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    FAQ/Walkthrough by Brokaliv

    Version: 4.0 | Updated: 05/14/12 | Printable Version | Search This Guide

    ===============================================================================
    
                          T H E  E L D E R  S C R O L L S  I V
    
                                    O B L I V I O N
    
    ===============================================================================
    
                                       Version 4.0
                                By Brokaliv and Tatoto
                              Email: brokaliv@yahoo.com
                             Date Started: June 16, 2006
    
    ===============================================================================
    
    This Walkthrough is allowed to be hosted at the following sites:
    
    GameFaqs - www.gamefaqs.com
    Neoseeker - www.neoseeker.com
    Cheat Happens - www.cheathappens.com
    IGN - faqs.ign.com
    The Genie - www.thegenie.net
    Evermore Forums - www.evermoreforums.com
    Super Cheats - www.supercheats.com
    
    ===============================================================================
    
    This guide was written using the XBOX 360 version of The Elder Scrolls IV:
    Oblivion with the current game patch (April 30, 2007 Patch version 1.2.0416)
    along with all the Dowladable Content for the game (Fighter's Stronghold,
    Shivering Isles, Knights of the Nine, Mehrune's Razor, Thieves Den, Wizard's
    Tower, Orrery, Horse Armor Pack, Vile Lair, and Spell Tomes).
    
    This guide should work for the XBOX 360, PC, and PlayStation 3 versions of the
    game. I doubt it works on the PSP version of the game and will not be writing a
    guide for it.
    
    XBOX 360 users download the latest patch through XBOX LIVE as well as any
    add-on packs available.
    
    PC Users download the latest patch here:
             http://www.bethsoft.com/eng/patches.php
    
    Also consider downloading the unofficial Oblivion Patch here:
             http://www.baldurdash.org/TESOblivion/TESOblivion.html
    
    This unofficial patch takes the official patches even further fixing over
    70,000 object placements errors, and a load of other game breaking errors that
    even the official patches never fixed!
    
    You will also want to download the Unofficial Official Downloads Patch here:
             http://tes.nexusmods.com/downloads/file.php?id=9969
    
    This fixes errors found in official DLC packs.
    
    Add-Ons for the PC seem to be removed from the official website, not sure at
    this time how to get the DLC for PC at this time. Sorry for any inconvenience
    this may cause.
    
    Due to the FAQ being really long, it is best to use the CTRL+F feature to
    search the Table of Contents to get to the section you want faster.
    
    If you would like to donate some money to help pay for my college funds please
    send some money to me through www.paypal.com at acstupak@yahoo.com
    
    thanks for the support.
    
    -------------------------------------------------------------------------------
    CONTENTS
    -------------------------------------------------------------------------------
    
     1. Controls
     2. Walkthrough
    
       2.01 - Starting a Character
           2.01.01 - Picking your Race and Sex
           2.01.02 - Tutorial: Imperial Prison
           2.01.03 - Tutorial: Imperial Substructure
           2.01.04 - Tutorial: Natural Caverns
           2.01.05 - Tutorial: Imperial Subterrane
           2.01.06 - Tutorial: The Sanctum
           2.01.07 - Tutorial: The Sewers
    
       2.02 - Main Quest
           2.02.01 - Deliver the Amulet
           2.02.02 - Find the Heir
           2.02.03 - Breaking the Siege of Kvatch
           2.02.04 - Weynon Priory
           2.02.05 - The Path of Dawn
           2.02.06 - Dagon Shrine
           2.02.07 - Spies
           2.02.08 - Blood of the Daedra
           2.02.09 - Blood of the Divines
           2.02.10 - Miscarcand
           2.02.11 - Bruma Gate
           2.02.12 - Allies for Bruma
           2.02.13 - Defense of Bruma
           2.02.14 - Great Gate
           2.02.15 - Paradise
           2.02.16 - Light the Dragonfires
           2.02.17 - Imperial Dragon Armor
    
       2.03 - Thieves Guild
           2.03.01 - Getting in to the Thieves Guild
           2.03.02 - Armand Christophe’s Quests
                2.03.03 - May the Best Thief Win
                2.03.04 - Untaxing the Poor
                2.03.05 - The Elven Maiden
           2.03.06 - S'krivva's Quests
                2.03.07 - Ahdarji's Heirloom
                2.03.08 - Misdirection
                2.03.09 - Lost Histories
                2.03.10 - Taking Care of Lex
           2.03.11 - The Gray Fox's Quests
                2.03.12 - Turn a Blind Eye
                2.03.13 - Arrow of Extrication
                2.03.14 - Boots of Springheel Jak
                2.03.15 - The Ultimate Heist
    
       2.04 - Fighters Guild
           2.04.01 - Getting in to the Fighters Guild
           2.04.02 - Azzan's Tier 1 Quests
                2.04.03 - A Rat Problem
                2.04.04 - The Unfortunate Shopkeeper
           2.04.05 - Burz gro-Khash's Tier 1 Quests
                2.04.06 - The Desolate Mine
                2.04.07 - Unfinished Business
           2.04.08 - Modryn Oreyn's Tier 1 Quests
                2.04.09 - Drunk and Disorderly
           2.04.10 - Azzan's Tier 2 Quests
                2.04.11 - Den of Thieves
           2.04.12 - Burz gro-Khash's Tier 2 Quests
                2.04.13 - Amelion's Debt
           2.04.14 - Modryn Oreyn's Tier 2 Quests
                2.04.15 - The Master's Son
                2.04.16 - More Unfinished Business
                2.04.17 - Azani Blackheart
           2.04.18 - Azzan's Tier 3 Quests
                2.04.19 - The Wandering Scholar
           2.04.20 - Burz gro-Khash's Tier 3 Quests
                2.04.21 - The Fugitives
           2.04.22 - Modryn Oreyn's Tier 3 Quests
                2.04.23 - Trolls of Forsaken Mine
           2.04.24 - Azzan's Tier 4 Quests
                2.04.25 - The Stone of St. Alessia
           2.04.26 - Burz gro-Khash's Tier 4 Quests
                2.04.27 - The Noble's Daughter
                2.04.28 - Mystery at Harlum's Watch
           2.04.29 - Modryn Oreyn's Tier 4 Quests
                2.04.30 - Information Gathering
                2.04.31 - Infiltration
                2.04.32 - The Hist
    
       2.05 - The Dark Brotherhood
           2.05.01 - Getting in to The Dark Brotherhood
                2.05.02 - A Knife in the Dark
           2.05.03 - Vicente Valtieri's Quests
                2.05.04 - A Watery Grave
                2.05.05 - Accidents Happen
                2.05.06 - Scheduled Execution
                2.05.07 - The Assassinated Man
           2.05.08 - Teinaava's Quests
                2.05.09 - The Renegade Shadowscale
           2.05.10 - Ocheeva's Quests
                2.05.11 - The Lonely Wanderer
                2.05.12 - Bad Medicine
                2.05.13 - Whodunit?
                2.05.14 - Permanent Retirement
                2.05.15 - Of Secret And Shadow
           2.05.16 - Lucien Lachance's Quests
                2.05.17 - The Purification
                2.05.18 - Affairs of a Wizard
                2.05.19 - Next of Kin
                2.05.20 - Broken Vows
                2.05.21 - Final Justice
                2.05.22 - A Matter of Honor
                2.05.23 - The Coldest Sleep
                2.05.24 - A Kiss Before Dying
                2.05.25 - Following a Lead
           2.05.26 - The Black Hand's Quests
                2.05.27 - Honor Thy Mother
    
       2.06 - The Mages Guild
           2.06.01 - Getting in to the Mages Guild
                2.06.02 - Bravil Recommendation
                2.06.03 - Leyawiin Recommendation
                2.06.04 - Cheydinhal Recommendation
                2.06.05 - Chorrol Recommendation
                2.06.06 - Bruma Recommendation
                2.06.07 - Skingrad Recommendation
                2.06.08 - Anvil Recommendation
           2.06.09 - Raminus Polus's Quests
                2.06.10 - A Mage's Staff
                2.06.11 - Ulterior Motives
                2.06.12 - Vahtacen's Secret
                2.06.13 - Necromancer's Moon
           2.06.14 - Hannibal Traven's Quests
                2.06.15 - Liberation or Apprehension?
                2.06.16 - Information at a Price
                2.06.17 - A Plot Revealed
                2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
                2.06.19 - Ambush
                2.06.20 - Confront the King
                2.06.21 - Alchemy Acquisitions
    
       2.07 - The Arena
           2.07.01 - Joining the Arena
                2.07.02 - Fight Tier 1 - The Pit Dogs
                2.07.03 - Fight Tier 2 - Brawlers
                2.07.04 - Fight Tier 3 - Bloodletters
                2.07.05 - Fight Tier 4 - Myrmidons
                2.07.06 - Fight Tier 5 - Warriors
                2.07.07 - Fight Tier 6 - Gladiators
                2.07.08 - Fight Tier 7 - Hero
                2.07.09 - Fight Tier 8 - Grand Championship
    
       2.08 - Knights of the Nine
           2.08.01 - Pilgrimage
           2.08.02 - The Shrine of the Crusader
           2.08.03 - Priory of the Nine
           2.08.04 - Nature's Fury
           2.08.05 - The Path of the Righteous
           2.08.06 - Wisdom of the Ages
           2.08.07 - Stendarr's Mercy
           2.08.08 - The Faithful Squire
           2.08.09 - The Sword of the Crusader
           2.08.10 - The Blessing of Talos
           2.08.11 - Umaril the Unfeathered
    
       2.09 - Shivering Isles
           2.09.01 - Main Quest
                2.09.02 - A Door in Niben Bay
                2.09.03 - Through the Fringe of Madness
                2.09.04 - A Better Mousetrap
                2.09.05 - Baiting the Trap
                2.09.06 - Understanding Madness
                2.09.07 - Addiction
                2.09.08 - The Lady of Paranoia
                2.09.09 - The Cold Flame of Agnon
                2.09.10 - Ritual of Accession
                2.09.11A - Ritual of Mania
                2.09.11B - Ritual of Dementia
                2.09.12 - Retaking the Fringe
                2.09.13 - Rebuilding the Gatekeeper
                2.09.14 - The Helpless Army
                2.09.15 - Symbols of Office
                2.09.16 - The Roots of Madness
                2.09.17 - The End of Order
                2.09.18 - The Prince of Madness
           2.09.19 - District of Bliss
                2.09.20 - The Antipodean Hammer
                2.09.21 - Falling Awake
                2.09.22 - Work is Never Done
                2.09.23 - The Fork of Horripilation
           2.09.24 - District of Crucible
                2.09.25 - Brithaur
                2.09.26 - The Coming Storm
                2.09.27 - Final Resting
                2.09.28 - A Liquid Solution
                2.09.29 - The Museum of Oddities
                2.09.30 - Ushnar's Terror
                2.09.31 - Rooftop Watcher
           2.09.32 - Settlement's
                2.09.33 - Everything In Its Place
                2.09.34 - To Help A Hero
                2.09.35 - Taxonomy of Obsession
                2.09.36 - The Great Divide
                2.09.37 - Ghosts of Vitharn
           2.09.38 - Wilderness
                2.09.39 - Ghosts of the Hill of Suicides
    
       2.10 - Vampirism
           2.10.01 - Why be a vampire
           2.10.02 - The disadvantages of being a Vampire
           2.10.03 - How to become a Vampire
           2.10.04 - Feeding
           2.10.05 - Advancing your Vampire Powers
           2.10.06 - Vampire Nightmares
           2.10.07 - How to Prevent becoming a Vampire
           2.10.08 - Curing Vampirism
           2.10.09 - How to become a Vampire after curing yourself
    
       3.01 - Side Quests
           3.01.01 - Anvil
                3.01.02 - Newheim's Flagon
                3.01.03 - Where Spirits Have Lease
                3.01.04 - The Sirens Deception
                3.01.05 - The Ghost Ship of Anvil
                3.01.06 - Dunbarrow Cave
           3.01.07 - Bravil
                3.01.08 - Caught in the Hunt
                3.01.09 - Through a Nightmare, Darkly
                3.01.10 - The Forlorn Watchman
                3.01.11 - Buying a House in Bravil
           3.01.12 - Bruma
                3.01.13 - Two Sides of the Coin
                3.01.14 - A Brotherhood Betrayed
                3.01.15 - Lifting the Vale
                3.01.16 - Buying a House in Bruma
           3.01.17 - Cheydinhal
                3.01.18 - A Brush with Death
                3.01.19 - Buying a House in Cheydinhal
                3.01.20 - Corruption and Conscience
                3.01.21 - The Wayward Knight
           3.01.22 - Chorrol
                3.01.23 - The Killing Field
                3.01.24 - Seperated at Birth
                3.01.25 - Legacy Lost
                3.01.26 - Sins of the Father
                3.01.27 - Shadow over Hackdirt
                3.01.28 - Canvas the Castle
                3.01.29 - Buying a House in Chorrol
           3.01.30 - Imperial City
                3.01.31 - Buy a house in the Imperial City
                3.01.32 - Unfriendly Competition
                3.01.33 - The Collector
                3.01.34 - Nothing You Can Possess
                3.01.35 - Secrets of the Ayleids
                3.01.36 - Order of the Virtous Blood
                3.01.37 - Imperial Corruption
                3.01.38 - An Unexpected Voyage
                3.01.39 - Origin of the Gray Prince
           3.01.40 - Kvatch
                3.01.41 - The Battle for Castle Kvatch
           3.01.42 - Leyawiin
                3.01.43 - Tears of the Savior
                3.01.44 - Whom Gods Annoy
                3.01.45 - Mazoga the Orc
                3.01.46 - Knights of the White Stallion
                3.01.47 - Buying a House in Leyawiin
           3.01.48 - Skingrad
                3.01.49 - Paranoia
                3.01.50 - Buying a House in Skingrad
                3.01.51 - The Rosethorn Cache
                3.01.52 - Seeking Your Roots
           3.01.53 - Settlement's
                3.01.54 - Go Fish
                3.01.55 - Raid on Greyland
                3.01.56 - The Sunken One
                3.01.57 - The Potato Snatcher
                3.01.58 - Bear Season
                3.01.59 - Revenge Served Cold
                3.01.60 - The Gravefinder's Repose
                3.01.61 - No Stone Unturned
                3.01.62 - A Venerable Vintage
                3.01.63 - When the Vow Breaks
           3.01.64 - Wilderness
                3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
                3.01.66 - Frostcrag Spire
                3.01.67 - Key to Key
                3.01.68 - Zero Visibility
                3.01.69 - Goblin Trouble
                3.01.70 - Repairing the Orrery
                3.01.71 - Unearthing Mehrunes Razor
                3.01.72 - Horse Armor
                3.01.73 - Battlehorn Castle
                3.01.74 - Deepscorn Hollow
       3.02 - XBOX 360 Achievements
       3.03 - Glitches
       3.04 - Leveling Skills
       3.05 - Modding
       3.06 - Frequently Asked Questions
       3.07 - Credits
       3.08 - Version History
       3.09 - Copyright
    
    -------------------------------------------------------------------------------
    1. Controls
    -------------------------------------------------------------------------------
    
     1. XBOX 360 Controls
     2. PC Controls
    
    **********************
    *1. XBOX 360 Controls*
    **********************
    Controls are able to be mapped in the options menu
    
    Movement Controls
    
    Move - Left Analog Stick
    Camera - Right Analog Stick
    Attack - Right Trigger
    Power Attack - Hold Right Trigger and move Left Analog Stick
    Activate - A Button
    Block - Left Trigger
    Zoom with Bow - Left Trigger
    Cast - Right Bumper
    Ready Weapon - X Button
    Sneak - Left Stick Press to Toggle
    Jump - Y Button
    Change View - Right Stick Press to Toggle
    Journal - B Button
    Wait - Back Button
    Grab - Left Bumper
    Hotkeys - Directional Pad
    
    Menu Controls
    
    Move cursor - Left Stick and Directional Pad
    Change Menus - Left and Right Triggers
    Move map cursor Arrow - Right Stick
    Hotkey - Y Button
    Equip/Unequip - A Button
    Sort - A Button
    Rotate/Zoom Character model - Right Stick
    
    ****************
    *2. PC Controls*
    ****************
    
    Movement Controls
    
    Move - W, A, S, D
    Run - Left Shift
    Always Run - Caps Lock
    Camera - Move Mouse
    Attack - Left mouse Button
    Power Attack - Hold Left Mouse Button and press Movement Key
    Activate - Space Bar
    Block - Right Mouse Button
    Zoom with Bow - Right Mouse Button
    Cast - C
    Ready Weapon - F
    Sneak - Left CTRL
    Jump - E
    Change View - R
    Journal - Tab, F1, F2, F3, F4
    Wait - T
    Grab - Z
    Hotkeys - 1-8
    
    Menu Controls
    
    The menu is controlled by using the mouse scrolling through the menus and
    clicking on your desired options.
    
    -------------------------------------------------------------------------------
    2. Walkthrough
    -------------------------------------------------------------------------------
    
    The following guide was written with patch v1.2.0416 from the April 2007 Patch.
    I have also downloaded the all of the Downloadable Content:
    
    Fighter's Stronghold
    Horse Armor Pack
    Knights of the Nine
    Mehrune's Razor
    Orrery
    Shivering Isles
    Spell Tomes
    Thieves Den
    Vile Lair
    Wizard's Tower
    
    *******************************************************************************
    2.01 - Starting a Character
    *******************************************************************************
    
    2.01.01 - Picking your Race and Sex
    2.01.02 - Tutorial: Imperial Prison
    2.01.03 - Tutorial: Imperial Substructure
    2.01.04 - Tutorial: Natural Caverns
    2.01.05 - Tutorial: Imperial Subterrane
    2.01.06 - Tutorial: The Sanctum
    2.01.07 - Tutorial: The Sewers
    
    Before beginning a game you should read your Oblivion game manual to understand
    key parts to playing Oblivion. Pay close attention to pages 16-27. Now you are
    ready to start the game. Start thinking about what kind of character you want
    to be as you play through Oblivion. The key to successfully playing Oblivion is
    choosing the right 7 major skills for your character and their race. The major
    skills will start off at 25 points instead of 5, like the rest of the skills.
    Also the only way to level up your character is with the major skills only and
    not the minor skills.
    
    *******************************************************************************
    2.01.01 - Picking your Race and Sex
    *******************************************************************************
    
    Once you start the game you will see a short cut scene and then be brought
    through a castle doorway to meet your character in the Character Creation
    Screen. You must now name the character, then pick which gender and race you
    would like to be by picking the Race option.
    
    Depending on whether you choose Male or Female along with which race you
    choose, your character will have different default stats to go along with them
    but the Specials and Skill bonuses will remain the same. The following is a
    list of what each type gives you:
    
    -------------------------------------------------------------------------------
    
                  Imperial   Khajiit    Nord       Orc    Redguard   Wood Elf
                   M    F     M   F     M   F     M   F     M   F     M    F
    Strength      40   40    40  30    50  50    45  45    50  40    30   30
    Intelligence  40   40    40  40    30  30    30  40    30  30    40   40
    Willpower     30   40    30  30    30  40    50  45    30  30    30   30
    Agility       30   30    50  50    40  40    35  35    40  40    50   50
    Speed         40   30    40  40    40  40    30  30    40  40    50   50
    Endurance     40   40    30  40    50  40    50  50    50  50    40   30
    Luck          50   50    50  50    50  50    50  50    50  50    50   50
    Personality   50   50    40  40    30  30    30  25    30  40    30   40
    
                  Argonian   Breton   Dark Elf  High Elf
                    M   F     M   F     M   F     M   F
    Strength       40  40    40  30    40  40    30  30
    Intelligence   40  50    50  50    40  40    50  50
    Willpower      30  40    50  50    30  30    40  40
    Agility        50  40    30  30    40  40    40  40
    Speed          50  40    30  40    50  50    30  40
    Endurance      30  30    30  30    40  30    40  30
    Luck           50  50    50  50    50  50    50  50
    Personality    30  30    40  40    30  40    40  40
    
    -------------------------------------------------------------------------------
    
                            Specials                              Skill Bonuses
    
    Imperial - Absorb Fatigue (magnitude 100, once a day)        Blade +5, Blunt +5
               Charm (magnitude 30, once a day)                  Hand-to-Hand +5,
                                                                 Mercantile +10,
                                                                 Speechcraft +10
    
    Khajiit - Demoralize (magnitude 100, once a day)             Acrobatics +10,
              Night-Eye (duration 30, once a day)                Athletics +5,
                                                                 Blade +5, Sneak +5
                                                                 Security +5
                                                                 Hand-to-Hand +10
                                                                 Light Armor +5
    
    Nord - Frost Damage (touch, magnitude 50, once a day)        Armorer +5,
           Shield (magnitude 30, duration 60, once a day)        Blade +5, Block +5
           Resist Frost (magnitude 50, once a day)               Blunt +10,
                                                                 Heavy Armor +10,
                                                                 Restoration +5
    
    Orc - Berserk (Fortify Health 20, Fortify Fatigue 200,       Armorer +10,
                   Fortify Strength 50, Drain Agility 100;       Block +10,
                   duration 60; once a day)                      Blunt +10,
          Resist Magicka (magnitude 25)                           Hand-to-Hand +5,
                                                                 Heavy Armor +10
    
    Redguard - Adrenaline Rush (Fortify Agility 50, Fortify      Athletics +10,
                                Speed 50, Fortify Strength 50,   Blade +10,
                                Fortify Endurance 50, Fortify    Blunt +10,
                                Fortify Health 25; duration 60)  Light Armor +5,
               Resist Poison (magnitude 75)                      Heavy Armor +5,
               Resist Disease (magnitude 75)                     Mercantile +5
    
    Wood Elf - Command Creature (magnitude 20, duration 60,      Acrobatics +5,
                                 once a day)                     Alchemy +10,
               Resist Disease   (magnitude 75)                   Alteration +5,
                                                                 Light Armor +5,
                                                                 Marksman +10,
                                                                 Sneak +10
    
    Argonian - Resist Disease (magnitude 75, constant)           Alchemy +5,
               Resist Poison (magnitude 100, constant)           Athletics +10,
               Water Breathing (constant)                         Blade +5,
                                                                 Hand-to-Hand +5,
                                                                 Illusion +5,
                                                                 Mysticism +5,
                                                                 Security +10
    
    Breton - Fortified Maximum Magicka (magnitude 50, constant)  Alchemy +5,
             Resist Magicka (magnitude 50, constant)             Alteration +5,
             Shield (magnitude 50, duration 60, once a day)      Conjuration +10,
                                                                 Illusion +5,
                                                                 Mysticism +10,
                                                                 Restoration +10
    
    Dark Elf - Summon Ghost (duration 60, once a day)            Athletics +5,
               Resist Fire (magnitude 75, constant)              Blade +10,
                                                                 Blunt +5,
                                                                 Destruction +10,
                                                                 Light Armor +5,
                                                                 Marksman +5,
                                                                 Mysticism +5
    
    High Elf - Fortified Maximum Magicka (magnitude 100,         Alchemy +5,
                                          constant)              Alteration +10,
               Weakness to Fire, Frost, and Shock (magnitude 25, Conjuration +5,
                                                   constant)     Destruction +10,
               Resist Disease (magnitude 75, constant)           Illusion +5,
                                                                 Mysticism +10
    
    -------------------------------------------------------------------------------
    
    Once you decide on the sex and race of your character go to the Face option. In
    the Face option you can shape almost every angle on your characters face to the
    desired shape you wish them to have. Now go to the Tone option to change
    various tones on your character. You can also randomize the face and build off
    of it to get moving along.
    
    Now go to the Hair option and customize your hair how you would like it. Change
    the eyes if you have the option to, then the age, and finally your characters
    complexion. Now click Done to start the Tutorial.
    
    *******************************************************************************
    2.01.02 - Tutorial: Imperial Prison
    *******************************************************************************
    
    The game will now show you the room you are standing in and give a quick
    display reminder of how to move. You find yourself in a prison cell, locked up.
    Practice moving around, sitting on the stool, and taking items. Head over to the
    door to listen to another prisoner across the hall that taunts you. Every Race
    has a different conversation with the prisoner based on the race and your sex
    that you chose.
    
    After the conversation the guards will come down the stairs and they are in
    need of using your cell. The Emperor Uriel Septum VII comes down the stairs
    with three members of the Blades. The emperor's sons have been attacked and are
    suspected to be dead. The guards will tell you to head over to the window,
    which is the far back wall opposite of the door. Head over there for the story
    to continue.
    
    Once you reach the position you are supposed to be in your character will
    freeze in place, but can still rotate. The emperor will talk to you about how
    you were in his dreams. Ask the emperor all the questions you wish and then the
    guard to your right will press a stone and open a secret path in your cell. You
    are now free to roam around and the guards don't really care what you do now.
    
    Head down the stairs after the group and go through the passageway with them.
    You will need to descend another set of stairs, do not get ahead of them here.
    A group of assassins after the emperor will attack, you have no weapons nor
    armor so stay back with the emperor and talk with him until the battle ends. It
    will claim the life of Captain Renault, the woman that opened the passage and
    led the group.
    
    Head over to the dead bodies and pick up the items found on them, you can find
    a Steel Short Sword on the ground and Renault's Akaviri Katana on her body
    along with a torch. You can also take the assassins Mythic Dawn Hood and Robe
    if you wish. One of the assassins is also carrying a Weak Potion of Sorcery.
    Once you grab all the items some quick recap tutorials will pop up on the
    screen telling you how to equip and use the items.
    
    Shortly after two rats will run up the stairs and attack you, deal with them
    and move on, the guard told you not to follow the group...as this won't be
    possible since he will lock the door behind them. Turn to the south east and
    head through the hole in the wall, where the rats are coming through. Make sure
    your torch is equipped and head in.
    
    Another rat will either emerge from within the new area or stay inside for you
    to go in and attack. Turn to the right just as you enter for a chest containing
    a Rusty Iron War Axe and a small handful of Gold. In the far east corner you
    will find a skeleton with a lot of items to loot off it. The game will bring up
    another quick recap on how to use bows. Equip the bow and arrows and then shoot
    at the bucket by the well to get the quest updated. Look next to the skeleton
    against the stone for a bag of goodies to look in. The bag will have a 15%
    chance of a random item or items in it.
    
    Now head to the chest next to the skeleton and try to open it for a lock pick
    tutorial. Test your lock picking skills on the lock and open the chest for a
    sapphire and a small amount of Gold. Head over to the well and take the arrows
    you shot in to the bucket back.
    
    Open the crate to the right of the well for a Club, some two Lock picks, and
    four Torches. Look in the barrel in the east to south east corner for a Club,
    12 more Iron Arrows, Rusty Iron Dagger, and two Lock picks. Go to the south and
    you will find a killed Goblin Shaman on the ground. Loot his body for a Club,
    Weak Potion of Sorcery, Chameleon Book, Flash Bolt Book, an Iron Key, and three
    Lock picks. Use the key on the door just behind the goblin's dead body or pick
    the easy one tumbler lock with a Lock pick.
    
    *******************************************************************************
    2.01.03 - Tutorial: Imperial Substructure
    *******************************************************************************
    
    The game will bring up a tutorial pop up to recap on how to cast spells. Kill
    the rats in the room using spells to practice getting used to them. Now head
    over to the chest in the middle of the south west direction next to some fallen
    stones to get an Iron Cuirass and Greaves, 24 arrows, five Lock picks, three
    torches, a healing potion, another Iron bow, and a rusty war axe.
    
    Start to head down the passage way to the north and head back up while shooting
    some magic at the rats that come after you. Kill the rats and a Zombie should
    be close behind for you to kill. Continue down the path you were headed and
    kill anymore rats that get in the way. Head in to another room area and attack
    the rats in this area. Open the chest in here for a Weak Potion of Respite and
    a Weak Potion of Sorcery, as well as two Lock picks.
    
    Go northwest through the tunnel to another room. Kill the rats down below and
    then turn to the left to open a chest on the left side of this upper area. It
    is a little tough to pick this lock as there are three tumblers. Inside the
    chest is some Gold, three Lock picks, and two Torches. Head down the stairs to
    the pile of items and grab the shield, Tomato, Lettuce, Wedge of Cheese, and
    the Iron War hammer. By now you may have too much weight on you and a tutorial
    will pop up explaining what to do. In the chest on the far side is a Rusty
    War Axe and some Gold.
    
    Head up the stairs and go through the next tunnel killing the rats. As you are
    heading down the tunnel that leads south west, look on the left side for the
    alcove that holds a sack. Inside is a Weak Potion of Healing and three
    Lock picks. Head straight to the wall once you enter the next room and kill the
    rat in here. Take the four bottles of Ale out of the barrel in the wall. Now
    head south east through a hole in the wall and kill more rats.
    
    Right before heading in to the large caverness room you can harvest some Wisp
    Stalks off the plant. Head north west to search the skeleton for some Gold and
    two Lock picks. There are also a Flawed Ruby and Silver Goblet on the ground
    mixed in with the bones. Open the chest for two Potion of Healings and a Weak
    Potion of Sorcery. Harvest the Cairn Bolete Cap and watch out for any rats that
    may jump out from around the corner ahead.
    
    As you move forward through the area another tutorial pop up will tell you how
    to Hotkey items. Head south west and grab the Wedge of Cheese on the ground and
    harvest some Wisp Stalk Caps. Now turn to the east and harvest the Cairn Bolete
    just before entering another section. Harvest the Stinkhorn Cap and Cairn
    Bolete in the corner. Now walk past the hanging skulls and enter the next door.
    
    *******************************************************************************
    2.01.04 - Tutorial: Natural Caverns
    *******************************************************************************
    
    As you head down the tunnel, at the end turn right at the bend to open a small
    crate to find a Hand Scythe and a Pewter Bowl. In the barrel is Folded Cloth,
    an Hourglass, a Pewter Plate, and Shears. Now turn around and head forward to
    get another tutorial pop up recapping how to use Stealth. Stealth over to the
    Goblin standing by the fire watching a rat getting roasted and kill him for a
    stealth kill damage bonus. On the crate table you will find a Mortar and Pestle
    to create potions and poisons. A tutorial will pop up once you take it to tell
    you a little about it. Pick the easy lock on the chest with one tumbler for
    some Gold, three Lock picks, and two Torches.
    
    Continue down the tunnel to the north east. Sneak through this tunnel and then
    once you see the Goblin ahead, toggle off sneak mode and run through the trip
    wire as you dart for the wall on the right. This wire will set off a trap which
    kills the Goblin as it tries to attack you. Check the body for a Bear Pelt and
    some random Gold.
    
    Enter the next tunnel and check the dead rat on the ground. Head down the left
    path to find a chest on the table to pick with one tumbler. Inside is some
    arrows and two Lock picks. Go to the corner by the fire and barrels to pick up
    the two apples, then head down the slope. The logs sitting on the hill can be
    triggered as a trap to kill the Goblins just below it, or you can run through
    the Goblin camp ahead and lure tougher Goblins back over here to kill with
    it.
    Head down the hill and take out the two Goblin archers if you aren't going to
    activate the trap just yet and open the two chests below, one having to be
    picked with one tumbler. Inside the locked chest is five arrows and a Lock
    pick. In the other chest is three Weak Potion of Healing's and a Weak Potion of
    Respite if you want. Continue through the cavern tunnel.
    
    Watch out on the left side, a Goblin Berserker is standing over here. Take the
    Lock picks and any daggers off the Berserker if you need them. Turn to the
    right and snipe the Goblin over here with a stealth kill. Sneak over to the pit
    in front of you and snipe the Goblin down here for another stealth kill. Kill
    some three rats in the pit on both sides of the gate to the right and watch out
    for the Goblin Witch on the other side of the pit. If the witch spots you he
    will shoot lightning and throw fireballs at you from that distance. Throw some
    fireballs back or stealth kill him from a distance with the bow.
    
    On the half of the pit you started on there is a rope you can pull to activate
    the gate below. Check the bodies of all the Goblins for any useful items. Make
    sure to go to the Goblin Witches body to loot it for an Iron War Axe, a Petty
    Soul Gem, and a Flawed Ruby. Don't forget to look at the Goblin Shaman Staff it
    drops, you may want to keep it. Check the chest up by the witches’ pot of
    skulls to pick the simple one tumbler lock for some Gold, two Flawed gems, a
    Gold Nugget, a repair hammer, and a silver vase. The game will now have a
    pop-up tutorial recap you on how to repair weapons and armor.
    
    Head north by north west to reach an enclosed storage like area with a chest on
    the northern wall holding an Iron Long sword, three Lock picks, and a Repair
    Hammer. In the south west corner is a crate with meat and a barrel with four
    bottles of ale in it. Head down in to the pit to check the other Goblin and the
    rats bodies down here. Now head north east through the next tunnel. Head up the
    steep path and turn to the left once you reach the room with the door to find a
    chest with Arrows and two Lock picks. Enter the door to go to the next area.
    
    *******************************************************************************
    2.01.05 - Tutorial: Imperial Subterrane
    *******************************************************************************
    
    Head up another steep hill and turn to the left, once you reach the hole in the
    wall you will be "reunited" with the emperor and the remaining two Blades.
    Before dropping down to say hello, watch out for another assassination attempt
    by the robed assassins. Let the Blades take care of them, then drop down for
    your warm welcome.
    
    The emperor once again helps you out by telling the Blades to stand down. After
    they do the emperor will talk to you, respond and then you must choose which
    sign you are. The following is a list of the Signs and what they will give to
    you and who it is best for:
    
    -------------------------------------------------------------------------------
    
    The Apprentice - Magicka +100                           Best for aggressive
                     Weakness to Magicka 100%               spell casters
    
    The Lady - Willpower +10                                Use if mixing Willpower
               Endurance +10                                and Endurance Skills
    
    The Mage - Magicka +50                                  Best for spell casters
                                                            no drawbacks
    
    The Thief - Agility +10                                 Best for people playing
                Speed +10                                   mainly as a thief or
                Luck +10                                    someone wanting nice
                                                            attributes
    
    The Atronach - Magicka +150, Spell Absorption 50%,      Skilled Spell casters
                   no Magicka regeneration
    
    The Lord - Restore Health (duration 15, magnitude 6)    Good for characters
               Weakness to Fire 25% all the time            with no restoration
    
    The Lover - Paralyze (touch, duration 10)               Very useful for problem
                Lose 120 points of Fatigue a day            solving
    
    The Ritual - Restore Health (magnitude 200, instant)    Very useful for problem
                 Undead (magnitude 100, duration 30)        solving
    
    The Serpent - Four effects all at once, once a day      Not to useful for
                  Damage Health (touch, magnitude 3,        problem solving
                                 duration 20)
                  Dispel (magnitude 90)
                  Cure Poison, Damage Fatigue (self,
                                       magnitude 100)
    
    The Shadow - Invisibility (duration 60) once a day      Very useful for thief
                                                            and assassins
    
    The Steed - Speed +20                                   not to useful unless
                                                            using a lot of skills
                                                            using speed
    
    The Tower - Open Average Lock once a day                Useful for problem
                Reflect Damage (magnitude 5, duration 120)  solving
    
    The Warrior - Strength +10                              Great for fighters
                  Endurance +10
    
    -------------------------------------------------------------------------------
    
    Once you have decided which Sign you will choose continue on. After the emperor
    is done talking to you Baurus will tell you to carry a torch and stay close.
    Ask him about the Blades and Uriel Septim. Follow the group down the hallway
    but once you all turn right, you should branch to the left a little to open a
    chest on the ground to get ten arrows and four Lock picks. Now quickly jump out
    of this pit area and drop down to where the emperor and Blades are as they are
    attacked once again by some assassins. Let the Blades kill all the assassins in
    the next room as well, then follow them through the door.
    
    *******************************************************************************
    2.01.06 - Tutorial: The Sanctum
    *******************************************************************************
    
    Wait near the emperor for Glenroy to signal the group that it is safe to follow
    him. The gate ahead is barred from the other side, so the group is forced to
    head through another passage way. Once in the room assassins will start to come
    from behind you so the two Blades head out there to protect the emperor as you
    are stuck in the room as a last resort. The emperor tells you he can no longer
    go on and gives you his amulet, seconds later an assassin will come through a
    passage in the wall and kill the emperor. You must quickly kill the assassin
    before he kills you too.
    
    Baurus will talk to you for a little while and give you a key. He explains that
    you must go through the sewers and practically straight west in to the woods
    southeast of the city of Chorrol. You will now have to choose your class or
    create a custom one. Pick whichever pre-made class you want or do your best bet
    and create your own class to your liking, name it what you wish and 
    
    Loot the assassins body for a Potion of Nighteye. Head through the passage the
    assassin used to kill the emperor and continue through the passage way. Open
    the door at the end of the hall with Baurus' Key. Now head over to the sewer
    grate and enter it to leave this area.
    
    *******************************************************************************
    2.01.07 - Tutorial: The Sewers
    *******************************************************************************
    
    Head down the stairs and through the tunnel to the north northeast. Watch out
    for the Goblin at the end of the hall. Two Rats will also attack while you
    enter the next room, dispose of them. Turn to the right just as you enter the
    room and check the barrel for six Cheese Wheels, the crate contains three Flour
    ingredients, and the chest contains five arrows and two Lock picks.
    
    Head across the walkway to the other side and kill any rats that show up. Head
    over to the right tunnel and kill the rat in here. Head up the stairs and take
    out the rat on this upper walkway. As you come out the tunnel look below to
    kill the Goblin Berserker with your bow. Hop down and check his body for
    Garlic, two Lock picks, and a Silver Nugget. He will also drop his shield and
    Rusty Iron War Axe.
    
    Head back up the stairs in the other tunnel and go across the walkway to open
    the gate on the other side. Kill the rat and head for the last door of the
    sewer. I advise to manually save your game before even touching the door. Once
    you try to leave the game will ask you if you would like to change your race,
    class and sign one last time. Make any adjustments you wish and head out the
    door. If you saved the game you can now load it at this point to always have
    an easy way to make a new character without having to go through the tutorial
    all over again....unless you like that sort of thing.
    
    *******************************************************************************
    2.02 - Main Quest
    *******************************************************************************
    
    2.02.01 - Deliver the Amulet
    2.02.02 - Find the Heir
    2.02.03 - Breaking the Siege of Kvatch
    2.02.04 - Weynon Priory
    2.02.05 - The Path of Dawn
    2.02.06 - Dagon Shrine
    2.02.07 - Spies
    2.02.08 - Blood of the Daedra
    2.02.09 - Blood of the Divines
    2.02.10 - Miscarcand
    2.02.11 - Bruma Gate
    2.02.12 - Allies for Bruma
    2.02.13 - Defense of Bruma
    2.02.14 - Great Gate
    2.02.15 - Paradise
    2.02.16 - Light the Dragonfires
    2.02.17 - Imperial Dragon Armor
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.02.01 - Deliver the Amulet
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Weynon Priory just outside Chorrol. Enter the large house called
    Weynon House. Once inside you will need to locate Jauffre. Hand over the amulet
    (what you choose isn't important) and then tell him the emperor's last words.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.02.02 - Find the Heir
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Jauffre tells you that he knows of an illegitimate son of the late emperor. His
    name is Martin and he was brought to Kvatch, the city that was attacked and
    brought to the ground.
    
    Ask about assistance and he will unlock his chest that he lends items out to
    the Blades if you need some extra items. Talking to the other monks you will
    get a horse from the stable and a training book for blocking.
    
    Head out to Kvatch and you will find a refugee camp south of Kvatch as you
    approach the city limits. A man named Hirtel will come up to you and tell you
    that the city has been destroyed by Daedra and that Martin must be dead. Boldon
    tells you to talk to Savlian Matius at the top of the road near Kvatch to find
    out about Martin.
    
    Head up the path towards the city and it will start to turn a new color in the
    sky. As you approach the city gates some guards will be holding position in
    front of an Oblivion Gate as Daedra randomly come out of it to fight them. Help
    take out the Daedra and then talk to Savlian Matius. He says that some people
    were able to run to the chapel and hide in there while others got killed in the
    streets. The Count and some others are also locked in the castle and need to be
    rescued as well.
    
    The rest of this quest will completed in "Breaking the Siege of Kvatch".
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.02.03 - Breaking the Siege of Kvatch
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Tell Savlian Matius you want to help and he will ask you to step in to the gate
    to find the group of men he sent in to try to close it. Head in to the Oblivion
    Gate and you will be transported in to a hellish looking world. Run straight
    ahead and kill the Daedra to rescue one of the guards running around.
    
    He will tell you that they were being picked off one by one and getting taken
    to the tower. He tells you he is getting out of there, tell him to either go
    help Captain Matius or stay and help you. It is best to just have him stay
    alive and help later by sending him to help Captain Matius for now.
    
    The path to the north east leads to a dead end with more Daedra to kill off and
    the path north leads to a War Gate that won't open but you can see four guard
    bodies laying on the ground. Head west and take the lower path to the right.
    You will find another guard burned alive in the lava. Make your way around the
    path and kill off the Daedra that come after you.
    
    Eventually you will make it to a large open area at the tower bases. Make your
    way east to find the door to the tower labelled The Blood Feast and enter it.
    Kill the Daedra inside the tower and go to the south west door to the Rendering
    Halls. Go through the hallway and open the door to a room on the second floor.
    Now head east back in to the Blood Feast tower to reach the next floor.
    
    Go to the south and take the door to the Corridors of Dark Salvation. Head up
    the ramp to the north west and take care of the Daedra to head through the door
    back outside and walk along the sky bridge to the tower nearby. Enter the
    Reapers Sprawl and you will hear someone yelling about the gate.
    
    Head up the ramp and talk to the Kvatch guard locked in the cage. He tells you
    that you must remove the Sigil Stone to shut down the gate and the Sigil Keeper
    has the key. Head down the tower or wait for the keeper to come up to this
    floor and kill him off to grab his key. Head back out to the bridge and
    re-enter the Corridors of Dark Salvation.
    
    Go to the door on the north side and use the key you just got to open it. Head
    up the ramp and watch out for the spikes that stab out of the wall on both
    sides just at the top of the ramp. Kill the Daedra and go through the southern
    door to the Blood Feast. Go up the ramp and kill the Daedra waiting at the top.
    Use the red hot portal to teleport up the tower higher.
    
    Head up the rest of the tower and kill off the Daedra that are in the way.
    Unlock the door to the east with the key and head inside. Head up the ramp and
    then enter the middle room. Go up the stairs in the back of the room and then
    wrap back around the floor killing the Daedra. Go up the last ramp and kill the
    Daedra, then go to the peak of the fire and grab the Sigil Stone. The world
    then begins to burn up and you are teleported outside Oblivion as the gate
    shuts.
    
    Go talk to Savlian Matius and he thanks you for closing the gate. Now he wants
    to quickly rush the city, if you need to rest and/or repair your armor do so
    now. There is no real time limit to how long you wait to continue on with this
    quest. Come back to him when you are ready and tell him you are ready to head
    in.
    
    Charge in to the city as Savlian Matius yells "For Kvatch!!" and take on more
    Daedra. You must kill off all the Daedra in the area in order to free the
    people within the chapel. Once all the Daedra are killed talk to Savlian Matius
    about what to do next. Now head inside the Chapel to see if there are
    survivors. Savlian Matius has another guard escort everyone including Martin
    back to the refugee camp down the path and then returns once she is done.
    
    You will now be able to start a side quest called "The Battle for Castle
    Kvatch". This should be completed before "Allies for Bruma" from the Main Quest
    is completed.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.02.04 - Weynon Priory
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Brother Martin and explain to him who he is. You will find him down at
    the refugee camp once you are done with helping around Kvatch. Once he is
    convinced take him to Weynon Priory by fast travel or head out along the trails
    as you protect him.
    
    As you get back to Weynon Priory from Kvatch with Martin you will be greeted by
    Eronor the shepard. He comes running up to you with an attacker close behind as
    he tells you Weynon Priory is under attack. Prior Maborel is dead and the
    others are believed to be in the chapel. Kill off the attackers and they will
    turn in to Mythic Dawn Assassins.
    
    As you approach the large house Brother Piner will come running out asking about
    Jauffre. Tell him he might be in the chapel and then run over to it at the
    east. Jauffre believes they came for the amulet and now you must go check on it
    to see if it is still safe. Head back over to the house and enter.
    
    Jauffre runs upstairs and goes in to an already opened secret door that looked
    like the cabinet. Head inside and you will ind a smashed chest where the amulet
    used to be. Tell Jauffre that Martin is safe and at the Priory. He then tells
    you that they have to go to Cloud Ruler Temple near Bruma.
    
    Head out and either fast travel to Cloud Ruler Temple (it will let you fast
    travel here even if you have never been to it before) or travel on foot over to
    it. Once you reach the gates they will automatically open with a soldier to
    greet you. Everyone heads to the top of the stairs where Martin gives a speech
    and then talks to you about what he should do.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.02.05 - The Path of Dawn
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Speak to Jauffre and he will ask if you would like to join the Blades Order.
    There is only one rank and you get your own katana just like the Blades. You
    can also go to the armory to get the two-handed katana and the full set of
    Blades armor if you wish underneath the library.
    
    Head out to the Imperial City Elven District and head in to Luther Broad's
    Boarding House. Talk to Baurus and he will tell you that he is going to get up
    and leave. The guy in the corner will then follow Baurus and you are to follow
    him. Don't say anything except "I'm ready when you are."
    
    Baurus heads in to the cellar and sure enough the man in the corner follows him
    as well. Quickly head down in to the cellar after them. Baurus jumps the man
    from around the corner and he turns in to a Mythic Dawn Assassin. Kill him off
    and then search his body to find a book called "Mythic Dawn Commentaries 1".
    Take it and read it to level your conjuration skill.
    
    Now talk to Baurus to see what he has learned. He has been tracking down Mythic
    Dawn Agents through the Imperial City and they must have taken notice. Tell him
    they have the amulet and you found Uriel's heir. After you have talked to him
    ask what the next move should be. He tells you to find Tar-Meena at the Arcane
    University and show her the book.
    
    Head over to the Arcane University and look for Tar-Meena. If you aren't a high
    ranking Mage in the Mages guild you will find Tar-Meena in the lobby of the
    tower, otherwise she is located in the Mystic Archives. She tells you in order
    to find the Mythic Dawn you will have to first find all four volumes of the
    commentaries. Tar-Meena will give you the second volume and suggest that you
    head over to the First Edition bookstore.
    
    Go to the Market District and enter the First Edition bookstore. Talk to
    Phintias about Mysterium Xarxes and he tells you that volumes 3 and 4 are
    impossible to find. He tells you that he has a copy of volume 3 but Gwinas has
    already pre-ordered it. You can either raise Phintias Disposition up and he
    will sell you the book for 100 Gold and then wait for Gwinas to tell him you
    have the book. He will be outraged and want to yell at the bookseller more.
    Tell him that he is way over his head and that the cult killed the emperor and
    he will give you a note to allow you to get the fourth volume.
    
    You can also just wait for Gwinas to get there and talk to him as he leaves the
    store to tell him how the cult killed the emperor. He will then gladly hand
    over the book and give you a note to get the fourth volume.
    
    The note tells you that you are to go in to the sunken sewers under the Elven
    Gardens alone and take the main tunnel until you reach a room with a chair and
    table, then sit at the table and The Sponsor will hand over the book. Head in
    to the Elven Gardens and first talk to Baurus again at Luther Broad's Boarding
    House.
    
    He tells you that he knows that part of the sewers and that you should get
    going now. Follow Baurus and go down in to the sewers. He takes you south east
    in to a room with some Mudcrabs, kill them off. After activating the wheel on
    the wall you and Baurus will continue south east. The path soon curves to the
    south west through a few rooms with some Mudcrabs. Head in to the Sewer
    Waterworks through the door ahead.
    
    You will then make your way east and then jump in the water to go south. Watch
    out for the Goblins that patrol this area and take them out. Head all the way
    south through the water and then go to the west. Wrap around and up the stairs
    as you kill the goblins and then move west again to make it back out to the
    Elven Garden Sewers.
    
    Get back in the water and head north east at the end of the room head north to
    the next room. Baurus will tell you that he should handle the meeting and you
    go up the stairs to cover him at a vantage point. You can tell him that you
    want to meet the sponsor if you wish, it doesn't matter as the outcome will be
    the same.
    
    The Sponsor brings two friends that are up around the vantage point as well and
    spot whoever is up there. A battle then starts up and Baurus and you must kill
    them all. Search Raven Camoran's body for volume 4 and then talk to Baurus. He
    will head off to Cloud Ruler Temple to be with the other Blades and Martin.
    Towards the back of the area you will find that the three Mythic Dawn members
    were actually staying in the sewers here. All three books will also be laying
    around the area along with a full set of Mythic Dawn robe and hood.
    
    Head back out of the sewer the way you came if you don't want to fight all the
    enemies along the west route. Now head back to the Arcane University and talk
    to Tar-Meena again. She tells you that she needs a days worth of studying to
    figure out the clues. Wait 24 hours and/or study the books yourself to see if
    you can figure it out. Without any real clues to go on it can be very hard to
    figure out at this point.
    
    Talk to Tar-Meena again to see what she has to say the next day. She believes
    the first word of each paragraph is the key to solving the puzzle. As you read
    the four books you will get this:
    
    Book 1:
    Greetings Reader Enter Every Night Enter My Palace Endlessly Roaring Offering
    Red-drink
    
    Book 2:
    Whosoever Answers Your Whisper Hides Enraptured Recorded Enslaved
    
    Book 3:
    The Oath Woe Every Reader That Once Understood CHIM He Endeth Starlight
    
    Book 4:
    May I Deathlessly Deny All Your Suns Under Nothing
    
    This is a large step in to the clues and with a little thinking you can get it.
    If you are having anymore trouble wait 24 more hours and then talk to Tar-Meena
    again. This time she tells you:
    
    "Green Emperor Way Where Tower Touches Midday Sun"
    
    Head out to the Green Emperor Way and go to the west side. You should find a
    dome covered small Tomb of Prince Camarril just south of the path leading to
    Talos Plaza. If you face it in the direction of east as you look at the palace
    tower you should see a thin lined sketch of Cyrodill along with the sun above
    it. Wait for noon and it will light up revealing a map.
    
    Activate the marking on the tomb and you will learn the location of the Mythic
    Dawn. They are located in the north east corner of Cyrodill in a place called
    Lake Arrius Caverns.
    
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    2.02.06 - Dagon Shrine
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    Head out to the caverns and enter them right outside the lake. You have two
    choices in this part...either come in and act like a new recruit or go in with
    blades swinging. Either talk to the Doorkeeper and reply to him or kill him and
    take his key. If you kill him you will need to fight everyone else from then on
    opposed to sneaking through a little further.
    
    If you are going undercover before you enter the doorway find a spot in the
    cavern room to drop all your things so you don't have to really hand much over.
    Head in to the tunnel and hand over all your possessions to Harrow and take
    the robe. If you choose the other route your up for a huge fight with a lot of
    Mythic Dawn Warriors.
    
    Follow Harrow in to the Shrine Antechamber and then go south east down the
    tunnel. Three-fourths of the way down the tunnel you will enter a door to the
    east bringing you to Dagon Shrine. You will then be led down to the "great"
    leader Mankar Camoran himself and listen to his speech.
    
    He will then use the Amulet of Kings and teleport himself to a new realm and
    close the portal behind him. You must now get the book Mysterium Xarxes from
    the shrine altar to try to figure out a way to get the amulet back. Soon after
    Harrow announces that there is a newcomer to join and Ruma Camoran, Mankar's
    daughter, will tell you to come forth up on to the stage so she can speak to
    you.
    
    Your next step to getting in is to make a sacrifice to Dagon. You must now
    decide whether to kill off Jeelius, a monk in the temple district, or save him.
    If you kill him the members will leave and you can grab the book but as you try
    to go they will be alerted that you took the book. Either way you will have to
    fight your way out so a smart thing to do is say "Yes" to killing him but grab
    the dagger and use it to kill off the Mythic Dawn members around you. Don't
    forget to take the weapons of the fallen and use them against them. Also kill
    Harrow as soon as possible to get your items back.
    
    DO NOT take the book off the altar until you have successfully gotten Jeelius
    off the sacrifice table and away from the statue. When you take the book the
    statue will crumble. Jeelius will just get up and run away without saying
    anything to you. Take the book and get out of the caverns. Kill off the Mythic
    Dawn members if you wish and explore the sanctuary if you wish.
    
    Go all the way through the tunnel taking out the Mythic Dawn and go through the
    last wooden door to the Lake Arrius Caverns to find a secret room. Use the
    lever on the wall to activate the rock just outside the main entrance to the
    Mythic Dawn compound and then get out of there.
    
    Remember to grab any items you dropped earlier than leave the cavern and head
    over to Cloud Ruler Temple to talk to Jauffre and tell him the amulet was taken
    with Mankar. Head inside and give the Mysterium Xarxes to Martin to study.
    
    Once this quest is complete you can start the side quest "The Wayward Knight".
    It has to be completed before "Allies for Bruma" from the main quest is
    complete.
    
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    2.02.07 - Spies
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    Speak to Jauffre about the Spies and he will tell you that he can't leave the
    fortress unguarded and wishes that you go eliminate the spies wandering around.
    He tells you to talk to Captain Steffan and Captain Burd.
    
    +++++++++++++++++
    +Sneaky Approach+
    +++++++++++++++++
    Talk to Captain Steffan wandering the fortress and he will tell you that the
    spies have been seen on the road near Cloud Ruler Temple by the runestone at
    dusk.
    
    Head out of the fortress and go down the mountain trail and you will find the
    runestone. Hide in the distance a little and wait for 7 PM. You should see two
    people at the stone around and then they leave roughly after 10 PM. If you
    follow them you can find them going to a cave near Bruma.
    
    Enter the caverns and take the lit path to the right. Kill the two ladies as
    they are both Mythic Dawn spies. Take the Basement Key and unlock the door to
    Jearl's Basement. Inside this room you will find Jearl's Orders on the table,
    take them.
    
    +++++++++++++++++++
    +Forceful Approach+
    +++++++++++++++++++
    Locate Captain Burd and talk to him about spies. He says no one has been
    traveling around except for Jearl. She just recently came back from a trip to
    the south. Head over to her house to find out that it is locked up tight and
    she literally never leaves the house.
    
    Talking to Jorek the Outcast about strangers lets you pay him 5 Gold to learn
    that someone was looking out Jearl's window when Jearl was gone on her trip. Go
    talk to Captain Burd about this mystery person. Burd will give you permission
    to search her place without interference from the guards. Head back out to her
    house and pick the lock to enter.
    
    Inside the house you will find Jearl and another woman as they turn around and
    attack you. Kill hem off as they are just Mythic Dawn spies. Take the Basement
    Key off one of them and then head in to the trap door under the carpet by the
    dining table.
    
    In this small room you will find Jearl's orders on the table, take them and get
    out of there.
    
    +++++++++++++++++++++++++++++
    +Alternate Forceful Approach+
    +++++++++++++++++++++++++++++
    Talk to Captain Steffan and he will tell you where to find the spies, usually
    at the doomstone around 6 PM. Kill them both right away and take both key sets.
    Head in to Bruma and talk to Captain Burd. Tell him that Jearl was a spy and he
    will grant you access to her house without questions asked.
    
    Enter the house with the key and then go to the dining table and look on the
    floor where the carpet is to use the next key on the cellar door. Head down
    there and then grab the orders off the table.
    
    +++++++++++++++++++++++++++++
    +Joined After Finding Orders+
    +++++++++++++++++++++++++++++
    
    With one of the three choices done and the orders in hand head back to Cloud
    Ruler Temple and talk to Jauffre and give him Jearl's Orders that you found. He
    will then go to warn the Countess of Bruma of events to come. Jauffre will tell
    you to talk to Martin about the Mysterium Xarxes.
    
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    2.02.08 - Blood of the Daedra
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    Martin tells you that you need to get a Daedric Artifact. Read "Modern
    Heretics" to learn about finding an artifact. It will talk about a Daedric
    Shrine just east of the fortress. Head out there and talk to the people walking
    around it. You will learn that you need to offer Glow dust in the morning or
    evening to call forth the lady.
    
    Go find a Will-O-Wisp and kill it to get some Glow Dust. Once you have the glow
    dust wait until 5 AM or 6 PM to talk to Azura's statue. She will tell you a
    story about how her followers went to kill some vampires but became vampires
    themselves so they closed themselves up in the cave. She wants you to go find
    and kill them all so they can rest.
    
    Head south west to the Gutted Mine and enter it. Head down the tunnel and jump
    over the trip wire that will activate a swinging spike ball. Continue on and
    kill the vampire walking around in the first room. Continue west to reach
    another cavern room with two more vampires to kill.
    
    Pull the rope along the west wall and it will open a secret rock. Go down in to
    the next cavern area and kill the last two vampires down here. Once they are
    all dead head back to the shrine and talk to Azura. She will hand you Azura's
    Star. Take the star back to Martin at Cloud Ruler Temple and hand it over. He
    tells you he will need a while to study more from the book, about 24 to 48
    hours.
    
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    2.02.09 - Blood of the Divines
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    Talk to Martin in about 24 to 48 hours after completing "Blood of the Daedra"
    and he has deciphered the second item needed, the 'blood of a Divine' to
    counteract the 'blood of a Daedra'. The only way to get this is from Tiber
    Septim, since he was once mortal and has since then become a god. Talk to
    Jauffre on what to do next.
    
    He fears he is sending you to your death since no one has gone to the shrine
    and lived to tell about it in centuries. He has no real choice but to hand you
    the key and send you off on your way. Head south west from the fortress to
    reach Sancre Tor. Once you reach the ruins you will get a nice warm welcome
    from some Skeletons and Lich's depending on your level. Head inside the ruins
    to move on.
    
    Kill the Wraith at the bottom of the first set of steps and then continue down
    the hallway. In the large room wrap around the walkway and kill the Wraith, go
    down the stairs and kill another to reach a large wooden door to go through.
    Head down the hallway and kill two Wraiths by the iron gate. Activate the lever
    a little ways away from the gate itself.
    
    Go through the wooden door and go up the stairs to find an Undead Blade. Kill
    the skeleton and you will free one of the missing Blades, Rielus. He tells you
    that the Underking was in the shrine and killed them. He asks that you free the
    others and then leaves to free the curse.
    
    When you enter the circular room kill off the Wraiths wandering around and then
    head through the north west hall to enter the Hall of Judgement. Turn right and
    go up the stairs to kill a Wraith. Enter the wooden door and then kill off the
    next two Wraiths wandering around and press on.
    
    When you head up the stairs you will need to kill another Wrath, head through
    the door to enter another large room. Go down the stairs to the north west and
    kill off the Wraiths and you will find the second Undead Blade, free him. Exit
    south east instead of going north east from this room.
    
    Drop down from the bridge walkway and kill the two Wraiths in the room and
    continue to the south west. Enter the Catacombs and free the third Undead Blade
    from the curse. Turn back around and go back through the door you just came out
    of. You will want to head back out the south east door to the Entry Hall.
    
    Head to the east side of the circle room and enter the Prison. Kill the Wraith
    around the corner and pull the lever on the wall before the iron gate. You will
    enter a room leading up to a locked wooden door. Kill the ancient Warden Kastav
    and take his key. Kill the Wraith and move east down the hall. At the second
    intersection take a right and head south, kill the Wraith wandering around.
    
    Kill the Wraith at the end of the hall and turn left to head east. Kill the
    Wraith about halfway down the hall and then take another left to head north.
    You will then enter a big room and see the Undead Blade down below to your
    right. Head down after him and free him. Now that all the Blades have been
    freed you will have to follow the spirit to the tomb to see if they can undo
    the curse.
    
    If for some reason you lose the spirit or don't feel like following him, head
    out of the prison the way you came and go across the bridge in the circular
    room to enter the Tomb of the Reman Emperors. All four spirits will encircle
    the entrance to the south and kneel for a few minutes. After a while the
    enchantment blocking the door to the armor will become open again allowing you
    to pass. Talk to the spirits one last time as they get up and leave to rest.
    
    Head south through the tunnel and take the Armor of Tiber Septim. Now leave the
    ruins and head back to Cloud Ruler Temple to give it to Martin. You must wait
    about 24 hours from the time you started "Blood of the Divines" to continue to
    the third step.
    
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    2.02.10 - Miscarcand
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    After roughly 24 hours from when you started "Blood of the Divines" and
    returned the Armor of Tiber Septim to Martin he will tell you the third item
    you need to collect for him, a Great Welkynd Stone. Since most have already
    been taken over the years due to there great value to Mages and thieves there
    is only one known place where one still rests, due to the explorers dying to
    find it.
    
    Head south west from Cloud Ruler Temple to find the ruins inbetween Kvatch and
    Skingrad. Head south and turn to the right to go west as soon as you can. Kill
    the Goblin and move on along the upper path. Go south at the intersection and
    kill the zombie walking around, then hop down to the lower floor and kill all
    the Goblins and skeletons in the room.
    
    Head west through the doorway and go up the stairs to kill more Goblins. In the
    north east corner of the room you will find a switch, activate it and then head
    up the stairs. Step on the pressure plate and head south again down the tunnel.
    
    Instead of dropping down to the lower floor again, move along the upper path
    and go through the previoulsy locked doorway and enter Sel Vanua. Head south
    and kill the Goblins and Skeletons as they wage war on eachother. Go through
    the south doorway to continue on your way.
    
    Kill the zombie at the bottom of the stairs and then move all the way north on
    the upper walkway to move east along an upper bridge. Kill the skeleton as you
    head in to the turn. Enter the gate and kill off the zombies when heading south
    and turn west. After you go down the stairs, search the south wall for a switch
    to activate.
    
    Once you activate the switch head north through one of the two doors killing
    off the skeletons and zombies as they wage war on eachother. Enter the
    previously locked doorway and enter the Morimath.
    
    Head up the stairs to the north and back down them to the east. Turn to the
    north and hack up the zombie walking around. When you turn to the west kill off
    the zombies in the area and go through the gate. Head south to find the Great
    Welkynd Stone. Removal of the stone raises the stairs on both sides of you to
    allow two zombies to come up and attack.
    
    Not only will the zombies come up but the King of Miscarcand will come from the
    north. Kill them all off and take the key from the king. Head back to where he
    came from and step on the pressure plate in the room. Turn to the east and kill
    the zombie waiting in here. Now head west and use the key on the door to
    continue on. Go down the path and eventually you will come to a door leading
    straight to Miscarcand.
    
    Step on the pressure plate and move north to leave the ruins. Head back to
    Cloud Ruler Temple to give the stone to Martin. As you enter the Great Hall
    Martin and Jauffre will sort of argue about Martin's plan.
    
    Martin will take the Great Welkynd Stone and if you haven't done so already he
    will ask you to help Bruma with the Oblivion Gate that has just opened.
    
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    2.02.11 - Bruma Gate
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    Martin will tell you to go find Jauffre, he will actually come find you if you
    stand around, and ask him what you can help with. The Mythic Dawn has opened
    another gate to Oblivion outside Bruma just as they planned and you need to go
    show the guards how to close them for when future gates open.
    
    Find Captain Burd outside the city by the stables on the east side. Captain
    Burd tells you to give the word and all the guards and himself will follow you
    in to the Oblivion Gate so they can learn how to deal with the rest of the
    gates as they open. Head inside to transport once more in to the hellish world.
    
    Head east along the trail and kill off the Daedra staring at the lava and
    walking around. Push east past the walls and fight off some more Daedra. The
    path will soon push to the north as you go inbetween two tall pillars. Kill the
    Daedra lurking around nearby to move on.
    
    You will soon come to some tower like objects with claw looking pieces at the
    top. When you get close they spin and shoot fireballs at you, guide everyone
    along the lava against the rocks and wall on the east side to avoid the first
    shooting tower. For the second just sprint north west and hope for the best.
    
    Kill some more wandering Daedra as you pass through two more tall pillars going
    west. Once you pass through the two pillars you can go north to fight a Daedra
    and locate a healing area and sout west to continue on and kill another Daedra.
    
    As you turn south west you will find more of the shooting towers. Move far
    enough south west so you can turn south east and head inbetween the pillars.
    Kill off the Daedra and move on to wrap to the north and enter the large tower.
    
    Head in to the south door to reach the Rending Halls. Climb the ramp to the
    floor above and kill all the Daedra. Head through the door to the north east to
    take a ramp upstairs and kill more Daedra. Head out the door back in to The
    Fury Spike. Go up the ramp and enter the Corridors of Dark Salvation.
    
    Take either ramp up to the next floor and kill the Daedra, then turn to use the
    next as the enemy comes down from there either. Ener the door and then kill off
    more Daedra as you climb again. Take the key off the keeper and enter the door.
    Head up the ramp and kill the Daedra within.
    
    Go in to the middle of the room and climb the stairs and then the ramp to take
    the stone. This will close off the gate and transport all of you back outside
    the gate safely. The remaining guards will come running over and talk to Burd
    and he thanks you. Talk to him again to be personally thanked and that his men
    and him can handle the gates as they appear. Head back to Jauffre and tell him
    the news.
    
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    2.02.12 - Allies for Bruma
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    Martin will ask you to talk to Jauffre about a matter he needs taken care of.
    If you have completed "Miscarcand" and "Bruma Gate" another quest of events
    will open in the quest "Defense of Bruma". Just leave this quest alone first so
    you can build up sort of an army. Jauffre would like you to head out to the
    other cities for support against the attacks in Bruma since he fears that they
    can't defend it all alone.
    
    +++++++++++++
    Imperial City
    +++++++++++++
    Head in to the Palace towers and go to the second floor unless an Elder Council
    Member is walking around the first floor. Talk to them about Bruma needing some
    back up and he will have to turn you down due to all the problems based on it.
    No real point in coming here but to get shot down, move on to the next city.
    
    ++++++
    Bravil
    ++++++
    Head in to the castle and speak with the Count. He understands that it is
    everyones duty to protect the heir to the throne, but with an Oblivion Gate
    next to his own city he can't spare any troops. You will now have to go in to
    Bravil's Oblivion Gate and close it for them. Head out of the city and it will
    be seen just to the right as you leave the gates. Head in to the hellish world.
    
    Head down the path to the west and quickly kill the Daedra as the tower shoots
    fireballs at you. Turn to the north and cross the bridge, continue north to
    north west and quickly enter the Caverns of the Abused door before the rock
    slide falls on top of you.
    
    Go north east in to the first room and then kill the Daedra walking around.
    Turn back to the south west and take the other tunnel and drop down the hole to
    kill another Daedra. Head east to reach one of the smaller towers.
    
    Flip the switch on the north wall and hop on the center circle to ride up the
    lift to the next floor. Now head up the spiral ramp to the very top of the
    tower and activate the switch at the top to open the main gate outside. Go back
    down and exit through the door on the floor the lift brought you to.
    
    Go across the bridge killing the Daedra in the area and then go in to the main
    tower. Head in to the side walkways before the room with the base of the flame
    and enter the Rending Halls. Head up the ramp and enter a room with some Daedra
    to kill off. Continue north up another ramp to enter the Lust Keep.
    
    Go up the ramp and enter the Corridors of Dark Salvation. Kill the Daedra in
    the room and then take the door to the north east in the middle to move on. In
    the room at the top of the ramp you will find miniature towers with the
    spinning shooters. Run along the wall to your right and quickly enter the door.
    
    Kill the Daedra and continue up the ramp. Use the teleporter and kill more
    Daedra. Enter the Sigillum Sanguis right next to the teleporter. Climb to the
    top of the middle of the this circular room as you kill off the Daedra to take
    the Sigil Stone from the flames.
    
    Once you are transported back to your own world talk to the Count again to have
    him gladly send his best fighter to help in Bruma.
    
    ++++++++++
    Cheydinhal
    ++++++++++
    Head in to the castle and talk to the Count. He asks that before he helps you
    with sending troops that you must help him shut a gate outside his own city. If
    you have already completed "The Wayward Knight" in the optional quests section
    than he will gladly send the troops right away.
    
    Head to the Oblivion Gate north west of the city and talk to Amminus Gregori
    and he will tell you Farwil, the count's son, has gone inside to close the gate
    with six other men. Head in to the gate and get transported in to another
    hellish world.
    
