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    FAQ/Walkthrough by Shotgunnova

    Updated: 09/23/10 | Search Guide | Bookmark Guide

           \          ,-'-.          /
            )       ,'     '.       (
            |     ,'         '.     |                            \¯\
            |    /      ,.     \    |  ___  _ THE ELDER SCROLLS 4 \ \
            |   /     ,'  \     \   | / _ \| | |¯\|¯|  |¯|¯\  /¯¯\ ) \ |¯|
            |  (     (     )     )  |{ |_) ) ) |  ) |  ) }  )/ /\ \|  \| |
            |  (     |     |     )  ||  _ ( (  {  ) | / /(  ( {  } }   ' |
            (  (     (     )     )  ){ |_) } \_/\ | (/ / (  |  \/ /| {\  |
            (  (      \   /      )  ) \___/ \___/_|___/   \_|\___/ |_| \ (
            (  (       '.'       )  )                                   \ \
            (   \                )  )  Game of the Year (GOTY) Edition   \_\
             \   '.            .'   )  Spoiler-free FAQ/Walkthrough by
              \    '.         /    /   Shotgunnova (Patrick Summers)
               '.___/       ,'   ,'    Email: shotgunnova@gmail.c0m
                           (    /
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
           Attributes ....................................................... TTRB
           Birthsigns ....................................................... BRTS
           Menu Overview .................................................... MNVR
           Vampirism ........................................................ VMPR
           Terminology ...................................................... TRMN
           Transportation ................................................... TRNS
           Tips N' Tricks ................................................... TPST
      III. WALKTHROUGH (MAIN QUEST) . . . . . . . . . . . . . . . . . . . . . WLKT
           01) Tutorial ..................................................... WK01
           02) Deliver the Amulet ........................................... WK02
           03) Find the Heir ................................................ WK03
           04) Breaking the Siege of Kvatch ................................. WK04
           05) The Battle for Castle Kvatch .................. [OPTIONAL] ... WK05
           06) Weynon Priory ................................................ WK06
           07) The Path of Dawn ............................................. WK07
           08) Dagon Shrine ................................................. WK08
           09) Spies ........................................................ WK09
           10) Blood of the Daedra .......................................... WK10
           11) Bruma Gate ................................................... WK11
           12) Allies for Bruma .............................. [OPTIONAL] ... WK12
           13) Blood of the Divines ......................................... WK13
           14) Miscarcand ................................................... WK14
           15) Defense of Bruma ............................................. WK15
           16) Great Gate ................................................... WK16
           17) Paradise ..................................................... WK17
           18) Light the Dragonfires ........................................ WK18
           ARENA  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ARNA
           00) Overview ..................................................... RN00
           01) Questline .................................................... RN01
           DARK BROTHERHOOD . . . . . . . . . . . . . . . . . . . . . . . . . DRKB
           00) Overview ..................................................... DB00
           01) A Knife in the Dark .......................................... DB01
           02) A Watery Grave ............................................... DB02
           03) Accidents Happen ............................................. DB03
           04) Scheduled for Execution ...................................... DB04
           05) The Assassinated Man ......................................... DB05
           06) The Lonely Wanderer .......................................... DB06
           07) Bad Medicine ................................................. DB07
           08) Whodunit? .................................................... DB08
           09) Permanent Retirement ......................................... DB09
           10) The Purification ............................................. DB10
           11) Affairs of a Wizard .......................................... DB11
           12) Next of Kin .................................................. DB12
           13) Broken Vows .................................................. DB13
           14) Final Justice ................................................ DB14
           15) A Matter of Honor ............................................ DB15
           16) The Coldest Sleep ............................................ DB16
           17) A Kiss Before Dying .......................................... DB17
           18) Following a Lead ............................................. DB18
           19) Honor Thy Mother ............................................. DB19
           FIGHTERS GUILD . . . . . . . . . . . . . . . . . . . . . . . . . . FGHT
           00) Overview ..................................................... FG00
           01) The Desolate Mine ............................................ FG01
           02) A Rat Problem ................................................ FG02
           03) The Unfortunate Shopkeeper ................................... FG03
           04) Unfinished Business .......................................... FG04
           05) Drunk and Disorderly ......................................... FG05
           06) Den of Thieves ............................................... FG06
           07) Amelion's Debt ............................................... FG07
           08) The Master's Son ............................................. FG08
           09) More Unfinished Business ..................................... FG09
           10) Azani Blackheart ............................................. FG10
           11) The Wandering Scholar ........................................ FG11
           12) The Fugitives ................................................ FG12
           13) Trolls of Forsaken Mine ...................................... FG13
           14) The Noble's Daughter ......................................... FG14
           15) Mystery at Harlun's Watch .................................... FG15
           16) The Stone of St. Alessia ..................................... FG16
           17) Information Gathering ........................................ FG17
           18) Infiltration ................................................. FG18
           19) The Hist ..................................................... FG19
           MAGES GUILD  . . . . . . . . . . . . . . . . . . . . . . . . . . . MGSG
           00) Overview ..................................................... MG00
           01) Join the Mages Guild ......................................... MG01
           02) Anvil Recommendation ......................................... MG02
           03) Bravil Recommendation ........................................ MG03
           04) Bruma Recommendation ......................................... MG04
           05) Cheydinhal Recommendation .................................... MG05
           06) Chorrol Recommendation (Fingers of the Mountain) ............. MG06
           07) Leyawiin Recommendation ...................................... MG07
           08) Skingrad Recommendation ...................................... MG08
           09) A Mage's Staff ............................................... MG09
           10) Ulterior Motives ............................................. MG10
           11) Vahtacen's Secret ............................................ MG11
           12) Necromancer's Moon ........................................... MG12
           13) Liberation or Apprehension? .................................. MG13
           14) Information at a Price ....................................... MG14
           15) A Plot Revealed .............................................. MG15
           16) The Necromancer's Amulet ..................................... MG16
           17) The Bloodworm Helm ........................................... MG17
           18) Ambush ....................................................... MG18
           19) Confront the King ............................................ MG19
           THIEVES GUILD  . . . . . . . . . . . . . . . . . . . . . . . . . . THVS
           00) Overview ..................................................... TH00
           01) Finding the Thieves Guild .................................... TH01
           02) May the Best Thief Win ....................................... TH02
           03) Untaxing the Poor ............................................ TH03
           04) The Elven Maiden ............................................. TH04
           05) Ahdarji's Heirloom ........................................... TH05
           06) Misdirection ................................................. TH06
           07) Lost Histories ............................................... TH07
           08) Taking Care of Lex ........................................... TH08
           09) Turning a Blind Eye .......................................... TH09
           10) Arrow of Extrication ......................................... TH10
           11) Boots of Springheel Jak ...................................... TH11
           12) The Ultimate Heist ........................................... TH12
       IV. MISCELLANEOUS QUESTS . . . . . . . . . . . . . . . . . . . . . . . MSCL
        V. KNIGHTS OF THE NINE (DLC) WALKTHROUGH  . . . . . . . . . . . . . . KOTN
           00) Overview ..................................................... KO00
           01) Pilgrimage ................................................... KO01
           02) The Shrine of the Crusader ................................... KO02
           03) Priory of the Nine ........................................... KO03
           04) Nature's Fury ................................................ KO04
           05) The Path of the Righteous .................................... KO05
           06) Stendarr's Mercy ............................................. KO06
           07) Wisdom of the Ages ........................................... KO07
           08) The Faithful Squire .......................................... KO08
           09) The Sword of the Crusader .................................... KO09
           10) The Blessing of Talos ........................................ KO10
           11) Umaril the Unfeathered ....................................... KO11
       VI. SHIVERING ISLES (DLC) WALKTHROUGH  . . . . . . . . . . . . . . . . SHVR
           00) Overview ..................................................... SH00
           01) A Door in Niben Bay .......................................... SH01
           02) Through the Fringe of Madness ................................ SH02
           03) A Better Mousetrap ........................................... SH03
           04) Baiting the Trap ............................................. SH04
           05) Understanding Madness ........................................ SH05
           06) The Lady of Paranoia ......................................... SH06
           07) Addiction .................................................... SH07
           08) The Cold Flame of Agnon ...................................... SH08
           09) Ritual of Accession .......................................... SH09
           10) Ritual of Mania .............................................. SH10
           11) Ritual of Dementia ........................................... SH11
           12) Retaking the Fringe .......................................... SH12
           13) Rebuilding the Gatekeeper .................................... SH13
           14) The Helpless Army ............................................ SH14
           15) Symbols of Office ............................................ SH15
           16) The Roots of Madness ......................................... SH16
           17) The End of Order ............................................. SH17
           18) The Prince of Madness ........................................ SH18
      VII. OTHER DLC OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . DLCO
           The Fighter's Stronghold ......................................... FGST
           Mehrunes' Razor .................................................. MHRN
           The Orrery ....................................................... THRR
           The Thieves Den .................................................. TTHV
           The Vile Lair .................................................... TVLL
           The Wizard's Tower ............................................... WZRD
     VIII. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
           Achievements ..................................................... ACHV
           Birthsign & Heavenly Stones ...................................... BRTH
           Classes .......................................................... CLSS
           Daedric Shrines .................................................. DDRC
           Races Overview ................................................... RCSV
           Runestones ....................................................... RNST
           Skills & Trainers ................................................ SKLL
           Spell Effects .................................................... SPLL
           Wayshrines ....................................................... WSHR
       IX. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
        X. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
       XI. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    I. CONTROLS                                                              [CNTR]
                            ___                     ___
             L. Trigger -> /___\___             ___/___\ <- R. Trigger
             L. Bumper -> /\___/   \___________/   \___/\ <- R. Bumper
                         / ___          ___           _  \
                        / /,-.\    _   /_ _\   _    _(Y)_ \ <- Y-Button
          L. Analog -> / ((   ))  {_} ( _/_ ) {_)  (X)¯(B) \   X-Button
                      (   \'-'/        \___/        ¯(A)¯   )  A-Button
                      |    ¯¯¯  _,-._          ___    ¯     |  B-Button
                      (        /_|¯|_\        /,-.\         )
              D-Pad -> \      (|_   _|)      ((   ))       / <- R. Analog
                        \      \ |_|_/        \'-'/       /
                         \      ¯'-'_,-------._¯¯¯       /
                          \    _,~'¯           ¯'~._    /
                           '-'¯                     ¯'-'
     To remap the controls, go to the appropriate tab under Options and hit "X".
     The defaults are listed below.
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
     | D-Pad     | Select hotkeyed item/equipment/magic                          |
     | Start     | Toggle game menu (Save, Load, Options, Quit)                  |
     | Back      | Toggle wait menu (allows time-skipping in 1-hour increments)  |
     | Y-Button  | Jump button                                                   |
     | X-Button  | Un/sheathe weapon / Place custom destination in map menu      |
     | A-Button  | 'Inspect' button for menus, items, etc.                       |
     | B-Button  | 'Cancel' button for menus / Toggle in-game menus              |
     | R Bumper  | Use currently selected spell                                  |
     | R Trigger | Attack button                                                 |
     | R Analog  | Controls camera / (Press) toggle 1st/3rd-person mode          |
     | L Bumper  | Grab item/body (without putting in inventory)                 |
     | L Trigger | (Hold) block button                                           |
     | L Analog  | Controls movement / (Press) toggle sneak mode                 |
    II. TH' BASICS                                                           [THBS]
    ATTRIBUTES                  [TTRB]
     --- for more info on Skills, check out the appropriate appendix section ---
     Attributes are the character's base stats, raised by leveling-up, reading
     skill books, and certain special events. These can be fortified (temporarily
     buffed) by spells and enchantments, too. These stats govern certain skills,
     which means if one wants to raise the attribute more than 1 point per level,
     the skills they govern must be increased.
     Leveling-up is possible by increasing the 7 major skills of the class 10
     times. These are standardized for normal classes, but are chosen for custom
     classes. Once one increases them 10 times, sleeping somewhere allows one to
     increase the base attributes. What stats get what increases are determined
     by the governing skills.
      ______________ ______________ _____________________________________________
     | ATTRIBUTE    | GOVERNS      | INFORMATION                                 |
     | Agility      | Marksman     | Affects bow damage, total fatigue and one's |
     |              | Security     | balance in battle (high Agility reduces the |
     |              | Sneak        | likelihood of staggering).                  |
     | Endurance    | Armorer      | Affects fatigue, total health and how fast  |
     |              | Block        | health increases on level-up (one-tenth of  |
     |              | Heavy Armor  | Endurance).                                 |
     | Intelligence | Alchemy      | Affects use of spells. Increasing this stat |
     |              | Conjuration  | one point gives +2 magicka.                 |
     |              | Mysticism    |                                             |
     | Luck         | none         | Affects most skills but governs nothing, so |
     |              |              | it can only be raised 1 point at a time. It |
     |              |              | starts at Lv50 for all characters.          |
     | Personality  | Illusion     | Affects NPCs' disposition to player, making |
     |              | Mercantile   | it easier to successfully haggle and obtain |
     |              | Speechcraft  | information without resorting to bribery.   |
     | Speed        | Acrobatics   | Affects how fast one moves, and thus just   |
     |              | Athletics    | about everything s/he does, from running,   |
     |              | Light Armor  | sneaking, acrobatic-rolling, and so on...   |
     | Strength     | Blade        | Affects melee damage, total fatigue and the |
     |              | Blunt        | character's encumbrance (carrying capacity; |
     |              | Hand to Hand | one point gives +5 to threshold).           |
     | Willpower    | Alteration   | Affects total fatigue and the regeneration  |
     |              | Destruction  | speed of magicka. Less important for those  |
     |              | Restoration  | born under The Atronach (stunted magicka).  |
     For example, say one's major skills are Marksman, Security, Sneak, Armorer,
     Block, Heavy Armor, and Alchemy. If one increases Armorer 10 times to earn a
     level-up, Endurance can be raised +5 points -- because Armorer is governed
     by Endurance. If one increases Marksman and Armorer 5 times, Agility and
     Endurance can be raised +3 points (again, because of what they're governed
     by). The maximum a stat can be raised during level-up is 5.
     Now, for special cases. Stats that have hit 100 (the maximum) cannot be
     increased further during a level-up, but can continue to be fortified through
     spells/enchantments and other effects. Attributes whose governing abilities
     haven't been raised at all can only be raised +1 during a level-up -- this
     is normality to Luck, for instance, as it has no governing abilities at all.
     Some stats increased past Lv100 can continue to give increased effects, such
     as Strength's encumbrance bonus or Intelligence's increased magicka.
    BIRTHSIGNS                  [BRTS]
     All characters will be forced to pick a birthsign before leaving the tutorial
     dungeon, which gives them some sort of inherent power, stat boost, or even
     negative effects. [There is one chance to change the birthsign before leaving
     the dungeon, though, so don't worry.] It's impossible to remove a birthsign's
     effects, which is why it's so important to choose wisely the first time! Note
     that birthsigns give "Fortify" effects, not boosts to the base stats.
      ____________ ______________________________________________________________
     | BIRTHSIGN  | INFO                                                         |
     | Apprentice | Effect: +100 Magicka, +100% Weakness to Magic                |
     |            | Great for those who want a magicka bonus and can deal with   |
     |            | the annoying penalty associated with it. Bretons can use the |
     |            | inherent 50% Magic Resistance to mitigate it some, while the |
     |            | Altmer (25% Weakness to all elements) may find it even more  |
     |            | aggravating.                                                 |
     | Atronach   | Effect: +150 Magicka, 50% Spell Absorption, Stunted Magicka  |
     |            | Atronach characters cannot recover magicka naturally, making |
     |            | them rely on potions & sources (wayshrines, altars, ayleid   |
     |            | wells) to absorb magicka from. Not for the neophyte! It's a  |
     |            | good birthsign for those who want maximum magicka reserves,  |
     |            | or those playing as pure (non-magic) fighters who get great  |
     |            | spell absorption without worrying about the stunted magicka. |
     | Lady       | Effect: +10 Willpower & Endurance                            |
     |            | Good for classes who want to start a game with better health |
     |            | opportunities, and since many classes have penalties in this |
     |            | department (one or both stats), the Lady can pull characters |
     |            | out of the red. On the flipside, races that already have a   |
     |            | huge Willpower/Endurance pool, like Orcs, benefit instantly. |
     | Lord       | Effect: Blood of the North [lesser power], Trollkin curse    |
     |            | In exchange for a 25% Fire Weakness, the Lord allows one to  |
     |            | gain a restorative lesser power (6 health/15s, 50 magicka).  |
     |            | Because of its low cost and its reusability, most classes'll |
     |            | benefit from the ability -- although some like Altmer might  |
     |            | find the additional fire weakness annoying. The Lord assists |
     |            | fighter characters who can't afford better healing the best, |
     |            | though.                                                      |
     | Lover      | Effect: Lover's Kiss (Paralyze 10s, Damage Fatigue 120pts)   |
     |            | This birthsign confers an on-touch greater power with a big  |
     |            | paralysis effect in exchange for damaging one's own fatigue. |
     |            | Like the Shadow birthsign, it's possible to get a similar    |
     |            | greater power (from Serpent doomstone) without a burdening   |
     |            | fatigue cost, so one may reconsider picking this sign.       |
     | Mage       | Effect: +50 Magicka                                          |
     |            | Pretty simple little effect, giving a bonus for spellcasters |
     |            | without the Apprentice or Atronach's niggling penalties. Can |
     |            | even be good for fighters who just want a little leg-up in   |
     |            | the category, too.                                           |
     | Ritual     | Effect: Blessed Word and Mara's Gift greater powers          |
     |            | Blessed Word (Turn Undead to Lv25/30s) is a high-potency     |
     |            | spell that makes undead flee, although it can only be used   |
     |            | on one target once a day. Mara's Gift (Restore Health 200pt) |
     |            | is a pick-me-up when things get harried, and while usable    |
     |            | once a day, one may find more use out of it. Note that the   |
     |            | Lord birthsign confers a lesser power with a smaller effect, |
     |            | but it's reusable, and that's often a determining factor     |
     |            | against the Ritual.                                          |
     | Serpent    | Effect: Serpent Spell greater power                          |
     |            | Said power (Cure Poison, Dispel, Damage Fatigue 100pts on    |
     |            | self; Damage Health 3pts/20s on Touch), like the Lover's, is |
     |            | echoed in the Serpent doomstone, exchanging the restorative  |
     |            | abilities for a more potent Damage Health effect. Those who  |
     |            | want this birthsign for some aesthetic may find it okay, but |
     |            | anyone wanting to get mileage out of their sign may want to  |
     |            | look elsewhere.                                              |
     | Shadow     | Effect: Moonshadow greater power (Invisibility 60s on Self)  |
     |            | The Jone Stone gives a greater power with twice the duration |
     |            | as this, and it's easy to obtain, making the Shadow a choice |
     |            | of little long-term worth.                                   |
     | Steed      | Effect: +20 Speed                                            |
     |            | Great for any class, especially ones who begin nimble or the |
     |            | sluggish types (Orcs, for one) who want to avoid starting as |
     |            | extreme slowpokes.                                           |
     | Thief      | Effect: +10 Agility, Luck, Speed                             |
     |            | Gives craftier races, like Khajiiti and Argonians, a leg-up  |
     |            | and can smooth over stat penalties on other classes (often   |
     |            | breaking even, whereas the Steed gives +10 Speed). Note that |
     |            | Luck is the hardest stat to raise in the game, and starting  |
     |            | with ten points can be quite helpful.                        |
     | Tower      | Effect: Tower Key and Tower Warden greater powers            |
     |            | The first power [Open Average Lock on Target] is pretty lame |
     |            | as any lockpicker can do the same with some patience. Warden |
     |            | Key [Reflect Damage 5%/120s on Self] is more useful, and has |
     |            | a claim to fame as the only way to get Reflect Damage at     |
     |            | spellmaking altars without the Shivering Isles expansion. Is |
     |            | it worth getting just because of that? Not really, but it's  |
     |            | an interesting curio.                                        |
     | Warrior    | Effect: +10 Strength and Endurance                           |
     |            | Makes tough characters tougher and can correct some races'   |
     |            | deficiencies in those areas. As Endurance directly affects   |
     |            | health gained on level-up, an early bonus is always great.   |
    MENU OVERVIEW               [MNVR]
     Oblivion can be rather confusing menu-wise and does a poor job at explaining
     things in-game, so here's my take on stuff.
       ____________________ ___ ___ ___ ___
      | INVENTORY MENUS    | 2 | 3 | 4 | 5 |                 
      | 1  Ebony Longsword | # | # | # | # | Fire Damage 10pts on Strike | <-6
    7-|  ###/###       8          ()#####  |-9
      |  10  |  11  |  12  |  13  |  14    |
     1 : Name of item
     2 : Base cost (i.e. unadjusted cost for mercantile/disposition) column
     3 : Listed weight (affects one's encumbrance)
     4 : Base attack power
     5 : Item's health (some equipment, like accessories, have no health)
     6 : Item's enchantment(s), if any
     7 : Character's current and maximum encumbrance (carrying capacity)
     8 : Armor rating, based off equipped items
     9 : Total amount of gold carried by player. Gold is weightless.
     10: Place icon here to show full inventory
     11: Place icon here to show just weaponry
     12: Place icon here to show just armor/equipment
     13: Place icon here to show just alchemy equipment/potions/ingredients
     14: Place icon here to show just miscellaneous items (scrolls, keys, etc.)
      | MAGICAL MENU                  |            
      | [1] Commanding Touch [2]  | 3 | Command Creature to Lv3 for 30s on Touch |
      |  5   |  6  |   7  |  8  |  9  |                        \
       ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯                          4
     1: Spell icon
     2: Spell name
     3: Spell's magicka cost
     4: Spell effect and school it belongs to
     5: Display all spells
     6: Display only on-target spells
     7: Display only on-touch spells
     8: Display only on-self spells
     9: Display only active effects (from armor, diseases, etc.)
    VAMPIRISM                   [VMPR]
     The disease "Porphyric Hemophilia" is the root of vampirism in Oblivion, and
     it can only be contracted from other vampire characters. [It can also be
     gotten in the Mehrunes' Razor DLC by eating a "Beating Heart," but that's 
     usually the least expedient way to get the affliction.] When infected, the
     disease can be cured like any other, using Cure Disease spells/potions.
     However, after letting the disease gestate for three days, and one time-skips
     (via sleeping/waiting), the disease takes root as the Vampirism ability. It
     cannot be cured by potions/spell at this stage.
     The stage of vampirism one is in depends on the last time since feeding --
     that is, preying upon a sleeping human. The option to feed will be in the list
     of talk/pickpocket options. Once one has fed, one's progression of vampirism
     reverts to Day 1, removing any other greater powers as well as stopping that
     nagging sun damage.
     The perks to being a vampire:
     • Stat boosts to some skills and attributes
     • A resistance to Normal Weapons (up to 20%)
     • Automatic immunity to Disease and Paralysis
     • Powers granted based on current progression of vampirism
      _______ ___________________________________________________________________
     | DAY   | POWERS GRANTED                                                    |
     | Day 1 | Hunter's Sight (Night-Eye 30s, Detect Life 100ft/30s; 5 magicka)  |
     | Day 2 | Vampire's Seduction (Charm 50pts/20s)                             |
     | Day 3 | Reign of Terror (Silence 20ft/60s, Demoralize to Lv6/60s; Touch)  |
     | Day 4 | Embrace of Shadows (Night-Eye 90s, Invisibility 180s)             |
      * - All are Greater Powers except Hunter's Sight
     The disadvantages to vampirism are:
     • Other vampires are still hostile to you
     • An assigned Weakness to Fire (up to 50%)
     • NPCs suffer a disposition penalty in dialogue
     • The character's skin color and facial age and become haggard-looking
     • Incurs sun damage while outside (from 6AM-8PM) on Day 2 or later, which
       prevents one from waiting or fast-traveling in the aforementioned hours!
       Always plan ahead and have a getaway to seek shelter in! Notably, this
       nighttime schedule conflicts with shopkeepers' business hours, making
       training and such annoying. [Shopkeepers do not sell to 100% Vampires,
     Tips for dealing with the downsides? Sun damage is the most annoying, but can
     be mitigated by traveling deep underwater (heavily slow sun damage) or simply
     waiting until nightfall to move around. When 'waiting' to pass the time, be
     sure to check the time carefully, as one still incurs sun damage while doing
     this, and it's quite possible to end the session and drop dead! Those looking
     to feed constantly should prey on beggars, who're often in secluded areas and
     alone. [Feeding does NOT turn others into vampires!]
     Note that 100% Vampirism so drastically affects people's dispositions that
     many will recoil in fear/disgust, refusing to talk to the player. Obviously
     this can be annoying if so-and-so is relevant to a quest. Example: Ongar the
     World-Weary won't fence items to full-blown vamps. Additionally, NPCs will
     comment on the player's haggard, pale appearance, asking if one's feeling ill
     and such. Kinda funny.
     It's possible to cure vampirism completely (in the quest "Vampire Cure") to
     restore one's facial/skin features and get rid of the downsides. Doing the
     quest will prevent one from ever becoming a vampire again, although porphyric
     hemophilia can still be contracted (it doesn't progress further). Those who
     have the Vile Lair DLC can cure vampirism a lot quicker, by going to the Font
     of Renewal and inspecting the obelisk. Simply have Purgeblood Salts in the
     inventory -- found in the font's room -- and voila! No huge quest to bother
    TERMINOLOGY                 [TRMN]
     Here's a list of words one'll probably encounter along the road...
     • BOUNTY: This is the monetary penalty for committing crimes, and is added
       if one's wrongdoing was witnessed. Those with a bounty of 500g or more will
       be actively pursued by Cyrodiil's guards, who demand one spend time in jail
       or pay off the fine. In either case, stolen goods will be confiscated and
       placed in the castle/town/prison's evidence chest, often near the jailor.
       [In the Shivering Isles, the evidence chest is in the dungeon of the faction
       who captured the player.]
     • DISEASE: These are contracted by fighting with enemies, and are implemented
       as an active effect (where they can be viewed at leisure). The illnesses
       will damage stats or give unwanted effects, such as stunted magicka. They
       can be alleviated by Cure Disease potions, spells, or main chapel altars.
       The most famous disease is porphyric hemophilia, a requirement for those
       who wish to become a vampire. Diseases aren't leveled, meaning if one gets,
       say, Swamp Fever from a mudcrab, it'll always drain Strength/Fatigue 10pts.
     • DISPOSITION: Governs how NPCs view the player. A high disposition makes
       them give nicer greetings, bonuses at shops, and allows info-gathering to
       be easier. Poor disposition gives nasty greetings and the player has to
       work harder at info-gathering. Joining guilds is a good way to improve
       disposition with fellow members, although there are factions out there --
       bandits, necromancers, monsters, etc. -- who always hate the player and
       attack on sight. Vampires suffer a huge disposition penalty, too.
     • ENCHANTMENT: This is the effect weapons/armor have that differentiates
       themselves from a normal version, such as Fire Damage, Night-Eye, Resist
       Magic, etc. Not all enchantments applicable to weapons can be put in armor,
       though. To get an enchanted object: (1) find it (2) make it at a particular
       altar in the Arcane University or Frostcrag Spire (3) use a Sigil Stone from
       an Oblivion gate. Weapon enchantments are all "on strike" while all armor
       enchantments are "on self". Weapons will eventually lose their enchantment
       powers through battle, requiring recharging; armor, however, never loses its
       enchantment in any way.
     • FAME: A stat that keeps track of the player's renown for selfless and
       otherwise righteous deeds. It affects NPC dispositions, using chapel
       altars, and a few quests even have fame prerequisites.
     • FENCE: A person who'll buy stolen items, in contrast to honest merchants
       where the option to do so doesn't even appear. The best fences are usually
       associated with the Thieves Guild, but the Thieves Den plugin adds another
       good one.
     • FOLLOWER: This is a person who tags along with the player, either for quest
       purposes or at the player's command. The former types are usually unkillable
       and thus make good companions; the latter types are almost always killable,
       meaning the player has to think of their wellbeing.
     • GUILD: These are factions around Cyrodiil, representing a group of people
       and having their own series of quests. Most have prerequisites for joining
       and rules that can cause expulsion, so one has to be on best behavior...
     • HOTKEY: Putting items/spells/equipment/weapons in a d-pad shortcut, which
       sure beats navigating menus in the thick of battle. Hotkeying is done by
       highlighting the "thing," holding Y-button and selecting where on the d-pad
       it should be memorized too. Unequipping items removes them from hotkeys,
     • INFAMY: The "opposite" of fame, this stat keeps track of the selfish, evil,
       and shadier side of the player. Doing Thieves Guild and Dark Brotherhood
       quests, or just random murders of innocents (etc.), gives the stat rather
       easily. Besides being a detriment to others' dispositions, it can prevent
       one from using chapel altars. The Knights of the Nine Crusader relics will
       unequip themselves if a character's infamy is higher than 1; that same
       questline adds the ability to completely erase gained infamy, as well.
     • MAJOR SKILL: The game, or the player, picks seven of these at the game's
       beginning. These must be increased 10 times -- in any combination -- in
       order to level-up. Major skills level up faster than minor ones.
     • MINOR SKILL: These are the skills that aren't classified as major skills,
       and level up slower than those ones. Minors can still give stat increases
       on level-up but don't contribute to the level-up process themselves.
     • OBLIVION: Specifically, Mehrunes Dagon's realm, and the source of all the
       daedra and dremora causing the trouble in the plot. The player can visit
       the realm via Oblivion Gates, easily found after the plot's progressed
       enough as the countryside turns red and they stand out.
     • OVERENCUMBERED: This message plays when the player is carrying too much
       stuff and cannot move. One's encumbrance limit (carrying capacity) is five
       times the Strength stat, but can be boosted by items enchanted with Feather
       spells. The other solution is to simply drop 'x' in order to move again.
     • QUEST ITEM: An item that has special quest-related purposes and cannot be
       removed from the inventory at leisure. Usually these outlive their use or
       are given to people to get rid of 'em, although occasionally there are
       items that remain stuck in one's inventory. An example would be the "Ring
       of the Vipereye" from the "Lifting the Vale" quest -- it's never possible
       to remove the ring in the 360 version. [Quest items are always weightless.]
     • REPAIRING: Any equipment that has health, such as armor and weaponry, will
       degrade through use and incurring damage. Repairing restores health to the
       items, as equipment with no health breaks and becomes useless (weapons can
       no longer be wielded, armor no longer gives any defense). To restore items
       to their former glory, one must purchase/find Repair Hammers, consummable
       items that partially replenish health. How often they break is dependant
       on one's Armorer skill. [Enchanted items cannot be repaired until one is
       Lv50 in Armorer, so be prepared!] Armor-sellers often have the ability to
       repair equipment for a cost, but this is a poor way to go about things.
     • RESPAWNING: This applies to many things. Chests or containers that respawn
       are eventually refilled with contents again. Non-respawning chests are the
       only ones a player should use for long-term storage, for instance. People
       that respawn, although few in number, come "back to life" eventually -- an
       example is the Adoring Fan from the Arena questline. Most plants and foes
       will respawn, although in the latter's case, it speaks more of the enemy's
       presence, not the individual monsters (which are randomized). It takes
       about 73 hours in-game to respawn a chest, monsters, etc. -- just make sure
       to be OUT of the zone/house/whatever when waiting.
     • REVERSE-PICKPOCKETING: This is the process of placing into another person's
       inventory, usually for some kind of self-gain. Only weightless items can
       be used in this way. A famous example is the Poisoned Apple; if the target
       eats in their schedule, they may select that item and die because of it.
       Bound items can also be stuck in followers' inventories to increase their
       defensive or offensive stopping power.
     • SOUL TRAPPING: This is the method of placing a slain person/monster's soul
       into a gem. To do so, simply cast Soul Trap on a target and kill them while
       the duration is in effect; if one has an empty soul gem, their soul will be
       confined into it. [Note that human(oid) souls require a Black Soul Gem, not
       a normal one.] Soul gems are used to refill enchanted weapons' depleted
       effects and as a "currency" in enchanting equipment.
     • STAGGERING: When hit by the enemy, there's a chance to recoil backwards and
       leave oneself open to attack. Having a low Agility makes this more likely,
       which is why one should keep in mind the penalties some skills have (such
       as Orcs' Berserk power's 100-point reduction).
     • TRESPASSING: The act of entering a location that is off-limits or where
       one's presence isn't wanted. Being caught trespassing in someone's house
       typically usually gives a verbal warning about leaving before the guards
       are called (during this time, even invisibility can't make the NPC forget
       about the intrusion). If one places the first-person POV reticle on a door
       and it's red, entering there is considered trespassing.
     • WAITING: Pressing the 'back' button (default) allows the player to wait
       in-game, increasing the passage of time at a fraction of the actual time.
       Waiting is similar to sleeping, in that both refill health and magicka (the
       latter doesn't apply to Atronach-like characaters), but one cannot level-up
       by waiting. [Waiting can't be done when enemies are nearby or while taking
       health damage, the latter applying mostly to vampires' sun damage effect.]
     • WAYSHRINE: These are small pillar-surrounded altars devoted to the Nine
       Divines, found out in the wilderness. They don't appear on the map. [See
       Wayshrines section for more info.]
     • YIELDING: If accidentally attacked, a friendly unit -- such as a guard or
       follower -- may turn on the player, putting one in an annoying position.
       However, one can yield to the player by holding up block and attempting to
       converse. If the opponent has a high disposition towards the player, they
       will put down their arms. Guards always yield to the player, but this won't
       stop them from pursuing if a bounty's active. [Yielding also helps when
       wearing the Gray Cowl of Nocturnal.] Creatures never yield to the player.
    TRANSPORTATION                  [TRNS]
     There's plenty of ways to from point A to point B, although none involved
     riding domestic transit like in Morrowind.
     First up: walking. Hoofing it everywhere is the slowest method but has some
     distinct advantages over other, particularly where discovery and going off
     the beaten path come in. Only discovered locations (with few exceptions) can
     be fast-traveled to, and walking is easier on the controls than controlling
     a steed. Running/Swimming will increase Athletics naturally during travels,
     a skill that does not increase in the other methods.
     Secondly: horseback. Horses can be bought at stables around major cities, and
     one (Shadowmere) is obtained as a reward in one of the more sinister guilds.
     The upside to horses is the speed of travel -- it's way faster than walking,
     at least for medium-speed characters. The downside is that one cannot fight
     while riding and that horses (except Shadowmere) are killable, so battle is
     annoying to start or, depending on the horse's speed, annoying to get away
     from. However, horses act as companions in a regard and will assist in fights,
     so they'll pull their weight some. [Just be sure to keep 'em in good upkeep.]
     Horses can also go up steeper slopes easier than on foot, something to think
     about when cruising the northern/border mountains.
     Finally: fast-traveling. Want to get from Anvil to Cheydinhal in 15 seconds?
     Of course y'do. Although decried for its lack of "immersion" and whatnot, by
     the time one gets 100 hours in the game, the option'll be looking mighty fine.
     However, to fast-travel, there's some stipulations: (1) the destination must
     be discovered (2) one cannot be taking constant health damage, such as sun
     damage by vampires (3) one cannot be in midair (4) one cannot be under threat,
     or by, hostile creatures (5) one cannot be inside a dungeon or somesuch (6)
     one cannot fast-travel to custom waypoint markers. Whew! Still, one'll learn
     how to deal with the annoyances through first-hand experience.
    TIPS N' TRICKS                  [TPST]
     Like usual, I'm always on the prowl for other good (legit) tips, so readers
     who fit the bill can send 'em my way.
     • SAVE REGULARLY: The game can be rather glitchy, and while it has a pretty
       decent autosave system, don't rely entirely on it. Keep multiple saves and
       spread out their intervals so one can fall back on previous ones should a
       game-breaking glitch screw things up. [Not to say game-breaking glitches
       are commonplace but they can happen.]
     • Most items, enemies, and quest rewards are "leveled," meaning their stats
       are dependant on the character's. Thus, at Lv1, a reward may be a piece of
       crap or a pittance; at Lv30 that same reward could be ridiculously awesome
       or at least worthwhile. [Most cash rewards won't be exorbitant, mind you.]
     • Tired of being unable to enter a house with invisibility? Now you can!
       Simply cast the spell and immediately open the door (or start the lockpick
       minigame). Once inside, the spell will immediately take effect, enough that
       anyone nearby (probably) won't have a chance to see the player. Very useful
       for stealth and assassination missions.
     • Fortify Strength is better than Feather for increasing encumbrance limits.
       Why? Because Feather tweaks the limit itself, while Strength, which impacts
       the encumbrance fundamentally, has more uses. [Encumbrance = Strength x 5].
       Thus, a 50-point Feather spell is the same as a 10-point Fortify Strength
       enchantment. Note that stacking many Feather enchantments, because of the
       way they're implemented, may actually make some do nothing (+0 capacity).
       However, increasing Strength is guaranteed to raise encumbrance limits, so
       it's often preferable (plus it increases melee/weapon damage).
     • Buying in bulk is a bad idea! Instead, buy each item separately, which will
       train the Mercantile skill faster.
     • Magical items can't be repaired whatsoever until one is Lv50 (Journeyman)
       in Armorer skill. Because of this, one may want to create a character with
       that as a major skill, or start training it early to avoid annoyances later
       on. Being able to do repairs oneself beats paying others to do it for huge
       costs, yo.
     • "During the tutorial and in the early parts of the game, up through level
       10 or so, I used non-major skills as much as possible to increase level-up
       stat boost points. For example my weapon of choice (Major skill) is Blade,
       but during the tutorial I used a Mace or Axe (Blunt Skill) so my Strength 
       Attribute could be increased by 5 points at level up. In this way you are 
       ensuring you get the maximum number of available stat boosting points while
       not leveling up too fast, because if you level to fast in Oblivion your
       attributes may not be sufficiently high enough to ensure long life. Remember
       you only level when Major skills get a 10 point increase but Minor skills
       can be increased freely and add to available stat boosting points when you
       do get to level-up." - CoarseDragon
    ______________________________________/ III. WALKTHROUGH (MAIN QUEST) [WLKT] |_
    01) TUTORIAL                                                             [WK01]
                                    To Imperial Subterrane
                               |                               __  |¯|
                               |                    |¯¯¯¯¯|   |  \_| |
                               |           _ _______|  [] |   |   _  |-Goblin
                               |         _| |      _ []   |   | |__| | Shaman
                               |   _____|   |   | | |  [] |   |    __|
                               |  | _  _  |_____|_| |_   _|___ ¯| |
                               |  |  _____|    _____/ | | |   | | |
                               |  | |_   _____|  _  ->| | | | |_| |
                               |  |   |_|  _  |_  |___| |_________|
                      ___   __|¯| |    ___|  _  |   | |__  |   /
                  ___|   |_|   _| |___|   | |_| |_  |    | |  Log
                 |     | |    |__         |_________|    | |  Trap
                 |  ___|_     _  |         Ntrl Caverns  | | 
                 | |_   _|___| | |                       | | 
                 |   |_|   | |_|¯|_|¯¯¯¯¯¯¯¯¯|   |¯¯¯¯¯¯¯   ]
                 |    Sanctum|       [_] [_] |___|  [_] [_] |
                 |___|¯|  _| | | | |  _                     |
                       | |_| |_   _|_| |_____|¯¯¯¯¯¯|_______|
                       |  ___| | |_  |         /
                       |_|     |___  |   Imperial
                        |      |  ___|   Substructure
                    To Sewers _| |_
     Once a character's created, the person wakes up in a luxurious...prison!?
     There's nothing to do but listen as the elf next door bad-mouths the player.
     After awhile, a party escorting the king arrives to take a secret passage in
     the player's cell. As Renault says, they won't hesitate to kill should the
     player do anything stupid like, say, attack the king. Follow after them, of
     course. There'll be a scripted battle a ways onward, where some assassins
     attack the party, slaying Renault. When the battle ends, take the Mythic
     Dawn members' clothes, and also the fallen captain's katana and shortsword.
     [The reason to take both is that the katana will be confiscated at dungeon's
     end; a backup's good.]
     | TIP: Weight Watching |
     | No, this has nothing to do with cheeseburgers. Most things have a weight  |
     | higher than zero (denoted by feather icon on equipment/item screen), and  |
     | these add up. If the max weight limit is exceeded, the player can't move  |
     | at all! Even with the Feather spell/enchantment, it's a good idea to (1)  |
     | sell off unneeded junk (2) drop the junk if selling's not an option (3)   |
     | store the items in a non-respawning container, such as those in purchased |
     | houses. For now, this is just food for thought, but is important later.   |
     | [Raising one's Strength increases max capacity.]                          |
     | TIP: Hotkeys |
     | Equipment and magic can be hotkeyed -- or placed in a d-pad shorcut -- by |
     | holding down Y-button while selecting the item. This allows one to switch |
     | so-and-so without navigating the menu. This is great for items but rather |
     | invaluable for magic, so get in the habit of doing this now!              |
     Once the king and his escorts leave on their own route, part of the nearby
     wall caves in, heralding the next segment and a few rats to kill. Use this
     time to get yer battle bearings. Beyond, besides another rat, there's a few
     containers to loot for lockpicks, and a skeleton plum full of weapons to use.
     Remember that to use a bow, arrows must be equipped as well! The shaman corpse
     nearby has the key to the Imperial Substructure area.
     Continue to loot the containers and defeat rats, until the first zombie is
     identified. These won't die in one hit like rodents, unfortunately. Continue
     on a bit, picking up food and decent loot, until arriving at the Natural
     Caverns. This will be much of the same, but features goblins, who are faster
     and more varied offensively than zombies/rats...although their health isn't
     much to crow about. Since all classes start with a basic Flash Bolt spell,
     make sure to use that in-between weapon swings to keep up the damage! There's
     a free Novice Mortar & Pestle on a box near the first campsite, too, and this
     is a required item for making alchemy potions. Don't leave it behind!
     Anyway, since this is still part of the tutorial, there'll be opportunities
     like activating a log trap on unsuspecting goblins, or baiting a goblin to
     walk into his own trap. All good fun. Eventually a large cavern's revealed
     and it contains some cronies and a goblin shaman, who has a staff that gives
     shock damage (5pts). Shouldn't be too hard, but keep a potion on-hand just in
     case. The high road leads to the Imperial Subterrane, which was the locked
     path the king took with his guards. When ready to be reunited, take the drop
     (one-way) and help fight off the extra assassins.
     At this point, the king will initiate conversation about birthsigns -- this
     gives the player a chance to pick one. Mages can do well with those dealing
     with increased magicka, willpower, and intelligence, but don't pick the
     Atronach unless you know what you're doing (the 'stunted magicka' effect
     means it never recovers naturally, even while resting!). Offensive characters
     can do well with The Warrior or The Thief. There's a few junky or situational
     ones (The Shadow?) that can eventually be made obsolete, so why not get it
     right the first time?
     Following, there'll be a few more assassins to fight off, but Baurus and
     Glenroy are more than happy to do the lion's share. Upon reaching The Sanctum,
     the player will be tasked with guarding the emperor in a dead-end room. The
     [Amulet of Kings] plot item is received here, and after the event, [Baurus'
     Key] for getting out of the sewers. The player can also pick a class here,
     preset or hand-picked. Additionally, Renault's katana is confiscated if it's
     with -- or even if it was dropped before the conversation initiated -- so
     have something to fall back on.
     The next quest officially starts at this point but there's still the sewers
     to navigate. Luckily it's a little section with few enemies (goblins, rats)
     to slay. More importantly, the following quests should now be active if the
     appropriate DLC was downloaded:
     Shivering Isles ========== Quest: A Door in Niben Bay*
     The Fighter's Stronghold = Quest: Battlehorn Castle
     The Vile Lair ============ Quest: Deepscorn Hollow
     The Thieves Den ========== Quest: Dunbarrow Cove
     The Wizard's Tower ======= Quest: Frostcrag Spire
     The Orrery         ======= Quest: Repairing the Orrery
     Mehrunes' Razor ========== Quest: Unearthing Mehrunes Razor
      * - Typically appears after 24 hours in-game have passed
     If they weren't downloaded, don't worry about 'em. Finally, when selecting
     to exit into the City Isle, the player has one last chance to edit the chosen
     race, birthsign, and class. It's a good idea to read the Race and Birthsign
     overviews before confirming as some things seem great early on but come off
     as a waste later. Example: why be born under "The Shadow" when one can get
     a free greater power later (Jone's Shadow) that's way more useful and over
     twice as good?
     | TIP: Questing |
     | Oblivion is an open-ended game, so if you wanted to forego the main quest |
     | in favor of the others, that's A-OK. In fact, it's encouraged to try the  |
     | other questlines to get more levels, better equipment, and a better feel  |
     | of the game. Those unfamiliar with ES4 should try the Thieves Guild, the  |
     | Dark Brotherhood, and the Arena -- all are good for getting acclimated!   |
     All of the world's towns are automatically able to be traveled to, as well as
     most DLC-related locations (ex: Frostcrag Spire). However, most undiscovered
     locations can't be fast-traveled to off the bat.
     | TIP: Makin' Money |
     | Quick-travel to Cheydinhal (NE of Imperial City) and exit east of town.   |
     | Up the hill, look around and discover Fort Farragut. Its secret entrance  |
     | in a hollow tree (NW side of building) bypasses the boring dungeon and    |
     | enters a sanctum. This is part of the Dark Brotherhood questline, but for |
     | now, locate the barrel with a 'very hard' lock. Manage to pick this and   |
     | the reward is 10 Poisoned Apples. These zero-weight items have a base     |
     | value of 300 and respawn every three days, making them a great source of  |
     | free income! [Just make sure to wait 73 hours outdoors and THEN come in.] |
     | DO NOT EAT THE APPLES THOUGH, as it gives the player a health-draining    |
     | ability -- not dispellable effect -- that eventually leads to death.      |
     |                                                                           |
     | For those who didn't get any DLC, putting the money towards buying a home |
     | is a good idea. Vinicia Melissaeia (Office of Imperial Commerce) in the   |
     | Imperial City Market District can sell a shack on the Waterfront (2000g). |
     | A house's best purpose is long-term loot storage; without a place to dump |
     | that stuff, it'll have to be dropped/sold to clear space. [City rulers in |
     | other provinces sell more expensive homes.]                               |
    02) DELIVER THE AMULET                                                   [WK02]
     Client: Uriel Septim VII
     Prereq: Tutorial
     Reward: Items in Jauffre's chest, Repair Hammer, The Warp in the West, Horse
     Fame -: +1 Fame
     The next step is delivering the Amulet of Kings to Weynon Priory, which is a
     bit southeast of Chorrol. The target location is immediately available for
     fast-travelling, luckily. Simply enter the building and give Jauffre the
     amulet to finish the quest.
     He says he'll assist in any way he can, and the player can loot his chest for
     weapons, equipment, and perhaps a scroll or two. The rest of the stuff isn't
     available by his courtesy, but can still be stolen when he's not looking.
     The others around the priory will offer their help as well: Eronor offers a
     single [Repair Hammer], Piner offers a Block skill book [The Warp in the West]
     and Maborel donates his horse from the stables. If Piner's not around, wait
     awhile -- he may be in Chorrol.
    03) FIND THE HEIR                                                        [WK03]
     Client: Jauffre
     Prereq: Deliver the Amulet
     Reward: ---
     Fame -: +1 Fame
     Martin, the emperor's illegitimate son, is revealed to be a Priest of Akatosh
     in Kvatch, so that's the first place to start looking. As one learns from
     Hirtel upon arrival, the city's now a smoldering ruin thanks to the gates to
     Oblivion that opened the previous night. Any remaining townsfolk have set up
     a refugee camp at the foot of Kvatch's hill.
     Ask around about Martin to learn he may not have made it out, and that Savlian
     Matius -- the captain of the guard -- may know more. He's attempting to hold
     the line at the city's south gate, and when approached, automatically gives
     the next mission.
     NOTE: This quest doesn't end until the next mission finishes. At that time,
           random Oblivion gates may start popping up in the countryside. Closing
           them earns additional fame point(s).
    04) BREAKING THE SIEGE OF KVATCH                                         [WK04]
     Client: Savlian Matius
     Prereq: Find the Heir
     Reward: ---
     Fame -: +1 Fame
     In order to reach Martin inside Kvatch's walls, first the Oblivion gate at
     the town entrance must be eliminated. [Learning Martin's location at the
     church updates "Find the Heir".] Approaching the gate to Oblivion lets one
     pass through to the other side, although it's not recommended for low-level
     players unless they're fully prepared. Luckily, the gate is two-way and one
     can leave at leisure. Rule of thumb: save often and try to conserve resources!
     Within, one may find some of Savlian's men still alive and fighting daedra --
     what types will be dependant on the player's level. Stuff like clannfears for
     low-level players, xivilai and spider daedra for higher-level players. Either
     way, help the Kvatch knights out if possible. Ilend Donius will follow the
     player and assist if he survives that fight. [Not helping him pretty much
     ensures he bites the dust.] He can also be told to evacuate, if the player's
     got things covered.
     This first Oblivion gate, unlike some others later on, is not randomly picked
     and thus can be "easily" navigated with instructions.
     1) Follow road clockwise from starting area to reach base of towers
     2) Enter largest tower (Blood Feast) from south door
     3) Enter the Rending Halls
     4) Re-enter Blood Feast from the next floor up
     5) Enter Corridors of Dark Salvation
     6) Up next flight, exit Blood Feast and enter Reapers Sprawl
     7) Kill Dremora Sigil Keeper and get the [Sigil Keep Key]
     At this point, talk with Menien Goneld in the cage to learn that the Sigil
     Stone is what anchors the Oblivion gate to the real world -- removing it'll
     stop everything. At this point, re-enter the tower and use the new key on the
     locked door. Up the next flight, re-enter the main shaft and find the runed
     portal that teleports one up higher. The destination is then the "Sigillum
     Sanguis" final area, whose door is always locked. The Sigil Keep Key opens
     it cleanly in this case. There, reach the top layer and inspect the Sigil
     Stone floating in the pillar of fire to destroy the Oblivion World.
     | TIP: For Future Reference... |
     | Gates to Oblivion are all destroyed in the same way: removal of the Sigil |
     | Stone at the very top of the main keep. It isn't always possible to just  |
     | walk in and ascend linearly as it is in this "tutorial gate," which also  |
     | has a gate key, NPC helpers, and such that's not really reflective of the |
     | typical gate. Oblivion planes are usually chosen at random to keep one    |
     | guessing, and getting to the main tower may not even be possible without  |
     | first opening gates, ascending secondary towers, and so forth. However,   |
     | the general interior structure doesn't differ too much, so players can    |
     | simply run recklessly through the place and ignore pursuing foes, nabbing |
     | the Sigil Stone before anyone has a chance to act. Hey, it works.         |
     |                                                                           |
     | One positive to this is that the Sigil Stone is kept when stolen, and can |
     | be used on normal items to enchant them, not unlike the Arcane University |
     | altar. What stone is obtained is randomly picked when entering the final  |
     | room, so save outside the Sigillum Sanguis to increase the chances of a   |
     | good one! Closing a gate also gives 1-2 points of Fame.                   |
     Upon destroying the gate, one gets the appropriate achievement and can update
     the quest by talking to Savlian. With the gate closed, the counterattack's
     time is ripe -- enter Kvatch and help clear the first section around the
     chapel of any daedra nuisances. Savlian's men aren't unkillable but Savlian
     himself is and proves to be a semi-useful soldier. High-level players should
     go for Xivilai and Spider Daedra types first as they'll summon underlings
     to make the outnumbered situation even greater.
     When the area's cleared, enter the Chapel of Akatosh and find Martin, and
     after a little convincing, he'll be ready to leave for Weynon Priory. Note
     that speaking with Savlian updates this mission to "The Battle for Castle
     Kvatch," but this is entirely OPTIONAL and can be put off 'til much later.
     Martin won't leave the chapel or his congregation until all enemies in front
     of the building are slain, which should have already been done with the help
     of Savlian Matius. One can simply fast-travel to the priory for the best
    05) THE BATTLE FOR CASTLE KVATCH                            [OPTIONAL]   [WK05]
     Client: Savlian Matius
     Locatn: Kvatch [Chapel of Akatosh]
     Prereq: Breaking the Siege of Kvatch
     Reward: Kvatch Cuirass
     Fame -: +1 Fame
     NOTE: If one wants to do this quest immediately upon encountering it, it's
     recommended to speak to Martin ASAP, as he'll then follow the player. Since
     he's essential, just like Savlian, and an accomplished mage, his presence on
     the battlefield will help boatloads. Anyway..
     After clearing both sides of the front gate, Matius is rearing to take back
     the castle and see how Count Goldwine has faired against the insurgents. He
     will rush out the chapel's other side and start the fight with the remaining
     daedra...and there will be _a lot_ to neutralize. At high levels, they'll all
     be Spider Daedra and Xivilai, so it'll be no picnic, even with helpers.
     Once the streets are cleared, find Matius and he'll say the only way to reach
     the castle is through the guardhouse, which is inconveniently locked. Berich
     Inian in the chapel should have the key, though. Inside the chapel, en route
     to the target, make sure to talk with the Imperial Legion soldiers who've
     arrived and they'll become followers for the upcoming battles (two knights &
     an archer).
     Berich will open the path through the chapel undercroft, so follow after and
     help exterminate any daedra within. The door below opens up into the other
     side of the city, where an even bigger fight than the one with Matlius will
     begin. Unlike his captain, Berich ain't unkillable and often dies in the
     player fails to babysit 'im. If that happens, make sure to loot his corpse
     for the [Kvatch Guard House Key] from his body -- a quest update notifies one
     of this fact. Having any large-scale area-effect spells, or staves that
     contain 'em, will be godsends here against the crowds of foes.
     Once the trapdoor to the guardhouse is located, navigate the monster-less
     passage and raise the portcullis at the end. Savlian and Tierra will join
     the fight once more, although expect the Redguard to die within a few moments
     on higher levels...there's a ton of Spider Daedra, Xivilai, and Daedroths in
     the castle courtyard!
     The final step is penetrating the castle and searching for the count. Luckily
     for the player, most enemies are just Flame Atronachs, considerably weaker
     than others in their family, and daedroths. Also luckily, neither of those
     kinds can summon extra helpers. There's a copy of [A Dance in the Fire, v4] 
     on a table in the Great Hall, too. In the final area, get the [Colovian Signet
     Ring] from Goldwine's corpse -- this is not automatically done as the quest
     update may suggest.
     Return the ring to Savlian to finish the quest.
     REWARD: The [Kvatch Cuirass] obtained is fortifies Endurance and Strength up
             to 8pts, pretty useful in the early going but worthless later due to
             its low armor rating. But it's better than normal KCs, I guess...
    06) WEYNON PRIORY                                                        [WK06]
     Client: Brother Martin
     Prereq: Breaking the Siege of Kvatch
     Reward: Akaviri Katana
     Fame -: +1 Fame
     Upon arrival, Eronor notifies the duo that Mythic Dawn agents are slaying
     everyone and that Jauffre's in the chapel. Help slay the assassins with the
     help of Martin (whose area magic is ridiculously awesome) and Brother Piner,
     then head off to assist Jauffre against the two cultists attacking. Luckily
     the Amulet of Kings was hidden inside Weynon House beforehand...but upon
     checking, it's been stolen... Shucks.
     Jauffre then decides Martin needs to be whisked off to Cloud Ruler Temple,
     the ancient fortress of the Blades, where he'll definitely be safe. Its
     location is northwest of Bruma, near the end of the mountain road -- like
     some previous locations, it can be instantly visited without the lengthy
     horse-riding session. Upon arrival, Cyrus will unlock the gate and a few
     scenes occur. At this point, this quest ends and "The Path of Dawn" is added.
     NOTE: If one is tired of getting no tangible reward for the quests, accept
           Jauffre's request to join the Blades and get a 1-handed [Akaviri Katana]
           as a reward. It's technically not part of this quest but the proximity
           says it might as well be.
    07) THE PATH OF DAWN                                                     [WK07]
     Client: Jauffre
     Prereq: Weynon Priory
     Reward: ---
     Fame -: +1 Fame
     Jauffre says he'll protect Martin at the Temple, leaving the player to visit
     Baurus in the Imperial City -- he's living at Luther Broad's Boarding House in
     the Elven Gardens district. Sit down next to Baurus and he'll immediately say
     that he's going to leave in a moment and a stranger'll follow him; the player
     is to follow that person.
     Do as he says and, sure 'nough, Astav Wirich tails Baurus to the basement.
     Little does he know that Baurus will launch an ambush down there. Join in the
     slaying and take the [Mythic Dawn Commentaries 1] book from his corpse, which
     prompts an update to show it to Baurus. [Make sure to read it oneself as it's
     also a Conjuration skill book.] The Blade and the player can then catch up on
     what's happening before starting the next part.
     The book is supposed to be brought to Tar-Meena at the Arcane University.
     Players who haven't completed the "Join the Mages Guild" quest won't have
     full access to the site, but can find her in the Arch-Mage's Tower. Those
     who do have full access can find her in her usual haunt, the Mystic Archives.
     In either case, she says there's four volumes of the book, all of which are
     needed in order to locate the Mythic Dawn's location. She even gives a free
     copy of [Mythic Dawn Commentaries 2], a Destruction skill book.
     Finding another book might be trickier. Tar-Meena said Phintias at the Market
     District's First Edition bookshop might be able to help as he caters to 
     specialists. However, Phintias already reserved the volume 3 for another
     client, Gwinas, who came all the way from Valenwood for it...such a conundrum.
     There's a number of ways to get the book at this point.
     • Buy [Mythic Dawn Commentaries 3] for 100g (disposition must be 80+)
     • Steal it from the locked chest behind the counter
     • Pickpocket it from Gwinas after he gets it (he stays at Tiber Septim Hotel)
     • Tell him the Mythic Dawn killed the emperor and he'll give it and note free
     Note that if you want to steal it from Phintias, do it during the night when
     he's not watching customers with the eyes of a hawk. Also make sure he hasn't
     said Gwinas is late for his appointment, as that makes him spawn on the street
     In any case, once the book is obtained, one must also get a [Note to Gwinas]
     from the carrier himself. Apparently the fourth volume can only be obtained
     from someone who's already a cult member, and it just so happens Gwinas was
     contacted by a "Sponsor" who set up a meeting. The location: the Sunken Sewers
     under the Elven Gardens in the Imperial City. Relay all this info to Baurus
     (who's once again at the boarding house) and he'll want to go immediately, as
     he knows that part of the area. 
     Follow Baurus through the sewers. There's mostly junky crabs and rats to
     slay, but some goblin types can pose a more annoying threat if they manage
     to gang up on the duo. If Baurus' health gets low, just wait an hour and it'll
     After traversing the waterworks and ending back up in the first sewer system,
     Baurus will stop by a door (previously locked if one tried to explore earlier)
     and formulate a plan for the meeting. Baurus wants to be the one to do the
     meeting, although the player can protest and reverse the situation, making
     oneself talk with the Sponsor while Baurus is the backup.
     Supposing the player is doing the meeting, sit down and the Sponsor will
     reveal himself as none other than Raven Camoran, Mankar's son. Don't let him
     talk too long or Baurus' position'll be found out, and they'll get in some
     potshots on him. Remember: he has very little armor to speak of, and that'll
     quickly drain his health when he's getting tag-teamed by cronies. Thus, it's
     prudent to have a save before sitting down, or even before deciding who'll
     do what.
     In any case, after the fight breaks out, claim the [Mythic Dawn Commentaries
     4] book -- which increases Mysticism -- and whatever else Raven has on his
     person. He always carries one enchanted accessory, and if his level's high
     enough, it'll be the awesome [Mundane Ring], which Resist Magic 50% and
     Reflect Spell 35% enchantments. That alone can make Breton characters
     impervious to magic!
     The quest update suggests taking the books to Tar-Meena, and Baurus heads off
     to Cloud Ruler Temple all by his lonesome. Feel free to leave him be and use
     the path to the Talos Plaza Sewers as an exit. The Argonian says she'll need
     to think on unraveling the puzzle and to try the following day; do so and
     apparently she solves it: the first letters of each paragraph are the key.
     Following her information, and with all four books on-hand, one can learn the
     following phrase: "Green Emperor Way where tower reaches midday sun". Warp to
     the Imperial Palace, where the Green Emperor Way is located, and wait until
     around noontime. At this time, the sun makes a shadow on White Gold Tower,
     casting it on the tomb of Prince Camarril. Oddly, it also makes some red
     runes grow bright. Inspect them to learn the location of the Mythic Dawn's
     hideout: Lake Arrius Caverns, north of Cheydinhal a ways. That ends the quest!
     NOTE: If Baurus survived, he'll be found at Cloud Ruler Temple for the rest
           of the game. In fact, he's so grateful to be alive, that he'll give the
           player a reward: +1 Blade, Block, and Heavy Armor skills! If he died,
           however, and one has his katana, speak to Jauffre and he'll hang it
           above the fireplace in remembrance of all fallen Blades.
    08) DAGON SHRINE                                                         [WK08]
     Client: ---
     Prereq: The Path of Dawn
     Reward: +1 Alchemy, Mysticism, and Restoration (if Jeelius returns to I. City)
     Fame -: +1 Fame
     Visit the shrine when ready. Inside the cavern, a door greeter will instruct
     the player to hurry to the shrine as the "Time of Preparation" is almost at
     hand. Someone named Harrow will take the player's non-quest item belongings
     for storage when approached, instructing one to put on the [Initiate's Robe].
     NOTE: Losing all valuables to some idiot is an annoyance many players won't
           want to endure. Dropping items before he confiscates 'em, or doing a
           bit of pickpocketing after he does, both work, but are rather tiresome
           in nature. The easiest way to save EVERYTHING is to, when Harrow
           approaches, back out of the doorway/cavern and wait for him to turn
           around to his starting position. During this trip back, he won't
           automatically initiate his conversation and can be bypassed completely!
     In any case, Harrow leads the player to Mehrunes Dagon's shrine in the heart
     of the caverns, where Mankar Camoran is preaching his nonsense. [He can't be
     pickpocketed or anything at this time. If attacked, he escapes just like he
     would at the end of his sermon.] As the newest member, Ruma Camoran calls the
     player to sacrifice one of Dagon's enemies -- Jeelius, a priest -- in his
     name. There's a number two main ways to act at this time.
     • Kill everyone present. This happens if the player refuses to sacrifice in
       Dagon's honor, if the book's stolen in the cult's presence, or if one
       attacks a cultist during the session. This is the easiest way to save
       Jeelius, as they'll forget about him in the chaos; when they're dead,
       release him.
     • Kill Jeelius and gain the cult's trust. They'll leave the shrine and go
       about their business, eventually letting the player take the book without
       much effort. Harrow follows the player at this point, perhaps to ensure one
       doesn't get too far away from the confiscated possessions (if that's indeed
       the case). Ruma Camoran and a guard frequent the shrine, too, but those odds
       are a lot better than fighting an entire crowd of mages and assassins. The
       cultists who left to the previous hallway/living quarters won't participate
       in the fight but the cult's tipped off to the traitor just the same. The
       way out of this place bypasses them, however, so they're a non-issue for
       those who want to just get this part over with.
     In any case, the [Mysterium Xarxes] has to be obtained at the shrine to
     continue the quest, or even to leave the room. However, doing so causes
     Dagon's statue to crumble and it'll kill Jeelius if he's not yet released.
     | TIP: Jeelius' Reward |
     | Jeelius will give a permanent +1 bonus in Restoration, Mysticism and      |
     | Alchemy if he survives the ordeal in the shrine, including the upcoming   |
     | escape. If one wants to set the stage for saving him, make sure to kill   |
     | the shrine's guards, free Jeelius, THEN take the Mysterium Xarxes. Those  |
     | who've picked up an area-of-effect spell, like "Weak Fireball" from the   |
     | Skingrad Mages Guild recommendation quest, can actually blow the statue's |
     | crumbling pieces away from Jeelius, preventing his death without letting  |
     | him loose. Then, simply clear the path out, backtrack to save him, and    |
     | things'll be hunky dory. [Naturally it pays to save first before doing    |
     | any of this.]                                                             |
     To escape the caverns with the book, one must advance through the living
     quarters. Any stealthy character should be able to advance easily, but those
     trying to save Jeelius will have a much more annoying time. He's half-naked,
     attacks with his fists, and often dies early in the run because he won't pick
     up any equipment/weapons. Fortunately for the player, he may flee away from
     the enemies instead of engaging them. In any case, if one wants Jeelius to
     survive, the stealth-based approach won't be that useful. It's best to take
     it one room at a time, saving when each is cleared successfully and Jeelius
     still lives.
     Anyway, upon exiting the caverns via a hidden rock wall, Jeelius says he's
     from the Temple of the One in the Imperial City, and goes off on his way.
     [The player has to collect his "reward" there.] The quest officially ends when
     the book's returned to Martin at Cloud Ruler Temple.
     And for goodness sake, if Harrow still has all one's possessions on his body,
     don't leave them behind! Some people forget this for some reason...
    09) SPIES                                                                [WK09]
     Client: Martin Septim
     Prereq: Dagon Shrine
     Reward: ---
     Fame -: +1
     With the Xarxes returned to Martin, he'll mentions that Jauffre needs help
     with some Bruma-based spies. Speak to the grandmaster on the subject (scroll
     down in his options) to learn mysterious strangers have been seen on the road
     nearby recently, and must be slain, preferably after learning what they know.
     He directs one to Captain Steffan and Burd (Captain of Bruma's Guard) to see
     if they can assist. They give the following info, respectively:
     - Spies have been seen around the local runestone
     - Only Jearl's been traveling lately; no strangers to report.
     Whichever person is talked to first gives their "quest" to pursue, but both
     eventually lead to the same conclusion. I suggest talking to Burd first, as
     he suggests visiting Jearl's house in town. The front door's usually locked,
     but break in at around noon and both Mythic Dawn agents -- Jearl and Savari
     Faram -- will be there and attack on sight. Then, simply break into the
     basement via trapdoor and take [Jearl's Orders] back to Jauffre to complete
     the quest.
     Those who visit the runestone first, around 5-6PM, may find an agent there.
     Kill whomever it is and take their [Basement Key], which opens a secret door
     to Jearl's basement from the nearby Bruma Caverns. [One can learn of the
     caverns by following a spy there or learning it from Burd.] From there, one
     ascends into the living quarters and can slay the remaining agent, assuming
     she wasn't killed already.
     When both spies are slain, return to Jauffre with Jearl's orders and talk
     with Martin to simultaneously end this quest and begin the next.
     NOTE: Oblivion gates have opened outside the major cities (besides Kvatch)
           in preparation for an upcoming optional quest.
    10) BLOOD OF THE DAEDRA                                                  [WK10]
     Client: Martin Septim
     Prereq: Spies
     Reward: ---
     Fame -: +1
     Martin is still working on a way to open a path to Camoran's Paradise, and
     learns a daedric artifact must be sacrificed as part of the ritual. They're
     not just laying around the world like cheap piece of crap -- these things're
     This section will give info on each artifact. For more information on how to
     obtain an artifact, see the 'Daedric Shrines' sidequest section [DDRC].
      _________________________ _________________________________________________
     | DAEDRIC ARTIFACT        | INFO                                            |
     | Azura's Star            | Reusable Grand Soul Gem                         |
     | Ebony Blade             | One-handed blade: Silence/Absorb Health enchnts |
     | Goldbrand               | Powerful one-hander with Fire Damage enchant    |
     | Mace of Molag Bal       | Weak mace with Absorb Strength/Magicka enchants |
     | Masque of Clavicus Vile | Helm that fortifies Personality by 20pts        |
     | Oghma Infinitum         | Gives permanent skill and stat boosts           |
     | Ring of Khajiiti        | Fortifies Speed 10pts / Chameleon 35% enchants  |
     | Ring of Namira          | Has Reflect Spell/Damage enchantments           |
     | Sanguine Rose           | Summons random daedra to fight enemy            |
     | Saviour's Hide          | Light armor with a Resist Magic 25% enchantment |
     | Skeleton Key            | Prevents lockpicks from breaking                |
     | Skull of Corruption     | Creates clone of target who then fights them    |
     | Spell Breaker           | Shield with Reflect Spell 30% enchantment       |
     | Volendrung              | Warhammer with Paralysis/Drain health enchants  |
     | Wabbajack               | Changes creature into another type of creature  |
      * - Umbra is not an applicable artifact for this quest.
     The top three artifacts to sacrifice will probably be this:
     1) Mace of Molag Bal: This piece of crap has a low attack power, not to
        mention one of its enchantments (Absorb Health) is bugged because it has
        no duration. This should be the first choice 100% of the time; however,
        one has to be at least Lv17 to get it, which will suck for players who've
        only been doing the main questline as they'll probably be levels below it.
     2) Masque of Clavicus Vile: It's a helm that fortifies personality. Downside?
        Obtaining the mask means one gave up a chance at Umbra, the best sword in
        the game, and that's a big no-no for most players as that Soul Trap
        enchantment is just too delicious. However, if one really was crazy enough
        to ignore Umbra, then this is the next-best choice. Technically Clavicus
        Vile's quest requires one to be Lv20; however, killing Umbra (person) lets
        it be available as early as Lv01.
     3) Wabbajack: This is actually a cool staff with a unique effect, and only
        listed here as a fallback option due to the quest's ridiculously low
        requirement level (02). Personally I wouldn't sacrifice this, but those
        who don't want to bother gaining lots of levels won't find much quarrel
        here. The effect only works on creatures, anyway, and really isn't tailored
        for low-level characters since its transformations are often more powerful
        than the target's original form.
     Of course, these suggestions are just for general consumption -- if one knows
     an item'll never be used, put it on the chopping block. An example would be
     the likelihood a pure mage-type character ever bothering with Volendrung.
     Invaluable objects like Azura's Star and such shouldn't even cross the
     player's mind on this end, though. If one's really that lazy to offer those
     artifacts to Martin, then any later unhappiness will be very well-deserved!
     At any rate, giving Martin an artifact ends the quest.
    11) BRUMA GATE                                                           [WK11]
     Client: Jauffre
     Prereq: Blood of the Daedra
     Reward: ---
     Fame -: +1
     Find Jauffre after handing over the artifact (if he doesn't find the player
     first) and he'll announce an Oblivion gate opened outside of Bruma, and the
     guards will need extra help. Being an experienced gate-closer, the player's
     help should prove invaluable, not to mention teach the youngsters how it's
     done. Captain Burd will meet one outside the east gate, where they're already
     fending the daedra off.
     After a rousing speech, Burd and two of his men will agree to accompany the
     player into Oblivion. Defeat the couple of foes in front of the gate before
     entering. Note that the generic guards are killable but Burd only falls
     unconscious from beatdowns, and thus can be moderately useful as an ally.
     This helps since Burd MUST be with the player when the Sigillum Sanguis'
     stone is taken. If he isn't, a notification forces the player to find him
     before the gate can be unanchored. Stealth-based characters may find this bit
     annoying, but y'gotta have him tag along.
     NOTE: It helps to save immediately when entering, just in case Burd plummets
           into lava or something. If that happens, he'll just keep getting knocked
           unconscious and everything's screwed up.
     Anyway, the Bruma Gate leads to a fixed Oblivion world, not a random one like
     others, so following the road leads to the main keep without any rigamarole.
     Ascending shouldn't be much different than other keeps, and in fact may be
     easier than most, as there's no secondary towers to traverse or war gates to
     When the sigil stone's retrieved, and everyone returns back to Bruma, talk
     with Burd to get the quest update. Report back to Jauffre to finish up and
     get the optional quest "Allies for Bruma."
    12) ALLIES FOR BRUMA                                        [OPTIONAL]   [WK12]
     Client: Jauffre
     Prereq: Bruma Gate (can't have started Defense of Bruma yet)
     Reward: ---
     Fame -: see below
     Speaking to Jauffre after closing the Bruma Gate gives this quest. Bruma's
     defense won't be able to hold forever, and with innumerable daedra able to
     attack, they'll eventually be besieged. The Blades grandmaster suggests
     recruiting help from other cities' leaders. Unfortunately, each will refuse
     until the Oblivion gate outside their town is closed. [There may be multiple
     ones; speaking with the leader gives a marker to the correct one.]
     This quest is a great opportunity to gain some extra fame, but eventually'll
     disappear if the main questline is advanced far enough. Remember not to wear
     the Gray Cowl of Nocturnal when taking the sigil stones (or getting soldiers
     from the leader, although that's obvious) as that headgear absorbs all fame
     and infamy received with it on!
     Anyway, helping each city gives +3 fame: one for closing the gate, one for
     returning from the gate, and one for obtaining soldiers. The exceptions are
     • Imperial City: Ocato can't send anyone
     • Bruma: troops already committed
     • Cheydinhal: fame/troops are dependant on how "The Wayward Knight" ends.
       It's only possible to get +2 normally (for returning and getting soldiers)
       but successfully doing TWK gives an additional +1-2. It's impossible to
       finish "Allies for Bruma" if the player killed Farwil, as Count Indarys'll
       never speak to the player again.
     • Kvatch: Savlian will send a guard (+1 fame) but only after the player helps
       him find Count Goldwine in "The Battle for Castle Kvatch".
     This long quest officially ends when all applicable cities help Bruma. 
    13) BLOOD OF THE DIVINES                                                 [WK13]
     Client: Martin Septim
     Prereq: Bruma Gate
     Reward: ---
     Fame -: ---
     Martin mulled over how to obtain a god's blood, before Jauffre hit on the
     solution: Tiber Septim was once mortal! Speak with him about the Armor of
     Tiber Septim to learn it's been interred at Sancre Tor, a holy place now
     tainted by evil. He gives the [Sancre Tor Key] in the hopes that the player
     can break the centuries-long losing streak of people trying to recover it.
     The dungeon is located in the Colovian Highlands, NE of Chorrol and west of
     Bruma. It'll be filled exclusively with undead types, so it may be a bit more
     boring than its history suggests. In order to obtain the armor one seeks, the
     four 'Undead Blade' enemies must be slain. The areas they're located in are:
     Sancre Tor, Hall of Judgement, Catacombs, and Prison. All sections are
     relatively the same, except for the prison -- one of the Blades died in
     incarceration and [Warden Kastav's Key] has to be plucked from the warden's
     equally undead body first. Each undead Blade carries one special item as
     well: Amulet of the Ansei, Mishaxhi's Cleaver, Northwind, or Valdemar's
     When all four are saved from the Underking's treacherous magic, visit their
     new location in the Tomb of the Reman Emperors (accessible from Entry Hall)
     and they'll undo the enchantment blocking the corridor. At long last, claim
     the [Armor of Tiber Septim] and return it to Martin to finish up.
    14) MISCARCAND                                                           [WK14]
     Client: Martin Septim
     Prereq: Blood of the Divines
     Reward: ---
     Fame -: +2
     The next item needed for Martin's ritual is a Great Welkynd Stone, much more
     powerful than the lesser ones found in Ayleid Ruins. Only one place is said
     to still contain one and that's Miscarcand, supposedly still haunted by the
     ghost of its former emperor. It's position is halfway between Skingrad and
     Kvatch, just north of Ra'sava Camp.
     A small change of pace from normal Ayleid ruins, this place is inhabited by
     Bitterfish goblins, who'll be attacked by local undead "wildlife" and give
     the chance for stealth-based characters to proceed easily. Proceeding isn't
     that hard, either, and mostly requires 'push block' switches to access the
     unpickable gates. The 2nd area (Sel Vanua) has a Varla Stone right near the
     entrance, but it's the 3rd area (Morimath) that's the real target.
     The [Great Welkynd Stone] will be shimmering on a pedestal just a little
     ways in. However, taking them summons some zombie guardians and the King of
     Miscarcand (lich) into the room. Unfortunately for the baddies, the fight's
     not mandatory. The [Miscarcand Key] the king drops opens a 'very hard' lock
     on the way out, so anyone can just pick that and make good their escape.
     You'd think security would be better after millennia, but nooo...
     NOTE: There is a bug where not killing the King may have him appear later on
           outside the dungeon. For example, after being arrested and paying a
           fine, him and his zombie helpers appear outside the castle. [This can
           happen to a few other follower/enemies too.] Thus, slaying him is just
           a all-around good idea.
     Bring the stone back to Martin to finish this and start the next.
    15) DEFENSE OF BRUMA                                                     [WK15]
     Client: Martin Septim
     Prereq: Miscarcand
     Reward: ---
     Fame -: +1
     NOTE: It helps to have a separate save at the start of this mission, for
           restarting "just in case," usually to ensure Baurus, Jauffre, and/or
           Burd live through. [Oddly enough, Ulrich Leland, sent from Cheydinhal
           if "Corruption and Conscience" wasn't completed, IS unkillable...very
     The final item needed to open the portal to Paradise is the previous item's
     counterpart: a Great Sigil Stone. Unfortunately for everyone in Cyrodiil,
     these items are only found as anchors of Great Gates, the very kind the Mythic
     Dawn are trying to destroy Bruma with. Thus, they have to be allowed to open
     one. Narina Carvain ain't gonna like that, but agrees to meet Martin at the
     Chapel of Talos after the conversation. She'll show up there about an hour
     later for a scene; following, the player can start the battle by speaking
     with her.
     Chosen for the battlesite is a valley just east of town, where an Oblivion
     gate is already open. Approach there to get a quest update saying the Mythic
     Dawn will open the Great Gate when three smaller gates are up and runnin'.
     When daedra start pouring out, the important matter at hand is stalling for
     time until the Great Gate opens, while simultaneously keeping Martin alive
     through the skirmish. [If he dies, it's automatic game over.] Troops drummed
     up in "Allies for Bruma" (10 possible) are better equipped than the generic
     militiamen who take their place should reinforcements be lacking. That makes
     fifteen allies, including Burd, Martin, Baurus, and Jauffre. 
     NOTE: Killing an ally in the proceedings still earns a 1000g bounty, but
           the guards won't react with their "arrest on sight" jive talk until
           this quest finalizes.
     When the Great Gate's summoned, immediately head in. [No point in wasting
     time fighting the minor gates' enemies as they spawn infinitely & regularly.]
