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The Elder Scrolls IV: Oblivion Walkthrough Part 3

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Sara

Mahalo.com
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This is Part 3 of Mahalo.com's full walkthorugh for The Elder Scrolls IV: Oblivion.

Part 3 begins with the Allies for Bruma quest, proceeds through the remainder of the main storyline quest and concludes with a full walkthrough of the Fighter's Guild.

The Elder Scrolls IV: Oblivion Walkthrough sections: Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8

Allies for Bruma

  1. This is an optional quest running in the background of the main quest.
  2. It will make the Defense of Bruma much easier though.
  3. Completing it grants you the aid of 9 or 10 extra guards in a future fight.
  4. You'll have awhile to finish it.
  5. Try to space out the quest.
  6. Each one basically requires you to go to a city and ask their Count or Countess for help.
  7. They'll mark an Oblivion gate on the map that you need to close.
  8. Note: Just about every tower has the same layout. I will not describe it each time. Just keep going up until you reach the room with the Sigil.
  9. Only Cheydinhal and Kvatch are special.
  10. Imperial City is a wild goose chase. He'll just tell you that they can't spare anyone from the Legion.
  11. The way I did this was to work it in as a way to gather loot between the other missions.
  12. Tip: If you really get sick of them, you can just run through the level. The Daedra won't catch you and they'll disappear when you grab the Sigil Stone.
  13. Tip: If you only want to play the bare minimum, you get two guards from Anvil and Chorrol. The rest just give one, but Cheydinhal and Kvatch are separate quest, so you'll probably want to do those anyway. 6 is probably enough.
  14. Tip: Cheydinhal can send 2 if you don't complete "Corruption and Conscience."

Anvil

  1. I was smashing my head into the desk over this one.
  2. Talk to the Countess to start this one.
  3. She'll want you to close the Oblivion gate outside.
  4. The marked gate you need to close is just a bit northwest of the city.
  5. Enter it.
  6. This is really annoying.
  7. Start walking to the left from the starting point.
  8. There are two towers in the distance, but they're both red herrings.
  9. Look to the wall on the right.
  10. You'll see a door to the Nether Tunnels about halfway down the path, about the time as you reach the branch to the first tower.
  11. Fight through the tunnels and go through the door to the west.
  12. Fight through more tunnels and exit into the Oblivion plane.
  13. Head north along the path and enter The Red Gnash Tunnels.
  14. Fight through this short tunnel.
  15. Exit to the planes through the door to the northwest.
  16. Walk along the path and enter the main tower.
  17. You're now in the tower.
  18. Enter the Rending Halls, then the Dead Halls, then the Corridors of Dark Salvation, then grab the Sigil Stone from the Sigillum Sanguis at the top.
  19. Talk to the Countess about Aid for Bruma and she'll gladly send two soldiers to Bruma to aid the garrison.

Bravil

  1. Talk to the Count to start this quest.
  2. The marked gate is to the northeast of Bravil.
  3. You will need to travel down the path to the west.
  4. Keep moving and avoid the fireball towers while killing the plethora of Daedra on the route.
  5. When you see a bridge turn to the north and walk across it.
  6. Keep going along the path until you see the Caverns of the Abused.
  7. Note: Be careful. A rock slide comes down on top of you as you approach it. Either enter quickly or wait for it to pass.
  8. Go through the caverns.
  9. Drop through the hole and walk back out to the Oblivion Planes.
  10. There are two towers.
  11. Just enter one.
  12. Activate the platform and ride it up to the next level.
  13. Jump off and walk up the long winding ramp.
  14. Flip the switch when you reach the top.
  15. Head back down to the level the platform is on.
  16. Walk out this door to a bridge that leads to the Lust Tower.
  17. Just go into the Rending Halls and proceed up to the Corridors of Dark Salvation.
  18. From there enter the Sigillum Sanguis and grab the Sigil Stone to destroy the gate.
  19. Head back to the Count and ask for help again.
  20. He'll gladly send one of his best guards to Bruma.

Cheydinhal

  1. This is covered by "The Wayward Knight" quest.
  2. Just read it in the Cheydinhal section.

Chorrol

  1. Talk to the Countess to start this one.
  2. The marked gate is just a bit south of the city.
  3. Enter it.
  4. Walk forward a bit and enter the tower called Eruption.
  5. Activate the platform and ride it up.
  6. Climb up the spiral ramp until you get to the top.
  7. Flip two switches.
  8. One drops a dead body on the platform spike. The other unlocks the part of the gate and raises a bridge.
  9. Go through the door at the top level and walk along the bridge until you get to the middle tower.
  10. Walk around the circle and do each of the three other towers.
  11. For each one you just have to walk across the bridge and enter the top level.
  12. You then just flip both switches and leave.
  13. Once that is done you should be back to Eruption.
  14. Just head back down and exit the tower.
  15. The main gate should be open.
  16. Walk forward and enter the bottom of the middle tower.
  17. Enter the Rending Halls and just work your way up the tower.
  18. You will reach the Sigillum Sanguis eventually. Grab the Sigil Stone to close the gate.
  19. Talk to the Countess and she'll pledge two more guards to Bruma.

Kvatch

  1. Finish "The Battle for Castle Kvatch" for this one.
  2. If you finished it, Captain Martin will pledge a surviving guard to Bruma.

Leyawiin

  1. Talk to the Count to learn about the Oblivion Gate outside the city.
  2. The marked gate is a bit to the east across the river.
  3. Enter the gate.
  4. Head along the western path to find the entrance to Worm Gut Channels.
  5. Go down the ramp and through the easter door to the Oblivion Caves.
  6. Exit through the northern door and enter the Planes of Oblivion.
  7. Follow the path to find Spindle Shrine.
  8. Head to the top of the tower and out the door.
  9. Move along the bridge to another tower.
  10. Use the platform to reach the ramp.
  11. Just follow it up until the top.
  12. Activate the two switches on the wall.
  13. Go down a level and exit the door in the wall.
  14. The gates will be opening.
  15. Turn and go into the tower at the center.
  16. Just head up to the Corridors of Dark Salvation.
  17. Keep moving up until you reach the Sigillum Sanguis.
  18. Grab the stone to close the gate.
  19. Talk to the Count again.
  20. He'll pledge a soldier to Bruma.

Skingrad

  1. This is a bit more complicated.
  2. Talk to Hal-Liurz and ask about Aid for Bruma.
  3. She'll fetch the count for you.
  4. Wait for two hours and he should make it down to the lobby.
  5. Talk to him and he'll mark the Oblivion gate on your map.
  6. Travel a bit east of the city.
  7. Enter the gate.
  8. Head to the tower in the east.
  9. Fight your way through to the door and start walking to the top of the tower.
  10. Enter the Halls of Shame to get there.
  11. At the top you'll see a switch.
  12. Activate it to unlock part of the gate.
  13. Head down a level.
  14. Head out the door to the Oblivion plane.
  15. Walk across the thin midair bridge to the other tower.
  16. Head up a level and unlock the second part of the gate.
  17. Head back down and out onto the bridge.
  18. The gate at the bottom should be open now.
  19. If you have high acrobatics you should be able to survive the jump.
  20. Otherwise just backtrack through the Halls of Shame and leave.
  21. Go through the open gate and cross the big bridge to enter the main tower.
  22. This is the same old Sigil Tower you know.
  23. Work your way to the Sigillum Sanguis and grab the Sigil Stone.
  24. Talk to Hal-Liurz again and ask about Aid for Bruma.
  25. She'll grab the Count again.
  26. Wait for two hours and he'll be in the lobby.
  27. Talk to him and ask about Aid for Bruma.
  28. He'll pledge a guard to the cause.

