Register SignIn

Oblivion Walkthrough

					Elder Scrolls IV
                                            Oblivion
                                           Walkthrough

---====Intro====---

Welcome to this hopefully helpful Oblivion Walkthrough. 
Now, Oblivion is HUGE compared to Morrowind, so bear with me. 
Use the Ctrl F to find what you need. This FAQ will 
NOT go over character creation or skills, 
simply the main quest, the faction and arena quests. 
I will also include the Master Trainers, Deadric artifact quests 
and the city side quests as I get them.
 
This walkthrough is only for use within GameFaqs and CheatCC. 

Copyright 2006 Nick Tringali

Email: n1kt@hotmail.com


---====Table of Contents====--- 

Use Ctrl F to find things. Type in the actual title. With subtitles, put only 
the quest giver's name into the search. Fighter's Guild quests are jumbled up,
I can only put the final Modryn Oreyn quests as a group.


1.	Main Quest
2.	Fighters Guild
		r. Readmission Quests
		a. Modryn Oreyn's Final Quests
3.	Mages Guild
		r. Readmission Quests
		a. Recommendations
		b. Raminus Polus's Quests
		c. Hannibal Travern's Quests
4.	Thieves Guild
		z. Admission Quest
		r. Readmission Quests
		a. Armand Christophe's Quests
		b. S'krivva's Quests
		c. Gray Fox's Quests
5.	Dark Brotherhood
		z. Admission Quest
		r. Readmission Quests
		a. Vincente Valtieri's Quests
		b. Ocheeva's Quests
		c. Lucien Lachance's Quests
		d. The Dead Drop Quests
6.	Arena
		a. Gambling
		b. Fighting
7.	Daedric Shrines
8.	Master Trainers
9.	Side Quests 
10.	Vampirism
		a. Cure for Vampirism
  
----=====The Main Quest=====----

 -=Imperial Prison=-

Welcome to Oblivion. Create your character, 
and then take a look around the cell. Go up to your door where someone across 
the door is insulting you. 
Don’t worry. You’ll get him back soon enough. 
You’ll hear some people coming down the stairs with the emperor. 
The will tell you to stand by the window. Do so. After they go through the 
passage, naturally follow them. Soon enough, assassins come for the emperor. 
Watch the fight. One of the Blades will die. Get her sword, its very good. 
Go through and opening in a wall, kill some rats and pick up everything you 
possibly can, and go into the Natural Caverns. 
Walk a little bit, sneak, and kill the goblin. A little forward is trap. 
Trigger the wire (don’t worry) to kill the goblin. A little farther on, there 
will be a stack of logs. Trigger it, or, go through the
camp a little farther on and get them to follow you then trigger it. Either 
way you will kill goblins. 
Go through the camp wiping them out and go through the Imperial Subterrane.

You see the Emperor so go down with him and follow him and the Blades. Some 
more Mythic Dawn people show up, but if you want to score a hit you can. After 
some talking, choose your birthsign. 
One more assassination attempt, some more walking and now the Sanctum.

The bodyguards run off, so stay with the Emperor. He will give you the amulet, 
tell you to find Jauffre, and then get killed. 
One of the Blades come, and tells you to go to Weynon Priory. Leave the sewers. 

 -=Kvatch and Weynon Priory=-

Fast travel to Weynon Priory, then to the top floor of the big house to see 
Jauffre. He doesn’t know what to do with the Amulet, but he tells you to find 
Martin in Kvatch. 
Talk to Maborel, and he will loan you his horse. 

Travel to Kvatch, and you will appear in a refugee camp. Ask around, and 
you’ll be directed to Savlian Matius. 
Take your horse up the path, and you will eventually see him. 
Talk to him about helping him, and he will tell you to go into Oblivion to 
find what happened to the men and to see if you can close the gate.

 -=Oblivion=-

You will see a person coming toward you. Talk to him, and if you want, tell 
him to either go back or follow you. He will die if he goes with you, but if 
you feel you need the help, take him with you. You must get to the central 
tower to close the gate. After you get there, go through the Rending Halls. 
At one room you will have to cross a bridge and go kill the Sigil Keeper for 
the key. Go back and up to find the Sigil Stone and activate it. 

 -=Martin=-

Go back to Savlian Matius. He will lead the attack on Kvatch, and you have to 
find Martin. He is in the chapel. Tell him your speech, and he will follow you 
to Weynon Priory. You can come back later for the rest of Kvatch. Fast travel 
to Weynon Priory and you will find it was attacked. Kill everyone, and head to 
the chapel. 
Jauffre will lead you to the big house, only to find that the Amulet is 
missing. 
Well? Well, Jauffre tells you to take Martin to Cloud Ruler Temple. Fast 
travel there.

 Martin will give a little speech, and you will be inducted into the Blades, 
which gives you unlimited use of there armor and weapons. Talk to Jauffre, 
and he will tell you that you need to find the Amulet. He tells you to go 
see Baurus, one of the Blades that were following the Emperor through the 
sewers.

 -=The Path of Dawn=-

Go to Luther Broad’s Boarding House in the Elven Gardens district of the 
Imperial city. You will see him sitting at the bar. He tells you that the 
person in the corner is following him, and that he will go to the cellar, 
and you will follow him to see what he does. Eventually, the assassin will
 try to kill him, so, naturally, kill the assassin. Get the book of his body,
 and then talk to Baurus. After his speech, he directs you to the Arcane 
University. Go there and talk to Tar-Meena. She will give you the second 
Commentaries. 

She tells you to go to the First Edition in the Market District to find 
where the third and fourth are. Phintias says he has the third, but a 
customer has reserved it. Wait for Gwinas to come in, and then talk to 
him. Tell him that it was the Mythic Dawn that killed the Emperor, and 
he will give you the book immediately. Gwinas will also give you a note 
indicating the time of a meeting.

Go back to Baurus, tell him about Mythic Dawn meeting and the sewers, 
and he will tell you to follow him. This takes forever, but when you 
finally get there, Baurus will tell you to go up and watch over the 
meeting. Eventually, they will attack him, go down and rescue him. 
(Don’t worry if he dies) Kill all of the Mythic Dawn people, and take 
the book. 

Go back to the Arcane University and talk to Tar-Meena. She says that 
the books contain a hidden message. I will tell you. The first letter 
of each paragraph gives you the message. It says: Green Emperor Way 
Where Tower Touches Midday Sun. Essentially, a tomb in the Palace District. 
Fast travel to the Palace and turn right into the cemetery. When you see a 
big temple looking thing, wait till midday and some symbols should appear. 
If your journal updates, or click the thingy, a marker should appear on your 
map. Get some potions and equipment, your going to need them. 

Head to the shrine. Normally, there a two ways to go through this shrine, 
sneaky, or killing everything. I have a nice mix of both. At first, go in 
sneaky. Give the Harrow your stuff (don’t worry). Get to the part where you 
have to kill the guy. Kill him, but don’t take the book just yet. Go back to 
Harrow, which should be near the door. Kill him, but ironically no one cares. 
Take all your stuff back, go and get the book, and run like hell. 

Instead of going back the way you came (which you can’t anyway), go up the 
stairs and to the right. Go to the living quarters. At the first split in the 
road, take a right. In the big room, take a right up the stairs and around the 
top.  Past a little room, take a right, forward a little bit, then a left into 
Lake Arrius Caverns. Look around for a switch to open the rock wall. Make a 
left, cross the room into the path, and out of the cave. Go back to 
Cloud Ruler Temple and give the book to Martin. Talk to Jauffre, 
and he will tell you about spies near Cloud Ruler Temple.

 -=Spies=-	

Jauffre will tell you to talk to Stefan. Stefan will tell you that suspicious 
people appear near a runestone by the Temple. You can also talk to Captain 
Burd in Bruma.

       -	Investigation of the Runestone:

Go to the marker on your map and wait till a few minutes before 7 pm. Stay 
some distance away from them, and eventually they will lead you to some caverns 
which lead to Jearl’s house in Bruma. Pick the lock, but if you can’t attack 
the two people (you will kill them anyway) and collect their keys. 
In Jearl’s 
basement, there should be a note somewhere in the cellar from Camoran.


       -	Bruma Investigation:

You need to go to the Bruma castle to find Captain Burd. He says that no one 
has been traveling anywhere since what happened at Kvatch, except for Jearl 
came. You eventually need to go talk to Jearl. That’s a problem. Jearl is an 
agoraphobic and never leaves the house. And you can’t pick the lock, unless 
you want to get fined. Ask around, and talk to Jorek the Outcast. He says his 
memory isn’t to good, so, help him remember. He says he has seen someone look 
out of her window when she isn’t home. If you talk to Ongar or Arnora, they 
both say they have heard Jearl talking to someone and seen someone at the 
window. But you now have a cause. Go back to Captain Burd and he authorizes 
a search of her home. You still have to pick the lock to her cellar, and if 
you can’t do that, you must wait for the spies at the runestone described 
above.

Go back to Jauffre and he will tell you to go to Martin for the decryption 
of the Xarxes. 



 -=Blood of the Daedra=-

Martin has found a way to create the portal to the Paradise, but he has 
only translated one “ingredient”. The blood of a Deadric lord within a 
Deadra artifact. Talk to Martin a little further and he will tell you 
to get these by visiting Deadric cults. Don’t worry; they will give a 
warm reception. Very warm. Read the book Modern Heretics located on 
Martin’s table to find Azura’s Shrine. Go there and talk to a Dunmer 
named Mels Maryon. Get his disposition to 50 and he will tell you how 
to summon the goddess by offering glow dust at dawn or dusk. These are 
very hard to find. They are in the remains of the Will-o-the-Wisp, a 
creature that only appears to higher level characters. If you are a low 
level, go to the Bruma Mages Guild. In a table in the cellar there should 
be some. Lucky you they are so nice.

Activate the shrine (you must be at least a level 2) with glow dust in 
your inventory at dawn or dusk (5-7 am or 5-7 pm). She will tell you to 
relieve the suffering of her followers long ago who killed a vampire, so 
they got infected. You might want some cure disease potions with you, 
unless you want to be a vampire. Go southwest of the Shrine to the Gutted 
Mine. Five vampires live here. If you find only three, the other two are 
behind a secret door activated by a pull cord. 

Go back to Azura and she will give you Azura’s Star, a reusable Grand Soul 
Gem. If you don’t want to give away this artifact, simply find another to 
give Martin.

 -=Blood of the Divines=-

Martin has deciphered the next piece of the ritual. The blood of a god. 
Martin tells you to ask Jauffre where to find Tiber Septim, which became 
a god. However, Jauffre is preoccupied. An Oblivion Gate has opened near 
Bruma and Captain Burd has asked you to show him and his men how to close 
them. You can do that now if you want, but if you don’t, talk to him about 
the armor of Tiber Septim at Sancre Tor, and he will give you the key to 
the outer door of the shrine where it is located.

The simple if challenging to get. The armor is behind a magical barrier. 
To remove it, you must kill the undead skeletons of 4 Blades warriors. They 
are located in 4 separate rooms jutting off of the main room. After the 
skeletons are dead, their spirits will break the barrier. Do that, grab 
the armor, and go back to Martin.

 -=Great Welkynd Stone=-

Martin knows the third item for the ritual. It is a Great Welkynd 
Stone, found in the ruins of an Ayleid capital called Miscarcand. 
Head west of Skingrad and you will find it eventually. The path toward 
the Stone is simple, follow the path. On your way out a king and some 
guards open a hideaway that proves an easier way out. 

Back at Martin, he has no idea what the fourth “ingredient” for the 
ritual. He won’t know till you do the next two quests, given by Jauffre.

 -=Bruma Oblivion Gate=-

A gate has opened outside of Bruma, and Jauffre and Captain Burd want 
you to show Burd and his guards how to close it. Simply, close it while 
they watch you.

They will be outside of Bruma, tell them to come with you. Note of 
warning, there is a lot of Dremora in this section of Oblivion. Stock
up on potions, levels, scrolls, weapons, armor, anything that will help 
you, do it. 

After you go in, go forward and watch out. There are claw traps and 
fireball turrets up ahead. The Sigil Tower is much easier to get to, 
and the Sigil Keeper is in the tower this time. If you go past the tower, 
there are some loot bags, healing and magic fountains. If you can get to 
the island to your right from the Gate, there is another loot bag there. 
In front of the entrance to the Tower there are some more traps and turrets. 
Displace the Sigil Stone, etc. Back to Jauffre, he has another quest with 
your name on it.

 -=Allies for Bruma=-

This quest overlaps with another quest given by Martin, Defense for Bruma.
It is recommended you do this one first. Jauffre is worried that another 
Great Gate will open near Bruma and the Deadra will overrun Bruma’s guards.
He asks you to go to Cyrodiil’s other cites and the Elder Council for more
people to protect Bruma. Simply, go to the Count/ Countess of each city, 
and they ask you to close a gate near their city. At Kvatch, however, Savlius
Matius wants you to liberate the castle there. 

If you have been closing gates on your travels, the rulers will be happy to
 send troops. However, they will not do this automatically. You still have 
to seek them out and request troops. If you are a tad overconfident, don’t
request troops. Talk to Martin to start things. 
	
       -	Anvil
Go to Countess Millona Umbranox. Gate is northwest of city. This Gate also 
zaps you places. Nothing new besides that.

       -	Bravil
Count Regulus Terentius. Gate is northwest of city. Once in this gate go to 
the tower at the right. Activate the switch with opens the bridge in front 
of the Gate. Citadel is across the bridge.

       -	Chorrol
Countess Arriana Valga. Gate is south of city. Behind the Gate there is a 
special tower with to Hate Keepers, and extremely good loot. 

       -	Leyawiin
Count Marius Caro. Gate is northeast of city. To get to the Sigil Stone, 
there is a cave to the northeast of the gate. It is very random to where 
is teleports you. Near the tower, activate one of the gates and climb one 
of the towers.

       -	Skingrad
Count Janus Hassildor. In this city, you can either pick the lock to 
Lord’s Manor, or you must go through a middleman. They are named Hal 
Liurz or Mercator Hosidus. Talk to them about “aid for Bruma”, and they 
will take you to the Count. A note about the Count. He is a Vampire. 
In the Gate, go to the towers and activate them to extend a bridge to 
the main tower.

	-	Kvatch

Complete The Battle for Kvatch, in the Side Quests.

