Saturday, August 13, 2011

Fighter's Guild: Unfinished Business

Go to Burz again. He'll say to go to someone named Vilena Donton in Chorrol.

Fast-travel to Chorrol's north gate. Once there turn right and go up the wooden stairs next to the targets. When you find her (she's an older woman) she'll tell you to speak to Modryn Oreyn for your assignment.

He says to contact Maglir, who has defaulted on a contract in Skingrad--something the Fighters' Guild doesn't look well on. Your job is to go to Skingrad and find out what happened.

So, fast-travel to Skingrad's west gate. Make your first left and go into the West Weald Inn--it has a black and red flag on the side.

Maglir should be to your right and wearing armor. Talk to him to learn he was supposed to find Brenus Astis's journal, but he mentioned not being paid enough. It's in Fallen Rock Cave, and he mentions that he WILL NOT go back! He says it's not worth it and he has a family.

Leave through the West gate again and start heading northwest.

Once inside take the right tunnel and go on into the room, where you'll see some undead.

Go to the right and go into that tunnel. Then make another right into a foggy room. Keep going and make the first right you can. At the top of that room is a tunnel you need to take.

Cross the stone bridge in the large room and take the tunnel to the right...and there's a rockslide, which you can't get through. Go back to the bridge, jump down into the water, and turn left.

The journal will be on a little ledge next to a chest. Pick it up.

Now go on back to Maglir...technically you can go back to Modryn right now, though.

If you tell him you have to report his failure, he doesn't seem to mind--he says that there should have been more than one man on this job and mentions his family obligations.

But you really SHOULD say that he did the task.

When you go back and tell Modryn he finished it, he'll just mutter about this having taught Maglir a lesson. You'll still get your gold and fame.

Fighter's Guild: The Desolate Mine

Go back to Azzan. He said to me to go to Burz gro-Khash in Cheydinhal. So bring up your world map and fast-travel to Cheydinhal's east gate.

Keep to the right and cross the bridge. Once you do, turn left and it's the second building on your right.

He'll tell you they need a weapons shipment delivered to the Desolate Mine. Doesn't that sound encouraging?

Go out Cheydinhal's west gate and start heading northwest until you reach the mine. There'll be a couple of goblins out front...this doesn't look good. Kill them and then go on inside.

It should be noted that this IS a mine, so look out for veins.

Talk to the woman (exhaust all conversational topics) to learn that the goblins are making it too dangerous for the workers and that they were sent to get rid of the goblins. Give the hammer or sword to one of the men (they give hints as to what they prefer). Now turn around, walk up, and take the left tunnel.

When you reach the end of the left tunnel, turn left and go into the large room. Kill any goblins if you see them.

I'll call this the "Left Room."

From the Left room, look straight ahead at the two tunnel exits and take the right one. Kill all the goblins here and go to the top-right of the room and take that tunnel. You'll find more veins down this way and more goblins and once you've taken care of it all, go back to the Left Room.

At this point you should get a notification that the mine is clear. Well, we haven't fully explored it.

In the Left Room take the left tunnel....and it leads you in a giant circle! Go back to Burz now.

You'll get fame, 400 gold (it's what I got, may vary due to level) and a promotion.

Wednesday, July 20, 2011

Fighter's Guild: The Unfortunate Shopkeeper

Go back to Azzan. He will tell you about a Norbert Lelles, who is a shopkeeper who's having some trouble with break-ins.

Fast-travel to the Anvil Docks and turn left until you see a shop sign. That'll be Lelles' place.

Go on in. He'll tell you that it's always happening at night, no matter what he does about new locks, and tells you to just stay there that night. Wait until 11 pm, and the thieves will break in. You'll have to kill them, of course.

They'll have okay armor and I only found 5 gold each so they're not much worth looting. Now wait until morning and talk to Lelles again. You'll tell him the names (you don't need to memorize them or anything) and he'll say that they are all men who had worked for him. Then he'll give you your reward, some gold. (Level-dependent)

Now go back to Azzan to get your promotion and your +1 fame.

Tuesday, July 19, 2011

Skyrim

This is a friendly reminder to everyone to go ahead and reserve Skyrim NOW.

It is going to be out in November, and we all know what that means. Long lines, Christmas crowds, and such. Which is why you need to reserve it now. That way you are not 1 of 500 people trying to buy 1 of 50 copies that the store has that wasn't on reserve.

Fighter's Guild (Part 1): A Rat Problem

So you want to join the Fighter's Guild! That's good. There are three different places you can go to join, and three separate quest trees (one for each person). I am going to do each one but will start with Azzan.

Go to Anvil. Enter the guild hall and look for Azzan, who looks a lot like Baurus. Talk to him and say you want to join and if your record is clean (IE you don't have a bounty) he'll accept you.

He'll say after some talk that you'll talk to either him or Burz gro-Khash (who is in the Cheydinhal Fighters' Guild) for contracts. Ask him about a contract now.

He'll say that you're to start off small--Arvena Thelas has a rat problem in her basement. Make SURE that you go back and choose the "Rats" conversational option or when you go to Arvena's house, there will be no plot advancement at all. I made this mistake myself...

Gotta start somewhere, right?

Leave the Guild and turn left. Head down the path. Arvena's house will be the second building on your right.

Go up the stairs and into the room at the top of the stairs. When you talk to her, she'll essentially say that the rats are her pets, and that something has been killing them. She wants you to check on them.

Now go back to the front door. Turn left now and go into that room. Turn right once inside, and go through the basement door which is right next to a table.

You'll see a Starving Mountain Lion! Kill it quickly, then go back and talk to Arvena. She'll suggest takling to Pinarus Inventius, who is a hunter.

Across the street is Silgor Bradus's house. To its right will be Pinarus's house. Go inside, up all the stairs and into a room at the top of them, and that's where he'll be.

Talk to him, and he'll be willing to help. Follow him. (This may take a while)

He'll proceed to lead you out of town, to an area with 4 mountain lions. Kill them all. Pinarus will talk to you briefly, and then you can go back and talk to Arvena once again.

She'll be panicked and tell you that no, you did NOT get all of the lions, there's one in the basement RIGHT NOW!

So go down and kill it.

Then go back up to Arvena. She'll tell you that she thinks her next-door neighbor, Quill-Weave, is responsible. She'll say that she's seen the woman sneaking around the back of her house, too!

You know what to do. Sneak around the back of the house at about 7 pm. Just wait there, on the outside of the stone wall, until you see Quill-Weave sneak down and leave something on the ground. You'll get a quest notification that prompts you to confront Quill-Weave, so go ahead and do it.

She'll say that she meant to lure the rats out so that the guards would kill them. She'll also say that she certainly didn't mean to let in mountain lions, and will ask you not to tell Arvena.

Tell Arvena the truth and she will give you some gold and also give you a free level up in the Speechcraft skill--handy if you are a Bard like me! You will also get 1 Fame point.

You could have also said that Quill-Weave had nothing to do with it. If you did, you'll still get the gold from Arvena and the fame as well, but Quill-Weave will give you a free level up in Acrobatics.

Return to Azzan and choose the 'Advancement' conversational option. He will promote you to Apprentice.

Bonus: Quill-Weave will keep leaving meat. I went back looking for a certain herb and noticed that a bunch of meat had stacked.

Sunday, June 19, 2011

Nirnroot (Part 2 and beyond)

As always, whenever you turn in Nirnroots, it will take 24 hours for the potion of choice to be made.

Handing in 20 Nirnroots will get you a Moderate Potion of Exploration.

The effects are: 300 seconds of Night-Eye, and Fortifies Health and Fatigue by 20 for 300 seconds.

Handing in 30 Nirnroots will get you a Strong Potion of Exploration.

Its effects are: 300 seconds of Night-Eye, Fortification of Fatigue and Health by 20 (300 seconds). Blunt, Security, Destruction, Sneak, Blade, and Restoration are Fortified by 5 for 300 seconds also.

Handing in 40 Nirnroots will get you a Grand Potion of Exploration.

Its effects are: 300 seconds of Night-Eye. Fatigue and Health are fortified by 20 for 300 seconds. Blunt, Security, Destruction, Sneak, Blade, and Restoration are fortified by 10 for 300 seconds also.


Once you've done all these "quests," Sinderion will offer to pay 250 gold for 10 Nirnroots. This is ongoing and you can continue to do it but I don't really recommend it.

Saturday, May 21, 2011

Nirnroot (Part 1)

Nirnroot is a four leafed plant with roots that resemble a game-machine's claw--four prongs that grab.

It is only found directly next to water.

When you find one, you will be prompted to visit someone who knows more about the Nirnroot. Wait until you find 10 of them, then go see Claudette Perrick, the shopkeeper of the Gilded Carafe in the Imperial City Market district.

She'll say that Sinderion in Skingrad knows more about the plant than she does.

Fast-travel to Skingrad's West Gate. Make your first left and go into the West Weald Inn--it has a large red-and-black flag on its side, so you can't miss it. It's the first building you'll see when you make the left.

Go inside. Turn to your right when you get inside, and go through the door with two portraits on either side.

Talk to him about Nirnroot and he'll say something about a collecting expedition. Talk to him about it again and he'll say that one of the ingredients of an "Elixir of Exploration" is Nirnroot, and that he never had the time to go looking for it.

Now talk to him about the Elixir. He'll tell you about a Shadeleaf Copse (a location which is northeast of Skingrad and which has about 4-5 Nirnroot plants situated around a little pond).