Blood of the Daedra

  1. Once you finish the "Spies" quest Jauffre will tell you to talk to Martin.
  2. Go inside and talk to him.
  3. He'll have translated the first chunk of the book.
  4. You need to get something with the blood of a Daedric God.
  5. He says that you need to collect an artifact from a Daedra Shrine Quest.
  6. I have a full section at the bottom for these.
  7. The game seems to suggest that the Azura quest would be a good one to do.
  8. You would need to have serious mental issues if you agree.
  9. The Azura Star is a great item.
  10. The only bonus is that it is available at level two.
  11. The thing is that Sheogorath's quest is also available at level two and it gives you a worthless artifact.
  12. If you are of a higher level than do any of the Daedric Quests and turn in a useless item.
  13. There are plenty of good candidates.
  14. I personally turned in Volendrung since I didn't need a heavy blunt weapon.
  15. Once you have one just give it to him.
  16. It will be destroyed and he'll go back to translating.
  17. Around this time Jauffre will have another quest ready.
  18. It is a good way to kill time and you'll have to do it eventually.
  19. Otherwise just wait 48 hours for Martin to finish.

Bruma Gate

  1. Talk to Jauffre and he'll tell you that the Bruma guards are having to handle a lot of Oblivion gates.
  2. They want to know how to close a gate.
  3. Travel to the area outside Bruma's west gate and you'll see the defensive line.
  4. Get ready and then talk to Burd.
  5. He'll rally the men and lead a charge to the gate.
  6. Kill a few Daedra and enter.
  7. Burd is immortal.
  8. Just need to close the gate.
  9. Tip: Save often in case Burd does something stupid, like run into the lava to enter an infinite loop of dying and reviving.
  10. Tip: If you can keep the two guards alive things will be easier. If you can't help them with spells just use the wait command to heal them once an area is clear.
  11. Head to the right and fight along the path.
  12. There isn't much to say.
  13. Just keep moving and fighting while dodging the defense spires.
  14. You'll start curving to the left along the way until you eventually make it to the tower.
  15. Cross the bridge and enter the tower.
  16. After that it's just another Sigil Tower.
  17. Head into the Rending Halls.
  18. Work your way up the ramp into the Fury Spike.
  19. Work up that ramp and then into the Corridors of Dark Salvation.
  20. You can pick the lock or kill the Sigil Keeper to steal the key.
  21. Enter the Sigillum Sanguis and grab the Sigil Stone to close the gate.
  22. Burd will thank you and say that they'll handle any more gates that pop up before the final battle.
  23. Head back to Jauffre to report your success.

Blood of the Divines

  1. Talk to Martin once 48 have passed since the "Blood of the Daedra" quest.
  2. He'll tell you that they need the blood of the divine gods, but that they don't have any empowered artifacts.
  3. The only one that will work is the lost armor of Tiber Septim.
  4. It should be at the heavily contaminated Sancre Tor.
  5. There will be a bunch of ghosts for this one. Take your ghost fighting gear.
  6. Head to Sancre Tor on the map.
  7. It is to the north of Chorrol. Just follow the arrow and you'll find it.
  8. Fight through the skeleton guards and enter the ruins.
  9. There is really just one path for the first part.
  10. Keep going until you near the entry hall.
  11. You'll meet and fight an Undead Blade.
  12. He'll be a really tough skeleton with a nice katana.
  13. Once he's dead talk to the ghost that appears.
  14. Rielus explains that he was with three other blades who came to cleanse the area.
  15. They were all killed by the Underking and imprisoned in the ruins for centuries.
  16. A magical barrier protects the armor.
  17. You need to free the other three blades and let them join together to break the curse.
  18. He'll walk through the entry room once he's done.
  19. This big circular area connects the other three areas.
  20. You can do them in whatever order you want.
  21. I'll start with the prison area.
  22. Enter the first door to the prison.
  23. A warden's skeleton guards the door.
  24. Kill him and take his key.
  25. Unlock the door and fight the wraiths in the jail area.
  26. Once you move through both cell blocks you'll reach a large area with an undead blade.
  27. Kill him and you'll free Valdemar's spirit. He'll walk ahead to the next area on his own.
  28. Make sure you grab his enchanted shield.
  29. Walk back to the entry hall.
  30. Enter the Hall of Judgement now.
  31. The path to the right is the one you want.
  32. The left path takes you to The Catacombs, and you'll go there in a minute.
  33. Follow the path to the right until you find an undead blade.
  34. Kill him. He uses an enchanted blade so be careful.
  35. Once he's dead, the ghost of Mishaxhi is released and he'll head to the next area.
  36. Go up the steps behind him.
  37. Walk along the little path until you reach an area with a bridge and a few chests.
  38. Once you're done looting you can drop down and walk toward the exit to The Catacombs.
  39. If you take this back route to The Catacombs you'll run right into the last undead blade.
  40. He's tough too so be careful.
  41. Once he's dead the last ghost will start walking toward the next area.
  42. Loot his nice sword.
  43. If you want you can loot the rest of The Catacombs.
  44. If you don't want to loot anymore you can just backtrack.
  45. Once you're in the entry hall you can look forward and see the big door down the steps.
  46. Go through the big door.
  47. All four ghosts will be waiting for you.
  48. If not just use the wait command to wait up for the stragglers.
  49. Once they're all there they'll lean over and break the barrier in a little ceremony.
  50. Once the barrier is down the ghosts will leave.
  51. Just head forward and walk up to the little shrine.
  52. Tiber Septim's armor is lying in the middle of the altar.
  53. Surprisingly, nothing happens.
  54. Just walk out of the ruins with your prize.
  55. Head back to Cloud Ruler Temple and give the armor to Martin.

Miscarcand

  1. Let about 24 hours pass from the "Blood of the Divines" quest.
  2. Martin will then have another part of the book translated.
  3. You need a Great Welkynd Stone for this one.
  4. The only one left is at Miscarcand.
  5. It will be marked on your map between Skingrad and Kvatch.
  6. Travel to the ruins and fight your way past a few goblins.
  7. Enter the ruins.
  8. You are trying to make it to Sel Vanua.
  9. Take the path to the right and stick to the upper path.
  10. You will be fighing goblins and leveled undead throughout.
  11. Tip: The goblins don't get along with the undead. If you are moving along and see them together, back off and wait for them to kill each other. Then jump down to kill the survivors.
  12. Move along the path. Don't jump off yet.
  13. Take a left and you'll be on a stone bridge. Your path is blocked by an iron gate though.
  14. Jump off the bridge and take the path out of the room to the new area.
  15. You will find a push block in the room.
  16. Head back up to the bridge. The gate is now up.
  17. Go through the path into Sel Vanua.
  18. Enter a large room that is probably holding a battle between the goblins and undead.
  19. Wait a minute and kill the survivors.
  20. Go to the back right corner of the room to find a push block that raises the Varla cage.
  21. Grab the stone if you want it.
  22. The path out will be blocked.
  23. Head out the pathway in the south corner.
  24. Walk through the large room, but heal first.
  25. It will be another battlefield so it could rough.
  26. Follow the bridge after that.
  27. You'll find the stone block at the end of the path.
  28. Head back and go through the opened gate.
  29. Follow this new path to Morimath.
  30. Go through the area. It is a fairly linear path.
  31. When you come to the split go ahead and stick to the left.
  32. You will eventually end up in a big room with a Great Welkynd Stone in the center.
  33. Heal yourself and repair your weapons.
  34. Grab the stone.
  35. Grabbing the stone releases two zombie guardians and the King of Miscarcand.
  36. The zombies are just a bit tougher than the leveled ones that you've been facing all along.
  37. The King is basically a tough lich.
  38. For weaker characters or people without magic resistant armor, this could be hard. He does a lot of damage with his magic.
  39. Tip: You can either take him out quickly or run towards the two zombies. That way his spells will hit them.
  40. Just use a potion or two and you should be fine.
  41. The King of Miscarcand opened a new area directly behind the stairs to the north.
  42. Enter it and step on the pressure plate to open up two new areas with a few enemies.
  43. Head to the right and loot the Ayleid cask.
  44. Then back out and walk out to the left.
  45. Follow the path until you end up in a secret room off of the entrance.
  46. Step on the pressure pad to open up a wall and end up at the start.
  47. Exit the ruins and head back to Cloud Ruler Temple.
  48. Talk to Martin and turn over the stone.

