Cloud Ruler Temple
Head into the Temple itself and locate Jauffre and Martin; speak with them both to receive your next two Quests, and select the ‘Allies for Bruma’ as your current Quest.
Quest 14
Active Quest: Allies for Bruma
Now then, Jauffre doubts the Bruma’s defence against a full-scale attack from the Mythic Dawn and believes that it would be a good idea to recruit the other cities Guards to aid us in a full-scale war! First lets begin with the Imperial City! Exit the Temple and proceed in that direction!
Imperial City, Palace. Green Emperor Way
Make your way towards the City Palace and proceed through the door into the ‘Elder Council Chambers’.
Elder Council Chambers
Inside you’ll locate ‘High Chancellor Ocato’ walking around; find him and speak to him about the ‘Aid for Bruma’! He will deny you an army due to his current duties and informs you that their army is already swamped with their own battles; after this conversation, exit the building you’re currently in and make your way NE towards ‘Castle Chorrol’ in search for ‘Countess Arriana Valga’.
Castle Chorrol Great Hall
Once inside the Great Hall, walk forwards into the subsequent room and go speak with ‘Countess’ who’s sat on her throne up ahead. Once you’ve located her, enquire about help for the Bruma defence to update your current Quest. She’ll decline your request for the moment and inform you that she’s more than happy to lend a helping hand once Chorrol’s own problems have been dealt with – in this case, an Oblivion Gate situated just outside the walls of Chorrol! To receive help from Chorrols’ Army, their own problems must be dealt with first, thus your requirements are – as I’m sure you can probably guess – to close the Gate! Exit the Castle’s Great Hall and head out of the Chorrol through the South gate, and make your way further South towards the Oblivion gate that burns in the distance, located just up from the ‘North Country Stables’. Deal with any hostile Daedric targets guarding the entrance and then head into the Plane!
Chorrol’s Oblivion Gate!
Wastes of Oblivion
Once you enter the Oblivion Plane, turn to your right and follow the path NW until a lone Spider Daedra comes into view up ahead, at which point, dispose of it quickly and continue forwards. Look to your right and you’ll notice a small crumbled piece of wall; head in that direction (NW) and jump up onto remnants of the wall.
Now then, you may have to sacrifice a small amount of health for this but don’t worry it won’t kill you, and it’ll all be worth it in the end, believe me! Jump across as far as you can in the direction of the subsequent island and then hastily run and jump the rest of the way. Once you’re safely on this part of the island, proceed NW further along the platform you’re currently on and make your way towards the far end. Watch out the for the multiple ‘Mines’ scattered around the place - as they will cause a large amount of unnecessary damage - and then head towards the far NE end. Drop down the off the rocks onto the lower level where you’ll locate a door hidden in the rocks leading you into ‘The Fume Vaults’! Head through once you’ve successfully located it!
The Fume Faults
Once inside, make your way round the corner to the left and proceed down the tunnel to the East. Deal with the solitary Daedroth situated to the bottom and then advance through this maze-like cave to the SE. A lone ‘Xivilai’ will appear in the distance; watch out for its magical attacks and the creatures that it’s able to summon and then quickly dispose of him before continuing forwards. You’ll then come to a door leading you into ‘The Embers of Hatred’ with another lone Xivilai guarding the entrance. Take him out and forget about this door the moment, instead, make your way NW, following the passageway down into the subsequent smaller room and take care of the Daedroth here. Collect the goods from the Fleshy Pod in the far corner and then retrace your steps back to the door. Once there, proceed through.
The Embers of Hatred
Walk into the next room once the flashy doors open up ahead and dispose of the first ‘Dremora Hatred Keeper’ that heads your way!
Collect ‘The First Key of Dark Hate’ from the corpse afterwards and hunt down the second Keeper! Take him out and make sure that you collect ‘The Second Key of Dark Hatred’ from this body! Once you’ve collected both of the required keys, head round the opposite side of the inferno and proceed through the SE door, into the ‘Halls of Dark Hate’ by using the first of the two keys!
Halls of Dark Hate
Once inside, work your way to the very top of this area by heading up the long and tedious slopes, either to your left or right. There are no Daedric creatures in this section and both paths ultimately lead to the exact same place anyway. When you reach the top, advance through the East door into the ‘Embers of Hatred’ by using the second key!
Embers of Hatred
Head to the top of the ramp and step onto the circular-Portal. Activate the Portal to transport you up to the higher level and then search the two ‘Punished’ hearts situated on either side of this platform. You’ll find some rare and useful items and weapons within; see, I told you it’ll all be worth it didn’t I – didn’t I? Retrieve the goods and retrace your steps back to ‘The Fume Faults’ and then finally back out into the Oblivion Plane!
Wastes of Oblivion
Work your back up the rocks towards the top and then retrace your steps back to the main portal where you first entered the plane! Again, head down the NW path where you encountered the first Spider Daedra and this time continue forwards and head through the two rocks to the NW and collect the goods from the two Fleshy Pods to your left hidden behind the rocks itself. Make your way back round to the opposite side, cross the small narrow bridge heading South and deal with the lone Storm Astronach awaiting your arrival at the opposite end!
Now head in the SE direction when the path splits into two and continue forwards towards the first door up ahead leading you into the ‘Tsunami’. Once there proceed inside.
Tsunami
Take out the lone Storm Astronach inside and then activate the ‘Corpse Masher’ and take it up to the higher level. Once on this platform, climb the long and winding path towards the very top and then activate the ‘Tornado Gate Control’ to open up the Tsunami Gate! Now then, head through the SE door back out into the Plane and follow the dangerously narrow bridge towards the opposite tower and head through the following door.
Portals of Natural Disaster
Once inside, collect the goods from the Punished, and then head through the first door to your right. Make your way, again, towards the opposite tower and head through the following door leading you into the ‘Tornado’!
Tornado
Activate ‘The Cage Master’ to release the caged-prisoner and then take the ramp down towards the very bottom and then activate the ‘Ascension Call’ to bring the Corpse Masher up to your position. Take it to the ground floor and dispose of the Xivilai situated here. Collect the rare necklace from the Mythic Dawn Guard that you released and then search the Punished before heading back up to the higher ledge. Take the path right to the very top again, and head through the door once again leading you back out into the Wastes of Oblivion. Make your way towards the opposite end of the bridge and re-enter the Portals of Natural Disaster.
Portals of Natural Disaster
Work your way round to the right of this large circular room and head through the first door you come to. Again, take the narrow bridge towards the opposite tower and head through into the ‘Landslide’.
Landslide
Activate the ‘Eruption Gate Control’ inside to open up the Landslide Gate and then head down the long ramp towards the bottom. Activate the ‘Ascension Call’ on the wall and take the Corpse masher to the very bottom and deal with the Storm Astronach here.
Retrieve the gold from with the Punished and then head back up to the higher ledge. Make your way back up to the very top once again and then take the bridge back over to the opposite tower.
Portals of Natural Disaster
Once inside, again head to the right and proceed through the final door after collecting the goods from the Punished. Again, continue across the bridge into the tower of ‘Eruption’.
Eruption
Activate the ‘Landslide Gate Control’ inside to open up the Eruption Gate and then activate the ‘Cage Master’ next to it. Head to the very bottom of the tower and take out the ‘Dremora Markynaz’ who will most likely be invisible due to his ‘Base Ring of Shadows’! Locate him and defeat him before searching his body for the rare items!
Once you’re done here, head back up the tower to the very top and back across the bridge into the subsequent tower opposite.
Tornado
Once inside, take the bridge leading across into the Tornado tower and exit via the door towards the very bottom!
