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.

Tuesday, March 22, 2011

Great Welkynd Stone

After talking a bit, Martin will tell you that the next item he needs is a Great Welkynd Stone.

He says you can find it in Miscarcand, an Ayleid ruin. (Hooray...more zombies and goblins!)

Bring up your map and move it between Kvatch and Skingrad.



So there you go.

Once you get there, go down the small winding staircase and through the door. Go down and to the right. Keep going, past a small overlook into a larger room, and once you hit a wall, turn right. Once you get past some zombies, you'll get down the stairs and into the room, where you'll find some welkynd stones. Not the one we want, but small ones.

These babies will completely refill your magicka, so pick them up. They could come in very handy during an emergency.

Once you pick these up, head back up the stairs and go straight down that corridor and through a gate-door.

There'll be an Iron Gate on your right before you enter the gate-door, but you need to push a switch to open it (I.E., it's operated remotely) so just proceed through the gate-door in front of you.

You'll proceed over a bridge and to another Iron Gate that is operated remotely, so jump off the right side of the bridge. There's only one opening on the right side, so go on through it.



These are the switches that open the Iron Gates. So whenever you see one in an Ayleid ruin like this, PRESS IT. It's just a good idea. It just opens up the Iron Gate at the top of the stairs to your left, so perhaps we've got to look for another switch?

Note: I went back and hit the same switch again, and that opened the Iron Gate at the end of the bridge. Looks like I might have just hit a glitch or something.

Once you get past the Iron Gate, go through the door marked Sel Vanua.

Head down the stairs.

When you get into the room, turn to your immediate left and press the switch. Then kill the enemies in the room.

Once that's done, go through the door straight across from the entrance, and head down the stairs to the left.

Head across the bridge, and through a Gate. Turn right and find an Ayleid Chest with a dispel potion. Turn right again and head down the passage. A little ways into the hallway at the bottom of the room, there's another switch, so activate it.

Now turn right into the large room.

Head straight across and through the only door in that direction, marked Morimath. Keep walking and when you reach a wall, turn left, and go on around. When you go through a gate, look to your immediate left. There will be a cask with 33 gold in it. In the Ayleid chest to your right there a cask with a Potion of Cure Disease and a Weak Potion of Sorcery.

Head down the passage and to the left. Here you'll find the Great Welkynd Stone. Turn back around to find yourself being attacked by the King of Miscarcand. Kill him and then loot his body for a Miscarcand Key and a Staff of Diminishing.

Here are its stats:

Drain Agility for 5 points for 30 seconds
Drain Endurance for 5 points for 30 seconds
Drain Intelligence for 5 points for 30 seconds
Drain Personality for 5 points for 30 seconds
Drain Speed for 5 points for 30 seconds
Drain Strength for 5 points for 30 seconds
Drain Willpower for 5 points for 30 seconds.

Very, VERY handy stuff!

This doesn't come up when you loot his body, you have to direct your gaze to the staff which is attached to his back. It's a little hard to do, but the staff is well worth the difficulty.

So now, go straight back until you get into a room with a cask. It has a Strong Potion of Chameleon and an Orcish Shield.

Turn right to see a room with two more casks. The one to the right is marked as a Reliquary, and has a Greater Staff of Ruin, a Grand Soul Gem, and 300 gold! The left has a sorcery potion and a charisma potion. Turn to the left of the FIRST cask (the lone one) in the room and go through the door. Follow the path through to a door marked "Miscarcand."

In front of you in this room, there's a switch. Stand on it and the stone will fall away in front of you and make and opening. Go straight through and follow the path out.

When you return to Martin, he says you need only one item more...an "opposite" to the Great Welkynd Stone.

Monday, March 21, 2011

Blood of the Divines/Sancre Tor

Fast-travel back to Cloud Ruler Temple and speak to Martin. He'll tell you that the next item needed for the ritual is the blood of a Divine. Because Divines don't have artifacts and they don't manifest themselves in the world, they don't have much.

The mystery is solved in the blood of Tiber Septim, who became a Divine himself. It will be obtained from his armor.

Only the Blades know this, apparently. Jauffre will be able to tell you more about this.

So go find Jauffre.

He'll tell you that the armor is in the tomb of Tiber Septim, Sancre Tor.

Open up your map and move it north of Chorrol.



So fast-travel to Chorrol and head north. Just as a warning, you're going to see a lot of "dead" enemies...skeletons and ghosts and such. This is a tomb after all.