 -=Defense of Bruma=-

Talk to Martin after you think you have rallied enough cities and closed the 
Bruma Gate and visited Miscarcand. The mission is to get the enemy to open a 
Great Gate in front of Bruma to collect Great Sigil Stone, the final 
“ingredient” for getting the Amulet back. Martin will tell you that 
3 smaller Gates must be opened so that a Great Gate can bring a siege 
machine like that one that destroyed Kvatch. He asks you to tell Countess 
Narina Carvain of Bruma to meet him with you at the Great Chapel of Talos 
for a war council.

When Carvain goes to the Chapel, decide whether to wait or let the battle 
begin. If you haven’t recruited all the people, you can choose to recruit 
more people. This requires more closing Gates. 

After Martin gives his pep talk, the Deadra pour in. Watch over Martin, he 
naturally important, but rushes off into battle. He dies if you get to far, 
and let the Deadra come to you. Don’t try to enter the lesser Gates, wait 
for the big one. To make sure everyone is alive when you leave, make sure no 
one (like Burd, Jauffre, and possibly Baurus) is engaged in combat. Martin is 
invincible after you leave. Just make sure the other three are not fighting. 

The minute you walk in, the Siege Machine starts moving toward the exit. You 
have to disengage the Great Sigil Stone before it leaves, or Bruma dies. Do 
exactly as I say, and you’ll make it. 

Don’t linger in the open, Deadric archers snipe you. Go to the first of the 
eastern towers. Climb to the top and cross the bridge to the north. Jump across,
and enter the eastern tower flanking the Sigil tower. If you did go through the 
western towers, the jump is smaller but more Deadra are waiting. Activate the 
gate control on either tower. Drop halfway back, pass the Dremora, and run 
oward the Sigil Tower. There are two Sigil Keepers, kill one for the key and 
go to the Vaults of End Times. 

There are blades that you can dodge or release from the switch before them. 
You will find a room with a Deadra and 3 doors. To the right, another Deadra, 
middle has magic and a health fountain, left is to the next level of the tower. 
A long climb awaits, and another Sigil Keeper. If you killed one on the ground 
floor, pass him into the Sigil Keep. Some more Deadra, and the Stone. You know 
what to do. 

Some congratulations, a Sigil Stone (regular) in front of the crumbled Siege 
thing. Martin knows what to do now. 

 -=Paradise=-

Martin can now open the portal to Camoran’s Paradise. Once you go in, you can’t 
come out, so make sure you have everything you need. Camoran talks to you, 
gives you the “evil” speech. You need the Bands of the Chosen to go to the 
Forbidden Grotto. Don’t try to kill anyone. For the Mythic Dawn people here, 
it is a hell. They get killed, reborn again, killed, reborn again…. Your first 
little mission is to talk to Kathutet.

Kathutet gives you a choice. To gain entrance to the Forbidden Grotto, either 
kill him or serve him. The latter means you have to fee a Xivilai named Anaxes 
from where the Ascended Immortals (the Mythic Dawn people) imprisoned him. 
Kathutet is 5 levels above you, so depending on how good you think you are, 
take him. If not, go northwest of where you find him to find Lair of Anaxes 
(duh). In the Lair, there are some Immortals who ask not to free Anaxes, and 
give you a little story. If you decide to kill Anaxes, you have to deal with 
Kathutet. Anaxes is behind the boulder at the back of the room. Release him, 
go back to Kathutet and get the Bands of Chosen. He advises that no one 
escapes the caves of his brother, Orthe. 

The Forgotten Grotto is a prison. You can’t do anything to the “inmates” 
except torture them. You really have better things to do. You will see a 
Immortal named Eldamil. He will have to help you, whether you like it or 
not. He will “imprison” you into the lava, but at last second raise you 
and distract Orthe and his buddies. Go through the east exit and through 
the next door with the Bands. 

In the next section, you’ll meet Eldamil again because he was revived. 
He will help you kill Medrike, who holds the key to escape.

Out the door, go up the hill and past the huge statue of Mehrunes Dagon. 
In the Carac Agaialor, kill Mankar but don’t worry about his kids. They’ll 
keep coming back till you kill daddy. Don’t use magic or enchanted weapons. 
He has a permanent spell absorption, reflection, so use conventional weapons. 
After you kill him, the Amulet (whether you like it or not ) appears in your 
inventory and you are teleported back to Cloud Ruler Temple. Give Martin the 
Amulet, and he wants to go to a meeting with the Imperial Chancellor. 

 -=Light the Dragonfires!=-

Fast travel with Martin to the Palace District. If Baurus and Jauffre 
survived, they’ll come. If Baurus is dead, Steffan will replace him, 
if he died too… tough luck. Go inside and speak with Ocato. He’ll start 
a little speech, then be interrupted. Word has come that Gates have opened 
within the city. You only get a few soldiers ( which are pretty good ) 
to fight your way to the Temple of the One and light the Dragonfires. 
Walk in the park… with some landmines. Leave anything you can in the Temple, 
you can get it later. The only path you can take is to the Temple District, 
and you can only go in the Temple. No fast traveling. Sadly, Mehrunes Dagon 
blocks the entrance to the Temple, so talk to Martin. Suggest to cast Dagon 
back to Oblivion then using the Amulet. 

Martin has an idea, but he doesn’t tell you. He just tells you to get him to 
the Temple. Well? Dagon can’t be killed, but he can be hurt. Hurt him. If he 
staggers 
back, race into the Temple. You are safe here, simply talk to Martin again. 

He says thank you. I won’t spoil anything here, but  your journal tells you 
what happened. Imperial City is ok, the only damage is really to the Temple. 
You 
won’t find answers to your questions within the game, but the Deadra are gone, 
all the 
random Gates closed. Everything returns to normal. 

 ----=====Fighter's Guild Quests=====----

-=Admission=-

Go to any Guild Hall in any major city except Imperial City to join. You can 
take quests from Azzan in Anvil or Burz gro-Khash in Cheydinhal.

-=Readmission=-

1st offense: 20 Bear pelts

On any bear, black or brown. Can be difficult for lower level characters.

2nd offense: 20 Minotaur Horns

On minotaurs. Really difficult for lower level characters.

3rd offense: Expulsion

Forever. 

-A Rat problem- (Azzan)

Something is killing the rats in Arvena Thelas's cellar. She wants you to spare 
the rats, they're her pets. Go down to her cellar and find that there is a 
mountain lion attacking the rats. Kill the lion and talk to Thelas. She tells 
you to go to Pinarius Inventius, a hunter. He lives across the street. 

Talk to Inventius, he tells you to follow him. Follow him to a little hill 
outside the city. Kill the lions, and go back to Thelas. Apparently there is 
another lion, so kill that one and go back to Thelas. She suspects Quill-Weave,
a bad neighbor. Go back around Thelas's house but stand back a bit from the 
hole. At around 8 pm, Quill Weave puts some venison near the hole. Talk to 
Quill Weave, she says that she only wanted to bait the rats out, not bring in 
mountain lions. 

She says that is you keep her secret, she'll train you in acrobatics. Talk to 
Thelas instead, and she will train you in speechcraft. Acrobatics is much 
easier to master, so tell Thelas. She will give you the gold and training. 

-Bouncer- (Azzan)

The merchant Norbert Lelles has been having trouble with robberies at his shop,
Lelles Quality Merchandise. Its in the dock section of Anvil. He wants you to 
stay overnight and kill the Thieves. Anytime past 12 usually works. Three 
thieves come in, but its easier to try and sneak up on them. 

They are a bit diffucult because they gang up on you, but back into the stairs 
usually singles them out. When you have taken care of them, go visit Lelles at 
the Flowing Bowl. In the morning when he opens his shop, sell the thieves gear
for some quick cash. 

-Weapons Deliver- (gro-Khash)

If you went to Cheydinhal first, this will be your first mission. You have to 
deliver a weapons shipment to the Desolate Mine. When inside, talk to Rienna. 
She will take the bow, and give the sword to the elf and the hammer to the 
Orc. 

You now need to go around the mine killing off the Goblins there. If one of 
your teammates dies, you get 20% cut from your payment. After the goblins are
dead, talk to gro-Khash to get your payment. If you've completed Azzan's 
quests, you get promoted to Journeyman, or Apprentice if its your first. 

-Diary of Brenus Astis-

You need to talk to Modryn Oreyn in the Chorrol hall. You are to find Maglir, 
someone who didn't complete the contract in Skingrad. In Skingrad, go to the
West Weald Inn. He says that he didn't like the quest, so he didn't do it. 
You can go back to Oreyn, but he'll give it to you anyway, so save some time
and do it now. 

You are to get the journal of Brenus Astis from the Fallen Rock Cave. You'll 
need a magic or silver weapon, the cave is full of undead dudes. Get to the 
diary and back to Oreyn. 

-Drunk Comrades-

In Leyawiin, at the Five Claws Lodge, some fellow fighters guild members are
drunk angered by being displaced by the Blackwood Company. Talk to anyone with
a good disposition to be told to go to Margarte.

After talking to Margarte, she says she wants 5 pieces of ectoplasm. This can 
be found at alchemy stores, lower levels of chapels, and basic ruins with 
undead dudes in it. Give it to Margarte, and she agrees to provide jobs to your
comrades. You can also bring her Ogre's Teeth and Minotaur Horns, she'll pay a 
good price for them. 

Back at Oreyn, he pays you but says he has nothing left. You need to go back to 
Azzan or gro-Khash.

-Newheim's Cup- (Azzan)

Azzan says that a guy named Newheim was stolen for his family cup. You will 
have to bring Maglir in tow with you. Talk to Newheim, and he fills in the 
details. 

You have to go to the Hrota Cave north out of Anvil. The wood elves in there
must be killed. There are a lot of traps in the cave, so watch your step. The
cup is in a corner in the last room. 

-Amelion's Debt- (gro-Khash)

Biene Amelion's husband was kidnapped, and she wants to pay the debt with her
grandfather's sword and cuirass. The debt was 1,000, and if you have that kind
of money, pay the debt. If you don't, you need to visit the ancestral tomb. It
has lots of undead creatures, and the full set of armor. Its much easier to pay 
the lady, then go and get the armor and sell it for a payback. 

You get promoted to Protector if you have completed Newheim's Cup.

-The Master's Son-

You need to escort Viranus Donton, Vilenas Donton's son to Nonwyll Cavern. You
are looking for Galtus Previa, who vanished. Make sure Donton doesn't die, or 
kiss the Fighter's Guild goodbye.

The cavern has lots of trolls and possibly a minotaur. Getting to Previa's body
activates your journal. Back at Orveyn, he gives you a cool sword.

-Unfinished Business-

Maglir apperently screwed up again. You'll find him at the Lonely Suitor's 
Lodge in Bravil. If you didn't take credit for the original quest with Maglir,
he will tell you what the quest was. If you did, he won't talk. Go back to 
Orveyn to find out what it was.

Maglir was supposed to 10 pieces of Imp Gall at the Robber's Glen Cave. Head to
Imperial City on the main road out of Bravil and you should see it. Take it out
and head back to Oreyn. 

-Azani Blackheart-

Oreyn asks you to meet with him at his home at night. Oreyn needs you get some 
dirt on the Blackwood Company, but its off the records. He wants you to go to
the Company stronghold in Arpenia, which is fast travelable. 

The ruin itself is deserted, but its a trap galore. Oreyn thinks that 
Blackheart is in Atatar, and he's right. This place has a lot of bandits and 
creatures. You need to get Blackheart's ring, then sends you to Azzan and
gro-Khash.

-Merc shit- (Azzan)

A scholar needs an escort to Brittlerock Cave. Lots of Deadra are waiting, and 
as usual, the shrine is in the middlemost room. Elante decides to stay. If she
dies, you lose the reward. You need to go to gro-Khash..

-Inmates- (gro-Khash)

Some fugitives have escaped the prison in Bravil, and your to kill them. You 
have to bump people's disposition up to find out that they are hiding in the
Bloodmayne Cave. To get to it, cross the river north of Bravil then go east 
and stay along the riverbank. The four shouldn't be to hard, but the last one
has a magic weapon. 

Go back to gro-Khash, and you'll get a promotion (if you've done Azzan's quest)

-Forsaken Mine- (Oreyn)

Oreyn dispatched some members to clear a cave of trolls, and they haven't 
reported back. Fast travel to Leyawiin and go southwest. 

Go through the western entrance for a little easier time. You'll find that 
Viranus Donton is dead, but you need to find his journal. Kill the remaining
trolls and go back to Oreyn. He doesn't have anything left, go to Azzan or
gro-Khash. 

-St. Alessia's Stone-(Azzan)	

Oreyn was kicked out for the news of Viranus, and you get promoted. A stone was
stolen from Bruma's chapel. Visit Cirroc for more details. Go east from the 
gate and drop into a rocky slope. You'll see K'Sharr, the only survivor from
the thieves. He says you need to go east to an Ayleid ruin called Sedor.

In the ruin has trolls, but the stone isn't very far. Follow your marker. 
Cirroc will give you three potions, and Azzan will gives you your reward. 

-The Noble's Daughter-(gro-Khash)

A lord's daughter is missing. You need to go to his mansion which is northwest
of Lake Arrius. Fast travel to Cheydinhal or the Lake Arrius Caverns. 

Go east out of the mansion to find her with some Ogres. The daughter will 
follow you back, and the lord will present you his sword. In the fighters guild
gro-Khash will give you your payment.

-Harlun's Watch-(gro-Khash)

Some citizens of Harlun's Watch, a town south of Cheydinhal, have disappeared. 
Your contact, Drarana Thelis, gives you more info. In the cave, you'll find
trolls. Lots of them. 

When you find the body of the citizens, you need to clear out the trolls. 
Gro-Khash gives you your payment, but doesn't have any more quests. Oreyn wants
a word however. 

-=Modryn Oreyn's Final Quests=-

-Info Gathering-

You can see Oreyn at his house, and he wants to take down the Blackwood Company.
You have to kidnap Ajum Kajin from the Glademist Cave east of Chorrol. To get
him to follow you, you have to kill all of his guards. 

Oreyn wants you to get 3 pieces of info. Size, leader, and group strength. You
have to get this info from Kajin, but you can't kill him. To get it from him,
you can raise his Disposition to 90+ and get the first few pieces, or you can
beat him with your hands.

