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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=184.88.12.130</id>
	<title>UESPWiki - User Contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=184.88.12.130"/>
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	<updated>2026-06-09T12:23:03Z</updated>
	<subtitle>User Contributions</subtitle>
	<generator>MediaWiki 1.32.6</generator>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Kagrumez_Gauntlet&amp;diff=1087930</id>
		<title>Skyrim talk:The Kagrumez Gauntlet</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Kagrumez_Gauntlet&amp;diff=1087930"/>
		<updated>2013-01-05T15:38:16Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* No dude! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rewards ==&lt;br /&gt;
Going to post the rewards here first, as I've not completed the dungeon yet.  (Still have to get 2 more gems.)&lt;br /&gt;
I'll move it to the main page after I've finished it (If someone else doesn't do it first.)&lt;br /&gt;
&lt;br /&gt;
:Completing the first fight nets you a Dwarven Spider follower.&lt;br /&gt;
:Completing the second fight nets you a Dwarven Sphere follower.&lt;br /&gt;
&lt;br /&gt;
--[[User:Mikeyy|Mikeyy]] ([[User talk:Mikeyy|talk]]) 05:25, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Reaver Leader? ==&lt;br /&gt;
&lt;br /&gt;
I came here with the Nchardak and Silt Strider gems to see if I could figure out what to do with them. There was the dead guy in the tent outside (not sure what his deal is) and two generic (lowest level) Reavers inside, who were probably not this &amp;quot;leader&amp;quot; since I'm at level 80. I killed them, found nothing interesting on their corpses, poked around for a bit (not seeing the gem pattern plaque on the door), and left. I never saw any other Reavers, and this was my first time entering the ruin, though I had discovered it a while back. After finding the third gem (Fahlbtharz) I came back, but there is still no Reaver with two gems, just one of the corpses left over from before. Am I looking in the wrong place? If not, does anyone know of any other gems I could acquire to open door three, since I either missed my opportunity to get gems four and five or never had a chance to begin with? Thanks. [[User:Username12345|Username12345]] ([[User talk:Username12345|talk]]) 21:47, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I looked on another site that said the leader is supposed to be a Reaver Lord, and I am certain I never encountered him. I think this must be a bug. Pretty lame to have to do so much online research to get through a simple side quest. Takes me back to the early days after Skyrim's release - not in a good way. On the plus side, I can still cheat my way through the third door to the reward for the quest using the Whirlwind Sprint glitch. [[User:Username12345|Username12345]] ([[User talk:Username12345|talk]]) 22:09, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Busted Centurion ==&lt;br /&gt;
&lt;br /&gt;
The Centurion in the last room looks like it would be friendly like the spider or the sphere but a cave-in destroyed him and his spawn.&lt;br /&gt;
It could make interesting trivia or something if this is confirmed or agreed with. {{uns2|07:15, 17 December 2012‎|66.245.199.38}}&lt;br /&gt;
&lt;br /&gt;
== No dude! ==&lt;br /&gt;
&lt;br /&gt;
When I went to buy the last gem off of the dude attending the silt strider, he wasn't there. I even checked the strider (just in case). No luck. Any help on how I can get the last of the three?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Unearthed&amp;diff=1083159</id>
		<title>Skyrim talk:Unearthed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Unearthed&amp;diff=1083159"/>
		<updated>2012-12-27T19:58:17Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: Created page with &amp;quot;==Finding Ralis CLUE!!!== It is in Ralis' final Diary, #23.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Finding Ralis CLUE!!!==&lt;br /&gt;
It is in Ralis' final Diary, #23.&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lakeview_Manor&amp;diff=1079706</id>
		<title>Skyrim talk:Lakeview Manor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lakeview_Manor&amp;diff=1079706"/>
		<updated>2012-12-20T20:03:29Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Respawning? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Livestock?==&lt;br /&gt;
Anyone know if your chickens, cow and horse respawn? Cause my estate keep getting attacked by a new NPC named Rochelle the Red and her bandits and first thing she's doing is killing my chickens... [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]] | [[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 00:26, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, you have to purchase them again if they are killed. I stopped buying the horse after the 4th death.  — [[User:Kunvulonin|&amp;lt;font color=&amp;quot;#003366&amp;quot;&amp;gt;Kunvulonin&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Kunvulonin|&amp;lt;font color=&amp;quot;#CC3300&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Künvülänin&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 00:30, 8 September 2012 (EDT)&lt;br /&gt;
::Really? Cause my steward stops offering improvements once either I've bought everything or if the Bard is the last option left. [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]] | [[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 01:27, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, your steward should have the options to buy again if you animals have died. So far I've been able to buy a horse 4 times and a cow 2 times. As for the chickens, I've only been able to buy a chicken 3 times and no more after that. — [[User:Kunvulonin|&amp;lt;font color=&amp;quot;#003366&amp;quot;&amp;gt;Kunvulonin&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Kunvulonin|&amp;lt;font color=&amp;quot;#CC3300&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Künvülänin&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:33, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{od}}Yeah see I have 3 chickens, and 1 of everything else but as soon as i buy the last thing or if the only thing remaining to buy is the Bard then the option disappears from my stewards conversation list. [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]] | [[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 12:50, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your chickens will respawn if you are absent from the house for ten days, which is why the steward never offers any more when they die. {{uns2|03:07, 17 October 2012‎|58.169.148.24}}&lt;br /&gt;
&lt;br /&gt;
== The Woodsman's Friend ==&lt;br /&gt;
&lt;br /&gt;
The weapon &amp;quot;The Woodsman's Friend&amp;quot; is located just northwest from the house, which makes it rather handy for discovering the item. [[User:Kaelorn|Kaelorn]] ([[User talk:Kaelorn|talk]]) 20:04, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirm Spouse glitch ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that your spouse will indeed attempt to spend the day on the armory porch which causes them to stand in the general area of the where the stairs would be if you do not have the armory. This isn't too problematic a bug but indeed is a bug. [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]] | [[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 01:37, 11 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armor duplication glitch returned ==&lt;br /&gt;
&lt;br /&gt;
I built the armory in the east wing, put a full set of armor on the center mannequin, removed it and went questing. upon return the armor was duplicated there although the mannequin was.. displaced, in front of the armor stand on the floor (pretty much where you'd be when selecting the object) and upon taking the new set of armor, the mannequin moved back to its original position. left and returned house, a new duplicate is there. And another.&lt;br /&gt;
I can't remember if I left the cell before retrieving the armor&lt;br /&gt;
&lt;br /&gt;
It also removed all armor tempering. (No custom enchantments were on the armor, so no enchantments were lost although I'd imagine they would be)&lt;br /&gt;
&lt;br /&gt;
I can't get rid of the duplication either, also the mannequin displacement glitch is entirely separate (or so I believe) from the duplication.&lt;br /&gt;
Luckily I've got 6 sets of Ancient Falmer Armor... but it's a bit annoying. {{uns2|04:34, 12 September 2012‎|74.193.81.178}}&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
*This could be a bug. I've purchased the property at level 2 and later on various characters. But there is discussion elsewhere about it not being available until later levels. I just played a character to level 9 and was not offered the quest to give the Jarl some Black Briar Mead. I believe this is because I did the Bandit Leader quest first.&lt;br /&gt;
:''added by [[User:Dog333|Dog333]] on 19:10, 30 September 2012‎''&lt;br /&gt;
&lt;br /&gt;
I removed the above from the article due to the first-person point-of-view, lack of specific details, and also the fact that the very first sentence implies that it may or may not be a bug. Knowing the exact circumstances would be helpful in order to determine whether or not this is a bug, and of course, how to reword it accordingly and add it back to the article if appropriate. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:40, 30 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I am rewording it as follows. Please advise on changes. &lt;br /&gt;
:This property is sometimes unavailable at early levels - other times it is. If [[Skyrim:Siddgeir|Siddgeir]] is Jarl, and [[Skyrim:Rare Gifts|Rare Gifts]] is complete, and [[Skyrim:Kill the Bandit Leader|Kill the Bandit Leader]] is complete, then it usually works.  But sometimes Rare Gifts is not a conversation option at early levels [other times it is]. {{uns2|00:26, 4 October 2012‎|Dog333}}&lt;br /&gt;
&lt;br /&gt;
::Okay, so from what I understand, the gist of it is that you sometimes can do [[Skyrim:Kill the Bandit Leader|Kill the Bandit Leader]] without even getting the dialogue to do Siddgeir's [[Skyrim:Rare Gifts|Rare Gifts]] quest? — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:40, 4 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I'll confirm. Got the letter to report to the Jarl ~72 hours after installing the DLC, did the quest and got the deed. I'm 98% sure I didn't do the rare gifts quest as I didn't even have Falkreath(?) unlocked for fast travel at the time. [[Special:Contributions/67.169.54.165|67.169.54.165]] 18:26, 6 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Okay, thanks for the confirmation. I'm thinking now that this is not actually a bug, but the way that it is supposed to work, given some new information and other reports. For one, a [[Skyrim:Loading_Screens#Special|loading screen]] says that you can buy property by becoming a friend of the jarl in the hold-- this indicates that you are required to raise their [[Skyrim:Disposition|disposition]] to a certain point, rather than required to complete certain specific quests. Of course, completing certain specific quests is how you can raise their disposition, so that's where the listed quest information came from before the CK information was available. Also, there's [[Skyrim_talk:Heljarchen_Hall#Waking_Nightmare_Quest|this discussion]] regarding [[Skyrim:Heljarchen_Hall|Heljarchen Hall]] which seems to indicate this as well. For now, I'll add a note to this page about being able to buy the property without completing Siddgeir's Rare Gifts quest, and all the related information on the different house pages should be updated shortly, as the availability of game-data will help sort it all out. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:52, 6 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Cannot buy home bug line ==&lt;br /&gt;
I've just edited the bug section, since &amp;quot;cannot buy house for Dark Brotherhood quest&amp;quot; is easily avoidable on pc version via console. It seems just a matter of relationship with the jarl, which is obviously quite low after having killed Helvard. [[Special:Contributions/94.39.220.243|94.39.220.243]] 23:42, 6 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Is there any fix for this on consoles? Neither the Jarl or Nenya will offer me property even though the Jarl says he has granted me permission to do so. It seems that now that means I can't buy property in either Falkreath or Dawnstar (thanks to the recently added crashing saves bug for the Dawnstar quest). such a good value DLC =/ -- [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 12:50, 23 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Storage room exterior door bug ==&lt;br /&gt;
&lt;br /&gt;
I added the storage room to Lakeview Manor and the exterior door had been placed inside a section of wall and could not be opened. Selecting the wall in the console and typing &amp;quot;disable&amp;quot; removes the section of wall in the way and allows access through the door. --[[User:YetiWithFlamethrower|YetiWithFlamethrower]] ([[User talk:YetiWithFlamethrower|talk]]) 05:04, 10 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Apiary ==&lt;br /&gt;
&lt;br /&gt;
Does it actually do anything? Seems kindof useless compared to the fish farm, and the mill at least gives you a supply of flour for baking. I guess it might respawn the honeycomb and bees on a timer. Shame they didn't add a method for obtaining honey from it/honeycomb. [[Special:Contributions/87.194.26.132|87.194.26.132]] 22:43, 10 October 2012 (GMT)&lt;br /&gt;
:It does seem to respawn, but it takes a very long time.  I didn't keep track, but probably about a month of game time.  I got (I think) five pieces of honeycomb and a bee. --[[User:Darth l33t|Darth l33t]] ([[User talk:Darth l33t|talk]]) 00:38, 31 October 2012 (GMT)&lt;br /&gt;
::It also seems to attract bees into the house, though I'm not entirely sure whether this is because I have the greenhouse as well. Can someone with a different west wing addition confirm this? [[User:Lady Azura|Lady Azura]] ([[User talk:Lady Azura|talk]]) 06:19, 2 December 2012 (GMT)&lt;br /&gt;
:::I believe bees will spawn in the greenhouse, as well as butterflies, in any of the greenhouse additions. I have the bedroom addition for the west wing of Lakeview Manor and no bees. My Windstad Manor has a greenhouse and many bees inside. [[User:Maestrochi|Maestrochi]] ([[User talk:Maestrochi|talk]]) 15:17, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Cannot buy lumber to build Lakeview-Manor in Falkreath ==&lt;br /&gt;
&lt;br /&gt;
Half-Moon Mill is a lumber mill that supplies Helgen and Falkreath. It is operated by Hert and Hern. Should you join the Dark Brotherhood, a contract placed on Hern will reveal the couple's true nature to be vampires that feed on passing travelers.&lt;br /&gt;
You should be able to buy sawn logs here after installing Hearthfire by speaking to Hert. You can also cut your own for free if she has given permission to do so.&lt;br /&gt;
Before installing &amp;quot;Hearthfire,&amp;quot; I've accomplished the Dark Brotherhood quest &amp;quot;Kill Hern the vampire at Half-Moon Mill&amp;quot; and I killed both Hern and his wife.&lt;br /&gt;
Now I cannot build my house (Lakeview Manor) in Falkreath because I was provided with only one source to get my sawn logs, that is Half-Moon Mill, and I've already killed the owners of that Mill.&lt;br /&gt;
Is there a way to work around that issue on a PC? Such as console commands? {{unsigned|96.231.112.102|16:57, 11 October 2012‎}}&lt;br /&gt;
:You can simply buy your wood at another mill, for example at Riverwood, they will deliver it to Lakeview (or any other manor). See [[Skyrim:Sawn Log|Sawn Log]] for sources. For a console solution see [[Skyrim_talk:Console#Heathfire_console|this talk page]]. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 15:20, 11 October 2012 (GMT)&lt;br /&gt;
::Or you can get an housecarl for your manor - any companion will do, just enter the house with him and then talk to him - and you can buy logs directly from him (same price). [[Special:Contributions/94.34.188.238|94.34.188.238]] 21:49, 11 October 2012 (GMT)&lt;br /&gt;
:::Falkreath itself has a mill in the town. The brother of the owner of grey pine goods sells the lumber. He often gets stuck in his house though as does the riverwood mill owner until you go find them and then they will go out to work at the mill. [[Special:Contributions/87.194.26.132|87.194.26.132]] 12:31, 12 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Respawning? ==&lt;br /&gt;
&lt;br /&gt;
I know that the article says that there is no respawn time, but haw long does it take for the items naturally in the house (like salt piles, snowberries, etc.) to come back?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucia&amp;diff=1075640</id>
		<title>Skyrim talk:Lucia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucia&amp;diff=1075640"/>
		<updated>2012-12-14T16:09:52Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Giving her stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hobbies?==&lt;br /&gt;
I adopted Lucia. For a while, while she was in the house and not interacting with me, I would just see her playing with her doll, lie on the floor, stand there, walk around, sit and eat. Just today however, she pulled out a lute and started to play. No sound, but it was something quite new for me to see. Has anyone else noticed anything new with their adopted kids? I guess Lucia, in particular. ([[User:Magskall|Magskall]] ([[User talk:Magskall|talk]]) 04:20, 19 September 2012 (GMT))&lt;br /&gt;
&lt;br /&gt;
::I adopted Sofie, and she did the same thing. She took out a lute and played. But, she only did this when I lived at the Whiterun house. She didn't do it at any of the other houses. — [[User:Kunvulonin|&amp;lt;font color=&amp;quot;#003366&amp;quot;&amp;gt;Kunvulonin&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Kunvulonin|&amp;lt;font color=&amp;quot;#CC3300&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Künvülänin&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:21, 20 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== No Dialog to Give Gold? ==&lt;br /&gt;
&lt;br /&gt;
Just got Hearthfire on PC today and bumped into this girl in Whiterun.  She asks for gold, but I get no dialog option to give her any.  Has anyone else encountered this, and of so should it be mentioned in the article on her with the other bugs?&lt;br /&gt;
[[User:Voraxith|Voraxith]] ([[User talk:Voraxith|talk]]) 08:22, 5 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I think the trigger for interaction is whether you have a child's room in at least one of your houses.  I installed Hearthfire after starting a new Dragonborn and couldn't interact with Lucia at first.  After becoming Thane of Whiterun and buying Breezehome, I furnished the child's room and talking to Lucia for charity/adoption became available. [[User:SonGoharotto|SonGoharotto]] ([[User talk:SonGoharotto|talk]]) 15:26, 13 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== About Lucia ==&lt;br /&gt;
&lt;br /&gt;
The bug about Lucia not going to bed when told to can be avoided by adopting her as the first child. The bug will occur if she is the second adopted child.&lt;br /&gt;
&lt;br /&gt;
Lucia sleeps outside and behind the Bannered Mare at night if not adopted.&lt;br /&gt;
&lt;br /&gt;
== Parents/Uncle ==&lt;br /&gt;
&lt;br /&gt;
Do we know who her family actually are? As soon as I heard about the uncle I had the urge to go murder them (Dark Brotherhood habits die hard, like most of my victims…) but I've not been able to figure out who they are, are there any clues? -- [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 14:21, 22 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Giving her stuff ==&lt;br /&gt;
&lt;br /&gt;
I know you can give her food and stuff, but are you able to give her a weapon (like a dagger)? And what would she do with it? {{uns| 184.88.12.130}}&lt;br /&gt;
&lt;br /&gt;
:Like most (all?) children, probably just run away whenever confronted by danger.  Children are not as far as I know able to defend themselves, other than the fact that they're un-killable in general.  [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 20:35, 23 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::See [[Skyrim_talk:Child#Giving_gifts_to_your_adopted_child|this discussion]] for a couple links on what gifts you can give male and female children. This is taken straight from game-data and not tested in gameplay, but if it's correct then yes you can give her daggers as gifts if she is your adopted child. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:23, 24 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::What happens if you give her a dagger? will she go hunting, go on a crazy rampage, or will she just be the same, but with a dagger? --[[Special:Contributions/184.88.12.130|184.88.12.130]] 16:09, 14 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059847</id>
		<title>Skyrim talk:Forgotten Vale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059847"/>
		<updated>2012-11-24T21:48:50Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Paragon question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inner Sanctum Link==&lt;br /&gt;
FYI it redirects to the temple of Dibella. Not sure what we want to use in place for names, etc. {{uns2|02:34, 3 July 2012|PrometheusTheElf}}&lt;br /&gt;
:I've removed the link for now, since a page hasn't been created yet for this particular Inner Sanctum, and I can't find a proper location entry for it in CSlist . [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:57, 3 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How to find the Paragon Socket==&lt;br /&gt;
I was going to ask for further clarification on the paragon socket, but tried one more time, and I got it.  For others, here is how to find it.  If you'd like to clean this up and add it to the main page, please be my guest.&lt;br /&gt;
&lt;br /&gt;
Pass through the Portal of Resolution.  Then, head east by the compass.  This will look like you're going nowhere...it'll take you off a cliff and into a river.  Cross the river, headed east up a narrow trail.  You will climb up a hill and see a large waterfall ahead of you and to your left. Directly below and in front of you, across the waterfall's landing zone, you may see a frost giant under an ice overhang.  He will be at nearly bow's limit.  Take him out then, if you can.  Edge forward straight towards and you will slide down a short cliff and either fall onto or see a small, ancient ruin, no more than a dais and a few broken columns.  The paragon socket is directly in front of the tallest still-standing column.  The frost giant you just killed will have the Sapphire Paragon.  His lair contains a malachite ore vein and snowberries. &lt;br /&gt;
&lt;br /&gt;
If you leave the site of the paragon and head south down the mountain, hugging the right, you will come on some stone steps downward.  Standing on the steps you should see another frost giant below you.  He has the Amethyst Paragon.[[User:Oshaugm|Oshaugm]] 17:50, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bug in Glacial Crevice ==&lt;br /&gt;
&lt;br /&gt;
Encountered this bug while exploring the glacial crevice with Serana as my follower.  I told her to wait while I dove into the &amp;quot;river&amp;quot; at the bottom of the crevice.  Upon meeting up with her again, there was no option to tell her to resume following me.  And since you're in the middle of a dungeon sequence, you cannot dismiss her and have her rejoin you.  Required reloading a previous save to fix.  Did not occur in any other part of the Forgotten Vale. [[User:SonGoharotto|SonGoharotto]] 13:40, 2 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Visible on Map? ==&lt;br /&gt;
&lt;br /&gt;
The page includes a link for View on Map, but it doesn't show a particular location, merely display the map in its entirety (zoomed right out). Is there a more suitable location to point to/add a marker for? I have no idea how to do it. [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 18:17, 11 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Paragon Question==&lt;br /&gt;
Do you lose the paragons after using them? {{Uns2|21:26, 23 November 2012|184.88.12.130}}&lt;br /&gt;
:No, they remain in the portal until you use a different paragon, but you can activate it to remove them any time you choose. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:25, 24 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059845</id>
		<title>Skyrim talk:Forgotten Vale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059845"/>
		<updated>2012-11-24T21:47:24Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Paragon question */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inner Sanctum Link==&lt;br /&gt;
FYI it redirects to the temple of Dibella. Not sure what we want to use in place for names, etc. {{uns2|02:34, 3 July 2012|PrometheusTheElf}}&lt;br /&gt;
:I've removed the link for now, since a page hasn't been created yet for this particular Inner Sanctum, and I can't find a proper location entry for it in CSlist . [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:57, 3 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How to find the Paragon Socket==&lt;br /&gt;
I was going to ask for further clarification on the paragon socket, but tried one more time, and I got it.  For others, here is how to find it.  If you'd like to clean this up and add it to the main page, please be my guest.&lt;br /&gt;
&lt;br /&gt;
Pass through the Portal of Resolution.  Then, head east by the compass.  This will look like you're going nowhere...it'll take you off a cliff and into a river.  Cross the river, headed east up a narrow trail.  You will climb up a hill and see a large waterfall ahead of you and to your left. Directly below and in front of you, across the waterfall's landing zone, you may see a frost giant under an ice overhang.  He will be at nearly bow's limit.  Take him out then, if you can.  Edge forward straight towards and you will slide down a short cliff and either fall onto or see a small, ancient ruin, no more than a dais and a few broken columns.  The paragon socket is directly in front of the tallest still-standing column.  The frost giant you just killed will have the Sapphire Paragon.  His lair contains a malachite ore vein and snowberries. &lt;br /&gt;
&lt;br /&gt;
If you leave the site of the paragon and head south down the mountain, hugging the right, you will come on some stone steps downward.  Standing on the steps you should see another frost giant below you.  He has the Amethyst Paragon.[[User:Oshaugm|Oshaugm]] 17:50, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bug in Glacial Crevice ==&lt;br /&gt;
&lt;br /&gt;
Encountered this bug while exploring the glacial crevice with Serana as my follower.  I told her to wait while I dove into the &amp;quot;river&amp;quot; at the bottom of the crevice.  Upon meeting up with her again, there was no option to tell her to resume following me.  And since you're in the middle of a dungeon sequence, you cannot dismiss her and have her rejoin you.  Required reloading a previous save to fix.  Did not occur in any other part of the Forgotten Vale. [[User:SonGoharotto|SonGoharotto]] 13:40, 2 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Visible on Map? ==&lt;br /&gt;
&lt;br /&gt;
The page includes a link for View on Map, but it doesn't show a particular location, merely display the map in its entirety (zoomed right out). Is there a more suitable location to point to/add a marker for? I have no idea how to do it. [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 18:17, 11 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Paragon Question==&lt;br /&gt;
Do you lose the paragons after using them? {{Uns2|21:26, 23 November 2012|184.88.12.130}}&lt;br /&gt;
:No, they remain in the portal until you use a different paragon, but you can activate it to remove them any time you choose. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:25, 24 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Paragon question ==&lt;br /&gt;
&lt;br /&gt;
When I use the paragons on the socket, do I lose them forever, or can I get them back?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059336</id>
		<title>Skyrim talk:Forgotten Vale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059336"/>
		<updated>2012-11-23T21:26:49Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* PARAGON QUESTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''PARAGON QUESTION'''==&lt;br /&gt;
Do you lose the paragons after using them?&lt;br /&gt;
&lt;br /&gt;
==Inner Sanctum Link==&lt;br /&gt;
FYI it redirects to the temple of Dibella. Not sure what we want to use in place for names, etc. {{uns2|02:34, 3 July 2012|PrometheusTheElf}}&lt;br /&gt;
:I've removed the link for now, since a page hasn't been created yet for this particular Inner Sanctum, and I can't find a proper location entry for it in CSlist . [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:57, 3 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How to find the Paragon Socket==&lt;br /&gt;
I was going to ask for further clarification on the paragon socket, but tried one more time, and I got it.  For others, here is how to find it.  If you'd like to clean this up and add it to the main page, please be my guest.&lt;br /&gt;
&lt;br /&gt;
Pass through the Portal of Resolution.  Then, head east by the compass.  This will look like you're going nowhere...it'll take you off a cliff and into a river.  Cross the river, headed east up a narrow trail.  You will climb up a hill and see a large waterfall ahead of you and to your left. Directly below and in front of you, across the waterfall's landing zone, you may see a frost giant under an ice overhang.  He will be at nearly bow's limit.  Take him out then, if you can.  Edge forward straight towards and you will slide down a short cliff and either fall onto or see a small, ancient ruin, no more than a dais and a few broken columns.  The paragon socket is directly in front of the tallest still-standing column.  The frost giant you just killed will have the Sapphire Paragon.  His lair contains a malachite ore vein and snowberries. &lt;br /&gt;
&lt;br /&gt;
If you leave the site of the paragon and head south down the mountain, hugging the right, you will come on some stone steps downward.  Standing on the steps you should see another frost giant below you.  He has the Amethyst Paragon.[[User:Oshaugm|Oshaugm]] 17:50, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bug in Glacial Crevice ==&lt;br /&gt;
&lt;br /&gt;
Encountered this bug while exploring the glacial crevice with Serana as my follower.  I told her to wait while I dove into the &amp;quot;river&amp;quot; at the bottom of the crevice.  Upon meeting up with her again, there was no option to tell her to resume following me.  And since you're in the middle of a dungeon sequence, you cannot dismiss her and have her rejoin you.  Required reloading a previous save to fix.  Did not occur in any other part of the Forgotten Vale. [[User:SonGoharotto|SonGoharotto]] 13:40, 2 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Visible on Map? ==&lt;br /&gt;
&lt;br /&gt;
The page includes a link for View on Map, but it doesn't show a particular location, merely display the map in its entirety (zoomed right out). Is there a more suitable location to point to/add a marker for? I have no idea how to do it. [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 18:17, 11 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059334</id>
		<title>Skyrim talk:Forgotten Vale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Forgotten_Vale&amp;diff=1059334"/>
		<updated>2012-11-23T21:26:30Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Inner Sanctum Link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PARAGON QUESTION==&lt;br /&gt;
Do you lose the paragons after using them?&lt;br /&gt;
&lt;br /&gt;
==Inner Sanctum Link==&lt;br /&gt;
FYI it redirects to the temple of Dibella. Not sure what we want to use in place for names, etc. {{uns2|02:34, 3 July 2012|PrometheusTheElf}}&lt;br /&gt;
:I've removed the link for now, since a page hasn't been created yet for this particular Inner Sanctum, and I can't find a proper location entry for it in CSlist . [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:57, 3 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How to find the Paragon Socket==&lt;br /&gt;
I was going to ask for further clarification on the paragon socket, but tried one more time, and I got it.  For others, here is how to find it.  If you'd like to clean this up and add it to the main page, please be my guest.&lt;br /&gt;
&lt;br /&gt;
Pass through the Portal of Resolution.  Then, head east by the compass.  This will look like you're going nowhere...it'll take you off a cliff and into a river.  Cross the river, headed east up a narrow trail.  You will climb up a hill and see a large waterfall ahead of you and to your left. Directly below and in front of you, across the waterfall's landing zone, you may see a frost giant under an ice overhang.  He will be at nearly bow's limit.  Take him out then, if you can.  Edge forward straight towards and you will slide down a short cliff and either fall onto or see a small, ancient ruin, no more than a dais and a few broken columns.  The paragon socket is directly in front of the tallest still-standing column.  The frost giant you just killed will have the Sapphire Paragon.  His lair contains a malachite ore vein and snowberries. &lt;br /&gt;
&lt;br /&gt;
If you leave the site of the paragon and head south down the mountain, hugging the right, you will come on some stone steps downward.  Standing on the steps you should see another frost giant below you.  He has the Amethyst Paragon.[[User:Oshaugm|Oshaugm]] 17:50, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bug in Glacial Crevice ==&lt;br /&gt;
&lt;br /&gt;
Encountered this bug while exploring the glacial crevice with Serana as my follower.  I told her to wait while I dove into the &amp;quot;river&amp;quot; at the bottom of the crevice.  Upon meeting up with her again, there was no option to tell her to resume following me.  And since you're in the middle of a dungeon sequence, you cannot dismiss her and have her rejoin you.  Required reloading a previous save to fix.  Did not occur in any other part of the Forgotten Vale. [[User:SonGoharotto|SonGoharotto]] 13:40, 2 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Visible on Map? ==&lt;br /&gt;
&lt;br /&gt;
The page includes a link for View on Map, but it doesn't show a particular location, merely display the map in its entirety (zoomed right out). Is there a more suitable location to point to/add a marker for? I have no idea how to do it. [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 18:17, 11 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucia&amp;diff=1059326</id>
		<title>Skyrim talk:Lucia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucia&amp;diff=1059326"/>
		<updated>2012-11-23T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Giving her stuff */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hobbies?==&lt;br /&gt;
I adopted Lucia. For a while, while she was in the house and not interacting with me, I would just see her playing with her doll, lie on the floor, stand there, walk around, sit and eat. Just today however, she pulled out a lute and started to play. No sound, but it was something quite new for me to see. Has anyone else noticed anything new with their adopted kids? I guess Lucia, in particular. ([[User:Magskall|Magskall]] ([[User talk:Magskall|talk]]) 04:20, 19 September 2012 (GMT))&lt;br /&gt;
&lt;br /&gt;
::I adopted Sofie, and she did the same thing. She took out a lute and played. But, she only did this when I lived at the Whiterun house. She didn't do it at any of the other houses. — [[User:Kunvulonin|&amp;lt;font color=&amp;quot;#003366&amp;quot;&amp;gt;Kunvulonin&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Kunvulonin|&amp;lt;font color=&amp;quot;#CC3300&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Künvülänin&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:21, 20 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== No Dialog to Give Gold? ==&lt;br /&gt;
&lt;br /&gt;
Just got Hearthfire on PC today and bumped into this girl in Whiterun.  She asks for gold, but I get no dialog option to give her any.  Has anyone else encountered this, and of so should it be mentioned in the article on her with the other bugs?&lt;br /&gt;
[[User:Voraxith|Voraxith]] ([[User talk:Voraxith|talk]]) 08:22, 5 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I think the trigger for interaction is whether you have a child's room in at least one of your houses.  I installed Hearthfire after starting a new Dragonborn and couldn't interact with Lucia at first.  After becoming Thane of Whiterun and buying Breezehome, I furnished the child's room and talking to Lucia for charity/adoption became available. [[User:SonGoharotto|SonGoharotto]] ([[User talk:SonGoharotto|talk]]) 15:26, 13 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== About Lucia ==&lt;br /&gt;
&lt;br /&gt;
The bug about Lucia not going to bed when told to can be avoided by adopting her as the first child. The bug will occur if she is the second adopted child.&lt;br /&gt;
&lt;br /&gt;
Lucia sleeps outside and behind the Bannered Mare at night if not adopted.&lt;br /&gt;
&lt;br /&gt;
== Parents/Uncle ==&lt;br /&gt;
&lt;br /&gt;
Do we know who her family actually are? As soon as I heard about the uncle I had the urge to go murder them (Dark Brotherhood habits die hard, like most of my victims…) but I've not been able to figure out who they are, are there any clues? -- [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 14:21, 22 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Giving her stuff ==&lt;br /&gt;
&lt;br /&gt;
I know you can give her food and stuff, but are you able to give her a weapon (like a dagger)? And what would she do with it?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Sofie&amp;diff=1036645</id>
		<title>Skyrim talk:Sofie</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Sofie&amp;diff=1036645"/>
		<updated>2012-10-10T11:46:01Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Gifts to Sofie */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location?==&lt;br /&gt;
I can't find her {{uns2|03:29, 8 September 2012‎|173.187.138.79}}&lt;br /&gt;
:I've seen her in the Gray Quarter and also near the alternate city gate (not the main one you fast-travel to, but the one you get to by the docks). Hope this helps! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 14:41, 26 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Gifts to Sofie ==&lt;br /&gt;
&lt;br /&gt;
I am using the Xbox 360 and I adopted Sofie and cannot give her anything. I get a message that the gift is to heavy. I tried a doll and all of the of the girls outfits with no luck. Any ideas out there???  Thanks all[[Special:Contributions/184.88.12.130|184.88.12.130]] 11:46, 10 October 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Forbidden_Legend&amp;diff=1004758</id>
		<title>Skyrim talk:Forbidden Legend</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Forbidden_Legend&amp;diff=1004758"/>
		<updated>2012-08-13T19:11:41Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* NOTE */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Nov 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Geirmund's Hall problem ==&lt;br /&gt;
&lt;br /&gt;
I cleared this dungeon before I had this quest marked. After killing the boss, I either failed to loot him or his corpse fell through the floor (I forget, it was a while ago). Returning to collect his fragment of the amulet, I can't do it. The dungeon has reset but the boss has not reappeared and his corpse is nowhere to be found. The quest marker points to a spot on the floor where he presumably died and there is nothing there so I cannot progress. Sigh. (Xbox 360) [[Special:Contributions/71.163.235.35|71.163.235.35]] 02:34, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Same here.  I am sure i looted the corpse but did not get a fragment.  There are other quests for Geirmund's Hall, so it's easy to kill this brother before getting the Forbidden Legend quest. {{uns2|02:17, 29 December 2011|SamiteAlchemist}}&lt;br /&gt;
::This is not an isolated incident, then, because the same thing is happening to me. I'm quite upset about it and I hope we get a patch for this. {{uns2|23:13, 3 January 2012|24.15.102.83}}&lt;br /&gt;
:::I've had a completely different bug crop up on Geirmund's Hall. I've never ventured in the cave before, but I had gone close enough to discover it. I started the quest via stumbling onto the empty camp near Folgunthur and then completing it. Now, every time I enter Geirmund's Hall, the game locks up on the loading screen. (XBox 360) I've not played around enough with my save files to see if this problem occurs prior to starting the quest at Folgunthur. [[User:Chicagowiz|Chicagowiz]] 04:26, 4 January 2012 (UTC)&lt;br /&gt;
::::I've also encountered a similar bug in Geirmund's.  I killed the real brother near the back wall grating and used soul trap which worked.  But the corpse disappeared and the Amulet quest marker now appears below the floor and is inaccessible.  I am not sure what to do console wise (thankfully on PC) to remedy this.  If I just additem the Amulet piece will that advance the quest?--[[Special:Contributions/99.254.77.161|99.254.77.161]] 04:39, 13 January 2012 (UTC)&lt;br /&gt;
:::::Went back to an earlier save and replayed the dungeon with no problem.  I found that I could actually kill Sigdis with a power attack just as he was getting out of the tomb, so I didn't need to fight his illusions.--[[Special:Contributions/99.254.77.161|99.254.77.161]] 16:51, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}I have encountered this bug as well. I cleared this dungeon pretty early on in the game, and when I issued the killing blow, Sigdis simply disappeared. There was no corpse to loot or anything like that, and I searched for a while. Now that I have the quest, I see ash piles all over the place from where I must have killed his alters (none of which can be looted). I see the quest waypoint at a specific spot in the water, however there is nothing there. I tried using a console command to restore him &amp;quot;player.placeatme A6842&amp;quot;, and while I was able to kill him and I was able to loot the bow, the amulet fragment is nowhere to be found (which jives with some other explanations of this bug.) I sincerely hope Bethesda fixes this, as this is one of the better quests in the game, and I'm rather irked that I cannot finish it. ([[User:Jrista|Jrista]] 03:14, 16 January 2012 (UTC))&lt;br /&gt;
:Demeure de Geirmund la quete n'indique pas où est la demeure de Geirmund (était déjà découverte mais pas pénétrée) Chargement très long (10 bonnes minutes) puis affichage de la grotte et impossible de bouger le temps est extrêmement ralentit. En déPATCHant impossible de charger la sauvegarde. Charger une sauvegarde fait a l’intérieur de la grotte même problème. PS3 V1.5 {{uns2|09:34, 16 April 2012|77.194.36.225}}&lt;br /&gt;
&lt;br /&gt;
::i have this issue too. the marker is on one spot in the water but there isnt anything to loot. i have the other two but i cant go on with this quest until i have the third one. is there any ways to get the amulet fragment if i have this issue? {{Uns2|of 00:53, 15 July 2012|Haylie31}}&lt;br /&gt;
&lt;br /&gt;
== Emerald Claw Door Bug ==&lt;br /&gt;
&lt;br /&gt;
The rings will not move whatsoever any ideas on how to fix this? {{uns2|04:00, 10 December 2011|24.7.152.111}}&lt;br /&gt;
&lt;br /&gt;
:im having the same issue . . . ive had nothing but truble with this quest, im the 1 who wrote the bug near the bottom about daynas's journal. and ever since then its been a nightmare doors not opening those puzzle pillers not moving n ive manage to get throu it! but this door ahh ffs! im stuck i cant even move the blocks or nout ... ill update you if i find anything. [[User:Matrix SpeCz|xXx Matrix xXx]] 02:07, 16 December 2011 (UTC)&lt;br /&gt;
:ok if you re-load the auto save a lot of time that should eventually work. [[User:Matrix SpeCz|xXx Matrix xXx]] 02:07, 16 December 2011 (UTC)&lt;br /&gt;
:YES it dose wooooooo! re-load it 4 or 5 times! your welcome! [[User:Matrix SpeCz|xXx Matrix xXx]] 02:11, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The rings did not move for me. Exitiing and re-entering the cave made them movable. The correct code (shown on the emerald claw) did not then open the door. I fixed this by clicking on all the rings and setting all three in motion at the same time, finishing with the correct line up, bear, fish, snake if I remember rightly. I also had to set all rings moving on the second door to get that to open as well. Hope this helps anyone else who is suffering the glitch. {{unsigned|62.25.109.197|10:48, 23 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Gauldur Amulet ==&lt;br /&gt;
&lt;br /&gt;
How come when i take the gauldur amulet,i complete the mission but i don't have the amulet.why is this so? {{uns2|13:18, 10 March 2012|116.89.120.10}}&lt;br /&gt;
&lt;br /&gt;
you use the ivory claw in one of the other tombs involved witht the quest, its the one that the dead explorer, forgotten his name, has if you search his body in folthungar&lt;br /&gt;
&lt;br /&gt;
== Gauldur Blackblade Level ==&lt;br /&gt;
&lt;br /&gt;
I was a really low level when I first got this quest during the mages guild questline, but i held off on doing it until recently. I was level 36 when i finally went to Folgunthur and killed Mikrul Gauldurson, but when i picked up the Gauldur Blackblade, i got the level 12-18 version. Is this a bug, or do the quest rewards set to your level the moment you get the quest? ~~Emi 18:44, 29 March 2012 [[Special:Contributions/128.227.190.15|128.227.190.15]]&lt;br /&gt;
:It varies from one quest to the next. A few are even bugged and &amp;quot;level&amp;quot; according to your level when you start the game which, of course, is always one, so you get crappy rewards. (PS, you wanted four tildes, not two. :Þ) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:09, 29 March 2012 (UTC)&lt;br /&gt;
::Thanks a lot. I got the Gauldur Blackbow too, and it was the 12-18 version so I guess it set at whatever level I was when I first received the quest. I dont even know why they bother having leveled rewards honestly [[Special:Contributions/128.227.190.15|128.227.190.15]] 20:15, 29 March 2012 (UTC)Emi&lt;br /&gt;
:::Could someone test the leveling system on these weapons and post their results? I know the game came out less than half a year ago, but I hope someone gets to it soon. I'm a bit of a perfectionist and I'm playing on 360. I recieved the quest when I read the book before I was even level ten, and I'm really hoping that that doesn't mean the sword and bow are going to be pathetic when I finally do the quest at level 36 or above. I liked how people contributed the info on this in the Oblivion pages. {{unsigned|199.8.43.2|30 April 2012}}&lt;br /&gt;
::::I got low level reward, and I was past level 40 when I started this quest. It seems to be bugged regardless of when you started it. [[User:Lobsel Vith|Lobsel Vith]] 18:06, 3 May 2012 (UTC)&lt;br /&gt;
:::::I was level 37 when i got the quest an complete both for the blade &amp;amp; bow . i got de 30-35 version with both weapon {{uns2|09:34, 10 May 2012|74.57.1.98}}&lt;br /&gt;
&lt;br /&gt;
== Key/epitaph ==&lt;br /&gt;
&lt;br /&gt;
There is no key in geirmund's hand and no epitaph.  PS3 {{unsigned|Cowleyj|17:04, 14 June 2012}} &lt;br /&gt;
: The key and the epitaph note are often pushed onto the floor when you fight the draugr defending it. Try looking around for a bit. --[[User:Krusty|Krusty]] 17:14, 14 June 2012 (UTC)&lt;br /&gt;
::yeah, that is what I thought had happened, but after looking all around the room for ten minutes I couldn't find them.  It was all good though as I picked the lock on the door.  Thanks anyway, krusty[[User:Cowleyj|Cowleyj]] 20:04, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unable to complete quest ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the objective for clearing out the Hall (I don't know what the first word is) says I cannot show it on the map, but yet it says it's not completed. I completed Folgunthur and the other place, but will I be able to continue the quest if I just go there? Is the quest broken?&lt;br /&gt;
&lt;br /&gt;
== NOTE ==&lt;br /&gt;
&lt;br /&gt;
When going to Reachwater Rock, if you are a magic-user, bring a [[Skyrim:Staff_of_Chain_Lightning#Staff_of_Chain_Lightning|Staff of Chain Lightning]] and some filled [[Skyrim:Soul_Gem|soul gems]]. It helps IMMENSLY with the first two. Mikrul staggers when hit, and it brings his health down a chunk. When he is dead, all the draugr die too, so try to kill him quick so you don't have to waste any time on the others. Sigdis, if you get some close enough together, then you can ''easily'' tell which is the real one with one shot (hehe). He's not that high in health, so four or five good shots may do it.&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Discerning_the_Transmundane&amp;diff=1003542</id>