Wastes of Oblivion
Take out the Storm Astronach outside and walk forwards towards the end of this short bridge. Take the left path and follow the paths indentations round into the subsequent large area and continue NE towards the now-opened gate! Deal with the two Daedroth’s in this area and then head through the large gates into the next section of the island – mind out for the numerous Mines scattered throughout! Located just on the other side of the large gates are two Storm Astronach’s; dispose of them quickly before entering into the ‘Earthquake’ tower just up ahead.
Earthquake
Once inside, a lone Xivilai will head in your direction; quickly take him out and collect any useful items from the corpse afterwards, before taking the Corpse Masher up to the next level! Once on this platform, take the ramp half way up and head through the first door you come to leading you back out in the Plane. Take the bridge towards the opposite tower and head through the door into the lower level of the Portals of Natural Disaster.
Portals of Natural Disaster
Once inside, work your way round to the left and head through the second door along, forgetting about the door leading into the ‘Rending Halls’ for the moment! Follow the bridge towards the opposite side and head into the ‘Hurricane’ tower.
Hurricane
Head to the top of the tower and deal with the solitary Storm Astornach here and then replenish your health if needs be by using the Fountain!
Once you’re finished up here, make your way carefully to the very bottom of the tower by activating the Ascension Call on the far wall and taking the Corpse Masher down to the ground floor. Eliminate the Dremora Markynaz down here and then retrace your steps back up to the top, across the bridge and back into the Portals of Natural Disasters. This time, make your way into the Rending Halls!
Rending Halls
Before entering the Rending Halls, quickly perform some Protection spells if you can! The reason for this is, immediately after entering, a Daedroth, Xavilai and two Dremora Markynaz will be waiting! There are two Magicka Essences and a Blood Fountain situated here if needs be. Take out the hostile Daedric creatures one at a time and then collect the goods from the bodies afterwards! Once you’re finished here, head down either one of the tunnels to the NW or SE and watch out for the protruding spikes from either side of the walls half way down. Once you reach the bottom, head into the lower level of the Portals of Natural Disaster.
Portals of natural Disaster
Again you have another tough battle ahead; immediately after entering you’ll be attacked by a Dremora Kynreeve, Dremora Kynmarcher and two Storm Astonach’s! Do whatever you have to do to survive and take them out on by one!
Collect any useful items after and then head through the opposite door up ahead leading you back into the Rending Halls!
Rending Halls
Make your way back up the slope and into the room you were previously in. From here, head through the door in the centre of the two Magicka Essences leading you into the ‘Citadel Hall’.
Citadel Hall
Proceed up the slope and activate the ‘Claw Lever’ on the right wall to bring the large sword-like traps down! Once this happens, quickly and carefully make your way towards the opposite end just as the swords are about to rise! Head through the small tunnel at the end and then collect the items from the two Punished hearts located on either side of the subsequent hall.
Portals of Natural Disaster
Head through either one of the doors here so that you’re back into the Portal, and then work your way up the following ramp.
Proceed through the door towards the top and head into the ‘Corridors of Dark Salvation’.
Corridors of Dark Salvation
Head up the right ramp and deal with the lone Dremora Kynmarcher situated in the next room. Continue up the following ramp and dispose of the solitary Xivilai positioned up ahead. Head back down the opposite ramp quickly before advancing and take out the next Xivilai here. Retrace your steps back up to the top and proceed through the East door into the Portals of Natural Disaster once again.
Portals of Natural Disaster
Immediately after entering, two Xavilai will attack from either side, left and right! They also have a tendency to summon Clanfear’s to aid them in battle; dispose of them quickly and then head up either side of the ramp. Head through either one of the doors up here into the Sigillum Sanguis!
Sigillum Sanguis
Follow the bizarre corridor round and then proceed into the large circular room up ahead. Advance up the bloody-spiked steps and deal with the two Dremora Kynval that appear from the next level up!
Once you’ve cleared the area of all hostiles, advance up the blood-ramp to the highest point; collect the useful rare items from the Punished and head over in the direction of the ‘Sigil Stone’ that burns in the centre of the inferno! Activate the Stone to complete the first section of the Quest and thus shutting the Oblivion Gate for good!
Gate to Oblivion Successfully Closed!
Thursday 22 February 2007
Thursday 15 February 2007
Quest 13: Bruma Gate - Complete Solution
After handing over the second item needed to open the Paradise Portal, Martin tells you that he hasn’t managed to figure out what the third and final required item is, so in the mean time, make the ‘Bruma Gate’ Quest your active Quest and travel to Bruma, SE of your current position.
Quest 13
Active Quest: Bruma Gate
The Jerall Mountains
Travel to Bruma’s ‘Wideye Stables’, located just outside the East Gate where you’ll come across a small legion of Bruma Guards just on the outskirts; walk up to the assembly and ‘Burd’ will spark up a rather polite conversation about you being the ‘Hero of Kvatch’; how nice! Yes, yes, that’s me! After he’s informed you of what’s to come, you’ll have an opportunity to prepare yourself for battle by telling them to “Hold on, I’m not ready yet.” If you’re in fact ready, then simply say “Lets go” and follow the men towards the Gate! As you approach the Gate to Oblivion, three demonic creatures will comes through.
Note: now, just like the previous Oblivion Gate, the creatures that you’ll face depend on your current level; remember this! The creatures that you’ll come across may not necessarily be the same as in this guide, as you may be either a higher or lower level, therefore, slightly changing the difficulty and therefore race of the creatures!
Lets continue; take out the three demonic beasts that come through, I had to deal with two ‘Daedroth’ and a ‘Spider Daedra’! Once you’ve cleared a safe path, proceed into the ‘Plane of Oblivion’.
Bruma's Oblivion Gate!
Wastes of Oblivion
Once inside, remember that the plants within this realm give off rare ingredients so think about harvesting everything along your journey! Walk forwards and take out the Daedroth, Spider Daedra and Storm Astronach that are patrolling up ahead. Once you’ve cleared the beginning section of all hostile demonic creatures, proceed NE, further down the trail until you come to two ‘Harada Roots’ on either side of the path, at which point, make your way round the back of the rock-formation, behind the South (right) Harada Root and take a look at the opposite island. Walk along the edge of the lava-stream and find the point where the distance between the island you’re currently on and the opposite one is the smallest! Quickly jump across – you probably wont make it unless you have really high ‘Acrobatic’ skills, but the length that you’re in the magma for shouldn’t cause that much damage - and hastily make your way across! Work your way round the cliff-face and into the centre of the island.
Deal with the lone Storm Astronach that seems to be guarding this area and head up to the ‘Fleshy Pod’ in the centre. Collect the items and gold from within and retrace your steps back to the Portal and continue along the path to the East. Deal with the lone Daedroth pacing up and down the destroyed-bridge to your left and watch out for the Claw Traps that appear from the ground. Continue further NE where you’ll be required to take out the Daedroth and Storm Astronach just before the path tails off to the left. Follow the contours round and take out the lone Clanfear that appears from the next left corner. Head into the subsequent large open area to the North and deal with the lone Daedroth that awaits you. Continue forwards and dispose of the lone Storm Astronach situated towards the opposite end, just before the trail turns left. Watch out for the two ‘Fire Turrets’ that guard this area – these are the large pillars at either end of this open area – as they tend to fire out accurate, fairly powerful balls of fire! Take the left path down to the NW and make your way towards the opposite end, at which point, a lone Storm Astronach will present itself; deal with him, and continue forwards through the narrow gap between the stone pillars and dispose of the Frost Astronach that awaits your arrival. Advance slightly forwards and take care of the ‘Dremora Kynmarcher’, who has a tendency to summon Flame Astronach’s to aid him in battle! Search his body afterwards to receive some nice rare items, including a Staff if you’re lucky and stop at the junction. You can either go left (West) or right (North) at this point; proceed down the North path for now, leading you round the large rock-formation until you come across a ‘Dremora Markynaz’ situated in the next open area that you come to. Again, he has a tendency to summon Flame Astronach’s. Deal with him quickly and collect the rare items from the remains afterwards. Follow the SW path, up and over the bank and enter the health spa - well it’s not actually a health spa, but if you need to replenish any lost health or magicka, then activate the ‘Blood Fountain’ and ‘Magika Essences’ here – so technically it is a health spa - and then retrace your steps back to the junction.
