Friday 2 February 2007

Quest 9 & 10: Blood of the Daedra &= Azura - Complete Solution

Make your way over to Martin and take note of his in depth words of wisdom about what it is that he’s discovered. Once he’s finished updating you, enquire about the ‘Daedric Magic’ to update your Quest further and then search the desk that he’s sat at; read the ‘Modern Heretics’ book – the large purple one – to understand fully about the Shrine!




Once you’re done in here, exit the Temple and head to ‘Azura’s Shrine’, located SE of your current position.

Quest 9
Active Quest: Blood of the Daedra


Azura’s Shrine

When you reach the Shrine, you’ll notice a few people walking around; locate ‘Mels Maryon’ and enquire about the ‘Shrine of Azura’. Now, Mels wont give up any information about the Shrine until you ‘Persuade’ and ‘Bribe’ him. Bribe him quickly and then ‘Persuade’ him. To successfully persuade him you must take note of his facial features for starters. If you haven’t already tried Persuading someone previously then I’ll explain. There are four facial features to look out for; ‘Love’, ‘Like’, ‘Dislike’ and ‘Hate’. As you’ll notice, there are four different topics to talk about and each one has a different facial expression. The idea is to talk about the subjects that he Mels Likes and Loves when the gauge is either full or nearly full to persuade him, and to talk about the subjects that he ‘Dislikes and Hates when the gauge is at its minimum. Think carefully about the direction in which the gauges turn as it rotates each time you talk about a certain subject, and plan a few moves ahead to maximise the effect. Once you’ve successfully done this little task, ask Mels all the relevant questions to the task at hand to receive all the information you can get – for now – about the Shrine itself. He’ll then instruct you to remain here until either ‘Dusk’ or ‘Dawn’ in order to summon the Daedra! ‘Wait’ until about six in the morning and then search the area for the ‘Will-o-the-Wisp’ – a bizarre glowing bubble – that appears shortly after.



Attack the strange yellow light with your most powerful attacks, as this supernatural substance has pretty high defence! Once you’ve defeated the Will-o-the-Wisp, you’ll see a peculiar green substance drop to the ground – the ‘Glow Dust’; collect the Glow Dust and head back to the Shrine! If the time hasn’t past ‘Dawn’ yet, then activating the Shrine at this moment in time will give you the opportunity to ‘Offer Glow Dust’. Do It! If Dawn has already past and the Shrine say’s ‘Nothing Happens’, then simply ‘Wait’ once again until six, and continue from here. Offer the Glow Dust and then listen to Azura’s words.

Quest 10
Active Quest: Azura


Azura wishes you to locate her followers in the ‘Gutted Mine’, kill them and free them from their Vampire state! Ah yes, the ‘lets free some Vampires’ task, a usual day out in the world of Cyrodill ay? Now then, head SW of your current position, up and over the hills until you reach the path leading up the mountain. Follow the trail up until you reach the entrance to the Mine.

Gutted Mine

Immediately after entering the Gutted Mine, dispose of the lone Scamp waiting for you inside and then continue down the tunnel. Jump over the ‘Tripwire’ towards the bottom and then make your way further down the mineshaft. Take out the ‘Afflicted Brethren’ that comes running and then continue down into the well-lit area. Another Afflicted Brethren appears from the subsequent passageway soon after; quickly dispose of her and then take the South tunnel, forgetting about the West one for now. Follow it right round and search all the ‘Coffins’ along the way for useful items and such!



Once you reach the end of the passage and have collected all the items in the process, retrace your steps back to the junction and this time take the West path. As you reach the next open area, you’ll be presented by a well-armoured Afflicted Brethren’; slaughter her and collect her expensive armour! Advance down the North tunnel and search the Coffins and ‘Silver Veins’ for ‘Silver Nuggets’. Exit this room and pull the ‘Rope’ hanging on the West wall to move the rock blocking your way! Immediately after lowering the boulder, another Afflicted Brethren will appear from inside. Take him out and then search the body for any rare items and the ‘Note’, which may be of some interest! Enter the tunnel that you just created and finish off the last of the Vampires – this one is a powerful Sorcerer! Before leaving the mine, continue down the passageway leading you into the next large open area, search all the coffins for items and then proceed to the far East end of the room. ‘Push’ the loose planks of wood that are blocking the tunnel behind and then walk in.



Picklock the coffin inside and collect the goods from within! Now then, retrace your steps back to the entrance and head back outside. Due to the rarity of the items you gained from the corpses of the Vampires, I’d advise you to sell up at any of the major city’s just to stock up on some cash! Keep the items if you wish, the decision is yours!

Right then, as you’ve just come into contact with fully-developed Vampires, you may have contracted the Vampire disease, also known as ‘Porphyric Hemophillia’! Now, over a period of time, this disease worsens and eventually you’ll inevitably become a Vampire! If you manage to catch it immediately you can rid yourself of this curse by praying at any of the chapels throughout the land, however, if you decide not to do so over a few days, then you’ll turn, and be required to complete a ‘Miscellaneous Quest’ called ‘Vampire Cure’, which will be the ONLY way to cure it! Becoming a Vampire has a few stages, with positive and negative points. For example you’ll receive higher stats for your Destruction Skills and other aspects, however you’ll also be extremely vulnerable to sunlight and will be unable to roam around during the daytime, weakness to fire and other problems will occur too. It’s your decision how to deal with it and how to progress through the game!

When you’re finished, make your way back to the Azura Shrine and activate the statue once again. Azura thanks you for freeing her followers and rewards you with ‘Azura’s Star’. Once you’ve received the ‘Star’, head back to Cloud Ruler Temple and walk up the long flight of steps into the Temple itself.

Quest 10: ‘Azura’ Complete



Quest 9
Active Quest: Blood of the Daedra…Continued…


Cloud Ruler Temple

Once inside, locate Martin - who’s usually studying in the Great Hall - and listen to the second part of this Quest.



You need a second item to open the portal to the Paradise, so once Martin’s finished, hand over the ‘Daedric Artifact’ – in other words, the Azura Star – to receive the next part of your Quest to open up the portal to Mankar’s Paradise! Exit the room you’re currently in and quickly search for Jauffre to receive another Quest; ‘Bruma Gate’.

Quest 9: ‘Blood of the Daedra’ Complete

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