When you get into Sancre Tor, check near the first skeleton (an unanimated one) for a Dagger of Sparks. It's a weak weapon, but as a weapon with a magic effect, it can harm the ghosts. Head down the corridor, and open the wooden door at the end of it. Enter and make your way around (check next to a statue for a chest with 29 gold) and down the stairs. At the left of the bottom of the stairs--past a dart trap--is a chest with 30 gold.

There's another Old Wooden Door down here, so go through it. At the end of this corridor there's a lever, so activate it.

That'll lift the prison-type door so you can go through. When you go through a second door, you're in a very misty room. At this point, switch to a more powerful weapon--you'll thank me later. Go around the corners and up the stairs to find...a glowy skeleton.

Turns out, once you kill him, that he was once a blade. There's also something an Underking who's no longer there, and something about Tiber Septim. I won't spoil it all for you. Make sure you loot the skeleton for an Amulet of the Ansei, which fortifies block 8 points.

There's a chest in the corner with 30 gold and a flawed emerald, so grab it before going through the "opening" nearby. The first chest you see in the corridor will be on your right and will have a Potion of Healing. The next, on your left, will have 30 gold and a repair hammer.

Now turn around and head across the bridge, and through the door marked Sancre Tor Entry Hall.

Head down into the circular room and to your right, through the door marked Hall of Judgment. Once through the door, head into the right corridor. When you get to a room, go down the stairs and to your left, through an open door.

Keep going until you see a chest that has a Silver Ruby Ring, a Touch of Rage, 36 gold, and a Repair hammer. Keep going (if you were using the dagger because of the ghosts, switch back to another weapon) until you get down the stairs and come face-to-face with another glowy skeleton/dead Blade.

Loot his skeleton for Mishaxi's Cleaver, a weapon which disintegrates armor 40 points on strike. It's a 7 damage, too, so very handy.

To one side of the room there's a little alcove with two chests. The right one (locked) will have 7 Dwarven arrows and 26 gold, while the left one will have a Strong Potion of Healing.

Leave the alcove, go back up the stairs and through the passages to the door marked Sancre Tor Entry Hall.

Once back in the circular room, take a left, and go through the second door to your left. It'll be marked Sancre Tor, Prison.

Go down the hall and activate the lever to raise the door. Then proceed to the right and up the stairs, until you see a skeleton. This is Warden Kastav, whom you need to kill so you can loot his body for a key. There's also a chest next to the door he's next to which contains a Strong Potion of Dispel.

The key you just looted opens that door, so go on through. The cell to the right has a Silver Sapphire Ring, and some gold. Now leave the cell and proceed on down the hallway.

A little ways down there is another cell on your left. There's 39 gold in the chest in front of it. Take the right, and go straight down to get a flawed topaz and 23 gold. Leave this cell and go right. Go straight all the way down and into another cell. There's a chest with more gold.

Once you step out of that cell, take a right, and once in the room, take a right and go down the stairs. Then go right again into the cell where another Undead Blade is.

Kill him, and look around his body for his shield. It weighs 16 with a defense of 5. If you want, you can also loot his katana, which weighs 18 with a damage of 7. There's also a jail cell there with a chest that has 29 gold.

Head on back to the Entry Hall. Go into the Hall of Judgment Door, and this time, take a left. At the end of the hallway next to the door, there's a chest with a flawed topaz and 33 gold.

Take the door marked -- Sancre Tor, Catacombs.

At the bottom of the stairs is another Undead Blade, who carries Northwind--a katana that deals frost damage. Go up the stairs in front of you, and take a right. At the end of that short hallway, there's a chest with a Glass War Axe, Weak Potion of Health, Mort Flesh, and some gold.

Then head on back to the Entry Hall.

Head on into the door marked Tomb of the Reman Emperors. Wait while the dead Blades do their thing, and then head forward to get the armor.

Now leave, and fast-travel back to Cloud Ruler Temple and turn the armor in to Martin.

Sunday, March 20, 2011

The Skeleton Key

By now, you should be level 10. Finally, you're of high enough a level to begin the Skeleton Key quest.

So without further delay, fast-travel to Leyawiin's North East gate, and leave the city. Go up the path, and continue going up the path until you reach this point:



No offering is required, just talk to the statue.

Nocturnal will say that her Eye (no doubt a gem) was stolen by two Argonians in the city that spans the water--Leyawiin. So fast-travel back to Leyawiin.