What he wants is this: 10 Nirnroots. He'll give you a huge discount, he says, on some of the potion and he also says he'll give you one for free.

So if you don't already have 10 Nirnroots, go to Shadeleaf Copse and collect more Nirnroots, then come back.

Turn in the Nirnroots. He says it will take 24 hours to make this batch of the Elixir. He also says for the next "level" of Elixir it will take at least 20 Nirnroots.

So wait 24 hours. He'll give you a Weak Elixir of Exploration. It fortifies Health 20 points for 300 seconds and gives Night-Eye for 300 seconds.

Here's the thing about Nirnroot. It doesn't grow back.

There are a couple hundred Nirnroots in the game, at least, but since they do not grow back, each one is precious.

A GREAT place to look is starting with the shoreline to Anvil's west. Follow it and you are SURE to find several Nirnroot.

Wednesday, May 18, 2011

Arena (Part 22)

Turn in the opposite direction from the red guy and go talk to the old woman sitting there. Ysabel.

She'll tell you several things about your fight with the Grand Champion. One, you can wear whatever armor you want to wear. Two, the ban on looting your opponent's corpse is lifted. In fact, Ysabel wants you to remove his armor and hand it in, I suppose as "proof" that you beat him.

So head on out and talk to the Gray Prince...and challenge him for his title. He'll sound rather depressed, but after the news you brought him, who can blame him? After you challenge him, he'll tell you to go talk to Ysabel. So go do that.

Tell her that you're ready for a match. After some discussion she'll say that you need a name...like the Gray Prince. But you can't pick that. So just pick from the list she gives you...

I picked Dragonheart.

So go on up to the arena.

As long as you completed the quest to discover the Gray Prince's origins, he'll just stand there and beg you to kill him. Easiest match you'll ever have.

Go back to Ysabel and turn in the Gray Prince's Raiment of Valor, to get either a Light or Heavy Raiment of Valor of your own. You'll also get 1,000 gold and be made the new Grand Champion.

Now talk to her again. She'll tell you that she can pit you against monsters every week...in perpetuity.

So there you go.

Once you get out to the arena lockbox...FAST TRAVEL SOMEWHERE ELSE. Right away. Before the Adoring Fan shows up. Carries a torch and has bright-orange hair. He's useless and there are much more useful companions around in other places.

A quick note: If you completed the Gray Prince's origins quest, and then do the final battle here and he tells you to just go ahead and kill him, this seems to count as a "murder" as I received the "your killing has been observed..." notice when he died.

Arena (Part 21)

Ask the red guy for another match.

He'll tell you that you'll have three opponents--a swordsman, an archer, and a spellcaster. For some reason he also sent a boar named Porkchop up to help you, a sort of "distraction" for the others.

So head on up--but have several healing potions ready, at the very least.

My suggestion is to take out the spellcaster first--you never know what sort of spells may get tossed at you. Then take out the archer, and then go for the swordsman.

Once they're dead, head down to the red guy. Your reward is 500 gold, and you are now the Champion!

Arena (Part 20)

Go back to the red guy. He'll say your next opponent is a high elf wizard who's good with destruction. He'll then say the elf fights with an enchanted shield, Gray Aegis, which gives him a ton of magic resistance. In other words, don't even try to hit him with a spell.

At this point you should probably have another reflect magic potion--it'll do you a great deal of good. You should also think about poisoning your weapon, preferably something that lowers Willpower.

Head on up.

Hit hard and fast, and have healing potions ready. Due to his resistance to magic this fight may just last a few minutes if you, like me, aren't so reliant on melee most of the time.

When he's dead, head back down to get your reward.

350 gold will be what you get.

Arena (Part 19)

Ask the red guy for another battle.

He'll say that your opponent is a former Blade in Heavy Raiment. He'll be using one of the Akaviri swords...

So head on up. Use a Protect spell if you like and fight hard. When he's dead, go down to collect your reward.

Another 350 gold.

Arena (Part 18)

Go to the red guy and ask for another battle.

He'll say your opponent is a Breton with a sword...and that he has more experience than you. Well, that doesn't make any difference to you, now does it?

Head on up. He's not too quick and not too slow, so if you're a quick thinker and quick to act you should be fine.

Your reward is 350 gold.

Arena (Part 17)

Ask the red guy for another match. He'll say that your opponent will be a Khajiit, probably with a sword. Head on up to the arena, cast your Protect spells, drink your defensive potions--however you want to work.

Standard melee, nothing special to see here.

Head back to the red guy. Your reward will be...another 300 gold.

Arena (Part 16)

Ask the red guy for another battle. He'll tell you that he couldn't do anything about it, but you're going to be fighting three Argonians who are prisoners. They've been told they can get their freedom if they kill you!

They're honestly not much--you may see a sword, and any other fighting is done hand-to-hand. So just kill quickly and get on back to the red guy.

Your reward is 300 gold.

Arena (Part 15)

Ask the red guy for another match. He'll tell you that your opponent is a "crazy" Orc who carries a huge warhammer, so you should be careful.

So head on up. It'll be a tough battle, so if you have any shield spells, go ahead and cast them. It's just a good idea. You should also have your weapon poisoned--it will GREATLY help.

Your reward is 300 gold and a promotion.

Arena (Part 14)

Go to the red guy and ask for another match. He'll tell you that your next opponent is a sorceress...so you should be on your guard. So head on up.

Drink a reflect spell potion just before the gate lowers and head forward. Her health isn't that good, so if you hit hard, with a poisoned or elemental-damage-dealing weapon, it should end rather quickly.

Head back for your reward of 250 gold.

Arena (Part 13)

Go up to the red guy and as always ask for another match. He'll tell you that your opponent is a female Nord who uses a longsword very well. Poison your weapon, preferably a strength poison, and go on up to the arena.

As long as you move fast, you should be just fine.

Your reward will be 250 gold.

Arena (Part 12)

Go talk to the red guy once more. He'll say that your opponent is an Orc who uses an axe, and who also uses Heavy Raiment.

Head on up to the arena, and beat the snot out of that Orc!

Come back down to get your reward once you're done. The reward is 250 gold and a promotion.

Arena (Part 11)

Your next opponent, according to the red guy, is an elf. He doesn't give any more details than that. Head on up.

Basic thing, sword, light armor...and is very quick, so move as fast as you possibly can. Once your opponent is down, head back to the red guy to collect your reward.

Another 200 gold.

Arena (Part 10)

Go to the red guy and ask him for another fight. He'll tell you that your next opponent carries a dagger, but it's enchanted with Shimmerstrike, which does minor frost damage. You shouldn't be scared of it in the least.

So head on up to the arena and move quickly to defeat your opponent.

Then head back to the red guy. Your reward will be 200 gold.

Arena (Part 9)

Go talk to the red guy once more. He'll tell you that your next fight is a dark elf who uses a bow and a sword.

So head on up to the arena. Once the gates fall, if you move fast, you can kill the dark elf before there's the chance for a change to the sword.

Head back to the red guy. Your reward is 200 gold and a promotion.

Arena (Part 8)

Go to the red guy and ask to get your next fight. He'll tell you that your next opponent wears a Heavy Raiment and attacks with a short sword.

So head on up and hit hard and fast. Poison your weapon, do whatever you have to in order to win quickly. A long-term battle with this person could really hurt you.

Once your opponent is dead, head back to the red guy. Your reward is 150 gold.

Arena (Part 7)

Go back to the red guy. He'll say your next opponent is a Redguard who has been known to use either a sword or a mace. He'll tell you that you're going to want to expect either one.

So head on up to the arena. He'll hit hard, sometimes use a sideways power attack, which may cause you to recoil, so be on your guard and be quick.

Once he's dead, head back down to the red guy. 150 gold is your reward.

Arena (Part 6)

As always, go up to the red guy and tell him that you are ready for another match. He'll say that your next opponent is Khajiit (the lionlike creatures) who usually goes in with an axe.

It should be easy enough if you're quick on your feet. Perhaps poison your weapon with a strength-damaging potion, or keep a weapon that deals elemental damage as well.

Anyway, once the Khajiit is down, head back to the red guy. Your reward will be 150 gold, and a promotion.

Arena (Part 5)

Talk to the red guy to learn that your next match will be with twin wood elf sisters who always fight together.

One is an archer, and one is a melee fighter with a claymore. Kill the one with the claymore first--she's capable of dealing a lot of damage. The archer is going to be easy anyway, because she'll just hang back shooting you with arrows while you're fighting her sister. That'll give you plenty of chance to quick-kill her once you're done beating her sister.

Now head back down to the red guy. Your reward is, once more, 100 gold.

Arena (Part 4)

Talk to the red guy once more, set up the match and then head right up the ramp and into the arena.

It'll be another guy in heavy armor, but he'll be pretty quick, so you'll have to be on your guard.

Beat the opponent down and return to the red guy for your 100 gold reward.

Arena (Part 3)

Once more, talk to the red guy and get the match set up. Head up the ramp and wait for the gate to lower.

Your opponent this time will be an archer, so if you're quick enough you can win without much fuss or damage to yourself.

Heal at the birdbath, and then go back to the red guy. Your reward is 100 gold and a promotion to Brawler!

Arena (Part 2)

Talk to the red guy, and get your next match.

It's going to be a guy in heavy armor. You should be okay though, as long as you don't do anything stupid. So once more, whack 'em 'til they're dead, and then turn right around and go back to the red guy to get your reward.