Collect the goods from the ‘Fleshy Pods’ before you leave and then take the left path (West) back at the junction. Walk under the two diagonally placed rocks and dispose of the lone Dremora Kynmarcher, warrior version and then search the body for rare items afterwards! Advance forwards, head between the high pillars and proceed down the South trail. Be careful of the two Fire-Turrets situated on either side of this area! Take out the solitary Clanfear that appears from the bank to your right and continue forwards. As you reach the subsequent larger area just up ahead, another Dremora Markynaz will attack; take him out quickly and then make your way up the small flight of steps and through the door towards the top leading you into ‘The Tower Portal to The Fury Spike’.
The Tower Portal to The Fury Spike
Once inside, a Dremora Kynreev –warrior version - who’s standing just inside the door’ll immediately attack you. Head into the room and quickly take him out before another Dremora Kynreeve and a Dremora Kynmarcher – mage version - join the battle. This can be fairly challenging if you’re careless, as the mage can summon, and the warrior can heal! Once you’ve cleared out this room of all hostile Dremora, collect the goods that they drop, paying close attention to the rare items – if any - and then proceed through either the North of South doors, leading you into the ‘Rending Halls’.
Rending Halls
Follow the hallway all the way towards the top and prepare yourself for another battle. In the following room you’ll come across a Spider Daedra and Dremora Kynreeve, who has a tendency to summon smaller Spider Daedra’s and Scamps!
If you’re running low on health then replenish it at the Blood Fountain in the centre of this area. Once you’ve defeated all demonic creatures, collect the items from the ‘Punished’ heart in the far corner and then advance through the SSW door, leading you back into ‘The Fury Spike’, this time on the higher level.
The Fury Spike
Deal with the lone Dremora Kynreeve inside and then work your way up the ramp towards the Punished; retrieve the goods from within and then exit this room via the same door.
Rending Halls
Now then, head through the East door and follow the winding corridor towards the top. Dispose of the Daedrtoh that appears from the corner and continue forwards. When you reach the top of the ramp, activate the ‘Claw Lever’ to your left and proceed towards the opposite end of the tunnel – avoiding the suspended spikes as you go!
Take the narrow corridor on your left leading into the subsequent smaller hallway and collect the items from the two Punished situated at either side. Head through either of the doors in front taking you back, one again, into The Fury Spike room.
The Fury Spike
Make your way towards the top by trekking up the slope and take care of the lone Storm Astronach, before heading through the door leading you into the ‘Corridors of Dark Salvation’.
Corridor of Dark Salvation
Take the right path up the winding ramp and take care of the Dremora Kynreeve towards the top. Retrieve the items form the Punished heart and replenish your lost magicka if needs be and then proceed up the next ramp to the SW. Take it to the very top and deal with the next lone Kynreeve here. Before heading through the NNE door on this level, quickly head down the opposite side to the lower level, dispose of the Kynreeve here and collect anything that may be of use from the Punished! Retrace your steps back up to the top and advance through the door.
The Fury Spike
Take out the ‘Sigil Keeper’ who’s situated just inside the door and then collect the Sigil Key from his body afterwards. Make your way up either side of the ramp and deal with the lone Dremora Kynreeve to the top. Use the Key that you obtained from the Keeper and unlock the South door into Sigillum Sanguis and pass through.
Sigillum Sanguis
Walk up the eerie corridor towards the Blood Fountain and take care of the Spider Daedra located towards the top. Replenish your health if needs be and head into the subsequent circular room, just off of the corridor you’re currently in, and dispose of the Dremora Kynval who’s awaiting your arrival inside. Once you’ve taken him out, proceed up the bizarre blood-ramp and deal with the two Dremora Markynaz that come running.
Collect any rare items and weapons they may have on them and then retrieve the goods from the two ‘Punished’ hearts positioned on either side of the this level. Once you’re finished here, advance up the next ramp leading you up to the highest platform and then simply recover the ‘Sigil Stone’ from with the inferno! Once you’ve successfully retrieved the Sigil Stone, the Oblivion Gate will close and you’ll be automatically transported just outside of where the portal once was with Burd and a few of the survivors.
Gate to Oblivion Successfully Closed!
Quickly talk to Burd to update your Quest and then travel to Cloud Ruler Temple after he’s expressed his gratitude.
Quest 13: ‘Bruma Gate’ Complete
Quest 13
Active Quest: Bruma Gate
The Jerall Mountains
Travel to Bruma’s ‘Wideye Stables’, located just outside the East Gate where you’ll come across a small legion of Bruma Guards just on the outskirts; walk up to the assembly and ‘Burd’ will spark up a rather polite conversation about you being the ‘Hero of Kvatch’; how nice! Yes, yes, that’s me! After he’s informed you of what’s to come, you’ll have an opportunity to prepare yourself for battle by telling them to “Hold on, I’m not ready yet.” If you’re in fact ready, then simply say “Lets go” and follow the men towards the Gate! As you approach the Gate to Oblivion, three demonic creatures will comes through.
Note: now, just like the previous Oblivion Gate, the creatures that you’ll face depend on your current level; remember this! The creatures that you’ll come across may not necessarily be the same as in this guide, as you may be either a higher or lower level, therefore, slightly changing the difficulty and therefore race of the creatures!
Lets continue; take out the three demonic beasts that come through, I had to deal with two ‘Daedroth’ and a ‘Spider Daedra’! Once you’ve cleared a safe path, proceed into the ‘Plane of Oblivion’.
Bruma's Oblivion Gate!
Wastes of Oblivion
Once inside, remember that the plants within this realm give off rare ingredients so think about harvesting everything along your journey! Walk forwards and take out the Daedroth, Spider Daedra and Storm Astronach that are patrolling up ahead. Once you’ve cleared the beginning section of all hostile demonic creatures, proceed NE, further down the trail until you come to two ‘Harada Roots’ on either side of the path, at which point, make your way round the back of the rock-formation, behind the South (right) Harada Root and take a look at the opposite island. Walk along the edge of the lava-stream and find the point where the distance between the island you’re currently on and the opposite one is the smallest! Quickly jump across – you probably wont make it unless you have really high ‘Acrobatic’ skills, but the length that you’re in the magma for shouldn’t cause that much damage - and hastily make your way across! Work your way round the cliff-face and into the centre of the island.
