key is upstairs in the desk. Head
upstairs and pick the lock on the door. Along the same wall as the door is the
desk that holds the key. Take it and head down to the cellar.

Near the pillar in the center of the cellar is a Drawer, open it with the key
and take the Mage's Staff. Leave the city and go back to Bravil to drop off the
staff with Kud-Ei and she will send in a recommendation. You will also learn
the spell Captivate.

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2.06.03 - Leyawiin Recommendation
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Head over to the Leyawiin guild hall and talk to Dagail about a Recommendation.
She will ask you to find an Amulet of hers and you must go talk to Agata about
the Seer's Stone.

Agata asks that you head around and talk to all the Mages within the guild hall
and ask if they have seen the stone anywhere. S'drassa says that Kalthar looked
happy it was missing, but he doesn't know anything else. Alves Uvenim also says
that Kalthar was telling her about the missing stone. Kalthar will know a lot
about the missing stone, you should now go tell Agata what you have learned.

Agata suggests that there may be a connection between Dagail's father and the
stone, so the next step is to talk to Dagail again. She will then tell you that
you have to find the fort that Dagail's father was stationed at and get the
stone that should be there.

Leave Leyawiin and head east to Fort Blueblood in Blackwood near the Black
Marsh border. Kill off the bandits patrolling the outside and head on in to
find the tomb of Dagail's father. Kill the enemy at the intersection and go to
the left, north east. Once you enter the large room heading south kill the two
enemies in the eastern corner.

Go through the doorway to the north and fight off all the enemies camped out in
this room. Go north through the doors to Fort Blueblood Halls. Head through the
hall and kill off all the enemies you encounter in the first room. Now turn to
the south and move through the halls. As you approach the large wooden doors,
watch out for the pressure plate on the ground that activates some swinging
spike balls.

Cross the bridge or fall in to the water and go up the stairs to kill the
archer and make your way up through two swordsmen and take the key off the
Warlord. Head down the path to the south west. Inside the locked room you will
find Marauders that were killed by someone or something else. Wrapping around
the corner you will find some creatures you must kill to reach the tomb.

Head to the coffin against the far wall and take Manduin's Amulet out of it. As
you head up the stairs Kalthar will come rushing at you telling you that he
needs the amulet right now and won't let you leave with it. Kill him off and
take his key to head out of the ruins.

Talk to Dagail about what has happened, she will then send in her
Recommendation.

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2.06.04 - Cheydinhal Recommendation
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Either have the ability to carry 150 extra, carry some feather potions, or have
your Alteration Magic up to level 25 before attempting this quest.

Head in to Cheydinhal and talk to Falcar about getting a Recommendation. He
asks that you get a ring that another Associate threw in to the well. Go talk
to Deetsan to get the key to the well.

Deetsan tells you that you need to talk to her when Falcar is gone for the day.
Wait until late at night around 2 AM and talk to Deetsan again. She thinks
Falcar is trying to get you killed and is sending you on a mission he sent
another Associate on. She gives you the key to the well along with a spell
called Buoyancy.

Head outside of the mages hall and go around back to the locked well. If you
have any under water breathing armor, now is a good time to equip it. Otherwise
use the spell Deetsan gave you and unlock the well to jump in and go under the
water to reach a cavern underneath, there are no enemies down here.

Swim over to Vidkun and take the Ring of Burden off his body. Use a feather
potion or the magic spell Buoyancy if you have to. Make your way back in to the
Mages Guild as fast as possible and talk to Deetsan.

Tell her about Vidkun and when you ask about the ring she tells you to just
drop it. When you ask about the recommendation she tells you that she
confronted Falcar and he stormed out, she then tells you to go check his living
quarters in the basement for anything he may have signed.

Head down in to the basement and search west corner of the room. Pick the lock
on the drawer and take the Black Soul Gems out. A quest update will pop up
telling you to bring them back to Deetsan to show her. She will take the Black
Soul Gems and then write you a letter of recommendation.

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2.06.05 - Chorrol Recommendation
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Head to the Mages Guild Hall and talk to Teckecus. He wants you to clear up a
small "mess" with someone named Earana that doesn't like him. He wants you to
find out what she wants and get her out of the town so she stops spreading lies
about him.

Go to The Grey Mare and talk to Earana, she wants you to do a favor for her.
She asks that you get a book called Fingers of the Mountain found in some
ruins. Head back over to th Mages Guild Hall and talk to Teckecus about what
she has told you. He orders you to get the book and bring it back to him.

You actually can bring the book to either person and then switch around, steal
it, and give it to the other. It is just as easy to steal from either one so I
will just write the guide to give it to Earana and end it with handing it over
to the guild.

Head north of Chorrol and find Cloud Top. On the ground near a broken pillar is
the Charred Remains of a person. Check their body and take the book. Head back
in to town and hand it over to Earana so she can look at it. Wait 24 hours for
her to finish her research and then enter The Gray Mare to find her.

Once you find her she will give you notes and says to go back to Cloud Top and
do as the notes instruct. You must first head out to an Ayleid Ruin and get a
Welkynd Stone. You will also need a Shock spell to activate the pillar. If you
don't own one you can buy one from Athagar in the Guild Hall. You will want to
also buy some Shock Resistance so you don't die from the power.

Go back to Cloud Top and use the shock spell on the pillar and if you survive
you will be granted a good lightning spell called Fingers of the Mountain. Now
head back to the Mages Guild and talk to Teckecus. He tells you to go steal the
book from her and bring it right to him.

Head over to The Grey Mare and go upstairs while Earana isn't around. Go in to
her room (last one on the right) and pick the lock on her chest to get the book
back. Head back to the Mages Guild and hand it over to Teckecus. He will then
send a recommendation to the Arcane University for you.

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2.06.06 - Bruma Recommendation
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Head in to the Mages Guild and talk to Jeanne Frasoric about a recommendation.
She asks that you find J'skar whom has disappeared. Talk to all the Mages in
the guild hall. Talk to Volanaro and he will tell you that he will help you
make him reappear if you help him pull off a little prank, if he doesn't ask
you to do this just raise his disposition higher past 70.

He will give you Minor Latch Crack to use and pick her locks. Go up the stairs
without anyone seeing you and enter the door to Jeanne Frasoric's room. Head
over to the desk and use the spell or pick the lock of the drawer. Take the
Manual of Spellcraft. Take it back to Volanaro and he will take it. He asks
that you meet him down in the living quarters just after 10 PM tonight.

Wait till then and head down the stairs to the living quarters. Ask about
J'skar again and he will make J'skar reappear. Talk to J'skar and you will find
out they were pranking her. Head over to Jeanne Frasoric and tell her you found
him and she will write your recommendation.

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2.06.07 - Skingrad Recommendation
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Head in to the Mages Guild Hall and talk to Adrienne about a recommendation.
She wants you to ask around the guild hall for a mage named Erthor.

Talking to Vigge the Cautious you find out that Erthor goes to Bleak Flats
Cave a lot but he just knows that it is somewhere west of Skingrad. Sulinus
Vassinus mentions the cave as well, but can't remember anything about it.
Talking to Druja gets it marked on your map.

Talk to Adrienne again and she will recall sending him there, you also receive
a Weak Fireball spell. Head out north west just as Druja said to reach the
cave. Inside the cave head east to find and kill off the zombies. Take the
tunnel to the north to access another cavern.

Continue north and go east where the tunnel is lit up by torches. Turn to the
south and make your way through the zombies in the cavern. In the far cavern
you will find Erthor, he tells you he won't leave until all the zombies are
killed off. Go back through and kill them all off.

Head back to him and have him follow you. Go west and then north in his room.
Open the secret rock passage and leave the cave. Head back to Skingrad and talk
to Adrienne. She will then send in your recommendation for you.

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2.06.08 - Anvil Recommendation
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Head in to the Mages Guild Hall and talk to Carahil. She wants you to help her
put an end to the merchants getting killed and kidnapped along the Gold Road.
You are to travel north to the Brina Cross Inn and talk to Arielle Jurard. Talk
about the Rogue Mages and she will hand you three scrolls to use if you wish.

Head north to Brina Cross Inn along the Gold Road and talk to Arielle Jurard.
She will whisper to you in the middle of conversation and tells you to rent a
room and pretend that you are a merchant. Talk to the inn keeper and rent a
room for the night and tell him you are a merchant. Take the bed and head up
the stairs.

As you go up a lady that was in the back of the inn eating area will come up
after you and ask you if you are a traveling merchant. She starts to talk
really fast and scared. Once she is done head in to your room and Arielle
Jurard will come inside.

Talk to her and she tells you that you need to get some sleep, then head out
along the Gold Road heading east towards Kvatch. A Battle Mage and her will
follow out of sight and wait until you are confronted by the Rogue Mage
killing off the merchants.

Get to sleep and then head out in the morning along the road as planned. The
battle mages will be outside walking around, don't talk to them (You aren't
supposed to know them). As you approach a huge boulder on the left the lady
that approached you earlier the night before will come running out and tell
you she is going to kill you for your items.

You can either run back towards the inn and let the battle mages kill her off
or keep close to her to force her in to close-quarters-combat, making it an
easy kill. Head back to Anvil and tell Carahil that the deed is done to get
your recommendation.

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After your last recommendation is sent in talk to the person in charge of that
Guild Hall again and ask about the recommendation. They will tell you to head
over to the Arcane University and talk to Raminus Polus. You will be promoted
to Apprentice, have access to the Arcane University, and be given the
Apprentice Robe to wear.

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2.06.09 - Raminus Polus's Quests
*******************************************************************************

2.06.10 - A Mage's Staff
2.06.11 - Ulterior Motives
2.06.12 - Vahtacen's Secret
2.06.13 - Necromancer's Moon

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2.06.10 - A Mage's Staff
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Polus tells you that you must now get a staff to continue on with your Mage
training. Head east to a field through the Wellspring Cave to find some Mages
tending to the plants they use to make staffs.

Inside the cave you will be greeted by a Necromancer that will try to kill you.
Take him out and in the first cavern you will find Zahrasha dead on the ground.
Search the body and take the key to use a little later. You must now head
deeper in to the cave to find out what has happened. Head to the west and kill
the next necromancer.

Cross the bridge in the cavern and kill the necromancers on the other side.
Unlock the door with the key and head out to the field. Fight off the three
Necromancer's wandering the area and then you will have taken them all out.
Head over to the purple fire pits and open the chest to take the unfinished
staff out of it.

Head back to the Arcane University and talk to Raminus Polus about what has
happened. Now go see Delmar at the Chironasium behind the tower. Once you talk
to Delmar he will ask what kind of school you are most interested in.
Destruction lets you choose from Fire, Frost, and Shock. Illusion lets you
choose from Charm, Paralyze, and Silence. Mysticism lets you pick from Soul
Trap, Telekinesis, and Dispel.

After you choose which one you want it enchanted with, wait 24 hours. Talk to
Delmar and then take your staff out of the central cupboard. Talk to Raminus
Polus again to become promoted to Journeyman.

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2.06.11 - Ulterior Motives
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You must head out to Skingrad and retrieve a book that was lent to the Count.
Head out to Castle Skingrad and talk to the steward. Talk to Mercator Hosidus
and he will tell you that the count doesn't want to see him at this time. He
then states that he will try to get him to see you tomorrow. Wait 24 hours and
try again the next day.

The count will agree to meet with you, but not at the castle. You must show up
near the cursed mine just west of Skingrad at 2 AM. When you reach the spot
around 2 AM you will find that the Count has not shown up. Instead Mercator
Hosidus and his necromancer friends will be there to attack you.

Take them out, as you are fighting another man will jump in and help you fight
them. Janus Hassildor, the Count of Skingrad. He will yell at you about
believing Mercator about the count meeting you outside like that, but is happy
they are no longer a threat. He tells you that there is no book and you were
just sent to spy on him about the necromancers.

Head back to the Arcane University and talk to Raminus Polus about what
happened. He tells you that they have protected the counts secret of being a
vampire from the public and wanted to know what side he stood on. He advances
you to Evoker and an amulet Spelldrinker.

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2.06.12 - Vahtacen's Secret
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You are told to help Irlav Jarol in some ruins to take a little break from all
the big events that you had to go through. Find him in the tower by stepping on
the portal and talking to him upstairs. He will hand you a key and tells you to
go meet Skaleel at the Vahtacen.

Head east of the Imperial City and south of Cheydinhal to reach the Vahtacen.
Enter the cave and take the south path to the left. You will soon enter the
Ayleid Ruins and find Skaleel.

Skaleel tells you that you are more than welcome to try your luck at a pillar.
Once you are done talking to her head north west and unlock the gate. Talk to
Denel and he tells you that Skaleel might have a book that you can use to
decipher some of the Ayleid inscriptions.

Head back over to Skaleel and get the book from her. In the pillar room you
will find four tablets in the corners of the walls near the deactivated
crystals that normally shoot at you. This is what I was able to decypher using
the reference book:

"av molag anyammis" - From fire, life

"av mafre nagaia" - From frost, death

"magicka sila" - Magic ______

"magicka loria" - Magic ______

You know that it has to do with a fire spell so go ahead and use a fireball
spell on the pillar. This makes the pillar start to move, stairs will be
revealed in a small crevice in the back. Also you will notice that you weren't
hurt by any returning magic. This concludes that you must use certain magic
spells in a certain order. You can let your mind wander and think that since
the first one is talking about fire and life, than maybe the next one is
talking about death. The opposite of fire is frost, so you can try an frost
spell and it moves the pillar more.

The rest are not really easy to get since you don't have anything to really go
on with them so you should just hand the book over to Delen. Go read the
inscriptions on the wall if you haven't already. He translates them as having
to use certain types of magic: fire, frost, fortify magicka to target, and
finally damage magicka.

The order of this magic however is unclear. You must do it clockwise starting
from the north corner. So the spells come out to Fire Based, Frost Based,
Magicka Damaging Based, and the Magicka Fortifying Based. All the spells you
need can be found in scrolls in the chest next to the table except for a frost
based magic. Using your magic in this order will safely open the pillar.

BOth Skaleel and Denel ask that you head down to the new floor since you were
the one that unlocked it. Head down the hall and kill the Wraith. Go down the
stairs and enter the large room. Move quickly around the edge of the central
square and don't stand on any of the holes or it will fall and impale you. The
corners of the room have red crystal firing lasers at you from the cieling.

In the dead end, step on the pressure plate and kill the wraiths on both sides
of you. Wait for the delayed timed door straight ahead to open and continue
north west. Once again in this large room quickly move through without getting
on the central square for to long. More red crystals shoot from the cieling so
watch out.

Right when you open the gate ahead you will see blood all over the ground.
Watch out for the small three bladed gauntlet you must make your way through.
Kill the Wraith at the bottom of the stairs and move on to the next huge
room.

Head all the way to the south and go up the stairs. Press the switch to your
left and activate the two stairs at the central area. As you head up the new
set of stairs in the middle of the room four Lich's will transport in to the
room. Go kill them off fast and then climb back up the stairs.

Checking the area up here you will find a switch on the west pillar. Press it
and you will find an Ancient Elven Helm. After you take the helm a way opens to
the south east. You can kill the Wraith at the top of the stairs and open a
secret passage that leads back to the original door you came from OR you can
take another route north east through a door you have to pick. At the top of
that door is two Wraiths with some good treasure. The wall will collapse and
lead you out to the main hall.

Go talk to Skaleel and she will want you to head straight to Irlav Jarol. Once
you get to Irlav Jarol give him the helm and he will be happy to see it is
finally solved.

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2.06.13 - Necromancer's Moon
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Raminus Polus now wants you to go to the Mystic Archives and talk to Tar-Meena
about the Black Soul Gems. Don't forget to ask about advancement to be promoted
to Conjurer and receive the Conjurer Robes. Head behind the tower and enter the
Mystic Archives to talk to Tar-Meena. She tells you that you will have to
search for a book that Falcar had been using and still might have.

Luckily the book is in the south west corner on the small table under the
window. Take the book, read through it and learn how a Black Soul Gem is made.
Talk to Tar-Meena again about the book and then head out to give it to Raminus
Polus. Now he asks that you ask Bothiel about the passage in the book dealing
with the sky.

Talk to Bothiel and she will tell you that the Orrery is in disrepair (even if
you fixed it from the add-on) and all she can do is give you one of Falcar's
notes that he dropped when he was asking about it as well.

Upon reading the Hastily Scrawled Note to see a list of five primary sites,
altars being raised, and that it happens once a week. Talk to Raminus Polus
about the Shade of the Revenant. You are now told to head out to the Dark
Fissure and investigate for any clues.

Head up the mountain south of Cheydinhal and you will find an altar outside the
cave entrance. Hide and just wait for night fall so the Worm Anchorite comes
out of the cave and uses the altar to make some black soul gems. If they don't
come out just go in and they should be right near the entrance of the cave.
Kill them off and take the note in there pocket.

Go back and talk to Raminus Polus about what you saw or gathered. Once that is
done ask about advancement to be promoted to Magician.

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*******************************************************************************
2.06.14 - Hannibal Traven's Quests
*******************************************************************************

2.06.15 - Liberation or Apprehension?
2.06.16 - Information at a Price
2.06.17 - A Plot Revealed
2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
2.06.19 - Ambush
2.06.20 - Confront the King
2.06.21 - Alchemy Acquisitions

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2.06.15 - Liberation or Apprehension?
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Talk to Raminus Polus one last time and he tells you that Hannibal Traven wants
to give you a quest. Head back in to the tower and he is usually at the very
top. He tells you that there is someone on the inside of the necromancer cult.
He fears that the informant on the inside is in danger and wants you to get him
back safely. A group of Battlemages has already been dispatched down there and
you must hurry to rescue the informant before they get there with the
possibility of accidently killing him.

Head south west of the Imperial City and you will reach Nenyond Twyll. Enter
the ruins and as you walk forward a Battlemage will come talk to you. He tells
you that the traitor told them they were coming and they want to get him fast.
He tells you that the necromancers killed all the others and retreated further
in, he tells you to follow him as he runs down the stairs.

Fithragaer will more than likely run straight down the middle of the next room
setting off the booby trapped floor and get crushed to death on the cieling of
spikes. You must now venture alone. Kill the Wraith ahead and move on avoiding
the middle trap.

Kill the necromancer at the bottom of the stairs and then head north east. In
the large room you come to you will need to kill off two more Necromancer's.
Then head to the south east. Kill the zombie and then enter the stone door to
go deeper in to the ruins.

Right away kill the necromancer Mariette Rielle and continue down the stairs.
Either hop in the water and swim under the detection of the red crystals
stationed out there to sneak attack the middle section or just head right down
the middle. Kill off all the Wraits, Lich's, and necromancers on the stone
bridge walkway and move north. Kill the last necromancer guarding the button on
the wall and then activate it.

A secret tunnel opens in the middle of this wall. Inside you will find Mucianus
Alias, he has been transformed in to a zombie. Leave the ruins and go back to
the Arcane University to tell Hannibal Traven. After you tell him seek out
Raminus Polus for a promotion to Warlock.

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2.06.16 - Information at a Price
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The Count Janus Hassildor of Skingrad says that he has new information and
wants to talk to you personally. Head out to Castle Skingrad and go inside to
find the Hal-Liurz, the new steward and she will go get the Count. Wait and
soon enough Janus Hassildor will come out to talk to you.

Ask about the information to find out he wants you to do him a favor before he
tells you the information you want to know. Vampires have appeared at
Bloodcrust Cavern which in turn has made some Vampire Hunters come to town to
deal with them. They have heard rumors of vampires in the city and being a
vampire himself the Count wants you to get them out of the city and take care
of the vampires at the cavern.

Leave the castle and go in to the city to find the Vampire Hunters. The only
lead Janus Hassildor can give you is to talk to the citizens. On your way from
the castle to the city you may see Carsten, one of the Vampire Hunters. He's
been ordered not to talk to anyone so just head in to town.

You can find Eridor outside the chapel in the city or in the Two Sisters Lodge.
Talk to him and learn the locations of all the hunters and either kill them
carefully so the guards don't come, tell Eridor the vampires are in Bloodcrust
Cave so they head out there themselves and attempt to kill them all, or kill a
vampire in the caves and take the dust to give to Eridor so they leave.

If you let them head in to the caves you won't know who has won until the end
of the day. If they manage to kill off all the vampires they will leave the
city once they are done. Otherwise you will have to head in to the cavern and
kill off the vampires that killed them.

Once both sides are dead, head back to the castle and talk to Hal-Liurz again.
She will get the Count for you, so stand or sit around the Great Hall waiting
for him. He will tell you that an old and very powerful necromancer named
Mannimarco has come back to Cyrodiil and is up north somewhere unknown. He also
states that some from the mages guild have defected and joined this
necromancer.

Head back to the Arcane University and tell Hannibal Traven what you have
learned. He will then be focused on having to talk to the Mages Council and
thanks you for the information.

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You must wait at least three days after you have completed the quest
"Information at a Price" for the next quest to become available.

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2.06.17 - A Plot Revealed
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Hannibal Traven wants you to go to the Bruma Guild Hall and see if Jeanne
Frasoric is alright. He hasn't heard from her in a while and fears with what is
going on recently something bad may have happened. Head out to Bravil and enter
the Mages Guild.

When you enter the Guild Hall you find it burning with bodies on the ground and
Wraith's (may be zombies depending on your level) patrolling the area, kill
them all. Selena Orania is in the main room. Volanaro is laying on the stairs
leading down to the lower floor. Down in the Living Quarters you will have to
fight off all the Wraiths.

Go through the door to the other side and head up the stairs to kill another
Wraith. Go up the stairs to Jeanne Frasoric's room to find a necromancer woman
talking to someone to come out of there hiding spot. Kill her off and J'skar
will come out of hiding. He tells you he saw the King of Worms. He wants to
destroy the Mages Guild and kill them all. Follow J'skar back to the Arcane
University to ensure his safety.

Talk to Hannibal Traven about what has happened to the Bruma Guild Hall and he
will immediatly go speak to the council. Talk to Raminus Polus to advance in
rank to Wizard now and he will give you a spell called Wizard's Fury.

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You must wait at least three days after you have completed the quest "A Plot
Revealed" for the next quest to become available.

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2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
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Irlav Jarol took the helm to some ruins with a group of mages to study it
further in hopes that they can figure out something to fight against
Mannimarco. Hannibal Traven wants it returned fearing that the mages are going
to make themselves targets of the necromancers. Caranya took the amulet saying
that it is making the Imperial City in danger and is wanting to study it to use
against the necromancers.

Head out to Fort Teleman just north east of Leyawiin and south east of Bravil
near the Black Marsh border. Enter the fort and as you head down to the first
room you will see Necromancer banners all over, along with some Necromancers
for you to kill.