Once more your reward will be 50 gold.

The Arena (Part 1)

Remember the Gray Prince? Just before you come up to him, there's an archer, and to his left is a door. Go into it and turn right. Speak to the red guy there at the end.

He'll insult you a bit, but you'll get to choose what armor you wear in the Arena--Light or Heavy Raiment. You have to wear this armor every time you want to fight--you can't go in with uber-good armor. No, no. You can, however, choose your own shield, helmet, and weapon.

Also, looting your opponent's body is strictly forbidden.

So take your pick, light or heavy, then tell him you're ready for a match. He'll tell you to get to the red room, so leave that room, turn left, and go until you see a sort of birdbath with pools of red around it. This is the way. Head on up the ramp.

Your first fight is very generic, but will generally be tailored as level-ready, sort of like the loot in a dungeon. It'll be what the game considers "appropriate" for someone of your level to fight. Mine was someone with just a sword, yours will likely be the same.

Just swat 'em 'til they're dead, then head back. Remember that birdbath? You can heal yourself by using it after a battle.

Your reward will be 50 gold.

You can continue to gain fame even after you complete this line of quests, so I won't bother to say exactly how much fame you're going to get. If you completed the Thieves Guild quest first, completing the Arena should give you enough fame so people will react less badly to you.

Saturday, May 14, 2011

The Gray Prince

I'm listing this now because if you do not complete it before the Arena line of quests, you'll never get the chance again afterwards.

Contrary to popular belief, you do not have to be the Champion or even a combatant to complete this quest. I have not joined the Arena and managed to complete it just fine.

Fast-travel to the Imperial City Arena.

Go forward, turn left and go down the stairs to the Bloodworks. Proceed until you see a gray orc. Talk to him and go through the story to learn that he's only half-orc, and there's a long story about his orc mother's relationship with a Lord. He'll give you a key to a fortress called Crowhaven and tell you that he was told that the 'secret' to his past is there.

Open your world map and scroll over to Anvil. To its northwest is Crowhaven, so fast-travel to Anvil and head on over.

Go on inside.

Go forward and down some stairs. Kill any wolves you might find, and then continue forward and make a left. Continue straight and make a right. Continue straight through a doorway and then make a left, and another left. Then a right, and go straight until you hit a wall, then another left.

Now go up the stairs to the gate. Once inside, turn left and then right. Go through an old wooden door. Go straight until you hit a wall, then turn left and make your first available right. You'll see stairs, so go up them and through the door.

Turn left, and keep going until you hit a wall. Turn right and right again, and go down some stairs. Go straight until you hit a wall, then turn left and go up the stairs.

Turn left and go straight until Lord Lovidicus (the Gray Prince's father) attacks you. Kill him. Nothing on his body. Hrmmm...

Just past the desk with the chest on it is a room with a desk. There's a diary on it, so read it.

It seems that Lovidicus was a vampire, and goes on about his beloved orc. He never told her about this until she was pregnant. And then she locked him in Crowhaven. The entries go on about his ranting about how evil she was. Then they turned to gibberish--he went mad from hunger.

Take the diary. It is the proof needed. Now go back to talk to the Gray Prince.

He'll reward you before reading it. It's a permanent +3 to Blade, Block, and Athletics.

Then he gets all depressed about things and thinks of himself as a monster.

Friday, May 13, 2011

The Ultimate Heist

This quest opens up as an option after you have sold at least 1,000 gold worth of stolen goods to any guild fence.

Make sure you have a bow on hand. You will need to fire one arrow during this quest--it doesn't even have to be a GOOD bow, it just needs to be *A* bow.

It would also behoove you to have the Skeleton Key if you don't have it already. There's going to be a ton of lockpicking in this quest, more so than others.

Wait for 24 hours in the Imperial City and Amusei will come and tell you to go to Othrelos' house in the Elven Gardens district. So fast-travel there.

Turn left and walk along the path there. When you reach the end of the end, make a right--Othrelos' house is right around the corner.

There's a lot of instructions from the Gray Fox, but basically, he's going to have you steal an Elder Scroll.

First, fast-travel to the Imperial City Palace and enter the Elder Council Chambers. Make a left and go all the way to the end. Pick the lock on the door there and get into the basement.

There is a guard patrolling this area, but there's a center room where you can hide if you need to (though sometimes the guard will come in here too). The goal here is the same as in the previous area--to make a round of the corridor and get to the Glass of Time at the other end.

Activate it when you're there.

Now leave, and fast-travel to the Imperial City Arboretum. Go forward and turn right; follow the arced path and take the first path on your right.

Next to a tree on your left will be an entrance to the sewer--take it.

Go down the stairs, through the corridor, and pick the lock on the gate. Go down another flight of stairs. There's a door on your left and a crank on your right. Activate the crank and then go through the door.

Go on down into the sewer and turn left. Head through the opening and go up the first set of stairs ('beware' of crabs) on the right, and through the opening on the right. There's a Door to Beneath the Bloodworks that you should take there.

Turn right, and then turn left and go across the bridge. Go to the bottom of the stairs, and then through the door ahead. You'll know you're in the right room if you see corpses on the wall. Turn left and go through that opening.

Go straight ahead and keep going until you reach a room with a crank. Go through the door ahead. (You'll probably run into a vampire at this point. I did.)

Keep going through the corridor ahead and go down the stairs. Turn right at the bottom of the stairs and go through the opening in front of you into a room with another set of stairs. Go into the opening at the top right of the room, and keep going straight (and down a curvy corridor), until you reach a room with icky sewer water.

Go straight ahead and into a room with a crank. Activate it. Now leave the room and get into the icky sewer water. Turn right and go through the opening with the chains.

Go up the stairs and across the bridge, and then into a corridor.

At the end of it is a room with a manhole cover to the Palace Sewers. Take it!

Go straight, open the gate, and go down the stairs. Turn right, go through the opening, and open the gate. You should be in a LARGE room with a circular hole and some icky sewer water in the middle. Go down the ramp and through the only opening there. Turn right once in the next 'room' and go into the only other opening there.

In this room is a Strange Door to the Old Way. Go through it.

Go down the stairs and make your first left. Go all the way down it and take the door. Turn right, and jump down into the lower area. Go straight through the broken stone brick wall.

Go straight and head for the top left of that area where there is a well. Make a left at the well and head on until you see (on your left) another broken stone wall. Go through the opening there.

Go up the stairs there, and turn left. Go through the broken stone wall opening there and on down the little corridor to another door.

Turn left, and then go around the corner. Then go right into a small area (where you will likely find a ghost). At the top left of the room is a corridor, which you should go into.

Turn right once in a room, and go to the top left of the room where there'll be another short corridor. Take a right once you pass it, go straight until you hit a wall. Make a left and then an immediate right into a room with support beams. Go on down amongst the beams, and go up the stairs at the top left of the area.

Turn right and go down the corridor there. Go straight and take a left into a room. Go to the top right of the room and go through there. Turn left immediately once you do and go straight until you hit a wall. Turn left and then immediately right. Go straight and then right again into a room. Stick to the left side and go straight into the left of the two corridors. Turn left once inside and then go straight and right once you get into a room.

Take a downward corridor that is on the right side. Turn left and go straight once in a room. Turn right and go straight again.

You'll be in a very large room now. Go straight ahead to find an Iron Gate that is obviously opened remotely. Shoot. Well, turn around and go back into the large room.

Equip the Boots of Springheel Jack. Walk over to the "stairway" on your right and jump onto the upper platform. Turn right and activate the little switch with a blue center, and then turn in the opposite direction. Make a giant U-turn and hit another switch just like it, then go back down into the room towards where the Iron Gate was. Go forward, through a door (doesn't the tree on it look like the emblem of Minas Tirith?) marked Hall of Epochs.

Go straight until you reach a large room with three staircases in it. Go up one of them, turn left, go straight until you hit the wall. Go straight, then left again. Straight, and left again. On your right there will be a gate--go through it once you pick its lock.

Make an immediate left and push the block. Now jump over the rails and down into the room--which you should go to the top left of. The block's activation opened a little tunnel here, so go through it.

Go left, then right, then right again. Then left through a Hall of Epochs door.

Go through one of the gates into the open room. On the top right of the room there's a door of sorts. Now go through it and down the stairs. Go straight and when you get into the room, turn left. Go straight, and then left and down some stairs. Turn right once into a room, and push the block at the end of the room.

Now go back to the room with the three sets of stairs.

Go up a set of stairs and go around the left side to where the large blocks used to be. There's a square platform there, which is where you need to stand. (You'll know it's where you need to stand because you will get a quest notification about it)

Some of the enemies that were in the room (inside the blocks that moved) have arrows, so take them. You'll need to test-shoot these to get your aim right before using the Arrow of Extrication.

Stand on the platform.

Aim your bow so that the left and right lines of the crosshair lines up with the sword-hilt of the statue that you're aiming at.

If you get it right, you'll get a notification and the statue will raise up. Go forward--you'll have to face two Ayleid Guardians, but once you do, go down the stairs under the statue and through the door marked Imperial Guard Quarters.

There'll be an open set of doors on the left--go through them. Then left, and into a long corridor at the end of which is a door. There'll be a guard patrolling here, but there is an along the wall to hide in. Be sure to save your game when you go into it, because you never know when the guard will catch you.

Go through the door.

There's another guard patrolling this C-shaped corridor--the door that you want is about halfway down it, on your left.