Deal with the lone Storm Astronach that seems to be guarding this area and head up to the ‘Fleshy Pod’ in the centre. Collect the items and gold from within and retrace your steps back to the Portal and continue along the path to the East. Deal with the lone Daedroth pacing up and down the destroyed-bridge to your left and watch out for the Claw Traps that appear from the ground. Continue further NE where you’ll be required to take out the Daedroth and Storm Astronach just before the path tails off to the left. Follow the contours round and take out the lone Clanfear that appears from the next left corner. Head into the subsequent large open area to the North and deal with the lone Daedroth that awaits you. Continue forwards and dispose of the lone Storm Astronach situated towards the opposite end, just before the trail turns left. Watch out for the two ‘Fire Turrets’ that guard this area – these are the large pillars at either end of this open area – as they tend to fire out accurate, fairly powerful balls of fire! Take the left path down to the NW and make your way towards the opposite end, at which point, a lone Storm Astronach will present itself; deal with him, and continue forwards through the narrow gap between the stone pillars and dispose of the Frost Astronach that awaits your arrival. Advance slightly forwards and take care of the ‘Dremora Kynmarcher’, who has a tendency to summon Flame Astronach’s to aid him in battle! Search his body afterwards to receive some nice rare items, including a Staff if you’re lucky and stop at the junction. You can either go left (West) or right (North) at this point; proceed down the North path for now, leading you round the large rock-formation until you come across a ‘Dremora Markynaz’ situated in the next open area that you come to. Again, he has a tendency to summon Flame Astronach’s. Deal with him quickly and collect the rare items from the remains afterwards. Follow the SW path, up and over the bank and enter the health spa - well it’s not actually a health spa, but if you need to replenish any lost health or magicka, then activate the ‘Blood Fountain’ and ‘Magika Essences’ here – so technically it is a health spa - and then retrace your steps back to the junction.
Collect the goods from the ‘Fleshy Pods’ before you leave and then take the left path (West) back at the junction. Walk under the two diagonally placed rocks and dispose of the lone Dremora Kynmarcher, warrior version and then search the body for rare items afterwards! Advance forwards, head between the high pillars and proceed down the South trail. Be careful of the two Fire-Turrets situated on either side of this area! Take out the solitary Clanfear that appears from the bank to your right and continue forwards. As you reach the subsequent larger area just up ahead, another Dremora Markynaz will attack; take him out quickly and then make your way up the small flight of steps and through the door towards the top leading you into ‘The Tower Portal to The Fury Spike’.
The Tower Portal to The Fury Spike
Once inside, a Dremora Kynreev –warrior version - who’s standing just inside the door’ll immediately attack you. Head into the room and quickly take him out before another Dremora Kynreeve and a Dremora Kynmarcher – mage version - join the battle. This can be fairly challenging if you’re careless, as the mage can summon, and the warrior can heal! Once you’ve cleared out this room of all hostile Dremora, collect the goods that they drop, paying close attention to the rare items – if any - and then proceed through either the North of South doors, leading you into the ‘Rending Halls’.
Rending Halls
Follow the hallway all the way towards the top and prepare yourself for another battle. In the following room you’ll come across a Spider Daedra and Dremora Kynreeve, who has a tendency to summon smaller Spider Daedra’s and Scamps!
If you’re running low on health then replenish it at the Blood Fountain in the centre of this area. Once you’ve defeated all demonic creatures, collect the items from the ‘Punished’ heart in the far corner and then advance through the SSW door, leading you back into ‘The Fury Spike’, this time on the higher level.
The Fury Spike
Deal with the lone Dremora Kynreeve inside and then work your way up the ramp towards the Punished; retrieve the goods from within and then exit this room via the same door.
Rending Halls
Now then, head through the East door and follow the winding corridor towards the top. Dispose of the Daedrtoh that appears from the corner and continue forwards. When you reach the top of the ramp, activate the ‘Claw Lever’ to your left and proceed towards the opposite end of the tunnel – avoiding the suspended spikes as you go!
Take the narrow corridor on your left leading into the subsequent smaller hallway and collect the items from the two Punished situated at either side. Head through either of the doors in front taking you back, one again, into The Fury Spike room.
The Fury Spike
Make your way towards the top by trekking up the slope and take care of the lone Storm Astronach, before heading through the door leading you into the ‘Corridors of Dark Salvation’.
Corridor of Dark Salvation
Take the right path up the winding ramp and take care of the Dremora Kynreeve towards the top. Retrieve the items form the Punished heart and replenish your lost magicka if needs be and then proceed up the next ramp to the SW. Take it to the very top and deal with the next lone Kynreeve here. Before heading through the NNE door on this level, quickly head down the opposite side to the lower level, dispose of the Kynreeve here and collect anything that may be of use from the Punished! Retrace your steps back up to the top and advance through the door.
The Fury Spike
Take out the ‘Sigil Keeper’ who’s situated just inside the door and then collect the Sigil Key from his body afterwards. Make your way up either side of the ramp and deal with the lone Dremora Kynreeve to the top. Use the Key that you obtained from the Keeper and unlock the South door into Sigillum Sanguis and pass through.
Sigillum Sanguis
Walk up the eerie corridor towards the Blood Fountain and take care of the Spider Daedra located towards the top. Replenish your health if needs be and head into the subsequent circular room, just off of the corridor you’re currently in, and dispose of the Dremora Kynval who’s awaiting your arrival inside. Once you’ve taken him out, proceed up the bizarre blood-ramp and deal with the two Dremora Markynaz that come running.
Collect any rare items and weapons they may have on them and then retrieve the goods from the two ‘Punished’ hearts positioned on either side of the this level. Once you’re finished here, advance up the next ramp leading you up to the highest platform and then simply recover the ‘Sigil Stone’ from with the inferno! Once you’ve successfully retrieved the Sigil Stone, the Oblivion Gate will close and you’ll be automatically transported just outside of where the portal once was with Burd and a few of the survivors.
Gate to Oblivion Successfully Closed!
Quickly talk to Burd to update your Quest and then travel to Cloud Ruler Temple after he’s expressed his gratitude.
Quest 13: ‘Bruma Gate’ Complete
Friday 9 February 2007
Quest 12: Miscarcand - Complete Solution
Martin will then tell you that he has managed to decipher another section of the book, and that the third item he’ll require is the ‘Great Welkynd’, known to be residing in ‘Miscarcand’, NE of Kvatch!
Quest 12
Active Quest: Miscarcand
So, what’re you waiting for? Exit the Temple and travel to Miscarcand SW of your current position. Come on chop, chop!
Miscarcand
Once you reach the ruins Miscarcand, take out the few Goblins that patrol the vicinity and then search the premises for numerous chests before making your way up the steps in the centre of the ruins itself and then head down the circular staircase leading you to the main door of the stronghold.
Once inside, head forwards down the corridor and then proceed down the steps to your right, at which point take out the lone ‘Bitterfish Goblin Berserker’ situated at the bottom. Continue forwards through the archway into the following room and then proceed through the subsequent archway further along. Follow the passageway round to the right and forget about the two gates on your left for now, instead, head through the next archway to the North and deal with the lone ‘Skeleton Hero’ here. Advance down the steps up ahead and into the next large room where two Zombies will be awaiting your arrival; quickly dispose of them and then search this large area for useful items and weapons – make sure you search the bodies of fallen Goblins! Once you’ve collected everything of use here, exit the room and retrace your steps back to the gates. On your way back, open up the second you come across (the South ‘Gate’), walk down the steps and deal with lone Zombie Guardian towards the bottom. Proceed forwards, across the stone bridge and jump down onto the lower level either to your left or right. Once positioned on the lower level, head East, further into this large region and dispose of the two Skeleton’s roaming around by the Stone Benches. Collect the Welkynd Stones from the four pillars and then make your way West. Before advancing through the next archway, quickly take a left turn and collect the items from the two chests located in the small inlet here. Now then, proceed down the West tunnel, make your way up the steps and deal with the ‘Bitterfish Goblin Shaman’, ‘Skirmisher’ and anything that the Shaman will summon – being it a mage-like creature or warriors!
Collect all the goods scattered around this small encampment and then push in the ‘Block’ located on the far East wall to open up the Gate across the stone-bride, thus enabling you to pass. Proceed up the steps to the North and then stand on the small pressure panel on the floor to open up the gate in front! Retrace your steps back to the bridge, cross it and head through the now-open gate towards the opposite end. Open up the door towards the far end leading you into the ‘Sel Vanua’ and walk through.