		<title>Skyrim talk:Discerning the Transmundane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Discerning_the_Transmundane&amp;diff=1003542"/>
		<updated>2012-08-11T19:08:07Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Mar 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wood elf blood ==&lt;br /&gt;
&lt;br /&gt;
In the walkthrough it is not mentioned where to find Wood elf blood. {{uns2|15:38, 20 November 2011|62.106.104.227}}&lt;br /&gt;
:That's easy; during the Diplomatic Immunity quest, you can get blood from Malborn in addition to the High Elf and Dark Elf blood, since Malborn's a Wood Elf. You just have to let him get killed by the troll in the cave. --[[Special:Contributions/71.52.178.225|71.52.178.225]] 16:49, 20 November 2011 (UTC)&lt;br /&gt;
::And if this quest was already done? Where can I find Wood elf? Thanks in advance. {{uns2|17:12, 20 November 2011|62.106.104.227}}&lt;br /&gt;
:::[[Skyrim:Silverdrift Lair|Silverdrift Lair]], south east of Dawnstar and south west of Winterhold, contains several already dead bandit corpses. One of these corpses is a wood elf you can extract blood from. {{uns2|10:10, 21 November 2011|59.167.212.129}}&lt;br /&gt;
::::The name of the Cave is [[Skyrim:Duskglow Crevice|Duskglow Crevice]], everything else is correct, just went there to check out. {{uns2|14:34, 21 November 2011|Raketenudo}}&lt;br /&gt;
{{od}}Theres also a dead Woodelf in a Tent nearly on top of [[Skyrim:Dead Crone Rock|Dead Crone Rock]], west and a tick south of Markarth. The tent also contains a big Frostbite Spider. [[User:Raketenudo|Raketenudo]] 21:04, 23 November 2011 (UTC)&lt;br /&gt;
:Saying [[Skyrim:Dead Crone Rock|Dead Crone Rock]] is mostly west of Markarth is somewhat misleading, if not technically true. Markarth is on a western edge of the map, and there's no way to proceed west from there without first traveling a far ways south. To say its  South of Markarth, and North-west of Dushnikh Yal, the orc camp, is more accurate.. or at least far more useful reference when trying to get there.--[[User:Grieves|Grieves]] 18:14, 24 February 2012 (UTC)&lt;br /&gt;
::There is a wood elf that you are required to kill anyway as part of Peryite's quest, in the Dwemer ruin. [[Special:Contributions/49.227.149.15|49.227.149.15]] 10:56, 12 December 2011 (UTC)&lt;br /&gt;
:::I was able to harvest [[Skyrim:Faendal|Faendal's]] blood in Riverwood.  This was in a video I found.  You will have to kill him and pay the bounty etc.  He is a potential follower.  --[[Special:Contributions/136.1.1.102|136.1.1.102]] 16:53, 10 January 2012 (UTC)&lt;br /&gt;
::::If you visit [[Skyrim:Fort Greenwall|Fort Greenwall]] when it is populated by bandits, there is a wood elf bandit inside the fort. {{uns2|03:21, 17 January 2012|190.160.95.139}}&lt;br /&gt;
{{od}}You can also find an already dead wood elf on the entrance of [[Skyrim:Pinepeak Cavern|Pine Peak Cavern]] a little to the north of Ivarstead near the bridge before the the 7,000 steps [[Special:Contributions/122.3.169.74|122.3.169.74]] 10:01, 17 March 2012 (UTC)&lt;br /&gt;
:just confirming the above post, there are two &amp;quot;hunter&amp;quot; NPC's already dead.  Fast travel to ivarstead, turn right after crossing the bridge, and they are lying there, the farthest one from you is the bosmer.  other is nord it looks like, but has leveled &amp;quot;bandit&amp;quot; drops (lockpick and assorted food with hide armor) {{uns2|01:15, 10 April 2012|Seventhsage}}&lt;br /&gt;
&lt;br /&gt;
== Dark Elf? ==&lt;br /&gt;
&lt;br /&gt;
There is a list of Dark Elf corpses, yet Dunmer aren't even listed in the blood needed.&lt;br /&gt;
&lt;br /&gt;
== Oghma Infinum on the Xbox ==&lt;br /&gt;
&lt;br /&gt;
I just tested this in the dresser in the main bedroom of the Dawnstar Sanctuary on the Xbox 360, and it still works there as well.&lt;br /&gt;
:Step 1: With Oghma Infinum in my inventory, I click to open the dresser.&lt;br /&gt;
:Step 2: I click to Read the O.I., and select the path I choose.&lt;br /&gt;
:Step 3: Immediately exit out of reading the O.I. then click to Store the book in the dresser.&lt;br /&gt;
:Step 4: While still in inventory of the dresser, click to Take the O.I. (this skips the 'Do Not Read' step necessary with the bookshelf).&lt;br /&gt;
:Step 5: Rinse and Repeat.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this did still break the bookshelves.  Not sure why that would be a problem on Xbox and not on PC, but that is the result of my experiment with it.  Of course, this took my Orc from level 33 to 76 in a just a few minutes, so yeah... [[User:Voraxith|Voraxith]] 05:48, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: XBox doesn't have v1.3 yet. Probably has a lot to do with that. This might avoid breaking the bookcase: Read in Inventory (Take Bonus), Drop (To Avoid delete), Pick Up, Put on Shelf (If you try to read it after you pick it up, it won't do anything), set on Shelf, Exit Menu, Read (Do not Read), Take, rinse and repeat. Extra steps, probably won't break the bookshelf. What's an extra step for three+ levels a pop? --[[User:DaedalusMachina|DaedalusMachina]] 20:38, 12 December 2011 (UTC) &lt;br /&gt;
:Edit: Does break the bookshelf, eventually, works a couple times before the bookshelf can no longer be selected. {{uns2|03:32, 13 December 2011|DaedalusMachina}}&lt;br /&gt;
&lt;br /&gt;
::Also works on PS3, do the described actions but use a container,dresser or so and it will work,even with the patch installed. Also works with a bookshelf but it will break afterward, but hey who cares about a bookshelf when he can have level 80? {{uns2|20:37, 13 December 2011|83.99.61.39}}&lt;br /&gt;
:::The O.I glitch no longer works after installing the v1.3 patch on Xbox, the book is dropped but once doing the steps and trying to read the book again only leads to the blank page without being able to access the path menu. {{uns2|23:31, 16 December 2011|76.216.188.18}}&lt;br /&gt;
::::The O.I glitch no longer works after installing 1.3 on PS3. You can try reading it again but it only leads to a blank page and no menu. {{uns2|22:40, 18 December 2011|108.9.140.102}}&lt;br /&gt;
:::::I am using patch 1.3 and this glitch still works on the xbox. [[User:Kimi the Elf|Kimi the Elf]] 23:06, 21 December 2011 (UTC)&lt;br /&gt;
::::::Works for me as well, on the bookshelf near the door in Breezehome.  Has not broken yet either, and I've used it 15 times at least. (Top shelf) Also, it seems to be duplicating the book, after i -do not read- and take, I will click on the empty shelf and an OI will be present on the shelf.  This is of no help, as extra dupped OI's will vanish when you drop one of them, just thought it worth mentioning. (I didn't care about Breezehome's shelves breaking, I have two other houses, was upset when the follower inventory trick quit working for me, so I used the bookshelf and was very surprised when I was able to keep using it.) --[[User:Mikeyy|Mikeyy]] 09:02, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Does the container specifically have to be yours? I am using the wardrobes in the Mage's Guild room that is given to me at the beginning and they don't work. This would seem to answer my own question, but someone may have a more specific answer to why? {{uns2|03:48, 23 December 2011|72.213.177.212}}&lt;br /&gt;
:It work on PS3 after installing 1.3! you need to use it on a bookshelf, do the step in : '''Still Works with v. 1.3''' {{uns2|20:08, 22 January 2012|70.82.71.133}}&lt;br /&gt;
::Confirming it works on the PS3 with patch 1.4. [[Special:Contributions/108.38.196.87|108.38.196.87]] 00:24, 11 February 2012 (UTC)&lt;br /&gt;
:::Just confirmed on xbox using this video (3/3/12) &lt;br /&gt;
:::http://www.youtube.com/watch?feature=iv&amp;amp;src_vid=zCa2qZW2dK8&amp;amp;v=NqYaWJ3RCH4&amp;amp;annotation_id=annotation_434640 {{uns2|22:40, 3 March 2012|99.22.28.183}}&lt;br /&gt;
&lt;br /&gt;
::::I tried to use a cupboard in the Ragged Flagon (I have advanced to the Darkness Returns quest in the Thieves Guild questline) and when I went to retrieve it, I noticed that the O.I. is now marked as stolen. I don't know if the bug would have worked there because I immediately loaded a previous save and went elsewhere. [[User:Corellian Queen|Corellian Queen]] 01:32, 25 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
Theres a wierd bug for me it says septimus will contact me but thats never happened  and under that it says ask urag about the insane book but when I talk to urag there is no option about the insane book  and im on xbox so can any one help me? {{uns2|13:15, 18 March 2012|70.26.61.115}}&lt;br /&gt;
:Septimus will contact you once you are high enough level, either level 15 or 20 I think, by sending the courier to find you. With the book problem I think you have to open the book, read it and have it in your inventory until you can ask him about the book. [[User:RIM|RIM]] 14:00, 18 March 2012 (UTC)&lt;br /&gt;
::I'm lvl 40 and I did the quest around lvl 20 still says the same thing and I don't even have the book I'll write down egxactly what it says: I met septimus and brought him a dwarven lexican containing the distilled knowledge of a elder scroll. With it, he believes he can open the lock box he has been studying. He will contact me when he has the secret.&lt;br /&gt;
::------------objectives-------------&lt;br /&gt;
::Give the lexican to septimus (done)&lt;br /&gt;
::Transcribe the lexican (done)&lt;br /&gt;
::Ask urag about the insane book (not done)&lt;br /&gt;
::And that's where I'm stuck and yes I have completed the main quest line and have given the elder scroll to urag is there a way to still progress? {{unsigned|70.26.61.115|01:12, 20 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Lexicon &amp;gt; Elder Scroll ==&lt;br /&gt;
&lt;br /&gt;
Do you need to take the elder scroll to complete the quest? The blank lexicon becomes the runed lexicon without taking the elder scroll. And if you have started this quest before elder knowledge, there is no need to actually take the elder scroll is there? Just something I thought could be included on the page... --[[User:VergilSparda|VergilSparda]] 17:49, 9 April 2012 (UTC)&lt;br /&gt;
:Maybe a small rewording, but the Scroll is a quest item so the 20weight doesn't matter, and is Elder Knowledge is listed as a concurrent quest. [[User:The Silencer|The Silencer has spoken]] 18:00, 9 April 2012 (UTC)&lt;br /&gt;
::Just thought that mentioning it isn't compulsory to take the elder scroll to complete discerning the transmundane would be useful to the quest page. --[[User:VergilSparda|VergilSparda]] 18:21, 9 April 2012 (UTC)&lt;br /&gt;
:::Actually, VS has a good point. If it can be verified that taking the Lexicon ''but not the Elder Scroll'' can complete the Discerning the Transmundane quest without any major repercussions, it would definitely be worth noting on the article page. Testing would have to be done in order to figure out what effects may occur because of this choice, though. &lt;br /&gt;
:::And, yes, TS, what you said is true. However the DTT quest can be completed without even beginning the EK quest (the opposite isn't true, which is why they're considered 'concurrent'), ''and'' if a player wishes to play a long time between completing DTT and starting EK, having an extra, irremovable item in their inventory may get annoying (weightless or not). [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:30, 10 April 2012 (UTC)&lt;br /&gt;
::::I'll add a small note to the page then, thanks!--[[User:VergilSparda|VergilSparda]] 21:46, 10 April 2012 (UTC)&lt;br /&gt;
:::::While I do think it's worth mentioning, I'm a little unsure of whether such a note should be added without further testing being done first. Some of the things I'm a little concerned with are whether the EK quest is adversely effected (which may depend on how much time passes between filling the Lexicon and going back for the Elder Scroll), whether the zone containing the Lexicon and Elder Scroll respawns, etc. I've been meaning to check this myself when I get the chance, but I haven't gotten around to it yet. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:09, 10 April 2012 (UTC)&lt;br /&gt;
:::::: The elder scroll doesn't need to be taken to complete discerning the transmundane, and I went back to collect it for &amp;quot;elder knowledge&amp;quot; with no repercussions. On Xbox at least. --[[User:VergilSparda|VergilSparda]] 18:27, 15 May 2012 (UTC)&lt;br /&gt;
{{od}}Lastly the Tower of Mzark, where the scroll is located, never respawns, so the scroll will be there for however long you leave it. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:38, 15 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oghma Infinium ==&lt;br /&gt;
Can anyone confirm that the bugs surrounding this book (bookshelves, multiple readings, etc) has been solved via patch?  My first time through this quest (at least two patches ago) I was able to walk away with the book whether I read it or not.  Today, I read the book and afterwards it was removed from my inventory (highlighted by a note in the top left of the screen, leading me to believe it's now scripted to happen this way once read).  If true, this would render the comments in the bug section about this book fixed.  Can someone please confirm before we pull that info?  --[[Special:Contributions/108.35.225.232|108.35.225.232]] 04:08, 18 April 2012 (UTC)&lt;br /&gt;
:Still working with 1.6 on the Xbox. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 20:42, 9 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Discernir the Transmundane bug ==&lt;br /&gt;
&lt;br /&gt;
eu entreguei o lexicon para septimus mais ele nao me da o extrator para colher o sangue o que faço&lt;br /&gt;
&lt;br /&gt;
== Discerning the Transmundane bug ==&lt;br /&gt;
&lt;br /&gt;
I handed over the lexicon to septimus he did not give me the extractor to get the blood&lt;br /&gt;
&lt;br /&gt;
:If on PC, open the console and type 'player.additem 001a31c 1'. That will add an Essence extractor. {{unsigned2|13:35, 22 May 2012|68.230.125.41}}&lt;br /&gt;
&lt;br /&gt;
== Problem with the Essence Extractor ==&lt;br /&gt;
&lt;br /&gt;
I have the essence extractor, but I am not getting the option to extract the blood from the falmer, is a there a console command to fix this, in the meantime I will test this with the other races too. {{unsigned2|10:39, 7 May 2012|92.40.16.12}}&lt;br /&gt;
:I'm having the same problem. Any help is appreciated. I'm going to try to resetquest and then setstage and see if that works. Edit: After using several console commands to try to get the Essence extractor to work to no avail, I simply bumped the quest to the next stage level. In the console I typed 'setstage DA04 50' and hit Enter. {{unsigned2|12:52, 22 May 2012|68.230.125.41}}&lt;br /&gt;
::Are you over level 15? if not, then you have to wait until then for him to give you the extractor {{uns|199.246.2.10|20:13, 17 June 2012}}&lt;br /&gt;
&lt;br /&gt;
== sold the elder scroll ==&lt;br /&gt;
&lt;br /&gt;
of i sold the elder scroll can i still complete the quest? {{unsigned|216.54.49.242|7 May 2012}}&lt;br /&gt;
:I'm sure you can...if you remember where you sold it and buy it back.  Good luck! &amp;lt;b&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 13:51, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Runed Lexicon. ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to ask if the Runed Lexicon is otherwise important to the game. I ask because it is lootable, tho alongside the Essence Extractor, my confusion lies therein. If it isn't neccesary for the remander of the game, pending future DLC's...&lt;br /&gt;
&lt;br /&gt;
I am unaware of any other importance to the Runed Lexicon, other than this quest, why is it still a quest item afterwords? I was wondering if i had to loot it, or should i even bother? {{uns2|13:46, 6 June 2012|98.218.162.126}}&lt;br /&gt;
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== Courier ==&lt;br /&gt;
&lt;br /&gt;
This note has been on the page for some time now:&lt;br /&gt;
*Simply returning to Septimus after reaching level 15 to continue this quest may not work; it may be necessary to wait for his letter to arrive via courier. The fastest way to get the letter is to fast travel to any major city, e.g. Whiterun and the courier should spawn in front of you within a few seconds. &lt;br /&gt;
I've played through this quest several times without the involvement of any courier or letter, so I'm wondering if someone can verify exactly what determines the need for this letter or courier to come into play. Anyone? [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:13, 7 June 2012 (UTC)&lt;br /&gt;
:this only applies if you are below lvl 15 when you give the lexicon back to septimus, i think. im checking now [[User:Warrof|Warrof]] 04:43, 30 June 2012 (UTC)&lt;br /&gt;
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== Dwemer cube closed ==&lt;br /&gt;
&lt;br /&gt;
It appears that the Dwemer cube will reseal itself after leaving Septimus Signus's Outpost regardless of whether or not you take the Oghma Infinium. This just happened to me...Septimus opened the cube, we went inside, he died, and I left. After returning MUCH later, I found that the cube had been resealed. Can anyone confirm this and add it to the page? {{uns2|17:58, 26 June 2012|67.161.9.20}}&lt;br /&gt;
:I have this same problem as well. {{uns2|03:50, 30 June 2012|67.197.125.121}}&lt;br /&gt;
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== Snow elf blood ==&lt;br /&gt;
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So you need the blood of all the living elves to emulate dwemer blood by similarities, including falmer, the twisted (de)evolved Snow elves. Now with the Dawnguard DLC there are 2 snow elves you meet, one of which you can kill and loot. When thinking about the in-game theory, the blood of an original snow elf would be even better than that of Falmer but of course the prompt would be scripted to come up when looting the body of a falmer. But Bethesda might have picked up on this issue and thaught of adding the script to the Snow elf's body. I just realised the possibility now after compleating dawnguard with my caracters so could someone perhaps try it out?[[User:Pizza boy|Pizza_Boy]] 10:20, 5 July 2012 (UTC)&lt;br /&gt;
:''copied from [[Skyrim_talk:Knight-Paladin_Gelebor#Are_we_sure_he.27s_an_Altmer.3F|Skyrim_talk:Knight-Paladin Gelebor]]''&lt;br /&gt;
::Yesterday I replayed through Dawnguard on an earlier save with &amp;quot;Discerning the Transmundane&amp;quot; active and deliberately refrained from collecting Altmer blood so I could check if the Snow Elves we see in-game are in fact Altmer in the CK, upon defeating Arch-Curate Vyrthur I looted his body and no &amp;quot;Harvest Blood&amp;quot; interface appeared, unfortunately I had already collected Falmer blood, so could not verify whether there was a special script which would allow his blood to count as Falmer for the quest (unlikely but possible). Does anybody with greater knowledge of the CK have any idea why he dosen't count as Altmer for this quest? [[Special:Contributions/212.139.91.11|212.139.91.11]] 02:55, 4 July 2012 (UTC)&lt;br /&gt;
:This may require more experimenting, but I copied another user's post from the above-linked page since it seemed relevant here. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 11:41, 5 July 2012 (UTC)&lt;br /&gt;
::He could not verify as falmer blood had already been collected. I'm almost finished with my mage character but my khajiit I Had planned to not do dawnguard with and no daedric quest either. but I might end up checking tomorow because I am very curious![[User:Pizza boy|Pizza_Boy]] 02:29, 6 July 2012 (UTC)&lt;br /&gt;
::I just checked myself and you can't use the blood of the snow elf. this quest specificaly needs the blood of a falmer or &amp;quot;Betrayed&amp;quot; as they call them.[[User:Pizza boy|Pizza_Boy]] 22:36, 12 July 2012 (UTC)&lt;br /&gt;
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== Alfland ==&lt;br /&gt;
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I just thought it noteworthy that you do not have to go through this dungeon; as long as you get to Blackreach, you can continue the quest. I prefer Mzinchaleft; you find Grimsever for Mjoll on the way, and when you enter Blackreach, you are only a short jog away from your goal (stick to the south wall and you can avoid any fights). {{Uns2|06:46, 22 July 2012|174.29.230.40}}&lt;br /&gt;
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:It's true, you can also go through Raldbthar if you want, you need to go there duing the Dark Brotherhood questline. Alftand is just the closest from Septimus' Outpost. [[User:Elakyn|Elakyn]] 08:49, 22 July 2012 (UTC)&lt;br /&gt;
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::Hi, thanks for mentioning this. The concurrent quest [[Skyrim:Elder Knowledge|Elder Knowledge]] has a note stating the other two linked dungeons can be used, so I guess it is only appropriate that this quest also has this note. I already did the necessary addition to the Notes section. ~ [[User:Psylocke|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;DarkViolet&amp;quot;&amp;gt;Psylocke&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 11:02, 22 July 2012 (UTC)&lt;br /&gt;
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== Oghma Exploit ==&lt;br /&gt;
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I have removed the Oghma Infinium exploit from the article as exploits are not generally listed. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:58, 24 July 2012 (UTC)&lt;br /&gt;
: I agree. There is an exploit that takes advantage of a bug regarding the Oghma itself, not the quest. It should never have been posted here. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 00:00, 25 July 2012 (UTC)&lt;br /&gt;
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== Drow Elf Blood ==&lt;br /&gt;
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Why is Arvel the Swift not listed as a potential candidate for the Drow Elf harvest? He is in a low level dungeon that is very easy to reach and the dungeon doesn't respawn. He seems like the perfect person to harvest. {{uns2|20:26, 8 August 2012|98.157.195.237}}&lt;br /&gt;
:According to the [[Skyrim:Bleak Falls Barrow (place)|Bleak Falls Barrow]] article, the dungeon DOES respawn. Therefore, Arvel's body would disappear after 10 or 30 days, making the collection of his Dark Elf blood difficult, if not impossible, unless the player were to immediately start the Discerning the Transmundane quest after Arvel dies. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 20:41, 8 August 2012 (UTC)&lt;br /&gt;
::From personal experience, Bleak Falls Barrow definitely respawns. Assuming you waited to go in there until just recently before starting it would work, but the vast majority of people seem to do that one very early in the game.[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:45, 8 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Specialty_Gear&amp;diff=992933</id>
		<title>Skyrim talk:Specialty Gear</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Specialty_Gear&amp;diff=992933"/>
		<updated>2012-07-24T14:34:12Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Amulet of Talos */&lt;/p&gt;
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&lt;div&gt;==Explanation==&lt;br /&gt;
I think the purpose of this page needs clarification. I don't get it. [[Special:Contributions/81.233.217.129|81.233.217.129]] 10:17, 30 November 2011 (UTC)&lt;br /&gt;
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:I've attempted to rewrite the intro to provide a better explanation of the page's purpose.  Note, though, that this attempt to find a way to categorize/sort/etc. the 5000+ weapons/armor in Skyrim is only two days old, so anything I say is subject to revisions, tweaking, and improvement.  And there are dozens of items that are probably not yet in the correct place.&lt;br /&gt;
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:The most obvious purpose of the page is to list equipment used by specific NPCs/enemies: Draugr, Dremora, Falmer, Forsworn, Guards for each hold, etc.  All of these NPCs have clearly-defined sets of weapons and armor.  It's also worth noting that in some of these cases (particularly Dremora), the equipment has the exact same name as standard equipment, meaning that including it on any standard equipment list will cause unnecessary confusion.  So I think a separate page for this equipment is necessary.&lt;br /&gt;
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:Beyond that, it to some extent is also being used a catch-all for anything that doesn't belong elsewhere.  It's anything that's isn't quest related and is too commonplace to belong on [[Skyrim:Unique Items|Unique Items]].  But on the other hand, it's not generic equipment.  It doesn't belong on [[Skyrim:Weapons|Weapons]] or [[Skyrim:Armor|Armor]], which I think (see for example [[Oblivion talk:Weapons#Weapon Reorganization]]) should be limited to base equipment.  Base equipment should be the fundamental &amp;quot;building block&amp;quot; equipment -- the type of equipment that's used in dozens of generic items, and the type of equipment that you can make in forges.  In my mind, a Falmer Bow, a Fork, or a Pickaxe doesn't belong under base equipment.&lt;br /&gt;
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:In setting up this organization I've also tried to follow the example set by Oblivion.  In particular, that's where the page names come from.  However, I've also been starting to realize that there are inconsistencies/problems with the Oblivion organization, and so I'm trying to adjust as necessary. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:36, 30 November 2011 (UTC)&lt;br /&gt;
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::I see. [[Special:Contributions/95.206.18.175|95.206.18.175]] 11:20, 2 December 2011 (UTC) (A.k.a. 81.233.217.129)&lt;br /&gt;
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:::Odd thing related to these miscellaneous weapons: I found a Giant Club with ID 461DA in the overworld, but its rollover info showed its attack rating to be 154. Possibly a bug - it doesn't seem to be doing that much damage. Interestingly, though, my follower apparently can't send people flying with the club, but has managed to perform a stabbing finisher with it twice - both times on the second strike, to my knowledge. [[Special:Contributions/112.201.196.17|112.201.196.17]] 15:10, 1 December 2011 (UTC)&lt;br /&gt;
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::::Is this after patch 1.2? I remember seeing a Giant Club in 1.1 but it was not take-able. [[Special:Contributions/71.139.188.255|71.139.188.255]] 15:19, 3 December 2011 (UTC)&lt;br /&gt;
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== Missing guard equipment? ==&lt;br /&gt;
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Are the Winterhold Guard's Shield &amp;amp; Eastmarch Guard Helmet only available through the console? None of the associated guards seem to carry either of these items. {{uns|74.215.42.102|05:22, December 2, 2011}}&lt;br /&gt;
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:i do not know if it is already present at the vanilla game or not, but on my ps3 i was curious about that one guard there, patrolling lonely on the road in front of the whistling mine. and ... despite what the whole internet claims, this one guard did not only have a pelt shield but also a Winterhold Guard's Shield ! &lt;br /&gt;
:'''finally got it!'''&lt;br /&gt;
:you can get to the whistling mine when you leave winterhold by its main road and follow it until the first mine you come across. then just wait for the guard to show up and kill em or pickpocket em for this wondrous holy grail of the shields. unless its a bug on my machine.&lt;br /&gt;
:confirmation(s) would be awesome ^^ --[[Special:Contributions/84.227.225.116|84.227.225.116]] 00:16, 22 January 2012 (UTC)&lt;br /&gt;
::I can confirm the guard carries the shield, definitely not a bug. Just a reminder to anybody, if you progress past a certain point in the Imperial's Civil War quests, the guard gets replaced with a generic Imperial guard and the shield will no longer be obtainable. {{uns|74.215.42.102|10:45, February 1, 2012}}&lt;br /&gt;
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== Falmer Helmet ==&lt;br /&gt;
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The rest of the falmer armorset is heavy, and ingame the Falmer Helmet is classified as heavy. However, this article classifies it as light...and in testing I've found that it behaves like light armor (it is affected by light armor perks). I suppose this is a bug? [[Special:Contributions/192.83.228.118|192.83.228.118]] 00:44, 5 December 2011 (UTC)&lt;br /&gt;
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== Imperial Helmet (Closed) ==&lt;br /&gt;
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It's not on the list. the baseID is 0009610d&lt;br /&gt;
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I'd put it in if I knew how. alas I do not {{uns|71.0.108.30|05:12, December 5, 2011}}&lt;br /&gt;
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== moved note ==&lt;br /&gt;
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''&amp;quot;Description states that its heavy helmet but it is considered as light by corresponding perks.&amp;quot;''&lt;br /&gt;
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:this was added as a note to the Falmer Helmet, as well as changing it to light armor, i think it needs more explanation ([[user:Eddie the head|Eddie The Head]] 12:49, 7 December 2011 (UTC))&lt;br /&gt;
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::I'm still figuring out what the hell the falmer helmet actually is. Apparently I actually get Heavy Armor experience for wearing it, but like I said in the above section, it triggers the 50% stamina regen perk from the light armor tree. Coupled with the fact that it can be worn on top of a mask or circlet, this is probably the buggiest helmet in the game. Anyone else have any experience with it? [[Special:Contributions/192.83.228.118|192.83.228.118]] 19:24, 7 December 2011 (UTC)&lt;br /&gt;
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:::Well, you can slap a +29% alchemy enchant on it and wear it over a +29% alchemy circlet for a five piece +alchemy set... This doesn't help +enchanting much, since it doesn't get you to +30% gear, but it does get you to +146% smithing potions. Also, it almost looks intentional that you can wear it over a circlet, given you can see the circlet beneath it. I am not getting the invisible head problem at all - it looks completely legit, graphically, when I wear it over a circlet. It's definitely not Heavy Armor though. It does not trigger Matching Set when worn with the other Falmer armor, and does not trigger the all Heavy Armor perk either. Also, the rest of the set seems to be improved double with Steel Smithing, but the helm gets very little bonus from smithing for me. This may be because it's Light Armor and I have no skill in that. [[Special:Contributions/208.206.3.254|208.206.3.254]] 23:54, 16 December 2011 (UTC)&lt;br /&gt;
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== Pickaxe locations ==&lt;br /&gt;
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Anyone knows where to get a pickaxe very early? I know there are several in Embershard Mine, but on my second playthrough I want to avoid entering any dungeons without a &amp;quot;reason&amp;quot;(quest, bounty, etc.). [[Special:Contributions/178.183.233.168|178.183.233.168]] 08:16, 10 December 2011 (UTC)&lt;br /&gt;
:Pretty much any mine should have a few near the beginning. You could always go into one, sneak around until you get a pickaxe, then leave again without killing anything. --[[Special:Contributions/92.21.205.252|92.21.205.252]] 19:41, 17 December 2011 (UTC)&lt;br /&gt;
:: There are two in Bleak Falls Barrow, near a skeleton and an iron vein. It's probably one of the first quests people do, and there's a corundum vein near the exit. [[Special:Contributions/82.243.194.53|82.243.194.53]] 10:00, 11 January 2012 (UTC)&lt;br /&gt;
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== Amulet Location(s)? ==&lt;br /&gt;
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I'd like to add in locations to each of these amulets as I go since I accidentally sold one of mine (Talos) and would really like to get another.  I know there are multiple of each in the game, but i'm not sure if they are randomly assigned or permanently in specific locations.  Any help on this would be great. Thank you.[[User:Cpjuggs24|Cpjuggs24]] 06:25, 13 December 2011 (UTC)&lt;br /&gt;
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:They are random drops/loot. I've gotten quite a few of them from random chests. I also seem to recall a lot of the Stormcloak soldiers carrying them (mostly Talos) during the Imperial Legion quest lin {{uns|74.215.42.102|20:36, December 13, 2011}}&lt;br /&gt;
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::Can anyone confirm if they have an Amulet of Arkay in their Proudspire Manor safe? It might be a fixed spawn location {{uns|75.80.97.155|05:39, January 1, 2012}}&lt;br /&gt;
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:::The Amulet of Talos is not a guaranteed find at the Shrine of Talos West of Winterhold. {{unsigned|216.252.35.185|23:17, 3 July 2012 (UTC)}}&lt;br /&gt;
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== Imperial Helmet ==&lt;br /&gt;
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I noticed in one of the loading screens what appears to be a closed imperial helmet with a black mane on top. I was wondering if this could be found in game, and if so where it is, or if it is strictly on the loading screen. &lt;br /&gt;
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You'll find one doing the thieves guild quest line. It's on a shelf along with 6/7 chests in the same area. {{uns|207.6.22.189|19:48, December 15, 2011}}&lt;br /&gt;
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== Invisible thieves equipment ==&lt;br /&gt;
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The Guild Master's equipment listed here (001092b5, 001092b4, 001092b6) doesn't seem to show in the inventory when added through the console (one gets a message it is added though). Is there any way the player could obtain these normally? The same is the case with the Alt and Variant equipment pieces I tested. --[[User:Alfwyn|Alfwyn]] 01:08, 17 December 2011 (UTC)&lt;br /&gt;
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:Yes but it's a long drawn out process requiring 5 radiant quests per hold save riften. Also you'll have return the skeleton key. {{uns|Artemis Enterei|17:19, December 30, 2011}}&lt;br /&gt;
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== Worn Shrouded Armor set ==&lt;br /&gt;
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The armor found in the Dawnstar sanctuary does not appear to be improvable through smithing. &lt;br /&gt;
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Also, though the gloves claim to give 2x backstab damage, I'm still getting my normal 15x, rather than 30. The note just seems to be a holdover for some reason, as the gloves do not have an enchantment glow, and can be enchanted normally by the player. However, the &amp;quot;double damage&amp;quot; note still appears, rather than the player enchantment.&lt;br /&gt;
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[[User:Laringar|Laringar]] 00:27, 19 December 2011 (UTC)&lt;br /&gt;
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:Same for me, they're enchantable but the enchant does not show on the item description even though it's definitely working - tested this by enchanting them with Fortify One-handed and equipping them. Sure enough, the listed damage values of one-handed weapons did increase. They do not, however, provide the backstab bonus they say they do. I'm still doing x6 damage with swords/maces/axes and x15 damage with daggers on a backstab.&lt;br /&gt;
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:Also not improvable with smithing, even with all perks. I noticed too that the table lists two sets of this armor in the game files. Does anyone know where the alternate set of &amp;quot;Worn Shrouded&amp;quot; armor can be obtained, and if it shares the same issues with this one? Or is it even in game? &lt;br /&gt;
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:[[Special:Contributions/220.255.2.98|220.255.2.98]] 15:40, 29 December 2011 (UTC)&lt;br /&gt;
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::I can confirm that the worn shrouded gloves doesn't improve the backstab damage, the description about backstab damage is text only (modified with DESC under ARMO), there's no actual enchantment attaching to the gloves. On the contrary, although the ordinary shrouded gloves also use the DESC to modified its description, it still has a EITM line under its ARMO. {{uns|140.112.230.200|06:05, January 29, 2012}}&lt;br /&gt;
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== Fur Helmet Locations ==&lt;br /&gt;
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The Fur Helmet seems to be extremely rare as it doesn't spawn on bandits almost ever. I've played Skyrim on the 360 for probably 80 hours and have yet to see it on a bandit or other NPC. However I know of 2 Locations that it can be found at. 2 are in the Dainty Sload and 2 more can be found in White River Watch on tables in the caves. [[User:Lord Eydvar|Lord Eydvar]] 21:25, 20 December 2011 (UTC)&lt;br /&gt;
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: There's also one more in Mzinchaleft, in a room with two mage bandits. But indeed, I've never seen it on anyone. They probably forgot to put it on the bandits' equipment list. [[Special:Contributions/82.243.194.53|82.243.194.53]] 09:55, 11 January 2012 (UTC)&lt;br /&gt;
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== Forks and Knives ==&lt;br /&gt;
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On xbox 360, forks and knives don't seem to be equip-able weapons. Are there certain forks and knives that can be equipped or is this a console difference? {{uns|71.233.120.56|16:58, December 21, 2011}}&lt;br /&gt;
: Same for me. In fact, I can't even take cutlery (like, say, to sell them), except Dwarven forks. Playing on PS3 [[Special:Contributions/82.243.194.53|82.243.194.53]] 08:18, 5 January 2012 (UTC)&lt;br /&gt;
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{{od}}I can't find anything to corroborate this, and I can't get it to equip in-game, so I've removed the reference to knives being useable weapons (and placed a copy here for reference). Feel free to undo if you have proof otherwise, but if so please share it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Knife}}&amp;lt;br/&amp;gt;{{ID|(0001f25a)}}&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0.5 || 1 || 2 ||&lt;br /&gt;
* Cutlery found on tables, but can also be used as a weapon.&lt;br /&gt;
[[Special:Contributions/99.236.27.145|99.236.27.145]] 08:24, 15 January 2012 (UTC)&lt;br /&gt;
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:Fast travel to the the East Empire Company Warehouse (near Solitude) . Go up the stairs in the little outpost thing in front of you and there if a knife. It can be used as a weapon. [[User:Kimi the Elf|Kimi the Elf]] 08:33, 15 January 2012 (UTC)&lt;br /&gt;
::Sweet! I got the knife from East Empire. Can't find the fork/knife at Throat of The World though. Any details on the location of that? [[Special:Contributions/99.236.27.145|99.236.27.145]] 10:32, 15 January 2012 (UTC)&lt;br /&gt;
:::For those interested, I found a video with directions to find the knife/fork at The Throat of the World; http://youtu.be/ZR-dh01ok6U [[Special:Contributions/70.26.143.254|70.26.143.254]] 22:44, 15 January 2012 (UTC)&lt;br /&gt;
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== Amulet of Talos bug ==&lt;br /&gt;
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Is there any solution for the Amulet of Talos bug (forcing quest, console, or something)? I would really appreciate some help, it is bothering me a while. Thanks. {{uns|Absent|09:31, December 22, 2011}}&lt;br /&gt;
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: in console, do &amp;lt;code&amp;gt;player.removeitem 000cc846 1&amp;lt;/code&amp;gt;, then do &amp;lt;code&amp;gt;player.additem 000cc846 1&amp;lt;/code&amp;gt;, replacing 1 with however many you have accumulated.  That will remove the bugged ones from your inventory and replace them with clean ones.  You can then drop them from inventory, sell them, etc, and any new ones you acquire will also not be bugged.  [[User:Phaid|Phaid]] 22:10, 25 December 2011 (UTC)&lt;br /&gt;
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::Or you can talk to the little girl in solitude that's upset about her uncle. This is the quest involving the amulet of talos. {{uns|Artemis Enterei|17:13, December 30, 2011}}&lt;br /&gt;
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== Falmer Supple Bow? ==&lt;br /&gt;
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Where do you get one of these? Are they PC only? I have 120 hours on my character and have yet to see a Falmer carrying one. {{uns|74.215.42.102|21:40, December 23, 2011}}&lt;br /&gt;
:They are not PC only, I found one on a Falmer once. They may be leveled or random. If I find another one I'll let you know where I found it. [[User:Melleh17|Melleh17]] 23:09, 24 December 2011 (UTC)&lt;br /&gt;
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== Third giant's club? ==&lt;br /&gt;
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Has anyone found this club in game? And if so is it equitable by the player? I want to swing around a giant's club like my follower.&lt;br /&gt;
Watching my follower swing his club around, I found that it has the same animations as a greatsword. It's kinda weird to see Benor run someone through with his giant's club that he equips over the ebony warhammer I gave him. The reach on this weapon is the longest I've seen so far, haven't come across a Daedric greatsword yet. {{uns|Artemis Enterei|02:17, January 2, 2012}}&lt;br /&gt;
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== Penitus Oculatus Helm and circlet ==&lt;br /&gt;
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I can equip a circlet along with the Penitus Oculatus Helm just like with the Falmer Helmet/Jagged Crown.  Anyone know what causes this?  It seams to be related to how obscure the helmet is, suggesting it's a bug. [[Special:Contributions/75.42.82.128|75.42.82.128]] 09:52, 31 December 2011&lt;br /&gt;
:I would assume it is related to the Circlet. For whatever reason a circlet can be worn with afew different items of head wear. With some items it also causes your head to disappear. [[User:Kimi the Elf|Kimi the Elf]] 10:04, 31 December 2011 (UTC)&lt;br /&gt;
::This helm can also be worn with dragon masks. Sometimes the dragon mask is visible. Other times the helm is visible on an invisible head. Which is showing seems random and resets each cell you enter. {{uns|Artemis Enterei|02:11, January 2, 2012}}&lt;br /&gt;
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== Scimitar ==&lt;br /&gt;
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Scimitar should probably be added to this page in the &amp;quot;Other&amp;quot; section.  I don't know how to get the game data to do so. [[User:Rookwood|Rookwood]] 03:33, 12 January 2012 (UTC)&lt;br /&gt;
:Done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:23, 12 January 2012 (UTC)&lt;br /&gt;
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==Hooded Thalmor Robes Bug/Exploit?==&lt;br /&gt;
I'm not entirely sure when this happened, but after the Diplomatic Immunity quest, I've taken off the Hooded Thalmor Robes and am still showing that I'm receiving the Fortify Destruction 12% bonus even though I'm not wearing them any more. And quitting and loading the game again doesn't seem to remove it. I'm also playing on a PS3. Has anyone else encountered this? [[Special:Contributions/68.106.86.163|68.106.86.163]] 01:38, 16 January 2012 (UTC)&lt;br /&gt;
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== Knife side-effects ==&lt;br /&gt;
&lt;br /&gt;
I've noticed fairly consistently over several save/loads that the knife (the cutlery item you can equip as a weapon) will float in mid-air near any weapon plaque you attempt to place it on, and equipping it causes my character's POV to move (usually about ninety degrees) upon exiting the inventory screen. [[Special:Contributions/70.26.143.254|70.26.143.254]] 00:53, 19 January 2012 (UTC)&lt;br /&gt;
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== Knife/Fork other location ==&lt;br /&gt;
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before looking at this page i always thought the only place to get those two ... ah ... weapons, would be the small table one can buy for the house in rifton outside on the seaside there. maybe worth adding this location too, since those seem to be pretty rare ;) --[[Special:Contributions/84.227.225.116|84.227.225.116]] 21:54, 21 January 2012 (UTC)&lt;br /&gt;
:Are there any other locations referenced in the creation set??   [[Special:Contributions/67.176.160.195|67.176.160.195]] 07:24, 5 May 2012 (UTC)&lt;br /&gt;
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== Silver Weapons and Bandit gear ==&lt;br /&gt;
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Shouldn't Silver Sword and Greatsword be listed here? And Fur, Hide and Studded armor? And perhaps even Nord Hero weapons? [[User:Icko|Icko]] 00:59, 22 January 2012 (UTC)&lt;br /&gt;
:Silver Sword, Silver Greatsword and Nord Hero Weapons are currently listed on the [[Skyrim:Weapons]] page, and Fur Armor, Hide Armor, and Studded Armor are listed on the [[Skyrim:Armor]] page. Except for the Silver weaponry, those can all be forged and thus meet the definition of &amp;quot;base weaponry&amp;quot; defined at the top of the Weapons page. As far as I know, the Silver Weapon are used only by the Silver Hand and may be more suitable in their own section here. [[User:Arcanist|Arcanist]] 04:50, 22 January 2012 (UTC)&lt;br /&gt;
::Silver Weapons only show 'especially effective against undead' after being enchanted, main page needs editing [[User:The Silencer|The Silencer]] 18:15, 4 March 2012 (UTC)&lt;br /&gt;
:::So not all silver weapons are enchanted with that? Every one I've found has said that. -[[User:Melleh17|Melleh17]] 20:29, 5 March 2012 (UTC)&lt;br /&gt;
::Silver Weapons only show 'especially effective against undead' at all times, even after enchanting. I have never found an empty silver weapon. No confusion intended. [[User:The Silencer|The Silencer]] 03:21, 6 March 2012 (UTC)&lt;br /&gt;
:::Yes, enchanted, they still just say &amp;quot;Epecially effective against undead&amp;quot;, not mentioning the enchantment. But there is the bar showing the charges left. --[[User:Alfwyn|Alfwyn]] 13:31, 6 March 2012 (UTC)&lt;br /&gt;
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== Cleanup Still Needed? ==&lt;br /&gt;
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The cleanup heading says &amp;quot;Item lists need to be broken down into groups, according to NPC who uses the equipment or other use&amp;quot;.  This looks like it's been done.  Who removes the cleanup note? -- [[User:Neondrmr|Neondrmr]] 20:50, 11 February 2012 (UTC)&lt;br /&gt;
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== Divine amulets &amp;amp; random loot ==&lt;br /&gt;
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I saw an initial change regarding Talos amulets not being found on imperials had been reverted, but &amp;quot;random&amp;quot; loot isn't actually random.  It's pulled randomly from a specific list (and then often from additional sublists).  The religious list for imperial soldiers excludes Talos, with Stendarr amulets being five times more likely to appear than others.  Stormcloaks will have a Talos amulet 50% of the time when an amulet is found, with three others possible.  Perhaps we don't want to bother listing all the details on the page, but we shouldn't exclude it on the grounds that were given. -[[User:Vardis|Vardis]] 21:11, 11 February 2012 (UTC)&lt;br /&gt;
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== Draugr Armor ==&lt;br /&gt;
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Where can the draugr armor be found in game? [[User:Melleh17|Melleh17]] 19:54, 12 February 2012 (UTC)&lt;br /&gt;
:It can be smithed at the [[Skyrim:Skyforge|Skyforge]], but for some items there are fixed locations too. --[[User:Alfwyn|Alfwyn]] 20:07, 12 February 2012 (UTC)&lt;br /&gt;
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== Forsworn armor glitch. ==&lt;br /&gt;
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I've noticed that sometimes upon loading if you're wearing forsworn armor the gauntlets and boot appear as fur boots and hand wraps for some reason and that the only fix seems to be dropping all ur armor and picking it back up. Anyone else have this issues? [[User:Lord Eydvar|Lord Eydvar]] 03:12, 27 February 2012 (UTC)&lt;br /&gt;
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== Where's an Amulet of Dibella?  ==&lt;br /&gt;
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I want to find an Amulet of Dibella without picking anyone's pockets, or committing any crime whatsoever. Please help. [[User:Nikofeelan|Nikofeelan]] 03:45, 13 March 2012 (UTC)&lt;br /&gt;
