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------------------------------------------------------------------------------------------------------------------------------------------------------------Homepage: http://bkstunt.com
-Facebook: Facebook.com/bkstunt
--This document Copyright 2012 Gregory Michael Wright
-The Elder Scroll V: Skyrim Copyright 2011 Bethesda Softworks
------------------------------------------------------------------------------------------------------------------------------------------------------------This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.
==============================================================================
- TABLE OF CONTENTS ==============================================================================
To navigate much easier through this guide, I added the search system, which
works just by following these simple steps:
- Highlight the "Section Code" of the section which you wish to go and copy it
(CTRL+C).
- Press CTRL+F to bring up the search sub-menu.
- Paste (CTRL+V) the "Section Code" and press ENTER twice to be where you
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since this guide is HUGE. It sure beats scrolling through this text document
for 30+ minutes, right?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~~
1] Introduction........................................................[BK100]
1.1] Contact Rules . . . . . . . . . . . . . . . . . . . . .[BK101]
1.2] Donations . . . . . . . . . . . . . . . . . . . . . . .[BK102]
1.3] Enhanced Skyrim Guide APP . . . . . . . . . . . . . . .[BK103]
2] Game Basics.........................................................[BK200]
2.1]
2.2]
2.3]
2.4]
2.5]
2.6]
2.7]
2.8]
2.9]
Story . . . . . . .
Controls . . . . . .
Races . . . . . . .
Using the Compass .
Leveling Up . . . .
Skills and Perks . .
Being Stealthy . . .
Lockpicking and You
Dragon Shouts . . .
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3] Main Questline......................................................[BK300]
3.1]
3.2]
3.3]
3.4]
3.5]
3.6]
3.7]
3.8]
3.9]
3.10]
3.11]
3.12]
3.13]
3.14]
3.15]
3.16]
3.17]
3.18]
Unbound . . . . . . . . . . .
Before the Storm . . . . . . .
Bleak Falls Barrow . . . . . .
Dragon Rising . . . . . . . .
The Way of the Voice . . . . .
The Horn of Jurgen Windcaller
A Blade in the Dark . . . . .
Diplomatic Immunity . . . . .
A Cornered Rat . . . . . . . .
Alduin's Wall . . . . . . . .
The Throat of the World . . .
Elder Knowledge . . . . . . .
Alduin's Bane . . . . . . . .
The Fallen . . . . . . . . . .
Season Unending . . . . . . .
The World-Eater's Eyrie . . .
Sovngarde . . . . . . . . . .
Dragonslayer . . . . . . . . .
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.[BK301]
.[BK302]
.[BK303]
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.[BK306]
.[BK307]
.[BK308]
.[BK309]
.[BK310]
.[BK311]
.[BK312]
.[BK313]
.[BK314]
.[BK315]
.[BK316]
.[BK317]
.[BK318]
Take up Arms . . . .
Hired Muscle . . . .
Proving Honor . . .
Animal Extermination
The Silver Hand . .
Retrieval . . . . .
Striking the Heart .
Blood's Honor . . .
Purity of Revenge .
Glory of the Dead .
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.[BK401]
.[BK402]
.[BK403]
.[BK404]
.[BK405]
.[BK406]
.[BK407]
.[BK408]
.[BK409]
.[BK410]
4.13]
4.14]
4.15]
4.16]
4.17]
4.18]
4.19]
Escaped Criminal . .
Rescue Mission . . .
Hired Muscle . . . .
Animal Extermination
Dragon Seekers . . .
Family Heirloom . .
Totems of Hircine .
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.[BK413]
.[BK414]
.[BK415]
.[BK416]
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.[BK418]
.[BK419]
First Lessons . . .
Under Saarthal . . .
Hitting the Books .
Good Intentions . .
Revealing the Unseen
Containment . . . .
The Staff of Magnus
The Eye of Magnus .
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.[BK501]
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.[BK509]
.[BK510]
.[BK511]
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.[BK516]
.[BK517]
.[BK518]
.[BK519]
.[BK520]
.[BK521]
.[BK522]
.[BK523]
.[BK524]
.[BK525]
.[BK526]
.[BK527]
.[BK528]
.[BK529]
.[BK530]
.[BK531]
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A Chance Arrangement . .
Taking Care of Business
Loud and Clear . . . . .
Dampened Spirits . . . .
Scoundrel's Folly . . .
Speaking with Silence .
Hard Answers . . . . . .
The Pursuit . . . . . .
Trinity Restored . . . .
Blindsighted . . . . . .
Darkness Returns . . . .
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.[BK601]
.[BK602]
.[BK603]
.[BK604]
.[BK605]
.[BK606]
.[BK607]
.[BK608]
.[BK609]
.[BK610]
.[BK611]
6.12]
6.13]
6.14]
6.15]
6.16]
6.17]
6.18]
6.19]
6.20]
6.21]
6.22]
6.23]
6.24]
6.25]
6.26]
6.27]
No Stone Unturned . . . . . .
Growing The Guild . . . . . .
The Numbers Job . . . . . . .
The Fishing Job . . . . . . .
The Bedlam Job . . . . . . . .
The Burglary Job . . . . . . .
The Shill Job . . . . . . . .
The Sweep Job . . . . . . . .
The Heist Job . . . . . . . .
Retrieve Arondil's Journals .
The Dainty Sload . . . . . . .
Summerset Shadows . . . . . .
Imitation Amnesty . . . . . .
Deliver Moon Sugar to Ri'saad
Silver Lining . . . . . . . .
Under New Management . . . . .
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.[BK612]
.[BK613]
.[BK614]
.[BK615]
.[BK616]
.[BK617]
.[BK618]
.[BK619]
.[BK620]
.[BK621]
.[BK622]
.[BK623]
.[BK624]
.[BK625]
.[BK626]
.[BK627]
Innocence Lost . . . . . . . . .
With Friends Like These . . . .
Sanctuary . . . . . . . . . . .
Contract: Kill Beitild . . . . .
Contract: Kill Ennodius Papius .
Contract: Kill Narfi . . . . . .
Mourning Never Comes . . . . . .
Whispers in the Dark . . . . . .
Contract: Kill Lurbuk . . . . .
Contract: Kill Hern . . . . . .
The Silence has been Broken . .
Bound until Death . . . . . . .
Breaching Security . . . . . . .
The Cure for Madness . . . . . .
Recipe for Disaster . . . . . .
To Kill an Empire . . . . . . .
Death Incarnate . . . . . . . .
Hail Sithis! . . . . . . . . . .
Where you hang your enemy's head
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.[BK701]
.[BK702]
.[BK703]
.[BK704]
.[BK705]
.[BK706]
.[BK707]
.[BK708]
.[BK709]
.[BK710]
.[BK711]
.[BK712]
.[BK713]
.[BK714]
.[BK715]
.[BK716]
.[BK717]
.[BK718]
.[BK719]
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.[BK720]
.[BK721]
.[BK722]
.[BK723]
.[BK724]
.[BK725]
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. . . .[BK801]
.[BK801]
.[BK802]
.[BK803]
.[BK804]
.[BK805]
.[BK806]
.[BK807]
.[BK808]
8.1.9]
8.1.10]
8.1.11]
8.1.12]
The Battle
The Battle
The Battle
Battle for
for Fort
for Fort
for Fort
Solitude
Snowhawk .
Dunstad .
Hraggstad
. . . . .
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.[BK809]
.[BK810]
.[BK811]
.[BK812]
8.2] Imperials. . . . . . . . . . . . .
8.2.1] Joining the Legion . . . . . .
8.2.2] The Jagged Crown . . . . . . .
8.2.3] Message to Whiterun . . . . .
8.2.4] Battle for Whiterun . . . . .
8.2.5] Reunification of Skyrim . . .
8.2.6] A False Front . . . . . . . .
8.2.7] The Battle for Fort Dunstad .
8.2.8] Compelling Tribute . . . . . .
8.2.9] The Battle for Fort Greenwall
8.2.10] Rescue From Fort Kastav . . .
8.2.11] Battle for Fort Amol . . . . .
8.2.12] Battle for Windhelm . . . . .
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. . . .[BK813]
.[BK814]
.[BK815]
.[BK816]
.[BK817]
.[BK818]
.[BK819]
.[BK820]
.[BK821]
.[BK822]
.[BK823]
.[BK824]
.[BK825]
9] Daedric Quests......................................................[BK900]
9.1]
9.2]
9.3]
9.4]
9.5]
9.6]
9.7]
9.8]
9.9]
9.10]
9.11]
9.12]
9.13]
9.14]
9.15]
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.[BK901]
.[BK902]
.[BK903]
.[BK904]
.[BK905]
.[BK906]
.[BK907]
.[BK908]
.[BK909]
.[BK910]
.[BK911]
.[BK912]
.[BK913]
.[BK914]
.[BK915]
Dawnstar . . .
Dragon Bridge
Dushnikh Yal .
Falkreath . .
Ivarstead . .
Karthwasten .
Largashbur . .
Markarth . . .
Mor Khazgur .
Morthal . . .
Narzulbur . .
Riften . . . .
Riverwood . .
Rorikstead . .
Shor's Stone .
Solitude . . .
Whiterun . . .
Windhelm . . .
Winterhold . .
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.[BK1001]
.[BK1002]
.[BK1003]
.[BK1004]
.[BK1005]
.[BK1006]
.[BK1007]
.[BK1008]
.[BK1009]
.[BK1010]
.[BK1011]
.[BK1012]
.[BK1013]
.[BK1014]
.[BK1015]
.[BK1016]
.[BK1017]
.[BK1018]
.[BK1019]
11.1]
11.2]
11.3]
11.4]
11.5]
11.6]
11.7]
11.8]
11.9]
11.10]
11.11]
11.12]
11.13]
11.14]
11.15]
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.[BK1101]
.[BK1102]
.[BK1103]
.[BK1104]
.[BK1105]
.[BK1106]
.[BK1107]
.[BK1108]
.[BK1109]
.[BK1110]
.[BK1111]
.[BK1112]
.[BK1113]
.[BK1114]
.[BK1115]
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.[BK1201]
.[BK1202]
.[BK1203]
.[BK1204]
.[BK1205]
.[BK1206]
.[BK1207]
.[BK1208]
.[BK1209]
.[BK1210]
.[BK1211]
.[BK1212]
.[BK1213]
.[BK1214]
.[BK1215]
.[BK1216]
.[BK1217]
.[BK1218]
.[BK1219]
.[BK1220]
.[BK1221]
.[BK1222]
.[BK1223]
.[BK1224]
Bronze Trophies
Silver Trophies
Gold Trophies .
Platinum Trophy
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.
.[BK2401]
.[BK2402]
.[BK2403]
.[BK2404]
-= Bkstunt =
Hey everyone, its Bkstunt here with a guide on The Elder Scrolls V: Skyrim.
I'm a BIG fan of Bethesda after playing through Morrowind and Oblivion (and
Fallout 3), so getting the chance to write for Skyrim meant I had to jump at
it!
If you've played any of the games listed above, you KNOW that Skyrim is
HUGE. There will undoubtedly be things about this game that I just don't know,
so input from you, the gamer, is very much welcome.
Also, I know for a fact now (after playing the game for 100+ hours) that you
WILL NOT play the same game as me. Bethesda is clever and will change things
up... the EXPERT lock I may encounter may be a MASTER lock in your game. And
if I run into three enemies, you may run into TWO... or FOUR, which makes this
game somewhat random. Randomness is NOT a guide-writers friend, so I'll ask
that you appreciate the game for what it is and DON'T use this guide as a
crutch, but a tool.
This is by far the biggest game I have ever decided to try and write a guide
for. I've done my best to point out everything I found that can help you, and
I've also tried to NOT spoil the game's story either. Hopefully you'll find
FOLLOW ME!
____________
Want to talk about some games!? Maybe throw out some ideas for what YOU want
to see me write about next? I made a facebook account for just that reason!
You can 'Like' me at:
______________________
Facebook.com/Bkstunt
______________________
I also have a website you can visit to see what other guides I've written,
as well as see upcoming projects. I've also written a TON of reviews that will
go up there (You want to play GOOD games, right?!).
_____________
Bkstunt.com
_____________
So between those two sites, come on over and say 'Hi!' sometime.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 1.2] Donations ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK102.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
First of all, let me say that my primary motivation for writing guides is,
and always will be, for the gamer. However, as I've learned by writing just
a few guides on new games, it can hit your pocket book! I wish they'd give me
these games so I could crank out great guides, but they don't! Ah, maybe one
day!
Until then, if you've found this guide helpful please consider donating to
help me offset my costs. You can donate to my paypal account below:
________
PAYPAL
________
Paypal ID:
Gregorio31 @ Gmail . Com
Hey, it's WAY better than paying $20 for a guide, right? Even the smallest
amount will be appreciated.
________
AMAZON
________
ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me
out by shopping through me! It doesn't cost you a SINGLE CENT either, which
is kick-ass. All you do is visit my webpage's donation page below:
____________________________
Bkstunt.com/donations.html
____________________________
Once you are there, you can click on the AMAZON link at the top and shop as
normal. 4% of what you buy will then be sent to me.
Please be sure to send me an email so I can thank you personally as well! Or
just send me an email to say "Thanks!" Every one of those I read makes my day!
~ Bkstunt
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 1.2] Enhanced Skyrim Guide ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK103.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Well, SKYRIM has been out for awhile and there's no denying that the game
has done EXTREMELY well for itself.
Thanks to the game's popularity, I've had the chance to work with two
companies to make this guide even MORE accessible to the world by taking it
Check them out, buy if you like them, and thanks for supporting me!
~ Bkstunt
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
2. Game Basics
|||
[BK200]
O==================|||---------------------------------|||====================O
All the basics of the game are covered in this special section. Since there's
a LOT to cover in this game we figured a quick summary of the games MANY, MANY
"Basics" would be helpful. This is the place to check out before diving in, or
to brush up on anything you may have skipped.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.1] Story ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK201.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
|============+================================================================|
|- R analog | = Aims Crosshair/Rotates camera.
|
|============+================================================================|
|- Start
| = Opens up your Journal.
|
|============+================================================================|
|- Select
| = Wait.
|
|============+================================================================|
|- X button | = Activate.
|
|============+================================================================|
|- [] button | = Ready weapon.
|
|
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Sheathe weapon.
|
|============+================================================================|
|- /\ button | = Jump.
|
|============+================================================================|
|- O button | = Character's Menu.
|
o------------'----------------------------------------------------------------o
MICROSOFT XBOX 360 CONTROLS
_.-'``-._
_,-'`'-._
,-'
`-.,____________,.-'
.-. `-.
/ .---.
___
( Y )
\
/ ,' ,-. `.
__ / X \ __ .-. `-` .-. \
/ | | | |
(__) | / \ | (__) ( X ) ( B ) \
/
`. `-' ,'
__
\___/
`-` ,-. `-`
\
|
`---` ,-` `-.
.---.
( A )
|
|
/ -' `- \
,' . `.
`-`
|
|
|
| | - - |
|
!
\ -. ,- /
`. ' ,'
|
|
`-.__,-'
`---`
|
|
________________
|
|
_,-'`
``-._
|
|
,-'
`-.
|
\
,'
`.
/
`.__,-'
`-.__,'
o------------+----------------------------------------------------------------o
|- LB button | = Sprint.
|
|============+================================================================|
|- LT button | = Uses what's equipped on left hand.
|
|
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Equips that item/weapon when on favorite quick-menu.
|
|============+================================================================|
|- R analog | = Switch between first-person and third-person views.
|
| [push] |
|
|============+================================================================|
|- L analog | = Toggle Sneak Mode.
|
| [push] |
|
|============+================================================================|
|- RB button | = Shout/Power.
|
|============+================================================================|
|- RT button | = Uses what's equipped on the right hand.
|
|
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Equips that item/weapon when on favorite quick-menu.
|
|============+================================================================|
|- D-pad
| = Favorites.
|
|============+================================================================|
|- L analog | = Moves player forward/back and strafes.
|
|============+================================================================|
o------------+----------------------------------------------------------------o
|- Left
| = Uses what's equipped on right hand.
|
| click
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Equips that item/weapon when on favorite quick-menu.
|
|============+================================================================|
|- ALT
| = Sprint.
|
|============+================================================================|
|- Shift
| = Walk.
|
|============+================================================================|
|- F
| = Switch between first-person and third-person views.
|
|
|
|
|============+================================================================|
|- CTRL
| = Toggle Sneak Mode.
|
|============+================================================================|
|- Right
| = Uses what's equipped on the left hand.
|
| click
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Equips that item/weapon when on favorite quick-menu.
|
|============+================================================================|
|- Z
| = Shout/Power.
|
|============+================================================================|
|- Q
| = Favorites.
|
|============+================================================================|
|- W,A,S,D | = Moves player forward/back and strafes.
|
|============+================================================================|
|- C
| = Automove.
|
|============+================================================================|
|- Mouse
| = Aims Crosshair/Rotates camera.
|
|============+================================================================|
|- J
| = Opens up your Journal.
|
|============+================================================================|
|- T
| = Wait.
|
|============+================================================================|
|- E
| = Activate.
|
|============+================================================================|
|- R
| = Ready weapon.
|
|
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|
| = Sheathe weapon.
|
|============+================================================================|
|- Space
| = Jump.
|
|============+================================================================|
|- TAB
| = Character's Menu.
|
|============+================================================================|
|- #'s
| = Hotkeys
|
|============+================================================================|
|- M
| = Map.
|
|============+================================================================|
|- I
| = Inventory.
|
|============+================================================================|
|- P
| = Magic.
|
o------------'----------------------------------------------------------------o
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.3] Races ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK203.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Just like the previous Elder Scrolls games, like Morrowind (III) and Oblivion
(IV), at the beginning of the game you will create your character from several
races, ranging from several kinds of Elves, to Orcs and some Human races.
Which one should you pick? Well, that's entirely your choice! There's really
no wrong choice, but each race has its own specialties so keep on reading and
pick the one that you're looking for. Please note that all races begin with
two spells, and some races get extra spells (see below):
o------------------.----------------------------------------------------------o
|
Flames
| A ball of fire that does 8 damage. per second. Targets |
|
| on fire take extra damage.
|
|------------------|----------------------------------------------------------|
|
Healing
| Heals the caster 10 HP per second.
|
|------------------|----------------------------------------------------------|
| Conjure Familiar | Summons a Familiar for 60 seconds wherever the caster is |
| (Breton only) | pointing.
|
|------------------|----------------------------------------------------------|
|
Sparks
| Lightning strike that does 8 points of shock damage to |
| (Dark Elf only) | Health and Magicka per second.
|
|------------------|----------------------------------------------------------|
|
Fury
| Creatures and people up to level 6 will attack anything |
| (High Elf only) | nearby for 30 seconds.
|
o------------------'----------------------------------------------------------o
Now, let's get started with the different races, shall we?
_____
.__
/ _ \_______ ____ ____ ____ |__|____
____
/ /_\ \_ __ \/ ___\ / _ \ /
\| \__ \ /
\
/
|
\ | \/ /_/ > <_> ) | \ |/ __ \| | \
\____|__ /__| \___ / \____/|___| /__(____ /___| /
____________________\/_____/_____/_____________\/________\/_____\/_____________
This reptilian race, well-suited for the treacherous swamps of their Black
Marsh homeland, has developed a natural resistance to diseases and the ability
to breath underwater. They can call upon the Histskin to regenerate health
very quickly.
o Racial Starting Stats:
Lockpicking +10
Alteration +5
Light Armor +5
Pickpocket +5
Restoration +5
Sneak +5
o Racial Abilities:
Histskin: Invoke the power of the Hist to recover health ten times faster
for 60 seconds.
Resist Disease: Your Argonian blood is 50% resistant to disease.
Waterbreathing: Your Argonian lungs can breath underwater.
__________
__
\______ \_______ _____/ |_ ____ ____
|
| _/\_ __ \_/ __ \ __\/ _ \ /
\
|
| \ | | \/\ ___/| | ( <_> ) | \
|______ / |__|
\___ >__| \____/|___| /
________________________\/______________\/_________________\/__________________
Conjuration +10
Alchemy +5
Alteration +5
Illusion +5
Restoration +5
Speech +5
o Racial Abilities:
Dragonskin: Absorb 50% of magicka from hostile spells for 60 seconds.
Magic Resistance: Breton blood grants a 25% resistance to magic.
o Extra Starting Spell:
Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is
pointing.
________
__
___________.__ _____
\______ \ _____ _______| | __ \_ _____/| |_/ ____\
|
| \\__ \\_ __ \ |/ / |
__)_ | |\ __\
|
` \/ __ \| | \/
< |
\| |_| |
/_______ (____ /__| |__|_ \ /_______ /|____/__|
____________________\/_____\/___________\/_________\/__________________________
Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted
for their stealth and magic skills. They are naturally resistant to fire and
can call upon their Ancestor's Wrath to surround themselves in fire.
o Racial Starting Stats:
Destruction +10
Alchemy +5
Alteration +5
Illusion +5
Light Armor +5
Sneak +5
o Racial Abilities:
Resist Fire: Your Dunmer blood gives you 50% resistance to fire.
Ancestor's Wrath: For 60 seconds, opponents that get too close take 8
points per second of fire damage.
o Extra Starting Spell:
Sparks: Lightning strike that does 8 points of shock damage to Health and
Magicka per second.
Also known as "Altmer" in their homeland of Summerset Isle, the high elves
are the most strongly gifted in the arcane arts of all the races. They can
call upon their Highborn power to regenerate Magicka quickly.
/
Illusion +10
Alteration +5
Conjuration +5
Destruction +5
Enchanting +5
Restoration +5
o Racial Abilities:
Highborn: Regenerate Magicka faster for 60 seconds
Highborn: High Elves are born with 50 extra magicka.
o Extra Starting Spell:
Fury: Creatures and people up to level 6 will attack anything nearby for
30 seconds.
.___
.__
.__
| | _____ ______ ___________|__|____ | |
| |/
\\____ \_/ __ \_ __ \ \__ \ | |
| | Y Y \ |_> > ___/| | \/ |/ __ \| |__
Restoration +10
Block +5
Destruction +5
Enchanting +5
Heavy Armor +5
One-Handed +5
o Racial Abilities:
Voice of the Emperor: Calms nearby people for 60 seconds.
Imperial Luck: Anywhere gold coins might be found, Imperials always seem
to find a few more.
____ __.__
__.__.__ __
|
|/ _| |__ _____
|__|__|__|/ |_
|
< | | \\__ \
| | | \ __\
|
| \| Y \/ __ \_ | | | || |
|____|__ \___| (____ /\__| |__|__||__|
_____________________________\/____\/_____\/\______|___________________________
Hailing from the province of Elsweyr, they are intelligent, quick, and agile.
They make excellent thieves due to their natural stealthiness. All Khajit can
see in the dark at will and have unarmed claw attacks.
o Racial Starting Stats:
Sneak +10
Alchemy +5
Archery +5
Lockpicking +5
One-Handed +5
Pickpocket +5
o Racial Abilities:
Claws: Khajiit claws do 15 points of damage.
Night Eye: Improved night vision for 60 seconds.
_______
.___
\
\ ___________ __| _/
/ | \ / _ \_ __ \/ __ |
/
|
( <_> ) | \/ /_/ |
\____|__ /\____/|__| \____ |
________________________________\/__________________\/_________________________
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy,
Nords are famous for their resistance to cold and their talent as warriors.
They can use a Battlecry to make opponents flee.
o Racial Starting Stats:
Two-Handed +10
Block +5
Light Armor +5
One-Handed +5
Smithing +5
Speech +5
o Racial Abilities:
Battle Cry: Target flees for 30 seconds.
Resist Frost: Your Nord blood gives you 50% resistance to Frost.
________
\_____ \_______ ____
/ | \_ __ \_/ ___\
/
|
\ | \/\ \___
\_______ /__|
\___ >
___________________________________\/____________\/____________________________
The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are
prized for their craftsmanship. Orc troops in Heavy Armor are among the finest
in the Empire, and are fearsome when using their Berserker Rage.
o Racial Starting Stats:
o Racial Abilities:
Beserker Rage: You take half damage and do double damage for 60 seconds.
__________
.___
.___
\______ \ ____ __| _/ ____ __ _______ _______ __| _/
|
_// __ \ / __ | / ___\| | \__ \\_ __ \/ __ |
|
| \ ___// /_/ |/ /_/ > | // __ \| | \/ /_/ |
|____|_ /\___ >____ |\___ /|____/(____ /__| \____ |
__________________\/_____\/_____\/_____/____________\/___________\/____________
One-handed +10
Alteration +5
Archery +5
Block +5
Destruction +5
Smithing +5
o Racial Abilities:
Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds.
Resist Poison: Your Redguard blood gives you 50% resistance to poison.
__
__
.___ ___________.__ _____
/ \
/ \____ ____ __| _/ \_ _____/| |_/ ____\
\ \/\/ / _ \ / _ \ / __ | |
__)_ | |\ __\
\
( <_> | <_> ) /_/ | |
\| |_| |
\__/\ / \____/ \____/\____ | /_______ /|____/__|
__________________\/____________________\/__________\/_________________________
The clanfolk of the Western Valenwood forests, also known as "Bosmer". Wood
elves make good scouts and thieves, and there are no finer archers in all of
Tamriel. They have natural resistances to both poisons and diseases. They can
Command Animals to fight for them.
o Racial Starting Stats:
Archery +10
Alchemy +5
Light Armor +5
Lockpicking +5
Pickpocket +5
Sneak +5
o Racial Abilities:
Resist Disease and Poison: Your Bosmer blood gives you 50% resistance to
poison and disease.
Command Animal: Make an animal an ally for 60 seconds.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.4] Using the Compass ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK204.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
The Compass appears in the center of the screen on top to show various
locations, from cities to dungeons and even enemies. Take a look at the Compass
ASCII below and SOME symbols so you can get a better grasp of your
surroundings.
_____________________________________________________________________
/\ /|
|\ /\
/ \X/|
|\X/ \
\ /X\|
|/X\ /
\/ \|
|/ \/
_______________________________________________________________________
.;^|`:.
||
|\ |
| DIRECTION: This only shows where North is so you can find ||
||
| \ |
| your way more easily. Note that there are letters for
||
||
| \ |
| EAST, SOUTH, and WEST as well (well, duh!).
||
||
| \|
|
||
||--------------+------------------------------------------------------------||
||
__/\__
| ACTIVE QUEST TARGET: This shows the location of the next ||
||
\ \/ /
| objective for the quest that you are doing at the moment, ||
||
\ /
| of course. NOTE that this shows up when the objective is ||
||
\/
| outdoors.
||
||--------------+------------------------------------------------------------||
||
__/\__
| CUSTOM TARGET: The symbol is the same as the previous one, ||
||
\ \/ /
| only that this one is blue, hence the "~B". These are
||
||
\~B/
| markers that you put on the map.
||
||
\/
|
||
||--------------+------------------------------------------------------------||
||
__/\__
| QUEST TARGET THROUGH DOOR: This shows the location of the ||
|| |\ \/ /| | next objective of the quest that you are doing at the
||
|| | \ / | | moment. NOTE that this shows up when the objective is
||
|| | \/ | | located indoors or through a door.
||
|| |______| |
||
||--------------+------------------------------------------------------------||
||
.-.
| ENEMY: When there's an enemy nearby, a red orb like this ||
||
( )
| attempt appears, so you don't lose track of the enemy.
||
||
'-'
|
||
'~._____________|___________________________________________________________,~'
Note that these ARE only some of the symbols, but the most common. The rest
are used for the different types of dungeons, or for cities and whatnot.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.5] Leveling Up ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK205.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Here we'll discuss leveling up and HOW to do it. In past games, the leveling
systems was... a tad bit confusing to say the least, but in Skyrim the process
has been stream-lined.
You have EIGHTEEN (18) different skills in the world of Skyrim (see the
skills and perks section below). EACH skill has its own level up bar, but
your character also has a level up bar. Here's why this is important: EVERY
TIME you level up one of those eighteen skills, a section of your MAIN level
up bar fills up.
So technically you can level up without FIGHTING at all.
in town and, say, use the BLACKSMITH FORGERY (to level up
skill), go on a LOCKPICKING SPREE, and PICKPOCKET a bunch
(or any skill) enough and you'll level up your main level
to your next level.
Each level you gain will let you increase your HEALTH, MAGIC, or STAMINA by
10 points. You'll also be given a SKILL POINT, which lets you choose a PERK
to learn (again, more about perks in the next section).
So as you can see, the only way to level up and get stronger in the game is
to use your skills! In other words, play the game and the levels will come!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.6] Skills and Perks ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK206.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Here we'll list the game's EIGHTEEN skills. We'll also list all of the PERKS
that you can get by investing SKILL POINTS into those skills. Note that you
need to level up your skills to a certain level before you can learn the perks
you want. Hey, good things come with time!
Knowing how to level up skills is... pretty self-explanatory. Well, for the
most part. All you do is USE what you want to level up after all. Here's some
skills that you may be wondering how to level:
o-------------.---------------------------------------------------------------o
| Heavy Armor | In order to level up Heavy Armor, just take damage while
|
|
| WEARING Heavy Armor.
|
|-------------|---------------------------------------------------------------|
| Light Armor | In order to level up Light Armor, just take damage while
|
|
| WEARING Light Armor.
|
|-------------|---------------------------------------------------------------|
|
Speech | In order to level up Speech, buy and sell items at a store. |
|
| You can also choose PERSUADE and INTIMIDATE options while
|
|
| talking.
|
o-------------'---------------------------------------------------------------o
Down below is the list of ALL the 18 skills, as well as their tree ASCII and
the skill list. Have fun with reading it all and plotting out your character!
_____ .__
.__
/ _ \ | | ____ | |__ ____ _____ ___.__.
/ /_\ \| | _/ ___\| | \_/ __ \ /
< | |
/
|
\ |_\ \___| Y \ ___/| Y Y \___ |
\____|__ /____/\___ >___| /\___ >__|_| / ____|
______________________\/__________\/_____\/_____\/______\/\/___________________
[
[
[
5
|
|
4
|
|
3
] -------------------.
|
|
]
.------------------- [ 8
|
|
|
|
] -------------------'
[ 7
|
|
] -------------- [ 2 ] -------------- [ 6
|
|
[ 1 ]
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Alchemist [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Potions and Poisons you make are 20/40/60/80/100%
||
||
:|: stronger.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Physician
||
|| Lv. Required :|: 20
||
|| What it does :|: Potions you mix that restore health, magicka or stamina ||
||
:|: are 25% more powerful.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Poisoner
||
|| Lv. Required :|: 30
||
|| What it does :|: Poisons you mix are 25% more effective.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Concentrated Poison
||
|| Lv. Required :|: 60
||
|| What it does :|: Potions applied to weapons last for twice as many hits. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Green Thumb
||
|| Lv. Required :|: 70
||
|| What it does :|: Two ingredients are gathered from plants.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Benefactor
||
|| Lv. Required :|: 30
||
|| What it does :|: Potions you mix with beneficial effects have an
||
||
:|: additional 25% greater magnitude.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Experimenter [0/3]
||
|| Lv. Required :|: 50/70/90
||
|| What it does :|: Eating an ingredient reveals first two/three/all effects.||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Snake Blood
||
|| Lv. Required :|: 80
||
|| What it does :|: 50% resistance to all poisons.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Purity
||
|| Lv. Required :|: 100
||
|| What it does :|: All negative effects are removed from created potions, ||
||
:|: and all positive effects are removed from from created ||
||
:|: poisons.
||
'~.______________|__________________________________________________________,~'
_____ .__ __
__ .__
/ _ \ | |_/ |_ ________________ _/ |_|__| ____ ____
/ /_\ \| |\ __\/ __ \_ __ \__ \\ __\ |/ _ \ /
\
/
|
\ |_| | \ ___/| | \// __ \| | | ( <_> ) | \
\____|__ /____/__| \___ >__| (____ /__| |__|\____/|___| /
________________\/_______________\/___________\/____________________\/_________
The School of Alteration involves the manipulation of the physical world and
its natural properties. This skill makes it easier to cast spells like
Waterbreathing, magical protection, and Paralysis.
[
9 ]
|
|
'------- [
] -------------- [
] -------------- [
2 ]
|
|
'------------------- [
8
|
|
6
|
|
3
|
|
|
|
|
1
10 ]
|
|
] -------'
]
] -------------- [
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Alteration
||
|| Lv. Required :|: 0
||
|| What it does :|: Cast novice level alteration spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Alteration Dual Casting
||
|| Lv. Required :|: 20
||
|| What it does :|: Dual casting an alteration spell overcharges the effects ||
||
:|: into an even more powerful version.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Apprentice Alteration
||
|| Lv. Required :|: 25
||
|| What it does :|: Cast apprentice level alteration spells for half magicka.||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Mage Armor [0/3]
||
|| Lv. Required :|: 30/50/70
||
|| What it does :|: Protection spells (like Stoneflesh) are 2/2.5/3 times as ||
||
:|: strong if not wearing armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Magic Resistance [0/3]
||
|| Lv. Required :|: 30/50/70
||
|| What it does :|: Blocks 10/20/30% of a spell's effects.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Adept Alteration
||
|| Lv. Required :|: 50
||
|| What it does :|: Cast adept level alteration spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Stability
||
_____
.__
/ _ \_______ ____ | |__ ___________ ___.__.
/ /_\ \_ __ \_/ ___\| | \_/ __ \_ __ < | |
/
|
\ | \/\ \___| Y \ ___/| | \/\___ |
\____|__ /__|
\___ >___| /\___ >__| / ____|
_____________________\/____________\/_____\/_____\/_______\/___________________
An Archer is trained in the use of bows and arrows. The greater the skill,
the more deadly the shot.
[
[
[
.------------------- [ 9
|
|
7 ]
|
|
4 ]
[ 5
|
|
|
|
2 ] -------------------'
|
|
'------------------- [ 1
] -------------------.
|
|
[ 8
|
|
]
[ 6
|
|
[ 3
|
|
] -------------------'
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Overdraw [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Bows do 20/40/60/80/100% more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Eagle Eye
||
|| Lv. Required :|: 30
||
|| What it does :|: Pressing block while aiming will zoom in your view.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Critical Shot [0/3]
||
__________.__
__
\______ \ | ____ ____ | | __
|
| _/ | / _ \_/ ___\| |/ /
|
| \ |_( <_> ) \___|
<
|______ /____/\____/ \___ >__|_ \
_____________________________\/_________________\/_____\/______________________
[
[
[
.------------------- [
|
|
7 ]
|
|
5 ]
|
|
3 ]
|
] -------------------.
|
|
[ 8
|
|
[ 6
|
|
[ 4
|
]
]
]
|
|
[
|
|
'------------------- [
2
|
|
1
|
|
|
|
] -------------------'
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Shield Wall [0/5]
||
|| Lv. Required :|: 20/40/60/80/100
||
|| What it does :|: Blocking is 20/40/60/80/100% more effective.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Quick Reflexes
||
|| Lv. Required :|: 30
||
|| What it does :|: Time slows down if you are blocking during an enemy's
||
||
:|: power attack.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Deflect Arrows
||
|| Lv. Required :|: 30
||
|| What it does :|: Arrows that hit the shield do no damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Power Bash
||
|| Lv. Required :|: 30
||
|| What it does :|: Able to do a power bash.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Elemental Protection
||
|| Lv. Required :|: 50
||
|| What it does :|: Blocking with a shield reduces incoming fire, frost and ||
||
:|: shock damage by 50%.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Deadly Bash
||
|| Lv. Required :|: 50
||
|| What it does :|: Bashing foes five times more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Block Runner
||
|| Lv. Required :|: 70
||
|| What it does :|: Able to move faster with a shield raised.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Disarming Bash
||
|| Lv. Required :|: 70
||
|| What it does :|: Chance to disarm when power bashing.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Shield Charge
||
|| Lv. Required :|: 100
||
|| What it does :|: Sprinting with a shield raised knocks down most targets. ||
'~.______________|__________________________________________________________,~'
_________
\_ ___ \ ____
____
__
__ .__
|__|__ ______________ _/ |_|__| ____
____
/
\
\ \/ / _ \ /
\
| | | \_ __ \__ \\ __\ |/ _ \ /
\
\___( <_> ) | \ | | | /| | \// __ \| | | ( <_> ) | \
\______ /\____/|___| /\__| |____/ |__| (____ /__| |__|\____/|___| /
__________\/____________\/\______|_________________\/____________________\/____
The School of Conjuration governs raising the dead and summoning creations
from Oblivon. This skill makes it easier to cast these spells as well as Soul
Trap and bindings.
[
[
.------------- [ 14 ]
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[ 11 ]
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9 ]
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[ 7 ]
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5 ]
'--------.
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2 ]
[ 3 ]
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'------------------'--- [ 1
15
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[ 13 ]
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[ 12
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[ 10 ]
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[ 8
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[ 6 ]
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[ 4
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] ----'------------------'
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Conjuration
||
|| Lv. Required :|: 0
||
|| What it does :|: Cast novice level conjuration spells for half magicka. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Summoner [0/2]
||
|| Lv. Required :|: 30/70
||
|| What it does :|: Can Summon Atronachs or raise undead twice/three times ||
||
:|: as far away.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Conjuration Dual Casting
||
|| Lv. Required :|: 20
||
|| What it does :|: Dual casting a conjuration spell overcharges the spell, ||
||
:|: allowing it to last longer.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Apprentice Conjuration
||
|| Lv. Required :|: 25
||
|| What it does :|: Cast apprentice level conjuration spells for half
||
||
:|: magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Atromancy
||
|| Lv. Required :|: 40
||
|| What it does :|: Double duration for conjured Atronauchs.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Mystic Binding
||
|| Lv. Required :|: 20
||
|| What it does :|: Bound weapons do more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Necromancy
||
|| Lv. Required :|: 40
||
|| What it does :|: Greater duration for reanimated undead.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Adept Conjuration
||
|| Lv. Required :|: 50
||
|| What it does :|: Cast adept level conjuration spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Elemental Potency
||
|| Lv. Required :|: 80
||
|| What it does :|: Conjured Atronachs are 50% more powerful.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 10
||
||
Name :|: Soul Stealer
||
|| Lv. Required :|: 30
||
|| What it does :|: Bound weapons cast Soul Trap on targets.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 11
||
||
Name :|: Dark Souls
||
|| Lv. Required :|: 70
||
|| What it does :|: Reanimated undead have 100 more health.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 12
||
||
Name :|: Expert Conjuration
||
|| Lv. Required :|: 75
||
|| What it does :|: Cast expert level conjuration spells for half magicka. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 13
||
||
Name :|: Oblivion Binding
||
|| Lv. Required :|: 50
||
|| What it does :|: Bound weapons will banish summoned creatures and turn
||
||
:|: raised ones.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 14
||
||
Name :|: Twin Souls
||
|| Lv. Required :|: 100
||
|| What it does :|: You can have two Atronachs or reanimated zombies.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 15
||
||
Name :|: Master Conjuration
||
|| Lv. Required :|: 100
||
|| What it does :|: Cast master level conjuration spells for half magicka. ||
'~.______________|__________________________________________________________,~'
________
__
__ .__
\______ \ ____ _______/ |________ __ __ _____/ |_|__| ____ ____
|
| \_/ __ \ / ___/\ __\_ __ \ | \_/ ___\ __\ |/ _ \ /
\
|
` \ ___/ \___ \ | | | | \/ | /\ \___| | | ( <_> ) | \
/_______ /\___ >____ > |__| |__| |____/ \___ >__| |__|\____/|___| /
__________\/_____\/_____\/__________________________\/____________________\/___
The School of Destruction involves the harnessing the energies of fire, frost
and shock. This skill makes it easier to cast spells like Fireball, Ice Spike,
and Lightning Bolt.
[
8
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2
14 ]
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[ 12 ]
[ 13 ]
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[ 10 ]
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[ 11 ]
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]
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[ 9 ]
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[ 7 ]
+--------------'
|
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[ 4 ]
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[ 5 ]
[ 6 ]
|
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|
'------------. | .------------'
|
] ------------------- [ 1 ] ------------------- [ 3 ]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Destruction
||
|| Lv. Required :|: 0
||
|| What it does :|: Cast novice level Destruction spells for half magicka. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Augmented Flames [0/2]
||
|| Lv. Required :|: 30/60
||
|| What it does :|: Fire spells do 25/50% more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Destruction Dual Casting
||
|| Lv. Required :|: 20
||
|| What it does :|: Dual casting Destruction spell overcharges the effects ||
||
:|: into an even more powerful version.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Augmented Frost [0/2]
||
|| Lv. Required :|: 30/60
||
|| What it does :|: Frost spells do 25/50% more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Apprentice Destruction
||
|| Lv. Required :|: 25
||
|| What it does :|: Cast apprentice Destruction spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Impact
||
___________
.__
__ .__
\_ _____/ ____ ____ | |__ _____
_____/ |_|__| ____
____
|
__)_ /
\_/ ___\| | \\__ \ /
\ __\ |/
\ / ___\
|
\ | \ \___| Y \/ __ \| | \ | | | | \/ /_/ >
/_______ /___| /\___ >___| (____ /___| /__| |__|___| /\___ /
_____________\/_____\/_____\/_____\/_____\/_____\/_____________\//_____/_______
The more powerful the enchanter, the stronger the magic he can bind to his
weapons and armor.
.------------------- [
[
[
[
|
|
7 ]
[
|
|
4 ]
[
|
|
2 ]
|
|
'------------------- [
|
|
8
|
|
5
|
|
|
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1
]
]
6
|
|
[ 3
|
|
] -------------------'
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Enchanter [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: New enchantments are 20/40/60/80/100% stronger.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Fire Enchanter
||
|| Lv. Required :|: 30
||
|| What it does :|: Fire enchantments on weapons and armor are 25% stronger. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Soul Squeezer
||
|| Lv. Required :|: 20
||
|| What it does :|: Soul gems provide extra magika for recharging.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Frost Enchanter
||
|| Lv. Required :|: 40
||
|| What it does :|: Frost enchantments on weapons and armor are 25% stronger.||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Insightful Enchanter
||
|| Lv. Required :|: 50
||
|| What it does :|: Skill enchantments on armor are 25% stronger.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Soul Siphon
||
|| Lv. Required :|: 40
||
|| What it does :|: Death blows to creatures, but not people, trap 5% of the ||
||
:|: victim's soul, recharging the weapon.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Storm Enchanter
||
|| Lv. Required :|: 50
||
|| What it does :|: Shock enchantments on weapons and armor are 25% stronger.||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Corpus Enchanter
||
|| Lv. Required :|: 70
||
|| What it does :|: Health, magicka, and stamina enchantments on armor are ||
||
:|: 25% stronger.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Extra Effect
||
___ ___
_____
| \ ____ _____ ___ _____.__. / _ \_______ _____ ___________
/
~
\_/ __ \\__ \\ \/ < | | / /_\ \_ __ \/
\ / _ \_ __ \
\
Y
/\ ___/ / __ \\ / \___ | /
|
\ | \/ Y Y ( <_> ) | \/
\___|_ / \___ >____ /\_/ / ____| \____|__ /__| |__|_| /\____/|__|
________\/_______\/_____\/______\/______________\/____________\/_______________
Those trained to use Heavy Armor make more effective use of Iron, Steel,
Dwarven, Orcish, Ebony, and Daedric armors.
[
[
[
[
6 ]
|
|
4 ]
|
|
2 ]
|
|
'------------------- [
8
|
|
[ 7
|
|
[ 5
|
|
[ 3
|
|
] -------------------'
]
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Juggernaut [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Increases armor rating for heavy armor by 20/40/60/80
||
||
:|: 100%.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Fists of Steel
||
|| Lv. Required :|: 30
||
|| What it does :|: Unarmed attacks with heavy armor gauntlets do their
||
||
:|: armor rating in extra damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Well Fitted
||
|| Lv. Required :|: 30
||
|| What it does :|: 25% armor bonus if wearing all heavy armor: head, chest, ||
||
:|: hands, feet.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Cushioned
||
|| Lv. Required :|: 50
||
|| What it does :|: Half damage from falling if wearing all heavy armor:
||
||
:|: head, chest, hands, feet.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Tower of Strength
||
|| Lv. Required :|: 50
||
|| What it does :|: 50% less stagger when wearing only heavy armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Conditioning
||
|| Lv. Required :|: 70
||
|| What it does :|: Heavy armor weighs nothing and doesn't slow you down
||
||
:|: when worn.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Matching Set
||
|| Lv. Required :|: 70
||
|| What it does :|: Additional 25% armor bonus if wearing a matched set of ||
||
:|: heavy armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Reflect Blows
||
|| Lv. Required :|: 100
||
|| What it does :|: 10% chance to reflect melee damage back to the enemy
||
||
:|: while wearing all heavy armor: head, chest, hands, feet. ||
'~.______________|__________________________________________________________,~'
.___.__ .__
.__
| | | | | __ __ _____|__| ____ ____
| | | | | | | \/ ___/ |/ _ \ /
\
| | |_| |_| | /\___ \| ( <_> ) | \
|___|____/____/____//____ >__|\____/|___| /
__________________________________________\/_______________\/__________________
The School of Illusion involves manipulating the mind of the enemy. This
skill makes it easier to cast spells like Fear, Calm and Invisibility.
.------------------- [ 13 ]
|
|
11 ]
.------------------- [ 12
|
|
|
|
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[ 10 ]
|
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8 ]
|
[ 9
|
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[ 7 ]
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|
5 ] -----.
|
[ 6
|
|
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|
[ 3 ]
[ 4
|
|
|
'-------------|
|
|
|
2 ] -------------- [ 1 ]--------------------'
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Illusion
||
|| Lv. Required :|: 0
||
|| What it does :|: Cast novice level illusion spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Illusion Dual Casting
||
|| Lv. Required :|: 20
||
|| What it does :|: Dual casting an illusion spell overcharges the effects ||
||
:|: into an even more powerful version.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Hypnotic Gaze
||
|| Lv. Required :|: 30
||
|| What it does :|: Calm spells now work on higher level opponents.
||
||
:|: Cumulative with Kindred Mage and Animage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Animage
||
|| Lv. Required :|: 20
||
|| What it does :|: Illusion spells now work on higher level animals.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Apprentice Illusion
||
|| Lv. Required :|: 25
||
|| What it does :|: Cast apprentice Illusion spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Kindred Mage
||
|| Lv. Required :|: 40
||
|| What it does :|: All illusion spells work on higher level people.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Aspect of Terror
||
|| Lv. Required :|: 50
||
|| What it does :|: Fear spells work on higher level opponents. Cumulative ||
||
:|: with Kindred Mage and Animage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Adept Illusion
||
|| Lv. Required :|: 50
||
|| What it does :|: Cast adept illusion spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Quiet Casting
||
|| Lv. Required :|: 50
||
|| What it does :|: All spells you cast from any school of magic are silent ||
||
:|: to others.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 10
||
||
Name :|: Rage
||
|| Lv. Required :|: 70
||
|| What it does :|: Frenzy spells on higher level opponents. Cumulative with ||
||
:|: Kindred Mage and Animage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 11
||
||
Name :|: Expert Illusion
||
|| Lv. Required :|: 75
||
|| What it does :|: Cast expert Illusion spells for magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 12
||
||
Name :|: Master of the Mind
||
|| Lv. Required :|: 90
||
|| What it does :|: Illusion spells work on undead, daedra and automatons. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 13
||
||
Name :|: Master Illusion
||
|| Lv. Required :|: 100
||
|| What it does :|: Cast Master level illusion spells for half magicka.
||
'~.______________|__________________________________________________________,~'
.____
.__
.__
__
_____
|
| |__| ____ | |___/ |_
/ _ \_______ _____ ___________
|
| | |/ ___\| | \ __\ / /_\ \_ __ \/
\ / _ \_ __ \
|
|___| / /_/ > Y \ | /
|
\ | \/ Y Y ( <_> ) | \/
|_______ \__\___ /|___| /__| \____|__ /__| |__|_| /\____/|__|
____________\/_/_____/______\/_______________\/____________\/__________________
Those trained to use Light Armor make more effective use of Hide, Leather,
Elven, and Glass armors.
[
[
5 ]-----------------------------------------[ 6
|
|
|
|
3 ]
[ 4
|
|
'------------------------.------------------------'
|
[ 2 ]
|
|
[ 1 ]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Agile Defender
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Increase light armor rating by: 20/40/60/80/100%.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Custom Fit
||
|| Lv. Required :|: 30
||
|| What it does :|: 25% armor bonus if wearing all light armor: head, chest, ||
||
:|: hand, feet.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Unhindered
||
|| Lv. Required :|: 50
||
|| What it does :|: Light armor weighs nothing and doesn't slow you down
||
||
:|: when worn.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Matching Set
||
|| Lv. Required :|: 70
||
|| What it does :|: Additional 25% armor bonus if wearing a matched set of ||
||
:|: light armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Wind Walker
||
|| Lv. Required :|: 60
||
|| What it does :|: Stamina regenerates 50% faster in all Light Armor: head, ||
||
:|: chest, hand, feet.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Deft Movement
||
|| Lv. Required :|: 100
||
|| What it does :|: 10% chance of avoiding all damage from melee attack while||
||
:|: wearing all light armor: head, chest, hands, feet.
||
'~.______________|__________________________________________________________,~'
.____
__
.__
__ .__
|
|
____ ____ | | ________ |__| ____ | | _|__| ____
____
|
| / _ \_/ ___\| |/ /\____ \| |/ ___\| |/ / |/
\ / ___\
|
|__( <_> ) \___|
< | |_> > \ \___|
<| | | \/ /_/ >
|_______ \____/ \___ >__|_ \| __/|__|\___ >__|_ \__|___| /\___ /
____________\/__________\/_____\/|__|___________\/_____\/_______\//_____/______
The art of Lockpicking is used to open locked doors and containers faster
and with fewer broken lockpicks.
[
[
10 ] -------------- [
] -------------- [
] -------------- [
11 ] -------------------.
|
|
9 ] -------------- [ 8
|
|
6 ] -------------- [ 5
|
|
3 ] -------------- [ 2
|
|
[ 1
]
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Locks
||
|| Lv. Required :|: 0
||
|| What it does :|: Novice locks are much easier to pick.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Apprentice Locks
||
|| Lv. Required :|: 25
||
|| What it does :|: Apprentice locks are much easier to pick.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Quick Hands
||
|| Lv. Required :|: 40
||
|| What it does :|: Able to pick locks without being noticed.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Wax Key
||
________
.__
.___
.___
\_____ \ ____ ____
| |__ _____
____
__| _/____ __| _/
/ | \ /
\_/ __ \ ______ | | \\__ \ /
\ / __ |/ __ \ / __ |
/
|
\ | \ ___/ /_____/ | Y \/ __ \| | \/ /_/ \ ___// /_/ |
\_______ /___| /\___ >
|___| (____ /___| /\____ |\___ >____ |
_________\/_____\/_____\/_______________\/_____\/_____\/______\/____\/_____\/__
The are of combat using one-handed weapons, such as daggers, swords, maces
and war axes. Those trained in this skill deliver deadlier blows.
.------------------------ [ 10 ]
|
|
|
|
7 ]
[ 8 ]
|
|
|
|
'--------- [ 5 ] ---------'
[
[
9
|
|
|
3 ]
|
|
'--------- [
|
|
|
|
|
|
1
|
.----------------------'
|
| [ 4 ]
|
|
|
|
] -'-------'------------------------ [
|
|
|
|
|
|
2
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Armsman [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: One-handed weapons do 20/40/60/80/100% more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Dual Flurry [0/2]
||
|| Lv. Required :|: 30/50
||
|| What it does :|: Dual wielding attacks are 20/35% faster.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Hack & Slash [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with war axes cause extra/more/even more
||
||
:|: bleeding damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Bone Breaker [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with maces ignore 25/50/75% of armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Fighting Stance
||
|| Lv. Required :|: 20
||
|| What it does :|: Power attacks with one-handed weapons cost 25% less
||
||
:|: stamina.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Bladesman [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with swords have a 10/15/20% chance of doing
||
||
:|: critical damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Savage Strike
||
|| Lv. Required :|: 50
||
|| What it does :|: Standing power attacks do 25% bonus damage with a chance ||
||
:|: to decapitate your enemies.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Critical Charge
||
|| Lv. Required :|: 50
||
|| What it does :|: Can do a one-handed power attack while sprinting that
||
||
:|: does double critical damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Dual Savagery
||
|| Lv. Required :|: 70
||
|| What it does :|: Dual wielding power attacks do 50% bonus damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 10
||
||
Name :|: Paralyzing Strike
||
|| Lv. Required :|: 100
||
|| What it does :|: Backwards power attacks have a 25% chance to paralyze
||
||
:|: the target.
||
'~.______________|__________________________________________________________,~'
__________.__
__
__
__
\______ \__| ____ | | ________ ____ ____ | | __ _____/ |_
|
___/ |/ ___\| |/ /\____ \ / _ \_/ ___\| |/ // __ \ __\
|
| | \ \___|
< | |_> > <_> ) \___|
<\ ___/| |
|____| |__|\___ >__|_ \| __/ \____/ \___ >__|_ \\___ >__|
________________________\/_____\/|__|_______________\/_____\/____\/____________
6 ]
[
|
'------------.
|
3 ]
'------ [
|
|
'------------------- [
[
8
|
|
7
|
|
|
4
|
|
2
|
|
1
]
]
5
|
|
] -------------------'
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Light Fingers [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Pickpocking bonus of 20/40/60/80/100%. Item weight and ||
||
:|: value reduce pickpocketing odds.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Night Thief
||
|| Lv. Required :|: 30
||
|| What it does :|: +25% chance to pickpocket if target is asleep.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Poisoned
||
|| Lv. Required :|: 40
||
|| What it does :|: Silently harm enemies by placing poisons in their pocket.||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Cut Purse
||
|| Lv. Required :|: 40
||
|| What it does :|: Pickpocketing gold is 50% easier.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Extra Pockets
||
__________
__
__ .__
\______ \ ____ _______/ |_ ________________ _/ |_|__| ____ ____
|
_// __ \ / ___/\ __\/ _ \_ __ \__ \\ __\ |/ _ \ /
\
|
| \ ___/ \___ \ | | ( <_> ) | \// __ \| | | ( <_> ) | \
|____|_ /\___ >____ > |__| \____/|__| (____ /__| |__|\____/|___| /
__________\/_____\/_____\/_________________________\/____________________\/____
The School of Restoration involves control over life forces. This skill makes
it easier to cast spells like Healing, Turn Undead, and magical Wards.
[
[
[
12 ]
|
|
[ 11 ]
|
|
8 ]
[ 9 ]
[ 10 ]
|
|
|
|
|
|
5 ]
[ 6 ]
[ 7 ]
|
|
.--------------'
'----.
|--------------'
|
[ 3 ]
|
[ 4 ]
|
|
|
|
'---------'------------. |
|
2 ] ------------------- [ 1 ] ------------------------'
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Novice Restoration
||
|| Lv. Required :|: 0
||
|| What it does :|: Cast novice level Restoration spells for half magicka. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Respite
||
|| Lv. Required :|: 40
||
|| What it does :|: Healing spells also restore Stamina.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Ward Absorb
||
|| Lv. Required :|: 60
||
|| What it does :|: Wards recharge your magicka when hit with spells.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Restoration Dual Casting
||
|| Lv. Required :|: 20
||
|| What it does :|: Dual casting a Restoration spell overcharges the effects ||
||
:|: into an een more powerful version.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Regeneration
||
|| Lv. Required :|: 20
||
|| What it does :|: Healing spells cure 50% more.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Apprentice Restoration
||
|| Lv. Required :|: 25
||
|| What it does :|: Cast apprentice Restoration spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Recovery [0/2]
||
|| Lv. Required :|: 30/60
||
|| What it does :|: Magika regenerates 25/50% faster.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Necromage
||
|| Lv. Required :|: 70
||
|| What it does :|: All spells are more effective against undead.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Adept Restoration
||
|| Lv. Required :|: 50
||
|| What it does :|: Cast adept level Restoration spells for half magicka.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 10
||
||
Name :|: Avoid Death
||
|| Lv. Required :|: 90
||
|| What it does :|: Once a day, heals 250 points automatically if you fall ||
||
:|: below 10% health.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 11
||
||
Name :|: Expert Restoration
||
|| Lv. Required :|: 75
||
|| What it does :|: Cast expert level Restoration spells for half magicka. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 12
||
||
Name :|: Master Restoration
||
|| Lv. Required :|: 100
||
|| What it does :|: Cast master level Restoration spells for half magicka. ||
'~.______________|__________________________________________________________,~'
_________
.__ __ .__
.__
/ _____/ _____ |__|/ |_| |__ |__| ____
____
\_____ \ /
\| \ __\ | \| |/
\ / ___\
/
\ Y Y \ || | | Y \ | | \/ /_/ >
/_______ /__|_| /__||__| |___| /__|___| /\___ /
_____________________\/______\/______________\/________\//_____/_______________
The art of creating and improving weapons and armor from raw materials.
[
[
[
.------------------- [
|
|
8 ]
|
|
6 ]
|
|
3 ]
[
|
|
'------------------- [
10 ] -------------------.
|
|
[ 9
|
|
[ 7
|
|
4 ]
[ 5
|
|
|
|
1 ] -------------- [ 2
]
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Steel Smithing
||
|| Lv. Required :|: 0
||
|| What it does :|: Can create steel armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Dwarven Smithing
||
|| Lv. Required :|: 30
||
|| What it does :|: Can create dwarven armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Elven Smithing
||
|| Lv. Required :|: 30
||
|| What it does :|: Can create elven armor and weapons at forges, and improve||
||
:|: them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Arcane Blacksmith
||
|| Lv. Required :|: 60
||
|| What it does :|: You can improve magical weapons and armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Orcish Smithing
||
|| Lv. Required :|: 50
||
|| What it does :|: Can create orcish armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Advanced Armors
||
|| Lv. Required :|: 50
||
|| What it does :|: Can create scaled and plate armor at forges, and improve ||
||
:|: them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Ebony Smithing
||
|| Lv. Required :|: 80
||
|| What it does :|: Can create ebony armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Glass Smithing
||
|| Lv. Required :|: 70
||
|| What it does :|: Can create glass armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Daedric Smithing
||
|| Lv. Required :|: 90
||
|| What it does :|: Can create Daedric armor and weapons at forges, and
||
||
:|: improve them twice as much.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 10
||
||
Name :|: Dragon Armor
||
|| Lv. Required :|: 100
||
|| What it does :|: Can create dragon armor at forges, and improve them
||
||
:|: twice as much.
||
'~.______________|__________________________________________________________,~'
_________
__ .__
/ _____/ ____ ____ _____ | | _|__| ____
____
\_____ \ /
\_/ __ \\__ \ | |/ / |/
\ / ___\
/
\ | \ ___/ / __ \|
<| | | \/ /_/ >
/_______ /___| /\___ >____ /__|_ \__|___| /\___ /
___________________\/_____\/_____\/_____\/_____\/_______\//_____/______________
Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can
even hide in plain sight.
[
[
[
[
8 ] --------------------------------------- [ 9
|
|
6 ]
[ 7
|
|
|
|
4 ]
[ 5
|
|
|
|
2 ]
[ 3
|
|
|
|
'------------------- [ 1 ] -------------------'
]
]
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Stealth [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: You are 20/25/30/35/40% harder to detect when sneaking. ||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Muffled Movement
||
|| Lv. Required :|: 30
||
|| What it does :|: Noise from armor is reduced 50%.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Backstab
||
|| Lv. Required :|: 30
||
|| What it does :|: Sneak attacks with one-handed weapons now do six times ||
||
:|: damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Light Foot
||
|| Lv. Required :|: 40
||
|| What it does :|: You won't trigger pressure plates.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Deadly Aim
||
|| Lv. Required :|: 40
||
|| What it does :|: Sneak attacks with bows now do three times damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Silent Roll
||
|| Lv. Required :|: 50
||
|| What it does :|: Sprinting while sneaking executes a silent roll.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Assassin's Blade
||
|| Lv. Required :|: 50
||
|| What it does :|: Sneak attacks with daggers now do a total of fifteen
||
||
:|: times normal damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Silence
||
|| Lv. Required :|: 70
||
|| What it does :|: Walking and running does not affect detection.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Shadow Warrior
||
|| Lv. Required :|: 100
||
|| What it does :|: Crouching stops combat for a moment and forces distant ||
||
:|: opponents to search for a target.
||
'~.______________|__________________________________________________________,~'
_________
.__
/ _____/_____ ____ ____ ____ | |__
\_____ \\____ \_/ __ \_/ __ \_/ ___\| | \
/
\ |_> > ___/\ ___/\ \___| Y \
/_______ / __/ \___ >\___ >\___ >___| /
________________________\/|__|________\/_____\/_____\/_____\/__________________
This skill of persuasion can be used to get better prices from merchants,
and persuade others to do as you ask.
[
[
.------------------- [
|
|
8 ]
|
|
6 ]
[
[
|
|
4 ]
|
|
2 ]
|
|
'------------------- [
|
|
[ 5
|
|
[ 3
|
|
] -------------------'
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Haggling [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Buying and selling prices are 10/15/20/25/30% better.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Allure
||
|| Lv. Required :|: 30
||
|| What it does :|: 10% better prices with the opposite sex.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Bribery
||
|| Lv. Required :|: 30
||
|| What it does :|: Can bribe guards to ignore crimes.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Merchant
||
|| Lv. Required :|: 50
||
|| What it does :|: Can sell any type of item to any kind of merchant.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Persuasion
||
|| Lv. Required :|: 50
||
|| What it does :|: Persuasion attempts are 30% easier.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Investor
||
|| Lv. Required :|: 70
||
|| What it does :|: Can invest 500 gold with a shopkeeper to increase his
||
||
:|: available gold permanently.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Intimidation
||
|| Lv. Required :|: 70
||
|| What it does :|: Intimidation is twice as successful.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Fence
||
|| Lv. Required :|: 90
||
|| What it does :|: Can barter stolen goods with any merchant you have
||
||
:|: invested in.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: Master Trader
||
|| Lv. Required :|: 100
||
|| What it does :|: Every merchant in the world gains 1000 gold for
||
||
:|: bartering.
||
'~.______________|__________________________________________________________,~'
___________
.__
.___
.___
\__
___/_ _ ______
| |__ _____
____
__| _/____ __| _/
|
| \ \/ \/ / _ \ ______ | | \\__ \ /
\ / __ |/ __ \ / __ |
|
| \
( <_> ) /_____/ | Y \/ __ \| | \/ /_/ \ ___// /_/ |
|____|
\/\_/ \____/
|___| (____ /___| /\____ |\___ >____ |
________________________________________\/_____\/_____\/______\/____\/_____\/__
The art of combat using two-handed weapons, such as greatswords, battle axes,
and warhammers. Those trained in this skill deliver deadlier blows.
[
.------------------- [
|
|
6 ]
|
|
'------------------- [
3 ]
|
|
'------------------- [
9
|
|
8
] -------------------.
|
|
[ 7
|
|
5 ] -------------------'
|
|
|
|
|------------------- [ 4
|
|
1 ] -------------- [ 2
]
]
_______________________________________________________________________
.;^|`:.
||
Number :|: 1
||
||
Name :|: Barbarian [0/5]
||
|| Lv. Required :|: 0/20/40/60/80
||
|| What it does :|: Two-handed weapons do 20/40/60/80/100% more damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 2
||
||
Name :|: Skull Crusher [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with war hammers ignore 25/50/75% of armor.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 3
||
||
Name :|: Limb Splitter [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with battle axes cause extra/more/even more
||
||
:|: bleeding damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 4
||
||
Name :|: Deep Wounds [0/3]
||
|| Lv. Required :|: 30/60/90
||
|| What it does :|: Attacks with great swords have a 10/15/20% chance of
||
||
:|: doing critical damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 5
||
||
Name :|: Champion's Stance
||
|| Lv. Required :|: 20
||
|| What it does :|: Power attacks with two-handed weapons cost 25% less
||
||
:|: stamina.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 6
||
||
Name :|: Devastating Blow
||
|| Lv. Required :|: 50
||
|| What it does :|: Standing power attacks do 25% bonus damage with a chance ||
||
:|: to decapitate your enemies.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 7
||
||
Name :|: Great Critical Charge
||
|| Lv. Required :|: 50
||
|| What it does :|: Can do a two-handed power attack while sprinting that
||
||
:|: does double critical damage.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 8
||
||
Name :|: Sweep
||
|| Lv. Required :|: 70
||
|| What it does :|: Sideways power attacks with two-handed weapons hit all ||
||
:|: targets in front of you.
||
||---------------+-----------------------------------------------------------||
||
Number :|: 9
||
||
Name :|: War Master
||
|| Lv. Required :|: 100
||
|| What it does :|: Backwards power attacks has a 25% chance to paralyze
||
||
:|: the target.
||
'~.______________|__________________________________________________________,~'
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.7] Being Stealthy ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK207.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Being stealthy in this game is very important so you can sneak around
dungeons and sneak up on enemies. What does this allow you to do? Well, first
of all, you can evade needless battles, evade strong enemies and, if you
decide to attack 'em, you'll deal MUCH more damage to the enemies by doing a
surprise attack. There are 3 modes the crosshair has while sneaking, and here
they are:
________ _ ________
(________| (_) |________)
This is the first mode. This is when you are completely "invisible" to the
enemy. While the crosshair is like this, you can do much more damage to the
enemy, but watch out because when you do damage to the enemy, the crosshair
passes from this to the one below (unless you kill them in one hit, of
course). If there IS an enemy nearby, the words "HIDDEN" will appear across
the screen.
------------------------------------------------------------------------------.---------.
.---------.
/ ,--------' _ '--------. \
( (
(_)
) )
\ `--------.
.--------^ /
`---------'
'---------^
With the crosshair in this mode, the enemy is already alerted of your
presence, but don't know your exact location. Use this time to leave the place
where the enemy saw you/you hit the enemy so you can still be hidden. Damage
dealt to the enemy while the crosshair is in this mode is still the same as if
you were in the previous mode.
------------------------------------------------------------------------------.---------.
.---------.
/ ,--------'
'--------. \
/ /
\ \
/ /
_
\ \
( (
(_)
) )
\ \
/ /
\ \
/ /
\ `--------.
.--------^ /
`---------'
'---------^
This is when you're detected by the enemy. The Eye is bright white now and
the word "DETECTED" is at the bottom of the eye. While in this mode, you'll
have to fight the enemy or run for your life. Damage done in this mode is
normal as if the enemy would've encountered you in the first place.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.8] Lockpicking and You ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK208.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Use the RIGHT STICK to rotate the lock and the LEFT STICK to rotate the
lockpick. When the lockpick is rotated, the closer it is to the correct
position, the more the lock will rotate before the lockpick breaks. Only
when the lockpick is in the correct position will the lock fully rotate
and open.
This makes lockpicking a type of hot-and-cold game. With enough skill,
lockpicks, and patience you can narrow down where the "sweet spot" is on
even the toughest of locks! I'd personally recommend investing in some gear
that will make lockpicking easier as well as saving before trying to open
expert and master locks.
A very good trick... well, maybe not trick but more of a tip. Try dividing the
keyhole in sections. For the Master/Expert locks, try dividing the keyhole in
several sections, lets say 16 parts. Start trying in each section until you see
that the lock starts to turn. If it gets stuck, leave it like that and move it
a tad to the right or left.
If it gets stuck faster, move to the other side. If it gets a little further,
but then sticks, leave it and move just a little bit more to the side you
moved. That's how I've always done it and I've had no problems at all. I picked
Expert locks at very low levels with little to no problems at all.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 2.9] Dragon Shouts ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK209.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
Not only do Dragon Shouts play a HUGE part in the story, they are just plain
fun to use! As you play the game (specifically, after the main quest "Dragon
Rising"), you'll soon learn how USE Dragon Shouts.
In total, there are EIGHTEEN (18) Dragon Shouts to learn and master, all of
which have their own special abilities. You will learn several for FREE just
by playing through the main questline. I emphasize "free" for a reason: the
VAST MAJORITY of your shouts will be FOUND by you by locating DRAGON WALLS
scattered throughout Skyrim. These walls will TEACH you a single word of a
shout (Shouts are always comprised of THREE WORDS). However, learning the word
itself isn't enough: you'll have to "unlock" the word by spending a DRAGON
SOUL. You obtain dragon souls by killing dragons, naturally.
That's really all there is to it: find/learn a word, and then if you have to,
spend a dragon soul to use it (be sure to equip it in your SHOUTS menu!). I
should also point out that there are THREE levels to every shout, which often
simply vary the shouts power according to how long you hold down the SHOUT
button (R2 is the PS3 default).
To make your life easier, check out this guides "Dragon Information"
section, where we list where to find ALL of the Dragon Walls in the game!
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
3. Main Walthrough
|||
[BK300]
O==================|||---------------------------------|||====================O
Start up a New Game and you'll soon find yourself in a wagon. The prisoner
next to you will start to explain your situation and why you're there. Listen
to the talk to gain a slight knowledge of what's going on. Soon you'll enter a
village where you'll get off. Watch the stupid horse thief die, then step
forwards.
Here you will have to select your character, which I shouldn't have to tell
you is of the UTMOST IMPORTANCE. If you want to see what the different races
will grant you, look at the Race section of the guide (which is above the
walkthrough, in the "Basics" section). I think it's really neat that the
Imperial guard here makes comments based on what race you've selected (such
as what you may have done and where they'll send the body back to).
Watch the following scenes as it looks like you don't have long for this
world. However, you will be saved by an unlikely ally. As soon as you regain
control, you will start the FIRST MAIN (story-line) QUEST: "Unbound".
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U N B O U N D
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The Elder Scrolls V: Skyrim - [BK301]
Ok, you find yourself needing to escape to the Keep. Follow the prisoner in
front of you (the one you rode in the cart with) to the tower opening up
ahead. He'll talk with the other prisoners for a minute before leading you up
the stairs. Follow until the wall breaks in, then the game will tell you to
jump to the house in the distance. Press "Triangle" to jump and aim for the
right section of the house as there's a fire on the left (you'll probably be
hurt a bit by the jump as well).
Head through the house and down to the bottom floor. Outside you'll find one
of the city guards who will flat out tell you if you want to live follow him.
Trust me and STICK BY THIS GUY (you can die if you don't). Past an archway you
will complete the "Make your way to the Keep" objective, which will now be
replaced with "Enter the Keep with Hadvar or Ralof" as your next objective.
(-NOTE-) It doesn't make that much of a difference WHO you follow. Not really,
anyways. Both of the paths are down below anyways, so pick which one
you want and go! The Ralof path is down below, and the Hadvar path is
even further down.
- Ralof Path
Just to be clear, Ralof is the NORD, so you want to go RIGHT. Head inside of
the keep, where Ralof will say goodbye to a fallen comrade. He will then cut
you free of your bindings and tell you to take Gunjar's items. With Gunjar's
items in hand you'll have your first weapon: an Iron War Axe. Be SURE to equip
it along with Gunjar's Armor! You can also equip magic at this time, since
every new character starts out with the "Flames" and "Healing" spells. Equip
your weapon to either L1 or R1 and continue.
Ralof will commence checking the iron gates now, noting that they are locked.
Before long, two imperials will come down the right hallway. Get out of sight
like Ralof does as they open the gate, and then attack! Remember that to
attack you use the L1 and R1 buttons buttons. The game will also remind you
that you can BLOCK using L1. After you kill the two imperials, Ralof will
unlock the other iron door and tell you to go with him. Now, you CAN go
explore the area the imperials just came from to find several chests with
more Imperial Armor and weapons, as well as some gold, a key (the 'Helgen
Keep Key') and a book. The wines here are light and worth a bit, by the way.
Follow Ralof when you're ready as you're led deeper and deeper. Soon you'll
have to enter a door after the roof falls in. There's two imperials in here
rummaging for potions you can take out. You'll see an optional quest marker
pop up telling you to rummage for potions. Search the ENTIRE room for various
potions and wines, as well as another book (the entertaining "Chance's Folly")
and various eats. Follow Ralof when you're ready. You'll be in the torture
room now. Help kill the guards with Ralof and two new companions, then as
usual search the room. The MOST IMPORTANT thing in here is the dead MAGE in
the cell. You'll get your first taste of LOCKPICKING here, so use those skills
to open up EVERY CELL in the area (as you gain experience by doing it). You
can find several more lockpicks lying around this room as well. If you need
help with lockpicking, you can read about it in the "Basics" section of the
guide up above.
Follow the party when you're done exploring and unlock the cells along the
way (note that you can search skeletons for gold). You'll soon be in a wide
open room with several imperials in it, so join your companions and take
them down. Note that one section of the floor has oil on it, making it a great
place to use some fire magic. After you've killed them all follow Ralof and
soon another cave-in will separate you from your two previous companions.
Keep following Ralof (noting that there's a path off to the left that leads
to a skeleton, gold, and a healing potion)
Keep going and soon you'll be in a room full of spiders. Help Ralof kill
these things and afterwards be SURE to loot each of them for their venom (at
it is quite valuable). Keep following the path and soon Ralof will stop you,
pointing out a bear up ahead. Here you can learn either the basics of sneaking
(press L3 and move quietly in the shadows) or you can practice a bit of
archery. I'd recommend trying out archery as the bear pelt is worth a nice
chunk of change, plus you have Ralof to help you.
Keep progressing through the cave and soon you'll be outside. Witness the
Dragon leave the town alone and you'll have completed your FIRST quest in
The Elder Scrolls V: Skyrim.
(-NOTE-) At THIS time, whatever you do in Skyrim is completely up to you.
(-NOTE-) Below is the HADVAR PATH.
- Hadvar's Path
Once inside and safe from the Dragon, approach Hadvar and he'll set your
hands free. Very nice of him. Now open up the chests on the left and right
side of the room and grab the Imperial Light Helmet, Imperial Light Armor,
Iron Sword, Imperial Light Boots, and the Helgen Keep Key.
Equip all that equipment ASAP, as well as a spell on the left/right hand.
Now that you're fully equipped, follow Hadvar and soon enough, you'll have
to fight some Stormcloaks. Steal their treasure and keep on following Hadvar.
When you get to another larger room, kill both Stormcloaks and loot the area
for some Potions. Nice. After this room is another one with a torture chamber.
You'll find an ally here and will start talking to Hadvar. Before leaving,
check the center of the room to find a little table with 'The Book of
Dragonborn'.
Take this book, take the Dagger next to it and check the sack to get some
Lockpicks. Now try picking the locks of the cages using the lockpicks you just
got. I recommend trying to pick all 3 cells to start leveling up that
Lockpicking skill. Inside the middle cell, there's some Gold, a Potion and
the Spell Tome: "Sparks".
(-NOTE-) If you plan on becoming a magician, be sure to rob the poor dead
body in here its Novice Hood and Robes, which will help your magic!
Now go down the hallway to the west and lockpick all the cells in here (to
get the lockpicking experience!). Continue on until you find Hadvar. Follow
him and you'll get to a room with many Stormcloaks. There will also be some
archers, which are new enemies to you. They're stepping on oil, so approach
them and set it on fire to take care of them. Make sure to loot them and get
your very first bow (a big event for those interested in archery!).
Keep on going and you'll go in yet another room with a little river. Instead
of following him, follow the path left to find some goodies. Nice. Return and
now go behind Hadvar. Continue the straight-forward path until you reach a
room full of spiders. They are quite easy since they're weak against Fire, so
use your Flames spell to quickly take them out. In the next room, Hadvar tells
you about Sneaking, by pressing L3. Either do that or kill the enemy by using
your Bow and arrows.
Keep progressing through the cave and soon you'll be outside. Witness the
Dragon leave the town alone and you'll have completed your FIRST quest in
The Elder Scrolls V: Skyrim.
(-NOTE-) At THIS time, whatever you do in Skyrim is completely up to you.
(-NOTE-) If you followed the RALOF path in the first quest, you will be
advised to seek out his sister GERDUR. If you followed the HADVAR
path, you will be advised to seek out his uncle ALVAR. Again, it
really doesn't make a lasting difference. Below we assume you are
looking for GERDUR, but if you aren't just replace her name with
ALVAR (who is the blacksmith in Riverwood).
We start this quest after parting ways with Ralof. He advised us to seek out
his sister Gerdur in the nearby town of Riverwood. Travel down the dirt path
ahead on you and soon you'll reach an intersection with a sign-post nearby.
Now, Riverwood is to the north, but if you travel slightly south you'll see
a camp on the hill to the left. This is a BANDIT camp, giving you a chance
to do some killing. The REAL treasure here though is the SKILL BOOK: "Night
Falls on Sentinel". It's in one of the tents here and will raise your skill in
One-Handed by one. There is also a TREASURE MAP on one of the bandits!
Go back to the sign post and head North. You'll end up heading downwards
along a rocky path and soon you'll find the "Guardian Stones", a small
monument that has THREE pillars that are devoted to the THREE main types of
playstyle in Skyrim. They are the "THIEF", "MAGE", and "WARRIOR". You can
activate ONE of these stones now to gain a bonus:
o The Warrior Stone: Those under the sign of The Warrior will learn all
combat skills 20% faster.
o The Mage Stone: Those under the sign of The Mage will learn all magic
skills 20% faster.
o The Thief Stone: Those under the sign of The Thief will learn all stealth
skills 20% faster.
(-NOTE-) The Guardian Stones location will now be on your map. Very handy.
Pick the stone that you'd like a 20% boost in, then continue heading down the
rocky path. You'll likely meet some wolves along the way, but they aren't very
threatening. Continue along the path until you reach Riverwood.
As you'd guess, being a town Riverwood has more to offer than out Main Story
quest-line. I'd definitely recommend checking out the town and seeing what it
has to offer, but you definitely want to sell any items you've been packing
around that you don't need. There is PLENTY to do in Riverwood right now but
we're going to focus on the quest at hand (you can check out the section on
Riverwood if you want to see what it offers).
You will find Gerdur hanging around the lumbermill in the town, which is next
to the blacksmith and the river. You can ask her for items and she'll offer
you a wide variety of things for free. Take what you want then she will ask
you for help. She will ask you to go tell the Jarl of Whiterun of the dragon
attack on Helgen and see if he'll send soldier's to protect Riverwood.
Well, I guess we have no choice but to assist. Whiterun is north of Riverwood
so head out of the north side of town and cross the river. Keep following the
path and kill any wolves that you may come across. You'll undoubtedly find the
"Honningbrew Meadery" as you go along. You'll also come across several farms
and discover them.
Along the way you'll undoubtedly see a group of fighters fighting a giant.
Even when I *TRIED* to join the fray, the beast was already slain. A hunter
will then come up to you and say thanks for nothing. Talk to them to learn
that they are part of a group called the Companions. Think of it like the
fighter's guild in Oblivion. If you want to delve into their missions, head
to that section of the guide.
Enter the outskirts of Whiterun and climb up to the main wall. A guard will
stop you and tell you that the city is closed with dragon's about. Tell him
that you're here for Riverwood and he'll let you in. You're now inside of
Whiterun, and like Riverwood there is a TON to do here. Read about the town
in the town section if you wish, but what you want to do is go to dragonsreach
by going to the back of the town and up the hill. Enter the keep and head all
the way to the back. Before you can talk to the Jarl, you'll be stopped and
asked what you're doing. Insist on talking to the Jarl and he'll listen to
what you have to say. Tell him of Riverwood's danger and he'll reward you with
some Imperial armor and you'll be done with "Before the Storm".
He'll then tell you that he wants you to meet with his court wizard, Farengar
on something related to dragons. This starts the "Bleak Falls Barrow" MAIN
QUEST, so go to the next section if you want to do it now.
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B L E A K F A L L S B A R R O W
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The Elder Scrolls V: Skyrim - [BK303]
After delivering the news to the Jarl of Whiterun, he will take you to see
his court wizard Farengar. Farengar will have use of you: he wants you to go
explore the Bleak Falls Barrow and to retrieve a Dragonstone from there. All
of this is in the name of understanding WHY dragons are returning to Tamriel.
After accepting the quest from Farengar (who's honestly a jerk) head up the
stairs behind the Jarl's throne. There's a sort of mini-war room up here that
has a ton of flags in a map of skyrim. This is an excellent chance to look at
the map and add these points of interest to your map. Also, there's plenty to
steal in the keep if that's how you're playing...
Once you're ready to continue, head out of the keep and back to the world
map. Bleak Falls Barrow is to the WEST of Riverwood, so you want to head south
like you're going back to Riverwood and then start heading into the wilderness
before you reach Riverwood (I can see the bridge crossing the river outside of
Riverwood when I started my ascent). You'll fight some wolves while going this
way, so be ready. As you trek up into the mountains you'll see a trail leading
up into the snow. There's a broken-down tower along the way with three bandits
in it that you can kill. Be sure to explore the tower as a chest at the top
has a bunch of goodies for you.
Not far from the broken-down tower you'll find and discover Bleak Falls
Barrow, which has some nifty arch-work. At the top of the stairs to this area
are THREE bandits: two archers and one with a battle-axe, so get the drop on
them and take them out. Proceed into the temple once they're dead and looted.
(-NOTE-) If you don't have the quest "The Golden Claw" yet, you will get it
<CENTER>
SNAKE
<RIGHT>
WHALE
Go hit the lever once they are lined up like that and the gate will open. Be
sure to read the book on the table past the gate called "Thief" (it's a skill
book for pickpocketing) and raid all of the goodies here. After that head down
the stairs and kill a few skeevers and loot some more until you reach an
archway covered with spider webs. You'll need to hack/burn through it, but
be sure to SAVE before you do.
When you go INTO the room, a "Wounded Frostbite Spider" will attack! This
creature is BIG and can effectively be called your first BOSS BATTLE. This is
a tough fight too, as not only does it HIT hard, but it can poison you and
drain your stamina and health. Fire works well against it, and you can ALWAYS
go back through the arch that you came out of to take a break and heal up.
This is the first fight I had to use potions on! Alternatively, archer-type
characters can put arrows in it safely from the arch. Just be sure to stay
healed first and foremost and you'll be ok.
After the fight raid the place and then go talk to the human in the spider
webs blocking the way. His name is Arvel the Swift. He'll ask you to cut him
down. You'll soon find out this is the man that took the Golden Claw from
Lucan Valerius in Riverwood, but you HAVE to cut him down to proceed.
(-Note-) This quest is part of a Riverwood City questline, but does involve
the area we're currently exploring. You may as well do it now if you
want. We told you about this quest earlier and have it listed under
the side quests as well.
After the ordeal with Arvel proceed deeper into the temple, looting as you
go. Past the embalming room is a room full of the dead... but not all of them
are as dead as we'd like! Three Draugr will get up and attack you! Kill them
off as they rise and continue. Be CAREFUL of the path to the left here, as
there's a trap activated by a tile on the floor that HURTS. You can go around
it by a path on the right if you wish.
Past that is another room with THREE Draugr. Again, hit them as they are
getting up. Loot this room and get the chest up the fallen-in stairway on
the left. The path to the right has three swinging blades guarding it, so use
your years of video-game playing to time your way through it. Pull the chain
after the last blade to make them all stop.
Continue your way into the temple and you'll have to fight several more
Draugr that are standing up in alcoves guarding the path (you can get the
drop on them quite often knowing this, and there's also some oil on the ground
for a devastating fire attack at one point). You'll soon reach a room with a
Draugr and a stream running through it. Kill the Draugr, inspect the chest,
then activate a chain hear a metal door to continue. Follow the stream to a
cavern area. Here you can harvest glowing mushroom, loot a skeleton, and loot
a chest. You can even get a sneak attack in on a Draugr if you look out over
where the waterfall is.
Take the right path now and head down. You'll see a path going further down
and one going right. Further down is a chest and some skeletons, so go on a
side trip to loot then go right. Follow this path and you'll soon reach an
open room with a RESTLESS Draugr in it. He takes a LOT more hits to fell, but
he's not too challenging. Be sure to get the chest that's in here and then
open the doors to the Sanctum.
Once inside the Sanctum you'll face yet ANOTHER blade trap. Cross each blade
as it swings and pull the chain at the end to stop them. Three Draugr will no
attack you! Kill the close one ASAP as he rises and deal with the other two
as they come down the stairs (range helps here, and there are oil spots in
this room). Follow the path past that to a locked door. Here there will be
THREE rings that you can interact with and below those rings are a keyhole.
(-Note-) Once again this is part of the "The Golden Claw" quest from Riverwood
but it co-incides with our current quest so just go with it.
The secret to solving this puzzle is found by reading the journal that the
thief, Arvel the Swift, left. Then EXAMINE the Golden Claw to see the answer
sketched in it. Or to make it easier, just do this:
- Upper Ring: BEAR
- Middle Ring: MOTH
- Lower Ring: OWL
After that hit the keyhole and the door will open. Follow the path to an
open room. Head into it and near the altar you'll find a peculiar wall with
strange symbols. Approach it and you'll learn FORCE - UNRELENTING FORCE, part
of a DRAGON SHOUT. You can't use it right now, but it's a good find!
Don't get too comfy though, turn around and get ready for a fight as a Draugr
Overlord emerges from the nearby tomb! Hit him as he is getting up and then
get ready for a fight. He hits HARD and uses a form of Unrelenting Force, just
to illustrate it to you (giving him some ranged options). His axe also does
cold damage and can harm your stamina. Take him out just like any Draugr, only
heal when you need to and you should be ok. Be sure to loot him after the
fight to find the Dragonstone that you were sent here for. Loot the whole
area of course as the chest here has several magic items, then climb up the
big staircase nearby. Activate the handle to reveal a way out and loot the
chest before going back out to the world map.
(-NOTE-) You should be able to finish "The Golden Claw" quest with ease now,
since all you have to do is return it to Lucan AND Riverwood is on
your way to Whiterun...
(-NOTE-) You'll also come across "Anise's Cabin" which you can explore. Of
note here is the skillbook "Song of the Alchemists". Be sure to save
if you do TOO much exploring though.
With the Dragonstone in hand head back to Whiterun. Go and talk to Farengar
and you'll give him the stone. This will complete the MAIN quest "Bleak Falls
Barrows" and will start the next main quest "Dragon Rising".
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D R A G O N R I S I N G
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The Elder Scrolls V: Skyrim - [BK304]
This quest starts immediately after "Bleak Falls Barrow". A guard will come
in and interrupt you and Farengar (and his associate) stating that a DRAGON
has been spotted! Ooohhh, how exciting.
Our first objective is to talk to Jarl Balgruuf. Follow everyone up the
stairs where the Jarl will be waiting. He'll hear the report from the guard
and then will instruct Irileth to go to the western watchtower. He will then
give us our reward from the last MAIN quest: a suit of Iron Armor of Minor
Illusion (good for you Illusionists, money for everyone else). He will also
ask us to help Irileth take down the dragon, changing our objective to "Meet
Irileth near the Western Watchtower".
Head outside to Whiterun and follow Irileth as she heads to the main gate.
Here she'll rally some guards and lay our task before us. After that, follow
her to the main world map and to the western watchtower. It's pretty obvious
this place has been hit by SOMETHING, so go check for survivors until the
dragon returns!