Miscarcand, Sel Vanua
Make your way down the flight of steps in front and head into the next large room where you’ll be attacked by a large number of Skeletons and Goblins, of all classes! Perform some Protection spells and Summoning spells if they’re available to you to make life easier and quickly dispose of the large assembly of creatures here! Collect any useful items and weapons that they may drop and then collect the Welkynd Stone from the pillar on the South wall. Now, push the Block on the East wall to raise the cage in the centre of this room and then retrieve the ‘Varla Stone’ from within! Advance down the South path and head through the gate towards the end. Head down the steps to your left and deal with solitary ‘Dread Zombie’ situated at the bottom. Follow the passageway round into the next room and make your way towards the opposite end of this higher level, making sure you collect all the Welkynd Stones to your left along the way! Cross the Stone Bridge towards the end and picklock the ‘Ayleid Coffer’ in the small inlet to your right and collect the goods from within. Proceed further along the bridge and deal both the Skeleton and Zombie who appear from round the following corner. Head into the subsequent room and take care of the lone Zombie just inside the gate. Advance down the South passageway and collect the items from the ‘Ayleid Reliquary’ positioned in the small hole to your right – make sure you collect the Ring!
Continue through the next gate and again follow the hallway right the way round until you come to another movable ‘Block’ on the left wall; push the Block to open a remotely operated gate further along your journey. And the proceed into the following room by heading through the archway. Once here, take out the few Skeletons that patrol the vicinity before making your way further North into the subsequent section of this large area, where you’ll be presented by a few more Skeletons; deal with them quickly and stock up on goods from their remains! Before advancing through the tomb, quickly stock up Welkynd Stones in this area and then head down the West tunnel and up the long flight of steps. Quickly step on the pressure pad positioned on the floor to open up the gate ahead and then retrace your steps back into the large room you were previously in. This time take the North tunnel into the following smaller room and deal with the two Zombies that await you here. Collect the goods from the chest to your right and head through the door in front leading you into the ‘Morimath’.
Miscarcand, Morimath
Walk to the top of steps in front and follow the narrow hallway to the opposite end. Take the next set of steps to the bottom and deal with the Zombies standing at the bottom. Forget about the right path, as there is absolutely nothing down there – simply to waste your time, which, I believe is slightly out of order baring in mind you have a Quest to complete! “Sigh”. So then, face left, and take the North path towards the opposite end and dispose of the two Zombie round the next corner. Proceed further down the hallway and collect the items from the two containers on either side and then make your way towards the opposite end. Turn left into the centre section and walk up to the ‘Great Welkynd Stone’ in the centre of the contraption. Right, before retrieving the stone, prepare yourself for a battle! Immediately after taking the stone, the steps from the lower level will raise and two Zombies will appear from them; also from the North tunnel, the ‘King of Miscarcand’ will appear from the archway and the battle will begin! The Zombies, like usual, shouldn’t prove too difficult, however, the ‘King of Miscarcand’ has numerous spells available to him, as well as resistance to most magic!
Weapons of any sort tend to work well for melee fighters and fire-based spells tend to work for mages! Quickly defeat the King before working on the Zombies, as he will cause the most damage! If he starts to get the better of you, then remember to stock up on health either with ‘Health’ spells or potions! Take care of the Zombies and then search the King’s body for some useful - and rare - items, paying close attention to his Staff and the ‘Key’! Head back along the North path on the higher level and you’ll notice that a secret door has opened, at which the King was residing in. Head into the room and stand on the pressure pad to open up another two hidden passages leading into a secret room to your right and an escape tunnel to your left; deal with the lone Zombie that appears from the right and then open up the ‘Cask’ on the coffin to collect the items from inside. Retrieve the Welkynd stone from the pillar and advance through the now-opened tunnel into the small hidden room on your right. Collect the items from the two chests and then make your way down the left tunnel. Use the ‘Miscarcand Key’ that you obtained from the fallen King to open up the door in front and head through. Proceed up the steps ahead and take care of the lone Zombie situated to the top. Continue forwards and then take the small narrow tunnel to your left all the way round until you come to another small flight of steps. Make your way to the very top and then up the second set where you’ll be presented with two Zombies, one from the right and one from the left. Deal with them both and then head into both rooms, to your left and right, and collect all the items from the numerous chests. When you’re finished collecting, head back to the junction and take the West steps to the top. Once you reach the top of the following set of steps, open up the door in front and proceed through back onto the first floor of Miscarcand.
Miscarcand
Picklock the Ayleid Reliquary to your right and collect the rare items from within and then collect the goods from the chest to your left. Once you’re done here, continue forwards and stand on the pressure pad to open up the secret-movable wall in front. Head through the tunnel and…I think you know where you are now! Clever ay? Exit the tomb, back outside and travel back to a town to sell up if needs be. If not, then simply make your way back to Martin, up at Cloud Ruler Temple!
Cloud Ruler Temple
Locate Martin – who looks a bit like a ‘G’ all dressed up in the ‘Armour of Tiber Septim’ – ‘Bling, Bling’ - and [Give him the Great Welkynd Stone].
Quest 12: ‘Miscarcand’ Complete
Quest 12
Active Quest: Miscarcand
So, what’re you waiting for? Exit the Temple and travel to Miscarcand SW of your current position. Come on chop, chop!
Miscarcand
Once you reach the ruins Miscarcand, take out the few Goblins that patrol the vicinity and then search the premises for numerous chests before making your way up the steps in the centre of the ruins itself and then head down the circular staircase leading you to the main door of the stronghold.
Once inside, head forwards down the corridor and then proceed down the steps to your right, at which point take out the lone ‘Bitterfish Goblin Berserker’ situated at the bottom. Continue forwards through the archway into the following room and then proceed through the subsequent archway further along. Follow the passageway round to the right and forget about the two gates on your left for now, instead, head through the next archway to the North and deal with the lone ‘Skeleton Hero’ here. Advance down the steps up ahead and into the next large room where two Zombies will be awaiting your arrival; quickly dispose of them and then search this large area for useful items and weapons – make sure you search the bodies of fallen Goblins! Once you’ve collected everything of use here, exit the room and retrace your steps back to the gates. On your way back, open up the second you come across (the South ‘Gate’), walk down the steps and deal with lone Zombie Guardian towards the bottom. Proceed forwards, across the stone bridge and jump down onto the lower level either to your left or right. Once positioned on the lower level, head East, further into this large region and dispose of the two Skeleton’s roaming around by the Stone Benches. Collect the Welkynd Stones from the four pillars and then make your way West. Before advancing through the next archway, quickly take a left turn and collect the items from the two chests located in the small inlet here. Now then, proceed down the West tunnel, make your way up the steps and deal with the ‘Bitterfish Goblin Shaman’, ‘Skirmisher’ and anything that the Shaman will summon – being it a mage-like creature or warriors!
Collect all the goods scattered around this small encampment and then push in the ‘Block’ located on the far East wall to open up the Gate across the stone-bride, thus enabling you to pass. Proceed up the steps to the North and then stand on the small pressure panel on the floor to open up the gate in front! Retrace your steps back to the bridge, cross it and head through the now-open gate towards the opposite end. Open up the door towards the far end leading you into the ‘Sel Vanua’ and walk through.
