contacting me: Aaron Phillips, The_Evil_Smile@Hotmail.com (subject = Oblvion)
copyright: I don't care who uses my guide for what, if you do decide to use my
guide on your own web site, all I ask if for the courtesy of an
e-mail letting me know. If you can make money off my guide, go
ahead, I couldn't.
version 6.1 - overall coverage of the game = 100%
Welcome to my total walkthrough for "The Elder Scrolls 4: Oblivion"
DON'T FORGET TO SAVE!! SAVE LOTS AND SAVE MULTIPLE FILES!!
IF YOU GET STUCK YOU CAN LOAD A PREVIOUS FILE AND TRY AGAIN!!
If you're trying to complete a quest, make sure it is your ACTIVE quest by
finding it in your current quests log and clicking on it, this will give you
the assistance of a quest marker.
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| USING MY GUIDE |
------------------
To use my guide simply search by pressing 'CTRL F' and enter the CHAPTER that
covers the specific area of the game you need help on. From there you get a
new detailed list of contents for that chapter and can further search for
specific information.
Contents:
"""""""""
Chapter 01 - Tips, Facts, Strategies, etc
Chapter 02 - Main Story Quests
Chapter 03 - Fighters Guild
Chapter 04 - Mages Guild
Chapter 05 - Thieves Guild
Chapter 06 - Dark Brotherhood
Chapter 07 - Chorrol
Chapter 08 - Cheydinhal
Chapter 09 - Bruma
Chapter 10 - Anvil
Chapter 11 - Bravil
Chapter 12 - Leyawiin
Chapter 13 - Skingrad
Chapter 14 - Imperial City
Chapter 15 - Arena
Chapter 16 - Daedra Shrine Quests
Chapter 17 - Side Quests
Chapter 18 - Trainer Quests
Chapter 19 - The Collector
Chapter 20 - Oblivion Gates
Chapter 21 - Caves
Chapter 22 - Mines
Chapter 23 - Forts
Chapter 24 - Villages
Chapter 25 - Ruins
Chapter 26 - Camps
Chapter 27 - Landmarks
Chapter 28 - Inns & Stables
Chapter 29 - Houses
Chapter 30 - Horses
Chapter 31 - Nirnroots
Chapter 32 - Doomstones
Chapter 33 - Vampires
Chapter 34 - Alchemy
Chapter 35 - Magic
Chapter 36 - Wayshrines
Chapter 37 - FAQs
Special Thanks
Guide Status / Update Information / Version History / Author's Notes
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Chapter 01 - Tips, Facts, Strategies, etc
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01.01 - Controls and game menues
01.02 - Creating a new character
01.03 - Taking advantage of the leveling system
01.04 - Things EVERYONE should know
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01.01 - Controls and game menues
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W = move forward
S = move backward
A = side step left
D = side step right
Q = auto-walk, to turn off press any movement key
E = jump
Z = grab items (so you can move them around in the game world)
C = cast selected spell
F = ready weapon
R = toggle first person / third person view
T = calls wait menu
TAB = opens inventory
L-SHIFT = hold to run / walk
CAPS = toggles run / walk
L-CTRL = toggle sneak mode
SPACE = activate objects, pick up items, talk to NPC's, open doors/chest, etc.
1-8 = hot keys for spells and weapons
TILDE = brings up the game consol so you can enter codes and such
MOUSE = look around
L-MOUSE BUTTON = swing equiped weapon (also can be used to draw weapon)
R-MOUSE BUTTON = block
CHARACTER MENU: to see your character information, attributes, skills,
alliances and stats, open you inventory and click on the red, blue and green
bar icon on the bottom left.
EQUIPMENT MENU: to equip a weapons, armor or use items, open your inventory
and click on the second icon from the left at the bottom, find the weapon,
armor or item you wish to equip or use and click on it.
MAGICKA MENU: to equip a spell open your inventory and click on the third icon
from the left at the bottom, find the spell you wish to equip and click on it.
You can also see all negative or positive effects on your character here.
JOURNAL MENU: to view the mini-map, world map, current quest, active quests
and completed quests, open your inventory and click on the compass icon at the
far bottom right.
01.02 - Creating a new character
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The 3 base classes of characters to Oblivion are: melee, magic and stealth; all
other classes are simply a combination of the 3. There are 21 skills, 7 for
each class which are governed by your characters attributes. Because of the
many possible character types I will be unable to write specific strategies for
ALL character classes, instead I will just do the 3 base classes.
WARRIOR:
A good melee character needs to focus on Strength and Endurance while keeping a
high Agility and Speed. Your skills should be focused on one offence skill,
either Blade, Blunt or Hand to Hand, then you should choose to use Heavy Armor,
Block, Armorer and Athletics. The other 2 offence skills you are not using
should be used occassionally to help power up your attributes at each level up
(see 01.02 for more information on this).
Playing a warrior class character requires you to get very close to your
enemies, you will find yourself in constant need of healing potions and repair
hammers. If your health is low and there are still a bunch of badies attacking
you, run from them and heal, standing there being beaten down will not provide
you much opportunity to strike back, you will have a better chance charging in
on them and using power attacks.
MAGE:
A good caster character needs to focus on Intelligence and Willpower while
keeping a high Personality. Your skills should be focused on Destruction,
Restoration, Conjuration and Alchemy, but you should also frequently use your
Illusion, Musticism and Alteration skills.
Playing a caster class character requires you to be a light weight weakling
that can't survive much punishment, so you need to stay away from your enemies
and try and totally obliterate them before they ever get near you. One way of
doing this is by using Conjuration to summon meat shield pets to take the focus
off you while you send some firey bolts of death at them. Another way is to
blast away at your enemies and when they get near you, cast an invisbility
spell and create some confusion. I will leave you to decide how you will play
your character.
You should also utilize your Alchemy skill to create powerful potions that can
increase your Intelligence giving you more Magicka allowing for more spell
casting, as well as Magicka replenishing potions.
STEALTH:
A good stealth character needs to focus on Agility, Speed and Personality, but
you also have to find a way to keep your Strength and Endurance at a decent
level as well. Your skills should be focused on Sneak, Security and Marksman,
while having Acrobatics, Light Armor, Mercantile and Speechcraft as high as
possible.
Playing a stealth character requires you to be unseen, unheard and clever.
While you should try and eliminate your enemies from a distance with your bow,
there will be times when you find yourself in close quarters and have to take a
beating, having a sword or mace is a good idea, often you will have one from a
previously slain enemy.
Stealth characters tend to find short cuts by picking locks, lean more towards
the evil side of life by stealing, pick-pocketing and murdering.
01.03 - Taking advantage of the leveling system
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When you level up you get to choose 3 attributes to increase, you will notice
that some (if not all) attributes have a bonus to them, the secret to being
powerful in this game is to understand how to take advantage of those bonuses.
Each skill has a governing attribute, each time a skill levels up it adds a 0.5
bonus to its governing attribute. So for example, if you level up Marksman 4
times, you will get a +2 to Agility when you level up. The game rounds down,
so any odd numbers takes the lower bonus point. When you level up, any
attributes that had bonuses, but were not selected, have the bonus reset to 0
for the next level, which means you have to level up your skills all over
again to receive a bonus to that attribute at the next level up.
The maximum bonus is +5.
Your character will only level up once you have raised 10 skill levels in your
major skills. Increasing your minor skills does not cause you to level up, but
they will add to the bonuses for their governing attribute. With this
knowledge you can utilize the system so that at each level up you can receive a
+5 bonus to all 3 attributes you chose at your level up. For example, Blade
and Blunt are governed by Strength, if Blade is a major skill and Blunt a minor
skill, you can increase Blunt 10 times and not have to increase Blade to still
receive a +5 bonus to strength when you level up.
Here is a list of the attributes and the skills that govern them:
Strength - Blade, Blunt and Hand to Hand
Intelligence - Alchemy, Conjuration and Mysticism
Willpower - Destruction, Alteration and Restoration
Agility - Marksman, Security and Sneak
Speed - Light Armor, Athletics and Acrobatics
Endurance - Armorer, Block and Heavy Armor
Personality - Speechcraft, Mercantile and Illusion
Luck - no governing attribute
So to maximize your characters potential, it is best to ensure that you
increase enough minor skills governed by the same attribute that your major
skills govern to ensure you get that valuable +5 bonus to your attributes.
Also know that when you level up your enemies also level up and as you raise
levels new, more powerful enemies will start to appear.
01.04 - Things EVERYONE should know
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QUEST MARKER: the red and green arrows that point you where to go, a red arrow
indicates a door you must go through, a green arrow marks the
exact spot your quest target is located, use these arrows to
guide you.
SOUL GEMS: these precious gems are used in combination with Soul Trap spells,
once a soul gem has a soul you can use that soul gem to recharge an
enchanted weapon, or use it to enchant a weapon or armor. Once used
the soul gem disapears. The type of soul gem used does not matter,
only the level of soul inside it matters, so a Dark Soul Gem with a
grand soul is the same as a normal Grand Soul Gem with a trapped
Grand soul or the Azura's Star with a trapped Grand Soul.
POTIONS: all potions stack and the most you can have stacked at any given time
is 4. So for example, if you have 4 potions of strength that increase
strength by 10, use them all at once, you will get +40 strength.
MAGIC: magic spells stack, so you can use as many types of the same spell
(Feather for example) and they will all stack; this is very useful and
covered in detail in Chapter 35.
GRABBING OBJECTS: yes you can grab and move just about any object, including
dead bodies. It is considered a crime if someone sees you
grabbing their things. To do this you simply hold Z and move
the mouse.
CASTING: when you are running around and exploring, make sure you are casting
some form of spell at all times, I recommend using Restoration spells
so that your Restoration skill is very high which will allow you to
use more powerful spells. If you are a caster character you may not
want to do this with your major skills until you have enough bonuses
from other minor skills to give you the desired bonuses needed at your
next level up.
SIGIL STONES: when you're about to close an Oblivion Gate, save right before
activating the stone, the effects are random so you can keep
loading until you get one you want. Also, you can use these
Sigil Stones from anywhere to enchant your weapons or armor.
ENEMIES: enemies around Cyrodiil constantly respawn (except in dungeons) and
their level and stats are based on your level, the type of creature
that spawns is also dependant on your level. Humanoid enemies will
also have higher quality items equiped as your level increases.
BLACK SOUL GEMS: these are no different than a grand soul gem or Azura's star,
but if you wish to create one, here is how to do it. On the
night of Freedas at midnight you will need to be at the altar
outside of the map marker Dark Fissure, place an empty grand
soul gem in the altar and then cast any soul trap spell on the
altar. When you loot the altar you will recieve a black soul
gem.
DAYS OF THE WEEK: Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Sunday:
Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Loredas
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Chapter 02 - Main Story Quests
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02.01 - Tutorial
02.02 - Deliver the Amulet
02.03 - Find the Heir (part 1)
02.04 - Breaking the Siege of Kvatch
02.05 - Find the Heir (part 2)
02.06 - Weynon Priory
02.07 - The Path of Dawn
02.08 - Dagon Shrine
02.09 - Spies
02.10 - Blood of the Daedra
02.11 - Bruma Gate
02.12 - Blood of the Divines
02.13 - Miscarcand
02.14 - Defense of Bruma
02.15 - Great Gate
02.16 - Paradise
02.17 - Light the Dragonfires
02.18 - Imperial Dragon Armor
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02.01 - Tutorial
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Go near the door to your cell to be mocked by a Dark Elf prisoner across the
hall, the mocking is different for each race and gender. After the mocking
some guards and a robed guy will come to your cell, they demand you move to the
back, so move to the back.
You will only lose the ability to move for a moment, when the emperor speaks to
you just blow through the conversation, when its over the Blades open a secret
passage and you regain the ability to move.
Follow the Blades and the emperor and you'll run into some assassin's who will
end up killing Captain Renault, after the battle the Blades and the emperor
leave you, but a hole opens up on the south east wall in the northern most
corner of the area.
In this next room there is a door to 'Imperial Substructure' on the south east
wall, it is locked, you can either pick the lock or grab the key of the dead
goblin shaman beside the door, either way, do what ever you wish to get through
this door.