Find Betto Plotius (he wanders about--I found him in the inn, though), and use speechcraft. Get the number up as high as possible. Exhaust all conversational options to learn that Weebam-Na and Bejeen have been bragging about some jewel they have. Might this be our Eye?

Perhaps.



This is Weebam Na's house. After you talk to them and exhaust all conversational options, get into sneak mode and wait until later at night (past 11 or 12, I believe, sometimes it can take longer). Wait in the entrance hallway, towards the end of it--not next to the door but hugging the wall on the opposite side of the bed.

You will probably be waiting a LONG, LONG time. You may have to wait until the next day (with the T key, not as in sit there waiting). Several times. If it doesn't work after a day or two, quickly exit the house and sneak back in.

After a while you'll hear Weebam-Na say it's in Tidewater Cave. Leave the house, and open up your world map. Move it just a little southeast of Leyawiin.



Well, that's a little bit of a walk, but no problem for us! Even though there will be enemies in the cave.

When you enter the cave, take the left path. And another left at the end of that corridor. And another one--basically, a giant U-turn. You will have to swim underwater, so either be quick, or have a water-breathing potion available. There's also a chest, so you should probably make two trips.

When you get the Eye, leave the cave and fast-travel back to Nocturnal's shrine. She will thank you and you will get the Skeleton Key. It is an UNBREAKABLE LOCKPICK. So no matter how crappy your security skill is, you can spam auto-attempt with this baby and you will ALWAYS get in. It might take you a while, but you will always get in.

Saturday, March 19, 2011

After the Gate

Go back to Jauffre once you close the gate. He'll congratulate you and then suggest that you go to all the other counts and countesses of the various cities to get aid for Bruma.

This will involve more randomly generated gates which I unfortunately cannot render aid for.

Thursday, March 17, 2011

Daedric Artifact - Azura's Star

When you talk to Martin, he will say he's deciphered part of the ritual to open a portal to Camoran's Paradise. It apparently mentioned four items needed, but the only one he's been able to decipher so far is the 'blood of a daedra lord.'

You need a daedric artifact, in other words. Martin tells you to go read "Modern Heretics" to get an idea of where to go.

It is the purple book on the table underneath the red one. Opening the book puts a mark on your map detailing the location Shrine of Azura, which is not the only daedric artifact, but the first one you can get specific instructions to in-game.

Open the major map now, and move it just north of Cheydinhal.



Since you've never been there before, you'll have to fast-travel to Cheydinhal (or, Lake Arrius Caverns, depending on what you may prefer), and then travel to the shrine.

Once you get there, talk to Mels Maryon and exhaust all conversational options to learn he doesn't trust you enough to talk much. Work on speechcraft, and get the number up as high as possible.

Then talk to him again. He'll say that you need to 'talk' to the statue again at either dawn or dusk with an offering of glow dust.

Face the statue and then turn around and walk in the opposite direction. Look for a glowing ball of light--a Will-o-the-wisp, like Navi from the Zelda games (which I don't own), only much, much bigger. Get a magic spell out--these things are only harmed by magic.

Kill it with magic, loot its body for the glow dust, and go back to the statue at either 6 am or 6 pm. Offer the glow dust, to have Azura tell you she has a service to ask of you and that there will be reward.

She tells you of a Gutted Mine where some of her followers who killed a vampire sealed themselves...because they became infected. She wants you to kill them so that they might have peace. She adds a map marker, naturally.

Now, open your world map.



Where the yellow arrow is, is the Gutted Mine. Enter, but BE CAREFUL! If you become infected, DO NOT GO TO SLEEP. You WILL turn into a vampire if you go to sleep after becoming infected.

Be on the lookout for silver veins--you do not need pickaxes and you get silver nuggets. They aren't worth much but they're mildly valuable and not too heavy.

Head on down the hallway, but be careful of the spiked ball on a chain that may fall from the ceiling.

Be prepared to meet any of the brethren at any time--there is definitely one that walks near the entrance. Be sure to loot their bodies for Vampire Dust, a valuable alchemy ingredient.

First take the passage that's straight from the entrance. There should be one brethren in that room. Slay him and anyone else who might be in the room, and go to the door in the room--it'll look like a rock wall. Activate the rope pull next to it, and go into the hallway.

Keep on the lookout for coffins, by the way--they have good stuff. The other brethren should be in here, but if not, go back to the entrance, then take the left path.