Miscarcand, Sel Vanua
Make your way down the flight of steps in front and head into the next large room where you’ll be attacked by a large number of Skeletons and Goblins, of all classes! Perform some Protection spells and Summoning spells if they’re available to you to make life easier and quickly dispose of the large assembly of creatures here! Collect any useful items and weapons that they may drop and then collect the Welkynd Stone from the pillar on the South wall. Now, push the Block on the East wall to raise the cage in the centre of this room and then retrieve the ‘Varla Stone’ from within! Advance down the South path and head through the gate towards the end. Head down the steps to your left and deal with solitary ‘Dread Zombie’ situated at the bottom. Follow the passageway round into the next room and make your way towards the opposite end of this higher level, making sure you collect all the Welkynd Stones to your left along the way! Cross the Stone Bridge towards the end and picklock the ‘Ayleid Coffer’ in the small inlet to your right and collect the goods from within. Proceed further along the bridge and deal both the Skeleton and Zombie who appear from round the following corner. Head into the subsequent room and take care of the lone Zombie just inside the gate. Advance down the South passageway and collect the items from the ‘Ayleid Reliquary’ positioned in the small hole to your right – make sure you collect the Ring!
Continue through the next gate and again follow the hallway right the way round until you come to another movable ‘Block’ on the left wall; push the Block to open a remotely operated gate further along your journey. And the proceed into the following room by heading through the archway. Once here, take out the few Skeletons that patrol the vicinity before making your way further North into the subsequent section of this large area, where you’ll be presented by a few more Skeletons; deal with them quickly and stock up on goods from their remains! Before advancing through the tomb, quickly stock up Welkynd Stones in this area and then head down the West tunnel and up the long flight of steps. Quickly step on the pressure pad positioned on the floor to open up the gate ahead and then retrace your steps back into the large room you were previously in. This time take the North tunnel into the following smaller room and deal with the two Zombies that await you here. Collect the goods from the chest to your right and head through the door in front leading you into the ‘Morimath’.
Miscarcand, Morimath
Walk to the top of steps in front and follow the narrow hallway to the opposite end. Take the next set of steps to the bottom and deal with the Zombies standing at the bottom. Forget about the right path, as there is absolutely nothing down there – simply to waste your time, which, I believe is slightly out of order baring in mind you have a Quest to complete! “Sigh”. So then, face left, and take the North path towards the opposite end and dispose of the two Zombie round the next corner. Proceed further down the hallway and collect the items from the two containers on either side and then make your way towards the opposite end. Turn left into the centre section and walk up to the ‘Great Welkynd Stone’ in the centre of the contraption. Right, before retrieving the stone, prepare yourself for a battle! Immediately after taking the stone, the steps from the lower level will raise and two Zombies will appear from them; also from the North tunnel, the ‘King of Miscarcand’ will appear from the archway and the battle will begin! The Zombies, like usual, shouldn’t prove too difficult, however, the ‘King of Miscarcand’ has numerous spells available to him, as well as resistance to most magic!
Weapons of any sort tend to work well for melee fighters and fire-based spells tend to work for mages! Quickly defeat the King before working on the Zombies, as he will cause the most damage! If he starts to get the better of you, then remember to stock up on health either with ‘Health’ spells or potions! Take care of the Zombies and then search the King’s body for some useful - and rare - items, paying close attention to his Staff and the ‘Key’! Head back along the North path on the higher level and you’ll notice that a secret door has opened, at which the King was residing in. Head into the room and stand on the pressure pad to open up another two hidden passages leading into a secret room to your right and an escape tunnel to your left; deal with the lone Zombie that appears from the right and then open up the ‘Cask’ on the coffin to collect the items from inside. Retrieve the Welkynd stone from the pillar and advance through the now-opened tunnel into the small hidden room on your right. Collect the items from the two chests and then make your way down the left tunnel. Use the ‘Miscarcand Key’ that you obtained from the fallen King to open up the door in front and head through. Proceed up the steps ahead and take care of the lone Zombie situated to the top. Continue forwards and then take the small narrow tunnel to your left all the way round until you come to another small flight of steps. Make your way to the very top and then up the second set where you’ll be presented with two Zombies, one from the right and one from the left. Deal with them both and then head into both rooms, to your left and right, and collect all the items from the numerous chests. When you’re finished collecting, head back to the junction and take the West steps to the top. Once you reach the top of the following set of steps, open up the door in front and proceed through back onto the first floor of Miscarcand.
Miscarcand
Picklock the Ayleid Reliquary to your right and collect the rare items from within and then collect the goods from the chest to your left. Once you’re done here, continue forwards and stand on the pressure pad to open up the secret-movable wall in front. Head through the tunnel and…I think you know where you are now! Clever ay? Exit the tomb, back outside and travel back to a town to sell up if needs be. If not, then simply make your way back to Martin, up at Cloud Ruler Temple!
Cloud Ruler Temple
Locate Martin – who looks a bit like a ‘G’ all dressed up in the ‘Armour of Tiber Septim’ – ‘Bling, Bling’ - and [Give him the Great Welkynd Stone].
Quest 12: ‘Miscarcand’ Complete
Tuesday 6 February 2007
Quest 11: Blood of the Divines - Complete Solution
Quest 11
Active Quest: Blood of the Divines
Begin with the Quest, ‘Blood of the Divines’ and forget about Jauffre’s Quest for the moment. Enquire about the ‘Armour of Tiber Septim’ to update on the current Quest in hand. Exit the Temple and make your way towards ‘Sancre Tor’ SW of your current position.
Sancre Tor
Once you reach Sancre Tor ruins, you’ll be required to take out a few minor Skeletons that patrol this area; dispose of the bones one by one and then walk into the main complex of the ruins.
Once inside, search the premises for some nice items – search the two chests on the higher levels – and then locate the door to the ‘Sancre Tor’ on the SE side. Use the ‘Key’ that you received earlier to unlock the door and head inside.
Note: Before we proceed, everything within these ruins are spirits of some sort and can only be hit with weapons of ‘Silver’, ‘Daedra’ or ‘Bound’; bare this in mind!
Once inside, head forwards down the steps, and take out the lone ‘Ancient Ghost’ towards the bottom. Collect the ‘Ectoplasm’ from the Ghost’s remnants and then continue down the next flight of steps and head through the door towards the end of the next corridor. Head round the corner to your left and take care of the lone Ghost here. Continue forwards and dispose of the ‘Faded Wraith’ up ahead. Descend the next set of steps and collect the goods from the chest located in the small inlet to you’re your left – watch out for the dart-trap on either side of the wall! Advance down the hallway to the NW, head through the door and down the subsequent flight of steps.
Take out the Faded Wraith and Ghost situated round the following corner and then activate the ‘Pull Lever’ to open up the gate in front. Follow the corridor right round and take out the lone ‘Undead Blade’ situated at the top of the following set of steps. After you defeat the un-dead, the ‘Ghost of Rielus’ will appear and thank you for freeing him. Ask him all the relevant question on screen and then search the remains of the skeleton to obtain a rare necklace! Once you’re done here, collect the items from the three chests in this area and then follow the Ghost across the bridge to the SE. Head down the next flight of steps and through the door at the end leading you into the ‘Entry Hall’
Sancre Tor, Entry Hall
Once inside, head into the large circular platform in the centre of this room and deal with the Faded Wraith here. Head back up to the higher level and take out the next Faded Wraith to the SW.
Once you’ve cleared out this room of all hostile forces, advance down the NW tunnel and head through the door towards the end.
Sancre Tor, Hall of Judgement
Head up the small set of steps in front and take care of the lone Wraith to your right. Forget about the left path for the moment, instead, make your way up the steps to your right. Take care of the lone Ghost up ahead and continue down the corridor, through the next door and deal with the solitary Wraith here! Advance further down the hall, and deal with the next lone Wraith located in the following room. Collect the items from the chest on this higher level and then make your way down the SE tunnel towards the opposite end. Head across the small stone-bridge and collect the supplies from within the two chests. Retrace your steps back to the stairs and head down them. Deal with the next lone Wraith to your right and proceed SW through the next door. Continue down the tunnel, open the chest towards the end and then head into the large open room down below. Here you’ll locate the next Undead Blade; attack him with everything you got and put him out of his misery quickly!