In this room there is a path on the north east wall, follow this path and
you'll encounter some rats and a zombie, kill them and keep following this path
north until you enter another room with some rats in it, on the north west wall
is an opening to another room, enter this room and kill some more rats.
At the far back north west wall is a path that leads out of this room into
another, in this next room there is a path in the north corner on the south
west wall, follow this path and you enter a small room with an opening on the
south east wall, take this new path to a room that at the far south has a door
to 'Natural Caverns' on the south east wall, open the door.
Follow this path until your reach a small room with a goblin, kill the goblin
and then find the path that is on the north east wall, follow that path through
a room with a goblin skirmisher and a trap, the rope that runs across the floor
will trigger the big clubs of doom hanging from the ceiling to fall. Take the
south east path out of this room and you will be in a room where you have to
continue south east, at the bottom of this path you will be turned north east,
just keep going and you will come to a large room, on the east wall is a path
that goes north east, take that path. This path will take you to a door to
'Imperial Subterrane', go through this door.
Follow the path and you will come to an opening on the south west wall, go
through it and go west, you will find that you are on a ledge above the Blades
and the emperor, jump down and if they haven't already died you will get to
fight some assassins.
The emperor will stop the Blades from killing you and ask to speak with you,
approach him and he will eventually ask what sign marked your birth. You must
chose for yourself what sign you want, each has benefits, some have downfalls,
all are pretty much equally balanced, but designed for different character
types, so there is no single best one. Make your choice and then finish the
conversation.
From here just follow the Blades and the emperor, they will lead you to a door
to 'The Sanctum' go ahead and open it. Keep following the emperor and
eventually you will be stuck on guard duty as the Blades run off to fight,
stand near the emperor and he will start a conversation with you and give you
the Amulet of Kings. After that an assassin jumps out and kills the emperor.
After all the assassins are dead there will only be Baurus and you, he will be
beside the emperors body, go near him and he will start a conversation with
you. In this conversation you will be able to chose or create your character
class; this is one of the most important parts of the game. You must chose a
character type that suits how you play, the skills you master are dependant on
the attributes you focus on through leveling up, consider everything you plan
on doing with your character and make the best choice for your style of play.
After the conversation you will now have the wonderful quest markers on your
map and compass.
Use the quest markers to guide you out of the prison. When you get to the exit
you will have one last chance to change your race, birthsign and class, when
you're happy with your character exit the sewers to complete this quest.
02.02 - Deliver the Amulet
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Open your world map and scroll west to Chorrol, just south east of Chorrol is a
village map marker, this is 'Weynon Priory' fast travel there.
Follow your quest marker and you will find Jauffre sitting at a table reading.
Talk to him and flow through the conversation to end this quest.
02.03 - Find the Heir (part 1)
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Get to an out-doors area and open your world map, then scroll south west to
Kvatch, fast travel to the city map marker.
A wood elf will start a conversation with you and tell you Kvatch is destroyed,
end the conversation and follow your quest marker north until you reach some
guards at the top of the hill. Savlian Matius will come up to you and start a
conversation, once you have the option to 'Help' say you will help and you will
complete this part 1 of this quest.
You will need to complete 'Breaking the Seige of Kvatch' to continue.
02.04 - Breaking the Siege of Kvatch
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Go north until you're at the Oblivion Gate and enter it. Inside there are a
few monsters that vary depending what level you are, chances are you're still
really low so they'll be scamps. What ever they are, they will be fighting a
lone guard, save him and he will talk to you. Send him back to Savlian.
From the entrance of the Oblivion Gate head north west, just follow this path
north west until it turns north, follow it north and it will eventually go
east, go east between the 2 large towers ahead of you and then enter the middle
one marked by the quest marker.
Inside the first room there are 2 doors, one on the east wall and one on the
west wall, both go to 'Rending Halls' take either door. There will be a path
upwards, take it and at the top you'll run into a door, open the door and
you'll be in a small square room. On the south east wall are 2 doors to 'The
Blood Feast' take either door.
Go up either ramp and you'll find 2 doors on the south east wall that go to
'Corridors of Dark Salvation' take either door. Inside follow the west path
upwards and you'll come to a square room, on the west wall is a door to 'Plane
of Oblivion' go through this door.
Cross the bridge and open the door on the other side, you'll be in a spiral
room, go up the spiral ramp and you will find a caged man and a Dremora Sigil
Keeper, kill the sigil keeper and talk to the man, he will tell you how to
close an Oblivion Gate. Make sure you looted the sigil keeper's corpse and
took the Sigil Keep Key.
Go back down the spiral ramp to the door you came in from on the north west
wall, cross the bridge and open the door on the other side, inside this room on
the north wall is a locked door that can now be opened with the Sigil Keep Key,
go through this door and follow the path upwards. At the top is a door on the
south wall to 'The Blood Feast' open this door.
Take either ramp up and at the top you will find a portal on the ground,
activate it to be transported. After being teleported turn to the right and
follow this path north around the room until you go up another ramp, at the top
there will be a door on the south west wall and the east wall, both go to
'Sigillum Sanguis', open either door.
Go up the path and you will find a couple openings on the inside wall, go
through either one and you will be in a room with some spike like sets of
stairs on either side, go up either set and follow the ledge to the north side
where you can go up either ramp to a platform on the south wall, look north and
you will see a pillar of fire holding up a black orb, this is
the Sigil Stone, activate it.
Outside of the Oblivion Gate, follow your quest marker to Savlian Matius and
talk to him. He will ask you to help try and take back part of Kvatch, when
you're ready tell him so.
Follow the guards to the city gates and enter the city. When you enter Kvatch
there will be a bunch of Daedra bad guys kill them all. Once they are all dead
follow your quest marker to talk to Savlian. After the short conversation
follow him into the chapel.
Inside the chapel talk to Savlian to complete this quest and obtain a new
quest.
The quest 'The Battle for Castle Kvatch' is a side quest for information go to:
17.01 - The Battle for Castle Kvatch
02.05 - Find the Heir (part 2)
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After completing 'Breaking the Siege of Kvatch' follow your map marker to find
Martin. When he's infront of you simply talk to him and convince him to go
with you. Once he is following you get to an out-doors area and open your
world map, scroll to the Chorrol area and fast travel to 'Weynon Priory'.
Once there a Dark Elf will come up to you with an assassin right behind him,
blast through this conversation. Kill the assassins out here and then look
east, the small, but very tall building is where Jauffre is, enter the
building and save him from some assassins.
After the assassins are dead Jauffre will talk to you, blow through the
conversation and then follow Jauffre, he will go into the largest building, up
the stairs and into a sectret room on the north east wall, once there he will
talk to you again to complete this quest.
02.06 - Weynon Priory
"""""""""""""""""""""
Get to an out-doors area and open your world map, scroll north to Bruma, just
north west of Bruma is a village map marker for 'Cloud Ruler Temple' fast
travel there.
Once there follow your map marker to the gates, stand around and wait for a
moment, then listen to a short introduction and then follow Martin into Cloud
Ruler Temple and listen to a speech from Jauffre and Martin.
After Martin gives his speech he will talk to you, after the conversation this
quest is done.
02.07 - The Path of Dawn
""""""""""""""""""""""""
Follow your quest marker to Jauffre, talk to him and he'll offer to let you
join the Blades, you don't have to, but if you do you can get some cool Blades
gear. When you are able to ask Jauffre about 'Amulet of Kings' and when he's
done talking get to an out-door area and open your world map and scroll to the
middle of the map to the Imperial City, the upper north west city map marker is
the 'Imperial City Elven Gardens District' fast travel there.
Follow your quest marker to Luther Broad's Boarding House, inside you can find
Baurus sitting at the bar, talk to him and he asks you to sit down, do so by
activating the stool beside him and then you can talk to him, don't bother
trying to talk to him, just offer to listen.
After Baurus gets up, the other guy will follow him, wait for a second and then
follow that guy into the basement. There Baurus will attack him, help kill the
would be assassin and Baurus will ask you to search the body, do so and grab
the book 'Mythic Dawn Commentaries 1'.
Talk to Baurus, after he's done saying his thing, follow the quest marker out
of the building and open your world map then fast travel to 'Imperial City, The
Arcane University' marked by the quest marker.
Once there follow your quest marker until you find Tar-Meena, when you find her
talk to her and ask her about 'Mythic Dawn'. She will give you the 2nd book,
but you have to acquire the other 2 on your own. The first one is easy, get
outside and open your world map, fast travel to 'Imperial City Market
District'.
Follow your quest marker to take you to the First Edition, the businesses of
Cyrodiil only operate between 8:00 am and 8:00 pm, so if its locked up you will
have to wait until its open.
Inside talk to Phintias, ask him about 'Mysterium Xarxes'. He tells you that
he has a copy, but its for another customer, there are a few ways of getting
this book:
1st, the easiest way is having a high enough personality (use potions and
spells) and then proceed to the disposition screen to make him like you even
more, if you can make him like you enough he will sell it to you instead for
only 100 gold.
2nd, you can break into the chest behind the counter and steal it, just don't
get caught.
3rd, the most common way is to ask Phintias about 'Gwinas', after doing so you
will have a map marker to find Gwinas. Wait for Gwinas to show up and buy the
book, then use your map marker to track him down and talk to him. You need to
convince him to give you the book. Or you could just kill him and take it.
After you have the book fast travel to 'Imperial City Elven Gardens District'
and then follow your map markers until you get to Baurus. He will talk to you
automatically and just tell him about 'Mythic Dawn Meeting'. From here just
follow Baurus for a long while.
Eventually you will come to a room with a door and a set of stairs on the north
west wall, Baurus will stop here, get near him and he'll talk to you. You can
chose to either let him be the one to do the meeting, or you can make him let
you do it, its up to you.
If you let Baurus do the meeting read this paragraph, if you do the meeting
yourself, read the next paragraph. Baurus will say he may not survive this and
you can respond how ever you you see fit (if he does die, it does not effect
the outcome of the game). After that go up the stairs, down the hallway and
through the door. Stay hidden in the shadows by sneaking and you will see a
robed dude appear and start a conversation with Baurus, just listen in for now.
Then 2 other robed dudes will come your way, if they see you they will attack,
but don't worry, even if you use an invisibility potion they will end up
attacking Baurus anyway, so you may as well just attack them as soon as you
can, or jump down and kill the one near Baurus, once they're all dead skip the
next paragraph and continue reading.
When you tell Baurus you want to be the one to meet the sponsor, he will need
to be told twice that you do things your way, not his. After that he tells
you he may not survive this you can respond how ever you want (if he does die,
it does not effect the outcome of the game). After that go through the door
at the bottom of the stairs. Inside the room there is a table and a chair
straight ahead, go to the chair and activate it to sit down, just wait a bit
and a robed dude will come out and start talking to you, but then he will get
interupted as a couple of his friends find Baurus, press SPACE to get out of
the chair and save Baurus by killing all the badies.
With the bad guys dead you can loot their corpses and on Raven Camoran, you
will find the Mythic Dawn Commentaries 4, grab the Sunken Sewers Key as well.
Follow the map markers until you are out of the sewers. Once out of the sewers
open your world map and fast travel to 'Imperial City, The Arcane University'.
Follow the quest markers until you reach Tar-Meena, talk to her and ask about
'Mythic Dawn'. You will have to wait 24 hours before she has any more
information for you. After 24 hours talk to her and ask her about 'Mythic
Dawn' and you will end up having to wait another 24 hours. Once again after
another 24 hours talk to her and again ask her about 'Mythic Dawn' and this
time she has solved the mystery for you.
Go outside and fast travel to 'Imperial City Palace'. Once there follow your
quest marker to 'Tomb of Prince Camarril' and wait until it is 12:00 pm.
At 12:00 pm the door will have some glowing red symbols, activate it to
complete the quest.
02.08 - Dagon Shrine
""""""""""""""""""""
Open your world map and scroll to Cheydinhal, fast travel to 'Black Waterside
Stables' on the west wall of Cheydinhal. Once there follow your map marker
north until you reach the cave 'Lake Arrius Caverns'.
This is one of those quests that have multiple ways of completing it, they are
listed below and what ever way you complete it is up to you and how you play.
