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    FAQ/Walkthrough by elsquanto / WhyteScythe187

    Version: 1.00 | Updated: 05/02/07 | Search Guide | Bookmark Guide

    	        	The Elder Scrolls IV
    	 		KNIGHTS of the NINE
    lSl                The Elder Scrolls IV: Oblivion                        lSl
    lSl                  Knights of the Nine Guide                           lSl
    lSl               by WhyteScythe187 and elsquanto                        lSl
    lSl                                                                      lSl
    lSl                 Table of Contents                 lSl
    lSl              1.00 - Version History               lSl
    lSl 2.00 - Walkthrough                                lSl
    lSl	2.01 - About Knights of the Nine              lSl
    lSl	2.02 - Starting KOTN & The Pilgrimage         lSl
    lSl	2.03 - The Helm of the Divine Crusader        lSl
    lSl	2.04 - The Priory of the Nine                 lSl
    lSl	2.05 - The Boots of the Divine Crusader       lSl
    lSl	2.06 - The Mace of the Divine Crusader        lSl
    lSl	2.07 - The Gauntlets of the Divine Crusader   lSl
    lSl	2.08 - The Shield of the Divine Crusader      lSl
    lSl	2.09 - The Greaves of the Divine Crusader     lSl
    lSl	2.10 - The Sword of the Divine Crusader       lSl
    lSl     2.11 - The Blessing of Talos                  lSl
    lSl	2.11 - Umaril the Unfeathered                 lSl
    lSl 3.00 - Contact info and Legal Stuff               lSl
    lOl 1.00 - Version History          lOl
    Vers. 1.00 - Finished and Submitted
    Vers. .75 - Inserted detailed walkthroughs for the first two dungeons. More
    making the guide look pretty (3/25/07)
    Vers. .55 - Guide began to be put into Faq format, added Table of Contents, and
    the walkthrough section all the way up to the Mace of the Crusader. (3/19/07)
    Vers. .50 -  Guide is a skeleton and an organizer...
    lOl 2.00 - Walkthrough              lOl
    2.01 - About Knights of the Nine
    Knights of the Nine, or KOTN as it will be referred to oftenly from now on, is
    a Downloaded content available from the Xbox live marketplace. This DLC costs
    about 10 US dollars when this guide is being written, but other Downloaded
    content has been available free for special offers or holidays, so anything
    could change.
    In order to get Knights of the Nine, simply enter the Xbox live marketplace
    from the dashboard, and go into the games section. Scroll down until you see
    "Oblivion", and enter that. Here you will see a list of all the DLC's,
    gamerpictures, and themes, but KOTN should be near the bottom. Select it, and
    it should download. Compared to other things available on the marketplace, this
    is a very fast download, but playing any games on live will stop it, so go
    single player for a while. After you get a friendly little message saying
    "Download Complete", KOTN is yours.
    KOTN is built in with the PS3 version of Oblivion
    2.02 - Starting KOTN & The Pilgrimage
    The first thing you should notice is that you don't get a friendly little
    message like you would with any other DLC. KOTN is actually an integrated
    questline, as if it were part of the game from the start. Start it like you
    would any other quest, talking to random people and exploring, going to every
    city asking for "Rumors", or you can be lazy and read the next paragraph.
    Eventually, people will mention some "prophet" preaching in front of the Chapel
    in the city of Anvil.They will also mention an attack on Anvil chapel. Go to
    Anvil chapel, a nice guard will stop you and say you don't want to go in there.
    And he's right, there is some pretty gruesome stuff in there. But if you want
    to know the full story, then go ahead.
    But if that's not your taste, head on over across the street looking for the
    prophet. If he's not there, then look for a small bedroll lying on the ground.
    That's his house. Wait for him there and eventually he'll show up.
    When he talks to you, open up all the dialogue options. You don't actually have
    to listen to him rant, just pretend to. Eventually, admit to him you are
    interested in gathering all of the Crusader's relics. He'll ask you what you're
    claims to fame are, and you can answer with the guilds you are currently the
    head of. Say you have no claim to fame, and he'll give you a nifty map giving
    you the locations of all the nine wayshrines you need to visit.