     This immediately finishes the quest and, for all intents and purposes, stops
     any more ally deaths from happening on the battlefield, i.e. Martin can't die
     when the player's not around to help, etc.
    16) GREAT GATE                                                           [WK16]
     Client: ---
     Prereq: Bruma Gate
     Reward: ---
     Fame -: +2, statue of oneself in Bruma
     Upon entering, the first thing one notices is the gigantic siege engine, the
     contraption that destroyed Kvatch, starting its slow crawl to the Great Gate,
     and beyond, Bruma. It's a good idea to make a separate save at the start,
     just in case one wants to find the lay of the land and restart to do it
     Unfortunately for the player, traversing this world is no simple feat like
     random worlds. Past the main war gate, a gigantic lava pit splits the paths
     in twain, if y'can even call 'em that -- they're mostly tiny spots of land
     that surface alongside the broken "overpasses" flanking the siege engine.
     The basic flow of the map is this: (1) get on either side of the bridge, away
     from the siege engine, and enter a cave (2) exit the cave up the mountain's
     slope a bit and travel to a secondary "world breaker" tower (3) reach a gate
     switch atop the tower to advance on the main keep (4) unanchor the sigil stone
     atop the keep to end the quest.
     | Tip: Acrobatic Expedience |
     | If all that spelunking and walking sounds time-consuming, it is -- duh!   |
     | But like most Oblivion worlds, acrobatic marvels can skip most of that    |
     | crap and bypass the cave/tower obstacles with their jumping prowess. This |
     | shaves plenty of time off the clock, enough that the whole quest could be |
     | completed within, say, 5 minutes. Fatsos who can't jump very high will    |
     | have to have acrobatics-fortifying equipment (Boots of Springheel Jak) or |
     | abilities that give the same effect.                                      |
     In any case, after robbing the keep of its [Great Sigil Stone], and returning
     to Cyrodiil thusly, the emergent siege engine will be wholly destroyed. This
     also lets one pick up the normal sigil stone that powered said engine, and
     will probably be lying on the ground nearby. Feel free to restart from a
     previous save if Baurus or Jauffre died, as they often do on higher levels.
     Alternatively, turn the difficulty slider down to keep them alive, then back
     to normal once inside the Great Gate.
     Speak with Martin to finish up and gain the next quest.
     REWARD: The statue will be erected near the north gate, and what items it
             wears aren't determined by current equips. For instance, I had the
             Ayleid Crown of Lindai and Ebony Blade unequipped in the inventory,
             but both were portrayed just the same. ;p
    17) PARADISE                                                             [WK17]
     Client: Martin Septim
     Prereq: Bruma Gate
     Reward: ---
     Fame -: --- [really?]
     All priceless ingredients have been collected for the Xarxes' ritual, and
     Martin waits at Cloud Ruler Temple to send the player to Mankar Camoran's
     version of paradise. But the journey's not without a caveat: the portal will
     close behind the player, and leaving'll only be possible by slaying Mankar
     himself, who seems to "anchor" the place just like a sigil stone anchors a
     plane of Oblivion. So, one's in the for the long haul. This quest's a bit
     longer than normal ones, too, so prepare before attempting (potions, repair
     hammers, etc.)
     I'll split the sections up for easier reference.
     When the transportation's complete, the player ends up on a hillside in a
     rather idyllic-looking glade. This doesn't last for long, though, as daedra
     roam the walkways and Mankar's already aware of one's presence. Follow the
     stone path down the hill until one finds a bridge.
     Speak with Kathutet to learn there's only one way out of the garden, and he
     guards it. This leaves two options to exiting: (1) fight the daedra (2) go
     into his servitude temporarily for a short while and be shamed. The latter
     option entails helping out one of Kathutet's buddies, Anaxes, who was trapped
     in a cave by some unmortal "chattels". The cave is marked on the map, along
     the small stream a ways. Simply inspect the logs holding the boulder fast, and
     he'll escape and continue his tormenting. [Killing Anaxes forces the player to
     fight the head daedra when reporting back. Slaying him without even learning
     he was to be freed has the same effect.]
     In any case, the [Bands of the Chosen] carried/given by Kathutet are required
     to gain entry to the Flooded Grotto. Once equipped, they forcibly clamp on
     and can't be manually removed. Oy vey...
     A little ways in, there'll be an unpickable door, only opening to those with
     the Bands of the Chosen equipped. Near the first lava/prisoner chamber, find
     Eldamil. He'll agree to help in deposing Mankar Camoran by removing the bands
     that confine one to the grotto forever, but he'll need awhile. In the
     meantime, pretend to be a prisoner when Orthe, the dremora overseer, comes
     over -- this involves getting into the cage. Killing Orthe is also an option
     and the new friend helps, too. [The most uncomplicated path is just playing
     along, though.]
     In any case, once Orthe is fooled and walks off, exit out the cage's other
     side and meet up with Eldamil, who goes through the daedra checkpoint nearby
     and typically dies (he's immortal so it impacts nothing long-term). He will
     reappear in the next area, removing the bands (the player can't keep 'em) and
     agreeing to help. The player can refuse his assistance, but the dude's an
     immortal, so why do that? 
     The final part of Paradise is high up on the mountainside, where Camoran's
     base is. Eldamil may still accompany the player at this point, but despite
     being an immortal, just might not appear for many, many hours. In any case,
     Raven and Ruma can be found on the steps to the palace and agree to take the
     player to meet their father. It's not totally unwise to attack them here,
     however, as Raven still drops great level-dependant equipment (Mundane Ring
     being the best, as is before). Wait long enough and they eventually respawn,
     letting one get that stuff in perpetuity. [Only 1 Mundane Ring can be equipped
     at a time, sadly.]
     Eventually, approach the throne for a long-winded speech, the prelude to the
     inevitable battle. Ruma and Raven's abilities should be known by now, but
     Mankar is probably one of the few awesome mages in the game. He has various
     enchantments to speak of: Reflect Damage, Spell Absorption, Reflect Spell,
     and so on, most of which offset his Altmer elemental weaknesses. But, his
     magical might is also his most glaring weakness -- if a player has similar
     enchantments and can focus on physical damage, it puts Mankar at a rather
     large disadvantage, even when one's outnumbered. [And to top it off, he's not
     immune to silence, which undercuts his abilities completely.]
     Ruma, Raven, and Eldamil will get back up and fight once slain, making the
     only way to end the battle defeating Mankar. When this happens, his children
     also die (again). The villain carries [Mankar Camoran's Staff] and [Mankar
     Camoran's Robe], both of which are unique, plus the [Amulet of Kings]. There
     is only a small amount of time to collect these things, though, before the
     player is automatically sent back with the Amulet in hand!
     NOTE: Finishing the next quest closes all other Oblivion gates!
     REWARD: [Mankar Camoran's Staff] deals 7 Shock Damage and 10pts Disintegrate
             Armor, no matter what the level is. It's pretty crappy but does have
             160+ uses. His robe is much more useful, having up to 20pts Spell
             Absorption and 10% Reflect Damage.
    18) LIGHT THE DRAGONFIRES                                                [WK18]
     Client: Martin Septim
     Prereq: Bruma Gate
     Reward: ---
     Fame -: +3
     After returning to Cloud Ruler Temple victorious, there is still one final
     task to do, described in the mission's name. Martin will have already sent a
     messenger to High Chancellor Ocato, so the next step is deferring to his
     authority at the Imperial Palace. [Martin will follow the player as long as
     this quest's active, making him a good companion for those wanting to do a
     few more quests.]
     Once there, Ocato begins stating the Elder Council accepts Martin as emperor,
     only to have the good times cut short: the Imperial City is under attack! The
     mission then becomes escorting Martin to the Temple of the One, located in
     the Temple District. If this was any other district it might be a chore, but
     being situated in the city's center, getting there is a cinch. Xivilai and
     Dremora Lord types appear at the palace itself, but the high-tier generics
     (spider daedra, xivilai, atronachs, etc.) appear in the destination district.
     There's no need to participate in the heavy carnage going on, so beeline to
     the Temple after discussing Mehrunes' defeat with Martin. [Additionally, all
     IC citizens are confined to their houses under the martial law, so they can't
     be slain. That should allay some fears, no?] The newly-crowned emperor may
     die en route, but this usually doesn't happen -- if he's not at the Temple
     when one arrives, exit for a moment and try again. When he arrives, witness
     the awesome power and the quest'll end.
     Afterwards, speak to Ocato about 'Champion of Cyrodiil' and he'll proclaim the
     hero(ine) as such. This starts the final quest "Imperial Dragon Armor," which
     is technically optional. However, for all intents and purposes, the questline
     is completed and the threat from Oblivion removed. Congrats!
    ______________________________________________________________/ ARENA [ARNA] |_
    00) OVERVIEW                                                             [RN00]
     The Arena is located in the Imperial City, and has a district dedicated just
     to itself. One can register as a fighter for free, and participate in fights
     to the death for gold, with the goal becoming the grand champion.
     • Combatants in the arena will be of many races and attack types, and the
       questline is rather short (comparatively), making it a great entry into
       the world of fighting for new players.
     • Those who don't want to fight can bet on matches, placing between 25-100g
       on a fight (25g increments). Picking the winner out of the two fighters'll
       give back 100% the return, making it a decent way for players to scrape
       cash together...although certainly far from the most lucrative way.
     • As is expected of gladitorial combat, this is an easy way to achieve lots
       of fame, and without lengthy dungeon-crawling to boot.
     • The arena has a few rules to live by: all gladiators must wear appropriate
       raiments and cannot loot fallen foes' items. As long as the raiment -- which
       is given out by Owyn -- is worn, the player gets to pick what accessories,
       helms, weapons, and shields go along with that. [There is a method to get
       foes' items, but requires a bit of doin' -- see below.]
     • Expulsion only occurs if one removes the raiment during a battle. Doing it
       once gives a warning and DQs the player from the match; repeating it will
       forever banish the player from arena combat.
     • It's possible to get items from a gladiator, but requires a certain method.
       First, get the Skull of Corruption (Vaermina's quest) and the Staff of
       Worms (finish Mages Guild quest) -- the Risen Flesh power from the Shivering
       Isles can be used in place of the SoW. Find the gladiator one wants stuff
       from, then (1) kill the opponent (2) reanimate opponent via SoW/Risen Flesh
       (3) use Skull of Corruption to make a clone of opponent (4) kill clone (5)
       save (6) reload and loot clone before it disappears. There shouldn't be any
       glitchiness with these methods, but it never hurts to have a backup save,
       just to be safe. This only works for inventory items, not swords/shields
       that fall to the ground when killed. Thus, to get the Gray Aegis, let the
       opponent fight until his sword breaks; he'll put his shield away then, and
       things can proceed like normal. [Credit to masterpug53 for the info.]
       NOTE: Sometimes getting the Gray Aegis has an annoying side effect of not
             letting the save load from the main menu. But, it only seems to work
             if it was the last thing done -- do a quest of some sort after it,
             and it may rectify. [But an alternate save is always a good idea...]
     • This quest is good for Hermaeus Mora's soul-collecting quest, as all ten
       sentient races make an appearance. It's a good way to kill two birds with
       one stone.
    01) QUESTLINE [a.k.a "The Arena"]                                        [RN01]
     The questline is simple: defeat each opponent one is told to, and rise in
     rank, payment, and self-satisfaction. Remember that the arena's only open
     from 9AM-9PM! Each opponent gives +1 fame, except for the fight against the
     Gray Prince (+10). That totals 31 possible fame in all!
      ________________ ______ _________________ _________________________________
     | RANK           | GOLD | OPPONENT        | NOTES                           |
     | Pit Dog        |   50 | 1 Bosmer        | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |   50 | 1 Imperial      | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  100 | 1 Argonian      | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     | Brawler        |  100 | 1 Nord          | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  100 | 2 Bosmer        | One uses sword, the other a bow |
     |                |  150 | 1 Khajiit       | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     | Bloodletter    |  150 | 1 Redguard      | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  150 | 1 Breton        | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  200 | 1 Dunmer        | Has a bow and sword             |
     | Myrmidon       |  200 | 1 Bosmer        | Uses "Shimmerstrike" dagger     |
     |                |  200 | 1 Altmer        | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  250 | 1 Orc           | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     | Warrior        |  250 | 1 Nord          | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  250 | 1 Altmer        | Spellcaster w/ sword            |
     |                |  300 | 1 Orc           | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
     | Gladiator      |  300 | 3 Argonians     | Only one has a weapon           |
     |                |  300 | 1 Khajiit       | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  350 | 1 Breton        | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     | Hero           |  350 | 1 Imperial      | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
     |                |  350 | 1 Altmer        | Uses Gray Aegis (magic-immune)  |
     |                |  350 | 1 Y. Team Champ | 2 Dunmer come w/ Yellow Champ   |
     | Champion       | 1000 | The Gray Prince | Won't fight if his quest's done |
     | Grand Champion | ???? | 1-3 Animals     | Can be fought once a week       |
     To start the fight against Agronak, beat all other Yellow Team opponents and
     talk with Agronak. Those that want to do his "Origin of the Gray Prince"
     optional sidequest will have to complete it before telling him he has to
     defend his crown. Once the Prince has been notified, speak with Ysabel to
     start the ultimate show! Unlike other matches, the player doesn't have to
     wear that ratty ol' raiment -- anything goes, just like the rules! Agronak
     will fight to the bitter end, unless his sidequest was completed, in which
     case he'll be very depressed and let the player slay him without countering.
     To finish the questline, take [Agronak's Garment] to Ysabel and receive one's
     own Raiment of Valor.
     After becoming the Grand Champion, Ysabel holds a weekly fight -- which can
     be done at any hour -- against leveled creatures. The hardest opponents to
     fight are Minotaur Lords; how many (1-3) appear is left up to the player.
     Win a fight and get lots of cash, usually 2000-3000.
     Also as a reward, and I use that term loosely, becoming the Grand Champ will
     spawn an "Adoring Fan" outside the arena. He's a Bosmer "kid" and looks like
     one of those troll dolls with his bright hair. Fan can be used as a follower
     but is quite yellow-bellied, running from battle whenever he gets a chance.
     Still, he does have his uses, including the player favorite "throw Adoring
     Fan from Dive Rock" event. There's no prettier sight than his corpse falling
     down the mountainside, bouncing off rocks like a demented game of Plinko.
     Don't worry, he'll respawn after three days...he always does... =(
     REWARD: The [Heavy Raiment of Valor] or [Light Raiment of Valor] is received
             from Ysabel, and has the same fortifications as Agronak's: Fatigue,
             Health, Athletics, and Personality all +10.
    ___________________________________________________/ DARK BROTHERHOOD [DRKB] |_
    00) OVERVIEW                                                             [DB00]
     Like murdering people in cold blood? This questline's for players cut from
     the assassin's cloth, ready to become Cyrodiil's finest hitman. Here's a li'l
     heads-up on the proceedings:
     • There will be a variety of targets to slay, so, unlike the Thieves Guild,
       it helps to have a decent grasp of weapon and magic fighting. There are
       workarounds, of course, such as using Poisoned Apples to kill targets, or
       using invisibility to retreat from harm's way. Still, what kind of wimpy
       blade for hire is going to finish a contract with such lack of flair? Play
       the part!
     • Unlike a few other guilds, the Dark Brotherhood has no set of exams to
       speak of. Instead, one gains the opportunity to join by committing a murder
       against an NPC, which should give the message about the act "being observed
       by unseen forces." Then, the next time one sleeps, Lucien Lachance will
       visit and give the player the first task in the quest, if interested.
       Note that the NPC to be killed has to be killable (falling unconscious does
       not count) and "innocent" by the game's standards (killing a city guard or
       bandit won't work, for one). Some other quests may require murdering people
       as part of the flow, and those kills can work as an in for the DB, too. An
       example would be slaying Umbra in Vindasel before Clavicus Vile gives the
       quest. Killing beggars works, too, although it may not be looked highly
       upon in the Waterfront.
     • The quests often have bonuses the player can earn by fulfilling conditions
       established beforehand. For instance, remaining undetected during the hunt.
       The bonuses are typically rare and unique items, not just money, so it's
       worthwhile to be strategic on this end.
     • Don't know what to do for the current quest? Talk to your "family members"
       in the Cheydinhal Sanctuary. They'll often give tips and hints at how best
       to proceed.
    01) A KNIFE IN THE DARK                                                  [DB01]
     Client: Lucien Lachance [after committing an observed murder and sleeping]
     Prereq: ---
     Reward: Shrouded Armor, Shrouded Hood, Access to Cheydinhal Sanctuary
     Bonus : ---
     Infamy: +1
     Lucien Lachance, a Speaker of the Dark Brotherhood, appears once a murder's
     been committed and propositions the player into joining the assassins' group.
     The "initiation" is to slay Rufio, an old man living at the Inn of Ill Omen
     (up road aways from Bravil). This quest starts automatically if one agrees.
     Additionally, the player gets the quest item dagger [Blade of Woe] and the 
     inn's location marked on the map.
     Once there, speak with Manheim Maulhand to learn Rufio's lived at the inn for
     a few weeks, living in the downstairs private quarters. [As a curio, Manheim
     also buys stolen goods; however, he only has 50g to work with so it's not
     that useful.] Use the trapdoor and break into Rufio's room, where he'll almost
     always be sleeping. He should die in one hit of any weapon, too. But, for more
     fun, speak to him beforehand and say something spooky -- s'only fair given the
     crime he perpetrated.
     The next time one sleeps, Lucien should reappear and congratulate the player
     on a successful assassination. One must now visit the Cheydinhal Sanctuary --
     accessible via the abandoned house's basement -- to recieve the rewards and
     be fully accepted as a Dark Brother or Sister.
     REWARD: The Shrouded Armor is a full-body suit, fortifying Sneak, Illusion,
             Marksman, Blade, and Acrobatics a number of points. The Hood boosts
             the same stats. These are both excellent pieces of armor, especially
             for someone starting the questline early. They require little upkeep
             repair-wise, too.
     [The miniquest "Welcome to the Family" starts here, ending when the second
     task is accepted. This isn't listed in table of contents, however, due to
     its length.]
     Anyway, feel free to look around the sanctuary and get familiarized. One of
     the Brothers, M'raaj-Dar, sells some useful spells, particularly Void Gazer
     (huge Night-Eye spell), Black Winter (frost/paralysis effect), and Deathly
     Visage (Invisibility for 35s). He's not usable as a fence, though...perhaps
     that's too unscrupulous for him? :p
    02) A WATERY GRAVE                                                       [DB02]
     Client: Vicente Valtieri [Cheydinhal Sanctuary]
     Prereq: A Knife in the Dark
     Reward: Black Band
     Bonus : ---
     Infamy: +1
     Vicente Valtieri, like Armand Christophe, is the vampiric quest-giver for the
     new and lower-ranking members. His first target for assassination is Gaston
     Tussaud, the pirate captain of the Imperial Waterfront's Marie Elena vessel.
     The player may already be semi-familiar with this, as the male pirates around
     the place say one of the best phrases in the game ("Ain't got nothin' to say
     to you fancy-pants!") and attack if the player tries to walk onboard.
     There are a number of ways to get onboard the ship stealthily.
     • BUST IN RAMBO STYLE: Obviously not becoming of a shadowy assassin, but it
       can work for this mission since no bonus is available. Trespassing on the
       ship forces the pirates outside to attack, and any guards who witness the
       "unprovoked" action against you attack the pirates as well. [Doing this
       during the Thieves Guild missions where the Waterfront is filled with
       guards works well.] Then, enter via the deck entrance to find the captain's
       cabin right across the way.
     • HIDE IN A CRATE: Near the end of the sidewalk is an open crate, giving the
       option to stow away when approached. As Vicente said, this is indeed a good
       way to get inside without detection. Having invisibility/chameleon works
       well for navigating the place (one starts in lowest deck; captain's cabin
       is on highest).
     • SNEAK IN THE BALCONY: Probably the best way overall. From the ledged
       sidewalk, it's possible to jump on the ship's aft balcony, leading right
       into the captain's cabin ('very hard' lock). Be sure to enter sneaking as
       it's possible Gaston is eating at his table, with his back right to the
       player upon entering -- free attack bonus!
     When Gaston's dead, loot him, his booty chest, the room and even that darn
     Nirnroot. Some pirates will soon enter the room to investigate, so try to be
     long gone 'fore then. Mosey back to Vicente to finish up.
     REWARD: The Black Band fortifies Light Armor and Security, and has a third
             'resist magic' enchantment.
     [The 'Blood of the Damned' quest starts now, ending when the Vicente's next
     mission is accepted.]
    03) ACCIDENTS HAPPEN                                                     [DB03]
     Client: Vicente Valtieri [Cheydinhal Sanctuary]
     Prereq: A Watery Grave
     Reward: [Leveled Gold], promotion to Slayer
     Bonus : Sufferthorn [Kill Baenlin in specified manner; Gromm isn't killed]
     Infamy: +1
     The target this time is a Baenlin, a Bosmer living in Bruma. Vicente gives
     out the goal: slay the target by staging an fatal accident involving a
     wall-mounted Minotaur head. To do this, one must sneak in the house, loosen
     the fastenings (between 8-11PM only) and let it fall on Baenlin's noggin.
     This is the first mission to offer an achievable bonus, so things have to go
     as planned.
     As some Brotherhood members will say, it's easiest to look for a back way in,
     such as the cellar entrance behind the house. [It's possible to go in via the
     front door, too, but more risky.] Navigate the cellar, sneak upstairs, and
     activate the bedroom crawlspace to find the fastenings. Wait until the
     designated time (save first) and let the taxidermist's triumph beat some
     sense into him. A quest update follows if it successfully slew him; if not,
     reload and wait a few minutes more. There's only one chance to do it right!
     Afterwards, sneak out of the house (don't let Gromm see you or he'll pursue
     you relentlessly!) and get the reward in Cheydinhal.
     REWARD: Besides some gold, the unique Sufferthorn dagger's obtained. It has
             Drain Strength and Damage Health enchantments, making it quite useful
             for just about any adventurer.
     [The miniquest 'No Rest for the Wicked' starts now, ending when the next task
     is picked up.]
    04) SCHEDULED FOR EXECUTION                                              [DB04]
     Client: Vicente Valtieri [Cheydinhal Sanctuary]
     Prereq: Accidents Happen
     Reward: Level-dependant Gold
     Bonus : Scales of Pitiless Justice [no Imperial guards killed]
     Infamy: +1
     As Vicente says, this task will require an expert infiltrator, so bring your
     invisibility, chameleon, and sneak 'A' games along. The task is to slay Valen
     Dreth, an imprisoned Dunmer in the Imperial City's luxurious stone hotel. His
     name should ring a bell, as he was the first person seen in the game, even if
     it was just making fun of the player. To achieve the available bonus, one
     must avoid killing any Imperial guards. This is not the same as remaining
     UNDETECTED, so if one is seen, skulk away via preferred methods to retain the
     NOTE: It's not possible to visit Valen by entering the Imperial Prison and
           talking with the jailor, or even picking the dungeon lock. Gotta do it
           the hard way!
     Vicente gives the [Imperial City Sewers Key] for the mission, sending the
     player to the northeast entrance. It should be familiar, since it's the one
     the player escaped during the tutorial dungeon. In fact, this entire mission
     will be backtracking through said dungeon to reach the jail cell. The only
     difference is the substructure portion is off-limits (boarded up), there's
     a guard presence to avoid, and the minimap doesn't start filled in. [If you
     don't want to unlock Valen's cell, the key can be pickpocketed from Gepard
     Montrose or found on a table at the end.]
     Once Valen's guard exits, kill him in any manner (shoot arrow through bars,
     unlock and kill, etc.) to secure the bonus. An [Imperial Prison Key] is on a
     table nearby and opens the way into the prison's bastion, avoiding a rather
     boring backtracking session.
     REWARD: The Scales of Pitiless Justice is a unique item that gives a +2 bonus
             to Agility/Strength/Intelligence but -2 to Personality. The effect
             works as long as it's in the inventory.
     The "To Serve Sithis" miniquest starts now, ending when starting the next
    05) THE ASSASSINATED MAN                                                 [DB05]
     Client: Vicente Valtieri [Cheydinhal Sanctuary]
     Prereq: Scheduled for Execution
     Reward: Cruelty's Heart, Sanctuary Well Key, promotion to Eliminator
     Bonus : ---
     Infamy: +1
     This quest is a little different than usual ones, in that it requires the
     player to merely stage the death of a man, Francois Motierre, to escape the
     debts he owes to the criminal underworld. A special [Languorwine Blade] will
     be used to instigate a 'false death' while the [Languorwine Antidote] revives
     Motierre when the coast's clear. There's no room for error in this quest, and
     in fact, screwing it up has some annoying consequences questline-wise, so try
     to do it right the first time.
     Anyway, break into Motierre's house in Chorrol and speak with him to go over
     the plan. An enforcer named Hides-His-Heart is en route to slay Francois, and
     the 'false death' must initiated in his presence to make it look believable.
     The player must then flee from Chorrol and leave the enforcer alive, letting
     him report back to his employers about the situation. [Killing Motierre for
     real, or Hides-His-Heart, fouls up the quest so don't do that.] After a day,
     Motierre's body will be on display in the chapel's undercroft, at which time
     the antidote can be administered.
     Whew! Hides-His-Heart shows up almost immediately after the conversation's
     ended, so get ready to pull off the performance. As expected, his body will
     end up in the chapel 24 hours later; until then, the undercroft has an
     unpickable lock that even the priests' keys can't remove. Reviving Motierre
     also disturbs the rest of some of his family members, spawning a 'Motierre
     Zombie' to defeat. Make sure it doesn't kill the client and exit the church
     afterwards (doesn't matter if anyone sees the escape).
     Lead Motierre to the town's Grey Mare Inn to complete the escape, leaving
     only reward collection.
     REWARD: Plenty of things become available at this point: (1) Cruelty's Heart
     necklace that fortifies Willpower and Strength (2) quick access to the 
     Sanctuary by using the new key on the topside well (3) Vicente Valtieri can
     now give the "Darkness Eternal" quest for giving the player porphyric
     hemophilia (4) Teinaava can now give his optional "The Renegade Shadowscale"
     quest (5) quests now come from Ocheeva.
     [The "My Brother's Keeper" quest now starts, ending when learns that Vicente
     no longer gives out contracts, and one of said contracts is taken from
    06) THE LONELY WANDERER                                                  [DB06]
     Client: Ocheeva [Cheydinhal Sanctuary]
     Prereq: The Assassinated Man
     Reward: Level-dependant Gold
     Bonus : Shadowhunt
     Infamy: +1
     Ocheeva's first contract is to eliminate Faelian, an Imperial City Altmer.
     Unfortunately, not much is known about his routine or habits outside of long
     walks, so a bit of detective work will be necessary. Additionally, there's a
     bonus for eliminating Faelian in a secure location (without witnesses).
     Reach the Imperial City to start the canvasing. If the quest is designated as
     the active quest, it singles out the Market District as the best place to
     start. Any kind of elf, such as Rindir of Rindir's Staffs, with enough
     disposition, will divulge Faelian's location: Tiber Septim Hotel in the Talos
     Plaza district. Schwing! The innkeeper (Augusta Calidia) will confess that
     Faelian's a skooma addict living in the hotel with his sweetheart Atraena,
     but only if her disposition's high enough. She's usually found walking around
     her 2F room and, if her disposition's (50+) tweaked, says he uses skooma in
     the deserted structure "Lorkmir's House".
     Well, if that's not a great place to kill someone, I dunno what is! The house
     is in the Elven Gardens district and Faelian visits it around noontime for
     quite a few hours. Once he's dead, return to Ocheeva for the reward.
     REWARD: The Shadowhunt bow has a number of enchantments: Turn Undead, Damage
             Health, Damage Magicka, and Weakness to Poison. However, apparently
             the Turn Undead and Weakness to Poison ones are glitched (they don't
             have a duration) and fail to work on the Xbox 360 version. Pity...
     The miniquest "Enter the Eliminator" begins now, ending when the next task
     is accepted.
    07) BAD MEDICINE                                                         [DB07]
     Client: Ocheeva [Cheydinhal Sanctuary]
     Prereq: The Lonely Wanderer
     Reward: Level-dependant Gold
     Bonus : The Deceiver's Finery
     Infamy: +1
     Like "Scheduled for Execution," this quest will rest on supreme infiltration
     skills, so hopefully by now one's familiar with invisibility/chameleon
     spells and potions to get through. The quest: sneak into Fort Sutch with a
     bottle of poison and switch it with the sickly warlord's medicine. There's
     no fighting to be done here, as being detected forfeits the bonus and forces
     the player to kill Roderick the hard way. [Roderick's Medicine] is obtained
     at this time.
     Fort Sutch is located far north of Anvil, past the main roadway, out in the
     countryside. The main entrance is located in the ruins of the old abbey, but
     there's a secondary entrance (trapdoor) located on a stone platform a ways SE
     from there, too. However, for all intents and purposes, the guide assumes the
     player takes the main one.
     The only enemies in Fort Sutch are Roderick (comatose) and his four helpers,
     Neesha, Gerard Melie, Laenafil, and Ulmug gro-Cromgog. They'll attack on
     sight, naturally, so to get the bonus, one must plant the medicine and leave
     without detection. [NOTE: It's still fine to kill the mercenaries, but only
     sneak attack slayings will preserve the bonus. A 6x multiplier should be
     enough to kill anyone here.]
     Anyway, Gerard Melie guards the main portcullis and can be avoided by either
     opening said gate stealthfully or using the alternate tunnel. Either way, one
     will overhear a conversation between Nesha and Ulmug down below, after which
     the orc goes to guard the medicine cabinet. Basically, following him avoids
     the need to randomly search. Likewise, if one doesn't want him around, learn
     the route, reload, and run ahead of him.
     At the cabinet, take [Roderick's Medicine] and insert [Roderick's Poison] to
     get the quest update. If you haven't inserted items before, hit L-trigger at
     when searching the cabinet to insert your own stuff. Return to Ocheeva to get
     real paid.
     REWARD: The Deceiver's Finery is a robe that fortifies Personality and
             Speechcraft. It probably won't see much use, but can be a worthy
             attire for the awesome next mission.
     The mini-quest "The Night Mother's Child" begins now, ending when "Whodunit?"
     is taken.
    08) WHODUNIT?                                                            [DB08]
     Client: Ocheeva [Cheydinhal Sanctuary]
     Prereq: Bad Medicine
     Reward: Level-dependant Gold
     Bonus : Night Mother's Blessing
     Infamy: +1
     After all the hard work, the player's been invited to a party. The main
     course: spilling the blood of everyone else! The festivities will begin when
     the player visits Skingrad's Summitmist Manor, where the other target NPCs
     think there's a chest of gold to find. Upon arriving, Fafnir will give the
     [Summitmist Manor Key] for exiting when things are done. As Ocheeva said,
     it's impossible to leave until the guests are killed, so don't start the
     mission while some other one's going on. [The bonus is achieved if no one
     sees the player committing the murders.]
     Now, the guests (Neville, Nels the Naughty, Dovesi Dran, Primo Antonius, and
     Matilde Petit) can all be killed in one hit from any weapon, but the fun part
     of this mission is being a master manipulator. In fact, this is the only
     mission this author deliberately made a separate save for, to play whenever
     he likes!
      _________ _________________________________________________________________
     | PERSON  | INFO                                                            |
     | Dovesi  | A sweetheart who likes everyone except Neville (Imperial dog) & |
     |         | Matilde (racist). She can be isolated in many ways, such as:    |
     |         | lying about Primo's response to her crush, which gets her alone |
     |         | upstairs (only available in early going); telling her to rest   |
     |         | after someone's died; or, after someone's died, saying nothing, |
     |         | which makes her go to the basement.                             |
     | Matilde | An older woman with a fair disposition towards Neville & Primo, |
     |         | but doesn't like Nels (drunk!) or Dovesi (gatdang Dunmer!). She |
     |         | offers to form an alliance that splits the gold 50/50; if the   |
     |         | player agrees, she can be tricked to searching the basement all |
     |         | alone... She can be baited into killing Dovesi as the guests    |
     |         | die, but against the men, she asks the player to protect her.   |
     | Nels    | Although he freely admits he likes drinking, he's a regular joe |
     |         | with a nice disposition towards everyone, except Neville due to |
     |         | past experiences with the Imperial Legion. Due to that, he gets |
     |         | suspicious of Neville the longer the "party" goes on, provided  |
     |         | Neville's still alive. He never suspects Dovesi since she's the |
     |         | spitting image of his daughter.
     | Neville | He generally likes everyone, except for Nels, who he thinks is  |
     |         | a mead-guzzling savage. He's also one of the first people to    |
     |         | realize the entire party is a trap, and if left alive long      |
     |         | enough, gets his soldier equipment from his room. He's quick to |
     |         | suspect Nels, although he never places anyone above suspicion,  |
     |         | which is why he'll eliminate the remaining NPC, if it's down to |
     |         | him and them. If he's the last remaining guest, and has a high  |
     |         | disposition towards the player, he may find an axe and try to   |
     |         | chop down the front door...leaving his back unguarded.          |
     | Primo   | Doesn't seem to really hate anyone, although he finds Neville a |
     |         | bit down on his luck and Nels a mere drunkard. He gets paranoid |
     |         | the more the quest goes on -- if he's one of the last two left, |
     |         | he'll kill the other, provided it's not Neville. [Although he   |
     |         | will fight back in self-defense if Neville starts to attack.]   |
     As said, The Deceiver's Finery is a great tool for these proceedings as much
     of the fun stems from tricky speechcraft. The bonus is secured even if the
     last person alive figures out, by process of elimination, that the player is
     probably the murderer. If they attack, and are slain in self-defense, that
     doesn't ruin the bonus.
     REWARD: The Night Mother's Blessing is a permanent +2 bonus to Security,
             Sneak, Acrobatics, Blade, and Marksman.
     ["The Assassin's Gambit" now begins, ending when the next mission starts.]
    09) PERMANENT RETIREMENT                                                 [DB09]
     Client: Ocheeva [Cheydinhal Sanctuary]
     Prereq: Whodunit?
     Reward: Level-dependant Gold, promotion to Assassin
     Bonus : 500g
     Infamy: +1
     Adamus Phillida is finally retiring, and his years of screwing with the Dark
     Brotherhood has left them feeling sore about his victory. Thus, the [Rose of
     Sithis], a special arrow made especially to slay Adamus, was manufactured for
     this mission. I guess y'could say he's about to get shafted...literally! To
     obtain the bonus, after his death, his finger must be removed and put into the
     desk of his successor.
     The Imperial pig has relocated to Leyawiin, an honored guest of the city
     watch's barracks, which makes things a little harder than usual. The Rose is
     powerful but it can't pierce armor, so one'll have to wait...if that's the
     method one wants. There's a few fun ways to get rid of that troublemaker.
     • Want to use the Rose? That's fine. Adamus only removes his armor when
       taking his afternoon swim in the town watering hole, under the watchful eye
       of his bodyguard. Pick a good hiding spot, save, and let loose the Rose --
       if it hits flesh, Adamus automatically dies. [Well, sometimes the game
       screws up on that end, but that's what reloading is for.]
     • Sometimes if one sneaks into the city barracks and remains undetected, they
       can speak with Phillida while he sleeps. His disposition is low enough that
       he'll attack on sight, which the other guards take as a sign of aggression
       (provided the player turns invisible before they detect him/her). Basically,
       they'll slay Adamus in a hilarious fashion, saving the player from doing the
     • Like most targets, Poisoned Apples can be used for sneak kills.
     Unfortunately for stealth-driven players, a bounty is usually incurred even
     if undetected. It's possible for the bounty to be "absorbed" into the Gray
     Cowl of Nocturnal's residual bounty; simply unequip it and yield to walk
     away scot-free! [Otherwise, one'll have to find a doyen or do hard time to
     get rid of it. Note that the bounty can be from being detected by Adamus,
     but no other guard will give chase unless spoken to. This makes it easier to
     incur the bounty.]
     But don't forget the bonus. After taking the [Finger of Adamus Phillida], go
     to the Imperial City Prison area and break into the city watch offices. [This
     is the same building used in the Thieves Guild's "Taking Care of Lex" quest,
     for reference.] Deposit the finger in the desk before returning to Ocheeva.
     ["Of Secret and Shadow" starts now, ending when "The Purification"'s letter
     is viewed.]
    10) THE PURIFICATION                                                     [DB10]
     Client: Ocheeva [Cheydinhal Sanctuary]
     Prereq: Permanent Retirement
     Reward: Promotion to Silencer, Shadowmere [horse]
     Bonus : ---
     Infamy: +1
     Ocheeva gives [Orders from Lucien Lachance] when spoken to next, saying that
     he has a special job for the player. The missive says to meet him at Fort
     Farragut, just east of Cheydinhal, and get through his dungeon of undead
     creepy-crawlies. Unfortunately for him, if one knows the location of the
     secret entrance -- the hollow tree NW of the fort -- then that can be taken
     as a shorcut.
     Lucien reveals the grisly plan when approached: the Cheydinhal Sanctuary has
     been tainted by a traitor's presence, and must be purified...that is, every
     member slain. The restrictions of the Five Tenets are removed for this job.
     As a going-away present, a [Poisoned Apple] and [Summon Rufio's Ghost] scroll
     are received. Of course, those who've been following the guide for awhile are
     aware a locked barrel nearby holds 10 more of those apples.
     Okay, so let the backstabbing begin... Remember that Vicente's "Darkness
     Eternal" and Teinaava's "The Renegade Shadowscale" quests are automatically
     ended after their deaths. Also, M'raaj-Dar sells some rare artifacts found
     nowhere else, so one may want those before putting him six feet under. [His
     spells are eventually resold in the Sanctuary, however.]
      ___________________ _______________________________________________________
     | TARGET            | INFO                                                  |
     | Gogron gro-Bolmog | Like all orcs, he has a lot of fortitude and carries  |
     |                   | a giant weapon (battleaxe), as well as having decent  |
     |                   | armor. Fighting him one on one is more taxing than    |
     |                   | simply using a Poisoned Apple...although it may take  |
     |                   | several days for him to eat it.                       |
     | Antoinetta Marie  | Like Ocheeva, she uses a dagger if provoked, and can  |
     |                   | be poisoned via apples if needed. However, she's weak |
     |                   | enough that old-fashioned swordplay can do the trick. |
     | M'raaj-dar        | Being a mage, he fights back with offensive spells he |
     |                   | sells the player (Baronoff's Bloody Icicle being the  |
     |                   | most common). A 6x sneak attack is likely to remove   |
     |                   | 90% of his health, so that's a more prudent way of    |
     |                   | elimination (poisoned apple-ing works horribly here). |
     | Ocheeva           | She uses a dagger in battle, making her rather easy   |
     |                   | pickings. Additionally, she can eat Poisoned Apples,  |
     |                   | and has the [Telaendril's Ocheeva Note] which belies  |
     |                   | her subordinate's schedule.                           |
     | Teinaava          | In addition to typical Shrouded equipment, he carries |
     |                   | a(n often enchanted) shortsword and another weapon.   |
     |                   | He can be fodder for a Poisoned Apple.                |
     | Telaendril        | The only person in the Sanctuary who is absent -- she |
     |                   | has a set spy schedule, learnable after taking a note |
     |                   | from Ocheeva's corpse. She always comes back home on  |
     |                   | Middas, though, and if provoked, uses archery skills  |
     |                   | to defend herself. She can be Poisoned Apple'd but    |
     |                   | that runs the risk of her dying in the wilderness,    |
     |                   | making looting her corpse much harder. [Although her  |
     |                   | body never disappears, so finding it later is still a |
     |                   | real possibility.] If provoked outdoors, city guards  |
     |                   | may join in and kill her, even after one yields!      |
     | Vicente Valtieri  | Being a vampire, Vicente takes 50% extra fire damage. |
     |                   | Additionally, a note in his desk talks about his huge |
     |                   | weakness to garlic, which would drain his strength &  |
     |                   | stamina, plus nullify his resistance to magic. Garlic |
     |                   | can be found in Antoinetta's living quarters chest,   |
     |                   | for reference. Vicente doesn't eat Poisoned Apples,   |
     |                   | also. A fun way to get rid of him is finding him in   |
     |                   | the training room around 8PM, when M'raaj-Dar does    |
     |                   | spell practice. Move him in front of the Khajiit and  |
     |                   | watch him be zapped to death! Other than that, he can |
     |                   | use a powerful sword in battle, and may still pass on |
     |                   | porphyric hemophilia that way (oh bitter irony!)      |
      * - Schemer and Dark Guardian don't need to be killed, for obvious reasons.
     When everyone's bit the dust, return to Lucien. From now on, quests will be
     "dead drops" -- that is, written directives found in containers in secluded
     locations. This way, there's no paper trail (...err) back to the sender. As
     it were, quest bonuses are now gone, replaced with a flat fee. That said, the
     first dead drop is at Hero Hill, southeast of the fort, in a hollow rock.
     REWARD: Shadowmere is an unkillable horse, and has great speed, health, and
     attack to supplement the player's actions. Additionally, if she wanders off,
     she can always be found at Fort Farragut again.
     ["The Dead Drop" miniquest starts now, ending when the next orders are read.]
    11) AFFAIRS OF A WIZARD                                                  [DB11]
     Client: Dead Drop Orders #1 [Hero Hill]
     Prereq: The Purification
     Reward: 500g
     Infamy: +0 (glitch?)
     Lucien's first quest states there is a necromancer trying to transform into a
     lich, at the nearby Leafrot Cave. Celedaen is quite powerful but hasn't fully
     metamorphosized yet, making it the right time for the Brotherhood to strike.
     It's suggested to search the cave for writings that may detail his weakness,
     if any. [The location is in Cyrodiil's far SE reaches, along the Panther
     River in the Nibenay Valley. There's no real quest-related location out there
     to fast-travel to, unless you've done "Unearthing Mehrunes' Razor" -- then
     Sundercliff Watch will be nearby.]
     Expectedly, the caves will be filled with undead enemies, so be prepared to
     fight, sneak past, or make them flee with Turn Undead spells. Right at the
     start is Celedaen's study, which has the notable books "Art of War Magic"
     (+1 Destruction) and "The Path of Transcendence." The latter gives a quest
     update revealing the necromancer's weakness: his soul is in the process of
     transferring to the [Sands of Resolve] keepsake, and taking it from his
     person would automatically slay him.
     Celedaen walks the halls of Leafrot Hollow (2nd area), which is accessed by
     two entrances. He never sleeps or eats, so Poisoned Apple methods won't
     work. Although pickpocketing the Sands of Resolve instantly kills him, he's
     not as powerful as his writings suggest, and one good 6x sneak attack plus
     some follow-ups should bring him to heel quite easily.
     Once the mission's completed, the next dead drop (in a sack at the foot of
     Chorrol's Great Oak) contains the reward and the next orders.
    12) NEXT OF KIN                                                          [DB12]
     Client: Dead Drop Orders #2 [Chorrol's Great Oak]
     Prereq: Affairs of a Wizard
     Reward: 500g
     Infamy: +1
     The second directive requires the elimination of the entire Draconis family,
     being Perennia and her four grown children. The matriarch's location is at
     Applewatch, a small farm northwest of Bruma. Upon introduction, pick "I'm
     looking for your children" -- she'll mistake the player as a gift service
     employee and give a [Draconis Gift List] and 100g for the trouble. This marks
     all the kids' location on the map.
     Killing Perennia in the house works best; outside, she tends to flee for a
     very long ways and will report the assault to the nearest Imperial forester.
     She may even head into Boreal Stone Cave nearby.
     NOTE: In public situations, remember that the Gray Cowl of Nocturnal can be
           equipped to "absorb" bounties, then unequipped to remove them. [Just
           yield to the city watch and they'll act like nothing ever happened.]
     Here's the location of the soon-to-be former siblings. They can be murdered
     in any order, mind you.
     Owner of the Drunken Dragon Inn in the Nibenay Valley (northeast of Leyawiin,
     southeast of Bravil). If one did Nocturnal's quest, the inn's just up the road
     a ways. It's quite easy to eliminate this hothead, as he attacks the player
     if any option other the standard "[Say Nothing]" dialogue option is chosen.
     An Imperial guard who frequents the estabilshment will take this as an
     unprovoked attack, and eventually cuts Andreas down.
     Cae is an Imperial Watch captain in Leyawiin, and can't be goaded into an
     "unprovoked" assault like her rasher siblings. Instead, it's wisest to catch
     her when she's isolated, such as when she visits the Three Sisters Inn 2F in
     the afternoon. The importance of isolation can't be stressed enough -- not
     only is she semi-formidable, but guards may join in, as well as Fighters Guild
     members (participating in their death leads to expulsion if one's a member).
     Basically, one should get used to a bounty unless y'find a shadowy nook to
     snipe her with magic or arrows. [Like usual, the Gray Cowl of Nocturnal can
     absorb the bounty of killing her, letting the player get off scot-free when
     it's unequipped. Just be sure to keep it on for any other attackers, too.]
     He works as a guard at Umbacano Manor in the Imperial City's Talos Plaza
     district. It's possible to speak to him with insulting dialogue options, but
     he isn't goaded immediately like other siblings. Perhaps the best time to
     take him out is while he sleeps at his house (same district), a little past
     midnight. Avoid his servant and sneak upstairs, hopefully dealing the death-
     -blow in one strike. [Use poisons if needed.] If he wakes up, he immediately
     dons his armor to fight back, which can be problematic and lead to the
     authorities' involvement. Even so, the bounty is usually only 40g, and can
     be absorbed into the Gray Cowl of Nocturnal if needed. [If one's prepared to
     wait days, he can succumb to a Poisoned Apple, too.]
     Location: Muck Valley Cavern, just west of Lake Poppad (itself east of the
     Imperial City). As Perennia's letter says, Sibylla forewent civilization to
     cohabitate with animals, and, unsurprisingly, she'll have gotten quite savage.
     Her pets aren't puppies and goldfish, either...they're bears, mountain lions,
     and wolves. Be prepared to slay them first before approaching Sibby, or it'll
     be quite an uneven fight. Luckily her half-naked appearance means her armor
     rating is poor. [This mission's wildlife variety is good for the Battlehorn
     Castle taxidermy quest, also.]
     The reward can be picked up at the stone well in Castle Skingrad's courtyard.
    13) BROKEN VOWS                                                          [DB13]
     Client: Dead Drop Orders #3 [Castle Skingrad's courtyard well]
     Prereq: Next of Kin
     Reward: 500g
     Infamy: +1
     The next contract is for J'Ghasta in Bruma. This Khajiit is a master of
     unarmed combat and, expecting trouble, he's paid off the local guards in case
     any of his fights break out into the streets. But what kind of good assassin
     makes such a public display? A bad one, that's who.
     Break into his house to find he's not around. [Look for the Hand to Hand skill
     book "Immortal Blood" on a shelf, and some interesting articles of clothing in
     a basement keg.] Look for a secret trapdoor under some loose cloths under the
     stairway, which leads to the boxer's training room. After introductions, the
     fight begins -- his health ain't that great but his fists' fury can certainly
     put on a show. Watch out for paralysis!
     When he's slain, visit the next dead drop under the Old Bridge near Pell's
     Gate (SSW of Imperial City). Notice how short the quests are getting now?
    14) FINAL JUSTICE                                                        [DB14]
     Client: Dead Drop Orders #4 [Box under Old Bridge]
     Prereq: Broken Vows
     Reward: 500g
     Infamy: +1
     This time, Shaleez, a dreaded Argonian psycopath, is the target. She can be
     found in the Flooded Mine a bit north of Bravil. True to its namesake, much
     of the place is completely submerged -- great for water-breathing Argonians,
     less good for others. Fighting doesn't have to be done underwater, of course,
     but it helps to have spells that overcome the obstacle just in case.
     Even though she's in her element, Shaleez still follows a general schedule,
     and if she's not patrolling the waters, she's on dry land at the dungeon's
     southeastern campsite. She sleeps here until the break of dawn, making it
     easy to pickpocket her weapons (3 swords, 2 enchanted) or reverse-pickpocket
     a Poisoned Apple for when she has her breakfast (precisely 6AM). Given the
     sparse amount of food nearby, the poison method is easily the most efficient.
     The next dead drop's at Fort Redman, a ways north of Leyawiin on the Niben's
     east bank. Look for a coffin near the place's dungeon entrance, which, in
     addition to the normal rewards, has [Alval Uvani's Schedule] as additional
    15) A MATTER OF HONOR                                                    [DB15]
     Client: Dead Drop Orders #5 [Coffin at Fort Redman]
     Prereq: Final Justice
     Reward: 500g
     Infamy: +1
     Alval Uvani is a talented mage from the school of Destruction, whose job as a
     traveling merchant keeps him quite active around Cyrodiil. The schedule found
     with the previous mission's payment gives the lowdown on his whereabouts,
     although it's not always to-the-letter correct -- for instance, someone who
     waits at his house on Sundas may know he doesn't always show.
     Morndas/Tirdas - Bravil (Lonely Suitor Lodge)
     Middas /Turdas - Skingrad (The West Weald Inn)
     Fredas/Loredas - Bruma (Olav's Tap and Tack)
     Sundas --------- Leyawiin (Alval Uvani's House)
     The dead drop also mentions Alval's unique Dark Elf condition, an allergy to
     honey. Mead contains just that, and if he were to drink it, he'd suffer from
     total body paralysis, preventing him from fighting back or reporting any
     assaults. This is easily done at Olav's Tap and Tack as the booze is sold
     there; simply put it on any table table and wait for him to sit down, where
     he'll begin drinking. If one's unsure about his affliction, he'll talk out
     loud about being paralyzed; initiating conversation reveals the same thing,
     just in a funnier manner. [In the OT&T, picking the door to the lower rooms
     can lead Alval to go in there to drink, essentially isolating himself. D'oh!]
     Additionally, Alval can fall prey to Poisoned Apples and, occasionally, simply
     die in the wilderness from animal attacks, which doesn't affect the quest at
     all. It's worth mentioning that for being such an alleged badass mage, he
     often relies on his flimsy dagger to do the talking, expediting his demise.
     The next dead drop is in the Imperial City's Market District, in a hollowed-
     -out stump behind Stonewall Shields' building.
    16) THE COLDEST SLEEP                                                    [DB16]
     Client: Dead Drop Orders #6 [Stump behind Stonewall Shields]
     Prereq: A Matter of Honor
     Reward: 500g
     Infamy: +1
     The sixth dead drop commands the player to slay Havilstein Hoar-Blood, a Nord
     living atop Gnoll Mountain. The location is a bit east of Bruma, but if the
     player has the Wizard's Tower DLC plugin, it'll be just a bit northwest of
     Frostcrag Spire (just down the road). Havilstein fights like a typical Nord,
     using a giant axe and ignoring magic altogether. Because of this single-
     -mindedness, it's easy to get out of range -- such as on an outcropping --
     and pelt him with arrows or magic. He has a pet wolf (Redmaw) but it's a
     small homefield advantage; sneak-attacking it and conjuring one's own helper
     would reverse it.
     In short, it's one of the simplest assassinations to complete. The next dead
     drop is in an odd spot: the Ayleid ruin of Nornal. It's located in eastern
     Cyrodiil's Nibenay Basin (right by the "N" in the "Nibenay," in fact) and
     notable because the dead drop is inside the place. Downstairs, look for a
     submerged passage leading to a locked gate, behind which is the target chest.
    17) A KISS BEFORE DYING                                                  [DB17]
     Client: Dead Drop Orders #7 [Submerged chest in Nornal]
     Prereq: A Matter of Honor
     Reward: ---
     Infamy: +1
     The next quest is in Bravil, where a Bosmer named Ungolim must be sent to
     Sithis. He visits the famous statue of the Old Lucky Lady every night between
     6PM and 1AM like clockwork. Like J'Ghasta, he's already been alerted that
     someone's after him and paid off the town guards so he can fight without any
     unwanted interruptions. [However, they WILL attack if Ungolim hits them.] As
     the quest suggests, a stealth approach might be wise...
     Wait until the designated time and Ungolim will attack on sight. Fortunately
     for frontline fighters, he relies entirely on his archery skills...which is
     to say not much at all. There's little variety to his death, too, as it'll
     probably happen in city limits. Besides that, try to finish the battle in a
     normally accessible place, as Lucien Lachance appears immediately upon the
     elf's death for an automatic conversation, which essentially freezes the
     character in place if it can't be initiated. [Example: being on a really
     tall roof does this.]
     NOTE: Also be careful that any non-essential citizens aren't killed during
           the squabble. Some will just be knocked unconscious, but others (like
           beggars) won't.
     Lucien sets things straight, effectively ending the dead drop missions, and
     gives the next one...
    18) FOLLOWING A LEAD                                                     [DB18]
     Client: Lucien Lachance [Bravil/Area]
     Prereq: A Kiss Before Dying
     Reward: Promotion to Speaker, Black Hand Robe, Black Hand Hood
     Infamy: +1
     To uncover the traitor, proceed to the eighth dead drop in Anvil, inside of
     town near the pond. Stand nearby in sneak mode and wait (preferably in 1-hour
     increments) until Enilroth, a Bosmer, is seen putting the worthless [Dead Drop
     Orders #8] in the barrel. Give him the third degree to learn he is just a paid
     courier, and that his employer lives in the lighthouse's cellar. Enilroth
     chooses to walk around with the previous mission's payment, so pickpocket it
     off him (or rob his corpse) for the 530g+ moolah.
     Arrive at the lighthouse to find the cellar has an unpickable lock...geez.
     Seek out Ulfgar Fog-Eye, usually on the grounds but sometimes in town, and
     get the [Lighthouse Cellar Key] from him by coercion or getting it from his
     lifeless fingers (he can be provoked into attacking by demanding the key and
     then saying nothing). Either way, the cellar is now accessible.
     Check down there to find the work of a disgusting madman. Past the corpses
     and a crazed dog, take the [Traitor's Diary] to exonerate Lucien of his
     alleged betrayal. Also worth taking is the gruesome [Mother's Head] sitting
     on a platter, if only for kicks.
     Visit Lucien at Applewatch to get the mission's rewards. Arquen says to speak
     with her about the Night Mother between certain hours (12PM-3AM) to begin the
     ancient ritual, which also starts the final mission...
    19) HONOR THY MOTHER                                                     [DB19]
     Client: Arquen [Applewatch]
     Prereq: Following a Lead
     Reward: Promotion to Listener, Crypt treasures, Blade of Woe upgrade
     Infamy: +10
     Accepting Arquen's invitation automatically transports everyone to the Lucky
     Old Lady statue in Bravil, following which a secret crypt is opened. Descend
     and watch the scene until the traitor reveals him- or herself. The player and
     Arquen will then have to fight off the betrayer; luckily she's an invincible
     ally. Upon defeating "that person," the Night Mother lets the player loot the
     crypt for any goodies and promotes the player to Listener, too. [There will
     be no other chance to collect items here, so use a Feather spell to get it
     all out, if y'have to!]
     Talk with the Night Mother again to accept the Listener position, as well as
     be warped to the Cheydinhal Sanctuary. Arquen will detail the Listener's duty
     to the player, which takes form in the optional quest "Whispers of Death."
     [See miscellaneous sidequests for more details.] Basically, visiting the
     Night Mother once a week gets a name to relay to Arquen, who then gives a
     share (200g) of the profits. It's quite un-lucrative and a flimsy unending
     quest after all the spilled blood, but hey, it's something.
     REWARD: In addition to the self-evident rewards, the [Blade of Woe] now gets
             a major upgrade, gaining various enchantments: large Damage Willpower,
             Damage Health, and Damage Magicka effects. It also has a Demoralize
             enchantment but, like a couple other weapons, it has no duration and
             thus does nothing. [30 uses]
    _____________________________________________________/ FIGHTERS GUILD [FGHT] |_
    00) OVERVIEW                                                             [FG01]
     As its name suggests, the Fighters Guild questline deals primarily with the
     up-close and personal sort of battling, and characters of that ilk will be
     right at home.
     • The missions that follow will involve close-range enemies, so having good
       strength, endurance, and agility all help. However, having the aid of magic
       as well is great for evening the odds. Outnumbered? Use Conjuration. Ran
       out of potions? Turn invisible. There's a number of ways that magic can
       supplement here, so feel free to dabble!
     • Unlike some other questlines, the Fighters Guild's missions are given from
       a handful of chapter heads across Cyrodiil, so what order there is is rather
       loose. If a player wants to do a bunch in one city and move on, that's fine;
       doing one here and there in each town works, too. However, to advance, one
       often has to do a job from more than one guild, so the walkthrough mission
       order'll reflect that.
     • To join, one must speak with Vilena Donton (Chorrol), Azzan (Anvil) or Burz
       gro-Khash (Cheydinhal) on the subject. [This automatically completes the
       one-note quest "Join the Fighters Guild".] If one has an outstanding bounty,
       the head'll be quick to comment they don't allow "wanted criminals" to join
       their guild. On that same wavelength, the player can be kicked out for any
       intraguild conflicts, like stealing/attacking/killing another guildmate.
       There's a Three Strikes policy in place; on the third offense, the player's
       never able to rejoin the guild.
    01) THE DESOLATE MINE                                                    [FG01]
     Client: Burz gro-Khash
     Locatn: Cheydinhal [Fighters Guild]
     Prereq: ---
     Reward: Level-dependant gold, promotion to Apprentice (if A Rat Problem done)
     Fame -: +1 (only if all members survive)
     One of the first quests available is to deliver a weapons shipment to some
     fighters at, surprise, the Desolate Mine -- it's just northwest of the city.
     The weapons -- a Steel Bow, Steel Longsword, and Steel Warhammer -- are all
     considered quest items and are, therefore, weightless, so strength-deficient
     mage types won't have to worry.
     Inside, the three guildmates (Elidor, Rienna, Brag gro-Bharg) will be waiting
     for their arms. It pays to save before approaching them, as their safety will
     depend entirely on how well the player assists. [At higher levels, this can
     become very problematic; even one person dying negatively impacts things.]
     Those who want to prevent the allies' deaths should pickpocket the [Mine Key]
     from Rienna and open the door oneself. Hopefully there won't be a goblin
     there, otherwise the others might run to help and use their fists to attack.
     In this manner, one should be able to clean out the mine without requiring
     HOWEVER, at later levels, those steel quest items are going to be ridiculously
     obsolete and no one wants that crap sitting in the inventory. Thus, save one
     goblin, return to the crew and hand out the weapons, then return and slay the
     Return to gro-Khash to finish up. 
     REWARD: The baseline reward is 600g, and is either lowered (by casualties) or
             doubled (if everyone survives).
    02) A RAT PROBLEM                                                        [FG02]
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: ---
     Fame -: +1
     Reward: Level-dependant gold, promotion to Apprentice (if The Desolate Mine
             completed), Acrobatics or Speechcraft skillboost
     Azzan says he's got a reward suitable to the player's experience: clearing a
     house of rats. [Speak to him on the subject to get the quest properly.] The
     client in this case is Arvena Thelas, who lives down the street. However, all
     is not what it seems: the task isn't to kill rats in the basement, but to save
     Arvena's rats from whatever's killing THEM. Interesting.
     Visit the cellar to find a 'starving mountain lion' has been bullying the
     vermin and, unlike normal lions, goes down without much of a fight. That's
     malnutrition for you... [Do not kill the rats! The contract fails if one
     commits such an atrocity.] But Arvena's fears about others aren't allayed, and
     she requests that the player find Pinarus Inventius to stamp out any others
     that may be nearby.
     Being a hunter, it's quite possible Pinarus is out in the countryside (during
     the day, that is) -- still, finding him shouldn't be too difficult with the
     quest marker leading the way. Speak to Pinarus and he'll start the hunt at
     any hour, leading the player to the countryside northwest of town. There'll
     be more starving mountain lions to fight, none of which are that much of a
     threat. [Pinarus is unkillable, for reference.] The lions only seem to attack
     after Inventius says his part to the player; thus, if one runs ahead of him,
     he can simply slay them easily. Alternatively, jump on the large rock and use
     In any case, the lions go the way of the dodo. Talk to Arvena to reassure her
     they're all gone, only to find out ANOTHER is in the basement. After slaying
     it, Arvena says Quill-Weave is the likely culprit, as she's been spotted in
     the backyard late at night. The quest update suggests surveilling her to
     corroborate the accusations. Sure enough, around 10-11PM, the target can be
     seen putting meat near the hole in the backyard. However, when confronted,
     Quill-Weave said she just wanted to lure the things outside so the guards
     would take care of them. She seems apologetic and even offers some training
     if the player keeps their lips shut.
     Return to the client and she'll ask if her neighbor has anything to do with
     the cat infestation. The player's skill boost reward depends on the answer.
     • +1 Acrobatics training from Quill-Weave (if she's not turned in)
     • +1 Speechcraft training from Arvena (if Quill-Weave is outed as the culprit)
     The quest ends when Quill-Weave is turned in, or the free training's obtained
     from Quill-Weave. [Max gold reward is 600g]
    03) THE UNFORTUNATE SHOPKEEPER                                           [FG03]
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: Promoted to Apprentice
     Fame -: +1
     Reward: Level-dependant gold
     The chapter head's second quest is to assist Norbert Lelles, a proprietor
     on the waterfront who's having trouble with some burglars. [The quest is
     officially taken when questioning Azzan about the client.] Visit his store
     -- Lelles' Quality Merchandise -- to learn one's welcome to stay overnight
     to keep watch, while he stays at the Flowing Bowl to wait for results.
     Unlike some other missions, the game won't interrupt a wait session for an
     event, so one has to do it manually. They usually appear around 12PM-1AM,
     give or take an hour. In any case, the three intruders (Storn the Burly,
     Aenvir, Dranas Lerano) will have to be slain. They're Nord, Bosmer, and
     Dunmer, respectively, and usually carry equipment up to glass quality. Like
     many close-quarters battles, getting wailed on by three physical fighters is
     no fun, and even with help, it's still cramped -- leading everyone outside
     gives more leg room, and guards may even help.
     NOTE: Leading them outside CAN help, but be careful to help out any NPCs that
           may join in, too. This is especially true if one provokes a fight while
           the thieves loiter by the storefront pre-burglary. Killing them at this
           time doesn't affect the quest, it's just more dangerous.
     When the three are dead (their corpses never disappear, by the way, making
     them funny in-store decorations) talk with Norbert to get the reward (up to
    04) UNFINISHED BUSINESS                                                  [FG04]
     Client: Vilena Donton
     Locatn: Chorrol [Fighters Guild]
     Prereq: Promoted to Journeyman
     Fame -: +1 [if player takes credit for completing contract]
     Reward: Level-dependant gold
     Speak with Vilena (or any chapter head to be referred to her) to learn she
     wants the player to take duties from Modryn Oreyn. The quest is only given
     after advancing to Journeyman, though. He wants the player to find Maglir,
     a Bosmer who's defaulted on a contract and ruining the guild reputation by
     doing so. The guy's in Skingard, apparently.
     Locate him at West Weald Inn to learn the story: the task was to find [Brenus
     Astis' Journal] in Fallen Rock Cave, but after assessing the dangers and pay,
     it didn't seem worth risking his life over. The player then automatically
     picks up the contract and has to carry it out. Far to the northwest is the
     aforementioned cave, the next destination.
     The place will be crawling with undead types of creatures, but luckily, it's
     just a one-area dungeon. In a watery dead-end, in the cave's depths, will be
     the journal on a stone-hewn ledge. [Those wanting to get a leg-up on the next
     quest may want to collect ectoplasm samples from ghost/wraith types floating
     around -- 5 are needed.]
     Once the journal's obtained, all that's required is to report back to Modryn
     to complete the quest. However, those feeling sorry for Maglir's "family man"
     plight can return to him first and pledge to give him the credit. He puts up
     a nonchalant attitude but "screwing" him out of the credit does affect a
     quest down the line (however minor).
    05) DRUNK AND DISORDERLY                                                 [FG05]
     Client: Modryn Oreyn
     Locatn: Chorrol [Fighters Guild]
     Prereq: Unfinished Business
     Fame -: +1, promotion to Swordsman
     Reward: Level-dependant gold
     After a rousing success during "Unfinished Business," Modryn's got another
     task lined up. Some guildmembers are causing problems down in Leyawiin, and
     like Maglir's un-sense of duty, reflects poorly on the establishments. The
     whereabouts of the offenders (Dubok gro-Shagk, Vantus Prelius, Rellian) can
     be ascertained from townsfolk or the guards: the Five Claws Lodge.
     So why go on a bender? As any of the three fighters says, it's the state of
     the job market since the Blackwood Company moved in. Long story short, they
     got no work. [So why go drinking which costs money? Herpaderp.] Pick "you
     need work to keep busy" and they'll agree to stop rabble-rousing if a job's
     scrounged up.
     Speak with the proprietress Witseidutsei and she'll suggest Margarte, who'll
     be at her house, the current building, or out finding ingredients. Find her
     and she'll agree to give the Fighters Guild her contract exclusively, if the
     player finds her five [Ectoplasm] samples as a sign o' good faith. Of course,
     that ingredient is dropped exclusively by ghost- and wraith-type enemies.
     The easiest place to get some (outside of buying it) would be Leyawiin's
     chapel undercroft, where ghosts are considerably weaker than normal wraiths.
     Once five samples are collected, give them to Margarte and she'll agree to
     let the guild be her supplier. [She'll also buy Minotaur Horns and Ogre's
     Teeth, but her pay ain't worth the dangers.] Give the good news to the boys
     at Five Claws and they'll put down their mugs to pick up their swords. Happy
     endings are so nice... Modryn will give out a bonus and advancement for this
    06) DEN OF THIEVES                                                       [FG06]
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: Promotion to Swordsman
     Fame -: +1
     Reward: Level-dependant gold, promotion to Protector (if Amelion's Debt done)
     Azzan's finally ready for the player to party with the big boys, and gives a
     true guild contract: eliminating some thieves harassing Anvil's citizens. 
     [The quest is added when talking about 'Thieves'.] But becase Azzan's not
     ready to take the training wheels off, he sends Maglir along with the player
     to help out -- he'll start following immediately after returning downstairs.
     NOTE: Maglir is an unkillable ally, and many people like to do other missions
           with him along to make things easier. Just an aside...
     There's no leads on the thieves' hideout, so time to canvas the neighborhood.
     Ask around town (the city guards work) and, with enough disposition, they'll
     direct the player to Newheim the Portly, a recent victim of a B&E. [He'll be
     marked on the map at this time.] Question him about his troubles to learn the
     enemies are an all-Bosmer group based out of Hrota Cave. One can also get
     info on his heirloom, which starts the optional quest "Newheim's Flagon."
     NOTE: The robbers sought are not Thieves Guild members, so they won't give
           any expulsions or whatever.
     Working with Maglir this time will be a much more pleasurable experience, as
     he can be told to follow or wait, for stealth- and fighting-based characters,
     respectively. Regardless, there's 8 Bosmer thieves to kill in all: Githriian,
     Dennilwen, Nedhelfin, Thiirehel, Thrangirfin, Niraegaer, Cingaer and Idrolian.
     Most opponents will be primary bow users, but a few attack with longswords;
     Idrolian, the final thief, has skill in Conjuration. As for Maglir, he'll put
     up a good fight; just make sure to rest a spell now and then to recover his
     life (he won't do it himself). Those looking to help out Mr. Portly can find
     [Newheim's Heirloom] flagon on a table in the large northeast cavern, right
     before the last thief is located.
     When all thieves are slain, return to Azzan for payday.
    07) AMELION'S DEBT                                                       [FG07]
     Client: Burz gro-Khash
     Locatn: Cheydinhal [Fighters Guild]
     Prereq: Promotion to Swordsman
     Fame -: +1
     Reward: Level-dependant gold, promotion to Protector (if Den of Thieves done)
     Biene Amelion needs something retrieved from her ancestral tomb, Burz says.
     She lives in the Water's Edge settlement a bit north of Leyawiin, along the
     roadside. Question is: why didn't she give the quest to a local guild? Hah,
     women, am I right? :p
     The lady says with her father build up a large gambling debt, and with his
     passing, she's "inherited" his "legacy." To save herself from a debt-related
     death, she wants her grandfather's enchanted sword and cuirass found in the
     Amelion Tomb, SE of Water's Edge on the opposite riverbank. Players feeling
     particularly generous can simply pay off her debt on the spot (1000g), which
     makes Biene so happy, she says the player can keep her grandfather's equipment
     if found. Note that the equipment isn't a quest item, so if one already found
     and sold it, giving her the money is REQUIRED to continue.
     Those wanting to retrieve grandpa's goodies for Biene (or oneself) can visit
     the Amelion Tomb to obtain the collector's set. Remember that Biene only wants
     the sword and cuirass; the rest aren't important quest-wise. They're not all
     in one place though, and aren't terribly useful anyway, but here's the
     locations in order of accessibility:
     • [Brusef Amelion's Gauntlets] are in the cave-in corridor (1st area)
     • [Brusef Amelion's Boots] are behind a fancy locked coffin (1st area)
     • [Brusef Amelion's Shield] in coffin chamber, behind a crate (1st area)
     • [Brusef Amelion's Cuirass] on a sarcophagus (2nd area)
     • [Brusef Amelion's Sword] on a sarcophagus (2nd area)
     • [Brusef Amelion's Greaves] in NE corner of sarcophagus chamber (2nd area)
     • [Brusef Amelion's Helmet] behind wisp stalks at drop-down point (1st area)
     However the mission concludes, return to Burz to get real paid.
    08) THE MASTER'S SON                                                     [FG08]
     Client: Modryn Oreyn
     Locatn: Chorrol [Fighters Guild]
     Prereq: Promotion to Protector
     Fame -: +1
     Reward: Level-dependant gold, random enchanted sword type or dagger
     This mission's given when speaking to Modryn (or any chapter head who sends
     one to him) and revolves around Viranus Donton, the guildmaster's son. He's
     a little light on field work and without some self-confidence, he'll never be
     an adequate warrior like his late brother Vitellus. The job is to investigate
     Nonwyll Cavern (north of town) and locate a missing guildmate, Galtus Previa,
     lost on a gem-finding expedition. Vilena Donton isn't to know of the mission.
     Like the previous mission with Maglir, Viranus is unkillable, but unlike him,
     can't be told to stay/wait. Thus, this scenario will play out a lot: Viranus
     runs smack-dab into a gang of trolls, gets violated within seconds, and when
     he becomes conscious, it repeats. He's not that useful here, but then again,
     facing 3-4 savage trolls in a small corridor ain't fun for anyone. The second
     area "Chamber of the Titans" adds ogres to the monster mix; Galtus Previa can
     be found here, too, just off the largest chamber. Take the [Broken Shield] as
     proof something odd's going on.
     Report back to Modryn, turn over the shield, and get the reward.
     REWARD: Finally a tangible reward! Modryn gives a random blade type (dagger,
             shortsword, longsword, claymore), usually with an elemental damage
             enchantment, and it's possible to reload (auto)saves before talking
             to him to change which is obtained.
    09) MORE UNFINISHED BUSINESS                                             [FG09]
     Client: Modryn Oreyn
     Locatn: Chorrol [Fighters Guild]
     Prereq: The Master's Son
     Fame -: +1
     Reward: Level-dependant gold, Ring of Aegis, promotion to Defender
     Maglir's done it again, defaulting on a contract and failing to report back.
     And after all we've done for him!! This time he's in Bravil, although his
     current whereabouts are unknown -- asking around (guards, etc.) should mark
     his location at the Lonely Suitor Lodge. Turns out he's jumped the fence and
     working for Blackwood Company now, that little felcher!
     • If the player took all the credit during "Unfinished Business," Maglir's
       uninterested in helping one out and refuses to assist with guild business.
       Returning to Oreyn tells one to seek out Aryarie (although knowing where to
       go already can skip this part).
     • If the player gave him the credit during "Unfinished Business," he'll level
       on the favor, saying to speak with Aryarie at the Mage's Guild to pick up
       the contract.
     In any case, visit the mage to be tasked with procuring ten samples of Imp
     Gall. This marks a known imp hangout, Robber's Glen Cave, on the map -- it's
     just north of town, roadside. Note that, like in "Drunk and Disorderly," if
     one already has the specimens, those can just be handed over in lieu of fresh
     samples. Those who do visit the cave should be pleasantly surprised at how
     easy it is to proceed, sneak-attacking a bunch of imps and collecting decent
     REWARD: In addition to the normal rewards, Aryarie gives a (generic) ring of
             Aegis, that provides up to Shield 18%.
    10) AZANI BLACKHEART                                                     [FG10]
     Client: Modryn Oreyn
     Locatn: Chorrol [Fighters Guild]
     Prereq: More Unfinished Business [Promoted to Defender]
     Fame -: +1
     Reward: promotion to Warder
     The quest is received when talking to Modryn, but he won't say any more about
     Blackwood Company and their odd rise to fame under Ri'Zakar 'til the player's
     advanced to Defender rank. At his behest, visit his house at dusk (6PM+) to
     get the full scoop on the rival guild's ruthlessness. The Azani Blackheart
     mission was where it all started, where Modryn began suspecting a setup.
     An off-the-books mission sounds fun! Agree to assist and meet Oreyn down at
     Leyawiin's guild. He'll join as an unkillable helper to investigate Arpenia,
     Blackheart's base of operations. The Ayleid ruin is northeast of town, along
     the Yellow Road (just a bit north of Nocturnal's Shrine). Thankfully, since
     the place was already cleared of bandits and such, the only remnants to deal
     with are rats, mudcrabs, and traps. Search around the room with the elevating
     spike trap and Modryn should comment that the Blackwood Company's takedown
     was a sham, and no battle took place here. Azani's fascination with all
     things Ayleid means his base probably moved to Atatar nearby (northeast). Its
     location isn't marked on the map, though; instead, Modryn walks there and
     expects one to follow.
     Sure 'nough, the presence of bandits in the ruin indicate Modryn's hunch was
     right. There's four zones to progress through, and Azani Blackheart only
     appears in the last (Atatar Loria), where he's the only enemy around. He's
     a bit more formidable than normal enemies, having the unique [Sinweaver]
     claymore and the quest-related [Blackheart's Ring]. Give it to Modryn and
     the quest finishes.
     NOTE: Those wanting to get those Varla Stones in "Atatar Haelia Dagon" can
           get them at this point, taking the shortcut from the third area. This
           opens one of the retractable doors, as well as gives access to the cage
           release button (works for all three).
    11) THE WANDERING SCHOLAR                                                [FG11]
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: Promoted to Warder
     Fame -: +1
     Reward: Level-dependant gold; 2920, Morning Star (v1), promoted to Guardian
             (if The Fugitives done)
     Elante of Alinor is a daedric scholar, and currently at Brittlerock Cave on
     assignment. The location is quite a ways northwest of Kvatch, right under
     where it says "County Kvatch" on the map, actually. Inside, Elante will say
     the player gets to handle any difficulties the cave may have, and not
     surpringly, there's a lot of 'em -- daedra types, in fact. [It pays to save
     before speaking with her; see below.]
     This is a very run-of-the-mill mission, and the scholar can die if brought
     close to the fray. Thus, the most efficient way to complete it is to avoid
     speaking with her, kill everything in the first area, then get her to tag
     along. The reason only the first area needs to be sweeped is 'cause Elante
     won't bother entering the others, so no need to waste extra time.
     NOTE: Normally Elante will begin her journey, stopping only if the player's
           too far away. However, sometimes she stops and won't move for anything.
           Re-entering the cave or zone doesn't seem to work, thus the reason to
           have a save to reload from. [And, no, pushing her all the way there
           doesn't work either...I tried.]
     Once she agrees to stay put, time to report back. Should she have died, there
     is no reward (fame, gold, etc.) obtainable for the quest.
     REWARD: Elante's gift, the [2920, Morning Star (v1)] book, gives +1 to Blade.
    12) THE FUGITIVES                                                        [FG12]
     Client: Burz gro-Khash
     Locatn: Cheydinhal [Fighters Guild]
     Prereq: Promoted to Warder
     Fame -: +1
     Reward: Level-dependant gold, rank up to Guardian (if Wandering Scholar done)
     Burz isn't sure a "meat" should get a job like this, but gives it anyway --
     a prison break in Bravil let some real nutjobs out, and with their city watch
     being ineffective, it's time for the guild to step in. Travel to town and see
     what the folks know...only they're awfully scared to say anything, including
     the patrolmen. Buff their disposition in the preferred fashion to learn the
     gang of four (not the rock band!) is hiding out at Bloodmayne Cave, just
     west of town along the Larsius River.
     The four enemies are spread out in pairs through the two areas of the place.
     Hlofgar (Nord fighter) and Ashanta (Redguard warrior) are found in the 1st,
     Dreet-Lai (Argonian archer) and Enrion (Altmer mage) are in the 2nd. They're
     okay warriors, but only have equipment up to glass caliber, not to mention
     are spread so far apart that they get no reinforcements.
     Finish up and return to Burz for payment.
    13) TROLLS OF FORSAKEN MINE                                              [FG13]
     Client: Modryn Oreyn
     Locatn: Chorrol [Fighters Guild]
     Prereq: Promoted to Guardian
     Fame -: +1
     Reward: ---
     There's a sensitive emergency of dire urgency that must be completed: find
     the guildmaster's son, Viranus Donton. He and some others were sent to the
     Forsaken Mine in a troll-clearing expedition, but it's been days and still
     no word... Said mine is directly south of Leyawiin, making the commute from
     Chorrol rather weird...
     Just inside, it'll be obvious things went awry, as the body of a guildmate
     is lying in a pool of her own blood. There's others too, but the place seems
     to be filled with mudcrabs and their weak ilk. [Those wanting to collect the
     Blackwood Company equipment can find a corpse with all of it in this cavern,
     and whose presence obviously suggests foul play...] In the Lost Passages part
     of the mine, the trolls start appearing. Fortunately, one does NOT have to
     take up the task of slaying the cavern of its trollkin. This 2nd area is also
     where Viranus Donton can be found, in no better shape than his comrades --
     stand near it to get the quest update, which may take some waiting. Loot his
     corpse for [A Bloody Journal] that describes just what went on.