Head north and then east through the hall taking out the necromancers. Head all
the way to the back of the area to find a wooden door to head through deeper in
to the fort.

Within these tunnels you will find Necromancers fighting Daedra. Take them all
out and then enter the large room. Go through the broken out wall to the east
and then move south down the tunnel. In the last large room you will find a
Daedra in a pit with the dead body of Irlav Jarol. Kill it off and search
Irlav's body for the helm.

You can either use it to help you get the other item or head back to the Arcane
University and drop it off for safe keeping. Head out again west of the
Imperial City and you will find Fort Ontus. Head in to the fort and go down the
hall to be greeted by a fellow guild member. She tells you to go talk to
Caranya before doing anything else.

Head across the bridge and then go west at the first tunnel that you can. Go
through the wooden door to the understreets of the fort. Go west past another
mage and then turn to the south at the end of the hall. Activate the lever and
then head south through the gate.

Go in to the large room and talk to Caranya. She thinks you are there to help
her and no longer helping Traven until you ask for the amulet back. It turns
out she has defected over to the necromancer's side and wants to give the
amulet over to Mannimarco. Kill her off and then take the Necromancer's Amulet
off her body.

Instead of tracking back through the fort you can open the opposite gate to the
east and kill off the mage traitors. Take one of the dead mages fort keys off
their body for a door ahead. Get out of the fort killing the traitors if they
attack, or kill them al just because they are traitorous rats. Head back to
the Arcane University and to drop off the amulet and talk to Hannibal Traven
about what has happened. Talk to Raminus Polus to get an advancement in rank to
his equal Master-Wizard.

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2.06.19 - Ambush
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Hannibal Traven asks that you go to the south of Cyrodiil and meet a group of
Battlemages about to ambush the ruins of Silorn. Within the ruins you must
retrieve a special Black Soul Gem at all costs. Head west of the Imperial City
just south east of Skingrad. You will meet three Battlemages along the path
just before the ruins.

Talk to Thalfin and she will tell you the door is enchated sealed shut. She
then gives you command over them and tells you that you should place them in
the best positions based on there abilities.

Thalfin is better at using an axe than her spells.

Merete is better with magic spells and is very accurate.

Iver is a healer.

To strategize place Thalfin and Iver up close and Merete in the distance. Talk
to Thalfin again to get them all ready and then wait for the two necromancer's
to come out of the ruins. They will join the two already outside and then walk
single file to the east.

Head away away from your group and wrap around out of sight from the
necromancer's to quickly make it near the entrance to the ruins. Falcar, the
traitor mage leader from Cheydinhal will be one of the necromancer's walking
along with the others. Once the battle starts he will try to retreat back to
the ruins. Paralyze him and then kill him off to grab the special Black Soul
Gem.

If you can't catch him in time you will have to enter the ruins and go down to
the very bottom third floor past a lot of necromancers and kill him there to
get the Colossal Black Soul Gem. Immediatly head back to the Arcane University
and give the gem over to Hannibal Traven.

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2.06.20 - Confront the King
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Hannibal Traven sees that the Black Soul Gem was meant for him. He immediatly
comes up with a plan to kill Mannimarco. You are to take the Black Soul Gem to
Mannimarco and then kill him when the time is right. Hannibal Traven then tells
you that you are the new Arch-Mage and then kills himself to be put in to the
Colossal Black Soul Gem. Take the Filled Colossal Black Soul Gem and leave the
tower.

Head north west of the Imperial City and west of Bruma to reach Echo Cave. Kill
the necromancer guarding the door and take the key to the cave he was holding.
Enter the cave and kill the necromancer and undead (varies between level) in
the first large room. Once they are dead head north.

In the next large room with the stairs you will have to get past two more
necromancers. Kill the undead in the third large room and then go to the south
through the tunnels. You will eventually make it to some wooden doors leading
you down to the Echo Passages.

Continue to kill the necromancers and undead as you head for the next wooden
door leading further in to the cave. Head in to Echo Necromancer's Charmer.
Kill off the necromancer walking around by the door to Mannimarco's lair. Head
across the bridge and talk to Mannimarco.

He shoots you with a spell and it has no effect due to having the Colossal
Black Soul Gem. Just take him out with some weapons and then head back to the
Arcane University to tell everyone you have taken care of Mannimarco.

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2.06.21 - Alchemy Acquisitions
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Raminus Polus acknowledges you as the new Arch-Mage and tells you that Julienne
Fanis has been collecting Alchemical ingredients for Hannibal Traven when he
was Arch-Mage and she may extend this service to you as well. Head to the back
of the tower and go to the Lustratorium or the Mages Quarters depending on what
time it is to find her.

She tells you there is a chest in the Arch-Mages room where you can place an
ingredient in it and wait 24 hours for it to multiply. Placing any other items
in it besides ingredients can result in the loss of that item.

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2.07 - The Arena
*******************************************************************************

2.07.01 - Joining the Arena
2.07.02 - Fight Tier 1 - The Pit Dogs
2.07.03 - Fight Tier 2 - Brawlers
2.07.04 - Fight Tier 3 - Bloodletters
2.07.05 - Fight Tier 4 - Myrmidons
2.07.06 - Fight Tier 5 - Warriors
2.07.07 - Fight Tier 6 - Gladiators
2.07.08 - Fight Tier 7 - Hero
2.07.09 - Fight Tier 8 - Grand Championship

In the arena you will be able to fight to the death for Gold. You can join at
anytime throughout the game.

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2.07.01 - Joining the Arena
*******************************************************************************

In order to join the arena and fight in the battles go to the Imperial City
Arena on the east side of town and talk to Hundolin. Tell him you don't want to
bet on a match right now and then ask about becoming an Arena Combatant. He
will then tell you to head down to the Bloodworks to the left and talk to Owyn.

Head through the door to the left and find the side room where Owyn is standing
in the corner and talk to him. Tell him you want to be a combatant. He will
then ask if you want a light or heavy raiment. Choose whichever your character
is best in with light and heavy armor. After you choose your armor type ask
about everything and the rules of combat: Must wear the enchanted raiment you
were given, provide your own weapon, shield, and helmet, fight however you want
to, no looting of corpses.

If you take off your Raiments during battle you will have to restart the fight.
If you do it again for a second time you will be kicked out of the arena.

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2.07.02 - Fight Tier 1 - The Pit Dogs
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Equip your Arena Light or Heavy Raiment, a weapon, shield, and helmet. Now talk
to Owyn about Ready for Combat and he will set up a match for you. Head through
the room next to this one with the circlular alter and go through the door on
the other side.

You will now have to face a female Wood Elf equipped with a longsword and a
light shield. Even though she is about a level above you, it will be very easy
to take her out. Once she is dead head back down to the Bloodworks and activate
the altar to rejuvenate yourself.

Talk  to Owyn again and he will set up another match for you. It will be a
little tougher against a male Imperial with a heavy shield and helm. Take him
out and then repeat the proocess to start another match.

The third fighter is an Argonian archer, just run in close and take them out.
Once you win and talk to Owyn you will become a Brawler.

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2.07.03 - Fight Tier 2 - Brawlers
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The first combatant you will face is an axe-wielding Nord two levels above
yours. You can try and get him caught up on the stones in the center of the
arena if you need some help against him.

The second match is with two Wood Elf twin sisters. One has a bow and the other
has a claymore. They are both one level above yours. The archer will use a
chameleon potion, so hide behind the pillars until it wears off. As you wait
kill off the claymore wielding one and keep healing yourself. Once the potion
wears off move in for the kill on the archer.

The third fight is with a Kajiit that fights with an axe and is two levels
above your own. If you need a little extra help try to use the blocks in the
center to help you again. Once you defeat him your rank will advance to
Bloodletter.

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2.07.04 - Fight Tier 3 - Bloodletters
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Your first fight is against a Redguard with a mace or a longsword and shield.
Head in and kill him quickly, healing when needed.

The next opponent is a heavy armored Breton woman with a shortsword that is
said to sting like a wasp. She also has some Endurance and speed Potions so
keep your guard up. Run in with a good shield and longsword and block her hits
as you whittle down her life.

The third fight is a Dark elf with a bow and a sword. You'll want to move in a
little close so he switches to his sword and take him out. After you kill this
combatant you will rise to Myrmidon.

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2.07.05 - Fight Tier 4 - Myrmidons
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Your next opponent is a Wood Elf that uses an enchanted dagger called
Shimmerstrike. It has a weak Frost Damage but should still be watched out for.
Block what you can and take him down quickly.

The second fighter is a High Elf with light armor and a longsword. She isn't
much like most of the others with swords. Just block and attack when she is a
little winded.

The third fighter is an orc in heavy armor and carries a silver battleaxe. Once
you defeat him you will advance to Warrior Rank.

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2.07.06 - Fight Tier 5 - Warriors
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Your first fighter is a Nord swordsman that is about three levels above your
own, so be careful. She moves fast and swings hard so you don't really want to
get hit much or else you will most likely fall to the ground unless you have a
high block level.

The second fighter is a High Elf Sorceress with spell casting. Head in close to
her quickly and fight her longsword instead of the spells to kill her off fast
and easy.

The third fighter is a really tough orc with a large warhammer. It could
possibly kill you in almost two hits. Keep a safe distance to let her swing and
ove out of the way, hitting her with a quick stab. repeat until she dies and
head back in for a rank advancement to Gladiator.

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2.07.07 - Fight Tier 6 - Gladiators
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The first battle is a nasty one just as Owyn says. You have to go against three
Argonian prisoners from Black Marsh at the same time. They are leveled higher
than you, but for the most part unarmed. One or even two of them might have a
sword; they are pretty high leveled Hand-to-Hand as well.

Start by firing a few arrows at them as they come rushing towards you. Keep
away from them and don't get to close to the walls so they can't box you in and
let you have it. Weave around the pillars and stones in the center of the arena
to eventually get one of them caught up on an object and run over to hit them
good. Take all three of them out to win the match.

The second fight is with a Khajiit with a lot of healing potions, armed with
heavy armor and a sword. Just keep pounding on him and whittle his life down so
the healing won't help.

The third fight is with a Breton with a longsword. Head in with sword and
shield to block his blows and take him down. After you win this battle you will
advance to Hero.

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2.07.08 - Fight Tier 7 - Hero
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The first battle is an Imperial that used to be a Blade. He is a highly trained
swordsman with a Blades Shield and the Akaviri Katana. You will need a ton of
healing potions and spells. Head in and attack, then run away to heal.

The second fighter is a High Elf spell caster mastering destructive magic. He
also has an enchanted shield called the Gray Aegis that protects him against
magic. As Owyn says, just charge straight in bashing the hell out of him.

The third fighter is actually three fighters a spellcaster, an archer, and the
female champion training in the bloodworks. Owyn is sending you up with the
boar, named Porkchop, to help you out and distract one of the three for you.

Head out and take care of the archer and spellcaster as the boar goes and does
his thing against the enemies. Once you defeat the two take out the champion
and then head back in to be named the new Champion.

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2.07.09 - Fight Tier 8 - Grand Championship
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Before you start this fight you can make the battle a whole lot easier by going
over to Agronak gro-Malog and talking to him to start a side quest called
"Origin of the Gray Prince" This will upset the Gray Prince and allow you to
kill him easily in the arena.

You will now have defeated the Yellow Teams fighters they had for you to fight.
Now Owyn will have you talk to Ysabel Andronicus on the opposite side of the
side hall you are on. She will explain the rules for this special match. You
can wear any armor you please, along with any enchantments you want. You can
also loot the corpse once you have defeated the Gray Prince. The Gray Prince
will be using a heavily enchanted Raiment of Valor (fortify health, athletics,
personality, and fatigue).

Head over to Agronak gro-Malog and challenge him to a match. Go talk to Ysabel
Andronicus again and then say you are ready for the match if you are prepared
enough for it. She will then have you choose an Arena Name, just like how the
Agronak gro-Malog is called The Gray Prince.

Now head up to the Arena and start the battle. He will charge you and then stop
as he sheaths his weapon and begs you to kill him. If you didn't do the side
quest quickly stab him with a blade and run away as he starts swinging. Once
you defeat him, take his armor and go talk to Ysabel Andronicus again and
choose between a light and heavy Raiment of Valor. You will be named Grand
Champion, get 1,000 Gold and the new arena armor. Talk to Ysabel Andronicus
again

Also once you walk out of the arena gates you will find an Adoring Fan that
wants to follow you around. Even though he seems to be a little annoying he
serves as a good torch holder and runs away when danger comes to let you know
an enemy is approaching.

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3.01 - Side Quests
*******************************************************************************

3.01.01 - Anvil
     3.01.02 - Newheim's Flagon
     3.01.03 - Where Spirits Have Lease
     3.01.04 - The Sirens Deception
     3.01.05 - The Ghost Ship of Anvil
     3.01.06 - Dunbarrow Cave
3.01.07 - Bravil
     3.01.08 - Caught in the Hunt
     3.01.09 - Through a Nightmare, Darkly
     3.01.10 - The Forlorn Watchman
     3.01.11 - Buying a House in Bravil
3.01.12 - Bruma
     3.01.13 - Two Sides of the Coin
     3.01.14 - A Brotherhood Betrayed
     3.01.15 - Lifting the Vale
     3.01.16 - Buying a House in Bruma
3.01.17 - Cheydinhal
     3.01.18 - A Brush with Death
     3.01.19 - Buying a House in Cheydinhal
     3.01.20 - Corruption and Conscience
     3.01.21 - The Wayward Knight
3.01.22 - Chorrol
     3.01.23 - The Killing Field
     3.01.24 - Seperated at Birth
     3.01.25 - Legacy Lost
     3.01.26 - Sins of the Father
     3.01.27 - Shadow over Hackdirt
     3.01.28 - Canvas the Castle
     3.01.29 - Buying a House in Chorrol
3.01.30 - Imperial City
     3.01.31 - Buy a house in the Imperial City
     3.01.32 - Unfriendly Competition
     3.01.33 - The Collector
     3.01.34 - Nothing You Can Possess
     3.01.35 - Secrets of the Ayleids
     3.01.36 - Order of the Virtous Blood
     3.01.37 - Imperial Corruption
     3.01.38 - An Unexpected Voyage
     3.01.39 - Origin of the Gray Prince
3.01.40 - Kvatch
     3.01.41 - The Battle for Castle Kvatch
3.01.42 - Leyawiin
     3.01.43 - Tears of the Savior
     3.01.44 - Whom Gods Annoy
     3.01.45 - Mazoga the Orc
     3.01.46 - Knights of the White Stallion
     3.01.47 - Buying a House in Leyawiin
3.01.48 - Skingrad
     3.01.49 - Paranoia
     3.01.50 - Buying a House in Skingrad
     3.01.51 - The Rosethorn Cache
     3.01.52 - Seeking Your Roots
3.01.53 - Settlement's
     3.01.54 - Go Fish
     3.01.55 - Raid on Greyland
     3.01.56 - The Sunken One
     3.01.57 - The Potato Snatcher
     3.01.58 - Bear Season
     3.01.59 - Revenge Served Cold
     3.01.60 - The Gravefinder's Repose
     3.01.61 - No Stone Unturned
     3.01.62 - A Venerable Vintage
     3.01.63 - When the Vow Breaks
3.01.64 - Wilderness
     3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
     3.01.66 - Frostcrag Spire
     3.01.67 - Key to Key
     3.01.68 - Zero Visibility
     3.01.69 - Goblin Trouble
     3.01.70 - Repairing the Orrery
     3.01.71 - Unearthing Mehrunes Razor
     3.01.72 - Horse Armor

*******************************************************************************
3.01.01 - Anvil
*******************************************************************************

3.01.02 - Newheim's Flagon
3.01.03 - Where Spirits Have Lease
3.01.04 - The Sirens Deception
3.01.05 - The Ghost Ship of Anvil
3.01.06 - Dunbarrow Cave

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3.01.02 - Newheim's Flagon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You get this quest by talking to Newheim the Portly while working on the "Den
of Thieves" quest and asking him about his heirloom that was stolen in that
quest.

Head out to Newheim's house or find him around town wandering around a lot.
Talk to Newheim and and ask about the thieves, then ask about the heirloom to
get a side quest started. Head out the north gate and go along the road to the
north to locate Hrota Cave.

Don't go through the southern tunnel on the right as this just leads to a cave
in and you may get injured. Head north east through the second tunnel and pass
the tunnel on the left to enter a cavern with two thieves to deal with. Keep
Maglir alive while fighting off the thieves.

You can talk to Maglir at anytime and tell him to wait or follow if you want to
check anything out without him or just keep him out of harms way. The first
tunnel on your left leads you to a dead end with a few items scattered in bags
and crates. Continue south east and take the second tunnel on the left to reach
three thieves, wait until they are all facing different directions and head in
for some stealth kills, or charge in with Maglir if he still has the health for
it.

If you are having Maglir follow you, tell him to wait in this cavern where you
just killed the three thieves and then head through the south eastern cavern by
yourself. Go along the side of the wall on either side and trip the rope trap
to allow the spiked ball to fly past, now go back and get Maglir. Otherwise
just jump over the rope.

Sneak in to the last huge cavern with three more thieves inside. and kill them
all off. You have successfully killed off all the thieves in the cave, however
you still need to locate that heirloom for Newheim. Head down in to the pit and
search the table on the south western side for Newheim's Heirloom, take it and
a quest update will pop up telling you to take it back to Newheim.

Head out of the cave and go to Newheim's house or find him wandering the city
and hand him his heirloom for a reward consisting of three bottles of Newheim's
Special Brew.

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3.01.03 - Where Spirits Have Lease
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You will need an enchanted weapon for this quest.

There is two ways to get this quest. You can talk to the beggar outside Benirus
Manor about rumors of screams heard inside the manor or you can go to The
Count's Arms at the north west end of town and speak to Velwyn Benirus. Either
way you must go see Benirus, he tells you that he is selling his manor. Give
him the 5,000 Gold and you will get the key to the front door and the deed to
the manor.

Get an enchanted weapon and head over to the manor to the east and enter it. As
you look around the old manor you see that it needs some work put in to it to
become a good house again. Upon inspection of the basement you will find a
symbol on the wall that does nothing, at least for now.

Equip your enchanted weapon and head back up to the second floor, prepare for
bed and get some rest. When you wake up three ghosts will be at the foot of
your bed, quickly get out your enchanted weapon and kill them all. Once you
have killed them a quest update will pop up.

Head downstairs to the main room and you will find a glowing smashed vase on
the floor. Take the skeletal hand and read the scrap of paper about a secret
room that only a true Benirus can open. Once you take the paper and hand the
spirits in the house will become restless, get out of the house in search of
Velwyn Benirus.

Talking to people on the streets refers you to head back over to The Count's
Arms. Head back to The Count's Arms and speak to Wilbur the owner of the shop.
Velwyn Benirus got up and left the moment he sold the house to you, most likely
to the Imperial City. Head out to the Elven Gardens District of the Imperial
City.

Talking to the guards you will hear that he just arrived in town and is most
likely staying at the King and Queen Tavern. Talk to Velwyn Benirus about the
Manor and then Lorgren Benirus, and finally Lift the Curse. Head back to Anvil
and find Velwyn Benirus at The Count's Arms. If he isn't there when you get
there wait a few days and he will finally show up.

Talk to him to get things moving and then head out to the manor. Now protect
the both of you and make your way to the basement of the house. There are two
to three ghosts in the main part of the house. You can either fight off the two
ghosts on the first floor and avoid the third ghost or just run past them all
and get to the basement.

In the basement you will have to get past four ghosts to reach the seal on the
south wall deep within the basement. Once you reach the seal Velwyn Benirus
will start opening the door, keep the ghosts from hurting him and once the door
is open the ghosts will vanish. Velwyn Benirus will run off leaving you to take
care of the rest of the work.

Head inside the secret chamber and go up to the altar to activate the skeleton.
Get on the other side of the altar so your facing the doorway you walked
through to enter this room. Activate the skeleton again and then turn around to
face the steps in the middle of this room, start attacking the Lich quickly so
he can't summon any spirits. Once he is defeated the curse will have been
lifted from the manor.

When you get upstairs the entire manor will have transformed with a face lift
to make it look more cozy. Exit the manor and head over to The Count's Arms to
speak with Velwyn Benirus. He thanks you for lifting the curse and heads out
once again for the Imperial City.

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3.01.04 - The Sirens Deception
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Talk to Imus the Dull in Anvil near the harbor and talk about rumors to get the
subject about an all female gang. Then talk about the gang topic that appears
afterwards to obtain this quest. You can also get it by talking to Maelona whom
is walking around the city. No matter what the case is you must go talk to
Maelona and Gogan. Gogan himself has been robbed by the sirens.

Maelona will give you 100 Gold (all she has) to get her family ring back. She
suggests you go to The Flowing Bowl just outside Anvil but you should still
talk to Gogan to learn exactly what they did to him and then leave for The
Flowing Bowl along The Gold Coast.

Once you enter shortly after you will be approached by two women that enter
behind you. Don't draw your weapons unless you want them to take out theres and
attack you with them.

If you are a male character, Signy sees that you're alone and offers you to
head out to there farm at 11 PM to have a night of fun. If you have a female
character Faustina offers you an invite in to there gang. They will add the
mark on your map, leave The Flowing Bowl and head east to Gweden Farm.

Roughly around 11 PM you can enter the farmhouse with Faustina already inside.
You will be waiting on Signy to come in shortly. You will have different
variations depending on your gender but it will all end up the same in the end.
She will yell for Signy and a Kajiit to come in and help her take care of you.
Kill the three of them off and then Maelona and Gogan will come in dressed as
Anvil Guards. You will get a reward of leveled Gold from them.

Take the Gweden Basement Key off of Tsarrina or Faustina and use it to go in to
the basement of the house. Loot the place and then leave the farm house.

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3.01.05 - The Ghost Ship of Anvil
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You will need an enchanted weapon for this quest.

Talk to Varulae on the western ship docked out on The Gold Coast. She will give
you the key to the Serpent's Wake, now head through the locked door in to the
ship. In the first room is the ghost of the captain. Kill it and search the
Captain's dead body for the Serpent's Wake Captain's Key to unlock his locked
chest. Head back to where you just entered the ship and look on the ground for
a door to go down to Mid Deck.

Open the door to the left and kill off the spirit of the dead crew member. Then
turn around and head south west to kill a second spirit. Head to the end of the
hall to find another trap door to the Cargo Hold.

Kill the two spirit's in the back of the ship or just quickly turn around to
face the south west and open the chest to grab Varulae's Crystal Ball and haul
butt back outside. As a reward you will get the captain's sword Redwave which
is an enchanted Cutlass.

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3.01.06 - Dunbarrow Cave
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You must buy the add-on pack for the Thieve's Den in order to get this quest.

