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.



                              ------------------
                              | 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





-------------------------------------------------------------------------------
                   Chapter 01 - Tips, Facts, Strategies, etc
                   """""""""""""""""""""""""""""""""""""""""


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


01.01 - Controls and game menues
""""""""""""""""""""""""""""""""
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
""""""""""""""""""""""""""""""""
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
"""""""""""""""""""""""""""""""""""""""""""""""
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
"""""""""""""""""""""""""""""""""""

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



-------------------------------------------------------------------------------
                       Chapter 02 - Main Story Quests
                       """"""""""""""""""""""""""""""


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


02.01 - Tutorial
""""""""""""""""
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
""""""""""""""""""""""""""
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)
""""""""""""""""""""""""""""""
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
""""""""""""""""""""""""""""""""""""
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)
""""""""""""""""""""""""""""""
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
"""""""""""""
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
"""""""""""""""""""""""""""
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
""""""""""""""""""
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
""""""""""""""""""""""""""""
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
""""""""""""""""""
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
""""""""""""""""""""""""
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
""""""""""""""""""
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
"""""""""""""""""""""""""""""
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
"""""""""""""""""""""""""""""
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
                        """""""""""""""""""""""""""


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
"""""""""""""""""""""""""""""""
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
-------------------------------------------------------------------------------


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 to be standing right against the pillar,
if the pillar doesn't change after you use it, load and try again) and then
finally use the elevate magicka scroll on it.

Go down the now open passage way and through the door to 'Vahtacen Lorsel'.

Just follow your quest marker until you come to a seemingly dead end and step
on the floor switch to open the path.  Keep following your quest marker until
you reach the very large room with the marker in the middle of it.

Along the south east wall of this large room is a set of stairs, at the top of
the stairs to the south west is a switch, activate it.  This will cause a few
ghosts to appear, after killing them just go onto the big pillar in the middle
of the room and on the west corner is a switch, activate it and you will now
be able to grab the ancient elven helm that has been marker by your quest
marker this whole time.

Follow your quest marker back to Skaleel and talk to her.  Now just follow your
quest marker out of the cave and fast travel to 'Imperial City, The Arcane
University'.  Once there follow your quest marker to find Irlav Jarol and talk
to him to complete this quest.


04.15 - Necromancer's Moon
""""""""""""""""""""""""""
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 he'll ask you if you're
ready to accept this quest, say 'I'm ready. What is it?'

Now follow your quest marker to find Tar-Meena, talk to her and blow through
all the conversation until you can end the conversation.  You will need to get
the book Necromancer's Moon from the south west corner of this room, it is on
a stool, just sitting there, take it.

Follow your quest marker to Raminus and talk to him, ask about 'Necromancer's
Moon'.  Now follow your quest marker to find Bothiel, when you do talk to her
and ask her about 'Shade of the Revenant'.  Follow your quest marker back to
Raminus, talk to him and tell him about 'Shade of the Revenant'.

You will now have a map marker for Dark Fissure, a cave south of Cheydinhal.
Fast travel to the nearest map marker to Dark Fissure that you have and then
just follow your quest marker until you get to the cave.  It is kind of tricky
to get to this cave, you need to go along the side of the mountain as high as
you can until you are directly west from the cave.  There is a sort of path
that goes east towards the cave, I find that this is the easiest way to reach
the cave, but there are very few reliable markers....

Once you find the cave enter it and you will see a necromancer named Worm
Anchorite, talk to him and kill him, just kill him, or try and pick pocket him,
he has a scroll on him that you need, once you have it exit the cave and fast
travel back to the Arcane University and follow your quest marker to Raminus.
Talk to him and tell him about 'Necromancers' to complete this quest.

While this quest may be complete you now have the information you need to make
black soul gems.  For more information go to section:
01.04 - Things EVERYONE should know


04.16 - Advancement (Conjurer)
""""""""""""""""""""""""""""""
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 Conjurer.


04.17 - Liberation or Apprehension?
"""""""""""""""""""""""""""""""""""
After talking to Raminus Polus you will be told to see Hannibal Traven, so
follow your quest marker until you find him.  Talk to him and ask him about
'Tasks' to continue this quest.  There is quite a lengthy conversation, when it
is done you will need to go to Nenyond Twyll, an Alied ruin quite some distance
south of the Imperial City.

Fast travel to the nearest map marker you have to Nenyond Twyll and then just
follow your quest marker to get there.  Once there go inside and you will be
approached by a Wood Elf named Fithragaer, after you talk to him he will run to
his own death.  You're on your own now.

Your quest marker tells you to go somewhere you can't so take the exit to the
south east from the room Fithragaer died in.  Just keep following this linear
path until you come to a door to 'Nenyond Twyll Riellesel' and go in it.

Inside this first hallway is a woman named Mariette Rielle, go ahead and talk
to her to find out the fait of Mucianus, then kill her.

Follow your quest marker until you come to a dead end along the north west wall
of the very large room, just to the west of that dead end that shows a path is
a switch, activate the switch to open the path.

Inside this room is Mucianus, he is now a zombie.  Just follow your quest
marker out of this place and then fast travel to 'Imperial City, The Arcane
University' and then follow your quest marker to Hannibal Traven.  Talk to him
and tell him about 'Mucianus Alias' to complete this quest.


04.18 - Advancement (Magician)
""""""""""""""""""""""""""""""
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 Magician.


04.19 - Information at a Price
""""""""""""""""""""""""""""""
Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the
Arch-Mage's Tower Council Chambers.  Once you find him talk to him and ask him
about 'Tasks' to activate this quest.

Fast travel to 'Castle Skingrad' and then follow your quest marker to the
county hall and wait until 9:00 am to 5:00 pm and then talk to Hal-Liurz.  She
will go get the count so just stand around for a bit.  When the count finally
gets there he will approach you, when you can ask him about 'Information'.

You will need to figure out how to deal with these vampires and the vampire
hunters who have appeared in town.  Ask Janus Hassildor about 'Vampire hunters'
and then gather all the information in that section.  You will find out that
you basically have to kill the three hunters and not get caught doing it.  But
you can also not murder them and let them do their job, by this I mean you can
get them to go after the vampires and let them battle to the death.

So just follow your quest marker into Skingrad and find Eridor, talk to him
and then just tell him the truth, you know where the vampires are.  Now exit
Skingrad following your quest marker to Bloodcrust Cavern, just east of
Skingrad.  Once near the entrance I just wait for 24 hours and then go into
the cave.

By now the vampire hunters have probably killed half of the vampires, and are
dead themselves, or are nearly dead.  Go ahead and let the vampires finish them
off while you watch, or help the vampires.  Either way, you'll need to
eventually kill all the vampires in here and make sure the hunters are also
dead.  When they're all dead you can go back to the count.

Fast travel to 'Castle Skingrad' and follow your quest marker to the county
hall and talk to Hal-Liurz, she will go get the count, just wait around until
he gets there.  When he does he will approach you, ask him about 'Information'.

Exit the castle and fast travel to 'Imperial City, The Arcane University' and
then follow your quest marker to find Hannibal Traven, talk to him and tell him
about 'Mannimarco' to complete this quest.


04.20 - A Plot Revealed
"""""""""""""""""""""""
After completing the previous mage's guild quest wait 48 hours and then just
find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the
Arch-Mage's Tower Council Chambers.  Once you find him talk to him and he will
ask if you are willing to do something for him, say 'I can go now' to activate
this quest.

Fast travel to Bruma and follow your quest marker to the mages guild hall, go
inside to find it burning.  You'll need to go through the basement and through
the living quarters to get up to Jeanne Frasoric's room where you will be
approached by a necromancer, let her talk and then kill her.  When she dies
J'skar will appear and tell you everything.

Exit the destroyed guild hall and fast travel to 'Imperial City, The Arcane
University' and then follow your quest marker to Hannibal Traven, talk to him
and tell him about 'J'skar' to complete this quest.


04.21 - Advancement (Warlock)
"""""""""""""""""""""""""""""
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 Warlock.


04.22 - The Bloodworm Helm
""""""""""""""""""""""""""
After completing the previous mage's guild quest wait 48 hours and then just
find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the
Arch-Mage's Tower Council Chambers.  Once you find him talk to him and then
ask about 'Bloodworm Helm' to activate this quest.

You'll have a map marker for Fort Teleman, which is north east of Leyawiin.  It
is way away from everything so just fast travel to your nearest map marker and
then make sure this is your active quest so you can just follow your quest
marker all the way to this place.

Once inside its pretty simple, just follow your quest marker until you find
Irlav Jarol's corpse which has the Bloodworm Helm.  Its all very linear and not
that hard to do, once you have the helm just follow your quest marker out of
this place.

Once you're back outside fast travel to 'Imperial City, The Arcane University'
and follow your quest marker to find Hannibal Traven.  Talk to him and tell him
about 'Bloodworm Helm' to complete this quest.


04.23 - The Necromancer's Amulet
""""""""""""""""""""""""""""""""
After completing the previous mages guild quest find Hannibal Traven, he is
almost always in the Arch-Mage's Quarters or the Arch-Mage's Tower Council
Chambers.  Once you find him talk to and then ask about 'Necromancer's Amulet'
to activate this quest.

You'll have a map marker for Fort Ontus, which is north west of Skingrad.  It
is kinda in the middle of no where, so just fast travel to your nearest map
marker and make sure this is your active quest so you can just follow your
quest marker to find this place.  I recommend starting from the north of Fort
Ontus, such as Chorrol, because you can't climb the hill south of it.

Once there go inside and follow your quest marker, you will run into a bunch of
mage's who don't attack you and just tell you to find Caranya.  So just make
your way through this place until you find her.  When you do just talk to her
and she'll end up attacking you.  Kill her and loot her corpse to find the
Necromancer's Amulet, once you take it all those mages you passed will now be
necromancers.

Just follow your quest marker out of here killing what ever you wish.  Once you
are out fast travel to 'Imperial City, The Arcane University' and follow your
quest marker to find Hannibal Traven.  Talk to him and tell him about
'Necromancer's Amulet' to complete this quest.


04.24 - Advancement (Wizard)
""""""""""""""""""""""""""""
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 Wizard.


04.25 - Ambush
""""""""""""""
Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the
Arch-Mage's Tower Council Chambers.  Once you find him talk to him and ask him
about 'Tasks' to activate this quest.

Silorn is just south east of Skingrad, fast travel to your nearest map marker
and then just follow your quest marker to find it.  Once you're there go
inside and follow your quest marker until you come to a large room that has a
bridge that you have to cross to get where your quest marker is to the north.

There will be a gate here that has to be opened elsewhere, so take either of
the paths on the west wall, this will take you south west and into a new small
room, to the south is an exit, go through this door.

In this next room go south to find a path, take this path and follow it until
you get to a small square room.  On the east wall is a locked door, pick the
lock or cast a spell on it, either way get through that door.  Once through
follow the path north.

You will come to a water filled room and a floor switch will open up the
bridge for you.  Cross the bridge and go north through the to to 'Silorn'.
You're now back in that large room where the gate blocked your path, if you
go forward a bit you will be on a balcony overlooking the whole room, just
along the ledge is a switch, activate it to open that gate.

Jump down and go north across the bridge and follow your quest marker.  It will
guide your to Falcar, kill him and loot his corpse to find the black soul gem
you are looking for.  Now just follow your quest marker out of here and then
fast travel to 'Imperial City, The Arcane University' and find Hannibal Traven
and talk to him and tell him about 'Black Soul Gem' to complete this quest.


04.26 - Confront the King
"""""""""""""""""""""""""
Find Hannibal Traven, he is almost always in the Arch-Mage's Quarters or the
Arch-Mage's Tower Council Chambers.  Once you find him talk to him and ask him
about 'Tasks' to activate this quest.

After Traven kills himself you need to loot his corpse to retreive the Filled
Colossal Black Soul Gem, once you have it get outside and open your world map.
You need to go to Echo Cave, which is west of Bruma, so fast travel to your
nearest map marker and then just follow your quest marker to get there.

When you get there you will be approached by a necromancer who tells you that
you will only get into the cave if you kill him and take his key, so yeah, no
problem, kill him and loot his corpse to find the key you need and enter the
cave.

Just keep following your quest marker and you will eventually find your way to
'Echo Necromancer's Chamber' where Mannimarco is hiding.

Mannimarco has proved to be the most difficult enemy I've had to fight in this
game, not because he does a lot of damage, but because I've found it nearly
impossible to hurt him at times.  Even with my super warrior character hacking
away at him with a powerful melee weapon he still doesn't lose health, so how
do you beat him?

The most basic method just involves using everything you got.  Go into the
battle with lots of potions and posions, use weakness to fire, shock and frost
on him before using your strongest magic against him, use every trick and
strategy you have.  If this does not work and he ultimately kills you every
time, well, there is a trick.

You can get him to drown himself.  Just jump into the water and he'll chase
after you, swim through some of the underwater caves and hopefully he gets
stuck.  Swim around with a water breathing spell on and watch as he eventually
dies.

Once he is dead follow your quest marker out of this cave and then fast travel
to 'Imperial City, The Arcane University' and then follow your quest marker
until you find Raminus Polus, speak to him to complete this quest.


04.27 - Alchemy Acquisitions
""""""""""""""""""""""""""""
Now that all the mage guild quests are done you should speak to Raminus Polus
and ask him about 'Ingredient Collection' to activate this quest.  Now just
follow your quest marker to find Juilenne, once you find her talk to her and
ask her about 'Ingredient Collection' to complete this quest.



-------------------------------------------------------------------------------
                          Chapter 05 - Thieves Guild
                          """"""""""""""""""""""""""


05.01 - Finding the Thieves Guild
05.02 - May the Best Thief Win
05.03 - Independent Thievery (50)
05.04 - Untaxing the Poor
05.05 - Independent Thievery (100)
05.06 - The Elven Maiden
05.07 - Independent Thievery (200)
05.08 - Ahdarji's Heirloom (Bandit)
05.09 - Independent Thievery (300)
05.10 - Misdirection
05.11 - Independent Thievery (400)
05.12 - Lost Histories (Cat Burglar)
05.13 - Independent Thievery (500)
05.14 - Taking Care of Lex
05.15 - Independent Thievery (600)
05.16 - Turning a Blind Eye (Shadowfoot)
05.17 - Independent Thievery (700)
05.18 - Arrow of Extrication
05.19 - Independent Thievery (800)
05.20 - Boots of Springheel Jak (Master Thief)
05.21 - Independent Thievery (1000)
05.22 - The Ultimate Heist
-------------------------------------------------------------------------------


05.01 - Finding the Thieves Guild
"""""""""""""""""""""""""""""""""
There are 2 ways of activating this quest.  First you can get caught stealing
something and go to jail, after you serve your time find a bed and sleep for
any amount of time, when you wake up a messenger will give you a note and
activate this quest.  Or you can find one of the wanted posters for the Gray
Fox all over the Imperial City, examine the poster to add 'Gray Fox' to your
topics you can ask people about.  Now just find a beggar and make them like you
by playing the disposition mini-game or bribing them until their disposition is
around 80 and then ask them about 'Gray Fox' and then tell them you want to
find him to work with him and this quest will be activated.

Once this quest is activated just follow your quest marker to the 'Imperial
City Waterfront' and wait until midnight.  You will be able to find a man named
Armand Christophe who is holding a torch, talk to him and ask about 'Gray Fox'.

Next ask about 'Join the Thieves Guild' to complete this quest and activate the
next one.


05.02 - May the Best Thief Win
""""""""""""""""""""""""""""""
After finding Armand Christophe at midnight in the Imperial City Waterfront
(see previous quest) and asking him about 'Join the Thieves Guild' this quest
will be activated and the rat race will be on.

There should be a beggar sleeping on a bed roll right near where you spoke to
Armand, talk to the beggar and ask him about 'Amantius Allectus' and as long as
the beggar likes you enough he will tell you where to go.

Open your world map and fast travel to 'Imperial City Temple District' and then
just follow your quest marker to Amantius's house.  You'll have to pick the
lock to get in, once you're inside there is a desk in the northwest corner of
the room marked by your quest marker, loot the desk to find the diary.

Just follow your quest marker back to Armand and talk to him, ask about
'Thieves Guild Test' to complete this quest.


05.03 - Independent Thievery (50)
"""""""""""""""""""""""""""""""""
Find Armand, he can almost always be found in the garden area in the Imperial
City Waterfront at midnight, ask him about 'Thieves Guild special jobs' to
activate this quest.

Quite simply, you need to sell stolen good and not get caught doing it.  How
you go about it is up to you.  Once you have a bunch of stolen goods, which are
marked by a red hand in your inventory.  Try to steal the high value, low
weight items as you may not get a very good price on them when you sell them.

Once you have enough items to score you 50 gold or more you will need to fast
travel to Bruma and follow your quest marker to find your fence, Ongar the
World-Weary.  Talk to him and you will be able to shop.  You will only get
credit for selling stolen items, once you've earned 50 gold from stolen items
fast travel back to the Imperial City and follow your quest marker to the
meeting area.

Wait until midnight and then talk to Armand, ask him about 'Thieves Guild
special jobs' and accept the task to activate the next quest.


05.04 - Untaxing the Poor
"""""""""""""""""""""""""
Once this quest is activated (see previous quest) follow your quest marker to
the Imperial City Temple Distric and in the south east corner is a door to
'South Watch Tower' go in this door.  Remember to sneak and not get caught,
save often and always keep a safe file untouched.

There will be guards in this room, but you're allowed to be in here so they
won't do anything, but if you're caught in the upper levels of this tower, you
will get into trouble.  Because the guards rotate you can find the rooms empty
and/or with sleeping guards.  Do this part around 1:00 pm and follow your quest
marker, you will find Lex and some guards on the first floor, use an
invisibility spell or potion and go up the ladder, there will be no guards on
the next floor so just go up the ladder, in this room there will be sleeping
guards, be sure to sneak and make no noise, the ladder to Lex's room is here,
but its locked so you'll have to pick it.

Once in the Captains Quarters there is a locked desk on the west wall, loot it
and take the gold and the tax records.  Now just exit this place in sneak mode
and you should be fine.  Once out follow your quest marker to the meeting spot
and wait until midnight to talk to Armand, just give him the taxes to complete
this quest.


05.05 - Independent Thievery (100)
""""""""""""""""""""""""""""""""""
Find Armand, he can almost always be found in the garden area in the Imperial
City Waterfront at midnight, ask him about 'Thieves Guild special jobs' to
update this quest.

Once again steal items, then follow your quest marker to Bruma to find Ongar,
sell him your stolen goods until you've fenced 100 gold worth of items just
fast travel back to the Imperial City and follow your quest marker to the
meeting area.

Wait until midnight and then talk to Armand, ask him about 'Thieves Guild
special jobs' and accept the task to activate the next quest.


05.06 - The Elven Maiden
""""""""""""""""""""""""
Once this quest is activated (see previous quest) open your world map and fast
travel to Cheydinhal and then just follow your quest marker to find a beggar.
Talk to the beggar and ask about 'Bust of Llathasa Indarys'.

Now just follow your quest marker to the Chapel and into the Undercroft.  There
is a guard right inside the Undercroft, so as soon as you get in use an
invisibility spell because you can't fight, well, you can't kill the guard.
Just follow your quest marker to find the item sitting infront of a tomb, take
the bust and get out.

Fast travel back to 'Imperial City Waterfront' and you'll find a bunch of
guards running around asking about Armand, eventually you'll get a quest update
to seek out other Thieves Guild members.

I don't know if this is neccessary, but just to be sure go into Jair's house
and ask about 'Where is Armand Christophe' to find out Methredhel is looking
for you.  Now just wait a couple of hours and Methredhel will find you.  Go
through the conversation to find out the plan and then just follow your quest
marker.

Once you are at Myvryna's house you'll find it incredibly hard to get in
without being noticed, rather than watch the sneak icon, just make sure you
break in when there are no guards looking and most likely Myvryna will be
inside sleeping, so sneak carefully to her cupboard and activate it to place
the bust.

Outside of the house follow your quest marker to find Lex and talk to him, you
will have to have a disposition of about 75 to convince him that its in her
cupboard, so bribe him or use the disposition mini-game.

Now follow Lex into Myvryna's house and watch the scene unfold.  After that
just follow your quest marker to the meeting spot and wait until midnight to
talk to Armand to complete this quest and be promoted to Bandit.


05.07 - Independent Thievery (200)
""""""""""""""""""""""""""""""""""
This update comes after you actually ask S'krivva about 'Thieves Guild special
jobs', so travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs'.

Now steal some items and rather than going to Bruma to fence them, you can go
to Leyawiin and get a better deal from Dar Jee, just follow your quest marker
to find him.  Once you've sold enough stolen goods to get your total gold
from stolen items to 200 just fast travel to Bravil and follow your quest
marker to find S'krivva and complete this part.


05.08 - Ahdarji's Heirloom (Bandit)
"""""""""""""""""""""""""""""""""""
To activate this quest see the previous quest.

Now fast travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs' and accept the task.

Now fast travel to Leyawiin and follow your quest marker to find a beggar, talk
to the beggar and ask about 'Ahdarji'.  Now just follow your quest marker to
find Ahdarji and talk to her and ask her about 'Ahdarji's stolen ring'.

Follow your quest marker back to a beggar and talk to them, ask about 'Amusei'.
Just keep following your quest marker to get into the castle.  When you come
to the locked door to the castle dungeon, just pick the lock, or bribe the
guard to let you in.  Either way find Amusei and talk to him and ask about
'Ahdarji's ring'.

Give him a lockpick and he'll tell you want you need to know.  Now follow your
quest marker to find a beggar and talk to them, ask about 'Recovered Caro
family ring'.  Follow your quest marker to find Hlidara Mothril, talk to her
and ask her about 'Recovered Caro family ring' and 'Dark secrets in castle
Leyawiin'.

Now follow your quest marker into the castle until you come to the door to
'Castle Leyawiin Basement'.  Go through this door and you will end up in a room
with a lot of clutter and no way out.  Along the south wall is a broken barrel
and inside the barrel is a lever, activate the lever to open the secret passage
and just follow your quest marker again.

When you come to the next dead end there is a lever on the wall, activate it to
open the secret door.  Keep following your quest marker until you come to a
wooden door that is locked with a very easy lock, behind this door is the
Countess's room.  The Countess goes to bed somewhere between 12:00 and 1:00 am,
so wait till that time, if its a really long time, just back track to the
castle throne room and wait there.  Also, the Countess is out of town from the
15th to the 17th.

Once the Countess is asleep go through the very easy locked door and use an
invisibility spell or potion.  Follow your quest marker being as sneaky as
possible until you come to Alessia's Jewelry Box, its a hard lock, but you have
to get the ring from it, so do what ever you have to to get in it, but remember
not to make noise.  Once you have the ring get back out without being detected,
keep using invisibility spells or potions until you're in the secret passage.

Just follow your quest marker out of the castle and back to Ahdarji, talk to
her and tell her about 'Ahdarji's stolen ring'.  Now fast travel to Bravil and
follow your quest marker to S'krivva, remember to only go in her house if the
door is open.

Talk to S'krivva and tell her about 'Ahdarji's stolen ring' to complete this
quest and get promoted to Proweler.


05.09 - Independent Thievery (300)
""""""""""""""""""""""""""""""""""
Fast travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs'.

Steal enough items to get you to 300 gold from stolen items and then fast
travel to Leyawiin and follow your quest marker to Dar Jee, fence your goods
and then return to S'Krivva in Bravil to complete this part and activate the
next quest.


05.10 - Misdirection
""""""""""""""""""""
To activate this quest see the previous quest.

Now fast travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs' and accept the task.

Fast travel to the Imperial City and follow your quest marker to find a beggar,
talk to them and ask about 'Methredhel'.  Now just follow your quest marker to
find Methredhel, talk to her and ask about 'Waterfront invasion'.

Now you're going to have to steal the Archmage's staff, which is incredibly
easy if you're the Archmage, or even just in the Mage's Guild, but if you're
not in the Mage's Guild you'll have to use all the tricks to get past the
various mages to get the staff.

Just follow your quest marker, use invisibility potions or spells to get past
the mages and just move quickly and silently.  Once in the Archmage's chamber
you will see the staff sitting on a dresser, its big and bright white and
marked by your quest marker, you can't miss it.  Take the staff and then place
the note in the night stand to the south west side of the bed.

Now follow your quest marker back to Methredhel, talk to her and tell her about
'Hrormir's Icestaff'.  Now fast travel to 'Imperial City Waterfront' and go
south west through the opening in the wall, on the other side of the wall go
north west through the buildings and you should see Lex, approach him and a cut
scene will ensue.

After that just follow your quest marker back to Methredhel, talk to her and
tell her about 'Hieronymus Lex'.  Now follow your quest marker until you come
to Ontus's house, break in and follow your quest marker until you come to the
chest, activate the chest to place the Icestaff in it automatically.

Now fast travil to Bravil and follow your quest marker to S'krivva, talk to her
and tell her about 'Hieronymus Lex' to complete this quest and be promoted to
Cat Burglar.

If something doesn't seem quite right about this quest, if you've completed the
mage guild quests all ready, don't even think about it, it makes no sense and
its just a game.


05.11 - Independent Thievery (400)
""""""""""""""""""""""""""""""""""
To activate this quest see the previous quest.

Steal enough items to get you to 400 gold from stolen items and then you can
now use Lucianna Galena as your fence, she is in Bravil, just follow your quest
marker to find her.  Once you've sold a total of 400 gold worth of stolen items
just follow your quest marker to S'krivva, talk to her and ask her about
'Thieves Guild special jobs' to complete this part and activate the next quest.


05.12 - Lost Histories (Cat Burglar)
""""""""""""""""""""""""""""""""""""
Once you've activated this quest (see previous quest), talk to S'krivva, just
remember only enter her house if the door is open, so wait until 8:00 am and
then talk to her and ask her about 'Thieves Guild special jobs' and accept the
task.

Fast travel to Skingrad and follow your quest marker to find a beggar, once you
do, talk to them and ask about 'Theranis'.  Now just follow your quest marker
to get into the castle and into the dungeon.  When you get to the actual area
that Theranis is imprisoned in, you will be faced with a locked door and a
guard is sitting right there, so you can't just break in.  Talk to the guard
and say 'Work in Castle Skingrad'.

Now wait until 8:00 am and then just follow your quest marker to find Shum
gro-Yarug, talk to him and ask about 'Work in Castle Skingrad' and then just
accept the job.  Now follow your quest marker back to the dungeon and talk to
that guard again.

Once inside the prisoner area you will not find Theranis, instead talk to the
prisoner called Larthjar the Laggard.  Ask him about 'Theranis', you will need
to have a good disposition with him to get anything from him, once its above
75 ask him again and he'll tell you.

Now just go south east looking for blood on the floor, you will see it go to a
dead end, if you look to the south west, there is a bunch of blood beside the
strange candle, activate it to open the secret passage.  Just keep following
the blood, the path is linear so you won't get lost, but you will come to
another dead end, on the south corner beside the dead end is a switch, activate
it to open the door.

Keep following the blood and you will come to a room with a lot of wine and
wine barrels, on a pillar is another strange candle with blood around it,
activate it to open the passage.  Keep following the blood and you'll find the
Pale Lady, kill her and then look around the room, the body of Theranis is on
the floor, loot his corpse.  Now look south, behind a cell door is an Argonian
called Amusei, talk to him.

Ask Amusei about 'Lost Histories of Tamriel', then you can grab the key from
the corpse of the pale lady, or just pick the lock, either way let Amusei out.
Just follow your quest marker out of the castle, but bewarned that you're
going to be treated as an escaping prisoner, so be sure to sneak and not be
seen by anyone, if you're detected guards will be running around to find you.

You can easily get of the castle without being detected, once you're through
the main gate just follow your quest marker to an empty chunk of road where
Amusei will approach you.  Ask him about 'Lost Histories of Tamriel'.

Now just follow your quest marker back to Skingrad, the quest marker will take
you right to the book, its laying on the ground behind a bush against the
north wall beside a rock.

Fast travel to Bravil and follow your quest marker to find S'krivva, remember
to only go in her house if the door is open.  Talk to her, tell her about
Theranis and the book to complete this quest.


05.13 - Independent Thievery (500)
""""""""""""""""""""""""""""""""""
Fast travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs'.

Steal enough items to get you to 500 gold from stolen items and then you can
now use Lucianna Galena as your fence, she is in Bravil, just follow your quest
marker to find her.  Once you've sold a total of 500 gold worth of stolen items
just follow your quest marker to S'krivva, talk to her and ask her about
'Thieves Guild special jobs' to complete this part and activate the next quest.


05.14 - Taking Care of Lex
""""""""""""""""""""""""""
To activate this quest see the previous quest.

Fast travel to Anvil and follow your quest marker to find a beggar, talk to
them and ask about 'Dairihill's Office'.  Then just fast travel to Castle Anvil
and follow your quest marker to find the blacksmith.

Once you find the blacksmith, talk to him and he'll tell you to follow him, so
go ahead and follow him.  Now, ignore your quest marker because it will be
giving you bad directions at the moment.  Enter the secret passage way and
just follow it upwards, you can't get lost and it will take you to a locked
door to 'Private Quarters' wait until its late at night, 1:00 am for example,
and then go ahead and pick the lock.

Make sure you're in sneak mode and just follow your quest marker, you will come
to a dead end, the south west corner has a movable pillar, activate it to open
the secret passage.  On the other side to the north is a guard with his back to
you, if you're sneaky enough he won't detect you because you have to go south.

Follow your quest marker and pick the lock on the wooden door, inside this room
is Dairihill's desk, it is locked, so pick the lock and then grab the list of
candidates scroll.  Now quietly follow your quest marker back out of the
castle.

Once outside of the castle, just follow your quest marker into Anvil to find a
beggar, talk to them and ask about 'Master forger'.  Now follow your quest
marker to find the master forger, talk to him and ask him about 'Forge this
letter'.

Wait 24 hours and then talk to the stranger again, ask him about 'Forged
letter' and give him his fee.  Now, you'll need to fast travel to 'Imperial
City Prison', once there just follow your quest marker to get to the Imperial
Legion Office.  Don't go through the door marked by your quest marker, go in
through the door just north west of the one marked by the quest marker, its a
very hard lock, but its the easier way to get what you need without being
caught.

Inside be very sneaky, even use an invisibility spell or potion just to be sure
you won't be caught.  The desk marked by your quest marker is locked, but thats
okay because what you need is on top of it, the Imperial Legion Seal is on the
north west corner of the desk, use it and get out of there.

Once you're safely outside open your world map and fast travel to Castle Anvil,
then just follow your quest marker to find Countess Millona Umbranox, she is in
attendance during the day.  When you can, talk to her and tell her about 'New
Guard Captain'.

Now you have to find Lex, he will be somewhere in the Imperial City, just
follow your quest marker to find him.  Talk to him and tell him about 'New
Guard Captain'.

Fast travel to Bravil and follow your quest marker to find S'krivva, talk to
her and tell her about 'Hieronymus Lex reassigned' to complete this quest and
be promoted to Shadowfoot.


05.15 - Independent Thievery (600)
""""""""""""""""""""""""""""""""""
Fast travel to Bravil and follow your quest marker to find S'krivva who is
inside her house and you can't bother her unless the door is unlocked, so wait
until 8:00 am and then go inside to talk to her and ask her about 'Thieves
Guild special jobs'.

Steal enough items to get you to 600 gold from stolen items and then you can
now use Orrin as your fence, he is in Castle Anvil, just follow your quest
marker to find him.  Once you've sold a total of 600 gold worth of stolen items
just go to the Imperial City Waterfront and use the wait command until
Methredhel finds you to activate the next quest.


05.16 - Turning a Blind Eye (Shadowfoot)
""""""""""""""""""""""""""""""""""""""""
To activate this quest see the previous quest.

Fast travel to Bruma and then follow your quest marker to Helvius Cecia's
house.  Go inside, make your way downstairs, the Gray Fox is sitting in a
chair, go ahead and talk to him.

Blast through the conversation and you'll get a map marker for the 'Temple of
the Ancestor Moths' which is way to the north of Cheydinhal.  Fast travel to
your nearest map marker and then follow your quest marker to get to the temple.

When you get to the temple you'll get a quest update, once you do follow your
quest marker into the little hut.  Talk to brother Holger, you'll need a
disposition of about 75 with him, when you have that, ask him about 'Savill'as
Stone'.  If he doesn't end up telling you anything, try the other monks.  After
finding out the first bit of information, ask about 'Where are the Catacombs',
for this you'll need a disposition of about 85 to get him to co-operate.

Now just follow him and he will get you into the catacombs.  In here you can
kill the enemies you run into, so you don't have to do much sneaking.  Just
follow your quest marker and you'll go through a bunch of different sections,
but finally you'll come to a room with a platform in the middle of it and a
pedistal on it, Savilla's Stone is there, take it.

Just follow your quest marker out of this place, once you're out open your
world map and fast travel to Bruma.  Then follow your quest marker back to the
Gray Fox, talk to him and tell him about 'Savilla's Stone'.  This will complete
the quest, but it may take some time before it actually gets moved into the
quests completed section.  You'll know its complete when you get a quest update
for Independant Thievery.


05.17 - Independent Thievery (700)
""""""""""""""""""""""""""""""""""
After completing the previous quest this quest will eventually be updated.

Steal enough items to get you to 700 gold from stolen items and then you can
now use Orrin as your fence, he is in Castle Anvil, just follow your quest
marker to find him.  Once you've sold a total of 700 gold worth of stolen items
just go to the Imperial City Waterfront and use the wait command until
Amusei finds you to activate the next quest.


05.18 - Arrow of Extrication
""""""""""""""""""""""""""""
To activate this quest see the previous quest.

Fast travel to Chorrol, from there follow your quest marker until you come to
Malintus Ancrus' house, go inside and the Gray Fox will be standing there, talk
to him and accept his task.

Now fast travel to Bravil, from there just follow your quest marker until you
find a beggar, talk to them and ask them about 'Fathis Aren'.  Next just follow
your quest marker into Castle Bravil.

Once inside the throne room, go up to the second floor to the door to 'Lord's
Manor North Wing', pick the lock and sneak through the next area, there is a
guard around so possibly use an invisibility potion or spell, follow your quest
marker to the north east room.  This is Fathis's room, along the west wall are
a couple of locked chests, search both to get a quest update.

Now in the middle of the north wall there is an indent, the north east side of
this section is a movable pillar, activate the pillar to open the secret
passage.

Now you can just follow your quest marker from here, but chances are its going
to be a confussing little area.  If you get stuck there is a locked door that
requires a key, as far as I know you can not open this door.  You need to go to
the room with the body of water, you can swim down in this place, you don't
need to go all the way to the bottom, though there is a cool suprise down
there, you just need to go part way down to find the passage along the north
wall.

Keep following your quest marker until you get to the locked door to 'Bravil
Wizard's Lair' pick the lock and go through.  Keep following your quest marker
until you come to 'Fathis Aren's Tower' which will take inside the tower.

Inside the tower you won't have a quest marker, there will be some powerful
enemies, kill them and keep climbing up the tower.  Once your most of the way
up you'll find Fathis in a room on the south east wall.  If you are a member of
the mages guild you'll be able to just walk up to Fathis chest and take the
Key-Shaped Arrowhead.  If you are not a member of the mages guild, use what
ever tricks you have to get past Fathis.

Now just fast travel back to Chorrol, follow your quest marker back to the Gray
Fox, talk to him and tell him about 'Arrow of Extrication' to be promoted to
Master Thief and complete this quest.


05.19 - Independent Thievery (800)
""""""""""""""""""""""""""""""""""
After completing the previous quest this quest will eventually be updated.

Steal enough items to get you to 800 gold from stolen items and then you can
now use Fathis as your fence, depending what you've done so far he can either
be in the Imperial City, or Chorrol, just use your quest marker to find him.
Once you've sold 800 gold worth of stolen items go to the Imperial City
Waterfront and wait until Amusei finds you to activate the next quest.


05.20 - Boots of Springheel Jak (Master Thief)
""""""""""""""""""""""""""""""""""""""""""""""
To activate this quest see the previous quest.

Fast travel to Cheydinhal, once there just follow your quest marker to
Ganredhel's house, inside the Gray Fox is just sitting there, talk to him and
accept his task.  Now fast travel to the Imperial City and follow your quest
marker to find a beggar, talk to them and ask them about 'Finding Jakben, Earl
of Imbel'.

Now follow your quest marker to 'Imperial City, Talos Plaze District' and keep
following it until you come to Jakben's house.  Now you will need to wait until
the day time and then just search the house to find Jakben, chances are he is
on the second floor somewhere.  Talk to him and ask him about 'Springheel Jak's
tomb'.

Now follow your quest marker through the house into the basement and into the
catacombs.  Follow your quest marker and you will find Springheel Jak's coffin,
loot it and you won't find the boots, just a diary.  Read the diary and you
should be able to figure out that you need to go see Jakben again.

Most of the time Jakben actually comes and finds you in the catacombs, so watch
out for him.  If you can't find him anywhere in the house during the day, go
back to the catacombs and check all the corpses for him, chances are, he is
already a corpse.  If he's still alive, kill him, he is a vampire.  Loot his
body to find the boots.

Now follow your quest marker back to the Gray Fox in Cheydinhal, talk to him
and tell him about 'Boots of Sprinheel Jak' to complete this quest.


05.21 - Independent Thievery (1000)
"""""""""""""""""""""""""""""""""""
After completing the previous quest this quest will eventually be updated.

Steal enough items to get you to 1000 gold from stolen items and then you can
now use Fathis as your fence, depending what you've done so far he can either
be in the Imperial City, or Chorrol, just use your quest marker to find him.
Once you've sold 1000 gold worth of stolen items go to the Imperial City
Waterfront and wait until Amusei finds you to activate the next quest.


05.22 - The Ultimate Heist
""""""""""""""""""""""""""
To activate this quest see the previous quest.

Follow your quest marker to 'Imperial City Elven Gardens District' and then to
Othrelos' house, go inside and the Gray Fox will be sitting there.  Talk to him
and accept his task.

Follow your quest marker to 'Imperial City Palace' and just keep following it
into the palace and then the palace basement.  In the basement follow your
quest marker until you find a giant hour glass, activate it.

Follow your quest marker out of the palace and go to the Arboretum, here is the
entrance to the sewers, follow your quest marker in.  If you get stuck right
away by a door that is opened remotely, the switch is in the same room on the
same floor against the south west wall.