1st - kill them all!
2nd - play along (breaks into 2 different paths).
1st, enter the cave and follow the path down into the first room, there is a
guy in a red robe by the north wall, he guards the locked door, you can either
kill him and take his key or talk to him and let him open the door. Either
way, you have to get through that first door. Once the door is open go through
it and you will encounter another red robed guy, if you didn't kill the first
guy, Harrow will talk to you and ask you to give up all your equipment and
money... since you want to kill everyone you don't want to be giving up your
possessions, so say no. He will end up trying to kill you and now you're
hostile to all the Mythic Dawn followers in this place. Go through the door
to 'Shrine Antechamber'. In here a Mythic Dawn Guard will open a door on the
south wall, kill him and go through the door he opened. Continue going south
and you will find another Mythic Dawn Guard guarding a door to 'Dagon Shrine',
open this door. Inside go east until you're at the edge looking down on a room
of Mythic Dawn followers and some guy giving a speech. Because you are hostile
to these guys you're actually going to have to fight them all. Plan your
strategy from up here, and for the love of god SAVE! You can wait for buddy to
finish his speech, or jump down and start killing, either way the guy giving
the speech gets away. Once all the Mythic Dawn followers are dead go onto the
speech platform and you will see an Argonian laying on a stone bench below a
giant statue, your quest marker also directs you to a book on a podium. If you
pick up the book 'Mysterium Xarxes' the statue behind you will fall and kill
the Argonian, if you wish to save him you must free him first, to free him
simply talk to him and you will be able to release him, once free he will take
off running. Now, go pick up 'Mysterium Xarxes', the statue will crumble and
you have a quest marker to guide you out of here. Skip the next 3 paragraphs.
2nd, enter the cave and follow the path down into the first room, there is a
guy in a red robe by the north wall, he guards the locked door, talk to him and
he will open the locked door, go into that passage way and you'll encounter
Harrow, he will start a conversation with you and ask you to give up all your
equipment and money... go ahead and give it to him, you will get it back soon
enough. Follow Harrow and he will take you to 'Dagon Shrine' where you will
find a bunch of Mythic Dawn followers listening to some guy giving a speech,
once the speech is over Harrow will announce your desire to join the cult. A
female on the speech platform will ask you to come to her, do so and she will
start a conversation with you and give you a choice, she will ask you to kill a
prisoner, you can either do it (read the next paragraph) or don't (skip the
next paragraph).
If you wish to kill the poor prisoner and be an evil hero, go up onto the
speech platform and the woman will talk to you and ask you to kill the
prisoner, go ahead and pick up the dagger sitting beside the book, equip it
and then kill the prisoner, the woman will welcome you to the cult. Wait for
a bit and most of the guards will disapear. Once the room is clear, use your
quest marker to find 'Mysterium Xarxes' and pick it up, Harrow, the guy who has
all your equipment and money will be the closest to you, kill him and get your
stuff back, after equiping all your stuff kill everyone left in the room and
you will now have your quest marker to guide you out of here. Skip the next
paragraph.
This is probably one of the hardest parts of the game, if you took this choice,
please SAVE! If you don't want to kill the poor prisoner you are going to have
a tough time, you don't have any weapons or armor. If you go up the platform
the woman will approach you and ask if you will kill the prisoner, if you say
'no' they will attack automatically, but you can say 'yes' and then take the
dagger and at least have a weapon. How you do this is up to you, but the first
person you should kill is Harrow, who has all your equipment. Once he is dead
you can loot his corpse and get all your stuff back and then with it equiped
you can try your best to kill everyone, chances are there are simply too many,
do what ever you must to survive. After they are all dead you can go onto the
speech platform where the Argonian prisoner is laying down, there is also a
book up here on a podium, if you pick this book up the Argonian will be killed,
so lets free him first (unless of course you wish to let the lizard die).
Talk to Jeelius and you can free him and he will run away. Now take the book
'Mysterium Xarxes' and the statue behind you will crumble, you also have your
quest marker to guide you out of here.
When you come to a room that seems to be a dead end but your quest marker says
you have to go through this room, look at your map and you will see that this
room does connect with the larger room, the trick is there is a switch on the
north corner of the entrance to the passage that is a dead end, activate this
switch and the path will open, continue to follow your map marker and you will
be out of this place.
Once you're out of the cave open your world map and scroll to 'Cloud Ruler
Temple', just north west of Bruma, fast travel there.
Once you're at Cloud Ruler Temple follow your quest marker until you find
Martin. You may run into Jauffre who will start a conversation with you, but
you don't have to find him first. Once at Martin talk to him to complete this
quest.
02.09 - Spies
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First you must find Jauffre, follow your quest marker to find him, once you do
talk to him and ask him about 'Spies' and he will ask you to talk to Burd in
Bruma and Steffan here in Cloud Ruler Temple, follow your quest marker to find
Captain Steffan first. Talk to him and ask him about 'Spies'.
Just follow your quest marker until you reach a big old stone with green
markings, this is the rune stone, wait here until you find the Mythic Dawn
agents. The one you need to find is Jearl, she was there between 5:00 pm to
10:00 pm for me, when you find her, kill her and then loot her corpse. Take
the Basement Key and Jearl's Key.
Open your world map and fast travel to Castle Bruma. Once there follow your
quest marker to find Captain Burd. Talk to him and ask him about 'Spies',
you'll have to have killed Jearl to advance, tell him she was a spy and he
will give you the chance to raid her house for clues.
Follow your map marker to find Jearls house, once there enter her house and you
will see a table in the middle of the room, on the east side of the table,
behind a chair is a trap door on the floor, open it. In the basement there is
a table against the north west wall that has a book and a scroll on it, take
the scroll.
Follow your quest marker to guide you out of Bruma through a secret cavern
entrance, once outside open your world map and fast travel to 'Cloud Ruler
Temple' north west of Bruma. Once you're there follow your quest marker to
guide you to Jauffre. Talk to him and then follow your quest marker to Martin
and talk to him to complete this quest.
02.10 - Blood of the Daedra
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Talk to Martin and ask him about 'Daedra artifact' and he will tell you to
read a book called 'Modern Heretics' which is sitting on the table in front of
Martin. This book will mark Azura's Shrine on your world map, but you don't
have to do Azura's shrine if you don't want to, any of the Daedra shrines will
give you an artifact that you can give to Martin, go to:
Chapter 16 - Daedra Shrine Quests
and choose what ever shrine you wish.
Once you have a Daedra artifact fast travel to 'Cloud Ruler Temple' just north
west of Bruma. Follow your quest marker to find Martin and talk to him. Talk
to Martin about 'Daedric artifact' and you will have to sacrifice a Daedric
artifact in your possession to complete this quest.
02.11 - Bruma Gate
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Use your quest marker to find Jauffre at Cloud Ruler Temple, when you find him
he will start a conversation with you. After the conversation fast travel to
'Wildeye Stables' on the east wall of Bruma. Follow your quest marker to find
Burd, he'll start a conversation with you, when you're ready to go into the
Oblivion Gate let him know.
After he gives a speech you'll need to go south and enter the Oblivion Gate.
While you're doing this Burd can not die, if his health drops to nothing he
will be knocked out for a few moments and then come back to life, but the other
2 guards can die, and probably will. Tell Burd to follow you. The creatures
you fight here are entirely dependant on your level.
From the entrance of the gate go east, stay on this general path and it will
eventually turn north, follow the path north until it curves west, just keep
going and as you start heading south west you will come to a massive door frame
type landmark, go south from here. The path will come to a large flat area,
look to the east and you will see a door, go through that door.
In this first room there are doors to 'Rending Halls' on the north and south
corners, go in either door. Take the path upwards until you come to a square
room with some enemies and a blood fountain, there is a door on the east wall
marked 'Citadel Hall Door' open that door, follow the path upwards and then go
west, at the end of the hall go south, there are 2 doors on the south wall that
go to 'The Fury Spike' go through either door.
Go up the path and at the top on the west wall is a door to 'Corridors of Dark
Salvation' go through this door. Follow the path upward to a small room, right
beside the path you came up from is another path that leads upwards, keep going
up. At the top is a door on the east wall to 'The Fury Spike' go through that
door.
You can go up either side, at the back east wall is a Sigil Keeper, this enemy
holds a Sigil Key which you can use to open the next set of doors. After
killing him and taking his key you can go through either the north or south
doors to 'Sigillum Sanguis'.
Go up the path and you will find a couple openings on the inside wall, go
through either one and you will be in a room with some spike like sets of
stairs on either side, go up either set and follow the ledge to the west side
where you can go up either ramp to a platform on the east wall, look west and
you will see a pillar of fire holding up a black orb, this is the Sigil Stone,
activate it.
After you're out of the Oblivion Gate use your quest marker to find Burd and
talk to him, after that open your world map and fast travel to 'Cloud Ruler
Temple' north of Bruma, from there follow your quest marker to find Jauffre,
talk to him to complete this quest.
The quest 'Allies for Bruma' is a side quest, for information on it go to:
17.02 - Allies for Bruma
02.12 - Blood of the Divines
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After talking to Martin he will ask you to talk to Jauffre, follow your quest
marker to find him and Jauffre will give you all the information you need and
a key. To find 'Sancre Tor' open your world map, it is north east of Chorrol,
the best way to get there is to fast travel to 'Chorrol North Gate' and just
follow your map marker from there.
Once you find Sancre Tor, follow your quest marker to the entrance. You will
be encountering ghosts in this place, so you'll want a silver weapon or good
offensive magic.
Inside follow the path until it comes to an 'Old Wooden Door' on the south west
end of the hallway, open the door and follow the path around to the other side
and take the stairs down. On the north west wall is a door that should be
open, go through it. Follow this path and you will come to a gate block your
way, the switch to open it is at the bottom of the stairs right before the gate
against the south east wall, activate the switch and then head north east
through the gate and you'll come to an open door, go through the door and
follow the hallway.
This path will take you to a set of stairs, at the top of the stairs is an
Undead Blade, a skeleton, kill him and a ghost will appear. Talk to the the
ghost of Rielus and you will be given a mission of finding and killing a couple
more undead Blades to free their spirits as well. Follow your quest markers to
kill the other undead Blades, just keep following your quest marker.
When you enter 'Sancre Tor, Prison' you will come to a gate, to open it just
activate the switch right before it against the south wall. Keep following
your quest marker and you will come to a room with a locked door and a skeleton
called 'Warden Kastav' kill the skeleton and loot the corpse to find the key to
the door, or just lock pick the door, it doesn't matter. Either way, keep
following your quest marker.
Once all the undead Blades are dead, follow the last one you killed and he will
lead you to where you have to go. When you get to the area with all 4 spirits
of the dead Blades, they will lift the enchantment and give you access to the
Armor of Tiber Septim. Follow your quest marker to find it and pick it up.
Follow your quest marker to get out of this place. Once you've made it out,
open your world map and fast travel to 'Cloud Ruler Temple', north west of
Bruma. Follow your quest marker to guide you to Martin and talk to him. Tell
Martin about 'Armor of Tiber Septim' to end this quest.
02.13 - Miscarcand
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Get outside and open your world map, 'Miscarcand' is located directly between
Kvatch and Skingrad, fast travel to what ever map marker is closest for you
and then follow your map marker until you reach the ruins.
Once you've made it there, follow your quest marker to get you inside, here you
will be fighting undead creatures, goblins and who knows what else. As always,
just follow your quest marker.
When you come to an 'Iron Gate' that is locked, you need to jump down into the
pit below and take the passage off the west wall and follow it until you come
to a small square room, in this room on the east wall is a switch, activate it
and then continue following the path north, there will be a switch on the floor
that you have to step on to open the gate blocking the path east. Follow your
quest marker and you will find the gate has been opened, go through and open
the next door to 'Miscarcand, Sel Vanua'.
When you come to an 'Iron Gate' that is locked and blocking the path north, go
back south through the large room and go all the way south until you're in a
hallway with an exit on the east wall, the switch you have to press is in this
hallway on the south wall, activate it and then follow your quest marker back
to the iron gate that was locked, go through it and open the door to
'Miscarcand, Morimath'.