Defense of Bruma

  1. The fourth item that you need is a Great Sigil Stone.
  2. This can only be obtained by letting Mythic Dawn attack Bruma.
  3. Talk to Martin and he'll ask that you present the plan to the Countess.
  4. Go to the Castle and propose the plan to her.
  5. Follow her to the chapel and watch their discussion.
  6. Tip: This is a good place for a save game, if you hadn't figured that out.
  7. When you're ready tell her to let the attack commence.
  8. Follow Martin out of the city and onto the battlefield.
  9. There will be a big group of soldiers running to the spot too.
  10. Save now as Martin impersonates Aragorn with his speech.
  11. Note: The reason I've been telling you to save is because of the atrocious AI. If I had a dollar for every report of Jauffre and Martin fighting to the death, I'd be able to upgrade my PC to play Crysis. If one soldier hits another a few times this can trigger a full civil war that results in Martin dying with you being unable to do a thing about it.
  12. Once the speech is done you can take your spot on the line.
  13. If you completed the Allies for Bruma quest you can stand back and take some cool screenshots.
  14. You will have 9 foreign soldiers, Burd and 2 Bruma guards, Martin, Jauffre, and Baurus.
  15. They should be able to handle things.
  16. In fact you'll probably just hit friendlies if you enter the fray.
  17. The only way to really contribute is to attack isolated groups as they come out of the gates.
  18. So just do whatever you want for now. Keep an eye on Martin and help him if he's hurt.
  19. Once the third gate opens you should be ready to run.
  20. The Great Gate will open.
  21. Make a mad dash to enter it.

Great Gate

  1. You will now have about 12 minutes to close the gate and stop the big siege weapon from destroying Bruma.
  2. Tip: If you are sick of fighting this is a perfect time to run. The loot is weak and you have a time limit.
  3. Save and start moving.
  4. Enter the World Breaker Guard tower to the right.
  5. Activate the platform and ride it up.
  6. Go all the way to the top and head out the door onto a bridge.
  7. Cross the bridge to the next tower.
  8. Immediately exit the side door on the top floor.
  9. Cross the bridge to a third tower.
  10. In this one you need to head down to the 2nd level where the platform usually stops.
  11. Head out the door on this level.
  12. Run past the siege engine to a broken bridge.
  13. If you have decent Acrobatics (I had 64) you should be able to make the jump.
  14. If you can't, just make it to the broken slab below and go through the cave and up into the tower.
  15. If you make the jump run past the defense towers and up into the tower in front of you.
  16. Use the lift and then run up the ramp.
  17. Go all the way to the top and use the switch to open the gate.
  18. Run down a level and exit the door.
  19. It will take you to a long pathway.
  20. There is a tower at the midway point.
  21. Run down the path and turn left to enter the tower.
  22. It is pretty familiar from here on out.
  23. Just keep moving up the ramps until you reach the Sigillum Sanguis.
  24. You can kill the Sigil Keeper and steal his key or just pick the lock. It was only average when I played.
  25. Head up the stairs and grab the Great Sigil Stone to break the gate.
  26. You'll come out as the siege engine breaks.
  27. Tip: You can grab a Sigil Stone lying on the ground below it if you need one for enchantments.
  28. The guards will cheer and depart.
  29. You'll need to give Martin the stone at Cloud Ruler Temple to advance the quest.

Paradise

  1. The battle isn't over.
  2. You now need to kill Mankar Camoran.
  3. Talk to Martin and he'll summon the portal to Paradise.
  4. Prepare like you would for an Oblivion Gate.
  5. When you're ready, just go through it.
  6. You'll be greeted by the omnipresent Mankar.
  7. His voice will fill you in on the basics.
  8. Just follow the path for now.
  9. You'll probably have to fight some leveled Daedra along the way.
  10. You'll also meet some Ascended Immortals.
  11. These are dead Mythic Dawn supporters who suffer here.
  12. Talk to them to learn that you must get Bands of the Chosen and leave through the Forbidden Grotto.
  13. Just follow the white path until you run into a Dremora called Kathutet.
  14. Listen to his story about his hand in Kvatch and then decide how you'll get the Bands.
  15. He'll gladly dual for them, but he'll offer a quest as an alternative.
  16. He's a few levels above you.
  17. If you haven't had trouble before than just fight him. It's a lot faster.
  18. Loot the Bands off his body.
  19. If you've been struggling so far than you'll have to do the quest.
  20. Note: I'll also wish you luck since the next parts will not get any easier.
  21. The quest is to go to the Lair of Anaxes and free a trapped friend.
  22. Just go west toward the water and follow the arrow to the lair.
  23. There will be some Ascended Immortals who beg you to leave him trapped but there isn't another way.
  24. Just remove the logs holding the rock in place and he'll break free.
  25. Just leave. He doesn't want to fight you anyways.
  26. Walk back to Kathutet to get the Bands.
  27. Put on the Bands now.
  28. Note: They will make you 50% weak to fire and you can't remove them for the time being.
  29. Head past him onto the bridge and enter the Flooded Grotto.
  30. Sit for a minute and listen to Mankar's speech about the world if you want to know the backstory.
  31. Then start moving through.
  32. The Ascended Immortals will leave you alone.
  33. Fight some Daedra until you make it to a Mythic Dawn member called Eldamil.
  34. He wants to help you.
  35. Agree to act like a prisoner.
  36. When Orthe walks in you just need to wait for Eldamil to explain.
  37. Enter the cage when he tells you to do so.
  38. Note: You can just fight Orthe and about two other Dremora to save time, but it won't really help.
  39. Wait for him to lower you down. He'll raise you up later and lower the gate on the other side.
  40. He'll also attack Orthe to buy you some time.
  41. Heis reincarnation will meet you later if he dies.
  42. Walk down the path and stick to the right.
  43. Going left will just make you fight Orthe for no reason.
  44. Kill two Dawn members in the next room and then walk through the door.
  45. Eldamil will pop up and remove your Bands now.
  46. Tip: Remember to reequip your old gauntlets.
  47. Note: Not removing the bands will cause you to die when you exit.
  48. Go ahead and tell Eldamil that he can help.
  49. If he dies he'll respawn and meet up with you again.
  50. Just follow the path until you come to a stronger Daedra named Medrike at the very end.
  51. He shouldn't be too hard to kill if you have Eldamil's help.
  52. Follow the tunnel out and exit through the door.
  53. Go along the path and turn to the left to enter the Temple Area.
  54. Ruma and Raven Camoran are waiting for you.
  55. They take you to see Mankar after an awkward greeting (you are the one who killed them after all).
  56. Prepare for the big fight.
  57. Follow them into his temple and listen to his speech if you want.
  58. Save.
  59. I didn't think he was too tough. Use an enchanted sword and he dies quickly.
  60. Unfortunately other people don't share this opinion.
  61. It may be a very difficult fight if you aren't well armed and equipped.
  62. Just charge in and start damaging Mankar.
  63. The children will die when he does.
  64. Loot his body and take the Amulet of Kings.
  65. Tip: He should also have a nice robe and staff worth looting.
  66. Note: The two kids have good equipment too, if you can get to them before the world breaks.
  67. When the temple collapses you come out to a applause in Cloud Ruler Temple.
  68. Hand Martin the Amulet.