    Right away you will find one of the Knights of the Thorn slain on the ground.
    One knight found five to go along with Farwil. Head down the sloped path and
    kill the Daedra that get in the way as you zig-zag down the mountainside
    towards the towers.
    
    You will eventually come to a door leading to The Bowels, enter it. Hop down
    the hole in the floor and kill the Daedra on this floor. Now hop down the hole
    again to kill another Daedra and find a second Knight of the Thorns killed.
    Head out the door and continue along the path.
    
    Kill the Daedra and you will find the third Knight of the Thorns laying dead on
    the concrete slabs outside another door to The Bowels. Kill the Daedra and move
    south east through the tunnel. Drop down the hole and kill more Daedra, then
    move through either tunnel to the east or south and go down another level to
    kill another Daedra. Exit out the door and continue along the path.
    
    As you exit you will find Farwil and another Knight of the Thorn. If Farwil
    ever dies take his signet ring for when you leave the Oblivion Gate and can
    show the count proof of his son's death. Head straight across the bridge
    killing the Daedra and enter the tower. Kill the Daedra and then go south
    through the door to the Rending Halls.
    
    Kill the Daedra walking around the hall and then go up the ramp to the east.
    Take the door in the middle of the room to the west to re-enter the tower and
    head up another floor. Go up the right ramp and enter the door to the Corridors
    of Dark Salvation.
    
    Kill the Daedra and then use the door to the east to climb up a story. Wrap
    around in this room to open another door to the north just right of where you
    came up and go through a winding hall. Head all the way up the ramp and through
    the door at the top. Kill another Daedra and then go out the door to the west.
    
    Head up the ramp to your left and then enter the first door. Go up the ramp in
    this room and kill the Daedra off. Enter the middle room and then walk up the
    stairs along the side of the wall. Wrap back around kill the Daedra and then go
    up another ramp and kill yet one more Daedra. Take the Sigil Stone from the
    fire and you will be transported back out of the Oblivion Gate.
    
    Talk to the count and he will now send out troops to help in your battle.
    
    ++++++++
    Leyawiin
    ++++++++
    Talk to the Count in the castle and he will tell you that he can't help due to
    an Oblivion Gate outside his city as well. Once more head out of the city and
    go to the Oblivion Gate located across the river to the east. Enter the portal
    in to the hellish world and kill the Daedra that are in the immediate area.
    
    Head west and enter the Worm Gut Channels. Go west down a ramp in to the next
    room and kill the Daedra walking around. Enter Oblivion Cave to the east to
    move on. Go north through the tunnel and then turn to the west and kill off the
    Daedra. Exit out of the door to reach the island across the lava with the
    towers.
    
    Go north east and kill the Daedra before entereing Spindle Shrine. Climb to the
    top of the tower and exit the door. Cross the bridge and enter the next tower.
    Activate the body masher lift with the switch on the wall and then climb up to
    the top of the tower. Release both switches at the top to drop the body in the
    cage and lower a gate.
    
    Head down the ramp partway and exit the door back outside the tower. Ahead of
    you to the west the war gates will open allowing you to walk down the path.
    Enter the Tower Portal in the center of the walkway and enter the center room
    to kill off the Daedra. Go to the back and enter the Corridors of Dark
    Salvation.
    
    Climb the ramps and kill off the Daedra to climb some more ramps on the other
    end and enter the door. Climb up the tower all the way to the top skipping all
    the teleporters and enter one of the two doors ahead. Now enter the center area
    and climb the stairs to kill off the Daedra, then wrap around and go up the
    ramp to grab the Sigil Stone.
    
    Speak to the count in Leyawiin and he will gladly give you aid to help in the
    battle.
    
    +++++++
    Chorrol
    +++++++
    Head in to the castle to speak with the Countess in the Great Hall. They too
    can not spare aid until the gate threatening the city is closed. Head outside
    the city to the south and find the gate close-by and enter the hellish world.
    
    Head south a little bit and then go to the east to find a door leading to
    Eruption. Kill the Daedra inside and then activate the lever on the wall to
    raise the masher lift. Go up the ramp to the top of the tower and activate both
    switches on the wall. Exit the door and cross the bridge to enter the next
    tower.
    
    Head through each door to cross the bridge and enter the towers and activate
    switches at each. Return to the middle main tower and continue to the next door
    until you get them all. Once al four are activated go back to the north east
    door and climb back down the tower and exit.
    
    Head around the tower towards the center main tower and go to the tower to the
    east. Enter it and use the lift to raise up a level. Climb the tower part way
    and exit through the door. Cross the bridge and enter the main tower. Kill the
    Daedra and enter the Rending Halls.
    
    Killthe Daedra in the area and go through the doorway to the south west. Climb
    the ramp kill the Daedra as you watch out for the falling Giant Claw Blades.
    Continue up the ramp and exit through the door. Climb the ramp, kill the Daedra
    and enter the door.
    
    Climb the ramp on either side and kill another Daedra. Now wrap around to the
    west and climb another ramp, kill a Daedra and enter the eastern door. Climb up
    the ramp and kill yet another Daedra to enter the final door. Go in to the
    center room and climb the stairs, kill off the Daedra and then climb the ramp
    to reach the Sigil Stone.
    
    Once you appear back in your world go talk to the Countess and ask about aid.
    She will gladly send troops to help for you.
    
    ++++++++
    Skingrad
    ++++++++
    Speak with Hal-Liurz about aid and she will go get the Count. He will not spare
    any troops as long as the Oblivion Gate outside his own city stays open. Again
    you must go outside he city and enter the Oblivion Gate a little ways east of
    the city.
    
    Head inside the east tower and kill off the Daedra, then go through the north
    door. Climb the ramp, kill the Daedra, then turn around the corner to the south
    west corner and climb another ramp. Kill the Daedra here and enter the door.
    Wrap all the way around the tower room and enter the Halls of Shame.
    
    Climb all the way up the room and kill off the Daedra. Exit out the south door
    back in to the tower room. Head up the ramp to the very top and deactivate lock
    one of two with the switch on the wall.
    
    Head down the ramp and go through the door to the north. Head across the bridge
    to the other side and then activate this lock as well. Now head out the east or
    west door. Kill the Daedra and go down the ramp. Enter the Halls of Shame and
    descend the halls as you kill off the Daedra. Exit outside the tower to the
    south east and cross the bridge to enter the main tower.
    
    Kill the Daedra and climb the tower to enter the door at the top of the ramp.
    Head straight across and kill the Daedra, as you go to the ramp to the south
    watch out for the falling Giant Claw Blade. Climb to the top as you kill off
    the Daedra and enter the Sigillum Sanguis. Get to the top as you kill more
    Daedra and take the Sigil Stone.
    
    Head back in to the castle and speak with Hal-Liurz to get the count and talk
    to him about aid. He will now gladly send help to aid in the battle.
    
    ++++++
    Kvatch
    ++++++
    First you must complete the side quest "The Battle for Castle Kvatch" in order
    to regain control over the city. Head in to the castle of Kvatch and speak with
    Savlian Matius and he will gladly send what little troops he can to help in the
    battle.
    
    +++++
    Anvil
    +++++
    Head in to the castle and talk to the Countess, she too has an Oblivion Gate
    outside. Head out to take care of buisness just north west of the city. Enter
    the portal in to the hellish world and kill off any Daedra within the area.
    
    Go up the path to the south and then turn to the south east. As you continue
    you will find a door to the west in the rock wall leading to the Nether
    Tunnels. Navigate north and then to the west as you fight the Daedra, enter the
    next door. In the next cave head north as you kill the Daedra and exit the cave
    out the door.
    
    Head north east killing the Daedra and go north to enter The Red Gnash
    Channels. Head north west and kill off the Daedra and make it back outside.
    Wrap around heading south and then climb up the mountain to reach the main
    tower doors.
    
    Go in to the Rending Halls and climb up the ramp. Kill the Daedra and then take
    the exit to the south. Climb up the ramp, kill the Daedra, and enter the Dead
    Halls. Head up the ramps killing the Daedra and continue south up the ramps to
    reach the last doors back in to the tower room. Go up the ramp and enter the
    Corridors of Dark Salvation.
    
    Kill the Daedra and head up the ramp to the next door. Head all the way around
    the tower and kill off the Daedra to reach one of the two doors to the final
    tower room. Kill off the Daedra in this room and take the Sigil Stone from the
    flames at the very top.
    
    Head back to the castle and speak with the Countess about getting aid and she
    will gladly help you.
    
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    2.02.13 - Defense of Bruma
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    You will notice that Martin is now wearing the armor you just got for him as
    well. Talk to Martin when Jauffre says "Yes, we'll see how he likes your plan".
    He tells you, like the Daedra and Divine items that counteract eachother you
    must get an item that counteracts the Great Welkynd Stone. This item is a Great
    Sigil Stone. Martin also tells you he is going to lead the battle in Bravil and
    help fight off the Daedra.
    
    Head in to Bruma and speak with the Countess. Tell her the battle plans and she
    is surprised Martin would risk her entire city just to gain a Great Sigil
    Stone. Tell her that you must get the amulet back and that Martin is waiting at
    the Chapel. She will then get up and head out to speak with Martin.
    
    Head to the chapel and listen to the two of them speak. Talk to the Countess
    once there conversation is over and start the battle. Leave the city to the
    east to pass by all the citizens as they watch you leave. Go north east and
    locate the Oblivion Gate.
    
    Once you get up close to it a quest update message will pop-up and tell you to
    wait for the next two gates to open and then the Great Oblivion Gate will open
    for you to head in to. If you gathered troops in the quest "Allies for Bruma"
    the allies will come running down to form a line as well. If Martin isn't there
    yet just use the wait feature for about 8 to 10 hours and he will eventually
    load in.
    
    Martin will give the group a speech and during it the Daedra will jump out of
    the gate to attack. Protect Martin at all costs by fighting the Daedra until
    all the gates open. If you see the loot bag on the ground DO NOT OPEN IT, this
    randomly contains a glitched item that leads to your game freezing.
    
    Continue to kill the Daedra as a second and then a third gate. After fighting
    through all the waves of Daedra to protect Martin. The Great Oblivion Gate will
    soon after come shooting up in the middle of the three gates. Head in allowing
    the allies to hold off whatever comes out from the gates.
    
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    2.02.14 - Great Gate
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    As you enter the Great Oblivion Gate the war gate straight ahead will open. Run
    straight ahead taking out the Daedra and enter the World Breaker Guard door on
    the right. You will have a count down to close the gate before the Daedric
    Siege Engine makes its way out of the Great Gate and destroys Bruma.
    
    Jump on the lift and ride it up a floor. Take the spiral ramp to the very top
    of the tower and exit out the door. Cross the bridge and enter the next tower.
    Exit out the side door to your left and cross the next bridge to the door. Head
    down the spiral ramp to where you will need to raise the lift up, but go out
    the door instead.
    
    Run past the caterpillar-like Daedric Siege Engine as you head north and either
    jump across the bridge and take out the Daedra quickly as you run past the
    shooting towers. If you can't make the jump drop down on to the broken slab and
    run over to the cave door.
    
    Run through the cave, drop down the hole and navigate through the tunnels to
    reach the door to the north east. Go up the lift and climb the tower to the top
    to activate the gate outside, then go back down part way and exit the door to
    the bridge outside.
    
    Kill through the Daedra quickly run to the middle tower ahead and enter the
    door. Go to the back of the room and kill the Daedra, then exit through the
    door to the north. Climb the ramp and watch out for the falling Claw Blades
    coming down from the ceiling.
    
    Kill the Daedra and then head south to head up the ramp and out the door. Run
    around the tower room and climb the ramp and either kill the Sigil Keeper and
    take his key or pick the lock if you have a good enough skill to. Enter the
    last tower room and climb to the top of the room killing off the Daedra as you
    go to grab the Great Sigil Stone. With the Great Oblivion Gate closed talk to
    Martin and hand over the Great Sigil Stone.
    
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    2.02.15 - Paradise
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before going in get ready by gathering items you may want to bring along and
    any armor you may want to take with. Head over to Cloud Ruler Temple and talk
    to Martin Septim to open the portal to Paradise. Head in to the portal and be
    transported in to another world. This time it looks like a nice paradise as
    Mankar Camoran described.
    
    Being in Mankar Camoran's own paradise he already knows you are there and
    speaks out loud as if he controls the sound of the winds themselves. Talk to
    some Ascended Immortals to get information on the paradise. Some will mention
    that the only way out is beneath the mountain in the Forbidden Grotto. You must
    get the Bands of the Chosen in order to leave the garden. Others will tell you
    that the creatures here torment them and kill them off, they are then reborn
    and the cycle continues.
    
    Just head along the path south to south east talking to some of the fallen
    Mythic Dawn members as they complain how they are in a true hell. Cross the
    bridge and kill the Daedra that come attacking. As you head down the stone path
    Mankar Camoran talks to you again about how his followers are in the Savage
    Garden and that he waits for you at Carac Agaialor.
    
    Continue on down the path and kill the Daedra that come after you. Take the
    lower path when you come to the intersection and kill the Daedra around the
    bend. Go across the bridge and up the path a bit. A Daedra will come over to
    you named Kathutet and talk to you about how you handled the Kvatch Oblivion
    Gate. He gives you a choice to either fight him (he is about 5 levels above
    yours) or to do a task for him.
    
    If you fight him you will be able to quickly get the Bands of the Chosen faster
    but it is a little harder since he is a higher level than you.
    
    If you choose to serve him, he asks that you free a captured Daedra in a cave
    to the northwest. Head down the west road and kill the Daedra that are along
    the way. When you reach a small white structure head past it towards the water
    and look at the face of the rocks along the shore for a door leading in to the
    Lair of Anaxes.
    
    Head to the back of the room where three immortals walk around talking and ask
    you not to release Anaxes. Stand to the side and release the two logs holding
    the boulder in place. Anaxes will push the boulder out of the way himself.
    Leave the cave as he runs after the three and kills them off and go back down
    the path to the bridge Kathutet stopped you at earlier. Cross it and enter the
    Flooded Grotto.
    
    Head through the cave going south and find Kathutet as you fight off some other
    Daedra. Speak to Kathutet near the door to the Forbidden Grotto and he will
    give you the Bands of the Chosen. He also tells you that none have made it out
    alive since his brother Orthe is in there fighting them off.
    
    As you walk towards the door Mankar Camoran speaks up again, equip the Bands of
    the Chosen and enter the doorway. The Bands of the Chosen will make you have a
    50% weakness to fire and will become unequipable for the time being. Head south
    as you listen to Bands of the Mankar Camoran. Enter the cavern and cross the
    bridge to fight off the enemies, then take the north eastern tunnel to move on.
    
    As you reach the tunnel door a Mythic Dawn follower asks you what you are doing
    here. Eldamil wants to help you and tells you that you needed to wear the bands
    in order to enter this part of Paradise but in order to leave through the other
    side you must remove them. Soon Orthe will come to check up on Eldamil and he
    wants you to act like a prisoner as well, agree with him so you don't have to
    fight the highly leveled Orthe.
    
    Eldamil directs you over to a cage and then Orthe stops the two of you asking
    who you are. Eldamil tells him you are brought in for questioning and then has
    you get in to the cage. He lowers the cage just enough to make it look like you
    are heading down in to the lava but stops you just short of it. Soon you are
    brought back up and the cage door opens on the other side. Eldamil tells you
    that he is going to distract the Daedra as long as he can while you find a way
    through the caves, he will meet up with you further down as he is killed and
    ressurected deeper in the cave.
    
    Go east through the passage and then go south at the intersection. Enter the
    next cavern and kill the Daedra, Mythic Dawn immortal, and the other enemy in
    here. You can also play with the lever on the lava to lower and raise the
    prisoners in the cages. Continue south and go through the door in the corner.
    
    Right when you enter this next area of tunnels Eldamil will walk up around the
    corner and greet you. He takes off the Bands of the Chosen and asks if he can
    help you kill Mankar Camoran. To make living easier on you, just say yes so he
    can help you fight. Mankar Camoran will start to talk to you again, just head
    south through the cave.
    
    Go east at the intersection and kill off the enemy around here. Head past the
    tortured immortals and continue north. Right before the end of the cave you
    will come to a Daedra named Medrike that you must fight. Let Eldamil do most of
    the fighting, if he dies he will eventually be reborn back at the place you
    found him in this second cavern area.
    
    Head down the western tunnel and go through the door at the end. If you didn't
    let Eldamil take the bands off your character will explode to death. Head down
    the stone path and go up the stairs. Turn to the right and head in to the
    temple area. Mankar Camoran's kids will meet you and tell you that he is
    waiting for your arrival.
    
    Follow Ruma in to Carac Agaialor and walk up to hear Mankar Camoran speak. Kill
    Mankar Camoran's son Raven and Eldamil will distract Ruma as they fight. Now
    head over to Mankar Camoran and fight him as he is sitting in his chair.
    Quickly grab the Amulet of Kings off his body and you will be transported back
    to Cloud Ruler Temple.
    
    Tell Martin that Mankar Camoran is dead and hand over the Amulet of Kings.
    
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    2.02.16 - Light the Dragonfires
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Tell Martin to follow you and head out for the Imperial City. Make your way to
    Green Emperor Way right outside the Imperial Palace and bring Martin to the
    entrance. Captain Steffan will greet you both and tell Martin that the Elder
    Council is awaiting his arrival. Enter the Palace and go straight ahead to the
    Elder Council Chamber.
    
    Chancellor Ocato will greet you and start telling Martin Septim that he is now
    recognized as the true Emperor. In the middle of his speech a guard rushes in
    to tell Chancellor Ocato that Oblivion Gates have started to open releasing the
    Daedra throughout the city.
    
    You must now escort Martin safely to the Temple of the One and allow him to
    light the Dragonfires. Two Daedra will come in and attack, kill them and follow
    Martin out of the Palace. Head out the south west exit from Green Emperor Way
    as you protect Martin from the onslaught of Daedra.
    
    As you continue through the city Mehrunes Dagon will make it through the
    barrier. You must now figure out a way to kill Mehrunes Dagon and send him back
    to Oblivion. Speak to Martin Septim, whom may be back in Green Emperor Way
    about Mehrunes Dagon. Martin gets an idea with the Amulet of Kings and must
    still reach the Temple of the One.
    
    Wait for the guards and High Chancellor Ocato to get up with you so you have a
    fighting chance in the Temple District. Head in and push your way south west
    through the Daedra to reach the Temple of the One's entrance on the other side.
    The group may not seem to follow you but run past the Daedra as fast as you can
    and hug the left wall as you pass Mehrunes Dagon. Enter the Temple of the One
    and you should get a quest update saying that Martin and you have made it to
    the temple.
    
    Martin will appear and then run to the side of the temple. Head over to where
    he is and he will tell you that he figured out what he must do and that he will
    not be returning. He then runs to the center of the temple as you are frozen in
    place and Mehrunes Dagon will bust in through the roof. As he smashes the
    Amulet of Kings on the ground he will turn in to the avatar of Akatosh and will
    then fight with Mehrunes Dagon.
    
    Soon after the battle and a quick cinematic movie Chancellor Ocato will rush in
    asking where Martin is. Ask Ocato about Champion of Cyrodiil and he will
    proclaim you the Champion of Cyrodiil. He also tells you that he has a suit of
    Imperial Dragon Armor being made for you.
    
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    2.02.17 - Imperial Dragon Armor
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talking to Chancellor Ocato he will tell you that a suit of Imperial Dragon
    Armor is being made for you and will be ready in 2 weeks. Wait for that time
    and head to the north east corner of the Imperial City to the Imperial City
    Prison. As you head in wrap around to the right and go through the iron gate to
    enter the door to the Armory.
    
    Straight ahead laying on the table against the east wall you will find your own
    full set of Imperial Dragon Armor.
    
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    *******************************************************************************
    2.03 - Thieves Guild
    *******************************************************************************
    
    2.03.01 - Getting in to the Thieves Guild
    2.03.02 - Armand Christophe's Quests
         2.03.03 - May the Best Thief Win
         2.03.04 - Untaxing the Poor
         2.03.05 - The Elven Maiden
    2.03.06 - S'krivva's Quests
         2.03.07 - Ahdarji's Heirloom
         2.03.08 - Misdirection
         2.03.09 - Lost Histories
         2.03.10 - Taking Care of Lex
    2.03.11 - The Gray Fox's Quests
         2.03.12 - Turn a Blind Eye
         2.03.13 - Arrow of Extrication
         2.03.14 - Boots of Springheel Jak
         2.03.15 - The Ultimate Heist
    
    Having the Thieves Guild membership gives you two really good advantages, as
    well as two nice items to use on the rest of your adventures. One advantage
    is you can talk to one of the doyens (these are guild lieutenants) Armand
    Christophe in the Imperial City and S'krivva in Bravil to reduce your current
    bounty on your head by half. This means you only have to spend half as much
    gold to pay off your fines.
    
    The other good thing about having a membership is you get access to five
    fences. These are the only merchants that will buy your stolen loot, they also
    buy normal loot but don't bother since they will give you a worse price than a
    normal merchant. You can also buy back the items you gave to the fences, at a
    more costly price.
    
    The two items are the Boots of Springheel Jak acquired after the quest 'Boots
    of Springheel Jak' and the Gray Cowl of Nocturnalacquired after 'The Ultimate
    Heist'. These are the las two quests, so just follow it all the way through for
    some nice items.
    
    Do not steal from or harm any of your fellow Guild Members.
    
    You will have to pay fines for every crime you commit as punishment, when you
    get caught. The following is the fines you must pay when you are caught:
    
    200 Gold for theft
    500 Gold for assault
    1,000 Gold for murder
    1,000 Gold per additional unnecessary murder
    
    This guild is about stealing, not killing. So if you were to kill the person
    or people living in the house you were stealing from the guild will kick you
    out and force you to pay 1,000 Gold per person you murdered before allowing you
    back in to the guild. Also know that the stealing mission won't start until you
    physically enter the house, so you can kill outside the house and the guild
    won't worry about it. If you are doing a quest for the Thieves Guild do not put
    it off, do it immediately before you do anything else so you don't run the risk
    of getting a fine accidently.
    
    To successfully pickpocket you must go in to sneak mode and walk over to an
    unsuspecting person and pickpocket them while they and others around don't
    detect you.
    
    The eye that appears will show how visible you are to everyone, being lit up
    means you are very noticeable.
    
    If you are caught and go to jail you can use the bed to start your sentence.
    Also if you have any lock picks you can try and sneak out but you will need to
    not only pick the lock to your cell door, but pick the lock to your loot in
    the evidence chest. Your bounty will raise and you will be chased by guards
    the whole time.
    
    If you do not break out of jail, you will lose some skill points.
    
    You can also come back later on and break in to the jail to get at the chest
    for your stolen goods that were confiscated that you would like to get back.
    
    To help you with sneaking you can either join the Dark Brotherhood and get the
    shrouded armor (+10 sneak bonus) or get the Black Hand Robe and Black Hand Hood
    by stealing them from J'Ghasta's house in Bruma located in a locked barrel, or
    get a set from Alval Uvani's house in Leyawiin, 2nd floor east side in a hidden
    wall safe. These will give you +15 sneak bonus.
    
    You may also want to seek the Skeleton Key in Nocturnal's Daedric quest (You
    must be at least level 10) or learn Open spells to lower the difficulty of
    picking locks.
    
    *******************************************************************************
    2.03.01 - Getting in to the Thieves Guild
    *******************************************************************************
    
    You have three options on how to get in to the Thieves Guild. You can go
    pickpocket someone or steal something in front of them so the guards are called
    on you, or just walk over to a guard and talk to them yourself.
    
    It can be any level of sentence (from stealing an apple to murder), but best to
    make it a small nothing crime, like pickpocketing or stealing in plain sight of
    people. If you kill someone besides a guard you may ruin a part in the game for
    yourself later on. For instance killing a shop keeper will upset that shop they
    had or killing a person on the street will close a quest line down the road.
    
    Now just go over to the bed and serve your time. After the game reloads you
    will be outside the jail doors. Wait here, if you are in the Imperial City it
    will take about 2 minutes in real life, otherwise in the other cities it will
    take a bit longer. Don't leave the city until a lady (Myvryna Arano) comes to
    you and hands you a letter to get invited to the Thieves Guild or it could take
    a very long time to get it.
    
    Another way in to the Thieves Guild is to go to the Imperial City and read a
    Wanted poster of Gray Fox. There are dozens all over the city, an easy one to
    find is in the Merchants Inn hanging on the left wall as you walk in.
    
    Once you read this poster the topic "Hieronymus Lex" is added to the list when
    you talk to someone. Now you must find a beggar with at least 70 Disposition,
    and talk about Gray Fox, they will ask "Are looking for him". I found the
    beggar (Puny Ancus) heading from the lighthouse at the waterfront around 11AM.
    Tell the beggar "Yes, I want to work with him." He will then tell you detailed
    instructions on how to get in to the guild and you obtain a new quest.
    
    The other way to find the Thieves Guild is by talking to a man named Armand
    Christophe usually found in the Waterfront District. Talk to him about the
    Gray Fox and he will tell you to quiet down and seek him out in the garden at
    midnight, giving you a new Quest.
    
    Whether you got the note from the lady, talked to the beggar, or talked to
    Armand Christophe directly; you must find the Garden of Dareloth in the
    Waterfront District of the Imperial City around Midnight. Easiest way to find
    it is to go through the west wall in to the poor shack housing area and locate
    the one shack that says it is abandoned. Go behind this shack to locate the
    Garden of Dareloth.
    
    Once you find the man with the torch talk with him. Amusei and Methredhel are
    trying to join the Thieves Guild as well. Armand Christophe is the one to get
    things going. Speak to him about Gray Fox and then a new option will appear to
    Join the Thieves Guild. Once the other two people show up you can activate the
    cut scene on your task. However, if he doesn't trust you, you should raise his
    Disposition on him past 70 to get it going.
    
    *******************************************************************************
    2.03.02 - Armand Christophe's Quests
    *******************************************************************************
    
    Do not talk to Armand about the Thieve's Guild outside the midnight meetups in
    the Garden.
    
    2.03.03 - May the Best Thief Win
    2.03.04 - Untaxing the Poor
    2.03.05 - The Elven Maiden
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.03 -  May the Best Thief Win
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Since an unusual amount of people are trying to become thieves at the same time
    this night you will all have to participate in a contest. Whoever steals
    Amantius Allectus' Diary first will be permitted in to the guild. The Diary is
    somewhere in the Imperial City, and the beggars may help find him. You can buy
    lock picks from Armand Christophe for 5 gold each. Right away Methredhel will
    run off and Amusei will talk about the Elven Gardens District. Also you are not
    allowed to kill Amantius Allectus nor the other two contestants.
    
    Amusei will be wandering hopelessly in Talos Plaza and Methredhel will take off
    immediately straight for his place. Don't try to follow her as she is too fast
    for you. Quickly turn around and make sure you have lock picks, head over to
    Puny Aneus and wake him up to see what he can tell you about Amantius Allectus.
    He will tell you that he lives in the Temple District on the far east side.
    
    Fast Travel over to the Imperial City Temple District and run to the eastern
    gate. Just before reaching the east gate turn left to find his door. Pick the
    two tumbler lock and enter. Watch out for the two guards that come out the
    South Watch Tower door to your left as you are picking the lock. They will walk
    over and enter the house if they spotted you. Look in the desk on the ground
    floor for the diary. Now quickly return to Armand Christophe to hand him the
    diary, read it beforehand if you wish.
    
    However, if Methredhel beats you to the book (your character might not be fast
    enough depending on the speed levels) you will have to steal it back from her
    somehow. She will head either in to the basement which you can either follow
    with a one tumbler lock. Then she heads to a sewer entrance with a 4 tumbler
    lock. But once you open the four tumbler lock and head in she will already be
    gone. It is a safe way to go as you may risk getting caught by passing guards
    outside the front door when you leave.
    
    If you take the sewer route you will either have to kill a rat, some goblins or
    there may be no one here at all. Run through the gate and over the bridge to
    turn the crank. Then jump in the water, watching out for Mud Crabs and get in
    to the next room. Head up the steps and cross the bridge to enter another room
    with a Goblin inside. Jump the water straight ahead to the other side and head
    down the tunnel and enter the doorway.
    
    Now drop in the water and head north east through the open passageway. Take the
    door to Talos Plaza Sewers on the left side. Activate the wheel and head up the
    stairs to reach a chest and a ladder leading out in to a secluded safe place
    within the city to avoid the guards.
    
    Or she will run out the front door and you can try to follow, but may get
    caught by the guards. If you do try this way and the guards aren't there then
    you can sneak up behind her, and if she didn't notice you, you can pickpocket
    the Diary back. If she escapes head back to the Waterfront and talk to some
    beggars to learn that her house is also on the Waterfront. Check the shack next
    to the abandoned shack. If it is within the hours of dawn and noon she will
    be asleep. However her roommate will most likely be in the house as well. Wait
    until about 6PM for them to leave for dinner if you don't feel lucky enough to
    get in there earlier.
    
    Pick the lock on her door which is adjusted for your level, then turn to the
    left and pick the lock on Methredhel's chest which is also adjusted for your
    level. Inside the chest you will find the Amantius Allectus' Diary. Now wait
    for midnight and talk to Armand Christophe to hand over the Diary.
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    IF YOU SOMEHOW LOSE TO METHREDHEL YOU GET ANOTHER CHANCE TO GET IN TO THE GUILD
    VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
    
    Methredhel will head over to Armand Christophe in the meeting spot around 12:30
    A.M. from her house. Amusei will still be nowhere in sight as he is completely
    lost. You have one final chance to pickpocket her, but you have to have a
    decent level in sneak; as her detection level is decent. If you fail this last
    chance don’t fret, as you get a special quest to show you do have what it
    takes.
    
    Talk to Armand after he tells Methredhel that she is in the guild and he offers
    you another quest to try again. Tell him you accept the competition and then
    like last time talk to the beggars for information on where you need to head;
    Puny Aneus will be in his usual spot sleeping just a few feet from the meeting
    area. Talk to him about Rohssan and give him the coins he asks for to learn she
    runs the Fighting Chance Armory on the far east side of the Market District.
    Head over to the district now.
    
    Watch for movement by the guards wandering the streets and then quickly head
    over to the door to pick the lock. Head inside and go in to sneak mode if you
    haven’t already. Head up the stairs to the Private Quarters and pick the lock.
    Inside the room you will find Rohssans’ dog guarding the room. You must get to
    the chest in this room. Now you must quickly act against the dog; Use your
    sneaking skills, illusion magic, kill the dog, calm spell, or command creature
    spell to pacify the dog. Also depending on what time you plan to steal the
    sword Rohssan will either be sleeping in her bed up here or tending to the shop
    below.
    
    Wrap around the corner to the right, you don’t have to go in to the back room
    where her bedroom is, and pick the lock on the chest to get her Antique
    Cutlass. Sneak back downstairs and leave the house, then get back to the
    Waterfront. Wait around until midnight and deliver the goods to Armand, you
    also receive two infamous points.
    
    *BUG*
    A rather severe bug will occur if you happen to unlock, via lockpick or spell,
    the last cell on the side with two in the dungeon of Castle Leyawiin before
    this quest. Amusei will never show up, so the Thieves Guild questline won't
    start. As this is the cell that he will eventually occupy later in the
    questline, it will cause problems up until that point. If you find Amusei
    hiding behind the entry door in this dungeon in Sneak mode, then this bug has
    occurred.
    
    *FIX FOR PC*
    If you're on the PC, you can resolve this by locking the cell by opening the
    console, clicking the cell door and typing lock 40 {Enter}, then leaving and
    giving him at least a game day to return to the Waterfront.
    
    Unofficial Oblivion PC Patch fixes this problem
    
    *FIX FOR CONSOLE*
    Console players will have to use a rather complicated and time consuming
    method. You will need a Command Humanoid spell, which you will cast on Amusei
    in the Leyawiin Dungeons and lead him out of the castle, you must cast the
    spell upon him everytime you exit an area for Amusei's special nature dispels
    any spell effect every time a new cell is entered. You cannot fast travel,
    otherwise Amusei will just disappear again. Which means you will have to lead
    him back to the Waterfront step by step from Leyawiin, this will take quite a
    long time, and you will need to cast the spell on him many times before you
    can reach the Waterfront. Once back at the Waterfront, take him to Dareloth's
    Garden wait until Armand arrives while still keeping Amusei under command. When
    Armand arrives, wait for the command spell effect to wear out and talk to
    Armand about "Joining the Thieves Guild" topic and the quest should continue as
    normal.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    No matter if you turn in the Diary by getting to it first or stealing it back
    from Methredhel or you have to get in by doing the second chance quest; you
    will be told the rules to the guild.
    
    1. Never steal from other Guild Members
    2. Never kill anyone while on the job
    3. Do not steal from the poor, particularly anyone in the Waterfront
    
    If you break the rules you will be kicked out of the Guild and have to pay a
    Doyen to get back in to the Guild. A blood price for each person you kill, a
    fine for stealing from fellow guild members.
    
    To play it safe, just never mess with anyone on the Waterfront when stealing.
    Talk to Armand about the Thieves Guild, how to take care of fines when you are
    caught, what to do when you break a rule, where shop keepers that buy stolen 
    goods are located (fences), and how jobs work.
    
    Now ask about Thieves Guild special jobs and you will be told that you need
    more experience and to sell stolen goods to the fences to show your good at the
    job. Now head around to places other than the Waterfront and steal enough
    merchandise to sell to the fence in Bruma making 50 Gold.
    
    The best places to steal for your Independent Thievery quests are:
    
    Armor from the Imperial Armory; located in the Prison District.
    
    The Legion Commander's chest in the Imperial Legion Offices can hold up to
    three pieces of armor and three weapons, with a chance of one of each being
    enchanted, all of which can be the highest quality available, located in the
    Prison District. The chest is in the heavier locked side just to the left of
    the desk below the stairs.
    
    The basement in Drakelowe contains over 4000 gold worth of potions and soul
    gems. (The entrance is hidden inside the fireplace.)
    
    The Castle Skingrad cellar has four racks of wine filled with many bottles
    worth over 1400 gold, including valuable wines such as Surilie Brothers Vintage
    399 and Tamika Vintage 399.
    
    The Red Diamond Jewelry store in the Imperial City Market District has over
    1500 gold in lightweight, non-random jewelry, in addition to 4 randomly
    generated counters to steal from as well.
    
    Several non-random enchanted items are found in houses or stores and can
    therefore be stolen.
    
    In Castle Chorrol you can steal a Varla Stone (base price 1000) fairly easily.
    The stone is located in a display case on a staircase in the audience room
    (the room with the thrones).
    
    After the Secrets of the Ayleids quest, stealing back the ayleid statues and
    fencing them should be relatively easy, because Umbacano will no longer be in
    his private quarters.
    
    Once you collect enough stolen goods, go to Bruma and sell the stolen goods to
    Ongar, then head back and talk to Armand at midnight in the garden when you are
    ready for another quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.04 - Untaxing the Poor
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Immediately talking to a beggar you can find out that Hieronymous Lex has an
    office in the South Watchtower. Head in to the Temple District, you are allowed
    on the first floor so head on in to the door. Anything above is for guards
    only, so you will have to work fast. Head up the first ladder (9PM seemed to be
    when all the guards were out, except for a few sleeping on the third floor; get
    in to sneak mode if they are sleeping), turn to the left and head up another
    ladder, turn left again and go up a third ladder, but pick the lock with two
    tumblers to reach the office. You need to be out of here before 11PM if you
    came in at 9PM as the next line of guards coming to rest are on there way.
    
    Head over to the locked desk that is set to your level and take the gold and
    records. Quickly drop down the floors to the ground floor and casually walk out
    of the area. Read the Waterfront Tax Records to see who was taxed. Return the
    Records and money to Armand at midnight in the garden.
    
    The best windows of time I have found are 9AM to 11AM and 9PM to 11PM. You will
    get about 30 minutes to get through all the levels and back out before the next
    shift gets back to the tower.
    
    Armand will promote you from Pickpocket to Footpad and let you keep the money.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    If you have dropped off enough loot at the fences you can start the next quest.
    Otherwise you will have to do some independent thief work. This time you need
    to bring the gold worth up to 100 Gold to move on.
    
    Hit up some houses in the Temple District and the jewelry store for some quick
    items to drop off. Return to Armand and get the next quest once you are ready.
    You can also notice that Myvryna Arano is hiding in the bushes behind
    Methredhel's home during this midnight meeting...very strange.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.05 - The Elven Maiden
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    On your way out you can see Myvryna Arano and talk to her about the bust you
    were just told to get. She will deny hearing about it and then head back to her
    house.....odd.
    
    Head to Cheydinhal's West Gate and talk to a beggar for information. Now head
    over to the large chapel and enter it through any of the three doors. Now wrap
    around the balcony and head down the stairs and pick the average lock on the
    door to your right as you walked down.
    
    Now watch the guard walk around and wait for them to go down the east walkway,
    quickly rush ahead and down the west walkway in to the tomb area. Head straight
    back and GRAB ONLY the bust. If you open the sarcophagus a Wraith or Ghost will
    attack you, inside the coffin you will find jewelry that isn’t really worth it.
    Now immediately turn around and head straight back out the door so the guard
    can't react fast enough to catch you. Head up the ramp and quickly out the side
    door. Immediately bring up your map once outside and fast travel back to the
    Waterfront.
    
    You will see that the entire area is crawling with guards from all the other
    districts looking for the bust and Armand. Wander around within the Waterfront
    to wait for Methredhel to come find you. She tells you that Armand is in hiding
    and that you need to setup the "rat" in the Thieves Guild.
    
    Break in to Myvryna Arano's house with the tumbler based on your skill level
    while she is out and there are no guards around to see you. Go to the cupboard
    next to the bed on the right wall to activate placing the bust in it. Leave the
    house undetected and find Hieronymus Lex and get his Disposition up to at least
    70 so he likes you.
    
    Talk to him about the bust and mention that Myvryna Arano has it. Keep pushing
    it on her by telling him it is in her cupboard. You must follow Hieronymus in
    to her house and let him search the cupboard. Once he sees the bust he will go
    over to Myvryna and arrest her for the theft of the bust.
    
    Now wait for Armand to come back from hiding (he was in the cellar of an
    Imperial Trading Company building) or you can catch him walking back to the
    shacks the same night you got Myvryna arrested. He will reward you with Bandit
    status, reveals a new fence, and tells you to now go seek out S'krivva in
    Bravil for more quests. If he doesn't show up the game may have glitched and
    you will have to go seek him out in the basement to get the quest back on
    track.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get a quest from S'krivva your going to need to get
    at least 200 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the two fences. Head
    out to Bravil and seek S'krivva.
    
    *******************************************************************************
    2.03.06 - S'krivva's Quests
    *******************************************************************************
    
    2.03.07 - Ahdarji's Heirloom
    2.03.08 - Misdirection
    2.03.09 - Lost Histories
    2.03.10 - Taking Care of Lex
    
    You can talk to S'krivva at the Lonely Suitor Lodge (9 AM to 9 PM Tuesday and
    Thursday also 8 PM to 10 PM daily) You don't want to bother her at home unless
    the door is unlocked. She does drug deals on the side of her thief work on
    Saturdays. (House is open at 6 AM to 8 PM Sunday, Monday, Wednesday, and
    Friday; 6 AM to 9 AM Tuesday and Thursday; 6 AM to 10 AM and then again at 2 PM
    to 8 PM on Saturday)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.07 - Ahdarji's Heirloom
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    A freelance thief has stolen a widow's treasured ring and she wants to get it
    back. Head south to Leyawiin and ask the beggar's around the city for Ahdjari's
    location. You will learn she lives on the west side of town, eats lunch at the
    Five Claws Lodge (12 PM to 2 PM) and eats dinner at the Three Sisters Lodge
    (6PM till Midnight).
    
    Once you speak with Ahdarji you learn that it is your old lizard thief "friend"
    from the initiation quest "May the Best Thief Win". She wants him dead but you
    must tell her that the guild does not kill people. Ask around with the beggar's
    or guard's with Disposition of 45 and above to learn that Amusei has been
    thrown in jail for blackmailing Leyawiin's countess.
    
    Go to the south east corner and enter the castle. Head up the steps and in to
    the first hallway taking the first right and enter the door to go in to the
    Dungeon. You now have several options at this point. Talk to the guard and get
    denied access to the prisoner unless you pay 20 gold, Pick the pocket of the
    guard sitting on the stool for the prison key, or you can sneak around the
    guard by going down the stairs and around the other side to reach the
    prisoners cell room.
    
    Once you reach Amusei offer him a lock pick for info on where he hid the ring.
    Turns out, the ring was already stolen from the countess and he tried to
    ransom it back to her. He was tricked and thrown in jail and she kept the ring.
    Talk to a beggar outside for more info on a possible contact within the castle.
    Pay them 10 coins and you will get info to see Hlidra Mothril as she eats at
    8PM and that there is supposedly a torture chamber hidden in the basement.
    
    Head in to the castle again and find Hlidra Mothril to sweet talk her in to
    giving you more information on the ring and the countess. Raise her Disposition
    as high as you can to milk out all the info.
    
    A Disposition of 60 is required to learn the countess's schedule. She will be
    gone every month from the 15th to the 17th, goes to the chapel in the mornings,
    hosts dinner at 8PM, and goes to sleep after 11PM.
    
    A Disposition of 70 teach you that she wears the ring all the time unless she
    takes a bath or goes to sleep and places it within her jewelry box to the right
    of the bed.
    
    A Disposition of 80 to find out that the rumors of the secret torture chamber
    is true and that it links from the basement up to the countess’s room.
    
    Now wait until roughly 1AM and head in to the basement through the door in the
    throne room. Look in the barrel along the southern wall to find a secret lever
    inside the barrel, use it to open a hidden passageway. Sneak through the
    passage to safely make it silently up the stairs.
    
    At the top of the stairs, pick the lock to enter the secret torture chamber.
    Turn to the right and head down another passage to another locked door to pick.
    Open the door and head in to another passage and go around the corner to use a
    lever on the wall to open it. Enter the next room and head up the stairs to the
    left and eventually reach a sitting room. Save your game at this point.
    
    Pick the lock to the next room but be careful of the possible guard checking
    the area every half hour. Once you head in turn to the left and go up the steps
    to the door and pick the lock to enter the counts' chambers. Close the door
    behind you. With them asleep, sneak to the right side of the bed and pick the
    lock on the jewelry box.
    
    ********************************************************
    *Do not take the Brass Ring or else a glitch may happen*
    ********************************************************
    
    Inside the jewelry box take Ahdarji's Ring but do not take the Brass Ring, this
    causes a game glitch otherwise. Also while you are in the jewelry box take the
    Divining the Elder Scrolls letter. Now wait for the perfect timing to leave the
    room (you can see the shadow of the guard walk up to the door and then vanish,
    wait about three seconds before opening the door and sneaking back to the
    secret passage.
    
    Head through the secret passageways and close the doors behind you to make it
    seem like you didn't go this way. Exit the castle like nothing is wrong and
    head around town to locate Ahdarji. Instead of handing it straight over, tell
    her that Amusei tried to sell the countess her ring back. Now she will pay
    double the amount. Hand over the ring to her now and get the 200 Gold. Now head
    out to Bravil to talk to S'krivva. She will promote you to Prowler and give you
    200 Gold as well.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from S'krivva you will have to get
    at least 300 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the two fences. Head
    back to Bravil and seek S'krivva.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.08 - Misdirection
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head back over to the Imperial City and look for Methredhel. Looking back in
    the Waterfront you will find a ton of soldiers, including Mage soldiers,
    running around looking for the Gray Fox. All the residents of the Waterfront
    have been put on curfew and stuck inside until he is caught. They won't tell
    you anything over here.
    
    Head out to any other district and locate a beggar with the compass to bribe
    them in to telling you where Methredhel is located. you will learn that she is
    one of the few that escaped the Waterfront. She is hiding at Dynari Amnis's
    house in the Talos Plaza. Head over there now and ask about the Waterfront
    Invasion.
    
    You must now head over to the Arcane University and steal a staff from within
    it. The Archmage sleeps from 1 to 7 AM and stays in the main room from 9 AM to
    11PM. Head in to the center tower and use the portal to the left of the main
    door. Sometimes there will be a mage up in this room. Talk to the mage and then
    quickly head over to the next portal and head up to the bedroom above.
    
    Place the letter from Gray Fox in the drawer to the left of the bed and grab
    the staff at the foot of the bed. Turn to the southeast and grab the paper
    called Fragment: Song of Hrormir. Now quickly head back down the portals and
    out of the tower. Head back to Talos Plaza and talk to Methredhel and give her
    the Icestaff.
    
    Now head back to the Waterfront and jump up on to the shacks to listen in on
    Hieronymous Lex. Soon a Dremora will give Lex a note and Lex will order his men
    to go back to their normal posts. Head over to where Lex was standing and grab
    his note that he dropped.
    
    Now head back to Methredhel in the Talos Plaza District, and talk to her about
    Hieronymous Lex. You must now return the Icestaff to the University; however,
    since they will be looking for you if you return it you must give it to Ontus
    Vanin in his safe chest. He is located in the Talos Plaza District to the south
    west.
    
    Pick the lock on his door and head up stairs quietly. Enter his bedroom after
    picking the lock and go to the wall on the right to insert the staff in the
    chest. Now quickly get out of the house and head out to see S'krivva in Bravil
    for your reward. You will be promoted to Cat Burglar and given 300 Gold as an
    award. Also a new fence is opened.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from S'krivva your going to need to
    get at least 400 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the two fences. Head
    back to Bravil and seek S'krivva.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.09 - Lost Histories
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head to Skingrad and speak with one of the two beggars in the city. You have
    three options to get in to see Theranis; get arrested, break into jail, or you
    could get a job. Now you can talk to a guard or almost anyone around town about
    Work in Castle Skingrad and find out Shum gro-Yarug is looking for extra help
    around the castle. This will make things easier to break in to the prison and
    talk to Theranis.
    
    Shum gro-Yarug doesn't leave the castle often. At 10 AM he goes to the West
    Weald Inn and at noon he goes to the Colovian Trader. Once you locate him talk
    about Work in Castle Skingrad. Note that everyone will look down at you and
    call you the Slop Drudge, making you feel like a worthless being. He hires you
    as a Slop Drudge to feed the prisoners. What luck!
    
    Enter the castle courtyard and go up the stairs to the right, enter the door to
    the east. Head down the stairs and have the jailor open the door for you. Head
    over to Larthjar the Laggard and talk to him and tell him you are here to
    rescue him. Ask about Theranis to learn more.
    
    Turn to the south end of the hall and walk over to the dead end. You will see
    blood all over the floor from the Argonian that was bleeding bad end at the
    wall. Activate the candlestick on the right side of the wall to open a secret
    passage and head through the tunnel to open a door in to the Wine Cellar.
    
    Use the lever to activate another secret door and enter the wine cellar part of
    the castle. Continue to follow the blood trail down to the right towards the
    wine barrels. Go to the last barrel on the right and activate the candle on the
    pillar to the left of you to open another secret passage.
    
    Enter the middle wine barrel and go through another passage to reach the Pale
    Lady, a vampire. Take the Secret Cell Key and the Skingrad Castle Key off her
    after you kill her. Search Theranis to update your quest and then go talk to
    Amusei once again. Amusei has info on Theranis's treasure but won't talk until
    you are both out of the castle gates.
    
    Unlock the gate and free Amusei and have him follow you by talking to him and
    telling him to follow. Head back up in to the wine cellar and decide which way
    you want to take him through the wine cellar and out the castle or through the
    jail.
    
    Exit the large wine barrel room and turn right to enter the Dining area. Head
    north towards the dining table and use the doorway to the north east to enter
    the County Hall. Head straight ahead to the door; leading out to the courtyard.
    Get down the stairs and head straight out the exit of the castle. Know sneak
    across the bridge and continue down the path until the game tells you that you
    have both escaped Castle Skingrad.
    
    Amusei will now tell you the clue of where the book was hidden. Head back in to
    town and take the first right to go behind the houses. Look for a well on the
    right and walk past it and the tree next to it. Look behind the bush that
    follows closely after to locate the book. Take it and head back to Bravil to
    talk with S'krivva about your reward. You get 400 Gold for your work.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from S'krivva you're going to need
    to get at least 500 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the two fences. Head
    back to Bravil and seek S'krivva.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.10 - Taking Care of Lex
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Start by heading out to Anvil in the west most city. Locate one of the two
    beggars and either raise the Disposition or bribe them in to telling you some
    information. They will tell you to seek out the Blacksmith.
    
    Now head through the south east exit to The Gold Coast. Cross the bridge and
    enter the castle's Courtyard. Now head through the garden and enter the castle.
    Once inside take the first right to enter the Smithy's place. Talk to Orrin, he
    has been expecting you.
    
    Orrin brings you to the wine cellar and opens a secret passage by activating a
    movable pillar to the right of the opening. Before heading up the stairs talk
    to Orrin about Dairihill's Office and you will learn the times she is not in
    it. She is in the audience chamber in the morning's and eats dinner with the
    countess from 8 PM to midnight.
    
    Check the time and wait in the blacksmith area for one of the two good times.
    Go up the stairs and pick the lock to the door and head up more stairs.
    Activate another pillar on the left of the niche to open the secret passage.
    
    Turn to the left and pick the lock on the door. Close the door behind you so
    the guard patrolling outside the office won't see you. Now pick the lock on
    the desk and take the List of Candidates. Now carefully sneak back down the
    hallway and go back through the secret passage to reach the blacksmith. Now
    leave the castle.
    
    Head back in to town and seek a beggar and ask about a Master Forger and give
    him 15 Gold to learn about a man by the name of the Stranger. Head over to the
    abandoned house next door to the Mages Guild and go upstairs in to the single
    room and talk to the Stranger, or wait until he gets back.
    
    Ask about forging a letter and he will take the job for 500 Gold. Return in 24
    hours and pay him his fee to receive the new letter. Now you must get the seal
    to close the letter. Head back to the Imperial City and go over to the Prison.
    
    Wait for the guards to go away from their posts. Quickly pick the left side
    door and enter the room. Head past the table and pick the lock on the right
    wall to enter the other room. Now directly across from the door look on the
    desk to use the Imperial Seal.
    
    Leave the office and head back to Castle Anvil. Wait in the Great Hall until
    around 8 or 9 AM and ask about the New Guard Captain. Now talk to Dairihill
    just to the right of the Queen's seat to collect your 20 Gold for delivering
    the letter. Now head back over to the Imperial City and either catch up to Lex
    on his guard duty or wait for him at the south watch tower for his 2 hour
    lunch at noon or at The Bloated Float on the Waterfront for his 2 hour dinner
    at 6 PM. Tell him about the New Guard Captain and he will leave for Anvil at
    once.
    
    Head back to S'krivva for your reward on completing this quest. You will be
    given 1,000 Gold and a promotion to Shadowfoot. Also Orrin at castle Anvil
    will be a new fence to use.
    
    *BUG*
    If you try to speak to A Stranger earlier in the day than when you first spoke
    to him, he will brush you away saying "Don't bother me", even if it's more than
    24 hours later.
    
    *FIX*
    Speak to him at the same hour or later in the day than when you first spoke to
    him. If in doubt, wait until 11pm to speak to him.
    
    *BUG*
    If you have activated the Turning a Blind Eye quest bug, the Stranger may not
    be in the Abandoned House in Anvil. If you cannot find the Stranger, check to
    see whether Turning a Blind Eye is listed as a an active quest. If so, you
    probably need to complete that quest before you can progress in Taking Care of
    Lex. Be sure, however, to come back and complete the remaining Thieves Guild
    quests in the correct order, otherwise you will trigger a game-breaking glitch
    during The Ultimate Heist.
    
    *BUG*
    When returning to S'Krivva for your reward, the quest compass may point to the
    Lonely Suitor Lodge even if S'Krivva is at home. Wait until her house is
    unlocked and visit her there to receive your reward.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest you need to get at least 600 Gold
    worth of goods fenced. Steal from the cities in the appropriate areas and then
    drop off the goods at one of the three fences. Head back to the Imperial City
    at the Waterfront to recieve a message from Gray Fox the quickest. Just wait
    with the in-game clock for 24 hours and the messenger will appear; Methredhel.
    
    *******************************************************************************
    2.03.11 - The Gray Fox's Quests
    *******************************************************************************
    
    2.03.12 - Turn a Blind Eye
    2.03.13 - Arrow of Extrication
    2.03.14 - Boots of Springheel Jak
    2.03.15 - The Ultimate Heist
    
    In order to get your quests from here on out you will have to wait for a
    messenger to come find you and give you information on where to find the Gray
    Fox and get your quest straight from him.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.12 - Turn a Blind Eye
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head to Bruma just north of the Imperial City and seek out the house of Helvius
    Cecia in the south east area. Head down the stairs and talk to The Gray Fox
    sitting on the chair. Now you must venture to the east, straight across from
    Bruma, to reach the Temple of the Ancestor Moths. Once you make it to the
    temple you will have to try and persuade a monk to tell you where the stone is
    located.
    
    The monk outside doesn't know anything about a stone. Talking to the three
    monks with the Disposition up to at least 70 will get you the information you
    need from one of the three. After you collect all your information follow
    Brother Holgar to the secret catacombs location.
    
    Once you enter the catacombs the 'blood price' will be voided and you will be
    allowed to kill in these areas. The guardians of the stone are the blind monks.
    You can use your torches down here since they can't see you, but sneak around
    since they will have great hearing to avoid them if you wish. Take your shoes
    off to help keep the noise down if you have to.
    
    You can pickpocket a key off one of the monks if you wish and also get a katana
    off them. Head through the Northwest door and then take the first path to the
    right. Watch out for the two patrolling monks and then take the next right down
    the hall. Take the first left here and walk around the next dining area to
    avoid some monks.
    
    Around this area you will have to fight a rat and head through the locked door
    at the end of the hall. Head straight and pick the lock on the door or use the
    key if you got it from a monk upstairs to enter the sleeping quarters. Wrap
    around the corner to the north east past the sleeping monks and get to the next
    door.
    
    In this next area, watch out for traps all over the place. Look near the ground
    after the second turn for a trip wire to jump over. If you take the first right
    after jumping over the first trip wire you will get put in to a gas chamber
    with the doorways sealed by large boulders. Pull on all the ropes hanging from
    the ceiling to activate the north western doorway.
    
    After another bend you can go to the left and activate a movable rock to get to
    a chest with Daedric Teeth ingredients. Continuing through here will make you
    fight a Skeleton Hero. If you continue north from here you will have to jump
    around a spike floor to avoid getting hurt. At the end of the tunnel you may
    have to fight a Wraith depending on your level.
    
    The other way where you activated the movable rock will bring you to some logs
    that fall towards you, avid them by stepping backwards and letting them stop
    rolling. Now move on up through the tunnel. As you head back downhill after the
    two turns, watch out for the pressure plate on the ground so the log doesn't
    swing down and crack the back of your head. At the end of the tunnel you may
    have to fight a Wraith depending on your level.
    
    Whichever way you choose they both lead up to the door to the next area. In the
    center of this room is a monk and two stones. The large red one is a defense
    system that shoots every 6 seconds at you with ice power. You will have to
    quickly grab Savilla's Stone on the right and get out of the way before the
    other stone can shoot you.
    
    In the cave to the south west is a possible Wraith with a chest of items. In
    the cave to the north east is a chest with Instructions on the Gray Cowl,
    referring to The Gray Fox's cowl. Take it and go up the ladder through the one
    way well exit out behind the monk's quarters. Head back to Bruma and talk to
    the Gray Fox. You can ask about Nocturnal's Cowl, and tell him that you found
    the note at the monastery.
    
    Hand over the stone and get your 500 Gold reward for the quest. Now leave the
    house and await further instructions.
    
    *BUG*
    After completing the quest, the note from the Blind Moth priest about the Gray
    Cowl may still remain in the inventory as a quest item.
    
    *FIX*
    For PC
    Entering SetQuestObject 00014740 0 into the console will allow the note to be
    removed.
    
    For Consoles
    No Fix available
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from The Gray Fox, you need to get
    at least 700 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the three fences. Head
    back to the Imperial City at the Waterfront to receive a message from Gray Fox
    the quickest. Just wait with the in-game clock for 24 hours and the messenger
    will appear; Amusei.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.13 - Arrow of Extrication
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Amusei will not seek you out and initiate the quest if you are in jail, in the
    Dark Brotherhood Sanctuary or in Chorrol.
    
    Head to Chorrol, Northwest of the Imperial City, and talk to the Gray Fox at
    Malintus Ancrus's house. The Gray Fox wants an arrow from a wizard; you may
    kill the wizard as long as it is not within the castle. Head out to Bravil to
    the south of the Imperial City.
    
    Once you reach Bravil you will have to talk to one of the two available beggars
    around the city to get your information on Fathis Aren. They will tell you his
    front door is not accessible but there is a secret passage through the castle.
    Head to Bravil's Great Hall to the Southeast.
    
    Head up the stairs and go through the North Wing door. You may have to wait for
    the guards to change shifts around 7:30AM or 7:30PM. Take the first left and
    pick the lock on the door, you will get a quest update. Remember though, he
    doesn't keep important items in this room. Search both chests on the left wall
    to get another quest update proving it isn't here. Check the jewelry box on top
    of the drawers in the middle of the room. Depending on your level you may get
    the Thieves Ring. Now head to the middle north wall and activate the right
    pillar to enter the secret passage.
    
    Pick the lock on the door to enter the Wizard's Grotto. Kill or sneak past the
    enemy down here and pick the lock of the gate straight ahead. Head down in to
    the shallow water and make your way south east to the pool of deeper water. You
    must swim down with the slaughterfish and find the underwater tunnel just below
    the rock formation in the middle of the pool. The biggest slaughterfish in the
    game is a little further down in the pool. You should swim through the tunnel
    and get some air before heading deeper down to fight it if you wish to.
    
    Get out of the water and head east, opening the gate. Head down the hall and
    take a left, kill the enemy and take another left to cross some shallow water.
    Grab the Nirnroot on the side of the water and kill the rat. Now continue on in
    to more shallow water and finally the door to the Wizard's Lair.
    
    Go up the stairs in the hallway next to the large double doors. Pick the lock
    on the gate and go east. Kill the enemies or sneak past them to head up the
    stairs and reach Fathis Arens’ Tower, pick the lock and enter.
    
    Once inside the tower kill the enemies in this area and head up the stairs
    since you need a key to the other door. Kill the enemy or continue to the next
    floor. Beware of a few enemies up here, including Fathis Aren. Kill him and any
    other enemies. Take the three keys off Fathis Aren.
    
    If Fathis Aren is not up here you can get his key off the second floor in his
    little lab area. Check his chest with his name on it near the back south
    eastern wall. Also within the chest is the Key Shaped Arrow Head you need to
    continue your quest. Head down to the first floor and open the locked door with
    the key to leave the front door of the tower.
    
    Head back to Chorrol and go in to Malintus Ancrus's house to talk to The Gray
    Fox again. Talk about the Arrow of Extrication, you will be promoted to Master
    Thief and receive 500 Gold. Also another Fence in the Imperial City will be
    unlocked.
    
    *BUG*
    Some doors in this dungeon cannot be opened with target alteration spells (they
    go straight through the door).
    *FIX*
    Bring Lockpicks
    
    *BUG*
    Sometimes the Gray Fox won't appear at Malintus Ancrus's house. Malintus Ancrus
    will tell you not to keep the Gray Fox waiting but he will never show up.
    
    *FIX*
    What you need to do instead is go to Helvius Cecia's house in Bruma which is
    where he met with you for the Turning a Blind Eye quest. There is currently no
    patch or reason for this glitch. After you've gotten the arrow the Gray Fox
    will still be in Bruma.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from The Gray Fox, you need to get
    at least 800 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the three fences. Head
    back to the Imperial City at the Waterfront to recieve a message from Gray Fox
    the quickest. Just wait with the in-game clock for 24 hours and the messenger
    will appear; Amusei.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.14 - Boots of Springheel Jak
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head to Cheydinhal to the east of the Imperial City and seek out Ganredhel's
    house in the south east corner. The Gray Fox will have you get him some boots
    that he needs from a very well-known thief that died about 300 years ago.
    Around the time of when The Gray Fox has come around if you've been paying
    attention to the rumors and such.
    
    Head out to the Imperial City and talk to one of the beggars. I used Puny Ancus
    because he has never steered me wrong, if you don't bribe the beggar, if
    prompted, they will tell you to go to Bruma. Ask about where to find Jakben,
    Earl of Imbel. You will learn that Jakben has a place in Talos Plaza and only
    goes out at night. Head over to the Talos Plaza District and go to the south
    eastern inner wall area to get to his house.
    
    *******************************************************************************
    Note: Due to a bug that causes Jakben to skip his sleep during the day
    *******************************************************************************
    
    You will want to break in at night while Jakben is out of the house. Although
    Jakben is out of the house, he has a servant named Gemmius Axius. The servant
    goes to sleep at 10 PM to 2 AM. Checking out the basement gives you no clues,
    except that there is a door to some catacombs that requires a key.
    
    Head up to the second floor, if you reach the large kitchen/dining area you
    will find some stairs in the middle of the back wall. Go up them to a doorway
    in the ceiling and pick the lock to enter Jakbens’ study. Take any items in the
    jewelry box and you may get a Base Ring of the Armorer. Unlock the desk to find
    a Imbel Genealogy paper. Once you grab this paper a quest update will pop up
    and tell you that there is no information on Springheel Jak.
    
    Head back down to the second floor and go through the door to the left as you
    are facing down the stairs. Take the second door on the right and you will
    enter the servants’ bedroom. If you wake him up, quickly talk to him before he
    yells and persuade him to at least 80. Ask about finding Jakben and he will
    tell you that he is out looking for food. Also if you noticed, you have been in
    every room and there is only one bed.
    
    One Bed + Night Time only and out for food + Catacombs of family members in
    cellar = Vampire?
    
    If you ask about the crypt he tells you that Jakben has the key and that he is
    not allowed to enter it or else he will be killed. Now either wait here for
    Jakben or leave and wait till morning to re-enter the house and find him most
    likely up in the dining room/kitchen. Talk to him and ask about Springheel
    Jak's tomb.
    
    You have two choices now; most likely Jakben will have run up in to his study
    to think about what just happened. You can either take the “good” event or head
    down in to the basement to unlock the crypt and continue or you can go after
    him and kill him. If you kill him it turns out the boots were on him the whole
    time. But why?
    
    For answers on this and more on The Gray Fox you will still have to head down
    in to the crypt.
    
    Whether you already killed Jackben or not you should head down in to his cellar
    after you get the key off him and enter the catacombs in the middle cellar
    room. There may be an enemy right in the first room, like a Timber Wolf or
    maybe a vampire, depending on your level. Head South from the start and kill
    the vampire(s) you may find, depending on your level. Search the coffins for
    items.
    
    Head back to the start and go through the northern tunnel to find more
    vampires. Now why would Jackben have vampires down in his cellar? Watch out for
    possible zombies as well. Loot through the three branches; then head back to
    the start.
    
    Now head through the eastern tunnel, turn east to see a room with more
    vampire(s) and possibly a Skeleton Guardian, depending on the level. Head up to
    the locked door on the east side and pick the lock after you kill the enemies.
    The coffin straight ahead is Springheel Jak's. You won't find the boots but you
    get a diary that may provide clues.
    
    Read the diary to learn that Springheel Jak had a famous partner that he can't
    remember what the name was. Sounds possibly like The Gray Fox. Deeper in the
    diary you learn that Springheel Jak is actually Jakben trying to fit in to the
    city with everyone else.
    
    If you haven't killed Jakben yet he will now appear and attack you with his
    vampire spell sword. Take him out and grab the boots off him to continue on,
    leave the crypt and head out to give the boots to The Gray Fox.
    
    Go back to Cheydinhal and hand them over to The Gray Fox back at Ganredhel's
    house in the east part of town. You will be given 500 Gold for your reward. If
    you have read the diary, you can ask if he knew Springheel Jak. He will say no,
    the cowl has been passed down from master thief to guild master dozens of times
    since it was first stolen from Nocturnal. He also hopes he will be the last
    Gray Fox.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you are allowed to get another quest from The Gray Fox, you need to get
    at least 1,000 Gold worth of goods fenced. Steal from the cities in the
    appropriate areas and then drop off the goods at one of the three fences. Head
    back to the Imperial City at the Waterfront to receive a message from Gray Fox
    the quickest. Just wait with the in-game clock for 24 hours and the messenger
    will appear; Amusei.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.03.15 - The Ultimate Heist
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must travel to the Elven Gardens in the Imperial City and go to the house
    of Othrelo in the north east corner. The Gray Fox will give you back the boots
    and the arrow head for this next mission.
    
    ****************************
    * 1. Use the Glass of Time *
    ****************************
    Head to Green Emperor Way from any of the six main districts; heading in to the
    middle of the Imperial City. Once there, use the door on the west side to enter
    the Elder Council Chambers. Go around the loop to the left right when you enter
    the door and head to the door at the end of the hall that leads to the
    basement. You will have to enter the stairway and start sneaking to the
    basement door so the guard will not see you.
    
    Pick the lock and head down in to the basement; you are now trespassing so
    watch out for any guards. There is usually one guard down here, sneak around in
    the center area and hide behind objects to get away from him. Then cut through
    the area and reach the back side of the stairs you came down to activate the
    Glass of Time. A quest update will pop up and tell you that the
    Old Way should now be re-opened. Now quickly sneak back in to the center room
    to hide from the patrolling guard and get back up the stairs.
    
    ***************************************
    * 2. Find the entrance to the Old Way *
    ***************************************
    Leave the Elder Council Chambers and head through the south east door to the
    Arboretum. Near the north east corner you will find a small sewer grate that
    you can drop down in to next to the walkway.
    
    Head down the stairs and kill or sneak past any enemies in this room to the
    tunnel and pick the lock on the gate. Enter the room and kill any enemies in
    here then head down the stairs and use the crank to open the door to the north
    east. Kill any Mud Crabs, then head Northwest through the sewer to reach a door
    towards the north leading beneath the Bloodworks.
    
    You must head east through the gate and take out any enemies in the area. Now
    go north and down the stairs. Pass by the Market Sewers door and head west
    around the bend to take a Vampire Bard in there demented torture room and take
    the east exit to the gate.
    
    Cross the bridge and use the next gate to enter another room and use the wheel
    to open the door in the previous room on the lower level. Continue east and
    kill any enemies found in the tunnels and go down the stairs that you
    eventually reach. In the next room to the west take the northern tunnel to
    continue through the door you opened earlier with the last wheel.
    
    Head across the water and in to the northern room and kill the Vampire Bard. Go
    over to the wheel on the west wall and use it to open the raised water gates in
    the previous room. Take out the Mud Crabs and go across the water to the last
    tunnel. Watch out for a Vampire Agent standing in here, kill them and move on
    to the gate. Use your Palace Sewer Key to unlock the gate and move on to the
    manhole to drop down in to.
    
    Start sneaking immediately if you aren't already. Sneak along the bridge or
    take out the vampire below with a bow and arrow. Head down the stairs and kill
    any enemies down below. Now you must go through the Northwest tunnel, heading
    through the gate and down to the water. Cross it and go through the door to the
    north east. Now go around the water's edge and enter the south east gate. Now
    cross the water and enter the Strange Door to The Old Way.
    
    ***********************************************
    * 3. Find the entrance to the Imperial Palace *
    ***********************************************
    Head down the stairs and kill the rat, then continue west and jump over the
    pressure plate. Turn north to see a locked Iron Gate with a Wraith inside, go
    in and kill it and take the treasure if you want. Now head west again and go
    south killing the enemy in this room and avoiding the pressure plate. Head east
    through the wall and go south through another wall piece to reach the door
    safely and exit through the southern door.
    
    In this next area you will have to kill some Wraiths before moving on. Now go
    west through the hole in the wall and get south as you kill the enemies along
    the way. Hop through the hole and take out the Ancient Ghost. Now you must head
    through the east hole in the wall to reach The Lost Catacombs.
    