Just follow your quest marker and you will come to the Great Welkynd Stone.
After taking the stone the passages in this area will change slightly and a
powerful ghost will appear, the King of Miscarcand, kill him and loot his
corpse to find a Miscarcand Key, take it.
Now, go north and you'll come to a dead end, but there is a switch on the
floor, step on it and a path will open to the west, take that path and you'll
come to a locked door that can be opened with the Miscarcand Key. Go through
the door and follow the path, it will take you to a door to 'Miscarcand' open
it.
This appears to be a dead end, but on the north end of this little room is a
switch on the floor, step on it and a path will open on the north wall.
Follow your quest marker from here to get out, once you are out open your world
map and fast travel to 'Cloud Ruler Temple' just north west of Bruma.
Once there follow your quest marker to find Martin, he will be armed and in an
arguement with Jauffre, talk to Martin to complete this quest.
02.14 - Defense of Bruma
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Get outside and open your world map, fast travel to 'Castle Bruma' and then
follow your quest marker into the castle. Now, the countess is normally only
in attendance during weekday mornings, but she should be there at all times
with this quest active. Talk to her and tell her about 'Battle Plans'.
Follow the countess, or the quest marker to the chapel. Narina and Martin will
have a short conversation. A key part to completing this quest is having
'Allies for Bruma' completed, this side quest will help you out by giving you
strong soldiers, rather than peasant militia, for more information on it go to:
17.02 - Allies for Bruma
When you are ready talk to Countess Narina and tell her you are ready to begin
the battle.
After that follow your map marker out of Bruma and to the battlefield north
east of Bruma. Once at the battlefield you will find allies from any city you
successfully requested help for Bruma from. You will have to wait until Martin
arrives at the battlefield as well, when you are both there Martin will give a
speech and the battle will begin.
The enemies that spawn will vary based on your level, the higher your level,
the more powerful the enemies will be. For now, join the soldiers and just
kill away. If Martin dies you will not be able to beat the game.
Slowly the second and third Oblivion Gate will open, then finally the great
gate will open, enter the great gate to complete this quest.
02.15 - Great Gate
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Inside you will see a giant spinning machine, this siege engine will destroy
Bruma if you don't get to the sigil stone fast enough. You only have 15
minutes, you will be told every minute how many minutes remain, so get going!
Go north and you will find you can not go any further because there is a pool
of lava, turn east and you'll find a door to 'World Breaker Guard', go in
there. Inside step onto the platform in the middle of the room and it should
automatically go up, if not, look down and activate it.
When it gets to the top, get off and follow the path upwards, go all the way to
the top and open the door to 'Plane of Oblivion'. Go across the bridge and
open the door to 'World Breaker Guard'. Inside here there is a door on the
west wall to 'Plane of Oblivion' open it and cross the bridge, on the other
side open the door.
Follow the spiral ramp all the way down until you come to the last level where
there is a door on the west wall to 'Plane of Oblivion' open the door. Outside
go north and you will find the bridge is broken, you will have to make this
jump, if you're in heavy armor and are encombered by it, take it off for the
moment, its not that hard of a jump, but you should save before taking it, you
don't want to fall as it will eat up precious minutes. On the other side keep
going north and you will go under a bridge, at the top of the hill turn west
and there will be an opening to the south, go through it and on the tower to
the west is a door to 'World Breaker Guard' open it and skip the next
paragraph, if you can not make the jump read the next paragraph.
To the west of the bridge on the north wall is a door 'The Smoke and Scorch' go
in this door. Inside there is a hole in the floor directly infront of you,
jump down, take the north east path and follow it into the next room and you
will find an opening on the north east wall, take it and you will come to a
door to 'World Breaker Guard', open it. Inside here go onto the platform in
the middle of the room and it should automatically go up, if not, look down
and activate it.
Follow the spiral ramp all the way up and at the top by the east wall is a
switch on the floor called 'Gate Control' activate it. Then go back down the
spiral ramp until you come to the door on the east wall to 'Plane of Oblivion'
and go through the door.
The gate to the east is now open, so go east and in the middle of this bridge
is a tower to the north, go in the door to 'The Tower Portal to World Breaker'.
At the north wall there is a Sigil Keeper, kill him and loot his corpse to get
the Sigil Key. The door on the north wall to 'Vaults of End Times' is where
you must go. Inside follow the path upwards and you will come to a room with
a couple doors, you need to take the one on the south wall, open it and follow
the path upwards and you will come to another door to 'World Breaker', open it.
Follow the path north east and it will take you upwards, keep going up all the
way to the top and you will encounter another Sigil Keeper, kill him and loot
his corpse if you still need a Sigil Key. Then go to either the door to the
north east or south west to 'Sigillum Sanguis' and go in.
Go up the path and you will find a couple openings on the inside wall, go
through either one and you will be in a room with some spike like sets of
stairs on either side, go up either set and follow the ledge to the north west
side where you can go up either ramp to a platform on the south east wall, look
north west and you will see a pillar of fire holding up a black orb, this is
the Great Sigil Stone, activate it.
Outside of the Oblivion Gate the battle will be coming to an end and the siege
machine will be all busted up and useless. Help kill off the remaining enemies
and the remaining soldiers will bust into applause.
Use your quest marker to find Martin and talk to him to complete this quest.
02.16 - Paradise
""""""""""""""""
Follow Martin to Cloud Ruler Temple or go there and wait for him, once you are
both in the great hall talk to Martin and you can have him open the portal to
paradise, when you are ready, you had better be ready, there is no turning back
until the job is done.
Martin will open the portal which will appear and you can enter it, do so.
Inside a voice will eventually talk to you from no where, after it is down
follow the stone path that starts out going south west, keep following it and
you will run into a shirtless dude that doesn't attack you, if the voice from
no where is done talking, talk to this guy, the 'Ascended Immortal' and ask him
about 'Gaiar Alata'. After that ask him about 'Savage Garden' and 'Forbidden
Grotto'. Then ask him about 'Bands of the Chosen'.
Now, go back to the path and follow it south, south east. Keep following it
and the voice will return from no where, buddy tells you he will be waiting for
you. Keep following the stone path and you will come to a split in the road,
one path will go north east up a hill, the other path goes east down a hill,
you need to take the east path down the hill.
Keep following this path and you will come to a T, one path goes west and the
other east, go east and you will encounter a Kathutet, talk to him. He will
let you chose between killing him or doing him a service. If you want to do
the service read the next paragraph, if you kill him and take the Bands of the
Chosen, skip the next paragraph.
Follow the stone path west and it will take you to a small stone structure,
from here go north until you come to the water, then face south and you should
see a door to 'Lair of Anaxes' open it. Go through this cave to the far south
west side and on that wall there is a large bolder being held up with a couple
of logs, activate both logs to let Anaxes out. Now follow your quest marker
back to the Kathutet.
When you have the Bands of the Chosen follow the quest marker into 'The Flooded
Grotto' and just keep following it until you come to the end of this cavern and
find the door on the south wall to 'The Forbidden Grotto'. This whole time
buddy is going off on some religous banter that really doesn't matter cause
you know you're going to kick his ass anyway. Equip the Bands of the Chosen
and you can open the door.
Here you will not be able to unequip the Bands of the Chosen. Take the path
south into a large room, look east and you will see a small bridge, cross it,
on the other side of the bridge, just to the south is a lever, you can pull it
to switch who is being tortured in the lava, the guy or the girl.
Turn to the north and you will see an opening, go towards it and there will be
a robed dude called 'Eldamil' he will talk to you. You'll have to listen to
him go on for a while, but eventually you will be able to ask 'How can you help
me?' Agree to play along with his little plan. Follow him and he will tell
the Daedra a story and demand you go into the cage, now, it may seem a little
bit crazy trusting someone who is supposed to be the enemy, but do it.
As the cage lowers towards the lava and the feeling that you've been betrayed
jumps to mind, the cage stops just above the lava. Soon after it raises again
and the opening takes you to the other side of the gap.
There is an opening on the east wall, go in it. Right away you can go north or
south, go south, in this next room there is a gap with lava at the bottom,
don't fall down, there is a bridge on the east side of the room, cross the
bridge and then head to the far back, south wall to find a door to 'The
Forbidden Grotto' and go in it.
Follow the path and you will find Eldamil, he will talk to you and offer to
help you. You don't have to let him help you, but he is somewhat powerful, and
if he dies, he will come back to life eventually. So let him help or not, its
up to you, either way, buddy will speak from no where again (man he likes the
sound of his own voice).
From Eldamil, go south and there will be an opening along the east side of the
path, take it and you will come to another lava torture room, there is again a
bridge to cross the lava, go north and cross the bridge, then on the other side
of the bridge turn west and you will find an opening. Go through the opening
and turn north in the next room, then go east and the path will turn north,
just keep going all the way to the back north wall and you will be able to find
an opening on the west wall.
Go up the path and you will come to a large room, in the north west corner is
an opening to the west, take it and follow this path, it will take you north to
a door to 'Paradise' open it.
On the other side of the door is a stone path, follow the path and it will
eventually come to a T, take the east path. This will take you to a couple
robed figures, Ruma will talk to you and then you can follow her into the
'Carac Agaialor' or you can kill her and the other guy, if you don't you just
have to fight them both inside anyway, so may as well get a cheap shot in on
them now.
Enter 'Carac Agailaor' and approach Mankar Camoran sitting in his throne. He
will give a speech and then if you let his minions live, they will attack.
After they are dead Mankar will attack, kill him, he's very easy.
After you kill him, quickly loot his corpse and grab the Amulet of Kings. The
paradise will crumble and you will be transported back to Martin. Martin will
come up to you and start a conversation with you. When he is done this quest
is complete.
02.17 - Light the Dragonfires
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Get outside and fast travel to 'Imperial City Palace'. From there just follow
your quest marker until you reach the high chancellor Ocato, he will approach
you and then greet Martin, but a soldier interupts everything and you find out
the city is under attack.
So, once again, you're off to kill endless amounts of bad guys and save the
day, follow Martin and protect him at all costs. Get outside of the palace and
follow your map marker, Martin seems to go right to the temple, so ignore most
of the bad guys.
When you're in the Temple District you will be in a major battle and if you
round the corner, you will find a giant, and I mean, GIANT, bad guy, this is
Mehrunes Dagon. You will need to talk to Martin. When he is done you will
have to take him into the temple, tell him to follow you.
Just run past Mehrunes Dagon and follow your quest marker into the temple.
Inside wait for a moment and then Martin will run off to a corner of the
temple, approach him and he will say farewell.
Just sit back and watch as Martin becomes a mighty firey dragon and does his
thing. When Mehrune is defeated you'll be given a short video and then be back
in the temple. This quest is complete.
02.18 - Imperial Dragon Armor
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Ocato runs up to you and starts a conversation with you. After he's done
talking you can ask him about 'Champion of Cyrodiil' and you will be rewarded
Imperial Dragon Armor... but it will take 2 weeks before you can get it.
After 2 weeks (you probably want to explore the world rather than wait all 336
hours) you can pick up your Imperial Dragon Armor from the Imperial Legion
Compound. You will know when it is ready because it will give you a quest
update.
Open your world map and fast travel to 'Imperial City Prison' and follow your
quest marker to an Iron Gate, go through it and you will be at a wooden door to
'Armory' open this door. Your equipment is on a table against the east wall,
pick up 1 piece and this quest will be complete, just make sure you pick it
all up.