    ~The Pilgrimage~
    You need to visit every wayshrine on the map, where it will tell you that you
    have prayed at this wayshrine, and may continue. Note that the map is not quite
    as accurate as you would've liked, so I'll detail the locations in the order
    that I recommend.
    Arkay - North of the Brina Cross Inn, which is along the Gold road from Anvil
    to Kvatch
    Mara - NW of Cursed Mine, which is West of Skingrad
    Libella - North East of Fort Carmala, which is South of Chorrol
    Akatosh - Directly South of Bruma, along the Orange Road
    Julianos - Right on the Yellow road, SE of the Imperial City
    Kynareth - Next to a small lake, right on the "S" in the Nibenay Basin
    Talos - North of Bravil, near the "i" in Nibenay Valley
    Zenithar - North of the Flooded Mine, which is North of Bravil
    Stendarr - NNE of Leyawin, along the Green road
    If all of the wayshrines you visit are on the map that the prophet gave you,
    you might meet a pair of knights also walking the way; Sir Roderic and Lathon.
    The pilgrimage will set your infamy points to zero, and give you the greater
    power "Pilgrim's Grace"
    2.03 - The Helm of the Divine Crusader
    Once you visit the last shrine and pray at it, wherever it may be, you will be
    teleported into another dimension where a dude named Pelinal Whitestrake will
    invite you to a brief chat. If you've been paying attention to the story,
    you'll know who this guy is. Anyways, once it's over, you'll be sent back to
    Cyrodill, with a new shrine marked on your map. This is the underwater ruin of
    Vanua. You'll find it under that huge bridge near the Imperial City.
    This is a fairly typical Alyeid Ruin, there are not nearly as many suprises as
    you'll find later on in the questline. Take a deep breath and dive underwater
    to reach the door, then hold your breath a little while longer until you get
    onto dry land. As you enter, you will fight some undead, they shouldn't be too
    hard. There will be Welkynd Stones in the subchambers on your right and left.
    Not very far in, you should reach a square room with four stones in it. There's
    a push block on the left which will open the ruin for further progress. The
    ruin gets even more straightforward from here. You'll then enter a larger room
    where you will need to jump through a hole in the wall in order to access the
    level of the dungeon that the shrine is in.
    This is a small mazelike room, and the only way out is through another hole in
    the wall. Go through this area and you'll drop into the room with the helm in
    it. On the ground, you'll find the body of Sir Amiel. Go ahead and take his
    ring, his key, and anything else he has on him. He won't need it anymore. Use
    the key to open the gate directly across from where you entered, and you'll
    need to jump through yet another hole in the corner to progress further. This
    tunnel will allow you to bypass the collapsed part of the tunnel which had
    hindered your progress. Enter "The Lost Catacombs". Continue to the ruin until
    you reach another hole. Are you tired of holes yet? Of course you're not. Holes
    are fun!
    You are now in a forked hallway, but both paths lead to the same place, thus
    defeating the purpose. This is the balcony where the helm is. Pick it up, and
    jump off of the balcony. The doors behind the shrine don't go anywhere.  Go
    through the far door, and enter  (surprised?) another hole. In the next room
    are a kind of large group of enemies, along with a boss chest behind the stone
    tomb. A door at the far end of the hallway will open up, allowing you to
    reenter familiar territory. Use the same way that you used to get out in order
    to get out.
    2.04 - The Priory of the Nine
    You should get this quest indicator soon after you find Sir Amiel's body.
    Either way, go into the priory and look around. It's a dump. If you have Sir
    Amiel's ring in your inventory, go to the symbol on the floor that was to your
    immediate left when you entered. A nifty little path will open before you. Walk
    down and enter the basement, or "undercroft" if you want to be fancy.
    Here you will see the cuirass that matches your helmet across the room, but
    before you can take it, Sir Amiel's ghost will appear before you. Him and his
    ghostly buddies want to see if you are strong enough to challenge Umaril
    (that's what this whole thing's leading up to, if you haven't paid attention).
    They are all very easy fights and come at you one at a time. It shouldn't be
    much of an issue. Surprisingly, you don't need silver, daedric or enchanted
    weapons to hurt them, as you would need for most ghosts.