Grah, you'll have to fight a DRAGON now! This Dragon's name is Mirmulnir,
and he just LOVES to circle around and spit out fire. Ranged players are in
luck, as their arrows can harm the beast so try to hit it even as it flies
(aim where it WILL be, not where it is..). Every so often it will come down
and attack (likely attacking one of the NPC's). What I'd do is equip an ice
powered weapon (you got several of them in the last MAIN quest) and attack
it with that while it targets the NPC's. It will target you as you lay on the
pain, but you can retreat and heal. A few onslaughts like that and you'll have
yourself a dead dragon...
Be sure to examine the corpse afterwards for SEVERAL goodies. The corpse will
soon glow and the dragon's soul will be absorbed by you. This, combined with
the FORCE - UNRELENTING FORCE that we found in the last MAIN quest will grant
you the ability to use your DRAGON SHOUT power. Go ahead and try it out. The
party will talk about you and being "dragonborn" and then your next objective
will be to report back to the Jarl.
Head back to Dragonsreach and go see the Jarl. Tell him everything that
happened at he'll in turn tell you about the Greybeards, who you heard on
your way back to the keep. The Jarl will make you a Thane of Whiterun and
reward you with a "Axe of Whiterun". You'll have also complete the quest
"Dragon Rising" and you'll be given a new quest: "The Way of the Voice".
As a note, you now have your own personal HOUSECARL (servant) named Lydia.
Lydia hangs around Dragonsreach, and you can ask her to accompany you at any
time. Check our Companions section for more info on followers.
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T H E W A Y O F
T H E V O I C E
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The Elder Scrolls V: Skyrim - [BK305]
Our goal now is to learn more about our mysterious power. To do so, we need
to go visit the Greybeards at their monastery of High Hrothgar. Take a look
at your map and check out where that is! Gah, that's aways away! To start
our journey there, we'll need to visit the town of Ivarstead, south of the
Throat of the World.
If you haven't explored any of the world outside of the main quest, your
best bet is to go to the Honningbrew Meadery and start circling the mountain
clockwise using the road you'll find. Going this path you can hit a couple of
points of interest along the way, such as the "White River Watch" where you
can slay some bandits, a "Ritual Stone" where you can gain the power to raise
the dead (you have to fight a necromancer AND give up your guardian stone
power to do so). There's also a place where you'll either have to follow the
river or go UP some steps. The path you want to take is to follow the river,
but if decide to explore up the steps SAVE FIRST. Giants live up there (the
place is called "Guldun Rock") and they can one-hit kill you. Magic and ranged
character can take them down from afar if they get up on the mountain-side
though.
So in short, continue to follow the river clockwise. You'll reach the
Valtheim Towers, where a bandit will demand 200 gold from you. Ha! I say we
go on a killing spree! Everyone in this place is pretty soft and weak, the
only exception being the bandit leader here (who you want to fight one on one
and keep your health up during the fight; magic is GREAT here). There's a TON
of loot here, enough to warrant a trip back to a town to sell off. There's
also a SKILL book here called "The Black Arrow, v2" along with a couple of
unique bows.
Keep heading onwards and you'll undoubtedly reach Fort Amol. This place has
a bunch of mages that will attack you when you get near them. The mages are
easy enough to take on 1 vs. 1 and carry clothing that can be sold for a
pretty penny. However, if you explore the prison or the insides of the fort
you'll be facing more than one mage at a time, and that can get UGLY FAST,
so drink potions, kill them fast, and up your magic resistance if you can.
The reason you'd want to explore this place is for a skillbook, the "Complete
Catalogue of Enchantments for Armor", which ups your enchantment by one.
Whatever you do, just be sure to SAVE first.
Past Fort Amol is a bridge, and past that is a path leading up the mountains.
This is the path you want to take. It winds up quite a ways, so pick up plants
and roast goats as you go. Once you reach the river and the path following it
be sure to SAVE. There is a SABER CAT in the area that is downright nasty. Try
to get a jump on it and drink a few potions if you must. Continue along the
way and you'll see the path split: the right path following the river and
the left path going up and over an overhang. There's a TROLL living near the
river, and he has a TON of health. He only has short melee attacks though, so
he makes a good punching bag (Just be sure he doesn't kill you, eh?! Stay out
of reach!). Keep following the path and soon you'll reach the small town of
Ivarstead.
The objective changes now to further up the mountain. You'll hear the locals
talk about the path to High Hrothgar being "7,000 Steps". Yikes! May as well
start climbing. As you go, you'll run along some emblems that tell a sort of
history involving the dragons, the voice, and man. Check them out and roast
the goats on your way up. I'm going to put the emblems here as well (since its
my guide and I think they're cool!).
o Emblem I:
Before the birth of men, the Dragons ruled all Mundus.
Their word was the Voice, and they spoke only for True Needs.
For the Voice could blot out the sky and flood the land.
Continue up the path (which I'm starting to think may literally have 7,000
steps) and sooner or later you'll see a hunter worshiping at the second
emblem:
o Emblem II:
Men were born and spread over the face of Mundus.
The Dragons presided over the crawling masses.
Men were weak then, and had no Voice.
Be careful as you go further up, as there are Ice Wolves up here now. Saving
isn't a bad idea and you may want to break out the fire and stash any ice
weapons (old RPG sterotype there). Continue up the path and soon you'll reach
the third emblem, which is on the left this time in an opening:
o Emblem III:
The fledgling spirits of Men were strong in Old Times.
Unafraid to war with Dragons and their Voices.
But the Dragons only shouted them down and broke their hearts.
Another Ice Wolf is nearby if you haven't killed him yet. There's also an
iron ore vein nearby if you've got a pickaxe (off the beaten path, of course).
Keep following the path. With the fourth emblem in sight, a Dragon will
appear and circle above you for awhile (I tried and tried to engage it, but
was unable to)...
Go talk to the pilgrim by the fourth emblem then check it out:
o Emblem IV:
flee from you. Pretty handy, actually. Head up the steps after checking out
the goodies by the stairs and enter.
Inside you'll find the greybeards: four old men who follow the way of the
Voice. Only one of them will (and can) talk to you. You can learn a LOT of
info here about who you are and who they are (which you can learn at your
leisure). The important thing here is that they fully explain how your SHOUTS
WORK. You'll have to demonstrate to them that you are indeed the dragonborn
first though, so use Unrelenting Force on Arngeir.
You'll learn that there are THREE words of power to a shout. You KNOW the
first word of UNRELENTING FORCE: Force. However, one of the greybeards here
will teach you the second word: Balance. With both words learned, you will
have to knock down three targets as they appear one at a time in the middle
of the room. To do it, don't just hit R2 as they appear, but HOLD R2 for a
short while as that is how you build up your shout's power. Repeat this three
times and then the greybeards will want you to come outside with them. There
are a lot of restoration potions in this place to be had, if you're not
against being a thief that is...
Head out to the courtyard and a different greybeard will teach you the first
word of a NEW Shout power: WHIRLWIND SPRINT. The word that he teaches you is
WHIRLWIND. The group will then head to the left a ways and demonstrate just
how this power works, which is awesome. They'll have you do it as well, so
when they open the gate hit R2 (making sure you EQUIPPED this shout) and
you'll go flying through it!
The greybeards will be impressed, stating that you have only one last task to
complete. And with that, our current quest of "The Way of the Voice" is
complete. The greybeards will ask you to retrieve the Horn of Jurgen
Windcaller, their founder, from his tomb in Ustengrav. That will set up our
next MAIN quest: "The Horn of Jurgen Windcaller".
(-NOTE-) If you try and go further up the mountain, to where the fifth
greybeard member is, you will get HURT... a LOT. You will end up
close to death but alive if you retreat. I would imagine that this
is a GRAND place to level up RESTORATION talents...
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T H E H O R N O F
J U R G E N W I N D C A L L E R
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The Elder Scrolls V: Skyrim - [BK306]
The first thing to do is to check out your map and see where it is exactly
you are supposed to go. You'll see Ustengrav is just NE of Morthal (which, if
you haven't done anything but MAIN quests, is NW of Whiterun). It's definitely
a good trip without fast travel!
I'll be assuming that like me, you need to travel there all the way from
Whiterun. If you don't, bully for you! That's really good, you'll be saving a
LOT of time! In that case, just pick through this section of the guide to see
what you NEED to do then!
Fast travel to the Western Watchtower and head west from there. The first new
place you'll likely head to is Fort Greymoor, which has been overrun by
bandits (so take them out). The biggest reason to stop here (besides all of
the loot) is to find the skillbook "Rislav the Righteous", which upgrades
your Light Armor by one point. It's INSIDE of the place, in the training room.
Be sure to visit the jail as well for even more loot.
With that place cleared, I went NW to Redoran's Retreat (just to discover it,
I didn't go in), then from there NW to Greenspring Hollow, which is just a
hole in the ground with a BEAR living inside. Get the jump on it now that you
know he's there! If you have your housecarl with you it's way easier. This
hollow was the home of trappers (emphasis on "was"), so you can loot the place
clean and make some decent money!
From there I went SW to Swindler's Den (again, just to discover it, I didn't
go in it) and then SW a bit more to Gjukar's Monument (beware of the giant
out in the fields!). Then it's a short jog NW to the small town of Rorikstead.
From Rorikstead you can follow the path down to the river. You'll hit a bandit
ambush on your way (which is easy to get through) and THEN you'll hit the
river and see a bridge leading across it.
Save here and move forwards. This little structure is called "Robber's Gorge"
and it's filled with civilized bandits who want a toll! Ha! Give them your
blade as a toll!
(-NOTE-) If you have companions with you, you may end up getting shot at even
whilst talking to the bandit who asks for a toll...
This place is mainly full of cookie-cutter bandits, but they have a rock trap
past the first wooden bridge that you should be careful of. They also have an
orc with them that can hit hard, plenty of archers (who have a drop on you)
and a TOUGH bandit chief. She's usually in the small house here though, and
will usually let you kill all of her subordinates before joining the fray. The
big treasure here is her loot and the chests, as well as an ARCHERY skill book
called "The Black Arrow, v2". You can also go INTO a COVE via. a cellar door
in the house. This leads to some more loot and a cove. Note that you can jump
into the water here and find a HIDDEN CHEST UNDER THE WATER with items in it.
Heck, you can even take this cove out to the river if you wanted to.
After having your fun with the bandits, head north. You should see a split
in the path, with a road going east and a road going west. Go west first to
find the small town of Dragon Bridge (who's most unique landmark is a bridge
that has stone dragon heads on it, oh the clever naming!). From there you can
head east.
There's a couple of unique things that happened to me when I headed east
from Dragon Bridge. The first is the Old Orc encounter where you will meet an
Orc who is ready to die and just waits in one spot for a fight. Note the saber
cats around him. Anyway, you can fight him if you wish but he doesn't have
anything special (this fight is noted in the "On the Road" section of our
guide). The second big thing is that you can run into "Meeko's Shack". Meeko
is the proud owner of this shack and he's a... dog?! Yep, poor Meeko's owner
is dead, and so you can ask Meeko to come along with you if you wish.
Keep heading east towards Ustengrav and you'll run into another fort: Fort
Snowhawk. Like every other fort in this god-forsaken land, it is infested by
necromancers (who are ready to kill you). You can take them out if you wish,
just be ready for the skeletons that they summon (having companions helps here
a ton, just for the distraction they provide). You can also head INSIDE of the
fort (like most forts) to fight more necromancers, including a full-fledged
NECROMANCER (not a novice or apprentice). This guy is behind a locked door
when you first enter the fort. If you examine the door it will say it's barred
from the other side, but I've been able to OPEN it regardless by moving my
curser over portions of the door until is says ACTIVATE (something). This will
open the door, but beware, the NECROMANCER is no pushover (be ready to heal at
any time; resisting magic helps as well). The big prize inside of this place
(besides all of the robes that fetch a ton of money) is a BLOCKING SKILLBOOK
called "A Dance in Fire, v2". Very nice.
From Fort Snowhawk, it's a short journey SE to the city of Morthal, then
from there it is a short trek north to Ustengrav. Once you do reach Ustengrav,
you will notice there are a lot of dead bandits lying around. *Gulp*, that's
not a good sign. Go ahead and enter.
Once inside, this first floor will have a lone Conjurer walking around (with
a LOT of dead bodies). Kill the mage off and loot everyone here. There's a
chest here too, so be sharp! Continue on and you'll hear fighting down below!
Aha, there's definitely some internal strife here between bandits, mages,
and the undead. Either let them fight it out and take out the winner or go
in gun's blazing. Once everything is dead be sure to loot and check out all
of the side rooms as there are a lot of urns here with gold, scattered potions
to be found, and even a SKILLBOOK called "Mystery of Talara, v2" that ups
your RESTORATION by one level!
Continue onwards and you'll see a path go down on the right and a path that
goes straight into a new room. Go right first. Down here is some gold coins
scattered on a table if you want to pick them up, but the wall to the left of
the table is also a FALSE WALL. There's a chain nearby that will open it that
leads to a chest. Head back and go straight. Three undead wait for you in
here, including one restless, so take them out then go up the stairs on the
left. There's a chest up here and some potions. Follow the path to reach a
door that leads to the Ustengrav Depths.
Head downwards and enjoy the view. There's a single Draugr patrolling here
that can reach you as well as one off in the distance. Kill it and continue
on where you'll have no choice but to hit a large pressure plate that spits
flames at you (whirlwind dash past it). Continue onto a bridge where you can
sneak attack a Draugr at range if you want, but sneak around to the floor
below. There's another restless foe patrolling the far bridge. Kill him then
follow the path to a room further on where two undead will rise (there's an
oil spot here too).
After killing them again you can check out a gate on the right. The lever to
the left of the gate opens a door further in, but hey, you can duck and
activate the CHAIN past the first door to open it (I was told by a reader
that to the right in a room you can find a lever to open this door as well,
but if ducking works go for it). There's a chest here with several potions
and an arcane enchanter. Continue further in and you'll be back in the
wide-open cave area. There are several skeletons down here, so take them out
be beware of a fire trap up some stairs (there IS a chest and gems up there
though, so you'll want to get them).
Head DOWN to the lower part of the cave first, for down here is a DRAGON
WALL that will teach you a new word: FADE - BECOME ETHEREAL. As we know
though, you must have more than a word to become ethreal (which does just
what it sounds like it does). Be sure to check behind the waterfall as well
for a restless undead and a chest. Go back up now and across the land-bridge
leading to the far side of this area.
Over here theres another skeleton and more loot, but more importantly there
are THREE stones that glow when you get near them. Note that each stone opens
up a gate up ahead, and that each stone is spread out a bit. What you need to
do here is RUN past each of the stones (to get all of the gates up) and than
use WHIRLWIND SPRINT to get past the gates. It took me 2-3 tries (you have to
line up JUST right...) but it's completely do-able.
Past the gates (which stay open once you get past them) is a room FULL of
fire pressure-plates. There's also some spiders to your upper right. Go
through this room by using the debris to step on and you'll face a large
spider at the end. Kill it then hack through the webbing ahead to reach a
big room. Walk down the stairs as giant statues appear.
As you reach the alter you'll see that you've FAILED your quest! WHAT!?! 'How
is that possible?' you may ask. Well, go read the note that's in the place of
where the horn should be:
o----------------------------------------------------------------------------o
|
|
| Dragonborn -|
|
|
|
I need to speak to you. Urgently.
|
|
|
|
Rent the attic room at the Sleeping Giant Inn in Riverwood, and I'll |
|
meet you.
|
|
|
|
-- A friend.
|
|
|
o----------------------------------------------------------------------------o
Sheesh, some friend. Loot the place then go through the door behind the
alter for even more loot (you should find some NICE items here). Keep heading
down the new path as it leads you to the entrance of this area and head back
to the world map.
Now we have to head over to Riverwood. Fast travel over there and do as the
note instructs: rent the "Attic Room" in the Sleeping Giant Inn. Once you
have the room rented, go sleep in the bed (time doesn't matter). After you've
done so, Delphine (the inn keeper!) will wake you up and GIVE you the Horn of
Jurgen Windcaller! This allows you to finish this quest, but also initiates
the start of the NEXT main quest: "A Blade in the Dark".
With the horn in hand, fast travel to High Hrothgar (if you don't want to
undertake that mountain climb again, that is!). Go and talk to Arngeir who
will lead you out into the main room to learn PUSH - UNRELENTING FORCE, the
third and final word of power for Unrelenting Force. Once you've learned it
you will have mastered the power. Before letting you go you will have to
stand in the middle of all four greybeards as they all talk to you. Their
voices will shake the screen but you will pass the test and complete this
quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A B L A D E
I N T H E D A R K
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The Elder Scrolls V: Skyrim - [BK307]
After getting the Horn of Jurgen Windcaller from Delphine she will ask you
to follow her. She will lead you to a secret room below the inn and questions
you on your Dragonborn status. Talk to her to get a glimpse about what she
does and who she's working to stop. Eventually she will tell you about the
re-emergence of the dragons and that she KNOWS where the next one will show up
and as a dragonborn asks you to slay it! If her predictions are correct, the
next Dragon will resurrect near the town of Kynesgrove. She promises to
answer all of your questions should you slay the dragon.
We need to go locate the dragon burial site now (which, if you look at the
map, is JUST south of Windhelm). Be SURE to loot this secret room, as it is
just chock FULL of potions. There's gold and weapons to be had here as well.
It's almost as if someone's preparing for a dragon fight...
Head over to Kynesgrove once you have prepared (You DID prepare, right? Bring
potions, fire resistance, that sort of thing). A good companion (like Lydia)
will help out tremendously as well. Once you get to Kynesgrove talk to
Delphine. No time for hello though, as a resident claims a DRAGON flew over
the town to the old dragon's burial site. Follow Delphine as she sprints to
the site. Stay your hand though and witness what is happening (it is SO cool
that you can partially understand what they are saying). After the scene, the
first dragon will fly away, leaving the dragon Sahloknir to deal with you.
This is pretty similar to the first dragon fight. Sahloknir will actually
talk to you though, which is cool. He can fly around and lay down lines of
fire which you should avoid, as well as hover around (a perfect chance for
archers) and every now and again he'll come down to fight. Hopefully you
brought along Lydia or a companion to distract him so you can get in some
good licks (Delphine will help too). Keep your health up and pick away at him
and you'll fell yet another Dragon.
Loot him after he's dead and you'll receive his soul as he turns to bones.
Delphine is a solid believer now, so you can talk to her here and now to learn
that she is a member of the Blades, and sworn to protect the dragonborn. She
THINKS that the Thalmor are behind this but has no solid proof. She will ask
you to meet her back in Riverwood as we plan our next move, which starts the
next MAIN QUEST: "Diplomatic Immunity". And with the great dragon Sahloknir
dead and Delphine talked to you'll have completed "A Blade in the Dark".
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D I P L O M A T I C I M M U N I T Y
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The Elder Scrolls V: Skyrim - [BK308]
After the last Main Quest, head on over to Riverwood to meet up again with
Delphine. She'll take you down to the secret room and talk to you about the
Thalmor Embassy and how YOU are going to sneak inside! Huh, sounds dangerous!
Apparently that throws parties that you're going to be invited to, we just
have to travel to the town of Solitude and meet with Delphine's contact,
Malborn first. So it's off to the Winking Skeever Inn in Solitude (which, if
you didn't know, Solitude is in the north-west section of the map, north of
Dragon Bridge and good ol' Meeko's Shack).
Once you're in Solitude, go to the Winking Skeever Inn and meet up with
Malborn. Now, here's the part where the quest gets interesting. Malborn will
offer to sneak in some equipment for you, because when you go to the party
you won't have ANY of your normal gear. Now take his advice and bring what is
ESSENTIAL to you (for me for example, I brought a bow and arrows, a blade, and
some lockpicks...). A weapon is DEFINITELY recommended (unless you're the
magic type).
After talking to Malborn and giving him the equipment, head back outside of
Solitude and go meet Delphine near the stables. She will give you two pieces
of party clothing and your invitation. She'll also hold onto EVERYTHING you
own in the meantime. When you're ready to go let her know.
You'll arrive at the embassy in the wagon. Give the nearby wizard your
invitation and head in with the other party-goer named Razelan. Once you
are inside the ambassador Elenwen will engage you in conversation before
being interrupted by Malborn. Talk to the people here if you wish to hear
some interesting conversation, but your next objective is to cause a
distraction so you can follow Malborn. To do so, go get a drink from Malborn
(or one of the servants) and go give it to Razelan. You'll INSTANTLY become
his best friend (SOMEONE has been drinking already today!). Since you're his
new best friend, you can ask him to make a distraction, which he'll proudly
do.
Head over to Malborn now and he'll lead you through the kitchen and past a
nosy Khajit to the rest of the house. You can grab the gear he smuggled in by
examining the chest in the pantry. Once you go into the hallway you will be
locked into this portion of the house. Be careful, in the immediate room to
your left you will find two soldiers and a wizard who will fight on contact.
Since I'm a badass, I just killed them all (I imagine some invisibility would
get you through without being seen, but their armor is worth gold!).
Loot the place now (there's no more enemies in this section of the house) and
once you're done looting there will be TWO doors leading out to "Skyrim". In
reality they lead to a small backyard where two soldiers and another wizard
await. Out here, try to fight them one on one and avoid fighting anything the
wizard may summon (it's best to kill the wizard first if you can). You should
be able to divide and conquer by using the building out here. Once they are
dead head into the stand-alone building.
You'll now be in an office of sorts. There's a single patroling guard here
and an informant talking to someone in the back. I snuck around and looted
stuff until the informant was done talking, then I killed him and the guard.
Loot the rest of this place too (as the person who was talking to the snitch
went downstairs). Of particular note is a bunch of documents in a chest behind
a desk. Thalmor Dossier's, one on Delphine and one on Ulfric Stormcloak.
You'll also see a document called "Dragon Investigation: Current Status".
Take it and read it. Seems like they know about as much as we do.
There's also an EXPERT display case here that you can try and crack but it's
pretty damned hard unless you have SOME proficiency with lockpicking. Very
good stuff inside though. Now our next goal is to go into the dungeon down
below, and if you raided/looted properly you should have the key! Head down to
the dungeon and sneak around. Listen to what's going on and when you're ready
kill the guard and the wizard down here (followed by more looting of course).
You should find another Dossier on Esbern that will prove quite revealing.
Seems like this guy is their #1 target in Riften.
Go free the prisoner now and he'll thank you. He'll show you a trapdoor
nearby where he's seen them dump bodies, but it's locked! Right about now
two guards should appear with Malborn in two, claiming they have you trapped
and have your spy! You have to kill both of them, as they have a key for the
trapdoor on their persons. You'll now have Malborn AND the prisoner following
With our goal of needing to find Esbern clear we'll have to travel to Riften.
Riften is in the far SOUTHEAST corner of the map, if you've never been there
before. I hadn't been there yet, so to get there I went to Kynesgrove and
started a rather lengthy trek to the SOUTHEAST. You'll undoubtedly run into
wolves and a bear or two on your way, as well as have the opportunity to find
several points of interest (like Mzulft, Stony Creek Cave, and Cragslane
Cavern just to name a few).
If you're trekking this path too, make it a goal to reach the town of Shor's
Stone on your way up. There's a fort nearby called "Fort Greenwall" that like
most forts is full of bandits. This one has a One-Handed SKILLBOOK in it
called "Mace Etiquette" (which made me laugh) that you can grab. From the
fort it's a short trek south to the major city of Riften.
Once inside you'll quickly hear on the streets that the Thieves Guild
operates out of this town. In fact a man named Maul may outright stop you and
you can ask him about the guild. Our goal though is to find and talk to a man
named Brynjolf. He's usually out about town and easy to find.
However, Brynjolf isn't about to hand out information so easily. He'll want
a favor first, so unless you can pass a speech check for a persuade talk
option you're going to have to help him.
(-NOTE-) According to some emails I received (well, one at least), the speech
check here is somewhere between 60 - 75. Quite high for how low level
you will likely be taking this at. Unless you've been exploiting in
some way... you sneaky player you!
Brynjolf will ask for your help framing a fellow merchant nearby. His play is
to have you steal a ring from Madesi while he distracts everyone, then have
you pickpocket Brand-Shei and put Madesi's ring INTO his inventory (it's
really more like reverse-pickpocketing...). It's not really that hard to do.
Before doing it, just make sure you know where Madesi'a stand is and who
Brand-Shei is. Oh, and make sure you have some lockpicks...
(-NOTE-) Alternately, if you DON'T want to do this but want to progress the
main story anyways, check this out:
< Meredith Kniest writes: Concerning the beginning of the quest A Cornered
Rat - if you want to get the information about Esbern from Brynjolf in
Riften, but don't want to screw over Brand-Shei by planting the ring on
him, you can intentionally get caught picking the lock by a guard, pay
the 15 gold bounty, and then go back and talk to Brynjolf. Not only does
he invite you to join the Thieves Guild anyway, despite your embarrassing
failure, but if you choose the middle conversation option (something like
"The pay sounds good, but I don't know") then finish the conversation, you
can immediately talk to him again and get the information about Esbern,
without having to follow him into the sewers or anything. Plus you'll still
have the option to join the Thieves Guild later, if you change your mind Brynjolf says he'll wait for you at the Ragged Flagon. >
After that just tell Brynjolf that you're ready and he'll draw everyone in
the area around him. Head to Madesi's stall and pick the sliding drawer, then
pick the box you find there. May as well steal everything. Now go find your
target, Brand-Shei (who should be sitting on some boxes to the right). Enter
sneak mode and target him behind the boxes (you should be hidden) and put the
ring INTO his inventory.
After that just talk to Brynjolf for your reward (100 gold). Job well done!
(-NOTE-) This is actually the very first THIEVES GUILD Quest, "A Chance
Arrangement".
After doing this for Brynjolf you can ask him about the "old man" hiding
out in the city. He'll confirm that yes, Esbern is in the Ratway Warrens, and
so our next objective is to enter there and find him! The Ratway Warrens
isn't hard to find: from where Brynjolf is at there's a canal nearby that has
an entryway to the sewers below town (follow the in-game compass).
Enter the Warrens and get ready to fight two thugs in the tunnel. Keep
following the linear path until you reach a door. This door is trapped, so
be sure to take the trap off of it (which requires a lockpick...). Further
in is a pugilist called Gian the Fist who will try to beat you up! Ha! He's
got some unique armor too! Keep trekking onwards and watch out for a battering
ram trap as you go up a long flight of stairs. Further on is a "lowlife" you
can take out, but be sure to grab the SKILLBOOK "Beggar" nearby for a +1
increase to pickpocketing. The arch on the left here has a lever to make
easier to get this far again, the arch on the right leads to an EXPERT locked
door, and the arch on the far right leads to the Ragged Flagon.
Enter the Ragged Flagon, which is home of the Thieves guild. We're just
passing through for now to "The Ratway Vaults" which is beyond the way. In
here you will encounter more Thalmor soldiers, so be ready to take them out
(it looks like we better find him fast!). Follow the path as it leads ever
downwards. In the room with the anvil be sure to loot the chest, and past
that is a room with a LOT of chests for you to pick/loot. Keep following the
path and you'll soon reach a door to "The Ratway Warrens". Again...
Enter the door and make your way to the marker to find Esbern's house (and
you'll probably be attacked by a hungry "chef" on the way). Talk to Esbern
and be sure to tell him "Remember the 30th of Frostfall", which proves to him
that Delphine sent you. He'll invite you inside his house where he'll learn
exactly who you are and what you can do (as he's long ago give up hope).
Esbern will tell you that you must escort him to Riverwood, and with that
the quest "A Cornered Rat" is complete. You'll now move on to the next MAIN
QUEST: "Alduin's Wall".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A L D U I N ' S W A L L
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The Elder Scrolls V: Skyrim - [BK310]
Ok, our first goal is to get old Esbern to Riverwood in one piece... easier
said than done. Before going anywhere, be sure to loot his house, as there
are several good things lying around, including a SKILLBOOK that ups your
one-handed skill by one (it's called "Fire and Darkness").
As soon as you leave Esbern's place you'll run into a Thalmor soldier AND a
wizard (and probably some summons too). Kill them off and ask Esbern if he
knows the way out to have him lead (you can ask him about the 30th of
Frostfall too!). Follow him to The Ratway Vaults and stick with him as he
leads you back to the Thieves Guild. Back out at the Ratway you may be the
target of an assassination attempt by a Khajit named Shavari (who was sent by
someone named "E") but Esbern will help you out. Does this guy even NEED an
escort!?
Head out to Riften and once you're out to the open world you can fast travel
back to Riverwood. Head back to the Sleeping Giant Inn and the two blades will
re-unite. Ah, how touching. Go down to the secret room where Esbern will
divulge our next plan: to go see Alduin's Wall. He has rediscovered its
location at the Sky Haven Temple and believes it is the key to defeating
Alduin. Delphine and Esbern will be coming with us this time though, although
you may tell them that you'll meet them at Karthspire if you wish and travel
alone. Delphine will give the Inn to Orgnar before she leaves.
We'll now have to reach Karthspire, which is on the western side of the map.
It's just east of Markarth, or west of Rorikstead. You can take a carriage
from Whiterun to Markarth if you wish (which is what Delphine suggests) or
you can walk there from the east.
(-NOTE-) I personally walked from Rorikstead, but I saw Alduin arrive and just
WEST of the town he resurrected ANOTHER dragon, this one named Nahagliiv. The
guards nearby can help you take him out, just keep your health up.
(-NOTE-) From there, I headed west to a place called "Sojund's Sinkhole". Here
I fought yet ANOTHER dragon, this one a BLOOD DRAGON that used ice attacks.
A guard nearby will help and makes a good distraction, just don't let the
dragon bite you. Keep your health up and you'll have another Dragon Soul
before too long.
Also, its important to note that right before Karthspire is a Karthspire
camp that is FULL of forlorn enemies. The only ones to REALLY worry about
here are the enemies that use ICE magic (they one-hit killed me a couple of
times, so be VERY careful). As an interesting side note, even though I told
Delphine to meet me there, she came to my aid as I fought, effectively doing
a pincer attack on the camp! Ha! There's also a SKILLBOOK here called "A Dance
in Fire, v2" that helps your BLOCKING.
After the fight, head over to Karthspire and enter it. There's more forsworn
enemies in here, so take them out and loot the place good. Continue further in
and you'll be stuck at a bridge with some pillars nearby. To get past this,
you need to put the symbol of the Dragonborn on each of the pillars. The
symbol you need looks like this:
\ /
(
)
< >
(-NOTE-) There's also an arrow pointing down in the middle of it. I had to
turn the left pillar once and the middle pillar twice.
Once the bridge is down head up the stairs and another "puzzle" will be in
front of you. Here you have to step on ONLY the switches with the Dragonborn
symbol. It's REALLY easy, just make your way to the chain in the back and
have any companions wait behind for awhile. Once you pull the chain the trap
is deactivated.
Head further in to discover the Sky Haven Temple (and a nice big chest).
Right before the big face is a BLOOD SEAL that Esbern will tell us about. Go
activate it and spill some blood to open the way ahead and enter the Sky Haven
Temple.
In here be sure to loot the place, as you can find a unique katana called
"Dragonbane" that does 20 EXTRA points of damage to dragons (and 10 extra
shock damage to anything else). Note that the effects on the sword are also
leveled to your character. For example, a reader emailed and told me he got
30 EXTRA points of damage to dragons! There's also a SKILLBOOK called "Mace
Etiquette" by Dragonbane that ups your One-Handed skill by 1. This place also
has a room full of beds and chests, which can be worth looting just for stuff
to sell.
After you're done looting, go check out Alduin's Wall with Esbern as
he recounts its history. It seems we need to learn a specific shout, but no
one has any idea what it could be. Delphine will begrudginly tell you to go
talk to the greybeards about it, ending our current quest and starting the
next MAIN QUEST: "The Throat of the World".
(-IMPORTANT NOTE-) There is a special dragon we can fight now, named
Nahagliiv. We can actually go see Alduin resurrect
this special named dragon at this time.
To do so, head to Rorikstead and head west. Like the
last named dragon, you will very likely see Alduin hanging
out and resurrecting him. Nahagliiv actually grows muscles
and skin as it revives. Take him down for good!
Again, BE SURE TO FINISH THIS before continuing the Main
Quest Line!
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T H E T H R O A T
O F T H E W O R L D
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The Elder Scrolls V: Skyrim - [BK311]
Well, to start this quest we want to fast travel to High Hrothgar so we can
go talk to Arngeir. Once you talk to him and explain what it is that you want,
he will get rather mad at you for working with the blades! Sheesh dude, chill!
Someone else (Paarthurnax) will remind Arngeir of his place. However, Arngeir
doesn't know the shout "Dragonrend" and says that only Paarthurnax may know
it.
Follow Arngeir to the courtyard and he will teach you a new shout, CLEAR
SKIES. He'll teach you ALL THREE WORDS: SKY, SPRING, and SUMMER. Using this
Thu'um, it is possible to clear away inclement weather, which you'll need to
do to open the way to the summit.
Equip the Clear Skies shout and try it out to get rid of the damaging mist
plauging the path ahead (head to the top of the stairs first and be sure to
re-use it as needed). Once you clear the way, our objective will change to
"Talk to Paarthurnax" so start trekking up the mountain some more. You'll
face several Ice Wraiths along the way. They're not a real threat, but you
have to examine the chunks of ice they leave behind for any kind of reward...
At the top of the mountain you will finally discover "The Throat of the
World" and meet Paarthurnax (who is totally a dragon!). Ask him what you need
and he will contemplate it. First he will "speak" onto the dragon wall nearby,
which displays the first word for an entirely new shout: FIRE - FIRE BREATH.
Go up and learn it and then equip it, as you need to actually USE it on
Paarthurnax to continue.
(-NOTE-) If you already have the Fire Breath shout, he will end up just
adding a word to it. Thanks, ol' buddy!
He will be happy once you torch him as he hasn't talked to "his own kind"
in quite awhile. Once again, ask him to teach you the Dragonrend Shout (I
though we made that clear a second ago!?). This will lead to a rather lengthy
talk between him and you about Alduin and the last time he was defeated. In
the end, Paarthurnax doesn't know the shout Dragonrend, as it was the very
first Thu'um created by Dragonborn alone. He will tell you exactly what
happened to Alduin so very long ago though, which involves a familiar relic
to the series: the Elder Scroll.
The Elder Scroll was used in conjunction with Dragonrend to push Alduin
forward into time, and the only people that could possibly teach you the shout
Dragonrend would be the ancient heroes that used it in the beginning.
Paarthurnax reasons that if you had the Elder Scroll, you could go back in
time and learn the shout from those heros yourself.
When asked what Dragonrend actually does, Paarthurnax says it forces the
dragon to have a concept of mortality... a concept that is so foreign to the
immortal creatures that it weakens them.
This ends the quest "The Throat of the World" and starts the next MAIN
QUEST: "Elder Knowledge".
(-NOTE-) You can meditate on the Words of Power now by talking to Paarthurnax.
He will essentially ask you what word you wish to meditate on. Here
are the words and what bonuses they give:
FUS:
o Force Without Effort: You stagger 25% less and foes stagger 25% more.
FEIM:
o Eternal Spirit: You gain a 25% bonus health regeneration rate after using
Ethereal shout.
YOL:
o The Fire Within: Fire Breath shout deals 25% more damage.
One more note! You can scale the mountain across from the word wall and at
the very top you'll find a bunch of ore veins and the NOTCHED PICKAXE. It is
of course believed that the pickaxe is a reference to Markus "Notch" Persson,
who is the creator of Minecraft. Ironically, he also got into a legal scuffle
with Bethesda over his new game over the word "Scrolls". Goes to show you that
the developers are a hell of a lot cooler than the legal guys!
(-IMPORTANT NOTE-) There is a special
Viinturuth. We can
this special named
this occurs as you
The main goal of this quest is to learn the location of the Elder Scroll, so
we may have a shot at learning the shout Dragonrend. To start, you need to
either talk to Esbern or Arngeir about it.
Head back to the Sky Haven Temple and talk to Esbern. He will suggest going
to the College of Winterhold in the hopes that some mage there can help you.
If perhaps you went and asked Arngeir about the Elder Scrolls, he will tell
you the exact same thing. Looks like we're on our way to Winterhold.
(-NOTE-) You can ask Esbern to give you the Dragonslayer's Blessing now,
which gives you a 10% increased Critical Hit Chance vs. Dragons
for 5 days.
In case you've never been there, Winterhold is located on the NORTHEAST
portion of the map. Since I've never been there in my game, I just ended up
hiring a carriage to get me there...
When you get to Winterhold, a gatekeeper will stop you before you can go to
the college itself. She will insist that you do something for them before you
can go in, however if you say your a dragonborn and then demonstrate your
power (such as breathing fire nearby) she'll gladly let you in.
(-NOTE-) She'll also give you the first College of Winterhold quest "First
Lessons" since you're now part of the college.
Enter the college and make your way to The Arcanaeum inside. Find Urag
gro-Shub and talk to him. Once again making it known that you are a dragonborn
well help here as Urag gro-Shub heard the greybeards call out to you sometime
ago. Ask about the Elder Scrolls and then finish talking to him to have him
bring out two books on the subject. Read both of them and then you'll get a
NEW quest: "Discerning the Transmundane".
(-NOTE-) While this is a new quest entirely, it goes hand-in-hand with our
current quest so think of this portion of the guide now covering BOTH
of those quests.
Our goal now is to find Septimus Signus in the hope that he can lead us to an
Elder Scroll. Turns out he marched into the northern ice floes and hasn't been
seen since, which makes sense. Leave the college (all the way to the town) and
start marching north yourself to the objective. Out here be careful of the ice
SABRE CATS which can pack a punch. There are also wolves and walruses for you
to kill.
You'll soon reach Septimus Signus's Outpost. Head inside and lo and behold
there is Septimus. Go ahead and talk to him and you'll see he's... been
affected a tad bit by the Elder Scroll. He will ask you for a favor before
helping you out though: he wants you to use a machine located in Alftand
(where the Elder Scroll supposedly is) to transcribe the scroll onto a lexicon
so he can read it. And with that our objective will point towards Alftand,
which is southwest of our current position.
Head back out to the world map and start your journey towards Alftand.
You're going to want to approach it from the south, jusy FYI. Once you reach
it, you'll see that it looks like it's in ruins. Explore the place and loot,
then to north to find some catwalks. Follow these until you reach and enter a
new places called "Alftand Glacial Ruins".
The ruins stretch on for quite a ways, but its all very linear. You're going
to face dwarven constructs in this place. Notably Dwarven Spider Workers (who
can pop out of holes on the wall at literally ANY time, so be ready) and the
much more dangerous Dwarven Sphere. Just proceed through this place and loot
whatever you can (there's a lot of ores here) and kill any constructs. You'll
also find a live Khajit down here that will attack you (and his dead brother
who is nearby). When you get to the piston room save because you'll be facing
TWO dwarven sphere's soon, but after killing them you can follow the path
(which leads you on TOP of the walls you just passed, dodging pistons) and
you'll soon reach the "Alftand Animonculory".
Proceed forwards to fight a spider and a sphere. You can explore UNDER the
floor here (to the left) to find a dead caravan member, but then head up the
stairs and kill another spider. Now this NEXT set of stairs has FLOOR TRAPS
on it that will pop out a DEADLY spinning blade trap if you touch them.
Past that you'll end up in a wide area with a path spiraling downwards. Kill
the spider on the left and go get the chest in the cubby then head down to
the bottom. Pick the door down here and head inwards. Now, there's an EXPERT
locked gate in here that has a MASTER chest behind it as well as a SKILLBOOK
on lockpicking called "The Locked Room". Very ironic, no? You have to be
pretty damn good at lockpicking to get this, but I did it and there isn't a
whole lot you'd miss if you skip it.
You're going to have to jump down to the lower platform when you're done.
Be careful of any pistons that may try to push you off the path up ahead.
There is a chest up above (with a spider) but then head downwards. You'll
start running into the FALMER enemies (mostly archers) so be prepared to take
them out since you have the upper ground. Continue spiraling down until you
have to run past a flame trap and open a door, then two more falmer enemies
will be below you. Kill them and proceed onwards where you'll find three MORE
falmer enemies that you can get the drop on.
A bit past that is a torture room with three MORE falmer... my god these
things are everywhere! There's an exit to the glacier ruins here, but keep
going forwards back to the big open room. There's thee falmer down here as
well as a spider. Try to take them all out from up top if you can (or at the
very least weaken them). Once they're dead, go down and towards the objective
but don't let the big CLAW TRAP (a tripwire) get you. Enter the Alftand
Cathedral at the end.
In here there's a couple of falmer and a spider to kill. Take them out and
then explore the place for the 2-3 chests you can find. The lever to open the
gate to continue is above the entrance with two more chests. Save and then
head up the steps. There will be a DWARVEN CENTURION up here that is more or
less a TANK. He can also shoot steam at you. His strikes HURT, so non-warriors
should use hit and run tactics to beat him. He's also got a key on him, so be
sure to loot (there's a chest in the upper-right of this area too). After that
head to the objective and you'll see Sulla Trebatius and Umana... they REALLY
don't trust eachother, but they don't trust you either since they attack!
Kill them both and put them out of their misery (they will often fight each
other and let you pick you to kill).
With that done go activate the dwarven mechanism which leads to "Blackreach".
Wow, this is a pretty place, no? There is a dwarven sphere straight ahead,
but from where you entered you can sneak to the left and hit a lever to fire
a volley of arrows at it and kill it. Go into the building it was guarding,
the one named "Sinderion's Field Laboratory". There's a lot of good alchemy
stuff in here, as well as loot (including boots that let you carry even MORE
loot), but poor Sinderion has passed on.
Perhaps the most interesting thing about this place (besides how downright
awesome it is) is the fact that you can get a quest merely by harvesting a
plant down here (you harvest the "Crimson Nirnroot" and get the quest "A
Return to your Roots"). This quest has to do with poor Sinderion, and BOY is
it tedious... I have it listed under the Sidequest section. The last thing
I'm going to note about this area (since I'm not handholding you through it)
is that there are TOUGH enemies to be found while exploring. I'm talking
DWARF CENTURION and FROST TROLLS. That's right TROLLS, PLURAL. Yikes! Be sure
to save when you explore!
(-IMPORTANT NOTE-) Your explorations of Blackreach may result in you exploring
the central area of the old Dwarven City. This area is noted
by the giant orange orb in the town square. This orb holds a
very neat secret: a named dragon can be summoned here!
Before fighting it, I recommend killing off all of the
Falmer and Falmer Servents around the area and inside the
buildings. Now, aim your UNRELENTING FORCE shout at the orb
and shout. You should hear a "Ding!" by doing this (you can
also shout from the balcony near the Pump Room).
This summons Vulthuryol, who will fly in and start shooting
fire everywhere. Now is your chance to take him out! Do so
and kill this unique, hidden named dragon and claim its soul
for your own!
Make your way to the quest objective, which should be inside of a building
where you'll find a lever that takes you to the "Tower of Mzark". Loot the
place when you arrive (of note is a SMITHING SKILLBOOK called "The Armorers'
Challenge") and continue inwards. Climb up the ramp to the left and you'll
see quite the contraption before you! Go to the very top where you'll see a
row of buttons. There's also a pedestal on the right to hold the lexicon
that Septimus gave you. Put the lexicon in and buttons number 3 and 4 will
open.
Ok, now to get what you want, hit button number THREE until you see button
number TWO open up. Now, hit button number TWO until button number ONE opens
up. Hit that and you'll see an arm come down and open up a pod. Congrats, you
can now waltz over to it and pick up the ELDER SCROLL. Be sure to pick up the
lexicon too.
Once you pick up the Elder Scroll, the quest "Elder Knowledge" will be done
and you'll start the next MAIN QUEST: "Alduin's Bane".
(-NOTE-) The other quest that we were doing with "Elder Knowledge",
"Discerning the Transmundane" has MORE parts to it past "Give the
Lexicon to Septimus". The rest of this quest will be in the DAEDRIC
QUESTS section of the guide.
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A L D U I N ' S B A N E
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The Elder Scrolls V: Skyrim - [BK313]
(-NOTE-) A pretty big boss fight is coming up, so you should take this time to
prepare. Stock up on potions, arrows, or whatever you need to last
through a dragged-out boss fight. Better safe than sorry. Make sure
you've saved recently too...
With the Elder Scroll in hand, fast travel to the Throat of the World.
Paarthurnax will greet you once you show up and applaud your conviction.
Go to the Time-Wound and stand in the midst of it, then open up your inventory
and read the Elder Scroll...
Watch the AWESOME scenes that transpire and you will soon learn all three
words of DRAGONREND: Mortal, Finite, Temporary...
Watch the rest of the scenes and soon you'll be back in your own time...
with Alduin the World-Eater right in front of you! Equip your newfound shout
and bring him down.
Fighting Alduin is QUITE a bit different than fighting any other dragon. For
one, he NEVER comes down voluntarily... NEVER. AND the entire time that you're
fighting him fireballs will be raining down with rocks scattering EVERYWHERE.
Thankfully these attacks don't do much damage. While Alduin is flying around,
he will be sparring with Paarthurnax, frankly making it MUCH HARDER to know
which dragon to target (Alduin looks much more menacing and the objective
arrow will constantly follow him. Plus, if you have a companion, you can see
who THEY are targeting...).
The saving grace in this fight is that every now and again Alduin will stop
and hover somewhere (because hitting him with Dragonrend when he's flying is
frickin' HARD), so use those times to get him. He'll crash land, but he's
still extremely dangerous. He's not very mobile when he's on the ground, so be
sure to attack from the sides if you can. Keep it up and remember to heal
yourself first and foremost and with time you'll have "defeated" Alduin.
Watch the scenes that follow once his HP reaches 0 and then the quest
"Alduin's Bane" will be finished and your next NEW MAIN QUEST, "The Fallen"
will begin...
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T H E F A L L E N
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The Elder Scrolls V: Skyrim - [BK314]
After that adrenaline-filled battle with Alduin your next objective will be
to talk to Paarthurnax OR Arngeir OR Esbern. Well hell, Paarthurnax is RIGHT
HERE so let's go talk to him!
Paarthurnax will congratulate you, even though it's not a true victory its
certainly more than those before you could do. Our immediate goal now is to
find a way to learn WHERE Alduin has retreated to. Paarthurnax will suggest
that one of Alduin's followers (read: another dragon) may know, but how do
you convince a dragon to tell you such a thing! He will say that Drgonsreach
in Whiterun used to hold a captured dragon, so perhaps we may trap one there
again! We'll have to talk to the Jarl about it though...
(-NOTE-) You can go and talk to Arngeir and Esbern as well to learn some
interesting knowledge about where Alduin has gone and what he's
doing.
(-NOTE-) You can ask Arngeir where WORDS OF POWER are in the world of Skyrim.
He can hear them, even on top of the mountain. He will give you hints
under your MISCELLANEOUS quests on where they are...
(-NOTE-) Esbern and Delphine KNOW that Paarthurnax is the leader of the
greybeards. And, despite knowing that he's helping you, insist that
if you want their continued support you need to KILL Paarthurnax.
This starts a different quest called "Paarthurnax". It is under the
RANDOM quest section of the guide...
Head over to Dragonsreach so we can talk to the Jarl of Whiterun. The Jarl
will hardly believe what you're asking of him, but flatly refuses when the
threat of war hangs over his head due to the civil war between the Imperials
and the Stormcloaks. The only way he's going to help you is if you can manage
to bring both sides to a truce...
(-Note-) If you already finished the Civil War Quest, then the Jarl won't
speak about bringing both sides to a truce.
This starts the Main Quest "Season Unending". Note that "The Fallen" is
STILL an active quest, but is dependant on us doing "Season Unending" in
the meantime... So with that in mind, skip ahead a section and do "Season
Unending", then come back here and finish up "The Fallen" with me.
[ GO DO "Season Unending" at this time and come back when it's done!]
(-NOTE-) Once again, if you already finished the Civil War Questline, whether
you allied with the Imperials or the Stormcloaks, you won't have to
worry about Season Unending.
Ok, you've finished "Season Unending", right? GOOD! That means you should
be at a conference table right now. Esbern will talk to you soon about HOW we
are going to call and trap a dragon. Through his research, he found out the
name of one of Alduin's allies. Calling a dragon's name is a shout itself.
This dragon's name is Odahviing, and you'll learn its shout from Esbern:
CALL DRAGON - Snow, Hunter, Wing.
Head to Dragonspeak and talk to the Jarl. He'll be ready whenever you are.
Tell him that you're ready and go up the stairs behind him to see the great
porch, where we're about to trap ourselves a dragon! Head out to the open-air
section at the far end, and use your CALL DRAGON shout. After a little while,
Odahviing will appear (killing a guard in the process).
Now I KNOW your first thought is to fight. Don't. Equip Dragonrend and use
it when Odahviing hovers. This will bring him down to the castle. From here,
Dragonrend will wear off. What you need to do now is back-peddle and draw
Odahviing FURTHER INTO the area. Once he is drawn in aways he will be trapped.
Your new objective is to interrogate the beast. He will actually salute your
wit in being able to trap him and will confirm that Alduin is indeed at
Sovngarde right now, devouring the souls of dead Nords to regain his power.
The portal that Alduin used to get there is located at a dragon temple named
Skuldafn in the eastern mountains. However, there's one catch: the only way
to reach it is to have Odahviing FLY us there. This completes "The Fallen"
and starts the NEXT main quest: "The World-Eater's Eyrie".
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S E A S O N U N E N D I N G
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The Elder Scrolls V: Skyrim - [BK315]
(-NOTE-) This MAIN QUEST starts and completes itself in the middle of the
PREVIOUS main quest, "The Fallen". Complete this quest in order to
finish "The Fallen".
Head over to High Hrothgar and find Arngeir (he's probably in the courtyard
meditating or in his bed sleeping). When he learns that he is needed to stop
the civil war he will agree to help (only because Paarthurnax is helping you,
though). He will tell you to go talk to Ulfric Stormcloak and General Tullius
and get them to come meet him at High Hrothgar.
Let's go talk to General Tullius first. Head on over to Solitude where he is
located at and head into the castle. You should be able to find him pretty
easy, and convincing him to go to the peace meeting isn't that hard either,
so just talk to him about the meeting until he agrees.
Next let's go find Ulfric Stormcloak. You'll find him at Windhelm, most
likely inside the Palace of the Kings. He's a tad easier to convince and get
to go to the peace meeting than General Tullius is, so you shouldn't have
a problem talking him into it.
(-IMPORTANT NOTE-) Doing this quest can screw your chances of obtaining the
"War Hero" Trophy later. That trophy requires that you take
Fort Greenwall as an Imperial or Fort Sungard as a
Stormcloak. Be careful of WHAT you give to WHO here...
After convincing both of them, go back to High Hrothgar and talk to Arngeir.
You'll see the blades force their way into the meeting, even though the grey
beards are at odds with them. Head to the conference room (follow the
objective) and take your seat. Here you will have to help guide the talks
as you are asked for your thoughts on the matter. Make no mistake, things
WILL change as a result of these talks but it needs to be done. Personally,
I gave DAWNSTAR to the imperials and let the stormcloaks have MARKARTH. In
the meantime both sides accused me of liking the other but a truce was finally
agreed to.
Once you are done you will have completed "Season Unending". At this point
you should go BACK UP to the PREVIOUS MAIN QUEST, "The Fallen", and FINISH IT
before moving on (well, you can't move on if you don't...).
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T H E
W O R L D - E A T E R ' S
E Y R I E
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The Elder Scrolls V: Skyrim - [BK316]
After trapping Odahviing we have no choice but to let him free in return for
his promise to fly us to Skuldafn so that we may pursue Alduin. To set him
free you'll need to talk to the Whiterun guard on the second floor of the
great porch. He doesn't like the idea of doing it, but he'll set the dragon
free.
After that we'll need to talk to Odahviing to get to Skuldafn.
(-NOTE-) This is a ONE WAY TRIP! Be sure to take whatever you need to, say,
fight a dragon on your own and live. And be sure that you're not
over-burdened. Also note that if you have a COMPANION, they CANNOT
follow you.
Odahviing will drop you off at the base of the temple and will fly off after
sayingn he'll wait for either you or Alduin to return. Head forwards into the
area and you'll be ambushed by a RED DRAGON!
This is a fairly normal dragon fight, with the possible exception that you
are all alone (I don't know if you've fought them 1 vs. 1 yet, but you are
going to now!). The dragon has a nasty fire attack, so be sure to heal. This
also gives you a chance to try out Dragonrend on your own and see how it does.
Kill the beast and proceed up the temple. There are Draugr up here that you
will have to put down, an easy task compared to the dragon you just fell. Head
inwards and you'll soon be ambushed by another DRAGON! This dragon breathes
frost, but other than that isn't much different from the dragon fight a moment
ago (focus on any Draugr first so you can focus on the dragon).
After defeating him you can check out the Skuldafn South Tower straight ahead
of you, but we need to continue up the stairs (the tower has more Draugr and
some treasure). You will also start to fight Draugr Wights now, which are
tougher versions of the undead (and the restless variety is now commonplace).
There's also a chest in the broken tower along the way, but fight your way to
the giant doors above to enter Skulafn Temple.
You KNOW there are going to be Draugr in here, so kill the first three in the
first section of this temple and loot the place. There's a TON of burial urns
past the first Draugr that with any luck will give you a lot of gems. Past the
embalming section Draugr will start to come out of tombs. Clear the area and
you'll see there's a lever here with a bunch of pillars. Another animal puzzle
for us to solve.
The secret here is to go to the lever and face the pictures. Now, turn around
and you'll see a gate on the left and the right. They each have a picture
above them: the left has a SNAKE, the right has a BIRD. Now, turn the left
and the right statues until the BIRD faces you (when looking from the lever;
the key to this is that you're making the faces on the walls match the symbol
of the pillar closest to them). Now, to open the right gate make the middle
pillar show a BIRD (BIRD, BIRD, BIRD). You can get a chest this way. Be sure
to CLOSE that gate, then to proceed open the left gate by making the middle
pillar show a SNAKE (BIRD, SNAKE, BIRD). Now you can continue...
You'll make your way to another tomb. Kill the Draugr below but as you go
down two more Draugr will pop out of some tombs. Kill them and loot the place
then proceed into the webbed area. Yep, more frost spiders. Take them out
but look for a chest hidden under some webs near an iron door. Past that iron
door and some more Draug patrolling the area. Kill them and examine/loot the
area. This is yet another rotating animal puzzle. The clues are all right
by their pillars. Make the bottom pillar a SNAKE, the upper RIGHT pillar a
BIRD, and the upper LEFT pillar a WHALE. Pull the lever and continue to a
new area.
In here there's a melee Draugr straight ahead with two archers above him.
Take them out and continue. Before going into the room with the spiraled
staircase leading upwards, note that there's a TRAP FLOOR PLATE here that
sparks the oil below and shoots arrows at you. Loot the place and take the
staircase up. If you're FAST (and have ranged) you can shoot down the pot
above the oil up here to fry the three Draugr (or however many Draugr are in
that small room). Get the chest up here and hit the lever to continue.
Continue on the empty corridor. Be careful of the oil spill once you reach
it as a pot will ignite it all. Grab the chest and continue. At the end of
this path is a Draugr Overlord, who needs to be slain. Once you've killed
him (which isn't too hard) be SURE to loot him for a DIAMOND CLAW. There's
a door in front of us now that we need to use the claw on, but first make
sure the rings are in this order:
- TOP RING: WOLF
This is undoubtedly the shortest main quest in the game. Simply walk forwards
into this new area and a Stormcloak soldier will tell you about the mist.
Alduin is out here feasting on the lost and wandering soldiers. Thankfully,
you have a quest pointer to show you the way.
You'll soon come to a dragon's bone bridge, guarded by a gatekeeper named
Tsun. He won't let you enter the Hall of Valor without challenging him in one
vs. one combat. He hits HARD, by the way. Mages and ranged can use the rocks
here to get distance, and thankfully you only need to deplete half of his
Head outside with your new companions, past the bone bridge and to the edge
of the mist. What you need to do here is use the shout CLEAR SKIES, which will
also make your fellow dragonslayer's use it as well. Do this a total of THREE
times to finally clear the valley of the accursed mist.
With the mist gone, Alduin will come to face you. With a four vs. one fight,
you should have plenty of distraction to afford yourself time to heal when
you must, as Alduin's breath is strong. The fight is very similar to the one
at the Throat of the World in every other regard: your main GOAL in this fight
is to land the shout DRAGONREND on Alduin whenever he's hovering. This will
bring him down and allow your companions and you to damage him much easier.
Keep your health up and keep landing Dragonrend and through time you will
defeat him. Note that unlike other dragons, Alduin's death is much, much more
dramatic and DOESN'T grant you a soul. You also won't have a carcass to loot,
even though I SAW the words "search Alduin" when he was dead! You can hit the
'X' button to try and loot him, but you'll be unable to)...
Instead, talk to Tsun, who will reward you with a new shout and all its words
of power:
CALL OF VALOR - HERO, CHAMPION, LEGEND.
Using this shout calls forth the valiant of Sovngarde (your companions) to
come to your aid. One press will call forth Gormlaith Golden-Hilt, holding it
a bit longer will call forth Felldir the Old, and holding it down all the way
for a bit will call forth Hakon One-Eye. When you're ready, Tsun will send you
back to Skyrim.
And with that you've defeated the MAIN QUESTLINE of Skyrim. Of course, you
and I both know there is MUCH, MUCH MORE to do. One look at your quest log
would tell you that. So please, pursue the rest of the guide to your hearts
content, but most importantly have fun.
(-NOTE-) Just as a recap, once you get back to Skyrim you'll be put at the
Throat of the World. Here, Odahviing will eventually come tell you
that he recognizes your power, and that if you wish you may call him
and he will come to your aid if he can.
(-NOTE-) One last note, while it was my pleasure to bring you this guide, I
would still love to hear from you. Seriously, a simple thank you goes
a long ways for motivation, and even the smallest of donations can
help offset my costs (in time and money) to bring this guide to you.
Congratulations on "beating" The Elder Scrolls V: Skyrim.
_____________________________________
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Skyrim
||| 4. The Companions Walkthrough |||
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So you want to be a "Companion" huh? Well, it's very likely that as you first
approached the town of Whiterun you encountered the companions fighting a troll
out in a field. Hell, chances are you tried to help! Well, after talking with
them you will have received a MISCELLANEOUS QUEST called "Speak with the
leader of the Companions".
To start you on your path to joining them, make it your active quest. Head
inside the city of Whiterun and follow the quest marker until you reach a
building called "Jorrvaskr". Here you want to find and talk to Kodlak
Whitemane.
(-NOTE-) Of particular note here is the locked display cases in the Jorrvaskr
Living Quarters. There's a NICE bow here (especially for those just
starting out). You can also find an ARCHERY SKILLBOOK here called
"The Markmanship Lesson" in one of the rooms. There is another
SKILLBOOK for TWO-HANDED called "Song of Hrormir" in a different
room.
Once you find him tell him you'd like to join the Companions. He will eye
you over and agree you may have what it takes. He'll then ask how you are in
battle. Answer however you want and after a brief interruption by Vilkas, he
will tell Vilkas to go test you out. This ends the MISCELLANEOUS QUEST that
brought you here and starts a PROPER quest: "Take Up Arms".
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T A K E U P A R M S
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The Elder Scrolls V: Skyrim - [BK401]
Follow Vilkas as he leads you out to the training yard. Once out at the
training yard, Vilkas will tell you to come at him! For love's sake, DON'T
use magic here! He'll just make you attack again if you do. Also, ENCHANTED
weapons are out as well. Hit him with several good blows (all he does is
block) and you'll pass the training.
Next Vilkas will give you his sword and tell you to take it to Eorlund to
get it sharpened. Eorlund is nearby, up the steps by the "Skyforge". Such an
Well, it looks like we're needed for some intimidation. A person named
Skulvar Sable-Hilt has been causing trouble. He's out by the Whiterun Stables,
in case the name didn't give it away. Go out and talk to him, but he will
refuse to be intimidates. This will start a BRAWL.
Like any fight, dodge out of the way when he swings and clock him back. You
can even hold the attack button for a power attack. Chances are you are a LOT
tougher than him, so you will knock him down for good before too long. Talk to
him a few more times and the fight will be over.
Go back to the HQ and talk to Farkas to tell him you're done. He'll give you
100 Gold as a reward, and the quest will be done with. However, he will then
say that Skjor has another job for you, starting the next quest: "Proving
Honor".
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P R O V I N G H O N O R
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The Elder Scrolls V: Skyrim - [BK403]
Go find Skjor to see what he wants with us. He will tell us that a scholar
has told him where to find a fragment of Wuuthrad, and so as a group we are
bound to search for it. In case you didn't know (because I sure didn't),
Wuuthrad was Ysgramor's weapon (Ysgramor started the Companions). Skjor will
also tell you that Farkas will join you on your journey to judge our valor.
Go find Farkas to confirm this and tell him that you'll meet him at Dustman's
Cairn. Now it's time to go there ourself. Dustman's Cairn is west of the city
of Whiterun, not too hard to find especially with Farkas hanging out nearby.
Travel there and talk to him, then head inside.
Inside Farkas will comment that someone has been digging here... and to be
careful. Loot the corpses here and pick the chest, then read the SKILLBOOK
(Two-Handed) called "Battle of Sancre Tor" on the table. Keep heading inwards
a number of goodies in here, so pick them all up. Of note is the DRAGON WALL
in here that teaches INFERNO - FIRE BREATH. Very nice. The fragment that we
have been searching for is in here too.
BEFORE picking it up let me tell you that you're about to face a GAUNTLET
of Draugr... they will come in waves, and will vary on how hard you'll have
to face. It's a good idea to summon up an ally if you can (any way you may
know how, like Call of Valor, Summon Assassin, or even call a spirit to come
help you). Take the fragment and get ready for a fight. There's not much I can
say here besides keep your health up and use the nearby stairs for hit and run
tactics.
After the fight a crypt up the stairs will open up and lead to the exit of
this place, which is very nice and convenient. Exit Dustman's Cairn and head
back to Jorrvaskr. You'll be greeted by Vilkas and taken around back, then
you'll formally be inducted into the Companions. Congrats! This ends this
quest, but you are told to talk to your brothers for more work. There are
three choices of who to go for work but you can only pick one. For the guide's
sake (some sort of format) let's go with Aela and "Animal Extermination".
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A N I M A L
E X T E R M I N A T I O N
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The Elder Scrolls V: Skyrim - [BK404]
Go talk to Skjor who will have something planned for you. He will want you
to meet him at the "Underforge". Since we haven't been there before, ask him
what it is. He'll say that it is under the Skyforge, but it has a secret
entrance. Oooo, sounds fun. You're supposed to meet him at night to see the
secret entrance though. It was night for me already (wait with your select
button if you have to), so talk to him again and he'll show you the secret
entrance.
Inside is a.. werewolf! Ha. So that's what we're doing here. Skjor will now
invite us to join the circle and have the beast's blood inside of us, thanks
to Aela. Whether you personally choose to join or not is up to you, but like
Skjor says you can only reach the top ranks of the Companions if you do...
plus I'm a fan of being bad-ass so I say we go for it.
(-NOTE-) You CAN undo this choice... just an FYI.
After the drink you will blackout... and then you'll be outside only this
time as a werewolf! Try out your form if you wish. You can do just about any
damn thing in the town without threat of bounty since, well.. they don't
know that you're a werewolf. You'll blackout again soon though.
When you come to, you'll be with Aela, who you can question about your new
life. We cover changing forms in the BASICS section of the guide, but here's
a quick overview: yes, you ARE a WEREWOLF now. You have a new power (listed
under your powers menu) called BEASTFORM that you can activate once a day.
Being a werewolf has NOTHING TO DO with the moon: it is something you activate
on your own.
The major benefits are increased health and attack. Plus, no one will know
you are a werewolf, which can help with avoiding a bounty (don't let them
SEE you change though). Being a werewolf doesn't last very long though, but
it can be extended by feeding on corpses.
The major disadvantages is being unable to do human things: loot, talk,
etc, etc. Also, you have a weakness to SILVER weapons. You can find out more
about being a werewolf by reading the disease section of the guide (yes, you
essentially have a disease).
Ok, that's a good brief overview. Now, be sure to re-equip all of your
equipment and as Aela probably told you by now we are going to exterminate
a group of werewolf hunters (The Silver Hand). They are holed up slightly
northwest of our current position at Gallows Rock and Skjor has gone ahead
of us to track them. Aela is our current follower for now, by the way.
Head up towards the rock. There's THREE Silver Hand members outside, so get
the drop on them and take the rest out. Loot the place (there's a ADEPT chest
in the tower) and then enter Gallows Rock proper.
Head inwards to see the way barred, but don't worry there's a chain nearby
you can pull to open the way. Down below are two Silver Hand members enjoying
a meal, making for an easy ambush. Kill them and check out the dead werewolf.
Aela will comment about how some can't control the power and become feral, and
she doesn't recognize the smell of whoever this is.
The direct route is blocked, so take the other door and kill the rat. Go up
the stairs to see two more Silver Hand members, but be careful because there
is a floor plate here with a spiked-wall trap. Take them out. This area is a
prison, with three cells on each side. Pick the locks if you wish but note
that there are two more Silver Hand members at the far end and one of the
cells has a SAVAGE WEREWOLF in it. If you let him out he will ATTACK you, so
be careful.
Continue going forwards and open the wooden door. There are a total of FOUR
Silver Hand members in here, so be ready for a fight (you can get in a sneak
attack if you're ranged...). Kill them off and loot the place, specifically
the bottom room which houses a MASTER chest and all sort so goodies. The top
level has a ton of tanning racks and a ONE HANDED SKILLBOOK called "The
Importance of Where" sitting on one of the shelves up here.
Continue on and you'll come to another smaller room where a single Silver
Hand member is chilling out. Knock him off and pick up the SMITHING SKILLBOOK
here called "Last Scabbard of Akrash". From there you can pick the door here
to loot a bedroom, then head down the stairs. Aela will caution us that we
are getting close now and we shouldn't underestimate the leader, who's called
the skinner. Yeah, probably not someone to underestimate... This is a good
time to save.
Inside past the door up ahead are THREE Silver Hand members and the skinner.
You'll know the skinner when you see him, as he's the one decked out in full
plate armor. Try to get a sneak attack in on him, and then go to war (having
a companion besides Aela helps here). Keep your health up and use those
potions you've been hoarding if you have to and you'll win.
Go on and loot the place like the victor should, but happiness is soon lost
as you find out what happened to Skjor. Damn. Aela will vow to avenge him.
This ends this quest, and Aela will give you your next quest: "Retrieval".
Head out the right door to get back to the start of this dungeon easily so
you can fast travel and begin your next quest.
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R E T R I E V A L
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The Elder Scrolls V: Skyrim - [BK406]
Aela has learned that the Silver Hand are holding a fragment of Wuuthrad at
Fort Fellhammer, which of course means we're going to retrieve it. Another
fragment shall be ours!
Our target is Fort Fellhammer, just south of the city of Dawnstar. Head to
Dawnstar and head south from there (use a carriage if you haven't been to
Dawnstar before). You're likely to run into wolves or ice essence enemies on
your way. The outside of the fort itself (which like all forts has no gate) is
guarded by THREE Silver Hand members, likely ready to take pot-shots at you
with their bows. Take them out and proceed to the second level of the fort so
that you can enter "The Garrison".
Inside there's only one enemy: the Silver Hand Leader. He's probably sitting
alone in a room, looking away from you, giving you a perfect chance to gank
him. Take him out however you want and check the chest for the fragment of
Wuuthrad.
Well, that was easy! Now our job is to return to Aela and give her the
fragment. Once you do that you'll be rewarded with 300 Gold and this quest
will be over, replaced by the next quest: "Striking the Heart".
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S T R I K I N G T H E H E A R T
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The Elder Scrolls V: Skyrim - [BK407]
Our goal
at Broken
travel to
system if
You'll want to head east / southeast to get there. You should cross a bridge
and start heading up a mountain. The entrance to the place is just a door in
a rock, but it's guarded by two Silver Hand members. Take them out and head
inside.
Inside there are two Silver hand members as well as the leader. Now, if you
do this at night they'll all be asleep, meaning you can sneak attack just the
leader if you wish, but it ultimately doesn't matter as long as you kill them
all. The only other thing to note here is that the chest by the leader is
trapped (a weapon will fall down from overhead) and that there's a TWO-HANDED
SKILLBOOK named "Battle of Sancre Tor" here.
Once you're done, simply return to Aela. That will complete this quest, and
instead of more work you'll be told to speak to Kodlak. This starts the next
quest: "Blood's Honor".
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B L O O D ' S H O N O R
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The Elder Scrolls V: Skyrim - [BK408]
Time to find Kodlak (who's probably in the living quarters) and speak to
him. He will tell you that you've had your vengeance and need to STOP killing
the Silver Hand. Hahah, I have to admit, he makes a good point. He'll then
go on about his lycanthroypy and wish to cure it. He will tell you the back
history behind the curse and will tell you he's found a cure. But he needs
you to go and collect a Glenmoril Witch's head.
And with that our new task is upon us. Note that we can also (OPTIONALLY)
wipe out the Glenmoril Witches. Something to keep in mind. If you check out
the map, you'll see that the witches live in Glenmoril Coven (well duh!?),
which is just northwest of Falkreath. So head to the closest place you can
and make your way to the Coven.
Once inside the Coven, sneak up to the middle room where you'll find the
first witch with a wolf. These witches are a lot like the classic Hagraven
enemies and can burn you to a crisp if you let them (ranged sneak attacks
work well). Kill them both off and loot the body for the head and that's
that!
(-NOTE-) You CAN go back to Kodlak now if you wish, or you could kill off
the rest of the witches. I'd HIGHLY recommend killing off the rest
of the witches because you can USE their heads to cure yourself if
you ever wished, but it's STILL your choice. PLUS there's two
SKILLBOOKS here we should grab... AND it's not even hard!
Well, like I just said in the note, you can go back to Kodlak now if you
wish, but the layout of the coven makes it EXTREMELY EASY to kill off the
rest of the witches. Plus there's TWO SKILLBOOKS to be found here.
Instead of holding your hand through this (there's really no need), I'll
just tell you that there are four more witches, and this BIG room that you
are in now is a HUB room. From here, there's FOUR passageways to four other
rooms, each with a witch (and sometimes a rat, or a spider, or something
small to worry about). So its your goal to go to each room and kill the
witch in it, which isn't too hard since you fight one at a time.
The TREASURES here are in the room with the enchanting table, where you can
find an ENCHANTING SKILLBOOK named "A Tragedy in Black", and in the room with
the tent, where you can find a DESTRUCTION SKILLBOOK named "Horror of Castle
Xyr" INSIDE of the tent (it can be hard to see). There's also a chest by the
tent that you should definitely loot.
But whether you killed all the witches or not, be sure to grab at least one
head and return to Jorrvaskr. As you approach the headquarters, you'll see
your brothers outside with several Silver Hand dead. It seems that in our
absence, the Silver Hand decided to attack! Head inside and Vilkas will ask
where you've been. Answer however, and then he'll tell you that the Silver
Hand attacked, and the only person killed (besides a lot of them) was Kodalk.
They also managed to steal all of the fragments of Wuuthrad that we had!
He will then say that he and you are going to go attack their main base, and
wipe them out! This ends the current quest, and starts the next Companions
quest: "Purity of Revenge".
(-NOTE-) Balthesaur writes in: "Hey there, I was looking over your walkthrough
because I caught a glitch and was hoping you had a resolution. You
don't, but I thought it would be pertinent for you to add said glitch
so others don't get caught in it.
In the Companion's questline, if you return with the witch's head and
have another buddy tagging along at the end of 'Blood's Honor', you
WILL NOT be able to start the 'Purity of Revenge'. You MUST walk in
solo or else you cannot start the new quest.
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P U R I T Y O F R E V E N G E
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Vilkas is our companion now, by the way. Our goal is nothing short of
completely wiping out the Silver Hand. They are located at Driftshade Refuge,
very close to Fort Fellhammer, which we previously visited (both are south
of Dawnstart). Fast travel to the nearest place and work your way up the
mountain until you discover Driftshade Refuge. There will be two guards out
here you can take out before going inside.
Once inside go down the AMAZINGLY LONG stairs and enter the wooden door.
There are two guards here to pick off. As you might expect, the direct route
straight in front of you is blocked off, so you need to go down the open door
on the left. There's another guard here, so take them out and loot the place
thoroughly. There's a path to the left that leads you further in. You'll find
two more silver hand guards this way that you should take out, then head a
floor down below where you can find an adept chest in a room on the left.
Continue deeper in down the corridor and you'll see a locked room on the
left. Break into it to find another guard here (he was sleeping for me) and
then kill him and loot. Further in the corridor will end and two more guards
will be here to kill. Loot the area (only some potions here) and hit the
lever to the right of the spiked door to open the way down to the Driftshade
Cellar.
Down here head forwards and double back the right path to find a chest.
Further in is a TRAP via. a pressure plate on the floor, and a guard should
be patrolling nearby. There's also a dead werewolf in a cage. Heck, you can
even activate said trap by finding a lever on a pillar to the left past the
floor plate, and there's a chest down that path (try not to hit Vilkas with
the trap door!). Go down the stairs further in and through a wooden door where
you can kill two more guards. The bookcase has a LIGHT ARMOR SKILLBOOK here
called "The Rear Guard" by the way.
Head into the cold cave area, where two more guards lurk just around the
corner. Take care of them, and notice there's two large cages in here, one
with a dead horse and another with a savage werewolf (you KNOW what will
happen if you let it out...). Continue down the path to a torture chamber
with one more guard and a dead werewolf. Continue along and you'll find the
next room in shambles, but two more guards are here that you can kill. Past
this room you'll go upstairs and out of the cellar, to be back in "Driftshade
Refuge" again.
Head upwards to find a big cozy room with THREE Silver Hand members in it.
Two of them are normal, but the third is your classic steel-plate leader type.
Take them out and loot the room. Of note is the massive chest in the area,
the fragments of Wuuthrad (our goal), and TWO SKILLBOOKS in the area (just
lying around): "Warrior" (BLOCK) and "2920, Morning Star, v2" (One Handed).
With the guards and leader dead we've completed our goal of wiping out the
Silver Hand. And with the fragments of Wuuthrad in our pockets (backpacks?)
we should get out of here and head to Jorrvaskr. Thankfully the door up ahead,
as you've guessed, leads to the beginning of this area (gotta love it!). Head
outside and fast travel home. Once you get back home, Valkis will comment that
the others have probably prepared Kodlak's funeral, and we should go to the
Skyforge to pay our respects. That ends this quest, and starts the next:
"Glory of the Dead".
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G L O R Y O F T H E D E A D
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Head up to the Skyforge where all of the Companions and even the Jarl will
be in attendance. Aela will start the funeral, so just watch until it's over.
At the end, hand over the fragments to the blacksmith, who will ask you to go
into Kodlak's living area and find one more fragment.
Go into the living quarters and back to where Kodlak always sat. The piece is
in his end table (where the quest marker points) but there's something in here
AWFULLY more interesting: Kodlak's journal. There is a VERY surprising
revelation in here that you should REALLY read.
Go give the fragment to Eorlund and he will tell you that the Circle is
waiting for you in the underforge. Head down there and the group will be
discussing Kodlak and him not getting his dying wish and a way that we may
yet still be able to do it: by going to Ysgramor's Tomb and performing a
ceremony. However, the tomb only opens up for Wuuthrad. However, Eorlund will
come in and show us that he's repaired the legendary great axe.
Our next objective will now be to travel to Ysgramor's Tomb with the circle.
And of course when I say "with" I mean "let's fast travel and meet them
there". Ysgramor's Tomb is in the far north reaches of Skyrim, on the ice
floes, north of the city of Winterhold. Fast travel there and make your way
to it and enter.
Once inside, you'll find Vilkas, Aela, and Farkas. Vilkas will not be joining
us, as he has "too much anger" (a poor excuse), but does caution us that some
of Ysgramor's general may challenge us. Aela and Farkas will join us. Active
the statue of Ysgramor by giving it Wuuthrad, which will open up a door
straight ahead.
(-NOTE-) You can TAKE Wuuthrad back once the door opens.
Travel down the path and sure enough, two companion ghosts will pop out of
the left and right tombs. Take them out and continue on into a rather large
room where four more will pop out. Four vs. three isn't bad though, so take
them out as well and go down the path to the left. Down here there's a small
flooded section with four more ghosts, so take them all out and loot the place
good. As you go to continue into an obviously spider-infested area, Farkas
will call it quits. Turns out that ever since Dustman's, he's been afraid of
spiders! He's going to go back and wait with Vilkas! Gah!
Ok, just you and Aela now (I always though she was better anyways). Break
through the cobwebs and into the frostbite spider room and start killing
them all. There's quite a few here (and you could always use the hallway to
make it a 1 vs. 1 fight) but you got this. Break through another webbed
doorway and a GIANT spider will come down from the ceiling (giving you first
strike). Kill the spiders in this room too and use the chain to open the door
and continue on into the crypt.
Down here you'll have to deal with a steady stream of companions that appear
as you progress (stop moving forwards if you can't deal with them). Loot what
you can as you go until you reach another iron door. Go inside and hit the
lever on the altar, then take the path that opens. Four more ghost companions
come out to play here, but once you're done with them be sure to read the
TWO HANDED SKILLBOOK "The Legendary Sancre Tor" on the table.
Continue on and you'll reach a room with a magical fire burning. Explore
this room as there is a chest to be had here (with good stuff in it) and
when you're done go talk to Kodlak's ghost. He will chat a bit and then ask
you to throw one of the witches heads into the fire. Once you do, the wolf
spirit will separate itself from Kodlak, and you must kill it with Aela.
This will cure Kodlak of his beast, and he will be overjoyed. In fact, Kodlak
will name YOU the new Harbringer and leader of the Companions.
After that the quest will end. Aela will accept you as the new leader as
well, and in fact you can ask her to be your companion at any time now that
this quest is done. We have one more thing to do first though. Head up the
stairs on the right (be sure you loot that chest) and pull the chain near the
door here. Use this path to get to the entrance, and instead of going out the
way you came in take the WEST exit out to Skyrim.
Out on the world map now take a right and follow the stairs. These lead to a
DRAGON WALL which teaches you the word ANIMAL - ANIMAL ALLEGIANCE. Well worth
the small detour, no?
We have no further MAIN COMPANION QUESTS now, as you have done them all. But
you can now go back to Jorrvaskr to talk to the circle members and finish up
some unfinished work. I will post these quests below for you.
===============================================================================
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~-~ ~-~ ~-~ THE COMPANIONS MISCELLANEOUS QUESTS ~-~ ~-~ ~-~
===============================================================================
===============================================================================
Here you can find all the quests that you may not have gotten to during the
MAIN QUESTLINE for The Companions. Or, maybe you'll find some that you need to
do that weren't in the main guide, what with that "Radiant Quest System" and
all! Either way, we got all your needs right here!
(-NOTE-) Many of these quests are give by following The Companions
Miscellaneous Quest "Talk to the Companions leaders for work".
(-NOTE-) Many of these quests are RADIANT QUESTS and the game will give you
different objectives than it gave me. Knowing that, use my advice as
more of a guideline than anything.
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T R O U B L E I N S K Y R I M
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The Elder Scrolls V: Skyrim - [BK411]
Talk to either Aela, Farkas, or Viklas to get this quest (What I will be
calling "The Circle Members" from now on). Apparently a group of vampires
has been causing trouble in Eastmarch, so we need to clear out Mara's Eye
Pond.
(-NOTE-) These are VAMPIRES we're talking about, so if you don't wish to
contract their disease bring along a "cure disease" potion.
(-NOTE-) Due to the radiant quest system, this quest can also pit you against
bandits or other types of enemies at other locations. Just FYI.
Ok, Mara's Eye Pond is just east of Gallows Rock (or just southwest of the
big town of Windhelm). It's in the middle of a lake, accessed by a trapdoor.
Smart! Head inside once you find it. There's one vampire in here and one
fledgling vampire. They aren't too hard to best, although they will try to
raise a servant and sap your health. Take them out and explore the place
to find all sorts of jewels. There are two chests to pick through here too,
as well as some cages down by the water.
Once they are dead, head back to whatever member gave you this quest and
turn it in. You will be rewarded 300 Gold upon completing the quest.
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P U R I T Y
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The Elder Scrolls V: Skyrim - [BK412]
C R I M I N A L
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The Elder Scrolls V: Skyrim - [BK413]
It seems someone has been kidnapped and we're hired to rescue them. On this
mission we will have to rescue Vulwulf Snow-Shod from Shimmermist Cave, which
is slightly northeast of Whiterun. Note that this is a radiant quest mission,
meaning the person your rescuing and where you are rescuing them from may
very well be different than mine.
Go enter the cave and kill the single frostbite spider in your way. Past that
you will find Vulwulf in the next room. You may or may not have to kill the
FALMER up above, but definitely don't shoot at the guy with the objective
pointing at him! Go talk to him and he'll start to follow you. You'll have to
escort him back to Riften now.
Exit the cave and to "escort" him you can simply fast travel to Riften. Once
you are there, talk to him again to let him go, Now simply return to the
circle member that gave you the mission to complete it. You will be rewarded
with 300 Gold for finishing the mission.
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H I R E D M U S C L E
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The Elder Scrolls V: Skyrim - [BK415]
Talk to Farkas who will ask you to go somewhere and intimidate someone (the
somewhere and someone being random thanks to the radiant quest system). This
basically means brawling with someone. Head to the place and brawl with that
person, then beat them into submission. Talk to them afterwards and they'll
give in.
Return to Farkas and you'll gain 300 gold for your work.
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A N I M A L
E X T E R M I N A T I O N
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The Elder Scrolls V: Skyrim - [BK416]
More animal problems for you to take care of! Since this is a radiant quest,
you will be told that SOMEONE (insert name) living at SOMEWHERE {insert
location) has an animal problem they need help with. Prepare if you need to
before heading out (potions, companions, etc) then go to the place and kill
the animal. Return to whomever sent you and you'll be rewared with 300 gold
upon completion of this job.
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D R A G O N S E E K E R S
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The Elder Scrolls V: Skyrim - [BK417]
After getting some of the easy quests out of the way (I don't think you can
get this quest without doing some of the easier ones), you can go talk to
Farkas who will tell you he's heard rumors about Dragons returning and wants
to go see one for himself. Agree to do dragon hunting with him to get this
quest to spawn.
Farkas will now join you as a companion and will tell you that he believes
you can find a dragon at Shearpoint (which is a Radiant Location, as my friend
Anna pointed out) so head outside and head to Shearpoint. It is on the
mountain to the northeast of Whiterun so travel there or fast-travel there
if you can.
The dragon will be on top of a word wall here, so try to get in the first hit
if you can. Take it down with Farkas (its a dragon fight just like any dragon
fight) and after the battle loot the beast and then be sure to get the word
wall here for the THROW VOICE power (you'll get it all at once too!). There's
also a chest nearby you can loot.
Now, talk to Farkas and after the talk he'll opt to stay behind to remember
the bones. Ok... either way, this quest is done. Oddly enough, you'll still
gain 300 gold for completing it. Well done!
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F A M I L Y H E I R L O O M
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Speak to Vilkas and after a few menial jobs you will get this quest. This
time a family has had their heirloom stolen, and will ask the Companions to
get it back for them. This is a RADIANT QUEST, meaning that the item you are
searching for is random, as is the location where it is held.
The item I got was a Glass Mace (which is NOT much of an heirloom) and was
being held at Sleeping Tree Camp. Do your preparation work before you leave
(potions, companions, etc) and head out. Fast travel to the place if you can.
You'll likely need to kill SOMETHING to find the item, which for me was a
giant, and then I picked up the glass mace out of a nearby treasure chest.
Once you've killed whatever is in between you and the item and claim the
item, return to Vilkas and give it to him. The quest will now be over and you
will be 300 gold richer.
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T O T E M S O F H I R C I N E
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The Elder Scrolls V: Skyrim - [BK419]
You can get this quest after completing a couple of odd-jobs for Aela (which
will likely involve animal exterminating, since she LOVES those jobs). She
will than tell you that while searching through Skjor's things, she found more
info on the Totem of Hircine and wants you to accompany her to go retrieve it.
Agree to do so to get this quest.
(-NOTE-) There are actually THREE totems in total to find, meaning you will
get this quest THREE times. You still must do quests in between
getting this quest, but you CAN get this quest three times.
The totem has been tracked down to Morvunskar. This is definitely a radiant
quest location, so you may very well be told to go somewhere else (and you
WILL be, seeing as how you can get this quest three times in total). Head on
over there (or wherever you are told to go) where you will be greeted by a
number of magicians guarding the outside of the place. Take them out with Aela
and enter the door that the objective points to. Inside you'll find even more
magicians. Proceed to wherever the pointer directs you to. For me, it was to a
chest a ways into the place and I had to kill two more magicians in total to
reach it.
Once you have the "werewolf totem", Aela will ask you if you have it and
will confirm it's the right item. She'll then tell you that we need to take
it back to the underforge. Make your way back to Whiterun and enter the
underforge with Aela. Once inside you can place the totem down on the "totem
receptacle" and the quest will be over. BUT, these totems MEAN something!
Each one can be prayed to and, since they are the totems of HIRCINE, will
grant you a new power while in WEREWOLF FORM (by "a new power" I mean a new
SHOUT, Each totem is different, so look below to see what they do:
o Totem of the Hunt
Changes your shout into one that acts exactly like a "Detect Life" shout,
so it lets you see where everything around you is. Recharges very swiftly.
o Totem of Brotherhood
Changes your shout into one that summons two red spirit wolves to your
side, who will automatically help you out in whatever fight you may be in.
Takes quite awhile to become ready again.
o Totem of Fear
Gives you back your FEAR shot (Scent of Blood), which as you may know is
the default werewolf shout power. This MAY be an upgraded version, but it
can still be resisted by enemies that are "too powerful". Recharges
instantly.
Well there you go, all the new powers you can try out as a werewolf. Oh, you
will also get 300 gold each time you do this quest (a paltry sum compared to
new powers). Once you have all three totems, this quest is TRULY complete.
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Skyrim
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5. College of Winterhold
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[BK500]
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Go up the bridge behind Nirya and speak to Faralda. Tell her you want to join
the College and she'll tell you to cast Healing Hands on her. If you don't
have the spell, tell her so and she'll sell it for 30 Gold. Now the new
objective is to Cast Healing Hands on Faralda. Equip the spell and cast it on
her. You'll be granted access to the College. Follow Faralda all the way to
the entrance of the College and once inside, you'll see Mirabelle Ervine
speaking with someone.
(-NOTE-) If you've started the main quest and know a shout, you can
alternately say you're a dragonborn to gain access to the
College, as Nirya will call you a "nice addition".
(-NOTE-) Faralda MAY ask you to use some other spell, and not 'Healing Hands'.
I've had to summon up a Flame Atronach, for example. She will sell
whatever spell she asks you to do though.
Once she's free, speak to her. She'll give you the Novice Robes of
Destruction, which are pretty nice for a destruction mage (you have to start
somewhere!). She will now offer you a tour, so follow her into the Hall of
Attainment. She'll show you your room, which you can use when you want to. Be
sure to grab all the stuff here. There's a lot of useful stuff in the other
rooms in this area, by the way, so if you're into stealing you can likely find
a lot worth taking here.