-------------------------------------------------------------------------------
Chapter 03 - Fighters Guild
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03.01 - Join the Fighters Guild
03.02 - A Rat Problem
03.03 - Advancement (Apprentice)
03.04 - The Unfortunate Shopkeeper
03.05 - The Desolate Mine
03.06 - Advancement (Journeyman)
03.07 - Unfinished Business
03.08 - Drunk And Disorderly
03.09 - Advancement (Swordsman)
03.10 - Den of Thieves
03.11 - Amelion's Debt
03.12 - Advancement (Protector)
03.13 - The Master's Son
03.14 - More Unfinished Business
03.15 - Advancement (Defender)
03.16 - Azani Blackheart
03.17 - Advancement (Warder)
03.18 - The Wandering Scholar
03.19 - The Fugitives
03.20 - Advancement (Guardian)
03.21 - Trolls of Forsaken Mine
03.22 - Demotion (Defender)
03.23 - The Stone of St. Alessia
03.24 - The Noble's Daughter
03.25 - Restored Rank (Guardian)
03.26 - Mystery at Harlun's Watch
03.27 - Advancement (Champion)
03.28 - Information Gathering
03.29 - Infiltration
03.30 - The Hist
03.31 - Fighters Guild Master
-------------------------------------------------------------------------------
03.01 - Join the Fighters Guild
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You can only join the fighters guild by talking to Vilena Donton in Chorrol, or
Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Until you are a member of the
Fighters Guild the doors will be locked at night between 10:00 pm and 6:00 am.
Talk to one of these 3 NPC's and ask them about joining the fighters guild and
as long as you're not a super criminal, they will let you in and this quest
will be complete.
To find the Anvil Fighters Guild Hall open your world map and fast travel to
'Anvil Main Gate' once there go south, the building to the south east with the
red banners is the Fighters Guild Hall. Azzan wanders around inside from the
main floor to the top floor.
03.02 - A Rat Problem
"""""""""""""""""""""
Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract'
and then ask him about 'Rats' and this quest will be activated.
Follow your quest marker to Arvena Thelas' house and find and talk to her, ask
her about 'Rats'. Now follow your quest marker to Arvena's basement. Inside
the basement are a bunch of rats and a mountain lion, kill the mountain lion,
but leave the rats alone.
After killing the mountain lion follow your quest marker back to Arvena. Tell
her what you found and you will be asked to find a hunter. Follow your quest
marker out of Arvena's house and use it to find Pinarus Inventius. Talk to him
and ask him about 'Mountain Lions' and he will lead you to them.
Just keep following Pinarus and he will take you out of Anvil, keep following
him and you will soon be at the mountain lions. There are 4 in total, kill
them all and talk to Pinarus.
Now, follow your quest marker back to Arvena. Talk to her and tell her about
'Mountain Lions'. With another one in the basement follow your quest marker
and kill it. Follow your quest marker back to Arvena and talk to her, ask her
about 'Quill-Weave'.
Follow your quest marker to find Quil-Weave, talk to her and ask her about
'Mountain Lions'. She will deny everything unless you have proof, so follow
her. At 9:00 pm she will go behind Arvena's house and drop some meat, if you
were watching you can now confront Quil-Weave with proof, so talk to her and
tell her about 'Mountain Lions'.
Now follow your quest marker into Arvena's house and talk to her. You can
either tell her the truth or lie. If you lie you get 500 gold. If you tell
her the truth she gives you 500 gold and increases your speechcraft skill by 1.
The quest is now complete.
03.03 - Advancement (Apprentice)
""""""""""""""""""""""""""""""""
When you are ready to advance to Apprentice you need to talk to either Vilena
Donton in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.04 - The Unfortunate Shopkeeper
""""""""""""""""""""""""""""""""""
Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract'
and then ask him about 'Norbert Lelles' and this quest will be activated.
Follow your quest marker out of Anvil to Norbert, talk to him and ask him about
'Break-ins'. He will ask you to stay in the shop over night to try and catch
the thieves, they will show up some time around 11:00 pm. Kill them and then
follow your quest marker to Norbert.
Talk to Norbert and tell him about 'Break-ins' and he will give you 500 gold.
This quest is now complete.
03.05 - The Desolate Mine
"""""""""""""""""""""""""
Go to the Cheydinhal Fighters Guild Hall and talk to Burz gro-Khash, ask him
about 'Contract' and this quest will be activated. He will give you a Steel
Bow, Longsword and Warhammer, you need to deliver these so don't sell them.
Follow your quest marker out of Cheydinhal, and then north west until you come
to the Desolate Mine.
Enter the mine and follow your quest marker forward and you will see 3 un-armed
soldiers, talk to the female, Rienna. Ask her about 'Weapons Shipment'. Then
talk to the Orc, Brag gro-Bharg and ask him about 'Weapons Shipment', give him
the hammer. Now talk to the Wood Elf, Elidor, ask him about 'Weapons Shipment'
and give him the sword.
After the troops have their weapons you will have to kill all the goblins in
this mine. If you can kill them fast enough and keep the soldiers alive, good
rumors will spread of your victory, if any of them die sad rumors spread, but
the game will go on and the story won't be affected.
On the north east wall is an opening, go through it and you will come to a
door, open the door, go down the path and you should encounter your first
goblin.
Go south west and you will come to a room with another goblin, on the south
west wall are 2 openings side by side, standing between them face west and take
that path. You will come to a room with 3 or 4 goblins. There is an opening
in the north corner of the room and another on the north east wall, take the
north east path.
This path takes you to a single goblin, after that turn around and go back to
the previous room and take the path in the north corner. You will come to a
hill with a booby-trap, often this trap will kill some of your allies, so watch
out. At the bottom is a room with 2 goblins.
Sometimes if your allies do a good job all the goblins will be dead by now, if
not back track through the path and up the hill with the booby-trap, and into
the next room, on the south east wall is an opening, take it. This path will
take you into a room with an opening right beside the one you just came from,
so turn around and face the 2 paths, the one more to the south is where you
need to go.
Follow that path to find the last goblin. After they are all dead, follow your
quest marker out of the mine and open your world map, fast travel to Cheydinhal
and find Burz gro-Khash, talk to him and ask about 'Contract' to complete this
quest.
03.06 - Advancement (Journeyman)
""""""""""""""""""""""""""""""""
When you are ready to advance to Journeyman you need to talk to either Vilena
Donton in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.07 - Unfinished Business
"""""""""""""""""""""""""""
You can ask Azzan or Burz about 'Contract' and you will be given a quest
marker, or you can just simply go to the Chorrol Fighters Guild Hall and talk
to Vilena Donton. If she is not in the Fighters Guild Hall she may be in her
house, just south east of the guild hall. Ask her about 'Duties'.
Now follow your quest marker to Modryn Oreyn, talk to him and ask about
'Duties' and then ask him about 'Maglir' and then about 'Defaulted'. Now open
your world map and fast travel to Skingrad.
Once there follow your quest marker to find Maglir, talk to him and ask him
about 'Defaulted'. Next ask him about 'Brenus Astis' Journal' and you will
get a map marker for Fallen Rock Cave. Follow your quest marker out of
Skingrad, then north west until you find it.
Inside you will find ghosts, so you will need a good silver weapon or better,
or just strong magic, when you're ready enter the cave. Follow your quest
marker and you will eventually come to it in a dead end room, the journal is
laying beside a chest on the north wall, take it.
Follow your quest marker out of the cave and open your world map, you can go
to Skingrad and tell Maglir you found the book, but you don't have to because
he just tells you to go to Modryn anyway. Go to Chorrol and talk to Modryn,
ask him about 'Defaulted', you will be able to chose to say Maglir found the
journal or you can tell the truth. What ever you chose it doesn't matter, it
will not effect the outcome of the Fighters Guild quests and this quest will
be complete either way.
03.08 - Drunk And Disorderly
""""""""""""""""""""""""""""
Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his
home, talk to him and ask him about 'Duties' and then ask about 'Causing
trouble'.
Open your world map and fast travel to Leyawiin. Once there ask the first
person you see and they should have the topic 'Causing trouble' ask them about
it and you will get a quest marker, follow it to the Five Claws Lodge.
Inside talk to Vantus and ask about 'Causing trouble' and then about
'Blackwood Company'. You will then ultimately have to say 'You need work to
keep busy'. Now go ask pretty much any local citizen about 'Fighters Guild
Jobs' and they will tell you to ask Margarte. You now have a quest marker to
find her, so follow it and talk to her, then ask her about 'Fighters Guild
Jobs'.
Before she will give you a job for your guild mates, you will need to bring
her 5 ectoplasm. You can find ectoplasm off of Will-o-the-Wisp creatures, or
you can buy them at the various alchemy shops around Cyrodiil. How you get
them is up to you, I recommend just fast traveling to different towns and
buying them.
Once you have 5 ectoplasm follow your quest marker back to Margarte and talk
to her, ask her about 'Fighters Guild Jobs' and as long as you have 5 ectoplasm
samples with you she will give you the work you need.
Follow your quest marker back to the Five Claws Lodge and talk to Vantus, tell
him about 'Fighters Guild Jobs'.
Now open your world map and fast travel to Chorrol, follow your quest marker
to find Modryn. Talk to him and ask him about 'Causing trouble' and this quest
will be complete.
03.09 - Advancement (Swordsman)
"""""""""""""""""""""""""""""""
When you are ready to advance to Swordsman you need to talk to either Modryn
Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.10 - Den of Thieves
""""""""""""""""""""""
Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract'
and then ask about 'Thieves' and this quest will be activated.
Now Maglir, a Wood Elf will be with you, he really doesn't do much, so you can
just tell him to 'Wait here' and do everything yourself and still successfully
complete the quest, or you can let him come with you, either way it doesn't
matter.
Go find pretty much anyone and ask them about 'Thieves' and you will get a
quest marker to help you find Newheim the Portly, follow the qust marker and
talk to him and ask him about 'Thieves'. You will now have a map marker for
Hrota Cave. You can also ask Newheim about 'Heirloom' to activate an optional
quest, Newheim's Flagon.
Follow the quest marker to Hrota Cave, once there enter it. There are 8
thieves in the cave, each is marked by a quest marker, hunt them all down and
kill them.
Once you have killed all the thieves you will be told to go back to Azzan for
payment. You may want to complete Newheim's Flagon while you are here, go to
17.11 - Newheim's Flagon for more information.
Follow your quest marker out of the cave and back to the Anvil Fighters Guild
Hall and talk to Azzan. Tell him about 'Theives' and this quest will be
complete.
03.11 - Amelion's Debt
""""""""""""""""""""""
Go to the Cheydinhall Fighters Guild Hall and talk to Burz gro-Khash, ask him
about 'Contract'. You will have a map marker for Water's Edge, which is just
north of Leyawiin. Fast travel to the nearest map marker and make your way to
the settlement.
Once there find her, I've only ever seen her in her house, and the door has
always been marked red, but its not locked during the day, so if its the same
for you, just go inside and talk to her. Ask her about 'Debt' and after that
you will have to ask her about her father and the debt again, then you can ask
her about 'Sword and Armor'. Now you can just give her money and be done with
this part of the quest and skip the next 3 paragraphs, or you can keep reading
to find the sword and armor.
Ask Biene about 'Where are the sword and armor' and she will mark Amelion Tomb
on your map and you will have a quest marker, follow it to the cave and enter
it.
You will be fighting ghosts in here so make sure to bring a silver weapon or
have good offensive magic. You will come to one room where you may not be
able to go any further, you have to pull a rope hanging from the roof to open
a secret passageway. For the most part, just follow your quest marker until
you come to the marked room, the sword and armor are laying on tombs on the
west wall, pick them up.
Follow your quest marker out of the cave and back to Biene. Talk to her and
ask her about 'Sword and Armor'. You can give her the sword and armor, or you
can give her the money she needs, if you give her the money you get to keep
the sword and armor, either way it doesn't matter.
Fast travel back to Cheydinhal and follow your quest marker to Burz, talk to
him and tell him about 'Biene Amelion' to complete this quest.
03.12 - Advancement (Protector)
"""""""""""""""""""""""""""""""
When you are ready to advance to Protector you need to talk to either Modryn
Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.13 - The Master's Son
""""""""""""""""""""""""
Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his
home, ask him about 'Duties' and then about 'Viranus Donton' and then about
'Confidence'. Follow your quest marker to Viranus and talk to him, ask him
about 'Galtus Previa' then you can tell him what ever you wish and move on.
Follow your quest marker to Nonwyll Cavern and enter it. Follow your quest
marker through the cave until you come to the room with Galtus Previa's corpse.
You'll then be promted to return to Modryn.
Follow your quest marker out of the cave and back to Chorrol, find Modryn and
talk to him, tell him about 'Galtus Previa' and this quest will be complete.