    Once you get them to admit defeat, they'll let you grab the cuirass. Take the
    armor (it matches nicely with your helmet), and before you leave, have a chat
    with some of your new undead allies.
    Sir Casimir tells you about the Gauntlets of the Crusader, and the whole story
    about how he accidentally killed some beggar and the gauntlets fell from his
    hands and now will not budge, the classic sword in the stone deal.
    Sir Ralvas tells you about the Mace of Zenithar, a task he failed to achieve
    due to lack of faith
    Sir Henrek tells you about the Shield of the Crusader, which was kept in Fort
    Bulwark to be kept safe
    Sir Juncan will tell you about the Boots of the Crusader, which is protected by
    Kynareth's "minions"
    2.05 - The Boots of the Crusader
    Make your active quest "Nature's Fury", which you got from Sir Juncan, to get a
    nifty little map marker on the west side of the Red Ring Road, to the West of
    the Imperial City.
    Meet the worshipper's of Kynareth, the equivalent of PETA in Cyrodill. The nice
    lady named Avita will tell you that in order to get the boots, you must go to
    the "Grove of Trials". Scary. Walk towards your new map marker and eventually
    you will find yourself in a isolated section of the forest. Wait a few minutes,
    and a large bear named "Forest Gaurdian" will come in and try to kill you.
    Dodge or absorb its attacks, but don't strike the thing. Eventually, it will
    get bored and walk away, and a nifty little door will open into Kynareth's
    There are two Spriggans standing over the boots, don't attack them. Instead
    just pick up the boots and walk out.
    *Note: If you attack any of the animals above in the quest, it will add a point
    of infamy and force you to redo the pilgrimage
    **Note: Don't bring any hostile followers around either, they will attack the
    forest guardian in your defense, which will force you to do the above
    2.06 - Mace of the Crusader
    In the basement of the priory, one of your semi transparent friends named Sir
    Ralvas will tell you to do what he failed, and get the Mace of Zenithar from
    the Chapel of Zenithar. So, take a hike over to Leyawin and start this quest.
    Upon your arrival, another knight will greet you, saying that he tried and
    failed to get the boots. Instead he has stayed back to protect it. That's Gods:
    2, Knights: 0. Go downstairs and pray at Sir Kaladas' tomb, ignoring the
    spectres, they won't attack you.
    As soon as you pray, you'll be teleported to some strange area. The mace is
    right across the huge gaping cliff of death. You can jump for it, but you won't
    reach it. Or, you can slap on the boots of the Crusader, and an invisible
    walkway will appear Indiana Jones style. Walk the line, and grab the mace.
    When you return, you'll find the chapel filled with Aurorans. Get used to
    killing these guys. I would recommend slashing them until they return, then
    dodge it and throw a spell at them. That seems to work effectively.
    2.07 - Gauntlets of the Crusader
    Sir Casimir sends you to see the priests in the Chapel of Stendarr in Chorrol.
    Talk to the priest there, he's named Areldur. He'll tell you the story of the
    gauntlets (which you already knew), but then he'll add in another fact, that
    the gauntlets are killing a descendent of Sir Casimir named Kellen. The
    gauntlets are sitting on the floor surrounded by candles. Don't try to go
    "sword in the stone" on it, because it won't work. The only way you'll get
    these is by talking to Kellen, conveniently located in the Chapel basement.
    Talk to him about the curse, and he'll talk about his suspicion that Areldur
    knows something, but doesn't want to reveal it. Sure enough, Kellen is right,
    Areldur knows that he can heal Kellen, but only by taking it upon himself. He's
    too much of a coward to do it, so he asks you if you knew someone that was
    courageous enough to take Kellen's curse upon themselves. What a coincidence!
    Suprise, this forces to you to get the curse moved onto you.
    So how do you get yourself cursed you may ask? The first step is going over to
    the Chapel altar, where you will be asked whether or not you wish to take on
    the curse. This will grant you the spell "Lay hands on", which is a lesser
    power. Now go over to your good 'ol pal Kellen, and use the spell on him. He'll
    immediately get excited and begin running around the room. After he calms
    himself down, you can talk to him again. You can go pick up your Gauntlets now.
    As a side effect, you get the "Curse of the Consumed", which damages your
    fatigue by 5 points. Scary.