Aside from any brethren you might have missed, and a silver vein or two, not much in the left path.

Leave the mine and fast-travel back to Azura's Shrine. I "talked" to her at 11:15, so time doesn't seem to factor into this trip to speak to her.

She will reward you with Azura's Star. It's a reusable soul gem.

Anyway, if you don't mind turning it in to Martin, fast-travel back to the temple and hand the Star over.

Martin will take it and say that Jauffre needs help, something about trouble in Bruma.

Seems that an Oblivion gate has opened outside of Bruma, and you need to help close it.

Unfortunately, since the gates are randomly generated, I can offer no guide for that part.

Tuesday, March 15, 2011

Spies In Bruma

Jauffre tells you that strangers have been spotted near the temple (he suspects them to be Mythic Dawn spies), and that Captain Burd of the Bruma Guard might be able to tell you more about the strangers in tow. You can also ask Steffan of the Blades and he'll tell you where he's seen the suspected spies.

Steffan is usually upstairs in the West Wing, standing near the door that's at the top of those stairs. He'll say that he usually sees the spies near the runestone at dusk.

Now go down into Bruma.

Go into Bruma Castle, and then into its Barracks where you will usually find Burd at once of the tables. If he's not there, just wait until he is. He'll tell you that there's nothing new aside from Jearl coming back from some trip.

We'll have to have a talk with Jearl, but first, find a beggar and talk to him about spies. He or she'll probably say their memory's not what it used to be. Bribe them with 5 gold and they'll mention seeing a face peeking out of Jearl's house.

Go back to Burd, who will tell you that he'll tell his men not to interfere.










If you have lockpicks at the time, go ahead and break in. If, like me, you do not have lockpicks at the time, go to this location on the map at around 5 pm. (Not the red arrow, the yellow one that indicates where your character is):




And just wait.

When you're attacked, kill your attacker and loot the body to get a Basement Key. Now you should head a little bit west of Bruma, to this location here:






There's a cave here.

Once you enter, go forward until you see a passage to the right. Take it until you come to a room...

...and there's Jearl! But when you approach, she attacks! Darn. Turns out she's a Mythic Dawn agent after all. Loot her body for another Basement key plus the key to her house.

Go up to the Wooden Door to Jearl's Basement. Because you have the key, it's going to be no problem for you to enter it.

There's a table in front of where you enter with a copy of the second volume of the Commentaries. Pick the book up.

Then the Jearl's Orders next to it. Doing so will prompt a quest window that suggests you talk to Jauffre.

We'll do that, but first turn to the cupboard (which has ale and some food) upon which rests a copy of the first volume of the Commentaries. Now go all the way to the end of the basement and look up. There'll be a trap door; but you enter it like any other door.

While you're in the house, feel free to loot it. Jearl is dead anyway, so what use does she have for any of this? Inspection of all receptacles in the house turn up...mostly food, and useless items. There's a locked chest next to the fireplace, which I could not open.

Now leave Jearl's house and go back to the temple to find Jauffre.

He will read the orders and say that he will warn the Countess in Bruma about the danger. Then he tells you to talk to Martin about his progress with the Mysterium Xarxes.

Cloud Ruler Temple

Go back to Martin in the main room of Cloud Ruler Temple. Cycle through the conversational options to learn he's horrified that you even have the Mysterium Xarxes. He asks you to hand it over immediately, as he knows ways to protect himself from its evil power.

You'll be able to ask if the book will lead to Camoran, and he says, maybe, but he'll have to analyze the book and figure it out.

He says it'll take time, and that Jauffre wanted to speak to you about spies in Bruma. So open your minor map to see if you can locate him. He will wander about the temple and can sometimes be hard to locate.

Saturday, March 12, 2011

Infiltrating the Mythic Dawn

Open up the world map and move it north-east of the Imperial City.



The red arrow is pointing at Lake Arrius caverns. You cannot fast-travel there, so fast-travel to Cheydinhal and head north.




You're on the right track if you see this path:






Walk up it...there will be a cave with a crude wooden door at the top. Enter the door. Go down the hallway and speak with the Mythic Dawn agent. Go through the door.

The next agent will demand all your possessions. Go ahead and give them to him--you will be able to get them back later. He'll give you a robe that'll show that you are an initiate...or beginner, rather.

He says your initiation awaits. So follow him to the door marked Dagon Shrine.