Depending on your character, choose which method to use. The last piece of info
he won't tell, saying he'd rather die. His body bursts into flames. 

Oreyn isn't happy, even if you got the first two pieces. 

-Infiltration-

Oreyn wants you to join the Blackwood Company to find out their secret to 
success. Go to the Blackwood Company building accross from the fighters guild,
and talk to Jeetum-Zee. He asks you to follow him to the Trainers Hall. He 
wants you to go kill goblins at Water's Edge. 

Drink the Hist's tree sap ( there secret for success) and you'll fast travel to
Water's Edge. Follow your "friends" and kill the goblins outside and in the 
houses. 

You'll automatically fast travel back, but this time in front of Oreyn. 
Apparently, you were found unconscious in the streets. Go back to Water's Edge
to find that the citizens are dead. 

-The Hist Tree-

You need to go back and take out the tree in the Company's building. You have
to progressively kill three of them to gain entrance to the cellar, and they
are hard, so stock up.

Two mages guard the tree itself. Use the two pipes to take out the tree, and
on your way out, kill Maglir. 

Oreyn gives you a cool helm, and tells you to explain the situation to Donton.
She appoints you to Guild Master, and suggests that you appoint Oreyn to your
right hand man. 

Being boss has never been funner in any game. In the Guildmaster's Chest in 
Chorrol, randomly there will be gold and items. Tell Oreyn to get contracts,
you get more gold. Tell Oreyn to get more people, you get more stuff. 

 ----=====Mages Guild=====----
-=Admission=-

Simply go to any guild hall in any city except for Imperial City to join.
 
-=Readmission=-

1st offense: 20 Dragon Tounge and 20 Redwort

Misleading. You only need one. Don't go looking in the wilderness for these,
simply make rounds to all alchemical shops and mages guilds throughout Cyrodiil
to find them. Redwort is more plentiful.

2nd offense: 20 Vampire Dusts and 20 Deadra Hearts

Again, you only need one set of 20. Find a kind you like to fight, Vampires or 
Daedra.

3rd offense: Expulsion

Forever.

-=Recommendations=-

You need all the recommendations from each city to gain access to the Arcane
University and other quests.

-Bruma Recommendation-

Jeanne Frasoric is having trouble finding one of the Guild members. He vanished
into thin air a few days ago and hasn't been seen since. Talk to Volanaro to 
find out what really happened. 

They like to play practical jokes on Frasoric, and they made J'skar invisible. 
Raise his disposition to get him to make a deal. Steal the book Manual of 
Spellcraft from her desk. He'll teach you a unlock spell, grab the book, and 
go back to Volanaro.

Meet him in the cellar at 10 to reveal J'skar. Talk to Frasoric again to get
the recommendation.

You can also find him on your own, with a detect life spell or simply hearing
or bumping into him. Cast a dispel spell on him to reveal him then talk to 
Frasoric.

-Cheydinhal Recommendation-

Falcar wants you to recover a ring that an Associate dropped in a well behind 
the guild. He sends you to Deetsan for the key. If Falcar is not around, she'll
provide some background info. If she is nearby, wait until dark then wake him 
up. 

She says that another associate was sent to retrieve the ring, and hasn't 
returned. She teaches you Bouyancy, and unnecessary spell but useful anyways.

Before you go, drop 200+ worth of items somewhere in the guild. This ring is
200 pounds. Down in the well, you see the body, take the ring and go back up to
the guild. Falcar has vanished when you return, so just drop the ring, get your
stuff back and talk to Deetsan and she wants you to search his quarters in the
cellar to see if he wrote the letter. 

You'll find some black soul gems (what the hell?), so go back to Deetsan and 
she'll write your recommendation. 

-Bravil Recommendation-

Vamori has been pestering a member to the extent to which he stole her staff. 
Kud-Ei wants to know why. You eventually find out that he sold the staff to 
his friend named Soris Arenim in the Talos Plaza District.

If you go back to Kud-Ei first, he'll give you some more Beguile scrolls. Go
to Arenim's house in the district. He'll sell it to you, but if you talk to
his wife, she says that he keeps it in a locked chest in the cellar. The key
is in his room, so grab the key, and get the staff back to Kud-Ei for your
recommendation.

-Skingrad Recommendation-

Berene wants some notes that Erthor has. Look around, and you'll find he isn't 
in town. Talk to Vassinus, and you'll find that he was banned from the guild. 
If you talk to Druja, she'll tell you and point it on your map where his cave 
is. 

If you talk to Berene, she'll teach you a weak Fireball spell. Out of the west
gate of Skingrad, go north. Look around, and you should find it. Kill all the 
creatures so he'll come out. Its ok if you send him by himself, he'll make it 
back.

-Anvil Recommendation-

Some traders have been found dead, and Carahil wants you to find out why. Go
to the Brina Cross Inn and talk to Jurard for more details. Take the north road
out of Anvil to find it. Buy a room, and Jurard will meet you there. Get 
whatever you need, your in for a fight. 

You'll see Caminalda in the distance, and she'll talk to you then fight. She's 
weak mage, shouldn't be too hard. Take her key, and go back to her room at the
inn to find more gold. Get your recommendation to move on. 

-Leyawiin Recommendation-

Talk to Dagail if you want, but most info will come from Agata. Dagail has lost
her Seer's Stone Amulet. Talk to Kalthar then talk to Agata again. You'll be 
directed to Dagail to ask about her father. After the immediate talk with 
Dagail, you'll be directed to Fort Blueblood.

Its a bit of a walk and lots of enemies in the fort. On your way out, you'll be
confronted by Kalthar, and kill him. Back to Leyawiin, and the recommendation 
is yours. 

-Chorrol Recommendation-

Teekeeus has a problem with a former member of the guild named Earana. Find her
to talk to her, and find out she wants a book called Fingers of the Mountains.
Go to the ruins and you'll find the book on the burnt body. If you give the 
book to Teekeeus, he'll give you the recommendation no questions asked. 

If you go with Earana, you'll go on a little adventure. Have fun, its not hard.

-=Raminus Polus's Quests=-

-A Mage's Staff-
You now have all the recommendations required to gain access to the Arcane Uni.
He should be in the lobby of the Uni.

He sends you to get some wood for your mage's staff in Wellspring Cave. You'll
find the two people there have been defending it have died by Necromancers. You 
will have to kill them all in order to activate their bodies and grab the wood
in the chest. 

You'll need to go to Delmar to get your mages staff. Twenty four hours later, 
he'll have it ready. Polus will give you a promotion and a quest.

-Ulterior Motives-

You need to get a book from the count of Skingrad, Janus Hassildor. You can't
reach Hassildor, and if you did, it wouldn't prove anything. You need to talk
to Mercator Hosidus, a middleman. He tells you to meet him a the Cursed Mine
at 2 am. 

Hosidus comes with some necromancers in intent of killing you. Kill them, and
the count will appear. Apparently Polus lied to you about the book. Talk to 
Polus about it, and you'll get promoted again and given an amulet. 

-Vahtacen's Secret-

You need to help some research at an Ayleid Ruin named Vahtacen. First, you
need to go to a spell store. Buy fire, frost, DAMAGE magicka, and a targeted
FORTIFY magicka spells. Scrolls also work These will come in handy at the ruin.
In the ruin, you'll find a blank pillar in the middle of a room. There should 
be stones in the corners of the room. Starting from the southwest corner and 
going clockwise, fire, frost, damgage magicka, fortify magicka. 

Descend into the hole left by the pillar. Go through the rooms, and watch for
traps. At the last room you'll find a pedestal of sorts. At the northern 
stairs, you'll find the switch. Grab the helm and go back to Jarol. 

Polus is happy. 

-Necromancer's Moon-

You need to ask Tar-Meena about black soul gems. She tells you need to find a 
book called Necromancer's Moon. Its on a table somewhere in the room. Polus 
wants you to talk to Bothiel.

Falcar had dropped a note about something like that and says the five main 
altars. You need to go to Dark Fissure. Head southwest out of Cheydinhal to 
find it. 

You don't need to go into the cave, just outside of it. You'll see a person 
exchange soul gems for black soul gems. Your journal activates, and you should
head back to Polus.

If your journal doesn't activate, reload the save and get closer, or kill the
Necromancer, he's not hard. 

-=Hannibal Travern's Quests=-

-Liberation or Apprehension- 

You need to find a man named Allias. He is in Nenyond Twyll, southeast of 
Imperial City. You'll meet a man inside named Fithragaer. He tells you to 
follow him, but watch out because he runs into a trap and dies (loser). A 
bunch on necromancers and traps litter the cave until you get to Rielle, their 
boss. 

Allias is hidden in the eastern end of the big room behind a secret door. The 
switch is north of the door. 

Return to Travern, then Polus for your promotion. 

-Information at a Price-

Count Hassildor of Skingrad has personally requested your audience. Talk to 
Hal-Liurz to meet with him. Some vanpires have taken residence in Bloodcrust
Cavern. Some vampire hunters have already been dispatched. 

The easiest way to do this is to tell the hunters where the vampires are. The
hunters stay at the Two Sisters lodge. Wait for them and tell their leader that
the vampires are staying at the cavern. 

From now on, they may or may not succeed in killing the vampires. You should 
get a journal entry saying either that the vampires are dead, or the hunters 
are dead. Journal knows all. 

You can also follow the hunters as they go into the cavern and let them do the
fighting, and you'll have a much easier job. You could also go and kill 
everyone. Take caution with the hunters, they might have the law against you. 
Ask the leader where each member are stationed and take them out with a 
poisoned blade or while they sleep. 

After you get back, Travern won't have anything, and Polus won't promote you. 
Wait a few days, then come back. 

-A Plot Revealed-

The chief necromancer named Mannimarco (from now on M.) has arrived in town, and
targeted the mages guild, but no one knows how or why. 

Travern sends you to Bruma, he has not heard from them for a few days. The hall
has been overrun by zombies and ghosts. Take everyone out and the cellar too to
go to Frasoric's office and take out the necromancer there. J'skar has become
invisible again and been playing around with the necromancer.

J'skar saw M. sucking the soul out of Volanaro's body and saying something 
about Echo Cave and destroying the guild. 

J'skar runs away to Imperial City, and once again Travern needs a few days but
Polus advances you to Wizard and teaches you a kick ass spell. 

-The Bloodworm's Helm and the Necromancer's Amulet-

The Council has split on how to take on the necromancers, and taken some 
valuable artifacts which may lead to the destruction of the Guild. 

You need to recover the artifacts then bring them back to Travern. The helm's 
location is literally out the middle of nowhere. Head southeast of the Drunken
Dragon Inn. Lots of Deadra and necromancers, you need to get to Jarol's corpse
to get the helm. 

Use any of the artifacts you find to get the next one. The Amulet is in Fort 
Ontu, northwest of Skingrad, northeast of Kvatch, or southwest of Chorrol. Head
dead south from the "O" in Colovian Highlands and you'll find it. 

Everyone here is peaceful, for the moment. They'll tell you to talk to Caranya,
and she plans to give it to M. She attacks, as do the rest of the necromancers.
Using the north exit might be quicker, but much more people there. 

Travern is surprised, Caranya was his most trusted advisor. Polus promotes you
to Master Wizard. 

-Ambush-

Talk to Travern, and your supposed to meet with some battlemages at Silorn, 
southeast of Skingrad. Talk to Thalfin, which hands over leadership position.

The best choice is to ambush. Set Merete in the northern spot, Iver in the
southern, and Thalfe to the southern. These will be best for everyone.

Talk to Thalfin when everyone is in position, and look toward the stairs to
find that the Necromancers are leaving. You need to get to Falcar and the black
soul gem. When you attack, he tries to retreat. Paralyze or burden him, or move
around to block his retreat.

Get the gem back to Traven, who is grateful.

-Confront the King-

Travern sacrifices himself to a soul gem. Head west out of Cloud Ruler Temple 
to get to Echo Cave. The door keeper Savel will die before he hands over the 
key, so fulfill his wish. 

Lots and lots and lots of Necromancers. M. is at the end, but his main spell is
blocked by the soul gem in your inventory. Kill him, loot the hell out of the 
place, and mess around with his staff. 

-Top of the Ladder-

You are now the Arch-Mage, and the room at the top is yours. The magical chest 
is cool. Put one ingredient in the chest, and the next day more will appear. 
The like to disappear, so take what you need quickly.

Lots of apprentices litter the University, and they will follow you into battle
at will. They are unlimited, but law protected. 

To keep from getting bored, there are lots more Necromancer sites in Cyrodiil, 
even if M. is gone.

---====Thieves Guild Quests====---

-=Admission Quest=-

Its a bit harder with the Thieves Guild. You must be imprisoned for theft. This
is best done earlier in the game to where you don't have too many skill points
lost.

Once you have been imprisoned. Wait in a random spot, and a dunmer will 
approach you and give you a note. 

-May the Best Thief Win-

The note says to go to Dareloth's Garden at midnight in the Waterfront section.
If you look around, you'll see a boarded up door, that is Dareloth's house, his
garden is around back. Find an arch in the wall, the closest is to the left. If
its midnight, you should see a redguard with torch, a breton and argonian with
him. If your a little early, talk to one of them to confirm your in the right
place.

Talk a little bit, and you'l find you must steal the diary of Amantius 
Alectus without killing anyone. If your fast, you may be able to get it quick.

Don't worry about Amusei, he doesn't know what the hell he's doing. Methredhel,
knows what to do. You'll need lockpicks, lots if you don't know what your 
doing.

Fast travel to the Temple District. You should see Methredhel appearing in 
front of you. Follow her to the house and quick pick his lock. Once inside, be
very fast. Head straight to the desk and grab the diary. Don't take too long,
Methredhel will find it sooner or later. Much sooner by the way. 

If by any chance you don't get the diary, you can steal it back from her home
in the waterfront.

-=Readmission Quests=-

Simply pay the fine according to the offense you have done.

200 for theft

500 for assault

1,000 for murder

-=Armand Christophe's Quests=-

-Untaxing the Poor-

After you've fenced 50 gold (steal random items and sell them to Ongar in 
Bruma), you'll get a quest to steal tax records and money from Heironmymus Lex.
(Lex from now on). 