     After, return to Modryn to deliver the grim tidings...but how can one have a
     long face after getting paid? YAY! ...what, too soon? ...and what's that,
     we're not getting paid? I guess a frowny face IS in order. =(
     NOTE: Oreyn suggests finding work elsewhere 'til things die down. The player,
           if s/he speaks to Azzan, will be demoted to Defender, until redemption
           comes by doing two more quests (letting rank be restored). However, one
           can avoid demotion by doing Burz' two missions first. In any case, this
           doesn't screw up the promotions/achievements in the long run.
    14) THE NOBLE'S DAUGHTER                                                 [FG14]
     Client: Burz gro-Khash
     Locatn: Cheydinhal [Fighters Guild]
     Prereq: Trolls of Forsaken Mine
     Fame -: +1
     Reward: Level-dependant gold, Rugdumph's Sword, rank restored (if "The Stone
             of St. Alessia" done already)
     Burz' mission is 'bout finding Lord Rugdumph's missing daughter, although he
     gives little in the way of details. Those'll have to be gotten from the Lord
     himself, who lives on an estate north of Cheydinhal (NE of Lake Arrius). He
     "conversates" about his child, Lady Rogbut, and how she was likely abducted
     while rock-picking in the wilds east of his estate.
     Visit those wilds to find three ogres and the frightened daughter. Taking 'em
     out won't be that hard since they won't follow too far, but those who want to
     have a little fun with the run-of-the-mill quest can go south towards Walker's
     Camp to get a little help from skooma smugglers. [Don't lead 'em north towards
     Aerin's Camp as Torbern, the Nord there, is pertinent to the Master Acrobatics
     training quest.] Just be careful as if a smuggler flees, the ogres can be lead
     on a wild goose chase towards the countryside -- draw their attention back to
     oneself to stop things.
     Anyway, once the ogres are dead, find Rogbut (*snicker*) again to learn she'd
     have killed 'em herself if axing heads off was considered ladylike. Lead her
     back to daddy's estate to obtain the magniferous [Rugdumph's Sword], then
     a reward from Burz.
     REWARD: Playing off his horrendous misuse of the spoken word, Rugdumph's
             sword has Absorb Speechcraft 5pts/5s and Silence 5s enchantments; it's
             the latter effect that draws any attention to it. Naturally it'll be
             more useful in questlines containing heavy magic usage...
    15) MYSTERY AT HARLUN'S WATCH                                            [FG15]
     Client: Burz gro-Khash
     Locatn: Cheydinhal [Fighters Guild]
     Prereq: The Noble's Daughter
     Fame -: +1
     Reward: Level-dependant gold, Mind and Body Ring, rank restored (if demoted),
             promotion to Champion (if "The Stone of St. Alessia" done)
     Burz' second mission for the ever-redeeming player is investigating strange
     disappearances at Harlun's Watch, a settlement just south of town, where the
     main road tapers off. Speak with Drarana Thelis to learn some strange lights
     have been appearing at night, down by the old Swampy Cave -- and those sent
     to check it out never returned. Spooky!
     But first-hand experience is always best. Go find the lights oneself to find
     they're nothing but will-o-the-wisps...still, it doesn't explain the vanishing
     act people've been pulling. [Killing the overgrown fireflies isn't required.]
     Once inside, the trolls' presence suggests what happened to the villagers --
     the fears are confirmed when a corpse is found in a dead end (first area).
     The task then becomes clearing out all (~15) remaining swamp trolls spread out
     in the cave's two areas.
     Once done, report to Drarana, then Burz, which opens up an "advancement" that
     restores the previously lost ranks (if they were indeed lost). BUT, don't just
     forget about the cave like that -- any spelunker should've noted the high
     concentration of good loot chests! They'll respawn every three days, so come
     back periodically and see what's new. [One chest near the normal entrance
     always has a Detect Life helmet inside.]
     REWARD: The [Mind and Body Ring] has Fortify Strength and Reflect Damage
             enchantments, although they never break the single digits.
    16) THE STONE OF ST. ALESSIA                                             [FG16]
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: Trolls of Forsaken Mine
     Fame -: +1
     Reward: Level-dependant gold, rank restored (if The Noble's Daughter done),
             promotion to Champion (if Burz' two other missions done)
     Upon talking to Azzan, the player will be demoted to Defender, and can earn
     redemption by doing two of the next three available contracts. However, if
     one already did Burz gro-Khash's contracts, then he won't demote the player
     and just offers his mission: recover the [Stone of St. Alessia] that was
     stolen from Bruma's Chapel. One's directed to Cirroc, a priest there, who
     believes bandits stole the rock, heading east out of town.
     Following the quest marker, a thief (K'Sharr) says he participated in the
     heist, but his band got robbed by ogres, him being the only survivor. The
     ogres are based out of Sedor, which the Khajiit is kind enough to mark on the
     map. Feel free to repay that kindness by not killing him...or do. It's all
     good (...well, not for K'Sharr).
     Sedor is an Ayleid ruin far to the east of Bruma, so far out in the wilderness
     that new players probably won't have a point of reference for fast-traveling.
     Once inside, the stone can be obtained in the first area, on a pedestal behind
     button-lowered gate. The button is actually triggered on a walkway overhead,
     not the floor button below it. Did ogres actually think of that almost-clever
     hiding spot? Hmm...
     Return the stone to Cirroc to get [Strong Potion of Healing] x3, then to
     Azzan for payment. Depending on how Burz' missions were done, rank restoration
     or advancement'll be possible.
    17) INFORMATION GATHERING                                                [FG17]
     Client: Modryn Oreyn
     Locatn: Chorrol [Modryn Oreyn's House]
     Prereq: Promotion to Champion
     Fame -: ---
     Reward: Amulet of Interrogation [if player doesn't kill Ajum-Kajin]
     This quest is added upon promotion, as the chapter head tips off the player
     that Oreyn's looking for him/her. Apparently, even though Vilena expelled him,
     his drive to defeat the Blackwood Company is still going strong, and he needs
     a little info gathered. Now that he can work outside guild rules, Modryn's
     looking to do a little "interrogation" on Ajum-Kajin, one of BC's leaders,
     and word is they've set up base in Glademist Cave, which is on the Orange Road
     (between Bruma and Chorrol).
     Inside will be 7-8 Blackwood Company guards to destroy however one desires.
     This is mandatory as, Ajum-Kajin, who's at the cave's end, won't follow the
     player if any subordinates are alive. [Note that some appear in clumps and,
     due to enchanted equipment, it's best to play dirty. Case in point: going
     invisible and pushing enemies into the ravine for fall damage. This can be
     repeated by luring them back up.]
     Once the Argonian agrees to follow, bring him back to Oreyn's house for some
     punishment. Speak with Oreyn to learn he doesn't care one gets the info out
     of Ajum, as long as it's gotten. [Charming him for answers isn't possible
     in this case, however.] Ask him the first round of questions, then proceed
     to whittle his health down in the preferred fashion -- using fists is the
     most impressive stylistically, of course. Heed the quest update when he's
     almost dead and ask again, this time learning the leader's name but not the
     company's source of power. Ajum-Kajin then commits suicide via his [Blackwood
     Ring of Silence] and the next quest can start. 
     REWARD: Assuming the player didn't kill the Argonian, which grants no reward,
             Modryn gives the aforementioned amulet as a token of thanks. It has
             Fortify Hand to Hand and Speechcraft enchantments (both single digits)
    18) INFILTRATION                                                         [FG18]
     Client: Modryn Oreyn
     Locatn: Chorrol [Modryn Oreyn's House]
     Prereq: Information Gathering
     Fame -: ---
     Reward: ---
     Whatever the previous mission's outcome, Modryn still asks his compatriot to
     infiltrate Blackwood Company's crew and see what else can be learned. They're
     based out of Leyawiin and have a large building right near the other guild
     halls. It's locked during the night, though.
     Once inside, talk around about 'joining the Blackwood company' -- one'll be
     told to speak with Jeetum-Ze, who'll probably be found on the second floor.
     He'll allow the player to join on a trial basis (due to "inexperience") and
     move to the downstairs training hall, expecting one to follow. The Argonian
     explains that goblins have invaded the Water's Edge settlement and the four
     recruits present are to slay them. The [Hist Sap] potion is obtained at this
     time and must be drunk to continue.
     When the concoction's downed, the player is teleported to the destination
     settlement to eradicate the goblins who...don't fight back, or have weapons,
     or any items on their corpses. Check inside to get the rest, too. When all're
     slain -- or one gets too far away from the houses -- the player awakens at
     Modryn's pad. The ex-guildmate suggests revisiting Water's Edge to see what
     had went down. Upon arrival, speak to Marcel Amelion for an update.
     NOTE: Sometimes the citizens aren't corpses, and are instead standing up and
           sliding around (not interactable either). This shouldn't affect
     Report the findings back to Modryn to end.
    19) THE HIST                                                             [FG19]
     Client: Modryn Oreyn
     Locatn: Chorrol [Modryn Oreyn's House]
     Prereq: Infiltration
     Reward: Promotion to Master, Helm of Oreyn Bearclaw
     Fame -: ---
     Speak to Modryn about the Hist Tree to officially start the mission. With
     the accidental deaths of the settlement's citizens, it's quite clear that the
     Blackwood Company's hist tree must be destroyed. Modryn says to expect an
     unfriendly welcome at their Leyawiin guild hall, and that Ri'Zakar will have
     their treasure well-guarded.
     Those who haven't found the latest FG missions satisfied their bloodlust'll
     quite pleased with this final assault, during which one gets to slay any
     Blackwood Company soldier in sight. [These don't count as illegal murders,
     for those wondering.] The archer Geel, mage Rana, and warrior Ja'Fazir will
     be walking around 1F, and shouldn't be much of a problem besides the latter's
     decent use of Conjuration. Jeetum-Ze should be around somewhere, too, though
     maybe not immediately.
     NOTE: It's possible to draw enemies out into the street where the city guard
           (and nearby pedestrians) can help eliminate them. Just note that the
           BC soldiers have better equipment than regular joes and can probably
           kill a watchman in a 1-on-1 fight. For some reason, repeatedly entering
           and leaving the guild may make Ja'Fazir unhostile, even with disposition
           of zero, and he won't leave [attacking him unprovoked WILL be a crime].
           Funny thing is, he can assist in killing other guildmembers who initiate
           battle with the player. D'oh.
     When the four members are slain, get [Ri'Zakar's Room Key] from Jeetum-Ze's
     body and attack the guild leader in his 3F apartment. He can be lead outside
     as well, if needed...although he'll probably clobber any generic guard in a
     1-on-1. Take the [Blackwood Co. Basement Key] from his body and enter the
     room where the Hist is kept. It's guarded by two mages, Sings-Like-Thunder
     and Hears-Voices-In-The-Air, both of whom are versed in Conjuration. When
     they're dead, the final task is destroying the machinery. To do this, take a
     [Loose Pipe] from the area and inspect a sap pump to destroy it. When both
     are flaming, the hist is destroyed and one can leave.
     ...but not first without slaying Maglir, who immediately approaches the hist-
     -destroyer and vows vengeance for ruining his life. He won't have enchanted
     equipment like the others, but knows a bit of magic to make things different
     than the norm (invisibility, etc). Just don't attack him unprovoked as may
     still count as an intraguild offense, expelling the player! When all's said
     and done, return to Oreyn to obtain his ancestral heirloom, the [Helm of Oreyn
     Also tell Vilena Donton about the goings-on to be promoted to Master, the
     highest rank of the guild and acting guildmaster. She suggests making Oreyn
     the second-in-command, vice president, aide-de-camp...whatever y'wanna call
     it. He'll accept when asked, of course, completing the questline properly.
     REWARD: Oreyn's helm fortifies Agility and Endurance 10 points each, and even
             has a decent armor to match. As for guildmaster duties, speak with
             Modryn to decide how to proceed: focus on recruitment, focus on doing
             contracts, or both equally. The orders affect one's monthly stipend,
             placed monthly in the guild hall's upstairs chest, which requires the
             [Guildmaster's Key] given to the player. Focusing on recruitment gives
             the player more loot; focusing on contracts gives more money. Doing
             both equally...well, it's self-explanitory.
    ________________________________________________________/ MAGES GUILD [MGSG] |_
    00) OVERVIEW                                                             [MG00]
     The Mages Guild questline deals with the goings-on between the Arcane
     University and their hated rivals, the necromancers' cult. Obviously this
     quest is magic-oriented.
     • Just because the perks for this quest benefit mages the most doesn't mean
       that character build works the best. In fact, physical powerhouses will
       find that they can often cut through mages' poor defense if given the
       chance. Still, proficiency in stripping mages of their offense, such as by
       paralysis or silence, helps bundles.
     • Most major cities have a certain college of magic they specialize in, and
       are the places to visit for buying those types of spells. Anvil's forte is
       Restoration, Bravil is Illusion, Cheydinhal has Alteration, Chorrol uses
       Conjuration, Skingrad has Destruction, and Leyawiin Mysticism. Bruma and
       Kvatch have no specialties, for one reason or another.
     • Like other guilds, it's possible to be expelled for infractions against
       other members, such as assaulting/killing/stealing from guildmates. This
       can happen even after the questline ends. One makes reparations in the
       "Mages Guild Suspension" by collecting 20 of two ingredient types for
       Raminus, such as [Vampire Dust] or [Dragon's Tongue]s. Getting expelled a
       third time permanently boots the player out of the guild.
    01) JOIN THE MAGES GUILD                                                 [MG01]
     Client: Any local guild chapter head
     Prereq: ---
     Reward: Robe of the Apprentice, promotion to Apprentice; can use University
     Fame -: +1
     This quest starts anytime a local guild hall's recommendation quest is taken,
     which automatically makes a player an Associate in the questline. [One gets
     the Mages Guild Key and Mages Guild Charter at this moment.] It ends when
     each applicable city's recommendation quest is completed. That explanation
     obviously omits a lot of legwork, but this is more of an ongoing quest than
     anything else. 
     When all recommendations are done, speak with Raminus Polus in the Arch-Mage's
     Tower to get the quest's rewards.
     REWARD: The [Robe of the Apprentice] fortifies Willpower up to 6pts...not a
             bad garb for early on, but nigh useless later. Access to the Arcane
             University means one can now enchant equipment and make spells, as
             well as buy some unique magic not available elsewhere. There's also a
             huge alchemy garden in one corner.
    02) ANVIL RECOMMENDATION                                                 [MG02]
     Client: Carahil [Anvil Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation
     Fame -: +1
     Carahil's mission is of dire importance: a rogue mage is suspected of killing
     merchants along the Gold Road, and the Council of Mages has entrusted her
     with solving the problem. She's delegating that task to the player, just like
     any good leader. The only common link between victims is the Brina Cross Inn,
     north of Anvil.
     Once at the establishment, speak with Arielle Jurard, then Christophe Marane
     for a room. Make sure to pick "I'm a merchant" when given the chance. Sleep
     upstairs for an hour or so, then talk with Arielle again. The player is to
     head east along the Gold Road, towards Kvatch, while the two battlemages tail
     out of sight. If the cowardly mage appears, things'll start cookin'...
     After a little rest, hit the road east a ways to find the unscrupulous mage
     Caminalda hiding behind a rock. [Her hiding spot is betrayed by Detect Life
     magic, if y'have it.] Once she attacks, she's likely to use shock spells,
     summon bound equipment, or conjure up a helper. The two battlemages will join
     in the fray once they catch up and can carry most of the burden of fighting.
     [This is especially helpful for those with innate magical weaknesses, such
     as Altmeri or those born under The Apprentice.]
     NOTE: Caminalda's Key opens up a room in the Brina Cross Inn, particularly
           a chest containing some gold. [Not a lot, but it's a nice curio.]
     Once Caminalda's gone to the caravan in the sky, get the reward from Carahil.
    03) BRAVIL RECOMMENDATION                                                [MG03]
     Client: Kud-Ei [Bravil Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation, Captivate spell
     Fame -: +1
     NOTE: Sometimes when talking to Kud-Ei, she only seems to talk about helping
           her friend Henantier. The recommendation dialogue options are typically
           lower in her list, so scroll down to find 'em. It's recommended to do
           this before "Through a Nightmare, Darkly" or vice versa, just so they're
           not going on concurrently.
     Given some recent events in the Bravil chapter, Kud-Ei has only an impromptu
     recommendation quest: help Ardaline recover her Mages Staff. Varon Vamori, in
     what seems to be some "ridiculous male thing," has taken it in an attempt to
     get her attention. The quest only officially starts when talking to Kud-Ei
     about the "Mages Staff" option. She gives a [Beguile] scroll in case Varon's
     not forthcoming.
     Varon lives in town and can be found at his house or, more frequenly, the
     guild hall itself. When his disposition is high enough, talk to him about the
     staff to learn he sold it to his friend Soris Arenim in the Imperial City's
     Talos Plaza district. Tell Kud-Ei the news to get three more [Beguile]s to
     help in future proceedings.
     There's two ways to get the staff back: (1) steal it from Soris' basement
     chest, either by lockpicking or taking the key from the 2F desk (2) buy it
     back for 200g if his disposition's 70 or higher. His wife can be made to hint
     at the first method, while Kud-Ei's charm scrolls help for doing the second,
     if one's not up to bribery. In any case, once the [Mages Staff] is returned
     to the client, the mission ends.
     REWARD: Captivate (Charm 10pts for 10s) is a pretty weak charm spell, much
             worse than the Beguiling Touch (12pts for 30s) or Enthralling
             Presence (24pts in 20ft for 20s) charm spells Delphine Jend sells.
             But it's more of a bonus to the real reward, so...
    04) BRAVIL RECOMMENDATION                                                [MG04]
     Client: Jeanne Frasoric [Bravil Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation, Minor Latch Crack
     Fame -: +1
     This is a rather short one: Jeanne just wants the player to find J'skar, a
     Khajiit mage from the guild hall. Selena Orinia will be a bit more forthcoming
     about the situation when her disposition's raised -- apparently J'skar's
     disappearing act is the product of him and Volonaro having some fun.
     Speak with Volanaro (again, with high disposition) and he'll agree to help
     make J'skar visible again in exchange for pulling a prank on Jeanne. He just
     wants her [Manual of Spellcraft] from her office upstairs, and teaches the
     player the Minor Latch Crack spell to do so. Once done, meet Volanaro in the
     living quarters after 10PM, and he'll un-invisible the Khajiit.
     NOTE: If you have Detect Life spells/enchantments, J'skar can be seen walking
           around the living quarters already. However, talking to him won't force
           him to reveal himself, so Volanaro's way is the only one.
     Once the prank concludes, speak with Jeanne for that handy-dandy rec.
    05) CHEYDINHAL RECOMMENDATION                                            [MG05]
     Client: Falcar [Cheydinhal Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation, Buoyancy spell
     Fame -: +1
     The cranky Altmer mage tasks the player with retrieving his [Ring of Burden]
     someone apparently threw down the guild well. Deetsan, another mage, should
     have the key to get it -- however, she won't talk to the player about the
     recommendation unless Falcar's out of the room. She reveals her reasons for
     secrecy and gives the player the [Well Key], as well as a Buoyancy spell,
     which gives the player Water Breathing 30s and Feather 5pts/30s. Should be
     useful...but requires Lv25 Alteration to use. D'oh!
     Not surprisingly, once one's inside the well, it's completely underwater, so
     that Buoyancy spell comes in handy. Locate Vidkun and take the Ring from him,
     only to find that it's weighs 150 units! Luckily, once it's taken and the
     quest update comes, it's worthless to the proceedings -- feel free to drop it
     at the nearest convenience.
     NOTE: In unpatched versions of the game, particularly non-GOTY ones, one may
           encounter a "glitch" where Vidkun's body disappears after three days
           like normal corpses. The workaround's simple: don't procrastinate and
           square away the quest when available.
     Back inside, find Deetsan to find that Falcar stormed out of the hall and
     his recommendation may not have been written at all. Check his downstairs pad
     for it, only to find two [Black Soul Gem]s in his locked dresser. There's no
     way to take any of these for oneself, unfortunately -- the quest update'll
     come when one's taken, but the 2nd one disappears after the next stage.
     Anyway, give the gems to Deetsan to finish the quest.
    06) CHORROL RECOMMENDATION (a.k.a. Fingers of the Mountain)              [MG06]
     Client: Teekeeus [Chorrol Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Finger of the Mountain (spell) or Recommendation
     Fame -: +1 (book given to Earana), +2 (book given to Teekeeus)
     The Argonian Teekeeus wants the player to settle a matter with another mage,
     Earana, who stands out front during the daytime (she sleeps at the inn at
     night). Talk to her to learn she wants the [Fingers of the Mountain] book from
     its resting place at Cloud Top -- inform Teekeeus of this when she divulges
     her intention, and he'll ask that he get the book instead.
     Cloud Top is far NNW of town, getting pretty close to the Hammerfell border.
     It can be rather annoying to find as the Colovian Highlands are quite steep,
     so the best way is to exit the town's north gate and follow an unmarked road
     all the way to the site. It can also be approached from the east, near Sancre
     Tor, if one wants. Once up there, check the charred corpse for the book and a
     quest update.
     Return the book to Teekeeus for the recommendation and higher fame reward,
     or give it to Earana for the lower fame reward. Earana will then take the
     book, study it for 1-1.5 days, then give the player [Earana's Notes] on how
     to obtain the reward. Basically, return to Cloud Top with a Welkynd Stone in
     the inventory and cast a shock spell on the central pillar, which, if the
     player survives the attack, teaches the [Finger of the Mountain] spell. It's
     moderately useful...at low levels. Its magicka cost rises exorbitantly the
     higher one's level is, so it eventually becomes too expensive to cast.
     Either way, the quest has a second (optional) part regardless of who got the
     book, letting the player get both rewards.
     Client: Earana or Teekeeus
     Prereq: Finished "Fingers of the Mountain"
     Reward: Finger of the Mountain (spell), Recommendation (if not yet gotten)
     Fame -: ---
     Whoever didn't get the book will be angry and ask the player to retrieve it
     for them. The player can refuse in both clients' cases, ending the quest
     immediately -- in Teekeeus' case, this irreparably screws up the Mages Guild
     questline, and his recommendation is never given. Oops! Here's how to get the
     EARANA: While she studies the book, it'll be at the Gray Mare Inn, in a chest
     in her room. When she gives over Earana's Notes, it'll be on her person.
     TEEKEEUS: After giving him the book, he puts into a chest in his upstairs
     room for safekeeping. It can be stolen from there quite easily, if one doesn't
     just pickpocket it off him immediately.
    07) LEYAWIIN RECOMMENDATION                                              [MG07]
     Client: Dagail [Leyawiin Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation
     Fame -: +1
     Talk with Dagail to learn...she's not that right in the head. Agree to help
     her, then speak with Agata about the Seer's Stone to learn the guild head has
     crippling visions, and the stone's the only thing keeping 'em in check. Talk
     with some other mages, such as S'drassa or Alves Uvenim, to learn Kalthar was
     almost giddy it had disappeared. If he's not wandering about, he can probably
     be found in the basement -- that's where his room is. Speak with him to learn
     Dagail's father had the same problem.
     Ask Agata about the stone again, then Dagail about her father, which marks
     Fort Blueblood's location southeast of Leyawiin, near the "B" in "Blackwood".
     [If one's already done the Dark Brotherhood quest "The Renegade Shadowscale,"
     the fort is just north of Bogwater.] It's inhabited by bandit/marauder types,
     so nothing too amazing to speak of. At the end, pickpocket or corpse-rob the
     Marauder Warlord to enter the mausoleum area, where a coffin will contain the
     key item [Manduin's Amulet].
     At this point, Kalthar approaches the player and initiates battle. Any foes
     left alive to this point will probably attack him, or at least make him pick
     a fight with them. It's actually possible to flee to Leyawiin without ever
     talking to Kalthar, but this irreparably screws up the quest, so make sure
     the bad mage gets to say his piece before finding eternal peace. [He typically
     conjures a zombie as help and has some skill in destruction magic.]
     With [Kalthar's Key] taken, return to Dagail and get the recommendation.
    08) SKINGRAD RECOMMENDATION                                              [MG08]
     Client: Adrienne Berene [Skingrad Mages Guild]
     Prereq: Started "Join the Mages Guild"
     Reward: Recommendation, Weak Fireball spell
     Fame -: +1
     Adrienne Berene is busy as a bee, and has no time to search for Erthor, who,
     as some other guildmembers will note, moved out of the guild after a problem
     and now inhabits Bleak Flats Cave. Talk with Druja for some extra information,
     then with Adrienne again to mark it on the map, as well as get the "Weak
     Fireball" spell for defending oneself. Really, Adrienne? A weak spell? Thanks
     for nothing.
     The cave's just northwest of the city, by the "Sk" in "Skingrad". Inside, one
     finds the place overrun by "Deranged Zombies," a bit stronger than normal but
     with nothing added to their arsenal besides. It's recommended to kill them all
     while proceeding (as opposed to sneaking by them) as once Erthor's found at
     the cave's inner reaches, one'll have to escape with him in tow. [He can't be
     slain; it's just easier this way.] He won't leave unless they're all dead,
     though. Erthor also has a copy of the Light Armor skill book "Lord Jornibret's
     Last Dance" on a desk, so pick it up 'fore leaving.
     Fast-travel to Skingrad and drop Erthor off at daycare...err, the Mages Guild
     to collect the reward from Adrienne.
    09) A MAGE'S STAFF                                                       [MG08]
     Client: Raminus Polus [Arcane University]
     Prereq: Join the Mages Guild
     Reward: Player-customized Mage's Staff, advancement to Journeyman
     Fame -: +2
     Through dialogue, Raminus admits that before one can do work for the guild,
     one must obtain a specialized staff as a symbol of loyalty and status. These
     unique creations are made at Wellspring Cave, located directly east of the
     Imperial City, along the Red Ring Road. Time for some fun!
     ...at least, it would be fun if one didn't find the place overrun by those
     icky necromancers, who've killed the regular mages. If one isn't familiar
     with these enemies, they're essentially evil mages who specialize in forms
     of Conjuration -- the first thing they do when an enemy is spotted is either
     summon bound equipment or a Daedric helper to tag-team the player. Thus, it's
     always prudent to get a sneak attack in, or use Silence/Paralysis to stop them
     from tipping the odds. Once they're all dead, use Zahrasha's [Wellspring Cave
     Key] to exit the cave.
     In the Wellspring Grove, the player will be attacked by Noveni Othran and 1-2
     helpers, depending on how far they spawn from each other. Needless to say,
     that's a potential 6-on-1 fight and it can get ugly real fast, so hopefully
     one's at least semi-skilled in Conjuration/Invisibility. When all are dead,
     take the [Unfinished Staff] from the stone chest and return to Raminus Polus.
     Once informed of the situation, the player is to go to the Chironaseum on the
     University grounds, where Delmar can trick the player's staff out with an
     enchantment. The only enchantments available are: Fire Damage, Frost Damage,
     Shock Damage, Charm, Paralyze, Silence, Soul Trap, Telekinesis, Dispel. Which
     one is best? It depends on the player's style, but out of all of them, the
     Shock and Paralysis are the best ones -- the former because it has the fewest
     types weak to it, and the latter because, in addition to being exceedingly
     useful and expensive to cast as a spell, one's never likely to pick it up off
     a random mage enemy.
     NOTE: The staff one gets is not fixed. Its power and duration (whichever ones
           are applicable) increase based off the player's level, so it's best to
           do this quest at a high one. The number of uses the staves have should
           be set at 40, though.
     Once chosen, wait 24 hours and pick it up from Delmar's cabinet, completing
     the quest. As this may very well be the first useful enchanted weapon one
     owns, it's recommended to find a method of Soul Trapping enemies, which can
     be used to restore charges in said weapons. For two Daedric artifacts that
     work well on this end, see Azura and Clavicus Vile's quests in the appropriate
    10) ULTERIOR MOTIVES                                                     [MG10]
     Client: Raminus Polus [Arcane University]
     Prereq: A Mage's Staff
     Reward: Spelldrinker Amulet, promotion to Evoker
     Fame -: +1
     Raminus' first official guild task is to visit the Count of Skingrad, Janus
     Hassildor, and retrieve a necromancy-related book he borrowed. Once at the
     castle, speak with Janus' steward Mercator Hosidius to learn the count knows
     the player's there and simply doesn't care. However, Mercator says he'll try
     to change Hassildor's mind and one should return the following day.
     Once the time's elapsed, the steward says a meeting's been arranged north (SE
     in actuality) of the Cursed Mine for 2AM. The mine is along the Gold Road west
     of town, and its location is marked on the map automatically. The specified
     hour is actually hours late to when Mercator gets there (10PM), the reason
     for which will become obvious when he and two of his necromancer buddies try
     their ambush. [They spawn behind the L-shaped shed near the pasture. It's
     possible to get a sneak attack on them while they wait, as Mercator only
     approaches once the player's detectable.]
     Fighting necromancers should leave no surprises at this time, as they'll
     conjure low-level types, like headless zombies, to assist. Luckily, the player
     gets his own assistant after a bit: the count of Skingrad himself! Like all
     rulers, he can only be knocked unconscious, and will use his fists o' death
     to deliver the smackdown. Low-agility players should be careful not to let
     the necromancers' fast dagger attacks stumble the character, as they're wont
     to do. [Additionally, if one wants to loot the corpses, lead the fight toward
     the vineyard or another clearing; loose the bodies in the wilderness and y'may
     never find 'em. Mondrar Henim and Arterion wear black robes, making it even
     harder to locate 'em!]
     Afterwards, Janus reveals the real goings-on in Skingrad and the motives
     behind the quest. Simply return to Raminus to finish up. [And if one was
     wondering if talking to Hassildor first would affect the mission's flow, it
     wouldn't -- there is no quest-specific dialogue to chat about.]
     REWARD: In addition to an advancement, the [Spelldrinker Amulet] is imbued
             with a leveled Spell Absorption enchantment. The number shown is the
             chance to fully absorb spells and add them to one's magicka, so the
             later this quest is done, the better reward-wise. I believe the S.A.
             gives the highest absorption rate of any equipment in the game, if at
             its maximum form.
    11) VAHTACEN'S SECRET                                                    [MG11]
     Client: Raminus Polus [Arcane University]
     Prereq: Ulterior Motives
     Reward: Robe of the Conjurer, promotion to Conjurer
     Fame -: +1
     After a rousing success in the previous mission, Raminus decides the player
     needs a break, and says Irlav Jarol (in Arch-Mage's Tower) needs some help.
     Apparently his crew at Vahtacen is having trouble proceeding deeper into the
     Ayleid ruin, so any extra help will...uh, help. The [Vahtacen Ruins Key] is
     obtained for this purpose.
     Vahtacen is located southeast of Cheydinhal, on the northern tip of the
     Niben's tributary. Head inside to find Skaleel in the remarkably bare site,
     which has apparently been emptied of treasures by the guild -- no monsters
     either! The Argonian says that there's a "pillar" which seems to be a lock
     of some sort, but has hurt mages casting spells on it. Visit Denel downstairs
     to learn Skaleel may have a book that can help with the deciphering process.
     Speak to her and get the [Ayleid Reference Text], and once delivered to Denel,
     the fun can really begin.
     As said, the pillar reflects magic back on the caster, so everyone's hesitant
     to keep trying. Read the four tablets around the room and have Denel do his
     translation thang, learning the meaning behind the words and the spells they
     seem to suggest: Fortify Magicka, Damage Magicka, Fire, Frost. In case one
     didn't figure it out yet, these four spells are the key to opening the pillar
     "lock" -- it just requires a specific order. [The two magicka-related spells
     can be obtained from the scrolls in Denel's chest. There's no frost spell,
     however, which should be the only one the player may lack.]
     Cast the spells in this order: fire, frost, damage magicka, restore magicka.
     [Do them in the wrong order and the welkynd stones deliver a nasty shock!] If
     done correctly, the pillar's pieces untangle and a stairway's revealed. Both
     excavators will suggest the player explores further...if something's found,
     maybe Irlav would forget about the delays. The other area (Vahtacen Lorsel)
     is trap- and undead-filled, but nothing out of the ordinary. In the largest
     chamber, look for a block button that raises the two stairways to the center
     platform. The player can then lift the cage on the [Ancient Elven Helm] and
     escape some undead types who mysteriously appear. Leaving via the new exit
     leads to treasure chests and deposits the player near Denel, although the
     baddies may follow.
     Skaleel suggets hand-delivering the helmet to Jarol, so do just that to
     finish the quest.
     REWARD: The [Robe of the Conjurer] foritifes Conjuration and Destruction, as
             well as Intelligence and Willpower. Definitely better than the last
             robe received as a quest reward!
    12) NECROMANCER'S MOON                                                   [MG12]
     Client: Raminus Polus [Arcane University]
     Prereq: Vahtacen's Secret
     Reward: promotion to Magician
     Fame -: +1
     With all the fuss about stomping out necromancy, it's still unclear what the
     Black Soul Gems are used for, how they're made, and so on. Raminus wants the
     player to investigate by speaking with Tar-Meena in the university's Mystic
     Archives library. Speak with her to learn the book "Necromancer's Moon" may
     add some light on the situation, but its location is unknown. Luckily, one
     may find it on a small table right there in the Archives! Tell Tar-Meena it's
     found, then bring it back to Raminus.
     • Enter the Fissure and take the Worm Anchorite's [Handwritten Note]
     • Observe the altar's ritual (takes place every 7 days; lasts all day)
     • Do the ritual oneself (put Grand Soul Gem in altar and cast Soul Trap on it)
     The second option's cooler but the first is often easiest, although the note
     is permanently tagged as a quest item. The third option is more useful as it
     lets one obtain a Black Soul Gem for various uses (such as Vaermina's quest)
     but requires knowing the method in advance, so it's not really for newcomers.
     The Worm Anchorite only makes a BSG once in the game, so it's worth it to make
     one's own for the update, then wait for him to make his and steal that, too.
     Whatever method's taken, return to Raminus to finish up, as well as get the
     advancement. From now on, the Arch-Mage himself will give the player missions!
    13) LIBERATION OR APPREHENSION?                                          [MG13]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: Necromancer's Moon
     Reward: promotion to Warlock
     Fame -: +1
     Traven says that most of the information on necromancers has come from a
     guild-planted informant, Mucianus Allias, and that he hasn't been heard of in
     some time. Battlemages have been dispatched to apprehend him, but that's only
     cultivated the Arch-Mage's fear that his rat may be mistreated. The task is
     then to infiltrate Nenyond Twyll and secure Mucianus, hopefully bringing him
     back to the Imperial City.
     The ruin in question is near the White Rose River's head and a bit west of
     the Green Road. [The location's marked on the map, like always.] Once inside,
     find Fithragaer, one of the last remaining battlemages. Apparently he's a
     rookie at dungeon exploring because he runs headlong into an elevating spike
     trap and dies soon after the dialogue ends. [It's likely his body will make
     the trap continuously activate as well...ugh.]
     As expected, the place is crawling with necromancers and their undead cronies.
     In the second area, there's a necromancerette (Mariette Rielle) who tells of
     Mucianus' condition...apparently he's a worm thrall now, whatever that means.
     Either way, eviscerate her and continue onwards, getting the two Varla Stones
     present (their release switches are underwater) and opening the hidden door
     across the "bridge" to find Mucianus. Unfortunately, he's a mindless zombie
     now and should be put down like a rabid dog. [Simply talking to him to get
     the update suffices, though.] He's got a ridiculous amount of health if one
     chooses to fight him, though, so be prepared for quite a long fight. It's
     possible to jump on the central pillar and avoid his close-range attacks that
     way. Like all zombies, he's weak to fire attacks.
     When Allias is dealt with, it's time to report back to the bossman. Use the
     shortcut near Mucianus' room to get there.
    14) INFORMATION AT A PRICE                                               [MG14]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: Liberation or Apprehension?
     Reward: ---
     Fame -: +1
     Count Hassildor of Skingrad has contacted the guild, saying he's got some
     interesting information...but he'll only give it over if the player comes to
     fetch it. In the interest of strengthening the alliance with Janus, Traven
     wants the journey made posthaste! Speak with the steward Hal-Liurz and she'll
     fetch the count.
     However, before he tells the info, he wants the player to assist with a li'l
     problem he's been having. A nest of vampires has sprung up at Bloodcrust
     Cavern, and vampire hunters have appeared in town -- both of these draw
     undesired attention to the count and his...special condition. The cavern is
     just east of the castle a ways, while the vampire hunters are staying at the
     Two Sisters Lodge in town.
     Hassildor makes it clear he wants the vampires dead, but doesn't really care
     about the hunters' fates as long as they're out of his hair. Both locations're
     marked on the map for easier access. Because of the quest's nature, there's a
     few ways to settle this mission.
     1) KILL 'EM ALL: This is the longest and most prudent way, and perhaps the
        most satisfying as well. In addition to killing all vamps in the cavern,
        the quest markers indicate where Eridor and his followers are. The leader
        will often be in town near the chapel, while his underlings walk around
        Skingrad's surrounding countryside...alone. (HINT HINT)
     2) ASSIST HUNTERS: If Eridor is told where the vampires are living, he and
        his men will go launch their attack during the night. As this gathers
        all the parties to be dealt with in one place, it's a good compromise to
        the two extremes. Note however that Eridor's crew don't wear scaled stuff
        and will typically be slain if left alone. [One way to make them survive
        is to slay all the vampires but one, then tell Eridor the location. Help
        them kill the last one and voila, all's well. Kinda roundabout though,
        but it's not like the hunters are evil people or nothin'...] If Eridor
        survives, there should be dialogue options involving the vampire dust that
        lets him leave town. However, if he dies, the quest update will have to
        be gotten by slaying his hired help.
     3) SPARE THE HUNTERS: This may be the easiest solution, and avoids having to
        bother with any of Eridor's gang. Simply murder the residents of Bloodcrust
        Cavern, then speak with Eridor. He won't believe the player eliminated his
        quarries, but is forced to accept it when he sees the vampire dust. [At
        least one sample must be obtained to do this right.] His gang leaves town
        and that's that.
     Note that even if all hunters survive Bloodcrust Cavern, it's quite possible
     that Eridor's dialogue about leaving town never comes, thus forcing one to
     kill him and his crew anyway. C'est la vie! Talk to the count via Hal-Liurz,
     just like before, to learn what he knows about the necromancer resurgance.
     This info is to be relayed to Traven to finish the quest.
     NOTE: Before starting the next quest, buy the Summon Dremora Lord spell from
           Volanaro in Bruma's guild chapter. It becomes unavailable when the next
           quest begins! [Unless you have the Spell Tomes plugin, but finding the
           appropriate book is like a needle in a haystack. Do it now instead!]
    15) A PLOT REVEALED                                                      [MG15]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: Information at a Price
     Reward: Wizard's Fury (spell), promotion to Wizard
     Fame -: +1
     Hannibal Traven typically keeps a correspondance with Jeanne Frasoric from
     Bruma's Mages Guild, but hasn't heard from her in a few days...something may
     be amiss. Upon entering the snowy town's local chapter, one finds it burning
     to the ground and various undead baddies around. Fight or avoid the wraiths
     and head for Jeanne's room, which now requires accessing the basement living
     quarters and going around.
     There, the necromancerette Camilla Lollia will initiate battle. Afterwards,
     the only survivor, J'skar the Khajiit, will emerge from his huge invisibility
     spell. Question him and he'll set off in escaping the guild, which can be
     complicated if there's still enemies around. In fact, foes will typically
     follow the player out into the streets and unessential NPCs will take up arms,
     perhaps dying in the process. [Try to avoid that!]
     Inform Traven of the news to end the quest. A little while later, speak with
     him to learn the council is in shambles and two artifacts, The Bloodworm Helm
     and Necromancer's Amulet, have been taken by Irlav Jarol and Caranya,
     respectively. Talk with him about them to get the quests for retrieving the
     items, both of which begin automatically. There's no order to do them in.
     REWARD: The Wizard's Fury spell deals leveled Fire, Frost, and Shock damage.
             This in itself wouldn't be interesting, but it has a severely lowered
             magicka cost compared to making it oneself. Nice!
    16) THE NECROMANCER'S AMULET                                             [MG16]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: A Plot Revealed
     Reward: promotion to Master-Wizard (if Bloodworm Helm quest finished as well)
     Fame -: +1
     Caranya said she was going to study the amulet at Fort Ontus, which is high
     in Cyrodiil's NW reaches, on the edge of the Colovian Highlands' Imperial
     Reserve. [The Shrine of Sanguine is nearby as a point of reference, for
     example.] It's annoying to reach if approached from the south, but about
     halfway up, one can find a disused (unmarked) road and bridge that leads up
     to it.
     The mages in Fort Ontus aren't immediately hostile, but there's also no
     penalty for slaying them either, which should be a tipoff that something weird
     is going on here. Caranya's in the "Understreets" section and will announce
     she's not giving the amulet back to that idiot Traven, which obviously starts
     a to-the-death fight. She relies entirely on magic, meaning if one can just
     Silence her, she'll put up her dukes and try to punch one's lights out. Any
     survivng mages will also be attack on sight (whodathunkit?)
     Take the [Necromancer's Amulet] from her and return it to Traven. The trinket
     has quite a good enchantment: Drain Strength/Endurance 25pts, Fortify Magicka
     130pts, Fortify Willpower/Intelligence 14pts, Fortify Conjuration 12pts. For
     this reason, many people seek to obtain a permanent copy of the quest item,
     which is normally confiscated by the Arch-Mage and never seen again. [This is
     possible by using a Reanimate effect on Caranya and rekilling her. The staff
     at the questline's end, as well as the Risen Flesh power from the Shivering
     Isles DLC, works to this effect. Just know that her body eventually disappears
     so one has to work quickly!]
    17) THE BLOODWORM HELM                                                   [MG17]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: A Plot Revealed
     Reward: promotion to Master-Wizard (if Necromancer's Amulet quest is finished)
     Fame -: +1
     Irlav Jarol and his group of mages took the Bloodworm Helm on an expedition
     to Fort Teleman, in Cyrodiil's SE reaches (near the Black Marsh border). This
     location is considerably easier to find than Fort Ontus as there's no slopes
     and mountains to tangle with.
     The presence of necromancers inside the fort is a dire tiding for the helm's
     safety. Irlav is found at the end of the second section "Order of the Black
     Rose," guarded by a high-ranking daedra type. He freely gives up the helm to
     the player, too. Unlike the amulet, the [Bloodworm Helm] only fortifies
     Conjuration up to 12pts. It does have a unique look...too bad it can't be
     Return it to Traven to finish up.
    18) AMBUSH                                                               [MG18]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: The Necromancer's Amulet and The Bloodworm Helm quests completed
     Reward: ---
     Fame -: +1
     The country's necromancers have been busy bees, creating plenty of Black Soul
     Gems for Mannimarco's quest. Through various contacts and Janus Hassildor,
     it's come to Traven's attention that a special gem is being crafted, one that
     could have dangerous repercussions if it reaches its target. He's sent a
     contingent of battlemages to intercept it and asks the player to oversee the
     operation at Silorn.
     The ruin is southeast of Skingrad, not too far from the Elswyr and Valenwood
     borders. [It's marked on the map, as is the custom.] Once there, the mages'll
     prepare the ambush and let the player select their hiding places. Thalfin's
     good with an axe, so put her closer to the door; Iver can do both alright but
     is good with healing magic, so he should be farther from harm's way; Merete
     excels at large-scale spells so put her farther back too. When all three have
     confirmed positions, they automatically move to 'em; confirm with Thalfin to
     start the ambush scenario.
     An necromancer will exit Silorn, accompanied by that rogue Falcar, and the
     ambush will commence. The normal necromancers will put up a fight, but Falcar
     will run back inside the ruin when damaged, making a quick fight turn into a
     long chase (this undoes the magical seal on the entrance, however). Thus, if
     one wants the [Colossal Black Soul Gem] without the runaround, pickpocket it
     from Falcar before the ambush or paralyze him to prevent him from running.
     NOTE: If the player is seen before the ambush, Falcar does not come out,
           making the search-and-destroy segment of Silorn mandatory. However, if
           one can successfully sneak-kill the necromancer patrols, it can make
           dealing with Falcar much easier when he DOES emerge. Simply concentrate
           on paralyzing him and let the helpers slice him to ribbons.
     Should Falcar end up inside, he'll pick a fight with the player in the 3rd
     area, Silorn Buroseli. He'll fight up-close with a dagger, foregoing most of
     his necromancy training, so it shouldn't be that hard to deal with. Still,
     there's no upside to fighting this far in besides loot options.
     In any case, return the gem to Traven to start the final mission.
    19) CONFRONT THE KING                                                    [MG19]
     Client: Arch-Mage Traven [Arcane University]
     Prereq: Ambush
     Fame -: +3
     Reward: Staff of Worms, King of Worms' Robes, Arch Mage's Hood, Arch Mage's
             Robe, promotion to Arch-Mage
     Traven creates the [Filled Colossal Black Soul Gem] which is necessary to
     prevent Mannimarco's attempts to enthrall the player. Note that taking this
     item doesn't actually do anything quest-wise and it can't be dropped/removed,
     like so many other key items. Take it if y'want or leave it...doesn't matter.
     J'skar revealed the necromancer's headquarters as Echo Cave, west of Bruma in
     the Jorall Mountains. [Its location is marked.] It's advised to bring a method
     of silence; fighters poor at magic might want to bring some powerful scrolls
     dropped by conjurers and necromancers. The front entrance to the cave has a
     watchdog in the form of Bolor Savel, who carries the [Echo Cave Key] necessary
     for access. He picks a fight with the player when approached, so there's no
     way around his death.
     The cave is filled with Mannimarco's disciples and undead types...none of
     which should throw the player any curveballs at this point. The evil villain
     himself is located in the complex's third area (Echo Necromancer's Chamber),
     on small "island" in a pool. Approaching him will cue a little cutscene,
     during which the "island" grows bone fortifications, trapping the player in
     the makeshift arena. Mannimarco himself has some good magic, but oftentimes
     simply bumrushes the player with a dagger, which can easily lead to his death.
     However, it's not a bad idea to have some kind of magic-absorbing, -resisting,
     or -reflecting enchantments available. Note that since he's of Altmer origin,
     he's quite susceptible to magic himself (and not immune to silence/paralysis
     When Manny's dead, take his [Staff of Worms] and [King of Worms' Robes] --
     and maybe drag his body into the pool, just for kicks -- before returning to
     the guild.
     NOTE: If you wanted to get a copy of the [Necromancer's Amulet], and Caranya
           is still laying in Fort Ontus, the Staff of Worms can be used to revive
           her and get another (she spawns a copy each time she dies). They have
           no value and aren't quest items, but can be quite useful!
     Speak with Raminus Polus about advancement to become the Arch-Mage. One's now
     able to do the "Alchemy Acquisitions" quest by speaking to Polus about the
     ingredients option. Additionally, one can use the Arch-Mage's Quarters as a
     personal bedroom, which has an ingredient-duplicating chest and its own altars
     of spellmaking and enchantment. [The long-term storage in that room seems to
     be sketchy though, so perhaps find an actual house to live in...?] And also,
     one can find 'Mage Apprentices' in the university who'll act as followers, if
     asked. Take that, snooty mage scholars!
    ______________________________________________________/ THIEVES GUILD [THVS] |_
    00) OVERVIEW                                                             [TH00]
     This questline concentrates on the shadowy world of thievery and the Gray
     Fox, the guild's leader. Here's a little bit about the proceedings 'fore we
     • Because this quest typically involves stealing items for self-gain, it's an
       excellent primer for new players to get their bearings in the game. Being
       able to play stealthily not only helps in the missions but in just about
       every other obtained mission!
     • This is more a stealth- than a fighting-oriented questline, so clunky
       characters will be at a disadvantage to thiefly builds. The Sneak and
       Security attributes will get a workout during the missions, but for those
       who don't excel at 'em, there's usually workarounds. Invisibility potions
       (or, preferably, spells) go a long way in avoiding prying eyes, while the
       Skeleton Key obtained in Nocturnal's quest ensures that lockpicks can't be
     • Like all guilds, it's possible to be kicked out for untoward behavior to
       guildmembers, such as killing or being caught stealing from one. Killing
       certain NPCs on a job does not lead to expulsion, but instead forces the
       player to pay a 'blood price' of 1000g for each. [Some later missions ignore
       this stipulation to a degree.] Once kicked out, talk to Armand or S'krivva
       and pay the fine, which varies depending on the extremity of the violation.
       Unlike, say, the Arena's quest, permanent expulsion doesn't exist here.
       Note that enemy bandits, marauders, and the like are not guildmembers and
       have no fine associated with killing 'em.
     • Armand Christophe (Imperial City Waterfront) and S'krivva (Bravil) are the
       doyens of the guild, and perform a number of services, including: handling
       rewards, giving advancement ranks, and give out special jobs. Additionally,
       each has a special arrangement with Cyrodiil's Imperial Watch, letting them
       pay off the player's outstanding bounty at half price. This is especially
       useful for avoiding jailtime, especially for minor/accidental infractions.
     • Fences are merchants who buy stolen goods, and all the good ones (i.e. with
       enough held gold) are accessible only by becoming a guildmember and rising
       in rank. Besides guild-sanctioned fences, there are two added by installing
       the Thieves Den plugin (Jak, Khafiz) and another generic one accessible by
       finishing the Dark Brotherhood questline. Here's a list:
        _______________________ ______ _____ ____________________ _______________
       | FENCE                 | GOLD | MER | LOCATED            | REQUIRED RANK |
       | Jak Silver            |  100 | Nov | Dunbarrow Cove     | ------------- |
       | Dark Bro'hood Mage    |  300 | Nov | Cheydinhal Sanctry | ------------- |
       | Ongar the World-Weary |  600 | Jrn | Bruma              | Pickpocket    |
       | Dar Jee               |  800 | Jrn | Leyawiin           | Bandit        |
       | Luciana Galena        | 1000 | Exp | Bravil             | Cat Burglar   |
       | Orrin                 | 1200 | Exp | Anvil (Castle)     | Shadowfoot    |
       | Fathis Ules           | 1500 | Mst | Imperial City      | Master Thief  |
       | Khafiz                | 1500 | App | Dunbarrow Cove     | ------------- |
       Fathis Ules is usually a glitchy guy, and may not offer his services even
       if unlocked (or if 'Sins of the Father' was completed). Because of this,
       most players choose to barter with Ongar due to his low Mercantile. Those
       with the Thieves Den plugin should use Khafiz, as he has equal gold to Ules
       and a much lower Mercantile, making it easier to get a bargain.
     • It need not be said that stealing from others is wrongdoing, thus it's
       obvious why this questline gives the player lots of Infamy.
     • Vampire characters can get huge bonuses to Strength, Speed, Acrobatics,
       Illusion and Sneak -- among other things -- as well as special powers that
       can grant Detect Life, invisibility and Charm. Needless to say, vampires
       will have a leg-up on the questline! However, fences, shopkeepers, and
       other quest-related NPCs will recoil in fear at 100% Vampires, so feed
       periodically to avoid stalling quests.
    01) FINDING THE THIEVES GUILD                                            [TH01]
     Locate: Myvryna Arano, Beggars
     Prereq: ---
     Reward: ---
     Infamy: ---
     Did you think you could just walk up to a Thieves Guild building and apply for
     a job? That ain't how it works, son! This is shady business and the ways to
     find out are a bit more discreet. Here's the two commonest ways:
     • If the 'Gray Fox' isn't a topic of conversation, look around for wanted
       posters and ask citizens on the subject, learning that beggars are "the
       eyes and ears" of the master thief. Any beggar in Cyrodiil will give up
       the meeting place's location, provided they have high enough disposition
       (70+) and the player says he wants to work with Gray Fox.
     • Get sent to prison and, after serving hard time, be released. Eventually a
       shrew...err, Myvryna Arano will show up and give the player a [Mysterious
       Note] from the Gray Fox, specifying a meeting place. This event can occur
       in any city but not if the player broke out of jail, probably because
       getting caught is a humbling event.
     The meeting place is revealed to be the Garden of Dareloth in the Imperial
     City's Waterfront district. The 'garden' is not marked on the map but is easy
     to spot nonetheless, as Armand Christophe carries a lit torch. The quest's
     finished when Armand accepts the player into the guild, but readjusting his
     disposition (70+) may be required first.
     NOTE: Those who've already done it the hard way can simply find Armand at
           the designated hours and learn of the Gray Fox from him, which opens
           up the next quest. [May require tampering with his disposition.]
    02) MAY THE BEST THIEF WIN                                               [TH02]
     Locate: Garden of Dareloth [Imperial Waterfront]
     Prereq: Finding the Thieves Guild
     Reward: Promotion to Pickpocket (can use Bruma's Ongar as a fence)
     Infamy: +1 (get diary), +2 (get cutlass)
     At midnight in the Garden of Dareloth, Armand Christophe will speak to the
     three attempting to become guildmembers. The quest is to steal Amantius
     Allectus' Diary and return it to Armand -- whoever accomplishes it first
     gets to be in the guild. Amusei and Methredhel are opponents in this quest,
     and are vying to get the diary for themselves. Remember that killing the
     opponents isn't an option, and slaying NPCs related to the quest earns a
     blood price (1000g) for sloppiness. If needed, Armand sells lockpicks for 5g
     Starting the quest gives dialogue options (Amantius Allectus) that can help
     seek the man out, although if one knows where his house is already (Imperial
     City Temple District) then there's no reason to waste time on a Q&A session.
     Methredhel will be the main competitor here, and quickly runs off to the
     target's house; Amusei erroneously heads to the Talos Plaza district. AA's
     place has an average door lock and, since it's nighttime, Amantius should be
     sleeping. [Be sure to sneak around.] The diary is inside the ground-floor
     lectern, and once obtained, return it to Armand to finish.
     However, if Methredhel gets to the diary first, she'll run off with it,
     taking a secret route to the Temple Sewers via Allectus' basement. There'll
     be a quest update suggesting that the player steal it from her (since it's
     not a violation of Armand's rules). It's possible to pickpocket the book from
     her as she returns to the waterfront. In any case, she won't turn the diary in
     right away, and instead places it in a locked chest in her house (also in
     the Waterfront). Although she says she'll turn the diary over first chance
     she gets, it may take several days for her to follow through, giving ample
     time to steal it back. It's best to do this at night, when Methredhel is gone
     and her roommates are asleep.
     NOTE: If you're trying to intentionally lose, remember to speak to a beggar
           [etc.] to learn where Methredhel's house is, thus putting a quest
           marker there. Without it, she tends to wait indefinitely to cash in the
     Should the quest really be bungled and Methredhel turn in the diary, all is
     not lost. Armand will give a second quest, this time with no competitors to
     foul things up. The goal: steal Rohssan's Antique Cutlass from her shop (A
     Fighting Chance) in the Market District -- any beggar gives this info for
     chump change. Naturally the best time to do this is in the dead of night when
     she sleeps. The item in question is an 'easy' chest on the second floor.
     [There's a dog up there, though, which can prove a bit more problematic if
     one lacks invisibility, creature-commanding ability, or just lucks out on
     it being vigilant.] 
     Return the sword to get the quest over with, and an extra infamy point for
     the trouble.
     REWARD: The first guild-sanctioned fence, Ongar the World-Weary, is available
             for business in Bruma. If he's not at his house, try the local bar
             (Olav's Tack and Tap). Additionally, the theft-related "Independent
             Thievery" assignment starts and will be ongoing: as it counts the
             amount of cash fenced, it opens up new quests from the doyens.
    03) UNTAXING THE POOR                                                    [TH03]
     Locate: Garden of Dareloth [Imperial Waterfront]
     Prereq: May the Best Thief Win, 50g fenced in "Independent Thievery"
     Reward: 53g, promotion to Footpad
     Infamy: +2
     When fifty gold is fenced to Ongar (or a DLC/plugin-specific fence), there'll
     be an update to visit Armand and see if there's any certain jobs he needs
     done. Like usual, speak to him at midnight to get the scoop: Heironymus Lex
     taxed the waterfront's poor folk, much to the Gray Fox's dismay. The task is
     to steal back the cash and the guards' tax records, so they can be divvied
     back up to the downtrodden citizens.
     Like usual, find the nearest beggar (Puny Ancus is almost always nearby) and
     question them about Lex, learning he has an office atop the south watchtower
     of the Temple District. Naturally it'll be filled with Imperial guards at
     almost all hours of the day, giving the quest a more dangerous edge. Luckily
     they don't attack on sight, instead resorting to warnings if the player's
     caught trespassing.
     Find a good time (~1:00 AM suffices) and start climbing the ladders. Ignore
     any guards' protests and climb to the top, unlocking the trapdoor (average
     lock). This late at night, Heironymus will be sleeping so there's no danger
     from him...as long as y'sneak. Break into his lectern and take the 53g and
     [Waterfront Tax Records] to make the infiltration complete.
     The escape can go smoothly if the player wasn't caught trespassing, although
     even if it weren't, as long as the mission's completed in a timely manner,
     one can simply run to the Waterfront, finish the mission, and have Armand get
     rid of the meager trespassing fee.
     REWARD: The taxes collected can be kept by the player, and the promotion to
             Footpad...well, doesn't give anything besides an achievement.
    04) THE ELVEN MAIDEN                                                     [TH04]
     Locate: Garden of Dareloth [Imperial Waterfront]
     Prereq: Untaxing the Poor, 100g fenced in "Independent Thievery"
     Reward: 100g, promotion to Bandit
     Infamy: +2
     Armand's final quest is a fun romp obtainable after fencing a bit more loot.
     Christophe says the guild's received a quest to obtain a bust of the recently
     deceased Llathasa Indarys, Countess of Cheydinhal. Visit the city to start the
     real legwork.
     The statue's whereabouts are not immediately known to the player, so wrangle
     some info (15g) from whatever smelly bum is nearby, revealing the location as
     the chapel's undercroft. Visit the cathedral and break into basement (or
     unlock it if the key was pickpocketed from a priest). As was told, a guard
     patrols the area and looks for...uh, intruders. Either way, simply sneak to
     the coffin, wait for the flatfoot to be out of sight, and make off like a
     bandit with [Llathasa's Bust].
     The delivery to Armand now becomes problematic, as the bust's theft has made
     that boy scout Heironymus Lex comb the Waterfront with his Imperial lackeys.
     Long story short, A.C. ain't coming out of hiding 'til things cool down. [He
     can be found in the basement of the easternmost waterfront warehouse, though.]
     Methredhel will eventually seek the player out herself (guildmembers will
     say she's looking for "you") and reveal the mission's true purpose: outing an
     Imperial Watch informant. Not surprisingly, it's that crabapple Myvryna Arano.
     For the betrayal, Methredhel suggests pinning the theft on Arano by planting
     the bust in her cupboard (soon to be filled with just desserts, yo-ho-ho!).
     Myvryna's house is right in the thick of the Imperial Watch's presence, and
     only a stone's throw from where Heironymus Lex wanders, making it difficult
     to B&E cleanly. [Nighttime assists a bit.] Once inside, inspect the cupboard
     to automagically stash the bust.
     With that out of the way, it's time to get Lex on the case. When told of the
     bust's whereabouts, he'll force the player to tag along to Arano's house. [A
     disposition of 71+ is required for him to act; he disbelieves the player for
     anything lower.] Follow Lex to witness the confrontation, including the
     timeless exchange:
      Myv: "You can't toss me away like a soiled cloth!"
      Lex: "Yes I can!"
     When all's said and done, the frame-up is complete and Armand Christophe is
     exonerated. He'll now appear at the next midnight, giving out the reward.
     REWARD: Besides a bit of pocket change, Armand gives a promotion which lets
             one use Dar Jee (Leyawiin) as a fence. Missions now come from S'krivva
             in Bravil, too.
    05) AHDARJI'S HEIRLOOM                                                   [TH05]
     Locate: Bravil [Lonely Suitor Lodge/S'krivva's House]
     Prereq: The Elven Maiden, 200g fenced in "Independent Thievery"
     Reward: 300-400g, promotion to Prowler
     Infamy: +2
     This mission automatically starts when Armand is questioned about current
     'special jobs.' Seek out S'krivva in Bravil -- she's usually at her house but
     sometimes at the town lodge for lunch. When found, she tasks the player with
     assisting the widow Ahdarji in Leyawiin, whose ring has been stolen by some
     street scavenger.
     Once in town, seek out the widow by questioning the beggars. Apparently, she
     visits the Three Sisters Lodge at night and eats midday meals at the Five
     Claws. Ahdarji says the thief is Amusei, that Argonian guild dropout; any
     beggar can be paid to learn his current location is the Leyawiin Castle
     Dungeon. His cell can be visited by stealthily avoiding the guard or bribing
     that same guard for a pittance (20g). Amusei, once given a lockpick as a sign
     of goodwill, says that the countess has the ring back and she rarely takes it
     To learn a bit more about the countess' habits, speak with those who hold
     court (after doctoring their disposition, naturally). Hlidara Mothril says
     Alessia only takes the ring off for baths and bedtime, and even describes the
     countess' schedule (she's not in Leyawiin during the 15-17th of each month).
     Others can be questioned but most redirect the player to Hlidara anyway.
     Wait until late at night (11 p.m. on) and infiltrate the castle's private
     quarters. The easiest way to avoid any guards, pickpocketing keys, and all
     that is to use the secret passage. In the castle basement, look for an open-
     -topped barrel that houses a lever -- this leads to the torture room, which
     itself connects to the private quarters. This (typically) avoids interacting
     with any bodyguards. Then, all that's left is to stealthily creep into the
     countess' room and rob the jewelry box of [Ahdarji's Ring] and any other
     goodies. Exfiltrate the same way y'came in for the best effect.
     REWARD: Ahdarji gives a 100g reward (200g if the player tells her Amusei
             tried to blackmail the countess) and S'krivva gives 200g herself,
             showing the missions are gradually getting more lucrative.
    06) MISDIRECTION                                                         [WK06]
     Locate: Bravil [Lonely Suitor Lodge/S'krivva's House]
     Prereq: Ahdarji's Heirloom, 300g fenced in "Independent Thievery"
     Reward: 300g, promotion to Cat Burglar (can use Luciana Galena as a fence)
     Infamy: +2
     S'krivva's next task is to get rid of Heironymus Lex who, after being forced
     to arrest his informant, has moved extra troops into the Waterfront in the
     hopes of catching the Gray Fox himself. Naturally this is problematic for the
     thieves' operations (Armand can't use his doyen services) and must be dealt
     with immediately. Methredhel once again proves her worth by orchestrating the
     counterattack -- she's located at Dynari Amnis' house in the Talos Plaza
     district (as any beggar will divulge).
     Her plan is to stage four high-profile thefts all at once, with the player's
     target as Hrormir's Icestaff in the Arcane University. After agreeing to
     assist, one learns it's in Archmage Traven's possession and he sleeps between
     1-7AM. The [Note from Gray Fox] is also received, its destination Traven's
     Infiltrating the Archmage's chambers during the target time shouldn't be that
     hard, but there are complications nonetheless. If one isn't a member of the
     Mages Guild, entering the 2F council room and beyond counts as trespassing,
     and any members (Caranya and Irlav Jarol typically) will start getting angry.
     However, if one's quick about plucking the Icestaff and placing the note, it's
     possible to get in an out without threats of guards coming to pass. Just make
     sure the theft itself isn't witnessed.
     NOTE: Being in the Mages Guild can impact how easy/hard this segment is. If
           one started but hasn't completed the questline, one can be expelled from
           the guild if the theft's seen. However, if one completed the questline
           completely, it's possible to simply walk into the Archmage's quarters
           and take the staff without any fuss whatsoever.
     When the Icestaff is safely alighted back to Methredhel, the player is asked
     to spy on Heironymus to ensure things went well. Visit the Waterfront and
     approach Lex for a scene involving the troop recall; take the [Note from
     Raminus Polus] if y'want and report back the activity. The final step is then
     to put the stolen staff back...only the Arcane University will be heavily
     watched. Instead, the player is to put it in a 2F chest in Ontus Vanin's
     house, as he's an upstanding member of the community and would be sure to
     return it. His house is in Talos Plaza, as well, so all that remains is
     finding a good time to finish up -- he sleeps late by his own admission.
     All that's left is to return to S'krivva.
     REWARD: Besides the usual chunk o' change, the promotion to Cat Burglar opens
             up Bravil's own Luciana Galena as a fence.
    07) LOST HISTORIES                                                       [TH07]
     Locate: Bravil [Lonely Suitor Lodge/S'krivva's House]
     Prereq: Misdirection, 400g fenced in "Independent Thievery"
     Reward: 400g
     Infamy: +2
     S'krivva needs help tracking down a book 'The Lost Histories of Tamriel,'
     which the Gray Fox requires, and whose first would-be burglar seems to have
     vanished into thin air. The trail begins in Skingrad, where any ol' beggar
     says Theranis bragged about his theft and was hauled into the castle dungeon
     when Captain Dion overheard it.
     Visit the castle dungeon and find that the jailor can't be bribed to let
     anyone through and constantly watches the door. This leaves a few methods in
     order to get through.
     • Simply pickpocket his 'Skingrad Dungeon Key' and unlock the door he watches.
       This won't count as an infraction.
     • Get thrown in the slammer yourself. Of course, this typically means losing
       all useful possessions and having to reclaim them from the evidence chest
       (behind jailor's desk) in some way. Additionally, jailbreaking can get the
       cellmate Larthjar the Laggard killed; or, in some cases, the jailor killed
       if the player disappears via invisibility, etc. Either way, there's blood
       spilled if caught!
     • Like all castles, there seems to be a secret passage that connects to the
       dungeon. To find it, break into the dining hall and, from there, the wine
       cellar. Immediately opposite the dining hall entrance is a dead-end wall;
       another candle here opens a passage to the jail. Note however that part of
       the quest is discovering this secret corridor, so doing it beforehand kinda
       ruins some of the fun...
     • The 'work at Castle Skingrad' dialogue option is available, and it's not
       hard for someone to direct the player to Shum gro-Yarug, the place's orc
       butler. He moves around a bit but is usually in the castle at mid-morning
       and afternoon. Agree to work for him and the player gets the "ability" to
       feed the prisoners (at any hour) as a slop drudge. This lets one get through
       the door the hawk-eyed guard watches.
     Regardless of how the player chooses to operate, the guide assumes you're
     standing in the jail without the fuzz alerted. Talk with Larthjar to learn a
     'Pale Lady' routinely steals prisoners, and that Theranis was taken days
     prior. [This may require buttering up his disposition; unlocking his cell
     door after agreeing to rescue him usually does the trick.] 
     Despite the mysteriousness of the situation, 'Pale Lady' does not become a
     conversation point. The only clue is that an Argonian put up a struggle, and
     bled all over in the process. Follow the blood trail to the wall and open up
     the secret passage via a candle switch. This leads down into the wine cellar,
     where the same blood spatter betrays another hidden switch's location, and
     opens a path through the wine barrel.
     As one may have suspected, the Pale Lady is actually a she-vampire stealing
     prisoners for nourishment. As she attacks on sight, she'll assuredly have to
     die -- don't worry, no blood price is incurred. However, as she can make the
     player contract porphyric hemophilia, a.k.a. the vampire disease, it's not a
     bad idea to take her out quickly and stealthily. [Using a conjuration spell
     while hiding invisibly works as well. :p]
     Regardless, when Pale Lady's dead, search Theranis' corpse for an update and
     find our old friend Amusei is the captive Argonian, and the only one privy to
     the book's location. He agrees to tell its whereabouts in exchange for safe
     passage to the outside world, and follows automatically once his cell opens.
     The quickest path to freedom leads up through the dining hall, out its north
     door, and through the courtyard. It's usually not as hard as it seems, with
     the dining room being the real 'hard point' -- and that's due to the inability
     to wait while trespassing, not because it's packed with people. [If someone's
     eating, a workaround is entering the 'south hall' balcony and exiting through
     the NE courtyard door, bypassing the dining table.] Locked doors shouldn't be
     a problem with Pale Lady's keys, either.
     NOTE: Getting caught escaping gives an instant 500g bounty. Also, Amusei may
           not follow the player diligently into each new screen. If this happens,
           wait a few moments and he may appear; otherwise, backtrack and he'll
           start following again.
     Once outside the castle, let Amusei follow down the dirt road until a quest
     update appears. Question the Argonian about the book to learn it's hidden by
     a bush near the well in Nerastarel's backyard. Fast-travel to Skingrad's east
     gate, go north a bit to find it, and take it back to the doyen for payment.
    08) TAKING CARE OF LEX                                                   [TH08]
     Locate: Bravil [Lonely Suitor Lodge/S'krivva's House]
     Prereq: Lost Histories, 500g fenced in "Independent Thievery"
     Reward: 1000g, promotion to Shadowfoot (can use Anvil Castle's Orrin as fence)
     Infamy: +2
     S'krivva's final job involves putting that annoying guard Heironymus Lex out
     of the Gray Fox's hair forever: by having him reassigned to somewhere far,
     far away. Countess Umbranox of Anvil is looking for a new Captain of the Guard
     and our boy Lex fits the bill exactly. I'll break the process down.
     That nasty steward lied to the countess, telling her the letter of candidates
     hasn't arrived yet -- but this plays right into the Gray Fox's plans. Talk
     with one of Anvil's beggars to learn that there are "secret ways and secret
     people" in the castle, and the blacksmith is one of them. In fact, the
     blacksmith is Orrin, a guildmember, and will show a secret passage leading up
     to the private quarters.
     Upon entering the new hallway, hang a left to find Dairihill's office about
     five feet away. Like usual, the best time to plunder is when everyone's likely
     to be sleeping, so wait until late night to break into the desk (average lock)
     and steal the [List of Candidates]. Note that if you have invisibility, one
     can sneak behind Dairihill, break into the desk, and hightail it outta there
     without any trouble, too.
     Where to find a forger? Like usual, the beggars will display their startling
     range of knowledge, directing the player to the shabby house near the Mages
     Guild. It's inhabited by 'A Stranger,' who's gone to the castle for most of
     the day, so find him at home during late afternoon or evening. Task him with
     forging the recommendation letter, wait around for 24 hours, and pay him his
     500g fee for the [Forged List of Candidates].
     There's no point handing in the letter without an official seal, so visit the
     Imperial City's prison district. Wait for nighttime and break into the
     designated office (very hard lock), where the 'Imperial Legion Seal' is just
     sitting on a desk. This changes the quest item into [Sealed Forged Candidate
     List] and is ready for delivery.
     The task is now hand-delivering the letter to Countess Umbranox, easiest done
     when she holds court in the daytime. Give the letter to Millona and she'll
     agree that Heironymus is a good choice, handing over [Transfer Orders] and
     saying Dairihill will give a tip (20g). If you hate Dairihill enough, you can
     give her the forged letter for a 20g tip, then steal it back from her 2F
     desk, then proceed as normal for another 20g tip. Naturally screwing her
     cousin out of the captain position makes her disposition bottom out at zero.
     If this is the active quest, Heironymus' location will be displayed on the
     map, so he'll be easy to find. Simply deliver the orders and he'll set off
     at once for Anvil.
     REWARD: Orrin of Castle Anvil is now usable as a fence. But more importantly,
             S'krivva has no more jobs for the player and the Gray Fox will call
             upon him/her personally (via messenger). The easiest way to find the
             messenger is waiting a multitude of hours in the Imperial City.
    09) TURNING A BLIND EYE                                                  [TH09]
     Locate: Bruma [Helvius Cecia's House]
     Prereq: Taking Care of Lex, 600g fenced in "Independent Thievery"
     Reward: 500g
     Infamy: +2
     To start this mission, wait for Methredhel to deliver a message divulging the
     Gray Fox's location at Helvius Cecia's house. [If for some reason she doesn't
     appear, even after days, seek HER out, like at her house in the Waterfront
     district around 9AM. That should rectify things.] The guildmaster tasks the
     player with retrieving Savilla's Stone from a mountain monastery, the Temple
     of the Ancestor Moths. This is where blind Moth priests go to live out their
     final days. Gray Fox also waives a blood price on whoever or whatever guards
     the stone (this applies to generic priests as well), the first instance of
     many coming up.
     The temple is automatically marked on the map (if it wasn't already), so get
     ready to trek. A quest update talks about persuading monks to help in the
     quest, marking Brother Holger's location in the area. If his disposition is
     high enough (70+) he'll talk about Savilla's Stone, and if it's even higher
     (80+) he'll open the catacombs for the player and leave.
     NOTE: Holger is the only monk who can be bribed [etc.] into talking about the
           temple's secrets, and enlisting his assistance is entirely optional.
           Simply break into the crypt nearby if y'want.
     Anyway, once inside, the player will have to navigate the temple's Halls,
     Catacombs, and Caverns section to reach the "Shrine of the Moth," where the
     stone is kept. The first two are inhabited by Blind Moth Priest/Prelates,
     and are the main "enemy" encountered in this dungeon. They are completely
     blind and unable to see the player, so things like invisibility or chameleon
     are unnecessary. However, their hearing is sharp, so those who aren't a
     Journeyman of Sneak (type of shoes doesn't affect detection) will find that
     they're encountering battle more than need be. The easy solution is simply
     avoiding the priests if possible, although removing clanky shoes can work
     well, too. The BMPs are armed with Akaviri (Dai-)Katanas which, even at low
     levels, have pretty good attack power (7,8) so that's one incentive to fight
     a bit.
     The caverns are inhabited by undead enemies (ghosts, skeletons) and filled
     with some traps, such as: (1) tripwire mace trap (2) a harmful gas trap,
     where one is locked in a room and must escape by pulling all the ropes (3)
     a harmful spike floor, which requires jumping over the rough patches (4) a
     rolling log trap. In any case, save before entering the Shrine.
     In the final area, there's only one prelate and an evil welkynd stone, which
     attacks the player with an elemental projectile. Fortunately, by sneaking
     very carefully, one can simply stand behind the prelate (always spawns in
     same position) and let the welkynd stone kill him/her. Then, acquire that
     [Savilla's Stone] and escape via the nearby shortcut, emerging at the well
     behind the monks' quarters. The shortcut is one-way, however... =/
     NOTE: If you pick up the "Instructions: the Gray Cowl" paper in the chest near
           the ladder, there's a new conversation point available when speaking
           to the guildmaster. It's quite interesting...
     | TIP: Accessory Farmer |
     | The Prelate guarding the stone always spawns with a good accessory, and   |
     | has a typical three-day respawning time. What accessory s/he has is       |
     | determined when entering the shrine, so save in the caverns, enter, kill  |
     | the prelate, and see what loot's to be had. If it's lame, simply reload & |
     | repeat. This is a great way to get rare equipment like the Mundane Ring,  |
     | Ring of Perfection, Amulet of Absorption, and so on. Do it as many times  |
     | as y'like!                                                                |
     The Gray Fox will be in the same place as before, ready to give out a reward.
    10) ARROW OF EXTRICATION                                                 [TH10]
     Locate: Chorrol [Malintus Ancrus' House]
     Prereq: Taking Care of Lex, 700g fenced in "Independent Thievery"
     Reward: 500g, promotion to Master Thief (can use Fathis Ules as a fence)
     Infamy: +2
     Once enough loot's been fenced, Amusei will be sent as a messenger and give
     the Gray Fox's new meeting place, this time in Chorrol. The guildmaster will
     reveal he needs the Arrow of Extrication, currently in the possession of
     Bravil's court wizard, Fathis Aren. The item is important enough to waive the
     blood price on Fathis, but he cannot be killed in the castle, if that's the
     route one takes.
     In Bravil, grease a beggar's palm to learn Fathis Aren keeps all his most
     cherished possessions in a tower outside town, surprisingly called "Fathis
     Aren's Tower". However, if one were to visit that location, the front door
     would be magically locked, as only the wizard himself can open it. But, there
     is a rumor Bravil Castle has a secret path leading to that location. Hmm...
     So, once at the castle, sneak into the manor's north wing and, from there,
     the wizard's room (marked on map already). Break into the two locked chests
     for a quest update regarding a secret passage. Checking the minimap reveals
     its location, too: directly across from the room's entrance. Pick the lock
     into the...
     This dungeon can be rather labyrinthine, so always pay attention to the
     minimap while proceeding! Enemies are typically rats and mudcrabs, but a few
     others appear, notably dremora, conjurers, atronachs (maybe) and daedra if
     your level's high enough. Down in the waterlogged passages, the conjurers can
     be found in a locked living quarters section, avoidable if the player wishes.
     It contains plenty of chests and alchemic ingredients, though. [The old wooden
     door asking for a key cannot be opened in any normal manner.] There's also a
     free Poisoned Apple sitting around, although those unfamiliar with the "food"
     should avoid eating it as it'll eventually kill the player.
     The real method of exiting is in the water-filled shaft -- swim down a bit and
     look for a submerged tunnel leading north.
     NOTE: If one swims down far enough, a Giant Slaughterfish can be found and
           killed. It drops a lot of stuff but is rather hard to defeat, just
           because of how powerful it is and underwater fighting generally sucking.
           Also, in the slaughterfish's lower cavern, a door leads out into the
           middle of Niben Bay (right by the 'a' in 'Bay' on the map, actually).
           Kinda worthless but a fun curio nonetheless.
     Shouldn't be too hard to reach the next section, Bravil Wizard's Lair, once
     that's found. It'll be similar to the grotto portion, including the mix of
     enemies, except it's much shorter -- one could sneak through it with just a
     single 30s invisibility spell, for instance. Pick the hard lock at the end
     to reach...
     The tower portion is like normal outdoor towers: roofless, multistory, and
     with various enemies (dremora, atronachs, daedra, etc.) that align themselves
     with Fathis Aren. The master of the house himself is on the 2nd-from-highest
     tier in a small chamber housing his precious possessions. He typically won't
     leave unless baited somehow, though. A good method to steal the arrow safely
     is to climb to the tower's highest tier, shoot projectile magic, go invisible
     while Aren rushes out, and steal his goodies before he gets back. Killing him
     is fine quest-wise, although he's actually a Conjuration teacher and normally
     quite a nice guy. =/
     Anyway, after stealing the [Key-Shaped Arrowhead] and presumably Aren's Tower
     Key, it's possible to leave via the front door and return to the Gray Fox.