Once you’ve freed his soul, make sure you collect his weapon and then search the two chests in the subsequent smaller room. Once you’re finished in here, retrace your steps all the way back to the junction where you had the opportunity to go left or right and this time take the left path, and deal with the lone Wraith through the following set of doors! Head round the large stone pillar in the centre of this room and make your way through the door to the SW and take dispose of the Faded Wraith here. Proceed down the step in front and head through the door leading you into the Catacombs.
Sancre Tor, Catacombs
Once inside the Catacombs, you’ll be required to deal the third Undead Blade; again, take him out to successfully free him and then collect his weapons if needs be. Before leaving this area, make sure that search the chest in the far North corner to obtain the rare ‘Ring of Willpower’ and ‘Aegis Robe’ – extremely useful items for Mage’s! Now then, make your way up the steps and head down the following corridor. Collect the items from the two chests in front and take out the lone Faded Wraith to your right. Walk up the steps to your left and deal with Ghost situated towards the top. Head back down the steps and follow the tunnel NW down into an eerie room. Make your way round the pillars and head down the SW path. Deal with the Faded Wraith round the following corner and then advance further down the passageway. Head round the next corner and dispose of the lone Ghost here. Proceed up the steps and cross the stone-bridge to position you at the top. Follow the winding passage through to the subsequent room and deal with the two Wraiths and the Ghost within this chamber. Once you’ve cleared out this area, search the chest positioned behind the statue to the NW and then advance down the SE tunnel. Make your way towards the far end and then head through the door, leading you back into the ‘Entry Hall’.
Sancre Tor, Entry Hall
Hop into the water and then jump back up onto the circular platform in the centre of the room.
Make your way back up to the higher level and then proceed down the East tunnel and through the door towards the end, leading into the ‘Prison’.
Sancre Tor, Prison
Head down the first of set of steps just inside the door, and follow the corridor round towards the gate. Take out the lone Ghost here and then activate the lever to open up the gate in front. Advance forwards and turn the right corner where another Ghost’ll approach you; take him out and then continue up the steps. Deal with the Skeleton located towards the top, collect the ‘Warden Kastav’s Key’ and then open the locked door with it, leading you into the subsequent passageway. Descend the small flight of steps and dispose of the lone Wraith towards the bottom.
Turn down the tunnel to your right and collect the items from the chest in the small cell and then return to the junction. This time, make your way further down the East path and then turn left at the following junction to collect the goods from the chest positioned just outside of the next cell. Advance South and then deal with Wraith to your right. You can now sleep off any injuries if you so wish by heading into the room on your left. Once you’ve finished and rested up if needs be, proceed further down the South tunnel and dispose of the next Wraith up ahead. Continue down the East tunnel now and deal with Ghost positioned at the bottom of the following set of steps. Turn left and advance forwards into the subsequent room where you’ll locate the final Undead Blade on the lower level. Dispose of him quickly and make sure that you collect the rare shield that he drops! Search all the chests on this floor and then head back up to the higher level and retrace your steps back to the ‘Entry Hall’.
Sancre Tor, Entry Hall
Once you re-enter the Entry Hall, make your way back down to the circular platform and this time, head through the door towards the very bottom, leading you into the ‘Tomb of the Reman Emperors’.
Sancre Tor, Tomb of the Reman Emperors
As you enter, you’ll see the four Ghosts of the Ancient Blades that you previously freed standing just in front of the cursed path leading into the Shrine of Tiber Septim. Remain here for a few seconds until they dispel the curse. Once the spell has been shattered, advance down the tunnel and collect the Armour of Tiber Septim from the small stand up ahead. Once you’ve successfully acquired the necessary item, retrace your steps back to the main entrance and exit, back outside into the open!
Jerall Mountains
Once you’re back outside, I’d advise you, like always, to sell up or store away any rare items that you may have obtained on your Quest inside the ruins of Sancre Tor before making your way back up towards Cloud Ruler Temple.
Cloud Ruler Temple
Once you’ve stored your goods or sold up at one of the major cities, head back to Cloud Ruler Temple, up the main steps and make your way into the Temple itself.
Locate Martin who should be in the Great Hall like usual – unless he’s asleep – and inform him about the ‘Armour of Tiber Septim’.
Quest 11: ‘Blood of the Divines’ Complete
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
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
Wednesday 31 January 2007
Quest 8: Spies - Complete Solution
Quest 8
Active Quest: Spies
While he studies the book for the answer to Mankar’s Paradise Portal you must locate Jauffre to receive an update on the current Quest in hand. Ask about the ‘Spies’ and then assure him that you’ll deal with this problem! Quickly talk to ‘Captain Steffan’, a ‘Blade’ who should be patrolling the Temple somewhere, and enquire about the ‘Spies’. Once he’s updated you on a few useful pointers, make your way out of the Temple, down the steps and take the long and winding path to the base of the mountain. Once you reach the very bottom, turn to your right (West) and walk up the small bank, in and around the rock formation. As you reach the top, you’ll notice a luminous green pattern on a rock?
Activate the ‘Hestra Rune Stone’ to forge a ‘Bound Weapon’ and then remain here for a while until the Spies arrive. You’ll be attacked by a Mythic Dawn called ‘Jearl’. Fight back and search the body - once you’ve defeated the Dawn - for both the ‘Basement Key’ and ‘Jearl’s Key’. Once you’ve done this, make your way to ‘Castle Bruma’ and head through the main door into ‘The Great Hall’.
Castle Bruma, The Great Hall
Once inside, proceed into the ‘Barracks’ by heading through the door on the North side.
Castle Bruma, Barracks
Enter into the Barracks and locate ‘Captain Burd’. Ask him about the Spies and then notify him that Jearl was a Mythic Dawn agent! He’ll then give you authorisation to search Jearl’s house. Exit the Barracks via the same door and then exit the Castle via the East door. Once you’re back outside head SE in the direction of Jearl’s house and use the ‘Key that you acquired to enter.
Jear’s House
Immediately after entering, ‘Saveri Faram’ – another Mythic Dawn – will transform into her bound armour and another fight will begin. Dispose of the lone target and collect the ‘Basement Key’ from her afterwards.
Once the house is clear, use the ‘Basement Key’ to open the hatch in the floor; you’ll locate it just to the left of the table, half-covered by the rug! As you enter the basement, hop off of the crate and collect the note ‘Jearls Orders’ from the table towards the back of the room and then exit the Basement via the door leading you out into ‘Bruma Caverns’ or back up through the hatch. Once you’re back outside, travel to Cloud Ruler Temple any way you choose, make your way up the steps and head over to Jauffre’s position.
Cloud Ruler Temple
Once you’ve located Jauffre, show him the ‘Orders’ that you found within Jearl’s house and listen to what’s next to come. He seems pleased and advises you to speak to Martin – who should be in the ‘Great Hall’ – about the ‘Mysterium Xarxes’!
Quest 8: ‘Spies’ Complete
Quest 7: Dragon Shrine - Complete Solution
Quest 7
Active Quest: Dragon Shrine
Now, open up the map screen, and travel NE of your current position to ‘Lake Arrius Caverns’, where the next part of your Quest will soon begin. If you’re thinking about ‘Fast Travelling’ there, then you’ll be unable to do so, as you haven’t yet discovered that location, however, you can ‘Fast Travel’ to ‘Black Waterside Stables’ in ‘Cheydinhol’ and ride a horse North to the location, that’s if you’ve got the money to spare!
If not, then simply walk it, either way will save you time, and will also allow for a nice, scenic route along your journey!