Talk to Puny Ancus (a nearby beggar) to find out that Lex has an office in the
South Watchtower. This part of the quest relies on lots of randomness. 
Everything above the ground floor is trespassing, and guards are usually on the
ground floor 24/7. When no one notices you (wait constantly and at different 
times) go up the ladder. If there's no one here, go up and pick the next ladder
and up into his office. Grab the money and the records and go back to Armand
at your usual midnight meeting. 

-The Elven Maiden-

You need to lift (steal) a bust of an elven maiden, kept in Cheydinhal's Chapel
of Arkay. Go down in the undercroft. Watch the guards movements, when the guard
is in the eastern room, quickly go into the western room and grab the bust, 
which is next to the candle. Stay in the shadow's and leave. 

Back at the Waterfront, you'll find its full of guards, looking for Christophe.
Ask around, and you'll find Methredhel is looking for you. Eventually she'll
pop up and tell you it was a scam to reveal a mole in the guild. 

You need to plant the bust in Arano's home, then raise Lex's disposition to get
him to believe you. 

At the next midnight, Armand will meet you with your reward, and a new Doyen.

-=Skrivva's Quests=-

-Ahdarji's Heirloom- 

Skrivva lives near Bravil's north gate. Follow Christophes advice, and don't 
bother her if the door is locked. She can also be found in the Lonely Suitor's
Lodge. 

You need to have fenced 200 gold to get this quest. A widow of a fence, 
Ahdarji, has had her prized ring stolen from a freelancer. Talk to her, and 
find out that it was Amusei, your Thieve's Guild competitor in the beginning of
the Thieves guild quests.

You need to find him, and get the ring back. Buy some info from beggars to find
out he was jailed for trying to blackmail the Countess. You need to visit him. 
Bribe the jailor to let you visit him, and offer a lockpick. Apperently the 
ring was already stolen from Ahdarji, and he tried to sell it back to the 
Countess, and got iced.

Talk with beggars, to learn that there is a useful contact within the castle,
someone named Hlidara Mothril. Talk to her, and get her disposition AS HIGH AS
POSSIBLE, to get all the information. There is a secret tunnel that leads to 
the Countess's room, and that also leads through the Argonian torture chamber. 

Wait till about midnight, then make your way to the secret entrance in the 
cellar. Find the switch in the barrel (very well hidden) and start going 
through the passageways. There won't be any guards until you get to her room.

Use some concealing magic, or be careful and sneak past the guard to the small
chest next to her bed. Pick the reasonable lock, nab the ring and go back the 
way you came. 

When you go back to Ahdarji, DON'T give her the ring, talk to her about it to
get an extra 100 gold cut. Give her the ring, and you're done. 

-Misdirection-

You'll need to have fenced 300 gold for this quest. Lex has been causing 
troubles for the Guild. The Fox wants him out of the Waterfront district. Fast
travel to the District, and talk to one of the Thieve's Guild member 
(practically everyone here) to learn that Methredhel (Me. from now on) is 
looking for you. Once you find her (or she finds you), she plans to make high 
profile thefts across the city, forcing Lex to move his guards back.

You need to steal Hrormir's Staff from the Arcane Uni. If you are already the
Arch-Mage, this will be simple. If not, travel to the Uni and wait till about
3 in the morning. When you grab the Staff, nip some of the alchemical 
equipment, which is worth a lot and is very light. This helps for fences later
on. 

Back at Me. in the Talos Plaza, and she is pleased. She asks you to spy on Lex
and make sure he gets back. Lex is back at the Waterfront, in between Mryvyna's
and Christophe's house. As soon as you approach, a Dremora comes and gives Lex
a note, and he is on his way. 

Pick up the note, and find that Polus at the Uni. is very pissed. Me. wants you
to put the Staff back at Ontus Vanin's house, which is easy. He's a shop till
he drops kind of person, and isn't home too much. Activate the chest, and your
done. 

-Lost Histories-

You'll need to have fenced 400 gold for this quest. A thief called Theranis was
sent to Skingrad, and hasn't returned. Find a beggar and buy some info to learn
he was pinched from gloating about his theft when the watch Captain heard him.

Normally, to get into a jail, you steal something, get thrown in with only one
lockpick. You could sneak in, but the jailor is tough to sneak by, and doesn't
take bribes. There is one other way. 

Talk to Shum gro-Yarug, and he offers to hire you as a slop drudge, a person
that brings food to prisoners. The jailor lets you in. Simple. 

The first person you meet, talk to him and tell him you're here to save him.
Theranis isn't here, but the inmate said that the "Pale Lady" took him, and he
never came back.

Look around, and you should see a trail of blood. Follow it to a dead end, and
activate the "strange candle" to reveal a passageway. Follow it to the cellar,
and activate another candle to open the giant tub to another passageway. You 
eventually get attacked by the Pale Lady, which is a vampire. Theranis is dead,
activate his body and talk to Amusei. Again. 

He has a message for you, but only if you get him out. This is tricky. You 
could go through the jail, but the guard doesn't move and is hard to sneak by.

The other way is through the quarters. Find your way into the great hall, and
onto a balcony onto which you can jump off of. Down the hill, Amusei tells you 
were you can find the book. Done and done. 

-Taking Care of Lex-

You need, thats right, you guessed it, 500 gold for this quest. You need to get
Lex a new job. Specifically, a job as the Anvil guard captain. Anvil's Countess
is looking for a captain, and the Imperial Watch has sent her a list, a list 
that doesn't put Lex at the top. You need to change that. 

You need to find a forger (on your own), forge it, and to top it off, use the 
watch captain's Imperial Seal from the Prison District for the finishing touch.

To get the letter, go to Anvil and buy some info from the beggars. They tell 
you to find the blacksmith. Well? Find the blacksmith in the Castle. Orrin 
shows you a secret passageway. When you get to the top, MAKE SURE its night,
or the steward will see you and you have to run back and hide the wall in her
face. Sneak in, nab the note.

Talk to beggars about the forger, and they'll recommend A Stranger, who lives
next to the Mages Guild in Anvil. Talk to the Stranger, he needs 500 gold 
(which Skrivva will provide) and 24 hours. Wait 24 hours, and he has it ready. 
Remember his face for some surprises later.

The seal is not as hard as it looks, simply activate the stamp looking thing on
the desk. Off to Anvil!

The Countess seems happy, and gives you Lex's new orders. Find him in the City,
and he seems a bit surprised.

-=The Gray Fox's Quests=-

-Turn a Blind Eye-

If you want this quest now, go to the Waterfront District. Wait a few days, and
Me. will show up with a note from the Gray Fox. He waits in Bruma. He wants
Savilla's Stone, guarded by blind monks in the Temple of Ancestor Moths. This
place is a bit in the middle of f*cking nowhere, so have a good time getting
there. 

When you get there, go in the little building called the Monk's Quarters 
(These guys aren't blind, so bloodprice applies to them). Play the nice
adventurer, persuade a bit, and they will go to the door of the catacombs and
even unlock it. 

Here, there is no bloodprice. Go on a killing spree, nothing will change. But 
be warned, these guys are good for blind people. When sneaking, you sneak
right? Don't worry about light. Make sure you move AS SLOW AS POSSIBLE, or they
will hear you.Make your way down to Savilla's Stone, and out the back exit.

Fox is happy.

-Arrow of Extrication-

Again, a messenger will come, but the fastest way is to go to the Waterfront
District, get the quest, then do it or not. This time, Fox is in Chorrol, and
wants a special arrow with a key shaped head. The wizard Fathis Aren has it, 
and you can kill him if you want, but its best not to, since he is very high in
the Mage's Guild.

Talk to the beggars to find that Aren has a secret tower outside Bravil. Only 
Fathis can open the door, but there is, as usual, a secret passage. Getting to
his chambers and the passage might be a problem, but the guards don't stay put
forever. Once your in, make a left and your journal tells you you are in Aren's
room.

Check both chests to activate your journal telling you its not here. Just like
in Leyawiin, look for one of those "secret" passageway walls and activate the
right mini pillar. The wall comes down, and here comes the dungeon.

Here is complicated, and unfortunately, I forgot the way I went, but eventually
you will find a section with water and a little pond thing. Study your map to
see the passageway veering of of this room. Dive down a bit, if you can't find
it, keep looking. Once you found it, its very simple up to the tower itself.

Follow the map marker to a chest in a little alcove. Nab the "key shaped 
arrowhead" which is what you're looking for.

Fox is a little disappointed, and has one last quest before the finale.

-Boots of Springheel Jak-

Back at the Waterfront, Amusei tells you he's in Cheydinhal. Fox wants
Springheel Jak's boots. Apperently, Jak died with his boots on, and his only 
ancestor is Jakben.

I'll save you some talking, but talk to beggars to learn he lives in Talos 
Plaza. Jakben IS Springheel Jak, he's a vampire. Go to his house during the
day, and he will pretend to be an innocent victim, and give you the key to the
family crypt. 

You can search the crypt, either way you have to kill Jakben. Just ice him in 
his house or wait till he attacks you down in the crypt. I'll warn you, it has
vampires.

-The Ultimate Heist-

You need to have fenced 1,000 gold for this quest, but its worth it because it 
is the most fun Thieve's Guild quest, once you get past the annoying Wraiths.
Travel to the Waterfront District, Fox waits for you in the Elven Gardens. 

Talk to him about this annoyingly complicated plan, but don't worry, he gives 
you a book. Inconspicously named "Plan for Big Heist".

	-Glass of Time-

You need to get to the Palace Basement, which isn't hard. Its the basement. 
Sneak around a bit and look for a giant hourglass. That is the Glass of Time.
Congratulations, the easiest part is done.

	-Sewers-

This is simple, sewers are generally linear and easy to follow. Nothing worse
than rats, mudcrabs, and Vampires. Walk in the park. When you see a wooden door
with some stones lying around it, you've found the Old Way. This is a few 
loading screens down the way, so be prepared.

	-The Old Way-

A tomb. The most annoying tomb in the game, especially if the Wraiths keep 
dropping your strength, thus freezing you in place. At the end, look for a 
passage down to the Lost Catacombs.

	-The Lost Catacombs-

An Ayleid ruin, basically. You eventually get to a room with some stairs stuck
going up to a balcony. Equip your Boots, jump up and nail the buttons for the 
door. Watch out for the lightning stones on your way out, running through makes
you get hit only 2-3 times. Not to bad. 

	-Hall of Epochs-

This can get confusing. Search EVERYWHERE, and you will see the bridge with 
gates blocking the way on. In a side room, down some stairs, hit a button and 
the giant walls go away, and the bridge is open for business. Stand on the 
pressure plate, and you see the giant statue turn and show a keyhole. SAVE here
and still try some practice shots with your arrow. You will hear a distinctive
sound, and nail it with the Arrow. The statue slides back, those Ayleid guards
come to life, and through the door. SNEAK BEFORE YOU GO THROUGH THE DOOR!!

	-The Palace-

Lots of sneaking and evading guards. Walk out of the barracks and into the hall
beyond. Follow the map marker, a few halls down, and it will veer you into the
middle and a center hall. Make a right, go down SLOWLY and activate the switch
next to the blind guy. Go around again, and into the room. Unsneak now, and sit
at the round table. 

A monk will bring you the scroll. DON'T TALK TO ANYONE!! I can't stress how 
important it is! They might be blind, but their hearing is fine. Sneak up the 
stairs and through the door.

You need to find Chancellor Ocato's chambers for the exit from the palace. In
his chambers, find the fireplace and activate the grate. You drop down a long
way into the sewers. Get yourself out and back to the Elven Gardens.

Fox is happy, very, very happy. He has one last task. Bring a ring to Countess
Umbranox of Anvil, and report back on her reaction. Give the ring, and the Fox
reveals himself to be....

You now have title as Gray Fox, and the Cowl. Congratulations.

-Tidbits-

You also get ownership of Dareloth's house. The entrance in the front is still
barred, but where you used to meet Christophe, there is suddenly a door. Most 
of the Thieve's Guild members now crash here. 

The Cowl is cool. It gives you 200 points of feather, which makes you run 
extremely fast. It also has some unknown attributes.

Check your stat page and find you have no bounty. Put the cowl on, and find you
have automatic 500 gold bounty. Take it off again, and the bounty vanishes. 
Why?

People think that the Gray Fox and you are two, totally different people. Any 
bounty you get with the Cowl on vanishes when you take it off, because citizens
don't know the difference. A drawback, guards automatically try and find you 
with the Cowl on, and they don't give you the option of paying the gold. Damn. 

Just watch out when you wear it, and you'll be fine.

---====Dark Brotherhood Quests====---

-=Admission Quest=-

A little more difficult than Thieves Guild or Fighter's Guild. You have to ice
an NPC that is completely good. It cannot be bandits or Mythic Dawn. Find a way
to kill someone, and you will be visited by Lucien Lachance.

-A Knife in the Dark-

Lachance wants you to kill Rufio, a sign as an interest in joining the DB. 
Rufio is at the Inn of Ill Omen, on the road north of Bravil. Talk to the owner
to find that he is in the private quarters. 

Wait till night, and get him with the blade Lachance gave you. Sleep in Rufio's
bed, and Lachance will come back, and you will become accepted. You now take
orders from Vincente Valtieri, in the Cheydinhal Sanctuary.

If you ever need help with any contract, enlist the help of your comrades, they
offer some good advice. 

DB quests usually have an extra reward involved if you can kill your mark a 
certain way. This usually gives more incentive, as the special bonus is usually
a very good item. 

-=Readmission Quests=-

I have found nothing yet. 

-=Vincente Valtieri's Quests=-

-A Watery Grave-

Valtieri wants you to take out a pirate captain. His ship, the Marie Elena, is
docked in the Waterfront. Go there, and find an open crate near the pile of 
crates near the ship. It asks you to enter. Once you go in, you can't come 
back out.

In the ship, go up one deck and make a right down the hall and into the first
room dead ahead. When you hear two men talking, you've found the right place.
When they show signs of stop talking, move back to the room with the trapdoor
you came in with. After you hear the footsteps stop, head past the room you 
were in and into the Captain's Quarters. 

He is in here, and if you can get a sneak attack, take it. He is a bit of a
tough fight. Grab the key off his body and go out the door behind the table. 
Move ASAP here because some pirates come once he dies. 

Contract complete.

-Accidents Happen-

You need to kill Baenlin of Bruma, but you need to ice him in a certain way. 
Every night from 8-11 pm, Baenlin sits under a Minotaur Head in his favorite
chair. 