Search outside Anvil Castle around the edge of the cliff for a message to pop
up about a cave. If you check on the back side of the cliff you will find a
wooden door leading to the Smuggler's Cave. From down in the water head up the
path through the tunnel underneath to reach a door leading to Dunbarrow Cove.

Enter the door to get a quest update. The cove is filled with six pirate
skeleton's that you can get rid of to take over the area as your own hideout.
Once you dispose of all the skeletons on the outside of the cave, head in to
the Captain's Quarters and fight Captain Dugal.

Since the cavern and the Black Flag are in terrible shape you will need to seek
some outside help. You must speak with Dahlia Rackham of the Clarabella. Head
back to The Gold Coast and go to the ship called The Sea Tub Clarabella. Enter
the ship and talk to Dahlia Rackham about Dunbarrow Cove Upgrades.

You can get a Fencer to sell your stolen loot for 1,000 Gold, a fletcher for
1,000 Gold, Upgrade your quarters for 500 Gold, hire a security expert for
1,000 Gold, hire a spymaster for 1,000 Gold, and hire a supplier for 1,000
Gold.

Once you completely buy all the upgrades some pirates will start to join your
crew and you can tell them to go on missions which take a week for them to
return and they will give you part of the loot as well.

Also check inside the chest in the captain's quarters once you refurnish it to
get the Smugglers Key which opens the door back in the entrance cave to get in
to the secret chamber of the castle.

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*******************************************************************************
3.01.07 - Bravil
*******************************************************************************

3.01.08 - Caught in the Hunt
3.01.09 - Through a Nightmare, Darkly
3.01.10 - The Forlorn Watchman
3.01.11 - Buying a House in Bravil

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3.01.08 - Caught in the Hunt
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You must go to Bravil and speak with Ursanne Loche to get this quest started or
talk to the town's people about rumors to get a clue to head over to Ursanne
Loche to hear more. Her husband has gotten himself in a lot of debt with
gambling and has vanished when he was told to meet with the man collecting his
money.

Head down to The Lonely Suitor Lodge in the south part of town, as this is your
only lead. Head up to the second floor and talk to Kurdan gro-Dragol and raise
his Disposition and then ask about Aleron. He will tell you that you must bring
him the Axe of Dragol located on an island for him to tell you where Aleron is.
Tell him you are ready to go on the boat and leave the lodge.

Now head north across the bridge and then take the stairs to the right down to
the dock. Jump on the boat and activate it to automatically get sent to the
island. Head up to the gate and go a little to the right to see a lever on the
ground that you must activate to open the gate.

Inside the outter part of the tower you will find Aleron Loche, talk to him to
find out that you were tricked in to finding an axe that doesn't exist. The
gate you entered is now locked and you are both trapped inside the tower, so
you must head down in to the dungeon. Within the dungeon will be some hunters
that are hunting the most dangerous prey out there, humans.

Before you enter the dungeon ruins, go up the stairs to the third floor and
then leap across the pillars to the far ledge with a treasure chest against the
wall. Pick the lock and inside you will find two bottles of Shadowbanish Wine.
This will activate another optional quest. You can also find some arrows, a
bow, a sword, and a shield laying around if you need them.

Once you are ready, head through the door to the south east on the ground floor
to start the hunting game. The first hunter will be straight ahead down the
hallway. Watch out for him and move along the hallway. Head down and kill him,
taking the First Hunter's Run Key.

Go deeper in to the ruins and kill the rats that infest the north western area.
Now make your way to the south to go down some stairs to reach a bridge with
water. Slowly walk across the bridge and back up as large spiked logs come
swinging down from the left part of the ceiling. As you go up the stairs look
on the left side for a bed and a chest to loot.

If you go south west for the chest watch out for the darts that shoot out of
the wall straight ahead. They start shooting from the left and move to the
right. Jump the pit as you head through the next tunnel or else you will get
impaled by some spikes. If you do fall and survive, take the first right turn
to head back up to where you left off.

Head through the tunnel, watching out for the darts in the wall and kill off
the second hunter to take his Second Hunter's Run Key. Now maneuver through the
maze of tunnels to reach the back corner and enter the door to the Hunter's
Abyss with the keys collected.

Kill the two rats straight ahead and then jump over the tripwire to the
entrance of the south west tunnel. Head down the steps and stop at the middle
landing to let the darts shoot out, then quickly run down the second set of
stairs. Take the south east doorway and jump over the second tripwire as you
enter the intersection.

Head down the south east path and kill the last of the hunters. Take the Fort
Grief Door Key off his body and head back out of the ruins to meet back up with
Aleron Loche. As you walk out of the tower your character will be frozen in
place just in time to see Aleron Loche get run through with a blade. Kill off
Kurdan gro-Dragol and search his body for the Fort Grief Real Key.

Head back inside the Hunter's Run and use the key on the gate at the first left
turn. Activate the lever and the gate outside the fort will open again. Use the
boat to head back to Bravil and seek out Ursanne Loche to tell her the bad
news. You will recieve the Biography of the Wolf Queen as your reward. Upon
reading this book you will receive a higher speechcraft level.

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3.01.09 - Through a Nightmare, Darkly
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walking through the streets of Bravil and talking to people about rumors you
can come up with a friend of Kud-Ei has gone missing. You can also head over to
the Mage's Guild and talk to Kud-Ei yourrself. Talk to her once and wait for
her to say she is in desperate need of help. Talk to her again to get the
Henantier topic opened.

Follow her down the path to Henantier's house just across from the Mage's Guild
to see him laying on the bed. Talk to Kud-Ei again and then you will get the
Dreamworld Amulet. Also if Henantier dies in the dreamworld, anyone else in the
dreamworld with him will die as well. Equip the Dreamworld Amulet and hop in to
the bed near Henantier.

You will reload in to the dreamworld with Henantier near you. You are both in
his house which has been remodeled. Due to the amulet stuck on you, you can't
use your magic and you are naked...no clothes, weapons, or any items have come
with you to this world. You can find some useless clothes in the drawers for by
Henantier for now. Looking around the area you will find four doors that lead
to different tests you must go through to help Henantier regain his lost
elements.

+++++++++++++++++
+Test of Courage+
+++++++++++++++++

The easiest of the four doors is the Test of Courage found downstairs and
through the hallway to the right. Enter the door and walk over to the chest on
the right to grab the bottle of Weak Potion of the Sea. Head in to the deep
water, no enemies are in the water, and start swimming down through the tunnel
as far as you can go until your breathe meter reaches the circle on the left
side and take a drink from the Weak Potion of the Sea you found. You will come
to a bend in the underwater tunnel and eventually find another casket with
another bottle of Weak Potion of the Sea.

Your breathe should have almost if not completely refilled as you were swimming
with the first bottle used. Once again head down deeper through the bends
continuing down until your breathe reaches the circle on the left side of the
air bar and use the second bottle. Soon after as you swim down you will come to
a wooden door in the floor to open, you will then enter a room where you can
come out of the water and collect the element of courage in the sphere ahead.

++++++++++++++++++
+Test of Patience+
++++++++++++++++++

Go to the door north of Henantier's bed to get to the Test of Patience. Walk up
to the Study straight ahead and take the Mysterious Scroll. Upon looking at the
scroll it may seem like weird unreadable characters to you, but if you look at
it closely you can find a pattern in each of the three sections. Head up to the
first pressure plate area without getting on the plates just yet and pull out
your scroll.

Both the pressure plate and the scroll show 4 x 4 symbols to plates. So as you
look for the pattern you can start to realize that it is a map to help you
across plates safely. Looking for the pattern gives you that on the bottom of
the fourth row second one from the left is the same symbol with the one above
that and then to the left of that, then all the way up to the top. So step on
the second plate from the left and then move one plate up. Now turn to your
left and move over to the first row and then move straight ahead to reach the
other side safely.

+ O O O
+ O O O
+ + O O
O + O O

Walk around the path to the next plate area to see that you have only one
choice in entering the area straight on to your first plate. This gives away
where the pattern is on the scroll being the third plate from the right on the
bottom row. Take the symbol that it is on the map and trace the safe path. Head
on to the first given plate, then up one more. Turn to the left and head along
the plates over twice. Turn to the right and head up two more plates. Turn to
the right and move over one plate, then turn to the left and head up one plate.
Turn to the right and move over two plates, and then turn to the left and move
off the last plate to reach the other side.

O O O O + O
O O + + + O
O + + O O O
O + O O O O
O + + + O O
O O O + O O

Head along the path to reach another pressure plate area. Once again you have
only one choice to enter the pressure plate area. Look at the symbol once more
on the scroll and follow the path to safety. Step on the first plate which will
be the third plate from the left, then move up two more plates. Turn to the
right and move over four plates. Turn to the left and move up two plates, then
turn to the right and move over one plate. Turn to the left and move up two
plates and then turn to the left to move over three plates. Turn to the left to
move down one plate. Now turn to the right and walk four plates over to be on
the edge of the plate area. Finally turn to the right and walk straight up to
reach the end of it.

+ O O O O O O O
+ O O O + + + +
+ + + + + O O +
O O O     O + +
O O O     O + O
O O + + + + + O
O O + O O O O O
O O + O O O O O

Head up to the altar and take the Element of Patience and you will be taken
back to the house.

++++++++++++++++++++
+Test of Perception+
++++++++++++++++++++

Enter the door along the southern wall on the second floor to take the Test of
Perception. Head over to the Perceive container and take the Torch out of the
item box. Head up to the north east walkway and begin carefully and slowly
moving along the path, equip the torch while you are on this path to watch out
for the pressure plate that activates the boulders above your head.

Move along to the bright glowing circular area and walk along the circular path
to the other side as you avoid the swinging blades. Hop down off the path to
the gas chamber area and avoid the gas spots. You may want to use the torch
again to watch out for any holes you might fall in to. Get back on to the path
to the north east and watch out for another pressure plate on the ground that
triggers the rocks above your head.

Walk along the path and get to the better lit area to avoid the large cutting
blades that start to fall from above. Go under them as they start to raise, one
at a time. On the last one just before the circular area watch out for the
pressure plate on the ground as you step in, it activates the boulders above
your head.

Light your torch again and head along the path watching out for the pressure
switches littering the ground. At the end grab the Element of Perception to get
transported back to the house.

+++++++++++++++++
+Test of Resolve+
+++++++++++++++++

Enter the door in the lower floor area inside the room off to the left. If you
have been through the arena you should remember this area, only it is in the
setting of Oblivion. Open the Prepare container to find leveled weapons and
leveled armor of both light and heavy. Equip what you wish to use (or what you
can use) and head out of the tunnel to the battle grounds.

In the battle field you must fight two Minotaurs a level below you. Just use
the staff at first until it runs out of charges. Once it runs out use the other
weapons based off of how well you can use them and kill them off. Once both
Minotaurs are dead some stairs will raise and you must climb them up to the
balcony to get the Element of Resolve. You will then be teleported back to
Henantier's house.

Talk to Henantier with the four elements collected and then you will be
awakened and Henantier will give you six scrolls based off your level.

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3.01.10 - The Forlorn Watchman
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You will need an enchanted weapon for this quest.

Walk around Bravil for a while and eventually the topic "The Forlorn Watchman"
will become active. Talk to anyone, such as S'Krivva, and they will tell you
about The Forlorn Watchman and open a new quest for you. You can also activate
the quest by walking around the shore of Niben Bay at night and see the ghost
for yourself to get it activated.

Going through with rumors you will learn that Gilgondorin at the Silverhome on
the Water will know more about the ghost. Head over to the inn near the north
gate and talk to him to learn the ghosts schedule. He will tell you Bawnwatch
Camp at 8 PM and mark your map for you.

Head out of town and go south east to reach the camp on the little island, you
can use the bridge to reach it. Wait until 8 PM to see the Forlorn Watchman
appear out of thin air near the bridge. Stand around watching what he does for
a little bit. Soon he will head across the bridge and walk along the wilderness
for a ways away from the island. After you get past Fort Irony the Forlorn
Watchman will shortly after stop on a hill and start looking out over the water
ahead. Approach him and he will talk to you about himself, his name is Grantham
Blakeley.

Head back in to Bravil and go to the Silverhome on the Water to talk to
Gilgondorin. Asking about the Forlorn Watchman doesn't ring any bells on the
name you were told. However talking about the Panther's Mouth will get you to
your next clue. Gilgondorin knows exactly where it is, and marks the map for
you.

Head back out to Fort Irony and then get on the hill where the ghost was
standing, he may still be there if it is the right time for him. Head out and
either swim the lake straight over or walk around. You will find a shipwreck
right at the Mouth of the Panther.

Enter the ship's hull from the hole in the side and fight the two spectral's
inside the room. In a side room on this first floor is a log book you can find
on the table to give you more insight on what happened. Heading up the ladder
in to the Captain's Quarters just brings you to another spirit you will have
to fight off. Nothing of much interest in up here.

Head down below to the Mid Deck and kill off the two spirits here. Head over
towards the back of the ship and go down to the Lower Deck. Kill the spirit
named Gable the Traitor and loot his body for a Small Key. Head to the north
east door and unlock it with the key you just found to find a room with a
skeleton chained to the wall. Use the key again to release the skeleton from
the shackles and the Forlorn Watchman will appear thanking you.

After the Forlorn Watchman leaves look near the skeleton on the floor for
Grantham Blakeley's Map. It shows the location to his treasure. Exit the ship
and head east and cross over the river. Now head over to the bend in the river
and clear out the Blackwood Dog Camp of any enemies so you don't have to worry
about them. There may be a Mud Crab or a fish nearby to watch out for. From the
little boat docked swim south west a little ways and go under the water to
recieve a quest update pop up and look for a large rock formation a little to
the left. In the middle of the rocks is the chest ready for the taking.

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3.01.11 - Buying a House in Bravil
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Head in to the castle in Bravil and talk to Count Regulus Terentius when he is
seeing the public in the day hours. You must raise his Disposition up to at
least 60. You will then be able to pay him 4,000 Gold for the shack overlooking
the water's edge. Head out the castle and cross the bridge, then take the south
bridge across the other river and head over to the house on the bottom floor
all the way on the edge of the buildings area.

Now exit the house and go see Nilawen at The Fair Deal to get some furniture.
Head over the bridge and go to the north east corner store The Fair Deal near
the north entrance to the city. You will have to buy the House Dining Area,
House Kitchen Area, House Racks Assortment, House Reading Area, House Storage
Area, and the House Wall Hanging for about 1,200 Gold a piece.

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*******************************************************************************
3.01.12 - Bruma
*******************************************************************************

3.01.13 - Two Sides of the Coin
3.01.14 - A Brotherhood Betrayed
3.01.15 - Lifting the Vale
3.01.16 - Buying a House in Bruma

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3.01.13 - Two Sides of the Coin
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Talk about rumors to the townspeople of Bruma to learn that Arnora Auria has
had trouble with her boyfriend and he stole money from her. Head to her house
in the south behind the chapel and talk to her about it. You will learn that it
is much more complicated than that. Raise her Disposition and then speak to her
about Jorundr and Stolen Gold. Jorundr is in prison here in Bruma.

Head out of the house and go to Bruma Castle to reach the dungeon through the
Great Hall. Enter the Barracks and then enter the Dungeon. Ask the guard to
allow you to visit the prisoners and head down to see Jorundr. He won't tell
you anything since you are an outsider. Either attempt to pick the lock in
front of the guard or just punch the guard without a weapon to commit a quick
crime and take the send me to jail option.

Once you are in jail a quest update will pop up. Talk to Jorundr again and ask
about the Stolen Gold. He will tell you that Arnora is actually the evil one
and that she set him up to put him away in jail while she gets the money. He
asks that you kill her and then bring her amulet to him. Now activate the
Bedroll to serve your sentence.

Head back to Arnora's place and make a decision talk about the Stolen Gold and
either fight her which leads to a possibility that the guards would get alerted
or let her give you the Amulet.

If you choose to fight her you must kill her off and take the key off her body.
The Amulet she is wearing is actually a fake and won't be accepted. Unlock the
chest next to her bed and take the True Amulet. If you let her give you the
Amulet she hands over the key and lets you take it.

Head back to the dungeon and talk to Jorundr again to let him see the True
Amulet. He will tell you the treasure is by the North Gate of Bruma. Head out
there now and when you get there one of two things can happen. If you already
killed Arnora you can find the chest and take the treasure, completing the
quest. If you let Arnora live Tyrellius Logellus will be out there looking for
the treasure and walk up to you telling you he already killed Arnora so she
won't be talking anymore and now he wants to kill you. Kill him off and recover
the treasure.

Head back in to town and check on Arnora back at her house. She is indeed dead
so all the gold belongs to you now. You can also head back in to the Dungeon
and tell Jorundr what has happened to both Arnora and Tyrellius Logellus.

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3.01.14 - A Brotherhood Betrayed
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To get this quest speak with a townsperson about Raynil Dralas or ask about
rumors to come up with a vampire getting killed within the city walls. Head
inside Bradon Lirrian's House next to the chapel and a guard, Carius Runellius,
will stop you. Raise his Disposition to at least 70 to learn that Bradon was a
vampire and a hunter came in town and killed him.

Talk to Erline Lirrian in the corner for her to explain that her husband was
not a vampire. She suspects that Raynil planted the dead body and that he is
a suspicious character that she wants you to question. The reason why Bradon
was only outside at night is because that is when he works, so he has to sleep
in the day.

Exit the house and head out to find where he may be. No one knows his
where-abouts except for Fjotreid at Bruma Hammer and Axe, Hafid Hollowleg at
the Jerall View, or Petrine at the Bruma Wildeye Stables to find out he is
staying at Olav's Tap and Tack. Inside Bruma go to Olav's Tap and Tack near the
east gate.

Talk to Olav and he too will have his doubts on Bradon Lirrian actually have
being a vampire. Raise his Disposition to at least 70 and he will tell you
which room Raynil Dralas is in as well as handing over an extra room key for
you. Head up the steps and go to the back door which is locked and unlock it
with the key you were handed.

Look behind the drawers for Gelebourne's Journal, reading this makes a quest
update pop up. Now head back over to Olav and ask about Gelebourne. You will
learn that he was killed by Raynil earlier for being a "vampire" as well in
Skingrad, which made the Bruma guards trust him.

Head back to Bradon Lirrian's House and talk to Carius Runellius tell him about
Gelebourne and show im the journal as proof. He then realizes that it was all a
scam to get to kill off the two men easily without danger of being caught.
Carius tells you to meet him at Olav's Tap and Tack in one hour and he runs out
of the house.

Once Carius Runellius comes through the door to Olav's Tap and Tack he will
tell you a scout saw Raynil heading out towards a cave. You have less than 24
hours to get to the cave or else Raynil will get away. Unlike most other quests
that let you take a while to get around to, this one actually needs to be taken
care of as it says. Head out west from Bruma to reach Boreal Stone Cave just
past Applewatch.

Enter the cave and you will get a quest update pop up telling you are at the
right spot. In the first cavern you will find Raynil and he will approach you
and say he must fight you and won't surrender. Kill him off and take the keys
off of his dead body, head over to the chest just ahead and open it with the
keys to get a Mundane Amulet.

Exit the cave and head back to see Erline about the amulet you just recovered.
She takes it from you and finally speaks a magic word to unlock the amulet's
true power known as Phylactery of Litheness.

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3.01.15 - Lifting the Vale
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You will need a Fame of 10 or higher for this quest. May need enchanted weapon.

When you meet the requirements you will be approached by Tolgan, the countess's
herald, and gives you 25 Gold or you can find out that Countess Narina Carvain
collects Akaviri artifacts through rumors. Head in to the castle and meet with
the countess during normal meeting hours in the Great Hall.

Talk to Countess Narina Carvain to learn that she is collecting artifacts and
is missing the Draconian Madstone, she wants you to get it for her. You will
get a history lesson on the lands around as well. She will hand over a diary
entry, key, and map of the supposed whereabouts of the amulet.

Exit the castle and read the diary entry and look at the map. Exit out the
east gate and take the north trail when the road splits. Near the end of the
north path you will locate Dragonclaw Rock just like in the diary. Now
following the map, head west from the rock formation. You should shortly after
find the large statue facing north. Now ead north from the statue. Soon you
will reach the door to the Serpent's Trail.

Enter the door and start heading through the tunnel killing some rats in the
way. Continue straight at the first intersection. When you turn the corner
watch out for the boobytrap on the ground. After you take the second right turn
you will find a skeleton on the ground holding the Akaviri Orders, take them.

Head up the tunnel more and kill off a patrolling Ogre to continue on. Kill off
two more Ogre's as you head through the tunnels and make your way east. Dodge
the landslide from the tunnel to the north and kill the enemy ahead to press
on and take the second tunnel north. A fourth Ogre will be in the zig-zag like
cavern area right before you reach the stone door.

Once you exit the tunnel, head along the trail to kill the Ogre's in the area.
Eventually you will reach the ruins by following the road past a lot of Ogre's.
Enter the ruins of Mouth of the Serpent to start looking for the actual
artifact.

These ruins are guarded by the undead skeletons of the Akaviri. Kill off the
skeletons in your way and head north east. Watch out for the double pressure
plate on the ground which activates a large log that swings down in front of
you. You can either head north west at the intersection and reach a door
earlier with less skeletons by jumping over to the arch and then to the door or
continue straight through the open door and attack more skeletons.

*********************
*Eyes of the Serpent*
*********************

In the center of this first area, watch out for the pressure plates as you walk
through. To the south east leads you on a path to a door leading to the Fangs
of the Serpent. North takes you to two skeletons and a door leading to the
Fangs of the Serpent. The south east door is closer to your goal, but the north
door will allow you to kill both skeletons in the area more safely.

***********************
*Scales of the Serpent*
***********************

Head down the stairs and kill the skeleton on the lower level. Head north east
and watch out for a cave-in around the middle of the tunnel. Back up to avoid
it and then climb over the rubble to move on. Kill the skeleton trapped behind
the gate to your right as you come up the steps.

Heading up the stairs and going straight leads you to a gate where you must
pull the lever to open the gate and activate the drawbridge. Head over and kill
the skeleton and cross over to reach a door to the Fangs of the Serpent.

Heading up the stairs and going down the path to the south west will bring you
to a cavern with two skeletons and a door to the Fangs of the Serpent which is
on a useless lower level and all you can get is a chest, so pick the other
door.

**********************
*Fangs of the Serpent*
**********************

Carefully navigate around the columns looking at the sides to see if there is
an arrow trap on it so you can safely maneuver around and reach the side wall.
Head up towards the drawbridge and pull the lever to activate the bridge. Cross
the bridge and kill the skeletons on the other side. Enter the door to the
Venom of the Serpent.