Light the Dragonfires

  1. It's time for the endgame.
  2. Heal yourself and prepare for one last battle.
  3. Tell Martin you're ready and head to the Imperial Palace.
  4. Walk in with Martin.
  5. If he's not there yet just wait for a bit.
  6. Head through the main doors and talk to Ocoto to start the next scene.
  7. He'll recognize Martin as Emperor, but the ceremony is interrupted.
  8. It seems that there is one last attack.
  9. Save now to avoid any AI mistakes similar to the "Defense of Bruma" issues.
  10. Daedra are attacking the city and gates have opened up everywhere.
  11. You have to fight your way to the temple.
  12. Some Dremora will run in.
  13. Help the guards kill them.
  14. Walk outside with the group.
  15. Martin can die so try and help.
  16. Note: There are so many allies that you'll have to be careful not to hurt a friend.
  17. Your group will contain about 6 palace guards, Martin, Ocoto (immortal), Jauffre, and Baurus.
  18. A group of 6 Imperial Legion soldiers will run in from the right to help.
  19. Your best bet is to attack the Dremora or Daedra to the left.
  20. The two groups will handle everything in front of you.
  21. Once the area is clear the group will head to the Temple District.
  22. Just stick close to Martin and go through the door.
  23. You should not bother fighting here.
  24. You will be overrun eventually.
  25. You just need to run a bit to the right and get through the door.
  26. There is an Oblivion Gate to your left.
  27. The group should attack it and distract the Daedra.
  28. Some spare members should attack the gate to the right too.
  29. You need to round the corner and see that Mehrunes Dagon himself spawned here.
  30. Once you see him Martin will run right to you.
  31. He'll tell you that there's been a change of plan, but he still needs to get into the Temple.
  32. The reason you shouldn't fight is that speed is your friend.
  33. The Daedra will be tied up with fighting.
  34. Dagon will also be tied up handling the soldiers attacking him.
  35. If you wait too long, they are just a bunch of corpse at his feet.
  36. Quicksave.
  37. Make a mad dash right past him.
  38. You can try and stagger him with a power attack but that doesn't really help.
  39. Run right past him and Martin should follow.
  40. Duck through the door to the left behind Dagon.
  41. Nothing will follow you.
  42. You'll get a message and Martin will load in front of you.
  43. Follow him to the right.
  44. He'll talk to you and start the ending cutscene.
  45. Sit back and enjoy.
  46. Chancellor Ocoto will talk to you after its done.
  47. Make sure you talk to him about being the Champion of Cyrodiil.
  48. If nothing big glitched in the AI, you're done.

Imperial Dragon Armor

  1. Ocoto will commission a personal set of Imperial Dragon Armor for you.
  2. It is the same armor that Martin wore to Bruma.
  3. It will be ready in the Imperial Legion's Armory in two weeks.
  4. Just move around and wait for the message telling you its done.
  5. Follow the arrow to the armor.
  6. The armory is behind an iron gate to the right of the entrance to the Prison.
  7. Grab the armor off the table.
  8. It is alright but outdated at high levels.
  9. Ebony and Daedra will be better. It is light though.

    The Fighters Guild

  10. The Fighters Guild will accept just about anyone as long as you don't have a bounty on your head.
  11. You actually don't need to be a warrior to join them.
  12. If you have any decent combat skills you'll be more than capable of completing their missions.

Joining the Fighters Guild

  1. If you want to join the Fighters Guild you will have to find the appropriate leader.
  2. Simple inquiries at any of the guild halls will result in being told to ask Vilena Donton in Chorrol, Burz gro-Khash at the Cheydinhal branch, or Azzan in the Anvil branch.
  3. You'll probably want to talk to Burz gro-Khash or Azzan first though, since you will get your first mission from one of them.
  4. All you have to do is ask and you'll become a member.
  5. Ask them about "Contract."
  6. The quests don't necessarily have to be in this order.
  7. You can usually do Anvil and Cheydinhal quests interchangeably.

The Desolate Mine

  1. This was the first one I did so I'll list it first.
  2. Talk to Burz gro-Khash.
  3. He'll hand you a steel bow, a warhammer, and a sword.
  4. Don't worry. They officially weigh nothing so you won't have to worry about inventory issues.
  5. Follow the compass marker to find The Desolate Mine.
  6. It's a bit northwest of the city.
  7. Once you get there you will have to follow the marker to the little side cavern with three fellow members waiting by the fireside.
  8. Talk to Rienna first. She's the woman in the center.
  9. She'll take the bow for herself and ask you to dispense the rest to her men.
  10. In what could be the easiest puzzle ever, you have to guess that the Orc wants a hammer and that the Elf wants the sword.
  11. Once they have their weapons you can talk to Rienna again to start the mission.
  12. They'll run down into the mine with you.
  13. Note: You're a newbie there for assistance. They will follow their own initiative while they're in the mine.
  14. They will be fine for the most part during the mission.
  15. The only problems come when the Elf decides to use Chameleon and run off on his own.
  16. He can get overwhelmed and die.
  17. Also try to stay ahead of them and set off the log trap as soon as you see it.
  18. This can quickly kill one of them, since they don't avoid traps.
  19. Use a quicksave and restart if one of them dies.
  20. It doesn't take long to clear the mine.
  21. The loot is usually pretty bad.
  22. Remember to loot the silver veins to pick up nuggets though.
  23. Note: I'm serious about trying to keep them alive. Keep an eye on stragglers. As a group they're strong but they can be overwhelmed alone. If they fail you won't get as much money. More Important You will have to listen to rumors for the rest of the game about the mission in The Desolate Mine going bad. It gets annoying fast.
  24. There isn't too much to say in particular about the mission.
  25. It should all be low level goblins spread out along the two branches.
  26. If one person runs down a branch alone, follow them and help.
  27. Always help the Elf before the Orc. The Orc tends to do better in combat.
  28. Once both sides are cleared Rienna will be able to talk to you about your success.
  29. Head back to Burz gro-Khash for your award and your first advancement.
  30. He'll send you to Azzan for new missions.

