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.

No comments:

Post a Comment