    Head north and kill any enemies including zombies and wraiths along the way.
    When you go east you can either, kill the enemies in the pit, or head south
    through the hole in the wall, to get around this area and make your way further
    east. When you reach the room that leads furthest east with two north tunnels,
    take the left tunnel to avoid a wraith.
    
    In the next room take the right northern tunnel and go down the slope, killing
    any enemies in the way. Go east through the only available tunnel and enter a
    really huge room with a couple enemies to dispose of. Head over to the ruined
    staircase and equip the Boots of Springheel Jak to jump up on to the balcony
    above. Activate the north switch, and then run around the west wall to the
    south switch to activate it as well. The door to the east will open and the two
    crystals will power up, for me they powered up but then lost their charge and
    went back out. If they stay powered up for you, get them to fire at you and 
    dodge it, then run or leap from support to support on the top wall to drop down
    at the east exit to escape.
    
    ****************************
    * 4. Unlock the Final Door *
    ****************************
    Now head in to the Hall of Epochs and continue to the east. Kill the ghosts and
    wraiths that get in your way and move in to the large room. Head up the stairs
    in the back and you will get a quest update pop up telling you that you must
    use the Arrow of Extrication and be standing in a special spot.
    
    Head west, staying up on the second floor and you will get another quest update
    telling you that the walls are movable and that the spot is probably around
    here somewhere. Now head to the southern wall and pick the lock on the gate.
    
    Turn to the east and push the button on the wall to open a secret passage below
    and head down the path to the west to get down below. Kill the enemies down
    here and go to the south east corner for the now open passage. Now head south
    and around the wall to reach a door.
    
    Kill the skeleton and enter through one of the two gates in to another large
    room. Kill any enemies in here and head through the north tunnel, down the
    stairs. Loop around this room to the west and head down more stairs to the
    south. Kill the enemy patrolling down here and then press the switch on the
    west wall, make your way back up the stairs.
    
    Go back through the door and out the secret entrance. Head back up the stairs
    and in to the large room again. You will notice right away that the room has
    changed. Walk on to the bridge straight ahead and stand on the pressure plate
    to make the stature to the east do a 180 and you get a quest update telling
    you this is the spot. Aim out at the statue, test with some normal arrows to
    hear a loud banging noise when you actually hit it. You will want to aim the
    site pretty much at the statues raised hands to hit the target. You should
    SAVE YOUR GAME if you don't think you will hit the target right because then
    you will have to go over to the statue and search for the arrow, which leads to
    possible glitches of it disappearing.
    
    Once you hit the target another quest update pops up and the statue will rise.
    Making your way over to the statue will make the smaller statues come to life.
    Take them out or use a potion of invisibility and get down the stairs under the
    statue. The door will take you to the fireplace inside the Imperial Guards
    Quarters inside the palace.
    
    ********************************
    * 4. Find the Imperial Library *
    ********************************
    Wait for any guards to walk out of the room that are starting their routes and
    then sneak past all the sleeping guards. If you don't have a high sneak rate
    you should probably take off your shoes so you don't make noise. Now you should
    head around the circular hall to the south by taking a left out the doors.
    
    Head up the ramp and in to the door. Now wait for any guards to turn around on
    patrol and start sneaking along the hall. Hide in the deep wall pockets on the
    outer wall to avoid being spotted. Pick the lock on the door to your left on
    the west side of the circle.
    
    Sneak around to the right and activate the switch behind the blind priest and
    sneak back around to the other side of the gate to enter the library. Go to
    the round table at the bottom of the stairs and sit down for a quest update.
    Take the scroll and sneak up the stairs and pick the lock on the door up here
    to get out.
    
    Head south by taking the left route down the hall and hide in the outer wall
    pockets to allow the passing guards to go past without spotting you again.
    Head through the door at the end of the hall to the Moth Priest's Quarters and
    pick the lock.
    
    Once up here, there is a blind monk guard. I would still stop and get out of
    the way in case he has super hearing to compensate for his blindness. Head
    completely around the circle and go up the stairs to the Imperial Battlemage's
    Chambers and pick the lock.
    
    Now make your way around to the middle of the west side and pick the lock on
    the door to the left. You must avoid the guard making his rounds in the hall so
    watch out here as well. You may want to sit around for a while until about 1AM
    in a dark wall pocket so people start to get to sleep. Sneak through the room
    and in to the back room and make your way to the fireplace in the back of the
    east wall.
    
    Save your game, you have two choices now. Attempt to drop through the fireplace
    shaft without the boots hoping you have enough Acrobatics to keep you alive,
    which allows you to keep the Boots of Springheel Jak or drop with them equipped
    not taking any damage, but making the boots break.
    
    If you wish to see if you can keep them, make sure you save and then drop down
    to see if you live. Otherwise you won't be able to keep them and have to equip
    them one last time. Once you drop and survive, you will be brought back to the
    very beginning of The Old Way. Head east to reach the Palace Sewers.
    
    Head back through the water area and past the fish and make your way back down
    to the south east door to Beneath the Bloodworks. Now go east back through the
    sewer water and take the south tunnel. Watch out for any new vampires lurking
    around here. Instead of going up the stairs to the Southeast tunnel, you should
    head east through the gate.
    
    Follow this tunnel back through the sewers and you will take a tunnel to the
    north for the second time. In this tunnel head north to find a door to the
    Market Sewers. Drop in the water and head west, and then get up on the north
    side to turn the wheel and activate the door to the right.
    
    Head through the tunnel and take the exit through the Best Defense Basement or
    move on to a better spot like the Market District so you don't have to worry
    about a last minute arrest needing to be avoided. You can also try to escape
    through The Main Ingredient Basement or continue on to The North Tunnel.
    
    Once out of the sewers head back to the Elven Gardens District and go talk to
    The Gray Fox at Othrelos' House. Sit down and talk to him and ask what happens
    next. The Gray Fox will hand you a ring and tell you to go to Anvil and give it
    to the countess there to see what her reaction is for him.
    
    When you enter the Great Hall you will see The Stranger sitting on the bench
    across from the countess. When she is holding her public meeting time, talk to
    her about the stranger's ring to get her reaction for The Gray Fox. She then
    thinks The Stranger is familiar and you are frozen in place for a little cut
    scene. You will be given the rank of Guildmaster, receive the Gray Cowl of
    Nocturnal, and a new Thieves Guild in the Waterfront at the Imperial City that
    you need to go check out.
    
    *******************************************************************************
    2.04 - Fighters Guild
    *******************************************************************************
    
    2.04.01 - Getting in to the Fighters Guild
    2.04.02 - Azzan's Tier 1 Quests
         2.04.03 - A Rat Problem
         2.04.04 - The Unforntunate Shopkeeper
    2.04.05 - Burz gro-Khash's Tier 1 Quests
         2.04.06 - The Desolate Mine
         2.04.07 - Unfinished Buisness
    2.04.08 - Modryn Oreyn's Tier 1 Quests
         2.04.09 - Drunk and Disorderly
    2.04.10 - Azzan's Tier 2 Quests
         2.04.11 - Den of Thieves
    2.04.12 - Burz gro-Khash's Tier 2 Quests
         2.04.13 - Amelion's Debt
    2.04.14 - Modryn Oreyn's Tier 2 Quests
         2.04.15 - The Master's Son
         2.04.16 - More Unfinished Buisness
         2.04.17 - Azani Blackheart
    2.04.18 - Azzan's Tier 3 Quests
         2.04.19 - The Wandering Scholar
    2.04.20 - Burz gro-Khash's Tier 3 Quests
         2.04.21 - The Fugitives
    2.04.22 - Modryn Oreyn's Tier 3 Quests
         2.04.23 - Trolls of Forsaken Mine
    2.04.24 - Azzan's Tier 4 Quests
         2.04.25 - The Stone of St. Alessia
    2.04.26 - Burz gro-Khash's Tier 4 Quests
         2.04.27 - The Noble's Daughter
         2.04.28 - Mystery at Harlum's Watch
    2.04.29 - Modryn Oreyn's Tier 4 Quests
         2.04.30 - Information Gathering
         2.04.31 - Infiltration
         2.04.32 - The Hist
    
    Having the Fighters Guild membership gives you a few benefits: Free place to
    sleep in most cities and towns. Automatic +10 Disposition with other Fighters
    Guild members. Free weapons to take at your disposal at the Fighters Guild
    buildings. You also get Gold and Glory when completing the contracts (Fighters
    Guild Quests).
    
    The Fighter's Guild will take good and bad reputational people. However they
    will only take bad reputational people as long as your Infamy is under 100.
    Once you make it in to the guild you can max out your infamy for all the
    Fighters Guild cares as long as you don't do anything bad to your fellow Guild
    Members.
    
    If you attack a Fighters Guild Member you will be warned for the first two hits
    but after the third you will get kicked out of the Fighters Guild. If you are
    kicked from the Fighters Guild you can go talk to Guild Master Vilena Donton
    for readmission.
    
    First Kick - You must collect 20 Black and Brown Bear pelts
    Second Kick - You must collect 20 Minotaur horns
    Third Kick - No more Fighters Guild, your done, out, dismissed, no come backs
    
    Fighters Guild buildings are found in every city except for the Imperial City.
    You are only able to Join and accept quests at only three of the Guild
    buildings.
    
    Chorrol - Guild Master Vilena Donton on top floor
    Anvil - Azzan on the ground floor
    Cheydinhal - Burz gro-Khash on the second floor
    
    If you meet the requirements head over to one of the above members and speak to
    them to join, you are added in as an Associate. If you are talking to Guild
    Master Vilena Donton you will be told to seek Azzan or Burz for contracts.
    
    Now after every two or three quests per tier you will be told to go talk to
    Modryn Oreyn, the Champion, which offers more quests. This has you help the
    Fighters Guild get back at the opposing company. Both Azzan and Burz gro-Khash
    give quests at the same time, just follow the list to each that you are doing
    in whatever order you choose.
    
    *******************************************************************************
    2.04.01 - Getting in to the Fighters Guild
    *******************************************************************************
    
    Just talk to one of the following while your infamy is below 100 and 0 bounty
    on your head at the time:
    
    Chorrol - Guild Master Vilena Donton on top floor
    Anvil - Azzan on the ground floor
    Cheydinhal - Burz gro-Khash on the second floor
    
    Once you get in seek out the bottom two of the above members for quests.
    Doesn't matter which you go through first.
    
    *******************************************************************************
    2.04.02 - Azzan's Tier 1 Quests
    *******************************************************************************
    
    2.04.03 - A Rat Problem
    2.04.04 - The Unforntunate Shopkeeper
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.03 - A Rat Problem
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Arvena Thelas' House in Anvil just down the street and enter it to
    find her upstairs waiting for you. Instead of exterminating the rats you have
    to go see what is killing them. Head down in to the basement after speaking
    with her.
    
    Head down in to the basement to find a mountain lion killing off the rats. Kill
    it and head back up to the second floor to tell Arvena what it was. She will
    now ask you to head out to speak with Pinarus Inventius to hunt down the
    mountain lions in the area.
    
    Head over to Pinarus's House and tell him about the mountain lions. He will
    suggest that the both of you head out and take care of some on a hunt. Follow
    him through the town and head out the Main Gate. Up the trail to the north west
    just past the stables and behind some rocks is a group of four mountain lions.
    Pinarus and you must defeat them all and then you can report back to Arvena
    Thelas.
    
    Head back in to town and talk to Arvena Thelas to find out there is another
    mountain lion in her basement. Run down there and kill the second mountain
    lion. Head back up and tell her the second mountain lion is dealt with. She now
    suspects her neighbor, Quill-Weave, might be the one responsible. She says she
    is sneaking around behind her house at night, head behind the house and hide in
    the bushes to the right of Arvena Thelas' House.
    
    Wait till a little after 8 PM to see Quill-Weave head in to the backyard as you
    were told she does and she will head over to the hole in the wall. Do not move
    so she can't see you, let her continue what she is doing. She leaves a piece of
    meat on the ground.
    
    Now as she is leaving run over to her and confront her with what she has just
    done. Quill-Weave will ask you to lie to Arvena Thelas by bribing you with free
    Acrobatics training. Instead go tell Arvena Thelas the truth and you will get
    not only the leveled Gold, but free Speechcraft training as well.
    
    Head back to Azzan and talk about advancement to get ranked up to Apprentice.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.04 - The Unforntunate Shopkeeper
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    Head out the south west exit to The Gold Coast and enter the shop of Lelle's
    Quality Merchandise. If it is after store hours the back door will be unlocked
    for you. Talk to Lelle's and he will tell you that you must stay in the shop
    over night to see the thieves.
    
    Wait around and the three thieves will come in anywhere from 11 PM to 4 AM.
    Kill them off and exit the shop to head out to the Flowing Bowl to talk with
    Lelle to get your leveled Gold reward.
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Azzan no longer has any quests for your low rank so head out to Cheydinhal to
    talk with the other Fighter's Guild quest giver Burz gro-Khash.
    
    *******************************************************************************
    2.04.05 - Burz gro-Khash's Tier 1 Quests
    *******************************************************************************
    
    2.04.06 - The Desolate Mine
    2.04.07 - Unfinished Buisness
    
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    2.04.06 - The Desolate Mine
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will receive a Steel Longsword, Steel Warhammer, and Steel Bow to give to
    the warriors waiting in the cave. Exit the city through the west exit and head
    north west to the Desolate Mine. Enter the cave and head straight through to
    see a group of warriors standing around, talk to Rienna.
    
    Talk about the weapons shipment and then go to the warrior and he will talk
    about sinking a blade in to some Goblins, so hand him the sword. Give the
    hammer to the ogre warrior. Once everyone has there weapons help clear out the
    cave of goblins.
    
    When you come to a fork in the road, take the left tunnel to reach a large room
    with some dead miners, Goblins, and perhaps some fellow Fighters Guild members
    in battle. Take care of the Goblins here and then head through the south west
    tunnel to take care of more Goblins and maybe another Fighters Guild member
    that got seperated from the group. Turn back around and take the north western
    tunnel since this just leads to a dead end.
    
    In this next large room you should have joined up with the other Fighters Guild
    members again, keep killing the Goblins through out the cave until a quest
    update pops up and tells you that all the goblins have been killed. Head back
    to the Fighters Guild and collect your reward from Burz gro-Khash of leveled
    Gold.
    
    Talk to Burz gro-Khash about advancement once you get your reward to be
    promoted to Apprentice if its your first mission or Journeyman if it is your
    second advancement.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.07 - Unfinished Buisness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head to Chorrol to talk to Vilena Donton located at her house within town or at
    the Fighters Guild. Head out to talk to Modryn Oreyn. You can find them at
    their house in the south west or at the Fighters Guild. Head over to talk to
    him and you will be told to head south to Skingrad.
    
    Maglir will be in the West Weald Inn just across from the West Gate. Talk to
    him about defaulting and then continue on with the clues to gather information
    on his quest so you can pick up where he left off. Exit the city and head north
    west out of Skingrad to Fallen Rock Cave and enter the cave.
    
    Head in to the first large cavern room and take out any enemies within the area
    to move on. Go through the north path and either continue north to go in to
    some shallow water, the other route eventually leads to a cave in forcing you
    to take this route anyways. Kill the enemies in the way and walk through the
    cavern in to another tunnel.
    
    Once you reach this room you will have to fight off some Mud Crabs and then you
    will see a Zombie floating dead in the water. Most likely Brenus Astis, go to
    the chest and take the book next to it and you will recieve a quest update to
    either go back to Maglir or tell Modryn Oreyn that the contract is now
    complete.
    
    Maglir doesn't care how it went, so head out to talk to Oreyn. You can either
    tell him the truth and claim the credit (which kind of hurts you a little later
    on but not to badly; its just a little harder to get a lead for a quest) giving
    you the fame and reward or tell him that Maglir has finished his contract, you
    still get a reward.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    2.04.08 - Modryn Oreyn's Tier 1 Quests
    *******************************************************************************
    
    2.04.09 - Drunk and Disorderly
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.09 - Drunk and Disorderly
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Travel to Leyawiin to the south and check in on the three Fighters Guild
    members causing trouble. Talking to the gate guard will let you know they are
    at the Five Claws Lodge. Head over to the inn and speak with the owner. She
    wants you to get them out of her place.
    
    The three Fighter's Guild members are out of work due to the Blackwood Company.
    Talk to Vantus Prelius and tell him that they need to keep busy. He suggests
    you should look for a job for them. Ask anyone in town and they will tell you
    to seek out Margarte. Head over to her house to see if she is home, otherwise
    she will be out in the countryside looking for ingredients for her side hobby
    of alchemy.
    
    She doesn't trust the Blackwood Company to help her, but she isn't sure about
    the Fighter's Guild either. She asks that you bring her five portions of
    ectoplasm to get her to trust you. Head out to some ruins and fight Ghosts and
    Wraths for the ectoplasm they carry, go in the Undercrofts of chapels, or buy
    some from All Things Alchemical; then return to her and hand it over.
    
    Once you hand it over go back to the Five Claws Lodge and speak to Vantus
    Prelius to let him know you found his Fighters Guild members a job. You can
    also bring Margarte some Minotaur horns and Ogre's teeth in groups of five for
    500 Gold per group. Head back and speak with Oreyn for your leveled Gold reward
    and ask about a promotion to reach Swordsman.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Modryn Oreyn doesn't have anymore quests for you at this time so you must head
    back to speak with Azzan or Burz gro-Khash.
    
    *******************************************************************************
    2.04.10 - Azzan's Tier 2 Quests
    *******************************************************************************
    
    Talk to Azzan in Anvil once you are promoted to Swordsman to obtain a new quest
    from him.
    
    2.04.11 - Den of Thieves
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.11 - Den of Thieves
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Azzan tells you that you will have to partner up with another recruit...Maglir.
    The same Maglir that decided not to work on a quest a few ago. Depending on
    what you told Oreyn doesn't affect this quest. Ask around within the guild or
    right outside in the street and you will learn that a man named Newheim the
    Portly.
    
    Head out to Newheim's house or find him around town wandering around a lot.
    Talk to Newheim and and ask about the thieves, then ask about the heirloom to
    get a side quest started. Head out the north gate and go along the road to the
    north to locate Hrota Cave.
    
    Don't go through the southern tunnel on the right as this just leads to a cave
    in and you may get injured. Head north east through the second tunnel and pass
    the tunnel on the left to enter a cavern with two thieves to deal with. Keep
    Maglir alive while fighting off the thieves.
    
    You can talk to Maglir at anytime and tell him to wait or follow if you want to
    check anything out without him or just keep him out of harms way. The first
    tunnel on your left leads you to a dead end with a few items scattered in bags
    and crates. Continue south east and take the second tunnel on the left to reach
    three thieves, wait until they are all facing different directions and head in
    for some stealth kills, or charge in with Maglir if he still has the health for
    it.
    
    If you are having Maglir follow you, tell him to wait in this cavern where you
    just killed the three thieves and then head through the south eastern cavern by
    yourself. Go along the side of the wall on either side and trip the rope trap
    to allow the spiked ball to fly past, now go back and get Maglir. Otherwise
    just jump over the rope.
    
    Sneak in to the last huge cavern with three more thieves inside. and kill them
    all off. You have successfully killed off all the thieves in the cave, however
    you still need to locate that heirloom for Newheim. Head down in to the pit and
    search the table on the south western side for Newheim's Heirloom, take it and
    a quest update will pop up telling you to take it back to Newheim.
    
    Head out of the cave and go to Newheim's house or find him wandering the city
    and hand him his heirloom for a reward consisting of three bottles of Newheim's
    Special Brew. Now head back to the Fighters Guild and speak with Azzan to get
    your leveled Gold reward. You can also advance in rank to Protector if you
    already did Burz gro-Khash's new quests.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Azzan has no more quests for you at the moment so seek Burz gro-Khash back in
    Cheydinhal.
    
    *******************************************************************************
    2.04.12 - Burz gro-Khash's Tier 2 Quests
    *******************************************************************************
    
    2.04.13 - Amelion's Debt
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.13 - Amelion's Debt
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Water's Edge just north of Leyawiin on the west trail. Enter the
    house of or find Biene Amelion. Talk to her and find out she is in debt since
    it carried over to her with her fathers death. Ask where the sword and armor is
    to get it marked on the map. If you have 1,000 Gold you can give her the money
    to pay off the debt and then adventure out to get the enchanted armor for
    yourself. Otherwise head out there to get the items to hand over to her to pay
    it off.
    
    Head south east across the river by using the bridge on the peninsula and then
    crossing the river. Watch out for the Mud Crabs near the shore and get in to
    the tomb. Head through the winding tunnels killing the enemies. They range from
    Ghosts to Liches depending on your level.
    
    Heading back to the wes, take the northern-most west path to cause a cave-in
    and Brusef Amelion's Gauntlets will appear on the ground to be picked up. Back
    up a bit and go south through the western tunnel. In the back of this tunnel,
    there is a coffin, jump on top of the coffin and look on the other side for
    Brusef Amelion's Boots.
    
    Now use the eastern tunnel and kill the enemy lurking around in here and then
    pull the rope to open a secret door on the east wall. Enter the new tunnel and
    you will come to a cavern with more enemies to dispose of. Head through the
    eastern door and go south to the small cavern-like room. In the south east
    corner to locate Brusef Amelion's Shield. Go north to reach another tunnel
    heading to a door going to the Sarcophagus Chamber.
    
    Kill any enemies in the area and then head all the way over to the east. Take
    the last path to the north and kill any enemies in the area of the main
    sarcophagus's. Now take Brusef Amelion's Sword and Cuirass off the stone and
    then go to the north east corner of this cavern to find Brusef Amelion's
    Greaves. Head through the northern tunnel to reach the door back to the tomb.
    
    Pick the chest and fall down the hole back in to the early part of the tomb and
    head north to make it through the tunnel to the exit. Head back to Water's Edge
    and talk to Biene Amelion to either hand her the money and keep the armor and
    weapon or hand her the weapon and armor. Ask her about the debt to complete
    the quest and head out to Cheydinhal to speak with Burz gro-Khash to get your
    leveled Gold reward. If you completed Den of Thieves you can get promoted to
    Protector.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Once you have completed Burz gro-Khash and Azzan's Tier 2 quests you will be
    told by them to head out to Chorrol and speak with Modryn Oreyn.
    
    *******************************************************************************
    2.04.14 - Modryn Oreyn's Tier 2 Quests
    *******************************************************************************
    
    2.04.15 - The Master's Son
    2.04.16 - More Unfinished Buisness
    2.04.17 - Azani Blackheart
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.15 - The Master's Son
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must go on a mission with the guild master's son. Head out of the Fighter's
    Guild and south down the street to reach Vilena Donton's house. Talk to Viranus
    Donton and have him quickly leave the house with you to head out on the
    mission. Head out the north exit of the city to move on.
    
    Once outside the gates run to the cave north of your location to find the last
    known whereabouts of Galtus Previa. Once you reach Nonwyll Cave head inside.
    Start to head through the cave and watch out for Viranus Donton to take off and
    start attacking the enemies down the tunnel. You will have to head down after
    him and protect him from the enemies.
    
    Continue down the tunnel and head through one of the two doors to the Nonwyll
    Chamber of the Titans. In this chamber you may have to fight Ogre's and Trolls
    to make your way through the cave. Kill the enemies and go through the south
    east tunnel of the first chamber.
    
    Once you are in the larger chamber you can take the south west tunnel to loop
    around some back tunnels and collect some rare random items as you kill off the
    enemies living in the cave. To continue on go through the north tunnel back in
    the second chamber. Once you make your way to the next chamber, kill off the
    enemies and you will find the corpse of Galtus Previa, take the broken shield
    for later use in the quest. Leave the cave and head back to Chorrol to tell
    Modryn Oreyn what you found out. Hand over the shield to Modryn and ask what it
    is about to recieve the Longsword of Disintigration or the other option for the
    Longsword of Winter.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.16 - More Unfinished Buisness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Maglir once again has defaulted on a quest, you must go find him in Bravil.
    Travel south east to Bravil and then locate Maglir by asking around to be
    hinted to look in the Lonely Suitor Lodge. Head to the south west corner to
    locate the lodge. Talk to Maglir at the lodge to find out that he has switched
    to the other company. This is where taking or giving the credit back in the
    first upset with Maglir gets effected. If you let him take the credit he will
    tell you the name and location of the client he was supposed to meet. If you
    took the credit and got him in trouble he will tell you to get out of his face.
    
    You can either head back to Oreyn and he will tell you where to find Aryarie or
    you can search every house until you locate the person. Aryarie will be located
    at the Mages Guild in Bravil. Once you speak with her she will ask for 10
    portions of Imp Gall.
    
    Head out of Bravil to the north and take the path towards the Imperial City to
    locate the cave. Enter the cave and sneak through the tunnel to attack some
    Imps flying around. Make sure to search and take each one of the Imps galls to
    get enough through the entire cave.
    
    When you reach the first large cavern taking the single tunnel to the south
    east may lead you to a tough battle with a Minotaur Lord depending on your
    level. There is a chest with nice random items in it as well back there to get
    at if you like.
    
    In the second large cavern you will have to jump over the chasm to reach the
    rest of the Imps. by now you should have enough Imp Galls to complete the quest
    and a quest update will pop up when you have enough. Search around for chests
    and you may get some rare armor depending on your level. Once you are done
    collecting exit the cave and head back to Bravil and talk to Aryarie at the
    Mages Guild and hand over the Imp Gall to receive the Grand Ring of Aegis.
    
    Head back to Chorrol and speak to Modryn for your leveled Gold reward. He also
    decides to discuss the Blackwood Company problem with you and then talk about
    advancement to be promoted to Defender.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.17 - Azani Blackheart
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Modryn Oreyn wants you to talk to him at his house after sundown to have more
    privacy with this next quest. Just wait until sundown and then head outside the
    guild. Head over to the south west corner of town to locate his house and enter
    it. Talk to Modryn and ask about the Blackwood Company to continue on.
    
    Modryn Oreyn has to take matters in to his own hands and decides to expose the
    Blackwood Company without the guild knowing. He wants you to decide whether or
    not to join him, if you don't join him you will have four more quests with Burz
    gro-Khash and Azzan unless you accept the quest with Modryn Oreyn to continue
    the story line.
    
    Once you accept the quest head out to Leyawiin and enter the Fighter's Guild on
    the west side of town. Head upstairs to find Modryn on the balcony by the third
    story stairs to talk to. Exit the guild with Modryn following you and exit the
    north east gate. Cross the river to the east side and take the trail north to
    Arpenia. Open the stone door to enter the tomb and move along the hallway, kill
    the rats that get in the way at the beginning.
    
    In the first big room you will take the stairs down to the east. In this next
    room do not stand in the middle of the room or else the stone platform you are
    standing on will raise up in to the spikes hanging from the cieling. Head to
    the opposite wall in this room for Modryn to tell you that he now sees that
    there was no battle down in the tomb.
    
    If you continue through the tomb you will go down a half circle stair well and
    then enter through a gate. In this next room is a crystal that will glow red
    and fire a ball of energy that can hurt you a lot. Turn to the right and hide
    behind the low wall for cover from the energy ball. When it shoots the ball go
    to the south west corner to find a switch on the floor that opens a secret
    passage to some treasure.
    
    Head east and up the stairs to reach another gate to the balcony above this
    previous room. Enter the hallway to the left and you will enter a swinging
    blade gauntlet-like hallway. As you head further in you just will collect small
    amounts of Gold scattered in casket's throughout the ruin.
    
    Leave the ruins and follow Modryn Oreyn along the trail and then off the trail
    to the ruins close to The Drunken Dragon Inn. Once there enter the ruins to
    Atatar.
    
    Head down the half circle stairs and enter the next hallway to find a lot of
    dead rats on the ground. Blades will start swinging like a gauntlet as soon as
    you step inside. Avoid them and make it to the end. Open the gate straight
    ahead to kill the enemy keeping watch at his post. Head back a few steps
    outside the gate you just opened to use the stairs on the right or left to get
    down to the floor below.
    
    Head up the stairs to the south west and kill the enemies up here to move on
    through the doorway. At the end of the hall enter the door to Atatar Haelia
    Dagon to continue. Kill the enemy straight ahead and open the chest for loot in
    the middle of the large room. Head to the back of the room going south west and
    you will find a gate that opens to reveal a switch on the wall. Press the
    switch to open the locked gates to the east.
    
    Head through the previously unlockable gates to the east to move on. As you
    move across the bridge to the south east another gauntlet activates. When the
    first blade hits the ground a section of the bridge will break and crumble.
    Modryn can follow if you decide to jump across and enter the door at the other
    end. Both doors will lead to the same area so just choose one and go with it.
    
    If you jumped across the bridge and avoided the gauntlet. Head straight ahead
    and activate the switch on your left to open the locked gate ahead. Now
    continue straight and kill off the enemies in this room to move to the door to
    the north east.
    
    If you dropped head through the door leading to Atatar Haelia Anga to move
    things along. Kill the enemies within this massive room and then head to the
    west gate with a Mud Crab behind it. Head up the stairs as you kill the Rats
    and Mud Crabs, then enter the door at the end of the hallway.
    
    If you took the bridge path you will automatically be placed within Azani
    Blackheart's room and you will have to battle him. If you took the lower path
    you will first have to walk through shallow water and defeat some Rats and Mud
    Crabs before reaching Azani Blackheart. Once you defeat him take his ring off
    his body as proof the Blackwood Company didn't defeat him. Ask about
    advancement to gain the rank of Warder.
    
    Head back out of the ruins using the north eastern hallway path to explore the
    rest of the ruins on your way out. Head to the right and press the button on
    the wall to activate the hanging blocks in the next room to reveal crystals you
    can use.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Azzan in Anvil once you are promoted to Warder to obtain a new quest
    from him.
    
    *******************************************************************************
    2.04.18 - Azzan's Tier 3 Quests
    *******************************************************************************
    
    2.04.19 - The Wandering Scholar
    
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    2.04.19 - The Wandering Scholar
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head north east to locate Brittlerock cave and enter it. When you speak with
    Elante she will tell you to stick close and just start to wander off through
    the cave. You must quickly get ahead of her and deal with the Daedra ahead in
    the caves. Elante will lead you down the lower west tunnel to a dead end.
    Quickly get ahead of her to see if there is any Daedra down there for her to
    hit the dead end as you go through the northern west tunnel.
    
    If you are fast enough she should stand in the second room just waiting for
    you, take this opportunity to head through the cave and kill off all the Daedra
    that are in route to her destination. When you are done killing all the Daedra
    in this area head back to where she is standing and she will move again with
    you. Reach the broken statue and she will tell you that this is where she wants
    to start studying and tells you that your job is complete. She will hand you a
    book.
    
    Head south in to the lower passages if you would like to explore further and
    get more items to add to your loot. The correct path to leave this way is to
    head through the east tunnel at the first room. Get around the deep water and
    kill the Daedra that get in your way as you head for the northern tunnel in the
    next large room. Exit through the door and head back to Anvil to notify Azzan
    that you have completed the quest. If Elante is still alive you will receive
    Fame along with your leveled Gold reward. If Elante dies than you still get the
    job done but you don't receive any fame. If you have already completed The
    Fugitives quest, you can ask about advancement to gain a rank to Guardian.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Azzan doesn't have anymore quests for anyone with your rank so you will have to
    head out to Cheydinhal and speak with Burz gro-Khash.
    
    *******************************************************************************
    2.04.20 - Burz gro-Khash's Tier 3 Quests
    *******************************************************************************
    
    2.04.21 - The Fugitives
    
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    2.04.21 - The Fugitives
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    Three or Four fugitives have escaped prison in Bravil, so start by heading down
    to the town. Talking to the locals leaves you with little information unless
    you boost there Disposition up to at least 60. Once you persuade someone, or if
    you are in the Thieves Guild speak with a local thieves guild member to learn
    about them, you will hear that they are hiding out at Bloodmayne Cave.
    
    Leave Bravil and head to the west across the river to Bloodmayne Cave. Enter
    the cave and sneak through the first main room to the tunnel in the northern
    corner. Just as you enter the gas room, turn to your right and pull on the low
    rope to activate the rock wall (this may be a random rope but it was always
    this rope for me) and head to the west.
    
    In this room you should have one of the four fugitives to dispose of. Kill him
    and continue south west through the next tunnel. In the next large room you can
    either use the planks to cross the chasm, jump the chasm, or use the tunnel to
    the south east to got around the chasm. If you cross the plank you run the risk
    of the plank cracking and have it send you to the bottom. If you do fall and
    survive, use the tunnel to climb up and out to the other side.
    
    Heading up the north west tunnel, be careful to be as quiet as possible and
    climb along the side of the tunnel to avoid the log trap. Head in to the room
    and kill the second of the four fugitives. Continue along the path to enter a
    door to the Labyrinth.
    
    In this first room be careful, the fugitive could be directly above you and can
    drop down a hole at anytime a few yards ahead of the door you just came
    through. Sneak around and use your bow to shoot up the hole at him if possible.
    Battle him to the death in this room.
    
    Heading south leads you to the upper rooms where the third thief was or is
    walking around. There are two holes you can find up here, drop down the last
    one once you are done exploring the upper portion.  Head west to continue the
    hunt.
    
    In the next large cavern room you will find a ghost or Will-o-the-wisp in the
    corner. Attack it and then move on through the east tunnel, as the tunnel it
    was guarding only leads to a dead-end with some treasure. Use the exit to the
    south in this last large cavern to leave the cave and head back to Cheydinhal
    to talk to Burz gro-Khash about your reward of leveled Gold. If you have
    already completed The Wandering Scholar from Azzan than you can ask about
    advancement and get promoted to Guardian.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Once you have completed Azzan and Burz gro-Khash's Tier 3 quests you must speak
    with Modryn Oreyn in Chorrol again.
    
    *******************************************************************************
    2.04.22 - Modryn Oreyn's Tier 3 Quests
    *******************************************************************************
    
    2.04.23 - Trolls of Forsaken Mine
    
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    2.04.23 - Trolls of Forsaken Mine
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Chorrol and speak with Modryn Oreyn and then leave the guild to
    travel to Leyawiin. Head south of Leyawiin to locate the Forsaken Mine. Enter
    the mine and sneak down the tunnel to find Ariente killed at the start. Kill
    the Mud Crabs in the first cavern and you will find Ashtus Chenius and Cartrus
    Gavinius killed as well.
    
    Hading north east leads you to a Rat and Mud Crab as well as the bodies of
    Cargas Laftrius and Mattius Wotrus. Take the south west tunnel just next to the
    entrance tunnel to move along. In the next large cavern you will find a
    Blackwood Company member and Lashana killed as well. (Could this have been a
    setup by the Blackwood Company?) Continue south east to the next tunnel.
    
    Kill the Savage Troll by the door and enter it to go through the Lost Passages.
    Start heading through the tunnels in this section and clearing it out of
    Trolls. In the third cavern cross the chasm and use the north east tunnel past
    the two Savage Trolls. Kill the Savage Troll in this next cavern and then use
    the north western tunnel to coninue on.
    
    In the middle of this next cavern room you will find Viranus Donton. Search his
    body for the journal and read it. You got all the information you need, leave
    the cave or explore some more and then head back out to Chorrol to tell Modryn
    Oreyn. You don't get a reward for this quest, instead you are told to lay low
    for a while and just get quests from Azzan and Burz gro-Khash for a while.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    When you speak with one of the two quest givers you will be told that Oreyn has
    been expelled from the Fighter's Guild and you are demoted down to Defender.
    
    *******************************************************************************
    2.04.24 - Azzan's Tier 4 Quests
    *******************************************************************************
    
    2.04.25 - The Stone of St. Alessia
    
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    2.04.25 - The Stone of St. Alessia
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Bruma and enter the chapel to speak with Cirroc. He will tell you
    the bandits were seen heading east on the road, exit the chapel and head out
    the east gate to chase after the bandits. You will find K'Sharr standing on the
    side of the road waiting for you.
    
    Talk to K'Sharr to find out the bandits were jumped by a group of Ogre's and he
    will mark the location on your map for you to retrieve it. Travel east through
    the mountains to Sedor, once there enter the ruins.
    
    Head around the broken half circle stairs and through the next hallway. The
    west hall leads you to a Savage Ogre and some random items. Head through the
    north tunnel to reach a large room with a Savage Ogre. Head in to the middle
    northern hallway to stand on the pressure plate on the ground. Now leave this
    hallway and go through the western hallway to head north, west, and then north
    just before the door with the Savage Ogre inside.
    
    Climb the stairs and you will find a switch in the wall to push to open the
    door below you in that middle hallway. Head in to the newly opened room and
    take the Stone of St. Alessia to activate a quest update pop up. Either
    continue to explore the ruins or head on back out of here to return to Cirroc
    in Bruma. Cirroc will give you three Strong Potions of Healing. Now head back
    to Anvil to speak with Azzan for your reward of leveled Gold. If you already
    completed The Noble's Daughter you can ask about advancement and get your
    previous rank of Guardian back.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Cheydinhal to talk to Burz gro-Khash for another quest.
    
    *******************************************************************************
    2.04.26 - Burz gro-Khash's Tier 4 Quests
    *******************************************************************************
    
    2.04.27 - The Noble's Daughter
    2.04.28 - Mystery at Harlum's Watch
    
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    2.04.27 - The Noble's Daughter
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    Exit Cheydinhal and journey north to reach the estate of Lord Rugdumph. Enter
    the house and he will explain to you that he believes his daughter was abducted
    by Ogre's to the east of the estate. Head out to the east to do some
    investigating. Sure enough just to the east you will find some Ogre's and the
    daughter on a plateu, kill the Ogre's and talk to the daughter to have her
    follow you back to the estate. Talk to Lord Rugdumph. To thank you he will hand
    over his family sword.
    
    Head back to Cheydinhal and talk to Burz gro-Khash for your reward of leveled
    Gold. You can also ask about advancement and get your previous rank of Guardian
    back if you have also completed The Stone of St. Alessia.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.28 - Mystery at Harlum's Watch
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exit Cheydinhal out the west gate and go along the road to the south. Enter
    Drarana Thelis's House and talk with her. She says there was some strange
    lights reported at the river and some people went to look but never came back.
    Head out there at night, since that is when they appear, and see for yourself.
    Go south east of the watch to find the river.
    
    Once you reach the location you will discover that the strange lights were
    actually will-o-the-wisps, and they were guarding a cave. Kill them and head in
    to the cave. Head down the tunnel and take the upper east tunnel to fight a
    Swamp Troll and get some items and the lower east tunnel to continue on. Make
    sure to kill the Troll and head to the lower tunnel even if you don't care
    aboutthe items.
    
    In this cavern the east tunnel leads you to a cavern with two Swamp Trolls and
    some random items. Kill them and head through the south tunnel. As the tunnel
    bends to the west an opening to the south will open as well, take it. In this
    cavern you will find a Swamp Troll and the bodies of the missing townsfolk. You
    must now kill the rest of the Trolls in the cave to continue on.
    
    Go in to the next cavern and kill two more Swamp Trolls, then move along north
    to reach a door to another part of the cave. Kill the three Swamp Tolls in this
    next large cavern and use the tunnel in the pit to head up north and kill off
    the rest of the Swamp Trolls.
    
    Get to the cavern and kill some more Trolls on your way through and eventually
    a quest update will pop up on the screen telling you that you killed them all.
    Head back to Harlum's Watch and talk to Dranana Thelis, she will give you a
    Mind and Body Ring. Go back in to Cheydinhal and talk to Burz gro-Khash to get
    your reward of leveled Gold. Ask about advancement and you will be promoted to
    Champion.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Burz gro-Khash tells you that Oreyn has been looking for you, head over to
    Chorrol and find him in his house.
    
    *******************************************************************************
    2.04.29 - Modryn Oreyn's Tier 4 Quests
    *******************************************************************************
    
    2.04.30 - Information Gathering
    2.04.31 - Infiltration
    2.04.32 - The Hist
    
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    2.04.30 - Information Gathering
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out north west of Chorrol to reach Glademist Cave along the trail. Enter
    the cave and sneak down to the first cavern. Two Blackwood Company Guards will
    be standing watch at the entrance. Take on the two guards and move on, one has
    a bow and the other has a strong blunt object depending on your level. Most
    likely from all the noise two more guards will come to attack you from deeper
    within the cave.
    
    Head up the path to the north east and fight two more Blackwood Company Guards,
    unless you already killed them in the previous battle. Head south west through
    the tunnel and cross the stone bridge formation. Kill off the guard or sneak
    past, either way you will have to fight about three guards since theres two
    right down the tunnel that can hear you as well.
    
    Head through the tunnel back up north to a cavern. West leads you to a cave-in,
    so go north. Head inside the last room and talk to Ajum-Kajin to have him
    follow you out of the cave. Now head back to Chorrol and take him to Modryn
    Oreyn's house. Talk to Modryn Oreyn and then tell Ajum-Kajin to have a seat.
    
    Persuade him or beat him to an inch of his life with your bare hands and then
    he will talk. He eventually tells you who the leader is but won't tell you the
    source of the power they use. He then kills himself off and you must go talk t
    Modryn Oreyn. You will receive the Amulet of Interrogation.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.31 - Infiltration
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Leyawiin and go to the Blackwood Company Hall just across from the
    Fighter's Guild. Speak with almost any of the members inside to learn that you
    have to speak with Jeetum-Ze, usually located on the second floor. After you
    talk with Jeetum-Ze follow him to the training area.
    
    Once you enter the training room and have gone down all the stairs Jeetum-Ze
    will tell the four of you, there is a mission waiting for you and the three
    others. You will recieve Hist Sap which increases your stats. Don't run back to
    Modryn Oreyn and hand him the Hist Sap, he and all your Fighter's Guild buddies
    are going to treat you like you left them and went over to the Blackwood
    Company. You must drink the Hist Sap to continue on with the quest.
    
    Once you drink it the game reloads you out to Water's Edge. You must now attack
    the goblins that have invaded the area, as you head back behind the houses
    seven unarmed goblins attack the Blackwood Company members. You can either hold
    back or join in on the goblin bashing. Once the goblins are killed talk to the
    Blackwood Company members.
    
    You will now have to go in to each house and kill any goblins you find inside.
    They strangely just walk around and don't try to fight you as if it is there
    home where they live. Once you kill the fourth goblin inside the houses you
    will receive a quest update pop up and you will reload back to Modryn Oreyn's
    house. Apparently you were found unconcious in the streets of Leyawiin and your
    former Fighter's Guild members helped you back to Modryn Oreyn's house.
    
    Tell Modryn Oreyn about the Hist Sap and he will want you to quickly head back
    to Water's Edge to check on the people there. Travel out to Water's Edge north
    of Leyawiin. If you check inside the houses you will notice there are no
    residents and no dead goblins that you killed in any of them. Go back behind
    the houses where the seven goblins were killed to find no dead goblins, but
    instead four dead residents and seven dead sheep.
    
    There will be one man still alive, Marcel Amelion, the man you payed off the
    debt for. Marcel or the Blackwood Company must have taken the humans out of the
    houses after you killed them all. Head back to Chorrol and talk to Modryn Oreyn
    about what you have seen.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.04.32 - The Hist
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must now head back to Leyawiin, and head in to the Blackwood Company hall
    again. Be ready for a fight as soon as you enter the hall, Ja'Fazir the doorman
    will walk up to you and tell you your life is over. Open your attack on him and
    quickly kill him off. Depending on what time of day it is, you may have other
    Blackwood Company members within the area as well that you must deal with.
    
    Once you kill off everyone in the main entrance that needs to be dealt with
    search Ja'Fazir for the key to Jeetum Ze's Room. Head up to the second floor
    and unlock Jeetum Ze's room with the key to enter. Kill Jeetum Ze, if he isn't
    in the room then exit the room to find him walking around the second floor.
    Sneak up and kill him off for the key to Ri'Zakar's room.
    
    Head up to the third floor and enter Ri'Zakar's room with the key. Kill him off
    and a quest update will pop up on the screen. Take the Blackwood Company
    Basement Key off his body and head back out to the main room to go down to the
    first floor and open the basement door with the newly acquired key.
    
    Upon entering the basement you will find the tree heavily guarded. Defeat them
    and then go over to the table in the corner to grab the loose pipes off it and
    the floor. Now head over to each machine on the sides of the tree and activate
    the machines to place the loose pipe in the gears and sabotage it.
    
    Head back upstairs and you will meet face to face with Maglir back from a quest
    or from a bar pretending to be working on a quest. Kill him off since he is
    completely devoted to the Blackwood Company. Leave the Blackwood Company Hall
    and go back to Chorrol to report back to Modryn Oreyn. He rewards you with the
    Helm of Oreyn Bearclaw.
    
    Head out to talk to Vilena Donton at her home or the Fighter's Guild, whichever
    she is at. After you explain about the Blackwood Company talk about Advancement
    to become the new Master of the Fighters Guild. Now speak to her about duties.
    She will ask you to give the second-in-command position to Modryn Oreyn. Head
    back over to Modryn Oreyn's house and tell him the news.
    
    Ask about duties with Modryn Oreyn and he will hand over a key to your Master's
    Chest which collects items and gold every month. You will then have to decide
    which strategy to go with for your guild. Recruiting more people means you will
    receive more items in the chest, going for more quests means more gold. You can
    also focus on both equally if you wish as a third option.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    2.05 - The Dark Brotherhood
    *******************************************************************************
    
    2.05.01 - Getting in to The Dark Brotherhood
         2.05.02 - A Knife in the Dark
    2.05.03 - Vicente Valtieri's Quests
         2.05.04 - A Watery Grave
         2.05.05 - Accidents Happen
         2.05.06 - Scheduled Execution
         2.05.07 - The Assassinated Man
    2.05.08 - Teinaava's Quests
         2.05.09 - The Renegade Shadowscale
    2.05.10 - Ocheeva's Quests
         2.05.11 - The Lonely Wanderer
         2.05.12 - Bad Medicine
         2.05.13 - Whodunit?
         2.05.14 - Permanent Retirement
         2.05.15 - Of Secret And Shadow
         2.05.16 - Lucien Lachance's Quests
         2.05.17 - The Purification
         2.05.18 - Affairs of a Wizard
         2.05.19 - Next of Kin
         2.05.20 - Broken Vows
         2.05.21 - Final Justice
         2.05.22 - A Matter of Honor
         2.05.23 - The Coldest Sleep
         2.05.24 - A Kiss Before Dying
         2.05.25 - Following a Lead
    2.05.26 - The Black Hand's Quests
         2.05.27 - Honor Thy Mother
    
    The Dark Brotherhood is a guild that carries out murders. Talking to Lucien
    Lachance tells you that you shouldn't, like all other guilds, do anything bad
    to your own guild members and don't give up on a mission. If you do the Wrath
    of Sithis will visit you by sending a spirit called Sithis after you when you
    sleep.
    
    First Kick - Fight Ghost to get back in to the guild
    Second Kick - Fight stronger ghost to get back in to the guild
    Third Kick - Fight even stronger ghost just to live, don't get to come back to
                 the guild
    
    *******************************************************************************
    2.05.01 - Getting in to The Dark Brotherhood
    *******************************************************************************
    
    In order to get in to The Dark Brotherhood you must murder someone that doesn't
    deserve to die. If you can find a single guard out in the middle of nowhere so
    other guards can't come to help as well then go ahead and kill him. Otherwise I
    suggest a person that you have to kill sometime anyway.
    
    If you have been playing through the Thieves Guild quests, do the Boots of
    Springheel Jak quest and kill Jakben in his house right after getting the key
    to the catacombs. You could also safely kill Tolisi Girith or Tanasa Arano at
    the Riverview mansion in Cheydinhal. They sleep in the cellar from 2AM to 6AM
    or at 9 AM to 11 PM at the Newlands Lodge.
    
    Once you have finally killed someone, you will get a message saying that your
    actions have been seen by forces unknown. Go to sleep and you will be awakened
    by a shadow in the night. Lucien Lachance is a speaker for The Dark Brotherhood
    and will not seek you out in the following places: Prison when you serve time,
    The Bloated Float, Camoran's Paradise, Cloud Ruler Temple, Inn of Ill Omen, and
    the Dagon Shrine.
    
    He will tell you that in order to fully get accepted in to the guild/cult you
    must go on a quest first.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.02 - A Knife in the Dark
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    After you are informed on what you must do, head out to the Inn of Ill Omen.
    Get there by traveling north up The Green Road about halfway down the road and
    you will find it. Enter the Inn and ask the Inn Keeper about Rufio. He will
    tell you to use the trapdoor by the front door to reach him.
    
    Sneak down there, he is only awake from 2AM to 6AM. If you wish to know why he
    is hiding, wake him up and tell him "Oh, but you have, Rufio". He will then
    run, quickly catch him and kill him. Just sleep in the bed in the next room and
    Lucien Lachance will visit you at the Inn of Ill Omen now that the deed is
    done.
    
    Head out to Cheydinhal and locate the abandoned house, pick the lock on the
    front door and enter it. Now head in to the basement and go through the hole in
    the wall to reach a door. Try to open the door to hear a voice and then answer
    it with Sanguine, my Brother to gain access.
    
    Walk forward and Ocheeva will speak to you. She will tell you who to see for
    your quests and give you a unique set of armor to use which is very light.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head west and then take the tunnel all the way north and wrap around to reach
    Vicente Valtieri. Talk to him about Contracts and he will give you your next
    quest to take out a captain.
    
    *******************************************************************************
    2.05.03 - Vicente Valtieri's Quests
    *******************************************************************************
    
    2.05.04 - A Watery Grave
    2.05.05 - Accidents Happen
    2.05.06 - Scheduled Execution
    2.05.07 - The Assassinated Man
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.04 - A Watery Grave
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to the Waterfront back in the Imperial City and go to the docked ships
    back at the harbor section. Go to the east end of the dock and the First Mate
    will tell you if you get any closer to the ship the pirates will start to
    attack you.
    
    If you talked to Vicente Valtieri about the quest he will have said that they
    are moving a lot of cargo on to the ship lately, maybe you can slip on through
    that somehow. Head down to the end of the dock near the walkways end and you
    will find an open crate you can climb in to.
    
    A quest update will pop up and you will be aboard the ship. Now sneak to the
    south and head up the ladder to the mid level. Make your way quietly up north
    and you will find two pirates arguing over the female First Mate. Wait until
    they finish there arguement and then head back to the trap door you just came
    up. One pirate heads your way and back to his book in the room right next to
    the room you are in.
    
    Sneak past him and make your way north again. Now head up the ladder without
    disturbing the other pirate that went to sleep. Now go through the door on your
    left and kill the captain. Take the Nirnroot on the table in his dining room.
    
    Quickly take the key off the captain and the book if you want to. Now run back
    towards the captains bed and open the chest on top of his dresser with the key
    to get some nice treasure. Then quickly run out the back door and leap in to
    the water to escape.
    
    Head back to Cheydinhal to talk to Vicente Valtieri and get your reward. You
    will gain the Black Band.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Speak with Vicente Valtieri again to gain another quest. You must stage an
    accident and kill a man named Baenlin from Bruma.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.05 - Accidents Happen
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Bruma and make your way to the east wall to find Baenlin's house.
    Instead of using his front door, go through the back basement door. Now you
    must head to the second floor and find the secret passage. Head up the stairs
    and pick the lock to the first floor.
    
    Sneak up to the second floor with the stairs straight ahead and do a 180 to
    enter Gromm's bedroom. Go to the right of the desk and activate the crawlspace
    door. Close it up behind you and wait until anytime between 8 PM and 11 PM for
    the right time. Release the holdings when it is time and he will be killed by
    the animal head.
    
    Sneak out of the crawlspace and close it back up, then sneak down the stairs
    and back down through the basement and out the back to escape safely. Head back
    to Cheydinhal and talk to Vicente Valtieri for your reward. You will gain the
    rank Slayer, Gold based off your level, and Sufferthorn if you have killed him
    correctly.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Vicente Valtieri to get a new quest. You must head out to the way you
    originally got out of prison and take care of that Dark Elf that had a big
    mouth across from your original cell at the start of the game.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.06 - Scheduled Execution
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to the Imperial Prison Sewers directly west of Cheydinhal. Enter the
    sewers using the key Vicente Valtieri gave you and head back in. Try not to
    kill any Imperial Guards this mission for a bonus.
    
    Head down the north west tunnel and cross the bridge to enter the door. Now go
    south east to enter a large room as you kill any rats and Mud Crabs in the way.
    Take the tunnel in the water north east and smash up any Mud Crabs that get in
    the way. Get out of the water on the north western side and head through the
    tunnel at the northern corner.
    
    Head across the water and pick the lock on the gate to reach another door. Go
    through and head down the path across the bridge of the water. Go through the
    gate and make a 180 going south east and then back south west. Take out the
    rats and mud crabs in the area, then go up the stairs. From here, head up the
    ladder and wait for the guards to stop talking about you and Dreth.
    
    Sneak along with the one guard to the south east and then go to the south west
    gate to enter it as the guard sits at his table. Sneak to the far back wall and
    then go to the left and grab the book off the corner of the table with the dead
    body. Sneak over to Montrose sitting at the table and pick his pocket if you
    got the skill level to and grab both keys out of his pocket. Head back to the
    previous room and then go to the far wall away from the guard you had followed.
    Then carefully sneak against the back wall as far away from him as possible and
    jump up on the ledge to sneak over to the door without being seen. Enter the
    Imperial Subterrain.
    
    Head around to the south east through the dark room and go through the hallway.
    Avoid the guard patrolling the upper floor of this room, he might be looking
    down below if you can see the torch reflection. Wait until the reflection
    disappears and then sneak over to the table and grab what you want, then
    quickly sneak over to the low ledge so you are hiding alongside it.
    
    Make your way carefully over to the stairs from here by sliding along the wall.
    Wait at the bottom of the stairs for the guard to be making his way to look
    over the upper floor to down below on the area you were just at, then quickly
    sneak up the stairs and around the corner to your left to make it through two
    wooden doors and down a hallway to make it to the Imperial Prison.
    
    If you look to the left, the crumbly wall where some rats came out at is now
    boarded up. Sneak up the stairs and head north west along the path to your old
    jail cell that started it all. Quietly wait in your jail cell for the guard and
    Dreth to finish talking. Wait until the guard heads for the stairs and then
    leave your cell. Take out the bow and just shoot Dreth in the head to end it
    quickly.
    
    If you haven't gotten the Prison keys there is a set on the table to your left.
    You will need the main key to get out of the jail to escape out the front door.
    Once you are done head back to Cheydinhal to talk to Vicente Valtieri for your
    reward. You will recieve Gold based off your level and the Scales of Pitiless
    Justice if you got through the quest without killing any of the guards.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk with Vicente Valtieri for this special mission and obtain the Languorwine
    Blade along with the Antidote for the blade to be used for this mission.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.07 - The Assassinated Man
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must go to Chorrol which is west of the Imperial City. Break in to
    Motierre's Mansion to the east and a bit north to find Francois Motierre
    waiting just inside. Talk to him so he realizes you are here from The Dark
    Brotherhood so he doesn't scream for the guard.
    
    Continue the conversation with him and then once the conversation ends you must
    equip the Languorwine Blade that was given to you earlier back by Vicente
    Valtieri.
    
    Soon after while you wait around a knock on the door will come. Stand next to
    Motierre with your poison blade drawn. Wait for the cue from Motierre when he
    says please don't stab me with that blade, then quickly stab him and run out
    the door. This will avoid a fight with the murderer and will hopefully stop
    him from getting killed by the guard.
    
    Quickly head south from the house and leave Chorrol. Once you get out of the
    city and all has gone well, a quest update will pop up and tell you to wait a
    day so Motierre's body can be moved to the Chapel. Wait until after midnight
    of the next day to allow proper time and then head back in to the city to go
    over to the chapel on the west side of town.
    
    Enter the chapel and go down the stairs right in the front to get in to the
    Undercroft of the Chapel. Head half way through the room and take the right
    hallway to the east. On the south wall is Francois Motierre, talk to him to
    automatically use the antidote on him and get another quest update to pop up.
    
    Turn around and fight off the zombies that come to attack the two of you and
    escort him out of the chapel. Tell Francois Motierre to wait in this room until
    you return for him and then go through the Undercroft to dispose of the rest of
    the zombies. Now head back to him and tell him to follow you to the stairs and
    exit the chapel.
    
    Now take the road east and enter The Grey Mare to get Francois to safety. Leave
    the building and go back to Cheydinhal to talk to Vicente Valtieri, you will
    get leveled Gold as your payment, Cruelty's Heart amulet, a promotion to
    Eliminator, and a Sancuary Well Key.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Your quests with Vicente Valtieri are now at an end and you must speak with
    Ocheeva to continue on. As an added reward you can talk to Vicente Valtieri and
    let him turn you in to a vampire yourself if you wish. Before starting any
    quests with Ocheeva you should get the quest by Teinaava done first before it
    is no longer available.
    
    *******************************************************************************
    2.05.08 - Teinaava's Quests
    *******************************************************************************
    
    2.05.09 - The Renegade Shadowscale
    
    Teinaava has only one quest and it only becomes available after you complete
    "Scheduled for Execution" and before Lucien Lachance's "The Purification" quest
    a little later in The Dark Brotherhood story line.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.09 - The Renegade Shadowscale
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Find and talk to Teinaava once you meet the requirements, go through all the
    topics and then exit out of the conversation. Talk to him again to activate the
    quest. Head out to Leyawiin and leave through the east gate. Now you must track
    on foot south east to Bogwater.
    
    Once you reach Bogwater you can either kill him or talk to him and let him live
    to get his leveled Gold treasure. If you kill him you will take his heart. If
    you let him live you can take the agent's heart that came to kill him earlier
    and get the gold alongside it. From the tent turn to the tree south west and
    take the heart.
    
    Either way is fine, just up to how you feel like playing. With heart in hand,
    go back to Cheydinhal and talk to Teinaava to hand over the heart to get the
    Boots of Bloody Bounding.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Now head over to Ocheeva and get a new assignment from her to work on.
    
    *******************************************************************************
    2.05.10 - Ocheeva's Quests
    *******************************************************************************
    
    2.05.11 - The Lonely Wanderer
    2.05.12 - Bad Medicine
    2.05.13 - Whodunit?
    2.05.14 - Permanent Retirement
    2.05.15 - Of Secret And Shadow
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.11 - The Lonely Wanderer
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Once you get this quest you will have to head back in to the Imperial City to
    find a High Elf named Faelian and kill him. Find Valtieri for the best advice
    of asking any Elves in the Imperial City. Head to the Market District of the
    Imperial City and start asking around with the any Elves with a Disposition of
    50 or greater.
    
    You will get some advice to head over to the Talos Plaza District in the
    Imperial City to narrow down your search a little more. Head to The Tiber
    Septim Hotel in the center circle of this district and you will either find
    Faelin in here walking around, or just wai for him to return from his walk.
    
    If you talk to him he says he can't talk inside the hotel and you will have to
    wait until later. Speak with the hotel's owner, Augusta Calida, to find out
    that Faelian lives with his wealthy girlfriend in the hotel. Talk to Faelian's
    girlfriend at the hotel and find out that Faelian most likely spends most of
    his hours at Lorkmir's house using drugs.
    
    Go outside the hotel and wait for him to leave for his walk around midnight and
    returns at 8 PM. You will now start your detective work and follow him around
    on his route locating him at the abandoned shack at the Waterfront from around
    2 AM to 8 AM. Then he will head over to the Elven Gardens District and wanders
    around until 11 AM to enter Lorkmir's house.
    
    Talk to Faelin outside the hotel and he will tell you that he will be your
    friend if you bring him some Skooma, which is a drug. Tell him you don't have
    any skooma, unless you do have some, and he will tell you to go to Bravil and
    get some from Nordinar late at night.
    
    Instead of buying some from Nordinar all the way out in Bravil you can just
    head over to the Temple District and break in to Trenus Duronius's house to get
    some out of his chest up on the second floor. Duronius leaves his house around
    8 AM and comes back at about 3 PM. Break in to the house and head up the stairs
    and in to the dining area. Open the chest on the ground next to the table to
    get three bottles of Skooma to steal.
    
    Head out to locate Faelian again outside the hotel. Your best bet is to break
    in to Lorkmir's house to wait for Faelian and explore around. The house appears
    to have been broken in to and torn apart by someone. In Lorkmir's basement you
    will find Lorkmir himself murdered with the dagger that did it next to him.
    
    Once you locate Faelian, give him the Skooma and you will receive a key to
    Lorkmir's house. Meet up with Faelianin the house and kill him with no
    witnesses. Now head back to Cheydinhal and talk to Ocheeva for your reward. You
    will get some level based Gold and if you did a great job with the quest you
    will get Shadowhunt the enchanted bow.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.12 - Bad Medicine
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will have to sneak into Fort Sutch to poison the warlord within the fort.
    Speak to some more of your guild members like Teinaava to learn of a tower near
    the fort to quietly sneak in through some underground tunnels, although they
    are flooded.
    
    Head to the far west near Kvatch and start tracking out on foot to the tower.
    Once you reach the tower go south east from the tower to find what is left of
    the ruined tower, just a square stone slab with a trap door on it. Pick the
    lock and head down in to the tunnel. Get in the shallow water and head down the
    right path when it splits.
    
    When the path splits a second time head to the right through the deep water to
    reach a slanted path way out of the water. Hide in the niche down the path in
    case a guard comes walking down to the water's edge, then head north west to
    take the first left tunnel to hide in case any guards are coming.
    
    All the gates down here require a key, so you will have to get back to the
    tunnel you came from to the north and move up north west. You will head down a
    sloped path and there will be two guards standing near the tunnel exit talking
    about Roderick's health. Once they finish talking quickly turn around and head
    back up the path and take the path to the right so you are in the tunnel with
    the two locked gates.
    
    Hide in the second niche to the left and allow the guards to walk to the first
    gate and unlock it. Sneak down through the now opened gate and take the first
    right to reach where the other two guards went to reach Roderick's bed. One
    guard is guarding Roderick and the other is patrolling the area around the
    medicine cabinet.
    
    You will have to hid inbetween the pillars as you head closer to the cabinet
    and keep an eye on the guard walking around it. When the guard walks over to
    the north east side, quickly sneak over to the cabinet, open it, take the
    medicine, and replace it with the poison. Exit out of the cabinet and head
    right back to where you were to hide from the guard.
    
    Sneak back down the stairs and head towards the gates that required a key
    earlier. Go to the south west corner and pick the lock to enter a side tunnel.
    Sneak along the tunnel to avoid the guard and pick the lock of the next gate.
    Head out to the Gold Coast and then travel back to Cheydinhal to talk to
    Ocheeva for your reward. You will get leveled Gold and The Deceiver's Finery
    enchanted clothes.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.13 - Whodunit?
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You have been invited to a party "Clue" style. You must secretly kill off all
    the party guests without anyone knowing it is you. Equip your Deceiver's Finery
    from the previous quest if you earned it, otherwise go get some nice looking
    clothes to fit in with the rest of the party before you head in.
    
    Head out to Skingrad to the west and head over to the house. The doorman will
    explain a little more and give you the key to the house. He will lock the door
    and tell you to have fun. Head inside to be greeted by Matilde Petit.
    
    Start socializing with them to lead them off your true intentions. Talk to
    Matilde and raise her Disposition. Then talk to her a second time to form an
    "alliance" with her and tell her that you should search the basement first. Let
    her head down there and talk to another guest.
    
    Neville will just head upstairs and sleep in the beds up on the third floor.
    
    Nels the Naughty just stays on the second floor drinking in the corner.
    
    Primo Antonius will be searching on the first floor.
    
    Raise Dovesi Dran's Disposition and talk to her about Primo Antonius. She will
    think he would never like her, tell her it isn't true and that he likes her.
    Tell her to go to his room and wait for him there.
    
    Now that everyone is basicly seperated throughout the house start killing off
    the guests. Depending on which guests you kill in specific orders makes the
    guests react differently each time. If you do it within a certain order you can
    even talk the others in to killing eachother for you, as they suspect that the
    other person is the killer. The following is a few of the possibilities ran
    through to see there reactions and what extra options you can get to do.
    Experiment without more combinations and see how there feelings change for one
    another.
    
    The following lists have the names in order of the murders:
    
    ***********************************************************************
    *Neville, Matilde Petit, Nels the Naughty, Dovesi Dran, Primo Antonius*
    ***********************************************************************
    
    Once you kill Neville you can tell Dovesi Dran she should get some rest to send
    her to her room, allowing you to be able to get her out of your way to kill
    someone else or to even kill her.
    
    Nels the Naughty will just start to suspect Primo Antonius to be the murderer
    and will not move as usual.
    
    Primo Antonius will just start to suspect Nels the Naughty to be the murderer
    and will start to get scared that everyone is easy prey without the soldier
    around anymore.
    
    Matilde Petit expects everyone especially Dovesi Dran of being the killer.
    
    -------------------------------------------------------------------------------
    
    Primo Antonius will talk about comforting Dovesi Dran over these hard times. He
    thinks Matilde found the gold and that everyone else should be safe now. He
    won't move from downstairs though as usual.
    
    Nels the Naughty will tell you that he will protect Dovesi Dran from the
    murderer. He then goes paranoid on Primo Antonius and thinks he is a trained
    assassin to kill everyone one at a time.
    
    Dovesi Dran starts to get really scared and wants out of the house by trying
    all the doors and windows. She's glad that Matilde Petit is dead and that she
    got what she deserved. She thinks Nels is the killer because he keeps staring
    at her since she reminds him of his daughter that was murdered.
    
    -------------------------------------------------------------------------------
    
    Depending on who you talk to first, they will suspect the other of being the
    murderer and leaving you out of the equation of even being a suspect. They will
    go over to the other and kill them for you. Now all you have to do is kill the
    remaining person to get them all.
    
    ***********************************************************************
    *Neville, Dovesi Dran, Primo Antonius, Matilde Petit, Nels the Naughty*
    ***********************************************************************
    
    Once you kill Neville you can tell Dovesi Dran she should get some rest to send
    her to her room, allowing you to be able to get her out of your way to kill
    someone else or to even kill her.
    
    Nels the Naughty will just start to suspect Primo Antonius to be the murderer
    and will not move as usual.
    
    Primo Antonius will just start to suspect Nels the Naughty to be the murderer
    and will start to get scared that everyone is easy prey without the soldier
    around anymore.
    
    Matilde Petit expects everyone especially Dovesi Dran of being the killer.
    
    -------------------------------------------------------------------------------
    
    Matilde Petit guesses that the host set up the party just to kill off the
    guests. She suspects Nels the naughty of being the murderer. She also comes
    back up from the basement and walks on the second floor.
    
    Nels the Naughty is saddened that Dovesi Dran was killed due to the fact that
    she looked like his daughter. He will suspect both of the other two survivors,
    also will not move from his spot on the second floor.
    
    Primo Antonius is angered that the killer murdered Dovesi Dran and wants
    revenge. He is getting sick and tired of Matilde Petit looking over his
    shoulder being worried about him and hopes she is the next to go.
    
    -------------------------------------------------------------------------------
    
    Matilde is wandering along the second floor wanting you to save her from Nels
    the Naughty.
    
    Nels the Naughty will want to go kill Matilde.
    
    Kill the remaining person to get them all.
    
    Once the task is finally done, exit the house and head out to Cheydinhal to
    talk to Ocheeva for your reward. You will get some leveled Gold and some
    permenant skill points added to your points.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.14 - Permanent Retirement
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Ocheeva will have you head out to Leyawiin which is due south of the Imperial
    City at the very bottom. Head over to the city watch barracks by the east gates
    to get to your location. Wait around outside as they will yell at you for being
    inside the barracks.
    
    The best way to go with this mission is to stake out the barracks and wait
    for Adamus Phillida to leave for his daily routine walk. He will go to the
    Three Sister's Inn around 630/7 AM and leaves around 9/930 AM. They then leave
    Leyawiin through the north east exit at about 10 AM and relieve the guard at
    the Coast Guard station. He leaves the station at about 1 PM and return to
    Leyawiin. He then foes over to the pool just on the other side of the wall from
    the barracks and waits from 2 PM to 3 PM before heading in to the water to make
    sure it is safe.
    