     REWARD: In addition to monetary compensation, Fathis Ules is now available as
             a fence. However, despite boasting an impressive base 1500g, he has
             master Mercantile making it very hard to get any good deals. Thus,
             it may not be that useful to use his skills without master Mercantile
             oneself. [Not to mention he's kinda glitchy to start with, and if he
             doesn't fence for the player on that reason, he definitely won't if
             he got betrayed in the "Sins of the Father" sidequest.]
    11) BOOTS OF SPRINGHEEL JAK                                              [TH11]
     Locate: Cheydinhal [Ganredhel's House]
     Prereq: Arrow of Extrication, 800g fenced in "Independent Thievery"
     Reward: 500
     Infamy: +2
     When enough loot's been fenced, Amusei will once again seek the player out
     with a message: visit Ganredhel's house in Cheydinhal. There the Gray Fox
     lays out the next phase in his plan...that is, stealing the legendary Boots
     of Springheel Jak. Unfortunately their whereabouts are currently unknown, but
     Jak's only living relative -- Jakben, the Earl of Imbel, may know where they
     are. He lives in the Imperial City and, as any beggar divulges, his house is
     in the Talos Plaza district.
     Jakben lives only with his butler (Gemellius Axius), the former being a real
     night owl who leaves his house only at night. Thus, the best time to break in
     is during those hours, when no one's likely to be around. Sneaking around,
     break into the 3F attic ("Jakben's private quarters") and rob the desk of the
     [Imbel Genealogy]. The quest update suggests squeezing the Earl for more info,
     which is easiest to do in the daytime. Don't worry about getting a bounty for
     trespassing, as he's a total fraidy-cat and gives the [Imbel Family Crypt Key]
     after some questions. This allows access to the basement's catacombs.
     NOTE: It's also possible to pick all of Jakben's equipment, which helps for
           later on.
     The catacombs are filled with various vampire types, undead, and maybe some
     junky normal animals. It's not mandatory to fight them all, but it'll make
     the escape much easier to do so. Remember that vampires can infect targets
     with porphyric hemophilia, turning them into vampries after a three-day
     gestation period. Spells or potions that 'cure disease' can eliminate it like
     any normal affliction before it takes hold. At the end, past the Vampire
     Patriarch, will be the final coffin, containing the [Diary of Springheel Jak]
     which must be claimed to continue.
     At this time, Jakben will race into the crypt and initiate battle. If you
     stole his equipment before, and made sure there's nothing useful laying around
     for him to pick up, he'll be at a huge disadvantage and easier to slay. Simply
     loot his corpse for the [Boots of Springheel Jak] to be done with the wimpy
     vamp. Don't forget to cure porphyric hemophilia if it was inflicted! Check to
     make sure, just in case...
     Deliver the boots to Gray Fox to finish up. He says there'll be one final
     task he needs, and it'll be harder than all the rest...but the reward will be
     quite worth it.
    12) THE ULTIMATE HEIST                                                   [TH12]
     Locate: Imperial City [Othrelos' House]
     Prereq: Boots of Springheel Jak, 1000g fenced in "Independent Thievery"
     Reward: 500, Gray Cowl of Nocturnal, Guildmaster's Key
     Infamy: +10
     This will be a very long quest with many stages, so prepare ahead, as it'll
     be difficult to backtrack (if at all). This means methods of healing, some
     good Sneak and Security, and any kind of longbow as well. When enough loot's
     been fenced, Amusei summons the player one last time, to the Gray Fox's new
     location at Othrelos' House in the Imperial City's Elven Gardens district.
     [If Amusei doesn't appear promptly, try waiting somewhere outside the main
     city, like the waterfront district.]
     The Gray Fox lays the quest out on the line, and why he's had the player
     collect various items. The goal: one of the Elder Scrolls itself, by sneaking
     through the sewers, infiltrating the Imperial Palace, and duping Moth priests
     into thinking the player's Celia Camoran. Very ballsy, even for the Gray Fox!
     Luckily, this is all documented in the [Plan for the Big Heist] quest item;
     the [Boots of Springheel Jak] and newly-reformed [Arrow of Extrication] are
     also obtained now.
     Additionally, this quest is of such vital importance to the Gray Fox that
     there's no blood price for anyone!
     To open the "Old Way" path in the sewers, visit the Imperial City Palace. The
     ground floor is free to all visitors, but the basement ain't -- but we're not
     just anybody. Sneak down there, being mindful of any patrols, and inspect the
     large hourglass to set things in motion. [I've read this step isn't actually
     necessary due to some programming error, but it's too fun to not include!]
     The quest update now marks a lonely sewer grate in the city's Arboretum
     sector, leading to "The South East Tunnel" segment. Enemies inside are lame
     critters like rats and mudcrabs, so big yawn there. This sewer system has
     two entrances into "Beneath the Bloodworks," which is a little more eventful.
     Enemies in here are predominantly vampire, although at lower levels it's more
     an even mix of ghost/wraith types. The levers in this area are crankwheels,
     and need to be activated to access "The Palace Sewers" section (opposite side
     of minimap from South East Tunnel) which is a near repeat enemy-wise but is a
     lot shorter.
     The Old Way is a two-section dungeon filled with traps and various undead
     types. If one has an invisibility spell, it's expedient to just avoid any
     fighting and get through to the quest marker. It's rather difficult to get
     hung up in this segment, although if y'do, it's probably because one can't
     find the way forward in the adjacent "The Old Way" section. Look carefully
     for part of a collapsed wall, in that case. 
     NOTE: Be careful about Dread Zombies as they carry the Astral Vapors disease,
           which, among other things, gives the stunted magicka effect (magicka
           doesn't recover naturally).
     Nothing special about this segment, really, besides its striking resemblance
     to the substructure in the game's tutorial dungeon. Enemy mix predominantly
     undead with a few rats thrown in for good measure.
     Towards the end, the catacomby, cave-ridden section ends and the ruins of an
     Ayleid structure begin. This is the part the Gray Fox talked about needing
     the Boots of Springheel Jak for -- use 'em to leap up a broken stairwell. [If
     one has ridiculously high Acrobatics, they won't be needed, of course.] Press
     the two block switches, avoid the evil welkynd stones below, and enter the
     next area! [However, killing the enemies in the final part of this dungeon
     helps as there's a bedroll in the upper reaches, good for leveling up midway
     through the quest.]
     Now we're in the Ayleid ruin proper and, appropriately, there's plenty of
     normal welkynd stones to pick up. [The enemy mix is still undead types, too.]
     Approach the giant statue on the other end of the main chamber to get a quest
     update saying to locate the Arrow of Extrication's firing point. Also move
     around to get the update saying that some of the giant walls look movable.
     On one side of the upper level is a pickable door leading to an adjacent
     section. Flip the block switch here to recede part of the lower wall, and
     continue into the 2nd "Hall of Epochs" chamber.
     This one's more treasure-filled and has extra welkynd stones, including those
     high up near the ceiling (area-of-effect magic can knock 'em loose sometimes).
     At the end, behind a reliquary, there's a single button. Save here and press
     it, because it lowers the walls in the main hall. Backtrack there, slay the
     undead types (one drops a bow if y'need it) and stand on the pressure plate
     to make the far-off statue pull an about-face. Note that one must remain
     standing on it to keep it in that position.
     Anyway, a glowing blue center to the statue opens when it turns around, and
     that's the target for the Arrow of Extrication. Since there's only one shot
     to make it in (well, the arrow can be collected upon failure, but who wants
     to do that?), save beforehand. The trajectory will have to arc downwards, too,
     so overlap the crosshairs on the "+" portion of the statue's sword hilt to
     make it perfectly. [A quest update notifies one of this.]
     The secret way into the palace is now open, and the two Ayleid guardians'
     statues come to life as well. It's recommended to sneak past 'em as they
     can't be looted and their fallen weapons "crumble to dust in your hands"
     when inspected. L-A-M-E!
     NOTE: You can also retrieve the Arrow of Extrication if y'find it on the
           ground, but it remains a quest item once picked up and cannot be refired
           from a bow.
     NOTE: If you get caught by the guards in any of the next sections and decide
           to surrender, it can screw up the mission permanently. Make a save
           before entering the Imperial Palace as a fallback.
     Congrats, you're officially trespassing in the Imperial Guard Quarters! This
     constitutes the 3F of the Imperial Palace, with the next destination being
     the 4F library. [Guards will continuously patrol the halls, so always remember
     to enter a new screen in sneak mode!] So, once y'break into the Elder Scrolls
     library, activate the switch near a guard and sit in the reading chair. Do not
     initiate conversation with any priest or they'll immediately know they're not
     in the presence of Celia Camoran. Steal the [Elder Scroll] to get the next
     quest update.
     NOTE: If you are caught before the Elder Scroll is delivered, the entire
           quest is fouled up and one'll have to escape like normal, just without
           achieving victory. This bars the player from getting the quest reward,
           so don't bother saving if this happens -- just reset! No reason to do
           the entire questline and miss out now...
     After stealing the scroll, the way back is locked, so sneak (still) upwards
     to exit. The destination is Evangeline Beanique's room on 7F. [The Blind
     Moth Priests' quarters are on 6F but generally uneventful.] Said lady is an
     Imperial Battlemage and tends to wander around the floor, making it a bit
     harder to do any thefts. Her room has some display cases and the skill book
     "2920, Second Seed (v5)" that increases Speechcraft.
     NOTE: Even though the Gray Fox waived the blood price during this quest, a
           player is still expelled from the Mages Guild if Evangeline's slain.
     To escape, one must descend Beanique's chimney shaft. The guildmaster intended
     for the player to survive by equipping Springheel Jak's boots, which ensures
     the long fall isn't fatal. However, this method destroys the boots entirely,
     so many players will want to "rough it" and hope the drop doesn't kill them.
     With enough health and Acrobatics, it should do lots of damage but nothing a
     quick rest won't cure. [Example: with 286 health and 28 Acrobatics, my
     Redguard incurred about 140-150 damage.]
     If one survived the fall, all that's left is to backtrack out. The quickest
     way is probably reaching "Beneath the Bloodworks," and going back to "South
     East Tunnel"'s nearby exit to the Waterfront. Once the scroll's delivered to
     the Gray Fox, there's one more step...
     The Gray Fox gives a [Wedding Ring] and asks it be delivered to Countess
     Umbranox of Anvil. Easy task, no? Have an audience with her (during normal
     hours) and speak about the ring, which cues a special scene ending the guild
     REWARD: As the Gray Fox, the most impressive reward is the Gray Cowl itself.
     Its enchantments are: Fortify Sneak 25pts, Feather 200pts, Detect Life 120ft
     -- very impressive for dungeon-crawling. But, it's also a cursed item, so that
     whomever wears it is unrecognizable as the player's chosen character. Wearing
     the cowl in public causes any guard nearby to immediately run and attack, due
     to the automatic 500g bounty that comes with wearing the headpiece. [Only the
     option to resist arrest is given if caught.] However, by unequipping the cowl
     and yielding to the attacking guards, one can mitigate the situation like
     nothing ever happened. Additionally, any bounty accumulated when the cowl's
     worn is attached to the cowl, not the player!
     The second reward is an established Thieves Guild hall, whose entrance has
     just appeared at the Garden of Dareloth (Waterfront district, remember). Some
     of the local thieves will hang around there during the night, and the player
     even gets his/her own quarters for permanent storage. A Security skill book
     "Proper Lock Design" is also present there. [Don't pick up the Waterfront Tax
     Records on the desk as they're still designated as a quest item and cannot be
    IV. MISCELLANEOUS QUESTS                                                 [MSCL]
     This is a repository of all journal quests in the game, including those in
     the Shivering Isles and Knights of the Nine expansions.
      A Brotherhood Betrayed ............................................... ABB1
      A Brush with Death ................................................... ABW1
      A Liquid Solution ........................................... [SI] ... ALS1
      A Shadow Over Hackdirt ............................................... ASO1
      A Venerable Vintage .................................................. AVV1
      Acrobatics Training .................................................. ACR1
      Alchemy Acquisitions ................................................. ALC1
      Alchemy Training ..................................................... ALC2
      Alteration Training .................................................. LTR1
      An Unexpected Voyage ................................................. AUV1
      Armorer Training ..................................................... RMR1
      Athletics Training ................................................... THL1
      Bear Season .......................................................... BRS1
      Blade Training ....................................................... BLD1
      Block Training ....................................................... BLC1
      Blunt Training ....................................................... BLN1
      Brithaur .................................................... [SI] ... BRT1
      Buying a House in Bravil ............................................. BAH1
      Buying a House in Bruma .............................................. BAH2
      Buying a House in Cheydinhal ......................................... BAH3
      Buying a House in Chorrol ............................................ BAH4
      Buying a House in Leyawiin ........................................... BAH5
      Buying a House in Skingrad ........................................... BAH6
      Buy a House in the Imperial City ..................................... BAH7
      Canvas the Castle .................................................... CTC1
      Caught in the Hunt ................................................... CIT1
      Conjuration Training ................................................. CNR1
      Corruption and Conscience ............................................ CAC1
      Darkness Eternal ..................................................... DRK1
      Destruction Training ................................................. DST1
      Everything in Its Place ..................................... [SI] ... EII1
      Falling Awake ............................................... [SI] ... FLL1
      Final Resting ............................................... [SI] ... FNL1
      Go Fish .............................................................. GFS1
      Ghosts of Vitharn ........................................... [SI] ... GOV1
      Goblin Trouble ....................................................... GBL1
      Hand to Hand Training ................................................ HTH1
      Heavy Armor Training ................................................. HAT1
      Helping Hands ........................................................ HLP1
      Illusion Training .................................................... LLS1
      Imperial Corruption .................................................. MPR1
      Imperial Dragon Armor ................................................ IDA1
      Independant Thievery ................................................. NDP1
      Knights of the White Stallion ........................................ KOT1
      Legacy Lost .......................................................... LGC1
      Lifting the Vale ..................................................... LTV1
      Light Armor Training ................................................. LAT1
      Marksman Training .................................................... MRK1
      Mazoga the Orc ....................................................... MTO1
      Mercantile Training .................................................. MRC1
      Mysticism Training ................................................... MST1
      Newheim's Flagon ..................................................... NWH1
      No Stone Unturned .................................................... NSU1
      Nothing You Can Possess .............................................. NYC1
      Origin of the Gray Prince ............................................ OOT1
      Raid on Greyland ..................................................... ROG1
      Restoration Training ................................................. RST1
      Revenge Served Cold .................................................. RSC1
      Paranoia ............................................................. PRN1
      Secrets of the Ayleids ............................................... SOT1
      Security Training .................................................... SCR1
      Seeking Your Roots ................................................... SYR1
      Separated at Birth ................................................... SAB1
      Sins of the Father ................................................... SOT2
      Sneak Training ....................................................... SNK1
      Speechcraft Training ................................................. SPC1
      Taxonomy of Obsession ....................................... [SI] ... TOO1
      Tears of the Savior .................................................. TOT1
      The Antipodean Hammer ....................................... [SI] ... TAH1
      The Collector ........................................................ TCL1
      The Coming Storm ............................................ [SI] ... TCS1
      The Fork of Horripilation ................................... [SI] ... TFO1
      The Forlorn Watchman ................................................. TFW1
      The Ghost Ship of Anvil .............................................. TGS1
      The Gravefinder's Repose ............................................. TGR1
      The Great Divide ............................................ [SI] ... TGD1
      The Killing Field .................................................... TKF1
      The Museum of Oddities ...................................... [SI] ... TMO1
      The Order of the Virtuous Blood ...................................... TOO1
      The Potato Snatcher .................................................. TPS1
      The Renegade Shadowscale ............................................. TRS1
      The Rosethorn Cache .................................................. TRC1
      The Siren's Deception ................................................ TSD1
      The Sunken One ....................................................... TSO1
      The Wayward Knight ................................................... TWK1
      Through a Nightmare, Darkly .......................................... TAN1
      To Help a Hero .............................................. [SI] ... THA1
      Two Sides of the Coin ................................................ TSO1
      Unfriendly Competition ............................................... NFR1
      Ushnar's Terror ............................................. [SI] ... SHN1
      Vampire Cure ......................................................... VMP1
      When the Vow Breaks .................................................. WTV1
      Where Spirits Have Lease ............................................. WSH1
      Whom Gods Annoy ...................................................... WGA1
      Whispers of Death .................................................... WOD1
      Work is Never Done .......................................... [SI] ... WIN1
      Zero Visibility ...................................................... ZRV1
     Client: Carius Runellius
     Locatn: Bruma
     Prereq: ---
     Mssbl?: Yes [any plot-required NPC, like Erline, is slain]
     Reward: +1 Fame, Phylactery of Litheness
     The quest starts when one enters Bradon Lirrian's house; the investigator
     Carius Runellius asks the player to leave the crime scene. With enough
     disposition (70+), one can question the copper about Raynil Dralas, a vampire
     hunter who did a great service to the town by slaying Bradon. Also speak with
     the new widow Erline to learn she thinks her hubby's innocent and that Raynil
     is the shady character. Hmm... [Also, don't inspect the newly deceased's body
     more than once, as a bounty for evidence tampering is received.]
     A quest update suggests asking merchants and innkeeps about the fellow, and
     Olav (of Olav's Tap and Tack) is the best lead. When his disposition's 70 or
     better, question him about Dralas to learn he's staying in the inn and get
     [Raynil's Room Key] for free. Alternately, one can just pickpocket the key.
     Search the lodging to find [Gelebourne's Journal] behind the dresser; take it.
     Olav has a bit more to say on that guy's subject.
     Fork over the journal to Carius and meet him at Olav's an hour later, learning
     Raynil was spotted heading towards Boreal Stone Cave. The guards can't leave
     the city for fear of spooking the murderer, and thus task the player with
     stopping Raynil. [NOTE: Carius says that there's probably at most a day to
     catch the quarry and he's exactly right; there's no flexibility here! Wait
     too long and one gets an update in the cave that the vampire hunter flew the
     coop, which ends the quest on a sour note.]
     Those who reach the cave -- a ways to west of Bruma -- will find Raynil quite
     unwilling to turn himself in to the authorities, leading to an inevitable
     confrontation. He's really not that strong, so one shouldn't have too much
     trouble here. Once all three adventurers' keys are gotten, open the nearby
     waterlogged chest obtain the [Mundane Amulet]. Bring it back to Erline, who'll
     release its enchantment, turning it into the [Phylactery of Litheness]
     keepsake, which the player can then keep as a reward.
     REWARD: The aforementioned necklace has a Fortify Speed 10pts effect.
     Client: Tivela
     Locatn: Cheydinhal
     Prereq: ---
     Mssbl?: Yes [Tivela slain]
     Reward: Apron of Adroitness
     Speaking to Tivela learns that her husband, Rythe Lathandas, has gone missing
     and she's at her wit's end. [Rumors of his disappearance circulate around
     town and may lead the player to her doorstep.] The quest is automatically
     received when talking to Tiv, and after accepting to help officially, she'll
     give [Rythe's Studio Key]. Enter the ground-floor studio and find the weird
     forest painting. Inspect it to be transported into inside!
     Once inside the watercolor world, Rythe will come over and say a Bosmer thief
     is the source of all his problems, having stole the [Brush of Truepaint]. To
     escape, he says, one must recover the brush, currently guarded by a bunch of
     crazed trolls. He gives six bottles of [Turpentine] to be used like poison,
     dealing up to 250 damage to the suckers. Interesting!
     The quest marker will note the painted trolls' positions around the entry
     point. They're quite similar to normal trolls, but perhaps a bit bigger. If
     one's a collector, save a few samples of the "Painted Troll Fat" from their
     corpses, as it can only be found here and in finite quantity, to boot. Don't
     forget to take the [Brush of Truepaint] from the thief's body in the southern
     clearing, too!
     When all trolls are slain and the brush reclaimed, speak to the painter and
     he'll create a portal back to Cyrodiil and give his reward.
     REWARD: The apron (cuirass) fortifies agility and intelligence up to 10pts.
     Client: Sickly Bernice
     Locatn: Shivering Isles [Crucible: Sickly Bernice's Taphouse]
     Prereq: ---
     Mssbl?: No [Bernice is unkillable]
     Reward: Circlet of Verdure [ring]
     Speak to Bernice to learn she's deathly ill with something, and no one's felt
     like helping her. [This adds the quest officially.] Inquire further to obtain
     [Bernice's Empty Flask], for obtaining the aquanostrum from a pool in Knotty
     Bramble. This dungeon is automatically marked on the map: the island's south
     half, near where Pinnacle Road meets the Low Road.
     The place is filled with grummites and contains three areas: Knotty Bramble,
     Crypt, and Hatchery -- the latter is the destination. Jump into the lower
     pool and approach the grummite statue to automatically get the [Aquanostrum
     Flask]. Success! Bring it back to Bernice for a reward.
     Eventually Bernice will want more "cure" and pay the player 450 if s/he gives
     another dose. There is an annoying bug to this part, where an [Aquanostrum
     Flask] is added freely by visiting the statue. The only way to get rid of the
     key item is by helping Bernice again, trading it for the empty one. URGH!
     REWARD: The [Circlet of Verdure], at maximum strength, resists Poison and
             Disease 60%, fortifies Health 35pts, and fortifies Endurance 12pts. 
     Client: Seed-Neeus [Northern Goods and Trade]
     Locatn: Chorrol
     Prereq: ---
     Mssbl?: No [Seed-Neeus isn't killable before/during quest]
     Reward: +1 Fame, +5 Mercantile (permanent increase; only if Dar-Ma survives)
     NOTE: This quest can be stumbled upon in Hackdirt, but for the sake of the
           hunt, it'll start from the beginning.
     Dar-Ma is a nice Argonian girl found in town, and will typically approach the
     player for random chit-chat (despite having nothing important to add). A few
     days after encountering her, the topic of Dar Ma ("Missing Daughter") should
     be added to conversation topics. Stand around people talking, such as near
     the Great Oak, to hopefully expedite this process. Random townsfolk will
     direct the player to speak with her mother at the local trading goods store.
     Seed-Neeus will task the player with the quest properly after one accepts to
     help find Dar-Ma, who's gone missing in the local settlement of Hackdirt. She
     also took her horse Blossom with and, in her mother's words, would never
     willfully abandon her. [Hackdirt is located directly south of Chorrol a ways,
     and is marked on the map.]
     The rather dreary settlement holds no love for strangers, as the player finds
     out quickly. Blossom is inside the burnt husk of a building, prompting a quest
     update when approached. Etira Moslin, who's had dealings with Seed-Neeus'
     store before, is the one to inquire to about Dar-Ma's whereabouts -- she runs
     the local inn. Question Vlanhonder and Etira Moslin to be told there's been
     no Argonian here...hmm. In the upstairs guest rooms, one can also search an
     overturned dresser for [Dar-Ma's Diary]. In any case, confronting a Moslin
     with the evidence forces them to admit she was there, but came and went. Now
     to search town for any sign of her...
     If one talks to Jiv Hiriel, he'll seem cooperative with the investigation,
     asking the player to meet him at his house after dark (8PM+) so as to not
     arouse the townfolk's suspicions. Away from prying eyes, he'll admit that
     Dar-Ma was in town, she was captured and brought into the lower caverns to
     be some kind of sacrifice. He gives a [Hackdirt Key] which opens any trapdoor
     into the caverns, saying the one in the inn is the closest to her location.
     Jiv's advice is spot-on, as that trapdoor is right near her holding cell.
     If the player attempts the rescue while everyone's doing their Gathering,
     simply unlock her cell, command her to follow, and exit topside with no one
     to follow or witness the escape. Being such a sweetheart, Dar-Ma won't leave
     without Blossom, so lead her over there so she'll automatically mount. It's
     perfectly fine to fast-travel back to Chorrol for a nice mother-daughter
     reunion. (D'aww...)
     REWARD: There's no tangible reward for completing this quest, but Seed-Neeus
             gives a permanent +5 Mercantile boost if her daughter returns alive.
             This is implemented as a stat boost like a skill book, not an active
             effect like, say, the "Night Mother's Blessing".
     Client: Nerussa
     Locatn: Wawnet Inn [W of Imperial City]
     Prereq: ---
     Mssbl?: No [Nerussa can't be killed]
     Reward: 1000g + 100g/per each additional delivered
     Speaking to Nerussa about her oenophilic ways can add this quest, but most
     people will get it automatically upon finding a bottle of her quarry: the
     rare [Shadowbanish Wine]. One will then have to visit Nerussa to learn she'll
     pay for six bottles -- there's no quest marker to indicate her position, note.
     Apparently most of the wines were used by watchmen, so they'll typically be
     found in ruined forts. Some locations:
     • Fort Aurus (mainland just north of Fort Grief) -- 1st area, well-lit room
     • Fort Grief (Niben Bay island; part of "Caught in the Hunt") -- 3F chest
     • Fort Irony (SW of Bravil) -- first area, by a campfire
     • Frostcrag Spire (Wizard's Tower DLC) -- basement
     • Battlehorn Castle (Fighter's Stronghold DLC) -- wine cellar
     Despite its allegedly brief manufacturing run, wine found in forts respawns
     like typical chests (73 hours), meaning one place can be used for all of 'em
     if needed. They're typically found in the rigid, rectangular chests.
     Anyway, once six bottles are collected, deliver 'em to Nerussa to finish the
     quest. But since the player is such a brave booze-bringer, she'll pay 100g
     for each additional bottle delivered henceforth. Pretty crappy way to make
     money, but it could be useful in the early levels.
     Client: Tsrava or Ganredhel
     Locatn: Leyawiin and Cheydinhal, respectively
     Prereq: Lv70 in Acrobatics
     Mssbl?: Yes [both referrers slain, Torbern slain]
     Reward: Master Acrobatics training available
     Either normal trainer in Acrobatics will direct the player towards Aerin's
     Camp, located towards Cyrodiil's northeast reaches. It's in the vicinity of
     Kingscrest Cavern, Azura's Shrine, Temple of the Ancestor Moths, and Walker
     Camp. If one found Dive Rock already, it might have been passed by. Anyway,
     once there, speak to Torbern. He'll say Aerin's not around but can offer the
     training in her absence, and for free, to boot.
     Client: Raminus Polus [Arcane University]
     Locatn: Arcane University
     Prereq: Confront the King
     Mssbl?: Yes [if Mages Guild questline somehow becomes unfinishable]
     Reward: Access to Enchanted Chest in Arch-Mage's Quarters
     After becoming the Arch-Mage, Raminus informs the player that the position
     gets certain priveleges. Julienne Fanis, from the university's Lustratorium,
     will say how the enchanted chest works: once a week, place an ingredient in
     the chest and wait 24 hours. The ingredient will have multiplied! However,
     the downside is that it only works on ingredients and anything left in the
     chest for a full week is destroyed. [Learning this info complete the quest.]
     This is a good way for alchemists to get their fix, as well as regular joes
     to fulfill certain mini/quest obligations, like Talan's rare wines or Roland
     Jenseric's purchasing of vampire dust.
     Note that this only works on MOST ingredients. Some special ones, like the
     Nirnroot or Poisoned Apple, and quest items, like the Unicorn Horn, can't
     be duplicated at all. This also applies to Shivering Isles items, naturally.
     Client: Ardaline
     Locatn: Bravil [Mages Guild]
     Prereq: Lv70 in Alchemy
     Mssbl?: Yes [Referrer(s) or Sinderion slain]
     Reward: Master Alchemy training available
     Once one's the appropriate level, talk with Ardaline and she'll send the
     player off in search of Sinderion, a master alchemist who resides in the
     basement of the West Weald Inn (Skingrad). He should be a familiar face for
     those who've done the "Seeking Your Roots" side mission, as it's one of the
     first available.
     Sinderion requires some bottles of [Surilie Brothers Vintage 399] and [Tamika
     Vintage 399] before giving his training, though. These can be found randomly
     in the cupboards of nobility and some vendors' inventories. If one has the
     Frostcrag Spire (Wizard's Tower) DLC, both bottles can be found in the vault's
     wine racks, too. 
     Client: Athragar
     Locatn: Bravil
     Prereq: Lv70 in Alteration
     Mssbl?: Yes [Referrer(s) or Tooth-in-the-Sea slain]
     Reward: Master Alteration training available
     Athragar can refer the player to Tooth-in-the-Sea, an Argonian who frequents
     Niben Bay. [This trainer's actually got a bit of fame as both being hard to
     locate and dying in the wilderness, making the quest unfinishable.] Tooth
     spends most of his day in the river, and even with Detect Life spells, can
     be a pain to find. Thus, like in the Destruction Training quest, it's easiest
     to wait for him to return home -- in this case, a bedroll on the Niben's west
     bank, right behind Flooded Mine (north of Bravil).
     Once up and about, Tooth can give his test of mettle: stay underwater for
     three consecutive hours, i.e. no surfacing for air. [If one's character is
     Argonian, he foregoes the test and offers training immediately.] How one
     survives underwater is irrelevant to Tooth, making everything fair game:
     spells, scrolls, potions, enchanted armor and accessories... The latter is
     perhaps the easiest as the game provides some without much effort, such as
     the Fin Gleam (found underwater, along island west of Anvil) and the Jewel
     of the Rumare (reward in "Go Fish" quest). Even the weak Buoyancy spell
     obtained for free in the Cheydinhal Recommendation (Mages Guild) quest can
     Client: ---
     Locatn: Imperial City [Waterfront District]
     Prereq: ---
     Mssbl?: Yes [Ormil slain beforehand]
     Reward: Level-dependant gold (450g max), Blackwater Blade
     This fun mission begins when one sleeps at the Bloated Float tavern/inn in
     the Waterfront District (room costs 10g). Upon awakening, apparently the ship
     has lifted anchor and is now traveling! Find Lynch nearby and he'll say he's
     a member of the Blackwater Brigands, and they've locked the bouncer in the
     storage room. Regardless of one's attempts at deception, Lynch attacks. His
     corpse has the [Storage Room Key] and [Lynch's Instructions], the latter of
     which belies the brigands' intentions. 
     Head up to the tavern deck and Minx, a saucy red-headed Dunmer, will stop the
     player. Any attempts at subterfuge fail (although they're funny) and her blood
     must be spilled, too. She carries the [Top Deck Key], required to locate the
     next pirate, Wrath. [If Graman gro-Marad wasn't released yet, he'll appear
     here anyway.] Like the others, trying to trick him is humorous but doesn't
     bypass the fight. He carries [Ormil's Cabin Key], where the brigand leader
     Selene is.
     It's possible to fight Selene by angering her, or attacking her unprovoked
     (harder than it sounds), but it's possible to make her surrender by using
     the other blabbermouth pirates' tidbits against her. Answering the following
     will make her as tame as a kitty-kat, as well as earning her special blade
     without any spilt blood.
     1) I took the key from Wrath.
     2) I'm here to join the gang.
     3) ...three months ago?
     4) To find the Golden Galleon?
     5) You mean in Bravil?
     6) I've killed all of them.
     Should she surrender, speak with Ormil (on 'Selene') and he'll want her
     stashed in a room belowdecks. Since she'll follow the player as a prisoner
     at this point, just go the inn deck -- Selene automatically enters the private
     room (always unpickable/unenterable). Return to Ormil for the full story, then
     sleep in the rented room to return to the city. The propietor will give out a
     paltry gold reward at this time, finishing the quest.
     REWARD: Selene's [Blackwater Blade] is enchanted to absorb fatigue for a
             decent amount of time. At best, it's 20pts for 12s. That should keep
             any scallywags in the fray! 
     Unfortunately, the she-captain disappears at this point. Even visiting the
     Imperial Prison gives no trace to her whereabouts.
     Client: Rasheda [Fire and Steel] or Rohssan [A Fighting Chance]
     Locatn: Chorrol and Imperial City, respectively
     Prereq: Lv70 in Armorer
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Armorer training available
     Talking to the two smiths above can get the referral to Gin-Wulm, who works
     at "The Best Defense" in the Imperial City's Market District. Once the quest
     is given, his location gets a quest marker. When one asks for training, he
     poses a question: "What does the name Hazadir mean to you?" If the player read
     the book [The Armorer's Challenge], one can give an answer besides "nothing".
     If one hasn't read the book, Gin-Wulm hints it can be bought at the First
     Edition book store in the city's Market District. [Sometimes the book isn't
     available in the inventory but Phintias has it on his person, allowing it to
     be pickpocketed. I even found it just laying on the floor where Phintias
     stands once!]
     When the book's been read (taking the book doesn't matter; there's no quest
     update for reading it either) return to Gin-Wulm to answer correctly, and
     get his training in the process.
     Client: Honditar or Hauls-Ropes-Faster
     Locatn: Chorrol and Anvil, respectively
     Prereq: Lv70 in Athletics
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Athletics training available
     Hauls-Ropes-Faster will direct the player to Rusia Bradus, who apparently
     was quite the traveler in her day. [Note that Hauls doesn't actually offer
     training, despite what his dialogue says.] Rusia's location will be marked
     on the map once the referral comes through. She only offers to give training
     if the player's found thirty (30) locations on the map -- default cities
     don't count, but automatic DLC locations might. Either way, finding the
     requisite amount ain't hard.
     Client: Thorley Aethelred
     Locatn: Shardrock [halfway between Kvatch/Skingrad; west of Meridia's Shrine]
     Prereq: ---
     Mssbl?: Yes [Thorley is killed]
     Reward: Random skill book
     Speak with the farmer about his problem to get the quest. It seems some local
     bears are threatening his sheep herd, and the player is the only savior to be
     found. The "West Weald Bears" are designated differently than normal ones,
     and appear even before the quest is taken as well. Killing six will appease
     the client; just remember to take their [West Weald Bear Fang]s as proof of
     death. There's no quest markers for their locations, so use Detect Life spells
     to expedite things a bit. All are located in the countryside around the stead,
     so one shouldn't have to look far.
     Return to Thorley when six fangs are claimed to finish. Doesn't it feel good
     to protect such a beautiful alchemic paradise?
      ______________________________ ______________
     | BOOK                         | INCREASES... |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯| REWARD: The player gets a
     | Battle of Sancre Tor         | Blade        | skill book for the trouble.
     | Mace Etiquette               | Blunt        | I dunno how many are possible
     | Master Zoaraym's Tale        | Hand to Hand | overall, but these seem to be
     | The Argonian Account, Book 1 | Athletics    | the most common ones.
     | The Warp in the West         | Block        |
     Client: Sherina
     Locatn: Leyawiin [Fighters Guild]
     Prereq: Lv70 Blade skill
     Mssbl?: Yes [Alix slain]
     Reward: Master Blade Training available
     Once one's the appropriate level, a tip can be gotten from the Fighters Guild
     member that Alix Lencolia provides top-notch Blade training. He stays at the
     Faregyl Inn, and the quest only officially starts when he's asked to deliver
     the training. Unfortunately, as someone reasonably famous himself, he only
     teaches to other famous people. Obtain 20 fame or infamy points and he'll be
     satistifed. [NOTE: Sherina may not give the quest until spoken to twice.]
     Client: Lum gro-Baroth 
     Locatn: Chorrol [Fighters Guild]
     Prereq: Lv70 in Block
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Block training available
     Once the player earns a referral, it's time to visit Andragil, a Bosmer woman
     living in Bravil (by Old Lucky Lady statue). Her test for training is quite
     simple: withstand a beating from her massive warhammer. She doesn't specify
     how to do so, and in fact, there's plenty of methods to do so: outrunning her,
     invisibility, etc. Don't bother with physical repercussions, though. Also, be
     sure to unequip 'Reflect Damage' equipment to ensure Andragil doesn't kill 
     herself in the process.
     Client: Azzan
     Locatn: Anvil [Fighters Guild]
     Prereq: Lv70 in Blunt
     Mssbl?: Yes [Trainer slain]
     Reward: Master Block Training available
     Once the Lv70 milestone is reached, one can be referred to Irene Metrick in
     the Imperial City's Elven Gardens district. [Her location appears as a quest
     marker.] Her test is simple: kill 50 people and she'll agree to train. These
     people CAN be normal villagers and whatnot, but it's much easier to just go
     into a conjurer/necromancer/bandit/marauder dungeon and eliminate them. In
     fact, by the time one gets to Lv70 in Blunt, the requirement is likely to
     have been achieved long before.
     Client: Earil
     Locatn: Shivering Isles [Crucible]
     Prereq: ---
     Mssbl?: No [Earil is unkillable; Brithaur starts out unkillable, too]
     Reward: Level-dependant gold (450 max) or bonus for slaying Brithaur (600 max)
     This quest is pretty easy to get, either by asking Crucible citizens about
     rumors or just overhearing it in conversation. Earil of "Earil's Mysteries"
     store also gives it out. Apparently Brithaur is annoying residents with his
     bald-faced thievery, and Earil's got the cajones to actually ask someone to
     get rid of 'im. 
     The quest marker'll then point to the smooth-talker's location. Killing the
     Bosmer outright solves the problem, but lacks finesse. The other option --
     which is revealed by the target if his disposition's 70 or higher -- is to
     complete his collection by donating 5 Flawless Pearls. These can be found all
     over Cyrodiil and the Isles, in treasure chests and other containers, and
     Bolliwogs have a chance of dropping them, too. Those who are just a few short
     may want to get the pearls on Bliss' rooftops (there's on in the Common
     Treasure store's gutter, for instance -- use the upper NE rock formation as
     a starting point). 
     In any case, return to Earil to get the reward, up to 450g. If the player
     killed the poor sap, and delivered [Brithaur's Heart] as proof, Earil gives
     up to 600g instead.
     Client: Count Regulus Terentius
     Locatn: Bruma
     Prereq: ---
     Mssbl?: No [Count is unkillable; Nilawen can die though (unfinishable)]]
     Reward: Player-owned house in Bravil
     Supposing Count Regulus Terentius likes the player enough, he'll sell a
     "modest shack overlooking the canal" for 4000g. [Temper his disposition if
     he doesn't offer to sell.] Nilawen at "The Fair Deal" in town will provide
     the furnishings, and one gets the [My Bravil House Key] for opening the door,
     • House Dining Area
     • House Kitchen Area
     • House Racks Assortment
     • House Reading Area
     • House Storage Area
     • House Wall Hangings
     Upgrades' base price is 650g. Those looking for long-term storage should
     get the storage (obviously) and/or kitchen upgrades, as they're the only
     ones that add containers. The storage upgrade places a "hidden" chest in the
     closet, too, so don't forget!
     Those wondering why the trespassing icon is on the front door shouldn't be
     alarmed -- it doesn't affect anything.
     Client: Countess Narina Carvain
     Locatn: Bruma
     Prereq: ---
     Mssbl?: No [Countess is unkillable]
     Reward: Player-owned house in Bruma
     If her disposition's high enough, Narina will offer a quaint little house to
     the player for 10,000g. Purchasing the house adds the [My Bruma House Key].
     However, unlike Benirus Manor, this house truly is barren -- Suurootan over
     at Novaroma will provide furnishings, though, if he's still alive. All the
     upgrades have a base cost of 1100g
     • House Bedroom Area
     • House Dining Area
     • House Kitchen Area
     • House Lower Storage Area
     • House Lower Wall Hangings
     • House Study Area
     • House Upper Sitting Area
     • House Upper Storage Area
     • House Upper Wall Hangings
     Note that most of these are just frilly and do nothing important. If one has
     to narrow down the choices, the Bedroom and Storage Area upgrades are the
     best, as they add containers for long-term storage. The quest only completes
     when everything's bought, however.
     Client: Countess Andel Indarys
     Locatn: Cheydinhal
     Prereq: ---
     Mssbl?: No [Count is unkillable]
     Reward: Player-owned house in Cheydinhal
     Like most real estate opportunities, one can only buy the house (15,000g) if
     the local ruler likes the player enough. In this case, the investment is a
     "typical Cheydinhal" home, a two-story place virtually identical to others
     in town (and some outside of it, like Lord Drad and Lord Rugdumph's estates).
     In any case, Borba gra-Uzgash of "Borba's Goods and Stores" sells upgrades
     at 1500g base cost.
     • House Bedroom Area*
     • House Dining Area
     • House Dressing Area*
     • House Kitchen Area*
     • House Lower Wall Hangings
     • House Sitting Area
     • House Storage Area*
     • House Study Area*
     • House Upper Hall Area
     • House Upper Wall Hangings
     An asterisk (*) denotes an upgrade pertaining to long-term storage.
     Client: Countess Arriana Valga
     Locatn: Chorrol
     Prereq: ---
     Mssbl?: No [Countess is unkillable]
     Reward: Player-owned house in Chorrol
     Once the countess' disposition is high enough, she'll sell Arborwatch, a
     "gorgeous" 2-story, 3-room home on the main plaza, for 20000g. Once done, the
     player obtains a [My Chorrol House Key] and is directed to Seed-Neeus (of
     Northern Goods and Trade) for upgrades. They have a base cost of 1800g/per,
     except the middle/upper wall hangings (1500g) and the Suite Area (2000g).
     • House Bedroom Area*
     • House Dining Area
     • House Dining Upgrade
     • House Kitchen Area*
     • House Lower Wall Hangings
     • House Middle Wall Hangings
     • House Servants Quarters*
     • House Sitting Area*
     • House Study Area*
     • House Suite Area*
     • House Upper Wall Hangings
     An asterisk (*) denotes upgrades pertaining to long-term storage. Other than
     that, note that there's no servant available to hire like Rosethorn Hall (or
     Battlehorn Castle) so its purchase should be of low priority.
     Client: Count Marius Caro
     Locatn: Leyawiin
     Prereq: ---
     Mssbl?: No [Count is unkillable]
     Reward: Player-owned house in Leyawiin
     If the count likes the player enough, he'll sell a "quaint" 1-room house by
     the Three Sisters' Inn, all for just 7000g! Of course, purchasing the place
     earns a [My Leyawiin House Key] and directions to the nearest supplier, in
     this case Gundalas at "Best Goods and Guarantees". All upgrades have a modest
     base price of 1000g.
     • House Bedroom Area*
     • House Dining Area
     • House Kitchen Area*
     • House Reading Area
     • House Storage Area*
     • House Study Area*
     • House Wall Hangings
     An asterisk (*) denotes upgrades pertaining to long-term storage.
     Client: Shum gro-Yarug
     Locatn: Skingrad
     Prereq: ---
     Mssbl?: Yes [Shum dies before selling]
     Reward: Own house
     Rosethorn Hall is bought from Count Hassildor's butler, Shum, but only if his
     disposition is 70 or higher. [Can't find him? Talk to another castle employee
     about the house to get his position marked on the map.] The player should be
     prepared to pay a whopping 25,000g for the sucker, which is not only the most
     lavish and expensive house, but has the most amount of upgrades (15) as well,
     all of which must be bought to finish the quest. [Upgrades have a base cost of
     1600 and are purchased from Gunder at Colovian Traders.]
     • House Balcony Area     • House Display Case Upgrade  • House Sitting Area
     • House Balcony Upgrade  • House Upper Sitting Area    • House Study Area
     • House Bedroom Area     • House Lower Wall Hangings   • House Upper Hall Area
     • House Den Area         • House Servants Quarters     • House Kitchen Area
     • House Dining Area      • House Upper Wall Hangings   • House Storage Area
     Once the servants quarters are purchased, speak to Eyja, a Nord woman who
     often hangs out at Colovian Traders. For just 150g and a roof over her head,
     she can be employed as the servant! She'll be able to offer endless supplies
     of Rosethorn Mead and Shepard's Pie, the latter a useful alchemy ingredient,
     once a kitchen's been purchased, too.
     Client: ---
     Locatn: Imperial City [Market District]
     Prereq: ---
     Mssbl?: Yes [Vinicia Melissaeia slain; Sergius Verus slain (can't finish)]
     Reward: Own house, My Imperial House Key
     The house in question is a one-room shack in the Waterfront District slums.
     It's the cheapest house available for purchase, although only 2nd-cheapest
     total (Benirus Manor in "Where Spirits Have Lease" has free upgrades). Still,
     its proximity to the Thieves Guild makes it a great place throughout the
     It can be purchased from Vinicia Melissaeia (2000g) and its five upgrades
     from Sergius Verus at "Three Brothers Trading Goods" down the street. Since
     the house only comes with a table and bed, and no amenities, it's best to
     get some storage containers in the place ASAP. In fact, that storage upgrade
     is really the only one worth purchasing...but y'gotta get 'em all to finish
     the quest. Base cost of all upgrades is 400g.
     • House Dining Area
     • House Kitchen Area
     • House Sitting Area
     • House Storage Area
     • House Wall Hangings
     Client: Countess Arriana Valga
     Locatn: Castle Chorrol
     Prereq: ---
     Mssbl?: No [Countess is unkillable]
     Reward: See below
     Speaking to the countess will allow the player to assist her "investigation,"
     which she reveals (if her disposition's tweaked) is about a stolen painting of
     her late hubby. Taking up the task officially adds the quest and the [Chorrol
     Castle Private Area] key is obtained, allowing one to freely explore the
     normally off-limits areas without repercussion.
     Step one of the investigation is questioning the castle's main players, all
     of which are mandatory to the proceedings. Luckily a quest marker is placed
     on all of 'em. They are:
     • Bittneld the Curse-Bringer -> Says Chanel spends time in the West Tower
     • Chanel ---------------------> Studied star charts before going to sleep
     • Laythe Wavrick -------------> Thinks Orgnolf is suspicious
     • Orgnolf Hairy-Legs ---------> Spent most of night yelling at delivery boy
     • Orok gro-Ghoth -------------> Says Chanel and Orgnolf visit the West Tower
     When everyone's questioned, it's time to gather evidenciary support. There's
     three distinct clues to find:
     • The 'paint-stained carpet' in the dining room
     • A painting in the West Tower's "hidden" trapdoor area
     • Painting supplies in Chanel's lectern
     With all clues found, it's abundantly clear Chanel is the culprit. Heck, her
     story doesn't even hold up (studying stars on a rainy night) when compared to
     the others. In any case, to report back to Valga, one MUST accuse Chanel at
     some point, obtaining the [Rolled Up Portrait] that's sought after. However,
     how smoothly the investigation went will affect the reward.
     REWARD: Accusing Chanel earns a gold reward (up to 700g) and eight gemstones
     of various quality; the court mage is forever banished from Chorrol and will
     disappear from the game. Accusing Orgnolf at any point lessens the reward to
     just cash (up to 300g), and lying to Valga about no one being the thief earns
     even less (up to 150g). However, by not ratting out Chanel, one can return
     in three weeks time to obtain a [Reward Painting], which officially ends the
     Client: Ursanne Loche
     Locatn: Bravil
     Prereq: ---
     Mssbl?: Yes [Kurdan slain unprovoked, Ursanne killed (can't finish quest)]
     Reward: Biography of the Wolf Queen, +1 Fame (+1 Infamy if Aleron dies early)
     Upon walking the streets of Bravil, one may have heard a rumor about Aleron
     Loche going missing. Visiting his widow (at his house) officially adds the
     quest. It all started when Aleron became a gambling addict and ended up
     owing money to a usurer, Kurdan gro-Dragol, who just happens to be staying at
     the Lonely Suitor Lodge in town.
     Visit the orc to learn he knows where Aleron is, but first requires a favor:
     locate his family's heirloom axe at Fort Grief Island's keep. He goes on to
     say he's got a boat waiting at the in-town docks for when the player's ready
     to help him. The trip to the island is automatic, and once the gate to the
     fort's opened, one can find Aleron Loche in the keep as well. Unfortunately,
     it's revealed the heirloom story is a sham used to get people out to the keep
     for a manhunt in the most literal sense ("The Most Dangerous Game," anyone?)
     NOTE: In a 'very hard' chest atop the fort's interior, there's two bottles of
           [Shadowbanish Wine] to obtain. Collecting these rarities will be useful
           in the "A Venerable Vintage" quest, which starts upon obtaining them if
           hasn't already.
     Since Aleron's no fighter, the player will have to handle that end. Descend
     into "The Hunter's Run" and slay the participants, each of whom have a key
     to collect -- having these keys open up the exit door into the next area,
     and so on. The final enemy, an orc, drops the [Fort Grief Key] needed to
     escape the area. Unfortunately, that key is also a sham and technically opens
     nothing in the fort.
     Return to Aleron's position to find him automatically slain by the malicious
     usurer, who then turns his axe on the player. He has a Khajiit assistant,
     Ra'jhera the Keeneye, on the upper level but it's quite possible that one
     forgets he's even there! Defeat Kurdan in battle and claim his [Fort Grief
     Real Key] -- as well as some enchanted equipment -- as a reward. The key opens
     the locked gate just inside The Hunter's Run, which then opens the exterior
     gate to the boat. Activate it and return to Ursanne to finish.
     REWARD: Ursanne's book increases Speechcraft by a point.
     Client: Alberic Litte
     Locatn: Chorrol [Mages Guild]
     Prereq: Lv70 Conjuration
     Mssbl?: Yes [Olyn Seran is killed]
     Reward: Master Conjuration Training available
     Once the player's reached the requisite skill in Conjuration, speak with
     Alberic Litte in Chorrol's Mages Guild to learn that Olyn Seran, a Daedra
     worshipper in the Great Forest, can teach master level training. The quest
     marker leads to Molag Bal's Shrine where Olyn is 24 hours a day. To get his
     training, he has a simple request: summon a Faded Wraith in front of him.
     This is easiest done by getting the spell from Athragar in Chorrol's Guild;
     alternately, Gaspar of the Arcane University sells it, but he can't be
     accessed without first doing all the guild recommendation quests.
     Summon the wraith in Olyn's proximity and talk to him to enable the training.
     Client: Llevana Nedaren (or any townsperson, really)
     Locatn: Cheydinhal
     Prereq: ---
     Mssbl?: Yes [Llevana slain]
     Reward: Level-dependant Gold, +1 Fame (+1 Infamy if player slays Ulrich)
     To start this quest, ask people about rumors until one mentions the town's
     exorbitant fines, which opens up a dialogue option about the subject. Just
     about anyone (besides guards) will direct the player to Llevana; talking to
     her personally'll work, too. Seems ever since Ulrich Leland took over as the
     Watch captain, there's been exorbitant fines doled out for every infraction.
     She'll direct the player to Garrus Darelliun, the Watch second-in-command,
     who's not happy with his superior's actions either.
     Raise his disposition (60+) and he'll reveal his discontent, saying he wants
     to bring Ulrich to task but lacks a good witness to corroborate. Aldos Othran,
     the newly-anointed town drunk, is his ideal helper. He also warns not to
     inform Ulrich about the goings-on or he'll surely retaliate (although this
     isn't necessarily true; Leland's dialogue is still wholly dismissive). Aldos
     can be found living like a beggar, stream-side along the southern wall. Once
     spoken to, he'll walk to his repossessed house and bait a guard into killing
     Inform Llevana of his untimely death and she'll be angry enough to act. She
     asks the player to inform Ulrich that she's obtained incriminating evidence
     against him. Speaking to Garrus, as the quest update suggests, has him devise
     a plan to obtain actual evidence. The player has to choose which route to
     • SIDE WITH LLEVANA: Ulrich can be told to follow to Llevana's house and he'll
       agree to, just 'cause he's that unscrupulous. Watch the scene that plays out
       for a rather gruesome death scene. Report back to Garrus and he'll want to
       meet the player at the Cheydinhal Bridge Inn after two hours pass -- there
       one can get the reward, up to 575g. However, Llevana is incarcerated in this
     • SIDE WITH GARRUS: With [Ulrich Leland's Key] obtained, Garrus wants the
       player to sneak into the barracks and find evidence in the Captain's room.
       However, if one's caught he won't be able to help. Once inside, find and
       take the [Suspicious Letter] on his bureau, then deliver it back to Garrus.
       He'll say to meet him at the Cheydinhal Bridge Inn in two hours time, at
       which time he'll end the quest and give remuneration, up to 650g. Ulrich's
       new residence will be the dungeon, in case one wanted to visit him.
     • KILL ULRICH ONESELF: Ulrich is usually unkillable but at the late stage of
       this quest, he won't be any longer. He'll appear as a quest marker around
       town and can be picked off at the player's leisure, although being a guard,
       he'll still give a bounty if detected. Laughably, townsfolk and guards may
       join in the fray and help take him down. Taking this route earns no reward
       from Garrus or the count, however.
     Those who do the main missions before this sidequest will know Ulrich Leland
     is unkillable and can be recruited in the "Allies for Bruma" quest, making a
     good comrade for a change. However, if he's imprisoned, some generic wannabe
     comes in his place. Thus, it's not a bad idea to hold of on this quest until
     then...if one even cares, that is. :p
     Client: Vicente Valtieri
     Locatn: Dark Brotherhood Sanctuary [Cheydinhal]
     Prereq: Dark Brotherhood questline up to "The Assassinated Man"
     Mssbl?: Yes [must be completed before finishing "The Purification"]
     Reward: Porphyric Hemophilia (Vampirism)
     Vicente admits he's a vampire on the first meeting and, after gaining his
     trust as a loyal subordinate, he offers his "dark gift" as a present. If
     accepted, sleep anywhere in the sanctuary to wake up with the disease. Note
     that the disease has a 3-day gestation period, after which sleeping again
     results in full-blown vampirism. 
     Note that it's still possible to cure the disease before it's taken root, but
     Vicente only offers it once. Thus, the quest remains permanently incomplete
     until "The Purification" concludes. Vicente, if questioned after obtaining
     the vampirism, directs the player to Raminus Polus (Arcane University) for a
     possible cure. This is part of the sidequest "Vampire Cure".
     Client: Marc Gulitte or Delphine Jend
     Locatn: Anvil Mages Guild (Marc), Bravil Mages Guild (Delphine)
     Prereq: Lv70 in Destruction
     Mssbl?: Yes [Bralsa dies]
     Reward: Master-level Destruction Training available
     When one has a high enough level in Destruction, Marc or Delphine can tell
     the player about Bralsa Andaren, the Master trainer. Only Jend will actually
     give her location, but it's marked on the map for both -- north of Skingrad,
     at a campsite in the Imperial Reserve. Supposing she didn't die somewhere in
     the wilderness, she'll agree to train the player for 20 Bear Pelts, proof that
     one has torn Kynareth's creations asunder.
     Although it's implied one should be doing the asunder-ing, the pelts can be
     gotten from anywhere, really. Example: Three Brothers Trade Goods in the I.C.
     Market District. Tertullian Veras often has a lot more available than the 5
     the inventory displays. Those wanting to actually slay the bears should visit
     the northern mountains and the Great Forest region (west of Imperial City).
     Just remember each pelt weighs 8; that's 160 units just to carry that stuff
     around! Feather spells will help.
     When twenty are given, she'll allow the training, finishing the quest. Just
     note it can be very hard to find her during the day, even with Detect Life
     spells, and often it's best to wait by her bedroll until she returns.
     Client: Ranarr-Jo or Kishashi
     Locatn: Shivering Isles [Fellmoor]
     Prereq: ---
     Reward: Ring of Mind Shielding
     Visit the lonely farm village of Fellmoor (southern part of Isles, along the
     Pinnacle Road) to find it's filled with water root pods. Speak with Kishashi
     to learn she thinks Ranarr-Jo may have use for the player, but says he can't
     trust one if she doesn't first. After the conversation ends, collect five
     [Water Root Pod Pits]s from plants nearby and give 'em to her in return for
     an [Old Spoon], a symbol of importance to Ranarr. Alternately, simply charm
     or bribe her to get the disposition boost needed for the spoon. [The quest
     is added if one talks to Ranarr first, but requires doing the above in order
     to continue.]
     Either way, with her OK, speak to Ranarr to learn Cindanwe, another village
     resident, forces the Khajiiti to work as her slaves. She writes everything in
     a notebook and, according to Ranarr, can read their minds. Ranarr describes
     how to deal with the situation, leading to two options:
     • KILL CINDANWE: The obvious solution, as even Ranarr points out. This won't
       be too hard as she walks around the village during the day, and her health
       ain't that high.
     • WRECK HER HOUSE: As someone who needs meticulous organization, Cindanwe
       can be pushed to the brink if one sneaks into her house and destroys its
       immaculate order. This means throwing stuff around, knocking it off shelves,
       that sort of thing. There'll be a quest update when enough chaos is done;
       leave quickly as it cues Cindanwe returning home! After she finds out, 
       she'll lock herself in the house, greatly pleasing Ranarr-Jo.
     As for collecting [Cindanwe's Notebook], it can be snatched off her corpse,
     pickpocketed, or with a high enough disposition, "borrowed" through dialogue.
     Return to Ranarr-Jo to obtain the reward.
     REWARD: The Khajiit's ring resists magic and reflects spells, up to 12 pts
             and percent, respectively. Trading in the notebook gives a random
             skill book, too, so make sure to save before handing it over, just in
             case one's already read it or wants a particular bonus.
     Client: Amiable Fanriene
     Locatn: Shivering Isles [Bliss]
     Prereq: ---
     Mssbl?: No [Essential before/during quest]
     Reward: Burst of Might [scroll]
     While walking Bliss' streets, one may find Fanriene slowly stealth-walking
     along like a lunatic. When asked, he admits he's afraid walls will fall on
     him, and that's the source of his horrible insomnia. Speaking with him at
     length adds the quest properly, tasking the player with finding an outdoor
     bed for him to use.
     The only people who sleep outside are beggars, so ask them (Fimmion, Bhisha)
     to learn another beggar (Uungor) is talking about leaving anyway -- he sleeps
     in the upper northwest corner of the district. Killing him is an option, but
     it's possible to get him to switch beds with Fanriene, which works in a nice
     nonviolent capacity. This can be done by normal disposition boosts or by
     trading a sweetroll to Fimmion for the Uungor's [Glass Grapes], which can be
     returned to him for an easy disposition boost. Return to the client to get
     REWARD: The "Burst of Might" scroll does the following: Fortify Streangth 100
             pts for 5s, Fortify Endurance 100pts for 5s, Shield 100% for 5s. Not
             too shabby...if y'find the right time to use it.
     Client: Hirrus Clutumnus
     Locatn: Shivering Isles [Crucible]
     Prereq: ---
     Mssbl?: Yes [Hirrus slain without hearing his request]
     Reward: Ring of Happiness
     Speak with Hirrus initially and he'll have a proposition, but only speaks of
     it after dark, near the sewer grate SE of Crucible's Sheogorath statue. If
     that seems nebulous, just wait until around 10PM and follow his quest arrow
     near the front gate. Apparently, Hirrus doesn't want to go on living, but
     also doesn't want to end up on the Hill of Suicides; thus, he requires the
     player to slay him while he's unaware.
     Hirrus continues his daily schedule after the meeting, and the player's to
     choose the best time to strike. Undoubtedly the easiest time is during the
     mid-morning to afternoon, when Hirrus stands on the edge of a stairway that
     overlooks Crucible. [This is near the palace entrance.] Speaking to him at
     this time gives an option to push him off; likewise, if one is invisible, it's
     possible to push him off manually, too.
     Once he's granted peace, take the house key off his body and search for that
     jewelry box he spoke of -- it contains the only reward. And really, it's no
     surprised he killed himself with that horrible interior decoration. Shackles?
     C'mon, man... [If one killed Hirrus without hearing him out, it's not possible
     to pick his jewelry box' lock.]
     REWARD: The [Ring of Happiness], at best, gives the following enchantments:
             Feather 25pts, Light 5pts, Water Walking, Fortify Personality 4pts. 
    [GFS1] - GO FISH
     Client: Aelwin Merowald
     Locatn: Weye [west of Imperial City's Chestnut Handy Stables, across bridge]
     Prereq: ---
     Mssbl?: Yes [Aelwin is killed]
     Reward: Jewel of the Rumare
     Aelwin is an old fisherman who, after being propositioned by an alchemist for
     some slaughterfish scales, couldn't pass up the chance to bulk up his
     retirement fund. Unfortunately, a fish nearly ripped his leg off, leaving him
     out of the game. If Aelwin's disposition is high enough, he'll mention this
     to the player, which can be accepted on his behalf. [He won't even have a
     conversation if his disposition's low enough, such as by laughing in his face;
     use a charm spell to boost it.]
     By making this the active quest, the quest marker will individually select an
     enemy (there are 12) in Lake Rumare. Killing one drops a unique [Rumare
     Slaughterfish] scale, found only in this particular lake during this quest.
     It's advised to save after every successful fish is slain to minimize the
     chance of anything going wrong. Having a method of water breathing assists,
     also, although the best method of fighting them is to stay on the surface and
     swing one's weapon at them while backpedalling. This forces them to stay in
     front of the player and, since they have to stop to attack, typically ruins
     their chances at damage. Keep the quest marker in front and one doesn't have
     to see them underwater! When all are collected, return them to Aelwin for the
     REWARD: The [Jewel of the Rumare] is a ring that fortifies Athletics by 4pts
             and provides water breathing, too.
     Client: ---
     Locatn: Shivering Isles [Vitharn]
     Prereq: ---
     Mssbl?: No
     Reward: Count Cirion's Helmet
     NOTE: The game seems to be prone to freezing up in this quest/area, so make
           sure to save periodically and have a backup just in case.
     Vitharn is a ruined town on the southern peninsula (Madgod's Boot), in the
     Shallow Grave area. Once there, one will find ghosts of heretics and Vitharn
     soldiers fighting it out -- witnessing the spectacle should give the quest
     officially. There is a large and obvious entrance to the Vitharn Bailey but
     a supernatural force holds it shut; instead, search the gigantic tree SE of
     there to find an entrance at its base.
     Inside, navigate the Sump and Reservoir sections to locate the Keep. Here,
     find Count Cirion's spectre, say one "meant no offense" and be tasked with
     helping correct the mistakes of ages past. There are four soldiers who failed
     to protect the gate lever, and they must be helped to lift Sheogorath's
     curse. [Also, none of the ghosts in Vitharn can harm the player so there's no
     need to fight back.]
     In the bailey, the ghosts' failed defense plays out in perpetuity. The main
     ghosts who contribute to the failure all have names and are easy to find.
     • Hloval Dreth has a problem: as a mage with stunted magicka, he's unable to
       fight well in the siege. There's two ways to help the guy. In the chapel
       area, press the button by the prayer mats to open a hidden room containing
       the [Dagger of Depletion]. Alternately, in the mausoleum, there is a
       ghostly [Welkynd Stone] wedged near the roof by the progenitors' coffins.
       Either one of these can be given to Hloval, although in the dagger's case,
       he'll use it on the player to completely drain one's magicka. Yeah, you're
       welcome, y'shmuck!
     • Desideratus is a soldier who left the fight to find his "betrothed," his
       doll, and thus failed to help defend the keep. Searching the sleeping
       quarters should reveal [Desideratus' Doll] on a shelf. However, giving the
       item back to the guy makes him return it to the original position, and it
       doesn't help whatsoever. Instead, burn the doll in one of the braziers
       sitting around to force Desi to fight.
     • Althel is a number-obsessed archer tasked who guards the main gate's lever.
       However, since the armory chief Bat gro-Orkul horded the weapons, she will
       always die soon into the siege. To combat this, sneak into the armory and
       take the 30-pack of [Althel's Arrows] -- either pick the back door or use
       the [Vitharn Armory Key] on a table in the chapel's corridor. Bat will
       teleport the player out of the armory if witnessed, so sneak to obtain the
     Once all three soldiers are helped, watch a "fresh" battle to find nothing's
     changed...which makes sense since the count said there was a 4th mistake
     maker. Speak with Cirion to find out he is the last person, but due to the
     curse, he will always repeat his cowardice and not appear in battle. He then
     gives the player [Count Cirion's Helmet] -- which is automatically worn --
     so one might replace him in battle. 
     NOTE: Like some other forcefully equipped items, the helmet can cause the
           "constant effect" glitch. Basically, if one has an enchanted helmet
           on when speaking to Cirion, its effects become permanently attached!
           This is good for some players but can be annoying if the effects aren't
           wanted, like Night-Eye for instance.
     While it's equipped, one is treated as a Vitharn Ghost and can be damaged as
     such. Return to the battle and slay the Devoted Fanatic that appears to
     finally end the curse.
     Note that finishing the quest removes all ghostly items and prevents one from
     getting into the mausoleum again...shouldn't be that important.
     REWARD: The helmet fortifies Heavy Armor and Block up to 10pts, not to
             mention has a facemask and "antennae" that makes its badassery
             factor skyrocket. Like a little Vitharn shogun! Aww... <3
     Client: Barthel Gernand
     Locatn: Crestbridge Camp [Nibenay Basin, by northern two of the main bridges]
     Prereq: ---
     Mssbl?: No [Barthel is unkillable until quest ends]
     Reward: Money from refilling 'reward chest'
     The quest officially starts when the dispersed denizens of Cropsford are
     found at a campsite, distressed and despairing. As Barthel says, goblins are
     warring around the settlement they're trying to build, screwing everyhing up
     after they emigrated to Cyrodiil. After accepting to help, he refers one to
     Mirisa to learn the goblins' locations: Timberscar Cave and Cracked Wood Cave.
     [She'll mark them on the map if asked.] 
     There is two ways to stop the war: (1) steal the Tribal Head back from the
     Rock Biters in Timberscar Cave (2) kill the Bloody Hand's Shaman who leads the
     war from Cracked Wood Cave. The first choice is the past of least resistance
     and a bit better for stealth-oriented characters; the second is merely cutting
     a bloody swath through all oncomers and ending the war by force.
     For the first approach, visit Timberscar Cave and immediately break for the
     nearest quest arrow, which denotes the [Goblin Totem Staff]'s location. It's
     likely to be picked up by the cave's war chief though, making the only way to
     get it from his corpse. Luckily there are rival goblins in the cave, so that
     confusion can be used to one's advantage. The staff itself does 20pts Shock
     Damage (3000 charge, 111 uses) and due to its low upkeep, great for foundling
     mage characters.
     Once the staff is in the player's possession, the tide of the war can really
     change. Return to Mirisa to learn having the staff oneself effectively ends
     the intergoblin war. [However, returning it to the rightful owners at Cracked
     Wood Cave, by dropping the staff near its entrance, is fine too.] Tell Barthel
     about the good news and he'll say to come back in a couple weeks for a reward,
     once the settlement's on its feet.
     REWARD: Visit the Bincals' house to find a 'reward chest' containing leveled
             gold for the player. This chest refills every week, so being a good
             Samaritan is really the gift that keeps on giving... ;)
     Client: Ra'qanar
     Locatn: Castle Cheydinhal
     Prereq: Lv70 in Hand to Hand
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Hand to Hand training available
     An earned referral leads the player to Helvius Cecia, a thief living alone in
     Bruma. His challenge will be to deal wail on him for a bit and see how much
     damage can be inflicted -- too little and one's not worth bothering with! The
     goal is to do bare-handed damage but it's possible to "cheat" with spells
     as well. Just know that Helvius is a member of the Thieves Guild, and it's
     possible to be expelled by not playing by the rules (particularly where magic
     usage is concerned) or hitting him after he's ready to give his blessing, the
     latter being quite easy to do.
     Client: Valus Odiil
     Locatn: Chorrol/Odiil Farm
     Prereq: Lv70 in Heavy Armor
     Mssbl?: Yes [Pranal slain]
     Reward: Master Heavy Armor training available
     Once the requisite level's reached, find Valus and he'll direct the player to
     Pranal, his old teacher, who's living at the Roxey Inn (NE of Imperial City
     on Red Ring Road) since he moved back to the country. Find the Redguard and
     he'll say his only interest of late is Malene, a Nord woman managing the inn.
     Although he knows his feelings will never be returned, he wants to get her a
     gift anyway: a Silver Pitcher and 4 silver glasses. He gives 50g to cover the
     costs, although they can be obtained from anywhere. "General store" types
     usually carry a couple, but not the full set; however, Norbert Lelles (of
     Lelles' Quality Merchandise at Anvil's docks) does, and makes the scavenger
     hunt easier.
     Once collected, talk to Pranal and deliver the gift. Finding the Redguard a
     final time will open up his training.
     Client: Eyja
     Locatn: Skingrad
     Prereq: Purchased Rosethorn Hall
     Mssbl?: Yes [Eyja slain]
     Reward: Servant for Rosethorn Hall
     After purchasing the game's "mansion" in Skingrad (25000g) and its subsequent
     servants quarters upgrade, locate Eyja, a Nord woman who often hangs out at
     Colovian Traders. She agree to be the housekeeper/servant for 150g, which
     causes her to move in, as well as making this quest officially start and end
     in the same breath. One reason to get her is she'll have an endless supply of
     [Shepard's Pie] to give out, provided the kitchen upgrade was purchased, too. 
     Client: Kud-Ei or Carahil
     Locatn: Bravil and Anvil Mages Guild, respectively
     Prereq: Lv70 in Illusion
     Mssbl?: Yes [Trainer slain or all asked-for items depleted]
     Reward: Master Illusion training available
     Speak with either aformentioned chapter head to be referred to Martina Floria
     of the Arcane University, who gets glowing reviews from her peers. She should
     always be on the college grounds somewhere, so her safety's assured and she's
     easy to locate. Her price is ten [Welkynd Stone]s, easily obtainable from any
     Ayleid ruin. Those unfamiliar with the item can identify 'em as glowing,
     blue-green stones often found on pedestals. These items don't respawn, though,
     so there's always the slim chance that all the world's stones are depleted,
     stalling the quest indefinitely. But when does that ever happen? Exactly.
     Client: Ruslan or Luronk gro-Glurzog
     Locatn: Imperial City [Temple District]
     Prereq: ---
     Mssbl?: Yes [Audens dies (no way to start), witness dies (no way to finish)]
     Reward: ---
     Find Ruslan or Luronk gro-Glurzog -- both live in the Temple District -- to
     learn they've been shaken down by an Imperial Watchman and are flat broke.
     [This gives the quest officially.] The quest marker suggests visiting Jensine
     of "Jensine's 'Good as New' Merchandise" in the Market District, who'll clam
     up tight on the watchman's name...unless her disposition is 70 or higher.
     She'll then finger Audens Avidius as the corrupt copper. [Don't try to tell
     Audens a case is being built against him, though, or he'll put a 1K bounty
     on the player for no reason!]
     The only way to arrest a watch captain is to get another captain to do so,
     apparently. Speak with any normal watchman to be sent to (1) Heironymus Lex,
     if the Thieves Guild questline is still active (2) Servatius Quintilius, if
     said questline is complete. Note that both captains will defer the player to
     Itius Hayn, due to a "fox"hunt and avoiding career suicide, respectively.
     In any case, Itius Hayn's position'll be marked on the map. With high enough
     disposition (70+) he'll say two witnesses are needed to corroborate the very
     serious charges. Jensine won't help under any circumstances, but Ruslan and
     Luronk will if their dispositions are high enough. [Their locations are noted
     on the map for easier location.]
     Once they've agreed to stop shakin' in their boots, the quest marker returns
     to Idius' position, although he'll have nothing new to say. The witnesses'll
     come forward the following morning; the player's presence isn't required for
     anything, though, including the arrest. Still, it's worth being at the scene
     for Audens' pitiful vow to exact revenge on the weasel who ratted on him.
     [I saw the scene in front of Jensine's store a little after 10AM; dunno if
     that's how it's normally staged.]
     The quest officially ends when Audens is hauled off to the slammer, but that
     isn't the end, technically. He'll eventually do his time -- which is really
     more like a week or two instead of years -- and track down the player, no
     matter where s/he is. He'll then have to be slain in self-defense. Sadly,
     serving a sentence seems to have boiled his brain, as he attacks as a normal
     citizen with a dagger, rather than a decked-out Imperial Watch captain and
     all the equipment it entrails. Basically, he can be put down like the mad dog
     he is, finally ending his corrupt purse-squeezing. And really, that's its
     own reward.
     Client: High Chancellor Ocato
     Locatn: Imperial City [Temple District]
     Prereq: Light the Dragonfires
     Mssbl?: No [Ocato is unkillable]
     Reward: Imperial Dragon Armor
     After finishing the main quest, this quest can start by talking with Ocato
     about being a Champion of Cyrodiil. He will order some armor made for the
     player, normally worn by the Emperor himself, as a symbol of gratitude. This
     will take two weeks in-game; until that time, this quest pretty much lies
     dormant, with no quest markers or anything.
     Two weeks pass and a quest update says to pick up the armor from the Imperial
     Prison's armory -- it'll be on a table on one side. Whether it's heavy or
     light armor depends on the character's proficiency with each (highest wins).
     There's five pieces to the set: Imperial Dragon Helmet, Cuirass, Gauntlets,
     Greaves, Boots...but no shield. They're actually inferior to high-tier stuff
     like Daedric equips, but they're not too shabby.
     Client: Thieves Guild
     Locatn: Cyrodiil
     Prereq: May the Best Thief Win [Thieves Guild]
     Mssbl?: No [Mandatory Thieves Guild Quest]
     Reward: Access to guild missions
     After joining the guild, this quest is automatically added. Its purpose is to
     document the player's amount of fenced loot, since various amounts are needed
     to unlock guild missions. The requisite amounts increase 100g for each task,
     starting with "Untaxing the Poor" (100g) and ending with "The Ultimate Heist"
     (1000g). Note that the amounts are not cumulative -- selling a single 1000g
     item would remove any further need to fence for the quest.
     This quest automatically completes when the questline concludes.
     Client: Count Marcus Caro
     Locatn: Castle Leyawiin
     Prereq: Mazoga the Orc
     Mssbl?: Yes [Mazoga dies before quest is accessible]
     Reward: promotion to Knight-Errant, White Stallion Lodge Key, Leyawiin Shield
     Upon completing his first quest, the count delivers on his promise to make
     the rag-tag duo, Mazoga and the player, knights-errant if they'll eliminate
     Black Brugo. [Talk with Marcus to officially start quest.] The orc will have
     had dealings with Brugo in the past, and knows he visits Telepe between 12PM
     and 6AM. However, this happens only on Middas, not everyday as she initially
     says. The player can decide when to go after Brugo, and thus controls when
     Mazoga follows or waits -- the latter can be used to protect her from harm,
     if need be.
     Telepe is just a bit northwest of the city's Five Riders Stables. The exterior
     grounds are typically deserted, but the interior has some Black Bow Bandits
     to slay, as well as the coffer containing Brugo's share of the loot (whose
     note confirms he only comes to Telepe on Middas). Whether one wants to wait
     in- or outside doesn't really matter, as Brugo, when he does appear, shows up
     with only two helpers (Roxy Aric, Alonzo). Unlike his gang's namesake, he does
     not rely strictly on archery skills and often attacks with enchanted weapons.
     NOTE: Sometimes, due to the Wait feature, it may be possible to find Brugo
           inside but his helpers nowhere. This doesn't matter quest-wise, but it
           makes the fight less interesting.
     After slaying Brugo, loot his stuff -- and any Black Bows around -- and go
     back to Marcus to finish the quest. If you're wearing the Nocturnal's cowl
     from the Thieves Guild missions, be sure to unequip it in town, as yielding
     only helps oneself; Mazoga still fights guards.
     REWARD: Being promoted to Knight-Errant lets one use the Knights of the White
             Stallion Lodge outside of town as a free house, which does include
             long-term item storage and the [White Stallion Lodge Key]. And what's
             more, the player gets a spiffy, albeit crappy, [Leyawiin Shield] and
             any Black Bows brought to the count are bought for 100g/per.
     If one wants to use the Black Bow turn-in prize as a way to get extra cash,
     Black Bow Bandits also can be found in at Undertow Cavern (north of Leyawiin)
     and Rockmilk Cave (further north of Leyawiin, by Water's Edge settlement).
     Mazoga will ask the player to accompany her on these informal bow-gleaning
     Client: Guilbert Jemane
     Locatn: Chorrol
     Prereq: Separated at Birth
     Mssbl?: No [the two men are unkillable]
     Reward: Level-dependant Gold [up to 450g]
     After reuniting the Jemane brothers, Guilbert asks the player to hear them
     out regarding their generational home, Weatherleah. When it was attacked by
     ogres in their childhood, the family fled, leading each side to believe the
     other had perished. Now that they know it's not the case, they need someone
     to reclaim it. [Quest starts once accepted.]
     The exact location isn't known to Guilbert, only that it's south of Chorrol
     and north of Fort Carmala -- pretty vague. Talking with some people in town,
     such as the guards, directs the player to Sabine Laul of the Fighters Guild,
     who's explored Chorrol's back country quite a bit. Once found, she'll mark
     its exact location on the map.
     Weatherleah is right by the "l" in the "Imperial Reserve," so basically south
     of Chorrol, as said. If it was visited earlier it just seemed abandoned; now
     three or so cavebosses will inhabit its front porch. Defeat them to get the
     quest update, then return to Chorrol to share the good news. The final step
     is escorting the brotherly duo to their reclaimed house. [Just fast-travel.]
     Client: Countess Narina Carvain
     Locatn: Bruma
     Prereq: 10 Fame
     Mssbl?: No [Carvain is unkillable]
     Reward: Ring of the Vipereye, +2 Fame
     When the player's achieved a little renown and visits Bruma, the countess'll
     send a messenger, delivering an invitation to hear her need for help. [Tolgar
     delivers a 25g stipend...hooray.] Countess Carvain holds regular court hours
     -- 8AM to 6PM -- and when asked, says her collection of Akaviri antiquities
     lacks a crown jewel, namely the Draconian Madstone. Its last known location
     was at Pale Pass. When the quest is accepted, Narina gives over some tools
     to assist in finding the long-lost pass: [Akaviri Diary Translation], [Akaviri
     Fort Key] and the [Pale Pass Map].
     Talking with the client about the diary marks Dragonclaw Rock on the map, the
     first of the landmarks. Its location is northeast of Bruma, where the road's
     dead end is located. From there, using the crude map given, it seems one has
     to go NW of the landmark -- and sure enough, the dungeon entrance is already
     in view on the compass. Once the Serpent's Trail is found, go inside.
     A little ways in, locate the body of the diary's messenger and take the
     [Akaviri Orders] from his hand. Continue navigating the ogre-filled dungeon
     to reach the legendary Pale Pass -- its location won't be permanently marked
     on the map, mind you. Continue down the valley and keep an eye out for the
     frozen stream; near the top of it is the actual ruins (Mouth of the Serpent).