Return to the main area and go north to the Hall of the Elements. In here,
open the gate in front of you and listen to what Tolfdir has to say. During
the lecture, you'll receive the 'Lesser Ward' spell, as Tolfdir wants to
demonstrate it to the class, so equip it and keep using it until Tolfdir
fires a spell on you. Afterwards, you'll complete the first quest of the
College.
(-NOTE-) Want to level up ILLUSION in a hurry? Find Drevis Neloren at the
college and buy the spell MUFFLE from him. You can cast it while you
travel around in your spare time and it will level up your skill in
Illusion fast. Be careful not to put all your eggs in one basket
though!
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U N D E R S A A R T H A L
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The Elder Scrolls V: Skyrim - [BK502]
After the previous Quest, First Lessons, you'll automatically start this one.
You have to visit Saarthal, the site of an ongoing excavation by the college.
Where's it at? It's exactly southwest of Winterhold. Once you arrive, speak to
Tolfdir who's just outside. You can buy spells from him, and I recommend
buying the Candlelight and Stoneflesh ones.
Once inside, follow the characters and when asked when you got any questions
left, ask whatever you need and proceed. Keep on following Tolfdir until you
reach Arniel Gane. He'll ask you to go check out the ruins to the north, and 4
markers appear (3 rings and an amulet). Approach the one directly ahead of you
(the amulet) and remove the amulet. When you've removed it, you'll be caught
in a trap. To escape, equip the amulet and the wall where you got it starts
to spew some kind of gas.
Use a Destruction spell on it to break the wall. Now speak to Tolfdir and
follow him. At the end of the path, a little scene takes place. After it's
done talking, tell Tolfdir about the Psijic Order and all that and then he
decides to open the coffins. Watch out for the enemies that appear. You can
just have Tolfdir kill 'em if you want. Proceed through the catacombs and in
the next larger room, you'll be attacked by more undead enemies. Wonderful.
Kill them all and Tolfdir decides to stay behind to check the place out, so
proceed to the marker in the next room by activating the chains on each side
of the door. Follow the path, but beware of undeads coming out of the graves
and there's also traps on the floor (fire runes), so be careful. Follow the
path until you go up a level. There's two chests up here you can loot before
going through an iron door. Be careful of another FLOOR TRAP in front of the
next chest you see. When you reach a room with bed-like places on the walls,
you'll also find some black-colored pillars on the sides with various animals,
like an eagle, a snake, or a whale. Behind the pillars, there's another
picture of an animal, only smaller.
Activate the pillars in order that they match. Once you do so correctly with
all 6 pillars, use the lever and the gate opens. Open the doors at the end of
the hallway to find yourself in a larger room. In here, you'll find a strong
foe, so be ready (It was a Draugr Deathlord for me). Continue on (grabbing the
chest and avoiding the FROST RUNES on the floor) and you'll be in another room
with a puzzle similar to the previous one.
However, there's a catch here. Rotating the pillars MAY ALSO rotate the OTHER
PILLARS. They're trying to get smart on us! Check out what does what below:
.----------|======|----------.
|
|
|
|
| 3
4 |
|
|
|
|
|
|
| 1
2 |
|
|
|
|
'----------| ^^ |----------'
Ok, the numbers represent the pillars, the "^^" is where you entered from,
and the "====" is the iron door. There's obviously a lever in the middle here,
but it's not important. The important thing is: Which pillar, when moved,
affects the pillars around it? Here's the answer:
o Pillar 1 moves ITSELF, and BOTH of the RIGHT PILLARS.
o Pillar 2 moves JUST ITSELF.
o Pillar 3 moves ALL FOUR PILLARS.
o Pillar 4 moves BOTH of the RIGHT PILLARS.
Therefore, logic dictates that you must first use PILLAR 3 to get IT to line
up first, as we don't want to keep moving all four pillars and no other pillar
when moved affects pillar 3. From here, you basically take the same approach:
once pillar 3 is lined up, worry about pillar 1! Then pillar 4, and finally
pillar 2! Once they are lined up, hit the lever to continue.
Go through the door and as you reach the next room, you hear Tolfdir
shouting for you. Looks like he's caught back up with us. Be careful of the
trapped floor in this room. You can find an alchemy station to the right. Use
it if needed and open the door to the next room, which is amazing. An enemy
named Jyrik Gouldurson appears, and it's impossible to damage him. What you
need to do is to distract it while Tolfdir extracts the power from the orb
behind it. Once you're given the order, approach the enemy and kill it.
Once you kill the beast, talk to Tolfdir. He will ask you to bring the
Arch-Mage to this place, so we'll do that... when the time comes. Haha, nah,
before that though, go behind the orb thing, through the iron door, and follow
the path and you'll see a chest in the center of some grass and a Dragon Wall.
Approach it to learn ICE - ICE FORM. Very nice.
Now proceed through the door and you'll find a shortcut to the entrance.
Way to go. Leave the place and head to the College. Once here, go see the
Arch-Mage. After you speak with him he tells you to go find Urag to learn
more about the orb. That finishes this quest and start the next one.
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H I T T I N G T H E B O O K S
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The Elder Scrolls V: Skyrim - [BK503]
From the room of the Arch-Mage, head to the Arcanaeum and speak to Urag here.
He tells you about some books being stolen and we need to get them back in
order to know what that orb thing was. Looks like we're tracking down stolen
books.
(-NOTE-) It's possible to run into Ancano after talking to Urag. You'll get to
see first-hand how much of a... "jerk" he is. Yes, I had to hold my
tongue.
Well, fast travel to Whiterun and from here look northeast to find Fellglow
Keep. This is your destination. Not a very long journey.
There are some Mages here that use thunder and fire, so take care of them
and go down the spiral steps where the target is. Inside, you'll fight some
spiders in the first room, and an Apprentice Ice Mage. Go further inside and
at the arrow trap, continue forward to find a squashed room with a chest in
it. Take all the goodies and return to the trap.
Go right this time and you'll get to a room full of Vampires, locked in.
Kill the Mage that's taking care of them, unlock the cages and let 'em kill
the mages. They'll flee, which is good. Go past this cell room to find the
torture room. Nothing special about it. In the next room, you'll find another
room with more cells. Kill the mage here and you'll find your objective,
the guy that's locked in the cell.
Use the lever in the center of the room to open up his cell and ask for the
books. After the chat, either take him along with you or let him go and
proceed through the door. You'll find the training grounds for the Fire Mages.
Take them out (without using fire of course) and proceed. You'll find yourself
in a room with Conjuration Mages. Damn. Take out the Mages ASAP, then focus on
the zombies and/or skeletons.
Grab the Spell Tome: Raise Zombie. The door on the right has a chest behind
it. Leave this area through the door on the left, then kill both mages that
appear and read the CONJURATION SKILLBOOK "The Doors to Oblivion" to have
your Conjuration level raise by 1. Very good. Now proceed, kill the enemy in
the next room and go to the next hall. In here, there's a door to the left
and a door in front. Go in front and you'll be greeted by a wolf and a mage
(These enemies can vary in here, just FYI).
Kill them both and you'll see 2 doors downstairs and 3 entrances upstairs.
Inside the door downstairs (the unlocked one of course), there are only two
enemies. Nothing special. Upstairs, the only door is locked, so go to the
west room and you'll see an Alchemy station and an Arcane Enchanter. There
is a workbench as well and more importantly, a "Unusual Gem" on one of the
tables that you should definitely grab. Use the labs if needed, then return
to the main room and go through the east entrance. You'll find a circle made
of bookshelves, and in the center is two more enemies.
Kill them and look on the tables to find a DESTRUCTION SKILLBOOK named "A
Hypothetical Treachery" that raises your Destruction level by 1. Continue
along the path and in this long hallway, you'll see two doors on your left and
one all the way to the back. Enter the second door to find a sleeping mage.
Kill her and loot her to find 'Fellglow Keep Key'. Go to the end of the
hallway, enter the room on the right using the just acquired key and loot
around. There's a "Shrine of Julianos" in here that will up your magicka by
25 if you use it (for a limited time, of course).
Return and enter the last door. Kill the Flame Atronach, go up the stairs
and enter the Fellglow Keep Ritual Chamber. You'll find some woman who calls
herself The Caller. After a little chat, you'll have to fight her. She's
tough. I'm level 7 and had a hard time against her. Use Dual Casting Frostbite
if you're using magic or your stronger melee weapons. Make sure to have
favorited some Potions of Healing and Magika Potions to quickly recover.
Make sure to kill the Flame Atronach that The Caller invokes. It can get
quite annoying.
(-NOTE-) Alternatively, if you still have Orthorn alive, you can offer to
TRADE The Caller the books for him. Be sure to talk to her twice if
that's what you want to do. Heck, you can even BETRAY her afterwards
and get in a sneak attack.
After the fight, loot her for the 'Fellglow Ritual Chamber Key' and take all
3 books. Go inside the middle room, loot the place, and go through the trap
door. From here, unbar the door and leave the Keep. Fast travel to the College
and locate Urag. Speak to him and give him the books. This ends the Quest and
starts the next quest in the questline, "Good Intentions".
(-NOTE-) As a reward, Urag will give you the following books, all SKILLBOOKS:
- 2920, Hearth Fire, V9: Raises Conjuration by 1.
- Catalogue of Weapons Enchantments: Raises Enchanting by 1.
- Daughter of the Niben: Raises Alteration by 1.
After speaking with Urag we'll have to go meet Tofdir. Follow the marker and
speak to him. Follow him as he observes the orb and soon you'll be interrupted
by Ancano. Follow him into the Arch-Mage Quarters and up here, speak to the
monk from the Psijic Order named Quaranir. Talk with him and you'll be given
another objective: find Augur of Dunlain.
From the arch-mages room leave and go to the Hall of Attainment. Speak to
Tolfdir and he'll tell you where to find Augur. Return outside and go to the
northwest side of the garden to find a trapdoor with the entrance to the
Midden. Once down here, when you reach the large room, go downstairs and
you'll find two ways to go. Both lead to the same place, but the tunnel to
the right gets you there much faster. The tunnel ahead of you has an
interesting "forge" that you can check out though.
Loot any treasure you find and when you get to the room with the pool of
water, go through the doors to get to the Midden Dark. In here, at the ice
bridge, drop down to your left, open the chest and you'll have to ways to go.
Follow the tunnel path (the one with the torch), kill the spiders that appear
and move to the northeast side of the room. Burn down the webs that block
your path and you'll find yourself soon enough in a freaky room with a hand
in the center of it.
You can't do anything with it right now so carry on and kill some Skeletons
in the next room (That is a SHIT TON of bones!) and in the next hall, you'll
find an Alchemy Station with a book on it. It's an ALCHEMY SKILLBOOK named
"De Rerum Dirennis", so read it to up your Alchemy by 1. Proceed onwards and
you'll now find yourself in the room that's just after the room with the ice
bridge. Go west from here and approach the door. It'll say it's locked, but
then you can hear a voice. Try entering (keep trying) and the voice will
unlock the door.
The well activates and now you have to activate Augur of Dunlain. Speak to
him and after the chat, you need to return to the Arch-Mage. Head back up
and go find and talk to the Arch-Mage. After chatting with him for a bit the
quest will end, but not before the Arch-Mage gives you the Mage's Circlet,
which increases your Magika by 30 points if you equip it. Not bad.
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R E V E A L I N G
T H E U N S E E N
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Leave the Hall of the Elements and go find Mirabelle. Once you find her,
speak to her and she'll give you a good lead: head over to the ruins of
Mzulft. If you haven't visited this place yet, it'll be a long travel. Fast
travel/wagons to Riften or Windhelm and make your way to the Ruins of Mzulft
(South of Windhelm or North of Riften). Once inside, listen to the dying man
and loot him.
Make sure to take the Mzulft Key from him and the Research Log. Use the key
to open the door. Proceed and when you get to a awfully suspicious hall, watch
out for a stepping stone which activates a trap (spears from the ceiling).
Loot the researcher on the other side and proceed. In the next room, you'll
fight some Dwarven Spiders (2), so take them out.
Cross the hallway to find yourself in yet another similar room. Two more
Spiders are here, so take them out. You'll have two ways to go from here. If
you go north, watch out for the trap in front of the door that activates once
you open it. Try opening it from outside the reach of the trap. Kill the
Spider in here and open the chest. Return and go east this time.
Go through the hallway, kill the Spider that appears at the end and go into
the next room. Proceed and in the next large room, you'll find an enemy called
Chaurus. Kill it ASAP and try not to get poisoned. Go up the wooden stairs and
loot the guy here. Note the moonstone mineral veins in here if you want to
mine them (in fact, there's even a pickaxe nearby). Now keep going north and
watch out for the hidden rope that triggers a trap of falling rocks. In the
room behind, there are two Chaurus. Take care of them. In the next room,
you'll be attacked by a Dwarven robot (called a dwarven sphere). Take him out.
He's hard as hell and has a ton of HP, but you can do it.
After the fight, lockpick the gate where this enemy was and take all the loot
inside. Continue on north until you get in a fight with another of those
Dwarven Spheres. Once you destroy it, you'll see two paths. One that continues
north, and one going down some stairs. Go down the stairs first, use the
Alchemy Station if you need/want to, then open the locked gate. Loot the items
here and now follow the path going north.
You'll see a stone table in front of you and a Dwarven Sphere on the other
side of the room. Use long-range attacks as much as you can on it and when it
comes your way, you'll see it activates the trap on the left side of the room.
Ha! If you're having trouble with these, hide behind the stone table (there's
a small ledge here that you can stand on) and start hitting him from there.
As for the trap, you'll see three pistons that push you down, then a gap, and
then three more pistons. In the gap are where the plates are that activate the
trap, so wait on them and then proceed. If you do get pushed down you'll have
to fight two spiders. No big deal. In the hallway behind this room, you'll
find a dead Falmer, as well as a chest. Loot 'em and proceed to the next room,
which leads to the Mzulft Boilery.
There's still a lot more ground to travel inside this dungeon. When you get
to a fork the path ends up just forming a square, so take any direction.
There's a Falmer walking around these halls, so kill it and when going east,
kill another Falmer. In the next room, there are 2 Falmers, and one of them
uses Frostbite, so be careful. There's a gate on the side, which has an Expert
lock. Pick it if you want. Continue east to the next room and you'll enter
some type of cave.
Follow the path and when you see a forking room to the right enter it to
find a chest and a mineral vein. Loot it and continue. In this room, you'll
have to fight a Falmer with Frostbite and 2 Chaurus. Loot the chest inside
the "tent" and proceed to the next cave, which has 2 more Falmers. Proceed
forwards and kill the Chaurus that's left in the cave. There's also a semi
hidden chest here, so loot it and exit to the ruins once again.
Kill the Falmer, picklock the Master door on the right (if you can) and
continue north. There's an expert locked door on your right for more looting.
When you get to a room with water, kill both Falmers and check the northeast
side of the room to find a locked chest. Loot it and move to the southwest
corner. Open the door and back up as you do since a trap triggers as you open
it. Kill the Chaurus in here and loot the place. Return and enter the
northwest door. Enter the Aedrome.
Kill the Falmer and the Chaurus on top of the path and proceed. In this large
room, kill all the Falmers one by one. There are quite a few of them, so take
them out slowly. Once you're done with them, loot them to find the Focusing
Crystal Pry. Now go east until you find a couple dead Falmers. Loot them and
save, because in the next room you'll find a Dwarven Spider Guardian. These
have a ton of HP and use Spark, which is damn annoying.
Loot the room and in the chest, you'll find the Mzulft Observatory Key.
Return to the previous room filled with Falmers and go west this time towards
the Observatory. The door is locked, so try opening it and you'll speak with
someone named Paratus. Talk with him and tell him you've got the Focusing
Crystal. After some thanks, follow him to the top of some machine and put
down the Focusing Crystal.
In case you don't have the spells Frostbite and Flames, go to the top of the
ramp and grab the tomes. Once you learn them, you can use the spells on the
Focusing Crystal to have the beams of light move. Also, look at the ceiling
and you'll see 3 blue mirrors. The 3 beams of light that are coming out of the
Crystal must hit one. Now, also notice that there are 3 separate parts of the
ceiling.
Equip the spells you learn and use them on the crystal (in the middle of the
room) until all three lights are in the MIDDLE of different wall rings. Now,
use the buttons up above to rotate the wall rings so that the light hits the
mirrors. Once you do so, a map appears underneath the place you were just
standing.
While Paratus gets all pissed off, ask for the Staff of Magnus. He will tell
you its location: Labyrinthian. After the talk, leave this room and in this
hallway there's a double door. Try going to it and you'll be stopped by
Quaranir. Go through the doors after the talk and then onto the world map.
Finally! Head over to the College and speak to Aren. Inside the Hall of
Elements, speak to Aren and now use your spells to break the barricade. Go
inside and a scene triggers. This ends the quest and starts the next one.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
C O N T A I N M E N T
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK506]
You're told by Mirabelle that you need to find Aren. Leave the area and
S T A F F O F
M A G N U S
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK507]
Leave the College, equip the Amulet you got from Mirabelle and we're off to
Labyrinthian. Fast travel yourself to Morthal and from here, simply go
southeast until you get to Labyrinthian. There are a LOT of Ice Trolls
patrolling around Labyrinthian, by the way. They love to hang out here. Dual
cast some fire to deal with them. When you get to the entrance, you'll see
some Spirit Forms of Savos and other members of the College...
Once the scene is over, approach the door and use the Torc of Labyrinthian to
enter the place. In here, Savos' party appears once again. After the chat,
check the northeast table to find the Spell Tome: Telekinesis. Go inside the
next room and at the end of the hallway, there's a lever that raises some iron
bars that lead into a room with a ton of skeletons (archers, mages and
warriors) and when you step inside, a Skelletal Dragon appears! Yikes (and,
very cool!).
The best thing before going inside is raise the bars, alert the skeletons so
that they approach the door, then raise the bars once again and whack them
when they're near you but can't reach you. You won't be able to defeat the
archers this way, but you can deal with them after. Once you're inside the
area, you can use the pillars for cover as the Dragon likes to cast ice magic,
which has a huge range so stay behind the pillar at all times. Archers can put
MUFFLE on and literally snipe everything in the room with sneak attacks (which
is what they should do!).
Once you're done with this area, continue east and Savos' party reappears.
Now go out to the Chasm. In here, you'll arrive at a door sealed with ice.
Kill the enemies that appear, grab the Spell Tome: Flames, learn it if you
haven't (I don't think you can get this far without learning it!) and melt
the ice blocking the door. In the next room, there are several Draugr.
There's a hall going south right under where you enter with a Draugr guarding
it. Follow it, but beware of the trap on the door and kill the other Draugr
inside.
In
the
now
the
(N)
This guy is a DRAGON PRIEST, and can likely kill you in 2-3 hits if you aren't
careful, so there's no way you can face him face to face unless you're a
badass (and you may very well be, who knows!).
With that in mind, you're going to want to use this area to kill him,
sniping down at him from above with arrows or magic until he dies and taking
cover to heal when need be. use the pillars to give yourself cover and to be
able to go back and forth between them quickly. This will often make Morokei
hit the pillars while you hit him. Depending on your strength, this can take
awhile (5+ minutes) but it's the safest way. PLUS you can always chicken out
and use the pillars to heal. Also, don't be afraid to use potions! Moments
like these is why you are carrying them around!
(-NOTE-) A badass archer can actually SNIPE him to death before he even SEES
you. I know, I've done it. Granted, my archery was at 100.
After the fight, loot Morokei for the Staff of Magnus and the Morokei Mask.
These are wonderful items! Follow the east path on the higher level and follow
the path until you meet Estormo. Kill him and proceed until you reach the
world map once again. Fast travel back to the College. Speak to Tolfdir and
the quest comes to an end.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E E Y E O F M A G N U S
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK508]
As you regain control, equip the Staff of Magnus and try entering the
College. The maelstrom won't let you pass. Use the Staff to gain access. Now
go inside the Hall of the Elements and a scene with Ancano triggers. After all
the talking, it'll be up to you to defeat him. You will also have a partner
with you during the fight.
(-NOTE-) Your partner here can very. Personally I've seen Tolfdir, but don't
be surprised if it isn't him.
The Eye of Magnus gives Ancano invincibility. 'How do you damage him then?'
you may be asking. Well, use the Staff of Magnus when the Eye is completely
open to have it close faster. Once it's closed, find Ancano and attack him
with the best you got. He doesn't have that much HP, but if you don't kill
him fast, he'll reopen the Eye and hide to heal himself completely.
When the Eye reopens, some Magic Anomalies will come out to play. Ignore them
and leave them to your partner. You focus on Ancano. He's not that hard, but
you have to be fast. Speak to Tolfdir as you kill Ancano and then Quaranir
will appear. Speak to him and he and the Eye will disappear. This marks the
end of the main College questline and as a reward you are now the Arch-Mage
of the College.
Tolfdir gives you the Arch-Mage Robe and the Key to Arch-Mage's Quarters.
This is your personal house, which you get free. Pretty sweet reward, right?
Congrats on playing through the main College of Winterhold questline!
===============================================================================
===============================================================================
~-~ ~-~ ~-~ COLLEGE OF WINTERHOLD MISCELLANEOUS QUESTS ~-~ ~-~ ~-~
===============================================================================
===============================================================================
R E J O I N I N G T H E
C O L L E G E
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK509]
If by some kind of mistake you're suspended from the College, ie. you kill a
companion, this quest starts. Speak to Tolfdir and you must pay 250 gold for
your first offense, 500 gold for the second, and 1,000 gold for every
subsequent offense. This is if you committed a serious crime. If you struck a
college member or pick-pocketed one of them, you won't have to pay. That's it.
Pay up!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T O L F D I R ' S A L E M B I C
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK510]
is a repeatable quest that you can do once a day. Also, you can
the item before even taking the quest, which can be handy. And
he really losses that shit once a day. How bad of a memory would
take!?
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
O U T O F B A L A N C E
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
(-NOTE-) He will NOT accept stolen Soul Gems, but you can find soul gems just
laying around the college fairly often.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
V A L U A B L E B O O K
F E T C H I N G
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK514]
Shalidor's
Shalidor's
Shalidor's
Shalidor's
Shalidor's
Shalidor's
Insights:
Insights:
Insights:
Insights:
Insights:
Insights:
Alteration (3)
Conjuration (3)
Destruction (3)
Illusion (3)
Restoration (3)
Magicka (3)
All of these increase the effect and decreases the cost of the spells for 120
seconds. Pretty neat. The last one fortifies your Magika by 100 and increases
your regeneration. Also, instead of giving you any of the above, he can up any
of your magic-related skills by one. Even better.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E A T R O N A C H F O R G E
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK516]
When you enter the catacomb of the College, you'll see in the first area an
Atronach Forge, which has an Oblivion symbol in the center of it. This allows
you to create powerful items and/or Atronachs. These Atronachs attack you, so
be careful. You can create some nifty things here, like those Staves and
Tomes. Nice. Read the list below for the items to be created here.
_______________________________________________________________________
.;^|`:.
||
Name :|: Atronach Flame
||
|| Mundane Item #1 :|: Fire Salts
||
|| Mundane Item #2 :|: Gem Ruby
||
|| Mundane Item #3 :|:
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Atronach Frost
||
|| Mundane Item #1 :|: Frost Salts
||
|| Mundane Item #2 :|: Gem Sapphire
||
|| Mundane Item #3 :|:
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Atronach Storm
||
|| Mundane Item #1 :|: Void Salts
||
|| Mundane Item #2 :|: Gem Amethyst
||
|| Mundane Item #3 :|:
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Conjurer's Elixir
||
|| Mundane Item #1 :|: Empty Bottle
||
|| Mundane Item #2 :|: Ectoplasm
||
|| Mundane Item #3 :|: Soul Gem (any)
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Fire Salts
||
|| Mundane Item #1 :|: Salt
||
|| Mundane Item #2 :|: Gem Ruby
||
|| Mundane Item #3 :|: Soul Gem (any)
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Frost Salts
||
|| Mundane Item #1 :|: Salt
||
|| Mundane Item #2 :|: Gem Sapphire
||
|| Mundane Item #3 :|: Soul Gem (any)
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Void Salts
||
|| Mundane Item #1 :|: Salt
||
|| Mundane Item #2 :|: Gem Amethyst
||
|| Mundane Item #3 :|: Soul Gem (any)
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Scroll: Flame Atronach
||
|| Mundane Item #1 :|: Fire Salts
||
|| Mundane Item #2 :|: Charcoal
||
|| Mundane Item #3 :|: Paper Roll
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Scroll: Storm Atronach
||
|| Mundane Item #1 :|: Void Salts
||
|| Mundane Item #2 :|: Charcoal
||
|| Mundane Item #3 :|: Paper Roll
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Scroll: Frost Atronach
||
|| Mundane Item #1 :|: Frost Salts
||
|| Mundane Item #2 :|: Charcoal
||
|| Mundane Item #3 :|: Paper Roll
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Staff: Flame Atronach
||
|| Mundane Item #1 :|: Fire Salts
||
|| Mundane Item #2 :|: Great/Grand/Black Soul Gem
||
|| Mundane Item #3 :|: Broom
||
|| Mundane Item #4 :|: Corundum Ingot/Ore
||
||------------------+--------------------------------------------------------||
||
Name :|: Staff: Frost Atronach
||
|| Mundane Item #1 :|: Frost Salts
||
|| Mundane Item #2 :|: Great/Grand/Black Soul Gem
||
|| Mundane Item #3 :|: Broom
||
|| Mundane Item #4 :|: Moonstone Ingot/Ore
||
||------------------+--------------------------------------------------------||
||
Name :|: Staff: Storm Atronach
||
|| Mundane Item #1 :|: Void Salts
||
|| Mundane Item #2 :|: Great/Grand/Black Soul Gem
||
|| Mundane Item #3 :|: Broom
||
|| Mundane Item #4 :|: Orichalcum Ingot/Ore
||
||------------------+--------------------------------------------------------||
||
Name :|: Tome: Flame Atronach
||
|| Mundane Item #1 :|: Fire Salts
||
|| Mundane Item #2 :|: Ruined Book
||
|| Mundane Item #3 :|: Dragon Tongue
||
|| Mundane Item #4 :|: Bear Pelt
||
||------------------+--------------------------------------------------------||
||
Name :|: Tome: Frost Atronach
||
|| Mundane Item #1 :|: Frost Salts
||
|| Mundane Item #2 :|: Ruined Book
||
|| Mundane Item #3 :|: Frost Mirriam
||
|| Mundane Item #4 :|: Ice Wolf Pelt
||
||------------------+--------------------------------------------------------||
||
Name :|: Tome: Storm Atronach
||
|| Mundane Item #1 :|: Void Salts
||
|| Mundane Item #2 :|: Ruined Book
||
|| Mundane Item #3 :|: Deathbell
||
|| Mundane Item #4 :|: Mammoth Tusk
||
||------------------+--------------------------------------------------------||
||
Name :|: Tome: Soul Trap
||
|| Mundane Item #1 :|: Salt
||
|| Mundane Item #2 :|: Ruined Book
||
|| Mundane Item #3 :|: Soul Gem (any)
||
|| Mundane Item #4 :|: Torchbug Thorax
||
'~._________________|_______________________________________________________,~'
Note that you can also create your Daedric Armor/Weapons in this very Forge,
so read the chart below for info on the ingredients:
_______________________________________________________________________
.;^|`:.
||
Name :|: Daedric Boots
||
|| Mundane Item #1 :|: Ebony Boots
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Cuirass
||
|| Mundane Item #1 :|: Ebony Cuirass
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Gauntlets
||
|| Mundane Item #1 :|: Ebony Gauntlets
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Helmet
||
|| Mundane Item #1 :|: Ebony Helmet
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Shield
||
|| Mundane Item #1 :|: Ebony Shield
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Battleaxe
||
|| Mundane Item #1 :|: Ebony Battleaxe
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Bow
||
|| Mundane Item #1 :|: Ebony Bow
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Dagger
||
|| Mundane Item #1 :|: Ebony Dagger
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Greatsword
||
|| Mundane Item #1 :|: Ebony Greatsword
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Mace
||
|| Mundane Item #1 :|: Ebony Mace
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Sword
||
|| Mundane Item #1 :|: Ebony Sword
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric War Axe
||
|| Mundane Item #1 :|: Ebony War Axe
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Warhammer
||
|| Mundane Item #1 :|: Ebony Warhammer
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Black Soul Gem
||
|| Mundane Item #4 :|: Centurion Core
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Armor [random and enchanted]
||
|| Mundane Item #1 :|: Ebony Ingot
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Void Salts
||
|| Mundane Item #4 :|: Filled Soul Gem [Greater/Grand/Black]
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedric Weapon [random and enchanted]
||
|| Mundane Item #1 :|: Ebony Ingot
||
|| Mundane Item #2 :|: Daedra Heart
||
|| Mundane Item #3 :|: Silver Sword
||
|| Mundane Item #4 :|: Filled Soul Gem [Greater/Grand/Black]
||
||------------------+--------------------------------------------------------||
||
Name :|: Daedra Heart
||
|| Mundane Item #1 :|: Human Heart
||
|| Mundane Item #2 :|: Black Soul Gem
||
|| Mundane Item #3 :|:
||
|| Mundane Item #4 :|:
||
||------------------+--------------------------------------------------------||
||
Name :|: Dremora
||
|| Mundane Item #1 :|: Daedra Heart
||
|| Mundane Item #2 :|: Raw Meat [any raw meat]
||
|| Mundane Item #3 :|: Raw Meat [any raw meat]
||
|| Mundane Item #4 :|: Human Skull
||
'~._________________|_______________________________________________________,~'
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
V E L E H K S A I N ' S
T R E A S U R E
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK517]
First of all, go to the Midden Dark and locate the area where the Daedric
Gauntlet is in the center of a ceremonial circle. On the table there's a book
and a key, which explains what happened there and how to move the Gauntlet.
Take the key as well and go to the Arcanaeum.
On the left side, there's a chest with a Master lock (It's called the
"Investigators Chest"). Pick it or use the key you got and pick all 4 rings
from inside. Return to where the Gauntlet is and put the rings in the
following order:
o
o
o
o
Once the quest "Eyes of Magnus" is done, speak to Tolfdir and he'll give you
this quest. He tells you that ruptures have appeared throughout Skyrim thanks
to Ancano's meddling with the Eye. You now need the Staff of Magnus to close
them. Bring your Staff along and fast travel to the closest location to where
the marker is and go to it. Some Anomalies pop out, so take them out and shut
the rupture. That's it.
Return to the College to receive your payment. 1500 Gold! Wow! Note that this
quest can be taken again and again if you wished.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
R O G U E W I Z A R D
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK519]
o Available: After the College Quest: Eyes of Magnus.
Locate and speak to Tolfdir. He mentions of some mage causing trouble. He
tells you to go deal with him. He points the location on your map, so fast
travel there, or to the closest location and go to the marker. Clear out the
cave system until you locate the mage.
He's wearing the College's uniform, so you'll identify him quick, as well as
he has the marker over him. Kill him and return to Tolfdir. He thanks you for
taking care of him and... that's it. Yeah, no reward, besides what you looted.
(-NOTE-) For some reason, I could NOT get this quest to spawn. No idea why,
but my friend Vinheim got this one to work.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A R N I E L ' S E N D E A V O R
P A R T I
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK520]
Go find and speak to Arniel Gane, who will ask for help with a special
project of his. He'll want you to go and bring him TEN Dwemer Cog's, but he
WON'T tell you what he's going to use them for...
I swear we're too nice. Ok, Dwemer Cogs are, of course, fairly common in
any Dwemer ruins. Personally, I went and fast-traveled to Mzulft (southeast
of Windhelm, you have to go through it to complete the college's questline)
and got all ten there. You can get 3-4 from a storage building before you even
enter Mzulft proper, then you just need to search Mzulft high and low until
you have ten of these. They are often behind locked doors and can be found on
the corpses of spiders and guardian spheres.
There are also cogs in the Dwemer Museum in Markarth (you'd need to steal
them). If you don't quite have ten, go find another Dwemer Ruin (there are a
lot in the mountains west of Windhelm) and make it happen.
Return to Arniel and give him the cogs. He'll be quite happy and will give
you 750 Gold as a reward.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A R N I E L ' S E N D E A V O R
P A R T I I
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK521]
After your first time helping Arniel you can return to him and ask him if he
needs anything else done. This time he'll ask you to go speak to Enthir for
him, who is backing out on a trade.
Go speak to Enthir who will CORRECT you and tell you Arniel never PAID for
I bet you saw this coming! Arniel STILL needs our help. Go find and talk to
him and ask him how his project is going. "TERRIBLE!", he will tell you! At
long last, Arniel will FINALLY tell you what his project is all about: looking
into why the Dwarves have all disappeared.
Listen to him tell you his story (it's rather lengthy) about what he's done
and why the project is going terrible. In the end, he'll ask you for help
again and will give you the warped soul gem you gave him the last time you
helped him. He'll state that we need to find Dwarven Convectors throughout
Skyrim and put the soul gem into them, and then use a special spell called
"Arniel's Convection" to heat up the machine. And since we're so nice, we're
just GOING to take the job.
We'll be given the soul gem and the new spell (which is designed specifically
for this purpose, so don't get too excited) and our hunt for convectors will
begin. If you look at the map, you'll see there are multiple areas we can go
to, including Mzulft (southeast of Windhelm), Deep Folk Crossing (North of
Markarth, northwest of Karthwasten) and the Ruins of Bthalft (South of
Ivarstead). Once you find them (and they really are pretty easy to find,
thank god), just put the soul gem in and use that spell on the box for three
seconds. Do this with three boxes and you're done! Go return the gem to Arniel
to finish this quest, and to once again receive no reward...
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A R N I E L ' S E N D E A V O R
P A R T I V
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The Elder Scrolls V: Skyrim - [BK523]
(-NOTE-) You have to wait a few days between parts III and IV. Just an FYI.
Here we are again, Arniel is utterly useless without us. Once again, he will
ask us to go speak to Enthir on his behalf, who has another item he needs.
Agh, I would have put Arniel's head through a wall by now...
Go speak with Enthir again. Enthir will get short with you (as usual) and
tell you that the courier NEVER arrived. AND it was Arniel who set up the
arrangements, so he doesn't even know what item it is that Arniel is having
brought in. Our new objective will be to "Find the Courier".
Thankfully the game will be nice to us and will tell us where the courier is
on the map. The game will give you a RANDOM LOCATION to search for the courier
at (I know this for a fact because it sent ME to Mara's Eye Pond/Den, which I
have already cleared out). Head to your location and scour the place high and
low for the (dead) courier. You'll find a dagger named "Keening" on him. Grab
it and return to Arniel.
You'll now just need to watch Arniel do his experiment. It seems like the
whole thing was pointless until... well, there's no more Arniel. You are left
all alone now, but you do get some rewards: the dagger Keening is yours now
as well as a unique Conjuration spell: "Summon Arniel's Shade". PLUS, you can
rest easy knowing that Arniels has no more tasks for you!
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B R E L Y N A ' S P R A C T I C E
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The Elder Scrolls V: Skyrim - [BK524]
Just like with Brelyna, after the "Under Saarthal" Quest, this quest becomes
available. Locate and speak to J'Zargo. He also has problems with his spells,
so agree to help him to receive 10x "J'Zargo's Flame Cloak Scroll". These are
very powerful Scrolls.
What you need to do is to test if the spell works how it's supposed to. What
we need to do is to kill 3 Draugr with the scrolls to finish the quest. Go to
any Nordic dungeon where the Draugr are located, equip the scrolls and use
them to kill 3 Draugr. You don't need to kill them together or anything of the
sort, just kill 3 and return to J'Zargo...
(-NOTE-) These scrolls pack a punch for you AND the Draugr, so be careful when
using them. You may need to heal yourself while using them. Just be
careful and keep an eye on the old health bar.
After J'Zargo apologizes, he'll agree to follow you in your quests, if you so
desire, becoming a companion choice.
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O N M U N D ' S R E Q U E S T
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The Elder Scrolls V: Skyrim - [BK526]
R I T U A L S P E L L
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The Elder Scrolls V: Skyrim - [BK527]
Under Greybeards'
morning shadow
At this northern
watch, long lost
Nirn's hoary Throat
does scrape the sky.
Here unleash a chilling cry
And gild this stand with
frost.
Ok, another riddle. Well, the Greybeards are at the throat of the world,
that is easy, and the sun rises in the east so you should know about where
this next location is. The name of the place we need to head to is "North
Skybound Watch". It may have some bandits in it, and the nearest landmark
is Riverwood to the northwest a bit. Head there and clear the place out, then
locate the pedestal out on an overhang. Interact with it to put the book down,
then use a frost spell (like frostbite) to hit the pedestal. A small ice
explosion will occur, then you can pick the book back up and see some NEW text
once again:
Over western
river waters,
By karth bounded,
south and north
On mountains sits
a humble crown.
Sky's wrath on this stand
bring forth
To shake these snowcaps
down.
Ok, looks like we're headed wast. "Karth" should give away "Karthwasten"
and/or "Karthspire". Actually, the place we are looking for is another ruin
located between those two spots, up on some cliffs named "Four Skull Lookout".
You should REALLY approach it from the south; "Red Eagle Redoubt" or "Sundered
Towers" make great spots to fast travel to if you haven't found it yet. This
location is also guarded by bandits. Once you clear in out, find the stand and
interact with it, then cast a lightning spell (like sparks) on it and another
small lightning explosion will happen. Pick up the book and then go to read it
and you will learn the FIRE STORM spell, your first MASTER DESTRUCTION SPELL!
The book also has new text in it:
Elemental magic wielded,
Elemental thoughts
displayed.
Havoc wrought as if for sport,
Efforts to impress fall short.
I'll merely use a blade.
they are:
- Text 1: Head to the SECOND FLOOR of the Hall of Countenance and search the
rooms up here. In a storage room with some boxes and barrels you
will find it on top of the barrels.
- Text 2: Head up to the SECOND FLOOR of the Hall of Attainment. You should
see a big bench to your left and the text will be underneath it.
- Text 3: Head to the Arcanaeum (where you would FIGURE books would be kept)
and once inside, stick to the left-hand wall. There is a table
against the stone wall divider on the right and the book will be
on top of that table.
- Text 4: Now THIS one is well hidden. Head down into the Midden and go to
where the Atronach Forge is. By the forge will be a table, and this
book will be on it.
Once you have all four books, return to Drevis and he will translate the text
for you as well as give you the "first text" of the MASTER ILLUSION spells:
HYSTERIA. Note that he also now sells THREE MORE Master Illusion spells: Call
to Arms, Harmony, and Mayhem. You will now be done with this quest. Congrats.
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C O N J U R A T I O N
R I T U A L S P E L L
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The Elder Scrolls V: Skyrim - [BK529]
spell "Summon Unbound Dremora" and tell you to go to the top of the Tower of
Attainment to do this task.
Head up to the top of the Tower of Attainment where you will see a circle.
Now, use your new spell to summon a Dremora. The Dremora will be less than
pleased, and after a short chat will attack. Go ahead and kill it. After you
have slain it, summon it again. Pick either dialog option and then when it
attacks again go ahead and kill it again. Are we having fun yet!? Summon the
Dremora again and it will FINALLY submit. Now ask it to go and fetch you a
sigil stone and it will tell you to summon him again and he will have it for
you.
After it leaves, go ahead and summon the Dremora again and true to its word
it will have the stone! After taking it, go find Phinis Gestor again and tell
him you have the stone. He will borrow it for a bit. Ask him what he saw
afterward and he'll keep it a secret, but will give you the stone back AND a
MASTER level Conjuration Spell: FLAME THRALL, which lets you summon a Flame
Atronach PERMANENTLY. Note that the Flame Thrall spell is a freebie, but
Phinis has three new spells to sell you: DEAD THRALL, FROST THRALL, and STORM
THRALL, which like Flame Thrall all have permanent effects. You'll now be done
with this quest.
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R E S T O R A T I O N
R I T U A L S P E L L
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The Elder Scrolls V: Skyrim - [BK530]
you have to step into the light. Once you do, GHOSTS will start attacking you.
Your goal here is to simply stay alive. A total of THREE ghosts will attack
you down here, alternating between melee attacks and magic. You, on the other
hand, cannot hurt them and must survive using your healing magic. You will
also be stripped of all your clothes and not allowed to use items (to be fair
I never tried, but that's what the Augur says).
Staying alive should be fairly easy for you if you've managed to make it
THIS far (leveling restoration is no easy feat after all). You can run around
and dodge the ghosts melee attacks of course, but the magic WILL make you eat
some damage. After 3 minutes or so (I didn't time it) the Augur will claim you
have passed the test, and will reward you with the Master Restoration spell
"Bane of the Undead". You will now be done with this quest.
Note that you can go back to Colette and she will have one more Master
spell for you to buy and learn: "Guardian Circle". Be sure to check it out!
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A L T E R A T I O N
R I T U A L S P E L L
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The Elder Scrolls V: Skyrim - [BK531]
To start the Quests for the Thieves Guild, you need to head over to Riften.
Once inside, move forward and you'll meet Moul. After a quick chat, ask about
the Thieves Guild and he'll tell you to go find Brynjolf if you're interested.
Go to the marketplace and look around for him. Once you speak to him, tell him
you're interested in joining the guild.
After some more chatting, you'll start your first quest.
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A C H A N C E
A R R A N G E M E N T
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The Elder Scrolls V: Skyrim - [BK601]
Brynjolf will ask for your help framing a fellow merchant nearby. His plan is
to have you steal a ring from Madesi while he distracts everyone, then have
you pickpocket Brand-Shei and put Madesi's ring INTO his inventory (it's
really more like reverse-pickpocketing...). It's not really that hard to do.
Before doing it, just make sure you know where Madesi'a stand is and who
Brand-Shei is. Oh, and make sure you have some lockpicks...
After that just tell Brynjolf that you're ready and he'll draw everyone in
the area around him. Head to Madesi's stall and pick the sliding drawer, then
pick the box you find there. May as well steal everything. Now go find your
target, Brand-Shei (who should be sitting on some boxes to the right). Enter
sneak mode and target him behind the boxes (you should be hidden) and put the
ring INTO his inventory. You're basically going to pickpocket the Dark Elf
and instead of stealing, head over to your Apparel sub-menu and press [] on
Madesi's Ring to plant it on his pocket.
After that just talk to Brynjolf for your reward (100 gold). Job well done!
He'll then talk to you about proving yourself ever further, which starts the
next quest in this questline: "Taking Care of Business".
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T A K I N G C A R E O F
B U S I N E S S
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The Elder Scrolls V: Skyrim - [BK602]
Time to go to the cavern. From the plaza we were in the for the last quest,
drop southwest into the water and locate the door leading to the Ratway.
Inside the sewer, proceed and you'll find two thugs talking about the guild.
You'll have to kill them, naturally. Proceed further in and when you drop
down, you can go two ways. The long way to the west, or go east and try your
luck opening the locked Expert door.
Either way, when going west, in the next room, you'll find oil all over the
floor, so use that to your advantage. In the next room, you'll find a guy who
uses fists as weapons. Kill him and beware of the bear traps inside this room.
There's an Alchemy Station here, so use it if needed and proceed. From here,
proceed to the little garden and in the next room, kill the thug and read the
book SKILLBOOK "Beggar" on the table to have your Pickpocketing skill raised
by 1. Now proceed into the Ragged Flagon.
Inside this cool looking tavern, locate Brynjolf and speak to him. Tell him
you'll collect on his "Deadbeats" for him and now you got three more
objectives. Ask about the other tips on each target and you'll get three more
[Optional] objectives.
(-NOTE-) You can do these objectives in any order you wish. You can also
either choose to take advantage of the optional objectives or not,
it's really you're call. I'd take advantage of them unless you want
to get into brawls with people. Also, for the love of god and all
that is holy, TALK to the deadbeats before just punching them!
The objectives are as follow:
:: KEERAVA'S DEBT
Head over to the Bee and Barb building. Speak to Keevara the Argonian and
tell her you have a message for her from Brynjolf. During the chat, tell her
that "Don't say I didn't warn you" to brawl with her. Beat the living lights
out of her and when she's on the ground, speak to her again and she'll pay
you 100 Gold.
On the other hand, if you don't wanna brawl with her, speak to the other
Argonian here with the marker over his head to learn something intimate about
Keerava. Go back and talk to her again and bring up her family and after that,
you'll get the payment.
:: HAELGA'S DEBT
Step into her Bunkhouse. Same deal. Tell her about Brynjolf and then brawl
with her. Afterwards, she'll get the money for you.
On the other hand, if you wanna avoid brawling, go to the southeast corner
and look around for the Statue of Dibella. Steal it, then show it to her to
get your payment. Oh, you sneaky bastard you.
:: BERSI HONEY-HAND'S DEBT
Head over to the Pawned Prawn and speak to Bersi. Tell him about Brynjolf
and then tell him "I think you need to shut your mouth". Brawl with him and
you'll get your payment.
On the other hand, if you don't wanna brawl, break the vase in front of him
and you'll get your money.
(-NOTE-) After you've collected from TWO people, the THIRD one will give you
the money right away when you bring up Brynjolf's name. That's the
power of word of mouth!
After you got all 300 Gold, return to the Ratway and speak to Brynjolf.
He'll be pleased if you give him the 300 Gold and there were no casualties.
He'll give you a Poison, a Healing Potion and Fortify Stealth Skill. Keep on
speaking with him and you'll join the Thieves Guild.
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L O U D A N D C L E A R
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The Elder Scrolls V: Skyrim - [BK603]
Start by following Brynjolf and once in the Cistern, you'll get together
with Mercer Frey, the Guild's leader. Talk to him and he'll give you a job
to do to prove your worth: you need to go to Goldenglow Estate and burn a
bunch of beehives and clear our Aringoth's safe. Be sure to ask Mercer all
the questions you can to get all the optional objectives.
(-NOTE-) The chests scattered throughout this room are FULL of goodies for
you. Note that they are the "Thieves Guild" chests, meaning you can
freely take whatever you want from them.
Return to the Ragged Flagon and speak to Vex. Ask her about Goldenglow and
she'll tell you about a sewer on the north side of the island. This path is
[Optional].
Also, speak to Torilia to know that she's the Fence down here. You'll want
to get to know her really well, as she can buy your stolen items from you
and lord knows that means something!
After some chat, you'll receive a complete set of Thieves Guild Armor. Nice.
Put them on if you so desire. Return to the Cistern and head out of Riften.
You can enter this place one of many different ways. You can use the sewer
Vex told you about (get to it by going to the dry land north of the lake and
coming in by the south; it's the middle objective), or you can just go through
the main gate, slaughtering all the mercenaries. Either way, let's continue
once we're inside.
(-NOTE-) I highly recommend the sewer path, as you can find a PICKPOCKET
SKILLBOOK called the "Guide to Better Thieving" in there. Beware
of skeevers, oil on the floor, and the occasional trap though.
On the southwest corner of the isles, you'll find 5 beehives. The objective
states that you should only burn 3, so do so. Some mercs will show up, so deal
with them if you want to and proceed to the northeast island, where the
Goldenglow Estate is. Go inside by either entering from the front which is
unlocked or by the back (a more sneaky option) which has an EXPERT lock and
an [Optional] objective pops up: Obtain the key to Aringoth's safe.
(-NOTE-) Alternately, you can also just go downstairs and PICK the safe,
instead of getting the key. It's an EXPERT lock though.
Inside, sneak your way/kill to the east side of the Estate, which has a
locked gate and some stairs going up to the second floor. Go up to the second
floor and make your way around this maze-like floor. Loot all the rooms and
when you get to Aringoth's, either pickpocket the key from him, persuade him,
or fight him.
<BK> Despite what I just said about being able to pick the save lock,
I would highly recommend giving the upstairs a visit anyways, as you can
easily sneak to Aringoth's bedroom and in there, there is a QUEEN BEE
STATUE you can steal that spawns a miscellaneous quest of giving it to
Delvin. Also note that you can freely walk around in front of Aringoth
and he won't do anything. That includes stealing his stuff.
Either way, when you get the key, return downstairs and go down to the
basement and here, sneak your way to the marker and open the safe. Take the
loot inside, then go into the sewers right next to the safe to make your
escape. After that, head back to Brynjolf and speak to him. Show him what
you found and in the end he'll pay you your pay (600 Gold) and will tell you
that Maven Black-Briar wants to speak to you personally.
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D A M P E N E D S P I R I T S
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The Elder Scrolls V: Skyrim - [BK604]
Now, time to speak to Maven. Leave the Guild and to find Maven in Riften,
either head over to the Bee and Barb or to her manor. Speak to her to learn
what exactly she wants done, and her beef with the owner of Honningbrew
Meadery, Sabjorn. Our next objective is to speak with Mallus Maccius.
Head over to Whiterun and enter the Bannered Mare. Speak to Mallus Maccius
in here and listen to his and Maven's plan. It's quite clever, actually.
Now leave Whiterun and head over to Honningbrew Meadery,
southeast of Whiterun. Inside, speak to Sabjorn. Tell him
clear out his skeever problem and he'll hire you. Now you
PERSUADE or INTIMIDATE to get HALF of your pay (500 Gold)
you want to get some upfront!
which is to the
you're here to
can use either
up front. Trust me,
After getting hired, go into the warehouse on the right. BEFORE going into
the basement, head UPSTAIRS (search around for the door leading to a ladder)
and you'll find Sabjorn's bedroom at the end of the walkway. Why head here?
Well, there is a LOT of stuff to steal and get, including an ALCHEMY SKILLBOOK
entitled "A Game at Dinner" and another "sell to Delvin" item behind a locked
door: the HONNINGBREW DECANTER.
Once you've nabbed those things, go down into the Basement. You'll find
Venomfang Skeevers down here: a slightly stronger version of the normal
Skeever. Follow the straightforward path and kill a ton of Skeevers in the
next room and in the room after that you'll find a lot of Frostbite Spiders.
Watch out for traps in the upcoming halls.
In the next room, you come across a mage called Hamelyn. This guy has
Sparks on him, and likes to use it. If you've played through the College of
Winterhold Quests, you'll find this fight similar to Morokei's as he can put
a hurting on you FAST with his magic. You should try to enter this fight and
start it with a sneak attack if you can, to do more damage. If you're REALLY
having trouble, break out the potions and survive his magic until he depletes
his magic reserves and starts trying to hit you with melee attacks. He's a
joke at that point, and you should be able to kill him off easily.
(-NOTE-) Loot and read his journal after killing him, it's HILARIOUS.
Loot his body afterwards. Go to the room where Hamelyn was (if you're not
there already) and check the SKILLBOOK on the chest called "Three Thieves" to
increase your Sneak skill level by 1. Nice. Now apply the poison to the hay
that's next to the chest to complete the objective. Now, follow the path on
the east side of the room until you reach Boilery (watch out for more bear
traps). In here, grab the key next to the door, loot the place and plant the
poison where the marker is.
Leave the place once the objective is complete and speak to Sabjorn. Tell
him the job's finished and wait around until Sabjorn is taken away. Now speak
to Mallus and go pick up the documents in Sabjorn's dresser. After that just
return to Maven and tell her the job is done. You'll receive an enchanted
weapon for your efforts. Now return to the guild and speak to Brynjolf. This
will end the current quest and start "Scoundrel's Folly".
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S C O U N D R E L ' S F O L L Y
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The Elder Scrolls V: Skyrim - [BK605]
Now, we need to go speak to Mercer. He'll tell you that a man named Gulum-Ei
needs shaken down for information, but he tells you to speak to Brynjolf
before heading out, so do so. Now we need to go to Solitude to find this
Gulum-Ei. Either fast travel there of use the carriage. Once inside the city,
enter the Winking Skeever tavern. You'll find the Argonian inside the tavern.
When prompted, bribe him to have him leak info about Goldenglow Estate. After
bribing the Argonian, he tells you to bring him some Firebrand Wine, then
he'll talk.
Hmmm, I don't like this. Ok, leave the tavern and head east until you reach
the Blue Palace. Once inside, go left and in the hallway, pick up the
Firebrand Wine case. Easy enough, huh? Return to Gulum-Ei and listen to the
chat between you guys.
He then leaves the tavern, so it's time to shadow him. Follow him as far as
possible all the way to the harbor southwest of Solitide. The bad thing is
that he's very slow. Yeah... Don't approach him too much. He'll go inside a
warehouse at the harbor, so follow him inside...
(-NOTE-) If you jump in the ocean next to the dock, you can find some barrels
and a chest on the seafloor.
(-NOTE-) I've gotten a few emails from people saying that once they try to
shadow Gulum-Ei, he VANISHES! The marker shows him outside Solitude,
then inside... I have no idea what causes this, but people have even
followed through with the rest of the quest and couldn't finish it!
My best advice (until someone tells me better) is to reload a
previous save.
Once inside, follow him using higher ledges and platforms since there are
other soldiers here. Make sure NOT to engage in any battles whatsoever. It's
a grand idea to save right now, by the way. If you want to, you can simply
swim across to the east side too. Once on the east side, Gulum-Ei tries
entering the double doors, then returns and goes east inside Brinewater
Grotto. Before following him, go to the northeast corner on the higher ledge
and enter the building up here.
Check the desk to find East Empire Shipping Map. Grab all the gold and the
Coin Purse. There's also several rings on the desk if you check carefully.
Now go back down and avoid the guard. Look for a staircase going down into
the water and next to it, another ramp going up behind the boxes. Follow this
path to find the entrance to Brinewater Grotto.
Now we get the objective to confront Gulum-Ei. In here, watch out for trip
wires that make maces fall down on you. Soon enough, you'll find two bandits
on a little dock. Kill them. From here you can either continue through the
cave or go through some spider webs to the right. If you go through the webs,
you'll have to fight two little Frostbite Spiders and a large one. Following
the cave itself leads to two thieves.
Either way, you'll get to a part of the cave leading southeast...
(-NOTE-) Make sure to check the northwest part underwater near the second set
of bandits/thieves to find a sunken chest with goodies inside.
Follow this path, kill the thief on the other side and when you get to two
thieves, take them out ASAP, as well as a dog that they let loose. From here,
continue to the northeast.
(-NOTE-) The path leading west is just another path to take here and you'll
return to near where you killed the lone thief.
Further ahead, two more Thieves are patrolling the area. Kill them too and
soon you'll find Gulum-Ei with another thief at a campfire. Kill the thief and
speak to the Argonian. Answer however you want and he'll say the name Karliah.
After some talk, we need to get back to Mercer. Thank you Gulum. Now, before
leaving, loot all the chests that are here. There are like 4-5, so take
everything you can.
<C ICE writes in: I was emailing you to let you know something concerning
the Thieves Guild quest "Scoundrel's Folly." When you are supposed to shadow
Gulum-Ei and then finally confront him, you CAN kill him (I did so by
accident when he stepped between the crosshairs of my bow and a guard). If
you do kill him, you fail the objective to confront him, however, your new
objective is to search for new information. The arrow points you to a nearby
chest to open, and inside there is the deed to Goldenglow Estate as well as
a letter from Gulum-Ei to Karliah (the letter is written by Gulum-Ei knowing
he would be killed). It tells you all of the information he would tell you
if you confronted him.
When you return to Mercer, he yells at you for killing a Thieves Guild agent
and doesn't pay you for the mission as punishment.>
(-NOTE-) There are a couple of Expert-locked chests, so save before trying to
open them before you break all your lockpicks.
Now hit the middle lever and fight your way past some Horkers to leave the
cave fast and bypass the warehouse completely and return to the Guild once
you're back on the main map. Speak to Mercer. You'll discover Karliah's
location: Snow Veil Sanctum. Our next objective: Follow Mercer and kill
Karliah.
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S P E A K I N G W I T H
S I L E N C E
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The Elder Scrolls V: Skyrim - [BK606]
This Quest now starts, but before heading out, head over to where Tonilia is
and she'll trade you a piece of your Thieves Guild equipment for a much more
enchanted one. Here are the options:
o
o
o
o
Thieves
Thieves
Thieves
Thieves
Guild
Guild
Guild
Guild
Now speak to Delvin Mallory and tell him you found the map at the EETC.
He'll give you gold for the map. Nice.
Leave the Guild now and fast-travel/carriage to Windhelm. From here, go
northeast following the shore on the upper part of the mountain of course and
soon enough you'll get to Snow Veil Sanctum. Mercer's outside waiting for you,
so speak to him.
Ask anything you want and head towards the entrance of the ruins (Mercer has
a LOT of backstory to tell, so be sure to talk to him). Mercer opens up the
doors to the catacombs. Once inside, follow the halls into the first room,
where there's a chest and two Draugrs that come out of the walls. Continue
and when you start going north, look on the right (to the east) to find a
locked door with Potions inside. You can always pre-emptively hit any Draugr
you find standing up IN the wall too. Beware of bear traps RIGHT after the
potion room!
Continue on north, killing all the Draugr that appear and when you get to a
part where it goes around to keep going south, pull the chain next to the gate
to open it (its on the left). After that, before going east when they want you
to, open the door to the south and loot the urns and the chest that you'll
find. Now go east and you'll fight SIX Draugr. Easy. Be sure to check out the
table here for several potions and the SNEAK skillbook "Three Thieves".
Continue on and in this larger room, you'll fight several more Draugr. Ugh.
After killing them all (should be rather easy), there are 2 sets of stairs.
Take the ones on the southeast side until you come across a room filled with
oil on the ground and an item in the center of it. Grab this Model Ship and
the lantern will fall, burning everything. Grab the Model Ship and quickly
sprint out of the way...
(-NOTE-) This Model Ship is to be given to Delvin Mallory back at the Guild.
DON'T be an idiot like me and shoot down the fire pots. That will
end up destroying the ship!
After surviving this, follow the second set of stairs all the way to the
next area. Right off the bat and a few steps into this new room and you'll
be fighting three more Draugrs. Kill more Draugrs as you proceed and before
the gate blocking your path, you'll find two chests behind a trapwire with
bones. If you trip it, you'll wake a Draugr each time.
Don't worry too much, loot the chests, activate the chain and proceed.
As you start going south, Mercer tells you about the door up ahead hiding an
ambush. Make sure you're ready, just like he says. Inside, you'll find several
Draugr, and one magic user. Target the magic user first and take care of the
rest. In here, check the south side of the room to find a Word of Power:
WEAPON - DISARM. Nice. There's also a LIGHT ARMOR skillbook on a table near
where you came in at called "Ice and Chitin".
Continue east now and follow the path until Mercer starts speaking about
Karliah once again. As the door opens and you go inside, you faint and when
you wake up, you'll see Mercer and Karliah speaking. Wow, good stuff. And now
you're... dead. WHAT!?!?!?! Heh. This quest is now done and we start the next
one.
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H A R D A N S W E R S
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The Elder Scrolls V: Skyrim - [BK607]
Speak to Karliah and get some answers. The evidence is damning against
Mercer and Karliah can fill in a lot of the story. You'll receive some
potions, which is nice of her. Now fast-travel/carriage to Winterhold and
enter the Frozen Hearth Inn where you'll find Enthir. Enthir will say the
journal is in Falmer, and he can't translate it. He'll tell you of a man
named Calcelmo who can though and now we know where we need to go. Fast-travel
or carriage yourself to Markarth so we can find Calcelmo.
Once here, go all the way west and enter the Understone Keep. Go left at
the fork and speak to Calcelmo. Whatever you say, he won't give you access to
his research. Dammit. We CAN work for it though. Calcelmo really wants a
nearby spider dead that has been terrorizing the local excavation process.
This quest is actually also covered elsewhere in this guide, but is called
"Kill Nimhe inside Nchuand-Zel". If you want to go ahead and kill the spider,
follow the box below. If you want to just... steal the key, skip the box!
o----------------------------------------------------------------------------o
| Kill Nimhe inside Nchuand-Zel
|
|
|
| You can get this quest by asking Calcelmo (the court wizard) to see the |
| excavated ruins. He'll note there's a spider in there named Nimhe that he |
| wants slain. Agree to do so. Head into the nearby ruins where you will
|
| find a linear path with frostbite spiders and, at the end, the giant
|
| spider Nimhe! Take it out! Note how BIG it is, and as reader Mariana
|
| pointed out to me: you can basically retreat a bit and it can't follow
|
| you due to its size (making it easy to kill!). Once its killed return to |
| Calcelmo and let him know. He'll give you the key to the Dwemer Museum. |
|
|
o----------------------------------------------------------------------------o
Now we get two more objectives, one optional. The optional one is to get the
Museum's key. Umm... to get this you'll need to pickpocket Calcelmo. Save
before doing so and if you equip the Thieves Guild Boots, you'll find this
easier. Drink a pickpocketing potion if needed.
Return to the entrance and go north. A guard tells you NOT to go beyond into
the Museum. Ignore him, get past him and then Sneak. When he's not looking,
use the key you just stole OR lockpick the door and enter the Museum. NOTE
that you must be stealthy in this part, just like when we were chasing down
Gulum-Ei once more.
(-NOTE-) This MUSEUM is chock FULL of display cases. For the most part,
there's no "must have" items here though. All the good stuff is in
the middle (good stuff being weapons and such). The only thing I'd
recommend trying to get, at the very least, is the UNUSUAL GEM found
behind a locked door on the left.
(-NOTE-) ALSO, if you're a stone cold killer, you could always assassinate
all three guards without being caught to freely explore this area. Be
careful of getting caught though, I've had it where I still had a
bounty even though I killed all the witnesses.
If you get caught and don't care, simply kill the three guards and then
proceed north to the next area. If not, sneak your way through the area using
the right side. It's easier this way, or at least it was for me. In this next
room, there are two doors to the east and one to the west. Enter the first
room to the east to find a Spider Control Rod.
After grabbing it, a little Dwarven Spider comes out and follows you. You can
use the rod to control where it goes and if there's an enemy nearby, it will
attack them!
(-NOTE-) Now that your past the guards, you'll encounter new enemies (who are
Calcelmo's guards). It doesn't matter if you take them out or not,
but I strongly recommend killing them. Its very difficult to sneak
by them, plus you can always profit from the extra loot.
An enemy comes out of the second door on the east side, so kill him and
there's another enemy in the room to the west. Kill them and loot their bodies
for some keys. Go through the door to the west and continue on. The side doors
don't have anything special, but take a look if you so desire. You may find
Return to the Ragged Flagon (not the Guild/Cistern) and speak to Karliah.
Agree with backing her up and follow her into the Cistern. After the talk
between Karliah, Vex, Delvin, and Brynjolf, follow them to the vault and then
speak to Brunjolf after everyone's discovered what's going on. Tell him
everything you know about the situation. Now it's time to break into Mercer's
house. Question him on everything you can two get two optional objectives: He
tells you to go talk to Vex about Vald and he tells you to shoot the mechanism
to lower a ramp in Mercer's backyard.
Go talk to Vex and she tells you that you can pay off his debt in order for
him not to attack you. Pffft, you can do this if you want to, but it's really
not worth it (see the note below if you want to NOT kill Vald). Go to Mercer's
house backyard and you'll find Vald out here. Save and pick the lock. Once
inside, kill Vald ASAP (really easy) and locate the platform that's raised.
There's a little cog next to it. Shoot it with an arrow to lower it.
(-NOTE-) If you want to erase Vald's debt, follow the guide inside the
following box.
o-----------------------------------------------------------------------------o
|
|
| Go find Maven at the Bee and Barb where she usually is. She'll explain
|
| to you exactly WHY Vald is in her debt: the idiot lost a special quill.
|
| If fact, it's at the bottom of Honrich Lake! She advised that if you can |
| find it and give it to her, she'll absolve Vald's debt.
|
|
|
| Now, how to find the quill? Well, we know it's at the bottom of Honrich |
| Lake, but the game will NOT give you an objective marker. Thankfully,
|
| I've scoured the lake FOR you and can tell you exactly where the
|
| strongbox is that has the quill:
|
|
|
| Take a look at the map. See RIFTEN? See GOLDENGLOW ESTATE? Zoom in the
|
| map and move your cursor so you're pointing at FORT AMOL (this gives us a |
| better view of the map). See the grey boat speck on the map JUST to the
|
| right of GOLDENGLOW (where the boat is?). Good, now see the boat shape on |
| the map to its right? Good, the chest is BETWEEN THOSE TWO OBJECTS. You
|
| should be able to find it easily now. But beware, the chest it LOCKED and |
| its an EXPERT LOCK.
|
|
|
| Once you have the quill, head back and give it to Maven (she'll be at her |
| manor or the Inn...). Give her the quill in exchange for Vald's debt. Now, |
| with that document in hand, you can give it to Vald to have him leave. He |
| will also just GIVE you Mercer's house key as he leaves.
|
|
|
o-----------------------------------------------------------------------------o
Use the key looted from Vald's corpse and inside, kill the three thieves
that are guarding the place. Now go to the basement through the northwest
corner of the house. There are traps in the sewers, so be careful. At the end,
check the table where the marker is. Also be sure to grab the Bust of Gray Fox
and the enchanted sword out of the display case...
(-NOTE-) This is another item for Delvin. Make sure to give it to him. It
should also spark some fond memories for those of you who have played
other Elder Scroll games. I LOVE the Gray Fox!
Read the SNEAK SKILLBOOK here as well (called "The Red Kitchen Reader") to
raise your Sneak level by 1. Also, the bowl here is FULL of jewels. You can
continue onwards to go through a short section of the ratway and make your
way to the Ragged Flagon. Now return to Brynjolf and the quest ends.
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T R I N I T Y R E S T O R E D
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The Elder Scrolls V: Skyrim - [BK609]
Speak to Karliah and now we need to meet with her at the standing stone.
Leave Riften and go south of the city to find the standing stone. Speak to
Karliah and then enter the mountainside. Watch the little scene and follow
Karliah afterwards. She then tells you about the Nightingale Armor. Shortly
after crossing the first bridge, be sure to explore the ground to your right
to find a PICKPOCKET SKILLBOOK named "Purloined Shadows" (by some hay).
Follow the marker and activate the stone to receive a complete set of
Nightingale Armor. Be sure to equip it all. Head to the right now and check
out the left and right rooms. The left room has a chest while the right room
has a chest and a SNEAK SKILLBOOK called the "The Red Kitchen Reader". Keep
on following them and when you're asked about the Oath to Nocturnal, say yes.
After crossing the gate, stand on the left platform, where the marker is.
After a scene with Nocturnal, speak with Karliah again as well as with
Brynjolf.
Now we're the leader of the Thieves Guild... well, after the quests are
over and Mercer is taken down. Something to look forward to at least!
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B L I N D S I G H T E D
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The Elder Scrolls V: Skyrim - [BK610]
here has several chests but they are all empty. Be sure to grab the scrolls of
detect life in the area and any potions and go through the gate on the left
(more traps ahead).
You'll come to another big room here, with several Falmer down below and a
dwarven centurion here as well. What I'd recommend is hitting the centurion
at range (using a sneak attack) and the thing will start battling the Falmer.
From here you can pick off whoever's left and continue onwards (the path is
very straightforwards). At the far end is more Falmer and spiders, so take
them out and continue to the Slave Pens.
In here proceed forwards and take out a dwarven spider. There's a locked gate
up on your right you can pick, even though there's only ingots up there. Down
below is a lever you can turn on to kill some Falmer for you. Turn it on, kill
them, then turn it off. The thief on the rack here has a note too! Continue on
and you'll come to a LARGE Falmer camp. You can either ambush them (there's
easily five enemies here) or try to sneak around on the right, so make your
call. The goal is the pen at the end, where there's two gates (one locked)
guarding it. Get to it and continue on.
There's another open area up ahead. Just kill the Falmer here as they love to
watch the only exit to the right. After them you'll see the pipes rising
above another camp. Now these you can use to sneak past everything, dropping
down and taking the opening on the left to continue (there's a chest in one
of the tents though). There's chorus here too... continue on and take out two
more Falmer before you're forced to drop down. There's a MASTER chest on the
right here, so grab it before going through the door and down into the
SANCTUARY.
In here, you'll see Mercer stealing the eyes. Even though it looks like you
have the drop on him, he'll turn around and see you! He'll than use some sort
of shockwave to knock you down below. He'll rush down and talk to you for a
bit while his shockwave causes the place to slowly fill with water. After a
bit of a chat, he'll attack! However, this will be a ONE VS. ONE fight,
because the FIRST thing Mercer will do is FRENZY Brynjolf, who will start to
attack Karliah.
Mercer is quite a swordsman, and will utterly devastate you given the chance.
However, he spends most of this fight being INVISIBLE, and will therefor use
HIT AND RUN tactics. Now, we HAVE to know where he is to kill him, so here
are several tips:
o Even though he's invisible, you can still see a shimmering outline, so
always keep your eyes open.
o Use one of those DETECT LIFE scrolls you picked up! This is the perfect
time to use them!
o Set Mercer on FIRE... that will keep track of him!
o Mercer will leave ripples in the water if he's running through it!
<BK> Kraster writes in to say: When fighting Mercer in "Blindsighted" quest
you can use Unrelenting Force lvl 3 to kill him in one hit. Just run
up to him (while he's behind the statue, upstairs) and stand in a way
so that his back is turned to the water. After that use your FusRoDah
shout, and he should die from fall damage - It has worked for me on PC
version.
Use those tips above to track him and take him out. Don't be afraid to use
some of those potions you've been hanging onto as well. After he's dead, be
SURE to loot him. You'll get TWO FALMER EYES (the gems), 700 Gold, the
SKELETON KEY, and a bunch of other goodies. I hope you can carry it all!
Once he's dead, the place will REALLY start flooding. At least Brynjolf is
no longer trying to kill Karliah. Keep your head above water and wait for the
wall near the marker to fall apart and show you your escape route (your going
to be waiting awhile, as it doesn't open up until the place is nearly under
water, so don't panic!). Use your newly found escape route to reach the Bronze
Water Cave. Once you're inside here, talk to Karliah and she'll tell you your
task isn't quite over: you still have to return the Skeleton Key. AND, to top
it all off, Brynjolf and herself won't be able to help you! Sheesh. She will
give you her Nightingale Bow though, as well as completing this quest and
starting your next one.
(-NOTE-) The SKELETON KEY can open ANY LOCK. Any lock at all. The next quest
will take it away from us, but between now and then... it is yours
to enjoy. Take advantage of it! This is a supremely over-powered tool
at your disposal. The Skeleton Key functions like a lockpick, but it
won't break no matter what. This means you have an unlimited amount
of tries and time to open any lock you run across.
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D A R K N E S S R E T U R N S
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The Elder Scrolls V: Skyrim - [BK611]
Our goal now is to enter the Twilight Sepulcher so that we can return the
Skeleton Key back to Nocturnal. You'll find the Twilight Sepulcher on the
southwest portion of the map (west of Falkreath), so fast travel to the
closest place you can and make your way there.
Once inside, your goal will change to "Talk to the Nightingale Sentinel",
who is right in front of you. Go talk to him and learn who he is and tell him
what's happened. It's a long chat, and you'll learn a lot of things about this
place and the pilgrim's path in general. Near the end upon asking what you'll
face, Gallus will tell you that a person named Nystrom has a journal that may
help, giving you the [OPTIONAL] objective of retrieving it. Fortunately, the
journal is JUST to your left if you want to get it and read it.
Journey fourth through the door and you'll encounter a sentinel. Slay it.
There's another one in a room on the left. Loot the place and continue on,
watching out for a floor plate and another sentinel until you reach another
iron door. In THIS room the light HURTS, so don't stand in it. You must go
through this room in the shadows, but be careful as there are floor plates
and trip wires everywhere that shoot arrows at you as you go (its best just
to keep moving, as the arrows aren't powerful enough to kill you, but still
activate the tripwires when you can). Keep following the dark path and you
will be ok.
The next room is a little tricky, but the journal helps here. At the
statue of Nocturnal you have to give her what she wants most: darkness. By
each of the flames to her left and right are chains to shut them off, so do
so and continue.
In the next room you'll see a TON of traps in front of you... and a door to
the left. This door is locked with a MASTER lock, but you should take that
path. You do have the SKELETON KEY after all. Open the door and continue to
the big room on the left. There's two more sentinels here, so kill them off.
Down here there's a LOCKPICKING SKILLBOOK called "Proper Lock Design" (aptly
named) as well as a SNEAK SKILLBOOK named "Sacred Witness". Go find the door
to the west that leads to the Inner Sanctum after grabbing those.
In here, go forwards until you see a big pit. Go ahead and drop down. There
is a skeleton down here named Anders. Loot him and read his note then just
CHILL down here for awhile. You'll automatically pull out the Skeleton Key
and get out of the pit. Further down, all that's left for you to do is to
replace the key in the Ebonmere. Do so and Nocturnal will show herself and
have a nice little chat with you!
After that is over, she will disappear and your objective will be to talk
to Karliah, who is conveniently right beside you now. Of course, this whole
ordeal isn't without its reward. With the Ebonmere's power you can gain a
special Nightingale power. I've listed them here below so you can choose
between them. You CHOOSE them by standing on certain circles (which have
different states of the moon on them), so be careful of where you walk
around here!
If you should ever want to change your new power, you can wait 24 hours and
come back and pick something else.
o Nightingale Strife
Instantly absorb 100 points of health from the target.
(This circle is the FULL MOON symbol!)
o Nightingale Subterfuge:
People and creatures in the spell's area of effect will attack anyone
nearby for 30 seconds.
(This circle is the HALF MOON symbol!)
o Shadowcloak of Nocturnal:
For 120 seconds you automatically become invisible while sneaking.
(This circle is the CRESCENT MOON symbol!)
Karliah and Gallus will also have a reunion down here. How sweet! She will
tell you that she'll be hanging out at Nightingale Hall from now on, and that
there's a portal there that connects us to the Twilight Sepulcher. And with
that, we've completed the Thieves Guild. From here you can go out into the
world and put all you've learned to practice. You can also build the guild up
to its former glory by completing the guild's optional side-quests and
miscellaneous quests.
===============================================================================
===============================================================================
~-~ ~-~ ~-~ THIEVES GUILD MISCELLANEOUS QUESTS ~-~ ~-~ ~-~
===============================================================================
===============================================================================
N O S T O N E U N T U R N E D
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The Elder Scrolls V: Skyrim - [BK612]
To START this quest, you need to have found an "Unusual Gem" during your
travels. There are quite a few of them, and chances are that unless you went
to the Thieves Guild asap you've run across one.
Once you are part of the Thieves Guild proper, you can show the Gem to Vex,
to ask her what the hell is it?! She will tell you that they are the "Stones
of Barenziah", and that alone they are worthless... you need TWENTY FOUR (24)
of them to make the SET complete. Once she tells you this, the quest in ON in
full force. Our goal? Collect the rest of the stones!
There are 24 of these bad boys, but thankfully they are all placed throughout
the world in certain spots. Here I'll list where you can find them! This list
is in no certain order. Also keep in mind that for SOME of these gems, you're
going to have to go through some lengthy quest strings, so be prepared to
put in some time to complete this quest. I may also put in what quest I was
doing (or you COULD be doing) when finding the gems.
- #1: Fellglow Keep (Found during the "Hitting the Books" College of
Winterhold quest).
- #2: Located inside the Dwemer Museum in Understone Keep (Found during the
Thieves Guild quest "Hard Answers").
- #3: Located inside Vex's bedroom in the Dark Brotherhood Sanctuary.
- #4: Located in Arondil's bedroom in Yngvild Barrow (Found during the
Thieves Guild miscellaneous sidequest "Retrieve Arondil's Journals".
Yngvild itself is an island to the northeast of Dawnstar. The stone
itself is the Throne Room, at the end of the cave, by a BIG treasure
chest).
- #5: Located in the Captains Quarters aboard the ship "The Dainty Sload"
(Found during the Thieves Guild miscellaneous quest "The Dainty
Sload"). The ship itself is north of Solitude.
- #6: Located in Pinewatch Bandit's Sanctuary (Inside Pinewatch, east of
Falkreath). Found during the Thieves Guild miscellaneous quest "Silver
Lining". It's inside a NOVICE locked door BEFORE the "main boss" fight.
- #7: Located in Mistviel Keep in Riften, beside the Jarl's bed.
- #8: Inside Hob's Fall Cave (a cave on the coastline between Dawnstar and
Winterhold, near an alchemy lab).
- #9: Located in 'The Treasury House' in Markarth, by Thonar's bed.
- #10: You must BUY PROUDSPIRE MANOR in Solitude. It is in the bedroom in
there. This is a spendy (25,000 Gold) one to obtain. See the city
overview section on Solitude if you need help.
three elven ghosts will appear and come after you, so take them out and grab
the crown. Time to return to Vex. Go back to the book room and take the other
path. Kill the falmer you find (three of them) and how the south area where
you came from has a ramp going further up. This leads to a master dwemer
chest. Open it if you can and go north to find a gate and a hut (there is
another chest in the hut). Head through the gate and follow the path killing
a skeever along the way.
You'll get to an open area with a ghost waving his arms at you. You can read
the journal nearby if you wish. We need to go up here, but there will be 3-4
falmer trying to stop us, one of which appears on a separate ledge you can
jump to. Kill them all and head up, looking out for a table with ingredients
and a room on the right on the way up with a chest in it. At the top go ahead
and SAVE if you aren't comfortable or sure in your combat. The next room has
the stream in it again with some Dwemer walkways. Across the stream you'll
face THREE high-level falmer (two Gloomlurkers and one Shadowmaster for me) as
well as a chaurus reaper. Quite a fight! Retreat back to the tunnel if you
must as this will separate them and tunnel them towards you. Usually the
charus and at least one falmer will be ranged attackers, which is how you can
separate them. Use potions and a summon here for even more help.
Once you've killed them, cross the walkway and to the left is another gate.
Open it and continue. This path leads you right back to Tolvald's Cave and is
a shortcut out of here (WAY better than retracing all of your steps). A pull
chain will open a rock door for you and drop you off at the bandit camp, where
you can easily get back to Skyrim and Vex from.
Head back to the guild and show Vex what you found. She'll take the stones
and crown away from you and in return you'll now have the effect of PROWLER'S
PROFIT effect, which causes you to find more gems than normal.
(-NOTE-) For some reason (a bug, I've been told), the effect won't be listed
under your "Active Effects" in the magic menu. I'm not sure if there
is a way to fix this. Also, the crown is now displayed near Mercer's
desk... or your desk, depending how far along you are in the Thieves
Guild.
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G R O W I N G T H E G U I L D
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The Elder Scrolls V: Skyrim - [BK613]
Even if you have went through and completed the ENTIRE Thieves Guild
questline, the guild STILL needs your help to grow. What exactly do I mean!?
Well, currently, the guild only has ONE city that it is prominent in: Riften.
By doing ADDITIONAL jobs for Vex and Delvin, you can eventually get SPECIAL
assignments to help influential customers out in FOUR prominent cities! Doing
these special assignments will further the Thieves Guild's rise to power once
again, but you will also be rewarded yourself!
For each city that you bring into the Thieves Guild's domain, you will be
rewarded (see the rewards down below). The cities that we will be taking over
are Solitude, Whiterun, Windhelm, and Markarth (note how these cities are the
ones you have to ZONE into...). But how do you do this? Well, to trigger the
special assignments, you have to take jobs from Vex and Delvin. The jobs they
will give you can be repeated, and you have to do a total of FIVE or more jobs
in a single city before you trigger the special assignment requests. Since you
can only go out on TWO jobs at a time (one from VEX and one from DELVIN) this
means you've got quite a few jobs to do...
(-NOTE-) You can REFUSE to take a job if it doesn't match up to the city that
you are trying to gain influence in! Just keep taking and refusing
jobs until you get the city you want!
The jobs that count towards this total are the next SEVEN quests listed.
That's right, you have a LOT of options on what kind of jobs you want to take,
so read all of those section over and start taking jobs so you can get those
special assignments (the special assignments are ALSO listed down below,
along with some other quest, but I trust you can find what you need easily).
To help keep you motivated, here are the rewards you'll start to see as you
start winning over cities:
(-NOTE-) All of the new merchants are outside of the Ragged Flagon. The fence
that I'm talking about is Tonilla.
o ONE CITY DONE:
- New Merchant: Syndus (Sells weapons and armor).
- Fence now has 1500 gold.
The rewards that you get after all four cities are taken are TREMENDOUS, and
if you are serious about your thieving, building up the guild again is a GREAT
idea. Have fun doing it! I know I did!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E N U M B E R S J O B
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK614]
This quest is given by Delvin Mallory. He will ask you to go change the
numbers in a ledger at some RANDOM location in Skyrim. MANY, MANY businesses
have ledgers in them, so you can be asked to go to a number of places...
The gist of the job is to head to the place, find the ledger, and make the
changes without anyone seeing you. Naturally, getting caught or killing anyone
automatically fails this mission. Do your best to be SNEAKY. An excellent tip
would be to KNOW where the ledger is (its not a crime to FIND it) and only
change it when you are HIDDEN. For smaller, locked up locations you could
always wait until night when people are asleep as well and do a little
breaking and entering.
Once you are done, return to Delvin to let him know. You will be given your
cut (400 Gold) and the job is complete.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E F I S H I N G J O B
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The Elder Scrolls V: Skyrim - [BK615]
This quest is given by Delvin Mallory. "Fishing" is just HIS way of saying
"Pickpocketing", so for this job you will be tasked to take a RANDOM item from
a RANDOM person throughout Skyrim, so as you can see you may end up going to
a number of places.
There's two things to know about pickpocketing. The first is that your mark
will OFTEN be walking around out in the open. This means that you're going to
need to TAIL them while sneaking so you can pickpocket them. Be SURE that you
are HIDDEN before doing the actual pickpocketing. The second thing to know is
that pickpocketing is all about percentages. The item you are sent to get may
have a very low percentage of you being successful, so be sure to SAVE first
and foremost, and then equip as much "Deft Hands" (+ Pickpocket Skill) gear
that you can!
Once you have the item in hand, return to Delvin and let him know. You will
be given your cut (400 Gold) and the job is complete.
--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====
T H E B E D L A M J O B
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The Elder Scrolls V: Skyrim - [BK616]
(-NOTE-) This job goes well with some of the jobs VEX will give you... if
you can get the jobs to be in the same hold/city, you can kill two
birds with one stone.
This quest is given to you by Delvin Mallory, and is a FUN job! The BEDLAM
job is all about mass-stealing. Delvin will just flat out tell you to go steal
from a RANDOM Hold like crazy. He'll then assign you a GOLD amount. For
example, you may be asked to go steal 500 Gold worth of items from Markarth.
To rack up that amount, target shops and/or RICH households. We want to rack
up that amount as fast as possible after all. The same old rules apply here,
no one can SEE us when we steal these things and NO killing! The one COOL
thing about this job though is that we get to KEEP whatever we steal!
Once you have went on your crime spree, return to Delvin and let him know.
You will be given your cut (400 Gold) and the job is complete.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E B U R G L A R Y J O B
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The Elder Scrolls V: Skyrim - [BK617]
This quest is given to you by Vex. She will line up a burglary job for you,
which prompts the game to send you to a RANDOM location to steal a RANDOM
item, often in somebody's home.
This job is ALL about stealth. Equip ANYTHING that will make you sneak
better. You're also going to need to be handy with a lockpick. Obviously if
the item is in some public place you can scout it out, but oftentimes the
best time to grab something is either when the residents just plain aren't
looking (or aren't home) or when everyone is asleep! Be sure to save and then
use your best judgement on which course to take and nab the item!
Return to Vex once you have the item for your cut (400 Gold) and the job
will be completed.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E S H I L L J O B
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`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK618]
This quest is given to you by Vex. Not EVERYTHING the Thieves guild does
involves stealing! Sometimes it involves FRAMING people for stealing. When
you take this job, Vex will GIVE you a stolen item. Your job is to take that
item, break into the MARK'S HOUSE (which as you guessed is RANDOM), and plant
the stolen item there.
Planting an
works: Save,
darkness may
handy with a
item is the exact opposite of stealing it, but the same strategy
scout the place out, and strike at the right time! Going in under
help if the mark will be asleep, and you'll often have to be
lockpick.
Return to Vex once you have planted the item for your cut (400 Gold) and the
job will be completed.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E S W E E P J O B
_,-^\_}\________________,-.________________/{_/`-._
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The Elder Scrolls V: Skyrim - [BK619]
the mark and use your sneaking skills to get in. Obviously you're
want to do this when the owners are either away or asleep, so be
Once inside, you will get objective arrows pointing to EACH item
to swipe, so clean the place out and make your escape.
Return to Vex once you have the items for your cut (400 Gold) and the job
will be completed.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E H E I S T J O B
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK620]
This quest is given to you by Vex. The HEIST job is similar to a Burglary,
but you're going to be doing it in a SHOP. Also, you're going to often be
robbing a STRONGBOX, which means you'll be facing BETTER locks (like EXPERT
locks). Vex will tell you to steal from a RANDOM shop at a RANDOM location.
Once you have the job, head off and find the shop. Being a shop, you can
freely scout out the place and find the strongbox. In fact, if the shop owner
isn't shadowing you, you can steal from it right then and there (just be sure
you are hidden). Otherwise, just break into the place at night and do it.
With the store robbed and the owner scared, return to Vex for your cut (400
Gold) and the job will be complete.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
R E T R I E V E
A R O N D I L ' S J O U R N A L S
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The Elder Scrolls V: Skyrim - [BK621]
To start this quest (which just STAYS in your Miscellaneous Quest tab, so I
made up the quest name for it) talk to Vekel the Man (he's the BARTENDER in
the Ragged Flagon). Ask him if he needs any help and follow the conversation
until you get the Miscellaneous Objective: "Enter Yngvild Barrow".
Yngvild Barrow is in the NORTHERNMOST reaches of Skyrim (Northeast of
Dawnstar, on an island). And why are we here, you may ask?! To Retrieve
Arondil's Journals. There are four of them in total. In this first (rather
short and linear) barrow section, you will find THREE of the four journals.
Just be careful of the Draugr in here as well as the various ghosts. There
are only a few side rooms (which often lead to graves and burial urns) so
keep following the path, killing enemies and picking up the three books.
Note that at one point you can jump across a gap to head UP a spiraling
staircase instead of down. There's a treasure chest at the end.
As the end of this first linear barrows section you'll reach the door to the
throne room. In here are a couple of more ghosts along with Arondil himself!
Ha! Take them all out and recover the fourth journal. Arondil has a room here
too, so be sure to loot it. You should find a Stone of Barenziah here as well
as an ALTERATION SKILLBOOK called "Reality and Other Falsehoods". Return to
Vekel to finish this Miscellaneous Quest!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E D A I N T Y S L O A D
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The Elder Scrolls V: Skyrim - [BK622]
We'll now have to plant it on the Dainty Sload. Easier typed than done.
We will need to be EXTREMELY SNEAKY here (or you could use magic to your
advantage, or maybe even an invisibility potion or two as insurance. The
Dainty Sload is full of corsairs that will attack you on sight. Wait until
night and sneak aboard, as the only entrance is the door on the deck. A pirate
will be out here but won't attack as long as you back off, so wait until he is
busy before entering.
Once you've entered, loot the chest to the right. Down the stairs are two
pirates that are talking in a room to the left, letting you sneak by them.