Keep following your quest marker and you will come to a door to 'Beneath the
Bloodworks' go through the door.  Follow your quest marker, you'll get to
another door that is opened remotely, its in the second floor room to the east
of the locked door, you actually have to follow the path south and make your
way to the switch on the north wall of the room.  Continue following your
quest marker and you'll come to a room where you have to go west, but again
there is a door that is opened remotely, the switch is in the room just north
of here, activate it and follow your quest marker.

Just follow your quest marker and you'll end up at the strange door to 'The
Old Way' go through the door.  Just keep following your quest marker.  When you
come to a large ruins style room where you can't proceed, there is a set of
incomplete stairs up, equip the boots of Springheel Jak and you should be able
to make the jump up.  Once up there are 2 switches, on on the north side and
the other on the south side of the lower level, both are on the corner of the
east wall.

After activating both switches, jump down to the lower level and follow your
quest marker.  If you keep following your quest marker you will get a quest
update informing you that you'll need to use the Arrow of Extrication soon.

Make your way east until you're infront of the large greenish statue labled
'Keyhole Pillar', from here go south, then south west, staying on the upper
level, eventually you'll find a locked door on the south wall, pick the lock
and go through the door.  Turn east and you'll find a block switch on the wall,
activate it.

Now follow the path east, down some stairs and when you get to the room at the
bottom there is a path to the south east corner, go through this path, go for
a bit and you'll find a door on the south wall to 'Hall of Epochs' go through
this door.

In this new area take one of the doors to the north, cross the large room to
the north east corner where there is a path, follow it into the next room.
This room has a path in the south west corner, take it.  In this room on the
west wall is a block switch, activate it.

Now follow your quest marker back to the room with the Keyhole Pillar.  In this
room there were some large pillars that a quest update said you could probably
move, the block we went and pressed moved them.  Now, you need to go onto the
bridge and stand on a floor switch, face east and you'll see the Keyhole Pillar
turn to face you and an opening appear.

SAVE

You have to hit the object in the center of that pillar.  Take a couple
practice shots with regular arrows, once you think you have it, equip the
Arrow of Extrication and make your shot.  If you missed, load and try again.  I
am my crosshairs right on the hands holding the bass of the sword, right above
the statue's head.  If you can not even see the statue, you really need to
adjust your video settings for view distance so you can see the statue.  If
your system can't handle it, it will have to for now, you can switch it back
down low after.

You'll know when you hit it because you will get a quest update.  Now just
follow your quest marker to the door to Imperial Guard Quarters.  Get into
sneak mode and probably save.

Use invisibility potions, spells and all your stealth, there are guards
everywhere.  Just follow your quest marker and you'll come to the door to
'Elder Scrolls Library' go through the door.

When you get to the area with the green marker, follow the path south, around
the outside of the middle room, when you get to the blind monk, there is a
lever along the west wall, activate it and run back to the door to the middle
room.

Go into this room and look for a single chair infront of the fire called
'Reading Chair' activate it and just sit back and wait.  A monk will come to
you and the Elder Scroll will appear infront of you on the edge of the fire
place.  Take the scroll.

Go up the spiral stairs being as sneaky as you've ever been, take the door on
the west wall and follow your quest marker from there.  When you get to the
green marker, you will find a grate on the floor in a fire place, equip the
boots of Springheel Jak, because you are going to be falling a great distance.

After opening the gate and falling down just follow your quest marker to get
you out of here.  You'll probably end up going through a shop to get out, its
all good, just sneak and you won't get in trouble.  Once you're finally back
in the city, just follow your quest marker to the Gray Fox.

Talk to the Gray Fox and then you'll need to go to Castle Anvil, follow your
quest marker from there to the Countess, she is in attendance during the day.
When you're able to talk to her, tell her about 'The Stranger's Ring'.

You're now the guild master of the Thieves Guild.  Lets fast travel to
'Imperial City Waterfront' and follow the quest marker to Dereloth's Basement.
Once inside this quest will be complete and there is nothing left to do with
the thieves guild.



-------------------------------------------------------------------------------
                         Chapter 06 - Dark Brotherhood
                         """""""""""""""""""""""""""""


06.01 - Joining the Dark Brotherhood
06.02 - A Knife in the Dark
06.03 - Welcome to the Family
06.04 - A Watery Grave
06.05 - Blood of the Damned
06.06 - Accidents Happen
06.07 - No Rest for the Wicked (Slayer)
06.08 - Scheduled for Execution
06.09 - To Serve Sithis
06.10 - The Assassinated Man
06.11 - My Brother's Keeper (Eliminator)
06.12 - The Lonely Wanderer
06.13 - Enter the Eliminator
06.14 - Bad Medicine
06.15 - The Night Mother's Child
06.16 - Whodunit?
06.17 - The Assassin's Gambit
06.18 - Permanent Retirement
06.19 - Of Secret And Shadow (Assassin)
06.20 - The Purification
06.21 - The Dead Drop (Silencer)
06.22 - Affairs of a Wizard
06.23 - Next of Kin
06.24 - Broken Vows
06.25 - Final Justice
06.26 - A Matter of Honor
06.27 - The Coldest Sleep
06.28 - A Kiss Before Dying
06.29 - Following a Lead (Speaker)
06.30 - Honor Thy Mother
06.31 - Whispers of Death
-------------------------------------------------------------------------------


06.01 - Joining the Dark Brotherhood
""""""""""""""""""""""""""""""""""""
To join the Dark Brotherhood you simply need to kill someone and then sleep.
Who you kill is up to you, it can be pretty much anyone who lives in any of the
cities or in the various settlements.  When you've made a successful murder you
will get a message of 'your killing has been observed by forces unknown....'.
After that just go find any bed and sleep for any amount of time.

A man named Lucien Lachance will approach you, respond to him how ever you
wish, he is the one who will get you into the Dark Brotherhood.  This
conversation will activate the next quest A Knife in the Dark.


06.02 - A Knife in the Dark
"""""""""""""""""""""""""""
Once you have this quest you will be able to find the Inn of Ill Omen to the
south of the Imperial City, north west of Bravil.  Fast travel to your nearest
landmark and then follow your quest marker until you reach the Inn.

Go inside the Inn and talk to Manheim Maulhand, the guy behind the counter.
Ask him about 'Rufio'.  Now check out the floor near the door to the outside
world to find the trap door, open it.  Follow your quest marker to find Rufio,
and then kill him.  Talk to him first if you want, it doesn't matter.

Now go find a bed, any bed, even the one that Rufio would normally sleep in
will do, sleep for any amount of time.  When you wake up Lachance will be there
to give you new orders.

Get outside and open your world map, fast travel to Cheydinhal and then follow
your quest marker to find the abandoned house, the door is locked, so pick it.
Once inside just follow your quest marker until you come to a spooky door to
'Dark Brotherhood Sanctuary' activate the door and you'll have to guess the
right answer to get in.

Once inside just explore and Ocheeva will find you and talk to you, which will
complete this quest and activate the next one.


06.03 - Welcome to the Family
"""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Just follow your quest marker to find Vicente Valtieri, talk to him and ask
about 'Contract' to complete this quest and activate the next one.


06.04 - A Watery Grave
""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Make your way outside and then fast travel to 'Imperial City Waterfront' and
then follow your quest marker until you come to the pirate ship 'Marie Elena'.
You can sneak onboard if you are able to, or you can follow the line of crates
along the dock by the ship until you get the choice to hide in one of the
crates.  Either way, get on board the boat without being detected and follow
your quest marker to kill the captain.  I recommend using invisibility potions
or spells.  Though you really don't have to, you can kill who ever you like, I
just like being sneaky, thats all.

After the captain is dead a couple pirates will eventually come into the
scene, stay and kill them, or disapear into the night, its up to you.  Once you
are outside, fast travel to Cheydinhal and follow your quest marker to find
Vicente, talk to him and this quest will be complete and a new one will be
activated.


06.05 - Blood of the Damned
"""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Vicente and ask about 'Contract' to complete this quest and activate
the next one.


06.06 - Accidents Happen
""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

A quick note, you will be able to earn bonuses by completing these quests in a
specific way, I will always cover the method of earning the bonus in detail,
while allowing you to discover the simplicity of just being a lame murderer.

Once you're outside, fast travel to Bruma and then follow your quest marker to
Baenlin's house.  Once there wait until 9:00 pm and then go inside.  Use an
invisibility spell or potion, if you get caught by either of the occupants in
this house you will lose the bonus.

Now, just quietly sneak upstairs while being invisible.  The stairs are in the
south west corner of the house, at the top of the stairs sneak to the south
east corner to find the secret passage way on the east wall.  Go inside and to
the north is the mounted head fastenings, activate it.

Now sneak out of the house and fast travel back to Cheydinhal, then follow your
quest marker to find Vicente, talk to him to complete this quest and activate
the next one as well as get promoted to Slayer.


06.07 - No Rest for the Wicked (Slayer)
"""""""""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Vicente and accept his task, completing this quest and activating the
next one.


06.08 - Scheduled for Execution
"""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Make your way outside and then open your world map, the Imperial Prison Sewers
is where you first entered the world at the start of the game, its just east of
the Imperial City.  Fast travel there.

Now, you may recognize that this place has changed a little bit since you were
last in here, and I don't mean a few new items, the entire layout is different.

Just follow your quest marker and use invisibility spells when ever you are
near a guard.  You can ussually hear the guards from quite some distance and
they are ussually holding torches.  There are no real challenges to get through
in here, just a couple locked doors.

Keep following your quest marker and you will come to your old cell, the one
you first start in.  You will hear a guard tormenting another prisoner, if you
remember, this is the same prisoner who mocked you at the start of the game, he
is also your target.  Let the guard have his say and then he will walk away.

Now, open the gate and approach his cell, I highly recommend talking to him and
telling him you're going to kill him, it is quite satisfying.  Once you're
ready, kill him.

Now follow your quest marker out of here, avoid the guards.  Once you're
outside, fast travel to Cheydinhal and follow your quest marker to Vicente,
talk to him to complete this quest and activate the next one.


06.09 - To Serve Sithis
"""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Vicente and ask about 'Contract' to complete this quest and activate
the next one.


06.10 - The Assassinated Man
""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Get outside and fast travel to Chorrol, once there follow your quest marker to
Francois Motierre's house and go inside.  Inside Francois will talk to you, say
what ever you wish.

Now as soon as the conversation is over, open your inventory and equip the
Lanquorwine Blade.  Exit your inventory and just wait a moment.  When the
hit-Argonian-man comes inside, you can watch the act if you wish, but at any
time you feel like it, hit Francois with the knife.  Now, run outside, you will
be chased, but as soon as you get out of the city you're in the clear.

Now wait 24 hours and then go back in the city.  Follow your quest marker into
the chapel and into the undercroft, find Francois and activate him to cure his
false death.  Then just speak to him, you'll now have to escort him out of here
while fighting off zombies and making sure he stays alive.  Just follow your
quest marker and use heal other abilities until you are out to safety.

Once out of the undercroft, follow your quest marker to the Grey Mare, go
inside and Francois will talk to you.  Then just go outside and fast travel to
Cheydinhal, then follow your quest marker to find Vicente and talk to him to
complete this quest and activate the next one as well as get promoted to
Eliminator.


06.11 - My Brother's Keeper (Eliminator)
""""""""""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Follow your quest marker and talk to Ocheeva, talk to her, ask her about
'Contract' to complete this quest and activate the next one.


06.12 - The Lonely Wanderer
"""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Make your way outside, then fast travel to 'Imperial City Talos Plaze District'
and then make your way into the Tiber Septim Hotel.  Talk to the woman behind
the counter, Augusta Calidia.  Ask her about 'Faelian' and then follow your
quest marker, it will take you to Atraena, if Faelian is here, do not kill him
as you will lose your bonus.  Talk to Atraena and ask about 'Faelian', now just
follow your quest marker to Lorkmir's house, break inside.

If Faelian is in here, go ahead and kill him, if he isn't just wait around
until he shows up, I found him there at 12:00 pm.  Once he is dead fast travel
back to Cheydinhal and follow your quest marker to Ocheeva, talk to her to
complete this quest and activate the next one.


06.13 - Enter the Eliminator
""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Ocheeva and ask about 'Contract' to complete this quest and activate
the next one.


06.14 - Bad Medicine
""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

You need to go to Fort Sutch, its north of Anvil, marked by your quest marker,
fast travel to your nearest map marker and then follow your quest marker to
get to the fort.

Once you get to the fort, stop following your quest marker.  South of the fort
is a secret entrance, just go south of the main entrance and you should find it
on your mini map, its a locked trap door on some ruins, pick the lock and go
inside.

You're going to want some good invisibility spells or potions if you don't want
to be detected.  Remember to sneak and then just follow your quest marker
through this place until you encounter the first set of guards, an Orc and a
Redguard, a Wood Elf will also be wandering around here.  Just listen and if
you can safely, watch the Orc and Redguard, they will be in a conversation
about the guy you must kill and his medicine.  When they are done talking they
will make their way to where the medicine is, follow them without being
detected.

Just keep following them without getting to close, watch for other guards and
eventually you will come to the target room and the Orc and Redgaurd will go
seperate ways.  Follow your quest marker north to find the medicine cabinet.
Open the cabinet, take the medicine and replace it with the posion.

Now just make your way out of this place the same way you came in, make sure
you don't get caught.  Once you're outside fast travel to cheydinhal, follow
your quest marker to find Ocheeva, talk to her to complete this quest and
activate the next quest.


06.15 - The Night Mother's Child
""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Ocheeva and ask her about 'Contract' to complete this quest and
activate the next quest.


06.16 - Whodunit?
"""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

This is my favourite quest in the entire game.  A week or so before the first
time I did this quest my girl friend and I saw a play called 'And Then There
Were None' which is played out a lot like this quest, the guests die, one by
one until there are none left but the killer.  Anyway....

Fast travel to Skingrad and then follow your quest marker to find Summitmist
Manor, a man called Fafnir will talk to you and give you the key, finish the
conversation and then go inside.

Now, the order in which you kill the guests doesn't matter, the only thing it
effects is the accusations and the mystery between the remaining guests.  Just
find the guests 1 by 1 and kill them without being seen.  Some times even
though nobody is around, you will still get caught, its kinda iffy, so just
save every once in a while and you'll be fine.

Once you've killed all the guests just fast travel back to Cheydinhal and then
follow your quest marker to Ocheeva, talk to her to complete this quest and
activate the next one.


06.17 - The Assassin's Gambit
"""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Ocheeva and ask her about 'Contract' to complete this quest and
activate the next quest.


06.18 - Permanent Retirement
""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Fast travel to Leyawiin, then wait until 2:00 pm and then follow your quest
marker to find Adamus Phillida.  He will be standing near a lake, at 3:00 pm he
will take his armour off and jump into the lake for a swim.  Equip a bow and
the rose of sithis, save and then shot Adamus.  Once he's dead you're going to
have a bounty on your head, you'll have to pay it off, go to prison or have the
Thieves Guild take care of it.

Make sure you loot Adamus's corpse and take his severed finger.  Once you have
it, take care of the bounty on your head, fast travel to 'Imperial City Prison'
and wait until 3:00 am.  Then just follow your quest marker into the Legion
Office.  The desk you need to put the finger in is the big locked one on the
first floor.

Now just fast travel to Cheydinhal and then follow your quest marker to find
Ocheeva, talk to her to complete this quest, activate the next quest and be
promoted to Assassin.


06.19 - Of Secret And Shadow (Assassin)
"""""""""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Talk to Ocheeva and she will give you a package from Lucien, open your
inventory, find the package and examine it.  After you read the message, exit
and you will get a quest update.  Then just follow your quest marker to Fort
Farragut, just outside the east gate of Cheydinhal.

Once you get to the fort, just fight your way through the place following your
quest marker and you will eventually find Lucien.  Talk to him and this quest
will be complete and the next one will be activated.


06.20 - The Purification
""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

This is a pretty simple quest, just follow your quest marker into the sanctuary
and kill all the other members of the Dark Brotherhood.  With all your targets
dead, follow your quest marker back to Lucien, talk to him to complete this
quest, get the fastest horse in the game and activate the next quest.


06.21 - The Dead Drop (Silencer)
""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Now, follow your quest marker to Hero Hill, which is just south east of
Cheydinhal.  Once there just keep following your quest marker to the large
clump of mossy rocks, loot it to find your orders completing this quest and
activating the next quest.


06.22 - Affairs of a Wizard
"""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

You need to make it to a cave called 'Leafrot Cave', which is far east and
slightly south of Bravil, or very far south of Cheydinhal.  There are no nearby
landmarks, so fast travel to your nearest one and then follow your quest marker
to find the cave.

Once you finally get there, go inside and follow your quest marker through the
small cave to find a book called 'The Path of Transcendence' which is sitting
on a table in the north corner of the room marked by your quest marker.  After
you read the book you discover a weakness of Celedaen.

Now follow your quest marker and you'll quickly find Celedaen.  Though you know
about his weakness, Celedaen is not that difficult, do what ever to kill him.

After he is dead you will get a quest update, you will need to get your next
dead drop, which is in Chorrol, so make your way out of this cave and then
fast travel to Chorrol.  Once there just follow your quest marker to find the
dead drop.

The dead drop is in an old sac in a bunch of bushes marked by your quest
marker.  Open it and get your reward and the dead drop to complete this quest
and activate the next one.


06.23 - Next of Kin
"""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

You need to get to Applewatch, which is just north west of Bruma, so fast
travel to your nearest map marker and then follow your quest marker to get
there.

Once you're there, use your quest marker to find Perennia Draconis, talk to her
and tell her you are looking for her children.  She will give you a list, find
it in your inventory and then you will have quest markers for all your targets,
you have to kill them all, go ahead and start with the mother.  Now what order
you kill her children in doesn't matter, you can follow my order, or just do it
how ever you wish.

Fast travel to 'Imperial City Talos Plaza District' and then just follow your
quest marker to find Matthias Draconis.  When you find him, kill him.

Fast travel to Leyawiin and then just follow your quest marker to find Caelia
Draconis, she is a guard.  When you find her, kill her.

You need to go to The Drunken Dragon Inn, which is north of Leyawiin, fast
travel to your closest map marker and then follow your quest marker to find
Andreas Draconis, the guy behind the counter.  When you find him, kill him.

You need to go to Muck Valley Cavern, which is south west of Cheydinhal, fast
travel to your closest map marker and then follow your quest marker to find
Sibylla Draconis.  When you find her, kill her.

Now you need to go to the next dead drop, so fast travel to 'Castle Skingrad'
and then follow your quest marker to the big well in the middle of the court
yard, loot it to find your reward and the next dead drop to complete this
quest and activate the next one.


06.24 - Broken Vows
"""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

You need to go to Bruma, so fast travel there and then follow your quest
marker to find J'Ghasta.  When you get to his house he will probably be in his
secret training room, there is a trap door in the south east corner of his
basement under a bunch of folded cloth.  When you find him, kill him.

Your next dead drop is located at Old Bridge, which is just south of the
Imperial City, fast travel to your nearest map marker and then follow your
quest marker.  When you get there use your quest marker to find the rotten
box under the bridge, loot it to find your reward and the next dead drop to
complete this quest and activate the next one.


06.25 - Final Justice
"""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Flooded Mine is just north of Bravil, fast travel to 'Bay Roan Stables' and
then follow your quest marker to find the mine.  Go inside and just follow your
quest marker to find Shaleez and kill her.

Now you need to go to Fort Redman, north of Leyawiin.  Fast travel to your
nearest map marker and then follow your quest marker to get there.  You don't
have to go inside the fort, just outside the entrance is a coffin, loot it to
find your reward and the next dead drop, completing this quest and activating
the next one.


06.26 - A Matter of Honor
"""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Read the schedual and you'll have a quest marker to find Alval Uvani, no matter
where he is.  Just track him down by fast traveling ahead of him and then go by
foot to head him off, when you get to him, kill him.

Now fast travel to 'Imperial City Market District' and then follow your quest
marker to find the next dead drop, which is in a hollowed-out tree stump, loot
it to get your reward and the dead drop, also completing this quest and
activating the next one.


06.27 - The Coldest Sleep
"""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Gnoll Mountain is east of Bruma, fast travel to your nearest map marker and
then follow your quest marker to get there, once you're there find Havilstein
and kill him.

Nornal is east of the Imperial City and south of Cheydinhal, fast travel to
your nearest map marker and then follow your quest marker to get there.  The
dead drop is inside the ruins, so you'll need to follow your quest marker into
it and just keep following it to get through the ruins.  You don't have to go
very far inside to find it, its in a pool of water in a sunken chest, loot it
to find your reward and the next dead drop to complete this quest and activate
the next one.


06.28 - A Kiss Before Dying
"""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Fast travel to Bravil, wait until 8:00 pm and then follow your quest marker
to find Ungolim.  Once you kill him Lucien will appear and he is mad, after
talking to him briefly this quest will be complete and the next one will be
activated.


06.29 - Following a Lead (Speaker)
""""""""""""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

Now fast travel to Anvil, then follow your quest marker to find the dead drop.
Once you're there just stand around and shortly after that a guy will come,
talk to him and he will tell you of the robed man that lives in the lighthouse.

Fast travel to 'Anvil Lighthouse' and then follow your quest marker to find
Ulfgar Fog-Eye, talk to him and get the key to the cellar.  Once you have the
key just follow your quest marker until you come to the door to 'Anvil
Lighthouse Cellar' that needs a key, open this door.

Inside ignore the disturbing scene and find the Traitor's Diary, take it.
Now fast travel to Applewatch, just west of Bruma, once there go inside.  A
woman called Arquen will talk to you, Lucien is dead.

Now, wait until 1:00 am and then talk to Arquen, ask her about 'Night Mother'
and then tell her you're ready to complete this quest and activate the next
quest.


06.30 - Honor Thy Mother
""""""""""""""""""""""""
This quest is automatically given to you apon completion of the previous quest.

You start out just watching the scene unfold, once its done walk up to the
statue and go into the secret door.  You'll be forced to watch another scene
and then buddy reveals himself and kills a couple people and then you get to
kill him.  After he is dead The Night Mother will approach you, after the
conversation you can loot this room, when you've taken what you want, talk to
The Night Mother again and tell her you're ready to leave.

Now talk to Arquen to complete this quest.


06.31 - Whispers of Death
"""""""""""""""""""""""""
Once a week you must visit the statue of the Night Mother in Bravil, so lets go
for the first time.  Fast travil to Bravil and follow your quest marker to the
statue.  Once there, activate the statue and listen, when the Night Mother is
done fast travel back to Cheydinhal.  Follow your quest marker back to Arquen
and talk to her, you will get some gold and you have to do nothing else.

Now, this quest will remain active in your quest log.  If you keep going to the
weekly listening and giving Arquen orders, I imagine this quest may some time
be completed, but I don't think I have to repeat the same instructions over
and over.



-------------------------------------------------------------------------------
                             Chapter 07 - Chorrol
                             """"""""""""""""""""


07.01 - The Killing Field
07.02 - Canvas the Castle
07.03 - A Shadow Over Hackdirt
07.04 - Separated at Birth
07.05 - Legacy Lost
07.06 - Sins of the Father
-------------------------------------------------------------------------------


07.01 - The Killing Field
"""""""""""""""""""""""""
Head to The Grey Mare, just east of the south exit of Chorrol.  Inside there is
a man called Valus Odiil, talk to him and then ask about 'Sons' and then about
'Creatures' and once you say you will help, this quest will be activated.

Now just follow your quest marker until you get out of the city, you'll end up
finding the 2 brothers, Rallus and Antus, talk to Rallus and ask about 'Valus
Odiil'.  Now just follow Rallus and Antus, they will take you to Odiil Farm.

Once at the farm, just hang out around Rallus and Antus and you will get a
quest update, shortly after that a few waves of Goblins will attack.  You just
have to kill all the goblins, neither of the Odiil brothers has to survive to
complete this quest.  Though, your reward is greater if they survive.

After the goblins are done attacking, just follow your quest marker back to
Valus, talk to him and tell him about 'Sons' to complete this quest.


07.02 - Canvas the Castle
"""""""""""""""""""""""""
Go to the Castle during the day and talk to Countess Arriana Valga, she should
have a subject 'Investigation' that you can ask her about, but she will only
tell you about it if your disposition with her is around 70.  Once she likes
you enough ask her about 'Investigation' to activate this quest.

Now ask the countess about 'Gather Clues' twice, now you need to talk to
Chanel, Orgnof, the Captain of the Guard, Bittneld, Laythe and Orok, you have
quest markers for each.  Talk to them and ask them all about 'Gather Clues'.
You may need to have a disposition of 70 or so with each to get them to talk.

After you've talk to all of them you will need to gather clues.  First lets go
to the dinning hall, the north west room from the throne room.  When you enter
the room, notice the blue rug the table and chairs are on, the north corner of
the rug has some stains on it, activate it.

Now go into the throne room and up to the second floor, take the door on the
west side.  Now use your area map to find the door to 'Castle Chorrol West
Tower' go inside.  In the south west corner there is a trap door on the floor
behind some boxes, go in the trap door.  In this room there is an Unusual
Painting, activate it.

Now make your way out of the west tower, when you get back to the main hallway,
you need to go in the south western most room, the entrance is just west of the
door to the south tower.  In this room there is a painting on the south west
wall, right below the painting is a Lectern on a small table, open the Lectern.

Now, talk to Chanel.  Chances are she is in her room, which is the room from
above.  You will need a disposition of 80 or so to actually accuse her
properly.  Once she likes you enough ask about 'Accuse' and then say 'Yes, I
accuse you of the crime'.

Now follow your quest marker to the countess, she is in attendance during the
day.  When you can, talk to her and then you can accuse Chanel or you can lie
and say neither suspect.  If you tell her Chanel did it, read the next
paragraph, if you lie, skip the next paragraph.

After telling the countess that Chanel is the thief you will get 600 gold, a
couple diamonds and this quest will be complete.

After lieing to the countess find Chanel and talk to her, she will tell you
that she is making a special painting for you, but it will take 3 weeks to
complete.  I recommend just noting your game days passed in your stats page and
then playing the game normally, then return to Chanel after 21 days.

After 3 weeks have passed, you will get a quest update telling you to go to
Chorrol and get your painting from Chanel.  Go ahead and find Chanel in the
castle and talk to her to get your painting and complete this quest.  The
painting is entirely decrotive, it does nothing.  To use it you just have to
drop it from your inventory.


07.03 - A Shadow Over Hackdirt
""""""""""""""""""""""""""""""
Walking around Chorrol you'll probably run into Dar-Ma, an Argonian girl, if
you don't run into her on the streets she can be found in Northern Goods and
Trade, when you find her talk to her, tell her you are pleased to meet her and
she will have 100 disposition to you.

Go to Northern Goods and Trade and talk to Seed-Neeus, use the disposition mini
game or bribes to get your disposition with her to a good level.  Once she
likes you enough, wait a few days, do some other quests and then come back to
Chorrol.

After a few days have passed talk to Seed-Neeus, she will tell you her daughter
is missing.  If she doesn't, you may need to leave the city and come back.
Ask Seed-Neeus about 'Missing Daughter' and agree to help, you will get a map
marker for Hackdirt.

Now just follow your quest marker to find Hackdirt, once you get there you will
need to find Blossom, Dar-Ma's horse.  Her horse is in the ruins behind
Moslin's Dry Goods, which is on the west side of Hackdirt.  When you approach
the horse you will get a quest update.

Now go into Moslin's Dry Goods, talk to Etira Moslin and ask about 'Dar-Ma'.
You'll need to find Jiv Hiriel, he is ussually around the north side of
Hackdirt, when you find him, talk to him and he'll tell you to meet him later.

Wait until after 9:00 pm and then follow your quest marker to Jiv's house.  Go
inside and talk to Jiv and ask about 'Dar-Ma'.  Now its just a matter of
following your quest marker to find Dar-Ma.

When you find Dar-Ma in her cage, approach her and she'll ask for help, tell
her you will let her out and then open the door.  Follow your quest marker out
of the underground chamber and back outside.  Dar-Ma will want her horse, it is
still sitting in the same spot behind Moslin's Dry Goods, go near it and Dar-Ma
will mount it.

Now fast travel back to Chorrol and follow your quest marker to Seed-Neeus.
Talk to her and tell her about 'Missing Daughter' to complete this quest.


07.04 - Separated at Birth
""""""""""""""""""""""""""
After you've been walking around Chorrol long enough you may overhear someone
talking about Reynald Jemane, after that you can ask just about anyone in town
about 'Reynald Jemane' to activate this quest.

Once this quest is activated follow your quest marker to find Reynald, talk to
him and he'll ask you to travel to Cheydinhal.  So, open your world map and
then fast travel to Cheydinhal.

Once in Cheydinhal ask just about anyone about 'Reynald Jemane' and they'll
tell you about Guilbert Jemane.  Just follow your quest marker to find him and
then talk to him, ask him about 'Reynald Jemane'.

Now you must fast travel back to Chorrol and wait for Guilbert to get there,
he is marked by your quest marker, you can watch his progress as he travels.
Once he gets to town, just follow him (or your quest marker) until the 2 twins
are re-united.  Talk to Guilbert and this quest will be complete.


07.05 - Legacy Lost
"""""""""""""""""""
After completing the previous quest, talk to Guilbert Jemane and ask about
'Weatherleah' to activate this quest.  Now ask some of the towns folk about
'Weatherleah' and they'll tell you to talk to Sabine Laul in the fighters
guild, just follow your quest marker to find her.

When you find Sabine, talk to her and ask her about 'Weatherleah' and she will
put a map marker on your map for you.  Now just follow your quest marker to
get there.

Once you're there you'll get a quest update about the Ogres there, so kill all
3 of them to continue.  When they are dead fast travel back to Chorrol and then
follow your quest marker to find the twins.  Talk to Guilbert and tell him its
safe to go to Weatherleah.

Now, fast travel to Weatherleah and approach the house to complete this quest,
but you'll want to talk to Guilbert to obtain your reward.


07.06 - Sins of the Father
""""""""""""""""""""""""""
After completing the previous quest, go to The Oak and Crosier in Chorrol.
Inside there is a Dark Elf called Fathis Ules, talk to him and ask him about
'Jemane Family' to activate this quest.

You will have a map marker to Redgaurd Valley Cave, to the east of Weatherleah,
just follow your quest marker to find it.  When you find it, go inside and then
just follow your quest marker until you find the Ogre Chief.  Once you kill the
chief, loot its corpse to find the Honorblade of Chorrol, take it.

Now follow your quest marker out of the cave and then fast travel to Chorrol.
Now you can either give the sword to Fathis, or you can go to Castle Chorrol,
and give the sword to Laythe Wavrick.  If you want to give the sword to Fathis,
read the next paragraph, if you want to give it to Laythe, skip the next
paragraph.

Follow your quest marker to find Fathis in The Oak and Crosier, talk to him
and tell him about 'Stolen Item' to give him the sword and collect 1500 gold.
Skip the next paragraph.

Follow your quest marker to find Laythe Wavrick in the castle, talk to him and
tell him about 'Stolen Item' to give him the sword and get a shield reward.

Now follow your quest marker to Guilbert Jemane, once you find him talk to him
and tell him about 'Albert Jemane' to complete this quest.  If you gave the
sword to Laythe in the castle, you will get 4 grand soul gems.



-------------------------------------------------------------------------------
                           Chapter 08 - Cheydinhal
                           """""""""""""""""""""""


08.01 - The Wayward Knight
08.02 - A Brush with Death
08.03 - Corruption and Conscience
08.04 - The Renegade Shadowscale
-------------------------------------------------------------------------------


08.01 - The Wayward Knight
""""""""""""""""""""""""""
To begin this quest you will have to have the Oblivion Gates spawned all over
Cyrodiil.

Open your world map and fast travel to 'Castle Cheydinhal' once there go into
the castle and talk to Count Andel Indarys, he is normally in attendance from
9:00 am to 6:00 pm.  Talk to him about 'Oblivion Gate' and he will inform you
of his son entering the Oblivion Gate and indirectly asks you to help.

The Oblivion Gate is just west of Cheydinhal.  To find it get outside and open
your world map, fast travel to 'Black Waterside Stables', from there go north
west, you should see the Oblivion Gate icon on your compass, use this to guide
you to the Oblivion Gate.

When you get near the Oblivion Gate you will get a quest update and you can see
the soldiers, get near them and Amminus Gregori will approach you, ask him
about 'Oblivion Gate' and then ask him about 'Farwil' and then ask him about
'Knights of the Thorn' and then ask him about 'Oblivion Gate' again.  You will
have collected all the information you need, end the conversation and go into
the Oblivion Gate.

Right away head east and you will find a corpse of one of the Knights of the
Thorn.  Go south east down the path and be sure to stay on the path as it turns
south west, when you are on a large stone, go to the south west edge and you
can see where the path continues to the west, take this path downwards.

On the next big rock, turn south east and follow the path.  It will turn east
and there may be a big rock blocking the path north east, make your way past
this rock and continue going north east on this path.  The path will turn north
and then north west, just keep following it and it will come to an end with a
door on the south west wall to 'The Bowels' go in this door.

In this first room there is a hole in the floor, drop down into the hole, on
this level there is another hole in the floor, drop down into this hole as
well, there is another dead Knight of the Thorn here.  On the south east wall
is a door to 'Realm of Oblivion' go in this door.

Follow the path south east, it will eventually turn south, just keep following
this path and it will turn south west, you will come across yet another dead
Knight of the Thorn.  North of the dead knight is a door to 'The Bowels' go in
this door.

In this room there is an opening on the south wall, go in this passage and
follow it into the next room.  In this room there is a hole in the floor, drop
down into this hole.  In this room there are paths on the north east and south
west walls, take either path and follow it into the next room where there is a
door on the far south east wall to 'Realm of Oblivion' go in this door.

Out here Farwil and another Knight of the Thorn are standing around, Farwil
will talk to you.  Ask him about 'Oblivion Gate' after he's done talking end
the conversation.

Look to the east and you will find an opening that leads to a bridge, take this
path onto the bridge and go all the way east across the bridge to the tower,
open the door 'The Chaos Stronghold'.

In this room there are doors on the east and south walls to 'Rending Halls' go
through either door and follow the path upwards.  You will come to a room with
a door on the west wall to 'The Chaos Stronghold' go through this door.

Go west and follow the path upwards, at the top on the north east wall is a
door to 'Corridors of Dark Salvation' go through this door.  In this room there
is a door on the north wall marked 'Citadel Hall Door' go through this door and
follow the path upwards.  There will be a couple doors on the south wall, you
don't have to go in them, just keep on the path going west and up until you get
to a door to the south marked 'Citadel Hall Door' open this door.

Inside this room is a door on the west wall to 'The Chaos Stronghold' go in
this door.  From here take either path north or south west until you come to
the top, there will be a door on the north and west wall to 'Sigillum Sanguis'
take 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 talk to Farwil, after he says his piece, ask him
about 'Knights of the Thorn' and he will give you a medallion.

Now, open your world map and fast travel to 'Castle Cheydinhal'.  Follow your
quest marker into the castle and talk to Count Andel Indarys, he is ussually
in attendance between 9:00 am and 6:00 pm.  You will get to chose either a
staff or sword, chose which ever suits you and this quest will be complete.


08.02 - A Brush with Death
""""""""""""""""""""""""""
Wander around Cheydinhal long enough and you'll hear people talking about
'Rythe Lythandas' after that you can ask people about him.  If it doesn't come
up, ask about rumors and you'll probably get the topic.  When you do, ask just
about anyone about 'Rythe Lythandas' to activate this quest.

Now just follow your quest marker to find Rythe's house, go inside and find
Tivela Lythandas, talk to her and ask about 'Rythe Lythandas' and then offer
to help her to get the key you will need.

Follow your quest marker downstairs and into Rythe's painting room, in the
south east side is an Unusual painting, activate it to go inside the painting.
Once inside Rythe will approach you and talk to you, ask him about 'Thief' and
then about 'Brush of Truepaint' and then finally about 'Painted Trolls' to get
some Turpentine potions, these will come in handy.

This place is fairly linear, just make your way to your quest marker.  Watch
out for the trolls, even if you are level 1, you will be up against trolls.
The Turpentine you were given deals a good deal of damage against these painted
trolls, this can give you the winning edge in here.

When you get to your quest marker you'll be at the corpse of the thief, loot it
and take the brush of true paint.  Now follow your quest marker back to Rythe,
talk to him and end the conversation right away to have him open a door out of
this place.

Once you've gone through the door back to the normal world, talk to Rythe and
this quest will be complete.


08.03 - Corruption and Conscience
"""""""""""""""""""""""""""""""""
Wander around long enough and ask about rumors enough and you'll end up with
the topic 'Fines' when you do, ask just about anyone about it and this quest
will be activated.

Now follow your quest marker until you find Llevana Nedaren, talk to her and
ask her about 'Fines'.  Now follow your quest marker to find Garrus Darellium,
talk to him and ask him about 'Ulrich Leland'.  Now follow your quest marker
to find Aldos Othran, talk to him and ask him about 'Ulrich Leland' after that
follow Aldos and watch what he does.

After watching Aldos die, follow your quest marker back to Llevana, talk to her
and tell her about 'Aldos Othran'.  Now follow your quest marker to Garrus,
talk to him and tell him about 'Ulrich Leland'.

Now you can either do things Llevana's way and have Ulrich killed, or you can
do it Garrus's way and find evidence to send Ulrich to prison.  To kill Ulrich
read the next paragraph, to send him to prison, skip the next paragraph.

Find Ulrich and talk to him, tell him to follow you.  Now just follow your
quest marker to Llevana's house, go inside and watch Ulrich's bizare fate.
Now follow your quest marker back to Garrus, talk to him and tell him about
'Ulrich Leland'.  Skip the next paragraph.

You'll need to sneak into Ulrich's room, its inside the guard barracks marked
by your quest marker.  Wait outside the barracks until 2:00 pm and then go in
the barracks, there should be very few guards.  Break into Ulrich's room
without being detected.  Inside the room along the north east wall is a dresser
and on that dresser is a book with a suspicious scrap of paper on it, take the
scrape of paper.  Now follow your quest marker to Garrus, talk to him and tell
him about 'Ulrich Leland'.

After dealing with Ulrich go to Cheydinhal Bridge Inn and wait 2 hours.  You
will get a quest update and shortly after that Garrus will arrive.  Talk to him
and this quest will be complete.  If you had Ulrich killed, you will get less
gold.