In Bruma, go around his house and into the cellar. When you get into the house,
go up the stairs across the hall and turn around and go into the room. Activate
the wall with the square hole in it. Wait till the appropriate time, and 
activate the fastenings. 

Sneak back down, and back to Cheydinhal. You get the dagger Sufferthorn, which
has some nice enchantments. If you go to Olav's Tap and Tack, you can see 
Baenlin's manservant, Gromm, crying his eyes out. 

If you go back to his house, you can meet the contract giver, Caenlin, 
Baenlin's, nephew.

-Scheduled for Execution-

You need to execute Valen Dreth, your insulting cell mate in the beginning of 
the game. This can get complicated, since your bonus requires that you can't
kill any guards.

Fast travel to the sewers. This is easy, until you get to the Sanctum. You'll
hear some guards complaining, and when they start moving off, go into the 
passage straight ahead of you. It is advisable to save here.

Follow the corridor of darkness in this room, go pas the stairs and into a spot
where you can see the guard but he can't see you. When he moves into a good 
spot, move down and jump on the ledge and up the stairs and through the door. 

The guard he makes some random rounds, but don't try and sneak past him when he
is in the room farther along. Wait until he gets to your room, and sneak down 
the corridor and into the rooms beyond. 

There are no guards until you get back to your own cell from the beginning of
the game. You'll see a guard talking to Dreth. This can play out two different
ways. The guard can leave, and you can pick Dreth's lock, talk to him and kill 
him.

If the guard doesn't leave, equip a bow, and shoot some arrows through the cell
bars. Surprisingly, the guard just stands there as arrows zoom by his head. Go
back out the way you came.

You get the Scales of Pitiless Justice, which has some nice enchantments except
for the drain on your Personality.

	-The Renegade Shadowscale-

This is a side quest given by Teinaava only after you complete Scheduled for 
Execution. You need to take out an Argonian in Bogwater Camp, literally in
the middle of nowhere.

When you get there, talk to Scar-Tail and find he has some treasure, if you
let him live. The treasure isn't too much, and for proof to Teinaava, he
suggests to use the Argonian Agent's body nearby. 

Teinaava doesn't know the difference, and gives you the Boots of Bloody 
Bounding, with some Acrobatics and Blade enchantments.

-The Assasinated Man-

A fake death. Not Brotherhood style, but Valtieri will provide a blade with a
special posion that mimics death. You need to make sure that the enforcer sees
you, but don't kill or you forfeit the bonus.

Francois Motierre lives in Chorrol. Pick the lock, talk to him and take out the
special blade. You'll hear the enforcer threatening Motierre through the door.
When you see him appear, smack Motierre and leave the house. Fast travel 
somewhere outside Chorrol. Wait a day, then go to Chorro's Chapel Undercroft.

Wake up Motierre, thus activating the antidote. He mentions his "revival" might
not go well with his other family members residing there. Go through a few 
zombies, and take him to the Gray Mare.

Valtieri gives you a promotion and key to the well as a bonus. The key gives 
much quicker access (finally) to the Sanctuary. He bumps you over to Ocheeva 
from now on.

-=Ocheeva's Quests=-

-The Lonely Wanderer- 

You need to take out a skooma addict in the Imperial City. Ocheeva doesn't know
where he lives or where he goes. Go to the Tiber Septim hotel, Talos Plaza. 
Talk to the owner behind the desk. Persuade her, and she'll tell you Faelin and
his girlfriend (?) live her. Go find Atreane, she's either in the only unlocked
room upstairs or in the attic type room. 

Persuade her and she'll tell you he goes around the city looking for skooma, 
and usually is in Lorkmir's House in the Elven Gardens. Go there during the day
and find him standing there. If you talk to him, you can get on his good side
by going on a skooma gathering mission for him. 

Its much easier to hit him here, Sufferthorn will do nicely. Also, if your 
wondering where Lorkmir is, he's dead in his own cellar.

Ocheeva gives you Shadowhunt as a bonus, an enchanted steel bow.

-Bad Medicine-

You have to kill Roderick, a bandit lord living in Fort Sutch, a ways north of
Anvil. If you change his medicine with his poison, and not get detected, you 
get the bonus.

Fort Sutch is a little way off the beaten path, but there is a secret, 
unguarded way in. Look around and find a little stone platform with a trapdoor
on it. Pick the lock, and make your way through the tunnels silently.

Up the ramp, you see a passage to your left, and a downward ramp ahead of you.
Roderick's chambers are past a key locked door. Go down the ramp ahead of you,
but stay in a side alcove and listen to the Orc and Redguard (?) talk. When 
they start to go back up, follow them into Roderick's Chambers. 

The medicine cabinet is down the hall, but you physically have to remove the 
medicine and plant the antidote.

Back the way you came, and Ocheeva gives you the Deciever's Finery, an 
enchanted piece of nice clothing. It comes in handy in the next quest.

-Whodunit?-

This is a fun quest. You have to go to a little party, and kill everyone. The
way you do it, is very fun. You have to dress nice. Put on the Deciever's
Finery, or some other nice clothing. Take off the assasin's hood, don't wear
arrows or shields. Have Sufferthorn or the Blade of Woe equipped. Its all you 
need.

In Skingrad, the doorman gives you the key, the only key to the house. When you
go in, tell Petit that you're an assasin, and her Disposition rises to 100. 
Talk about the other guests, learn their backgrounds. You have to raise 
everyone's Disposition to 70 to learn everything they have to tell you.  

This can be done in several ways. If you tell Dran that Primo likes her, you 
the suggestion that she go to his room. Petit can be persuaded to search in the
cellar, where you can kill her there. Neville sleeps most of the time, and is 
an easy kill.

Once only two are left, Nels can be persuaded to kill anyone. Just kill whoever
is left. There is lots of ways to do this, just have fun.

-Permanent Retirement-

You need to kill Adamus Phillida. AP is to DB as Lex is to Thieve's Guild. Only
this time, you can kill the Watch Captain. In the city of Leyawiin, talk to 
Phillida's Bodyguard, and he'll tell you he swims daily. That's when you can 
use the Rose of Sithis on him. 

Don't talk to Phillida directly, he gives you some tough dialogue options that
result in him and his bodyguard, and the rest of Leyawiin in attacking you. He
swims every day around 3. Position yourself so you can see Phillida, but his
bodyguard can't see you. Around the big corner of the building is an ideal 
spot. 

Hit him with the Rose of Sithis, loot his body for a cool shield and a plethora
of keys and his finger (I said plethora). Getting his finger in his desk is 
easy, the only lock is the desk itself, which is right inside the door. 

Ocheeva gives you 500 gold as a bonus.

-=Lucien Lachance's Quests=-

-Of Secret and Shadow- 

Lucien Lachance wants you personally. His private fort is Fort Farragut, near 
Cheydinhal. Normally, you have to fight Dark Guardians to get to his chambers,
but when you get to the Fort, look around outside for a hollow tree with a 
trapdoor in it. This leads you directly to his chambers.

-The Purification-

Lachance gives you the background story on what he wants done. Its not too 
difficult, and the rest won't care what you do and won't team up on you. 

You need to assasinate everyone at the Cheydinhal Sanctuary.

Mraaj-Dar is appropriate when he is done doing spells in the training room. 
Most other people sleep, and are a small challenge. V.V. yields some nice
swords, and the loot is good. 

When the job is done, Lachance gives you his horse, Shadowmere, an invincible
Black horse. Contracts will now be given in dead drop form.

Look around Lachance's chambers for a barrel locked Very Hard. Pick it to find
ten Poisioned Apples, useable wherever and whenever you want.  

-=Dead Drop Quests=-

-Affairs of a Wizard-

You need to kill a necromancer in the process of turning himself into a Lich. 
He is very difficult, and summons lots of people to help him, so there must be
another way to kill him. 

In his cave, on the table in the first room, you'll find a book titled "The 
Path of Transcendence". Read it, and you'll find he keeps himself alive by a 
magical hourglass. You have to pickpocket him to kill him.

Find him, and watch his rounds. Stay in a shadowy area, and when you take the
hourglass, he simply dies.

Payment is in a sack next to a tree in Chorrol.

-Next of Kin-

You need to kill an entire family, but the only known member is the mother,
Perennia. She lives at Applewatch, and actually gives you 100 gold and the list
of the rest of her family. Take her out, and move on to Andreas, in the Drunken
Dragon Inn.

He looks difficult, mostly because of the Imperial Legion guard stationed here.
Talk to him, tell him his mother bled like a pig, and he'll attack you. Hence,
the guard takes him out for you. 

Matthias lives in the Talos Plaza District. He is definetly asleep around 2-4, 
but his roommate I've never seen asleep. You might have to get past him first.

Caelia is a City Watch guard in Leyawiin, and is hard. You can't tell her to go
to hell, she and all the other guards attack you. She's best killed past 7 am 
at the 3 Sister's Inn, where she just sits there.

Sibylla is in Muck Valley Cavern, and is sometimes inside the door or at the 
end of the cave. She's not to hard, being a hermit.

Payment is in a well in Castle Skingrad's courtyard.

-Broken Vows-

You need to kill J'Ghasta, an unarmored specialist. In his house, there is a 
trapdoor leading to his training area. He is not too difficult.

Payment is under the Old Bridge, southwest of Imperial City. 

-Final Justice-

Your next target is an Argonian named Shaleez. Shaleez lives in the Flooded 
Mine, north of Bravil. She walks around a lot, but sleeps past 11. In that case
make a right, up the ramp into a flooded room, and around the corner.

The dead drop payment is in the coffin outside Fort Redman.

-A Matter of Honor-

Uvani, a travelling merchant, can be a difficult kill. The dead drop gives his 
schedule, he spends 2 days in every city except Imperial City, and only 1 day 
in Leyawiin. 

He is very hard, and has lots of destruction spells. A weakness is mead, he 
becomes paralyzed when he drinks it. This is difficult, owing that you have to
clear out all food (thus stealing it) in the Inns he stays at. A Poisioned 
Apple will work, but you have to clear everything out.

If he becomes paralyzed (if you got him to drink mead), you still get fined for
attacking him. The easiest way is to find him when he goes to his room, and 
attack him there. You still get the fine, but its much easier following him 
around every city.

Payment is between Edgar's Discount Spells and Rindir's Staffs, Market 
District.

-The Coldest Sleep-

Havilstein Hoar-Blood is the next mark. He lives way up in the mountains, 
specifically, Gnoll Mountain. Getting there is hard, the path is almost always
too steep to simply walk up on. But use this to your advantage.

When you finally get to Gnoll Mountain, he immediately attacks. Simply walk 
down the mountain, and he will start to die. Take potions and heal yourself, 
but he keeps taking hits and eventually dies. 

Payment is in Nornal, an Ayleid Ruin, inside down the stairs, down the corridor
and right. Pick the gate, and the chest is there.

-A Kiss Before Dying-

Ungolim lives in Bravil, and every night he prays to the Lucky Lady. This can 
be hard, since he will attack you on sight and has paid the guards to look to
you when to arrest.

When he dies, Lachance appears and looks mad. Ever since the Draconis family,
you have been getting the wrong dead drop orders. The people you killed have 
all been Black Hand members or their Silencers. 

He wants you to go to the next dead drop orders in Anvil.

-Following A Lead-

The orders aren't in the barrel. Wait a few minutes, and Enilroth will come and
put the orders in there. Talk to him and find out that he was commisioned to 
put them there. 

Pick his pocket if you want your payment.

Talk to Ulfgar Fog-Eye for the key to cellar. Look for a journal on a little 
stool, and take the Head sitting there.  

Now to Applewatch, where you first killed Perennia Draconis. You find the rest
of the Black Hand there, and you are promoted to Speaker. One of these people
here is the traitor. 

Drop the Mother's Head and talk to each member. Bellamont will sputter, and 
thus reveal himself, but you can't get him. Yet.

Talk to Arquen between 12 and 3 am to set things in motion.

-Honor Thy Mother-

You appear in front of the statue of the Lucky Lady, and the Black Hand recites
an incantation, and  the statue moves with horrible lifelike. Follow the Black
Hand down in the tomb, for lack of a better word.

Here is the Night Mother's resting place of her and her children. Arquen wants 
guidance on what to do since the traitor is dead. 

The Night Mother calls her a fool, and this is when Bellamont strikes. Two 
members go down immediately, and you can finally move again. Bellamont isn't 
too hard, and when he goes down, the Night Mother talks to you.

Arquen promotes you to Listener, the highest member of the Black Hand. Loot the
place. Get nightshade if you are on a Vampire cure quest, and leave. 

The Cheydinhal Sanctuary is now yours, Arquen your second in command, and some
other lowly people walk around now. These people treat you like a god, and you
can enlist in their help. 

Every week, talk to the Night Mother and get the name of a contract (that you 
cannot kill, they are in other provinces), bring the info to Arquen, and get 
the weekly pay. 

---====Arena====---

-=Gambling=-

Not too difficult to figure out. Both teams are evenly matched, but your Luck
attribute has a lot to do with it. The better your luck gets, the better your
fighter has a chance at winning. 

-=Fighting=-

Here, is a source of a lot of money within the game. You need to talk with
Owyn, an intimidating Blademaster of the Bloodworks. Choose a heavy or light
Raiment. This depends on which you're better at. If you feel comfortable in
light armor, take light. If not, take heavy. Its the only thing you can wear
except for your own helmet, shield, and weapon. 

Make sure you have what you want. You'll need to start getting enchanted 
weapons if you want to make a career out of the Arena.

-Pit Dog-

A Wood Elf with longsword, an Argonian archer, and an Imperial (?) with a good
shield.

-Brawler-

Nord with axe, Wood Elf twin sisters, that can be a pain in the ass, they 
aren't too hard by themselves, and if you can get the swordsman in the line of
fire of the archer,  she won't fire. Last is a Khajiit with an axe.

-Bloodletter-

Here it begins to get tough. If you thought Pit Dog and Brawler was a challenge
rest, level up a bit, then come back for Bloodletter.

A mace weilding Redguard, A (Nord or Breton?) girl with a shortsword, and the 
last I can't remember, sorry.

-Myrmidon-

Your first opponent has a Shimmerstrike dagger, and the High Elf with a 
longsword and Orc with silver battle axe follow. 

-Warrior-

Owyn is actually surprised. Most people of the street don't get to Warrior. 