    2.08 - The Shield of the Divine Crusader
    Sir Henrek will send you to Fort Bulwark to retrieve the Shield of the Divine
    Crusader. This ruined fort is out in the middle of nowhere, and filled with a
    bunch of mean conjurers as well as some brain teasing puzzles. As you enter,
    there are a few paths to take, but only the middle one leads anywhere. The
    other two just lead to some Daedra and a dart trap, respectively. Instead look
    for a curving stone bridge in the large room. There will be a gate on your
    right and a drawbridge on your left as you walk across. Ignore them for now.
    Instead continue walking down the bridge and through a winding tunnel. You'll
    find a room with a couple of conjurers, a note which reveals their intentions,
    but most importantly, a switch which will open a gate near the room. Go through
    this now open gate, and you'll find yet another switch. From the small perch
    the switch is on, you can see the gate open and the drawbridges lower. Go back
    down to the bridge and take the newly opened path.
    You'll come to a hallway with four rows of stepping plates. You will need to
    step on them in a certain order to open the gate at the end of the hallway. You
    can use the candles, which will tell you the plates to step on based on how
    many candles there are. In any case, step on the plates in the following order,
    row by row.
    A nice little visual representation...(step on the plus signs)
    You will then reach a jail like area. There is a conjurer in here, the lone
    guard. Use the switches to open the gates to the jail cells. The first will
    only contain a skeleton, but the other has a redguard in it. His name is Sir
    Thedret, and he talks about how he was searching for the shield himself when
    the conjurers caught him. They want to use him to take the shield for
    themselves, but he refused, and was rewarded with torture and imprisonment. You
    can ask if he will help you, but he'll say he's too weak. He will however give
    you a cryptic clue in advancing further in the ruin.
    Keep advancing. The ruin gets linear for a while. There's a room with another
    note which reveals the conjurer's plan to kill Sir Thedret, as well as a few
    gems and coins. After some more standard dungeon crawling, there's a room with
    several drawbridges, and darts that shoot from the ceiling. If you have plenty
    of health, you can simply run through the darts, but if not, then you'll need
    to carefully time it to run when the darts aren't shooting. High acrobatics
    will allow you to skip the whole dart business by jumping along the ledges.
    The next room that you enter will have some good loot, as well as the conjurer
    adept to fight. You should be able to defeat both of them with an ally, but
    you'll be fine as long as you ignore their summons and just fight them. Once
    you defeat them, you'll notice that there's another puzzle you will have to
    solve. Remember that little advice that Sir Thedret gave you? Use it. There are
    four statues in different directions in the middle of the room. You need to
    turn the handles at the bases of the statues so that they all point towards the
    center. Once you fix that, then their will be a fireball, and a previously
    closed entrance will open up. This will lead through another winding tunnel,
    and you will get an update saying that this is another puzzle. Goodie.
    There are eight statues spread around the room, each with chests in front of
    them. There is also a chest in the middle of the room with a pressure plate in
    front of it. Stepping on the pressure plate will cause a transparent object to
    appear next to one of the chests on the perimeter. There is also an item in the
    chest in the middle of the room. Essentially, this is a memory game, and you
    need to take the item in the center and put it into its corresponding chest.
    When you place an item in the correct chest, the statue behind it will glow.
    When placed in the incorrect chest, it will simply dissapear and a new item
    will spawn in the chest.
    The items that spawn are...
    - Rodgar's Book
    - Rodgar's Hammer
    - Rodgar's Skull
    - Rodgar's Gem
    - Rodgar's Stone
    - Rodgar's Helm
    - Rodgar's Goblet
    - Rodgar's Sword
    All appear in the Miscellaneous section of your inventory.
    Here is a visual display of where the items will go.
       Gem []                 [] Stone
                spawn chest
     Skull []                 [] Helm
    Hammer []                 [] Goblet
           Book []       [] Sword
    Once the items are in the correct place, another fireball will open another
    door, and you can go through and claim your prize - the shield of the crusader.
    2.09 - The Greaves of the Divine Crusader
    This one is pretty easy, once you go back to the priory, a man named Sir Lathon
    will greet you. He'll say how his master was slewn at the hands of Lord Berich.