Past that is a door with another pirate hanging around the next corner. THIS
pirate switches between sleeping and sitting on the bench, so wait until she
sleeps to get by. You'll be down in the storage area now where a single pirate
patrols. There is a chest to the right by the stairs that lead down here. It
can be HARD to get by this pirate, but they will occasionally stare off to the
north which will let you get by.
You are now in the Captain's area. The first mate is around here but SHOULD
be asleep. If not, wait until he is. The reason we want him asleep is because
on the desk where he usually sits lies a Stone of Barenziah as well as a
SPEECH SKILLBOOK named "A Dance in Fire, v6". Now you can either pick the
Captain's Footlocker or pickpocket the key off of the first mate and open it.
Take out everything inside and leave the Balmora Blue. Now we have to make our
way out of the boat the same way we came in (if all else fails, run!).
Make your way back to Erikur and let him know that you're done. He already
knows, but will give you the Calm spell tome as thanks. Make your way back to
Delvin and let him know you are done as well. Congratulations! Now go do more
Thieves Guild missions!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
S U M M E R S E T S H A D O W S
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK623]
can get through this another way. Follow the box if you want to find out how!
Just an FYI, it does require you to be able to pick a MASTER lock!
o-----------------------------------------------------------------------------o
|
|
| So you can't use Persuade or Intimidate. Damn. Don't fret too much, and |
| excuse yourself from the conversation (the bottom option: "My Mistake"). |
| You'll be given a new objective to "Discover Leverage to sway Niranye. To |
| do this we need to break into her house. Note that you can pickpocket her |
| key off of her as well as a "Darkwater Pit" key. Do so if you don't feel |
| like lockpicking all that much.
|
|
|
| Niranye's house is the first house on the right as you enter Windhelm
|
| and take an immediate right. Go break into it and you'll find... nothing? |
| However, there is a HIDDEN PANEL on one of the walls in the dining room, |
| so find it and open it. Down the stairs is the door to the basement, which |
| is a MASTER lock. I hope you're good at lockpicking!
|
|
|
| Once you're in the basement you'll find Niranye's safe against the far
|
| wall. The Darkwater Pit key can open the safe, by the way, so either use |
| it or pick the lock (an Expert lock for me). You'll now have two letters |
| from Linwe to Niranye. Go show her these and she'll reveal the hideout
|
| just as if you passed the Intimidate or Persuade tests...
|
|
|
o-----------------------------------------------------------------------------o
Now that we know where to go, you can look at your map and see that the
Uttering Hills Cave is just southwest of Windhelm. Make your way there and get
ready to bring justice to this Thieves Guild. You'll of course be attacked on
sight, so its only right to defend yourself. And by defend yourself I mean
kill every last person you come across. There are two guards outside of the
cave so kill them and enter.
Head inwards until you see an opening with a pine growing WAY above you.
Just beautiful! Now brutally slay the guards to your left and right. Take
either path downwards to a camp site and kill two more guards there. Open
the wooden door and continue on. Head down the steps and you'll see a guard
up ahead. There are actually several guards in this area (about 4) as well as
Linwe himself who is MUCH tougher than any of these "Summerset Shadows". Take
up a good defensive position (like on the stairs) and kill them all. Now feel
free to loot the place. Linwe is the prize of course, as he has the locket we
need as well as a set of thieves armor that is enchanted. There's also a chest
in one of the cubbys by the alchemy lab.
Head further in to see their jail and banner. Once you get near the banner
you will get an optional objective to destroy it, which you can easily do by
putting it to the flame. To the right is a bedroom with a chest and a ONE
HANDED SKILLBOOK ("Mace Etiquette").
Once you're done looting the place, head back out to the world map and go
find Torsten. He'll be thankful and will promise to help out the Thieves Guild
in Windhelm. He'll also give you an Major Ring of Archery as thanks. Head back
to Delvin and report in. Congratulations! Now go do more Thieves Guild
missions!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
I M I T A T I O N
A M N E S T Y
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK624]
(-NOTE-) This quest spawned/popped up for me after doing THREE "Special Jobs"
for the guild... Let me know if it did the same for you, eh?
After completing three special jobs for the guild (aka: reclaiming three
cities), go talk to the Thieves Guild fence, Tonilla. She'll mention that she
wants you to do a favor for her. The Khajit caravans roaming Skyrim could be
very valuable to the guild if we used them to smuggle for us. She will ask you
to deliver some moon sugar to one of the caravan leaders named Ri'saad.
Exit the Flagon and open up the map to see where Ri'saad currently is. I'm
sure that he roams the lands, so fast-travel as close to him as you can and go
talk to him. Run through the dialog and give him the moon sugar to cement a
deal between the Khajit Caravan's and the Thieves Guild. Now go and return
to Tonilla who will thank you and give you 700 Gold for the leg work.
You will now be able to use the Khajit Caravans to sell stolen goods to,
effectively making every one of their caravans your personal fence. Very nice!
--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====
S I L V E R L I N I N G
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK626]
iron door. There is a floor plate RIGHT before you step out onto some logs, so
be sure to avoid it. In fact, just avoid ALL the floor plates as you continue
to the next door. Heck, even that door you should open and wait as a mace will
fall down once you open it. The treasure is now in front of you though! Be
careful of the floor plate by the pile of goodies and loot to your hearts
content before using the door nearby as a shortcut out of this place!
Go outside and return to Endon to give him his silver mold. He'll be very
happy and will reward you with a pair of Elven Boots of Strength (which are
verily kick-ass) and will volunteer his services as a fence. Return to Delvin
to let him know you are done with this mission.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
U N D E R N E W
M A N A G E M E N T
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK627]
Once you have the four city influences quests done (the ones in Markarth,
Whiterun, Windhelm, and Solitude) you will automatically receive this quest.
Your objective is to speak to Brynjolf about becoming the new Guild Master.
We can certainly manage THAT, no!? Go talk to Brynjolf, who will be in the
cistern along with EVERYONE else (everyone and THEN some). Follow him out to
the middle of the cistern and a short and sweet ceremony will take place
where everyone will proclaim you the new Guild Master.
After the ceremony, talk to Brynjolf again. He will give you two items:
the AMULET OF ARTICULATION (which will make almost ANY Persuade speech check
succeed and makes your speechcraft 30% better) and the GUILD MASTER TRIBUTE
KEY (which unlocks a chest by the Guild Master desk that will be periodically
refilled with your CUT of the guild profits). He will also tell you to go see
Tonilla about obtaining your Guild Master armor.
Go see Tonilla and you'll get a COMPLETE SET of Guild Master armor, which is
FAR superior to your old Thieves Guild armor. Well, congratulations thief, you
have done well for yourself. Lead your guild to success!
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
7. The Dark Brotherhood
|||
[BK700]
O==================|||---------------------------------|||====================O
To find Aventus, head to the city of Windhelm. There follow the quest marker
to find the Aretino Residence. Young Aventus is chanting the dark sacrament
over and over:
"Sweet mother, sweet mother, send your child unto me for the sins of the
unworthy must be baptized in blood and fear."
Ugh, how creepy! Talk to him and he'll assume you're a brotherhood assassin.
This will complete that miscellaneous quest and start the quest "Innocence
Lost".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
I N N O C E N C E L O S T
_,-^\_}\________________,-.________________/{_/`-._
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The Elder Scrolls V: Skyrim - [BK701]
After talking to Aventus you'll learn that after his mother died (which I
presume was the skeleton in the house) he went to live at the Honorhall
Orphanage in Riften, where the headmistress, Grelod the Kind, treats the kids
there like crap.
Head over to Riften and find Honorhall Orphanage. Go inside to scope out
the place and you'll meet Grelod (chances are she's talking to all of the
kids and it's VERY clear that she's scum and needs killing). In fact, instead
of being sneaky you could kill her right here and now and all of the kids in
the house will CHEER and thank you. There's an adult in the house at times
that will freak out, but this is one murder that will go un-reported. How
crazy is that!?
Once you're done, head back to Windhelm and talk to Aventus. He'll thank
you and will give you a family heirloom as payment (which isn't worth very
much) and this quest will be over. Read about the next quest to start it,
since it doesn't trigger right away...
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
W I T H F R I E N D S
L I K E T H E S E
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The Elder Scrolls V: Skyrim - [BK702]
Now, to continue with this questline, go head back home (or a secure bed
somewhere) and sleep for awhile (I slept for 24 hours, just to be sure). You
SHOULD awaken in unfamiliar territory and someone named Astrid will ask you
if you slept well. She'll tell you that by all rights, Grelod was a Dark
Brotherhood contract... a contract you stole, which means that you owe her
a kill. She has asked you to kill someone in the shack that she took you to
in order to earn your freedom and repay your debt.
You'll find three hostages behind you. Now, try as you might, there is
NOTHING here that's going to tell you WHO has the contract out on them. You
can talk to each of them to hear who they are (and get some speech skill
opportunities) but in the end you must kill one of them. Personally, I killed
all three, as they all seemed like they could be guilty...
(-IMPORTANT NOTE -) Instead of killing one of the captives here you COULD turn
around and kill Astrid. Doing this will FORFEIT you being
able to do ANY of the Dark Brotherhood questline though!
However, it does start a seperate quest called "Destroy
the Dark Brotherhood (found @ [BK725]). If you want my
opinion, the Dark Brotherhood questline is much more
interesting and profitable...
Go talk to Astrid now who will congratulate you. She'll also say that it's
not a matter of WHO has the contract out on them: she told you to kill one
and you did. She'll give you the key to the shack and will then tell you to
seek out her family in the Pine Forest (which is to the south, by Falkreath).
The Dark Brotherhood Sanctuary is there. She'll also give you the password to
the black door: "Silence, my Brother".
Head over to Falkreath and head west to The Dark Brotherhood Sanctuary (which
is pretty easy to find and not very well hidden if you ask me). Give the door
the password: "Silence, my Brother", and head inside. You'll find Astrid here
so talk to her to officially join The Dark Brotherhood. She'll give you a
welcoming present (a set of their clothes) and this quest will end. The next
Dark Brotherhood quest, "Sanctuary", will now be triggered.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
S A N C T U A R Y
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK703]
Our objective here is to speak with Nazir in the Dark Brotherhood Sanctuary
so that we can get our first assassination contract. You may as well explore
"Home" anyways, and familiarize yourself. There's more shrouded apparel to be
had here after all. There's also a DRAGON WALL located in the Sanctuary that
teaches MARKED FOR DEATH - KILL. There's also TWO SKILLBOOKS to be found here:
"Sacred Witness" (which ups SNEAK) and "Sithis" (which ups ALTERATION). Sithis
can be found near the entrance while Sacred Witness is in Babettes room.
(-NOTE-) In the interest of keeping your stuff safe, DO NOT utilize this
Sanctuary for holding items. Don't store stuff here! Just saying
this is a little bit... revealing, but you have been warned!
When you're ready, talk to Nazir. After introductions ask him for your first
set of contracts. He'll have THREE contracts for you to kill three different
people. This will end the "Sanctuary" quest and will give you a quest for EACH
of the contracts you just got: "Contract: Kill Beitild", "Contract: Kill
Ennodius Papius", and "Contract: Kill Narfi". We will do them in that order
in the next three quests.
(-NOTE-) Many assassination quests can be carried out however YOU want to do
it, meaning you can personalize things... You don't HAVE to do what
*I* do. The most important thing is to NOT GET CAUGHT. Saving before
an assassination attempt (and after a successful one) is a VERY good
idea.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
C O N T R A C T :
K I L L B E I T I L D
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The Elder Scrolls V: Skyrim - [BK704]
Beitild lives in the city of Dawnstar and has a house there. You can use this
to your advantage and wait until night when she's in her house asleep. There
IS a lock on the door, but it's a NOVICE lock for pete's sake! Anyways, once
you are inside you can kill her with little trouble. Be sure to loot her once
you're done. Now you can either do the next TWO assassination or you can
report to Nazir (I suggest doing the next two; be sure to save!).
(-NOTE-) This contract is worth 500 Gold.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
C O N T R A C T :
K I L L E N N O D I U S P A P I U S
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The Elder Scrolls V: Skyrim - [BK705]
Ennodius camps out along a river, just west of Windhelm (at least during the
afternoon that's where and how I found him...). He's there all alone, making
this job a piece of cake. He's also a weakling. Take him out virtually any
way you want and loot afterwards (even though there's nothing worth taking,
I'm just in the habit of looting). Now you can either do the LAST
assassination or you can report to Nazir (I suggest doing the last one;
be sure to save!).
(-NOTE-) This contract is worth 500 Gold.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
C O N T R A C T :
K I L L N A R F I
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The Elder Scrolls V: Skyrim - [BK706]
Narfi is a beggar living in Ivarstead. He's the guy that lives in the crappy
house across the stream. Since he's already semi-isolated, it makes our job
that much easier. I like to wait until night, then head over there. Be sure
to sneak so you can assure yourself that no one can see you, then one good
sneak attack will take him out.
If this is your third contract you should head back to the Sanctuary and
report to Nazir. When you get there you'll see a new (and big) crate in the
den, as well as a jester named Cicero. Hmm, it seems that the Night Mother
is now here. Astrid will talk to you afterwards and give you your newest
contract, triggering the next quest: "Mourning Never Comes".
Be sure to talk to Nazir to turn in this and the other assassination quests.
(-NOTE-) This contract is worth 500 Gold.
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M O U R N I N G
N E V E R C O M E S
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The Elder Scrolls V: Skyrim - [BK707]
This will be your first MAJOR contract. Our job is to head to Markarth and
seek out the apothecary's assistant Muiri and form a contract with her. So
head on over to Markarth and find Muiri. Once finding her, she will spill
the whole story about the person she wants dead (whether you listen to it
all or not is up to you).
The important thing is that she wants one Alain Dufont dead, who is the
leader of a group of bandits. He's located in the dwarven ruins of Raldbthar.
She will also offer you an OPTIONAL kill, one Nilsine Shatter-Shield, who
lives in Windhelm. One thing at a time, let's head over to Raldbthar.
Chances are good that by now you've stormed a fort or two filled with bandits
and the like (or mages, or some other group). This is pretty much exactly
like that: everyone is hostile and you should go in guns blazing. There's
plenty to do here though, with chests to loot and gates to pick (you can even
sneak around the mark and use ballista machines to kill him, if you can pick
a certain gate). No matter how you do it, kill Alain and all his chums. Make
sure you find the STEALTH SKILLBOOK, "2920, Last Seed, v8" while you're here,
since it's next to the bandit campfire on a table.
Now as for the OPTIONAL kill. Head to Windhelm. Nilsine belongs to CLAN
Shatter-Shield, who owns a large house in the city. If you want to take her
out at night (all stealthy like) like I did, you need to be somewhat decent
at lockpicking, as Shatter-Shield manor has an EXPERT lock on it. Once you
get that though, it's all good. Make your way up to the second floor (the
shrouded boots are great here) and you'll find her asleep on the right. Now
get in a sneak attack to kill her. Loot the body and silently head back out
into the night.
With both kills done, head back to Markarth and go find Muiri. She'll pay
you 800 gold and give you Muiri's Ring, which makes created potions 15% more
powerful. Now we'll have to go back and report our success to Astrid. This
will complete the quest, and after some talking with Astrid we will get a new
quest: "Whispers in the Dark".
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W H I S P E R S
I N T H E D A R K
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The Elder Scrolls V: Skyrim - [BK708]
Well, Astrid believes that the jester Cicero is plotting against the
Sanctuary, so we will have to go hide in the Night Mother's coffin to try
and eavesdrop on the conversation.
Getting to the room is a matter of following the objective arrow, but it
isn't hard. The room will be empty when you arrive, so go in and open the
coffin of the Night Mother and step towards it. The rest will take care of
itself. Cicero will come in and start talking, so just stay put and listen.
Before long, the Night Mother will be talking with YOU and as luck would have
it Cicero will open the coffin and discover you!
Go through the dialog options here with Cicero and Astrid (you only have
limited dialog options anyway). In the end this news of you being the next
Listener (which has Cicero delighted) is a bit too much for Astrid to handle,
so in order to give herself time to think she wants you to go talk to Nazir
to accept some new contracts. Go talk to Nazir and accept the quests
"Contract: Kill Lurbuk" (an orcish bard) and "Contract: Kill Hern" (A Vampire
who's always with his lady vampire). After accepting those two quests, you
will have completed "Whispers in the Dark".
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C O N T R A C T :
K I L L L U R B U K
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The Elder Scrolls V: Skyrim - [BK709]
Lurbuk lives in the city of Morthal, so let's fast travel there. Like Nazir
stated when we took this job, this is an EASY kill. Lurbuk stays at the inn
in Morthal, so wait until night (4 AM or so) when he'll be asleep and enter
the inn. Lurbuk will be on the first room on the left, so enter there and then
sneak to make sure you're HIDDEN. From there it's as simple as a sneak attack
and he's dead. Loot the body and get out of there. Now you can either do the
LAST assassination or you can report to Nazir (I suggest doing the last one;
be sure to save!).
(-NOTE-) This contract is worth 500 Gold.
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C O N T R A C T :
K I L L H E R N
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The Elder Scrolls V: Skyrim - [BK710]
(-NOTE-) It is very possible to contract the virus that leads to Vampirism
during this quest. Just an FYI. If that's what you want, good, let
the vampires keep hurting you until you get it. If not, you can use
a "Cure Disease" potion to snub it out in it's infancy IF you get it.
Now if you're decently powerful, this job isn't nearly as hard as Nazir
made it out to be. Sure, they're vampires, but not immortal. Hern and Hert
both live in the Half-Moon Mill. Together, and with NO OTHER WITNESSES.
That last part is important, because you can stroll into the house when
they are both there, proceed to attack them (and rack up a big fine in the
process) and then kill them. When you kill them, the fines and bounties on
your head will go away since you killed the only witnesses.
Loot the place if you wish, then report back to Nazir. On your way to see
him, Astrid will greet you and talk about what happened between you and the
Night Mother. She agrees that you must go do as the Night Mother said, and
will thus trigger the next quest in the chain: "The Silence has been Broken".
Be sure to see Nazir about your reward for this quest though (and the
previous one, if you haven't collected yet).
(-NOTE-) This contract is worth 500 Gold.
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T H E
S I L E N C E H A S
B E E N B R O K E N
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The Elder Scrolls V: Skyrim - [BK711]
Astrid has given us permission to seek out Amound Motierre and talk to him
as the Night Mother wanted us to. She even tells us that Volunruud is a
dungeon to the northeast. Chances are that you haven't been there yet, so
check out the map and you'll see its southeast of Morthal and north of
Whiterun, up in the mountains.
Once you find the place, head inwards. At the beginning, you'll see a
skeleton on a throne to the LEFT (be careful of him) and a journal on the
ground called "Heddic's Volunruud Notes". If you read it, it will start a new
BIG quest called "Silenced Tongues". You can do this quest if you wish (it's
in our RANDOM quest section, since you stumble upon it) but to find Amound you
don't actually have to go very far. Just down the steps and to the left.
Amound will be in a room with his servant. It seems that the reason you
were to meet him was because he performed the Black Sacrament, and want to
take out a number of contracts with you. Talk to him to realize the sheer
SCOPE of who he want's killed...
You'll end up getting a letter and an amulet, which we need to take to Astrid
right away, so leave this place and go back to the Sanctuary. Talk to Astrid
and tell her what Amound proposes. The glory of it all will make her say ok,
but first she will reflect on the letter while she sends you to go show the
The poor bride in this wedding is a girl named Vittoria Vici, who is
marrying one Asgeir Snow-Shod. Since one is an Imperial and the other is a
Stormcloak this union WAS supposed to hopefully calm hostilities between the
two. But then you came along...
(-NOTE-) The wedding is a PUBLIC reception, which you should take note of.
Also, we have been promised a bonus if we kill Vici as she addresses
the crowd!
Head on over to the city of Solitude. The reception is in an open-air area
JUST past the guards training area! Grah! Don't worry, there's some tricks to
this place. First of all the bride and groom are sitting down below for now,
but if you wait awhile they'll get up and move into a door on the left which
makes them appear on a balcony up above. This is when the bride will start her
speech.
Now there's several ways we can do this. If you don't care about a bounty you
can always just kill her outright in whatever manner you wish. That's a little
crude though. There's ALSO a very strong gift set in place for you: in the
back by the beggar is a door that leads to another balcony across the way. On
the balcony however is a magic bow names Firiniel's End, along with an Elixir
of True Shot and some arrows. SOMEONE wants you to use a bow, no?
You COULD use it, but you'll still be getting a bounty and will have to
escape. What I personally did was to go INTO the church nearby (the big doors
by the beggar, I also looted the bow by the way, you may as well!) and once
inside the church stick to the right hand wall until you get to a door leading
to Solitude (outside). This leads you ABOVE the balcony that the bride will be
on. Out here there's a GARGOYLE that is LOOSE, so sneak here and MAKE SURE YOU
ARE HIDDEN, then once you hear her start to talk, push the gargoyle statue
over.
This will kill her, but best of all you are HIDDEN. Now, guards will start to
look for you but stay still. They can't get to you where you're at, and after
a little bit you'll be able to FAST TRAVEL back to the Dark Brotherhood
Sanctuary! Be sure to fast travel as soon as you can!
(-NOTE-) If you do get spotted at any time, VEEZARA will show up to help you
out. He will get the crowds attention by initiating combat which
will help you escape.
Head back to Astrid and receive your reward: a unique spell called "Summon
Spectral Assassin", which summons Lucien Lachance (from Oblivion) to fight
by your side! Cool! Also, if you killed Vici when she was speaking you'll
gain 1000 gold! Sweet. Astrid will now complete the current quest and tell you
to talk to Gabriella to start your next quest: "Breaching Security".
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B R E A C H I N G S E C U R I T Y
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The Elder Scrolls V: Skyrim - [BK713]
Go talk to Gabriella, who will tell you that the next target is Commander
Maro's soon Gaius, a hit designed to put the commander's mind OFF of security.
We will also plant a letter on Gaius making it look like HE wanted to kill
the Emperor. Gaius Maro is set to go investigate cities in preparation for the
Emperor's visit. We will get a bonus if we DON'T kill him in Dragon Bridge or
on the ROAD, but in a city (as his body will be found faster). We also have
the option of stealing his travel schedule.
Head on over to Dragon Bridge where you'll see son and father part ways. Now,
to get the OPTIONAL schedule head into the outpost. Chances are there's a
guard in here (if there's not it's easy, or if he's sleeping it's easy). Even
if he's sitting and watching the chair you can HIDE directly behind him and
steal the schedule. Now read the schedule and you'll see Gaius is a busy, BUSY
guy! From here on in he's going to be making a trip around the world of Skyrim
to inspect all of the cities. This trip will last the week, and once it's over
he will do it all over again!
The easiest time to kill him is alone on the road, but we won't get our
bonus this way. Instead, look at where he'll be SLEEPING in the next upcoming
days... guard house, guard house, INN, etc... I'll tell you right now that no
matter how badass you are you're not going to one-shot Gaius (well, I couldn't
anyways and I *THINK* I'm badass... I imagine that if you have invested perks
into the SNEAK skill, especially ASSASSIN'S BLADE, you'd be ok), so fighting
him in a guard house isn't very smart. However, in the Bannered Mare Inn you
can get into his room when he sleeps, shut the door, and essentially fight
one on one! Crazy, you'd think someone would try to stop you, but no! And no
bounty!
There's so many ways to kill Gaius that as long as you pull off the job
you can't really go wrong. However, when you head back to the Dark Brotherhood
Sanctuary, Gabrielle will not only give you 1000 gold for the dead, but if
you killed him IN a city you will get OLAVA'S TOKEN as well.
(-NOTE-) Getting the token results in
says "Receive a reading from
random quest at all, I'll be
miscellaneous quests just to
This ends this questline, but as Gabrielle said there's been a disturbance
with Cicero. You'll now start your next quest: "The Cure for Madness".
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T H E C U R E
F O R M A D N E S S
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The Elder Scrolls V: Skyrim - [BK714]
So, Cicero finally snapped, eh? Didn't see that coming! Head down into the
Sanctuary and talk to Astrid to hear about the situation. Apparently Cicero
tried to kill her and injured Veezara (No! Not my Argonian buddy!). Astrid
will ask you to search his room for clues on where he could have gone.
Go check his room and scattered throughout are a total of FIVE journals.
Read each of them for some FANTASTIC back-story on the family and Cicero
himself. So much makes sense now. The FINAL journal is the one you want to
read to find out where he's gone.
Go tell Astrid this and she'll give YOU the job of finding Cicero and her
husband and making sure the jester dies. Since time is of the essence though,
she will let you ride her horse: Shadowmere. You can ride Shadowmere by
waiting for him to emerge from the pond by the Sanctuary. Now head towards
the town of Dawnstar.
(-NOTE-) If you didn't know by now, you can FAST TRAVEL even while on a
horse. Oh yeah, and HOW AWESOME is SHADOWMERE!?!?!
JUST north of Dawnstar you'll find Arnbjorn... bleeding outside of the black
door. He'll advise that while he's hurt bad, so is Cisero. He couldn't follow
him due to not knowing the passphrase of the door, but advised that if you do
follow him you need only follow the blood. Tell him to go home while we deal
with this.
Go up to the door who will ask you "What is life's greatest illusion?". The
answer of course is "Innocence, my Brother" (This was in Cicero's journal by
the way, for those who have an aversion to reading.). You'll now be inside of
the Dawnstar Sanctuary. Welcome Home.
Inside you'll hear Cicero's voice echo up to you. Go down and pick up all
of the JESTER CLOTHES on the left as they are worth a lot of dough. Now this
place is FILLED with shadow guardians, just so you know. Open the door and
kill one and proceed to a bridge where an archer will be beyond. Kill him and
avoid the spears by running between them (easy). Down some more stairs will
be two more guardians. The shelves here have a bunch of worn shrouded clothes
and the desk has a great treasure: two SKILLBOOKS ("The Markmanship Lesson"
raises your Archery by one and "Fire and Darkness" raises your One-Handed
skill by one).
Before going into the big room, watch out for a TRAP (a TRIPLINE). This room
also has a bunch of displayed weapons you can pick through if you wish. Head
upstairs despite the jester's plea to "slow down" and you'll reach another big
room with two more guardians. Kill 'em and loot the place then you're forced
into an icy cave environment (not a bad idea to save). Up ahead you'll get a
little more taunting and there will be some BEAR TRAPS on the ground, so be
careful. Those are nothing compared to what you'll face up ahead: a dreaded
ICE TROLL. This one is unique since it has a unique name (Udefrykte), but no
matter what path you take you pretty much have to face him. Thankfully, you
can use the ramp in the room to keep him out of range at any time if you
wished, plus there's plenty of room to move around.
Keep going towards Cicero's marker and you'll enter a crypt area. There are
THREE guardians down here that fall rather easily, as well as a MASTER CHEST
somewhere on the right side. BUT BE CAREFUL AND SAVE SOON, because as you
turn around the corner and go up stairs a VERY POWERFUL GUARDIAN will attack.
This guy can literally slice up a mage or archer in seconds and even perform
executions, so you want to have some backup here and a good plan (and lay on
the pain fast!). Personally I used a flame atronach to occupy him while I
damaged him.
Past that it's a short jaunt to find Cicero. Here you will have one of two
choices (since Cicero claims the mother will be displeased if you kill him):
Either kill him or let him live.
If you kill him, be [slight spoilers] prepared for a fight, as he jumps up
and has at you! He's not nearly as tough as the last guy though, so take him
down and be sure to loot him for 500G. More importantly, his CLOTHING is all
magically enchanted. See!:
- Cicero's Boots: Wearer is muffled and moves silently.
- Cicero's Clothes: Prices are 20% better. One-handed attacks do 20% more
damage.
- Cicero's Gloves: Double sneak attack damage with one-handed weapons.
- Cicero's Hat: Sneaking is 35% better.
Quite a haul! "So what happens if I don't kill him!?" you may ask. Fair
question. If you just walk away, Cicero will remain alive, and after the
quest "Hail Sithis!" he will rejoin the brotherhood. You'll also be able
to command him to follow you, as he is now a companion.
Either way, head back to the Sanctuary and tell Astrid what happened. She
will be happy her husband is home and will let you keep Shadowmere for "awhile
longer". Sweet! You'll have completed this quest and started the next one:
"Recipe for Disaster".
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R E C I P E
F O R D I S A S T E R
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The Elder Scrolls V: Skyrim - [BK715]
Looks like we're killing a chef. Moving up in the world, huh? What, no? Oh
well. Go talk to Festus who will tell you that no one knows WHO the Gourmet
really is, but he found out who might: Anton Virane. Apparently, Anton has a
signed book of the Gourmet's famous cook book "Uncommon Tastes", so we have to
go interrogate Anton and than kill him.
Anton lives in Markarth, so let's go fast travel there. Head to the back of
the town and enter Understone Keep. Anton is the cook here and is up the path
a ways and to the left (in the kitchen). Now, he has full time help with a
young man for the day and during the evenings a maid will hang about, but if
you wait until nighttime everyone will be in bed. You can question him now,
and after a little intimidation Anton will tell you the Gourmet is a man named
Balagog gro-Nolob. An orc staying at the Nightgate Inn. Lie to Anton and tell
him you'll leave him alone (so he'll get back into bed) and then sneak attack
him from there.
Time to go to Nightgate Inn. It's a cozy little inn west of Windhelm, so
fast travel to the nearest place nearby if you haven't been there and make
your way there. Go during nighttime and head to the cellar past the innkeepers
desk. This cellar is full of barrels and has a special bed where Balagog
stays. You can kill him quite easily here (I actually talked to him to tell
him what I was doing, then he ran off behind some barrels. Was he trying to
hide?). Take him out and make sure you drag him (HOLD X) behind some barrels
in the cellar to HIDE him. Loot his body for the Writ of Passage. Be sure to
also read the SNEAKING SKILLBOOK, "Legend of Krately House" that's in the room
then head back to Festus.
Festus will be quite pleased with you and for the first time may actually
LIKE you. Crazy, no? You'll get a 1000 GOLD reward as well as a ring called
the NIGHTWEAVER'S BAND (if you HID the body) which makes sneaking 10% better
AND makes destruction spells 10% cheaper. You'll also have completed this
quest and will have triggered the next one: "To Kill an Empire".
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T O K I L L
A N E M P I R E
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The Elder Scrolls V: Skyrim - [BK716]
The time has come to kill the Emperor. Go talk to Astrid who will give you
the honor of being the Gourmet. She'll also give you some Jarrin Root, an
ingredient that will instantly kill those who eat it. Yipes! The goal is to
pose as the Gourmet and make the Emperor's meal, putting that in it.
Head over to Solitude where Commander Maro will be guarding the tower. Show
him the writ and he'll be surprised that YOU are the Gourmet, but will let
you in, telling you to talk to Gianna. Head inside and before chatting with
Gianna loot the place. Especially upstairs, where you can find an ENCHANTING
SKILLBOOK called the "Catalogue of Weapon Enchantments" near a locked door.
Go down now and talk to Gianna. She'll make you put on a chef's hat before
cooking, but once you talk to her again you can start picking out the
ingredients to put into your famous dish. Pick whatever you want (I recommend
the WEIRD ingredients as the dialog here is HILARIOUS!) and then follow her as
she goes to serve it to the Emperor.
Once she unlocks the door to the Emperor, quickly loot the room as
you can then get over to the opposite door (across from the way you
The Emperor will applaud you on the soup before dying, and then the
tell you to go through that door, but since you're there you can do
best as
came in).
game will
it asap.
Well, it looks like we're home free! Go forwards and... damn. Maro advises
you that a fellow Dark Brotherhood member gave you up to save their Sanctuary,
but he's not only going to kill us he's also going to slaughter the Sanctuary.
You'll have to fight three agents now (or you could run past them and run away
to Skyrim proper down the stairs). No matter what you do though, you now have
a 1500 Gold bounty in Haafingar. Damn.
(-NOTE-) Even if you kill/escape from the guards, when you get back out to
Skyrim you may be unable to fast travel because "a guard is chasing
you". Even if you wait, no guard may come. I got around this by
finding a guard (near Katla's Farm) and killing him. Just FYI.
Our goal now is to get to the Sanctuary. You'll be unable to fast travel to
the destination, so fast travel to Falkreath instead and head to the Sanctuary
to the west. As you approach, you'll have to kill off four more agents who are
guarding the outside. Kill them off and approach the Black Door to finish this
quest and start the next one: "Death Incarnate".
Oh, also note the corpse on the tree nearby. One brother gone...
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D E A T H I N C A R N A T E
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The Elder Scrolls V: Skyrim - [BK717]
Enter the Sanctuary (we have to protect our family!). There are two
right at the beginning you can kill (be sure to loot all corpses you
across here, as some have magic trinkets). You can find another dead
here. How sad. Go down into the cave now and you'll see the werewolf
the guards off. Help as best as you can until he falls.
guards
come
brother
fighting
(-NOTE-) No matter HOW kick-ass you are, he will die afterwards. Even if you
kill everyone he will fall down dead afterwards. Thanks to Kraster
for pointing this out!
Go further down the linear path (since most paths are cut off by fire) and
you'll find Nazir. Help him out against the NAMED soldier. Nazir, unlike the
wolf, won't die so kill the guard and then talk to him. He'll be glad to see
you since you saved his hide. There's yet another brother (or sister) lying
here dead. Proceed onwards until you hear the Night Mother talk to you, then
do as she says (open the coffin and step in!).
Watch the scenes that ensue and hear what the Night Mother has to say. Once
you are free go to the objective marker to find Astrid and hear what she has
to say, which pieces together the whole story. Pick up the Blade of Woe nearby
(no reason not to) and use it to put an end to Astrid. Go back to the Night
Mother now with Nazir and Babette and listen to her. Sounds like we're seeing
this contract with Amaund all the way through. Tell Nazir your decision and he
will decide since this Sanctuary is so... messy that we will relocate to the
Dawnstar Sanctuary. He will take care of the move while we continue the Amaund
contract.
This ends the "Death Incarnate" quest and starts the next quest in the
questline: "Hail Sithis!".
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H A I L S I T H I S !
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The Elder Scrolls V: Skyrim - [BK718]
(-NOTE-) I made sure my BOUNTY was paid off before doing this quest. I
recommend you do the same, just to make life easier on you.
First talk to Nazir to leave the move up to him, then leave the Sanctuary.
Fast travel to Whiterun now and head to The Bannered Mane inn, where we will
find Amaund Motierre. He is surprised to see us alive, and even more surprised
to hear that we're still doing the contract. Ask him where the REAL Emperor is
right now and he'll tell you that the Emperor is on his boat, the Katariah,
near Solitude. You can also ask about Commander Maro and receive the OPTIONAL
objective of "Kill Commander Maro", and who wouldn't want to do that!?
Commander Maro is at the "East Empire Company Warehouse", the docks just
south of Solitude. With your bounty paid off (make sure you do this) you can
simply go TALK to him in plain daylight. He will be FURIOUS that you are
still alive and will start to attack you. You can now kill him and it will
be considered self-defense. Well, that was easy. Go north now and find the
Katariah anchored off-shore. Go swim towards it and find the anchor holding it
down and you'll see that it gives you the option to "Enter the Katariah".
Once aboard you can handle the occupants however you want. The ship doesn't
have that many guards or sailors aboard, but does have quite a few locked
doors and such. Personally I just killed everyone aboard since the sailors
were easy prey and there was only 4-5 guards. The people to take notice of
here is the CAPTAIN, Captain Avidius and the head of the guards, Lieutenant
Salvarus. The reason to take notice of them is because they both have MASTER
KEYS to the ship. Other than knowing that info, treat this area however you
want. Go in killing, try to sneak through it, or sneak-kill everyone. It's
your choice. At the end your goal is the Emperor's room after all. Just be
sure to loot everything as you go.
There are a couple of places on the ship that lead "To Skyrim". These are
likely areas that lead to the top of the ship. Now, going out there is just
ASKING to be discovered, but there's a couple of reasons to go out there
nonetheless. When you DO go out there you can expect to fight off 3-4
soldiers and perhaps a sailor or two. Once you do go out there though, you
can find a chest near the middle of the ship (likely locked), the "KING"
Two-Handed skill book is on the back of the ship, near the throne, and finally
the very unique "WINDSHEAR" is at the front of the ship. To find it, head to
the front and climb up the diagonal mast. It should be stuck in the wood at
the end.
(-NOTE-) It may have fallen down into the water. If you don't find it, try
looking there. I also wanted to say I had no IDEA this weapon was
here when I first played years ago. Haha! Touche, Windshear!
Once you are done gathering those goodies, go back inside the ship and
continue on to the Emperor...
Once you reach the Emperor he will ask you if you will let him talk for a
bit. I personally let him. The Emperor has accepted his fate, but after some
talking will ask you to kill whoever put a contract on him (Amaund). This will
give you an optional objective of "Kill Amaund Motierre". Dispatch your target
and change history, then go back and talk to Amaund. You can use the "To
Skyrim" door nearby and just swim away from the boat to lose any enemies and
fast warp away (that's what I did).
Amaund will be happy and will tell you your payment is in an urn where we
first met with him (in Voluruud). Now you can close the doors to the room
Amaund is in and dispatch him if you wish (it's actually quite worth it, as
Amaund has quite a few jewels on him). Just be sure you're HIDDEN to avoid a
bounty. Head to Voluruud now and take the first left to the room that we first
met Amaund in. The urn here has 20,000 gold pieces for you! Jackpot!
Now go report back to Nazir to tell him of all that transpired, thus ending
this quest. Nazir will tell us to make a visit to Delvin Mallory so that we
may re-furnish the Sanctuary, starting the quest "Where you hang your enemy's
head...". Also, if you hang out in the Sanctuary for a bit, the Night Mother
will speak to you again, telling you to come talk to her. This starts the
quests "The Dark Brotherhood Forever". Both are below for you to pursue. Also,
did you note that the Brotherhood has two NEW initiates? Indeed, you can even
have them come with you on your journey, making the "Dark Brotherhood
Initiate" a COMPANION character.
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W H E R E Y O U H A N G
Y O U R E N E M Y ' S H E A D
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The Elder Scrolls V: Skyrim - [BK719]
(-NOTE-) If you left Cicero alive, you will meet him upon EXITING the Dawnstar
Sanctuary. From here on in he'll be just another brother. However,
you can command him to follow you and he will. You're BFF's now,
after all!
Time to re-decorate our new place. With the 20,000 gold that we got from
Amaund we can go talk to Delvin to procure new features to our Sanctuary.
Head to the ratway and then on to the flagon to meet Delvin. Talk to him and
tell him you need new furnishings.
Here's the furnishings you can buy from Delvin:
- New banners (1,000 Gold).
Pretty self-explanatory, no need for me to explain this, right?
- Poisoner's nook (5,000 Gold).
Add's in an alchemy station, as well as a small little garden full of
plants. Pretty nice.
- Torture chamber (5,000 Gold).
This more or less give you four prisoners in your torture room. As a
special note, you can interrogate EACH of them to receive FOUR different
miscellaneous quests entitled "Take the hidden treasure". We'll handle
those quests a bit later on...
- Secret entrance (5,000 Gold).
This adds a secret entrance to the Sanctuary in the main room (investigate
the stained glass to go right outside). You'll be taken to a spot just
south of Dawnstar. Pretty neat.
- Master bedroom (3,000 Gold).
Gives your bedroom a makeover. Includes a chest, big bed, a mannequin (to
display armor on) and a special set of gloves called TUMBLERBANE GLOVES,
which make lockpicking 20% easier. A nice buy.
Once you buy all available upgrades (and oddly enough you have to talk to
Delvin again) this quest will be complete. It is not followed by anything.
Go check out your new Sanctuary and check it out. If you add up the price
of everything I'm sure you noticed that it comes out to 19,000 Gold, so you
can easily afford it all with the 20,000 that Amaund gave you.
From here the DARK BROTHERHOOD QUESTLINE is essentially complete. You can do
the re-occuring quest "The Dark Brotherhood Forever", and finish up the few
miscellaneous quests that we've received through the course of this questline
(all of which are documented below). But the most important thing is to have
fun, Brother.
===============================================================================
===============================================================================
~-~ ~-~ ~-~ DARK BROTHERHOOD MISCELLANEOUS QUESTS ~-~ ~-~ ~-~
===============================================================================
===============================================================================
T H E D A R K
B R O T H E R H O O D
F O R E V E R
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The Elder Scrolls V: Skyrim - [BK720]
This quest is a RE-OCCURING quest that involves talking to the NIGHT MOTHER
and receiving a contract from a random person throughout Skyrim. The person
has performed the Black Sacrament, and will ask you to kill a target (also a
random target). Once you kill said target the quest will both END and BEGIN
again.
You know how to kill by now, just be sure you don't get caught (keep saves
before you assassinate) and make the Dark Brotherhood proud.
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T A K E T H E H I D D E N
T R E A S U R E - P A R T I - I V
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You get this quest if you do the BONUS objective for the quest "Breaching
Security". Gabrielle will have given you an "Olava's Token". Head over to
Whiterun and see her (She's an old lady that likes to sit in front of her
house). Show her the token and she'll agree to see your future. She'll give
you a vague view of things to come, but will also tell of an "Assassin of Old"
who has met his end in a ruin and has things for you.
Once she's told you all of this you'll get another miscellaneous quest:
"Locate the assassin of old", which is in the next section.
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L O C A T E T H E
A S S A S S I N O F O L D
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The Elder Scrolls V: Skyrim - [BK723]
After getting your reading from Olava, you will have to locate the dead
assassin. The location you want to travel to is the "Deepwood Redoubt",
which is just west of the small town of Dragon Bridge (you have to travel
up into the mountains to find it). The location itself will be guarded by some
Forsworn enemies that will attack if you get too close. Kill them off and
enter the Deepwood Redoubt.
In here, you'll run into MORE Forsworn enemies. Beware here though, because
there are a LOT of traps. For example, the chest on the right is trapped,
there are FLOOR SWITCHES everywhere (look out for blood and raised floor
plates). Follow the path (past the axe trap) until you reach a LOCKED EXPERT
DOOR. Now you can either pick it or go kill another Forsword enemy in the
next room for the key (beware of the enchanted snow traps here). The Forsworn
with the key is a powerful magic user though, so be careful!
Unlock the
springing a
arch you've
more looter
door and watch out for another floor switch trap (this one
wall of spikes your way). Ahead is an iron door leading to the
seen earlier (kill any archers here). Keep going, killing one
until you can zone into the "Deepwood Vale".
As you can guess, this new outside area (we are back out on the world map
after all) is full of forsworn. Head forward into their camp where they have
a mix of melee, archers, and some magic. Nothing really notable here except
the SKILLBOOK, "Sacred Witness" (SNEAK) in one of the tents and the fact that
one of the forsworn is a BRIARHEART (meaning he's tougher to kill). If you've
gotten this far though you should have no problems. Go forward and discover
"Hag's End" and then head inside the door.
Back inside, head left but be prepared for battle. Four witches are in this
dining room. The three that say "witch" will fight to the death, but the
fourth one will warp away upon taking damage! Coward! Loot the robes and
explore/loot the place (some bedrooms are down here as well as a storage
area with magic ice traps). Head up the nearby stairs to continue. At the
top of the stairs is a trap floor plate, so dodge it and rob the chest. To
the right is the coward witch with a regular one, so damage her until she
runs away again. There's an ILLUSION SKILLBOOK here called "Mystery of Talara,
Part 4" that you should be sure to grab.
Now, the BROTHERHOOD ASSASSIN is near. See the throne in this room? Go behind
it and find a switch on the left-hand wall. This lowers the rock door nearby.
Inside is the assassin. Just seeing him technically completes this quest, but
just LOOK at his armor:
- Ancient Shrouded Boots: Wearer is muffled and moves silently.
- Ancient Shrouded Armor: Increase poison resistance by 100%.
- Ancient Shrouded Gloves: Double sneak attack damage with one-handed weapons.
- Ancient Shrouded Cowl: Bows do 35% more damage.
Wow, very nice. Ok, normally I'd say we're done, but we gotta catch that
cowardly witch...
Lower the ramp to the right and continue. Kill the witch that comes out of
the room on the left, and then go in. There is a FROSTBITE SPIDER in here
that will try to be sneaky and ambush you from above, so watch out. There's
also a "Hag's End" key here too on a brick jutting out of the wall. Be sure
to find the key as it will help out a lot. For example, continue on and to
the right is a MASTER locked door the key can unlock (the chest here triggers
a flame trap). Activate the chain to the right and wait for the madness to
stop, then go up and kill all the witches and watch the coward run again.
Loot the room (there's several doors the key unlocks in here) then pull the
chain in the middle of the room to open a iron gate. Go into this area and
there's a DRAGON WALL on the right that teaches the word SLOW TIME - TIME.
A useful DRAGON SHOUT.
Head outside now for a final showdown. The witch and two Ice Essence enemies
will come out. Be sure to dodge and move here (don't be a sitting target) and
take them out (heal when you must, her fireball hurts). She won't run this
time so you can finish her. There is a special dagger on the table here as
well as a chest you can loot. That finishes this quest.
HOWEVER, there is a special chest and pair of boots nearby that we can get
if we try. To do this, face the upper door you came from and look to the
left. See the steps leading up? Climb up them until you can't go any higher
and then press up and move to the left. The goal here is to stay on the side
of the cliff while moving left, to the flat ground to the left by the
waterfall.
This hidden area has a small stream and, on the other side, a chest! It
was locked (expert) for me. By the chest is also a very unique pair of boots,
the PREDATOR'S GRACE. These things aren't all that good, but they ARE very
unique and may be an upgrade for you at this point. Maybe.
And with that we finish our quest!
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D E L A Y E D B U R I A L
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The Elder Scrolls V: Skyrim - [BK724]
This quest you actually get BEFORE you join the brotherhood... or at the very
least before the jester Cicero visits. You see, Cicero's wagon is STRANDED
with a broken wheel on a road NORTH of Whiterun, near a farm called "Loreius
Farm". Go talk to Cicero on the road and he'll beg you to help him convince
the farmer up north to help fix his wagon, starting this quest.
Head north into the farm and find the owner, Vantus Loreius. Ask him about
Cicero and Vantus will tell you that its not a matter about payment but that
he just feels... feels that Cicero is a nutjob (and oh man, does this guy have
INSTINCT or what!?). He really doesn't want to help. However, you'll come to a
dialog choice where you can either convince him to help, or sway to his way of
thinking:
o HELP VANTUS
Ask Vantus what you can do to help. Vantus will tell you that a guard
patrols nearby fairly often and wants you to report Cicero to the guard.
Head back down to the road and find the guard, then use any of the three
persuade options to get him on Cicero's case (I picked war contraband and
was able to get away with it at 29 Speech Skill). Afterwards, go back and
talk to Vantus to recieve a reward of 400 Gold Coins.
o HELP CICERO
Despite his reluctance to help Cicero, tell Vantus that Cicero is a
stranger that needs assistance. You'll then have to pass a persuade check
to convince Vantus that he should help Cicero (I was able to do this at 29
Speech Skill). He'll agree. Return to Cicero and let him know and he'll be
overjoyed, giving you a reward of 400 Gold Coins.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
D E S T R O Y T H E D A R K
B R O T H E R H O O D !
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The Elder Scrolls V: Skyrim - [BK725]
Now HERE is a quest that takes the entire Dark Brotherhood questline and puts
it on its head. You get this quest by KILLING ASTID when you first meet her in
the quest "With Friends Like These...". She's not too hard to kill given the
fact that you get several free hits in as she hops down off that bookcase, but
once you do kill her this quest will be given and you'll be UNABLE to complete
any other Dark Brotherhood quest.
With the leader of the Dark Brotherhood dead, you can free the captives,
loot her body, and escape. You'll then be told to report what you did to any
guard (and it really doesnt' matter who you report it to). Once you do that,
you will be told to report to Commander Maro, in the village of Dragon
Bridge.
Head on over to Dragon Bridge and enter the Penitus Oculatus Outpost. Tell
Commander Maro the news and he'll be ecstatic. He'll tell you the time to
strike is now and give you the passcode for the Dark Brotherhood's Sanctuary
door: "Silence, my Brother". He'll tell you to head over there and put
everyone inside to the sword, as it should be "our honor". Honor? This guy
wants ONE person to take on the whole place. What a load!
Well, regardless of the "Commander's" poor decision-making skills, head on
over to the Dark Brotherhood Sanctuary west of Falkreath and head inside the
sanctuary. You will likely meet Arnbjorn where Astid usually hangs out, in
their bedroom, which is fantastic as you can fight him one on one. Take him
out (he doesn't transform into a werewolf) and loot the upper level here. Be
sure to take the "Unusual Gem" from the bedroom here. Also be sure to read
the ALTERATION SKILLBOOK "Sithis" and grab all the enchanted armor.
Head further in now and down by the smithery is Veezara. His attacks can
HURT plus he can heal himself, so pace yourself here and keep on the attack.
Thankfully you can fight him one-on-one here. Loot his magic clothes after
and head up the stairs on the right (to the right of the ones you came down).
In the room on the left up here you should find the magician, Festus Krex.
Rush him and take him down before he can start casting magic. Another one on
one fight! Notice that the Night Mother is not here yet (meaning you can't
interact with her or kill Cicero).
After killing Festus loot him and go through the next door. In front of you
search the room for the SNEAKING SKILLBOOK "Sacred Witness" and then head to
the next hallway towards the marks. Head right and rush Nazir, as you are able
to fight him one on one in this bedroom area above the dining room. He has no
enchanted items, but the Hammerfell garb is pretty cool. One mark left, so
head to the Alchemy area and take out Gabriella and her pet spider Lis. After
taking her out, feel free to look around and loot the Sanctuary and be sure
to find the DRAGON WALL for the KILL - MARKED FOR DEATH dragonshout word of
power.
Once you're done with the slaying, head back outside and fast travel back
to Dragonbridge so you can report to Commander Maro. For your efforts of
single-handidly wiping out the Dark Brotherhood (with the obvious exceptions
of Babette and Cicero) you will be rewarded with 3,000 gold. Well, and all
that stuff you picked up in the sanctuary (see why this path just isn't worth
it in the long run?). Commander Maro will even mention that the Emperor will
hear about what you've done. Congrats!
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_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
8. The Civil War
|||
[BK800]
O==================|||---------------------------------|||====================O
Here you will find the CIVIL WAR Questlines. Note that you must pick between
the STORMCLOAKS or the IMPERIALS (this IS a civil war afterall!). You will
find both questlines below. It really doesn't matter which one you pick, as
there is no real difference in terms of rewards between the two. Whoever you
choose to join will have YOU on their side, so just choose whichever faction
you would like to win.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 8.1 Stormcloaks ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.BK801.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'-----'
J O I N T H E
S T O R M C L O A K
R E B E L L I O N
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The Elder Scrolls V: Skyrim - [BK801]
So, you want to free the land of the Imperials, huh? Can't say I blame you,
they DID try to cut off your head after all. Well, chances are that if you've
talked to any Stormcloak soldiers or Stormcloak supporters you already have
the miscellaneous quest "Join the Stormcloak rebellion". But what you want to
do if you have a mind to knock around some Imperial skulls is to travel to the
city of Windhelm. Head to the back of the city and enter the "Palace of the
Kings". Here you can find the leader of the Stormcloak rebellion, Jarl Ulfric
Stormcloak. If you ask him if you can join, he well tell you to talk to his
second in command, Galmar Stone-Fist.
Talk to Galmar Stone-Fist, who will ask why you want to join them if you're
not a Nord. Answer as you will and he will give you a test before he lets you
join. He will want you to go to Serpentstone Isle to kill an Ice Wraith. This
ends the beginning miscellaneous quest and starts a MAIN quest entitled
"Joining the Stormcloaks".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
J O I N I N G T H E
S T O R M C L O A K S
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The Elder Scrolls V: Skyrim - [BK802]
Well, we need to go kill an Ice Wraith, but not just any Ice Wraith, as it
has to be one on Serpentstone Isle. Now, Serpentstone Isle is tricky to get
to and without knowing where it is you've probably never been there before
(unless of course you used this guide to find it, as it DOES house the
STANDING STONE named "The Serpent Stone"). Basically, you want to head to the
major city of Winterhold and head east, crossing the ice floes until you reach
the island. Once your on it, head to the top where the standing stone will
greet you, along with an Ice Wraith. Slay the beast and you'll be done, and
your next objective will be to report back to Galmar.
Galmar will be surprised you're back (the punk actually bet against us),
but he'll let you join after taking an oath to always be loyal to Ulfric
Stormcloak (even AFTER you die, which is hardcore). This mission will come to
an end now as you're official part of the Stormcloaks (they even give you a
set of their threads to prove it). You'll also start the next mission: "The
Jagged Crown".
(-NOTE-) If you had the quest "Join the Imperial Legion" it will now have
FAILED, since you can only pick one side or the other.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E J A G G E D C R O W N
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The Elder Scrolls V: Skyrim - [BK803]
Galmar believes that he has found "The Jagged Crown's" resting place at
Korvanjund. In case you didn't know, the Jagged Crown is what all the great
Nordic Kings used to wear and is a sign of power to them. And so, being this
great artifact of power, we have to help Galmar retrieve it.
a few
named
and kill
meet them
In here it looks like the Imperials are having problems with the undead.
Go kill them all and further in there's a corridor full of ancient wall
carvings (there's also a chest past a swinging axe trap to the left). At the
end of the corridor is a puzzle wall, and laying right next to it is an
EBONY CLAW that holds the clue to solving it. Pick up the claw and go into
your inventory to examine it (it is under miscellaneous). The claw should
show the solution to the puzzle as such:
o Wolf (outer ring)
o Moth (middle ring)
o Dragon (lower wing)
Once you have them lined up like that, activate the middle lever to open
the path ahead. Everyone will rush into a big room, but our progress is
stopped by another iron gate. Galmar will tell everyone to spread out and
search for a lever. From the gate, take a right and go through the obvious
door to reach the second floor. Up here you should find an elven dagger on a
pedestal. Take it. It opens up a rock door nearby. Follow the path to find a
room with a giant chest. Now, before opening it, stand in the RIGHT corner
near the chest, THEN open it. Take whatever's in there and you'll see why I
had you stand where you did as spears come out of the floor since you opened
the chest.
Head back to the big room and follow the path to another chest up above.
There's also a LEVER here that you should pull. Once you do the iron door
will open, but a bunch of undead will show up. Help your troops kill them
and then take the next door to enter the "Korvanjund Crypt".
In here the team will rush forward to an empty room. Well, empty of all
but a suspicious looking corpse sitting on a throne, and like an idiot Ralof
will head over there and say "Hey guys, is THIS the crown we're looking for?".
Sure enough, that corpse turns out to be a DRAUGR DEATHLORD. He'll be
accompanied by two more Draugr, leading to one last big brawl (you can get in
SEVERAL free and good hits knowing this info). Once it's all said and done,
loot the deathlord to retrieve the crown. Galmar will task you with giving it
to Ulfric while they stay and look around for anything useful.
Well, that sounds like a good idea! There's a chest behind the throne you
can loot (its got an apprentice lock on it), and behind it is a DRAGON WALL
that will teach you the word SAND - SLOW TIME. Very nice. Follow this path
to reach a quick way to exit the temple.
Once you're back outside, feel free to fast travel to Windhelm so you can
deliver the Jagged Crown to Ulfric faster. He will be pleased and asks if you
ran into any trouble. Answer how you will and he will end up giving you his
war axe, and telling you to go give it to the Jarl of Whiterun. It seems that
it is his time to finally pick a side in this war. This ends your current
quest and begins the next quest: "Message to Whiterun".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
M E S S A G E T O
W H I T E R U N
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The Elder Scrolls V: Skyrim - [BK804]
This mission is very short and to the point: Give the Jarl of Whiterun
Ulfric's Axe and let him make up his mind on who he's going to join. Head to
Whiterun/Dragonreach and give the Jarl the axe. He'll consort with his
advisor's for awhile and will finally decide to join the Imperials, giving you
back the axe and writing a letter to the Imperials for aid.
Return to the Palace of the Kings and let Ulfric know. He will consort with
Galmar and will decide the time has come to take Whiterun by force. He will
tell you to meet Galmar at the camp outside of Whiterun for your next set of
orders. This ends the current quest and starts the next quest: "Battle for
Whiterun".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B A T T L E F O R
W H I T E R U N
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The Elder Scrolls V: Skyrim - [BK805]
Head down the road with the stampede of Stormcloak soldiers as you reach
the outskirts of Whiterun. There will be a barricade here that you'll have to
smash while archers try to gun you down (simply attack the barricade to hurt
and/or destroy it). Either attack the barricade yourself or let your fellow
soldiers do it while you pick off the Imperials and Whiterun Guards. After
destroying the barricade you can proceed, but the drawbridge to the main doors
of Whiterun is up, changing your objective to "Open the Drawbridge".
To do so, use the rubble on the right after smashing open that first
barricade to bet on the ramparts. There will undoubtedly be SEVERAL Imperials
and guards here, and for the moment besides getting some archery support you
are on your own. You can either kill all the enemies (if you're badass enough)
or make a beeline for the objective and open the drawbridge. This will let the
Stormcloaks enter the city proper, with the new objective of "force Jarl
Balgruuf the Greater to surrender".
Enter the city and start pillaging and looti... I mean, make your way towards
Dragonsreach. There will be several more barricades in place here, placed at
strategic locations and pretty lightly guarded, so either go on a rampage
or go with your army to fight your way up to Dragonsreach. Enter the main hold
once you get up there. Here there will be five guards, the Jarl, and his Dark
Elf Housecarl. You'll have several soldiers to help you along with Galmar and
Ralof. Let the first wave of soldiers come to you and then move up to deal
with the Jarl. You'll need to "kill" him to stop the attack on the city. I put
kill in quotations since he doesn't actually die.
Once you have him beat, he will tell everyone to stand down and will talk
with Galmar and Vignar Gray-Mane. Vignar will become the new Jarl of Whiterun,
and will be a loyal ally to the Stormcloaks. Galmar will tell you to go and
tell Ulfric of our victory. This ends this entertaining mission and starts
our next one: "Liberation of Skyrim".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
L I B E R A T I O N
O F S K Y R I M
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The Elder Scrolls V: Skyrim - [BK806]
(-NOTE-) THIS quest is more of a... generalized goal. You're not going to
start it and complete it. Instead, it serves as a framework for a
bunch of other quests. This is the last quest you'll complete during
the civil war questline.
After reporting back to Ulfric, he will give you a nice sword (which I'm
pretty sure is random, but I got a Glass Sword of Fire, which has a nice ring
to it). He'll tell you to keep killing Imperials where you see them, but our
next TRUE objective is to "Liberate Falkreath Hold".
That makes our next destination the "Falkreath Stormcloak Camp", which is
directly east of Helgen. In fact, you can fast travel to Helgen (which is
full of bandits now) and walk there. Once you get there, talk to Galmar and
report in. He'll give you a NEW mission: "Rescue from Fort Neugrad", and
while this mission is still going we'll have to go complete that one now.
~ [ Go do "Rescue from Fort Neugrad" now and come back when you're done!] ~
Once you've finished "Rescue from Fort Neugrad" you will have to go report
back in to Ulfric. Apparently your new nickname is "Bonebreaker". Ulfric will
also give you a glass sword as well as offer you a home in Windhelm (you'll
have to BUY it, but still very nice). After that outpouring of gratitude, ask
Ulfric what's next. He'll tell you that liberating Hjaalmarch is the next
order of business.
Head over to the "Hjaalmarch Stormcloak Camp" now, which is just east of
Ustengrav (or northeast of the big city of Morthal). Here you'll find another
camp (with some chests you can loot). Speak to Galmar and he'll give us our
next quest: "A False Front". Like the quest before, we need to do this one
before continuing on with "Liberation of Skyrim".
~ [ Go do "A False Front" now and come back when you're done!] ~
Once you're done with "A False Front", go back and talk to Galmar. He'll
immediately give you another mission to do: "The Battle for Fort Snowhawk".
~ [ Go do "The Battle for Fort Snowhawk" now and come back when you're
done!] ~
After the Battle for Fort Snowhawk (which is a great mission), you'll be told
to go report to Ulfric once more. Go talk to him and he'll give you a new
nickname: Snowhammer. He'll also give you a Glass Shield as a sign of thanks.
Ask him what to do next and he'll say it's time to liberate the Pale, and will
tell you to travel to the warcamp and talk to Galmar.
The Pale Stormcloak Camp is directly west of Windhelm, by Nightgate Inn and
the Great Lift at Raldbthar. Head there and speak to Galmar. It's time to
attack another fort, and after saying that you're in you'll be given a new
mission: "The Battle for Fort Dunstad".
~ [ Go do "The Battle for Fort Dunstad" now and come back when you're
done!] ~
After the second Fort Battle is done (another great mission) you'll be told
to report to Ulfric. Go report to him and he'll end up giving you an Ebony
Sword as thanks. His new mission is to liberate Haafingar, and he'll tell you
to go report to Galmar at the Haafingar camp north of Dragon Bridge. He'll
also give you a full set of Stormcloak OFFICER ARMOR, which will make you look
like Galmar if you chose to wear it.
After talking to Galmar at the camp, you'll get a new mission: "The Battle
for Fort Hraggstad".
~ [ Go do "The Battle for Fort Hraggstad" now and come back when you're
done!] ~
After that quest is done, go talk to Galmar at the camp and you'll get the
last mission available in this questline: "Battle for Solitude". Once you've
finished THAT mission, this mission will be complete as well.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
R E S C U E F R O M
F O R T N E U G R A D
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The Elder Scrolls V: Skyrim - [BK807]
Galmar has sent some scouts out ahead of us, and we're supposed to meet
them. The plan is to sneak into the fort's prison and let the prisoners out
so we can take over the place from the inside. Brilliant!
Go find Ralof (the scout) and talk to him. He'll state that they found a cave
that leads to the prison under the lake nearby the fort that you can use to
sneak in. Even if you're not much for sneaking, he still says that's the way
to do it.
(-NOTE-) No matter WHAT I did, I COULD NOT sneak past the fort to the lake.
The lake is obviously behind the fort and you need to sneak there,
but even though it was night and I had muffled shoes on, I was
caught every time. Heck, I approached from multiple angles and was
STILL caught. Maybe try an invisibility spell/potion? Maybe its a
glitch? Let me know!
< Christian Johnston writes: I'm currently working on the Civil War
Questline (Stormcloaks, personally). On the mission, "Rescue from Fort
Neugrad", you mentioned having problems being able to sneak into the lake
without getting caught, and asked for feedback thinking it may be a glitch.
Wanted to let you know that I got in just fine, never detected. It was
night, and all I did was cast Muffle and keep to the right side of the
fort, sneaked down by the pier, and into the water. (There was someone on
the pier, I'm assuming hostile, but he didn't notice me.) I wasn't wearing
Muffled shoes or anything. My Sneak skill was at 60, and my Illusion
(Muffle) at 37.
Not sure why you had so much trouble! Maybe I was just lucky... >
If you CAN manage it, the cave is underwater and leads directly to the
prison. Here you can shank the prison guard and use his key to let four
prisoners loose. They will then go to a nearby chest and gear up, and help
you attack the fort. Follow them outside as they and Ralof's men clean up.
From there, head inside of the fort proper (only Ralof followed me in) and
start to kill the Imperials inside. Be sure to loot the place, as there are
a lot of potions laying about. There's also a LIGHT ARMOR SKILLBOOK lying on
a table through the middle door of the main room called "Jornibret's Last
Dance". Once you've killed all the guards and the fort commander (who isn't
too hard) your objective will change to "Talk to Ralof". Once you talk to him,
he will tell you to go report to Ulfric and this mission will be complete.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A F A L S E F R O N T
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The Elder Scrolls V: Skyrim - [BK808]
Here's another fun fight. Go join the troops south of Fort Snowhawk and
you'll begin an assault on the place. You have about 9-10 troops with you,
and your goal is to kill all of the Imperials at Fort Snowhawk.
Instead of killing everyone there though, you have to kill everyone who's
there AND everyone that the game spawns in as reinforcements. To keep track
of your progress, the game represents the Imperial force as "100%" and for
every few Imperials you or your fellow soldiers kill, that number drops.
With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.
It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.
(-NOTE-) I only had one ally die. See if you can beat me and have no allies
die! Good luck!
After the fight you'll be back on the "Liberation of Skyrim" mission, so go
talk to Ulfric to continue.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E B A T T L E F O R
F O R T D U N S T A D
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The Elder Scrolls V: Skyrim - [BK810]
This battle is a LOT like the previous mission ("The Battle for Fort
Snowhawk"). In fact, it's damn near the same. You'll join 6-7 of your fellow
Stormcloak soldiers and will storm Fort Dunstad. I'll give the same advice
here as I did there:
With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.
It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.
(-NOTE-) I only had one ally die. See if you can beat me and have no allies
die! Good luck! Yes, I had only one ally die on BOTH Fort missions.
After the fight you'll be back on the "Liberation of Skyrim" mission, so go
talk to Ulfric to continue.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E B A T T L E F O R
F O R T H R A G G S T A D
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The Elder Scrolls V: Skyrim - [BK811]
Time to take out another fort. Fort Hraggstad is just north of the war camp,
so you'll need to head that way to meet up with the troops. It's a ways off,
so be ready for a little climb. Once you meet the troops, this turns into the
exact same type of mission as the other Fort missions. So instead of fixing
what isn't broken, here's what I wrote in the last two missions:
With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.
It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.
After the fighting, you'll be done with this mission. However, instead of
needing to go back and talk to Ulfric, you need to go back and talk to Galmar.
Ask him what else needs done, and he will tell you that the time has come to
take the city of Solitude. This will start the quest "Battle for Solitude".
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B A T T L E F O R
S O L I T U D E
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The Elder Scrolls V: Skyrim - [BK812]
It's time to bring the Empire down once and for all. Your first goal upon
receiving this quest is to go get orders from Ulfric. Ulfric is at the GATES
of Solitude, and you can see the signs of war as you approach.
Once you get near Ulfric, he will give a speech to motivate the soldiers
before we all go storming into Solitude. Approach the city gate and enter
(you'd think they'd lock the thing). Once inside, head forwards with the
soldiers and wipe out the Imperials. However, unlike the fort missions, the
Imperial army NEVER STOPS COMING once you're inside Solitude. This can be a
blessing or a curse... depending on how much killing you like to do. Just keep
that in mind. Also keep in mind that Ulfric is completely unable to die, so
there's no need worrying about that.
Keep going forwards. The first path to Castle Dour (which is our goal) is
blocked off by an iron gate, so don't bother taking the stone rampway up
unless you want to fool around and kill soldiers for awhile. Instead, head
further into the city past the barricades. You'll enter the residential
section and need to fight your way forwards and up the hill to the left.
Once you get up here, you can either stick around to kill Imperials as before
or just enter Castle Dour.
Upon entering the castle you will have Ulfric and Galmar spawn in with you.
General Tallius and Legate Rikke will be in here, however Rikke will refuse to
surrender. This will start a fight between Ulfric and Galmar vs. Tallius and
Rikke.
Hraggstad, which is west of Solitude and when you arrive, you'll be greeted by
three or four bandits, as well as four archers on the outside of the Fort.
Take care of them all, loot the place and go inside. You'll have two bandits
on this first floor and upstairs, you'll find the Bandit Chief looking at
something on the table.
Sneak attack him and look at the table for an Archery Skillbook "The Gold
Ribbon of Merit". Now leave and enter the Hraggstad Prison on the east side.
Kill the three bandits in here and grab the chest near the cells and the quest
is now complete. Fast travel back to Solitude and speak to Legate Rikke.
She'll tell you that to officially join the Legion, you need to speak to
Tullius to swear the Oath. Speak to him and repeat the Oath. This ends this
quest and starts the next one.
(-NOTE-) If you had the quest "Join the Stormcloaks" it will now have
FAILED, since you can only pick one side or the other.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E J A G G E D C R O W N
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The Elder Scrolls V: Skyrim - [BK815]
Right from where we start, speak to Legate Rikke. She tells you you need to go
to the outskirts of Korvanjund. Ok, but before that, lets do what Tullius said
and go get our armor. Leave the Castle Dours and follow the marker out here...
(-NTOE-) Go right from the door you came out from through the arch and then
left to find the armory.
He'll give you a full set of Imperial Armor. You also get to choose whether
you want Light Armor for scouting, Heavy Armor for combat or something in
between. Take what you want, then fast travel to Korvanjund or the closest
point and make your way to the marker. Once here, you'll be approached by
Hadvar, if you followed him back at the beginning of the game in Helgen...
Now speak to Legate Rikke and tell her that you're ready to move out. Approach
the ruins and you'll be greeted by some Stormcloaks. Nothing to be afraid of,
you will surprise the enemy and will easily outnumber them.
(-NOTE-) With this many Legion soldiers with you, and Rikke too, it's
impossible to lose, even at low levels. They could do ALL of the
killing after all.
(-NOTE-) There's a MASTER locked gate at the bottom of this place that
secures some gold and a chest. Open it if you can.
After killing off the welcoming party, go meet up with Rikke at the door
and then enter the ruins. Grab the chest on the left and then sneak with your
comrades and charge on the count of Rikke and kill the Stormcloaks guarding
the entrance. As you start going north and down, in the next big room some
more Stormcloaks appear. Now, as Rikke tries to go further ahead, she smells
an ambush and it's time to find another route. From the entrance of this room,
instead of going down, continue to the east and around to the north side.
When you get to the next room, there's a Stormcloak standing on oil. If you
can, shoot a Fireball to ignite the oil and burn him.
If you can't, follow this upper path and use Flames when you get to it. This
will alert the rest of the Stormcloaks, but will make Rikke and the rest come
in. Kill the remaining Stormcloaks and before proceeding, check the east side
to find a chest as well as a skeleton holding a LIGHT ARMOR SKILLBOOK named
"Jornibret's Last Dance". Loot it and now proceed. In the next room, the
Legion is surprised to see the corpse of a Draugr. Now simply follow the path
and enter the Korvanjund Halls.
There are some Stormcloaks in this first room, so take them out. As you go
north in the next hall, there's a side tunnel going west with a swinging blade
trap. Run across it, use the lever for them to stop and loot the chest. In the
hall, Rikke starts speaking. Listen to her and on the north side, you'll find
some Stormcloaks dead and an Ebony Claw next to them.
Examine the Claw using the menu and you'll see it has 3 symbols on the palm.
This is the answer to the riddle on the wall:
o Wolf (outer ring)
o Moth (middle ring)
o Dragon (lower wing)
Examine and use the Ebony Claw. Proceed and in the next room, you're told to
look for a way to open the gate. Follow the northwest hall and on the upper
floor, after the catwalk, you'll find a handle on the left side. Loot the
place first and then use it. When you do, the Draugr will rise from their
tombs. Ugh. Kill them ASAP and proceed into the Crypt.
In here, approach the Draugr sitting on the "throne" and examine it. It'll
raise, and two Draugr Wight raise from the tombs. Ugh. Take care of the
minions first, then focus all your attacks on the Deathlord (or lower level
Draugr, if you do this quest early in your playtime). Loot the Deathlord and
take the Jagged Crown. Go to the south side of the room to find another Word
of Power: Sand - Slow Time (or another of the "Slow Time" word variety).
And with this, leave the place and return to Tullius (use the ramp to the
left of the word wall to get out quickly). Give him the Jagged Crown to end
this Quest and start the next one.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
M E S S A G E T O W H I T E R U N
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The Elder Scrolls V: Skyrim - [BK816]
Now we have to wait for him and his Stewart to discuss this. We'll now obtain
Balgruuf's War Axe. Time to Fast Travel to Windhelm, on the east side of
Skyrim and enter the Palace of Kings.
In here, speak to Ulfric and give him Balgruuf's Axe. He will refuse it, and
will tell you to return it to Balgruuf. Head back to Whiterun and report back
to Balgruuf. He knew this would happen and will tell you to speak to Legate
Cipius. Do so and the quest ends.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B A T T L E F O R W H I T E R U N
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The Elder Scrolls V: Skyrim - [BK817]
Time for a fight! Legate Cipius will advise you that the Stormcloaks are at
the city and will tell you to head to the frontline and meet with Legate
Rikke.
Leave Dragonsreach and follow the marker to the entrance of Whiterun. Out
here, speak to Legate Rikke and then it's time to defend the barricades. This
can be either very easy or very hard, depending on your level. There are a lot
of Stormcloaks. Each time you kill one, the counter goes down, from 100% to 0%.
Use the Legion to your advantage as bait while you take them out. This may
sound cruel, but this's the best way to do it.
If you want, you could just jump outside the barricade and start spamming
your best Destruction spells (in case you're a magic user)), use as many
arrows as you can or simply equip your best Heavy Armor and start attacking
nonstop. In the end you must get that counter down to 0%. If you fail to
stop them at the barricade, stop them at the drawbridge (but note even if
the barricade falls, that area still acts as a great funnel and should be
used as such).
Once you are done you will be told to return to General Tullius at Solitude
and the next quest, 'Reunification of Skyrim', will start.
(-NOTE-) Note that you can just run away and wait for the battle to end. The
Legion will still win either way, but you won't get the prize in the
next quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
R E U N I F I C A T I O N O F
S K Y R I M
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The Elder Scrolls V: Skyrim - [BK818]
Tullius gives you a new weapon for your promotion and the title Quester. Now
it's time to regain the Pale, so leave the Castle Walls and head over to Pale
Imperial Camp, which is directly west of Dawnstar. Speak to Rikke as you get
here and she wants some Stormcloak orders, so another Quest starts.
(-NOTE-) THIS quest is more of a... generalized goal. You're not going to
start it and complete it. Instead, it serves as a framework for a
bunch of other quests. This is the last quest you'll complete during
the civil war questline.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A F A L S E F R O N T
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The Elder Scrolls V: Skyrim - [BK819]
Now return to the Pale Imperial Camp and speak to Rikke once again. This will
start this Quest. Fast travel to the nearest location and make your way to the
marker. Once you join the Legion soldiers, now you need to defeat the
Stormcloaks. Just like in the battle for Whiterun, a % appears. Enemies come
out from all the entrances to the Fort, so make sure to use those Legion
Soldiers as bait and take them all out.
Now return to Solitude and speak to Tullius and receive your new rank
(Prefect) and blade (a random weapon).
(-NOTE-) If you fled the Fort and left the Legion alone to take it back, you
won't receive the blade. Also, Tullius gave me a STEEL SHIELD as a
reward! So much for a "blade"...
Now, under the Reunification of Skyrim Quest you'll get a new objective:
Regain the Rift. Now we need to go to Rift Imperial Camp, which is west of
Riften. Fast travel to the closest location and make your way to the camp.
Once you reach this place, speak to Rikke and your new quest will start.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
C O M P E L L I N G T R I B U T E
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The Elder Scrolls V: Skyrim - [BK821]
Fast travel to Riften and enter the Mistveil Keep. In here, you'll see the
Jarl of Riften, the Stewart and two guards guarding the door behind them.
Inside this opening, there's another guard patrolling. Wait for him to go
left, enter sneak mode and sneak to your right, entering Anuriel's room. In
here, loot everything and leave the dresser for last.
Take the Incriminating Letter from the dresser, approach the door and wait for
you to hear the guard's footsteps. When they fade away, open the door and leave
the room. Now speak to Anuriel next to the Jarl and show her the letter. She'll
have you follow her into her room, so do so. Once here, tell her what would
happen if the letter was made public.
Ask her what kind of agreement she has in mind. She speaks of Gold and
Weapons. Tell her you want something for yourself right there, right now (This
has a chance of netting you 750 gold if your speech skill is high enough; mine
was 29). She won't bend, so ask her further info and then, report back to
Rikke. Afterwards, its time for you to meet the other soldiers. Fast travel to
the closest location. Once you reach the marker, which is Hadvar, speak to him
and when ready, sneak alongside him...
(-NOTE-) There's 2 ways to do this next part. Once is to follow Hadvar's plan
and sneak. The other is not liking his plan and going solo. If you go
solo, you'll have to kill around 6 Stormcloaks alone. If you want
some extra help, follow Hadvar's plan.
If you decided to follow Hadvar, then soon enough you'll find two imperial
soldiers. When told, look north and kill the Stormcloak Scout. Now, you'll
have to take care of the rest of the Stormcloaks. Go in there and lure them
out so the imperials can start shooting arrows at them.
Once you take care of them all, loot the wagon, report back to Hadvar and
return to Rikke.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E B A T T L E F O R
F O R T G R E E N W A L L
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The Elder Scrolls V: Skyrim - [BK822]
Now you're sent to take Fort Greenwall. Fast travel to the nearest location
and make your way to the marker. When you meet the soldiers, its time to take
the Fort. This is pretty similar to the previous quest where you had to take
the Fort. Go in there and start killing Stormcloaks over and over until the
counter reaches 0%.
Take extreme caution not going alone, since they like to come out in hordes
and they can kill you very easily. Stay with the Imperial troops and retreat
a little if need be. You can also use the weapon you were given during the
quests of the Civil War. This, at least in my case, helped me out a bunch
taking care of the Stormcloaks.
Return to Tullius at Solitude and now we're to go to the camp near Winterhold,
all the way to the north side of Skyrim. Fast travel to Dawnstar and make your
way to the camp. Once you arrive, speak to Rikke as per usual and she now
sends you to Fort Kastav. Fast travel to the nearest location and make your
way to the marker.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
R E S C U E F R O M
F O R T K A S T A V
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The Elder Scrolls V: Skyrim - [BK823]
Ok, once you speak to Hadvar, its time to sneak into the Fort and rescue the
others. Follow the marker and you'll find a trapdoor leading to the Prison.
While sneaking, follow the path south, then east, then south again to reach
the area where the prisoners are. If you move to the southeast area, you'll
find the key to the cells on the table.
Pick it up and open up the cells. As soon as they get geared up, some
Stormcloaks enter the room. Meh, nothing to worry about. That should be all of
the Stormcloaks in here, so head back north to the marker and out into the
courtyard. There are like 15 Stormcloaks out here and they all have a marker
over their head, making for much more easy targets.
Kill them along with the help of the prisoners and once you've finished the
killing spree, report back to Hadvar and then return to Solitude to speak to
Tullius. He promotes you to Legate and gives you a piece of equipment. Now
fast travel to Eastmarch or the closest point and head to the next camp.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B A T T L E F O R F O R T A M O L
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The Elder Scrolls V: Skyrim - [BK824]
Fast travel to the nearest location and make your way to the rest of the
Imperial Soldiers. Once you reach them, it's practically the same as the other
quests: take down the Fort while you kill all the Stormcloaks. There are
obviously more enemies in this fort, so I really recommend going to the upper
area and staying here. If you can summon, do so. Familiars, especially
Atronachs, are wonderful allies here.
Most of the Stormcloaks appear from the upper areas, so this is where you'll
be. Make sure to have your healing spells on your favorite list, or Restore HP
potions. Not too hard, but don't do what I tend to do and forget about the HP
bar!
Once the fort is taken, return to Rikke and tell her about your success.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B A T T L E F O R W I N D H E L M
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The Elder Scrolls V: Skyrim - [BK825]
Ok, the last Quest of the Civil War - Imperials. Fast travel to Windhelm
Stables and speak to Tullius. Afterwards, head inside Windhelm. There's really
not much to say about this part. All doors are master locked, so it's probably
even a waste of time and lockpicks to try entering any of 'em unless you're
good at lockpicking. There are obviously Stormcloaks galore here.
Make your way to the north side of the city while destroying barricades and
killing Stormcloaks. Tullius is alongside you, along with Rikke, so its
impossible to lose. The direct route is blocked off, so you'll need to take a
more round-about path to the left to reach the north side of the city. It's
fairly linear and the path will have barricades thrown in at choke points.
Once you head to the north side, enter the Palace of Kings...
(-NOTE-) Note that if you don't enter the Palace of the Kings, Stormcloaks
will still come out and won't stop. YOU NEED TO GET IN THERE!
Once you get in here, Rikke and Tullius start talking to Ulfric and Galmar.
After some chit chat, you'll fight them. Take out Galmar ASAP since he's more
dangerous than Ulfric. Ulfric WILL use his 'Unrelenting Force' shout during
this battle, which is entertaining. Once Galmar is taken care of, attack
Ulfric with all you've got. Not a hard battle at all. Now, time for a
decision: Either you, Dovakiin, kill Ulfric, or let Tullius do it. Pick
whichever you want, as it really doesn't matter.
Now, you get to keep Tullius' sword and the quest will end, as well as the
Reunification of Skyrim Quest. Tullius will head outside and give a speech,
so go listen if you wish. Congrats on ending the Stormcloak rebellion!
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
9. Daedric Quests
|||
[BK900]
O==================|||---------------------------------|||====================O
Here you will find all the quests related to the various Daedric gods... and
there's quite a few of them. These quests all have certain triggers (you often
have to complete a MISCELLANEOUS QUEST or find the god's SHRINE or something
like that to trigger these quests), so we'll tell you how to get these quests,
THEN we'll give you a guide to them! How's that sound!? Good? Good, let's do
this!
(-NOTE-) I'll be listing these quests in alphabetical order. You can do any
of these quests at any time, so the order you tackle them in doesn't
really matter, as long as you can TRIGGER the quest!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
A D A E D R A ' S
B E S T F R I E N D
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Daedra God :|: Clavicus Vile
||
|| How to trigger :|: This quest is extremely easy to acquire, all you need ||
||
:|: to do is basically travel to the town of Falkreath. A ||
||
:|: guard SHOULD come up to you and ask you if you've seen ||
||
:|: a dog. Kind-of a weird question, right? Reply however ||
||
:|: you want and you'll get the miscellaneous quest "Speak ||
||
:|: to Lod". If this doesn't happen, go away and do come ||
||
:|: back until it does!
||
||
:|:
||
||
:|: Lod is the blacksmith in town. Once you talk to him, ||
||
:|: he'll tell you that he wants a dog for company and
||
||
:|: wants you to find him one. You can also PERSUADE him ||
||
:|: to give you 50 gold upfront. He'll also hand you some ||
||
:|: fresh meat. Head out of town to the southwest and
||
||
:|: you'll soon run across a dog named Barbas. This isn't ||
||
:|: a normal dog though, it will TALK to you and ask you ||
||
:|: to help him settle a dispute with his master. Agree to ||
||
:|: do so to start this quest.
||
'~.________________|________________________________________________________,~'
You'll now have to follow Barbas to his master, which starts a LONG journey
to the east. Barbas will lead and you will follow. He'll end up leading you
through the destroyed city of Helgen (which I'm sure you remember) and then to
a dungeon called Haemar's Shame.
Once inside you'll see that ol' Barbas is WAY ahead of you. Stupid mutt.
Don't worry, he can't die. This place is chock FULL of vampires though, so
take out the one guarding the entrance and loot the chest up where he was.
Now continue on and watch out for a trap while taking down another vampire.
In MY game, Barbas was in the next room and had killed a vampire fledgling
and was killing a vampire nightstalker. Heh, help him out and loot the place
good before accompanying him. Further in Barbas will start shit with some more
vampires, so let him take the attention and pick them off one by one. Be sure
to loot again before going down a ramp. After the first ramp is a small study
area where you can find the SKILLBOOK "Response to Bero's Speech", which will
raise your DESTRUCTION skill by one. Continue on and enter Haemar's Shame.
In here proceed forwards and kill whatever you come across that Barbas hasn't
killed yet (for me it was one vampire and a frostbite spider). You'll shortly
reach the shrine of Clavicus Vile. Go activate it to talk to him. He'll thank
you for helping him out already by "curing" his followers vapirism! Ha. Tell
him you're here to reunite him with Barbas and he'll outright refuse... unless
you and Barbas go retrieve the Rueful Axe for him. Agree to do it and go up
the stairs behind the shrine and loot the chest. You can make a quick exit
back to the world map from this room by pulling the chain nearby to open the
way. In MY game, Barbas was by the exit fighting vampires. That crazy dog!
Once you're back out on the world map, you'll see that the axe is in a place
called Rimerock Burrow, to the west of Solitude. Make your way there now. It's
off a brick road and you want to approach the dungeon from the southeast.
Be careful when you enter this place, as there's a powerful mage named
Sebastian Lort. He often has an Atronach out and can drain your health fast,
so be careful. Kill him off and take the axe off the table. Be sure to loot
the place as you can find a SKILLBOOK called "2920, Hearth Fire, v9", which
will raise your Conjuration skill by 1. Head back out to the world map and
fast travel back to Haemar's Shame.
Head inside and make your way back to the shrine. Be careful of any enemies
that may be alive on the way inside (oddly enough, a master vampire was by the
shrine for me when I got there...). Once you get back and speak to Clavicus,
he will tell you that you have two options: Either give him back the axe or,
if you wish to keep it, use it to KILL Barbas. Read the notes below as well
for some interesting info.
o Kill Barbas with the Axe:
Barbas will try to stop you before you do, telling you that you can get
Clavicus' Mask if you just give him the axe. Don't listen and strike him with
the axe. One shot is all it will take. Apparently old Barbas can go 4 vs. 1
against some vampires, but falls in a single axe swing. Afterwards talk to
Clavicus and you'll get to keep the axe. Barbas will turn into a statue by
Clavicus' side.
o Give Clavicus the Axe:
Refuse Clavicus his fun and Barbas will once again take his side by his
master (in status form, of course). Clavicus will try to punish you for being
boring, but Barbas will stop him and you'll end up getting the Masque of
Clavicus Vile.
(-NOTE-) It really doesn't matter WHAT option you pick, but unless you REALLY
have a thing for that axe, the masque is the obvious choice here. For
trophy purposes you will want to pick the Masque as well.
(-NOTE-) The Quiet One has this VERY interesting note on how to possibly
obtain BOTH items. Note that I haven't tried this but it wouldn't
surprise me in the least. Below is the unaltered note!
With the quest A Daedra's Best Friend, though it is VERY hard....
it is possible to get the Rueful Axe AND the Masque of Clavicus Vile.
You will need the Whirlwind Sprint lv 2 shout and Breezehome to be
yours. Okay, I found out that with some quest weapons, if you try to
take them out, you can't, EXCEPT if you put them on a display shelf in
a house. Those red hanging things. Okay, so when you get the Axe
(you'll want to save so you can keep retrying), make sure its equipped
when you talk to Clavicus Vile. Go to the upper level, make sure the
door behind you is already open. Get close to the statue to talk to it
without falling behind it. As soon as you select the option to give
him the Axe, back out and turn around. You might get stuck because
you're technically not supposed to be moving at this part, but keep
moving forward, sideways, whatever, to the exit. *As soon* as you get
outside, open your map and fast travel to Whiterun. The moment you
spawn, you should already be pushing forward to move, but use the
Whirlwind Sprint. Not lv 3 it'll take you too far. Just lv 2. You
should be right at your door. Open it. As soon as you get inside, look
up to the ceiling while backing against the door. The plaque should
come into view. Already be mashing the A button to be selecting to put
the Axe on the Plaque. Once you get it on there, wait a while, a good
N I G H T T O
R E M E M B E R
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The Elder Scrolls V: Skyrim - [BK902]
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Daedra God :|: Sanguine
||
|| How to trigger :|: To start this quest, go visit any bar and eventually ||
||
:|: you'll find a man named Sam Guenvere who will
||
||
:|: challenge you to a drinking game (for reference, I was ||
||
:|: level 30 when I got this quest and I visited "The Bee ||
||
:|: and Barb" bar in Riften; I don't know if there's some ||
||
:|: other requirement for this quest, but if you do let us ||
||
:|: know! I've also done this quest at level 11!).
||
||
:|:
||
||
:|: Talk to Sam and begin your drinking contest (aka go ||
||
:|: through the dialog that pops up). Eventually you'll
||
||
:|: drown a third drink and... blackout!
||
||
:|:
||
||
:|: Upon waking, you'll be admonished by a priestess and ||
||
:|: told to clean up your mess! Ask her where you are to ||
||
:|: learn that you're in the Temple of Dibella, in
||
||
:|: Markarth! Wow! You'll now have officially started this ||
||
:|: quest!
||
'~.________________|________________________________________________________,~'
Now you can either pick up your mess (a giant's toe and a lot of wine
bottles) or talk to her again and use your persuade skills to get her to tell
you that Sam mentioned the city of Rorikstead (as your new goal is to find Sam
and the staff he promised you).