The first match has a (Breton or Imperial?) swordsman, and fast like Owyn
suggests. The second has a mage, and get close and start hacking away. This 
makes it much easier.

The third had an Orc with a glass warhammer. This is very heavy, so swing when
he misses and you open a window in which to hit him. 

-Gladiator-

The first match is Argonian prisoners, who've been allowed freedom if they kill
you. Don't allow them freedom. If you can separate one from the rest of the 
pack, take him down and move onto the next. 

Next is a Khajiit, and a (Nord or Breton?) with a longsword.

-Hero-

The first match is against a former Blades member, with his old equipment and 
Akaviri weapons. A challenge, but not impossible.

The second is a mage and an enchanted Sheild called Grey Aegis.

Third is difficult. You face the Yellow Team Champion, the woman down in the
bloodworks. She also gets two allies. But you get Porkchop, a boar from the 
Bloodworks. Advice is to kill her allies first, and let Porkchop do his thing.
If she hits you, don't worry about it until you take care of her friends.

-Grand Champion Match-

Most will stock up forever on potions and scrolls and whatnot. A much easier
way to take care of the Gray Prince is to do the side quest, Origin of the Grey
Prince. 

Doing the side quest has unimagineable benefits. You cannot challenge him, then
expect to do the quest. It MUST be done before you challenge him.

	-Origin of the Gray Prince-

Talk to gro-Malog about his past. Listen to his story, aggree to help, and he 
will provide the key his mother gave him, which unlocks the truth to his past.

Crowhaven is near Anvil, and is populated mostly with Skeletons and the works. 
You will find the door that you need Prince's key to get through, and find Lord
Lovidicus himself. Apperently he was a vampire, thus making Prince half Orc/
Vampire.

Prince promises training, but now feels like a wretched creature of the night.

---

Now when you challenge him, go out the door and when he runs, he stops, sheaths
his sword, and asks you to slay him. A few hits is enough, and he is dead. Much
easier than stocking up on endless potions.

-=Being Grand Champion=-

You can now fight creatures for money every week, the creatures themselves are
balanced to your level. You now have another weekly supply of money. 

---====Daedric Shrine Quests====---

-Azura-

Level: 2

Location: Northeast of Cheydinhal, the book Modern Heretics, lying on Martin's 
table.

Offering: Glow Dust (located in Bruma Mage's Guild, and on slope near Shrine)
	Must be made during dawn or dusk.

You need to kill all of the Vampires in the Gutted Mine. Some are hidden behind
a secret door, activated by a pull cord. You get Azura's Star, a reusable Grand
Soul Gem.

-Boethia-

Level:20

Location: Borba gra-Uzgash can tell you, she runs Borba's Goods and Stores in 
Cheydinhal.

Offering: Deadra Heart (most Dremoras have them, and in a display case in the 
top floor of the Anvil Fighter's Guild)

He opens a Gate to Oblivion, and invites you to join the Tournament of Ten 
Bloods. You have to fight each Tamrielic race, except yours. This is very hard,
you can't go home and buy things in between matches.

He gives you Goldbrand, a very good sword, but unconvertable to Eltonbrand.

-Clavicus Vile-

Level:20

Location: Southwest of Imperial City, a bit off the road on the way to Skingrad
but not hard to find. 

Offering: 500 gold

Vile wants the sword Umbra. Umbra herself is in Vindasel, an Ayleid ruin on the
road south of Imperial City. When you return it, (if you decide to) you get a 
mask that raises your Personality by 20 points.

The best thing to do here, is listen to the dog, and not give back the sword, 
it is extremely good, and has a soultrap enchantment.

An even BETTER thing to do, is kill Umbra before you get the quest, and keep 
the sword for yourself. It is weightless, because it is a quest item, but still
has its power. 

-Hermaeus Mora-

Level: 20 + 

Location: Casta Flavus will tell you

Offering: None

You must have completed ALL other 14 deadric quests to get this one, and gotten
past the Blood of Deadra main quest segment (*Thanks to Robert for bringing 
that to my attention*). After you've done that, simply sleep. You are awoken by
Casta Flavus, who gives you the location

You need to collect 10 souls from each race of Tamriel, using his special Soul
Trap. This isn't hard, simply go to each Deadric Shrine, and soul trap each 
race there. They are remote, and easy to deal with. 

He gives you Oghma Infinium, the ultimate skill book of all time. Read it, and
choose Steel(combat) or Shadow (stealth) or Spirit(Mage). Each gives you an 
attribute boost and +10 for every stat governed by each discipline.

-Hircine-

Level: 17

Location: Southeast of Imperial City, given by Ontus Vanin in the Talos Plaza 
district.

Offering: Bear or Wolf Pelt (in any bear or wolf)

Hircine wants the only unicorn in the game dead. The Unicorn is bodyguarded by
Minotaurs. If you can calm it down, ride it (and look like a fag), then kill it
for the horn.

Hircine gives you Savior's Hide, light armor with some enchantments.

-Malacath-

Level:10

Location: North of Anvil, given by Pinarus Inventus of Anvil.

Offering: Troll Fat (in trolls, naturally)

Malacath wants you to free ogres from Lord Drad's enslavement. Go talk to Lord
Drad, tell him you admire his efforts, and he spills the beans.

The mine is easy to get to, but inside is different. You can go in, swords out,
be ready to fight a group of Dunmer, who are well armored. 

You can sneak around, and pick the cages to the Ogre chambers, and the Ogres 
will do the rest. Get to the other cage, release them and go back to Malacath.

He gives you Volendrung, a hammer with good enchantments.

-Melphala-

Level:15

Location: Northeast of Lake Rumare, Ontus Vanin will tell you where, near Roxey
Inn.

Offering: Nightshade ( alchemists might have them, Main Ingredient in Market 
District has some in the open.

Offerings must be made before 6 am, and you CANNOT have killed anyone in the
village of Bleaker's Way. Melphala wants you to cause trouble in Bleaker's way
by killing the Dunmer and Nord leaders, and planting evidence directing toward
the other race.

You need to plant Dalvilu's dagger, and Ulfgar's family ring in each others 
bodies when you kill them.

Don't kill anyone when they start fighting, or you spoil the reward, an Ebony
Blade with good enchantments.

-Meridia-

Level:10

Location: Northwest of Skingrad, but no one tells you where it is.

Offering: Ectoplasm (under a bush southwest of the north benches)

You need to kill Necromancers in Howling Cave. A northern passage has a secet
door that leads to the Necromancers.

You get the ring of Khajiiti, with chameleon and another enchantment.

-Molag Bal-

Level:17

Location: West of Imperial City, no one tells you this though

Offering: Lion Pelt (in a mountain lion)

You need to get Melus Petilius to attack you with the Cursed Mace, which Molag
provides. But one problem, he has left violence, forever.

You can do whatever you want, punch him, zero his Disposition, anything. He 
won't budge. Instead, get him when he is mourning his wife. Follow him out,
drop the Mace, hit him a bit, and talk to him. He becomes furious.

You are transported back to the Shrine, where Molag Bal gives you the Mace of
Molag Bal, with some nice enchantments.

-Namira-

Level:5

Location: Southeast of Bruma, no one tells you where it is.

Offering: You must LOWER your personality to below 20. Cheap wine is the best
way to do this, and it is everywhere. Make sure you drink it, THEN activate the
Shrine. Don't drink it then fast travel.

Some worshippers are about to be helped by some priests. You need to cast 
Namira's Shroud on the priest, thus killing his torch. The worshippers then 
take them out, and you recieve Ring of Namira, with some reflect enchantments.

-Nocturnal-

Level: 10

Location: Take the road east out of Leyawiin and head north.

Offering: None

An easy Daedric quest. You need to retrieve the Eye of Nocturnal. Go to their 
house in Leyawiin, and both will deny knowing of such a thing.

Leave, and come back in sneaking to hear them talking about it in Tidewater 
Cave. Inside and out has trolls. Inside, make 2 lefts to find it.

Nocturnal gives you Skeleton Key, an unbreakable lockpick that boots Security
by 40. On of the most useful Daedric items.

-Peryite-

Level:10

Location: Follow the Silverfish River inland, and you'll see it. 

Offering: None

Some of Peryite's worshippers have had a spell backfire, and their souls have 
been trapped in Oblivion, and you need to retrieve them. You don't need any 
sort of Soul Trap or Soul Gems for this quest.

Each has its own map marker, and Peryite gives you a shield with reflect 
enchanted in it.

-Sanguine-

Level:8

Location: Fadus Calidius in Skingrad Fighter's Guild can tell you. 

Offering: Cyrodiilic Brandy (in several places, most notably in the open in The
Gilded Carafe)

You need to cast a Stark Reality spell in Countess Alessia Caro's dinner party.
When you get to the door, the guard won't let you in. Raise his Disposition to 
past 72 or so, and he'll let you in. 

When you cast the spell, take a good look, because its the only look you will
get. Run back out and out of Leyawiin. Sanguine gives you Sanguine Rose, and 
the key to your stuff.

-Sheogorath-

Level:2

Location: Between Bravil and Leyawiin, on the south side of the "smudge" of the
world map.

Offering: Lettuce, Lesser Soul Gem, Yarn (lettuce can be found anywhere, a soul
gem in any Mage's Guild inventory, and yarn is most likely found in the Fighter
Guild Tower, lower level, in Chorrol)

Sheogorath wants you to make a prophecy of a nearby town of Border Watch to 
come true. Talk to Ri'Bassa, who is either at his home or at the inn. He tells 
you the three phases of the prophecy. The third you won't need to worry about.

Go up to the inn, and talk to S'thasa about her cheese collection. She says 
that if cooked, her rare Olroy cheese (the one in the small display case by 
itself) is a magnet for rats. Pick the Very Hard lock, or pickpocket S'thasa 
herself for the key.

Once you have the cheese, go outside where you see a little pot on a fire. 
Activate the pot, and the cheese will be placed in. After a few minutes, you'll
see rats coming. Don't worry about them, they will die.

The sheep can be killed in two different ways. Take the rat poison on the 
stairs and activate the feeder, or simply kill the sheep. Once they are dead, 
Sheogorath will tell you go to the middle of town. 

Its starts raining flaming dogs! This is the fear factor, and now you can go 
back to Sheogorath, which will give you Wabbajack, an unusual staff which does
weird things to enemies. 

-Vaermina-

Level:5

Location: Ontus Vanin can tell you he lives in Talos Plaza.

Offering: Grand Black Soul Gem 

This itself can be hard to get. If you've already done the Mage's Guild quest
for the altar, you know what to do. If not, you need to find Dark Fissure 
(described above, Necromancer's Moon). Get some Grand Soul Gems, place them on
the altar, and cast some dispel or soul trap magic at it. You can only do this
on a night when the light is shining on the altar.

Vaermina wants the Orb of Vaermina back from the wizard Arkved, in a tower 
southeast of the Shrine. This place is beyond weird. When you get to the Death
Quarters, you find Arkved trapped in a nightmare. You don't have to do anything
with him, the Orb. A door leads to a trapdoor near some bushes outside.

Vaermina gives you the Skull of Corruption, which creates a clone of a target. 
It is a crime to use it on a "good" NPC, so watch out.

---====Master Trainers and Quests====---

Low level trainers train you up to 40. Medium can take you to 70, but not all
the time. When you get to 70, talk to a medium trainer to learn the location of
the Master Trainer.

I might not have all the low and med trainers, but I have at least one and the
Master.
-=Acrobatics=-

Low: Quill Weave, Anvil

Med: Tsrava, Leyawiin

Master: Aerin, who isn't at his supposed camp. Torbern fills in for the spot.

-=Alteration=-

Low: Dovyn Aren, Elven Gardens; Deetsan, Cheydinhal Mage's Guild

Med: Athragar, Chorrol Mage's Guild

Master: Tooth-in-the-Sea, on a beach camp.

He wants you to stay 3 hours (game time) underwater with him, unless your an 
Argonian, you're let off easy. How do you do it? Clothing items can be found or
made to have a permanent water breathing enchantment, or, 12 potions or 
castings of 30 water breathing. 3 hours game time is about 6 minutes real time.

After you've done it, he'll train you.

-=Alchemy=-

Low: S'Drassa, Leyawiin Mages Guild; Felen Relas, Anvil Mages Guild

Med: Ardaline, Bravil Mages Guild

Master: Sinderion, which you might have already have contacts with Seeking Your
Roots.

He wants Tamika and Surilie wine, year 399. These can be bought in most inns or
bars.

-=Athletics=-

Low: ?

Med: Honditar, Chorrol

Master: Rusia Bradus

She wants you to discover 30 locations in Cyrodiil. If you haven't, pick two 
cities and walk to one another. Then, pick another city, rinse, lather, repeat.

-=Armorer=-

Low: Tadrose Helas, Bravil Fighter's Guild

Med: Rohssan, A Fighting Chance, Market District; Rasheda, Fire and Steel of 
Chorrol

Master: Gin-Wulm

He wants to know what the name Hazadir means to you. Go to the Cheydinhal 
Fighter's Guild, on the second floor bookshelf, you will find a book called The
Armorer's Challenge. Read it, and you'll come up with the answer.

-=Blade=-

Low: Right-Wind, Bruma Fighter's Guild

Med: Rhano, Anvil Fighter's Guild

Master: Alix Lencolia

He wants you to get either a Fame or Infamy above 20. Simple, easy. Do quests,
you get Fame. Get more bounty, acquire Infamy.

-=Block=-

Low: Huurwen, Anvil Fighter's Guild

Med: Lum gor-Baroth, Chorrol Fighter's Guild

Master: Andragil

She wants you to take 45 seconds of beating from her hammer. Equip a nice 
shield, unequip weapons. You can also go behind her table, that works too.

-=Blunt=-

Low: Vigdis, Anvil Fighter's Guild

Med: Azzan,  "     "    "  "    "

Master: Irene Metrick

Kill over 50 people. Done.

-=Conjuration=-

Low: Fathis Aren, Bravil court mage; Sulinus Vassinus, Skingrad Mages Guild

Med: Alberic Litte, Chorrol Mages Guild

Master: Olyn Seran

Seran is at Molag Bal's Shrine, and wants you to summon a Faded Wraith in front
of him. This can be hard, since most spells that conjure this needs a Skill 
Level of 75 in Conjuration. Since you are a 70, you can practice it, then buy 
the spell.