A Rat Problem

  1. Azzan in Anvil will give you the old cliche mission about a rat problem.
  2. You should follow the marker on your compass to Arvena Thelas' house.
  3. She'll usually be upstairs in the bedroom.
  4. Talk to her and you'll find out that the rats aren't the problem.
  5. She raises them as pets and something is killing them.
  6. Head down to the basement and find a mountain lion killing the rats.
  7. Kill the lion and try not to hit any of the rats.
  8. Head back up and tell her that it was a mountain lion.
  9. She'll beg you to go on a hunt with the local adventurer.
  10. His name is Pinarus Inventius.
  11. Follow the compass marker to find him.
  12. He usually wanders around town, sits in his home, or goes to the local inn.
  13. Once you talk to him he'll gladly agree to help Arvena.
  14. You need to follow him out of town and up the road a bit.
  15. Note: He's a bit slow, but it isn't much of a walk.
  16. Once you get to a little meadow he'll stop.
  17. Four mountain lions are here in their den.
  18. He'll charge in to kill them.
  19. Try and help as much as possible.
  20. Tip: To fight the mountain lions effectively in such numbers you really need to block a lot. Their attacks are strong enough to almost always stagger you, so you will want to deflect them.
  21. Tip: Grab a lion pelt and hold unto it. You'll need one in a few quests and they are hard to find.
  22. Head back to town and tell Arvena Thelas' that you've taken care of the problem.
  23. She has a different feeling about that though.
  24. It turns out that there's another lion in the basement.
  25. Kill it.
  26. Head back up to talk to her.
  27. She will tell you that something is up.
  28. She suspects that Quill-Weave is intentionally drawing them in to kill her rats.
  29. Go out back and wait for it to be between 9 PM and midnight.
  30. Watch Quill-Weave leave some food out by the hole in the basement.
  31. Confront her about it.
  32. She'll apologize and state that she just wanted to draw the rats out, not the lions in.
  33. She promises to stop and asks you to not tell Arvena.
  34. If you tell Arvena you'll get the gold and she'll teach you Speechcraft.
  35. If you lie you'll still get the gold and you can get some training in Acrobatics from Quill-Weave.
  36. Tip: They're both basically worthless but you can learn Acrobatics by setting a weight on the E key for ten minutes. Speechcraft training is much harder.
  37. Head back to Azzan to report your success and get your next mission.

The Unfortunate Shopkeeper

  1. This one is ridiculously short and straightforward.
  2. Talk to Azzan.
  3. Head towards the port area.
  4. Once there just follow the compass arrow to the Norbert Lelles shop.
  5. Talk to him about the break-ins and he'll ask you to stay behind in the shop overnight to kill the thieves.
  6. Tip If you have a decent fence in the Thieves Guild this is a golden opportunity. You will be alone in the shop before and after the mission. Clean it out along with the potions in the room above.
  7. Once you're ready wait upstairs.
  8. You'll get an interrupt when they break in at about 11 PM.
  9. There will be three men with bandit armor and weapons.
  10. Tip: You should try and hold your ground at the top of the stairs. This will position you so that only two of the three men can attack you. It will make the fight much easier.
  11. Once they're dead you can walk out and follow the compass marker to the nearby inn.
  12. Talk to Norbert to tell him that the problem is taken care of.
  13. Head back to Azzan for your advancement.
  14. He'll tell you to go to Vilena Donton for your next mission.

Unfinished Business

  1. Vilena Donton will either be in the guild hall or at home.
  2. Talk to her and ask about your duties.
  3. You'll be sent to Modryn Oreyn next.
  4. Find out that an Elf called Maglir has defaulted on his contract.
  5. They want you to go to Skingrad to find out why and eventually complete the contract.
  6. Travel to Skingrad.
  7. Find Maglir through the compass marker. He's usually drinking at the West Weald Inn.
  8. He'll refuse to do it and say that he isn't willing to fight for the little payment.
  9. Ask him about the job for Fallen Rock Cave to be added to your map.
  10. It is a bit northwest of Skingrad.
  11. Note: Some form of ghost can be here at higher levels. You will need a silver weapon or an enchanted weapon to even damage them.
  12. The cave is linear and pretty non-eventful.
  13. Fight your way down the path while following the compass marker.
  14. Make it into a room near the back of the cave which has a big canyon running down the center of the room.
  15. There will be a little stream at the bottom.
  16. Save and then jump down into the little river.
  17. The other way down will be blocked by a rockslide. You have to jump down.
  18. Any decent warrior should be able to survive it by now though.
  19. Kill the odd skeleton or mudcrab around and follow the arrow into a special room with a journal.
  20. Just head out and go to see Modryn Oreyn.
  21. You can tell him the truth or lie and say Maglir found it.
  22. Saying that Maglir found it will mean a lost fame point, but you will have a bit easier of a time on some quests down the line.
  23. Fame barely factors into the game anyway.
  24. The gold is the same either way.

Drunk and Disorderly

  1. Speak to Modryn again.
  2. Find out about the next problem with the Guild.
  3. They've received a bunch of complaints about rowdy members in Leyawiin.
  4. Go there and start asking people on the street about it and someone should point you toward the Five Claws Lodge.
  5. Visit the inn.
  6. The members are just bored because some new upstart called the Blackwood Company is stealing all of their jobs.
  7. Find them work somewhere in town.
  8. Just start asking people and you should get Margarte's name and location.
  9. Follow the compass marker to find her. She's usually at home.
  10. Margarte needs alchemic supplies and she doesn't want to use Blackwood.
  11. Unfortunately, she doesn't trust the Fighters Guild either.
  12. You will need to give her five ectoplasm samples before she'll hire your friends.
  13. You may already have these if you've been fighting ghosts.
  14. If not, travel to different stores and buy them or just kill more ghosts.
  15. Tip: The chapel near her house has a tomb below it that is full of ghosts. If you pick the lock you can kill some of them and collect their ectoplasm to complete the quest.
  16. Once you have enough head back and talk to Margarte.
  17. She'll agree to work exclusively with the Fighters Guild and offers top dollar for ogre teeth and minotaur horns.
  18. Note: You can also sell these to her to make money.
  19. All that's left is to go back to the bar and tell the men about their new job.
  20. Go back to Modryn for the reward and for another advancement in rank.

Amelion's Debt

  1. Get this mission by talking to Burz gro-Khash.
  2. Your job is to retrieve some armor from a tomb to help Amelion repay a debt.
  3. Talk to Amelion in her village north of Leyawiin to start the mission and get the location of the tomb.
  4. Swim across the river and walk up to the tomb.
  5. Note: You can basically buy the armor and sword for 1000 gold. If you have the money on you it is possible to pay her debt. She'll let you keep what you find.
  6. Note: There is a full set hidden throughout the cave if you want it.
  7. Note: This is a really nice set of light armor and it also looks pretty cool. It's worth the search.
  8. Head into the cave and follow the path.
  9. Face the standard undead enemies for your level.
  10. You will possibly have to fight a wraith at the end and possibly some other ghosts along the way. Bring a silver sword or an enchanted weapon.
  11. Head down the linear path until it opens up into a room with three other passages.
  12. The one right across from you will have a rockslide when you enter it.
  13. It is also the location of the gloves to the set.
  14. Look for them on the ground right in front of the rocks.
  15. Turn and look down the two passages to your left.
  16. Head down the short one to the right.
  17. It leads to a coffin.
  18. Loot the coffin for some decent equipment and then jump behind it.
  19. The boots to the set will be on the ground.
  20. Head back to the main room.
  21. Pull on the giant rock hanging on a rope in the other passageway.
  22. This will unleash whatever is behind the rock wall to your left.
  23. Don't open it until you are ready for a fight.
  24. Walk down the path and keep watching for armor.
  25. Tip: Search all of the coffins and chests. Most of them have nice rings and money in them that will be worth more than the quest reward.
  26. Head through a wood door and enter another wide room.
  27. The shield is behind a crate in the back right area of this room.
  28. Keep moving down the path to come to the final tomb room.
  29. There will be one tough guardian monster left.
  30. It will be about or level or two above whatever you've been fighting.
  31. It can be a tough wraith or, as it was in my case, a skeleton guardian.
  32. Use the same tactics you'd use for the easier versions.
  33. Just use them a bit longer and wear the enemy down.
  34. Once the fight is over, look to the panel with the skylight shining down on it.
  35. The cuirass and sword will be sitting here.
  36. Walk into the back right corner of the room to find the greaves on the floor.
  37. head through the door in the back of the room.
  38. You'll now be able to make a quick escape via a hole in the floor.
  39. Before you do, look behind the chest in the room. The helmet is hidden behind some wisps.
  40. Once you have the helmet, the set is complete.
  41. Jump through the hole in the floor and walk to the beginning of the cave.
  42. Decide what to do based on your situation.
  43. If you pay her debt than you'll receive a good sword and some nice light armor.
  44. You can also just give up the sword and chest piece and keep the rest of the stuff to have a semi-good set.
  45. I usually don't wear light armor, but the set looks very nice and I'm a bit of collector. I went ahead and bought it.
  46. The choice is yours.
  47. Once you're done you can head back to the Guild to report your success.
  48. Azzan in Anvil has your next mission.