08.04 - The Renegade Shadowscale
""""""""""""""""""""""""""""""""
After gaining entrance to the Dark Brotherhood Sanctuary you will be able to
talk to an Argonian called Teinaava, ask him about 'Lucien Lachance' and then
ask about 'Shadowscale'.

You will need to complete the first run of contract based quests of the Dark
Brotherhood before this quest can be activated.  After completing the quests
given to you by Vincinte, you can talk to Teinaava and he will ask you for
some personal assistance, say 'Yes, tell me more' to activate this quest.

The camp Bogwater to the far south east corner of the game map will be marked
by your quest marker now, fast travel to your nearest map marker and find your
way there.  Once you get there find and talk to Scar-Tail.  You will be able to
complete this quest 1 of 2 ways, either kill Scar-Tail or accept his offer and
then take the other Argonian assassins heart back to Teinaava.

If you want to just kill Scar-Tail, then do so and then loot his corpse and
take the Argonian Heart back to Teinaava, otherwise say go with Scar-Tail's
plan.  Follow your quest marker to find the Argonian assassin's corpse and loot
it to find the Argonian Heart, then head back to Scar-Tail, by the camp fire
and the tent is the hollowed out log, loot it to get your treasure.

Once you have an Argonian Heart return to Teinaava and talk to him to complete
this quest.



-------------------------------------------------------------------------------
                           Chapter 09 - Bruma
                           """"""""""""""""""


09.01 - Lifting the Vale
09.02 - A Brotherhood Betrayed
09.03 - Two Sides of the Coin
-------------------------------------------------------------------------------


09.01 - Lifting the Vale
""""""""""""""""""""""""
Find just about anyone and ask them about 'Rumors' this will give you a new
topic, ask about 'Akaviri Artifacts'.  Follow your quest marker until you find
Tolgan, talk to him and then follow your quest marker to find Countess Narina
Carvain in the castle from 9:00 am to 6:00 pm.  Talk to her and when you have a
long list of things to ask her about, ask about 'Draconian Madstone'.

Now ask about 'Draconian Madstone' again and accept her offer.  Next ask her
about 'Diary' to get a map marker for Dragonclaw Rock, north east of Bruma.
Follow your quest marker to get there.

Once you get there, you need to go to due west of the landmark, watch for a
statue.  When you get to the statue you will get a quest update, now go north
and you should find Serpent's Trail.  If you're having problems finding this
place it is just above the last 'L' in the word Ferall north of Bruma.

Go inside the cave, just make your way through the cave and you will eventually
get a quest update when you encounter a skeleton, if you look at it you can see
a piece of parchment, Akaviri Orders, go ahead and take it.

Just keep making your way through the cave and then you'll eventually come out
the other side, when you do you will get a quest update.  Now just follow the
path until you get another quest update.  The entrance is to the north west,
just keep following the path and you will find the entrance.

Once you're inside you will have a quest marker, just follow it.  You'll go
through a couple of areas, eventually ending up in the Fangs of the Serpent,
you'll be dodging traps and you'll come to a bridge that is raised, to the
north corner of the start of the bridge, there is a handle, activate it to
lower the bridge.  Keep following your quest marker.

When you get to the targeted area, you will find a ghost, the Akaviri Commander
Mishaxhi, talk to him and then give him the orders.  Now a secret passage will
open up, go in and the Dragonian Madstone is on a pillar, take it.

Now just follow your quest marker until you get outside.  Once you're outside,
fast travel to 'Castle Bruma' and then follow your quest marker to the
countess, she is in attendance during the day, when you can talk to her and
tell her you have the Madstone to complete this quest.


09.02 - A Brotherhood Betrayed
""""""""""""""""""""""""""""""
When you enter Bradon Lirrian's house, you will see a body and some guards, one
of the guards will come up to you and this quest will be activated.  Ask the
guard about 'Raynil Dralas', the guard will have to trust you before you can
continue, once his disposition is around 75 he will tell you.

After that you need to talk to Erline Lirrian, chances are she is in her home
with the guards and the body, talk to her.  Now we have to talk to some
townfolks outside about 'Raynil Dralas'.  Just keep asking people about 'Raynil
Dralas' until you find out he may be at Olav's Tap and Tack.

Go to Olav's Tap and Tack and speak to Olav, ask him about 'Raynil Dralas' and
he will give you a key to Raynil's room.  Now follow your quest marker into his
room, when you are in there, there is a dresser against the north wall, behind
the dresser is a book, Gelebourne's Journal, take it.

Go back to Olav, talk to him and ask him about 'Gelebourne'.  Now follow your
quest marker back to Carius Runellius, talk to him and ask him about
'Gelebourne'.  Follow your quest marker back to Olav's Tap and Tack, then wait
1 hour.

When Carius appears, talk to him and he will give you a map marker for 'Boreal
Stone Cave' which is west of Bruma, fast travel to your nearest map marker and
then follow your quest marker to get there.

Once you get there go inside, you won't have a quest marker, so just go into
the cave, you will encounter Raynil, don't attack him, let him approach you and
talk to you, then kill him.

After you've killed Raynil, loot his corpse and take Bradon's Key, Gelebourne's
Key and Raynil's Key.  Now open the water logged chest in the west end of the
first main room marker by your quest marker.  Take the amulet and then get out
of the cave, then fast travel to Bruma.

Once in Bruma, follow your quest marker to find Erline, talk to her and ask
about 'Mundane Amulet'.  There will be quite a bit of talking, a break in the
conversation and then you will get a magic amulet from Erline and this quest
will be complete.


09.03 - Two Sides of the Coin
"""""""""""""""""""""""""""""
While wandering around Bruma you may overhear conversations about Arnora and
Jorundr, or you may get the topic from asking about rumors, either way, when
you have the topic, ask just about anyone about 'Jorundr' to activate this
quest.

Follow your quest marker to find Arnora, talk to her and ask her about
'Jorundr' and then about 'Stolen Gold'.  After speaking with her, follow your
quest marker to find Jorundr in a prison cell, you will have to ask the
guard to let you visit a prisoner.

When you talk to Jorundr ask about 'Stolen Gold' to find out he doesn't trust
you, no matter what your disposition is with him.  You'll need to get arrested,
the easiest way is to steal an item infront of a guard, or pick pocket one of
them.

Once you're in the cell with Jorundr, talk to him and ask about 'Stolen Gold'.
After that you'll need to serve your time, or break out of prison.  If you
serve your time you may end up losing some points to some skills.  After you're
out and you have all your stuff back, follow your quest marker to Arnora.

Talk to Arnora and ask about 'Stolen Gold'.  Now the quest will split into 2
different paths, doing it Jorundr's way by killing Arnora, or doing it Arnora's
way and lieing to Jorundr.  If you want to kill Arnora, read the next
paragraph, if you want to do it Arnora's way skip the next 2 paragraphs.

Tell Arnora that you're going to do it Jorundr's way, then kill her, loot her
corpse and take her key, you don't need the amulet she is wearing because its
a fake, go downstairs and in the north west corner of the basement room is a
locked chest that needs a key, open it to find the true amulet.

When you have the true amulet, follow your quest marker back to Jorundr, talk
to him and ask him about 'Stolen Gold'.  Now just follow your quest marker out
of Bruma to the spot marked by your quest marker.  There is a chest hidden in
some rocks, this is Jorundr's Loot, go ahead and take it to complete the quest.

Tell Arnora that you're going to do it her way, she will give you the key to
her chest, go downstairs in the north west corner of the basement room is a
locked chest that needs a key, open it to find the true amulet.

When you have the true amulet, follow your quest marker back to Jorundr, talk
to him and ask him about 'Stolen Gold'.  Now just follow your quest marker out
of Bruma to the spot marked by your quest marker.  At some point, either before
you find Jorundr's loot hidden in the rocks, or after you get it, Tyrellius
will come up to you and pick a fight, kill him and make sure to get the loot
from the chest.  Now follow your quest marker back into Bruma to find out if
Arnora is truly dead, when you find her body the quest will be complete.



-------------------------------------------------------------------------------
                              Chapter 10 - Anvil
                              """"""""""""""""""


10.01 - Where Spirits Have Lease
10.02 - The Ghost Ship of Anvil
10.03 - The Siren's Deception
10.04 - When the Vow Breaks
-------------------------------------------------------------------------------


10.01 - Where Spirits Have Lease
""""""""""""""""""""""""""""""""
Follow your quest marker to The Count's Arms and go inside, find Velwyn Benirus
and talk to him, ask him about 'Manor' and you will be able to buy the house
for 5000 gold.

After you buy the house follow your quest marker out of the building to
'Benirus Manor'.  Go inside, to the south east is a door, go through it into
the next room, on the north wall is another door, go through it.  On the east
wall is a flight of stairs, follow them up and you will come to another door,
open it and you will be in a room with a bed.  Sleep on the bed for any length
of time.

When you wake up there will be ghosts in the house, kill them or run from them,
either way go through the door on the east wall and head down the stairs, make
your way through the house until you get to the entrance room, in the north
west corner there is some stuff on the floor, pick up the 'Scrap from Lorgren's
Diary' and the 'Skeletal Hand'.

Exit your house and go west, pass the big tree in the middle of the path and
then the third building along the north wall is the Count's Arms, go inside and
ask Wilbur about 'Velwyn Benirus'.  Exit the building and open your world map
and fast travel to 'Imperial City Elven Gardens District'.

Once there follow your quest marker to the King and Queen Tavern, go inside and
talk to Velwyn Benirus, ask him about 'Manor'.  Then ask him about 'Lorgren
Benirus'.  After that ask him about 'Lift the Curse', then exit the building
and open your world map and fast travel to 'Anvil Main Gate'.

Once there follow your quest marker to The Counts Arms and find Velwyn Benirus,
talk to him and tell him you're ready.  Now follow Velwyn out of the building
and to Benirus Manor.  You will be fighting ghosts in here, lots of them, you
will want a good silver weapon or powerful offensive magic.

Enter the manor and inside, follow your quest marker to the basement.  Make
your way to the end of the basement and you will find the secret door, Velwyn
will open it for you and then he will run away.

Walk into the room and activate the skeleton on the altar in the middle of the
room.  If you did not pick up the hand previously, follow your quest marker
back upstairs and in the corner of the room you first come into when you enter
the house, is the hand laying on the floor.  When you have the hand, activate
the body again, but be prepared for a nasty fight, this guy is tough, but its
only cause he has a powerful staff, if you let him waste his staff's magical
charges he is a pussy.

After buddy is dead follow your quest marker out of the house and to The Counts
Arms.  Talk to Velwyn Benirus and this quest will be complete.


10.02 - The Ghost Ship of Anvil
"""""""""""""""""""""""""""""""
Go to the docks at Anvil, one of the ships there has a high elf called Varulae
standing on the deck, talk to her and offer to help to activate this quest.

You'll need to enter the door behind Varulae that needs a key, go inside.  In
the first room there is a ghost to the east, kill it and then go back to the
north west corner beside the door you came in to find a trap door on the floor
to the mid deck, go in this door.

There are a couple ghosts on this floor, kill them and then go to the south
west end of the room, there is a nother trap door on the floor to the carge
hold, go in this door.

Another couple of ghosts on this floor, kill them and then go to the south
west end of this room, there is a chest there, open it and take Varulae's
Crystal Ball.

Now just follow your quest marker out of this place and talk to Varulae to
complete this quest.


10.03 - The Siren's Deception
"""""""""""""""""""""""""""""
Wander around Anvil long enough and ask about enough rumors and you'll get the
topic 'Gang' ask just about anyone about it and you'll activate this quest.
After activating this quest follow your quest marker to find Maelona, talk to
her and she'll ask you to help her, go ahead and say yes.  Then ask about
'Gang' and say you'll help again.  Then ask her about 'Gang' again.

Now follow your quest marker to find Gogan, talk to him and ask him about
'Gang'.  Now follow your quest marker to the Flowing Bowl, hang around inside
for a bit and a couple of women will appear, talk to Signy Home-Wrecker to get
a map marker for Gweden Farm, east of Anvil.

Follow your quest marker to get you to Gweden Farm and then wait until 11:00
pm.  When you get inside Faustina will approach you and ask you to take your
clothes off, refuse and you'll get to kill all 3 girls.  If nobody was home
when you came inside, you probably came in too late, try to go inside as close
to 11:00 as possible.

After the girls are dead a guard will show up, its actually Maelona, she'll
talk to you, ask her about 'Gang' to complete this quest.


10.04 - When the Vow Breaks
"""""""""""""""""""""""""""
This quest starts just outside of Anvil, fast travel to 'Horse Whisper Stables'
and then go due north, after just a little distance you will find Whitmond
Farm.  Go inside the farm house and talk to Maeva the Buxon, ask her about
'Husband' to activate this quest.

Follow your quest marker to Fort Strand, just east of Anvil.  When you get
there go inside and just follow your quest marker to find Bjalfi.  He uses the
mace, so when you kill him, you'll probably have to find it on the floor some
where.  After you have the Rockshatter mace, just follow your quest makrer back
to Maeva.  Talk to Maeva and tell her about 'Husband' to complete this quest.



-------------------------------------------------------------------------------
                             Chapter 11 - Bravil
                             """""""""""""""""""


11.01 - The Forlorn Watchman
11.02 - Caught in the Hunt
11.03 - Through A Nightmare, Darkly
-------------------------------------------------------------------------------


11.01 - The Forlorn Watchman
""""""""""""""""""""""""""""
Talk to enough people and listen to enough conversations and the topic 'The
Forlorn Watchman' will come up, ask just about anyone about it and you'll
activate this quest.

Follow your quest marker to find Gilgondorin, talk to him and ask about 'The
Forlorn Watchman' to get a map marker for Bawnwatch Camp.  Follow your quest
marker to get there and then wait until 8:00 pm.  When the ghost appears, he
will ignore you, at about 8:15 he will start walking away, just follow him.

He will lead you to a random spot, when he stops, go near him and he'll talk to
you.  Now you need to swim across the water to the east, if you look on your
world map, there is a river mouth directly across from you to the east, this is
where you need to go, its a landmark called 'Mouth of the Panther'.

When you get there you'll find a wrecked ship, along the side of the ship that
is on shore is a hole, this is an entrance into the ship, go in it.  Once you
get inside you'll encounter a ghost and get a quest update, after that you can
follow your quest marker to find the Log of the Emma May.  Take it and then go
to the east end of this area, on the floor there is a trap door to the mid
deck, go in this door.

Here you will encounter a couple more ghosts, then go to the west end of this
area and you'll find another trap door, go in it.  Down here you will have to
fight a ghost called Gable the Traitor, kill it and loot its corpse to find a
key, now open the door to the east, ahead of you you will see a shackled
skeleton, activate it to release the shackles.

Now Grantham Blakeley, the forlorn watchman, will appear, talk to him.  He will
drop a map on the floor, pick it up.  Now you can just follow your quest marker
to find the treasure.  When you get to the treasure this quest will be
complete.


11.02 - Caught in the Hunt
""""""""""""""""""""""""""
Wander around Bravil long enough and ask about enough rumors and the topic
'Aleron Loche' will come up, ask just about anyone about him and this quest
will be activated.

Once it is activated just follow your quest marker to findUrsanne Loche, talk
to her and ask about 'Aleron Loche'.  Now just follow your quest marker to find
Kurdan gro-Dragol.  Talk to him, you'll need a good disposition with him, about
75, then ask about 'Aleron Loche' then end the conversation.  Talk to Kurdan
again and tell him you're ready.

Now follow your quest marker until you come to the boat, get on it and activate
it.  You'll be taken to a small island that Fort Grief is on.  Follow your
quest marker and you'll come to a closed gate, you can't activate it, you have
to go slightly to the east of the gate to find a switch on the ground, activate
the switch to open the gate.

Now go through the open gate and find Aleron Loche, talk to him and ask him
about 'Axe of Dragol' and then about 'Hunt'.  Now follow your quest marker into
the fort.

Inside follow the path south east and you'll encounter Kurdan's Imperial
Hunter, kill him and loot his corpse to find a key.  Keep following your green
quest marker to find Kurdan's Nord Hunter, kill him and loot his corpse to find
another key.

Now ignore your quest marker and just make your way all the way south east and
you will find a door to 'The Hunter's Abyss' go through this door.  Now follow
your quest marker to find Kurdan's Orc Hunter, kill him and loot his corpse to
find another key.

Now follow your quest marker out of the fort, when you get outside you'll see
Kurdan kill Aleron, now go to Kurdan and he'll talk to you.  Kill Kurdan and
loot his corpse to find the real key to open the gate.  Kurdan also has a
friend with him, an archer on the second level.

Go back inside the fort, along the north east wall is a locked gate that needs
the real fort key you got from Kurdan, open the gate and go inside, activate
the switch.  Now just follow your quest marker out of the fort and back to your
boat.  Get in the boat and activate it to be brought back to Bravil.

Back at Bravil, just follow your quest marker to find Ursanne Loche, talk to
her to complete this quest.


11.03 - Through A Nightmare, Darkly
"""""""""""""""""""""""""""""""""""
Go to the Bravil Mages Guild Hall and find Kud-Ei, talk to her and you should
be able to ask about 'Henatier' do so and this quest will be activated.  After
she kicks you out of the conversation, talk to her again and tell her you are
ready.  Simply follow her.

When Kud-Ei takes you into Henatier's house, she will then talk to you, ask her
about 'Dreamworld'.  Then when you are ready, talk to Ku-Ei again and tell her
you are ready.  Then equip the Dreamwold Amulet and activate the bed, sleep
for any amount of time.

Inside the dreamworld, you will find Henatier right beside you, talk to him and
ask about 'Dreamworld'.  Now we will go to the south wall to the portal to
'Test of Perception' go in this door.

As soon as you get in there is a perceive to your left, open it to find a torch
and equip it, the light will help lots.  Now on the north east corner of this
platform is a path, follow it.  You will come to a giant well like structure
with swinging blades, you must get to the other side without getting sliced up.
On the other side there is another path off the north corner of the platform,
follow it, when the path turns north west, watch out for a trigger on the
floor.

At the next platform, go west under the glowing crystals, be careful of the
falling traps.  At the other side you'll be on another platform, with a path to
the west, follow it, when you start heading south, watch out for 3 triggers on
the floor.  Keep following the path, right before you get to the end of this
path, there is another trigger, watch out for it.  On this platform is a
pedistal, on top of that is an Element of Perception, take it.

Now in the north east corner of the upper level is a portal to 'Test of
Patience' go in this door.  Once you're in, straight ahead is a container, open
it to find a Mysterious Scroll.  Read the scroll if you want, then go north.

When you get to the first section of triggers, you can use the scroll to see it
marks the path, this is the path you take:

  . X X X
  . X X X
  . . X X
  X . X X

On the other side go north and then east and you'll come to the second set of
triggers, you can use the scroll to see the path, this is the path you take:

  X X X X . X
  X X . . . X
  X . . X X X
  X . X X X X
  X . . . X X
  X X X . X X

On the other side go north and then you will come to the last set of triggers,
you can use the scroll to see the path, this is the path you take:

  . X X X X X X X
  . X X X . . . .
  . . . . . X X .
  X X X # # X . .
  X X X # # X . X
  X X . . . . . X
  X X . X X X X X
  X X . X X X X X

On the other side of the trigger area is a pedistal to the east, on top is an
Element of Patience, take it.  Now that you're back with Henatier, go to the
first floor and take the path on the south wall, this takes you to a portal to
'Test of Courage' go in this door.

Follow the path east and you'll end up in a water hole swiming, after getting
in you go a short distance and then have to swim down deep, at the bottom is a
container that has a water breathing potion in it, go ahead and use it.  Then
go west into the opening, now you must swim downwards again, it becomes dark
and hard to see down here, just keep going down and you will come to a door to
'Grotto of Courage' go in the door.  Now go west and you'll find another
pedistal with an Element of Courage on it, take it.

Now go back to the first floor, in the main room downstairs there is a portal
on the north wall to 'Test of Resolve' go in this door.  Right away there is a
container on your left with a bunch of equipment in it, take it all if you wish
and equip what you are best with.

Now go north and you'll enter an arena, you'll have to fight some monsters
based on your level, I was level 20 and had to fight 2 Minotaurs, I am only
assuming that if you're a lower level you won't be fighting something that far
out of your abilities.  After the beasts are dead a set of stairs raises to the
south, go up them to find a pedistal with an Element of Resolve on top.

Now talk to Henantier and ask about 'Dreamworld' and you'll exit this place.
In the outside real world Henantier will come and talk to you, this will
complete this quest.



-------------------------------------------------------------------------------
                            Chapter 12 - Leyawiin
                            """""""""""""""""""""


12.01 - Mazoga the Orc
12.02 - Whom the Gods Annoy
12.03 - Knights of the White Stallion
12.04 - Tears of the Savior
12.05 - Raid on Greyland
-------------------------------------------------------------------------------


12.01 - Mazoga the Orc
""""""""""""""""""""""
Talk to enough people about Leyawiin and rumors and this quest will be
activated.  When it is activated, just follow your quest marker to find the
Count Marius Caro, he is in attendance during the day.  When you can, talk to
him and ask about 'Service to Leyawiin'.

Now follow your quest marker to Mazoga, talk to her and tell her the count sent
you.  Now ask about 'Mazoga the Orc' and then say 'Yes, Sir Mazoga' and now
ask about 'Knight' and then say 'No, Sir Mazoga' and finally ask about
'Weebam-Na' and tell her you know where he is.

Follow your quest marker to find Weebam-Na, when you do, talk to him and tell
him about 'Mazoga the Orc'.  Now just follow Weebam-Na back to Mazoga.  They
will talk and you will get a quest update.  Now talk to Mazoga and ask about
'Fisherman's Rock'.

Its quite a ways north of Leyawiin, fast travel to your nearest map marker and
then follow your quest marker until you come to Fisherman's Rock.  Mazoga will
move rather slowly once you get there, just be patient, she will eventually end
up going up to one of the men and then the battle begins.

Once all the bandits are dead, Mazoga will talk to you, when she is done you
can fast travel back to Leyawiin and follow your quest marker to the count.
The count is in attendance during the day, when you can, talk to him and tell
him about 'Service to Leyawiin' to complete this quest.


12.02 - Whom the Gods Annoy
"""""""""""""""""""""""""""
Wander around town talking to people long enough and you'll get the topic
'Rosentia Gallenus', then you can ask just about anyone about it to activate
this quest.

Now just follow your quest marker to find Rosentia Gallenus in her home, talk
to her and offer to help her, then ask about 'Daedric Staff'.  Now just follow
your quest marker to find Alves Uvenim, talk to her and she'll jump right into
it.  Ask Alves about 'Daedric Staff' and then you can follow your quest marker
back to Rosentia.

When you get back to Rosentia talk to her and ask her about 'Daedric Staff'.
You will end up having 4 scamps following you, you can kill them, but they will
come back to life.  So just follow your quest marker to Darkfathom Cave, just
east of Leyawiin.

When you get to the cave, go inside and follow your quest marker.  You will
eventually come to the room marked by your quest marker, there is a pedistal
between to fire pits, stand near that pedistal and open your inventory, find
the Staff of the Everscamp and drop it.

Now, just follow your quest marker back to Leyawiin to find Rosentia, when you
get to her, talk to her and tell her about 'Daedric Staff' to complete this
quest.


12.03 - Knights of the White Stallion
"""""""""""""""""""""""""""""""""""""
After completing 12.01 - Mazoga the Orc, talk to Count Marius Caro, he is in
attendance during the day, ask him about 'Knight-Errant' to activate this
quest.  Then ask him about 'Black Brugo'.

Now follow your quest marker to find Mazoga, talk to her and ask about 'Black
Brugo' then end the conversation and talk to her again to tell her you're
ready.  Telepe is just north west of Leyawiin, fast travel to your nearest map
marker and then follow your quest marker to get there.

Once you get there wait until 12:00 am (midnight), then go inside.  Inside you
can just explore this whole place, kill all the bandits and take their black
bows, the Count of Leyawiin will buy them from you.  Once you've killed Black
Brugo get out of the ruins.

Fast travel to 'Castle Leyawiin' and follow your quest marker to the count, he
is in attendance during the day, when you can talk to him and tell him about
'Black Brugo' to complete this quest.  Don't forget to turn in your black bows
to the count.


12.04 - Tears of the Savior
"""""""""""""""""""""""""""
This is an unoffical Mages Guild quest, I am not sure when it becomes
available, but it begins by talking to a robed Khajiit called S'drassa, just
talk to him and he'll activate this quest.

After the quest is activated, ask S'drassa about 'Garridan's Tears'.  Now fast
travel to 'Imperial City , The Arcane University' and follow your quest marker
to find Julienne Fanis, talk to her and ask her about 'Garridan's Tears'.

Now make your way to the First Edition bookshop and talk to Phintias, you need
to buy the book 'Knightfall' from his inventory.  After you've purchased the
book, find it in your inventory and read it, you will get a quest update and
a map marker for Frostfire Glade, which is north, north east of the Imperial
City, or south east of Bruma.

For now, follow your quest marker back to Julienne, talk to her and buy all the
Refined Frost Salts she has.  Now you need to get to Frostfire Glade, it is in
the middle of nowhere, so just fast travel to your nearest map marker and then
follow your quest marker to get there.

Once you get there, go inside the cave and just keep following your quest
marker, it will take you to the other end of the cave, to the frozen door you
needed the refined frost salts for.  Go through the door.

Explore this area and you'll find the center is covered in ice, laying around
this ice mound are the Garridan's Tears, they are tiny little ice drops and are
hard to find.  Because they are loose, they can be knocked around by walking
into them, so they may not always be in the same place.  Rather than try and
discribe each location, just look for them, there are 5 in total.

By popular demand I've decided to try and describe where the 5 tears are, there
is one at the top of each slanted rock up to the middle of the ice mound, there
is one behind a rock by the one sloped rock and there are 2 just in the open
area around the large mound of ice in the middle.

After you've found all 5 tears, fast travel to Leyawiin and follow your quest
marker to find S'drassa, talk to him and tell him about 'Garridan's Tears' to
complete this quest.


12.05 - Raid on Greyland
""""""""""""""""""""""""
Just outside Leyawiin West Gate is a soldier called Lerexus Callidus, he wants
you to talk to him, so talk to him and ask about 'Skooma Dealers' to activate
this quest.

Just follow your quest marker to find Greyland.  When you get there go inside
and kill everyone.  Loot Kylius Lonavo's corpse and take his ring.  Now follow
your quest marker back to Lerexus, talk to him and tell him about 'Skooma
Dealers' to complete this quest.



-------------------------------------------------------------------------------
                            Chapter 13 - Skingrad
                            """""""""""""""""""""


13.01 - Paranoia
13.02 - Helping Hands
13.03 - The Rosethorn Cache
-------------------------------------------------------------------------------


13.01 - Paranoia
""""""""""""""""
While wandering around Skingrad a Wood Elf called Glathir will find you and
talk to you, activating this quest.  He tells you to meet him behind the chapel
at midnight.  Follow your quest marker to the spot behind the chapel and then
use the wait command until its midnight.

At midnight Glathir will come up to you and talk about his problem and offers
to pay you gold, tell him you'll help.  He will ask you to follow 3 different
people, one at a time and after each person you have to meet him at midnight to
tell him what you found out.  There are 3 endings to this quest.  The first is
to tell him the truth, that nobody is following him, the other endings both
come from telling him he is being followed.  If you want to tell him the truth,
read the next paragraph, if you wish to have one of the other endings, skip the
next paragraph.

You can follow the people Glarthir asks you to or not, it doesn't matter, just
make sure that you're at the marked meeting spot at midnight each night to tell
him they weren't following him.  After you tell him the last person was not
following him, he will actually attack you.  Once he is dead this quest will be
complete.

You can follow the people Glarthir asks you to or not, it doesn't matter, just
make sure that you're at the marked meeting spot at midnight each night to tell
him they were following him.  After you tell him the last person was following
him and he will give you a hit list, he wants you to kill the people he asked
you to follow.  This is where the endings split, if you wish to kill the people
on the list, skip the next paragraph, if you wish to turn Glathir in to the
guards, read the next paragraph.

Go and find any guard, ask him about 'Glarthir' and then show the guard
Glarthir's note.  The guard will run off to find Glarthir and kill him, you can
follow and watch if you want.  Either way, this quest is complete.

First lets kill Davide, he is in the Surilie brother's house, marked by your
quest marker, you'll need to break in without being caught.  He should be
sleeping on the third floor.  When you find him, kill him.

Now lets kill Bernadette, use your mini map to find her house marked by a quest
marker, then break in without being caught.  She should be sleeping on the
second floor.  When you find her, kill her.

Now lets kill Toutius, you can just follow your only quest marker now to find
his house, break in without being caught.  He should be sleeping on the third
floor.  When you find him, kill him.

Now follow your quest marker to the marked spot behind the chapel and wait
until midnight for Glarthir to show up.  When he does show up, talk to him and
tell him they are all dead and you'll get 1000 gold.  And this quest will be
complete.


13.02 - Helping Hands
"""""""""""""""""""""
This quest can only be activated after you've purchased the Skingrad House, see
section:  29.03 - Skingrad.  Once you have the house, keep reading.

Look for a woman named Eyja around Skingrad, she can be found in Colovian
Traders during the day, talk to her and she will offer to be a maid for your
house for 150 gold and a place to stay in your basement.  When you accept this
quest is complete.


13.03 - The Rosethorn Cache
"""""""""""""""""""""""""""
This quest can only be activated after you've purchased the Skingrad House, see
section:  29.03 - Skingrad.  Once you have the house, keep reading.

Go inside your house, go all the way up to the top floor, the master bedroom.
Stand on the bed and face west.  You see the desk with the deer head above it?
To the right are a couple of book shelves and a chest, jump onto the chest and
then jump onto the book shelves.  Once you're on top, face south and you'll see
a scroll.  Take the scroll to activate this quest.

Go to the basement, there is a pillar with a bunch of garlic hanging from it,
if you look up near the top of the pillar where the little arms branch out to
the roof, you can see an hour glass, take it to complete this quest.



-------------------------------------------------------------------------------
                          Chapter 14 - Imperial City
                          """"""""""""""""""""""""""


14.01 - Imperial Corruption
14.02 - Unfriendly Competition
14.03 - An Unexpected Voyage
14.04 - Order of the Virtuous Blood
-------------------------------------------------------------------------------


14.01 - Imperial Corruption
"""""""""""""""""""""""""""
In the Imperial City Temple District you can find Ruslan, a male Redguard and
Luronk gro-Glurzog, a male orc.  Talk to either of them and ask about 'Corrupt
Imperial Watchman' to activate this quest.

Now, follow your quest marker to find Jensine, talk to her and ask her about
'Corrupt Imperial Watchman', you'll need a decent disposition with her, around
75 should do, before she will tell you anything.

After getting the information from Jensine, you will need to find a captain of
the guard, they wear the steel armor with gold art, when you find one other
than Audens Avidius, talk to them and tell them about 'Corrupt Imperial
Watchman', you will need a good disposition with the watch captain to convince
him, about 75 should do it.

Now follow your quest marker to find Luronk and Ruslan.  When you find them,
tell them each about 'Testify against Audens Avidius' you will need to have a
good disposition with each to convince them, about 75 should do it.

After telling both Luronk and Ruslan to testify just wait 24 hours and then
follow your quest marker to find the captain of the guard you spoke to, talk to
him and ask about 'Corrupt Imperial Watchman'.

Now just wait a few hours and you'll get a quest update telling you this quest
is complete.



14.02 - Unfriendly Competition
""""""""""""""""""""""""""""""
Fast travel to 'Imperial City Market District' and then look at your area map,
the north east block of shops, the third shop from the left is Jensine's "Good
as New" Merchandise, go in there.  Talk to Jensine and ask her about 'Thoronir'
to activate this quest.

Now follow your quest marker to find Thoronir, talk to him and ask him about
'Inventory'.  Now go outside of the shop and wait until 8:00 pm, you actually
don't want to wait past 8:00, so wait until 7:00 and what ever minutes and then
stand there until 8:00.

Thoronir will come out of his shop, just follow him.  Its a boring while before
Thoronir ends up in a meeting with Agarmir.  After the conversation, follow
Agarmir.  He will eventually lead you to his house, just wait until 12:00 pm,
noon.

Break into Agarmir's house, follow your quest marker into the basement, you
will get a quest update, then go forward and on a table with a lot of candles
is a book, the Macabre Manifest, take it.

Now follow your quest marker back to Thoronir, talk to him and tell him about
'Taken from the Dead'.  Now follow your quest marker and you'll end up in the
graveyard, when you get to the Trentius Family Mausoleum, you'll get a quest
update, go ahead and go inside.

You'll be approached and a quick conversation will play out, then kill the 2
men.  After they are dead find Agarmir's shovel, when you find it take it.  Now
follow your quest marker back to Thoronir, talk to him and give him the shovel.

Now follow your quest marker back to Jensine, talk to her and tell her about
'Thoronir' to complete this quest.


14.03 - An Unexpected Voyage
""""""""""""""""""""""""""""
Fast travel to 'Imperial City Waterfront' and then make your way east along the
pier, when you get to the ship, go on board, this is the Bloated Float.  When
you are inside and talk to Ormil, a high elf, ask about 'Bed' and then take the
room.  Now take the stairs down, on the east side of the room, then go west,
the room on the left is yours, go in and sleep for 6-12 hours, or until the
middle of the night, when you wake up, this quest will be activated.

Right away a guy called Lynch will come up to you, tell him what ever you want
and then kill him.  Now make your way back to the main deck, a woman called
Minx will be there, tell her what ever you want and then kill her.  Loot her
corpse and take the top deck key.

Now go up the stairs and you'll find a door, go through the door.  You'll be
face to face with another thief, tell him what ever you want and then kill
him.  Loot his corpse and take Ormil's Cabin Key.

Now go back to the main deck and on the main floor against the west wall is a
door to Ormil's Cabin, go in this door.  You'll find Selene in here, talk to
her and then kill her.  After she is dead talk to Ormil, ask him about
'Blackwater Brigands'.

Now follow your quest marker back to your room, sleep for any amount of time.
After you wake up follow your quest marker back to Ormil, talk to him and
this quest will be complete.


14.04 - Order of the Virtuous Blood
"""""""""""""""""""""""""""""""""""
While wandering around the Imperial City Temple District, a woman named Ralsa
Norvalo will find you and talk to you, tell her you'll help and this quest will
be activated.

Just follow your quest marker and you'll find Seridur, he'll talk to you and
then ask you to follow him, go ahead and follow him.  When he gets to where he
is going in the basement, he'll talk to you again, ask him about 'Vampire' and
then about 'Roland Jenseric'.

Follow your quest marker to find Roland's house, go inside and on the kitchen
table is a book, on the book is a scrap of paper, a love letter from Relfina,
take it.  You will get a quest marker for Roland Jeseric's Cabin, which is just
east, north east, of the Imperial City, follow your quest marker to get there.

Go inside and talk to Roland, ask him about 'Vampire' and then about 'Seridur',
now you can either kill Roland, or keep him alive.  If you kill him read the
next paragraph, if you want to let him live, skip the next paragraph.

Talk to Roland and ask about 'Vampire' and then tell him you're going to kill
him.  After he is dead follow your quest marker back to Seridur, talk to him
and tell him Roland is dead to complete this quest.

Talk to Roland and ask about 'Vampire' and then tell him you're not going to
kill him, after that conversation ask about 'Seridur'.  Now just fast travel to
'Imperial City Market District' and then follow your quest marker to find
Phintias, talk to him and ask him about 'Seridur' to get a map marker for
Memorial Cave, which is just south east of the Imperial City.

Fast travel to your nearest map marker and then follow your quest marker to get
to Memorial Cave.  Just follow your quest marker to find Seridur, when you do
you can talk to him, or you can kill him right away, either way he ends up
dead.  Once he is dead follow your quest marker out of the cave.

Once you're outside of the cave fast travel to 'Rolan's Jenseric's Cabin' and
go inside to talk to Roland, tell him about 'Seridur'.  Now exit the cabin and
fast travel to 'Imperial City Temple District' once you're there you should be
able to follow your quest marker to find Roland in Seridur's house, talk to
Roland and this quest will be complete.



-------------------------------------------------------------------------------
                              Chapter 15 - Arena
                              """"""""""""""""""


15.01 - The Arena
15.02 - Origin of the Gray Prince
-------------------------------------------------------------------------------


15.01 - The Arena
"""""""""""""""""
Fast travel to 'Imperial City Arena' and then find your way to the entrance of
the big arena in the middle of the area, there is a Wood Elf called Hundolin
there between 9:00 am and 9:00 pm, talk to him and tell him you don't want to
bet right now, and then ask about 'Becoming an Arena Combatant' to activate
this quest.

Now follow your quest marker and you'll find Owyn, talk to him and tell him
you want to be a combatant, then just chose what ever armour you want, light
or heavy.

Equip your arena armor, then talk to Owyn and tell him 'Ready for a Match'.
Now make your way into the main hallway of the arena bloodworks and go east,
along the north wall a big door opens up, go in this room and find the path to
the north west, once you get to the door to the arena, open it and the
announcer will say a few things and you'll be fighting.

After winning your first match follow your quest marker back to Owyn, talk to
him and you will get your reward.

Repeat the last 2 paragraphs for each round in the arena.  After every 3 wins
you will be promoted, which makes the enemies you fight slightly stronger and
your rewards slightly larger.  For your first 3 fights your rank is Pit dog,
after winning 3 times you'll be promoted to Brawler, then Bloodletter, then 
Myrmidon, then Warrior, then Gladiator, then Hero and finally to Champion.

After you've fought all 21 rounds to become Champion you can challenge Agronak
gro-Malog, the current Arena Grand Champion for the title of Grand Champion, to
do this go talk to Agronak gro-Malog, tell him 'Yes, I wish to challenge you.'
Now go speak to Ysabel Andronicus and tell her 'Ready for a Match' then you get
to chose a name for yourself.  After you've chosen a name make your way to the
arena.

If you completed the Origin of the Gray Prince quest, you will be able to
defeat Agronak without taking any damage at all, but if you haven't complete
the quest, he will fight you in full force.

After defeating the Agronak you can loot his corpse and take his raiment.
Once you have the armor, make your way back to Ysabel Andronicus, talk to her
and chose what raiment you want.

You are now the Grand Champion, while there are no more true matches for you,
you can participate in weekly matches against monsters from around Cyrodiil.
The weekly matches difficulty and reward is dependant on your level.  While the
quest is still active in your quest log, I am considering it complete.