Scrolls are hard to come by too, they show up in loot only, from what I've     
seen.

-=Destruction=-

Low: J'skar, Bruma Mages Guild

Med: Delphine Jend, Bravil Mages Guild; Marc Gulitte, Anvil Mages Guild

Master: Bralsa Andaren

She's way in the middle of nowhere, killing the local animals. You need to 
her 20 bear pelts. You don't have to flame them to get them, just get them, so
buy them when you can.

For low level characters, this can mean only buying. So? Start in a town, then
move clockwise around Cyrodiil emptying shops of bear pelts. Once you've hit 
the last city, wait a day or two and go back and do it again. Its tedious, yes,
but would you rather out there risking your life?

-=Hand-to-Hand=-

Low: Nahsi, Bravil Fighter's; Vinicius, Anvil Fighter's

Med: Ra'qanar, Castle Cheydinhal

Master: Helvius Cecia

He lives in the southeast Bruma, and is one of the house donors for the Gray 
Fox. He wants you to reduce his healt enough in 30 seconds, barehanded. Should
not be too hard. When he tells you to stop, STOP! Guild rules come back in play
and you get charged for assault.

-=Heavy Armor=-

Low:Brodras, Leyawiin Fighter's; Bumph gra-Gash, Bruma Fighter's

Med: Varnardo, Best Defense, Market District

Master: Pranal

Pranal is at the Roxey Inn, who wants to catch the eye of Malene, owner of the 
Inn. He gives you 50 gold, and tells you to buy a silver pitcher and 4 glasses
to match. He means glasses, not mugs or cups.

Simplest way, got to general stores in most cities, you find it very quick and
usually not going above 50 gold. 

-=Illusion=-

Low: ?

Med: Carahil, Anvil Mages; Kud-Ei, Bravil Mages

Master: Martina Floria

She is at the Arcane Uni's Chironasium. If you don't have access, go get it 
cause they won't let you in. She wants 10 Welkynd Stones. These are always in
Ayleid ruins, and you might already have a lot. 

Vilverin, the ruin outside the sewers in the beginning of the game, has quite a
bit for starter dungeons. If not, start looking for Ayleid ruins and looking
for Stones. 

-=Light Armor=-

Low: Olfand, North Winds, Bruma

Med: Ahdarji, Leyawiin; Luciana Galena, Bravil

Master: J'Bari

He lives in Leyawiin with Tsrava. He wants an Elven Cuirass. Done, but hard if 
you are a lower level. If you already have level 70 light armor, you probably
don't have much left if not any to do. 

Most notably, Shaleez from DB quest Final Justice. Thrangrifin, Fighter's Guild
quest, Den of Thieves, and one of the people at the Mephala shrine. Azani 
Blackheart definetly has one, he is in a Fighter's Guild quest, Azani
Blackheart.

If not, most bandits have them, if your level is high enough.

-=Marksman=-

Low: ?

Med: Pinarus Inventius, Anvil

Master: Alawen

She lives in Troll Candle Camp, east of Anvil. She is sometimes not there, most
likely hunting. Wait till she is asleep at her camp to catch her. First, you 
need an Elven Bow. This can be hard, but not impossible. The Archer Paradox is
a nice bow store, in Bravil.

And, thats it. Simply get a bow. Nice.

-=Mercantile=-

Low: ?

Med: Margarte, Leyawiin

Master: Palonirya

She has the shop Divine Elegance, Market District. She is probably the simplest
if hardest quest.

Ready??

10K. 

-=Mysticism=-

Low: Druja, Skingrad Mages Guild

Med: Ita Rienus, Bravil Mages Guild

Master: Dagail

She is in the Leyawiin Mages Guild, but a bit weird. She wants you to close 3 
Gates. If you've gotten to the Great Gate section of the Main Quest, and beaten
it, good for you. 

If not, go out and find random gates. Do this at the Gates near the major
cities, it will come in handy if you haven't done much of the Main Quest.

-=Restoration=-

Low: Cirroc, Bruma Church

Med: Marz, Bravil Church

Master: Oleta

She's in a bit of a spot of trouble. Doesn't mean you are. She is in Kvatch's 
Temple, and if you've done the Kvatch segment of the Main Quest... awesome.

But you have to had completed Battle for Castle Kvatch, where you search the 
Castle for the Count and other things. Its not hard, and she will appear in the
refugee camp down the hill after you've done it. 

-=Security=-

Low: ?

Med: Mandil, Othrelos's house in Elven Gardens.

Master: J'baana

He's in jail, but not in jail. He is technically in the Prison District, behind
the bars. If you somehow can get back there, cool. You can also talk to him 
through the bars of the gates. 

He wants a message from S'krivva, who lives in Bravil. She gives you the letter
and he trains you.

Dejavu here, J'baana has a lot of Guard keys, like Imperial Watch and that sort
of thing, and 30 lockpicks. 

-=Sneak=-

Low: City-Swimmer, Bravil

Med: Othrelos, Elven Gardens

Master: Marana Rian

Once in a Oblivion lifetime oppurtunity. Rian asks you to steal the coin from 
her pocket. Shouldn't be hard, your skill is 70.

-=Speechcraft=-

Low: ?

Med: Varon Vamori, Bravil

Master: Tandilwe

She is that girl in the Temple of One, apparently doing nothing. She wants you
to talk to each beggar in Cyrodiil. You don't have to give charity, just talk
and done. 

If you have already talked to a beggar, he/she is off the list. You could have
killed a beggar before, but don't do it during the quest. Since I'm lazy, I 
won't have the beggars here. But there are 5 in the City, and 2 to every other
city in Cyrodiil. They usually have 1-2 spots the stay during the day, and 
sleep in out of the way bedrolls at night.

---====Side Quests====---

I will map out each side quest by city, as I find them. I will look to as many
as I can, but feel free to email me on where to find some I haven't found. 

-=Imperial City=-

-Order of the Virtuous Blood-

You need a Fame of 5 or higher (thanks Robert) to get this quest. In the Temple
District, you get approached by Ralsa Norvalo. She wants you to meet with her
husband, Gilen, in Seridur's house. When you get inside, talk to Seridur, and
he explains that the OVB is a Vampire hunting group. 

They give you the briefing on Jenseric, what he did, and you have to kill him.
Start with a search of his home, find the book on the table to locate their 
meeting place in a cabin in the woods. 

If you get there, kill him, done. You get 250 gold from Seridur. But when you
walk into the cabin, talk to Jenseric, and learn the real story. Seridur is
the Vampire. Go back to Imperial City, and he's gone. Go to Phintias, in the
First Edition bookstore to find he sometimes hangs out at Memorial Cave. 

Through the cave, kill Seridur. At the cabin, Jenseric plans to keep the OVB
going. Meet him again at the basement of Seridur's house, he gives you a ring
and a money gaining offer. For every Vampire Dust you bring the Order, you get
250 gold. 

Now think of this. If you are an Arch-Mage of the Mages Guild, get your Vampire
Dust from Seridur and put it in the replication chest. Come back a few days 
later and you have anywhere from 10-14 Vampire Dusts. Leave one in the chest,
and sell the rest to the Order. Easy money.

-Imperial Corruption-

Talk to Ruslan or Luronk gro-Glurzog in the Temple District to find that they 
were accused of stealing at the Good as New Merchandise in the Market District.
They don't know his name, but the owner of the store, Jensine does. 

She'll tell you it was Audens Avidius. Talk to a guard about Avidius and get 
referred to either Lex, or if he's in Anvil, Quintilius. Don't talk to Avidius
himself about it, he puts a bounty of 1,000 gold and tries to arrest you.

Lex (or Quintilius) roams around the City, but is too busy to bother. They dump
you off to Itius Hayn. Track him down, and he says he needs 2 witnesses. 
Jensine won't do anything, but raise Ruslan's or gro-Glurzog's Dispositions 
high enough and they will agree. 

After both witnesses testify, you can even watch as Hayn arrests Avidius. But,
a while after he is jailed, he escapes and comes after you. But, he has rags 
and a cheap dagger. 

-Unfriendly Competition-

You get complaints about Thoronir from quite a few shopkeepers in the Market
District. All will refer you to Jensine, who's the most pissed. She even 
started a whole orginization.

When you talk to Thoronir, he doesn't reveal much. Your ever-knowing journal
tells you to watch him after dark. The shop closes at 9, and he goes to an inn
for dinner till 11 (thanks Robert). After that, follow him around and he goes
into one of the small gardens to talk to Agarmir. 

After you eavesdrop on the conversation, follow Agarmir. He simply goes back
to his house. The house is whats important. Break in, then go to the cellar.
The shovel and bonemeal tells your journal that Agarmir's a grave robber. Take
the book, Macabre Manifest. 

Thoronir is horrified with good reason, and sets you off to catch Agarmir. You
need to go to the last journal entry, a grave in the Palace District.

Inside the tomb, you are ambushed by Agarmir and a buddy. After you kill them,
take his blade Debaser, and Calliben's Grim Retort, a good mace in the left
wall slot, behind the body. 

Thoronir has made amends, gives you a nice enchanted ring. Jensine will also
give you gold. 

-An Unexpected Voyage-

To get this quest started, take a nap on the Bloated Float inn in the harbor. 
Pirates have hijacked the ship, and you need to save everyone. You need to 
listen during this quest, if you want to avoid a difficult boss battle. Lynch,
who's waiting outside your door, provides some info. First tell him you are a
passenger, then tell him you are a gang member. 

Kill him, release the bouncer, and move to the main deck. Minx is next, tell 
her Lynch sent you, and you need to assist Selene. On the top deck you meet
Wrath, tell him you are waiting orders, you joined 3 days ago. Get the cabin 
key from his body. Go back and tell the bouncer he can go take the wheel.

Selene is holding Ormil hostage, but talk to her first. First say, "I took the 
key from Wrath", "I'm here to join the gang", "... 3 months ago?", "to find the
Golden Galleon", "You mean in Bravil", and "I've killed all of them". 

Like this, she'll surrender, and give you her sword. Talk to Ormil, who 
suggests you take her to the private quarters. Go back, and he spills the beans
on the Golden Galleon. 

To get back to the City, you have to sleep. Talk to Ormil for your reward, 
which is some gold.

-Origin of the Gray Prince-

See Origin of Gray Prince in the Arena segment. 

-=Anvil=-

-=Bravil=-

-Through a Nightmare, Darkly-

From rumors or Kud-Ei herself, she apparently needs some help finding her 
friend. Talk to her, and find out she has been deceiving you. She knows where 
her friend is, she needs help saving him.

Once you get to Henantier's house, put on the Amulet, and go to his dreamworld.
Rule of thumb here: Don't kill Henantier, you die as well. 

Test of Courage

This one might be the simplest of the 4 tests. Swim underwater through some 
awkward turns, but some water breathing potions help you along the way. 

Test of Patience

This has lots of save games involved with it. The map you get in the beginning
doesn't help much either.

In the first little set of pressure plates, I'll try and map out here. Follow
the minus (-) signs.


	-	+	+	+

	-	+	+	+

	-	-	+	+

	+	-	+	+

You should save here, these get harder and more complicated.

	+	+	+	+	-	+

	+	+	-	-	-	+

	+	-	-	+	+	+

	+	-	+	+	+	+

	+	-	-	-	+	+

	+	+	+	-	+	+

Again, save here. On to the last grid of death.

	- 	+	+	+	+	+	+	+

	-	+	+	+	-	-	-	-

	-	-	-	-	-	+	+	-

	+	+	+	=	=	+	-	-
	
	+	+	+	=	=	+	-	+

	+	+	-	-	-	-	- 	+

	+	+	-	+	+	+	+	+

	+	+	-	+	+	+	+	+

Done. After this, grab the Element.

Test of Perception

This is a "keep your eyes open" test. The torch in the beginning helps alot in
seeing where you're going. On the 4th block in the first bridge triggers a rock
trap. Jump it, you're fine.

The 3 blades are easy to get by, after the gas emitter, 2 blocks along is 
another rock trap. Next is giant blades, you should be ok with common sense. 

After this, watch for the 4 pressure plates, which set off the Welkynd Stones 
to zap you.

Test of Resolve

This is an Arena fight, but you fight 2 Minotaurs. I know what you're thinking,
I was thinking the same thing. Grab the armor and staff. Grab blade or blunt 
depending on what you specialize in as a backup weapon. 

Use the staff by zapping the Minotaurs while constantly moving backward. Watch
out for the other one which might flank you. 

-=Bruma=-

-A Brotherhood Betrayed-

This rumor might be the first you hear about in Bruma. A vampire hunter moved 
in, and already found a vampire. Go to Bradon's house, and a city watch guard
will tell you to leave. Boost his Disposition, and he'll disclose that Bradon 
was a Vampire.

Talk to his distressed wife, who pleads that Bradon wasn't a Vampire. Nothing
shows this, but you need to talk to Dralas himself. Most citizens don't know,
so talk to Olav at his bar inside the south gate. With a Disposition boost, he
will even provide the key to Dralas's room.

He's not there, but if you look carefully behind the dresser, you'll see a 
journal. You find out the true nature of the "vampire hunter". Talk to Olav 
about Gelebourne, and find out he was the previous vampire Dralas "hunted".

Go talk to the guard in Bradon's house, and he will direct the investigation to
this new light. Scouts report Dralas headed to Boreal Stone Cave, and you need
to get there pronto. 

This actually needs to be done within a game day, or Dralas will be gone. 
Dralas is waiting in the first big room, and you have to kill him. Take the 
keys from his body, and open the chest to find a Mundane Amulet. 

Talk to Bradon's wife, and she reveals the awesome power of this Ayleid Amulet.
It boosts your speed, which can come in handy, sometimes.

-=Cheydinhal=-

-Corruption and Conscience-

This quest comes quick in the rumors, and further investigation leads to
Llevana Nedaren. Talk to her, find out her friend, Aldos Othran, was evicted 
from his house.

This leads to Garrus Darelliun, number 2 man to 
Cheydinhal. He is usually near the throne in the Castle. After his little chat,
you need to go back to Aldos Othran.

When you talk to him, he'll lead you to his old home, where he tries to knife
the guard outside, and eventually killed.

From here you can go two ways. Tell Nedaren, she will plot to kill Leland. Talk
to Darelliun, and he needs evidence to put Leland in jail. You also get more
gold working with Darelliun.