Turn right and go all the way to the end (DO NOT SPEAK TO THE PRIEST) where there will be a switch to pull.

Now go back to the door you came in from, only turn left this time. There'll be a door on your right at the end which you should go through (the switch lets you get through).

You can steal lots of stuff in this room without worry--the monk sitting inside is blind, so no worries. It's mostly books, though.

When you're done stealing, sit in the chair and wait. An Elder Scroll will be brought to you.

This next part will be extremely tricky.

Sneak up the staircase. At the top of the stairs is a circular room. There's only one door up here so you go either left or right to get to it, depending on how many monks there are on one side or the other.

You'll pick the lock of course.

Turn left and go through the door at the end, being mindful of the guard.

You'll have to pick the lock.

Another C-shaped room with alcoves, a blind monk and a door at the end whose lock you'll have to pick. You know what to do. :)

There's a guard in this next area, but there are alcoves so you'll be fine.

Keep sneaking along until you see a Wooden Door on your left. Pick the lock and go through (be sure to shut the door behind you just in case the guard might walk by).

This is a good time to mention that there is no blood price...but the guards WILL come after you, so try to avoid being spotted.

Pick the lock of the door ahead of you.

There's a fireplace there and below the logs is a loose grate.

Equip the Boots of Springheel Jak now (or not, if you have sufficient acrobatics skill or a LOT of HP). Then use the loose grate.

You'll fall...

...and the boots will be destroyed.

Now look at the flight of stairs you just landed up. Stand at the top and go on ahead to a door that leads to the Palace Sewers.

Go back across the bridge, through the gate and keep to your left. Turn left into an opening, go straight, and then turn right and go up the ramp. Once up at the top, make a little U-turn and go through the opening with a gate.

Go straight, then up the stairs. Then up a ladder.

Go straight into the room with the icky sewer water, and get into the water and turn right. Go through the opening with the two chains. On the right side of the room is a door and a crank. Activate the crank, and go through the door.

Go down the corridor and after that just go straight until you hit a staircase, which you should go up.

Go through the door and across the bridge in the next room. Then make a left, and a right into a room with some bashed up boxes and a barrel. Turn left, and take that exit.

This isn't the most direct exit, however, it's a quiet spot where you'll have time to (if you are like me) free up inventory space by using up any alchemy ingredients that you may have picked up to make potions.

When you're done, fast-travel to the Elven Gardens district and go back to Othrelos' house.

When you turn in the scroll, the Gray Fox will give you a wedding ring and ask you to give it to the Countess in Anvil. He wants you to report how she reacts to it. Strange request, but he's the boss, right?

So fast-travel to Anvil and go turn in the ring.

*SPOILERS AHEAD*



Apparently, it's her husband's wedding ring! She can't seem to remember his name or his face. Strange, right?

You'll see The Stranger behind you and the Countess will say to herself that he looks familiar.

He'll (Corvus is his name apparently) will proceed to explain to his wife that ten years previous he inherited Nocturnal's Cowl from the former guildmaster, and also inherited its curse. The curse is that the wearer's name shall be stricken from history and no one will remember the wearer even with the cowl off.

He goes on to say that he stood next to his wife and said he was her husband, and she would only look at him in some confusion.

The Countess will refuse to allow him to return as long as he is the Gray Fox. He renounces his life and crime and gives YOU the Cowl! You're now the guildmaster!

...and the Gray Fox has had the last laugh. Remember Lex? He's now working for the guy he was trying to put away! Talk about irony.

Your reward is +10 infamy, the promotion, and the the Cowl of Nocturnal (fortifies Sneak by 25, Feather 200, and Detect Life for 120 feet).

You can also put it on, and do whatever you like. When guards come running take the mask off and they will not arrest you. Very handy!

You'll also get a key to the guild hall which is on the waterfront. What's it mean? A free bed, basically. Always a good thing.

Remember where Methredhel's house is? Behind it's a door to Dareloth's basement. Take it. Once in there, head on until you find stairs. Then you'll be in the main level of the house. Go upstairs to find the Guildmaster's room...your room.

On the desk is a book that will increase your Security skill, so read it.

And that's really all you need to know. Sleep in the bed if you like.

Boots of Springheel Jak

This quest will open up to you once you have sold at least 800 gold worth of stolen goods to any guild fence.

There will be vampires in this quest so buy some potions of Cure Disease.

Wait for 24 hours in the Imperial City. Amusei will tell you that the Gray Fox wants to see you at Ganredhel's house in Cheydinhal.

Fast-travel to Cheydinhal's east gate and take the left path that is ahead of you. It'll be the fourth house on your left and Ganredhel will be standing out front.

He says that he needs the boots of Springheel Jak. They belonged to someone, apparently, who died and was buried with the boots on. The only living descendant is apparently a Jakben, Earl of Imbel, who lives in the Imperial City. The Gray Fox says for you to check his house for clues.

Go find any beggar in the Imperial City and bribe them to learn that he has a house in the Talos Plaza District.

Fast-travel there and walk up to the statue of Akatosh. Turn right, and on the left side of the path through there, there's a door. That's Jakben Imbel's place.

Turn left once inside and go up the stairs there. If you do this during the day, he'll probably be through the door that is directly ahead of you.

He'll give you the key and say that the entrance to the catacombs is in the basement. Huzzah!

Go down into the basement and find the wooden door. Just inside that wooden door and on your right is the door to the catacombs.

Jakben will be following you, of course, and once you get into the catacombs, you should follow him.

Go straight ahead from the entrance and make a left. About here is where you should start seeing the vampires.

Anyway, make your next available right and go straight from there. Pick the lock on the door to find the coffin of Springheel Jak. The boots aren't there, but there is a diary.

Read the diary. Shocking revelation!

Jakben has the boots. Now you just have to find him...you'll have to explore the whole catacombs which luckily isn't all that big. You should also check and be sure that in the frenzy to kill the vampires, that you didn't kill him without noticing.

Of course, he may not even be around--he may be back in the upstairs of his house, which is where I found him. You'll have to kill him, and when you do, loot the boots from him and head back to Cheydinhal to turn them in.

Your reward will be 500 gold, +2 infamy, and a promotion.

Sunday, May 8, 2011

Fathis Ules

Fathis Ules makes his home in the Imperial City Elven Gardens district. His house is across from the King and Queen tavern.

He can be found in his home, he'll sometimes walk around the Market district, and he has 1,500 gold to barter with.

He is in my opinion the most unpredictable and therefore unreliable fence, because he is frequently glitchy and often won't work.

Arrow of Extrication

This quest opens up after you have sold at least 700 gold worth of stolen goods to a guild fence.

It is a very good idea to have either water-breathing potions or spells for this quest. DO THIS QUEST BEFORE ATTEMPTING TO JOIN THE MAGES GUILD! You have to kill a member of the Mages Guild in this quest and if you join the Mages Guild, then do this quest, you will be suspended from the Mages Guild.

Wait in the Imperial City for a 24 hour stretch and Amusei will appear to you. Seems your helping him has made him turn over a new leaf, as it were!

He says the Gray Fox says to meet him at the house of Malintus Ancrus in Chorrol.

So, fast-travel to the Chorrol South Gate.

Turn left, and essentially hug the wall as you proceed. It's just past Valus Odiil's house and there's a guy in front holding a torch. Yup, this is the place! Go on in.

Seems he wants you to steal the Arrow of Extrication, and he'll pay you 500 coins to do it. It was, he tells you, recently recovered by Fathis Aren, a court wizard. There'll be no blood price on him as long as he is killed outside of the castle.

Start your search in Bravil. Fast-travel there.

Find a beggar and bribe them to learn that Fathis Aren has a tower outside of town that houses his most valuable items. He says that only Fathis himself can open it, but that there is supposedly a secret way in through the castle. Well, we know what to do about this, don't we?

Fast-travel to the castle and go up either side of the stairs behind the throne. There's a door in the middle of the upper platform marked North Wing. You'll have to pick its lock, but if you choose to do this quest at night (as is a good idea) you may have to have some invisibility potions or spells ready.

Anyway, when you get inside, make the first left you can and pick the lock of the wooden door. This is Fathis Aren's room.

Straight across from the door there is a little alcove with two pillars on either side of it. The right one is movable, so activate it. There's a door behind it whose lock you'll have to pick, but it should be no trouble.

Head on down the passage to find...a Dremora enemy! After dispatching him, you'll see two gates, one to your left and one ahead. Try the one ahead first.

Make a right at your first chance and you'll see water. Make your first left after that and then an immediate right when you get into a room. Keep going straight until you reach a room with a dry area on the other side.

Now, this room is filled with water but your map says there's a passage on the left wall in the middle of the room. Clearly it's underwater! Now you use a water-breathing potion or spell, or if you don't have either one of those, prepare to swim like...like...a fish from a bigger fish.

Go to the middle of the room just above where the map says the passage is, and swim down. You'll see a skeleton on the ground near the passage, so go that way and when you find the opening swim through it like a mad person until you can resurface.

Walk up and turn left at first chance to see some stairs, which you'll go up. Turn right to see a gate which will open up with no trouble. Go on through it.

Turn right after the gate and go down the corridor until you can make a left. There'll be another Dremora here. When you defeat it, turn left to find a gate which will offer no trouble. Proceed ahead to see some water (I found a Nirnroot next to it, if you do as well pluck it!) and then turn right to see even MORE water! Isn't this just a delight. Proceed through here until you find a door marked Wizard's Lair.