    He gives you the greaves and insists on going with you to Underpall Cave to get
    the sword back.
    2.10 - The Sword of the Crusader
    Head on down to Underpall cave, which is in the Northern part of Cyrodill right
    off of the Orange Road. This ruin isn't very large, but there is only one way
    to get all the way through it. The other ways will just give you a dead end. Go
    through the first zone, and ignore the skeletons on the cliff. Upon entering
    the second zone, immediately take a left down the hallway which heads behind
    you. When you do come across a skeleton, just gang up on them with Lathon, your
    combined power should keep them staggered. Sir Lathon does not have a silver
    weapon, so unless you're powerful enough to be at the daedric stage, keep him
    away from ghosts. If you come across a hole, (DON'T GO DOWN IT).
    This should lead you across the body of Sir Roderic. Either way, you need to go
    find the wraith that was once Lord Vindrel.
    Careful of the falling rocks, and start the fight with the wraith. Keep him on
    land, because if he dies over the water the sword may dissapear into the depths
    below. For now, just fight the other ghost, and see if Sir Lathon (if he is
    still alive), can distract Lord Vindrel. When both of these transparent baddies
    are done, grab the sword. DO NOT EQUIP IT. You need to run to the Cheydinhal
    Chapel if you don't want to get a disease from it.
    2.11 - The Blessing of Talos
    This quest could possibly be shorter than 2.09. Upon re-entering the priory,
    you will be redirected to the chapel portion, where the Prophet is giving a
    sermon. Sit through his rambling, and he will come up and speak to you. He
    speaks about how Pelinal Whitestrake never had the ninth crusader's relic. Why?
    There were only eight divines at the time. But now, Tiber Septim has ascended
    and he is now able to give the power of "The Blessing of Talos". Last time,
    Umaril was able to escape into the Spirit Realm. Now, he won't be so lucky.
    Yes, you get to follow the half-god and fight him TWICE.
    2.12 - Umaril the Unfeathered
    All of the knights that you recruited will be waiting outside the ruin of
    Garlas Matatar when you get there. Charge into the ruin, and fight some
    Aurorans. When they are all dead, press the push block on the pedestal to the
    left of the entrance. Your buddies should be able to take care of them. There
    are more Aurorans throughout the rest of this zone, but they shouldn't be
    difficult because your allies distract them while you just slash.
    Push the block on the wall, and ignore all of the Aurorans you come across. You
    need to make it to the dark orb at the top of the room, until then, all of the
    Aurorans will just keep respawning. On the way to the orb, look around the
    arches for a switch to advance further.
    Run into the last zone, and you will find yourself in a large room with a big
    pool in the middle. Here is the big finish. Go kill that oversized Auroran.
    He's big, mean, and resistant to shock spells. With the sword, you should take
    him down in no time.
    After he dies, he will transport himself to the spirit realm. Take the time to
    heal, grab some loot, grab his sword, etc. When you're ready, cast the Blessing
    of Talos on yourself and go to the spirit realm. Look familiar? This is
    essentially the same battle.
    When you finish off the god (your character should be no stranger to this by
    now), see if you can grab his sword while you fall, if not, then you'll be
    transported to the priory still. Have your final chat with your favorite undead
    people, and watch them dissapear.
    - You can place the Crusader Relics in the stand behind the ghosts at any
    time for safekeeping
    		- You get your own follower, one of the knights.
    		- Those chapels that were desecrated are restored.
    		- People will treat you as famous
    And that's it. Beating a half-god and once again saving Tamriel nabs you an
    armor stand, a lackey, and some fame...
    							Le fini...
    lOl 2.00 - Contact Info/Legal Stuff lOl
    This FAQ was created by WhyteScythe187 and elsquanto
    elsquanto@hotmail.com - elsquanto (derp)
    tippmannsnyp3r@aim.com - Scythe
    ~~~~Xbox Live~~~~
    Yellodawg - elsquanto
    Wegrodamus - tippmannsnyp3r@aim.com
    I won't take random friend requests, but feel free to send them to WhyteScythe.
    He doesn't have many friends...
    Specail Thanks to...
    	Bethesda, for such a great expansion
    	All who contributed to this FAQ -
    		Shuyin Komija
    l                                   l
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