**********************
*Venom of the Serpent*
**********************

Head straight in to the main room and walk up the middle stairs to talk to the
spirit of Akaviri Commander Mishaxhi. If you took the Orders off the skeleton
way back in the Serpent's Trail you will safely be able to talk to him. Give
him the orders and the spirit will walk in to the wall and vanish. The ruins
curse will be lifted and all enemies vanish. Head in to the secret room and
take the Madstone off the pedestal.

If you don't have the orders on you Akaviri Commander Mishaxhi will attack you.
Hopefully you have an enchanted weapon to fight him off, once you defeat him a
secret room will open up behind him revealing the Madstone on a pedestal. Head
out the north east door to exit.

Turn the lever if you have to lower the drawbridge and jump down on to it. Head
south and run straight through to the exit. Drop down to the lower level and
head out the final door to get some fresh air in Pale Pass. As you leave the
ruins tower head over to the frozen lake and you will find a frozen barrel on
the north side. You will find a Crumpled Note and a Rusty Key.

Reading the Crumpled Note you will come about an unmarked new quest you should
take care of while you are here. Read the "Key to Key" Quest in the Wilderness
section of the Side Quests section. Once you reach the castle again talk to
Countess Narina Carvain and hand over the Amulet to get the Ring of the
Vipereye.

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3.01.16 - Buying a House in Bruma
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Head in to the castle and speak with Countess Narina Carvain, raise her
Disposition to at least 60, then talk about buying a house in town. Hand over
10,000 Gold and you will receive the key. Now head out the castle and go to
your newly boughten house near the gate to get a quest update to pop up. Now
exit the house and head over to see Suurootan at Novaroma.

Barter with Suurootan and buy the House Bedroom, Dining, Kitchen, Lower
Storage, Lower Wall Hangers, Study, Upper Sitting, Upper Storage, and Upper
Wall Hanging Areas for around 1939 Gold a piece.

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3.01.17 - Cheydinhal
*******************************************************************************

3.01.18 - A Brush with Death
3.01.19 - Buying a House in Cheydinhal
3.01.20 - Corruption and Conscience
3.01.21 - The Wayward Knight

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3.01.18 - A Brush with Death
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Walk around Cheydinhal long enough for the topic Rythe Lythandas to activate,
talk through rumors with the townspeople, or go talk to Tivela Lythandas
herself to learn that her husband has vanished. In Lythandas's house go to the
south door on the first floor and use the key that Tivela gave you and enter
the studio.

Turn to the east to find a painting of a field and forest. Click on it to enter
the painting world. Right when you appear inside the new world Rythe will be
walking around in the painting world.

Talk to him to learn that a thief knocked him out and stole his Brush of
Truepaint. You must defeat some painted trolls in order to get to the thief and
take back the Brush of Truepaint. He will hand over six bottles of Turpentine.
Apply a bottle of it to your weapon of choice to add extra damage to the
Painting Trolls and continue on down the path.

As you kill off the Painted Trolls reapply the Turpentine to the weapon and
search the body for a rare and very valeuable Painted Troll Fat. After you kill
off the six Painted Trolls head over to the corpse of the thief and search him
for the Brush of Truepaint. Head back over to Rythe Lythandas and give him the
brush so he can paint a door and get out of their.

After you head through he will follow you through. Wait for him to talk to his
wife and then he will speak to you and give you the Apron of Adroitness.

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3.01.19 - Buying a House in Cheydinhal
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Head in to the castle and speak with Count Andel Indarys. Raise his Disposition
to at least 60 and ask about buying a house in the city. You can buy it off him
for 15,000 Gold. Exit the castle and head over to your new house.

Once you enter the house a quest update will pop up and tell you to head over
to see Borba gra-Uzgash at Borba's Goods and Stores. Exit the house and head
over to his shop. Buy the House Bedroom, Dining, Dressing, Kitchen, Lower Wall
Hangings, Sitting, Storage, Study, Upper Hall, and Upper Wall Hangings Areas
for around 2,600 Gold a piece.

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3.01.20 - Corruption and Conscience
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Best if completed after the main quest "Defense of Bruma" to get Ulrich Leland
out of the picture, as he is a very tough opponent you will have to fight.

To get this quest talk to any citizens in Cheydinhal with rumors to be referred
to Llevana Nedaren. Talk to Llevana Nedaren around the abandoned house and the
chapels graveyard on the east side to get more information, she is usually
there in the early mornings. Otherwise she is at the south end of town at her
house.

You are told the Guard Captain is corrupt and how he took away one of her
friends houses and property due to his outrageous tax he added. She mentions
Garrus Darellium, go speak with the second in command about it. He can be found
in City Hall inside the castle. Raise his Disposition to at least 60 and he
will confirm the stories on Ulrich Leland. He then tells you to go talk to
Aldos Othran.

Aldos sleeps on a bed outside next to the water on the south wall. Aldos Othran
gets wriled up and starts to head back to his house to show you what Othran's
do. He argues with the guard a little and then pulls his knife out, this in
turn gets him slain.

Go next door to Llevana Nedaren's house and tell her the sad news. She becomes
enraged and wishes that you lure Ulrich back to her place telling him that she
has evidence against him. Instead of taking him back to her, go talk to Garrus
Darellium instead. If you do as she asks she will be thrown in jail for killing
Ulrich Leland for the rest of the game.

Garrus Darellium will tell you the evidence is most likely in Ulrich's
quarters. Leave the castle and go to the Castle Guard Barracks located south
west of the castle gates. Enter the room next to the stairs and you will be in
Ulrich Leland's room. Search on top of the dresser against the north wall to
find a suspicious letter on top of a book.

Take the letter back to Garrus Darellium and he will quickly go talk to the
Count at once. Head out to the Cheydinhal Bridge Inn right next to the West
Gate. Wait for roughly 2 hours and Garrus Darellium will come in and talk to
you. He tells you that Ulrich Leland has been stripped of his rank and arrested
for years to come (he'll be behind bars for the rest of your game) and Garrus
Darellium will now be the new Captain of the guards. You also receive a nice
leveled Gold reward.

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3.01.21 - The Wayward Knight
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This quest will become available once you complete the quest "Dagon Shrine"
from the main quest. It has to be completed before "Allies for Bruma" from the
main quest is complete. You will have to do this quest no matter what, if you
have trouble wait until you get a small group of people yourself to head in and
close off the gates.

Head to the Oblivion Gate north west of the city and you will automatically
gain the quest. Talk to Amminus Gregori and he will tell you Farwil, the
count's son, has gone inside to close the gate with six other men. Head in to
the gate and get transported in to another hellish world.

Right away you will find one of the Knights of the Thorn slain on the ground.
One knight found five to go along with Farwil. Head down the sloped path and
kill the Daedra that get in the way as you zig-zag down the mountainside
towards the towers.

You will eventually come to a door leading to The Bowels, enter it. Hop down
the hole in the floor and kill the Daedra on this floor. Now hop down the hole
again to kill another Daedra and find a second Knight of the Thorns killed.
Head out the door and continue along the path.

Kill the Daedra and you will find the third Knight of the Thorns laying dead on
the concrete slabs outside another door to The Bowels. Kill the Daedra and move
south east through the tunnel. Drop down the hole and kill more Daedra, then
move through either tunnel to the east or south and go down another level to
kill another Daedra. Exit out the door and continue along the path.

As you exit you will find Farwil and another Knight of the Thorn. If Farwil
ever dies take his signet ring for when you leave the Oblivion Gate and can
show the count proof of his son's death. Head straight across the bridge
killing the Daedra and enter the tower. Kill the Daedra and then go south
through the door to the Rending Halls.

Kill the Daedra walking around the hall and then go up the ramp to the east.
Take the door in the middle of the room to the west to re-enter the tower and
head up another floor. Go up the right ramp and enter the door to the Corridors
of Dark Salvation.

Kill the Daedra and then use the door to the east to climb up a story. Wrap
around in this room to open another door to the north just right of where you
came up and go through a winding hall. Head all the way up the ramp and through
the door at the top. Kill another Daedra and then go out the door to the west.

Head up the ramp to your left and then enter the first door. Go up the ramp in
this room and kill the Daedra off. Enter the middle room and then walk up the
stairs along the side of the wall. Wrap back around kill the Daedra and then go
up another ramp and kill yet one more Daedra. Take the Sigil Stone from the
fire and you will be transported back out of the Oblivion Gate.

Speak with Amminus Gregori about what you have accomplished and then head to
the castle to speak with the Count at Cheydinhal. You will be given a Gold
reward along with the signet ring to keep as a momento.

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*******************************************************************************
3.01.22 - Chorrol
*******************************************************************************

3.01.23 - The Killing Field
3.01.24 - Seperated at Birth
3.01.25 - Legacy Lost
3.01.26 - Sins of the Father
3.01.27 - Shadow over Hackdirt
3.01.28 - Canvas the Castle
3.01.29 - Buying a House in Chorrol

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3.01.23 - The Killing Field
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Enter The Grey Mare in Chorrol and talk to Valus Odiil. Ask about his sons and
then the creatures to get the quest started. Head over to Weynon Priory to meet
up with the two sons. Speak to Rallus Odiil and ask about the creatures, and
then tell him about his father and how he won't be coming along.

Now follow the two as they head out to take on the creatures. Once you reach
the farm and are standing in the plants, face the north east to east for the
creatures to appear. They will come in waves of three. Once the first wave is
defeated turn to the south for more to appear. Four more will appear to the
north once the other three are disposed of.

Once you defeat them all a quest update will pop up on the screen to tell you.
Head back to Chorrol and talk to Valus Odiil to let him know his sons are safe
and the farm has been protected. As a reward he will give you his sword
Chillrend.

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3.01.24 - Seperated at Birth
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Talk to citizens about Reynald Jemane when the topic comes up or head in to The
Grey Mare and speak with Reynald Jemane in the south west corner drinking. He
will give you 50 Gold to head over to Cheydinhal and talk to the person
impersonating him and have him stop it.

Now head out to Cheydinhal and speak with people around town about Reynald
Jemane to learn that they don't know anyone by that name, however they know a
Guilbert Jemane and he may be able to help. They say he is staying at the
Newlands Lodge.

Now head to the lodge right next to the west gate and speak with Guilbert
Jemane to learn that they were seperated from some event far off in the past.
You can walk with Guilbert back to Chorrol if you wish or fast travel back to
Chorrol and wait on him to show up. It is faster to actually follow him along
the path as he may get side tracked anywhere from days to even a week or so
before he ever shows up again.

Once they are reunited talk to Guilbert to finish the quest and get the ability
to continue off of this quest with another quest.

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3.01.25 - Legacy Lost
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You must have completed "Seperated at Birth" before you can get this quest.

Talk to Guilbert Jemane in The Grey Mare and ask about Weatherleah. Now head
out of the tavern and speak with the people on the streets for any information
on Weatherleah, they will tell you to talk to Sabine Leaul of the Fighter's
Guild.

Head over to the Fighter's Guild and talk to Sabine about Weatherleah. She will
tell you it is still overrun by Ogre's and mark it on your map. Now exit the
Fighter's Guild and head south of Chorrol. Eventually you will locate the
estate with Ogre's still inhabiting the area. Kill them all off even though the
quest update will pop up and tell you to go tell Guilbert the information since
he will just have you come right back.

After killing the three Ogre's another quest update will pop up and tell you
that all the Ogre's are dead. Now head back to Chorrol and tell Guilbert the
news. He will ask that you escort him and his brother to the new house. Head
out the southern gate to The Great Forest and take them to there house. You
will only have to kill off any wilderness enemies that get to close, nothing to
surprising will go on.

Once you get the brothers back to the house Guilbert will give you a leveled
Gold reward 450 Gold Max. He asks that you head back again later to visit.

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3.01.26 - Sins of the Father
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You must have completed "Legacy Lost" and wait about three days after before
you can get this quest.

A fence from the Thieve's Guild will approach you after about three days after
you have completed "Legacy Lost" when you are in Chorrol and will tell you
about the Jemane Family. He tells you that the father was a thief working for
him and that he kept an item that was meant to be brought to Fathis Ules. The
item was most likely hidden at Weatherleah but the Ogre's took it when they
took over the place.

Head back south towards Weatherleah and then go east to reach the Ogre's cave.
Outside the cave it is guarded by two Goblins. Head inside to fight the Ogre's.
Head in to the hole in the middle of the cavern and sneak through the tunnel to
the east.

Take the south western tunnel at the intersection to reach a cavern with an
open pit. Sneak straight through in to the next tunnel and move on. By the
campfire kill the Chieftan of the Ogre's and take the Honorblade of Chorrol to
get the quest update pop up.

You must now decide whether to give the sword back to Chorrol or sell it over
to Fathis Ules. Selling it to Fathis Ules gets you a leveled Gold reward with
3,000 Gold Max. If you return the sword to the castle you get Escutcheon of
Chorrol (an enchanted shield with leveled Fortify Endurance and Reflect Damage)
also you can head back to Weatherleah and get four leveled soul gems from
Guilbert for returning the sword.

If you keep the sword for yourself you can't finish the quest.

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3.01.27 - Shadow over Hackdirt
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Head near the north of Chorrol to find Dar-Ma an Argonian woman that will
approach you when you are walking around her area in the mornings. Be nice to
her and her Disposition as well as her mother's, Seed-Neeus, will go up. Her
mother owns the shop Northern Goods and Trade near the south gate. If you are
mean to her the Disposition will drop for them both.

Leave Chorrol and go to another city for about three whole days. Head back and
speak to Seed-Neeus to learn that her daughter has gone to deliver items to a
village called Hackdirt south of Chorrol in the woods. Wait two more days and
speak with her mother again to learn that her daughter is missing as long as
her Disposition is over 50. You can also wait for the topic "Disappearance" to
appear for talk in the rumors and then see her mother on "Missing Daughter".

Go to The Grey Mare and ask about Hackdirt from Emfrid. Also if you see
Honditar, he will tell you a little history on the place. Head out of Chorrol
and go south to locate Hackdirt in the woods. Head over to Moslin's Dry Goods
and talk to Etira Moslin about Dar-Ma. She doesn't know of any Dar-Ma and says
the shipment never came in.

Exit the store and go around back to find Blossom, Dar-Ma's horse. Head back in
to the shop after activating the quest update and talk to Etira again, she lies
and says it is her horse. Exit the store again and head over to the inn. (Natch
Pinder seems to be walking around after you wherever you go.)

The inn keeper denies that he ever saw Dar-Ma. Pay for a room and head up the
stairs to the door on the right. Once you enter the door your room is on the
left, the room on the right is all trashed. If you look behind you Natch Pinder
and the innkeeper are behind you watching your every move...

Head to the room on the right and search the trashed room. In the tipped over
drawers you will find Dar-Ma's Diary. Ask the innkeeper about Dar-Ma again and
he will change his story but still obviously not tell the truth. Exit the inn
and search around some more. Entering the Chapel gives you harmful threats by
Natch Pinder as he continues to follow you. There is a bible in the back of the
chapel you can read that can sort of make you think they are practicing weird
religious things out here.

Find the villager named Jiv Hiriel and he will tell you to meet him at his
house after dark, talk to him between the hours of 7 PM and Midnight. His house
is a little bit away from all the buildings in the village to the south east.

He will tell you that they kidnapped her and are planning to sacrifice her to
awaken the Deep Ones. They have caverns under the entire village leading up to
each building. He hands over a key to unlock all the cavern doors around the
village. He also tells you to go down through the inn trap door closest to
Dar-Ma and avoid The Bretheren and the others as they are in there meeting. The
meeting takes place from 1 AM to 5 AM.

Quickly head over to the inn as everyone in town enters Marlena Brussiner's
House to head in to the caverns for there meeting. On the first floor head to
the north east corner area to find the trapdoor to the caverns. Use the key to
head down and wrap around the corner to find Dar-Ma in a cell.

Take the Hackdirt Key off the chair next to the cell and unlock the door to let
Dar-Ma out. Quietly sneak back to the ladder with Dar-Ma trailing behind and go
back up through the inn and to the door. Talk to Dar-Ma and tell her to follow
you. Exit and quickly lead her back to her horse. Talk to her once she gets on
the horse to follow you again and lead her a ways out of the city. Talk to her
again and she will head home on her own.

Go back to Chorrol and talk to Seed-Neeus once Dar-Ma comes inside and stops
walking around. Talk to her about her Missing Daughter and tell her that she is
safe. As a reward you will gain five free Mercantile points.

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3.01.28 - Canvas the Castle
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Go to Chorrol Castle and raise Countess Arriana Valga's Disposition to at least
50 and ask about the investigation. Her favorite painting has come up stolen
and she wants you to help her locate it. If you accept she will give you the
Private Rooms keys and permission to wander around the restricted areas of the
castle.

She wants you to start by asking the residents of the castle some questions,
then start looking for clues. All staff have been accounted for except Chanel
and Orgnolf Hairy-Legs.

Start with Laythe Wavrick, he should be right in the Great Hall with the
countess. He will tell you about Orgnolf Hairy-Legs drinking problems and how
he has been asking for money to fund it.

Orok gro-Ghoth will tell you at over 60 Disposition he was in the castle the
whole night due to the rain that night, but didn't see Chanel or Orgnolf. He
also has caught Orgnolf drinking in the West Tower once.

Bittneld wasn't in the castle at all that night since he was on his rounds. He
however has seen Chanel spending a lot of time in the West Tower.

Orgnolf Hairy-Legs tells you with a Disposition above 60 that he was in the
Great Hall arguing with a delivery boy who had and accident with a wine
shipment due to the rain and then went to his quarters and read a book.

Chanel tells you with a Disposition above 60 that she was outside reading the
stars and then went in the Dining room next to the Great Hall to drink wine
and read her charts until she became tired and went to bed.

Talking to the people helped a little if you think of the clues you were given.
Two people mentioned that it rained outside, yet Chanel said she was outside
reading the stars. This is normally done on a clear rainless night. You should
focus on her now.

Head to the west tower as Bittneld pointed out that Chanel spends a lot of time
in there. Search behind the crates to find a door leading down in to the tower.
Around more crates you will find a painting, activate it to make a quest update
pop up. Chanel spending lots of time in the tower....and paintings take time to
paint..hmmm.

Head to Chanel's room and search around. In the Lectern on the back wall table
you will find painting supplies. This solve's who the painter is.

You won't find anything in Orgnolf's room except for the wine he was probably
reading. Laythe's and Orok gro-Ghoth's rooms are of course clean.

Seeing that no one else has any clues for you laying around continue to focus
on Chanel. Now head down to the dining room where she claims to have been
drinking wine and studying the "charts" she made of the stars that night. Look
at the carpet on the northern corner to find that it is stained with paint.

Activate the stain to make the quest update pop up, all your signs point to
Chanel. Head up to her room and accuse her of stealing the painting, get her
Disposition over 70 to get her to fully confess and hand over the painting.

Go see Countess Arriana Valga and talk to her. You must now choose to either
accuse Chanel or take pity on her for the love she has for the painting and the
Count. If you accuse Chanel, you'll hand over the painting back to Valga, and
recieve a leveled Gold reward of 700 Gold Max and some leveled gems. Also
Chanel will immediatly leave the castle forever never to be seen again. If you
accuse Orgnolf Hairy-Legs for some reason your leveled Gold reward will be
reduced to 300 Gold Max.

If you decide to be nice and accuse no one and lie you will get a leveled Gold
reward of 150 Gold Max. Hand the painting back over to Chanel and she will be
so thrilled that she will tell you to come back in three weeks to pick up a
painting that you can put on display in your house on an easel.

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3.01.29 - Buying a House in Chorrol
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Head over to the Castle in Chorrol and speak with Countess Arriana Valga about
Buying a house in town. Raise her Disposition to at least 60 if you have to and
hand over 20,000 Gold.

Now exit the castle and go to your house near the center of town and enter it
with your new key. You will get a quest update pop up and will have to head
over to see Seed-Neeus at the Northern Goods and Trade.

Exit your house and head south to reach the store. Purchase the Bedroom,
Dining, Dining Upgrade, Kitchen, Lower Wall Hangings, Middle Wall Hangings,
Servants Quarters, Sitting, Study, Suite, and Upper Wall Hangings at around
4,000 Gold a piece. Once all are purchased the quest is finished.

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*******************************************************************************
3.01.30 - Imperial City
*******************************************************************************

3.01.31 - Buy a house in the Imperial City
3.01.32 - Unfriendly Competition
3.01.33 - The Collector
3.01.34 - Nothing You Can Possess
3.01.35 - Secrets of the Ayleids
3.01.36 - Order of the Virtous Blood
3.01.37 - Imperial Corruption
3.01.38 - An Unexpected Voyage
3.01.39 - Origin of the Gray Prince

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3.01.31 - Buy a house in the Imperial City
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To get the shack you must head over to the Office of Imperial Commerce in the
Market District. Pay the 2,000 Gold and recieve your key. Head over to look at
your dump...I mean house, if you want to call it that, a house is a house I
suppose.

Now head out to the Waterfront and look inside your new place. It really needs
some furnishings. Head over to see Sergius Verus at Three Brothers Trade Goods
in the Market District. You must buy the Dining Area, Kitchen Area, Sitting
Area, Storage Area, and Wall Hangings to complete this quest.

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3.01.32 - Unfriendly Competition
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You can get this quest in two ways. One way is to talk to Tertullian Verus
usually found walking around in the Imperial City Arboretum. The other way is
to go straight to Jensine at the Good as New shop in the Market District of the
Imperial City. Either way you will end up having to talk to Jensine at the Good
as New shop to get the main story on the quest.

Ask about the Inventory and Thoronir topics and then head out of the shop to
move on. Head over to the central street and move south west to reach The
Copious Coinpurse and enter. Talk to Thoronir and ask him about his inventory
without leading him on to suspect you think it is stolen. You get a clue that
he has a secret to how he gets his items, but he doesn't reveal anything else.

Leave the shop and wait for it to close down at 9 PM. Thoronir leaves his shop
and heads around the corner to The Merchants Inn where he eats and drinks until
around 11 PM. He then heads behind his shop in to the garden and waits for a
man named Agarmir. Wait around for there conversation to start up, you will
freeze in place when it happens. I had to walk right in front of them and go in
to the bushes near them to get it to start.

Once the conversation is over a quest update will pop up. Follow Agarmir
through Green Emperor Way and then he will take the Talos Plaza door to the
west. Eventually you find his house where he lives. Now wait until he leaves
his house around 4 or 5 PM during the weekdays and 8 AM to 2 PM on the
weekends, then enter his house. While he is inside his house the door is barred
from the inside.

Enter his house with the pickpocketed key or pick the three tumbler lock. Head
around the corner to the basement door and use the key or pick the two to five
tumbler lock and enter it. Once inside the basement a quest update will pop up.
As you look around there is ground up bonemeal everywhere and a shovel. You
suspect the items are coming from graveyards from the recently deceased.