NOTE: At any point during all of this you can just attack someone and kill your way through, but if you plan to do so, be sure that you have a weapon and some armor equipped, and plenty of healing/magic potions. Everyone in the place will be hostile and try to kill you.

Also, there is a quest later on for saving the Argonian prisoner, so just cooperate.

You won't get get to the leader, but you wouldn't have been able to get there to kill him anyway.

Once in the ceremonial room (you will know this room by the small crowd and the altar), head down the stairs and over with the rest of the small crowd. Watch Camoran's speech. Once it's over, head up the stairs that are located on the side of the altar area.

Ruma Camoran will explain that you must kill a sacrifice to initiate yourself. There's also some babble about red-drink that we won't go into. Say that you will kill the prisoner.

Turn to your right and go where Mankar Camoran was standing. There's a silver dagger on the bookstand, which you need to take.

Turn in the opposite direction of the bookstand, to see an Argonian laying on the altar. Go over, and when you press the spacebar to inspect him, it will ask if you want to release him.

Click yes, and have your best healing spells ready, because once you release the prisoner, everyone will attack you. Everyone.

When you've killed everyone, find Harrow's body, and you will be able to loot all of your possessions back.

Then go to the bookstand and take the Mysterium Xarxes. Be very careful to not go back near the altar because when you take the book, the statue of Dagon will COLLAPSE!

Now, go up the one flight of stairs that you came down to get to the altar area. Only instead of taking a left to get back the way you came in, turn right and go up those stairs.



Go this way!




Go into the opening that's on the left side when you go up the stairs. There's a door marked Shrine Living Quarters. Enter it and follow the only path through the tunnel, to the first room.

One of the enemies will have a Base Amulet of Absorption, so be sure to pick it up. Also, be sure to check the crates. Crates usually have useless items, but one never knows.

After the first room, make a right to find a room with a bedroll, if you need to level up (but be careful as to how long you sleep, as most likely enemies will show up when you've awakened). There's also a lot of loot in here.

Go back and go into the left room now. There's an enemy in here which will quickly be dispatched. What he holds isn't special, but there are two Mythic Dawn commentary volumes in the room, on the table and the bookshelf. The chest to the left of the table has a Lesser Soul Gem. At this time I didn't have any lockpicks, so I could not break into the chest to the right of the table.

Now go back to the room that was on the right hand side, the one with the bedrolls and the fire, and head on down the tunnel at the end.

Kill the enemy straight ahead, then go up the staircase that was directly to the right of the entrance. Head right and down the tunnel. (Again, there will be enemies.)

This is the Storeroom. Kill everyone in here, and loot the Storeroom Key from the (Storeroom) Guard. Loot everything you can find to find different food items, a Ring of Frost Shield (same stats as Ring of Fire Shield, only...well, with Frost instead).

Once you're done, head through the opening on the other side of the room, and through the tunnel until you reach a door that reads "Lake Arrius Caverns."

There'll be a tunnel to your left, and a handle on the wall of this left side. Activate the handle and head down the tunnel. Keep going straight, through a room and into another tunnel.

And out a door into the Jerall Mountains.

You're free of the Shrine!

Now you have to return to Cloud Ruler Temple, and give Martin the book.

Friday, March 11, 2011

Finding the Mythic Dawn

Now that you have all four volumes, go back to Tar-Meena at the Arcane University.

She will tell you that it's a practice for secret messages to be hidden amoung such books, and asks you to study the books.

So, open the first volume of the Mythic Dawn Commentaries and look at the first letter of each paragraph.

G-R-E-E-N E-M-P-E-R-O-R.

Now, do the same thing with the second volume.

W-A-Y W-H-E-R-E.

And the third...

T-O-W-E-R T-O-U-C-H-E-S.

And fourth...

M-I-D-D-A-Y S-U-N.

Green Emperor Way, where tower touches midday sun.

Talk to Tar-Meena (be sure that a day has passed). She'll say that she's figured out the first words are the key. Wait another day.

She says that you must go to the gardens around the Imperial Palace. So fast-travel there, turn right, and go until you see this.



Now wait until you get close to noon.








The symbol will glow. Press the space bar to get the location of the Mythic Dawn shrine put onto your map.

Thursday, March 10, 2011

The Sewer Meeting And Beyond

Baurus will take a left out of Luther Broad's, and then a right towards an alley that is in between Roderic Pierrane's house and Ra'jhan's house.