     The ruin is filled with undead Akaviri soldiers (skeletons) but they can
     easily be avoided by stealthy players. The goal is to travel to "The Venom
     of the Serpent" by way of "The Fangs of the Serpent"'s drawbridge. There,
     speak with Mishaxhi, either giving him the [Akavari Orders] obtained earlier
     to make him leave or killing him in MORTAL KOMBATTTTTTTTT! ...Ahem. When
     the ruins fall silent, take the [Draconian Madstone] from its altar and hit
     the road back to Bruma, preferably by fast-travelling.
     REWARD: The [Ring of the Vipereye] has a Fortify Agility 10pts and Resist
             Magic 15% enchantment. Due to a glitch, this ring is deemed a quest
             item and cannot be dropped under any circumstances. This can cause
             problems in quests where equipment is forcefully removed, such as
             Sanguine's quest -- it assigns the player the ring's bonus permanently
             but prevents it from being equipped again. [Mixed blessing?]
     Don't forget that the Draconian Madstone [Resist Disease/Poison 50%] can be
     stolen back from Carvain's display case, if y'wanted it.
     Client: Ahdarji or Luciana Galena
     Locatn: Leyawiin or Bravil, respectively
     Prereq: Lv70 in Light Armor
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Light Armor training available
     Once referred, the destination becomes J'bari House in Leyawiin, where the
     master will agree to give training in exchange for an [Elven Cuirass]. This
     won't be available in early levels, but after playing for awhile, enemies,
     particularly Bandits and Marauders, will start wearing it. Rockmilk Cave is
     a good place to search -- it's north of Leyawiin off the roadside -- as it's
     filled with battling highwaymen and there's plenty of opportunities to go
     'round. [Not sure if enchanting the cuirass affects the results, so just to
     be safe, don't.] Otherwise, try visiting campsites as bandits almost always
     spawn there.
     Client: Pinarus Inventius 
     Locatn: Anvil
     Prereq: Lv70 in Marksman
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Marksman training available
     After getting a referral, one is sent to Alawen, a friendly resident at Troll
     Candle Camp (east of Anvil, SW of Kvatch). All she requires to begin training
     is having a proper bow, that is, an [Elven Bow]! However, like Light Armor
     training, elven equipment doesn't appear in the early going, so one has to
     level up a bit until foes/stores carry them. As Bandit and Marauder archers
     may both carry that weapon, it's best to check Rockmilk Cave (roadside north
     of Leyawiin) before any generic dungeons.
     Note that like Tooth-in-the-Sea and some other trainers, Alawen's schedule
     often makes her die in the wilderness, so it's best to see if she's still
     alive before bothering with the quest (which is unfinishable if accepted).
     Wait at the campsite around, and if she isn't around by midnight, consider
     her fertilizer. =/
     Client: Count Marius Caro
     Locatn: Leyawiin
     Prereq: ---
     Mssbl?: Yes [Mazoga is killed before quest starts]
     Reward: +1 Fame
     This quest starts by talking to Mazoga in the castle's lobby, or with Marcus
     Caro about performing a 'service' to the county, upon which time he officially
     designates the player with the task. Speak with her at length, making sure to
     call her 'sir', to learn she wishes to speak with a local Argonian Weebam-Na,
     (who the player may have already had dealings with in Nocturnal's quest) due
     to his prominence as a hunter. Report to Count Caro first before seeing the
     Argonian, who'll visit the comply with the orc's request only if he's got a
     high disposition.
     Mazoga rubs the hunter the wrong way, and only through further conversation
     will she reveal the reason she wishes to visit Fisherman's Rock. Weebam-Na's
     directions (six hours walk north, eastern shore of Niben) are spot-on, and
     should deliver the player there quickly if it's not fast-travellable already.
     Upon finding it, an inevitable fight breaks out between Mogens Wind-Shifter's
     gang -- it shouldn't be too hard when the 4-person gang splits up. Mazoga's
     quite a capable fighter, even outnumbered, and her leveled equipment helps a
     lot. HOWEVER, she is still killable, so don't totally forget helping her.
     [The thieves are pretty crappy foes, although Mogens has some conjuration
     Afterwards, save and talk with Mazoga, who'll start walking back to town. If
     she was critically injured in the fight, she may die on the way back, so heal
     her up or fast-travel and hope she makes it back in one piece. The quest
     finishes when Marcus Caro is informed.
     Client: Seed-Neeus
     Locatn: Chorrol
     Prereq: Lv70 in Mercantile
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Mercantile training available
     Once referred, seek out Palonirya at Divine Elegance, a store in the Imperial
     City's Market District. Her test requires the player show her a badge of
     one's mercantile might...that is, 10000 gold! Luckily, the player simply has
     to have this amount (in bulk) in the inventory, not donating it to her or
     anything. An easy way to get cash is to sell enchanted loot or the Poisoned
     Apple method from Fort Farragut (up to 2000g/per batch). To wit, once her
     challenge is met, having 10K in cash doesn't matter anymore.
     Client: Boderi Farano
     Locatn: Imperial City [Arcane University]
     Prereq: Lv70 in Mysticism
     Mssbl?: Yes [Referrer(s) slain]
     Reward: Master Mysticism training available
     An earned referral leads the player to Dagail, the head of the Leyawiin Mages
     Guild chapter. Like most trainers, she requires a test of one's worth -- in
     this case, closing three Oblivion gates. Normal gates start opening after
     completing "Find the Heir," but there's three mandatory gates to close in the
     main quest itself. Thus, the only way to possibly foul this quest up is
     killing the referrers (Dagail is unkillable).
     Client: Newheim the Portly
     Locatn: Anvil
     Prereq: Den of Thieves [Fighter's Guild quest] started
     Mssbl?: Yes [Lithnilian slain]
     Reward: Newheim's Special Brew (x3)
     This small sidequest can be started during the "Den of Thieves" quest. After
     Newheim says where the Bosmer band of brigands is based, ask about his stolen
     heirloom to find out it's a flagon. Once inside Hrota Cave, the flagon can be
     found on a table in the large northeast cavern, where the final 2-3 thieves
     are holed up. Return the flagon to Newheim to get three bottles of his unique
     brew, sure to put some hair on yer chest...
     Client: Lithnilian
     Locatn: Imperial Bridge Inn [Nth. bank of Silverfish River, east of Niben Bay]
     Prereq: ---
     Mssbl?: Yes [Lithnilian slain]
     Reward: Level-dependant # of potions (up to 3 different types)
     Speak to Lith about his 'research notes' and the quest is automatically added.
     He was on an expedition to Bramblepoint Cave and had to flee, but dropped his
     notes on welkynd stones, representing a decade of research. The place is
     infested with all sorts of beasts, and located west of the inn, across the
     Yellow Road bridge, near the coast. [Lithnilian's Research Notes] are found
     in a chest in area three, Deep Bramblepoint Cave, past the chamber with the
     campfire. Return the tablet to Nith to be compensated.
     REWARD: Potions, huh? Only one reward notification is shown for completing
             the quest, but checking the inventory shows more are obtained.
     Client: Umbacano
     Locatn: Umbacano Manor
     Prereq: Deliver three Ayleid Statues in "The Collector"
     Mssbl?: Yes ["Secrets of the Ayleids" concludes before this one does]
     Reward: Level-dependant Gold
     When three of Umbacano's sought-after statues are delivered, he'll let the
     player in on another task, finding a carving in a place called the "High
     Fane". Umbacano asks if the player recognizes his sketch -- one can identify
     the location as the Malada ruin if one's been there. Either way, after one
     exits the manor, Claude Meric, a rival "plaything" hired by Umbacano, asks
     the player to have a drink at the nearby Tiber Septim Hotel.
     There, the player may find he has little to say on anything. However, raising
     his disposition (70+) will make him talk about High Fane, telling its modern
     name, or can point the character to the nearby First Edition bookshop for the
     legwork in finding it out. Either way, after the chat, it's high time to visit
     the ruin itself. [The quest marker may stay on Claude even if one knows about
     Malada; know that he has nothing more to say, and talking to him isn't needed
     in the first place.]
     "The High Fane," or Malada, is located near Cyrodiil's eastern border. It's
     east of the Silverfish River and north of Lake Canolas. [No landmarks are
     nearby, except for Sundercliff Watch in the Mehrunes' Razor DLC; Malada is
     NW of there.] There'll be some people wandering around outside, including the
     Khajiit S'razirr. If one pads his disposition and has skill in bargaining, he
     can be promised half or one-fourth of the quest reward in exchange for him
     helping in any potential fight...
     Inside the first area, look for a weird blue-colored door that
     Umbacano's [High Fane Key] will open. Right past there will be the treasured
     [Carved Panel] the employer wants -- taking it starts a little cave-in and
     lets some undead in the room, so watch it.
     After leaving Malada, Claude Meric shows up, this time his friendly hand
     holding a weapon. He demands the player hand over the carving... The choices
     then become refusal (killing Claude's compatriots) or accepting, and losing
     any remuneration that comes as Umbacano's reward. However, it's possible to
     hand the carving over, thus making the treasure hunters' start leaving, and
     pickpocket it back from Meric without him noticing.
     Return to Umbacano to get the reward, or wait a day or so until one learns
     that Maric already turned in the stolen carving. Whichever way it finishes,
     Umbacano's final mission can still be gotten.
     NOTE: If you wanted to kill Claude Meric for being so unscrupulous, he will
           return to the Roxey Inn (NE of Imperial City, on the Red Ring Road),
           where he and his crew hang out pre-quest. However, this isn't
           recommended as he can be helpful in Umbacano's next quest.
     Client: Agronak gro-Malog
     Locatn: Imperial City [Arena Bloodworks]
     Prereq: ---
     Mssbl?: Yes [Player becomes Grand Champion before quest is completed]
     Reward: +3 Athletics, Blade, Block
     Simply speak with Agronak in the arena training area and the option to help
     find out about his birth comes up in conversation. He'll task the player with
     uncovering the secrets of his lineage at Crowhaven (NW of Anvil), as his
     training regimen doesn't allow for such traveling. To help out, the Gray
     Prince gives [Agronak's Mysterious Key].
     Crowhaven is obviously tainted by evil, and undead types are found in its
     exterior environs (plus a few inside) as well as woodland critters and some
     vampire types. Deep in the first area, the mysterious key will unlock a
     chamber where Lord Lovidicus can be found. He'll attack on sight, but it's
     not necessary to slay him. Instead, the [Journal of Lord Lovidicus] is the
     true evidence Agronak was looking for, and reveals some startling details
     about his mother's odd, uh, coupling.
     Return the book to Agronak to get his special training (implemented as a
     fortify ability) and change the outcome of the Grand Championship: Agronak,
     in his state of depression and despair, won't attack the player as he thinks
     he deserves death for being half-vampire. Yowzers. 
     Client: Glarthir
     Locatn: Skingrad
     Prereq: ---
     Mssbl?: Yes [Glarthir, or any "spies," killed beforehand]
     Reward: +1 Fame [only if Glarthir turned into authorities]
     This quest will begin when the player walks by Glarthir and asks the player
     to "come over here" to hear his tale. [If one doesn't listen, he'll typically
     follow the player wherever s/he goes, although not immediately.] The quest's
     given when the first conversation's had, where he says to meet him behind the
     town chapel at midnight (although later is often fine).
     He offers to pay the player to spy on some neighbors, who, according to him,
     are spying as well. [Agreeing tells the first "client" to spy on; not getting
     involved ends the quest there, after which Glarthir goes to attack that first
     would-be client, usually getting killed by town guards in the process.] In
     any case, here's the list of neighbors he wants the player to watch:
     • Bernadette Peneles [150g]
     • Toutius Sextius [150g, or 200g if one agrees he's a spy]
     • Davide Surilie [150g, or 200g if player pretended anyone's a spy]
     For each client, the player is to follow them and report back at (any)
     midnight. Long story short, none of the neighbors are spies and are exonerated
     by following them. Do note that following them isn't required for anything,
     really, and Glarthir won't know the difference. Glarthir gives slightly higher
     rewards if the player "confirms" his suspicions, though.
     After reporting back about Davide Surilie, two things happen:
     1) If the player said none of the targets were spies, Glarthir will "out" the
        player as a spy and attack with his bare fists. He'll have to be killed in
        self-defense at this time, if a guard doesn't do the job first.
     2) If the player said any of the three was a spy, Glarthir asks the player to
        assassinate the spy(s) for 1000g, and hands over a [List of Death] for the
     Those with an evil bone in their body may find killing the innocents rather
     useful (they can almost all be killed in their sleep or when they leave town)
     but it's also possible to use the List of Death against Glarthir. Notifying
     the local guard will send them in search of Glarthir, while notifying Davide
     sends him off to deal with the paranoiac personally (with Gaston's help, too).
     Guards will react to the news immediately, while the would-be victim typically
     attack Glarthir around midnight.
     Client: Lerexus Callidus
     Locatn: Leyawiin - West Gate
     Prereq: ---
     Mssbl?: No [Lerexus can respawn if killed, but only before quest's begun]
     Reward: Level-dependant gold
     Lerexus stands outside of Leyawiin's west gate, near the Five Riders Stables.
     He'll ask the player to assist him in dealing with skooma dealers led by the
     Dunmer Kylius Lonavo. They've taken up refuge in Greyland, a small household
     just down the south road, but every time he approaches, a lookout spots him
     and everyone evades his grasp. Should Kylius be...dealt with...Lerexus will
     part with the reward.
     When the player goes there, no lookout's to be had, so simply waltz in the
     front door. Kylius will be there along with a marauder (just a generic baddy
     who spawns in the house separate from the quest) and attack on sight. They're
     quite formidable as a team, both usually carrying top-grade claymores and
     gear, so the stealth approach works well. Example: (1) attack the marauder
     while he sleeps in the morning (2) conjure a creature for them to fight and
     whittle down their health while hiding invisibly. It's also possible for
     Kylius to get stuck in one of the corners near a broken crate, putting him at
     the mercy of any foe around. Leading the drug dealers outside works well,
     giving more running room, but may lead to their weapons/bodies being harder to
     find in the grass. [Note that Lerexus will join in the fray if he's close
     enough; if he dies, the quest ends and no reward is given. He doesn't respawn
     if the quest is already started. Callidus also responds with force if one's
     wearing the Gray Cowl of Nocturnal -- remove it and yield to curb his anger.]
     Upon the skooma-slinger's death, take the [Kylius Lonavo's Ring] and show it
     as proof of death to Lerexus. The money he gives is a pittance, really, but
     cleaning up the streets is the real reward, right? Example: at Lv30 he gave
     695g. Yawn.
     Client: Marz or Ohtesse
     Locatn: Bravil and Cheydinhal chapels, respectively
     Prereq: Lv70 in Restoration
     Mssbl?: Yes [Referrers or trainer slain]
     Reward: Master Restoration training available
     This quest has a bit of notoriety as both referrers always die during events
     in the Knights of the Nine plugin, forever preventing one from continuing it.
     [Marz dies during "Nature's Fury," Ohtesse dies during "The Sword of the
     Crusader."] Anyway, they can direct the player to Oleta, a Redguard priest of
     Akatosh now displaced, living in Kvatch's refugee camp down the hill. She'll
     only offer her training once the city's liberated completely, which means
     doing all related main quests and the optional "The Battle for Castle Kvatch"
     as well.
     Client: Corrick Northwode
     Locatn: Harm's Folly [NE of Imperial City, by "n" in "The Heartlands"]
     Prereq: ---
     Mssbl?: Yes [Corrick is killed]
     Reward: 6 gems
     In the lonely farmhouse of Harm's Folly lives Corrick Northwode, a recent
     widower, who just wants to avenge his wife's death at the hands of local
     goblins. He asks the player to help honor Kayleen's memory by recovering her
     Jade Amulet, and killing some goblins in the process. The Exhausted Mine is
     their hideout, a bit to the southwest of the farmstead.
     As expected, the hideout (3 areas) is crawling with goblins, but one doesn't
     actually have to kill them all to successfully finish the quest. Simply head
     to the third and final area, slay the Goblin Netherboss, and reclaim the
     [Jade Amulet] keepsake. Laughably, a single 6x sneak attack should be able
     to kill the netherboss, whereas it won't for the subordinates. Return the
     precious necklace to get the rewards.
     REWARD: Corrick gives the player six gems, the caliber depending on one's
             level (the best possible are diamonds). Additionally, inspecting the
             wife's headstone now gives "Kayleen's Grace," bestowing a 10-minute
             Fortify Health/Fatigue 30pts blessing.
     Client: Umbacano
     Locatn: Umbacano Manor
     Prereq: Nothing You Can Possess
     Mssbl?: No
     Reward: Ayleid Crown of Nenalata, Ayleid Crown of Lindai, 1000g
     Upon finishing the carving recovery quest (in any way), Umbacano propositions
     the player for a third task. Herminia Cinna, of the Imperial City's Elven
     Gardens district, has recently obtained the [Crown of the Ayleids], something
     he desperately wants. He gives the player 1000g in the hopes of making her
     part with it; whatever is left over is the player's fee. 
     Find Herminia to learn that the crown she has is, according to her research,
     an artifact of terrible power, one that Umbacano wants to use for himself.
     But, there is another crown, entombed with the Ayleid king of Lindai, that
     could probably be used to dupe Umbacano. Whatever option the player chooses
     has a huge effect on the quest's ending.
     • STEAL HER CROWN: The [Ayleid Crown of Nenalata] is in Cinna's house, in
       the ancient cask sitting on her table. [The item has leveled Fortify
       Alteration/Conjuration and Reflect Spell enchantments.]
     • GET THE ALTERNATE: Herminia marks Lindai's location (east of Chorrol,
       halfway between the Red Ring and Orange Roads) on the map. Navigate the
       zombie-filled dungeon and use [Lindai's Royal Tomb Key] in the second area,
       on a door identical to that in Malada. Get the [Ayleid Crown of Lindai] in
       a cask and escape. [Crown fortifies 
     So which path is better treasure-wise? Either is fine, actually. Duping
     Umbacano will ruin the Lindai crown at quest's end, but luckily, the cask
     it's found in respawns every three days, so infinite numbers of the cool-
     -looking item can be obtained! [However, don't pick up more than one until
     the quest is over; otherwise, Umbacano doesn't accept any of the crowns,
     bringing the task to a standstill.]
     Anyway, after returning to Umbacano and giving him a crown, he'll ask the
     player to escort him through Nenalata (east of the island in Bravil's Niben
     Bay, on the shore). Once accepted, the Altmer will appear there in three days
     time, along with Claude Maric if he survived the last quest's confrontation
     (he'll be an ally this time). The interior is inhabited by various undead
     types, and Umbacano's presence certainly helps, but he CAN die in the
     proceedings -- thus, if one thinks he may perish, tell him to wait away from
     the fray. 
     The throneroom Umbacano speaks of is in the third area, Nenalata Sel Aran
     Arpena. He'll place his carving and enter, during which the events differ
     depending on which crown was taken.
     • NENALATA CROWN GIVEN: The player will then have to kill the new King of
       Nenalata, which is a bit harder considering the presence of all the high-
       -tier undead types (nether liches, etc.) that pour in. When the main guy's
       dead, loot his corpse for the Nenalata crown (no longer a stolen item), the
       [Staff of Nenalata], and any other goodies he may have.
     • LINDAI CROWN GIVEN: Nothing amazing happens, and instead, Umbacano doesn't
       get to become the new Ayleid king. The [Ayleid Crown of Lindai] becomes
       permanently broken (losing all its stats and enchantments), and undead
       types stream into the room, forcing the player to flee -- there's nothing
       else to pick up in the chamber. [The broken crown still shows up in the
       Repair Hammer list despite having no health, thus allowing one to easily
       get Armorer levels!]
     Once the quest ends, the player can obtain the Nenalata crown (steal it from
     Cinna's house) or get more non-quest-item copies of the other crown from
     the respawning chest in Lindai.
     Client: Dro'shanji or Mandil
     Locatn: Castle Bravil & Imperial City [Elven Gardens District], respectively
     Prereq: Lv70 in Security
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Security training available
     Either of the Security trainers will direct the player to the lockpick master,
     J'baana, who's a "guest of the Imperial Legion". He lives in a tent at the
     Imperial Prison, in the backyard behind the Bastion tower. The Khajiit's test
     is quite simple: collect and relay a message from S'krivva in Bravil. Those
     who've done the Thieves Guild quest should be familiar with S'krivva as she's
     a doyen and lives right near the town gate. [Note that the message delivery
     refers to nothing one can impact, i.e. item collection.]
     Those who find the gates leading into J'baana's area locked might want to
     pickpocket the [Imperial Prison Key] from a guard/jailor or pick the bastion's
     backdoor which has a 'very hard' lock. Occasionally one of the gates is open
     already, though.
     Client: Sinderion
     Locatn: Skingrad [West Weald Inn]
     Prereq: Found a Nirnroot
     Mssbl?: Yes [Sinderion slain]
     Reward: Potions, +1 Fame (+1 Infamy if Sinderion dies)
     This is often one of the first quests available to the player as one simply
     has to pick up a Nirnroot, a 4-leaf plant with bluish-green leaves. These
     only grow along Cyrodiil's water sources, so finding them won't be that hard.
     When one's obtained (officially starting the quest), the next step is finding
     an alchemist who might know more. Make sure to set the quest as the primary,
     as it'll automatically point out appropriate targets when in a major city.
     [Note: the game might place a green quest marker in Bruma for some reason,
     even though there's nothing to find there.] Here's a list of some people who
     give the referral:
     - Anvil -------: Felen Relas [Anvil Mages Guild]
     - Bravil ------: Ardaline [Bravil Mages Guild]
     - Cheydinhal --: Eilonwy [Cheydinhal Mages Guild]
     - Chorrol -----: Angalmo [Chorrol Mages Guild]
     - Imperial City: Claudette Perrick [The Gilded Carafe]
     - Imperial City: Ogier Georick [The Main Ingredient]
     - Leyawiin ----: S'drassa [Leyawiin Mages Guld]
     - Skingrad ----: Falanu Hlaalu [All Things Alchemical]
     Alternately, instead of being referred to Sinderion, simply find him oneself
     in the West Weald Inn's cellar. Speak to him to learn he can make Potions
     of Exploration using Nirnroots as a base, and finding him the ingredients
     will earn a potion free and make them for sale as well. His [Nirnroot Missive]
     details the amounts he needs. Shadeleaf Copse, a landmark NE of town, is the
     first place he suggests starting.
     Nirnroot only grows along water sources, and are most commonly found along
     rivers and lakes. These plants do not respawn, thus making it hard to do
     the quest if one's been using 'em for alchemy purposes. [The only respawning
     sample is in the Vile Lair DLC, after upgrading the bedroom.] In total, 100
     will have to be turned in to complete the quest. It takes 24h for Sinderion
     to make his potions.
     Besides what's already said, Nirnroots can't be duplicated in the Arch-Mage's
     enchanted chest (reward for finishing Mages Guild questline). It's also best
     to search for them in the night hours as their glowing helps identify 'em
     easier. And lastly, the eastern tributaries are pretty barren root-wise, so
     stick to the Niben's banks if y'want to be expedient.
      ____ ________________________________ _____________________________________
     | ## | TYPE MADE                      | EFFECT (all 300s duration)          |
     | 10 | Weak Potion of Exploration     | Fortify Health 20pts                |
     | 20 | Moderate Potion of Exploration | Fortify Health & Fatigue 20pts      |
     | 30 | Strong Potion of Exploration   | Fortify Health & Fatigue 20pts;     |
     |    |                                | Fortify Blade, Blunt, Destruction,  |
     |    |                                | Restoration, Security, Sneak 5pts   |
     | 40 | Grand Potion of Exploration    | Fortify Health & Fatigue 20pts;     |
     |    |                                | Fortify Blade, Blunt, Destruction,  |
     |    |                                | Restoration, Security, Sneak 10pts  |
      * - All potions also give Night Eye
     After finishing the quest, Sinderion will buy extra Nirnroots from the
     player for 250g/per 10-pack. Terrible way to make money, but it's available.
     Client: Reynald Jemane
     Locatn: Chorrol
     Prereq: ---
     Mssbl?: No [the two men are unkillable]
     Reward: +1 Fame, 50 Gold
     This quest can start after overhearing the town's conversations about Reynald
     and asking someone about them. Apparently every time someone sees him in
     Cheydinhal, he acts like they're a stranger, not to mention he's surprisingly
     sober... To get to the bottom of things, visit Reynald in Chorrol, who'll be
     at his house (nighttime) or drinking at the Gray Mare (day).
     Speak with Jemane to learn he's tired of some imposter besmirching his good
     name, and gives the player 50g to track this guy down in Cheydinhal. Ask
     around town (the guards are particularly forthcoming) to learn there's a
     Guilbert Jemane staying at the Newlands Lodge who might be able to help. As
     it turns out, Guilbert isn't a doppleganger, he's Reynald's long-lost bro!
     When he sets out for the Chorrol reunion, visit him at Reynald's house to
     complete the quest.
     Client: Fathis Ules
     Locatn: Chorrol
     Prereq: Legacy Lost
     Mssbl?: No
     Reward: Fathis gets blade -> +1 Infamy, level-dependant gold
             Castle gets blade -> +1 Fame, Escutcheon of Chorrol, four soul gems
     This quest can start a few days after completing its prerequisite quest, so
     long as the player's in Chorrol. [It's easiest to just wait in place for
     days; the encounter interrupts the waiting when it's time.] Fathis Ules
     approaches the player and says the Jemane Brothers' father was once a thief
     in his organization's employ, and he decided to run off with a certain item
     and stash it at Weatherleah. Unfortunately, the ogres carried it off to their
     hideout, which Ules will pinpoint as Redguard Valley Cave. However, he doesn't
     say what the stolen item is, only that it'll be evident when seen...
     This place is just a short walk east of Weatherleah and should be easy to
     find. Navigate the cave and locate the chieftan, also easy since he's by the
     only campfire in the place. Slay him to obtain the [Honorblade of Chorrol],
     a rather powerful unenchanted sword. However, given its nature, the update
     suggests checking the castle to see if anyone may want it back.
     So, who to turn the reward into? 
     FATHIS: He gives the player some gold and can sell the new sword back to the
             player, although it'll cost more than the reward. It does remain a
             zero-weight quest item, though. Note that the sword cannot be traded
             into the castle if bought this way -- that offer's passed.
     CASTLE: The blade can be turned into Laythe Wavrick, the castle steward, for
             a reward of the unique [Escutcheon of Chorrol], which has Fortify
             Endurance and Reflect Damage enchantments, making it quite useful
             whenever it's obtained. The honorblade can be restolen from the
             countess while she sleeps, too, and it remains a zero-weight quest
             item from then on -- pretty nice! However, Fathis Ules will hate the
             player and no longer offer his barter or fence services. [This is
             likely to happen anyway, as he only says "Our business is done" when
             he's appeased, making him unusuable in that capacity. Stealing the
             blade again will not make Fathis forgive the betrayal.]
     Note that if one steals the sword again from the countess, it can then be
     turned in AGAIN to Wavrick for another shield. At best, the item has a price
     of 17500 -- this tactic could potentially be a big moneymaker. However, it 
     can't be done after the quest concludes, so use the window 'fore it closes!
     To end the quest properly, speak to the Jemane brothers at their new house.
     They'll either give four soul gems or start to nothing but a cold stare,
     depending if it was given to Chorrol or Fathis, respectively.
     Client: Mirabelle Monet
     Locatn: Anvil [The Fo'c's'le]
     Prereq: Lv70 in Sneak
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Sneak training available
     Once at the appropriate skill level, one can be referred to Marana Rian in
     the the Imperial City's Waterfront District. [This marks her position on the
     map; she often wanders to other in-city areas, too.] Before she offers her
     training, the player is tasked with stealing a favorite coin of hers, aptly
     named [Marana Rian's Coin]. It's found on her person so any normal pickpocket
     rules apply.
     It's best to save before attempting, in case one is caught by her or, worse,
     Imperial guards. In the latter's case, it often causes a full-scale riot with
     innocent people helping out (and dying) or getting caught in the crossfire.
     Client: Varon Vamori
     Locatn: Bravil [Mages Guild]
     Prereq: Lv70 in Speechcraft
     Mssbl?: Yes [Referrer(s) or trainer slain]
     Reward: Master Speechcraft training available
     An earned referral will lead one to Tandilwe, an Altmer priest living in the
     Imperial City's Temple District. She will only offer training if one visits
     all of Cyrodiil's beggars. If any died previously, that's fine; however, if
     any die during the quest, it automatically fails. Identifying the beggars is
     usually easy as their poverty and pejorative nicknames give 'em away, plus
     all sleep outside in major cities (the only place they're found). As no quest
     markers denote their location, it can be a bit annoying finding 'em, though.
     The best tactic is simply waiting by their bedroll as most rest there during
     the night. There's nineteen (19) beggars in all.
      _______________ _____________________ _____________________________________
     | CITY          | BEGGAR              | SLEEPS/LOCATION                     |
     | Imperial City | Simplicia the Slow  | Market District (SE alley)          |
     |               | Ragbag Buntara      | Temple District (North alley)       |
     |               | Puny Ancus          | Waterfront District (slums area)    |
     |               | No-Coins Draninus   | Talos Plaza District (NW alley)     |
     |               | Fralav the Faker    | Elven Gardens District (SW alley)   |
     | Chorrol       | Lazy Kaslowyn       | West of Southwest Wall Tower        |
     |               | Nermus the Mooch    | Behind Fighters Guild, by boulders  |
     | Bruma         | Fetid Jofnhild      | Near North Gate                     |
     |               | Jorck the Outcast   | Behind Arnora's house               |
     | Cheydinhal    | Bruccius the Orphan | In the guilds' backyard             |
     |               | Luckless Lucina     | SW corner of town (by Willow Bank)  |
     | Bravil        | Cosmus the Cheat    | Behind "The Fair Deal"              |
     |               | Wretched Aia        | SW corner by archery target         |
     | Leyawiin      | Deeh the Scallawag  | NW corner (by Five Claws Lodge)     |
     |               | Rancid Ra'dirsha    | SW corner, along wall               |
     | Skingrad      | Foul Fagus          | Behind West Weald Inn's "stable"    |
     |               | Nigidius the Needy  | Behind Fighters Guild               |
     | Anvil         | Imus the Dull       | Behind the Flowing Bowl tavern      |
     |               | Penniless Olvus     | By main gate, near pond             |
     Note that some bedrolls are owned by non-beggars. An example would be Aldos
     Othran in Cheydinhal, who's been evicted as part of a sidequest, and to whom
     talking is unimportant quest-wise.
     Client: Mirili Ulven
     Locatn: Highcross
     Prereq: ---
     Mssbl?: Yes [Mirili slain]
     Reward: 10g/per ingredient
     This quest can be started by speaking to Mirili in Highcross, but she only
     gives the quest if her disposition is high enough. This is a good quest to
     get started on early as it requires one to go far and wide, plus it's always
     possible Mirili is accidentally slain by nearby heretics or, later, Knights
     of Order.
     Once she gives over [Mirili's List], the player can start helping her
     catalog the Isles' ingredients. The best places to begin searching is the
     Halcyon Observatory garden in the House of Mania, Earil's Mysteries (items
     for sale), and so on. Some ingredients aren't wanted, and some special
     varieties -- like the Blind Watcher's Eye -- don't count for their normal
      __________________________ ________________________________________________
     | INGREDIENT               | EASY (NOT ONLY) PLACE TO FIND                  |
     | Alocasia Fruit           | Highcross                                      |
     | Aster Bloom Core         | Halcyon Observatory (House of Mania)           |
     | Black Tar                | Private Gardens (House of Dementia)            |
     | Blister Pod Cap          | Private Gardens (House of Dementia)            |
     | Congealed Putrescence    | Private Gardens (House of Dementia)            |
     | Digestive Slime*         | Private Gardens (House of Dementia)            |
     | Elytra Ichor             | Dropped by Elytra enemies                      |
     | Flame Stalk              | Halcyon Observatory (House of Mania)           |
     | Fungus Stalk             | Crucible (grows near entrance statue, etc.)    |
     | Gas Bladder**            | Halcyon Observatory (House of Mania)           |
     | Gnarl Bark               | Dropped by Gnarl enemies                       |
     | Grummite Eggs            | Earil's Mysteries; underwater in the south     |
     | Hound Tooth              | Dropped by Hound enemies (Dementia wilderness) |
     | Hunger Tongue            | Dropped by Hunger enemies; Earil's Mysteries   |
     | Hydnum Azure Giant Spore | Highcross (blue mushroom thing on trees)       |
     | Pod Pit***               | Fellmoor (SE of Gates of Madness)              |
     | Rot Scale                | Swampgas Hole (Island far south of New Sheoth) |
     | Scalon Fin               | Dropped by Scalon enemies                      |
     | Screaming Maw            | Milchar (SE of Hale) or Mania area in general  |
     | Shambles Marrow****      | Dropped by Shambles enemies occasionally       |
     | Swamp Tentacle           | Outside Gates of Madness (Dementia side); rock |
     | Thorn Hook               | Swampgas Hole (Island far south of New Sheoth) |
     | Void Essence             | Dropped by Flesh Atronach types                |
     | Watcher's Eye            | Knotty Bramble (Along Isles' Pinnacle Road)    |
     | Withering Moon           | Private Gardens (House of Dementia)            |
     | Worm's Head Cap          | Highcross                                      |
      * - aka Letifer Orca Digestive Slime
      ** - aka Red Kelp Gas Bladder
      *** - aka Water Root Pod Pit
      **** - aka Bone Marrow
     After delivering six ingredients, one can open up a dialogue about helping
     Mirili with her bestiary; and for every six after that, another monster can
     be captured. They have to be captured in the order they're opened up in,
     however. Luckily, she sells Apprentice to Expert-level Command Creature
     spells (Illusion) for 500g to 2000g, respectively. Those who don't want to
     shell out or level up Illusion can simply lead the monster back to Mirili's
     position, and she'll subdue it herself. [Try to do this at night to avoid
     involving the other villagers.]
     06 Delivered -> Baliwog (745g) -.
     12 Delivered -> Elytra (595g)  -+- NOTE TO SELF: Are these prices dependant
     18 Delivered -> Gnarl (695g)   -|  on type of creature obtained?
     24 Delivered -> Scalon (570g)  -'
     The monsters shouldn't be too hard to find as all can be found near Highcross,
     usually to the east near the coast. Elytra are a bit rarer than the other
     types, though, so one might have to go west to the Overlook Road and get 'em
     there. Just watch out for Aureal patrols there, as they'll kill the suckers.
     Also, the Expert-level Command Creature spells don't work on the top-tier
     Elytra and Gnarls, so either find lower types or lead them back to Mirili
     without the spells' assistance.
     Note that Mirili subdues the monster in battle, and typically kills the
     creature, so being able to heal/shield/etc. the "opponent" helps keep it
     alive. If the taxonomist isn't turning hostile to the creature, use an
     offensive but non-threatening attack on it -- such as Burden -- to turn it
     against oneself. Mirili should join in the battle if she's close enough and
     start subduing it. [Sometimes she runs away, though...] Those who find the
     Command Creature spells interfering with the capture might just want to lead
     them back to Mirili naturally. In fact, this works well for scalons as they
     leap fast but walk slow.
     Note that completing her bestiary completes the quest itself, which should
     be lucky for those who don't want to find the 1-2 harder ingredients. Mirili
     won't sell her spells any longer, either, so get 'em while they're hot, yo.
     Client: S'drassa
     Locatn: Leyawiin [Mages Guild]
     Prereq: ---
     Mssbl?: Yes [S'drassa killed]
     Reward: Level-dependant gold (max 2500g), Fame +1
     S'drassa offers this quest the moment he talks to the player. His goal: to
     collect some of Garridan's Tears, from folklore, to increase his collection
     of magical crystals. He doesn't really know much more than that, and tells
     one to seek out Julienne Fanis at the Arcane University. She'll be in the
     Arch-Mage's Tower, and after reciting the legend, says the book "Knightfall"
     may shed more light on the situation. It's at the First Edition book shop in
     the Market District and can be bought from Phintias for a pittance.
     Reading the book marks Garridan's location (Frostfire Glade) southeast of
     Bruma, but also says [Refined Frost Salts] are necessary to gain entrance.
     Speak with Julienne and, sure 'nough, there's some for sale in her inventory.
     The quest update suggests going to the glade immediately, but it's actually
     possible five "Philter of Frostward" potions from S'drassa as a preparatory
     present. They fully negate ice damage for 45 seconds so, yeah, they'll help.
     The salts open a frigid door inside Frostfire Cave, leading to the hidden
     glade. [Save before entering, as the tears are often hard to find.] One will
     incur frost damage at regular intervals while inside the frozen part of the
     glade, so use the S'drassa's philters or simply exit that portion to recover.
     It's recommended to defeat the frost atronachs inside by luring them to
     unfrozen soil.
     When they're dead, the search begins. Each of [Garridan's Tear]s looks like a
     tiny crystal and can be hard to see on the landscape. Additionally, some may
     fall into crags and other hard-to-find places, making the canvasing part very
     annoying. [This is the reason to save before entering.] There's 5 to collect
     in all: one on the rock by the opponents locked in battle, four around the
     base of there. None are located outside the frosty part.
     Find all five? Good. Take 'em back to S'drassa for a payday. [Fast travel
     from the glade isn't possible.] The recovered items can be stolen from the
     Khajiit, but there's no real reason to do so.
     Client: Cutter or Dumag gro-Bonk
     Locatn: New Sheoth [Crucible, Bliss]
     Prereq: ---
     Mssbl?: No [both smiths are unkillable]
     Reward: Madness Ore/Amber equipment
     This quest is very easy to start, either by talking to the clients or by
     finding matrices in random travels. Talking with Cutter earns the [Madness
     Ore Materials List]; speaking with Dumag earns the [Amber Materials List].
     Both smiths can forge high-grade equipment from their required material:
     heavy armor from Cutter's ore, and light armor from Dumag's amber. Only the
     materials are needed to create the equipment -- no gold exchanges hands!
     Additionally, each smith tells of their master's countless matrices hidden
     around the world, which soak up magical energies. If one finds a matrix --
     often hidden in casks and dungeon containers -- a magical sword can be forged!
     Note that all created weapons are leveled based on the player, so better ones
     are obtainable at higher levels. [This applies to enchantments, too.]
     In any case, this quest is never truly completed. Here's a list of what each
     matrix enchantment gives. Each enchantment, at best, gives 10-12 points or
     percentage, whatever's applicable. [Matrices can only be used once before
     they disappear!]
      ___________ _______________________________ _______________________________
     | Boots     | Fortify Acrobatics            | Fortify Athletics             |
     | Cuirass   | Fortify Agility               | Fortify Strength              |
     | Gauntlets | Fortify Marksman/Hand to Hand | Fortify Blade/Blunt           |
     | Greaves   | Fortify Speed                 | Fortify Endurance             |
     | Helmet    | Fortify Intelligence          | Fortify Willpower             |
     | Shield    | Reflect Spell                 | Reflect Damage                |
     All weapons have a Damage Health enchantment, the only thing that makes 'em
     differ from their non-enchanted versions. Also, only Dumag makes hammers and
     maces; only Cutter can make claymores and axes. Other than that, the only
     thing worth mentioning is that each weapon can be sold for a crapload of cash,
     making it a good way to get money after a heavy exploration session.
     Client: Umbacano
     Locatn: Umbacano Manor
     Prereq: ---
     Mssbl?: Yes ["Secrets of the Ayleids" completes before this one does]
     Reward: 500g/per statue (5000g bonus upon quest completion), +1 Fame
     This quest can begin once an [Ayleid Statue] is found in one of the Ayleid
     dungeons listed below, typically the inner sanctums. Most dungeons are filled
     with undead types, although some have necromancers, vampires or bandits.
     There's no specific order to collect the statues in, either.
      ____ ______________ _______________________________________________________
     | ## | DUNGEON      | LOCATION                                              |
     | 01 | Culotte      | SE of Imperial City, alone shore of The Upper Niben   |
     | 02 | Fanacas      | NE of Cheydinhal (east of Lake Arrius)                |
     | 03 | Moranda      | South of "The" in "The Orange Road" (NE of Chorrol)   |
     | 04 | Mackamentain | East of The Yellow Road (NW of an unnamed lake)       |
     | 05 | Ninendava    | NW of Moranda, visible from the unmarked road         |
     | 06 | Vilverin     | Small "island" NE of Imperial City, in Lake Rumare    |
     | 07 | Welke        | The Nibenay Valley, west of "P" in "Panther River"    |
     | 08 | Wendir       | SSW of Chorrol, past "Black" in "The Black Road"      |
     | 09 | Wendelbek    | NE of Welke, on other side of the Panther River       |
     | 10 | Wenyandawik  | NW of Bravil, north of "d" in "The West Weald"        |
     To get the quest from Umbacano, either (1) sell the statue directly to him
     (2) sell it to someone else and wait for his butler, Jollring, to deliver an
     invitation asking to meet. It's only at his mansion that he says he's looking
     for the "Ten Ancestor" statues and will pay 500g, double their base price,
     for each.
     At the start, the player simply has to happen upon the statues, but once two
     are delivered, five "for sure" statue locations are marked: Mackamentain,
     Moranda, Wenyandawik, Fanacas, and Ninendava. When three are delivered, he
     tells the player of "another task" -- talking about it starts the "Nothing
     You Can Possess" quest.
     Client: Ahjazda
     Locatn: Shivering Isles [Crucible]
     Prereq: ---
     Mssbl?: Yes [Ahjazda slain]
     Reward: Ahjazda's Paranoia [greater power]
     Ahjazda is the owner of the "Things Found" shop, and can often be found there
     or somewhere in the district. Speak with her to learn there's a storm coming
     and she's the only one who can see it. Despite immense stockpiling, she's a
     bit short on her essential items, which she asks the player to collect. Once
     she's said what they are, quest markers appear accordingly.
     • AMULET OF DISINTEGRATION: Located in Milchar, a ruin on the northwest side
       of the main isle. In the Chatterhall section, there'll be no enemies, just
       a shrine and a ritual torch. Upon reaching for the torch, one finds it "can
       be held by any but owned by none" -- this means it can't be stuck in the
       inventory. Instead, pick up the torch with the LB button (default) and use
       it to light the other unlit pedestals in the room. The torch won't be lit
       when held, but if brought close to a pedestal, it makes it erupt in flame
       for a short time. When all are lit, the 'diligence crux' urn unfreezes and
       the [Amulet of Disintegration] can be obtained. This item, when worn, gives
       Disintegrate Armor/Weapon 10,000pts on self. Useless? No -- it's great for
       practicing Armorer techniques.
     • RING OF DESICCATION: This item is found at the Museum of Oddities, also in
       Crucible. The only way to get it is stealing it from the mezzanine's display
       case. It has an odd Water Breathing/Water Walking enchantment twofer.
     • CALMING PANTS: The quest marker stops on Fimmion, the owner of the pants.
       However, in his odd deluded state, he'll only trade them for...a normal ol'
       sweetroll. These can be gotten at many places in Cyrodiil (including from
       the maid at Battlehorn Castle) but most people will probably just steal one
       from Rendil Drarara's house, since he's a master chef. In any case, make
       the trade to complete this segment. [DO NOT GET MORE THAN ONE PAIR OF THE
       CALMING PANTS! This prevents one from trading the items, screwing up the
       whole quest!] The pants Fortify Personality 8pts.
     When all three are obtained, give them to Ahjazda and the options to hand
     them over'll be available. Those who want the Amulet for training Armorer
     can buy it back, provided their Mercantile is 50 or greater. It's possible
     to pickpocket them back soon after giving them to her, but after awhile, the
     buy-back option is the only one to take. [The Calming Pants can only be
     stolen from her person.]
     REWARD: The earned greater power frenzies up to Lv27 in 50ft for 10s. Pretty
             good for a frenzy skill. 
     Client: Big Head
     Locatn: Shivering Isles [Bliss]
     Prereq: ---
     Mssbl?: Yes [Big Head slain; this can happen naturally since he's a thief]
     Reward: +1 Blade, Sneak, or Alchemy increase
     Speak with the Argonian client to learn he's obsessed with forks, and really
     wants the [Fork of Horripilation] for his collection. He'll give [Big Head's
     Charm] in order to talk to the tongue-tied Crucible beggar, Bolwing. After a
     pleasant conversation with no made-up words, one learns the fork has returned
     to the Isles and is in some zealots' possession at Longtooth Camp (just north
     of Gates of Madness). It can be found in one of the heretics' inventories,
     and is actually a weapon with the Fork's Wound ability (stunted magicka on
     NOTE: If Bolwing is dead, it's still possible to find the fork by mere
           happenstance. Look for it to just be sitting out on a table at the
           same location. [This doesn't add the quest automatically, however.]
     Return the fork to Big Head and he'll give one of his "secrets," which is a
     free +1 increase to Blade, Sneak, or Alchemy.
     Client: Gilgondorin [Bravil]
     Locatn: Silverhome on the Water
     Prereq: Must overhear conversation about subject to open up dialogue option
     Mssbl?: No [Gilgondorin isn't actually necessary to proceed]
     Reward: +1 Fame, assorted gems, gold, rings, soul gems, (enchanted) weapon
     This quest can begin when "The Forlorn Watchman" conversation tidbit becomes
     available, by the player overhearing someone else talking about it. Ask the
     citizens of Bravil about it and they'll direct the player to Gilgondorin at
     the town inn, who'll be quite helpful in telling the ghost's schedule. Every
     night at 8PM, the Watchman walks the shore of Niben Bay, beginning at the
     Bawnwatch Camp (Gil marks this on the map).
     Sure enough, if the player waits around, the ghost will appear and begin his
     nightly trek, going south along the Niben until he stops on a hill overlook.
     He reveals his name as Grantham Blakeley, saying to look for him in the mouth
     of the panther. Gilgondorin will reveal the meaning behind the phrase, saying
     it means the mouth of the Panther River. Sure enough, if one visits that
     location, they'll find a shipwreck of the Emma May -- the location the
     Watchman was looking at when he stopped his nightly journey.
     It's possible to enter the vessel by the breached hull. The ship is inhabited
     by wraith types, and they'll be quite powerful foes to unprepared/underleveled
     players. A stealth (invisibility/chameleon) approach works best for navigating
     the place. One of the entry deck's anterooms has the [Log of the Emma May],
     which gives a little more info on the ship's fate. Basically, to continue in
     the quest, defeat the wraiths as they come; this spawns a stronger wraith of
     "Gable the Traitor" in the lower deck. He drops a [Small Key] upon death.
     NOTE: If Gable dies via Reflect Damage/Spell, it's possible he "dies" (one
           can trap his soul, for instance) but he just floats there instead of
           collapsing, with no way to interact with 'im. It helps to have a save
           before entering the deck. It's also possible the ghost dies for real,
           but falls through the floor/scenery, preventing the key from being
           picked up that way, too.
     Once the key is obtained, open the nearby door and undo the skeleton's
     shackles, which releases the Watchman's spirit. [Grantham Blakeley's Map] can
     be found on the floor near the support beam, and details the Watchman's cache
     of loot -- taking the map marks the location on the map. It's underwater in a
     bend of the river, so Water Breathing and Night-Eye will help uncover the
     Client: Varulae
     Locatn: Anvil [Serpent's Wake in Harbor]
     Prereq: ---
     Mssbl?: Yes [Varulae killed]
     Reward: Redwave
     Speak with the vexed Altmer aboard one of the harbor's ships to learn she
     requires a crystal ball from belowdecks, only the ghosts of her slain crew
     haunt the halls. She parts with the [Serpent's Wake Key] so the player can
     do the expedition.
     Those who've done "The Forlorn Watchman" quest should be relatively familiar
     with the proceedings -- get through the wraith-infested ship (called Spectral
     Sailors here) and find the loot. It's possible to just sneak through the
     place and take [Varulae's Crystal Ball] from the cargo hold, but fighting the
     baddies is an option as well. They all have trouble fitting through the doors,
     and thus can be pelted with magic/arrows as an easy way to increase skills.
     Just remember the ghosts are immune to normal weapons damage. Anyway, return
     the ball to get an enchanted weapon.
     It's worth mentioning that leading the ghosts outside draws guards', and
     perhaps villagers', attention. Don't just walk away or there may be some
     accidental deaths involved.
     REWARD: [Redwave] is a cutlass that has a Drain Health 15pts/6s enchantment,
             which fits right in with the pirate-y feel of the quest. 
     Client: Malene
     Locatn: Roxey Inn [NNE of Imperial City, along The Red Ring Road]
     Prereq: ---
     Mssbl?: No [Malene is unkillable]
     Reward: Level-dependant Gold
     Speak with the innkeeper Malene to learn she wishes death on Raelynn the
     Gravefinder, a local necromancer who's taken up residence in Moss Rock Cavern
     just a few yards north of the establishment. With the woods getting unsafe at
     night, and business waning because of a bad reputation, this is the logical
     As expected, the cave complex is filled with creepy undead types -- luckily,
     one can simply sneak past them to find the real target. She'll be found behind
     a 'hard' locked door with an Necromancer Adept associate. Being a mage type,
     sneak attacking and using silence/paralysis magic is a good way to avoid any
     conjured baddies. [The silence-inflicting Ebony Blade from Mephala's Daedric
     quest is a good tool here, if one's not magically inclined.] Either way, the
     mages have little constitution and should fall rather easily with even the
     smallest amount of preparation. [Don't forget to loot the cave for all the
     goodies, particularly the other necromancers' staves.] Malene'll have the
     gold waitin' when the player returns.
     Client: Horkvir Bear-Arm (or any other villager)
     Locatn: Shivering Isles [Split]
     Prereq: ---
     Mssbl?: Yes [Killing a Mania-version Resident]
     Reward: Level-dependant Gold (up to 1200g)
     Split is a town located atop the central mountain range, just south of the
     northwesternmost lake. As the player may have heard, the town is inhabited
     people and their doppleganger twins, causing many problems. Normal villagers
     will direct one to Horkvir if asked, starting the quest officially.
     Find (Mania) Horkvir to learn a wizard caused all the chaos, splitting each
     person in two. The Mania types were the originals, and the Dementia ones're
     are the layabout unwanted ones. However, none can do anything themselves as
     killing a double would count as "suicide" and no one wants to end up on the
     Hill too badly. The player is thus the only one with any freedom to act. 
     To continue the quest, agree to assist the chosen Horkvir by killing all the
     Mania or Dementia doubles, whichever type applies. One will then have to go
     and murder the following (listed below) -- just make sure to pick the right
     ones or the quest fails! The applicable targets get a quest marker.
     • Atrabhi
     • Horkvir Bear-Arm
     • J'zidzo
     • Jastira Nanus
     • Urul gro-Agamph
     They can be killed violently, with Poisoned Apples, you name it. The reward
     is forfeit if one accidentally kills an ally, though.
     Client: Valus Odiil
     Locatn: Chorrol/Odiil Farm
     Prereq: ---
     Mssbl?: No [Valus is unkillable before/during quest]
     Reward: Chillrend (both sons live), 150g (one dies); nothing if both die
     Valus Odiil can usually be found at The Gray Mare in Chorrol. Ask about his
     sons (Rallus and Antus) to learn that Odiil Farm -- their family home -- is
     under attack by goblins. [The farm is right down the road from Weynon Priory,
     literally.] Valus is getting up there in years, though, and wishes the player
     to fight in his place. Accepting to help adds the quest properly.
     To rendezvous with the younguns, travel to said priory and find them by the
     roadside. Before talking, it helps to prepare a bit -- obtain some kind of
     Convalescence spell (for healing the bros) and scout the farm to make sure
     there's no Oblivion gate nearby. Those who've obtained the Gauntlets of the
     Crusader (Knights of the Nine DLC only) can equip them to obtain 'Merciful
     Touch' as a lesser power, which heals others on touch. Other than that,
     having any extra help is good: followers, atronach familiars (The Wizard's
     Tower DLC only), Conjuration spells, and guards lured to the site (typically
     via Nocturnal's cowl). It's also prudent to have a separate save before
     speaking with the brothers, as they'll then leave for Odiil Farm and the
     battle'll begin.
     When one's ready, head to the farm with any helpers and prepare to put up a
     big fight. There'll be three separate waves of goblin attackers and ten to
     slay in all (3-3-4 split). All are berserker types except for one giant
     Ambusher in the final wave. Having conjurations and Imperial Guard(s) helping
     is of great assistance, as they'll typically rush to wherever the goblins've
     spawned, drawing the fight away from the brothers (who stay in the garden).
     Afterwards, return to Valus and he'll present his reward.
     REWARD: The best prize is the one-handed [Chillrend], which provides leveled
             Frost Damage and Weakness to Frost enchantments, up to 20pts and
             35%/20s, respectively. Should son(s) die, then the reward is severely
             lowered to pay for funeral costs.
     Client: Una Armina
     Locatn: Shivering Isles [Crucible]
     Prereq: ---
     Mssbl?: Yes [Una slain]
     Reward: 180-350g/per artifact
     Visit the titular museum and Una will hand the quest out immediately, saying
     she's always looking for oddities. A few have set locations but plenty are
     found randomly, making it a pain to complete. In my experience, consider
     yourself lucky to even find 2-3 of the random objects. [The Luck stat does
     not affect the randomization.] Rarely, a random oddity may appear in Bliss'
     "The Missing Pauldron" equipment shop.
      _________________________ _________________________________________________
     | ODDITY                  | EXAMPLE LOCATION                                |
     | Blind Watcher's Eye     | Milchar [Nexus]                                 |
     | Dagger of Friendship    | Random (chests, containers, etc.)               |
     | Deformed Swamp Tentacle | S. of Gates of Madness (outer wall); high rock  |
     | Din's Ashes             | Ebrocca [Crematorium] -- SE of Highcross        |
     | Hound's Tooth Key       | Random (chests, containers, etc.)               |
     | Mixing Bowl             | Random (chests, containers, etc.)               |
     | Mute Screaming Maw      | Cann [Arena] -- north of Dunroot Burrow         |
     |                         | Corpserot Passage [Prison] -- Along Pinnacle Rd |
     | Pelvis of Pelagius      | Howling Halls [Congregation Chamber]            |
     | Ring of Disrobing       | Random (chests, containers, etc.)               |
     | Sheogorath-shaped Amber | Random (amber stumps & hollow limbs)            |
     | Soul Tomato             | Random (chests, containers, etc.)               |
     | Two-Headed Septim       | Random (chests, containers, etc.)               |
     Note that Ebrocca's crematorium is hidden rather well. To find it, in the
     first area, locate the recessed shelf with two leather shields -- there's a
     button underneath one that retracts a wall nearby. On the subject, one can
     also use the crematorium by placing bones inside, incinerating 'em, and
     getting [Ashen Remains] ingredients afterwards.
     Client: Ralsa Norvalo
     Locatn: Imperial City [Temple District]
     Prereq: 5 Fame
     Mssbl?: Yes [Ralsa slain]
     Reward: Roland lives -> Ring of Sunfire, +1 Fame
             Roland slain -> 250g, +1 Infamy
     This quest is easy to get -- just wait around the Temple District for a few
     hours and Ralsa seeks the player out. If one lends an ear, she'll say her
     hubby Gilen has a matter of importance to speak of, at Seridur's House (also
     in Temple District). The quest officially begins at this point. Meet with the
     Altmer in his basement to find it's actually the sanctum of The Order of the
     Virtuous Blood, a league of vampire hunters (Seridur, Grey-Throat, Gilen
     Norvalo). The leader says that district resident Roland Jenseric is a vampire
     and already claimed one victim; thus, the goal is to slay him.
     Start by investigating Roland's house in the district. Find the [Love Letter
     from Relfina] on the ground-floor dining table to learn Roland has a cabin in
     the hills east of the city (just off the Blue Road) and may be hiding there.
     Sure enough, he is! However, if the player actually listens to the poor guy,
     he'll paint a story of just who the real vampire is, and how the frame-up job
     was played.
     NOTE: The player can kill Roland at this point and retrieve the paltry reward
           for the killing. Not worth it though, unless one's that hard up for
     If one hears Roland out, he'll say that Phintias at First Edition Books (in
     Imperial City) may know more, and that Serintur's colleagues probably won't
     know anything. The latter part is true, although they offer up interesting
     info on how the group formed. Phintias, if he has 70 or more disposition,
     mentions Seridur talked about Memorial Cave and marks it on the player's map.
     It's a bit southeast of the Imperial City on the "mainland" coast.
     Upon entering, a notification that it's a vampire den is given -- not much of
     a surprise since Phintias mentioned it was a graveyard. Luckily it's only one
     area, so finding Seridur at the westernmost chamber should be a cinch. He's
     not too much trouble and can even be sneak-attacked. Following his demise,
     inform Roland and agree to meet him in Seridur's basement. It's there he'll
     announce the Order is continuing with him at the helm, and give the player an
     overdue reward.
     Additionally, as an honorary member of the Order, the player gets a unique
     bargain: be paid for turning in Vampire Dust as evidence of a vamp's death.
     This pays 250/per, making it an excellent way to earn cash -- just clear out
     some vampire dungeons and make a boatload.
     REWARD: Killing Roland earns Seridur's meager reward, but Roland's is truly a
             good one to seek out, as the [Ring of Sunfire] has leveled Resist
             Disease and Reflect Spell achievements.
     Client: S'jirra
     Locatn: Faregyl Inn [inn south of Imperial City; near Inn of Ill Omen]
     Prereq: ---
     Mssbl?: Yes [if S'jirra dies]
     Reward: S'jirra's Famous Potato Bread [level-dependant amount]
     The Khajiit client can be found in the inn bemoaning her situation: someone
     stole her jumbo potatoes and now she can't make her famous potato bread! If
     the conversation subject is explored, the quest is automatically given and a
     quest marker appears up the countryside (NW) a bit. Approach the arrow to find
     the thief is actually an ogre! Once killed, collect the [Jumbo Potato]es from
     its corpse and deliver them back to the thankful kitty. The reward is a
     heaping helping of her special bread, which can now be bought from her at
     25g a pop.
     Client: Teinaava
     Locatn: Dark Brotherhood Sanctuary [Cheydinhal]
     Prereq: Dark Brotherhood questline up to "The Assassinated Man"
     Mssbl?: Yes [must be completed before finishing "The Purification"]
     Reward: Boots of Bloody Bounding [Fortifies Acrobatics & Blade]
     As said above, this mission can only be done between a relatively small set
     of Dark Brotherhood jobs. Luckily, there's no rigamarole in getting Teinaava
     to offer it -- just ask! He wants the player to assassinate Scar-Tail, the
     titular shadowscale, who's fled his responsibilities as a royal assassin.
     He can be found in Bogwater, along the Black Marsh border, southeast of
     Leyawiin. [This is marked on the map.]
     Upon approaching, Scar-Tail reveals he's been injured by another assassin
     and won't make much of a quarry. However, he tries to strike a deal by giving
     the location of his treasure (hollow stump by campsite) and having the player
     take the dead assassin's [Argonian Heart] instead. Whether one kills Scar-Tail
     or dupes Teinaava with the other person's heart -- whose corpse is slumped by
     a tree nearby, as it were -- the reward remains the same.
     Client: ---
     Locatn: Skingrad [Rosethorn Hall]
     Prereq: Bought said building
     Mssbl?: Yes [Shum gro-Yarug slain before purchasing]
     Reward: Ring of the Gray; 2 Flawless Emeralds, Diamonds, Sapphires
     After purchasing Rosethorn Hall for 25000g, visit the upstairs bedroom. There
     is a [Long Forgotten Note] hidden on top of the stairway's casing (roof). One
     has to read the note to begin the quest, but it can be hard without incredible
     acrobatic ability or having upgrades to jump off. An option is to use a wide-
     -area spell to knock it down.
     When read, the centuries-old scroll reveals that the clue to the treasure
     is hidden within a riddle:
     "Two bodies have I, though both joined as one.
     The more I stand still, the quicker I run."
     In case it's not clear, the answer is an hourglass. If one purchased a bunch
     of upgrades already, there may be extras of that type sitting around. Luckily,
     the required is always present in the house, down in the basement, wedged
     between a pillar and its support beam. Inspect the 'old hourglass' to get the
     REWARD: The [Ring of the Gray] is the real prize here. At its best, it gives
             the following enchantments: Fortify Sneak, Security, Acrobatics and
             Marksman 5pts; Resist Poison 50%, Detect Life 50ft. Not too shabby!
     Client: Maelona or Gogan
     Locatn: Anvil
     Prereq: ---
     Mssbl?: No [Maelona & Gogan are unkillable during quest]
     Reward: Level-dependant gold, +1 Fame (+1 Infamy for siren's premature death)
     Gossip in Anvil is that there's a band of all-female thieves around who prey
     on married men. When the conversation piece becomes available (by overhearing
     it), ask the citizens to be directed to Gogan. Additionally, if no one's
     talking about it, speak to Gogan or his wife Maelona, who'll ask the player to
     help get him out of the hot water. [This officially adds the quest. Don't
     forget to get Gogan's side of the story for his funny POV.]
     Apparently, the gang used their feminine wiles to lure Gogan out to some
     deserted location and fleece him of his wife's ring. Agree to help recover it
     and she'll direct the player to the Flowing Bowl tavern in the dock district,
     a place the she-thieves seem to frequent. Wait around there to be approached
     by the women, who'll proposition the player for a "night of fun" back at their
     farmhouse (Gweden Farm) SE of Anvil, which is also marked on the map.
     NOTE: If the player's character is female, they'll proposition her to join the
           gang instead, and the mission continues as normal.
     Faustina and Signy say to visit the farm around 11PM; try any earlier and the
     door will be tightly locked (unpickable). Inside, the player, regardless of
     gender, announces that s/he's not there to fun, but instead to recover the
     ring, which prompts the girls (including the 3rd Khajiit lady, Tsarrina) to
     attack. They're not that tough really, but it's still 3-on-1 so it's a little
     NOTE: If one attacks a siren without provocation, such as just Faustina in
           the room, she'll yell for help (no one comes) and the quest ends when
           she's dead, earning infamy instead of fame.
     When the bloodletting's over, the guards arrive to clean up the mess, giving
     the monetary reward at that time. Once the player leaves it's impossible to
     get back in (after awhile), so collect all the loot: Faustina's [Witsplinter]
     dagger and the things downstairs, including the articles of clothing stolen
     from the "clientele". Things like [Ernest's Fancy Pants] and [Heinrich's
     Shirt] are all unique, so take those too -- and, no, they can't be returned
     to their embarrassed owners.
     REWARD: Witsplinter drains Intelligence and damages Magicka, making it pretty
             useful for any class who uses blades.
     Client: Kud-Ei
     Locatn: Bravil [Mages Guild]
     Prereq: ---
     Mssbl?: No [Kud-Ei & Henantier unkillable before/during mission]
     Reward: Random scroll (x6), Fame +1
     Kud-Ei can give this mission when asked, although it may depend on the time
     of day. [This mission is NOT a prerequisite for the Bravil Recommendation
     quest.] Talking about her friend Henantier will enlist the player to help
     get him out of a jam the Mages Guild would frown upon. Laughably, this can
     still be done even when finished the guild questline.
     The kind-hearted Argonian will travel to Henantier's house when one's ready.
     At the location, Kud-Ei reveals her friend is trapped in a dreamworld of his
     own design, and the player will have to visit there to retrieve him. Wearing
     the received [Dreamworld Amulet] while sleeping transports one to the realm.
     Once inside, the amulet will be irremovable and Silences the player, which
     prevents magic usage for the entire dream sequence. Oh, and all equipment &
     items are removed as well -- d'oh. Those who don't want to walk around naked
     can rob the bureaux nearby for clothes. There's also a copy of [The Lunar
     Lorkhan] by an overturned table, which increases Alteration.
     Speaking with Henantier will find him in a perplexed state and of no real
     help to the proceedings. One will have to navigate the four tests accessed
     through the faux house's four entrances. [Make an alternate save right 'bout
     now for good measure.] At the end of each test is an "element" to collect.
     Example: the Element of Perception, Element of Courage, etc. Finishing a
     course returns on to Henantier's position.
     The "Test of Perception" is running through a trap-filled gauntlet with an
     abyss on either side. The precipitous fall is dangerous but the hazard to
     watch out for is the falling rocks. The "Test of Courage" entails traversing
     a large underwater course with only a few [Weak Potion of Courage] bottles
     strewn along the way. Naturally it'll be a cinch for Argonian characters.
     The "Test of Resolve" involves fighting some minotaurs in an arena-like
     setting; luckily enchanted weapons are obtained beforehand. The "Test of
     Patience" takes the most effort as it's puzzle-based. Using the [Mysterious
     Scroll] obtained at the start, the way forward over the pressure plates is
     hinted at by repeating characters. The solutions are described below -- one
     always starts at the southernmost point.   _________________
                                _____________  | THIRD           |
                      _______  | SECOND      | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                     | FIRST | |¯¯¯¯¯¯¯¯¯¯¯¯¯| | # - - - - - - - |
                     |¯¯¯¯¯¯¯| | - - - - # - | | # - - - # # # # |
                     | # - - | | - - # # # - | | # # # # # - - # |
                     | # - - | | - # # - - - | | - - - .-. - # # |
                     | # # - | | - # - - - - | | - - - '-' - # - |
                     | - # - | | - # # # - - | | - - # # # # # - |
                     |_______| | - - - # - - | | - - # - - - - - |
                               |_____________| | - - # - - - - - |
     When all elements are obtained, speak to Henantier and everyone can leave the
     dream in one piece. Objects obtaineed in the dreamworld are either removed or
     disappear when coming back to reality, though.
     REWARD: The player gets six random scrolls from the rescued mage. There's no
             notification of this and the six don't have to be the same kind.
     Client: Pyke
     Locatn: Shivering Isles [Hale]
     Prereq: ---
     Mssbl?: No [Pyke can't be killed before/during quest]
     Reward: Thorn Shield
     Pyke is a new resident at Hale and stays at Zoe Malene's house. He'll ask
     the player to assist him in a small "crisis": recovering his Knights of the
     Thorn medallion, the only part of his history that validates his existence,
     from the grummites at Fetid Grove. Upon accepting, Pyke marks the location
     on the map (giant lake SW of Hale).
     The grummites' dungeon is only two areas (Fetid Grove, Encampment) and not
     too hard to traverse. [Pyke's Medallion]'s in a cask in the second area, the
     heart of the grummites' base. Players whose stealth is terrible will want to
     take the long way out of the 1st area, as it starts the player atop the gorge
     in the 2nd; the other option is starting in the gorge...lame.
     NOTE: The Encampment chest containing the medallion respawns more of 'em,
           and they, too, will be quest items. Think twice about collecting more.
     When the item's recovered, bring it back to Pyke for compensation. 
     REWARD: The received shield fortifies Block and reflects spells, up to 23pts
             and 22%, respectively. Its armor rating is mediocre, though...
     Client: ---
     Locatn: Shetcombe Farm
     Prereq: ---
     Mssbl?: No [Quest starts automatically]
     Reward: Slythe's offering [a little gold, assorted types of gems]
     This quest automatically starts when Shetcombe Farm is entered, which prompts
     the player to investigate the place -- it looks recently abandoned. Inside a
     bowl on the table, inspect [Slythe's Journal, Page 1] to learn the building's
     owner apparently went on a pilgrimage to bring offerings to "The Sunken One,"
     whatever that is. Sandstone Cave nearby seems to Slythe Seringi's next stop.
     Sandstone Cave's interior is quite bland, filled mostly with wilderness types,
     like rats, bears, spriggans, will-o-the-wisps, etc. In the second area ("Big
     Rooms"), the pilgrim's corpse can be found a little ways past the first
     chamber, carrying [Slythe's Journal, Page 3]. Reading that final entry ends
     the quest, and also summons "The Sunken One" -- a unique storm atronach --
     behind the player. However, defeating it isn't required, so flee if y'want.
     Client: ---
     Locatn: Oblivion Gate near Knights of the Thorn Lodge
     Prereq: Allies for Bruma quest active
     Mssbl?: No [quest automatically given when approaching Cheydinhal's gate]
     Reward: +2 Infamy (Farwil slain by the player)
             +1 Fame (Farwil slain in travels) + Level-dependant gold
             +2 Fame (Farwil survives) + Knights of the Thorn Medallion + Staff of
                     Indarys or Thornblade
     Upon reaching Cheydinhal's local gate and receiving the quest, help the town
     guard slay the nearby daedra. Speak with Amminus Gregori and he should mention
     Count Indarys' son Farwil went inside with some men and never returned.
     Once inside, begin the descent, keeping an eye out for fallen Knights of the
     Thorn members. This can be a rather long and boring process, but daredevils
     or acrobatic wonders who feel like leaping down the cliffs can find it'll
     greatly expedite the process. Farwil and Bremman Senyan, the last remaining
     Knights will be at the cliff's bottom, right near the cave exit. True to
     their rabblerousing nature, they can't be commanded to follow/wait and will
     attack enemies at their own discretion. This proves an annoying problem for
     the player who wants to get through the mission stealthily.
     If Farwil dies, reclaim the [Indarys Signet Ring] from his corpse as proof of
     his death, which still salvages some of the fame reward at the end.
     | Avoiding Farwil and Co. |
     | The easiest way to ensure Farwil survives is never to talk to him, which  |
     | then never makes him follow; likewise, the war gates on the bridge nearby |
     | remain closed. The first step is descending the cliffs manually, not via  |
     | the cave complex (where Farwil initiates conversation upon exiting). Once |
     | the player's at the bottom, the task then becomes crossing the massive    |
     | lava strait. Master Acrobats can hop across the water's surface, but most |
     | others will have to make do with Waterwalking potions/spells/equipment.   |
     | Reckless people who want to swim across should be prepared to use potions |
     | out the wazoo, or have high-level Restoration spells available.           |
     After returning from the gate, return to Count Indarys to finish the quest
     with a reward.
     REWARD: If Farwil lives, talk to him for a [Knights of the Thorn Medallion]
     which fortifies speechcraft 20pts -- typical of their boasting nature. Count
     Indarys will present the player with a small amount of gold (if Farwil dies,
     although the player can keep the signet ring) or a choice between two family
     heirlooms. The [Staff of Indarys] is enchanted with Damage Strength and Shock
     Damage, the latter doing up to 70pts at its best. The one-handed [Thornblade]
     does major Disintegrate Armor damage, up to 120pts, and best suits a fighter
     type character.
     Also, if one kills Farwil, the infamy is obtained instantaneously; for the
     other outcomes, one has to wait until the quest finishes.
     Client: Arnora Auria
     Locatn: Bruma 
     Prereq: ---
     Mssbl?: Yes [Jorundr killed or Arnora killed before learning loot's location]
     Reward: Jorundr's Loot, Fame +1
     The quest can be started by overhearing a conversation about Jorundr -- and
     subsequently inquiring about it -- or speaking to Arnora. [Jorundr himself
     won't say anything except "go away".] Apparently the happy couple eventually
     soured, and Jorundr was caught stealing Arnora's money, which is why he's
     stuck in Castle Bruma's dungeon. Arnora herself fills in more of the blanks
     if her disposition's fluffed up a bit (60+), opening the 'stolen gold' option.
     Apparently the lovers were also thieves, and after a dangerous score, Jorundr
     got captured...but not before hiding the money. Arnora wants to know its
     location, and thus asks the player to see if her ex will divulge it. He'll be
     quite unresponsive to questioning, however, thus prompting an update saying
     the only way to make him cooperative is by getting arrested oneself. [Just
     steal something in front of the jailor, etc.] Upon seeing the player's no
     lapdog to the county, he'll say the whole ordeal is Arnora's fault and will
     tell the gold's location if she's killed. [Don't start any fights with your
     new cellmate as he'll be slain by the guards, even if one yields.]
     Once the player's back in the land of the free, they can decide which of
     the thieves to side with.
     ARNORA : Tell her about Jorundr's plan and she'll agree to help dupe him,
              letting the player get [Arnora's True Amulet] from a bedside chest
              with her special key. Show this to Jorundr and he'll divulge the
              location (see below).
     JORUNDR: Tell Arnora things'll be done Jorundr's way and she'll prepare to
              fight, with a shortsword and magic. [Silence really undermines her
              offense, naturally.] When slain, take her chest key, recover her
              true amulet from the bed, and show Jorundr. If the true amulet's
              not shown, the prisoner tells the player so, forcing them to go
              back and get it.
     The revealed location is outside of Bruma's North Gate, by the city walls.
     If one chose to dupe Jorundr, the corrupt jailor Tyrellius Logellus will be
     waiting for the player, forcing a physical confrontation before the treasure
     can be opened. This fight doesn't happen if one killed Arnora at Jorundr's
     behest. Taking the loot ends the quest, unless one fought Tyrellius; visiting
     Arnora's House finishes it, then.
     REWARD: Besides some unenchanted rings and gems, and a small amount of gold,
             the chest always has two skill books.
     Client: Claudette Perrick, Jensine, Ogier Georick, or Tertullian Verus
     Locatn: Imperial City Market District
     Prereq: ---
     Mssbl?: No [Jensine is unkillable]
     Reward: Level-dependant Gold (up to 600g), Weatherward Circlet
     A couple Market District shopkeepers are in a rather bad mood and, when asked
     about 'Thoronir' in conversation, the quest starts and the player's directed
     to Jensine (of Jensine's "Good as New" Merchandise store) for more info. As
     it turns out, Thoronir, of the local Copious Coinpurse, is selling a wide
     array of things at ridiculously low prices, and the undercutting is hurting
     other stores in the area. The task is to find out where he gets his merch,
     hopefully finding evidence of wrongdoing in the meantime.
     Talk with Thoronir to learn...absolutely nothing. He closes shop around 8PM
     and then walks around for hours, before coming to a Market District garden
     around 12PM. [Make this the active quest to mark the Bosmer's location on the
     map.] There's no reason to follow him around manually since one only needs to
     eavesdrop on his conversation with Agarmir at his walk's end. When the two
     leave, tail Agarmir to where he lives in the Talos Plaza District.
     The ensuing quest update suggests investigating his house when he's not there,
     as when he is, the door is barred from inside and unpickable. Try early in
     the morning (~8AM) or in the afternoon (~4PM) for best effect. Inside, search
     his basement for the [Macabre Manifest] on a candlelit table, detailing
     Agarmir's gruesomely ill-gotten gains. Show the book to Thoronir afterwards
     to reveal the graverobber's new position on the map.
     At the Imperial Palace grounds, locate the Trentius Family Mausoleum and
     enter inside to find...a trap! The door locks and Agarmir, plus his associate
     Rolgarel, prepare to slay the player for uncovering their deeds. There's not
     much special about the imminent battle except that Agarmir carries the unique
     weapon [Debaser], which carries fixed Drain Willpower/Endurance 30pts for 20s
     enchantments. Additionally, check by the tomb of Calliben Trentius to find a
     mace stuck near its inner wall -- jump up and grab the weapon, [Calliben's
     Grim Retort], on the way down. Don't forget to grab the crucial evidence near
     the desecrated tomb, [Agarmir's Shovel], before leaving.
     Once the place is looted, return to Thoronir to get the [Weatherward Circlet]
     and Jensine to get the monetary compensation.
     REWARD: Thoronir's circlet has leveled Resist Fire/Frost enchantments, topping
             out at 35% on each. [For reference, this is a ring, not headgear.]
     Client: Ushnar gro-Shadborgob
     Locatn: Shivering Isles [Crucible]
     Prereq: ---
     Mssbl?: Yes [If Bhisha slain or player is a Khajiit, quest is never offered]
     Reward: Skinned Hound pet
     With high enough disposition, Ushnar will confide in the player that he wants
     Bhisha, the Khajiit beggar, to disappear. The player can then volunteer to
     get rid of him, officially adding the quest. Upon next finding Bhisha, one
     can get him out of Ushnar's hair by (1) simply killing him, which is a mean
     thing to do! (2) paying 100g to relocate him to Bliss. Then, just return to
     Ushnar to finish up.
     REWARD: The orc gives the player one of his pet pooches, "Ushnar's Skinned
             Hound" which follows the player endlessly until it dies. There's no
             way to get another or command it to 'wait' like normal followers.
             Stealth-based players will probably want to euthanize it ASAP, as
             lame as the reality is. =/ 
     Client: Raminus Polus [or by whomever directs one to him]
     Locatn: Anywhere
     Prereq: Character is a vampire
     Mssbl?: Yes [One became a vampire and cured self at Deepscorn Hollow]
     Reward: Level-dependant gold, Vampirism Cure Potion, immunity to vampirism
     Before this quest can really start, one must contract porphyric hemophilia
     from a vampire, a disease which is passed by being damaged in battle. [Or,
     those in the Dark Brotherhood can willingly get this 'dark gift' from the
     resident helper Vicente Valtieri.] In any case, once the disease has stricken
     the player, go find somewhere to sleep to enter the first stage of vampirism.
     [Note that at this point, the disease can't be cured by normal methods, such
     as potions or spells, so think carefully before getting to this point.]
     Are you a stalker of the night? Good. It's now possible to speak to townsfolk
     about a vampirism cure. They'll direct one to Raminus Polus of the Imperial
     City's Arcane University, who then sends the player off to visit the count
     of Skingrad, Janus Hassildor. After his steward (in the county hall area)
     notifies him, he'll give the fruits of his research, saying there may be one
     witch left who can make a cure, and she lives along the Corbolo River (south
     of Cheydinhal).
     NOTE: Entering the witch's house coming up always counts as trespassing, as
           she'll be happy to inform the player. Wait too long and she'll attack;
           wait outside and risk sun damage. It's kinda annoying.
     NOTE: This'll be self-evident to long-time vampires, but for newer ones, I'll
           reiterate: taking sun damage is bad! [It lasts from 6AM-8PM.] While one
           has this, fast-travelling is impossible and, should one be foolish
           enough to wait for long periods outside, the sun damage accumulates and
           kills the player after the "waiting" is done. To avoid sun damage, one
           must be a "stage one" vampire, which is done by (1) sleeping only once
           after becoming a vampire (2) feeding on a victim to return to the stage,
           although it only lasts twenty-four hours.