15.02 - Origin of the Gray Prince
"""""""""""""""""""""""""""""""""
Find Agronak gro-Malog in the arena bloodworks, talk to him and ask him about
'The Gray Prince' to activate this quest.  You will also get a map marker for
Crowhaven, a fort just north west of Anvil.

Now fast travel to your nearest quest marker and then follow your quest marker
to get to Crowhaven.  Once you get there, go inside and you'll get a quest
update, then just follow your quest marker.

Your quest marker will take you to Lord Lovidicus, a vampire, kill him and then
keep following your quest marker to find his journal and take it.  Now just
follow your quest marker out of the fort and then fast travel to 'Imperial City
Arena' and then follow your quest marker back to Agronak.

Now when you talk to Agronak you will complete this quest, but he will become
depressed and when it comes time to fight him for the title of Grand Champion,
he won't fight back.  Its not really that much fun.  If you don't complete the
quest and finish the Arena anyway.... you may have to complete it to talk to
the Gray Prince into fighting you if you've already started it, it may be that
the only way to fight the Gray Prince is to do so without ever taking this
quest.



-------------------------------------------------------------------------------
                         Chapter 16 - Daedra Shrine Quests
                         """""""""""""""""""""""""""""""""


16.01 - Shrine of Azura
16.02 - Shrine of Vaermina
16.03 - Shrine of Namira
16.04 - Shrine of Sanguine
16.05 - Shrine of Nocturnal
16.06 - Shrine of Peryites
16.07 - Shrine of Sheogorath
16.08 - Shrine of Malacath
16.09 - Shrine of Meridia
16.10 - Shrine of Mephala
16.11 - Shrine of Molag Bal
16.12 - Shrine of Hircine
16.13 - Shrine of Clavicus Vile
16.14 - Shrine of Boethia
16.15 - Shrine of Hermaeus Mora
-------------------------------------------------------------------------------


16.01 - Shrine of Azura
"""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Black Waterside
Stables' on the west wall of Cheydinhal.  Once there make your way north until
you reach Lake Arrius.  At Lake Arrius there is a path on the north side,
follow it north east until you come to a Dragon Stone, then turn north and keep
going north until the shrine marker appears on your compass, just keep going
north and you will find the shrine.

Talk to Mels Maryon to get the quest.

You must be at least level 2 to begin this quest.

You can only activate the statue between 5:00-7:00 am or pm and you will need
an offering of 1 Glow Dust.

You can acquire Glow Dust from Will-o-the-Wisp creatures located north, north
west of the shrine, they can not be hurt by normal weapons, only magic.  You
can also purchase Glow Dust from some alchemy merchants.

Once you've made your offering Gutted Mine will be marked on your world map,
south west of the shrine.  The path that goes north east from the shrine will
take you to the mine, make your way there.

Enter the mine, inside you will be fighting vampires, if you get infected by
Porphyric Hemophilia, you will become a vampire after 3 days, visit a chapel in
any of the cities to cure the disease.  There are 5 vampires in here, all
marked with quest markers, kill them all.  After they are dead leave the mine
using your quest marker to guide you.

Outside of the mine fast travel to 'Azura's Shrine' north east of the mine.
Go to the statue and activate it to get your reward.

Reward:  Azura's Star.

The Azura's Star is a grand soul gem that does not disappear once used, only
the trapped soul disappears when used.


16.02 - Shrine of Vaermina
""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Black Waterside
Stables' on the west wall of Cheydinhal.  Once there make your way south, once
you get near Lake Poppad the shrine icon will appear on your compass, just use
your compass to find your way now.

Talk to Aymar Douar to get the quest.

You must be at least level 5 to begin this quest.

You can activate the statue at any time and require an offering of 1 black soul
gem.

You can only acquire black soul gems by converting grand soul gems, to do that
see:  01.04 - Things EVERYONE should know.

Once you've made your offering Arkved's Tower will be marked on your world map,
south west of the shrine.  Just follow your quest marker to get there.

Once you get to the tower go inside and just follow your quest marker.  There
are no real traps, puzzles, or difficulties, just a bunch of enemies and a lot
of ground to cover.  Eventually you will come to the room marked by the green
quest marker, it marks the Orb of Vaermina, take it.  Now just follow your
quest marker out of this place.

Outside of the mine fast travel to '' north east of the fort.
Go to the statue and activate it to get your reward.

Reward:  Skull of Corruption.

The Skull of Corruption when used on an NPC creates a clone of the target.


16.03 - Shrine of Namira
""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Wildeye Stables'
on the east wall of Bruma.  Once there make your way east, it won't be far
befor you see the shrine icon on your compass, just use that to find the
shrine.

Talk to Hjolfrodi the Harrier to get the quest.

You must be at least level 5 to begin this quest.

You can activate the statue at any time and to be able to speak to Namira you
will need to have a personality of 20 or less.

You can low your personality by drinking cheap wine, each bottle you drink
lowers your personality by 10 and you can buy or find them just about anywhere.
You will need to use 'restore personality' spells or potions, or go to any
chapel and heal yourself to restore your personality.

Once your personality is low enough activate the statue and Anga will be marked
on your world map, south of the shrine.  Just follow your quest marker to get
there.

Once you get there go inside and follow your quest marker.  Inside there are 4
targets, you need to use Namira's Shroud on each of them.  Once you've used it
on all the priests and they've been killed, fast travel to 'Shrine of Namira'
and activate the statue to get your reward.

Reward:  Ring of Namira.

The Ring of Namira reflects damage and spell damage, based on your character
level.


16.04 - Shrine of Sanguine
""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Grateful Pass
Stables' on the west wall of Skingrad.  Once there make your way north west,
you will pass a couple caves, Fallen Rock Cave and Bleak Flats Cave, when you
are between the 2, or near them at least, go north and you will eventually see
the shrine icon on your compass, you can just use your compass from here to
find the shrine.

Talk to Engorm to get the quest.

You must be at least level 8 to begin this quest.

You can activate the statue at any time and require an offering of Cyrodilic
Brandy.

You can acquire Cyrodilic Brandy from various shops and dungeons around
Cyrodiil, try the Imperial City Market District.

Once you've made your offering you will need to fast travel to 'Castle
Leyawiin'.  Once you're there go into the castle, the room marked by your quest
marker is the room the dinner party will take place in.  There are many
different ways to do this, I tried a few and the one I found that works the
best is not bother trying to get in.

To do it, stand against the opposite wall to the door into the dinner party,
you should be standing beside a table and chairs, with a shelf of silver dishes
in the corner.  From here you can see the door and the guard infront of it.

Use the wait command to get you to 5:00 pm, but no later than 5:40 pm.  At 5:40
pm the countess will go into the dinner party, when she does she will open the
door and this is your chance.  Make sure you are in sneak mode so nobody can
see you, cast an invisibility spell to make sure, and as soon as that door
opens, fire Stark Reality into the dinner room.  Before the spell makes it into
the dinner party and explodes, use another invisibility spell.

Now quickly sneak out of the castle, as long as nobody knew you were standing
in the corner when you fired the spell and you were once again invisible when
the spell hit, you can get out of the castle safely.

If the countess does not appear, she may be away from the city.  For 3 days out
of each month she is gone, just wait 23 hours after each attempt that she does
not show up for.  Also, the time the countess enters the dinner party may vary,
the earliest she went in for me was 5:40 so that was the time I used as any
time after that, you are still ready and waiting.

Once you are out of the castle fast travel back to 'Shrine of Sanguine' and
activate the statue to receive your reward.  Your items will be in a chest
behind one of the benches near the statue.

Reward:  Sanguine Rose.

The Sanguine Rose when used against an NPC summons a creature from the Daedra
catagory (scamps, clannfear, xivilai, etc).


16.05 - Shrine of Nocturnal
"""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Leyawiin - North
East Gate'.  Once there, leave the city.  Outside the gate there is a road that
follows the city wall to the right, follow that road, just stay on this road,
for the moment it goes east, eventually it turns north, keep on this road for a
while and after a bit you will come to a fork, a left path or right path that
takes you to a little village, take the left path and keep following the road.
Keep following the road for a while longer and you will come to a tree in the
middle of the road that has a small brick wall around it, you are almost there,
go north past the tree and you will soon see a path on your right, take that
path and you will be at the Shrine of Nocturnal.

Talk to Mor gra-Gamorn to get the quest.

You must be at least level 10 to begin this quest.

You can activate the statue at any time and require no offering.

Once you've made your offering, fast travel to Leyawiin, talk to any guard and
ask about 'Leyawiin' which will give you quest markers to track down Weebam-Na
and Bejeen, follow the markers to Weebam-Na's house.  Inside the house talk to
either Weebam-Na or Bejeen and ask about 'Eye of Nocturnal', they will deny
everything so you must listen in on their conversation.

The easiest way to listen in on their conversation is to leave the house, enter
sneak mode and re-enter the house, just stand at the door and you should
overhear enough of the conversation to advance the quest.  If this doesn't
work, use an invisibility potion or spell as soon as you enter the house.

Tidewater Cave is now marked on your world map, just south of Leyawiin, make
your way there.

Enter the cave, there are trolls, bears, rats or other such creatures in here,
use your quest marker to find the eye which is the dark orb like object with
flashing colours around it.  Once you have the eye exit the cave using your
quest marker to guide you.

Outside of the cave fast travel to 'Nocturnal Shrine' north of Leyawiin.  Go to
the statue and activate it to get your reward.

Reward:  Skeleton Key.

The Skeleton Key does not break when you miss a tumbler and while you have it
with you, your security skill is increased by 40.


16.06 - Shrine of Peryites
""""""""""""""""""""""""""
To get to this shrine open your world map and look to the far east of Bravil,
the river called 'Silverfish River' is where the shrine is, there is no easy
way to get there so you'll just have to fast travel to your nearest map marker
and then make your own way there.  The exact location of the shrine is between
the 'h' and the 'R' in the words 'Silverfish River' on your world map.

Once you get there you will find that the followers are frozen in time,
activate them all to start this quest.

You must be at least level 10 to begin this quest.

You can activate the statue at any time and require no offering.

Once you're ready activate the statue, and after the story, activate it again.

You'll be in an Oblivion realm, you will need to follow your quest marker and
find each of the people in here.  Just follow your quest marker to each person
until they are all rescued.  Just speak to their ghosts to rescue them.

Once they are all rescued just follow your quest marker back to the start of
this place and the portal will be open.  Go through the portal and then
activate the statue to receive your reward.

Reward:  Spell Breaker.

The Spell Breaker is a powerful shield that reflects spell damage by 30%.


16.07 - Shrine of Sheogorath
""""""""""""""""""""""""""""
To get to this shrine you will need to go to either Bravil or Leyawiin and
follow the road that connects the 2 cities.  The shrine is west of the main
road and as long as you follow the main road you will eventually see the shrine
icon appear on your compass.  When it does, just use your compass to find it.

Talk to Ferul Ravel to get the quest.

There are no level restrictions for this shrine.

You can activate the statue at any time and require an offering of 1 lesser
soul gem, 1 head of lettuce and 1 bundle of yarn.

You can acquire lesser soul gems anywhere in Cyrodiil, start with the mages
guild halls.  You can acquire lettuce from just about any inn and the yarn can
be found as clutter in just about every house in Cyrodiil.

Once you've made your offering Border Watch will be marked on your world map,
south of the shrine.  Just follow your quest marker to get there.

Make your way to Border Watch, when you get there follow your quest marker to
find Ri'Bassa, talk to him and ask about 'K'Sharra Prophecy'.  Next ask about
'Three Signs', you'll need a disposition of 70 or more to get this information
out of him.

For the first part go to Border Watch Inn, its in the south western corner of
Border Watch.  Inside there are display cases beside the exit that have cheese
in them, you'll need to steal the large orange chunk of cheese from the blue
display case.

After you've stolen the cheese without getting caught, exit the inn and just
north from there is a cooking pot above a little camp fire, activate it with
the cheese in your possession to complete this part.

Just stand by the cooking pot and eventually a horde of rats will coming
running up, kill them if you want.  Then Ri'Bassa will come up and you can talk
to him, he'll then drop a bundle of rat posion, pick it up.

Now head to the south end of Border Watch, there you will find a feeding
trough for the sheep, activate it with the rat posion in your possession to
complete this part.

Just watch as the sheep feed and then die.  After they're dead Sheogorath will
speak to you, do as he says and walk to the center of Border Watch.  Eventually
it will rain burning dogs.

After that you can fast travel back to 'Shrine of Sheogorath' and activate the
statue to receive your reward.

Reward:  Wabbajack.

The Wabbajack when used on a non NPC, only creatures, it will transform that
target into a random other creature.


16.08 - Shrine of Malacath
""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Horse Whisperer
Stables' on the north wall of Anvil.  Once there make your way north, when you
come to Fort Sutch, go west, you will be able to see the shrine icon on your
compass and you can follow that to find it.

Talk to Shobob gro-Rugdush to get the quest.  You will need a disposition of
75 or so to get the quest from him.

You must be at least level 10 to begin this quest.

You can activate the statue at any time and require an offering of Troll Fat.

You can acquire troll fat from trolls.  You can find Trolls in various caves
and randomly in the wilderness, you can also buy it from some ingredient shops.
Try going to Tidewater Cave, south east of Leyawiin, I'm sure it has trolls in
it.

Once you've made your offering Lord Drad's Estate will be marked on your world
map, south east of the shrine.  Just follow your quest marker to get there.

Once you get there, follow your quest marker to find Lord Drad, talk to him and
ask about 'Ogre Slaves' respond next how ever you wish.  You'll end up with
Bleak Mine marked on your world map, follow your quest marker to there.

Go inside the mine and then follow your quest marker to find the 2 groups of
Ogre's behind locked doors.  The guards in here may or not be hostile to you,
I did this quest once without fighting any of them and let the Ogre's do the
fighting, but this time they were hostile and I just killed them all.

After the Ogres are free follow your quest marker back to the shrine and
activate it to receive your reward.

Reward:  Volendrung.

The Volendrung is a two handed mace charged with drain health and paralyze.


16.09 - Shrine of Meridia
"""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Grateful Pass
Stables' on the west wall of Skingrad.  Once there make your way west and you
will soon see the shrine icon on your compass, just use that to find it.

Talk to Basil Ernarde to get the quest.

You must be at least level 10 to begin this quest.

You can activate the statue at any time and require an offering of mort flesh.

You can acquire mort flesh from zombies, they almost always drop it.  Go and
explore some random ruins and you're bound to find some zombies.

Once you've made your offering Howling Cave will be marked on your world map,
east of Skingrad.  Just follow your quest marker to get there.

Once you get there go inside and follow your quest marker to find the
necromancers and kill them all.  Once everything in here is dead and you've
gotten the quest update, follow your quest marker back to the shrine and
activate it to receive your reward.

Reward:  Ring of Khajiiti.

The Ring of Khajiiti grants 35% chameleon and fortify speed.


16.10 - Shrine of Mephala
"""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Imperial Prison
Sewers' north east of the Imperial City, its where you came into Cyrodiil from
the start of the game.  Once there go north, eventually you will see it on
your compass, just use that to find it. 

Talk to Dredena Hlavel to get the quest.

You must be at least level  to begin this quest.

You can only activate the shrine between midnight and dawn, you will need an
an offering of nightshade.

You can acquire from various ingredient vendors around Cyrodiil and you can
find it growing in the wild.  Try shopping at the mages guild halls and the
Imperial City.

Once you've made your offering Bleaker's Way will be marked on your world map,
west of the shrine.  Just follow your quest marker to get there.

Break into Nivan Dalvilu's House without getting caught, inside you can find
the Dalvilu Cermonial Dagger on a table against the north east wall.  Now go
back outside and go to Hrol Ulfgar's house, break in and go to the 2nd floor,
there you can find the Ulfgar Family Ring on a table beside the stairs to the
3rd floor.  Take the ring and then go up to the 3rd floor, there you will find
Hrol Ulfgar, kill him and then loot his corpse and drop the Dalvilu Cermonial
Dagger on his corpse.  Now go to Nivan Dalvilu's house and break in, kill
Nivan and loot his corpse, leave the Ulfgar Family Ring on him.

Now go to the Bleaker's Way Inn and talk to Kirsten, tell her about either of
the 2 family leaders you killed and then go outside and go back to the shrine
and activate the statue to receive your reward.

Reward:  Ebony Blade.

The Ebony Blade is enchanted with silence and absorb health.


16.11 - Shrine of Molag Bal
"""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'North Country
Stables' on the south wall of Chorrol.  Once there make your way along the road
south east until you come to Odiil Farm.  Then go south for a while and you'll
see the shrine icon appear on your compass, just follow that to get there.

Talk to Amir to get the quest.

You must be at least level 17 to begin this quest.

You can activate the statue at any time and require an offering of 1 Lion Pelt.

You can acquire Lion Pelts from lions, you can also find them here and there
as you're exploring.  Some shops have them, try shopping in the Imperial City.

Once you've made your offering Brindle Home will be marked on your world map,
south west of the shrine.  Just follow your quest marker to get there.

Just north of Brindle Home are a few people, ask Torbal the Sufficient about
'Melus Petilius', you'll need a disposition of about 75 to get the information
out of him.  Then ask about 'Vena Petilius'.

Now follow your quest marker to find Melus Petilius.  Wait outside his house
until 10:00 and then just stand there, eventually he will go to his wife's
grave, follow him.  When he gets to the grave drop the cursed mace, now attack
Melus.  You will probably want to remove your equipment first as it will take
him a while to kill you otherwise.  Also remove anything that has reflect
damage as he may kill himself trying to kill you.  You can also eat some raw
nightshade to damage your own health to help him out.

Once you are dead you will be back infront of the shrine, activate the statue
to receive your reward.

Reward:  Mace of Molag Bal.

The Mace of Molag Bal absorbs strength and magicka.


16.12 - Shrine of Hircine
"""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Bay Roan Stables'
on the north wall of Bravil.  Once there make your way along the road north,
eventually you will come to the Inn of Ill Omen on that road, when you do, go
north east.  Eventually you will see the shrine icon appear on your compass,
when you do just follow it to get there.

Talk to Vajhira to get the quest.

You must be at least level 17 to begin this quest.

You can activate the statue at any time and require an offering of 1 wolf or 1
bear pelt.

You can acquire a bear pelt from bears, or a wolf pelt from a wolf.  You can
find both in the wild, you can also find either pelt in houses and shops.

Once you've made your offering your quest marker will mark the spot you need to
go, so just follow it until you get there.

When you get there you'll have to fight a couple Minotaurs as well as the
Unicorn.  After killing them, loot the Unicorn's corpse and take the horn.  Now
return to the shrine and activate the statue to receive your reward.

Reward:  Saviour's Hide.

The Saviour's Hide is enchanted with 25% resist magic, it is also light armor.


16.13 - Shrine of Clavicus Vile
"""""""""""""""""""""""""""""""
To get to this shrine open your world map and fast travel to 'Castle Skingrad'
and then get onto the road going east to the Imperial City, just stay on that
road and near the end before it hits the road that circles the Imperial City,
you will see the shrine icon appear on your compass, just follow that to find
this shrine.

Talk to Ma'Raska to get the quest.

You must be at least level 20 to begin this quest.

You can activate the statue at any time and require an offering of 500 gold.

**NOTE** I've read that there is some sort of bug with this quest.  I have yet
to have a problem and haven't felt like testing the bug to make sure the bug
works.  So what I recommend is you make a clean save before begining this quest
and then attempt this quest, if you game bugs up you can always start from that
clean save and ignore this quest, or you can keep trying.

Once you've made your offering Pell's Gate will be marked on your world map,
east of the shrine.  Just follow your quest marker to get there.

Once you get there talk to some of the people there and ask about 'Umbra' keep
asking and bribing them until someone tells you what you need to know.  You
will have a quest marker to the west, follow it to find Vindasel.

Once you get there, just keep following your quest marker.  This place is easy
and you will quickly find Umbra, talk to her and ask about 'Umbra' and then
about 'Pell's Gate'.  Now kill Umbra.  Once she is dead take the sword and
follow your quest marker back to the shrine, when you get there activate the
shrine.  You will have 2 choices, give the sword back, or not give it back.

If you give the sword back back you will be rewarded with the Masque of
Clavicus Vile.

If you don't give the sword back you get to keep the sword as your reward.

Reward:  Masque of Clavicus Vile.
Reward:  Umbra Sword

The Masque of Clavicus Vile fortifies personality.

The Umbra Sword is enchanted with soul trap.


16.14 - Shrine of Boethia
"""""""""""""""""""""""""
This shrine is so far away from everything and so hard to find that I imagine
it could cause many problems for a lot of people.  If you look to the south
east of Cheydinhal, you will see the words 'The Valus Mountains' the shrine is
west of the 'M' in 'Mountains'.  Not only is it hard to locate, it is on the
edge of a mountain that you can hardly climb, so getting there even when you
know where it is is tough.

Start by making your own way to the start of the Silverfish River, which is
east of Bravil.  When you get to where it begins, you will be able to see a
mine marker on your compass, follow that until you reach the mine.

From the mine go completely and as straight as possible north.  Eventually you
will see a fort icon on your compass to the east, you should be on a hill above
the fort, ignore the fort and keep going north.  Just keep going north and you
will eventually get to the top and you'll be seeing the shrine icon on your
compass, when the ground texture changes from grass to rock, you're at the top
and you can follow the path to the shrine.

Talk to Haekwon to get the quest.

You must be at least level 20 to begin this quest.

You can activate the statue at any time and require an offering of Daedra
Heart.

You can acquire a Daedra Heart from any of the Oblivion Gates, if you've
already closed all the Oblivion Gates... you can find them once in a while.
I know I've seen them else where... but I don't know where.

Once you've made your offering you will need to get ready to enter a realm of
Oblivion.  Activate the portal to begin.

Its rather simple, to your right is a gate, it will open, go through it and
kill the enemy there which will open the next gate, go through and kill the
next enemy, just keep doing this and you will eventually get back to the start.
Open the last gate by activating it and then go to the portal and activate that
to get back to the shrine.  Once there activate the statue to recieve your
reward.

Reward:  Goldbrand.

The Goldbrand is an awesome 1 handed sword with a high fire damage enchanment.


16.15 - Shrine of Hermaeus Mora
"""""""""""""""""""""""""""""""
This shrine is far north of Chorrol or far west of Bruma.  It is just west of
the bottom of the 'T' in 'The' of 'The Ferall Mountains'.  To get there lets
start by fast traveling to 'Cloud Ruler Temple' north of Bruma.  Once you are
there go west until you see a cave icon on your compass, make your way there,
that is Boreal Stone Cave.

From there keep going west and you should see another cave icon, get to that
cave, it is Echo cave.  From Echo cave we can find the path that goes to the
Shrine of Hermaeus Mora.  From the door to Echo Cave, go south.  You can kind
of see the path, its just an open path between rocks on either side, this make
shift path will go south for a ways and then turn west, keep following it.  You
do not go west very far before having to turn south again, to make sure you're
in the right spot look south and look up the path, you should see 2 trees, 1 on
either side of the path ahead of you.  This is the start of the offical path to
the shrine.

Go south between the trees and follow the path, you will come to a bridge, just
keep following the path and you'll start climbing the mountain and come across
more structers and eventually you will get to the shrine.

You can activate the statue at any time to begin this quest, but you will have
to have completed all the previous Daedra Shrine quests before you can start
this one.

Once you've started the quest you will want to make a clean save.  You can lock
up this quest very easily and make it impossible to complete, this happened to
me my first time playing and I did not have a clean save.

All you have to do is cast Mora's Soul Trap on 1 of each race in Cyrodiil,
Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Orc, Redguard
and Wood Elf.  To do this just find 1 of the 10 races, male or female, it does
not matter, cast the Mora's Soul Trap on them and then kill them.  The best way
to do this is by killing the Daedra followers at the 15 Daedra shrines as you
will not be near any guards, but you will still be commiting a crime.

It is important to only cast Mora's Soul Trap ONCE per race, that means, do not
hit any more than 1 target at a time.  Hit who you want to kill with the spell
and DO NOT CAST THE SPELL AGAIN until you have killed the target you hit.  If
you miss your target with the spell, you can cast it again.  Also don't try and
trap 2 of the same races, be sure of your target.

Start with the Khajiit soul at 'Hermaeus Mora's Shrine'.

Then you can get the Dark Elf soul at 'Hermaeus Mora's Shrine' as well.

Next you can get the Imperial soul at 'Hermaeus Mora's Shrine' as well.

Now go to 'Molag Bal's Shrine', south east of Chorrol to get a Redguard soul.

Now go to 'Clavicus' Vile's Shrine' south west of the Imperial City to get a
Wood Elf soul.

You can also get an Orc soul at 'Clavicus' Vile's Shrine'.

Now go to 'Hircine's Shrine' south of the Imperial city to get an Argonian
soul.

Go to 'Namira's Shrine' east of Bruma to get a Nord soul.

Go to 'Maridia's Shrine' east of Kvatch, west of Skingrad to get a Breton soul.

Go to 'Peryite's Shrine' far east of Bravil to get a High Elf soul.

Now fast travel back to 'Hermaeus Mora's Shrine' and activate the statue to
receive your reward.

Reward:  Oghma Infinium.

When you read the Oghma Infinium, you will be given 3 choices of what path you
wish to read, Steel, Shadow or Spirit.  

If you read the path of steel your abilities Blade, Heavy Armor and Blunt will
increase.  You will also get +10 strength and speed.

If you read the path of shadow your abilities Sneak, Security and Light Armor
will increase.  You will also get +10 agility and speed.

If you read the path of spirit your abilities Destruction, Conjuration and 
Restoration will increase.  You will also get +10 intelligence for chosing the
path of spirit.



-------------------------------------------------------------------------------
                           Chapter 17 - Side Quests
                           """"""""""""""""""""""""


17.01 - The Battle for Castle Kvatch
17.02 - Allies for Bruma
17.03 - Imperial City (Allies for Bruma)
17.04 - Anvil (Allies for Bruma)
17.05 - Kvatch (Allies for Bruma)
17.06 - Skingrad (Allies for Bruma)
17.07 - Chorrol (Allies for Bruma)
17.08 - Cheydinhal (Allies for Bruma)
17.09 - Bravil (Allies for Bruma)
17.10 - Leyawiin (Allies for Bruma)
17.11 - Newheim's Flagon
17.12 - A Venerable Vintage
17.13 - Go Fish
17.14 - Bear Season
17.15 - The Potato Snatcher
17.16 - Zero Visibility
17.17 - Revenge Served Cold
17.18 - No Stone Unturned
17.19 - The Gravefinder's Repose
17.20 - Goblin Trouble
17.21 - The Sunken One
-------------------------------------------------------------------------------


17.01 - The Battle for Castle Kvatch
""""""""""""""""""""""""""""""""""""
Follow your quest marker to the ruined city of Kvatch, talk to Savlian Matius
and tell him you are ready to go.  Follow him out of the chapel and start
killing the Daedra enemies who will vary depending on your level.  Just follow
Savlian and when you get to the bridge to the castle he will approach you,
blow through the conversation and then follow the quest marker back into the
chapel, here a group of Imperial Legion Soldier's will be there and will offer
to help you.

Talk to Berich Inian and he will insist on coming with you, if he dies you
have to loot his corpse and take the key.  Follow him into the Chapel
Undercroft.

Kill the bad guys here and follow Berich back into Kvatch.  There are all sorts
of bad guys, just keep killing and following Berich, if he dies, just follow
the quest marker.

You will eventually come to a trap door to 'Castle Kvatch Passageway' go in.
Follow the path to the other side and take the ladder to Kvatch.  Follow your
quest marker to the north west wall and activate the 'Gate Lever'.

Kill all the badies here and Savlian will talk to you, after that follow the
quest marker into the castle great hall.  Just keep following your quest marker
through the castle, kill the monsters as you go and you'll eventually get to
the counts quarters, here you will find the counts body, loot it and take the
Colovian Signet Ring'.

Follow the quest marker back through the castle and talk to Savlian.  Inform
him of the counts death and give him the ring to complete this quest.


17.02 - Allies for Bruma
""""""""""""""""""""""""
To complete this quest you have to complete all of the following:
17.03 - Imperial City (Allies for Bruma)
17.04 - Anvil (Allies for Bruma)
17.05 - Kvatch (Allies for Bruma)
17.06 - Skingrad (Allies for Bruma)
17.07 - Chorrol (Allies for Bruma)
17.08 - Cheydinhal (Allies for Bruma)
17.09 - Bravil (Allies for Bruma)
17.10 - Leyawiin (Allies for Bruma)

Once you have completed all those parts, this quest will be complete.


17.03 - Imperial City (Allies for Bruma)
""""""""""""""""""""""""""""""""""""""""
Fast travel to 'Imperial City Palace' and then follow your quest marker, if you
are not able to enter the Elder Council Chamber, wait for a moment and high
chancellor Ocato will come out and you can speak with him.  Ask him about 'Aid
for Bruma' and this part is complete.


17.04 - Anvil (Allies for Bruma)
""""""""""""""""""""""""""""""""
Fast travel to 'Castle Anvil' and then follow your quest marker to Countess
Millona Umbranox and talk to her, she is in attendance from 9:00 am to 4:00 pm,
ask her about 'Aid for Bruma', she will only help you if the Oblivion Gate
outside of the city is closed, if you have not yet closed it, keep reading this
section, if you've already closed it, this part is now complete.

The Oblivion Gate is outside of Anvil to the north west.  To find it fast
travel to 'Horse Whisper Stables' and head west, you will be able to see the
Oblivion Gate icon on your compass, just use your compass and you will be able
to find it.  If you're on the Allies for Bruma quest, you will have a quest
marker as well.

When you reach the Oblivion Gate, enter it.  Inside you will fight Daedra
monsters based on your level.

From the entrance go south west, then turn south east, follow this path and
when it forks north east and south west, go south west, watch the west wall,
right around the corner is a door to 'Nether Tunnels' go through this door.

Inside take either passage on the west wall into the next room, then turn to
the east and there is a door to 'Oblivion Cave' go in this door.  From here
just follow the only path and you will be going east into a room with some
stone pillars and a couple paths, go south, ignore that passage to the west
and at the back of this room on the south wall is a door to 'Oblivion Cave' go
through this door.

In this area just follow the path north and it will turn west, on the south
wall is an opening, go south into the next room and there is an opening on the
west wall go there and you will find a door to 'Wastes of Oblivion' go through
this door.

Outside again, follow the path north east, it will slowly curve north and then
north west, just stay on the path.  When you get to the end of this path there
is a door on the west wall to 'The Red Gnash Channels' go in this door.

In here take the north west passage, follow it until it comes to an end and you
will find an opening on the north east wall, take this path upwards, at the top
turn south west and just follow the path which will take you to a small room,
turn north east and there is another path, take it and at the end of this path
is a room with a door on the north wall to 'Wastes of Oblivion' open this door.

From here follow the path south east, follow it and it will curve south west,
just stay on it and it will curve north west, you'll eventually come to a sharp
turn to the north east, take this path and just follow it and you will come to
a tower, open the door to the west.

Inside this room, the door you came in from is on the south wall, follow that
wall west or east and you will come to a door to 'Rending Halls' take either
door.  Follow the path upward and you'll come to a small room, there is a
passage on the north wall, follow it upwards and you will come to a door to
'The Flesh Spire' open it.

From here go south up the ramp and you will come to a door on the south wall to
'Dead Halls' open this door.  From here go either east or west upwards, at the
top of the path is a small room, look north and you will see a path upwards on
the north wall, take the path and at the top is a room with a couple doors on
the south wall to 'The Flesh Spire' go in either door.

Take either path south east or south west and follow the path to the south wall
where there is a door to 'Corridors of Dark Salvation' open this door.  In this
next room is a path on the north wall, follow this path upwards and you will
come to another room, on the south wall is a door marked 'Citadel Hall Door',
go through this door and follow the path upwards, at the top is a room with a
door on the west wall to 'The Flesh Spire' go through this door.

From here follow the path north west, the path will go upwards and at the top
there is a door on the west wall and the south east wall, both go to 'Sigillum
Sanguis' take 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 east
side where you can go up either ramp to a platform on the south west wall, look
north east and you will see a pillar of fire holding up a black orb, this is
the Sigil Stone, activate it.

When you're out of the Oblivion Gate open your world map and fast travel to
'Castle Anvil'.  Go into the the castle and talk to the countess, she is in
attendance from 9:00 am to 4:00 pm ask her about 'Aid for Bruma' and this part
will be complete.


17.05 - Kvatch (Allies for Bruma)
"""""""""""""""""""""""""""""""""
Fast travel to Kvatch and follow your quest marker to find Salvian.  When you
find him, talk to him and ask about 'Aid for Bruma' and this part will be
complete.


17.06 - Skingrad (Allies for Bruma)
"""""""""""""""""""""""""""""""""""
Fast travel to 'Castle Skingrad' and follow your quest marker until you find
'Mercator Hosidus', ask him about 'Aid for Bruma' and he will go fetch the
count.  Mercator seems to be in the castle from 6:00 am to 8:00 pm.  Just wait
around and eventually the count will show up, talk to him about 'Aid for
Bruma', he will only help you if the Oblivion Gate outside of the city is
closed, if you have not yet closed it, keep reading this section, if you've
already closed it, this part is now complete.

The Oblivion Gate is east of Skingrad.  To find it fast travel to 'Castle
Skingrad' and turn east, jump off the bridge onto the hill and go east, you
should be able to see the Oblivion Gate icon on your compass, just use your
compass and you will be able to find it.  If you're on the Allies for Bruma
quest, you will have a quest marker as well.

Once at the Oblivion Gate, enter it.  From the entrance go south west, make
your way up the hill, to the top of the bridge infront of the tower, go to the
door 'The Tower Portal to The Anguis Keep' and open it.

Inside this room on the north wall is a door to 'Halls of Eternal Twilight'
open it.  Go up the north west path, at the top the room has a door on the
south wall marked 'Citadel Hall Door' go through it and follow the path
upwards into another room, in this room there is a door on the north wall to
'The Anguish Keep' open it.

Follow the path north east and you will come to a door on the north east wall
to 'Wastes of Oblivion' ignore it for now and continue on this path until you
come to the door on the west wall to 'Halls of Shame' open this door.

In here on the north wall right in front of you is a door marked 'Citadel Hall
Door' go through it and follow the path to another door, open it and you will
be in a room with a door on the west wall beside where you came in, go through
this new door and follow the path upwards to yet another door, open it and
inside this room there is a door on the south wall to 'The Anguish Keep' open
it.

Follow the path north west all the way up to the top, there are a couple doors,
one on the north east wall and south west wall to 'The Anguish Shrine' go
through 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 wall,
the giant mechanism infront of you has a switch on the east side, activate it.
Jump down into the room below and on the north wall are the openings you came
in through, go through either one and on the next north wall is a door to
'Wastes of Oblivion' go through this door.

Cross this bridge and you will come to a door to 'The Sorrow Shrine' open it.
Infront of you to the south are a couple openings, 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 wall, the giant mechanism
infront of you has a switch on the east side, activate it.  Jump down into the
room below and on the north wall are the openings you came in through, go
through either one and follow either path east or west downwards until you come
to a door to 'The Sorrow Keep' go through the door.

Follow the path to the south east side and you will be able to go downwards,
follow this path until you come to a door on the south wall to 'Halls of Shame'
open this door.  In this room there is a door marked 'Citadel Hall Door' on the
west wall, go through it and follow the path downwards to another door, open it
and go into this next room, on the west wall beside the door you just came
through is another door, open it and follow the path downwards to another door,
open this door and go through, to the east on the south wall is a door to 'The
Sorrow Keep' open this door.

Follow the path along the west wall until you come to a door to 'Wastes of
Oblivion' on the north east wall, go through this door.  Cross the bridge and
you will come to a door to 'The Brooding Fortress' open this door.

Follow this path south east and you'll be going upwards, at the top is a door
to 'Corridors of Dark Salvation' open this door.  Follow the path upwards into
a room, on the south wall is a path going upwards, go up that path until you
come to a door to 'The Brooding Fortress' open this door.

Follow the path north west and you'll be going upwards, at the top there is a
door on the west wall and the south east wall to 'Sigillum Sanguis' go through
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.

When you are out of the Oblivion Gate open your world map and fast travel to
'Castle Skingrad' head into the castle and find Mercator Hosidus, ask him about
'Aid for Bruma' and he will fetch the count.  Mercator is in the castle from
6:00 am to 8:00 pm.  Just wait and the count will show up, he will approach
you, ask him about 'Aid for Bruma' and this part is now complete.


17.07 - Chorrol (Allies for Bruma)
""""""""""""""""""""""""""""""""""
Fast travel to 'Castle Chorrol' follow your quest marker into the great hall
and talk to Countess Valga, she is in attendance from 8:00 am to 6:00 pm.  Ask
her about 'Aid for Bruma', she will only help you if the Oblivion Gate outside
of the city is closed, if you have not yet closed it, keep reading this
section, if you've already closed it, this part is now complete.

The Oblivion Gate is just south of Chorrol.  To find it fast travel to 'North
Country Stables', once there if you look south you should be able to see it.
If you are on the Allies for Bruma quest, you will also have a quest marker to
help you find it.

Once at the Oblivion Gate, enter it.  Inside look south east and you should see
a pool of lava, south of that pool is a tower, you need to go to that tower,
the door into the tower is 'Eruption' go in this door.

Inside the tower step onto the platform in the middle of the room, it should
automatically go up, if not, look down and activate it.  When it gets to the
top, get off and follow the spiral path upwards, at the top there is a large
device, on either side is a switch, one to open the cage hanging in the middle
of the roof, the other opens a gate, you need to at least open the gate, so
activate the switch called 'Landslide Gate Control'.

After you have activated the switch to open the gate, go back down the spiral
path until you get to the platform, step on the platform and it should go down,
if not, activate it.  At the bottom open the door on the north east wall to
'Wastes of Oblivion'.

Outside of the tower, go north a few steps and turn west, follow this path
along the outside of the tower west, turning south and you will see an open
gate, this is the gate you just opened, go through it.  After you go through
the gate look south east, the tower there is the one you need to go into now,
the door into it is called 'Earthquake'.

Inside the tower step onto the platform in the middle of the room, it should
automatically go up, if not, look down and activate it.  When it gets to the
top, get off and follow the spiral path upwards, part way up you will come to
a door on the west wall to 'Wastes of Oblivion' open this door.