Go to the north west corner to find a manifest on the table. Open it to get
another quest update and then take the book. Leave the basement and get out of
the house. Head back to the Market District and go speak with Thoronir to
inform him where the merchandise is coming from. Leave the shop and go to Green
Emperor Way and look around the graveyard.

Head to the south west portion of the graveyard to find a tomb seal opened. A
quest update will pop up and you must now enter in to the tomb. Inside the tomb
you will find Agarmir and another person you haven't seen before further in the
tomb. Head in and Agarmir will approach you and tell you that it is a trap he
set up for you to die in. Kill them both off and take Agarmir's sword Debaser.

Take the key off of Agarmir's body and then grab the shovel by the open grave.
Head out the door and go talk to Thoronir with the shovel in hand. As a reward
you will get the Weatherward Circlet. Now head over to the Market District and
speak with Jensine and get your leveled Gold reward.

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3.01.33 - The Collector
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In order to get this quest you must go through an Ayleid ruin and bring back a
statue. There are a lot of Ayleid ruins throughout the world but only 10 of the
ruins have a statue in them:

Culotte - Located halfway along the east side of the Upper Niben, just south
          east of the Imperial City near The Yellow Road.

Fanacas - Located just north east of Cheydinhal.

Ninendava - Located west of Bruma and north east of Chorrol.

Wendir - Located south west of Chorrol and just north west of Hackdirt.

Moranda - Located south west of Bruma near the middle of The Orange Road.

Mackamentain - Located on the east side of The Yellow Road about a fourth of
               the way down the road. Just north west of of the lake.

Wenyandawik - Located north west of Bravil and south east of the Inn of Ill
              Omen.

Vilverin - Located north east of the Imperial City just across the water from
           the Imperial Prison Sewers. Guarded by two Bandits out by the camp
           fire.

Wendelbeck - By the Panther River to the east of Bravil, in the middle of the
             two river parts that are heading north.

Welke - Along the Panther River by the lower piece of the river heading south
        east.

Head out to one of these 10 ruins to locate a statue and bring it back to a
city like the Imperial City's Market District and sell it. (Almost any store
will buy it) You can choose to locate any of the ruins and do them in any
order.

*********
*Culotte*
*********

Enter the stone door under the tall tower and sneak down the stairs in to the
ruins. Head all the way across and down the stairs to find a pressure plated
floor tile, activate it. This tile unlocks the sealed door ahead. Go back up
the stairs and head to the right and go down the stairs here.

Go north west and turn south west at the end of the hall. You will now enter
above a large coffin area, head across the walkway. After a fourth of the way
along the walkway it will break, you can make it perfectly fine if you keep
moving.

Head down the stairs and wrap around to reach the bottom floor with the
coffins. Now head past the coffins and in to the next room to the north east.
Once you enter this room Zombies will activate throughout the ruins. Take the
statue in the middle of the room and head back out as you kill the four to six
zombies that have awakened. Sell it at a store.

Now exit the store and wait around for a few hours for a man named Jollring to
approach you and give you an invitation to see his master Umbacano. Umbacano is
a collector that has found out about the statue that you just sold. Head over
to the Talos Plaza District in the Imperial City and locate his house on the
north eastern part of the central circle.

You can't enter until Jollring returns to greet you inside, he then takes you
to his master. Sit in the chair next to Umbacano and speak with him. He tells
you that there are 10 statues out there and he wants them all. Instead of
selling them to the stores at a price way below what they are truely worth he
will pay you double per statue. He however doesn't know what the locations of
the other statues are yet however due to the fact that they were scattered all
over the country right before man came and conquered them.

Head out to search the Ayleid ruins for more statues to bring back to Umbacano.

*********
*Fanacas*
*********

Enter the stone door and head in to the ruins at the long strip of ruined
building. Within this ruin you are going to have to kill a random wild animal,
four Vampires, and randomly a Matriarch Vampire on your way out with the
statue.

Head straight down the steps and through the gate to a huge flooded room. Take
the walkway along and at the bend time yourself to the falling blades to pass
by safely. Step on the pressure plate ahead to activate the Iron Gate and open
the way forward.

Head to the south west and kill the vampires in the room. Now go to the north
west corner of the room and step on the pressure plate to open the iron gate.
Head along the path and step on another pressure plate to open another iron
gate. You will now be back where you started, but once you approach the central
intersection the gate to the north will open.

Head through the newly opened gate and kill off the vampire walking around
here. Now just head along the path back over the water and step on another
pressure plate to open the iron gate and kill the Vampire inside the room.
Wrap around the room and step on the pressure plate to activate the next iron
gate.

Head along the path and wrap around in to a room with a broken railing and jump
in the water. Swim to the east and go through the tunnel stairs under the water
to move on. Take the Ayleid Statue on the pedestal and go through the southern
tunnel to head towards the exit of the ruins.

Go down the stairs and along the path. Step on the pressure plate to activate
the iron gate and enter the room to kill the Matriarch vampire. Now take the
path back to the beginning and leave the ruins.

Head back to the Imperial City and go visit Umbacano at his house during day
hours. Get greeted by Jollring to get escorted upstairs and speak to him like
last time. You will receive 500 Gold per statue found. He also tells you that
he finally found something with his research that may help you. He lists the
names of five possible locations to the statues and marks them on your map.

***********
*Ninendava*
***********

Enter the ruins and head down the stairs and kill the zombies in your path.
(You can go the other way up the stairs and kill the zombie, then pick the lock
on the gate if you are good at picking locks to get the Ayleid Statue early)
Head east by taking the tunnel to the right and go down the stairs deeper in to
the ruins. Kill the wraith and carefully go through the tunnel watching out for
the swinging blades.

Kill the wolf and the vampire hiding out in the side room and the large area to
the west. Continue west through the center gate and kill the vampire archer on
the other side. Kill the Vampire Agent all the way to the west. Head over to
the table and grab the key off the top of the book and head back to the first
intersection of the ruins.

Now take the west tunnel and go up the stairs. At the top of the stairs kill
the zombie walking around, then use the key on the gate to get to the Ayleid
Statue on the back wall.

Leave the ruins and head back to the Imperial City and go visit Umbacano at his
house as usual. Once you give him the next statue for a total of three he will
tell you he has another task for you as well besides the statues. Accept the
quest and read "Nothing You Can Possess" for more information on it.

Head back out to look for more Ayleid Statues.

********
*Wendir*
********

Head south and take out the Lich found in the small room and move on. On the
balcony head to the right and pick the lock on the door. Make your way south
and then wrap around to the east and move down the stairs at the end of the
hall and enter through the stone door.

Move along the stairs and go north and watch out for the stone slab that falls
in to a spike pit, just watch for the holes in the floor. In the north west
corner press the block on the side to open the gate. If you step on the
pressure plate by the stairs, it will open a secret compartment behind you with
some enemies to kill and a chest with gold to take. Head up the stairs and
through the tunnel to pick the lock on the gate.

Head along the balcony and wrap around down the stairs. In this large room a
red crystal that shoots at you will be to the south east. Run to the east and
then turn south to press the block and activate the gate. Go west and kill the
Lich guarding the Ayleid Statue.

Leave the ruins and head back to the Imperial City and go visit Umbacano at his
house as usual. Once you get your reward head back out in search of more Ayleid
Statues.

*********
*Moranda*
*********

Head north east through the tunnel and down the stairs. Continue north east and
go down the stairs. Turn to the south east at the next intersection and go
straight through the intersection killing the enemies in your way.  Go up the
stairs and enter the stone door.

*******************************************************************************
*Alternatively you can go down the steps to the south east in the first       *
*intersection and pick the lock on the door if you are good enough and then go*
*down the hallway tothe south east and enter the stone door to get the Ayleid *
*Statue early.                                                                *
*******************************************************************************

Go through the tunnel and enter the large room. Go north west up the steps and
kill any enemies that get in your way. Go straight across the floor to the
other side and go down the steps. Enter the next tunnel and kill the rat that
you will find in here. Enter the next stone door to be on the other side of the
previously inaccessible half of the ruins.

Head down the stairs and kill the Minotaur close by. Enter this next large room
and watch out for the Land Dreugh you may find, kill it and the rats around the
area. Step on the pressure plate along the south east wall to open the gate
leading back to the main hall with the exit. Head south west and enter the
next large room and kill the Will-o-Wisp. Head down the stairs and enter the
stone door.

Go down the several steps and enter a room filling with poisonous gas. Head
through the right north path and look along the south wall in this next room
for a little inlet. Quickly run in and grab the Ayleid Statue which has some
poisonous gas near it. In the northern room on the east side of the central
room with the Ayleid Statue you can get a key that unlocks the gate at the top
of the stairs past the door to the south east. Waiting at the exit tunnel is an
Ogre waiting for you.

Leave the ruins and head back to the Imperial City and go visit Umbacano at his
house as usual. Once you get your reward head back out in search of more Ayleid
Statues.

**************
*Mackamentain*
**************

Head north east as you go down the stairs and step on the pressure plate to
open the gate ahead. Enter the large room and kill off the Lich. Go through the
gate in the northern corner and kill the Zombie in the way. Step on the
pressure plate to open the gate ahead nce again. Watch out for the stone in the
middle of the room with the blood stains on it, it will raise up and squich you
in to spikes in the cieling if you step on it. Kill the skeleton and then enter
the stone door to the north.

Head up the stairs straight ahead and go west along the upper walkway in to
another room only accessible via the walkway. Step on the pressure plate to
activate the stone steps and walk up them to reach the gate ahead. Enter the
next room, go up the stairs in the north western side of the room. Kill the
Lich at the top of the stairs and enter the stone door.

Kill the zombie and watch out for the middle stone floor piece that will drop
you on to some spikes if you step on it. Head north west and take the Ayleid
Statue off the pedestal in the middle of the room, kill the necromancer and the
zombie nearby and head for the exit.

Leave the ruins and head back to the Imperial City and go visit Umbacano at his
house as usual. Once you get your reward head back out in search of more Ayleid
Statues.

*************
*Wenyandawik*
*************

Head west and move up to the north as you push west still. Head down more
stairs in to a large room. Head along the upper pathway and go through the
northern tunnel and press the switch on the wall to open the closed gate. Kill
the Lich inside and go through the stone door.

Heading west down the hallway activates a secret chamber if you go for the
chest on the table which will release two random enemies in to the hallway with
you. Once you pass that point an iron gate will raise behind you and trap you
in to only moving forward. Moving forward another secret chamber will open u
straight ahead revealing a tunnel and two more random enemies.

Head through the tunnel and take the steps up to the large room. In the
south west corner there is a Lich and a pedestal with the Ayleid Statue. Kill
the Lich and take the statue, then go through the gate to the south. Drop down
off the ledge and kill the random enemy below. Head through the stone door and
approach the gate to make it drop.

Leave the ruins and head back to the Imperial City and go visit Umbacano at his
house as usual. Once you get your reward head back out in search of more Ayleid
Statues.

**********
*Vilverin*
**********

Head down the stairs to the west and kill the Bandit walking around guarding
the entrance. Go on the outter west hallway to avoid the pressure plate which
releases a large spiked log to swing down on you. Head down the rest of the
steps and kill the Bandit and the Bandit Ringleader. Jump over the tripwire
which will release two spiked balls and go down the stairs.

Enter the large room and kill the Bandits that get in your way. In the room to
the south past the gate you can find a Dirty Scroll that talks about one of the
Bandits going missing one night deeper in the ruins and that they set up camp
here to rob merchants passing by. Go north and take the stairs on the west side
to reach the level below. Kill the Bandits in the area and move east. Go down
to the lower level and enter the stone door to the south.

Kill the bandit wandering around or sleeping to the east in this first section
and move west to continue. Step on the pressure plate behind the stone table to
open a chamber to the north, their will be a puddle of blood just on the other
side of the now accessible hallway. This is where they heard the scratching on
the limestone walls. In the room ahead is the missing bandit dead on an alter
as a sacrifice.

Either pick the lock on the gate to the north or go to the west and step on the
pressure plate to open the secret chamber. Inside the secret tunnel you will
find zombies that you must kill as you make your way down in to the depths of
the ruins. At the bottom of the stairs step on the pressure plate to open
another secret passageway in to a large room with some skeletons to kill and a
pool of deep water in the middle.

The locked door brings you down some stairs to a Lich and head north down more
stairs to go under water and in to the room to the south and sneak up on the
skeletons in the room.

Now head west through the stone door to continue on deeper in to the ruins. Go
down the stairs and then walk along the edge of the wall to pass the falling
floor that sends you down to a pit of spikes and kill the skeleton guarding the
area. Take the stairs and then head south to the larger room and a gate will
lower behind you trapping your way out for the time being.

Kill the skeleton in the room and then walk over to the two pedestals with the
six blocks you can activate. On the right pedestal activate the top switch and
go over to the north west corner to open the chest and get the Vilverin Chamber
Key out of it. Use the key to unlock the door, unless you are good enough to
pick it.

Head through the tunnel to the south and kill the skeletons in the room. Head
up the stairs to the east and continue up the stairs to enter a stone door.
Head west and kill the skeleton then pass through the gauntlet to the central
area and grab the Ayleid Statue. Take the west path up the stairs and kill the
enemy in this large room. Head north up the stairs, pick the lock on the door
and then go through the stone door.

Drop down from the upper ledge and leave the ruins and head back to the
Imperial City and go visit Umbacano at his house as usual. Once you get your
reward head back out in search of more Ayleid Statues.

************
*Wendelbeck*
************

Head south down the tunnel and pick the lock at the far end of the hall or drop
down in to the large room below. If you pick the lock head west through the
halls and tunnels to reach the stone door across the catwalk. In the lower
level if you dropped kill the necromancer but don't advance anywhere in the
room. The large square in the middle of the room is a large trap that raises
walls all around you and becomes a gas chamber, if your caught just run in to
the wall and wait until the wall lowers for a second to quickly escape.

Head north and navigate the halls with the poisonous gas to reach the stairs at
the end. Head up the stairs to reach the other side of the locked gate and go
west to reach a stone door.

Step on the pressure plate to lower the gate ahead and move in to the large
room to the north. Head over to the north east and go up the stairs and around
the bend in the hall to fight a necromancer. Hit the switch and head back down
the stairs. Head south in the large room and take the east hallway through the
previously blocked gate and go through the stone door.

Head north and watch out for the red crystals that shoot. Go down the stairs
and head east through the doorway and then turn south. Activate the switch on
the wall to lower the gate and then go around to the west ledge to grab the
Ayleid Statue and head back out of the ruins.

Head back to the Imperial City and go visit Umbacano at his house as usual.
Once you get your reward head back out in search of more Ayleid Statues.

*******
*Welke*
*******

Head down the stairs and either pick the lock on the eastern door or head to
the west. If you go west sneak up the winding stairs and kill the Wraith and
Lich. Now go north west through the hall and turn to the north east to step on
the pressure plate and open the secret passage back in the previous hallway.

Head back north west and kill the enemies that come through the passage and
enter the now open passage. Head down the stairs in the large room to enter a
stone door at the bottom.

Head south west and go through the tunnel on the side to enter another room
with a Lich and a Wraith. Head down the stairs to the north west and straight
to reach some deep water. Skip the next paragraph.

If you picked the lock, head down the stairs and kill the skeleton and Lich.
Now head north east down the stairs to go through a gauntlet, back up some
stairs and through the stone door. Kill the Wraith and then go south west to
reach the hall that both paths connect to and go north west to reach the deep
water.

With both paths connected go in to the deep water and swim through the tunnel
to reach a room around the bend. There is at least one fish in the water with
you so watch out...it usually sits near the stairs in the big room. Kill the
enemies in the room and then head through the stone door.

Go to the center of the room and kill the Lich, then take the Ayleid Statue off
the table and head back out. In the room with the pool take the south east
tunnel to go up the stairs and kill the Wraith, then continue up the stairs.
Step on the pressure plate to open the secret passage and leave the ruins.

Head back to the Imperial City and go visit Umbacano at his house as usual. Now
that you have all ten statues delivered you will get a large amount of Gold and
can safely start "Secrets of the Ayleids" if you have completed "Nothing You
Can Possess" already.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.34 - Nothing You Can Possess
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This quest is only available after you have given Umbacano a total of three
Ayleid Statues in "The Collector" quest.

Once you meet the requirement, Umbacano will ask you for an additional favor.
He gives you a sketch to an Ayleid City known as "The Fane" and asks if you
know where it is. He wants you to bring him a carved panel. He also will give
you a key to the secret chamber in The High Fane. If you have visited the
Ayleid ruin Malada earlier or read the book "The Cleansing of the Fane", you
will know the sketch. If you haven't done any of that then you must search
around for more information.

If you don't know anything about The High Fane a man named Clade Maric will
approach you and tell you he is your rival in finding this treasured piece.
Follow him to The Tiber Septim Hotel for a drink. Sit down next to him and talk
to him about The High Fane. Claude decides to help you out and tell you where
it is located, it is now known as Malada. He warns you to first read the book
"The Cleansing of the Fane" and decide whether you want to go in to the danger
or not.

Head over to the First Edition in the Market District to search for the book.
You will find the book on the first bookshelf to your left as you walk in the
door, top shelf, blue book on its side. Head south east of the Imperial City
and you can locate Malada almost at the border of Morrowind and halfway up the
Silverfish River.

Once you reach the area you will find a campsite over looking the ruins with
three well-armed people standing around, one is an archer on lookout. They will
talk to you if you approach them. Brucetus Festinius will tell you he is out
looking at the scenery and getting some fresh air. The other doesn't really
know why he is even out in the middle of no where. These well armed people are
most likely out there to let you in to the ruins, get the treasure and come out
to die. After all, you are the only one with the secret chamber key.

You have a few choices to look at if you wish (The first and third options are
the best ones to choose):

Talk to S'razirr and raise his Disposition to at least 65 and ask about Claude
Maric. He tells you that he is hired by Claude and feels that he is being
cheated. He will help you when the time is right for half of the treasures
worth, but you can talk him down to twenty percent if his Disposition is past
50. This has him fight along your side against the other two at the campsite,
also Claude Maric won't fight with this option.

You can also take him on his offer then kill the other two at camp. You and
S'razirr will have to fight Claude Maric. This choice makes it a little harder
for a quest that will come up after you complete "The Collection".

You can also decide to kill all three of the ambushers working for Claude
Maric and not have to worry about anything of it. Claude will be to scared to
attack you. I personally would wait until 10 PM or later while they are asleep
and kill them off quietly. This and the first one are your best options.

After your decision head in to the ruins a little ways down the path and start
the search for the secret chamber. Go down the steps and kill the rats in the
first room. Head through the tunnel to the north west and go up the stairs.

Continue north in to the next room to go west as you kill the animal here. Kill
the Spriggan or other creature and go west and then south. Open one of the two
gates and continue to move south. Go to the west and avoid the two red crstals
that shoot energy balls at you. Wrap around the tunnel and you can go down in
to the room with the shooting crystals and go through some poisonous gas. In
this lower area you can get a chest on the farther pillar and pick the lock for
some nice leveled loot.

Continue south on the upper path to head back east. Avoid the shooting energy
orbs and get down the south passage. Head over to the Stone Wall with a circle
imprint on it and use the key that Umbacano gave you to open the way forward.

Head straight in to the big chamber and go straight down to the south. You will
locate the Carved Panel, take it off the wall and quickly move back and off to
the side to avoid the wall that comes crashing down on you. This also opens two
chambers on the upper north walls to release some skeletons and spirits to
attack you on sight.

Kill the two that approach from the sides and then head back to the entrance
door to the ruins to leave. Once you exit the group of three plus Claude Maric
will be standing outside waiting for you depending on how the outcome was if
you prepared for this event.

If you killed all three people at the campsite Claude Maric won't fight you as
he is to scared, he won't even show up. If you made a deal with S'razirr
earlier and killed the other two, the two of you will battle Claude Maric. If
you made a deal with S'razirr and didn't do anything else, you will have to
fight the other two with the help of S'razirr and then go after a scared
Claude. The best outcome is actually to have Claude Maric not fight you as he
will be a big help in another quest soon to come after you complete "The
Collection".

Return to Umbacano back in the Imperial City and give him the Carved Panel for
his growing collection. He will give you a leveled Gold reward ranging from
500 to 2,500 Gold. Now if you allowed S'razirr to live and he didn't die in the
fight back at the ruins you must go pay your debt to him at the Tiber Septim
Hotel. You can either pay him off or else he will follow you everywhere until
you leave the city in which he will try to fight you.

Umbacano will have another task for you to start on, you can start it up but it
is recommended that you do not finish it until you complete "The Collector" or
else you will lose out on the huge cash bonus at the end of the quest.

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3.01.35 - Secrets of the Ayleids
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This quest is only available after you have given Umbacano the Carved Panel in
the "Nothing You Can Possess" quest. It is best you complete this quest after
you complete "The Collector" but you better take the quest once it is offered
or else it will never show up again.

Umbacano wants you to persuade another collector to give him an item. He will
give you 1,000 Gold to buy the Crown of the Ayleids from the collector and you
can keep the rest of the gold for yourself. Heading out to talk to Herminia
Cinna will have her tell you that Umbacano should not be allowed to get a hold
of her crown as it has powerful magic that Umbacano wants to use for evil.

Instead she asks that you try to go to another Ayleid Crown and give it to him
instead of that one. This will make your quest a lot easier if you go for the
other crown.

If you want to steal the crown Umbacano really wants head to the Elven Gardens
District in the Imperial City. Go to the south east corner building to find
Herminia Cinna'a House and pick the lock. Head up the stairs and pick the
leveled lock to her Private Quarters. Wrap around the corner and pick the lock
on the Ayleid Casket to get the Ayleid Crown of Nenalata. Take it back to
Umbacano and he will tell you to come back in three days. Skip the next
five paragraph.

If you decide to get the alternate crown head out to Lindai to the west of the
Imperial City and east of Chorrol. Head in to the ruins and go down the stairs
and through the gauntlet. Kill the skeletons and head south east to go down in
to the lower room with the poisonous gas. Kill the zombies and move on to the
north east.

Go up the stairs and kill the Wraith to move on to the south west. Go through
the large room and watch out for the middle section which will fall on to some
spikes if you stand on it. Kill the Wraith's and head to the north west to
enter another room.

Go around the edge of the room to avoid the three middle sections with blood on
it that will raise up in to spikes. Open the gate and then enter the stone door
to the next room. Kill the skeletons and Lich enemies and then go to the east
side and use the key that you got from Herminia Cinna.