(-NOTE-) You can gain the BLESSING OF DIBELLA nearby for +10 Speechcraft.
(-NOTE-) If your persuade isn't high enough even with the blessing, you need
to "clean up". Search the room and pick up two bottles of Alto Wine
(they will say "TAKE", not "STEAL"), a giant's toe, and a note on
how to repair the staff (don't worry about it), THEN go talk to the
woman again.
Head on over to Rorikstead now where you'll find a farmer named Ennis who's
mad as hell at you! Apparently, you stole his prized goat, Gleda, and SOLD her
to a GIANT. Great going! In order to get ANY information from him you'll have
to get her back... or you could pass a PERSUADE, INTIMIDATE, or BRIBE (1000G)
option. If you DO choose to get the goat back, you'll have to travel up the
hill to the south and kill the giant, then lead the goat back to Ennis. Pick
whatever option you want, and Ennis will tell you to check with Ysolda in
Whiterun.
Head over to Whiterun now and speak to Ysolda. She'll tell you that you still
owe here for the ring she sold you! Oh boy... so we got engaged too, huh? Man!
She is willing to call it off if you return the ring though. At this point, we
can once again pass a PERSUADE, INTIMIDATE, or BRIBE (2000G) option to
continue our journey. Or we can go get the ring back. If you choose to go get
the ring back, you'll need to head over to a place called "Witchmist Grove",
just south of Kynesgrove. Head over there and a hagraven named Moira will run
up to you. Apparently you were going to marry her... yeah, tell her you need
the ring back and she'll attack! Kill her off and grab the ring off of her
corpse. Inside of her house you can also find a DESTRUCTION SKILLBOOK here
called "Response to Bero's Speech". Nice. Head back to Ysolda now and give her
the ring. She'll mention your wedding was supposed to be at Morvunskar, which
is our next objective.
Morvunskar is just southwest of Windhelm. Make your way there but be warned
that it is guarded by all sorts of mages. Take them all out (they are probably
novice level) and be sure to grab the chest before entering the keep. Once you
are inside, kill the two mages in the right hand room. Be sure to scour it for
a SMITHING SKILLBOOK called "Cherim's Heart". Now head down the stairs and
follow the lengthy hallways until you reach a wide open room. Down here there
will be 3-4 mages to take down, but be careful as one of them will be a MASTER
mage. Now, you can go up the right stairs and reach the objective, but don't
forget to explore the rest of the place (you can find several chests and a
few more enemies to take down). Once you're done exploring, go up those
stairs I mentioned and a portal will appear to take us to a "Misty Grove".
Follow the path and you'll find Sam at the end, along with what appears to
be a party (notice how all the guests look the same!). Talk to Sam and he'll
be glad to see you again. Go through the dialog to find out that "Sam" is
actually the Daedric Prince Sanguine! Bah, he was just having fun with us!
We DO get the staff though: the SANGUINE ROSE, which can summon a Dremora for
60 seconds when we use it (pretty fancy)! Sanguine will send us back to the
tavern as well! And once you're back the quest will be over!
(-NOTE-) After this quest is complete, you may randomly come across a man out
in the wide-open world of Skyrim who will claim you owe him money as
a result of your drunken night of debauchery! This will likely happen
out on the road. You can either pay him (it's expensive!), use your
speech skills, or just fight him to take care of the situation.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
B O E T H I A H ' S C A L L I N G
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The Elder Scrolls V: Skyrim - [BK903]
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||
Daedra God :|: Boethiah
||
|| How to trigger :|: To get this quest, you must find and read the book
||
||
:|: "Boethiah's Proving" (Try actually reading it too, it ||
||
:|: offers some insight into what Boethiah likes AND it's ||
||
:|: a pretty good read as well). I personally found in on ||
||
:|: a bookcase at Septimus Signus's outpost, but I imagine ||
||
:|: that it can be found in a number of places. Once you ||
||
:|: find it, you'll receive the quest "Boethiah's Calling".||
'~.________________|________________________________________________________,~'
it DOES have
is to use a
or go hire a
for some
(-NOTE-) I've also been told by Matt that you can kill all the cultists before
heading to the shrine area. Doing this will (should) cause Boethiah
to possess a corpse and skip to the "kill her champion" portion of
the quest. You can skip the free-for-all this way, although this tip
is more for curiosity's sake. Thanks Matt!
So after getting a follower that you wouldn't mind losing, fast travel back
to the Sacellum of Boethiah. Head up the stairs to the pillar of sacrifice,
then TALK to your follower and tell them you need them to do something. Now,
with the new "directing" cursor you'll get, tell them to activate the pillar.
As they do so, strange magic will grab them and hold them to the pillar. Now
just take the sacrificial knife and cut them down.
Once you've done your horrible deed (and who are we kidding, YOU , sir or
madam, are a MONSTER) Boethiah will appear to you, using their corpse. It's
best to use cocky answers when talking to her ("I'm not afraid of you".) and
after some time Boethiah will lead you and all the cultists down the steps
(stay at the top if you are best at ranged combat), announcing that she will
give a special job to whoever's left standing...
This initiates a free-for-all amidst all the cultists and your goal is
obviously to be the last one standing. If you're a ranged user (magic/archer)
you should be at the top of the steps and can hurt the group from up here.
Alternately, you could always let them duke it out until their numbers thin.
Just make sure you're the last one alive. Once everyone is dead, Boethiah will
posses another corpse and tell you that your next job is to slay her current
champion (whom she's grown tired of). If you take a look at the map, he's
located at Knifepoint Ridge (west of Falkreath), but there's a catch: she
wants you to do it as STEALTHILY AS POSSIBLE.
Travel to Knifepoint Ridge, which is more or less a bandit encampment. It's
pretty hard to sneak in here due to the watchtowers (try coming in from the
east) but the best way to kill and be stealthy here is archery sneak attacks.
Go at night so you only have to deal with the watchtowers and one or two
bandits around a campfire and proceed to sneak attack everyone to death (don't
worry too much if you get caught or detected: you don't HAVE to kill everyone
stealthily, just do your best). Note that out by the archery range here is a
ARCHERY SKILLBOOK called "Vernaccus and Bourlor" that you can pick up. Once
you've killed everyone out here, enter the mines.
(-NOTE-) It's pretty obvious, but the mines are FULL of ore deposits and you
can find a pickaxe here, in case you want to do any mining. Heck,
there's even an on-site smelter).
In the mines you'll be on a much more linear path, so be ready to pick off
bandits whenever you see them. Many bandits will be preoccupied either mining
or something else to notice you. You have to kill everyone in here, but the
champion is in the very back inside of a house structure. If you're going to
sneak attack anyone, make it him as he's wearing a set of ebony armor. Once
you've killed everyone, be sure to loot his ebony armor, and then equip it
since that's your new objective. Once you do, Boethiah will speak to you again
and name you her champion, giving you the armor as a gift. She'll also tell
you to carry on and do whatever you want as she's busy "pulling strings". This
ends this quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
D I S C E R N I N G T H E
T R A N S M U N D A N E
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||
Daedra God :|: Hermaeus More
||
|| How to trigger :|: Starts during main quest. Read below.
||
'~.________________|________________________________________________________,~'
Now, you guys know that throughout this walkthrough I've been giving you
step by step instructions and generally have just plain been awesome (It's
all I know how to do!). However, for THIS quest, I'm going to tell you to
look at another part of the guide. You see, this quest is INTERTWINED with
the MAIN QUEST in a way that half of it you NEED to do anyways. In fact,
I'm sure that most of you got this quest due to following the main questline.
Essentially, this quest starts once you start the "Elder Knowledge" MAIN
QUEST. For the first half of this quest, one crazy scholar named Septimus
Signus will ask you to impart the knowledge of an Elder Scroll onto a lexicon
for him. So, if you need to know how to do that part, go read what we wrote
about the MAIN quest "Elder Knowledge" and come back here once you have a
runed lexicon.
[Go read/complete the MAIN QUEST "Elder Knowledge" and return here!]
o (Do not read): Gain no bonus. You can read/pick at a later date.
o The Path of Might: You gain +5 in the following skills:
- Smithing
- Heavy Armor
- Block
- Two-Handed
- One-Handed
- Archery
- Sneak
- Lockpicking
- Pickpocket
- Speech
- Alchemy
- Conjuration
- Destruction
- Restoration
- Alteration
- Enchanting
You will also undoubtedly level up as well. As you can see, a very powerful
reward! Choose your path wisely and make the most of it. This quest is now
TRULY at an end.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
I L L M E T B Y
M O O N L I G H T
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The Elder Scrolls V: Skyrim - [BK905]
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.:^|`:.
||
Daedra God :|: Hircine
||
|| How to trigger :|: To start this quest, head on over to Falkreath,
||
||
:|: perhaps the gloomiest city in all of Skyrim. There is ||
||
:|: a large cemetery on the outskirts of the town that is ||
||
:|: hard to miss and here there is a priest and a couple ||
||
:|: attending a funeral. Listen to the short service then ||
||
:|: talk to the dad, who will tell you that he just buried ||
||
:|: his little girl. Ask him how she died / who did it and ||
||
:|: he'll tell you a man named Sinding tore her apart.
||
||
:|: This will start the quest.
||
'~.________________|________________________________________________________,~'
will force him to change at inopportune times. Ask him whatever questions you
wish and tell him that you will take the ring to Hircine. He will gladly give
it to you, telling you that there is a great beast in these woods that we must
kill if we wish to gain an audience with Hircine.
(-NOTE-) Once we have the ring, it EQUIPS itself AUTOMATICALLY. Furthermore,
if you are already a WEREWOLF, the ring will FORCE YOU TO CHANGE INTO
YOUR BEAST FORM RANDOMLY. Be extremely careful with this. We also CAN
NOT UN-EQUIP THE RING. You'll have to proceed forward with this quest.
Head outside and get out of Falkreath fast. The great beast is a white stag,
and you can find it's CURRENT location on the map, so see where it is and
head towards it. Note that it is on the move constantly, so long-range attacks
such as magic and bows are great here...
(-NOTE-) Vinheim reports a strange glitch happens here, so be sure to save.
Since we now have Hircine's Ring equipped, we transform randomly into
a werewolf. DO NOT, I repeat, DO NOT track the white stag using a
horse. I was riding Shadowmere and I suddenly transformed. The game
thought I was still ON the horse, then Shadowmere ran off chasing
some Necromancer, while I was off camera. The camera chases the horse
and you won't be able to regain view of your character.
Once you kill the beast, an aspect of Hircine will appear. He will
congratulate you, saying you have what it takes to be his champion. He will
tell you that a great hunt has been called to slay Sinding though, and you must
participate in it (no matter what you say).
From here, head over to the Bloated Man's Grotto, just southwest of Whiterun
(approach it from the north) and head inside. Inside you'll seen some slain
hunters. One is still alive, a Khajit named J'Kier. He will bleed out soon,
but will warn you the prey is strong but more hunters are on the way. Loot
the bodies here. Note that you can find a CHEST under the small pool of water
here as well. Grab all the loot and continue onwards, tracking down Sinding.
You will soon meet him, and you'll have to choose between one of two options:
(-NOTE-) Take a look at the rewards of each path before you make your
decision! One GREATLY helps you out if you're a werewolf and make
use of the beast form a ton. A trophy is also on the line here.
Be sure to read the note before the section ends as well!
(-NOTE-) Also be sure to thoroughly explore this area, as there's a big
chest here with lots of goodies.
(-NOTE-) Below is an email from The Quiet One on how he got BOTH items out
of this quest. Note that I haven't personally tried this but I
wouldn't be surprised at all if this was possible. Check it out:
With the quest Ill Met By Moonlight, you can actually get both the
Savior's Hide AND the Ring of Hircine. I had gotten the Ring first
by killing all of the hunters and since I already had the Ebony
Blade, I thought "Hey, I helped Sinding out, he's my ally I'll never
use, might as well use the Ebony Blade on him and power it up. I
went back inside and killed him and Hircine still appeared! He
skinned him and still gave me the Savior's Hide.
o Kill Sinding
This is what Hircine wants you to do. If you choose this option (and tell
Sinding that you must do what Hircine asks) he will run away. There are
several other hunters out here that Sinding will fight, but he moves MUCH
faster than you and will utterly destroy the other hunters (don't be surprised
to see them all dead before you can join them if you wait too long to follow
Sinding). In the end, you'll have to fight him in his beast form one vs. one.
It isn't too hard, just be ready to heal yourself and don't let him overwhelm
you.
Once he's dead you will have to skin him. Do so and Hircine will appear and
congratulate you. He will take the cursed ring of Hircine away and will turn
the skin into the SAVIOR'S HIDE, which is your reward (the SAVIOR'S HIDE is
some LIGHT ARMOR that ups your Magic Resistance by 15% and Poison Resistance
by 50%).
After bidding you happy hunting, Hircine will leave and this quest will end.
o Spare Sinding
If you go this path, you're going to end up killing all the hunters that
are left in the grotto. There are three "sets" of hunters, so just follow the
path and take them out with Sinding as your companion. Its funny how he's not
nearly as powerful when he's WITH you. Once you've killed all three sets, talk
again to Sinding who states that he will make his home here. The quest will
end, but we're not done yet! Go and leave the grotto now.
Outside, you'll meet up with Hircine again. Despite doing the opposite of
what he wanted (and no matter what option you pick), Hircine is still pleased.
He will let you go with his blessing. Your cursed ring is now uncursed, giving
you the RING OF HIRCINE. It will now let you transform into a werewolf TWICE
in one day instead of once, and will no longer randomly transform you.
(-NOTE-) For TROPHY purposes (most notably the 'Oblivion Walker' trophy, which
requires you to collect 15 Daedric Artifacts), you need to choose to
take the SAVIOR'S HIDE here.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
P I E C E S O F T H E P A S T
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The Elder Scrolls V: Skyrim - [BK906]
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||
Daedra God :|: Mehrunes Dagon
||
|| How to trigger :|: THIS quest starts once you reach level 20, as pointed ||
||
:|: out by one of our readers (I had happened to beat the ||
||
:|: main storyline when it happened for me, but it DOES
||
||
:|: start when you hit level 20).
||
||
:|:
||
||
:|: Anyways, once you reach level 20, you should be
||
||
:|: visited by a courier upon entering any major town
||
||
:|: (such as Whiterun). He will give you an item called a ||
||
:|: "Museum Pamphlet" that will invite you to Silus
||
||
:|: Vesuius' "Museum of the Mythic Dawn" in Dawnstar. This ||
||
:|: starts a miscellaneous quest called "Visit the Museum" ||
||
:|: (paraphrasing) and will send you to Dawnstar. Upon
||
||
:|: reaching the town you'll see Silus out on his front
||
||
:|: porch arguing with someone about his museum.
||
||
:|: Afterwards he will invite you inside to view it, which ||
||
:|: starts this quest in earnest.
||
'~.________________|________________________________________________________,~'
Head inside of his house where you can view his museum (a rather small
collection of four display cases). As you look at each case, Silus will
comment on whatever is within. Those who played through Oblivion will
undoubtedly remember the Mythic Dawn cult quite well, as they essentially
caused the "Oblivion Crisis". Once you are done looking around, ask Silus
about the job he wants you to do.
He'll tell you about Mehrunes' Razor after a brief history lesson. Of course,
he will want you to collect the three remaining pieces for him. He DOES run a
museum after all! Agree to gather the pieces for him and you'll be given THREE
new objectives.
(-NOTE-) You can do these following sections in any order you like. Silus only
cares about results, after all!
- Retrieve the hilt of Mehrunes' Razor:
To get the hilt we need to travel to the major city of Morthal. The man that
owns the hilt is named Jorgen, and is often working at his mill on the edge of
town. Go find him and talk to him about it. You'll have options to PERSUADE,
BRIBE, or INTIMIDATE him for the hilt, so try those options first (I was
actually surprised at how little the bribe option cost). As an alternative,
you could always choose to LOCKPICK his house which is a great option for you
thieves out there. The hilt itself is inside of a treasure chest. Do whatever
you have to do to get it.
- Retrieve the pommel of Mehrunes' Razor:
The pommel of the razor belongs to a person named Drascua, who you'll see
is located at a place called "Dead Crone Rock" just southwest of Markarth, up
in the mountains. The best way to get there is to just walk southeast from
Markarth stables, following the path past the bridge and soon you'll see a
path that heads west. You can follow this path up and find Hag Rock Redoubt,
Dead Crone Rock, and the Hag Rock Redoubt Ruin. Beware of all the Forsworn
that inhabit the place though (but be sure to loot through their chests and
whatnot). Once you're done, enter the Hag Rock Redoubt Ruin door that the
marker is pointing to (this isn't to get the pommel, just to grab some chests
and a skillbook).
Head inside and kill the two Forsworn on the right. There's a chest over
there and the SNEAKING SKILLBOOK "2920, Last Seed, v8" on the table that they
were just sitting at. Go forwards and up the stair case, killing the guard
watching the jail cell (you can pick the locks but there's nothing good).
There is a higher-level Forsworn in the next room but he often uses the
alchemy lab there so sneak attack him and raid the chests before going back
out to the world map.
Back out at the world map head up to Dead Crone Rock and enter. In here kill
the Forsworn in front of you and head up the spiraled stairs on the right.
Check out the right cubby for goodies, then kill the two Forsworn you'll find
up here. Also be careful of the soul gem in the dining room that will spit
fire
room
also
main
at you (you have to take it to stop it). Follow the path past the dining
(watch out for the trap) and pull the lever in the next room. There's
an ALCHEMY SKILLBOOK here called "A Game at Dinner". Go back out to the
room and take the path that the lever opened up out to the world map.
Up here you will find Drascua. Be careful of the three soul gems that shoot
fire up here (as evidenced by the burnt corpse) and try to take her by
surprise if you can! She is basically a hagraven, so has powerful magic
attacks at range. Take her out and loot her for the pommel. There's also a
chest here with some very nice items and the sacrifice table has a lot of good
stuff. Oh, and a DRAGON WALL that teaches you the word FEAR - DISMAY. Pretty
sweet!
- Retrieve the blade shards of Mehrunes' Razor:
Time to get the blade shards. An orc named Ghunzul has them, and you can find
him in a keep called Cracked Tusk Keep just west of Falkreath (this place is a
TON easier to get to than Dead Crone Rock). The outside of the keep is guarded
by 3-4 Orcs who love to use ranged attacks (they ARE basically a hunting party
after all). Take them all down. Of note outside is a SMITHING SKILLBOOK named
"Light Armor Forging" near the smithing setup, so be sure to grab it before
heading inside the keep.
You'll find two orcs hanging out in the main room, so take them out. Now,
Ghunzul is off in a bedroom to the left. We don't HAVE to kill him... but
we're going to! Head over there and get the drop on him. Be sure to loot him
and his room for goodies. You'll note he DOESN'T have the shards on him, but
he has a key! Use it to explore the place and find the Cracked Tusk Vaults.
Down here hit the buttons on the walls to grab the goodies in the rooms,
including a LIGHT ARMOR SKILLBOOK "Rislav the Righteous" from the left room.
To open the door in front of you, you need to hit the levers on each side.
Now THIS room is FULL of tripwires. Each one will release a spiked wall or
dart trap, so keep your eyes open and trip them all. At the end is a pedestal
with the shards on it. Be sure to grab it from the side, as it is a pressure
weighted pedestal. Once you have the shards we're done here.
FIRST, let me include this paragraph that Sean sent in for a treasure here at
Cracked Tusk Keep that I missed:
Also, wanted to mention a location for a large chest that I'm not sure if
you included in the walkthrough, but during the quest "Pieces of the Past,"
when visiting the Cracked Tusk Keep, in the room where you encounter Ghunzul,
there is also a ladder that goes to Skyrim. If you leave through that ladder,
then follow the path on the walls around to a broken tower of the keep, there
is a large chest with an enchanted item and high level (for me) spellbook.
The one that I got was "Command Daedra," an expert conjuration spell, which
was way above my skill level in conjuration (around 30). You do not have to
go into the dungeon and go all the way to the ladder if you don't want to;
I found it before even going inside by climbing the stairs and going on the
wall next to the smithing station, then by jumping on its roof and then
jumping up the next partially-destroyed wall. If you do this, the chest
is to the right once you get up.
Thanks Sean! Moving on:
- Return to Silus
Now that you have all three pieces it's time to go see Silus. Silus will
be pleased and will reward you with 1,000 Gold per piece (3,000 Gold total).
He will then let you in on a secret: the scabbard in the case is the fourth
piece, and he plans on contacting Dagon directly to repair it! And with that,
Silus says he'll meet you at the shrine and will leave. You can use this time
to pick the locks here and take the Mythic Dawn items, but they really aren't
worth much.
Head outside and you'll see the shrine is just south of Dawnstar (by the Lord
Standing Stone, actually). Make your way over there and you'll meet Silus by
the shrine (Mehrunes Dagon is an UGLY SOB). He will put the pieces on the
altar and ask Dagon to make them whole... with no success. He will than ask
you to try to talk to Mehrunes. Interact with the altar and YOU will be deemed
worthy. However, Mehrunes sees no reason to let Silus live, and will tell you
to kill him. We have TWO choices on how this plays out (read below to see the
rewards for each choice and keep in mind potential trophy applications):
o Let Silus Live:
In this path, you are going AGAINST Dagon's wishes. After telling him NO,
Silus will talk to you where you'll get a chance to once again say no. Silus
will be overjoyed and will give you 500 Gold. However, Mehrunes isn't going to
let you off THAT easy. He will spawn TWO daedra (Dremora Markynaz... what a
name) who will make short work of Silus. They will then turn on you! Fight
them off however you can and loot Silus and the two daedra. You will find a
"Key to Mehrunes' Shrine" on both the bodies. Be sure to grab it.
With the key, you can open the door past the altar. In this small area
there is a LOT of loot to be had... once you kill two more daedra who are
guarding it! Take them out and have fun looting the place (I found several
pieces of enchanted equipment and a lot of ingots).
That will be the end of this quest as well.
o Kill Silus:
In this path you are doing as Lord Dagon wishes. Agree to kill Silus, who
states he won't go down without a fight! He's a wizard, but should fall easily
enough. After killing and looting him, go back and inspect the altar again as
Dagon puts together the Razor for you, telling you to use it and spread chaos
throughout the land. Pick it up once you can, and as a parting "gift", Dagon
will spawn two deadra to attack you. Fight them off however you can and loot
them afterwards. You will find a "Key to Mehrunes' Shrine" on both the bodies.
Be sure to grab it.
With the key, you can open the door past the altar. In this small area
there is a LOT of loot to be had... once you kill two more daedra who are
guarding it! Take them out and have fun looting the place (I found several
pieces of enchanted equipment and a lot of ingots).
That will be the end of this quest as well.
(-NOTE-) Both paths should have the ENCHANTING SKILLBOOK "Catalogue of Armor
Enchantments" in the shrine. Just an FYI to keep your eyes open.
(-NOTE-) It can be argued, without a doubt, that the "Kill Silus" path is by
FAR the best option to pick, as letting him live makes you forfeit
owning Mehrunes' Razor! This is also vital in obtaining the 'Oblivion
Walker' trophy as well!
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T H E B L A C K S T A R
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The Elder Scrolls V: Skyrim - [BK907]
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Daedra God :|: Azura
||
|| How to trigger :|: The easiest way to get this quest is to go talk to a ||
||
:|: bartender and ask them about rumor's they've heard.
||
||
:|: Eventually you should get the miscellaneous quest
||
||
:|: called "Visit the Shrine of Azura". OR you could just ||
||
:|: visit the shrine, which is located just SOUTH of the ||
||
:|: big city of Winterhold. It's on top of the peak
||
||
:|: of the mountain, but there's stairs going up to it if ||
||
:|: you approach from the NORTHWEST. Be wary of Ice Trolls ||
||
:|: and the like though!
||
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:|:
||
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:|: Once you reach the shrine the Dunmer priestess there ||
||
:|: will say she forsaw your coming. She will tell you
||
||
:|: that Azura choose YOU to be her champion, which
||
||
:|: all sounds a little TOO convenient.
||
'~.________________|________________________________________________________,~'
Anyways, you'll get the quest "The Black Star" now. Your first goal is to
find "an elven man, who can turn the brightest star as black as night". That
doesn't help very much, but the priestess (whos name is Aranea) will tell you
she thinks he's in Winterhold.
Travel down to Winterhold and enter the Inn there (the Frozen Hearth Inn).
Here you can ask the innkeeper about elves who play with stars and he'll tell
you to try the college, or the inn's resident mage Nelacar (who's probably
sitting nearby). The objective will change to "talk to Nelacar" so go over and
talk to him. Choose INTIMIDATE when you get the option and he'll comply,
asking what you know about soul gems. Follow the conversation to learn about
Azura's Star and what Malyn was trying to do with it. After the chat, your
next objective will be to find Azura's Star.
Head outside of the inn and check out the world map. Sure enough, our
objective is to travel to Ilinalta's Deep, the last known hang-out spot of
the infamous Malyn. Head on over there (it's located by "The Lady" standing
stone, north of Falkreath) and find the entrance on top of a castle tower
(which has all but sunk into the lake). Enter through the trap door.
Inside skeleton jesus will greet you and let you know this is NOT a safe
place. Continue forward into the big room and you'll have no choice but to
go down the hallway on the left. Further ahead is a big room with a
necromancer in it (and maybe a skeleton) so take them out. Past the door are
two more necromancers that may join in the fighting, but all of these guys
are apprentices so no worries. Loot the place good and take the right wooden
door to continue. Further in is a stronger necromage and a skeleton. Also
notice how half the room is flooded (well duh, we're under the lake at this
point). You can swim here, and as you can see there's a path that leads
underwater to another room. There's a chest down there, but you have to be
white souls). Also, you can talk to Aranea who will no longer recieve visions
from Azura and, if you wish, can now become your companion. This will end this
quest. Congrats!
- Bringing the Star to Nelacar:
Should you decide to bring the star back to Nelacar, he'll mention that he
may be able to finish Malyn's work and make it so the star only accepts black
souls. Upon looking at it, Nelacar will say that Malyn's soul is INSIDE of the
star, and he can't fix it like that. He'll want to send YOU inside of the star
to "kill" Malyn. Yikes! Ask him any questions you want, but in the end tell
him you're ready to enter the star. Since it's the same sequence of events as
giving the star back to Azura, I'll copy and paste what I wrote above here:
(-NOTE-) If you're not a ranged user, you want to make sure you are as MAGIC
RESISTANT as you can get before entering the star. Fair warning!
Once you enter the star, Malyn will think that it's time for a meal. Tell him
how wrong he is and he'll run away, summoning THREE DAEDRA to fight his battle
for him. These daedra are POWERFUL magic users. Thankfully, they tend to
spread out a bit, so try your best to take them on one at a time. This is what
you've been saving up your potions for though, so don't be afraid to chug some
magic resistant potions. Be sure to loot them for their hearts afterwards
(there's a sentence I never though I'd type). Further down below you can find
Malyn, who's nowhere near as tough as the Daedra (you can even sneak attack
him if you try). Once he's dead, it's all over.
For helping out Nelacar, you'll get THE BLACK STAR as your rewards: a SOUL
GEM that will NEVER break and only accepts BLACK SOULS (human souls). That
will also end this quest. Congrats!
(-NOTE-) For the record, I went with giving the star back to Aranea. It's your
choice though, just don't expect Aranea to ever be your follower if
you go against her.
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T H E B R E A K O F D A W N
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The Elder Scrolls V: Skyrim - [BK908]
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Daedra God :|: Meridia
||
|| How to trigger :|: You get this quest once you find the "Statue to
||
||
:|: Meridia" location on the world map. It is located
||
||
:|: north of the small town of Dragon Bridge. You'll
||
||
:|: definitely know it when you see it, as the statue is ||
||
:|: huge. Approach the statue and it will talk to you,
||
||
:|: giving you the quest "The Break of Dawn".
||
'~.________________|________________________________________________________,~'
Meridia will command you to find a beacon for her. Once you accept the
quest and check out the map, you'll see that the beacon is at the Lost Knife
Hideout, just south of Fort Amol and north of the small town of Ivarstead.
(-NOTE-) SEVERAL readers have emailed me to let me know that the "Lost Knife
Hideout" is a RANDOM location for the beacon. Don't be surprised
if the game tells YOU to go somewhere else! Just make sure you have
some healing potions and feel comfortable taking on the unknown
before you head out! Other location emailed to me include "Bleak
Falls Barrow" and "Lost Echo Cave".
(-NOTE-) It is also possible to find this beacon on its own while out
adventuring. Doing so will start this quest just as if you had
visited the statue.
Head inside the cave once you find it. Inside will be two bandits talking
up ahead, so jump them. Note that one of them has a key. Further in are
several more bandits, and down below is a lake. When I played, there were a
couple of bandits swimming down there, which makes sense since there appears
to be a diving board too! Ha! You can also find a TWO HANDED SKILLBOOK called
"Words and Philosphy" on the table here. Kill them all, grab the book, and
continue forward.
Watch out for a trip wire as you to. As you ascend the ledge on the left,
note that there's a path behind you (the planks) that leads to some more
bandits and a room with a chest. In front of you is two MORE bandits. Man,
this place is infested! Kill them and take the right exit to a loading screen.
In here you can sneak forwards and listen to some bandits complain about
their boss. Go in and kill them (there's three in this area) and head to the
back where you can find a chest down on the right. Take the stairs up and kill
the bandits here (they may be sleeping), but be sure to check the table for a
HEAVY ARMOR SKILLBOOK called "Orsinium and the Orcs". Head onwards past the
wooden bridge and you'll find a chest in an alcove on the left.
Now from here I'd recommend turning around and dropping through the floor
where the water is gushing through. There's a MASTER CHEST here (unlock it if
you can) and it leads to the same place the upper path does: the room full of
cages. As tempting as it might be (and, I should note, the key you got earlier
UNLOCKS these cages), I DON'T recommend opening the saber cat cage. I can
almost guarantee it'll attack YOU instead of the bandit. Go forth and kill
the bandit, the search the chest behind him. You'll find the beacon inside
of it. Once you have the beacon, Meridia will tell you to come back to her.
From here, clean out the cave of bandits (there's about 5-6 more left) and
continue FORWARD. It'll load you into the first section of the cave, high
above the water (there's a chest to the left here). You can get to the exit
easily this way.
(-NOTE-) If this is your first time to the Lost Knife Hideout, you'll get a
notification that says "Return to Kjar". That's because you killed a
target for a miscellanous quest in Windhelm. The location of these
bandits is random though, but you can go meet Kjar at the docks in
Windhelf for a reward if you happen to be so lucky...
Once you're back at the world map, go teleport back to the Statue to Meridia.
Once you put the gem back on the pedestal, you'll be whisked away to go talk
to Meridia HIGH above Skyrim. Whee! She will task you with cleansing her
temple and destroying Malkoran. She'll also want you to reclaim an artifact
called Dawnbreaker (a cool name). Once you're safely on land again, follow the
objective and enter the temple.
In here, loot the corpses (not a good sign) and head down until you see a
door on the left. Pick the door so you can get to a lever, which opens the
gate on the right hiding a chest. Loot it and head forward. Wow, Meridia sure
wasn't lying: this place is in shambles. Interact with the light pedestal here
to unlock the way forward. Past the door you'll finally meet some enemies:
corrupted shades. They are pretty much just like dead, ghostly versions of
generic soldiers. Take them out and continue, hitting another light pedestal.
Now, THIS tricky pedestal opens up another set of doors, but don't waste your
time as the doors lead to a dead-end. Instead, go through a tunnel to the
south to continue. You'll fight more shades here, go through two wooden doors,
and loot a chest before coming to the next big room. In here, kill the two
shades lurking about and loot thoroughly. There's an EXPERT door up above
that houses a lever to get to a chest. Once you're done, hit the pedestal and
continue to "Kilkreath Balcony". You'll be outside again, just high up on the
ruins. Unlock the EXPERT level chest here and head back into the ruins using
a higher door.
Head inwards and you'll see walk ways above you. Clear out the bottom floor
here before heading up (there are three shades down here). Hit the next light
pedestal when you're ready and go through the open door behind you. There's a
shade down here and a chest. There's also a door on the right that you should
open, but immediately jump back from (there's a floor trap here). Loot it and
go through the left path. Watch out for a tripwire and hit the lever at the
end. Walk down the walkway now and kill another shade at the end. Explore
carefully here, as the corner has a chest and a BLOCK SKILLBOOK entitled
"Battle of Red Mountain". Hit the light pedestal now and continue.
In the next room there's two more shades, with paths going up to the left
and right. Go to the left first. There's a potion on a pedestal here, but if
you remove it spears will come out at your head. You can remove it safely as
long as you aren't facing it head-on. Now go up the right steps and continue
out to another light pedestal. Activate it to open the door at the very
bottom, then drop down (use the walkways, don't drop ALL the way down just to
be save) and continue on to the Kilkreath Catacombs.
Head forwards now and before long you'll see a big room at the bottom of
some stairs. When you get near it, your objective will be to "Kill Malkoran".
He's in here with 4-5 shades and a TON of corpses. He's a necromancer, so be
ready for ice spells and buff yourself up before going in (you can also choose
to use the door to funnel the enemies through, just beware of ranged bow and
magic attacks). Once he's dead loot everything in here (everything) and go up
to the pedestal and interact with it to retrieve Dawnbreaker.
You'll find yourself up high in the sky again. She'll thank you and tell you
to keep Dawnbreaker and purge the darkness from the land. Agree to carry it in
her name and you'll soon be back on solid ground with a unique sword for your
own (it looks pretty neat too and is, as you would expect, magically enchanted
to kill the undead). That is the end of this quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E C U R S E D T R I B E
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The Elder Scrolls V: Skyrim - [BK909]
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||
Daedra God :|: Malacath
||
|| How to trigger :|: To get this quest, you must travel to the orc camp of ||
||
:|: Largashbur (which is to the southwest of Riften). Once ||
||
:|: you get near, you'll see the orcs fighting off a giant.||
||
:|: Give them a hand and one orc (Ugor) will tell you to ||
||
:|: go away. However, another orc (Atub) will be more open ||
||
:|: to outsiders, and will ask for your help. It seems
||
||
:|: their tribe is cursed and as a result their leader,
||
||
:|: Yamarz, has forbidden anyone to leave the encampment. ||
'~.________________|________________________________________________________,~'
However, they've also been suffering constant giant attacks. Atub plans on
petitioning Malacath to break the curse, but since she can't go to Malacath's
shrine she will ask you to bring two ingredients to her: Troll Fat and a Daedra
Heart.
(-NOTE-) There are several things to steal around the camp, as well as a few
MASTER chests to try your hand at.
- Troll Fat: If you're a hoarder like me, chances are you already have this
ingredient. In fact, I was able to scout around the orc camp and
FIND troll fat on a shelf! Ha! If you can't find any like I did,
you can always roam around the woods (for trolls) or ice fields
(for ice trolls) until you find one, then slay it.
- Daedra Heart: This ingredient is a little trickier to get. Two quests that
I KNOW have daedras to kill are "The Black Star" and "Pieces
of the Past". If you haven't done those yet, go do them and
you'll get this ingredient.
Once you have both ingredients, return to Atub. She will insist that you are
present for the ritual, and will go get Yamarz as well. Once you're back
outside Atub will do the ritual and Malacath will speak! He will insult Yamarz
for being a weakling and letting giants take over his shrine, and will task
Yamarz with killing the giant leader and bringing back his club before he
helps the tribe out! After the ritual, Yamarz will want to talk to you. He
will blame YOU for starting this chain of events and will make you become his
bodyguard. You are to meet him at Fallowstone Cave and protect him on his way
to the giant leader.
(-NOTE-) You can either follow Yamarz TO the cave (which is just northeast of
Riften) or meet him there.
Once you get to the cave head inside and you'll be charged with protecting
Yamarz. He will take the lead, so just stay by him. Head down into the cave
(which is beautiful) and kill a giant at the bottom. Follow Yamarz with the
stream and kill another giant (there's a dead bandit to the right in this
room). Continue forwards and you'll meet two bears that you can kill as well.
When you reach a split Yamarz will go left (the right path is a shortcut out
of this place) so follow him into Giant's Grove.
Head into this area and eventually Yamarz will stop you. He will say that
he's ready to face the giant... that is unless you want to make some extra
gold. Here you can either kill the giant yourself, or tell Yamarz that HE is
supposed to do it.
(-NOTE-) I would recommend telling Yamarz to kill the giant himself. You can
see why for yourself if you read both paths below.
o Make Yamarz kill the giant:
Yamarz will charge down to the giant... and promptly eat the big one. And
with him dead, it falls to you to slay the giant. Use the terrain here to
your advantage, as this giant is much stronger than the two you just faced.
Once he's dead, Malacath will speak to you and tell you to take the weapon
(Shargol's Warhammer) back to the tribe. Loot the place thoroughly and grab
the giant's weapon and take it back to the camp (using the shortcut to the
exit in Fallowstone Cave that we talked about earlier). Keep your eyes open
for a chest on the way out!
Once you're at the camp talk to Atub and explain what happened. Then go put
the warhammer on the altar (interact with it). The warhammer will change into
a weapon called VOLENDRUNG (which absorbs a WHOPPING 50 points of stamina) and
you will become Malacath's new champion. Also, with Yamarz dead, Gularzob will
become the new chief. The orcs here are accepting of you now, and in fact Atub
will even be able to teach you Illusion magic if you wished (as she is a
trainer now). This ends this quest.
o Kill the giant yourself:
Go down there and slay the giant. If you're an assassin, this is easier
than having Yamarz try to kill it and die, as you can get some sneak attacks
in. Once it's dead, loot the place and pick up Shargol's Warhammer and return
back to Yamarz.
He will tell you that he can't allow you to leave here alive since you may
tell people what happened. He will then attack! Yamarz is a formidable foe,
and for me at least took MORE hits to kill than the giant (making one wonder
how the giant killed him so fast!). His attacks aren't nearly as dangerous as
the giant though, so take him out and Malacath will call him a weakling once
more, and tell you to take the weapon back to the tribe. Be sure to use the
shortcut in Fallowstone Cave and keep your eyes open for a chest on the way
out!
Once you are at the camp, go talk to Atub and explain what happened. This is
where the one MAJOR difference between the two paths shows: you can tell the
tribe that Yamarz betrayed you. Malacath will even back you up! Go put the
warhammer on the altar (interact with it). The warhammer will change into a
weapon called VOLENDRUNG (which absorbs a WHOPPING 50 points of stamina) and
you will become Malacath's new champion. Also, with Yamarz dead, Gularzob will
become the new chief. The orcs here are accepting of you now, and in fact Atub
will even be able to teach you Illusion magic if you wished (as she is a
trainer now). This ends this quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E
H O U S E O F
H O R R O R S
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The Elder Scrolls V: Skyrim - [BK910]
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.:^|`:.
||
Daedra God :|: Molag Bal
||
|| How to trigger :|: To start this quest, simply go visit the city of
||
||
:|: Markarth. Now, chances are high that when you FIRST
||
||
:|: visited the city, you saw a man kill a woman right in ||
||
:|: front of you by some stalls. That is a DIFFERENT QUEST:||
||
:|: the one we want starts by heading WEST from there
||
||
:|: where you'll see two men conversing near a house,
||
||
:|: calling it cursed. Listen to them and a man named
||
||
:|: Vigilant Tyranus should talk to you automatically
||
||
:|: afterwards (if he doesn't, talk to him!). He'll ask if ||
||
:|: you know anything about the house. Offer to help him ||
||
:|: and you'll start the quest "The House of Horrors".
||
'~.________________|________________________________________________________,~'
Head inside the abandoned house with Tyranus and he'll note that someone is
indeed living here. However, when he heads further in things start to get
FREAKY. Items will come to life and throw themselves at you. At the back of
the house is a door you just can't open. Try to open it and Tyranus will run
back to the entrance for help. Coward. A voice will tell you to kill him. Now,
you can either listen to the voices (you crazy bastard you) or try to leave
the house yourself. You'll be unable to leave and Tyranus will attack you (so
you may as well kill him first). Loot him afterwards and the voice will claim
to have a reward for you further into the house.
Of course it would be all TOO easy to just get a reward, no? Head deep into
the house and tunnels (as the door is unlocked now) and you'll see an altar at
the very end. Interact with it to be trapped! The voice will introduce itself
as Molag Bal. Answer his questions however you wish, and in the end you will
be tasked with finding the priest of Boethiah (his rival) and making sure he
gets to this house safely.
Exit back to Markarth now and check your map. You'll see that the priest is
located at a place called "Hag's End" (Which I had already CLEARED at this
point in the game, which leads me to believe the PLACE where the priest is
being held at is RANDOM)...
(-NOTE-) I've done this quest again and he appeared at a different place, so
the location of the priest is indeed random. He seems to often show
up at Forsworn locations. Note that if you've done the 'Forsworn
Conspiracy' quest it is extremely possible to be friendly with the
Forsworn that are guarding Logrolf. Hehe...
So head to wherever the objective points to for you and travel there. Kill any
enemies you may find and talk to Logrolf. Tell him you are here to rescue him.
From here, you'll either have to PERSUADE, BRIBE, or INTIMIDATE him into
returning, so try all three options until you succeed.
Once he is free he will head to the abandoned house, so return there yourself
now. Head down to the altar where you will see Logrolf trapped! He claims that
they've been down this road before and he's won, but now Molag has YOU. You
will automatically be equipped with the rusty mace as Molag has you beat poor
Logrolf into submission. Beat him until he dies, and Molag Bal will bring him
back from the dead. Beat him to death again and Logrolf will finally submit
to Molag Bal and pledge his soul to him. And in return, Molag will tell you to
KILL him. Haha, go ahead and kill Logrolf one more time. Molag will be pleased
and will give you the MACE OF MOLAG BAL as a reward. Answer however you will
and this quest will be over.
The mace is quite a prize if you're into maces... it damages health, stamina,
M I N D O F
M A D N E S S
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The Elder Scrolls V: Skyrim - [BK911]
________________________________
.:^|`:.
||
Daedra God :|: Sheogorath
||
|| How to trigger :|: To start this quest, head to the city of Solitude.
||
||
:|: Once you're there, go find a man by the name of
||
||
:|: Dervenin (he's a beggar with REAL dark eyes; I found ||
||
:|: him hanging around the Bard's College). Instead of
||
||
:|: asking for money like most beggar's do, Dervenin will ||
||
:|: ask you to save his master. Ask him what he needs and ||
||
:|: he'll mention that his master is on vacation but he
||
||
:|: wants you to find him. Apparently his master is in the ||
||
:|: "Pelagius Wing" of the Blue Palace, but to gain access ||
||
:|: to it we need... Pelagius' Hip Bone? You'll start "The ||
||
:|: Mind of Madness" proper now.
||
'~.________________|________________________________________________________,~'
Head east to the Blue Palace and enter. There's three markers once you step
inside, but go find Erdi and tell her you need to get into the Pelagius Wing.
She'll hesitate at first, but tell her you are checking it out for Falk and
she'll give you the key. Use it to enter the wing down by the entrance of
this place.
This place is in ruins! Head to the left and up the stairs. Keep heading
forwards and soon you'll be whisked away to an unknown place... Here, go
listen to Sheogorath talk to Pelagius and soon Pelagius will be whisked away,
leaving Sheogorath free to talk. Talk to him and go through all of the dialog
options to learn a number of things. In the end, you'll learn that Sheogorath
is the Daedric Prince of Madness and YOU are in the mind of Pelagius the
third. Sheogorath is willing to leave... IF you find the way out. Oh, and you
will also ONLY be equipped with... the WABBAJACK! Hahaha! You are reliant on
it even, as you can't access the menu in Pelagius' mind...
Ok, time to get out of here. Note that there are THREE paths to choose from,
and all three have objective markers over them. We'll do this one path at a
time:
o Pelagius' Paranoia:
Let's take the path to the northwest first. Head down the path while
Sheogorath talks about how Pelagius was raised. At the end you'll hear the
familiar battle tune start up, but you're in no danger. Go up the stairs and
you'll see two summons fighting below. However, to get rid of his paranoia
look ACROSS the arena. You'll see Pelagius and his TWO bodyguards watching
the fight. Hit one of the bodyguards with the Wabbajack to "pass" this trial.
o Pelagius' Night Terrors:
Ok, time to head down the path to the northeast. As you go on, Sheogorath
will tell you about Pelagius' night terrors. Yikes... sure enough, at the end
of the path there is Pelagius, asleep. What we need to do here is hit Pelagius
with the Wabbajack, which will spawn whatever monster he had terrors about.
Then when the monster is out in the open, hit it with the Wabbajack. That's
all there is to it. You'll summon out things like a wolf, a bandit chief, and
even a dragon priest. There's about five waves of things, so keep using the
Wabbajack and soon Pelagius will wake up.
o Pelagius' Confidence:
Take the southeast path now where you'll see a GIANT MAN named ANGER beating
up on a small man named CONFIDENCE. Ha, well use the Wabbajack to even the
odds. Shoot both anger and confidence with it until ANGER is small and
CONFIDENCE is giant. Note that anger will summon some help once you start to
help confidence out, but keep on hitting anger and confidence until anger is
small and confidence is big and you'll pass this trial.
With all three paths taken, go back and talk to Sheogorath. Tell him you're
done and exit the dialog tree to hear some MORE dialog. In the end, Sheogorath
will thank you and let you keep the Wabbajack. He will warp you back to the
Pelagius Wing and this quest will be over. Now you can use the Wabbajack to
cause randomness and madness whenever you want!
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E O N L Y C U R E
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The Elder Scrolls V: Skyrim - [BK912]
________________________________
.:^|`:.
||
Daedra God :|: Peryite
||
|| How to trigger :|: You won't get this quest directly (when do you ever, ||
||
:|: right!?), but as you play the game you will
||
||
:|: undoubtedly come across an "Afflicted Traveler" as you ||
||
:|: roam the world map. Stop and talk their ear off and
||
||
:|: you should get the miscellaneous quest "Find Kesh at ||
||
:|: the Shrine to Peryite". Head over there (the shrine is ||
||
:|: just northwest of the small town of Karthwasten) and ||
||
:|: talk to Kesh. Ask him about communing with Peryite and ||
||
:|: he will say you can *IF* you bring him four
||
||
:|: ingredients. This will also start the quest proper: ||
'~.________________|________________________________________________________,~'
If
you
all
the
you make an effort to get these ingredients it won't take you long. Or,
could go do some other quests and I'll just bet you that you come across
of these over time! Either way, once you have all four of them, go back to
shrine and talk to Kesh.
With all the ingredients in hand, return and give them to Kesh. He will use
them to brew up an incense and when he's done he will tell you to inhale it.
As you would suspect, the incense makes you... hear things. Specifically, it
will make you hear Peryite, who will eventually ask you to kill a monk named
Orchendor for his betrayal. You can ask some more questions now, but you'll
learn very little. Agree to his request though, and you'll be free. To find
and kill Orchendor, we'll need to travel to the dwarven ruins of Bthardamz,
to the west (ask Kesh about them!). It's not a very far journey. Once you get
there you will find some Afflicted wandering outside. These are enemies and
will try to use a puke attack on you (take them out with ranged if you can).
Follow the ruins to find a door that leads to Bthardamz Upper District.
Once you're inside head inwards (avoiding the green goo for health reasons!).
At the bottom of the slope is a room that houses some Afflicted. Either take
them out or pick the gate to the right. After that is another room on the
right that houses another locked door and a chest. Continue on and you'll
find a group of them praying... either sneak by or reward their prayers with
an arrow in the back (choose the arrow!). Past them is a wide open room with a
total of four Afflicted hanging around. We need to get through the barred door
above us, but the bars are lowered by a lever up on the balcony to the right.
Take out the guards and open the door. Continue forwards (there's a chest
if you go down) and through the door. We need to go right and down, but if
you go straight you'll have to fight two dwarven spheres for a chest. Go back
and down the slope now (watch out for the trapped pressure plate) and follow
the path to take out three more Afflicted and enter Bthardamz Workshop.
Head inwards and sneak forwards on the left. An afflicted will enter the
left bedroom here and talk with another afflicted. Take them both out and
grab the Afflicted's Note in here and continue on (the other two bedrooms
have nothing in them). In the next open area, some dwarven spiders will
ambush you (I had to fight three of them). There's also a chest on the left
hand wall where a spider guardian may ambush you (be careful!). You can go
up the stairs here but that's not where the marker leads. You CAN go up there
though and grab a chest (it leads to the same area, but you have to fall down
to the right to get there). I'd go grab that chest than go back take the door
they want you to take (you'll have to kill two more Afflicted and you'll get
another chest). No matter what you do, make your way to the Bthardamz Upper
District.
In this area go forwards to the opening with all the stairs. There are FOUR
Afflicted here for you to kill, so take them out. Note that you can find a
chest down a small ruined dead-end to the left. Now, go right and enter the
Bthardamz Dwelling. There's two more Afflicted in here, but loot as well. Be
sure to pick the locked door here for another chest and a SPEECH SKILLBOOK
called "Biography of the Wolf Queen". Exit once you get it. Head up the many
stairs now. You COULD have fun on the rooftops up here, but for the guide's
sake I'll do this the classic way and proceed to the doortop at the very top
and end of this path.
In the next room you'll come across another locked door and some more dwarven
spiders. Kill them and continue to a large room with three Afflicted in it.
You can use the lever nearby to kill anything in the middle area, so do so and
take out the rest. Grab that chest in the middle and continue. Soon you'll
reach an area with a river running through it (very pretty!). There's two more
Afflicted guarding the far side of this area, so make your way over there and
take them out. You'll face some dwarven spheres as you continue. Watch out for
a floor plate by the arched-doorway up ahead though (take the right path and
grab the chest).
Up ahead are stairs heading up in front of you and stairs to the right. The
stairs ahead of you just lead to the area by the waterfall, so go right and
kill some more Afflicted to get to the higher level. Dwarven Spiders are
waiting for you up here, so take them out and reach the door leading to the
Bthardamz Study. This section isn't very long. Open the door in front of you
and loot the chest, then continue on and be careful of floor plates that are
trapped right before you ascend any ramp. Keep your eyes open for another
chest and enter the Bthardamz Lower District at the end.
Continue on and you'll reach a fork. Go right for a chest, then go left. The
path heads up at one point, and there are three Afflicted to kill up there.
You will also likely have to battle 3-4 charging Afflicted on the lower path
(there are a lot of them to kill here!). Keep following the path and you'll
FINALLY reach the Bthardamz Arcanex. The Arcanex is another pretty area, being
semi-flooded. Fight your way forwards past the minor dwarven enemies until you
get back up to higher ground. In the hallway coming up there will be a Dwarven
CENTURION, so get your battle plan ready as he hits HARD (sneak attack!?).
You'll face more minor enemies as you proceed now, and soon you'll come to
the room where Orchendor is. If you are ranged you should be able to get in a
good sneak attack thanks to the wall partition. After that hit him hard, as
he is a dangerous Ice Mage. He can also teleport away if he wishes and heal
himself, so keep your health up and take him out. He's got SEVERAL nice items
for you once he falls. Our objective will also change to "Report Orchendor's
death to Peryite". Oh, Orchendor should also have the ALTERATION SKILLBOOK
"Reality & Other Falsehoods" on him. Sweet! To get out of here, make sure you
grab his key then just follow the path behind him to an elevator.
Once you're back on the world map, head back to the Shrine of Peryite.
Go and commune with Peryite once more and he will be pleased, giving you the
artifact "Spellbreaker" for your service. Spellbreaker is an EXCEPTIONAL
shield for you melee players, it creates a ward that protects against spells
for up to 50 points when you use it! Ask Peryite any question you want and
tell him goodbye once you are done to finish this quest.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E T A S T E O F D E A T H
_,-^\_}\________________,-.________________/{_/`-._
`-._/}/'-'\{\_,-^
The Elder Scrolls V: Skyrim - [BK913]
________________________________
.:^|`:.
||
Daedra God :|: Namira
||
|| How to trigger :|: To start this quest, go to the Silver-Blood Inn in
||
||
:|: Markarth (it's like the very first big building on the ||
||
:|: left upon entering the city). Go ask the barkeep here ||
||
:|: if he's heard any rumors, and he'll mention the Hall ||
||
:|: of the Dead being closed, which spawns the
||
||
:|: miscellaneous quest "Speak to Verulus about the Hall ||
||
:|: of the Dead".
||
'~.________________|________________________________________________________,~'
Once inside feel free to begin your Draugr massacre. In the first room, hit
the Draugr as he is rising up (he's likely a high-level foe) and kill him and
his reinforcement. Continue on into the area and kill another Draugr before
coming to a split in the path. Go left first as you can kill Draugr from above
you (if you're ranged) and you can reach a chest this way (Careful! The chest
is boobytrapped! Open it from the side!). Head back and go straight now to
reach the ground floor.
From here, head into another room and kill another foe. Be sure to loot the
chests and urns. Up ahead is more urns and some potions, with an iron door
at the end. Get ready for a big battle now... past the doors are two leveled
Draugr and a Draugr OVERLORD. Let Eola distract him while you kill him. Once
you have felled all the enemies, Eola will proclaim the place re-taken, and
will say that we must have a grand feast... yummy. She knows the perfect
person as well: Verulus! Ha! Be sure to loot the place good (there's a chest
in the dining room with enchanted equipment) and use the secret door in the
hallway to reach the world map easier.
Now you need to head back to Markarth (or the Understone Keep, actually) and
go find Brother Verulus again. Use either your PERSUADE, BRIBE, or INTIMIDATE
skills to get him to follow you (I personally had to use bribe, for 407 gold).
With him in tow, go back outside and fast-travel back to Reachcliff Cave's
secret entrance. Take him inside and lead him into the main dining room.
(-NOTE-) It's NOT too late to have a change of heart here... you can KILL Eola
and all the dinner guests if you wished, and tell Verulus the truth.
This path makes you FAIL the quest, but Verulus pays you 1,250 Gold.
Weigh that between the rewards below...
(-NOTE-) If you want the 'Oblivion Walker' trophy, you NEED the ring given as
a reward below. Keep that in mind!
Eola will convince Verulus that he's among friends, and states he should lay
down and rest... Hehe, follow Eola and when Verulus has laid down you will be
told to "carve" him. Pull out a melee weapon and kill him. Now, you will be
prompted to taste him. Interact with him and you will have the option to EAT.
Once you taste, Namira will speak to you and congratulate you. As a reward,
you will be given the RING OF NAMIRA and will be her champion.
The ring itself provides an extra 50 points of stamina, but if you feed on
any corpse from now on (and by any I mean human...) you will also gain
increased health and health regeneration. Also, Eola now becomes a follower,
should you ever want her to accompany you.
And with that this quest is over.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
T H E W H I S P E R I N G D O O R
_,-^\_}\________________,-.________________/{_/`-._
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The Elder Scrolls V: Skyrim - [BK914]
________________________________
.:^|`:.
||
Daedra God :|: Mephala
||
|| How to trigger :|: To start this quest, go to the Inn (The Bannered Mare)||
||
:|: in Whiterun and ask the innkeeper about the latest
||
||
:|: rumors. She should tell you about the Jarl's strange ||
||
:|: children, giving you a miscellaneous quest to "Ask
||
||
:|: about Balgruuf's strange children".
||
'~.________________|________________________________________________________,~'
(-NOTE-) If you've already drived the Jarl out of Whiterun due to the CIVIL
WAR quests (like I did), you can still do this quest! The Jarl is
just located in the Blue Palace in Solitude now...
Go find Jarl Balgruuf wherever he is and ask him about his children. He will
tell you about his oldest son Nelkir, who is trouble, and will ask you to
speak with him. This starts the quest "The Whispering Door" properly.
Go find Nelkir at Dragonsreach, who will claim he knows a lot of things his
father doesn't know he knows. Ask him how, and he'll eventually tell you about
the whispering lady. I guess we'll just have to see this for ourselves! Go to
the basement and find the door the quest marker points to. Now interact with
it. Holy shit, the door talks! Well, whispers. The door will introduce itself
as Mephala, the Lady of Whispers. She will state that she's been waiting for
you and asks you to open the door. Go back and talk to Nelkir again, who will
tell you that only two people have the key to the door: his father and
Farengar, the court wizard. He also mentions that no one would notice if
Farengar went missing! Well, assassination is a little overkill, just save
your game and pickpocket the key off of one of those two marks...
With the key in hand, go open the whispering door. Inside you'll find a book
warning you against taking the Ebony Blade, but take it anyways. Mephala will
congratulate you, but will tell you that the Ebony Blade is WEAK right now,
and in order for it to be strengthened you must use it to KILL those who are
closest to you (companions, followers, friends, etc), which is a tough choice
to make. Regardless, the door's secrets are unraveled and this quest has come
to an end.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
W A K I N G N I G H T M A R E
_,-^\_}\________________,-.________________/{_/`-._
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The Elder Scrolls V: Skyrim - [BK915]
________________________________
.:^|`:.
||
Daedra God :|: Vaermina
||
|| How to trigger :|: To start this quest, first head to the major city of ||
||
:|: Dawnstar. Once you're there head inside of Windpeak
||
||
:|: Inn. Inside you'll here a group of citizens complain ||
||
:|: about nightmares. Go listen in and you'll learn that ||
||
:|: everyone in the town has been having re-occurring
||
||
:|: nightmares. After the priest Erandur gets everyone to ||
||
:|: calm down, go talk to him. He'll state that in fact, ||
||
:|: the source of the nightmares is likely coming from a ||
||
:|: place called Nightcaller Temple, a place of worship
||
||
:|: for the Daedric Lord Vaermina. He will ask for your
||
||
:|: help in putting in end to it. Agree to start the quest.||
'~.________________|________________________________________________________,~'
get up) and Erandur will state we need to find the Torpor.
Once again the marker makes it easy to find the Torpor, but be sure to raid
the room for the abundance of alchemy ingredients and an ALCHEMY SKILLBOOK
called "Mannimarco, King of Worms". Once you're done looting, grab the Torpor
and show Erandur. He'll tell you to drink it (it's in your inventory under
potions) so do so. Follow out the dream sequence (you can't grab stuff or
attack anyone) and release the miasma. After you do so, you'll "wake up" in
the real world and you'll be BEHIND the barrier.
Take the soul gem to open the path for Erandur and continue on. Kill anyone
that awakens together and be sure to look out for chests and potions. At the
end of your journey (down near the skull) you'll have to face the two priests
you saw in the dream (and you'll learn who YOU controlled for a time). Take
them out before they kill you and loot them. There's also a chest in the right
hand cubby down here. Erandur will now start the ritual to remove the barrier.
As he does so, you will HEAR Vaermina tell you that he's going to betray you,
and you should kill him and take the skull of corruption for yourself. This of
course gives us two choices...
(-NOTE-) Keep in mind that for the 'Oblivion Walker' trophy, you NEED to
take the Skull of Corruption.
o Let Erandur destroy the skull:
Don't do anything! Let Erandur finish his ritual! He will end up destroying
the skull. Afterwards, talk to him and you will complete this quest. The
"reward" by taking this path is that you'll be able to take on Erandur as your
companion whenever you would like. He will reside at Nightcaller Temple should
you need him.
o Kill Erandur and take the skull:
To take this path, attack Erandur as he is performing the ritual. Keep
attacking him and slay him (a sneak attack is VERY easy to pull off here).
Be sure to loot him afterwards and claim the Skull of Corruption as your own.
The skull is a staff. It does 2 damage but is enchanted with this effect: "20
points damage, increase to 50 if powered with dreams collected from sleeping
people." Once you claim it this quest will be over.
(-NOTE-) When the staff says it increases its damage to 50, that's **IF** it
has collected dreams. To collect dreams, you must find a sleeping
person and USE the staff on them. This will steal FIVE dreams from
them. However, it will also awaken them right then and there, so be
careful.
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
10. City Overviews
|||
[BK1000]
O==================|||---------------------------------|||====================O
This section will give you a general overview of each city in the game. And
by cities I mean all major cities (hold capitals), all minor towns, and all
Orc Strongholds. It can be a little confusing navigating this section.
Basically, I list a city then give a brief description about it, followed by
if it is a major city or not, if you can own a house, the shops there, and the
major quests you can find there. MAJOR quests are NOT written up in this
section... go find them elsewhere in the guide.
After all of that, I list additional info, like crafting stations, followers,
trainers, marriage partners, interesting items (think skill books, quest items
and so forth) and miscellaneous quests. I HIGHLY suspect the miscellaneous
quests have the RADIANT QUEST SYSTEM in place, so if you don't get exactly
what I get you'll know why... Since each city can be SO big and list SO much
info, I have each city include a quick search bar.
Onto the overviews!
____
_
| _ \ __ ___
___ __ ___| |_ __ _ _ __
| | | |/ _` \ \ /\ / / '_ \/ __| __/ _` | '__|
| |_| | (_| |\ V V /| | | \__ \ || (_| | |
|____/ \__,_| \_/\_/ |_| |_|___/\__\__,_|_|
[BK1001]
O==================|||---------------------------------|||====================O
|||
ADDITIONAL INFO
|||
O==================|||---------------------------------|||====================O
Here is even more additional info about Dawnstar:
~'\. CRAFTING STATIONS
FOLLOWERS:
Erandur (Male Dark Elf, must complete "Waking Nightmare" first and NOT
kill him).
Kharjo (Male Khajiit, works for the caravans, must find his Moon Amulet
for him first).
TRAINERS:
Dro'marash: COMMON SPEECH TRAINER (He is a member of the Khajiit caravans
that often visit Dawnstar).
~'\. INTERESTING ITEMS
N/A
~'\. MISCELLANEOUS QUESTS
____
_
_
| __ ) _ __(_) __| | __ _ ___
| _ \| '__| |/ _` |/ _` |/ _ \
| |_) | | | | (_| | (_| | __/
|____/|_| |_|\__,_|\__, |\___|
|___/
[BK1002]
O==================|||---------------------------------|||====================O
|||
ADDITIONAL INFO
|||
O==================|||---------------------------------|||====================O
Here is even more additional info about Dragon Bridge:
~'\. CRAFTING STATIONS
FOLLOWERS:
N/A
TRAINERS:
N/A
~'\. INTERESTING ITEMS
- N/A
~'\. MARRIAGE PARTNERS
N/A
~'\. MISCELLANEOUS QUESTS
[BK1003]
O==================|||---------------------------------|||====================O
|||
ADDITIONAL INFO
|||
O==================|||---------------------------------|||====================O
Here is even more additional info about Dushnikh Yal:
~'\. CRAFTING STATIONS
FOLLOWERS:
Ghorbash the Iron Hand (Persuade/Bribe/Intimidate him to travel once more)
TRAINERS:
Chief Burguk (MASTER ONE HANDED Trainer)
Gharol (EXPERT HEAVY ARMOR Trainer)
~'\. INTERESTING ITEMS
[BK1004]
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ADDITIONAL INFO
|||
O==================|||---------------------------------|||====================O
Here is even more additional info about Falkreath:
~'\. CRAFTING STATIONS
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
N/A
TRAINERS:
Runil: COMMON CONJURATION TRAINER (Commonly in the Hall of the Dead).
N/A
~'\. MISCELLANEOUS QUESTS
Find and talk to Thadgeir and ask him about burials to get this quest (I
found him chopping wood outside the Gray Pines Goods general store). You
will have to take his friends ashes to the priest of Arkay, Runil. You can
find him nearby in the graveyard and for this short walk you will be given
250 gold! Sweet!
- Find Runil's Journal inside Moss Mother Cavern
Talk to Runil, the Priest of Arkay (who is often inside the Hall of the
Dead) and ask him if he's a priest to get this quest. You'll have to go
into Moss Mother Cavern to go find his journal. The Cavern is to the north
west, so head over there. If you've never been, you'll likely have to do
the side quest "Clear out Moss Mother Cavern", which is listed under side
quests in this guide. Basically, you will face a bear and three Spriggans
in this area before finding the journal in a chest. Bring it back to Runil
for a 500 gold reward.
- Kill the bandit leader located at Bilegulch Mine.
Go into Dead Man's Drink and ask the inn-keeper, Valga, abour work. She
will give you this bounty from the Jarl's men. Bilegulch Mine is located
to the northwest, past Moss Mother Cavern. Head over there to see the
mine is up in the hills, and you'll have to climb up to it. There will
be 2-3 bandits outside guarding the entrance, but they are spread out and
easy to kill. Be sure to check out the smithery before entering the mine.
You can mine plenty here if you wish (it IS a mine), but beware of the
bandit leader. He is here alone, so take him out and grab the key off of
him to loot the chest. Down on the lower level is a SMITHING SKILLBOOK
called "The Armorer's Challenge". Go back and talk to the steward, Nenya,
to recieve 100 Gold for your trouble.
- Kill the bandit leader located at Embershard.
Go into Dead Man's Drink and ask the inn-keeper, Valga, abour work. She
will give you this bounty from the Jarl's men. Embershard Mine is over
to the northeast, by the Guardian Stones. Head over there and kill the
bandit hanging around outside then head in. Kill the two bandits on the
right, then search beyond them for a lever to lower a bridge. Continue
past the bridge (kill the two bandits that come at you) and further in
to find a series of bridges where three more bandits await you. Kill
them all and then be sure to loot the place thouroughly. The one treasure
you should remember to grab is the "Light Armor Smithing" SMITHING
SKILLBOOK by the forge area. Go back to Falkreath and talk to the steward,
Nenya, to recieve 100 Gold for your trouble.
- Kill the leader of Knifepoint Ridge
You can get this quest AFTER you go fetch Black-Briar Mead for the Jarl,
Siddgeir. He'll ask you to take out these bandits that he's had dealings
with as he's "cleaning up". Knifepoint Ridge is to the northwest of town,
so head on over there. Be careful of the direct path as they have a rock
slide trap waiting for you. You'll face a TOUGH bandit presence outside,
killing easily 7-8 bandits. Be sure to check the archery range for a book
called "Vernaccus and Bourlor" (an ARCHERY SKILLBOOK) before heading into
the mine. The leader will be alone in here, so take him out and loot the
[BK1005]
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ADDITIONAL INFO
|||
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Here is even more additional info about Ivarstead:
~'\. CRAFTING STATIONS
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
N/A
TRAINERS:
N/A
~'\. INTERESTING ITEMS
- N/A
~'\. MARRIAGE PARTNERS
Temba Wide-Arm (Female Nord, runs the sawmill, must bring her 10 Bear Pelts
first).
Wilhelm (Male Nord, Innkeeper of Vilemyr Inn, must complete "Investigate
Shroud Hearth Barrow" first).
~'\. MISCELLANEOUS QUESTS
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_ __
_ _
_
| |/ /__ _ _ __| |_| |____
____ _ ___| |_ ___ _ __
| ' // _` | '__| __| '_ \ \ /\ / / _` / __| __/ _ \ '_ \
| . \ (_| | | | |_| | | \ V V / (_| \__ \ || __/ | | |
|_|\_\__,_|_| \__|_| |_|\_/\_/ \__,_|___/\__\___|_| |_|
[BK1006]
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ADDITIONAL INFO
|||
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Here is even more additional info about Karthwasten:
~'\. CRAFTING STATIONS
FOLLOWERS:
N/A
TRAINERS:
N/A
~'\. INTERESTING ITEMS
- N/A
~'\. MARRIAGE PARTNERS
Ainethach (Male Breton, must do the quest "Convince Atar to leave Sauranach
Mine" and side with him first).
~'\. MISCELLANEOUS QUESTS
[BK1007]
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ADDITIONAL INFO
|||
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Here is even more additional info about Largashbur:
~'\. CRAFTING STATIONS
FOLLOWERS:
Lob (Male Orc, Complete "The Cursed Tribe" first)
Ogol (Male Orc, Complete "The Cursed Tribe" first)
TRAINERS:
Atub: EXPERT ILLUSION TRAINER (Must complete "The Cursed Tribe" first)
~'\. INTERESTING ITEMS
N/A
~'\. MISCELLANEOUS QUESTS
- N/A
--=======------=======----=-=----===-----===-----------====----=-------===----==-------======-------====-=-====---=====---===========----====-=======---=====
__ __
_
_ _
| \/ | __ _ _ __| | ____ _ _ __| |_| |__
| |\/| |/ _` | '__| |/ / _` | '__| __| '_ \
[BK1008]
|
| The Taste of Death (Talk to the Priest of Arkay, Verulus,
|
and persuade him to let you help with
|
Markarth's cannabilism problem).
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ADDITIONAL INFO
|||
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Here is even more additional info about Markarth:
~'\. CRAFTING STATIONS
FOLLOWERS:
Cosnach (Male Nord, you must beat him in a brawl first).
Vigilance (War Dog - Purchase from the stables for 500 Gold).
Vorstag (Male Nord - Mercenary at the Silver-Blood inn. Costs 500 Gold).
TRAINERS:
Garvey: EXPERT SNEAK TRAINER (Found in The Warrens).
Ghorza gra-Bagol: COMMON SMITHING TRAINER (Located at the town's smithery).
Hamal: MASTER ENCHANTING TRAINER (Must complete "The Heart of Dibella"
side quest first).
Argis the Bulwark (Male Nord, becomes your housecarl once you are Thane).
Cosnach (Male Nord, you must beat him in a brawl first).
Moth gro-Bagol (Male Orc, located in the Understone Keep. You must bring
him a Daedra heart first).
Muiri (Female Breton, in the Hag's Cure only after you complete the Dark
Brotherhood quest "Mourning Never Comes").
Omluag (Male Breton, you must complete the Misc. quest "Talk to Mulush about
Omluag" first).
Vorstag (Male Nord - Mercenary at the Silver-Blood inn. You must hire him
first).
~'\. MISCELLANEOUS QUESTS
a DRAGON WALL near the end, but until then you'll be fighting witches and
a hagraven that keeps teleporting off. Chase her back outside where you
will fight two ice trolls and you can finally kill her. Nearby in a BIG
treasure chest is the shield! Return it to Jarl Igmund and trade it for
an elven shield. You will now be able to buy property as well as work
towards becoming a Thane. Congrats!
- Kill Nimhe inside Nchuand-Zel
You can get this quest by asking Calcelmo (the court wizard) to see the
excavated ruins. He'll note there's a spider in there named Nimhe that he
wants slain. Agree to do so. Head into the nearby ruins where you will
find a linear path with frostbite spiders and, at the end, the giant
spider Nimhe! Take it out! Once its killed return to Calcelmo and let him
know. He'll give you the key to the Dwemer Museum (making it easy to go
in there and steal - but be sure to get the STONE OF BARENZIAH from a room
on the left in there). Oddly enough, this quest does NOT count towards
helping the people of the Reach.
- Kill the bandit leader located at Four Skull Lookout
This is another bounty you can pursue by talking to the steward of the
Jarl, Raerek. Four Skull Lookout is located west of Red Eagle Redoubt.
Head there and head west, manually, over the mountains (don't follow the
stupid marker). Three bandits will await you. Slaughter them all and
return to Raerek for your 100 Gold reward.
- Kill the leader of Dragon Bridge Overlook
You can get this quest by talking to the steward of the Jarl, Raerek.
More killing! Dragon Bridge Overlook is located nest to Dragon Bridge,
of course, on a hill overlooking it. Not too hard to walk to. I only
found two forsworn here, so this should be easy. Return to Raerek for
your 100 Gold reward.
- Kill the leader of Red Eagle Redoubt
You can get this quest by talking to Jarl Igmund and asking for work.
He'll state his dislike of sellswords, but needs you. Red Eagle Redoubt
is located west of Rorikstead (the easy way to walk over there) and is
also heavily involved in the quest "Legend of Red Eagle" (Read that quest
if you want to knock out two birds with one stone). There are a TON of
forsworn here, especially if you go through the "ascent" cave to reach
Red Eagle Redoubt proper. Once you've killed them all, return to the Jarl
and he'll be impressed and give you 1000 Gold.
- Retrieve Lisbet's shipment from Broken Tower Redoubt
Head into Arnleif and Sons Trading Company and talk to Lisbet, the
owner. Ask her if the shops seen better days and she'll tell you she'd
be ok if it wasn't for the Forsworn attacking her shipments. She'll than
give you this quest to locate one of those shipments. Broken Tower Redoubt
is located to the east, near Sundered Towers. Head over there and enter
the very top tower (which you can do without fighting through the fort if
you came from Sundered Towers) and kill the Briarheart in here. Search the
chest for the statue and then return it to Lisbet for a nice fat 1000
Gold reward.
- Steal the statue in the Temple of Dibella
You can get this quest by talking to Degaine, the local beggar, and
asking him about money. Apparently the temple is locked up, so he wants
you to steal the statue of Dibella from it. Getting caught starts the
main quest "The Heart of Dibella". Stealing the statue requires not
getting caught though, so pick the expert door leading to the inner
sanctum and head down. Remove all armor and cast MUFFLE, then sneak
around the left side of the room while the three women in the middle
do their ceremony. Head further in and steal the statue now. Now there's
a chance the women will finish and two of them will come into the room
where you are at. Hide by the door and let them pass, them sneak past them
and return the way you came. Now return to Degaine for a 150 Gold reward.
- Talk to Mulush about Omluag
You can get this quest from Omluag (who I found at the Silver-Blood Inn)
and volunteering to help. Mulush is usually by the smelter near Cidhna
Mine (during the daytime). Persuade/Bribe/Intimidate him into easing up
on Omluag (I did it with speech at 44). Go back and tell Omluag once you
are successful for a 500 Gold coin reward. You can now marry Omluag as
well if you wish.
- Visit Vlindrel Hall, your new house
An petty quest you get when buying your house. Useful for helping you
figure out where it is. Simply visit your home to get rid of this quest.
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| \/ | ___ _ __
| |\/| |/ _ \| '__|
| | | | (_) | |
|_| |_|\___/|_|
_ ___
| |/ / |__ __ _ ______ _ _ _ _ __
| ' /| '_ \ / _` |_ / _` | | | | '__|
| . \| | | | (_| |/ / (_| | |_| | |
|_|\_\_| |_|\__,_/___\__, |\__,_|_|
|___/
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Here is even more additional info about Mor Khazgur:
~'\. CRAFTING STATIONS
FOLLOWERS:
Borgakh the Steel Heart (Persuade/Pay off her dowry)
TRAINERS:
Chief Larak (MASTER BLOCKING trainer)
~'\. INTERESTING ITEMS
Borgakh the Steel Heart (Female Orc, Persuade/Pay off her dowry first).
~'\. MISCELLANEOUS QUESTS
|_| |_|\___/|_|
\__|_| |_|\__,_|_|
[BK1010]
Description | Morthal may well be the most depressing town I've ever seen.
| It's surrounded by marshes and swamps and the deathbell
| flower can be found in abundance... which only helps set
| the gloomy feeling in deeper. It is the hold capital of
| Hjallmarch and is run by Jarl Idgrod Ravencrone. There's
| not a whole lot to do in Morthal other than shop at some
| shops and be depressed...
|
Major City? | Yes (Hold Capital of Hjallmarch, no loading required)
|
House? | No
|
Major Shops | Moorside Inn (Inn)
|
| Thaumaturgist's Hut (Alchemy Store)
|
|
Major Quests | Laid to Rest (Talk to Jarl Idgrod about the burned down
|
house in town)
|
| Rising at Dawn (Talk to Falion, must be a vampire)
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ADDITIONAL INFO
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Here is even more additional info about Morthal:
~'\. CRAFTING STATIONS
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
Benor: Nord Warrior (You must beat him in a brawl first).
TRAINERS:
Falion: MASTER CONJURATION TRAINER (found inside his house).
Lami: COMMON ALCHEMY TRAINER (Owner of the Thaumaturgist's Hut).
~'\. INTERESTING ITEMS
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_ _
| \ | | __ _ _ __ _____ _| | |__ _ _ _ __
| \| |/ _` | '__|_ / | | | | '_ \| | | | '__|
| |\ | (_| | | / /| |_| | | |_) | |_| | |
|_| \_|\__,_|_| /___|\__,_|_|_.__/ \__,_|_|
[BK1011]
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ADDITIONAL INFO
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Here is even more additional info about Narzulbur:
~'\. CRAFTING STATIONS
FOLLOWERS:
N/A
TRAINERS:
N/A
~'\. INTERESTING ITEMS
N/A
~'\. MISCELLANEOUS QUESTS
[BK1012]
|
Alchemy Laboratory - 1000 Gold
|
|
Enchanting Laboratory - 1000 Gold
|
|
Garden - 800 Gold
|
|
Porch - 400 Gold
|
|
Major Shops | Elgrim's Elixirs (Alchemy Shop)
|
| Pawned Prawn (General Store)
|
| The Bee and Barb (Inn)
|
| The Scorched Hammer (Blacksmith)
|
|
Major Quests | A Chance Arrangement (Talk to Brynjolf out in the market;
|
this is the start of the THIEVES GUILD
|
QUESTLINE)
|
| Promises to Keep (Talk to Louis Letrush in The Bee and Barb
|
Inn and agree to help him)
|
| The Book of Love (Talk to Dinya Balu, the priestess of Mara
|
who you can find in the temple of Mara)
|
| Unfathomable Depthes (Talk to From-Deepest-Fathoms out by
|
the Riften Fishery. Must be a higher
|
leveled player to make her show up!)
|
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ADDITIONAL INFO
|||
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Here is even more additional info about Riften:
~'\. CRAFTING STATIONS
Elgrim's Elixirs)
Mistveil Keep)
Honeyside once you purchase its upgrade)
the Thieves Guild)
Pawned Prawn)
Mistveil Keep Barracks)
Honeside once you purchase the kitchen upgrade)
the Thieves Guild)
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
Iona (Your Housecarl, once you become THANE and buy Honeyside)
Marcurio (Adventurer for hire in The Bee and Barb Inn; 500 Gold)
Mjoll the Lioness (Female Nord, you must be level 14+ and find her sword for
her).
TRAINERS:
Balimund: EXPERT SMITHING TRAINER (Works near the open Blacksmith in town)
Delvin Mallory: MASTER SNEAK TRAINER (Member of the Thieves Guild)
Grelka: EXPERT LIGHT ARMOR TRAINER (Runs a small stall in the middle of
town)
Niruin: MASTER ARCHERY TRAINER (Member of the Thieves Guild)
Vex: MASTER LOCKPICKING TRAINER (Member of the Thieves Guild)
Vipir the Fleet: MASTER PICKPOCKET TRAINER (Member of the Thieves Guild)
~'\. INTERESTING ITEMS
Balimund (Male Nord, owns the smithery in Riften, you must bring him 10
fire salts first).
Iona (Female Nord; Your Housecarl, once you become THANE and buy Honeyside).
Marcurio (Male Breton, Adventurer for hire in The Bee and Barb Inn, you must
hire him first).
Mjoll the Lioness (Female Nord, you must be level 14+ and find her sword for
her).
Romlyn Dreth (Male Dark Elf, works at the Black Briar Meadery, you must do a
miscellaneous quest for him first).
~'\. MISCELLANEOUS QUESTS
deliver them once you've found enough. Once you give them to her, she'll
give you pheasant breast and a spellbook!
-. Find 20 deathbell for Ingun Black-Briar 0/20
| Find 20 nightshade for Ingun Black-Briar 0/20
| Find 20 nirnroot for for Ingun Black-Briar 0/20
'...
Eck, a gathering quest. You get this one by talking to Ingun Black-Briar
inside Elgrim's Elixir's. She wants to help restock all the supplies she's
used. Deathbells are common around Morthal and in the swamp area.
Nighshade is common in cemetarys, and I'd recommend Riften and Falkreath
for hunting. Nirnroot is a bit trickier... the best place for it has to be
Sarethi Farm, a farm east of Ivarstead where Sarethi grows a whole bunch
of them, but other then that you need to just scout waterways and lakes
for the rest. For each set of 20 ingredients that you bring in, you will
gain a whopping 500 gold (for a total of 1500 gold) and once you bring
them all in, Ingun will give you a KEY to a SUPPLY CHEST located in the
back of Elgrim's Elixirs that contains various potions that you can take
FOR FREE! And what's better than that is that she'll restock it every few
days, turning it into FREE POTIONS for the rest of your Skyrim life!
-. Find gold ore for Madesi 0/1
| Find a mammoth tusk for Madesi 0/1
| Find 2 flawless sapphires for Madesi 0/2
'...
Another gathering quest, this time for Madesi out in the minor shop
circle in the center of Riften. He needs this stuff for a jewelry creation
he's working on. Your best bet is to just continue adventuring instead of
heading out to GET this stuff, but you could always go kill a mammoth (and
some giants), as well as go mine for awhile and come up with it that way.
I found all this stuff while adventuring and you will too.
- Get 3 flawless amethysts for Talen-Jei 0/3
Talen-Jei is the male Argonian in The Bee and Barb Inn. He wants the
gems so he can make a wedding band for the owner, Keerava. Flawless
Amethysts can be found while adventuring or while mining, but I've never
found three in one place. So like the other gathering quests, you should
keep playing and hoarding until you get three of them. Once you do, go
return and give them to Talen-Jei. I watched for my "reward", but I didn't
get anything after I gave him the amethysts.
FFBeowulf (GREAT name, man!) emailed me to tell me that at one point, he
too didn't get any reward. This quest seems very glitchy! However he tried
again and got a Draught of Strength. It sounds like the reward here is
pretty minor, so don't be too concerned if you don't get one!
- Kill the bandit leader located at Bthalft
Go talk to Keerava in The Bee and Barb Inn and she'll give you this
bounty letter from the Jarl. Bthalft is located south of Ivarstead,
so its easiest to fast travel there and take the road south that leads
to it. I only found TWO bandits there, so this should be easy work for
you. Return to Riften and talk to the Steward, Anuriel for a 100 gold
reward.
- Kill the bandit leader located at Rift Watchtowr
Go talk to either Keerava in The Bee and Barb Inn or Anuriel, the Jarl's
steward to get this bounty letter. Rift Watchtower is between Shor's Stone
and Ivarstead, and has three Orc's in it that will automatically attack
if you get near. Wipe them out (shouldn't be hard) but be sure to loot
the place as the HEAVY ARMOR SKILLBOOK "Hallgerd's Tale" is at the top of
the tower. Return to Anuriel for your 100 Gold reward.
- Kill the bandit leader located at Treva's Watch
Go talk to either Keerava in The Bee and Barb Inn or Anuriel, the Jarl's
steward to get this bounty letter. Treva's Watch is located to the north
west of Riften (the southeast of Ivarstead) so head over there. If this is
your first time there, go do the "Infiltration" side quest. If it isn't
your first time, just go waste the bandits. Either way, return to Anuriel
for your 100 Gold reward.
- Locate a clue about Brand-Shei's past
This is a weird one. Brand Shei is a dark elf, but tells you how he was
raised by Argonians. He was wrapped in a specific Morrowwing blanket when
he was discovered though, and asks for your help looking for clues about
his past (oh, you can find him out near the stalls... or in jail if you've
recently done "A Chance Arrangement"). His only clue is a ship, 'The Pride
of Tel Vos', which is a shipwreck to the east of Winterhold. Head over to
Winterhold and make your way over to it where you will find a group of
bandits to kill. After than find a waterlogged chest and open it to find
a journal. Grab it and return to Brand Shei. He'll give you the key to his
strongbox in his stand for your trouble!
- Locate Grimsever
You must be level 14+ to trigger this quest (I found out the hard way),
but once you are go talk to Mjoll the Lioness. You will now be able to
offer to locate her lost sword. It is located in the Dwemer ruins of
Mzinchaleft, southwest of Dawnstar. Head over there and kill the bandits
outside then head in. Inside are more bandits. Be sure to loot them all
for 'Maluril's Room Key' to open a locked door for a SPEECH SKILLBOOK
called "A Dance in Fire, v7". Make your way through the place through a
lever puzzle (flip the second lever and run back to the first one then
flip the following levers) and go to Mzinchaleft Depthes. This area is
pretty straightforward but you'll be facing a LOT of Falmer, so be ready.
Continue on until you reach Mzinchaleft Gatehouse. Down here you will
fight a Dwarven Centurion, a tough battle to be sure. There is also a
guardian sphere, so save and be ready for a tough fight. Grimsever is
sitting on a nearby table, so grab it once you win. Return back to Mjoll
and give her the sword. You can now marry her or have her as your follower
if you wish!
-. Obtain a Mark of Dibella from Indaryn
| Obtain a Mark of Dibella from Hofgrir
| Obtain a Mark of Dibella from Bolli
'....
To get this miscellaneous quest, go talk to Svana Far-Shield in Haelga's
Bunkhouse. She's complain how she's more of a slave than a worker, and
wants to get back at Haelga. Apparently Haelga is quite a freak in bed,
and has many partners, so Svana wants you to get marks of Dibella from
three of her partners (she apparently gives these out after having sex!).
We can do these in any order we wish. Indaryn can be found in the Black
Briar Meadery. You can either try to persuade him or intimidate him to get
the mark, and even at level 23 Speech I was able to intimidate him. We
also always have the option of pickpocketing any of these men for their
marks. I was unable to convince Hofgrir or Bolli to give their marks to
me, so I pickpocket both of them. Hofgrir is out by the stables and is
EASY to pickpocket as he leans against the stable (remember to save before
you try). Bolli is much harder, and I had to break into his home and nab
it when he was asleep (again, save!).
Once you have them all, go back and confront Haelga. She'll beg you to
be quite about the issue and give you a Scroll of Bane of the Undead,
which is quite valuable. Go talk to Svana now and she'll be pleased and
give you Iron Boots of Minor Stamina (or some other enchanted armor, I
suspect). You'll be done with this Misc. quest now.
- Obtain Ore Sample from Filnjar
Talk to Elgrim's wife, Hafjorg, to get this quest. It's a fetch quest to
obtain an ore sample from Filnjar in Shor's Stone, a small town just to
the northwest of Riften. You'll likely find Filnjar at his smithy, so talk
to him to get the sample, then return to Hafjorg. She'll give you four
potions that increase various skills for your work (Defender, Lockpicking,
Alteration, and Conjuration for me) and you'll be done with this quest.