03.14 - More Unfinished Business
""""""""""""""""""""""""""""""""
Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his
home, ask him about 'Duties' and then about 'Defaulted'. Fast travel to Bravil
and once you're there talk to pretty much anyone and ask about 'Maglir' then
follow your quest marker to The Lonely Suiter Lodge.
Find Maglir and talk to him, ask him about 'Defaulted'. Now you're going to
have to go talk to Modryn, so fast travel back to Chorrol and find him, you
won't have a quest marker, so look in the fighters guild hall and his home,
when you find him talk to him about 'Maglir'.
Now fast travel back to Bravil and follow your quest marker to Aryarie, who is
normally in the mages guild, if you're not a member of the mages guild you may
have to pick some locks and do a bit of trespassing to find her. When you do
find her talk to her and ask her about 'Imp Gall' and you will get a quest
marker to help you find Robber's Glen Cave.
Follow your quest marker to the cave, inside the cave you can find a bunch
of Imps, kill them and loot their corpses to find the Imp Gall you need. Once
you have 10 follow your quest marker out of the cave and fast travel to Bravil.
Find Aryarie and talk to her, tell her about 'Imp Gall'.
Fast travel back to Chorrol and follow your quest marker to Modryn, talk to him
and tell him about 'Maglir' and this quest will be complete.
03.15 - Advancement (Defender)
""""""""""""""""""""""""""""""
When you are ready to advance to Defender you need to talk to either Modryn
Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.16 - Azani Blackheart
""""""""""""""""""""""""
This quest is automatically activated apon completing More Unfinished Business.
After advancing your rank to Defender go to the Chorrol Fighters Guild Hall
and talk to Modryn, ask him about 'Duties'. Now either follow Modryn to his
house or go their on your own and wait for him, even though he said to meet
him after sundown, I've found any time works, just as long as its inside his
house.
Talk to Modryn and ask him about 'Blackwood Company' and then when you can ask
him about 'Azani Blackheart' after that tell him 'I'm in'. Now open your world
map and fast travel to Leyawiin.
Follow your quest marker into the fighters guild hall and find Modryn, talk to
him and you will be given a map marker to Arpenia. Follow your quest marker
until you get there and go inside.
From the entrance follow the path east, at the end turn north and you will be
in a room, there is a path down some stairs on the east wall, take this path.
This path will take you to a room with a new path on the south wall, go through
this path and you will come to a room with a spiraling stair case to an opening
on the west wall, go through this opening to find a gate, open the gate.
In this room Modryn should approach you, when he does ask him about 'Azani
Blackheart'. If he doesn't approach you and when you talk to him he doesn't
have anything new to say, try exploring the ruins some more and talk to him
every once in a while, once you've heard what he has to say move on to the
next paragraph.
Just follow Modryn to Atatar, or if you already know where it is go there.
Once you're there, with or without Modryn, just follow your quest marker
through the ruins until you get to a door to 'Atatar Haelia Dagon'. In this
room there is a gate in the south west corner that is opened remotely, the
switch is right beside the gate in a room on the south west wall, activate it
to open the gate.
Keep following your map marker until you come to a door to 'Atatar Haelia
Anga' open this door. Follow the path and you will come to a gate that is
opened remotely, the switch is on the east side of the door on the floor,
activate it to open the gate. Keep following your quest marker and you will
come to a door to 'Atatar Loria' open this door.
In this room you will find Azani Blackheart, kill him. After he is dead, loot
his corpse and take his ring. Talk to Modryn and ask him about 'Azani
Blackheart' and as long as you have the ring you can say 'Blackheart's Ring'
to complete this quest.
03.17 - Advancement (Warder)
""""""""""""""""""""""""""""
When you are ready to advance to Warder you need to talk to either Modryn
Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.18 - The Wandering Scholar
"""""""""""""""""""""""""""""
Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract'
and then about 'Elante of Alinor' you now have a map marker for Brittlerock
Cave, and a quest marker to get you there, follow it until you come to the
entrance.
Go inside and you will see Elante, talk to her and ask her about 'Daedric
shrine'. Now just follow her and kill all the enemies you encounter.
Eventually you will come to a shrine and she will talk to you, then walk away,
follow her for a moment and she will talk to you again. After the second time
you will be able to follow your quest marker out of the cave and back to Anvil
to talk to Azzan.
When you get to Azzan talk to him and tell him about 'Contract' and this quest
will be complete.
03.19 - The Fugitives
"""""""""""""""""""""
Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about
'Contract' and then ask about 'Prison Break' to activate this quest. Then fast
travel to Bravil and once you're there ask pretty much anyone about 'Fugitives'
and you will get a map marker for Bloodmayne Cave and a quest marker to help
you find it. Follow your quest marker to the cave and go inside.
There are 4 fugitives in total, each will be marked by a quest marker, find
them and kill them. If you get stuck in the 2nd room apon entering the cave,
look for the ropes haning from the roof, activate once of them to open a secret
passage way.
After you have found and killed all 4 fugitives follow your quest marker out
of the cave and then fast travel back to Cheydinhal and talk to Burz, tell him
about 'Prison Break' and this quest will be complete.
03.20 - Advancement (Guardian)
""""""""""""""""""""""""""""""
When you are ready to advance to Guardian you need to talk to either Modryn
Oreyn in Chorrol, or Azzan in Anvil, or Burz gro-Khash in Cheydinhal. Talk to
one of them and ask them about 'Advancement' and you will be promoted.
03.21 - Trolls of Forsaken Mine
"""""""""""""""""""""""""""""""
Go to the Chorrol Fighters Guild Hall and talk to Modryn, he may also be in his
home, ask him about 'Duties' and then about 'Viranus Donton'. You will have
Forsaken Mine marked on your map, it is just south of Leyawiin, follow your
quest marker to it and go inside.
Follow your quest marker through the mine and you will eventually come to the
room marked by your quest marker, on the ground is the body of Viranus, loot
his corpse and take his journal.
Follow your quest marker out of the mine, then fast travel to Chorrol and
find Modryn, talk to him and tell him about 'Viranus Donton' and this quest
will be complete.
03.22 - Demotion (Defender)
"""""""""""""""""""""""""""
After completing Trolls of Forsaken Mine Modryn will be expelled from the guild
and you will be demoted back to the rank of Defender....
03.23 - The Stone of St. Alessia
""""""""""""""""""""""""""""""""
Go to the Anvil Fighters Guild Hall and talk to Azzan, ask him about 'Contract'
and then about 'Stone of St. Alessia'. Now fast travel to Bruma and use your
quest marker to find Cirroc, talk to him and ask him about 'Stone of St.
Alessia' and then about 'Bandits'.
Go out of Bruma and follow your quest marker to a spot east of the city and
you will find a Khajiit named K'Sharr, talk to him and ask him about 'Stone of
St. Alessia' and then about 'Sedor'. If you stop talking to K'Sharr you won't
have Sedor marked on your map, but you will still have a quest marker to guide
you to it. Sedor is far to the east of Bruma.
You can kill K'Sharr if you wish, you don't get a bounty on your head, nor a
murder count.
Make your way to Sedor and go inside. Just follow your quest marker until you
come to a locked iron door, you will need to make your way around to the ledge
above and press the block to open this door. In the room before the locked
gate is a passageway on the south west wall, follow this path and you will come
to the ledge with the switch. This path will only be open if you stepped on
the floor switch before the locked door, chances are you did even if you didn't
notice it.
Jump down and follow your quest marker, the Stone of St. Alessia is on the
pedistal in the middle of the small room, take it. Follow your quest marker
out of the ruins and then fast travel to Bruma. Once there follow your quest
marker to find Cirroc and talk to him, tell him about 'Stone of St. Alessia'.
Now fast travel back to Anvil and talk to Azzan, tell him about 'Contract' and
this quest will be complete.
03.24 - The Noble's Daughter
""""""""""""""""""""""""""""
Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about
'Contract' and then about 'Lord Rugdumph'. You will have Lord Rugdumph's
Estate marked on your map and a quest marker to help you find it, it is just
north of Cheydinhal. Make your way there.
Once there follow your quest marker to find Lord Rugdumph and talk to him.
This is one of the funniest characters in the game, just listening to him talk
is great. Ask him about 'Lady Rogbut' to get a quest marker, follow it until
you find Lady Rogbut and 3 Ogres.
Kill the Ogres, there should just be 3, and then talk to Lady Rogbut. Then
just follow your quest marker back to Lord Rugdumph and talk to him. Now fast
travel back to Cheydinhal and find Burz, talk to him and tell him about 'Lady
Rogbut' to complete this quest.
03.25 - Restored Rank (Guardian)
""""""""""""""""""""""""""""""""
When you are ready to have your rank of Guardian restored, talk to either
Azzan in Anvil or Burz gro-Khash in Cheydinhal. Talk to either of them and
ask them about 'Advancement' and you will have your rank restored.
03.26 - Mystery at Harlun's Watch
"""""""""""""""""""""""""""""""""
Go to the Cheydinhal Fighters Guild Hall and talk to Burz, ask him about
'Contract' and then about 'Disappearances' to activate this quest.
Follow your quest marker out of Cheydinhal and south to Harlun's Watch. Find
Drarana Thelis and talk to her, ask her about 'Disappearances' and then about
'Strange Lights' you will need to go during the night hours (roughly 9:00 pm
to 5:00 am should be fine).
Once its night follow your quest marker until you come to Swampy Cave, here you
will find some Will-o-the-Wisps. After killing them go into the Swampy Cave.
When you get to the targeted room you will be promted to kill all the Trolls in
the cave, just explore the whole place and you should be able to find them,
there are 7 in the first area, then there are 7 in the second area, Swampy Cave
Dry Rock Run.
After they are all dead follow your quest marker out of the cave and back to
Drarana Thelis, talk to her and tell her about 'Disappearances'. Now follow
your quest marker to Cheydinhal and find Burz, talk to him and tell him about
'Disappearances' to complete this quest.
03.27 - Advancement (Champion)
""""""""""""""""""""""""""""""
When you are ready to advance to Champion you need to talk to either Azzan in
Anvil or Burz gro-Khash in Cheydinhal. Talk to either one of them and ask
about 'Advancement' and you will be promoted.
03.28 - Information Gathering
"""""""""""""""""""""""""""""
After advancing to the rank of Champion in the fighters guild, you will be told
that Modryn is looking for you. You will be given a quest marker to help you
find him, follow it and then talk to him, ask him about 'Blackwood Company'.
Follow your quest marker to Glademist Cave, east of Cheydinhal, once there
enter the cave. Follow your quest marker through the cave and you will find
Ajum-Kajin in a room by himself, talk to him. He will be more than willing to
follow you and he won't even try to escape.
Just follow your quest marker out of the cave and then fast travel to Chorrol.
Go to Modryn and talk to him and ask him about 'Ajum Kajin'. Now talk to
Ajum-Kajin and tell him to sit down, after he does talk to him again.
If your personality is high and you can make him like you enough through the
disposition mini game, you will be able to get some information from him, if
you are not a very good verbal persuader, unequip your weapon and beat him with
your fists.
Either way, when he is ready to talk ask him about 'How large is the Blackwood
Company?' and then you will need to beat him or smooth talk him some more
before he is ready to talk again, when he is ask him about 'Who leads the
Blackwood Company?' after finding out who the leader is you will be forced to
ask him the secret of their strength and he will kill himself.
Talk to Modryn and ask him about 'Ajum Kajin' to complete this quest.
03.29 - Infiltration
""""""""""""""""""""
Find Modryn in his home in Chorrol and talk to him, ask him about 'Duties' and
then about 'Infiltrate' to activate this quest.
Fast travel to Leyawiin and then follow your quest marker to the Blackwood
Company building, go inside and talk to Jeetum-Ze, ask him about 'Join the
Blackwood Company' and then follow him into the training room. He will give a
speech and then give you a potion, finish the conversation and then go ahead
and drink the Hist Sap to continue (you have to drink it, you can not leave
this place until you do).
Shortly after drinking the potion you will be taken to Water's Edge and there
will be goblins all over the place, kill them all and then kill the ones in
the houses as well. Once they are all dead you will be taken back to Modryn.