Go straight and then turn right when you can, then left and up some stairs. Proceed up more stairs until you reach a gate whose lock you have to pick.

Once you enter, turn right and go until you reach the end of the room, then turn left. Go up and turn right, continuing until you reach another gate. Turn right, go ahead, then left (you'll have to dispatch a conjurer along the way) and go up the stairs. Then turn left and you'll see a door. This is it!

When you exit, there's a staircase to your immediate right which you should go up.

If you explore the place long enough (it only took me the time it took to explore one or two rooms on the upper level) Fathis Aren should show up and try to kill you. Kill him and loot all his keys (a Strange Key, and a tower key, plus a castle key).

On the third "floor" there's a room with a bunch of alchemy ingredients on a table. Pick them up. Behind the table there's a Fathis Aren's chest with a key-shaped arrowhead.

This must be it. So now, let's head back to Chorrol and turn it in.

Your reward will be 500 gold, +2 infamy, a promotion, and access to the best guild fence, Fathis Ules.

Friday, April 22, 2011

Turning a Blind Eye

This quest opens up as a possibility when you have sold at least 600 gold worth of stolen goods to one of the guild fences.

From this point on, once you receive the notification that you can get another quest, your best chance to get it is to stand in one place in the Imperial City and wait in 24-hour spurts.

I usually choose an open area in the Waterfront. Wherever you choose to wait, a member of the Thieves Guild will approach you and say that you need to meet the Gray Fox at Helvius Cecia's house in Bruma.

So, fast-travel to Bruma.

Face the chapel and head down like you're going to Ongar's house...but just keep going. Helvius Cecia's house is the sixth one on the right. Enter the house.

Head forward and left, down the stairs. Keep going once you reach the bottom, and when you see a bed, turn right. Here is our Gray Fox.

He wishes you to get Savilla's Stone, which is in a location known as the Temple of the Ancestor Moths. Killing human guardians of the stone will not earn you a blood price. He says it is north of Cheydinhal, so open your maps and scroll over to north of Cheydinhal.

We're in luck. It's just Northeast of Azura's Shrine! How delightful! Fast-travel there and head northeast from there.

Once you reach the place, go up the stairs and turn to the right to see some old guys tending a garden. Talk to one. (I chose Brother Hjar.) Raise their disposition to 80+ (just in case) and the blind priest option will tell you that the priests there, above ground, can see just fine. They raise food and whatnot for the blind priests, whose work makes them blind, and that they work in the catacombs which are very dark. But since they're blind it doesn't make a difference to them.

Inquiries about Savilla's Stone will go nowhere, no matter how high the target's disposition.

Go back to the main path you departed from. Turn left this time instead of right, and go into the teeny chapel. (You may have to pick the lock)

Turn right immediately and go up the ladder.

Talk to the monk you see there, a Brother Holger. Raise his disposition to above 80 and choose the Savilla's Stone conversational option. He'll tell you the monks in the catacombs guard it.

Now ask where the catacombs are. Follow him down the ladder and out of the chapel into the building next to all the gravestones (it's to the left when you leave the chapel). Go down the stairs and to the right once inside. Continue following him through this room, make a left at its top, and then right down a flight of stairs.

Go through the door ahead.

You'll get a quest notification that says the true guardians of the stone would not be subject to blood price and that you had better be careful. Save now.

Head forward into the room, and then turn left. Turn into the corridor on your right, and proceed along the corridor until you reach another right. Here is where I had to fight my first Blind Monk...their bodies can be looted for an Ancestor Moth Key, so make sure you kill at least one on your way.

Go straight into the large room where several monks are. Don't worry about killing them, it's fine, just might take a minute to get them all, although they don't really carry anything useful other than the key. Either way, whatever you do, proceed through the door ahead of you. Go forward and turn right. Go down the stairs and pick the lock of the door here, then go through it.

Go straight ahead and at the top right, there's a door that the keys will open. It's a room with lots of beds. This is where I met the Blind Moth Prelate, who has a Catacombs Key which you'll need.

From where you entered, make a U-turn and go down the passage there. (You'll know it's the right way because there will be a chest on your right and a wardrobe on your left) There will be a door there that the Catacombs Key will open, so go on through it.

Proceed down the corridor. It's one way, but be careful. There are trap tripwires down here! In between two tripwires, on your right, is a passage. Take it.

There's treasure in a chest (and damaging gas all around!), but once you take it the way you came in will shut. That's okay, because there is a passage to the left which you can take to get out!

Follow this corridor (be careful of a falling logs trap, and a Home Alone-style swinging-log-from-above trap) and make your first available right to be faced with another door that the Catacombs Key will open.

So this is the place. There'll be a Blind Moth Prelate guarding the stone. Kill him, but try to do so quickly (poison your weapon with a health-lowering potion, for example) because he can and will heal himself.

There's a Dark Welkynd Stone that will fire spells at you. Don't pay it any mind unless you're a lower level--maybe equip a weaker potion that will heal you over a few seconds to counteract it if you want to feel safe. Savilla's Stone is to the right of it, in a sort of holder and looking for all the world like a crystal ball! Go ahead and take it.

Go up the stairs ahead of you and turn right. Go into the corridor there and into a room with a ladder (and a chest that has a note on the Gray Cowl) that will lead you up and out.

Now fast-travel back to Bruma and go to Helvius Cecia's house.

Speak to the Gray Fox about Nocturnal's Cowl, and he'll ask how you know that it is Nocturnal's Cowl. You'll say from the note in the monastery and he will say that yes, it is. But it is cursed--he says he just told you his real name twice. That you've met before but that to you, he and the person you met are two different people.

Now talk about Savilla's Stone. Your reward is 500 gold, +2 to your infamy, and another promotion.

Monday, April 18, 2011

Orrin

Orrin, as you know, makes his home in the smithy of Castle Anvil and seems to be available during the day.

He has 1,200 gold to barter with.

Wednesday, April 13, 2011

Taking Care of Lex

This quest opens up to you after you sell 500 gold worth of stolen goods to one of the guild fences.

Have some invisibility potions or spells handy.

S'krivva will tell you that Countess Umbranox in Anvil is looking for a new Captain of the Guard, and Lex fits the bill perfectly. She'll tell you that the steward told a lie to the Countess and said that the list of candidates suitable for the job hadn't arrived yet. This is good for you, though--it'll make it easier to get things done.

Fast-travel to Anvil and find a beggar. They'll tell you for free when you ask about Dairihill that they wouldn't know, but anyone in the castle would. They also will say something about secret ways, and finish in telling you to find the blacksmith.

Go to the castle and enter.

Turn right once inside and go into the small hallway to a door marked "Smithy."

Talk to Orrin. He'll say that you must be the cat burglar he was told to expect, and to follow him, so do that.

He'll go through the opening ahead of you, and then once at its end will make a right. Then he'll turn left, towards a sort of pillar on the wall. He'll open a secret passage there that will let you bypass more guards.

Go into the secret passage and up the stairs which are all going to be on your left. Now get into sneak mode and pick the lock on the Private Quarters door. Head up more stairs that will again be on your left.

You'll see a wall with two pillars very similar to the one Orrin opened for you. SAVE NOW!

The left pillar is the switch, so activate it. The wall will fall away.

Head to your left, and move quickly. Use an invisibility potion or spell if you have it ready.

Pick the lock on the wooden door, and go inside. Shut the door behind you to avoid a random passing guard seeing you. Sneak around to the other side of the desk and look at the area just in front of the chair marked Dairihill's desk--it's like a small sliding drawer area where you'd put pens and whatnot, if you have a desk like this.

Pick the lock and take the list. Now scurry back to the tunnel you came in here from and head on out of the castle.

Find another beggar. Bribe them for 15 coins to learn he (the forger) lives near the Mages Guild. Ask about the forger again to learn this residence is also down the road from the Chapel of Dibella.

Face the Chapel and take the path that turns right--and when you hit the corner, turn left and go that way. When you pass the Mage's Guild, turn into the area there with a broken wall and a wooden gate. This is the place.

Go up the stairs and into the house. Go up the stairs and open the door to find The Stranger. This is the forger you were meant to see.

Talk to him about the quest and he'll say it'll take a day to forge the papers. After which he will expect payment in full from you. That will be 500 coins.

A day later, return with his fee. He'll tell you that Hieronymus Lex now has a glowing recommendation due to his work.

Now you have to fast-travel to the Imperial City Prison District to get an official seal from the Imperial Legion Office. When you go there, turn left and walk that way. It's the first door on your left.

Even if you do it in the LATE evening, have invisibility potions/spells ready. You never know when a guard might surprise you walking in. I did this about 1 am and had a guard standing behind me as I prepared to pick the door's lock. I ended up having to use Moonshadow (a once a day 60 second invisibility spell that Bards get right away) just so he wouldn't see me. (As a note, Moonshadow wears off if you pick a lock or pick something up, but it doesn't wear off until AFTER the lock is picked, so it's safe for this purpose)

Pick the lock and go inside. Turn to your right, where there is a Wooden Door. Pick its lock as well.

There's a desk in front of you much like Dairihill's desk. On top of the desk to the left, just behind a silver goblet, is the Imperial Seal we need. Press space to get the quest notification that the seal has been applied.

Now you have to deliver the forged list to Countess Umbranox herself.

Fast-travel to Castle Anvil and go in the doors, going straight until you see the Countess herself on her little throne. Talk to her and select the New Guard Captain conversational option.