- Pick up Harrald's Sword from Balimund
Harrald is the Jarl's son and can usually be found in Mistveil Keep
somewhere. He'll ask you to pick up his sword from the blacksmith,so head
over to Balimund and pick it up. Now return it for a few gemstones worth
of thanks. A really easy quest to do.
-. Retrieve Wylandriah's Soul Gem
| Retrieve Wylandriah's Ingot
| Retrieve Wylandriah's Spoon
'...
To get this quest, go talk to the Mistveil court wizard, Wylandriah.
After talking to her for a bit you'll realize she's a bit... clutzy. Talk
to her about her organization and you'll get this quest. After that, ask
her WHERE you have to go to get a preview of what you'll be doing. Now,
as for the items travel to Ivarstead and enter Fellstar Farm. On the table
is Wylandriah's satchel with her SPOON in it. Next, head to the Frozen
Hearth Inn at Winterhold and another satchel will be on a bookcase here
with her ingot. Lastly, head to Windhelm and into the White Phial Alchemy
shop to find another satchel with the soul gem. Return everything to
Wylandriah, and despite her not remembering sending you out she will
reward you with several spell scrolls! Very nice!
[BK1013]
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ADDITIONAL INFO
|||
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Here is even more additional info about Riverwood:
~'\. CRAFTING STATIONS
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
Faendal (Complete the Deliver XXXX's letter to Camilla quest and choose to
help Faendal).
Sven (Complete the Deliver XXXX's letter to Camilla quest and choose to
help Sven).
TRAINERS:
Faendal: COMMON ARCHERY TRAINER (Often found near the lumber mill).
~'\. INTERESTING ITEMS
N/A
~'\. MARRIAGE PARTNERS
- Craft a Potion
An easy little quest you can get from the Sleeping Giant inn-keeper,
Orgmar by asking to use the Alchemy Lab nearby. He doesn't GIVE you the
ingredients though. Just buy some wheat and blisterwort from him and make
that into a potion using the nearby lab and you're done.
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ways away, being just east of Whiterun, but it's a good test of your
abilities. The only REAL danger in the place is the Bandit Leader, and he
is also the only one you have to KILL (you should kill all the bandits).
You'll face 5-6 bandits in these two towers though, so just go kill them
all and keep your health up... and don't drop off the bridge and die like
I did once...
Afterwards, you'll have to go talk to the steward in Whiterun to collect
your reward: 100 gold. Be sure to loot the tower thouroughly before you go
though, as there is loot and an ARCHERY skillbook to be found here ("The
Black Arrow, v2").
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ADDITIONAL INFO
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Here is even more additional info about Rorikstead:
~'\. CRAFTING STATIONS
FOLLOWERS:
Erik the Slayer (Do the misc. quest for Erik then wait 24 hours and he will
now be a mercenary, cost 500 gold).
TRAINERS:
N/A
~'\. INTERESTING ITEMS
- N/A
~'\. MARRIAGE PARTNERS
Erik the Slayer (Do the misc. quest for Erik first; marriage options is
known to be buggy!).
~'\. MISCELLANEOUS QUESTS
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ADDITIONAL INFO
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Here is even more additional info about Shor's Stone:
~'\. CRAFTING STATIONS
FOLLOWERS: N/A
TRAINERS: N/A
~'\. INTERESTING ITEMS
- N/A
~'\. MARRIAGE PARTNERS
out for him. The mine is to the right of his house and inside you will
find about SIX Frostbite spiders. Take them all out and tell Filnjar you
are done for a 750 gold reward.
- Deliver the satchel to Verner in Darkwater Crossing
You can get this quest by talking to the miner Sylgja. She'll ask if you
are headed to Darkwater Crossing. Ask her about it to learn she wants you
to take a satchel that way. Agree to do it. Darkwater Crossing is to the
northwest and poses no danger. Give the satchel to Verner and he'll give
you one for Syjgja. Return to Sylgja and give it to her for a reward: a
silver jeweled necklace. You can now also marry her if you wish.
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Description |
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| The Winking Skeever (Inn)
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Major Quests |
| Lights Out! (Talk to the Argonian, Jaree-Ra, hanging around
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Angeline's Aromatics).
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| Tending the Flames (Apply at the Bards College with Viarmo).
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| The Man who cried Wolf (Ask Falk Firebeard, the steward, if
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he needs help with Wolfskull Cave).
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| The Mind of Madness (Talk to Dervenin, the Beggar, and offer
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to help find his master).
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Here is even more additional info about Solitude:
~'\. CRAFTING STATIONS
FOLLOWERS:
Belrand (Mercenary in the Winking Skeever, costs 500 Gold).
Jordis the Sword-Maiden (Your Housecarl once you become Thane).
TRAINERS:
Giraud Gemane: MASTER SPEECH TRAINER (Member of the Bard's College).
Sybille Stentor: EXPERT DESTRUCTION TRAINER (Court wizard in the Blue
Palace).
~'\. INTERESTING ITEMS
- Biography of the Wolf Queen (SPEECH SKILLBOOK, located in the Blue Palace,
on a table in the Jarl's bedroom).
- Song of Hrormir (TWO HANDED SKILLBOOK located in Jala's House).
- Stone of Barenziah (Located in Proudspire Manor's bedroom).
- Stone of Barenziah (Located in the Blue Palace, by the Jarl's bed).
- The Buying Game (SPEECH SKILLBOOK, located in the Bard's College, upstairs
on a bookcase in one of the classrooms).
- The Gold Ribbon of Merit (ARCHERY SKILLBOOK located inside the 'Fletcher'
building on a table; near the smithery).
- The Rear Guard (LIGHT ARMOR SKILLBOOK located in Castle Dour on a table
in the guards barracks area).
~'\. MARRIAGE PARTNERS
Belrand (Male Imperial, Mercenary in the Winking Skeever, can marry once you
hire him).
Jordis the Sword-Maiden (Female Nord, Your Housecarl once you become Thane).
Octieve San (Male Nord, must get Irnskar to drop his debts first).
Sorex Vinius (Male Nord, must deliver rum to Falk for him first).
~'\. MISCELLANEOUS QUESTS
keeps track of how many people you've helped and how many you need to.
Just keep doing these miscellaneous quests and you'll get it soon enough!
Once you do you'll get the Blade of Haafingar and a personal housecarl:
Jordis the Sword-Maiden.
- Convince Vittoria Vici to release the Spiced Wine shipment
You can get this quest from the wine vendor, Evette San, out in the open
marketplace. Head down to the docks and locate Vittoria (shouldn't be hard
with the marker). Vittoria will say she needs to pay a 2,000 Gold Tariff!
Argh! You can persuade her to release it though, thank god (I had a speech
level of 45 when I did this), or you can bribe her for 10% of that amount
(or, if you're crazy, you can pay 2,000 Gold). Return to Evette and tell
her the good news for two spiced wines.
- Deliver the Stros M'Kai Rum to Falk Firebeard
You can get this quest from Sorex at the Winking Skeever. Just go
through his dialog until you can offer to take it for him, then head on
over to the Blue Palace and give the rum to Falk. You'll get 500 Gold
as a reward.
- Find Finn's Lute
You get this quest after finishing "Tending the Flames" and then talking
to Inge. The lute was stolen by bandits it seems. Open the map and you'll
see the lute is located at Stony Creek Cave (north of Shor's Stone). Head
over there and enter. You'll be fighting bandits in here, but this is a
pretty short cave. Of particular note here is "Mystery of Talara, Part 4",
an ILLUSION SKILLBOOK and a Stone of Barenziah! Grab the lute out of the
chest now and return it to Inge. She'll be happy and take the loot, and in
return she will raise ALL of your SNEAK SKILLS (Alchemy, Light Armor, Lock
Picking, Pickpocket, Sneak, and Speech) by ONE. What a reward!
- Find Noster's Helmet inside Shadowgreen Cavern
You get this quest by talking to the beggar, Noster Eagle-Eye, who often
hangs around the tavern. He will mention his old helmet and you will offer
to find it. Shadowgreen Cavern is located northwest of the city. Enter
from the north side. Once inside, proceed through the nice cave atmosphere
until you cross a stream and kill some wolves. Keep going down the linear
path as you kill bears and spriggans and wind your way up the center hill
(watch out for the rocks falling!). At the top, you'll kill even more
bears and spriggans, but you'll get a BIG chest in return with the helm
in it. Return it to Noster who will give you a level in SNEAK training
for free!
- Find Pantea's Flute
You get this quest after finishing "Tending the Flames" and then talking
to Pantea. Apparently a student sold it to some necromancers. The lute is
located at Hob's Fall Cave. Head there and wipe out the skeletons and
necromancers you find (there will be a Stone of Bazentiah here too if this
is your first visit). A chest inside will have Pantea's Flute in it. Grab
it and return to Pantea to give it to her. Instead of money, she will
instead raise all of your MAGE skills (Alteration, Restoration, Alchemy,
Destruction, Illusion, and Conjuration) by ONE. How sweet is that!
where you'll have to kill some skeletons but can take the symbol of Talos
out of the coffin easily (this is stealing... but no one is watching!).
Return to Greta and give it to her (she told me "here's something for
your time and effort, but I got nothing, just FYI).
- Speak to Viarmo at the Bards College
This is another quest from the innkeeper designed to push you towards
the Bards College. Viarmo is the dean, and will have you start the side
quest "Tending the Flames" when you request to join.
- Take Torygg's War Horn to the Shrine of Talos for Elisif the Fair
I got this quest after talking to Elisif after I did "The Man who cried
Wolf". She'll ask this of you as a personal favor, which also makes me
think you have to do this before becoming Thane or owning a house in
Solitude. Now, there are many shrines of Talos, but the one the quest
marker points you to is just north of the Ritual Stone, east of Whiterun.
Head over there and you'll find the small shrine under a cliff. Interact
with the statue to place the horn down. Return to Elisif and she'll be
grateful and allow you to buy property and work towards becoming a Thane.
- Talk to Irnskar about Octieve
You can get this quest by talking to Octieve in the Winking Skeever.
Turns out he's in debt up to his eyeballs. Agree to talk to Irnskar on
his behalf. Follow the marker to Irnskar (he was in Radiant Raiments for
me) and do the normal Persuade/Bribe/Intimidate routine to get Octieve
out of his debts (I was able to persuade at speech level 48). Go talk to
Octieve when you're done who will be grateful and raise your TWO HANDED
SKILL up by one. You can now marry the old geezer as well, if you wish...
- Visit Proudspire Manor, your new house
This is just the quest you get when you buy your house. Good for knowing
where to find it, I suppose. Not good for much else though. Go visit your
home already!
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Description |
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[BK1017]
Whiterun is likely the first major city you'll run into, and
it's a pretty nice city being the hold capital of Whiterun
Hold (an original name). It is surrounded by walls on all
sides and is conveniently located in the center of Skyrim,
with plains and ideal farming land surrounding the city
itself. It is ruled by Jarl Balgruuf the Greater. The city
is also home of The Companions guild and is full of shops
and crafting stations to help you on your journey. The
perfect place to settle down in as you begin your adventure.
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Major City? | Yes (Hold Capital of Whiterun Hold, loading required)
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House? | Yes - Breezehome (MUST complete "Bleak Falls Barrow" and
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have 5000 Gold).
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UPGRADES: Alchemy Laboratory - 500 Gold
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Bedroom Furnishings - 300 Gold
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Loft Decorations - 200 Gold
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Dining Room Decorations - 250 Gold
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Living Room Furnishings - 250 Gold
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Kitchen Furnishings - 300 Gold
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Major Shops | Arcadia's Cauldron (Alchemy Shop)
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| Belethor's General Goods (General Goods Store)
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| The Bannered Mare (Inn)
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| The Drunken Huntsman (Archery Store)
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| War Maidens (Blacksmith)
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Major Quests | In My Time of Need (After "Dragon Rising", have Hammerfall
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warriors approach you near the entrance
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of the city to start this quest).
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| Missing in Action (Talk to Fralia Gray-Mane abour her son).
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| Take Up Arms (Talk to Kodlak about joining the Companions in
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Jorvaskr. This starts the Companions questline
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in earnest!).
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| The Blessings of Nature (Talk to Danica in the Temple of
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Kynareth about the Gildergreen).
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| The Whispering Door (Talk to the innkeeper about rumors
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until you hear about the Jarl's trouble
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with his children).
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Here is even more additional info about Whiterun:
~'\. CRAFTING STATIONS
~'\. FOLLOWERS/TRAINERS
FOLLOWERS:
Aela the Huntress (Must complete "Glory of the Dead" first).
Athis (Must complete "Glory of the Dead" first).
Farkas (Must complete "Glory of the Dead' first first).
Lydia (Your Housecarl, must complete "Dragon Rising" first).
Jenassa (Mercenary in The Drunken Huntsman; costs 500 Gold).
Njada Stone-Arm (Must complete "Glory of the Dead" first).
Ria (Must complete "Glory of the Dead" first).
Torvar (Must complete "Glory of the Dead" first).
Uthgerd the Unbroken (Warrior in The Bannered Mare, must beat her in a brawl
first).
Vilkas (Must complete "Glory of the Dead" first).
TRAINERS:
Aela the Huntress: EXPERT ARCHERY TRAINER (Member of The Companions).
Amren: COMMON ONE HANDED TRAINER (Often wanders around the city).
Aela the Huntress (Female Nord, must complete "Glory of the Dead" first).
Athis (Male Dark Elf, must complete "Glory of the Dead" first).
Farkas (Male Nord, must complete "Glory of the Dead" first).
Jenassa (Female Dark Elf, loacted in The Drunken Huntsman. You must hire
her first).
Lydia (Female Nord, your Housecarl, must complete "Dragon Rising" first).
Njada Stone-Arm (Female Nord, must complete "Glory of the Dead" first).
Ria (Female Nord, must complete "Glory of the Dead" first).
Torvar (Male Nord, must complete "Glory of the Dead" first).
Uthgerd the Unbroken (Female Nord in The Bannered Mare. You must beat her in
a fist fight though).
Vilkas (Male Nord, must complete "Glory of the Dead" first).
You can get this quest by talking to the innkeeper or steward for work.
Halted Stream Camp is located northwest of the city and is a fairly small
enclosed structure with a cave further in. You'll face 3-4 bandits outside
before heading into the cave, which has a single bandit to kill on the
upper level. Kill him and loot him for a key, then head further down to
kill two more bandits and a chief. Be sure to loot the BIG CHEST here
afterwards and grab the ALTERATION SPELL: TRANSMUTE ORE here as well.
With the leader dead, return to the steward, Proventus Avenicci, for your
100 Gold reward.
- Kill the giant located at Bleakwind Basin
You can get this quest by talking to the innkeeper or steward for work.
Bleakwind Basin is located to the west of the city. Hopefully you've
faced giants before, as this is no easy task, so head there and take
them out ("them" meaning you'll face two giants here). Once you're done,
return to the steward for your 100 Gold reward.
- Recover Andurs' Amulet of Arkay
You can get this quest by talking to Andurs in the Hall of the Dead, who
is missing his Amulet of Arkay. It's apparently in the catacombs nearby,
so agree to find it and head in. As you may guess, there are skeletons
down here (and a Stone of Barenziah, so look carefully, as well as a BLOCK
SKILLBOOK, "Death Blow of Abernanit"). Kill the three skeletons you find
and follow the marker to the amulet. Return it to him for a 15 Gold
reward.
- Steal the Argonian Ale
You get this quest by talking to the drunk (and beggar) Brenuin. Talk to
him about being drunk all the time and he'll ask you to steal this ale
for him. Agree to do so and head into the Bannered Mare and swipe it from
the kitchen when no one is looking (it was 10AM for me and no one was in
that room). Return to Brenuin and give it to him in return for a healing
potion he "found".
- Talk to Danica about the Gildergreen being destroyed
You get his quest by talking to the innkeeper about gossip. In reality,
this quest is merely designed to get you to talk to Danica and start the
side quest "The Blessings of Nature". Now you know!
- Talk to Mikael abour Carlotta
You get this quest by talking to Carlotta, the vegetable vendor, about
her "problem". Offer to talk to Mikael for her. He can be found in The
Bannered Mare and as usual you'll need to Persuade/Bribe/Intimidate him
to leave Carlotta alone (I was able to persuade at SPEECH 53). Once you
are done, return and tell Carlotta the good news for a 500 Gold reward.
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ADDITIONAL INFO
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Here is even more additional info about Windhelm:
~'\. CRAFTING STATIONS
FOLLOWERS:
Calder (Your Housecarl, must join the Stormcloaks and complete "Rescue from
Fort Neugrad" first, then complete 5 tasks for the people and
purchase Hjerim).
Stenvar (Mercenary in Candlehearth Hall, buy for 500 Gold).
TRAINERS:
Scouts-Many-Marshes: COMMON LIGHT ARMOR TRAINER (Often works out by the
docks).
Silda the Unseen: EXPERT PICKPOCKET TRAINER (One of the beggars in the city).
Angrenor Once-Honored (Male Nord, Beggar on the street, must donate to him
first).
Calder (Male Nord, Your Housecarl, must join the Stormcloaks and complete
"Rescue from Fort Neugrad" first, then complete 5 tasks for the
people and purchase Hjerim).
Revyn Sadri (Male Dark Elf, owns Sadri's Used Wares, must do a favor for him
first).
Scouts-Many-Marshes (Male Argonian, works at the docks, must do a favor for
him first).
Stenvar (Male Nord, mercenary in Candlehearth Hall, must hire him first).
~'\. MISCELLANEOUS QUESTS
Kings. Give him the extact (extract?) for a 500 Gold reward.
- Find Queen Freydis's Sword inside Stony Creek Cave
You can get this quest from the town blacksmith, Oengul, by going through
his dialog options and asking to help him. The sword is for Jarl Ulfric.
Stony Creek Cave is located is located to the southeast, and I suspect
this is a radiant location as I've already been there. Either way, head
inside and take out the bandits. This place is really linear. Once you
kill the head bandit loot the chest for the sword. Return it to Oengul
and for a reward he'll give you one free level of SMITHING.
- Kill the giant located at Broken Limb Camp
Talk to the innkeeper or Jorlief and ask about work to get this quest.
Broken Limb Camp is located slightly southwest, so head over there and
kill a giant. When you're done return to Jorlief for your 100 Gold bounty.
- Kill the giant located at Steamcrag Camp
Talk to the innkeeper or Jorlief and ask about work to get this quest.
Steamcrag Camp is located south of Windhelm, so head over there and take
the giant out (be careful, it IS a giant after all, so hopefully you've
done this before!). Return to Jorlief for your 100 Gold bounty.
- Kill the leader of Lost Knife Hideout
You can get this quest from Brunwulf Free-Winter. Since Ulfric is a bit
of a racist (who are we kidding, a full blown racist) Brunwulf will offer
to pay you to bring these bandits to justice. Lost Knife Hideout is
located to the southwest a ways. Head over there and slaughter every
bandit in sight. This place is pretty big and has a lot of bandits, making
killing them all extremely satisfying. Return to Brunwulf when you're done
for a 500 Gold reward and a level in HEAVY ARMOR for free.
- Kill the leader of Uttering Hills Camp
Head to the docks and talk to Captain Kjar for this quest. Some of his
sailors turned to banditry and he wants them dead. Fair enough. Uttering
Hills Camp is located west of the city, but isn't too far off (Please
note the location of the ex-sailors is random/radiant as well). Bandits
will be hanging around outside of Uttering Hills, so kill them and head
inside. Not too much to say here, just kill a bunch of bandits. There
is one split path but which way you go doesn't matter. You'll find
stonework soon enough with the chief, so kill them all and loot the place
good before returning to Kjar. He'll end up giving you 1000 Gold as a
reward.
- Plant Viola's Gold Ring in Viola Giordano's House
You can get this quest from Sadri in Sadri's Used Wares when you ask him
if any of his stock is stolen. He'll beg you to take the ring back and
plant in in her house. Easier typed than done, as the lock on Viola's door
is an EXPERT lock. Hopefully you have practice with lockpicking! Once you
have access to the house, put the ring (store it) in the dresser the
marker points out and then return to Sadri for 800 Gold. You can also now
marry him if you wish.
- Steal the Double-Distilled Skooma for Stands-In-Shallows
You can get this quest from the Argonian Stands-In-Shallows, who you can
easily find at the Argonain Assemblage around 9PM. He's itchin' for his
fix. Travel to the New Gnisis Cornerclub and follow the marker to the
skooma. It's really easy to steal given its out of the way hiding spot.
Head back to the docks and give the Skooma to Stands for a free lesson
in SNEAKING.
- Talk to Torbjorn about Scouts-Many-Marshes
You can get this quest from the Argonian Scouts-Many-Marshes, who you can
easily find at the Argonain Assemblage around 9PM. He wants you to talk to
Torbjorn Shatter-Shield about the pay they get. Go find Torbjorn and like
always use Persuade/Bribe/Intimidate to get him to come around to your way
of thinking. Once you have, return to Scouts and tell him the good news.
He'll reward you with a variety of healing potions. You can also now mary
him if you wish.
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Here is even more additional info about Winterhold:
FOLLOWERS:
N/A
TRAINERS:
N/A
~'\. INTERESTING ITEMS
- Coral Claw (You can buy this dragonclaw item from the general goods store
by talking to the owner about bad deals and paying 50 gold. It
unlocks a door in Yngol Barrow, to the southeast).
N/A
~'\. MISCELLANEOUS QUESTS
your way over there. It'll be guarded by bandits on the outside, and is
more ruin than fort. Take them out and head into the garrison door. Inside
is a bandit chief. Take him out and loot the chest for the Helm. Head back
to the Jarl for a 1000 Gold reward.
- Finding Isabelle Rolaine
Ok, truth time: this quest does NOT EVEN SHOW UP. You basically have to
be a self-starter here. Talk to the Frozen Hearth innkeeper Dagur and ask
him if there is anything that needs done. He'll tell you how Ranmir, one
of the regulars, used to be a different man until a woman named Isabelle
Rolaine left him. After that you need to talk to Dagur's wife Haran for
more info (Ranmir just tells you to shut up). Apparently she left and
went to Riften to talk to Vex. Yes, Thieves Guild Vex. Go talk to Vex
about Isabelle and she'll say she pointed her to Hob's Fall Cave (a cave
on the coastline between Dawnstar and Winterhold) and she hasn't heard
from her since!
Head over to Hob's Fall Cave now. Isabelle will be dead, right at the
entrance. If you want to, go through the cave as well. It's jam-packed
with necromancers though, just FYI. Items of note are an ENCHANTING
SKILLBOOK ("Enchanter's Primer") on an enchanting table, a RESTORATION
SKILLBOOK ("Exodus") near an alchemy lab, and a stone of Barenziah near
the same alchemy lab.
Return to Ranmir and give him the note. No reward no nothing. No quest
even accepted, so no quest done either. You just did a good deed, plain
and simple.
- Kill the bandit leader located at Snowpoint Beacon
I got this quest by talking to the innkeeper, Dagur. I suspect you can
get it by talking to Malur Seloth as well. Snowpoint Beacon is located
just south of Dawnstar, just east of Fort Fellhammer. Head on over there
and do your bandit-slaying thing. Hell, there's only two bandits here!
Return and talk to Malur for your 100 Gold reward.
- Kill the bandit leader located at Winter War
To get this quest, ask local resident Malur Seloth if there's any work
to be done. He'll tell you about the bounty the Jarl has put out (I would
also imagine the inn-keeper or the steward would tell you this too).
Winter War is located to the east and is a shipwreck. Head over there and
wipe everyone out and be sure to loot the place (you can find the "Surfeit
of Thieves", a LOCKPICKING SKILLBOOK on the boat, on top of a box). Once
you are done, go collect the bounty from Malur for 100 Gold.
- Steal the Staff of Arcane Authority for Malur Seloth
Local Resident Malur Seloth (who hangs around the Frozen Hearth) has the
Jarl convinced he's a wizard or some nonsense and wants to keep up
appearances. He'll ask you to steal this staff for him. Head into the
Frozen Hearth during nighttime and find where the staff it (it'll be
marked) and steal it. Return to Malur who will thank you and reward you
with one free SPEECH SKILL LEVEL.
Here is a list of all the RANDOM quests I found while playing through
Skyrim, and boy are there a lot of them. These ARE NOT quests I found while
in a particular TOWN, and they ARE NOT related to any Daedric Entities. You
can find those quests elsewhere. For the most part, these quests are either
triggered by books or by exploration and interacting with NPCs.
Anyway, here they are. Note that these quests are in ALPHABETICAL ORDER.
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A
R E T U R N T O
Y O U R R O O T S
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The Elder Scrolls V: Skyrim - [BK1101]
will be forced to re-spawn. Keep on grabbing the Nirnroots until you have 30.
Once you have 30, you will be told to bring them to Avrusa Sarethi. Follow the
marker to find a way out of Blackreach (it's so much easier with a marker!)
and you'll see that Avrusa is located east of Ivarstead. Indeed, she actually
has her own farm called Sarethi Farm. Fast travel as close as you can to it
and head on over there.
Wait until morning and Avrusa will be out tending her crops. As you can tell,
she is quite the nirnroot farmer. She was Sinderion's student after all. Chat
with her and tell her of Sinderion's fate and then give her the 30 Crimson
Nirnroots. She will thank you and end up giving you a tome of Sinderion's,
but that's not all! You will also receive a magical permanent effect:
o SINDERION'S SERENDIPITY: There is a 25% chance of creating a duplicate
potion when using your alchemy skill.
And with that, the quest will be over. Congrats on finishing a very rough
quest!
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A S C R O L L F O R A N S K A
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The Elder Scrolls V: Skyrim - [BK1102]
SECOND: WHALE
THIRD: FOX
FOURTH: SNAKE
Now you just need to run around the room and hit the levers in that order,
since each lever has a picture of an animal on it. Two levers and upstairs
and two are downstairs. Proceed downwards now and enter the catacombs.
As you would expect, your fight with Vokun is coming up. He's a DRAGON PRIEST
so you know you're in for a fight. Save, get your potions ready, and hit him
hard while he focuses on Anska (or, hopefully, another follower). He casts
VERY strong fire magic, but you can do it! Be SURE to loot him afterwards for
the VOKUN mask (which we'll need later) and then feel free to loot the area
beyond his tomb. There are two chests back here with several goodies as well
as a WORD WALL which teaches WRATH - STORM CALL. Be sure to pick up the scroll
that Anska wants as well and give it to her to COMPLETE this mission.
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A N C E S T R A L W O R S H I P
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The Elder Scrolls V: Skyrim - [BK1103]
pieces and a chest key. Continue on up to the iron door and beyond will be
some Gold and several gems on a table as well as a BIG chest that you can
unlock with the chest key.
When asking Golldir what he'll do next, he'll say he's going to bury his
aunt and then stay in the area. If you come back in 24 hours, he'll be hanging
around the entrance and, if you wish, will become your follower if you ask him
to. You have completed this quest, congrats!
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A N G I ' S
T A R G E T P R A C T I C E
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The Elder Scrolls V: Skyrim - [BK1104]
Time to be fast! Agni will challenge you to hit the three close
targets within 8 seconds. This is also fairly easy. Draw your bow
and aim carefully at the farthest one and when she says go let it
rip. Quickly move to the other two and shoot. Trust each arrow is
going to hit and move between marks quickly.
Once you do this you'll have another ARCHERY SKILL POINT to your
name. Just one this time (and every upcoming time... don't get
too greedy!).
ROUND 3: Precision
Time to get pro! This time she challenges you to hit the far
target. It is out there! This is really good practice though.
Given how far out it is, be sure to aim up, above the target in
order to hit it. It's still a challenging shot, but aim a bit
above and fire one shot slowly at a time. Get a feel for where
you need to aim at when you do hit it, so you'll know for the
next round.
Once you hit it, you'll have another ARCHERY SKILL POINT.
ROUND 4: Final Test
Oh man, this is hard. It took me awhile to get this, but I got it!
You have to hit all FOUR targets in 10 seconds. Agni will give you
arrows if you run out. Since you can aim ahead of time, aim for the
FAR target to start with, then shoot once she says go. After that
quickly mop up the three close targets and fire at the far one again
in case your first shot missed (hopefully it didn't).
This final test is rough, but once you win you'll have another
ARCHERY SKILL POINT. You also will be able to talk to her (be nice!)
and she'll give you AGNI'S BOW. This isn't a great bow, but it is
unique nonetheless.
That's all there really is for Agni's Target Practice. A heck of a lot of
Archery Skill Points, SIX in total. Be sure to check Agni's House to find
"The Gold Ribbon of Merit" ARCHERY skillbook. See, even more skill! Doing this
event will REALLY polish those archery skills. Enjoy shooting things out there!
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C L E A R O U T M O S S
M O T H E R C A V E R N
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The Elder Scrolls V: Skyrim - [BK1105]
a bear into the cave before being jumped by Spriggans. Heal him up by either
using magic or giving him a potion, then tell him you'll join him to recover
his friends bodies in the cave to start.
(-NOTE-) I personally found this quest while going and getting a journal for
Runil, the priest of Arkay in Falkreath. You may as well kill two
birds with one stone here...
Head inside and you'll see Ari, one of the hunters, dead on the ground. Up
ahead is a Spriggan for you to take out. Past that down the corridor is the
bear. If you've got ranged you can attack it back where you took down the
Spriggan to protect yourself (if you can't go toe-to-toe with bears yet that
is). Once you take it out you can find Niels body by where it was. You'll
surely notice the lake here. By the lake's shores another Spriggan will show
up, and if you take the right path up a ways another one will show up, so
use that knowledge to fight them one at a time.
Once they are both dead, Valdr will thank you and give you 'VALDR'S LUCKY
DAGGER', which is a steel dagger that has a chance to critically hit 25% of
the time. Now go up the right path to find a chest to loot before you leave.
That's the end of this quest.
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D E S T R O Y T H E D R A U G R
I N A N G A R V U N D E
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Head down the path here and watch out for floor plates until you reach the
first Draugr. Dispatch him and check for an ILLUSION SKILLBOOK named "Before
the Ages of Man" on the table, and for a chest behind that. Head onwards and
kill the two Draugr in the next room.
(-NOTE-) There is a STATUE PRESSURE PLATE up on the upper level in here, which
you can PUT things on to depress. As far as I know it has no use.
After killing the Draugr, make your way around the halls (killing one more)
to the inaccesible gated room from before. You can hit a lever here to open
all the gates and continue. You'll come to one last BIG room with several
Draugr in it. Kill them off and be sure to grab the potions from the table on
the left as well as a chest on the right then head UP two levels. Keep going
and soon you'll be back in that hub room. Like before, hit the lever and grab
the chest.
You'll be told to go back to Medresi, but as you do she will run ahead and
claim the treasure is all hers. Don't worry, she gets what's coming to her.
Follow the path downwards to discover a DRAGON WALL with the word PACK ANIMAL ALLEGIANCE on it. That, and the chest here, are the treasure of this
place. Quest complete.
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D R A G O N P R I E S T
M A S K S
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The Elder Scrolls V: Skyrim - [BK1107]
You will fight the Dragon Priest Hevnoraak during the quest "Evil in
Waiting", one of the game's many side quests. Simply visit the ruins of
Valthume (Southeast of Markarth, southwest of Rorikstead, and west of Cradle
Stone Tower) and talk to the ghost you find to start the quest that will
wipe out Hevnoraak.
o Krosis
Krosis can be found near "Shearpoint", a mountain tip located to the west
of Windhelm. He guards a Dragon Wall (the Dragon Wall for "Throw Voice") up
there, so head up there and get yourself a Dragon Priest mask and the words
for Throw Voice already!
o Morokei
Morokei is tied directly into the College of Winterhold questline. You will
fight him in the quest "The Staff of Magnus", as he is the one carrying the
staff. It'll take a little while to get to him if you haven't done the College
of Winterhold questline, but I'd recommend just doing that questline to get
to Morokei.
o Nahkriin
Nahkriin is tied in directly to the Main Quest. You battle him near the end
of the quest "The World Eater's Eyrie". It's a great battle, but going
through the main quest is the ONLY way you can reach him, as the zone he is
in is only accessed that way. So, this will be another mask you'll have to
devote some time to getting if you haven't done any of the main questline yet.
o Otar
You can fight Otar while doing the side quest "Unlock the Sarcophagus in
Ragnvald". Ragnvald is a set of ruins located northeast of Markarth, so head
on over there and you'll have to locate skulls to make Otar show up, but I
cover that quest in much greater detail in the side quest section, so check
it out if you need help.
o Rahgot
Rahgot is tied to the quest "Siege on the Dragon Cult", which you obtain from
an Imperial NPC upon visiting the ruins of Forelhost, which are located to the
south of Riften. Once again, I go in much greater detail in the side quest
itself, but you NEED to activate this side quest to get INTO the ruins, so you
may as well go along with it.
o Vokun
You will face Vokun when you go and do the side quest "A Scroll for Anska".
You get this quest by visiting the High Gate Ruins for the first time (which
are located halfway between Solitude and Dawnstar, north of Ustengrav). You'll
find an NPC there named Anska that you'll get the quest from, so with her help
head in and defeat Vokun.
o Volsung
Volsung is located at Volskyge Peak, which is northwest of Dragon Bridge and
west of the Statue to Meridia. You CAN get up there by climbing the mountain,
but to do it "properly" you'll need to go through the ruins at the bottom of
the mountain. It's pretty straightforward, but in the ruins you'll encounter a
puzzle. The solution to it (if you DO go through the ruins) is SNAKE, BEAR,
FOX, WOLF. At the top of the peak you'll discover a word wall where you'll
learn a word for the shout "Whirlwind Sprint". Once you learn the word,
Volsung will emerge from a nearby crypt.
Once you have all eight of those masks (in your inventory!), head over to
Labyrinthian and find that room. Put on the wooden mask and teleport back in
time, then put the eight Dragon Priest masks on the bust. Once you have put
all eight of them on, the NINTH bust will show itself and allow you to take
a NEW mask:
o Konahrik
When health is low, has a chance to heal wearer and damage nearby enemies.
You can now grab ALL NINE of the masks and return back to Skyrim. That is
the end of this "quest". Use all of the masks as you see fit.
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E V I L I N W A I T I N G
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The Elder Scrolls V: Skyrim - [BK1108]
Once you have the vessel go back and continue past where the gate used to
be. There's a wide-open area coming up with several Draugr in it, so be ready
to fight. Unlock the iron door up on the second floor for a ton of potions and
a chest, then go down to the ground floor. Before going on, check out the room
to the left. There is a fake wall in here (the right wall) that you can open
with a handle that leads to another chest and more potions. Head back now and
continue on to the catacombs.
Right away you'll see a chest in this new area. It's trapped, and if sprung
will release a GIANT SPIDER (who makes a GRAND entrance!). Continue on and
fight through the catacombs, which are similar to every other Draugr catacomb
out there (aka, be careful of "dead" Draugr coming to life). You'll come to a
gate of iron blocking the path, but you can open it with a chain to the right.
Inside of the room is another high level Draugr that you'll need to kill.
After slaying him, be sure to grab the soul gems to the left (they spit fire
at you later, otherwise) and grab the SECOND vessel (another "Opague Vessel").
Continue on after that and go further downwards. You'll fight more Draugr
here both out in the open and form the walls. Also, don't let the giant spiked
door thing hit you, eh? Pull a chain on the right to continue further. Keep
going until you have to open a BIG door and kill some spiders. You'll see that
there is an IRON CLAW on a pedestal. Grab it and get away to avoid some flames
then go to the CLAW DOOR up ahead. Make the rings on that door match this:
- TOP RING: DRAGON
- MIDDLE RING: EAGLE
- BOTTOM RING: WOLF
Past the door is a room with four Draugr in it. Be careful here as TWO of
them (for me anyways) were DEATHLORDS. Kill them all and grab the FINAL vessel
off of the stand. The gate onwards will open up and will let you learn a word
from a DRAGON WALL. This one taught me SEEK - AURA WHISPER. Learn it and grab
the chest, then continue on to be taken back to Valthume. Our objective now is
to "Perform the ritual with Valdar". Valdar will be waiting for us in the
first large room for you. He'll tell you to poor the blood in the sconce
nearby and sit in the throne as he calls forth Hevnoraak.
Get ready to fight a DRAGON PRIEST before you do so. Hevnoraak is
lich/wizard with lightning attacks. He can kill you in 2-3 hits if
careful. Thankfully this area has lots of statues and other things
behind. Heck, when the fight starts, Hevnoraak has no idea you are
so use all of that to your advantage to beat him.
a powerful
you aren't
to hide
even HERE,
Afterwards, be SURE to loot him for the mask (called "Hevnoraak") and talk to
Valdar. Valdar will thank you for killing Hevnoraak and this quest will now be
complete.
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I N F I L T R A T I O N
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The Elder Scrolls V: Skyrim - [BK1109]
How to trigger quest:
You can trigger this quest by finding the camp of a man named Stalleo, who
is camped up near Treva's Watch. He went off to war and while he was gone,
some people came and took over his keep! He now asks for our help in taking
it back as his attacks have been thwarted.
(-NOTE-) I've been notified it is POSSIBLE to use the rocks on the east side
of the fort wall and jump down into the main court area. This gets
rid of the need to go into the tunnel and fight through it to
complete the quest and lets you finish it WAY faster. I would still
recommend going through the tunnels though, to clear them out!
After agreeing to help you'll be told that you must reach the gate lever to
get his help. We'll also be told to use the backdoor to get in. Nearby the
camp is a cave calle "Treva's Watch Escape Tunnel". Head on inside. You'll
be in a tunnel now with four bandits up above you. There is a fire pot trap
here you can activate by shooting with an arrow, so get in a sneak attack and
do that to even the odds. Head up and loot the two chests in this area, then
go further into the tunnel but watch out for bear traps. Up ahead a bandit
will be singing and working in a smithing area, so take him out and use the
smithing stuff if you need to. A nearby room as a pile of corpses in it as
well. Damn bandits. Open the nearby door to Treva's Watch now.
Head further in and watch the floor for bear traps. Up the stairs ahead will
be two more bandits to take out, so do so. Further in on the right is a
bedroom with two more bandits, and if you fight too loudly a bandit chief will
come from down the hallway. You can pick the door opposite the bedroom and
loot the closet as well. Continue on and soon you'll hear chatting. There are
FIVE bandits of varying strength below you! Sneak over to the left edge and
get some sneak attacks in, then summon back-up help if you can (as it helps
a lot) and kill all five bandits. Continue through the keep through the
kitchen and pantry (there's a chest in the pantry) and out to a work area.
Past the work area you can either go straight or up. Head up first and
combat three bandits up here (one was a Chief for me) but the reward is worth
it: a BIG LOOT chest as well as an ENCHANTING SKILLBOOK called "Twin Secrets"
on the nearby table.
Go back down and now forward. To the left is a dining/prison area (a very
weird combo) with two more bandits in it. Take them out and continue down
the hallway, but beware of pressure plate traps. There is a chest at the dead
end, but then go to the exit. As soon as you're back in Skyrim, the lever will
be RIGHT in front of you, so hit it to have Stalleo come and support you.
There are 4-5 bandits out here, so help Stalleo and his two guards wipe them
out. When you're done, talk to Stalleo and as way of payment he will give you
the DETECT LIFE TOME, which grants you the Detect Life Alteration Spell. Very
nice. This quest will also now be over.
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R E P E N T A N C E
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Oh, how sad! Sure enough, there's small little bodies in this area. Grab the
chest under the stairs and go up them. To the right is a lever that lifts the
gate leading to the previous dining area.
Head into the alchemy lab now and kill two more Draugr. There are a lot of
ingredients here as well as an interesting note. Move onwards to find an out
of reach soulgem casting lightning at you. There is another Draugr here too,
if the soul gem wasn't bad enough. Stay out of its line-of-sight and run up
to it after it attacks and grab it. The door to the right leads back to the
dining room area, so go left and keep your eyes open on the right for the
GLASS DRAGONCLAW on a pedestal. There's an expert locked door nearby that
should have at least one good thing in it as well as a master locked door
that leads to the lightning soul gem (since you can grab it from the window,
that locked door is worthless).
Continue onwards killing Draugr throughout the hallways until you reach a
LONG hallway with a DRAGONCLAW door at the end. Line up the rings in this
order:
- TOP RING: FOX
- MIDDLE RING: OWL
- BOTTOM RING: SNAKE
Use the keyhole to open the door, then save and get ready for a fight. I
HIGHLY recommend you bring along some distraction: summons, call of valor,
companions, WHATEVER. As you go up the stairs RAHGOT will come out to play.
As you do so, however, FOUR Draugr will also appear BEHIND you. For us squishy
types (mages, ranged) this surrounded nonsense is BAD news, so let your allies
take the brunt of the attack and go backwards to regroup. Rahgot fights like
every other Dragon Priest: POWERFUL magic attacks that can drop you in 2-3
hits easy. Use the room's center pillar to give you breathing room if you need
it and kill all the Draugr and Rahgot (being a ranger, I focus on Draugr
first, THEN Rahgot). He'll fall soon enough and give you his mask, which is
also named Rahgot and increases your stamina by 70 if you wear it. Be sure to
loot this area as well and then go out the double iron doors using the key you
found on Rahgot.
Out here you can find a DRAGON WALL that will teach you LIGHTNING - STORM
CALL. We have to return to Valmir now, so drop down and go see him (since we
are RIGHT BY the entrance). You'll learn that Valmir isn't realy who he says
he is and will have to kill him! You'll be able to read his orders afterwards
to see he was ordered to bring the mask to Labyrinthian. Once you have killed
him though, your quest will be complete.
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S I L E N C E D T O N G U E S
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The Elder Scrolls V: Skyrim - [BK1112]
I got this quest while doing the Dark Brotherhood quest "The Silence has been
Broken", since that quest MAKES you go into Volunruud. If you want to start
this quest, you'll need to GET to Volunruud (if you don't want to do it with
the Dark Brotherhood quest, Volunruud is southeast of Morthal and north of
Whiterun, up in the mountains). Once inside you'll see a dead explorer named
Heddic (he MAY be a skeleton, I can't quite remember... he should be right
inside the entrance though) and once you loot his person you'll find Heddic's
Volunruud notes. Read the notes to be given the quest.
Our first objective will be to "Locate The Ceremonial Weapons". There are
two of them, and they both open the way ahead. The STRAIGHT path here leads
to a locked door that NEEDS those weapons, while the right and the left paths
lead to the weapons. Both paths are Draugr-infested but are pretty darn
straight-forward. Watch out for Draugr "sleeping" in the walls and keep an
eye open for floor plate traps. The LEFT path is linear with a ceremonial axe
at the end while the RIGHT path makes you climb and retrieve a ceremonial
sword at the end (beware of Draugr popping out once you grab that sword).
Once you have both weapons, take them back to the central door and activate
it to load to a new screen (Volunruud Elder's Cairn). You'll also have a new
objective to "Defeat Kvenel", even though we have no idea who he is (at least
I didn't at this point...). Anyways, Kvenel is a ghost at the bottom of this
path. There are two Draugr above you that you can snipe/sneak past, then a
Draugr who gets out of a tomb a little ways in, and past that is Kvenel and
one more Draugr wandering around. Try to get in a sneak attack on Kvenel if
you can. Take him out (he's not that hard) and you will have COMPLETED this
quest.
We may as well finish exploring this area though. Loot the chest here for
goodies as well as a ONE HANDED SKILLBOOK named "Night Falls on Sentinel".
Very nice. There's also a WORD WALL nearby that will teach you the word LIFE
for the shout AURA WHISPER. VERY nice indeed! You can check the upper floor
for another chest and more goodies (as well as those two Draugr if you have
not killed them yet) then you can leave knowing you've looted all you could!
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T H E L E G E N D O F
R E D E A G L E
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The Elder Scrolls V: Skyrim - [BK1113]
Reading the book is entertaining and gives the players out there with decent
deductive reasoning skills a SLIGHT idea of what to expect. For those who
abhor reading, simply opening the book will suffice in adding a Misc. quest
to your journal: "Find Red Eagle's sword."
This quest will take you into the western reaches of Skyrim where a rather
nasty human npc opponent, the Forsworn, run rampant and attack on sight. Most
are archers, dual wielders, or sword/shielders BUT let it be known there are
a few out there with a propensity for some nasty magic, so keep your wits
about you. The closest major landmark in this area, if you haven't explored
it yet, is Markarth so I'd suggest starting your search there by taking a
horse and carriage from any major settlement. You can walk there if you're
that sort but I don't have the patience for that (it is just northeast of
the Sky Haven Temple, if you've gotten that far yet. - BK).
The place you're looking for is called Red Eagle's Redoubt, east of Markarth.
If you make the misc. quest your active quest the game even provides a quest
marker for this area. Heading east from Markarth you'll cross a river,
unconventionally, by which I mean NOT using a bridge. Across this north/south
river is a branch that moves to the east. Follow this branch for a short ways
until you see a path that heads north up a hill to your left and a small
town-like encampment ahead of you. BEWARE! This camp is FULL of Forsworn, 8-10
at least that I saw as I foolishly tried to snipe a few and zounds more came
from unseen reaches of the map to investigate the silently appearing arrows
in their buddies head(s). But I digress, remember that northward path I
mentioned? Yeah we're going up there.
A short ways up this path should bring you to Red Eagle Redoubt. Shouldn't
be far because you can actually look down on the afore mentioned Forsworn camp
from here. There are two Forsworn here guarding the entrance of the Redoubt.
I encountered an archer and a dual wielder, not sure if the game likes to
randomize opponents though (It does. -BK). Regardless, the archer liked to
stay back so it should be easy to draw one out of the small camp, dispatch,
and then return to "take care" of the other. There's nothing really of note to
loot in the camp save a couple of potions and a little gold.
This area is a pretty straight forward dungeon but beware, the Forsworn are
bastards and "trap" seems to be one of their favorite words. When you're
ready, gird yourself and enter the cave which takes you to Red Eagle Ascent.
(-NOTE-) The next four paragraphs lead you through the redoubt up to the
marker PROPERLY. You COULD just scale the mountainside if you wish
and skip this, but it's here if you need it (and it's fun to go
through the cave). -BK
Proceed down this first hallway slowly. After a couple of turns the room will
open up and, if you're observant, you'll notice a tripwire, diabolical
bastards, straight ahead. Just past this tripwire are two Forsworn. If you're
a jerk, like me, use their trap against them by causing a distraction. A sound
or something to draw attention will draw the two towards you. One will,
apparently, forget about their own trap and trigger the tripwire which will
rain firey death on the second as they too were coming to investigate. How you
deal with the two here is up to you just be warned the tripwire triggers a
sort of Alchemist's Fire trap that rains down from the ceiling. After you deal
with this room's occupants, loot, and head to the doorway. Before going into
the next room, look left. Apparently they were aware they were going to
EVENTUALLY show their stupid sides around this trap and hid a Potion of
Healing here behind this torch. Yoink! Now to the next room.
This hallway turns twice and goes up a flight of stairs before opening up
into a larger room. As you enter the larger room beware the bear trap on the
ground almost immediately. As you turn the corner you'll see a Forsworn at
the top of another flight of steps. Don't be deceived, because there are
actually THREE of them up there. If you startle the guy up the stairs, he'll
move triggering a rock slide trap. At the top of these stairs is a pressure
plate that triggers a sort of "Indiana Jones darts flying from a wall" kind
of trap. Starting to get the picture with these Forsworn and their traps?
Keep heading up and you'll come to a landing with a kind of alter on it and
a set of stairs heading up. There's a chest to loot under the stairs and a
potion on the alter.
NOTE: On the torch brazier at the top of the stairs, near the dart trap
pressure plate, is a switch. I have no idea as to what this switch does at
this time, sorry.
Head up this next flight of steps to another landing. As you come around
you'll enter another hallway. Up a couple steps and straight ahead is a dead
end with a coin purse on the ground. Luckily there's a branch to the right
for us to take. Turn right, go up a few more steps and you'll come to a door
that takes you out to Red Eagle Redoubt. Same name as before, but different
area. Go through it.
Back outside you'll notice a HUGE set of steps to your right. There's a
Forsworn on the first and second landings that will notice you, only if
you're a non-sneak. At the first landing turn right and head backwards along
the ledge a little for a Novice lock chest. Head up to the second landing,
nothing, same for the third. On the way up to the fourth, though, you MAY
trigger two dual wielding Forsworn charging down on top of you. Guess my
sneak wasn't quite sneaky enough. Continuing on, there's a third Forsworn
to the right of the arches. Takes a little dealing with stupid AI to get it
to show itself though. Head up through the arches. At the last arch you have
a ruin to your left and a small camp, occupied by two Forsworn, on your right.
The camp contains nothing so loot the two dead nuisances and turn to the
ruin. If you look directly at the ruin, from the small camp, there's a small
"village" of Forsworn to the left. Come out of the small village and head to
the left, it's easier in my opinion. There are a total of 4 Forsworn, 1 of
which uses magic, an Adept lock chest, and the ALTERATION SKILLBOOK, "Reality
and Other Falsehoods".
After you clear out this little "village" look to the ruin again. Up here
are 2 more Forsworn, 1 of which is a Briar Heart. When you dispose of these
final 2 and loot the Briar Heart you'll get the sword, Red Eagle's Fury, and
complete 'Find Red Eagle's sword'. At the same time you'll get a NEW quest:
"Unlock the secret of Red Eagle's Tomb."
Stop now if you wish to keep Fury because the next quest changes the sword.
Now it's a fire damage enchanted Ancient Nord Sword. If you continue on the
enchantment will change.
Past the Briar Heart's throne is a tent with a chest in it. Loot and head
back to the tower behind his throne. Oh yes, once you get to the dais where
the Briar Heart is you'll get a map marker for "Sundered Towers."
The key from the Briar Heart will unlock the tower. Make your way through
collecting various loot, mainly the novice locked chest in the second tower.
Head down and out the backside of the second tower and head towards your new
quest marker, Rebel's Cairn.
Enter the cairn and you'll follow a short tunnel to a room with a pedestal
in the middle. When you activate the pedestal you temporarily lose Red Eagle's
Fury, as it's the key to opening the wall that just slid open. Removing the
sword will close the wall so it HAS to stay for you to proceed. Fret not. We
can always reclaim it when we leave...can't we? Also, activating the pedestal
completes: Unlock the secret of Red Eagle's Tomb. But there's a door there
now! Might as well check it out.
Anyways proceed through the now open wall and down some stairs into a VERY
large room. DO NOT RUSH THE ROOM WITH TREASURE LUST. This room contains a
very nasty surprise for the would-be "tomb raider."
As you cross the room and climb the first steps Skeletons (3) and a very
angry Red Eagle spring from their tombs to put a stop to your plunder. The
skeletons are pie but Red Eagle is a pain in the ass. He seems to know the
Thu'um that can disarm you and isn't shy about using it, meaning: Keep tabs
on your weapon(s). He also comes equipped with a fire enchanted Ancient Nord
Greatsword that really, really hurts. After dispatching the feisty "old
timer." Lol. Sorry. Anyways, loot him for his sword, it's decent for two-hand
users. There are also a few soul gems and a chest behind Eagle's coffin.
On your way out if you stop to reclaim Fury you're in for a rude awakening.
Once you slew Red Eagle the Fury transforms into Red Eagle's Bane, a slightly
upgrade Ancient Nord Sword with an enchantment that sets undead on fire and
causes them to flee for a short while.
Leave the cairn and pat yourself on the back for having completed yet another
blood coursing adventure. Hope I helped a little. Thanks for reading. Buh-bye.
- Written by Aarkaan for bkstunt and vinheim.
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T H E P A L E L A D Y
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The Elder Scrolls V: Skyrim - [BK1114]
called "The Red Kitchen Reader". Go into the next room on the left and read
the book on the table (Kyr's Journal) for some insight into what's going on.
Interesting. Head out and take the next left room to read Eisa's Journal and
Ra'jirr's Note. You should fully understand what's going on by now!
Head out and kill the two bandits at the table below, then open the door and
kill two more bandits (who may be sleeping). Follow this path at the end to
kill one more bandit and hit the lever to open the way forward. Fight your way
past four more bandits to find the door leading to Frostmere Depthes and
enter.
Once inside you'll see Kyr dying. Listen to his final words. It's amazing
that this forest is inside the mountain, no!? Head forwards and you'll see
that Ra'jirr was too late. You'll now have to banish the Pale Lady. The Pale
Lady summons wisps to attack you and just plain acts like a Wisp Mother in
general with one difference: when she's about halfway dead she'll split into
THREE copies, but two are shades (the real one should be glowing way more than
the shades). Ignore the wisps and take her out to complete this quest.
We're not done yet though. You can loot Ra'jirr to find the Pale Sword. You
can also put it back on its stand on the altar if you wish (I DON'T KNOW if
keeping it is "bad", but since you already killed the Pale Lady I suspect it'd
be ok). There is also a hidden MASTER chest to the left, as well as a chest
and a DRAGON WALL (STATUE - ICE FORM) to the right. Very nice rewards, no?
You can use the nearby door to have a shortcut to the exit. Note that there
IS a chest in the water where the ramp goes up to the locked door. Quest
complete.
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U N L O C K T H E
S A R C O P H A G U S I N
R A G N V A L D
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The Elder Scrolls V: Skyrim - [BK1115]
To GET this quest, find the tomb in the middle of this area and check out
the skull-shaped indents in it. THAT will give you the quest, and we need to
find some skulls to put in the tomb.
Let's head to the "Ragnvald Canal" first. Fight your way through this
beautiful area until you see a pedestal with a skull on it. When you grab
this skull "Torsten's Skull Key", Torsten will pop out of the grave further
on to object. Thankfully he's weak as all get out, but two more Draugr come
out to help him. Slay them all and follow the path past the right Draugr to
go higher so you can collect some chests and use an iron door to go back to
the hub area.
Onto "Ragnvald Crypts" now. This area is pretty linear, so travel onwards
killing Draugr until you see a chest in a wall recess. The chest is trapped,
so untrap it and loot it, then pick up the RESTORATION SKILLBOOK on the
dresser nearby (named "Mystery of Talara, v2"). You'll find another skull
as you further explore this area ("Saerek's Skull Key") so take it and get
ready for a fight that's almost identical to the Torsten fight you had
earlier.
Once you have both skulls, return to the hub area. SAVE before putting them
in, as we're about to face another DRAGON PRIEST. Put the skulls in when you
are ready to release OTAR the MAD. Get in as many hits as you can as he
appears since he is so up close and personal. Heck, you can even stun-lock him
pretty easily. He has a POWERFUL lightning attack that can kill you in 2-3
hits if you aren't careful, but you can also use this rooms layout to find
places to heal.
Once he's dead, be SURE to grab his MASK (named Otar) and head past the once
blocked barrier to claim a chest and the WORD WALL which teaches you the word
KYNE - KYNE'S PEACE. Very nice. We are done with this area and this quest.
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Skyrim
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12. Side Quests
|||
[BK1200]
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You can start this quest in Windhelm by visiting the graveyard on the left
side of the town. It won't show up right away though, but after you've visited
Windhelm 2-3 times you can go to the graveyard and see a gathering of people
(I left and waited for 24 hours, then went back until the gathering of people
showed up in the graveyard). Once the poeple show up, head over to them and
you'll see a woman has been murdered. The guard nearby will ask if you saw
anything, and from there you can offer to help out.
(-NOTE-) I'm fairly certain this quest is GLITCHED if you advance too far into
the game. For the life of me I can't get it to show up on my higher
level character. I got it to show up on a lower level character
fairly easy, so BE AWARE that this can happen...
I did get an email stating that you may be able to initiate this
quest with a higher level character by buying the house in Windhelm.
This may skip several of the earlier steps in this quest and may
also require favor with the current Jarl (usually acquired by helping
out the hold's people), but it may be worth a shot to you if you have
trouble getting this quest to trigger. The idea behind it is seeing
the mess in the house you buy, and getting THAT to trigger this quest.
The guard will reluctantly let you help and will ask you to question the
three witnesses nearby. Go up to each of them and ask if they know anything.
They will each give you vague details at best, so go back and reporrt to the
guard. He'll listen but will tell you that you need to talk to Jorleif if you
want to OFFICIALLY help investigate.
Jorleif is in the Palace of the Kings, so head over there and talk to him.
He'll gladly accept your help, so now your officially looking into this and
are not some nut off the street. Go back and tell the guard by the crime
scene that you have permission to help. He'll mention two things: that Helgrid
took the body to the nearby Hall of the Dead for burial and that he noticed
a path of blood leading away from the crime scene.
(-NOTE-) This 'blood trail' is glitchy as well. On my first try completing
this quest, it didn't show up at ALL. After re-loading it showed
up.
You can go talk to Helgrid now to learn that the attacks were done with an
ancient Nord weapon, but she isn't any help after that. Also, be sure to
follow the blood trail to a house in the northwest part of the city named
"Hjerim". It will be locked with a master lock. You can then ask either the
guard or Jorleif how to get into it. The'll mention Tova Shatter-Shield has
the key.
Go talk to Tova now (she lives just south of Hjerim) and tell her you're
trying to find the killer and she'll give you the key. With the key you can
easily enter Hjerim, so head over there. Upon entering you'll see the blood
head to a chest. Investigate and then open the chest. What you want to pick
up and read here (and take) is the "Butcher's Journal 1". Now, head over to
where the cabinents are. There is a small shelf between the cabinents you can
investigate. You'll find more fliers, but the investigation will note that
one stack of them is disheveled. That is because there is a "Strange Amulet"
here. Go ahead and pick it up. Now investigate the right cabinent and reveal
the hidden wall behind it. Yuck, you'll have uncovered the altar where this
psycho is doing his "magic". Investigate the altar and take the "Butcher's
Journal 2" from it. You can exit the house now.
Now either go talk to Jorleif or any guard (it really doesn't matter which)
to get two new questions to ask them. The first will be about the "Beware the
Butcher" posters that you found. Turns out a woman named Viola has been
putting them up around town and someone (likely the butcher) has been taking
them down. The second question involves the amulet, and learning what it is.
You will be told to go visit Calixto at his shop to help identify it.
Ok, let's go talk to Viola now. She's usually either in her house or
Candlehearth Hall, but you should have a pointer for both her and Calixto to
help you find out where they are. She'll mention she's been trying to learn
who the butcher is for awhile now and suspects the court wizard, Wuunferth,
of being a Necromancer. You can go talk to Calixto now (he's either at his
shop or out taking a walk) and he'll note that the amulet is passed down from
court wizard to court wizard as a ceremonial token, and should belong to
Wuunferth. He will also try to buy it from you for 500 Gold (you should sell
it - trust me). Well now, the evidence is PRETTY strong against Wuunferth at
this point. So much so that the game tell you to go talk to Jorleif now and
present your case.
But wait! You have two options here. You can either to talk to Jorleif OR you
can go confront Wuunferth yourself. This choice actually puts you down two
VERY different paths. The "best" choice would be to go talk to Wuunferth,
but again, you don't HAVE to. Follow the walkthrough in the box below if you
choose to go talk to Jorleif first. If not, skip the box and follow that
section!
o-----------------------------------------------------------------------------o
|
|
| Go tell Jorleif that you think Wuunferth is the killer. He'll ask you
|
| for proof and you'll tell him of the journals and amulet, which is good
|
| enough for Jorleif! He will thank you and the quest will pop up on the
|
| screen as complete. You can head out from here, but its interesting to
|
| follow Jorleif as he arrests Wuunferth and has him thrown in jail (the
|
| jail is in the Barracks off the Palace of Kings by the way).
|
|
|
| Now, you may think the quest should be over by now except it ISN'T! You |
| can either wait awhile or (what I'd do) go somewhere and let three days
|
| pass by waiting and come back to the city at nighttime. Pass by the left |
| side of Candlehearth hall and you'll see ANOTHER woman murdered! Gah! Talk |
| to the guard nearby who will question whether you even captured the right |
| person (obviously you didn't!). He'll then tell you to go and talk to
|
| Wuunferth in the prison.
|
|
|
| Go talk to Wuunferth and he'll mock you a bit before cooperating with
|
| you. The topic will steer to the journals and amulet you found, and upon |
| hearing its description, he will do some calculations and tell you the
|
| killer is going to strike TONIGHT!
|
|
|
| You are now caught up with the path of "confronting Wuunferth instead of |
| telling Jorleif HE is the killer". Read below (which will repeat SOME
|
| info) and continue with the quest.
|
|
|
o-----------------------------------------------------------------------------o
Well, so you've either made a terrible mistake and followed the guide
through the box to here OR you went and talked to Wuunferth first! Good.
For those who are just now trying to talk to Wuunferth, you can usually find
him in the Palace of Kings or in his bedroom above the Palace of Kings (take
the first left door after entering, his room is in the far back). He will
tell you that he too has been investigating the murders and will ask you to
describe the ring to him. Upon hearing your description, he'll advise it is
the Necromancer's Amulet, and will do some quick calculations and tell you
the murderer will strike again... tonight! Your objective will now be to
patrol the stone quarter to find the murderer.
Leave the Palace and make it night if it isn't already (move time forwards
to 11PM and you should be good) and then explore around the merchant's
quarter. You'll likely find a High Elf named Arivanya (or, if this is the
second victim, an Argonian named Shavee) standing haphazardly about. Wait
around and soon you'll see... Calixto? Watch and Calixto will get into a
sneaking stance, draw a weapon, and advance on Arivanya. Quick, go save her
by attacking Calixto! Calixto will attempt to run towards Hjerim, but you
should be able to take him out (any guards in the area will come help you).
Be sure to loot his body thoroughly to get several goodies, including the
enchanted Necromancer's Amulet back (better than ever!).
From here, you can go talk to Jorlief to officially end the quest, but I
would also recommend heading on over to Calixto's house! You can easily open
it with the key you found on his body. Inside you can freely steal from his
shop of knick-knacks if you wish, but the most interesting thing in here is
up on the second level, where you can open a chest and find the "Butcher's
Journal" to see WHY Calixto was doing what he was doing....
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F O R B I D D E N L E G E N D
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The Elder Scrolls V: Skyrim - [BK1202]
the DRAGON CLAW in the room with the dead adventurers to find a hidden chest.
Onto the next piece!
o Find the Gauldur Amulet Fragment in Saarthal.
To be honest, THIS part of the quest is BEST done while doing the MAGE'S
COLLEGE quest "Under Saarthal". You'll HAVE to recover a piece of the Gauldur
Amulet when doing that quest, so I highly recommend doing it then. Or at the
very least, reference THAT part of the guide to find our guide on completing
that dungeon.
[ Go do the Mage's College quest "Under Saarthal" to get this piece!]
Once you have it in hand, go to the next piece!
o Find the Gauldur Amulet Fragment in Geirmund's Hall.
Geirmund's Hall is just
played even a little bit
there. Once inside, kill
hole to the water below.
that is beyond a doorway
door down here.
Kill the spiders you find. You can pick the right door if you want to grab
some random loot, the continue to the left a bit and look at the left-hand
side for a chest. This chest is TRAPPED though, so either un-rig it or loot
it and move away fast. Watch out for floor plates as you continue. You'll go
down into some water, but TAKE NOTICE of the WALL SYMBOLS HERE. On the left
you'll see an EAGLE, then a WHALE and on the right you'll see a WHALE then
a SNAKE. On your way to a barred gate up ahead, you'll see ROTATING STATUES
that you have to make MATCH those symbols. Make the statues on the left-hand
side go EAGLE then WHALE and on the right-hand side make them go WHALE then
SNAKE. Also, be careful of grabbing the soul gem off the table as it is also
trapped and will make a mammoth skull come crashing down at you. There are
also a couple of Draugr here. Go to the end after making the statues match
and press the lever to continue.
Continue on and kill the Draugr you will find. Before going through another
iron door, you will see the final resting place of Archmage Geirmund. Be sure
to take his key. Continue through the door and slay the enemies here, then
go upwards to the left (I ran into a Deathlord here, so be careful). At the
end you'll see a lever by a doorway. It looks like it MAY drop the bridge in
the distance, but DON'T hit it and do a 180 to see another lever. Hit THAT
one. Continue on and you'll run into a blade trap (that a Draugr likely
activated, otherwise watch out for floor plates). Get past it (whirlwind
shout) and de-activate it to come upon another flooded area. Get ready for
a fight.
As you approach the tomb, the last Gauldurson brother will spring forth:
Sigdis. Hurt him as much as you can as he rises, because he'll soon teleport
away. See all of the raised areas out in the water? Sigdis will appear out
here on one of them (he's an archer) as will TWO ILLUSIONS. The one way I
figured out to tell the REAL one apart from the fakes is that the REAL one
has HORNS on his helmet. Also, you should really stick with ranged if you can
afford to, as all of the Sigdis enemies here know UNRELENTING FORCE and you
will be thrown around if you try to melee them. Focus your attacks on the real
Sigdis and you'll remerge a victor. Take his piece of the amulet and then
explore the area behind his tomb for a chest, a TWO-HANDED SKILLBOOK called
Words and Philosophy, and a shortcut back to the world map.
o Reforge the Gauldur Amulet
With all three pieces of the Amulet in your possession it is now time to
reforge them! Look to the map to see where the next objective points to (it
is by Reachwind Cave, east of Markarth) and make your way there. The place
you want to go to is called "Reachwater Rock". It's behind a waterfall.
Once you are in the cave, head down to a pool. Yes, there is a chest down
there if you feel like diving. Follow the path to find an EMERALD DRAGONCLAW
and a note begging you to turn around. Yeah, we're going to go forwards.
There is a DRAGONCLAW door up ahead, so check out the claw in your possession
and make the door match this:
- TOP RING: BEAR
- MIDDLE RING: WHALE
- BOTTOM RING: SNAKE
Now activate the door to continue. A BUNCH of doors open up leading to one
more DRAGONCLAW door. The answer to THIS one is found on the IVORY DRAGONCLAW,
so make the door match this:
- TOP RING: EAGLE
- MIDDLE RING: EAGLE
- BOTTOM RING: DRAGON
With that door opened, head down to find a BIG open (and lonely) room. On
the tomb at the end you'll find THREE places to place your amulet fragments,
so save, get ready for a fight, and place them all down.
All three brothers will appear before you and you'll have to fight them now
one after the other. The first one to come down is Mirkul, and he will be
joined by a LOT of Draugrs. Summon up some aid if you can and focus on NOT
being surrounded. You have if somewhat easy since you can jump the gaps in
this place and divide their forces like that.
After killing him, Sigdis will come forwards. He does one better than when
you last fought him, as he summons THREE illusions instead of two. They are
all spread across the room of course. The best way to do this is to switch to
range. The KEY to knowing WHICH Sigdis to hit is that the REAL Sigdis wears a
helmet that has HORNS THAT CURL!
Once you take him out you'll now have to take out Jyrik. Thankfully, compared
to Saarthal, he is EASY. For one, he isn't invincible here. He does cast magic
at you and will teleport away every so often, but you have it much easier here
than before.
Once you have taken out all three of them, approach the alter to see a scene
where Gauldur arrives and takes out all three of his sons. He will then forge
the amulet into a single piece, which when worn gives you +30 to your health,
magic, AND stamina. VERY nice. The quest is now over, but be sure to grab the
gold from Gauldur's remains as well as loot the chest you'll find as you make
your way back to the world map. Congrats!
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F O R G E M A S T E R ' S
F I N G E R S
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The Elder Scrolls V: Skyrim - [BK1203]
Guard. These are Alik'r warriors. They are looking for a Redguard woman and
ask you for your help. This starts the quest.
Ok, after you hear about the Redguard woman, go to the Bannered Mare and speak
to Saadia, the Redguard. She wants to speak to you in private. From here you
can either FOLLOW HER or go find and tell the Alik'r warriors where she is.
(-NOTE-) If you want to just go tell the Alik'r where she is, follow the guide
in the box. If you want to listen to her, skip the box.
o-----------------------------------------------------------------------------o
|
|
| When she tells you to follow her, LEAVE the inn. Look at your map and
|
| find the marker on the map that shows where the Alik'r warriors are at.
|
| They travel around, but you can often find them in some inn or other.
|
| Once you find them, fast travel there and go tell the warrior where
|
| Saadia is at.
|
|
|
| They will tell you that you will have to lead her out of the city, to
|
| Whiterun Stables, where they will be waiting. You can now return to the
|
| Bannered Mare and speak to Saadia and tell her a series of lies to get
|
| her to follow you. She will run to the stables, so stay behind her to
|
| make sure she goes through all the doors ok.
|
|
|
| Once you are at the stables she will realize your treachery and will
|
| have a brief chat with Kematu. Kematu will paralyze her next, and after
|
| that you can talk to him to end the quest and gain a 500 gold reward, as |
| well as learn what exactly she did.
|
|
|
o-----------------------------------------------------------------------------o
She wants to speak to you in private, so follow her to her room. Once in here,
she takes out a dagger and wants to attack you. Tell her to relax and agree
to help her. Time to go find the Alik'rs.
Go to Dragonsreach and instead of going in, go to the back and enter the
dungeons. In here, simply walk to the prisoner and speak to him. He offers the
info if you pay his fine. Pay any guard 100 gold and let the prisoner know his
fine is paid. He tells you where Kematu is, so leave the dungeons, leave
Whiterun completely and time to go to Swindler's Den. Make your way there and
go inside... duh!
In the first room, you'll find two bandits and two more in the next room.
Easy enough. In the third room though, there are around five of them, plus a
magic user on the upper level. Take care of the magic user first if you can.
After that, follow the path until you meet with Kematu. He asks you to lower
your weapons. From here, you can either continue and kill him, or have Saadia
be taken to justice. Either way, you'll end up with 500 gold and the quest
will be at an end.
Note that this all depends on you. There's no way to tell who's telling the
truth, so just follow your gut.
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K Y N E ' S
S A C R E D
T R I A L S
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The Elder Scrolls V: Skyrim - [BK1205]
to come and go directly west from the house to find a coffin and a vampire
named Laelette. Kill the vampire and examine the coffin.
The little girl starts talking and explaining things. Wow! Now go and speak
to Thonnir about Laelette. After discussing whether she was a vampire or not,
its time to go to Alva's house and see if she's indeed a vampire. It's easy to
find once you enter the town, but you will probably need to lockpick the door
to get inside (it's just an Adept lock).
If you go during the NIGHT, you will likely find Hroggar inside. He will of
course attack you but you can kill him and get away with it. If you go during
the DAY you can likely just head down to the cellar with no one seeing you.
However, if you do go during the day, you can run into Alva, who is indeed a
vampire, and you can kill her right then and there.
Either way, once inside, go to the cellar and pick up Alva's Journal and read
it. Now go to the Jarl and give her Alva's Journal. She will read it too and
then ask you to go kill the master vampire, Movarth.
Head oustisde and you'll see all of the "warriors" the Jarl promised. Meh...
Talk to Thonnir now who will scream "VENGEANCE!" and lead the group of people
towards Movarth's Lair to the northeast. Go ahead and follow them. At the
lair the others will get queasy and leave, but talk to Thonnir who is more
courageous than the others and ask him to follow you to gain him as a
companion. Now enter the lair.
In this first room, kill both Frostbite Spiders from above then go to the
bottom afterwards and continue. Kill the lone vampire that's giving you his
back sitting at the table. From here, go up the small path next to the table
and kill another lone vampire (I found this vampire in a cubby to the upper
right, but she moves so if you don't see her she may be best saved for later).
From here, proceed north and then east. You can find a vampire thrall in a pit
in this big room, but you can easily sneak up on him so kill him off and
continue on. You'll come to a ramp on the left you can access that leads into
a big room with a dining table.
Keep following the ramp and if you're sneaky you can use it to reach the
northwest corner of this area. There's a vampire guarding the hallway, but
you can get the drop on him. There's some bedrooms past the guard, one of
which has an ILLUSION SKILLBOOK "2920, Sun's Dawn, v2" on the nightstand.
You can find Morvarth's Boots near the nightstand as well (as you can tell,
Morvarth has a boot fetish). His personal boots have a sneaking enchantment
on them that ups your sneaking by 15% by the way.
From here you can work your way southeast and sneak up on Movarth. Movarth
himself is rather easy but if you're at a higher level he can have some high
level vampire help (like nightstalkers) so be sure to get some sneak attacks
in. Kill all the vampires that help assist him as well.
(-NOTE-) Vinheim found Alva in this cave, so there's another location for
her and one less enemy to worry about if you already killed her!
Now check the room southeast of where Movarth was to find a chest to loot as
well as an alchemy table. The path south has another vampire (the patrolling
one I mentioned earlier) and more loot for you. Leave and you'll find Helgi's
ghost before leaving (what a nice touch!). Leave, return to the Jarl to get
your reward, and this quest will be over.
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L I G H T ' S O U T !
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The Elder Scrolls V: Skyrim - [BK1207]
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The Elder Scrolls V: Skyrim - [BK1208]
How to trigger quest:
Starts automatically after the end of the quest "Forsworn Conspiracy".
You'll be stripped off of everything you own. Walk out of the cell and speak
to the prisoner sitting near the fire. Also, ask him about the shiv and he
tells you how to get one. Go south from this room and speak to Grisver. He'll
get you a shiv, but he asks for Skooma in return. Follow the marker until you
find Duach. Obtain the Skooma from him and return to Grisver to get your shiv.
Return to the main room and look east to find an Orc called Borkul the Beast.
Speak to him and he asks for a shiv. It's better to brawl him (Alternately you
can PERSUADE him to let you by; my speech was at 79 and I was successful).
When you've won, go through the gate and speak to Madanach. Here, I strongly
recommend not going for the "Revenge" dialog and HELPING Madanach / being civil
to him. The rewards are much better, but read the note down below to see what
the alternate reward / objectives area. After the chat, locate Braig and speak
to him. After hearing his sad story, return to Madanach and speak to him..
(-NOTE-) You can alternatively chose the "REVENGE" options on Madanach. If
you do this, I recommend you have a SHIV and then stab him to
death. You will get his key and a note upon looting his body.
From there, you can open the cell near Madanach and escape the
mine. Upon exiting, you will run into Thonar. He will return all
of your items to you, bet you pardoned, and will give you the
"Silver-Blood Family Ring". This ring is a SMITHING ring and will
have the enchantment: "Weapons and armor can be improved 15% better."
So in reality, you can either help the Forsworn and get all that
armor down below or get that ring. one or the other...
He asks you to go kill Grisver for being a snitch. Use the shiv to quickly
kill Grisver, then follow Madanach. After the speech, follow Madanach and the
other into Markath's Ruins. In here, simply follow the path while killing the
Frostbite Spiders and Dwarven Spheres. You'll soon enough regain your
equipment, Gold and you'll also be given:
o
o
o
o
Go out to Markath to find Madanach and Thonar arguing. After a while, they
start attacking each other and the quest ends. You don't have to help either
side and can just sit back and watch (which is what I did and the Forsworn
went through the city and killed every guard then disappeared...).
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P R O M I S E S T O K E E P
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The Elder Scrolls V: Skyrim - [BK1210]
How to trigger quest:
Go to Riften and enter the Bee and Barb Inn. In here, speak to Louis Letrush.
Leave the Inn and go to the jails (they are easy to find with the map
marker). Speak to the guard and tell him you're already allowed to be down
here (this MAY be a speech requirement, I am unsure). Go on through and speak
to Sibbi. Talk to him about his predicament and when you get the chance,
persuade him and you'll receive a key to his lodge (you can also get a key to
a chest by threatening to tell Maven). Time to go there. There are two
mercenaries outside, so take care of them and head inside. Go down the stairs
to the right and grab Frost's papers and the stash of Gold from next to the
stairs.
This lodge has 4-5 mercenaries in it as well, by the way, so you could go on
a killing rampage if you wished. Why would you want to do that? Well, the
house has treasure chests all about and taking out the guards makes looting
that much easier. The big catches in this place are the SNEAK skillbook named
"Legend of Krately House" and a rare 'Stone of Barenziah', both located in an
upstairs bedroom.
Now leave the lodge and follow the marker to Louis Letrush. Give him the
horse and you'll end the quest. Alternately, you can choose to either persuade
or threaten Louis to KEEP Frost for yourself. This of course nets you a
horse without spending any money at all, and is quite a reward.
HOWEVER, you man want to think first before doing this. For example, what if
you have another horse, such as Shadowmere? I tried taking Frost while having
Shadowmere and just like Shadowmere, Frost will follow you wherever you go,
but Shadowmere is (from a fighting/endurance standpoint) MUCH better than
Frost. When I took Frost while having Shadowmere, I could no longer find
Shadowmere. If you have NO horse, then by all means take Frost. Just be
careful about taking him if you already have a horse.
Either way, once you've dealt with Louis this quest will be over. A rather
short one this time.
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R E P A I R I N G T H E P H I A L
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The Elder Scrolls V: Skyrim - [BK1211]
Unmelting Snow.
o Mammoth Tusk Powder:
This ingredient is only known to be produced by giants. Yikes. Well,
hopefully you aren't doing this quest TOO early in your adventure, as giants
will just decimate a low level character. The marker will send you to
Stonehill Bluff, a giant camp north of Whiterun and south of Dawnstar. Head
over there and you can either kill the giants to ensure some leisurely
searching on your part or you can run in, find the powder in a stone basin
in the middle of the camp, nab it, and run out. Your choice.
o Briar Heart:
Honestly, I already had one of these when this quest started, so I didn't
have to go find one. I have to imagine that the quest will send you to a
Forsworn Camp if you don't have one, in which case you're looking at killing
6-7 forsworn and making sure to loot the briarheart that you find. Keep your
health up and bring a companion for distraction if need be and you'll get
this ingredient easily.
o Unmelting Snow:
For this ingredient you need to head to the Throat of the World (which
means that you must have access to it and have completed the Main Quest
SOMEWHAT (past "Elder Knowledge"). Once you have (and you DO need to...),
head to the Throat of the World and follow the marker to a snowbank that
you can active to get the snow. An easy ingredient.
With all three ingredients in hand, return to Quintus and let him know of
your success. He will take the ingredients and repair the phial, then head
upstairs (follow him) and show his success to Nurelion. Nurelion will be
happy, but then he will die (did NOT see that coming), leaving just you and
Quintus. Quintus will say he has no desire to keep the phial and will give
it to you, but due to his lack of skill he is only able to make it refill
with ONE type of liquid and will ask you what you want it filled with. Below
is a list of what you can choose and what your choice means, which is handy
since you only find out AFTER you choose what you want:
- I'd like it to have the power of healing.
(Restore 100 points of Health.)
- I want to resist the forces of magic.
(Resist 20% of magic for 60 seconds.)
- I want to be tougher in battle.
(Stamina is increased by 20 points for 300 seconds.)
- I want to strengthen my magical skills.
here. Out here, Adelaisa will be bombing the place, so run and kill the Blood
Horkers that you find. Fight your way to Adelaisa.
Tell her you're ready to leave and you'll be back at Windhelm. Speak to
Orthus and you'll receive your pay. 500G (1500G for higher level characters)
and the quest ends.
Adelaisa will also becomes your follower, so one more for the bunch.
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R I S I N G A T D A W N
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The Elder Scrolls V: Skyrim - [BK1213]
(-NOTE-) As ungrateful as it sounds, after the ritual you can talk to Falion
near this circle and question what he's doing out here (which YOU of
all people should know!). He will pay you 200 gold to forget that you
saw him out here...
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T E N D I N G T H E F L A M E
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The Elder Scrolls V: Skyrim - [BK1214]
on. From top to bottom, the code you should enter for the door is:
- Wolf
- Hawk
- Wolf
Enter in the code to open the door. Head further in to see the ghost in the
middle of a LARGE room. Before approaching him, take a moment to survey your
surroundings. See all the Draugr on the thrones? Yeah, we're killing them all
with the ghost. Prepare however you need to for a battle-royale. This, my
friend, will be fun! Approach the ghost to start things up and he'll say
"Olaf! It is time!". A wave of Draugr will approach, but Svanknir will help
you out (and he can definitely hold his own).
After the first wave, he'll say "Arise, Olaf! My vengeance is at hand!" and
another wave will start, except this time it's the four higher level Draugr
up above. Take them out and the bard will go further up, saying "Olaf!". At
this point, Olaf One-Eyed will arise from the main coffin and say "Insolent
Bard. Die!". He is like a deathlord in power and can unarm you with a shout,
but other than that it is 2 vs. 1 and you can take him down. The bard will
try and thank you by playing a song, but will disappear shortly afterward.
Loot Olaf for the treasury key and get the DRAGON WALL WORD to learn
WHIRLWIND - WHIRLWIND SHOUT (or some other word in that chain) then go through
the upper iron door with the key and loot the chest. Pull the lever nearby for
a quick route back to the surface world.
Return to Viarmo and give him the verse. He will bemourn the fact that it is
incomplete, but you can convince him to complete it. You'll now be able to
offer suggestions for its completion, and while I don't think it matters which
suggestions you pick, I picked the ones that required persuade talents (which
Viarmo seemed to like). Once you're done, follow Viarmo to the Blue Palace and
talk to him to see him perform the piece for the Jarl. She'll enjoy it and
state that the Burning of King Olaf festival is back on! Viarmo will thank you
and tell you that you'll be a bard soon, but to go talk to Jorn to let him
know as he was making the effigy. You'll now have to wait until after 9 PM and
then talk to Jorn to start the celebration.
Head out to the plaza where about a dozen citizens will attend (but oddly
enough several Bards College members won't and neither will the Jarl). You
can get free food and drink here, but go stand by Viarmo to see the effigy
burnt. Afterward you'll be a bard, and you'll get 1000 Gold for your help.
This ends this quest, but Viarmo mentions the teachers want your help, which
leads to three more miscellaneous quests (which I cover in the Solitude city
overview section). Congrats on becoming a bard! And no, as far as I know you
still can't play instruments or sing...
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T H E B L E S S I N G S
O F N A T U R E
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The Elder Scrolls V: Skyrim - [BK1215]
and "gives" you a letter asking you to meet him at the Shrine of Talos. This
starts the Quest.
(-NOTE-) If you are quick, you can actually STOP the man from killing the
woman (attacking him/interrupting him). This spares the woman's life
(her name is Margaret, she's from Cyrodil) and she will just flat out
give you a Silver Emerald Necklace once you talk to her.
Go to the Shrine of Talos, just like he asked you to do and speak to Eltrys.
Ask him what he's talking about and then it's time to go find some answers (or
evidence!). Leave the shrine and move to the Warrens. Once inside, speak to
Garvey, who's the first man you run into. Ask him about Weylin to learn about
his room. From here, either attempt to persuade, intimidate or bribe him to
receive Weylin's Room Key (alternately you could just PICK the door). Go to
the last room on the right and enter Weylin's room. Take the note from the
chest and read it.
Cool! Time to find more evidence, then we look for Mr. N. Leave the Warrens
and you'll have to brawl Dryston. You find out about Nepos, Mr. N. Now go to
the Silver-Blood Inn and speak to the wife of the owner. Ask about Margret and
either persuade, intimidate or bribe her to get the key (They may just GIVE
you the key as well, let me know what happened for YOU!).
Enter the room with the marker and check the End Table to find Margret's
Journal. Read it and now go to the Treasury House. Follow the marker and speak
to Thonar. He will be very uncooperative until an attack occurs! Don't just
stand there, whip out your weapon and help! After the fight, speak to Thonar
some more (who's more chatty now) and then leave and head to Nepos' house.
Speak to him and learn about his schemes. As you finish speaking to Nepos, he
and the 2 other Forsworn will attack you. Kill them off ASAP. Be sure to loot
them AND the house afterwards. Nepos himself has a lot of goodies and you can
find an ILLUSION SKILLBOOK named "Mystery of Talara, Part 4" in one of the
bedrooms. Now leave and had back to the shrine to see Eltrys. As you arrive,
some Markath Guards intimidate you. Agree to go with them to Cidhna Mines and
this ends the Quest and starts automatically the next one.
(-NOTE-) The next quest is "No one escapes Cidhna Mines". Since these quests
are listed alphabetically, search for it that way!
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T H E G O L D E N C L A W
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The Elder Scrolls V: Skyrim - [BK1218]
quests at the same time. You can find this main story mission underneath the
main story questline. It's the third quest in, you can't miss it.
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T H E H E A R T
O F D I B E L L A
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The Elder Scrolls V: Skyrim - [BK1219]
Get ready for a fight! Head through the door in front of you and you will
end up facing a forsworn briarheart well-versed in ice magic! Keep your health
up and beware of his icewave attack and you'll be ok (drink some ice resistant
potions if you must). Once he is dead, loot him for goodies and the prison
key. Also, there is a CONJURATION SKILLBOOK named "Liminal Bridges" on one of
the tables in here. There is a shrine of Dibella nearby and a BIG treasure
chest in a bedroom here as well. Once you're done looting, open the prison
cell and talk to Fjotra.
Tell Fjotra she is the new Sybil and she'll accept it gladly and wants you to
take her to the temple right away. Now, if you killed everyone you can just
fast-travel to Markarth (I ran through the place again since I missed one
enemy and Fjotra would say "Eww, a dead body!" whenever she saw a corpse).
And even though I took her dad, he didn't survive, so when she saw her dead
dad she said "Oh no, this can't be happening", but didn't seem too distraught
over losing her father...
Take her to Hamal and she will be amazed you found her and brought her back.
The quest isn't quite over though, you need to head back to the main part of
the temple and interact with the basin in the middle of the room to receive
the blessing:
o AGENT OF DIBELLA: You do more combat damage to the opposite sex.
And with that, the quest is over.
(-NOTE-) Hamal will now train you in ENCHANTING if you wish. She is the MASTER
trainer in enchanting.
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T H E L O S T E X P E D I T I O N
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The Elder Scrolls V: Skyrim - [BK1220]
killing falmer until you reach the 'Nchuand-Zel Quarters'. Enter them. Here
you will kill two more falmer before reaching a split where you can either go
down or stay up. Head down, as this leads to Stromm's corpse. Of course it is
guarded by 3-4 falmer, but take them all out and examine Stromm's corpse by
the tree to read/get his journal. There's a bedroom nearby with a skeever and
another falmer in it if you wish to take them out and loot. You'll also see
an imperial corpse and several falmer corpses as they made their stand here.
There's nothing left in the Quarters for us now except looting and killing,
which you can do if you wish (there's no real treasures of note). We'll be
told to find the rest of the journals now, Staubs', Krag's, and Erj's.
Head back out to Nchuand-Zel (you can take the upper path in the quarters for
another door back to the main room that leads to a chest) and from the
walkways or the chest make your way to the lower levels and enter the door
leading to the 'Nchuand-Zel Armory'. In here you'll have to kill two falmer
right off the bat. Take the lower path now to a locked door leading to the
armory proper. Unlock it and you'll see Erj up by the main chest. Loot him to
get his journal. Once you open up the big chest here, two Dwarven Spheres will
attack from each side of the room, so be ready! There's also a ton of side
doors here to pick and loot (if you can handle the locks) for plenty of exra
treasure, including a full set of Dwarven Armor. Take the only other path
here and kill two falmer and a skeever to find a path back out to Nchuand-Zel.
You'll be back out on the walkways now, but on a different part. You'll see
a small camp up ahead where you'll find Krag's body. Loot if for his journal
then continue on to the door to enter 'Nchuand-Zel Control'. Head in and
journey on. You'll kill two sets of two falmer before reaching Staub's body.