    Save your game and sneak over to a secure spot across from the pool entrance
    where his body guard is standing and go on to the ledge behind the buildings.
    Take out your bow and the Rose of Sithis to shoot Adamus with it. Reload your
    save if you miss, otherwise the one shot kill will no longer work. Once you
    kill him over here (other spots didn't work for me) a quest update will pop up
    and tell you to get the finger off his body.
    
    Head over to his dead body and take the finger along with all the keys found on
    his body for future usage for yourself. Avoid the body guard at the steps and
    fast travel to the Imperial City Prison up north.
    
    Enter the Imperial Legion's Office, if you picked up the keys off Adamus then
    you will be able to walk right in now. Head over to the desk and place the
    finger inside it yourself to make a quest update pop up. Sneak back out of the
    office and head out for Cheydinhal to talk to Ocheeva about your reward. You
    will earn a leveled Gold, 500 Gold for the finger in the desk, and a promotion
    to Assassin.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.15 - Of Secret And Shadow
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Ocheeva again to receive sealed orders for you from Lucien Lachance.
    Open your inventory and look for the Orders. You must now head out to the ruins
    of Fort Farragut in the forest northeast of Cheydinhal. Do not tell anyone of
    what is on the letter and tell no one where you are going. Head out immediatly
    for your destination.
    
    Head out the east gate and go along the path to the north to reach the ruins of
    the fort. Go inside and head along the trail, activate the lever to open the
    gate ahead. Enter the large room ahead to have a guardian above with a bow and
    anothe guardian in the room with a melee weapon. Dispose of them and go
    through the south western door since the central south eastern door is booby
    trapped.
    
    Pick the lock on the door and head through the passage taking out any enemies
    in the way. Take a left at the fork in the road and jump over the booby trap
    line on the ground. Head forward and jump over a second booby trap line as you
    fight off the enemy. Go south east and save your game. You must now jump over a
    hole in the ground or you will get impaled.
    
    Head south west along the tunnel and stick with the high grounds route and kill
    more enemies to reach another gate that opens by the lever in front of it.
    Activate the lever and head inside to speak with Lucien, he will tell you that
    you can now kill and steal from other Dark Brotherhood members now.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    2.05.16 - Lucien Lachance's Quests
    *******************************************************************************
    
    2.05.17 - The Purification
    2.05.18 - Affairs of a Wizard
    2.05.19 - Next of Kin
    2.05.20 - Broken Vows
    2.05.21 - Final Justice
    2.05.22 - A Matter of Honor
    2.05.23 - The Coldest Sleep
    2.05.24 - A Kiss Before Dying
    2.05.25 - Following a Lead
    
    Search the area for a barrel next to the table which is locked for a lot of
    poisoned apples. Head up the rope ladder to appear inside a tree outside the
    ruined fort and make your way back to Cheydinhal and in to the hideout.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.17 - The Purification
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Kill off the members one at a time. During the day when a majority of them are
    training wait until M'jaar Raj finishes his magic training so he has no magicka
    left to use against you and summon Rufio's Ghost to help kill off your fellow
    members.
    
    Kill off Vicente Valtieri and Ocheeva in there bedrooms so no one else sees
    them being killed. Killing off Vicente Valtieri will cancel out the ability to
    easily become a vampire. Wait around in the sleeping chamber for one person to
    be wandering around or sleeping in there bed.
    
    Some of The Dark Brotherhood members may be out on a quest. You can either hunt
    them down using the compass or just wait in the hideout for there return and
    kill them off. Once you kill off all the members from this district head back
    to Fort Farragut and speak with Lucien Lachance. You will be promoted to
    Silencer and given Lucien Lachance's horse Shadowmere, it is waiting at the
    actual fort entrance not the tree tunnel.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.18 - Affairs of a Wizard
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Hero Hill south east of Fort Farragut to find a large moss covered
    rock which holds the Dead Drop Orders #1 in it. Travel south east from the hill
    to reach Leafrot Cave. Go through the pond to reach the door and enter the
    cave. Either sneak over to the table on the left or kill the skeletons and then
    go over to the table to read "The Path of Transendence". Read to the end and
    you will get the method of how to take care of Celedaen.
    
    Now head south east through the tunnel taking out any enemies and go through
    the door to Leafrot Hollow. Celedaen will be walking around the room down here,
    sneak up behind him and steal his hourglass to kill him off.
    
    Your reward will be bundled up with the next Dead Drop in a sack beneath a
    Great Oak tree in Chorrol. Head out there now to get them. Head along the main
    east road to find a huge oak tree in the center of the road with two bushes.
    Search the southern bush right next to the tree for the Old Sack. You will get
    leveled Gold and Dead Drop Orders #2.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.19 - Next of Kin
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You now must kill off an entire family of people. Head to Applewatch Farm just
    west of Bruma. Enter the farm house and talk to Perennia Draconis and tell her
    you are looking for her children. She will give you a list thinking you are the
    gift buyer she asked for. Kill her after you get the list and move on to the
    Imperial City.
    
    Matthias has a house in the Talos District. Either wait for him here, there is
    a chance a servant is walking around downstairs or find him on the streets of
    the Imperial City to dispose of him.
    
    Head to The Drunken Dragon Inn north east of Leyawiin. Your next victim is the
    owner of this Inn. Wait until the owner heads off to bed and go kill him in his
    sleep.
    
    Now head to Muck Valley Cave to the east of the Imperial City and enter it to
    search inside for Sibylla. She can be anywhere including right in your face
    when you come through the door. Take her and the animals out if they get in the
    way, then exit to move on to the last target.
    
    Head out to Leyawiin and kill Caelia while she is on her nightly patrol to
    easily take her out. Head to Skingrad and enter the courtyard to locate a well
    straight ahead in the middle of the walkway. Open the well and grab your
    leveled Gold and the Dead Drop Orders #3.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.05.20 - Broken Vows
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Bruma and follow the east path to locate J'Ghasta's House. Pick the
    lock and enter the house. Sneak down the stairs and head to the south east
    corner. Pick the lock on the locked keg to find the Black Hand Hood and Black
    Hand Robe. Now head behind the stairs and move the fabrics out of the way to
    locate a secret trap door.
    
    Enter the trap door and sneak down the hallway in to the training room where
    you will find J'Ghasta training. Kill him with a weapon of your choice and
    leave his house. Go to the Old Bridge south of the Imperial City, found on the
    road crossing two rivers branched off from the lake.
    
    Go under the bridge on the east side and open the rotten box to find leveled
    Gold and the Dead Drop Orders #4.
    
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    2.05.21 - Final Justice
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    Head over to the Flooded Mine just north of Bravil. Get in the deep water and
    swim east, then go under the water and take the tunnel to the north. When it
    splits head east in to a cavern you can get some air in. Head back to the west
    and take the north tunnel from here to enter a really large cavern. There are
    no enemies in this cave except for Shaleez at the end.
    
    Get to the surface and make your way across the planks to reach a chest in the
    north east corner containing Greave's of Resilient Flesh. Hop in the water just
    south of the corner and swim down near the bottom to take the tunnel to the
    east. Wrap around it to the south and get to the more shallower area to breathe
    as you swim to the east.
    
    Most likely Shaleez will hear you swimming towards her, so quickly ready your
    weapon and head in to kill her off. After she is defeated a quest update will
    pop up and you must leave the cave.
    
    Head out to Fort Redman which is inbetween Bravil and Leyawiin. Go down to the
    bottom of the outside portion of the fort and head towards the entrance to find
    the coffin on the right side just before the door. Get your leveled Gold, Dead
    Drop Orders #5, and Alval Uvani's Schedule.
    
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    2.05.22 - A Matter of Honor
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    Read the schedule you found with the orders in the coffin to figure out where
    Alval Uvani. First get some the drink called Mead, since he is allergic to it,
    or use a poison apple if you have any still. There are a bunch of bottles of
    Mead in the cellar of Summtmist Manor in Skingrad (you were in this house
    during the quest "Whodunit?") You can get a few in the Living Quarters back at
    your old Dark Brotherhood Sanctuary as well.
    
    When Alval is in the inns he goes and steals food so you will have to replace
    all food with either the mead or the poisonous apples so he grabs them instead.
    
    You can also wait at his house in Leyawiin but he doesn't make it home all the
    time. If he is traveling and doesn't get home in time and the date changes to
    when he is scheduled for a certain place, he will turn right around for that
    next stop. After waiting forever he will finally show up to take care of.
    
    Once you kill him head to the Imperial City Market District and go to the
    south western block of shops. On the southern side is a garden with a fountain
    to enter. Got to the north west corner of this garden and locate the
    hollowed-out tree stump to get your leveled Gold and Dead Drop Orders #6.
    
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    2.05.23 - The Coldest Sleep
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    Head out to Knoll Mountain just east of Bruma. If you have already been past
    here to reach the Spire on the add-on packs and fast travel he will immediatly
    attack you. Take him and his wolf out.
    
    Once Havilstein Hoar-Blood is dead you must travel to the Ayleid ruin of
    Nornal. The ruins are east of the Imperial City and south of Muck Valley Cavern
    to reach it. Head down the stairs and enter the door in to the ruins. Wrap
    around the stairs and head south west on a lower level.
    
    Kill the Mud Crab and turn to the right to find a pool of deep water to drop in
    to. Go under the water and through the opening and get a breathe of air above.
    You can stay floating above the door to pick the gate and then go back under
    the water to enter the next room with the sunken chest. Inside is your leveled
    Gold and the Dead Drop Orders #7.
    
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    2.05.24 - A Kiss Before Dying
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    Head out to Bravil and either sneak to the hiding location or wait by the gate
    before 6 PM or after 1 AM so Ungolim doesn't notice you. Go south on the east
    road and hide inbetween the Skooma Den and Dro'shanji's house on the ground to
    get a good view of the statue.
    
    Equip your bow and arrows and wait for him to come out again ranging from 6 PM
    to 1 AM. Do not stand in the middle or else he will see you standing there,
    instead sit right up against the right building and angle the camera to see him
    coming to the right of the statue.Kill him off and you will get an in-game
    message stating that your blood turns to ice as a familiar shadow comes near.
    The quest update will pop up teling you to go to Anvil for your reward and your
    next quest.
    
    Your character will become frozen and Lucien Lachance will appear within
    seconds. It turns out you were misled after your second Dead Drop and have been
    killing members of The Dark Brotherhood. The other members know you are
    innocent but think that Lucien is a traitor.
    
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    2.05.25 - Following a Lead
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    Head out to Anvil to the far west and wait near the barrel. Eventually a Wood
    Elf boy will come up to the barrel and drop off the next set of orders.
    Enilroth will tell you not to hurt him and that he was payed to do it. Talk to
    him to learn that a faceless robed man at the lighthouse payed him to put the
    orders there.
    
    After you talk to him you can pick pocket him to take your reward money he kept
    from you. Head south west to the lighthouse within Anvil's city limits. Enter
    Ulfgar Fog-Eye's House and locate and enter the door to the lighthouse to find
    Ulfgar. Head up the stairs and enter the next door. Continue up the stairs and
    climb the ladder to the top.
    
    Tell Ulfgar and just demand the key to the cellar so you don't have to fight
    him. Head back outside the lighthouse and go around back to unlock the cellar
    door with the key. Head in and go down the stairs to see bodies of animals and
    people all over.
    
    Pick the lock and open the door to the next room to let a Crazed Dog loose.
    Kill it and head in to the room to find more bodies. On the table against the
    wall is a rotting head saying "Mother's Head", take it; turn around and take
    the diary on the table next to the chair. After reading the sick minded man's
    diary a quest update will pop up.
    
    Leave the cellar and head out to Applewatch Farm to the west of Bruma again.
    Enter the farm house and find out that The Black Hand has already found Lucien
    Lachance and dealt with him in a terrible manner. Arquen will tell you to talk
    to her between the hours of midnight and 3 AM to head out to the Night Mother's
    location.
    
    You will be promoted to Speaker to take Lucien Lachance's place and be given a
    set of Black Hand Robe and Hood (most likely Lucien Lachance's old clothes) get
    rid of your pair you stole from J'Ghasta a few missions ago since these were
    stolen.
    
    With all that has been going on the real traitor has most likely advanced just
    like you and has become a Speaker as well. Drop the Mother's Head on the floor
    inside the farm and talk to all the Speakers in the room. You should know by
    the latest fake orders that it isn't Arquen since the traitor wanted her dead
    next. The real traitor will be the only one to notice a head on the ground. Bur
    you can't do anything about it.
    
    Wait around until midnight and then speak with Arquen to move out to the Night
    Mother and complete the quest.
    
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    *******************************************************************************
    2.05.26 - The Black Hand's Quests
    *******************************************************************************
    
    2.05.27 - Honor Thy Mother
    
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    2.05.27 - Honor Thy Mother
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    Watch the ceremony at the lucky lady statue to open a new passage. When you can
    move again, head down in to the crypt along with all the other members of The
    Black Hand. The Night Mother will tell you all that the traitor is still
    amongst you all. He reveals himself and kills off two of The Black Hand quickly
    as he lunges towards the Night Mother.
    
    You will now be able to move, quickly attack the traitor and kill him off to
    free The Dark Brotherhood from the crisis. The Night Mother will promote you
    to Listener and allow you to take all the treasures in the crypt. Once you have
    looted everything talk to her again to have her teleport you and Arquen back to
    the Cheydinhal Sanctuary.
    
    As you leave The Night Mother will unlock the Blade of Woe's true power. Talk
    to Arquen to have her complete the quest and tell you that you have to go to
    the statue once a week to get a list of names to have assassinated. Don't worry
    about screwing up any quest-lines with these assassinations, the people on the
    lists don't really exist.
    
    Eventually the sanctuary will become repopulated thanks to Arquen and you can
    have your own henchman assassin follow you around and help fight in the ruins
    and caves out in the world.
    
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    *******************************************************************************
    2.06 - The Mages Guild
    *******************************************************************************
    
    2.06.01 - Getting in to the Mages Guild
         2.06.02 - Bravil Recommendation
         2.06.03 - Leyawiin Recommendation
         2.06.04 - Cheydinhal Recommendation
         2.06.05 - Chorrol Recommendation
         2.06.06 - Bruma Recommendation
         2.06.07 - Skingrad Recommendation
         2.06.08 - Anvil Recommendation
    2.06.09 - Raminus Polus's Quests
         2.06.10 - A Mage's Staff
         2.06.11 - Ulterior Motives
         2.06.12 - Vahtacen's Secret
         2.06.13 - Necromancer's Moon
    2.06.14 - Hannibal Traven's Quests
         2.06.15 - Liberation or Apprehension?
         2.06.16 - Information at a Price
         2.06.17 - A Plot Revealed
         2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
         2.06.19 - Ambush
         2.06.20 - Confront the King
         2.06.21 - Alchemy Acquisitions
    
    The rules are simple like all other guild rules. Don't steal from other guild
    members and don't kill them. If you do, you will have to talk to Raminus Polus
    back at the Arcane University in the lobby.
    
    For theft you must collect 20 Dragon's Tongue Flowers and 20 Redwort Flowers.
    
    For murder you must collect 20 portions of Vampire Dust and 20 Daedra Hearts.
    
    If you screw up three times you will be kicked out of the guild.
    
    *******************************************************************************
    2.06.01 - Getting in to the Mages Guild
    *******************************************************************************
    
    You must first clear off any bounties on your head before asking to join the
    Mages Guild. Once you have that out of the way just go to any of the guild
    branches in any of the cities except the Imperial City and ask the leader of
    that area. You will become an Associate, be given a Mages Guild Key and the
    Mages Guild Roster. In order to enter the Arcane University you will need
    recommendations from all the leaders in the cities.
    
    Recommendation's can be done in any order you please.
    
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    2.06.02 - Bravil Recommendation
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    Talk to Kud-Ei and start your recommendation test. She asks that you go deal
    with Varon Vamori who has been bullying Ardaline. Ask about the staff and she
    will give you a spell to help question Varon Vamori.
    
    Leave the guild building and go to Varon Vamori's House just north of the guild
    building. Use the Beguile Scroll and talk to him to find out that he is in love
    with Ardaline and that he sold the staff to his friend Soris Arenim. He will
    also tell you that he lives in the Talos Plaza district in the Imperial City.
    
    Go back to the Mages Guild Hall and talk to Kud-Ei again and she will give you
    more Buile Scrolls. Head over to the Talos Plaza district in the Imperial City
    and seek out Soris Arenim. Use the spell on him and he will offer the staff to
    you for 200 Gold, however you don't really have to pay anything.
    
    Use another scroll on his wife Erissare Arenim and she will tell you that the
    staff is in the cellar in a locked chest. The key is upstairs in the desk. Head
    upstairs and pick the lock on the door. Along the same wall as the door is the
    desk that holds the key. Take it and head down to the cellar.
    
    Near the pillar in the center of the cellar is a Drawer, open it with the key
    and take the Mage's Staff. Leave the city and go back to Bravil to drop off the
    staff with Kud-Ei and she will send in a recommendation. You will also learn
    the spell Captivate.
    
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    2.06.03 - Leyawiin Recommendation
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    Head over to the Leyawiin guild hall and talk to Dagail about a Recommendation.
    She will ask you to find an Amulet of hers and you must go talk to Agata about
    the Seer's Stone.
    
    Agata asks that you head around and talk to all the Mages within the guild hall
    and ask if they have seen the stone anywhere. S'drassa says that Kalthar looked
    happy it was missing, but he doesn't know anything else. Alves Uvenim also says
    that Kalthar was telling her about the missing stone. Kalthar will know a lot
    about the missing stone, you should now go tell Agata what you have learned.
    
    Agata suggests that there may be a connection between Dagail's father and the
    stone, so the next step is to talk to Dagail again. She will then tell you that
    you have to find the fort that Dagail's father was stationed at and get the
    stone that should be there.
    
    Leave Leyawiin and head east to Fort Blueblood in Blackwood near the Black
    Marsh border. Kill off the bandits patrolling the outside and head on in to
    find the tomb of Dagail's father. Kill the enemy at the intersection and go to
    the left, north east. Once you enter the large room heading south kill the two
    enemies in the eastern corner.
    
    Go through the doorway to the north and fight off all the enemies camped out in
    this room. Go north through the doors to Fort Blueblood Halls. Head through the
    hall and kill off all the enemies you encounter in the first room. Now turn to
    the south and move through the halls. As you approach the large wooden doors,
    watch out for the pressure plate on the ground that activates some swinging
    spike balls.
    
    Cross the bridge or fall in to the water and go up the stairs to kill the
    archer and make your way up through two swordsmen and take the key off the
    Warlord. Head down the path to the south west. Inside the locked room you will
    find Marauders that were killed by someone or something else. Wrapping around
    the corner you will find some creatures you must kill to reach the tomb.
    
    Head to the coffin against the far wall and take Manduin's Amulet out of it. As
    you head up the stairs Kalthar will come rushing at you telling you that he
    needs the amulet right now and won't let you leave with it. Kill him off and
    take his key to head out of the ruins.
    
    Talk to Dagail about what has happened, she will then send in her
    Recommendation.
    
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    2.06.04 - Cheydinhal Recommendation
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    Either have the ability to carry 150 extra, carry some feather potions, or have
    your Alteration Magic up to level 25 before attempting this quest.
    
    Head in to Cheydinhal and talk to Falcar about getting a Recommendation. He
    asks that you get a ring that another Associate threw in to the well. Go talk
    to Deetsan to get the key to the well.
    
    Deetsan tells you that you need to talk to her when Falcar is gone for the day.
    Wait until late at night around 2 AM and talk to Deetsan again. She thinks
    Falcar is trying to get you killed and is sending you on a mission he sent
    another Associate on. She gives you the key to the well along with a spell
    called Buoyancy.
    
    Head outside of the mages hall and go around back to the locked well. If you
    have any under water breathing armor, now is a good time to equip it. Otherwise
    use the spell Deetsan gave you and unlock the well to jump in and go under the
    water to reach a cavern underneath, there are no enemies down here.
    
    Swim over to Vidkun and take the Ring of Burden off his body. Use a feather
    potion or the magic spell Buoyancy if you have to. Make your way back in to the
    Mages Guild as fast as possible and talk to Deetsan.
    
    Tell her about Vidkun and when you ask about the ring she tells you to just
    drop it. When you ask about the recommendation she tells you that she
    confronted Falcar and he stormed out, she then tells you to go check his living
    quarters in the basement for anything he may have signed.
    
    Head down in to the basement and search west corner of the room. Pick the lock
    on the drawer and take the Black Soul Gems out. A quest update will pop up
    telling you to bring them back to Deetsan to show her. She will take the Black
    Soul Gems and then write you a letter of recommendation.
    
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    2.06.05 - Chorrol Recommendation
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    Head to the Mages Guild Hall and talk to Teckecus. He wants you to clear up a
    small "mess" with someone named Earana that doesn't like him. He wants you to
    find out what she wants and get her out of the town so she stops spreading lies
    about him.
    
    Go to The Grey Mare and talk to Earana, she wants you to do a favor for her.
    She asks that you get a book called Fingers of the Mountain found in some
    ruins. Head back over to th Mages Guild Hall and talk to Teckecus about what
    she has told you. He orders you to get the book and bring it back to him.
    
    You actually can bring the book to either person and then switch around, steal
    it, and give it to the other. It is just as easy to steal from either one so I
    will just write the guide to give it to Earana and end it with handing it over
    to the guild.
    
    Head north of Chorrol and find Cloud Top. On the ground near a broken pillar is
    the Charred Remains of a person. Check their body and take the book. Head back
    in to town and hand it over to Earana so she can look at it. Wait 24 hours for
    her to finish her research and then enter The Gray Mare to find her.
    
    Once you find her she will give you notes and says to go back to Cloud Top and
    do as the notes instruct. You must first head out to an Ayleid Ruin and get a
    Welkynd Stone. You will also need a Shock spell to activate the pillar. If you
    don't own one you can buy one from Athagar in the Guild Hall. You will want to
    also buy some Shock Resistance so you don't die from the power.
    
    Go back to Cloud Top and use the shock spell on the pillar and if you survive
    you will be granted a good lightning spell called Fingers of the Mountain. Now
    head back to the Mages Guild and talk to Teckecus. He tells you to go steal the
    book from her and bring it right to him.
    
    Head over to The Grey Mare and go upstairs while Earana isn't around. Go in to
    her room (last one on the right) and pick the lock on her chest to get the book
    back. Head back to the Mages Guild and hand it over to Teckecus. He will then
    send a recommendation to the Arcane University for you.
    
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    2.06.06 - Bruma Recommendation
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    Head in to the Mages Guild and talk to Jeanne Frasoric about a recommendation.
    She asks that you find J'skar whom has disappeared. Talk to all the Mages in
    the guild hall. Talk to Volanaro and he will tell you that he will help you
    make him reappear if you help him pull off a little prank, if he doesn't ask
    you to do this just raise his disposition higher past 70.
    
    He will give you Minor Latch Crack to use and pick her locks. Go up the stairs
    without anyone seeing you and enter the door to Jeanne Frasoric's room. Head
    over to the desk and use the spell or pick the lock of the drawer. Take the
    Manual of Spellcraft. Take it back to Volanaro and he will take it. He asks
    that you meet him down in the living quarters just after 10 PM tonight.
    
    Wait till then and head down the stairs to the living quarters. Ask about
    J'skar again and he will make J'skar reappear. Talk to J'skar and you will find
    out they were pranking her. Head over to Jeanne Frasoric and tell her you found
    him and she will write your recommendation.
    
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    2.06.07 - Skingrad Recommendation
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    Head in to the Mages Guild Hall and talk to Adrienne about a recommendation.
    She wants you to ask around the guild hall for a mage named Erthor.
    
    Talking to Vigge the Cautious you find out that Erthor goes to Bleak Flats
    Cave a lot but he just knows that it is somewhere west of Skingrad. Sulinus
    Vassinus mentions the cave as well, but can't remember anything about it.
    Talking to Druja gets it marked on your map.
    
    Talk to Adrienne again and she will recall sending him there, you also receive
    a Weak Fireball spell. Head out north west just as Druja said to reach the
    cave. Inside the cave head east to find and kill off the zombies. Take the
    tunnel to the north to access another cavern.
    
    Continue north and go east where the tunnel is lit up by torches. Turn to the
    south and make your way through the zombies in the cavern. In the far cavern
    you will find Erthor, he tells you he won't leave until all the zombies are
    killed off. Go back through and kill them all off.
    
    Head back to him and have him follow you. Go west and then north in his room.
    Open the secret rock passage and leave the cave. Head back to Skingrad and talk
    to Adrienne. She will then send in your recommendation for you.
    
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    2.06.08 - Anvil Recommendation
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    Head in to the Mages Guild Hall and talk to Carahil. She wants you to help her
    put an end to the merchants getting killed and kidnapped along the Gold Road.
    You are to travel north to the Brina Cross Inn and talk to Arielle Jurard. Talk
    about the Rogue Mages and she will hand you three scrolls to use if you wish.
    
    Head north to Brina Cross Inn along the Gold Road and talk to Arielle Jurard.
    She will whisper to you in the middle of conversation and tells you to rent a
    room and pretend that you are a merchant. Talk to the inn keeper and rent a
    room for the night and tell him you are a merchant. Take the bed and head up
    the stairs.
    
    As you go up a lady that was in the back of the inn eating area will come up
    after you and ask you if you are a traveling merchant. She starts to talk
    really fast and scared. Once she is done head in to your room and Arielle
    Jurard will come inside.
    
    Talk to her and she tells you that you need to get some sleep, then head out
    along the Gold Road heading east towards Kvatch. A Battle Mage and her will
    follow out of sight and wait until you are confronted by the Rogue Mage
    killing off the merchants.
    
    Get to sleep and then head out in the morning along the road as planned. The
    battle mages will be outside walking around, don't talk to them (You aren't
    supposed to know them). As you approach a huge boulder on the left the lady
    that approached you earlier the night before will come running out and tell
    you she is going to kill you for your items.
    
    You can either run back towards the inn and let the battle mages kill her off
    or keep close to her to force her in to close-quarters-combat, making it an
    easy kill. Head back to Anvil and tell Carahil that the deed is done to get
    your recommendation.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    After your last recommendation is sent in talk to the person in charge of that
    Guild Hall again and ask about the recommendation. They will tell you to head
    over to the Arcane University and talk to Raminus Polus. You will be promoted
    to Apprentice, have access to the Arcane University, and be given the
    Apprentice Robe to wear.
    
    *******************************************************************************
    2.06.09 - Raminus Polus's Quests
    *******************************************************************************
    
    2.06.10 - A Mage's Staff
    2.06.11 - Ulterior Motives
    2.06.12 - Vahtacen's Secret
    2.06.13 - Necromancer's Moon
    
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    2.06.10 - A Mage's Staff
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    Polus tells you that you must now get a staff to continue on with your Mage
    training. Head east to a field through the Wellspring Cave to find some Mages
    tending to the plants they use to make staffs.
    
    Inside the cave you will be greeted by a Necromancer that will try to kill you.
    Take him out and in the first cavern you will find Zahrasha dead on the ground.
    Search the body and take the key to use a little later. You must now head
    deeper in to the cave to find out what has happened. Head to the west and kill
    the next necromancer.
    
    Cross the bridge in the cavern and kill the necromancers on the other side.
    Unlock the door with the key and head out to the field. Fight off the three
    Necromancer's wandering the area and then you will have taken them all out.
    Head over to the purple fire pits and open the chest to take the unfinished
    staff out of it.
    
    Head back to the Arcane University and talk to Raminus Polus about what has
    happened. Now go see Delmar at the Chironasium behind the tower. Once you talk
    to Delmar he will ask what kind of school you are most interested in.
    Destruction lets you choose from Fire, Frost, and Shock. Illusion lets you
    choose from Charm, Paralyze, and Silence. Mysticism lets you pick from Soul
    Trap, Telekinesis, and Dispel.
    
    After you choose which one you want it enchanted with, wait 24 hours. Talk to
    Delmar and then take your staff out of the central cupboard. Talk to Raminus
    Polus again to become promoted to Journeyman.
    
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    2.06.11 - Ulterior Motives
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    You must head out to Skingrad and retrieve a book that was lent to the Count.
    Head out to Castle Skingrad and talk to the steward. Talk to Mercator Hosidus
    and he will tell you that the count doesn't want to see him at this time. He
    then states that he will try to get him to see you tomorrow. Wait 24 hours and
    try again the next day.
    
    The count will agree to meet with you, but not at the castle. You must show up
    near the cursed mine just west of Skingrad at 2 AM. When you reach the spot
    around 2 AM you will find that the Count has not shown up. Instead Mercator
    Hosidus and his necromancer friends will be there to attack you.
    
    Take them out, as you are fighting another man will jump in and help you fight
    them. Janus Hassildor, the Count of Skingrad. He will yell at you about
    believing Mercator about the count meeting you outside like that, but is happy
    they are no longer a threat. He tells you that there is no book and you were
    just sent to spy on him about the necromancers.
    
    Head back to the Arcane University and talk to Raminus Polus about what
    happened. He tells you that they have protected the counts secret of being a
    vampire from the public and wanted to know what side he stood on. He advances
    you to Evoker and an amulet Spelldrinker.
    
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    2.06.12 - Vahtacen's Secret
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    You are told to help Irlav Jarol in some ruins to take a little break from all
    the big events that you had to go through. Find him in the tower by stepping on
    the portal and talking to him upstairs. He will hand you a key and tells you to
    go meet Skaleel at the Vahtacen.
    
    Head east of the Imperial City and south of Cheydinhal to reach the Vahtacen.
    Enter the cave and take the south path to the left. You will soon enter the
    Ayleid Ruins and find Skaleel.
    
    Skaleel tells you that you are more than welcome to try your luck at a pillar.
    Once you are done talking to her head north west and unlock the gate. Talk to
    Denel and he tells you that Skaleel might have a book that you can use to
    decipher some of the Ayleid inscriptions.
    
    Head back over to Skaleel and get the book from her. In the pillar room you
    will find four tablets in the corners of the walls near the deactivated
    crystals that normally shoot at you. This is what I was able to decypher using
    the reference book:
    
    "av molag anyammis" - From fire, life
    
    "av mafre nagaia" - From frost, death
    
    "magicka sila" - Magic ______
    
    "magicka loria" - Magic ______
    
    You know that it has to do with a fire spell so go ahead and use a fireball
    spell on the pillar. This makes the pillar start to move, stairs will be
    revealed in a small crevice in the back. Also you will notice that you weren't
    hurt by any returning magic. This concludes that you must use certain magic
    spells in a certain order. You can let your mind wander and think that since
    the first one is talking about fire and life, than maybe the next one is
    talking about death. The opposite of fire is frost, so you can try an frost
    spell and it moves the pillar more.
    
    The rest are not really easy to get since you don't have anything to really go
    on with them so you should just hand the book over to Delen. Go read the
    inscriptions on the wall if you haven't already. He translates them as having
    to use certain types of magic: fire, frost, fortify magicka to target, and
    finally damage magicka.
    
    The order of this magic however is unclear. You must do it clockwise starting
    from the north corner. So the spells come out to Fire Based, Frost Based,
    Magicka Damaging Based, and the Magicka Fortifying Based. All the spells you
    need can be found in scrolls in the chest next to the table except for a frost
    based magic. Using your magic in this order will safely open the pillar.
    
    BOth Skaleel and Denel ask that you head down to the new floor since you were
    the one that unlocked it. Head down the hall and kill the Wraith. Go down the
    stairs and enter the large room. Move quickly around the edge of the central
    square and don't stand on any of the holes or it will fall and impale you. The
    corners of the room have red crystal firing lasers at you from the cieling.
    
    In the dead end, step on the pressure plate and kill the wraiths on both sides
    of you. Wait for the delayed timed door straight ahead to open and continue
    north west. Once again in this large room quickly move through without getting
    on the central square for to long. More red crystals shoot from the cieling so
    watch out.
    
    Right when you open the gate ahead you will see blood all over the ground.
    Watch out for the small three bladed gauntlet you must make your way through.
    Kill the Wraith at the bottom of the stairs and move on to the next huge
    room.
    
    Head all the way to the south and go up the stairs. Press the switch to your
    left and activate the two stairs at the central area. As you head up the new
    set of stairs in the middle of the room four Lich's will transport in to the
    room. Go kill them off fast and then climb back up the stairs.
    
    Checking the area up here you will find a switch on the west pillar. Press it
    and you will find an Ancient Elven Helm. After you take the helm a way opens to
    the south east. You can kill the Wraith at the top of the stairs and open a
    secret passage that leads back to the original door you came from OR you can
    take another route north east through a door you have to pick. At the top of
    that door is two Wraiths with some good treasure. The wall will collapse and
    lead you out to the main hall.
    
    Go talk to Skaleel and she will want you to head straight to Irlav Jarol. Once
    you get to Irlav Jarol give him the helm and he will be happy to see it is
    finally solved.
    
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    2.06.13 - Necromancer's Moon
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    Raminus Polus now wants you to go to the Mystic Archives and talk to Tar-Meena
    about the Black Soul Gems. Don't forget to ask about advancement to be promoted
    to Conjurer and receive the Conjurer Robes. Head behind the tower and enter the
    Mystic Archives to talk to Tar-Meena. She tells you that you will have to
    search for a book that Falcar had been using and still might have.
    
    Luckily the book is in the south west corner on the small table under the
    window. Take the book, read through it and learn how a Black Soul Gem is made.
    Talk to Tar-Meena again about the book and then head out to give it to Raminus
    Polus. Now he asks that you ask Bothiel about the passage in the book dealing
    with the sky.
    
    Talk to Bothiel and she will tell you that the Orrery is in disrepair (even if
    you fixed it from the add-on) and all she can do is give you one of Falcar's
    notes that he dropped when he was asking about it as well.
    
    Upon reading the Hastily Scrawled Note to see a list of five primary sites,
    altars being raised, and that it happens once a week. Talk to Raminus Polus
    about the Shade of the Revenant. You are now told to head out to the Dark
    Fissure and investigate for any clues.
    
    Head up the mountain south of Cheydinhal and you will find an altar outside the
    cave entrance. Hide and just wait for night fall so the Worm Anchorite comes
    out of the cave and uses the altar to make some black soul gems. If they don't
    come out just go in and they should be right near the entrance of the cave.
    Kill them off and take the note in there pocket.
    
    Go back and talk to Raminus Polus about what you saw or gathered. Once that is
    done ask about advancement to be promoted to Magician.
    
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    *******************************************************************************
    2.06.14 - Hannibal Traven's Quests
    *******************************************************************************
    
    2.06.15 - Liberation or Apprehension?
    2.06.16 - Information at a Price
    2.06.17 - A Plot Revealed
    2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
    2.06.19 - Ambush
    2.06.20 - Confront the King
    2.06.21 - Alchemy Acquisitions
    
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    2.06.15 - Liberation or Apprehension?
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    Talk to Raminus Polus one last time and he tells you that Hannibal Traven wants
    to give you a quest. Head back in to the tower and he is usually at the very
    top. He tells you that there is someone on the inside of the necromancer cult.
    He fears that the informant on the inside is in danger and wants you to get him
    back safely. A group of Battlemages has already been dispatched down there and
    you must hurry to rescue the informant before they get there with the
    possibility of accidently killing him.
    
    Head south west of the Imperial City and you will reach Nenyond Twyll. Enter
    the ruins and as you walk forward a Battlemage will come talk to you. He tells
    you that the traitor told them they were coming and they want to get him fast.
    He tells you that the necromancers killed all the others and retreated further
    in, he tells you to follow him as he runs down the stairs.
    
    Fithragaer will more than likely run straight down the middle of the next room
    setting off the booby trapped floor and get crushed to death on the cieling of
    spikes. You must now venture alone. Kill the Wraith ahead and move on avoiding
    the middle trap.
    
    Kill the necromancer at the bottom of the stairs and then head north east. In
    the large room you come to you will need to kill off two more Necromancer's.
    Then head to the south east. Kill the zombie and then enter the stone door to
    go deeper in to the ruins.
    
    Right away kill the necromancer Mariette Rielle and continue down the stairs.
    Either hop in the water and swim under the detection of the red crystals
    stationed out there to sneak attack the middle section or just head right down
    the middle. Kill off all the Wraits, Lich's, and necromancers on the stone
    bridge walkway and move north. Kill the last necromancer guarding the button on
    the wall and then activate it.
    
    A secret tunnel opens in the middle of this wall. Inside you will find Mucianus
    Alias, he has been transformed in to a zombie. Leave the ruins and go back to
    the Arcane University to tell Hannibal Traven. After you tell him seek out
    Raminus Polus for a promotion to Warlock.
    
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    2.06.16 - Information at a Price
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    The Count Janus Hassildor of Skingrad says that he has new information and
    wants to talk to you personally. Head out to Castle Skingrad and go inside to
    find the Hal-Liurz, the new steward and she will go get the Count. Wait and
    soon enough Janus Hassildor will come out to talk to you.
    
    Ask about the information to find out he wants you to do him a favor before he
    tells you the information you want to know. Vampires have appeared at
    Bloodcrust Cavern which in turn has made some Vampire Hunters come to town to
    deal with them. They have heard rumors of vampires in the city and being a
    vampire himself the Count wants you to get them out of the city and take care
    of the vampires at the cavern.
    
    Leave the castle and go in to the city to find the Vampire Hunters. The only
    lead Janus Hassildor can give you is to talk to the citizens. On your way from
    the castle to the city you may see Carsten, one of the Vampire Hunters. He's
    been ordered not to talk to anyone so just head in to town.
    
    You can find Eridor outside the chapel in the city or in the Two Sisters Lodge.
    Talk to him and learn the locations of all the hunters and either kill them
    carefully so the guards don't come, tell Eridor the vampires are in Bloodcrust
    Cave so they head out there themselves and attempt to kill them all, or kill a
    vampire in the caves and take the dust to give to Eridor so they leave.
    
    If you let them head in to the caves you won't know who has won until the end
    of the day. If they manage to kill off all the vampires they will leave the
    city once they are done. Otherwise you will have to head in to the cavern and
    kill off the vampires that killed them.
    
    Once both sides are dead, head back to the castle and talk to Hal-Liurz again.
    She will get the Count for you, so stand or sit around the Great Hall waiting
    for him. He will tell you that an old and very powerful necromancer named
    Mannimarco has come back to Cyrodiil and is up north somewhere unknown. He also
    states that some from the mages guild have defected and joined this
    necromancer.
    
    Head back to the Arcane University and tell Hannibal Traven what you have
    learned. He will then be focused on having to talk to the Mages Council and
    thanks you for the information.
    
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    You must wait at least three days after you have completed the quest
    "Information at a Price" for the next quest to become available.
    
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    2.06.17 - A Plot Revealed
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    Hannibal Traven wants you to go to the Bruma Guild Hall and see if Jeanne
    Frasoric is alright. He hasn't heard from her in a while and fears with what is
    going on recently something bad may have happened. Head out to Bravil and enter
    the Mages Guild.
    
    When you enter the Guild Hall you find it burning with bodies on the ground and
    Wraith's (may be zombies depending on your level) patrolling the area, kill
    them all. Selena Orania is in the main room. Volanaro is laying on the stairs
    leading down to the lower floor. Down in the Living Quarters you will have to
    fight off all the Wraiths.
    
    Go through the door to the other side and head up the stairs to kill another
    Wraith. Go up the stairs to Jeanne Frasoric's room to find a necromancer woman
    talking to someone to come out of there hiding spot. Kill her off and J'skar
    will come out of hiding. He tells you he saw the King of Worms. He wants to
    destroy the Mages Guild and kill them all. Follow J'skar back to the Arcane
    University to ensure his safety.
    
    Talk to Hannibal Traven about what has happened to the Bruma Guild Hall and he
    will immediatly go speak to the council. Talk to Raminus Polus to advance in
    rank to Wizard now and he will give you a spell called Wizard's Fury.
    
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    You must wait at least three days after you have completed the quest "A Plot
    Revealed" for the next quest to become available.
    
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    2.06.18 - The Bloodworm Helm and the Necromancer's Amulet
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    Irlav Jarol took the helm to some ruins with a group of mages to study it
    further in hopes that they can figure out something to fight against
    Mannimarco. Hannibal Traven wants it returned fearing that the mages are going
    to make themselves targets of the necromancers. Caranya took the amulet saying
    that it is making the Imperial City in danger and is wanting to study it to use
    against the necromancers.
    
    Head out to Fort Teleman just north east of Leyawiin and south east of Bravil
    near the Black Marsh border. Enter the fort and as you head down to the first
    room you will see Necromancer banners all over, along with some Necromancers
    for you to kill.
    
    Head north and then east through the hall taking out the necromancers. Head all
    the way to the back of the area to find a wooden door to head through deeper in
    to the fort.
    
    Within these tunnels you will find Necromancers fighting Daedra. Take them all
    out and then enter the large room. Go through the broken out wall to the east
    and then move south down the tunnel. In the last large room you will find a
    Daedra in a pit with the dead body of Irlav Jarol. Kill it off and search
    Irlav's body for the helm.
    
    You can either use it to help you get the other item or head back to the Arcane
    University and drop it off for safe keeping. Head out again west of the
    Imperial City and you will find Fort Ontus. Head in to the fort and go down the
    hall to be greeted by a fellow guild member. She tells you to go talk to
    Caranya before doing anything else.
    
    Head across the bridge and then go west at the first tunnel that you can. Go
    through the wooden door to the understreets of the fort. Go west past another
    mage and then turn to the south at the end of the hall. Activate the lever and
    then head south through the gate.
    
    Go in to the large room and talk to Caranya. She thinks you are there to help
    her and no longer helping Traven until you ask for the amulet back. It turns
    out she has defected over to the necromancer's side and wants to give the
    amulet over to Mannimarco. Kill her off and then take the Necromancer's Amulet
    off her body.
    
    Instead of tracking back through the fort you can open the opposite gate to the
    east and kill off the mage traitors. Take one of the dead mages fort keys off
    their body for a door ahead. Get out of the fort killing the traitors if they
    attack, or kill them al just because they are traitorous rats. Head back to
    the Arcane University and to drop off the amulet and talk to Hannibal Traven
    about what has happened. Talk to Raminus Polus to get an advancement in rank to
    his equal Master-Wizard.
    
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    2.06.19 - Ambush
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    Hannibal Traven asks that you go to the south of Cyrodiil and meet a group of
    Battlemages about to ambush the ruins of Silorn. Within the ruins you must
    retrieve a special Black Soul Gem at all costs. Head west of the Imperial City
    just south east of Skingrad. You will meet three Battlemages along the path
    just before the ruins.
    
    Talk to Thalfin and she will tell you the door is enchated sealed shut. She
    then gives you command over them and tells you that you should place them in
    the best positions based on there abilities.
    
    Thalfin is better at using an axe than her spells.
    
    Merete is better with magic spells and is very accurate.
    
    Iver is a healer.
    
    To strategize place Thalfin and Iver up close and Merete in the distance. Talk
    to Thalfin again to get them all ready and then wait for the two necromancer's
    to come out of the ruins. They will join the two already outside and then walk
    single file to the east.
    
    Head away away from your group and wrap around out of sight from the
    necromancer's to quickly make it near the entrance to the ruins. Falcar, the
    traitor mage leader from Cheydinhal will be one of the necromancer's walking
    along with the others. Once the battle starts he will try to retreat back to
    the ruins. Paralyze him and then kill him off to grab the special Black Soul
    Gem.
    
    If you can't catch him in time you will have to enter the ruins and go down to
    the very bottom third floor past a lot of necromancers and kill him there to
    get the Colossal Black Soul Gem. Immediatly head back to the Arcane University
    and give the gem over to Hannibal Traven.
    
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    2.06.20 - Confront the King
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    Hannibal Traven sees that the Black Soul Gem was meant for him. He immediatly
    comes up with a plan to kill Mannimarco. You are to take the Black Soul Gem to
    Mannimarco and then kill him when the time is right. Hannibal Traven then tells
    you that you are the new Arch-Mage and then kills himself to be put in to the
    Colossal Black Soul Gem. Take the Filled Colossal Black Soul Gem and leave the
    tower.
    
    Head north west of the Imperial City and west of Bruma to reach Echo Cave. Kill
    the necromancer guarding the door and take the key to the cave he was holding.
    Enter the cave and kill the necromancer and undead (varies between level) in
    the first large room. Once they are dead head north.
    
    In the next large room with the stairs you will have to get past two more
    necromancers. Kill the undead in the third large room and then go to the south
    through the tunnels. You will eventually make it to some wooden doors leading
    you down to the Echo Passages.
    
    Continue to kill the necromancers and undead as you head for the next wooden
    door leading further in to the cave. Head in to Echo Necromancer's Charmer.
    Kill off the necromancer walking around by the door to Mannimarco's lair. Head
    across the bridge and talk to Mannimarco.
    
    He shoots you with a spell and it has no effect due to having the Colossal
    Black Soul Gem. Just take him out with some weapons and then head back to the
    Arcane University to tell everyone you have taken care of Mannimarco.
    
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    2.06.21 - Alchemy Acquisitions
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    Raminus Polus acknowledges you as the new Arch-Mage and tells you that Julienne
    Fanis has been collecting Alchemical ingredients for Hannibal Traven when he
    was Arch-Mage and she may extend this service to you as well. Head to the back
    of the tower and go to the Lustratorium or the Mages Quarters depending on what
    time it is to find her.
    
    She tells you there is a chest in the Arch-Mages room where you can place an
    ingredient in it and wait 24 hours for it to multiply. Placing any other items
    in it besides ingredients can result in the loss of that item.
    
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    *******************************************************************************
    2.07 - The Arena
    *******************************************************************************
    
    2.07.01 - Joining the Arena
    2.07.02 - Fight Tier 1 - The Pit Dogs
    2.07.03 - Fight Tier 2 - Brawlers
    2.07.04 - Fight Tier 3 - Bloodletters
    2.07.05 - Fight Tier 4 - Myrmidons
    2.07.06 - Fight Tier 5 - Warriors
    2.07.07 - Fight Tier 6 - Gladiators
    2.07.08 - Fight Tier 7 - Hero
    2.07.09 - Fight Tier 8 - Grand Championship
    
    In the arena you will be able to fight to the death for Gold. You can join at
    anytime throughout the game.
    
    *******************************************************************************
    2.07.01 - Joining the Arena
    *******************************************************************************
    
    In order to join the arena and fight in the battles go to the Imperial City
    Arena on the east side of town and talk to Hundolin. Tell him you don't want to
    bet on a match right now and then ask about becoming an Arena Combatant. He
    will then tell you to head down to the Bloodworks to the left and talk to Owyn.
    
    Head through the door to the left and find the side room where Owyn is standing
    in the corner and talk to him. Tell him you want to be a combatant. He will
    then ask if you want a light or heavy raiment. Choose whichever your character
    is best in with light and heavy armor. After you choose your armor type ask
    about everything and the rules of combat: Must wear the enchanted raiment you
    were given, provide your own weapon, shield, and helmet, fight however you want
    to, no looting of corpses.
    
    If you take off your Raiments during battle you will have to restart the fight.
    If you do it again for a second time you will be kicked out of the arena.
    
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    2.07.02 - Fight Tier 1 - The Pit Dogs
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    Equip your Arena Light or Heavy Raiment, a weapon, shield, and helmet. Now talk
    to Owyn about Ready for Combat and he will set up a match for you. Head through
    the room next to this one with the circlular alter and go through the door on
    the other side.
    
    You will now have to face a female Wood Elf equipped with a longsword and a
    light shield. Even though she is about a level above you, it will be very easy
    to take her out. Once she is dead head back down to the Bloodworks and activate
    the altar to rejuvenate yourself.
    
    Talk  to Owyn again and he will set up another match for you. It will be a
    little tougher against a male Imperial with a heavy shield and helm. Take him
    out and then repeat the proocess to start another match.
    
    The third fighter is an Argonian archer, just run in close and take them out.
    Once you win and talk to Owyn you will become a Brawler.
    
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    2.07.03 - Fight Tier 2 - Brawlers
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    The first combatant you will face is an axe-wielding Nord two levels above
    yours. You can try and get him caught up on the stones in the center of the
    arena if you need some help against him.
    
    The second match is with two Wood Elf twin sisters. One has a bow and the other
    has a claymore. They are both one level above yours. The archer will use a
    chameleon potion, so hide behind the pillars until it wears off. As you wait
    kill off the claymore wielding one and keep healing yourself. Once the potion
    wears off move in for the kill on the archer.
    
    The third fight is with a Kajiit that fights with an axe and is two levels
    above your own. If you need a little extra help try to use the blocks in the
    center to help you again. Once you defeat him your rank will advance to
    Bloodletter.
    
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    2.07.04 - Fight Tier 3 - Bloodletters
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    Your first fight is against a Redguard with a mace or a longsword and shield.
    Head in and kill him quickly, healing when needed.
    
    The next opponent is a heavy armored Breton woman with a shortsword that is
    said to sting like a wasp. She also has some Endurance and speed Potions so
    keep your guard up. Run in with a good shield and longsword and block her hits
    as you whittle down her life.
    
    The third fight is a Dark elf with a bow and a sword. You'll want to move in a
    little close so he switches to his sword and take him out. After you kill this
    combatant you will rise to Myrmidon.
    
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    2.07.05 - Fight Tier 4 - Myrmidons
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    Your next opponent is a Wood Elf that uses an enchanted dagger called
    Shimmerstrike. It has a weak Frost Damage but should still be watched out for.
    Block what you can and take him down quickly.
    
    The second fighter is a High Elf with light armor and a longsword. She isn't
    much like most of the others with swords. Just block and attack when she is a
    little winded.
    
    The third fighter is an orc in heavy armor and carries a silver battleaxe. Once
    you defeat him you will advance to Warrior Rank.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.07.06 - Fight Tier 5 - Warriors
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Your first fighter is a Nord swordsman that is about three levels above your
    own, so be careful. She moves fast and swings hard so you don't really want to
    get hit much or else you will most likely fall to the ground unless you have a
    high block level.
    
    The second fighter is a High Elf Sorceress with spell casting. Head in close to
    her quickly and fight her longsword instead of the spells to kill her off fast
    and easy.
    
    The third fighter is a really tough orc with a large warhammer. It could
    possibly kill you in almost two hits. Keep a safe distance to let her swing and
    ove out of the way, hitting her with a quick stab. repeat until she dies and
    head back in for a rank advancement to Gladiator.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.07.07 - Fight Tier 6 - Gladiators
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The first battle is a nasty one just as Owyn says. You have to go against three
    Argonian prisoners from Black Marsh at the same time. They are leveled higher
    than you, but for the most part unarmed. One or even two of them might have a
    sword; they are pretty high leveled Hand-to-Hand as well.
    
    Start by firing a few arrows at them as they come rushing towards you. Keep
    away from them and don't get to close to the walls so they can't box you in and
    let you have it. Weave around the pillars and stones in the center of the arena
    to eventually get one of them caught up on an object and run over to hit them
    good. Take all three of them out to win the match.
    
    The second fight is with a Khajiit with a lot of healing potions, armed with
    heavy armor and a sword. Just keep pounding on him and whittle his life down so
    the healing won't help.
    
    The third fight is with a Breton with a longsword. Head in with sword and
    shield to block his blows and take him down. After you win this battle you will
    advance to Hero.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.07.08 - Fight Tier 7 - Hero
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The first battle is an Imperial that used to be a Blade. He is a highly trained
    swordsman with a Blades Shield and the Akaviri Katana. You will need a ton of
    healing potions and spells. Head in and attack, then run away to heal.
    
    The second fighter is a High Elf spell caster mastering destructive magic. He
    also has an enchanted shield called the Gray Aegis that protects him against
    magic. As Owyn says, just charge straight in bashing the hell out of him.
    
    The third fighter is actually three fighters a spellcaster, an archer, and the
    female champion training in the bloodworks. Owyn is sending you up with the
    boar, named Porkchop, to help you out and distract one of the three for you.
    
    Head out and take care of the archer and spellcaster as the boar goes and does
    his thing against the enemies. Once you defeat the two take out the champion
    and then head back in to be named the new Champion.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.07.09 - Fight Tier 8 - Grand Championship
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Before you start this fight you can make the battle a whole lot easier by going
    over to Agronak gro-Malog and talking to him to start a side quest called
    "Origin of the Gray Prince" This will upset the Gray Prince and allow you to
    kill him easily in the arena.
    
    You will now have defeated the Yellow Teams fighters they had for you to fight.
    Now Owyn will have you talk to Ysabel Andronicus on the opposite side of the
    side hall you are on. She will explain the rules for this special match. You
    can wear any armor you please, along with any enchantments you want. You can
    also loot the corpse once you have defeated the Gray Prince. The Gray Prince
    will be using a heavily enchanted Raiment of Valor (fortify health, athletics,
    personality, and fatigue).
    
    Head over to Agronak gro-Malog and challenge him to a match. Go talk to Ysabel
    Andronicus again and then say you are ready for the match if you are prepared
    enough for it. She will then have you choose an Arena Name, just like how the
    Agronak gro-Malog is called The Gray Prince.
    
    Now head up to the Arena and start the battle. He will charge you and then stop
    as he sheaths his weapon and begs you to kill him. If you didn't do the side
    quest quickly stab him with a blade and run away as he starts swinging. Once
    you defeat him, take his armor and go talk to Ysabel Andronicus again and
    choose between a light and heavy Raiment of Valor. You will be named Grand
    Champion, get 1,000 Gold and the new arena armor. Talk to Ysabel Andronicus
    again
    
    Also once you walk out of the arena gates you will find an Adoring Fan that
    wants to follow you around. Even though he seems to be a little annoying he
    serves as a good torch holder and runs away when danger comes to let you know
    an enemy is approaching.
    
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    *******************************************************************************
    2.08 - Knights of the Nine
    *******************************************************************************
    
    2.08.01 - Pilgrimage
    2.08.02 - The Shrine of the Crusader
    2.08.03 - Priory of the Nine
    2.08.04 - Nature's Fury
    2.08.05 - The Path of the Righteous
    2.08.06 - Wisdom of the Ages
    2.08.07 - Stendarr's Mercy
    2.08.08 - The Faithful Squire
    2.08.09 - The Sword of the Crusader
    2.08.10 - The Blessing of Talos
    2.08.11 - Umaril the Unfeathered
    
    Only available after downloading the Knights of the Nine DLC pack
    
    Note that during this entire adventure to completing Knights of the Nine DLC
    you must not gain any Infamy points. If at anytime you do, you most likely will
    have to do the Pilgrimage quest over again to zero out the Infamy.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.01 - Pilgrimage
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to practically any NPC in the game and talk to them about “Rumors”
    and you will most likely get a response about an attack on the Chapel of
    Dibella in Anvil. You will also get a new dialogue option called “Prophet”.
    Opening this conversation will allow you to gain information about a man in
    Anvil that has started preaching about the attack on the Anvil Chapel as merely
    a sign of things to come.
    
    You can either ask about either or both of these options, or just show up in
    Anvil to see something new going on near the chapel. You will find the Prophet
    across from the church, in the garden next to Benirus Manor to talk to
    yourself. Also note that talking to anyone in Anvil itself will get you even
    more information on things that have happened. During the hours of the day he
    is preaching about the attack on the chapel, and how a dark evil has come
    calling for a champion to take on the challenge. During the night you can find
    him sleeping in a bedroll in the garden.
    
    Speak to him about the Anvil chapel attack and he will explain that a figure
    named ‘Umaril the Unfeathered’ is behind this plot, and that the only way to
    stop him is to use the Relics of the Divine Crusader, Pelinal Whitestrake. He
    will then ask if you are a worthy knight. Depending on your ranks in the
    different guild factions you can give multiple answers. No matter how good you
    are with all your accomplishments you must say “No”, and then “How can I find
    the relics?”
    
    The prophet will now explain that you must complete a pilgrimage of the
    Wayshrines of the Nine Divines to prove yourself and repent your past evil
    deeds. He will then give you a map showing you the locations of some of the
    Wayshrines; you will also get the rank of “Pilgrim” in the Nine Divines
    faction. In order to complete the pilgrimage, you must visit and activate every
    Wayshrine of each of the Nine Divines – Akatosh, Talos, Julianos, Mara,
    Kynareth, Stendarr, Zenithar, Arkay, and Dibella.
    
    Now head in to the Chapel to explore around and see what has happened. Now that
    you are a Pilgrim you are allowed to explore the entire chapel and can take any
    items you find inside without worrying about people thinking you are stealing
    it. You will find the Chapel desecrated, with bodies everywhere, and Dwemer
    runes written in blood all over the floor around the altar. You can also locate
    a lot of books you can read up on about Umaril and Pelinal. Once you are
    satisfied with researching and gathering information on what has happened you
    should head out of the Chapel and start the pilgrimage.
    
    You must visit and pray at one shrine for each of the Nine Divines. No matter
    if you have Infamy points or not you will have to do this pilgrimage. The map
    the Prophet gives you only shows one wayshrine for each of the Nine Divines.
    You do not have to go to just these shrines; you just need to make it to any of
    the wayshrines for each of the Nine Divines. Note that as you head to the
    shrines you may run in to Sir Roderic and his squire, Lathon. Roderic is on the
    same pilgrimage and you can accompany them to all the wayshrines; this however
    takes quite a long time to do. (I gave up after reaching the next shrine to
    just do the rest on my own) If you never gained Infamy points AND also visited
    any of the wayshrines you do not have to revisit them.
    
    If you forget which wayshrines you have already you can enter a Chapel in any
    city. Look at the small altars dedicated to each of the Nine Divines. Activate
    these altars and if it gives you a blessing you have already visited this
    deity; otherwise, you will get a message telling you to go visit the wayshrine.
    
    Wayshrines are circles of white columns located out in the wilderness. The
    difficulty of this task is they do not show up on your compass and they do not
    have map markers. Akatosh and Julianos have four wayshrines a piece, the other
    divines each have three a piece.
    
    Akatosh -  East of Anvil to the northeast of Fort Strand
               Southeast of Skingrad
               South of Bruma on the Orange Road
               South of Cheydinhal
    
    Arkay -    Southwest of Skingrad
               Southeast of Skingrad near the border of Cyrodiil
               West of Kvatch, northeast of Anvil
    
    Dibella -  In the Great Forest, directly south of Chorrol
               On the Red Ring Road, just south of the intersection with the Gold
               Road
               Northeast of Leyawiin, southeast of The Drunken Dragon Inn, east of
               the Yellow Road
    
    Julianos - South of Chorrol (just southwest of Weatherleah)
               West of the Imperial City (just northwest of the Chestnut Handy
                                          Stables)
               On the Yellow Road, just east of its intersection with the Red Ring
               Road
               Northeast of Cheydinhal, north of Farragut
    
    Kynareth - Southwest of Chorrol, (south of Wind Cave, north of Fort Dirich)
               South side of the Gold Road, just east of Skingrad. Directly South
               of Derelict Mine (this becomes buried but still useable after the
                                 Dagon Shrine quest is completed)
               East of the Yellow Road, between Silverfish River and an unnamed
               lake
    
    Mara -     Immediately northwest of Anvil (This is destroyed after Dagon Shrine
                                               quest is completed)
               West of Skingrad, east of Meridia's Shrine
               Northeast of Leyawiin: map
    
    Stendarr - Southwest of Chorrol, north of Kvatch
               East of the Imperial City on the east bank of Lake Rumare
               On the Green Road, between Bravil and Leyawiin. Southeast of
               Sheogorath's Shrine
    
    Talos -    North of the Gold Road, west of Skingrad
               Along the Green Road between Imperial City and Bravil, southeast of
               the Inn of Ill Omen
               East of the Green Road between Imperial City and Bravil
                  (northeast of the previous wayshrine)
    
    Zenithar - Immediately southwest of Kvatch along the Gold Road
               Between Imperial City and Bravil, just south of the Faregyl Inn
               East of the Green Road, just north of Bravil
    
    Once you complete the Pilgrimage of the Nine Divines you will receive the
    Greater Power ‘Pilgrim’s Grace’ spell for 300 seconds if your Infamy is already
    at 0; if your infamy is not at 0 at this time, it will now be reset to 0.
    You will need to now pray and wait for a vision from Pelinal to start the next
    quest which will automatically happen in a minute.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.02 - The Shrine of the Crusader
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    After the vision you will learn the location Pelinal last remembers where his
    lost shrine was in the Ayleid ruin called Vanua. Head out to the new marker
    just southeast of the Imperial City. Pelinal believes that since the ruins are
    way off the normal path and guarded by a lot of beasts no one has retrieved the
    items inside yet. If nothing else you may be able to gather clues on where to
    look next. Once you are released from the vision you will also gain the rank of
    Knight Errant in the Knights of the Nine at this time.
    
    Note - once the vision has played the game will read your Light and Heavy Armor
    skills. Whichever skill is highest you will be gathering that set of the armor.
    
    Upon arriving at the location you will find that it is pointing to Lake Rumare
    just off one of the main bridges connecting to the Imperial City. Head in to
    the water and swim down to find the underwater entrance to the ruins of Vanua.
    It is best to have an underwater breathing spell to help find it, or else you
    will need to get a lot of breathes in order to safely locate the ruins and make
    it to a breathing spot inside the ruins (which isn’t very far in at all).
    
    Head up through the tomb and search all the rooms taking anything of interest
    if you wish. Get in to the large room and kill any ghosts and zombies in this
    area. Locate the stone button and press it to open the way forward. Most likely
    you will be up against a Wraith leveled to your character. Sneak past or
    destroy it. Make your way along the straightforward path past more ghosts and a
    skeleton guarding the entrance to the second area, The Shrine of the Crusader.
    
    In this second section kill the zombie and then jump through the hole in the
    wall by the caved in tunnel to move on to the next area. Go through this room
    and get out through another hole on the other side. Drop down and go to the
    skeletal remains in the middle of the room of Sir Amiel. This will activate
    another quest called “Priory of the Nine”. Take Sir Amiel’s Ring, Journal, and
    Key. The journal will tell you that Sir Amiel was a member of the Knights of
    the Nine looking for the relics as well and the location of the former
    headquarters called the Priory of the Nine. If you physically read the book
    yourself you will learn that he is one of two Knights of the Nine remaining as
    the rest have all died. The other remaining Knight of the Nine is now his enemy
    over jealousy and arguing about who is to wear the recovered relics. Sir Amiel
    also mentions that only his ring will open the basement stairs where his
    brother Knights sleep with the Cuirass, the only relic that remains in the
    Orders keeping.
    
    Sir Amiel’s Key can be used to unlock the two gates around his corpse to move
    on. If you have a super amazing jumping ability you can make it up to the gate
    above and retrieve the Helm of the Crusader right away, otherwise you will have
    to continue on with your searching.  You will need to enter The Lost Catacombs.
    
    Make your way through a room that has a zombie and ghost in it. You will have
    to jump through a hole in the wall to move on passing another ghost and a
    skeleton leveled to your character.  Drop out of the hole and go either way
    through the hall to reach one of two doors to the same place up at the Helm of
    the Crusader. Deal with the ghost or sneak up to the Helm and take it, now jump
    the low fence and get back out of these ruins to head for the Priory. Use the
    southern gate to kill a ghost and go through the door back to the ruins. Make
    your way back through a new large room with a leveled ghost and some zombies.
    Soon after you can drop down to a large room you have been in before and head
    back out of the ruins to get to the outside.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.03 - Priory of the Nine
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Please note that this quest is not complete until you have collected four other
    artifacts, not including the Cuirass of the Crusader.
    
    Head over to the West Weald and reach the Priory of the Nine to find it
    completely abandoned just like Sir Ameil said in his journal. Upon entering the
    main building you will find the place ransacked and completely emptied out.
    Head over to the Knights of the Nine Symbol around the corner from the door and
    activate it with Sir Amiel’s Ring. Head down the newly formed stairs and in to
    the basement. Search the basement for any items you wish to take and then head
    in to the undercroft.
    
    Walk around the Priory Undercroft and you will see the Cuirass in the back. As
    you approach it the ghosts of the Knights of the Nine will appear, minus the
    last remaining knight. You are told you must face all eight Knights in order to
    be worthy in getting to the Cuirass.  Once you defeat them all you are rewarded
    the Cuirass of the Crusader and the rank Knight Commander for the Knights of
    the Nine. You must now ask the Knights about the other artifacts. Four of them
    know about them, the others just give information on the Knights of the Nine.
    
    Sir Juncan will tell you about the Boots of the Crusader. It is guarded by
    Kynareth and the priestesses at the shrine to Kynareth West of the Imperial
    City on the edge of the Great Forest. This will start the quest ‘Nature’s
    Fury’.
    
    Sir Henrik will tell you about the Shield of the Crusader. He found and brought
    the shield to Fort Bulwark and had some friends help him defend it from people
    that would misuse the item. He believes that the friends are still defending
    its safety to this day. The fort is found to the southeast of Cyrodiil along
    the border of the Black Marsh. This will start the quest ‘Wisdom of the Ages’.
    
    Sir Ralvas tells you about the Mace of the Crusader. It is located at
    Leyawiin’s Chapel to go in to the undercroft, here you will be tested. This
    will start the quest ‘The Path of the Righteous’.
    
    Sir Casimir will tell you he lost the Gauntlets of the Crusader and even
    though a lot of people know where they are it is still lost. He was cursed
    during a war by losing his patience with a beggar and killed them accidently in
    a chapel. He then became weak and weary to the point of not being able to do
    anything. The Gauntlets then fell off his hands and sat on the floor in the
    Chapel within Chorrol. This starts the quest ‘Stendarr’s Mercy’.
    
    Once all four of the quests are complete this quest will finish.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.04 - Nature's Fury
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Armor of the Crusader needed - Helm of the Crusader
    
    Head in to The Great Forest just west of the Imperial City and north of Haynote
    Cave. Speak with Avita Vesnia about the Boots of the Crusader. She will tell
    you that you must complete a test to prove that you are worthy in order to take
    the boots.
    
    Note - In the PC Version if Knights of the Nine is not set as the last DLC pack
           you won't be able to speak with Avita about the Boots of the Crusader.
           To fix this you can use:
    
           Download the Unofficial Official Mods Patch
           http://tes.nexusmods.com/downloads/file.php?id=9969
    
    Ask where the Grove is and she will tell you it is off to the west, you are
    also told it would be wise to go alone. Now head west for a very short distance
    to come up on the Grove. Wait a little bit and a giant bear will come in named
    Forest Guardian. It will start to attack you, stand in place and do not fight
    back. Soon after the Forest Guardian will stop attacking and the secret way to
    the Grove will open. You can also put your Helm of the Crusader on as soon as
    the Forest Guardian appears to have the charming effect calm the animal down.
    
    Inside Kynareth's Grotto simply walk up to the Boots of the Crusader and take
    them ignoring the Spriggans. Head back out and continue on your adventure. Do
    not take the Boots of the Crusader back to the Priory just yet as you will need
    to use them for a quest.
    
    Completing this quest will start an attack that you can't make it to and defend
    against at the Great Chapel of Mara in Bravil. Like the other Chapel in Anvil
    it will be a massacre inside.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.05 - The Path of the Righteous
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Armor of the Crusader needed - Boots of the Crusader
    
    Sir Ralvas has told you that the Mace of the Crusader is located at the Chapel
    of Zenithar in Leyawiin. Head in to the Chapel upon your arrival and Carodus
    Oholin will immediately talk to you about the Knights of the Nine. He tried to
    do the trial but failed, so he is devoting his life to protecting it against
    any attacks like the ones in Anvil and Bravil. (The attack in Bravil only
    happens if you have completed 'Nature's Fury'.
    
    Do the following during the late hours in the night to cause less deaths of the
    townspeople!
    
    Head down the stairs and enter the Chapel Undercroft. Pass by the Ancient
    Sanctified Dead without harming them and they will leave you alone. Head to
    the far back wall and pray at the Tomb of Saint Kaladas to be transported to
    another realm. Here you must equip the Boots of the Crusader and walk ONLY
    along the cloudy path stright ahead to reach the Mace of the Crusader. You will
    then be transported back to the Chapel.
    