     Travel to the quest marker's location (Drakelowe) and speak with Melisande,
     the house's only resident. She says she knows how to make the cure, but won't
     do it for free -- she requires five empty [Grand Soul Gem]s before assisting.
     These can be obtained from any old place in any old manner: buying, finding,
     looting, stealing, etc. Mages Guild alchemists and ingredient stores usually
     have at least one for sale, while display cases in those same halls may have
     more. Just remember only EMPTY ones are applicable for this quest; filled ones
     don't count, and neither does Azura's Star (whew!) for that matter.
     When her item needs are met, Melisande will give her laundry list of spices
     and ingredients for her vampirism-curing concoction (listed below). She'll
     give some info on where to obtain them if asked. Note that for applicable
     ingredients, whether they're stolen or not is irrelevant -- they'll always
     be accepted. [All three normal ingredients can be duplicated in the Enchanted
     Chest found in the Arch-Mage's Quarters of the Arcane University, provided
     one already completed that questline.]
     • 6 GARLIC: This can be a little harder to find than Nightshade, despite the
       witch's comments to the contrary. Although they can sometimes appear in
       food sellers' inventories, one probably encounters 'em most in dwellings'
       basements (particularly in Skingrad, which would fit in with its vampire
       theme). Two good places to get a lot of Garlic: Antoinetta Marie's chest
       in Cheydinhal's Dark Brotherhood sanctuary, and the Imperial Legion Offices
       by the Imperial Prison. The latter should have 5-6 for the requirement, and
       is best done at night when no guards'll see. [Garlic doesn't grow in the
       Arcane University or Frostcrag Spire's alchemic gardens, oddly 'nough.]
     • 2 BLOODGRASS: This is a very common item found in planes of Oblivion. If
       the main quest is over, normal planes won't be accessible any more, but
       those for Daedric Princes' quests (Boethia, Peryite, etc.) still work. But
       even easier than all that, ingredient stores may already carry 'em. Oh, and
       those that have The Wizard's Tower DLC can find this in the alchemic garden
       (requires no upgrades).
     • 5 NIGHTSHADE: Another plant that can be found growing around Cyrodiil (west
       half) but easiest gotten from an ingredient supplier, such as "The Main
       Ingredient" in the I.C. Market District. It also grows in alchemic gardens
       of Frostcrag Spire (requires Wizard's Tower DLC) and the Arcane University.
     • BLOOD OF AN ARGONIAN: Melisande gives an [Enchanted Dagger] quest item for
       this job. Simply find any old Argonian, stab/cut them, and badabing -- that
       task is over. Random enemies (like Black Bow Bandits) make good targets,
       although those that saved Scar-Tail during "The Renegade Shadowscale" can
       still find him at the Bogwater camp (SE of Leyawiin)...probably, anyway.
       Oblivion gates can open right near there... Avoid hitting stabbing your
       guildmates, too, obviously.
     • ASHES OF A POWERFUL VAMPIRE: Melisande will mark Redwater Slough on the
       map when asked about this ingredient, saying that's where the uber-vampire
       Hindaril was imprisoned long ago. [Dungeon is along Panther River, east of
       Bravil.] He can be found in the first area's catacomb section. Despite the
       hype, he's not that different from a regular vampire -- he'll fold easily
       when his huge fire weakness is preyed on. Since he probably lacks a weapon,
       be prepared to chase him around, too. Collect the [Ashes of Hindaril] when
       he's toast. Haha...get it. Toast. Because he's easily burnable. <guffaw>
     NOTE: The quest does not update when the ingredients are handed over, only
           when they're collected. A common problem people encounter is starting
           this segment, putting the game down for a protracted time period, and
           continuing, only to find they don't know what's left to collect!
     When all ingredients are given, Melisande hands over two bottles -- a [Cure
     for Vampirism] potion drinkable by the player, and a [Vampirism Cure Potion]
     quest item for Count Hassildor. Vampires who find themselves faced with an
     annoying trespassing charge and lots of sun damage can find respite by going
     into the nearby Panther River. Whilst deep underwater, sun damage shouldn't
     affect the player at all.
     NOTE: Drinking the potion oneself is NOT required to finish this quest, so
     those pleased with their disgusting vampirism (;p) can simply keep the item
     on-hand should they ever wish to join the world of the living. As an added
     incentive, one's aged appearance returns to normal once cured.
     To finish the quest, return to Count Hassildor's steward with news of the
     cure, and follow Hal-Liurz when requested -- she'll open the cleverly hidden
     entrance in the courtyard, leading to the "Chamber of the Lost". Give the
     potion to Hassildor and watch the scenes, after which he'll request a day to
     grieve. When the time has passed, speak with the count again to obtain his
     monetary thank-you, numbering in the thousands of gold (up to 10,000)! This
     ends the quest.
     Client: Maeva the Buxom
     Locatn: Whitmond Farm [li'l ways north of Anvil]
     Prereq: ---
     Mssbl?: Yes [Maeva slain]
     Reward: Level-dependant gold (745 max?)
     Speak with Maeva about her husband to learn he stole her [Rockshatter] mace,
     a family heirloom, when he went to join the local marauder gang. Bjalfi the
     Contemptible's current location is Fort Strand, a tower just west of Anvil.
     The enemy mix is almost entirely marauder/bandits, so it should offer little
     surprises there. The target's location is the second area (Great Dome) but
     he has no dialogue to say, so sneak-attack/murder him and get that special
     mace back. Now them differences really ARE irreconcilable. /rimshot
     Return the mace to Maeva to finish up. It's possible to pickpocket the mace
     back from her (it remains a quest item) but one may also have to slay her to
     get it back. On the other hand, the mace's power kinda sucks so there's no
     big reason to have it 'cept completion. 
     Client: Velwyn Benirus
     Locatn: Anvil [The Count's Arms]
     Prereq: ---
     Mssbl?: No [Velwyn not killable before/during quest]
     Reward: Benirus Manor, +1 Fame
     Speak with Velwyn to immediately get the quest, even before he offers to sell
     his grandfather's house, Benirus Manor. He's asking a rather cheap 5000g for
     the whole thing...hmm... Buying it earns the [Benirus Manor Key] and [Deed to
     Benirus Manor]; Velwyn then leaves with the gold. Visit the house to find the
     shape it's in -- things overturned, a chandelier unrooted from the ceiling,
     and a rather creepy atmosphere all around. But who could pass up this deal?
     When the quest update says to "make myself at home," it means sleep there.
     Unfortunately for the player, the place seems to be -- gasp! -- haunted! Upon
     awaking, three 'Benirus Manor Ghosts' attack. When they're dead, check the
     foyer to find an urn of ashes fell off the bookshelf. Read the [Scrap from
     Lorgren's Diary] to find out there's a secret chamber only a true-blooded
     Benirus can open. The task then becomes finding Velwyn who, as Wilbur of the
     Count's Arms tells, is heading for the Imperial City. That no-good, son of
     A quest arrow marks his new location at the King and Queen Tavern in the Elven
     Gardens district. Interrogate Velwyn until he mentions lifting the curse, and
     he'll agree to assist -- at this point, he returns towards The Count's Arms
     in Anvil. [If one gets there before him, just wait around and he'll show.]
     Follow him to the manor and he'll agree to open the secret door, provided the
     player does the fighting. More ghosts'll be around, so get a-cuttin' -- VB
     won't be assisting despite carrying a giant sword.
     When all basement ghosts are exorcised, Velwyn opens the sealed portal and
     immediately leaves like a scaredy-cat. Search the crypt for the unique book
     [Tome of Unlife], and a sack near the back containing a bunch of gems. When
     ready, activate the altar underneath Lorgren's corpse to hear he wants to
     make amends, and can only find peace by having his [Skeletal Hand] rejoined
     to his body. If one doesn't have his hand, it was in the overturned urn near
     the manor's entrance.
     Unfortunately, necromancers aren't to be trusted, even in death, and putting
     the hand on the skeleton summons Lorgren in his lich form. Despite his
     assurances to the contrary, he IS mortal and can be slain like any other
     nether lich. Try to hit him with Silence early so he can't conjure any other
     Upon defeat, the curse is lifted and the house's dreariness is replaced with
     furniture that finally sits upright. Visit Velwyn at The Count's Arms to
     finish the quest properly. Note that unlike other purchasable houses, this
     one has no upgrades -- what y'see is what y'get. [Its containers are usable
     for long-term storage, now, too.]
     Client: Dark Brotherhood
     Locatn: Bravil [Lucky Old Lady statue]
     Prereq: Complete Dark Brotherhood questline (up to "Honor Thy Mother")
     Mssbl?: Yes [if Lucien Lachance is slain before player is invited to DB clan]
     Reward: 200g/week
     Upon being promoted to Listener of the Dark Brotherhood, the player can visit
     the statue once a week to get a name of someone asking for an assassination.
     This name is then relayed to Arquen in the Cheydinhal Sanctuary for a small
     reward. As this quest is optional, there's no penalty for _not_ doing it, and
     the junky compensation for keeping the guild alive is almost an affront,
     compared to other guilds' and plugins' rewards.
     Client: Rosentia Gallenus [or any townsfolk who direct one to her]
     Locatn: Leyawiin
     Prereq: ---
     Mssbl?: No [Rosentia and Alves aren't killable]
     Reward: +1 Fame, Ring of Eidolon's Edge
     Like a few other sidequests, this one comes up in conversation by asking or
     via overhearing. In any case, the townsfolk find the weird smell and animal
     noises, not to mention her house's state of disrepair, quite a nuisance. Find
     the woman herself to learn she's infested by four nonviolent 'everscamps.'
     Agree to help and learn the Daedric staff she bought is the cause of all the
     problems, and only her friend Alves Uvenim (of the Mages Guild) can be trusted
     with the secret.
     Rosentia's Dunmer friend says she's probably come to possess Sheogorath's
     [Staff of the Everscamp], which, in addition to spawning nuisances, makes the
     bearer much slower than normal. Sadly, the curse is only lifted if it's given
     away or, perhaps, returned to its master's shrine in Darkfathom Cave. Relay
     this info to Rosentia and she'll ask one to drop the staff of at the cave in
     her place, since caves are dirty and whatnot.
     When prepared, accept her task. The staff is considered a quest item until
     the mission ends, and can't be dropped -- additionally, it decreases speed
     a good margin, making carrying it more tedious than usual. The best course of
     action is to immediately visit Darkfathom Cave, just east of town and south
     of where the Yellow Road's first bend.
     The rocky dungeon is filled with daedra types and, naturally, having a bunch
     of scamp followers can shoot holes in a stealthy approach. [Foes won't attack
     the scamps themselves, perhaps another one of Sheogorath's jests.] In any
     case, if one has invisibility, traversing the place is much simpler. Upon
     finding the shrine, the player will "no longer feel the compulsion" to have
     the staff, meaning it can be dropped off around the altar. When done, the
     scamps will stay put and the player can return to Rosentia for the reward.
     Note that the staff does have one upside: nonviolent respawning companions
     to train skills on. Just make sure to do this before finishing the quest for
     real, as it's impossible to retake the staff once it's placed by the altar.
     REWARD: Gallenus' curio [Ring of Eidolon's Edge] fortifies Blade and Block
             up to 15 points, making it an excellent companion for warrior types.
     Client: Tove the Unrestful
     Locatn: Shivering Isles [Bliss]
     Prereq: ---
     Mssbl?: Yes [Tove slain]
     Reward: At least 500g (5g/per)
     Tove is building a skyboat and, through dialogue, requires the player to
     bring him 100 Calipers and Tongs (total). That's all there is to it! The
     player might be familiar with the items as they appear as useless junk in
     plenty of crates, barrels, and other containers sitting around cities. [Not
     dungeon loot, typically.] And should a player actually bother to do this
     quest, Tove will buy any future items of that sort for the same going rate.
     Needless to say, this MIGHT be the worst way to make money in the game, but
     who knows? Too bad one's not paid in skyboat rides...
     Client: Diram Serethi
     Locatn: Aleswell [North of Imperial City; by "Ring" in "The Red Ring Road"]
     Prereq: ---
     Mssbl?: No [Diram Serethi is unkillable]
     Reward: Free lodging in Aleswell, Fame +1
     Once the roadside settlement is found, the player quickly sees -- or doesn't
     see -- that the citizens and livestock are invisible. The townsfolk direct
     the player to the innkeeper Diram for the lowdown. Once found, he spills the
     beans: whatever happened is probably due to the Ancotar's experiments in Fort
     Caractacus (southeast of town).
     As stated by the client, the fort has invisible enemies as well, which means
     the player's at an annoying disadvantage. However, the playing field can be
     evened by using a Detect Life spell, bathing all lifeforms in a purple glow,
     including invisible ones. [The Gray Cowl of Nocturnal does this, for example.]
     Actually going inside the fort is unnecessary, as Ancotar is also invisible
     inside the fort's tower. Speak with him at length on Aleswell's solution to
     get the [Reverse Invisibility] scroll and [Ancotar's Ring of Protection].
     Ancotar's second-floor study also has some skill books (Mystery of Talara, v 4
     and The Doors of Oblivion) which train Illusion and Conjuration, respectively.
     As Ancotar directed, stand in the town's center and read the scroll, which
     undoes the spell for everyone. If the ring of protection wasn't obtained or
     equipped while doing that, the player suffers a huge luck penalty (this is
     done directly to the stat, not as an effect, and requires replenishing the
     stat or removing the "curse" at an altar). Talk with Diram in order to finish
     the quest, the reward being free lodging for life.
     NOTE: The quest can be rendered permanently incomplete in a few ways: (1)
           killing Ancotar before getting the scroll (2) misusing the scroll twice
           and being unable to get a replacement from Ancotar.
    |¯| /¯/  ____|¯¯¯¯¯|_____________/ V. KNIGHTS OF THE NINE WALKTHROUGH [KOTN] |_
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    |   ( / _ \ \|  ¯  | 00) OVERVIEW
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     The walkthrough'll cover Oblivion's "Knights of the Nine" plugin. It can be
     purchased from Xbox Live for 800 MSP, or obtained for free from the second
     disc of Oblivion's Game of the Year (GOTY) Edition. [Note that downloading it
     from the disc does NOT count as purchasing it online; if one ever deletes the
     expansion and loses the disc, it'll have to be paid for!] KOT9's size clocks
     in at 142MB  -- check the downloads section under the main menu's "Options"
     tab to make sure it's recognized by the console.
     Unlike some other DLC, when the plugin is installed, the player doesn't get
     an automatic quest update. Thus, to start the questline officially, one must
     travel to Anvil and learn about the 'prophet' from townsfolk -- or speak to
     the Prophet himself -- to start the quest.
     NOTE: This plugin mandatorily kills all priests of Dibella in Anvil's chapel!
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    01) PILGRIMAGE                                      [KO01] |   ( / _ \ \|  ¯  |
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     Client: The Prophet
     Locatn: Anvil
     Prereq: Tutorial
     Reward: promotion to Pilgrim (Nine Divines faction)
     Fame -: +1, all Infamy removed
     Anvil's prophet preaches across the street from the chapel by day, and sleeps
     under the portico by night. He'll be easy to spot as he just stands around
     yelling his sermon. Through conversation, the Prophet notes that Umaril the
     Unfeathered, an Ayleid sorcerer-king, has returned to wreak havoc on the land
     once more, and the Crusader's relics must be collected to combat him.
     Agree to quest for the relics and the white-hair will give the player his
     [Wayshrines Map], saying to pray at each of the wayshrines. The wiki has a
     scan of the map so y'don't have to keep looking back and forth.
     Wayshrines are small structures found all over the place, containing an altar
     to one of the Divines. The prophet's map lists one of each, although there's
     more than one available for each Divine, should the player want to mix the
     pilgrimage up a bit. To pray at a shrine, simply inspect the altar -- wearing
     the Gray Cowl of Nocturnal prevents one from getting the blessing.
     NOTE: If one gains any infamy during the pilgrimage, all shrines have to be
           completed AGAIN! Those who want to get specific blessings at chapel
           altars, or those trying to get the Pilgrim's Grace greater power, will
           have to revisit all the wayshrines again anyway.
     When all wayshrines are successfully prayed at, there will be a vision of
     Pelinal Whitestrake that takes place, giving the player his blessing to
     continue the quest. This starts the next mission.
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    02) THE SHRINE OF THE CRUSADER                      [KO02] |   ( / _ \ \|  ¯  |
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     Client: Pelinel Whitestrake
     Locatn: [final shrine prayed to]
     Prereq: Pilgrimage
     Reward: Helm of the Crusader, rank up to Knight Errant (KOT9 Faction)
     Fame -: ---
     In the vision, Pelinal reveals the location of the first shrine, located SE
     of the Imperial City's island near the Red Ring Road's bridge over the Niben.
     The entrance to the shrine (Vanua) is located underwater, but most of the 
     place won't be, in case one was wondering.
     Proceeding is like any normal Ayleid ruin, although for the sake of a player
     who may not be familiar, I'll humor ya: plenty of undead types, like wraiths
     and skeletons inside, and plenty of loot! Doors are often opened by block
     buttons on pillars, walls, and generally out-of-sight places -- but they have
     a blue color, so they're not too hard to find. Vanua has three areas to get
     through, with the second (Shrine of the Crusader) being the target.
     Through a few hallways, one can find the skeleton of Sir Amiel containing the
     quest item [Sir Amiel's Ring] and [Sir Amiel's Journal], which comfirms the
     holy helm is indeed in Pelinal's shrine, located on a balcony right in sight.
     Take [Sir Amiel's Key], too, as it's required to open the unpickable gate
     nearby, as the Lost Catacombs must be ventured through before returning to
     the shrine.
     NOTE: Those with high Acrobatics can simply leap to Pelinal's shrine and take
           the helm without any rigamarole. This doesn't affect the quest as the
           catacombs section has nothing interesting inside.
     In any case, at Whitestrake's shrine, the [Helm of the Crusader] can finally
     be recovered. This ends the quest and automatically adds the next.
     REWARD: The [Helm of the Crusader], at best, fortifies Restoration 6pts and
             Personality 25pts. Additionally, equipping it grants the Serene Beauty
             lesser power (Calm up to Lv25 for 10s).
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    03) PRIORY OF THE NINE                              [KO03] |   ( / _ \ \|  ¯  |
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     Client: ---
     Locatn: Vanua
     Prereq: The Shrine of the Crusader
     Reward: Cuirass of the Crusader, promotion to Knight Commander
     Fame -: +1
     With the helm recovered, the player is to visit the Priory of the Nine on
     Cyrodiil's southern border with Elsweyr, right by the "West" in "The West
     Weald." Inside, inspect the cool floor symbol and Sir Amiel's Ring will open
     up a secret passage to the basement. From there, the undercroft is the next
     step -- save before going in, perhaps.
     Approach the [Cuirass of the Crusader] to be visited by the visages of all
     the previous Knights of the Nine, who prevent one from obtaining the relic.
     Instead, all eight of them must be defeated in honorable (1-vs-1) combat to
     prove one's worth. They all use swords and shields and, being ghosts, resist
     frost damage; besides that, centuries of having no muscles makes 'em, well,
     pushovers. Just have some health potions/magic along and it'll be a cinch.
     [It's impossible to leave once the series of fights begin, for reference.]
     When all have Knights have fallen, the player is allowed to collect the fancy
     cuirass and start questing for other relics.
     • Sir Juncan gives the quest for the Boots (Nature's Fury)
     • Sir Ralvas gives the quest for the Mace (The Path of the Righteous)
     • Sir Casimir gives the quest for the Gauntlets (Stendarr's Mercy)
     • Sir Henrik gives the quest for the Shield (Wisdom of the Ages)
     These can be done in any order but the walkthrough'll go alphabetically. This
     quest itself only finishes when all four relics are retrieved.
     A note for those who don't want to carry around a bunch of Crusader equipment:
     inspecting the cuirass' stand lets one put the collected pieces there for
     storage. Simply agree to 'swap relics' and pick the ones to place there.
     REWARD: The cuirass, at best, fortifies Restoration 6pts and Health 27pts,
             as well as resisting Normal Weapons 15%. It doesn't add a special
             power or effect by itself.
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    04) NATURE'S FURY                                   [KO04] |   ( / _ \ \|  ¯  |
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     Client: Sir Juncan
     Locatn: Priory of the Nine
     Prereq: Priory of the Nine (quest) 
     Reward: Boots of the Crusader
     Fame -: +1
     Sir Juncan tells his tale when asked: Kynareth's creations guard the boots in
     the Great Forest's west of the Imperial City. Visit the Divine's shrine (at
     quest marker) and speak with Avita Vesnia, learning the boots are kept in the
     Grove of Trials west of there. The acolyte says that a test must be taken to
     get the boots, and that Kynareth's law -- to respect nature -- plays a part
     in it. 
     Agree to the test and the Grove, a rocky & secluded spot, will be marked on
     the map. Wait around a bit and eventually the Forest Guardian, a gigantic
     bear, will arrive. As part of the "respect and fear nature" doctrine, let the
     critter attack the character for a bit without repercussion. [Alternately,
     be invisible when the creature arrives and it'll never attack, but the quest
     update still arrives.] Slaying the creature earns +1 Infamy, but it respawns.
     Passing the test triggers the rock formation nearby to recede, giving access
     to the grotto where the [Boots of the Crusader] are kept. Avoid killing the
     nonviolent spriggans as their deaths earns 1 infamy per each; if both are
     slain, the player has to redo the wayshrine pilgrimage part again, and no
     one wants to repeat that junk.
     Also, Avita Vesnia will appear at the priory and ask to become a Knight.
     REWARD: The boots Fortify Restoration 6pts at maximum. The best reason to
             equip 'em is for the passive 'Woodland Grace' effect, stopping normal
             woodland critters from attacking the player unprovoked. This doesn't
             work on undead types, bandits, and so on.
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    05) THE PATH OF THE RIGHTEOUS                       [KO05] |   ( / _ \ \|  ¯  |
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     Client: Sir Ralvas
     Locatn: Priory of the Nine
     Prereq: Priory of the Nine (begun), Nature's Fury (to finish)
     Reward: Mace of the Crusader
     Fame -: +1
     Sir Ralvas says to receive the mace, one must visit the Chapel of Zenithar
     in Leyawiin and pray at St. Kaladas' undercroft tomb for a vision. In the
     vision, one can see the mace across a great chasm with no apparent way to
     reach it. Attempt to jump the chasm four times for a quest update suggesting
     the solution may lie with another relic.
     ...and it does! As Ralvas and Carodus Oholin may have said, Zenithar and
     Kynareth are associated very closely in the realm, as one cannot appreciate
     Zenithar's gift without acknowledging Kynareth. Thus, to cross the chasm, one
     must be wearing the Boots of the Crusader, which opens a bridge to the [Mace
     of the Crusader].
     After obtaining the relic, re-enter the chapel hall to find it under attack
     by Aurorans, a gold-reptile-lookin' bunch of creatures. Any citizen inside
     the chapel at this time is at risk, so it helps to recover the mace during
     the night, or when no one's around (sneak in), to avoid collateral damage.
     On the flipside, the countess and Tsavi will visit the chapel together and
     can provide extra backup against the icky interlopers.
     Carodus Oholin will ask to join the Knights of the Nine, saying that Zenithar
     helped against the desecrators. There's no reason to _not_ let him join,
     really. Once accepted, he'll later reappear at the Priory as "Sir Carodus."
     REWARD: At its highest level, the mace deals Fire Damage 14pts/2s and Turn
             Undead to Lv17 for 5s. Equipping it gives the passive "Crusader's Arm"
             effect, fortifying Blunt 10pts.
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    06) STENDARR'S MERCY                                [KO06] |   ( / _ \ \|  ¯  |
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     Client: Sir Casimir
     Locatn: Priory of the Nine
     Prereq: Priory of the Nine (begun)
     Reward: Gauntlets of the Crusader
     Fame -: +1
     Sir Casimir says the [Gauntlets of the Crusader] are located in the Chapel of
     Stendarr in Chorrol, right where they fell off centuries before when the
     knight slew someone in a moment of weakness. Once there, the equipment piece
     is easily found...but can't be picked up for some reason. Areldur says that
     speaking with Kellen, Casimir's relative living in the chapel, may provide
     more answers.
     Find the despairing Redguard to learn Stendarr cursed Casimir long ago, and
     that curse still lingers on through the generations. He thinks Areldur is
     hiding some fact from him, and suggests prying the secret loose -- the fact
     being that praying to Stendarr to take the curse on oneself would lift it
     from the poor guy.
     Learning this fact, the player must do just that, by inspecting the main
     altar (this can be done even if one has 2+ infamy). This grants the player
     the Lay Hands lesser power, which is to be cast on Kellen to remove his
     generational burden. The "Curse of the Consumed" only drains Fatigue 5pts
     and can't be cured by normal methods, only by continuing the questline. [Lay
     Hands disappears once successfully used.]
     Pick up the gauntlets from the floor by Stendarr's altar to finish the quest.
     Later, Areldur will go to the priory and ask to become a knight.
     REWARD: The new relic, at its best, fortifies Restoration 9pts and resists
             disease 50%. Additionally, equipping them gives the Merciful Touch
             lesser power (Restore Health 50pts/Touch, very low cost).
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    07) WISDOM OF THE AGES                              [KO07] |   ( / _ \ \|  ¯  |
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     Client: Sir Henrik
     Locatn: Priory of the Nine
     Prereq: Priory of the Nine (begun)
     Reward: Shield of the Crusader
     Fame -: +1
     Unlike some other ghosts, the [Shield of the Crusader] was not lost; instead
     Henrik made sure to hide it in a secure location, so treasure hunters and
     other types couldn't just snap it up. He reveals its resting place as Fort
     Bulwark in southeast Cyrodiil, east of Leyawiin, by the "d" in "Blackwood".
     The place is made up of three zones and has become a conjurer's den, and not
     too difficult to proceed through. The initial area has a 12-switch puzzle at
     the end, with the key being the candles. Basically, start at the switch
     nearest the candle(s) and step on the one 'x' number away, where 'x' is the
     number of candles. Example: Three candles are on the left-hand side, so one
     would start on the left and count three right, stepping on the one furthest
     away. [In any case, correct switches may a low sound, as opposed to wrong
     ones louder 'click.']
     In the second area, one can find the imprisoned knight Sir Thedret, who, once
     freed, says the key to getting the shield lies in a phrase he learned: "When
     the eyes of the guardians are upon you, Julianos will show you favor." The
     Redguard leaves after that tidbit, but will later reappear at the priory as
     an official, fully-fledged Knight of the Nine. In any case, the phrase can be
     put to the test at the 2nd area's end in a room with guardian statuary. Kill
     the conjurers and use the cranks on the statues to make them all face inward,
     towards the circle on the ground. Stand there once done to snuff the torches
     in the room, opening a secret path.
     The final area of Fort Bulwark is monster-less but has a puzzle to solve. A
     chest contains one of Rodgar's artifacts and must be placed at the appopriate
     shrine -- if it is, the statue turns 180 degrees; if it's wrong, nothing
     happens and the artifact disappears. Artifacts that aren't placed correctly
     reappear in the chest, but only one can be taken at a time. [All items are
     found in the 'miscellaneous' section of the inventory.]
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  1: Rodgar's Gem
     | [1]       [8] |  2: Rodgar's Skull
     |               |  3: Rodgar's Hammer
     | [2]       [7] |  4: Rodgar's Book
     |               |  5: Rodgar's Sword
     | [3]       [6] |  6: Rodgar's Goblet
     |   [4]   [5]   |  7: Rodgar's Helm
     |_______________|  8: Rodgar's Stone
     The [Shield of the Crusader] will be in the subsequent chamber. A side passage
     will lead back to the first area of the fort to avoid backtracking.
     REWARD: The shield, at best, has Resist Spell 18%. Not too shabby!
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    08) THE FAITHFUL SQUIRE                             [KO08] |   ( / _ \ \|  ¯  |
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     Client: Lathon
     Locatn: Priory of the Nine
     Prereq: Priory of the Nine (finished)
     Reward: Greaves of the Crusader
     Fame -: ---
     Upon arriving back at the Priory with the fourth relic, Lathon, Sir Roderic's
     squire, will run up and say his liege has fallen to the ghost of Sir Berich
     in Underpall Cave (between Chorrol & Bruma, by "Orange" in "The Orange Road").
     He asks to become a knight and will accompany the player on the quest to
     avenge his master. Arrive at the cave to finish the quest.
     REWARD: The greaves obtained for free, at best, Fortify Restoration 6pts and
             Destruction 9pts. The 'Blessing of the Eight' lesser power is added
             when equipped (Shield 20%/60s on Touch).
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    09) THE SWORD OF THE CRUSADER                       [KO09] |   ( / _ \ \|  ¯  |
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     Client: ---
     Locatn: Underpall Cave
     Prereq: The Faithful Squire
     Reward: Sword of the Crusader
     Fame -: +1
     The quest is automatically added upon reaching Underpall Cave. The last relic
     to obtain will be the mission's titular weapon, which was lost when the last
     adventurer was slain during its retrieval. Note that Lathon is quite mortal
     and may easily die within the cave, so those wanting to keep the original
     Knights may order him to stay at the entrance, where he's far from harm's
     way. [Stealth-based players may want to take this route, too, since there's
     plenty of archers with a height advantage.]
     Underpall Cave is made up of five areas (Underpall Cave, Underpall Keep, North
     Wing, South Wing, Reflecting Chamber). Expedient players can ignore the wings,
     which lead only back to the entrance, and simply visit the keep, which leads
     directly to the reflecting chamber. Once there, two paths lead to Vlindrel's
     location, but the left is the most worthwhile as Sir Roderic's corpse can
     be found towards the end, and he usually has enchanted equipment to...borrow.
     Vlindrel's wraith can be found by its lonesome at the pool, but those wanting
     a radically different fight than normal'll be disappointed -- he's pretty
     much just a normal gloom wraith with a lich-like aura. Occasionally enemies
     from nearby chambers will help the guy out, although this can be attributed
     to tipping them off later (especially any around Roderic's body). Once he's
     down, collect the [Sword of the Crusader] from where it's fallen...hopefully
     not in the water. ;)
     NOTE: Lathon may not be where he was left once the mission's done, but should
           reappear at the Priory after 'x' amount of hours are done. He's not
           dead or nothin'.
     Due to the evilness of the sword, it must be reconsecrated at the Chapel of
     Arkay in Cheydinhal. Do not equip the sword until then because it gives the
     player the "Lord Vlindrel's Curse" effect (Stunted Magicka, 100% Weakness to
     all elements & poison) which remains until things are put right. Of course,
     upon visiting the chapel, one has to fend off an attack from the Aurorans...
     In any case, that completes the set of Crusader relics! Return to the Priory
     and speak with Thedret to end the quest and begin the next.
     REWARD: The sword deals Fire Damage 14pts/2s and Damage Magicka 40pts, not to
             mention boasting a high attack power, making it much more useful than
             the other Crusader weapon. However, similarly, it also gives an effect
             called "Crusader's Arm" which fortifies Blade 10pts instead of Blunt.
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    10) THE BLESSING OF TALOS                           [KO10] |   ( / _ \ \|  ¯  |
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     Client: Sir Thedret
     Locatn: Priory of the Nine
     Prereq: The Sword of the Crusader
     Reward: Blessing of Talos
     Fame -: +1
     Listen to the prophet speak in the chapel and obtain the "Blessing of Talos"
     lesser power, learning it will allow one to follow Umaril after his earthly
     body has been slain, ensuring his spirit dies as well. The sorceror-king has
     claimed Garlas Malatar as his current base, and it can be found on the coast
     NW of Anvil.
     Other than that, there's nothing standing between one and the final mission.
     All Knights of the Nine will stand in front of Umaril's base until the player
     arrives. Anyone who hasn't been officially ordained to the order, such as
     those who volunteer out of nowhere, will remain at the base, and can join the
     others when the player gets around to it.
     REWARD: Besides the 'Blessing of Talos' effect for 30s, the new lesser power
             also fortifies Strength and Endurance (both 20pts/60s) while draining
             Speed/Agility (both 15pts/60s).
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    11) UMARIL THE UNFEATHERED                          [KO11] |   ( / _ \ \|  ¯  |
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     Client: The Prophet
     Locatn: Priory of the Nine
     Prereq: Blessing of Talos
     Reward: [see below]
     Fame -: +1
     As said, Garlas Malatar is on Anvil's NW coast and all Knights of the Nine
     will have gathered there after meeting with the prophet. They'll all follow
     their leader when the dungeon's entered, so ordering them to wait as a way
     of saving their lives ain't gonna work (sadly). SAVE BEFORE ENTERING!
     Umaril's base contains three areas (Garlas Malatar, Ceysel, Carac Aberan) and
     it's highly probable that many Knights of the Nine will die inside fighting
     the plentiful Aurorans. Of course, they'll be replaced with generic ones when
     the quest is over, but the player's ragtag dream team shouldn't be thrown
     away so easily! The best way to make them survive isn't by casting on-touch
     spells or helping them out personally, as the team splits up and they'll
     typically die in droves. No, the best way is to rush to the Ceysel portion
     and destroy the Dark Orb (activate it to do so), which eliminates all enemies
     in the dungeon and preserves any living Knights. If one has the Staff of
     Sheogorath, its time-freeze function may help a bit.
     At this point, the player is to face Umaril alone, just like the predecessor
     Pelinal did long ago. In Carac Aberan, in the boss' chamber, the player will
     be locked in mortal combat with the evil foe. He's essentially an Auroran on
     steroids, and twice the size. He wields [Umaril's Sword] and nulls shock
     damage, but besides that, he's not that special. In fact, one can sneak-attack
     him while invisible and totally embarrass the doofus. When he's defeated, cast
     the Blessing of Talos to fight him again in the spiritual realm, where the
     same rules apply. [Anyone wanting another copy of his sword should pick it up
     fast before it falls from the sky.]
     Those wondering if wearing all the relics is necessary: no. However, by using
     any 6-piece combination of relics, one is granted a "Holy Aura" effect called
     Umaril's Bane. This will severely weaken Mr. Unfeathered's Strength during
     battle, making his disposal easier.
     With Umaril rotting as dust in the void, one automatically returns to the
     Priory, where the ghosts of the former comrades are put to rest. Inspecting
     any of their tombs at this point gives a blessing based off the Divine they
     served in life. [Sir Berich has no tomb, for obvious reasons.] The table for
     who gives what is listed below.
     Leaving the undercroft will cue a scene from Sir Thedret, who'll leave to
     tell the others the Crusader still lives. See this scene and the questline
     will truly have ended.
     REWARD: Besides being able to have a Knight of the Nine as a follower, and
             the aforementioned tomb blessings (only one can be active at a time),
             there's always Umaril's Sword. At best, it does Shock Damage 16pts
             and Damage Fatigue 12pts.
      _____________ _____________________________________________________________
     | TOMB        | ACTIVE EFFECT ADDED                                         |
     | Sir Amiel   | Akatosh's Blessing (Fortify Strength 5 points)              |
     | Sir Caius   | Stendarr's Blessing (Fortify Personality 5 points)          |
     | Sir Casimir | Mara's Blessing (Fortify Endurance 5 points)                |
     | Sir Gregory | Dibella's Blessing (Fortify Personality 5 points)           |
     | Sir Henrik  | Julianos' Blessing (Fortify Intelligence 5 points)          |
     | Sir Juncan  | Kynareth's Blessing (Fortify Speed 5 points)                |
     | Sir Ralvas  | Zenithar's Blessing (Fortify Luck 5 points)                 |
     | Sir Torolf  | Arkay's Blessing (Fortify Willpower 5 points)               |
     Additionally, besides becoming a Divine Crusader in the faction, the ruined
     chapels in Anvil and Bravil now have replacement priests to assume the
     functions of those slain by Aurorans. So, it all worked out happily in the
     end...except for those who died. We won't speak of them. :D
    |¯¯¯¯|¯¯¯¯¯|________________________/ VI. SHIVERING ISLES WALKTHROUGH [SHVR] |_
    | |¯¯ ¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    |__¯¯| | | 00) OVERVIEW                                                  [SH00]
     __| |_| |_____________________________________________________________________
     This walkthrough will cover Oblivion's only expansion, the Shivering Isles.
     It can be purchased for 2400 MSP on Xbox Live, or obtained for "free" from
     the second disc packaged with the Game of the Year (GOTY) edition. [Note that
     downloading it from the disc does NOT count as purchasing it online; if one
     ever deletes the expansion and loses the disc, it'll have to be paid for!]
     The expansion's size is 993.75 MB -- check the downloads section under the
     main menu's "Options" tab to make sure it's recognized by the console.
     In any case, once downloaded and verified in-game, the player will get a
     quest called "A Door in Niben Bay," the first step to starting the adventure,
     usually after a day or so (in-game) has passed. The quest can be started right
     after leaving the Imperial Sewers or the very last thing started -- there's no
     time limit to compete with. Other things of note:
     - None of the quests give fame/infamy
     - There is no buyable house in the Isles
     - Bounties from Cyrodiil don't transfer to the Isles, and vice versa
     - Criminal imprisonment makes one go to Aichan or Corpserot Passage (depends
       if the Aureal or Mazken arrested player, respectively) where one has to
       fight out in a jailbreak. Confiscated (stolen) items appear in a chest at
       the end, even if one just paid a fine.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯ ¯| |¯
    01) A DOOR IN NIBEN BAY                                     [SH01] |__¯¯| | |
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     Client: ---
     Locatn: A Strange Door [Cyrodiil: Niben Bay]
     Prereq: Tutorial
     Reward: Access to Shivering Isles
     Visit "A Strange Door" at the quest marker (Niben Bay is east of Bravil) to
     find a weird portal to someplace called The Fringe. This is the Isles'
     gateway to and from, and can be trespassed at any time to return to Cyrodiil.
     Also note that the soldier Gaius Prentus standing vigilant is NOT an actual
     guard, so it's fine to, say, wear the Gray Cowl of Nocturnal around him.
     After hearing a strange(ly familiar) voice, the portal can be accessed. On
     the other side, one meets Haskill, Sheogorath's chamberlain, who'll explain
     the reason for coming. Seems his master needs a mortal champion for some
     reason or another, and the player can volunteer for the job. Agreeing is the
     only way to enter the rest of the Isles, note.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯ ¯| |¯
    02) THROUGH THE FRINGE OF MADNESS                           [SH02] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [The Fringe]
     Prereq: A Door in Niben Bay
     Reward: Blessing of Dementia or Blessing of Mania, Charity of Madness, rank
             up to Tourist
     The Fringe is a special part of the Shivering Isles which houses all those
     who seek to enter the "real" part of the islands. As such, it's not possible
     to frolic elsewhere until one makes it through the Gates of Madness, and
     Haskill said it was guarded by some kind of gatekeeper. Hmm...
     There is one town in this region, Passwall, and it's just down the cobblestone
     path from the Isles' entrance. [Take care of the grummites, though, especially
     for low-level players...they're brutality's similar to a mountain lion's!] The
     quest marker is already fixed on the Gates of Madness, where one can get a
     first-hand glimpse of the Gatekeeper's bloodlust -- it single-handedly slays
     a group of adventurers trying to pass through. Seems the headstrong approach
     isn't the right one.
     Time to shakedown the citizens for information. Dredhwen of The Wastrel's
     Purse says the only one who can get close enough is Relmyna Verenim, a boarder
     upstairs -- however, she only scoffs at the player's goals. Shelden and Felas
     Sarandas will tip one off to Jayred Ice-Veins' intent to slay the gatekeeper.
     Nanette Don, with a high enough disposition, gabs a secret of Relmyna's: her
     tears hurt the gatekeeper, and she cries during her nightly visits to it.
     Visit Jayred and form an alliance against the gatekeeper: the player picks
     the lock to the Gardens of Flesh and Bone nearby, he'll create bone arrows to
     hurt the beastly bastion. The expedition can begin immediately, with Jayred
     leading the way. [He even gives a free lockpick if one is without.] Entering
     the garden is a cinch as it's the easiest difficulty. Once inside, take care
     of the shambles enemies -- essentially faster-moving skeleton types that
     explode on death for frost damage -- and let the Nord collect his horde.
     Let "a few hours" pass and Jayred will give 20 [Gatekeeper Bone Arrows] for
     the upcoming hunt. All that's left is to go fight the sucker. Jayred, once
     spurred on, becomes a follower with typical wait/proceed commands. [Note that
     Jayred isn't unkillable, and he/bone arrows aren't mandatory for the fight.]
     | TIP: May Cause Side Effects |
     | Remember Nanette Don's tip that Relmyna tears harm the gatekeeper? This's |
     | exploitable for one's fight, too. Lie in wait around the gates' environs, |
     | keeping out of sight -- a bit after midnight, watch the Relmyna's visit & |
     | departure. This allows one to collect 3 vials of [Relmyna's Tears] from a |
     | fallen handkerchief. Used as a poison, the 120s 'Harm the Gatekeeper' bit |
     | removes much of the monster's defenses, like magical resistance, health   |
     | regeneration, and so on.                                                  |
     On even terms, the gatekeeper fight might be a little hard, as he regenerates
     health and can cure poisons, as well as do pretty decent melee damage. Doing
     the fight in this way is still doable, just more taxing -- decent magic and
     a potion supply helps, of course. For those that just want to get this nutbar
     out of the way, Relmyna's Tears cuts the guy off at the proverbial knees,
     removing all his best defenses and makes him easily cut-downable. There's
     other options, too: high Reflect Damage enchantments to play off his strict
     physical-attack regimen, Command Creature and Demoralize spells... Remember
     that the gatekeeper won't stray too far away from his post, so one can always
     retreat to regroup, even if it means going back to Cyrodiil for awhile.
     When the gatekeeper's slain, take the [Key to Dementia] and [Key to Mania],
     either of which will let one enter the Shivering Isles proper. Haskill will
     appear and say the next step is seeking out Sheogorath himself at the seat of
     his power, New Sheoth. Depending on what gate (Mania or Dementia) one enters,
     a free greater power is obtained accordingly -- see below for specifications.
     Regardless of the gate chosen, the destination remains the same -- the city
     on the eastern side of the island. The quest marker denotes the spot...it's
     just a matter of getting there in one piece. Those confident in their ability
     to traverse the land may want to detour around the place, finding locations
     to make later traveling easier. Invisibility helps, naturally...
     REWARD: The "Blessing of Dementia" demoralizes up to Lv12 in 30ft for 10s on
             target; "Blessing of Mania" frenzies up to Lv12 in 30ft for 30s.
             Neither spell has a magicka cost, and only one can be obtained. The
             [Charity of Madness] necklace obtained from the Madgod resists fire,
             frost, and shock, up to 16% each. Not too shabby.
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    03) A BETTER MOUSETRAP                                      [SH03] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Through the Fringe of Madness
     Reward: Promotion to Aspirant (?)
     After meeting with Sheogorath and learning of his capricious temperament, one
     is tasked with restoring Xedilian, a dungeon that took care of the realm's
     unwanted visitors before the gatekeeper was created. It's fallen in disrepair
     and needs to be reactivated. The [Attenuator of Judgment] and [Manual of
     Xedilian] are obtained for the job, and Haskill can give a little more info
     if needed.
     The ruin in question can be found on the "heel" of the Madgod's boot, the
     peninsula stemming from the main isle's southern half. The Pinnacle Road runs
     right by there, so no mountain-climbing (etc.) required. Inside, the task'll
     become reclaiming the focus crystals from the thieves who stole 'em, namely
     the grummite clan. These are similar to Cyrodilic goblins, except they're
     larger and typically carry better weaponry. There's fighters and shamans, too,
     so not everything's different -- that applies to the dungeons, which are just
     as easy-to-follow as the ones back in Tamriel.
     Completing the task means slaying each 'shaman painbringer' who carries a
     [Crystal Staff]. When retrieved, the staff is removed and a [Focus Crystal]
     replaces it. Put it on the Judgment Nexus pedestal to open the way forward,
     and repeat the process three more times. Defeating all the grummites isn't
     required, so stealthy devils with their invisibility/chameleon should feel
     right at home here.
     When all focus crystals are placed, locate a crystal formation (towards end)
     and use the Attenuator of Judgment to finish the quest and start the next.
     Use the nearby teleporter...
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    04) BAITING THE TRAP                                        [SH04] |__¯¯| | |
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     Client: ---
     Locatn: Shivering Isles [Xedilian]
     Prereq: A Better Mousetrap
     Reward: Talisman of Abetment, Duskfang/Dawnfang, loot, promotion to Citizen
     On the way out of Xedilian, one meets Kiliban Nyrandil, the dungeon-master
     in charge of eliminating annoying intruders into the Isles. One learns that
     adventurers are already proceeding through Xedilian and, as thanks for getting
     the place running again, the player gets the honors of toying with 'em. There
     isn't any danger for this portion -- simply press a button to make things
     happen, then teleport to the next room to do it again. Fun fun.
     ROOM 1: Make the tiny gnarl grow to giant sizes, driving Lewin the Rogue
             insane; unleashing the swarm kills Lewin instead.
     ROOM 2: A giant pile of treasure in a cage. Activating the fire trap kills
             Syndelius, while dropping keys drives him crazy with greed.
     ROOM 3: A room full of corpses! Raising the dead causes the zombies to slay
             Grommok gro-Barak; giving him a vision of his own demise drives him
     When all three are done, the player can get "earnings" for the expedient
     elimination: the [Talisman of Abetment] and [Dawnfang]/[Duskfang] combo are
     always obtained, along with some other gold, gems, and such in the chest by
     the wall. [Grommok's Journal] should give some background on the new sword,
     which is really quite a curiosity (see below). On the way out, three Knights
     of Order will attack, but shouldn't prove much of a challenge -- Kiliban'll
     help out as well (he can't be slain). The quest ends when they're slain, and
     the next begins automatically.
     REWARD: The talisman is enchanted with Water Breathing, Detect Life 20ft and
     Feather 15pts (at minimum; the thing's glitched and obtaining a higher version
     seems to require reinstalling the plugin). The sword is really two swords in
     one, being the fire-type Dawnfang in the day and the frost-enchanted Duskfang
     at night. It automatically changes to the appropriate form when it's time; the
     new version starts with a full enchantment! Additionally, the 'Nourish Blade'
     effect counts how many kills are racked up with the weapon. If twelve (12) are
     racked up in the half-day time period, the sword becomes a Superior version
     and gains the ability to deal more elemental damage, as well as absorbing
     health and magicka, for Dawn and Dusk types, respectively. Killing one's own
     weak summons applies to the kill streak, for reference. If there's one thing
     that's VERY annoying, it's that the sword removes itself from hotkeys when
     it changes forms.
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    05) UNDERSTANDING MADNESS                                   [SH05] |__¯¯| | |
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     Client: ---
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Baiting the Trap
     Reward: Summon Haskill
     After reporting back to the Madgod, the player is tasked with learning from
     the locals, namely the Duke of Bliss and Duchess of Dementia. One also gets
     the "Summon Haskill" lesser power -- he can dispense advice at leisure...as
     long as one's in the Shivering Isles, that is.
     In any case, this mission encompasses two smaller missions -- Addiction and
     The Lady of Paranoia -- and only finishes when both are completed. They can
     be done in any order, and are begun by talking to the two heads of the other
     houses: Thadon, Duke of Mania, and Syl, Duchess of Dementia. The walkthrough
     will do Syl's first, since it's the most enjoyable.
     Once Syl and Thadon's quests are done, report back to Sheogorath to put this
     one in this history books.
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    06) THE LADY OF PARANOIA                                    [SH06] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Started "Understanding Madness"
     Reward: Ruin's Edge
     Syl can usually be found in her throneroom, just adjacent to Sheogorath's.
     She'll explain that no one around her is to be trusted, and there are always
     spies around, waiting for a chance to kill her. That's where the player comes
     in! She makes her new helper the Grand Inquisitor, the seeker of secrets, and
     says to meet with Herdir, the dungeon master, to start the interrogations.
     What this means is that Herdir will become a follower, and the player's
     dialogue options to people change to "interrogation" mode. If it seems like
     someone's lying, the player can do nothing or have Herdir "torture" them with
     shock magic, forcing them to cooperate...if there's anything to be found. Not
     surprisingly, shocking people lowers their disposition to the player, so it's
     good to avoid taking mulligans. ;)
     Here is the order to proceed in:
     1) Interrogate Kithlan, Syl's Redguard steward, twice to learn of Anya
     2) Interrogate Anya Herrick, Syl's other steward, once to learn of Ma'zaddha
     3) Find the Khajiit at his house in Crucible; torture once to get stonewalled
     4) Torture another Crucible citizen (Bhisha, etc.) to learn of a meeting place
     Upon learning of Ma'zaddha and Nelrene's late-night rendezvous, it's time to
     lie in wait for their next (their positions are marked on the map). At around
     2AM, they'll have a conversation near the district's southern sewer grate. Be
     close enough to eavesdrop but remain undetected, lest ye risk having to try
     again on a subsequent night.
     Confront Ma'zaddha a second time and he'll break down, offering to name names
     after he has some time (24h) to collect the info. Visit him house at the
     midnight next, only to find he's been slain! Collect [Ma'zaddha's Cupboard
     Key] and use it upstairs to find [Nelrene's Ceremonial Shortsword] and
     [Ma'zaddha's Crinkled Note] as evidence of wrongdoing.
     Nelrene should be in the House of Dementia as a guard, and should be easy to
     find. Indict her in the conspiracy and she'll confess that Muurine is the one
     behind it all, and one'll need "solid proof" to pin it on her. Unfortunately
     for Nelrene, the player doesn't -- simply ask the head conspirator and she'll
     admit it willfully. [Muurine lives in Crucible, for reference.]
     Inform Syl of the mastermind and she'll put a stop to the conspiracy herself.
     Just follow her to the dungeon and witness the sight, ending the quest with a
     REWARD: Syl's [Ruin's Edge] bow has a 'Random Spell Effect' enchantment upon
             strike, and has 80 uses (400 charge). The bow itself is rather weak,
             but when combined with enchanted arrows, it can certainly make itself
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    07) ADDICTION                                               [SH07] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Started "Understanding Madness"
     Reward: ---
     Speak with Thadon in the House of Mania (adjacent to Sheogorath's throneroom)
     and learn his favorite toy, the Chalice of Reversal, has been locked away and
     he can't use the mind-altering felldew without it. He doesn't reveal any
     locations, so one'll have to tap a courtier for information. Kithlan and
     Wide-Eye, in the House of Dementia and Mania, respectively, can both give
     information on its location: Dunroot Burrow. Apparently to enter the place,
     one has to ingest Felldew...interesting.
     The quest arrow might not immediately go to Burrow's location, but walking
     around town should make it right again. It can be found on the north side of
     the Jester's Spine Mountains, and will require a bit of walking from town.
     Supposing one has no fast-travel reference points up there, the easiest way
     to locate it is exiting out Bliss' front gate and using the main road, which
     eventually branches to the Burrow's dead end. Once there, slay an Elytra and
     obtain Felldew. Save before entering, consume the poison, and enter inside.
     | TIP: Felldew Poisoning |
     | Once ingested, the player becomes addicted -- this means eating felldew   |
     | gives a euphoric effect at first, before causing the player to enter a    |
     | withdrawal until more's obtained. And if no more IS obtained, the effects |
     | get more severe. For instance, at its most crippling, Felldew withdrawal  |
     | gives -10 to -15 in STR, SPD, END, LUCK, INT, and even one's health. Thus |
     | to proceed through the Burrow, it's wise to either (1) kill enemies for   |
     | their Felldew to curb the symptoms (2) ignore the symptoms and breeze to  |
     | the end with invisibility/chameleon to help. It's possible to exploit the |
     | situation for higher base stats, though -- simply level up while affected |
     | by high-tier withdrawal, and cure oneself at the final chamber. Any stats |
     | increased retain their boosts, making it possible to get past 100. Cool!  |
     There are four areas to proceed through (Dunroot Barrow, Kelp Fen, Drone
     Tunnels, Bramble Halls) before reaching the Sanctum of Decadence, where the
     [Chalice of Reversal] sits on a pedestal. There are numerous felldew addicts
     around who'll attack, but those junkies are pushovers and rather unimportant.
     Note that taking the chalice automatically cures any withdrawal, but also
     prevents a player from ever succumbing to it like that again.
     Leave via the sanctum's exit (previously locked from other side, for those
     wondering) and return to Thadon to finish up. Unlike Syl, he gives no actual
     reward for the harrowing journey... *shakes fist*
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    08) THE COLD FLAME OF AGNON                                 [SH08] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Understanding Madness
     Reward: Raiment of Intrigue -or- Raiment of Arden-Sul, promotion to Honored
     With Syl and Thadon's quests done, Sheogorath finally accepts the player as
     his champion. The next task is to relight the capital's barren torch with the
     Flame of Agnon, found at Cylarne (on the "Island of Flame," region's NW side).
     To light the flame, one must side with either the Dark Seducers (Mazken) or
     Golden Saints (Aureal). Allying doesn't affect anything long-term, and each
     leader -- who one speaks is told to speak to -- describes the situation. The
     Mazken and Aureal each have possession of one altar and are locked in battle
     to reclaim the other's. When asked if the player will help, choosing "Let me
     talk with _____ first" devises a plan to learn the other side's tactics. One
     is free to enter each side's base, so long as the battle hasn't begun.
     NOTE: It pays to save before picking a side, as occasionally a soldier will
           get stuck through the floor (etc.) and make the battle unwinnable.
     In any case, one can scout the enemy encampment for the other side. For the
     Mazken, it involves tricking the Aureal into an ambush in the Underdeep, where
     dart traps and ambushers can slaughter them handily. In terms of the Aureal,
     it lets one do a sneak attack through the Underdeep, hitting their rivals in
     the least-defended portion, plus allowing them to avoid the heavily fortified
     entrance. Alternately, tell Ulfri that the Aureal are going to head through
     the Underdeep so she'll redeploy her forces there; then, double-cross her by
     informing Kaneh of the developments so she'll use the original plan.
     Note that chicanery isn't required to do this mission -- simply agree to help
     one side and they'll go fight the other like normal: the Aureal through the
     front door, the Mazken playing defense. In terms of preparation, the Mazken
     get the upper hand, having already fortified their position by the normal
     entrance. [Whatever side gains the player's allegiance, their leader becomes
     unkillable for the proceedings, preventing any upsets.] Upon visiting the
     newly-reclaimed shrine, the surviving leader will light the altar to make
     the Flame of Agnon burn once more.
     To claim it, visit Cylarne's courtyard and simply walk into the pillar of
     fire to "obtain" it as an active effect. Return to New Sheoth and locate the
     Sacellum Arden-Sul between Bliss & Crucible. [If the quest doesn't update
     appropriately, return to Cylarne and it should.] Speak with the priests
     Dervenin and Arctus (representing Bliss and Crucible, respectively) and pick
     one to 
     REWARD: Lighting the flame for Dementia grants the [Raiment of Intrigue] which
             fortifies Luck, Speed, Security, and Sneak up to 10pts. Lighting the
             flame for Mania earns a [Raiment of Arden-Sul] that has Shield, Resist
             Paralysis, Fortify Willpower and Fortify Intelligence enchantments.
             [Arctus speaks of a 'Ring of Intrigue' but it's actually a Raiment.]
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    09) RITUAL OF ACCESSION                                     [SH09] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [Sacellum Arden-Sul]
     Prereq: The Cold Flame of Agnon
     Reward: ---
     Now that the Flame of Agnon's in its rightful place, Sheogorath reminds the
     player, to be a great leader, the respect of the people must be given. And
     in the Shivering Isles, that's done by usurping a current leader! Speak to
     Arctus and Dervenin to learn both Mania and Dementia's rituals of accession.
     For Mania, the current leader must overdose on greenmote, while the ruler of
     Dementia must be slain and have their heart retrieved. Interesting stuff...
     NOTE: Only one ritual can be done, but there is an achievement associated 
           with each. Thus, to get both achievements, make a save before picking
           a ritual, do one, reload, and do the second.
     When one's decided, tell Sheogorath to add the appropriate ritual quest and
     end this one. For those wondering, the Mania one is the easier of the two.
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    10) RITUAL OF MANIA                                         [SH10] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [Sacellum Arden-Sul]
     Prereq: The Cold Flame of Agnon
     Reward: Ring of Lordship, Diadem of Euphoria, Summon Golden Saint, promotion
             to Duke of Mania
     To start, one must gain some info on Thadon's court in order to find best how
     how to make him overdose on greenmote. Haskill suggests speaking with those
     in the Duke's court, while Gundlar thinks the Argonian steward Wide-Eye will
     be most helpful. [This marks her location on the map.] If her disposition's
     high enough, she can be questioned about her lord's daily routine: after her
     "special errand" at noon, dinner is served at 8PM with Gundlar adding just a
     pinch of greenmote from the House's special silo.
     An update will suggest tailing her to see what the "special errand" entails.
     Around 12-1PM, Wide-Eye will enter the palace courtyard and activate a hidden
     switch in a statue, opening a ladder into the silo. Being there counts as
     trespassing, and remaining hidden is part of the requirement, so trail the
     Argonian through the labyrinthine passages to find the correct room. [Being
     detected means paying a fine or escaping a dungeon, as is the Isles' law.]
     In the silo, take two extra doses of [Greenmote] from the pile and exfiltrate
     whence y'came.
     Thadon's supper begins at 8PM, and his food is prepared at the kitchen within
     his personal quarters. Break in (or use a stolen House Mania Key) a little
     while before then, and sneak to where his food sits. Put some greenmote in
     his meal and another in his winebottle (a large one on middle shelf, called
     Thadon's Wine), then escape. Return to the main hall and at suppertime, have
     a seat and watch the grand show.
     When it's over, inspect the corpse for [Thadon's Blood] as well as his cool
     [Diadem of Euphoria] headgear. Pour this blood onto the altar at the Sacellum
     Arden-Sul to become the new Duke or Duchess of Mania. Following an outburst
     by the other leader, Sheogorath will give out the rewards and finish the
     REWARD: The Mania version of the [Ring of Lordship] will, at best, Fortify
             Personality 20pts, Resist Disease 80%, and give Shield 26%. A new
             greater power "Summon Golden Saint" is also usable for sixty seconds.
             As for Thadon's headgear, at maximum strength it fortifies Personality
             25pts, fortifies Magicka 40pts, and Resists Magic 20%. Plus it looks
             absolutely awesome, which is also reason to get it.
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    11) RITUAL OF DEMENTIA                                      [SH11] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [Sacellum Arden-Sul]
     Prereq: The Cold Flame of Agnon
     Reward: Ring of Lordship, Nerveshatter, Summon Dark Seducer, promotion to
             Duchess of Mania
     Like in the other ritual, the first step is learning information from those
     close to the current leader. Anya and Kithlian, Syl's stewards, comment on
     her paranoia and how she's currently laying low, fearing that Sheogorath no
     longer favors her presence. With their dispositions tweaked, Kithlian gives
     the [House Dementia Key] to enter Syl's private courtyard, while Anya agrees
     to help lure two of the guards outta the wing.
     With the trap set, evade the guards (invisibility?) and break into the Syl's
     bedroom. Apparently she's already dead, though, if the body on the bed's any
     indication. Luckily Kithlian sets the player straight, saying it's just a
     slain body double and the Duchess is making her escape through the gardens.
     The quest marker will display a secret entrance to Xirethard, activated by
     turning the statue's head (gee, where've we seen that before...)
     Navigating the dungeon won't be that hard, but it's more trap-filled than a
     normal one, particularly the first crisscross corridors with fireballs flying
     down the middle of each. Past there, unstealthy people will have plenty of
     Mazken to fight, usually in an outnumbered scenario. Syl herself can be found
     in the 2nd area (Depths) with two of her bodyguards, plus another posted in
     front of a door one must pass through. She carries the [Nerveshatter] hammer
     which does shock damage; luckily, one can often pick her off from the shadows
     with arrows or magic.
     Claim [Syl's Heart] once she's dead, and bring it to the Sacellum Arden-Sul's
     altar, officially ordaining oneself as the Duke/Duchess of Dementia. After an
     outburst by the other leader, Sheogorath will give out the rewards and finish
     the quest.
     REWARDS: Dementia's version of the [Ring of Lordship], at best, fortifies
              endurance 20pts, resists poison 55%, and gives 32% Chameleon. The
              greater power 'Summon Dark Seducer' for sixty seconds is also given.
              As for Syl's [Nerveshatter] hammer, at best it deals 24pts Shock
              Damage; its Weakness to Shock 48% effect, though, is glitched and
              has no effect (since it has no duration, like many other weapons
              one's come across). Nerveshatter has 65 uses...not too shabby.
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    12) RETAKING THE FRINGE                                     [SH12] |__¯¯| | |
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     Client: Sheogorath
     Locatn: Shivering Isles [Sacellum Arden-Sul]
     Prereq: Ritual of Dementia or Ritual of Mania
     Reward: ---
     One'll notice that the Fringe area is now off-limits for fast-traveling, and
     can only be entered through the Gates of Madness. Re-enter the area and head
     to Passwall, finding the Dark Seducer or Aureal forces overwhelmed by the
     Knights of Order. [Whatever forces are present depends on what person was
     dethroned in the Ritual of Accession.] Speak to Grakendo Udico or Aurig Desha
     to lend assistance for the next wave(s) of foes.
     After earning a brief respite, the leader asks the player to give aid to the
     soldiers, as they have no healing supplies. [This is done in the form of 'on
     touch' healing magic, like Convalescence.] When a few more waves are downed,
     find the leader and agree to her plan of entering Xeddefen and deactivating
     the town's spire from within. Said dungeon is located south of town, just
     over a hill. Knights of Order lurk in the environs, but can be snuck past, if
     so inclined.
     Xeddefen's interior will be filled exclusively with Knights and Priests of
     Order, the former of which will be either standing around or running through
     the hallways (heading for exit). The latter aren't worth fighting as they're
     invincible unless their obelisks are destroyed, and there aren't any of those
     kind around down here...oh well. Those who stop to look around will find many
     casks and madness ore deposits just ripe for the taking, too. Regardless, the
     destination is Xeddefen's third area (Great Chamber).
     Here, one will be reacquainted with our good friend Shelden (the "mayor" of
     Passwall) who was hiding inside a false wall. He says Felas defected to the
     Knights of Order, and that the player is suitable for protecting him from the
     "nightmare". Having him assist is fine, as he's essential; however, if he's
     told to scram, it's possible for him to die on the way out...and if one just
     ignored the Knights in previous chambers, he probably will.
     In any case, the Great Chamber obelisk is the source of power in this crummy
     dungeon. It's deactivated like any other, although for those who aren't that
     familiar with the task, it's like this: slay the priest and insert a [Heart
     of Order] three times to destroy the sucker. Hearts are found on some dead
     Knights, so it helps to have Shelden around as a meat shield...err, faithful
     compansion. [Well, he did say he "liked to hurt things"...] Remember that
     until the obelisk is destroyed, priests technically aren't dead, and will
     revive after a set time!
     When the obelisk is kaput, the entire dungeon starts breaking at its seams --
     escape time! [If Shelden participated in battle, he's essential, so don't
     worry about helping him on the way out.] The new way out leads leads through
     Xeddefen Felles, a chamber not yet explored. Expectedly, it's crawling with
     a residual force of Knights and plenty of falling debris. Invisibility helps
     a crapton during this portion, especially if one's low on potions. Near the
     end will be a locked gate, only opened when a torch pedestal's button is hit.
     Other than that, escape through the remaining portion of the dungeon to reach
     Passwall's lake.
     Return to the allied leader and learn of the conflict's "end," and then to
     Sheogorath to finalize the mission.
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    13) REBUILDING THE GATEKEEPER                               [SH13] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Retaking the Fringe
     Reward: Gatekeeper-dependant Greater Power, Summon Flesh Atronach (g. power)
     The Madgod's next task should be obvious from the job's title. To assist in
     the reconstruction, one is to visit Xaselm, where Relmyna Verenim has moved
     since Passwall was overrun. The dungeon's located a bit east of the Gates
     of Madness, at the east side of a hill. [There's also a secret entrance NW of
     there, but it's locked until later, sadly.]
     Relmyna is located in the Sanctum of Vivisection portion, but there's still
     two other other monster-filled areas to get through (Xaselm & Experiment
     Chambers). The third area (Corpse Pit) doesn't require the player's presence.
     Once the mad scientist is located, she will almost begrudgingly assist, and
     sends the player off to the Gardens of Flesh and Bone to collect her four
     requirements (listed below).
     With the new [Key to Sanctum and Gardens], one can use Xaselm's quicker
     entrance and also get in to the aforementioned Gardens' front door, which
     was previously locked. [To those who simply slew the 1st gatekeeper without
     exploring the rest of the quest, the Gardens are just a little ways down the
     road from Passwall.] Here's how to get the four special items Verenim needs
     to rebuild her "child," in the order of appearance:
     • Dermis Membrane: [Found in Conservatorium Corpusculum] In one of the burrow
       passages, there'll be a drop-down point right to the location.
     • Osseous Marrow: [Found in Conservatorium Corpusculum] After getting the
       membrane, and exiting down the resultant tunnel, it places one near the
       burrow entrance to the Marrow's chamber.
     • Essence of Breath: [Found in Caverns of Sussuration] Found in the aptly-
       -named tunnel tomplex, one can find the breath's location rather easily:
       follow the path highlighted by the green gas. This is the quickest way
       through the labyrinthine area. The next area's entrance is right nearby.
     • Blood Liqueur: [Found in Natatorium of Would Bled Tears] Located in the
       deepest downstairs portion of the dungeon, past a three-button door trap.
       The button facing the door is correct; the others activate a debris or
       statue-projectile trap.
     Once all are located, there'll be nearby exit to avoid backtracking through
     the annoying third area. Return to Xaselm with the components and Relmyna'll
     let the player select the parts the gatekeeper'll be made of: a head, heart,
     torso, right and left arm, and legs. What ones are picked determins what
     type of reward is possible at the end, so read the chart below if that's the
     determining factor for ya.
      ________________________ __________________________________________________
     | BODY PART/GREATER POWR | OBTAINABLE GREATER POWER                         |
     | Angry Mind             | Fortify Willpower (20pts/60s)                    |
     | Helm of Power          | Fortify Strength (20pts/60s)                     |
     | Arm of Bashing         | Fortify Blunt (20pts/60s)                        |
     | Arm of Chopping        | Fortify Blunt (20pts/60s)                        |
     | Arm of Fire Shielding  | Fire Shield (20%/60s)                            |
     | Arm of Frost Shielding | Frost Shield (20%/60s)                           |
     | Arm of Shock Shielding | Shock Shield (20%/60s)                           |
     | Arm of Slashing        | Fortify Blade (20pts/60s)                        |
     | Breast of Life         | Fortify Health (100pts/60s)                      |
     | Breast of Magic        | Fortify Magicka (100pts/60s)                     |
     | Heart of Spell Turning | Reflect Spell (20%/60s)                          |
     | Heart of Wound Sharing | Reflect Damage (20%/60s)                         |
     | Legs of Fortitude      | Fortify Endurance (20pts/60s)                    |
     | Legs of Nimbleness     | Fortify Agility (20pts/60s)                      |
     When the appropriate items are selected, return to Relmyna and it'll be time
     to visit the gatekeeper's plaza at the Gates of Madness. [Fast-traveling is
     fine.] The scientist can begin her ceremony when she's taken her place, and
     all the player has to do is inspect the Cistern of Substantiation when she
     commands. The new gatekeeper will be created, just in time to eliminate some
     Knights led by the traitor Shelden spoke of. Serves the fool right!
     Return to Sheogorath afterwards to this long sucker up.
     REWARD: To obtain the greater power reward, "speak" to the gatekeeper and
             one is randomly added. Keep speaking to the creature to get the one
             desired. Also, Relmyna gives the Summon Flesh Atronach greater power
             as well (120s duration).
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    14) THE HELPLESS ARMY                                       [SH14] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Rebuilding the Gatekeeper
     Reward: Summon Dark Seducer/Golden Saint [g. power], faction-dependant armor,
             promotion to Regent
     After returning to the daedric prince, and learning just who Jyggalag really
     is, a messenger interrupts the conversation to say Order has invaded the
     heart of the Dark Seducers' or Aureal's power. The player then must go to
     Pinnacle Rock (southern peninsula tip of island) or Brellach (midsection of
     northernmost peninsula) to assist. What faction the player has to help will
     depend on how the Ritual of Accession went -- basically, as the only remaining
     noble, one has to help the opposite household.
     However, both Pinnacle Rock and Brellach are structurally similar, meaning
     there's no new ups and downs to follow there. Normally a mortal would never
     be allowed in these places, but speaking with the outdoor captain (Issmi or
     Adeo) will give passage. The first order of business inside is seeking out
     the imprisoned commander (Dylora or Staada) with one's small detail of NPC
     followers. At the end of the second area, the commander can be rescued from
     the crystalline cage by ringing a nearby chime. [This is suggested by talking
     to her.]
     The goal then becomes to recover the dungeon's wellspring -- which links the
     Isles' guards to the realm -- from the clutches of Order. Unfortunately for
     the player's followers, shortly in the third screen they'll be incapacitated
     by the wellspring's fading effect, and turn into statues. In other words, one
     has journey alone ("hoorah!" says stealthy players) to the 4th screen's font.
     First things first, destroy all Knights around the place -- there should be
     six in all. It's possible to fight them a few at a time by selectively
     attacking knights far away from the others. When all are dead, notice there's
     four chimes in the room. To break the wellspring's crystal formation, quickly
     run around and activate all four.
     Confer with the resuscitated leader to get the rewards (see below) and then
     back to capital to finish.
     REWARD: The player gets [Golden Saint Armor] and [Golden Saint Helmet], or
             [Dark Seducer Armor] and a [Dark Seducer Helmet], depending on which
             faction was assisted in the quest. Additionally, one gets the greater
             power Summon Dark Seducer/Summon Golden Saint, also dependant on the
             faction helped, which has a duration twice as much as the one gotten
             by becoming duke/duchess.
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    15) SYMBOLS OF OFFICE                                       [SH15] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: Sheogorath
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: The Helpless Army
     Reward: Incomplete Staff of Sheogorath, promotion to Defender
     Once the Madgod leaves the rest in the player's hands, Haskill recommends
     remaking the [Staff of Sheogorath] that was alluded to. Apparently Knifepoint
     Hollow served as a library, and the answer sought is behind one of the doors.
     The chamberlain hands over the [Knifepoint Crystal] in order to get answers
     within -- thanks, ol' buddy! The dungeon in question is northwest of New
     Sheoth, on the south side of the Isle's central mountain range. An easy way
     to find it is to fast-travel to Dunroot Burrow, then simply hop the peaks'
     crest to the other side. It sure beats walking uphill, no?
     Shortly inside, one can use Haskill's crystal to crumble an 'ancient door,'
     revealing the answer: a person! Dyus of Mytheria will divulge the secret to
     remaking the staff: the eye of someone who's seen the unseen and a branch
     from the Tree of Shades.
     Each requirement has its own little section, so the walkthrough'll split it.
     Ciirta can be found in the Howling Halls, a temple-like dungeon southeast of
     New Sheoth. Inside will be Apostles, conjurer types of foes. They won't
     attack those who wear [Apostle's Robes] -- which are sitting all over the
     place -- however, as Ra'kheran in the second area is quick to point out. He
     wishes to see Ciirta gone as well, and can strike a deal with the player: in
     exchange for three [Apostle Dagger]s, he will assist in slaying the cult's
     leader. The daggers can be gotten from most Apostles, and may even be laying
     around (one is on an armoire in the living quarters, for instance). The best
     way to get 'em is to slay the cultists in the Narthex area, and then scrounge
     in the Congregation Halls if needed.
     Be careful not to slay any of his helpers, and don't remove the robes lest
     everyone turn hostile. Ra'kheran's assistants can be easy to spot as Ciirta
     doesn't allow them to carry daggers; they also belie their allegiances when
     asked about 'The Light' or 'Ciirta.' Of course, recruiting Ra'kheran's help
     is completely optional in the first place. [He and his followers spring for
     Ciirta's room soon after obtaining their stabbin' knives, by the way.]
     Behind a locked door (auto-unlock for Howling Chamber Key) is Ciirta and her
     helper, Luminary Kaz. Although Ra'kheran's band probably won't be too much
     help, there is some dialogue between them and Ciirta when entering, and
     it's not interrupted unless she's attacked. Basically, this means one can
     eliminate Kaz without triggering Ciirta's assistance. Additionally, this'll
     open up the gates for sneak-attacks and ambush magic strikes right off the
     bat. [Silencing her is a top-notch idea.] Her spellcasting is formidable, but
     nothing an experienced player can't handle. Those who launch an attack w/out
     any assistance may find it a bit harder than normal, though.
     When all's said and done, claim [Ciirta's Eye] and her special robes, too.
     Those who didn't claim the [Pelvis of Pelagius] from its display case in the
     Congregation Halls should do so as well, as it's part of the "Museum of
     Oddities" sidequest.
     The Tree of Shades is located in Milchar, in the northern half of the main
     island, and a bit SE from Cylarne. If one's been here before, it might be
     known that the entrance to the Grove of Reflection barred one from going in;
     that isn't the case anymore. Save before entering, then drop down to find
     the grove in monster-less seclusion. Upon approaching, though, the pond
     creates a doppleganger to fight!
     The enemy will have the same available skills, proficiencies, and equipment 
     the player has. To combat this, one can cripple the enemy's clothing options
     by dropping "the good stuff" before approaching, then picking it back up once
     the clone's spawned. But defeating the sucker usually isn't THAT hard unless
     one has a huge amount of Reflect Damage/Spell combos going on. Regardless,
     the reason for saving is the clone drops the unique [Shadowrend] sword or axe;
     however, since it can't be corpse-looted, it must have the weapon out before
     dying. And even then, finding the thing can be hard. Getting the circumstances
     right may take a few tries, so reload, if necessary, before claiming the
     [Screaming Branch].
     Return to Knifepoint Hollow with both items to receive the incomplete staff
     as well as what to do next: soak the symbol of office in the Font of Madness
     behind the throne in New Sheoth. Sounds easy 'nough...although when it's
     actually attempted, the next quest begins.
     REWARD: Shadowrend's a powerful sword that, at best, has Damage Health 30pts
             and Weakness to Magic 15%/30s enchantments.
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    16) THE ROOTS OF MADNESS                                    [SH16] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: ---
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: Symbols of Office
     Reward: Staff of Sheogorath, Nerveshatter or Diadem of Euphoria
     Apparently something's wonky with the fountain and it won't imbue the staff
     with all the Madgod's power like it's supposed to. Haskill says the font is
     being "Ordered" by Jyggalag's forces, and the Pools of Mania and Dementia are
     poisoned because of it. One will have to enter the fountainhead beneath the
     tree to stop it. The entrance to such a place is at the very back of the
     As the quest update notes, there'll be "tame gnarls" inside -- these will be
     are summoned from a 'chrysalis' chute found in some dead ends. Once arrived,
     the helpful creature will seek out the nearest crystal-encrusted root door
     and open it for free. [Good gnarls already present typically won't unlock
     the doors. Aggressive gnarls, those with the white aura on 'em, can't open
     those kinds of doors at all.] Just be prepared for them to walk really slowly
     to the target.
     Anyway, the goal of this expedition is to purify the pools, all of which're
     denoted with a quest marker. At these sites, a Priest of Order has erected
     crystalline formations; slaying the interloper extracts the "poison." Each
     will carry a [Shard of Order] as well, which can be used to manually bypass
     a crystal-locked root door or hollowed stump. [In the latter's case, it can
     be a waste of an item; save before opening and check if it's worth it.] 
     Besides the main hallways, each fountainhead itself will have a team of three
     priests poisoning the pool. Additionally, Thadon or Syl, whichever is still
     alive, can be found overseeing a fountainhead, giving the player a chance to
     get their special item.
     When both major pools are free of obstructions, return to the throneroom to
     find the Font of Madness overflowing. Inspect it to get the [Staff of
     Sheogorath] in all its glory.
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    17) THE END OF ORDER                                        [SH17] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: ---
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: The Roots of Madness
     Reward: ---
     After obtaining Sheogorath's power, a Mazken or Aureal messenger (whichever
     is appropriate from the Ritual of Accession) will appear and say obelisks have
     appeared in the palace courtyard. The only way to stop it will be by leading
     the attack oneself, so get to it! [Besides the hectic battle, this is just
     like closing any other obelisk -- eliminate the priest immediately, overload
     the sucker with three Hearts of Order.]
     With the invaders' method of entry destroyed, the remaining contingent of
     Knights are destroyed and Jyggalag himself will appear. He's essentially a
     giant Knight of Order, using his shock magic and giant sword to do damage.
     However, he isn't that fast, and one can typically run away and sling magic
     at his trailing behind, dealing damage that way in lieu of a confrontation.
     Close-range fighters shouldn't have much trouble, though, as desptie behind
     twice the player's size, he can be handled just like a normal knight: block
     his attack, strike when he recoils, repeat. The guy is immune to paralysis
     and the Staff of Sheogorath, though.
     When he's defeated, Jyggalag gives the whole story and lets the player have
     the Shivering Isles as his/her own.
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    18) THE PRINCE OF MADNESS                                   [SH18] |__¯¯| | |
    ______________________________________________________________________| |_| |_
     Client: ---
     Locatn: Shivering Isles [New Sheoth Palace]
     Prereq: The End of Order
     Reward: [see below]
     This final "quest" will detail the rewards one gets in detail, as there's not
     much else left to do mission-wise. Defeating Jyggalag officially lets the
     player become Sheogorath, and all the responsibilities that come with it.
     They are, as Haskill tells it:
     • PROMOTION TO MADGOD: This is the final rank to achieve and unlocks the last
       achievement for 360 users. Hooray for...uh, stuff.
     • SUBORDINATE ESCORTS: The player can select a Dark Seducer or Golden Saint
       from the palace as a follower. They'll defend the player to the death, but
       can't follow into Cyrodiil. One of each type can follow.
     • DEFEND THE SUBJECTS: The citizens of the Isles' towns are constantly under
       threat from monsters and such, and the player has the ability to help them
       out, by sending a contingent of guards, or letting them fend for themselves.