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:Pay attention to what merchants carry under the Misc. tab.  Every so often, they'll have any of the Divines' amulets. [[User:Voraxith|Voraxith]] 21:46, 15 March 2012 (UTC)&lt;br /&gt;
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::It would't be under Misc. it is under Apparel, best place to go to is Radiant Raiment in Solitude. Check the shops merchandise for the Amulet of Dibella. If it is there buy it, if not exit the inventory and save. Hit her once to make her turn hostile then load your save, doing this will reset her shop. Check the shop again, if it isn't there do the last step over until it is. The 'crime' of hitting her won't appear on your stats.--[[User:Spmckinney|SPMcKinney]] 10:42, 10 June 2012 (UTC)&lt;br /&gt;
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== Imperial Soldier Equipment ==&lt;br /&gt;
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In addition to the ''Imperial Light Bracers'' (Light Armor) and ''Imperial Bracers'' (Heavy Armor) there are also ''Steel Imperial Gauntlets'' (Heavy Armor). Should we add them to the category? --[[User:Arkhon|Arkhon]] 05:19, 18 March 2012 (UTC)&lt;br /&gt;
:Based on a quick look, no, they should not be added here, because Steel Imperial Gauntlets are not part of the outfit worn by Imperial Soldiers (e.g., lists &amp;lt;code&amp;gt;ArmorImperialHeavySetNoHelmet&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ArmorImperialHeavySet&amp;lt;/code&amp;gt;).  I'm pretty sure &amp;quot;Imperial&amp;quot; is only in the name so that the style can be distinguished from Steel Nordic Gauntlets.  And even if someone looks in more detail and finds obscure cases where the Steel Imperial Gauntlets are part of an outfit worn by Imperial Soldiers, the primary article/redirect for [[Skyrim:Steel Imperial Gauntlets|Steel Imperial Gauntlets]] should still be the [[Skyrim:Steel|Steel]] article, because they are base items -- they can be crafted by the player and they appear on the standard loot leveled lists. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:39, 18 March 2012 (UTC)&lt;br /&gt;
::Ok, thanks for the answer. I was wondering because they look exactly like ''Imperial Bracers'' while offering better protection. --[[User:Arkhon|Arkhon]] 06:01, 18 March 2012 (UTC)&lt;br /&gt;
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== Location of Giant Club ==&lt;br /&gt;
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I saw it on the ground of a giant camp once and ignored it. Anybody know which one? {{uns2|00:59, 6 May 2012|71.223.94.205}}&lt;br /&gt;
:It's at [[Skyrim:Tumble_Arch_Pass|Tumble Arch Pass]], but it can't actually be used. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:09, 6 May 2012 (UTC)&lt;br /&gt;
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== Amulet of Talos disappears? ==&lt;br /&gt;
I had 3 Amulets of Talos in my inventory, which were not droppable due to being quest items (though I was never sure what quest it was related to). I have since completed the main questline, and now all 3 amulets are gone from my inventory. I'm not concerned about this, as I rarely wore one, but I thought I'd mention it anyway. [[User:Obax|Obax]] 05:31, 30 June 2012 (UTC)&lt;br /&gt;
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== Dawnguard Armor ==&lt;br /&gt;
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Dawnguard Armor can be improved using steel ingots with the Steel smithing perk. {{unsigned|2.24.128.1|14:38, 30 June 2012 (UTC)}}&lt;br /&gt;
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== Ancient Falmer Crown - moved from article ==&lt;br /&gt;
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''can be obtained on the skull of a skeleton at a high point in the forgotten vale [http://www.youtube.com/watch?v=nXyV7gdWL_s]'' {{uns2|18:51, 6 July 2012 |209.168.156.14}}&lt;br /&gt;
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I watched the video, and all it showed was a skeleton and an Elven Greatsword. Can the editor that posted it repost it, showing the Crown? --[[User:Xyzzy|Xyzzy]] 03:15, 7 July 2012 (UTC)&lt;br /&gt;
:The Youtube user who created the video posted a comment under the video saying that the information that was added here was false, so it's definitely not worth mentioning. Of course, I'm not sure why he titled the video the way he did, but... [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 19:36, 9 July 2012 (UTC)&lt;br /&gt;
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== Dawnguard and Falmer armor ==&lt;br /&gt;
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I noticed the basic falmer armor Now seems to run off the Advanced armor perk rather than steel, most likely changed with the dlc seeing as how the new falmer heavy armor runs off that perk ([[Special:Contributions/174.60.100.160|174.60.100.160]] 20:46, 20 July 2012 (UTC))&lt;br /&gt;
:The &amp;quot;ArmorMaterialSteel&amp;quot; keyword has indeed been removed from the original {{CSList|search=0x000b83cb|Falmer Armor}} in the Dawnguard version, though I'm not quite sure how to edit/format the article to show that change. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:40, 20 July 2012 (UTC)&lt;br /&gt;
::Okay, I made an attempt to show that change. Feel free to tweak it if it doesn't seem quite right. ~ [[User:Psylocke|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;DarkViolet&amp;quot;&amp;gt;Psylocke&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 21:58, 20 July 2012 (UTC)&lt;br /&gt;
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== Amulet of Talos ==&lt;br /&gt;
I can't find the amulet! I tried looking for it, but this &amp;quot;''hint''&amp;quot; is VAUGE!&lt;br /&gt;
:There is a guaranteed amulet at a Shrine of Talos 490 ft SE of Pilgrim's Trench.&lt;br /&gt;
Q: How does one calculate that stuff from in the game? {{uns2|14:11, 24 July 2012|184.88.12.130}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Specialty_Gear&amp;diff=992924</id>
		<title>Skyrim talk:Specialty Gear</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Specialty_Gear&amp;diff=992924"/>
		<updated>2012-07-24T14:11:05Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
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&lt;div&gt;==Explanation==&lt;br /&gt;
I think the purpose of this page needs clarification. I don't get it. [[Special:Contributions/81.233.217.129|81.233.217.129]] 10:17, 30 November 2011 (UTC)&lt;br /&gt;
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:I've attempted to rewrite the intro to provide a better explanation of the page's purpose.  Note, though, that this attempt to find a way to categorize/sort/etc. the 5000+ weapons/armor in Skyrim is only two days old, so anything I say is subject to revisions, tweaking, and improvement.  And there are dozens of items that are probably not yet in the correct place.&lt;br /&gt;
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:The most obvious purpose of the page is to list equipment used by specific NPCs/enemies: Draugr, Dremora, Falmer, Forsworn, Guards for each hold, etc.  All of these NPCs have clearly-defined sets of weapons and armor.  It's also worth noting that in some of these cases (particularly Dremora), the equipment has the exact same name as standard equipment, meaning that including it on any standard equipment list will cause unnecessary confusion.  So I think a separate page for this equipment is necessary.&lt;br /&gt;
&lt;br /&gt;
:Beyond that, it to some extent is also being used a catch-all for anything that doesn't belong elsewhere.  It's anything that's isn't quest related and is too commonplace to belong on [[Skyrim:Unique Items|Unique Items]].  But on the other hand, it's not generic equipment.  It doesn't belong on [[Skyrim:Weapons|Weapons]] or [[Skyrim:Armor|Armor]], which I think (see for example [[Oblivion talk:Weapons#Weapon Reorganization]]) should be limited to base equipment.  Base equipment should be the fundamental &amp;quot;building block&amp;quot; equipment -- the type of equipment that's used in dozens of generic items, and the type of equipment that you can make in forges.  In my mind, a Falmer Bow, a Fork, or a Pickaxe doesn't belong under base equipment.&lt;br /&gt;
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:In setting up this organization I've also tried to follow the example set by Oblivion.  In particular, that's where the page names come from.  However, I've also been starting to realize that there are inconsistencies/problems with the Oblivion organization, and so I'm trying to adjust as necessary. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:36, 30 November 2011 (UTC)&lt;br /&gt;
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::I see. [[Special:Contributions/95.206.18.175|95.206.18.175]] 11:20, 2 December 2011 (UTC) (A.k.a. 81.233.217.129)&lt;br /&gt;
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:::Odd thing related to these miscellaneous weapons: I found a Giant Club with ID 461DA in the overworld, but its rollover info showed its attack rating to be 154. Possibly a bug - it doesn't seem to be doing that much damage. Interestingly, though, my follower apparently can't send people flying with the club, but has managed to perform a stabbing finisher with it twice - both times on the second strike, to my knowledge. [[Special:Contributions/112.201.196.17|112.201.196.17]] 15:10, 1 December 2011 (UTC)&lt;br /&gt;
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::::Is this after patch 1.2? I remember seeing a Giant Club in 1.1 but it was not take-able. [[Special:Contributions/71.139.188.255|71.139.188.255]] 15:19, 3 December 2011 (UTC)&lt;br /&gt;
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== Amulet of Talos ==&lt;br /&gt;
I can't find the amulet! I tries looking for it, but this &amp;quot;''hint''&amp;quot; is VAUGE!&lt;br /&gt;
:There is a guaranteed amulet at a Shrine of Talos 490 ft SE of Pilgrim's Trench.&lt;br /&gt;
Q: How does one calculate that stuff from in the game?&lt;br /&gt;
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== Missing guard equipment? ==&lt;br /&gt;
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Are the Winterhold Guard's Shield &amp;amp; Eastmarch Guard Helmet only available through the console? None of the associated guards seem to carry either of these items. {{uns|74.215.42.102|05:22, December 2, 2011}}&lt;br /&gt;
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:i do not know if it is already present at the vanilla game or not, but on my ps3 i was curious about that one guard there, patrolling lonely on the road in front of the whistling mine. and ... despite what the whole internet claims, this one guard did not only have a pelt shield but also a Winterhold Guard's Shield ! &lt;br /&gt;
:'''finally got it!'''&lt;br /&gt;
:you can get to the whistling mine when you leave winterhold by its main road and follow it until the first mine you come across. then just wait for the guard to show up and kill em or pickpocket em for this wondrous holy grail of the shields. unless its a bug on my machine.&lt;br /&gt;
:confirmation(s) would be awesome ^^ --[[Special:Contributions/84.227.225.116|84.227.225.116]] 00:16, 22 January 2012 (UTC)&lt;br /&gt;
::I can confirm the guard carries the shield, definitely not a bug. Just a reminder to anybody, if you progress past a certain point in the Imperial's Civil War quests, the guard gets replaced with a generic Imperial guard and the shield will no longer be obtainable. {{uns|74.215.42.102|10:45, February 1, 2012}}&lt;br /&gt;
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== Falmer Helmet ==&lt;br /&gt;
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The rest of the falmer armorset is heavy, and ingame the Falmer Helmet is classified as heavy. However, this article classifies it as light...and in testing I've found that it behaves like light armor (it is affected by light armor perks). I suppose this is a bug? [[Special:Contributions/192.83.228.118|192.83.228.118]] 00:44, 5 December 2011 (UTC)&lt;br /&gt;
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== Imperial Helmet (Closed) ==&lt;br /&gt;
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It's not on the list. the baseID is 0009610d&lt;br /&gt;
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I'd put it in if I knew how. alas I do not {{uns|71.0.108.30|05:12, December 5, 2011}}&lt;br /&gt;
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== moved note ==&lt;br /&gt;
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''&amp;quot;Description states that its heavy helmet but it is considered as light by corresponding perks.&amp;quot;''&lt;br /&gt;
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:this was added as a note to the Falmer Helmet, as well as changing it to light armor, i think it needs more explanation ([[user:Eddie the head|Eddie The Head]] 12:49, 7 December 2011 (UTC))&lt;br /&gt;
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::I'm still figuring out what the hell the falmer helmet actually is. Apparently I actually get Heavy Armor experience for wearing it, but like I said in the above section, it triggers the 50% stamina regen perk from the light armor tree. Coupled with the fact that it can be worn on top of a mask or circlet, this is probably the buggiest helmet in the game. Anyone else have any experience with it? [[Special:Contributions/192.83.228.118|192.83.228.118]] 19:24, 7 December 2011 (UTC)&lt;br /&gt;
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:::Well, you can slap a +29% alchemy enchant on it and wear it over a +29% alchemy circlet for a five piece +alchemy set... This doesn't help +enchanting much, since it doesn't get you to +30% gear, but it does get you to +146% smithing potions. Also, it almost looks intentional that you can wear it over a circlet, given you can see the circlet beneath it. I am not getting the invisible head problem at all - it looks completely legit, graphically, when I wear it over a circlet. It's definitely not Heavy Armor though. It does not trigger Matching Set when worn with the other Falmer armor, and does not trigger the all Heavy Armor perk either. Also, the rest of the set seems to be improved double with Steel Smithing, but the helm gets very little bonus from smithing for me. This may be because it's Light Armor and I have no skill in that. [[Special:Contributions/208.206.3.254|208.206.3.254]] 23:54, 16 December 2011 (UTC)&lt;br /&gt;
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== Pickaxe locations ==&lt;br /&gt;
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Anyone knows where to get a pickaxe very early? I know there are several in Embershard Mine, but on my second playthrough I want to avoid entering any dungeons without a &amp;quot;reason&amp;quot;(quest, bounty, etc.). [[Special:Contributions/178.183.233.168|178.183.233.168]] 08:16, 10 December 2011 (UTC)&lt;br /&gt;
:Pretty much any mine should have a few near the beginning. You could always go into one, sneak around until you get a pickaxe, then leave again without killing anything. --[[Special:Contributions/92.21.205.252|92.21.205.252]] 19:41, 17 December 2011 (UTC)&lt;br /&gt;
:: There are two in Bleak Falls Barrow, near a skeleton and an iron vein. It's probably one of the first quests people do, and there's a corundum vein near the exit. [[Special:Contributions/82.243.194.53|82.243.194.53]] 10:00, 11 January 2012 (UTC)&lt;br /&gt;
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== Amulet Location(s)? ==&lt;br /&gt;
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I'd like to add in locations to each of these amulets as I go since I accidentally sold one of mine (Talos) and would really like to get another.  I know there are multiple of each in the game, but i'm not sure if they are randomly assigned or permanently in specific locations.  Any help on this would be great. Thank you.[[User:Cpjuggs24|Cpjuggs24]] 06:25, 13 December 2011 (UTC)&lt;br /&gt;
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:They are random drops/loot. I've gotten quite a few of them from random chests. I also seem to recall a lot of the Stormcloak soldiers carrying them (mostly Talos) during the Imperial Legion quest lin {{uns|74.215.42.102|20:36, December 13, 2011}}&lt;br /&gt;
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::Can anyone confirm if they have an Amulet of Arkay in their Proudspire Manor safe? It might be a fixed spawn location {{uns|75.80.97.155|05:39, January 1, 2012}}&lt;br /&gt;
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:::The Amulet of Talos is not a guaranteed find at the Shrine of Talos West of Winterhold. {{unsigned|216.252.35.185|23:17, 3 July 2012 (UTC)}}&lt;br /&gt;
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== Imperial Helmet ==&lt;br /&gt;
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I noticed in one of the loading screens what appears to be a closed imperial helmet with a black mane on top. I was wondering if this could be found in game, and if so where it is, or if it is strictly on the loading screen. &lt;br /&gt;
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You'll find one doing the thieves guild quest line. It's on a shelf along with 6/7 chests in the same area. {{uns|207.6.22.189|19:48, December 15, 2011}}&lt;br /&gt;
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== Invisible thieves equipment ==&lt;br /&gt;
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The Guild Master's equipment listed here (001092b5, 001092b4, 001092b6) doesn't seem to show in the inventory when added through the console (one gets a message it is added though). Is there any way the player could obtain these normally? The same is the case with the Alt and Variant equipment pieces I tested. --[[User:Alfwyn|Alfwyn]] 01:08, 17 December 2011 (UTC)&lt;br /&gt;
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:Yes but it's a long drawn out process requiring 5 radiant quests per hold save riften. Also you'll have return the skeleton key. {{uns|Artemis Enterei|17:19, December 30, 2011}}&lt;br /&gt;
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== Worn Shrouded Armor set ==&lt;br /&gt;
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The armor found in the Dawnstar sanctuary does not appear to be improvable through smithing. &lt;br /&gt;
&lt;br /&gt;
Also, though the gloves claim to give 2x backstab damage, I'm still getting my normal 15x, rather than 30. The note just seems to be a holdover for some reason, as the gloves do not have an enchantment glow, and can be enchanted normally by the player. However, the &amp;quot;double damage&amp;quot; note still appears, rather than the player enchantment.&lt;br /&gt;
&lt;br /&gt;
[[User:Laringar|Laringar]] 00:27, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Same for me, they're enchantable but the enchant does not show on the item description even though it's definitely working - tested this by enchanting them with Fortify One-handed and equipping them. Sure enough, the listed damage values of one-handed weapons did increase. They do not, however, provide the backstab bonus they say they do. I'm still doing x6 damage with swords/maces/axes and x15 damage with daggers on a backstab.&lt;br /&gt;
&lt;br /&gt;
:Also not improvable with smithing, even with all perks. I noticed too that the table lists two sets of this armor in the game files. Does anyone know where the alternate set of &amp;quot;Worn Shrouded&amp;quot; armor can be obtained, and if it shares the same issues with this one? Or is it even in game? &lt;br /&gt;
&lt;br /&gt;
:[[Special:Contributions/220.255.2.98|220.255.2.98]] 15:40, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm that the worn shrouded gloves doesn't improve the backstab damage, the description about backstab damage is text only (modified with DESC under ARMO), there's no actual enchantment attaching to the gloves. On the contrary, although the ordinary shrouded gloves also use the DESC to modified its description, it still has a EITM line under its ARMO. {{uns|140.112.230.200|06:05, January 29, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Fur Helmet Locations ==&lt;br /&gt;
&lt;br /&gt;
The Fur Helmet seems to be extremely rare as it doesn't spawn on bandits almost ever. I've played Skyrim on the 360 for probably 80 hours and have yet to see it on a bandit or other NPC. However I know of 2 Locations that it can be found at. 2 are in the Dainty Sload and 2 more can be found in White River Watch on tables in the caves. [[User:Lord Eydvar|Lord Eydvar]] 21:25, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: There's also one more in Mzinchaleft, in a room with two mage bandits. But indeed, I've never seen it on anyone. They probably forgot to put it on the bandits' equipment list. [[Special:Contributions/82.243.194.53|82.243.194.53]] 09:55, 11 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forks and Knives ==&lt;br /&gt;
&lt;br /&gt;
On xbox 360, forks and knives don't seem to be equip-able weapons. Are there certain forks and knives that can be equipped or is this a console difference? {{uns|71.233.120.56|16:58, December 21, 2011}}&lt;br /&gt;
: Same for me. In fact, I can't even take cutlery (like, say, to sell them), except Dwarven forks. Playing on PS3 [[Special:Contributions/82.243.194.53|82.243.194.53]] 08:18, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}I can't find anything to corroborate this, and I can't get it to equip in-game, so I've removed the reference to knives being useable weapons (and placed a copy here for reference). Feel free to undo if you have proof otherwise, but if so please share it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Knife}}&amp;lt;br/&amp;gt;{{ID|(0001f25a)}}&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0.5 || 1 || 2 ||&lt;br /&gt;
* Cutlery found on tables, but can also be used as a weapon.&lt;br /&gt;
[[Special:Contributions/99.236.27.145|99.236.27.145]] 08:24, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fast travel to the the East Empire Company Warehouse (near Solitude) . Go up the stairs in the little outpost thing in front of you and there if a knife. It can be used as a weapon. [[User:Kimi the Elf|Kimi the Elf]] 08:33, 15 January 2012 (UTC)&lt;br /&gt;
::Sweet! I got the knife from East Empire. Can't find the fork/knife at Throat of The World though. Any details on the location of that? [[Special:Contributions/99.236.27.145|99.236.27.145]] 10:32, 15 January 2012 (UTC)&lt;br /&gt;
:::For those interested, I found a video with directions to find the knife/fork at The Throat of the World; http://youtu.be/ZR-dh01ok6U [[Special:Contributions/70.26.143.254|70.26.143.254]] 22:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amulet of Talos bug ==&lt;br /&gt;
&lt;br /&gt;
Is there any solution for the Amulet of Talos bug (forcing quest, console, or something)? I would really appreciate some help, it is bothering me a while. Thanks. {{uns|Absent|09:31, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
: in console, do &amp;lt;code&amp;gt;player.removeitem 000cc846 1&amp;lt;/code&amp;gt;, then do &amp;lt;code&amp;gt;player.additem 000cc846 1&amp;lt;/code&amp;gt;, replacing 1 with however many you have accumulated.  That will remove the bugged ones from your inventory and replace them with clean ones.  You can then drop them from inventory, sell them, etc, and any new ones you acquire will also not be bugged.  [[User:Phaid|Phaid]] 22:10, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Or you can talk to the little girl in solitude that's upset about her uncle. This is the quest involving the amulet of talos. {{uns|Artemis Enterei|17:13, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Falmer Supple Bow? ==&lt;br /&gt;
&lt;br /&gt;
Where do you get one of these? Are they PC only? I have 120 hours on my character and have yet to see a Falmer carrying one. {{uns|74.215.42.102|21:40, December 23, 2011}}&lt;br /&gt;
:They are not PC only, I found one on a Falmer once. They may be leveled or random. If I find another one I'll let you know where I found it. [[User:Melleh17|Melleh17]] 23:09, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Third giant's club? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone found this club in game? And if so is it equitable by the player? I want to swing around a giant's club like my follower.&lt;br /&gt;
Watching my follower swing his club around, I found that it has the same animations as a greatsword. It's kinda weird to see Benor run someone through with his giant's club that he equips over the ebony warhammer I gave him. The reach on this weapon is the longest I've seen so far, haven't come across a Daedric greatsword yet. {{uns|Artemis Enterei|02:17, January 2, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Penitus Oculatus Helm and circlet ==&lt;br /&gt;
&lt;br /&gt;
I can equip a circlet along with the Penitus Oculatus Helm just like with the Falmer Helmet/Jagged Crown.  Anyone know what causes this?  It seams to be related to how obscure the helmet is, suggesting it's a bug. [[Special:Contributions/75.42.82.128|75.42.82.128]] 09:52, 31 December 2011&lt;br /&gt;
:I would assume it is related to the Circlet. For whatever reason a circlet can be worn with afew different items of head wear. With some items it also causes your head to disappear. [[User:Kimi the Elf|Kimi the Elf]] 10:04, 31 December 2011 (UTC)&lt;br /&gt;
::This helm can also be worn with dragon masks. Sometimes the dragon mask is visible. Other times the helm is visible on an invisible head. Which is showing seems random and resets each cell you enter. {{uns|Artemis Enterei|02:11, January 2, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Scimitar ==&lt;br /&gt;
&lt;br /&gt;
Scimitar should probably be added to this page in the &amp;quot;Other&amp;quot; section.  I don't know how to get the game data to do so. [[User:Rookwood|Rookwood]] 03:33, 12 January 2012 (UTC)&lt;br /&gt;
:Done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:23, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Hooded Thalmor Robes Bug/Exploit?==&lt;br /&gt;
I'm not entirely sure when this happened, but after the Diplomatic Immunity quest, I've taken off the Hooded Thalmor Robes and am still showing that I'm receiving the Fortify Destruction 12% bonus even though I'm not wearing them any more. And quitting and loading the game again doesn't seem to remove it. I'm also playing on a PS3. Has anyone else encountered this? [[Special:Contributions/68.106.86.163|68.106.86.163]] 01:38, 16 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Knife side-effects ==&lt;br /&gt;
&lt;br /&gt;
I've noticed fairly consistently over several save/loads that the knife (the cutlery item you can equip as a weapon) will float in mid-air near any weapon plaque you attempt to place it on, and equipping it causes my character's POV to move (usually about ninety degrees) upon exiting the inventory screen. [[Special:Contributions/70.26.143.254|70.26.143.254]] 00:53, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Knife/Fork other location ==&lt;br /&gt;
&lt;br /&gt;
before looking at this page i always thought the only place to get those two ... ah ... weapons, would be the small table one can buy for the house in rifton outside on the seaside there. maybe worth adding this location too, since those seem to be pretty rare ;) --[[Special:Contributions/84.227.225.116|84.227.225.116]] 21:54, 21 January 2012 (UTC)&lt;br /&gt;
:Are there any other locations referenced in the creation set??   [[Special:Contributions/67.176.160.195|67.176.160.195]] 07:24, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Silver Weapons and Bandit gear ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't Silver Sword and Greatsword be listed here? And Fur, Hide and Studded armor? And perhaps even Nord Hero weapons? [[User:Icko|Icko]] 00:59, 22 January 2012 (UTC)&lt;br /&gt;
:Silver Sword, Silver Greatsword and Nord Hero Weapons are currently listed on the [[Skyrim:Weapons]] page, and Fur Armor, Hide Armor, and Studded Armor are listed on the [[Skyrim:Armor]] page. Except for the Silver weaponry, those can all be forged and thus meet the definition of &amp;quot;base weaponry&amp;quot; defined at the top of the Weapons page. As far as I know, the Silver Weapon are used only by the Silver Hand and may be more suitable in their own section here. [[User:Arcanist|Arcanist]] 04:50, 22 January 2012 (UTC)&lt;br /&gt;
::Silver Weapons only show 'especially effective against undead' after being enchanted, main page needs editing [[User:The Silencer|The Silencer]] 18:15, 4 March 2012 (UTC)&lt;br /&gt;
:::So not all silver weapons are enchanted with that? Every one I've found has said that. -[[User:Melleh17|Melleh17]] 20:29, 5 March 2012 (UTC)&lt;br /&gt;
::Silver Weapons only show 'especially effective against undead' at all times, even after enchanting. I have never found an empty silver weapon. No confusion intended. [[User:The Silencer|The Silencer]] 03:21, 6 March 2012 (UTC)&lt;br /&gt;
:::Yes, enchanted, they still just say &amp;quot;Epecially effective against undead&amp;quot;, not mentioning the enchantment. But there is the bar showing the charges left. --[[User:Alfwyn|Alfwyn]] 13:31, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanup Still Needed? ==&lt;br /&gt;
&lt;br /&gt;
The cleanup heading says &amp;quot;Item lists need to be broken down into groups, according to NPC who uses the equipment or other use&amp;quot;.  This looks like it's been done.  Who removes the cleanup note? -- [[User:Neondrmr|Neondrmr]] 20:50, 11 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Divine amulets &amp;amp; random loot ==&lt;br /&gt;
&lt;br /&gt;
I saw an initial change regarding Talos amulets not being found on imperials had been reverted, but &amp;quot;random&amp;quot; loot isn't actually random.  It's pulled randomly from a specific list (and then often from additional sublists).  The religious list for imperial soldiers excludes Talos, with Stendarr amulets being five times more likely to appear than others.  Stormcloaks will have a Talos amulet 50% of the time when an amulet is found, with three others possible.  Perhaps we don't want to bother listing all the details on the page, but we shouldn't exclude it on the grounds that were given. -[[User:Vardis|Vardis]] 21:11, 11 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draugr Armor ==&lt;br /&gt;
&lt;br /&gt;
Where can the draugr armor be found in game? [[User:Melleh17|Melleh17]] 19:54, 12 February 2012 (UTC)&lt;br /&gt;
:It can be smithed at the [[Skyrim:Skyforge|Skyforge]], but for some items there are fixed locations too. --[[User:Alfwyn|Alfwyn]] 20:07, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forsworn armor glitch. ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that sometimes upon loading if you're wearing forsworn armor the gauntlets and boot appear as fur boots and hand wraps for some reason and that the only fix seems to be dropping all ur armor and picking it back up. Anyone else have this issues? [[User:Lord Eydvar|Lord Eydvar]] 03:12, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's an Amulet of Dibella?  ==&lt;br /&gt;
&lt;br /&gt;
I want to find an Amulet of Dibella without picking anyone's pockets, or committing any crime whatsoever. Please help. [[User:Nikofeelan|Nikofeelan]] 03:45, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pay attention to what merchants carry under the Misc. tab.  Every so often, they'll have any of the Divines' amulets. [[User:Voraxith|Voraxith]] 21:46, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It would't be under Misc. it is under Apparel, best place to go to is Radiant Raiment in Solitude. Check the shops merchandise for the Amulet of Dibella. If it is there buy it, if not exit the inventory and save. Hit her once to make her turn hostile then load your save, doing this will reset her shop. Check the shop again, if it isn't there do the last step over until it is. The 'crime' of hitting her won't appear on your stats.--[[User:Spmckinney|SPMcKinney]] 10:42, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Imperial Soldier Equipment ==&lt;br /&gt;
&lt;br /&gt;
In addition to the ''Imperial Light Bracers'' (Light Armor) and ''Imperial Bracers'' (Heavy Armor) there are also ''Steel Imperial Gauntlets'' (Heavy Armor). Should we add them to the category? --[[User:Arkhon|Arkhon]] 05:19, 18 March 2012 (UTC)&lt;br /&gt;
:Based on a quick look, no, they should not be added here, because Steel Imperial Gauntlets are not part of the outfit worn by Imperial Soldiers (e.g., lists &amp;lt;code&amp;gt;ArmorImperialHeavySetNoHelmet&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ArmorImperialHeavySet&amp;lt;/code&amp;gt;).  I'm pretty sure &amp;quot;Imperial&amp;quot; is only in the name so that the style can be distinguished from Steel Nordic Gauntlets.  And even if someone looks in more detail and finds obscure cases where the Steel Imperial Gauntlets are part of an outfit worn by Imperial Soldiers, the primary article/redirect for [[Skyrim:Steel Imperial Gauntlets|Steel Imperial Gauntlets]] should still be the [[Skyrim:Steel|Steel]] article, because they are base items -- they can be crafted by the player and they appear on the standard loot leveled lists. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:39, 18 March 2012 (UTC)&lt;br /&gt;
::Ok, thanks for the answer. I was wondering because they look exactly like ''Imperial Bracers'' while offering better protection. --[[User:Arkhon|Arkhon]] 06:01, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Location of Giant Club ==&lt;br /&gt;
&lt;br /&gt;
I saw it on the ground of a giant camp once and ignored it. Anybody know which one? {{uns2|00:59, 6 May 2012|71.223.94.205}}&lt;br /&gt;
:It's at [[Skyrim:Tumble_Arch_Pass|Tumble Arch Pass]], but it can't actually be used. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:09, 6 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amulet of Talos disappears? ==&lt;br /&gt;
I had 3 Amulets of Talos in my inventory, which were not droppable due to being quest items (though I was never sure what quest it was related to). I have since completed the main questline, and now all 3 amulets are gone from my inventory. I'm not concerned about this, as I rarely wore one, but I thought I'd mention it anyway. [[User:Obax|Obax]] 05:31, 30 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dawnguard Armor ==&lt;br /&gt;
&lt;br /&gt;
Dawnguard Armor can be improved using steel ingots with the Steel smithing perk. {{unsigned|2.24.128.1|14:38, 30 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Ancient Falmer Crown - moved from article ==&lt;br /&gt;
&lt;br /&gt;
''can be obtained on the skull of a skeleton at a high point in the forgotten vale [http://www.youtube.com/watch?v=nXyV7gdWL_s]'' {{uns2|18:51, 6 July 2012 |209.168.156.14}}&lt;br /&gt;
&lt;br /&gt;
I watched the video, and all it showed was a skeleton and an Elven Greatsword. Can the editor that posted it repost it, showing the Crown? --[[User:Xyzzy|Xyzzy]] 03:15, 7 July 2012 (UTC)&lt;br /&gt;
:The Youtube user who created the video posted a comment under the video saying that the information that was added here was false, so it's definitely not worth mentioning. Of course, I'm not sure why he titled the video the way he did, but... [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 19:36, 9 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dawnguard and Falmer armor ==&lt;br /&gt;
&lt;br /&gt;
I noticed the basic falmer armor Now seems to run off the Advanced armor perk rather than steel, most likely changed with the dlc seeing as how the new falmer heavy armor runs off that perk ([[Special:Contributions/174.60.100.160|174.60.100.160]] 20:46, 20 July 2012 (UTC))&lt;br /&gt;
:The &amp;quot;ArmorMaterialSteel&amp;quot; keyword has indeed been removed from the original {{CSList|search=0x000b83cb|Falmer Armor}} in the Dawnguard version, though I'm not quite sure how to edit/format the article to show that change. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:40, 20 July 2012 (UTC)&lt;br /&gt;
::Okay, I made an attempt to show that change. Feel free to tweak it if it doesn't seem quite right. ~ [[User:Psylocke|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;DarkViolet&amp;quot;&amp;gt;Psylocke&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 21:58, 20 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Staff_of_Magnus&amp;diff=992460</id>
		<title>Skyrim:The Staff of Magnus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Staff_of_Magnus&amp;diff=992460"/>
		<updated>2012-07-23T14:11:39Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Labyrinthian Chasm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Multiple&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|College of Winterhold|link2=College of Winterhold (faction)}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Mirabelle Ervine|Mirabelle Ervine]]&lt;br /&gt;
|Reward=[[Skyrim:Staff of Magnus|Staff of Magnus]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Containment|Containment]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:The Eye of Magnus|The Eye of Magnus]]&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=SR-quest-The Staff of Magnus.jpg&lt;br /&gt;
|ImgDesc=Morokei enclosed in an energy shield, wielding the Staff of Magnus.&lt;br /&gt;
|description=Retrieve the Staff of Magnus.&lt;br /&gt;
|ID=MG07&lt;br /&gt;
|Icon=SR-qico-College of Winterhold.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quick Walkthrough ==&lt;br /&gt;
# Travel to [[Skyrim:Labyrinthian|Labyrinthian]].&lt;br /&gt;
# Kill the Dragon Priest [[Skyrim:Morokei (creature)|Morokei]].&lt;br /&gt;
# Retrieve the [[Skyrim:Staff_of_Magnus|Staff of Magnus]].&lt;br /&gt;
&lt;br /&gt;
== Detailed Walkthrough ==&lt;br /&gt;
=== Enter Labyrinthian ===&lt;br /&gt;
[[File:SR-quest-The Staff of Magnus 03.jpg|thumb|A ghostly image of Savos and his companions]]As the [[Skyrim:Containment|Containment]] quest comes to an end, you will be given the [[Skyrim:Torc_of_Labyrinthian|Torc of Labyrinthian]], and [[Skyrim:Labyrinthian|Labyrinthian]] will be marked on your map. &lt;br /&gt;
&lt;br /&gt;
Labyrinthian is at a high elevation southeast of [[Skyrim:Morthal|Morthal]]. If you try to access it from south of the mountain, it can take some effort to find a route, and the [[Skyrim:Clairvoyance|Clairvoyance]] pathing can be unhelpful (PC v1.5). &lt;br /&gt;
&lt;br /&gt;
Bring the Torc with you as it is required to enter the Labyrinthian indoor ruins. Approach the ''Ceremonial Door'' and a ghostly after-image of a younger [[Skyrim:Savos Aren|Savos Aren]] and five companions, [[Skyrim:Atmah|Atmah]], [[Skyrim:Girduin|Girduin]], [[Skyrim:Takes-In-Light|Takes-In-Light]], [[Skyrim:Hafnar Ice-Fist|Hafnar Ice-Fist]] and [[Skyrim:Elvali Veren|Elvali Veren]], will appear. Apparently, the late Arch-Mage had explored the ruins before; the apparition will replay certain dialogues and events as you progress through the ruins, although the number of companions diminishes until Savos is left as the lone survivor of the group, forcing Atmah and Hafnar Ice-Fist, the only surviving mages, to stay behind and seal  [[Skyrim:Morokei (creature)|Morokei]], a [[Skyrim:Dragon_Priest|Dragon Priest]] away so he could escape.&lt;br /&gt;
&lt;br /&gt;
:'''Note''': As you travel through the Labyrinthian ruins, you will hear Morokei's voice in certain locations. When this happens, a large portion of your Magicka will be drained away. Casters are recommended to bring extra Magicka potions or staves and proceed with extreme caution to avoid entering a fight when their resources are depleted.  If you charge up to summon an Atronach, rune or other spell prior to the drain in Magicka, it will still be possible to summon it.&lt;br /&gt;
&lt;br /&gt;
The common path through the ruins detailed in the rest of the walk-through leads to an exit hatch located on top of a stone platform, directly southeast from where you arrive when fast-traveling to Labyrinthian, in line with the the circular barrow. This hatch can be reached and entered, allowing you access to a door that is &amp;quot;barred from the other side&amp;quot;.  However, if you want to get to this place after you've cleared the dungeon for access into the final rooms, you can do so as follows:  From the barrow, follow the path with stairs southeast, past the pillar. The platform is on the right, between the broken stone arch and the stone archway. Proceed through the archway and perform some creative jumps to your right to get on top of that stone archway. The hatch will be visible.&lt;br /&gt;
&lt;br /&gt;
=== Labyrinthian (Indoors) ===&lt;br /&gt;
The [[Skyrim:Labyrinthian|Labyrinthian]] indoor ruins are fairly straightforward and guarded by a number of [[Skyrim:Undead|undead]]. The entrance room is littered with Skeleton corpses; at the opposite end of the room, on your right, you will find a Spell Tome on an altar. Proceed through a passage leading to a closed gate opening on a wide room. Levers on each side of the gate can be used to raise it, but it will fall down after a few seconds. A number of Skeletons await beyond the gate, as well as a [[Skyrim:Skeletal_Dragon|Skeletal Dragon]].&lt;br /&gt;
&lt;br /&gt;
Arrows cannot be shot through the closed gate, but some spells (e.g., Frostbite, but not Fireball or Lightning Chain) can.  You can thus eliminate the Skeletons before entering the room and engaging the Dragon. In addition, the Dragon doesn't seem to be able to fit through the gate, so you can retreat back through it to take cover.&lt;br /&gt;
&lt;br /&gt;
=== Labyrinthian Chasm ===&lt;br /&gt;
As you enter this zone, at the top of the stairs, on your right (west), you can find a chest hidden in the corner of an alcove. At the bottom of the stairs you will enter a room with a blue-glowing ice crystal on your right. A leveled [[Skyrim:Draugr|Draugr]] stands on a pedestal in the room. &lt;br /&gt;
&lt;br /&gt;
Approaching the crystal will trigger Morokei's voice (which drains your Magicka), and spawns a [[Skyrim:Frost_Spirit|Frost Spirit]]. After the fight, cast a Flames spell on the ice crystal to reveal a doorway behind it. A [[Skyrim:Spell_Tome:_Flames|Spell Tome: Flames]] rests on a podium nearby.&lt;br /&gt;
&lt;br /&gt;
Enter the chasm beyond, where you will hear Morokei's voice again and you will face a couple of Draugr, likely including a medium-level Draugr who may conjure Frost Atronachs. After descending the first level, you can enter a side passage leading down to a small room guarded by a Draugr Boss and another leveled draugr. You'll find a boss chest there, an [[Skyrim:Arcane_Enchanters|Arcane Enchanter]], an [[Skyrim:Alchemy_Labs|Alchemy Lab]], and a [[Skyrim:Spell_Tome:_Equilibrium|Spell Tome: Equilibrium]].&lt;br /&gt;
&lt;br /&gt;
Return to the chasm and descend another level. Here, the passageway will fork, with a bridge in front of you and a side passage continuing deeper into the Chasm. You will hear Morokei's voice once again, this time in intelligible language, and a Draugr patrolling the side passage may detect your presence.&lt;br /&gt;
&lt;br /&gt;
Both directions (across the bridge and down the side of the Chasm) lead to the bottom of the Chasm. The bridge leads to a room where you will find a two leveled Draugr, including a Draugr Boss, a few spare potions and some ingredients. Beyond, the cave leads to the river running at the bottom of the Chasm (a small passage on your right as you descend will lead to an Argonian corpse and the Draugr Boss's chest).&lt;br /&gt;
&lt;br /&gt;
If you descend without crossing the bridge, you will find a [[Skyrim:Nirnroot|Nirnroot]]. Either way, a door by the river at the bottom of the Chasm leads to the next section of the ruins. Approaching the door will trigger another message from Morokei.&lt;br /&gt;
&lt;br /&gt;
=== Labyrinthian Thoroughfare ===&lt;br /&gt;
Follow along the stream and open a gate. This leads to a room haunted by a Skeleton and a Draugr. Once you eliminate them, you can either open a novice locked gate to the west, or take a passage to the north. If you open the gate, take a few steps downstream and turn right. Travel through the small room and proceed onward. If you take the passage to the north, you will arrive at the same place after meeting a Skeleton and passing some water containing 4 [[Skyrim:Malachite_Ore|Malachite Ores]]). If you can't pick up the ores, knocking them around with a weapon will eventually position them so that you can do so.&lt;br /&gt;
&lt;br /&gt;
As you enter the next room, Morokei speaks to you once again. The room is otherwise empty, and leads to a larger room where you will find a few scattered Skeleton corpses and a Troll. Three grated openings provide a view upon a large, multi-leveled cavern. At the entrance to this, to the right of the three windows, you will hear from Morokei again. You will see a bridge below you, providing an entrance deeper into the cave to the west. &lt;br /&gt;
&lt;br /&gt;
You will battle two skeletons as you descend into the cavern. At least one of them will be on top of a second bridge over a gated door, and one of these will likely direct [[Skyrim:Destruction#Spell_Types|Ice Missle]] frost attacks at you. It is possible that one or two of the Skeletons will not come down to your location at this point. &lt;br /&gt;
&lt;br /&gt;
To the north is situated a lever-controlled gate. When you approach it, Morokei will speak to you and deplete your magicka. Wait for it to regenerate if you wish before opening the gate, beyond which you will find a swarm of Wisps and a [[Skyrim:Wispmother|Wispmother]]. Kill the wispmother as quickly as possible, as she will summon Shades (clones). As you approach the gate, Morokei will speak once more.&lt;br /&gt;
&lt;br /&gt;
:'''Note''': In the southern part of this room, a bridge leads to a small side cave where you can find some additional items guarded by two Trolls. In the southwest part of the main room, there is a [[Skyrim:Gold_Ore|Gold Ore Vein]]. After passing through the lever-activated gate, you can find a passage to your left to climb up to the wall above it, where you will find a chest.&lt;br /&gt;
&lt;br /&gt;
Past the Wispmother, you will find an area filled with short stone pillars, the coffins nearby hint it is a burial ground. Beyond, a sealed door with a fire burning in front of it awaits. As you approach, you will hear Morokei's voice one more time, and a [[Skyrim:Fire_Spirit|Fire Spirit]] will spawn and attack. Once the spirit is dead, you cast an frost spell to the door in order to open it. If you have none available, you can use the [[Skyrim:Spell_Tome:_Frostbite|Spell Tome: Frostbite]] or the ice-based scrolls found to the left of the door.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-quest-The_Staff_of_Magnus_02.jpg|right|thumb|And then there were three.]]&lt;br /&gt;
&lt;br /&gt;
Beyond this door you will find a short passage and a gate leading into a circular room. As you enter, another vision of young Savos Aren and his companions will appear. &lt;br /&gt;
&lt;br /&gt;
The next room is guarded by a skeleton, and a pair of ghosts: a [[Skyrim:Spectral_Warhound|Spectral Warhound]] and a ghostly Draugr Wight. Be careful as you approach them because Morokei will talk one more time. The room where the ghosts are found has a trap door on the floor that can drop you onto more enemies. If you do not land on the log to break your drop or otherwise protect yourself, the fall is likely to kill you. At the bottom, you will end up in the middle of a pair of ghostly Draugr Wights. One of these will be a boss, capable of using a shout against you, and they both may be carrying enchanted weapons. The other path will also take you down to that area, first passing a Skeleton. Finally, you will find a door leading to the next zone, Labyrinthian, Tribune.&lt;br /&gt;
&lt;br /&gt;
=== Labyrinthian, Tribune ===&lt;br /&gt;
Proceeding a short distance past the door, you will encounter two ghostly Draugr Wights, one of them a boss, and a Spectral Warhound. Around the next corner you will find a [[Skyrim:Spell_Tome:_Steadfast_Ward|Spell Tome: Steadfast Ward]] on a podium and then enter a corridor with a few [[Skyrim:Spellcaster_Trap|Spellcaster Traps]] that will unleash powerful destruction spells at you, potentially fatal. One way of getting through the area is to use a combination of taking cover to the side, and using ranged attacks to dislodge the soul gems that activate the traps. Another really effective method for disabling the traps is to use your &amp;quot;Become Ethereal&amp;quot; shout while in cover, then simply run, or walk, down the hall toward the three mounted soul gems; pick them up, one at a time, then return to the opposite end of the hall in order to allow time for the shout to dissipate so you can take out any remaining enemies. There is a frost rune on the floor midway down, and a Ghost Warhound or other guardian may await at the other end.&lt;br /&gt;
&lt;br /&gt;
The passage leads to a ledge on a cave with a pool. From here you can climb up to a room with some additional loot and a couple of ghostly Draugr. Back to the ledge and down into the cave, you will face another ghostly Draugr (there is also a [[Skyrim:Gold_Ore|Gold Ore]] and a few [[Skyrim:Malachite_Ore|Malachite Ores]] at the bottom of the pool).&lt;br /&gt;
&lt;br /&gt;