Den of Thieves

  1. Get this quest from Azzan.
  2. Your mission will be to clear out a cave full of thieves near Anvil.
  3. Maglir is also being sent with you.
  4. That's not saying much though since Maglir is worthless in combat.
  5. He's in god mode though, so at least you don't have to babysit him.
  6. Ask around town and find out that the thieves recently robbed Newheim.
  7. Follow your quest marker and talk to him.
  8. He'll either be in his home or drinking down by the docks.
  9. They also stole a family heirloom of his. If you can find this tankard he'll reward you.
  10. Note: Searching for Newheim's tankard is technically a separate quest. I don't know why you wouldn't take care of it now though.
  11. Newheim will tell you that they're holed up in Hrota cave and he'll even mark it on your map.
  12. The cave is located to the north of Anvil.
  13. Just follow your map marker and find the cave.
  14. After that, there isn't too much else to it.
  15. Once you enter the cave you'll see that each thief is marked with a green arrow.
  16. There should be eight of them spread out throughout the cave in little clusters.
  17. Newheim's Tankard is sitting on a table in the big room in the back.
  18. If you can't find it just go into your journal and switch quests to have the tankard get its own map marker.
  19. The combat shouldn't be too tough.
  20. Just take it slow and work your way through each group.
  21. None of them are any better than leveed bandits.
  22. Once you're done just head back to Azzan to report your success.
  23. If you've already completed "Amelion's Debt", then you will be ready for another quest from Modryn.

The Master's Son

  1. Track Modryn down and find out about the next quest.
  2. You'll get the basic story that your job is to babysit the Guildmaster's son on an easy mission.
  3. Find Viranus Donton in the Guildmaster's house.
  4. Follow the compass marker and talk to him.
  5. It doesn't matter what you say to him.
  6. He'll follow Modryn's order regardless.
  7. The actual contract is to find and rescue Galtus Previa in Nonwyll Caverns.
  8. Note: Even though you are supposed to protect Viranus, you can actually just let him do his own work. He's immortal at this point in the Fighters Guild series. You don't actually have to protect him.
  9. Travel to the marked cave and follow the compass marker to the back.
  10. This is a really simple cave.
  11. There shouldn't be anything worse than rats or mudcrabs for most of it.
  12. Two trolls attack at the end though.
  13. Tip: At this point in the game your block skills might be good enough to duke it out with trolls. If you can block without being staggered often, you should switch strategies.
  14. Once the trolls are dead, look at Galtus' body to end the quest.
  15. Head back to Modryn to end the quest.

More Unfinished Business

  1. Modryn offers this next quest.
  2. It turns out that our old friend Maglir is causing trouble again.
  3. He has a contract with the Mages Guild in Bravil and he didn't even bother to make initial contact.
  4. Talk to anyone in the town and learn that Maglir is hiding in The Lonely Suitor Lodge.
  5. Once you find him, learn that he's abandoned the Fighters Guild to join the Blackwood Company.
  6. If you helped him before, you can tell him that the contract must be fulfilled.
  7. He'll be nice and tell you that he was supposed to talk to Aryarie.
  8. If you didn't help him, then you'll have to get her name from Modryn.
  9. Find her in the Mages Guild building.
  10. She needs 10 Imp Galls.
  11. If you don't already have them, she'll suggest that you go to the nearby Robber Glen Cave to collect them.
  12. I would actually suggest going to the cave anyway.
  13. It has a lot of good loot in it and imps are pretty easy to kill.
  14. Tip: Imps are just like mages. Just charge them and attack. They are really weak at close combat.
  15. Kill ten imps and get their galls to finish the requirements.
  16. Head back to Aryarie and give her the galls.
  17. Aryarie hands over a few potions as a reward.
  18. Head back to Modryn to report Maglir's defection and your success.
  19. Modryn will reward you with some more gold and an advancement.

Azani Blackheart

  1. Meet Modryn in his house after dark.
  2. Wait until its after 8 PM and then head down to meet him.
  3. You'll now learn a bit more about the Blackwood Company and the problems of the Fighters Guild.
  4. Once Modryn is done talking he'll want to start a quest to see what's become of Azani Blackheart.
  5. Fast travel to Leyawiin and find Modryn again in the Fighters Guild building.
  6. He'll mark Arpenia on your map and start following.
  7. The ruins are basically abandoned except for the occasional rat or mudcrab.
  8. You should head along the main path and just try and explore the ruins as much as possible.
  9. There's a decent amount of minor loot still left if you check the casks.
  10. At some point Modryn will walk up to you and suggest that Blackheart must have left under his own power as there isn't any sign of a battle.
  11. Note: This can become bugged. Use a mixture of wait and reloading saves to try and make Modryn's script kick in.
  12. Blackheart really liked these ruins though.
  13. Modryn suggests that you should head up to the closest one.
  14. Follow Modryn out and then walk the short distance to your new target, Atatar.
  15. Try to keep Modryn with you. Unlike Maglir, he's actually skilled in combat and ready to fight.
  16. He also can't be killed so he'll come in handy.
  17. The ruins are relatively linear.
  18. Keep an eye out for traps and keep moving forward.
  19. Any attempt to give directions would just be confusing.
  20. The map will be your best friend for this mission.
  21. Bandit forces will be scattered throughout the first level.
  22. Once you get to the second level you'll have to face the occasional bandit mage.
  23. The level Atatar Haelia Anga is the only one that will require some thought.
  24. Activate a switch to the right of the gate if you want to get through.
  25. This will take you to the final gate and Atatar Loria.
  26. Azani Blackheart sits in this small throne room.
  27. He isn't too tough on his own and Modryn should actually help a good bit with him.
  28. Once he's dead search his body and loot the ring.
  29. Give it to Modryn to end the quest and prove that Blackwood made a corrupt deal.
  30. Note: Search the throne room and open the door in the back right corner. Blackheart's bedroom has a lot of good loot in it that's basically free for the taking.
  31. Do a few normal quests for Azzan or Burz gro-Khash while Modryn works.