    Head back up the stairs to find the Chapel under attack by Umaril's minions.
    Protect the Chapel workers and kill off the Aurorans as quickly as possible. Be
    very careful when attacking in these close quarters, you can very easily kill
    the wrong people. If you do, just reload the autosave and retrieve the mace
    over again and attack the evil ones.
    
    Once the battle is finished Carodus Oholin will pledge his life to joining the
    Knights of the Nine if you allow him; decide whether he is worthy or not and he
    will leave to gather new armor and meet you back at the Priory. Now head along
    your long quest to seek out more artifacts.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.06 - Wisdom of the Ages
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Armor of the Crusader needed - None
    
    NOTE - After completing this quest it is a good idea to go back to the Priory
    and get your Blacksmith or else a glitch will prevent you from getting one if
    you search for the Sword of the Crusader.
    
    Sir Henrik has told you that he stored the Shield of the Crusader at Fort
    Bulwark for safekeeping. You will find the fort along the border of Blackwood
    and the Black Marsh, a little to the north east of Leyawiin. Head in through
    the door to the fort to find that a lot of Conjurer's are trying to locate the
    Shield of the Crusader as well. You will have to fight through them and avoid a
    lot of traps.
    
    Take te first left down the hall when you reach the intersection and head at
    the next intersection take a right to open a large wooden door. You will now be
    in a large room on the upper floor. Sneak over and kill the elemental spirit so
    you can safely continue straight across to the other large wooden door. Head
    along the tunnel to reach a room up in the north with two Conjurers. On the
    table you will find the Conjurers Note stating they are searching for the
    Shield of the Crusader as well. They have completely turned the fort inside out
    and have yet to locate it. At the end it mentions you must take note of the
    candles in order to move foward. Look just to the left of the table for a
    handle you can turn and open the gate as you head east.
    
    Make your way through the tunnel and turn the handle you find at the opening to
    drop the drawbridges. Now you must head back around to the large room where you
    fought the elemental enemy. Head north across the drawbridges and you will
    enter the room with the candle puzzle.
    
    You read in the note that you must look at the candles in order to get to the
    way forward. Counting from the left for each row look at how many candles they
    have placed on the side. You then must count that many tiles over from the left
    and step on it as you make your way across to the gate.
    
    1 Candle = Left Tile
    2 Candles = Middle Tile
    3 Candles = Right Tile
    1 Candle = Left Tile
    
    Head through the door to the next area to find out the Conjurer's are using
    this area as a prison and torture space. Go to the second cell on the right and
    open the gate for a prisoner using the handle just to the right of the cell.
    He is Sir Thedret, also seeking the Shield of the Crusader. He won't be able to
    help you against the Conjurer's but he has some advice for you. "When the eyes
    of guardians are upon you, Julianos will show you his favor."
    
    Continue to the north through the large wooden doors and if you head in to the
    northern room you will find another Conjurer's Note stating they will kill the
    Prisoner. Now head west and go down the steps, take a left and go up the
    winding stairs and kill the Conjurer up here. Go through the door to make it in
    to a hallway. Watch out for the Conjurer wandering this hallway and you will
    make it to a larger room.
    
    Head up the stairs on the right wall and make your way over to the drawbridge.
    Activate the switch on the right to lower the bridge, BE CAREFUL of the ceiling
    darts. Watch them as they go off, and carefully make your way across the narrow
    walkway to stand with the switch so you can lower the next drawbridge. Now
    watch the darts again and then make your way across safely. Go down the steps
    and through the hallway to enter a really large room with two more enemies.
    
    Take the two Conjurers down and then upon investigating the room you should
    realize this is the room with the Guardians in it. Remember the information Sir
    Thedret told you "When the eyes of guardians are upon you, Julianos will show
    you his favor." Go to each of the four statues on the normal level and search
    the bases for a lever you can turn. This will activate each statue to turn to
    the center so they all face each other. Right when you get them to align facing
    the circle in the center of them the flames on the upper row will extinguish
    and a door will open on the south side. Head through the tunnel and enter the
    door deeper in to the, now unexplored section, fort.
    
    Head through the tunnel and open the wooden door. You will then enter a large
    room with chests all around the walls empty. Head up the stairs to be notified
    you are in a puzzle/trap room. Step on the plate and open the chest up here to
    get one of eight items of Rodgar's. With the item in your possession as you
    step on the pressure plate spin around the room looking for the statue above a
    chest that is lit up. This shows one of the eight items locations where they
    need to be placed...usually not the item you just picked up. When you place the
    item in the correct chest, the statue will turn around to face you. If you put
    the item in the wrong chest it will disappear and will have to be grabbed again
    in the center chest. Follow the directions below to solve it.
    
    Door represents the door you came in from
    9 is the chest up the stairs that gives you a new item
    Exit is the door you are trying to get through
    
    4   EXIT   8
    
    3    9     7
    
    2 1 Door 5 6
    
    Rodgar's Book - 1
    Rodgar's Hammer - 2
    Rodgar's Skull - 3
    Rodgar's Gem - 4
    Rodgar's Sword - 5
    Rodgar's Goblet - 6
    Rodgar's Helm - 7
    Rodgar's Stone - 8
    
    Once the final item is placed in the correct chest the flames will go out and
    you can head through the now open door. Head through the tunnel and in to
    another room to find the Shield of the Crusader along with some other items
    laying around it. Head out either now open doorway and go through the wooden
    door to the next section. Head along the tunnel and turn the handle at the
    gate to open it and lower the drawbridge. You are now in the large room where
    you fought the elemental a while back. Head to the right and out the large
    wooden doorway. Take a left and then a right at the intersections to leave the
    fort.
    
    Now is a good time to head back to the Priory to check in with the Knights of
    the Nine. Inside the Priory of the Nine you will find that it is starting to
    get cleaned up and furnished by others. Avita Vesnia will be inside and ask you
    if she may join due to a vision. Head downstairs and you should see two
    brothers that have come all the way down from Skyrim to join your cause. If the
    Blacksmith is not behind the counter in the corner of the basement go talk to
    the Knights of the Nine ghosts in the undercroft for a little bit. Once you
    come out he should appear here. Talk to him and he will tell you he will do all
    your repairs for everyone on the Priory so he can help the cause.
    
    Now it is time to head on to the next quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.07 - Stendarr's Mercy
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Armor of the Crusader needed - None
    
    Travel to Chorrol and enter the Chapel of Stendarr to talk to the priests. You
    will be told to speak to Areldur about them if you don't talk to him first. You
    will find the Gauntlets of the Crusader but they will be to heavy. Seek out
    Areldur. Ask about the story of the gauntlets and learn of Kellen and how he
    suffers from the curse passed down along the family. Head down the stairs and
    in to the Chapel Hall.
    
    Kellen will tell you that Areldur acts apologitic and thinks he knows more than
    he is letting on. He will ask you to go back to him and convince him to tell
    you what else he really knows. Head back upstairs and find Areldur again to
    talk about Kellen. He will tell you that he knows what must be done and can't
    muster the strength to do it. Ask him what he is talking about and learn that
    in order to remove the curse is to pray and lift the curse to pass it on to
    oneself.
    
    Now go to the alter and pray to Stendarr to lift the curse on Kellen. You will
    be granted the Lay Hands ability, so go back to Kellen. Equip the spell Lay
    Hands and use it on Kellen. You will now have the curse of the Consumed, which
    will constantly damage your fatigue by 5 points. Now head upstairs and take the
    Gauntlets of the Crusader.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.08 - The Faithful Squire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head back to the Priory of the Nine and the area will be cleaned up nicely now.
    When you enter the priory you will be greeted by Lathon, Sir Roderic's squire
    that you may have run in to on the road. Ask what happened and you will learn
    that Sir Roderick was successful in getting to all the wayshrines to pray at
    and received a message that led him to Underpall Cave. It turns out that the
    cave is where Sir Berich's tomb and keep is along with where he hid the Greaves
    and Sword.
    
    Lathon will hand over the Greaves of the Crusader and tell you that the wraith
    of Sir Berich was able to use the holy sword. The sword seems to have been
    turned to evil and needs to be blessed again. Wait around for about a day and
    Areldur will find himself over at the Priory asking to join the cause. Talk to
    Lathon once he is suited up and he can follow you to help fight evil. Now head
    out to Underpall Cave a little to the west of Bruma.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.09 - The Sword of the Crusader
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head inside and go down the hallway to reach a large room opening to the south.
    Head this way and go through another hall to get in to an even larger room.
    Head around to the right and enter Underpall Keep.
    
    As you head inside watch out for the Skeleton straight ahead, take it out. Now
    wrap around to the left to head south down another hallway. Watch out for some
    Rats and possible Wraith. Be very careful when you open the door ahead as a
    cave in will occur, take care of the Skeletons attacking on the other side. Now
    head through the door to the Reflecting Chamber.
    
    Make your way to the south through the caves and locate the Wraith of Lord
    Vlindrel. Kill him and the Skeletons that are patrolling the area. Take the
    Sword of the Crusader. You will now have to leave the keep and head to
    Cheydinhal. Head in to the Chapel of Arkay to find it being attacked by
    Umaril's Aurorans. Defend the Chapel and once it has been defended go to the
    main alter to purify the sword again. You now have all eight of the relics and
    need to head back to the Priory to consult the other knights.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.10 - The Blessing of Talos
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    When you arrive Sir Thedret will tell you the prophet has been waiting for you.
    Head in to the Priory chapel to see he is giving the other knights a sermon.
    After the sermon the prophet will talk to you and tell you that Talos being the
    new 9th God will help you finally destroy Umaril with Talos Blessing, which you
    receive at this time.
    
    All the knights you accepted in to the order will get up and head for the far
    west coast. Accept the rest of the people so they can join in and head out to
    Garlas Malatar.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.08.11 - Umaril the Unfeathered
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Upon arriving at Garlas Malatar your Knights of the Nine will start to arrive
    as well. Speak to one of the knights to launch the attack, head across the
    bridge to the island on the other side and you will be attacked by Umaril's
    Auroran's. After you kill them, head inside with your knights and fight some
    more Auroran's. Once they are killed go to the lower pit and activate the block
    button on the tomb to open the three doors.
    
    Head through any of them helping your knights fight through the Auroran's and
    reach the northern door, the knights will automatically run through it as they
    reach it. Head over to the middle section of this small area and press the
    block button on the wall to lower the two gates. Quickly run around to the
    right letting your knights deal with the Auroran's so you can get up the stairs
    to destroy the black orb. As long as the black orb is intact the Auroran's will
    keep resurrecting. Simply run up to the black orb and activate it to disable
    the Auroran's regenerating life as well as freeze time in the room. Head north
    through the now open pathway and through the door.
    
    Head along the path to get attacked by more Auroran's below as they start to
    run up the path to meet you. Continue around the path to enter a large room
    where you will finally meet up with Umaril's physical form. Take Umaril's Sword
    and then cast Blessing of Talos to follow his spirit for the final battle.
    
    Once you are transported up in to the sky you will be face-to-face with
    Umaril's spiritual body. You will then fall back to the planet and be
    transported back to the Priory. The Knights of the Nine will talk to you and
    disappear, talk to the now standing Sir Berich as he explains what happened to
    him and then he too will disappear. If you want to, place all the relics on the
    stand and leave the basement.
    
    You will be greeted by Sir Thedret who is surprised you are alive as they have
    found you dead once you cast that spell earlier. Head outside to hear a speech
    by Sir Thedret and they all greet you back with a big HAIL COMMANDER!
    
    *******************************************************************************
    2.09 - Shivering Isles
    *******************************************************************************
    
    2.09.01 - Main Quest
         2.09.02 - A Door in Niben Bay
         2.09.03 - Through the Fringe of Madness
         2.09.04 - A Better Mousetrap
         2.09.05 - Baiting the Trap
         2.09.06 - Understanding Madness
         2.09.07 - Addiction
         2.09.08 - The Lady of Paranoia
         2.09.09 - The Cold Flame of Agnon
         2.09.10 - Ritual of Accession
         2.09.11A - Ritual of Mania
         2.09.11B - Ritual of Dementia
         2.09.12 - Retaking the Fringe
         2.09.13 - Rebuilding the Gatekeeper
         2.09.14 - The Helpless Army
         2.09.15 - Symbols of Office
         2.09.16 - The Roots of Madness
         2.09.17 - The End of Order
         2.09.18 - The Prince of Madness
    2.09.19 - District of Bliss
         2.09.20 - The Antipodean Hammer
         2.09.21 - Falling Awake
         2.09.22 - Work is Never Done
         2.09.23 - The Fork of Horripilation
    2.09.24 - District of Crucible
         2.09.25 - Brithaur
         2.09.26 - The Coming Storm
         2.09.27 - Final Resting
         2.09.28 - A Liquid Solution
         2.09.29 - The Museum of Oddities
         2.09.30 - Ushnar's Terror
         2.09.31 - Rooftop Watcher
    2.09.32 - Settlement's
         2.09.33 - Everything In Its Place
         2.09.34 - To Help A Hero
         2.09.35 - Taxonomy of Obsession
         2.09.36 - The Great Divide
         2.09.37 - Ghosts of Vitharn
    2.09.38 - Wilderness
         2.09.39 - Ghosts of the Hill of Suicides
    
    *******************************************************************************
    2.09.01 - Main Quest
    *******************************************************************************
    
    You will automatically get your first quest added for this once you install
    Shivering Isles and have been running around for at least 24 in-game hours.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.02 - A Door in Niben Bay
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Swim out to the newly found island just east of Bravil. When you make it to the
    door a man will come out of the portal insane and will start a fight with the
    nearby guard. The guard warns you not to go in as no one has come back right in
    the mind. Tell the guard you are going in and then a loud booming voice will
    start to talk asking for a Champion to come in and take down his foes. Head in
    to the Fringe.
    
    Upon reappearing on the other side of the portal you will be in a room with a
    man sitting at a table. Sit down and talk to Haskill about the door. The Lord
    of this realm wants a champion and for those ill prepared get their minds taken
    from them. Talk to Haskill again and accept the challenge.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.03 - Through the Fringe of Madness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head down the path and take the first right at the intersection, you can't do
    anything in the garden yet so don't bother heading in. You will pass through
    a village called Passwall. You will find two people talking, they will tell
    you the Gatekeeper is about to kill off a lot of adventurers and run off to
    watch the fight, follow if you want to see what it is. Once the battle is over
    you are told to talk to the residents of Passwall to figure out a way past the
    Gatekeeper. If you talk to your new friends they will tell you that Jayred
    Ice-Veins wants to kill the Gatekeeper.
    
    You have two options in defeating the Gatekeeper: Talk to Jayred Ice-Veins to
    make some arrows or talk to Nanette Don to get some poisonous tears.
    
    **********************
    *Making Arrows Method*
    **********************
    
    Talk to Jayred Ice-Veins and he will tell you that if you get the bones of a
    fallen Gatekeeper you can make them in to arrows to kill the Gatekeeper. He
    will give you a lock pick and have you follow him to Gardens of Flesh and Bone
    where you must kill three skeletal shambles as he collects bones. Once he is
    done collecting them wait a few hours and talk to him again to receive the
    Gatekeeper Bone Arrows.
    
    ************************
    *Poisonous Tears Method*
    ************************
    
    Locate and talk to Nanette Don usually in her house, raise her disposition to
    at least 70 and she will tell you the Gatekeeper is flawed as Relmyna's tears
    hurt him. Relmyna meets the Gatekeeper every night around midnight, go set up a
    stakeout and see. After a little bit of talking Relmyna will head away dropping
    her handkerchief full of tears. Grabbing the handkerchief will net you 3 of
    Relmyna's Tears.
    
    It is best to actually get both items, then poison your bow with the Tears and
    give him a good shot. Poison the next shot as well and he should go down very
    quickly with the combination of Bone Arrows and Tears. Head over to the corpse
    and take both keys out. Head towards the doors to be visited by Haskill again.
    Now you must choose which door to enter, Mania will be grant you the Blessing
    of Mania: a Frenzy Greater Power. If you choose to enter through the door to
    Dementia instead, you will be granted the Blessing of Dementia: a Demoralize
    Greater Power. Either choice, once you are on the other side of the Gates of
    Madness, you will be instructed to seek out Lord Sheogorath in New Sheoth on
    the other side of the island.
    
    As you head down the path you will have a choice to turn to the north or wrap
    around the south ends of the island. Heading north will lead you around a long
    road to enter the Bliss District and the southern path will get you to the
    Crucible district. Once in the capital head to Sheogorath's Palace and speak
    with the Prince of Madness to complete the quest and get the Charity of Madness
    amulet.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.04 - A Better Mousetrap
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Xedilian and enter the dungeon. Press the button on the right wall
    just before the gate and head to the right. Go west and push the button to
    open the next gate. Head in to the room to find the Judgement Nexus empty.
    Check the body of the shaman and take the crystal staff to get the Focus
    crystal. Place it in the Nexus to open the door ahead.
    
    Head deeper in to the dungeon and press the button to open the floor beneath
    you. Go east killing more enemies and take the shamans staff again to replace
    the crystal in the Nexus. Head through another door that just opened and wrap
    around the steps to the west. Now head in to the halls of judgement.
    
    Head along the path to once again take a shamans staff and use it on the third
    Nexus. Go through the newly opened door and fight your way over to the
    Resonator of Judgement to attune it. Head to the right of the resonator and use
    the teleporter on the floor. You will be greeted by Kiliban Nyrandil. This will
    then start the next quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.05 - Baiting the Trap
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You are temporarily stuck in the dungeon to help run the machine as some
    adventurers have already taken the bait. After you get the instructions
    explained to you.
    
    ********************
    Chamber of the Gnarl
    ********************
    Move over to the observation deck as the three adventurers come in to the room
    prepared for a fight. Let them see the small Gnarl in the cage and then decide
    on whether you want to release a "Giant Gnarl" which will make Lewin the Rogue
    go insane or send out a "Swarm of Gnarl" that will kill him. Once the decision
    plays out go in to the room to the north as it opens and teleport somewhere
    else.
    
    ******************
    Chamber of Avarice
    ******************
    Head over to the observation deck again as the two remaining adventurers head
    up to a cage full of riches. You can either spring a fire trap which will kill
    Syndelius or if you drop the keys Syndelius will go insane. Head through the
    west door to teleport through.
    
    *******************
    Chamber of Anathema
    *******************
    Head to the observation deck and either raise the dead to kill him or trick him
    in to thinking he is dead to turn him crazy. Now follow Kiliban Nyrandil
    through the teleporter. Get the Journal and a neat weapon that transforms when
    it is day or night. Open the recovery chest for a Talisman of Abetment.
    
    As you head in to the next room you and Kiliban Nyrandil will be attacked by a
    group known as the Knights of Order. Now head to New Sheoth Palace.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.06 - Understanding Madness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Tell Sheogorath about the knights and he will say not to worry about them at
    the moment. Tell him that Xedilian is up and running again. He will then give
    you a spell to Summon Haskill. Use it as he commands and then talk to him again
    to be asked to do it once more. Summon Haskill once again and then speak with
    Sheogorath once more. Learn of Jyggalag and the Greymarch. He will then teach
    you to understand where you have ended up. You will now have to go meet the
    Duchess of Dementia and the Duke of Mania. You will be handed two more quests
    that must be completed before you can complete this one.
    
    Onc you complete the next two quests talk to Sheogorath once again to learn of
    your next major quest piece "The Cold Flame of Agnon".
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.07 - Addiction
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head north through the door to the House of Mania and speak to Thadon. He asks
    you to retrieve the Chalice of Reversal, you will have to get more information
    from someone in his court or in the Duchess of Dementia's court. Talk to the
    steward Wide-Eye, if she is not by his side, use the quest marker to track her
    down in the city. She will tell you about Dunroot Burrow, you must ingest
    Felldew to enter the Burrow. Raise her Disposition a little more if she won't
    talk to you about Felldew. Felldew is a highly addictive drug, produced by a
    certain type of Elytra near the Burrow.
    
    Now head to Dunroot Burrow, a little north west of the city. Kill the Elytra
    you find outside, it should be glowing green. Take the Felldew from it and
    consume, the door to the burrow will not budge until you do, now head inside.
    
    Head north through the Elytra's and soon the effects of the Felldew will wear
    off, quickly kill another glowing Elytra and eat the Felldew you get from it
    before the withdrawals start to happen. Head through the trenches and then back
    in to some tunnels. By the time you make it to the back of the tunnel the
    Felldew will probably wear off again, get some more from your enemies and
    consume it.
    
    Head up the ramp and go straight back in to the trenches room. Turn left at the
    intersection when you first enter and go across a small root bridge to enter a
    different tunnel system to the east. Take the left at the intersection and
    quickly get in to the next large room to kill another green glowing Elytra to
    take the Felldew. Head to the right and go up the ramp and go straight to the
    west to enter the Kelp Fen.
    
    Enter the large room and go down the ramp to the area bellow. Get to the other
    side and go through the tunnel to the south. Head back up the sloped tunnel and
    take the first right as your Felldew will wear off by now, kill the glowing
    green Elytra to get more Felldew and then turn back around. Take a right at the
    intersection to continue forward. Head across the top of the former room and go
    in to another tunnel. Take the tunnel straight ahead as it is shorter than the
    one on the right. At the next intersection go straight once more to reach the
    door leading to Drone Tunnels.
    
    Head south and continue straight past two intersections, be careful of the wall
    traps just after the second intersection. When you run in to the Mushroom Tree
    Sapling, curve to the right and kill the glowing green Elytra for more Felldew.
    Now wrap around the tree to go south and take the first right heading further
    south. Run straight through the next intersection and through the door to
    Bramble Halls.
    
    Take a right as the way you need to go is covered by thick roots. At the
    intersection take a right and get more Felldew from the Elytra. Now turn around
    and take a right to coninue south. Head down the ramp to the left of the large
    roots and up the ramp on the other end. If the glowing green Elytra is not
    around the corner detour through the tunnel on the right. Make your way up
    north through a large amount of Elytra and get to the door leading to the
    Sanctum of Decandence.
    
    Head up the stairs and kill the Felldew Addicts, they have a large supply of
    Felldew on them. You will find the Chalice of Reversal in the center of the
    room for you to take. Once you grab it you will no longer be addicted to the
    Felldew. Head through the door to the south and head back to New Sheoth to hand
    the Chalice to Thadon.
    
    ****
    Bugs
    ****
    The Elytra Hatchling may not appear at the entrance of the Burrow making it
    impossible to enter.
    
    FIXES
    - Reload a game save
    - Get on the PC version with your save and load the creature in front of you to
      fight it player.placeatme 1E437 1
    - Get on the PC Version with your save and place Felldew in your inventory to
      bypass the need for the hatchling to appear player.additem 13186 1
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.08 - The Lady of Paranoia
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the house of Dementia and speak to the Duchess of Dementia. She
    asks that you find the people that are conspiring against her, but first you
    must speak to Herdir located in the torture chamber. He will then be prompted
    to walking with you through the town of Crucible locating anyone that may be
    suspicious or know something about the conspiracy.
    
    The best person to investigate first would be Syl's own steward or maid.
    Kithlan can easily be found right next to Syl in the court room from 8AM to
    2PM, or if you can locate the maid Anya. Talking to Kithlan with a raised
    disposition or torturing him will get you information that the maid, Anya has
    been acting quite odd lately.
    
    Head out and find Anya if you didn't decide to locate her in the first place
    and torture her to find out someone wanted her to get them closer to Syl. She
    wakes up at 6AM and eats breakfast in her room with Kithlan inside the House of
    Dementia. After that she is usually sitting in the throne room with Syl and
    Kithlan until 2PM. She will then head in to the palace gardens until 6PM and
    go back inside the House of Dementia to walk around randomly until midnight
    where she goes back to sleep. She will tell you that Ma'zaddha was the one that
    got to her.
    
    Now head out to Crucible to locate Ma'zaddha. Head over to his house where he
    will complain about all of his things being stolen. No matter what you do to
    him he won't tell you anything about the conspiracy unless you have proof
    against him. You will have to go find the proof now.
    
    Head back out to Crucible and persuade people like Cutter, Bhisha, Caldana
    Monrius, or Sickly Bernice to talk. They will tell you they have heard rumors
    or seen Ma'zaddha talking to Syl's Guard Captain Nelrene late at night. Wait
    until after midnight to find Nerlene and Ma'zaddha meeting behind his house at
    the sewers. You will need to tell Herdir to wait around the corner so he isn't
    while you sneak closer to hear the conversation.
    
    *Note seeking out Nelrene beforehand is useless
    
    Upon listening in on the conversation you will learn that Nelrene is actually
    the one that is above Ma'zaddha. Once they leave the meeting go and talk to
    Ma'zaddha again to get a little further now. He asks to meet him in one days
    time at midnight. You have two options, Go to Nelrene and torture her three
    times to skip the next portion or wait the 24 hours. You can wait around till
    about 5PM and head in. Upon entering his house you will find him dead on the
    first floor. Search his body and take both sets of keys from his body.
    
    Head upstairs in to his second floor and locate the cupboard to the right of
    the bed. Inside is a crinkled note and Nelrene's Ceremonial Shortsword. The
    note tells that Muurine is the one in charge. Head back to the palace and
    confront Nelrene if you haven't already with the three tortures. With the
    shortsword in hand she tells you everything immediately.
    
    Now track down Muurine, she sleeps in her house from Midnight to 7AM. She runs
    around her house till 10AM and then heads out to Sacellum Arden-Sul to pray
    till noon. Then she will be back at her house until 5PM, which at this time
    goes to Sickly Bernice's Taphouse for dinner. She will then leave at 8PM to
    watch the duels on the rooftop till 10PM. After that she goes home to walk
    around inside until bedtime.
    
    When you find her simply talk to her to get the confession. Herdir will
    hopefully no longer follow you at this point and head straight back to the
    palace all on his own. If he doesn't you may need to reload a save and try
    again so you don't catch the bug. Head back to the palace yourself and speak
    with Syl to let her know who was behind the whole thing. She will immediately
    have Muurine brought to the torture chamber. Head over there now and wait for
    the Duchess to come in and speak, she will then execute the prisoner and give
    you the Ruin's Edge Bow and be proclaimed as Courtier of Dementia.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.09 - The Cold Flame of Agnon
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Cylarne found to the north west on the Isle of Flame. You will have
    to choose a side to go with, either the Dark Seducers or the Golden Saints.
    Speak to either guard and get the key to Cylarne, and go through the respective
    side of your choosing. No matter what side you decide to choose the Golden
    Saints will always be on the offense. 
    
    ++++++++++++++++++++++++
    Dark Seducers
    ++++++++++++++++++++++++
    
    Head in to Cylarne and go up the stairs to be greeted by Stela and tell her you
    are on business for Sheogorath. Continue through and enter the metal door. You
    will find that they have their defences down here strongly guarding the Altar
    of Despair. Head to the back and up the stairs, press the button and go through
    to be greeted so kindly by Ulfri. Speak to her about the plans and then decide
    to either help defend the Altar and the commanders will be in full control of
    their armies. Or choose to lead the Saints into an ambush, which has you
    reposition the Seducers, convince the Saints commander to perform a sneak
    attack, and lead them down in to an ambush.
    
    ++++++++++++++++++++++++
    Golden Saints
    ++++++++++++++++++++++++
    
    Head over to the Golden Saints side and overhear the commander and someone else
    talking about their attack plans. Speak with Mirel and he has a sneaking plan
    to get through the underground. Now seek out the commander Kaneh and talk to
    her about plans. The best approach is to get her convinced that the Underdeep
    approach is a good strategy as it will be an easy win. You can double-cross
    the Seducers and have them move their defenses to the underground and then
    tell the Golden Saints to head through the main entrance for a quick kill. Or
    you can say you are ready and head straight in for a full on blood bath.
    
    ++++++++++++++++++++++++
    Joined Paths
    ++++++++++++++++++++++++
    
    Once the battle has begun regardless of the side you are on you must kill the
    commander of the side you didn't choose, then finish off the rest of their
    army to win. You will then be asked to accompany your commander to the Altar of
    Despair where they must sacrifice themself. Now head out of Cylarne and go to
    the fires in the center outside and step inside the fire to let the fire
    consume you. Now head back to New Sheoth and go to the Sacellum Arden-Sul.
    
    Once again you must decide whether you want to light the torch for either
    Mania or Dementia...both have different rewards.
    
    Reward for choosing Dementia: clothing item which provides a fortification
                                  bonus to Speed, Security, Sneak and Luck.
    
    Reward for choosing Mania: clothing item with Resist Paralysis, Shield, Fortify
                               Intelligence and Fortify Willpower
    
    Speak with the priest again once the fire is lit on the altar and the
    respective corner to receive the prize. Go speak to Sheogorath who just so
    happens to be clapping his hands in the back of the church. He tells you that
    you will have to replace the Duke or Dutchess to get the people to rally with
    you while he is gone.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.10 - Ritual of Accession
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Speak to both priests and decide which Duke or Dutchess you are going to kill.
    
    If you are on the Xbox 360 make two game saves so you can get the achievement
    for killing them both and not having to start a new game over to get it!!
    
    The Ritual of Accession for Mania requires the current ruler to commit suicide
    by taking three doses of Greenmote, which is a lethal drug. Then you must bring
    his drug-tainted blood to the Altar of Arden-Sul at the Sacellum.
    
    The Ritual of Accession for Dementia is to kill Syl and take her heart to the
    Altar of Arden-Sul at the Sacellum.
    
    *REMEMBER SAVE YOUR GAME IN TWO SPOTS BEFORE MAKING DECISION IF ON XBOX 360 TO
    RELOAD AND GET BOTH ACHIEVEMENTS AT THIS POINT!*
    
    Decide what you want to do and then speak to Shegorath to let him know your
    decision. Choose either Thadon or Syl. Now go and complete the decided quest
    below to go to the next step in this quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.11A - Ritual of Mania
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the House of Mania and look for Wide-Eye, Thadon's assistant. She
    wakes up at 6AM and walks around the throne room until 8AM. At this time she
    goes outside to the Halcyon Conservatory to read her book until noon. After
    that she goes back to the throne room until 4PM and then heads out to Books of
    Bliss until 7PM. She will then head back in to the House of Mania to have
    dinner with Thadon and Gundlar. After dinner around 10PM she is back in the
    throne room until midnight, where she heads off to bed.
    
    Raise her Disposition to at least 60 and talk to her about Thadon. She will
    tell you about the Greenmote, then talk about Daily Routines. Afterwards talk
    about the Greenmote and once again to find out she will never tell. However,
    she already said she has a special errand at noon just before the bookstore
    visit....its a lead you will have to follow up on. Leave the area and wait at
    a distance from her to not be spotted and wait until her noon errand. Wait in
    the conservatory where she will be reading a book as Thadon paints.
    
    Once noon hits trail her back through the court room and out to the Palace
    Grounds. Carefully sneak up as she goes in to an alcove and activates the
    statue here to the Greenmote Silo. Head down the ladder a few minutes after
    Wide-Eye.
    
    At the intersection take a right and avoid any guards down here as they will
    automatically get you for trespassing. Pass through along the southern edge
    of a large room and then take the first right to check a hollowed out stump,
    usually should get a Chameleon Robe in it to help you stay hidden. Continue
    along the southern path heading east until it makes you head north. Enter the
    door on the right to locate Wide-Eye and the stash. If you have the skills for
    it, pickpocket Wide-Eye for the House of Mania key, then get on to the giant
    pile of Greenmote and take two samples. You must now get over to the kitchen
    BEFORE 8PM and try to slip some extra doses in the meal. If you can't, do it a
    different night.
    
    Head in to the House of Mania, through the door to the Halcyon Conservatory and
    over to the other side to head in to the Duke's Quarters when the coast is
    clear. Now sneak down the steps and to the left and quickly behind the large
    barrel on the right as a second patrol comes walking through. Wait here for
    both guards to pass each other in front of you and then sneak after the one
    going to the right but go behind the pillar on the left by some small barrels.
    Let her pass you yet again and then head down the stairs she just came up.
    
    Look at the wine holder for a large wine bottle that will say Activate Thadon's
    wine. Do so to drug it. Now head over to the meal on the cutting board to
    Activate Thadon's meal. Now quickly hide behind the pillar down here to avoid
    the guard and then sneak back up and behind the large barrel again. Wait for
    them to both pass you and sneak out the way you came in.
    
    Now enter the House of Mania again and sit at the table to wait for dinner time
    to come. Once he dies go to his body and take Thadon's drug-tainted blood. Now
    go back to the Altar of Arden-Sul at the Sacellum and place the blood in the
    bowl on the altar. Afterwards talk to Sheogorath for a big speech and Syl will
    go to Jyggalag. Talk to Sheogorath again to be announced the Ruler of Mania,
    have the power to summon the Golden Saints and the Ring of Lordship.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.11B - Ritual of Dementia
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the House of Dementia and speak to Anya Herrick and Kithlan. Raise
    Anya's disposition and tell her you need to get close to Syl. She will tell you
    that she can distract all of the interior guards for you. Now talk to Kithlan
    Ask him to get you close to her as well and he will give you the House of
    Dementia Key to unlock every door in her wing.
    
    Head in to the now accessible Private Gardens and be careful of the Royal
    Guards as they are on high alert Heading your way. Kill them if they spot you
    and then head over to the Duchess Quarters. Head over to her bed to see Syl
    already dead. Now head back to the door to find Kithlan who informs you that
    she actually left a decoy and you have to go after her in the secret tunnel,
    but he fears she wants you to follow her in to an ambush.
    
    Head back out to the garden and turn left to activate the statue on the side of
    the wall to see it reveal a ladder down to Xirethard. Head down after Syl and
    go through the metal door. As you head through the tunnel fireballs will start
    to shoot at you, dodge them moving forward, take the first right and then a
    right again. Turn to the left and left once more. At the end of the tunnel go
    through the metal door and snipe the two guards on the bridge ahead with
    arrows and kill the charging one underneath. Move forward going up the steps
    and around to another hallway. Head in to the large room and kill the guards
    here as they come out of two secret passages waiting for you straight ahead.
    Soon a third one will most likely join in the fight as well from one of the
    passages, so get rid of them quickly. Now head east through either passage and
    through the hallway. Eventually you will make it to a door leading to the
    Depths.
    
    Head down the stairs and through the metal door to enter a circular dining room
    with two Royal GUards defending Syl in the next room (the door is barricaded).
    Kill them and then look at the blocked door. Turn to the left for two sections
    and look at the right side of the left statue. Not only is this the only statue
    in the room that has his head tilted backwards but it also has....A BUTTON on
    the side, press it. Head aroud the tunnel and press the other button on the
    other side and go around to the metal door.
    
    Kill the guards as you head down the narrow hall and up the stairs through
    another large hall. Stay to the left and sneak over to a close pillar to snipe
    the guard off the top of the stairs. Head through the metal door and kill the
    two guards and Syl. Take her heart and go back to the Altar of Arden-Sul at the
    Sacellum.
    
    On your way back when you hit the room that has the door shut where the guards
    came through the two hidden walls look just inside this secret tunnel to the
    north. You will find a button you can press to open this door again. Once you
    make it to the Sacellum place the heart in the bowl upon the altar. Now talk to
    Sheogorath for a long talk scene. Thadon has become furious and is heading off
    to join Jyggalag. Talk to Sheogorath and he will tell you that you can now
    summon Dark Seducers and you get the Ring of Lordship.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.12 - Retaking the Fringe
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head back out to the Fringe near the Gates of Madness to the far west. When you
    head back through the Gates of Madness in to the Fringe you will find it to be
    a big wasteland now as it has been completely conquered by the Order. You are
    told to go check on the village of Passwall below.
    
    As you head in the Passwall you find it under attack with the Golden Saints or
    Dark Seducers (Depending on which side you just took over) fighting off the
    Order. Once the Order is defeated Aurig Desha of the Golden Saints will speak
    to you about how the knights just keep coming from a spire near the center of
    Passwell. You are then given the task of deciding whether you want to command
    your troops or have her do it for you (this makes things easier).
    
    %%%%%%%%%%%%%%%%%%%%%%
    Commanding your troops
    %%%%%%%%%%%%%%%%%%%%%%
    
    You have four soldiers to command.
    
    "Ready your bow and head to the rear" - This changes their fighting style to
                                            that of an archer.
    
    "Ready a sword and outflank them" - This changes their fighting style to flank.
    
    "Ready an axe and hold your ground" - This sets their fighting style to heavy.
    
    You will want at least one Archer, and then the rest as some type of fighters.
    My style was 1 Archer, 1 Flank, and 2 Heavy fighters; it seemed to go over
    really well.
    
    %%%%%%%%%%%%%%%%%%%%%%
    Trusting her judgement
    %%%%%%%%%%%%%%%%%%%%%%
    
    If you decide to let her take control she will set up the four soldiers as 1
    Archer and 3 Heavies. Note that at anytime you can jump in and tell any of the
    soldiers what you want to overwrite them to be.
    
    Once you are set up and ready for battle speak to Aurig again and start the
    fun. The enemies will rush you from the south west. Once they are all dealt
    with head back over to Aurig Desha and speak to her about the next step in the
    plan.
    
    She tells you that a sealed door to some ancient ruins has been re-opened and
    that the entrance is guarded by the Order. Now head to the south while the
    group stays behind to distract the knights. Get over to the ruins of Xeddefen
    and kill the knights guarding the entrance as more spires shoot up out of the
    ground. Now head through the middle up the stairs and through the back. Take a
    right and fight another knight around the corner. Turn around and go up the
    next set of stairs and kill two more Knights. As you go around the corner
    another spire will raise out of the ground. Head up the steps and go inside the
    door to Xeddefen.
    
    Head down the steps and go straight at the intersection, quickly get back to
    the corner of dead bodies as a group of knights come running through as they
    were just summoned by a Priest of Order. Head over and kill the priest to take
    the Xeddefen Key off his body. Now go further north and ready your Summon Saint
    or Seducer spell. Unlock either metal door with the key and head north, either
    kill the three knights rushing towards you or if they haven't seen you yet get
    back in to the room you just came from and hide behind a statue. Now go down
    the stairs and head either to the left or right to enter another room with a
    few enemies to kill. As you head north about to go in to the next room a group
    of knights will be running your way, either hide to the left out of sight or
    kill them off. You can either press the button under the spire coming out of
    the wall to open a secret passage, this will lead to a trap floor that takes
    you to a water pit and then a door to Fane. Or you can go the way the knights
    came and reach Fane as well. The trap floor is the safest for sneakers as the
    rushing wave of knights won't see you this way.
    
    Press the button on the wall if you took the secret or fight the Knights if you
    went the other way. Head left and as you turn to the right snipe the Knights
    down at the other end of the room to safely move through. Now wait for the
    Knight on the bridge to start walking towards the gate that is down for it to
    open, it has no button!, get through and fight him off. You may be heard by
    others so prepare to cast summon and have a big battle. Drop off the bridge and
    kill the Knight in this room below, then head up the stairs to the north and
    through the door to the Great Chamber.
    
    In this new chamber you can see a great obelisk gaining power from the spire in
    Passwell. Head over to the right to see that Sheldan from Passwell is hiding in
    a hidden wall chamber, he comes out to talk to you. Felas apparently has joined
    the Order. He then asks you in a way to help him get out, choose either option
    and then if you choose to have him follow he will fight alongside you, having
    him stay will get him killed no matter what as he runs off alone the way you
    came. The best option to have him live is to go back in the room he came out of
    and tell him to stay. Now head around to the right and start carefully sniping
    and hiding while in sneak up on the upper floor to the Knights below. Collect
    the Heart of Order from the Knights and then get over to the obelisk to place
    it inside. Be careful as the obelisk will be teleporting in more Knights. You
    need 3 Hearts of Order total to be placed inside the obelisk to shut it down.
    This will also destroy the spire up in Passwell making the ruins start to
    collapse. Go back up the stairs and get Shelden if you told him you will help
    him and then get out of this area through a newly opened spot due to a
    collapsed wall in to Felles.
    
    Kill the Knights that get in your way and go north up the stairs. Go to the
    north west fighting through the Knights and go around the curving cave. More
    Knights will rush you. You must now head to the southern room, kill the Knight
    and press the button to open the gate to the west. If you are escorting Sheldon
    the gate will drop cutting you two off from each other making him have to find
    another way out on his own now. If you told him no earlier you will find
    Sheldon dead at this spot. Now go through the door to Fales.
    
    Kill the Knight that rushes up the stairs and then head east through all the
    rubble. When you reach the fork if Sheldon was escorted he will appear to your
    left telling you he has a really easy route and takes off again; you can't
    follow him as there are no buttons for this gate. Head south and kill the
    Knight that comes up the stairs after you. Turn back to the east and kill one
    more Knight and get out of the ruins.
    
    Now head back to Passwell and talk to Aurig Desha again to find out how there
    battle went. Depending on how many Knights you let pass you in the ruins they
    may still be in a big battle. Now head back to New Sheoth and speak to
    Sheogorath.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.13 - Rebuilding the Gatekeeper
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Sheogorath wants you to rebuild the Gatekeeper. You are told to talk to Relmyna
    Verenim in Xaselm. Head out to Xaselm just east of the Gates of Madness. Be
    careful as there are usually Shambles outside. Now enter through the door in
    the middle building.
    
    Head down the stairs and open the metal door to move forward. Snipe the
    Shambles on the bridge and in the back of the room. Watch out for the fireball
    shooting statue to get up the stairs and around to another room with a Shamble
    and down the stairs near another shooting statue. Head east through the tunnel
    and then either climb the rubble to go through the east hole in the wall to
    skip a room or head north. Once you get in to the really large room be careful
    of the four fireball shooting statues. You can de-activate the four statues by
    pressing the switches in the south west corner as you face the southern wall
    under the walkway and in the north east corner facing the east wall under the
    walkway. Now go to the north west corner and press the button by the gate to
    open it heading north to the Experiment Chambers doors.
    
    Take the first left and enter the room to get in to the first experiment
    chamber "Hunger Vs. Shambles. with Elven Catalyst" She has placed a young elven
    maiden in a cage near a caged Hunger and two Shambles to have the Hunger fight
    harder seeing that its meal is nearby. In the center of the room you can see a
    naked virgin elf, if you wish to release all of the monsters at once upon her
    press the switch on the west wall. The right southern button fires darts down
    on everyone below. And the left southern button opens the floor up to kill them
    all. Head back to the hall and go north, skip the northern door and go west
    down the stairs and up another set to fight a skeleton. Cross the bridge and
    kill the enemies ahead and go down two sets of stairs. Skip the doors on the
    left and right and go down some more stairs. You can enter this other gate to
    grab some items safely and then head down more stairs to kill some more
    enemies. Head through the north door to see an experiment you can start where
    the two enemies attack each other. Head to the south door and wrap around down
    the stairs to see yet another experiment. Head back to the main room and go up
    the stairs to the east. Head through the door and kill the enemy in front of
    you, then crawl in to the hole in the wall to the north and take a right
    through the door to the Sanctum of Vivisection.
    
    Wrap around to the right and enter the metal door to another experiment room
    where you will meet Relmyna Verenim. She is still angry that you killed her
    Gatekeeper. She requires that you go to the Gardens of Flesh and Bone to gather
    Blood Liqueur, Osseous Marrow, Dermis Membrane, and Essence of Breath. She also
    gives you a key to Sanctum and Gardens. This lets you head east out the back
    door so you don't have to go through all the other floors again.
    
    Now go through the Gates of Madness and enter the Fringe. Now head west over to
    the Gardens of Flesh and Bone. Open the gate and head across to the door ahead
    and use the key you were given to get in.
    
    Head down the stairs and enter the metal door for a slight second moving back
    in to the previous room as the ceiling falls down. Kill the enemy in the room
    and then go to the west through the metal door. Turn left just as you enter to
    climb the rubble in to a tunnel system. Release the branches to open your way
    forward and head to the south to get back to the ruins. Dodge the fireball
    throwing statue and kill the enemy in here to get to the door leading to the
    Conservatorium Corpusculum.
    
    Now head down the stairs and to the right to go through an enemy and a metal
    door. Head down the stairs and go to the east killing the Skeleton. When the
    room starts to have you head east look on the northern wall for another tunnel
    system, head up this way. Drop off the bridge and collect the Dermis Membrane.
    Go east and then out of the tunnel system. Go to the south to get in to another
    tunnel system. Take a left at the firs intersection and get the Osscous Marrow
    from the hanging object earlier. Get back to the intersection and take a left
    turn this time and get to the door for the Caverns of Susurration.
    
    Follow the mist in this cave system, go forward and through the one way
    branches. Go left and then right at the two intersections. Now turn left and
    battle the Hunger. Take another right and go through the one way branches.
    Kill another Hunger and go south, turn left at the intersection. Go through the
    one way branches and take a right at the next intersection. Go through some
    more one way branches and then take a right turn. Go through another one way
    branch set and straight at the intersection. You will then come to the source
    of the Essence of Breath, activate it once to place a bottle inside to get the
    breath and then activate once more to grab the bottle. Go back in to the tunnel
    system and take a left turn through the one way branches which takes you to the
    door leading to the Natatorium of Wound Bled Tears.
    
    Move forward and kill the enemy and then take the right at the fork in the path
    to go the right way. Turn to the north and after going up and down the stairs
    wrap around to the right. Move quickly in this spot as a cave in will occur
    here. Head south down the stairs and enter the next room killing the two
    enemies. Go to the altar with the chest on it and get on the back side of it so
    you are looking north at it, you will see a button here...press it! Turn around
    and the door will open, kill the enemy inside and go in to the blood soaked
    room. Activate the black liqueur in the back of the room to get your final item
    and head all the way to the north to go through the door to the Garden of Flesh
    and Bone.
    
    Activate the door and kill the enemy to head north. Activate another vine door
    and go east at the intersection. This will curve to the north and then you will
    have to take another path to the east. Once in the large room head north to get
    out of the ruins.
    
    Go through the Gates of Madness and then travel to Xaselm. Speak to Relmyna
    Verenim again and she will tell you to go choose body parts. Head to the south
    and down the stairs to find a room filled with body parts to create a
    Gatekeeper. The body parts you pick determine its strength, so choose wisely:
    
    Legs                   Greater Power                         Gatekeeper Effects
    -------------------------------------------------------------------------------
    Legs of Nimbleness - Agility 20pts 60 secs on Self              Agility 20pts
    Legs of Fortitude -  Endurance 20pts 60 secs on Self          Endurance 20pts
    
    Head                   Greater Power                         Gatekeeper Effects
    -------------------------------------------------------------------------------
    Helm of Power - Fortify Strength 20pts 60 secs on Self   Fortify Strength 20pts
    Angry Mind    - Fortify Willpower 20pts 60 secs on Self Fortify Willpower 20pts
    
    Heart                    Greater Power                       Gatekeeper Effects
    -------------------------------------------------------------------------------
    Heart of Wound Sharing - Reflect Damage 20% 30 secs on Self  Reflect Damage 20%
    Heart of Spell Turning - Reflect Spell 20% 30 secs on Self    Reflect Spell 20%
    
    Torso                   Greater Power                        Gatekeeper Effects
    -------------------------------------------------------------------------------
    Breast of Life -    Health 100pts 60 secs on Self          Fortify Health 50pts
    Breast of Magic -   Magicka 100pts 60 secs on Self        Fortify Magicka 50pts
    
    Right Arm               Greater Power                        Gatekeeper Effects
    -------------------------------------------------------------------------------
    Arm of Bashing - Fortify Blunt 20pts 60 secs on Self
    Arm of Chopping - Fortify Blunt 20pts 60 secs on Self
    Arm of Slashing - Fortify Blade 20pts 60 secs on Self
    
    Left Arm                 Greater Power                       Gatekeeper Effects
    -------------------------------------------------------------------------------
    Arm of Fire Shielding - Fire Shield 20% 30 secs on Self         Fire Shield 20%
    Arm of Frost Shielding - Frost Shield 20% 30 secs on Self      Frost Shield 20%
    Arm of Shock Shielding - Shock Shield 20% 30 secs on Self      Shock Shield 20%
    
    Choose your parts and talk to Relmyna Verenim again. She tells you to head to
    the statue over in the Fringe, where you killed the Gatekeeper as she will
    perform the ceremony out there. Talk to her and then place the body parts in to
    the pool that appears. Then place the Dermis Membrane in to the pool, followed
    by the Blood Liqueur, Osseous Marrow, and Essence of Breath. Just after the new
    Gatekeeper is created the Knights of Order will attack trying to get to the
    gate.
    
    Now head back to the palace and talk to Sheogorath of the news and then
    whichever side you picked during the Ritual of Accession the opposite army will
    come to tell Sheogorath that their respective hometown is under attack.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.14 - The Helpless Army
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Sheogorath tells you that he becomes Jyggalag by transforming in to him and
    wipes out his own realm. He wants you to talk to the messenger and they will
    tell you that Brellach or Pinnacle Rock is under attack, the other Duke/Duchess
    has betrayed their army by joining Jyggalag.
    
    If you are the Duke/Duchess of Mania, you will have to help the Dark Seducers
    at Pinnacle Rock.
    
    If you are the Duke/Duchess of Dementia, you will have to help the Golden
    Saints at Brellach.
    
    Travel to the location that you have to go to and speak to the appropriate
    Captain, Adeo or Issmi, just outside the entrance. They will tell you their
    Duke or Duchess allowed the Order in to their home and captured the Commander.
    Head inside and make your way through either location, they are really similar
    to each other. You will have the small group follow you in to help fight off
    whatever it is that you encounter.
    
    In either place once you reach the second zone you will be able to locate the
    Commander. When you finally reach the Commander they will be imprisoned in a
    crystal cell. Get over to the large chime hanging on the wall nearby to break
    it open. Talk to the Commander and they will tell you more details on what
    happened. They will then talk about a Wellspring that must be reached at once.
    The Wellspring brings any of the Daedra of there kind in the heart of the place
    you have come to.
    
    As you enter the next room the Order has been successful at stopping the
    Wellspring, all of your helpers will fall over dead at this point. You must now
    get to the Wellspring and make the waters flow once more. Once you make it to
    the location of the Wellspring you will find it covered by crystal. Kill all
    the Knights in the room and then run to each of the four chimes in the corners
    of the room to ring them. Soon after the spring is clear again the Captain will
    come back to life and thank you for saving them. She will then teach you how to
    summon the opposite kind of what you already know how to summon. You will also
    recieve the armor respective to their kind.
    
    Now head back to Sheogorath.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.15 - Symbols of Office
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Sheogorath tells you that time has run out and he is about to change and wipe
    out all of the Shivering Isles, and wants you to get out while you still can.
    Once the conversation is over Sheogorath will transform in to Jyggalag and
    vansh from the throne room. Talk to Haskill and he tells you that all may not
    be lost, you might be able to sit in Sheogoraths place while he is gone. The
    only problem is that the secrets in the construction of the staff of office
    were lost. He tells you to go to Knifepoint Hollow to get to the library and
    find the secrets needed inside.
    
    Now make your journey to the center area of the island and climb the cliff as
    instructed to reach Knifepoint Hollow. Once you reach the tree housing the
    entrance to Knifepoint Hollow head inside.
    
    Go down the tunnel and take a left in to some ruins. You may have already been
    here for the "Ghosts of the Hill of Suicides" quest to find there skulls and
    free them. Head straight north instead of dropping down like you have to do to
    get the skull. Head up to the door and open it using the "key" that Haskill
    gave you and you will find a man named Dyus just sitting in here. He use to be
    the keeper of the Great Library for Jyggalag. The library held everything in
    life down to a predicted formula, but Sheogorath had it burned because it
    didn't allow for free thought. Dyus will then tell you he can create the
    physical shell of the staff for you, but requires two sacred items. You must
    get the eye from Ciirta who is in the Howling Halls of Mania. The other item is
    a branch from the Tree of Shades in the Halls of Milchar, it won't give a
    branch to anyone that hasn't earned it.
    
    Now leave Knifepoint Hollow and travel south east just below New Sheoth and
    south of Deepwallow to reach The Hollowing Halls and enter the Narthex.
    
    Head down the steps and either left or right as it brings you to the same
    place. Kill the Apostle around the corner for the Hollowing Chamber Key and
    then head around the corner to find a table with Apostle Robes on it. Take one
    and put it on, unequip all your weapons and head through the door. The enemy
    will think you are a new member of the group. Wearing there clothes
    automatically maxes out there Disposition. Now continue west and go through the
    doors to the Congregation Chambers.
    
    Right when you enter this next area you will meet Ra'kheran, he automatically
    knows you are not one of them. Talk to him to find out he needs your help and
    he knows you are the Duke/Duchess. Tell him the truth or lie and he will tell
    you that some people want Ciirta dead as well, it can happen and you won't even
    have to lift a finger. Ask him what he wants you to do and he asks you to bring
    him weapons, they MUST be Apostle Daggers. Do not kill any of his followers,
    you will know them because they will not have daggers on them. Never take your
    robes off as everyone will attack you! The easiest method to gather the daggers
    is to head back to the first zone and take the Dagger off the body that had the
    key and kill your first two friends in the large room for theres. Once you get
    the three Apostle Daggers hand them over to Ra'kheran. He will then run up to
    the dining area to hand the other two daggers over to his followers. They then
    run in to the northern chamber to kill Ciirta. Head in and listen to them yell
    at each other, then kill Luminary Kaz as they deal with Ciirta.
    
    If Ra'kheren dies you will have to battle Ciirta by yourself, if he defeats her
    take her eye in peace...Remember to not remove your robes until you leave these
    ruins. Once you are out head to your next destination...Milchar to the north
    west of New Sheoth. When you reach the area look inside the large tree trunk to
    enter the Nexus.
    
    Immediately head to the south to enter the Grove of Reflection.
    
    Turn to the right and drop in the hole, then go west and take a left. Prepare
    yourself for the greatest battle of all...against yourself! Step in to the pool
    and the water will create your evil double. Kill them and then the Tree of
    Shades will beckon for you to approach it just at the foot of the pond. Take a
    branch and then circle around the path to the left and press the button to open
    the wall. Use the teleporter to leave this zone and then head straight to the
    north to exit the area.
    
    Travel back to Knifepoint Hollow and go inside. Talk to Dyus again and have him
    make the staff for you. It is time to head back to New Sheoth and go to the
    palace.
    
    Once you enter the palace talk to Haskill to learn of a problem...the Font you
    are to place the staff in is covered with crystals. Once the Font of Madness
    has become the Font of Order Jyggalag has won. Ask him what you must do to
    start the next quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.16 - The Roots of Madness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head around to the back of the room and look at the base of the tree for a door
    leading to The Fountainhead and enter.
    
    Head down the path and take a right as the crystals are holding the door shut
    straight ahead. Activate the Gnarl Chrysalis and a tame Gnarl will be created,
    it will then remove the crystal block on the door ahead. Continue south and
    turn right and then a second right fighting two hostile Gnarls. Turn to the
    left and run straight across to create another tame Gnarl. Turn to the right
    twice and let the tame Gnarl open the way forward. Kill the Priest of Order
    down here to cleanse this pool from Order. Now continue to head west and enter
    the door to The Fountainhead, Pool of Mania.
    
    Head straight down the path to activate a Gnarl Chrysalis to get a tame Gnarl
    to generate. Turn around and head to the right, either let the tame Gnarl open
    the door or if you grabbed the Shard of Order off the Priest of Order than it
    will open the door for you too. Use the root ramp to head down in to the pit
    and make your way to the middle west wall to activate another Gnarl Chrysalis
    to get a tame Gnarl. It will open the door to the north for you. Head around
    the path and then down the root ramp to the Pool of Mania to fight off the
    Order that inhabits it. Head up the southern ramp to re-enter The Fountainhead.
    
    Drop down the hole to be relocated back at the entrance of The Pool of Mania.
    You must now head straight to the south to kill the Priest of Order to cleanse
    a small pool. Turn to the east and go through the root door, take a right at
    the intersection and kill the Priest of Order to cleanse the pool. Now head
    back to the intersection and go right and then right again. If you have a Shard
    of Order you can open the door, head inside and kill another Priest of Order to
    cleanse the pool. Now go east through the tunnel to the door leading to The
    Fountainhead, Pool of Dementia.
    
    Wrap around to the left and activate the Gnarl Chrysalis to get a tame Gnarl.
    Go across the ramp to the east and head west. Choose either path at the
    intersection as they go to the same place. Go straight at the next intersection
    to activate another Gnarl Chrysalis to get a tame Gnarl. Now head west and turn
    left at the intersection to go through the root door. Head down the root ramp
    and kill off all of the Priests of Order; you must also fight the traitor Duke
    or Duchess down here as well. Head up the ramp to the west and through the door
    back to The Fountainhad.
    
    Drop down the hole and take a right, followed by another right at the
    intersections to get back to Sheogorath's Palace. Now get over to the Font of
    Madness and activate it. This will allow you to gain the power of Sheogorath!
    Soon after your Golden Saints or Dark Seducers will come to tell you that your
    Captain of your Palace Guard needs your assistance immediately starting the
    next quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.17 - The End of Order
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the group of guards by the door to find the Captain already here
    to talk to. The Captain tells you that a spire has appeared just outside the
    palace and you must decide whether you are going to let her do the attack or if
    you want to lead the attack yourself. Choose and then head out the door to the
    Palace Grounds.
    
    Head down the stairs and cast your staff to freeze the enemies allowing your
    followers to kill them in there frozen state. Soon a second obelisk will appear
    and you must start collecting Order Hearts if you don't already have some to
    shut the two down yet. Once you shut both of the oelisks down the rest of the
    Order will be sucked up in to the void that is now appearing above you and then
    Jyggalag appears. He will instantly wipe out your army, cast the staff on him
    a few times and then take out your normal weapons to battle him. Once he is
    down his body will vanish. He will then appear in a message above to tell you
    what is really going on in this land. Jyggalag will now call you Sheogorath,
    the Prince of Madness.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.18 - The Prince of Madness
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head back in to Sheogorath's Palace and talk to Haskill. He tells you that the
    benefits are to call both the Golden Saints or Dark Seducers, have
    entertainment in the throne room by talking to Haskill about it, effect the
    weather which has an effect on you, and Sheogorath's protection which teleports
    you to the throne room. Your Duties are to protect the subjects whenever there
    is a threat. You can speak to Haskill to see if anyone is in need of assistance
    to have your armies deal with it or do it yourself.
    
    This ends the Shivering Isles Main Quests!
    
    *******************************************************************************
    2.09.19 - District of Bliss
    *******************************************************************************
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.20 - The Antipodean Hammer
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This quest will never end!
    
    To get this quest talk to Dumag gro-Bonk at The Missing Pauldron, Cutter at
    Cutter's Weapons or find any of the Matrices. Dumag gro-Bonk will give you a
    list of what he will need to make the armor. Talk to him about Amber and you
    can now collect Amber to have him create you armor. Head to Crucible to tak to
    Cutter at Cutter's Weapons to have te same options but with Madness Ore.
    
    You can locate Amber on Gnarls and in Hollowed Amber Limbs, Hollowed Amber
    Stumps, and Hollowed Limbs found in caves.
    
    You can locate Madness Ore in Madness Ore Deposits located in some ruins and on
    Grummites.
    
    Matrixes are molds of armor or weapons, they can only be used once and must
    have a certain amout of Madness Ore/Amber with them to work. The enchantment
    for all weapons crafted from a matrices will always be Damage Health and for
    armor and be a Fortify Skill, Attribute, Reflect Damage, or Spell effect. You
    will locate the Matrices in random containers and enemies.
    
    Once you get the appropriate amount needed for the item you want, head back to
    the appropriate smith and have them craft it for you.
    
    Note that the grade of armor you receive is based on your level at the time of
    when you have it created:
    
    Level 	Quality Prefix
    1-3 	Impure
    4-7 	Lesser
    8-11 	<No Prefix>
    12-16 	Fine
    17-22 	Grand
    23+ 	Perfect
    
    ******************************************
    ITEM ID'S FOR EDITING THEM IN TO INVENTORY
    ******************************************
    
    Madness Ore - 00012D33
    Madness Sword Matrix - 0001F3CD
    Madness Shield Matrix - 0001F3CE
    Madness Helmet Matrix - 0001F3CF
    Madness Greaves Matrix - 0001F3D1
    Madness Gauntlets Matrix - 0001F3D2
    Madness Cuirass Matrix - 0001F3D3
    Madness Bow Matrix - 0001F3D4
    Madness Arrows Matrix - 0001F3D5
    Madness Boots Matrix - 0001F3D6
    Madness Claymore Matrix - 0001F3DE
    Madness Axe Matrix - 0001F3EE
    
    Amber - 00016568
    Amber Gauntlets Matrix - 00016560
    Amber Boots Matrix - 00016561
    Amber Cuirass Matrix - 00016562
    Amber Shield Matrix - 0001657D
    Amber Helmet Matrix - 0001657E
    Amber Greaves Matrix - 0001657F
    Amber Arrows Matrix - 00016CF1
    Amber Bow Matrix - 00016CF2
    Amber Hammer Matrix - 00016CF3
    Amber Sword Matrix - 00016CF4
    Amber Mace Matrix - 0001F3E8
     
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.21 - Falling Awake
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Search the streets of Bliss for a man sneaking around in a nice expensive blue
    outfit named Amiable Fanriene. He is afraid the walls and statues are going to
    fall on him and wishes you would locate him a good sleeping spot outside.
    
    Find and speak with Fimmion, at 6AM he will be at Sacellum Arden-Sul to pray
    till 8AM. Afterwards he heads to the entrance of Crucible to beg for food and
    money. He will then go to a usually random spot to sit and eat a little snack
    and returns to the same begging spot at 7PM until 10PM in which he goes to bed.
    His bedroll is located conveniently behind Amiable Fanriene's house. When you
    talk to him he will request a Sweetroll.
    
    Head over to Common Treasures to purchase a Sweetroll if she has some...or you
    may have to head to Rendil Drarara's also in Bliss to steal from the house if
    she is sold out at the shop. They will be on the first floor in the kitchen.
    
    Fimmion will hand you Glass Grapes that you need to bring back to Uungor. Go to
    Uungor and hand him the grapes. Talk to him about sleeping outside and the
    grapes will have automatically raised his disposition high enough to ask him to
    switch beds with Amiable Fanriene. Now go to Amiable Fanriene to let him hear
    the good news.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.22 - Work is Never Done
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    To get this quest you must speak to Tove the Unrestful. You can find him either
    at his house or at The Choosy Beggar. Talk to him about Calipers and Tongs
    twice to learn that he wants you to collect as many as you can. Get 100 total,
    a mixture of both is fine and bring them back here to hand over. He will give
    5 Gold per item for an unlimited amount of Gold in your pocket.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.23 - The Fork of Horripilation
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Seek out Big Head in Bliss and talk to him to find out he is obssessed with The
    Fork of Horripilation and wants you to locate it. Head over to Crucible and ask
    Bolwing to get the location of a camp you need to check out.
    
    Head to Longtooth Camp near the Gates of Madness where a small group of
    Heretics may have the fork in their Jewelry Box against the back wall. If it is
    not there check the table or head over to the Zealot camp at Hardscrabble Camp
    to search around there.
    
    Once you get the fork headback to town and hand it over to finish the quest.
    
    *******************************************************************************
    2.09.24 - District of Crucible
    *******************************************************************************
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.25 - Brithaur
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Walk around Crucible to overhear a topic about how Earil who is having a
    problem with another citizen named Brithaur. Or just imply head over to Earil's
    Mysteries to talk to him if you can't find anyone to talk about it. It turns
    out that Brithaur is a horrible thief and he wants you to get rid of him.
    
    Head over to Brithaur to see what his problem is. Depending on where you are at
    in the main quest for the Shivering Isles you can have up to three options.
    You can bring the five Flawless Pearls he asks for, kill him, or if you are
    high enough rank in the city have him thrown in jail. Note that if you kill him
    you will get a bonus award as well by taking his heart off of him.
    
    Level   Standard Reward    Bonus Reward
    1-4     75 Gold            100 Gold
    5-9     150 Gold           200 Gold
    10-14   225 Gold           300 Gold
    15-19   300 Gold           400 Gold
    20-24 	375 Gold           500 Gold
    25+     450 Gold           600 Gold
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.26 - The Coming Storm
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Things Found to talk to Ahjazda about "Coming Storm" and then talk
    about "Supplies". She asks for the Amulet of Disintegration, Ring of
    Desiccation, and the Calming Pants.
    
    Head over to the Museum of Oddities in Crucible just up the steps. Head inside
    and talk to Una Armina and she will take you on a tour of the museum. This
    building has an "Ownership Bug" so you can actually take the ring right in
    front of her without penalty.
    
    Leave the museum d head in to the Bliss District. Talk to the beggar Fimmion
    and he will ask for a sweetroll and give you his pants.
    
    Now head to the ruins of Milchar in the northwest of the Shivering Isles, it is
    just above the "O" in Overlook Road. Locate the doorway inside the tree trunk
    called the Root Door to Milchar, Tieras.
    
    Head down the stairs and watch out for the enemies. Head down the central
    stairs and over to the right to head deeper in to the ruins through a door. Go
    up the stairs dodging the statues fireballs that spit out at you and avoid or
    fight the enemy lurking in the room. Now enter the door in to the Chatterhall.
    
    You will now be in a large room with some fire burning and a frozen shut
    container. Go up the steps to the seperate fire and you will find a Ritual
    Torch that says "can be held by any but owned by none." This means you have to
    use Telekinesis or the grab key, it can not go in to your inventory. (Left
    Bumper, Z, or L2 depending on your system) Now with the torch in your hand head
    over to the two semi-raised pedestals to the left and right of the door you
    just came in through to light them, then return it to the spot you got it from
    so all three are lit at the same time. Quickly run over to the previously
    frozen container and pull the Amulet of Disintegration out of it.
    
    Now head out of the ruins and get back to Ahjazda to learn the spell "Ahjazda's
    Paranoia".
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.27 - Final Resting
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    As you walk around the streets you will be approached by Hirrus Clutumnus as he
    tries to whisper over to you. Approach him and he will tell you to meet him
    after dark at the sewer grates northeast of the statue of Sheogorath. Head over
    to meet him by the sewer at night and he will ask you to kill him because he
    doesn't want to end up on the Hill of Suicides.
    
    Let him get ahead a little bit and follow him without letting him notice.
    Eventually he will climb a big staircase near the palace and stand on a corner
    looking out over the city. Talk to him and use the option "Push" to kill him
    like he wanted. Head back down the stairs and take the key off his body to go
    to his house.
    
    Head upstairs and look in the jewelry box for a Ring of Happiness and his Will.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.28 - A Liquid Solution
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to Sickly Bernice's Taphouse and talk to Sickly Bernice. She will
    tell you she is deathly ill, but someone told her about a cure. She will hand
    you Bernice's Empty Flask and asks you to head to Knotty Bramble and locate a
    pool of water with the Grummite altar in the middle for the antidote.
    
    You will find Knotty Bramble is a cave southeast of the Gates of Madness. It is
    east of Fellmoor just slightly off Pinnacle Road. Head down the hall and turn
    left at the fork to continue down. Kill the enemies and take the first right
    turn to go even deeper in to the cave. Go left at the next intersection and
    watch out for an enemy and spikes that shoot out of the wall to stab you near
    the bend in the tunnel. When you reach the large room head to the south killing
    your way through the enemies to get to the door leading to the Hatchery.
    
    Head in to the large room and wrap around to the right and when you find a safe
    spot to drop in to the water away from the enemies go ahead. Head over to the
    statue as you are prompted to get another automatic prompt, filling the flask
    with the antidote. Now head up the ramp and get out of the cave the way you
    came in, handing the flask over to Sickly Bernice for a leveled gold reward of
    up to 450 Gold or the Circlet of Verdure ring.
    
    This quest is repeatable for a Gold reward.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.29 - The Museum of Oddities
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Go to the Museum of Oddities and talk to Una Armina. She is looking for
    anything that you can find that is an odd item in the world. You will have to
    seek out twelve oddities in order to complete this task. Some have fixed
    locations where they will always be found, while others are more random.
    
    Be warned that this will take many hours of searching for the random items! The
    best places to look are Rotten Den and Ebrocca with the large coffin piles.
    