At the bottom of the stairs leading out of this cave you will find a skeleton shackled to a wall with a leveled dagger in its chest. To the left, an adept-level locked gate leads to a few valuable items. To the right, more steps lead to an iron door, in front of which, your magicka will be drained.&lt;br /&gt;
&lt;br /&gt;
Beyond the door, a high-leveled Draugr (capable of using the [[Skyrim:Disarm|Disarm]] Dragon Shout), sits on a throne facing away from you, attended by a Spectral Warhound companion. Once the fight is over, you can approach the [[Skyrim:Word Wall|Word Wall]] to the southeast of the throne to learn a word of the [[Skyrim:Slow_Time|Slow Time]] shout. After absorbing the Shout, turn and face the throne -- you should be facing due-east. If you look to the left (approximately east-north-east), you'll see a little gnarled dead tree. Proceed behind that tree and you'll find a chest with some minor loot tucked up in the corner. &lt;br /&gt;
&lt;br /&gt;
After the throne room, you will enter a corridor with a series of columns on each side. Progress with care, as you will trigger another Magicka-draining effect, and activate a group of Skeletons and ghostly Draugr (one of which should be able to conjure a [[Skyrim:Frost_Atronach|Frost Atronach]]). Once the fight is over, check the sides of the corridor, behind the columns, for some ingredients and a few [[Skyrim:Ebony_Ingot|Ebony Ingots]].&lt;br /&gt;
&lt;br /&gt;
At the opposite end of the corridor, a the ghostly Savos and a diminished band of his companions lament that all of their number have not made it this far. One of them implies that the final trial lies beyond the next door, and they vow to stick together and move forward. Open the iron door to the south. To the north side of the room there is a Black Soul Gem.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Morokei ===&lt;br /&gt;
[[File:SR-quest-The Staff of Magnus 04.jpg|thumb|Two Enthralled Wizards hold Morokei with magic]]As you enter the large room, Morokei is completely protected by an energy shield cast by two mages. Later events (an after-image from Savos' expedition) explain they are two of Savos' companions who sacrificed their lives to keep the Dragon Priest in check. You need to attack the mages for them to interrupt their casting and initiate the fight with Morokei himself. A variety of strategies and techniques can be used to win this encounter; here are the most common suggestions and tips:&lt;br /&gt;
&lt;br /&gt;
* ''Against the Mages:''&lt;br /&gt;
** [[Skyrim:Drainspell_Bow|Drainspell Bows]] (from the ghostly Draugr encountered in Labyrinthian) have been proven to be effective against the mages protecting Morokei;&lt;br /&gt;
** The mages can be targeted from the corridor leading to the room, allowing you to replenish your resources before engaging Morokei;&lt;br /&gt;
** The mage on the higher platform commands a vantage point within the cave; you may want to take his place;&lt;br /&gt;
* ''Against Morokei:''&lt;br /&gt;
** Morokei can conjure a [[Skyrim:Storm_Atronach|Storm Atronach]], although it seems he will not summon the Atronach again once you kill it;&lt;br /&gt;
** Morokei can [[Skyrim:Command_Daedra|Command Daedra]], turning your own summoned Atronachs against you;&lt;br /&gt;
** Although Morokei can turn your Atronachs against you, it appears he cannot do the same with familiars. &lt;br /&gt;
** Morokei seems to prefer ranged and magical attacks, avoiding close-up quarters; &lt;br /&gt;
** The platforms around the walls of the room provide defensible positions that should provide you with an edge in the fight;&lt;br /&gt;
** It appears that if you can back him into the small pool in the room, he cannot get out of the water trapping him, but he can still fight back.&lt;br /&gt;
** You can use the doorway to the room where Morokei is found as cover by engaging him multiple times from a distance and then closing the door: If Morokei is far enough away from the door when you attack him he will stop searching for you before he reaches the door. This allows you to kill him without him ever engaging you.&lt;br /&gt;
&lt;br /&gt;
Once the Dragon Priest has been defeated, collect both [[Skyrim:Morokei_(item)|Morokei's Mask]] and the [[Skyrim:Staff_of_Magnus|Staff of Magnus]]. Your objective will now become to return to Tolfdir.&lt;br /&gt;
&lt;br /&gt;
===Return to Tolfdir===&lt;br /&gt;
There are three chests in the room, including one in the pool on the south side of the room (protected by a single Slaughterfish) and one near the bars after descending from the stairs that lead you to the iron door leading out to the east.&lt;br /&gt;
&lt;br /&gt;
Proceed through the door onto a shortcut out of Labyrinthian, and you will see one more apparition of Savos, leaving the room by himself and apologizing for having had to sacrifice his companions to keeping the Dragon Priest imprisoned and swearing to seal the ruin. Unbar and open the wooden door.&lt;br /&gt;
&lt;br /&gt;
As you open a gate to the next room, [[Skyrim:Estormo|Estormo]], a [[Skyrim:Thalmor|Thalmor]] mage and associate of [[Skyrim:Ancano|Ancano]], will enter the room from the other side and block your path, engaging you in conversation and telling you that he will have to take the staff from you because Ancano wants it kept safe, and you dead. He stands ready to cast a shock spell at you.&lt;br /&gt;
&lt;br /&gt;
After fighting Estormo, you can leave Labyrinthian by continuing onward, then climbing some stairs to the right to a shortcut exit.&lt;br /&gt;
&lt;br /&gt;
You will find that the College does not appear on your map. The nearest destination to which you can fast travel is Winterhold. Once you arrive there, enter the gate to the college. You will find [[Skyrim:Tolfdir|Tolfdir]], along with [[Skyrim:Faralda|Faralda]] and [[Skyrim:Arniel_Gane|Arniel Gane]] battling [[Skyrim:Magic_Anomaly#Magic_Anomaly|Magic Anomalies]].&lt;br /&gt;
&lt;br /&gt;
Once the anomalies are gone, speak to Tolfdir. He will indicate that Ancano is still causing problems and that they cannot stop him. If you ask about Mirabelle, Tolfdir will tell you that she is dead. When Tolfdir asks you to lead the group in to take care of Ancano, the quest completes and [[Skyrim:The_Eye_of_Magnus|The Eye of Magnus]] is initiated.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Some of the [[Skyrim:College_of_Winterhold_(faction)#Optional_Quests|Optional Quests]] cannot be completed while this quest is active. Characters in College of Winterhold may also become inactive.&lt;br /&gt;
*Both of the [[Skyrim:Enthralled Wizard|Enthralled Wizards]] in Labyrinthian Tribune are male. Despite the fact that there was a female wizard remaining at the end of Savos Aren's endeavour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|After killing the skeletal dragon, it will sometimes re-animate. The cause is unknown but may have to do with using such powers as Nightingale Subterfuge on it before engaging in battle.|VN=1}}&lt;br /&gt;
{{Bug|When working your way through the Spellcaster Traps in Labyrinthian Tribune it is possible you will experience extreme lag. This can be fixed by saving, exiting game completely then loading game and save file. &lt;br /&gt;
:{{xbox22}} Saved, exited, held &amp;quot;A&amp;quot; to clear cache(just in case), then loaded save.|VN=11}}&lt;br /&gt;
{{Bug|It is possible to receive two copies of the Staff of Magnus; the cause for this is unknown and presumed to be a scripting error.|VN=1}}&lt;br /&gt;
{{Bug|Sometimes, the after-images of Savos and his companions will not engage in their intended dialogue, and stand still instead.|VN=1}}&lt;br /&gt;
{{Bug|Estormo will become friendly again if you cause him to flee.|VN=1}}&lt;br /&gt;
{{Bug|Estormo may fail to arrive after you obtain the Staff of Magnus.|VN=1}}&lt;br /&gt;
{{Bug|Presumably a glitch, there is a section of wall near the end of the Labyrinthian Thoroughfare (just before the Tribune) that is transparent at certain angles and allows you to see outside.|VN=1}}&lt;br /&gt;
{{Bug|Morokei may not attack at all, simply floating towards the player not doing anything.|VN=1}}&lt;br /&gt;
:{{Pc22}} ''Workaround:'' use the &amp;quot;killall&amp;quot; command in the console to kill Morokei; the quest will advance directly to &amp;quot;Retrieve the staff of Magnus.&amp;quot;&lt;br /&gt;
{{Bug|It is possible to bypass the part of the quest where you fight Estormo by backtracking through the dungeon instead of using the shorter exit path.  It has not been tested whether the quest will progress normally afterwards if this is done.{{VN}}}}&lt;br /&gt;
{{Bug|If you are a vampire and it is daytime, you will take sun damage while inside the Labyrinthian, even if you are indoors.|VN=1}}&lt;br /&gt;
&lt;br /&gt;
== Morokei Transcript ==&lt;br /&gt;
Here's a transcript of the various things Morokei will say as you travel through the dungeon:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Wo meyz wah dii vul julnaar?&amp;quot; (''Who comes to -- dark -- ?'')&lt;br /&gt;
** &amp;quot;vul julnaar&amp;quot; may be the old name for that place (Bromjunaar Sanctuary?)&lt;br /&gt;
* &amp;quot;Nivah riin muz fent siiv nid aaz het.&amp;quot; (''Cowardly men shall find no mercy here.'')&lt;br /&gt;
* &amp;quot;You do not answer, must I use this guttural language of yours?&amp;quot;&lt;br /&gt;
* &amp;quot;Have you returned Aren, my old friend?&amp;quot;&lt;br /&gt;
* &amp;quot;Do you seek to finish that which you could not?&amp;quot;&lt;br /&gt;
* &amp;quot;You only face failure once more.&amp;quot;&lt;br /&gt;
* &amp;quot;You, you are not Aren are you. Has he sent you in his place?&amp;quot;&lt;br /&gt;
* &amp;quot;Did he warn you that, your own power would be your undoing? That it would only serve to strengthen me?&amp;quot;&lt;br /&gt;
* &amp;quot;Come, face your end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After &amp;quot;Come, face your end.&amp;quot;, there are a few occurrences of the Dragon Shout visual effect, and the Magicka draining associated with Morokei's voice, but no phrase is heard.&lt;br /&gt;
&lt;br /&gt;
== Quest Stages ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I need to retrieve the Staff of Magnus from within Labyrinthian and return with it to the College of Winterhold. Only the staff will help me put an end to Ancano's abuse of the Eye of Magnus.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Enter Labyrinthian&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Find the Staff of Magnus&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Defeat the Dragon Priest&lt;br /&gt;
|40||{{Quest Comment|Objective is assigned}}: Retrieve the Staff of Magnus&lt;br /&gt;
|50||I have recovered the Staff of Magnus, and need to get it back to the College at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Exit Labyrinthian&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Escape the Thalmor&lt;br /&gt;
|70||{{Quest Comment|Objective is assigned}}: Find a way out of Labyrinthian&lt;br /&gt;
|80||{{Quest Comment|Objective is assigned}}: Return to Tolfdir&lt;br /&gt;
|200|Yes|I have recovered the Staff of Magnus.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=[[Skyrim:Containment|Containment]]|Next=[[Skyrim:The Eye of Magnus|The Eye of Magnus]]|Up=[[Skyrim:College_of_Winterhold_(faction)#Quests|College of Winterhold]]}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Morokei_(item)&amp;diff=992436</id>
		<title>Skyrim talk:Morokei (item)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Morokei_(item)&amp;diff=992436"/>
		<updated>2012-07-23T13:23:48Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Pronunciation */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When wearing it may make your head disappear. {{uns|24.111.47.58|20:52, 4 June 2012 }}&lt;br /&gt;
:Already noted under [[Skyrim:Bugs|Bugs]] --[[User:Xyzzy|Xyzzy]] 05:12, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pronunciation ==&lt;br /&gt;
&lt;br /&gt;
Is the name pronounced Mor-o-kay or Mor-o-kai?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Ustengrav&amp;diff=992099</id>
		<title>Skyrim:Ustengrav</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Ustengrav&amp;diff=992099"/>
		<updated>2012-07-22T17:21:55Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Zone 2: Ustengrav Depths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Nordic Ruin&lt;br /&gt;
|zones=2&lt;br /&gt;
|image=SR-place-Ustengrav.jpg&lt;br /&gt;
|imgdesc=Ustengrav&lt;br /&gt;
|region=Hjaalmarch&lt;br /&gt;
|occupants=[[Skyrim:Bandit|Bandit]]s, [[Skyrim:Creatures#Draugr|Draugr]], [[Skyrim:Warlock|Warlocks]], [[Skyrim:Frostbite_Spider#Frostbite_Spider|Giant Frostbite Spiders, Frostbite Spiders]]&lt;br /&gt;
|description=A Nordic Ruin northeast of [[Skyrim:Morthal|Morthal]] containing [[Skyrim:Bandit|bandits]] and [[Skyrim:Draugr|draugr]].&lt;br /&gt;
|locationcode=UstengravExterior01, Ustengrav01, Ustengrav02&lt;br /&gt;
|addbelow=It contains two zones: [[#Zone 1: Ustengrav|Ustengrav]] and [[#Zone 2: Ustengrav Depths|Ustengrav Depths]].&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|marker_id=Nordic Ruin&lt;br /&gt;
|orenum=2&lt;br /&gt;
|orenum2=1&lt;br /&gt;
|orenum3=1&lt;br /&gt;
|oretype=Corundum&lt;br /&gt;
|oretype2=Iron&lt;br /&gt;
|oretype3=Silver&lt;br /&gt;
|enchanting=1&lt;br /&gt;
|wordwall=[[Skyrim:Become Ethereal|Become Ethereal]]&lt;br /&gt;
|level=Min: 6&lt;br /&gt;
|respawn=never&lt;br /&gt;
|clearable=No&lt;br /&gt;
}} [[Category:Skyrim-Places-Bandit_Camps]]&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|The Horn of Jurgen Windcaller}}&lt;br /&gt;
&lt;br /&gt;
== Exterior ==&lt;br /&gt;
Two [[Skyrim:Bandit|bandits]] and a [[Skyrim:Warlock#Necromancer|necromancer]] have set up camp near the entrance to the ruin, and will attack on sight. The remains of several of their companions can be found where they were killed outside the ruins, and within the first interior zone. Four sacks and a chest within the entrance pit hold their supplies.&lt;br /&gt;
&lt;br /&gt;
== Zone 1: Ustengrav ==&lt;br /&gt;
Near the entrance there is a [[Skyrim:pickaxe|pickaxe]], which can be used to mine ore veins found deeper in the ruin. Upon entering the ruin and approaching the first open area, the player will see and hear a group of [[Skyrim:Warlock#Mage|mages]] and bandits. The player can rush in and attack immediately, or let them finish their conversation, after which they will head off deeper into the ruin. If the player chooses to let them go for a bit, the bandits will encounter a group of [[Skyrim:Draugr|draugr]]. By the time they are reached, there will be just a few survivors.&lt;br /&gt;
&lt;br /&gt;
A two-room chamber along the left side of the main passage is crowded with large burial urns, and is protected by two [[Skyrim:Spellcaster_Trap|spellcaster traps]]. The left side of this chamber contains an unlocked treasure chest, while the right side holds a copy of the [[Skyrim:Restoration|Restoration]] [[Skyrim:Skill_Books|skill book]] ''[[Skyrim:Mystery_of_Talara,_v_2|Mystery of Talara, v 2]]'' on a shelf. Further down the main corridor, there will be a doorway on the right leading to a small crescent-shaped room containing a table with a Honed Ancient Nord Greatsword under it. A pull chain hidden behind a pillar at the back of this room opens a secret passageway, ending in a room with an unlocked chest holding leveled loot.&lt;br /&gt;
&lt;br /&gt;
The last room consists of a narrow, two-level main chamber with an overlooking balcony. Two leveled draugr will burst from their tombs as you enter. The only notable loot is contained within a treasure chest on the balcony. A bridge accessible from the balcony crosses over the main chamber and leads to the door to Ustengrav Depths.&lt;br /&gt;
&lt;br /&gt;
== Zone 2: Ustengrav Depths ==&lt;br /&gt;
&lt;br /&gt;
[[File:SR-place-Ustengrav Depths.jpg|thumb|c|right|Ustengrav Depths]]The corridor leads to a glimpse of the main cavern of Ustengrav before heading back to more tunnels and rooms. The player will have to cross over four [[Skyrim:Flame_Spout_Trap|flame spout traps]]. These can be safely passed by moving slowly and staying on the left to avoid damage, or by using [[Skyrim:Whirlwind_Sprint#Whirlwind_Sprint|Whirlwind Sprint]]. Directly to the right of the first flame trap, is an [[Skyrim:Iron|iron veins]]. Shortly after, there is a large room with tables and draugr. The player should walk on a suspended bridge over the room, then through the room, and then over another suspended bridge.&lt;br /&gt;
In the next room, a short passage on the left leads to a small treasure room behind two gates. There are two handles to open the gates: one next to the gates themselves, the other behind the corner by some candles and a coffin on the south wall (draugr sentinels may awaken when this one is approached). This room also contains an [[Skyrim:Arcane_Enchanter|Arcane Enchanter]].&lt;br /&gt;
&lt;br /&gt;
Go back out of the gated room into a hallway. To the left is a small set of steps essentially leading to nothing, and at the far right end of the hallway is a stone ramp down, which is the entrance to the cavern. A narrow trail on the far side will lead down to what looks like the ruins of a throne room. From this cavern, there are three options: left are some stairs up, straight ahead goes across the throne room, and to the right is a bridge across the cavern. A [[Skyrim:Flamethrower_Statues|flamethrower trap]] can be found at the top of the stairs, along with some undead and small amounts of gold and minor loot. From the entrance of this cavern at the top of the stone ramp, there are some broken walkways which can be jumped across. Once there, the Whirlwind Sprint shout may be used to gain access to the next pillar. Wait for the cooldown and do the same again for the next pillar. This will provide access to a secret room with a draugr and a few little treasures. This broken pathway passes overhead the throne room portion of the cavern.&lt;br /&gt;
&lt;br /&gt;
The main attraction in this cavern is the [[Skyrim:Word Wall|Word Wall]] on the main floor at the bottom. It is accessed by heading straight across the room from the entrance, past the throne with a skeleton, to a trail leading down to the cavern floor. Its start is marked by two short posts; follow the path down and around to the Word Wall. There is a small treasure room guarded by a draugr behind the waterfall. This room also contains two [[Skyrim:Corundum|corundum veins]] and one [[Skyrim:Silver|silver vein]]. The first corundum vein is on a ledge at the back of the cavern; after going down the first ramp into the cavern, turn right and follow the back wall. The second corundum vein is on the first ledge you see if you turn right from facing the word wall, at the bottom of the cavern. Follow this ledge around to the treasure room behind the waterfall, where the silver vein is located.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-trap-Glowing_Stones.jpg|thumb|left|Speed is of the essence]]&lt;br /&gt;
Head back up the trail and take the path that bridges across the cavern. This leads to a room with three [[Skyrim:Glowing_Stones|stone posts]] that control the gates blocking access to the next room. The player must activate all three posts by sprinting straight through the middle of them, then using Whirlwind Sprint to pass through all three gates quickly before they close. If stuck between two gates that have closed, there are chain switches which can be pulled to open the ones behind the player in order to get back out and try again. If you are having trouble with this puzzle, see the related [[Skyrim:The_Horn_of_Jurgen_Windcaller|quest page]]. At the front of the three stones, the whirlwind sprint shout timer will be reset.&lt;br /&gt;
&lt;br /&gt;
The next room has fire traps in the floor, and two [[Skyrim:Frostbite_Spider|frostbite spiders]] and a giant frostbite spider that drop from the ceiling. There are many fire traps in this zone, particularly leading up to the final room. Walking slowly and around the edges of the corridors will help some. In the spider caverns, attacking from a distance will lure the spiders onto the fire traps. The &amp;quot;Become Ethereal&amp;quot; or &amp;quot;Whirlwind Sprint&amp;quot; [[Skyrim:Dragon Shouts|Shouts]] can also help circumvent these traps. Walking over the white diamonds rather than the black avoids this trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final room is surrounded mostly by water. As it is approached, dragon head stones will emerge from the water (serves no purpose). The end of the room contains what should have been the horn, but has a note from the thief instead. Behind the statue that holds the note is a door that leads to the main treasure room. The chest there has a sizable amount of gold and one good piece of equipment. There are several urns with small amounts of gold. A tunnel leads from this room back up to Zone 1. Interacting with the tomb of Jurgen Windcaller, on top of which the note lays, will grant a Dragon Soul after the related quest has been completed.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The way deeper into the dungeon, and to Ustengrav Depths, will not be open until [[Skyrim:The_Horn_of_Jurgen_Windcaller|The Horn of Jurgen Windcaller]] has been started.&lt;br /&gt;
* The Word Wall teaches the shout &amp;quot;[[Skyrim:Dragon Shouts#Become Ethereal|Become Ethereal]]&amp;quot;.&lt;br /&gt;
* Ustengrav is the burial place of [[Skyrim:Jurgen_Windcaller|Jurgen Windcaller]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|If the free dragon soul is not received from the tomb the first time through, the player may return later and try again. This tomb does not reset.|confirmed=1}}&lt;br /&gt;
{{Bug|There seems to be several frostbite spiders stuck in the wall in the room before the giant frostbite spider. (They appeared stuck when first going through the chamber, but dropped down along with a dessicated corpse once the enemies were cleared in the next chamber.)|confirmed=1}}&lt;br /&gt;
{{Bug|The three puzzle gates in the Depths are supposed to stay open once you have sprinted through, but may not. The player can get through using the &amp;lt;code&amp;gt;tcl&amp;lt;/code&amp;gt; console command, but this doesn't help companions without some real effort and luck. (There are pull chains that can be activated on the other side of ''two'' of the gates. If they close accidentally, you should be able to activate them to raise the gates again.)|vn=1}}&lt;br /&gt;
{{Bug|The dragon head stones at the end of the dungeon may appear sliding towards the player, clipping through terrain rather than rising out of the water.|vn=1}}&lt;br /&gt;
{{Bug|Outside on the circular ring may not be solid, meaning you can fall through it|vn=1}}.&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Malada&amp;diff=988907</id>
		<title>Oblivion:Malada</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Malada&amp;diff=988907"/>
		<updated>2012-07-16T17:14:02Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Zone 1: {{Linkable Entry|Malada}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup-oprp|Needs in-game verification.  See [[UESPWiki:Oblivion Places Redesign Project#In-Game Verification|the OPRP project page]] for explanation of what needs to be to complete the verification process.&lt;br /&gt;
|writtenby=[[User:SerCenKing|SerCenKing]]&lt;br /&gt;
}}{{Place Summary&lt;br /&gt;
|type=Ayleid Ruin&lt;br /&gt;
|zones=2&lt;br /&gt;
|welkynd=6&lt;br /&gt;
|varla=1&lt;br /&gt;
|occupants=[[Oblivion:Undead|Undead]], Mixed [[Oblivion:Monsters|Monster]]/[[Oblivion:Animals|Animal]]s&amp;lt;br&amp;gt;(1 boss-level Undead)&lt;br /&gt;
|treasure=1 boss-level [[Oblivion:Dungeons#Boss Chests|Ayleid Reliquary]]&lt;br /&gt;
|locationcode=[[#Exterior|MaladaExterior]], [[#Zone 1: Malada|Malada01]], [[#Zone 2: Malada Aldmerisel|Malada02]]&lt;br /&gt;
|location=North of Lake Canulus, East of the Silverfish River&lt;br /&gt;
|addbelow=It contains two zones: ''[[#Zone 1: Malada|Malada]]'' and ''[[#Zone 2: Malada Aldmerisel|Malada Aldmerisel]]''.&lt;br /&gt;
|image=OB-place-Malada.jpg&lt;br /&gt;
|imgdesc=Malada&lt;br /&gt;
|region=Nibenay Basin&lt;br /&gt;
|description=A medium Ayleid ruin far east of Bravil containing undead, monsters and animals (quest-related).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
* {{Quest Link|Nothing You Can Possess}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Malada is described in the book ''[[Oblivion:Cleansing of the Fane|Cleansing of the Fane]]'', which also reveals that the [[Lore:Ayleid Language|Ayleid word]] &amp;quot;Malada&amp;quot; translates to &amp;quot;'''High Fane'''&amp;quot;.&lt;br /&gt;
* Until the [[#Related Quests|related quest]] is active, you can only get up to a locked stone door ('''G''') in the first zone, which requires a [[Oblivion:High Fane Key|key]]. &lt;br /&gt;
* Just west of Malada is a small [[Oblivion:Unmarked Places#Mercenary's Camp|unmarked campsite]], consisting of a campfire, a locked minor loot chest, and some bottles of ale. This camp is used as part of the [[Oblivion:Nothing You Can Possess|Nothing You Can Possess]] quest.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
== Exterior ==&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|[[Image:OB-Map-Key.png|thumb|150px|right|Key to Maps]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-map-Malada Exterior.jpg|thumb|right|320px|Map of Malada Exterior]]&lt;br /&gt;
|}&lt;br /&gt;
* The exterior is located at coordinates: Tamriel 46, -1&lt;br /&gt;
* This location's map marker ('''M''' on map) is named ''Malada'' (editor name MaladaMapMarker).  The entrance door is N of the marker, 100 feet away.&lt;br /&gt;
* The following '''plants''' can be found near the entrance: 25 [[Oblivion:Foxglove Nectar|Foxglove]] plants, 16 [[Oblivion:Green Stain Cup Cap|Green Stain Cup]] plants, 1 [[Oblivion:Lady's Smock Leaves|Lady's Smock]] plant, 3 [[Oblivion:Monkshood Root Pulp|Monkshood]] plants, 3 [[Oblivion:Motherwort Sprig|Motherwort]] plants, and 15 [[Oblivion:Summer Bolete Cap|Summer Bolete]] plants&lt;br /&gt;
* 3 bedrolls are at locations '''b''' on map&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
== Zone 1: ''{{Linkable Entry|Malada}}'' ==&lt;br /&gt;
[[Image:OB-Map-Malada01.jpg|thumb|right|255px|Malada]]&lt;br /&gt;
[[File:OB-item-Malada Carving.jpg|thumb|right|The Ayleid Carving]]&lt;br /&gt;
You enter this zone from door '''Out'''. Two doors, '''C''' and '''D''', lead to ''Malada Aldmerisel'' but the former is on a higher level than the rest of the zone and can be used a fast-track from the second zone. In some cases, this level might prove challenging since you might wind up fighting against several enemies at the same time.&lt;br /&gt;
&lt;br /&gt;
This may be the case in the first room, where, other than 0-3 enemies, three Welkynd Stones are located. Just outside is an intersect: left leads to an overhang with an enemy guarding a minor loot chest while by heading straight you arrive in a second room. Whichever way you go, you will probably attract the attention of the enemies found in the other room. The next room can be quite a nuisance as you might find yourself fighting with up to six enemies. However, if you don't open the two gates nearby, you may stop some of the enemies and might be able to finish them off by summoning a creature on the other side of the gate to fight them. Also in this room are the remaining three Welkynd Stones of this zone.&lt;br /&gt;
&lt;br /&gt;
The next room is also quite tricky: two Dark Welkynd Stones ('''T''') are conveniently located in the middle of a gas-filled room and will continue shooting at you. You will find yourself on a balcony overlooking the above-mentioned room. Be careful when fighting the enemy next to gate on the other side because the traps will continuously fire at you. The room itself contains nothing but a minor loot chest, underneath the right Dark Welkynd Stone.&lt;br /&gt;
&lt;br /&gt;
The next room is also uneventful if you haven't started the related quest. If you have, unlocking the Crumbling Wall at '''G''' with its [[Oblivion:High Fane Key|key]] and retrieving the Carving will also open the two hidden doors at '''E''' and '''F'''. This will unleash two enemies and the boss-level undead ('''A'''). The latter, however may get stuck behind the rubble of the crumbling wall, and may therefore be dealt with separately. &lt;br /&gt;
&lt;br /&gt;
Before leaving to ''Malada Aldmerisel'' through door '''D''' be sure to loot the Boss Chest at '''B'''.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Undead|Undead]] at location '''A''' on map&lt;br /&gt;
* 2 [[Oblivion:Undead#Bones Undead|Bones Undead]]&lt;br /&gt;
* 1-12 Mixed [[Oblivion:Monsters|Monster]]/[[Oblivion:Animals|Animal]] Enemies (each 80% probability Monster/Animal, 20% [[Oblivion:Rat|Rat]])&lt;br /&gt;
* 0-3 Mixed Monster/Animal Enemies (each 75% probability Monster/Animal, 17% Rat, 8% [[Oblivion:Mud Crab|Mud Crab]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Dungeons#Boss Chests|Ayleid Reliquary]] (Monster variety) at location '''B''' on map&lt;br /&gt;
* 4 [[Oblivion:Monster Dungeons#Ayleid Cask 01|Ayleid Casks 01]] (2 locked)&lt;br /&gt;
* 2 [[Oblivion:Monster Dungeons#Ayleid Cask 02|Ayleid Casks 02]] (1 locked)&lt;br /&gt;
* 1 [[Oblivion:Undead Dungeons#Restoration Ayleid Chest|Restoration Ayleid Chest]]&lt;br /&gt;
* 6 [[Oblivion:Welkynd Stone|Welkynd Stone]]s. Three are found in the first room (two on pedestals and one on the altar next to the Ayleid Cask) and three are found on pedestals in the northernmost room.&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 2 [[Oblivion:Traps#Dark Welkynd Stone|Dark Welkynd Stone]] traps are at location '''T''' on map.  In addition, there are three invisible  [[Oblivion:Traps#Gas Trap|Gas Traps]] in the same room (including one on the stairwell), causing additional damage each time you walk through them.&lt;br /&gt;
 &lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are three doors in/out of this zone&lt;br /&gt;
** 1 door (at '''Out''') leads [[#Exterior|outside]]&lt;br /&gt;
** 2 doors (at '''C''' and '''D''') lead to ''[[#Zone 2: Malada Aldmerisel|Malada Aldmerisel]]''&lt;br /&gt;
* 1 Crumbling Wall (can only be opened using ''[[Oblivion:High Fane Key|High Fane Key]]'' obtained during related quest) at '''G'''&lt;br /&gt;
* 2 Hidden Doors at '''E''' and '''F'''.  These doors automatically open when the wall at '''G''' collapses, releasing the undead from their alcoves.  The undead behind the hidden doors will always detect your character, even if the doors are closed, causing attack music to be played;  sometimes the undead will teleport to your location after you go through a door into another zone.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Zone 2: ''{{Linkable Entry|Malada Aldmerisel}}'' ==&lt;br /&gt;
[[Image:OB-Map-Malada02.jpg|thumb|right|306px|Malada Aldmerisel]]&lt;br /&gt;
In the first room when entering from door '''D''' you will find the ruin's only Varla Stone ('''V'''). Unlike many others, this one doesn't have a cage that needs activating and it can be easily retrieved from its pedestal.&lt;br /&gt;
&lt;br /&gt;
The rest of the zone is pretty uneventful; simply weave your way through the following corridors, battling the enemies you encounter, until you arrive at gate '''G'''. Along the way, be careful to avoid the Ceiling Spike Trap ('''T''') in the middle of the third room.&lt;br /&gt;
&lt;br /&gt;
To continue you will have to open both gates, '''G''' and '''F''', by pressing the push blocks in front of them (cyan dots on map). After activating gate '''E''' in the same manner you will gain access to a minor loot chest. The enemy guarding it can be easily disposed of by firing ranged attacks or spells at it through the hole in the gate. Door '''C''' nearby will provide a fast-track to ''Malada''.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 3 [[Oblivion:Undead#Bones Undead|Bones Undead]]&lt;br /&gt;
* 4 [[Oblivion:Undead#Ethereal Undead|Ethereal Undead]]&lt;br /&gt;
* 1 [[Oblivion:Undead|Undead]] (always best possible level)&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Varla Stone|Varla Stone]] at location '''V''' on map&lt;br /&gt;
* 1 [[Oblivion:Monster Dungeons#Ayleid Cask 01|Ayleid Cask 01]]&lt;br /&gt;
* 2 [[Oblivion:Undead Dungeons#Ayleid Cask 01|Ayleid Casks 01]] (1 locked)&lt;br /&gt;
* 1 [[Oblivion:Monster Dungeons#Ayleid Cask 02|Ayleid Cask 02]]&lt;br /&gt;
* 2 [[Oblivion:Undead Dungeons#Ayleid Cask 02|Ayleid Casks 02]] (1 locked)&lt;br /&gt;
* 1 [[Oblivion:Undead Dungeons#Restoration Ayleid Chest|Restoration Ayleid Chest]]&lt;br /&gt;
* The following '''[[Oblivion:Weapons|weapons]]''' will always be found: 1 Iron Shortsword&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 1 [[Oblivion:Traps#Ceiling Spikes|Ceiling Spikes]] trap at location '''T''' on map&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are two doors (at '''C''' and '''D''') in/out of this zone, both leading to the zone ''[[#Zone 1: Malada|Malada]]''&lt;br /&gt;
* 1 Iron Gate at '''E''' &lt;br /&gt;
* 2 Iron Gates at '''F''' and '''G''' (both close automatically after 4 seconds)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Vampire&amp;diff=988510</id>
		<title>Oblivion talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Vampire&amp;diff=988510"/>
		<updated>2012-07-15T22:35:45Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I'm aware that some of the information here is wrong/incomplete. Due to personal issues, I haven't been able to log-in or work on this anywhere near as much as I'd have liked to. If I can, I'll try and add more information, and clear up what is wrong in it at the weekend. [[User:Aensland|Aensland]] 16:24, 4 December 2008 (EST)&lt;br /&gt;
:: In relation to the above. I've re-wrote the intro a little, and added a heading of 'Vampire Classes'-- the information about Vampire Patriarchs/Matriarchs I've left out to be put in a section specifically about them. I've added a table listing the Classes, Races, Genders and Level Offsets for each of the primary types of Vampire (again, leaving out the P. and M. Vampires). Apologies in advance for the lower-half of that table: I'm out of time here, so had to do it quickly. If anyone wants to re-order them chronologically, feel free, otherwise I'll hopefully get to this at the weekend. [[User:Aensland|Aensland]] 17:49, 4 December 2008 (EST)&lt;br /&gt;
::: I've added in the sections for: Vampire Matriarch and Patriarch. Modified the Table; added the Vampire Dust death item; Packages, AI Attributes; I've also done a few minor changes (Bullet-points, et cetera); and re-wrote the introduction to Vampire NPC bonuses/Vampire state. The following are still needed: Links Added; Pictures; general clean-up. I'm not sure how to add Links or Pictures, so would someone else be able to take care of this, if possible? I think for the pictures, we should try and get one each of a Matriarch and Patriarch, and maybe a general Vampire shot. As an asside, there's a 'bug' with Vampire NPCs and Modding-- specifically, if a script applies Vampirism to a non-Vampire NPC (i.e., adding an Ability with Vampirism 100), the change doesn't seem to take effect until there is a cell-reload. I wasn't sure if this was something suitable to put in, so left it out. Addendum. The changes  to this article at 17:44, 5 December 2008, was me-- apparently my PC logged me out, apologies. [[User:Aensland|Aensland]] 12:50, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=='Ello, beastie==&lt;br /&gt;
I saw a mention of a &amp;quot;[[Oblivion:Ninendava#Zone_1:_Ninendava|Vampire Beast]]&amp;quot;, but I cannot fond such a thing. Does anyone know why? --[[Special:Contributions/184.88.12.130|184.88.12.130]]&lt;br /&gt;
&lt;br /&gt;
== Image Layout ==&lt;br /&gt;
&lt;br /&gt;
The thumbnail size of the images on this page was altered because of a problem with layout.  Some users have their default thumbnail size to be much larger, which makes the layout on this page a little funky.  The same is likely to happen for users with larger resolutions (I'm at 1280 x 720, for instance).  In the places where there are four images in a row, I see three images on one line and one on the next, and I can't imagine I'm the only one.  I attempted to fix the problem by making it two rows of two, like [http://www.uesp.net/w/index.php?title=Oblivion:Vampire&amp;amp;curid=60464&amp;amp;diff=446111&amp;amp;oldid=444679 this].  The thumbnail resize helped as well.  Either way, we have to keep in mind that people with different resolutions and settings are viewing these pages and something should be done to fix the rather messy layout that we have now. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 21:44, 30 June 2009 (UTC)&lt;br /&gt;
:And given the rather large nature of the page, having format conflicts doesn't help the page at all. That is why I decided to put defined sizes on the thumbnails. Other pages can be more lax, but given the multiple tables and images, I felt it was best to add it. —[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:46, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::But on the other hand, users who have set their thumbnail preferences to 120px or 150px because they have a slow network connection shouldn't be forced to download larger thumbnails on this page.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:49, 30 June 2009 (UTC)&lt;br /&gt;
:::True.  The 2x2 should suffice for now, but it does leave quite a lot of space between sections.  We should probably try to come up with something better, but for now this is much cleaner. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 22:03, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Warrior ==&lt;br /&gt;
&lt;br /&gt;
What are the odds that a vampire warrior will be wearing a helmet?  The stats are there for the vampire knight, but not the warrior.[[Special:Contributions/204.108.237.194|204.108.237.194]] 18:51, 21 July 2009 (UTC)Marcus&lt;br /&gt;
&lt;br /&gt;
==avoid sundamage/resist 100% fire==&lt;br /&gt;
IS it possible to avoid sundamage by using resist 100% fire {{unsigned|Erlend|02:27, 27 July 2009 (UTC)}}&lt;br /&gt;
:No, since [[Oblivion:Sun Damage|Sun Damage]] and [[Oblivion:Fire Damage|Fire Damage]] are two different effects. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:27, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does vampirism effect intelligence ==&lt;br /&gt;
&lt;br /&gt;
I contracted the desease and cured it. Wnd ever since my intelligence has been crippled drastically {{unsigned|206.53.157.63|10 August 2009}}&lt;br /&gt;
: No. You must have been hit by a Damage Intelligence effect while you were infected. Get hold of a Restore Intelligence spell/potion or pray at an altar in a chapel. That will fix it. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:11, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== khajiit vampire  ==&lt;br /&gt;
&lt;br /&gt;
is it possible that a khajiit can become a vampire? {{unsigned|24.32.60.120|22 December 2009}}&lt;br /&gt;
:No Khajiit vampires are present in the CS, however if you play as a Khajiit you can become a vampire. See also: [[ob:Vampirism]] --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 16:51, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Class ==&lt;br /&gt;
&lt;br /&gt;
It states under 'nightblade' vampire npcs that both Seridur and Jakben are nightblades, but Jakben's class is in fact a spellsword.&lt;br /&gt;
&lt;br /&gt;
== rpeh's Health/Magicka edits ==&lt;br /&gt;
&lt;br /&gt;
First off, thanks to [[User:rpeh|rpeh]] for providing the info. On the other hand, I agree it is cumbersome to say the least. Ideally, we should aim for a single value, although I'm not sure how that would work out, also given the existence of three variants. I can see something like what I'm proposing was done by [[User:Timenn|Timenn]] [[Oblivion:Dremora|here]] and by [[User:Eshe|Eshe]] [[Shivering:Zealot|here]] and [[Shivering:Heretic|here]]. Thoughts? --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 18:01, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: There's a problem doing it in the same style. On the Dremora page, the NPCs are either one fixed level or have a small range of levels (1-3 for the Churls), which means it's easy and correct to specify a value for health and magicka. On the Heretic and Zealot pages, the values we have are, quite simply, wrong. I'd never noticed before but since the NPC is leveled, so is the health and magicka. Those pages will need something similar to what I added to this page, which means we need to find a better way of displaying it. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 08:51, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Aggression ==&lt;br /&gt;
&lt;br /&gt;
I would like someone to give me the statistics of a vampire's aggression towards people and whether or not becoming a Vampire effects how they react to you.  Thanks&lt;br /&gt;
: if you search for the name of the NPC you can mostly see to the right the NPC's agression and other information. your not famous new guy here: [[User:112jesse|112jesse]] 13:47, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Dialog ==&lt;br /&gt;
&lt;br /&gt;
After using charm 100pts on Vampire Monk she said: &amp;quot;Well met&amp;quot;, but when I did this while wearing Gray Cowl of Nocturnal she said: &amp;quot;As I live and breathe! The Gray Fox! It's an honor.&amp;quot; That's strange, she was acting like Thieves Guild member. Same for other Vampires.&lt;br /&gt;
[[Special:Contributions/79.139.6.147|79.139.6.147]] 14:34, 30 August 2010 (UTC) Nohus&lt;br /&gt;
:Any NPC with 50 responsibilty or less will respond with simliar dialogue while wearing the Cowl. Bandits, marauders, highwaymen, all of them will react in the same way. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 02:09, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fort redwater ==&lt;br /&gt;
&lt;br /&gt;
In the first section of fort redwater, I came across a vampire mage. I was invisible, but decided to try talking to her, and after greeting me, it went to the options (Rumors) screen. I'm a 75% vampire currently.  I'm not sure if this is a glitch, it also happened with some bandits when I spoke to them, while being invisible. [[Special:Contributions/144.137.196.97|144.137.196.97]] 07:18, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Forgot to mention, She I can sleep while she's next to me, and her disposition to me is 100. [[Special:Contributions/144.137.196.97|144.137.196.97]] 07:22, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It can happen. If you have a high personality / fame, the disposition of normally-hostile NPC can be high enough so they won't attack. It's arguable whether or not it's a glitch. You could say that these NPCs should ''always'' attack, but then again you could argue that somebody so likable ''should'' be able to talk to them. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 08:23, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not my Fame, I'm at 360 infamy lol, but yes, I have a high personality level. Now it's happening with 75% of the &amp;quot;hostile&amp;quot; people and creatures though lol [[Special:Contributions/144.137.196.97|144.137.196.97]] 08:14, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Turning NPCs into vampire ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to do this using the console?&lt;br /&gt;
&lt;br /&gt;
== i hate vampires!!! ==&lt;br /&gt;
&lt;br /&gt;
my wood elf was infected for 258 days out of 692 because the vampirism quests glitched up so i had to eventualy buy the vile lair expansion with the special pool to cure your vampirism, was there any way i could have done something else to cure my guy???{{unsigned|Charlie 3rd}}&lt;br /&gt;
:Not unless you play on PC. [[User:Legoless|Legoless]] 17:18, 20 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to protect yourself from getting infected from vampires {{unsigned|Jamz slack|26 March 2011}}&lt;br /&gt;
&lt;br /&gt;
: Get your [[Oblivion:Resist Disease|Resist Disease]] stat as high as you can. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:28, 26 March 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
:: Actually, doesn't PH ignore that?--&amp;lt;span style=&amp;quot;font-family:Serif; color: #000; #f20&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''Ghurhak gro-Demril''' &amp;lt;sub&amp;gt;or TAO&amp;lt;/sub&amp;gt;]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Yes?]]&amp;lt;/font color=midnightblue&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 09:34, 26 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: My bad, you're quite right. Resist Disease doesn't stop PH, so the only way to avoid it is not to fight vampires up close. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:43, 26 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: You should also save, alot --[[User:Candc4|Candc4]] 20:45, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::The best way to avoid vampirism is indeed to save outside caves/dungeons when you know you're clean, and use ranged weaponry to kill them. This can include bows and Magicka, but in many cases, a claymore is long enough to keep them far away. After all, you get Porphyric Hemophilia when ''they hit you'', not when ''you hit them''. Resist disease can't work, because the probabilities are automatically recalculated seperately, and paralyzing vampires is impossible. So, either stay away from them, or stay light on your feet and kill them without them touching you in combat. &amp;quot;Invisibility on self&amp;quot; might help temporarily in some cases. [[User:Neural Tempest|- Neural Tempest]] 20:53, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::How about using burden, a good burden spell might work --[[User:Candc4|Candc4]] 20:57, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::A &amp;quot;good&amp;quot; burden spell usually has to be stupidly powerful to have any effect. NPCs almost never carry enough stuff to be anywhere near their weight limit.[[User:Legoless|Legoless]] 21:38, 26 April 2011 (UTC)&lt;br /&gt;
::::::::This is True, but I have a question does weakness to magic work to make burden more powerful --[[User:Candc4|Candc4]] 04:41, 27 April 2011 (UTC)&lt;br /&gt;
::::::::: I think not, if you cast a weakness to magic spell, or use a potion with a similar effect, it will only increase the damage the target recieves [[User:112jesse|112jesse]] 13:55, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Race ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't this page list something about the unused vampire race, or should a separate page be created for that? The [[Oblivion:Races]] article lists the stats, but doesn't mention the vampire NPCs seen in the CS (one example being [[Shivering:Juggler|Juggler]] from Shivering Isles). [[User:Legoless|Legoless]] 21:43, 16 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've wondered that too...I think that it probably should be documented somewhere, as they are in the game files if not used. It could probably be added on either page, but I would tend to lean towards races, with appropriate notes and links here. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 21:51, 16 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enemies ? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This faction ensures that they are allied with Undead, but also ensures that they are bitter enemies of any Necromancers and Liches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When I did the Order of the Virtuous Blood quest there was a Lich near the vampires and nobody did anything like they all worked together... Also, I've seen necromancers 'hanging out' with the vampires and in this case nobody fought... I assume that all undeads just like each other... {{uns|74.65.227.150|07:53, 8 June 2011}}&lt;br /&gt;
&lt;br /&gt;
: Vampires don't mind '''Nether''' Liches, which is probably what you saw. As for the necromancer thing, you are either incorrect or encountered a weird bug. The faction relationships were pulled straight from the game files via the Construction Set, which is (almost!) always right. [[User:Legoless|Legoless]] 12:56, 8 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too much clothing? ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was going through Ninendava and I encountered a male Vampire Sorcerer and I searched his body. For some reason, it says that he has equipped a black &amp;amp; burgandy outfit AND an ebony cuirass! He appears to be wearing only the black outfit, so can somebody please explain this to me?!?! [[Special:Contributions/68.150.5.60|68.150.5.60]] 17:58, 16 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Related Quests ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the quest &amp;quot;A Brotherhood Betrayed&amp;quot; be put in the vampire related quests section? --anonymous{{uns|76.105.153.12|00:32, 30 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:There aren't actually any Vampires in the quest, despite the claims made by the so-called Hunter. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 23:39, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire that's friendly ==&lt;br /&gt;
&lt;br /&gt;
I went into a vampire dungeon and came out because The vampires started to attack me. once I got outside the battle music stopped playing And I thought something was wrong so I looked around. I saw a vampire sorcerer that was friendly to me. I tried to wait but it said that enemies were nearby. my fame is 26 and my infamy is 4&lt;br /&gt;