If you go with Garrus, you need to break into Leland's office, and find some 
incriminating evidence. A note on a book in his office is all you need.

Work with Nedaren, you need to lure Leland to Nedaren's home. He's not too hard
too persuade, and will follow you easily. She paralyzes Leland, the lets some
rats kill him. She gets thrown in jail, and pays you a meager amount. 

Once you complete this quest, Leland will not show up in the Allies for Bruma
quest. He comes to help with the fight, but only if he's not in jail or dead.

-The Wayward Knight-

Oblivion quest, but dupes as the Cheydinhal segment of Allies for Bruma. This
quest won't appear till all the Gates open outside cities. Talk to the Count 
and find out his son with a raid party went in there to close it. 

Once you get in, its simple. Down the mountain and find Farwil and his buddy
near the bridge to the Citadel. In the Citadel, up the halls and in the Sigil
chamber.

If Farwil survives, he names you Knight of the Thorn. They give you an Amulet
with a speechcraft enchantment on it. (If the amulet is that important to you,
you can take off of Farwil's dead body) With being a Knight of the Thorn, you
get the choice of Thornblade or Staff of Indarys. And some gold. 

-=Chorrol=-

-Separated at Birth-

This gets hard to start, but easy to finish. Ask around in Cheydinhal for a
rumor that Reynald Jemane has been looking sober. He's usually drunk in 
Chorrol. Talk to him, and he claims to never have been to Cheydinhal. He sets
you a quest to find who's posing as him. 

People in Cheydinhal don't recognize Reynald, but they do know of a Guilbert
Jemane. Talk to him, and find out they are brothers, and he goes to Chorrol. 
In Chorrol, talk to Reynald about Guilbert, and they will meet.

-Legacy Lost-

You need to have completed the Separated at Birth quest before you get this 
one. Talk to Guilbert to learn about what happened to his family, and he wants
you to go back to Weatherleah and see if Ogre's are still there. 

Don't go looking for it now, he doesn't exactly know where it is. In fact, talk
to Sabine Laul at the Fighter's Guild in Chorrol, she is sometimes in the 
cellar. 

She'll mark the location on your map, and off you go. Once you get to this run
down place, you get a journal entry telling you it is inhabited with Ogres, and
you can return to Guilbert. But he will just send you right back to deal with
the Ogres, so you might as well deal with them now. 

Guilbert asks you to escort the brothers to Weatherleah, and just fast travel
there for no incidents. Return after the next quest, Sins of the Father, and 
they finally fixed the place up. 

-Sins of the Father-

Some time after you complete Legacy Lost, you are approached by Fathis Ules. He
lives in the Imperial City, Elven Gardens District. Talk to him and find out 
that the brother's father was a thief from the Guild, but defaulted and kept 
the item for himself and hid it at Weatherleah. 

Trouble is, Ogres must like shiny things, because they took it back to their 
cave. In the cave, find and kill the chieftain, the item is on his body. From
here you can go three ways.

Keep the sword, but you don't get any reward. 

Give it to Fathis Ules, who gives you a very, very modest (generous) amount of
gold for it. 

Go back to Castle Chorrol, and the steward Laythe Wavrick will give you an 
enchanted shield reflect damage and fortify endurance. If you went this route,
Guilbert will reimburse you with 4 Soul Gems, depending on your level. 

-Canvas at the Castle-

Lots of emails on this one. I'll do the best I can. In Chorrol, raise Countess
Valga's Disposition to find out about her investigation of a stolen painting
within the castle. 

She provides keys and access to private caslte areas. The only two suspects are
Chanel and Orgnolf Hairy-Legs. Talk to them to find out their alibis, but don't
accuse one yet. Talk to all the witnesses as well, and find out what they have
to say. 

Talking to all the witnesses can be misleading, so search for clues. Chanel is
one to suspect, she was taking star readings on a stormy night. Hmmm. For 
physical clues, first search the West Tower where Chanel supposedly was, and 
find a painting. Chanel herself is a painter, so this points to her.

Chanel also said she was in the dining room when the painting was stolen. Get 
to the dining room, and look on the rug. You should see mysterious paint stains
which again, directs you toward Chanel. 

Now look in Chanel's room. Find the lectern on the table and you find she has
paint supplies. 

You can now make your accusation against Chanel. Raise her Disposition to 70,
(thanks to Robert for telling me the Dispostion #) and she'll confess. From 
here you can go 2 directions. Tell Valga about Chanel, get a decent amount of
gold, and some gems.  

If you tell Valga you accuse neither suspect, you get some pity gold, but 
Chanel will paint you a painting, which is ready in 3 weeks. Your journal will
tell you when. The painting comes with a stand, which is a nice display item 
in a home. 

-=Kvatch=-

-Battle for Castle Kvatch-

You can complete this quest at any time after you break into the city and 
rescue the surivors. Talk to Savlian Matius to start it up. This mission is the
Kvatch portion of the Allies for Bruma quest.

Follow Matius out the chapel door and through daedra to the castle gate. The 
gate is locked from the inside, and Berich Inian has the key. Go back to the 
chapel and talk to him. 

Inian will wind up following you to the guardhouse, and talk to the Imperial 
Legion troopers suddenly in the chapel. They can help alot. Follow the path to
the guardhouse, and if Inian dies you need to grab the key from his corpse. 

Once inside the guardhouse, follow the path around the fires (which hurt you) 
and to a wheel looking thing. This lets in Matius and his buddies in to the 
main castle gate.

Once inside, follow the map marker to Count Goldwine's dead body. Take his 
ring, and make your way back to Matius. He gives you his Kvatch cuirass, which 
is a nice light armor piece with some enchantments.

-=Leyawiin=-

-=Skingrad=-

-Paranoia-

I often get bored during this quest. Or maybe I was tired when I did it. At 
some point walking through Skingrad, you get approached by a strange guy named
Glarthir. He wants you to meet him behind the city chapel at midnight.

From here you can go two ways. Don't worry if you don't show up, he's there 
every night. Ask around about him, and guards tell you not to listen to him but
report to them if Glarthir asks you something strange. 

When you do talk to Glarthir, he wants you to follow three citizens around 
their day and see if they follow him. You'll see nothing special following the
three suspects. If you name one as "spy", Glarthir will pay 1,000 gold for the
deaths of all three. You only have to execute one for the money, but you could
tell the suspects. Surilie will deal with Glarthir himself, but the other two
will tell you to go to the guards. 

If you decline to help Glarthir, he flips out, grabs a battleaxe and heads for
each suspect. He will die by the guard's hands.

This quest is variable much like Whodunit? from the Dark Brotherhood. Do what 
you like. 

---====Vampirism====---

-=How to get it=-

Simply fight a vampire. These people are challenging to find without a quest, 
but not impossible. To ensure Vampirism, fight Hand to Hand first until you 
see "You have contracted Porphyric Hemophilia" in your game screen. Make sure
by checking your active effects page and you see Damage Fatigue at the top, and
PH next to it. 

Wait 3 days, and you get a message when you sleep that you have Vampirism.

Once you have it, to get rid of it, simply take a cure disease or poison (?), 
or pray at an altar. Cure disease spells work too. 

-=Feeding=-

Possibly the most disturbing part of Vampirism. To feed, find a sleeping NPC 
and select them. Select "Feed" to feed. It is considered a crime, so watch out.

This disease is an odd one.

Every day you go without feeding, you get a message and a new power, and your
attributes go up by 5. The more days you go without feeding, your face becomes
more gaunt and pale. Your teeth begin to sharpen, and other people will notice.

By the second or third day, most NPC's will refuse to talk to you. After one 
day without feeding, you cannot go in the sun. You immediately begin to take
damage. Cloudy days don't help much.

-=Powers=-

The first day without feeding, you get Hunter's Sight. It allows 30 secs of 
Night Eye and 30 secs of Detect Life.

The second power you get is Vampire Seduction. This is a Disposition boost
spell, and helps because most NPC's won't talk to you by now. 

The third you get is Reign of Terror. This is a Silence and Demoralize spell,
good against mages. 

The fourth day you go without feeding you get Embrace of Shadows. You get 3 min
of Invisibility and 30 sec of Night Eye. This helps alot for thieves. 

-=Cure for Vampirism=-

This can get nasty, players get frustrated when they can't find ingredients, so
on.

Talk to either Vicente Valtieri or a chapel priest/staff. They'll direct you to
Raminus Polus at the Arcane Uni. You don't have to be an Apprentice to get to 
him, he hangs out at the lobby. You can't expelled from the Mage's Guild at 
this time.

He doesn't have a cure, but suggests you talk to Count Janus Hassildor of 
Skingrad. Talk to Hal-Liurz or Hosidus (if he's alive) to get to Hassildor. He
gives you his bit on why he wants the cure, and you need to find a place in the
middle of nowhere called Drakelowe.

This house isn't hard to miss south of Cheydinhal, its the only thing not green
for miles. Talk to Melisande, who before she makes the potion, wants five empty
grand soul gems. This is misleading. Empty is everything except grand. Look at
a soul gem in your inventory and look at the status compared to the gem.

-Grand Soul Gems-

You could have a Grand Soul Gem, but highlight it and it might say common next 
to it. This will do. She'll take anything as long as it doesn't say Grand next
to it. 

Soul Gems can be hard to find. 3 can be found in a locked case in the lobby of
the Arcane University. In Melisande's basement ther is a soul gem. There are
some in the Chorrol Mages Guild.

When you get back to Melisande, she needs 5 ingredients. Garlic, Bloodgrass,
Nightshade, Argonian Blood, and Vampire Ashes from a powerful vampire.

-Garlic-

Garlic can be found everywhere, but the most likely place is Weynon Priory, 
some are in the big house.

-Bloodgrass-

Bloodgrass is a bit difficult, but can even be found in alchemical shops such
as All Things Alchemical in Skingrad and The Main Ingredient in the Market 
District. It is most found in Oblivion, where it is plentiful. 

-Nightshade- 

Nightshade is difficult to find in the wild. It can be found in the Main 
Ingredient out in the open, the dinner table in the Chorrol Mages guild (thanks
Robert).

-Argonian Blood-

Simply slice once at an Argonian with the enchanted dagger, and he/she will 
bleed. You might get in trouble, but the fine won't be much.

-Vampire Ashes-

This can get a bit nasty. Melisande doesn't want any old ashes, she needs a 
special set from an ancient Vampire named Hindaril. He is imprisoned at a cave
called Redwater Slough.

If you can pick locks well, make a left at the intersection and pick the lock,
but if not, make a right instead and get the key. He is a tough fight, but you
might be able to drain his health a lot because he's not armed when you come to
him. 

Take his ashes and go back to Melisande.

-Finally-

Wait 24 hours, and Melisande has 2 potions ready for you, one for you and one
for Rona Hassildor. Talk to Hassildor's steward, Hal-Liurz, tell her you have a
cure for Vampirism. She'll lead you through a door and into Rona Hassildor's
deathbead. 

Watch what happens here, it is a bit sad. Janus asks for a day to make 
preparations in light of what has happened, and gives you a reward of gold. 

submit to digg

7129 Views 3 Votes
Join My360 to vote Add Comment
anth360 23/05/2006
Kudos: 122  Mates: 1
 

Oblivion: The Elder Scrolls IV - Full My360 Game Profile

Oblivion: The Elder Scrolls IV News

Elder Scrolls novels coming
Gaetano 29/04/2009 3 Comments 37 Votes

Oblivion: The Elder Scrolls IV Discussions

Hidden Chest in Oblivion
SevenII 19/12/2009 21 Posts 310 Views
Oblivion
Sphynx360 28/08/2009 4 Posts 191 Views
Oblivion Online
xEclipsex 27/07/2009 13 Posts 299 Views

Oblivion: The Elder Scrolls IV Reviews

The Elder Scrolls IV: Oblivion - 9/10
iddqd 26/09/2006 12 Comments 6 Votes
Oblivion.. To Be or Not To Be? - 8/10
BroKeN_ 12/05/2008 6 Comments 6 Votes
From Vvardenfell to Cyrodiil - 9/10
Trevalyan 25/04/2009 2 Comments 3 Votes

Oblivion: The Elder Scrolls IV Videos

Comments

Tell us what you think :)
To participate in this discussion, please log in or register.
My360 User

Xbox 360 Games

My360 Features

Do You Invert The Y Axis
Poll 4 days 52 25
BioShock 2 Bargain Wrap-Up
News 11 hours 17 14
Early look at Natal
News 4 days 28 12
Mass Effect 2 Review
Review 5 days 3 10
Is there room for the iPad?
Blog 28/01/2010 44 6
Dark Void Review
Review 28/01/2010 5 3
Bayonetta Review
Review 20/01/2010 4 7
Bioshock 2 Preview
Guide 18/01/2010 2 5
Bioshock 2 Interview
Guide 15/01/2010 3 5
XBOX 360 - Games of 2010
Guide 08/01/2010 6 24
Tekken 6 FAQ
Cheat 02/12/2009 3 2
Dirt 2 FAQ
Cheat 01/12/2009 1 0
Mini Ninjas FAQ
Cheat 30/11/2009 1 0
James Bond 007
Cheat 30/11/2009 1 0
Guitar Hero 5 FAQ
Cheat 30/11/2009 1 1
Brütal Legend FAQ
Cheat 30/11/2009 1 0

Xbox 360 Discussions

Xbox 360 Videos

Xbox 360 Photos

  • BioShock 2 = Bomberman 2?
    8 18
  • EB Fail
    9 7
  • Mass Effect 2
    0 6
  • Ouch
    28 6
  • Perfect Dark XBLA Screenshot 14
    1 6
  • Mass Effect 2
    0 5

Favourite Xbox 360 Games

My360 Lists

Members that are MIA
MasterMira 5 days 34 12
5 reasons we love Rashy
MasterMira 6 days 6 9
5 Reasons We Love Milky
Milky 5 days 15 6

Xbox Games Out This Month

Bioshock 2
09 February 2010 17
Aliens vs Predator
18 February 2010 1
Splinter Cell Conviction
25 February 2010 0

Recent Comments

Status Updates

Milky added a new video - Milky Unboxes BioShock 2!
ShuffleZ was granted Mass-effect-2 medal
Rashy was granted Mass-effect-2 medal
Dyke13 was granted Mass-effect-2 medal
livemaI was granted Mass-effect-2 medal