Cross the bridge and on the other side open the door to 'Portals of Natural
Disaster'.  In this first part turn south west and you will see a door on the
south wall to 'Rending Halls' go through this door.

In this room there is a door on the south west wall marked 'Citadel Hall Door'
go through this door, follow the path upwards and at the top go all the way to
the far north east corner of this room to find an opening on the north west
wall.  Follow the path into the next room and you will find a couple doors on
the back north west wall, both go to 'Portals of Natural Disaster' go through
either one.

Go up the ramp and at the top you will find a door on the west wall to
'Corridors of Dark Salvation' open it.  Go west and you can take either path
north or south, at the top of this path is a small room, turn west and you will
see another path upwards, keep going up and you will come to another room, on
the east wall is a door to 'Portals of Natural Disaster' go through this door.

Go either way and you will find a door on the south wall and the north wall,
both go to 'Sigillum Sanguis' go through 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 south
side where you can go up either ramp to a platform on the north wall, look
south and you will see a pillar of fire holding up a black orb, this is the
Sigil Stone, activate it.

When you are out of the Oblivion Gate fast travel to 'Castle Chorrol' and make
your way into the great hall and talk to Countess Arriana Valga, she is in
attendance from 8:00 am to 6:00 pm, ask her about 'Aid for Bruma' and this
part is now complete.


17.08 - Cheydinhal (Allies for Bruma)
"""""""""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Castle Cheydinhal' once there follow
your quest marker into the castle and talk to Count Andel Indarys, he is
normally in attendance from 9:00 am to 6:00 pm.  Talk to him about 'Aid for
Bruma', he will only help you if the Oblivion Gate outside the city is closed,
if you have not yet closed it, keep reading this section, if you've already
closed it, this part is now complete.

This Oblivion Gate is actually tied to a seperate quest, to complete this
part you need to complete this quest:
08.01 - The Wayward Knight

When 'The Wayward Knight' quest is complete, get outside and open your world
map, fast travel to 'Castle Cheydinhal' find your way into the castle and talk
to Count Andel Indarys, he is normally in attendance from 9:00 am to 6:00 pm.
Talk to him about 'Aid for Bruma' and this part will now be complete.


17.09 - Bravil (Allies for Bruma)
"""""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Castle Bravil' once there follow your
quest marker into the castle and talk to Count Regulus Terentius, he is
ussually in attendance between 9:00 am and 6:00 pm.  Ask him about 'Aid for
Bruma', he will only help you if the Oblivion Gate outside the city is closed,
if you have not yet closed it, keep reading this section, if you've already
closed it, this part is now complete.

This Oblivion Gate is just north of Bravil.  To find it fast travel to 'Bay
Roan Stables'.  Look north east and you should be able to see the Oblivion
Gate, make your way north east to it, if you're on the Allies for Bruma quest
you will also have a quest marker to help you.

Go in the Oblivion Gate.  Inside look north, there is a large closed gate,
there is a very easy way to get by it, but not every character will be able to
do it.  It requires you to jump into the lava and pretty much swim to the other
side and jump up.  Save before you try this.  I lost 200 health, if you use
progressive healing potions (healing potions that heal XX over Y seconds) and
progressive healing magic (same thing as potions) you can completely negate
any lava damage.  If you are able to make it past the gate, skip the next 4
paragraphs, if you can not make it just keep reading.

From the entrance go west, follow this path for a long way west and you will
come to a sharp turn to the north onto t a bridge, take this bridge north and
on the other side go north west and the path will turn north east, follow this
path and you will come to a door to the north called 'Caverns of the Abused'
open this door.

In here there is a passage way on the north wall, go through this path and you
will come to a room with a door on the north wall, ignore it and take the path
in the south east corner that goes south, in this next room there is a hole in
the floor, jump down it.  Down here there is a path in the north east corner
of the room that goes east, take this path and you will come to a door to
'Blood Well' open this door.

In the middle of the floor is a platform, step onto it and it should
automatically go up, if not activate it.  When it gets to the top there is a
door on the north wall to 'Wastes of Oblivion' open this door.

From here cross the bridge and go south east and you will find yourself on the
other side of that locked gate.

Now that you are on the other side of the gate look north, there is a tower
there and a door to 'The Tower Portal' open this door.  In this room there are
openins on the east and west walls, they have doors on the north end that go
to 'Rending Halls' take either door.

If you took the west door, read this paragraph, if you took the east door,
skip this paragraph.  Inside this room follow the path upwards and you will
come to a room with another path upwards on the north side, go up this path,
at the end of this path will be a door to 'The Lust Keep' open this door.
Skip the next paragraph.

Inside this room follow the path upwards and you will come to a room with
another path upwards on the north side, go up this path, at the end of this
path will be a door to 'The Lust Keep' open this door.  Follow the path upwards
and you will find a door on the south east wall to 'Corridors of Dark
Salvation' open this door.  Once through follow the path and it will take you
upwards into a room with a door marked 'Citadel Hall Door' on the north east
wall, go through this door and follow the path upwards.  When you get to the
top of this path you will be in a room with a door at the end of a short path
on the east wall to 'The Lust Keep' open this door.

Follow the path upwards all the way to the top, there will be 2 portals to
'The Lust Keep', one on the north east corner and one on the west, take either
one by activating it.  From here follow the path to the south west wall and you
will find a door to 'Sigillum Sanguis' on the east wall and the south west
wall, take 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 east side
where you can go up either ramp to a platform on the west wall, look east and
you will see a pillar of fire holding up a black orb, this is the Sigil Stone,
activate it.

When you are out of the Oblivion Gate fast travel to 'Castle Bravil' and make
your way into the great hall and talk to Count Regulus Terentius, he is
ussually in attendance between 9:00 am and 6:00 pm, ask him about 'Aid for
Bruma' and this part will be complete.


17.10 - Leyawiin (Allies for Bruma)
"""""""""""""""""""""""""""""""""""
Open your world map and fast travel to 'Leyawiin - Castle' once there follow
your quest marker into the castle and talk to Count Marius Caro, he is ussually
in attendance between 9:00 am and 6:00 pm.  Ask him about 'Aid for Bruma', he
will only help you if the Oblivion Gate outside the city is closed, if you have
not yet closed it, keep reading this section, if you've already closed it, this
part is now complete.

This Oblivion Gate is just east of Leyawiin.  To find it go to 'Leyawiin -
North East Gate' and exit the city.  Look east and you should see the Oblivion
Gate, make your way east until you come to it, if you're on the Allies for
Bruma quest you will also have a quest marker to help you.

Once at the Oblivion Gate, enter it.  Go west of the bridge and you'll be in a
little area, to the south west is a door to 'Nether Tunnels' go in this door.
Inside on the north wall is and opening, go down this path and in the next room
is another path down on the south wall, take this new path.  In the next room
is a path on the west wall, take this path until you come to a small room with
a path on the west wall.  Right after entering this passage you come to a
split, keep going west down the path and you will come to a room with a door on
the west wall to 'Molten Halls' go through this door.

Follow the path into the next room, on the south wall is a passage, take it.
Follow this path and you will come to a room, this room has a hole in the
floor, jump down it.  The room you fall down into has another hole on the
floor, jump down this hole as well.  Go south west from here into a short path
that will split north and south, take the south path and you will be at a door
to 'Oblivion Cave' open this door.

In this next room there is a path on the south west wall, take this path and
you will come to another room, on the north west wall is a passage, take this
path.  At the end of this path is a door to 'Oblivion Cave' on the south wall,
take it.

Out of the cave turn east and follow the path, when you come to a fork to the
north east and north west, keep going north east.  On the south side of this
path is a tower, open its door to 'Spindle Shrine'.

Follow the path upwards until you get to the very top, there is a door on the
north east wall, open it.  Cross the bridge to the other side and open the door
to 'Blood Well'.  Go all the way to the top of this tower and you will find a
machine on the north west wall, to either side there are switches, the one on
the south west side opens a gate, activate this switch.  Go back down the path
and you will come to a door on the south west wall to 'Wastes of Oblivion' go
in this door.

Go west across the bridge and through the gate you just opened, when you come
to the stairs onto the bridge, look north and you will see a door to 'The Tower
Portal' open this door.

In this room there are openings to the south east and south west that you must
go in to find doors to 'Rending Halls' on the east and west sides of the room,
take either door.  Follow the path upwards and you will come to a room with
another passage on the north wall, go up this path.  At the top you will come
to a door to 'The Flesh Spire' open the door.

Follow the path to the top and on the south wall is a door to 'Dead Halls' go
in this door.  Take either the west or east path upwards.  You will come to a
small room with a path upwards on the north wall, follow this path.  At the top
there is a room with a couple doors on the south wall to 'The Flesh Spire'
take either door.

Follow either path to the south wall where there is a door to 'Corridors of
Dark Salvation' open this door.  In this room there is a path on the north
wall, follow it upwards and you will come to a room with a door marked
'Citadel Hall Door' on the south wall, go through this door.  Follow the path
upwards and you will come to a room, on the west wall is a door to 'The Flesh
Spire' go through this door.

Follow the path north west all the way to the top.  There will be doors on the
west wall and the south east wall to 'Sigillum Sanguis' take 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 east
side where you can go up either ramp to a platform on the south west wall, look
north east and you will see a pillar of fire holding up a black orb, this is
the Sigil Stone, activate it.

When you are out of the Oblivion Gate fast travel to 'Leyawiin - Castle' and
make your way into the great hall and talk to Count Marius Caro, he is ussually
in attendance between 9:00 am and 6:00 pm, ask him about 'Aid for Bruma' and
this part will be complete.


17.11 - Newheim's Flagon
""""""""""""""""""""""""
This quest is a subquest to the fighters guild quest 'Den of Thieves'.  After
asking Newheim about 'Thieves' to find out where they are, you can ask him
about 'Heirloom' to activate this quest.

Follow your quest marker to Hrota Cave and make your way through the cave until
you come to the Heirloom, it is in the pit on a table, it is a simple looking
pitcher.

When you have the Heirloom follow your quest marker to Newheim and talk to him,
ask him about 'Heirloom' and this quest will be complete.


17.12 - A Venerable Vintage
"""""""""""""""""""""""""""
Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City
and then go west across the bridge.  On the other side of the bridge is Weye,
go in the Wawnet Inn.  Inside there is a high elf, Nerussa, talk to her and
ask her about 'Wine' to activate this quest.

You can find Shadowbanish Wine in the various forts around Cyrodiil.  Just keep
exploring and you will eventually collect 6 of them.

Once you've found 6 bottles return to Nerussa and talk to her, tell her about
'Wine' to complete this quest.  After completing the quest Nerussa will buy
each further bottle of Shadowbanish Wine from you for 100 gold.


17.13 - Go Fish
"""""""""""""""
Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City
and then go west across the bridge.  On the other side of the bridge is Weye,
in Weye there is a man named Aelwin Merowald, talk to him and offer to help to
activate this quest.

You'll need to kill Slaughterfish and collect their scales, you can find them
in the large lake surrounding the Imperial City.

After collecting 12 of the Rumare Slaughterfish Scales, follow your quest
marker back to Aelwin and talk to him to complete this quest.


17.14 - Bear Season
"""""""""""""""""""
Fast travel to 'Grateful Pass Stables' once you're there follow the road west
towards Kvatch.  About half way between Kvatch and Skingrad you will come to a
bridge, from here go north and you'll see a village icon appear on your
compass, follow it to get to Shardrock.  Here you can find Thorley Aethelred,
talk to him and ask him about 'Bears' to activate this quest.

Now just hunt in the surrounding area and you will find at least 6 West Weald
Brown Bears in the area, kill them and loot their corpses to get their fangs.

After you have collected 6 fangs, follow your quest marker back to Thorley and
talk to him and tell him about 'Bears' to complete this quest.


17.15 - The Potato Snatcher
"""""""""""""""""""""""""""
Fast travel to 'Bay Road Stables' off the north wall of Bravil and then follow
the road north, when you get to the Inn of Ill Omen you should see another Inn
marker on your compass to the north west, follow it to get to Faregyl Inn.
Once you get there go inside and talk to S'jirra and ask her about 'Jumbo
Potatoes' to activate this quest.

Now just follow your quest marker until you find the Ogre, kill it and then
loot its corpse to find the Jumbo Potatoes.  Now follow your quest marker back
to S'jirra, talk to her and tell her about 'Jumbo Potatoes' to complete this
quest.


17.16 - Zero Visibility
"""""""""""""""""""""""
Fast travel to 'Grateful Pass Stables' once you're there follow the road west
across the bridge, from the other side of the bridge follow the road north.
Keep going north, ignore the path to the west to Chorrol and keep following the
road, it will start going east, about half way from where the road turns east
and the where the road forks to the north to go to Bruma, there is a little
place called 'Aleswell'.

When you get there, it appears deserted, but if you come at the right time (as
I did my first time) you can see something not quite right in the garden
outside the Aleswell Inn, its a hoe (a tool) digging away.  You can approach
the magical tool and you will find you can talk to the invisible person working
with the tool.  If there is no magical tool here, you can use detect life to
make your life easier.

Diram Serethi is the Inn Keeper, if you go into the Inn chances are he will
talk to you which will activate the quest.

You'll now have a quest marker for Fort Caractacus, south of Aleswell, follow
your quest marker to get there.  When you get there be sure to have detect life
so that you can kill the invisible enemies and find Ancotar.  When you find
Ancotar, talk to him and you'll find out about what happened.  After that you
will have the chance to ask about 'Reverse Invisibility Spell' do it to get a
ring.

Equip the ring and then follow your quest marker into the center of Aleswell,
when you get there read the scroll Ancotar gave you.  After casting the spell
you can go into the Aleswell Inn and talk to Diram, or you can wait for him to
find you, either way when you talk to Diram this quest is complete.


17.17 - Revenge Served Cold
"""""""""""""""""""""""""""
Looking at your world map, to the west of Cheydinhal is the word 'Heartlands'
you need to go to the 'n' in 'Heartlands' to find Harm's Folly.  When you get
near it the village icon will appear on your compass, just follow that to get
you there.  When you get there talk to Corrick Northwode, ask about 'Avenge' to
activate this quest.

You'll get a map marker for Exhuasted Mine, just south west of Harm's Folly.
Just follow your quest marker to get there.  When you get there go inside and
keep following your quest marker.

Eventually you'll get to the spot marked by your quest marker and find the
Goblin Netherboss, kill it and loot its corpse to find the amulet.  Take the
amulet and then follow your quest marker back to Corrick, talk to him and tell
him about 'Avenge' to complete this quest.


17.18 - No Stone Unturned
"""""""""""""""""""""""""
Looking at your world map, find the Silverfish River, far east of Bravil, you
need to get to the bridge that crosses this river, so fast travel to your
nearest map marker and then walk there.  When you get to that bridge stand on
the north side of the bridge and follow the river east, you'll see an Inn
marker on your compass, follow it to find the Imperial Bridge Inn.

Go inside the Inn and talk to Lithnilian and ask about 'Research Notes' to
activate this quest.  You'll get a map marker for Bramblepoint Cave, west of
Imperial Bridge Inn.  Just follow your quest marker to get there.

Once you get there just follow your quest marker through the cave and you will
come to the place marked by the quest marker, its a chest, open the chest and
take buddy's note book.

Now just follow your quest marker out of the cave and back to Lithilian, talk
to him and tell him about 'Research Notes' to complete this quest.


17.19 - The Gravefinder's Repose
""""""""""""""""""""""""""""""""
Fast travel to 'Imperial Prison Sewers' and from there go north across the
water, when you get to the other side you should be able to see and Inn marker
on your compass, follow that to find Roxey Inn.

When you get there go inside and talk to the Inn Keeper, Malene, ask her about
'Raelynn the Gravefinder' to activate this quest.

You'll have a map marker for Moss Rock Cavern, just north of Roxey Inn.  Follow
your quest marker to get there and go inside.  Just follow your quest marker
until you find Raelynn, when you do kill her.

Now just follow your quest marker out of the cave and back to Malene, talk to
her and tell her about 'Raelynn the Gravefinder' to complete this quest.


17.20 - Goblin Trouble
""""""""""""""""""""""
Looking at your world map, go north east of Bravil is Cerbala River, the bridge
that crosses it is where you need to go.  Fast travel to your nearest map
marker and make your way to that bridge, you need to go to the west side of
the bridge and you will find a camp called Crestbridge Camp.

Once you get there find Barthel Gernand and talk to him, ask him about
'Goblins' to activate this quest.  Then ask about 'Settlement' and then about
'Cropsford' to get a map marker.

Now talk to Mirisa at the camp, ask her about 'Goblins' and then about 'Goblin
lairs' to get a couple of map markers.  Then ask about 'Goblin war' to get a
quest update.

There are 2 ways of completing this quest, if you wish to recover the totem
head from Tiberscar Cave, read the next paragraph, if you wish to kill the
shamman of the Croacked Wood Cave tribe, skip the next paragraph.

Follow your quest marker to Timberscar Cave, the cave to the south of Cropsford
and enter the cave.  Inside you can just follow your quest marker to find the
goblin war chief, when you do kill him.  He carries the Totem, you may have to
pick it up of the ground, when you get it follow your quest marker back to
Mirisa and talk to her, ask her about 'Goblin war'.  Now you can talk to
Barthel Gernand and tell him about 'Goblin war' to complete this quest.  If
you go to Cropsford after a couple of weeks, they have completed 1 house, after
a month they have both houses complete, but you get nothing for coming back.

Follow your quest marker to Cracked Wood Cave, the cave to the north of
Cropsford, once there enter the cave.  Just follow your quest marker and it
will lead you to the goblin shamman, when you find it, kill it.  Now follow
your quest marker out of the cave and back to Mirisa, talk to her and tell her
about 'Goblin war' and then talk to Barthel Gernand and tell him about 'Goblin
war' to complete this quest.  If you go to Cropsford after a couple of weeks,
they have completed 1 house, after a month they have both houses complete, but
you get nothing for coming back.


17.21 - The Sunken One
""""""""""""""""""""""
Looking at your world map, go to Kvatch, just below the 'h' in the word
'Kvatch' is Shetcombe Farm, fast travel to your nearest map marker and make
your way there, when you get there go inside the house to activate this quest.

Now go to the table and inside a bowl is a piece of paper called 'Slythe's
Journal, page 1' read it to get a map marker for Sandstone Cavern and a quest
marker.  Just follow your quest marker to the cave, just north of here.

Once you get inside the cave half follow your quest marker, you should find a
chest with Slythe's second journal page on it, read the page.  Now follow your
quest marker and you will find Slythe's corpse, loot it to find the 3rd page,
take it to complete this quest.



-------------------------------------------------------------------------------
                           Chapter 18 - Trainer Quests
                           """""""""""""""""""""""""""


18.01 - Acrobatics Training
18.02 - Alchemy Training
18.03 - Alteration Training
18.04 - Armorer Training
18.05 - Athletics Training
18.06 - Blade Training
18.07 - Block Training
18.08 - Blunt Training
18.09 - Conjuration Training
18.10 - Destruction Training
18.11 - Hand-to-Hand Training
18.12 - Heavy Armor Training
18.13 - Illusion Training
18.14 - Light Armor Training
18.15 - Marksman Training
18.16 - Mercantile Training
18.17 - Mysticism Training
18.18 - Restoration Training
18.19 - Security Training
18.20 - Sneak Training
18.21 - Speechcraft Training
-------------------------------------------------------------------------------


18.01 - Acrobatics Training
"""""""""""""""""""""""""""
Once your Acrobatics ability is above 75 you need to speak to Ganredhel in
Cheydinhal.  You can find Ganredhel in her house most of the time, in the south
east corner of Cheydinhal, the rest of the time she is wandering around the
city.  She is a wood elf with short blond hair, when you find her talk to her
and ask her about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for an unmarked spot
north of Cheydinhal.  Fast travel to your nearest map marker and then follow
your quest marker to find Aerin's Camp.

Once you get there talk to Torbern and ask about 'Training' to complete this
quest.


18.02 - Alchemy Training
""""""""""""""""""""""""
Once your Alchemy ability is above 75 you need to speak to Brotch Calus in
Bruma.  You can find Brotch in his house most of the time, just east of the
chapel, if he is not there try looking around town.  He is a nord with long
brown hair and fancy clothing, when you find him talk to him and ask about
'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Sinderion, who is
in Skingrad.  Just follow your quest marker to find him, when you do talk to
him and ask him about 'Training'.  Now you'll need to find a bottle of both
Surilie Brothers Vintage 399 and Tamika Vintage 399.

You can't really buy these wines, you have to find them, or more likely, steal
them.  Almost all the castles have at least a bottle of each.  You can also
find them in random dungeons.

Once you have a bottle of each, follow your quest marker back to Sinderion and
talk to him, ask him about 'Training' to complete this quest.


18.03 - Alteration Training
"""""""""""""""""""""""""""
Once your Alteration ability is above 75 you need to speak to Athragar in
Chorrol.  Athragar is normally in the mages guild hall.  He is a balding Wood
Elf, when you find him talk to him and ask about 'Training' to activate this
quest.

Once this quest is activated you will have a quest marker for Tooth-in-the-Sea,
an Argonian who lives north of Bravil.  Follow your quest marker to find him,
wait until 10:00 am and he'll be out in the water.  Swim out to him and talk to
him, ask him about 'Training'.

All you have to do is sit there for 3 hours underwater without moving to far
away from him.  Just keep using waterbreathing spells and make sure to open
you map to check the time, after 3 hours have passed Tooth-in-the-Sea will talk
to you to complete this quest.


18.04 - Armorer Training
""""""""""""""""""""""""
Once your Armorer ability is above 75 you need to speak to Rasheda in Chorrol.
Rasheda runs Fire and Steel, she is always there during the day.  She is a
Redguard, when you find her talk to her and ask about 'Training' to activate
this quest.

Once this quest is activated you will have a quest marker for Gin-Wulm, who is
a resident in the Imperial City.  Just follow your quest marker to find him and
talk to him, ask about 'Training'.

You will need to have at some point activated the book 'The Armorer's
Challenge'.  If you have not yet done this, you can find a copy in the First
Edition in the Market District of the Imperial City.  Once you've activated
(read) this book, you can respond to Gin-Wulm by saying 'He won the Armorer's
Challenge' to complete this quest.


18.05 - Athletics Training
""""""""""""""""""""""""""
Once your Athletics ability is above 75 you need to speak to Honditar in
Chorrol.  He can often be found hanging outside of the mages guild, but he
actually lives just outside of Chorrol.  He is a high elf armed with a bow and
a large quiver of arrows, when you find him talk to him and ask about
'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Rusia Bradus, a
woman in Anvil.  Follow your quest marker to find her and talk to her, ask
about 'Training'.

Now, I am not sure what exactly you have to do to actually complete this quest,
for me it was always just completed without having to do anything, but by the
sounds of it you have to have discovered a certain amount of map markers, how
many I do not know, just keep wandering around finding places and occassionally
coming back to Rusia and asking her about 'Training' until this quest is
complete.


18.06 - Blade Training
""""""""""""""""""""""
Once your Blade ability is above 75 you need to speak to Rhano in Anvil.  Rhano
is normally in the fighters guild hall.  He is a male Redguard in fur armor,
when you find him talk to him and ask about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Alix Lencolia who
is in Faregyl Inn, south of the Imperial city.  Follow your quest marker to
find him and talk to him, ask about 'Training' to complete this quest.

There may be some requirements to complete this quest, I am not sure what
though.  If I had to guess, I'd say it depends on your fame.


18.07 - Block Training
""""""""""""""""""""""
Once your Block ability is above 75 you need to speak to Lum gro-Baroth in
Chorrol.  He can be found in the basement of the Fighters Guild most of the
time.  He is an Orc and is often shirtless, when you find him talk to him and
ask about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Andragil, a
resident of Bravil.  Use your quest marker to find her, when you do talk to her
and ask about 'Training' and then about 'Test'.  Now, she is just going to beat
on you a little bit, when you're ready say so and then bring out a shield or a
weapon and block until she talks to you to complete this quest.


18.08 - Blunt Training
""""""""""""""""""""""
Once your Blunt ability is above 75 you need to speak to Azzan in Anvil.  Azzan
is the leader of the fighters guild hall in Anvil.  He is a Redguard male in
full steel armor, when you find him talk to him and ask about 'Training' to
activate this quest.

Once this quest is activated you will have a quest marker for Irene Metrick, a
resident of the Imperial City.  Follow your quest marker to find her, when you
do talk to her and ask about 'Training'.

You'll need to have killed a certain amout of people to be able to complete
this quest, I've always had it completed when I did it, this time when I did it
I had a kill count of 81 murders, 1146 creatures killed and 540 people killed.
I simply don't know the exact numbers of what you need to complete this quest,
just kill stuff and keep checking back with Irene and asking about 'Training'
until this quest is complete.


18.09 - Conjuration Training
""""""""""""""""""""""""""""
Once your Conjuration ability is above 75 you need to speak to Arentus Falvius
in Bruma.  He is normally in the Chapel or Jerall View Inn.  He is a male Nord
in fancy green clothes, when you find him talk to him and ask about 'Training'
to activate this quest.

Once this quest is activated you will have a quest marker for Olyn Seran, a
Daedra worshiper at Molag Bal's shrine.  Follow your quest marker to get there
and talk to him, ask about 'Training'.

You will need the spell 'Summon Faded Wraith' which you can buy from Athragar
in the Chorrol mages guild.  When you have the spell simply cast it infront of
Olyn and then talk to him and ask about 'Training' to complete this quest.


18.10 - Destruction Training
""""""""""""""""""""""""""""
Once your Destruction ability is above 75 you need to speak to Delphine Jend in
Bravil.  Delphine Jend is normally in the mages guild hall.  She is a Brenton
woman with brown hair and blue robes.  When you find her talk to her and ask
her about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Bralsa Andaren,
who is at an unmarked location north west of Skingrad, south of Chorrol.
Follow your quest marker to get there and talk to her, ask her about
'Training'.

You'll need to collect 20 bear pelts to complete this quest.  You can kill them
all yourself, you can buy them, you can find them, do what ever it takes to get
them and then return to Bralsa and talk to her, ask her about 'Training' to
complete this quest.


18.11 - Hand-to-Hand Training
"""""""""""""""""""""""""""""
Once your Hand-to-Hand ability is above 75 you need to speak to Ra'qanar in
Cheydinhal.  Ra'qanar is a servant in the castle.  He is a Khajiit male and is
a member of the theives guild, when you find him talk to him and ask about
'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Helvius Cecia, a
resident of Bruma.  Follow your quest marker to find him and talk to him, ask
about 'Training' now you will need to unequip any weapon you have equiped.
When you are unarmed, talk to Helvius again and ask about 'Fight'.  Now just
punch the hell out of him and this quest will be complete when he talks to you
to stop the fight.


18.12 - Heavy Armor Training
""""""""""""""""""""""""""""
Once your Heavy Armor ability is above 75 you need to speak to Varnado in the
Imperial City.  Varnado is in The Best Defence during the day, which is in the
north west section of the Market District.  He is a male Redguard, when you
find him talk to him and ask about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Pranal, he is
staying at the Roxy Inn, south of Bruma.  Just follow your quest marker to find
him and talk to him, ask him about 'Training' and then 'Malene'.

You will need to buy, find or steal 4 silver glasses and a silver pitcher.  You
can find them all over Cyrodiil.  Once you've acquired them return to Pranal
and talk to him, tell him about 'Gift'.  Now talk to Malene and tell her about
'Gift'.  Once again you must talk to Pranal and tell him about 'Gift' to
complete this quest.


18.13 - Illusion Training
"""""""""""""""""""""""""
Once your Illusion ability is above 75 you need to speak to Kud-Ei in Bravil.
Kud-Ei can be found in the mages guild hall.  She is an Argonian woman who is
often reading in a chair on the main floor.  When you find her, talk to her and
ask her about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Marina Floria,
who is in the Arcane University.  Follow your quest marker to find her and talk
to her, ask her about 'Training'.

You will need to acquire 10 Welkynd Stones, they can be found in just about
every Alyied Ruin.  They are rather common, so when you find 10, return to
Marina and talk to her, ask her about 'Training' to complete this quest.


18.14 - Light Armor Training
""""""""""""""""""""""""""""
Once your Light Armor ability is above 75 you need to speak to Luciana Galena
in Bravil.  Luciana is often in her house in the southern section of Bravil,
its right above the house you can purchase here.  She is an Imperial woman in
ragedy clothes and is a member of the theives guild who acts as a fence for
theives.  When you find her, talk to her and ask her about 'Training' to
activate this quest.

Once this quest is activated you will have a quest marker for J'bari, a
resident of Leyawiin.  Follow your quest marker to find him and talk to him,
ask him about 'Training'.

You're going to have to find an Elven Curias.  A common armor for bandits
around level 10-15.  It can be tricky to find one at times, your best bet is
to just keep playing and eventually you will find one.  When you do follow your
quest marker back to J'bari and talk to him, ask about 'Training' to complete
this quest.


18.15 - Marksman Training
"""""""""""""""""""""""""
Once your Marksman ability is above 75 you need to speak to Pinarus Inventius
in Anvil.  Pinarus has a house in the west section of the city, but is often
wandering around.  He is an Imperial male in heavy armor and armed with a bow
and quiver, when you find him, talk to him and ask about 'Training' to activate
this quest.

Once this quest is activated you will have a quest marker for Alawen, who hangs
out at Troll Candle Camp, east of Anvil.  Follow your quest marker to find her
and talk to her, ask her about 'Training'.

You will need to find an Elven Bow, which shouldn't be that hard, its very
common from level 10-15 and shows up all the time.  Just keep playing and you
will eventually find one.  When you do, follow your quest marker back to
Alawen and talk to her, ask her about 'Training' to complete this quest.


18.16 - Mercantile Training
"""""""""""""""""""""""""""
Once your Mercantile ability is above 75 you need to speak to Seed-Neeus in
Chorrol.  Seed-Neeus runs Northern Goods and Trade, she is always there during
the day.  She is an Argonian woman, when you find her talk to her and ask
about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Palonirya, who
runs Divine Elegance in the Imperial City Market District.  Follow your quest
marker to get there and talk to her, ask her about 'Training'.

All you have to do to complete this quest is have a specific amount of gold or
more on you when you talk to her about 'Training'.  I have no idea how much
this amount of gold is, it can't be much, maybe 10,000.  I had 80,000 and thats
a whole lot.  Just keep talking to her with more and more gold until this quest
is complete.


18.17 - Mysticism Training
""""""""""""""""""""""""""
Once your Mysticism ability is above 75 you need to speak to Ita Rienus in
Bravil.  Ita can be found in the mages guild hall.  She is a nord woman in
red robes, when you find her talk to her and ask her about 'Training' to
activate this quest.

Once this quest is activated you will have a quest marker for Dagail, who is
the guild hall leader of the Leyawiin Mages Guild.  Follow your quest marker
to find her and talk to her, ask her about 'Training'.

I am not sure exactly what you need to do for Dagail to complete this quest.
It is either completing the main story, or closing a certain amount of Oblivion
Gates.  If you can't complete it, read carefully to what she says, it will
probably tell you.


18.18 - Restoration Training
""""""""""""""""""""""""""""
Once your Restoration ability is above 75 you need to speak to Marz in Bravil.
Marz is normally in the Chapel.  She is an Argonian woman, when you find her
talk to her and ask her about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Oleta, a survivor
at Kvatch.  Follow your quest marker to find her and talk to her, ask her about
'Training'.  As long as you've completed the Kvatch part of the main story line
you should be able to complete this quest.


18.19 - Security Training
"""""""""""""""""""""""""
Once your Security ability is above 75 you need to speak to Dro'Shanji in
Bravil.  Dro'Shanji has a house in Bravil, but is often wandering around the
city.  He is a Khajiit male in cheap clothes, when you find him talk to him and
ask about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for J'baana, who is a
prisoner in the Imperial City Prison.  Follow your quest marker to find him and
talk to him, ask him about 'Training'.

You'll need to travel to Bravil and speak to S'Krivva, just follow your quest
marker to find her.  When you find her, talk to her and ask about 'Message for
J'baana'.  Now follow your quest marker back to J'baana, talk to him and tell
him about 'Message for J'baana' to complete this quest.


18.20 - Sneak Training
""""""""""""""""""""""
Once your Sneak ability is above 75 you need to speak to Othrelos in the
Imperial City.  Othrelos has a house in the north east corner of the Elven
Gardens District, if he is not there he may be wandering around.  He is a male
Dark Elf in normal clothes, when you find him talk to him and ask about
'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Marana Rian, who
is in the Imperial City.  Follow your quest marker to find her and talk to her,
ask her about 'Training'.

You'll need to pick pocket a special coin from Marana, its rather easy, so just
enter sneak mode, stand behind her and activate her, find the coin and take it
and only it.  With the coin in your possession, talk to Marana again and ask
her about 'Training' to complete this quest.


18.21 - Speechcraft Training
""""""""""""""""""""""""""""
Once your Speechcraft ability is above 75 you need to speak to Varon Vamori in
Bravil.  Varon has a house in the center of town, but is often wandering around
town.  He is a male Dark Elf in red fancy clothes, when you find him talk to
him and ask him about 'Training' to activate this quest.

Once this quest is activated you will have a quest marker for Tandilwe, who is
a preacher in the Imperial City Temple District.  Follow your quest marker to
find her and talk to her, ask about 'Training'.

You will need to talk to all the beggars in the main cities of Cyrodiil.  This
is the most annoying task.  There are 2 beggars in Anvil, Skingrad, Chorrol,
Bruma, Cheydinhal, Bravil and Leyawiin, there are 5 in the Imperial City, 1 in
the Temple District, Talos Plaza, Elven Gardens, Market District and the
Arboretum.

Any beggars you've spoken to before starting this quest do not have to be
spoken to again, though you won't know which ones you've spoken too.  Once you
have spoken to all the beggars in Cyrodiil, return to Tandilwe and talk to her,
ask her about 'Training' to complete this quest.



-------------------------------------------------------------------------------
                           Chapter 19 - The Collector
                           """"""""""""""""""""""""""


19.01 - The Collector
19.02 - Wendir
19.03 - Ninendava
19.04 - Moranda
19.05 - Vilverin
19.06 - Wenyandawik
19.07 - Culotte
19.08 - Fanacas
19.09 - Mackamentain
19.10 - Wendelbek
19.11 - Welke
19.12 - Nothing You Can Possess
19.13 - Secrets of the Ayleids
-------------------------------------------------------------------------------


19.01 - The Collector
"""""""""""""""""""""
This quest is activated after exploring 1 of 10 specific Alyeid Ruins and
finding the Alyeid Statue in the ruin, then selling the statue to any vendor.
Some time after that while wandering around the Imperial City, a messenger will
find you and that will activate this quest.

The Alyeid Ruins you must explore are covered in sections 19.02 to 19.11, chose
one to find the statue and then return to this section to continue.

Once you have at least 1 Alyeid Statue, go to any merchant and sell the statue.
Now just wander around the Imperial City, preferably in the Talos Plaza
District.  You can actually just use the wait command and Jollring will speak
to you when he finds you.

After talking to Jollring, follow your quest marker to Umbacano Manor and go
inside.  Jollring will speak to you, just follow him.  In the upstairs room,
Umbacano is sitting in a chair, speak to him.

Now you just need to find the other 9 statues.  Again their locations are
covered in sections 19.02 to 19.11, just use those sections to find them all
and then return to this section.

Once you've found all 10 statues return to Umbacano Manor in the Talos Plaza
District of the Imperial City.  Enter the manor and Jollring will approach you,
ask about 'Umbacano' and then have Jollring show you upstairs.  Follow Jollring
and you will find Umbacano, talk to him and tell him about 'Ayleid Satues'
and sell each one to him one at a time for 500 gold until you've sold them all
to him to complete this quest.


19.02 - Wendir
""""""""""""""
Fast travel to 'North Country Stables' on the south wall of Chorrol, from there
just go south west and you will find the ruins map icon on your compass,
follow it to find Wendir.  When you get there go inside.

Inside go south until you hit the fence, then turn west and pick the locked
door and follow that path.  It will go for a ways and then eventually take you
to a door to 'Wendir Nagasel' go through this door.

Go through the next room and take the exit in the north west corner, there will
now be an iron gate, the switch to open this gate is just to the left, activate
it and then make your way through the gate.

Follow the path north and you will come to a locked gate, pick the lock and go
through.  Keep following this path and you will come to a main room, when you
enter the room go east and then turn south, there will be an iron gate and a
switch to the left, activate the switch and then go through the open gate, the
statue is on the other side to the south west.


19.03 - Ninendava
"""""""""""""""""
This is a tricky place to find, you have to start from Chorrol North Gate, from
there follow the road north to Bruma, keep following the road and when it turns
east you will be able to find an unmarked path to the west, to the north is a
map marker for a cave on your compass.  Follow the path to the west.

This path will wind around a bit and end up taking you to Shadow's Rest Cavern,
to the north east from the cavern is a bridge, cross the bridge and keep
following the path and it will take you to the fort Sancre Tor.  From there you
can will be able to see the ruin map icon on your compass to the north east,
just follow that to find Ninendava.

When you get there go inside and make your way north, you will come to a locked
door, pick the lock and on the north wall is the statue.


19.04 - Moranda
"""""""""""""""
Looking at your world map, there is a road that connects Chorrol to Bruma, it
is called 'The Orange Road'.  South of the word 'The' in 'The Orange Road' is
where this ruin is located.  Fast travel to your nearest map marker and make
your way there, when you get there go inside.

Follow the path and you will come to a 4 way split, take the south east path of
stairs down to a locked gate, pick the lock and go through.  Just follow this
path until you come to a door to 'Moranda Abaspania' go through this door.

Follow this path and you will come to a room filled with gas that continually
damages your health.  Take the path in the north west corner, in the next room
you will be able to find the statue, it is in a little opening room off the
south west wall on a pedistal.


19.05 - Vilverin
""""""""""""""""
This place is just north east of the Imperial Prison Sewers, the place you come
out of at the start of the game.  Fast travel there and then go north east over
the dock and cross the water, on the other side is the ruins.

Go inside and then just make your way to the far east side of this floor, in
the north east most room is a door to 'Vilverin Canosel' go through this door.
In the next room its a 4 way fork, take the west side exit and even though it
appears to be a dead end, there is actually a floor switch here, step on it and
a door will open to the north in the same room.