[[Special:Contributions/216.145.135.95|216.145.135.95]] 20:12, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== vampire matriarch ==&lt;br /&gt;
&lt;br /&gt;
can you become a vampire matriarch or patriarch if so how?{{unsigned|76.17.29.169|22:42, 1 March 2012}}&lt;br /&gt;
: I'm afraid not. You won't be able to join any vampiric ranks at all in Oblivion. [[User:Wolok gro-Barok|Wolok gro-Barok]] 22:56, 1 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Dive_Rock&amp;diff=988029</id>
		<title>Oblivion:Dive Rock</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Dive_Rock&amp;diff=988029"/>
		<updated>2012-07-15T20:25:21Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Notes */&lt;/p&gt;
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&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Landmark&lt;br /&gt;
|locationcode=DiveRock&lt;br /&gt;
|location=North northeast of [[Oblivion:Cheydinhal|Cheydinhal]]&lt;br /&gt;
|region=Jerall Mountains&lt;br /&gt;
|image=OB-place-Dive Rock Camp.jpg&lt;br /&gt;
|imgdesc=Dive Rock&lt;br /&gt;
|AddBelow=It is home to a simple campsite and, on a clear day, one of the most spectacular views in the province.&lt;br /&gt;
|description=A mountain northeast of Cheydinhal (quest-related).&lt;br /&gt;
}}&lt;br /&gt;
It is high in the mountains and does not have any road leading to it, making access tricky.  From the closest location, [[Oblivion:Aerin's_Camp|Aerin's Camp]], the direct route is northeast, straight up a steep cliff face.  Even on a horse, the direct climb is slow and arduous.&lt;br /&gt;
[[File:OB-place-Dive Rock.jpg|thumb|right|The View from Dive Rock]]&lt;br /&gt;
The recommended route by foot is to head to Aerin's Camp using the [[Oblivion:Unmarked_Roads#Cheydinhal_to_Aerin's_Camp|unmarked road]] that leads there from Cheydinhal.  Continue southeast from [[Oblivion:Aerin's_Camp|Aerin's Camp]] across the cliff face until some trees begin to appear on the mountainside.  It is possible to climb in this &amp;quot;valley&amp;quot; by roughly following the line of the trees.  When the trees peter out, there are two options:&lt;br /&gt;
* Cutting back across the mountains to the northwest will lead directly to Dive Rock.  However, this route also goes right past the Uderfrykte Matron, a.k.a. [[Oblivion:The_Horror_of_Dive_Rock|the Horror of Dive Rock]].&lt;br /&gt;
* Circling to the northeast will lead to the map edge.  From there, turn to the northwest and follow the map edge to a point above Dive Rock.  When the Dive Rock icon appears on your compass, or when you see the light of Dive Rock's campfire, you can safely descend without encountering the Matron.&lt;br /&gt;
&lt;br /&gt;
If you follow the ridge just above Dive Rock, you can go to the map edge and look at a beautiful valley in [[Lore:Skyrim|Skyrim]]. &lt;br /&gt;
==Notes==&lt;br /&gt;
* If you stand on the southernmost tip of Dive Rock, a message window will pop up saying that you have a &amp;quot;rare view of the Imperial Province.&amp;quot;  Some landmarks will be added to your map ([[Oblivion:Fanacas|Fanacas]], [[Oblivion:Kingscrest Cavern|Kingscrest Cavern]], and [[Oblivion:Quickwater Cave|Quickwater Cave]]). This message will pop up even when your character can not actually see anything, i.e. at night or in the middle of a blizzard.&lt;br /&gt;
* The campsite was set up by two Nords from [[Bloodmoon:Thirsk|Thirsk]], [[Bloodmoon:Svenja Snow-Song|one of whom]] will be familiar to [[Bloodmoon:Bloodmoon|Bloodmoon]] players.  A journal at the campsite tells the doomed Nords' story, which leads into the unofficial quest [[Oblivion: The_Horror_of_Dive_Rock|The Horror of Dive Rock]].&lt;br /&gt;
* Dive Rock has another casualty: at the base of the cliff, near Aerin's Camp, you can find the body of luckless climber [[Oblivion:Andre Labouche|Andre Labouche]].  A [[Oblivion:Andre%27s_Letter#Andre.27s_Letter|note]] on his body from his worried daughter explains why his choice of mountaineering as a hobby was probably not a good one.&lt;br /&gt;
* On rare occasions, a [[Oblivion:Camonna Tong Thug|Camonna Tong Thug]] may be present at Dive Rock, and on even rarer occasions, may commit suicide by walking off the edge.&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|The Horror of Dive Rock}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Fingerbowl_Cave&amp;diff=987842</id>
		<title>Oblivion talk:Fingerbowl Cave</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Fingerbowl_Cave&amp;diff=987842"/>
		<updated>2012-07-15T13:09:55Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My version of this crawl includes another section named Fingerbowl Cave - Servant Crypt, reached from within the listed Servant Crypt, it contains vampires and more undead. Why does my version differ from this?--[[Special:Contributions/82.71.72.46|82.71.72.46]] 14:30, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:undead are supossed to be there but the vampires....are you running any mods?--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 14:47, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fair point, I am, but I can't see which would add the section. All the official DLC (including Shivering and KotN) Unofficial patch for vanilla, DLC and Shivering, Quest Award Leveller, Keychain mod, Natural Environments, and No Psychic Guards.--[[Special:Contributions/82.71.72.46|82.71.72.46]] 14:57, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::then i don't know...mabye it was just a one off?--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 15:12, 21 June 2010 (UTC)&lt;br /&gt;
::::Are you sure that's ''all'' the mods you are running? Most likely, a mod put it there for a future quest. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 15:36, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: I missed beautiful people, but yes, I haven't added extra quest content as I want to finish the majority of the original quests before I add anything like that.--[[Special:Contributions/82.71.72.46|82.71.72.46]] 15:41, 21 June 2010 (UTC)&lt;br /&gt;
::::::And GUM, A glitch would not add a section to a cave. And it seems that none of these mods would have a quest involved. It is almost undoubtedly mods, but witch one?--[[Special:Contributions/70.105.76.59|70.105.76.59]] 15:47, 21 June 2010 (UTC)&lt;br /&gt;
::::::: I'd uncheck them in your data files one by one until you find the culprit. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 17:22, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} Are you using the Unofficial Oblivion Patch? If I understand the fix list correctly, that adds a second Fingerbowl Cave - Servant Crypt section. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:37, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The vampires at Fingerbowl cave are in an unacessible area which was never deleted from the main game. The Unofficial Oblivion Patch made those areas accesible through trapdoors. Quite interesting and worthy the visit. I think Bethesda deleted it because the dungeon gets just too big if those areas are kept. {{unsigned|AcesHigh|02:56, 10 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== boss level coffin in zone 2? ==&lt;br /&gt;
&lt;br /&gt;
Can someone check this on the pc and confirm? All I know is I've done the &amp;quot;save before zone 2 and check the boss chest&amp;quot; trick because I need some alchemy equipment. Over about 12 runs I haven't got a single one (should be 25%). Sure bad luck is possible, but according to the dungeon page, there is a 0% chance of getting plain armor or a plain weapon, both of which I have seen in this supposed boss coffin. DTM 06:29, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind, I realized this is technically an undead dungeon. Shouldn't the description say a dungeon that contains necromancers and undead then? Or an undead &amp;quot;dungeon&amp;quot; with necromancers would be more accurate. DTM 06:33, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Freeze Ray!==&lt;br /&gt;
When I shot a Wizard's Fury spell at a wraith in zone 1, it just stayed there, like it was frozen in time. Anyone else get this? --[[Special:Contributions/184.88.12.130|184.88.12.130]]&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Fort_Doublecross&amp;diff=984665</id>
		<title>Oblivion talk:Fort Doublecross</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Fort_Doublecross&amp;diff=984665"/>
		<updated>2012-07-09T15:25:36Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zone 2: Shifting Wall ==&lt;br /&gt;
&lt;br /&gt;
In Zone 2 of this map, at the northeastern end of the central room (the rectangular room containing one minor occupant and one minor treasure) is a wall that shifts. It's pretty easy to pick out on sight, as it is peculiar looking and a unique image for the caves. If one stands near it, they get an activate icon but the maps show nothing here, and I can find no way to activate it.&lt;br /&gt;
&lt;br /&gt;
My theory is that it's either quest related later on (doubtful or you'd have it listed) or that it is something they simply never finished and the wall is present but doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
Might someone have more information on this? --Alaston&lt;br /&gt;
&lt;br /&gt;
I thought I was losing it.. glad to know that someone else has this issue.. I'm going to mark it down as an unfinished portion of the game, when you consider how big it is it's really amazing that there are not more of these impassable doors, however, if there is a way to open it I would be very interested in finding out how :) --- Barry&lt;br /&gt;
&lt;br /&gt;
== Need a little help ==&lt;br /&gt;
Is it this fort or a different area that has the item in a coffin that is hanging on the wall? I know there is one, but I just can't remember which dungeon is the one that has it. Can someone help? --[[Special:Contributions/184.88.12.130|184.88.12.130]]&lt;br /&gt;
&lt;br /&gt;
== Edits ==&lt;br /&gt;
Discussion time. &lt;br /&gt;
* 'Interesting' is a value judgement. 'Unusual' is empirically observable, quantifiable even. Eastern forts are almost uniformly ruined above the ground level. I have been to 11 of 14 forts on the eastern side of the Niben; many of them do not have one single intact staircase, let alone one intact balcony. Doublecross has two staircases to two intact balconies. I concede that the question of whether this is notable is a matter of opinion. Bear in mind, however, that preserving the edit history of the two reverts to my edit takes up more storage space on UESP than the sentence I wish preserved (which is the primary reason imo why edit wars are such a bad thing). And no Fort article that I know of is in danger of becoming too large or detailed; certainly not this one.&lt;br /&gt;
* See http://en.wikipedia.org/wiki/Ground_floor for proof; the use of 'second floor' to mean the first floor up from the ground is something that UK readers have to get used to, but there is no reason we have to say it, when there is an unequivocal precise alternative. I will never concede that it is good practice to use the dialect of what is perceived to be the majority of users when there is a clear compromise.&lt;br /&gt;
* The chest is not near the entrance, in that it is on the floor above. Giving its most exact location (in a pile of debris on the first floor up from the ground level) makes the phrase 'near the entrance' not only redundant, but misleading, either in conjunction or in comparison. &lt;br /&gt;
* Speaking of which, I would like to replace the phrasing &amp;quot;The following plants can be found ''near'' the entrance:&amp;quot; with, &amp;quot;The following plants can be found ''in the same cell as'' the entrance:&amp;quot;, with 'cell' being whatever unit of area was used, in all articles in which it is found, for the same reason. More often than not, I find the placement of these plants to be nothing like 'near'.&lt;br /&gt;
[[User:Anarchangel|Anarchangel]] 14:43, 3 January 2010 (UTC)&lt;br /&gt;
:The reson why SerC and I have been reverting that is that if you carefully read the note, it only explains that since the place is a fort, it's something strange that the second zone is actually a cave, which is really unusual in most forts. Is not necessary to describe the entire place (in the '''notes''', which are only used to point out something unusual or strange) with detail. What you did now is better, but the phrase &amp;quot;Unusually for eastern forts, both outside staircases are intact, and most of the three circular balconies&amp;quot; is still redundant. As for the near-&amp;gt;cell replacement I really think is unnecessary since &amp;quot;near&amp;quot; is referring to the whole perimeter of the area outside, not just the gate to access inside (and the surrounding area). --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 17:25, 3 January 2010 (UTC)&lt;br /&gt;
::Redundant sentence removed. I am looking for the contributor of the plant info, so you may want to add your opinion to any discussion that ensues. So far Eshe, who added all the info, likes the idea of replacing the word 'near'. But he did not actually write the info, Nephele did, and I am contacting him next. [[User:Anarchangel|Anarchangel]] 13:45, 4 January 2010 (UTC)&lt;br /&gt;
:::Yeah, I'm constantly checking the recent changes and I read your conversation with Eshe (sorry if that sounds too weird), and well you'll need to be lucky since Nephele hasn't been around for quite a while, even before I joined the site, but let's hope she returns soon. --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 15:08, 4 January 2010 (UTC)&lt;br /&gt;
::::Noted. Her. Figures, first time I use a gender specific pronoun, it is the wrong one. [[User:Anarchangel|Anarchangel]] 06:20, 10 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984653</id>
		<title>Oblivion talk:Sinderion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984653"/>
		<updated>2012-07-09T14:32:35Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Bugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sinderion doesn't seem to forget the items you sell to him ==&lt;br /&gt;
&lt;br /&gt;
Unlike other merchants, Sinderion doesn't seem to forget the items you sell to him. Every time I look at his inventory, I could still see the items I sold to him since the beginning. His inventory has become so big it loads slowly. I even tried avoiding him for a long while, hoping that he would refresh his inventory like other merchants do. But when I looked at his inventory again after a long time, the old items I sold to him were still there. Can anyone else confirm this behavior of Sinderion? -- [[User:Jargon|Jargon]] 12:04, 4 February 2007 (EST)&lt;br /&gt;
:Certainly his Merchant container is set to not respawn. {{unsigned|Jadrax}}&lt;br /&gt;
&lt;br /&gt;
::Sinderion has multiple merchant containers.  One of them (the alchemy chest) is set to respawn.  But the rest are not.  For most merchants, their merchant chests do respawn (which is why when you go back and visit again they have a different list of items for sale; and that's also how they &amp;quot;forget&amp;quot; about any items you previously sold them).  So what you're describing sounds like it's pretty inevitable with Sinderion.  --[[User:Nephele|Nephele]] 14:00, 4 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Here's another one!==&lt;br /&gt;
Even more amusing, this time, the quest link is right on this page. You click it, it redirects...here. Okay, Robius, now I really want to work this out. [[User:Somercy|Somercy]] 10:20, 28 September 2007 (EDT)&lt;br /&gt;
:Good spot! Yes, that is particularly stupid. Start the debate - you'll have my vote (although it may be a bit later; I'm about to head to a nearby tavern to quaff large amounts of intoxicating beverages) --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 10:30, 28 September 2007 (EDT)&lt;br /&gt;
::Have started, but am having minor issues with the questlink crap. Have fun, love! [[User:Somercy|Somercy]] 10:32, 28 September 2007 (EDT)&lt;br /&gt;
:::If you check the other master trainer pages such as [[Oblivion:Torbern|Torbern]], there is no master training questlink. So that link shouldn't really be on the page.--[[User:Willyhead|Willyhead]] 11:04, 28 September 2007 (EDT)&lt;br /&gt;
::::He doesn't count because he has no requirement, love. But you're right, most don't. [[User:Somercy|Somercy]] 12:28, 28 September 2007 (EDT)&lt;br /&gt;
:::::Ok, bad example! [[Oblivion:Tooth-in-the-Sea|Check out Tooth-in-the-Sea]] as a different example.--[[User:Willyhead|Willyhead]] 16:52, 28 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs? ==&lt;br /&gt;
{{Good Question|Nov 2008}}&lt;br /&gt;
I am pretty sure Sinderon said something about having multiple Grand Elixirs of Exploration available for sale, but his inventory did not match his claim.  Also, purchasing all of his Strong Elixirs of Exploration leaves one available for multiple purchases, which is itself unusual, but after leaving and coming back later, I discovered that I could repeatedly request the purchase and have my money taken without the elixir actually appearing in my inventory.  Can anyone else confirm these issues?  If so, should they be listed as bugs for Sinderon or in the case of the Grand Elixirs of Exploration not appearing, for Seeking Your Roots? - [[User:Brian Sexton|Brian Sexton]] 02:57, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed Xbox360, 20/20 tries failed in purchasing the item. Reloading a previous save fixed it for a little while before the bug fell into the same rut upon returning for more.[[User:Chronic|Chronic]] 07:01, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Speaking of the Strong Elixers, when I was there, I started buying ''bunches'' of them off of him, and yet he still had three the entire time. I bought them one at a time. Anyone know what is going on? --[[Special:Contributions/184.88.12.130|184.88.12.130]]&lt;br /&gt;
&lt;br /&gt;
== Chorrol Mage's Guild - No Tamika 399 ==&lt;br /&gt;
&lt;br /&gt;
I've tried several times to find the Tamika Vintage 399 at Chorrol Mage's Guild - the only thing on the table on the left as you enter is a bottle of mead and some cheese, plus assorted other domestic items.  Can someone else have a look for me?  I may just be being daft....  [[User:Piphil|piphil]] 15:32, 8 January 2009 (EST)&lt;br /&gt;
:I was about to say it sounds like you're looking the right place -- except the correct table has two bottles of ale, not mead.  There isn't any mead anywhere in the Chorrol Mages Guild.  In any case, the table by the front door of the Chorrol Mages Guild starts out with a bottle of Tamika 399, two bottles of ale, a cheese wheel, a silver glass, two silver goblets, a silver pitcher, and a silver nugget.  If you're finding everything except the wine, is there any chance you previously picked it up?  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:28, 12 January 2009 (EST)&lt;br /&gt;
::I'm pretty sure I haven't picked it up; I'm also sure I have never, on various installations of Oblivion, been able to find the wine there.  I'll try a vanilla install of Oblivion at some point and check between add-ons/mods to see if any I'm running are causing the wine to not be there.  [[User:Piphil|piphil]] 07:44, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I just had a look myself, and vanilla Oblivion definitely has the two bottles of ale along with the 399, just as Nephele describes. I tried again with all the official mods and it's still there so if it's not there for you, it must be an unofficial mod removing it. The question that needs asking is: are you sure you're in the Chorrol Mages Guild? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 08:45, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984652</id>
		<title>Oblivion talk:Sinderion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984652"/>
		<updated>2012-07-09T14:32:04Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Bugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sinderion doesn't seem to forget the items you sell to him ==&lt;br /&gt;
&lt;br /&gt;
Unlike other merchants, Sinderion doesn't seem to forget the items you sell to him. Every time I look at his inventory, I could still see the items I sold to him since the beginning. His inventory has become so big it loads slowly. I even tried avoiding him for a long while, hoping that he would refresh his inventory like other merchants do. But when I looked at his inventory again after a long time, the old items I sold to him were still there. Can anyone else confirm this behavior of Sinderion? -- [[User:Jargon|Jargon]] 12:04, 4 February 2007 (EST)&lt;br /&gt;
:Certainly his Merchant container is set to not respawn. {{unsigned|Jadrax}}&lt;br /&gt;
&lt;br /&gt;
::Sinderion has multiple merchant containers.  One of them (the alchemy chest) is set to respawn.  But the rest are not.  For most merchants, their merchant chests do respawn (which is why when you go back and visit again they have a different list of items for sale; and that's also how they &amp;quot;forget&amp;quot; about any items you previously sold them).  So what you're describing sounds like it's pretty inevitable with Sinderion.  --[[User:Nephele|Nephele]] 14:00, 4 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Here's another one!==&lt;br /&gt;
Even more amusing, this time, the quest link is right on this page. You click it, it redirects...here. Okay, Robius, now I really want to work this out. [[User:Somercy|Somercy]] 10:20, 28 September 2007 (EDT)&lt;br /&gt;
:Good spot! Yes, that is particularly stupid. Start the debate - you'll have my vote (although it may be a bit later; I'm about to head to a nearby tavern to quaff large amounts of intoxicating beverages) --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 10:30, 28 September 2007 (EDT)&lt;br /&gt;
::Have started, but am having minor issues with the questlink crap. Have fun, love! [[User:Somercy|Somercy]] 10:32, 28 September 2007 (EDT)&lt;br /&gt;
:::If you check the other master trainer pages such as [[Oblivion:Torbern|Torbern]], there is no master training questlink. So that link shouldn't really be on the page.--[[User:Willyhead|Willyhead]] 11:04, 28 September 2007 (EDT)&lt;br /&gt;
::::He doesn't count because he has no requirement, love. But you're right, most don't. [[User:Somercy|Somercy]] 12:28, 28 September 2007 (EDT)&lt;br /&gt;
:::::Ok, bad example! [[Oblivion:Tooth-in-the-Sea|Check out Tooth-in-the-Sea]] as a different example.--[[User:Willyhead|Willyhead]] 16:52, 28 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs? ==&lt;br /&gt;
{{Good Question|Nov 2008}}&lt;br /&gt;
I am pretty sure Sinderon said something about having multiple Grand Elixirs of Exploration available for sale, but his inventory did not match his claim.  Also, purchasing all of his Strong Elixirs of Exploration leaves one available for multiple purchases, which is itself unusual, but after leaving and coming back later, I discovered that I could repeatedly request the purchase and have my money taken without the elixir actually appearing in my inventory.  Can anyone else confirm these issues?  If so, should they be listed as bugs for Sinderon or in the case of the Grand Elixirs of Exploration not appearing, for Seeking Your Roots? - [[User:Brian Sexton|Brian Sexton]] 02:57, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed Xbox360, 20/20 tries failed in purchasing the item. Reloading a previous save fixed it for a little while before the bug fell into the same rut upon returning for more.[[User:Chronic|Chronic]] 07:01, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Speaking of the Strong Elixers, when I was there, I started buying ''bunches'' of them off of him, and yet he still had three the entire time. I bought them one at a time. Anyone know what is going on?&lt;br /&gt;
&lt;br /&gt;
== Chorrol Mage's Guild - No Tamika 399 ==&lt;br /&gt;
&lt;br /&gt;
I've tried several times to find the Tamika Vintage 399 at Chorrol Mage's Guild - the only thing on the table on the left as you enter is a bottle of mead and some cheese, plus assorted other domestic items.  Can someone else have a look for me?  I may just be being daft....  [[User:Piphil|piphil]] 15:32, 8 January 2009 (EST)&lt;br /&gt;
:I was about to say it sounds like you're looking the right place -- except the correct table has two bottles of ale, not mead.  There isn't any mead anywhere in the Chorrol Mages Guild.  In any case, the table by the front door of the Chorrol Mages Guild starts out with a bottle of Tamika 399, two bottles of ale, a cheese wheel, a silver glass, two silver goblets, a silver pitcher, and a silver nugget.  If you're finding everything except the wine, is there any chance you previously picked it up?  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:28, 12 January 2009 (EST)&lt;br /&gt;
::I'm pretty sure I haven't picked it up; I'm also sure I have never, on various installations of Oblivion, been able to find the wine there.  I'll try a vanilla install of Oblivion at some point and check between add-ons/mods to see if any I'm running are causing the wine to not be there.  [[User:Piphil|piphil]] 07:44, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I just had a look myself, and vanilla Oblivion definitely has the two bottles of ale along with the 399, just as Nephele describes. I tried again with all the official mods and it's still there so if it's not there for you, it must be an unofficial mod removing it. The question that needs asking is: are you sure you're in the Chorrol Mages Guild? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 08:45, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984651</id>
		<title>Oblivion talk:Sinderion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Sinderion&amp;diff=984651"/>
		<updated>2012-07-09T14:29:40Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sinderion doesn't seem to forget the items you sell to him ==&lt;br /&gt;
&lt;br /&gt;
Unlike other merchants, Sinderion doesn't seem to forget the items you sell to him. Every time I look at his inventory, I could still see the items I sold to him since the beginning. His inventory has become so big it loads slowly. I even tried avoiding him for a long while, hoping that he would refresh his inventory like other merchants do. But when I looked at his inventory again after a long time, the old items I sold to him were still there. Can anyone else confirm this behavior of Sinderion? -- [[User:Jargon|Jargon]] 12:04, 4 February 2007 (EST)&lt;br /&gt;
:Certainly his Merchant container is set to not respawn. {{unsigned|Jadrax}}&lt;br /&gt;
&lt;br /&gt;
::Sinderion has multiple merchant containers.  One of them (the alchemy chest) is set to respawn.  But the rest are not.  For most merchants, their merchant chests do respawn (which is why when you go back and visit again they have a different list of items for sale; and that's also how they &amp;quot;forget&amp;quot; about any items you previously sold them).  So what you're describing sounds like it's pretty inevitable with Sinderion.  --[[User:Nephele|Nephele]] 14:00, 4 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Here's another one!==&lt;br /&gt;
Even more amusing, this time, the quest link is right on this page. You click it, it redirects...here. Okay, Robius, now I really want to work this out. [[User:Somercy|Somercy]] 10:20, 28 September 2007 (EDT)&lt;br /&gt;
:Good spot! Yes, that is particularly stupid. Start the debate - you'll have my vote (although it may be a bit later; I'm about to head to a nearby tavern to quaff large amounts of intoxicating beverages) --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 10:30, 28 September 2007 (EDT)&lt;br /&gt;
::Have started, but am having minor issues with the questlink crap. Have fun, love! [[User:Somercy|Somercy]] 10:32, 28 September 2007 (EDT)&lt;br /&gt;
:::If you check the other master trainer pages such as [[Oblivion:Torbern|Torbern]], there is no master training questlink. So that link shouldn't really be on the page.--[[User:Willyhead|Willyhead]] 11:04, 28 September 2007 (EDT)&lt;br /&gt;
::::He doesn't count because he has no requirement, love. But you're right, most don't. [[User:Somercy|Somercy]] 12:28, 28 September 2007 (EDT)&lt;br /&gt;
:::::Ok, bad example! [[Oblivion:Tooth-in-the-Sea|Check out Tooth-in-the-Sea]] as a different example.--[[User:Willyhead|Willyhead]] 16:52, 28 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs? ==&lt;br /&gt;
{{Good Question|Nov 2008}}&lt;br /&gt;
I am pretty sure Sinderon said something about having multiple Grand Elixirs of Exploration available for sale, but his inventory did not match his claim.  Also, purchasing all of his Strong Elixirs of Exploration leaves one available for multiple purchases, which is itself unusual, but after leaving and coming back later, I discovered that I could repeatedly request the purchase and have my money taken without the elixir actually appearing in my inventory.  Can anyone else confirm these issues?  If so, should they be listed as bugs for Sinderon or in the case of the Grand Elixirs of Exploration not appearing, for Seeking Your Roots? - [[User:Brian Sexton|Brian Sexton]] 02:57, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed Xbox360, 20/20 tries failed in purchasing the item. Reloading a previous save fixed it for a little while before the bug fell into the same rut upon returning for more.[[User:Chronic|Chronic]] 07:01, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Speaking of the Strong Elixers, when I was there, I started buying ''bunches'' of them off of him, and yet he still had three the entire time. Anyone know what is going on?&lt;br /&gt;
&lt;br /&gt;
== Chorrol Mage's Guild - No Tamika 399 ==&lt;br /&gt;
&lt;br /&gt;
I've tried several times to find the Tamika Vintage 399 at Chorrol Mage's Guild - the only thing on the table on the left as you enter is a bottle of mead and some cheese, plus assorted other domestic items.  Can someone else have a look for me?  I may just be being daft....  [[User:Piphil|piphil]] 15:32, 8 January 2009 (EST)&lt;br /&gt;
:I was about to say it sounds like you're looking the right place -- except the correct table has two bottles of ale, not mead.  There isn't any mead anywhere in the Chorrol Mages Guild.  In any case, the table by the front door of the Chorrol Mages Guild starts out with a bottle of Tamika 399, two bottles of ale, a cheese wheel, a silver glass, two silver goblets, a silver pitcher, and a silver nugget.  If you're finding everything except the wine, is there any chance you previously picked it up?  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:28, 12 January 2009 (EST)&lt;br /&gt;
::I'm pretty sure I haven't picked it up; I'm also sure I have never, on various installations of Oblivion, been able to find the wine there.  I'll try a vanilla install of Oblivion at some point and check between add-ons/mods to see if any I'm running are causing the wine to not be there.  [[User:Piphil|piphil]] 07:44, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I just had a look myself, and vanilla Oblivion definitely has the two bottles of ale along with the 399, just as Nephele describes. I tried again with all the official mods and it's still there so if it's not there for you, it must be an unofficial mod removing it. The question that needs asking is: are you sure you're in the Chorrol Mages Guild? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 08:45, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Elenglynn&amp;diff=984034</id>
		<title>Oblivion talk:Elenglynn</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Elenglynn&amp;diff=984034"/>
		<updated>2012-07-08T14:11:11Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unmentioned Welkynd Stone ==&lt;br /&gt;
&lt;br /&gt;
I found a Welkynd Stone on the floor under the water in the big room near the entrance. Perhaps someone can confirm this?[[Special:Contributions/212.85.88.71|212.85.88.71]] 17:48, 7 July 2010 (UTC)&lt;br /&gt;
: I didn't find one. Perhaps yours fell from a nearby pedestal? [[User:Vesna|Vesna]] 03:00, 9 July 2010 (UTC)&lt;br /&gt;
:: That must be the case. Thanks for testing my idea.[[Special:Contributions/212.85.88.71|212.85.88.71]] 17:39, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HEY ==&lt;br /&gt;
&lt;br /&gt;
Does this place respawn?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Fort_Rayles&amp;diff=983666</id>
		<title>Oblivion talk:Fort Rayles</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Fort_Rayles&amp;diff=983666"/>
		<updated>2012-07-07T20:49:07Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* What is the book? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note of Bounty ==&lt;br /&gt;
Does the note of bounty really appear outside of this fort? I know you get it from a chest near fort coldcorn, but this fort doesn't seem to have anything to do with that. {{unsigned|71.255.110.226|21 February 2009}}&lt;br /&gt;
: Yup. It can also be found in containers outside [[Oblivion:Fort Variela|Fort Variela]] and [[Oblivion:Fort Gold-Throat|Fort Gold-Throat]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 02:39, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== What is the book? ==&lt;br /&gt;
&lt;br /&gt;
In the final room of this dungeon, there is a book, on the left of the chest.  You can't take it or look at it - there is no change of icon when you look at it.  Is there something special about it?&lt;br /&gt;
&lt;br /&gt;
: Same here. When I looked away for a sec, I heard a &amp;quot;thump&amp;quot;, turned back around to look at it, and it was ''GONE!!!'' --[[Special:Contributions/184.88.12.130|184.88.12.130]]&lt;br /&gt;
&lt;br /&gt;
== Additional loot or so it should be.... ==&lt;br /&gt;
&lt;br /&gt;
````Hey i just want to let people know there is a mage's robes( you can pick up) and hood (why is it static?) on the halls of winter next to the boss chest but it is static and if you try to pick it up it falls through the table and the book on the other side is also static and i have no clue what the book is because if you try to move it by spell it disapperars is the is bug fixed by the unofficial patch or not cause i have the ps3 so i cannot download any patch&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Fort_Rayles&amp;diff=983658</id>
		<title>Oblivion:Fort Rayles</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Fort_Rayles&amp;diff=983658"/>
		<updated>2012-07-07T20:35:12Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Zone 2: {{Linkable Entry|Fort Rayles Hall of Winter}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup-oprp|Needs in-game verification.  See [[UESPWiki:Oblivion Places Redesign Project#In-Game Verification|the OPRP project page]] for explanation of what needs to be to complete the verification process.&lt;br /&gt;
|writtenby=&lt;br /&gt;
}}{{Place Summary&lt;br /&gt;
|type=Fort&lt;br /&gt;
|zones=2&lt;br /&gt;
|occupants=[[Oblivion:Conjurer|Conjurer]]s, [[Oblivion:Daedra|Daedra]]&amp;lt;br&amp;gt;(2 boss-level Conjurers)&lt;br /&gt;
|treasure=2 boss-level [[Oblivion:Dungeons#Boss Chests|Chest]]s&amp;lt;br&amp;gt;1 [[Oblivion:War Axe of Jolts|War Axe of Jolts]]&lt;br /&gt;
|locationcode=[[#Zone 1: Fort Rayles|FortRayles]], [[#Zone 2: Fort Rayles Hall of Winter|FortRayles02]]&lt;br /&gt;
|image=OB-place-Fort Rayles.jpg&lt;br /&gt;
|imgdesc=Fort Rayles&lt;br /&gt;
|location=Northwest of [[Oblivion:Chorrol|Chorrol]], near the [[Lore:Hammerfell|Hammerfell]] border&lt;br /&gt;
|addbelow=It contains two zones: ''[[#Zone 1: Fort Rayles|Fort Rayles]]'' and ''[[#Zone 2: Fort Rayles Hall of Winter|Fort Rayles Hall of Winter]]''.&lt;br /&gt;
|region=Colovian Highlands&lt;br /&gt;
|description=A medium fort northwest of Chorrol containing conjurers.&lt;br /&gt;
}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
== Exterior ==&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|[[Image:OB-Map-Key.png|thumb|right|Key to Maps|150px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-map-Fort_Rayles_Exterior.jpg|thumb|300px|Map of Fort Rayles Exterior]]&lt;br /&gt;
|}&lt;br /&gt;
* The exterior is located at coordinates: Tamriel -22, 28&lt;br /&gt;
* This location's map marker ('''M''' on map) is named ''Fort Rayles'' (editor name FortRaylesMapMarker).  The entrance door is N of the marker, 130 feet away.&lt;br /&gt;
* 0-3 [[Oblivion:Conjurer|Conjurer]] Enemies (each 50% probability Conjurer, 50% [[Oblivion:Daedra|Daedra]]) are near the entrance&lt;br /&gt;
* 1 [[Oblivion:Outdoors Creatures|Wilderness Creature]] (Mountains variety) is near the entrance&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Chest 02|Chest 02]] is near the entrance&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Wilderness Chest|Wilderness Chest]] (non-respawning) is near the entrance&lt;br /&gt;
* The other following items can be found near the entrance: 1 [[Oblivion:Note of Bounty|''Note of Bounty'']] (on the roof, at '''E''' on the map), 1 [[Oblivion:Poison of Paralysis|Poison of Paralysis]], 1 ''[[Oblivion:Scrolls#Cure Paralysis|Cure Paralysis]]'' scroll, and 1 ''[[Oblivion:Scrolls#Summon|Summon Skeleton]]'' scroll&lt;br /&gt;
* The following '''plants''' can be found near the entrance: 13 [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]] plants&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
== Zone 1: ''{{Linkable Entry|Fort Rayles}}'' ==&lt;br /&gt;
[[Image:OB-Map-FortRayles.jpg|thumb|right|218px|Fort Rayles]]&lt;br /&gt;
* Shortly after entering the upper level of the dungeon, you'll come to a room with two gates.  The room also contains two statues, each with a glowing gem set into its forehead.  In order to open one of the two gates, you must strike the forehead gem of the nearest statue with an arrow.  There is a quiver containing two silver arrows here, but no bow. Silver arrows are not necessary to open the gates.&lt;br /&gt;
** Destruction spells ([[Oblivion:Spells#Flare|Flare]] has been tested) can register on the statues, although it may take several casts until you hit the right spot. Also, if you have a telekinesis spell, you can remotely manipulate something (such as a sword, or arrow) and touch it to the gem on the head, and this opens the gates. Alternatively, you can use your &amp;quot;drag&amp;quot; button to drag the silver arrows onto the gem, just as you would with telekinesis.&lt;br /&gt;
* Following the left path from here ultimately leads to a dead-end subsection of the second area, forcing you to retrace your steps. Since this subsection is reachable from above from the &amp;quot;main&amp;quot; part of the second area, going this way is essentially pointless. The right path has a puzzle involving three levers that manipulate three gates on the other side of a set of dart traps. To raise all three gates just leave the two leftmost levers in their starting (lefthand) position and flip the rightmost lever to its righthand position.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 [[Oblivion:Conjurer|Conjurer]]&lt;br /&gt;
* 2-8 Conjurer Enemies (each 50% probability Conjurer, 50% [[Oblivion:Daedra|Daedra]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Chest 01|Chest 01]]&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Chest 02|Chest 02]]&lt;br /&gt;
* The following '''[[Oblivion:Alchemy|alchemy]]''' equipment will always be found: 1 Novice Alembic, 2 Novice Calcinators, and 2 Novice Mortar &amp;amp; Pestles&lt;br /&gt;
* The other following items will always be found: 1 Repair Hammer and 2 Silver Arrows&lt;br /&gt;
* Some of the above items are clustered at location '''E''': 1 Novice Alembic, 1 Novice Calcinator, and 2 Novice Mortar &amp;amp; Pestles&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 1 [[Oblivion:Traps#Cave In|Cave In]] trap at location '''G''' on map&lt;br /&gt;
* 4 [[Oblivion:Traps#Darts|Darts]] traps at '''F'''&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are three doors in/out of this zone&lt;br /&gt;
** 1 door (at '''Out''') leads [[#Exterior|outside]]&lt;br /&gt;
** 2 doors (at '''D''' and '''C''') lead out of dungeon to Fort Rayles Hall of Winter and Fort Rayles Hall of Winter&lt;br /&gt;
* 5 Portcullis Gates at '''H''', '''I''', '''J''', '''K''', and '''L'''&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 4 bedrolls at locations '''b''' on map&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Zone 2: ''{{Linkable Entry|Fort Rayles Hall of Winter}}'' ==&lt;br /&gt;
[[Image:OB-Map-FortRayles02.jpg|thumb|right|208px|Fort Rayles Hall of Winter]]&lt;br /&gt;
* This zone has a conjurer adept guarding a room with a boss chest (on the far side of a bridge that collapses; the span can be jumped across).  If you face the room the bridge leads to, turn to your right, and you should see a skull on a horizontal beam. Next to the skull is a [[Oblivion:Magic Items with Guaranteed Locations|guaranteed magic item]], a [[Oblivion:War Axe of Jolts|War Axe of Jolts]]. Use a [[Oblivion:List_of_Spells_by_Effect#Fire_Damage|Fireball]] to knock it off. There is an apprentice retort (for early alchemists who may be searching for one) on top of the boss chest.  Be wary of the grate in that room: if you walk over it, the grate collapses and you fall into the cavern beneath. If you &amp;quot;correctly&amp;quot; ignored the left path in the first area, use the grate as an exit once you're finished with this area (you can avoid taking any damage from the fall by moving &amp;quot;into&amp;quot; one of the pipe's walls on the way down) to return to ''Fort Rayles'' via the second door and explore the whole dungeon without any backtracking.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 2 boss-level [[Oblivion:Conjurer|Conjurer]]s at locations '''A''' on map&lt;br /&gt;
* 2 Conjurer Enemies (each 50% probability Conjurer, 50% [[Oblivion:Daedra|Daedra]])&lt;br /&gt;
* 0-1 Daedra&lt;br /&gt;
* 1 Daedra (always best possible level)&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 2 boss-level [[Oblivion:Dungeons#Boss Chests|Chest]]s (Conjurer variety) at locations '''B''' on map&lt;br /&gt;
* 1 [[Oblivion:War Axe of Jolts|War Axe of Jolts]]&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Chest 01|Chest 01]]&lt;br /&gt;
* 1 [[Oblivion:Conjurer Dungeons#Chest 02|Chest 02]]&lt;br /&gt;
* 2 [[Oblivion:Conjurer Dungeons#Chest 04|Chests 04]]&lt;br /&gt;
* The following '''[[Oblivion:Alchemy|alchemy]]''' equipment will always be found: 1 Apprentice Retort, 1 Novice Alembic, 2 Novice Calcinators, 1 Novice Mortar &amp;amp; Pestle, and 1 Novice Retort&lt;br /&gt;
* The other following items will always be found: 1 [[Oblivion:Bonemeal|Bonemeal]], 1 [[Oblivion:Potion of Feather|Potion of Feather]], 1 [[Oblivion:Mage's Hood|Mage's Hood]], and 1 Steel Dagger&lt;br /&gt;
* Some of the above items are clustered at location '''E''': 1 Novice Alembic, 1 Novice Calcinator, 1 Novice Mortar &amp;amp; Pestle, and 1 Novice Retort&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 1 [[Oblivion:Traps#Broken Grate|Broken Grate]] trap at location '''F''' on map&lt;br /&gt;
* 1 [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge]] trap at '''H'''&lt;br /&gt;
* 2 [[Oblivion:Traps#Darts|Darts]] traps at '''G'''&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are two doors (at '''D''' and '''C''') in/out of this zone, both leading to the zone ''[[#Zone 1: Fort Rayles|Fort Rayles]]''&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Dead Goblin (may carry a lockpick) at location '''I''' on map&lt;br /&gt;
* 1 bedroll at '''b'''&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Gweden_Farm&amp;diff=978151</id>
		<title>Oblivion:Gweden Farm</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Gweden_Farm&amp;diff=978151"/>
		<updated>2012-06-30T20:09:32Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|needs CS check, missing info on jewelry chest and the table it's on etc.}}&lt;br /&gt;
{{Place Summary&lt;br /&gt;
|type=Settlement&lt;br /&gt;
|locationcode=GwedenFarmInterior, GwedenFarmBasement&lt;br /&gt;
|location=Southeast of [[Oblivion:Anvil|Anvil]]&lt;br /&gt;
|image=OB-place-Gweden_Farm.jpg&lt;br /&gt;
|imgdesc=Gweden Farm&lt;br /&gt;
|region=Gold Coast&lt;br /&gt;
|description=A farmhouse southeast of Anvil (quest-specific).&lt;br /&gt;
}}&lt;br /&gt;
It stands at the end of the road that passes [[Oblivion:Fort Strand|Fort Strand]]. It consists of the farmhouse itself, along with a basement full of surprising and revealing items. It is impossible to enter the farm after the [[Oblivion:The Siren's Deception|associated quest]] has been completed since it requires a key, but the key is nowhere to be found.  This means that if you want to search the basement, you must do it during the quest itself.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
[[File:OB-interior-Gweden Farm.jpg|thumb|right|Silk curtains and luxurious bedding make the perfect love nest]]&lt;br /&gt;
Upon entering, it becomes clear that the three inhabitants decorated the farmhouse as a love nest; silk curtains covers all walls and lit candles makes for a seductive atmosphere. Next to the entrance, a table holds silverware and wine, including one bottle of [[Oblivion:Surilie Brothers Wine|Surilie Brothers Wine]], two of [[Oblivion:Tamika's West Weald Wine|Tamika's West Weald Wine]] and four bottles of [[Oblivion:Cheap Wine|cheap wine]]. Three additional bottles of cheap wine can be found near the double bed along with a bowl with five [[Oblivion:Strawberry|strawberries]]. Access to the basement can be gained using the [[Oblivion:Gweden Basement Key|basement key]] carried by [[Oblivion:Faustina Cartia|Faustina Cartia]] or [[Oblivion:Tsarrina|Tsarrina]]. &lt;br /&gt;
&lt;br /&gt;
[[File:OB-interior-Gweden Farm Basement.jpg|thumb|right|Conditions in the basement are considerably more stark]]&lt;br /&gt;
The basement is spacious and contains three beds you can sleep in. At the foot of the stairs are a table with a [[Oblivion:Sweetroll|sweetroll]], a [[Oblivion:Sweetcake|sweetcake]] and a bunch of [[Oblivion:Grapes|grapes]]. Opposite the table are a set of shelves with middle-class clothing and a sack with [[Oblivion:Clutter|clutter]]. In the northwestern corner, a cupboard with clutter, with [[Oblivion:Ale|ale]], [[Oblivion:Mead|mead]] and the expensive [[Oblivion:Surilie Brothers Vintage 415|Surilie Brothers Vintage 415]] on top, one bottle of each. Another bottle of ale can be found in the opposite corner, along with an [[Oblivion:Onion|onion]], a [[Oblivion:Pear|pear]] and an [[Oblivion:Orange|orange]].&lt;br /&gt;
&lt;br /&gt;
The small storage room to the east holds a variety of items stolen from the men lured to Gweden Farm by the Sirens: &lt;br /&gt;
{|&lt;br /&gt;
|-valign=top&lt;br /&gt;
|&lt;br /&gt;
*[[Oblivion:Ernest|Ernest]]:&lt;br /&gt;
**Ernest's Best Shirt&lt;br /&gt;
**Ernest's Fancy Pants&lt;br /&gt;
**Ernest's Shoes&lt;br /&gt;
*[[Oblivion:Heinrich Oaken-Hull|Heinrich Oaken-Hull]]:&lt;br /&gt;
**Heinrich's Pants&lt;br /&gt;
**Heinrich's Shirt&lt;br /&gt;
**Heinrich's Shoes&lt;br /&gt;
**Oaken-Hall Heirloom&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|&lt;br /&gt;
*[[Oblivion:Pinarus Inventius|Pinarus Inventius]]:&lt;br /&gt;
**Astia's Necklace ([[Oblivion:Astia Inventius|Astia Inventius]] is Pinarus' wife.)&lt;br /&gt;
**Pinarus' Iron Cuirass&lt;br /&gt;
**Pinarus' Prized Minotaur Horn&lt;br /&gt;
**Pinarus' Shirt&lt;br /&gt;
*Unknown:&lt;br /&gt;
**Wedding Gift&lt;br /&gt;
|}&lt;br /&gt;
==NPCs Living Here==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;170px&amp;quot;&lt;br /&gt;
!Gweden Farm&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;[[Oblivion:Faustina Cartia|Faustina Cartia]]&lt;br /&gt;
;[[Oblivion:Signy Home-Wrecker|Signy Home-Wrecker]]&lt;br /&gt;
;[[Oblivion:Tsarrina|Tsarrina]]&lt;br /&gt;
|}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|The Siren's Deception}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Gweden Farm is a quite useful to players using reverse-pickpocketing techniques as it contains a good number of [[:Category:Oblivion-Items-Zero Weight|weightless items]].&lt;br /&gt;
&lt;br /&gt;
{{Oblivion Settlements}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:The_Ultimate_Heist&amp;diff=978137</id>
		<title>Oblivion:The Ultimate Heist</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:The_Ultimate_Heist&amp;diff=978137"/>
		<updated>2012-06-30T19:31:30Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Quick Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Thieves Guild}}[[Category:Oblivion-Quests-House Quests]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Gray Fox|Gray Fox]] at [[Oblivion:Othrelos|Othrelos']] house in [[Oblivion:The Imperial City|The Imperial City]]&lt;br /&gt;
|Icon=OB-qico-ThievesGuild.png&lt;br /&gt;
|Loc=The Imperial City Sewers, Imperial Palace&lt;br /&gt;
|Prev=[[Oblivion:Boots of Springheel Jak|Boots of Springheel Jak]], 1000 gold fenced&lt;br /&gt;
|Next=None&lt;br /&gt;
|Reward=Completion of [[Oblivion:Thieves Guild#Quests|Thieves Guild questline]], [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]]&lt;br /&gt;
|Fame=Infamy +10&lt;br /&gt;
|Image=OB-quest-The Ultimate Heist.jpg&lt;br /&gt;
|ImgDesc=The Ultimate Heist - An Elder Scroll&lt;br /&gt;
|ID=TG11Heist&lt;br /&gt;
|description=Steal an [[General:Elder_Scrolls#The_Elder_Scrolls_Themselves|Elder Scroll]] for the [[Oblivion:The Gray Fox|Gray Fox]], and for glory!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#After fencing at least 1000 gold in stolen items, the [[Oblivion:Gray Fox|Gray Fox]] will contact you for a mission.&lt;br /&gt;