Look to your immediate left when you get out of the alley and into an open area with a well.



Take this entrance into the sewers.

***

Follow Baurus down the stairs, through the corridor, and into a room where you'll find some easily-dispatched crabs. He will turn the crank to open the door (but if on the off-chance he doesn't, you can) and then head down another corridor. Follow him, and continue to do so through another corridor, room, corridor, room--finally leading to a door that goes to the Sewer Waterworks.

Go in.

Continue to follow, on into the sewer room. Then you'll get down into the (ew, nasty!) sewer water and go through the door at the end of the room, to the right of where you came in.

Continue to follow Baurus, and if you get lost, bring up the lesser map, which will show you via a green arrow where he is.

When you get into a room with no door at the end, go up the stairs and make a U-turn and go into the corridor. Keep going until you get into a room with a staircase. (There's a chest in the room with 8 gold, so grab that) You'll go up this one, too.

Go up the stairs and into a room where there's a chest with 12 gold. Get it and then turn right and follow Baurus across the bridge.

Once through the door, follow him down the stairs and through the nearby corridor. There will be a room at the end with a crank (which Baurus will turn) and two crabs.

Go through the door, and keep following Baurus until you come to a metal-bar door. Go through it, too, and into another room.

Then, you go into another corridor that begins at the top left of that room. It leads to a room with another door marked Sewer Waterworks. Enter it.

Make a left to get into another sewer room. Before going further, get the chest that is directly in front of where you come out in this room. It has "Serenity" and 18 gold.

Go down the stairs, into the muck of the sewers, and keep walking. Kill the enemies in the next room and keep going on through the room--do not leave the muck!--and on into the next room.

Before ascending the stairs, check the sack on the left side of the room for a weak healing potion. Then, ascend the stairs and go into the corridor. Then you'll come into another room with a huge flight of stairs, which you will also go up.

Go through the 'door' and into the room where a chest with a poison and lockpicks is. Turn to your right from the chest and then head through the opening; onto a bridge and into another room.

Turn right and continue to follow Baurus to a door that's marked "Elven Garden Sewers." Enter it.

***

Turn right. Go down the stairs and into more sewer muck (disgusting! Hope your character isn't germaphobic...). Go all the way to the end of the room while still in the muck, and follow Baurus up the stairs on the left side.

Then follow into another room.

Through the next door is the meeting room. Baurus will stop in front of this door and tell you that he is going to go into the meeting. He tells you to go up the stairs to a point where you can oversee the meeting from above. Agree to this and go up the stairs, and through the door.

Go into sneak mode at this point and go up to the very edge of where the door meets the beginning of the bridge.



Here is the good spot.




Listen in for a while. After a period of discussion, the Sponsor will change and attack Baurus. Two others will come out. Kill them quickly, and he (Baurus) will live. Pickpocket all of them. You will find the fourth book, as well as some gold and a Base Ring of Fire Shield (Fire Shield 7% on Self). You will also get sewer keys, which you will NEED.

Baurus says he will let you handle the books and finding the Mythic Dawn. He plans to go to Cloud Ruler Temple and guard Martin.

Go through the door that the Sponsor came into the meeting-room through. If you are not sure of what room this is, look up. If there's a red flag with a design (the Mythic Dawn flag, presumably) then it's the right room. Go up the staircase and into a room.

There is a bed here (a couple, in fact) if you wish to rest, in case you happen to have gained a level.

There's a chest near the door which I don't know the contents of, as I didn't have enough lockpicks at the time. (Feel free to email me or comment with what's in it)

On the nearby bookcase there are more copies of some editions of the Commentaries--pick them up, as you will be able to sell them to First Edition.

There's another chest at the end of the room next to a bed with 30 gold, 2 Lockpicks, and a Petty Soul Stone. Near the same bed, on its other side and next to a box is a chest with 2 Weak Healing Potions.

Now go through the door with the Mythic Dawn flag over it and follow the corridor to the door that is labeled Talos Plaza Sewers. Go through it.

There will be some enemies, and a door to your right. After killing the enemies, try the door to see that it's opened remotely, aka there's a switch somewhere you need to turn in order to open the door.

The switch is next to the door, in between two chests, each of which has potions and one of which has gold.

Now go through the door, up the stairs in the room, and through the winding corridor at the top of the stairs.

Go down the stairs you see here. There's a chest with gold and some Iron Greaves here, but you have to pick the lock.