Take the path north and in the next room go to the west, there is another floor
switch, step on it to open a path in to the south.  Follow this path and you
will come to a dead end, to the west is another floor switch, step on it and a
path will open on the north wall, go through it into the next room.

To the west is a door to 'Vilverin Wendesel' go through this door, follow the
path south, in the next room go through the door on the west wall.  Keep
following the path and you will end up at a door to 'Vilverin Sel Sancremathi'
go through this door.  The statue is just ahead on a pedistal.


19.06 - Wenyandawik
"""""""""""""""""""
This place is located just north west of Bravil, if you look at your world map
north west of Bravil is the words 'The Green Road' Wenyandawik is just south of
the 'R' in 'Road'.  Fast travel to your nearest map marker and then make your
way there, when you get there go inside.

Find your way into the first main room, along the north wall is an exit, you
have to go through an iron gate, the switch to open the gate is to the left of
the gate.  On the other side is a door to 'Wenyandawik Edesel' go through this
door.

Just follow the path west and at the corner where the path turns south, a
secret entrance should open on the west wall, watch for it and then go through
the path.  Go into the room and there will be the statue on a pedistal in the
south west corner.


19.07 - Culotte
"""""""""""""""
Culotte is north of Bravil on the other side of The Upper Niben, looking at
your world map it is just north of 'The' in 'The Yellow Road'.  Fast travel to
your nearest map marker and then make your way there, when you get there go
inside.

The statue is in a small room with 3 pillars, it is on the floor between the
pillars.  Getting to this room is rather easy, from the entrance just follow
the path from the entrance all the way to the south east most room, there is a
floor switch there, step on it and then back track a bit and you will find an
opening on the north east wall.  Follow this path and you will come to an exit
at the end of the next room in the south west corner.  In this next room get
down to the lower level and the room you need to go in is along the north east
wall off the south east side of the bridge.


19.08 - Fanacas
"""""""""""""""
This ruin is north of Cheydinhal.  To find it make your way to Lake Arrius.  On
the north side of the lake is a path that goes north east, follow it.  It will
eventually fork to the east and west, take the east path and you will find
Fanacas, when you get there go inside.

Go through the north east door and follow the path over the bridge, watch out
for the traps.  On the other side is a floor switch, step on it to open the
gate infront of you.  On the other side of the door go south west, then step on
the floor switch and go through the gate.  Just follow the path and you will
come to another floor switch and a gate, you'll be back at the start right now,
just go north west and follow the path east, you will come to another floor
switch, step on it and follow the path through the gate.

In the next room is another floor switch in the south east corner, step on it
and follow the path south east, you will be on the edge of a room of water,
there is an opening along the south east wall, jump into the water and swim to
the bottom.  To the north east is a set of stairs, go up the stairs and you
will find the statue on a pillar.


19.09 - Mackamentain
""""""""""""""""""""
Looking at your world map, scroll east of Bravil, there is a small lake north
of the river called 'Silverfish River' the ruins are just off the north edge of
this small lake.  Fast travel to your nearest map marker and make your way
there, when you get there go inside.

Go north east and you'll find a gate, step on the floor switch to open the gate
in front of you.  In this large room there is an opening in the north corner
going north east, follow this path, step on the floor switch to open the next
door.  Go through the door to 'Tombs of the Undead'.

Just follow the path north east and watch the north west wall, you will find an
opening, take this path and you will come a room with a floor switch in the
middle of it, step on the switch.  Go up the stairs that appear, follow the
path north west until it splits, go south west and immediately go north west
again.  You'll go up some stairs and then you'll find a door to 'Necromancer's
Asylum' go through this door.

The statue is in the middle of this large room on stone table.


19.10 - Wendelbek
"""""""""""""""""
Look to the far east of Bravil, there is a river called 'Panther River'
Wendelbek is north of the word 'Panther' on your world map.  Your best bet is
to fast travel to your nearest map marker and then make your way to the Panther
River, then go north until you find the ruins map icon on your compass and
follow that to find this place.

When you get there, go inside and go south, you will come to a locked door, go
through this door and then follow the path until you come to a door in the
north west section, the door is on a north wall and it goes to 'Wendelbek
Aldmerisel' go through this door.

On the east wall of this area is a door to 'Wendelbek Sel Aran Mathmedli' go
through this door.  Go east in the next room and then south at the wall and you
will be facing a door with a button to the left, activate the switch and go
through the door, turn west and the statue will be on a little table around the
corner.


19.11 - Welke
"""""""""""""
Look to the far east of Bravil, just a bit to the south, there is a river
called 'Panther River' to the west of the 'P' in 'Panther' is where Welke is.
Fast travel to your nearest map marker and then make your own way to find this
place.

When you get there go inside and take the north west path, you'll have to pick
a locked door immediately.  Follow this path and you will come to a door to
'Welke Ceyede' go through this door.

When you come to a major fork in the road, go north west, this should take you
to a pool of water, swim through and you'll be in a large room, on the south
west wall is a door to 'Welke Edesel' go through this door.  In the middle of
this next room is the statue.


19.12 - Nothing You Can Possess
"""""""""""""""""""""""""""""""
After selling 3 or 4 Ayleid Statues to Umacano, a new topic will be available
when you speak to him, ask him about 'Another Task' to activate this quest.
Umbacano lives in his manor in the Talos Plaza District of the Imperial City,
go inside and his buttler Jollring will talk to you, ask about 'Umbacano' to
be led upstairs where you can speak to him.

When you exit Umbacano Manor a guy named Claude Maric will approach you and
talk to you, after the conversation follow him to the Tiber septim Hotel.  He
will take a seat in the far corner of the first floor, talk to him and get his
disposition high enough that when you ask him about 'The High Fane' he will
tell you to find Malanda which is the farthest map marker to the east.

Just follow your quest marker to get there.  Inside this place is incredibly
simple, just keep making your way through until you get to the far south west
corner room, there will be a strange looking door, to open it you have to have
the key Umbacano gave you.  On the other side of the door is the carving on the
wall, take it.  When you take it watch out the roof caves in.

With the carving in your possession follow your quest marker back to Umbacano
and talk to him and tell him about 'The High Fane' to complete this quest.


19.13 - Secrets of the Ayleids
""""""""""""""""""""""""""""""
After completing the previous quest, a new topic will be available when you
speak to him, ask him about 'Another Task' to activate this quest.  Umbacano
lives in his manor in the Talos Plaza District of the Imperial City, go inside
and his buttler Jollring will talk to you, ask about 'Umbacano' to be led
upstairs where you can speak to him.

Once this quest is activated just follow your quest marker to find Herminia
Cinna, talk to her and ask her about 'Crown of the Ayleids' there will be a lot
of talking, but eventually you'll get a quest update.  You'll have a map marker
for Lindai, which is east of Chorrol.  You can just follow your quest marker to
get there.

When you get there go inside and then just make your way through the first
level, it doesn't fork out at all so you can't get lost.  At the end of the
path is a door to 'Lindai Inner Tombs' go through this door.

In this next room you will encounter another of those wierd doors, you will
need the key that Herminia Cinna gave you to open this door.  Go through the
door, in the next room there is an Ayleid Cask in the middle of a big pillar,
it is hard to miss as the room is kinda designed to show the cask.  The crown
is inside it, so go ahead and loot it and take the crown.

Once you have the crown just follow your quest marker back to Umbacano.  When
you get to him talk to him and tell him about 'Crown of the Ayleids'.  Umbacano
will ask you to continue to help him with one more task, you will need to meet
him at Nenalata in 3 days.  Nenalata is north east of Bravil, it is marked on
your map and you can just follow your quest marker to get there.

When you get there wait until Umbacano gets there (24 hours).  When he gets
there talk to him and tell him to wait, then enter Nenalata.  Now if you have
not previously cleared this place out, do so now, just search the whole area
and kill everything, this will prevent Umbacano from dieing when you bring him
in here.

Once everything is dead, exit and talk to Umbacano, tell him to follow you,
then go inside Nenalata.  Just follow your quest marker until you come to the
room marked by the green quest marker, when you and Umbacano enter the room he
will open the door and a cutscene will take place.  After the cutscene, fight
your way out of this place, don't be shy about running away, its a tough
battle.  Just make your way out of Netalata to complete this quest.



-------------------------------------------------------------------------------
                           Chapter 20 - Oblivion Gates
                           """""""""""""""""""""""""""


20.01 - Random Oblivion Gates
20.02 - Kvatch
20.03 - Bruma
20.04 - Anvil
20.05 - Skingrad
20.06 - Chorrol
20.07 - Cheydinhal
20.08 - Bravil
20.09 - Leyawiin
20.10 - Great Gate
-------------------------------------------------------------------------------


20.01 - Random Oblivion Gates
"""""""""""""""""""""""""""""
There are many random Oblivion Gates around Cyrodiil, then when you close 1
another 1 will open at another location.  This means you can never actually
close them all.  The only way to get them all closed is by beating the main
quest.

There are a few set Oblivion Gates tied to quests I have listed them below and
where to find the quest(s) associated with each.


20.02 - Kvatch
""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
02.04 - Breaking the Siege of Kvatch


20.03 - Bruma
"""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
02.11 - Bruma Gate


20.04 - Anvil
"""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
17.04 - Anvil (Allies for Bruma)


20.05 - Skingrad
""""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
17.06 - Skingrad (Allies for Bruma)


20.06 - Chorrol
"""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
17.07 - Chorrol (Allies for Bruma)


20.07 - Cheydinhal
""""""""""""""""""
This Oblivion Gate includes 2 quests and is covered in the following sections:
17.08 - Cheydinhal (Allies for Bruma)
08.01 - The Wayward Knight


20.08 - Bravil
""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
17.09 - Bravil (Allies for Bruma)


20.09 - Leyawiin
""""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
17.10 - Leyawiin (Allies for Bruma)


20.10 - Great Gate
""""""""""""""""""
This Oblivion Gate is part of a quest and is covered in the following section:
02.15 - Great Gate



-------------------------------------------------------------------------------
                            Chapter 21 - Caves
                            """"""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


21.01 - Hrota Cave
21.02 - Brittlerock Cave
21.03 - Smoke Hole Cave
21.04 - Mongrel's Tooth Cave
21.05 - Sandstone Cavern
21.06 - Fyrelight Cave
21.07 - Broken Promises Cave
21.08 - Wind Cave
21.09 - Rock Bottom Cave
21.10 - Fallen Rock Cave
21.11 - Nonwyll Cavern
21.12 - Black Rock Caverns
21.13 - Bleak Flats Cave
21.14 - Goblin Jim's Cave
21.15 - Redguard Valley Cave
21.16 - Serpent Hollow Cave
21.17 - Bloodcrust Cavern
21.18 - Crayrock Cave
21.19 - Howling Cave
21.20 - Greenmead Cave
21.21 - Breakneck Cave
21.22 - Yellow Tick Cave
21.23 - Heynote Cave
21.24 - Glademist Cave
21.25 - Felgageldt Cave
21.26 - Nisin Cave
21.27 - Echo Cave
21.28 - Underpall Cave
21.29 - Boreal Stone Cave
21.30 - Outlaw Endre's Cave
21.31 - Capstone Cave
21.32 - Bruma Caverns
21.33 - Unmarked Cave
21.34 - Fingerbowl Cave
21.35 - Sinkhold Cave
21.36 - Dzonot Cave
21.37 - Horn Cave
21.38 - Pothole Caverns
21.39 - Sepent's Trail
21.40 - Toadstool Hollow
21.41 - Imperial City Sewers - North Exit
21.42 - Imperial City Sewers - South East Exit
21.43 - Fatback Cave
21.44 - Charcoal Cave
21.45 - Mingo Cave
21.46 - Red Ruby Cave
21.47 - Moss Rock Cavern
21.48 - Robber's Glen Cave
21.49 - Bloodmayne Cave
21.50 - Imperial Prison Sewer
21.51 - Sideways Cave
21.52 - Frostfire Glade
21.53 - Wellspring Cave
21.54 - Memorial Cave
21.55 - Shinbone Cave
21.56 - Veyond Cave
21.57 - Reedstand Cave
21.58 - Rockmilk Cave
21.59 - Undertow Cavern
21.60 - Silver Tooth Cave
21.61 - The Beast's Maw
21.62 - Barren Cave
21.63 - Muck Valley Cavern
21.64 - Cracked Wood Cave
21.65 - Timberscar Hollow
21.66 - Newt Cave
21.67 - Lake Arrius Caverns
21.68 - Quickwater Cave
21.69 - Wenderbek Cave
21.70 - Bramblepoint Cave
21.71 - Amelion Tomb
21.72 - Darkfathom Cave
21.73 - Tidewater Cave
21.74 - Kingscrest Cavern
21.75 - Vahtacen
21.76 - Swampy Cave
21.77 - Dark Fissure
21.78 - Crayfish Cave
21.79 - Sage Glen Hollow
21.80 - Bedrock Break
21.81 - Shattered Scales Cave
21.82 - Fieldhouse Cave
21.83 - Onyx Caverns
21.84 - Arrowshaft Cavern
21.85 - Lost Boy Cavern
21.86 - Leafrot Cave
21.87 - Redwater Slough
21.88 - Kindred Cave
21.89 - Bloodrun Cave
21.90 - Shadow's Rest Cavern
-------------------------------------------------------------------------------


21.01 - Hrota Cave
""""""""""""""""""
This map marker is associated with the following quests:
03.10 - Den of Thieves
17.11 - Newheim's Flagon


21.02 - Brittlerock Cave
""""""""""""""""""""""""
This map marker is associated with the following quests:
03.18 - The Wandering Scholar


21.03 - Smoke Hole Cave
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.04 - Mongrel's Tooth Cave
""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.05 - Sandstone Cavern
""""""""""""""""""""""""
This map marker is associated with the following quests:
17.21 - The Sunken One


21.06 - Fyrelight Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.07 - Broken Promises Cave
""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.08 - Wind Cave
"""""""""""""""""
This map marker has no known quests associated with it.


21.09 - Rock Bottom Cave
""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.10 - Fallen Rock Cave
""""""""""""""""""""""""
This map marker is associated with the following quests:
03.07 - Unfinished Business


21.11 - Nonwyll Cavern
""""""""""""""""""""""
This map marker is associated with the following quests:
03.13 - The Master's Son


21.12 - Black Rock Caverns
""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.13 - Bleak Flats Cave
""""""""""""""""""""""""
This map marker is associated with the following quests:
04.03 - Skingrad Recommendation


21.14 - Goblin Jim's Cave
"""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.15 - Redguard Valley Cave
""""""""""""""""""""""""""""
This map marker is associated with the following quests:
07.06 - Sins of the Father


21.16 - Serpent Hollow Cave
"""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.17 - Bloodcrust Cavern
"""""""""""""""""""""""""
This map marker is associated with the following quests:
04.19 - Information at a Price


21.18 - Crayrock Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.19 - Howling Cave
""""""""""""""""""""
This map marker is associated with the following quests:
16.09 - Shrine of Meridia


21.20 - Greenmead Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.21 - Breakneck Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.22 - Yellow Tick Cave
""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.23 - Heynote Cave
""""""""""""""""""""
This map marker has no known quests associated with it.


21.24 - Glademist Cave
""""""""""""""""""""""
This map marker is associated with the following quests:
03.28 - Information Gathering


21.25 - Felgageldt Cave
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.26 - Nisin Cave
""""""""""""""""""
This map marker has no known quests associated with it.


21.27 - Echo Cave
"""""""""""""""""
This map marker is associated with the following quests:
04.26 - Confront the King


21.28 - Underpall Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.29 - Boreal Stone Cave
"""""""""""""""""""""""""
This map marker is associated with the following quests:
09.02 - A Brotherhood Betrayed


21.30 - Outlaw Endre's Cave
"""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.31 - Capstone Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.32 - Bruma Caverns
"""""""""""""""""""""
This map marker is associated with the following quests:
02.09 - Spies


21.33 - Unmarked Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.34 - Fingerbowl Cave
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.35 - Sinkhold Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.36 - Dzonot Cave
"""""""""""""""""""
This map marker has no known quests associated with it.


21.37 - Horn Cave
"""""""""""""""""
This map marker has no known quests associated with it.


21.38 - Pothole Caverns
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.39 - Sepent's Trail
""""""""""""""""""""""
This map marker is associated with the following quests:
09.01 - Lifting the Vale


21.40 - Toadstool Hollow
""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.41 - Imperial City Sewers - North Exit
"""""""""""""""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.42 - Imperial City Sewers - South East Exit
""""""""""""""""""""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.43 - Fatback Cave
""""""""""""""""""""
This map marker has no known quests associated with it.


21.44 - Charcoal Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.45 - Mingo Cave
""""""""""""""""""
This map marker has no known quests associated with it.


21.46 - Red Ruby Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.47 - Moss Rock Cavern
""""""""""""""""""""""""
This map marker is associated with the following quests:
17.19 - The Gravefinder's Repose


21.48 - Robber's Glen Cave
""""""""""""""""""""""""""
This map marker is associated with the following quests:
03.14 - More Unfinished Business


21.49 - Bloodmayne Cave
"""""""""""""""""""""""
This map marker is associated with the following quests:
03.19 - The Fugitives


21.50 - Imperial Prison Sewer
"""""""""""""""""""""""""""""
This map marker is associated with the following quests:
02.01 - Tutorial
06.08 - Scheduled for Execution


21.51 - Sideways Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.52 - Frostfire Glade
"""""""""""""""""""""""
This map marker is associated with the following quests:
12.04 - Tears of the Savior


21.53 - Wellspring Cave
"""""""""""""""""""""""
This map marker is associated with the following quests:
04.10 - A Mage's Staff


21.54 - Memorial Cave
"""""""""""""""""""""
This map marker is associated with the following quests:
14.04 - Order of the Virtuous Blood


21.55 - Shinbone Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.56 - Veyond Cave
"""""""""""""""""""
This map marker has no known quests associated with it.


21.57 - Reedstand Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.58 - Rockmilk Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.59 - Undertow Cavern
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.60 - Silver Tooth Cave
"""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.61 - The Beast's Maw
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.62 - Barren Cave
"""""""""""""""""""
This map marker has no known quests associated with it.


21.63 - Muck Valley Cavern
""""""""""""""""""""""""""
This map marker is associated with the following quests:
06.23 - Next of Kin


21.64 - Cracked Wood Cave
"""""""""""""""""""""""""
This map marker is associated with the following quests:
17.20 - Goblin Trouble


21.65 - Timberscar Hollow
"""""""""""""""""""""""""
This map marker is associated with the following quests:
17.20 - Goblin Trouble


21.66 - Newt Cave
"""""""""""""""""
This map marker has no known quests associated with it.


21.67 - Lake Arrius Caverns
"""""""""""""""""""""""""""
This map marker is associated with the following quests:
02.08 - Dagon Shrine


21.68 - Quickwater Cave
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.69 - Wenderbek Cave
""""""""""""""""""""""
This map marker has no known quests associated with it.


21.70 - Bramblepoint Cave
"""""""""""""""""""""""""
This map marker is associated with the following quests:
17.18 - No Stone Unturned


21.71 - Amelion Tomb
""""""""""""""""""""
This map marker is associated with the following quests:
03.11 - Amelion's Debt


21.72 - Darkfathom Cave
"""""""""""""""""""""""
This map marker is associated with the following quests:
12.02 - Whom the Gods Annoy


21.73 - Tidewater Cave
""""""""""""""""""""""
This map marker is associated with the following quests:
16.05 - Shrine of Nocturnal


21.74 - Kingscrest Cavern
"""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.75 - Vahtacen
""""""""""""""""
This map marker is associated with the following quests:
04.14 - Vahtacen's Secret


21.76 - Swampy Cave
"""""""""""""""""""
This map marker is associated with the following quests:
03.26 - Mystery at Harlun's Watch


21.77 - Dark Fissure
""""""""""""""""""""
This map marker is associated with the following quests:
04.15 - Necromancer's Moon


21.78 - Crayfish Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.79 - Sage Glen Hollow
""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.80 - Bedrock Break
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.81 - Shattered Scales Cave
"""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.82 - Fieldhouse Cave
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.83 - Onyx Caverns
""""""""""""""""""""
This map marker has no known quests associated with it.


21.84 - Arrowshaft Cavern
"""""""""""""""""""""""""
This map marker has no known quests associated with it.


21.85 - Lost Boy Cavern
"""""""""""""""""""""""
This map marker has no known quests associated with it.


21.86 - Leafrot Cave
""""""""""""""""""""
This map marker is associated with the following quests:
06.22 - Affairs of a Wizard


21.87 - Redwater Slough
"""""""""""""""""""""""
This map marker is associated with the following quests:
33.06 - Vampire Cure


21.88 - Kindred Cave
""""""""""""""""""""
This map marker has no known quests associated with it.


21.89 - Bloodrun Cave
"""""""""""""""""""""
This map marker has no known quests associated with it.


21.90 - Shadow's Rest Cavern
""""""""""""""""""""""""""""
This map marker has no known quests associated with it.



-------------------------------------------------------------------------------
                             Chapter 22 - Mines
                             """"""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


22.01 - Shattered Mine
22.02 - Belletor's Mine
22.03 - Dasel Moor
22.04 - Infested Mine
22.05 - Echo Mine
22.06 - Pillaged Mine
22.07 - Crumbling Mine
22.08 - Cursed Mine
22.09 - Derelict Mine
22.10 - Plundered Mine
22.11 - Exhausted Mine
22.12 - Empty Mine
22.13 - Flooded Mine
22.14 - Gutted Mine
22.15 - Desolate Mine
22.16 - Rickety Mine
22.17 - Doomed Mine
22.18 - Squandered Mine
22.19 - Deserted Mine
22.20 - Collapsed Mine
22.21 - Abandoned Mine
22.22 - Barren Mine
22.23 - Haunted Mine
22.24 - Forsaken Mine
22.25 - Bleak Mine
-------------------------------------------------------------------------------


22.01 - Shattered Mine
""""""""""""""""""""""
This map marker has no known quests associated with it.


22.02 - Belletor's Mine
"""""""""""""""""""""""
This map marker has no known quests associated with it.


22.03 - Dasel Moor
""""""""""""""""""
This map marker has no known quests associated with it.


22.04 - Infested Mine
"""""""""""""""""""""
This map marker has no known quests associated with it.


22.05 - Echo Mine
"""""""""""""""""
This map marker has no known quests associated with it.


22.06 - Pillaged Mine
"""""""""""""""""""""
This map marker has no known quests associated with it.


22.07 - Crumbling Mine
""""""""""""""""""""""
This map marker has no known quests associated with it.


22.08 - Cursed Mine
"""""""""""""""""""
This map marker has no known quests associated with it.


22.09 - Derelict Mine
"""""""""""""""""""""
This map marker has no known quests associated with it.


22.10 - Plundered Mine
""""""""""""""""""""""
This map marker has no known quests associated with it.


22.11 - Exhausted Mine
""""""""""""""""""""""
This map marker is associated with the following quests:
17.17 - Revenge Served Cold


22.12 - Empty Mine
""""""""""""""""""
This map marker has no known quests associated with it.


22.13 - Flooded Mine
""""""""""""""""""""
This map marker is associated with the following quests:
06.25 - Final Justice


22.14 - Gutted Mine
"""""""""""""""""""
This map marker is associated with the following quests:
16.01 - Shrine of Azura


22.15 - Desolate Mine
"""""""""""""""""""""
This map marker is associated with the following quests:
03.05 - The Desolate Mine


22.16 - Rickety Mine
""""""""""""""""""""
This map marker has no known quests associated with it.


22.17 - Doomed Mine
"""""""""""""""""""
This map marker has no known quests associated with it.


22.18 - Squandered Mine
"""""""""""""""""""""""
This map marker has no known quests associated with it.


22.19 - Deserted Mine
"""""""""""""""""""""
This map marker has no known quests associated with it.


22.20 - Collapsed Mine
""""""""""""""""""""""
This map marker has no known quests associated with it.


22.21 - Abandoned Mine
""""""""""""""""""""""
This map marker has no known quests associated with it.


22.22 - Barren Mine
"""""""""""""""""""
This map marker has no known quests associated with it.


22.23 - Haunted Mine
""""""""""""""""""""
This map marker has no known quests associated with it.


22.24 - Forsaken Mine
"""""""""""""""""""""
This map marker is associated with the following quests:
03.21 - Trolls of Forsaken Mine


22.25 - Bleak Mine
""""""""""""""""""
This map marker is associated with the following quests:
16.08 - Shrine of Malacath



-------------------------------------------------------------------------------
                            Chapter 23 - Forts
                            """"""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


23.01 - Crowhaven
23.02 - Fort Sutch
23.03 - Fort Strand
23.04 - Fort Wariel
23.05 - Fort Hastrel
23.06 - Fort Linchal
23.07 - Fort Ontus
23.08 - Fort Istirus
23.09 - Fort Dirich
23.10 - Fort Rayles
23.11 - Fort Carmala
23.12 - Sancre Tor
23.13 - Fort Wooden Hand
23.14 - Fort Ash
23.15 - Fort Vlastarus
23.16 - Fort Coldcorn
23.17 - Fort Nikel
23.18 - Fort Empire
23.19 - Fort Virtue
23.20 - Fort Roebeck
23.21 - Fort Black Root
23.22 - Fort Caractacus
23.23 - Fort Homestead
23.24 - Fort Alessia
23.25 - Fort Variela
23.26 - Fort Chalman
23.27 - Fort Urasek
23.28 - Fort Magia
23.29 - Fathis Aren's Tower
23.30 - Fort Horunn
23.31 - Fort Sejanus
23.32 - Fort Nomore
23.33 - Fort Redman
23.34 - Arkved's Tower
23.35 - Fort Aurus
23.36 - Fort Grief
23.37 - Fort Irony
23.38 - Fort Cedrian
23.39 - Fort Doublecross
23.40 - Fort Blueblood
23.41 - Fort Farragut
23.42 - Fort Scinia
23.43 - Fort Naso
23.44 - Fort Facian
23.45 - Fort Entius
23.46 - Fort Felcia
23.47 - Fort Cuptor
23.48 - Fort Gold Throat
23.49 - Fort Redwater
23.50 - Fort Teleman
-------------------------------------------------------------------------------


23.01 - Crowhaven
"""""""""""""""""
This map marker is associated with the following quests:
15.02 - Origin of the Gray Prince


23.02 - Fort Sutch
""""""""""""""""""
This map marker is associated with the following quests:
06.14 - Bad Medicine


23.03 - Fort Strand
"""""""""""""""""""
This map marker is associated with the following quests:
10.04 - When the Vow Breaks


23.04 - Fort Wariel
"""""""""""""""""""
This map marker has no known quests associated with it.


23.05 - Fort Hastrel
""""""""""""""""""""
This map marker has no known quests associated with it.


23.06 - Fort Linchal
""""""""""""""""""""
This map marker has no known quests associated with it.


23.07 - Fort Ontus
""""""""""""""""""
This map marker has no known quests associated with it.


23.08 - Fort Istirus
""""""""""""""""""""
This map marker has no known quests associated with it.


23.09 - Fort Dirich
"""""""""""""""""""
This map marker has no known quests associated with it.


23.10 - Fort Rayles
"""""""""""""""""""
This map marker has no known quests associated with it.


23.11 - Fort Carmala
""""""""""""""""""""
This map marker has no known quests associated with it.


23.12 - Sancre Tor
""""""""""""""""""
This map marker is associated with the following quests:
02.12 - Blood of the Divines


23.13 - Fort Wooden Hand
""""""""""""""""""""""""
This map marker has no known quests associated with it.


23.14 - Fort Ash
""""""""""""""""
This map marker has no known quests associated with it.


23.15 - Fort Vlastarus
""""""""""""""""""""""
This map marker has no known quests associated with it.


23.16 - Fort Coldcorn
"""""""""""""""""""""
This map marker has no known quests associated with it.


23.17 - Fort Nikel
""""""""""""""""""
This map marker has no known quests associated with it.


23.18 - Fort Empire
"""""""""""""""""""
This map marker has no known quests associated with it.


23.19 - Fort Virtue
"""""""""""""""""""
This map marker has no known quests associated with it.


23.20 - Fort Roebeck
""""""""""""""""""""
This map marker has no known quests associated with it.


23.21 - Fort Black Root
"""""""""""""""""""""""
This map marker has no known quests associated with it.


23.22 - Fort Caractacus
"""""""""""""""""""""""
This map marker is associated with the following quests:
17.16 - Zero Visibility


23.23 - Fort Homestead
""""""""""""""""""""""
This map marker has no known quests associated with it.


23.24 - Fort Alessia
""""""""""""""""""""
This map marker has no known quests associated with it.


23.25 - Fort Variela
""""""""""""""""""""
This map marker has no known quests associated with it.


23.26 - Fort Chalman
""""""""""""""""""""
This map marker has no known quests associated with it.


23.27 - Fort Urasek
"""""""""""""""""""
This map marker has no known quests associated with it.


23.28 - Fort Magia
""""""""""""""""""
This map marker has no known quests associated with it.


23.29 - Fathis Aren's Tower
"""""""""""""""""""""""""""
This map marker is associated with the following quests:
05.18 - Arrow of Extrication


23.30 - Fort Horunn
"""""""""""""""""""
This map marker has no known quests associated with it.


23.31 - Fort Sejanus
""""""""""""""""""""
This map marker has no known quests associated with it.


23.32 - Fort Nomore
"""""""""""""""""""
This map marker has no known quests associated with it.


23.33 - Fort Redman
"""""""""""""""""""
This map marker is associated with the following quests:
06.25 - Final Justice


23.34 - Arkved's Tower
""""""""""""""""""""""
This map marker is associated with the following quests:
16.02 - Shrine of Vaermina


23.35 - Fort Aurus
""""""""""""""""""
This map marker has no known quests associated with it.


23.36 - Fort Grief
""""""""""""""""""
This map marker is associated with the following quests:
11.02 - Caught in the Hunt


23.37 - Fort Irony
""""""""""""""""""
This map marker has no known quests associated with it.


23.38 - Fort Cedrian
""""""""""""""""""""
This map marker has no known quests associated with it.


23.39 - Fort Doublecross
""""""""""""""""""""""""
This map marker has no known quests associated with it.


23.40 - Fort Blueblood
""""""""""""""""""""""
This map marker is associated with the following quests:
04.09 - Leyawiin Recommendation


23.41 - Fort Farragut
"""""""""""""""""""""
This map marker is associated with the following quests:
06.19 - Of Secret And Shadow (Assassin)


23.42 - Fort Scinia
"""""""""""""""""""
This map marker has no known quests associated with it.


23.43 - Fort Naso
"""""""""""""""""
This map marker has no known quests associated with it.


23.44 - Fort Facian
"""""""""""""""""""
This map marker has no known quests associated with it.


23.45 - Fort Entius
"""""""""""""""""""
This map marker has no known quests associated with it.


23.46 - Fort Felcia
"""""""""""""""""""
This map marker has no known quests associated with it.


23.47 - Fort Cuptor
"""""""""""""""""""
This map marker has no known quests associated with it.


23.48 - Fort Gold Throat
""""""""""""""""""""""""
This map marker has no known quests associated with it.


23.49 - Fort Redwater
"""""""""""""""""""""
This map marker has no known quests associated with it.


23.50 - Fort Teleman
""""""""""""""""""""
This map marker is associated with the following quests:
04.22 - The Bloodworm Helm



-------------------------------------------------------------------------------
                           Chapter 24 - Villages
                           """""""""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


24.01 - Lord Drad's Estate
24.02 - Whitmond Farm
24.03 - Gweden Farm
24.04 - Shetcombe Farm
24.05 - Shardrock
24.06 - Weatherleah
24.07 - Hackdirt
24.08 - Weynon Priory
24.09 - Odiil Farm
24.10 - Weye
24.11 - Cloud Ruler Temple
24.12 - Applewatch
24.13 - Bleaker's Way
24.14 - Aleswell
24.15 - Brindle Home
24.16 - Gottlesfont Priory
24.17 - Pell's Gate
24.18 - Harm's Folly
24.19 - Roland Jenseric's Cabin
24.20 - Cropsford
24.21 - Border Watch
24.22 - Water's Edge
24.23 - White Stallion Lodge
24.24 - Greyland
24.25 - Temple of the Ancestor Moths
24.26 - Lord Rugdumph's Estate
24.27 - Knights of the Thorn Lodge
24.28 - Harlun's Watch
24.29 - Drakelowe
24.30 - Cadlew Chapel
24.31 - Blankenmarch
-------------------------------------------------------------------------------


24.01 - Lord Drad's Estate
""""""""""""""""""""""""""
This map marker is associated with the following quests:
16.08 - Shrine of Malacath


24.02 - Whitmond Farm
"""""""""""""""""""""
This map marker is associated with the following quests:
10.04 - When the Vow Breaks


24.03 - Gweden Farm
"""""""""""""""""""
This map marker is associated with the following quests:
10.03 - The Siren's Deception


24.04 - Shetcombe Farm
""""""""""""""""""""""
This map marker is associated with the following quests:
17.21 - The Sunken One


24.05 - Shardrock
"""""""""""""""""
This map marker is associated with the following quests:
17.14 - Bear Season


24.06 - Weatherleah
"""""""""""""""""""
This map marker is associated with the following quests:
07.05 - Legacy Lost


24.07 - Hackdirt
""""""""""""""""
This map marker is associated with the following quests:
07.03 - A Shadow Over Hackdirt


24.08 - Weynon Priory
"""""""""""""""""""""
This map marker is associated with the following quests:
02.02 - Deliver the Amulet
02.05 - Find the Heir (part 2)


24.09 - Odiil Farm
""""""""""""""""""
This map marker is associated with the following quests:
07.01 - The Killing Field


24.10 - Weye
""""""""""""
This map marker is associated with the following quests:
17.13 - Go Fish


24.11 - Cloud Ruler Temple
""""""""""""""""""""""""""
This map marker is associated with the following quests:
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
02.16 - Paradise
02.17 - Light the Dragonfires


24.12 - Applewatch
""""""""""""""""""
This map marker is associated with the following quests:
06.23 - Next of Kin
06.29 - Following a Lead (Speaker)


24.13 - Bleaker's Way
"""""""""""""""""""""
This map marker is associated with the following quests:
16.10 - Shrine of Mephala


24.14 - Aleswell
""""""""""""""""
This map marker is associated with the following quests:
17.16 - Zero Visibility


24.15 - Brindle Home
""""""""""""""""""""
This map marker is associated with the following quests:
16.11 - Shrine of Molag Bal


24.16 - Gottlesfont Priory
""""""""""""""""""""""""""
This map marker has no known quests associated with it.


24.17 - Pell's Gate
"""""""""""""""""""
This map marker is associated with the following quests:
16.13 - Shrine of Clavicus Vile


24.18 - Harm's Folly
""""""""""""""""""""
This map marker is associated with the following quests:
17.17 - Revenge Served Cold


24.19 - Roland Jenseric's Cabin
"""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
14.04 - Order of the Virtuous Blood


24.20 - Cropsford
"""""""""""""""""
This map marker is associated with the following quests:
17.20 - Goblin Trouble


24.21 - Border Watch
""""""""""""""""""""
This map marker is associated with the following quests:
16.07 - Shrine of Sheogorath


24.22 - Water's Edge
""""""""""""""""""""
This map marker is associated with the following quests:
03.11 - Amelion's Debt
03.29 - Infiltration


24.23 - White Stallion Lodge
""""""""""""""""""""""""""""
This map marker is associated with the following quests:
12.03 - Knights of the White Stallion


24.24 - Greyland
""""""""""""""""
This map marker is associated with the following quests:
12.05 - Raid on Greyland


24.25 - Temple of the Ancestor Moths
""""""""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
05.16 - Turning a Blind Eye


24.26 - Lord Rugdumph's Estate
""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
03.24 - The Noble's Daughter


24.27 - Knights of the Thorn Lodge
""""""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
08.01 - The Wayward Knight


24.28 - Harlun's Watch
""""""""""""""""""""""
This map marker is associated with the following quests:
03.26 - Mystery at Harlun's Watch


24.29 - Drakelowe
"""""""""""""""""
This map marker is associated with the following quests:
33.06 - Vampire Cure


24.30 - Cadlew Chapel
"""""""""""""""""""""
This map marker has no known quests associated with it.


24.31 - Blankenmarch
""""""""""""""""""""
This map marker has no known quests associated with it.



-------------------------------------------------------------------------------
                            Chapter 25 - Ruins
                            """"""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


25.01 - Beldaburo
25.02 - Niryastare
25.03 - Garlas Agea
25.04 - Trumbe
25.05 - Varonda
25.06 - Nonungalo
25.07 - Talwinque
25.08 - Miscarcand
25.09 - Lipsand Tarn
25.10 - Hrotanda Vale
25.11 - Wendir
25.12 - Elenglynn
25.13 - Ninendava
25.14 - Moranda
25.15 - Lindai
25.16 - Narfinsel
25.17 - Ceyatatar
25.18 - Silorn
25.19 - Nornalhorst
25.20 - Rielle
25.21 - Piukanda
25.22 - Fanacasecul
25.23 - Vindasel
25.24 - Nenyond Twyll
25.25 - Anga
25.26 - Sercen
25.27 - Vilverin
25.28 - Sardavar Leed
25.29 - Wenyandawik
25.30 - Anutwyll
25.31 - Sedor
25.32 - Belda
25.33 - Nagastani
25.34 - Nornal
25.35 - Culotte
25.36 - Bawn
25.37 - Telepe
25.38 - Fanacas
25.39 - Kemen
25.40 - Mackamentain
25.41 - Nenalata
25.42 - Morahame
25.43 - Atatar
25.44 - Arpenia
25.45 - Veyond
25.46 - Hame
25.47 - Ondo
25.48 - Wendelbek
25.49 - Welke
25.50 - Malada
-------------------------------------------------------------------------------


25.01 - Beldaburo
"""""""""""""""""
This map marker has no known quests associated with it.


25.02 - Niryastare
""""""""""""""""""
This map marker has no known quests associated with it.


25.03 - Garlas Agea
"""""""""""""""""""
This map marker has no known quests associated with it.


25.04 - Trumbe
""""""""""""""
This map marker has no known quests associated with it.


25.05 - Varonda
"""""""""""""""
This map marker has no known quests associated with it.


25.06 - Nonungalo
"""""""""""""""""
This map marker has no known quests associated with it.


25.07 - Talwinque
"""""""""""""""""
This map marker has no known quests associated with it.