       Additionally, the player can go take care of it personally, although it's
       not a dialogue option. Obviously having citizens attacked is of great
       alarm to those who haven't been doing sidequests, as a mission-critical
       person dies needlessly. The incentive to assist is a gold reward from the
       chamberlain, which gets elevated if one visits the town to help. [People
       in Hale are especially prone to dying in these attacks!]
     • SHEOGORATH'S PROTECTION: [Lesser Power] This has a 'Revive at Castle
       Sheogorath' effect for 120s on self. Basically, if one's life is threatened
       for whatever reason, casting this (100 magicka) prevents death; instead,
       one is just transported back to the castle. A nice fallback for reckless
       fighters. It only works in the Shivering Isles, though.
     • MANIPULATE WEATHER: [Greater Power] This randomly changes the atmospheric
       conditions in the Isles. Since it's an extension of the Sheogorath's power,
       which is now the player's power, it gives beneficial effects. For instance,
       if it snows one gets the Snowblind effect (Chameleon 75%/Shield 50%), and
       if it rains one gets the Healing Rain effect (Restore Health 10pts). Note
       that each effect runs out after 15 seconds, but the weather remains until
       the screen is left.
     • FREE HEALING: A Dementia-based court healer will give free healing to her
       Lord, which does a high amount of health recovery and cures any unwanted
       diseases. But can it cure madness? No.
     • CLOTHES OF THE VICTOR: [Sheogorath's Regalia] can be found on his throne.
       These fortify Personality 20pts, Luck 10pts, and Speechcraft 10pts, too.
       But most of all, they look spiffy...and that's what's most important!
     • THE SWORD OF THE FALLEN: To the victor go the spoils! In the throneroom,
       near the entrance to the Fountainhead, the [Sword of Jyggalag] sits on a
       pedestal. Unlike other trophies, this one can be taken and used, although
       it's essentially an unenchanted claymore.
     • ENTERTAINMENT: As Sheogorath before the player, so too can one request the
       sprightly antics of a dancer. This doesn't affect anything, though.
     And remember that inspecting the Font of Madness automatically recharges the
     Staff of Sheogorath! Such a convenience is no laughing matter when the weapon
     has 20,000 charge... Oh, and all obelisks in the land are closed. The crystal
     chests opened with Hearts of Order, though, still remain. One can also fast-
     -travel to the Fringe without having to enter the Gates of Madness. Hooray!
    ____________________________________________/ VII. OTHER DLC OVERVIEW [DLCO] |_
    THE FIGHTER'S STRONGHOLD                                                 [FGST]
     DLC Cost -: 150 MSP
     DLC Size -: 10MB
     Released -: 10-15-2007
     Location -: West of Chorrol
     Quests ---: Battlehorn Castle
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : ---
     Unlike other DLC where the player is willed property by a deceased relative,
     this is more of a "happen upon a castle" situation. Visiting the stronghold
     -- Battlehorn Castle -- finds it besieged by marauders. The player will then
     have to stave off the marauder band (Marauder, Warlord, Battlemage, Archer)
     before things settle down. At minimum, the corpses have iron and steel armor,
     making it quite a good plunder if one just left the Imperial Sewers. One body
     should have the [Shield of True Horn], which should be excellent in the early
     The player obtains [Lord Kelvyn's Will] from a Battlehorn Man-at-Arms in the
     aftermath, officially recognizing the new owner of the estate. (If there's no
     man-at-arms around, enter the castle and exit again to see if he'll appear.)
     Basically, this allows the player to purchase castle upgrades from Nilphas
     Omellian in the Imperial City's Market District (Merchant's Inn). Marking this
     as the primary quest will pick said location out on the map.
     Here's a list of the available upgrades. If money's tight, use the Poisoned
     Apple method. [All items have a base value of 1500g and are non-refundable.]
     To get the forge, purchase an upgrade and wait for a letter to be delivered
     to the castle via a man-at-arms. It should now appear in Nilphas' inventory.
     When all upgrades are purchased, the "Battlehorn Castle" quest concludes and
     a chest containing [Lord Kelvyn's Bulwark] spawns in the private quarters.
      _______________ ___________________________________________________________
     | PURCHASE      | DESCRIPTION                                               |
     | Barracks      | Adds two more men-at-arms patrolmen and Castellan Athon,  |
     |               | all of whom can be commanded to follow the player. Note   |
     |               | that Athon, if he perishes, can be replaced by purchasing |
     |               | (...err) a new captain from Nilphas.                      |
     | Bedroom       | The Private Quarters section gets a maid (Rona Bananius), |
     |               | a new bed, some ferns and furnishings. Three skill books  |
     |               | also appear in the castle: Warrior (Block), King (Blunt), |
     |               | and 2920, Morning Star (v1) (Blade). Once upgraded, the   |
     |               | containers within can be used for long-term item storage. |
     | Dining Area   | Previously drab, now it's fab! The dining area becomes    |
     |               | well-lit, has better grade silverware and food, and those |
     |               | dead trees are verdant once more.                         |
     | Dwemer Forge  | Upgrades the outdoors forge to a dwarven model, which     |
     |               | has a scripted 'Dwemer Fireheart' effect (temporary +15   |
     |               | Armorer bonus). Like Frostcrag Spire's "Alchemical        |
     |               | Brilliance" bonus, the Armorer effect can be used to set  |
     |               | oneself over the 25/50/75/100 milestones.                 |
     | Kitchen Area  | Provides various foods and a cook                         |
     | Library Area  | Adds extra books to the private quarters, including two   |
     |               | skill books: History of the Fighters Guild (Heavy Armor)  |
     |               | and Heavy Armor Repair (Armorer).                         |
     | Training Room | Has assorted weaponry and Shagrol gro-Uzug, an unkillable |
     |               | sparring partner who's good for training Blade, Block and |
     |               | other skills. Note that his attacks don't do any damage,  |
     |               | so he's worthless for training Armorer and Heavy/Light    |
     |               | Armor. Also note that he'll end the session prematurely   |
     |               | if one isn't fighting back! To keep him alive longer, use |
     |               | 'on touch' healing/shielding spells, or change the game's |
     |               | difficulty temporarily.                                   |
     | Trophy Hall   | Milisi Daren can create taxidermy mounts out of certain   |
     |               | animals' dropped items (pelts, teeth, etc.) The following |
     |               | creatures are fair game: bear, wolf, minotaur, mountain   |
     |               | lion, ogre, clannfear, daedroth, troll. Creating a mount  |
     |               | takes 24 hours and can only be done once. They'll be on   |
     |               | display around the castle from then on. Additionally, the |
     |               | room is spruced up to have general clutter and some       |
     |               | apprentice-level apparatuses. It's worth noting that the  |
     |               | ingredients given to her aren't used up, and can be taken |
     |               | back through theft. This is useful if one needs a certain |
     |               | type of item, like the Lion Pelt for Molag Bal's quest.   |
     | Wine Cellar   | Talas, a vintner, is hired to maintain the wine cellar.   |
     |               | In addition to refilling the large casks of cheap wine &  |
     |               | mead, he can also create specialty wines that only give   |
     |               | positive effects. More on that below.                     |
     All the special wines have a weight of one (1) and each effect have a fifty
     second (50s) duration. And like most people who offer such services, Talas
     gives the player a document, [Wine Ingredients List], that tells what he
     needs to make his strange brews. To make things easier, wines that cannot
     currently be made are left off the list of his dialogue options. [Creating
     wines takes a day. Inspect the corresponding casks to get the item. If one
     takes the last bottle of that wine, a notification is shown.]
     _______________________ __________________________ _________________________
    | WINE                  | INGREDIENTS              | EFFECTS (all 50s long)  |
    | Argonian Bloodwine    | Bergamot Seed (2)        | Resist Disease 40%      |
    |                       | Foxglove Nectar (2)      | Resist Poison 40%       |
    |                       | White Seed Pod           | Water Breathing         |
    | Colovian Battlecry    | Bog Beacon Asco Cap      | Fortify Endurance 5pts  |
    |                       | Cinnabar Polypore Red    | Shield 10%              |
    |                       | Cinnabar Polypore Yellow |                         |
    | Frostdew Blanc        | Aloe Vera Leaves (2)     | Restore Health 1pt      |
    |                       | Green Stain Cap Cup (2)  | Restore Fatigue 1pt     |
    | Julianos Firebelly    | Lady's Smock Leaves (2)  | Fortify Health 15pts    |
    |                       | Sacred Lotus Seeds (1)   | Resist Frost 15%        |
    | Numbskin Mead         | Dragon's Tongue          | Fortify Health 15pts    |
    |                       | Lady's Smock Leaves (2)  | Resist Fire 15%         |
    | Sparkling Honeydew    | Lavender Sprig (2)       | Fortify Personality 10pt|
    |                       | Summer Bolete (2)        | Fortify Speechcraft 10pt|
    | Stumblefoot's Reserve | Arrowroot                | Feather 25pts           |
    |                       | Flax Seeds (2)           | Fortify Strength 10pts  |
     When all upgrades are purchased, there's one more thing to do. Locate the
     secret passage in the training room (candelabra behind archery stand opens
     it) and enter the grotto. Two unique enemies appear here: Lord Kain and
     Arielle Jurard. The former is a skeleton carrying the special items [Lord
     Kain's Shield] and [Dragonsword of Lainlyn]. The shield gives a constant
     Light effect, making it rather useless outside of its base defense; the
     sword drains fatigue and does fire damage each successful hit, so it's far
     more useful. Arielle is a lich who contains a [Decrepit Note] and [Lich Key],
     the latter of which opens a 'very hard' chest in the water below.
     In addition to those opponents, three Varla Stones -- which fully recharge
     all the player's weapons -- are along the balcony. Don't forget 'em, and
     don't sell 'em...they're too useful to be traded in for 1K.
    MEHRUNES' RAZOR                                                          [MHRN]
     DLC Cost -: 250 MSP
     DLC Size -: 844 KB
     Released -: 6-15-2006
     Location -: Sundercliff Watch
     Quests ---: Unearthing Mehrunes Razor
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : ---
     This quest opens up soon after the quest's installed, automatically marking
     Sundercliff Watch (SE Cyrodiil, near Lake Canulus). It's out of the way of
     most quest-related locations, so it doesn't matter how far one goes in the
     game, it's usually a long walk. Note that the slogan for this mission pack
     wasn't kidding: it can be a VERY long dungeon. Thus, it pays to come in with
     plenty of space for items because it's a huge chore to leave again. Characters
     who can't carry that much can make do with high-capacity Feather spells or
     equipment enchantments of that nature. The Gray Cowl of Nocturnal from the
     Thieves Guild questline has a 200-point Feather enchantment, for instance,
     making it a top choice.
     Oh, and high invisibility/chameleon helps as well...but that's a given, no?
     Once at Sundercliff Watch, the player finds the first of many Drothmeri
     clansmen, Dunmer who wield blades, bows, and often have heavy armor. Besides
     their racial resistance to fire, and foregoing summoning Ancestor Guardians
     to fight with weapons, they're not too different from any other Dark Elf types
     encountered previously.
     Down the tunnel is a locked door and a person on the other side demanding a
     password for entry. To enter, look in the knapsack near the door and read the
     [Small Diary] within, learning the password is "chimer." There'll be more
     Drothmeri to fight beyond, but no surprises past that...well, except the
     underground fort structure.
     Surprise #2: an actual subterranean village! Besides a number of soldiers on
     patrol around the massive cavern, the houses themselves -- Canteen, Private
     Attic, Recruit Barracks, Soldier Lodgings -- contain additional soldiers and
     loot. The most useful place, though, is the Jail on one of the cliffs. There
     is an incarcerated Morag Tong assassin inside, apparently caught while trying
     to find his target (later revealed to be the Drothmeri Commander). The player
     can let him free and maybe gain his assistance down the line, or slay him and
     take his set of enchanted light armor, all of it unique. [Morag Tong Greaves
     have a 100-point Feather enchantment at best.]
     The village has three exits, two going to the next area and one going to the
     Forge area. We'll go the former.
     The commune built along a gorge is similar to the previous area, except it
     houses the Drothmeri higher-ups, including the Commander's and Frathen
     Drothan's quarters -- the latter is the destination. Read the downstairs
     journal to learn the Commander is searching for the 'Nefarivigum', which
     apparently protects Mehrunes' Razor. The way to Varsa Baalim is blocked by a
     barrier and can only be dispelled by the bezoars held by the Commander and
     Forgemaster, respectively. [The room also has a free Varla Stone, and extra
     Scrolls of Transmutation behind a false wall, if one's interested.]
     While the player's in the commune, might as well get the [Enchanted Bezoar]
     from the Commander, who lives about 8 feet away. It can be found on a table
     beside his upstairs bed. One doesn't have to kill the commander, technically.
     Regardless, the next destination will be getting the Forgemaster's bezoar,
     and he's found in the Forge area, accessible from the previous village.
     The upper part of the forge just has patrolling soldiers, and leads into the
     Mines area. This place will have tons of soldiers and laborers, all of whom
     are automatically hostile to the player, so a stealth approach works well
     here. [Unless their cool hoe/rake/etc. type weapons haven't been gotten yet,
     in which case: let loose!] From the clifftop encampment, the path leads back
     down again to the Forge.
     This lower section contains all the workshops of the apprentices' and the
     Forgemaster himself. Like the commander, killing the Forgemaster isn't
     necessary as he keeps the bezoar in his tent...but he does carry the unique
     [Forgemaster's Amulet] and [Forgemaster's Smock], so that should incentivize
     things. A nearby tunnel opens up a secret entrance at the top of the area,
     eliminating the need to backtrack through the mines.
     Once both bezoars are placed on the pedestals in the Commune area, the door
     to the ruin -- which connects to the lost Ayleid city in monster-less peace
     -- is accessible. Just inside Varsa Baalim, one will find the Drothmeri 
     fending off attacks from...vampires!? Yes, those disgusting creatures will
     the norm from here on out. Should one choose to fight them, two things: (1)
     they're weak to fire (2) remember to check for porphyric hemophilia in the
     active effects section, as it's the gateway to vampirism.
     Anyway, navigating the forgotten city requires going through many smaller
     caves, slowly working one's way up in altitude. The order is quite simple:
     Cava Beldameld -> Cava Marspanga -> Nefarivigum. Luckily, the route is quite
     linear, requiring a one-way drop here and there, and joining/bypassing the
     vampire-Drothmeri skirmishes ongoing everywhere.
     Save before entering the next section.
     The path down the final area is lined with corpses; at the end, Frathen
     Drothan and the body of Msirae Faythung are found. There's a couple ways the
     scenario can play out:
     • Inspecting the gate allows one to attempt to defy Mehrunes' task, and if
       one's Strength is "terrible" (high) enough, it can be forced open,
       retrieving the the Razor without any rigamarole. Msirae will spring to life
       at this time, probably killing Drothan in the process. [In any case, one
       can simply run away at that time without bothering with him.]
     • Read [Drothan's Journal] by his bedroll to learn that eating the heart of
       Dagon's champion, Msirae Faythung, allows one to retrieve the Razor.
       Inspect the guardian, remove his [Beating Heart], and consume it -- this
       automatically infects the player with Porphyric Hemophilia and Cannibal's
       Prion, plus increases Infamy by 4. [Those trying to avoid Infamy, such as
       those in the Knights of the Nine quest, will want to avoid this option or
       use the Gray Cowl of Nocturnal to absorb the infamy.] Msirae will then
       spring to life and attack those around him, but without a heart, his health
       steadily decreases on its own, allowing one to simply wait him out. [His
       health only decreases if the heart's eaten, though, not just stolen.] When
       he's dead, the gate to the Razor drops.
     In any case, Drothan has two unique items on his person and they're added
     especially for this plugin. The [Bladeturn Hood] has, at best: Resist Normal
     Weapons 15%, Reflect Damage 15%, Shield 17%. The [Spellturn Cloak] is imbued
     with Resist Magic 15%, Reflect Spell 15%, Spell Absorption 15pts. These good
     versions don't seem to always appear, though, which is why saving before
     entering is a good idea.
     Behind the Razor's cage is a passage to the Forgotten Tunnels, a tiny little
     area that spits the player out into Lake Canulus.
     REWARD: The famed [Mehrunes Razor] is a powerful dagger. At best, it has a
             Disintegrate Armor 15pts/7s and the Daedric Banishing effect. The
             latter part has a chance to randomly slay the affected enemy, making
             it an amazing weapon for any class.
    THE ORRERY                                                               [THRR]
     DLC Cost -: 150 MSP
     DLC Size -: 10MB
     Released -: 4-24-2006
     Location -: Arcane University [Arch-Mage's Tower]
     Quests ---: Repairing the Orrery
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : Note from Bothiel
     This short quest is often soon after the plugin is installed. Bothiel's note
     is automatically obtained (key item) and explains the situation: a caravan
     of Dwarven artifacts was waylaid and its contents stolen. The only known
     location of the bandits is Camp Ales, a small site in the Colovian Highlands,
     north of Kvatch a ways. Once there, the goal is to get the [Dwarven Cog] from
     the Bandit Carrier, as well as the [Undelivered Letter] detailing the other
     pieces' whereabouts.
     - Dagny's Camp - SE of Camp Ales -- contains [Dwarven Coherer]
     - Brotch Camp -- NE of Camp Ales -- contains 2nd [Dwarven Cog]
     - Bodean Camp -- SW of Camp Ales -- contains [Dwarven Cylinder]
     - Varus Camp --- West of Camp Ales -- contains [Dwarven Tube]
     Reading the letter marks each camp on the map, and there'll be a Carrier at
     each in possession of a Dwarven relic. Like Camp Ales, these can be stolen
     instead of picked from a corpse, but it doesn't matter in the end.
     When all are obtained, return to Bothiel for a reward (up to 3000g) and she
     will begin repairing the University's Orrery immediately. It'll be open for
     business after a day passes, during which one can activate the place and
     obtain a new greater power (by inspecting control panel again).
      _______________________ ___________________________________________________
     | GREATER POWER         | EFFECT                                            |
     | Secunda's Opportunity | Fortify Luck 20pts, Drain Personality 20pts       |
     | Masser's Alacrity     | Fortify Speed 20pts, Drain Strength 20pts         |
     | Secunda's Magnetism   | Fortify Personality 20pts, Drain Luck 20pts       |
     | Secunda's Brilliance  | Fortify Intelligence 20pts, Drain Willpower 20pts |
     | Masser's Courage      | Fortify Endurance 20pts, Drain Courage 20pts      |
     | Masser's Might        | Fortify Strength 20pts, Drain Speed 20pts         |
     | Masser's Grace        | Fortify Agility 20pts, Drain Endurance 20pts      |
     | Secunda's Will        | Fortify Willpower 20pts, Drain Intelligence 20pts |
      * - All durations are 60s
     Every three days, when a moon's phase changes, one can return to the Orrery
     and inspect the console to get the next power on the list. [Or, if one's
     happy with the current ability, just keep that instead.]
    THE THIEVES DEN                                                          [TTHV]
     DLC Cost -: 150 MSP
     DLC Size -: 2MB
     Released -: 5-22-2006
     Location -: South side of Castle Anvil's island (Smuggler's Cave)
     Quests ---: Dunbarrow Cove
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : ---
     As is usual with most of the plugins, this quest can be started right after
     exiting the Imperial Sewers. The cave in question is underneath Castle Anvil,
     accessible from the bay. As is usual, the location is automatically marked on
     the map and fast-travelable without first discovering it. Anyway, the watery
     entrance is the only one accessible for now.
     Inside, the grotto is filled with boxes and chests, most of which contain a
     bunch of crap -- one may have "The Locked Room" skill book (Security), though.
     Proceed into the hidden cove for a quest update: eliminating the Red Saber
     skeletons around the area. There's six in all, and they're tougher than the
     normal types, so take 'em 1-2 at a time for the best effect. Finally, enter
     the captain's quarters and take on Cap'n Dugal, also a skeleton. If close-
     -range fighting ain't your thing, initiate battle and try to lure him into
     the main cave. Killing the baddies gives a quest update, telling the player
     to seek out Dahlia Rackham on the Clarabella, which is in Anvil's harbor.
     All the upgrades have a set price of 1000g, except the new quarters (500g),
     and are non-refundable. Everyone hired, including those who join due to the
     crew's prestige, are unkillable as well.
      _________________ _________________________________________________________
     | UPGRADE         | DESCRIPTION                                             | 
     | Fence           | Hires Khafiz, a Redguard fence who buys stolen items,   |
     |                 | gives Mercantile training (Expert level) and also sells |
     |                 | equipment and lockpicks. Given his proximity to Castle  |
     |                 | Anvil, he's great for hitting the Thieves Guild fencing |
     |                 | quotas. Additionally, this upgrade also lets Bacon, an  |
     |                 | unkillable boar, wander around the cave.                |
     | Fletcher        | Hires Melliwin, a Bosmer archer, and puts a bunch of    |
     |                 | archer-related practice equipment around the main cave. |
     |                 | She offers Marksman training (Expert) and sells spells  |
     |                 | that play off her skills, including Fortify Marksman &  |
     |                 | Soul Trap. Additionally, she also sells various bows &  |
     |                 | arrows, including enchanted and plugin-specific ones.
     | Quarters        | The quarters become more well-lit, a bed replaces the   |
     |                 | bedroll, and there's now some non-respawning containers |
     |                 | for long-term loot storage. The chest here is where all |
     |                 | the player's share of the pillaged loot ends up, and by |
     |                 | default, contains a [Smuggler's Key] for opening the    |
     |                 | hidden passage into Anvil Castle's kitchen.             |
     | Security Expert | Hires Tahm Blackwell, a security expert who expectedly  |
     |                 | gives Security training (Expert) and sells spells that  |
     |                 | fortify sneak. He also sells Potions of Magnification,  |
     |                 | unique items with a Fortify Security effect. Finally,   |
     |                 | once he's hired, a 'training chest' appears near his    |
     |                 | location. This 'hard' chest, once lockpicked, closes    |
     |                 | automatically, making it good for training Security by  |
     |                 | oneself.                                                |
     | Spymaster       | Hires Kovan Kren, a Dunmer swordsman. In addition to    |
     |                 | bartering equipment (only has 100g), he gives expert    |
     |                 | Sneak training and sells sneak-, chameleon- and charm-  |
     |                 | -related ones. The Shadow Shape invisibility spell is   |
     |                 | particularly useful.                                    |
     | Supplier        | Hires Jak Silver, an Imperial who appears on the Black  |
     |                 | Flag's lower deck. He gives Speechcraft training (Exp.) |
     |                 | and sells various items, although only lockpicks and    |
     |                 | potions are available to those with low Mercantile.     | 
     For every two upgrades, a free pirate smuggler is obtained (in order: Zedrick
     Green, Scurvy John Hoff, Yinz'r). These unkillable subordinates, once all are
     gathered, can be told to go out and plunder, at which time all leave the cave.
     One week later, they will return and put the captain's share in the quarters'
     chest. [The game gives a reminder that they're back, in case y'forget.] They
     require one day of rest before being sent back out, however.
    THE VILE LAIR                                                            [TVLL]
     DLC Cost -: 150 MSP
     DLC Size -: 4MB
     Released -: 7-13-2006
     Location -: Deepscorn Hollow (SW of Leyawiin, on shore of Topal Bay)
     Quests ---: Deepscorn Hollow
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : Deepscorn Hollow Key
     Another quest that can be started immediately upon world map access. The
     initial entrance is underwater; the 2nd trapdoor entrance opens up when it's
     first used. Reading [Greywyn's Journal] on a table notifies the player that
     Rowley Eardwulf at the Weye's Wawnet Inn sells the upgrades. [Weye is the
     small "town" just west of the Imperial City's main bridge.]
     Upgrades have the same base cost (1750g) except the Ichor of Sithis (3000g).
     The Ichor of Sithis is required to activate the Shrine of Sithis already
     present in Deepscorn Hollow. It works exactly like an Altar of the Nine in
     functionality, but only evil/infamous characters can use it (good ones are
     out of luck). Additionally, it bestows infamy-based fortifications on the
     player, all of which increase Agility/Sneak/Health; the highest one bestows
     Chameleon 50% as well. [The Gray Cowl of Nocturnal has automatic 100 Infamy;
     wear that to get the highest blessing from Sithis!]
      ________________ __________________________________________________________
     | UPGRADE        | ADDS...                                                  |
     | Bedroom Area   | A coffin bed, some alchemy apparatuses, and a respawning |
     |                | Nirnroot sample (only one in game). The chests here are  |
     |                | safe for long-term storage.                              |
     | Cattle Cell    | Adds a prisoner who's always asleep, and thus is usable  |
     |                | for vampires' feeding or training various skills (Sneak, |
     |                | etc). He can't be killed. One of Greywyn's caches is in  |
     |                | this area.                                               |
     | Dark Minion    | Hires a Dunmer vampire as a servant; he lives in a cave  |
     |                | near the garden. Like the Dunbarrow Cove pirates, he can |
     |                | be ordered to go out and get loot -- the only difference |
     |                | is he kills someone for it. He returns every two days at |
     |                | midnight with gold and equipment, although it's possible |
     |                | he may fail. [Successful kills give +1 Infamy]           |
     | Dining Area    | The eating area becomes well-lit, with various foods and |
     |                | cupboards. Nothing too special.                          |
     | Garden Receipt | The main room becomes the "Garden of Venomgrowth," and   |
     |                | gains a bunch of poisonous/evil type of plants. This is  |
     |                | the only method of gaining Chokeberries in the game. One |
     |                | of Greywyn's caches is in this room, behind the garden.  |
     | Storage Area   | Adds a bunch of chests and containers to the cave near   |
     |                | the garden. These are safe for long-term storage. Behind |
     |                | some crates is "Greywyn's Poison Supply," which contains |
     |                | a whole bunch of poisons.                                |
     | Study Area     | Adds a desk and reading, including some skill books:     |
     |                | Rislav the Righteous (Light Armor), Sithis (Alteration), |
     |                | Immortal Blood (Hand to Hand), The Gold Ribbon of Merit  |
     |                | (Marksman), and Sacred Witness (Sneak)                   |
     The following things are already present in the Hollow:
     • SHRINE OF SITHIS: This is located in the furthest reaches of the dwelling.
       The shrine itself can only be activated with the Ichor of Sithis. There's
       also a jewelry box containing the [Crimson Eviscerator], which has Absorb
       Strength, Damage Health/Magicka, and Weakness to Poison enchantments. The
       bag (Greywyn's Final Cache) is here as well.
     • FONT OF RENEWAL: Inspecting the pool's obelisk while Purgeblood Salts are
       in the inventory cures the player of vampirism. This is the quickest way
       to do so, avoiding a rather long quest ("Vampire Cure") in the meantime.
       The aforementioned salts spawn in the rocky outcroppings in the room. [A
       cache of the former owner's is sitting in the pool.]
     When all upgrades are purchased, an armoire will be added to the sleeping
     quarters, containing a [Raiment of the Crimson Scar]. This leveled item
     fortifies Agility, Speed, Sneak, Marskman, and Blade; it also has a Reflect
     Damage enchantment. Unfortunately, the version obtained isn't fully dependant
     on the player's level, so a low-grade Raiment is likely to be obtained. =/
    THE WIZARD'S TOWER                                                       [WZRD]
     DLC Cost -: 150 MSP
     DLC Size -: 8MB
     Released -: 4-24-2006
     Location -: Frostcrag Spire (mountains east of Bruma)
     Quests ---: Frostcrag Spire
     Accessible: Immediately after leaving Imperial Sewers
     Key Items : Frostcrag Spire Key, Deed to Frostcrag Spire
     As the name suggests, this is a mage-themed plugin and gives the player their
     own isolated tower in the northern mountains. If the plugin's installed, the
     player can get the quest update as early as the Imperial Sewers, receiving a
     special key to unlock the front door. However, like all those houses, one has
     to shell out some dough to furnish the place. Just inside the door, read the
     special tome to learn Aurelinwae of the Imperial City's Market District's
     "Mystic Emporium" store sells upgrades.
     NOTE: Installing this plugin may have a small glitch where said emporium is
           always "locked" despite it being appropriate business hours. Feel free
           to break in instead of waiting.
     But even before purchasing anything, the tower has some pretty neat things
     already working. The alchemic garden near the 2F living quarters is already
     in full bloom, providing a ridiculous array of rare and wondrous plants to
     harvest, including some only found in Oblivion gates. The 1F slab for making
     atronach familiars is also in working order; all that's needed is three doses
     of fire, void, or frost salts. Finally, 2F has working one-way teleporters to
     all of Cyrodiil's mage guilds (although Kvatch's doesn't work, for obvious
     Anyway, onto the upgrades! [All have a base value of 1000, except the Alchemy
     Lab (1500) and Magetallow Candles (2000/per).] When all upgrades, including
     the candles, are purchased, the "Frostcrag Spire" quest ends and a jewelry box
     containing a Pentamagic Loop ring appears in the living quarters. This
     handy-dandy sucker fortifies Illusion, Conjuration, Restoration, Mysticism and
     Destruction 5pts each.
      ______________ ____________________________________________________________
     | UPGRADE      | DESCRIPTION                                                |
     | Alchemy Lab  | Sets up an alchemy bench with apprentice-level apparatuses |
     |              | and assorted ingredients about. Like the dwemer forge in   |
     |              | the Fighter's Stronghold DLC, the bench gives a special    |
     |              | Alchemy fortification effect (+15) when in its proximity.  |
     |              | Additionally, one of the bookshelves added has "A Game at  |
     |              | Dinner" which increases the Alchemy stat.                  |
     | Bedroom Area | Puts some living quarters on the second floor, including a |
     |              | bed and chest for long-term storage.                       |
     | Library Area | Adds bookshelves and scholarly things to the ground-floor  |
     |              | chamber, including some apparatuses and soul gems.         |
     | Vault Area   | The basement now becomes filled with wine racks and chests |
     |              | for long-term storage. Imp-like Vault Guardians now guard  |
     |              | the place, and being respawnable, can be harvested for     |
     |              | souls. [There's also a free bottle of Shadowbanish Wine.]  |
     |              | Finally, hidden in the SW corner behind a rock, two graves |
     |              | can be found. Rindsey's gives a bottle of [Daedric Lava    |
     |              | Whiskey], while Lennasaan's gives the special "Lennasaan's |
     |              | Touch" effect: Fortify Personality, Speechcraft and Merc-  |
     |              | -antile 10pts each for over 10 actual minutes! Dang...     |
      * - the [Magetallow Candles Box] items are listed separate from Aurelinwae's
          upgrades, and are required for Frostcrag's ground-floor altars of
          enchantment and spellmaking. Without 'em, they can't work!
    ___________________________________________________/ VIII. APPENDICES [APPN] |_
    ACHIEVEMENTS                                                             [ACHV]
     The main game has 50 achievements and the Shivering Isles expansion adds 10
     more, for a grand total of 60 possible. [Knights of the Nine adds nothing.]
     All achievements are questline-related, so guild business or the main quest
     has to be done to get 'em. Rather than list things alphabetically, I'll do it
     quest-wise for easier reading.
     | Pit Dog        | 10 | Join the Imperial City's Arena faction              |
     | Brawler        | 10 | Attain Brawler rank                                 |
     | Bloodletter    | 10 | Attain Bloodletter rank                             |
     | Myrmidon       | 10 | Attain Myrmidon rank                                |
     | Warrior        | 10 | Attain Warrior rank                                 |
     | Gladiator      | 10 | Attain Gladiator rank                               |
     | Hero           | 10 | Attain Hero rank                                    |
     | Champion       | 10 | Attain Champion rank                                |
     | Grand Champion | 50 | Attain Grand Champion rank                          |
     | Murderer   | 10 | Join the Dark Brotherhood (accept first mission)        |
     | Slayer     | 10 | Complete mission "Accidents Happen"                     |
     | Eliminator | 10 | Complete mission "The Assassinated Man"                 |
     | Assassin   | 10 | Complete mission "Permanent Retirement"                 |
     | Silencer   | 10 | Complete mission "The Purification"                     |
     | Speaker    | 10 | Complete mission "Following a Lead"                     |
     | Listener   | 50 | Complete mission "Honor Thy Mother"                     |
     | Associate    | 10 | Join the Fighters Guild (doable at any guild hall)    |
     | Apprentice   | 10 | Complete "A Rat Problem" or "The Desolate Mine"       |
     | Journeyman   | 10 | Complete "The Unfortunate Shopkeeper"                 |
     | Swordsman    | 10 | Complete "Drunk and Disorderly"                       |
     | Protector    | 10 | Complete "Amelion's Debt" and "Den of Thieves"        |
     | Defender     | 10 | Complete "More Unfinished Business"                   |
     | Warder       | 10 | Complete "Azani Blackheart"                           |
     | Guardian     | 10 | Complete "The Fugitives" and "The Wandering Scholar"  |
     | Champion     | 10 | Complete "Mystery at Harlun's Watch" & "The Stone of  |
     |              |    | St. Alessia"                                          |
     | Master       | 50 | Complete "The Hist"                                   |
      * - Note that after "Trolls of the Forsaken Mine" one can be demoted back
          to Defender, which requires doing two more missions to restore previous
          rank. See Fighter Guild section on how avoiding this (if y'want).
     | Associate     | 10 | Join the Mages Guild (doable at any Mages Guild)     |
     | Apprentice    | 10 | Complete mission "Joining the Mages Guild"           |
     | Journeyman    | 10 | Complete mission "A Mage's Staff"                    |
     | Evoker        | 10 | Complete mission "Ulterior Motives"                  |
     | Conjurer      | 10 | Complete mission "Vahtacen's Secret"                 |
     | Magician      | 10 | Complete mission "Necromancer's Moon"                |
     | Warlock       | 10 | Complete mission "Liberation or Apprehension?"       |
     | Wizard        | 10 | Complete mission "A Plot Revealed"                   |
     | Master-Wizard | 10 | Do "The Bloodworm Helm" & "The Necromancer's Amulet" |
     | Arch-Mage     | 50 | Complete mission "Confront the King"                 |
     | Escaped the Imperial Sewers |  50 | Finish "Tutorial"                     |
     | Closed an Oblivion Gate     |  50 | Finish "Breaking the Siege of Kvatch" |
     | Located the Shrine of Dagon |  50 | Finish "The Path of Dawn"             |
     | Delivered Daedric Artifact  |  50 | Finish "Blood of the Daedra"          |
     | Destroyed the Great Gate    |  50 | Finish "Great Gate"                   |
     | Champion of Cyrodiil        | 110 | Finish "Light the Dragonfires"        |
     | Tourist        | 20 | Complete "Through the Fringe of Madness"            |
     | Aspirant       | 20 | Complete "A Better Mousetrap"                       |
     | Citizen        | 20 | Complete "Baiting the Trap"                         |
     | Honored Madman | 20 | Complete "The Cold Flame of Agnon"                  |
    *| Duke Mania     | 30 | Complete "Ritual of Mania"                          |
    *| Duke Dementia  | 30 | Complete "Ritual of Dementia"                       |
     | Regent         | 20 | Complete "The Helpless Army"                        |
     | Defender       | 20 | Complete "Symbols of Office"                        |
     | Madgod         | 50 | Complete "The Prince of Madness"                    |
      * - Only one achievement can be gotten in the main questline, so those who
          want both should make a save before doing the accession ritual, do one,
          then reload for the other.
      ______________ ____ _______________________________________________________
     | ACHIEVEMENT  | PT | OBTAIN                                                |
     | Pickpocket   | 10 | Join the Thieves Guild in the Imperial City           |
     | Footpad      | 10 | Complete mission "Untaxing the Poor"                  |
     | Bandit       | 10 | Complete mission "The Elven Maiden"                   |
     | Prowler      | 10 | Complete mission "Ahdarji's Heirloom"                 |
     | Cat Burglar  | 10 | Complete mission "Misdirection"                       |
     | Shadowfoot   | 10 | Complete mission "Taking Care of Lex"                 |
     | Master Thief | 10 | Complete mission "Arrow of Extrication"               |
     | Guildmaster  | 50 | Complete mission "The Ultimate Heist"                 |
    BIRTHSIGN & HEAVENLY STONES                                              [BRTH]
     Birthsign Stones are odd rock formations sitting around Cyrodiil (not to be
     confused with Runestones) that grant special greater powers to the player.
     These do not supplant birthsign abilities inherent to the player, but will
     replace those gotten from other b'stones -- basically, only one can be active
     at a time. They can only be activated during the nighttime hours, though; try
     in the day and only the "no stars shine on the doomstone" message is given.
     Here's a list of the abilities granted. Unless otherwise noted, all g-powers
     have a duration of 120s (two minutes) and affect oneself.
     ____________ ________________________________________________________________
    | BIRTHSIGN  | GREATER POWER & EFFECT                                         |
    | Apprentice | Void Seed (Fortify Alchemy & Illusion 20pts)                   |
    | Atronach   | Arcane Well (Fortify Intelligence 10pts, Spell Absorp. 30pt)   |
    | Lady       | Lady's Warding (Fortify Willpower & Endurance 20pts)           |
    | Lord       | Ysmir's Scales (Frtfy Heavy/Lght Armr 10pts, Resist Frost 50%) |
    | Lover      | Lover's Bower (Fortify Luck & Personality 20pts)               |
    | Mage       | Magicka Manifold (Fortify Magicka 50pts)                       |
    | Ritual     | Mara's Mercy (Restore Health 150pts on Target)                 |
    |            | Mara's Milk (Restore Health 100pts)                            |
    | Serpent    | Cobra's Dance (Damage Health 4pts/20s & Paralyze 5s on Target) |
    | Shadow     | Fingernail Moon (Chameleon 15%)                                |
    | Steed      | Hellride (Fortify Acrobatics & Speed 20pts)                    |
    | Thief      | Cheater's Nip (Fortify Agility & Luck 20pts)                   |
    | Tower      | The Master's Hand (Fortify Armorer 20pts)                      |
    |            | Warden Key (Open Hard Lock in 15ft)                            |
    | Warrior    | War Cry (Frtfy Strength 20pts, Frtfy Blde/Blnt/Hand2Hand 10pt) |
     Heavenly Stones are rarer than any other kind, and only seven exist. [They
     may be mentioned in the Arcane University lectures, if y'pay attention.] Each
     grants a greater power and, unlike similar stones, these are permanent and
     can't be removed. Their powers can be obtained during night hours and only
     if one's level of renown is high enough. A common method of getting them is
     wearing the [Gray Cowl of Nocturnal] from the Thieves Guild quest, which has
     a default of 100 Infamy -- more than enough to get all abilities.
     ___________ _________________________________________________________________
    | H. STONE  | GREATER POWER (all 120s duration)                               |
    | Aetherius | Gates of Aetherius (Fortify Magicka 50pts, Resist Magic 20%)    |
    | Dragon    | Dragon Dream (Frtfy Magicka 50pts, Health 40pts, Fatigue 100pt) |
    | Jode      | Jode's Blood (Fortify Health 40pts, Blde/Blnt/Hand2Hand 20pts)  |
    | Jone      | Jone's Shadow (Invisibility 120s, Frtfy Sneak/Acrob/Athl 30pts) |
    | Magnus    | Skein of Magnus (Frtfy all types of magic, and Alchemy, 15pts)  |
    | Shezarr   | Shield of Shezarr (Reflect Spell 10%, Frtfy Block, Armorer,     |
    |           |                    Heavy Armor, Light Armor 20pts)              |
    | Sithian   | Sithian Web (Frtfy Marksman/Speechcrft/Illsn/Secrty/Merc 20pts) |
     Here's a map with all locations marked. Note that their locations are made
     mostly relative to cities, not each other, so don't assume everything's to
     scale, yo.
     HEAVENLY STONES        (¯¯¯'._/         ___    '._       ,'¯¯¯¯'.
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯         )              (###)      '.___,'       /
     A - Aetherius        _,'                ¯¯¯                    (
     D - Dragon          /                                           \
     J - Jode            )                                  D         \
     j - Jone            |                    11             ___       )
     M - Magnus          )  ____                            (###)      (
     S - Shezarr       ,'  (####)          ,-.-.-.__    10   ¯¯¯        )
     s - Sithian      /     ¯¯¯¯          ,'________'.                 (
                    ,'                   ( (    ##  \ )        /)    _,'
                   /                      ) ¯\ #### /(      (\//    {_
                __/          j           (   ( ####(  )      \(       '._
             _,'                          \__ \ ### ) |       ))         \
         _,-'4          2                  12'.¯¯'.'  )     ,'(           '.
       ,'                   A ___              ¯'-._ (     //¯\)    6       \
      (            ___       (###)                  \ \   ((                 '.__
      (           (###)     1 ¯¯¯                    \ \__//      /)             (
      (            ¯¯¯    ,-----. 13                  )   / 9    {(               }
       \   __           ,'       '.  ,------.       ,'    \_______))             /
        \3)##(      ,'¯¯           ¯¯        '     (       ,'¯¯¯5¯¯             /
         ¯¯¯¯)  J,'¯                          \    (      (                    /
              ¯¯¯                              '.   \     (       _   /)      / 
     BIRTHSIGN STONE LEGEND                      ) __\     \____  ))_/(_/)  ,' 
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯              )(###\    /¯¯¯\\//¯¯¯¯¯¯ _/
     1 - Apprentice     8 - Serpent             /  ¯¯¯¯),-'     \(      ,'
     2 - Atronach       9 - Shadow             (   ___//       M \)   _/
     3 - Lady          10 - Steed              (  (/¯//             _/
     4 - Lord          11 - Thief               \   //            ,'
     5 - Lover         12 - Tower               )  ((7          _/
     6 - Mage          13 - Warrior            (   /(          /
     7 - Ritual        ## - Town Area          |  (  )        /
                                               |S |  |      ,'
                                               ) _(  )    ,'
                                               )(##)(    (
                                              /_|#/  \ 8 ( 
                                             (/  ¯    '.__\
    CLASSES                                                                  [CLSS]
     During the tutorial dungeon, one has a chance to pick a class, either preset
     or customized. The legend for below:
     Class -: Name of class
     Special: Specialization gives +5 to skills in its classification
            : Combat : Armor, Athle, Blade, Block, Blunt, Hand2, HArmr
            : Magic  : Alche, Alter, Conju, Destr, Illus, Mysti, Resto
            : Stealth: Acrob, LArmr, Marks, Merca, Secur, Sneak, Speec
     Favored: These attributes get a +05 bonus
     MSkills: These skills start at Lv25 (Apprentice level) instead of Lv05
     Of course, most of the fun in this category comes from creating one's own
     class, either in seriousness, like playing off a race's strengths, or jest,
     such as an Orc Mage.
      ____________ _______ _________ ____________________________________________
     | CLASS      | SPECL | FAVORED | MAJOR SKILLS                               |
     | Acrobat    | Stlth | AGL,END | Secur Sneak Acrob Marks Block Blade Speec  |
     | Agent      | Stlth | PER,AGL | Secur Sneak Acrob Marks Illus Merca Speec  |
     | Archer     | Combt | AGL,STR | Armor Marks Blade Sneak Blunt Hand2 LArmr  |
     | Assassin   | Stlth | SPD,INT | Secur Sneak Acrob Marks LArmr Alche Blade  |
     | Barbarian  | Combt | STR,SPD | Armor Athle Blade Block Blunt Hand2 LArmr  |
     | Bard       | Stlth | PER,INT | Blade Block Illus Alche LArmr Merca Speec  |
     | Battlemage | Magic | STR,INT | Destr Alter Blunt Conju Blade Mysti Alche  |
     | Crusader   | Combt | STR,WIL | Resto Athle Blade Destr Blunt Hand2 HArmr  |
     | Healer     | Magic | PER,WIL | Destr Alter Illus Speec Resto Merca Alche  |
     | Knight     | Combt | STR,PER | Block Illus HArmr Blunt Blade Speec Hand2  |
     | Mage       | Magic | INT,WIL | Destr Alter Resto Illus Mysti Conju Alche  |
     | Monk       | Stlth | AGL,WIL | Secur Sneak Acrob Marks Alter Hand2 Athle  |
     | Nightblade | Magic | WIL,SPD | Destr Alter Blade Athle Resto LArmr Acrob  |
     | Pilgrim    | Stlth | PER,END | Secur Block ARmor Blunt LArmr Merca Speec  |
     | Rogue      | Combt | SPD,PER | Illus Athle Blade Merca Alche Block LArmr  |
     | Scout      | Combt | SPD,END | Armor Athle Alche Block LArmr Acrob Blade  |
     | Sorcerer   | Magic | INT,END | Destr Alter HArmr Conju Resto Mysti Alche  |
     | Spellsword | Magic | WIL,END | Destr Alter Blade Block Resto HArmr Illus  |
     | Thief      | Stlth | SPD,AGL | Secur Sneak Acrob Marks LARmr Merca Speec  |
     | Warrior    | Combt | STR,END | Armor Athle Blade Block Blunt Hand2 HArmr  |
     | Witchunter | Magic | INT,AGL | Destr Marks Secur Conju Athle Mysti Alche  |
     Additionally, choosing a magic school as a major skill gives a free skill(s)
     to start with. [All characters start with Flare and Minor Heal Wounds spells
     regardless of chosen classes, note.]
     Alteration : Open Very Easy Lock, Protect
     Conjuration: Summon Skeleton, Turn Undead
     Destruction: Cold Touch, Shocking Touch
     Illusion --: Soothing Touch, Starlight
     Mysticism -: Minor Dispel, Minor Life Detection
     Restoration: Absorb Health
    DAEDRIC SHRINES                                                          [DDRC]
     Each Daedric prince has a shrine around Cyrodiil, with dedicated followers
     and a related quest to complete. The quest rewards are often fantastical and
     useful items, and at least one is required to complete the main quest. To
     start a quest, one must be of the correct level (there's a few exceptions) and
     provide an offering (if needed), the nature of which can be deduced by talking
     with an acolyte. [On the map, shrines have "magic lamp" icons, also.]
     Here's the lowdown. There's no particular order to do these in, except that
     Hermaeus Mora's is always last.
     NOTE: Wearing Nocturnal's cowl will absorb fame and infamy points, as well as
           bounties, so if y'want those on the character and not the headpiece,
           make sure to finish the quests with it _off_!
     Shrine: NE Cyrodiil, south of the "n" in "Jerall Mountains"
     Prereq: Lv10
     Offer : Glow Dust
     Reward: Azura's Star, +1 Fame
     [This location can be found by speaking about daedra cults to Trayvond the
     Redguard in Cheydinhal's Mages Guild, and perhaps others.]
     Mels Maryon divulges the item and specific time for Azura's offering, which
     may require tweaking his disposition. As the Daedric Prince(ss) of Dawn and
     Dusk, it's only appropriate that the Glow Dust is presented during those
     hours, specifically 5-7 AM or PM. [If one has trouble finding the required
     item, it can usually be bought off ingredients merchants, or a 100% drop from
     will-o-wisps. "The Main Ingredient" in the Imperial City is an example of one
     vendor who carries it.]
     Once summoned, Azura tells her plight: long ago some of her followers were
     stricken with vampirism, and sealed themselves off in the nearby Gutted Mine
     (southwesterly from shrine). She wishes to release them from the suffering,
     and tasks the player to be the executioner. (For reference, the mine entrance
     is sealed before this quest.) 
     Quest arrows mark the inflicted brethren's locations, but that's about the
     only easy part to the quest -- most of the five are seasoned warriors with
     leveled equipment, meaning they can put up quite a fight if engaged overtly.
     Because of this, it's best to use sneak attacks and, to even the odds in a
     gang-up situation, conjuration skills and invisibility. But if those aren't
     an option, they can usually be led outside, where one can hide on a rock and
     snipe them with arrows and magic. [Don't forget to loot the coffin behind
     the boarded-up wall at the area's final dead end.]
     When all are dead, it's back to the shrine.
     REWARD: The amazing [Azura's Star] is equivalent to a reusable Grand Soul Gem,
             essentially unburdening the player from much of the stress of
             recharging weapons. Coupled with soul trap methods, in particular the
             awesome Umbra sword, the player becomes quite well-off here. When it
             comes to sacrificing an artifact for the main questline, this piece
             should be furthest from one's mind.
     Shrine: Between Nibenay Valley and Valus Mountains (see below for details)
     Prereq: Lv20
     Offer : Daedra Heart
     Reward: Goldbrand, +1 Fame
     Boethia might be one of the hardest shrines to locate, simply because it's
     high on an isolated peak in the middle of nowhere, and following the natural
     curve of the land often leads players away from it. To find it, look at the
     eastern border where it says "Valus Mountains" from north to south. Going
     west from the "M" in "Mountains" leads right to the shrine, although one
     has to enter the ridge from the south to get up. [Nothing notable around here,
     but Sercen Camp and Fort Facian are nearby, to the west.] Boethia's offering
     is a Daedra Heart (dropped by humanoid Daedra like Xivilai and Dremora types)
     as Haekwon says.
     The Daedric Prince wants the player to prove himself worthy, by visiting a
     plane of Oblivion and taking part in the "Tournament of Ten Bloods." [A portal
     to this realm remains open after summoning Boethia, and can be taken at any
     time. Once there, leaving is impossible until the tourney finishes.] Upon
     visiting the Realm of Boethia, take the right-hand gate to start fighting the
     other competitors in 1-vs-1 matches. 
     Why "ten bloods"? Because the opponents are one of each race in Cyrodiil,
     minus the one the player is (if playing as a Redguard, one doesn't show up).
     There's no restrictions to combat, but the foes will usually be well-rounded
     and well-armed, not to mention often having ridiculous amounts of potions,
     so having an edge helps. [The conjure-and-go-invisible strategy works wonders,
     for instance.]
     This quest is notable for the enchanted equipment foes carry, particularly a
     vast array of arrows and tons of potions. Feather enchantments, especially
     the 250pt one on the Gray Cowl of Nocturnal, can be very helpful in hauling
     all the rarities back. Also, be careful about the lava: it's a deadly
     natural hazard, and if any items/people fall in there, retrieving goodies is
     a huge problem.
     Defeating the nine oncomers opens the portal back to Cyrodiil, where Boethia
     congratulates the player on the festivities. Just make sure to get all the
     spoils first as there's no way back afterwards!
     REWARD: The [Goldbrand] is a one-handed katana that does 22pts of fire damage
             on strike (3000 charge, 76 uses). In short, it's one of the most
             powerful swords in the game, second only to Umbra. 
     Shrine: SW of Imperial City, along a bend in The Gold Road
     Prereq: Lv10 technically (Lv01+ in actuality)
     Offer : 500g
     Reward: Masque of Clavicus Vile -or- Umbra, +1 Fame
     (This quest can be started at any level by obtaining the Umbra sword, which
     automatically updates the quest as if it had been started properly.)
     Ma'Raska tells the offering for the shrine, if his disposition's good enough.
     Clavicus wants the player to retrieve a certain sword (Umbra) for him, and
     suggests the player start looking in the nearby town of Pell's Gate. The
     quest item [Statuette of a Dog] appears in the inventory as well, and it
     (Barbas) will give the player advice -- namely to not give the sword to its
     master, since it's likely to cause great ruin in Vile's domain.
     Upon visiting the settlement, everyone asked about Umbra directs the player
     to Irroki the Wide. With enough disposition, he reveals the sword's held by
     Lenwin; her last known whereabouts are the Vindasel ruins. They're just up
     the west road, practically in the ditch, so it ain't hard to find.
     Inside, talk with Umbra to be offered a choice: leave and live or stay and
     die. There's many ways to slay the swordswoman, despite her powerhouse
     attacks. One method is to jump from the broken balcony ledge onto the pillar
     nearby, preventing her from landing hits (she relies purely on swordsmanship)
     and giving license to rain down magic and arrows. She's also susceptible to
     paralysis, which is always an option (particularly if one made a paralysis-
     -inducing staff during the Mages Guild questline). And, let's not forget the
     "summon and turn invisible" combo...although it's worthless if she can cut
     down the conjured critter with a few swings.
     Regardless, after she's dead, the [Umbra] sword can be claimed, as well as
     her unique armor. Yet, still Barbas protests about the player honoring the
     bargain. All that's left is to return to Clavicus. The option to return the
     sword is given -- agreeing gives the designated [Masque of Clavicus Vile],
     while deciding to keep Umbra lets one do just that, much to CV's chagrin.
     REWARD: The obvious reason to do this quest is for Umbra, not only the most
     powerful sword in the game, but also because its Soul Trap enchantment goes
     great with Azura's Star, making the player self-sufficient on that end. It's
     really a no-brainer; keeping the sword does _not_ make the quest unfinishable.
     On the other hand, the Masque is, in the grand scheme of things, one of the
     most worthless artifacts obtainable, and an obvious choice for the sacrifice
     in the main quest's Daedric Artifact segment.
     Shrine: NW reaches of Cyrodiil (SW of the "T" in "The Jerall Mountains")
     Prereq: [see below]
     Offer : ---
     Reward: +1 Fame, Oghma Infinium
     Hermaeus Mora's shrine is deep in the mountains, near the northern border of
     the country, and although one knows its location map-wise, it's actually
     only accessible via a long, winding road starting farther east of there. Much
     to a player's annoyance, inspecting the shrine and talking with the followers
     will give no indication of what to do, nor will it start the quest. However,
     UESP has a list of the prerequisites:
     • Be at least Lv20
     • "Blood of the Daedra" started in the main questline
     • Successfully complete all other (14) Daedric Quests
     If all these are completed, either visit the shrine itself to start; or, sleep
     and a man named Casta Flavius will approach and say to visit the shrine (this
     marks its location).
     Hermaeus Mora, a giant octopus/blob/crab/eyeball monster, will only give his
     reward if the player brings him a soul from each (10) sentient race. He (it?)
     gives [Hermaeus Mora's Soul Gem] and the [Mora's Soul Trap] spells for this
     task. This spell only works on sentient races and only for HM's specialized
     soul gem, so it can't replace any normal soul trap effects.
     Before one considers slaying innocents, it's a good idea to prey on the land's
     unscrupulous sorts. Campsite bandits are a good source of Khajiit & Redguard
     souls; rarely a hedge wizard (Breton) appears. Imperials are quite easy to
     get as any generic city guard'll be one. Those looking for Dunmer and Bosmer
     souls should check out the Black Bow dungeons (Rockmilk Cave, Undertow Cavern,
     Telepe). Rockmilk Cave also has marauders to fight. Speaking of which, that
     type of enemy has a lot of races available, most useful of which is Nord and
     Orc. Two example locations: Fort Strand (east of Anvil) and Fort Blueblood
     (SE of Leyawiin). Necromancer dungeons are a good source of Altmer and Breton
     types, and there's always plenty of those (Dark Fissure, Fort Linchal, etc.)
     Argonians are one of the rarer enemy types to encounter, but they can appear
     as Marauder Archers. Otherwise, one should check out Veyond Cave (north of
     Bravil) to find a whole bunch of Argonian types. Just make sure to prepare
     for underwater fighting...
     Be careful with using the special soul trap spell, however, as it's possible
     it can quit working (evidently from casting it on two applicable targets in
     the same 2-minute duration). You'll know it's bugged because the target, who
     should glow purple, loses the glow after about two seconds. According to UESP,
     a workaround is killing an applicable target after getting the "This person
     is already affected by..." or "You cannot cast the spell on two separate souls
     at once" message. The person currently affected by HMST after reading that
     message should be soul-trappable.
     When all ten are collected, return to Hermaeus to get the reward.
     REWARD: The [Oghma Infinium] book permanently increases certain skills and
     attributes by 10 each, but the player can't pick individually. Choosing the
     "Path of Steel" increases Blunt, Heavy Armor, Blade, Strength, and Speed.
     "Path of Shadow" increases Light Armor, Security, Sneak, Agility, and Speed.
     "Path of Spirit" increases Restoration, Destruction, Conjuration, Willpower,
     and Intelligence. [The book can be used to increase stats past 100, but will
     disappear when used. It's considered a quest item until then.] According to
     UESP, the Willpower boost doesn't actually work right, and since boosting
     Destruction/Conjuration/Restoration past their maximums doesn't reduce the
     magicka costs, that Path is probably the worst off. The Path of Steel might
     be best as the Strength boost equates to an extra 50 carrying capacity.
     Shrine: South of Imperial City, near where it says "The Nibenay Valley"
     Prereq: Lv17
     Offer : Bear Pelt or Wolf Pelt
     Reward: Saviour's Hide, +1 Fame
     Vajhira will tell the correct offering if one answers "I am a hunter," and
     luckily, the verdant region is crawling with bears and timberwolves to slay.
     Once summoned, Hircine gives the player a task for his amusement: slay the
     unicorn of Harcane Grove (SSE of shrine) and bring the [Unicorn Horn] back to
     him. Visit the location to find the unicorn guarded by several Minotaurs of
     the Grove, all of whom will attack the player if provoked. Because of this
     tag-team tactic, it's wise to either (1) bring some help of one's own, such
     as followers or conjured creatures (2) ignore the minotaurs and go straight
     for the overhyped horse. The unicorn can't be paralyzed and resists some
     magic, so the best way is to slog at it with high-tier weapons.
     Upon defeat, the horn can be claimed and brought back to Hircine. [The horn
     is a quest item, in fact, and can't be removed from the inventory even before
     Hircine gives the task. If the horn is already in the inventory when the
     quest is given, the mission updates accordingly.]
     REWARD: The [Saviour's Hide] is a unique light armor with a Resist Magic 25%
             enchantment. Those trying to become totally magic-immune will find
             this sucker to be rather useful, at least until something with more
             armor comes along.
     Shrine: Far north of Anvil, by the "T" in "The Gold Coast"
     Prereq: Lv10
     Offer : Troll Fat
     Reward: Volendrung, +1 Fame
     Shobob gro-Rugdush says that "beautiful people" aren't welcome at the shrine,
     suggesting that there's an issue with Personality (like Vaermina's quest),
     but tempering his disposition reveals it's really just a non-orc bias, and
     that Troll Fat's the offering. When summoned, Malacath lays it on the line:
     Lord Drad enslaved his ogres in a nearby mine, and he wants 'em freed!
     Lord Drad's Estate is only a stone's throw southeast from the shrine, and
     was probably passed on the first trip. Speak with Drad himself at the manor
     to learn the ogres are worked mercilessly in Bleak Mine; or, if one angers
     him by condemning his methods, his wife will give the location (provided she
     has enough disposition).
     Next stop: Bleak Mine! It's just a little bit east of the manor. Pick the
     lock and check inside, finding the guards standing around the imprisoned
     ogres, set aside in two cells. Their 'hard' locks can be picked, or the guards
     the guards may have one or both cell keys. When both groups are loose, they'll
     go buck wild on their oppressors, leaving the player alone as long as no
     offensive action is made towards them. [The same goes for the guards,
     generally, although their disposition may be poor if one told off Drad.]
     NOTE: If the player kills any ogres, the quest fails. Thus, the easiest way
           to proceed, and save the prisoners in the process, is slaying most or
           all of the guards before liberation.
     After liberating the ogres, return to the shrine for payday.
     REWARD: The [Volendrung] hammer has a 3s paralysis effect and drains health
             5pts for 20s. However, its low attack means it probably won't see 
             much action. Still, where the main questline's Daedric Artifact part
             is concerned, the weapon's interesting effects should save it from
             being sacrificed.
     Shrine: Far SE of Bruma (by the first "a" in "The Heartlands")
     Prereq: Lv15
     Offer : Nightshade
     Reward: Ebony Blade, +1 Fame
     Dredena Hlavel tells the correct offering when her disposition's high 'nough.
     [Nightshade might not be that common in the wild, but can be bought at most
     mages guilds and ingredients stores, as well as growing in Frostcrag Spire's
     alchemic garden.] Leave the offering between midnight and dusk (12PM-5AM) to
     get an audience -- if it says "nothing happens," wait until the next day's
     time period.
     Mephala is "The Webspinner" and loves playing games with mortals, deadly ones
     in particular. She wants the player to visit the cozy settlement of Bleaker's
     Way, slay the heads of two families, and plant evidence to implicate each
     murders was done by the rival family. Since Mephala must have been planning
     this for awhile, as it's possible to fail the quest (killing everyone,
     getting caught breaking and entering) before even hearing about her. Avoiding
     the settlement until one's ready is wise, and not because tough monsters like
     minotaurs may accidentally run into town and start murdering.
     Bleaker's Way is west of the shrine, just across the Silver Road. The two
     family heads to slay are Nivan Dilvalu and Hrol Ulfgar, neither of which is
     built for fighting, although they do have more health than an average joe. The
     evidence, items associated with the family, is in each of the head's houses:
     the [Ulfgar Family Ring] on a 2F table and the [Dalvilu Ceremonial Dagger] on
     a small first-floor table. Once each clan head is killed, put the other head's
     item on their person.
     Once the staged scenes are finished, all that's left is to tell anyone about
     their "fight". This causes the two clans to go slay each other in the street,
     with few survivors. Return to Mephala to get the reward.
     REWARD: The one-handed [Ebony Blade] katana has Silence 10s and Absorb Health
             8pts enchantments (3700 charge, 45 uses). A great tool to use in the
             Mages Guild questline, regardless of its outclassed power. This sword
             is useful enough that it shouldn't be considered for sacrifice in
             the main questline's Daedric Artifact segment. 
     Shrine: West of Skingrad, off the roadside a ways
     Prereq: Lv10
     Offer : Mort Flesh, Bonemeal, or Ectoplasm 
     Reward: Ring of Khajiiti, +1 Fame
     Basil Ernarde will tell the offering Meridia, Lady of Infinite Energies,
     desires: something from an undead's corpse. [Items from the Shivering Isles
     don't count for this.] For being summoned, she wishes the player to slay all
     necromancers in the Howling Cave, east of Skingrad (near the "C" in "County
     Skingrad" on the map). Once inside, look for a secret door leading further
     into the cave...shouldn't be hard to find as it opens automatically when
     The five necromancers must have been stockpiling, as they're quite formidable
     and have tons of potions. Not a couple, I'm talking TENS of them! If you've
     done Boethia's "Tournament of Ten Bloods," they carry comparable amounts.
     Thus, it's best to cut off their strengths, namely by paralysis and silence,
     and target the 'mancers away from the main group first. [Pickpocketing their
     potions works wonders, if y'have the time for it.] Doing Mephala's quest for
     the Ebony Blade katana (silence enchantment) is an especially great weapon
     for the magically uninclined. Once all necros are killed -- the other undead
     enemies are unimportant -- return to Meridia.
     REWARD: The [Ring of Khajiiti] gives a fixed 35% Chameleon and Fortify Speed
             10pts enchantment, invaluable to stealth-based characters and for
             those trying to get 100% Chameleon. Don't bother sacrificing this in
             the main questline.
     Shrine: West of Imperial City (by 1st "T" in "The Great Forest")
     Prereq: Lv17
     Offer : Lion Pelt
     Reward: Mace of Molag Bal, +1 Fame
     [This location is automatically marked if the quest "Conjuration Training" is
     taken, as the trainer "lives" here.] Amir will tell the player about the
     offering if his disposition's high enough. Mountain lions can be found all
     over the wilderness, but that's kind of a crapshoot. Additionally, if one's
     already had Melisi Daren mount a lion in Battlehorn Castle, she still carries
     the pelt on her person. The first Fighter's Guild mission "A Rat Problem"
     has a 100% mountain lion spawn, too. [A good place to find a spawning lion is
     underneath the bridge to the Arcane University; look near the waterfront!]
     A successful offering has Molag telling that Melus Petilius disgusts him, and
     he wants to see the honorable man pushed to the edge. The player is to provoke
     him and let him "kill" the player with the [Cursed Mace]; in doing so, the
     Daedric prince will save the player's life. Brindle Home, Melus' settlement,
     is just a short walk southwest of there. Torbal the Sufficient will tell,
     with the right disposition, that Melus gave up killing when his wife suddenly
     died with a fever while he was out of town; since then, he's moved into a
     nearby cabin and visits her grave daily.
     That's the in! Around 10:00AM, Melus will walk to Vena's grave and stay there
     for awhile. Drop the Cursed Mace near him, then attack him -- he'll have no
     choice but to pick it up in self-defense. [He only fights back at the grave.]
     The player then simply lets him beatdown the attacking character, until Molag
     Bal rescues him/her from the brink of death via transportation to the shrine.
     NOTE: Check here to make sure the character didn't actually die, as with the
           difficulty modified, it's quite possible he DID and screwed up a number
           of important things, like birthsign, racial traits, and so on. If that
           happens, reload the game and turn the difficulty slider back down, so
           Melus isn't doing lethal damage.
     If the player or an ally kills Melus, the quest automatically fails and one
     gets no reward.
     REWARD: The [Mace of Molag Bal] is enchanted with Absorb Strength & Magicka
             enchantments (2200 charge, 44 uses) but has mediocre attack strength,
             thus it won't see much battling. It's a good candidate for sacrifice
             in the main quest's Artifact segment.
     Shrine: SE of Bruma (or SW of Frostcrag Spire)
     Prereq: Lv5
     Offer : Approach shrine with 20 or lower Personality
     Reward: Ring of Namira, +0 Fame
     Namira doesn't require "pretty" followers, so the player has to make him- or
     herself "wretched" by lowering the Personality stat. Making a custom Drain
     Personality spell could work, but it's easiest to just drink Cheap Wine --
     it's available in pretty much every tavern and lowers Personality by 10pts
     for two minutes. One can drink up to four potions (legitimately), so that
     means a 40pt decrease is possible in this way, enough for most people.
     When the quest is initiated, Namira states that her "forgotten" worshipping
     in the Ayleid ruin of Anga are being oppressed by Arkay priests, who seek to
     deliver them to the light. That ain't happenin' on her watch, and she bestows
     the "Namira's Shroud" novice Alteration spell which has a pretty high base
     cost. Fortify Magicka spells can work, but it may just be easier to buy a
     weak Alteration spell and level up the stat a bit; this has the effect of
     lowering all of that spell type's costs.
     Anga is located almost directly south of the shrine, near the Silver and
     Orange Roads' intersection. Once inside, get familiar with a common scene:
     Arkay priests walking around with torches, while Forgotten Ones cower in the
     fleeting darkness. The priests aren't likely to attack the player on sight,
     which should help in casting Namira's Shroud as it eliminates the need for
     stealth. This has to be repeated four times to complete the quest.
     NOTE: The quest fails if any Forgotten are killed, or any priests are killed
           by the player. Because of this, it's prudent to not assist the NPCs in
           their killings, nor open the secret chamber containing two undead types.
     REWARD: The [Ring of Namira], in keeping with Namira's parting words, has
             enchantments that hurt those who hurt the player, in the form of
             Reflect Damage 12% and Reflect Spell 10%. 
     Shrine: NE of Leyawiin, just off the road (north of Blankenmarch)
     Prereq: Lv10
     Offer : ---
     Reward: Skeleton Key, +1 Fame
     Nocturnal bids the player to return her lost eye, which has been stolen by
     two Argonians in Leyawiin. The player will then have to go there and determine
     their whereabouts (although those familiar with the quest can cut out the
     canvasing and simply get the eye from its resting place). Questioning people
     about the 'Eye of Nocturnal' topic gives no leads, but some, particularly
     those in the city watch, are more than happy to speak on 'Leyawiin' and how
     Weebam-Na/Bejeen were bragging about a big score.
     With that part done, visit Weebam-Na's house. Question him or his partner
     about 'Eye of Nocturnal' to be stonewalled. The quest update suggests trying
     to eavesdrop on their conversations to learn more, which, unsurprisingly, is
     what one has to do. Fancy methods like invisibility can work, but usually all
     that's required is going around the corner and waiting for them to spill the
     beans. That is, the location: Tidewater Cave.
     The location will be marked along the riverbank SE of Leyawiin, near the 
     mouth of Topal Bay. The interior of said cave is usually filled with bears
     and Kalperklan trolls, so be prepared to fight or sneak through. Luckily the
     [Eye of Nocturnal] is found simply by taking every available left turn, 
     where its shimmering self in sitting in a submerged dead-end passage. Return
     it to Nocturnal's statue and the quest finishes.
     REWARD: SKELETON KEY [5000g; Fortify Security 40pts] This pricy item not only
     gives a hefty security bonus, but prevents lockpicks from breaking. This means
     the player can simply auto-attempt a pickable lock until it gives way, or have
     fun doing the minigame carefully. Just note that the item itself is not a
     usable lockpick, so keep one that is on-hand at all times. [Sacrificing this
     item for the main quest's Daedric Artifact segment is not recommended.]
     Shrine: East of Niben Bay, by the 2nd "R" in "Silverfish River"
     Prereq: Lv10
     Offer : ---
     Reward: Spell Breaker
     This quest stats when the shrine is approached, as all the followers around
     it are unconscious. Talking with Peryite learns they attempted to summon him
     to them, and their souls are now accidentally stuck on a plane of Oblivion.
     He tasks the player wish rescuing them; however, the player won't be able to
     leave until the job's finished.
     NOTE: There's a weird glitch coming up that may prevent the quest from being
           done, so make a separate save before going to the Realm of Peryite.
     The followers are all in the forms of spectral ghost-like figures, and their
     locations are marked by giant bonfires. Talking with them "liberates" them
     from the realm, and when all are done, the portal back to the real world
     opens (at the entry point to realm). However, the "ghosts" may flee when a
     battle goes on, and it's possible for them to get stuck under the lava --
     essentially unrescuable.
     Peryite's realm is shaped like a large donut, with some sections are easiest
     accessible by shortcut tunnels ("The Sightless Grotto") around. Masters of
     Acrobatics can bypass much of that, though, by jumping on the lava's surface,
     which is probably the only useful tip to conquering this realm. Also, from
     personal experience, it can be hard finding the 4th and last person, mostly
     because the realm's map doesn't have a zoom-out version like in Cyrodiil.
     The person I most often miss is the one directly south of the starting dock,
     whose bonfire is visible if y'get close enough to the edge. One has to work
     clockwise (E -> SE -> SW -> W) to get over to that place; the others aren't
     as taxing. Either way, if one can turn invisible, exploring this place is
     ten times easier.
     Once back in the real world, the followers are up and at 'em again, and the
     reward can be obtained.
     REWARD: [Spell Breaker] is a shield enchanted with a 30% Resist Magic effect.
             It'll be outclassed armor-wise but is useful enough to keep around.
     Shrine: NW of Skingrad (south of final "e" in "The Imperial Reserve")
     Prereq: Lv08
     Offer : Cyrodilic Brandy
     Reward: Sanguine Rose, +1 Fame
     Speak with Engorm to learn the item Sanguine desires. [It's available in many
     upper-class households, and purchasable from some taverns.] When summoned,
     the prince of partyin' wants the player to spice up a boring party at the
     Castle Leyawiin. The spell "Stark Reality" is obtained at this time, and is
     to be used on the dinner guests. It happens "tomorrow" in game, but really,
     there is no time limit to speak of.
     Travel to the location and find that the dinner hall is locked and watched
     by a guard. He'll let the player in if s/he's "dressed up" for the gathering,
     although if that fails, tempering his disposition (70+) does the trick. The
     party takes place all day round -- until the quest finishes -- although the
     countess Alessia Caro may not be present at all hours.
     NOTE: Alessia Caro leaves Leyawiin each month from the 15th to 17th, and may
           be killed in the wilderness if the "Ahdarji's Heirloom" Thieves Guild
           quest is complete. This is because until then, she's unkillable; after,
           she ain't.
     The "Stark Reality" spell, as the player finds out, removes all articles of
     clothing from the targets (including oneself). To get the quest update, the
     overwhelming majority of the guests, including the countess, must be affected
     by the spell. However, the player will almost certainly be affected as well,
     essentially gaining a bounty without any way to pay it off. This leaves a few
     • RUN FOR IT: All possessions have been taken, but magic still works, and
       invisibility, chameleon, and such can be used. The bounty itself is low
       enough that, if the player can avoid detection long enough for the guards
       to leave, s/he can walk safely around without them immediately pursuing.
       This is by far the easiest method to pull off since it requires nothing but
     • GO TO JAIL: As long as the spell affects the requisite people, one can get
       the quest update in jail; however, failing gives the update after release,
       not to mention it's possible for the incarceration to lower stats. Since
       the spell stripped the player of possessions, they'll be found in the chest
       at the shrine, not in an evidence box.
     • AVOID DETECTION: This can be very hard, given the effect radius and immense
       guard presence. Having clothes that add up to 100% Chameleon will work, but
       can be a pain to create, and this quest shouldn't need that much prep work.
       The easiest way is to hotkey an invisibility potion and drink it immediately
       after firing the spell. If done quick enough, one vanishes before the spell
       hits, preventing the assigning of blame (which lowers disposition).
     Note that certain items that provide enchantments, like Boots of Springheel
     Jak and the Skeleton Key, will have their effects permanently remain on the
     player as they're forcefully unequipped. Since Stark Reality removes all the
     possessions anyway, make sure those are removed before casting...unless y'want
     the effects forever.
     Any items confiscated by "Stark Reality" will be found in a chest at the
     shrine grounds.
     REWARD: The [Sanguine Rose] is a two-handed staff with a titular effect: it
             summons a random Daedra to fight the target. Only one creature can be
             out at once, and owing no allegiance to the summoner, may attack him
             or her as well. A very interesting staff that's good for conjurers,
             as it lets them have two "allies" out at once. [3000 charge, 10 uses]
             It's good enough that it shouldn't be sacrificed during the main
             questline's Daedric Artifact mission.
     Shrine: Halfway between Bravil and Leyawiin (on Elsweyr border)
     Prereq: Lv02
     Offer : Lesser Soul Gem, Lettuce, Yarn
     Reward: Wabbajack, +1 Fame
     Speak with Farul Ravel to learn the odd combination of offerings Sheogorath
     desires. [They're all common, but it's unlikely one is carrying the trifecta
     upon learning it...] When summoned, the Prince of Madness says he wishes to
     liven up the dull Border Watch settlement, apparently wanting the player to
     fulfill their K'Sharra prophecy.
     NOTE: If one's already finished the Shivering Isles expansion, or gotten near
           the end, Haskill will speak to the player instead, often to hilarious
     Visit the town (south of shrine, along border...guess y'saw that coming) and
     speak with the shaman Ri'Bassa to learn the prophecy entails the world's end,
     brought on by three signs. Those signs are: (1) plague of vermin, like rats,
     overrun town (2) plague of famine slays the livestock without reason. He
     won't speak of the third just then, though... [His disposition must be high
     enough to speak of the signs.] But after more conversation, he suggests
     sleeping in the town inn (atop town's hill).
     There, the innkeeper S'thasa, when asked about her famous cheese, says the
     rare Olroy cheese is so pungent, it would attract rats for miles if used in
     cooking. It's kept in a 'very hard' display case, and can be picked without
     notice if standing between the two cases (S'thasa also has the key). Place
     the cheese in the campfire cooking pot outside the inn to fulfill the first
     step of the prophecy.
     Wait a bit and rats will enter town from the east, prompting an update to
     speak with Ri'bassa. This unnatural act forces him to use his [Rat Poison] by
     the campfire and stairs. Take some once he leaves, bring it to the sheep pen,
     and deposit it in the feeding trough. The livestock eventually come to eat
     it, are poisoned (green effect) and eventually killed, which gives an update
     from Sheogorath saying to visit the middle of town for the hilarious "plague
     of fear". Return to the Madgod for his blessing.
     REWARD: [Wabbajack] is a spear-shaped staff (3000 charge, 10 uses) that has a
             hilarious effect of changing a creature into another creature for 10s.
             It can be useful in slaying normally powerful targets, although there
             is always the chance the enemy is changed into something stronger. It
             doesn't work on NPCs, though, and after the duration ends, the enemy
             reappears at full health. 
     Shrine: Shore of Lake Poppad (east of Imperial City, SW of Cheydinhal)
     Prereq: Lv5
     Offer : Black Soul Gem
     Reward: Skull of Corruption, +1 Fame
     Aymar Douar will specify which type of offering Vaermina desires. She wants
     the [Orb of Vaermina], which was stolen from the dream realm, retrieved from
     the wizard Arkved. His dwelling, appropriately named "Arkved's Tower," is a
     bit southwest from the shrine grounds.
     This dungeon is quite unlike any other in the game, as having possession of
     the Orb has perverted it into a waking dream. This becomes most apparent
     upon entering the second area "Arkved's Void," which is a nightmarish acid
     trip just starting. Although the sights are quite wonderful, an expedient
     gamer will probably want to avoid fighting the throngs of top-tier Daedra and
     just getting to the final room (Arkved's Death Quarters). The Orb is sitting
     on a desk, right by the Illusion skill book "Palla, volume 1". Killing Arkved
     isn't required, but isn't detrimental either. Exit via the nearby door and
     spawn back in Cyrodiil via a newly-formed trapdoor.
     NOTE: Be careful when exploring Arkved's Oasis! Should one get inside the
           tower with enough Acrobatics, there's no legit way out again.
     Return to Vaermina with the Orb to finish.
     REWARD: The [Skull of Corruption] is a magical staff with 3000 charge (20
     uses) that has a 30-second Corruption effect. When used on an NPC, it creates
     a perfect, albeit violent, doppleganger that attacks the real version. The
     imposter NPC has a duplicate inventory, which is why this players love this
     staff: item duplication! Paired with the Staff of Worms, there's many lovely
     implications... Obviously it's not recommended to sacrifice this unique item
     in the main questline's Daedric Artifact quest. [NOTE: Using this on an NPC
     counts as an attack, and they'll be hostile towards the player as well.]
    RACES OVERVIEW                                                           [RCSV]
     Since Cyrodiil is a giant country bordering many others, it's only natural
     for there to be many races to play as. When creating a new character, it's
     wise to account for a race's skill boosts, inherent powers and immunities or
     weaknesses, and gender-dependant attribute boosts. [Default value for all
     attributes is 40; for skills, 05.]
     Note that no matter the race, it's always possible to get max stats -- it's
     just easier for some than others. Example: male Nords and Orcs get a penalty
     to Intelligence, and few (if any) magic-related racial skills, making them
     poor choices as natural mages. That doesn't mean they CAN'T be mages with a
     bit of work, though. Classes, major skills, specializations, and birthsigns
     can all help in smoothing over statistic weakpoints in these cases.