#Sneak into the Imperial Palace Basement and activate the [[Oblivion:Glass of Time|Glass of Time]] to enter the Imperial City's sewers.&lt;br /&gt;
#Make your way through [[Oblivion:The Old Way|The Old Way]] and [[Oblivion:The_Old_Way#Zone_3:_The_Lost_Catacombs|The Lost Catacombs]] to the [[Oblivion:Hall of Epochs|Hall of Epochs]].&lt;br /&gt;
#Sneak through the [[Oblivion:Imperial Palace|Imperial Palace]] to the Elder Library.&lt;br /&gt;
# After receiving the [[Oblivion:Elder Scroll|Elder Scroll]], escape from the &amp;quot;Imperial Battlemage's Room&amp;quot; and return to the Gray Fox.&lt;br /&gt;
#Take the ring the Gray Fox gave you to the Countess of [[Oblivion:Anvil|Anvil]], [[Oblivion:Countess Millona Umbranox|Millona Umbranox]].&lt;br /&gt;
#After some secrets are revealed, accept the [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]] to become the new [[Oblivion:Thieves Guild|Thieves Guild]] Guildmaster and Gray Fox.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Plans===&lt;br /&gt;
Once more, [[Oblivion:Amusei|Amusei]] summons you to see the [[Oblivion:Gray Fox|Gray Fox]]. This time Amusei will send you to [[Oblivion:Othrelos|Othrelos]]' house in [[Oblivion:The Imperial City|The Imperial City]]. The last three quests were a preparation for the ultimate job: retrieve an [[General:Elder Scrolls#The Elder Scrolls Themselves|Elder Scroll]] from the Imperial Palace. He makes no secret that this will be a most dangerous and daring task and warns you to be prepared. He gives a [[Oblivion:Plan for the Big Heist|detailed plan]] for the heist, involving going through the sewers into the &amp;quot;Old Way&amp;quot; (an old escape route) to reach the Elder Library, impersonating a &amp;quot;Celia Camoran&amp;quot; to intercept the scroll, and making the getaway. He gives you an [[Oblivion:Imperial Sewer Key|Imperial Sewer Key]] for access to the Palace Sewers, the restored [[Oblivion:Arrow of Extrication|Arrow of Extrication]], and the [[Oblivion:Unique_Items#Boots_of_Springheel_Jak|Boots of Springheel Jak]]. He also tells you that there will be no blood price during this quest.&lt;br /&gt;
&lt;br /&gt;
===Glass of Time===&lt;br /&gt;
The first task before you can begin your descent into the sewers is to sneak into the [[Oblivion:Imperial Palace|Palace]] Basement (downstairs from the Elder Council Chambers in the palace) and activate the &amp;quot;Glass of Time&amp;quot; (a giant hourglass).  You can also complete this task without sneaking by picking the lock then making a beeline for the Glass of Time (if you are willing to incur a [[Oblivion:Bounty|bounty]]).  A third option is to just skip this step completely.  Supposedly, activating the Glass of Time unlocks the [[Oblivion:The Old Way|Old Way]], but because of a minor scripting glitch this step is actually optional.  If you know where to head once you're in the sewers, you can head straight to the Palace Sewers entrance.&lt;br /&gt;
&lt;br /&gt;
The main trip is a lengthy dungeon crawl, so before proceeding it is worth making sure that you have everything you will need, including enough lockpicks and a bow to fire the Arrow of Extrication.  Once you are ready, head into the sewer entrance from the [[Oblivion:Arboretum|Arboretum]]. Proceed through to [[Oblivion:Beneath the Bloodworks|Beneath the Bloodworks]] and make your way past the various undead creatures including skeletons, vampires, ghosts, and wraiths. Head into the [[Oblivion:The Palace Sewers|Palace Sewers]] (you need the [[Oblivion:Imperial Sewer Key|Imperial Sewer Key]] for this).&lt;br /&gt;
&lt;br /&gt;
Proceed through the two zones called the [[Oblivion:The Old Way|Old Way]] and into the Lost Catacombs.  At the end of the Lost Catacombs (in the NE of the map) there is a large rectangular room with a tiered upper level.  On the north side of the room there's a stairway to the upper level, but there is a large gap in the stairs. Simply use the [[Oblivion:Boots of Springheel Jak|Boots of Springheel Jak]] to jump over the gap.  On the upper level, you will find two push blocks; one on your immediate right, which will activate the two dormant [[Oblivion:Traps#Dark Welkynd Stone|Dark Welkynd Stones]], and one push block on the other side of the room; activate this one in order to open the gate and access the next zone, the &amp;quot;Hall of Epochs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hall of Epochs===&lt;br /&gt;
[[Image:OB-TG-AyleidGuardian.jpg|left|thumb|Ayleid Guardian - Timeless Defender]]&lt;br /&gt;
Not far in, you'll come to a huge chamber with a large statue, identified as the ''Keyhole Pillar'', flanked by two smaller statues (at '''O''' on the [[Oblivion:The Old Way#Hall of Epochs|wiki's dungeon map]]).  A quest update in your journal lets you know that this is where you need to use the [[Oblivion:Arrow of Extrication|Arrow of Extrication]].  In order to fire the arrow, you need to be standing in a specific spot to open the keyhole on the pillar.  The update hints that the location needs to be somewhere with a clear view of the pillar.  If you start exploring the room, another quest update will let you know when you're approaching the right area.&lt;br /&gt;
&lt;br /&gt;
The correct location for firing the arrow (a pressure plate at '''N''' on the wiki map) is blocked by walls and locked gates ('''I''' and '''J''').  The intended way for you to reach the location is to lower the walls by activating a hidden Push Block. If you head south from the main room (through door '''L''') , you'll find a Push Block on the balcony (near the boss chest at '''B''')—this doesn't affect the walls in the main room, but it does open a hidden door at '''M'''.  Continuing past the hidden door leads to a new zone (also named the ''Hall of Epochs'').  The Push Block you're looking for is at the end of this zone (it's the cyan dot behind the Boss Chest, '''B''', on the [[Oblivion:The Old Way#Zone 5: Hall of Epochs|wiki map]]).  Returning to the main room will reveal that the walls have dropped away (freeing some [[Oblivion:Creatures#Undead|undead]]) and that the gates have opened.  If you didn't bring along a bow, make sure to get a bow at this point: one of the four undead who were just freed is guaranteed to be an archer who carries a bow.  &lt;br /&gt;
  &lt;br /&gt;
When you stand on the pressure plate, the keyhole in the ''Keyhole Pillar'' is opened up; if you step off the plate, the keyhole closes again.  Only the player's presence on the plate triggers the keyhole.  Other creatures or corpses will not be recognized.  Therefore, you need to be standing on the plate when you fire the Arrow of Extrication. Careful aiming is necessary because you only have one Arrow of Extrication, and it is a long distance shot.  You can practice with regular arrows; watch for the puff of dust that indicates where the arrow hits if it contacts the statue. If you miss with the Arrow of Extrication, you can also go retrieve it and try again (if you can find the arrow).  In any case, you probably want to save before making an attempt.  Aim at the cross formed at the hilt of the statue's sword, or possibly slightly lower, where the top of the statue's hands come together. If you listen carefully, an accurate shot produces a sound of metal on metal, even if a regular arrow is used.&lt;br /&gt;
&lt;br /&gt;
Once you've got the key into the statue, it'll lift up from the ground and reveal a door.  When you are close enough, the two statues beside the door come to life as [[Oblivion:Ayleid Guardian|Ayleid Guardian]]s.  They provide a challenging fight, although it is much easier to simply sneak past them.  If they do see you, simply running will not help: they will follow you and alert all of the guards in the palace to your presence.  Once you are past the guardians, go down the stairs to the door and open it.&lt;br /&gt;
&lt;br /&gt;
===The Elder Scroll===&lt;br /&gt;
You emerge in the [[Oblivion:Imperial Palace#Imperial Guard Quarters|Imperial Guard Quarters]].  Be very careful not to get caught during this part of the quest.  If you are, you will not be able to go back up to the palace and are left with no way of finishing the quest. Prepare to do some serious sneaking through two doors, one of which is locked, to reach the outer round corridor (although some of the doors may already be opened by the guards). One way to make this part easier is to wait by the open statue until it is 1 am then enter while the guards are sleeping. Then go up a level to reach the [[Oblivion:Imperial Palace#Elder Scrolls Library|Elder Scrolls Library]].  Sneak past the guard and enter the main core of the library.&lt;br /&gt;
&lt;br /&gt;
You'll see two corridors curving away on either side of you. Follow the right one first.  You'll come up behind a seated [[Oblivion:Blind Moth Priest|Blind Moth Priest]].  If you're sneaking, he won't turn.  Pull the lever next to him and creep back the other way, all the way around the level.  You'll now be facing the blind priest, and beside a door that the lever opened.  Go inside the library and sit down in the Reading Chair—not one of the benches around the side of the room. The priests, thinking you are Celia Camoran, will bring you the ''[[Oblivion:Elder_Scroll|Elder Scroll]]''.  [[Image:OB-TG-UltimateHeist.jpg|right|thumb|The prize within your grasp...]]&lt;br /&gt;
&lt;br /&gt;
===Escape from Palace===&lt;br /&gt;
Take the scroll (when unobserved) and make your escape.  (You may also want to take two useful ''[[Oblivion:Scrolls#Chameleon|Shadow]]'' scrolls from the bookcase, which each provide 50% [[Oblivion:Chameleon|Chameleon]]).  You can't go back the way you came, but instead must head up the nearby stairs. Make your way through the &amp;quot;Moth Priest's Quarters&amp;quot; to the &amp;quot;Imperial Battlemage's Chambers&amp;quot;. Sneak past the guard, [[Oblivion:Evangeline Beanique|Evangeline Beanique]].  Alternatively, there is no Blood Price for killing her, but it may alert the guards and will result in [[Oblivion:Mages Guild Suspension|suspension]] from the Mages Guild if you are a member.&lt;br /&gt;
&lt;br /&gt;
In the fireplace, there's a chute leading somewhere.  It's a long, long jump.&lt;br /&gt;
* You can use the [[Oblivion:Boots of Springheel Jak|Boots of Springheel Jak]] to jump safely, but they'll be destroyed by the jump.  (You land safely when wearing the boots because it is a scripted effect, not actually because the boots provide +50 [[Oblivion:Fortify Skill|Fortify Acrobatics]]; the same script then removes the boots).&lt;br /&gt;
* The fall is easily survived without the boots by having enough [[Oblivion:Acrobatics|Acrobatics]], or good health—or if you can sufficiently fortify either.  It can be done with just around 40 Acrobatics if you have at least around 180 health.  Don't re—equip the boots without saving first because if you jump with them on while still on the quest they could be destroyed.&lt;br /&gt;
** There is a small sloped ledge just a few feet below the grate itself that can be used to briefly slow your fall. While not a great help, this ledge will save you a few health points that could ultimately be the difference between life and death.&lt;br /&gt;
* An alternative to jumping is to intentionally get arrested by the guards in the Imperial Palace.  You will be sent to jail, but once released you will still have the Elder Scroll and can take it to the Gray Fox&lt;br /&gt;
** Before doing this, however, you ''must'' first return to the trapdoor in the Guard Barracks where you first entered from the Hall of Epochs.  Attempting to open the trapdoor will give you the same quest update that you would get from jumping down the chute in the fireplace.  It is critical that you get this quest update before being arrested, otherwise you will never be able to finish the quest.&lt;br /&gt;
&lt;br /&gt;
No matter how you choose to do the jump, you end up back at the entrance to [[Oblivion:The Old Way|The Old Way]].  Head back through the sewers and return to the [[Oblivion:Gray Fox|Gray Fox]] with the grand prize.&lt;br /&gt;
&lt;br /&gt;
===Countess of Anvil===&lt;br /&gt;
Now the [[Oblivion:Gray Fox|Gray Fox]] gives you another task: give his ring to the [[Oblivion:Countess Millona Umbranox|Countess]] of [[Oblivion:Anvil|Anvil]]. He says it may cause anger or tears, and if she asks, tell her it's from a &amp;quot;stranger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go to [[Oblivion:Anvil|Anvil]] and do what he says. To show her the ring, you'll have to talk to her when she is sitting in the &amp;quot;Great Hall&amp;quot;. If you are there at night when she sleeps you will have to wait until morning.  The Countess recognizes it as the wedding ring of her long-lost husband, who had disappeared ten years ago.&lt;br /&gt;
&lt;br /&gt;
===Gray Cowl of Nocturnal===&lt;br /&gt;
[[Image:OB-TG-CorvusRestored.jpg|left|thumb|Corvus reinstated as Count Umbranox]]At that moment, a man ([[Oblivion:A Stranger|a Stranger]], the master forger) stands up and approaches the throne. He makes a declaration about Emer Dareloth being the one who stole the Cowl of Nocturnal, and says he's her husband ''and'' the Gray Fox. He received the cowl from the previous Guildmaster who was at the end of a line of guildmasters right back to Dareloth, each one of whom had inherited the curse along with the cowl, erasing them from history and the memories of everyone who knew them. He was the first to realize that he could use the power of the Elder Scrolls to break the curse. Having done so, he is recognized by [[Oblivion:Countess Millona Umbranox|Countess Umbranox]] as her husband on the condition that he renounces his life of crime. He gives you the Cowl and the title of Gray Fox and tells you that the Guild's hall has been restored due to the curse being lifted and, thus, its history having been changed.&lt;br /&gt;
&lt;br /&gt;
You get another entry when you hit the [[Oblivion:Imperial City|Imperial City]]. The former Gray Fox has been restored as Count of [[Oblivion:Anvil|Anvil]] and Dareloth's home is restored as the Thieves Guild hall.  The top floor is the [[Oblivion:Houses#Guildmaster's Quarters|Guildmaster's Quarters]], which can be used as a home.  However, the containers in the rest of the building are not safe for storage.  There's a locked room with a handful of lockpicks on the table and a [[Oblivion:Security|Security]] [[Oblivion:Skill_Books|Skill Book]] upstairs but nothing more.   Armand will be available upstairs when he's not outside at the Waterfront.&lt;br /&gt;
&lt;br /&gt;
With the grand quest over, you're free to do as you like as the new Guildmaster of the [[Oblivion:Thieves Guild|Thieves Guild]]. More details about the Gray Cowl of Nocturnal can be found on [[Oblivion:Gray Cowl of Nocturnal|its page]].&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Amusei will not seek you out and initiate the quest if you are in jail, in the [[Oblivion:Dark Brotherhood Sanctuary|Dark Brotherhood Sanctuary]] or wandering around in the [[Oblivion:Elven Gardens District|Elven Gardens District]]. &lt;br /&gt;
* The [[Oblivion:Speechcraft|Speechcraft]] [[Oblivion:Skill Books|skill book]] ''[[Oblivion:2920, Second Seed (v5)|2920, Second Seed (v5)]]'' is only available during this quest.  It is in the Imperial Battlemage's Quarters, on a high shelf to the right of the fireplace you jump down near the end of the quest.&lt;br /&gt;
* Without the [[Shivering:Shivering Isles|Shivering Isles]] expansion pack, the book [[Oblivion:Feyfolken III|''Feyfolken III'']] is only available during this quest. It is in the library where you take the Elder Scroll, on the first shelf on the left.&lt;br /&gt;
* It is possible to reach the pressure plate by jumping rather than lowering the walls. Although an invisible wall blocks your path, it is possible to jump under it and reach the plate.&lt;br /&gt;
* If the push block isn't opening the walls, you can very easily stand behind the Iron gate and then jump around it using the boots of Springheel Jak. Setting the stage to activate the statue is not a viable option, as it will active the guardians but not the secret door. If you did this, you can still use the arrow to activate the door.&lt;br /&gt;
* After you complete this quest, a special edition of [[Oblivion:The Black Horse Courier|the Black Horse Courier]] is published: &amp;quot;[[Oblivion:Palace Break-In?|Palace Break-In?]]&amp;quot;. In fact, it is published immediately after the great heist, even before the quest is completed. Also, if you are caught when sneaking around the palace and cannot finish the quest, you may hear rumors that the Palace was infiltrated and that there might be a new Gray Fox.&lt;br /&gt;
* If you put the cowl on immediately and talk to the &amp;quot;Gray Fox&amp;quot;, he will respond like a normal citizen. This happens until one of you leaves the cell and you get the quest update.&lt;br /&gt;
* {{Xbox22}} An [[Oblivion:Xbox_360_Achievements#Thieves_Guild_Achievements|achievement]] will be unlocked upon becoming the new Gray Fox.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|During the final cutscene, it is possible for your game to become permanently frozen.  This occurs after the dialogue between the countess of Anvil and the Gray Fox. He says that he is going to pass on the Gray Cowl of Nocturnal to the player, but then just walks away and the player remains stuck in &amp;quot;cutscene mode&amp;quot; with the Countess in a sitting position facing the chair. This bug will occur if your guild rank at the time is not correct, i.e. if your rank is not &amp;quot;Master Thief.&amp;quot;|UOP}}&lt;br /&gt;
** '''Causes:'''&lt;br /&gt;
*** The only known way to have the wrong guild rank when doing this quest is if you have completed the Thieves Guild quests out of order.  If you complete any of the other [[Oblivion:Thieves_Guild#Advancements|Thieves Guild advancement quests]] after the [[Oblivion:Arrow of Extrication|Arrow of Extrication]], your rank will be reset to a lower value.&lt;br /&gt;
*** Normally it is not possible to do the quests out of order.  However, if you explore the [[Oblivion:Temple of the Ancestor Moths (place)|Temple of the Ancestor Moths]] before being assigned the related quest, [[Oblivion:Turning a Blind Eye|Turning a Blind Eye]], then the Gray Fox quests are prematurely triggered.  See [[Oblivion:Temple of the Ancestor Moths (place)#Bugs|the temple's bugs]] for details.&lt;br /&gt;
** '''Workarounds:'''&lt;br /&gt;
***Revert to a saved game made ''before'' you finished the [[Oblivion:Arrow of Extrication|Arrow of Extrication]] quest, and complete all other Thieves guild quests that advance your rank.  Finish the Arrow of Extrication last, and your Guild rank should be correct.&lt;br /&gt;
***Revert to a saved game before turning over the Elder Scroll to the Gray Fox, and instead [[Oblivion:Gray_Cowl_of_Nocturnal#Stealing_the_Cowl|steal the Cowl]]. This will not finish the quest, but at least you have the Cowl.&lt;br /&gt;
***{{Pc22}} On the PC, manually advance the quest using the [[Oblivion:console|console]] to type &amp;lt;code&amp;gt;setstage tg11heist 140&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;setstage tg11heist 145&amp;lt;/code&amp;gt;&lt;br /&gt;
***{{Xbox22}} On the Xbox 360, remove all Oblivion patches (see [[Oblivion:Xbox 360#Patches|Xbox 360 patches]]).  Resume play offline from Xbox Live, starting at a point before the cutscene with the Countess.  After successful completion of the scene, reconnect to Xbox Live and the patches will be automatically reinstalled.&lt;br /&gt;
***{{Ps22}} There is no known fix that works on the PS3 other than restarting from an earlier saved game.&lt;br /&gt;
{{Bug|A few problems can possibly occur when you sit in the library to receive the Elder Scroll. The most serious problem is that when you activate the chair, you do not actually sit down.  This bug is usually a consequence of an animation problem triggered by the end of the [[Oblivion:Umaril the Unfeathered (quest)|Umaril the Unfeathered]] (part of the [[Oblivion:Knights of the Nine|Knights of the Nine]] mod).  This cutscene freezes at this point and you never receive the scroll.  To free yourself from being stuck, BEFORE you pick up the elder scroll, go to your inventory and drop an item. This will allow you to once again move freely. It might not work the first time, but keep looking around, zooming in and out of first person, and dropping random items from your inventory and eventually your movement will be freed.|UOMP}}&lt;br /&gt;
**{{Xbox22}} If on the 360 version you have downloaded the Knights of the Nine via the Marketplace, it is possible to delete the KotN content, and reload a previous save, fixing the glitch caused by Umaril the Unfeathered. Unfortunately, that means deleting all items of KotN and such. Be careful if you use this.&lt;br /&gt;
**{{Xbox22}} Upon sitting in the chair, one of the Preists runs to the bottom of the stairs and says, &amp;quot;I'm on to you.&amp;quot; where you are then perpetually stuck--you can look around, but cannot get up out of the chair.  This can happen if you enter into the library by way of the third floor.  The fix is to enter through the second floor, where the guard is picking up the scraps of paper from the floor.  Inside the inner corridor, there is a lever that you can pull by one of the blind priests to grant access to the locked door to the library.  Open this door, sit in the chair, and the priest will bring you the Elder Scroll.&lt;br /&gt;
**{{Pc22}} On the PC, you can advance the quest using the [[Oblivion:console|console]]. In the console, select the reading chair and type &amp;lt;code&amp;gt;activate&amp;lt;/code&amp;gt;, then close the console and wait for the character to sit. Once in position, reopen the console and type &amp;lt;code&amp;gt;setstage TG11Heist 85&amp;lt;/code&amp;gt; and a Priest should come and deliver the Elder Scroll as expected.&lt;br /&gt;
** After sitting, if nobody comes right away, it may be necessary to reload an earlier save, perhaps before entering the area. The issue seems more common if you delay the sitting action, such as by looting nearby shelves, going upstairs, and so on. Thus, going straight to the chair may help.&lt;br /&gt;
** Another fix was found that when sitting in the chair wait for the moth priest to be up the spiral staircase and sit in the chair and then press sneak again or the moth priest will be stuck at the bottom of the stair case staring at you. If you remain undetected by sneaking while in the chair the priest will instead walk next to you and drop the scroll on the table next to you and will regard you as Celia Camoran and you can continue the quest. &lt;br /&gt;
*** {{Pc22}} If the event does not trigger, adding the Elder Scroll to your inventory will advance the quest.  &amp;lt;code&amp;gt;player.additem 22DB0 1&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Bug|If you have been detected by the Ayleid Guardians when exiting the Hall of Epochs and do not kill them, you will be unable to sit on the chair.|UOP}}&lt;br /&gt;
{{Bug|If you're having trouble getting [[Oblivion:Amusei|Amusei]] to actively seek you out, it is probably because you accidentally triggered a [[Oblivion:Amusei#Bugs|serious bug]] earlier in the game. As a result, it will take Amusei forever to reach you because he is caught in sneak mode. Be patient  or use the wait feature to pass the time. Eventually, he will find you and initiate the quest.|UOP}}&lt;br /&gt;
*** If you go to the Imperial City and do something illegal, like punching a guard, you will be arrested. Pay the fine, and you will be taken to the Imperial City Prison. Amusei will spawn right on top of you.&lt;br /&gt;
*** {{Pc22}} PC gamers can always initiate the Ultimate Heist using the console command &amp;lt;code&amp;gt;setstage tg11heist 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Some players have experienced a bug at the end of the Lost Catacombs where activating the blue push blocks does not lower the walls and open the iron gates.  To work around it, save your game, exit Oblivion, then start the program again.  Load the game, and try activating the blocks - this time the gate should open. If the script runs correctly, there will be a small but visible &amp;quot;screen shake&amp;quot; effect. There is also a ledge at the side of the iron gate towards the keyhole, jump onto the ledge and you can jump around the pillar, bypassing the gate.&lt;br /&gt;
*If you are unable to equip the Arrow of Extrication and text appears saying you cannot fire this quest arrow, hot key the Arrow of Extrication and try equipping it through the hot key. If this does not work try equipping various other arrows and then try again and it should work. However, if the text &amp;quot;cannot fire quest arrow&amp;quot; or &amp;quot;cannot equip quest item&amp;quot; is &amp;lt;i&amp;gt;still&amp;lt;/i&amp;gt; appearing, there's one last thing you can try: Walk your character to the keyhole pillar itself, and when prompted, activate it. Nothing will happen, but, once you've done this, when you return to the pressure point where you are meant to fire the arrow from, and try equipping it, it will work now that you've &amp;quot;activated&amp;quot; the pillar. Finally, make sure you are centered on the pressure plate, as you cannot equip the arrow unless you are directly on top of the plate.&lt;br /&gt;
* Do not steal the scroll while still sitting in the chair. If detected by the monks, you may be stuck in the chair and unable to defend yourself from the monks.&lt;br /&gt;
{{Bug|A bug can occur where the grate in the fireplace will not open, advising you that you require a key to open it. Approaching the grate will prompt a journal entry, informing you that you have escaped but you will not be able to exit the Battlemage's Chambers. To rectify this, approach the fireplace and receive the journal update, then approach a guard and allow yourself to be arrested. Pay the fine and you will be transported outside the Prison District, and thus able to continue the quest.|UOP}}&lt;br /&gt;
{{Bug|A minor bug during this quest is that activating the ''Glass of Time'' is in fact not necessary.  The associated scripting enables the door to the Old Way.  However, that door is by default enabled, and therefore activating the ''Glass of Time'' has no real effect other than updating your quest diary.|UOP}}&lt;br /&gt;
{{Bug|Several of the items in this quest remain as quest items even after the quest is complete, and therefore can never be dropped from your inventory.  Xbox 360 and PS3 players cannot fix the problem (although as zero weight items they will never encumber you)|UOP}}&lt;br /&gt;
** {{Pc22}} PC players can fix this problem using the [[Oblivion:Console|Console]] and the following console codes:&lt;br /&gt;
*** The ''[[Oblivion:Plan for the Big Heist|Plan for the Big Heist]]'' (the scroll given to you by The Gray Fox with instructions): &amp;lt;code&amp;gt;SetQuestObject 00022DB4 0&amp;lt;/code&amp;gt;&lt;br /&gt;
*** The [[Oblivion:Arrow of Extrication|Arrow of Extrication]] (only if you pick it up again after firing it): &amp;lt;code&amp;gt;SetQuestObject 00022DB5 0&amp;lt;/code&amp;gt;&lt;br /&gt;
*** The [[Oblivion:Boots of Springheel Jak|Boots of Springheel Jak]] (if they are not destroyed): &amp;lt;code&amp;gt;SetQuestObject 000148D4 0&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Bug|If you get caught after you have the Elder Scroll, the guards will chase you and you'll be stuck in combat mode—unable to fast travel, rest, or wait—even if you pay off your fines to [[Oblivion:Armand Christophe|Armand Christophe]].|UOP}}&lt;br /&gt;
{{Bug|If the player is caught and attacked by more than one palace guard, the guards may all fight each other to the death (easily noticed if the player casts Invisibility or uses sufficiently high Chameleon that the guards lose them). This is because they have very high Aggression so that they will attack the player rather than arrest them and are not actually guards but are in a special ICPalaceGuard class. However, real Palace Guards will also attend and will then attack them for attacking the player.|UOP}}&lt;br /&gt;
{{Bug|If you kill the Ayleid Guardians before they notice you, it will count as murder.|UOP}}&lt;br /&gt;
{{Bug|NPCs may offer &amp;quot;rumors&amp;quot; about the count's return before Millona receives the ring.|UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|1||&lt;br /&gt;
|10||Amusei has given me another message from the Gray Fox. I am to meet him at {{sic|Othrelo's|Othrelos's}} house in the Elven Gardens district in the Imperial City.&lt;br /&gt;
|15||{{Quest Comment|Player has left Othrelos's house}}&lt;br /&gt;
|20||The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. The audacity of such a theft is astounding! When I am ready, I should come back to him at Othrelos house.&lt;br /&gt;
|30||The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. The audacity of such a theft is astounding! The Gray Fox has laid out the plan for me. It's not simple, but he has given me a written copy for my reference. He has even set aside the guild rule of blood price for this heist. Now I just have to execute the plan. The first step is to infiltrate the Imperial Palace and activate the Glass of Time, whatever that is.&lt;br /&gt;
|40||I have activated the Glass of Time. According to the Gray Fox, the door to the Old Way in the Imperials Sewers should now be open. Now I just have to find it.&lt;br /&gt;
|50||I have found the sewer entrance that the Gray Fox told me to look for. Now I need to find the Old Way.&lt;br /&gt;
|55||I have found the Old Way. This is clearly a long abandoned sub-basement of the Imperial City. It looks like it's going to be a long journey to get into the Imperial Palace this way. I need to find the door that connects to the palace interior. If I remember correctly, I will need {{sic|the the|the}} Arrow Extrication to unlock time in order to open that door.&lt;br /&gt;
|60||Advice for puzzle number three.&lt;br /&gt;
|70||There must be some secret way to open this door. I'll bet this is where I have to use the Arrow of Extrication. Most likely I have to be standing in a special place for the keyhole to open up. It will be somewhere with a clear view of this pillar.&lt;br /&gt;
|71||These walls look like they are meant to move. Maybe the place I need to stand to fire the arrow is behind them. I'd better look for a way to get through them.&lt;br /&gt;
|72||This must be the spot. Standing on this pressure plate opens the pedestal at the far end of the room. I should practice with normal arrows a few times before trying the Arrow of Extrication. I will only get one try. &lt;br /&gt;
|73||I've used the Arrow of Extrication to activate the door and open the secret way into the palace. There is no telling where I might end up. I should take care to extinguish my lights, muffle my footsteps, and be stealthy as I enter the door.&lt;br /&gt;
|75||{{Quest Comment|Player exits Palace guard quarters}}&lt;br /&gt;
|80||{{Quest Comment|Lever has been pulled}}&lt;br /&gt;
|85||I've seated myself in the reading chair. Now I just have to wait for them to bring me the scroll. So long as I don't speak to any of them, the priests seem to be assuming I am Celia Camoran.&lt;br /&gt;
|87||{{Quest Comment|Scroll is placed on table}}&lt;br /&gt;
|95||The Moth Priests are onto me! I have to get out of here. The way back is closed. My only hope is to go forward and hope I can find another exit.&lt;br /&gt;
|100||I have the Elder Scroll! This is the treasure of the century. My name shall be known across Tamriel for this theft! Now to get it back to the Gray Fox. The way back is blocked. I'll have to go upstairs to find a way out. Even {{sic|through|though}} they are blind, these monks will not be easy to sneak past.&lt;br /&gt;
|102||I have escaped from the Imperial Palace by jumping down a chimney chute in Ocato's bedroom. I hope the royal battlemage won't mind my misusing his ash flue. I can only hope my fall doesn't end too abruptly. I wonder if this is what the Gray Fox said I would need the Boots of Springheel Jak for? &lt;br /&gt;
|105||{{Quest Comment|Player has left building}}&lt;br /&gt;
|110||The Gray Fox has yet to pay me for stealing the Elder Scroll from the Imperial Palace. To get my reward, I have to present a ring to Millona Umbranox, the Countess of Anvil, and gauge her reaction to it. I don't understand what this has to do with the Elder Scroll, but for now I'll trust him.&lt;br /&gt;
|120||{{Quest Comment|The Gray Fox approaches the countess}}&lt;br /&gt;
|130||{{Quest Comment|The Gray Fox talks to the countess}}&lt;br /&gt;
|135||{{Quest Comment|Conversation over}}&lt;br /&gt;
|140||The Gray Fox, who is no longer the Gray Fox, but is now Corvus Umbranox, has given me the Gray Cowl of Nocturnal. I am now the new Gray Fox and the new guildmaster of the Thieves Guild. Due to the magic of the cowl, the Thieves of the guild will not notice the change. However, since the curse is lifted, I can remove the cowl and be recognized as myself again. Interestingly, the cowl's magic makes it so that anyone seeing me remove the cowl does not associate me with the Gray Fox.&lt;br /&gt;
|145||{{Quest Comment|The player has left Castle Anvil}}&lt;br /&gt;
|150||History has been rewritten. I should go see the new Thieves Guild Hall in the Imperial City Waterfront. The Gray Fox, or Count Corvus as he is now known, told me that I get to run the place.&lt;br /&gt;
|160|fin|&lt;br /&gt;
|199||{{Quest Comment|Part one of being expelled - continues in stage 200}}&lt;br /&gt;
|200|fin|I got into a fight with the monks. The heist is ruined. There is no way to get the Elder Scroll now. My only option is to flee the palace. I am certain the Gray Fox will expel me from the guild. I don't think they'll let me back in.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Boots of Springheel Jak|Boots of Springheel Jak]]|Up=[[Oblivion:Thieves Guild|Thieves Guild]]}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Azani_Blackheart_(quest)&amp;diff=978134</id>
		<title>Oblivion:Azani Blackheart (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Azani_Blackheart_(quest)&amp;diff=978134"/>
		<updated>2012-06-30T19:28:44Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Azani Blackheart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Fighters Guild}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Modryn Oreyn|Modryn Oreyn]] in his house in [[Oblivion:Chorrol|Chorrol]]&lt;br /&gt;
|Icon=OB-qico-FightersGuild.png&lt;br /&gt;
|Reward=[[Oblivion:Sinweaver|Sinweaver]], Promotion to Warder&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=FGD05Oreyn&lt;br /&gt;
|Prev=[[Oblivion:More Unfinished Business|More Unfinished Business]]&lt;br /&gt;
|Next=[[Oblivion:The Fugitives|The Fugitives]] ''or'' [[Oblivion:The Wandering Scholar|The Wandering Scholar]]&lt;br /&gt;
|Loc=[[Oblivion:Leyawiin|Leyawiin]], [[Oblivion:Arpenia|Arpenia]], [[Oblivion:Atatar|Atatar]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Azani_Blackheart.jpg&lt;br /&gt;
|ImgDesc=Azani Blackheart dueling with Modryn Oreyn&lt;br /&gt;
|description=Help [[Oblivion:Modryn Oreyn|Modryn]] prove that the [[Oblivion:Blackwood Company|Blackwood Company]] lied about completing a contract to kill [[Oblivion:Azani Blackheart (person)|Azani Blackheart]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Meet with [[Oblivion:Modryn Oreyn|Modryn Oreyn]] and speak about the [[Oblivion:Blackwood Company|Blackwood Company]].&lt;br /&gt;
# Travel with Modryn to [[Oblivion:Arpenia|Arpenia]] and [[Oblivion:Atatar|Atatar]].&lt;br /&gt;
# Defeat [[Oblivion:Azani Blackheart (person)|Azani Blackheart]].&lt;br /&gt;
# Return Blackheart's ring to Modryn.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Blackwood Company===&lt;br /&gt;
[[Oblivion:Modryn Oreyn|Modryn Oreyn]] wants you to meet him at his house after dark to discuss the [[Oblivion:Blackwood Company|Blackwood Company]]. However, you do not actually have to wait till night, as you can talk to Modryn about the Blackwood Company as long as he is in his house.&lt;br /&gt;
&lt;br /&gt;
He'll tell you how Vitellus Donton - [[Oblivion:Vilena Donton|Vilena Donton's]] son - was one of fifteen men who died when the Fighters Guild tried to retrieve the sword [[Oblivion:Sinweaver|Sinweaver]] from [[Oblivion:Azani Blackheart (person)|Azani Blackheart]] in order to complete a contract for a mage named Argoth.  The Blackwood Company then claimed that they completed the mission instead, simultaneously establishing their reputation as an alternative to the Fighters Guild and making the Fighters Guild look like incompetent cowards.  However, Argoth was mysteriously killed shortly afterwards and Sinweaver went missing, leading Modryn to doubt the Blackwood Company's story.  He suspects that - despite their claims - the Blackwood Company never killed Azani, but instead made a deal with him: they paid him part of the contract money to get the sword, and then told him where he could find Argoth to take his revenge and retrieve the sword.  Modryn wants to investigate the situation, including possibly killing Azani Blackheart to prove that the Blackwood Company lied.&lt;br /&gt;
&lt;br /&gt;
If you accept Modryn's dangerous mission, he asks you to meet him at the Fighters Guild in [[Oblivion:Leyawiin|Leyawiin]] and travel to [[Oblivion:Arpenia|Arpenia]] to find out what's going on. He'll mark Arpenia on your map.&lt;br /&gt;
&lt;br /&gt;
===Arpenia and Atatar===&lt;br /&gt;
Once you arrive in [[Oblivion:Leyawiin|Leyawiin]], speak with Modryn and he'll accompany you to Arpenia, northeast of Leyawiin in the [[Oblivion:Blackwood|Blackwood]] region. Explore a bit then talk to Modryn, who will declare that Azani Blackheart isn't there - in fact, the place is deserted.  The quest advance is actually triggered by standing within 200 feet of an invisible map marker (in the northeast room, shown at '''M''' on the [[Oblivion:Arpenia#Zone 1: Arpenia|Arpenia map]]. If you are having problems advancing the quest, stand at that point for a minute, then try talking to Modryn again.&lt;br /&gt;
&lt;br /&gt;
Modryn believes that Azani moved his base of operations to [[Oblivion:Atatar|Atatar]] - a nearby Ayleid ruin. He suggests to search there and will lead the way himself. You can continue to explore Arpenia if you like, as Modryn will wait patiently for you, but apart from a few [[Oblivion:Rat|rats]] and Ayleid Chests the place is empty. Follow Modryn to [[Oblivion:Atatar|Atatar]] but do not fast travel or go ahead of him, because this may cause a [[#Bugs|bug]]. The location won't be marked on your map until you arrive and Modryn refuses to move unless you are close to him. Therefore, you must follow him.&lt;br /&gt;
&lt;br /&gt;
===Azani Blackheart===&lt;br /&gt;
Once you're both inside, you may take the lead again. Explore the area, dispatching any [[Oblivion:Bandit|bandits]] along the way and collecting three Varla stones, until you find Azani. Beware, he is a skilled [[Oblivion:Nightblade|nightblade]] and is very powerful, so make sure to be fully prepared for the battle (don't count on Modryn for much help). Azani will be wearing [[Oblivion:Elven Armor|Elven armor]] even if you are of a low level. He also carries [[Oblivion:Sinweaver|Sinweaver]], a unique sword with [[Oblivion:Drain Fatigue|Drain Fatigue]] and [[Oblivion:Fire Damage|Fire Damage]] enchantments. Be sure to also take his [[Oblivion:Blackheart%27s_Ring#Blackheart.27s_Ring|ring]], as it is required to complete the quest.&lt;br /&gt;
&lt;br /&gt;
===Modryn Oreyn===&lt;br /&gt;
Speak with Modryn if you managed to keep him with you or return to the Chorrol Fighters Guild to speak with him. He'll need Blackheart's ring (which you found on his corpse) as proof that the killing was done by the Fighters Guild.  In exchange you will gain one [[Oblivion:Fame|Fame]] point and once you speak with Modryn again, he will promote you to Warder.&lt;br /&gt;
&lt;br /&gt;
Following this quest you can either go to [[Oblivion:Burz gro-Khash|Burz gro-Khash]] in [[Oblivion:Cheydinhal|Cheydinhal]] to start [[Oblivion:The Fugitives|The Fugitives]] or to [[Oblivion:Azzan|Azzan]] in [[Oblivion:Anvil|Anvil]] to start [[Oblivion:The Wandering Scholar|The Wandering Scholar]]. The order in which you do these following quests does not matter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Modryn Oreyn can be a useful [[Oblivion:Followers|follower]] while he is following you at the beginning of the quest and can help you to complete other quests.&lt;br /&gt;
* Blackheart's ring can be stolen from Modryn Oreyn before he leaves Atatar, however once he sets foot outside the ruins it disappears. The ring will remain in your inventory indefinitely as it is a quest item, and will always be flagged as stolen.&lt;br /&gt;
* It might be a good idea to grab Azani Blackheart's [[Oblivion:Elven Armor|Elven Armor]], especially his cuirass, since this is the [[Oblivion:Best Non-leveled Items|only place]] where an Elven cuirass can be found before level 15. Additionally, you will need one for the [[Oblivion:Light Armor Training|Light Armor master training]] quest, and it is difficult to find for a high-level character.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you take Azani's ring immediately after killing him - before it prompts you telling you he is dead - Modryn will not ask for it and the quest cannot be completed.&lt;br /&gt;
**If you've taken Azani's ring before the game prompt tells you he's dead, you can get around the resulting bug if Modryn has not yet entered Atatar. You will need to travel back to where he is (most likely on his way, walking from Arpenia) and let him enter Atatar (Note that he will not travel anywhere unless you are within five feet of him, so you must follow him all the way to Atatar). Once you are both inside, talk with him and he will ask you for the ring. You can then finish the quest.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If you fast travel to Arpenia, Modryn may get lost. Simply wait for a few hours (or try fast travelling to Leyawiin and back) and he should appear.&lt;br /&gt;
* If you enter Atatar without Modryn (before he gets there), he may not appear inside with you. This can be fixed by simply fast traveling back to Arpenia. The green arrow on the compass will lead you back to Modryn. However, if you wish to not walk with Modryn, the quest can still be completed solo by retrieving the ring, exiting Atatar, allowing Modryn to enter Atatar, and speaking to him.&lt;br /&gt;
* If you enter Atatar without Modryn (by fast travel), it is possible for the body of Azani Blackheart to disappear, making the quest impossible to finish, and thus halting all progress in the Fighters Guild.{{VN}}&lt;br /&gt;
* If you don't walk with Modryn to Atatar, he may constantly try to lead you there for the rest of the game.&lt;br /&gt;
* When you're in Arpenia, if you are too close to the [[Oblivion:Traps#Ceiling Spikes|ceiling spikes]] trap it is possible for Modryn to get stuck there. You will have to load a previously saved game or wait and see if he eventually walks out.&lt;br /&gt;
*If you attack one of your guild members or get cast out of the Fighters Guild for any reason, then you '''will not''' be able to finish this quest, as Mordryn Oreyn will not accept the ring from you.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| Oreyn would like to speak more about duties, once I am promoted to the next rank.&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
| I went to Modryn Oreyn to ask about duties, but he told me he had no &amp;quot;official&amp;quot; duties. However, he asked me to meet him at his house later tonight.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| I met Modryn Oreyn at his house, as he requested. He told me a story about Azani Blackheart, Vitellus Donton's death, and the Blackwood Company's current involvement. He would like me to go with him now to find out what really happened.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I've told Oreyn that I will not accompany him in investigating how the Blackwood Company fulfilled the Azani Blackheart contract.&lt;br /&gt;
| 35&lt;br /&gt;
|&lt;br /&gt;
| I am to meet Oreyn at the Fighters Guild in Leyawiin. From there, we will travel to Arpenia to look for Azani Blackheart.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| We've searched the ruins of Arpenia, and the place is deserted. There are no corpses, no signs of battle. Oreyn believes that the entire story was made up by the Blackwood Company, that perhaps they paid off Azani Blackheart to move his base of operations. Oreyn suggests we search nearby {{sic|Ayeleid|Ayleid}} ruins, and knows of one to the northeast.&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| Oreyn and I have found and defeated Azani Blackheart.&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
| Oreyn wishes to make sure people know who truly defeated the great warrior, and recognize the lies of the Blackwood Company. Oreyn would like me to give him Azani Blackheart's Ring as proof of our accomplishments here today.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| I have given the ring to Oreyn. This will allow him to prove that it was the Fighters Guild who finally defeated Azani Blackheart.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:More Unfinished Business|More Unfinished Business]]|Up=[[Oblivion:Fighters Guild|Fighters Guild]]|Next=[[Oblivion:The Fugitives|The Fugitives]] or&amp;lt;br&amp;gt;[[Oblivion:The Wandering Scholar|The Wandering Scholar]]}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Bravil_House_for_Sale&amp;diff=977108</id>
		<title>Oblivion talk:Bravil House for Sale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Bravil_House_for_Sale&amp;diff=977108"/>
		<updated>2012-06-29T19:21:44Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Containers==&lt;br /&gt;
Hello everyone!  I just want to ask something about the storage at this house. Are all the containers of the house safe? And if I drop an item and move it wherever I want inside the house, will it stay there even after cell reset? (this question is also for the imperial city house at waterfront)&lt;br /&gt;
Thank you. {{unsigned|Blackjohnbird|24 August 2011}}&lt;br /&gt;
&lt;br /&gt;
: Yes. Every container in the house is safe for storage. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:47, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the help! But can I store items inside the house but OUTSIDE any containers?&lt;br /&gt;
::[[User:Blackjohnbird|Blackjohnbird]] 19:40, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If the PC (you) drops an item in ANY cell, it will never disappear. So basically, yes. [[User:TLOSpyrogirl|lɹıƃoɹʎdsolʇ]] 20:20, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ok. Thank you very much for your help! [[User:Blackjohnbird|Blackjohnbird]] 20:49, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=='''RED'''==&lt;br /&gt;
Whenever I go to open my house, the &amp;quot;open door&amp;quot; symbol is ''always'' red! Anyone know how to fix this?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Bravil_House_for_Sale&amp;diff=977107</id>
		<title>Oblivion talk:Bravil House for Sale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Bravil_House_for_Sale&amp;diff=977107"/>
		<updated>2012-06-29T19:21:21Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Containers==&lt;br /&gt;
Hello everyone!  I just want to ask something about the storage at this house. Are all the containers of the house safe? And if I drop an item and move it wherever I want inside the house, will it stay there even after cell reset? (this question is also for the imperial city house at waterfront)&lt;br /&gt;
Thank you. {{unsigned|Blackjohnbird|24 August 2011}}&lt;br /&gt;
&lt;br /&gt;
: Yes. Every container in the house is safe for storage. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:47, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the help! But can I store items inside the house but OUTSIDE any containers?&lt;br /&gt;
::[[User:Blackjohnbird|Blackjohnbird]] 19:40, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If the PC (you) drops an item in ANY cell, it will never disappear. So basically, yes. [[User:TLOSpyrogirl|lɹıƃoɹʎdsolʇ]] 20:20, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ok. Thank you very much for your help! [[User:Blackjohnbird|Blackjohnbird]] 20:49, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==RED==&lt;br /&gt;
Whenever I go to open my house, the &amp;quot;open door&amp;quot; symbol is ''always'' red! Anyone know how to fix this?&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Two_Sides_of_the_Coin&amp;diff=977042</id>
		<title>Oblivion talk:Two Sides of the Coin</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Two_Sides_of_the_Coin&amp;diff=977042"/>
		<updated>2012-06-29T16:30:15Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jorundr==&lt;br /&gt;
I chose &amp;quot;Jorundr's way&amp;quot;, then ran outside, but she didn't follow me. When I went back in, she restarted the speech.&lt;br /&gt;
&lt;br /&gt;
==Question==&lt;br /&gt;
Is there anyway of doing this quest if you got jorundur killed before starting the quest? {{unsigned|Gan ning}}&lt;br /&gt;
&lt;br /&gt;
No. Good Luck. --[[User:Playjex|Playjex]] 11:14, 31 July 2007 (EDT)&lt;br /&gt;