Enter the room and kill the Lich. Go to the back of the room and open the
Ayleid Cask and get the Ayleid Crown of Lindai. Head to the east and head up
the stairs to open the stone door. Kill the Lich and drop down off the ledge to
the previous hall below. Head through the west tunnel and go through the
gauntlet again to exit the ruins.

Head back to Umbacano and show him the crown and he will take it with a little
question at first about it looking different. He will tell you to meet him at
the ruins in three days.

Head out to the ruins located directly to the east from Bravil. On the third
day Umbacano will appear at the ruins, Maric from "Nothing You Can Possess"
will also be there if he lived from the previous quest. He is there to help you
excort Umbacano as well.

Talk to Umbacano and tell him to wait for you. Head down through the ruins and
kill the enemies ranging from Wraiths and Lich's in the first room. Head back
outside to tell Umbacano to follow and lead him to the next stone door. Tell
him to wait and head inside the next room.

Kill the Lich's and Wraith's in the area until you reach the stone door, then
head back to Umbacano in the previous room and tell him to follow you. Take him
near the stone door and have him wait so you clear out the next room.

Go through the stone door alone and head down the hall to the east. Kill the
Lich's and Wraiths hiding around and then you will come to a gate that will
lower as you approach it, go back and get Umbacano.

Once you get Umbacano down the stairs he will place the wooden panel in the
wall and say some words. The stairs behind you will lower and a new way forward
will open. Umbacano will sit on the throne and place the crown on his head
declaring himself king. If you gave him the true helmet that he wanted in the
first place he will transform in to the Ayleid King in which you will have to
kill him and the six skeletons or Lich's that come through the now opened
passages.

However, if it is the other crown then he will die since it was of the rival
Ayleid King and you must still kill the six skeletons or Lich's to escape. Once
you kill them all head north to the next room and then go up the stairs to
reach the stone door and exit the ruins.

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3.01.36 - Order of the Virtous Blood
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You must have a Fame of 5 or higher before you can get this quest.

Stand around the Temple District for a while and a woman named Ralsa Norvalo
will approach you and ask if you will go see her husband in his home. Head down
to the south east corner of the district and find his house on the southern
side of the block.

Enter Seridur's house and speak with Seridur. He will lead you down in to the
basement. You will be told that they are a secret order that fights vampires in
the city and that they are to old to fight anymore. They found out that Roland
Jenseric is a vampire and has killed someone, they want you to kill him before
he feeds again.

Head around the block and break in to Roland's house. Check on the dinner table
on the ground floor to see a note on top of a book. It's a love letter from the
woman Roland had killed. Leave the house and head out to Roland Jenserk's Cabin
to the east of the Imperial City along The Blue Road.

Head in to the cabin and don't attack him, instead talk to him. He explains
that it is Seridur that is the vampire not him. Decide for yourself and either
kill him and return to Seridur for 250 Gold or look in to this alternate idea
that has been brought to your attention.

Go to the Market District and enter the First Edition to talk to the shop
keeper about Seridur. He will tell you he goes to a cave a lot and will mark it
on your map. Head out to the cave just south east of the Imperial City on the
beach.

Head inside and a quest update will pop up telling you that it is a cave where
vampires dwell. Head south down the deep tunnel and turn west at the first
intersection that you get.

Kill the skeleton and vampire in this area and move on through the next tunnel.
In the next large cavern kill the two vampires and head in to the tunnels to
the south. Kill the vampire in the tunnel to the east just in case so she can't
sneak up behind you later.

Kill the vampire and zombie in the cavern then turn to the west and kill the
skeleton with the animal. Further west you finally come to Seridur. If he sees
you he will give a speech about how he will kill Jenseric and the other two
members of the order as well as you. Kill him off and head back out of the cave
and over to Jenseric's cabin.

He tells you that the order should continue on and that he will meet you in
Seridur's cellar. Head back over there to meet the group, you will get the Ring
of Sunfire and become a member of the order. He will also now give you 250 Gold
per pile of Vampire Dust you collect.

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3.01.37 - Imperial Corruption
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Go around the Temple District and talk to people to learn about a corrupt
Legion Guard. Rusian and Luronk gro-Glurzog will both tell you that they have
been accused of stealing at the Good as New shop and were then shaken down for
cash to avoid jail. They don't remember the guards name but can remember his
face only. Go to the shop Good as New in the Market District to talk to
Jensine.

Jensine will tell you that its Audens Avidius with a Disposition of at least 70
for her to trust you. Go to the guards and talk to them about it and they will
turn you away by telling you to find a Watch Captain.

If you haven't done the Thieve's Guild Quests yet, you will have to talk to
Hieronymous Lex, he won't want to help due to being obssessed with the Gray Fox
and tells you to find Captain Itius Hayn. Otherwise it is Servatius Quintilius
who tells you to find Captain Itius Hayn as well. You will have to raise Hayn's
Disposition to at least 70 to get him to cooperate.

Itius Hayn tells you that you must find two people that will back up your claim
against Audens Avidius. Head out and get Rusian and Luronk gro-Glurzog since
Jensine is to scared to come forward. Once you convince both to accuse him they
will talk to him at 8 AM the next day. Talk to Captain Itius Hayn after this
time again to get him to go arrest Audens Avidius. (If you just wait it out he
will go arrest him without you knowing, but if you can catch up to him as he
heads out to do it you can see him trade in his armor and weapon for prison
clothes and swears his revenge on you.

Go visit him in jail to hear more about how much he hates you. He is imprisoned
for about ten days and then escapes if you are above level 5, otherwise he will
wait until you reach level 5 and then escape.

Audens Avidius will now seek you out and go to fight you no matter where you
are, including the depths of Oblivion itself. Once you kill him the quest will
be completed. You can get a note off his body telling you that he planned on
killing everyone that he thought was responsible for what had happened to him.

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3.01.38 - An Unexpected Voyage
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Head out to the Waterfront in the Imperial City and head over to the Bloated
Float located on the east dock. Rent a room and head to it to get some rest.
When you wake up a quest update will pop up telling you that the ship has been
brought out to see and that you should go find the owner to see why.

When you open the door, a man named Lynch will talk to you and say you don't
look like one of the brigands. Tell him you are a passenger and then he tells
you that the bouncer and owner are locked up in storage. Tell him that you are
a member of his gang to learn more, if you choose any other options he will
just draw his sword earlier and you will be without information on what is
happening. Kill him before he kills you and take his instuctions and the key to
the storage room.

Open the storage door with the key at the end of the hall to release the
bouncer. Read the instructions that Lynch had on him and then go up deck to the
Tavern. If you've read the note you can tell Minx that Lynch sent you up here
to help Selene the Boss. She will tell you that Selene is in the room behind
the bar watching the owner. After that she asks what happened to Lynch and you
can only tell her that he is dead and kill her off. Search her body for the Top
Deck Key and head up to the Top Deck by heading up the stairs above the bar.

Talk to Wrath and he will ask what you are doing up on the deck and if they
found the Golden Galleon yet. He asks who you are, tell him you are awaiting
orders and have been added to the group three days ago. He gets upset that the
treasure has to be split five ways now and wonders if Lynch and Minx know about
it yet. Tell him they are dead and he will be happy to kill you just to split
it two ways. Kill him off and search his body for the Cabin Key by the tavern
counter.

Head back down to the Tavern Deck and tell Graman it is safe to take the wheel.
Put your weapon away and head inside the cabin with the key. Selene will head
over to you wondering how you got in. Tell her you took the key from Wrath and
that you want to join the gang, then say three months ago, and then to find the
Golden Galleon, and finally tell her Bravil. She will surrender and  hand over
her blade to you. Talk to Ormil and he will tell you to lock her in the room
next to your sleeping quarters.

Head back to talk to Ormil and he will tell you that the Golden Galleon doesn't
exist, he made it up to get more guests to come. Head back below deck and get
some rest, when you wake up go talk to Ormil and he will give you the reward
for her capture ranging from 75 to 450 Gold and he will take back his keys.

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3.01.39 - Origin of the Gray Prince
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You must complete this quest before you finish the fight with the "Gray Prince"
for the Arena Grand Championship title.

Head to the Arena in the Imperial City and go to the Bloodworks just to the
left of the bet taker and arena doors. Talk to Agronak gro-Malog, he will tell
you that he is a prince but being half orc denies him his right. He wants you
to help him show the people that he can be noble as well. He gives you a key
to some ruins called Crowhaven and wants you to find out the secret that lies
there.

Head to the ruins just north west of Anvil and you will locate Crowhaven. Kill
the skeletons and/or Lich's walking around the area and then enter the ruins.
Head north west and kill the animals as you go down the steps and navigate the
tunnels.

Once you go through the gate turn to the east and go through the old wooden
door to enter another hallway. Don't go through the southern door, this just
brings you to another area of uselessness. Kill the animal inside and move on
to the south east to use the key that Agronak gro-Malog gave you.

Go north east to reach the stairs and go down a level and move along the middle
of this room to reach more stairs. Head up the other side and you will enter
a living area for Lord Lovidicus, he will attack you on sight so kill him off.
Go to the south east section of this living area and look on the table for the
Lord Lovidicus' Journal. Inside it you will find out that he is a vampire for
the past 200 years and was locked in the room by Agronak's mother.

Head back to the arena and give Agronak the journal to have him learn this and
then he will teach you some Blade, Block, and Athletics skills. After reading
the book he finds that he is the spawn of a monster. He will then be disgusted
with himself and go back to training. Now if you decide to go in to the Arena
and battle your way to the top, once you reach him in the arena he will not
fight, instead he lets you kill him.

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3.01.40 - Kvatch
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3.01.41 - The Battle for Castle Kvatch
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You must complete "Breaking the Siege of Kvatch" from the main quest before you
can access this quest. It should also be completed before you start "Allies for
Bruma" from the main quest as well.

Talk to Savlian Matius inside the chapel after the citizens are all escorted
out to the refugee camp and he asks you to help him further. Head out the north
door and start killing the Daedra that are in the area. Once Savlian Matius
makes it to the main bridge go talk to him to learn the gates are locked.

Head back in to the chapel and talk to Berich Inian. Some Imperial Legion
Soldiers will be in the chapel now. Talk to them and they will tell you that as
they were on patrol on the Gold Road they saw the smoke from the city and came
up to help fight. Tell them to follow and then go down to the undercroft with
Inian.

You will have to head through the Chapel Undercroft to make it over to the guard
house since the city is in such bad shape. Kill off the Daedra that were
walking around under the chapel and then head east through the door to Kvatch.

Kill all the Daedra that attack as you leave the chapel and then follow Berich
Inian north past all the rubble. If Berich Inian dies along the way take the
key off his body and move on. You will reach a circular area north, then have
to move west. Push north again to enter a tower and head down in to the Kvatch
Castle Passageway.

Head down the stairs and move west carefully to avoid stepping in to the fire.
Climb the ladder at the opposite end to come out within the guard house on the
other side of the gate. Head to the other side of the hall and turn the wheel
to raise the gates. Once the area is cleared Savlian Matius will tell you to
head in to the castle.

Get inside the castle by entering the doors to the north west. Once you defeat
all the Daedra monsters in the Great Hall Savlian Matius tells you they will
hold off the rest of the Daedra as you head to the back of the castle and find
the Count. Head north west up the stairs and kill the Daedra up by the door to
move on.

Go through the Great Hall and kill off the Daedra running around. Skip the
Dining Hall and Sleeping Quarters as these are just dead ends with a single
Daedra. Head north west to the Count's Quarters. You will find a Daedra and the
body of Count Goldwine in the back room. Take his signet Ring to Savlian Matius
for proof that you found him dead. Once you hand over the ring to Savlian
Matius he will give you his enchanted Kvatch Cuirass as the battle is over.

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3.01.42 - Leyawiin
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3.01.43 - Tears of the Savior
3.01.44 - Whom Gods Annoy
3.01.45 - Mazoga the Orc
3.01.46 - Knights of the White Stallion
3.01.47 - Buying a House in Leyawiin

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3.01.43 - Tears of the Savior
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Talk to S'drassa in the mages guild to get word on finding some crystals for
his collection. He will ask that you go seek out Julienne Fanis at the Arcane
University in the Imperial City. Head out there now and talk to her on the
first floor.

She will tell you a story about how the tears came to be but won't really know
where it is located. She suggests that you go look at a book she saw in the
book store at the Market District. Head over there and talk to the shopkeeper
to buy Knightfall off of him. Read the book to learn more about Garridan and
his quest for Everflow Ewer and that you need Frost Salts to enter the glade.

Head back to the Arcane University and talk to Julienne Fanis about Refined
Frost Salts. Go Barter with her and buy the Refined Frost Salts and head back
to Leyawiin to talk to S'drassa again. If you read the book like you were told
you would have learned that it is to cold out there for you to handle it on
your own. S'drassa will give you 5 bottles of Philter of Frostward, this will
temperarily protect you from the cold.

Head out to Frostfire Glade just north east of the Imperial City and enter the
cave. Start navigating the cave as you kill the animal inhabitants. Once you
reach the door an update in the journal will pop up and tell you to touch the
door.

Head north towards the mist and drink some of the Philter of Frostward to
protect you from the frost damage you will take once you touch the boundaries.
Kill the Frost Atronach, in the middle of the place is a frozen Frost Atronach
along with Garridan himself. Collect the five tears laying on the ground.

On the north side near where a fallen tree trunk is on the ground.

Near the fallen tree on the east side that creates a little bridge from the
rock to the frozen knight.

On the south side a few feet away from the boulder holding the frozen knight.
Stand inbetween the fallen tree bridge on your right and the frozen knight on
your left to locate it.

On the west side in between the slanted rock and a boulder near the frozen
knight.

On the southwest side of the frozen knight up on top of the boulder.

You will have to find all five tears in order to get this one to count. Once
you find all five the quest update will pop up telling you to head back to
S'drassa. Head back through the cave and then travel back to Leyawiin and give
the tears over to S'drassa to get your leveled Gold reward ranging from 500 to
2,500 Gold.

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3.01.44 - Whom Gods Annoy
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Talk to people around town about rumors to hear about Rosentia Gallenus's house
having strange animal noises and foul smells. Head over to her house and pick
the lock or enter it in the day to enter it and meet her for yourself.

She is having trouble with Scamps that got summoned by her new staff she
bought. If they die they come back instantly and follow her everywhere she
goes. Now head over to the Mages Guild and talk to Alves Uvenim about her
problem. She suggests that you take the staff and bring it to its place of
origin deep inside a cave.

Head back to Rosentia Gallenus's house and talk to her about what you were
told. She will give you the Staff of the Everscamp and have you head out to the
cave just east of Leyawiin.

Enter the cave and the Everscamps will follow you. Head east through the Daedra
infested tunnels and you will reach the shrine of Sheogorath. Walk straight up
to the altar and go in to your inventory to drop the Staff of Everscamps near
it. Now exit the cave and head back to Rosentia Gallenus's house to tell her
the good news. As a reward she will hand over a ring called the Ring of
Eidolon's Edge.

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3.01.45 - Mazoga the Orc
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Talk to the guards around the castle inside or out and they will talk about an
orc that says she is a knight. The count wants it looked in to and they suggest
you go talk to the count yourself in his meeting hall.

Once you speak with the count he will ask you to find out what the Orc wants.
Go over to Mazoga the Orc and ask her what her buisness is and that the count
sent you to talk to her. No matter how you act towards her you will have to
find a person named Weebam-Na for her. Talking to the Count will have him tell
you to listen to her and get him.

Head out of the castle and go to Weebam-Na's house to tell him he is needed at
the castle. You will have to raise his Disposition to at least 50. He will then
head over to the castle to speak with the Orc, head out there yourself to hear
whats goin on. She wants him to take her to Fisherman's Rock, but he refuses
since she won't tell him why.

After they talk speak with her about Fisherman's Rock and have her follow you.
Leave Leyawiin and head north along the east bank to reach a large bonfire.
Mazoga will start a fight and will need your assisstance since there is a gang
of fighters here. Kill them all off so she survives and tells you her story.

Head back to the castle and tell the Count the information you have collected.
He will offer the two of you the chance to become Knights of the White
Stallion with another quest.

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3.01.46 - Knights of the White Stallion
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You must complete Mazoga the Orc before you can work on this quest and ask the
Count about becoming a Knight.

Talk to Mazoga the Orc and she tells you they were old friends back in the day.
Once you tell her the offer she will tell you where he is located from midnight
to 6 AM. You can either tell her to follow you or head out there on your own
so you don't have to worry about her dying on you.

Head out of Leyawiin earlier than scheduled to the north and stick to the west
side of the river to reach the Tepele ruins. Kill the guards outside scouting
the area and then head in to kill some of the enemies in the room to the east
once you get down the stairs. Take all the Black Bows as this will be used as
money (100 Gold a piece) from the Count of Leyawiin.

Brugo will go in the room to the north and stand near the chest on the altar.
Kill him off and take his key to open the chest and steal his loot. Leave the
ruins and head back to Leyawiin to speak with the Count. He will give you a key
to the White Stallion Lodge near the ruins you were just at and a shield with
the crest of Leyawiin on it.

As you leave the castle talk to Mazoga the Orc and let her know she is now a
Knight-Erant and then say Hail Knight of the White Stallion to her and she will
head off to perform some good deeds.

Remember to bring the Count any Black Bows you collect through your travels for
a reward.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.47 - Buying a House in Leyawiin
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head over to the castle and speak with Count Marius Caro to ask him about
buying a house in town. You may have to raise his Disposition up a bit before
he tells you the details on it. Put down the 7,000 Gold and head out of the
castle to check out your new home.

Once the quest update pops up head over to Best Goods and Guarantees to talk to
Gundalas and buy some furniture to take to your new house. You will have to pay
around 1,800 Gold a piece for the Bedroom Area, Dining Area, Kitchen Area,
Reading Area, Storage Area, Study Area, and Wall Hangings.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
3.01.48 - Skingrad
*******************************************************************************

3.01.49 - Paranoia
3.01.50 - Buying a House in Skingrad
3.01.51 - The Rosethorn Cache
3.01.52 - Seeking Your Roots

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.49 - Paranoia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walk past Glarthir's house in Skingrad and a Wood Elf named Glarthir will
quietly call you over to him eventually and tell you to meet him at the Great
Chapel at midnight.

Head behind the chapel and wait for Glarthir to appear. You can either accept
his quest or say no. If you tell him no, he will go back home and grab his
weapon to go attack Peneless, Sextius, and Surille in that exact order. He can
kill Peneless but gets killed by the guards on his way to Sextius.

If you accept his quest, stake out the person he asks you to. You don't really
have to watch them though. After each person had back to the chapel and tell
him they either are or aren't following him.

If you tell him all three are not spying on him then he thinks you are in with
them as well and starts to attack you. Take him out if you chose this path. If
you told him one or more of the people are in on it he will want you to kill
them for him. Killing all three nets the max money for this quest.

You can also report it to a guard to have them run over and kill him or tell
the people you spied on and two of the three will attack him.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.50 - Buying a House in Skingrad
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head in to the castle County Hall and speak with Shum gro-Yarug (the orc
walking around) and raise his Disposition. Hand over 25,000 Gold and he will
give you a key to a manor and toss out the previous owner. Head out to the
house near the east gate.

Once you are inside a quest update will pop up. Head out to Colovian Traders
to talk to Gunder and buy your housing supplies at about 2,700 Gold a piece.
Balcony Area, Balcony Upgrade, Bedroom Area, Den Area, Dining Area, Display
Case Upgrade, Kitchen Area, Lower Wall Hangers, Servants Quarters, Sitting
Area, Storage Area, Study Area, Upper Hall Area, Upper Sitting Area, and the
Upper Wall Hangers.

Once you buy the Servants Quarters you can hire Eyia to be your sevant, she is
wandering around the store usually in the morning to afternoon.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.51 - The Rosethorn Cache
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must buy the house in Skingrad and either the top floor bedroom furniture
set or have a very high athletics level to have access to this quest.

Go to the very top floor of the house in to the bedroom and either jump on top
of the stairwells cieling or go around the other side to jump from the table to
the bookcase to the cieling.

Once on the cieling look for an old forgotten note laying there to read and
activate the quest. Read the note to get the riddle for the treasure. The toy
the man and woman used to play with when they were younger. "Two bodies have I,
though both joined in one. The more I stand still, the quicker I run."

The answer to the question is an hourglass. After searching through the house
you should find yourself in the basement. Find the pillar with the four garlic
strands hanging from the pillar and look up in the support beam to find the
hourglass to activate.

Inside the hourglass you will find the treasure to the house.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.52 - Seeking Your Roots
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This seems to be the longest and hardest quest out of all of the entire game's
quest lines, it will definitly take up the most time. You only need 100 out of
300+ Nirnroot in the game to finish this quest. Below I have enough locations
to satisfy the quest listed.

When you pick up any of the Nirnroots located all over the world in this game
you will activate a quest update pop up and will be told to show an alchemist.
All alchemists will point you in the direction of going to the Skingrad to see
Sinderion.

******************************************************************************
*Alternately you can talk to Sinderion in the cellar of the West Weald Inn in*
*Skingrad to activate this quest.                                            *
******************************************************************************

If you haven't talked to a certain alchemist named Hlaalu in Skingrad's Alchemy
shop you won't know Sinderion's location in the city, so you will have to
search door to door. If you did talk to Hlaalu or found him, it will be in the
West Weald Inn.

Head down in to the cellar to talk to Sinderion. He will tell you that the
Nirnroot is used in a recipe for an Elixir of Exploration. He asks that you
bring him 10 Nirnroot for him to be able to make some elixir's out of it.

Read the note he gives you to learn that they are located by bodies of water
and can also be found inside caves and ruins. Gather up 10 Nirnroot from the
list below and head back to Skingrad to see Sinderion. He tells you that he
will make the weaker elixer in 24 hours and if you can find 20 more Nirnroot he
can work on the next level of elixir.

Head out again to find more of the Nirnroot from the list below. Once you find
20 more Nirnroot it should have been at least 24 hours and you can get the Weak
Elixir of Exploration, this also unlocks the ability to buy more from him (in a
limited quantity). Hand over the 20 Nirnroot for him to start on the stronger
elixir batch.

Now Sinderion wants 30 more Nirnroot on top of that to cover for the Strong
version of the potion. Head back out in to the world and search the game for
with the below locations to help you on your way.

Once you give him the Nirnroot needed he will tell you to head out again for
40 more Nirnroot so he can make the Grand version of the elixir. Head back out
in to the world and search the game for with the below locations to help you on
your way.

Once you collect the needed amount of Nirnroot head back to Sinderion in
Skingrad. He will start on making your Grand potion, this is the last batch of
Nirnroot that is needed, anymore found in groups of 10 can be sold to him for
some extra cash.