    Blind Watcher's Eye - Knotbone Chamber
                          Knotty Bramble, Lost Crypt zone
                          Milchar, Nexus zone
                        * Grab from Watcher's Eye plants
    
    Dagger of Friendship - Randomly found in containers
    
    Deformed Swamp Tentacle - Near Pinnacle Rock
                              South of the Gates of Madness, growing from the wall
                                 surrounding the Fringe
                              Near Lost Time Camp
                            * Grab from Deformed Swamp Tentacle plants
    
    Din's Ashes - Ebrocca Crematorium
    
    Hound's Tooth Key - Randomly found in containers
    
    Mixing Bowl - Randomly found in containers
    
    Mute Screaming Maw - Corpserot Prison
                         Cann, Arena zone
                         Dunroot Burrow, Bramble Halls zone
                       * Grab from Mute Screaming Maw plants
    
    Pelvis of Pelagius - The Howling Halls, Congregation Chambers
                       * Cannot get before the Symbols of Office quest is complete
    
    Ring of Disrobing - Randomly found in containers
    
    Sheogorath-Shaped Amber - Amber limbs or stumps at Rotten Den, Swampgas Hole,
                                 Milchar or Knotbone Juncture
    
    Soul Tomato - Randomly found in containers
    
    Two-Headed Septim - Randomly found in containers
    
    ******************************************
    ITEM ID'S FOR EDITING THEM IN TO INVENTORY
    ******************************************
    Blind Watcher's Eye - 0004340E
    Dagger of Friendship - 00081E65
    Deformed Swamp Tentacle - 00043410
    Din's Ashes - 00081E61
    Hound's Tooth Key - 00081E63
    Mixing Bowl - 00081E6E
    Mute Screaming Maw - 00081E9A
    Pelvis of Pelagius - 0006D0F3
    Ring of Disrobing - 00081E68
    Sheogorath-Shaped Amber - 00078977
    Soul Tomato - 00081E60
    Two-Headed Septim - 00081E5E
    
    Once you have all the items talk to her again to get your rewards for each of
    the items. The quest will not completely finish until shortly after she has
    locked everything up.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.30 - Ushnar's Terror
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Seek Ushnar gro-Shadborgob in Crucible either at his home until 6AM where he
    will leave and walk his dog until 10AM. At this time he will go to the Museum
    of Oddities and gets back outside around 1PM to go straight to Sickly Bernice's
    Taphouse until 3PM. Around 4PM he will head to Sacellum Arden-Sul for prayer
    time, afterwards heading back to Sickly Bernice's Taphouse for food at 6PM. He
    will then head up on to the rooftops at 8PM to watch the sparring matches. He
    then returns home at 10PM, never sleeps due to a bug in the game.
    
    Raise is Disposition and talk to him about Bhisha to learn that he thinks he is
    scary and wants him to disappear. Tell him you can do that for him and track
    Bhisha down, usually trailing after Ushnar's dogs during the day. You have a
    few choices on how to get rid of him...kill him, pay him 100 Gold, raise his
    disposition up to at least 90 and ask him to leave, or if you have completed
    the main quest portion raise the disposition up to 70 and ask him to leave.
    
    Now talk to Ushnar gro-Shadborgob and you will get a Skinned Hound as your pet!
    He will attack any enemies that get close, but is easily killed so be careful.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.31 - Rooftop Watcher
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the stairs leading up to the palace (same spot where you can push
    Hirrus Clutumnus to his death since he wants to die) and jump across to the
    rooftops. Jump along the rooftops over to The Museum of Oddities and you will
    find a chair with a Faded Note and Sunken Urn Key. Upon reading the note you
    find out a paranoid person was sitting up here afraid of the others below. They
    his a stash in the sewage near the back of Bernice's dive.
    
    Get off the roof and go over to Sickly Bernice's Taphouse and go around the
    back to find the sewer on the upper portion, not the lower one by the door.
    Look for the busted crate and find the urn partially buried inside it. Unlock
    the urn and take your reward.
    
    *******************************************************************************
    2.09.32 - Settlement's
    *******************************************************************************
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.33 - Everything In Its Place
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to the village of Fellmoor located just off of Pinnacle road, south
    west of Knotty Bramble cave.
    
    Talk to Kishashi and raise her Disposition above 60 to get her to trust you and
    in turn her husband Ranarr-Jo will trust you too. She will hand you an Old
    Spoon to give to Ranarr-Jo. Head over to him and give the spoon so he knows you
    can be trusted. He will ask you to kill Cindanwe or make her so miserable that
    she leaves them alone.
    
    First wait until 9AM for when she comes out of the house and raise her
    disposition to at least 70 so she will agree to lend you her book that
    Ranarr-Jo wants to get ahold of. Then sneak in to her house at 4AM as she only
    sleeps for 2 hours, she will then leave the house at 9AM to go boss the other
    two around. This is a good time for you to sneak in as well.
    
    Inside the house use the grab button (Left Bumper, Z, or L2 depending on your
    system) and throw the items all over the house until you get a pop up stating
    that enough items have been thrown around. Head outside and speak with
    Ranarr-Jo to hand over the book and tell him the task is complete. He will give
    you the Ring of Mind Shielding and if you got the book you will get a random
    Skill Book.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.34 - To Help A Hero
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the village of Hale on the north west side of the island just
    north west of the Milchar Ruins. Speak to Pyke about a crysis to learn that and
    had his medallion stolen from him. He will mark Fetid Grove on your map, so
    head out to the location now.
    
    Head down the tunnel and take the first left and then avoid the right at the
    second intersection to enter the Encampment. Make your way through the winding
    lower path killing the enemies as you come up to them. Watch out for the spike
    trap that shoots out to stab you a little ways in too. Head up the stairs and
    get over to the central area to locate some containers to raid. Inside you will
    find Pyke's Medallion. Now head back to Hale and give him his property back for
    a Thorn Shield.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.35 - Taxonomy of Obsession
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to Highcross village, located directly north of Bliss. Find Mirili
    Ulven and raise her Disposition to 60 and talk to her about her research and
    she will hand you a list of what she wants. Once again this is a huge extensive
    collecting quest that will take quite a while to complete. Luckily a large
    majority can be found around the house of Rendil Drarara's House in Bliss. Here
    is a checklist of what she needs:
    
    _ Alocasia Fruit - Just outside her front door to the right of her house
    _ Aster Bloom Core - Growing in the archway of Bruscus Dannus' house
    _ Black Tar - Rendil Drarara's House in Bliss
    _ Blister Pod Cap - Rendil Drarara's House in Bliss
    _ Congealed Putrescence - Rendil Drarara's House in Bliss
    _ Digestive Slime (Letifer Orca Digestive Slime) - Rendil Drarara's House in
                                                       Bliss
    _ Elytra Ichor - Kishashi's House in Fellmoor or corpse of Elytra's
    _ Flame Stalk - Rendil Drarara's House in Bliss
    _ Fungus Stalk - Rendil Drarara's House in Bliss
    _ Gas Bladder (Red Kelp Gas Bladder) - Rendil Drarara's House in Bliss
    _ Gnarl Bark - Kishashi's House in Fellmoor
                   Common Treasures Upstairs in Bliss
    _ Grummite Eggs - Rendil Drarara's House in Bliss
    _ Hound Tooth - Mirili Ulven's House in Highcross
    _ Hunger Tongue - Common Treasures Upstairs in Bliss
                      Earil's Mysteries in Crucible
    _ Hydnum Azure Giant Spore - Rendil Drarara's House in Bliss
    _ Pod Pit (Water Root Pod Pit) - Common Treasures in Bliss
    _ Rot Scale - Horkvir Bear-Arm's House in Split (Dementia side)
                  The Wastrel's Purse in The Fringe
    _ Scalon Fin - Halion's House in Hale (check food cupboard)
                   Jastira Nanus' House in Split (Dementia side)
    _ Screaming Maw - Rendil Drarara's House in Bliss
    _ Shambles Marrow (Bone Marrow) - Corpse of a Shamble at Gardens of Flesh and
                                         Bone
    _ Swamp Tentacle - Brithaur's House in Crucible
    _ Thorn Hook - Jastira Nanus' House in Split (Dementia side)
    _ Void Essence - Mirili Ulven's House in Highcross
                     Bruscus Dannus' House in Highcross
    _ Watcher's Eye - Jastira Nanus' House in Split (Dementia side)
    _ Withering Moon - Jastira Nanus' House in Split (Dementia side)
    _ Worm's Head Cap - Rendil Drarara's House in Bliss
    
    ******************************************
    ITEM ID'S FOR EDITING THEM IN TO INVENTORY
    ******************************************
    Alocasia Fruit - 0001AE7A
    Aster Bloom Core - 0001B035
    Black Tar - 0003BABD
    Blister Pod Cap - 0001F3AA
    Congealed Putrescence - 000402E9
    Letifer Orca Digestive Slime - 0003E632
    Elytra Ichor - 00044E5D
    Flame Stalk - 0001B6AE
    Fungus Stalk - 00019529
    Red Kelp Gas Bladder - 0001A16E
    Gnarl Bark - 00044E5E
    Grummite Eggs - 0001AE82
    Hound Tooth - 00044E62
    Hunger Tongue - 00044E60
    Hydnum Azure Giant Spore - 0003BAD3
    Water Root Pod Pit - 00040CAF
    Rot Scale - 0001B6B2
    Scalon Fin - 00044E5F
    Screaming Maw - 0001B6B0
    Bone Marrow - 00044E61
    Swamp Tentacle - 000413DC
    Thorn Hook - 0001B6B1
    Void Essence - 00044E5C
    Watcher's Eye - 0001B6AF
    Withering Moon - 0001B6B3
    Worm's Head Cap - 0001B5AA
    
    Once you have all the ingredients she will ask you to bring her some creatures
    for her studies as well. Buy one of the Command Creature Spells and get to work
    looking for the ones she asks for. Remember to keep an eye on the creature and
    recast the spell when you lose control of them. You will want to try and bring
    the creatures in at night so the townspeople do not attack them. If Mirili does
    not acknowledge the creature you are supposed to bring her even after it is no
    longer under your spell, punch it to make it want to attack you and she will
    usually jump in to properly take care of it.
    
    Baliwog (Find 6 ingredients) - Head over to the shore to find them lurking
                                   around
    
    Note that a glitch may occur after you have captured the Baliwog where Mirili
    will stay inside her house the rest of the time due to script re-activating
    errors when she goes inside to pay you. From now on you will have to lead the
    creatures in to town and get inside her house, punch her carefully or use a
    frenzy spell on her to get her outside to claim her creatures.
    
    Elytra (Find 12 ingredients) - Usually can find a decent amount of these near
                                   caves and randomly everywhere
    
    Gnarl (Find 18 ingredients) - Found all over randomly
    
    Scalon (Find 24 ingredients) - Must be at least level 9 for them to appear. A
                                   bunch of them can be found at the waters edge
                                   just north of the village
    
    Once the final creature has been captured Mirili will resume walking around
    like her old self again.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.36 - The Great Divide
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to Split Village which is located on the border of Mania and Dementia
    when you head in you will notice it is a bit odd as everyone has doubles in
    this village, as well as seperate houses. Talk to anyone to get the topic on
    doubles. Everyone wants you to talk to Horkvir Bear-Arm. Locate either Horkvir
    Bear-Arm as tey will tell you the same thing; you must kill the entire opposite
    village.
    
    Decide which side you want to slaughter and tell the appropriate Horkvir
    Bear-Arm that you will help. Doing so will result in the opposite side of the
    village no longer willing to talk to you. Do not kill anyone before you make a
    decision and do not kill the wrong side!
    
    As a reward you will get a leveled amount of gold:
    
    Level 	Amount Cost
    1-4 	200
    5-9 	400
    10-14 	600
    15-19 	800
    20-25 	1000
    26+ 	1200
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.37 - Ghosts of Vitharn
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    On your travels through the towns you may hear about a rumor that an old
    fortress called Vitharn in the far southern reaches of the Shivering Isles
    being haunted. Head out to the old settlement and you will see ghost spirits
    fighting each other. Make your way through the warzone, most of the spirits
    won't even notice you. Find the large chained up door and jump the fence to the
    left of this. Head under the tree to locate a door going in to the Vitharn Sump
    to gain entrance.
    
    Inside the spirits will attack you so be cautious. Go through the linear cavern
    system to go under the water and through a door to the Vitharn Reservoir. Get
    out of the deep water to come up to the other side of the magically shut door.
    Make your way around the sunken ruins to another door leading to the Vitharn
    Keep.
    
    As you head up the steps a spirit named Count Cirion's Ghost will approach you
    telling you that you have violated the inner sanctum. Tell him you didn't mean
    to. He asks that you help the spirits fix the mistake they made so they can
    break the curse. Now put away your weapon and head through the door to the
    Bailey where the ghosts will run through an endless loop of dying as the
    enemies rush the gates on two sides.
    
    Outside you must now figure out who the ones that failed were. You will find
    that three of the men near the back are to blame. A ghost that is kneeling is
    worried about his betrothed and he must protect her. Chase after him, but he
    will disappear once your inside. Head around to the left and through the
    doorway to reach a sleeping quarters. Check the second section of beds on the
    right for a doll on the bed and take it. Head back out to the battlefield and 
    wait for the enemy ghosts to rush the mage. Hand the doll over to the enemy and
    then wait for a reset to tell Desideratus that he must fight them to win her
    back.
    
    Another person that caused the failure was the archer up by the gate lever.
    Head inside the keep and wrap around through the sleeping quarters and through
    the metal door to the armory. Talk to Bat about the arrows and he won't really
    want to give them to you. Either pick the lock on the back door or go to the
    west wing of the keep and grab the key to get in. Sneak in and take the arrows
    before he gets you with a teleport spell. Head back out to the battlefield and
    give the arrows to him. Upon the next reset the two you have helped so far will
    kill the intruders.
    
    Now focus on the mage with no magicka and requires more because he has a
    stunted magicka problem. You can either head inside and go to the chapel area
    where you will find an angry green face in the corner on the wall that you can
    press, this opens the wall just to the right in the chapel. Inside the room you
    will find the Dagger of Depletion. You can bring this to him and he will stab
    you till his magicka is restores. Or if you don't feel like being leeched off
    of head to the mausoleum in the cemetary.
    
    Head straight to the back and grab the ghostly Welkynd Stone up on the ledge
    above. Bring it to the mag, Hloval Dreth and he can recharge himself. Wait for
    the battles reset and you will have changed the outcome for three people, yet
    they still get through. Head back inside to speak with Count Cirion for advice.
    
    The Count will tell you that he is the fourth one to fail the keep. He gives
    you his helmet to take his place, making you a temporary ghost, head back out
    to the field and stand by the back door where they come up to take over the
    gate controls. Kill the ghosts that get through to lift the curse! You get to
    keep his helmet as your reward as well as unsealed gates.
    
    *******************************************************************************
    2.09.38 - Wilderness
    *******************************************************************************
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.09.39 - Ghosts of the Hill of Suicides
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to The Hill of Suicides near the middle of the island just to the
    left of the word The. This quest isn't mentioned at all in your quest log, but
    you still can help the spirits you find here. You also can not interact with
    any of the spirits on this hill. You must seek out the skulls of all the people
    that committed suicide here.
    
    Limark
    ------
    Head out to Milchar and use the Xetrem entrance. Head in to the large room and
    turn to the left to get up the stairs. Take a right and go down the hallway
    passing the intersection to go down some more stairs. Kill the enemy below in
    the pit and then drop down searching for the skull.
    
    Now head north and take a left to fight off an enemy. Continue up the next set
    of stairs and kill another enemy to go through a door. Take a left and watch
    out for the statue in the back of the room shooting fireballs. Curve to the
    right and then drop down near the door to leave.
    
    Salonia Viria
    -------------
    Head over to the ruins of Cann and go through the Great Hall entrance. Head
    down the steps and go through a door. Now take a left and enter through another
    door. Go down the steps and turn to the right to head down the hallway to reach
    a large room that houses two large fire shooting statues. Dodge the fireballs
    and get to the door leading to the ampitheater.
    
    Head along the halls going deeper in to the ruins and take the first right
    turn to enter a little dead end room. Go down the stairs killing the Heretic
    and take the skull from the south west corner of the room. Now leave the way
    you came in.
    
    M'desi
    ------
    Head out to the cave called Rotten Den south of Fellmoor. Enter through the
    entrance in to Deadfall. Just as you head forward and open the first door an
    adventurer will get struck down by a fireball. Quickly head through the large
    trench dodging the many fireball shooting statues. When you reach an
    intersection take a right and go through the door for more trenches. You will
    now encounter more Zealots and root spike traps along with the statues that
    shoot at you. Make your way through to get to the door leading to the
    Precipice.
    
    Take either path to the left or right avoiding the statues fire straight ahead
    and kill any enemies you encounter. Kill the guard on the ledge above and then
    go down the root to the path below. Head up the root on the other side and kill
    the enemies up here. Now go south through the door in to the Sanctum.
    
    Turn to the right and drop down the hole, continue this way to drop down
    another hole. Turn the opposite way and drop down the hole over here to fight
    some Shambles. Go east and watch out for the root spike traps that plague the
    entire tunnel. Get to the other side and through the door. Drop down and kill
    off the enemies to head south up the root and through a spike trapped tunnel.
    Enter more ruins and get the skull at the foot of the statue.
    
    Head back through the tunnel you just came from and go to the west in to
    another root spike trapped tunnel. In the large room go all the way to the back
    and up the root on the right. Go across the root bridges and enter the door to
    Encampment.
    
    Head through the tunnel and down the root ramp to the camp below. Head up the
    root ramp straight across the way and get to the door leading back to Deadfall.
    
    Run along the top of the trenches to get over to the doorway leading out and
    drop down to leave.
    
    Lorenz Bog-Trotter
    ------------------
    Go to the cave Knotty Bramble and head through the tunnel turning left since
    the right is a very short dead end. Take a right at the next intersection and
    then a left. Watch out for the root spike traps and continue straight at the
    next intersection. Head all the way to the south and enter the door to the
    Hatchery.
    
    Move forward and drop in to the water below. Head south through the tunnel to
    reach a door leading to the Lost Crypt.
    
    Head in and take a left at the intersection. Head around and to the south where
    you will enter an old crypt. In the fourth room move the body off the altar to
    reveal a secret button, press it to open a secret door. Head inside the central
    chamber and take the skull. Now head out the way you came.
    
    Gadeneri Ralvel
    ---------------
    Go to the cave Knifepoint Hollow and enter it. Head to the left and fight the
    undead. Head to the left at the intersection and drop in the pit to enter the
    door to the Chantry.
    
    Head around to the south and go through the metal door to wrap back around to
    the east. Take a left at the intersection now heading north and watch out for
    the licking plant trap around the bend at the top of the hill. Continue east
    through another metal door killing the Zealots along the way. Go to the end of
    the hall to get through an open gate. Now go north up the stairs and through
    another metal door. Press the button of the green face on the right of the gate
    to enter. Go behind the left pillar and press another switch to open a chamber
    to the east. Head inside to grab the skull.
    
    Now leave the Chantry by heading west and through the door back in to
    Knifepoint Hollow. Press the button on the right and drop back in to the room
    you just dropped down the pit in to. Head south and leave the ruins.
    
    Once you have all the skulls hand them back to the spirits at The Hill of
    Suicides to get fortify fatigue by 100 points for 1200 seconds each. Once all
    five are granted freedom you get the Greater Power called Risen Flesh.
    
    *******************************************************************************
    2.10 - Vampirism
    *******************************************************************************
    
    Unlike all the previous Elder Scrolls games you finally can live your life as a
    Vampire without being attacked by citizens and Guards of the country. However,
    you only get two Vampire quests and no Vampiric Clans to join, most likely
    explained in the "Deepscorn Hollow" add-on in the books found inside the
    hideout with the talk of vampire clans perhaps...you also can not associate
    with or avoid being attacked by fellow vampires, they will still be just as
    hostile towards you.
    
    Vampire Quests are:
    
    Order of the Virtous Blood (Located in Side Quests, you don't have to be a
                                vampire, you must have at least 5 Fame)
    Vampire Cure
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.01 - Why be a vampire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The advantages to becoming a Vampire are that you automatically get 100%
    disease and paralysis resistance! It does not matter what level you are as a
    vampire, you will always have these two powers. Certain skills and attributes
    will get boosted:
    
    The base of these skills are boosted well:
    Acrobatics
    Athletics
    Destruction
    Hand to Hand
    Illusion
    Mysticism
    Sneak
    
    The base of these abilities are boosted well too:
    Strength
    Willpower
    Speed
    
    Other advantages are based on how long it has been since you last fed on
    someone based on a 4 day system. from 0 to 24 hours from your last feeding you
    will be in Day 1 (Level 1 Vampire), from 24 to 48 hours from last feeding you
    are in Day 2 (Level 2 Vampire), etc.
    
    ===============================================================================
    |       | Attribute/Skill Bonus | Resistance to Weapon |     Ability Gained   |
    ===============================================================================
    |Level 1|          +5           |         5%           |    Hunter's Sight    |
    ===============================================================================
    |Level 2|          +10          |        10%           | Vampire's Seduction  |
    ===============================================================================
    |Level 3|          +15          |        15%           |   Reign of Terror    |
    ===============================================================================
    |Level 4|          +20          |        20%           |  Embrace of Shadows  |
    ===============================================================================
    
    Ability Descriptions
    --------------------
    
    Hunter's Sight - Night Eye for 30 secs on Self, Detect Life 100ft for 30 secs
                     on Self, Costs 5 Magicka; no cool down time
    
    Vampire's Seduction - Charm 50pts for 20 secs on Touch; Once a day cool down
                          time
    
    Reign of Terror - Silence 20ft for 60 secs, Demoralize up to LVL 6 for 60 secs
                      on Touch; Once a day cool down time
    
    Embrace of Shadows - Night Eye for 90 secs on Self, Invisibility for 180 secs
                         on Self; Once a day cool down time
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.02 - The disadvantages of being a Vampire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    There are a few important disadvantages to being a vampire in which it makes
    the way you play the game a lot different as a darker character. These are
    played off a lot on what level Vampire you are with some other important
    bad factors that may effect you in a bad way depending on how you play through
    the game.
    
    Again, just like Advantages, some Disadvantages are based on how long it has
    been since you last fed on someone based on a 4 day system. from 0 to 24 hours
    from your last feeding you will be in Day 1 (Level 1 Vampire), from 24 to 48
    hours from last feeding you are in Day 2 (Level 2 Vampire), etc.
    
    ======================================================
    |       | Weakness to Fire | Sunlight Damage HP/Secs |
    ======================================================
    |Level 1|       20%        |            0            |
    ======================================================
    |Level 2|       30%        |            1            |
    ======================================================
    |Level 3|       40%        |            4            |
    ======================================================
    |Level 4|       50%        |            8            |
    ======================================================
    
    %%%%%%%%%%%%%%%%
    Weakness to fire
    %%%%%%%%%%%%%%%%
    The higher in Vampiric Levels you go the worse being hit by fire will be.
    
    %%%%%%%%%%
    Sun Damage
    %%%%%%%%%%
    Like in any Vampiric stories will hurt you above a Level 1 Vampire. While
    outside between the hours of 6 AM and 8PM you will take continuous fast acting
    damage to your health.
    
    To stop the sun damage you must feed and get back to a Level 1 Vampire. As long
    as you don't sleep, wait, or rest after feeding you will remain at Level 1 and
    can travel normally.
    
    Damage from the sun is magnified depending on how bright the sun is as well.
    During high noon with no clouds will be the worst time, but if it is shady or
    stormy out you will get less of a chance to burn. Clouds ovrhead will reduce
    the damage, as well as jumping in to the lake and being underwater but it will
    not stop the damage rate. Also note that being in the area of a Gat to Oblivion
    will cast out the sun stopping your damage from happening.
    
    %%%%%%%%%%%%%%%%%%%%
    Fast Travel Problems
    %%%%%%%%%%%%%%%%%%%%
    Whenever you are a Level 2 Vampire and above you can not fast travel in the day
    due to the Sun Damage. You can only travel at night and can fast travel from
    any of your houses except for the one in Anvil.
    
    %%%%%%%%%%%%%%%%%%%%%%%%
    Waiting/Resting Problems
    %%%%%%%%%%%%%%%%%%%%%%%%
    You can not wait outside during the day! If you wait depending on your level
    of Vampirism your damage will be that "X" times 3600 per hour of daylight you
    keep yourself outside in. This will damage and eventually kill off your
    character.
    
    %%%%%%%%%%%%%%%%%%
    Appearance Changes
    %%%%%%%%%%%%%%%%%%
    Your appearance will be aged about 15 to 25 years older with a wrinkled and
    pale complexion. People will start to talk about your appearance once you go in
    to Level 2 Vampirism and above. A human character will get red eyes and may
    lose their facial hair. Once you reach Level 4 Vampirism most people will
    refuse to talk to you about anything unless you raise their Disposition with
    Vampiric Seduction powers.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%
    No Guards will Yield to You
    %%%%%%%%%%%%%%%%%%%%%%%%%%%
    If a Guard is after you when you are a Level 4 Vampire they usually will only
    give you the option to run or fight.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.03 - How to become a Vampire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Note that you can only become a Vampire once if you reach Level 4 and cure
    yourself, once you are cured at that time you can not become it again.
    
    You have many options to becoming a Vampire in this game:
    
    Complete Dark Brotherhood up through Senior Dark Brotherhood member Vicente
    Valtieri, he will offer to make you a vampire.
    
    Download Mehrune's Razor DLC and complete the quest to get the Beating Heart
    and eat it.
    
    Find a cave full of Vampires and let them attack you until you contract the
    disease Porphyric Hemophilia.
    
    %%%%%%%%%%%%%%%%%%%%%
    Locations of Vampires
    %%%%%%%%%%%%%%%%%%%%%
    Counts may vary under certain conditions
    Quest means it is quest related
    
    Barren Cave - 7 Vampires
    Beneath the Bloodworks - 8 Vampires
    Bloodcrust Cavern (Quest) - 10 Vampires
    Crowhaven (Quest) - 6 Vampires
    Fanacas (Quest) - 5 Vampires
    Fort Carmala (Quest) - 7 Vampires
    Fort Hastrel - 9 Vampires
    Fort Naso - 3 Vampires
    Fort Redman - 5 Vampires
    Fort Redwater - 6 Vampires
    Fort Vlastarus (Quest) - 4 Vampires
    Gutted Mine (Quest) - 5 Vampires
    Jakben Imbel's Catacombs (Quest) - 8 Vampires
    Lipsand Tarn - 12 Vampires
    Memorial Cave (Quest) - 16 Vampires
    Miscarcand (Quest) - 4 Vampires
    Ninendava (Quest) - 8 Vampires
    Nornalhorst - 9 Vampires
    Palace Sewers (Quest) - 4 Vampires
    Redwater Slough (Quest) - 4 Vampires
    Sundercliff Watch (Must have Mehrune's Razor DLC) - 20 Vampires
    
    Once you have contracted Porphyric Hemophilia wait three days and then go to
    sleep. You will have a strange dream and walk up a new Vampire.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.04 - Feeding
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Feeding your Vampire thirst is very simple in this game. All you have to do is
    locate a sleeping person and sneak up to them and click on them as if you
    wanted to talk, instead of going straight to talking you will be prompted with
    Feed or Talk. Choose the feed option and then your character will move in to
    bite them sucking some blood from there body.
    
    Do not let others see you as you feed as they will run to the Guards and tell
    them you are Assaulting someone. Feeding on people does not harm the person at
    all and will not make them turn in to a Vampire as well.
    
    Guild Halls that you are a member of are the best places to go and feed as when
    you are walking around this will not alert anyone as if you were trespassing.
    Becareful feeding on Guards as they will wake up easily.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.05 - Advancing your Vampire Powers
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    When you are a Vampire you are always going to be at least a Level 1 Vampire.
    You can never get rid of it until you go for the cure.
    
    The only way to level up your Vampirism Levels is by sleeping or waiting once
    24 hours has come about from not feeding.
    
    As you progress through the stages of Vampirism you become more powerful, but
    more sensitive to the light as you level higher as well. The upside to this
    light effect is that at night everything will have easier to see detail, versus
    at night everything will be very bright to magnify the sun damage on you.
    
    Een if you make it to a Level 4 Vampire (100% Vampire powers), once you feed
    and rest again you will go back to being a Level 1 Vampire.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.06 - Vampire Nightmares
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Every time you go to a different level of Vampirism you will have a nightmare.
    The first nightmare you have changing from a normal person to Vampire is always
    the same, after that you will experience a random nightmare out of ten
    different dreams.
    
    There is nothing else special about these besides some interesting stories that
    seem to happen to you in your sleep.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.07 - How to Prevent becoming a Vampire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Once you become infected with Porphyric Hemophilia you have less than 72 hours
    to get rid of it. While it is in its 72 hour incubation stage it is just like
    any other disease. If you wish to not be a Vampire and have been infected you
    will have to get your hands on a Cure Disease potion, or go to a temple and get
    a blessing put on you...if your Fame is above your Infamy.
    
    If you do not cure yourself within 72 hours the only thing you can do from that
    point on is to not sleep the res of your game...which means no more leveling up
    your character.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.08 - Curing Vampirism
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    There are two ways to cure Vampirism in this game. The original way to cure
    Vampirism is a lengthy quest for the cure. You can also get a quick cure now
    from one of the DLC's.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%
    Original Vampire Cure Way
    %%%%%%%%%%%%%%%%%%%%%%%%%
    
    You can get a topic to talk about a Vampire Cure from Healers and even Vicente
    Valtieri from the Dark Brotherhood. Here is a list of Healers:
    
    HEALERS
    -------
    Amragor - Must have and finished Knights of the Nine DLC; Anvil, Chapel of
              Dibella
    Basil Ernade - Meridia's Shrine
    Beem-Kiurz - Must have and finished Knights of the Nine DLC; Bravil, Chapel of
                 Mara
    Cirroc - Bruma, Great Chapel of Talos
    Drarana Thelis - Town of Harlun's Watch
    Gureryne Selvilo - Chorrol, Chapel of Stendarr
    J'mhad - Imperial City, Temple District
    Kinther - Must have and finished Knights of the Nine DLC; Cheydinhal, Chapel of
              Arkay
    Laralthir - Anvil, Chapel of Dibella
    Marie Palielle - Skingrad, The Great Chapel of Julianos
    Marz - Bravil, Chapel of Mara
    Mirie - Shrine of Peryite
    Ohtesse - Cheydinhal, Chapel of Arkay
    Silana Blandia - Leyawiin, The Great Chapel of Zenithar
    Sister Phebe Jeanard - Gottlesfont Priory
    Tsavi - Leyawiin, Castle Leyawiin
    Ulene Hlervu - Cheydinhal, Cheydinhal Castle
    Ulrika Ulfgar - Village of Bleaker's Way
    
    Everyone will tell you to go seek out Raminus Polus from the Arcane University
    in the Imperial City to ask about a cure. When you head in to the Arcane
    University go in to the doors straight ahead to the Arch-Mage's Lobby and he
    will usually be on this first floor to talk to. Ask him about the Cure for
    Vampirism and he will tell you that Count Hassildor in Skingrad and ask him to
    help you with your "condition". Now travel over to Castle Skingrad to the west.
    
    Seek out Hal-Liurz and tell her that you must see the Count. Tell her you don't
    have an appointment but it is about Vampirism. Wait for him in the County Hall
    for him, may need to use Wait to get things going properly. Soon Count Janus
    Hassildor will come to you and tell you that he is also seeking the cure for
    his wife who has gone in to a coma due to not feeding. Agree to help him locate
    the ingredients needed to make a Cure for Vampirism. You must locate a woman in
    the wilderness along the Corbolo River, east of the Imperial City and south of
    Cheydinhal.
    
    As you search along river you will find Drakelowe, a lone ranch out in the
    woods all by itself. Speak with Melisande about the Cure for Vampirism, she
    asks that you do her a small favor and then she will discuss the cure with you.
    She requires Five Empty Grand Soul Gems. The game will then add new zones to
    three dungeons and they will have Grand Soul Gems in them, for three pick ups.
    
    Crayfish Cave - Straight south of her house
    Nornal - Straight west of her house
    Squandered Mine - A few feet north east of her house
    
    %%%%%%%%%%%%%
    Crayfish Cave
    %%%%%%%%%%%%%
    Turn to the right and head south east through the cave to reach a door leading
    to Crayfish Steep.
    
    Head through the water to the south west and then to the south east to get up
    the ramp. Now head straight back to the north east and the rock wall will move
    allowing you to go even further north. Wrap around the path and get in to a
    dead-end room to find a Grand Soul Gem resting on a rock in the corner. Now
    leave the cave the way you came in.
    
    %%%%%%
    Nornal
    %%%%%%
    Head down the stairs and wrap around the corner. In the large room head around
    to the right and press the button on the wall behind the crate. This will open
    a secret entrance on the north east wall for you to continue further in the
    ruins. Head straight ahead killing any Marauder's that get in your way and go
    through the door to Nornal Ageasel
    
    As you head up the stairs be careful of the tripwire that triggers a trap of
    two spike balls swinging ahead of you. Head straight to the north east side for
    the wall to automatically lower, revealing a new hallway. In the corner of the
    room you will find a Grand Soul Gem. Now leave the way you came in.
    
    %%%%%%%%%%%%%%%
    Squandered Mine
    %%%%%%%%%%%%%%%
    Head down the steps and watch out for the tripwire that releases some spiked
    balls right at you. Head to the north east corner to get to a tunnel to move
    ahead and go through the wooden door. Bandits have taken over this cave, flush
    them out whenever you see one. When you reach the north east room with two
    choices, take the south east tunnel. Head in to this next room and enter the
    door to Squandered Mine Snake Works.
    
    Make your way from room to room, be careful upon reaching the fourth room as
    there is another tripwire that releases two logs slamming in to eachother right
    in front of you. Head around the top of the room and don't bother going in to
    the pit below to reach a tunnel to the north west to make it to a door leading
    to the Squandered Mines Wind Holes.
    
    Get out of the pit carefully as the room is filled with Bandits and get over to
    the south east corner to find the tunnel. Head south west in to a new cave
    system and take the Grand Soul Gem at the very end of the tunnel. Now leave the
    way you came in.
    
    The other two Empty Grand Soul Gems will have to be found elsewhere.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    Other Empty Grand Soul Gem Locations
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    Arcane Uiversity, Mages Quarters
    
    Chorrol Mages Guild has two in glass cases
    
    Drakelowe, Basement
    
    Being Level 11 or above means there is now a less than 5% chance that you can
    find them in random dungeon chests.
    
    At Level 12 any merchant selling Magical items can stock them for sale.
    
    Once you gather all five of the Empty Grand Soul Gems head back to Drakelowe
    and hand them over. She will then give you a list to locate six cloves of
    Garlic, five nightshade leaves, and two shoots of bloodgrass. You also need
    the blood of an Argonian, and the ashes of a powerful vampire.
    
    Garlic - Almost every home in Skingrad has some hanging from a beam in the
             basement. Can also be found in most kitchens and dining rooms.
    
    Nightshade - Go to the store "The Main Ingredient" in the Market District of
                 the Imperial City to buy some. The Arcane University has a lot of
                 it growing around it too.
    
    Bloodgrass - Tall red grass inside and around Gates of Oblivion. You can also
                 buy it at most ingredient shops.
    
    Deliver these first three ingredients to her once they have been collected. You
    may have to choose each item on the list twice to get her to accept the each
    ingredient...apparently there is also a bug at times where she won't take the
    Bloodgrass at all.
    
    She then tells you that the powerful vampire you must get the ash from has been
    locked away underground near the North Panther River. She will also give you
    a special dagger to stab any Argonian with to get blood on it that she can use.
    
    Head over to the Panther River and you will find 5 caves to search through. To
    ease the search it is Redwater Slough thanks to the map marker. Head in to the
    pit with the coffin and go east to get in to the tunnel. Go left at the
    intersection and pick the leveled lock on the door. Go to the right at the
    intersection to go up the ramp out of the water. Turn left at the intersection
    trying to avoid the ghost if you want to. Take the left path to get in to the
    room with Hindaril. Kill him and take the Ashes of Hindaril. Now head back out
    the way you came and drop them off to Melisande.
    
    Now you must get the final ingredient...Blood of an Argonian. You can get this
    by joining the Arena in the Imperial City and make it to Match # 3. Just take
    out the dagger and stab the Argonian with it to get blood on it and finish them
    off however you want. Once you have the blood on the knife, head back to
    Melisande to turn in the final ingredient.
    
    She will tell you to wait 24 hours, which must be done anywhere but inside her
    house at this time or she will try to kill you! So head home and wait until
    nightfall over 24 hours later. Once you return after the time limit you will
    receive one of the two potions, head back to Castle Skingrad.
    
    Talk to Hal-Liurz and she will have you follow her. She will take you out to
    the courtyard and open a secret entrance which has no activator to get to a
    door to the Chamber of the Lost.
    
    *Make a seperate save here as these parts tend to be buggy*
    
    Both Melisande and Count Janus Hassildor will be down here next to his wife.
    Once his wife drinks the potion she seems to fall over dead. The Count asks
    that you give him a days time and then speak to Hal-Liurz again. Once time is
    up again talk to Hal-Liurz and she will have you wait in the Great Hall for the
    Count. Once the Count finally gets back to you he offers you a reward, talk
    about the Reward and you get a level based payout.
    
    Level 1-4      250 Gold
    Level 5-9      500 Gold
    Level 10-14  1,000 Gold
    Level 15-19  2,500 Gold
    Level 20-24  5,000 Gold
    Level 25-29  7,500 Gold
    Level 30+   10,000 Gold
    
    Now look in your inventory for the Cure for Vampirism and drink it. When the
    spell wears off you will be cured!
    
    %%%%%%%%%%%%%%%%%%%%%%%
    Cure from the Vile Lair
    %%%%%%%%%%%%%%%%%%%%%%%
    
    Purchase and download the Vile Lair DLC if it is available for your system you
    are playing the game on. Once you purchase all of the lair's pieces from the
    merchant you get a Font of Renewal in which you easily just activate to cure
    your Vampirism.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    2.10.09 - How to become a Vampire after curing yourself
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Even though you can contract Porphyric Hemophilia after being cured, you can
    NOT under NORMAL circumstances become a Vampire again. This is because either
    method listed above for curing yourself from Vampirism takes the inner game
    code of (PCVampire) and changes it to -1. Normally you start at 0 and when you
    become a Vampire it is set to 1 (1 meaning on or yes) and the cure sets this to
    -1 instead of 0.
    
    The only way to now become a Vampire is to use the PC Version of the game and
    do some console commands:
    
    This allows you to go out and becoe a vampire when you choose to again:
    
    Set PCVampire to 0
    Set vampire.hasdisease to 0
    
    This allows you to become a vampire immediately:
    
    Set PCVampire to 1
    Set vampire.hasdisease to 1
    *Now go to sleep or rest for at least 1 hour and it will turn you*
    
    *******************************************************************************
    3.01 - Side Quests
    *******************************************************************************
    
    3.01.01 - Anvil
         3.01.02 - Newheim's Flagon
         3.01.03 - Where Spirits Have Lease
         3.01.04 - The Sirens Deception
         3.01.05 - The Ghost Ship of Anvil
         3.01.06 - Dunbarrow Cave
    3.01.07 - Bravil
         3.01.08 - Caught in the Hunt
         3.01.09 - Through a Nightmare, Darkly
         3.01.10 - The Forlorn Watchman
         3.01.11 - Buying a House in Bravil
    3.01.12 - Bruma
         3.01.13 - Two Sides of the Coin
         3.01.14 - A Brotherhood Betrayed
         3.01.15 - Lifting the Vale
         3.01.16 - Buying a House in Bruma
    3.01.17 - Cheydinhal
         3.01.18 - A Brush with Death
         3.01.19 - Buying a House in Cheydinhal
         3.01.20 - Corruption and Conscience
         3.01.21 - The Wayward Knight
    3.01.22 - Chorrol
         3.01.23 - The Killing Field
         3.01.24 - Seperated at Birth
         3.01.25 - Legacy Lost
         3.01.26 - Sins of the Father
         3.01.27 - Shadow over Hackdirt
         3.01.28 - Canvas the Castle
         3.01.29 - Buying a House in Chorrol
    3.01.30 - Imperial City
         3.01.31 - Buy a house in the Imperial City
         3.01.32 - Unfriendly Competition
         3.01.33 - The Collector
         3.01.34 - Nothing You Can Possess
         3.01.35 - Secrets of the Ayleids
         3.01.36 - Order of the Virtous Blood
         3.01.37 - Imperial Corruption
         3.01.38 - An Unexpected Voyage
         3.01.39 - Origin of the Gray Prince
    3.01.40 - Kvatch
         3.01.41 - The Battle for Castle Kvatch
    3.01.42 - Leyawiin
         3.01.43 - Tears of the Savior
         3.01.44 - Whom Gods Annoy
         3.01.45 - Mazoga the Orc
         3.01.46 - Knights of the White Stallion
         3.01.47 - Buying a House in Leyawiin
    3.01.48 - Skingrad
         3.01.49 - Paranoia
         3.01.50 - Buying a House in Skingrad
         3.01.51 - The Rosethorn Cache
         3.01.52 - Seeking Your Roots
    3.01.53 - Settlement's
         3.01.54 - Go Fish
         3.01.55 - Raid on Greyland
         3.01.56 - The Sunken One
         3.01.57 - The Potato Snatcher
         3.01.58 - Bear Season
         3.01.59 - Revenge Served Cold
         3.01.60 - The Gravefinder's Repose
         3.01.61 - No Stone Unturned
         3.01.62 - A Venerable Vintage
         3.01.63 - When the Vow Breaks
    3.01.64 - Wilderness
         3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
         3.01.66 - Frostcrag Spire
         3.01.67 - Key to Key
         3.01.68 - Zero Visibility
         3.01.69 - Goblin Trouble
         3.01.70 - Repairing the Orrery
         3.01.71 - Unearthing Mehrunes Razor
         3.01.72 - Horse Armor
         3.01.73 - Battlehorn Castle
         3.01.74 - Deepscorn Hollow
    
    *******************************************************************************
    3.01.01 - Anvil
    *******************************************************************************
    
    3.01.02 - Newheim's Flagon
    3.01.03 - Where Spirits Have Lease
    3.01.04 - The Sirens Deception
    3.01.05 - The Ghost Ship of Anvil
    3.01.06 - Dunbarrow Cave
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.02 - Newheim's Flagon
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You get this quest by talking to Newheim the Portly while working on the "Den
    of Thieves" quest and asking him about his heirloom that was stolen in that
    quest.
    
    Head out to Newheim's house or find him around town wandering around a lot.
    Talk to Newheim and and ask about the thieves, then ask about the heirloom to
    get a side quest started. Head out the north gate and go along the road to the
    north to locate Hrota Cave.
    
    Don't go through the southern tunnel on the right as this just leads to a cave
    in and you may get injured. Head north east through the second tunnel and pass
    the tunnel on the left to enter a cavern with two thieves to deal with. Keep
    Maglir alive while fighting off the thieves.
    
    You can talk to Maglir at anytime and tell him to wait or follow if you want to
    check anything out without him or just keep him out of harms way. The first
    tunnel on your left leads you to a dead end with a few items scattered in bags
    and crates. Continue south east and take the second tunnel on the left to reach
    three thieves, wait until they are all facing different directions and head in
    for some stealth kills, or charge in with Maglir if he still has the health for
    it.
    
    If you are having Maglir follow you, tell him to wait in this cavern where you
    just killed the three thieves and then head through the south eastern cavern by
    yourself. Go along the side of the wall on either side and trip the rope trap
    to allow the spiked ball to fly past, now go back and get Maglir. Otherwise
    just jump over the rope.
    
    Sneak in to the last huge cavern with three more thieves inside. and kill them
    all off. You have successfully killed off all the thieves in the cave, however
    you still need to locate that heirloom for Newheim. Head down in to the pit and
    search the table on the south western side for Newheim's Heirloom, take it and
    a quest update will pop up telling you to take it back to Newheim.
    
    Head out of the cave and go to Newheim's house or find him wandering the city
    and hand him his heirloom for a reward consisting of three bottles of Newheim's
    Special Brew.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.03 - Where Spirits Have Lease
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will need an enchanted weapon for this quest.
    
    There is two ways to get this quest. You can talk to the beggar outside Benirus
    Manor about rumors of screams heard inside the manor or you can go to The
    Count's Arms at the north west end of town and speak to Velwyn Benirus. Either
    way you must go see Benirus, he tells you that he is selling his manor. Give
    him the 5,000 Gold and you will get the key to the front door and the deed to
    the manor.
    
    Get an enchanted weapon and head over to the manor to the east and enter it. As
    you look around the old manor you see that it needs some work put in to it to
    become a good house again. Upon inspection of the basement you will find a
    symbol on the wall that does nothing, at least for now.
    
    Equip your enchanted weapon and head back up to the second floor, prepare for
    bed and get some rest. When you wake up three ghosts will be at the foot of
    your bed, quickly get out your enchanted weapon and kill them all. Once you
    have killed them a quest update will pop up.
    
    Head downstairs to the main room and you will find a glowing smashed vase on
    the floor. Take the skeletal hand and read the scrap of paper about a secret
    room that only a true Benirus can open. Once you take the paper and hand the
    spirits in the house will become restless, get out of the house in search of
    Velwyn Benirus.
    
    Talking to people on the streets refers you to head back over to The Count's
    Arms. Head back to The Count's Arms and speak to Wilbur the owner of the shop.
    Velwyn Benirus got up and left the moment he sold the house to you, most likely
    to the Imperial City. Head out to the Elven Gardens District of the Imperial
    City.
    
    Talking to the guards you will hear that he just arrived in town and is most
    likely staying at the King and Queen Tavern. Talk to Velwyn Benirus about the
    Manor and then Lorgren Benirus, and finally Lift the Curse. Head back to Anvil
    and find Velwyn Benirus at The Count's Arms. If he isn't there when you get
    there wait a few days and he will finally show up.
    
    Talk to him to get things moving and then head out to the manor. Now protect
    the both of you and make your way to the basement of the house. There are two
    to three ghosts in the main part of the house. You can either fight off the two
    ghosts on the first floor and avoid the third ghost or just run past them all
    and get to the basement.
    
    In the basement you will have to get past four ghosts to reach the seal on the
    south wall deep within the basement. Once you reach the seal Velwyn Benirus
    will start opening the door, keep the ghosts from hurting him and once the door
    is open the ghosts will vanish. Velwyn Benirus will run off leaving you to take
    care of the rest of the work.
    
    Head inside the secret chamber and go up to the altar to activate the skeleton.
    Get on the other side of the altar so your facing the doorway you walked
    through to enter this room. Activate the skeleton again and then turn around to
    face the steps in the middle of this room, start attacking the Lich quickly so
    he can't summon any spirits. Once he is defeated the curse will have been
    lifted from the manor.
    
    When you get upstairs the entire manor will have transformed with a face lift
    to make it look more cozy. Exit the manor and head over to The Count's Arms to
    speak with Velwyn Benirus. He thanks you for lifting the curse and heads out
    once again for the Imperial City.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.04 - The Sirens Deception
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Imus the Dull in Anvil near the harbor and talk about rumors to get the
    subject about an all female gang. Then talk about the gang topic that appears
    afterwards to obtain this quest. You can also get it by talking to Maelona whom
    is walking around the city. No matter what the case is you must go talk to
    Maelona and Gogan. Gogan himself has been robbed by the sirens.
    
    Maelona will give you 100 Gold (all she has) to get her family ring back. She
    suggests you go to The Flowing Bowl just outside Anvil but you should still
    talk to Gogan to learn exactly what they did to him and then leave for The
    Flowing Bowl along The Gold Coast.
    
    Once you enter shortly after you will be approached by two women that enter
    behind you. Don't draw your weapons unless you want them to take out theres and
    attack you with them.
    
    If you are a male character, Signy sees that you're alone and offers you to
    head out to there farm at 11 PM to have a night of fun. If you have a female
    character Faustina offers you an invite in to there gang. They will add the
    mark on your map, leave The Flowing Bowl and head east to Gweden Farm.
    
    Roughly around 11 PM you can enter the farmhouse with Faustina already inside.
    You will be waiting on Signy to come in shortly. You will have different
    variations depending on your gender but it will all end up the same in the end.
    She will yell for Signy and a Kajiit to come in and help her take care of you.
    Kill the three of them off and then Maelona and Gogan will come in dressed as
    Anvil Guards. You will get a reward of leveled Gold from them.
    
    Take the Gweden Basement Key off of Tsarrina or Faustina and use it to go in to
    the basement of the house. Loot the place and then leave the farm house.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.05 - The Ghost Ship of Anvil
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will need an enchanted weapon for this quest.
    
    Talk to Varulae on the western ship docked out on The Gold Coast. She will give
    you the key to the Serpent's Wake, now head through the locked door in to the
    ship. In the first room is the ghost of the captain. Kill it and search the
    Captain's dead body for the Serpent's Wake Captain's Key to unlock his locked
    chest. Head back to where you just entered the ship and look on the ground for
    a door to go down to Mid Deck.
    
    Open the door to the left and kill off the spirit of the dead crew member. Then
    turn around and head south west to kill a second spirit. Head to the end of the
    hall to find another trap door to the Cargo Hold.
    
    Kill the two spirit's in the back of the ship or just quickly turn around to
    face the south west and open the chest to grab Varulae's Crystal Ball and haul
    butt back outside. As a reward you will get the captain's sword Redwave which
    is an enchanted Cutlass.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.06 - Dunbarrow Cave
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for the Thieve's Den in order to get this quest.
    
    Search outside Anvil Castle around the edge of the cliff for a message to pop
    up about a cave. If you check on the back side of the cliff you will find a
    wooden door leading to the Smuggler's Cave. From down in the water head up the
    path through the tunnel underneath to reach a door leading to Dunbarrow Cove.
    
    Enter the door to get a quest update. The cove is filled with six pirate
    skeleton's that you can get rid of to take over the area as your own hideout.
    Once you dispose of all the skeletons on the outside of the cave, head in to
    the Captain's Quarters and fight Captain Dugal.
    
    Since the cavern and the Black Flag are in terrible shape you will need to seek
    some outside help. You must speak with Dahlia Rackham of the Clarabella. Head
    back to The Gold Coast and go to the ship called The Sea Tub Clarabella. Enter
    the ship and talk to Dahlia Rackham about Dunbarrow Cove Upgrades.
    
    You can get a Fencer to sell your stolen loot for 1,000 Gold, a fletcher for
    1,000 Gold, Upgrade your quarters for 500 Gold, hire a security expert for
    1,000 Gold, hire a spymaster for 1,000 Gold, and hire a supplier for 1,000
    Gold.
    
    Once you completely buy all the upgrades some pirates will start to join your
    crew and you can tell them to go on missions which take a week for them to
    return and they will give you part of the loot as well.
    
    Also check inside the chest in the captain's quarters once you refurnish it to
    get the Smugglers Key which opens the door back in the entrance cave to get in
    to the secret chamber of the castle.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.07 - Bravil
    *******************************************************************************
    
    3.01.08 - Caught in the Hunt
    3.01.09 - Through a Nightmare, Darkly
    3.01.10 - The Forlorn Watchman
    3.01.11 - Buying a House in Bravil
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.08 - Caught in the Hunt
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must go to Bravil and speak with Ursanne Loche to get this quest started or
    talk to the town's people about rumors to get a clue to head over to Ursanne
    Loche to hear more. Her husband has gotten himself in a lot of debt with
    gambling and has vanished when he was told to meet with the man collecting his
    money.
    
    Head down to The Lonely Suitor Lodge in the south part of town, as this is your
    only lead. Head up to the second floor and talk to Kurdan gro-Dragol and raise
    his Disposition and then ask about Aleron. He will tell you that you must bring
    him the Axe of Dragol located on an island for him to tell you where Aleron is.
    Tell him you are ready to go on the boat and leave the lodge.
    
    Now head north across the bridge and then take the stairs to the right down to
    the dock. Jump on the boat and activate it to automatically get sent to the
    island. Head up to the gate and go a little to the right to see a lever on the
    ground that you must activate to open the gate.
    
    Inside the outter part of the tower you will find Aleron Loche, talk to him to
    find out that you were tricked in to finding an axe that doesn't exist. The
    gate you entered is now locked and you are both trapped inside the tower, so
    you must head down in to the dungeon. Within the dungeon will be some hunters
    that are hunting the most dangerous prey out there, humans.
    
    Before you enter the dungeon ruins, go up the stairs to the third floor and
    then leap across the pillars to the far ledge with a treasure chest against the
    wall. Pick the lock and inside you will find two bottles of Shadowbanish Wine.
    This will activate another optional quest. You can also find some arrows, a
    bow, a sword, and a shield laying around if you need them.
    
    Once you are ready, head through the door to the south east on the ground floor
    to start the hunting game. The first hunter will be straight ahead down the
    hallway. Watch out for him and move along the hallway. Head down and kill him,
    taking the First Hunter's Run Key.
    
    Go deeper in to the ruins and kill the rats that infest the north western area.
    Now make your way to the south to go down some stairs to reach a bridge with
    water. Slowly walk across the bridge and back up as large spiked logs come
    swinging down from the left part of the ceiling. As you go up the stairs look
    on the left side for a bed and a chest to loot.
    
    If you go south west for the chest watch out for the darts that shoot out of
    the wall straight ahead. They start shooting from the left and move to the
    right. Jump the pit as you head through the next tunnel or else you will get
    impaled by some spikes. If you do fall and survive, take the first right turn
    to head back up to where you left off.
    
    Head through the tunnel, watching out for the darts in the wall and kill off
    the second hunter to take his Second Hunter's Run Key. Now maneuver through the
    maze of tunnels to reach the back corner and enter the door to the Hunter's
    Abyss with the keys collected.
    
    Kill the two rats straight ahead and then jump over the tripwire to the
    entrance of the south west tunnel. Head down the steps and stop at the middle
    landing to let the darts shoot out, then quickly run down the second set of
    stairs. Take the south east doorway and jump over the second tripwire as you
    enter the intersection.
    
    Head down the south east path and kill the last of the hunters. Take the Fort
    Grief Door Key off his body and head back out of the ruins to meet back up with
    Aleron Loche. As you walk out of the tower your character will be frozen in
    place just in time to see Aleron Loche get run through with a blade. Kill off
    Kurdan gro-Dragol and search his body for the Fort Grief Real Key.
    
    Head back inside the Hunter's Run and use the key on the gate at the first left
    turn. Activate the lever and the gate outside the fort will open again. Use the
    boat to head back to Bravil and seek out Ursanne Loche to tell her the bad
    news. You will recieve the Biography of the Wolf Queen as your reward. Upon
    reading this book you will receive a higher speechcraft level.
    
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    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.09 - Through a Nightmare, Darkly
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Walking through the streets of Bravil and talking to people about rumors you
    can come up with a friend of Kud-Ei has gone missing. You can also head over to
    the Mage's Guild and talk to Kud-Ei yourrself. Talk to her once and wait for
    her to say she is in desperate need of help. Talk to her again to get the
    Henantier topic opened.
    
    Follow her down the path to Henantier's house just across from the Mage's Guild
    to see him laying on the bed. Talk to Kud-Ei again and then you will get the
    Dreamworld Amulet. Also if Henantier dies in the dreamworld, anyone else in the
    dreamworld with him will die as well. Equip the Dreamworld Amulet and hop in to
    the bed near Henantier.
    
    You will reload in to the dreamworld with Henantier near you. You are both in
    his house which has been remodeled. Due to the amulet stuck on you, you can't
    use your magic and you are naked...no clothes, weapons, or any items have come
    with you to this world. You can find some useless clothes in the drawers for by
    Henantier for now. Looking around the area you will find four doors that lead
    to different tests you must go through to help Henantier regain his lost
    elements.
    
    +++++++++++++++++
    +Test of Courage+
    +++++++++++++++++
    
    The easiest of the four doors is the Test of Courage found downstairs and
    through the hallway to the right. Enter the door and walk over to the chest on
    the right to grab the bottle of Weak Potion of the Sea. Head in to the deep
    water, no enemies are in the water, and start swimming down through the tunnel
    as far as you can go until your breathe meter reaches the circle on the left
    side and take a drink from the Weak Potion of the Sea you found. You will come
    to a bend in the underwater tunnel and eventually find another casket with
    another bottle of Weak Potion of the Sea.
    
    Your breathe should have almost if not completely refilled as you were swimming
    with the first bottle used. Once again head down deeper through the bends
    continuing down until your breathe reaches the circle on the left side of the
    air bar and use the second bottle. Soon after as you swim down you will come to
    a wooden door in the floor to open, you will then enter a room where you can
    come out of the water and collect the element of courage in the sphere ahead.
    
    ++++++++++++++++++
    +Test of Patience+
    ++++++++++++++++++
    
    Go to the door north of Henantier's bed to get to the Test of Patience. Walk up
    to the Study straight ahead and take the Mysterious Scroll. Upon looking at the
    scroll it may seem like weird unreadable characters to you, but if you look at
    it closely you can find a pattern in each of the three sections. Head up to the
    first pressure plate area without getting on the plates just yet and pull out
    your scroll.
    
    Both the pressure plate and the scroll show 4 x 4 symbols to plates. So as you
    look for the pattern you can start to realize that it is a map to help you
    across plates safely. Looking for the pattern gives you that on the bottom of
    the fourth row second one from the left is the same symbol with the one above
    that and then to the left of that, then all the way up to the top. So step on
    the second plate from the left and then move one plate up. Now turn to your
    left and move over to the first row and then move straight ahead to reach the
    other side safely.
    
    + O O O
    + O O O
    + + O O
    O + O O
    
    Walk around the path to the next plate area to see that you have only one
    choice in entering the area straight on to your first plate. This gives away
    where the pattern is on the scroll being the third plate from the right on the
    bottom row. Take the symbol that it is on the map and trace the safe path. Head
    on to the first given plate, then up one more. Turn to the left and head along
    the plates over twice. Turn to the right and head up two more plates. Turn to
    the right and move over one plate, then turn to the left and head up one plate.
    Turn to the right and move over two plates, and then turn to the left and move
    off the last plate to reach the other side.
    
    O O O O + O
    O O + + + O
    O + + O O O
    O + O O O O
    O + + + O O
    O O O + O O
    
    Head along the path to reach another pressure plate area. Once again you have
    only one choice to enter the pressure plate area. Look at the symbol once more
    on the scroll and follow the path to safety. Step on the first plate which will
    be the third plate from the left, then move up two more plates. Turn to the
    right and move over four plates. Turn to the left and move up two plates, then
    turn to the right and move over one plate. Turn to the left and move up two
    plates and then turn to the left to move over three plates. Turn to the left to
    move down one plate. Now turn to the right and walk four plates over to be on
    the edge of the plate area. Finally turn to the right and walk straight up to
    reach the end of it.
    
    + O O O O O O O
    + O O O + + + +
    + + + + + O O +
    O O O     O + +
    O O O     O + O
    O O + + + + + O
    O O + O O O O O
    O O + O O O O O
    
    Head up to the altar and take the Element of Patience and you will be taken
    back to the house.
    
    ++++++++++++++++++++
    +Test of Perception+
    ++++++++++++++++++++
    
    Enter the door along the southern wall on the second floor to take the Test of
    Perception. Head over to the Perceive container and take the Torch out of the
    item box. Head up to the north east walkway and begin carefully and slowly
    moving along the path, equip the torch while you are on this path to watch out
    for the pressure plate that activates the boulders above your head.
    
    Move along to the bright glowing circular area and walk along the circular path
    to the other side as you avoid the swinging blades. Hop down off the path to
    the gas chamber area and avoid the gas spots. You may want to use the torch
    again to watch out for any holes you might fall in to. Get back on to the path
    to the north east and watch out for another pressure plate on the ground that
    triggers the rocks above your head.
    
    Walk along the path and get to the better lit area to avoid the large cutting
    blades that start to fall from above. Go under them as they start to raise, one
    at a time. On the last one just before the circular area watch out for the
    pressure plate on the ground as you step in, it activates the boulders above
    your head.
    
    Light your torch again and head along the path watching out for the pressure
    switches littering the ground. At the end grab the Element of Perception to get
    transported back to the house.
    
    +++++++++++++++++
    +Test of Resolve+
    +++++++++++++++++
    
    Enter the door in the lower floor area inside the room off to the left. If you
    have been through the arena you should remember this area, only it is in the
    setting of Oblivion. Open the Prepare container to find leveled weapons and
    leveled armor of both light and heavy. Equip what you wish to use (or what you
    can use) and head out of the tunnel to the battle grounds.
    
    In the battle field you must fight two Minotaurs a level below you. Just use
    the staff at first until it runs out of charges. Once it runs out use the other
    weapons based off of how well you can use them and kill them off. Once both
    Minotaurs are dead some stairs will raise and you must climb them up to the
    balcony to get the Element of Resolve. You will then be teleported back to
    Henantier's house.
    
    Talk to Henantier with the four elements collected and then you will be
    awakened and Henantier will give you six scrolls based off your level.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.10 - The Forlorn Watchman
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will need an enchanted weapon for this quest.
    
    Walk around Bravil for a while and eventually the topic "The Forlorn Watchman"
    will become active. Talk to anyone, such as S'Krivva, and they will tell you
    about The Forlorn Watchman and open a new quest for you. You can also activate
    the quest by walking around the shore of Niben Bay at night and see the ghost
    for yourself to get it activated.
    
    Going through with rumors you will learn that Gilgondorin at the Silverhome on
    the Water will know more about the ghost. Head over to the inn near the north
    gate and talk to him to learn the ghosts schedule. He will tell you Bawnwatch
    Camp at 8 PM and mark your map for you.
    
    Head out of town and go south east to reach the camp on the little island, you
    can use the bridge to reach it. Wait until 8 PM to see the Forlorn Watchman
    appear out of thin air near the bridge. Stand around watching what he does for
    a little bit. Soon he will head across the bridge and walk along the wilderness
    for a ways away from the island. After you get past Fort Irony the Forlorn
    Watchman will shortly after stop on a hill and start looking out over the water
    ahead. Approach him and he will talk to you about himself, his name is Grantham
    Blakeley.
    
    Head back in to Bravil and go to the Silverhome on the Water to talk to
    Gilgondorin. Asking about the Forlorn Watchman doesn't ring any bells on the
    name you were told. However talking about the Panther's Mouth will get you to
    your next clue. Gilgondorin knows exactly where it is, and marks the map for
    you.
    
    Head back out to Fort Irony and then get on the hill where the ghost was
    standing, he may still be there if it is the right time for him. Head out and
    either swim the lake straight over or walk around. You will find a shipwreck
    right at the Mouth of the Panther.
    
    Enter the ship's hull from the hole in the side and fight the two spectral's
    inside the room. In a side room on this first floor is a log book you can find
    on the table to give you more insight on what happened. Heading up the ladder
    in to the Captain's Quarters just brings you to another spirit you will have
    to fight off. Nothing of much interest in up here.
    
    Head down below to the Mid Deck and kill off the two spirits here. Head over
    towards the back of the ship and go down to the Lower Deck. Kill the spirit
    named Gable the Traitor and loot his body for a Small Key. Head to the north
    east door and unlock it with the key you just found to find a room with a
    skeleton chained to the wall. Use the key again to release the skeleton from
    the shackles and the Forlorn Watchman will appear thanking you.
    
    After the Forlorn Watchman leaves look near the skeleton on the floor for
    Grantham Blakeley's Map. It shows the location to his treasure. Exit the ship
    and head east and cross over the river. Now head over to the bend in the river
    and clear out the Blackwood Dog Camp of any enemies so you don't have to worry
    about them. There may be a Mud Crab or a fish nearby to watch out for. From the
    little boat docked swim south west a little ways and go under the water to
    recieve a quest update pop up and look for a large rock formation a little to
    the left. In the middle of the rocks is the chest ready for the taking.
    
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    3.01.11 - Buying a House in Bravil
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head in to the castle in Bravil and talk to Count Regulus Terentius when he is
    seeing the public in the day hours. You must raise his Disposition up to at
    least 60. You will then be able to pay him 4,000 Gold for the shack overlooking
    the water's edge. Head out the castle and cross the bridge, then take the south
    bridge across the other river and head over to the house on the bottom floor
    all the way on the edge of the buildings area.
    
    Now exit the house and go see Nilawen at The Fair Deal to get some furniture.
    Head over the bridge and go to the north east corner store The Fair Deal near
    the north entrance to the city. You will have to buy the House Dining Area,
    House Kitchen Area, House Racks Assortment, House Reading Area, House Storage
    Area, and the House Wall Hanging for about 1,200 Gold a piece.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.12 - Bruma
    *******************************************************************************
    
    3.01.13 - Two Sides of the Coin
    3.01.14 - A Brotherhood Betrayed
    3.01.15 - Lifting the Vale
    3.01.16 - Buying a House in Bruma
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.13 - Two Sides of the Coin
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk about rumors to the townspeople of Bruma to learn that Arnora Auria has
    had trouble with her boyfriend and he stole money from her. Head to her house
    in the south behind the chapel and talk to her about it. You will learn that it
    is much more complicated than that. Raise her Disposition and then speak to her
    about Jorundr and Stolen Gold. Jorundr is in prison here in Bruma.
    
    Head out of the house and go to Bruma Castle to reach the dungeon through the
    Great Hall. Enter the Barracks and then enter the Dungeon. Ask the guard to
    allow you to visit the prisoners and head down to see Jorundr. He won't tell
    you anything since you are an outsider. Either attempt to pick the lock in
    front of the guard or just punch the guard without a weapon to commit a quick
    crime and take the send me to jail option.
    
    Once you are in jail a quest update will pop up. Talk to Jorundr again and ask
    about the Stolen Gold. He will tell you that Arnora is actually the evil one
    and that she set him up to put him away in jail while she gets the money. He
    asks that you kill her and then bring her amulet to him. Now activate the
    Bedroll to serve your sentence.
    
    Head back to Arnora's place and make a decision talk about the Stolen Gold and
    either fight her which leads to a possibility that the guards would get alerted
    or let her give you the Amulet.
    
    If you choose to fight her you must kill her off and take the key off her body.
    The Amulet she is wearing is actually a fake and won't be accepted. Unlock the
    chest next to her bed and take the True Amulet. If you let her give you the
    Amulet she hands over the key and lets you take it.
    
    Head back to the dungeon and talk to Jorundr again to let him see the True
    Amulet. He will tell you the treasure is by the North Gate of Bruma. Head out
    there now and when you get there one of two things can happen. If you already
    killed Arnora you can find the chest and take the treasure, completing the
    quest. If you let Arnora live Tyrellius Logellus will be out there looking for
    the treasure and walk up to you telling you he already killed Arnora so she
    won't be talking anymore and now he wants to kill you. Kill him off and recover
    the treasure.
    
    Head back in to town and check on Arnora back at her house. She is indeed dead
    so all the gold belongs to you now. You can also head back in to the Dungeon
    and tell Jorundr what has happened to both Arnora and Tyrellius Logellus.
    
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    3.01.14 - A Brotherhood Betrayed
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    To get this quest speak with a townsperson about Raynil Dralas or ask about
    rumors to come up with a vampire getting killed within the city walls. Head
    inside Bradon Lirrian's House next to the chapel and a guard, Carius Runellius,
    will stop you. Raise his Disposition to at least 70 to learn that Bradon was a
    vampire and a hunter came in town and killed him.
    
    Talk to Erline Lirrian in the corner for her to explain that her husband was
    not a vampire. She suspects that Raynil planted the dead body and that he is
    a suspicious character that she wants you to question. The reason why Bradon
    was only outside at night is because that is when he works, so he has to sleep
    in the day.
    
    Exit the house and head out to find where he may be. No one knows his
    where-abouts except for Fjotreid at Bruma Hammer and Axe, Hafid Hollowleg at
    the Jerall View, or Petrine at the Bruma Wildeye Stables to find out he is
    staying at Olav's Tap and Tack. Inside Bruma go to Olav's Tap and Tack near the
    east gate.
    