:jounder died on me to  [[User:R4ngewarlord|R4ngewarlord]] 04:09, 1 September 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::what if the quest has started ''then'' you beat the crap out of your jailbait?[[Special:Contributions/68.148.232.118|68.148.232.118]] 18:19, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The quest will end with the message &amp;quot;One of the people needed for this quest has died&amp;quot;. I believe you can kill Jorundr after he's told you where the gold is though, but your best bet is to just get the gold to finish the quest and then kill him, if you really need to that is... ~ [[User:Dwarfmp|Dwarfmp]] 18:30, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: thats the thing i activated the quest, went to jail beat the hell out of him and then talked with his wife and its pointing me to his dead body. the officer guy still shows up to ask the corpse where he hid his gold and wont talk to me i think i should just go find the gold but i really want to kill that shrew i dont want her essential anymore... &amp;gt;:{&lt;br /&gt;
&lt;br /&gt;
==No Tyrellius==&lt;br /&gt;
Using chamaleon, I picked the lock and had no problem from the jailor. Besides, after finding the treasure Tyrellius never showed up, and the quest was marked as finished (maybe because i went to the treasure location by fast travelling to a nearby location). Afterwards, I searched Tyrellius anywhere but I wasn't able to find him.&lt;br /&gt;
&lt;br /&gt;
==Digital Necrophilia==&lt;br /&gt;
Another unfortunate drawback of the Xbox 360 is the inability to take screenshots. Like the one I'd so like to take now. Choosing to kill Arnora as initiation into the Dark Brotherhood, I dealt her the final blow and she sank to her knees near the fireplace with her back against the hearth. Stripping her of her belongings has left her looking like the Penthouse Pet of the Month.--[[User:OGRastamon|OGRastamon]] 19:41, 19 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oddity ==&lt;br /&gt;
&lt;br /&gt;
While trying to complete this quest, I served my jail time and was kicked out of the jail, as expected.  What was not expected, however, was the fact that I still seem to be considered an inmate.  If I try to talk to the prison guard near the door, he tells me he doesn't talk to inmates.  All the other guards seem to behave normally (though I'm getting some really strange rumours as though I was on a Fighters' Guild quest), but when sneaking around them (or anyone else, for that matter), the cursor ''never'' turns bright, even when they're looking right at me.  They can obviously see me, though, as they'll arrest me for committing crimes.--[[User:RobinHood70|Robin Hood]] 23:34, 1 April 2007 (EDT)&lt;br /&gt;
:Update:  The strange problems seemed to go away once I asked to visit a prisoner, then left the area and came back.--[[User:RobinHood70|Robin Hood]] 23:53, 1 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Amulets ARE quest items ==&lt;br /&gt;
&lt;br /&gt;
I just tried to drop both of the Amulets while in the quest and got the &amp;quot;Cannot drop Quest Items&amp;quot; message. This is on the PC version is that makes any difference. {{unsigned|RyanMcGinnis}}&lt;br /&gt;
:Thanks for pointing that out.  The amulets start off as quest items, but then are changed to non-quest items towards the end of the quest.  I've tried to fix the article accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:09, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Under attack ==&lt;br /&gt;
&lt;br /&gt;
I have vampirism and proceeded to pickup up my confiscated items after getting released from prison.  I was immediately attacked by the guard and it saved in this location.  Now everytime I begin to play or load this game I am immediately under attack--any suggestions?  I cannot talk to guards at all.&lt;br /&gt;
&lt;br /&gt;
:Yield to the guard (Hold block and activate the guard at the same time) and then serve your time or pay the fine. --[[User:Matthewest|Matthewest]] &amp;lt;sup&amp;gt;•[[User_Talk:Matthewest|T]]•[[Special:Contributions/Matthewest|C]]•[[Special:Emailuser/Matthewest|E]]•&amp;lt;/sup&amp;gt; 02:02, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quest Items ==&lt;br /&gt;
&lt;br /&gt;
It states that you lose your quest items when you get arrested. I have the Boots of Springheel Jak, Amulet of Kings and a couple of other items and they all disappear when I get arrested and break out of jail they are not in the evidence box, but when I sleep, serve my time and take my permanent skill point damage (luckily only Armorer Skill-1) everything is back in my inventory. So my question is: Does anyone know how to drop your quest items on the xbox? [[User:Waldo126|Waldo126]] 20:56, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't show your quest items in your inventory until you've left the dungeon area when escaping. You do get them along with the rest of your junk. [[User:65.93.166.55|65.93.166.55]] 00:57, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! [[User:Waldo126|Waldo126]] 10:16, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Good Guy, Bad Guy ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to know, who's the lier or the bad person? Who's telling the truth, you know I just want to be the good guy killing the bad guy, but I think the girl is the bad person since she has a true amulet and a fake one, am I right? {{unsigned|70.22.191.95}}&lt;br /&gt;
: Well, there's no way to know. The quest was made that way. Personally, I believe Jorundr, but... that may stem from my belief that a guy can't tell a lie to save his life. As for the girl having two amulets, she made a copy because she didn't want to lose something important to her (the amulet is a family heirloom, and it looks pretty snazzy). I can understand that. She also didn't know that Jorundr wanted her dead, so there's no way she could have gotten a copy solely because of that reason. [[User:Vesna|Vesna]] 23:08, 15 June 2008 (EDT)&lt;br /&gt;
: My take on it is that Arnora is the more evil of the two. Jorundr strikes me as a somewhat dim and weak willed guy who let himself be talked into thievery - I noticed he had a high responsibility score because he witnessed the minor theft I committed to get tossed in jail and alerted the guards, witnessing the theft also lowered his disposition. He claims that Arnora used the guards to get rid of him, this is in keeping with the style of her threats against the PC. Neither of them are nice people, but I am pretty sure that Jorundr's version of events is closer to the truth.&lt;br /&gt;
:My take is that Jorundr's story is actually true, not cause the story is any better than Arnora's but cause of what each one of them asks you to do: Arnora clearly seeks personal gain. On the other hand there isn't personal gain at all on what Jorundr asks you. It's clearly a matter of revenge/justice for him. IF instead of that, he asked to be helped to escape that would be different and i would be 50/50 on this, but killing Arnora won't get him any actual benefit and he knows that very well. There isn't a single way to make Jorundr escape (i even tried to unlock all doors and took him out of town with Command Humanoid - when the effect run off he started heading back to jail...). And of course they are both thieves, none of them denied that. [[Special:Contributions/80.240.17.195|80.240.17.195]] 13:57, 20 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anora's Key ==&lt;br /&gt;
&lt;br /&gt;
If you try to short-cut the quest by pickpocketting Anora's key after you first talk to her (to get her amulet), the game won't let you open the chest with it.&lt;br /&gt;
[[User:Pedro666|Pedro666]] 14:03, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As stated in the article, the key only appears when anora is dead or she hands it to you. Its scripted. the key you have will open the front door.[[Special:Contributions/98.220.173.237|98.220.173.237]] 13:13, 7 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
&lt;br /&gt;
:''(Moved from the article)''&lt;br /&gt;
Once you get arrested, you can punch (or use a weapon, if you hid one in the barreL) Jorundr and the guards will rush in and kill him, and you will not be attacked or recieve a bounty. You can then walk out of the cell when the door is open (do not open it yourself, even if it is unlocked) and leave with no consequences. Furthermore, after you walk out, you can attack any guards in the room and they will not retaliate, you will not recieve a bounty, and you will not be arrested. This allows you to raise your skills with no difficulty. Note that this will end the quest pre-maturely&lt;br /&gt;
A suggestion on using this is to do it after the quest. Get yourself arrested again, and simply punch Jorundr. He will be killed by the guards and the same thing will happen. This way, you will have completed the quest, and you can also kill guards and loot their bodies, and also raise your skills.&lt;br /&gt;
&lt;br /&gt;
I've moved this because, as it says, it ends the quest prematurely. In other words, it isn't relevant to this quest page. It's an interesting glitch but shouldn't be on the article. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:05, 12 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tyrellius' Permanent Body ==&lt;br /&gt;
&lt;br /&gt;
In the 'Notes' section it says:  &amp;quot;Tyrellius' body will permanently stay where you slay him.&amp;quot; It also says that the UOP will fix this bug. Does anyone know if, for people that don't have the UOP installed, his body can be used as a safe place to stash your loot (like Glarthir's corpse after the Paranoia quest) without it or the body disappearing? --[[User:SerCenKing|SerCenKing]] 07:12, 25 October 2008 (EDT)&lt;br /&gt;
: Yes. Any [[:Category:Oblivion-Permanent Corpses|permanent corpse]] is safe for storage. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:02, 25 October 2008 (EDT)&lt;br /&gt;
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== The Chest ==&lt;br /&gt;
&lt;br /&gt;
Where exactly is the chest upon completing this quest?&lt;br /&gt;
&lt;br /&gt;
My compass thingymabob is pointing me to the main gate, at all times. {{unsigned|90.242.80.252|28 December 2008}}&lt;br /&gt;
: It's north of the north gate of Bruma. There's a grove of three trees and the rocks just by the southernmost tree conceal the chest. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:37, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reanimating Arnora Bug==&lt;br /&gt;
&lt;br /&gt;
After the quest, I reanimated Arnora with Risen Flesh, and led her to Olav's Tap and Tack (why I was doing this, I don't know). When her time was up, I got the 'One of the characters needed to complete the quest has died' note, which isn't unusual. However, I received 1 Infamy point for doing this. I didn't receive a bounty, and the quest page states that it's impossible to earn any Infamy, so I have NO idea how I got the Infamy point. [[User:68.84.91.231|68.84.91.231]] 22:57, 3 June 2009 (EDT)&lt;br /&gt;
:My guess is that the game considered the spell to be an attack.  ([[User:Gadianzero|Gadianzero]] 23:11, 3 June 2009 (EDT))&lt;br /&gt;
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== When I try to serve my time it freezes! ==&lt;br /&gt;
&lt;br /&gt;
Every time I try to serve my time in the prison cell with Jorunder the screen turns black and the game freezes. I am on the Xbox 360 if that helps. ([[User:Sliter|Sliter]] 17:21, 29 July 2009 (UTC))&lt;br /&gt;
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Do you have the latest patches installed? [[User:Grand Champ|Dom]] 02:24, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill book rewards. ==&lt;br /&gt;
&lt;br /&gt;
Having maxed out sneak (100) when I did this quest, I did NOT receive a sneak skill book. At least I don't think I did (I'm rather sure I got Marksman and Conjuration). Can anyone confirm this? {{Unsigned|83.91.89.186|24 August 2009}}&lt;br /&gt;
&lt;br /&gt;
:Skill books don't advance your skills past 100, that is the reason. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 09:12, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. I recieved a Blade and Marksman skill book. &amp;quot;Battle of Sanere Tor&amp;quot; and &amp;quot;The Black Arrow, v 2&amp;quot; No skills of mine are maxed out so there does not seem like any logical reason for this.&lt;br /&gt;
&lt;br /&gt;
== Jorundr, world's wealthist prisoner ==&lt;br /&gt;
&lt;br /&gt;
While in prison I pickpocketed Jorundr. Surprisingly, he had over 200 gold on him. Can anyone else confirm this?&lt;br /&gt;
:Well when i got in jail i had some millions of gold. So no, i am the richest. If you think of yourself as an example, i don't think the guards remove the prisoner's gold like they do with clothes and gear. [[Special:Contributions/80.240.17.195|80.240.17.195]] 14:16, 20 February 2010 (UTC)&lt;br /&gt;
::You probably bribed him. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 19:28, 19 April 2010 (UTC)&lt;br /&gt;
:::I did this quest the other night and wanted to see if I could bribe Jorundr while I was jailed with him. They took my gold too, dammit! -[[User:Malus X|Lord Malus DCLXVI]] 02:31, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tyrellius missing ==&lt;br /&gt;
&lt;br /&gt;
''Moved from article:''&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you decide to do it Jorundr's way, Tyrellius might be missing when you go to collect your reward.&lt;br /&gt;
&lt;br /&gt;
I was arrested... and released but my quest euipment isnt in my box... how do i find it or get it back?&lt;br /&gt;
&lt;br /&gt;
It might be in the evidence chest in the jail. Opening it will get you a bounty and probably arrested but when you get back out you should have your quest items back. [[User:Count Marius Caro|Count Marius Caro]] 18:45, 7 April 2011 (UTC)&lt;br /&gt;
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== Showing him the real amulent ==&lt;br /&gt;
&lt;br /&gt;
When you show him the real amulent, will he take it, or can you keep it and finish the quest? [[User:Grand Champ|Dom]] 19:38, 1 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, he won't take any of the two amulet, then you can either keep it, sell it or throw it away--[[User:S&amp;amp;#39;drassa|S&amp;amp;#39;drassa]] 20:11, 1 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok, thanks. [[User:Grand Champ|Dom]] 02:23, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting both amulets by starting Arnora's way ==&lt;br /&gt;
&lt;br /&gt;
I have the pc version and before my hard drive was wiped and I started over, I was doing this quest.  I decided not to be a meanie and kill Arnora because she was a named npc.  Therefore I decided to do her way and got her real amulet.  At the end, she died anyways and her &amp;quot;fake&amp;quot; amulet was not on her corpse, which made me sad as it was unique, so I loaded to one of my previous saves and started to think about my math homework...a few minutes later I got bored and tried several strategies to get the amulet...of course, killing Arnora made it impossible for me to complete the quest, so I tried leading the corrupt guard to her house (he starts walking towards you to talk to you, even going through doors).  I then quicksaved and tried killing Arnora and then him at once, but that didn't work, so I electricuted him and then quickly electricuted Arnora as well and looted her corpse.  Right after I got the update about the guard killing Arnora and that I should check to make sure, and sure enough, there was her dead body.  Tyrellius must die first and you must kill Arnora immediately afterwards before the quest update. (The update kills Arnora, so it ignores the voices saying you killed her.  It also takes time to register that someone died and make an update for it, Tyrellius's update cancels Arnora's).  This way gets you both amulets and neither are quest items.--[[User:Theos|Theos]] 03:38, 7 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've got both amulets and have finished quest succesfully by taking Arnora side. Here's how it went. I spoke to Arnora about the gold, then got jailed and talked to her man. Then at the evening I slipped in Arnora's house and reverse-pickpocketed her with another amulet (the one you get for Bruma vampire hunter quest, basically any good amulet will work, just make sure it's not stolen and worth about 500 gold). Then i've waited outside her house till 1am. She got to her bed and swaped her blue amulet to the forged one. I pickpocketed blue amulet from her, then wake her up to get real amulet. Then you can finish quest and hold 2 amulets. I play with OBSE and FCOM, it makes my rings and amulets weightless, usable for reverse-pickpocketing. [[User:Oxyk|Oxyk]] 02:31, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That sounds very workable, but the problem is that there are no weightless neck items in an unmodded game that are not quest items. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 03:01, 9 March 2011 (UTC)&lt;br /&gt;
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== Bug (Moved from page) ==&lt;br /&gt;
&lt;br /&gt;
Moved from page.&lt;br /&gt;
&lt;br /&gt;
''After you obtain the loot from the chest and go back to Arnora's body. if you use the staff of worms and then load the autosave when you walked into her house she will be considered alive but her corpse will still be on the ground. she will say things to you and it says you can pickpocket her. this makes her body impossible to loot unless you &amp;quot;kill&amp;quot; her, which will the lead to the message popping up saying one of the characters involved in the quest has died.''&lt;br /&gt;
&lt;br /&gt;
Needs Verification, plus it's badly written--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 19:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It doesn't even need verification. It's yet another &amp;quot;well if you do stupid things you get stupid results&amp;quot; addition. The Staff of Worms screws things up royally and it doesn't need listing on every single page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 19:31, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thieves Guild ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if doing this quest gets you the invitation to join the thieves guild?[[Special:Contributions/70.135.97.74|70.135.97.74]] 23:27, 23 April 2010 (UTC)&lt;br /&gt;
:If you get sent to jail to talk to Jourundur, yes. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 23:30, 23 April 2010 (UTC)&lt;br /&gt;
::Shoot. :( So if I join the thieves guild after going to jail, but before that girl gives me the invitation, will she still seek me out to give it to me? I don't want it because it's one of those undroppable quest items.&lt;br /&gt;
::Hey, maybe someone should make a note of it on this page. I avoid quests where you end up with permanent quest items but I always forget about this one. Thanks for your help. [[Special:Contributions/70.135.97.74|70.135.97.74]] 03:18, 24 April 2010 (UTC)&lt;br /&gt;
:::If you don't mind a few infanmy points, you can eventually get Myvryna to take it back, after advancing in the guild, --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 03:39, 24 April 2010 (UTC)&lt;br /&gt;
::::How? [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:12, 24 April 2010 (UTC)&lt;br /&gt;
::&amp;quot;So if I join the thieves guild after going to jail, but before that girl gives me the invitation, will she still seek me out to give it to me?&amp;quot; - No. Also, on most platforms (PS3 GOTY is apparently the exception) you can get rid of unwanted quest items via Sanguine's quest.--[[User:Aliana|Aliana]] 13:06, 24 April 2010 (UTC)&lt;br /&gt;
:::Doesn't either Myvryna or Armand take the letter back? You're confusing me :/--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 17:00, 25 April 2010 (UTC)&lt;br /&gt;
::::Armand takes the note back when you ask him about the ''mysterious note'' in the Garden of Dareloth while wanting to join the Thieves Guild. &amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[User_Talk:Wolok gro-Barok|Talk]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; &amp;lt;font color=green&amp;gt;[[User:Wolok gro-Barok|Wolok gro-Barok]]&amp;lt;/font&amp;gt; &amp;lt;sub&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/Wolok gro-Barok|Contributions]]&amp;lt;/font&amp;gt;&amp;lt;/sub&amp;gt; 18:52, 3 May 2010 (UTC)&lt;br /&gt;
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== The place Mix up ==&lt;br /&gt;
&lt;br /&gt;
I went to anora's house after the quest and her body was not there instead the gaurds was and i went to get treasure and anora was there instead and if you dont kill her fast she runs away with both amulents and treasure any way of fixing this?&lt;br /&gt;
&lt;br /&gt;
== Bugs and random attacks ==&lt;br /&gt;
&lt;br /&gt;
I started this quest early but went off to do other things, but when I selected the quest, there was no quest marker.  Dumb I know, but I had a big list of quests early on, and I couldn't for the life of me remember where the hell Jorundr was - I had to look it up on here, in fact.&lt;br /&gt;
&lt;br /&gt;
So I got out of jail (sneaked out using the Gray Cowl, so no bounty, yay), and when leaving Bruma Castle there was suddenly a big fight going on between a Bleak Mine guard (who I guess was annoyed at me letting those trolls out) and the castle guards, though no-one attacked me at any point.  Any idea why a Bleak Mine guy would suddenly show up?  It leant a nice roleplaying angle but makes no sense.{{Unsigned|90.208.67.65|19 July 2010}}&lt;br /&gt;
:I'm assuming that you are referring to the guards from the Malacath quest, if so it's a know bug that affects several NPCs not only them. See [[Oblivion:Malacath#Bugs|this section]] for more details. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 20:12, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I managed to break this quest by getting arrested by the Prison guard, and now he chases me around as if I'm still in the cells, but I'm in the barracks. I have no dialogue option to meet prisoners, and the door is locked.[[Special:Contributions/202.89.159.219|202.89.159.219]] 12:30, 24 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== jorundr dead ==&lt;br /&gt;
&lt;br /&gt;
i got jorundr killed so what do i do with the quest now  (jamz) {{unsigned| Jamz slack|07:53, 11 December 2010}}&lt;br /&gt;
: As far as I know, there is no way to complete the quest if Jorundr dies. You will have to look through your earlier saves and reload. --[[User:Krusty|Krusty]] 07:59, 11 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaking the Bear Season Quest?? ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. So, I just thought I'd pass along a little bug/exploit I just discovered by accident.&lt;br /&gt;
&lt;br /&gt;
After I had been arrested for this quest, one of the guards inexplicably came and unlocked my cell, allowing me to escape without any fight at all (which is weird enough). However, when I went up to steal all my equipment out of the evidence chest, I got a message saying I had just found my fourth West Weald Bear tooth (for the Bear Season question). However, I definitely still only have two in my inventory. I think the game accidentally double-counted my bear teeth when they got re-added to my inventory. I'm not sure if this will break the Bear Season quest for me or not (enough Bears might not spawn now) or if the game will actually give me credit for teeth I don't actually have. Just thought I'd pass this little occurrence along for your bug/exploit consideration. [[Special:Contributions/99.8.86.20|99.8.86.20]] 05:04, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That shouldn't affect the number of bears that spawn, so you should be okay. I've added a note to the Bear Season quest page about this, because it's more about that quest than this one. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:49, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two sides of the coin/A strange door ==&lt;br /&gt;
&lt;br /&gt;
Everytime i go to do the Two side of the coin quest i go to the jail and the part where it says you have to get yourself put in jail i do that and it taakes me to a underground part of shivering isles expansion pack.and takes all my items and money.anybody know this? {{unsigned|96.61.136.156|14:58, February 16, 2011}}&lt;br /&gt;
&lt;br /&gt;
:This seems like a mod issue. The only times when you should be brought to a jail in the Isles is if you are arrested by a Dark Seducer or a Golden Saint. And even then I'm sure there are instances of checking if the player is in the Isles. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 22:03, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Lie About Skull of Corruption ==&lt;br /&gt;
&lt;br /&gt;
After spending the last 4 hours doing research and trial-and-error, it's clear now that the note stating that you can gain both amulets while agreeing to not kill Arnora is false, or unsubstantiated at best.  I found a forum post on uesp.net from awhile back where a user asked about this; nobody was able to give this person an answer.  In fact, I could not find any information anywhere to back-up this claim.  Furthermore, I was unable to reproduce it myself (PS3 version).&lt;br /&gt;
&lt;br /&gt;
The only way to do the Skull of Corruption duplication glitch is to first use the Staff of Worms on a corpse.  As far as I can tell, it won't work when you try it on a living person, as the &amp;quot;corrupted clone&amp;quot; will automatically vanish as soon as it dies, even if you save/reload in the interim.&lt;br /&gt;
&lt;br /&gt;
Therefore, the only way that glitch could work would be to first kill Arnora, which will cause the quest to end prematurely without the reward.  Besides, when you kill her, you can just loot the blue amulet off her corpse anyway.  I'm not sure how the duplication glitch would even be relevant here.  Whomever added that note wasted a lot of people's time.  At least now nobody else will be misled by that. [[Special:Contributions/174.31.211.115|174.31.211.115]] 11:40, 21 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How does one cause the duplicated Tyrellius? ==&lt;br /&gt;
&lt;br /&gt;
''After you get arrested and talk to Jorundr, if you manage to escape from jail without resting or waiting, a bug occurs that will duplicate Tyrellius. If you decide to help Arnora, then go outside to claim the gold and kill Tyrellius, you can return to the Bruma dungeon and find him still alive and well equipped in Bruma guard clothing.''&lt;br /&gt;
&lt;br /&gt;
I don't see any way of causing this. Tyrellius' in-jail ref's scripting checks only that the quest stage is 40 and that the player is not in the BrumaCastleDungeon cell anymore and then disables itself. Talking to Jorundr in jail and picking Stolen Gold (the only available topic) does this update to stage 40, which is required for the quest to progress. If the player escapes or serves their sentence and doesn't talk to Jorundr, and goes back to Arnora, she'll only have dialog indicating to go back to jail to talk to Jorundr for information. Neither her fake amulet nor the key to her chest to get her true amulet can be pickpocketed from her, and she's essential so can't be murdered to get either one, so the player doesn't seem to be able to advance the quest until they go back to Jorundr.&lt;br /&gt;
&lt;br /&gt;
''Conversely, if you kill Tyrellius while in jail, he will still be present when you go to get the gold.''&lt;br /&gt;
&lt;br /&gt;
This one ''is'' easily enough verified to be correct.&lt;br /&gt;
&lt;br /&gt;
[[User:Kivan|Kivan]] 00:02, 3 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Sancre_Tor&amp;diff=974159</id>
		<title>Oblivion talk:Sancre Tor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Sancre_Tor&amp;diff=974159"/>
		<updated>2012-06-25T21:42:52Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Notes==&lt;br /&gt;
This page is currently not using the standard 'Forts Summary' template.  Hopefully, in the future the template can be reinstated, but right now it's just not possible to use it.  Basically, I wanted to transclude the Tamriel page ([[Lore:Sancre Tor]]) just in this one case, but having tried a few options it's not possible.  The only options were to:&lt;br /&gt;
* give up on including the tamriel content (goes against content over style)&lt;br /&gt;
* tweak the template to allow a broken version of what I want to (which then would require editing every other fort page just to accomodate the new template)&lt;br /&gt;
* throw out the template&lt;br /&gt;
I went for the third option.--[[User:Nephele|Nephele]] 18:18, 22 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:These problems have now all been fixed with the wiki upgrade, so Sancre Tor is again using the standard 'Forts Summary' template. --[[User:Nephele|Nephele]] 14:17, 1 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== LOADS!! ? ==&lt;br /&gt;
&lt;br /&gt;
Are there really that many?  I count six in the Construction Set, or at least six cells that begin with the words &amp;quot;Sancre Tor&amp;quot;.  Having not played that far into the game, I'm not sure if there are other cells with names that don't contain &amp;quot;Sancre Tor&amp;quot;, but I've got just &amp;quot;Sancre Tor&amp;quot;, &amp;quot;Sancre Tor Catacombs&amp;quot;, (2 of those for some reason, though I think one is either a test-cell or the same as the other only after certain events change it), &amp;quot;Sancre Tor, Entry Hall&amp;quot;, &amp;quot;Sancre Tor, Hall of Judgement&amp;quot;, &amp;quot;Sancre Tor, Prison&amp;quot;, and &amp;quot;Sancre Tor, Tomb of the Reman Emperors&amp;quot;.  Six, or seven if you count the duplicate.  Hardly &amp;quot;LOADS!!&amp;quot;, unless there's more with different names... --[[User:TheRealLurlock|TheRealLurlock]] 23:31, 29 July 2006 (EDT)&lt;br /&gt;
:I also haven't played far enough in the game to get to enter Sancre Tor; my contributions to this page have strictly been related to what you encounter above-ground.  I'm betting the number is countable.  I'd vote to put in your count of six (perhaps with a question mark) until someone does actually do the count; it'll be more useful than &amp;quot;LOADS&amp;quot;.  --[[User:Nephele|Nephele]] 00:39, 30 July 2006 (EDT)&lt;br /&gt;
:I've do the quest at low level (6-7 I think), and all I've encounter inside the ruins is Ancient Ghosts (Or, I think it's leveled undead)--[[User:Ion475|Ion475]] 23:45, 12 August 2006 (EDT)&lt;br /&gt;
::(EDIT - According to construction set, the creatures inside are leveled. I can't count the number though, due to the large amount of zones. But, after checking, it's Ghost below Level 13 and 14+ is Wraiths)--[[User:Ion475|Ion475]] 23:50, 12 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mysterious entity ==&lt;br /&gt;
&lt;br /&gt;
While clearing out the prison section of Sancre Tor I had my Grey Cowl donned so I could see the Wraithies hiding behind the pillars. After I destroyed all the ghosts and the cursed Blade there was another human shape lighting up below me. I've noticed this before. There's no way to get to it and there is not supposed to be another humanoid creature in this particular dungeon. I suppose it's just a glitch, but seeing it twice has made me curious. Does anyone have a logical explanation for or a story about this mysterious creature or am I the only one seeing things? {{unsigned|82.171.51.231|2 May 2008}}&lt;br /&gt;
&lt;br /&gt;
:Months later when I return to Sancre Tor once more (this time as a cute kitten) after I've freed the other three blades the mysterious shape is there once more. But this time it disappeared after I defeated the last blade... This is different from the times before. I can not remember if the other three blades were allready destroid on previous occasions.&lt;br /&gt;
&lt;br /&gt;
:Anyone....? {{unsigned|82.171.51.231|23 November 2008}}&lt;br /&gt;
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::Probably where they put the ghost until you release it. [[Special:Contributions/89.160.79.214|89.160.79.214]] 07:36, 14 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Confirmed, use TCL and it's a tiny cave room underneath the actual level. One for each zone there's an Undead Blade.&lt;br /&gt;
&lt;br /&gt;
== Prison bug ==&lt;br /&gt;
&lt;br /&gt;
When I killed two of the wraiths, the robes just floated in midair. They had the dying sequence and all. Anyone know what happened?&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
Hey, Nephele =D. I just have a quick question. While in Sancre Tor, I do not know how to get out. The red marker points toward a wall, which you cannot get through. I've been trying to get through for about 2 days. Every path I take just leads me back to the same place.. If you can tell me how to get out I would be so happy :-)&lt;br /&gt;
&lt;br /&gt;
[[User:Mario S.|Mario S.]] 19:03, 28 June 2008 (EDT)&lt;br /&gt;
:''(Question moved here from my talk page)''&lt;br /&gt;
:If you'd actually like someone to answer your question, it would really help if you tried to provide some useful information.  For example, which zone of Sancre Tor are you in?  From the maps provided in the [[Oblivion:Sancre Tor|article]], where in the zone are you?  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:22, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reaching the Throne ==&lt;br /&gt;
&lt;br /&gt;
In the Hall of Judgement at the top-left location &amp;quot;B&amp;quot; on the [[:Image:OB-Map-SancreTor02.jpg|map]], is there any way to actually reach the Throne (without using &amp;lt;code&amp;gt;TCL&amp;lt;/code&amp;gt;, that is)?  Even with fairly high levels of fortified Speed (183) and Acrobatics (124), I couldn't get anywhere close.  I would assume that ultra-high levels of Acrobatics might let you get there, but most elements of the game aren't designed with that in mind. --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 12:03, 30 June 2008 (EDT)&lt;br /&gt;
:If you have access to the Arcane University, you could try making a spell to fortify your acrobatics +100 points long enough to make a jump.  Acrobatics is one of the few skills that can meaningfully be fortified to levels greater than 100.  See the [[Oblivion:Fortify Skill|Fortify Skill]] page for a few ways to unlock this effect for the spell altars.  If that's not enough, you could also try combining that with the Boots of Springheel Jak.  --[[User:67.181.102.146|67.181.102.146]] 23:02, 1 July 2008 (EDT)&lt;br /&gt;
:Okay, I've just tried out my suggestion, and it works.  With a base acrobatic stat of 83, boosted to 163 with the Ring of Treachery, Boots of Springheel Jak, and Acrobat's Amulet, and with the +100 temporary acrobatic fortification from the spellmaking altar, I was able to repeatedly reach the throne and the chest behind it.  I had to stand on one of the tiny raised areas that protrude from the wall on either side of the throne alcove, which is barely wide enough to stand on and jump from.  Then I had to point myself away from the wall, run-jump, and then turn around in mid-air in order to not hit the wall and reach the appropriate height.  You will land on the small bit of flooring outside the little gate, from which you can make another small jump to get to the throne.  --[[User:67.181.102.146|67.181.102.146]] 23:31, 1 July 2008 (EDT)&lt;br /&gt;
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:Final entry: Found an easier way to do it, and made a video of it.  See here, for demonstration.  http://www.youtube.com/watch?v=bNunrNABgPI  --[[User:67.181.102.146|67.181.102.146]] 01:33, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Okay, that's pretty much what I thought...very high levels of Acrobatics are the only way to get there.  It's unusual for the game designers to do that, especially since there's &amp;quot;only&amp;quot; a boss-level quest there (as opposed to a secret or egg of some kind, that is). --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 12:44, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's not the only case I know of.  In particular, there's one upper-level cave in the [[Oblivion:Great Gate|Great Gate]] oblivion world (specifically in The Smoke and Scorch) that comes to mind.  It requires a ten-foot vertical jump, to reach a chamber containing nothing but a boss chest.  And that's in a place you can only visit on a timed quest, so it's really unlikely most players will take the time to jump up there. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:05, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The chest in Sancre Tor sounds like one that might be worth trying to get to when you go dungeon diving in that fort, however, the Great Gate one sounds like one that it is ''not'' worth getting to, because it probably only contains levelled loot and all that. [[User:Razorflame|Razorflame]] 17:40, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You might have an easier time running up the closest staircase and jumping at the top, triggering the weird boost when you're coming up a slope. Worked for me.&lt;br /&gt;
&lt;br /&gt;
== Missing Doors ==&lt;br /&gt;
&lt;br /&gt;
Playing through this area I noticed my in game map did not have all the doors that were noted in you map, namely: F, J, and K.  These doors are noted as being locked and requiring a key, but there is no key.  I have found that this problem has been corrected, door F became a dead end, and doors J and K have become a corridor blocked by rocks, so you can not pass through them but need to go all the way around.&lt;br /&gt;
[[Special:Contributions/69.242.60.173|69.242.60.173]] 21:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
There is also a strange hidden door (locked) behind the rubble blocking your path directly away from door '''M'''. After making your way through '''M''', take the second tunnel to the right, continue to the final left turn on that branch, and then the first left after that. You will come into the large cave where one of the Undead Blades is waiting for you over to the right. After dealing with any monsters, head to the top left exit of the chamber on your map and continue up the stairs to the left. You will see the rubble that stood between you and a quick trip to this chamber directly after door '''M'''. Coming to the top of the stairs you should look down. On the floor you can see a slight variation in the coloring of the stone directly in front of the rubble. To see the secret door is a bit tricky, but there should soon be pictures showing you where to stand and where to look. For now, stand on the second center block after walking up the steps (it has about 25% of the bottom colored lighter than the rest of it), keeping your cross-hair slightly below it's top edge. look up slightly to the first square chunk of rubble directly in front of you, and then to it's upper-left most corner. You should be able to see the (locked and trespass warning) &amp;quot;door&amp;quot;. It is still uncertain what this is currently used for, but an investigation is under way as of 06/20/2011. If you have any information concerning this, please edit article immediately.&lt;br /&gt;
&lt;br /&gt;
:Last part obviously needs to go, Ill leave it up to other editors to decide what to do with this.--[[User:Catmaniac66|Catmaniac66]] 01:00, 21 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It used to be on the minimap on site, but was removed. If one were to remove the rubble, there probably is a door underneath. My guess would be that the door is what allows whichever Undead Blade is in this room to walk though the wall. He actually walks though a door. But I can't test atm without game. --{{FC|orchid|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 00:36, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The same IP who made the edit uploaded a video of the occurrence [http://www.youtube.com/watch?v=KVqXPQz0dpM&amp;amp;feature=channel_video_title here]. DKong's hypothesis above is the same conclusion I've come to. It might deserve to be noted as a curio since it can be viewed in-game... with the required CS confirmation, of course. --[[User:Legoless|Legoless]] 00:56, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I did some checking in the CS. For the basics, see my upload [http://imageshack.us/photo/my-images/62/oblivionghostdoor.png/ here]. I don't see a scripted use for that red marker. But he is definitely set to go through those doors. Hmm...I never noticed that before, with my Detect Life. --{{FC|orchid|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 01:30, 26 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=974127</id>
		<title>Oblivion:Blood of the Divines</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=974127"/>
		<updated>2012-06-25T20:13:53Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Return to Martin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]] at [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-BloodoftheDivines.png&lt;br /&gt;
|Reward=Progression in the story line.&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
|Loc=[[Oblivion:Sancre Tor|Sancre Tor]], [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|ID=MQ09&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|image=OB-quest-Blood of the Divines.jpg&lt;br /&gt;
|imgdesc=The Undead Blades&lt;br /&gt;
|description=Recover the blood of a [[Oblivion:Nine Divines|god]] for [[Oblivion:Martin|Martin]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Oblivion:Brother Martin|Martin]] and learn of the &amp;quot;blood of the gods&amp;quot;.&lt;br /&gt;
# Explore the catacombs of [[Oblivion:Sancre Tor|Sancre Tor]] to find and defeat the first [[Oblivion:Ghost of Rielus|Undead Blade]] to learn about a curse.&lt;br /&gt;
# Defeat the three remaining Undead Blades to free them of the curse.&lt;br /&gt;
# Kill the undead Warden to access the rest of the tomb, and watch the Blade Ghosts dispell the evil enchantment.&lt;br /&gt;
# Obtain the Armor of Tiber Septim and bring it back to Martin.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Blood of the Gods===&lt;br /&gt;
[[Oblivion:Brother Martin|Martin]] tells you the next ingredient to open the portal is the ''Blood of the Divines''. Speak to [[Oblivion:Jauffre|Jauffre]] to learn that the blood of Tiber Septim (who became the god [[Lore:Talos|Talos]]) can probably be found on his armor in [[Oblivion:Sancre Tor|Sancre Tor]]. These catacombs were sealed by the first Grandmaster of the Blades and any who have tried to explore have never returned. Jauffre gives you a [[Oblivion:Sancre Tor Key|key]] to Sancre Tor and wishes you luck.&lt;br /&gt;
&lt;br /&gt;
Sancre Tor is now marked on your {{Map Link|Sancre Tor|map}}. It is located on the northern road from [[Oblivion:Bruma|Bruma]] to [[Oblivion:Chorrol|Chorrol]]. Above ground, it is a huge ruined fort with a few leveled undead guarding a couple of chests and a [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stone]]. The entrance to the underground portion can be found in the large central tower.&lt;br /&gt;
&lt;br /&gt;
===Sancre Tor===&lt;br /&gt;
The interior of Sancre Tor is filled primarily with [[Oblivion:Undead#Ethereal Undead|ethereal undead]] (ghosts and wraiths).  Since these creatures are [[Oblivion:Resist Normal Weapons|immune to normal weapon damage]], you will need a silver, daedric, or enchanted weapon if you want to attack them. Alternatively, an [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] will also kill ethereal undead, and they can be freely taken from the blade skeletons after you kill them. A Journeyman in [[Oblivion:Hand to Hand|Hand to Hand]] can use their fists to kill the ethereal undead.&lt;br /&gt;
&lt;br /&gt;
You will also encounter several ''Undead Blades''.  The first one will turn into the [[Oblivion:Ghost of Rielus|Ghost of Rielus]] once you defeat it. Rielus tells you that he was one of four Blades sent to the catacombs by Tiber Septim to discover the source of the evil infestation. The four were captured by the Underking [[Lore:Zurin Arctus|Zurin Arctus]], and bound to haunt the catacombs after death. A spell was also put on the passage to the tomb where the armor lies. Approaching it is impossible without freeing all of the Blades. You will take constant [[Oblivion:Frost Damage|Frost Damage]], be hit with the ''&amp;quot;Breath of the Underking&amp;quot;'' which drains Speed and Willpower, and finally hit an invisible barrier at the end of the corridor.&lt;br /&gt;
&lt;br /&gt;
===Free the Undead Blades===&lt;br /&gt;
Rielus tells you to find and free his three companions so the four of them can undo the curse placed on the Shrine by the Underking. Another Undead Blade can be found in the Catacombs, another in the Hall of Judgement, and the last in the Prison; killing them will release the ghosts of [[Oblivion:Ghost of Casnar|Casnar]], [[Oblivion:Ghost of Valdemar|Valdemar]] and [[Oblivion:Ghost of Alain|Alain]] respectively. Note that each of the four Blades has a leveled magical item ([[Oblivion:Amulet of the Ansei|Amulet of the Ansei]], [[Oblivion:Valdemar's Shield|Valdemar's Shield]], and two swords: [[Oblivion:Mishaxhi's_Cleaver|Mishaxhi's Cleaver]] and [[Oblivion:Northwind|Northwind]]). In the prison area you need to open a locked door: either unlock it yourself or kill the undead [[Oblivion:Warden Kastav|Warden Kastav]] for his [[Oblivion:Warden Kastav's Key|key]]. When you have freed all four, proceed into the Tomb of the Reman Emperors to observe them restoring the shrine. Once the evil enchantment has been dispelled, go and get the [[Oblivion:Other Specialty Gear#Armor of Tiber Septim|Armor of Tiber Septim]].&lt;br /&gt;
&lt;br /&gt;
===Return to Martin===&lt;br /&gt;
Return the armor to [[Oblivion:Brother Martin|Martin]] in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]. He will thank you and let you know he's discovered the third ingredient. You may notice that Martin has set up another table in his impromptu study area while you were gone. There are two skill books (''[[Oblivion:The Refugees|The Refugees]]'', [[Oblivion:Light Armor|Light Armor]] and ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'', [[Oblivion:Conjuration|Conjuration]]), a third non-skill book (''[[Oblivion:The Firmament|The Firmament]]''), an apprentice [[Oblivion:Apprentice_Calcinator#Apparatus|calcinator]], and two [[Oblivion:Paint_Brush#Paint_Brush|paint brushes]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[Oblivion:Followers|Followers]] will not follow you into Sancre Tor.&lt;br /&gt;
* The Undead Blades can be looted for unenchanted armor and weapons as well. Though identical in appearance to normal Blades gear, they possess slight differences in quality. The [[Oblivion:Ancient Blades Shield|Ancient Blades Shield]] and [[Oblivion:Ancient Blades Helmet|Helmet]] are worse (heavier, with less durability and protection) than the standard, but the [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] is slightly better, as it is more durable, has better damage, lighter weight, and [[Oblivion:Resist_Normal_Weapons|can harm ethereal enemies]].&lt;br /&gt;
* It is possible, though difficult, to use area of effect spells to move the armor toward you. It can be picked up though the invisible barriers. &lt;br /&gt;
* Though Martin states that &amp;quot;the gods have no artifacts&amp;quot;, several artifacts apparently created by the Aedra appear in the Elder Scrolls series. In Oblivion, items like the [[Oblivion:Brush of Truepaint|Brush of Truepaint]] and [[Oblivion:Crusader's Relics|Crusader's Relics]] are technically Aedric artifacts.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Do not let the Undead Blades follow you outside of the ruin. If you kill them outside, their ghosts may not be able to re-enter, breaking the quest and further quests in the main storyline.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
*The Undead Blade Alain may appear twice, in both the Prison and the Hall of Judgement.&lt;br /&gt;
**If this happens on PC, go to a save file from before you kill all four ghosts and enter the console command &amp;quot;player.placeatme 000364bb&amp;quot;. The missing Undead Blade will appear - kill him and he will go where he is supposed to.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| I should speak to Martin about the second item he needs for the ritual to open a portal to Mankar Camoran's realm of Paradise.&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Martin has deciphered a second item needed for the ritual: the 'blood of a Divine'. He could not imagine a way to obtain such a thing, until Jauffre suggested a solution: the blood of Tiber Septim, who was once mortal but became a god. I should ask Jauffre how to obtain this blood.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Jauffre told me that the Armor of Tiber Septim, a holy relic of the Blades, is contained in a shrine in the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's blood. Jauffre warned me that the catacombs have become very dangerous, but neither he nor Martin can think of any other way to obtain the blood of a divine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I need to go to Sancre Tor, find the Shrine of Tiber Septim and bring his ancient armor back to Martin.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have found the entrance to the catacombs of Sancre Tor. I should search them for the Shrine of Tiber Septim.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I have found the Shrine of Tiber Septim. Its entrance is blocked by some kind of enchantment. I will have to find some way to dispel the enchantment in order to reach the Armor inside the shrine.&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed an undead Blade in the catacombs of Sancre Tor. His released spirit told me that he had been bound here long ago with three companions by the Underking to guard the desecrated Shrine of Tiber Septim. He promised to attempt to dispel the curse that the Underking placed on the Shrine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I should free the spirits of the other cursed Blades of Sancre Tor, so that they can help to dispel the Underking's evil enchantment from the Shrine of Tiber Septim.&lt;br /&gt;
| 51&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed the second of the cursed Blades guarding Sancre Tor, freeing his spirit to help his companions lift the Underking's enchantment from the Shrine of Tiber Septim. I should continue to search for the other two undead Blades.&lt;br /&gt;