********************
*Nirnroot Locations*
********************

Start at Brena River north of Anvil, you will see an inlet that curves in just
before it turns in to a river to head east. Start searching for Nirnroot there
and work your way south on the outter shoreline. You should pick up 15 Nirnroot
Plants here alone. The last one being on the island a little ways up The Serid
River.

East of Kvatch the road will go north and then turn to the east, head north off
the path and you will find a lake with a Nirnroot at its edge.

North east of Kvatch you will find a settlement called Shardrock, next to this
settlement is a pond with two Nirnroot.

West of Chorrol head along The Black Road and you will come to a lake about
three-fourths of the way up the road with a Nirnroot by it. Near the dock just
off the path.

On the northern road of Skingrad that wraps around the cities northern side.
You will see a pond on the west side of the path, search in the tall plants for
the Nirnroot.

North east of Skingrad at Shadeleaf Copse you will find three Nirnroot located
around the lake, Sinderion will mark it on your map when you talk to him.

Head south of Leyawiin on the west coast and go all the way south on the shore
to reach the section that won't let you go any more south. Turn back around and
head up along the coast to grab all the Nirnroot along the way. Remember to
head in to the river inlets all the way around the edge. Go north up and around
the Imperial City and then make your way back down to the east coast side near
Leyawiin. You should get around 40 by the time you reach the long bridge
crossing the south east river towards The Yellow Road on the west bank alone.

Continuing from the above spot on the west bank, continue to wrap around the
outter still wrap around the outter edge of the lake and then go around the
shore of the island holding the Imperial City itself. You should find around 35
Nirnroot along the way.

From the large bridge that crosses towards The Yellow Road head along the shore
to the south and go up all the rivers along the way to collect more Nirnroot.
You should be able to find at least 45 Nirnroot.

Head down the road south of the Imperial City called The Green Road leading to
Bravil through the Great Forest. Once you reach Charcoal Cave at the top of the
waterfall, cross the bridge and turn left looking at the rocks for a plant
called a Sprig of Nirnroot.

Head in to Bravil and cross the eastern bridge towards the castle and go along
the castle wall to the south west corner to find another Nirnroot.

In Bravil head to the south wall and go behind the house for sale. Along this
back wall in the south east corner just before the cliff is a Nirnroot plant.

In the Smuggler's Cave in Anvil. Enter the wooden door from the cove and turn
to the north and search near the waters edge.

On the way to get the Arrow of Extrication you will come across a small shallow
water area after the deep pool, on the edge of this shallow water area is a
Nirnroot to grab.

In the captains quarters on the pirate ship in the Waterfront at the Imperial
City is a Nirnroot on the captains dining room table.

At the end of the dock to the east by the pirate ship near the water is a
Nirnroot just sitting there.

Go to Leafrot Cave just north of Panther River's middle branch, which is north
east of Leyawiin. Check along the north north west side of the pond right next
to the left side of the large boulders for a Nirnroot.

Outside Leyawiin along the north wall, west side of the river running past, a
Nirnroot will be next to some rocks.

On the east side of the river on the south side of the Old Bridge south of the
Imperial City is a Nirnroot.

On the bottom floor of the tower of Fort Redman without entering the actual
fort look behind the ruins stone stairs to find a Nirnroot growing back here.

In Anvil on the east side of the mermaid statue near the water is a Nirnoroot.

Inside your bedroom at Frostcrag Spire add-on is a garden it is next to the
rock on the right.

At the dock north west of Weye just outside the Imperial City at Lake Rumare.

In Chorrol enter the house of Vilena Donton and head up to the third floor,
next to the bed is a flower pot with a Nirnroot inside.

North west of Amellions Tomb by the large tree is a Nirnroot.

In Leyawiin, on the second floor walkway of the Blackwood Company Hall there is
a pot on a small table with a Nirnroot in it.

In Leyawiin, in Jeetum Ze's Room in the Blackwood Company Hall, you will find
a Nirnroot on the dresser near the south wall.

In Cheydinhal, during your recommendation you have to go in to the well under
the water. Go the opposite way from where Vidkun's body is and you will find a
Nirnroot on the ground in at the dead end. Nothing is in the water to attack
you.

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*******************************************************************************
3.01.53 - Settlement's
*******************************************************************************

3.01.54 - Go Fish
3.01.55 - Raid on Greyland
3.01.56 - The Sunken One
3.01.57 - The Potato Snatcher
3.01.58 - Bear Season
3.01.59 - Revenge Served Cold
3.01.60 - The Gravefinder's Repose
3.01.61 - No Stone Unturned
3.01.62 - A Venerable Vintage
3.01.63 - When the Vow Breaks

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.54 - Go Fish
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk to Aelwin Merowald west of the Imperial City in Weye. Head out to Lake
Rumare behind the inn. Swim out in to the lake a little to find some Rumare
Slaughterfish. Swim around the lake to locate more slaughterfish and take them
out. If you don't see the fish, just keep swimming around they are out there.

To help you may want to get a Life Detect of as far distance as possible to
help search for the fish.

Once you get all the fish scales head back to see Aelwin at his house and
receive the Jewel of the Rumare, this ring enables underwater breathing.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.55 - Raid on Greyland
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out of Leyawiin and Lerexus Callidus will approach you sometime and ask
you to help him with some Skooma Dealers in Greyland. Inside you will find two
people that you must kill. Search the body of Kylius Lonavo's for his ring and
take it. Now head back down the path towards Leyawiin and hand it over to
Lerexus Callidus for 420 Gold.

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3.01.56 - The Sunken One
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Located in between Kvatch and Skingrad, very close to Kvatch's north east side
is Shetcombe Farm. Enter the farm house and you will activate the quest. It
seems the house has reently been abandoned and you should look around for a
clue. In the middle table in a bowl you can find a note. Read it to get another
Quest update pop up.

Leave the farm house and go north east to reach the cave entrance. Head down
the tunnel to the south and kill any animals in the way. Now take the west
tunnel, once in the cavern wrap around to the left and go east. Make your way
down in to the trench and you will find a chest on the right side of the wall.

Looking on top of the chest for another page from Slythe's journal. Enter the
wooden door to go deeper in to the cave and make your way east. Go around the
pit in the middle of the room and kill any enemies that get in your way. Take
the eastern tunnel to enter another large cavern area. You will be brought in
to another trench.

Near the opposite end you will find Slythe Seringi's corpse. Search his body
for the third page to his journal. Open his bag of offerings as well and take
the treasures inside.

Turn back to the west and you will see The Sunken One has awoken. Defeat him
and leave the cave.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.57 - The Potato Snatcher
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Faregyl Inn off a branched road on The Green Road south of the
Imperial City. Talk to S'jirra and she will ask that you locate her lost jumbo
potatoes. Leave the inn and go north west.

*******************************************************************************
*You can also get this quest by killing the Ogre out in the field and grab the*
*Jumbo Potato off him to activate it as well                                  *
*******************************************************************************

You will locate an Ogre standing around the field, kill him and search him for
the jumbo potato. Take them all back to S'jirra and she will reward you with
her famous potato bread in 5 servings.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.58 - Bear Season
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head to Shardrock Farm located in between Skingrad and Kvatch. Talk to Thorley
Aethelred in or around his farm house about Bears. He asks that you kill 6 West
Weald Bears and bring him back there fangs as proof.

Now head around the farm area in search of the bears. They can all be found
randomly circling the farm a little ways out. Once you have killed all 6 bears
and collected the fangs, head back to see Thorley about your reward and he will
give you a random book. (one of four skill books or a volume of the Feyfolken
series or Pall, Book II).

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.59 - Revenge Served Cold
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head out to Harms Folly north east of the Imperial City, it is located a little
north east of Roland Jenseric's Cabin. Talk to Corrick Northwode and he will
ask that you avenge his wife's death. Head south west to reach the Exhausted
Mine.

Kill the goblins guarding the mine and then head inside. Kill off the goblin
mages as you make your way through the tunnel to the north as you kill more
goblin mages and goblin warlords. You eventually will come to a wooden door
that takes you deeper in to the mine, enter it.

Continue to make your way through the cave killing more goblin mages and
warlords to reach a large cavern. Kill the goblins in here and then find the
wooden door to the north east corner to enter a deeper section of the mine.

Take care of the goblins in the first room and head through the tunnel ahead.
In the next room you must sneak up on two goblin mages and take them out to
head on through the southern tunnel. In the next cavern room sneak around the
outter west wall to avoid the crunching noise of the skeletons littering the
ground and kill off the goblin.

Go south through the next tunnel and kill the last two goblins. Search the
Goblin Netherboss to take the Jade Amulet back and head out of the cave to
return it to Corrick Northwode. He will give you 6 Flawless Diamonds in thanks
that you have killed them off.

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3.01.60 - The Gravefinder's Repose
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head over to the Roxey Inn on the Red Ring Road located on the north east path
by Lake Rumare. Talk to Malene and she asks you to kill the necromancer named
Raelynn. She is living in Moss Rock Cavern just north of the inn very close by.

Head down the tunnel and go through the wooden door to enter a cavern area.
Watch out for the necromancers wandering the area and take them out if you have
to. Navigate north west past the large roots and enter another tunnel to come
to another wooden door.

Pick the lock and head in to Raelynn's chambers to kill her. Her level is a lot
higher than the other necromancer's in the area so be careful when you start to
fight her. Once you defeat her head back to the Roxey Inn and tell Malene that
you have killed the necromancer for a leveled Gold reward.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.61 - No Stone Unturned
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head east to The Yellow Road and get to the bridge that crosses Silverfish
River. From there take the northern shore east along the river to reach the
Imperial Bridge Inn. Talk to Lithnilian and he will ask if you can recover his
research notes for him.

*******************************************************************************
*If you have already found his notes, the notes will tell you he is at the inn*
*and you can hand them over already                                           *
*******************************************************************************

Head north west to reach Bramblepoint Cave and kill the creature guarding the
entrance. Enter the cave and head north. Kill off the creatures as you continue
to make your way north. Once you reach the top north cavern head to the west
and you will eventually make it to a trap door leading to the inner caverns.

At the third cavern take the south tunnel and go in the pit in the middle of
the room to kill off the enemies and enter the cave in here to find a wooden
door leading you deeper in to the caves.

Go south from here and kill off the enemies that get in the way, in the last
large you will find a bedroll and a chest at the far back corner. Open the
chest and inside you will find Lithnilian's reasearch notes. Leave the cave
and hand them back over to Lithnilian to receive your reward of 3 Strong Poison
of Burden's.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.62 - A Venerable Vintage
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head over to Weye just outside the Imperial City along the bridge that connects
the island to the mainland. Enter the Wawnet Inn and talk to Nerussa about
Wine. She asks that you collect 6 bottles of Shadowbanish Wine. You will have
to search old fort ruins for the bottles. Each fort gives you two bottles so
you only have to locate three different forts.

Fort Grief - While working on the optional quest "Caught in the Hunt" (Island
             north east of Bravil in Niben Bay) go to the third floor of Fort
             Grief before heading down in to the ruins to find a chest on the
             far platform and pick the lock to get two bottles of Shadowbanish
             Wine.

Fort Irony - Located on the peninsula south east of Bravil. Inside the fort
             wrap around the tunnel and head south west. Head down the stairs
             and kill the shaman to continue through the tunnel. Take the south
             east turn and enter a room through some large wooden doors. Kill
             the goblin and then open the chest next to the central pillar for
             two bottles of Shadowbanish Wine.

Fort Dirich - Located south west of Chorrol, you my find Weatherleah Estate
              first its just a little more south west of this place. Head
              inside the fort and go south west. Make your way through the
              halls killing the undead as you go. You will head through large
              wooden doors and a small wooden door. In this large room search
              the chests near the south wall for two bottles of Shadowbanish
              Wine.

Once you have six bottles a quest update will pop-up and tell you to head back
to Nerussa at the Wawnet Inn for a reward. You will recieve 1,000 Gold for the
six bottles and the ability to bring her more of the 10 other bottles of
Shadowbanish Wine for 100 Gold a piece.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.63 - When the Vow Breaks
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head north of Anvil to Whitmond Farm and enter the house to talk to Maeva the
Buxom. Ask about her husband and then head out to Fort Strand just east of
Anvil. Kill the bandits around the outside of the fort and head in. Go down the
hall and turn south east.

Head through the wooden door and continue making your way south east killing
the enemies that get in the way. Watch out for the two pressure plates on the
ground as you make your way to the gate. Head down the winding path and enter
the large wooden doors to the Great Dome deeper in to the fort.

Head along the winding tunnel and you will end up in a room with two people
talking if you are quiet enough. One of them is Bjafit the Contemptible; kill
him and take Rockshatter back. Once you get it leave the ruins and go back to
Maeva to tell her what happened. She will give you some Gold for your help and
the quest will be completed.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
3.01.64 - Wilderness
*******************************************************************************

3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
3.01.66 - Frostcrag Spire
3.01.67 - Key to Key
3.01.68 - Zero Visibility
3.01.69 - Goblin Trouble
3.01.70 - Repairing the Orrery
3.01.71 - Unearthing Mehrunes Razor
3.01.72 - Horse Armor

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This weapon is used for a quest that a man wants to trade you it for a +20
Personality Mask, most people say it isn't worth getting the mask. If you want
a really nice sword that weighs nothing, and don't care about the crappy mask,
also you can't drop the sword due to it actually being a quest item, read on.

Follow the road west out of the Imperial City and take it south to wrap around
Lake Rumare. Right at the intersection of roads before the lake opens in to
two rivers south on the west side you will find Vindasel.

Head down the stairs and kill the rats in the room below. Jump around the stone
square with the holes in it. The floor will fall and shove spikes through the
holes if you walk on its surface. Walk through the rest of the hall and kill
more rats and a Mud Crab. Do not step in the middle of the room or you will
release a poisonous gas.

Head down more stairs and go through the tunnel in to the next room, killing
the rat. Turn to the right and take the hallway in to another hall and kill the
rat. Turn to the right as you enter the room to find a chest on the wall with a
Potion of Luck inside. Enter the gate and start sneaking if you already haven't
been. Umbra is down in the room to your right.

Either use the Apotheosis Staff or spam Destruction magic on her if you have it
to take her down fast. If you are getting hit to much use the broken pillar on
the right wall as you come in from the stairs to jump up to the balcony above
to make her run up the stairs after you. Heal and repeat to make it a very easy
battle.

You can also cast a non lethal spell on Umbra and run out of the dungeon as she
chases you outside the dungeon. Head back to town with her chasing after you
and the guards around the Imperial City will start to fight her. Loot Umbra and
the guards bodies.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.66 - Frostcrag Spire
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must buy the add-on pack for the Wizard's Tower in order to get this quest.

Head north in to the mountains directly above the Imperial City to locate this
property your character has inherited. Head up the stairs to get a quest update
to go inside and explore. Once inside step on to the middle circle to get
another quest update. Read the book on the ice monsters frozen hand to get yet
another quest update.

You will learn that you can restore the tower by buying items from Aurelinwae
at the Mystic Emporium in the Market District of the Imperial City. Once you
read through the book, the circles around the room will activate and the wall
to the north will open revealing the rest of your new house.

Head out to the Market District of the Imperial City and head over to the
Mystic Emporium. Speak with Aurelinwae and scroll down to the Frostcrag options
that have now appeared. Purchase the Alchemy Lab, Bedroom Area, Library Area,
and Vault Area, and get both of the Magetallow Candles Boxes. The quest will
now be complete.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.67 - Key to Key
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In Pale Pass when you head out to the ruins during "Lifting the Vale" go to the
frozen lake north east of the fort ruins. In the north of the lake is a frozen
barrel with a crumpled note and a rusty key.

Now head west past the fort ruins to the ruined tower and get in the center
with the tree. Open the chest with the rusty key to get an Old Key.

Head south back along the path to the Serpent's Trail and pass through the two
tall statues heading south. Soon you will see a fallen pillar on the right.
Look across the path to the left for the ruined wall and walk along the path
just past the large boulder on the left. Go behind this boulder to see a chest
wedged in between the rocks to unlock it with the key and get the Forgotten Key
out of it.

Now head back along the path to reach the Serpent's Trail door but don't enter
it. Head west from here off the path along the mountain wall on your left side.
When the slope turns less steep go south and head straight back to reach the
mountain wall again. The first tree you can walk to should be on your left as
you walk to the second tree possible. Walk around to the right of the rock on
the ground to find the final chest half buried in the ground containing the
Circlet of Omnipotence.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.68 - Zero Visibility
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

To get this quest wander around Aleswell north of the Imperial City and an
invisible person will talk to you for help. Head south east to the tower and
kill the invisible animals that come to attack you. As you enter the outside
ruins a man will yell at you to go away and he doesn't want what you are
selling.

Climb the tower stairs and eventually you will find the wizard, whom is also
invisible from the spell. Talk to him about what has happened to the town and
he will give you a counter spell. Now head back up to the town with the scroll
and stand in the center of town. The center is the garden in the middle of the
houses. Equip the scroll and use it like a spell and everyone will turn visible
again. You will now have access to a free bed; upstairs, first door on the
left.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.69 - Goblin Trouble
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head along the Yellow Road south east of the Imperial City and you will reach
Corbolo River with the Crestbridge Camp. Talk to any of the people in camp and
they will tell you they escaped from some goblins up in Cropsford. Ask about
Cropsford, only Barthel will actually mark it on your map as well as adding the
quest to your list. Go talk to Mirisa (a scout/archer) most likely by the road
keeping watch for Goblins.

Two Goblin Tribes are at war most likely over a Goblin Totem Head. You will
learn about how to start a Goblin War (You can use this info to make Goblins
go to war with you and cities you are in as they try to get the totem back) You
must either kill the Shaman of the attacking tribe or retrieve the stolen totem
from the other cave.

Whichever you choose to do you can make it much easier if you wait until
nightfall. Some Goblins at Cracked Wood Cave (the northern cave along The
Yellow Road) will leave to raid the southern cave. You can either use this
opportunity to head in to the cave and fight less goblins to reach the Shaman
or you can follow the group of goblin raiders at a good distance and let them
fight the goblins along the way for you. If you do follow them, don't get seen
or the two tribes will attack you instead of eachother.

Getting the totem is the easier of the two options since you see less Goblins
along the way. Head through the cave tunnel and go left following the goblins
wandering around; Kill whoever gets in the way. Navigate north east through the
large cavern trying to stay out of sight from the Berserkers.

If you aren't fast enough the Bloody Hands War Chief from the raiding party may
make it to the back room before you and take back the stolen totem. He will
then try to make his way out of the cave and return to his own tribes cave. If
he can make it back to his cave on his own it will not solve the war as it
should. You will then have to kill the Shaman if he makes it back to the cave.

Take the totem and bring it back to Mirisa to find out what to do next. She'll
tell you to place the totem outside the cave door or just inside the cave for
them to pick up. Once it is picked up and returned the war will end. Talk to
Barthel to let him know the war is over. You won't get any reward for this
quest. Re-visit Cropsford once in a while to watch it get built in to a nice
settlement.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.70 - Repairing the Orrery
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must buy the add-on pack for the Orrery in order to get this quest.

Head north of Kvatch to reach Camp Ales where some bandits are located at. Kill
them and search the carrier for a Cog and an undelivered Message to get a quest
update. It will list the locations of the Dwarven Artifacts that are missing at
four camps.

Head out to each of the four campsites surrounding Camp Ales to kill the
bandits and retrieve the missing artifacts. Check the Carrier at each camp to
get the Dwarven Artifacts.

After you collect all of the Dwarven Artifacts a quest update will pop up and
tell you to take them to Bothiel at the Arcane University in the Imperial City.
Travel to the Arcane University in the south east part of the city and enter
the Arch-Mage's Lobby. Hand over the artifacts to Bothiel. Wait 24 hours and a
quest update will pop up telling you that you can visit the Orrery as much as
you want and also get powers based on the phases of the moons.

Head inside the Orrery and go up the winding stairs on either side. Activate
the console to start the machine up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.71 - Unearthing Mehrunes Razor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must buy the add-on pack for Mehrune's Razor in order to get this quest.

It is wise to have a Potion of Cure Disease for the end requirement.

Look far east of Bravil for Sundercliff Watch and enter the ruins. Watch out
for the guard patrolling with the torch and the man in the robe in the upper
left corner standing around. Kill them and head south down the tunnel.

Open the abandoned sack to the right of the wooden door before you try to open
the door and take the diary out of it. This will tell you a password and that
an army is forming down in the ruins. You must find the journal in Drothan's
cabin. Try the wooden door and say the special password to open it. Kill the
steward and take the note off him for more info.

Take the steward's registry off the table and continue across the bridge. Kill
the recruits on the other side and go down the stairs, or just hop down the
bridge if you want to sneak past them. Another guard will come from the east up
some stairs and most likely go to bed in the south western corner. Kill him
when he gets comfortable.

Head east down the stairs the recruit just came from and go through the tunnel.
You will come out in to a large circular room with the middle part of the floor
broken out. Watch out for the recruit with the torch in the south east corner,
sneak around and take him out. GO down the stairs to the east and sneak around
behind the Drothmeri Veteran and kill him.

Head north to enter the Sundercliff Village. You will now have to sneak through
the village; you can raid the houses but they will most likely be occupied by
recruits and soldiers. Go north and kill the soldier by the bonfire to keep the
it stealthy.

Sneak in to the Jail and sneak over to the table in the next room. You will
find the Jailor's Letter. It talks about the assassin you heard about in the
journal earlier in the cave, he is in the cell to the left as you walked in.
Sneak over to him and pickpocket the Soiled Writ of Assassination. Pick the
lock if you wish and let the assassin out and he will head through the tunnels
attacking the army.

Along the north wall head east and go down the stairs killing the soldiers and
recruits as they show up and then move back to the west. Go through the tunnel
to a cavern where two recruits are training with a Veteran watching them.
Quietly kill the recruits and the Veteran should walk over to investigate, hide
and then kill him when his back is turned.

Head north to enter the Sundercliff Commune. Wait underneath as a Veteran and a
Soldier come down the winding ramps and then head up when it is clear. Sneak
eithr across the bridge if the soldiers aren't heading your way yet or hide in
the south west corner past the recruit practicing his bow. Kill them all off if
you have to and then head north to Frathen Drothan's Quarters.

Read the journal on the desk, you will learn that Drothan has gone in to Varsa
Baalim to look for Nefarivigum which supposedly protects Mehrunes Razor. He
also left enchanted bezoars with the Commander and Forgemaster which you will
need to get in to Varsa Baalim.

Exit the house and enter the Commander's Quarters next door. If you released
the assassin he will most likely be in here killing off the commander. Either
help the assassin or wait for the outcome of the fight and head up to kill the
commander if he was unsuccessful. Go in to the side room and take the glowing
orb to get a quest update message. Now head out of the cabin and head back
across the bridge and down the spiral ramp to re-enter the village.