25.08 - Miscarcand
""""""""""""""""""
This map marker is associated with the following quests:
02.13 - Miscarcand


25.09 - Lipsand Tarn
""""""""""""""""""""
This map marker has no known quests associated with it.


25.10 - Hrotanda Vale
"""""""""""""""""""""
This map marker has no known quests associated with it.


25.11 - Wendir
""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.02 - Wendir


25.12 - Elenglynn
"""""""""""""""""
This map marker has no known quests associated with it.


25.13 - Ninendava
"""""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.03 - Ninendava


25.14 - Moranda
"""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.04 - Moranda


25.15 - Lindai
""""""""""""""
This map marker is associated with the following quests:
19.13 - Secrets of the Ayleids


25.16 - Narfinsel
"""""""""""""""""
This map marker has no known quests associated with it.


25.17 - Ceyatatar
"""""""""""""""""
This map marker has no known quests associated with it.


25.18 - Silorn
""""""""""""""
This map marker is associated with the following quests:
04.25 - Ambush


25.19 - Nornalhorst
"""""""""""""""""""
This map marker has no known quests associated with it.


25.20 - Rielle
""""""""""""""
This map marker has no known quests associated with it.


25.21 - Piukanda
""""""""""""""""
This map marker has no known quests associated with it.


25.22 - Fanacasecul
"""""""""""""""""""
This map marker has no known quests associated with it.


25.23 - Vindasel
""""""""""""""""
This map marker is associated with the following quests:
16.13 - Shrine of Clavicus Vile


25.24 - Nenyond Twyll
"""""""""""""""""""""
This map marker is associated with the following quests:
04.17 - Liberation or Apprehension?


25.25 - Anga
""""""""""""
This map marker is associated with the following quests:
16.03 - Shrine of Namira


25.26 - Sercen
""""""""""""""
This map marker has no known quests associated with it.


25.27 - Vilverin
""""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.05 - Vilverin


25.28 - Sardavar Leed
"""""""""""""""""""""
This map marker has no known quests associated with it.


25.29 - Wenyandawik
"""""""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.06 - Wenyandawik


25.30 - Anutwyll
""""""""""""""""
This map marker has no known quests associated with it.


25.31 - Sedor
"""""""""""""
This map marker is associated with the following quests:
03.23 - The Stone of St. Alessia


25.32 - Belda
"""""""""""""
This map marker has no known quests associated with it.


25.33 - Nagastani
"""""""""""""""""
This map marker has no known quests associated with it.


25.34 - Nornal
""""""""""""""
This map marker is associated with the following quests:
06.27 - The Coldest Sleep


25.35 - Culotte
"""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.07 - Culotte


25.36 - Bawn
""""""""""""
This map marker has no known quests associated with it.


25.37 - Telepe
""""""""""""""
This map marker is associated with the following quests:
12.03 - Knights of the White Stallion


25.38 - Fanacas
"""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.08 - Fanacas


25.39 - Kemen
"""""""""""""
This map marker has no known quests associated with it.


25.40 - Mackamentain
""""""""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.09 - Mackamentain


25.41 - Nenalata
""""""""""""""""
This map marker is associated with the following quests:
19.13 - Secrets of the Ayleids


25.42 - Morahame
""""""""""""""""
This map marker has no known quests associated with it.


25.43 - Atatar
""""""""""""""
This map marker is associated with the following quests:
03.16 - Azani Blackheart


25.44 - Arpenia
"""""""""""""""
This map marker is associated with the following quests:
03.16 - Azani Blackheart


25.45 - Veyond
""""""""""""""
This map marker has no known quests associated with it.


25.46 - Hame
""""""""""""
This map marker has no known quests associated with it.


25.47 - Ondo
""""""""""""
This map marker has no known quests associated with it.


25.48 - Wendelbek
"""""""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.10 - Wendelbek


25.49 - Welke
"""""""""""""
This map marker is associated with the following quests:
19.01 - The Collector
19.11 - Welke


25.50 - Malada
""""""""""""""
This map marker is associated with the following quests:
19.12 - Nothing You Can Possess


-------------------------------------------------------------------------------
                           Chapter 26 - Camps
                           """"""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


26.01 - Atrene Camp
26.02 - Varus Camp
26.03 - Last Chance Camp
26.04 - Bodean Camp
26.05 - Troll Candle Camp
26.06 - Camp Ales
26.07 - Mortal Camp
26.08 - Brotch Camp
26.09 - Valley View Camp
26.10 - Dagny's Camp
26.11 - Ra'sava Camp
26.12 - Gnoll's Metting Camp
26.13 - Fat Ramp Camp
26.14 - Gro-Back Camp
26.15 - Collarbone Camp
26.16 - Hidden Camp
26.17 - Bawnwatch Camp
26.18 - Fisherman's Watch
26.19 - Aerin's Camp
26.20 - Walker Camp
26.21 - Wind Range Camp
26.22 - Carbo's Camp
26.23 - Sweetwater Camp
26.24 - Sercen Camp
26.25 - Crestbridge Camp
26.26 - Trossan Camp
26.27 - Nayon Camp
26.28 - Black Dog Camp
26.29 - Garnet Camp
26.30 - Marsh-Punk Camp
26.31 - Seran Camp
26.32 - Bogwater
------------------------------------------------------------------------------


26.01 - Atrene Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.02 - Varus Camp
""""""""""""""""""
This map marker has no known quests associated with it.


26.03 - Last Chance Camp
""""""""""""""""""""""""
This map marker has no known quests associated with it.


26.04 - Bodean Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.05 - Troll Candle Camp
"""""""""""""""""""""""""
This map marker is associated with the following quests:
18.15 - Marksman Training


26.06 - Camp Ales
"""""""""""""""""
This map marker has no known quests associated with it.


26.07 - Mortal Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.08 - Brotch Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.09 - Valley View Camp
""""""""""""""""""""""""
This map marker has no known quests associated with it.


26.10 - Dagny's Camp
""""""""""""""""""""
This map marker has no known quests associated with it.


26.11 - Ra'sava Camp
""""""""""""""""""""
This map marker has no known quests associated with it.


26.12 - Gnoll's Metting Camp
""""""""""""""""""""""""""""
This map marker has no known quests associated with it.


26.13 - Fat Ramp Camp
"""""""""""""""""""""
This map marker has no known quests associated with it.


26.14 - Gro-Back Camp
"""""""""""""""""""""
This map marker has no known quests associated with it.


26.15 - Collarbone Camp
"""""""""""""""""""""""
This map marker has no known quests associated with it.


26.16 - Hidden Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.17 - Bawnwatch Camp
""""""""""""""""""""""
This map marker is associated with the following quests:
11.01 - The Forlorn Watchman


26.18 - Fisherman's Watch
"""""""""""""""""""""""""
This map marker is associated with the following quests:
12.01 - Mazoga the Orc


26.19 - Aerin's Camp
""""""""""""""""""""
This map marker is associated with the following quests:
18.01 - Acrobatics Training


26.20 - Walker Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.21 - Wind Range Camp
"""""""""""""""""""""""
This map marker has no known quests associated with it.


26.22 - Carbo's Camp
""""""""""""""""""""
This map marker has no known quests associated with it.


26.23 - Sweetwater Camp
"""""""""""""""""""""""
This map marker has no known quests associated with it.


26.24 - Sercen Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.25 - Crestbridge Camp
""""""""""""""""""""""""
This map marker is associated with the following quests:
17.20 - Goblin Trouble


26.26 - Trossan Camp
""""""""""""""""""""
This map marker has no known quests associated with it.


26.27 - Nayon Camp
""""""""""""""""""
This map marker has no known quests associated with it.


26.28 - Black Dog Camp
""""""""""""""""""""""
This map marker has no known quests associated with it.


26.29 - Garnet Camp
"""""""""""""""""""
This map marker has no known quests associated with it.


26.30 - Marsh-Punk Camp
"""""""""""""""""""""""
This map marker has no known quests associated with it.


26.31 - Seran Camp
""""""""""""""""""
This map marker has no known quests associated with it.


26.32 - Bogwater
""""""""""""""""
This map marker is associated with the following quests:
08.04 - The Renegade Shadowscale



-------------------------------------------------------------------------------
                           Chapter 27 - Landmarks
                           """"""""""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


27.01 - Cloud Top
27.02 - Shadeleaf Copse
27.03 - Old Bridge
27.04 - Dragonclaw Rock
27.05 - Gnoll Mountain
27.06 - Dive Rock
27.07 - Hero Hill
27.08 - Mouth of the Panther
27.09 - Harcane Grove
-------------------------------------------------------------------------------


27.01 - Cloud Top
"""""""""""""""""
This map marker is associated with the following quests:
04.04 - Fingers of the Mountain (Chorrol Recommendation)


27.02 - Shadeleaf Copse
"""""""""""""""""""""""
This map marker is associated with the following quests:
31.02 - Seeking Your Roots (part 1)


27.03 - Old Bridge
""""""""""""""""""
This map marker is associated with the following quests:
06.24 - Broken Vows


27.04 - Dragonclaw Rock
"""""""""""""""""""""""
This map marker is associated with the following quests:
09.01 - Lifting the Vale


27.05 - Gnoll Mountain
""""""""""""""""""""""
This map marker is associated with the following quests:
06.27 - The Coldest Sleep


27.06 - Dive Rock
"""""""""""""""""
This map marker has no known quests associated with it.


27.07 - Hero Hill
"""""""""""""""""
This map marker is associated with the following quests:
06.21 - The Dead Drop (Silencer)


27.08 - Mouth of the Panther
""""""""""""""""""""""""""""
This map marker is associated with the following quests:
11.01 - The Forlorn Watchman


27.09 - Harcane Grove
"""""""""""""""""""""
This map marker is associated with the following quests:
16.12 - Shrine of Hircine



-------------------------------------------------------------------------------
                       Chapter 28 - Inns & Stables
                       """""""""""""""""""""""""""
There is a great map of Cyrodiil on www.gamefaqs.com by Dacium which marks the
game's map markers from left to right in numerical order, I recommend using his
map in conjunction with this section.  For example, you want to know more about
a specific map marker in the mid, far right section of Cyrodiil, use Dacium's
map to find the map marker's number and come here and use that number to find
the specific information on that map marker.


28.01 - Horse Whisperer Stables
28.02 - Brina Cross Inn
28.03 - Gottshaw Inn
28.04 - Grateful Pass Stables
28.05 - North Country Stables
28.06 - Wawnet Inn
28.07 - Chestnut Handy Stables
28.08 - Wildeye Stables
28.09 - Roxey Inn
28.10 - Faregyl Inn
28.11 - Inn of Ill Omen
28.12 - Bay Roan Stables
28.13 - Five Riders Stables
28.14 - Black Waterside Stables
28.15 - Imperial Bridge Inn
28.16 - The Drunken Dragon Inn
------------------------------------------------------------------------------


28.01 - Horse Whisperer Stables
"""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
30.01 - Anvil


28.02 - Brina Cross Inn
"""""""""""""""""""""""
This map marker is associated with the following quests:
04.02 - Anvil Recommendation


28.03 - Gottshaw Inn
""""""""""""""""""""
This map marker has no known quests associated with it.


28.04 - Grateful Pass Stables
"""""""""""""""""""""""""""""
This map marker is associated with the following quests:
30.02 - Skingrad


28.05 - North Country Stables
"""""""""""""""""""""""""""""
This map marker is associated with the following quests:
30.03 - Chorrol


28.06 - Wawnet Inn
""""""""""""""""""
This map marker is associated with the following quests:
17.12 - A Venerable Vintage


28.07 - Chestnut Handy Stables
""""""""""""""""""""""""""""""
While there are no known quests for this map marker, there is an Orc called
Snak gra-Bura who is marked as a quest character.


28.08 - Wildeye Stables
"""""""""""""""""""""""
This map marker is associated with the following quests:
30.04 - Bruma


28.09 - Roxey Inn
"""""""""""""""""
This map marker is associated with the following quests:
17.19 - The Gravefinder's Repose
18.12 - Heavy Armor Training


28.10 - Faregyl Inn
"""""""""""""""""""
This map marker is associated with the following quests:
17.15 - The Potato Snatcher
18.06 - Blade Training


28.11 - Inn of Ill Omen
"""""""""""""""""""""""
This map marker is associated with the following quests:
06.02 - A Knife in the Dark


28.12 - Bay Roan Stables
""""""""""""""""""""""""
This map marker is associated with the following quests:
30.06 - Bravil


28.13 - Five Riders Stables
"""""""""""""""""""""""""""
This map marker is associated with the following quests:
30.07 - Leyawiin


28.14 - Black Waterside Stables
"""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
30.05 - Cheydinhal


28.15 - Imperial Bridge Inn
"""""""""""""""""""""""""""
This map marker is associated with the following quests:
17.18 - No Stone Unturned


28.16 - The Drunken Dragon Inn
""""""""""""""""""""""""""""""
This map marker is associated with the following quests:
06.23 - Next of Kin



-------------------------------------------------------------------------------
                            Chapter 29 - Houses
                            """""""""""""""""""


29.01 - Imperial City
29.02 - Anvil
29.03 - Skingrad
29.04 - Chorrol
29.05 - Bruma
29.06 - Cheydinhal
29.07 - Bravil
29.08 - Leyawiin
-------------------------------------------------------------------------------


29.01 - Imperial City
"""""""""""""""""""""
This house costs 2000 gold.

Open your world map and fast travel to 'Imperial City Market District'.  Once
there go south west until you come to the fork in the road, go north west a
little bit and after you pass the building on your right turn north east and
you will see a sign saying 'Office of Imperial Commerce' enter this building.

The woman behind the counter is who you have to talk to, ask her about 'Buy a
house in town' and you will be able to buy it.

Exit the building and open your world map, fast travel to 'Imperial City
Waterfront'.  Once there follow your quest marker until you come to 'My
Imperial City House', go inside and you will get a quest update.

Exit your house and open your world map, fast travel to 'Imperial City Market
District'.  Follow your quest marker to 'Three Brothers Trade Goods' which is
open 8:00 am to 8:00 pm.  Go inside and talk to Sergius Verus and go to the
purchase menu, in the books section is the house furnishings.  There are 5 with
a base value of 400 gold, the actual purchase value depends on your buying
skills.  To buy all the furnishings you will need 2000-3500 gold.

Once you have bought all the furnishings this quest will be complete.


29.02 - Anvil
"""""""""""""
This house costs 5000 gold.

Open your world map and fast travel to 'Anvil Main Gate'.  Once there ask
pretty much anyone about 'Rumors' and you will be given a new topic 'Velwyn
Benirus' ask about this topic to get the quest 'Where Spirits Have Lease'.
This quest is covered in this section:
10.01 - Where Spirits Have Lease

After completing the quest Where Spirits Have Lease the house will get a make
over and you don't even have to buy any of the furnishings.


29.03 - Skingrad
""""""""""""""""
This house costs 25000 gold.

Open your world map and fast travel to 'Castle Skingrad'.  Once there enter the
castle and go into the door to 'Castle Skingrad County Hall'.  During the day
(roughly 8:00 am to 8:00 pm), Mercator Hosidus will be here, talk to him and
ask him about 'Buy a house in town'.

Follow your quest marker to Shum gro-Yarug and talk to him, ask him about 'Buy
a house in town', he will have to like you enough to even talk about buying a
house so bribe him or up the disposition on your own.  When he likes you enough
he will only sell you the house if your fame is high enough.  You will need
around 20 fame to buy this house.

After you buy the house follow your quest marker to Rosethorn Hall - My House
and go inside.  Exit your house and follow the quest marker to Colovian Traders
and go inside.  Talk to Gunder, go to his purchase screen and under books you
will find 15 sets of furnishing, the total purchase value depends on your
buying skill, their base value is 1600, some are cheaper.  To buy them all you
will need 24000-40600 gold.

Once you have bought all the furnishings this quest will be complete.


29.04 - Chorrol
"""""""""""""""
This house costs 20000 gold.

Open your world map and fast travel to 'Castle Chorrol' once there enter the
great hall and go all the way north west to find Countess Arriana Valga, who is
normally in attendance from 8:00 am to 6:00 pm, talk to her and ask her about
'Buy a house in town'.  You will need to have a fame of around 20 to buy this
house.

Follow your quest marker out of the castle and to Arborwatch - My House, go
inside.  Now follow your quest marker to Northern Goods and Trade, go inside
and talk to Seed-Neeus.  Go to her purchase screen and under books you will
find 11 pieces of furnishing, the total purchase value depends on your buying
skill, their base value is 1800, some are a bit cheaper and one is more
expensive.  To buy them all you will need 19400-33950 gold.

Once you have bought all the furnishings this quest will be complete.


29.05 - Bruma
"""""""""""""
This house costs 10000 gold.

Open your world map and fast travel to 'Castle Bruma' once there enter the
great hall and go all the way west to find Countess Narina Carvain, who is
normally in attendance from 9:00 am to 6:00 pm, talk to her and ask her about
'Buy a house in town'.  If you have not already started the Lifting the Vale
quest, you will need to talk to Tolgan.  Find just about anyone and ask them
about 'Rumors' this will give you a new topic, ask about 'Akaviri Artifacts'.
Follow your quest marker until you find Tolgan, talk to him and you will now be
able to talk to the countess.  When you're ready to talk to the countess ask
her about 'Buy a house in town'.  You do not have to do anything special to be
able to buy this house.

After buying the house follow your quest marker out of the castle to 'My Bruma
House' go inside.  Exit your house and follow the quest marker to Novaroma and
go inside, talk to Suurootan, go to his purchase screen, under books you will
find 9 pieces of furnishing with a base value of 1100 each, the total purchase
value depends on your buying skill.  To buy them all you will need 9900-17325
gold.

Once you have bought all the furnishings this quest will be complete.


29.06 - Cheydinhal
""""""""""""""""""
This house costs 15000 gold.

Open your world map and fast travel to 'Castle Cheydinhal' once there enter the
county hall and go all the way north to find Count Andel Indarys, who is
normally in attendance from 9:00 am to 6:00 pm, talk to him and ask him about
'Buy a house in town'.  You do not have to do anything special to be able to
buy this house.

After buying the house follow your quest marker out of the castle and to 'My
Cheydinhal House' go inside.  Follow your quest marker out of your house to
Borba's Goods and Stores, go inside and talk to Borba gra-Uzgash.  Go to her
purchase screen and under books you will find 10 pieces of furnishing with a
base value of 1500 each, the total purchase value depends on your buying skill.
To buy them all you will need 15000-26250 gold.

Once you have bought all the furnishings this quest will be complete.


29.07 - Bravil
""""""""""""""
This house costs 4000 gold.

Open your world map and fast travel to 'Castle Bravil' once there go south east
to the great hall and go inside, talk to Count Regulus Terentius and ask him
about 'Buy a house in town'.  He is normally in attendance from 9:00 am to 6:00
pm.  You do not have to do anything special to be able to buy this house.

After buying the house follow your quest marker out of the castle and to 'My
Bravil House' go inside.  Follow your quest marker out of your house to The
Fair Deal, go inside and talk to Nilawen, go to her purchase screen and under
books you will find 6 pieces of furnishing with a base value of 650 each, the
total purchase value depends on your buying skill.  To buy them all you will
need 3900-6825 gold.

Once you have bought all the furnishings this quest will be complete.

It appears that your house will always have a red entrance icon, ussually meant
to say you will be commiting a crime, do not worry, this is your house and you
are breaking no laws, this is only a minor glitch.


29.08 - Leyawiin
""""""""""""""""
This house costs 7000 gold.

Open your world map and fast travel to 'Leyawiin - Castle' once there enter the
county hall and go all the way east to find Count Marius Caro, who is normally
in attendance from 9:00 am to 6:00 pm, talk to him and ask about 'Buy a house
in town'.  You do not have to do anything special to be able to buy this house.

After buying the house follow your quest marker out of the castle and to 'My
Leyawiin House' go inside.  Follow your quest marker out of your house to Best
Goods and Guarantees, go in and talk to Gundalas.  Go to his purchase screen
and under books you will find 7 pieces of furnishing with a base value of 1000
gold each, the total purchase value depends on your buying skill.  To buy them
all you will need 7000-12250 gold.

Once you have bought all the furnishings this quest will be complete.



-------------------------------------------------------------------------------
                            Chapter 30 - Horses
                            """""""""""""""""""


30.01 - Anvil
30.02 - Skingrad
30.03 - Chorrol
30.04 - Bruma
30.05 - Cheydinhal
30.06 - Bravil
30.07 - Leyawiin
30.08 - Shadowmere
-------------------------------------------------------------------------------


30.01 - Anvil
"""""""""""""
This horse costs 4000 gold.

Open your world map and fast travel to 'Horse Whisperer Stables' just off the
north side of Anvil.  Once there enter the building between 8:00 am and 8:00
pm, talk to Clesa, ask her about 'Buy a horse' and you will be able to buy a
white horse.


30.02 - Skingrad
""""""""""""""""
This horse costs 1000 gold.

Open your world map and fast travel to 'Grateful Pass Stables' just off the
west side of Skingrad.  Once there enter the building between 8:00 am and 8:00
pm, talk to Ugak gra-Mogakh and ask her about 'Buy a horse' and you will be
able to buy a bay horse.


30.03 - Chorrol
"""""""""""""""
This horse costs 2500 gold.

Open your world map and fast travel to 'North Country Stables' just off the
south side of Chorrol.  Once there enter the building between 8:00 am and 8:00
pm, talk to Bongond and ask him about 'Buy a horse' and you will be able to buy
a chestnut horse.


30.04 - Bruma
"""""""""""""
This horse costs 500 gold.

Open your world map and fast travel to 'Wildeye Stables' just off the east side
of Bruma.  Once there enter the building between 8:00 am and 8:00 pm, talk to
Petrine and ask her about 'Buy a horse' and you will be able to buy a paint
horse.


30.05 - Cheydinhal
""""""""""""""""""
This horse costs 5000 gold and is the fastest horse you can buy.

Open your world map and fast travel to 'Black Waterside Stables' just off the
east side of Cheydinhal.  Once there enter the building between 8:00 am and
8:00 pm, talk to Tovas Selvani and ask him about 'Buy a horse' and you will be
able to buy a black horse.


30.06 - Bravil
""""""""""""""
This horse costs 1000 gold.

Open your world map and fast travel to 'Bay Roan Stables' just off the north
side of Bravil.  Once there enter the building between 8:00 am and 8:00 pm,
talk to Isabeau Bienne and ask her about 'Buy a horse' and you will be able to
buy a bay horse.


30.07 - Leyawiin
""""""""""""""""
This horse costs 500 gold.

Open your world map and fast travel to 'Five Riders Stables' just off the east
side of Leyawiin.  Once there enter the building between 8:00 am and 8:00 pm,
talk to Cat-Face and ask him about 'Buy a horse' and you will be able to buy a
paint horse.


30.08 - Shadowmere
""""""""""""""""""
This is the fastest horse in the game and can never die, if it does it will
come back to life after only a few moments.  You obtain this horse by
completing some of the Dark Brotherhood quests.  For more information go to:
Chapter 06 - Dark Brotherhood, section 06.20 - The Purification is where you
get the horse.



-------------------------------------------------------------------------------
                         Chapter 31 - Nirnroots
                         """"""""""""""""""""""
Because there are so many and writting specific locations for all 100 you will
need is not on my list of things to do, I recommend looking to Cerbius666's
guide on www.gamefaqs.com for complete Nirnroot exploration.


31.01 - How to find Nirnroots
31.02 - Seeking Your Roots
-------------------------------------------------------------------------------


31.01 - How to find Nirnroots
"""""""""""""""""""""""""""""
Nirnroots are found near bodies of water and are also found in peoples homes as
a decoration.

The easiest way to find a great deal of Nirnroots is to start outside Leyawiin
in the south west corner and follow the waters edge north, this will take you
past Leyawiin, past Bravil, to the Imperial City, keep following the outside
edge and you will be going south, you will go along a few rivers to the east
and back, just keep following the waters edge and you will get back past
Leyawiin.  Doing this and picking up all the Nirnroots you come across will get
you nearly all 100 Nirnroots you will need.

But because there is a guide out there that specifically locates 101 Nirnroots,
you can also use that, it is by Cerbius666 and you can find it on
www.gamefaqs.com.


31.02 - Seeking Your Roots
""""""""""""""""""""""""""
Once you have collected your first Nirnroot Plant you will be given this quest.
Fast travel to 'Skingrad - West Gate' from there go east along the path, when
you are able to go north up a little hill, take that path north, the first
building you see to the north east is where you have to go, open the door to
'West Weald Inn'.  Inside there is a door on the east wall, go in this door.

Follow the stairs down and you will be in a room with a high elf named
Sinderion, talk to him and ask him about 'Nirnroot' after that ask him about
'Elixir of Exploration'.  Now follow your quest marker out of Skingrad, then
north to Shadelead Copse.  Once you are there you should be able to find 3
Nirnroots.  Now you just need to find 6 more, how you do this is up to you.

Once you have 10 you will be told to return to Sinderion, so follow your quest
marker back to him.  Once you're at him talk to him and ask him about 'Elixir
of Exploration'.  The Elixirs will take 24 hours for him to make.  Return to
him after you've killed the time and ask him about 'Elixir of Exploration' to
get the weak version.  You can buy more from him if you want to.  Now you need
20 more for the next potion, so again, go find them how ever you can.

Once you have 20 you will be told to return to Sinderion, so follow your quest
marker back to him.  Once you're at him talk to him and ask him about 'Elixir
of Exploration'.  The Elixirs will take 24 hours for him to make.  Return to
him after you've killed the time and ask him about 'Elixir of Exploration' to
get the moderate version.  You can buy more from him if you want to. 
Now you need 30 more for the next potion, so again, go find them how ever you
can.

Once you have 30 you will be told to return to Sinderion, so follow your quest
marker back to him.  Once you're at him talk to him and ask him about 'Elixir
of Exploration'.  The Elixirs will take 24 hours for him to make.  Return to
him after you've killed the time and ask him about 'Elixir of Exploration' to
get the strong version.  You can buy more from him if you want to.  Now you
need 30 more for the next potion, so again, go find them how ever you can.

Once you have 40 you will be told to return to Sinderion, so follow your quest
marker back to him.  Once you're at him talk to him and ask him about 'Elixir
of Exploration'.  The Elixirs will take 24 hours for him to make.  Return to
him after you've killed the time and ask him about 'Elixir of Exploration' to
get the grand version.  You can buy more from him if you want to.  Now you need
30 more for the next potion, so again, go find them how ever you can.

While this quest is now complete, you can always bring Sinderion 10 Nirnrootr
and sell them to him for 250 gold.



-------------------------------------------------------------------------------
                           Chapter 32 - Doomstones
                           """""""""""""""""""""""


32.01 - Stones of Power
32.02 - Jone
32.03 - Aetherius
32.04 - Jode
32.05 - Sithian
32.06 - Magnus
32.07 - Shezarr
32.08 - Dragon
32.09 - Birth Stones
32.10 - Apprentice
32.11 - Atronach
32.12 - Lady
32.13 - Lord
32.14 - Lover
32.15 - Mage
32.16 - Ritual
32.17 - Serpent
32.18 - Shadow
32.19 - Steed
32.20 - Thief
32.21 - Tower
32.22 - Warrior
-------------------------------------------------------------------------------


32.01 - Stones of Power
"""""""""""""""""""""""
A stone of power gives you a greater power that can be used once a day.  To get
the power of these stones you have to activate them between 6:00 pm and 6:00
am.  Each has a fame requirement which is your total fame plus your total
infamy.  The locations for these stones are covered in sections 32.02 to 32.08.
The powers of these stones are listed below.

Jone Stone, 10 fame or higher= Jone's Shadow
  Invisibility for 120 seconds on self
  Sneak +30 for 120 seconds on self
  Acrobatics +30 for 120 seconds on self
  Athletics +30 for 120 seconds on self

Aetherius Stone, 20 fame or higher= Gates of Aetherius
  Magicka +50 for 120 seconds on self
  Resist Magic +20% for 120 seconds on self

Jode Stone, 30 fame or higher= Jode's Blood
  Health +40 for 120 seconds on self
  Blade +20 for 120 seconds on self
  Blunt +20 for 120 seconds on self
  Hand to Hand +20 for 120 seconds on self

Sithian Stone, 40 fame or higher= Sithian Web
  Marksman +20 for 120 seconds on self
  Speechcraft +20 for 120 seconds on self
  Illusion +20 for 120 seconds on self
  Security +20 for 120 seconds on self
  Mercantile +20 for 120 seconds on self

Magnus Stone, 50 fame or higher= Skein of Magnus
  Restoration +15 for 120 seconds on self
  Conjuration +15 for 120 seconds on self
  Destruction +15 for 120 seconds on self
  Alteration +15 for 120 seconds on self
  Mysticism +15 for 120 seconds on self
  Illusion +15 for 120 seconds on self
  Alchemy +15 for 120 seconds on self

Shezarr Stone, 60 fame or higher= Shield of Shezar
  Reflect Spell 10% for 120 seconds on self
  Block +20 for 120 seconds on self
  Heavy Armor +20 for 120 seconds on self
  Light Armor +20 for 120 seconds on self
  Armorer +20 for 120 seconds on self

Dragon Stone, 70 fame or higher= Dragon Dream
  Magicka +50 for 120 seconds on self
  Health +40 for 120 seconds on self
  Fatigue +100 for 120 seconds on self


32.02 - Jone
""""""""""""
This stone is north of Skingrad, if you look at your world map it is a short
distance north of the 'N' in Skingrad.

Fast travel to 'Grateful Pass Stables' and once you're there turn north west
and you can see a farm nearby, go through the farms field and you will see a
barn.  Go directly north from this barn.

When you're about half way, Bleak Flats Cave will be to the west, just keep
heading completely north and you will eventually come to the Doomstone.


32.03 - Aetherius
"""""""""""""""""
This stone is north of Skingrad, if you look at your world map it is on the tip
of the top of the 'K' in Skingrad.

Fast travel to 'Grateful Pass Stables' and once you're there turn north west
and you can see a farm nearby, go through the farms field and you will see a
barn, to the west is a table, some barrels and a wagon, there is also an
opening in the fence, from that opening go directly north.

You will come to a Reman Stone, when you do, turn north east and you should be
able to see the Aetherius Stone.


32.04 - Jode
""""""""""""
This stone is south of Kvatch, if you look at your world map it is directly
south of the turn off the main road to go to Kvatch.

Fast travel to 'Kvatch' and once you're there follow the road west until you
come to the main road.  Turn east and follow the main road for a little bit and
when the road starts to go down a steep hill, look south and you should see a
large rock on the side of the road, then a gap on its east side, and a smaller
rock, go directly south from the gap between the 2 rocks and you will find the
stone.



32.05 - Sithian
"""""""""""""""
This stone is north of Kvatch, if you look at your world map it is directly
north of the 'AV' in Kvatch.

Fast travel to Kvatch or a closer map marker to the word Kvatch on your world
map and then make your way to the word.  When you are standing directly between
the 'A' and 'V' of Kvatch, go directly north.

I wish there were some good landmarks to give you, but its all barren hills and
rocks all over the place, but if you head completely north from the 'AV' you
should be able to find it.


32.06 - Magnus
""""""""""""""
This stone is far north east of Leyawiin, if you look at your world map it is
east from the 'N' in The Nibenay Valley.

If you have a map marker close to the words The Nibenay Valley, fast travel to
it and skip the rest of this paragraph, if not, fast travel to 'Leyawiin -
North East Gate' and exit the city.  Follow the road south east and it will go
around and turn north east and then north, just keep following this main road.

Using your world map, look to the west of The Nibenay Valley, you see the main
road, it makes a kind of elbow, or what could look like a nose, at the bottom
of that elbow is where you want to go.

When you are there follow the road south just a little bit and the road will
fork out to the south west and south east, take the south east path.  Follow
this path and you will come to another split in the road, take the path that
goes east.

Follow that path and you will come to the Drunken Dragon Inn, from there follow
the road east and the road will fork, turn south east and stay on the path.
This will take you to Haunted Mine.

When standing at the door to the Haunted Mine look north east and you will see
a small set of stairs, stand at the bottom of these stairs and then head
directly east and you will come to the doomstone right away.


32.07 - Shezarr
"""""""""""""""
This stone is north west of Leyawiin.

Fast travel to 'Five Riders Stables', once there follow the main road north
until you come to White Stallion Lodge.  When standing at the opening in the
fence to the lodge, there is a tree just south of the fence, stand at this
tree and go directly west and the doomstone should be right there.


32.08 - Dragon
""""""""""""""
This stone is north of Cheydinhal, if you look at your world map it is just
north of the 'LA' in Lake Arrius.

Fast travel to 'Black Waterside Stables' and go directly north until you come
to Lake Arrius.  On the north side of the lake is a path that goes east,
follow it east and then when it splits west and east, keep going east, this
path will take you right to the doomstone.


32.09 - Birth Stones
""""""""""""""""""""
A birth stone gives you a greater power that can be used once a day, but unlike
the stones of power, you can only have one at a time, but you can change your
birth stone power as many times as you like.  You must activate these stones
between 6:00 pm and 6:00 am.  The locations for these stones are covered in
sections 32.09 to 32.21.  The power of these stones are listed below.

Apprentice Stone = Void See
  Illusion +20 for 120 seconds on self
  Alchemy +20 for 120 seconds on self

Atronach Stone = Arcane Well
  Spell Absorption +30 for 120 seconds on self
  Intelligence +10 for 120 seconds on self

Lady Stone = Lady's Warding
  Willpower +20 for 120 seconds on self
  Endurance +20 for 120 seconds on self

Lord Stone = Ysmir's Scales
  Resist Frost 50% for 120 seconds on self
  Light Armor +10 for 120 seconds on self
  Heavy Armor +10 for 120 seconds on self

Lover Stone = Lover's Bower
  Personality +20 for 120 seconds on self
  Luck +20 for 120 seconds on self

Mage Stone = Magicka Manifold
  Magicka +50 for 120 seconds on self

Ritual Stone = Mara's Mercy & Mara's Milk
  Restore Health 100 points on self
                 &
  Restore Health 150 points on target

Serpent Stone = Cobra's Dance
  Paralyze for 5 seconds on target
  Damage health 4 points for 20 seconds on target

Shadow Stone = Fingernail Moon
  Chameleon 15% for 120 seconds

Steed Stone = Hellride
  Speed +20 for 120 seconds on self
  Acrobatics +20 for 120 seconds on self

Thief Stone = Cheater's Nip
  Agility +20 for 120 seconds on self
  Luck +20 for 120 seconds on self

Tower Stone = The Master's Hand & Warden Key
  Armorer +20 for 120 seconds on self
        &
  Open hard lock

Warrior Stone = War Cry
  Strength +20 for 120 seconds on self
  Blade +10 for 120 seconds on self
  Blunt +10 for 120 seconds on self
  Hand to Hand +10 for 120 seconds on self


32.10 - Apprentice
""""""""""""""""""
This stone is just off the south west corner of Skingrad.

Open your world map and fast travel to 'Grateful Pass Stables' and once there
go directly south past the stable house and you will come to another house, 
keep going south past this house and the doomstone will be on the other side of
the hill.


32.11 - Atronach
""""""""""""""""
This stone is directly between Kvatch and Skingrad and just a bit north.

If you have the map marker for Miscarcand, fast travel there and skip the rest
of this paragraph, if you don't then fast travel to 'Grateful Pass Stables'
and then follow the road west.  Stay on the road and half way to Kvatch you
will come to Ra'sava Camp.  On the north side of the road is a path to the
camp, don't follow the path, just face north where the path breaks off from the
main road and then go directly north and you will come to Miscarcand.

From Miscarcand go north and use your compass to guide you north east to a
settlement called 'Shardrock'.  Stand on the door step of Shardrock and go
north and you will quickly come to the doomstone.


32.12 - Lady
""""""""""""
This stone is west of Anvil, if you look at your world map it is directly
south of the 'AN' in Anvil.

Open your world map and fast travel to 'Anvil Lighthouse'.  From there just
follow the path north west until the wood path stops and the path curves to the
east.  Rather than go east, look west and you will see a small gap between the
stones behind a bush, jump over these stones and follow the beach east and
right away you should be able to see a path going up the hill, go up the path
(you will know if you are on the right path by the presence of wood steps).  At
the top of this short path on top of the hill face south, the doomstone is
right there.


32.13 - Lord
""""""""""""
This stone is far north west of Kvatch, right along the edge of the playable
map, if you look at your world map it is north of the 'C' in County (County
Kvatch).

Open your world map and fast travel to the nearest map marker to the words
County Kvatch and then make your way how ever you can to the 'C' in County.
When you are standing on the 'C' make your way directly north.  There is an
Ayleid ruin that you will cross through, the statue should be to your right
(east), just keep heading north and you will eventually find the doomstone.


32.14 - Lover
"""""""""""""
This stone is one of the most inconvient to find, it is far east of Bravil, if
you look at your world map to the east of Bravil there is a large body of water
called the Niben Bay, on the east side of the bay is a small island, to the
east of that island is a river that goes east and under a bridge of the main
road from Cheydinhal to Leyawiin, this river is the Silverfish River.  The
stone is located just north of the 'VE' in Silverfish, right on the south edge
of the river.

If you don't have any map markers close to the Silverfish River you are in for
a long journer.  No matter which path you take its long, since swimming on a
horse is very slow you will probably want to either swim without a horse across
Niben Bay from Bravil, or start at Cheydinhal or Leyawiin and travel by horse
to the bridge that crosses Silverfish River.

When you are at the bridge that crosses Silverfish River just follow the south
side of the river going east, its a long walk to where you have to be, but just
keep watching your position on the world map, once you are roughly north of the
'VE' in Silverfish, you should see a chunk of the main land jut out into the
river, go south east from there and the doomstone is right there.


32.15 - Mage
""""""""""""
This stone is the worst of them all to find, it is not near any major city and
it is in the middle of nowhere.  Starting at Bravil, to the east is a large
body of water called the Niben Bay, on the east side of the bay is a small
island, to the east of that island is a river that goes east and under a bridge
of the main road from Cheydinhal to Leyawiin, this river is the Silverfish
River.  Follow Silverfish River to where it starts (fades into nothing) and you
will see a small dark mountain to the north of the rivers starting point.  The
stone is on the east side of that mountain.

If you don't have any map markers close to the Silverfish River you are in for
a long journer.  No matter which path you take its long, since swimming on a
horse is very slow you will probably want to either swim without a horse across
Niben Bay from Bravil, or start at Cheydinhal or Leyawiin and travel by horse
to the bridge that crosses Silverfish River.