She'll say that normally handling missives such as this are Dairihill's work, but will make no issue of it. She'll say that Dairihill will tip you (honestly, it is only 20 gold and not much worth the hassle of locating him) and that she was close to giving the position to a cousin of Dairihill.

Now you get the supreme joy of going and telling Hieronymus Lex the wonderful news. (Even the quest information that tracks your progress says 'The look on his face should be priceless.')

Fast-travel to the Imperial City Waterfront. Turn right and keep going until you see the sign of the Bloated Float, which is basically a tavern in a ship. Go inside.

Speak to Lex and tell him about his reassignment. He'll of course blame the Gray Fox and add that he hopes fate will deliver the Gray Fox to him in Anvil. (Ha, ha.)

All that's left to do is to go back to S'krivva. Your reward is 1,000 gold, +2 infamy, and another promotion. You can now also use...tada, ORRIN!...as a fence. Yup, Orrin, who was such a big help to us.

S'krivva will tell you now if you inquire about special jobs that you're now of a level that the Gray Fox himself will send for you if he has need of you. Yes, that is correct, your new Doyen is the guild leader himself!

Tuesday, April 5, 2011

BSOD and Japan

My computer recently BSOD'd (Blue Screen of Death) me. No worries, however--I live with someone who also has a copy of not only just Oblivion, but Knights of the Nine and Shivering Isles. I just have to train myself up so I can get the Skeleton Key again (for now, I'm buying lockpicks en masse...) ...because, quite frankly, it makes just about every quest involving a cave or locked chest or locked door a heck of a lot easier.

In other words, I've noticed in my views that I have a few from Japan. I hope you all over there are doing well. :)

Sunday, April 3, 2011

Lost Histories

This quest becomes open to you once you have sold at least 400 gold of stolen goods to one of the guild's fences.

Get an invisibility potion or spell, and a potion of Cure Disease.

She'll tell you that the Gray Fox wants a book called "Lost Histories" and that a fellow guild member, Theranis, was already sent to Skingrad to retrieve it--but he hasn't been seen since that time. Well, that's not good.

Fast-travel to Castle Skingrad and go to the dungeon. The guard apparently won't be bribed, but that's okay. Use the invisibility potion/spell and sneak to the right and around the guard. Pick the lock and go through the door.

When you get down to the jail cells, talk to "Larthjar" after getting his disposition up to at least 70 and promising to free him to learn that a "pale lady" has been stealing prisoners. He'll also say that Theranis was taken from the cells a few days earlier.

Now follow the blood trail to the wall, and look to the right to see a set of unlit candles. It's a switch. Activate it and go through the door (be sure to look to your right after entering the door to find another switch that recloses the door).

When you hit a fork, take the left, because the right side is barred. When you come to the end of the hall, there's a switch on the left that opens the wall.

Take the second right, down the ramp. Look for more bloodstains in front of the middle barrel.

Go to the barrel on the right. Standing in front of it, you should look to your left at the pillar, for another set of unlit candles. Seeing a theme here?

Activating it opens the middle barrel. Head on down, and continue to follow the blood path to a very disturbing... "workshop" that has bottles of human blood sitting around. I guess we know about the pale lady's true nature now, huh?

She'll attack. Try to kill her quickly or else you may contract porphyric hemophilia--the vampire's disease. Wait until she's dead to use your Potion of Cure Disease, if you happened to contract the disease. Loot her body for some castle keys.

Look around for Theranis's body and use the space bar to check it. You'll get a quest update and learn that Amusei must be the captured Argonian that was spoken of previously.

After some discussion he'll join you in sneak mode.

I had a LOT of trouble with leading him back, because most of the time I would be halfway across a room before he'd come through a door--thereby getting us both caught.

I figured out a way around this, though.

Go into sneak mode and walk behind Amusei.

Press space and go into the Pickpocket mode...but go down to the bottom of the screen where there are two pictures of bags at the bottom of the screen. Click the left bag--this puts you into reverse-steal mode where you are actually giving them something instead of stealing.

Click on the Skingrad Castle Key that you will have looted from the Pale Lady to give it to Amusei.

Now head back into the Wine Cellar with him. Head straight and turn right when you hit a fork and go through the dining hall door. Go up the stairs and turn right, into the hallway. Save here--because this next area is where you are most likely to be caught.

Proceed into the room and to the right. At the top right corner of the room is a very short corridor/alcove with a door. Go through it.

There will be stairs. Go down them and head out the gate marked the West Weald. Go across the bridge, and then down the path. Once you've gone down it enough (be sure to stay on the gray area that goes through the land like a sidewalk, almots), you'll get a quest notification that will tell you that you've escaped.

Amusei will talk to you. Ask about the book and he'll tell you that it's behind Nerestarel's house. Under a bush, and near a well!

Go on down into town.

When you pass a "building" with a door marked Guard House, turn right and continue your path, but stay against the wall. Follow it.

The book will be just past the well, at this point:



Take it and go back to S'krivva. You'll earn 400 gold, get a promotion, and will get +2 to your infamy.

Saturday, April 2, 2011

Luciana Galena

Luciana Galena lives in Bravil, here:






She is in her house from about 2 am to 8 am, but is available for bartering just about any time she's inside a building--she will NOT be offering fence services while she is outside.

She is also a trainer of Light Armor.

Thursday, March 31, 2011

Misdirection

This quest will open up when you have sold 300 gold worth of stolen goods to one of the fences.

Talk to S'krivva, who says that she has a new job for you. Apparently, Hieronymus Lex is still causing the Waterfront trouble, as he's moved extra troops into the area. Armand won't show up, etc. She tells you that she wants you to help to do something about this; that you need to go find Methredhel.

Fast-travel to the Talos Plaza district and go to this house (Dynari Amnis):



Methredhel is in here.




Go in and speak to her. She'll tell you that a plan has been formulated to deal with Lex--and your part in this whole thing is to steal Hromir's Icestaff. It belongs to Archmage Traven.

NOTE: If you are a high enough rank in the Mages Guild, this mission will become significantly easier. If you are the Archmage, this mission will be an absolute cakewalk (no lie), since the staff would be officially yours and you would just have to walk into "your" room and pick up "your" staff.

Make sure that it's at least midnight, fast-travel to the Arcane University and enter the building in front of you.

It goes without saying that you should be in sneak mode.

Turn right when you enter, and utilize the portal on the ground. When you reach the next floor there may occasionally be someone walking around it--so you may have to go back to the first floor and wait for a moment or two, then go back to see if he's moved in such a way that you can sneak past him.

Anyway, if you sneak past him, the portal to the Arch-mage's quarters is to the right of the one you appeared on.

The staff will be on the set of drawers in front of the bed. Pick it up and then head on back down and give the staff to Methredhel.

She tells you once you hand it over to go and check on Lex, who will be in the Waterfront district.

Go over to the Waterfront, find Lex, and stand near him (go into sneak mode if necessary) and wait until he leaves and if you like, pick up the Note from Raminus Polus that will appear on the ground...as it was thrown away.

Go back to Methredhel, and tell her what happened. She'll tell you that you have to return the staff, but the Arcane University is far too well-guarded for you to return it there now.

Instead, she wants you to put it in Ontus Vanin's house. He also lives in the Talos Plaza, here:






Try and break in at about 6 am, as Ontus keeps odd sleeping hours. Go up the stairs and into the room on the second floor. Turn right when you enter the room to see a chest on the far side of the room. Put the staff in there.

Now, go back to S'krivva. Your reward is 300 gold, a promotion, +2 infamy, and access to a new fence, Luciana Galena of Bravil!

Ahdarji's Heirloom

The next quest is available once you have sold 200 gold worth of stolen goods to the guild fences. Be sure to buy a single lockpick as well, you will need it for this quest.

It would also be EXTREMELY HANDY if you have already done the Skeleton Key quest and have the item. It makes this and all other Thieves Guild quests much, much easier. Just look further back in my guide for how to get it. It would also be handy to have an invisibility potion or spell.

Ask Armand Christophe about special jobs to get redirected to S'krivva of Bravil. Go find S'krivva, and she'll tell you that a widow named Ahdarji has had her ring stolen by someone. She'll also say that the guild frowns on "independent thievery" and that she wants you to help the poor widow and get the ring back.

Agree, and fast-travel to Leyawiin. You can find and talk to Ahdarji by finding and bribing a beggar, or like me, run across her at random. She will tell you that she'd like it if the thief, Amusei, was killed. When you tell her that guild rules prohibit killing, she'll say that if you can't do that, that she'd at least like him to suffer.

Bribe any beggar in Leyawiin to find out that Amusei tried to swindle the Countess and has been jailed. He'll be found in the castle dungeon.

Fast-travel to the castle, and ascend the stairs at the other end of the room.

At the top of the stairs, before the next room, is a small room. Take a right and go down the stairs to the dungeon door.

Go down the stairs and turn right. Sneak behind the guard and then sneak around the corner to the stairs. If your sneak skill is high enough you won't be seen. Then head down and take the second left down to the dungeon door.

Pick the lock and go on in. Amusei is in the last cell on the right side of the room. Speak to him and offer him a lockpick. He'll tell you that the ring was stolen from the Countess of Leyawiin, and he was told as much from a fence who said it was too hot to be bought. He tried to sell it back to the Countess but he was caught and sent to jail.

You'll have to sneak into the castle, what fun!