    Talk to Olav and he too will have his doubts on Bradon Lirrian actually have
    being a vampire. Raise his Disposition to at least 70 and he will tell you
    which room Raynil Dralas is in as well as handing over an extra room key for
    you. Head up the steps and go to the back door which is locked and unlock it
    with the key you were handed.
    
    Look behind the drawers for Gelebourne's Journal, reading this makes a quest
    update pop up. Now head back over to Olav and ask about Gelebourne. You will
    learn that he was killed by Raynil earlier for being a "vampire" as well in
    Skingrad, which made the Bruma guards trust him.
    
    Head back to Bradon Lirrian's House and talk to Carius Runellius tell him about
    Gelebourne and show im the journal as proof. He then realizes that it was all a
    scam to get to kill off the two men easily without danger of being caught.
    Carius tells you to meet him at Olav's Tap and Tack in one hour and he runs out
    of the house.
    
    Once Carius Runellius comes through the door to Olav's Tap and Tack he will
    tell you a scout saw Raynil heading out towards a cave. You have less than 24
    hours to get to the cave or else Raynil will get away. Unlike most other quests
    that let you take a while to get around to, this one actually needs to be taken
    care of as it says. Head out west from Bruma to reach Boreal Stone Cave just
    past Applewatch.
    
    Enter the cave and you will get a quest update pop up telling you are at the
    right spot. In the first cavern you will find Raynil and he will approach you
    and say he must fight you and won't surrender. Kill him off and take the keys
    off of his dead body, head over to the chest just ahead and open it with the
    keys to get a Mundane Amulet.
    
    Exit the cave and head back to see Erline about the amulet you just recovered.
    She takes it from you and finally speaks a magic word to unlock the amulet's
    true power known as Phylactery of Litheness.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.15 - Lifting the Vale
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You will need a Fame of 10 or higher for this quest. May need enchanted weapon.
    
    When you meet the requirements you will be approached by Tolgan, the countess's
    herald, and gives you 25 Gold or you can find out that Countess Narina Carvain
    collects Akaviri artifacts through rumors. Head in to the castle and meet with
    the countess during normal meeting hours in the Great Hall.
    
    Talk to Countess Narina Carvain to learn that she is collecting artifacts and
    is missing the Draconian Madstone, she wants you to get it for her. You will
    get a history lesson on the lands around as well. She will hand over a diary
    entry, key, and map of the supposed whereabouts of the amulet.
    
    Exit the castle and read the diary entry and look at the map. Exit out the
    east gate and take the north trail when the road splits. Near the end of the
    north path you will locate Dragonclaw Rock just like in the diary. Now
    following the map, head west from the rock formation. You should shortly after
    find the large statue facing north. Now ead north from the statue. Soon you
    will reach the door to the Serpent's Trail.
    
    Enter the door and start heading through the tunnel killing some rats in the
    way. Continue straight at the first intersection. When you turn the corner
    watch out for the boobytrap on the ground. After you take the second right turn
    you will find a skeleton on the ground holding the Akaviri Orders, take them.
    
    Head up the tunnel more and kill off a patrolling Ogre to continue on. Kill off
    two more Ogre's as you head through the tunnels and make your way east. Dodge
    the landslide from the tunnel to the north and kill the enemy ahead to press
    on and take the second tunnel north. A fourth Ogre will be in the zig-zag like
    cavern area right before you reach the stone door.
    
    Once you exit the tunnel, head along the trail to kill the Ogre's in the area.
    Eventually you will reach the ruins by following the road past a lot of Ogre's.
    Enter the ruins of Mouth of the Serpent to start looking for the actual
    artifact.
    
    These ruins are guarded by the undead skeletons of the Akaviri. Kill off the
    skeletons in your way and head north east. Watch out for the double pressure
    plate on the ground which activates a large log that swings down in front of
    you. You can either head north west at the intersection and reach a door
    earlier with less skeletons by jumping over to the arch and then to the door or
    continue straight through the open door and attack more skeletons.
    
    *********************
    *Eyes of the Serpent*
    *********************
    
    In the center of this first area, watch out for the pressure plates as you walk
    through. To the south east leads you on a path to a door leading to the Fangs
    of the Serpent. North takes you to two skeletons and a door leading to the
    Fangs of the Serpent. The south east door is closer to your goal, but the north
    door will allow you to kill both skeletons in the area more safely.
    
    ***********************
    *Scales of the Serpent*
    ***********************
    
    Head down the stairs and kill the skeleton on the lower level. Head north east
    and watch out for a cave-in around the middle of the tunnel. Back up to avoid
    it and then climb over the rubble to move on. Kill the skeleton trapped behind
    the gate to your right as you come up the steps.
    
    Heading up the stairs and going straight leads you to a gate where you must
    pull the lever to open the gate and activate the drawbridge. Head over and kill
    the skeleton and cross over to reach a door to the Fangs of the Serpent.
    
    Heading up the stairs and going down the path to the south west will bring you
    to a cavern with two skeletons and a door to the Fangs of the Serpent which is
    on a useless lower level and all you can get is a chest, so pick the other
    door.
    
    **********************
    *Fangs of the Serpent*
    **********************
    
    Carefully navigate around the columns looking at the sides to see if there is
    an arrow trap on it so you can safely maneuver around and reach the side wall.
    Head up towards the drawbridge and pull the lever to activate the bridge. Cross
    the bridge and kill the skeletons on the other side. Enter the door to the
    Venom of the Serpent.
    
    **********************
    *Venom of the Serpent*
    **********************
    
    Head straight in to the main room and walk up the middle stairs to talk to the
    spirit of Akaviri Commander Mishaxhi. If you took the Orders off the skeleton
    way back in the Serpent's Trail you will safely be able to talk to him. Give
    him the orders and the spirit will walk in to the wall and vanish. The ruins
    curse will be lifted and all enemies vanish. Head in to the secret room and
    take the Madstone off the pedestal.
    
    If you don't have the orders on you Akaviri Commander Mishaxhi will attack you.
    Hopefully you have an enchanted weapon to fight him off, once you defeat him a
    secret room will open up behind him revealing the Madstone on a pedestal. Head
    out the north east door to exit.
    
    Turn the lever if you have to lower the drawbridge and jump down on to it. Head
    south and run straight through to the exit. Drop down to the lower level and
    head out the final door to get some fresh air in Pale Pass. As you leave the
    ruins tower head over to the frozen lake and you will find a frozen barrel on
    the north side. You will find a Crumpled Note and a Rusty Key.
    
    Reading the Crumpled Note you will come about an unmarked new quest you should
    take care of while you are here. Read the "Key to Key" Quest in the Wilderness
    section of the Side Quests section. Once you reach the castle again talk to
    Countess Narina Carvain and hand over the Amulet to get the Ring of the
    Vipereye.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.16 - Buying a House in Bruma
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head in to the castle and speak with Countess Narina Carvain, raise her
    Disposition to at least 60, then talk about buying a house in town. Hand over
    10,000 Gold and you will receive the key. Now head out the castle and go to
    your newly boughten house near the gate to get a quest update to pop up. Now
    exit the house and head over to see Suurootan at Novaroma.
    
    Barter with Suurootan and buy the House Bedroom, Dining, Kitchen, Lower
    Storage, Lower Wall Hangers, Study, Upper Sitting, Upper Storage, and Upper
    Wall Hanging Areas for around 1939 Gold a piece.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.17 - Cheydinhal
    *******************************************************************************
    
    3.01.18 - A Brush with Death
    3.01.19 - Buying a House in Cheydinhal
    3.01.20 - Corruption and Conscience
    3.01.21 - The Wayward Knight
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.18 - A Brush with Death
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Walk around Cheydinhal long enough for the topic Rythe Lythandas to activate,
    talk through rumors with the townspeople, or go talk to Tivela Lythandas
    herself to learn that her husband has vanished. In Lythandas's house go to the
    south door on the first floor and use the key that Tivela gave you and enter
    the studio.
    
    Turn to the east to find a painting of a field and forest. Click on it to enter
    the painting world. Right when you appear inside the new world Rythe will be
    walking around in the painting world.
    
    Talk to him to learn that a thief knocked him out and stole his Brush of
    Truepaint. You must defeat some painted trolls in order to get to the thief and
    take back the Brush of Truepaint. He will hand over six bottles of Turpentine.
    Apply a bottle of it to your weapon of choice to add extra damage to the
    Painting Trolls and continue on down the path.
    
    As you kill off the Painted Trolls reapply the Turpentine to the weapon and
    search the body for a rare and very valeuable Painted Troll Fat. After you kill
    off the six Painted Trolls head over to the corpse of the thief and search him
    for the Brush of Truepaint. Head back over to Rythe Lythandas and give him the
    brush so he can paint a door and get out of their.
    
    After you head through he will follow you through. Wait for him to talk to his
    wife and then he will speak to you and give you the Apron of Adroitness.
    
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    3.01.19 - Buying a House in Cheydinhal
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    Head in to the castle and speak with Count Andel Indarys. Raise his Disposition
    to at least 60 and ask about buying a house in the city. You can buy it off him
    for 15,000 Gold. Exit the castle and head over to your new house.
    
    Once you enter the house a quest update will pop up and tell you to head over
    to see Borba gra-Uzgash at Borba's Goods and Stores. Exit the house and head
    over to his shop. Buy the House Bedroom, Dining, Dressing, Kitchen, Lower Wall
    Hangings, Sitting, Storage, Study, Upper Hall, and Upper Wall Hangings Areas
    for around 2,600 Gold a piece.
    
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    3.01.20 - Corruption and Conscience
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    Best if completed after the main quest "Defense of Bruma" to get Ulrich Leland
    out of the picture, as he is a very tough opponent you will have to fight.
    
    To get this quest talk to any citizens in Cheydinhal with rumors to be referred
    to Llevana Nedaren. Talk to Llevana Nedaren around the abandoned house and the
    chapels graveyard on the east side to get more information, she is usually
    there in the early mornings. Otherwise she is at the south end of town at her
    house.
    
    You are told the Guard Captain is corrupt and how he took away one of her
    friends houses and property due to his outrageous tax he added. She mentions
    Garrus Darellium, go speak with the second in command about it. He can be found
    in City Hall inside the castle. Raise his Disposition to at least 60 and he
    will confirm the stories on Ulrich Leland. He then tells you to go talk to
    Aldos Othran.
    
    Aldos sleeps on a bed outside next to the water on the south wall. Aldos Othran
    gets wriled up and starts to head back to his house to show you what Othran's
    do. He argues with the guard a little and then pulls his knife out, this in
    turn gets him slain.
    
    Go next door to Llevana Nedaren's house and tell her the sad news. She becomes
    enraged and wishes that you lure Ulrich back to her place telling him that she
    has evidence against him. Instead of taking him back to her, go talk to Garrus
    Darellium instead. If you do as she asks she will be thrown in jail for killing
    Ulrich Leland for the rest of the game.
    
    Garrus Darellium will tell you the evidence is most likely in Ulrich's
    quarters. Leave the castle and go to the Castle Guard Barracks located south
    west of the castle gates. Enter the room next to the stairs and you will be in
    Ulrich Leland's room. Search on top of the dresser against the north wall to
    find a suspicious letter on top of a book.
    
    Take the letter back to Garrus Darellium and he will quickly go talk to the
    Count at once. Head out to the Cheydinhal Bridge Inn right next to the West
    Gate. Wait for roughly 2 hours and Garrus Darellium will come in and talk to
    you. He tells you that Ulrich Leland has been stripped of his rank and arrested
    for years to come (he'll be behind bars for the rest of your game) and Garrus
    Darellium will now be the new Captain of the guards. You also receive a nice
    leveled Gold reward.
    
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    3.01.21 - The Wayward Knight
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    This quest will become available once you complete the quest "Dagon Shrine"
    from the main quest. It has to be completed before "Allies for Bruma" from the
    main quest is complete. You will have to do this quest no matter what, if you
    have trouble wait until you get a small group of people yourself to head in and
    close off the gates.
    
    Head to the Oblivion Gate north west of the city and you will automatically
    gain the quest. Talk to Amminus Gregori and he will tell you Farwil, the
    count's son, has gone inside to close the gate with six other men. Head in to
    the gate and get transported in to another hellish world.
    
    Right away you will find one of the Knights of the Thorn slain on the ground.
    One knight found five to go along with Farwil. Head down the sloped path and
    kill the Daedra that get in the way as you zig-zag down the mountainside
    towards the towers.
    
    You will eventually come to a door leading to The Bowels, enter it. Hop down
    the hole in the floor and kill the Daedra on this floor. Now hop down the hole
    again to kill another Daedra and find a second Knight of the Thorns killed.
    Head out the door and continue along the path.
    
    Kill the Daedra and you will find the third Knight of the Thorns laying dead on
    the concrete slabs outside another door to The Bowels. Kill the Daedra and move
    south east through the tunnel. Drop down the hole and kill more Daedra, then
    move through either tunnel to the east or south and go down another level to
    kill another Daedra. Exit out the door and continue along the path.
    
    As you exit you will find Farwil and another Knight of the Thorn. If Farwil
    ever dies take his signet ring for when you leave the Oblivion Gate and can
    show the count proof of his son's death. Head straight across the bridge
    killing the Daedra and enter the tower. Kill the Daedra and then go south
    through the door to the Rending Halls.
    
    Kill the Daedra walking around the hall and then go up the ramp to the east.
    Take the door in the middle of the room to the west to re-enter the tower and
    head up another floor. Go up the right ramp and enter the door to the Corridors
    of Dark Salvation.
    
    Kill the Daedra and then use the door to the east to climb up a story. Wrap
    around in this room to open another door to the north just right of where you
    came up and go through a winding hall. Head all the way up the ramp and through
    the door at the top. Kill another Daedra and then go out the door to the west.
    
    Head up the ramp to your left and then enter the first door. Go up the ramp in
    this room and kill the Daedra off. Enter the middle room and then walk up the
    stairs along the side of the wall. Wrap back around kill the Daedra and then go
    up another ramp and kill yet one more Daedra. Take the Sigil Stone from the
    fire and you will be transported back out of the Oblivion Gate.
    
    Speak with Amminus Gregori about what you have accomplished and then head to
    the castle to speak with the Count at Cheydinhal. You will be given a Gold
    reward along with the signet ring to keep as a momento.
    
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    *******************************************************************************
    3.01.22 - Chorrol
    *******************************************************************************
    
    3.01.23 - The Killing Field
    3.01.24 - Seperated at Birth
    3.01.25 - Legacy Lost
    3.01.26 - Sins of the Father
    3.01.27 - Shadow over Hackdirt
    3.01.28 - Canvas the Castle
    3.01.29 - Buying a House in Chorrol
    
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    3.01.23 - The Killing Field
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    Enter The Grey Mare in Chorrol and talk to Valus Odiil. Ask about his sons and
    then the creatures to get the quest started. Head over to Weynon Priory to meet
    up with the two sons. Speak to Rallus Odiil and ask about the creatures, and
    then tell him about his father and how he won't be coming along.
    
    Now follow the two as they head out to take on the creatures. Once you reach
    the farm and are standing in the plants, face the north east to east for the
    creatures to appear. They will come in waves of three. Once the first wave is
    defeated turn to the south for more to appear. Four more will appear to the
    north once the other three are disposed of.
    
    Once you defeat them all a quest update will pop up on the screen to tell you.
    Head back to Chorrol and talk to Valus Odiil to let him know his sons are safe
    and the farm has been protected. As a reward he will give you his sword
    Chillrend.
    
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    3.01.24 - Seperated at Birth
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    Talk to citizens about Reynald Jemane when the topic comes up or head in to The
    Grey Mare and speak with Reynald Jemane in the south west corner drinking. He
    will give you 50 Gold to head over to Cheydinhal and talk to the person
    impersonating him and have him stop it.
    
    Now head out to Cheydinhal and speak with people around town about Reynald
    Jemane to learn that they don't know anyone by that name, however they know a
    Guilbert Jemane and he may be able to help. They say he is staying at the
    Newlands Lodge.
    
    Now head to the lodge right next to the west gate and speak with Guilbert
    Jemane to learn that they were seperated from some event far off in the past.
    You can walk with Guilbert back to Chorrol if you wish or fast travel back to
    Chorrol and wait on him to show up. It is faster to actually follow him along
    the path as he may get side tracked anywhere from days to even a week or so
    before he ever shows up again.
    
    Once they are reunited talk to Guilbert to finish the quest and get the ability
    to continue off of this quest with another quest.
    
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    3.01.25 - Legacy Lost
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    You must have completed "Seperated at Birth" before you can get this quest.
    
    Talk to Guilbert Jemane in The Grey Mare and ask about Weatherleah. Now head
    out of the tavern and speak with the people on the streets for any information
    on Weatherleah, they will tell you to talk to Sabine Leaul of the Fighter's
    Guild.
    
    Head over to the Fighter's Guild and talk to Sabine about Weatherleah. She will
    tell you it is still overrun by Ogre's and mark it on your map. Now exit the
    Fighter's Guild and head south of Chorrol. Eventually you will locate the
    estate with Ogre's still inhabiting the area. Kill them all off even though the
    quest update will pop up and tell you to go tell Guilbert the information since
    he will just have you come right back.
    
    After killing the three Ogre's another quest update will pop up and tell you
    that all the Ogre's are dead. Now head back to Chorrol and tell Guilbert the
    news. He will ask that you escort him and his brother to the new house. Head
    out the southern gate to The Great Forest and take them to there house. You
    will only have to kill off any wilderness enemies that get to close, nothing to
    surprising will go on.
    
    Once you get the brothers back to the house Guilbert will give you a leveled
    Gold reward 450 Gold Max. He asks that you head back again later to visit.
    
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    3.01.26 - Sins of the Father
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    You must have completed "Legacy Lost" and wait about three days after before
    you can get this quest.
    
    A fence from the Thieve's Guild will approach you after about three days after
    you have completed "Legacy Lost" when you are in Chorrol and will tell you
    about the Jemane Family. He tells you that the father was a thief working for
    him and that he kept an item that was meant to be brought to Fathis Ules. The
    item was most likely hidden at Weatherleah but the Ogre's took it when they
    took over the place.
    
    Head back south towards Weatherleah and then go east to reach the Ogre's cave.
    Outside the cave it is guarded by two Goblins. Head inside to fight the Ogre's.
    Head in to the hole in the middle of the cavern and sneak through the tunnel to
    the east.
    
    Take the south western tunnel at the intersection to reach a cavern with an
    open pit. Sneak straight through in to the next tunnel and move on. By the
    campfire kill the Chieftan of the Ogre's and take the Honorblade of Chorrol to
    get the quest update pop up.
    
    You must now decide whether to give the sword back to Chorrol or sell it over
    to Fathis Ules. Selling it to Fathis Ules gets you a leveled Gold reward with
    3,000 Gold Max. If you return the sword to the castle you get Escutcheon of
    Chorrol (an enchanted shield with leveled Fortify Endurance and Reflect Damage)
    also you can head back to Weatherleah and get four leveled soul gems from
    Guilbert for returning the sword.
    
    If you keep the sword for yourself you can't finish the quest.
    
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    3.01.27 - Shadow over Hackdirt
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    Head near the north of Chorrol to find Dar-Ma an Argonian woman that will
    approach you when you are walking around her area in the mornings. Be nice to
    her and her Disposition as well as her mother's, Seed-Neeus, will go up. Her
    mother owns the shop Northern Goods and Trade near the south gate. If you are
    mean to her the Disposition will drop for them both.
    
    Leave Chorrol and go to another city for about three whole days. Head back and
    speak to Seed-Neeus to learn that her daughter has gone to deliver items to a
    village called Hackdirt south of Chorrol in the woods. Wait two more days and
    speak with her mother again to learn that her daughter is missing as long as
    her Disposition is over 50. You can also wait for the topic "Disappearance" to
    appear for talk in the rumors and then see her mother on "Missing Daughter".
    
    Go to The Grey Mare and ask about Hackdirt from Emfrid. Also if you see
    Honditar, he will tell you a little history on the place. Head out of Chorrol
    and go south to locate Hackdirt in the woods. Head over to Moslin's Dry Goods
    and talk to Etira Moslin about Dar-Ma. She doesn't know of any Dar-Ma and says
    the shipment never came in.
    
    Exit the store and go around back to find Blossom, Dar-Ma's horse. Head back in
    to the shop after activating the quest update and talk to Etira again, she lies
    and says it is her horse. Exit the store again and head over to the inn. (Natch
    Pinder seems to be walking around after you wherever you go.)
    
    The inn keeper denies that he ever saw Dar-Ma. Pay for a room and head up the
    stairs to the door on the right. Once you enter the door your room is on the
    left, the room on the right is all trashed. If you look behind you Natch Pinder
    and the innkeeper are behind you watching your every move...
    
    Head to the room on the right and search the trashed room. In the tipped over
    drawers you will find Dar-Ma's Diary. Ask the innkeeper about Dar-Ma again and
    he will change his story but still obviously not tell the truth. Exit the inn
    and search around some more. Entering the Chapel gives you harmful threats by
    Natch Pinder as he continues to follow you. There is a bible in the back of the
    chapel you can read that can sort of make you think they are practicing weird
    religious things out here.
    
    Find the villager named Jiv Hiriel and he will tell you to meet him at his
    house after dark, talk to him between the hours of 7 PM and Midnight. His house
    is a little bit away from all the buildings in the village to the south east.
    
    He will tell you that they kidnapped her and are planning to sacrifice her to
    awaken the Deep Ones. They have caverns under the entire village leading up to
    each building. He hands over a key to unlock all the cavern doors around the
    village. He also tells you to go down through the inn trap door closest to
    Dar-Ma and avoid The Bretheren and the others as they are in there meeting. The
    meeting takes place from 1 AM to 5 AM.
    
    Quickly head over to the inn as everyone in town enters Marlena Brussiner's
    House to head in to the caverns for there meeting. On the first floor head to
    the north east corner area to find the trapdoor to the caverns. Use the key to
    head down and wrap around the corner to find Dar-Ma in a cell.
    
    Take the Hackdirt Key off the chair next to the cell and unlock the door to let
    Dar-Ma out. Quietly sneak back to the ladder with Dar-Ma trailing behind and go
    back up through the inn and to the door. Talk to Dar-Ma and tell her to follow
    you. Exit and quickly lead her back to her horse. Talk to her once she gets on
    the horse to follow you again and lead her a ways out of the city. Talk to her
    again and she will head home on her own.
    
    Go back to Chorrol and talk to Seed-Neeus once Dar-Ma comes inside and stops
    walking around. Talk to her about her Missing Daughter and tell her that she is
    safe. As a reward you will gain five free Mercantile points.
    
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    3.01.28 - Canvas the Castle
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    Go to Chorrol Castle and raise Countess Arriana Valga's Disposition to at least
    50 and ask about the investigation. Her favorite painting has come up stolen
    and she wants you to help her locate it. If you accept she will give you the
    Private Rooms keys and permission to wander around the restricted areas of the
    castle.
    
    She wants you to start by asking the residents of the castle some questions,
    then start looking for clues. All staff have been accounted for except Chanel
    and Orgnolf Hairy-Legs.
    
    Start with Laythe Wavrick, he should be right in the Great Hall with the
    countess. He will tell you about Orgnolf Hairy-Legs drinking problems and how
    he has been asking for money to fund it.
    
    Orok gro-Ghoth will tell you at over 60 Disposition he was in the castle the
    whole night due to the rain that night, but didn't see Chanel or Orgnolf. He
    also has caught Orgnolf drinking in the West Tower once.
    
    Bittneld wasn't in the castle at all that night since he was on his rounds. He
    however has seen Chanel spending a lot of time in the West Tower.
    
    Orgnolf Hairy-Legs tells you with a Disposition above 60 that he was in the
    Great Hall arguing with a delivery boy who had and accident with a wine
    shipment due to the rain and then went to his quarters and read a book.
    
    Chanel tells you with a Disposition above 60 that she was outside reading the
    stars and then went in the Dining room next to the Great Hall to drink wine
    and read her charts until she became tired and went to bed.
    
    Talking to the people helped a little if you think of the clues you were given.
    Two people mentioned that it rained outside, yet Chanel said she was outside
    reading the stars. This is normally done on a clear rainless night. You should
    focus on her now.
    
    Head to the west tower as Bittneld pointed out that Chanel spends a lot of time
    in there. Search behind the crates to find a door leading down in to the tower.
    Around more crates you will find a painting, activate it to make a quest update
    pop up. Chanel spending lots of time in the tower....and paintings take time to
    paint..hmmm.
    
    Head to Chanel's room and search around. In the Lectern on the back wall table
    you will find painting supplies. This solve's who the painter is.
    
    You won't find anything in Orgnolf's room except for the wine he was probably
    reading. Laythe's and Orok gro-Ghoth's rooms are of course clean.
    
    Seeing that no one else has any clues for you laying around continue to focus
    on Chanel. Now head down to the dining room where she claims to have been
    drinking wine and studying the "charts" she made of the stars that night. Look
    at the carpet on the northern corner to find that it is stained with paint.
    
    Activate the stain to make the quest update pop up, all your signs point to
    Chanel. Head up to her room and accuse her of stealing the painting, get her
    Disposition over 70 to get her to fully confess and hand over the painting.
    
    Go see Countess Arriana Valga and talk to her. You must now choose to either
    accuse Chanel or take pity on her for the love she has for the painting and the
    Count. If you accuse Chanel, you'll hand over the painting back to Valga, and
    recieve a leveled Gold reward of 700 Gold Max and some leveled gems. Also
    Chanel will immediatly leave the castle forever never to be seen again. If you
    accuse Orgnolf Hairy-Legs for some reason your leveled Gold reward will be
    reduced to 300 Gold Max.
    
    If you decide to be nice and accuse no one and lie you will get a leveled Gold
    reward of 150 Gold Max. Hand the painting back over to Chanel and she will be
    so thrilled that she will tell you to come back in three weeks to pick up a
    painting that you can put on display in your house on an easel.
    
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    3.01.29 - Buying a House in Chorrol
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    Head over to the Castle in Chorrol and speak with Countess Arriana Valga about
    Buying a house in town. Raise her Disposition to at least 60 if you have to and
    hand over 20,000 Gold.
    
    Now exit the castle and go to your house near the center of town and enter it
    with your new key. You will get a quest update pop up and will have to head
    over to see Seed-Neeus at the Northern Goods and Trade.
    
    Exit your house and head south to reach the store. Purchase the Bedroom,
    Dining, Dining Upgrade, Kitchen, Lower Wall Hangings, Middle Wall Hangings,
    Servants Quarters, Sitting, Study, Suite, and Upper Wall Hangings at around
    4,000 Gold a piece. Once all are purchased the quest is finished.
    
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    *******************************************************************************
    3.01.30 - Imperial City
    *******************************************************************************
    
    3.01.31 - Buy a house in the Imperial City
    3.01.32 - Unfriendly Competition
    3.01.33 - The Collector
    3.01.34 - Nothing You Can Possess
    3.01.35 - Secrets of the Ayleids
    3.01.36 - Order of the Virtous Blood
    3.01.37 - Imperial Corruption
    3.01.38 - An Unexpected Voyage
    3.01.39 - Origin of the Gray Prince
    
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    3.01.31 - Buy a house in the Imperial City
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    To get the shack you must head over to the Office of Imperial Commerce in the
    Market District. Pay the 2,000 Gold and recieve your key. Head over to look at
    your dump...I mean house, if you want to call it that, a house is a house I
    suppose.
    
    Now head out to the Waterfront and look inside your new place. It really needs
    some furnishings. Head over to see Sergius Verus at Three Brothers Trade Goods
    in the Market District. You must buy the Dining Area, Kitchen Area, Sitting
    Area, Storage Area, and Wall Hangings to complete this quest.
    
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    3.01.32 - Unfriendly Competition
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    You can get this quest in two ways. One way is to talk to Tertullian Verus
    usually found walking around in the Imperial City Arboretum. The other way is
    to go straight to Jensine at the Good as New shop in the Market District of the
    Imperial City. Either way you will end up having to talk to Jensine at the Good
    as New shop to get the main story on the quest.
    
    Ask about the Inventory and Thoronir topics and then head out of the shop to
    move on. Head over to the central street and move south west to reach The
    Copious Coinpurse and enter. Talk to Thoronir and ask him about his inventory
    without leading him on to suspect you think it is stolen. You get a clue that
    he has a secret to how he gets his items, but he doesn't reveal anything else.
    
    Leave the shop and wait for it to close down at 9 PM. Thoronir leaves his shop
    and heads around the corner to The Merchants Inn where he eats and drinks until
    around 11 PM. He then heads behind his shop in to the garden and waits for a
    man named Agarmir. Wait around for there conversation to start up, you will
    freeze in place when it happens. I had to walk right in front of them and go in
    to the bushes near them to get it to start.
    
    Once the conversation is over a quest update will pop up. Follow Agarmir
    through Green Emperor Way and then he will take the Talos Plaza door to the
    west. Eventually you find his house where he lives. Now wait until he leaves
    his house around 4 or 5 PM during the weekdays and 8 AM to 2 PM on the
    weekends, then enter his house. While he is inside his house the door is barred
    from the inside.
    
    Enter his house with the pickpocketed key or pick the three tumbler lock. Head
    around the corner to the basement door and use the key or pick the two to five
    tumbler lock and enter it. Once inside the basement a quest update will pop up.
    As you look around there is ground up bonemeal everywhere and a shovel. You
    suspect the items are coming from graveyards from the recently deceased.
    
    Go to the north west corner to find a manifest on the table. Open it to get
    another quest update and then take the book. Leave the basement and get out of
    the house. Head back to the Market District and go speak with Thoronir to
    inform him where the merchandise is coming from. Leave the shop and go to Green
    Emperor Way and look around the graveyard.
    
    Head to the south west portion of the graveyard to find a tomb seal opened. A
    quest update will pop up and you must now enter in to the tomb. Inside the tomb
    you will find Agarmir and another person you haven't seen before further in the
    tomb. Head in and Agarmir will approach you and tell you that it is a trap he
    set up for you to die in. Kill them both off and take Agarmir's sword Debaser.
    
    Take the key off of Agarmir's body and then grab the shovel by the open grave.
    Head out the door and go talk to Thoronir with the shovel in hand. As a reward
    you will get the Weatherward Circlet. Now head over to the Market District and
    speak with Jensine and get your leveled Gold reward.
    
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    3.01.33 - The Collector
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    In order to get this quest you must go through an Ayleid ruin and bring back a
    statue. There are a lot of Ayleid ruins throughout the world but only 10 of the
    ruins have a statue in them:
    
    Culotte - Located halfway along the east side of the Upper Niben, just south
              east of the Imperial City near The Yellow Road.
    
    Fanacas - Located just north east of Cheydinhal.
    
    Ninendava - Located west of Bruma and north east of Chorrol.
    
    Wendir - Located south west of Chorrol and just north west of Hackdirt.
    
    Moranda - Located south west of Bruma near the middle of The Orange Road.
    
    Mackamentain - Located on the east side of The Yellow Road about a fourth of
                   the way down the road. Just north west of of the lake.
    
    Wenyandawik - Located north west of Bravil and south east of the Inn of Ill
                  Omen.
    
    Vilverin - Located north east of the Imperial City just across the water from
               the Imperial Prison Sewers. Guarded by two Bandits out by the camp
               fire.
    
    Wendelbeck - By the Panther River to the east of Bravil, in the middle of the
                 two river parts that are heading north.
    
    Welke - Along the Panther River by the lower piece of the river heading south
            east.
    
    Head out to one of these 10 ruins to locate a statue and bring it back to a
    city like the Imperial City's Market District and sell it. (Almost any store
    will buy it) You can choose to locate any of the ruins and do them in any
    order.
    
    *********
    *Culotte*
    *********
    
    Enter the stone door under the tall tower and sneak down the stairs in to the
    ruins. Head all the way across and down the stairs to find a pressure plated
    floor tile, activate it. This tile unlocks the sealed door ahead. Go back up
    the stairs and head to the right and go down the stairs here.
    
    Go north west and turn south west at the end of the hall. You will now enter
    above a large coffin area, head across the walkway. After a fourth of the way
    along the walkway it will break, you can make it perfectly fine if you keep
    moving.
    
    Head down the stairs and wrap around to reach the bottom floor with the
    coffins. Now head past the coffins and in to the next room to the north east.
    Once you enter this room Zombies will activate throughout the ruins. Take the
    statue in the middle of the room and head back out as you kill the four to six
    zombies that have awakened. Sell it at a store.
    
    Now exit the store and wait around for a few hours for a man named Jollring to
    approach you and give you an invitation to see his master Umbacano. Umbacano is
    a collector that has found out about the statue that you just sold. Head over
    to the Talos Plaza District in the Imperial City and locate his house on the
    north eastern part of the central circle.
    
    You can't enter until Jollring returns to greet you inside, he then takes you
    to his master. Sit in the chair next to Umbacano and speak with him. He tells
    you that there are 10 statues out there and he wants them all. Instead of
    selling them to the stores at a price way below what they are truely worth he
    will pay you double per statue. He however doesn't know what the locations of
    the other statues are yet however due to the fact that they were scattered all
    over the country right before man came and conquered them.
    
    Head out to search the Ayleid ruins for more statues to bring back to Umbacano.
    
    *********
    *Fanacas*
    *********
    
    Enter the stone door and head in to the ruins at the long strip of ruined
    building. Within this ruin you are going to have to kill a random wild animal,
    four Vampires, and randomly a Matriarch Vampire on your way out with the
    statue.
    
    Head straight down the steps and through the gate to a huge flooded room. Take
    the walkway along and at the bend time yourself to the falling blades to pass
    by safely. Step on the pressure plate ahead to activate the Iron Gate and open
    the way forward.
    
    Head to the south west and kill the vampires in the room. Now go to the north
    west corner of the room and step on the pressure plate to open the iron gate.
    Head along the path and step on another pressure plate to open another iron
    gate. You will now be back where you started, but once you approach the central
    intersection the gate to the north will open.
    
    Head through the newly opened gate and kill off the vampire walking around
    here. Now just head along the path back over the water and step on another
    pressure plate to open the iron gate and kill the Vampire inside the room.
    Wrap around the room and step on the pressure plate to activate the next iron
    gate.
    
    Head along the path and wrap around in to a room with a broken railing and jump
    in the water. Swim to the east and go through the tunnel stairs under the water
    to move on. Take the Ayleid Statue on the pedestal and go through the southern
    tunnel to head towards the exit of the ruins.
    
    Go down the stairs and along the path. Step on the pressure plate to activate
    the iron gate and enter the room to kill the Matriarch vampire. Now take the
    path back to the beginning and leave the ruins.
    
    Head back to the Imperial City and go visit Umbacano at his house during day
    hours. Get greeted by Jollring to get escorted upstairs and speak to him like
    last time. You will receive 500 Gold per statue found. He also tells you that
    he finally found something with his research that may help you. He lists the
    names of five possible locations to the statues and marks them on your map.
    
    ***********
    *Ninendava*
    ***********
    
    Enter the ruins and head down the stairs and kill the zombies in your path.
    (You can go the other way up the stairs and kill the zombie, then pick the lock
    on the gate if you are good at picking locks to get the Ayleid Statue early)
    Head east by taking the tunnel to the right and go down the stairs deeper in to
    the ruins. Kill the wraith and carefully go through the tunnel watching out for
    the swinging blades.
    
    Kill the wolf and the vampire hiding out in the side room and the large area to
    the west. Continue west through the center gate and kill the vampire archer on
    the other side. Kill the Vampire Agent all the way to the west. Head over to
    the table and grab the key off the top of the book and head back to the first
    intersection of the ruins.
    
    Now take the west tunnel and go up the stairs. At the top of the stairs kill
    the zombie walking around, then use the key on the gate to get to the Ayleid
    Statue on the back wall.
    
    Leave the ruins and head back to the Imperial City and go visit Umbacano at his
    house as usual. Once you give him the next statue for a total of three he will
    tell you he has another task for you as well besides the statues. Accept the
    quest and read "Nothing You Can Possess" for more information on it.
    
    Head back out to look for more Ayleid Statues.
    
    ********
    *Wendir*
    ********
    
    Head south and take out the Lich found in the small room and move on. On the
    balcony head to the right and pick the lock on the door. Make your way south
    and then wrap around to the east and move down the stairs at the end of the
    hall and enter through the stone door.
    
    Move along the stairs and go north and watch out for the stone slab that falls
    in to a spike pit, just watch for the holes in the floor. In the north west
    corner press the block on the side to open the gate. If you step on the
    pressure plate by the stairs, it will open a secret compartment behind you with
    some enemies to kill and a chest with gold to take. Head up the stairs and
    through the tunnel to pick the lock on the gate.
    
    Head along the balcony and wrap around down the stairs. In this large room a
    red crystal that shoots at you will be to the south east. Run to the east and
    then turn south to press the block and activate the gate. Go west and kill the
    Lich guarding the Ayleid Statue.
    
    Leave the ruins and head back to the Imperial City and go visit Umbacano at his
    house as usual. Once you get your reward head back out in search of more Ayleid
    Statues.
    
    *********
    *Moranda*
    *********
    
    Head north east through the tunnel and down the stairs. Continue north east and
    go down the stairs. Turn to the south east at the next intersection and go
    straight through the intersection killing the enemies in your way.  Go up the
    stairs and enter the stone door.
    
    *******************************************************************************
    *Alternatively you can go down the steps to the south east in the first       *
    *intersection and pick the lock on the door if you are good enough and then go*
    *down the hallway tothe south east and enter the stone door to get the Ayleid *
    *Statue early.                                                                *
    *******************************************************************************
    
    Go through the tunnel and enter the large room. Go north west up the steps and
    kill any enemies that get in your way. Go straight across the floor to the
    other side and go down the steps. Enter the next tunnel and kill the rat that
    you will find in here. Enter the next stone door to be on the other side of the
    previously inaccessible half of the ruins.
    
    Head down the stairs and kill the Minotaur close by. Enter this next large room
    and watch out for the Land Dreugh you may find, kill it and the rats around the
    area. Step on the pressure plate along the south east wall to open the gate
    leading back to the main hall with the exit. Head south west and enter the
    next large room and kill the Will-o-Wisp. Head down the stairs and enter the
    stone door.
    
    Go down the several steps and enter a room filling with poisonous gas. Head
    through the right north path and look along the south wall in this next room
    for a little inlet. Quickly run in and grab the Ayleid Statue which has some
    poisonous gas near it. In the northern room on the east side of the central
    room with the Ayleid Statue you can get a key that unlocks the gate at the top
    of the stairs past the door to the south east. Waiting at the exit tunnel is an
    Ogre waiting for you.
    
    Leave the ruins and head back to the Imperial City and go visit Umbacano at his
    house as usual. Once you get your reward head back out in search of more Ayleid
    Statues.
    
    **************
    *Mackamentain*
    **************
    
    Head north east as you go down the stairs and step on the pressure plate to
    open the gate ahead. Enter the large room and kill off the Lich. Go through the
    gate in the northern corner and kill the Zombie in the way. Step on the
    pressure plate to open the gate ahead nce again. Watch out for the stone in the
    middle of the room with the blood stains on it, it will raise up and squich you
    in to spikes in the cieling if you step on it. Kill the skeleton and then enter
    the stone door to the north.
    
    Head up the stairs straight ahead and go west along the upper walkway in to
    another room only accessible via the walkway. Step on the pressure plate to
    activate the stone steps and walk up them to reach the gate ahead. Enter the
    next room, go up the stairs in the north western side of the room. Kill the
    Lich at the top of the stairs and enter the stone door.
    
    Kill the zombie and watch out for the middle stone floor piece that will drop
    you on to some spikes if you step on it. Head north west and take the Ayleid
    Statue off the pedestal in the middle of the room, kill the necromancer and the
    zombie nearby and head for the exit.
    
    Leave the ruins and head back to the Imperial City and go visit Umbacano at his
    house as usual. Once you get your reward head back out in search of more Ayleid
    Statues.
    
    *************
    *Wenyandawik*
    *************
    
    Head west and move up to the north as you push west still. Head down more
    stairs in to a large room. Head along the upper pathway and go through the
    northern tunnel and press the switch on the wall to open the closed gate. Kill
    the Lich inside and go through the stone door.
    
    Heading west down the hallway activates a secret chamber if you go for the
    chest on the table which will release two random enemies in to the hallway with
    you. Once you pass that point an iron gate will raise behind you and trap you
    in to only moving forward. Moving forward another secret chamber will open u
    straight ahead revealing a tunnel and two more random enemies.
    
    Head through the tunnel and take the steps up to the large room. In the
    south west corner there is a Lich and a pedestal with the Ayleid Statue. Kill
    the Lich and take the statue, then go through the gate to the south. Drop down
    off the ledge and kill the random enemy below. Head through the stone door and
    approach the gate to make it drop.
    
    Leave the ruins and head back to the Imperial City and go visit Umbacano at his
    house as usual. Once you get your reward head back out in search of more Ayleid
    Statues.
    
    **********
    *Vilverin*
    **********
    
    Head down the stairs to the west and kill the Bandit walking around guarding
    the entrance. Go on the outter west hallway to avoid the pressure plate which
    releases a large spiked log to swing down on you. Head down the rest of the
    steps and kill the Bandit and the Bandit Ringleader. Jump over the tripwire
    which will release two spiked balls and go down the stairs.
    
    Enter the large room and kill the Bandits that get in your way. In the room to
    the south past the gate you can find a Dirty Scroll that talks about one of the
    Bandits going missing one night deeper in the ruins and that they set up camp
    here to rob merchants passing by. Go north and take the stairs on the west side
    to reach the level below. Kill the Bandits in the area and move east. Go down
    to the lower level and enter the stone door to the south.
    
    Kill the bandit wandering around or sleeping to the east in this first section
    and move west to continue. Step on the pressure plate behind the stone table to
    open a chamber to the north, their will be a puddle of blood just on the other
    side of the now accessible hallway. This is where they heard the scratching on
    the limestone walls. In the room ahead is the missing bandit dead on an alter
    as a sacrifice.
    
    Either pick the lock on the gate to the north or go to the west and step on the
    pressure plate to open the secret chamber. Inside the secret tunnel you will
    find zombies that you must kill as you make your way down in to the depths of
    the ruins. At the bottom of the stairs step on the pressure plate to open
    another secret passageway in to a large room with some skeletons to kill and a
    pool of deep water in the middle.
    
    The locked door brings you down some stairs to a Lich and head north down more
    stairs to go under water and in to the room to the south and sneak up on the
    skeletons in the room.
    
    Now head west through the stone door to continue on deeper in to the ruins. Go
    down the stairs and then walk along the edge of the wall to pass the falling
    floor that sends you down to a pit of spikes and kill the skeleton guarding the
    area. Take the stairs and then head south to the larger room and a gate will
    lower behind you trapping your way out for the time being.
    
    Kill the skeleton in the room and then walk over to the two pedestals with the
    six blocks you can activate. On the right pedestal activate the top switch and
    go over to the north west corner to open the chest and get the Vilverin Chamber
    Key out of it. Use the key to unlock the door, unless you are good enough to
    pick it.
    
    Head through the tunnel to the south and kill the skeletons in the room. Head
    up the stairs to the east and continue up the stairs to enter a stone door.
    Head west and kill the skeleton then pass through the gauntlet to the central
    area and grab the Ayleid Statue. Take the west path up the stairs and kill the
    enemy in this large room. Head north up the stairs, pick the lock on the door
    and then go through the stone door.
    
    Drop down from the upper ledge and leave the ruins and head back to the
    Imperial City and go visit Umbacano at his house as usual. Once you get your
    reward head back out in search of more Ayleid Statues.
    
    ************
    *Wendelbeck*
    ************
    
    Head south down the tunnel and pick the lock at the far end of the hall or drop
    down in to the large room below. If you pick the lock head west through the
    halls and tunnels to reach the stone door across the catwalk. In the lower
    level if you dropped kill the necromancer but don't advance anywhere in the
    room. The large square in the middle of the room is a large trap that raises
    walls all around you and becomes a gas chamber, if your caught just run in to
    the wall and wait until the wall lowers for a second to quickly escape.
    
    Head north and navigate the halls with the poisonous gas to reach the stairs at
    the end. Head up the stairs to reach the other side of the locked gate and go
    west to reach a stone door.
    
    Step on the pressure plate to lower the gate ahead and move in to the large
    room to the north. Head over to the north east and go up the stairs and around
    the bend in the hall to fight a necromancer. Hit the switch and head back down
    the stairs. Head south in the large room and take the east hallway through the
    previously blocked gate and go through the stone door.
    
    Head north and watch out for the red crystals that shoot. Go down the stairs
    and head east through the doorway and then turn south. Activate the switch on
    the wall to lower the gate and then go around to the west ledge to grab the
    Ayleid Statue and head back out of the ruins.
    
    Head back to the Imperial City and go visit Umbacano at his house as usual.
    Once you get your reward head back out in search of more Ayleid Statues.
    
    *******
    *Welke*
    *******
    
    Head down the stairs and either pick the lock on the eastern door or head to
    the west. If you go west sneak up the winding stairs and kill the Wraith and
    Lich. Now go north west through the hall and turn to the north east to step on
    the pressure plate and open the secret passage back in the previous hallway.
    
    Head back north west and kill the enemies that come through the passage and
    enter the now open passage. Head down the stairs in the large room to enter a
    stone door at the bottom.
    
    Head south west and go through the tunnel on the side to enter another room
    with a Lich and a Wraith. Head down the stairs to the north west and straight
    to reach some deep water. Skip the next paragraph.
    
    If you picked the lock, head down the stairs and kill the skeleton and Lich.
    Now head north east down the stairs to go through a gauntlet, back up some
    stairs and through the stone door. Kill the Wraith and then go south west to
    reach the hall that both paths connect to and go north west to reach the deep
    water.
    
    With both paths connected go in to the deep water and swim through the tunnel
    to reach a room around the bend. There is at least one fish in the water with
    you so watch out...it usually sits near the stairs in the big room. Kill the
    enemies in the room and then head through the stone door.
    
    Go to the center of the room and kill the Lich, then take the Ayleid Statue off
    the table and head back out. In the room with the pool take the south east
    tunnel to go up the stairs and kill the Wraith, then continue up the stairs.
    Step on the pressure plate to open the secret passage and leave the ruins.
    
    Head back to the Imperial City and go visit Umbacano at his house as usual. Now
    that you have all ten statues delivered you will get a large amount of Gold and
    can safely start "Secrets of the Ayleids" if you have completed "Nothing You
    Can Possess" already.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.34 - Nothing You Can Possess
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This quest is only available after you have given Umbacano a total of three
    Ayleid Statues in "The Collector" quest.
    
    Once you meet the requirement, Umbacano will ask you for an additional favor.
    He gives you a sketch to an Ayleid City known as "The Fane" and asks if you
    know where it is. He wants you to bring him a carved panel. He also will give
    you a key to the secret chamber in The High Fane. If you have visited the
    Ayleid ruin Malada earlier or read the book "The Cleansing of the Fane", you
    will know the sketch. If you haven't done any of that then you must search
    around for more information.
    
    If you don't know anything about The High Fane a man named Clade Maric will
    approach you and tell you he is your rival in finding this treasured piece.
    Follow him to The Tiber Septim Hotel for a drink. Sit down next to him and talk
    to him about The High Fane. Claude decides to help you out and tell you where
    it is located, it is now known as Malada. He warns you to first read the book
    "The Cleansing of the Fane" and decide whether you want to go in to the danger
    or not.
    
    Head over to the First Edition in the Market District to search for the book.
    You will find the book on the first bookshelf to your left as you walk in the
    door, top shelf, blue book on its side. Head south east of the Imperial City
    and you can locate Malada almost at the border of Morrowind and halfway up the
    Silverfish River.
    
    Once you reach the area you will find a campsite over looking the ruins with
    three well-armed people standing around, one is an archer on lookout. They will
    talk to you if you approach them. Brucetus Festinius will tell you he is out
    looking at the scenery and getting some fresh air. The other doesn't really
    know why he is even out in the middle of no where. These well armed people are
    most likely out there to let you in to the ruins, get the treasure and come out
    to die. After all, you are the only one with the secret chamber key.
    
    You have a few choices to look at if you wish (The first and third options are
    the best ones to choose):
    
    Talk to S'razirr and raise his Disposition to at least 65 and ask about Claude
    Maric. He tells you that he is hired by Claude and feels that he is being
    cheated. He will help you when the time is right for half of the treasures
    worth, but you can talk him down to twenty percent if his Disposition is past
    50. This has him fight along your side against the other two at the campsite,
    also Claude Maric won't fight with this option.
    
    You can also take him on his offer then kill the other two at camp. You and
    S'razirr will have to fight Claude Maric. This choice makes it a little harder
    for a quest that will come up after you complete "The Collection".
    
    You can also decide to kill all three of the ambushers working for Claude
    Maric and not have to worry about anything of it. Claude will be to scared to
    attack you. I personally would wait until 10 PM or later while they are asleep
    and kill them off quietly. This and the first one are your best options.
    
    After your decision head in to the ruins a little ways down the path and start
    the search for the secret chamber. Go down the steps and kill the rats in the
    first room. Head through the tunnel to the north west and go up the stairs.
    
    Continue north in to the next room to go west as you kill the animal here. Kill
    the Spriggan or other creature and go west and then south. Open one of the two
    gates and continue to move south. Go to the west and avoid the two red crstals
    that shoot energy balls at you. Wrap around the tunnel and you can go down in
    to the room with the shooting crystals and go through some poisonous gas. In
    this lower area you can get a chest on the farther pillar and pick the lock for
    some nice leveled loot.
    
    Continue south on the upper path to head back east. Avoid the shooting energy
    orbs and get down the south passage. Head over to the Stone Wall with a circle
    imprint on it and use the key that Umbacano gave you to open the way forward.
    
    Head straight in to the big chamber and go straight down to the south. You will
    locate the Carved Panel, take it off the wall and quickly move back and off to
    the side to avoid the wall that comes crashing down on you. This also opens two
    chambers on the upper north walls to release some skeletons and spirits to
    attack you on sight.
    
    Kill the two that approach from the sides and then head back to the entrance
    door to the ruins to leave. Once you exit the group of three plus Claude Maric
    will be standing outside waiting for you depending on how the outcome was if
    you prepared for this event.
    
    If you killed all three people at the campsite Claude Maric won't fight you as
    he is to scared, he won't even show up. If you made a deal with S'razirr
    earlier and killed the other two, the two of you will battle Claude Maric. If
    you made a deal with S'razirr and didn't do anything else, you will have to
    fight the other two with the help of S'razirr and then go after a scared
    Claude. The best outcome is actually to have Claude Maric not fight you as he
    will be a big help in another quest soon to come after you complete "The
    Collection".
    
    Return to Umbacano back in the Imperial City and give him the Carved Panel for
    his growing collection. He will give you a leveled Gold reward ranging from
    500 to 2,500 Gold. Now if you allowed S'razirr to live and he didn't die in the
    fight back at the ruins you must go pay your debt to him at the Tiber Septim
    Hotel. You can either pay him off or else he will follow you everywhere until
    you leave the city in which he will try to fight you.
    
    Umbacano will have another task for you to start on, you can start it up but it
    is recommended that you do not finish it until you complete "The Collector" or
    else you will lose out on the huge cash bonus at the end of the quest.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.35 - Secrets of the Ayleids
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This quest is only available after you have given Umbacano the Carved Panel in
    the "Nothing You Can Possess" quest. It is best you complete this quest after
    you complete "The Collector" but you better take the quest once it is offered
    or else it will never show up again.
    
    Umbacano wants you to persuade another collector to give him an item. He will
    give you 1,000 Gold to buy the Crown of the Ayleids from the collector and you
    can keep the rest of the gold for yourself. Heading out to talk to Herminia
    Cinna will have her tell you that Umbacano should not be allowed to get a hold
    of her crown as it has powerful magic that Umbacano wants to use for evil.
    
    Instead she asks that you try to go to another Ayleid Crown and give it to him
    instead of that one. This will make your quest a lot easier if you go for the
    other crown.
    
    If you want to steal the crown Umbacano really wants head to the Elven Gardens
    District in the Imperial City. Go to the south east corner building to find
    Herminia Cinna'a House and pick the lock. Head up the stairs and pick the
    leveled lock to her Private Quarters. Wrap around the corner and pick the lock
    on the Ayleid Casket to get the Ayleid Crown of Nenalata. Take it back to
    Umbacano and he will tell you to come back in three days. Skip the next
    five paragraph.
    
    If you decide to get the alternate crown head out to Lindai to the west of the
    Imperial City and east of Chorrol. Head in to the ruins and go down the stairs
    and through the gauntlet. Kill the skeletons and head south east to go down in
    to the lower room with the poisonous gas. Kill the zombies and move on to the
    north east.
    
    Go up the stairs and kill the Wraith to move on to the south west. Go through
    the large room and watch out for the middle section which will fall on to some
    spikes if you stand on it. Kill the Wraith's and head to the north west to
    enter another room.
    
    Go around the edge of the room to avoid the three middle sections with blood on
    it that will raise up in to spikes. Open the gate and then enter the stone door
    to the next room. Kill the skeletons and Lich enemies and then go to the east
    side and use the key that you got from Herminia Cinna.
    
    Enter the room and kill the Lich. Go to the back of the room and open the
    Ayleid Cask and get the Ayleid Crown of Lindai. Head to the east and head up
    the stairs to open the stone door. Kill the Lich and drop down off the ledge to
    the previous hall below. Head through the west tunnel and go through the
    gauntlet again to exit the ruins.
    
    Head back to Umbacano and show him the crown and he will take it with a little
    question at first about it looking different. He will tell you to meet him at
    the ruins in three days.
    
    Head out to the ruins located directly to the east from Bravil. On the third
    day Umbacano will appear at the ruins, Maric from "Nothing You Can Possess"
    will also be there if he lived from the previous quest. He is there to help you
    excort Umbacano as well.
    
    Talk to Umbacano and tell him to wait for you. Head down through the ruins and
    kill the enemies ranging from Wraiths and Lich's in the first room. Head back
    outside to tell Umbacano to follow and lead him to the next stone door. Tell
    him to wait and head inside the next room.
    
    Kill the Lich's and Wraith's in the area until you reach the stone door, then
    head back to Umbacano in the previous room and tell him to follow you. Take him
    near the stone door and have him wait so you clear out the next room.
    
    Go through the stone door alone and head down the hall to the east. Kill the
    Lich's and Wraiths hiding around and then you will come to a gate that will
    lower as you approach it, go back and get Umbacano.
    
    Once you get Umbacano down the stairs he will place the wooden panel in the
    wall and say some words. The stairs behind you will lower and a new way forward
    will open. Umbacano will sit on the throne and place the crown on his head
    declaring himself king. If you gave him the true helmet that he wanted in the
    first place he will transform in to the Ayleid King in which you will have to
    kill him and the six skeletons or Lich's that come through the now opened
    passages.
    
    However, if it is the other crown then he will die since it was of the rival
    Ayleid King and you must still kill the six skeletons or Lich's to escape. Once
    you kill them all head north to the next room and then go up the stairs to
    reach the stone door and exit the ruins.
    
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    3.01.36 - Order of the Virtous Blood
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must have a Fame of 5 or higher before you can get this quest.
    
    Stand around the Temple District for a while and a woman named Ralsa Norvalo
    will approach you and ask if you will go see her husband in his home. Head down
    to the south east corner of the district and find his house on the southern
    side of the block.
    
    Enter Seridur's house and speak with Seridur. He will lead you down in to the
    basement. You will be told that they are a secret order that fights vampires in
    the city and that they are to old to fight anymore. They found out that Roland
    Jenseric is a vampire and has killed someone, they want you to kill him before
    he feeds again.
    
    Head around the block and break in to Roland's house. Check on the dinner table
    on the ground floor to see a note on top of a book. It's a love letter from the
    woman Roland had killed. Leave the house and head out to Roland Jenserk's Cabin
    to the east of the Imperial City along The Blue Road.
    
    Head in to the cabin and don't attack him, instead talk to him. He explains
    that it is Seridur that is the vampire not him. Decide for yourself and either
    kill him and return to Seridur for 250 Gold or look in to this alternate idea
    that has been brought to your attention.
    
    Go to the Market District and enter the First Edition to talk to the shop
    keeper about Seridur. He will tell you he goes to a cave a lot and will mark it
    on your map. Head out to the cave just south east of the Imperial City on the
    beach.
    
    Head inside and a quest update will pop up telling you that it is a cave where
    vampires dwell. Head south down the deep tunnel and turn west at the first
    intersection that you get.
    
    Kill the skeleton and vampire in this area and move on through the next tunnel.
    In the next large cavern kill the two vampires and head in to the tunnels to
    the south. Kill the vampire in the tunnel to the east just in case so she can't
    sneak up behind you later.
    
    Kill the vampire and zombie in the cavern then turn to the west and kill the
    skeleton with the animal. Further west you finally come to Seridur. If he sees
    you he will give a speech about how he will kill Jenseric and the other two
    members of the order as well as you. Kill him off and head back out of the cave
    and over to Jenseric's cabin.
    
    He tells you that the order should continue on and that he will meet you in
    Seridur's cellar. Head back over there to meet the group, you will get the Ring
    of Sunfire and become a member of the order. He will also now give you 250 Gold
    per pile of Vampire Dust you collect.
    
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    3.01.37 - Imperial Corruption
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Go around the Temple District and talk to people to learn about a corrupt
    Legion Guard. Rusian and Luronk gro-Glurzog will both tell you that they have
    been accused of stealing at the Good as New shop and were then shaken down for
    cash to avoid jail. They don't remember the guards name but can remember his
    face only. Go to the shop Good as New in the Market District to talk to
    Jensine.
    
    Jensine will tell you that its Audens Avidius with a Disposition of at least 70
    for her to trust you. Go to the guards and talk to them about it and they will
    turn you away by telling you to find a Watch Captain.
    
    If you haven't done the Thieve's Guild Quests yet, you will have to talk to
    Hieronymous Lex, he won't want to help due to being obssessed with the Gray Fox
    and tells you to find Captain Itius Hayn. Otherwise it is Servatius Quintilius
    who tells you to find Captain Itius Hayn as well. You will have to raise Hayn's
    Disposition to at least 70 to get him to cooperate.
    
    Itius Hayn tells you that you must find two people that will back up your claim
    against Audens Avidius. Head out and get Rusian and Luronk gro-Glurzog since
    Jensine is to scared to come forward. Once you convince both to accuse him they
    will talk to him at 8 AM the next day. Talk to Captain Itius Hayn after this
    time again to get him to go arrest Audens Avidius. (If you just wait it out he
    will go arrest him without you knowing, but if you can catch up to him as he
    heads out to do it you can see him trade in his armor and weapon for prison
    clothes and swears his revenge on you.
    
    Go visit him in jail to hear more about how much he hates you. He is imprisoned
    for about ten days and then escapes if you are above level 5, otherwise he will
    wait until you reach level 5 and then escape.
    
    Audens Avidius will now seek you out and go to fight you no matter where you
    are, including the depths of Oblivion itself. Once you kill him the quest will
    be completed. You can get a note off his body telling you that he planned on
    killing everyone that he thought was responsible for what had happened to him.
    
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    3.01.38 - An Unexpected Voyage
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to the Waterfront in the Imperial City and head over to the Bloated
    Float located on the east dock. Rent a room and head to it to get some rest.
    When you wake up a quest update will pop up telling you that the ship has been
    brought out to see and that you should go find the owner to see why.
    
    When you open the door, a man named Lynch will talk to you and say you don't
    look like one of the brigands. Tell him you are a passenger and then he tells
    you that the bouncer and owner are locked up in storage. Tell him that you are
    a member of his gang to learn more, if you choose any other options he will
    just draw his sword earlier and you will be without information on what is
    happening. Kill him before he kills you and take his instuctions and the key to
    the storage room.
    
    Open the storage door with the key at the end of the hall to release the
    bouncer. Read the instructions that Lynch had on him and then go up deck to the
    Tavern. If you've read the note you can tell Minx that Lynch sent you up here
    to help Selene the Boss. She will tell you that Selene is in the room behind
    the bar watching the owner. After that she asks what happened to Lynch and you
    can only tell her that he is dead and kill her off. Search her body for the Top
    Deck Key and head up to the Top Deck by heading up the stairs above the bar.
    
    Talk to Wrath and he will ask what you are doing up on the deck and if they
    found the Golden Galleon yet. He asks who you are, tell him you are awaiting
    orders and have been added to the group three days ago. He gets upset that the
    treasure has to be split five ways now and wonders if Lynch and Minx know about
    it yet. Tell him they are dead and he will be happy to kill you just to split
    it two ways. Kill him off and search his body for the Cabin Key by the tavern
    counter.
    
    Head back down to the Tavern Deck and tell Graman it is safe to take the wheel.
    Put your weapon away and head inside the cabin with the key. Selene will head
    over to you wondering how you got in. Tell her you took the key from Wrath and
    that you want to join the gang, then say three months ago, and then to find the
    Golden Galleon, and finally tell her Bravil. She will surrender and  hand over
    her blade to you. Talk to Ormil and he will tell you to lock her in the room
    next to your sleeping quarters.
    
    Head back to talk to Ormil and he will tell you that the Golden Galleon doesn't
    exist, he made it up to get more guests to come. Head back below deck and get
    some rest, when you wake up go talk to Ormil and he will give you the reward
    for her capture ranging from 75 to 450 Gold and he will take back his keys.
    
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    3.01.39 - Origin of the Gray Prince
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must complete this quest before you finish the fight with the "Gray Prince"
    for the Arena Grand Championship title.
    
    Head to the Arena in the Imperial City and go to the Bloodworks just to the
    left of the bet taker and arena doors. Talk to Agronak gro-Malog, he will tell
    you that he is a prince but being half orc denies him his right. He wants you
    to help him show the people that he can be noble as well. He gives you a key
    to some ruins called Crowhaven and wants you to find out the secret that lies
    there.
    
    Head to the ruins just north west of Anvil and you will locate Crowhaven. Kill
    the skeletons and/or Lich's walking around the area and then enter the ruins.
    Head north west and kill the animals as you go down the steps and navigate the
    tunnels.
    
    Once you go through the gate turn to the east and go through the old wooden
    door to enter another hallway. Don't go through the southern door, this just
    brings you to another area of uselessness. Kill the animal inside and move on
    to the south east to use the key that Agronak gro-Malog gave you.
    
    Go north east to reach the stairs and go down a level and move along the middle
    of this room to reach more stairs. Head up the other side and you will enter
    a living area for Lord Lovidicus, he will attack you on sight so kill him off.
    Go to the south east section of this living area and look on the table for the
    Lord Lovidicus' Journal. Inside it you will find out that he is a vampire for
    the past 200 years and was locked in the room by Agronak's mother.
    
    Head back to the arena and give Agronak the journal to have him learn this and
    then he will teach you some Blade, Block, and Athletics skills. After reading
    the book he finds that he is the spawn of a monster. He will then be disgusted
    with himself and go back to training. Now if you decide to go in to the Arena
    and battle your way to the top, once you reach him in the arena he will not
    fight, instead he lets you kill him.
    
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    *******************************************************************************
    3.01.40 - Kvatch
    *******************************************************************************
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.41 - The Battle for Castle Kvatch
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must complete "Breaking the Siege of Kvatch" from the main quest before you
    can access this quest. It should also be completed before you start "Allies for
    Bruma" from the main quest as well.
    
    Talk to Savlian Matius inside the chapel after the citizens are all escorted
    out to the refugee camp and he asks you to help him further. Head out the north
    door and start killing the Daedra that are in the area. Once Savlian Matius
    makes it to the main bridge go talk to him to learn the gates are locked.
    
    Head back in to the chapel and talk to Berich Inian. Some Imperial Legion
    Soldiers will be in the chapel now. Talk to them and they will tell you that as
    they were on patrol on the Gold Road they saw the smoke from the city and came
    up to help fight. Tell them to follow and then go down to the undercroft with
    Inian.
    
    You will have to head through the Chapel Undercroft to make it over to the guard
    house since the city is in such bad shape. Kill off the Daedra that were
    walking around under the chapel and then head east through the door to Kvatch.
    
    Kill all the Daedra that attack as you leave the chapel and then follow Berich
    Inian north past all the rubble. If Berich Inian dies along the way take the
    key off his body and move on. You will reach a circular area north, then have
    to move west. Push north again to enter a tower and head down in to the Kvatch
    Castle Passageway.
    
    Head down the stairs and move west carefully to avoid stepping in to the fire.
    Climb the ladder at the opposite end to come out within the guard house on the
    other side of the gate. Head to the other side of the hall and turn the wheel
    to raise the gates. Once the area is cleared Savlian Matius will tell you to
    head in to the castle.
    
    Get inside the castle by entering the doors to the north west. Once you defeat
    all the Daedra monsters in the Great Hall Savlian Matius tells you they will
    hold off the rest of the Daedra as you head to the back of the castle and find
    the Count. Head north west up the stairs and kill the Daedra up by the door to
    move on.
    
    Go through the Great Hall and kill off the Daedra running around. Skip the
    Dining Hall and Sleeping Quarters as these are just dead ends with a single
    Daedra. Head north west to the Count's Quarters. You will find a Daedra and the
    body of Count Goldwine in the back room. Take his signet Ring to Savlian Matius
    for proof that you found him dead. Once you hand over the ring to Savlian
    Matius he will give you his enchanted Kvatch Cuirass as the battle is over.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.42 - Leyawiin
    *******************************************************************************
    
    3.01.43 - Tears of the Savior
    3.01.44 - Whom Gods Annoy
    3.01.45 - Mazoga the Orc
    3.01.46 - Knights of the White Stallion
    3.01.47 - Buying a House in Leyawiin
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.43 - Tears of the Savior
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to S'drassa in the mages guild to get word on finding some crystals for
    his collection. He will ask that you go seek out Julienne Fanis at the Arcane
    University in the Imperial City. Head out there now and talk to her on the
    first floor.
    
    She will tell you a story about how the tears came to be but won't really know
    where it is located. She suggests that you go look at a book she saw in the
    book store at the Market District. Head over there and talk to the shopkeeper
    to buy Knightfall off of him. Read the book to learn more about Garridan and
    his quest for Everflow Ewer and that you need Frost Salts to enter the glade.
    
    Head back to the Arcane University and talk to Julienne Fanis about Refined
    Frost Salts. Go Barter with her and buy the Refined Frost Salts and head back
    to Leyawiin to talk to S'drassa again. If you read the book like you were told
    you would have learned that it is to cold out there for you to handle it on
    your own. S'drassa will give you 5 bottles of Philter of Frostward, this will
    temperarily protect you from the cold.
    
    Head out to Frostfire Glade just north east of the Imperial City and enter the
    cave. Start navigating the cave as you kill the animal inhabitants. Once you
    reach the door an update in the journal will pop up and tell you to touch the
    door.
    
    Head north towards the mist and drink some of the Philter of Frostward to
    protect you from the frost damage you will take once you touch the boundaries.
    Kill the Frost Atronach, in the middle of the place is a frozen Frost Atronach
    along with Garridan himself. Collect the five tears laying on the ground.
    
    On the north side near where a fallen tree trunk is on the ground.
    
    Near the fallen tree on the east side that creates a little bridge from the
    rock to the frozen knight.
    
    On the south side a few feet away from the boulder holding the frozen knight.
    Stand inbetween the fallen tree bridge on your right and the frozen knight on
    your left to locate it.
    
    On the west side in between the slanted rock and a boulder near the frozen
    knight.
    
    On the southwest side of the frozen knight up on top of the boulder.
    
    You will have to find all five tears in order to get this one to count. Once
    you find all five the quest update will pop up telling you to head back to
    S'drassa. Head back through the cave and then travel back to Leyawiin and give
    the tears over to S'drassa to get your leveled Gold reward ranging from 500 to
    2,500 Gold.
    
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    3.01.44 - Whom Gods Annoy
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to people around town about rumors to hear about Rosentia Gallenus's house
    having strange animal noises and foul smells. Head over to her house and pick
    the lock or enter it in the day to enter it and meet her for yourself.
    