When you are at the bridge that crosses Silverfish River just follow the river
until you get to its starting point (where the water ends).  When you're
standing at the end of the water go north.  You should come to a dead tree
laying down pointing north/south, this tree points to the next landmark to the
north.

If you go north from the tree you will come to a patch of alchemy ingredients,
Green Stain Cups and Summer Boletes.  To the north east are some Foxgloves,
follow the trail of Foxgloves up the nearby hill to the north east and just
keep going north up that hill and you will come to the doomstone.


32.16 - Ritual
""""""""""""""
This stone is north of Leyawiin, if you look at your world map, north of
Leyawiin is The Lower Niben written sideways, at the end of the word Niben is
a large, dark and pointy chunk of land on the west side of the water, this
chunk of land points right at the stone on the east side of the water.

Fast travel to your nearest map marker to the chunk of land that is described
above, or if you have none, start at the Five Riders Stables and follow the
road north.  Follow the road north past that little chunk of land and you will
come to a split in the road, you can go west up some stone stairs, or you can
go east across a bridge, go east across the bridge.

On the other side of the bridge follow the path east and it will take you to
the doomstone which is just off the south edge of the path.


32.17 - Serpent
"""""""""""""""
This stone is south east of Leyawiin, if you look at your world map it is north
of the 'AY' in Topal Bay, just a bit inland from the shoreline.

Fast travel to 'Leyawiin - North East Gate' and exit the city, follow the
waters edge south staying on the east side.  Just keep following the shore
line and you will come to Tidewater Cave.

The entrance to Tidewater Cave is in a large rock, travel around to the back
side of the rock, once you're behind the rock look north east and you will see
a tree, stand against that tree and go directly east.  If you went east from
the right tree you will soon see the doomstone.


32.18 - Shadow
""""""""""""""
This stone is far south of Cheydinhal, or far north east of Bravil, if you look
at your world map starting at Cheydinhal, there is a river just south of the
city, this river twists and turns and ends up in the Niben Bay, it is the
Cerbele River.  The stone is located just east of the southern most tip of the
'R' in River.

Fast travel to your closest map marker to the location described above and
chose what ever path you wish to get yourself to the bridge crossing Cerbele
River.  When you are standing on the middle of the bridge go east along the
path, and pay attention to the north side of the path, you will eventually see
a bush, a tree and a dead tree.  From that patch of trees go north east and
you will come to the doomstone right away.


32.19 - Steed
"""""""""""""
This stone is west of Cheydinhal, if you look at your world map it is south of
the 'HE' in The Blue Road, just off the south side of the road.

Open your world map and fast travel to 'Black Waterside Stables' and follow
the road west.  Just keep on the road and pay attention to your location on the
world map, when you are below 'HE' in The Blue Road, you should be on top of a
small hill, if you look south there should be a tree and a big random rock, go
south between the tree and the rock and the doomstone will be right there.


32.20 - Thief
"""""""""""""
This stone is south of Bruma, if you look on your world map it is just south
east of 'THE' in The Heartlands, on the east side of the road.

Open your world map and fast travel to 'Imperial Prison Sewer' (where you first
enter the open world after the start of the game) which is on the north east
corner of the Imperial City island.

From there go north west, your target is where the main road north of the
Imperial City breaks off to the north to go to Bruma.  When you are at the
part of the road that goes north, simply follow the road north.  Just watch
the east side of the road, the doomstone is right along the edge of the road.


32.21 - Tower
"""""""""""""
This stone is south west of the Imperial City, if you look on your world map,
there are the words Lake Rumore, south of that is a small island that has a
road go across it with a bridge on either side.  The small chunk of land on the
north side of the road on the little island is where the stone is.

Fast travel to the nearest map marker to that island, or if you don't have a
good one on land, just fast travel to 'Imperial City Waterfront' and swim
south across Lake Rumore.  As long as you can find your way onto that island
and be standing on the northern most section, you will be able to find the
doomstone.


32.22 - Warrior
"""""""""""""""
This stone is south east of Skingrad, if you look on your world map it is north
of the tip of the start of the 'T' in The, of The West Weald.

Fast travel to 'Skingrad - East Gate' and exit the city.  Follow the road
south east, stay on the road and you will come to a fork, the main road goes
north, but behind the bushes with blue flowers is a path that goes south.  Take
the path south, stay on the path and it will take you to some wooden stairs.

Go down the stairs and at the bottom follow the path east, which will take you
to a bridge, cross the bridge and stay on the path, right away you will see a
big boulder on the south side of the path, behind this boulder, right beside
the path is the doomstone.



-------------------------------------------------------------------------------
                            Chapter 33 - Vampires
                            """""""""""""""""""""


33.01 - Becomming a Vampire
33.02 - Being a Vampire
33.03 - Weaknesses
33.04 - Strengths
33.05 - Darkness Eternal
33.06 - Vampire Cure
-------------------------------------------------------------------------------


33.01 - Becomming a Vampire
"""""""""""""""""""""""""""
The most common way of becoming a vampire is by accident.  While fighting
vampires you can become inflicted with Porphyric Hemophilia.  If it goes
untreated for 3 days, the next time you sleep you will wake up as a vampire.

There is also a vampire in the Dark Brotherhood who will offer to turn you into
a vampire after completing some of his quests, for more information see:
Chapter 06 - Dark Brotherhood, sections 06.01 to 06.10.


33.02 - Being a Vampire
"""""""""""""""""""""""
Once you've become a vampire you will need to know a lot of things, the
bonuses, the weaknesses and the abilities.  As a vampire each day you go
without feeding your powers increase and you become more vampire like.  Though
its not a set 24 hour period, rather than use days I refer to the length you've
gone without feeding as stages.  You have an ability called 'vampirism', it
has a 25 point value at stage 1, 50 points at stage 2, 75 points at stage 3
and 100 points at stage 4.

A stage is a 24 hour period, but it will only advance to the next stage after
you sleep.

When you wish to feed you must find a sleeping NCP, if you activate them you
will get the choice to feed or talk, chose feed to suck some blood.  I've heard
that feeding is considered a crime, but I've tried to get caught and I've not
gotten into trouble yet, so don't worry about it much.


33.03 - Weaknesses
""""""""""""""""""
The weaknesses are pretty simple.  As a vampire you will take constant damage
from the sun, during stage 1 you will take no damage, the damage you take from
the sun increases from stage 2 to 3 and increases even more from stage 3 to 4.

You will also have a weakness to fire, during stage 1 its 20, and it increases
10 points per stage after that.

As a vampire you will not be liked by most NPC's, you will find it difficult
to buy and sell goods, start and complete quests and moving about the world.

A potential weakness of being a vampire is some quests you started before
becoming a vampire may not be able to be completed as a vampire and some quests
you start as a vampire may not be able to be completed when you're no longer a
vampire.


33.04 - Strengths
"""""""""""""""""
The strengths of the vampire are awesome.  You get +5 points to speed, strength
and willpower during each stage of being a vampire, so at stage 4 you have +20
points to those attributes.

You will also get +5 points to sneak, mysticism, illusion, hand to hand,
destruction, athletics and acrobatics during each stage of being a vampire, so
at stage 4 you have +20 points to those skills.
 
Additionally you always have 100 resistance to disease and paralysis as a
vampire.

Then you also get +5 resist normal weapons during each stage of being a
vampire, so at stage 4 you will have +20 resist normal weapons.

During stage 1 you will gain the ability 'Hunter's Sight' a lesser power which
when used will give you night eye for 30 seconds and 100 detect life for 30
seconds.

During stage 2 you will gain the ability 'Vampire's Seduction' a greater power
which when used will give you charm 50 points for 20 seconds.

During stage 3 you will gain the ability 'Reign of Terror' a greater power
which when used will cast silence in 20 feet for 60 seconds and demoralize up
to level 6 for 60 seconds.

During stage 4 you will gain the ability 'Embrace of Shadows' a greater power
which when used will give you night eye for 90 seconds and invisibility for
180 seconds.


33.05 - Darkness Eternal
""""""""""""""""""""""""
This quest is activate after completing "06.10 - The Assassinated Man" a
Dark Brotherhood quest.  Once that quest is complete talk to Vincente and he
will activate this quest and offer to turn you into a vampire.  When you want
to be turned into a vampire just tell him.

Now find a bed in the Dark Sanctuary and go to sleep for any amount of time.
When you wake up wait 3 days and then go to sleep for any amount of time, when
you wake up this time, you will be a vampire.


33.06 - Vampire Cure
""""""""""""""""""""
There is a cure for vampirism, find Vicente Valtieri in the Dark Brotherhood
sanctuary, talk to him and ask him about 'Cure for Vampirism'.  You will get an
update for the previous quest, you will need to use it to get your quest marker
to find Raminus Polus.

Follow your quest marker to the arcane university and talk to Raminus, ask him
about 'Cure for Vampirism' to activate this quest.  Now fast travel to 'Castle
Skingrad' once there follow your quest marker into the hall and talk to
Hal-Liurz, an Argonian, she is there during the day, tell her you want to see
the count.

Then just stand around waiting for a little bit and the count will come and
talk to you.  He will have lots to say, when he is done you will need to make
your way to an unmarked location on the map, but it is marked by your quest
marker, way south of Cheydinhal, there are no real good landmarks to fast
travel to, so just pick your closet one and follow your quest marker.

When you get to the spot marked by your quest marker, you will find it is a
home called Drakelowe.  Go inside and talk to the woman, Melisande, ask her
about 'Cure for Vampirism'.

You will need to acquire 5 empty grand soul gems.  They can be purchased all
over Cyrodiil at the various shops and Mages Guild halls.  It can be difficult
to acquire them, just keep going to the shops, they do get restocked from time
to time.

Once you have 5 empty grand soul gems, fast travel back to 'Drakelowe' and
talk to Melisande and give her them.  Now you will need to acquire 6 cloves of
garlic, 5 nightshade leaves and 2 shoots of bloodgrass.  Ask her about
'Argonian Blood' and then about 'Vampire Ash'.

The bloodgrass you can find in any Oblivion Gate, if you've already closed the
Oblivion Gates, some of the ruined gates have bloodgrass nearby, for example,
the Oblivion Gate to the east of Leyawiin has a few.  The garlic you can find
all over Cyrodiil, hanging from roofs in basements, in shops, etc.  The
nightshade is also very common, you can buy it from some shops and find it
naturally growing all over the world.

Once you ha the garlic, nightshade and bloodgrass go back to Melisande and talk
to her, tell her about 'Garlic', 'Bloodgrass' and 'Nightshade'.  Now you will
need the blood of an Argonian, it can be any Argonian.  You can go to Peryite's
shrine to find an Argonian named Er-Teeus, attacking him will not be a crime.
Or you can find any other Argonian and attack them, its up to you.

Once you have the blood of the Argonian you'll need to find a cave far to the
east of Bravil, just slightly to the south as well.  Its marked by your quest
marker along the Panther River.  There are no nearby land marks, so fast travel
to your closest one and then just follow your quest marker to get there.

Once you get to the location, you'll find the cave to Redwater Slough, go in.
Just follow your quest marker and you'll find Hindaril, he is dressed in
regular clothes and is quite strong, kill him.  Once he is dead, loot his
corpse and take his ashes.  Now follow your quest marker out of the cave.

Once outside fast travel back to Drakelowe, go inside and talk to Melisande,
tell her about 'Argonian Blood' and then 'Vampire Ash' and then ask about
'Cure for Vampirisim'.  Now go outside and wait 24 hours, when the wait is up,
go back inside and talk to Melisande and ask about 'Cure for Vamprisim'.

Now you will need to take the cure back to the count of Skingrad, so open your
world map and fast travel to 'Castle Skingrad'.  Once you are there talk to
Hal-Liurz and tell her 'I have the cure' and then just follow her.

When Hal-Liurz opens the secret passage way for you, follow the path until you
come to Janus Hassildor, then talk to him.  Watch the scene unfold and then
Janus will tell you to give him 24 hours and then talk to Hal-Liurz, so just go
wait in the county hall marked by your quest marker for 24 hours and then talk
to Hal-Liurz.

After the count talks to you you will be free from the Vampire curse and this
quest will be complete.

**NOTE** My game has bugged every single attempt at completing this quest
fully, after 3 tries and wasting many hours I have simply filled in the last
line based on memory.





-------------------------------------------------------------------------------
                             Chapter 34 - Alchemy
                             """"""""""""""""""""


34.01 - The Ingredients
34.02 - Alchemy
34.03 - My Potions
-------------------------------------------------------------------------------


34.01 - The Ingredients
"""""""""""""""""""""""
While there are many different alchemy ingredients to be found, the biggest
focus is on the effects they carry.  You need to find ingredients with the
same effects, such as restore health, on 2 different ingredients to be able to
make a potion.  The different effects you can find from alchemy ingredients are
listed below.

  Burden

  Chameleon

  Cure Disease
  Cure Paralysis
  Cure Poison

  Damage Fatigue
  Damage Health
  Damage Magicka
  Damage Strength
  Damage Intelligence
  Damage Willpower
  Damage Agility
  Damage Speed
  Damage Endurance
  Damage Personality
  Damage Luck

  Dispel

  Feather

  Fire Damage

  Fire Shield

  Fortify Fatigue
  Fortify Health
  Fortify Magicka
  Fortify Strength
  Fortify Intelligence
  Fortify Willpower
  Fortify Agility
  Fortify Speed
  Fortify Endurance
  Fortify Personality
  Fortify Luck

  Frost Damage

  Frost Shield

  Invisibility

  Light

  Night-Eye

  Paralyze

  Reflect Spell
  Reflect Damage

  Resist Disease
  Resist Magic
  Resist Paralysis
  Resist Fire
  Resist Frost
  Resist Shock

  Restore Fatigue
  Restore Health
  Restore Magicka
  Restore Strength
  Restore Intelligence
  Restore Willpower
  Restore Agility
  Restore Speed
  Restore Endurance
  Restore Personality
  Restore Luck

  Shield

  Shock Damage

  Shock Shield

  Silence

  Water Breathing

  Water Walking


34.02 - Alchemy
"""""""""""""""
To create a potion you will first need a minimum of a mortar & pestle.  You can
also have an Alembic, Retort and Calcinator, each of these will help make more
powerful potions.  Additionally all 4 alchemical tools have 5 levels of
quality, Novice (lowest), Apprentice, Journeyman, Expert, and Master (highest).
The other factors that contribute to the power of the potions you make are 
your alchemy skill and your intelligence.

To make a potion combine any 2 ingredients that have at least 1 shared
property.  If the property is benifical (restoration, fortification, etc) you
will create a pink potion that you can drink to benefit yourself.  If the
property is negative (shock damage, damage health, etc) you will create a green
potion that you can add to a weapon, the first hit on an opponent with that
posioned weapon will use the potions effects on the target in addition to
normal damage.

If you make a potion with multiple ingredients you can make potions with
multiple effects, such as a potion that restores health and turns you
invisible.  If you make a potion with multiple effects, the potion will always
take the name of the first effect (a restoration + invisibility potion with the
first effect listed being restore health, the potion will be called Restore
Health).  Additionally, if a potion has both positive and negative effects it
will become either a posion (green) or a potion (pink) based on the first
effect listed.  So if you create a potion that fortifies strength but also
damages health, when you use the potion on yourself you will also be effected
by the damage attribute, or if it is a posion with a benefical effect, such as
damage health and fortify strength, when an enemy is hit with that posion their
health will be damaged, but they will also get the strength bonus.  You can
have a maximum of 4 ingredients per potion with an unknown maximum of effects
(I personally have made many potions with 5 effects).

Knowing how a potion is made is only a small part of the process, the biggest
problem is knowing what ingredients have the properties you want and also do
not share any properties you don't want.

Once you have created a potion you will find potions also stack when used,
what this means is if you use 2 or more Fortify Intelligence potions, and each
increases your intelligence by 10, you will have your intelligence increased
by 20 for the duration of the potions.  The maximum amount of potions you can
have active on your character at one time is 4.

Potions are highly useful to all characters and learning how to make them is
a very important skill.  If you get the hang of it you will find even the
toughest challenges of the game to be incredibly easy.

All characters can effectively use magicka, health and fatigue restoration
potions.  Stealth characters, or even non-stealth characters can effectively
use invisibilty potions.  All characters can benefit from water breathing,
water walking, feather, resistance, fortification and cure potions.  Melee
characters can benefit from the poison effect potions.  Magic characters can
benefit from fortify intelligence potions to increase their maximum magicka to
allow them to cast more powerful spells.

So practice your alchemy skills and master this skill, play with the different
ingredients and find some potions that work for your character.


34.03 - My Potions
""""""""""""""""""
I find that there are a few very effective potions for my personal method of
playing Oblivion.  Most are very situational and very specific, such as an
invisibility potion, but others are more general, such as a restore magicka
potion.  What ever the use may be, here are some of the most useful potions I
can think of.

The power of these potions vary based on your equipment used to make potions,
your alchemy skill and intelligence, and also the fact that you need to be at
least an expert to make most of these potions.  Because of the difference I
decided to use a character with an alchemy skill of 75 (lowest level expert)
with only novice equipment and 25 intelligence to acquire a basic low value.
And I also used a character with an alchemy skill of 100 with master equipment
and 100 intelligence to create a basic high value.

Strong Poison (weight = 0.1)
Radish, Nightshade, Clouded Funnel Cap, Harrad
  Burden 21-45 points for 86-180 seconds
  Damage Health 4-8 points for 15-30 seconds
  Damage Endurance 1-3 point for 6-12 seconds
  Damage Magicka 7-15 points for 29-61 seconds

Combat Potion (weight = 0.1)
Blackberry, Arrowroot, Cinnabar Polypore Yellow Cap, Elf Cup Cap
  Fortify Strength 15-45 points for 57-146 seconds
  Fortify Endurance 15-45 points for 57-146 seconds

Restore Health Potion (weight = 0.3)
Fly Amanita Cap, Ham, Blackberry, Cinnabar Polypore Yellow Cap
  Restore Health 4-13 points for 17-43 seconds
  Restore Fatigue 9-27 points for 34-86 seconds
  Fortify Endurance 15-45 points for 57-146 seconds

Restore Magicka Potion (weight = 0.2)
Blackberry, Bog Beacon Asco Cap, Corn, Potato
  Restore Magicka 8-24 points for 31-78 seconds
  Shield 17-51% for 65-166 seconds
  Restore Fatigue 9-27 points for 34-86 seconds

Feather Potion (weight = 0.2)
Somnalius Frond, Sweetcake
  Feather 90-272 points for 345-880 seconds

Invisibility Potion (weight = 0.1)
Redwort Flower, Tinder Polypore Cap
  Invisibility for 21-50 seconds

Night-Eye Potion (weight = 0.2)
Carrot, Bonemeal
  Night-Eye for 37-91 seconds

Reflect Damage Potion (weight = 0.1)
Green Stain Cup, Cinnabar Polypore Yellow, Strawberry, Glow Dust
  Reflect Spel 7-21% for 26-67 seconds
  Restore Fatifue 9-27 points for 34-86 seconds
  Reflect Damage 8-24% for 31-78 seconds
  Damage Health 3-1 points for 12-1 seconds

Magicka Potion (weight = 0.1)
Nightshade, Carrot, Clouded Funnel Cap, Ginkgo Leaf
  Fortify Intelligence 15-45 points for 57-146 seconds
  Damage Endurance 1-1 points for 5-1 seconds
  Damage Luck 1-1 points for 5-1 seconds
  Fortify Magicka 28-83 points for 105-268 seconds


-------------------------------------------------------------------------------
                              Chapter 35 - Magic
                              """"""""""""""""""


35.01 - The Spells
35.02 - Praxographical Center
35.03 - Unlimited Magicka?
-------------------------------------------------------------------------------


35.01 - The Spells
""""""""""""""""""
There is a very useful device in Oblivion that allows you to create your own
spells, this chapter is deticated to that device.

In Oblivion there are a number of base spells.  These base spells make all the
thousands of possible spells in Oblivion by having multiple levels of power.
For example, a fire spell that deals 30 damage over 1 second is the exact
same spell that deals 300 damage every second for 5 seconds, the only
diffence between the two spells is the data they use.

Here are the base spells:

  Absorb Attribute
  Absorb Fatigue
  Absorb Health
  Absorb Magicka
  Absorb Skill

  Bound Axe
  Bound Boots
  Bound Bow
  Bound Cuirass
  Bound Dagger
  Bound Gauntlets
  Bound Greaves
  Bound Helmet
  Bound Mace
  Bound Shield
  Bound Sword

  Burden

  Calm

  Chameleon

  Charm

  Command Creature
  Command Humanoid

  Cure Disease
  Cure Paralysis
  Cure Poison

  Damage Fatigue
  Damage Health

  Demoralize

  Detect Life

  Disintegrate Armor
  Disintegrate Weapon

  Dispel

  Drain Health
  Drain Magicka
  Drain Skill

  Feather

  Fire Damage

  Fire Shield

  Fortify Attribute
  Fortify Fatigue
  Fortify Health
  Fortify Magicka
  Fortify Skill

  Frenzy

  Frost Damage

  Frost Shield

  Invisibility

  Light

  Night-Eye

  Open

  Paralyze

  Rally

  Reflect Spell

  Resist Disease
  Resist Magic

  Restore Attribute
  Restore Fatigue
  Restore Health

  Shield

  Shock Damage

  Shock Shield

  Silence

  Soul Trap

  Spell Absorption

  Summon Clannfear
  Summon Daedroth
  Summon Dremora
  Summon Dremora Lord
  Summon Faded Wraith
  Summon Flame Atronach
  Summon Frost Atronach
  Summon Ghost
  Summon Gloom Wraith
  Summon Headless Zombie
  Summon Lich
  Summon Scamp
  Summon Skeleton
  Summon Skeleton Champion
  Summon Skeleton Guardian
  Summon Skeleton Hero
  Summon Spider Daedra
  Summon Storm Atronach
  Summon Xivilai
  Summon Zombie

  Telekinesis

  Turn Undead

  Water Breathing

  Water Walking

  Weakness to Fire
  Weakness to Frost
  Weakness to Magic
  Weakness to Poison
  Weakness to Shock


35.02 - Praxographical Center
"""""""""""""""""""""""""""""
Once you have received recomendations from all 7 mage guild halls, you will
gain access to the Arcane University.  Go to the Arcane University and go
through the gates, the north eastern most door goes to the Praxographical
Center.  This is where you can make your own spells.

To make a spell you must first have any version of the base spell you wish to
create.  So if you want an Invisibility spell, you must first buy one of the
existing invisibility spells from one of the spell vendors around Cyrodiil.

To find a complete list of the buyable base spells, there is a guide on
www.gamefaqs.com by XXXXXXX.

The advantage of creating your own spells is you can combine different base
spells, such as bound sword, feather and chameleon on self for X seconds each.
This allows you to cast multiple spells at once, at the same magicka cost, only
you have to have it all at the same time.

While there are so many thousands of different spells you can make, the
usefullness of these spells will vary and I find you only need to create a few
spells to be a very powerful mage.

While I found you only need a few spells to be worth creating your own versions
of, you may decided to make many, many, many spells.  Thats what I did, and it
taught me I only needed 3 or 4 of them.

Play around, create your own spells, see what you like and don't like, this is
the only true way to play.  But if you do want to know what I use, I will share
my strategy.

For offence I always start out firing a weakness to fire, frost and shock
spell, then because the majority of creatures in Oblivion only resist 1 type of
magic heavily, I have 3 types of damage spells, Fire + Ice, Ice + Shock, and
Shock + Fire.  After they have been hit by the weakness spell, I use what ever
of my 3 damage spells they do not resist heavily.  For example, I would use a
Fire + Shock spell on a Frost Atronach, or a Ice + Shock spell on a Flame
Atronach.  I found this method of offence to be the most effective use of
magicka and power.

For defence I find I don't need to use any custom spells, all the existing base
spells have been enough for me.

For restoration I have 3 spells.  The first is my combat healing spell which
just as the name sugests, I use it when I am in combat taking damage, it is a
spell that restores lots of health over a short period of time.  My non-combat
healing spell is used when I am walking around after being hurt and am not in
any imediate danger, it heals a small amount of health every second over a
longer period of time, this costs less magicka.  The third healing spell I use
is a heal other spell for the missions where you are with NPC's that you want
to stay alive, this spell heals a lot of health over a short period of time.

Other than that the only other spells I create that I actually use are not
commonly used spells and are mostly for very specific situations or just for
fun.


35.03 - Unlimited Magicka?
""""""""""""""""""""""""""
You can create some very powerful spells in Oblivion, but the problem is you
probably don't have nearly enough magicka to use them.  So lets create some
spells to increase your maximum magicka so you can cast all sorts of powerful
spells your character would normally never be able to cast.

This will all be possible because fortifying spells stack in Oblivion, so lets
create an example.

First you will need a base spell of fortify magicka and fortify intelligence.
Once you have at least 1 of each, go to the Praxographical Center.

Now create a spell called '01' that fortifies magicka with a magnitude of 100
and the duration for as high as possible, but still within your characters
normal maximum magicka.

Now create a spell called '02' that fortifies magicka with a magnitude of 100
and the duration for as high as possible, but within your characters normal
maximum magicka +100 points.

With those 2 spells created cast the 01 and then use a magicka recovery potion
and as soon as you have enough magicka, cast 02.  Your maximum magicka is now
increased by 200 points and will last for as long as the spells are set to.

Looking at this we can now also create very powerful magicka increasing spells
by adding the fortify intelligence spell as well.

Play with this and you will find you can increase your maximum magicka by
1000's of points for quite some time, which also means you can create other
spells that are super strong that require large amounts of magicka, so much so
that you can only cast them with all your bonus magicka from your own created
magicka fortification spells.

I did this just for fun and increased my maximum magica by 1500 points and
created a fire damage spell that deals 100 fire damage every second for 10
seconds, which kills anything in the game that is not highly resistand to fire.

The only catch is you need to have lots of magicka recovery potions, so have a
high alchemy skill and lots of potions made with Blackberry and Bog Beacon Asco
Cap, or any other 2 (or 1 if you're a master Alchemist) ingredients that
restore magicka, to make your life a lot easier.



-------------------------------------------------------------------------------
                            Chapter 36 - Wayshrines
                            """""""""""""""""""""""


36.01 - The Wayshrines
36.02 - Akatosh
36.03 - Arkay
36.04 - Dibella
36.05 - Julianos
36.06 - Kynareth
36.07 - Mara
36.08 - Stendarr
36.09 - Talos (Tiber Septim)
36.10 - Zenithar
-------------------------------------------------------------------------------


36.01 - The Wayshrines
""""""""""""""""""""""
In each major city there is a chapel and in each chapel there are 9 unique
altars that can grant you temporary blessings.  To recieve the blessings from
any of the altars, you must first make a pilgrimage to the appropriate
wayshrine.  After making the pilgrimage you can receive the blessing once per
day from any of the chapels in the major cities.  The locations for the
wayshrines are covered in sections 35.02 to 35.10.  The blessings from each
altar are listed below.

Once you have made the pilgrimage to all 9 wayshrines you will get the
Pilgrim's Grace ability, which is a greater power that you can use once per day
to increase all your atrributes by 10 for 5 minutes.

You can have ALL of these blessing activated at one time once you've made the
pilgrimage to each wayshrine.

There is a map created by Idiosyncrat on www.gamefaqs.com that shows the
locations of all the wayshrines, it helped me write this section of my guide
and it may help you.

Akatosh = Jaws of Akatosh
  Speed +5 for 5 minutes

Arkay = Breath of Arkay
  Health +10 for 5 minutes

Dibella = Dibella's Kiss
  Personality +5 for 5 minutes

Julianos = Scales of Julianos
  Intelligence +5 for 5 minutes

Kynareth = Kynareth's Way
  Agility +5 for 5 minutes

Mara = Wisdom of Mara
  Willpower +5 for 5 minutes

Stendarr = Heart of Stendarr
  Endurance +5 for 5 minutes

Talos (Tiber Septim) = Fist of Talos
  Strength +5 for 5 minutes

Zenithar = Zenithar's Ear
  Luck +5 for 5 minutes

**NOTE** These buffs seem to be bugged and when you activate the altars they
only seem to sometimes give you their power... I do not know any more than
that.  Hopefully it doesn't happen with you, but just save before activating
any of the altars and try re-loading and trying again, sometimes I got them all
to work, but most of the time, barely half worked.


36.02 - Akatosh
"""""""""""""""
Fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal.  Once
there follow the city wall south, just stay along side the city wall as it goes
south east, then when it turns east you will hit a body of water, on the other
side of the water is the wayshrine.

Once you activate this wayshrine you will be able to receive the Jaws of
Akatosh blessing once per day from the Altar of Akatosh in any of the chapels
in the major cities.


36.03 - Arkay
"""""""""""""
Fast travel to 'Grateful Pass Stables' on the west wall of Cheydinahl.  Once
there go south west into the field of grapes, on the far south west corner of
the field is a fence with a few sheeps and a little building for the sheeps,
go to that building.  From that building go completely north and at the top of
the hill you will find the wayshrine.

Once you activate this wayshrine you will be able to receive the Breath of
Arkay blessing once per day from the Altar of Arkay in any of the chapels in
the major cities.


36.04 - Dibella
"""""""""""""""
Fast travel to 'North Country Stables' on the south wall of Chorrol.  Once
there follow the city wall east until you come to Crumbling Mine, the entrance
to this mine is on a large boulder facing the city wall.  From the boulder that
holds the entrance go completely south, as long as you keep going south you
should end up between to fallen trees, just keep going south and you will come
to the wayshrine.

Once you activate this wayshrine you will be able to receive the Dibella's
Kiss blessing once per day from the Altar of Dibella in any of the chapels in
the major cities.


36.05 - Julianos
""""""""""""""""
Fast travel to 'Chesnut Handy Stables' on the west wall of the Imperial City.
Once there go west for just a tiny bit and you will find a path going north
along the hillside, follow this path and it will take you directly to the
wayshrine.

Once you activate this wayshrine you will be able to receive the Scales of
Julianos blessing once per day from the Altar of Julianos in any of the chapels
in the major cities.


36.06 - Kynareth
""""""""""""""""
A side note on this wayshrine, the easiest one to find is just east of
Skingrad, but once the Oblivion Gates open up, it will be destroyed.  If you
are still free and clear of the Oblivion Gates, fast travel to 'Castle
Skingrad' and then cross the bridge, the wayshrine is directly east of the
towers at this end of the bridge.  If it has been destroyed, just read the
next paragraph.

If you look at your world map, north west of Skingrad, or south west of
Chorrol, you will see the words 'The Imperial Reserve' the wayshrine is located
right where the 'E' in Imperial is.  So, chose what ever map marker is closest
for you and then make your way to that 'E' by constantly checking your position
on your world map.

Once you activate this wayshrine you will be able to receive the Kynareth's
Way blessing once per day from the Altar of Kynareth in any of the chapels in
the major cities.


36.07 - Mara
""""""""""""
If you look at your world map, right at Skingrad, this wayshrine is located
just south west of the 'S' in Skingrad.  So fast travel to the closet map
marker and make your way there, constantly check your position on the world
map and you should be able to find it.

Once you activate this wayshrine you will be able to receive the Wisdom of Mara
blessing once per day from the Altar of Mara in any of the chapels in the major
cities.


36.08 - Stendarr
""""""""""""""""
Fast travel to 'Imperial Prison Sewer', once you are there just swim east
across the water, on the other side of the water just follow the coast south.
If you look at your world map, starting at the Imperial Prison Sewer, to the
south you will see a large clump of land, almost an island, and then on the
east side of the water to the south is a little penisula, the wayshrine is on
that little corner of land.  As long as you follow that east side of the water
going south, you can't miss it, it is right on the waters edge.

Once you activate this wayshrine you will be able to receive the Heart of
Stendarr blessing once per day from the Altar of Stendarr in any of the chapels
in the major cities.


36.09 - Talos (Tiber Septim)
""""""""""""""""""""""""""""
Fast travel to 'Grateful Pass Stables' on the west wall of Skingrad, once there
follow the road going west, just stay on the road and you will eventually come
to a cave called 'Fyrelight Cave', keep on the main road and you will come to a
bridge, do not cross the bridge, just go north from the bridge and you will
come to the wayshrine.

Once you activate this wayshrine you will be able to receive the Fist of Talos
blessing once per day from the Altar of Talos in any of the chapels in the
major cities.


36.10 - Zenithar
""""""""""""""""
Fast travel to 'Kvatch' once you are there follow the road north east, just
stay on the road and when you come to the top of the hill going east, you will
see the darker rocks and the barricades, you need to go directly west from here
and you will come to the wayshrine.

Once you activate this wayshrine you will be able to receive the Ear of
Zenithar blessing once per day from the Altar of Zenithar in any of the chapels
in the major cities.



-------------------------------------------------------------------------------
                               Chapter 37 - FAQS
                               """""""""""""""""


37.01 - Questions about my guide
37.02 - General Questions about Oblivion
-------------------------------------------------------------------------------


37.01 - Questions about my guide
""""""""""""""""""""""""""""""""
Q - Why is only part of your guide done?
A - Because Oblivion is such a large game and the fact that it takes a lot of
    time to write a guide, I figured I will release it as I go to help those I
    can with what I have in each update.

Q - Why are the chapters in each update out of order?
A - Basically I sat down and decided what I thought people would need the most
    help with and am writting to that order, even though it isn't the order
    of the table of contents; which is in my own personal desired order of
    importance.


37.02 - General Questions about Oblivion
""""""""""""""""""""""""""""""""""""""""
Q - Can you cheat in Oblivion?
A - There are many cheats to Oblivion in the form of consol commands.  To bring
    up the game consol, press the tidle key (~) at the top left of the keyboard
    below the escape button.  Then enter the desired command, which can be
    anything from giving yourself an item to god mode to resurrecting a dead
    NPC.  For a complete list of the consol commands go to www.gamefaqs.com
    and see their Oblivion cheats page.

Q - I've heard you can duplicate items, but I can't do it, how do you do it?
A - Step 1, equip a bow (any bow will do) and some arrows (any type will do).
    The amount of arrows you equip will be the amount of duplicated items 
    created (if you have 25 arrows equiped you will get 25 copies of the item
    you wish to duplicate).  Step 2, pull back and arrow and hold the trigger.
    Step 3, open your inventory and LEFT click on your equiped arrows.  Step 4,
    go to the item you wish to duplicate (it must be in your inventory) and
    then SHIFT + LEFT click it to drop it.  Step 5, close your inventory and
    watch as you magically drop your duplicated items.
A - Also understand that you can not duplicate certain items, ones that I know
    for sure that you can not duplicate are Nirnroots and the Skeleton Key.



-------------------------------------------------------------------------------
                            Special Thanks to:
                            """"""""""""""""""


Barb Olson - for the never ending support during the long process of this work
Cerbius666 - for letting me reference his detailed Nirnroot locations guide
Dacium - for creating an awesome map of Cyrodiil and letting me reference it
Kaboom237 - for pointing out incorrect information
Idiosyncrat - for creating a map of the wayshrines and letting me reference it
-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
             Guide Status / Update Information / Version History
             """""""""""""""""""""""""""""""""""""""""""""""""""


Chapter 01 - Tips, Facts, Strategies, etc  (100% complete)
Chapter 02 - Main Story Quests  (100% complete)
Chapter 03 - Fighters Guild  (100% complete)
Chapter 04 - Mages Guild  (100% complete)
Chapter 05 - Thieves Guild  (100% complete)
Chapter 06 - Dark Brotherhood  (100% complete)
Chapter 07 - Chorrol  (100% complete)
Chapter 08 - Cheydinhal  (99% complete)
Chapter 09 - Bruma  (100% complete)
Chapter 10 - Anvil  (100% complete)
Chapter 11 - Bravil  (100% complete)
Chapter 12 - Leyawiin  (100% complete)
Chapter 13 - Skingrad  (100% complete)
Chapter 14 - Imperial City  (100% complete)
Chapter 15 - Arena  (100% complete)
Chapter 16 - Daedra Shrine Quests  (100% complete)
Chapter 17 - Side Quests  (99% complete)
Chapter 18 - Trainer Quests  (99% complete)
Chapter 19 - The Collector  (100% complete)
Chapter 20 - Oblivion Gates  (100% complete)
Chapter 21 - Caves  (100% complete)
Chapter 22 - Mines  (100% complete)
Chapter 23 - Forts  (100% complete)
Chapter 24 - Villages  (100% complete)
Chapter 25 - Ruins  (100% complete)
Chapter 26 - Camps  (100% complete)
Chapter 27 - Landmarks  (100% complete)
Chapter 28 - Inns & Stables  (100% complete)
Chapter 29 - Houses  (100% complete)
Chapter 30 - Horses  (100% complete)
Chapter 31 - Nirnroots  (100% complete)
Chapter 32 - Doomstones  (100% complete)
Chapter 33 - Vampires  (99% complete)
Chapter 34 - Alchemy  (100% complete)
Chapter 35 - Magic  (100% complete)
Chapter 36 - Wayshrines  (100% complete)
Chapter 37 - FAQs  (100% complete - additional information possible)


Version History
"""""""""""""""
release  - version 1.0 = chapters 01, 02, 19, 28, 29, 30, 36
update A - version 1.1 = re-formated for posting online
update 1 - version 2.0 = chapters 03, 31, 33, 34, 35
Update B - version 2.1 = chapters 04
Update 2 - version 3.0 = chapters 05, 06, 32
update 3 - version 4.0 = chapters 07, 08, 09, 10, 11, 12, 13
update C - version 4.1 = chapters 14, 15
update 4 - version 5.0 = chapters 16, 17, 18
Update D - version 5.1 = chapters 19
Update 5 - version 6.0 = chapters 21, 22, 23, 24, 25, 26, 27, 28
Update E - version 6.1 = in-complete sections and quests are now complete



Authors Note
""""""""""""
I just wanted to explain a few things about my guide.  I started this guide in
my home town, since then I've moved about 3 times and have barely had my
computer hooked up since I started moving.  I finally got set up and have the
internet and everything, now all I need is to find time to work on this guide.

But because of all the moving I've lost intrest in Oblivion, but I don't like
leaving something half done, so while I am finishing this guide, the style has
changed slightly from highly detailed help, to guide lines and stating facts.

I personally believe my work still can be of great use to many people, but it
makes me sad that I couldn't finish it the way I started.


  Aaron Phillips
-------------------------------------------------------------------------------