Get on the upper level and head to the east wall to enter Sundercliff Forge.
Watch out for the patrolling recruit walking around the path. Head around the
loop and continue to the east. Kill the recruit patrolling the next tunnel
and enter the mines.

Sneak east past the worker and kill the next worker looking at the cart. Wrap
around to the south and then move east again up the tunnel as you kill off the
workers and recruits. Head south again and work your way up the tunnel to make
it on the upper level of the mine. Head north on the bridge and then east to go
north again. Kill the recruits that get in the way and go east through a small
tunnel once you hit the campsite.

Go in to the door to the Sundercliff Forge and not any further north or you may
get hurt/killed from a cave-in. Head along the tunnel to reach a forge area
with a forge apprentice and a worker. Kill them both and then head through the
tunnel to the north. Kill the next forge apprentice and worker while moving
north. You can swing a sword at the hanging buckets to knock out the contents
and collect jewels along the way if you want. In the next forge area kill the
worker and then kill the Forgemaster, who is pretty tough.

Enter the Forgemaster's Tent and take the Enchanted Bezoar off the table. Head
north up the tunnel path to wrap around back on the upper level and kill the
laborer ahead. Pull the rope he was guarding to open a secret passage and go
back to the village. Head west and make your way back to the Commune and get to
the lower level, heading west again.

Kill any recruits and veterans that are in the way. Now activate the two
pedestals on both sides of the doorway to place the bezeor's. Once the spell is
broken head in through the doorway to the actual ruins.

Go down the stairs and once you reach the first room go north. You will see
blood freshly spilled on the floor, head west at the first intersection to
continue on. Enter Varsa Baalim once you reach the door.

Down below in this huge cavern you can see some people fighting. Head down the
sloped pillar and kill off the survivors, most likely vampires. Head to the
west and go up the slanted stairs and kill the vampires here as you go to Cava
Beldameld. Head through the ruined room and kill the vampire in here to move on
back out to Varsa Baalim. You should see some soldiers fighting more vampires
again.

While they are occupied head north west and through the ruins to drop down on
to the half circle area and kill the vampire nearby. Go north east through an
open doorway in the ruined wall. Enter Cava Marspangato move on. Just down the
stairs more Drothmeri soldiers will be fighting some vampires. The easiest
thing to do would be to sit at the top of the stairs and wait until most of
them are killed off and then do in the rest.

Head up the stairs and back out to Varsa Baalim. To the east another battle
will be going on. Wait a bit for them to finish and then head over there to
kill off whoever else is alive. Climb the sloped area and move east. Kill the
vampire and then go down the spiral stairs to the reach The Nefarivigum.

Head down the stairs following all the destruction and you will reach a large
room below. Sneak over to the man in the red cloak and kill him. Once you kill
Frathen Drothan you will get a quest update and everyone will be saved from his
threat. Search the ground for his book and read it to learn that you must eat
the heart.

If you eat the heart you will get Porphyric Hemophilia which if left untreated
will eventually turn you in to a vampire. Take the Potion of Cure Disease and
open the gate if you have one and take the Razor. If you rather not eat the
heart you can also try prying open the door yourself and fight the statue man
that comes to life.

Either way go up and activate Mehrunes Razor to open a doorway in front of it
and then walk ahead to grab it. Enter the Forgotten Tunnels and go through the
wooden door moving south to avoid the cave-in. Turn west at the southern most
part and move on. Kill the Mud Crabs and get in to the water to swim down to a
wooden door and come out at the lake just west of Sundercliff, there is no
slaughterfish in the water to worry about.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.01.72 - Horse Armor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You must buy the add-on pack for Horse Armor in order to get this quest.

You must buy a horse and bring it over to Snak gra-Bura's Chestnut Handy
stables just outside the Imperial Cities west gate and ask about the horse
armor. Your first set of armor will be free, but all other armor you want will
cost you 500 Gold.

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*******************************************************************************
3.02 - XBOX 360 Achievements
*******************************************************************************

Escaped the Imperial Sewers - Escaped the Imperial Sewers, Main Quest Beginning

Closed an Oblivion Gate - Closed an Oblivion Gate, Main Quest

Located the Shrine of Dagon - Located the Shrine of Dagon, Main Quest

Delivered Daedric Artifact - Delivered Daedric Artifact, Main Quest

Destroyed the Great Gate - Destroyed the Great Gate, Main Quest

Champion of Cyrodiil - Completed the Main Questline



Associate, Mages Guild - Joined the Mages Guild

Apprentice, Mages Guild - Reached Apprentice rank in the Mages Guild

Journeyman, Mages Guild - Reached Journeyman rank in the Mages Guild

Evoker, Mages Guild - Reached Evoker rank in the Mages Guild

Conjurer, Mages Guild - Reached Conjurer rank in the Mages Guild

Magician, Mages Guild - Reached Magician rank in the Mages Guild

Warlock, Mages Guild - Reached Warlock rank in the Mages Guild

Wizard, Mages Guild - Reached Wizard rank in the Mages Guild

Master-Wizard, Mages Guild - Reached Master-Wizard rank in the Mages Guild

Arch-Mage, Mages Guild - Completed the Mages Guild Questline



Associate, Fighters Guild - Joined the Fighters Guild

Apprentice, Fighters Guild - Reached Apprentice rank in the Fighters Guild

Journeyman, Fighters Guild - Reached Journeyman rank in the Fighters Guild

Swordsman, Fighters Guild - Reached Swordsman rank in the Fighters Guild

Protector, Fighters Guild - Reached Protector rank in the Fighters Guild

Defender, Fighters Guild - Reached Defender rank in the Fighters Guild

Warder, Fighters Guild - Reached Warder rank in the Fighters Guild

Guardian, Fighters Guild - Reached Guardian rank in the Fighters Guild

Champion, Fighters Guild - Reached Champion rank in the Fighters Guild

Master, Fighters Guild - Completed the Fighters Guild Questline



Murderer, Dark Brotherhood - Join the Dark Brotherhood

Slayer, Dark Brotherhood - Reached Slayer rank in the Dark Brotherhood

Eliminator, Dark Brotherhood - Reached Eliminator rank in the Dark Brotherhood

Assassin, Dark Brotherhood - Reached Assassin rank in the Dark Brotherhood

Silencer, Dark Brotherhood - Reached Silencer rank in the Dark Brotherhood

Speaker, Dark Brotherhood - Reached Speaker rank in the Dark Brotherhood

Listener, Dark Brotherhood - Completed the Dark Brotherhood Questline



Pit Dog, Arena - Joined the Arena in the Imperial City

Brawler, Arena - Reached Brawler rank in the Arena

Bloodletter, Arena - Reached Bloodletter rank in the Arena

Myrmidon, Arena - Reached Myrmidon rank in the Arena

Warrior, Arena - Reached Warrior rank in the Arena

Gladiator, Arena - Reached Gladiator rank in the Arena

Hero, Arena - Reached Hero rank in the Arena

Champion, Arena - Reached Champion rank in the Arena

Grand Champion, Arena - Completed the Arena Questline



Pickpocket, Thieves Guild - Joined the Thieves Guild

Footpad, Thieves Guild - Reached Footpad rank in the Thieves Guild

Bandit, Thieves Guild - Reached Bandit rank in the Thieves Guild

Prowler, Thieves Guild - Reached Prowler rank in the Thieves Guild

Cat Burglar, Thieves Guild - Reached Cat Burglar rank in the Thieves Guild

Shadowfoot, Thieves Guild - Reached Shadowfoot rank in the Thieves Guild

Master Thief, Thieves Guild - Reached Master Thief rank in the Thieves Guild

Guildmaster, Thieves Guild - Completed the Thieves Guild Questline

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3.03 - Glitches
*******************************************************************************

Hold Bow and Torch in same hand
Walk-thru walls/Sit-thru walls
Walk-thru waterfall cliff side
Behind Kvatch Chapel Unloaded
Item Dupe Glitch
Bound Weapon Glitch
Unlimted Bound Weapon Glitched Weapon Enchantments
Bound Armor Glitch
Chameleon Trick

+++++++++++++++++++++++++++++++
Hold Bow and Torch in same hand
+++++++++++++++++++++++++++++++
Open your item menu and equip a bow, then equip a torch, and next equip and
unequip a shield. This will make your character hold the bow and torch in the
same hand. Once you leave the item screen it resets to normal.

++++++++++++++++++++++++++++++
Walk-thru walls/Sit-thru walls
++++++++++++++++++++++++++++++
Go to Leyawiin and exit the north east exit. Go inside the Coast Guard Station
and straight ahead from the entrance door is a bench on the north wall. Sit on
it and your character will walk through the wall and then come back through to
sit down on it. Once you stand up you will go back through the wall and be on
the other side.

++++++++++++++++++++++++++++++
Walk-thru waterfall cliff side
++++++++++++++++++++++++++++++
South of the Imperial City is a huge waterfall, easily located right by
Charcoal Cave on The Green Road. If you hop down the ledges you can walk under
the waterfall and through the rocks in to a small alcove thats not really
supposed to be there.

+++++++++++++++++++++++++++++
Behind Kvatch Chapel Unloaded
+++++++++++++++++++++++++++++
Go to the building next to Kvatch with the large fire and the destroyed
building. Climb through the rubble to the tower and the fire. You can jump
through the opening to the left and make your way down the other side of the
rubble to reach the back half of the city right before the castle gates and be
in a half loaded game piece.

++++++++++++++++
Item Dupe Glitch
++++++++++++++++
You must have arrows in your inventory for this to work. This will not work on
Quest Items and special named items.

The number of arrows in the pouch you use will be the amount that gets duped.
First either pull the string on your bow, swing your weapon or fist and get in
to the menu before the attack ends. Go to the arrow pouch and unequip/equip it
two times (you should hear it equip and then no sound the second time). You
will get a warning saying you can't equip that item while attacking. Now go to
the item you want to dupe and drop it. Go out of the menu and and the game will
finish out the attack and freeze up a bit. Shortly after the duped item will
spray out allowing you to pick them all up.

+++++++++++++++++++
Bound Weapon Glitch
+++++++++++++++++++

Requirements: 

Access to Arcane University

At least two bound WEAPON spells

Money to make cheap spell

Conjuration skill of at least 25

Go to the Arcane University Praxographical Center. Make a spell that has two
bound weapon spells that last about two seconds (or as long as it takes you to
access the "B Button Menu".) The spell must have the bound weapon that you want
to keep as the second part of the spell.

Once the spell is made, cast it. Before the spell expires go to the "B Button
Menu." The second weapon should be left there unequiped, drop it.

DO NOT PICK IT UP UNTILL THE SPELL EXPIRES.

Then you have a weightless weapon that acts as any other weapon in your
inventory.

++++++++++++++++++++++++++++++++++++++++++++++++++
Unlimted Bound Weapon Glitched Weapon Enchantments
++++++++++++++++++++++++++++++++++++++++++++++++++

Requirements:

Bound Weapon Glitch

Any soul gem with any level soul in it

A lot of money

Access to Arcane University

Once you have everything, go to the Chrinasium and enchant the Bound Wepon that
you have with all the enchantments that you want.

Note: You will still have to recharge your weapon.

+++++++++++++++++++
Bound Armor Glitch
+++++++++++++++++++

Summon the armor, and do one of the following:

A) create a disintigrate armor spell on self

B) Summon a creature and attack it untill it attacks back. Kill the monster
   after the armor is damaged.

Before your armor dissapears, repair the bound armor and drop it untill the
spell runs out. You can also enchant it.

+++++++++++++++
Chameleon Trick
+++++++++++++++

if you have 100% chameleon, you will not see yourself. to change that, simply
put on another item that has chameleon and take it off.

example, equip four items of 25% chameleon. now equip and unequip another
chameleon item and viola!!!! now you look like predator.

the other post said you had to cast a chameleon spell, which will work, but
you can also just press A twice on your fifth chameleon item. much easier.

*******************************************************************************
3.04 - Leveling Skills
*******************************************************************************

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Acrobatics, Blade, Destruction, Light Armor, Marksman, Sneak, Speechcraft
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Acrobatics - Fall of of things and cure yourself. The best place is in Bravil
at the first staircase to the right when you first come in to town. walk up it
and fall down the other side; keep repeating. Every fall is 3.0 exp to your
level if you take damage, no damage is .3 exp for every jump.


Alchemy - Dupe 2000 breadloafs, and 2000 cheese wedges, and make 2000 useless
          potions.


Armorer - Level 1 to 75: Hotkey a repair hammer and use it after every swing.
          Level 75 to 100: Cast bound item, repair, repeat.


Athletics - Go in to a building you won't get in trouble by walking around in
            and use either a rubber band, tilt the controller so it is leaning
            on the stick, or wrap the cord around the controller so your
            character runs in to the wall. Leave the game running and go do
            something else like eat lunch or sleep for the night.

Blade - Summon a creature when you are 100 chameleon. Turn up the difficulty
        so they have more health. Beat it down. repeat.

        Or you can just go dungeon diving and beat down those monsters while
        you're you have chameleon 100 with their difficulty turned up.

        You can also attack the Scamps in Leyawiin if you haven't completed
        the "Whom Gods Annoy" side quest.

        Once you complete all the Dark Brotherhood quests, you will be the
        owner of the Brotherhood, and you will have a very loyal servant. You
        can bring her to the downstairs bedroom. Attack her so she chases you.
        Keep hopping over the table until she gets stuck behind one of the
        chairs. If you have a longsword, you can attack her while she is still
        out of reach of you, and unable to come closer to you. Turn up the
        difficulty to the maximum, and she will not be able to be damaged. You
        can swing away till your heart's content.

Block - Find some rats to hit you a lot without damaging you much. Bring some
        Cure Disease Potions.

        After completing the Dark Brotherhood questline, attack your servant
        (with difficulty at lowest possible) then just hold the block button.
        This works better if your a journeyman of block so that your shield
        won't break.

Blunt - Summon a creature when you are 100 chameleon. Turn up the difficulty
        so they have more health. Beat it down. repeat.

        Or you can just go dungeon diving and beat down those monsters while
        you're you have chameleon 100 with their difficulty turned up.

        You can also attack the Scamps in Leyawiin if you haven't completed
        the "Whom Gods Annoy" side quest.

Hand-to-Hand - Summon a creature when you are 100 chameleon. Turn up the
               difficulty so they have more health. Beat it down. repeat.

               Or you can just go dungeon diving and beat down those monsters
               while you're you have chameleon 100 with their difficulty turned
               up.

               You can also attack the Scamps in Leyawiin if you haven't
               completed the "Whom Gods Annoy" side quest.

Heavy Armor - Find some rats to hit you a lot without damaging you much. Bring
              some Cure Disease Potions.

Light Armor - Find some rats to hit you a lot without damaging you much. Bring
              some Cure Disease Potions.

Marksman - Summon a creature when you are 100 chameleon. Turn up the difficulty
           so they have more health. Beat it down. repeat.

           Or you can just go dungeon diving and beat down those monsters while
           you're you have chameleon 100 with their difficulty turned up.

           You can also attack the Scamps in Leyawiin if you haven't completed
           the "Whom Gods Annoy" side quest.

           Once you complete all the Dark Brotherhood quests, you will be the
           owner of the Brotherhood, and you will have a very loyal servant.
           You can bring her to the downstairs bedroom. Attack her so she
           chases you. Keep hopping over the table until she gets stuck behind
           one of the chairs. If you bow, you can attack her while she is still
           out of reach of you, and unable to come closer to you. Turn up the
           difficulty to the maximum, and she will not be able to be damaged.
           You can shoot away till your heart's content.

Magic Spells - Hold block to cast twice as fast, and cast over and over.

Destruction - For destruction make a 'weakness to fire' on self spell.

              Once you complete all the Dark Brotherhood quests, you will be
              the owner of the Brotherhood, and you will have a very loyal
              servant. You can bring her to the downstairs bedroom. Attack her
              so she chases you. Keep hopping over the table until she gets
              stuck behind one of the chairs. If you bow, you can attack her
              while she is still out of reach of you, and unable to come closer
              to you. Turn up the difficulty to the maximum, and she will not
              be able to be damaged. You can shoot away till your heart's
              content.

Restoration - For restoration make a 'fortify strength' on self spell.

Conjuration - Buy the best 'Bound Item' spell that you can use, and find a bed.
              Cast the spell, then sleep for an hour, and your Magicka will be
              completely replenished. Cast the spell again, and sleep for an
              hour again. You can do this for some pretty decent levelage.

Mercantile - Sell 1,000 arrows one at a time. Press LB at the how many screen
             to save time.

Security - Download the Smugglers Den and use the training chest in the cave.

Sneak - Just sneak around cities behind people as they walk around in there
        daily routines. Guards on patrol work well.

Speechcraft - Go to any person and just keep hitting all the bright ones that
              are selectable, any order, just fast, and you will skill up.

*******************************************************************************
3.05 - Frequently Asked Questions
*******************************************************************************

Q - I am having a lot of trouble with Umbra do you have any other advice for
    me?

A - There is a video with a really easy way to defeat Umbra if you still can't
    defeat Umbra on your own.

    http://www.youtube.com/watch?v=PoTakTyzsRY&mode=related&search=

Q - How do I zoom in on the camera?

A - Press in and hold the right analog stick. Press LT to ZOOM IN, and RT to
    ZOOM OUT. You can also turn the camera to look at your characters face if
    you wish doing this as well.

Q - When I go to pray I get "Repent your crimes, wicked one" What am I supposed
    to do?

A - You have to raise your fame above your infamy.

Q - Where are the giant enemies?

A - Giant Slaughterfish - Wizard's Grotto during "Arrow of Extrication"
    Giant Mudcrab - Greenmead Cave

Q - I heard there are Unicorns in this game, where are they?

A - Go south of the Imperial City to The Green Road. Along The Green Road you
    will find the Inn of Ill Omen, go directly east from here. Soon you will
    come to Harcane Grove, outside of this location you will find Unicorns that
    you can ride like any other horse. It is also part of a side quest if you
    search the wilderness.

Q - Is there any easy ways to level my destruction magic, and other fighting
    skills?

A - Go to Leyawiin and enter the house of Rosentia Gallenus if you haven't
    completed the side quest "Whom Gods Annoy" and just use your destruction
    magic or any other fighting moves (blade, fist, and blunt) on the Scamps in
    the house, they will regenerate forever until you complete the quest.

Q - My Prima Game Guide says that you can actually get 11 Ayleid Statues and
    one of them is found in Sardavar Leed, yet I can't find it; Why don't you
    have it written in your guide?

A - We don't have it in the guide because I have searched through all the ruins
    and found only these statues. The "Official Game Guides" get errors once in
    a while and being a printed copy it can not change unless you download a
    page off their website if they plan on changing it. Just stick with our
    guides, they have give you more information anyway.

Q - Can I join multiple Guilds in this game or am I stuck with choosing one?

A - You can join all the Guilds in the game at once and keep each one as long
    as you follow the rules of each.

Q - Is it necessary to have the XBOX 360 Hard drive when I play this game?

A - Having the Hard Drive when you play this game will make the game run better
    than without having one. I believe it is also necessary to have the Hard
    Drive in order to download the extra game content available on XBOX LIVE.

Q - What if I accidently kill someone that was part of the main story line. Is
    my game ruined forever!?!?

A - You can't kill main story line npc's; they only get knocked out.

Q - How do you put a soul INTO a soul stone?

A - Use the Soul Trap spell. You can learn it or find items that can cast it.

Q - How much do I need to pay for a house?

A - Anvil - 5,000 Gold
    Bravil - 4,000 Gold
    Bruma - 10,000 Gold
    Cheydinhal - 15,000 Gold
    Chorrol - 20,000 Gold
    Imperial City - 2,000 Gold
    Leyawin - 7,000 Gold
    Skingrad - 25,000 Gold

    Don't forget, you can also get free places to stay by completing Guild's
    and add-on packs.

Q - Is there any place to get good armor?

A - Rockmilk Cave, north of Leyawiin on the west side of the river.

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3.06 - Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Jeff Blinks - Additional skill leveling ideas

WookyMaster - Bound Armor Glitch

brainpowerpaul - Some skill leveling ideas

iPoodInYourCar - Glitches

sam0192837465 - Umbra Sword location

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3.07 - Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 3.4 - Added more skill leveling tips.

Version 3.3 - Added Dupe Glitch to the glitches section.

Version 3.2 - Rewrote the Cheydinhal Oblivion Gate section so it is now in the
              main quest line and the optional quest sections so the user
              doesn't have to scroll down to the optional quests just to read
              how to get past it.

Version 3.1 - Added a glitch.

Version 3.0 - Worked on the leveling skills section.

Version 2.9 - Added XBOX 360 Achievements.

Version 2.7 - Fixed the easy search values on the contents and through out the
              guide itself.

Version 2.6 - All Main Quests are now complete.

Version 2.0 - All Guild Quests are now complete.

Version 1.6 - All Optional Quests are no complete.

Version 1.2 - Added another Optional Quest to Skingrad. Added more Optional
              Quests in to Settlement's section.

Version 1.1 - Added a lot of Optional Quests added.

Version 1.0 - Fighter's Guild is now completed. Starting to work on finding and
              completing Optional Quests.

Version 0.9 - Finished The Dark Brotherhood quests. Worked on some of the
              Optional Quests.

Version 0.7 - Finished most of the Thieves Guild quests. Have yet to get the
              extra quest rumored if you don't fulfill the initiation quest.
              Now adding the Dark Brotherhood quests.

Version 0.2 - Finished Armand Christophe's Quests, Added how to buy house in
              Imperial City, Added how to get Ultimate Sword in game thanks to
              sam0192837465.

Version 0.1A - Fixed the escape route for Quest: May the Best Thief Win if you
               don't get the Diary.

Version 0.1 - Started the guide. Added in the Tutorial escape of the Prison and
              started on The Thieves Guild section.

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3.08 - Copyright 2006
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This document is the hard work of me Alan Stupak (Brokaliv) and Tatoto. And we
don't want anyone to take this guide and rip it off. This document cannot be
changed or altered in any way, shape or form. You are welcome to ask permission
if you would like this guide posted on your website. This document is for
private use only. You are free to print it out but you don't have permission to
sell it for profit. This document is not to be published in any form of media
publication unless you have the permission of me before hand. The websites
listed below have permission to have this guide published on their sites. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright. That is all, thank you.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2006 Alan Stupak and Tatoto

If you would like to donate some money to help pay for my college funds please
send some money to me through www.paypal.com at [email protected]

thanks for the support.

GameFaqs - www.gamefaqs.com
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Cheat Happens - www.cheathappens.com
IGN - faqs.ign.com
The Genie - www.thegenie.net
Evermore Forums - www.evermoreforums.com
Super Cheats - www.supercheats.com