Loot it to read his journal and learn of the automated defenses he was trying
to turn on. Now it's our job! Continue forward and you'll soon have to fight
FOUR Dwarven Spiders. Not too hard, but most of them come from your flank, so
watch out! Past that will be two Dwarven Spheres in a wide open area. There's
just one more falmer to get through and then you'll be in the control room.
Flip the lever to turn on the defenses and then loot the chest here. The door
behind you will be open to, and leads to another chest and a fast exit back to
the main room.
Out here you'll see a falmer fighting a Dwarven Sphere. Hehe. Well, even
though we are the ones who turned on the defenses, they are certainly NOT
friendly to us! For example, to your right is a Dwarven Centurion that is
just itching for a fight (kill him off for several goodies!). We'll now be
told to find someone who knows about the expedition. Make your way back to
the Understone Keep now and talk to Calcelmo. You'll end up telling him
what happened to the researchers and he'll end up giving you 1000 Gold in
return for their notes. This will end this quest as well.
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T H E M A N W H O
C R I E D W O L F
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The Elder Scrolls V: Skyrim - [BK1221]
Leave the Blue Palace and fast travel to the closest place if possible
(either Ironback Hideout or the Statue to Meridia) and proceed to the cave.
There are some skeletons outside, so take care of them before going inside.
Once inside, you'll find a lone patrolling Draugr Restless in the second room,
so sneak attack it. From here, you can go either down the path or across the
upper grassy one. Follow the upper path and you'll find two Necromancers
around a campfire.
With your bow, you'll be able to kill them without them noticing where you
are. There's a chance another Necromancer and a Draugr Scourge will come out
of the door nearby. Take them out the same way. In the room behind the door,
drop down the hole and proceed to the Wolfskull Ruins.
In here, you'll see some type of ghostly aura gathering. Looks awesome =D. Go
left and you'll find a Necromancer. Kill them and proceed to the main room,
where a Necromancer and a Draugr Scourge await. Enter the tower-like building
and when you reach the top, look for a lantern and shoot it down to kill the
Draugr there. Go outside and there'll be a Draugr Deathlord and a Necromancer
on top of the stairs.
Kill them with sneaky bow attacks and proceed. On top of the second set of
stairs, you'll find another Draugr and a Necromancer. Kill them both and
proceed to the next tower, where you'll find 2 Necromancers inside and on top,
2 more Necromancers PLUS the Ritual Master. Rather easy IMO. Be SURE to check
the main altar for the LIGHT ARMOR SKILLBOOK 'The Refugees'. Lower the bridge
and cross it to find a chest with your loot.
Now simply leave the cave, return to the Blue Palace and speak to Falk
Firebeard. Tell him you stopped the ritual to be rewarded with some gold and
to finish the quest.
(-NOTE-) After some time has passed (it happened after I leveled up, so that
may be the trigger), you will get a courier giving you a letter from
Falk Firebeard to come see you again. This will start the quest "The
Wolf Queen Awakened".
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T H E W H I T E P H I A L
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The Elder Scrolls V: Skyrim - [BK1222]
see the quest marker takes us to the Forsaken Cave, west of Windhelm but
before Nightingale Inn. Head on over there now using whatever means you can
and enter the cave's opening.
At the entrance of the cave will be a couple of Snow Bears. Dangerous if
you aren't ready, and a good measure on whether or not you can handle yourself
well enough. Kill them both and head down a spiral staircase to a tomb area.
As you may have guessed, Draugr inhabit this area, so be ready for them and
get in some sneak attacks/first hits when you can. Follow the path and loot
the chest, then take out 2 Draugr and continue to a burial area. Remember, the
Draugr can come OUT of the wall here, so get in the first hit! There are two
more Draugr in the burial area to kill and a door nearby that you can lockpick
to access a chest.
Loot the place and continue on down the linear path down to an area where all
the dead lay horizontally. Watch out for enemies on the slabs here as well as
patrolling Draugr. There is easily 6+ Draugr in this area, as well as fire
traps on the floor. Be sure to check the embalming tables here too for gold
bars (I found two of them!). Continue down a hallway watching out for floor
traps and more goodies on the bookshelves until you can enter the Forsaken
Crypt.
Head into the crypt and kill the Draugr. Ransack the shelves and follow th
path up and around to a higher level, killing another Draugr along the way.
Keep following the path killing Draugr and looting until you get to a bigger
room with an iron door on the left and some Draugr. Take out the Draugr and
pick the door if you wish as there's a chest behind it. Don't step into the
circle in the room though, as it's a trap.
Keep heading down the path until you can open another door. Up ahead past
some swinging-blade traps is a coffin straight ahead of you. Get ready for a
fight (I'd highly recommend a companion here and perhaps a powerful shout
like slow time or something for crowd management). As you enter the room, a
DEATHLORD will wake up from the main coffin with FOUR other Draugr of various
strengths appearing from the sides of the room. Take them all out. There is
actually a WORD WALL that teaches a MARKED FOR DEATH word in this room, but
it's got two staircases leading up to it that I like to use to separate
myself from the many Draugr.
After the fight get the new word of power and loot the chest, then head
under the word wall to find an "Ancient Bowl". With the mixture that you
received, you can activate the bowl and open up a secret room beyond. In
here you can find a TON of alchemy items, an alchemy lab, an ALCHEMY SKILLBOOK
named "A Game at Dinner" on a shelf, and of course the White Phial on a
pedestal. This phial is cracked, though, just take note of that.
Ok, now it's time to exit (use the iron door to the left of the word wall for
a quick exit) and return to Nurelion. Once you show him the vial, he'll accuse
you of breaking it. In the end, he'll only give you FIVE septims and take the
phial (we will then, interestingly enough, go lay down on his bed and when you
interact with him it will only say he is asleep and dying).
Go speak to Quintus now who will have taken over running the shop and will
give you a more fitting reward of 500 gold septims. He will then head off to
make Nurelion's last days more bearable. And with that the quest will be
complete.
(-NOTE-) After 3-4 days, you will be contacted by a courier who will give you
a letter from Quintus. It appears that he has found a way to REPAIR
the White Phial, and wants to talk to you about it. This starts the
quest "Repairing the Phial", so look it up if you need help with it!
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door where an iron gate will appear as the stone spins around and it will
open randomly, so whenever the gate appears AND is open, RUN through the
trap! Beyond that is a bunch of potions on the ground near an alchemy lab, so
take them and use the lab if you wish before heading into Potema's Refuge.
Head down the tunnel and at the opening kill the Draugr to the left (a
deathlord for me, he was staring off to the left letting me do a sneak attack
with ease!). Head right now and soon you'll hear and see another rotating
stone door. Before going through it, open the door to the right and kill the
vampire inside. Now, look behind the coffin and pull the lever. It opens a
stone door to the right that leads to a treasure chest! Sweet! Head back now
to the rotating stone door. There are actually THREE stone doors here, but
there are three levers as well. What you need to do is use the levers to STOP
the rotating. The levers can make the doors go left or right or, when in the
middle, can STOP the door. Make it so that each door is stopped with the gate
open (which isn't hard to do, but does require patience). After the doors will
be two soul gems that will shoot fireballs at you, so heal yourself and run up
to them and take them to make them stop. Past that is a big room with another
vampire and a Draugr for you to kill. Take them out and head down the stairs
into Potema's Sanctum.
In here head forward through the door to a burial preparation room. In the
door beyond you will find 2-3 Draugr AND a Vampire, so be ready for those
kind of numbers (I fought 3 Draugr, a Skeleton, and a Vampire - something
area-of-effect related would be useful here). Beyond that is a room FULL of
dead Draugr. It's a dead end, but go in and start looting the dead (take
their WEAPONS too, even if just for right now) and soon Potema will speak to
you again. She will then revive three of the bodies here and they will attack
you (if you took their weapons, they will be weapon-less). Take them out and
drop whatever items you don't want (or continue looting) and continue to an
iron door. This is a good place to save by the way.
Head inside the door where the spirit of Potema will be swirling around
above you. It will ask you once again to die and join her army, but then it
will start reviving nearby Draugr and sending them at you! It will also send
a wave of electricity randomly around the room that WILL hurt you if you touch
it (it goes around in a circle). Sneaky types can easily hide out by the door
even when the waves of Draugr spawn, although there are a few spawning points
by the door as well. Each wave will have 3-4 Draugr in it and you'll be facing
three waves. Take them out like you would any other enemy, but think of using
a shout or summoned companions to help you out. At the end, you will be told
to find Potema's remains and the spirit will fly through the far door, opening
it up! However, Potema's spirit will now attack in ghostly form! Take it out
(it isn't too hard) but be aware that it will try to raise the dead Draugr to
help it.
After killing the spirit, loot it for an enchanted weapon and head through
the door it opened to find Potema's Skull on the throne. Grab it and then
loot the chest nearby for several impressive items, including the RALLY spell
and "The Legend of Kratley House", a SNEAKING SKILLBOOK. Head up through the
door now and into another room. There's a pedestal with a dwarven helmet on
it, but don't focus on that and focus on killing the two Draugr to the left
and right of the pedestal. Loot them and open the door leading to Skyrim in
front of you.
You will be in the mountains above Solitude now. Loot the chest nearby for
some goodies and fast-travel back to Solitude. Our first stop should be to
the Hall of the Dead to give the remains to Styrr. Give him the skull and he
will be thankful. Now, head over to the Blue Palace and go report back to
Falk who will thank you as well, but with money! He will pay you 1800 Septims
and give you the "Shield of Solitude" as a reward:
- SHIELD OF SOLITUDE: Increases Magic Resistance by 30%. Block 35% more
damage with your shield.
You will now be done with this quest. Congrats, protector of Solitude!
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~-~ ~-~ ~-~ 13.2] Dragon Wall Shouts/Locations ~-~ ~-~ ~-~
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You can't deny that Dragon Shouts play a VERY important part in Skyrim. Here,
I will list the SHOUTS you can acquire in the game as well as WHERE to find
the various Dragon Wall locations that TEACH you the words to the shouts.
Now, there's a few things I want to point out before getting into this. The
first thing that you should know (that you probably already know by now) is
that you MUST have a DRAGON SOUL to "unlock" a Dragon Wall Word of Power so
that you can use it. Obviously, there are a TON of exceptions to this rule,
as you learn a LOT of shouts simply by playing the MAIN storyline quest. Heck,
for a lot of those shouts you don't even need souls or dragon walls! However
most shouts are taught one word at a time and you need to learn them and
unlock them one word at a time.
The next VERY IMPORTANT thing you should know is that there is actually a
quest that the GREYBEARDS of High Hrothgar give you that POINTS OUT WHERE IN
THE WORLD YOU CAN FIND DRAGON WALLS. As you can imagine, this quest is AWESOME
if you want to get all the Dragon Wall locations. You can get this quest from
Arngeir and it will pop up in your MISCELLANEOUS QUEST list (it will say
something like "Find the Word of Power in " random location "). You will need
to wait for a few days inbetween Arngeir telling you where the Dragon Walls
are though. ALSO, you can use SHOUTS in towns/cities/dungeons and you will
have a chance of a COURIER giving you a LETTER FROM A FRIEND that will point
out where a DRAGON WALL IS as well.
Lastly, I have discovered that DRAGON WALLS don't necessarily give you a
SPECIFIC WORD, as different words have been acquired at the same Dragon Wall
in the same place. The SHOUT of the word will be the same though, so don't be
surprised if you go to a wall and get a different word than I do for the same
shout.
Here's what you've been waiting for:
-= A N I M A L A L L E G I A N C E =
o Words of Power: Animal, Allegiance, Pack!
o Locations:
- Location 1: Found by traversing Ysgramor's Tomb, during The Companions
quest "Glory of the Dead".
- Location 2: Found out in the open world at a place called Ancient's
Ascent (in the mountains east of Falkreath). You have to go
through a short cave called Bonechill Passage first.
- Location 3: Inside Aangarvunde (which is located SE of Ivarstead, S of
the Atronach Stone).
o Description: A Shout for help from the beasts of the wild, who come to
fight in your defense.
o Recharge: 50, 60, 70
o My thoughts: I really haven't used this one a lot... mainly because I'm a
Wood Elf in the game and already have this power, but I can't
imagine it being a staple in your favorites. It may be nice to
get an unwanted bear off your back once in a while...
(-NOTE-) A Dragon may be guarding location 2's Dragon Wall.
-= A U R A W H I S P E R =
o Words of Power: Life, Seek, Hunt!
o Locations:
- Location 1: Volunruud Elder's Cairn (during the random quest "Silenced
Tongues").
- Location 2: Inside the Valthume Catacombs (during the "Evil in Waiting"
Random quest).
- Location 3: Northwind Summit (which is just NW of the small town of
Shor's Stone, north of Riften). You can either go through
the Northwind Mine to get there (approach from the north) or
you can scale the hill itself (approach from the south).
o Description: Your Voice is not a Shout, but a whisper, revealing the life
forces of any and all.
o Recharge: 30, 40, 50
o My thoughts: At first I didn't think much of this shout, but it is
EXTREMELY useful! It lets you see things through walls even!
Heck, I can ENTER a dungeon, use this, and quickly count how
many enemies are in the place. Now THAT has its uses...
-= B E C O M E E T H E R E A L =
o Words of Power: Fade, Spirit, Bind!
o Locations:
- Location 1: Found in Ustengrav, during the MAIN quest "The Horn of Jorgen
Windcaller".
- Location 2: Inside of Ironbind Barrow, which is north of Nightgate Inn
(which is west of Windhelm).
- Location 3: Lost Valley Redoubt, which is directly south of Rorikstead
(Rorikstead is a small village west of Whiterun). Lost Valley
Redoubt is against the edge of a mountain.
o Description: The Thu'um reaches out to the Void, changing your form to
one that cannot harm, or be harmed.
o Recharge: 20, 30, 40
o My thoughts: The power to become ethereal and not be hurt is unbelievably
useful for those times when you are close to becoming part of
the void yourself! You can use this to take a breather,
regroup, and save yourself from certain death.
(-NOTE-) Location #3 will be guarded by a clan of Forsworn.
-= C A L L D R A G O N =
o Words of Power: Snow, Hunter, Wing!
o Locations:
- Location 1-3: THIS shout is learned while playing through the MAIN quest
line. You will learn it during the quest "The Fallen". No
souls or word walls needed.
o Description: Odahviing! Hear my Voice and come forth. I summon you in my
time of need.
o Recharge: 5, 5, 300 (You MUST use this shout all the way!)
o My thoughts: You're able to call on Odahviing, how cool is that! This shout
obviously only work in open areas, but is pretty cool. I don't
use it that much, as I rarely find myself in need of a dragon
ally.
-= C A L L O F V A L O R =
o Words of Power: Hero, Champion, Legend!
o Locations:
- Location 1-3: THIS shout is learned while playing through the MAIN quest
line. You will learn it during the quest "Dragonslayer". No
souls or word walls required.
o Description: The valiant of Sovngarde hear your Voice, and journey beyond
space and time to lend aid.
o Recharge: 180, 180, 180
o My thoughts: If you ever find yourself overwhelmed and could use an extra
set of hands, THIS is the shout for you. Any of the three
warriors will provide a nice distraction. I have this on my
favorite bar.
(-NOTE-) One press will call forth Gormlaith Golden-Hilt, holding it a bit
longer will call forth Felldir the Old, and holding it down all the
o Words of Power: Fear, Run, Terror!
o Locations:
- Location 1: Dead Crone Rock, found during the Daedric quest "Pieces of
the Past".
- Location 2: Located out in the wide open world, at a place called Lost
Tongue Overlook, which is just south of the SHADOW STONE
(South of Riften).
- Location 3: Shalidor's Maze (Head to Labyrinthian and use the local map
to find Shalidor's Maze. The word wall is in the back.
o Description: And the weak shall fear the Thu'um, and flee in terror.
o Recharge: 40, 45, 50
o My thoughts: I don't really use this. There's also the fear spells that do
the same thing. I dunno, I want to kill my targets, not chase
them down. Situationally useful...
(-NOTE-) A Dragon may be guarding location 2's Dragon Wall.
-= D R A G O N R E N D =
o Words of Power: Mortal, Finite, Temporary!
o Locations:
- Location 1-3: THIS shout is learned while playing through the MAIN quest
line. You will learn it during the quest "Alduin's Bane".
o Description: Your Voice lashes out at a dragon's very soul, forcing the
beast to land.
o Recharge: 10, 12, 15
o My thoughts: Mortal, Finite, Temporary... the words that the immortal
cannot understand. Dragonrend is pretty much a MUST if you
want to face a dragon in melee combat, or if you just want it
to stick around the ground for any amount of time. This is one
shout you'll have on your favorites list.
-= E L E M E N T A L
F U R Y =-
o Words of Power: Air, Battle, Grace!
o Locations:
- Location 1: Just north of the "Statue to Meridia", which itself is just
north of the small town of Dragon Bridge.
- Location 2: Dragontooth Crater, just north of the Shrine to Peryite and
the town of Karthwasten (all of which are southwest of
Solitude).
- Location 3: Shriekwind Bastion
o Description: The Thu'um imbues your arms with the speed of wind, allowing
for faster weapon strikes.
o Recharge: 30, 40, 50
o My thoughts: I fail to see how faster weapon strikes could possibly be a
bad thing... unless you focus on archery or magic.
(-NOTE-) Location #2 will be guarded by a Dragon.
(-NOTE-) For Location #3, you want to enter NORTH Shriekwind Bastion.
-= F I R E B R E A T H =
o Words of Power: Fire, Inferno, Sun!
o Locations:
- Location 1: High Hrothgar, learned during the MAIN questline during the
quest "The Throat of the World".
- Location 2: Dustman's Cairn (in Dustman's Crypt) during The Companions
quest "Proving Honor".
- Location 3: Inside of Sunderstone Gorge (a mage infested dungeon, located
east of Whiterun, just SE of Fort Sungard).
o Description: Inhale air, exhale flame, and behold the Thu'um as inferno.
o Recharge: 30, 50, 100
o My thoughts: A pretty cool ability! You're already dragon-born, you may as
well burn people to a crisp. Definitely try this out and see
how you like it!
-= F R O S T B R E A T H =
o Words of Power: Frost, Cold, Freeze!
o Locations:
- Location 1: Located in Folgunthur Crypt (inside Folgunthur). Can be
found while doing the random quest "Forbidden Legend".
- Location 2: Located at the Skyborn Altar, just SE of Morthal and up in
the mountains. Approach from the south.
- Location 3: Bonestrewn Crest, south of Windhelm up on a small hill.
o Description: Your breath is winter, your Thu'um a blizzard.
o Recharge: 30, 50, 100
o My thoughts: Pretty much like Fire Breath, just with Frost. Pretty cool,
you're going to want to try this one to see if you like it or
not.
(-NOTE-) Location #3 will be guarded by a Dragon.
-= I C E F O R M =
o Words of Power: Ice, Flesh, Statue!
o Locations:
- Location 1: Inside of Saarthal (southwest of Winterhold) found during the
Mage's College quest "Under Saarthal".
- Location 2: By Mount Anthor (which is south of Saarthal).
- Location 3: Frostmere Depthes (found while doing "The Pale Lady" random
quest).
o Description: Your Thu'um freezes an opponent solid.
o Recharge: 60, 90, 120
o My thoughts: You get to take a foe out of the fight as you freeze him
solid. I don't use this a lot, but I can see how useful it
would be, especially to thin numbers or win a one on one
matchup.
(-NOTE-) A Dragon will likely be guarding Location #2.
-= K Y N E ' S P E A C E =
o Words of Power: Kyne, Peace, Trust!
o Locations:
- Location 1: Found inside Ragnvald (Ragnvald is slightly NE of Markarth).
- Location 2: Inside Rannveig's Fast (which is south of Morthal, on the
southern side of the mountain).
- Location 3: Inside of Shroud Hearth Barrow (By Ivarstead). Read the 2nd
note below.
o Description: The Voice soothes wild beasts, who lose their desire to fight
or flee.
o Recharge: 40, 50, 60
o My thoughts: This shout is for those times when you just don't feel like
fighting with Skyrim's wildlife.
(-NOTE-) Location 1 is guarded by a DRAGON PRIEST named Otar the Mad. I also
did a Miscellaneous quest called "Unlock the Sarcophagus in Ragnvald"
when I found that word wall.
(-NOTE-) If you fall down the trap in Location 2, the KEY to get out is in a
satchel on the floor. You can exact revenge after that...
(-NOTE-) To get past a Dragonclaw wall, do the miscellaneous quest
"Investigate Shroud Hearth Barrow". To start it, talk to the
Ivarstead Innkeeper and do the quest, then go back with the prize
that he will give you.
-= M A R K E D F O R D E A T H =
o Words of Power: Kill, Leech, Suffer!
o Locations:
- Location 1: Inside the Dark Brotherhood Sanctuary, during the Dark
Brotherhood quest "Sanctuary".
- Location 2: Forsaken Crypt (INSIDE the Forsaken Cave, which is west of
Windhelm and east of Nightgate Inn).
- Location 3: Autumnwatch Tower (south of Ivarstead). Approach from the
North/Northeast.
o Description: Speak, and let your Voice herald doom, as an opponent's armor
and lifeforce are weakened.
o Recharge: 20, 30, 40
o My thoughts: This shout is pretty damn useful! It basically softens any
target up, making them easier to kill, and is a godsend for
dealing with bosses or tough one on one fights. I have this
one favorited as well.
(-NOTE-) Location #2 is guarded by a wizard named Curalmil, who is a Dragon
Priest. And no, he has no mask to give you.
(-NOTE-) Location #3 will be guarded by a dragon.
-= S L O W T I M E =
o Words of Power: Time, Sand, Eternity!
o Locations:
- Location 1: Inside Labyrinthian, near the very end, during The Mage's
College quest "The Staff of Magnus".
- Location 2: Inside Deepwood Redoubt, found during the Dark Brotherhood
Miscellaneous Quest "Locate the Assassin of Old".
- Location 3: Inside Korvanjund, found during the Civil War quest "The
Jagged Crown".
o Description: Shout at time, and command it to obey, as the world around you
stands still.
o Recharge: 30, 45, 60.
o My thoughts: EXTREMELY effective and useful in large groups. Slow everyone
and everything down while you rip them apart! The graphics
kind-of fade out a bit when you do this, but you should
definitely give this shout a try sometime!
-= S T O R M C A L L =
o Words of Power: Storm, Wrath, Lightning!
o Locations:
- Location 1: Found in Skuldafn, while doing the MAIN quest "The
World-Eater's Eyrie".
- Location 2: Vokun's Throne Room (Inside of High Gate Ruins during the
random quest "A Scroll For Anska").
- Location 3: Forelhost Ruins (Located SE of Riften, it's best to go ahead
and do the random quest "Siege on the Dragon Cult" while you
go for this word wall).
o Description: A Shout to the skies, a cry to the clouds, that awakens the
destructive force of Skyrim's lightning.
o Recharge: 300, 480, 600
o My thoughts: This shout is SPENDY and therefore I hardly ever use it.
Also, it makes NO distinction between friend and foe, as I
saw it zap my horse over and over when I did use it. It is one
COOL looking shout though, and talk about POWER.
-= T H R O W V O I C E =
o Words of Power: Voice, Fool, Far!
o Locations:
- Location 1-3: You can find this word wall near Shearpoint, which is west
of the big city of Windhelm, up in the mountains.
o Description: The Thu'um is heard, but its source unknown, fooling those
into seeking it out.
o Recharge: 30, 15, 5
o My thoughts: This shout is VERY useful for when you want to be sneaky. In
fact, it's a grand idea to grab this shout before taking on
the Thieves Guild and The Dark Brotherhood questlines.
(-NOTE-) There's a chance this Dragon Wall will be guarded by a dragon.
(-NOTE-) This Dragon Wall is unique as it teaches you THREE words at once,
letting you learn the entire shout in one go... provided you have
the souls to use it.
(-NOTE-) Guarded by a DRAGON PRIEST named Krosis who can devastate you with
fireballs. Be careful and keep your head up. You'll get a sweet mask
called "Krosis" when you defeat the dragon priest though.
-= U N R E L E N T I N G F O R C E =
As you play through the game and help people out, many of them will wish to
help YOU out. You can find all sorts of followers and companions and have them
follow you around Skyrim and fight your enemies with you. This list is here
to help you figure out who you can get to follow you.
Note that followers all have their own skill-set. Some are magicians, some
are archers, some are warriors and so on and so forth. They also have their
own levels of health, stamina, and magic. You can't manually affect any of
this, but your followers ARE affected by when you meet them, as they can be
stronger if you meet them at a higher level compared to a lower level.
Followers are a HUGE asset if you're OK with having someone else around.
For example, they can carry stuff for you, train you (if they are a trainer),
and will even use better equipment if you give it to them. They will also do
whatever else you ask of them, including stealing, attacking NPC's, and lock
picking (only CERTAIN followers will do these things of course). However, not
EVERYTHING is peachy. Followers can get in the way, have trouble following
you around, and mess up your own sneaking and stealing efforts if you're
trying to be stealthy, so think long and hard about whether or not you want
a companion.
Companions are sorted by Male and Female down below, mainly because I really
don't have any better way to sort them. There's also "other" types of
companions you can have below the males (think dogs). You can only have one
companion legitimately at a time, but you CAN have a companion AND an animal
friend if you wish. Horses also act much like companions, but they don't
follow you around in dungeons and whatnot, so I didn't include them here. I
also don't include temporary companions that you may find in quests and that
only follow you around for a limited time. So with all of that in mind, onto
the followers list!
_____
_
| ___|__ _ __ ___ __ _| | ___ ___
| |_ / _ \ '_ ` _ \ / _` | |/ _ \/ __|
| _| __/ | | | | | (_| | | __/\__ \
|_| \___|_| |_| |_|\__,_|_|\___||___/
========================================
(You can get these initiates at the end of the Dark Brotherhood missions).
Erandur - Dark Elf, Nightcaller
(You must complete "Waking Nightmare" first and NOT kill him).
Erik the Slayer - Nord in Rorikstead
(Do the misc. quest for Erik then wait 24 hours and he will now be a
mercenary, cost 500 gold).
Faendal - Wood Elf in Riverwood
(Complete the 'Deliver XXXX's letter to Camilla' quest and choose to
help Faendal).
Farkas - Nord, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead' first first).
Ghorbash the Iron Hand - Orc in Dushnikh Yal
(Persuade/Bribe/Intimidate him to travel once more).
Golldir - Nord located at Hillgrund's Tomb
(You must do the quest "Ancestral Worship" first).
J'Zhargo - Khajiit at the College of Winterhold
(You must do a miscellaneous quest for him first).
Kharjo - Khajiit, Dawnstar/Riften
(Works for the caravans, must find his Moon Amulet for him first).
Lob - Orc in Largashbur
(Must complete "The Cursed Tribe" first).
Marcurio - Breton Mercenary in The Bee and Barb Inn in Riften
(You must hire him; costs 500 Gold).
Ogol - Orc in Largashbur
(Must complete "The Cursed Tribe" first).
After playing Skyrim for awhile you will quickly realize how HARD or TEDIOUS
it can be to level up some skills in Skyrim. After all, to get 100 in say,
pickpocketing, you're going to have to pick a LOT of pockets. Well, thankfully
there is a way to gain skill levels in ANY skill by simply talking to and
paying a NPC to train you. Below is a list of skills and the trainers that
can train you in them, as well as where you can find them at. But first,
here's a few ESSENTIAL pointers on training and what you can expect from
being trained:
o Training cost money. No way around it. The amount of money you must pay
depends on how HIGH your skill is in the skill you're being trained in.
The higher the skill, the more you can expect to pay.
(-NOTE-) There IS a way to get free training, but not for everything. Certain
trainers can ALSO be followers and companions, who follow you around
in your travels. With THESE trainers you can pay them for training
like normal, but you can then trade with them afterwards and take
your money back, which will be in their inventory, making the
training free as long as you can afford it in the first place.
Trainers who are also companions are noted below.
o Trainers have their own skill levels in the skill they are training you in.
For example, an EXPERT in ARCHERY (Aela the Huntress) can only train you UP
TO level 75. She just can't go any further, meaning that if you want
additional training you'll have to go find the MASTER trainer. However
even a MASTER trainer can only ever train you up to level 90!
o Training will indeed advance your level bar.
o You can only train FIVE times per level. You can mix and match what skills
you train in, but you can still only train five times per level. If you
happen to level up while training, this will reset and you can then train
TEN times in a row.
o Many trainers will require that you become their friends BEFORE you can
train with them. This often means joining a group officially (like the
companions or thieves guild) before they will train you, or perhaps even
complete a quest for them before they will train you. If a trainer below
is not training you, you very well may need to complete a quest for them
or advance further into the guild missions before they will train you.
-= Alchemy =
- COMMON: Lami
The owner of the Thaumaturgist's Hut in Morthal.
- EXPERT: Arcadia
The owner of Arcadia's Cauldron in Whiterun.
- MASTER: Babette
A member of The Dark Brotherhood.
-= Alteration =
- MASTER: Falion
Powerful wizard living in Morthal.
-= Destruction =
- COMMON: Wuunferth the Unliving
Court Magician at The Palace of Kings in Windhelm.
- EXPERT: Sybille Stentor
Court Magician at The Blue Palace in Solitude.
- MASTER: Faralda
A member of the College of Winterhold.
-= Enchanting =
- EXPERT: Sergius Turrianus
A member of the College of Winterhold.
- MASTER: Hamal
Leader of the priestesses in The Temple of Dibella, located in Markarth.
-= Heavy Armor =
- EXPERT: Gharol
An Orc, a member of the community in Dushnikh Yal (Southeast of Markarth).
- MASTER: Farkas
Located in Whiterun, one of the Companions.
(-NOTE-) Can become your companion.
-= Illusion =
- EXPERT: Atub
An Orc, a member of the community in Largashbur (West of Riften).
-= Pickpocket =
- EXPERT: Silda The Unseen
A begger wandering the streets of Windhelm.
- MASTER: Vipir the Fleet
A member of the Thieves Guild in Riften.
-= Restoration =
- EXPERT: Keeper Carcette
Leader of the Vigilant of Stendarr, loacted in the Hall of the Vigilant
(south of Dawnstar).
- EXPERT: Colette
A member of the College of Winterhold.
- MASTER: Danica Pure-Spring
The leader in the Temple of Kynareth, in Whiterun.
-= Smithing =
- COMMON: Ghorza gra-Bagol
Blacksmith, works at the open blacksmith in Markarth.
- EXPERT: Balimund
Blacksmith, works at the open blacksmith in Riften.
- MASTER: Eorlund Gray-Mane
Blacksmith, works at the Skyforge in Whiterun for the Companions.
-= Sneak =
- COMMON: Khayla
Khajiit caravan member often set up outside of Whiterun.
- EXPERT: Garvey
getting to others. New adventurers will undoubtedly run into the "Guardian
Stones" first and may as well take up one of them. But its important to note
that only ONE stone may be active at a time: if you choose another, you will
gain its effects while loosing whatever affects you may have had.
(-NOTE-) These stones are listed in alphabetical order.
-= The Apprentice Stone =
Location: Just North of "Fort Snowhawk", or just northwest of the big city
of Morthal.
Effects: Those under the sign of The Apprentice recover Magicka faster,
but are more susceptible to Magicka damage.
(-NOTE-) Just as the stone says, you'll recover magic faster but be hurt by
it more, which is a VERY BAD thing when facing mages or mage-ladden
dungeons. With all the magic recovering equipment out there, think
twice before taking this stone.
Effects: Those under the sign of The Tower have the option to automatically
open Expert or lower locks.
(-NOTE-) This one is for those of you that HATE lockpicking. You can open
any expert or lower lock for free once a day. Not bad, this will
certainly get you more loot. Or you could, y'know, just learn how to
lockpick...
Here is a list of all the skillbooks that I've found during the game,
separated by skill type. It's important to note a couple of things about
skillbooks, which I'll put here:
- Each book grants a +1 bonus to that skill, however there are often
MULTIPLE books out there that are the same. Meaning that it's very
possible to read a book and get NOTHING from it (if you've read it
before).
- Skillbooks are often easy to spot, even amidst other books, as they
are often worth more than other books. If you see a book worth 50-150
gold, chances are it's a skillbook.
- Skyrim is a BIG world, and I'm unable to directly guide you to every
skillbook as thoroughly as I'd like. Often my locations are a general
guide, and some exploration is required on your part. However, I often
write down the quest I found the book on, so if you need more help you
can always refer to that quest.
-= Alchemy =
- "A Game at Dinner"
Location: Honningbrew Meadery (upstairs in the bedroom).
Location: Dead Crone Rock (during the Daedric quest "Pieces of the Past").
Location: Secret alchemy room in The Forsaken Cave (found while doing the
quest "The White Phial").
-= Alteration =
- "Breathing Water"
Location: Just north of Ysgramor's Tomb, by a shrine of Talos (Northern
Skyrim).
- "Daughter of the Niben"
Location: Quest reward for the College of Winterhold quest "Hitting the
Books".
- "Reality & Other Falsehoods"
Location: Held by Orchendor (do "The Only Cure" daedric quest).
Location: Yngvild Barrow (during the Thieves Guild Miscellaneous quest
"Retrieve Arondil's Journals").
Location: JUST southwest of the Sundered Towers (some Forsworn-infested camp
east of the villiage of Karthwasten in western Skyrim).
- "Sithis"
Location: Just inside the Dark Brotherhood Sanctuary.
- "The Lunar Lorkhan"
Location: Mzulft Boilery (during the quest "Revealing the Unseen" from the
College of Winterhold; behind a master locked door).
Location: Cragwallow Slope (A cave SE of Windhelm, on a table in the very
back. The cave is full of hostile mages).
Location: Inside the Solitude Lighthouse, northeast of Solitude.
-= Archery =
- "The Black Arrow, v2"
Location: Valtheim Towers, east of Whiterun.
Location: Robber's Gorge, north of Rorikstead.
Location: Behind the counter in The Drunken Huntsman in Whiterun.
- "The Gold Ribbon of Merit"
Location: Fort Hraggstad (play through the Civil War: Legion to get this).
Location: 'Fletcher' in Solitude, on top of a table near the entrance.
-= Block =
- "A Dance in Fire, v2"
Location: Inside of Fort Snowhawk.
Location: Karthspire Camp, inside of a tent.
- "Battle of Red Mountain"
Location: Kilkreath Ruins (during "The Break of Dawn" Daedric quest).
Location: Largashbur Cellars
Location: Tolvald's Crossing (found during the quest "No Stone Unturned").
- "Death Blow of Abernanit"
Location: The Jarl's Longhouse in Falkreath.
Location: In the Whiterun Catacombs, on a table.
- "The Mirror"
Location: Forsaken Cave (West of Windhelm, east of Nightgate Inn, on a shelf
in the Draugr burial area).
Location: Broken Tower Redoubt (east of Karthwasten), in the sleeping area on
a shelf.
- "Warrior"
-= Conjuration =
- "2920, Frostfall, v10"
Location: On the body of Beem-Ja, an Argonian camped outside of Ironbind
Barrow (Go through the barrow with him). Ironbind Barrow is north
of Nightgate Inn (which is west of Windhelm).
- "2920, Hearth Fire, v9"
Location: Quest reward for the College of Winterhold quest "Hitting the
Books".
Location: Behind the counter in the Mortar and Pestle Alchemy shop in
Dawnstar.
- "Liminal Bridges"
Location: Broken Tower Redoubt, in the shrine of Dibella area, on a table.
Location: On top of Falkreath Watchtower (North of Falkreath), guarded by a
necromancer.
- "The Doors to Oblivion"
Location: Fellglow Keep (during the "Hitting the Books" College of Winterhold
quest).
Location: Ilinalta's Deep (during "The Black Star" Daedric quest).
- "The Warrior's Charge"
Location: Found inside a bedroom in Understone Keep (Markarth), behind a
locked door by the kitchen.
-= Destruction =
- "A Hypothetical Treachery"
Location: Fellglow Keep (during the "Hitting the books" College of
Winterhold quest).
- "Horror of Castle Xyr"
Location: Glenmoril Coven (during the "Blood's Honor" Companions quest).
-= Enchanting =
- "A Tragedy in Black"
Location: Glenmoril Coven (during the "Blood's Honor" Companions quest).
Location: Ilinalta's Deep (during "The Black Star" Daedric quest).
Location: Glenmoril Coven.
- "Catalogue of Weapon Enchantments"
Location: Castle Dour, Emperor's Tower (during the "To Kill an Empire" Dark
Brotherhood quest).
Location: Quest reward for the College of Winterhold quest "Hitting the
Books".
-= Heavy Armor =
- "2920, MidYear, v6"
Location: In the SOUTHWEST section of Blackreach, on a table. Found during
the main quest "Elder Knowledge".
- "Chimarvamidium"
Location: Calcelmo's Laboratory (during the "Hard Answers" thieves guild
quest).
- "Hallgerd's Tale"
Location: On top of Rift Watchtower (located between Shor's Stone and
Ivarstead).
- "Orsinium and the Orcs"
Location: Inside Lost Knife Cave (Near Fort Amol).
Location: In Dushnikh Yal's Cellar, on a table.
- "The Knights of the Nine"
Location: Located in Narzulbur, inside the longhouse, stacked with other
books.
-= Illusion =
- "2920, Sun's Dawn, v2"
Location: Movarth's Lair (northeast of Morthal, during the "Laid Rest"
sidequest!).
Location: Found in Darklight Tower (during "Repentance").
- "Before the Ages of Man"
Location: In Dragonsreach keep, in the Jarl's study.
Location: In the Thalmor Embassy, during the "Diplomatic Immunity" quest, in
the room with the frost troll.
Location: Inside Aangarvunde (which is located SE of Ivarstead, S of the
Atronach Stone). It is down the "Ruins" path.
Location: Shroud Hearth Barrow (by Ivarstead), on a table near the entrance.
- "Incident at Necrom"
Location: Pinemoon Cave (Southeast of Solitude, on a bench in the back).
- "Mystery of Talara, Part 4"
Location: Hag's End.
Location: Nepo's House (located in Markarth).
Location: Stony Creek Cave (north of Shor's Stone).
- "The Black Arts on Trial"
Location: Quest reward for the College of Winterhold quest "Hitting the
Books".
-= Light Armor =
- "Ice and Chitin"
Location: Snow Veil Catacombs (during the "Speaking with Silence" thieves
guild quest).
Location: Under the bridge of Windhelm, on a table.
- "Jornibret's Last Dance"
Location: Korvanjund Temple, (during "The Jagged Crown" Stormcloak/Imperial
-= Lockpicking =
- "Advances in Lockpicking"
Location: In the Thieves Guild training room.
- "Proper Lock Design"
Location: Twilight Sepulcher (during the "Darkness Returns" thieves guild
quest).
- "Surfeit of Thieves"
Location: Found inside Volskygge (in the room with the CAGED LEVER, on a
shelf). Volskygge is located NW of Dragon Bridge, straight west
of the Statue to Meridia.
Location: Found inside Potema's Catacombs (during the "Wolf Queen Awakened"
side quest), by some barrels.
- "The Locked Room"
Location: Alftand Animonculory, behind an EXPERT locked gate during the
"Elder Knowledge" main quest. How ironic!
Location: Cronvangr Cave, where the Vampires are (a random location of the
Shalidor Insights of one of the College Radiant Quests.)
- "The Wolf Queen, V1"
Location: Cragslane Cavern (North of Shor's Stone).
-= One-Handed =
- "2920, Morning Star, V1"
Location: Driftshade Refuge (during the "Purity of Revenge" Companions
quest).
Location: Lost Echo Cave (northwest of Dragon Bridge), on a table in the
room where you use a glowing mushroom to activate a ceremonial
brazier.
Location: Northwatch Keep (northwest of Solitude), in the bar area.
- "Fire and Darkness"
Location: Esbern's House, in The Rat Warren. Found during "A Cornered Rat".
Location: In the Darkstar Sanctuary (follow the Dark Brotherhood questline).
Location: Inside Folgunthur (NW of Morthal) in the first room where Draugr
start coming out of their tombs.
- "Mace Etiquette"
Location: Fort Greenwall (north of Riften).
Location: Sky Haven Temple (during the main quest Alduin's Wall).
Location: Uttering Hills Cave (during "Summerset Shadows" Thieves guild
quest).
- "Night Falls on Sentinel"
Location: During the "Before the Storm" quest, south of the sign-post in a
bandits camp.
Location: Volunruud Elder's Cairn (during the random quest "Silenced
Tongues").
- "The Importance of Where"
Location: Gallows Rock.
Location: Markarth, inside the Guard's Tower, on a table.
-= Pickpocket =
- "Aevar Stone-Singer"
Location: Bandit camp to the north of Whiterun. Follow the edge of the city
out the gate and to the north! It's on a table, with 4-5 vials of
skooma on a shelf nearby.
- "Beggar"
Location: The Ratway Warrens, under RIFTEN.
Location: Ironback Hideout, north of Dragon Bridge.
- "Guide to Better Thieving"
Location: Goldenglow Estate Sewer (Behind a locked door).
Location: On a dead Argonian in a cave northeast of Shadowgreen Cavern
(which is north of Solitude).
- "Purloined Shadows"
Location: In a small camp WEST of Folgunthur.
Location: Nightingale Hall (During the "Trinity Restored" thieves guild
quest).
- "Thief"
Location: In the Bleak Falls Temple, past the door puzzle on a table. During
the main quest "Bleak Falls Barrow".
-= Restoration =
- "2920, Rain's Hand, v4"
Location: Inside the Hall of the Dead (during the Daedric Quest "The Taste
of Death").
- "Mystery of Talara, v2"
Location: Found inside of Ustengrav.
Location: Found inside Ragnvald Crypts on a dresser by a chest (Ragnvald is
slightly NE of Markarth).
Location: The Eldergleam Sanctuary, resting against a log (the sanctuary is
-= Smithing =
- "Cherim's Heart"
Location: Morvunskar (during the Daedric quest "A Night to Remember").
Location: Broken Oar Grotto, north of solitude, northwest of the lighthouse.
- "Last Scabbard of Akrash"
Location: Fallows Rock.
- "Light Armor Forging"
Location: Cracked Tusk Keep (during the Daedric quest "Pieces of the Past").
Location: Embershard Mine (barely east of the Guardian Stones).
- "The Armorers' Challenge"
Location: Tower of Mzark, gotten through Blackreach.
Location: In Whiterun, by Eorlund (behind the Companions HQ, otherwise known
as the Skyforge).
Location: Bilegulch Mine (Northwest of Falkreath, on a table).
Location: Located next to the blacksmith forge in Mor Khazgur.
-= Sneak =
- "2920, Last Seed, v8"
Location: Raldbthar, in a bandit's camp.
Location: Hag Rock Redoubt Ruin (during the Daedric quest "Pieces of the
Past").
Location: Redoran's Retreat, west of Whiterun, on a box.
- "Legend of Krately House"
Location: Nightgate Inn cellar.
Location: Black-Briar Lodge (a house east of Riften, in the top bedroom).
Location: Potema's Sanctum, after defeating Potema, in a treasure chest
(Found during the quest "The Wolf Queen Awakened").
- "Sacred Witness"
Location: The Dark Brotherhood Sanctuary (in Babette's room).
Location: Deepwood Vale (during the "Find the Assassin of Old" Dark
Brotherhood misc. quest).
Location: Twilight Sepulcher (during the "Darkness Returns" thieves guild
quest).
- "The Red Kitchen Reader"
Location: Riftweald Manor (during "The Pursuit" thieves guild quest).
Location: Nightingale Hall (During the "Trinity Restored" thieves guild
quest).
Location: Frostmere Crypt, on a bookstand in a hallway.
- "Three Thieves"
Location: Honningbrew Basement (during the "Dampened Spirits" thieves guild
quest).
Location: Snow Veil Catacombs (during the "Speaking with Silence" thieves
guild quest).
-= Speech =
- "2920, Second Seed, v5"
Location: Shriekwind Bastion, in the room right before the Dragon Wall.
Location: East of Gjukar's Monument, near a shrine of Zenithar.
Location: Sardi's Used Wares in Windhelm, behind the counter.
- "A Dance in Fire, v6"
Location: The Dainty Sload (during "The Dainty Sload" thieves guild quest).
- "A Dance in Fire, v7"
Location: On a table outside of the ruins of Aangarvunde (SE of Ivarstead, S
of the Atronach Stone).
Location: Inside Mzinchaleft (southwest of Dawnstar) inside a locked room
near the entrance. Loot banditss to find the key.
- "Biography of the Wolf Queen"
Location: Bthardamz Dwelling (during "The Only Cure" daedric quest).
Location: Belethor's General Goods store in Whiterun, on a shelf.
- "The Buying Game"
Location: Shrine to Peryite (during "The Only Cure" daedric quest).
Location: Dead Men's Respite, in the second catacomb area, on a table. You
have to play with wall chains and stone doors to get to it, but
it's in a cubby to the east.
Location: In the Bard's College, upstairs on a bookshelf.
-= Two-Handed =
- "Battle of Sancre Tor"
Location: Dustman's Cairn (during the "Proving Honor" Companions quest).
Location: Broken Helm Hollow (during the "Striking the Heart" Companions
quest).
Location: Inside of 'House of Clan Battle-Born' in Whiterun. On a bookcase.
Location: Northwatch Keep (northwest of Solitude), in a bedroom.
- "King"
Location: Found on a bandit camped in some non-named ruins southeast of
Riften.
Location: Found during the Dark Brotherhood quest "Hail Sithis!". It is up
o You gain a ring called "The Bond of Matrimony" that makes Restoration
spells cost 10% less to cast.
o Your mate will often open up a store and start selling various goods
(which of course depends on WHO they are). You can then ask your mate to
share the profits, which nets you 100 Gold for every 24 hours.
So as you can see, there's quite a few reasons to get married. Below is a
list of Marriage Candidates that my friend Gwaelaurien has made for me. Use
it to find out which NPC's you can marry in Skyrim. And a big THANK YOU to
Gwaelaurien for kindly putting this list together, as I have not confirmed
these nearly as well as she has!
Marriage Candidates:
If you are playing a Bosmer, Altmer, or Khajiit, you may be disappointed
that there are no NPCs of these races to marry. I am a Bosmer and kinda
wanted to marry my own kind. C'est la vie. This list is not exclusive, just
those I've found and tested.
(Note: where I say "known bug" or "possible bug" I am referring to the
NPC's page reached via http://elderscrolls.wikia.com/wiki/Marriage, which
lists bugs.)
_____
_
| ___|__ _ __ ___ __ _| | ___ ___
| |_ / _ \ '_ ` _ \ / _` | |/ _ \/ __|
| _| __/ | | | | | (_| | | __/\__ \
|_| \___|_| |_| |_|\__,_|_|\___||___/
========================================
Aela the Huntress - Nord, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead"; trains in Archery; if follower you can
train, then take the money back).
Borgakh the Steel Heart - Orc, Mor Khazgur
(You must Persuade/Pay off her dowry first).
Brelyna Meryon - Dark Elf, College of Winterhold
(Must complete the quest "Brelyna's Practice" first).
Camilla Valerius - Breton, Riverwood Traders
(You must complete the sidequest "The Golden Claw" first).
Iona - Honeyside, Riften
(Housecarl of Riften, you must become Thane of Riften first).
__ __
_
| \/ | __ _| | ___ ___
| |\/| |/ _` | |/ _ \/ __|
| | | | (_| | | __/\__ \
|_| |_|\__,_|_|\___||___/
===========================
Ainethach - Breton, Karthwwasten
(Must do the quest "Convince Atar to leave Sauranach Mine" and side with
him first).
Angrenor Once-Honored - Begger, Windhelm
(You must give him a gold piece first).
Athis - Dark Elf, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead"; trains in One-Handed; if follower, you
can train, then take the money back).
Argis the Bulwark - Vlindrel Hall, Markarth
(Housecarl of Markarth, you must become Thane of Markarth first).
Balimund - Nord, Blacksmith, Riften
(Must bring him 10 Fire Salts for his forge first).
Belrand - Battle-Mage, The Winking Skeever, Solitude
(He is a mercenary, you must hire him first).
Benor - Nord, Morthal
(You must best him in a brawl first).
Calder - Nord, Housecarld of Windhelm
(Must join the Stormcloaks and complete "Rescue from Fort Neugrad" first,
then complete 5 tasks for the people and purchase Hjerim).
Cosnach - Breton, Silver-Blood Inn, Markarth
(You must best him in a brawl first).
Erik the Slayer - Nord, Barbarian, Frostfruit Inn, Rorikstead
(You must convince his father to let him be an adventurer first).
(Known Bug: choice for marriage may not come up. It did come up in my first
game, but in later games it did not, very frustrating for me since I fell
in love with him! I wrote on several forums and to Bethesda itself, and
was VERY disappointed when Patch 1.5 failed to fix Erik.)
(BK: I wasn't able to trigger the marriage option either!)
Farkas - Nord, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead' first; trains in Heavy Armor; if follower,
you can train, then take the money back).
Filnjar - Blacksmith, Shor's Stone
Ghorbash the Iron Hand - Orc, Dushnikh Yal
(You must Persuade/Bribe/Intimidate him to travel once more first).
Marcurio - Imperial, Battle-Mage, The Bee and Bard, Riften
(He is a mercenary, you must hire him first).
Moth gro-Bagol - Orc, Understone Keep in Markarth
(You must bring him a Daedra heart first).
Octieve San - Nord, Winking Skeever in Solitude
(Must get Irnskar to drop his debts first).
Omluag - Breton, Miner in Markarth
(You must complete the Misc. quest "Talk to Mulush about Omluag" first).
Onmund - Nord, student, College of Winterhold
(You must first convince Enthir to give back Onmund's amulet.)
(Note: To do this, you can Persuade and he'll just give it to you if your
Speech is high enough, but if not, he'll send you on another quest to get a
staff for him.)
Quintus Navale - Imperial, Alchemist, Windhelm
(You must complete "The White Phial" and "Repairing the Phial" quest first).
(Possible Bug: May not be able to buy/sell once married - worked for me
first time)
Revyn Sadri - Dark Elf, Merchant, Sadri's Used Wares, Windhelm
(You must sneak Viola's stolen ring back into her house, but DON'T snitch
on him).
Roggi Knot-Beard - Nord, Miner, Kynesgrove
(You must find his ancestral shield in Stony Creek Cave first; he will also
be a follower once you return his shield).
Romlyn Dreth - Dark Elf, Meadery Worker, Black-Briar Meadery, Riften
(You must take a box of mead to someone in Solitude first).
Scouts-Many-Marshes - Argonian, Works at the Docks in Windhelm
(Must do a favor for him first).
Sondas Drenim - Dark Elf, Miner, Goldenrock Mine,
Darkwater Crossing, Eastmarch
(You must deliver his medicine request to Quintus Navale first).
Sorex Vinius - Merchant, Winking Skeever, Solitude
(You must complete a delivery quest - taking some wine to the Blue Palace,
first).
(Known Bug: When I talk to him, wearing Mara's amulet or not, he never gives
me his quest, to take some wine to the Blue Palace.)
(BK: I was able to get his quest with no problem.)
Stenvar - The Candlehearth Hall, Windhelm
(He is a mercenary, you must hire him first).
Torvar - Nord, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead" first).
Vilkas - Nord, Jorrvaskr, Whiterun
(Must complete "Glory of the Dead"; trains in Two-Handed; if follower, you
can train, then take the money back).
Vorstag - Nord, Mercenary in The Silver Blood Inn
(You must hire him first for 500 Gold).
Wilhelm - Nord, Innkeeper of Vilemyr Inn in Ivarstead
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 19.1] Alchemy ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK1901.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
_
_
_
/ \ | | ___| |__ ___ _ __ ___ _ _
/ _ \ | |/ __| '_ \ / _ \ '_ ` _ \| | | |
/ ___ \| | (__| | | | __/ | | | | | |_| |
/_/ \_\_|\___|_| |_|\___|_| |_| |_|\__, |
|___/
(-NOTE-) This entire Alchemy section was written by a good friend of mine, Ben
Holmes (BacterX), a fellow guide-writer who I chat with all the time.
Thanks Ben!
"An alchemist can create magical potions and deadly poisons."
Alchemy can be intimidating for those uninitiated - complex formulae, time
required to gather ingredients, and non-centrality in the plot all mean that
a player can advance through the entire game with barely a wayward nod in the
direction of alchemy.
But there are several excellent reasons for pursuing this skill.
Alchemy is extremely effective for:
* Making money
* Crafting extremely strong weapons and armor
* Leveling your character
If used properly, alchemy can be an excellent addition to a character of any
play-style.
If used improperly, you can break the game and create characters of obscene
power.
We'll let you choose which one you want
------------------------------------------------------------------------------Alchemy System
------------------------------------------------------------------------------In order to craft a potion, one needs two things:
* Ingredients
and
* An Alchemy Lab
| Bear Claws
|
o-----------------------o-----------------------o
| Restore Stamina
| Fortify Health
|
o-----------------------o-----------------------o
| Fortify One-Handed
| Damage Magicka Regen |
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Cave & Snow Bears.
|
o-----------------------------------------------o
o-----------------------o
| Bee
|
o-----------------------o-----------------------o
| Restore Stamina
| Ravage Stamina
|
o-----------------------o-----------------------o
| Regenerate Stamina
| Weakness to Shock
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 3
|
|(F) Beehives.
|
o-----------------------------------------------o
o-----------------------o
| Beehive Husk
|
o-----------------------o-----------------------o
| Resist Poison
| Fortify Light Armor |
o-----------------------o-----------------------o
| Fortify Sneak
| Fortify Destruction |
o-----------------------o-----------------------o
|(W) 1, (V) 5
|
|(F) Beehives.
|
o-----------------------------------------------o
o-----------------------o
| Bleeding Crown
|
o-----------------------o-----------------------o
| Weakness to Fire
| Fortify Block
|
o-----------------------o-----------------------o
| Weakness to Poison
| Resist Magic
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 10
|
|(F) Mushroom clusters.
|
o-----------------------------------------------o
o-----------------------o
| Blisterwort
|
o-----------------------o-----------------------o
| Damage Stamina
| Frenzy
|
o-----------------------o-----------------------o
| Restore Health
| Fortify Smithing
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 12
|
|(F) Caves and dark areas.
|
o-----------------------------------------------o
o-----------------------o
o-----------------------o
| Butterfly Wing
|
o-----------------------o-----------------------o
| Restore Health
| Fortify Barter
|
o-----------------------o-----------------------o
| Lingering Dmg Stamina | Damage Magicka
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 3
|
|(F) Monarch Butterfly.
|
o-----------------------------------------------o
o-----------------------o
| Canis Root
|
o-----------------------o-----------------------o
| Damage Stamina
| Fortify One-Handed
|
o-----------------------o-----------------------o
| Fortify Marksman
| Paralysis
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 5
|
|(F) In rocks on mountains and in caves.
|
o-----------------------------------------------o
o-----------------------o
| Charred Skeever Hide |
o-----------------------o-----------------------o
| Restore Stamina
| Cure Disease
|
o-----------------------o-----------------------o
| Resist Poison
| Restore Health
|
o-----------------------o-----------------------o
|(W) 0.5, (V) 1
|
|(F) Found at campfires roasting on spits.
|
o-----------------------------------------------o
o-----------------------o
| Chaurus Eggs
|
o-----------------------o-----------------------o
| Weakness to Poison
| Fortify Stamina
|
o-----------------------o-----------------------o
| Damage Magicka
| Invisibility
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 10
|
|(F) Caves with Falmer.
|
o-----------------------------------------------o
o-----------------------o
| Chicken Egg
|
o-----------------------o-----------------------o
| Resist Magic
| Damage Magicka Regen |
o-----------------------o-----------------------o
| Waterbreathing
| Lingering Dmg Stamina |
o-----------------------o-----------------------o
|(W) 0.5, (V) 2
|
|(F) Chicken's nest.
|
o-----------------------------------------------o
o-----------------------o
| Creep Cluster
|
o-----------------------o-----------------------o
| Restore Magicka
| Damage Stamina Regen |
o-----------------------o-----------------------o
| Fortify Carry Weight | Weakness to Magic
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 1
|
|(F) Volcanic areas.
|
o-----------------------------------------------o
o-----------------------o
| Crimson Nirnroot
|
o-----------------------o-----------------------o
| Damage Health
| Damage Stamina
|
o-----------------------o-----------------------o
| Invisibility
| Resist Magic
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 10
|
|(F) Only in Blackreach.
|
o-----------------------------------------------o
o-----------------------o
| Cyrodilic Spadetail |
o-----------------------o-----------------------o
| Damage Stamina
| Fortify Restoration |
o-----------------------o-----------------------o
| Fear
| Ravage Health
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 15
|
|(F) Streams and rivers.
|
o-----------------------------------------------o
o-----------------------o
| Daedra Heart
|
o-----------------------o-----------------------o
| Restore Health
| Damage Stamina Regen |
o-----------------------o-----------------------o
| Damage Magicka
| Fear
|
o-----------------------o-----------------------o
|(W) 0.5, (V) 250
|
|(F) On Dremora, in summoners areas.
|
o-----------------------------------------------o
o-----------------------o
| Deathbell
|
o-----------------------o-----------------------o
| Damage Health
| Ravage Stamina
|
o-----------------------o-----------------------o
| Slow
| Weakness to Poison
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 4
|
|(F) Either growing by lakes outside of
|
|
Solitude or frequently found in various
|
|
cities.
|
o-----------------------------------------------o
o-----------------------o
| Dragon's Tongue
|
o-----------------------o-----------------------o
| Resist Fire
| Fortify Barter
|
o-----------------------o-----------------------o
| Fortify Illusion
| Fortify Two-handed
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 5
|
|(F) Found growing wild all over Skyrim.
|
o-----------------------------------------------o
o-----------------------o
| Dwarven Oil
|
o-----------------------o-----------------------o
| Weakness to Magic
| Fortify Illusion
|
o-----------------------o-----------------------o
| Regenerate Magicka
| Restore Magicka
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 15
|
|(F) Dwemer Ruins, on Dwemer creatures.
|
o-----------------------------------------------o
o-----------------------o
| Ectoplasm
|
o-----------------------o-----------------------o
| Restore Magicka
| Fortify Destruction |
o-----------------------o-----------------------o
| Fortify Magicka
| Damage Health
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 25
|
|(F) From ghosts.
|
o-----------------------------------------------o
o-----------------------o
| Elves Ear
|
o-----------------------o-----------------------o
| Restore Magicka
| Fortify Marksman
|
o-----------------------o-----------------------o
| Weakness to Frost
| Resist Fire
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 10
|
|(F) Frequently found dried in huts, or in the |
|
wild.
|
o-----------------------------------------------o
o-----------------------o
|Eye of Sabre Cat
|
o-----------------------o-----------------------o
| Restore Stamina
| Ravage Health
|
o-----------------------o-----------------------o
| Damage Magicka
| Restore Health
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Sabre Cat, Frost Sabre Cat.
|
o-----------------------------------------------o
o-----------------------o
| Falmer Ear
|
o-----------------------o-----------------------o
| Damage Health
| Frenzy
|
o-----------------------o-----------------------o
| Resist Poison
| Fortify Lockpicking |
o-----------------------o-----------------------o
|(W) 0.2, (V) 10
|
|(F) Falmer.
|
o-----------------------------------------------o
o-----------------------o
| Fire Salts
|
o-----------------------o-----------------------o
| Weakness to Frost
| Resist Fire
|
o-----------------------o-----------------------o
| Restore Magicka
| Regenerate Magicka
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 50
|
|(F) Flame Atronach.
|
o-----------------------------------------------o
o-----------------------o
| Fly Amanita
|
o-----------------------o-----------------------o
| Resist Fire
| Fortify Two-Handed
|
o-----------------------o-----------------------o
| Frenzy
| Regenerate Stamina
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Mushroom clusters in and around caves.
|
o-----------------------------------------------o
o-----------------------o
| Frost Mirriam
|
o-----------------------o-----------------------o
| Resist Frost
| Fortify Sneak
|
o-----------------------o-----------------------o
| Ravage Magicka
| Damage Stamina Regen |
o-----------------------o-----------------------o
|(W) 0.1, (V) 1
|
|(F) Frequently found in houses and in cities. |
o-----------------------------------------------o
o-----------------------o
| Frost Salts
|
o-----------------------o-----------------------o
| Weakness to Frost
| Resist Frost
|
o-----------------------o-----------------------o
| Restore Magicka
| Fortify Conjuration |
o-----------------------o-----------------------o
|(W) 0.3, (V) 100
|
|(F) Frost Atronach.
|
o-----------------------------------------------o
o-----------------------o
| Garlic
|
o-----------------------o-----------------------o
| Resist Poison
| Fortify Stamina
|
o-----------------------o-----------------------o
| Regenerate Magicka
| Regenerate Health
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 1
|
|(F) Grown on farms, hanging in houses in
|
|
cities, can be found wild.
|
o-----------------------------------------------o
o-----------------------o
| Giant Lichen
|
o-----------------------o-----------------------o
| Weakness to Shock
| Ravage Health
|
o-----------------------o-----------------------o
| Weakness to Poison
| Restore Magicka
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 5
|
|(F) Swamps.
|
o-----------------------------------------------o
o-----------------------o
| Giant's Toe
|
o-----------------------o-----------------------o
| Damage Stamina
| Fortify Health
|
o-----------------------o-----------------------o
| Fortify Carry Weight | Damage Stamina Regen |
o-----------------------o-----------------------o
|(W) 1, (V) 20
|
|(F) Giants.
|
o-----------------------------------------------o
o-----------------------o
| Glow Dust
|
o-----------------------o-----------------------o
| Damaga Magicka
| Damage Magicka Regen |
o-----------------------o-----------------------o
| Fortify Destruction | Resist Shock
|
o-----------------------o-----------------------o
|(W) 0.5, (V) 20
|
|(F) Wispmothers.
|
o-----------------------------------------------o
o-----------------------o
| Glowing Mushroom
|
o-----------------------o-----------------------o
| Resist Shock
| Fortify Destruction |
o-----------------------o-----------------------o
| Fortify Smithing
| Fortify Health
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 5
|
|(W) 1, (V) 0
|
|(F) Falmer, some cultists.
|
o-----------------------------------------------o
o-----------------------o
| Ice Wraith Teeth
|
o-----------------------o-----------------------o
| Weakness to Frost
| Fortify Heavy Armor |
o-----------------------o-----------------------o
| Invisibility
| Weakness to Fire
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 30
|
|(F) Ice Wraith.
|
o-----------------------------------------------o
o-----------------------o
| Imp Stool
|
o-----------------------o-----------------------o
| Damage Health
| Lingering Dmg Health |
o-----------------------o-----------------------o
| Paralysis
| Restore Health
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 0
|
|(F) Mushroom clusters in caves.
|
o-----------------------------------------------o
o-----------------------o
|Jarrin Root(Don't Eat!)|
o-----------------------o-----------------------o
| Damage Health
| Damage Magicka
|
o-----------------------o-----------------------o
| Damage Stamina
| Damage Magicka Regen |
o-----------------------o-----------------------o
|(W) 0.5, (V) 10
|
|(F) Dark Brotherhood Quest.
|
o-----------------------------------------------o
o-----------------------o
| Jazbay Grapes
|
o-----------------------o-----------------------o
| Weakness to Magic
| Fortify Magicka
|
o-----------------------o-----------------------o
| Regenerate Magicka
| Ravage Health
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 1
|
|(F) Volcanic Craters, hot springs.
|
o-----------------------------------------------o
o-----------------------o
| Juniper Berries
|
o-----------------------o-----------------------o
| Weakness to Fire
| Fortify Marksman
|
o-----------------------o-----------------------o
| Regenerate Health
| Damage Stamina Regen |
o-----------------------o-----------------------o
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Elk.
|
o-----------------------------------------------o
o-----------------------o
| Small Pearl
|
o-----------------------o-----------------------o
| Restore Stamina
| Fortify One-Handed
|
o-----------------------o-----------------------o
| Fortify Restoration | Resist Frost
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Clams.
|
o-----------------------------------------------o
o-----------------------o
| Snowberries
|
o-----------------------o-----------------------o
| Resist Fire
| Fortify Enchanting
|
o-----------------------o-----------------------o
| Resist Frost
| Resist Shock
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 4
|
|(F) Snowy areas.
|
o-----------------------------------------------o
o-----------------------o
| Spider Egg
|
o-----------------------o-----------------------o
| Damage Stamina
| Damage Magicka Regen |
o-----------------------o-----------------------o
| Fortify Lockpicking | Fortify Marksman
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 5
|
|(F) Spider caves.
|
o-----------------------------------------------o
o-----------------------o
| Spriggan Sap
|
o-----------------------o-----------------------o
| Damage Magicka Regen | Fortify Enchanting
|
o-----------------------o-----------------------o
| Fortify Smithing
| Fortify Alteration
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 5
|
|(F) Spriggans.
|
o-----------------------------------------------o
o-----------------------o
| Swamp Fungal Pod
|
o-----------------------o-----------------------o
| Resist Shock
| Lingering Dmg Magicka |
o-----------------------o-----------------------o
| Paralysis
| Restore Health
|
o-----------------------o-----------------------o
|(W) 0.5, (V) 3
|
|(F) Swamps.
|
o-----------------------------------------------o
o-----------------------o
| Taproot
|
o-----------------------o-----------------------o
| Weakness to Magic
| Fortify Illusion
|
o-----------------------o-----------------------o
| Regenerate Magicka
| Restore Magicka
|
o-----------------------o-----------------------o
|(W) 0.5, (V) 15
|
|(F) Spriggan.
|
o-----------------------------------------------o
o-----------------------o
| Thistle Branch
|
o-----------------------o-----------------------o
| Resist Frost
| Ravage Stamina
|
o-----------------------o-----------------------o
| Resist Poison
| Fortify Heavy Armor |
o-----------------------o-----------------------o
|(W) 0.1, (V) 1
|
|(F) Thistle plant.
|
o-----------------------------------------------o
o-----------------------o
| Torchbug Thorax
|
o-----------------------o-----------------------o
| Restore Stamina
| Lingering Dmg Magicka |
o-----------------------o-----------------------o
| Weakness to Magic
| Fortify Stamina
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 1
|
|(F) Torchbugs.
|
o-----------------------------------------------o
o-----------------------o
| Troll Fat
|
o-----------------------o-----------------------o
| Resist Poison
| Fortify Two-handed
|
o-----------------------o-----------------------o
| Frenzy
| Damage Health
|
o-----------------------o-----------------------o
|(W) 1, (V) 15
|
|(F) Trolls.
|
o-----------------------------------------------o
o-----------------------o
| Tundra Cotton
|
o-----------------------o-----------------------o
| Resist Magic
| Fortify Magicka
|
o-----------------------o-----------------------o
| Forticy Block
| Fortify Barter
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 1
|
|(F) On the sides of tall mountains.
|
o-----------------------------------------------o
o-----------------------o
| Vampire Dust
|
o-----------------------o-----------------------o
| Invisibility
| Restore Magicka
|
o-----------------------o-----------------------o
| Regenerate Health
| Cure Disease
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 25
|
|(F) Vampires.
|
o-----------------------------------------------o
o-----------------------o
| Void Salts
|
o-----------------------o-----------------------o
| Weakness to Shock
| Resist Magic
|
o-----------------------o-----------------------o
| Damage Health
| Fortify Magicka
|
o-----------------------o-----------------------o
|(W) 0.2, (V) 125
|
|(F) Storm Atronachs.
|
o-----------------------------------------------o
o-----------------------o
| Wheat
|
o-----------------------o-----------------------o
| Restore Health
| Fortify Health
|
o-----------------------o-----------------------o
| Damage Stamina Regen | Lingering Dmg Magicka |
o-----------------------o-----------------------o
|(W) 0.1, (V) 5
|
|(F) Grown on farms.
|
o-----------------------------------------------o
o-----------------------o
| White Cap
|
o-----------------------o-----------------------o
| Weakness to Frost
| Fortify Heavy Armor |
o-----------------------o-----------------------o
| Restore Magicka
| Ravage Magicka
|
o-----------------------o-----------------------o
|(W) 0.3, (V) 0
|
|(F) Mushrooms near caves.
|
o-----------------------------------------------o
o-----------------------o
| Wisp Wrappings
|
o-----------------------o-----------------------o
| Restore Stamina
| Fortify Destruction |
o-----------------------o-----------------------o
| Fortify Carry Weight | Resist Magic
|
o-----------------------o-----------------------o
|(W) 0.1, (V) 2
|
|(F) Wispmothers.
|
o-----------------------------------------------o
------------------------------------------------------------------------------Effects
------------------------------------------------------------------------------The real meat and potatoes of brewing potions is finding ingredients that have
certain effects. In order to help facilitate this process, we're providing a
list of all the effects and the ingredients that have them. Good brewing!
Cure
-
Disease
Charred Skeever Hide
Mudcrab Chitin
Hawk Feathers
Vampire Dust
Damage Health
- Crimson Nirnroot
- Deathbell
- Ectoplasm
- Falmer Ear
- Human Flesh
- Human Heart
- Imp Stool
- Jarrin Root (and how!)
- Nightshade
- Nirnroot
- Red Mountain Flower
- River Betty
- Skeever Tail
- Small Antlers
- Troll Fat
- Void Salts
Damage Magicka
- Butterfly Wing
- Chaurus Eggs
- Daedra Heart
- Eye of Sabre Cat
- Glow Dust
- Hagraven Feathers
- Hanging Moss
- Human Heart
- Jarrin Root
- Luna Moth Wing
- Namira's Rot
- Nordic Barnacle
Damage Magicka Regen
- Bear Claws
- Blue Butterfly Wing
- Blue Mountain Flower
- Chicken's Egg
- Glow Dust
- Hanging Moss
- Human Heart
- Jarrin Root
- Nightshade
- Spider Egg
- Spriggan Sap
Damage Stamina
- Spider Egg
- Rock Warbler Egg
- Nirnroot
- Jarrin Root
- Giant's Toe
- Cyrodillic Spadetail
- Crimson Nirnroot
- Canis Root
- Blue Butterfly Wing
- Blisterwort
- Bone Meal
Damage Stamina Regen
- Creep Cluster
- Daedra Heart
- Frost Mirriam
- Giant's Toe
- Histcarp
- Juniper Berries
- Large Antlers
- Silverside Perch
- Skeever Tail
- Wheat
Fear
-
Blue Dartwing
Cyrodilic Spadetail
Daedra Heart
Namira's Rot
Powdered Mammoth Tusk
Fortify Alteration
- Grass Pod
- River Betty
- Spriggan Sap
Fortify Barter
- Butterfly Wing
- Dragon's Tongue
- Hagraven Claw
- Tundra Cotton
Fortify Block
- Bleeding Crown
- Briar Heart
- Honeycomb
- Pearl
- Slaughterfish Scales
- Tundra Cotton
Fortify Carry Weight
- Creep Cluster
- Giant's Toe
- Hawk Beak
- River Betty
- Scaly Pholiota
- Wisp Wrappings
Fortify Conjuration
- Blue Butterfly Wing
- Blue Mountain Flower
- Bone Meal
- Frost Salts
- Hagraven Feathers
- Lavender
Fortify Destruction
- Beehive Husk
- Ectoplasm
- Glow Dust
- Glowing Mushroom
- Nightshade
- Wisp Wrappings
Fortify Enchanting
- Blue Butterfly Wing
- Hagraven Claw
- Snowberries
- Spriggan Sap
Fortify Health
- Bear Claws
- Blue Mountain Flower
- Giant's Toe
- Glowing Mushrooms
- Hnaging Moss
- Wheat
Fortify Heavy Armor
- Ice Wraith Teeth
- Sabre Cat Tooth
- Thistle Branch
- White Cap
- Slaughterfish Scales
Fortify Illusion
- Taproot
- Dragon's Tongue
- Dwarven Oil
- Mara Tapinella
Fortify Light Armor
- Beehive Husk
- Hawk Feathers
- Honeycomb
- Luna Moth Wing
- Skeever Tail
Fortify Lockpicking
- Falmer Ear
- Namira's Rot
- Pine Thrush Egg
- Spider Egg
Fortify Magicka
Void Salts
Tundra Cotton
Red Mountain Flower
Jazbay Grapes
Histcarp
Ectoplasm
Briar Heart
Fortify Marksman
- Spider Egg
- Juniper Berries
- Elves Ear
- Canis Root
Fortify One-Handed
- Bear Claw
- Canis Root
- Hanging Moss
- Hawk Feathers
- Rock Warbler Egg
- Small Pearl
Fortify Pickpocket
- Blue Dartwing
- Nordic Barnacle
- Orange Dartwing
- Slaughterfish Egg
Fortify Restoration
- Abecean Longfin
- Cyrodilic Spadetail
- Salt Pile
- Small Antlers
- Small Pearl
Fortify Smithing
- Blisterwort
- Glowing Mushroom
- Sabre Cat Tooth
- Spriggan Sap
Fortify Sneak
- Abecean Longfin
- Beehive Husk
- Frost Mirriam
- Hawk Feathers
- Human Flesh
- Powdered Mammoth Tusk
- Purple Mountain Flower
Fortify Stamina
- Chaurus Eggs
- Garlic
- Large Antlers
- Lavender
- Slaughterfish Eggs
- Torchbug Thorax
Fortify Two-Handed
- Dragon's Tongue
- Fly Amanita
- Troll Fat
Frenzy
- Troll Fat
- Human Heart
- Hagraven Feathers
- Fly Amanita
- Falmer Ear
- Blisterwort
Invisibility
- Chaurus Eggs
- Crimson Nirnroot
- Ice Wraith Teeth
- Luna Moth Wing
- Nirnroot
- Vampire Dust
Lingering Damage Health
- Slaughterfish Scales
- Slaughterfish Egg
- Orange Dartwing
- Mora Tapinella
- Imp Stool
Lingering Damage Magicka
- Hagraven Claw
- Purple Mountain Flower
- Swamp Fungal Pod
- Torchbug Thorax
- Wheat
Lingering Damage Stamina
- Butterfly Wing
- Nightshade
- Chicken Egg
- Small Antlers
Paralysis
- Briar Heart
- Canis Root
- Human Flesh
- Imp Stool
- Swamp Fungal Pod
Ravage Health
- Cyrodilic Spadetail
- Eye of Sabre Cat
- Giant Lichen
- Jazbay Grapes
- Skeever Tail
Ravage Magicka
- Frost Mirriam
- Grass Pod
- Lavender
- Red Mountain Flower
- White Cap
Ravage Stamina
- Deathbell
- Bee
- Bone Meal
- Thistle Branch
- Honeycomb
Regenerate Health
- Garlic
- Juniper Berries
- Luna Moth Wing
- Namira's Rot
- Nordic Barnacle
- Vampire Dust
Regenerate Magicka
- Dwarven Oil
- Fire Salts
- Garlic
- Jazbay Grapes
- Moon Sugar
- Salt Pile
- Taproot
Regenerate Stamina
- Bee
- Fly Amanita
- Mora Tapinella
- Scaly Pholiota
Resist Fire
- Bone Meal
- Dragon's Tongue
- Elves Ear
- Fire Salts
- Fly Amanita
- Mudcrab Chitin
- Snowberries
Resist Frost
- Hawk Beak
- Frost Mirriam
- Frost Salts
- Moon Sugar
- Purple Mountain Flower
- Silverside Perch
- Slaughterfish Scales
- Small Pearl
- Snowberries
- Thistle Branch
Resist Magic
- Bleeding Crown
- Chicken Egg
- Crimson Nirnroot
- Hagraven Claw
- Lavender
- Nirnroot
- Tundra Cotton
- Void Salts
- Wisp Wrappings
Resist Poison
- Beehive Husk
- Charred Skeever Hide
- Falmer Ear
- Garlic
- Grass Pod
- Mudcrab Chitin
- Slaughterfish Egg
- Thistle Branch
- Troll Fat
Resist Shock
- Blue Dartwing
- Glow Dust
- Glowing Mushroom
- Hawk Beak
- Pearl
- Pine Thrush Egg
- Snowberries
- Swamp Fungal Pod
Restore Health
- Blisterwort
- Blue Dartwing
- Blue Mountain Flower
- Butterfly Wing
- Charred Skeever Hide
- Daedra Heart
- Eye of Sabre Cat
- Imp Stool
- Rock Warbler Egg
- Swamp Fungal Pod
- Wheat
Restore Magicka
- Briar Heart
- Creep Cluster
- Dwarven Oil
- Ectoplasm
- Elves Ear
- Fire Salts
- Frost Salts
- Giant Lichen
- Grass Pod
- Human Flesh
- Moon Sugar
- Mora Tapinella
- Pearl
- Red Mountain Flower
- Taproot
- Vampire Dust
- White Cap
Restore Stamina
- Bear Claws
- Bee
- Charred Skeever Hide
- Eye of Sabre Cat
Slow
-
Hawk Beak
Histcarp
Honeycomb
Large Antlers
Mudcrab Chitin
Orange Dartwing
Pearl
Pine Thrush Egg
Powdered Mammoth Tusk
Purple Mountain Flower
Sabre Cat Tooth
Silverside Perch
Small Pearl
Torchbug Thorax
Wisp Wrappings
Deathbell
Large Antlers
River Betty
Salt Pile
Waterbreathing
- Chicken's Egg
- Histcarp
- Nordic Barnacle
Weakness to Fire
- Bleeding Crown
- Frost Salts
- Ice Wraith Teeth
- Juniper Berries
- Moon Sugar
- Powdered Mammoth Tusk
Weakness to Frost
- Beehive Husk
- Ectoplasm
- Glow Dust
- Wisp Wrappings
Weakness to Magic
- Creep Cluster
- Dwarven Oil
- Jazbay Grapes
- Rock Warbler Egg
- Salt Pile
- Scaly Pholiota
- Taproot
- Torchbug Thorax
Weakness to Poison
- Abecean Longfin
- Bleeding Crown
- Chaurus Eggs
- Deathbell
- Giant Lichen
- Pine Thrush Egg
- Small Antlers
Weakness to Shock
- Bee
- Giant Lichen
- Hagraven Featheres
- Void Salts
------------------------------------------------------------------------------Perks
------------------------------------------------------------------------------These are the Perks that come with alchemical studies - available to the
practitioner at various levels of subtlety of understanding, and each brimming
with power. Learn on!
Perk
Requirements
Alchemist
0/20/40/60/80
Physician
20, Alchemist
Poisoner
30, Physician
Benefactor
30, Physician
Experimenter
50, Benefactor
Concentrated Poison 60, Poisoner
Green Thumb
70, Conc. Poison
Snakeblood
Purity
Effect
Potions are 20/40/60/80/100% stronger.
Health/Stamina restore potions +25%.
Poisons +25%.
Beneficial effects in potions +25%.
Eating reveals more effects.
Poisons last for twice as many hits.
Two ingredients gathered from
ingredients.
50% resistance to poisons.
Neg. effects removed from potions,
Pos. effects removed from poisons.
1) A Game at Dinner
- Honningbrew Meadery
- Dead Crone Rock
- Forsaken Cave
- Windhelm (Gray Quarter) in New Gnisis Cornerclub
2) De Rerum Dirennis
- Basement in the mage's college in Winterhold
3) Herbalists's Guide to Skyrim
- Table in Aradia's Cauldron in Whiterun
- Journeyman's Nook
4) Mannimarco, King of Worms
- On a skeleton by the bridge between Winterhold and the Mage's College
- Evergreen Grove
- Bridge south of Haafinger Stormcloak Camp
5) Song of the Alchemists
- Anise's cabin
- Solitude Bard's College (only if you have the quest to get it)
------------------------------------------------------------------------------Recipes
------------------------------------------------------------------------------These can be found throughout Skyrim. Sometimes they are in houses, or bandit
caverns, or you can buy them from Nurelion or Babette at the White Phial or
the Dark Brotherhood Sanctuary respectively.
These don't really do anything important- they give you mixes that work, so
you don't have to experiment, but that's what this guide is for, right?
------------------------------------------------------------------------------Potion Value
------------------------------------------------------------------------------The value of a potion (how much it can be sold for), increases based on both
skill in alchemy and the value of the potion. Potions will sell for different
values, and depend on:
* The effects of the potion (determined by ingredients used).
* The strength of the potion (determined by skill level, perks, and any
enchantments used while constructing).
It is useful to note that the value of the potion will increase if the potion
has multiple effects. This happens if the ingredients used in the brewing of
the potion have two or more effects in common. The effects DO NOT have to make
any sense together. Damage magicka and fortify magicka potions, while silly,
will sell for more than a pure potion of either type.
------------------------------------------------------------------------------Potion Suggestions
------------------------------------------------------------------------------When crafting potions, the effects to shoot for are:
*Regenerate Health*
*Regenerate Stamina*
*Regenerate Magicka*
*Invisibility*
*Paralyze*
*Slow*
These are more valuable and raise your level faster.
Some suggestions for cheap potions with good effects are:
Hanging
Wheat +
Dwarven
Chaurus
Chaurus
STEP 3:
* Make 2 new Fortify Restoration potions.
* Exit Alchemy. Wait for the timer to run out on your Fortify Restoration
potions
STEP 4:
* Take off all of your Fortify Alchemy equipment.
STEP 5:
* Start again from step 1. Repeat until you have a high enough level on your
Fortify Restoration potions. How high is high enough? Until you run out of
materials for potions!
STEP 6:
* Drink two of your insanity +Restoration potions, put on all your fortify
Alchemy gear, then make a number of Fortify Enchanting and Fortify Smithing
Potions.
STEP 7:
* Once you have consumed those potions, you can create gear. The gear that you
create will not be sung of in legends, because there is no language to
convey how powerful they are. You will be a black spot on the Tellurian, a
stain that should not be but IS, and spreads.
Also your axes will kick ass. Well done.
(-NOTE-) Thanks again BacterX for the Alchemy guide section of this guide.
We'll go see Uematsu in March man! Can't wait to see 'ya then!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 19.2] Smithing ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK1902.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
____
_ _ _
_
/ ___| _ __ ___ (_) |_| |__ (_)_ __ __ _
\___ \| '_ ` _ \| | __| '_ \| | '_ \ / _` |
___) | | | | | | | |_| | | | | | | | (_| |
|____/|_| |_| |_|_|\__|_| |_|_|_| |_|\__, |
|___/
So, you want to be a blacksmith, huh? Well, this is the section for you! As
you know, Smithing, like any skill, improves as you PRACTICE it. You'll also
have to invest skillpoints into the smithing tree to be able to make a lot off
the recipes you'll see here, so just remember that.
(-NOTE-) This section is dedicated to showing you what you can make by using
the Blacksmith Forge. It doesn't tell you what you need to say,
upgrade every weapon and item (which is also a form of smithing).
I'll be listing The Smelter, Tanning Rack, and Blacksmith Forge
recipes.
BRING A PICKAXE TOO, as there are several iron ore veins to mine here.
And trust me, you'll want as much iron ore as you can get pretty soon.
Anywho, once you're at the camp, pop inside the nearby Halted Stream Mine,
and work your way through, killing bandits and mining iron veins as you go.
Near the back of the mine should be a table next to a bed. The Transmute
tome is on top of the table. Next, head on over to Whiterun, and go to the
smelter outside the Warmaiden's. This is a great spot for Smithing because
literally EVERYTHING you need for smithing is right here. Now, stuff your
pockets with as much iron, silver, and gold ore as you can find, as well
as gold ingots, read the Transmute tome, and equip your new spell to both
of your hands. Proceed to dual-cast Transmute until you've converted all
your iron ore into silver, and all your silver into gold. Then, head over
to the smelter and turn all that gold ore into delicious gold ingots. Amble
over to the forge, and MAKE YOURSELF SOME GOLD JEWELRY! I personally prefer
to make gold rings for this step, but you can use whatever your heart
desires. Also, if you have any amethysts, rubies, etc, feel free to stick
them inside the rings to bump up their value a little more. If you've got
some +Smithing gear or potions you can use, that doesn't hurt either. Now,
you're well on your way to mass-producing gold jewelry that is extremely
valuable, both in terms of selling and leveling your Smithing quickly. And
now, you can just buy some iron ingots from stores (I think they're worth
2 gold apiece), Transmute them into gold ore, make some rings, boost your
smithing, and sell the rings for WAY more than the sum of their parts.
Have fun!
o If you're a true man of the land, you're going to want to carry a PICKAXE
with you so you can mine ore veins that are literally scattered EVERYWHERE
in Skyrim (especially in mines, of course). Pulling your ore right out of
the ground, now THAT'S working with your hands.
_____ _
|_ _| |__ ___
| | | '_ \ / _ \
| | | | | | __/
|_| |_| |_|\___|
____
_ _
/ ___| _ __ ___ ___| | |_ ___ _ __
\___ \| '_ ` _ \ / _ \ | __/ _ \ '__|
___) | | | | | | __/ | || __/ |
|____/|_| |_| |_|\___|_|\__\___|_|
(-NOTE-) The numbers AFTER the ingot names mean you'll get than many ingots
from the recipe.
(-NOTE-) The Dwarven Metals require Dwemer scrap/items instead of ore. See,
all that junk lying around in those ruins is useful!
_______________________________________________________________________
.;^|`:.
||
Ingot :|: Corundum Ingot
||
||
Required Ore :|: 2 Corundum Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (2)
||
||
Required Ore :|: Large Decorative Dwemer Strut
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (3)
||
||
Required Ore :|: Large Dwemer Strut
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (3)
||
||
Required Ore :|: Bent Dwemer Scrap Metal
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (3)
||
||
Required Ore :|: Large Dwemer Plate Metal
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (3)
||
||
Required Ore :|: Small Dwemer Plate Metal
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Dwarven Metal Ingot (5)
||
||
Required Ore :|: Solid Dwemer Metal
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Ebony Ingot
||
||
Required Ore :|: 2 Ebony Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Gold Ingot
||
||
Required Ore :|: 2 Gold Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Iron Ingot
||
||
Required Ore :|: Iron Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Orichalcum Ingot
||
||
Required Ore :|: 2 Orichalcum Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Quicksilver Ingot
||
||
Required Ore :|: 2 Quicksilver Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Refined Malachite
||
||
Required Ore :|: 2 Malachite Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Refined Moonstone
||
||
Required Ore :|: 2 Moonstone Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Silver Ingot
||
||
Required Ore :|: 2 Silver Ore
||
||------------------+--------------------------------------------------------||
||
Ingot :|: Steel Ingot
||
||
Required Ore :|: Corundum Ore, Iron Ore
||
'~._________________|_______________________________________________________,~'
_____
_
|_ _|_ _ _ __ _ __ (_)_ __ __ _
| |/ _` | '_ \| '_ \| | '_ \ / _` |
| | (_| | | | | | | | | | | | (_| |
|_|\__,_|_| |_|_| |_|_|_| |_|\__, |
|___/
____
_
| _ \ __ _ ___| | __
| |_) / _` |/ __| |/ /
| _ < (_| | (__| <
|_| \_\__,_|\___|_|\_\
(-NOTE-) This list shows how much LEATHER you can get from a particular hide
or animal. Note that some blacksmith ingredients require leather, so
don't go and make all of your leather into leather strips!
(-NOTE-) This list is in alphabetical order, according to animal.