     ¹ - Male-only trait
     ² - Female-only trait
      _________________   Also known as "Altmer" in their homeland of Summerset
     | RACIAL BOOSTS   |  Isle, the High Elves are the most strongly gifted in
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  the arcane arts of all the races. However, they are
     | +05 Alchemy     |  also somewhat vulnerable to fire, frost, and shock.
     | +10 Alteration  |
     | +05 Conjuration |  RACIAL ABILITIES
     | +10 Destruction |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +05 Illusion    |  • High Elf Enhanced Magicka (Fortify Magicka 100pts)
     | +10 Mysticism   |  • High Elf Disease Resistance (Resist Disease 75pts)
     |_________________|  • High Elf Elemental Weakness (Weakness to Fire 25%)
     | GENDER BOOSTS   |  • High Elf Elemental Weakness (Weakness to Frost 25%)
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  • High Elf Elemental Weakness (Weakness to Shock 25%)
     | +10 Intellignce |
    ²| -10 Endurance   |  Altmer have a great many magic-related abilities, so
    ¹| -10 Speed       |  it's no secret where their strong points lie. Further-
     | -10 Strength    |  -more, their strength and endurance penalties kinda
     |_________________|  force them into that line of work, too.
     However, those who want to make fighting Altmer should do well to use the
     Lady or Warrior birthsigns, the latter especially for females (cancels out
     both gender decrements). Of course, since Altmeri get the highest magicka
     fortifications, the magicka-boosting signs (Mage, Apprentice, Atronach) are
     on the table. It's not recommended to be the Apprentice though, as it will
     compound one's inherent elemental weaknesses and let mages fry the character
     with ease. [It helps to rely on a bevy of protective enchantments in this
     case, like Reflect Spell, Spell Absorption, Resist Magic, etc.] The Atronach
     and its stunted magicka effect might not be a good idea for new players, but
     vets can find use in the ridiculously high magicka reservoir.
      _________________   This reptilian race, well-suited to the treacherous
     | RACIAL BOOSTS   |  swamps of its homeland, has developed natural immunities
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  to diseases and poisons. They can breathe underwater and
     | Alchemy +5      |  are good at picking locks.
     | Athletics +10   |  
     | Blade +5        |  RACIAL ABILITIES
     | Hand to Hand +5 |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | Illusion +5     |  • Argonian Poison Immunity (Resist Poison 100%)
     | Mysticism +5    |  • Argonian Water Breathing (Permanent Water Breathing)
     | Security +10    |  • Argonian Disease Resistance (Resist Disease 75%)
     | GENDER BOOSTS   |  Argonians' water breathing is really what separates 'em
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  from other classes, but considering its unimportance and
     | +10 Agility     |  how easily one can enchant equipment with the trait, it
     | +10 Speed       |  doesn't matter too much. Still, playing an Argonian has
    ²| +10 Intellignce |  some upsides here and there, such as being able to get
     | -10 Endurance   |  master Alteration training without doing a test.
     | -10 Personality |
    ¹| -10 Willpower   |  Birthsign-wise, it's easy to play off the race's sneaky
     |_________________|  nature, with The Thief or The Steed being worthwhile
                          choices. Female Argonians also get an Intelligence
     boost, so those who want to be good mages can pick The Lady to offset the
     Endurance penalty. Since the class has minor weapon proficiencies, and no
     related attribute decrements, The Warrior makes sense, too.
      _________________   The clanfolk of the Western Valenwood forests, also
     | RACIAL BOOSTS   |  known as "Bosmer," Wood Elves are nimble and quick,
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  making them good scouts and thieves, and there are no
     | +05 Acrobatics  |  finer archers in all of Tamriel. Their ability to
     | +10 Alchemy     |  command simple creatures is well-known.
     | +05 Alteration  |
     | +05 Light Armor |  RACIAL ABILITIES
     | +10 Marksman    |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +10 Sneak       |  • Beast Tongue (Command Creature to Lv5/60s on Target)
     |_________________|  • Wood Elf Disease Resistance (Resist Disease 75%)
     | GENDER BOOSTS   |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  In addition to being the butt of many jokes due to their
     | +10 Agility     |  small stature, Bosmer also get the worst racial bonuses
     | +10 Speed       |  of anyone, so playing off their skill/attribute boosts
    ²| -10 Endurance   |  is very wise -- there's a reason there's so many Wood
     | -10 Strength    |  Elf archers, folks! With strength penalties and a lack
    ¹| -10 Personality |  of racial weapon proficiencies, it's usually good to
     | -10 Willpower   |  be some kind of assassin/stealth-based character.
                          Luckily, there's plenty of Birthsigns that play to a
     Bosmer's strong points. The Steed can make characters speed demons, beginning
     with 70 Speed, while The Thief's agility/luck/speed boosts are an obvious pick
     for burglar types. Those who want to offset the class' main weaknesses may
     want to pick The Warrior (Strength/Endurance) or The Lady (Willpower).
      _________________   In addition to their quick and perceptive grasp of
     | RACIAL BOOSTS   |  spellcraft, even the humblest of Bretons can boast a
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  resistance to magical energies. They are particularly
     | Alchemy +5      |  skilled at summoning and healing magic.
     | Alteration +5   |
     | Conjuration +10 |  RACIAL ABILITIES
     | Illusion +5     |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | Mysticism +10   |  • Breton Enhanced Magicka (Fortify Magicka +50)
     | Restoration +10 |  • Breton Magic Resistance (Resist Magic 50%)
     |_________________|  • Dragon Skin (Shield 50% on Self)  
     | GENDER BOOSTS   |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Arguably, Bretons get the best racial abilities in the
     | +10 Intellignce |  game, ripe for those who love spellcasting or those who
     | +10 Willpower   |  the class' resistance to spellcasters. Speaking of
     | -10 Endurance   |  which, the Resist Magic resistance can help mitigate
    ²| -10 Strength    |  some birthsigns' downsides, such as The Apprentice's
    ¹| -10 Speed       |  "Weakness to Magic 100%" effect (which would be halved
     |_________________|  effectually).
     Plenty of birthsigns come to mind for mage type, such as the aforementioned
     Apprentice or Lady/Mage/Atronach signs. Those who want to play as an up-close
     fighter might want to pick The Warrior (especially if female) or even The
     Steed/Thief, which offsets males' speed penalty. Another interesting choice
     would be the Lord, which gives an easy-to-use lesser power "Blood of the
     North" which is great for healing and only costs a ridiculously low-priced
     50 magicka.
      _________________   Also known as "Dunmer" in their homeland of Morrowind,
     | RACIAL BOOSTS   |  the Dark Elves are noted for their skill and balanced
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  integration of the sword, the bow and destruction magic.
     | +05 Athletics   |  They are resistant to fire and can summon an ancestral
     | +10 Blade       |  ghost for aid.
     | +05 Blunt       |
     | +10 Destruction |  RACIAL ABILITIES
     | +05 Light Armor |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +05 Marksman    |  • Dark Elf Fire Resistance (Resist Fire 75%)
     | +05 Mysticism   |  • Summon Ancestor Guardian (Summon Ancestor 60s on Self)
     | GENDER BOOSTS   |  As their description says, Dunmer can be good with a
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  fine blades or fiery flames, and all get speed boosts
     | +10 Speed       |  as a bonus.
    ²| -10 Endurance   |
    ¹| -10 Personality |  Where birthsigns are concerned, there's plenty of good
     | -10 Willpower   |  ones. All Dunmer get a Willpower penalty that can be
     |_________________|  canceled out by The Lady, but its the she-Dunmeri that
                          really benefit as it also cancels out their Endurance
     penalty. Besides normal magician birthsigns (Mage, Apprentice, Atronach), a
     good choice is the Lord, which gives an easy-to-use healing lesser power and
     the fire weakness (25%) is avoided by the already-present fire resistance.
     Fighter types should have little trouble adapting with The Warrior or The
     Thief, depending on how overt one's tactics want to be.
      _________________   Natives of the civilized, cosmopolitan province of
     | RACIAL BOOSTS   |  Cyrodiil, they have proved to be shrewd diplomats and
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  traders. They are skilled with heavy armor and in the
     | +05 Blade       |  social skills and tend to favor the warrior classes.
     | +05 Blunt       |
     | +05 Hand 2 Hand |  RACIAL ABILITIES
     | +05 Heavy Armor |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +10 Mercantile  |  • Star of the West (Absorb Fatigue 100pts on Touch)
     | +10 Speechcraft |  • Voice of the Emperor (Charm 30pts/30s on Target)
     | GENDER BOOSTS   |  Not much to say about the Imperials besides they're
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  born and bred to be warriors, and not a bad selection
     | +10 Personality |  for those wanting the early personality/mercantile
     | -10 Agility     |  boosts.
    ²| -10 Speed       |
    ¹| -10 Willpower   |  With only two gender-related stat penalties, there's a
     |_________________|  couple good birthsigns to choose. Female Imperials can
                          choose The Thief to countermand Agility/Speed issues,
     while males have to pick between Agility (Thief) or Willpower (Lady) if they
     want to walk the same road. Neither have Strength or Endurance penalties,
     making Warrior (+10 Strength/Endurance) or Steed (+20 Speed) good choices as
      _________________   Hailing from the province of Elsweyr, they are
     | RACIAL BOOSTS   |  intelligent, quick, and agile. They make excellent
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  thieves due to their natural agility and unmatched
     | +10 Acrobatics  |  acrobatics skill. All Khajiit can see in the dark.
     | +05 Athletics   |
     | +05 Blade       |  RACIAL ABILITIES
     | +10 Hand 2 Hand |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +05 Light Armor |  • Eye of Fear  (Demoralize up to Lv25/30s on Target)
     | +05 Security    |  • Eye of Night (Lesser Power: Night-Eye for 30s)
     | +05 Sneak       |
     |_________________|  Their highly acrobatic, sneaky nature tends to make
     | GENDER BOOSTS   |  Khajiiti adaptive to all forms of combat, especially
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  with some inborn weapon proficiencies. Additionally,
     | +10 Agility     |  they get a lesser power that gives Night-Eye without a
    ²| -10 Strength    |  magicka cost -- sweet!
    ¹| -10 Endurance   |
     | -10 Willpower   |  Where birthsigns are concerned, there's options aplenty
     |_________________|  to pick. Male Khajiit can choose the Lady as their sign
                          and negate the natural stat penalties; females would
     have to pick between strength (Warrior) and willpower, though. Other than
     that, the obvious option is the Thief's bonuses to speed/agility/luck, or
     even the Steed for another immense speed boost. Two other stealth-oriented
     choices one might want are the Shadow and Tower birthsigns, but refrain!
     Longsighted players will get more mileage out of other choices, especially
     ones whose conferred abilities don't become worthless. [Note that the Tower
     is the only non-Shivering Isles method to get Reflect Damage at spellmaking
     altars, and ends up being the only incentive to pick the Tower whatsoever.]
      _________________   Citizens of Skyrim, they are a tall and fair-haired
     | RACIAL BOOSTS   |  people. Strong and hardy, Nords are famous for their
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  resistance to cold. They are highly talented warriors.
     | +05 Armorer     |
     | +10 Blade       |  RACIAL ABILITIES
     | +05 Block       |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +05 Blunt       |  • Nordic Frost (Frost Damage 50pts on Touch)
     | +10 Heavy Armor |  • Woad (Shield 30%/60s on Self)
     | +05 Restoration |  • Nordic Frost Immunity (Resist Frost 50%)
     | GENDER BOOSTS   |  With defensive-oriented racial abilities, and a decent
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  proficiency in heavy weapons and armor, Nords are made
    ¹| +10 Endurance   |  for close-up fighting. This will become patently
     | +10 Strength    |  obvious as Nords are only found as hard-hitting types
     | -10 Intellignce |  of classes, like marauders, barbarians, and such.
     | -10 Personality |
    ¹| -10 Willpower   |  Ahh, birthsigns. Male get an extra Endurance boost in
     |_________________|  exchange for a Willpower penalty, putting them in the
                          hole if a player wants to create a mage. Counteracting
     it with the Lady gets rid of the Willpower issue, but no birthsign smooths
     over an Intelligence penalty, unfortunately. But who're we kiddin', Nords
     don't need fancy magic when they can bash your head in! Some birthsigns
     should foregone conclusions on this end: the Warrior, Thief, Lady... With a
     starting frost resistance, the Lord's large healing ability "Blood of the
     North" fits in with the Nord theme, and can be quite useful as it heals up
     to 90 health for 50 magicka -- perfect for any magic-dumb brute! An inspired
     choice for pure fighters might also be the Atronach, which makes the 50%
     Spell Absorption effect seem better and the stunted magicka effect seem less
     important. Finally, the Steed can be great for those planning on using axes
     and warhammers, or even if one's not.
      _________________   The people of the Wrothgarian and Dragontail Mountains,
     | RACIAL BOOSTS   |  Orcish armorers are prized for their craftsmanship. Orc
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  troops in heavy armor are among the finest in the Empire,
     | +10 Armorer     |  and are fearsome when using their berserker rage.
     | +10 Block       |
     | +10 Blunt       |  RACIAL ABILITIES
     | +05 Hand 2 Hand |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +10 Heavy Armor |  • Orc Magic Resistance (Resist Magic 25%)
     |_________________|  • Berserk (Fortify Health 20pts, Fatigue 200pts, Strength
     | GENDER BOOSTS   |    50pts for 60s; Drain Agility 100pts for 60s)
    ¹| +10 Endurance   |  Orcs are barbarians, pure and simple, and are meant to
     | +05 Strength    |  get in the fray, mercilessly ravage all enemies, and
    ²| +05 Willpower   |  pick their teeth with the spines of the fallen! [They'll
    ¹| +10 Willpower   |  even attest to that...] With a free magical resistance
     | -05 Agility     |  and battle-hardened skill boosts, there's a reason one
     | -10 Intellignce |  never finds orc mages.
    ¹| -10 Personality |
    ²| -15 Personality |  Birthsign-wise, orcs can benefit from the same things
     | -10 Speed       |  as the Nords, although this race gets more penalties
     |_________________|  than any other. All Orcs have lower Speed and Agility
                          than other classes, making passive bonuses like the
     Thief's great for pulling 'em out of the red. There's not much to do about
     the Personality penalties, but then again, no one plays Orcs to make nice
     with everyone, aye? Besides reparative birthsigns like that listed, great
     choices are the Warrior, Lady, and Steed (start with +10 Speed!). Atronach
     orcs' 50-point Spell Absorption, along with their inherent magic resistance,
     can make them stand even longer in battle. And of course, with a player
     PROBABLY not being a mage, birthsigns that confer healing abilities may be
     pretty good as well. The Ritual has a greater power that heals 200pts, while
     the Lord has a lesser power that heals 90pts total (along with a 25% fire
     weakness). Prescient players may find the Lord to be a terrific companion
     while dungeon-crawling, actually, as its low magicka cost and reusability
     are great for magicka novices.
      _________________   The most naturally talented warriors in Tamriel. In
     | RACIAL BOOSTS   |  addition to their cultural affinities for many weapon
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  and armor styles, they also have a hardy constitution
     | +10 Athletics   |  and a natural resistance to disease and poison.
     | +10 Blade       |
     | +10 Blunt       |  RACIAL ABILITIES
     | +05 Heavy Armor |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | +05 Light Armor |  • Redguard Disease Resistance (Resist Disease 75%)
     | +05 Mercantile  |  • Redguard Poison Resistance (Resist Poison 75%)
     |_________________|  • Adrenaline Rush (Fortify Agility, Strength, Endurance,
     | GENDER BOOSTS   |    Speed 50pts for 60s; Fortify Health 25pts for 60s)
    ¹| +10 Strength    |  As said, Redguards are the most proficient warriors in
     | +10 Endurance   |  the game, and while there's a few Redguard mages here
     | -10 Intellignce |  and there (s'up Travond!) it's usually not their style
    ¹| -10 Personality |  -- that's what the intelligence/willpower penalties're
     | -10 Willpower   |  for. Just look at Adrenaline Rush: it's geared towards
     |_________________|  close-range combat and has no downsides!
     Complementary birthsigns are pretty easy to find. The Warrior's endurance
     and strength bonuses are always welcome, while The Steed's speed bonus can
     help make combat less sluggish in the early going. Should one not plan on
     playing as a spellcaster whatsoever, The Atronach's stunted magicka penalty
     will be unimportant while still giving that awesome 50% Spell Absorption
     effect. Unfortunately for Redguard mage fans, there's no birthsign that can
     offset the Intelligence/Willpower penalties, so that'd have to be offset in
     the class-making portion.
    RUNESTONES                                                               [RNST]
                            (¯¯¯'._/        H __    '._       ,'¯¯¯¯'.
                             )               (##) H    '.___,'       /
     STONE TYPE           _,'                 ¯¯                    (
     ¯¯¯¯¯¯¯¯¯¯          /                       H      H    S       \
     H - Hestra          )                                 H          \
     R - Reman           |                                   ___       )
     S - Sidri-Ashak     )  ___                             (###)      (
                       ,'  (###)           ,-.-.-.__H        ¯¯¯        )
                      /     ¯¯¯           ,'________'.                 (
                    ,'                   ( (H   ##  \ )      H /)     ,'
                   /                      ) ¯\ #### /(      (\//     (
                __/                      (   ( ####(  )      \(       '._
             _,'      R                   \__ \ ### ) |       ))         \
         _,-'                                '.¯¯¯\/  )     _/(           '.
       ,'                  R  ___              ¯'-._ (     //¯\)            \
      (          R___        (###)                S \ \   ((                 '.__
      (          (###)        ¯¯¯                    \ \__//      /)             (
      (           ¯¯¯     R  ,-.                      )   /      {(  R            }
       \S  __           R,'¯¯   ¯'.  ,------.       ,'    \_______))             /
        \ )##(      ,'¯¯¯          ¯¯        '     (       ,'¯¯¯¯¯¯             /
         ¯¯¯¯)   ,'¯                          \    (      (                    /
              ¯¯¯                              '.   \     (       _   /)      / 
     Runestones are similar to doomstones in     ) __\     \____  ))_/(_/)  ,' 
     looks, and appear as a rocky obelisk w/    / (###\    /¯¯¯\\//¯¯¯¯¯¯ _/
     green engraving and big boulders around   /   ¯¯¯¯),-'     \(      ,'
     it. Instead of giving a greater power    (    ___//         \)   _/
     when inspected, runestones give long-    (   (/¯// R           _/
     -lasting Bound equipment spells. Each     \    //            ,'
     of the three types gives a certain one:   )   ((           _/
                                              (    /(          /
     Hestra ----: Dagger/Mace, Gauntlets      |   (  )        /
     Reman -----: Claymore/Axe, Cuirass       |   |  |      ,'
     Sidri-Ashak: Longbow, Helm               )  _(  )R   ,'
                                              ) (##)(    (
     Which weapon is received is dependant   /__|#/  \   ( 
     on one's Blade/Blunt proficiencies.    (/   ¯    '.__\
    SKILLS & TRAINERS                                                        [SKLL]
     Skills are a character's traits. Seven (7) are chosen during the tutorial
     dungeon as "major skills" -- that is, increasing these will be the only way
     to level up. Major skills start at Lv25 proficiency. All others become "minor
     skills," which contribute to stat increases but not to leveling-up themselves.
     Minor skills start at 
     Those who don't want to increase skills manually (see methods below) can
     find trainers who, for some cash, increase a skill by one (1) point. Training
     can only be done five times per level, and only if the trainer is proficient
     enough to train (a novice Acrobatics trainer can't train an Expert in that
     skill, for instance).
     There IS a work-around to getting cheaper training, however. Pretend a player
     is Lv75 in Acrobatics but only knows where an Apprentice-level trainer is. By
     using a "Drain Acrobatics" spell on self, right before talking to the person,
     cheaper training can be obtained. The opposite is true, too: fortifying a
     skill past 100 will prevent one from getting ANY training. In those cases,
     remove the fortifying equipment or wait for the spell to dispel, then try to
     get the assistance.
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Each skill can be leveled to 100 naturally, and at
     | LV01-24 = Novice     |  every milestone (25, 50, 75, 100) a perk unlocks.
     | LV25-49 = Apprentice |  For instance, at each milestone, one can use better
     | LV50-74 = Journeyman |  quality magic spells. Typically "Fortify" spells
     | LV75-99 = Expert     |  don't do assist in getting the perks prematurely,
     | LV 100  = Master     |  although for some it's possible. Example: fortifying
     |______________________|  to Lv100 in Armorer grants its max-level perk.
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Training uses simpler classification skills, and
     | LV01-40 = Novice     |  only falls in three level-based categories. All
     | LV41-70 = Journeyman |  Novice (low) and Journeyman (mid) trainers can be
     | LV71+   = Master     |  used by default, but master trainers only unlock by
     |______________________|  getting a referral from the Journeyman trainers
                               available (requires Lv70 in skill). Besides that,
     trainers only offer services at set times of the day, and those belonging to
     a guild typically require one to be a guildmember to obtain the services.
     Note that DLC trainers do not give master-training referrals!
     Skills can also be increased permanently by reading certain skill books,
     which give a one-time boost. On the flipside, skills can be permanently
     lowered (1 point) by serving jail time, although by that same token, staying
     in jail may increase Security or Sneak (also 1 point). 
    ACROBATICS                                               [Governed by: Speed]
     This skill allows one to leap higher and fall great distances while taking
     lessened damage. Increasing it is quite simple: jump around, incur fall
     damage, and once earned, use dodging techniques.
     Increasing Acrobatics gives two very useful abilities. At Lv50, one gains
     dodging ability. This is done by holding block, pointing in a direction, and
     pressing Y-button (default). This allows one to side-roll, somersault forward,
     or backflip, depending on what direction is chosen; and, when coupled with
     higher speed, it becomes a great tool for avoiding needless damage.
     The second ability earned is at the highest rank: water-jumping! It's similar
     to water-walking, except it requires reflexive timing instead of enchantments.
     To successfully walk on lakes' and streams' surfaces, perform a jump when one
     comes in contact, allowing another jump to be possible, and so on. Mistimed
     jumps make one fall through, though. Positioning the camera behind oneself is
     often best for doing these successfully.
     Lv01 -: Can't attack while in midair
     Lv25 -: Can attack in midair but only with normal attacks
     Lv50 -: Can attack in midair with power attacks, too
          -: Allows one to dodge attacks via acrobatic maneuvers
     Lv75 -: Halves fatigue cost when jumping
     Lv100 : Can jump across water's surface if timed correctly
     Low --: Ida Vlinorman [Imperial City Elvens Garden District]
     Low --: Quill-Weave [Anvil]
     Mid --: Ganredhel [Cheydinhal]
     Mid --: Tsrava [Leyawiin: J'bari's House]
     Master: Torbern [Aerin's Camp]
    ALCHEMY                                           [Governed by: Intelligence]
     Alchemy is one's skill in potion- and poison-making, as well as deduction of
     ingredients' hidden potential. One's proficiency in this skill directly
     impacts the concoctions' potency (effects' duration) and the potions prices,
     making it easy to line one's pockets by selling off junk creations. Simply
     creating potions and eating ingredients helps increase Alchemy, so it pays to
     collect every ingredient around in pursuit of mastery. [Ingredient shops,
     alchemic gardens, and farms works well.]
     To perform alchemy, one must have any kind of Mortar & Pestle, which can be
     found just about anywhere ingredients or mages are found. Other pieces of
     equipment can be found to increase effects, too, though. An Alembic minimizes
     potions' negative traits; a Calcinator increases the duration of all effects;
     a Retort magnifies potions' positive effects.
     Alchemic mixtures create either potions or poisons. Potions come in pink
     bottles, have more positive effects than negatives, and only affect oneself
     with their effects. Poisons come in green bottles, have more negative effects
     than positives, and are used to coat weapons' blades to inflict extra hurt on
     Combining ingredients is done by finding 2+ different samples that have the
     same effect, then using them up to create the potion or poison. Example below:
     Ham ---: Restore Fatigue, Restore Health, Damage Magicka, Damage Luck
     Pumpkin: Restore Fatigue, Damage Agility, Damage Personality, Detect Life
     Venison: Restore Health, Feather, Damage Health, Chameleon
     If one wanted to make a potion of just a Pumpkin and Venison, they would be
     unable since none have common traits (at any level). However, adding Ham to
     the equation would allow all 3 to make a potion together since they each
     share a common trait (Restore Fatigue and Restore Health, respectively). It's
     pretty easy to understand after a little hands-on experience.
     LV01 -: Can identify 1 of an ingredient's 4 traits
     LV25 -: Can identify 2 of an ingredient's 4 traits
     LV50 -: Can identify 3 of an ingredient's 4 traits
     LV75 -: Can identify 4 of an ingredient's 4 traits
     LV100 : Can make a potion from a single ingredient (no combining necessary)
     Low --: Felen Relas [Anvil Mages Guild]
     Low --: S'drassa [Leyawiin Mages Guild]
     Mid --: Ardaline [Bravil Mages Guild]
     Mid --: Brotch Calus [Bruma]
     Master: Sinderion [Skingrad: West Weald Inn]
    ALTERATION                                           [Governed by: Willpower]
     Alteration is the school of magic specializing in real-world interaction.
     Within its knowledge, one can breathe underwater, walk on water, magically
     open pickable locks, mitigate melee/magic damage, and gain extra encumbrance
     for when there's too much loot to carry. Like all magical fields, casting
     the spells not only increases one's proficiency, but lowers the base cost
     of the spells themselves.
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Deetsan [Cheydinhal Mages Guild] 
     Low --: Dovyn Aren [Imperial City Elven Gardens District]
     Mid --: Abhuki [Faregyl Inn, along The Green Road (south of Imperial City)]
     Mid --: Athragar [Chorrol Mages Guild]
     Master: Tooth-in-the-Sea [Niben Bay; sleeps on beach by Flooded Mine]
    ARMORER                                              [Governed by: Endurance]
     This skill relates to repairing equipment which, as one may know, decreases
     in attack or defensive power via the heat of battle. This skill requires one
     to have consumable "Repair Hammer" items that may break when used, and often
     will for low-proficiency players. [Only items with health can be repaired;
     accessories, rings, and some others are not applicable targets.] HOWEVER,
     repairing things oneself saves boatloads of cash, as the alternative is
     paying others -- often store proprietors -- to do it.
     Repairing equipment helps increase Armorer, but with breaking hammers and
     having to seek them out, not to mention having to find damaged equipment
     and being unable to repair enchanted stuff at low levels, Armorer is one of
     the slower skills to increase. There are ways around this though:
     1) Make a spell or piece of equipment with a "Disintegrate Armor/Weapon" 
        effect to intentionally hurt armor/weapons' health. In the Shivering Isles
        expansion, the Ring of Disintegration can do this (10,000pts!) and is a
        quick way of utterly destroying held items. Hotkeying such equipment and
        continuously removing/equipping the piece will damage faster.
     2) Loot foes' corpses for equipment, repair them, then throw 'em away
     3) Repairing things past 100% Health (to 125%) still counts towards Armorer
     In any case, the main goal is to reach Lv50, as one often picks up enchanted
     equipment along the journeys. Because of this, training in Armorer until then
     is a good idea, especially if it's a major skill.
     LV01 -: Can repair normal (unenchanted) equipment
     LV25 -: Repair hammers last twice as long
     LV50 -: Can repair magical (enchanted) equipment
     LV75 -: Can repair equipment up to 125% health (increases effectiveness)
     LV100 : Repair hammers can't break
     Low --: Eitar [Leyawiin: The Dividing Line]
     Low --: Tadrose Helas [Bravil Fighters Guild]
     Mid --: Rasheda [Chorrol: Fire and Steel]
     Mid --: Rohssan [Imperial City Market District: A Fighting Chance]
     Master: Gin-Wulm [Imperial City Market District: The Best Defense]
    ATHLETICS                                                [Governed by: Speed]
     As its name suggests, Athletics relates to strenuous exercises, namely the
     gratuitous running and swimming a character is likely to encounter during
     journeys around Cyrodiil. This skill, then, increases while doing those two
     activities, although slightly faster when swimming. [Sneaking doesn't count
     towards this skill, only to Sneak; fast-traveling isn't applicable either,
     but that should've been obvious.]
     LV01 -: Regenerates speed slowly when running
     LV25 -: Regenerates speed 25% faster when running
     LV50 -: Regenerates speed 50% faster when running
     LV75 -: Regenerates speed 75% faster when running
     LV100 : Regenerates speed normally when running (no regneration penalty)
     Low --: Mahei [Leyawiin]
     Low --: Uuras the Shephard [Skingrad]
     Mid --: Honditar [Chorrol]
     Master: Rusia Bradus [Anvil]
     Note that there's only one advanced trainer who can give actual training, but
     Hauls-Rope-Faster [Anvil Docks] can still give a referral to Rusia.
    BLADE                                                 [Governed by: Strength]
     Blade affects one's proficiency with bladed weapons (daggers, shortswords,
     swords, katanas, claymores) and increases when an appropriate target is
     struck. The target has to be real, though, no swinging at thin air, hitting
     walls or training dummies, etc.
     Increasing Blade allows one to get more specializations to the power attack,
     which is done for all melee weapons by holding down the attack button and
     pressing a direction. So, to do a backwards power attack, hold down the
     button and press "back" on the joystick. [Directions are always relative to
     the player's direction.]
     LV01 -: Can do basic power attack
     LV25 -: Gets damage bonus to basic power attack
     LV50 -: Can do spinning power attack (has chance to disarm)
     LV75 -: Can do backwards power attack (has chance of knockdown)
     LV100 : Can do forward power attack (has chance of paralysis)
     Low --: Naspia Cosma [Castle Cheydinhal]
     Low --: Right-Wind [Bruma Fighters Guild]
     Mid --: Rhano [Anvil Fighters Guild]
     Mid --: Sherina [Leyawiin Fighters Guild]
     Master: Alix Lencolia [Faregyl Inn, along Green Road south of Imperial City]
    BLOCK                                                 [Governed by: Strength]
     Block affects one's proficiency with (surprise!) parrying enemies' attacks,
     thus mitigating damage. It works best with a shield but can also be done with
     a weapon (if shieldless) or one's fists (if shield- and weaponless). To raise
     one's skill in this field, successfully block a foe's attack -- that's it! A
     good way to train is finding a weak enemy (like a mudcrab or rat) or turn a
     summoned creature hostile, and just let 'em wail on the character. Just
     remove any Reflect Damage/Magic enchantments so they're not accidentally slain
     in the process.
     LV01 -: Blocking fatigues character
          -: Hand to Hand blocking does nothing
     LV25 -: Blocking doesn't fatigue character anymore
     LV50 -: Shield/weapon's health not damaged by blocking
          -: Blocking w/ fists makes foe recoil (full damage still received)
     LV75 -: May counterattack when opponent is staggered by a block
     LV100 : Aformentioned counterattack gains chance to disarm opponent
     Low --: Huurwen [Anvil Fighters Guild]
     Low --: Fadus Calidius [Skingrad Fighters Guild]
     Mid --: Ambrose Canne [Skingrad]
     Mid --: Lum gro-Baroth [Chorrol Fighters Guild]
     Master: Andragil [Bravil]
    BLUNT                                                 [Governed by: Strength]
     This affects one's proficiency with hafted and crushing weapons, namely the
     axe, hammer, and mace. The skill increases when an appropriate target is hit,
     and like Blade, it has to be an actual target -- attacking buildings and such
     is quixotically ignorant and makes the Dunmer laugh at you. [Okay, not
     really, but they probably would...]
     Increasing Blunt allows one to get more specializations to the power attack,
     which is done for all melee weapons by holding down the attack button and
     pressing a direction. So, to do a backwards power attack, hold down the
     button and press "back" on the joystick. [Directions are always relative to
     the player's direction.]
     LV01 -: Can do basic power attack
     LV25 -: Gets damage bonus to basic power attack
     LV50 -: Can do spinning power attack (has chance to disarm)
     LV75 -: Can do backwards power attack (has chance of knockdown)
     LV100 : Can do forward power attack (has chance of paralysis)
     Low --: Bugak gro-Bol [Leyawiin: Southern Books]
     Low --: Vigdis [Anvil Fighters Guild]
     Mid --: Azzan [Anvil Fighters Guild]
     Mid --: Christophe Marane [Brina Cross Inn, along Gold Road north of Anvil]
     Master: Irene Metrick [Imperial City Elven Gardens District]
    CONJURATION                                       [Governed by: Intelligence]
     Conjuration is the school of magic involved with summoning things -- helpers
     or equipment -- from other realms, most notably Oblivion itself. Conjured
     creatures (for their spell's duration) will help the player in attacking
     foes nearby, and can be used repeatably. This makes them useful tools for
     making escapes, creating diversions, or just evening the odds when ambushed
     by larger forces. Like all magical fields, casting the spells not only
     increases one's proficiency, but lowers the spells' base cost as well.
     This school of magic is especially easy to train in, especially with bound
     equipment spells. Simply summon a weapon, sheath it (to void spell), and cast
     it again. This can later be replaced with simple summoning spells, such as
     "Summon Skeleton" which ends up with a dirt-cheap magicka cost. Conjuration
     can also be good for training other skills that require inflicting damage,
     such as Blade and Destruction, or incurring damage, like Heavy & Light Armor.
     Remember that hitting a summoned creature thrice makes it hostile to the
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Fathis Aren [Castle Bravil] 
     Low --: Sulinus Vassinus [Skingrad Mages Guild]
     Mid --: Alberic Litte [Chorrol Mages Guild]
     Mid --: Arentus Falvius [Bruma: Chapel of Talos]
     Master: Olyn Seran [Molag Bal's Shrine, south of "T" in "The Great Forest"]
    DESTRUCTION                                          [Governed by: Willpower]
     As its name suggests, Destruction is the school of magic who makes it a
     priority to hurt stuff. Those imagining fireballs, lightning bolts, frosty
     attacks are in the right place, but that's not all the school can offer:
     it can impose elemental weaknesses and damage enemy skills, attributes,
     health, and so on.
     Like all schools of magic, casting the spells not only increases one's
     proficiency, but lowers the spells' base cost as well. HOWEVER, Destruction
     requires an applicable target is affected by the spell, which is harder since
     destruction spells are typically "on target" -- slinging fireballs randomly
     into the hills won't do anything experience-wise. Thus, those who hate having
     to run around looking for wildlife to incinerate should create an "on self"
     spell to help increase the speed. A good suggestion would be a Disintegrate
     Armor/Weapon spell, which not only increases Destruction but can help increase
     the similarly slow Armorer skill, too.
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Chanel [Castle Chorrol]
     Low --: J'skar [Bruma Mages Guild]
     Mid --: Delphine Jend [Bravil Mages Guild]
     Mid --: Marc Gulitte [Anvil Mages Guild]
     Master: Bralsa Andaren [N. of Kvatch, by 2nd "e" in "The Imperial Reserve"]
     Note that both Chanel and J'skar can disappear from the game, during the
     optional quest "Canvas the Castle" and the Mages Guild quest "A Plot
     Revealed," respectively. This won't be too important to those who've already
     outlived their services, of course. However, Bralsa Andaren is one of the
     trainers who may die out in the wilderness during the Oblivion Gate crisis,
     so those wanting to use her talents should do so early on!
    HAND TO HAND                                          [Governed by: Strength]
     The name is self-explanitory: Hand to Hand is the skill of fisticuffs, and
     beating lifeforms down with one's own fists. Like Blade and Blunt, H2H will
     increase by successfully landing attacks on applicable targets (not hitting
     trees, etc.), but unlike them, H2H can also damage an opponent's fatigue
     directly. And no, gauntlets don't increase the damage. If only... =(
     A common way to grind out H2H points is attacking those who won't report the
     crimes, such as: (1) Shadowmere (2) reanimated followers (3) conjured allies,
     although they turn hostile after three attacks (4) unkillable NPCs that come
     with some DLC, such as the prisoner in the Vile Lair's cattle cell or Bacon
     the Boar from the Thieves Den DLC. This author's personal favorite way is to
     get a 100% Chameleon outfit/spell and punch mercenaries and their ilk to
     death -- they make great punching bags because they don't flee when attacked
     and have tons of health to whittle down.
     LV01 -: Can do basic power attack
     LV25 -: Gets damage bonus to basic power attack
     LV50 -: Can do spinning power attack (has chance to disarm)
     LV75 -: Can do backwards power attack (has chance of knockdown)
     LV100 : Can do forward power attack (has chance of paralysis)
           : Foes successfully blocked may be disarmed
     Low --: Nahsi [Bravil Fighters Guild]
     Low --: Rufrius Vinicius [Anvil Fighters Guild]
     Mid --: Davela Hlaren [Imperial Bridge Inn, E. of Bravil, by Silverfish River]
     Mid --: Ra'qanar [Castle Cheydinhal]
     Master: Helvius Cecia [Bruma]
    HEAVY ARMOR                                          [Governed by: Endurance]
     This skill increases potency of heavy armor (Iron, Steel, Dwarven, Orcish,
     Ebony, Daedric) and its encumbrance when worn. At higher levels, Heavy Armor
     has reduced encumbrance, meaning its weight counts less towards reducing
     one's Speed. Increasing this skill is as simple as wearing the appropriate
     armor type and having it incur damage. A good way to "grind" for levels is to
     find a crappy enemy and just let it wail on oneself -- for example, a mudcrab
     or two. It's not a bad way to train Block either...
     Note that Heavy Armor does not increase if all applicable (worn) pieces are
     broken, i.e. have no health left.
     LV01 -: Heavy armor damages quicker than usual
     LV25 -: Heavy armor damages at a normal rate
     LV50 -: Heavy armor damages at a slower rate
     LV75 -: Heavy armor encumbers the wearer half as much
     LV100 : Heavy armor doesn't encumber the wearer at all
     Low --: Brodras [Leyawiin Fighters Guild]
     Low --: Bumph gra-Gash [Bruma Fighters Guild]
     Mid --: Varnado [Imperial City Market District: The Best Defense] 
     Master: Pranal [Roxey Inn, north of Imperial City along Red Ring Road]
    ILLUSION                                           [Governed by: Personality]
     Illusion is the school of magic involved with trickery. Using its knowledge,
     one can charm NPCs and opponents, turn invisible, paralyze and silence foes,
     and affect targets' willingness to fight. And that's not even counting magic
     that can give night vision or command creatures/humanoids! Like all magical
     fields, casting the spells not only increases one's proficiency, but lowers
     the spells' base cost as well.
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Hil the Tall [Cheydinhal: Chapel of Arkay]
     Low --: Jantus Brolus [Bruma: Istirus Brolus' House]
     Mid --: Carahil [Anvil Mages Guild]
     Master: Martina Floria [Imperial City: Arcane University]
     Note that Hil will die in the Knights of the Nine questline, and is replaced
     by Esbern who offers the same services.
    LIGHT ARMOR                                              [Governed by: Speed]
     This skill increases potency of light armor (Fur, Leather, Chainmail, Elven,
     Mithril, Glass) and its encumbrance when worn. At higher levels, Light Armor
     has reduced encumbrance, meaning its weight counts less towards reducing
     one's Speed. Increasing this skill is as simple as wearing the appropriate
     armor type and having it incur damage. Like Heavy Armor, one can grind levels
     by simply finding a pathetic enemy (rat, mudcrab, etc.) and letting it beat
     on oneself. This not a bad way to train Block either...
     Note that Light Armor does not increase if all applicable (worn) pieces are
     broken, i.e. have no health left.
     LV01 -: Light armor damages quicker than usual
     LV25 -: Light armor damages at a normal rate
     LV50 -: Light armor damages at a slower rate
     LV75 -: Light armor doesn't encumber the wearer at all
     LV100 : If only wearing light armor, one gets a 50% increase in protection
     Low --: Dul gro-Shug [Imperial City Elven Gardens District]
     Low --: Olfand [Bruma: Nord Winds store]
     Mid --: Ahdarji [Leyawiin]
     Mid --: Luciana Galena [Bravil]
     Master: J'bari [Leyawiin]
    MARKSMAN                                               [Governed by: Agility]
     Marksman is one's proficiency using bows & arrows, and being the game's only
     ranged weapon, is great for stealth-oriented players. Like other weapons-
     -related skills, hitting applicable targets earns experience for increasing
     LV01 -: Nocking an arrow causes fatigue
     LV25 -: Nocking an arrow causes no fatigue
     LV50 -: While nocking an arrow, one can zoom-in by holding Block button
     LV75 -: Successful strikes may cause knockdown
     LV100 : Successful strikes may cause paralysis
     Low --: Edla Dark-Heart [Bruma: Regner's House]
     Low --: Shameer [Skingrad: Chapel of Julianos]
     Mid --: Melliwin [Dunbarrow Cove]
     Mid --: Pinarus Inventius [Anvil]
     Mid --: Reman Broder [Skingrad]
     Master: Alawen [Troll Candle Camp, hills east of Anvil, by map word "County"]
     Melliwin is added via the Thieves Den DLC, and requires purchasing her skills
     in the Fletcher upgrade. Besides that, Alawen is another master trainer prone
     to dying in the wilderness, either from local wildlife/bandits or during the
     Oblivion Gate crisis. If one waits for her at Troll Candle Camp around 12:00
     AM and she doesn't show, she's probably pushing up daisies somewhere. R.I.P.
    MERCANTILE                                         [Governed by: Personality]
     This skill relates to haggling, the process of getting better deals from
     merchants and vendors. Buying/selling rates are always to the disadvantage
     of the player until Lv100, when one can buy and sell at the appropriate
     price. Those wondering how to haggle can do so by pressing Y-button while in
     a shop menu. Making poor haggles outside of one's mercantile ability will
     get the offer rejected and lower the vendor's disposition.
     Note that Mercantile raises faster on a per-item basis, so avoid selling in
     bulk and do things piecemeal. This may be one of the few times one might want
     to collect junk (calipers, tongs, bowls, etc.) and hawk 'em -- there's plenty
     in the Imperial City Market District, for instance. Remember that hitting LB
     in the amount menu quickly moves it left, which is good for huge amounts of
     one item.
     LV01 -: Items' conditions affect selling price
     LV25 -: Items' conditions do not affect selling price
     LV50 -: Character can sell any goods to any vendor
     LV75 -: Can invest in shops, increasing vendors' held gold by 500
     LV100 : All shops automatically have 500 more gold to use
     Low --: Mach-Na [Cheydinhal: Mach-Na Books]
     Low --: Foroch [Gottshaw Inn, along Gold Road west of Kvatch]
     Mid --: Margarte [Leyawiin]
     Mid --: Seed-Neeus [Chorrol: Northern Goods and Trade]
     Mid --: Khafiz [Dunbarrow Cove]
     Master: Palonirya [Imperial City Market District: Divine Elegance]
     Khafiz is only obtainable in the Thieves Den DLC by purchasing his upgrade
     (Fence) in Anvil.
    MYSTICISM                                         [Governed by: Intelligence]
     Mysticism is the school of magic involved with reflecting damage, trapping
     souls in items, absorbing spells and detecting life. And telekinesis. Can't
     forget that. Like all magical fields, casting the spells not only increases
     one's proficiency, but lowers the spells' base cost as well.
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Druja [Skingrad Mages Guild]
     Low --: Angalmo [Chorrol Mages Guild]
     Mid --: Boderi Farano [Imperial City: Arcane University]
     Mid --: Ita Rienus [Bravil Mages Guild]
     Master: Dagail [Leyawiin Mages Guild]
    RESTORATION                                          [Governed by: Willpower]
     Restoration is -- you guessed it! -- involved with healing magic. Within
     the confines of this school, one can restore health, alleviate and resist
     diseases, resist elemental damage, and fortify/absorb skills and attributes.
     Like all magical fields, casting the spells not only increases one's
     proficiency, but lowers the spells' base cost as well. 
     LV01 -: Can cast Novice-level spells
     LV25 -: Can cast Apprentice-level spells
     LV50 -: Can cast Journeyman-level spells
     LV75 -: Can cast Expert-level spells
     LV100 : Can cast Master-level spells
     Low --: Cirroc [Bruma: Chapel of Talos]
     Low --: Marie Palielle [Skingrad: Chapel of Julianos]
     Mid --: Marz [Bravil: Chapel of Mara] 
     Mid --: Ohtesse [Cheydinhal: Chapel of Arkay]
     Mid --: Beem-Kiurz [Bravil: Chapel of Mara]
     Mid --: Kinther [Cheydinhal: Chapel of Arkay]
     Master: Oleta [Kvatch refugee camp]
     Restoration training gets very messed up when the Knights of the Nine plugin
     is installed, and during its course, both Marz and Ohtesse, advanced trainers
     normally found in the game, are slain. They're later replaced by Beem-Kiurz
     and Kinther, respectively, but only the originals give referrals to Oleta. In
     other words, those who want to get master Restoration training should do it
     before starting KOTN!
    SECURITY                                               [Governed by: Agility]
     Security is wholly involved with lockpicking which, of course, involves the
     consumable "Lockpick" items. There is a minigame associated with lockpicking,
     where one must secure each tumbler (part of lock) in place to unlock the
     chest, door, or what have you. When a lockpick fails, a number of tumblers
     drop depending on one's Security proficiency -- Masters drop no tumblers.
     Pickable locks can be auto-attempted with the X-button.
     To train the skill, simply secure tumblers or auto-attempt the lock (breaking
     a pick does nothing). If one obtains the Skeleton Key from Nocturnal's quest,
     just having it grants the Master-level effect, allowing one to simply mash
     auto-attempts to open locks faster. It's a great tool for any thief, and can
     be available by Lv10.
     LV01 -: When a lockpick fails, all tumblers drop
     LV25 -: When a lockpick fails, 1 tumbler remains
     LV50 -: When a lockpick fails, 2 tumblers remain
     LV75 -: When a lockpick fails, 3 tumblers remain
     LV100 : When a lockpick fails, all tumblers remain
     Low --: Malintus Ancrus [Chorrol]
     Low --: Samuel Bantien [Imperial City Talos Plaza District]
     Mid --: Dro'shanji [Bravil]
     Mid --: Mandil [Imperial City Elven Gardens District: Othrelos' House]
     Mid --: Tahm Blackwell [Dunbarrow Cove]
     Master: J'baana [Imperial City: Imperial Prison]
     Tahm Blackwell only appears as part of the Thieves Den DLC, after one buys
     his upgrade (Security Expert) in Anvil.
    SNEAK                                                  [Governed by: Agility]
     Sneaking is the method of moving around like a shadow, remaining unseen and
     hopefully unheard. This is an essential tool for stealth-based players but
     any character can benefit from it, given the damage bonus granted while in
     that mode. Training the skill is rather simple: sneak around in someone's
     presence unnotice or pickpocket. A common way to boost the skill is sneaking
     next to a sleeping person's bed, using a rubber band to make one keep moving
     against a wall. But, there's other ways, such as sneaking around in broad
     daylight with invisibility/100% chameleon active.
     To sneak, press in left analog -- this should make the player crouch and
     bring up an "eye" icon in place of the 1st-person POV reticle. The eye will
     gauge one's detection levels. If transparent, no one sees the player; if it
     is lit up, someone or something is aware of the player's presence. Pretend
     you want to commit a murder on a villager. A sneak attack will silence the
     person without incurring a bounty or anyone's attention; however, if one is
     witnessed, they may alert nearby enemies and report the crime, earning a
     bounty (which alerts all guards to player's wrongdoings).
     Until Lv50, a player will have to be careful sneaking as the weight of one's
     shoes and the movement speed will alert people in a close proximity. Removing
     shoes and slow-walking in sneak mode should help mitigate any unwanted notice.
     Remember to use rooms' shadows as hiding spots, as NPCs can be pretty stupid
     in their detection ability.
     LV 01: While undetected, melee weapons get a 4x damage bonus
          : While undetected, ranged weapons get a 2x damage bonus
     LV 25: While undetected, melee weapons get a 6x damage bonus
          : While undetected, ranged weapons get a 3x damage bonus
     LV 50: Shoes' weight gives no detection penalty
     LV 75: Sneak-running gives no detection penalty
     LV100: Strikes on unsuspecting foes ignores their armor rating
     Low --: Glistel [Chorrol: Malintus Ancrus' House]
     Low --: City-Swimmer [Bravil]
     Low --: Rowley Eardwulf [Wawnet Inn, just west of Imperial City, by Weye]
     Mid --: Mirabelle Monet [Anvil: The Fo'c's'le]
     Mid --: Othrellos [Imperial City Elven Gardens District]
     Mid --: Kovan Kren [Dunbarrow Cove]
     Master: Marana Rian [Imperial City Temple District]
     Rowley and Kovan only appear as part of the Vile Lair and Thieves Den DLC,
     respectively, although the former appears immediately while the latter
     requires purchasing the Spymaster upgrade.
    SPEECHCRAFT                                        [Governed by: Personality]
     As one may suspect, this skill helps change how others perceive the player.
     This only works on those who'll talk to the player, of course -- some foes
     are meant to automatically hate the player and attack on sight. To increase
     Speechcraft proficiency, simply play rounds of the minigame when available
     during conversation. [An easy way to train is find someone whose disposition
     to the player doesn't matter, like a beggar, and button-mash through the
     minigame for awhile.]
     The minigame itself is relatively simple to understand. There's 4 options
     available to speak of and they're situated in a circular shape. Clockwise,
     they're: Admire, Joke, Coerce, Boast. There is a second part of the wheel
     containing three yellow portions of a circle, each smaller than the next,
     which overlaps the first circle.
     Basically, each opponent enjoys/dislikes certain answers. The goal's to then
     pick answers they DO like when the biggest yellow parts overlap, and to pick
     answers they DON'T like when the smallest (or no) yellow parts overlap. This
     way, one gets the biggest boost out of the highs and avoids most of the lows.
     Letting the minigame idle -- if one's thinking, for instance -- slowly lowers
     disposition, so it's always prudent to play the game quickly. Speechcraft
     gives better perks as one hits the milestones.
     LV 01: Can use minigame and bribes to affect dispositions
     LV 25: In minigame, can rotate wheel one extra time at leisure
     LV 50: In minigame, NPCs' dispositions decrease slower
     LV 75: In minigame, disposition penalty for most hated action is lowered
     LV100: Bribery costs halved
     Low --: Alga [Bruma: Honmund's House]
     Low --: Eris Senim [Bravil: Chapel of Mara]
     Low --: Uravasa Othrelas [Bravil: Chapel of Mara]
     Mid --: Gruiand Garrana [Cheydinhal: Chapel of Arkay]
     Mid --: Inius Colus [Cheydinhal: Chapel of Arkay]
     Mid --: Varon Vamori [Bravil]
     Mid --: Jak Silver [Dunbarrow Cove]
     Master: Tandilwe [Imperial City Temple District]
     Like Restoration, the Knights of the Nine plugin affects Speechcraft a bit,
     too, although not as harshly. During the course of the questline, Gruiand
     Garrana can perish, later to be replaced with Inius Colus who, as one may
     expect, does not give referrals for master training. Thus, in the worst-case
     scenario, that leaves only Varon Vamori; if he's dead, there's nothing to be
     done, sadly. (Jak, like all DLC trainers, gives no referrals.)
    SPELL EFFECTS                                                            [SPLL]
     Here's a list of the magical colleges' spell types and what they do. Those
     seeking where to buy spells (etc.) should be directed to the following link,
     which is way more comprehensive than something I can provide:
     _________________ __________________________________________________________
    | ALTERATION      | PURPOSE                                                  |
    | Burden          | Increases target's encumbrance                           |
    | Feather         | Increases carrying capacity                              |
    | Fire Shield*    | Improves armor rating and decreases fire damage          |
    | Frost Shield*   | Improves armor rating and decreases frost damage         |
    | Open            | Automatically opens locks of equal or lesser designation |
    | Shield*         | Improves armor rating by listed # of points              |
    | Shock Shield*   | Improves armor rating and decreases shock damage         |
    | Water Breathing | Can be underwater without having to ever surface         |
    | Water Walking   | Can walk on water's surface without falling through      |
      * - The highest armor rating can achieve is 85
     _________________ __________________________________________________________
    | CONJURATION     | PURPOSE                                                  |
    | Bound Armor     | Summoned (bound) equipment is of Daedric make and, for   |
    | Bound Weapon    | the spell's duration, weightless -- they disappear when  |
    |                 | the magic wears off. However, by using an "on self" type |
    |                 | of Disintegrate magic/enchantment, it's possible to make |
    |                 | the armor fall off, and thus be permanently obtained (it |
    |                 | still weighs zero). It's a pretty common tactic but not  |
    |                 | exactly legitimate...                                    |
    | Reanimate       | Causes a dead person to "reanimate" for the set duration |
    |                 | and follow the player around, typically helping out when |
    |                 | something hostile's nearby. Unlike summoned creatures, a |
    |                 | reanimated corpse won't turn hostile on its master, and  |
    |                 | makes a good punching bag for Hand to Hand (etc.). Note  |
    |                 | the Staff of Worms and Risen Flesh greater power are the |
    |                 | only ways to use this effect -- no custom spells!        |
    | Summon          | Example: Summon Daedroth, Summon Scamp, etc. Allows one  |
    |                 | to conjure a helper for the spell's duration, which will |
    |                 | attack those hostile to its "master." Summoned creatures |
    |                 | will attack their summoner if struck three times. Said   |
    |                 | creatures also have souls for trapping.                  |
    | Turn Undead     | Affected undead creatures (zombies, liches, ghosts) will |
    |                 | be demoralized and attempt to flee. Considering how many |
    |                 | dungeons are filled with just undead types, it's a great |
    |                 | spell that never outlives its usefulness.                |
     _____________________ ______________________________________________________
    | DESTRUCTION         | PURPOSE                                              |
    | Damage Attribute    | "Damage" lowers a stat's maximum amount until it's   |
    | Damage Fatigue      | restored by altars, potions, or certain spells. They |
    | Damage Health       | can be quite annoying but're rather expensive spell- |
    | Damage Magicka      | -wise. Speaking of which, Damage Magicka can't be    |
    |                     | put in custom spells but exists in high-power scroll |
    |                     | and some weapons.                                    |
    | Disintegrate Armor  | Decreases the health of the target's equipment. When |
    | Disintegrate Weapon | a shield or weapon breaks, they'll be dropped on the |
    |                     | ground; enemy armor remains equipped. Those looking  |
    |                     | to train Armorer should craft "on self" disintegrate |
    |                     | spells to speed up the process.                      |
    | Drain Attribute     | "Drain" lowers a stat's current amount until it's    |
    | Drain Fatigue       | duration is up, at which time the "damage" concludes |
    | Drain Health        | and the drained stat will replenish. A widespread    |
    | Drain Magicka       | 'cheap' tactic is putting a Drain Health 100pts/1sec |
    |                     | adjunct enchantment on spells to increase the damage |
    |                     | inflicted. Drain enchantments are typically cheaper  |
    |                     | than Damage ones.                                    |
    | Fire Damage         | Inflicts elemental damage for 'x' duration. Natural  |
    | Frost Damage        | immunities, like ghosts' frost nullification, and    |
    | Shock Damage        | susceptibilities, like zombies' fire weaknesses, can |
    |                     | affect the damage.                                   |
    | Stunted Magicka     | A very nasty effect that can't be crafted in custom  |
    |                     | spells. SM prevents magicka's natural replenishment, |
    |                     | forcing one to use potions or other methods to build |
    |                     | it back up. Atronach characters are cursed with this |
    |                     | trait, and the disease Astral Vapors can inflict it  |
    |                     | temporarily, too.                                    |
    | Sun Damage          | Deals damage to oneself while in the sun (6AM-8PM).  |
    |                     | It's most commonly associated with vampirism's later |
    |                     | stages but some equipment (Hands of Midnight) carry  |
    |                     | it as well. Swimming deep underwater or just staying |
    |                     | inside until nighttime or ways to mitigate or avoid  |
    |                     | the effect. Be very careful while waiting outside as |
    |                     | the time skip does not skip the sun's effects...     |
    | Weakness to Disease | Makes the target more susceptible to the specific    |
    | Weakness to Fire    | weakness, increasing damage by a percentage amount.  |
    | Weakness to Frost   | Most of the effects can stack with other ones to up  |
    | Weakness to Magic   | the pain -- just remember that the weakness must be  |
    | Weakness to Poison  | active to get subsequent damage boosts!              |
    | Weakness to Shock   |                                                      |
     __________________ _________________________________________________________
    | ILLUSION         | PURPOSE                                                 |
    | Calm             | Prevents enemy (up to given level) from taking action.  |
    |                  | This is especially good in custom spells where it can   |
    |                  | be given a blast radius for crowd-controlling.          |
    | Chameleon        | Reduces how well one is seen by others, and does not    |
    |                  | wear off when action is taken, unlike Invisibility. It  |
    |                  | can be used as a tool for stealth and thieves alike. At |
    |                  | 100% Chameleon, one is fully invisible and no one will  |
    |                  | detect the player, allowing one to gallivant through    |
    |                  | dungeons attacking helpless enemies or looting vendors  |
    |                  | in broad daylight. Heck, go punch a cop and he'll run   |
    |                  | away like a ninny!                                      |
    | Charm            | Increases target's disposition to player, making it     |
    |                  | easier to get information; some enemies may even quit   |
    |                  | being hostile. A common tactic is making a Charm Target |
    |                  | 100pts/1s spell for conversations, as time pauses while |
    |                  | in dialogue, so no higher duration is required.         |
    | Command Creature | Commands target type (up to # level) for a duration. A  |
    | Command Humanoid | creature is any monster type; humanoids are any of the  |
    |                  | sentient races (NPCs) and Dremora. When commanded, the  |
    |                  | affected target(s) will temporarily become the caster's |
    |                  | follower, assisting in battles, etc.                    |
    | Demoralize       | Causes a target to lose or gain willingness to fight,   |
    | Frenzy           | respectively, up to a set level. Demoralized foes will  |
    |                  | run away like cowards, while frenzied individuals look  |
    |                  | for fights. The latter is an especially easy way to get |
    |                  | certain assassination jobs done, as frenzied folk often |
    |                  | draw guards' attention and end up killed.               |
    | Invisibility     | Become 100% unseen for a set duration, but effect wears |
    |                  | off when action -- like inspecting things or striking a |
    |                  | conversation -- is taken. Not as good as 100% Chameleon |
    |                  | but easier to obtain; players can get plenty of mileage |
    |                  | out of it.                                              |
    | Light            | Character has a radiance glowing off them for 'x' feet  |
    |                  | and 'x' duration. It's mostly used for seeing better or |
    |                  | making enemies easier to see, in lieu of torches. Won't |
    |                  | be too useful if Detect Life & Night-Eye are available. |
    | Night-Eye        | Changes the tint of darkness to a purplish color, which |
    |                  | allows one to see farther in the shadows than normal.   |
    |                  | Great for crawling around lightless dungeons or taking  |
    |                  | a night swim.                                           |
    | Paralyze         | Prevents target from moving for duration, allowing them |
    |                  | to be brutally beaten on without repercussion. A very   |
    |                  | expensive spell to make! It's recommended to use minor  |
    |                  | (1-2s) enchantments as targets often fall over and have |
    |                  | to arise, wasting extra time.                           |
    | Rally            | Makes fleeing followers/NPCs muster their courage and   |
    |                  | rejoin the fight they're running from. Probably won't   |
    |                  | see that much use...                                    |
    | Silence          | Stops target from casting spells or greater powers for  |
    |                  | the magic's duration. A great technique when dealing w/ |
    |                  | mage characters, especially necromancers and conjurers, |
    |                  | who immediately summon help when threatened.            |
     __________________ _________________________________________________________
    | MYSTICISM        | PURPOSE                                                 |
    | Detect Life      | Living beings within 'x' ft are cloaked in a purplish   |
    |                  | glow for 'x' duration. Since it works through walls, it |
    |                  | is essential for dungeon-crawling in the dark. Just be  |
    |                  | warned: it's hard to distinguish between this spell and |
    |                  | Soul Trap due to the colors!                            |
    | Dispel           | Dispels magical effects, including beneficial ones, on  |
    |                  | target or oneself. The nondiscriminatory nature of the  |
    |                  | spell should be familiar to RPG vets, so be careful to  |
    |                  | check the Active Effects page to find what's what. This |
    |                  | spell doesn't affect equipment enchantments, diseases,  |
    |                  | or such, but that's probably already obvious.           |
    | Reflect Damage   | Has a chance (#%) to avoid all damage and send it back  |
    | Reflect Spell    | to the caster. Reflect Damage applies to the physical   |
    |                  | type attacks, spells to the magical. At 100%, one will  |
    |                  | become immune to the respective types of damage!        |
    | Soul Trap        | Allows one to trap the target's soul in an appropriate, |
    |                  | empty vessel (soul gem, Azura's Star) to refill one's   |
    |                  | weapon enchantments. To trap soul, simply kill a target |
    |                  | while the effect is active. Note that humanoid souls of |
    |                  | sentient races and dremora require Black Soul Gems; the |
    |                  | regular kinds won't do.                                 |
    | Spell Absorption | Has a chance (1pt = 1%) to avoid a spell's damage and   |
    |                  | effects, and instead absorb it entirely, which refills  |
    |                  | one's own magicka by its casting cost. Very useful!     |
    | Telekinesis      | Affects holdable targets within 'x' feet for 'x' amount |
    |                  | of time. When it hits a target in the applicable range, |
    |                  | one can affect how it's moved: right trigger repels the |
    |                  | item, block brings it closer, and both together drops   |
    |                  | it. Try to get in some practice to avoid sending items  |
    |                  | flying accidentally. Anyway, telekinesis is a good way  |
    |                  | to get objects out of reach, and for decoration usage   |
    |                  | (like putting skulls on bookcases, etc.)                |
     _______________________ ____________________________________________________
    | RESTORATION           | PURPOSE                                            |
    | Absorb Attribute      | Absorbing a trait depletes it 'x' amount on the    |
    | Absorb Fatigue        | target and raises it 'x' amount on the caster.     |
    | Absorb Health         |                                                    |
    | Absorb Magicka        |                                                    |
    | Absorb Skill          |                                                    |
    | Cure Disease          | Alleviates applicable afflictions. Note that Cure  |
    | Cure Paralysis        | Paralysis spells can only be 'on touch,' for the   |
    | Cure Poison           | obvious reason.                                    |
    | Fortify Attribute     | Temporarily increases ________ by 'x' amount for   |
    | Fortify Fatigue       | 'x' duration. Fortifying attributes affects many   |
    | Fortify Health        | things, such as boosting Strength to raise one's   |
    | Fortify Magicka       | encumbrance limit. Fortifying skills increases the |
    | Fortify Skill         | proficiency in them, but, outside of a few master  |
    |                       | level (Lv100) instances, doesn't provide the perks |
    |                       | associated with the milestones. Fortifying Armorer |
    |                       | to Lv100, for instance, grants its master perk.    |
    | Resist Disease        | Resistance either mitigates likelihood of getting  |
    | Resist Element        | the affliction (disease, paralysis, etc.) or the   |
    | Resist Magic          | amount of damage incurred (magic, normal weapons). |
    | Resist Normal Weapons | Resisting magic 100% will make one totally immune, |
    | Resist Paralysis      | for instance. Resisting diseases to 100% gives the |
    | Resist Poison         | same effect, although porphyric hemophilia can     |
    |                       | bypass resistances, as one may find out.           |
    | Restore Attribute     | Restoration in this case applies to stats lowered  |
    | Restore Fatigue       | by "Damage" effects, such as "Damage Strength,"    |
    |                       | which don't naturally recover without intervention |
    |                       | from spells, altars, and certain potions. The same |
    |                       | goes for Fatigue.                                  |
    | Restore Health        | Boosts current health/magicka 'x' amount until it  |
    | Restore Magicka       | reaches its maximum, at which point there's no     |
    |                       | effect. Magicka recovers naturally, except when    |
    |                       | one has Stunted Magicka. Also, neither effects can |
    |                       | be put in equipment enchantments, so no "Regen"    |
    |                       | like effects for all those Final Fantasy fans. :p  |
    WAYSHRINES                                                               [WSHR]
     Wayshrines are small pillar-encircled altars found in the wilderness. They're
     dedicated to the Nine Divines and, unlike Daedric shrines, have no followers
     and do not appear on the map. Thus, finding them can be a real chore.
     So what's the shrines' purpose? There's a few reasons to visit 'em:
     • Each gives a "Fortify _______" 10pts ability (10-minute duration); Julianos
       fortifies Intelligence and Magicka.
     • Corresponding chapel altar gives effect (half-strength version of w'shrine)
     • Atronach characters can use them repeatedly to absorb magicka
     • Visiting all shrines grants the Pilgrim's Grace greater power (Fortify
       all attributes 10pts for 300s)
     Additionally, in the Knights of the Nine plugin, visiting all shrines will
     allow one to completely erase gained infamy. [This is a prerequisite for the
     questline.] However, doing this requires one to revisit all the shrines to
     reactivate the chapel altars or get Pilgrim's Grace.
     As one can see from the map, most wayshrines are centralized in the Colovian
     Highlands/Gold Coast region; the northeastern parts are the most barren.
                            (¯¯¯'._/         ___    '._       ,'¯¯¯¯'.
                             )              (###)      '.___,'       /
                          _,'                ¯¯¯                    (
                         /                    A                  J   \
                         )                                    __      \
                         |                                   (##)      )
                         )  ____                             (##)     (
                       ,'  (####)          ,-.-.-.__          ¯¯A      )
                      /     ¯¯¯¯          ,'________'.                 (
                    ,'S       D          ( (    ##  \ )        /)    _,'
                   /                      ) ¯\J#### /(S     (\//    {_
                __/     K  J             (   ( ####(  )      \(       '._
             _,'                          \_  \ ##  ) |       ))         \
         _,-'                             D '-.¯¯'.'  )     ,'(           '.
       ,'                  M  ___              ¯'-._ (  J  //¯\)            \
      (       a    ___       (###) K                \ \   ((                 '.__
      (           (###) T   a ¯¯¯      A          T  \ \__//      /)             (
       \M  __    Z ¯¯¯    ,'¯¯¯¯\                     )   /    K {(               }
        \ /##\          ,'       '.a ,------.   T   ,'    \_______))             /
         \)##( A _,'¯¯¯¯           ¯¯        '     (       ,'¯¯¯¯¯¯             /
          ¯¯¯(_,'                             \   Z(      (                    /
                                               '.  _\_    (       _   /)      / 
                                                 )(###)    \____  ))_/(_/)  ,' 
        WAYSHRINE LEGEND                         ) ¯¯¯\    /¯¯¯\\//¯¯¯¯¯¯ _/
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                        /      ),-'     \(      ,'
          A = Akatosh                          (   ___//         \)   _/
          a = Arkay                            (  (/¯//             _/
          D = Dibella                           \   //   D        ,'
          J = Julianos                          ) S((           _/
          K = Kynareth                         (   /(    M     /
          M = Mara                             |  (  )        /
          S = Stendarr                         |  |  |      ,'
          T = Talos                            ) _(  )    ,'
          Z = Zenithar                         )(##)(    (
          # = Town Area                       /_|#/  \   (_
                                             (/  ¯    '.___\
    IX. FREQUENTLY ASKED QUESTIONS                                           [FAQZ]
     [Q] - How do I make enchanted staves/arrows?
     [A] - The player can't -- they'll have to be found or bought. Maybe in the
           fifth Elder Scrolls installment...
     [Q] - What's a "normal weapon"?
     [A] - Normal weapons are non-enchanted melee weapons and bows, which includes
           bare fists. [Although at Lv50(?), fists cease to become "normal". The
           game doesn't notify the player of this, however.] Any weapon better
           than Silver quality _doesn't_ fall in this category. Plenty of enemies,
           particularly ghost enemies and daedra, have immunities to normal types
           so it's important to find a way to combat that...I mean, they're gonna
           be quite prevalent in dungeons and quests.
     [Q] - Why can't I use the chapel altars?
     [A] - They judge a player based on fame and infamy, requiring the former to
           be higher than the later. Thus, evil characters -- or those who just
           breezed through the Dark Brotherhood and Thieves Guild quests -- will
           find themselves at odds with the altars' blessing and disease-curing
           effects. The first quest in the Knights of the Nine plugin allows the
           wayshrine pilgrimage to eradicate one's infamy, which can help a lot.
     [Q] - What's the CE glitch?
     [A] - The constant effect glitch is where the player is forcefully unequipped
           of items, but some items' enchantments remain, thus becoming permanent
           "active effects" on the player. [The item that gives the effect then
           can't be worn again, note.] Additionally, there are some situations
           (non-dupe) that can cause similar effects from quest items, such as: the
           Ring of Disrobing in the Shivering Isles, the Stark Reality spell in
           Sanguine's quest, the "Through a Nightmare, Darkly" quest, and perhaps
           most easily, being incarcerated. For info on duplicating see:
     [Q] - Where's Fin Gleam!?
     [A] - Find the island west of Anvil, go to said isle's west side, and swim
           underwater a ways to find some boulders. [This is easiest done with
           Night-Eye and Water Breathing magic, both ironically obtained from the
           item one seeks.] Look for a skeleton and the helm will be near there --
           NOT in the inventory. In addition to the two enchantments listed above,
           Fin Gleam also has Detect Life 20pts...but it's of glass quality and
           horribly ugly, it may see limited use.
     [Q] - Will there be an Elder Scrolls 5?
     [A] - At the time of this writing, it's not been officially unveiled, but
           plenty of talk suggests there is...
     [Q] - How do I play as an Atronach? It's frustrating!
     [A] - Yes, the stunted magicka is an annoying trade off for huge magicka
           pools, but it's still playable. Either make custom magicka-restoring
           potions, remember wayshrine and ayleid well locations (to absorb their
           effects) or abuse the constant effect glitch to get ridiculous amounts
           of magicka.
     [Q] - How do I get max stats (i.e. 100 in everything)?
     [A] - Well, with major skills and training available, earning points really
           isn't that hard. But, the inevitable problem is maxing out major skills
           and having gaps in minors to fill in. There is a way to permanently
           decrease stats, though -- incarceration! Remember that being jailed
           will either increase Security/Sneak or decrease something else, and if
           one can decrease major skills ten times, simply top 'em back off and
           get a level-up out of it. Of course, since the decreasing stats are
           randomly chosen, it helps to save first and reload until one gets the
           right selection.
     [Q] - Can I be a werewolf?
     [A] - No, but don't let that stop y'from trying in real life. :p
     [Q] - Can I transfer items from character to character, like a new game plus?
     [A] - Nope.
     [Q] - The stuff I put in this chest disappeared!
     [A] - Not all containers are safe for storage, and after 'x' amount of time
           (usually 72 hours) will respawn contents, deleting whatever's already
           inside. Those looking for safe, long-term storage should invest in a
           house of some sort -- the cheapest ones are the Waterfront shack and
           Benirus Manor in Anvil.
     [Q] - My stolen loot was confiscated. Where can I get it back?
     [A] - It'll be in an "evidence chest" in the vicinity of where one ends up
           after being caught. For castles, it'll be in the dungeon; for Imperial
           City visits, it'll be in the prison building. The chest also appears in
           the Shivering Isles, but requires traversing the dungeon of the faction
           (Mazken or Aureal) that caught the player.
     [Q] - How can I ride a dragon?
     [A] - You can't.
     [Q] - I stored my items in a safe container but they disappeared...?
     [A] - This may just be a problem displaying the full inventory. Remove some
           of the stuff and it may be shown again.
     [Q] - This corpse is all...stringy and stretched out!
     [A] - Sometimes this happens, making the body distort like a Stretch Armstrong
           doll. It shouldn't affect the overall function of the game, as the body
           eventually disappears.
     [Q] - Who's Shady Sam?
     [A] - He's a merchant who sells various potions, poisons, lockpicks and
           skooma. He can be found outside the Imperial City's walls, north of the
           Chestnut Handy Stables. Interesting enough, he'll talk about the Gray
           Fox normally, but if the player equips Nocturnal's gray cowl, he clams
           up tight. Haha...
     [Q] - Is it possible to delete spells from my listing? I have too much!
     [A] - Nope. Apparently it was possible in Morrowind, though. =/
     [Q] - I found a friendly orc Adventurer in a dungeon. What the heck?
     [A] - Some dungeons have a random chance at those guys appearing, and they'll
           help the player in fights. They may rob containers of treasure, though,
           so try to beat 'em to that. [OAs may carry enchanted equipment, so if
           they have an "unfortunate accident," it can be in the player's favor.]
     [Q] - How do I use a Poisoned Apple?
     [A] - This fruit will slay those who consume it, including oneself. To make
           others eat it, leave it laying around where they dine or place it in
           their inventory ("reverse-pickpocketing") to increase the chances. This
           only works on NPCs who are scripted to have meals, note. Also, removing
           other food from the vicinity helps a lot. Apparently some NPCs have
           respawning food inventories so they may not eat the fruit quickly or
           at all.
     [Q] - How do I get Black Soul Gems?
     [A] - There's two ways: (1) certain types of necromancers, like adepts, have
           a small chance at carrying them (2) make them yourself. A couple
           necromancer dungeons have weird altars in front of them, and every
           eight days a purplish light shines on them. During this time, put a
           Grand Soul Gem in the altar and cast Soul Trap on it, transmogrifying
           the gem into its new form.
     [Q] - Hey, I'm exploring a dungeon and it says I need a special key!
     [A] - Some dungeons are quest-related, and to prevent the player from going
           through before it's time, doors/barriers stop progress. There's no
           actual key to find in these situations; they're unlocked during the
           corresponding quests.
     [Q] - Any recommendations on DLC?
     [A] - Sure. Shivering Isles is a given and worth every penny, while Knights
           of the Nine is half the length (if that) and still pretty good. Any of
           the house plugins are worth it, all bringing something to the table.
           The only ones one should consider avoiding are The Orrery (lame reward),
           Horse Armor (stupid idea), and Spell Tomes (too specialized). However,
           of those three, Spell Tomes is probably the best, not to mention the
     [Q] - How do I open those crystal chests?
     [A] - They require a [Heart of Order] ingredient which can be looted from
           Knights of Order, although not all carry them. Said knights only appear
           if the questline's been progressed a bit (to Xedilian).
     [Q] - Where is the sunken urn in Crucible?
     [A] - It's in a broken crate within the sewage, behind Sickly Bernice's
           Taphouse. It can only be opened by using the [Sunkey Urn Key] on the
           roof of Cutter's Weapons, accessible by way of acrobatic jumps.
     [Q] - What does the "Extreme Calm" effect from the Calming Pants do?
     [A] - Nothing.
     [Q] - How do I get the Risen Flesh (Reanimate for 60s) greater power?
     [A] - It's obtained by saving all ghosts on the Hill of Suicides (Shivering
           Isles). This is done by reuniting each's skull -- found throughout the
           land's dungeons -- with their spectral form. The craniums in question
           will be specially named, too, and when turned in to a spectre, will
           earn a Fortify Fatigue 100pts effect as a blessing. Here's where each
           is located:
           • Gadaneri Ralvel ----> Knifepoint Hollow [Chantry] - WNW of New Sheoth
           • Limark -------------> Milchar [Xetrem] - NW Mania (story-related)
           • Lorenz Bog-Trotter -> Knotty Bramble [Lost Crypt] - Along Pinnacle Rd.
           • M'desi -------------> Rotten Den [Sanctum] - Along Pinnacle Road
           • Salonia Viria ------> Cann [Amphitheater] - NE Mania
           Limark's body is at the bottom of a ledge's one-way drop; Gadaneri's is
           in a secret room accessed by a pillar's switch; Lorenz' skeleton is
           interred in a closed-off room, but opened by a small button underneath
           the corpse of an unlootable zealot; M'desi's skull is on a shrine in
           the sanctum's shrine; Salonia's skull is in a dead-end sleeping area,
           sitting on a statue's plinth.
    X. UPDATES & CONTRIBUTORS                                                [UPDT]
     07-31-10 ------------------------+ Started walkthrough
     09-22-10 ------------------------+ Finished walkthrough
    THANKS TO...
     • Sailor/Ceej, for hostin' my junk
     • Tuch, for encumbrance bug info
     • CoarseDragon, for clerical errors and tips
     • Arbiter X, for telling that Lerexus Callidius respawns on death
     • NotAGuitarHero, for Luciana's involvement in Light Armor Training
     • Drclaeys, Light Armor correction
     • The UESP for being a great resource and teaching the ins and outs of just
       about anything in the series. Specific thanks: Hermaeus Mora prerequisites
       and glitch workaround, Relmyna's Tears effect, Missing Mara/Zenithar shrine
       locations, Mage Stone location, Rusia Bradus reqs, Soul Tomato info
     • Always looking for glitches, bugs, strategies & other useful things to add!
     • Missing runestone locations -- what's listed can't be all of 'em...
     • Blood of the Divines: glitched fame reward?
     • Paradise: glitched fame reward?
     • Mages Guild: possible permanent expulsion after becoming Arch-Mage?
     • LV50 Hand to Hand: enables damage against ghost types?
     • Seeking Your Roots: referrer from Bruma Mages Guild is...?
     • Staff of the Everscamp: disappears once dropped at altar?
     • Rosethorn Cache: doable w/o buying bedroom upgrade?
     • Shivering Isles: Aspirant rank is gained in A Better Mousetrap...right?
     • Light Armor Training: enchanting/stealing Elven Cuirass make a difference?
     • Taxonomy of Obsession: subduing rewards based on type of monster or just LV?
     • Through a Nightmare, Darkly: joining the Mages Guild a prerequisite?
    VII. LEGALITY                                                            [LGLT]
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
     Allowed Sites:                       Disallowed Sites:
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      • Cheathappens.com
      • Honestgamers.com
      • Chaptercheats.com                           E-mail me for permissions ~
      • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
    WE'LL BASK IN THE GLORY OF    Document © Shotgunnova, 1997-2011 (and countin'!)
    YESTERDAY'S TRIUMPH, RIDE            Elder Scrolls namesake © respective owners
    ON THE STEEL BREEZE                               E N D   O F   D O C U M E N T

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