    She is having trouble with Scamps that got summoned by her new staff she
    bought. If they die they come back instantly and follow her everywhere she
    goes. Now head over to the Mages Guild and talk to Alves Uvenim about her
    problem. She suggests that you take the staff and bring it to its place of
    origin deep inside a cave.
    
    Head back to Rosentia Gallenus's house and talk to her about what you were
    told. She will give you the Staff of the Everscamp and have you head out to the
    cave just east of Leyawiin.
    
    Enter the cave and the Everscamps will follow you. Head east through the Daedra
    infested tunnels and you will reach the shrine of Sheogorath. Walk straight up
    to the altar and go in to your inventory to drop the Staff of Everscamps near
    it. Now exit the cave and head back to Rosentia Gallenus's house to tell her
    the good news. As a reward she will hand over a ring called the Ring of
    Eidolon's Edge.
    
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    3.01.45 - Mazoga the Orc
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to the guards around the castle inside or out and they will talk about an
    orc that says she is a knight. The count wants it looked in to and they suggest
    you go talk to the count yourself in his meeting hall.
    
    Once you speak with the count he will ask you to find out what the Orc wants.
    Go over to Mazoga the Orc and ask her what her buisness is and that the count
    sent you to talk to her. No matter how you act towards her you will have to
    find a person named Weebam-Na for her. Talking to the Count will have him tell
    you to listen to her and get him.
    
    Head out of the castle and go to Weebam-Na's house to tell him he is needed at
    the castle. You will have to raise his Disposition to at least 50. He will then
    head over to the castle to speak with the Orc, head out there yourself to hear
    whats goin on. She wants him to take her to Fisherman's Rock, but he refuses
    since she won't tell him why.
    
    After they talk speak with her about Fisherman's Rock and have her follow you.
    Leave Leyawiin and head north along the east bank to reach a large bonfire.
    Mazoga will start a fight and will need your assisstance since there is a gang
    of fighters here. Kill them all off so she survives and tells you her story.
    
    Head back to the castle and tell the Count the information you have collected.
    He will offer the two of you the chance to become Knights of the White
    Stallion with another quest.
    
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    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.46 - Knights of the White Stallion
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must complete Mazoga the Orc before you can work on this quest and ask the
    Count about becoming a Knight.
    
    Talk to Mazoga the Orc and she tells you they were old friends back in the day.
    Once you tell her the offer she will tell you where he is located from midnight
    to 6 AM. You can either tell her to follow you or head out there on your own
    so you don't have to worry about her dying on you.
    
    Head out of Leyawiin earlier than scheduled to the north and stick to the west
    side of the river to reach the Tepele ruins. Kill the guards outside scouting
    the area and then head in to kill some of the enemies in the room to the east
    once you get down the stairs. Take all the Black Bows as this will be used as
    money (100 Gold a piece) from the Count of Leyawiin.
    
    Brugo will go in the room to the north and stand near the chest on the altar.
    Kill him off and take his key to open the chest and steal his loot. Leave the
    ruins and head back to Leyawiin to speak with the Count. He will give you a key
    to the White Stallion Lodge near the ruins you were just at and a shield with
    the crest of Leyawiin on it.
    
    As you leave the castle talk to Mazoga the Orc and let her know she is now a
    Knight-Erant and then say Hail Knight of the White Stallion to her and she will
    head off to perform some good deeds.
    
    Remember to bring the Count any Black Bows you collect through your travels for
    a reward.
    
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    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.47 - Buying a House in Leyawiin
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the castle and speak with Count Marius Caro to ask him about
    buying a house in town. You may have to raise his Disposition up a bit before
    he tells you the details on it. Put down the 7,000 Gold and head out of the
    castle to check out your new home.
    
    Once the quest update pops up head over to Best Goods and Guarantees to talk to
    Gundalas and buy some furniture to take to your new house. You will have to pay
    around 1,800 Gold a piece for the Bedroom Area, Dining Area, Kitchen Area,
    Reading Area, Storage Area, Study Area, and Wall Hangings.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.48 - Skingrad
    *******************************************************************************
    
    3.01.49 - Paranoia
    3.01.50 - Buying a House in Skingrad
    3.01.51 - The Rosethorn Cache
    3.01.52 - Seeking Your Roots
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.49 - Paranoia
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Walk past Glarthir's house in Skingrad and a Wood Elf named Glarthir will
    quietly call you over to him eventually and tell you to meet him at the Great
    Chapel at midnight.
    
    Head behind the chapel and wait for Glarthir to appear. You can either accept
    his quest or say no. If you tell him no, he will go back home and grab his
    weapon to go attack Peneless, Sextius, and Surille in that exact order. He can
    kill Peneless but gets killed by the guards on his way to Sextius.
    
    If you accept his quest, stake out the person he asks you to. You don't really
    have to watch them though. After each person had back to the chapel and tell
    him they either are or aren't following him.
    
    If you tell him all three are not spying on him then he thinks you are in with
    them as well and starts to attack you. Take him out if you chose this path. If
    you told him one or more of the people are in on it he will want you to kill
    them for him. Killing all three nets the max money for this quest.
    
    You can also report it to a guard to have them run over and kill him or tell
    the people you spied on and two of the three will attack him.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.50 - Buying a House in Skingrad
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head in to the castle County Hall and speak with Shum gro-Yarug (the orc
    walking around) and raise his Disposition. Hand over 25,000 Gold and he will
    give you a key to a manor and toss out the previous owner. Head out to the
    house near the east gate.
    
    Once you are inside a quest update will pop up. Head out to Colovian Traders
    to talk to Gunder and buy your housing supplies at about 2,700 Gold a piece.
    Balcony Area, Balcony Upgrade, Bedroom Area, Den Area, Dining Area, Display
    Case Upgrade, Kitchen Area, Lower Wall Hangers, Servants Quarters, Sitting
    Area, Storage Area, Study Area, Upper Hall Area, Upper Sitting Area, and the
    Upper Wall Hangers.
    
    Once you buy the Servants Quarters you can hire Eyia to be your sevant, she is
    wandering around the store usually in the morning to afternoon.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.51 - The Rosethorn Cache
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the house in Skingrad and either the top floor bedroom furniture
    set or have a very high athletics level to have access to this quest.
    
    Go to the very top floor of the house in to the bedroom and either jump on top
    of the stairwells cieling or go around the other side to jump from the table to
    the bookcase to the cieling.
    
    Once on the cieling look for an old forgotten note laying there to read and
    activate the quest. Read the note to get the riddle for the treasure. The toy
    the man and woman used to play with when they were younger. "Two bodies have I,
    though both joined in one. The more I stand still, the quicker I run."
    
    The answer to the question is an hourglass. After searching through the house
    you should find yourself in the basement. Find the pillar with the four garlic
    strands hanging from the pillar and look up in the support beam to find the
    hourglass to activate.
    
    Inside the hourglass you will find the treasure to the house.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.52 - Seeking Your Roots
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This seems to be the longest and hardest quest out of all of the entire game's
    quest lines, it will definitly take up the most time. You only need 100 out of
    300+ Nirnroot in the game to finish this quest. Below I have enough locations
    to satisfy the quest listed.
    
    When you pick up any of the Nirnroots located all over the world in this game
    you will activate a quest update pop up and will be told to show an alchemist.
    All alchemists will point you in the direction of going to the Skingrad to see
    Sinderion.
    
    ******************************************************************************
    *Alternately you can talk to Sinderion in the cellar of the West Weald Inn in*
    *Skingrad to activate this quest.                                            *
    ******************************************************************************
    
    If you haven't talked to a certain alchemist named Hlaalu in Skingrad's Alchemy
    shop you won't know Sinderion's location in the city, so you will have to
    search door to door. If you did talk to Hlaalu or found him, it will be in the
    West Weald Inn.
    
    Head down in to the cellar to talk to Sinderion. He will tell you that the
    Nirnroot is used in a recipe for an Elixir of Exploration. He asks that you
    bring him 10 Nirnroot for him to be able to make some elixir's out of it.
    
    Read the note he gives you to learn that they are located by bodies of water
    and can also be found inside caves and ruins. Gather up 10 Nirnroot from the
    list below and head back to Skingrad to see Sinderion. He tells you that he
    will make the weaker elixer in 24 hours and if you can find 20 more Nirnroot he
    can work on the next level of elixir.
    
    Head out again to find more of the Nirnroot from the list below. Once you find
    20 more Nirnroot it should have been at least 24 hours and you can get the Weak
    Elixir of Exploration, this also unlocks the ability to buy more from him (in a
    limited quantity). Hand over the 20 Nirnroot for him to start on the stronger
    elixir batch.
    
    Now Sinderion wants 30 more Nirnroot on top of that to cover for the Strong
    version of the potion. Head back out in to the world and search the game for
    with the below locations to help you on your way.
    
    Once you give him the Nirnroot needed he will tell you to head out again for
    40 more Nirnroot so he can make the Grand version of the elixir. Head back out
    in to the world and search the game for with the below locations to help you on
    your way.
    
    Once you collect the needed amount of Nirnroot head back to Sinderion in
    Skingrad. He will start on making your Grand potion, this is the last batch of
    Nirnroot that is needed, anymore found in groups of 10 can be sold to him for
    some extra cash.
    
    ********************
    *Nirnroot Locations*
    ********************
    
    Start at Brena River north of Anvil, you will see an inlet that curves in just
    before it turns in to a river to head east. Start searching for Nirnroot there
    and work your way south on the outter shoreline. You should pick up 15 Nirnroot
    Plants here alone. The last one being on the island a little ways up The Serid
    River.
    
    East of Kvatch the road will go north and then turn to the east, head north off
    the path and you will find a lake with a Nirnroot at its edge.
    
    North east of Kvatch you will find a settlement called Shardrock, next to this
    settlement is a pond with two Nirnroot.
    
    West of Chorrol head along The Black Road and you will come to a lake about
    three-fourths of the way up the road with a Nirnroot by it. Near the dock just
    off the path.
    
    On the northern road of Skingrad that wraps around the cities northern side.
    You will see a pond on the west side of the path, search in the tall plants for
    the Nirnroot.
    
    North east of Skingrad at Shadeleaf Copse you will find three Nirnroot located
    around the lake, Sinderion will mark it on your map when you talk to him.
    
    Head south of Leyawiin on the west coast and go all the way south on the shore
    to reach the section that won't let you go any more south. Turn back around and
    head up along the coast to grab all the Nirnroot along the way. Remember to
    head in to the river inlets all the way around the edge. Go north up and around
    the Imperial City and then make your way back down to the east coast side near
    Leyawiin. You should get around 40 by the time you reach the long bridge
    crossing the south east river towards The Yellow Road on the west bank alone.
    
    Continuing from the above spot on the west bank, continue to wrap around the
    outter still wrap around the outter edge of the lake and then go around the
    shore of the island holding the Imperial City itself. You should find around 35
    Nirnroot along the way.
    
    From the large bridge that crosses towards The Yellow Road head along the shore
    to the south and go up all the rivers along the way to collect more Nirnroot.
    You should be able to find at least 45 Nirnroot.
    
    Head down the road south of the Imperial City called The Green Road leading to
    Bravil through the Great Forest. Once you reach Charcoal Cave at the top of the
    waterfall, cross the bridge and turn left looking at the rocks for a plant
    called a Sprig of Nirnroot.
    
    Head in to Bravil and cross the eastern bridge towards the castle and go along
    the castle wall to the south west corner to find another Nirnroot.
    
    In Bravil head to the south wall and go behind the house for sale. Along this
    back wall in the south east corner just before the cliff is a Nirnroot plant.
    
    In the Smuggler's Cave in Anvil. Enter the wooden door from the cove and turn
    to the north and search near the waters edge.
    
    On the way to get the Arrow of Extrication you will come across a small shallow
    water area after the deep pool, on the edge of this shallow water area is a
    Nirnroot to grab.
    
    In the captains quarters on the pirate ship in the Waterfront at the Imperial
    City is a Nirnroot on the captains dining room table.
    
    At the end of the dock to the east by the pirate ship near the water is a
    Nirnroot just sitting there.
    
    Go to Leafrot Cave just north of Panther River's middle branch, which is north
    east of Leyawiin. Check along the north north west side of the pond right next
    to the left side of the large boulders for a Nirnroot.
    
    Outside Leyawiin along the north wall, west side of the river running past, a
    Nirnroot will be next to some rocks.
    
    On the east side of the river on the south side of the Old Bridge south of the
    Imperial City is a Nirnroot.
    
    On the bottom floor of the tower of Fort Redman without entering the actual
    fort look behind the ruins stone stairs to find a Nirnroot growing back here.
    
    In Anvil on the east side of the mermaid statue near the water is a Nirnoroot.
    
    Inside your bedroom at Frostcrag Spire add-on is a garden it is next to the
    rock on the right.
    
    At the dock north west of Weye just outside the Imperial City at Lake Rumare.
    
    In Chorrol enter the house of Vilena Donton and head up to the third floor,
    next to the bed is a flower pot with a Nirnroot inside.
    
    North west of Amellions Tomb by the large tree is a Nirnroot.
    
    In Leyawiin, on the second floor walkway of the Blackwood Company Hall there is
    a pot on a small table with a Nirnroot in it.
    
    In Leyawiin, in Jeetum Ze's Room in the Blackwood Company Hall, you will find
    a Nirnroot on the dresser near the south wall.
    
    In Cheydinhal, during your recommendation you have to go in to the well under
    the water. Go the opposite way from where Vidkun's body is and you will find a
    Nirnroot on the ground in at the dead end. Nothing is in the water to attack
    you.
    
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    *******************************************************************************
    3.01.53 - Settlement's
    *******************************************************************************
    
    3.01.54 - Go Fish
    3.01.55 - Raid on Greyland
    3.01.56 - The Sunken One
    3.01.57 - The Potato Snatcher
    3.01.58 - Bear Season
    3.01.59 - Revenge Served Cold
    3.01.60 - The Gravefinder's Repose
    3.01.61 - No Stone Unturned
    3.01.62 - A Venerable Vintage
    3.01.63 - When the Vow Breaks
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.54 - Go Fish
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Talk to Aelwin Merowald west of the Imperial City in Weye. Head out to Lake
    Rumare behind the inn. Swim out in to the lake a little to find some Rumare
    Slaughterfish. Swim around the lake to locate more slaughterfish and take them
    out. If you don't see the fish, just keep swimming around they are out there.
    
    To help you may want to get a Life Detect of as far distance as possible to
    help search for the fish.
    
    Once you get all the fish scales head back to see Aelwin at his house and
    receive the Jewel of the Rumare, this ring enables underwater breathing.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.55 - Raid on Greyland
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out of Leyawiin and Lerexus Callidus will approach you sometime and ask
    you to help him with some Skooma Dealers in Greyland. Inside you will find two
    people that you must kill. Search the body of Kylius Lonavo's for his ring and
    take it. Now head back down the path towards Leyawiin and hand it over to
    Lerexus Callidus for 420 Gold.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.56 - The Sunken One
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Located in between Kvatch and Skingrad, very close to Kvatch's north east side
    is Shetcombe Farm. Enter the farm house and you will activate the quest. It
    seems the house has reently been abandoned and you should look around for a
    clue. In the middle table in a bowl you can find a note. Read it to get another
    Quest update pop up.
    
    Leave the farm house and go north east to reach the cave entrance. Head down
    the tunnel to the south and kill any animals in the way. Now take the west
    tunnel, once in the cavern wrap around to the left and go east. Make your way
    down in to the trench and you will find a chest on the right side of the wall.
    
    Looking on top of the chest for another page from Slythe's journal. Enter the
    wooden door to go deeper in to the cave and make your way east. Go around the
    pit in the middle of the room and kill any enemies that get in your way. Take
    the eastern tunnel to enter another large cavern area. You will be brought in
    to another trench.
    
    Near the opposite end you will find Slythe Seringi's corpse. Search his body
    for the third page to his journal. Open his bag of offerings as well and take
    the treasures inside.
    
    Turn back to the west and you will see The Sunken One has awoken. Defeat him
    and leave the cave.
    
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    3.01.57 - The Potato Snatcher
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Faregyl Inn off a branched road on The Green Road south of the
    Imperial City. Talk to S'jirra and she will ask that you locate her lost jumbo
    potatoes. Leave the inn and go north west.
    
    *******************************************************************************
    *You can also get this quest by killing the Ogre out in the field and grab the*
    *Jumbo Potato off him to activate it as well                                  *
    *******************************************************************************
    
    You will locate an Ogre standing around the field, kill him and search him for
    the jumbo potato. Take them all back to S'jirra and she will reward you with
    her famous potato bread in 5 servings.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.58 - Bear Season
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head to Shardrock Farm located in between Skingrad and Kvatch. Talk to Thorley
    Aethelred in or around his farm house about Bears. He asks that you kill 6 West
    Weald Bears and bring him back there fangs as proof.
    
    Now head around the farm area in search of the bears. They can all be found
    randomly circling the farm a little ways out. Once you have killed all 6 bears
    and collected the fangs, head back to see Thorley about your reward and he will
    give you a random book. (one of four skill books or a volume of the Feyfolken
    series or Pall, Book II).
    
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    3.01.59 - Revenge Served Cold
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head out to Harms Folly north east of the Imperial City, it is located a little
    north east of Roland Jenseric's Cabin. Talk to Corrick Northwode and he will
    ask that you avenge his wife's death. Head south west to reach the Exhausted
    Mine.
    
    Kill the goblins guarding the mine and then head inside. Kill off the goblin
    mages as you make your way through the tunnel to the north as you kill more
    goblin mages and goblin warlords. You eventually will come to a wooden door
    that takes you deeper in to the mine, enter it.
    
    Continue to make your way through the cave killing more goblin mages and
    warlords to reach a large cavern. Kill the goblins in here and then find the
    wooden door to the north east corner to enter a deeper section of the mine.
    
    Take care of the goblins in the first room and head through the tunnel ahead.
    In the next room you must sneak up on two goblin mages and take them out to
    head on through the southern tunnel. In the next cavern room sneak around the
    outter west wall to avoid the crunching noise of the skeletons littering the
    ground and kill off the goblin.
    
    Go south through the next tunnel and kill the last two goblins. Search the
    Goblin Netherboss to take the Jade Amulet back and head out of the cave to
    return it to Corrick Northwode. He will give you 6 Flawless Diamonds in thanks
    that you have killed them off.
    
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    3.01.60 - The Gravefinder's Repose
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to the Roxey Inn on the Red Ring Road located on the north east path
    by Lake Rumare. Talk to Malene and she asks you to kill the necromancer named
    Raelynn. She is living in Moss Rock Cavern just north of the inn very close by.
    
    Head down the tunnel and go through the wooden door to enter a cavern area.
    Watch out for the necromancers wandering the area and take them out if you have
    to. Navigate north west past the large roots and enter another tunnel to come
    to another wooden door.
    
    Pick the lock and head in to Raelynn's chambers to kill her. Her level is a lot
    higher than the other necromancer's in the area so be careful when you start to
    fight her. Once you defeat her head back to the Roxey Inn and tell Malene that
    you have killed the necromancer for a leveled Gold reward.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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    3.01.61 - No Stone Unturned
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head east to The Yellow Road and get to the bridge that crosses Silverfish
    River. From there take the northern shore east along the river to reach the
    Imperial Bridge Inn. Talk to Lithnilian and he will ask if you can recover his
    research notes for him.
    
    *******************************************************************************
    *If you have already found his notes, the notes will tell you he is at the inn*
    *and you can hand them over already                                           *
    *******************************************************************************
    
    Head north west to reach Bramblepoint Cave and kill the creature guarding the
    entrance. Enter the cave and head north. Kill off the creatures as you continue
    to make your way north. Once you reach the top north cavern head to the west
    and you will eventually make it to a trap door leading to the inner caverns.
    
    At the third cavern take the south tunnel and go in the pit in the middle of
    the room to kill off the enemies and enter the cave in here to find a wooden
    door leading you deeper in to the caves.
    
    Go south from here and kill off the enemies that get in the way, in the last
    large you will find a bedroll and a chest at the far back corner. Open the
    chest and inside you will find Lithnilian's reasearch notes. Leave the cave
    and hand them back over to Lithnilian to receive your reward of 3 Strong Poison
    of Burden's.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.62 - A Venerable Vintage
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head over to Weye just outside the Imperial City along the bridge that connects
    the island to the mainland. Enter the Wawnet Inn and talk to Nerussa about
    Wine. She asks that you collect 6 bottles of Shadowbanish Wine. You will have
    to search old fort ruins for the bottles. Each fort gives you two bottles so
    you only have to locate three different forts.
    
    Fort Grief - While working on the optional quest "Caught in the Hunt" (Island
                 north east of Bravil in Niben Bay) go to the third floor of Fort
                 Grief before heading down in to the ruins to find a chest on the
                 far platform and pick the lock to get two bottles of Shadowbanish
                 Wine.
    
    Fort Irony - Located on the peninsula south east of Bravil. Inside the fort
                 wrap around the tunnel and head south west. Head down the stairs
                 and kill the shaman to continue through the tunnel. Take the south
                 east turn and enter a room through some large wooden doors. Kill
                 the goblin and then open the chest next to the central pillar for
                 two bottles of Shadowbanish Wine.
    
    Fort Dirich - Located south west of Chorrol, you my find Weatherleah Estate
                  first its just a little more south west of this place. Head
                  inside the fort and go south west. Make your way through the
                  halls killing the undead as you go. You will head through large
                  wooden doors and a small wooden door. In this large room search
                  the chests near the south wall for two bottles of Shadowbanish
                  Wine.
    
    Once you have six bottles a quest update will pop-up and tell you to head back
    to Nerussa at the Wawnet Inn for a reward. You will recieve 1,000 Gold for the
    six bottles and the ability to bring her more of the 10 other bottles of
    Shadowbanish Wine for 100 Gold a piece.
    
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    3.01.63 - When the Vow Breaks
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head north of Anvil to Whitmond Farm and enter the house to talk to Maeva the
    Buxom. Ask about her husband and then head out to Fort Strand just east of
    Anvil. Kill the bandits around the outside of the fort and head in. Go down the
    hall and turn south east.
    
    Head through the wooden door and continue making your way south east killing
    the enemies that get in the way. Watch out for the two pressure plates on the
    ground as you make your way to the gate. Head down the winding path and enter
    the large wooden doors to the Great Dome deeper in to the fort.
    
    Head along the winding tunnel and you will end up in a room with two people
    talking if you are quiet enough. One of them is Bjafit the Contemptible; kill
    him and take Rockshatter back. Once you get it leave the ruins and go back to
    Maeva to tell her what happened. She will give you some Gold for your help and
    the quest will be completed.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.01.64 - Wilderness
    *******************************************************************************
    
    3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
    3.01.66 - Frostcrag Spire
    3.01.67 - Key to Key
    3.01.68 - Zero Visibility
    3.01.69 - Goblin Trouble
    3.01.70 - Repairing the Orrery
    3.01.71 - Unearthing Mehrunes Razor
    3.01.72 - Horse Armor
    3.01.73 - Battlehorn Castle
    3.01.74 - Deepscorn Hollow
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.65 - Vindasel (Getting an Ultimate Weapon Early)
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This weapon is used for a quest that a man wants to trade you it for a +20
    Personality Mask, most people say it isn't worth getting the mask. If you want
    a really nice sword that weighs nothing, and don't care about the crappy mask,
    also you can't drop the sword due to it actually being a quest item, read on.
    
    Follow the road west out of the Imperial City and take it south to wrap around
    Lake Rumare. Right at the intersection of roads before the lake opens in to
    two rivers south on the west side you will find Vindasel.
    
    Head down the stairs and kill the rats in the room below. Jump around the stone
    square with the holes in it. The floor will fall and shove spikes through the
    holes if you walk on its surface. Walk through the rest of the hall and kill
    more rats and a Mud Crab. Do not step in the middle of the room or you will
    release a poisonous gas.
    
    Head down more stairs and go through the tunnel in to the next room, killing
    the rat. Turn to the right and take the hallway in to another hall and kill the
    rat. Turn to the right as you enter the room to find a chest on the wall with a
    Potion of Luck inside. Enter the gate and start sneaking if you already haven't
    been. Umbra is down in the room to your right.
    
    Either use the Apotheosis Staff or spam Destruction magic on her if you have it
    to take her down fast. If you are getting hit to much use the broken pillar on
    the right wall as you come in from the stairs to jump up to the balcony above
    to make her run up the stairs after you. Heal and repeat to make it a very easy
    battle.
    
    You can also cast a non lethal spell on Umbra and run out of the dungeon as she
    chases you outside the dungeon. Head back to town with her chasing after you
    and the guards around the Imperial City will start to fight her. Loot Umbra and
    the guards bodies.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.66 - Frostcrag Spire
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for the Wizard's Tower in order to get this quest.
    
    Head north in to the mountains directly above the Imperial City to locate this
    property your character has inherited. Head up the stairs to get a quest update
    to go inside and explore. Once inside step on to the middle circle to get
    another quest update. Read the book on the ice monsters frozen hand to get yet
    another quest update.
    
    You will learn that you can restore the tower by buying items from Aurelinwae
    at the Mystic Emporium in the Market District of the Imperial City. Once you
    read through the book, the circles around the room will activate and the wall
    to the north will open revealing the rest of your new house.
    
    Head out to the Market District of the Imperial City and head over to the
    Mystic Emporium. Speak with Aurelinwae and scroll down to the Frostcrag options
    that have now appeared. Purchase the Alchemy Lab, Bedroom Area, Library Area,
    and Vault Area, and get both of the Magetallow Candles Boxes. The quest will
    now be complete.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.67 - Key to Key
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    In Pale Pass when you head out to the ruins during "Lifting the Vale" go to the
    frozen lake north east of the fort ruins. In the north of the lake is a frozen
    barrel with a crumpled note and a rusty key.
    
    Now head west past the fort ruins to the ruined tower and get in the center
    with the tree. Open the chest with the rusty key to get an Old Key.
    
    Head south back along the path to the Serpent's Trail and pass through the two
    tall statues heading south. Soon you will see a fallen pillar on the right.
    Look across the path to the left for the ruined wall and walk along the path
    just past the large boulder on the left. Go behind this boulder to see a chest
    wedged in between the rocks to unlock it with the key and get the Forgotten Key
    out of it.
    
    Now head back along the path to reach the Serpent's Trail door but don't enter
    it. Head west from here off the path along the mountain wall on your left side.
    When the slope turns less steep go south and head straight back to reach the
    mountain wall again. The first tree you can walk to should be on your left as
    you walk to the second tree possible. Walk around to the right of the rock on
    the ground to find the final chest half buried in the ground containing the
    Circlet of Omnipotence.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.68 - Zero Visibility
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    To get this quest wander around Aleswell north of the Imperial City and an
    invisible person will talk to you for help. Head south east to the tower and
    kill the invisible animals that come to attack you. As you enter the outside
    ruins a man will yell at you to go away and he doesn't want what you are
    selling.
    
    Climb the tower stairs and eventually you will find the wizard, whom is also
    invisible from the spell. Talk to him about what has happened to the town and
    he will give you a counter spell. Now head back up to the town with the scroll
    and stand in the center of town. The center is the garden in the middle of the
    houses. Equip the scroll and use it like a spell and everyone will turn visible
    again. You will now have access to a free bed; upstairs, first door on the
    left.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.69 - Goblin Trouble
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Head along the Yellow Road south east of the Imperial City and you will reach
    Corbolo River with the Crestbridge Camp. Talk to any of the people in camp and
    they will tell you they escaped from some goblins up in Cropsford. Ask about
    Cropsford, only Barthel will actually mark it on your map as well as adding the
    quest to your list. Go talk to Mirisa (a scout/archer) most likely by the road
    keeping watch for Goblins.
    
    Two Goblin Tribes are at war most likely over a Goblin Totem Head. You will
    learn about how to start a Goblin War (You can use this info to make Goblins
    go to war with you and cities you are in as they try to get the totem back) You
    must either kill the Shaman of the attacking tribe or retrieve the stolen totem
    from the other cave.
    
    Whichever you choose to do you can make it much easier if you wait until
    nightfall. Some Goblins at Cracked Wood Cave (the northern cave along The
    Yellow Road) will leave to raid the southern cave. You can either use this
    opportunity to head in to the cave and fight less goblins to reach the Shaman
    or you can follow the group of goblin raiders at a good distance and let them
    fight the goblins along the way for you. If you do follow them, don't get seen
    or the two tribes will attack you instead of eachother.
    
    Getting the totem is the easier of the two options since you see less Goblins
    along the way. Head through the cave tunnel and go left following the goblins
    wandering around; Kill whoever gets in the way. Navigate north east through the
    large cavern trying to stay out of sight from the Berserkers.
    
    If you aren't fast enough the Bloody Hands War Chief from the raiding party may
    make it to the back room before you and take back the stolen totem. He will
    then try to make his way out of the cave and return to his own tribes cave. If
    he can make it back to his cave on his own it will not solve the war as it
    should. You will then have to kill the Shaman if he makes it back to the cave.
    
    Take the totem and bring it back to Mirisa to find out what to do next. She'll
    tell you to place the totem outside the cave door or just inside the cave for
    them to pick up. Once it is picked up and returned the war will end. Talk to
    Barthel to let him know the war is over. You won't get any reward for this
    quest. Re-visit Cropsford once in a while to watch it get built in to a nice
    settlement.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.70 - Repairing the Orrery
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for the Orrery in order to get this quest.
    
    Head north of Kvatch to reach Camp Ales where some bandits are located at. Kill
    them and search the carrier for a Cog and an undelivered Message to get a quest
    update. It will list the locations of the Dwarven Artifacts that are missing at
    four camps.
    
    Head out to each of the four campsites surrounding Camp Ales to kill the
    bandits and retrieve the missing artifacts. Check the Carrier at each camp to
    get the Dwarven Artifacts.
    
    After you collect all of the Dwarven Artifacts a quest update will pop up and
    tell you to take them to Bothiel at the Arcane University in the Imperial City.
    Travel to the Arcane University in the south east part of the city and enter
    the Arch-Mage's Lobby. Hand over the artifacts to Bothiel. Wait 24 hours and a
    quest update will pop up telling you that you can visit the Orrery as much as
    you want and also get powers based on the phases of the moons.
    
    Head inside the Orrery and go up the winding stairs on either side. Activate
    the console to start the machine up.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.71 - Unearthing Mehrunes Razor
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for Mehrune's Razor in order to get this quest.
    
    It is wise to have a Potion of Cure Disease for the end requirement.
    
    Look far east of Bravil for Sundercliff Watch and enter the ruins. Watch out
    for the guard patrolling with the torch and the man in the robe in the upper
    left corner standing around. Kill them and head south down the tunnel.
    
    Open the abandoned sack to the right of the wooden door before you try to open
    the door and take the diary out of it. This will tell you a password and that
    an army is forming down in the ruins. You must find the journal in Drothan's
    cabin. Try the wooden door and say the special password to open it. Kill the
    steward and take the note off him for more info.
    
    Take the steward's registry off the table and continue across the bridge. Kill
    the recruits on the other side and go down the stairs, or just hop down the
    bridge if you want to sneak past them. Another guard will come from the east up
    some stairs and most likely go to bed in the south western corner. Kill him
    when he gets comfortable.
    
    Head east down the stairs the recruit just came from and go through the tunnel.
    You will come out in to a large circular room with the middle part of the floor
    broken out. Watch out for the recruit with the torch in the south east corner,
    sneak around and take him out. GO down the stairs to the east and sneak around
    behind the Drothmeri Veteran and kill him.
    
    Head north to enter the Sundercliff Village. You will now have to sneak through
    the village; you can raid the houses but they will most likely be occupied by
    recruits and soldiers. Go north and kill the soldier by the bonfire to keep the
    it stealthy.
    
    Sneak in to the Jail and sneak over to the table in the next room. You will
    find the Jailor's Letter. It talks about the assassin you heard about in the
    journal earlier in the cave, he is in the cell to the left as you walked in.
    Sneak over to him and pickpocket the Soiled Writ of Assassination. Pick the
    lock if you wish and let the assassin out and he will head through the tunnels
    attacking the army.
    
    Along the north wall head east and go down the stairs killing the soldiers and
    recruits as they show up and then move back to the west. Go through the tunnel
    to a cavern where two recruits are training with a Veteran watching them.
    Quietly kill the recruits and the Veteran should walk over to investigate, hide
    and then kill him when his back is turned.
    
    Head north to enter the Sundercliff Commune. Wait underneath as a Veteran and a
    Soldier come down the winding ramps and then head up when it is clear. Sneak
    eithr across the bridge if the soldiers aren't heading your way yet or hide in
    the south west corner past the recruit practicing his bow. Kill them all off if
    you have to and then head north to Frathen Drothan's Quarters.
    
    Read the journal on the desk, you will learn that Drothan has gone in to Varsa
    Baalim to look for Nefarivigum which supposedly protects Mehrunes Razor. He
    also left enchanted bezoars with the Commander and Forgemaster which you will
    need to get in to Varsa Baalim.
    
    Exit the house and enter the Commander's Quarters next door. If you released
    the assassin he will most likely be in here killing off the commander. Either
    help the assassin or wait for the outcome of the fight and head up to kill the
    commander if he was unsuccessful. Go in to the side room and take the glowing
    orb to get a quest update message. Now head out of the cabin and head back
    across the bridge and down the spiral ramp to re-enter the village.
    
    Get on the upper level and head to the east wall to enter Sundercliff Forge.
    Watch out for the patrolling recruit walking around the path. Head around the
    loop and continue to the east. Kill the recruit patrolling the next tunnel
    and enter the mines.
    
    Sneak east past the worker and kill the next worker looking at the cart. Wrap
    around to the south and then move east again up the tunnel as you kill off the
    workers and recruits. Head south again and work your way up the tunnel to make
    it on the upper level of the mine. Head north on the bridge and then east to go
    north again. Kill the recruits that get in the way and go east through a small
    tunnel once you hit the campsite.
    
    Go in to the door to the Sundercliff Forge and not any further north or you may
    get hurt/killed from a cave-in. Head along the tunnel to reach a forge area
    with a forge apprentice and a worker. Kill them both and then head through the
    tunnel to the north. Kill the next forge apprentice and worker while moving
    north. You can swing a sword at the hanging buckets to knock out the contents
    and collect jewels along the way if you want. In the next forge area kill the
    worker and then kill the Forgemaster, who is pretty tough.
    
    Enter the Forgemaster's Tent and take the Enchanted Bezoar off the table. Head
    north up the tunnel path to wrap around back on the upper level and kill the
    laborer ahead. Pull the rope he was guarding to open a secret passage and go
    back to the village. Head west and make your way back to the Commune and get to
    the lower level, heading west again.
    
    Kill any recruits and veterans that are in the way. Now activate the two
    pedestals on both sides of the doorway to place the bezeor's. Once the spell is
    broken head in through the doorway to the actual ruins.
    
    Go down the stairs and once you reach the first room go north. You will see
    blood freshly spilled on the floor, head west at the first intersection to
    continue on. Enter Varsa Baalim once you reach the door.
    
    Down below in this huge cavern you can see some people fighting. Head down the
    sloped pillar and kill off the survivors, most likely vampires. Head to the
    west and go up the slanted stairs and kill the vampires here as you go to Cava
    Beldameld. Head through the ruined room and kill the vampire in here to move on
    back out to Varsa Baalim. You should see some soldiers fighting more vampires
    again.
    
    While they are occupied head north west and through the ruins to drop down on
    to the half circle area and kill the vampire nearby. Go north east through an
    open doorway in the ruined wall. Enter Cava Marspangato move on. Just down the
    stairs more Drothmeri soldiers will be fighting some vampires. The easiest
    thing to do would be to sit at the top of the stairs and wait until most of
    them are killed off and then do in the rest.
    
    Head up the stairs and back out to Varsa Baalim. To the east another battle
    will be going on. Wait a bit for them to finish and then head over there to
    kill off whoever else is alive. Climb the sloped area and move east. Kill the
    vampire and then go down the spiral stairs to the reach The Nefarivigum.
    
    Head down the stairs following all the destruction and you will reach a large
    room below. Sneak over to the man in the red cloak and kill him. Once you kill
    Frathen Drothan you will get a quest update and everyone will be saved from his
    threat. Search the ground for his book and read it to learn that you must eat
    the heart.
    
    If you eat the heart you will get Porphyric Hemophilia which if left untreated
    will eventually turn you in to a vampire. Take the Potion of Cure Disease and
    open the gate if you have one and take the Razor. If you rather not eat the
    heart you can also try prying open the door yourself and fight the statue man
    that comes to life.
    
    Either way go up and activate Mehrunes Razor to open a doorway in front of it
    and then walk ahead to grab it. Enter the Forgotten Tunnels and go through the
    wooden door moving south to avoid the cave-in. Turn west at the southern most
    part and move on. Kill the Mud Crabs and get in to the water to swim down to a
    wooden door and come out at the lake just west of Sundercliff, there is no
    slaughterfish in the water to worry about.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.72 - Horse Armor
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for Horse Armor in order to get this quest.
    
    You must buy a horse and bring it over to Snak gra-Bura's Chestnut Handy
    stables just outside the Imperial Cities west gate and ask about the horse
    armor. Your first set of armor will be free, but all other armor you want will
    cost you 500 Gold.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.73 - Battlehorn Castle
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for Fighter's Stronghold in order to get this
    quest.
    
    Upon installing the add-on you will receive a "Quest Added" message. Head west
    of Chorrol once you can and come up to Battlehorn Castle and fight off the
    Marauder's that are attacking the knights outside. After they are disposed of
    talk to the Battlehorn Master-at-Arms to get Lord Kelvyn's Will. In it you will
    learn that you must go to the Imperial City Market District and speak to
    Nilphas Omellian to get the Battlehorn Castle Upgrades paper. You can then
    barter with him and get each upgrade at around 2,510 Gold. Barracks, Bedroom,
    Dining Area, Kitchen Area, Library Area, Training Room, Trophy Hall, and Wine
    Cellar.
    
    Once you have puchased everything head back to your castle and the Battlehorn
    Master-at-Arms will approach you giving you a Note from Nilphas Omellian about
    an ancient Dwemer Forge that will buff your Armorer skill. So once again when
    you have the 3,000 Gold head back to the Imperial City to speak with him on
    purchasing this Dwemer Forge, this will be the final item needed to complete
    Battlehorn Castle back to its former glory. Head back to the castle as you will
    have one more thing to do.
    
    Head inside the castle and go upstairs to the rooms above and enter your
    Private Quarters. Go back in to the library room and check the left side
    pillars for a secret switch to pull. The wall will move revealing a secret room
    on the other side in which you can locate Lord Jaren's Journal on the top of
    the far bookshelf in here. It will tell you that Lord Kain finally arrived at
    the castle accompanied by Arielle Jurard, a Breton battlemage of sinister
    reputation in Lainlyn. Kain had perished in battle shortly after they left, but
    by her arts she had returned him to life, and now planned to gather an army of
    Knights to resume the war against Baron Shrike. He then shut them in a grotto
    located behind the training room.
    
    Now leave the Private Quarters and make your way down in to the basement. Find
    the training room in the north east corner and go behind the archery target to
    find a candle you can turn to open a secret door. Head down the tunnel and
    enter the Battlehorn Castle Grotto.
    
    Head down the hall to the dead end and use the moveable pillar to open the
    secret passage. Now you must fight Lord Kain's undead skeleton and a nether
    Lich Arielle Jurard. Once you kill Arielle Jurard search her for the Lich Key
    and Decrepit Note. The key is to unlock a chest hidden under the water against
    the left wall.
    
    You will now have a Dwemer Forge which adds 15 bonus armorer skill to you while
    you are standing near it to work on your armorer skill, a blacksmith to help
    repair your things, a Man-At-Arms that will follow you, training room with a
    personal trainer, cook, maid, wine maker, and secret vault.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.01.74 - Deepscorn Hollow
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You must buy the add-on pack for Vile Lair in order to get this quest.
    
    Upon installing the add-on you will receive a "Quest added" message as well as
    receive a letter and a key. When you are able to head to the southern-most tip
    to locate Deepscorn Hollow. You must get in the water and swim in to the tree
    trunk that is lodged in the ground and unlock the door here. Inside you will
    find a journal on the chair to the right by the water to learn that you can get
    the furnishings needed to restore the place from Rowley Eardwulf at the Wawnet
    Inn just outside the Imperial City.
    
    Head over to the inn and talk to Rowley Eardwulf to see that he is selling each
    piece at about 3,060 Gold. Bedroom Area, Cattle Cell (used to hold vampiric
    meals), Dark Minion, Dining Area, Garden Receipt, Storage Area, and a Study.
    Also buy the Ichor of Sithis.
    
    Head back to Deepscorn Hollow to check out your newly furnished place. It
    provides a constant cure for vampirism, a shrine where the infamous player may
    heal and be cured of disease, a minion you can employ to find gold, area to
    hold vampiric meals, and a poisonous plant garden.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    *******************************************************************************
    3.02 - XBOX 360 Achievements
    *******************************************************************************
    
    Escaped the Imperial Sewers - Escaped the Imperial Sewers, Main Quest Beginning
    
    Closed an Oblivion Gate - Closed an Oblivion Gate, Main Quest
    
    Located the Shrine of Dagon - Located the Shrine of Dagon, Main Quest
    
    Delivered Daedric Artifact - Delivered Daedric Artifact, Main Quest
    
    Destroyed the Great Gate - Destroyed the Great Gate, Main Quest
    
    Champion of Cyrodiil - Completed the Main Questline
    
    
    
    Associate, Mages Guild - Joined the Mages Guild
    
    Apprentice, Mages Guild - Reached Apprentice rank in the Mages Guild
    
    Journeyman, Mages Guild - Reached Journeyman rank in the Mages Guild
    
    Evoker, Mages Guild - Reached Evoker rank in the Mages Guild
    
    Conjurer, Mages Guild - Reached Conjurer rank in the Mages Guild
    
    Magician, Mages Guild - Reached Magician rank in the Mages Guild
    
    Warlock, Mages Guild - Reached Warlock rank in the Mages Guild
    
    Wizard, Mages Guild - Reached Wizard rank in the Mages Guild
    
    Master-Wizard, Mages Guild - Reached Master-Wizard rank in the Mages Guild
    
    Arch-Mage, Mages Guild - Completed the Mages Guild Questline
    
    
    
    Associate, Fighters Guild - Joined the Fighters Guild
    
    Apprentice, Fighters Guild - Reached Apprentice rank in the Fighters Guild
    
    Journeyman, Fighters Guild - Reached Journeyman rank in the Fighters Guild
    
    Swordsman, Fighters Guild - Reached Swordsman rank in the Fighters Guild
    
    Protector, Fighters Guild - Reached Protector rank in the Fighters Guild
    
    Defender, Fighters Guild - Reached Defender rank in the Fighters Guild
    
    Warder, Fighters Guild - Reached Warder rank in the Fighters Guild
    
    Guardian, Fighters Guild - Reached Guardian rank in the Fighters Guild
    
    Champion, Fighters Guild - Reached Champion rank in the Fighters Guild
    
    Master, Fighters Guild - Completed the Fighters Guild Questline
    
    
    
    Murderer, Dark Brotherhood - Join the Dark Brotherhood
    
    Slayer, Dark Brotherhood - Reached Slayer rank in the Dark Brotherhood
    
    Eliminator, Dark Brotherhood - Reached Eliminator rank in the Dark Brotherhood
    
    Assassin, Dark Brotherhood - Reached Assassin rank in the Dark Brotherhood
    
    Silencer, Dark Brotherhood - Reached Silencer rank in the Dark Brotherhood
    
    Speaker, Dark Brotherhood - Reached Speaker rank in the Dark Brotherhood
    
    Listener, Dark Brotherhood - Completed the Dark Brotherhood Questline
    
    
    
    Pit Dog, Arena - Joined the Arena in the Imperial City
    
    Brawler, Arena - Reached Brawler rank in the Arena
    
    Bloodletter, Arena - Reached Bloodletter rank in the Arena
    
    Myrmidon, Arena - Reached Myrmidon rank in the Arena
    
    Warrior, Arena - Reached Warrior rank in the Arena
    
    Gladiator, Arena - Reached Gladiator rank in the Arena
    
    Hero, Arena - Reached Hero rank in the Arena
    
    Champion, Arena - Reached Champion rank in the Arena
    
    Grand Champion, Arena - Completed the Arena Questline
    
    
    
    Pickpocket, Thieves Guild - Joined the Thieves Guild
    
    Footpad, Thieves Guild - Reached Footpad rank in the Thieves Guild
    
    Bandit, Thieves Guild - Reached Bandit rank in the Thieves Guild
    
    Prowler, Thieves Guild - Reached Prowler rank in the Thieves Guild
    
    Cat Burglar, Thieves Guild - Reached Cat Burglar rank in the Thieves Guild
    
    Shadowfoot, Thieves Guild - Reached Shadowfoot rank in the Thieves Guild
    
    Master Thief, Thieves Guild - Reached Master Thief rank in the Thieves Guild
    
    Guildmaster, Thieves Guild - Completed the Thieves Guild Questline
    
    
    
    Tourist, Shivering Isles - Entered the Shivering Isles
    
    Aspirant, Shivering Isles - Reached Aspirant in the Court of Madness
    
    Citizen, Shivering Isles - Reached Citizen Rank in the Court of Madness
    
    Madman, Shivering Isles - Reached Madman Rank in the Court of Madness
    
    Honored Madman, Shivering Isles - Reached Honored Madman in the Court of
                                      Madness
    
    Duke Dementia, Shivering Isles - Choose to take over the spot of the Duchess of
                                     Dementia
    
    Duke Mania, Shivering Isles - Choose to take over the spot of the Duke of Mania
    
    Regent, Shivering Isles - Reached Regent Rank in the Court of Madness
    
    Defender, Shivering Isles - Reached Defender of the Realm Rank in the Court of
                                Madness
    
    Madgod, Shivering Isles - Stopped the Greymarch
    
    *******************************************************************************
    3.03 - Glitches
    *******************************************************************************
    
    Hold Bow and Torch in same hand
    Walk-thru walls/Sit-thru walls
    Walk-thru waterfall cliff side
    Behind Kvatch Chapel Unloaded
    Item Dupe Glitch
    Bound Weapon Glitch
    Unlimted Bound Weapon Glitched Weapon Enchantments
    Bound Armor Glitch
    Chameleon Trick
    Unlimited Gold (Prepatch)
    
    +++++++++++++++++++++++++++++++
    Hold Bow and Torch in same hand
    +++++++++++++++++++++++++++++++
    Open your item menu and equip a bow, then equip a torch, and next equip and
    unequip a shield. This will make your character hold the bow and torch in the
    same hand. Once you leave the item screen it resets to normal.
    
    ++++++++++++++++++++++++++++++
    Walk-thru walls/Sit-thru walls
    ++++++++++++++++++++++++++++++
    Go to Leyawiin and exit the north east exit. Go inside the Coast Guard Station
    and straight ahead from the entrance door is a bench on the north wall. Sit on
    it and your character will walk through the wall and then come back through to
    sit down on it. Once you stand up you will go back through the wall and be on
    the other side.
    
    ++++++++++++++++++++++++++++++
    Walk-thru waterfall cliff side
    ++++++++++++++++++++++++++++++
    South of the Imperial City is a huge waterfall, easily located right by
    Charcoal Cave on The Green Road. If you hop down the ledges you can walk under
    the waterfall and through the rocks in to a small alcove thats not really
    supposed to be there.
    
    +++++++++++++++++++++++++++++
    Behind Kvatch Chapel Unloaded
    +++++++++++++++++++++++++++++
    Go to the building next to Kvatch with the large fire and the destroyed
    building. Climb through the rubble to the tower and the fire. You can jump
    through the opening to the left and make your way down the other side of the
    rubble to reach the back half of the city right before the castle gates and be
    in a half loaded game piece.
    
    ++++++++++++++++
    Item Dupe Glitch
    ++++++++++++++++
    You must have arrows in your inventory for this to work. This will not work on
    Quest Items and special named items.
    
    The number of arrows in the pouch you use will be the amount that gets duped.
    First either pull the string on your bow, swing your weapon or fist and get in
    to the menu before the attack ends. Go to the arrow pouch and unequip/equip it
    two times (you should hear it equip and then no sound the second time). You
    will get a warning saying you can't equip that item while attacking. Now go to
    the item you want to dupe and drop it. Go out of the menu and and the game will
    finish out the attack and freeze up a bit. Shortly after the duped item will
    spray out allowing you to pick them all up.
    
    +++++++++++++++++++
    Bound Weapon Glitch
    +++++++++++++++++++
    
    Requirements: 
    
    Access to Arcane University
    
    At least two bound WEAPON spells
    
    Money to make cheap spell
    
    Conjuration skill of at least 25
    
    Go to the Arcane University Praxographical Center. Make a spell that has two
    bound weapon spells that last about two seconds (or as long as it takes you to
    access the "B Button Menu".) The spell must have the bound weapon that you want
    to keep as the second part of the spell.
    
    Once the spell is made, cast it. Before the spell expires go to the "B Button
    Menu." The second weapon should be left there unequiped, drop it.
    
    DO NOT PICK IT UP UNTILL THE SPELL EXPIRES.
    
    Then you have a weightless weapon that acts as any other weapon in your
    inventory.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++
    Unlimted Bound Weapon Glitched Weapon Enchantments
    ++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Requirements:
    
    Bound Weapon Glitch
    
    Any soul gem with any level soul in it
    
    A lot of money
    
    Access to Arcane University
    
    Once you have everything, go to the Chrinasium and enchant the Bound Wepon that
    you have with all the enchantments that you want.
    
    Note: You will still have to recharge your weapon.
    
    +++++++++++++++++++
    Bound Armor Glitch
    +++++++++++++++++++
    
    Summon the armor, and do one of the following:
    
    A) create a disintigrate armor spell on self
    
    B) Summon a creature and attack it untill it attacks back. Kill the monster
       after the armor is damaged.
    
    Before your armor dissapears, repair the bound armor and drop it untill the
    spell runs out. You can also enchant it.
    
    +++++++++++++++
    Chameleon Trick
    +++++++++++++++
    
    If you have 100% chameleon, you will not be able to see yourself. To change
    that, simply put on another item that has chameleon and take it off.
    
    example, equip four items of 25% chameleon. now equip and unequip another
    chameleon item and viola!!!! now you look like predator.
    
    You can also cast a chameleon spell, which will work.
    
    +++++++++++++++++++++++++
    Unlimited Gold (Prepatch)
    +++++++++++++++++++++++++
    
    First complete the Cure for Vampirism mission, and talk to The Count, Janus
    Hassidor.
    
    When you talk to him, ask him about the "Reward" conversation option, but don't
    leave the conversation, and keep asking him about it. Everytime you ask him
    about it you receive 1,000 gold (or more depending on your level). Do this as
    many times as desired for unlimited gold.
    
    Note that a title update has fixed this glitch.
    
    *******************************************************************************
    3.04 - Leveling Skills
    *******************************************************************************
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Acrobatics, Blade, Destruction, Light Armor, Marksman, Sneak, Speechcraft
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Acrobatics - Fall of of things and cure yourself. The best place is in Bravil
    at the first staircase to the right when you first come in to town. walk up it
    and fall down the other side; keep repeating. Every fall is 3.0 exp to your
    level if you take damage, no damage is .3 exp for every jump.
    
    
    Alchemy - Dupe 2000 breadloafs, and 2000 cheese wedges, and make 2000 useless
              potions.
    
    
    Armorer - Level 1 to 75: Hotkey a repair hammer and use it after every swing.
              Level 75 to 100: Cast bound item, repair, repeat.
    
    
    Athletics - Go in to a building you won't get in trouble by walking around in
                and use either a rubber band, tilt the controller so it is leaning
                on the stick, or wrap the cord around the controller so your
                character runs in to the wall. Leave the game running and go do
                something else like eat lunch or sleep for the night.
    
    Blade - Summon a creature when you are 100 chameleon. Turn up the difficulty
            so they have more health. Beat it down. repeat.
    
            Or you can just go dungeon diving and beat down those monsters while
            you're you have chameleon 100 with their difficulty turned up.
    
            You can also attack the Scamps in Leyawiin if you haven't completed
            the "Whom Gods Annoy" side quest.
    
            Once you complete all the Dark Brotherhood quests, you will be the
            owner of the Brotherhood, and you will have a very loyal servant. You
            can bring her to the downstairs bedroom. Attack her so she chases you.
            Keep hopping over the table until she gets stuck behind one of the
            chairs. If you have a longsword, you can attack her while she is still
            out of reach of you, and unable to come closer to you. Turn up the
            difficulty to the maximum, and she will not be able to be damaged. You
            can swing away till your heart's content.
    
    Block - Find some rats to hit you a lot without damaging you much. Bring some
            Cure Disease Potions.
    
            After completing the Dark Brotherhood questline, attack your servant
            (with difficulty at lowest possible) then just hold the block button.
            This works better if your a journeyman of block so that your shield
            won't break.
    
    Blunt - Summon a creature when you are 100 chameleon. Turn up the difficulty
            so they have more health. Beat it down. repeat.
    
            Or you can just go dungeon diving and beat down those monsters while
            you're you have chameleon 100 with their difficulty turned up.
    
            You can also attack the Scamps in Leyawiin if you haven't completed
            the "Whom Gods Annoy" side quest.
    
    Hand-to-Hand - Summon a creature when you are 100 chameleon. Turn up the
                   difficulty so they have more health. Beat it down. repeat.
    
                   Or you can just go dungeon diving and beat down those monsters
                   while you're you have chameleon 100 with their difficulty turned
                   up.
    
                   You can also attack the Scamps in Leyawiin if you haven't
                   completed the "Whom Gods Annoy" side quest.
    
    Heavy Armor - Find some rats to hit you a lot without damaging you much. Bring
                  some Cure Disease Potions.
    
    Light Armor - Find some rats to hit you a lot without damaging you much. Bring
                  some Cure Disease Potions.
    
    Marksman - Summon a creature when you are 100 chameleon. Turn up the difficulty
               so they have more health. Beat it down. repeat.
    
               Or you can just go dungeon diving and beat down those monsters while
               you're you have chameleon 100 with their difficulty turned up.
    
               You can also attack the Scamps in Leyawiin if you haven't completed
               the "Whom Gods Annoy" side quest.
    
               Once you complete all the Dark Brotherhood quests, you will be the
               owner of the Brotherhood, and you will have a very loyal servant.
               You can bring her to the downstairs bedroom. Attack her so she
               chases you. Keep hopping over the table until she gets stuck behind
               one of the chairs. If you bow, you can attack her while she is still
               out of reach of you, and unable to come closer to you. Turn up the
               difficulty to the maximum, and she will not be able to be damaged.
               You can shoot away till your heart's content.
    
    Magic Spells - Hold block to cast twice as fast, and cast over and over.
    
    Destruction - For destruction make a 'weakness to fire' on self spell.
    
                  Once you complete all the Dark Brotherhood quests, you will be
                  the owner of the Brotherhood, and you will have a very loyal
                  servant. You can bring her to the downstairs bedroom. Attack her
                  so she chases you. Keep hopping over the table until she gets
                  stuck behind one of the chairs. If you bow, you can attack her
                  while she is still out of reach of you, and unable to come closer
                  to you. Turn up the difficulty to the maximum, and she will not
                  be able to be damaged. You can shoot away till your heart's
                  content.
    
    Restoration - For restoration make a 'fortify strength' on self spell.
    
    Conjuration - Buy the best 'Bound Item' spell that you can use, and find a bed.
                  Cast the spell, then sleep for an hour, and your Magicka will be
                  completely replenished. Cast the spell again, and sleep for an
                  hour again. You can do this for some pretty decent levelage.
    
    Mercantile - Sell 1,000 arrows one at a time. Press LB at the how many screen
                 to save time.
    
    Security - Download the Smugglers Den and use the training chest in the cave.
    
    Sneak - Just sneak around cities behind people as they walk around in there
            daily routines. Guards on patrol work well.
    
    Speechcraft - Go to any person and just keep hitting all the bright ones that
                  are selectable, any order, just fast, and you will skill up.
    
    *******************************************************************************
    3.05 - Modding
    *******************************************************************************
    
    Most modding must be done on the PC version of the game using commands. You can
    however load your Xbox 360 game save on the PC version with a little extra
    effort on to the PC version to do all the same mods available to the PC users.
    
    The Following section is for Xbox 360 users only with the knowledge of knowing
    how to get a game save from the Xbox 360 to the computer.  If you are already
    playing the PC version of the game and want to mod it look past this section.
    
    ************************************************
    *           For Xbox 360 Players Only          *
    * WARNING: MODDING OTHER XBOX 360 GAME  SAVES  *
    * CARELESSLY CAN GET YOUR SYSTEM BANNED FROM   *
    * PLAYING ON XBOX LIVE. MODDING ELDER SCROLLS  *
    * GAME SAVES ARE ALRIGHT; AND I TAKE NO        *
    * RESPONSIBILITY FOR ANY BANNINGS AS YOU       *
    * SHOULD ALREADY BE KNOWLEDGEABLE IN THIS AREA *
    ************************************************
    
    You will need:
    
    Brain with the knowledge of how to get game saves from the Xbox 360 to the PC
    
    and
    
    PC Version of Elder Scrolls IV: Oblivion that has ALL the DLC you have on the
    Xbox 360 installed on your PC
    
    -------------------------------------------------------------------------------
    Extract the desired game save off your device you transferred from the Xbox 360
    and get it on your computer. Now using a Package Manager to view the game save,
    look at the contents of the save and you will find a ‘gamedata.dat’ file in the
    contents. Extract this file and rename the file’s extension to ess (Elder
    Scrolls Save for the PC) and place it in your save folder for the PC version.
    Now you can load your Xbox 360 version save on the PC and edit using the
    command you want.
    
    Note that if you get your game save to the computer and don’t own the PC
    version of the game you can still find some simple editors; keep the whole save
    as is right out of the Xbox 360, don’t extract the gamedata file. You are very
    limited in the editors this way however and can just edit things like adding
    spells, some items, some non-important stats, skills, location, gold, level,
    and character’s name. The best editing is done through the pc version of the
    game.
    
    Mod with commands provided and others that you find, then save the game and
    make a copy of this save to your desktop or another location so you have the
    original backed up in the save folder in case something messes up. Rename this
    copy back to gamedata.dat and click yes when it asks about file extensions.
    Now re-open the save you have and go back to the contents of the save. Click
    once again on the gamedata.dat in the save and replace this file with the
    modded version. Rehash and Resign the save and enjoy on your xbox 360!
    
    End of Xbox 360 Only Section
    -------------------------------------------------------------------------------
    
    Tilde key (~) brings up the command window
    
    Command                        Effect
    showsubtitle                   Toggles NPC subtitles
    tai                            Toggle AI
    tcai                           Toggle combat AI
    tcl                            Toggle collision
    pcb                            Purge cell buffer
    tdetect                        Toggle AI detection
    tdt                            Toggle debug text
    tfc                            Freeflying camera
    tfow                           Toggle fog of war
    tfh                            Toggle full help
    tg                             Toggle grass
    tgm                            Toggle God Mode
    thd                            Toggle Heads up Picture in Picture
    tlb                            Toggle Lite Brite
    tll                            Toggle land LOD
    tlv                            Toggle leaves
    tm                             Toggles menus
    tmg                            Toggle Motion Guide
    tmm                            Show/hide all map markers
    ts                             Toggle sky
    tt                             Toggle trees
    twf                            Toggle wireframe mode
    twr                            Toggle water radius
    tws                            Toggle water rendering
    player.AddItem <itemID> <#>    Add item to inventory
    Player.RemoveItem <itemID> <#> Remove item from inventory
    Player.PlaceAtMe <BaseID> <#>  Places an NPC, creature, or Item with amount
                                   next to your character
    Player.SetCrimeGold <#>        Sets your bounty to whatever you specify in #
    Player.PayFine                 Pays your fines but removes stolen loot to
                                   nearest jail
    Player.PayFineThief            Pays fines to thief and you keep your stolen
                                   loot
    Player.SetLevel <#>            Sets your level to whatever # is
    Player.AddSpell <BaseID>       Adds specific spells to your character
    Player.RemoveSpell <BaseID>    Removes specific spells to your character
    Unlock                         Click a locked object and type this in to
                                   unlock the lock
    lock <#>                       Click a door or container and type this in with
                                   a number. 1-7 Very Easy, 8-20 Easy, 21-40
                                   Average, 41-80 Hard, 81-99 Very Hard, and 100
                                   Needs a Key (These are unopenable because there
                                   will be no key for it)
    Resurrect                      click a corpse and type in command to resurrect
    kill                           click a NPC or creature and type in to kill
    ModAmountSoldStolen <#>        sets the amount fenced to whatever you put in #
    
    *******************************************************************************
    3.06 - Frequently Asked Questions
    *******************************************************************************
    
    Q - Can I get rid of my Infamy?
    
    A - Yes, you have to own the Knights of the Nine DLC and go on a pilgrimage to
        each of the shrines. This can be repeated as many times as you like.
    
    Q - I am having a lot of trouble with Umbra do you have any other advice for
        me?
    
    A - There is a video with a really easy way to defeat Umbra if you still can't
        defeat Umbra on your own.
    
        http://www.youtube.com/watch?v=PoTakTyzsRY&mode=related&search=
    
    Q - How do I zoom in on the camera?
    
    A - Press in and hold the right analog stick. Press LT to ZOOM IN, and RT to
        ZOOM OUT. You can also turn the camera to look at your characters face if
        you wish doing this as well.
    
    Q - When I go to pray I get "Repent your crimes, wicked one" What am I supposed
        to do?
    
    A - You have to raise your fame above your infamy.
    
    Q - Where are the giant enemies?
    
    A - Giant Slaughterfish - Wizard's Grotto during "Arrow of Extrication"
        Giant Mudcrab - Greenmead Cave
    
    Q - I heard there are Unicorns in this game, where are they?
    
    A - Go south of the Imperial City to The Green Road. Along The Green Road you
        will find the Inn of Ill Omen, go directly east from here. Soon you will
        come to Harcane Grove, outside of this location you will find Unicorns that
        you can ride like any other horse. It is also part of a side quest if you
        search the wilderness.
    
    Q - Is there any easy ways to level my destruction magic, and other fighting
        skills?
    
    A - Go to Leyawiin and enter the house of Rosentia Gallenus if you haven't
        completed the side quest "Whom Gods Annoy" and just use your destruction
        magic or any other fighting moves (blade, fist, and blunt) on the Scamps in
        the house, they will regenerate forever until you complete the quest.
    
    Q - My Prima Game Guide says that you can actually get 11 Ayleid Statues and
        one of them is found in Sardavar Leed, yet I can't find it; Why don't you
        have it written in your guide?
    
    A - We don't have it in the guide because I have searched through all the ruins
        and found only these statues. The "Official Game Guides" get errors once in
        a while and being a printed copy it can not change unless you download a
        page off their website if they plan on changing it. Just stick with our
        guides, they have give you more information anyway.
    
    Q - Can I join multiple Guilds in this game or am I stuck with choosing one?
    
    A - You can join all the Guilds in the game at once and keep each one as long
        as you follow the rules of each.
    
    Q - Is it necessary to have the XBOX 360 Hard drive when I play this game?
    
    A - Having the Hard Drive when you play this game will make the game run better
        than without having one. I believe it is also necessary to have the Hard
        Drive in order to download the extra game content available on XBOX LIVE.
    
    Q - What if I accidently kill someone that was part of the main story line. Is
        my game ruined forever!?!?
    
    A - You can't kill main story line npc's; they only get knocked out.
    
    Q - How do you put a soul INTO a soul stone?
    
    A - Use the Soul Trap spell. You can learn it or find items that can cast it.
    
    Q - How much do I need to pay for a house?
    
    A - Anvil - 5,000 Gold
        Bravil - 4,000 Gold
        Bruma - 10,000 Gold
        Cheydinhal - 15,000 Gold
        Chorrol - 20,000 Gold
        Imperial City - 2,000 Gold
        Leyawin - 7,000 Gold
        Skingrad - 25,000 Gold
    
        Don't forget, you can also get free places to stay by completing Guild's
        and add-on packs.
    
    Q - Is there any place to get good armor?
    
    A - Rockmilk Cave, north of Leyawiin on the west side of the river.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.07 - Credits
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    sam0192837465 - Umbra Sword location and Wayshrine locations for Knights of the
                    Nine quest
    
    deelow02 - Unlimited Gold glitch
    
    Jeff Blinks - Additional skill leveling ideas
    
    WookyMaster - Bound Armor Glitch
    
    brainpowerpaul - Some skill leveling ideas
    
    iPoodInYourCar - Glitches
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.08 - Version History
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Version 4.0 - Updated the PC patch link and gave unofficial patch link
                  DLC for PC information updated
                  Added Battlehorn Castle (Fighter's Stronghold) to side quests
                  Added Deepscorn Hollow (Vile Lair) to side quests
                  Added missing second chance in to the thieves guild quest
                  Added bug fix to May the Best Thief Win
                  Added locations for great Independent Thievery items
                  Fixed Spelling errors in Thieves Guild quests
                  Updated PC Controls for menu navigation
                  Modding section added
                  Added the Shivering Isles Expansion Pack with all side quests
                  Added Vampirism with Cure Quests
                  Added Shivering Isles Achievements to the Achievement section
    
    Version 3.4 - Added more skill leveling tips.
    
    Version 3.3 - Added Dupe Glitch to the glitches section.
    
    Version 3.2 - Rewrote the Cheydinhal Oblivion Gate section so it is now in the
                  main quest line and the optional quest sections so the user
                  doesn't have to scroll down to the optional quests just to read
                  how to get past it.
    
    Version 3.1 - Added a glitch.
    
    Version 3.0 - Worked on the leveling skills section.
    
    Version 2.9 - Added XBOX 360 Achievements.
    
    Version 2.7 - Fixed the easy search values on the contents and through out the
                  guide itself.
    
    Version 2.6 - All Main Quests are now complete.
    
    Version 2.0 - All Guild Quests are now complete.
    
    Version 1.6 - All Optional Quests are no complete.
    
    Version 1.2 - Added another Optional Quest to Skingrad. Added more Optional
                  Quests in to Settlement's section.
    
    Version 1.1 - Added a lot of Optional Quests added.
    
    Version 1.0 - Fighter's Guild is now completed. Starting to work on finding and
                  completing Optional Quests.
    
    Version 0.9 - Finished The Dark Brotherhood quests. Worked on some of the
                  Optional Quests.
    
    Version 0.7 - Finished most of the Thieves Guild quests. Have yet to get the
                  extra quest rumored if you don't fulfill the initiation quest.
                  Now adding the Dark Brotherhood quests.
    
    Version 0.2 - Finished Armand Christophe's Quests, Added how to buy house in
                  Imperial City, Added how to get Ultimate Sword in game thanks to
                  sam0192837465.
    
    Version 0.1A - Fixed the escape route for Quest: May the Best Thief Win if you
                   don't get the Diary.
    
    Version 0.1 - Started the guide. Added in the Tutorial escape of the Prison and
                  started on The Thieves Guild section.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.09 - Copyright 2012
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This document is the hard work of me Alan Stupak (Brokaliv) and Tatoto. And we
    don't want anyone to take this guide and rip it off. This document cannot be
    changed or altered in any way, shape or form. You are welcome to ask permission
    if you would like this guide posted on your website. This document is for
    private use only. You are free to print it out but you don't have permission to
    sell it for profit. This document is not to be published in any form of media
    publication unless you have the permission of me before hand. The websites
    listed below have permission to have this guide published on their sites. Use
    of this guide on any other web site or as a part of any public display is
    strictly prohibited, and a violation of copyright. That is all, thank you.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    Copyright 2006-2012 Alan Stupak and Tatoto
    
    If you would like to donate some money to help pay for my college funds please
    send some money to me through www.paypal.com at acstupak@yahoo.com
    
    thanks for the support.
    
    GameFaqs - www.gamefaqs.com
    Neoseeker - www.neoseeker.com
    Cheat Happens - www.cheathappens.com
    IGN - faqs.ign.com
    The Genie - www.thegenie.net
    Evermore Forums - www.evermoreforums.com
    Super Cheats - www.supercheats.com