Talk to Modryn, when you can tell him about 'Hist Sap'. After that go outside
and fast travel to Water's Edge, north of Leyawiin. Once there follow your
quest marker and you will find a lone man, talk to him. After the conversation
fast travel back to Chorrol.
Follow your quest marker to Modryn and talk to him, tell him about 'Water's
Edge' to complete this quest.
03.30 - The Hist
""""""""""""""""
Talk to Modryn in his home in Chorrol and ask him about 'Duties' and then about
'Hist Tree' to activate this quest.
Fast travel to Leyawiin and follow your quest marker to the Blackwood Company
Hall. Once inside Ja'Fazir will approach you and then attack you, kill him and
loot his corpse to take 'Jeetum Ze's Room Key'.
Go up the stairs to the 2nd floor and on the west wall is a door to 'Jeetum
Ze's Room' go through this door. Inside kill Jeetum-Ze and loot his corpse to
find 'Ri`Zakar's Room Key'. Go up the stairs to the 3rd floor and on the west
wall is a door to 'Ri`Zakar's Room' go in this door.
Inside kill Ri`Zakar and loot his corpse to find 'Blackwood Co. Basement Key',
take the key and then follow your quest marker back to the main floor and the
door on a south east corner will take you to the basement.
Inside this room against the south wall are a couple of loose pipes, pick
them both up and then activate the boilers on either side of the Hist Tree.
After that just exit the basement and you will run into our old friend Maglir,
kill him and he will stay dead.
Now fast travel back to Chorrol and talk to Modryn, talk to him and tell him
about 'Hist Tree'. Now follow your quest marker to find Vilena Donton and talk
to her, tell her about 'Blackwood Company' and then you can tell her Modryn
helped you or you can say you did it on your own, it doesn't matter either way.
Now ask Vilena about 'Advancement' and then ask her about 'Duties'. Next just
follow your quest marker back to Modryn and talk to him, tell him about
'Advancement' to complete this quest.
03.31 - Fighters Guild Master
"""""""""""""""""""""""""""""
After completing The Hist quest you can talk to Modryn and ask him about
'Duties'. You will be given the masters key where gold and items will be
placed monthly for you. You will also be given the option to set the focus of
the guild on either recruitment or getting contracts. Focusing on recruitment
will bring in very little gold, but has a high chance of getting you magical
items, where as focusing on contracts brings in a lot of gold, but very little
items, focusing on both equally brings in a little bit of gold and the odd
item. What ever you decide to do is up to you, you can only set the orders
once every month, once you've made a decision it sticks for 30 days.
-------------------------------------------------------------------------------
Chapter 04 - Mages Guild
""""""""""""""""""""""""
04.01 - Join the Mages Guild
04.02 - Anvil Recommendation
04.03 - Skingrad Recommendation
04.04 - Fingers of the Mountain (Chorrol Recommendation)
04.05 - Fingers of the Mountain Part II
04.06 - Bruma Recommendation
04.07 - Cheydinhal Recommendation
04.08 - Bravil Recommendation
04.09 - Leyawiin Recommendation
04.10 - A Mage's Staff
04.11 - Advancement (Journeyman)
04.12 - Ulterior Motives
04.13 - Advancement (Evoker)
04.14 - Vahtacen's Secret
04.15 - Necromancer's Moon
04.16 - Advancement (Conjurer)
04.17 - Liberation or Apprehension?
04.18 - Advancement (Magician)
04.19 - Information at a Price
04.20 - A Plot Revealed
04.21 - Advancement (Warlock)
04.22 - The Bloodworm Helm
04.23 - The Necromancer's Amulet
04.24 - Advancement (Wizard)
04.25 - Ambush
04.26 - Confront the King
04.27 - Alchemy Acquisitions
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04.01 - Join the Mages Guild
""""""""""""""""""""""""""""
You can join the mages guild from any of the halls in the major cities. All
you have to do is speak to the local guild head and you will be accepted. That
is if you do not have an active bounty on your head, if you do pay it off.
Until you are a member of the mages guild you will find most of the guild hall
doors to be locked and going beyond these doors leads to trespassing.
Once you are a member of the mages guild you will need to receive a
recommendation from each of the 7 mages guild heads to be able to enter the
arcane university.
To find the specific directions to each mages guild hall and the local head of
the guild hall for each of the recommendations, use sections 04.02 to 04.09.
The order in which you do these sections does not matter.
Once you have all the recommendations come back to this section.
Talk to any of the mage guild heads and ask about 'Recommendation' and they
will tell you to go to the Arcane University. So open your world map and fast
travel there, it is on the south east corner of the Imperial City, it is also
marked by your quest marker.
Go to the door to 'Arch-Mage's Lobby' and go inside. Raminus Polus should be
in this room waiting for you, talk to him and ask about 'Recommendation' to
complete this quest.
04.02 - Anvil Recommendation
""""""""""""""""""""""""""""
Open your world map and fast travel to 'Anvil Main Gate' once you are there
just go south, the guild hall is the large building with blue banners on the
other side of the big tree.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Carahil, if you're not already a mages guild member you will
have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm
(or later) standing behind a counter directly across from the entrance. Talk
to her and if you haven't already joined the mages guild say 'Join the Mages
Guild'.
Once you are a member of the mages guild talk to Carahil and ask about
'Recommendation' to activate this quest. Make sure you make this quest your
active quest.
You will now have a map marker for Brina Cross Inn, it is just a bit north of
Anvil. Take what ever route you wish to get there, just follow your quest
marker. Once you are there enter the building. Inside there will be a few
people, the one you need to talk to is a Nord woman dressed in brown called
Arielle Jurard.
After talking to Arielle, just go to the counter and talk to Christophe Marane
to rent a room for the night, do this by asking about 'Bed'. He will ask you
about who you are, just say 'I'm a merchant' and then rent the room.
After renting a room for the night a woman named Caminalda will approach you
and ask if you are a merchant, just say 'Yes, that's right'. Now go to the
west side of the building and follow the stairs up, your room is the last on
at the end of the hall.
Go in your room and wait for Arielle, when she gets there talk to her and she
will tell you what you need to do. Now just sleep for any amount of time and
then follow your quest marker out of the Inn and then follow the path east (or
just use your quest marker).
When you get to the targeted area just hang out for a second and Caminalda will
run out of the bushes and tell you you are going to die, so kill her.
Open your world map and fast travel to 'Anvil Main Gate' and follow your quest
marker into the mages guild hall, find Carahil and talk to her and tell her
about 'Rouge Mage' to complete this quest and earn the Anvil recommendation.
04.03 - Skingrad Recommendation
"""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Skingrad - West Gate' once you are
there go east until you go under a bridge, as soon as you do look north and
you will see an opening in the city wall, go through this opening. Follow the
path and go north east, the second building on the north side of the road is
the mages guild hall, it has a large blue sign haning above the road.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Adrienne Berene, if you're not already a mages guild member
you will have to wait until she is downstairs. You can find her on the second
floor just standing by a table. Talk to her and if you haven't already joined
the mages guild say 'Join the Mages Guild'.
Once you are a member of the mages guild talk to Adrienne Berene and ask about
'Recommendation' to activate this quest. Make sure you make this quest your
active quest.
Just talk to the other mages guild members and ask about 'Erthor' most of them
will tell you where he is, once someone has told you where he is, go find
Druja, an Argonian. Talk to Druja and ask him about 'Bleak Flats Cave'.
Now go back to Adrienne Berene and talk to her, tell her about 'Bleak Flats
Cave'. Now, follow your quest marker to the cave, just north of Skingrad, take
what ever route is fastest for you. Once there go inside.
Inside there are 7 zombies you will have to kill before Erthor will go with
you. They are hard to miss, but if you can't find one its probably the one in
a small room on the west wall of the large room in the north west section of
your area map.
Once all the Zombies are dead talk to Erthor and tell him to follow you. Just
make your way out of the cave following the quest marker, then fast travel to
Skingrad and go to the mages guild hall and find Adrienne Berene.
You can wait for her and Erthor's conversation to end, or you can just talk
to Adrienne Berene and ask her about 'Erthor' to complete this quest and earn
the Skingrad recommendation.
04.04 - Fingers of the Mountain (Chorrol Recommendation)
""""""""""""""""""""""""""""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Chorrol North Gate' once you are there
go south, once you pass the building go south west, the mages guild hall is the
second building, it is marked with a large blue sign.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Teekeeus, if you're not already a mages guild member you
will have to wait until he is downstairs. You can find him at 9:00 am to 4:00
pm (or later) standing around pretty much anywhere in the lower floors. Talk
to him and if you haven't already joined the mages guild say 'Join the Mages
Guild'.
Once you are a member of the mages guild talk to Teekeeus and ask about
'Recommendation' and then about 'Earana' to activate this quest. Make sure you
make this quest your active quest.
Follow your quest marker out of the mages guild hall, you need to talk to
Earana, she is a high elf who is normally wandering around outside of the
mages guild, just follow your quest marker to find her. Talk to her and then
you will have to say 'Yes, I'm interested'.
Now go talk to Teekeeus, just follow your quest marker to find him, when you
talk to him tell him about 'Fingers of the Mountain' and he will give you a
map marker and a quest marker for Cloud Top.
There is no quick way to get to Cloud Top, there is a path that goes all the
way from Chorrol North Gate to Could Top, its not to hard to find, it just goes
north all the way up the mountain. No matter which way you take, just follow
your quest marker until you get to Cloud Top. When you are there you will
find a charred corpse, search it to find the book.
Now that you have the book fast travel back to Chorrol. You must either give
the book to Earana or Teekeeus. If you choose Earana you can still get your
recommendation for the mages guild and keep the reward from Earana. If you
choose Teekeeus, you will get your recommendation and still be able to receive
a reward from Earana. If you choose to give the book to Teekeeus read the next
paragraph, if you choose to give the book to Earana, skip the next paragraph.
Follow your quest marker to Teekeeus, talk to him and tell him about 'Fingers
of the Mountain' and then give him the book. You will have your Chorrol
recommendation and this quest will be complete. But you can still get the
reward from Earana. Just go find Earana and talk to her, once you tell her
that you gave the book to Teekeeus she will demand you steal it from him, this
will activate the quest Fingers of the Mountain Part II which is covered in
the next section. Ignore the next paragraph.
If you wish to give the book to Earana do it and this quest will be complete,
but you will not have your recommendation. Go talk to Teekeeus and tell him
about 'Fingers of the Mountain' and he will give you a second chance to get
the book for him, this will activate the quest Fingers of the Mountain Part II,
which is covered in the next section.
04.05 - Fingers of the Mountain Part II
"""""""""""""""""""""""""""""""""""""""
If you gave the book to Teekeeus first read the next paragraph, if you gave the
book to Earana first, skip the next paragraph.
After giving the book to Teekeeus and talking to Earana, you just have to
follow your quest marker through the mages guild to the very top floor, the
living quarters, the room in the south east corner is where Teekeeus has stored
the book, break into the room and open the chest to get the book. Follow your
quest marker back to Earana and give her the book. Now wait 24 hours or more
and then talk to Earana to get her reward. Skip the next paragraph.
After giving the book to Earana and talking to Teekeeus, you just have to wait
24 hours or more and then talk to Earana, she will inform you of how to
receive her reward. After the conversation quickly run to The Grey Mare, a
small Inn in the south east corner of Chorrol. Go inside and make your way to
the upper floor, the second room on the left at the end of the short hall is
locked, pick the lock and go inside, there is a locked chest, break into this
chest to find the book. Now take the book back to Teekeeus and tell him about
'Fingers of the Mountain' and then give him the book to get your
recommendation.
One you're ready to go get Earana's reward you will need to make sure you have
a shock spell and then fast travel to 'Cloud Top'. Once there follow your
quest marker to the large broken pillar by the charred remains, its the one in
the middle with the slight blue glow. Cast any shock based spell on the pillar
and you will get Earana's reward and this quest will be complete.
04.06 - Bruma Recommendation
""""""""""""""""""""""""""""
Open your world map and fast travel to 'Bruma East Gate' once you are there
go west up the path until you come to a statue and then go north along the
balcony edge, the 3rd building to the west is the mages guild, it is marked by
a large blue sign.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Jeanne Frasoric, if you're not already a mages guild member
you will have to wait until she is downstairs. You can find her on the main
floor just standing behind a counter. Talk to her and if you haven't already
joined the mages guild say 'Join the Mages Guild'.