_______________________________________________________________________
.;^|`:.
||
Animal :|: Bear Pelt
||
|| Leather Output :|: 4 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Cave Bear Pelt
||
|| Leather Output :|: 4 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Cow Hide
||
|| Leather Output :|: 3 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Deer Hide
||
|| Leather Output :|: 2 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Fox Pelt
||
|| Leather Output :|: 1 Piece of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Goat Hide
||
|| Leather Output :|: 1/2 a Piece of Leather (You need TWO goat hides for ||
||
:|: ONE Leather).
||
||------------------+--------------------------------------------------------||
||
Animal :|: Horse Hide
||
|| Leather Output :|: 3 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Ice Wolf Pelt
||
|| Leather Output :|: 1 Piece of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Sabre Cat Pelt
||
|| Leather Output :|: 4 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Sabre Cat Snow Pelt
||
|| Leather Output :|: 4 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Snow Bear Pelt
||
|| Leather Output :|: 4 Pieces of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Snow Fox Pelt
||
|| Leather Output :|: 1 Piece of Leather.
||
||------------------+--------------------------------------------------------||
||
Animal :|: Wolf Pelt
||
|| Leather Output :|: 1 Piece of Leather.
||
||------------------+--------------------------------------------------------||
||
Product :|: Leather
||
|| Leather Output :|: 4 Pieces of Leather Strips.
||
'~._________________|_______________________________________________________,~'
____ _
_
_ _ _
| __ )| | __ _ ___| | _____ _ __ ___ (_) |_| |__
| _ \| |/ _` |/ __| |/ / __| '_ ` _ \| | __| '_ \
| |_) | | (_| | (__| <\__ \ | | | | | | |_| | | |
|____/|_|\__,_|\___|_|\_\___/_| |_| |_|_|\__|_| |_|
_____
| ___|__ _ __ __ _ ___
| |_ / _ \| '__/ _` |/ _ \
| _| (_) | | | (_| | __/
|_| \___/|_| \__, |\___|
|___/
(-NOTE-) These lists are sorted by the TYPE of armor you can craft. They are
listed in the same order as the game lists them (when you are level
100, that is). If you DON'T have one of these groups of craftable
weapons, look at your smithing skill! Do you HAVE the perks you need?
(-NOTE-) When I first made these lists, I did so with my +Archery gear on...
until I realized I was being dumb and fixed that. THEN I realized
that I have a SINGLE PERK in the first LIGHT ARMOR skill, which adds
20% (x1.2) to your LIGHT ARMOR armor rating... SO, I went through the
list and attempted to change the light armor rating to where they
WOULD BE if you had no perks (x0.8). Some of these I had to round up
or down, so I may be off by a point.
-= H I D E =
_______________________________________________________________________
.;^|`:.
||
Item :|: HIDE ARMOR
||
||
Stats :|: Armor: 25 Weight: 5 Value: 50 [Light Armor]
||
|| Req. Materials :|: 3 Leather Strips, 4 Leather
||
||------------------+--------------------------------------------------------||
||
Item :|: HIDE BOOTS
||
||
Stats :|: Armor: 6 Weight: 1 Value: 10 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Leather
||
||------------------+--------------------------------------------------------||
||
Item :|: HIDE BRACERS
||
||
Stats :|: Armor: 6 Weight: 1 Value: 10 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather
||
||------------------+--------------------------------------------------------||
||
Item :|: HIDE HELMET
||
||
Stats :|: Armor: 13 Weight: 2 Value: 25 [Light Armor]
||
|| Req. Materials :|: 1 Leather Strips, 2 Leather
||
||------------------+--------------------------------------------------------||
||
Item :|: HIDE SHIELD
||
||
Stats :|: Armor: 15 Weight: 4 Value: 25 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 4 Leather
||
'~._________________|_______________________________________________________,~'
-= I R O N =
_______________________________________________________________________
.;^|`:.
||
Item :|: BANDED IRON ARMOR
||
||
Stats :|: Armor: 34 Weight: 35 Value: 200 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 5 Iron Ingots, 1 Corundum Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: BANDED IRON SHIELD
||
||
Stats :|: Armor: 27 Weight: 12 Value: 100 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 4 Iron Ingots, 1 Corundum Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON ARMOR
||
||
Stats :|: Armor: 30 Weight: 30 Value: 125 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 5 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON BATTLEAXE
||
||
Stats :|: Damage: 18 Weight: 20 Value: 55
||
|| Req. Materials :|: 4 Iron Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON BOOTS
||
||
Stats :|: Armor: 12 Weight: 6 Value: 25 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON DAGGER
||
||
Stats :|: Damage: 5 Weight: 2 Value: 10
||
|| Req. Materials :|: 1 Iron Ingot, 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON GAUNTLETS
||
||
Stats :|: Armor: 12 Weight: 5 Value: 25 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON GREATSWORD
||
||
Stats :|: Damage: 17 Weight: 16 Value: 50
||
|| Req. Materials :|: 4 Iron Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON HELMET
||
||
Stats :|: Armor: 18 Weight: 5 Value: 60 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON MACE
||
||
Stats :|: Damage: 11 Weight: 13 Value: 35
||
|| Req. Materials :|: 3 Iron Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON SHIELD
||
||
Stats :|: Armor: 24 Weight: 12 Value: 60 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 4 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON SWORD
||
||
Stats :|: Damage: 9 Weight: 9 Value: 25
||
|| Req. Materials :|: 2 Iron Ingots, 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON WAR AXE
||
||
Stats :|: Damage: 10 Weight: 11 Value: 30
||
|| Req. Materials :|: 2 Iron Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: IRON WARHAMMER
||
||
Stats :|: Damage: 20 Weight: 24 Value: 60
||
|| Req. Materials :|: 4 Iron Ingots, 3 Leather Strips
||
'~._________________|_______________________________________________________,~'
-= S T U D D E D =
_______________________________________________________________________
.;^|`:.
||
Item :|: STUDDED ARMOR
||
||
Stats :|: Armor: 28 Weight: 6 Value: 75 [Light Armor]
||
|| Req. Materials :|: 3 Leather Strips, 4 Leather, 1 Iron Ingot
||
'~._________________|_______________________________________________________,~'
-= I M P E R I A L =
_______________________________________________________________________
.;^|`:.
||
Item :|: IMPERIAL ARMOR
||
||
Stats :|: Armor: 30 Weight: 35 Value: 100 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 2 Leather, 4 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IMPERIAL BOOTS
||
||
Stats :|: Armor: 12 Weight: 8 Value: 20 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 2 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IMPERIAL BRACERS
||
||
Stats :|: Armor: 12 Weight: 4 Value: 15 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 2 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IMPERIAL HELMET
||
||
Stats :|: Armor: 22 Weight: 5 Value: 50 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 1 Leather, 2 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: IMPERIAL SHIELD
||
||
Stats :|: Armor: 24 Weight: 12 Value: 50 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 4 Steel Ingots
||
'~._________________|_______________________________________________________,~'
-= S T E E L =
_______________________________________________________________________
.;^|`:.
||
Item :|: SCALED ARMOR
||
||
Stats :|: Armor: 39 Weight: 6 Value: 350 [Light Armor]
||
|| Req. Materials :|: 2 Corundum Ingots, 3 Steel Ingots, 2 Leather,
||
||
:|: 3 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: SCALED BOOTS
||
||
Stats :|: Armor: 11 Weight: 2 Value: 70 [Light Armor]
||
|| Req. Materials :|: 1 Corundum Ingot, 2 Steel Ingots, 1 Leather,
||
||
:|: 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: SCALED BRACERS
||
||
Stats :|: Armor: 11 Weight: 2 Value: 70 [Light Armor]
||
|| Req. Materials :|: 1 Corundum Ingot, 1 Steel Ingot, 1 Leather,
||
||
:|: 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: SCALED HELMET
||
||
Stats :|: Armor: 18 Weight: 2 Value: 175 [Light Armor]
||
|| Req. Materials :|: 1 Corundum Ingot, 2 Steel Ingots, 1 Leather,
||
||
:|: 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL ARMOR
||
||
Stats :|: Armor: 37 Weight: 35 Value: 275 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 4 Steel Ingots, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL ARMOR
||
||
Stats :|: Armor: 37 Weight: 35 Value: 275 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 4 Steel Ingots, 1 Iron Ingot
||
||
Note: :|: This armor is just cosmetically different.
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL BATTLEAXE
||
||
Stats :|: Damage: 20 Weight: 21 Value: 100
||
|| Req. Materials :|: 1 Iron Ingot, 2 Leather Strips, 4 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL CUFFED BOOTS
||
||
Stats :|: Armor: 15 Weight: 8 Value: 55 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Iron Ingot, 3 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL DAGGER
||
||
Stats :|: Damage: 6 Weight: 2.5 Value: 18
||
|| Req. Materials :|: 1 Steel Ingot, 1 Leather Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL GREATSWORD
||
||
Stats :|: Damage: 19 Weight: 17 Value: 90
||
|| Req. Materials :|: 2 Iron Ingots, 3 Leather Strips, 4 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL HELMET
||
||
Stats :|: Armor: 21 Weight: 5 Value: 125 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL HORNED HELMET
||
||
Stats :|: Armor: 21 Weight: 5 Value: 125 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL IMPERIAL GAUNTLETS
||
||
Stats :|: Armor: 15 Weight: 4 Value: 55 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL MACE
||
||
Stats :|: Damage: 12 Weight: 14 Value: 65
||
|| Req. Materials :|: 3 Steel Ingot, 1 Leather Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL NORDIC GAUNTLETS
||
||
Stats :|: Armor: 15 Weight: 4 Value: 55 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL PLATE ARMOR
||
||
Stats :|: Armor: 48 Weight: 38 Value: 625 [Heavy Armor]
||
|| Req. Materials :|: 1 Iron Ingot, 3 Steel Ingot, 3 Leather Strips,
||
||
:|: 1 Corundum Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL PLATE BOOTS
||
||
Stats :|: Armor: 17 Weight: 9 Value: 125 [Heavy Armor]
||
|| Req. Materials :|: 2 Steel Ingots, 1 Corundum Ingot, 2 Leather Strips, ||
||
:|: 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL PLATE GAUNTLETS
||
||
Stats :|: Armor: 17 Weight: 6 Value: 125 [Heavy Armor]
||
|| Req. Materials :|: 1 Corundum Ingot, 2 Steel Ingots, 2 Leather Strips, ||
||
:|: 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL PLATE HELMET
||
||
Stats :|: Armor: 23 Weight: 6 Value: 300 [Heavy Armor]
||
|| Req. Materials :|: 1 Iron Ingot, 2 Steel Ingots, 2 Leather Strips,
||
||
:|: 1 Corundum Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL SHIELD
||
||
Stats :|: Armor: 29 Weight: 12 Value: 150 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 3 Steel Ingots, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL SHIN BOOTS
||
||
Stats :|: Armor: 15 Weight: 8 Value: 55 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Iron Ingot, 3 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL SWORD
||
||
Stats :|: Damage: 10 Weight: 10 Value: 45
||
|| Req. Materials :|: 1 Iron Ingot, 1 Leather Strip, 2 Steel Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL WAR AXE
||
||
Stats :|: Damage: 11 Weight: 12 Value: 55
||
|| Req. Materials :|: 2 Steel Ingots, 2 Leather Strips, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: STEEL WARHAMMER
||
||
Stats :|: Damage: 22 Weight: 25 Value: 110
||
|| Req. Materials :|: 1 Iron Ingot, 3 Leather Strips, 4 Steel Ingots
||
'~._________________|_______________________________________________________,~'
-= L E A T H E R =
_______________________________________________________________________
.;^|`:.
||
Item :|: LEATHER ARMOR
||
||
Stats :|: Armor: 32 Weight: 6 Value: 125 [Light Armor]
||
|| Req. Materials :|: 4 Leather, 3 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: LEATHER BOOTS
||
||
Stats :|: Armor: 9 Weight: 2 Value: 25 [Light Armor]
||
|| Req. Materials :|: 2 Leather, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: LEATHER BRACERS
||
||
Stats :|: Armor: 9 Weight: 2 Value: 25 [Light Armor]
||
|| Req. Materials :|: 1 Leather, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: LEATHER HELMET
||
||
Stats :|: Armor: 15 Weight: 2 Value: 60 [Light Armor]
||
|| Req. Materials :|: 2 Leather, 1 Leather Strip
||
'~._________________|_______________________________________________________,~'
-= D W A R V E N =
_______________________________________________________________________
.;^|`:.
||
Item :|: DWARVEN ARMOR
||
||
Stats :|: Armor: 41 Weight: 45 Value: 400 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 3 Dwarven Metal Ingots, 1 Iron
||
||
:|: Ingot, 1 Steel Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN BATTLEAXE
||
||
Stats :|: Damage: 22 Weight: 23 Value: 300
||
|| Req. Materials :|: 2 Steel Ingot, 1 Iron Ingot, 2 Leather Strips,
||
||
:|: 2 Dwarven Metal Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN BOOTS
||
||
Stats :|: Armor: 16 Weight: 10 Value: 85 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Iron Ingot, 2 Dwarven Metal
||
||
:|: Ingots, 1 Steel Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN BOW
||
||
Stats :|: Damage: 36 Weight: 10 Value: 270
||
|| Req. Materials :|: 1 Iron Ingot, 2 Dwarven Metal Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN DAGGER
||
||
Stats :|: Damage: 9 Weight: 3.5 Value: 55
||
|| Req. Materials :|: 1 Dwarven Metal Ingot, 1 Steel Ingot, 1 Leather Strip,||
||
:|: 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN GAUNTLETS
||
||
Stats :|: Armor: 16 Weight: 8 Value: 85 [Heavy Armor]
||
|| Req. Materials :|: 1 Steel Ingot, 2 Leather Strips, 1 Dwarven Metal
||
||
:|: Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN GREATSWORD
||
||
Stats :|: Damage: 21 Weight: 19 Value: 270
||
|| Req. Materials :|: 2 Dwarven Metal Ingots, 2 Steel Ingots, 3 Leather
||
||
:|: Strips, 2 Iron Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN HELMET
||
||
Stats :|: Armor: 22 Weight: 12 Value: 200 [Heavy Armor]
||
|| Req. Materials :|: 1 Steel Ingot, 2 Leather Strips, 2 Dwarven Metal
||
||
:|: Ingots, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN MACE
||
||
Stats :|: Damage: 15 Weight: 16 Value: 190
||
|| Req. Materials :|: 1 Steel Ingot, 2 Dwarven Metal Ingots, 1 Leather
||
||
:|: Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN SHIELD
||
||
Stats :|: Armor: 31 Weight: 12 Value: 225 [Heavy Armor]
||
|| Req. Materials :|: 1 Steel Ingot, 1 Leather Strip, 2 Dwarven Metal
||
||
:|: Ingots, 1 Iron Ingot.
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN SWORD
||
||
Stats :|: Damage: 12 Weight: 12 Value: 135
||
|| Req. Materials :|: 1 Steel Ingot, 1 Dwarven Metal Ingot, 1 Leather
||
||
:|: Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN WAR AXE
||
||
Stats :|: Damage: 14 Weight: 14 Value: 165
||
|| Req. Materials :|: 1 Steel Ingot, 1 Dwarven Metal Ingot, 2 Leather
||
||
:|: Strips, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DWARVEN WARHAMMER
||
||
Stats :|: Damage: 24 Weight: 27 Value: 325
||
|| Req. Materials :|: 2 Steel Ingots, 1 Iron Ingot, 3 Leather Strips,
||
||
:|: 2 Dwarven Metal Ingots
||
'~._________________|_______________________________________________________,~'
-= E L V E N =
_______________________________________________________________________
.;^|`:.
||
Item :|: ELVEN ARMOR
||
||
Stats :|: Armor: 35 Weight: 4 Value: 225 [Light Armor]
||
|| Req. Materials :|: 3 Leather Strips, 1 Leather, 4 Refined Moonstone,
||
||
:|: 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: ELVEN BATTLEAXE
||
||
Stats :|: Damage: 23 Weight: 24 Value: 520
||
|| Req. Materials :|: 2 Iron Ingots, 1 Quicksilver Ingot, 2 Leather Strips, ||
||
:|: 2 Refined Moonstone
||
||------------------+--------------------------------------------------------||
||
Item :|: ELVEN BOOTS
||
||
Stats :|: Armor: 10 Weight: 1 Value: 45 [Light Armor]
||
-= O R C I S H =-
_______________________________________________________________________
.;^|`:.
||
Item :|: ORCISH ARMOR
||
||
Stats :|: Armor: 48 Weight: 35 Value: 1000 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 4 Orichalcum Ingots, 1 Iron Ingot ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH BATTLEAXE
||
||
Stats :|: Damage: 21 Weight: 25 Value: 165
||
|| Req. Materials :|: 1 Iron Ingot, 2 Leather Strips, 4 Orichalcum Ingots ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH BOOTS
||
||
Stats :|: Armor: 18 Weight: 7 Value: 200 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Iron Ingot, 3 Orichalcum Ingots ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH BOW
||
||
Stats :|: Damage: 30 Weight: 9 Value: 150
||
|| Req. Materials :|: 1 Iron Ingot, 2 Orichalcum Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH DAGGER
||
||
Stats :|: Damage: 7 Weight: 3 Value: 30
||
|| Req. Materials :|: 1 Orichalcum Ingot, 1 Leather Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH GAUNTLETS
||
||
Stats :|: Armor: 18 Weight: 7 Value: 200 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Orichalcum Ingot, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH GREATSWORD
||
||
Stats :|: Damage: 20 Weight: 18 Value: 75
||
|| Req. Materials :|: 4 Orichalcum Ingots, 3 Leather Strips, 2 Iron Ingots ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH HELMET
||
||
Stats :|: Armor: 24 Weight: 8 Value: 500 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Orichalcum Ingots, 1 Iron Ingot ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH MACE
||
||
Stats :|: Damage: 14 Weight: 15 Value: 105
||
|| Req. Materials :|: 1 Iron Ingot, 1 Leather Strip, 3 Orichalcum Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH SHIELD
||
||
Stats :|: Armor: 36 Weight: 14 Value: 500 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 3 Orichalcum Ingots, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH SWORD
||
||
Stats :|: Damage: 11 Weight: 11 Value: 75
||
|| Req. Materials :|: 2 Orichalcum Ingots, 1 Leather Strip, 1 Iron Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH WAR AXE
||
||
Stats :|: Damage: 12 Weight: 13 Value: 90
||
|| Req. Materials :|: 2 Orichalcum Ingots, 2 Leather Strips, 1 Iron Ingot ||
||------------------+--------------------------------------------------------||
||
Item :|: ORCISH WARHAMMER
||
||
Stats :|: Damage: 23 Weight: 26 Value: 180
||
|| Req. Materials :|: 1 Iron Ingot, 3 Leather Strips, 4 Orichalcum Ingots ||
'~._________________|_______________________________________________________,~'
-= E B O N Y =-
_______________________________________________________________________
.;^|`:.
||
Item :|: EBONY ARMOR
||
||
Stats :|: Armor: 52 Weight: 38 Value: 1500 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 5 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY BATTLEAXE
||
||
Stats :|: Damage: 25 Weight: 26 Value: 1585
||
|| Req. Materials :|: 5 Ebony Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY BOOTS
||
||
Stats :|: Armor: 20 Weight: 7 Value: 275 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY BOW
||
||
Stats :|: Damage: 51 Weight: 16 Value: 1440
||
|| Req. Materials :|: 3 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY DAGGER
||
||
Stats :|: Damage: 12 Weight: 5 Value: 290
||
|| Req. Materials :|: 1 Ebony Ingot, 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY GAUNTLETS
||
||
Stats :|: Armor: 20 Weight: 7 Value: 275 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY GREATSWORD
||
||
Stats :|: Damage: 24 Weight: 22 Value: 1440
||
|| Req. Materials :|: 5 Ebony Ingots, 3 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY HELMET
||
||
Stats :|: Armor: 25 Weight: 10 Value: 750 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY MACE
||
||
Stats :|: Damage: 20 Weight: 19 Value: 1000
||
|| Req. Materials :|: 3 Ebony Ingots, 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY SHIELD
||
||
Stats :|: Armor: 39 Weight: 14 Value: 750 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 4 Ebony Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY SWORD
||
||
Stats :|: Damage: 16 Weight: 15 Value: 720
||
|| Req. Materials :|: 2 Ebony Ingots, 1 Leather Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY WAR AXE
||
||
Stats :|: Damage: 19 Weight: 17 Value: 865
||
|| Req. Materials :|: 2 Ebony Ingots, 2 Leather Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: EBONY WARHAMMER
||
||
Stats :|: Damage: 28 Weight: 30 Value: 1725
||
|| Req. Materials :|: 5 Ebony Ingots, 3 Leather Strips
||
'~._________________|_______________________________________________________,~'
-= G L A S S =-
_______________________________________________________________________
.;^|`:.
||
Item :|: GLASS ARMOR
||
||
Stats :|: Armor: 46 Weight: 7 Value: 900 [Light Armor]
||
|| Req. Materials :|: 3 Leather Strips, 1 Leather, 4 Refined Malachite,
||
||
:|: 2 Refined Moonstone
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS BATTLEAXE
||
||
Stats :|: Damage: 24 Weight: 25 Value: 900
||
|| Req. Materials :|: 2 Refined Moonstone, 2 Leather Strips, 2 Refined
||
||
:|: Malachite
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS BOOTS
||
||
Stats :|: Armor: 14 Weight: 2 Value: 190 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 2 Refined Malachite,
||
||
:|: 1 Refined Moonstone
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS BOW
||
||
Stats :|: Damage: 45 Weight: 14 Value: 820
||
|| Req. Materials :|: 1 Refined Moonstone, 2 Refined Malachite
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS DAGGER
||
||
Stats :|: Damage: 11 Weight: 4.4 Value: 165
||
|| Req. Materials :|: 1 Refined Moonstone, 1 Leather Strip, 1 Refined
||
||
:|: Malachite
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS GAUNTLETS
||
||
Stats :|: Armor: 14 Weight: 2 Value: 190 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 1 Refined Malachite,
||
||
:|: 1 Refined Moonstone
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS GREATSWORD
||
||
Stats :|: Damage: 23 Weight: 22 Value: 820
||
|| Req. Materials :|: 2 Refined Malachite, 2 Refined Moonstone, 3 Leather ||
||
:|: Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS HELMET
||
||
Stats :|: Armor: 20 Weight: 2 Value: 450 [Light Armor]
||
|| Req. Materials :|: 1 Leather Strip, 1 Leather, 2 Refined Malachite,
||
||
:|: 1 Refined Moonstone
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS MACE
||
||
Stats :|: Damage: 17 Weight: 18 Value: 575
||
|| Req. Materials :|: 1 Refined Moonstone, 2 Refined Malachite, 1 Leather ||
||
:|: Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS SHIELD
||
||
Stats :|: Armor: 27 Weight: 6 Value: 450 [Light Armor]
||
|| Req. Materials :|: 1 Refined Moonstone, 4 Refined Malachite, 2 Leather ||
||
:|: Strips
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS SWORD
||
||
Stats :|: Damage: 15 Weight: 14 Value: 410
||
|| Req. Materials :|: 1 Refined Moonstone, 1 Refined Malachite, 1 Leater
||
||
:|: Strip
||
||------------------+--------------------------------------------------------||
||
Item :|: GLASS WAR AXE
||
||
Stats :|: Damage: 16 Weight: 16 Value: 490
||
-= D R A G O N =
_______________________________________________________________________
.;^|`:.
||
Item :|: DRAGONPLATE ARMOR
||
||
Stats :|: Armor: 55 Weight: 40 Value: 2125 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 3 Dragon Scales, 2 Dragon Bones
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONPLATE BOOTS
||
||
Stats :|: Armor: 21 Weight: 8 Value: 425 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Dragon Scales, 1 Dragon Bone
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONPLATE GAUNTLETS
||
||
Stats :|: Armor: 21 Weight: 8 Value: 425 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Dragon Scales, 1 Dragon Bone
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONPLATE HELMET
||
||
Stats :|: Armor: 27 Weight: 8 Value: 1050 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Dragon Scales, 1 Dragon Bone
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONPLATE SHIELD
||
||
Stats :|: Armor: 41 Weight: 15 Value: 1050 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 3 Dragon Scales, 1 Dragon Bone
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONSCALE ARMOR
||
||
Stats :|: Armor: 50 Weight: 10 Value: 1500 [Light Armor]
||
|| Req. Materials :|: 3 Leather Strips, 1 Leather, 4 Dragon Scales, 2 Iron ||
||
:|: Ingots
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONSCALE BOOTS
||
||
Stats :|: Armor: 15 Weight: 3 Value: 300 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 2 Dragon Scales, 1 Iron ||
||
:|: Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONSCALE GAUNTLETS
||
||
Stats :|: Armor: 15 Weight: 3 Value: 300 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 1 Leather, 2 Dragon Scales, 1 Iron ||
||
:|: Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONSCALE HELMET
||
||
Stats :|: Armor: 21 Weight: 4 Value: 750 [Light Armor]
||
|| Req. Materials :|: 1 Leather Strip, 1 Leather, 2 Dragon Scales, 1 Iron ||
||
:|: Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: DRAGONSCALE SHIELD
||
||
Stats :|: Armor: 30 Weight: 6 Value: 750 [Light Armor]
||
|| Req. Materials :|: 2 Leather Strips, 4 Dragon Scales, 2 Iron Ingots
||
'~._________________|_______________________________________________________,~'
-= D A E D R I C =
_______________________________________________________________________
.;^|`:.
||
Item :|: DAEDRIC ARMOR
||
||
Stats :|: Armor: 59 Weight: 50 Value: 3200 [Heavy Armor]
||
|| Req. Materials :|: 3 Leather Strips, 5 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC BATTLEAXE
||
||
Stats :|: Damage: 28 Weight: 27 Value: 2750
||
|| Req. Materials :|: 5 Ebony Ingots, 2 Leather Strips, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC BOOTS
||
||
Stats :|: Armor: 22 Weight: 10 Value: 625 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC BOW
||
||
Stats :|: Damage: 57 Weight: 18 Value: 2500
||
|| Req. Materials :|: 3 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC DAGGER
||
||
Stats :|: Damage: 14 Weight: 6 Value: 500
||
|| Req. Materials :|: 1 Ebony Ingot, 1 Leather Strip, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC GAUNTLETS
||
||
Stats :|: Armor: 22 Weight: 6 Value: 625 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 2 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC GREATSWORD
||
||
Stats :|: Damage: 26 Weight: 23 Value: 2500
||
|| Req. Materials :|: 5 Ebony Ingots, 3 Leather Strips, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC HELMET
||
||
Stats :|: Armor: 28 Weight: 15 Value: 1600 [Heavy Armor]
||
|| Req. Materials :|: 2 Leather Strips, 3 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC MACE
||
||
Stats :|: Damage: 20 Weight: 20 Value: 1750
||
|| Req. Materials :|: 3 Ebony Ingots, 1 Leather Strip, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC SHIELD
||
||
Stats :|: Armor: 43 Weight: 15 Value: 1600 [Heavy Armor]
||
|| Req. Materials :|: 1 Leather Strip, 4 Ebony Ingots, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC SWORD
||
||
Stats :|: Damage: 17 Weight: 16 Value: 1250
||
|| Req. Materials :|: 2 Ebony Ingots, 1 Leather Strip, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC WAR AXE
||
||
Stats :|: Damage: 19 Weight: 18 Value: 1500
||
|| Req. Materials :|: 2 Ebony Ingots, 2 Leather Strips, 1 Daedra Heart
||
||------------------+--------------------------------------------------------||
||
Item :|: DAEDRIC WARHAMMER
||
||
Stats :|: Damage: 30 Weight: 31 Value: 4000
||
|| Req. Materials :|: 5 Ebony Ingots, 3 Leather Strips, 1 Daedra Heart
||
'~._________________|_______________________________________________________,~'
-= J E W E L R Y =
_______________________________________________________________________
.;^|`:.
||
Item :|: GOLD DIAMOND NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 1200
||
|| Req. Materials :|: 1 Flawless Diamond, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD DIAMOND RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 900
||
|| Req. Materials :|: 1 Diamond, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD EMERALD RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 700
||
|| Req. Materials :|: 1 Emerald, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD JEWELED NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 485
||
|| Req. Materials :|: 2 Flawless Amethyst, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 120
||
|| Req. Materials :|: 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 75
||
|| Req. Materials :|: 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD RUBY NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 550
||
|| Req. Materials :|: 1 Flawless Ruby, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: GOLD SAPPHIRE RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 500
||
|| Req. Materials :|: 1 Sapphire, 1 Gold Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER AMETHYST RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 180
||
|| Req. Materials :|: 1 Amethyst, 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER EMERALD NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 830
||
|| Req. Materials :|: 1 Flawless Emerald, 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER GARNET RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 160
||
|| Req. Materials :|: 1 Garnet, 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER JEWELED NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 380
||
|| Req. Materials :|: 2 Flawless Garnets, 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 600
||
|| Req. Materials :|: 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 600
||
|| Req. Materials :|: 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER RUBY RING
||
||
Stats :|: Armor: 0 Weight: 0.3 Value: 600
||
|| Req. Materials :|: 1 Ruby, 1 Silver Ingot
||
||------------------+--------------------------------------------------------||
||
Item :|: SILVER SAPPHIRE NECKLACE
||
||
Stats :|: Armor: 0 Weight: 0.5 Value: 600
||
|| Req. Materials :|: 1 Silver Ingot, 1 Flawless Sapphire
||
'~._________________|_______________________________________________________,~'
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 19.3] Enchanting ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK1903.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
_____
_
_ _
| ____|_ __ ___| |__ __ _ _ __ | |_(_)_ __ __ _
| _| | '_ \ / __| '_ \ / _` | '_ \| __| | '_ \ / _` |
| |___| | | | (__| | | | (_| | | | | |_| | | | | (_| |
|_____|_| |_|\___|_| |_|\__,_|_| |_|\__|_|_| |_|\__, |
|___/
(-NOTE-) This section was completed with the help of Gwaelaurien, who has
helped out on other sections of the guide as well (like the Marriage
section!). THANK YOU Gwaelaurien, you are a huge help!
If you're following the Main Questline, chances are the first time you
encounter an Arcane Enchanter is in Dragonsreach, where the court wizard
Farengar explains about enchanting. Enchanting is the art of imbuing weapons
and armor with magic. That magic is fueled by filled soul gems. When
interacting with the Enchanter, you have four options: Disenchant, Item,
Enchantment, and Soul Gem.
Disenchant
---------If you have an object that has been enchanted (found or purchased), you can
destroy it to learn the spell. Items whose spells you do not know are
highlighted. Once you know that spell, you can enchant your own gear using
that spell with filled soul gems. Note that your gear CANNOT be enchanted
FIRST (you must you plain gear).
Item
---These are the items in your inventory, all apparel and weapons that you
currently have on you, that you can enchant.
Enchantment
-----------
Here is a list of all the spells you currently know from items you have
destroyed. It can grow very long as you get more experience! How powerful
your enchantments are varies by the size of the soul gem used, your current
skill level, and the perks you've chosen. I went with getting nearly ALL
the perks (not the "Soul Squeezer" branch).
Soul Gem
-------All the Soul Gems you possess that are filled will show up here, ready for
enchanting. Empty Soul Gems in your inventory will not be seen. Soul Gems
can be filled in two ways:
1) Casting the Conjuration spell Soul Trap on an enemy during combat,
though you have to have good aim, which unfortunately I don't, so I
prefer the second method....
2) Enchanting a weapon with Soul Trap (learned from destroying one), so that
when you fell your foes, you automatically capture their souls.
(Note: If you don't have an empty soul gem of the appropriate size for
your enemy, the soul will be collected by the next larger one
available, so you could have "mismatched" soul gems, such as a
Lesser Soul inside a Greater Soul Gem. To fix this, you can simply
drop the mismatched soul gem and it will empty. The mismatched soul
gems still work for enchanting, however, but only per the strength
of the soul, not the gem.)
There are also FIVE types of soul gems. SIX if you count the Daedric artifact
"Azura's Star/The Black Star". Here they are from weakest to greatest:
Weakest: Petty Soul Gem
Lesser Soul Gem
Common Soul Gem
Greater Soul Gem
Strongest: Grand Soul Gem
Naming Your Item
---------------Once you've chosen your item, enchantment, and soul gem, you can choose to
enter a unique name by hitting the Triangle button and typing the name. You
can, of course, leave it at its default, but if you're a hard core enchanter
like me and you have ten "Gold Necklaces", it would be really nice if they
had meaningful names so you can find them easier. Note that the naming field
does have a character limit.
Recharging Weapons
-----------------Enchantments on armor and apparel are permanent and do not require
recharging. Enchantments on weapons, however, are depleted with each hit,
so they need to be recharged with more filled soul gems. To recharge a
weapon, just find it in your inventory, hit R2, and choose a soul gem from
your list. Done, and combat ready!
Now below you'll find out all of the enchantments you can find. HOW to find
them is a different story. Playing the game and collecting them is of course
going to happen, but you can also visit general shops and armor stores to find
an assortment of these items to disenchant. Magic vendors also sell clothing
at times.
This list is based around the enchantment TYPE. Each enchantment TYPE can
only be put on CERTAIN WEAPONS AND ARMOR though. You can't just put whatever
you want onto anything! Without further ado, here is the list.
(-NOTE-) This list is done without ANY enchanting perks, meaning these values
are the LOWEST you can get (I did have 61 skill in enchanting, merely
from disenchanting and using soul gems on weapons though). If you are
SERIOUS about enchanting, you want to INVEST PERKS into it. See the
enchanting section in the guide's skill section and you'll quickly
realize that you can make items TWICE as strong as these quite
easily.
(-NOTE-) Enchanting weapons lets you choose their CHARGE. You can make your
enchantment last for a LONG TIME at REDUCED POTENCY (Absorb 1 point
of health for 498 hits) or make it last a SHORT TIME at MAXIMUM
POTENCY (Absorb 8 points of health for 50 hits). The number of
charges is based on the SOUL GEM combined with your selected POTENCY.
I won't list every charge option you have but just keep in mind that
the BETTER the soul gem, the MORE charges you get.
o------------------------o
| Absorb Health
|
o------------------------o------------------------------o
|
|
| Absorb (1-8) points of health.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Absorb Magicka
|
o------------------------o------------------------------o
|
|
| Absorb (1-10) points of magicka.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Absorb Stamina
|
o------------------------o------------------------------o
|
|
| Absorb (1-10) points of stamina.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Banish
|
o------------------------o------------------------------o
|
|
| Summoned Daedra up to level (1-10) are sent back
|
| to Oblivion.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fear
|
o------------------------o------------------------------o
|
|
| Creatures and people up to level (1-10) flee from |
| combat for 30 seconds.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fire Damage
|
o------------------------o------------------------------o
|
|
| Burns the target for (1-10) points. Targets on
|
| fire take extra damage.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Frost Damage
|
o------------------------o------------------------------o
|
|
| Target takes (1-10) points of frost damage to
|
| Health and Stamina.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Magicka Damage
|
o------------------------o------------------------------o
|
|
| Does (1-16) points of Magicka damage.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Shock Damage
|
o------------------------o------------------------------o
|
|
| Target takes (1-10) points of shock damage, and
|
| half as much Magicka damage.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Soul Trap
|
o------------------------o------------------------------o
|
|
| If target dies within (1-4) seconds, fills a
|
| soul gem.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Stamina Damage
|
o------------------------o------------------------------o
|
|
| Does (1-16) points of Stamina damage.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Turn Undead
|
o------------------------o------------------------------o
|
|
| Undead up to level (1-10) flee for 30 seconds.
|
|
|
| Used on: Weapons
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Alchemy
|
o------------------------o------------------------------o
|
|
| Created potions are (1-8)% more powerful.
|
|
|
| Used on: Helmet, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Alteration
|
o------------------------o------------------------------o
|
|
| Alteration spells cost (1-8)% less to cast.
|
|
|
| Used on: Helmet, Armor, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Alteration
|
| & Magicka Regen
|
o------------------------o------------------------------o
|
|
| Alteration spells cost 1-5% less to cast.
|
| Magicka regenerates 10% faster.
|
|
|
| Used on: Armor
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Archery
|
o------------------------o------------------------------o
|
|
| Bows do (1-14)% more damage.
|
|
|
| Used on: Helmet, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Barter
|
o------------------------o------------------------------o
|
|
| Prices are (1-8)% better.
|
|
|
| Used on: Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Block
|
o------------------------o------------------------------o
|
|
| Block (1-14)% more damage with your shield.
|
|
|
| Used on: Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Carry Weight |
o------------------------o------------------------------o
|
|
| Carrying capacity increased by (1-16) points.
|
|
|
| Used on: Boots, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Conjuration
|
o------------------------o------------------------------o
|
|
| Conjuration spells cost (1-8)% less to cast.
|
|
|
| Used on: Helmet, Armor, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Conjuration
|
| & Magicka Regen
|
o------------------------o------------------------------o
|
|
| Conjuration spells cost 1-5% less to cast.
|
| Magicka regenerates 10% faster.
|
|
|
| Used on: Armor
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Destruction
|
o------------------------o------------------------------o
|
|
| Destruction spells cost (1-8)% less to cast.
|
|
|
| Used on: Helmet, Armor, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Destruction
|
| & Magicka Regen
|
o------------------------o------------------------------o
|
|
| Destruction spells cost 1-5% less to cast.
|
| Magicka regenerates 10% faster.
|
|
|
| Used on: Armor
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Healing Rate |
o------------------------o------------------------------o
|
|
| Health regenerates (1-10)% faster.
|
|
|
| Used on: Armor, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Health
|
o------------------------o------------------------------o
|
|
| Increases your health by (1-21) points.
|
|
|
| Used on: Armor, Shield, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Heavy Armor
|
o------------------------o------------------------------o
|
|
| Increases Heavy Armor skill by (1-8) points.
|
|
|
| Used on: Armor, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Illusion
|
o------------------------o------------------------------o
|
|
| Destruction spells cost (1-8)% less to cast.
|
|
|
| Used on: Helmet, Armor, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Illusion
|
| & Magicka Regen
|
o------------------------o------------------------------o
|
|
| Illusion spells cost 1-5% less to cast.
|
| Magicka regenerates 10% faster.
|
|
|
| Used on: Armor
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Lockpicking
|
o------------------------o------------------------------o
|
|
| Lockpicking is (1-14)% easier.
|
|
|
| Used on: Helmet, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Magicka
|
o------------------------o------------------------------o
|
|
| Increases your Magicka by (1-21) points.
|
|
|
| Used on: Helmet, Gauntlet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Magicka Regen |
o------------------------o------------------------------o
|
|
| Magicka regenerates (1-21)% faster.
|
|
|
| Used on: Helmet, Armor, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify One-Handed
|
o------------------------o------------------------------o
|
|
| One-handed attacks do (1-14)% more damage.
|
|
|
| Used on: Gauntlet, Boots, Armor, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Pickpocket
|
o------------------------o------------------------------o
|
|
| Pickpocket success is (1-14)% better.
|
|
|
| Used on: Gauntlet, Boots, Armor, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Restoration
|
| & Magicka Regen
|
o------------------------o------------------------------o
|
|
| Restoration spells cost 1-5% less to cast.
|
| Magicka regenerates 10% faster.
|
|
|
| Used on: Armor
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Sneak
|
o------------------------o------------------------------o
|
|
| Sneaking is (1-14)% better.
|
|
|
| Used on: Gauntlet, Boots, Necklace, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Stamina
|
o------------------------o------------------------------o
|
|
| Increases your stamina by (1-21) points.
|
|
|
| Used on: Armor, Boots, Necklace, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Stamina Regen |
o------------------------o------------------------------o
|
|
| Stamina regenerates (1-10)% faster.
|
|
|
| Used on: Armor, Boots, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Two-Handed
|
o------------------------o------------------------------o
|
|
| Two-handed attacks do (1-14)% more damage.
|
|
|
| Used on: Gauntlet, Boots, Armor, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Fortify Unarmed
|
o------------------------o------------------------------o
|
|
| Unarmed strikes do (1-5) additional damage.
|
|
|
| Used on: Gauntlet, Ring
|
|
|
o-------------------------------------------------------o
o------------------------o
| Muffle
|
o------------------------o------------------------------o
|
|
| Wearer is muffled and moves silently.
|
|
|
| Used on: Boots
|
|
|
o-------------------------------------------------------o
o------------------------o
| Resist Fire
|
o------------------------o------------------------------o
|
|
| Increases Fire Resistance by (1-16)%.
|
|
|
| Used on: Shield, Boots, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Resist Frost
|
o------------------------o------------------------------o
|
|
| Increases Frost Resistance by (1-16)%.
|
|
|
| Used on: Shield, Boots, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Resist Magic
|
o------------------------o------------------------------o
|
|
| Increases Magic Resistance by (1-10)%.
|
|
|
| Used on: Shield, Ring, Necklace
|
|
|
o-------------------------------------------------------o
(-NOTE-) For some reason, this was listed twice in my enchantment list.
o------------------------o
| Resist Shock
|
o------------------------o------------------------------o
|
|
| Increases Shock Resistance by (1-16)%.
|
|
|
| Used on: Shield, Boots, Ring, Necklace
|
|
|
o-------------------------------------------------------o
o------------------------o
| Waterbreathing
|
o------------------------o------------------------------o
|
|
| Can swim underwater without drowning.
|
|
|
| Used on: Helmet, Ring, Necklace
|
|
|
o-------------------------------------------------------o
ENCHANTING OVERDRIVE MODE!
-------------------------Oooooh yes! Enchanting can make you invincible, untouchable! Or very nearly
so. This tip is great if you like to use magic a lot but don't want to use
perks to reduce the cost. In fact, it works even better than the perks!
1) Make sure your skill is 100, and you have all the perks to the top (the
"Soul Squeezer" branch is not necessary for this, as it's just for weapons).
2) Choose which two schools of magic you use most: Alteration, Conjuration,
Illusion, Destruction, or Restoration.
3) Make a set of 4 items that are double-enchanted with magic reduction of
your two types of magic. Each will be 25% reduction, so that your cost
for casting spells is 0%! Clothes or Armor, a Necklace, a Ring, and a
Circle/Helmet work well. It's suuuper cool to cast a spell and see NO MAGIC
METER! Also, with a destruction cost of 0%, your weapons will remain fully
charged. Convenient, yes? Not to mention that you can just keep blasting
your enemies with destruction without having to wait to recharge, or give
THEM time to recoup and reciprocate!
4) Make a second set of reduction with two other schools of magic.
Another thing you can do is make magic resistance sets, if you don't want to
bother with carrying several pounds of potions whose effects are only
temporary. Make a Necklace and Ring each with 46% resistance to Fire and Frost,
or Frost and Shock, or Disease and Poison, you get the idea. And, if you
double-enchant everything, you have less to carry, meaning you don't need to
carry a separate item for every enchantment you want.
If your Alchemy is also at 100, and you have the first three perks, you can
make super powerful enchanting potions (this part goes hand-in-hand with
BacterX's "Insanity" part of his Alchemy guide). Use those potions to create
even more powerful Enchanting apparel, and the two build on each other! The
strongest potions I was able to make for Enchanting are "37% stronger", and
that was with 5 "Fortify Alchemy" objects, each with enchantments of "29%
stronger." I really think that is the highest possible, as my percentages
just didn't go up from there.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 19.4] Cooking ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK1904.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
____
_
_
/ ___|___ ___ | | _(_)_ __ __ _
| | / _ \ / _ \| |/ / | '_ \ / _` |
| |__| (_) | (_) | <| | | | | (_| |
\____\___/ \___/|_|\_\_|_| |_|\__, |
|___/
"Cooking Pots allow you to cook food that restores your health or provides
other temporary effects. Each recipe requires specific culinary ingredients
that can be found throughout Skyrim."
In Skyrim, cooking is a fairly basic activity. I mean, compared to the
ancient art of alchemy, the rugged craft of smithing, and the magical nature
of enchanting, how hard could cooking possibly be!? It's honestly not very
hard (all you do is collect ingredients after all) but some of the recipes
can give you fantastic benefits (just see below!). Bet before you can cook
you need two things: INGREDIENTS and a COOKING POT.
Cooking pots can literally be found ANYWHERE. They are all over the world
map and are a common feature in camps and human occupied dungeons. You will
likely want to use the cooking pot in your own house though, if you own one,
as it is probably the safest place to cook. Ingredients for meals largely come
from slain wild-life (for the meats anyways) or from food vendors in the
various cities. Keep your eyes open for the rarer ingredients as you delve
into the games many dungeons as well.
Once you have these two things, you can cook. You more or less simply
interact with the COOKING POT to begin cooking. From there, you select WHICH
item you want to cook. Each item requires that you have certain ingredients
in your inventory before you can make it though. Below is the list of meals
that you can cook up, what ingredients you need, and what they do for you.
(-NOTE-) Each items also has a weight and value assigned to it, but these are
so miniscule for each cooked item that I have outright ignored them.
o Apple Cabbage Stew
Requires: Salt Pile, Red Apple, Cabbage
- Restore 15 points of Stamina. Restore 10 points of Health.
o Beef Stew
Requires: Raw Beef, Carrot, Salt Pile, Garlic
- Stamina is increased by 25 points for 720 seconds. Restore 2 points of
Stamina per second for 720 seconds.
o Cabbage Potato Soup
Requires: Potato, Salt Pile, Leek, Cabbage
- Restore 10 points of Health. Restore 10 points of Stamina.
o Cooked Beef
Requires: Salt Pile, Raw Beef
- Restore 10 points of Health.
o Elsweyr Fondue
Requires: Eidar Cheese Wheel, Moon Sugar, Ale
- Magicka regenerates 25% faster for 720 seconds. Magicka is increased by
100 points for 720 seconds.
o Grilled Chicken Breast
Requires: Salt Pile, Chicken Breast
- Restore 5 points of Health.
o Horker Loaf
Requires: Salt Pile, Horker Meat
- Restore 10 points of Health.
o Horker Stew
Requires: Lavender, Tomato, Garlic, Horker Meat
- Restore 15 points of Stamina. Restore 15 points of Health. Restore 1
points of Health per second for 720 seconds.
o Horse Haunch
Requires: Salt Pile, Horse Meat
- Restore 10 points of Health.
- Restore 15 points of Stamina. Restore 1 points of Health per second for 720
seconds. Restore 1 points of Stamina per second for 720 seconds.
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
20. Diseases
|||
[BK2000]
O==================|||---------------------------------|||====================O
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 20.1] Vampirism ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2001.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
As in the previous Elder Scroll, Oblivion, you can become a Vampire by
acquiring the disease Sanguinare Vampiris. You get this disease by fighting
Vampires. They are throughout the land of Skyrim. The best way to contact this
disease is to just let 'em attack you while you heal yourself constantly until
you see in the upper left corner that you contacted Sanguinare Vampiris. When
this is said, you're on your way to becoming Vampire. You should also check
the 'Active Effects' list to see if it shows up there as well (which it will
if you have it).
It takes some time between CONTRACTING Sanguinare Vampiris and BECOMING a
vampire (72 Hours of in-game time, I believe). You can advance time if you
wish. The game will let you know when you truly become a vampire.
Before getting Sanguinare Vampiris and becoming a Vampire, take a look at the
Pros and Cons (you can see these after you become a vampire):
PROS:
+ Champion of the Night: Illusion spells cast by a Vampire are 25% more
powerful.
+ Resist Disease: Your Vampiric blood gives you 100% resistance to disease.
+ Resist Frost: Your Vampirirc blood gives you ???% resistance to Frost.
Stage
Stage
Stage
Stage
1:
2:
3:
4:
Your
Your
Your
Your
Vampiric
Vampiric
Vampiric
Vampiric
blood
blood
blood
blood
give
give
give
give
you
you
you
you
+ Resist Poison: Your Vampiric blood give you 100% resistance to poison.
+ Nightstalker's Footsteps: Vampires are 25% harder to detect when
sneaking.
CONS:
- Enemy of Mankind: As a vampire, you are a blight on the land. Let's face
it, you feed on humans to live. During stages 1, 2, and
3 of your vampirism, you won't be recognized as a
vampire, but people MAY remark that you're looking
1:
2:
3:
4:
All
All
All
All
stats
stats
stats
stats
reduced
reduced
reduced
reduced
by
by
by
by
15
30
45
60
points.
points.
points.
points.
- Weakness to Fire: Your Vampiric blood gives you -???% resistance to Fire.
Stage
Stage
Stage
Stage
1:
2:
3:
4:
Your
Your
Your
Your
Vampiric
Vampiric
Vampiric
Vampiric
blood
blood
blood
blood
give
give
give
give
you
you
you
you
POWERS:
Being a vampire isn't all bad: you'll get an array of powers as well:
-= Stage 1 Vampirism
: Vampiric Drain: Absorb 2 points of health per second from the target.
: Vampire's Servant: Reanimate a weak dead body to fight for you for 60
seconds.
: Vampire's Sight: Improved night vision for 60 seconds.
-= Stage 2 Vampirism
: Vampiric Drain: Absorb 3 points of health per second from the target.
: Vampire's Seduction: Creatures and people up to level 10 won't fight for
30 seconds.
: Vampire's Servant: Reanimate a more powerful dead body to fight for you
for 60 seconds.
: Vampire's Sight: Improved night vision for 60 seconds.
-= Stage 3 Vampirism
: Vampiric Drain: Absorb 4 points of health per second from the target.
: Vampire's Seduction: Creatures and people up to level 10 won't fight for
30 seconds.
: Vampire's Servant: Reanimate a powerful dead body to fight for you for
60 seconds.
: Vampire's Sight: Improved night vision for 60 seconds.
-= Stage 4 Vampirism
Gives you back your FEAR shot (Scent of Blood/Terrifying Howl), which as
you may know is the default werewolf shout power. This MAY be an upgraded
version, but it can still be resisted by enemies that are "too powerful".
Recharges instantly.
CONS:
- You are completely blocked off from even using the inventory menu, which
means no special weapons, magic, potions, or shouts.
- You can't loot any corpses you kill and can't pick up items.
- If someone SEES you turn into a werewolf it is a MAJOR crime (the 1000
bounty one) and they will attack you.
- You are entirely unable to speak to anyone and can't advance any plot
points.
- You are unable to receive any rested bonus, such as 'Well Rested' from
sleeping in your own bed or 'Lover's Comfort' from sleeping with your
wife or husband.
CURING LYCANTHROPY
If you play through the rest of The Companions questline, you will likely
already know HOW to cure your lycanthropy if you wished, but just in case
you haven't made it that far and are wondering: go ahead and advance The
Companions questline. The quest you're looking for is 'Purity' @ [BK412],
which other Companions will want to go do but you can do as well to take
care of your disease... if you wished.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 20.3] Other Diseases ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2003.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
Here are some other diseases that I've personally gotten and what they do (as
well as where I got them from):
o Ataxia: Picking locks and picking pockets is 25% harder.
Got by: Skeevers
o Bone Break Fever: Drains 25 points from stamina.
Got by: Bears
o Brain Rot: Drains 25 points from magicka.
Got by: Hagravens
o Rockjoint: You are 25% less effective with melee weapons.
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
21. Special Items
|||
[BK2100]
O==================|||---------------------------------|||====================O
Here you can find a list of all the special items in the game. Specifically,
special weapons and armor. I'll be listing them down below in their own special
section so they are easy to find and learn how to get them.
NOTE: This section is for NORMAL special weapons and armors. This does NOT
include enchanting and/or enchanted pieces (which you can do yourself).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 21.1] Special Weapons ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2101.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
A list of special and unique weapons. I learned a lot by making this list,
but I'll bet there's SOMETHING out there that I missed.
(-NOTE-) Lots of these weapon values are skewed thanks to my blacksmithing.
Don't be surprised if the stats you find differ form the list.
Use the list for items with the enchantments you want, or refer to
the multiple wiki's online for base stat values.
One-Handed
BLADE OF WOE
DMG: 14 WGT: 7 VAL: 880
Absorb 10 points of health.
Obtained at the end of the "Death Incarnage" Dark Brotherhood quest.
NOTE: You should have MUCH better weapons by now. Still, a certain someone
wishes this to be their death weapon.
BLOODTHORN
DMG: 6 WGT: 2.5 VAL: 183
If target dies within 3 second, it fills a soul gem.
You can find this very under-wheming dagger at the end of Hag's End, on
the altar when you are chasing down that pesky warping Hagraven.
BOLAR'S OATHBLADE
DMG: 13 WGT: 10 VAL: 1014
Does 25 points of Stamina damage. Creatures and people up to level 12 flee
from combat for 30 seconds.
Found in Bloated Man's Grotto (Southwest of Whiterun, south of Sleeping
Tree Camp). This is in the grotto when you aren't triggering the Daedric
Quest "Ill Met by Moonlight". One of the game's few katana's with an
interesting note nearby. Search the grotto for the Talos Shrine to find
this.
CHILLREND
DMG: 14 WGT: 13 VAL: 872
Target takes 15 points of frost damage. Chance to paralyze the target
for 2 seconds.
Found during the Thieves Guild quest "The Pursuit".
NOTE: Found in Mercer's Manor. Be sure to steal it. A decent weapon if you
have nothing better, I suppose. The paralyze effect is godly of
course.
DAWNBREAKER
DMG: 14 WGT: 10 VAL: 740
Burns for 10 points, and when killing undead, a chance to cause a fiery
explosion that turns or destroys nearby undead.
Found during the "Break of Dawn" Daedric quest.
NOTE: Very sparkly! The explosions are cool, but chaotic. Not very good
damage either. Personally, I pass on this.
DRAGONBANE
DMG: 14 WGT: 12 VAL: 1189
30 points of extra damage to dragons, 10 points of shock damage to others.
Found during "Alduin's Wall" main quest, in a side room in Sky Haven Temple.
NOTE: One of the better one-handed weapons. Plus, it is a katana-type weapon.
EDUJ
DMG: 12 WGT: 9 VAL: 300
Target takes 10 points of frost damage to Health and Stamina.
Got during the "Silenced Tongues" quest.
NOTE: This often comes with the weapon "Okin" and is similar to it. It is
known that the game is glitchy and you may not find this weapon. Try
leaving / re-entering / re-examining the corpse you (ash) you take this
weapon from if that happens to you.
GAULDUR BLACKBLADE
DMG: 9 WGT: 12 VAL: 465
Absorb 10 points of health.
Found on Mikrul Gauldurson during the "Forbidden Legend" quest.
NOTE: A very cool looking blade, actually. Too bad the damage sucks.
GRIMSEVER
DMG: 14 WGT: 14 VAL: 727
Target takes 15 points of frost damage to Health and Stamina.
Found doing the Misc. Quest for Mjoll the Lioness from Riften.
NOTE: I love the name of this weapon! Heh. Mjoll is awesome as well. FACT!
KAHVOZEIN'S FANG
DMG: 7 WGT: 5 VAL: 9
Found while going after the Alteration Ritual Spell quest.
NOTE: This is a very sad dagger, and is only good for one thing: getting
a particular item for Tolfdir. When you have this on, you can get
Dragon Heartscales from dead dragons. This is the only weapon that
can do it too, so don't toss it out. Also note that this weapon can
be found in a number of places, usually by a dragon priest.
KEENING
DMG: 9 WGT: 4 VAL: 13
Absorb 10 points of magicka. Absorb 10 points of health. Absorb 10 points
of stamina.
Found during "Arniel's Endeavor". Part IV. It is used to help Arniel in
his research on where the hell the Dwarves went.
MEHRUNES' RAZOR
DMG: 13 WGT: 3 VAL: 860
Hits have a small chance to instantly kill.
You get this after completing the quest "Pieces of the Past".
NOTE: I really don't like leaving my killing up to random chance, so I
never did use this thing. Cool for a dagger, I suppose.
NETTLEBANE
DMG: 7 WGT: 10 VA: 5
Gained during the "The Blessings of Nature" quest. Not good for anything
but the quest, but a cool little dagger as it is the only thing that can
complete the quest.
NIGHTINGALE BLADE
DMG: 12 WGT: 12 VAL: 851
Absorb 10 points of health and 10 points of stamina per second from target.
Found at the end of the Thieve's quest "Hard Answers".
NOTCHED PICKAXE
DMG: 6 WGT: 10 VAL: 303
Raises the wielder's smithing abilities, and does 5 shock damage to
enemies on hit.
Found during "The Throat of the World" quest, on top of the mountain.
NOTE: This "weapon" is mainly special due to being an enchanted pickaxe!
Well, that and the person who it references (Markus "Notch" Persson).
OKIN
DMG: 14 WGT: 11 VAL: 320
Target takes 10 points of frost damage to Health and Stamina.
Got during the "Silenced Tongues" quest.
NOTE: This often comes with the weapon "Eduj" and is similar to it. It is
known that the game is glitchy and you may not find this weapon. Try
leaving / re-entering / re-examining the corpse you (ash) you take this
weapon from if that happens to you.
POACHER'S AXE
DMG: 6 WGT: 10 VAL: 31
3 points of extra damage to Animals.
You can find this on a bandit INSIDE the "Halted Stream Camp". Inside as,
"in the mine". This is a very weird item. It is actually a woodcutter's
axe, but... with an enchantment? Very weird indeed. I don't know why anyone
would want this thing, but there it is...
Two-Handed
AEGISBANE
DMG: 42 WGT: 24 VAL: 135
Target takes 5 points of frost damage to Health and Stamina.
Found on Alain Dufont during "Mourning Never Comes".
NOTE: A fairly vanilla special weapon. Not very good, in my opinion.
WGT: 8
VAL: 1431
WGT: 8
VAL: 1570
HAVNORAAK'S STAFF
DMG: 0 WGT: 8 VAL: 1791
Sprayed on the ground, it creates a wall of lightning that does 50 points
of shock damage per second.
Found on Havnoraak during the quest "Evil in Waiting".
Note: A unique weapon meant to ward and punish attacking foes. Pretty
much a uniquely named Dragon Priest Staff.
HEADSMAN'S AXE
DMG: 69 WGT: 11 VAL 15
Found on Ahtar, the executioner at Solitude. You can get it by recruiting
him as a follower. This is best done before the quest "Lights Out!". It has
no special enchantments or anything like that but it is VERY unique looking.
SANGUINE ROSE
DMG: 0 WGT: 10 VAL: 2087
Summons a Dremora for 60 seconds.
Found during "A Night to Remember" Daedric Quest.
NOTE: A very powerful help, when you need an extra hand.
SHARGOL'S WARHAMMER
DMG: 49 WGT: 26 VAL: 200
Found during "The Cursed Tribe" quest.
*Turns into Volendrung later
NOTE: This weapon will eventually becom Volendrung at the end of the quest,
which turns it into an improvement in every way. You gotta love it!
SKULL OF CORUPTION
DMG: 3 WGT: 10 VAL: 1680
20 points damage, increases to 50 if powered with dreams collected from
sleeping people.
Complete the quest "Waking Nightmare", in Dawnstar and then choose to
kill Erandur.
NOTE: This is a very unique weapon that must be powered up to be put to
full use. You use it on sleeping people to "charge" it. What a
weird weapon! Be careful, as doing so will wake people! And yes, you
would be a creep if you used this. Heh.
WGT: 8
VAL: 594
STAFF OF MAGNUS
DMG: 0 WGT: 8 VAL: 1468
Absorb 20 magicka per second. If the target is out of magicka, absorb
health instead.
STAFF OF TANDIL
DMG: 0 WGT: 8 VAL: 2530
Creatures and people up to level 12 won't fight for 60 seconds.
Found during the quest "Arniel's Endeavor".
NOTE: Not a very useful staff, which is OK since you will be giving it away
soon after you get it. Unique in name only.
THE LONGHAMMER
DMG: 85 WGT: 18 VAL: 90
Rahd's hammer, the reduced weight allows it to be swung more quickly.
You can find this beauty in "Liar's Retreat", which is northeast of
Karthwasten. There is no quest to go in this place, so it is easily
missed by people I would imagine...
TROLLSBANE
DMG: 63 WGT: 25 VAL: 121
Burns Trolls for 14 points.
This weapon is found on the (deceased) Frofnir Trollsbane, but finding him
is a bit tricky and/or random if you aren't looking for him. To find him
rather easily, find the barrow "Valthume" southeast of Markarth (east of
Dushnikh Yal). From there, head east a bit to a tiny outcropping where you
will find some trolls. The dead Frofnir is here and you can find the weapon
on him.
VOLENDRUNG
DMG: 59 WGT: 26 VAL: 1843
Absorb 50 points of stamina.
Found during "The Cursed Tribe" quest.
NOTE: This is an AWESOME weapon with a great enchantment and some great
damage. Highly recommended as you can get it relatively early in the
game.
WABBAJACK
DMG: 38 WGT: 10 VAL: 1565
A blast from Wabbajack with an unpredictable effect.
WUUTHRAD
DMG: 51 WGT: 25 VAL: 2000
Especially deadly to elves.
Gotten during the Companion's quest "Glory of the Dead", can't miss it!
NOTE: A VERY good weapon for two-handed weapon players and can be gained
incredibly early in the game. A high recommend if this is your weapon
type.
BOWS
ANGI'S BOW
DMG: 18 WGT: 7 VAL: 50
Gotten after completing all of Angi's Target Practice rounds. You can find
Angi at "Anti's Camp", southeast of Falkreath.
FIRINIEL'S END
DMG: 34 WGT: 12 VAL: 785
Target takes 20 points of frost damage to Health and Stamina.
Found during the Dark Brotherhood quest "Bound Until Death". It is best to
just go read through the quest to make sure you get this. Note that you can
get it after the quest too, in case you never did during the quest...
FROKI'S BOW
DMG: 16 WGT: 5 VAL: 307
Does 10 points of Stamina damage.
Found during the quest "Kyne's Sacred Trials". It is lying on a barrel
during the last trial. You can't miss it if you are looking. Reference the
quest itself or check out Graywinter Watch east of Whiterun.
GAULDUR BLACKBOW
DMG: 33 WGT: 18 VAL: 530
Absorb 20 points of magicka.
Looted from Sigdis Gauldurson during the "Forbidden Legend" quest.
NIGHTINGALE BOW
DMG: 31 WGT: 11 VAL: 838
Freezes the target for 15 points and shocks target for 7 points.
Gotten from Karliah during the Thieves Guild quest "Blindsided".
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 21.2] Special Armor ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2102.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
A list of special armors, divided into their section. I did my best to get
everything but knowing how big this game is I'll bet something is missing.
(-NOTE-) Lots of these armor values are skewed thanks to my blacksmithing.
Don't be surprised if the stats you find differ form the list.
Use the list for items with the enchantments you want, or refer to
the multiple wiki's online for base stat values.
SHIELDS
SHIELD OF YSGRAMOR
ARM: 45 WGT: 12 VAL: 1715
Increases Magic Resistance by 20%. Increases your health by 20 points.
Gotten during The Companions Quest "Glory of the Dead", found in a chest
at the end (up the right ramp).
SPELLBREAKER
ARM: 83 WGT: 12 VAL: 277
While blocking, creates a ward that protects against spells for up to
50 points.
Gotten during the Daedric quest "The Only Cure".
NOTE: This appears to be a fantastic shield. I really haven't played any
shield characters yet, but this looks fantastic in stats and ability.
HEAD
CICERO'S HAT
ARM: 0 WGT: 0.5 VAL: 2168
Sneaking is 35% better.
Cicero's personal hat. You must kill him during the Dark Brotherhood
questline to acquire this.
HELM OF YNGOL
ARM: 91 WGT: 8 VAL: 565
Increases Frost Resistance by 30%.
Found in Yngol's Barrow, northeast of Windhelm. This helmet is on a dead
skeleton on the end. Note that if you were sent here for the "Helm of
Windhelm" or some other radiant quest, this helm may not show up. The game
is very finicky like that.
HEVNORAAK
ARM: 100 WGT: 9 VAL: 891
Immune to disease and poison.
Found on Havnoraak during the quest "Evil in Waiting".
JESTER'S HAT
ARM: 0 WGT: 0.5 VAL: 1806
Sneaking is 30% better.
A cheaper version of the "Cicero" clothesline. This is found in the Dawnstar
Dark Brotherhood Sanctuary in the beginning. Consider it a... chance to look
like Cicero without killing him...
KONAHRIK
ARM: 106 WGT: 7 VAL: 3200
When health is low, has a chance to heal wearer and damage nearby enemies.
THIS dragon priest mask is the reward for collecting all EIGHT of the
other dragon priest masks. Take ALL of them to Labyrinthian and find the
room with the face pedestals. Use the wooden mask here to transport back in
time and put the eight masks on the busts, then you will be rewarded with
this mask. You can even take the other eight masks back as well. Very nice!
KROSIS
ARM: 36 WGT: 5 VAL: 1615
Lockpicking, Archery, and Alchemy are 20% better.
Gotten off of the Dragon Priest Krosis, after slaying him near Shearpoint.
LINWE'S HOOD
ARM: 28 WGT: 2 VAL; 563
Bows do 15% more damage
A uniquely named theive's armor set, gotten from Linwe's corpse. You can
get access to sthis set by doing the Thieve's Guild MISC. Quest "Summerset
Shadows".
MAGE'S CIRCLET
ARM: 0 WGT: 2 VAL: 1069
Increases your Magicka by 70 points.
You get this circlet from the Mage's Guild quest "Good Intentions". A gift
from Savos Aren. I'm pretty sure the Magicka bonus scales as you level, so
while 70 is impressive it is also because I was level 30-something at the
time...
MOROKEI
ARM: 9 WGT: 4 VAL: 637
Magicka regenerates 100% faster.
Found on Morokei during the College of Winterhold quest "Staff of Magnus".
You really can't miss this if you go through the College questlines.
NAHKRIIN
ARM: 84
WGT: 9
VAL: 2173
+50 Magicka, and Destruction and Restoration spells cost 20% less.
Found on Nahkriin during the main quest "The World-Eater's Eyrie".
NIGHTINGALE HOOD
ARM: 27 WGT: 2 VAL: 902
Illusion spells cost 15% less to cast.
Gotten during the Theives Guild quest "Trinity Restored".
OTAR
ARM: 100 WGT: 9 VAL: 1521
Resistance against fire, frost and shock is improved.
Found in Ragnvald, which is north of Markarth. Explore the place a bit
and once you find a skull key you'll get the "Unlock the tomb in Ragnvald"
quest that will lead to Otar the Mad.
RAHGOT
ARM: 100 WGT: 9 VAL: 962
VOKUN
ARM: 103 WGT: 9 VAL: 2182
Conjuration, Illusion and Alteration spells cost 20% less magicka to cast.
Found on the Dragon Priest Vokun in the Hight Gate Ruins (west of Dawnstar).
This is covered in the quest "A Scroll for Anaska", so go check it out.
VOLSUNG:
ARM: 36 WGT: 5 VAL: 4611
Prices are 20% better, Carry 20 points more, and can breathe underwater.
Holy crap, look at those powers! Sorry, this item can of course be found
on the dragon priest Volsung, who is encountered at the end of the Volskygge
dungeon. This area can be found west of Solitude.
WOODEN MASK
ARM: 3 WGT: 2 VAL: 51
The wooden mask hums with an unfamiliar energy.
This mask isn't special at all, but is very unique. It is 100% required
to complete the "Dragon Priest Mask" quest, so it earns a place on this
list.
BODY
ARCHMAGE'S ROBES
ARM: 0 WGT: 1 VAL: 3265
All spells cost 15% less to cast, +50 magicka, and magicka regenerates
100% faster.
Got after completing all of the College of Winterhold quests. Very cool
looking armor and fitting for an Arch Mage. Congrats!
CICERO'S CLOTHES
ARM: 0 WGT: 1 VAL: 1946
Prices are 20% better. One-handed attacks do 20% more damage.
Cicero's personal hat. You must kill him during the Dark Brotherhood
questline to acquire this.
JESTER'S CLOTHES
ARM: 0 WGT: 1 VAL: 1163
Prices are 12% better. One-handed attacks do 12% more damage.
A cheaper version of the "Cicero" clothesline. This is found in the Dawnstar
Dark Brotherhood Sanctuary in the beginning. Consider it a... chance to look
like Cicero without killing him...
LINWE'S ARMOR
ARM: 53 WGT: 8 VAL; 368
Increases your stamina by 15 points.
A uniquely named theive's armor set, gotten from Linwe's corpse. You can
get access to sthis set by doing the Thieve's Guild MISC. Quest "Summerset
Shadows".
NIGHTINGALE ARMOR
ARM: 58 WGT: 12 VAL: 1553
Increases your stamina by 30 points. Increases Frost Resistance by 30%.
Gotten during the Theives Guild quest "Trinity Restored".
SAVIOR'S HIDE
ARM: 44 WGT: 6 VAL: 2679
Increases Magic Resistance by 15%. Increases Poison Resistance by 50%.
One of two possible rewards for the quest "Ill Met by Moonlight". Be sure
to check that quest to see your possible options.
GLOVES
CICERO'S GLOVES
ARM: 0 WGT: 0.5 VAL: 175
Double sneak attack damage with one-handed weapons.
Cicero's personal gloves. You must kill him during the Dark Brotherhood
questline to acquire these.
JESTER'S GLOVES
ARM: 0 WGT: 1 VAL: 125
Double sneak attack damage with one-handed weapons..
A cheaper version of the "Cicero" clothesline. This is found in the Dawnstar
Dark Brotherhood Sanctuary in the beginning. Consider it a... chance to look
like Cicero without killing him...
LINWE'S GLOVES
ARM: 19 WGT: 2 VAL; 483
One-handed attacks do 15% more damage.
A uniquely named theive's armor set, gotten from Linwe's corpse. You can
get access to sthis set by doing the Thieve's Guild MISC. Quest "Summerset
Shadows".
NIGHTINGALE GLOVES
ARM: 17 WGT: 2 VAL: 1054
Lockpicking is 20% easier. One-handed attacks do 20% more damage.
Gotten during the Theives Guild quest "Trinity Restored".
TUMBLERBANE GLOVES
ARM: 13 WGT: 2 VAL: 325
Lockpicking is 20% easier.
These are yours when you outfit the Dark Brotherhood Sanctuary in
Dawnstar. They will be in your room.
BOOTS
CICERO'S BOOTS
ARM: 0 WGT: 0.5 VAL: 355
Wearer is muffled and moves silently.
Cicero's personal boots. You must kill him during the Dark Brotherhood
questline to acquire these.
JESTER'S BOOTS
ARM: 0 WGT: 1 VAL: 305
Wearer is muffled and moves silently.
A cheaper version of the "Cicero" clothesline. This is found in the Dawnstar
Dark Brotherhood Sanctuary in the beginning. Consider it a... chance to look
like Cicero without killing him...
LINWE'S BOOTS
ARM: 19 WGT: 2 VAL; 837
Sneaking is 15% better.
A uniquely named theive's armor set, gotten from Linwe's corpse. You can
get access to sthis set by doing the Thieve's Guild MISC. Quest "Summerset
Shadows".
MOVARTH'S BOOTS
ARM: 9
NIGHTINGALE BOOTS
ARM: 17 WGT: 2 VAL: 295
Wearer is muffled and moves silently.
Gotten during the Thieves Guild quest "Trinity Restored".
PREDATOR'S GRACE
ARM: 9 WGT: 1 VAL: 117
Wearer is muffled and moves silently. Stamina regenerates 1% faster.
Found during the Dark Brotherhood Misc. Quest "Receive a reading from Olava".
This is gotten for doing the bonus requirement in "Breaching Security". It
is a hidden pair of boots, so it is best to read the quest description in the
guide to find it.
JEWELRY
AMULET OF AKATOSH
ARM: 0 WGT: 1 VAL: 89
Magicka regenerates 25% faster.
This amulet can be found multiple places around the world and really
isn't anything too special. One of the better divine amulets, I suppose,
but that's about it.
AMULET OF ARKAY
ARM: 0 WGT: 1 VAL: 114
Increases your health by 10 points.
This amulet can be found multiple places around the world and really
isn't anything too special.
AMULET OF ARTICULATION
ARM: 14 WGT: 1 VAL: 2052
Persuade checks in dialogue will almost always succeed and Speechcraft
is 35% better.
This very over-powered speech amulet is given to you when you complete
the Thieves Guild quest "Under New Management"... which will take awhile.
A fitting gift, to be sure.
AMULET OF DIBELLA
ARM: 0 WGT: 1 VAL: 118
+15 Speechcraft.
This amulet can be found multiple places around the world and really
isn't anything too special. Good for speech checks around the world,
but that is a rare necessity.
AMULET OF JULIANOS
ARM: 0 WGT: 1 VAL: 108
Increase your Magicka by 10 points.
This amulet can be found multiple places around the world and really
isn't anything too special. You can find one for sure in Bleak Falls
Barrow, in a chest after the word wall.
AMULET OF KYNARETH
ARM: 0 WGT: 1 VAL: 96
Increases your stamina by 10 points.
This amulet can be found multiple places around the world and really
isn't anything too special.
AMULET OF MARA
ARM: 0
AMULET OF STENDARR
ARM: 0 WGT: 1 VAL: 196
Block 10% more damage with your shield.
This amulet can be found multiple places around the world and really
isn't anything too special. I found one at Treva's Watch, in a chest
in a locked closet. These can also be found on the Stendarr monks people
at the Hall of the Vigilant.
AMULET OF TALOS
ARM: 0 WGT: 1 VAL: 25
Time between shouts is reduced 20%.
This amulet can be found multiple places around the world and really
isn't anything too special. You can find one for sure n Roggvir's corpse
(the person executed in Solitude when you first visit it).
AMULET OF ZENITHAR
ARM: 0 WGT: 1 VAL: 511
Prices are 10% better.
This amulet can be found multiple places around the world and really
isn't anything too special. It has a nice enchantment at least. You
should be able to find this as you play through the game.
KYNE'S TOKEN
ARM: 0 WGT: 1 VAL: 325
Damage taken from animals is reduced 10%. Bows do 5% more damage.
Gained after completing "Kyne's Sacred Trials". Not very many amulets
or neck-pieces have bow damage and the animal thing is VERY unique.
MUIRI'S RING
ARM: 0 WGT: 0.3 VAL: 434
Created potions are 15% more powerful.
Gained as a reward from the Dark Brotherhood quest "Mourning Never Comes".
You MUST kill Nilsine Shatter-shield for this bonus reward.
NECROMANCER AMULET
ARM: 0 WGT: 0.5 VAL: 2635
+50 magicka, Conjuration spells cost 25% less to cast, Health and Stamina
regen 75% slower.
Gained as a reward for doing the quest "Blood on the Ice". See that quest
for important details.
NIGHTWEAVER'S BAND
ARM: 0 WGT: 0.3 VAL: 1131
Sneaking is 10% better. Destruction spells cost 10% less to cast.
Gained as a reward from the Dark Brotherhood quest "Recipe for Disaster".
SAARTHAL AMULET
VAL: 184
RING OF HERCINE
ARM: 0 WGT: 0.3 VAL: 400
Provides additional transformations for werewolves.
One of two treasure choices for "Ill Met by Moonlight". Check that quest
to ensure what your options are.
RING OF NAMIRA
ARM: 0 WGT: 0.3 VAL: 870
Stamina is increased by 50 points. Feeding on corpses grants you increased
Health and Health regeneration.
This is given to you at the end of the quest "The Taste of Death". It lets
you feed on corpses. Wow... I can't make this stuff up. Note that it is a
crime if anyone sees you...
WGT: 0
VAL: 1864
_____________________________________
O==================|||---------------------------------|||====================O
Skyrim
|||
22. Mining Locations
|||
[BK2200]
O==================|||---------------------------------|||====================O
Here you can find the locations of ore veins throughout the land, separated
by type of ore. Listed alphabetically.
(-NOTE-) I'm not a huge fan of mining, so this list is pretty incomplete.
HOWEVER, the best places are the MINES, which have many ore veins.
These veins also replenish over time, so it is often just best to find
a mine with the ore you want, and then wait to fast-forward time and
get the veins replenished.
Most of these came from my fourth PC playthrough, just by writing them
down as I found them. Again, stick with the mines for bulk mining. Who
has time to care about random veins out in the world?!
CORUNDRUM ORE
Inside Blackreach - Vein x? (Many of the Geode Veins here produce this ore).
Near Ironback Hideout - Vein x1
Just northeast of Karthwasten - Vein x1
Just west of Bleakwind Bluff - Vein x1
Just west of Frostmere Crypt - Vein x2
Just southwest of Lost Prospect Mine - Vein x1
South of Black-Briar Lodge - Vein x1
Right by Cradle Stone Tower (tower south of Rorikstead) - Vein x1
East of Journeyman's Nook, by the sea - Vein x1
Just north of Snow Veil Sanctum - Vein x1
EBONY ORE
Blackreach - Vein x1
Throat of the World - Vein x2
Gloombound Mine (near Narzulbur) - Vein x16
GOLD ORE
Kolskeggr Mine (down the road from Markarth, south of lover stone) - Vein x17
Moss Mother's Cavern (Northwest of Falkreath) - Vein x1
IRON ORE
MALACHITE ORE
MOONSTORE ORE
ORIHALCUM ORE
Blackreach - Vein x1
Bilegulch Mine (just south of Rorikstead) - Vein x9
South of Helgen (in the mountain) - Vein x1
Just south of Fallowstone Cave - Vein x1
Found in Giants Grove - Vein x3
East of Skyborn Altar - Vein x3
Mor Khazgur mine - Vein x7
West of Bonestrewn Crest (which is south of Windhelm) - Vein x1
QUICKSILVER
Tolvald's Crossing (during "Shalidor's Insights") - Vein x1
West of Secunda's Kiss (by mountains, southwest of Whiterun) - Vein x1
East of Alftand,up on the mountain by some dwarven chests (you should
really loot these) - Vein x1
Quicksilver Mine (near Dawnstar) - Vein x5
SILVER ORE
This is a section I've been wanting to do for awhile... but never got around
to until now. NAMED DRAGONS! In the game you'll fight a number of named dragons
just by going through the story, but there are a few you can FORCE to come out.
I went through the main quest and added notes for the timing for a number of
these fights, so with the newest update of the guide many of them will come
earlier then the random encounters they would have been. Since I did that, this
section isn't really needed, but I wanted to put it in anyway. Here we go.
(-NOTE-) These dragons are ordered alphabetically.
o Mirmulnir
This is the dragon fought during "Dragon Rising". You can't miss him.
o Nahagliiv
This is a dragon you can fight by having good timing during the main
quest. To force the fight, fight after completing "Alduin's Wall".
Head to Rorkistead and head west. You'll likley see Alduin resurrecting
him, then fight him afterward, do this BEFORE continuing the main quest.
o Odahviing
Fought during the main quest "The Fallen". You can't miss him. He later
turns into the "Call Dragon" power.
o Sahloknir
This is the dragon fought during "A Blade in the Dark". Another one you
can't miss.
o Viinturuth
This is a dragon you can fight by having good timing during the main
quest. To force the fight, fight after completing "Throat of the World".
Head to anga's mill, (which is west of Windhelm) and follow the road
northwest. You'll likley see Alduin resurrecting him, then fight him
afterward. Do this BEFORE continuing the main quest.
o Vuljotnaak
This is a dragon you can fight by having good timing during the main
quest. To force the fight, fight after completing "Diplomatic Immunity".
Head to "Broken Fang Cave" (a cave southeast of Rorikstead) and then head
south. You will see Alduin resurrecting Vuljotnaak and can then fight him
afterward. Do this BEFORE continuing the main quest.
o Vulthuryol
This is one dragon I never fought or found during my first play-through.
Quite cleverly hidden. You can fight him by ringing the orange orb in
Blackreach. This is best done when doing the "Discerning the Transmundane"
or the "Elder Knowledge" quests.
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Skyrim
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24. Trophies
|||
[BK2400]
O==================|||---------------------------------|||====================O
Here you can find all of the trophies in the game. I'll list them down below
by their worth (Bronze, Silver, etc..) and give you the dirt on how to get
them. Note that these trophies, while divided by worth, are in the same order
that they appear on the trophy list.
(-NOTE-) A LOT of these trophies are rewarded upon completing certain quests,
so please excuse all of the "Go read that section of the guide"
comments...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 24.1] Bronze Trophies ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2401.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
o Unbound
= Details: Complete "Unbound".
= How to get: Simply finish the intro to the game. You can't really miss
this...
_______________________________________________________________________________
o Diplomatic Immunity
o Alduin's Wall
o Elder Knowledge
o The Fallen
o Take Up Arms
o Blood Oath
o Gatekeeper
o Darkness Returns
o Taking Sides
o War Hero
o Sideways
go by fast.
_______________________________________________________________________________
o Hard Worker
o Snake Tongue
o Blessed
o Citizen
o Wanted
o Married
o Artificer
o Master Criminal
o Reader
o Daedric Influence
= How to get: Do one of the many Daedric Quests. We have guides on each of
them in this guide. Upon completion you'll more than likely get
a reward from a Daedra which will give you this trophy (There
ARE exceptions, read the trophy "Oblivion Walker" to see what
I mean).
_______________________________________________________________________________
o Dragon Soul
o Dragon Hunter
o Words of Power
o Apprentice
o Adept
o Expert
= Details: Reach level 25.
= How to get: No shortcuts here (unless you use some skill-leveling exploit).
Just keep playing and you'll get this in time!
_______________________________________________________________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 24.2] Silver Trophies ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2402.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
o Glory of the Dead
o Hail Sithis!
o Hero of Skyrim
o Thief
o Standing Stones
o Golden Touch
o Delver
o Skill Master
o Explorer
o Oblivion Walker
o Thu'um Master
o Expert
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 24.3] Gold Trophies ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2403.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
o Dragonslayer
_______________________________________________________________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~-~ ~-~ ~-~ 24.4] Platinum Trophy ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.BK2404.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
'------'
o Platinum Trophy
_____________________________________
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Skyrim
|||
25. Version History
|||
[BK2500]
O==================|||---------------------------------|||====================O
still been busy with the Daedric Quests. I've also finally built the TOC to
what the guide will look like when it's done (although my gut tells me I'll
be revising it at some point). Still lots of stuff missing.
BUT, this guide now has a STAR on Gamefaqs.com and has over 250,000 hits. All
of you guys are awesome, and Vin and I appreciate it.
Version 1.2 December 6th - December 29th 2011
--------------------------------------------Wow, this game has been out for more than a month! It has of course done
very well for itself, as most Bethesda games do. Vin and I took a break from
writing on this for awhile as I hashed out some, let's say, "legal issues"
with some now partners of ours. As a result of that whole ordeal, this guide
is now an android/Itunes app, which I can see would be good for those of you
who love that format and mobility. Vin's computer is currently broken down as
well (I'm unsure of the issue entirely, I just know it isn't good and he's
looking at replacing it entirely).
The guide isn't as complete as I'd want it to be, but that's mainly due to
the legal issues from earlier, but all the questline miscellaneous quests are
done now. There's still a heck of a lot of extra material to cover.
Version 1.3 December 29th - December 30th 2011
---------------------------------------------Well, happy new year guys! A rather large update, KB wise as we're adding the
Alchemy and Smithing sections. Big thanks to my friend BacterX who wrote the
Alchemy section. We also added in an updated skillbook list as well as eight
random quests. Progress is being made! Hurrah!
Version 1.35 February 19th - February 21st 2012
----------------------------------------------Vin: A rather small update, but adding in the Sidequests for those of you
who want to get that Trophy faster. Taken down 4 of 19. There are some
sidequests already done throughout the guide itself, but will add them to a
separate section. Also doing a revamp on the layout, although it's still not
complete, but will update the guide with the new layout once the whole guide
has it ;). In the meanwhile, enjoy the updates.
Version 1.36 February 24th 2012
------------------------------Minor editing. Went through some sidequests and added some stuff to them.
Version 1.40 March 7th 2012
--------------------------Added in about five more sidequests, plus more skillbooks.
Version 1.50 March 23rd 2012
----------------------------
More sidequests were done, disease section started, Daedric quests trigger
section added.
Version 1.55 March 28th 2012
---------------------------Made several changes to certain quests and fixed a whole shit-ton (that's the
correct terminology) of spelling errors (ran the guide through a spell-checker
FINALLY). Still lots of things left to do...
Version 1.60 March 30th 2012
---------------------------A historic update, but not for happy reasons. Vinheim is no longer
co-authoring this guide with me, for various reasons that shall remain
un-disclosed. Fixed more spelling error and changed quite a bit of the
guide. Actually took some quests out until I can personally go through them.
More to come, as usual.
Version 1.65 April 11th 2012
---------------------------This version sees even more quests added in (some that were in but that I just
now got to go through myself) and all the trainers added in as well. More to
come, as usual.
Version 1.70 April 24th-25th 2012
--------------------------------This version sees the best update to the "City Overview" section to date (as
in there is actually something IN that section). Also added in various side
quests that I've found. I'm on a third character now as well. I've also added
in a LOT of new skillbooks, including some brand new ones I didn't even know
about (it boggles me that I've played so much and I'm still discovering new
things!).
Version 1.75 May 2nd 2012
------------------------Got a lot of the city overview
quite a bit done anyways. Also
spells, which believe me is NO
through still, especially from
(which is a god-send). More to
ENHANCED
an ebook
APP (Thanks
Shameless plug,
= WALKTHROUGH HELP
o VINHEIM for his massive contributions. Originally a co-author, his life
got far too hectic to continue writing with me, but there's a lot of stuff
in this guide (most of the mage's guild missions and easily half of the
thieves guild missions) that wouldn't be here without him. He also DESIGNED
the vast majority of the layout of the guide, so if you think this guide is
easy on the eyes thank this guy.
His Contributor profile can be found here:
http://www.gamefaqs.com/features/recognition/71031.html
o BacterX for writing the entire Alchemy Section of this guide (he would
also like to thank elderscrolls.wikia for the potion suggestions portion
in his alchemy guide).
His Contributor profile can be found here:
http://www.gamefaqs.com/features/recognition/85711.html
o Gwaelaurien for the additional Alchemy tips and the MARRIAGE SECTION. She
also helped out a ton with providing me info on Markarth and Solitude in
the city overview section. She then later helped me out on the ENCHANTING
section. Thank you so much Gwaelaurien!
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
Matt Johnson
HEIS3780 for
Adam Johnson
Yacdyeys for
for
the
for
the
= PEOPLE THANKS
o Johnathan L. Sawyer for the Ascii logo and support.
o Vinheim for all the good times.
o Jeremy Wise of CheatMasters.com for sponsoring this guide.
o Thanks to all the fans and readers! I wouldn't do this without you guys!
o My wife Lisa and daughter Sadie for putting up with me while I wrote this
guide. No one gamer could ask for a better wife and no father could ask
for such a smart, wonderful little girl (even if she does tear up the
house on a daily basis...).
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\ \ | \ / | __ _ ___ __ _| \ / |_ _ _ __ ___O O ||_________
\ \_| |\/| |/ _` / __|/ _` | |\/| | |_| | '_ \ / _ \_____||xxxxxxxx||
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SOME PEOPLE CALL
Document Bkstunt_31, 2011-2014
THIS JUNK. ME?
The Elder Scrolls V: Skyrim 2011 Bethesda
I CALL IT TREASURE.
E N D O F D O C U M E N T