The Wandering Scholar

  1. Talk to Azzan in Anvil for this next mission.
  2. It's a standard escort mission.
  3. Head to Brittlerock Cave and protect Elante of Alinor while she searches for a Daedric shrine.
  4. The cave is located a good ways northeast of Anvil.
  5. Note: She can die in this mission. You can still complete it if she dies, but you won't receive any money for it.
  6. The only good thing is that Elante is generally smart enough to stay away from the monsters on her own.
  7. Run ahead a bit and Elante will stop.
  8. She will wait at that location until you come back.
  9. Take advantage of this and clear the cave.
  10. Most of the times she will wander down at least one dead end path and turn around.
  11. Just keep with her until you make it to a shrine room.
  12. Here she'll take only a passing interest in it and make you think that you'll have to venture deeper.
  13. She'll change her mind though and decide to study this one.
  14. Your bonus is book that raises your Blade skill.
  15. You can now safely head out and report back to Azzan.
  16. There is another level below this one if you want to fight some more Daedra and get more loot.
  17. It's your choice though.
  18. Azzan will congratulate you and point you to Burz gro-Khash for your next mission.

The Fugitives

  1. Talk to Burz gro-Khash to get this one.
  2. You will just have to kill four people for this quest.
  3. They are fugitives who've recently escaped from Bravil prison.
  4. Burz doesn't have their location though.
  5. Travel to Bravil and find a friend.
  6. Anyone with a disposition above 60 will tell you that they're hiding in Bloodmayne Cave.
  7. Find it a bit northwest of Bravil.
  8. Once you enter you'll find it a bit different from most caves.
  9. Each fugitive will be marked with a green arrow.
  10. You should be able to face them all separately or at most two at a time.
  11. Head through the cave and enter the second room.
  12. You'll see that its filling with poison gas.
  13. Pull one of the three rocks on a rope to open the secret passage.
  14. Just keep heading through the relatively linear cave and hunt them all down.
  15. The only confusing spot is that one Argonian archer is in a second story room.
  16. Follow the arrows and fill all four to complete the quest.
  17. None of them should be tougher than facing an arena opponent or bandit.
  18. Head back to Burz gro-Khash when you're done.
  19. If you've completed Azzan's quest, you will receive an advancement.
  20. Modryn needs to talk to you.

Trolls of Forsaken Mine

  1. It's time for a depressing mission now.
  2. Talk to Modryn to learn about a crisis.
  3. It turns out that Viranus' mission in Forsaken Mine has gone bad.
  4. He needs you to go in and rescue him if you can.
  5. Forsaken Mine is a bit south of Leyawiin.
  6. Walk around the town to get to it.
  7. Once you head in your heart should sink.
  8. There's nothing but dead guild members around for the first room or two.
  9. You should spot a fallen Blackwood Company member as well. Suspicious?
  10. Tip: Blackwood Company Armor is better than Legion or Blade armor. If you use heavy armor than you should swap out your set.
  11. There isn't much else to this quest.
  12. Follow the compass arrow to the back of the cavern.
  13. The routes are a little odd but they all eventually lead to the same place.
  14. Fight some trolls once you get past the first area.
  15. Use your standard tactics here. As I mentioned earlier, you may be able to effectively block their attacks by now.
  16. You shouldn't ever come across more than two trolls at once.
  17. Tip: If you do get hurt badly, feel free to rest once the area is clear of enemies. Using the wait command to rest for an hour will leave you completely rejuvenated.
  18. You'll finally find Viranus' body.
  19. Walk around it for a minute if you don't get a confirmation in the quest log.
  20. Search his body to find the Bloody Journal.
  21. Read it if you want to know the backstory to the failure.
  22. Once you've got your evidence you can leave and report back to Modryn.
  23. He'll inform you that this isn't going to be good for either of you.
  24. Head to Azzan for your next mission.

The Stone of St. Alessia

  1. Azzan will inform you that Modryn has been expelled from the Guild for his failure.
  2. You have also received a demotion. It doesn't really matter though.
  3. Azzan will have a new mission for you in Bruma.
  4. You will need to retrieve the Stone of St. Alessia from a group of bandits.
  5. Head to Bruma and talk to Cirroc in the chapel.
  6. He'll mark the location of the bandit camp on your map.
  7. It's just a position on the road east of Bruma.
  8. Walk there and find the lone bandit K'Sharr waiting for you.
  9. He'll confess to the crime and then state that it doesn't matter.
  10. A group of Ogres stole the stone and killed the others.
  11. They've holed up in Sedor with their new treasure.
  12. If you want you can kill K'Sharr, but it doesn't really do anything.
  13. Sedor is a straight path east from your current position.
  14. There will be a few particularly tough Ogres inside.
  15. I suggest you have your weapons and armor in top condition since the ogres are very rough on your equipment.
  16. Rely on hit and run tactics to take out these brutes.
  17. If you follow the compass marker you'll find the stone on the other side of a locked grate.
  18. The grate is opened through another device.
  19. You need to make sure that you step on the pressure plate near it to open another grate to the left.
  20. Head back and follow the new path.
  21. It will take you up to an overlooking ledge with a button.
  22. Pushing the button opens the main grate.
  23. Head through the now open passage to pick up the stone.
  24. Leave the ruins and head back to Cirroc in the chapel.
  25. He'll give you some potions for your efforts.
  26. Travel back to Azzan to receive your reward.
  27. This should be your last quest from Azzan.
  28. The other official ones will come from Burz gro-Khash.

The Noble's Daughter

  1. Burz will give you a new mission. It's a bit of a twist on the damsel in distress.
  2. There is an Orc noble living outside the city.
  3. It seems that his daughter has been kidnapped by ogres.
  4. Talk to Lord Rugdumph at his estate north of Cheydinhal.
  5. Take a minute to laugh at his "peculiar" speech and then head out to rescue Lady Rogbut.
  6. The ogres just have her captive in the open a bit east from the estate.
  7. Run over and kill them.
  8. They shouldn't be as tough as the ones in Sedor.
  9. I would suggest that you make every effort to not draw all three to you at once.
  10. Take two at a time to be safe.
  11. Once the three ogres are dead just walk up to the fine lady and have her follow you back to the estate.
  12. Walk back to Lord Rugdumph with Lady Rogbut and receive the reward.
  13. It is Lord Rugdumph's Sword, which surprisingly absorbs speechcraft when it hits an enemy. Feel free to sell it since it's not that great of a sword.
  14. Report back to Burz to report your success and get your old rank restored.

Mystery at Harlun's Watch

  1. This is the last official mission for the Guild.
  2. You will need to find out why people are disappearing from the nearby town, Harlun's Watch.
  3. Travel there and talk to Drarana Thelis.
  4. The town is just a short journey east from Cheydinhal.
  5. She'll mention some mysterious lights down by Swampy Cave.
  6. Go there when it's a bit dark to see the lights she's talking about.
  7. The lights are 3 Will-o-the-Wisps.
  8. Note: These enemies are like powered-up ghosts. You'll need a silver, daedric, or enchanted weapon to even hit them. You will be pulling your hair out if you don't have spells though. They can absorb your health from close range and of course they can become almost completely invisible. I only beat them by running around and hitting them. This managed to keep them from ever casting their drain spell correctly.
  9. Once they are dead you should pick up their Glow Dust and save it for Azura's quest.
  10. Head inside the cave to figure out what's actually killing the villagers.
  11. Note: There is a strange glitch in the game that breaks this quest. If you've already cleared out this cave then the bodies won't spawn properly and the journal will never update. The v1.1 patch fixed this issue.
  12. Head inside and fight the few trolls that get in your way.
  13. Follow the quest marker to find a room with a good stack of bodies.
  14. The villagers were drawn in by the Will-o-the-Wisps and then finished off by the trolls inside.
  15. You now have to kill every troll inside the cave.
  16. The trolls will not be marked. You have to find them all yourself.
  17. Unfortunately, there isn't much to be said for this quest.
  18. You just have to use the map and make sure you check each area.
  19. There should be about seven trolls in the front cave and seven more in the back area, "Swampy Cave Dry Rock Run."
  20. You'll get a message once they're all dead.
  21. Walk back up to Drarana to report your findings.
  22. Head back to Burz to submit your report and receive your reward.
  23. You will receive an advancement to the champion rank.
  24. This means you actually have the same rank as Burz and Azzan.
  25. They'll both tell you that they're out of quests, but that Modryn wanted to see you.