Lake Arrius Caverns
To reach the ‘Caverns’, you’ll be required to cross a small river and hike up a long and tedious hill. Once you come to the entrance of the ‘Lake Arrius Caverns’, head inside and light up a torch. Right then, walk forwards down through the ominous cavern until you bump into the ‘Doorkeeper’, a Mythic Dawn associate, at which point, head over in his direction and listen to his instructions. Once he’s finished enlightening you of what’s about to come, he’ll unlock the door enabling you to pass. Before heading through the door, turn back around and walk up to the well-lit, elevated platform to the far South of this section of the cave. Quickly drop everything that’s in your inventory, EVERYTHING – this will all become apparent shortly - and then proceed through the now-opened door.
The only thing that you are unable to drop is your Gold, however, there is a way in which you can get all of your Gold back from Harrow shortly after he’s taken it! You’ll see what I mean in a moment. Continue through the narrow cave for a short distance until you meet up with a man named ‘Harrow’. Harrow will insist that you [Give him all your possessions] if you wish to enter unharmed; see, I told you that it would all become apparent soon! If you want to keep your undercover roll then you’ll be required to hand over everything, however, if you fancy starting WW III then refuse and say “I’m not here to join the order”, at which point, Harrow will transform into the Mythic Dawn Warrior and the fight will begin. Doing it this way will result in you having to kill ALL Mythic Dawn members within the ‘Shrine Antechamber’, as they all immediately become hostile afterwards. The stealth method is best for lower level characters so I’d advise you take this path if you’re not yet advanced enough! Plus, if you took my advice and stashed all your belongings, then they’ll be nothing to hand over! Give up your possessions – Gold in this case - and then quickly head back to your goods. Collect them and follow Harrow into the ‘Shrine Antechamber’.
Shrine Antechamber
Once inside the Shrine Antechamber, enter ‘Sneak Mode’ and ‘Pickpocket’ Harrow; you only have one chance at this before he notices you, so stealth and speed is the key here. Quickly and quietly sneak up on him and retake your Gold! Now, at this point, you’re still undercover…with all your items, weapons and gold – sneaky ay! I think you’re ready now! Follow Harrow down the South tunnel and take the first door on your right; Harrow will wait for you, so don’t worry you wont lose him.
Head down the short tunnel until you come to a two-way junction and quickly take the left one. Follow it round towards the next room and search around the place for items and rare books. Open up the box located in the far corner and collect the ‘Scroll’ from inside. Once you’ve collected everything from here, retrace your steps and regroup with Harrow. Continue following him down the passageway until he enters through the wooden door on your left, leading you into the ‘Dragon Shrine’, at which point, forget about Harrow for the minute, and continue South towards the far end. Picklock the door at the end, walk through and follow the tunnel down towards the next room, which looks like a storage facility! Open up all the crates, boxes and chests and collect everything that may be of use! Once you’re finished stocking up on supplies, retrace your steps back to the Dragon Shrine door and walk through.
Dragon Shrine
Again, follow Harrow down the long flight of stairs and stand with the group situated to the bottom. Listen to Mankar Camoran’s speech, wait for him to teleport and then step up to the platform. You’ll notice a prisoner chained down towards the back of the raised level and one of the members of the Mystic Dawn will order you to kill him! You can do one of three things here; either leave him completely alone and simply go for the book, kill him, or set him free. Baring in mind that your next move is to steal the Book of ‘Mysterium Xarxes’, and in turn forfeit your undercover roll anyway, I’d suggest you save his life, as it’s not going to make things any worse for you! Killing him would be wrong, of course and letting him die is just as bad; so, quickly run over to his position and ‘Free’ him! Next, quickly run over to the Book or ‘Mysterium Xarxes’, which is located on the podium at which Mankar was stood, and steal the book! As you can probably guess by now, everyone with the cavern suspects that you’re not one of them, and now this is where it gets tricky! Immediately after releasing the prisoner and stealing the book, the nearby Dawn members transform into their hardy armour, and all hell breaks lose!
Forget about taking these on, as you don’t really have a chance, instead, quickly run back to the steps and take the right set of steps leading you up to the top level. You’re unable to exit via the same route you entered as the gate is now locked, so you’re going to have to find another way out. Once you reach the top level, head down the NW tunnel and through the door towards the end leading you into the ‘Shrine Living Quarters’.
Shrine Living Quarters
Once inside, advance up the passageway ahead, and take out the lone Mythic Dawn Guard, towards the top. Be careful, as he tends to summon Ghosts to his aid! Continue to the right further down the tunnel and deal with the Mystic Dawn Acolyte who attacks. Proceed into the next room and collect all the items from the shelves and crates. Head forwards and make your way through the SW door leading into one of the sleeping quarters. Cast some protection spells and summon spells – if your race and class is permitted to – and take out the two Mythic Dawn’s inside. Once you’ve cleared out the room of all hostile forces, collect the goodies from within the room and make sure that you picklock the chest near the West wall and collect the rare ‘Staff of Paralyzing Burst’ and numerous other useful items from within. Exit the room and take the NW tunnel into the next small room and dispose of the lone Acolyte here. Search all the boxes and chests and then continue down through the SW tunnel. Walk down the slope, through the next passageway past the hanging tabards and take out the two Guards that come running from the room up ahead. Once the path is clear, proceed into the large room in front and take the steps to right up to the next level. Follow the path round to the right and make your way towards the opposite side of this room.
Take the East tunnel and enter ‘sneak Mode’ to lure a few of the Dawn’s out; four hostile Mythic Dawn members will now come running your way, so equip any protection spells and do anything that you can to boost your power, armour, speed, anything to raise your attributes, and then retreat back to the large open area in the previous room. This is now your battle-zone! Take out the four hostile members by any means necessary and then head back down the East path once again. You’ll notice a large group of Acolytes fleeing the scene; now you can either leave them be, or hack them down like the traitors they are, the choice is yours! When you’ve decided on how to deal with the cluster of Acolytes, advance further down the cave to the East and into the next large room. Search all the crates and make sure you collect the goodies from the ‘Small Crate’ positioned against the far East wall. Once you’re done in this area, advance down the South path and stop at the junction. Now then, you can head through the door to your left leading you back into the Shrine Antechamber and make for the exit from here, or so you’d think!? The West door leading you out of the Shrine Antechamber is actually locked, meaning that this way is impassable! The alternate route, or actually, the only route, is to forget about this door and take the right path instead, dealing with the lone Acolyte along the way and continue up the path until you come to another wooden door leading you into ‘Lake Arrius Caverns’. Forget about this door for now, instead carry on past the door and follow the tunnel West towards the far end. Picklock the chest and collect the items from within. Retrace your steps back to the previous door and walk through!
Lake Arrius Caverns
Head into the small room, rest up if needs be, collect the items throughout and picklock the chest! When you’re done collecting items, activate the ‘Turn Handle’ located on the wall just to the left of the East tunnel to shift the large boulder that’s blocking your path at the end of the passageway! Now that the rock has budged, advance down the East path and through the gap in the wall. Look at that, back to the beginning! I think you know where you are now right? Make your way in the NE direction, follow the path up towards the wooden door and exit the caverns, back out into the big wide world!
The Jerall Mountains
Now then, you can simply ‘Fast Travel’ to ‘Cloud Ruler Temple’ and give the good news, or you can head back to the Market District and sell up any unwanted items for that important extra cash! It's your decision. After you’ve done whatever it is you have chosen to do, make your way to ‘Cloud Ruler Temple’ in search for Martin.
Cloud Ruler Temple
When you reach the Temple, enter its grounds and walk up the steps. Half way up Jauffre will approach you and ask about the Amulet. After he’s finished, head into Temple itself and locate Martin in the ‘Great Hall’.
Hand in the book to Martin and take note of what he has to say to complete your current Quest!
Quest 7: ‘Dragon Shrine’ Complete
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