Go back to the guard that you were sneaking past, and finagle his disposition up to at least 80. He'll tell you that the Countess is away from the 15th-17th from the month, that she's relieved to have it back, and so on.

Go back upstairs now, and instead of going out the way you came into the castle, turn right and go into the throne room area.

If it's late at night, you will have to wait.

Hlidara will descend the stairs around 9:30 am, so go speak to her in the throne room area then. Get her disposition up to at least 70 and she will tell you that the Countess takes the ring off for baths and sleeping.

You CAN go up the stairs and pick the lock of the Private Quarters door, but this way that I am about to detail will put you towards a path upon which you are less likely to encounter guards.

Now look behind and to the right of the throne room for the door to the basement. Go through this door and down the stairs, to a small room.

Look for the short barrel that is beneath a torch at the end of the room. It has a lever in it which you should activate. Once you go inside the door that opens up, activate the switch that is just inside to close the door behind you.

Go up the stairs and pick the lock of the door to get into a rather...disturbing room. Turn to the right (there are some weapons on some tables in the room and in some chests if you want loot), go down the hallway and enter that door.

There's a lever in front of you, so activate it and enter the room. There doesn't seem to be anything of value in the area, so turn left and head up the stairs. Go up all the flights and save before you open the Wooden Door.

There is a guard patrolling this next area, so be VERY careful. If you have an invisibility potion or spell, now would be a good time to use it. Once in the room, turn left and sneak, very carefully, up the stairs. Pick the lock, and sneak into the room (be sure to shut the door behind you or the guard may see you). Go to the other side of the bed where the Count is sleeping; the jewelry box is on that side. Pick its lock and take that ring, a brass ring, and something called Divining the Elder Scrolls.

Go back the way you came, through all the secret passages.

When you leave the castle, go straight and through a sort of castle archway. Turn to the first large house on your right. Wait until about 8:30-9 to be able to go into the house without having to break in.

First tell her that Amusei tried to sell the ring back to the Countess, and then go back again and hand the ring back. This will get you 200 gold instead of the 100 that you would have gotten if you'd only given her the ring back.

Now go back to S'krivva. She will reward you with another 200 gold, +2 to your infamy, and a promotion.

Wednesday, March 30, 2011

S'krivva (New Doyen)

Move your map to Bravil.

This is where S'krivva's house is:



If she's not in her house, she will sometimes be in the lodge, which is the only building on the right when you cross the bridge at the other end of town.

She will hand out quests from the lodge as well as her house, so feel free to go see her there at the lodge, or at her house.

Fence (Dar Jee)

Dar Jee is, as I said in the last post, in Leyawiin. Here is the exact location:



He seems to hold "first shift" hours, from around 7 a.m. to around 4 pm. He'll also wander around town and, for some odd reason, do the fencing WHILE HE'S OUT.

It's weird.

Tuesday, March 29, 2011

The Elven Maiden

This is a quest you will get after you have sold 100 gold worth of stolen goods to Ongar. Once you're able, go back to Armand Christophe and inquire about another special job.

He'll tell you that the guild has received a request to obtain a bust of the late countess of Cheydinhal.

Find a beggar in Cheydinhal and get their disposition at 70 or over. Then ask about it--expect to pay them for the information, of course.

The beggar will tell you that the Count commissioned the bust and that it's near her tomb in the chapel undercroft. There's also a guard posted, and there's something about the area possibly being haunted.

So go into the chapel, and head down the stairs and turn right once you reach the bottom. Pick the lock of that and immediately go into sneak mode once you are on the other side. It would also be a good idea to save.

Keep to your immediate left--to the opening on the left--and sneak past the guard. A ghost will appear, but I don't believe it will attack you. I walked past it and didn't suffer any HP loss, so I believe it's a safe assumption.

Anyway, fast-travel back to the Imperial City Waterfront.

When you start to head towards the meeting place, you'll notice a bunch of guards running around and you'll get a quest notification that the area's crawling with guards looking for Armand, and that he isn't going to show. It'll prompt you to go find another member of the Thieves Guild, so go find Methredhel in her house.

She'll tell you that there was no person who commissioned the guild to get the bust; it was set up to out an informant. It's someone named Myvryna Arano. Your job is to plant the bust in Myvryna's house and tell Lex that SHE did it.

So leave Methredhel's house.

Turn to your right and go into the house right next to Methredhel's. You'll have to be very careful picking the lock because of all the guards. The cupboard is on the right side of the room, near her bed. All you have to do is press the spacebar when you're near enough to the cupboard and the quest notification will pop up that the Bust is now in the cupboard and you can go tell Lex now.

He'll be walking around the waterfront, so just find him via the green quest marker that will appear on your minor map.

Get his disposition to at least 75 and then tell him.

Follow him to Myvryna's house and watch the ensuing little "argument." After it's done, you'll get a quest notification to wait until the NEXT midnight to turn in the bust.

So go to the "garden" and then wait until the next midnight. Turn the quest in.

Your reward is 100 gold, +2 to your infamy, a promotion, and access to another guild fence, Dar Jee of Leyawiin. You also don't report to Armand anymore. If you question him about special jobs, he will direct you to S'krivva in Bravil.

Monday, March 28, 2011

Tax Problems

This is the first quest you will get from the Thieves Guild and it will come after you have sold 50 gold worth of stolen goods to Ongar.

Go back to meet Armand Christophe and choose the 'special jobs' option. He'll tell you about a problem that has cropped up with Hieronymus Lex. Apparently, he decided to go ahead and tax the poor on the waterfront--even though the taxes have barely covered the cost of collection!

Armand says it's your job to go and get the tax collection back.

Go find some beggar, and as usual, get his or her disposition above 70 so you can learn that Lex has a room on the top of the southern watchtower. This is in the Temple District.

So, fast-travel to the Temple District and once you are there turn to your IMMEDIATE right. There is a thin pathway there that leads to the South Watchtower.

Now, this place is full of guards practically all the time, so it's a given that it's going to be hard to get through safely, and also a given that you NEED TO SNEAK. So, here's what you do. Wait until at least midnight, and once inside--go up the ladder marked "Barracks."

Then you go up the ladder to your left. The (locked) desk to your immediate right has the tax collection in it. Pick the lock and take the money, then get the heck out of there! (Or if you're into alchemy like I am, steal the food in the room first)

Head on back to Armand Christophe to turn in the quest. He'll tell you that you can keep the gold.

Other than that, and a promotion to Footpad, you don't get anything but 2 infamy points.

Sunday, March 27, 2011

Fence (Ongar, the World-Weary)

Ongar is the first fence you will have access to. If you're not aware, a "fence" is someone you can sell stolen goods to.

He generally is in his house in Bruma (sleeping, of course) at 2pm in the afternoon, so you can go to him then.

Face the church in Bruma head on, and take the right path. Ongar's house is the only one on the left side and is about halfway up the path.

Selling to him opens up the quest Independent Thievery. New Thieves Guild quests are opened this way--the levels are 50 gold of stolen things sold, 100, 200, 300, 400, 500, 600, 700, 800, 1000.

Other fences will open up to you as you go through these missions, but Ongar is the only one that you have access to for now.

Getting into the Thieves Guild

Talk to any ordinary citizen in Cyrodiil (though sticking to one in the Imperial City is wisest) after looking at a Gray Fox poster, and they'll tell you that the beggars are the eyes and ears of the Gray Fox. Then, go find a beggar and use speechcraft to get their disposition over 70. Say you want to work with the Gray Fox.

The meeting place is the Garden of Dareloth. It's this location on the waterfront:



Wait until midnight, and Armand Christophe (guy with a torch in one hand you can't miss him!) will show up. You should get his disposition at 70+ before talking to him.

There'll be a quest between three others and you to join the guild. The task is to steal the diary of Amantius Allectus, and you can talk to a beggar (expect to raise disposition to 70+ and to pay gold, too) and get an exact location if you like.

Go to the Temple District, and go to this point:



When you break into the house, turn right and look for a chair and a desk underneath a tapestry that's hung on the wall. The desk has the diary. If it's not there (it should be if you move quickly enough), the fellow thief, Methredhel, got to it first. Go back to the waterfront.

Her house is right next to the abandoned shack, which is in front of the Garden of Dareloth.

I broke in at about 10:50, so early-morning seems to be a good time to go in. When I went in there were only two people there and they were both asleep. To your immediate left when you go into the one-room house is Methredhel's chest, which'll have the diary. Pick the lock (be sure everyone's asleep, of course, so you don't get caught) and take the diary.

Now you just wait in the Garden until midnight rolls around again, and turn the diary in. Congratulations, you're now in the Thieves Guild!

To the Capital! **SPOILERS**

If, like I did, you told Martin to stay there (so you could go sell some of the items you found in Paradise, and store others like the weapons or robe in your house--if you have a house, that is), and you come back to not find him there in the same place, don't panic.

Look in the stable, which is to your almost immediate right when you exit the temple doors.

Tell him to follow you and then fast-travel to the Imperial City Palace. Go on through the door marked Elder Council Chambers, and up to Chancellor Ocato. Wait while Martin talks to him.

After a few formalities, a guard will rush up and say that Oblivion gates have opened and daedra are overrunning the city. Martin will say that he needs to get to the temple of the One.

When you leave the temple, turn left. You'll be fighting more enemies as you follow Martin, so be prepared for just about anything. You'll be lead down the stairs and then after some more enemies you'll have to head through a line of gravestones. Just keep following him up to and through the door marked Temple District.