Once you are a member of the mages guild talk to Jeanne Frasoric and ask about
'Recommendation' and then about 'J'skar' to activate this quest. Make sure you
make this quest your active quest.
Follow your quest marker which will be pointing at all the mages guild members
in this hall, you need to talk to Volanaro. When you find him talk to him and
ask about 'J'skar' and then agree to listen to him. Then ask about 'Prank'.
Now follow your quest marker to Jeanne's room on the top floor. Her desk is
locked, but it is a very easy lock, so you can open it with any open lock spell
or without really trying at all with a lock pick, either way, open it and take
her manual of spellcraft.
Once you have Jeanne's book, follow your quest marker back to Volanaro, talk
to him and tell him about 'Prank'. After that just wait until it is 10:00 pm
that night, or the next day and talk to Volanaro again, ask about 'J'skar' to
reveal him.
Now follow your quest marker back to Jeanne and talk to her, tell her about
'J'skar' and this quest will be complete and you will have your Bruma
recommendation.
04.07 - Cheydinhal Recommendation
"""""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Cheydinhal - West Gate' once you are
there go south between the nearest building and the city wall, the 2nd building
to the east is the mages guild, the entrance is just a little further south.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Falcar, if you're not already a mages guild member you will
have to wait until he is on the main floor. You can find him at 9:00 am to
4:00 pm (or later) standing behind a counter in the west section of the hall.
Talk to him and if you haven't already joined the mages guild say 'Join the
Mages Guild'.
Once you are a member of the mages guild talk to Falcar and ask about
'Recommendation' to activate this quest. Make sure you make this quest your
active quest.
Follow your quest marker to find Deetsan, talk to her and ask about
'Recommendation', the catch is you have to talk to her about it when Falcar is
no where close to her. Once he is out of ear shot she will give you the key.
You will need to be able to carry a ring with a weight of 150 points... so if
you have to empty your items into one of the guild chests and then pick them
up again when this part is done.
Follow your quest marker out of the guild hall and to the well behind it. Go
into the well and swim around to the west side, there you will find the corpse
of Vidkun, loot it to find the ring of burden. Swim out of the well and follow
your quest marker to Deetsan.
When you find Deetsan, talk to her and ask her about 'Recommendation'. After
the conversation just follow your quest marker into the basement and to the
room on the west wall, in here there is an average locked dresser in the
south west corner, break into it and take at least 1 of the black soul gems.
Follow your quest marker back to Deetsan and talk to her to complete this
quest and get your Cheydinhal recommendation.
04.08 - Bravil Recommendation
"""""""""""""""""""""""""""""
Open your world map and fast travel to 'Bravil' once you are there go south
until the path turns west and there is a bridge to the east, just go west until
the buildings come to an end and there is a tree in the middle of the path, to
the south west is a small building, this is the mages guild hall.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Kud-Ei, if you're not already a mages guild member you will
have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm
(or later) just sitting on a bench reading against a south west wall. Talk
to her and if you haven't already joined the mages guild say 'Join the Mages
Guild'.
Once you are a member of the mages guild talk to Kud-Ei and she will ask if
you are ready to earn your recommendation, say 'I'm ready' (you may have to
ask her about 'Recommendation' first) and then when you can ask about 'Varon
Vamori' and then about 'Mage's Staff' to activate this quest.
Follow your quest marker to find Varon Vamori and then talk to him and ask him
about 'Ardaline'. He will not tell you anything unless he likes you enough,
use the charm scrolls given to you by Kud-Ei, or simply play the disposition
mini-game until it is in the mid 70's. When he tells you about Ardaline ask
him about 'Mage's Staff'.
Follow your quest marker back to Kud-Ei and talk to her, tell her about 'Varon
Vamori'. Now exit the mages guild and fast travel to 'Imperial City Talos
Plaza District' where Soris Arenim's house is. Just follow your quest marker
to find him because he may not be in his house. Once you find him talk to him
and ask him about 'Mage's Staff' he will only part with it if he likes you
enough, so either use some charm scrolls, play the disposition mini-game, or
bribe him, once his disposition is above 80 talk to him about 'Mage's Staff'.
You will be able to buy the staff back for 200 gold, once you have it fast
travel back to Bravil and follow your quest marker to Kud-Ei, talk to her and
tell her about 'Mage's Staff' to complete this quest and earn your Bravil
recommendation.
04.09 - Leyawiin Recommendation
"""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Leyawiin - West Gate' once you are
there just follow the city wall south, the guild hall is the very last building
to the east along the wall, walk around to the front to get inside.
If you've already joined the mages guild set your active quest to 'Join the
Mages Guild' to get a quest marker to direct you to the guild hall.
Go inside and find Dagail, if you're not already a mages guild member you will
have to wait until she is downstairs. You can find her at 9:00 am to 4:00 pm
(or later) wandering around the main floor. Talk to her and if you haven't
already joined the mages guild say 'Join the Mages Guild'.
Once you are a member of the mages guild talk to Dagail and ask about
'Recommendation' to activate this quest. You may get asked to help her before
getting the chance to ask about a recommendation, this is really the same
thing, so just say you'll help. Make sure you make this quest your active
quest.
Now follow your quest marker to find Agata, when you do talk to her and ask
her about 'Seer's Stone'. Then you will have a quest marker for every mages
guild member in the hall, you need to find Kalthar. When you do, talk to him
and ask him about 'Seer's Stone'.
Follow your quest marker to Agata, talk to her and tell her about 'Seer's
Stone'. After the conversation follow your quest marker to Dagail, talk to
her and she will give you a map marker for Fort Blueblood, which is south east
of Leyawiin. There is no real quick way to get to Fort Blueblood, just follow
your quest marker until you get there.
Once you get there go inside and follow your quest marker until you come to the
door to 'Fort Blueblood Halls', go in this door. Again just follow your quest
marker, but in the second large room that has a body of water and a bridge
crossing it, there will be a Marauder Warlord. You need to kill her and take
the key she carries, it will open the door ahead.
Keep following your quest marker and you will come to a dead end, in this room
there are a bunch of coffins, the one along the south east wall is Manduin's,
open it to find Manduin's Amulet. Once you have the amulet and try to leave
this fort, Kalthar will approach you and ultimately attack you, so kill him.
Now just follow your quest marker out of this fort and then fast travel back
to Leyawiin. Then follow your quest marker back to Dagail, talk to her and
tell her about 'Seer's Stone' to complete this quest and earn the Leyawiin
recommendation.
04.10 - A Mage's Staff
""""""""""""""""""""""
After completing all of the mage guild recommendations, fast travel to
'Imperial City, The Arcane University' once there just go straight, up the
stairs and through the door of the large tower. Inside there is a man called
Raminus Polus, talk to him and ask about 'Tasks' and then about 'Mage's Staff'
to activate this quest and give you a map marker to Wellspring Cave.
Fast travel to the nearest map marker you have to Wellspring Cave and then just
follow your quest marker until you come to the cave. Once at the cave go in it
and then go forward a bit and you will encounter a necromancer, kill him and
then look for the corpse of Zahrasha on the ground in this first room, loot the
corpse and you will be promted to investigate her death.
Loot Zahrasha's corpse and take the Wellspring Cave Key. Now make your way
through the cave, it is very linear, meaning you can't get lost. When you get
to the end of the cave you will be at a locked door to 'Waterfront', you will
need the Wellspring Cave Key here, go through this door.
Once outside again you will be approached by a necromancer that just killed
Eletta, the necromancer will say a few things and then you can kill her. Loot
Eletta's corpse to be promted to continue your investigation. Now just kill
the other 2 necromancers on this little island.
At the center of this island is a stone chest, open it to find an Unfinished
Staff, take it and then fast travel to 'Imperial City, The Arcane University'
and then follow your quest marker to Raminus. Talk to him and tell him about
'Necromancers'.
Now just follow your quest marker until you find Delmar, talk to him and ask
him about 'Mage's Staff'. After you say you are ready to make your staff you
will be faced with a choice of Destruction, Illusion or Mysticism. Destruction
gives you a choice of Fire, Frost or Shock damage, Illusion gives you a choice
of Charm, Paralyze or Silence, Mysticism gives you a choice of Soul Trap,
Telekinesis or Dispel. Make your choice and then wait 24 hours.
After 24 hours follow your quest marker back to Delmar and ask him about
'Mage's Staff' to complete this quest. Your staff is in the only cuboard along
the south west wall in the Chironasium main room.
04.11 - Advancement (Journeyman)
""""""""""""""""""""""""""""""""
Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the
tall tower in the middle of the Arcane University, or he will be on the 2nd
floor of the Mage Quarters sleeping. When you find him ask him about
'Advancement' to be promoted to Journeyman.
04.12 - Ulterior Motives
""""""""""""""""""""""""
Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the
tall tower in the middle of the Arcane University, or he will be on the 2nd
floor of the Mage Quarters sleeping. When you find him ask him about 'Tasks'
to activate this quest.
Just fast travel to 'Castle Skingrad' and just follow your quest marker until
you find Mercator Hosidus, talk to him and he will tell you that you will have
to wait until tommorow to see the count.
Just wait 24 hours inside this hall and then Mercator will approach you and
tell you that the count will meet you outside of the city. Exit the hall and
fast travel to 'Grateful Pass Stables' and then follow your quest marker until
you come to the meeting spot. Once there just use the wait command to move the
game time to 2:00 am.
At 2:00 am Mercator will appear with a couple of necromancers, he will talk to
you and then you get to kill them. After they are dead Janus Hassildor, the
count of Skingrad will run up to you and talk to you.
After the conversation fast travel to 'Imperial City, The Arcane University'
and follow your quest marker to Raminus, talk to him and tell him about 'Janus
Hassildor'. After the lengthy conversation this quest will be complete.
04.13 - Advancement (Evoker)
""""""""""""""""""""""""""""
Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the
tall tower in the middle of the Arcane University, or he will be on the 2nd
floor of the Mage Quarters sleeping. When you find him ask him about
'Advancement' to be promoted to Evoker.
04.14 - Vahtacen's Secret
"""""""""""""""""""""""""
Find Raminus Polus, he is in the Arch-Mage's Lobby during the day, thats the
tall tower in the middle of the Arcane University, or he will be on the 2nd
floor of the Mage Quarters sleeping. When you find him ask him about 'Tasks'
to activate this quest.
Now just follow your quest marker until you find Irlav Jarol, once you do talk
to him and he will automatically mark the cave of Vahtacen on your map as well
as give you the key you will need to get in it.
Vahtacen cave is just south of Cheydinhal, fast travel to the nearest map
marker and then use your quest marker to get to the cave. Once there go inside
the cave and follow your quest marker until you find Skaleel, talk to her and
eventually ask her about 'Pillar'.
Now follow your quest marker until you reach the pillar. Now you can keep
reading to go step by step in figuring out how to activate this pillar properly
or you can skip the next 2 paragraphs and just find out how to do it without
having to do any work.
Talk to Denel, he is just outside the pillar room, ask him about 'Pillar' and
he will get you to run back to Skaleel to get a book. So follow your quest
marker back to Skaleel and ask her about 'Ayleid Reference'. After you get
the book go back to Denel and talk to him, tell him about 'Ayleid Reference'.
Now go into the pillar room and in the four corners of the room are tablets,
you can see them by a faint purplish glow from the markings on them. Examin
each one and return to Denel. Talk to him and ask him about 'Translation', you
should have five choices, 'av molag anyammis', 'av mafre nagaia', 'magicka
sila', 'magicka loria' and 'Nevermind'. Ask him about the first four choices
and he will give you all the information you need, then say 'Nevermind'.
You will need to have at least one frost spell or scroll of your own, you can
find the other three spells you need in the form of scrolls in the chest near
Denel. Approach the pillar and save.
For simplicity just use the scrolls you found in the chest to make sure you
don't get stuck. First use the Flare scroll, then use what ever frost spell
you have (it has to be frost only damage), then use the sever magicka scroll
on the pillar (for this one you have