Go back to the bottom of the staircase that came just after the winding corridor.

Turn directly right, and head directly through the first room and stop in the second. Get into the muck and turn right again once in the second room. Keep going right until you see another door-opening, and go into that room.

Turn directly right, and...VOILA! The crank!

Now head up the stairs in this same room (there is a chest in the short corridor before the bridge, but I didn't have lockpicks. Feel free to post what's inside if you know) and go across the bridge.

Go up the ladder. You are now in the Talos Plaza District, and out of the mucky junkhole that was the sewers! Celebrate! (And maybe bathe too)

The Commentaries

Fast-travel to the Arcane University, which is on the southeast corner of the Imperial City. Go into the building that is DIRECTLY in front of you.



This is Tar-Meena. She is usually found on the bench in the room. If she's not there, just wait (press the T key) and specify how long you wish to wait.




She will tell you, over the course of several conversational options; about Mankar Camoran, the leader of the cult, and who had written the Commentaries. She gives you a copy of the second edition.

She tells you that the third and fourth editions are extremely hard to find and directs you to "First Edition," which is a bookstore in the Market district of the city.

Fast-travel to the Market district, and go past the 4-way intersection. First Edition will the store on the left just past the intersection.

Talk to the shopkeeper to learn that he has already promised the third volume to someone else. He mentions, however, that you are free to wait for the buyer. Do so.

After some convincing about what the Mythic Dawn had to do with the Emperor's assassination, Gwinas will hand over the book. He will also say that he was told where to go to join, and he will give you the note that told him where to go.

Go back to Baurus at Luther Broad's, and tell him what you have found out. He will say that he knows the sewers well (which is where the meeting with the Sponsor was to take place).

Follow him.

Wednesday, March 9, 2011

Luther Broad's Boarding House

Once you arrive via fast-travel in the Elven Gardens district, go forward and make a left; Luther Broad's Boarding House is the first door.

Sit down next to Baurus and he will tell you to get up and follow someone who will follow him downstairs.

Don't try and tell him anything, just tell him that you're ready when he is.

Follow the man downstairs. He will attack Baurus, so you know what you have to do.

When the man is dead, Baurus tells you to search his body, so go ahead and do that.

You will find a book called the Mythic Dawn Commentaries 1. Turn back to Baurus and he will tell you that he's found out who killed the emperor. He has discovered it was a daedric cult known as the Mythic Dawn.

They worship Mehrunes Dagon and he's been tracking them in the city.

After some discussion he tells you to talk to Tar-Meena at the Arcane University, because she is supposed to know all about daedric cults.

Thursday, March 3, 2011

Cloud Ruler Temple

When you arrive, open the gate.



Cloud Ruler Temple. It's a very, very foggy place indeed.




When you walk up the stairs, several Blades will be standing around waiting. Martin will make a brief speech, and then the Blades will disperse.

Speak both to Martin and Jauffre. Exhaust all conversational options.

Enter the door that goes to the West Wing. Walk just a bit once you pass it and turn to your left. You will find a room with bedrolls on one side; then on the other side there will be armor and weapons.

After you are rested up, fast-travel to the Elven Gardens district of the Imperial City.

Weynon Priory, Part 2

Fast-travel back to Weynon Priory (do not worry, Martin will go with you). Once there, someone will run up to you and say that the Priory is being attacked, that Prior Maborel is dead, and other such panicked statements.

Go into the building marked "Weynon Priory" (Weynon House is where you encountered Jauffre the first time, the Priory is the smaller building to the right).

You'll find Jauffre, and some enemies. When you dispatch them, he will say that he thinks that those responsible for this travesty might have stolen the Amulet Of Kings.

Go back to Weynon House and instead of going to the office-area in which you met Jauffre (which is up the stairs and to the right) go up the stairs and to the left.

Jauffre will be there, and after exhausting all of the conversational options, he will tell you to take Martin to Cloud Ruler Temple, which is a bit north of the city of Bruma.

Open your 'world' map, and move it directly Northeast.



Fast-travel to Cloud Ruler Temple.

Wednesday, March 2, 2011

Martin

Talk to Matius again. He will go into Kvatch with you and you will have to clear out the area of enemies before entering the chapel.

Turn right once you enter the chapel and look for a brown-haired man in a robe.


This is Martin, the heir we've been looking for.

Speak with him and cycle through the conversation options. He will agree to come with you to see Jauffre.