***WARNING***

This next area is chock-full of enemies and your computer WILL be lagging horribly. You should probably shut other programs off during your playthrough of this area.

***END WARNING***

No matter what you do, Mehrunes Dagon will show up. Martin will approach you and say that it's too late, that lighting the Dragonfires will no longer help. You can suggest sending him back to Oblivion.

Martin says that no mortal weapons can harm Dagon, but you can suggest the Amulet itself. He'll say that though it's filled with divine power, it wasn't intended as a weapon, but...perhaps something can be done with it.

Now you just have to get into the temple.

Go just behind Mehrunes Dagon to find the door into the Temple of the One. Go inside and prepare for a great shock. Here's just a little bit of it:



Now...now you just wait.

Ocato will come back and you'll talk briefly before he says you're going to receive some Imperial Dragon Armor, and you'll be able to find it at the Imperial Legion Compound. Normally only emperors wear it, but he says you deserve no less. It'll take two weeks to finish.

Now, you've finished the main storyline, but this is NOT THE END! There are absolute oodles of sidequests.

Saturday, March 26, 2011

Camoran's Paradise

Go back to Cloud Ruler Temple, and talk to Martin. After some other stuff, he'll say that when he opens the portal, it'll close behind you and you'll have to find another way out.

Then he'll say that Camoran is the anchor to the Paradise, just as a Sigil Stone anchors an Oblivion gate. So that's how you get home; you have to kill Camoran. If you're sure you're prepared--IE if you have enough healing potions and such with you, go ahead and tell him you're ready.

Follow the path straight-ahead, and ignore the taunting voice, that's just Camoran being...well, Camoran.

Head on own until you reach a certain point just before you hit the bridge. This point:



Face in the direction shown. You'll see a guy walking around--approach if you like, talk if you like, he won't hurt you.

He'll tell you that he's one of the people who died in Mankar Camoran's service. As promised, he is now immortal. But he and the others are...well, I'll let you find that part out. Anyway, he'll go on to say that there's something called the Forbidden Grotto, which only some people can get into. He'll say that you have to have a Band of the Chosen.

From the blue flowers ("Mana Blooms") behind the guy, you'll harvest Lichor, an alchemy ingredient with only one "effect"...Restore Magicka. From the purple ones, Ambrosia. This also has only one effect, but this one is Restore Health. Pick them all, they will come in handy later on.

Head on down the path and across the bridge. And just keep following the path. You may come across a few atronachs, but just keep going. When the path divides, take the right one.

Keep going until you hit a fork in the road and take the right path. You'll meet a daedra.

Who will likely shock you with his respect. He'll say that the swift retribution that you showed in Kvatch to his kind earned you, well, lots of respect from him and his kind. Tell him you're seeking Mankar Camoran.

Then you cycle through the options and you have the option to do some tasks for him, or battle him. Choose battle. Kill him, and loot his body for a Bands of the Chosen which you should immediately equip, Purging Flame (a sword that weighs 48 but causes 1 fire damage for 15 seconds), and 3 Strong Potions. 1 of Absorption, 1 of Frost Shield, and 1 of Sorcery. There's also a Weak Potion of Frost Shield.

Head across the bridge, ignoring more taunts, and through the door marked The Flooded Grotto.

Turn right once inside, and keep going. Climb the stone "stairs" and proceed around and to your left. Keep going until you see a door with a glowing red symbol. This is the door to the Forbidden Grotto, so enter it.

Proceed down and to your left, across a thin bridge. Turn left and go through an opening where you'll be approached by a Mythic Dawn agent.

Tell him you're here to kill Camoran and he'll offer to help you. Ask him why he would help you, and he'll talk about how he was at Kvatch, and he has become regretful for what he's done. Blah blah blah. Then ask how he can help you.

He'll say no one wearing the bands can leave the Grotto, and that he can remove them for you. He said that an overseer will be coming to check on him, that you need to play along.

Get in the cage as instructed. Now you just wait--until the cage goes down, and then back up. Now turn around and exit out the other side of the cage. Turn right when you exit and proceed through a cave entrance that'll be at the end and on your left.

Go into it and when you hit a fork, turn left and go that way. Keep going until you reach a room, and kill the various daedra you find. Loot Orthe's body for his key, and then look for Eldamil. If he died (which he probably will), go back to that first fork just beyond the room where you almost met a fiery lava death. Take the right instead and cross the thin stone bridge to find another door marked the Forbidden Grotto.

Proceed through the passage and into a room where you're greeted by...Eldamil. Well, he is immortal after all. He'll free you from the Bands, and then offer to come with you to help you kill Camoran. Proceed to the passage on the right side of the room, and about halfway down that and on your left you'll find another passage. Take it, and you'll be in a room with another thin bridge over lava. (Don't fall in the lava.)
Proceed over the bridge and through the passage to the left.

Proceed right at the first opportunity, through a large room, then through a tunnel at the top left of this room. Once in the room, proceed up the stone "steps" and to your right to find two "the Punished." The right one has 53 gold, while the left one has a Potion of Healing and a Weak Potion of Healing.

Turn immediately left from the two "Punished" and go through that passage. At the end of this will be a door marked Paradise. Go through it.

To your almost-immediate-left, you'll find more Mana Blooms, so grab them, and then proceed up the stairs. Once you reach the top, turn right. You will be greeted in this area by Ruma Cameron, who will say that her father wishes to welcome you.

Follow her through the door marked Carac Agaialor.

You'll see Mankar Camoran on a throne of sorts. Speak to him to hear him say, in essence, that you came for the Amulet, so take it back!

Do so. You'll end up having to kill his two kids, too, of course.

Kill Raven and loot his body for a Grand Ring of Shock Shield (Shock Shield 10%).

Kill Ruma and loot her body for a Greater Staff of Fire (80 points damage over 1 second).

Kill Mankar and loot his body for the Amulet of Kings, his staff (Shock damage 5, disintegrate armor 10), and his robe (spell absorption 17 points, reflect damage 9%). Now just wait.

Once Mankar is dead, the area will go fuzzy and you'll appear back in Cloud Ruler Temple. Give the Amulet to Martin and tell him to put it on.

Martin says after some conversation that you must go to the Imperial City with him to see the Elder Council.

Thursday, March 24, 2011

Great Sigil Stone

A Great Sigil Stone.

The only catch is that it comes from a Great Gate, like the one opened outside Kvatch.

This is where all the Aid for Bruma quests come in handy. Completion of those sends one or two soldiers per city to Bruma. If you haven't done the quests already, do them now, for at least three cities.

After explanation of all of this, Martin asks you to talk to the Countess of Bruma and to tell her to meet him in the Chapel for a council.

Go speak to her, cycle through all the options, and then head towards the chapel.

When you get inside, wait for the Countess and Martin to finish speaking.

Speak to Martin to learn that three lesser gates must be opened before a Great Gate can be opened. Then talk to the Countess and tell her the time for battle is now.

Leave Bruma from the East gate, and stand with the soldiers just waiting.

If you stand there too long, go inside Bruma (the city) and then right back out--that should fix it. When Martin and some other soldiers get outside, follow them down the path and to a circular area.

What you're going to be doing here is fighting a heckuva lot of monsters. They'll pour out of the first gate, and your job is to help to kill them all and to make sure that Martin doesn't die.

While you're fighting these enemies, you'll receive notices like "the second Oblivion gate has been opened." Just keep fighting until the Great Gate opens.

Also, make sure you loot the bodies of the enemies if they have things that you want to loot (like the Spider Daedra, who carries Silk and Venin, which are valuable alchemy ingredients), as they will disappear. They may not all do so, but I noticed a few bodies disappearing before I could loot them, so it's just as a preventative measure to help you that I say this. :)

You have about 15 minutes to complete this mission.

Assuming that this gate is NOT randomly generated, go just inside the gate that opens once you enter the realm of Oblivion from the Great Gate. There should be a door at the bottom of each tower on either side of you. Go in the right one, though, like I did.

Your goal is to get to one of the bridges that are in front of you, just beyond the second set of towers. So go in the right tower, and flip the switch and ride the Corpse Masher up.

Then go up the ramp and exit through that door. Go straight across, and through that door. Turn right once inside, and exit through that door. Go straight across through that door, and go down the ramp, exiting through the door there.

Save IMMEDIATELY. You can jump across the gap here, but it's very tricky and you will probably have to do it more than once.

Head up the left path until you find a tower door marked "World Breaker Guard." Go into the door and all the way up, activating the Gate Control switch. Now hurry back down across the bridge which the tower's door faces.

If you have time, loot the bodies of the dremora here, they have some good loot.

Head into the tower that's about halfway down the bridge. From here, you know what to do, as most of these Sigil Stone Fortresses (what I call the one tower in each Oblivion gate that houses the Sigil Stone) are all just about the same.

Loot the sigil key from the Sigil Keeper--he'll spawn near the door to the north of the room. It's the door you need to get through. So once you have the key after he's dead, go on through that door.

Head through the door that is at the top left of the room. Then just head on up the ramp in the room. Then into the door marked Sigilum Sanguis. Make an immediate right into the first door-opening you see, and continued to head on up.

Grab the Great Sigil Stone and wait.

Go talk to Martin when you get out of the gate. He'll say that a great victory was won, and that he now has what he needs to make a portal to Camoran's Paradise so that you can get the Amulet Of Kings.