Information Gathering

  1. Modryn wants to secretly destroy the Blackwood Company to avenge the fallen Guildmembers.
  2. They are apparently spreading their operation to Glademist Cave and Modryn thinks that the timing is perfect to capture a high ranking member called Ajum-Kajin.
  3. Follow your map marker to Glademist Cave. It will be just a bit east of Chorrol along the main road.
  4. Travel to the cave and head in.
  5. You will be fighting Blackwood Company guards. They usually fight in pairs.
  6. Note: For one of the first times in the game you have to be very careful about their archers. Most of them use enchanted bows with enchanted arrows. These really hurt. Be at full health before you try to tackle a pair of archers.
  7. Tip You will take a lot of damage in this fight. Do not be afraid to rest for an hour via the wait command.
  8. Again, the cave is linear and leads to the final room.
  9. Just follow the path and fight through pairs of guards along the way.
  10. Tip: Loot a lot of their enchanted equipment to fund this operation.
  11. Once you've cut through about 9 guards you'll find Ajum-Kajin.
  12. Tip: Loot the cupboard outside his room to get a bunch of expensive potions and scrolls.
  13. Don't attack Ajum.
  14. Talk to him and he'll surrender.
  15. He'll follow you out of the cave.
  16. Don't worry. He won't try to escape.
  17. Travel to Chorrol.
  18. Walk to Modryn's house and talk to him.
  19. You're not done yet.
  20. You will have to have a little "talk" with Ajum.
  21. Talk to him again to have him sit down in the chair.
  22. You now have a few options.
  23. Modryn needs to know the size of the Blackwood Company and the identity of their leader.
  24. If you have a good personality or some charm spells you can raise Ajum's disposition above 90 to get the information.
  25. That's not much fun though.
  26. Put away your weapon and hit him with just your fists to carefully beat it out of him.
  27. When his health is at 50% you should get a message that he looks like he's willing to talk.
  28. Ask him about their size.
  29. Learn that they have 100 members.
  30. Start hitting him again.
  31. When his health is at about 85% gone, you'll get another message that he's ready to talk.
  32. Note: It is possible to accidentally kill him, be careful.
  33. Ask him who their leader is.
  34. Ask him what the secret of their power is.
  35. Unfortunately, he'll just commit suicide.
  36. Note: You can search his body and discover a special Blackwood ring that does 150 fire damage to self. That's how he committed suicide if you were curious.
  37. Talk to Modryn to receive an Amulet of the Interrogator if you didn't kill the prisoner.

Infiltration

  1. It's time for the second stage.
  2. Talk to Modryn and he'll ask you to join the Blackwood Company to gain more information.
  3. Head to Leyawiin and enter their guild building during the day.
  4. Talk to Jeetum-ze to join.
  5. You can usually find him in the main room or upstairs.
  6. Once you join he'll ask you to follow him to the training room for instructions.
  7. Follow Jeetum-ze and listen to his speech.
  8. It turns out that they have imported a Hist tree from the Blackwood region and use its special sap to give themselves great power.
  9. Your only option is to drink the sap and remain undercover.
  10. Go into your inventory to drink it.
  11. Once you drink the sap you'll leave to protect Water's Edge from some invading goblins.
  12. You will automatically teleport and fight seven weak goblins outside.
  13. Once they're dead the other members will tell you to kill the ones in the houses.
  14. Head inside each of the three houses and kill all four goblins.
  15. Once you're done you'll pass out and wake in Modryn's house.
  16. Modryn will inform you that some Fighters Guild members found you passed out in Leyawiin and that they have no idea what happened.
  17. Tell him about the Hist Sap.
  18. He'll become worried and ask you to check on Water's Edge for him.
  19. Travel there and discover Marcel Amelion crying over the body of his dead daughter.
  20. There are just seven dead sheep and four dead bodies lined up in the stable.
  21. You'll realize the grim truth and report back to Modryn.

The Hist

  1. Modryn is outrage by the deaths caused by their insane tactics.
  2. Its time to raid their Guild and destroy the Hist Tree.
  3. Travel to Leyawiin and head into their Guild.
  4. You'll be stopped at the door and called a traitor and a Fighters Guild spy.
  5. Kill Ja'Fazir and anyone else who happens to be in the main room.
  6. Use the pillars for cover from the mages if things get rough.
  7. There shouldn't be more than two others in the main room.
  8. Search Ja'Fazir's body to get the key to Jeetum-ze's room.
  9. Go upstairs and enter.
  10. If Jeetum-ze isn't in then head outside.
  11. He'll sometimes walk out when you open the door.
  12. Kill Jeetum-ze and loot his body to get the key to Ri'Zakar's room.
  13. Go into Ri-Zakar's room upstairs and kill him.
  14. Loot his body to get the key to the basement.
  15. Head down to the main room and use the door by the stairs to enter the basement.
  16. You'll easily see the huge Hist Tree and battle two mages.
  17. Use the machinery as cover and then divide and conquer at close range.
  18. The only way to destroy the Hist Tree is to destroy the machines.
  19. There are two loose pipes on the south side of the room.
  20. One is on the table and the other is on the floor.
  21. Pick up both pipes and try to use each Sap Pump.
  22. The pipes will break the pump.
  23. The room is now on fire too.
  24. You'll receive confirmation that the tree is as good as dead.
  25. Head out to find an enraged Maglir in the main room.
  26. He'll complain that you ruined his one chance at happiness and attack.
  27. If you've survived everything so far, he won't be any challenge.
  28. Finish Maglir off and leave.
  29. Report back to Modryn to receive a very "unique" helmet.
  30. He'll ask you to report what's happened to Vilena Donton.
  31. Find her and talk about the Blackwood Company.
  32. Go ahead and tell her the truth about Modryn helping you. It really doesn't matter.
  33. Talk to her about your advancement to have your rank striped away.
  34. It's only a technicality though since she chooses to retire and appoints you Guildmaster.
  35. Walk back and appoint Modryn as your second-in-command.

Guildmaster

  1. Your duties with the Guild are pretty limited now.
  2. Modryn will take care of the day-to-day aspects.
  3. Talk to him once a month to set the Guild's priorities.
  4. When you first ask about your duties he'll give you the key to the Guildmaster's chest.
  5. This chest will be filled with gold and items from the contracts your fighters carry out.
  6. If you tell Modryn to focus on recruitment then there will be a lot of items put in the chest but you won't get much gold.
  7. You can tell him to focus on getting contracts to get a lot of gold but no items.
  8. You can also have him balance between the two.
  9. Your orders always last for a full month.
  10. If you forget to talk to him he'll just stay the course until you give him different orders.
  11. You have now completed all the Fighters Guild Quests.
  12. Congratulations.
The Elder Scrolls IV: Oblivion Walkthrough sections: Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8

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