| 52&lt;br /&gt;
|&lt;br /&gt;
| I have destroyed the third of the cursed Blades guarding Sancre Tor. I need to find and destroy the last of the cursed Blades, so that his freed spirit can help the ghosts of his companions dispel the evil enchantment blocking the way to the Shrine of Tiber Septim.&lt;br /&gt;
| 53&lt;br /&gt;
|&lt;br /&gt;
| All of the cursed Blades of Sancre Tor have been destroyed. Their freed spirits have gone to the Shrine of Tiber Septim to try to dispel the enchantment laid upon it by the Underking long ago. I should go to the Shrine at once to see if they succeed in their final quest.&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|all ghost Blades in position}}&lt;br /&gt;
| 56&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|enchantment removed}}&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
| The ghosts of the four cursed Blades have dispelled the evil enchantment on the Shrine of Tiber Septim. The way to the Armor is now open.&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| I have the Armor of Tiber Septim. Now to take it to Martin at Cloud Ruler Temple.&lt;br /&gt;
| 90&lt;br /&gt;
| &lt;br /&gt;
| I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| {{Quest Comment|Empty Journal Entry, is only used to finish the quest after stage 90 has been reached.}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=974126</id>
		<title>Oblivion:Blood of the Divines</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=974126"/>
		<updated>2012-06-25T20:10:09Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Free the Undead Blades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]] at [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-BloodoftheDivines.png&lt;br /&gt;
|Reward=Progression in the story line.&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
|Loc=[[Oblivion:Sancre Tor|Sancre Tor]], [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|ID=MQ09&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|image=OB-quest-Blood of the Divines.jpg&lt;br /&gt;
|imgdesc=The Undead Blades&lt;br /&gt;
|description=Recover the blood of a [[Oblivion:Nine Divines|god]] for [[Oblivion:Martin|Martin]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Oblivion:Brother Martin|Martin]] and learn of the &amp;quot;blood of the gods&amp;quot;.&lt;br /&gt;
# Explore the catacombs of [[Oblivion:Sancre Tor|Sancre Tor]] to find and defeat the first [[Oblivion:Ghost of Rielus|Undead Blade]] to learn about a curse.&lt;br /&gt;
# Defeat the three remaining Undead Blades to free them of the curse.&lt;br /&gt;
# Kill the undead Warden to access the rest of the tomb, and watch the Blade Ghosts dispell the evil enchantment.&lt;br /&gt;
# Obtain the Armor of Tiber Septim and bring it back to Martin.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Blood of the Gods===&lt;br /&gt;
[[Oblivion:Brother Martin|Martin]] tells you the next ingredient to open the portal is the ''Blood of the Divines''. Speak to [[Oblivion:Jauffre|Jauffre]] to learn that the blood of Tiber Septim (who became the god [[Lore:Talos|Talos]]) can probably be found on his armor in [[Oblivion:Sancre Tor|Sancre Tor]]. These catacombs were sealed by the first Grandmaster of the Blades and any who have tried to explore have never returned. Jauffre gives you a [[Oblivion:Sancre Tor Key|key]] to Sancre Tor and wishes you luck.&lt;br /&gt;
&lt;br /&gt;
Sancre Tor is now marked on your {{Map Link|Sancre Tor|map}}. It is located on the northern road from [[Oblivion:Bruma|Bruma]] to [[Oblivion:Chorrol|Chorrol]]. Above ground, it is a huge ruined fort with a few leveled undead guarding a couple of chests and a [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stone]]. The entrance to the underground portion can be found in the large central tower.&lt;br /&gt;
&lt;br /&gt;
===Sancre Tor===&lt;br /&gt;
The interior of Sancre Tor is filled primarily with [[Oblivion:Undead#Ethereal Undead|ethereal undead]] (ghosts and wraiths).  Since these creatures are [[Oblivion:Resist Normal Weapons|immune to normal weapon damage]], you will need a silver, daedric, or enchanted weapon if you want to attack them. Alternatively, an [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] will also kill ethereal undead, and they can be freely taken from the blade skeletons after you kill them. A Journeyman in [[Oblivion:Hand to Hand|Hand to Hand]] can use their fists to kill the ethereal undead.&lt;br /&gt;
&lt;br /&gt;
You will also encounter several ''Undead Blades''.  The first one will turn into the [[Oblivion:Ghost of Rielus|Ghost of Rielus]] once you defeat it. Rielus tells you that he was one of four Blades sent to the catacombs by Tiber Septim to discover the source of the evil infestation. The four were captured by the Underking [[Lore:Zurin Arctus|Zurin Arctus]], and bound to haunt the catacombs after death. A spell was also put on the passage to the tomb where the armor lies. Approaching it is impossible without freeing all of the Blades. You will take constant [[Oblivion:Frost Damage|Frost Damage]], be hit with the ''&amp;quot;Breath of the Underking&amp;quot;'' which drains Speed and Willpower, and finally hit an invisible barrier at the end of the corridor.&lt;br /&gt;
&lt;br /&gt;
===Free the Undead Blades===&lt;br /&gt;
Rielus tells you to find and free his three companions so the four of them can undo the curse placed on the Shrine by the Underking. Another Undead Blade can be found in the Catacombs, another in the Hall of Judgement, and the last in the Prison; killing them will release the ghosts of [[Oblivion:Ghost of Casnar|Casnar]], [[Oblivion:Ghost of Valdemar|Valdemar]] and [[Oblivion:Ghost of Alain|Alain]] respectively. Note that each of the four Blades has a leveled magical item ([[Oblivion:Amulet of the Ansei|Amulet of the Ansei]], [[Oblivion:Valdemar's Shield|Valdemar's Shield]], and two swords: [[Oblivion:Mishaxhi's_Cleaver|Mishaxhi's Cleaver]] and [[Oblivion:Northwind|Northwind]]). In the prison area you need to open a locked door: either unlock it yourself or kill the undead [[Oblivion:Warden Kastav|Warden Kastav]] for his [[Oblivion:Warden Kastav's Key|key]]. When you have freed all four, proceed into the Tomb of the Reman Emperors to observe them restoring the shrine. Once the evil enchantment has been dispelled, go and get the [[Oblivion:Other Specialty Gear#Armor of Tiber Septim|Armor of Tiber Septim]].&lt;br /&gt;
&lt;br /&gt;
===Return to Martin===&lt;br /&gt;
Return the armor to [[Oblivion:Brother Martin|Martin]] in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]. He will thank you and let you know he's discovered the third ingredient. You may notice that Martin has set up another table in his impromptu study area while you were gone. There are two skill books (''[[Oblivion:The Refugees|The Refugees]]'', [[Oblivion:Light Armor|Light Armor]] and ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'', [[Oblivion:Conjuration|Conjuration]]), a third non-skill book (''[[Oblivion:The Firmament|The Firmament]]''), an apprentice calcinator, and two paint brushes.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[Oblivion:Followers|Followers]] will not follow you into Sancre Tor.&lt;br /&gt;
* The Undead Blades can be looted for unenchanted armor and weapons as well. Though identical in appearance to normal Blades gear, they possess slight differences in quality. The [[Oblivion:Ancient Blades Shield|Ancient Blades Shield]] and [[Oblivion:Ancient Blades Helmet|Helmet]] are worse (heavier, with less durability and protection) than the standard, but the [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] is slightly better, as it is more durable, has better damage, lighter weight, and [[Oblivion:Resist_Normal_Weapons|can harm ethereal enemies]].&lt;br /&gt;
* It is possible, though difficult, to use area of effect spells to move the armor toward you. It can be picked up though the invisible barriers. &lt;br /&gt;
* Though Martin states that &amp;quot;the gods have no artifacts&amp;quot;, several artifacts apparently created by the Aedra appear in the Elder Scrolls series. In Oblivion, items like the [[Oblivion:Brush of Truepaint|Brush of Truepaint]] and [[Oblivion:Crusader's Relics|Crusader's Relics]] are technically Aedric artifacts.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Do not let the Undead Blades follow you outside of the ruin. If you kill them outside, their ghosts may not be able to re-enter, breaking the quest and further quests in the main storyline.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
*The Undead Blade Alain may appear twice, in both the Prison and the Hall of Judgement.&lt;br /&gt;
**If this happens on PC, go to a save file from before you kill all four ghosts and enter the console command &amp;quot;player.placeatme 000364bb&amp;quot;. The missing Undead Blade will appear - kill him and he will go where he is supposed to.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| I should speak to Martin about the second item he needs for the ritual to open a portal to Mankar Camoran's realm of Paradise.&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Martin has deciphered a second item needed for the ritual: the 'blood of a Divine'. He could not imagine a way to obtain such a thing, until Jauffre suggested a solution: the blood of Tiber Septim, who was once mortal but became a god. I should ask Jauffre how to obtain this blood.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Jauffre told me that the Armor of Tiber Septim, a holy relic of the Blades, is contained in a shrine in the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's blood. Jauffre warned me that the catacombs have become very dangerous, but neither he nor Martin can think of any other way to obtain the blood of a divine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I need to go to Sancre Tor, find the Shrine of Tiber Septim and bring his ancient armor back to Martin.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have found the entrance to the catacombs of Sancre Tor. I should search them for the Shrine of Tiber Septim.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I have found the Shrine of Tiber Septim. Its entrance is blocked by some kind of enchantment. I will have to find some way to dispel the enchantment in order to reach the Armor inside the shrine.&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed an undead Blade in the catacombs of Sancre Tor. His released spirit told me that he had been bound here long ago with three companions by the Underking to guard the desecrated Shrine of Tiber Septim. He promised to attempt to dispel the curse that the Underking placed on the Shrine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I should free the spirits of the other cursed Blades of Sancre Tor, so that they can help to dispel the Underking's evil enchantment from the Shrine of Tiber Septim.&lt;br /&gt;
| 51&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed the second of the cursed Blades guarding Sancre Tor, freeing his spirit to help his companions lift the Underking's enchantment from the Shrine of Tiber Septim. I should continue to search for the other two undead Blades.&lt;br /&gt;
| 52&lt;br /&gt;
|&lt;br /&gt;
| I have destroyed the third of the cursed Blades guarding Sancre Tor. I need to find and destroy the last of the cursed Blades, so that his freed spirit can help the ghosts of his companions dispel the evil enchantment blocking the way to the Shrine of Tiber Septim.&lt;br /&gt;
| 53&lt;br /&gt;
|&lt;br /&gt;
| All of the cursed Blades of Sancre Tor have been destroyed. Their freed spirits have gone to the Shrine of Tiber Septim to try to dispel the enchantment laid upon it by the Underking long ago. I should go to the Shrine at once to see if they succeed in their final quest.&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|all ghost Blades in position}}&lt;br /&gt;
| 56&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|enchantment removed}}&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
| The ghosts of the four cursed Blades have dispelled the evil enchantment on the Shrine of Tiber Septim. The way to the Armor is now open.&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| I have the Armor of Tiber Septim. Now to take it to Martin at Cloud Ruler Temple.&lt;br /&gt;
| 90&lt;br /&gt;
| &lt;br /&gt;
| I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| {{Quest Comment|Empty Journal Entry, is only used to finish the quest after stage 90 has been reached.}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Silorn&amp;diff=972904</id>
		<title>Oblivion:Silorn</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Silorn&amp;diff=972904"/>
		<updated>2012-06-22T17:40:37Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Exterior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup-oprp|Needs in-game verification.  See [[UESPWiki:Oblivion Places Redesign Project#In-Game Verification|the OPRP project page]] for explanation of what needs to be to complete the verification process.&lt;br /&gt;
|writtenby=[[User:Krusty|Krusty]]&lt;br /&gt;
}}{{Place Summary&lt;br /&gt;
|type=Ayleid Ruin&lt;br /&gt;
|zones=3&lt;br /&gt;
|welkynd=8&lt;br /&gt;
|varla=3&lt;br /&gt;
|occupants=[[Oblivion:Necromancer|Necromancer]]s, [[Oblivion:Undead|Undead]]&amp;lt;br&amp;gt;(1 boss-level Necromancer)&lt;br /&gt;
|treasure=1 boss-level [[Oblivion:Dungeons#Boss Chests|Ayleid Coffer]]&amp;lt;br&amp;gt;2 boss-level Ayleid Reliquaries&lt;br /&gt;
|locationcode=[[#Exterior|SilornExterior]], [[#Zone 1: Silorn|Silorn]], [[#Zone 2: Silorn Sedorseli|Silorn02]], [[#Zone 3: Silorn Buroseli|Silorn03]]&lt;br /&gt;
|image=OB-place-Silorn.jpg&lt;br /&gt;
|imgdesc=Silorn&lt;br /&gt;
|location=southeast of Skingrad&lt;br /&gt;
|addbelow=It contains three zones: ''[[#Zone 1: Silorn|Silorn]]'', ''[[#Zone 2: Silorn Sedorseli|Silorn Sedorseli]]'', and ''[[#Zone 3: Silorn Buroseli|Silorn Buroseli]]''.&lt;br /&gt;
|region=West Weald&lt;br /&gt;
|description=A medium Ayleid ruin southeast of Skingrad containing necromancers (quest-related).&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|Ambush}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;!-- incorporate existing related quests, notes, and other info here --&amp;gt;&lt;br /&gt;
*This ruin is locked until you reach [[Oblivion:Ambush#Journal_Entries|stage 30 or 90]] of the related quest.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Exterior ==&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|[[Image:OB-Map-Key.png|thumb|right|Key to Maps|150px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-map-Silorn_Exterior.jpg|thumb|right|Map of Silorn Exterior]]&lt;br /&gt;
|}&lt;br /&gt;
* The exterior is located at coordinates: Tamriel -11, -4&lt;br /&gt;
* This location's map marker ('''M''' on map) is named ''Silorn'' (editor name SilornMapMarker).  The entrance door is W of the marker, 230 feet away.&lt;br /&gt;
* 2 [[Oblivion:Necromancer|Necromancer]]s (quest-specific; non-respawning) are near the entrance&lt;br /&gt;
* The following '''plants''' can be found near the entrance: 8 [[Oblivion:Columbine Root Pulp|Columbine]] plants, 1 [[Oblivion:Dragon's Tongue|Dragon's Tongue]] plant, 4 [[Oblivion:Flax Seeds|Flax]] plants, 5 [[Oblivion:Lady's Smock Leaves|Lady's Smock]] plants, 6 [[Oblivion:Nightshade|Nightshade]] plants, 2 [[Oblivion:Redwort Flower|Domica Redwort]] plants, and 4 [[Oblivion:Viper's Bugloss Leaves|Viper's Bugloss]] plants&lt;br /&gt;
* 1 bedroll is at location '''b''' on map&lt;br /&gt;
* 1 [[Oblivion:Necromancer Dungeons#Chest 01|Chest 01]] is near the bedroll&lt;br /&gt;
* 1 [[Oblivion:Necromancer Dungeons#Chest 04|Chest 04]] is near the bedroll&lt;br /&gt;
* 1 Ayleid Cask is on the circle at the upper right corner of the image (it doesn't have a green dot, but it ''is'' there)&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Zone 1: ''{{Linkable Entry|Silorn}}'' ==&lt;br /&gt;
[[Image:OB-Map-Silorn.jpg|thumb|right|361px|Silorn]]&lt;br /&gt;
Immediately upon entering, you will encounter two Necromancers patrolling the first area, so be prepared. Follow the path until you reach an intersection. The iron gate to the south ('''I''') is locked, but provides quick access to the boss-leveled Ayleid Coffer at '''B''', opened by the nearby push button (cyan dot on map); alternatively, the Coffer can be reached from the big central room, but taking this route will net you a battle against two Necromancers on the lower floor. Regardless of your choice, and because the push button raising the gates at '''H''' and '''G''' are inaccessible, locate one of the two tunnels leading to the southwestern room and exit through door '''D''', leading to ''[[Oblivion:Silorn#Zone_2:_Silorn_Sedorseli|Silorn Sedorseli]]''. &lt;br /&gt;
&lt;br /&gt;
When you return from ''Silorn Sedorseli'' through door '''C'''. On the elevated balcony,  activate  the push button (cyan dot on map) which will remove the iron gates blocking the bridge below. Remember to loot the balcony’s Ayleid Cask and Chest then jump down, claim the four [[Oblivion:Welkynd Stone|Welkynd Stones]] from the pedestals and cross the unguarded bridge leading to door '''E''', ''[[Oblivion:Silorn#Zone_3:_Silorn_Buroseli|Silorn Buroseli]]''. &lt;br /&gt;
&lt;br /&gt;
When you emerge from ''Silorn Buroseli'' from door '''F''', you will be on a path right over the very first area of Silorn; cross the bridge and pry open the boss-leveled chest at '''B''' and examine the minor loot chest for additional goods. Finally, jump off the bridge and go the short distance to door '''Out''', leading ''[[Oblivion:Silorn#Exterior|outside]]''.&lt;br /&gt;
&lt;br /&gt;
With an acrobatics skill of around 40, it is possible to jump around the gates at '''G''' and '''H''' and access Silorn Buroseli without going through Silorn Sedorseli.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 [[Oblivion:Necromancer|Necromancer]] (quest-specific; non-respawning)&lt;br /&gt;
* 7 Necromancers&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Dungeons#Boss Chests|Ayleid Coffer]] (Necromancer variety; locked) at location '''B''' on map&lt;br /&gt;
* 1 boss-level Ayleid Reliquary (Necromancer variety) at '''B'''&lt;br /&gt;
* 2 [[Oblivion:Necromancer Dungeons#Ayleid Cask 01|Ayleid Casks 01]] (1 locked)&lt;br /&gt;
* 2 [[Oblivion:Undead Dungeons#Restoration Ayleid Chest|Restoration Ayleid Chests]]&lt;br /&gt;
* 4 [[Oblivion:Welkynd Stone|Welkynd Stone]]s&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are five doors in/out of this zone&lt;br /&gt;
** 1 door (at '''Out''') leads [[#Exterior|outside]]&lt;br /&gt;
** 2 doors (at '''C''' and '''D''') lead to the zone ''[[#Zone 2: Silorn Sedorseli|Silorn Sedorseli]]''&lt;br /&gt;
** 2 doors (at '''E''' and '''F''') lead out of dungeon to Silorn Buroseli and Silorn Buroseli (locked)&lt;br /&gt;
* 1 Gate at '''I''' (locked)&lt;br /&gt;
* 1 Hidden Door at '''J'''&lt;br /&gt;
* 1 Iron Gate (opened remotely) at '''H'''&lt;br /&gt;
* 1 Iron Gate (opened remotely) at '''G'''&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Zone 2: ''{{Linkable Entry|Silorn Sedorseli}}'' ==&lt;br /&gt;
[[Image:OB-Map-Silorn02.jpg|thumb|right|309px|Silorn Sedorseli]]&lt;br /&gt;
Your main objective in this zone is reaching door '''C''' back to an inaccessible area in the first zone. A hefty amount of treasure makes it worthwhile exploring a bit further, so proceed through the first room and loot the Ayleid Cask and chest in the next hallway (green dots on map). Two Necromancers awaits in the next big room, as well as the zone’s four [[Oblivion:Welkynd_Stone|Welkynd Stones]]. Locate the push block (cyan dot on map) on the southern pillar, watch the wall at '''M''' disappear and head down into the southeastern room, which is rather big with a big pool of water in the middle. The pool contains nothing but a restoration chest, so stay ashore for now, fight the boss-leveled Necromancer ('''A''') and claim the two [[Oblivion:Varla_Stone|Varla Stones]] at '''V'''.  Take the northern tunnel and step on the pad, which will lower the two walls at '''J''' and '''K'''. Head down the stairs, only to emerge in another water-filled room; the water contains nothing but [[Oblivion:Slaughterfish|slaugtherfish]] and an underwater tunnel which contains a minor loot chest, so either take the tunnel or step on the pad which will lower the gates at '''I''' and '''H'''. Finally, head north and return to ''[[Oblivion:Silorn#Zone_1:_Silorn|Silorn]]'' through door '''C'''.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Necromancer|Necromancer]] at location '''A''' on map&lt;br /&gt;
* 5-6 Necromancers&lt;br /&gt;
* 1 [[Oblivion:Undead|Undead]]&lt;br /&gt;
* 5 [[Oblivion:Slaughterfish|Slaughterfish]]&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 2 [[Oblivion:Varla Stone|Varla Stone]]s at locations '''V''' on map&lt;br /&gt;
* 1 [[Oblivion:Necromancer Dungeons#Ayleid Cask 01|Ayleid Cask 01]]&lt;br /&gt;
* 2 [[Oblivion:Necromancer Dungeons#Ayleid Cask 02|Ayleid Casks 02]] (1 locked)&lt;br /&gt;
* 1 [[Oblivion:Necromancer Dungeons#Chest 03|Chest 03]]&lt;br /&gt;
* 4 [[Oblivion:Undead Dungeons#Restoration Ayleid Chest|Restoration Ayleid Chests]] (2 locked)&lt;br /&gt;
* 4 [[Oblivion:Welkynd Stone|Welkynd Stone]]s&lt;br /&gt;
* The following '''[[Oblivion:Alchemy|alchemy]]''' equipment will always be found: 1 Novice Alembic, 1 Novice Calcinator, 1 Novice Mortar &amp;amp; Pestle, and 1 Novice Retort&lt;br /&gt;
* Some of the above items are clustered at location '''G''': 1 Novice Alembic, 1 Novice Calcinator, 1 Novice Mortar &amp;amp; Pestle, 1 Novice Retort, 1 Restoration Ayleid Chest, and 1 Welkynd Stone&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are two doors (at '''C''' and '''D''') in/out of this zone, both leading to the zone ''[[#Zone 1: Silorn|Silorn]]''&lt;br /&gt;
* 1 Gate at '''L''' (locked)&lt;br /&gt;
* 3 Hidden Doors at '''J''', '''K''', and '''M'''&lt;br /&gt;
* 1 Iron Gate (opened remotely) at '''I'''&lt;br /&gt;
* 1 Iron Gate (opened remotely) at '''H'''&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Zone 3: ''{{Linkable Entry|Silorn Buroseli}}'' ==&lt;br /&gt;
[[Image:OB-Map-Silorn03.jpg|thumb|right|285px|Silorn Buroseli]]&lt;br /&gt;
Upon entering from door '''E''', dispose of the Necromancer in the first room, then locate the push button (cyan dot on map) in the second room and claim the [[Oblivion:Varla Stone|Varla Stone]] from the pedestal at '''V'''. If you let him flee during the [[Oblivion:Ambush|Ambush]] quest, [[Oblivion:Falcar|Falcar]] will be in the next hallway, right near an Ayleid Cask and chest; dispose of him and claim the [[Oblivion:Colossal_Black_Soul_Gem|Colossal Black Soul Gem]] from his corpse and proceed forward. The final room is big and is guarded by four [[Oblivion:Undead|Undead]] and an unfriendly [[Oblivion:Traps#Dark_Welkynd_Stone|Dark Welkynd Stone]] trap at '''T'''. Run past the enemies and up the stairs, then hit the push button on the southern wall (cyan dot on map) which will deactivate the trap. Claim the goods from the boss-leveled Ayleid Reliquary at '''B''' and make your way to door '''F''', leading back to the first zone, ''[[Oblivion:Silorn#Zone_1:_Silorn|Silorn]]''.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1-2 [[Oblivion:Necromancer|Necromancer]]s&lt;br /&gt;
* 4 [[Oblivion:Undead|Undead]]&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Dungeons#Boss Chests|Ayleid Reliquary]] (Necromancer variety; locked) at location '''B''' on map&lt;br /&gt;
* 1 [[Oblivion:Varla Stone|Varla Stone]] (in a Varla Stone Cage) at '''V'''&lt;br /&gt;
* 1 [[Oblivion:Necromancer Dungeons#Ayleid Cask 01|Ayleid Cask 01]] (locked)&lt;br /&gt;
* 2 [[Oblivion:Undead Dungeons#Restoration Ayleid Chest|Restoration Ayleid Chests]]&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 1 [[Oblivion:Traps#Dark Welkynd Stone|Dark Welkynd Stone]] trap at location '''T''' on map. You can deactivate it by pressing the square block next to it.&lt;br /&gt;
&lt;br /&gt;
'''Doors and Gates:'''&lt;br /&gt;
* There are two doors (at '''F''' and '''E''') in/out of this zone, both leading to the zone ''[[#Zone 1: Silorn|Silorn]]''&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Lifting_the_Vale&amp;diff=971301</id>
		<title>Oblivion:Lifting the Vale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Lifting_the_Vale&amp;diff=971301"/>
		<updated>2012-06-19T16:00:14Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Pale Pass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Bruma}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Tolgan|Tolgan]], [[Oblivion:Countess Narina Carvain|Countess Narina Carvain]] in [[Oblivion:Bruma|Bruma]]&lt;br /&gt;
|Icon=OB-qico-General1.png&lt;br /&gt;
|Reward=[[Oblivion:Ring of the Vipereye|Ring of the Vipereye]]&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|ID=MS12&lt;br /&gt;
|Loc=[[Oblivion:Bruma|Bruma]], [[Oblivion:Pale Pass|Pale Pass]], and [[Oblivion:Pale Pass Fort|Pale Pass Fort]]&lt;br /&gt;
|Image=PalePassMap.jpg&lt;br /&gt;
|ImgDesc=[[Oblivion:Pale Pass Map|Map to the Pale Pass]] entrance, as penned by an Akaviri messenger.&lt;br /&gt;
|description=[[Oblivion:Countess Narina Carvain|Countess Narina Carvain]] wants you to find the [[Oblivion:Draconian Madstone|Draconian Madstone]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Go to the castle; the herald will request that you speak with [[Oblivion:Countess Narina Carvain|Countess Narina Carvain]].&lt;br /&gt;
# The countess informs you of an [[Oblivion:Draconian Madstone|artifact]] she wishes you to recover.&lt;br /&gt;
# Follow the [[Oblivion:Pale Pass Map|map]] past all the markers until you reach the underground tunnel to [[Oblivion:Pale Pass|Pale Pass]].&lt;br /&gt;
# Make your way through the fort. You will soon meet the Akaviri Commander, [[Oblivion:Mishaxhi|Mishaxhi]].&lt;br /&gt;
# Deal with him, and recover the artifact from the same room.&lt;br /&gt;
# Return to the countess with the amulet to receive your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
You need to have at least 10 [[Oblivion:Fame|fame points]] to trigger this quest.&lt;br /&gt;
&lt;br /&gt;
===The Draconian Madstone===&lt;br /&gt;
When in Bruma after meeting this quest's prerequisites, you may hear Rumors about the Countess and her collection of Akaviri artifacts. Talking to townspeople about the subject will direct you to the countess's herald, [[Oblivion:Tolgan|Tolgan]], for further information. Such effort may not even be necessary, as Tolgan himself is actively seeking you out. He tells you that the Countess would like to speak to you and hands you a stipend of 25 gold coins. When you meet the [[Oblivion:Countess Narina Carvain|Countess]], she will inform you of her task: retrieve the [[Oblivion:Draconian Madstone|Draconian Madstone]]. As a reward, she offers another item from her own collection. Once you accept the task, she reveals that she has the [[Oblivion:Messenger's Diary|diary of a messenger]] sent to [[Oblivion:Pale Pass|Pale Pass]], the last known location of the Draconian Madstone. Talk to her about the topic &amp;quot;Diary&amp;quot;. She tells you that she has already sent scouts looking for Pale Pass, and they found the first of the landmarks mentioned in the pages of the diary, [[Oblivion:Dragonclaw Rock|Dragonclaw Rock]]. The countess gives you a [[Oblivion:Akaviri Diary Translation|translation]] of the messenger's diary and a [[Oblivion:Pale Pass Map|copy of a map]] sketched in the diary; a marker for Dragonclaw Rock is added to your map.&lt;br /&gt;
&lt;br /&gt;
===Following the Map===&lt;br /&gt;
Travel to the place the Countess marked. The rock looks just like its namesake, a giant lizard foot. Whether you read the diary doesn't matter; your next step is to go due west from the dragon foot until you find a large statue called [[Oblivion:The Sentinel|The Sentinel]], the second landmark. From The Sentinel go due north. It shouldn't be long until you find the third landmark, [[Oblivion:Serpent's Trail|Serpent's Trail]]. The Serpent's Trail is an underground tunnel leading to Pale Pass.  See the Pale Pass article for a map of this area. You may also find the messenger who penned the diary that has led you here, from whom you can take a set of [[Oblivion:Akaviri Orders|Akaviri Orders]]. At the other end of the tunnels, you need only climb down the windy path to reach [[Oblivion:Pale Pass Fort|the ruins]]. There are likely to be a lot of [[Oblivion:Pale Pass Ogre|Pale Pass Ogres]].&lt;br /&gt;
&lt;br /&gt;
===Pale Pass===&lt;br /&gt;
Once at the ruins themselves, search within the broken walls for the entrance into the [[Oblivion:Fort_Pale_Pass#Zone_1:_Mouth_of_the_Serpent|Mouth of the Serpent]]. The article on [[Oblivion:Pale_Pass_Fort|Pale Pass Fort]] provides maps of this fort.  Watch yourself inside the fort; it is filled with traps built so well that they work even now. Go from Mouth to Scales (or Eyes) to Fangs to Venom within the fortress. You'll be fighting [[Oblivion:Undead Akaviri Soldier|Undead Akaviri Soldiers]] as you go, and will likely be hit once or twice by deadly traps, so this place can be a pain (and, annoyingly, the skeletons' Ruined Akaviri Blades are almost worthless).  Once you finally enter the Venom of the Serpent, you will see the Akaviri Commander, [[Oblivion:Akaviri Commander Mishaxhi|Mishaxhi]].&lt;br /&gt;
&lt;br /&gt;
Speak with Mishaxhi to find that he is still waiting for those orders. If you have them (see [[Oblivion:Serpent's Trail|Serpent's Trail]] above), you can send him away by handing him the tablet. If you don't have the tablet, fighting him is also an option. However, if you give him the orders, any remaining Akaviri soldiers will stand down (die), and the fort will be put &amp;quot;at peace&amp;quot;.  The Commander is a [[Oblivion:Mishaxhi|ghost]], so if you choose to fight him, remember that he is [[Oblivion:Resist Normal Weapons|immune to normal weapons]].&lt;br /&gt;
&lt;br /&gt;
===Return to the Countess===&lt;br /&gt;
After the Commander is dealt with, enter the room behind him and find the amulet on a pedestal in the back of the room. With amulet in hand, return to Countess Carvain. Your reward for bringing her the amulet is the leveled item, [[Oblivion:Ring of the Vipereye|Ring of the Vipereye]], which fortifies your agility and provides you with a resistance to magic.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* When speaking to the countess to initiate this quest, or to give her the Draconian Madstone, the relevant chat option will not be available if you have already activated the [[Oblivion:Defense of Bruma|Defense of Bruma]] quest.  It will however, become available again after the Defense of Bruma is completed.&lt;br /&gt;
** {{PC Note}} This can be fixed typing into the console: &amp;lt;code&amp;gt;Addtopic MS12RecoverYes&amp;lt;/code&amp;gt;&lt;br /&gt;
* Another quest relating to Pale Pass would be [[Oblivion:The Forgotten Chests of Pale Pass|The Forgotten Chests of Pale Pass]] (non-journal quest), which you should go ahead and take care of while you're here.&lt;br /&gt;
* After returning to the countess, the Draconian Madstone will be placed in a showcase on the right side of her. When she looks the other way, you are able to easily steal it. You can also obtain the Messenger's Diary from the display case opposite.&lt;br /&gt;
* After you complete this quest, a special edition of [[Oblivion:The Black Horse Courier|the Black Horse Courier]] is published: &amp;quot;[[Oblivion:Pale Pass Discovery!|Pale Pass Discovery!]]&amp;quot;.&lt;br /&gt;
* After Stage 100, when giving the orders to the Commander, all Undead Akaviri Soldiers will be replaced with Dead Akaviri Soldiers, who are identical save for their 0 health. Because they are separate entities, it is essentially possible to loot all of them twice.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The quest reward, [[Oblivion:Ring of the Vipereye|Ring of the Vipereye]], is a bugged quest item. You will never be able to drop it. Also in certain quests that remove your inventory, if you are wearing it, it will not be returned with the rest of your inventory, but its enchantment will be applied to you as a permanent effect.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If you steal the Akaviri Orders which is next to the Madstone in the display case after the quest, it will still be marked as a quest item, and can only be removed via [[Oblivion:Console_Commands|console commands]].&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=3| Lifting the Vale (MS12)&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
|2||||I've learned that the Countess of Bruma, Narina Carvain is the collector of Akaviri artifacts. Apparently, she's seeking a particular piece to add her relics. The townsperson I spoke to recommended I seek out Tolgan, her steward, if I was interested in retrieving the piece.&lt;br /&gt;
|-&lt;br /&gt;
|5||||I've met a Nord named Tolgan. Apparently, he's the herald of Countess Narina Carvain from here in Bruma. He presented me with a stipend of gold, and a request from Lady Carvain to meet her at the castle. Not wanting to offend the Countess, I should accept the request, and make my way there when she holds court.&lt;br /&gt;
|-&lt;br /&gt;
|10||||Countess Narina Carvain has told me that she's seeking a particular relic of Akaviri origin: The Draconian Madstone, an amulet that supposedly grants the wearer immunity to poison. It's recently come to her attention that it may be located in the ruins at Pale Pass. She's offering a substantial reward for the talisman's return. I should speak to her for more information.&lt;br /&gt;
|-&lt;br /&gt;
|13||||I've declined Countess Narina Carvain's offer for now. She said I could return at any time if I wish to change my mind.&lt;br /&gt;
|-&lt;br /&gt;
|15||||I've accepted the task. Countess Carvain revealed that she has the diary of a messenger from the original Akiviri army that marched on Cyrodiil at the end of the First Era. The messenger's diary supposedly gives clues to the location of the ruins at Pale Pass. The Countess has provided me with a map, a translation of the diary to use as a guide and a key that may unlock a door at the site.&lt;br /&gt;
|-&lt;br /&gt;
|20||||Countess Carvain has told me that her scouts have already located the first landmark mentioned in the diary, Dragonclaw Rock. It's been marked on my map, so I should begin the journey from there.&lt;br /&gt;
|-&lt;br /&gt;
|30||||I've arrived at Dragonclaw Rock. I should consult the messenger's diary to learn the way to the next landmark.&lt;br /&gt;
|-&lt;br /&gt;
|40||||I've reached the second landmark, The Sentinel. I should consult the messenger's diary once again to discern the way to the third landmark.&lt;br /&gt;
|-&lt;br /&gt;
|50||||I've found the third landmark, The Serpent's Trail, which seems to be an underground passage. I'll need to traverse this passage if I'm to find the ruins.&lt;br /&gt;
|-&lt;br /&gt;
|60||||I've discovered the body of the messenger who penned the diary I've been carrying. Even though he died over a thousand years ago, the bones have been well preserved by the frost in the caves. He seems to be clutching something in his bony hand. I should investigate.&lt;br /&gt;
|-&lt;br /&gt;
|70||||Near the body of the messenger, I've discovered a slate tablet with what appears to be Akaviri writing on its surface. These must be the orders the messenger spoke about in the diary.&lt;br /&gt;
|-&lt;br /&gt;
|80||||I've emerged from The Serpent's Trail and find myself face to face with the legendary Pale Pass. A path winds down into the snowy valley. If I follow it, it should lead me directly to the ruins.&lt;br /&gt;
|-&lt;br /&gt;
|85||||I've discovered the crumbled walls of the once mighty Fort Pale Pass. It appears to have been destroyed by a landslide long ago. I should proceed into the ruins and search for the Madstone.&lt;br /&gt;
|-&lt;br /&gt;
|90||||The ruins appear to be infested with undead Akaviri. I don't know how long they've been trapped here, but I should proceed with caution. I need to locate the Akaviri commander of the fort who is said to possess the Draconian Madstone.&lt;br /&gt;
|-&lt;br /&gt;
|100||||After seeing the orders, the Akaviri Commander vanished. The ruins are now silent and at peace. After so many years, the Akaviri's final mission has been completed.  I should proceed ahead and search for the Madstone.&lt;br /&gt;
|-&lt;br /&gt;
|105||||I've destroyed the commander of the Akaviri fort. I should proceed ahead and search for the Madstone.&lt;br /&gt;
|-&lt;br /&gt;
|110||||I've obtained the Draconian Madstone. I should now make the long journey back to Countess Carvain in Bruma.&lt;br /&gt;
|-&lt;br /&gt;
|150||align=&amp;quot;center&amp;quot;|{{Yes}}||I've given Countess Carvain the Draconian Madstone. She was extremely pleased, and rewarded me with an Akaviri artifact from her personal collection called the Ring of the Vipereye.&lt;br /&gt;
|}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Shum_gro-Yarug&amp;diff=969767</id>
		<title>Oblivion:Shum gro-Yarug</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Shum_gro-Yarug&amp;diff=969767"/>
		<updated>2012-06-15T22:39:34Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup-obnpcrp&lt;br /&gt;
|house=[[user:GK|GK]] ''(lives in [[Oblivion:Castle Skingrad|Castle Skingrad]])''&lt;br /&gt;
|houseChecked=[[User:Krusty|Krusty]] (in-game)&lt;br /&gt;
|services=[[User:Corevette789|Corevette789]] N/A (In-Game)&lt;br /&gt;
|servicesChecked=[[User:Krusty|Krusty]] (CS)&lt;br /&gt;
|spells=[[User:RoBoT|RoBoT]] (CS - none)&lt;br /&gt;
|spellsChecked=[[User:Krusty|Krusty]] (CS)&lt;br /&gt;
|inventory=[[User:Mxk101|mxk101]] (CS)&lt;br /&gt;
|inventoryChecked=[[User:Krusty|Krusty]] (in-game)&lt;br /&gt;
|schedule=[[User:Krusty|Krusty]] (in-game)&lt;br /&gt;
|rumors=[[User:Krusty|Krusty]] (CS and in-game)&lt;br /&gt;
|faction=[[User:Krusty|Krusty]] (already written)&lt;br /&gt;
|quests=[[User:Krusty|Krusty]] (in-game)&lt;br /&gt;
|dialogue=[[User:Krusty|Krusty]] (in-game)&lt;br /&gt;
}}{{NPC Summary&lt;br /&gt;
|refid=0002C466&lt;br /&gt;
|baseid=00028FB6&lt;br /&gt;
|city=[[Oblivion:Skingrad|Skingrad]]&lt;br /&gt;
|house=[[Oblivion:Castle Skingrad|Castle Skingrad]], Wine Cellar&lt;br /&gt;
|race=Orc&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Commoner&lt;br /&gt;
|level=4&lt;br /&gt;
|health=59&lt;br /&gt;
|magicka=85&lt;br /&gt;
|resp=100&lt;br /&gt;
|aggress=5&lt;br /&gt;
|faction={{Faction|Skingrad Castle Faction|altname=Skingrad Castle}}; {{Faction|Skingrad Citizen}}&lt;br /&gt;
|image=OB-npc-Shum gro-Yarug.jpg&lt;br /&gt;
|imgdesc=Shum gro-Yarug taking time out from [[Oblivion:Skingrad|Skingrad]] castle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shum gro-Yarug''' is the [[Oblivion:Orc|Orc]] butler at [[Oblivion:Castle Skingrad|Castle Skingrad]] in [[Oblivion:Skingrad|Skingrad]]. You can talk to him during the [[Oblivion:Thieves Guild|Thieves Guild]] quest [[Oblivion:Lost Histories|Lost Histories]] in order to obtain a job at Castle Skingrad as a slop drudge. You can also ask Shum about purchasing [[Oblivion:Rosethorn Hall|Rosethorn Hall]] in Skingrad, but he will only give you the option to buy it if his [[Oblivion:disposition|disposition]] to you is high enough (70+) and you are considered famous ([[Oblivion:Fame|Fame]] 15+).&lt;br /&gt;
&lt;br /&gt;
As the castle butler, Shum lives a rather uneventful life; he sleeps in a small room in the southern part of the Wine Cellar every night between 2am and 8am. After waking up, he heads down into the County Hall for two hours of wandering. At 10am he travels to the center of Skingrad and hangs out at the [[Oblivion:West Weald Inn|West Weald Inn]] until noon, when he enters [[Oblivion:Colovian Traders|Colovian Traders]] for a bit of browsing. He returns to the County Hall at 2pm and spends the rest of the day there. At midnight, he finishes the day with a late two-hour meal in the Dining Hall. &lt;br /&gt;
&lt;br /&gt;
He wears the rare, zero-weight [[Oblivion:Forester's Shirt|forester's shirt]], [[Oblivion:Blacksmith's Pants|blacksmith's pants]] and a pair of [[Oblivion:Green Velvet Shoes|green velvet shoes]]. He carries the [[Oblivion:Skingrad Castle Key|key]] to Skingrad Castle and a large amount of gold. &lt;br /&gt;
&lt;br /&gt;
When you meet him for the first time, he will politely introduce himself: ''&amp;quot;Sorry. You want me? I'm Shum gro-Yarug, the Count's butler.&amp;quot;'' About Skingrad, he will provide a bit of information on Count [[Oblivion:Janus Hassildor|Janus Hassildor]]: ''&amp;quot;If it's not one thing, it's another. The Count is very particular about his food and drink. Everything must be just so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
If you ask him about buying a house in Skingrad, he will reject you until his [[Oblivion:Disposition|disposition]] is 70 or above. Also, if your fame is lower than 15, he will say: ''&amp;quot;Count Hassildor will only consider buyers of distinction. You just aren't famous enough.&amp;quot;'' When you fulfill the requirements, he will be willing to sell you [[Oblivion:Rosethorn Hall|Rosethorn Hall]]: ''&amp;quot;I can speak for the Count. Rosethorn Hall is a stately manor currently occupied by Vandorallen Trebatius. You won't find a better property for sale. It's just inside the main gate, near the bridge to the chapel.&amp;quot;'' After this, three options are available; if you tell him you are not ready to buy, he will dismiss you: ''&amp;quot;Somehow I knew you weren't serious about it.&amp;quot;'' If you try the “25.000 gold is too much for my blood” option, he will respond with ''&amp;quot;Your blood? I wouldn't dream of paying 10,000 gold for your blood. But that is the price for that house. Take it or leave it.&amp;quot;'' If you accept the prize tag, the house is yours and Shum will hand you the [[Oblivion:My Skingrad House Key|key]] while promising to get rid of the current [[Oblivion:Vandorallen Trebatius|resident]]: ''&amp;quot;I will order the deed drawn up. Take this key. The house is just inside the gate, by the bridge to the chapel. Don't worry about [[Oblivion:Vandorallen_Trebatius|Vandorallen Trebatius]]. I'll have him evicted. I'm sure he'll find another home easily. Oh, and don't worry, we're tossing all of his junk out as well. If you head to [[Oblivion:Colovian_Traders|Colovian Traders]], [[Oblivion:Gunder|Gunder]] can provide all sorts of great furnishings for your new home. Good luck!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
During the [[Oblivion:Lost Histories|Lost Histories]] quest, one of the available strategies to get into the dungeons of [[Oblivion:Castle Skingrad|Castle Skingrad]] is to talk to Shum about an underpaid job as a slop drudge. When asking about Shum to the Skingrad citizens, you will get some info on his whereabouts: ''&amp;quot;He doesn't leave Castle Skingrad often. At ten he heads over to the West Weald Inn. Then at noon he goes to the Colovian Trader.&amp;quot;'' and ''&amp;quot;You mean other than at the Castle? Hmmm. He's around town at midday. Try the Colovian Trader and the West Weald Inn.&amp;quot;'' When approached about the job, Shum will make you a very bad offer: ''&amp;quot;I need someone to slop food to the prisoners. I'll pay you 2 gold a week, plus half a loaf of bread and a glass of mead each day. I'm having trouble hiring these days, so if you want the job it's yours.&amp;quot;'' If you reject his offer, he will be surprisingly understanding: ''&amp;quot;I'm not surprised. Nobody wants that job. Let me know if you change your mind. It will probably still be available.&amp;quot;'' If you accept his offer, he will say: ''&amp;quot;You will?! I mean, good! Mind your manners in the castle. Stay out of Count Hassildor's quarters. And don't let me catch you in the wine cellar! The jail guards in the dungeon will unlock the cell block door if you ask them. Feed the prisoners once a day. I don't care when.&amp;quot;'' He will send you on you way with the words: ''&amp;quot;Get back to work.&amp;quot;'' He will now also greet you with: ''&amp;quot;Why aren't you working?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Apparently, he is a member of the local &amp;quot;Orc Social Club,&amp;quot; at least according to the townspeople: ''&amp;quot;Shum gro-Yarug is the butler in Castle Skingrad. Who ever heard of an Orc butler. Plus, he's in that &amp;quot;Orc Social Club.&amp;quot; What a joke.&amp;quot;'' They will also comment: ''&amp;quot;I wouldn't want an Orc butler, but apparently the Count doesn't mind. Shum gro-Yarug has been there for years.&amp;quot;''&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|Lost Histories}}&lt;br /&gt;
*{{Quest Link|game=Oblivion|quest=Buying a house in Skingrad}}&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Shum will occasionally fall off the bridge to [[Oblivion:Castle Skingrad|Castle Skingrad]] and die. PC players who need him for either of his related quests can resurrect him with the following set of [[Oblivion:Console|Console]] commands:&lt;br /&gt;
** &amp;lt;code&amp;gt;prid 0002C466&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;resurrect 1&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt;&lt;br /&gt;
**Xbox 360 and PS3 users afflicted with this bug cannot fix it and will be unable to buy [[Oblivion:Rosethorn Hall|Rosethorn Hall.]]  Although the problem is not common, it may be wise to deal with Shum as early as possible.  Also, spending less time in Skingrad and the surrounding area reduces the chances of Shum falling off the bridge. Using multiple saves is always recommended. You could also spend your time in [[Oblivion:Skingrad|Skingrad]] during night time to avoid him falling off the bridge.&lt;br /&gt;
*** {{UOP}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Mystic_Emporium&amp;diff=969198</id>
		<title>Oblivion:Mystic Emporium</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Mystic_Emporium&amp;diff=969198"/>
		<updated>2012-06-14T14:55:30Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Needs CS-verification, rumors and further information about safe containers. Bugs section should be expanded and cleaned up so as not to link to a talk page.}}&lt;br /&gt;
{{Place Summary&lt;br /&gt;
|type=Store&lt;br /&gt;
|prop=[[Oblivion:Calindil|Calindil]]&lt;br /&gt;
[[Oblivion:Aurelinwae|Aurelinwae]] &amp;lt;sup&amp;gt;[[Oblivion:Wizard's Tower|WT]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|city=Imperial City&lt;br /&gt;
|district=Market District&lt;br /&gt;
|locationcode=ICMarketDistrictMysticEmporium, ICMarketDistrictMysticEmporiumUpstairs, ICMarketDistrictMysticEmporiumBasement&lt;br /&gt;
|image=OB-place-Mystic_Emporium.jpg&lt;br /&gt;
|imgdesc=The Mystic Emporium&lt;br /&gt;
|AddAbove=The&amp;amp;#32;&lt;br /&gt;
|AddBelow=It is found across the street from [[Oblivion:Edgar's Discount Spells|Edgar's Discount Spells]] and next to [[Oblivion:Divine Elegance|Divine Elegance]] and [[Oblivion:Slash 'N Smash|Slash 'N Smash]].&lt;br /&gt;
|city=Imperial City&lt;br /&gt;
|district=Market District&lt;br /&gt;
|description=a magic and alchemy store located in the Imperial City's [[Oblivion:Market District|Market District]].&lt;br /&gt;
}}&lt;br /&gt;
The proprietor, [[Oblivion:Calindil|Calindil]], has 1000 gold and a [[Oblivion:Mercantile|Mercantile]] skill of 60. When bartering, he buys weapons, armor, books, and magic and miscellaneous items. In turn he will sell you scrolls, soul gems, spells, and a strangely wide range of non-random magic items which include the unique [[Oblivion:Hands of the Atronach|Hands of the Atronach]].  Two [[Oblivion:Magic Items with Guaranteed Locations|guaranteed magic items]], the [[Oblivion:Feather Shoes|Feather Shoes]] and [[Oblivion:Fortify Fatigue Pants|Fortify Fatigue Pants]], are also on display in the store.&lt;br /&gt;
&lt;br /&gt;
If you have installed the [[Oblivion:Wizard's Tower|Wizard's Tower]] [[Oblivion:Official Plug-ins|official plug-in]], [[Oblivion:Aurelinwae|Aurelinwae]] is added to the store. She has 2000 gold and a Mercantile skill of 6, which makes her a very useful merchant.  She also offers [[Oblivion:Recharging|Recharging]] services. When bartering, she will buy your ingredients, potions, alchemy apparatus, books and magic and miscellaneous items. In turn, she will sell you ingredients, potions, soul gems as well as all the upgrades for [[Oblivion:Frostcrag Spire (place)|Frostcrag Spire]]&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
'''Mystic Emporium''' is divided into three areas: [[#Mystic Emporium|Mystic Emporium]], [[#Mystic Emporium Private Quarters|Mystic Emporium Private Quarters]] and [[#Mystic Emporium Basement|Mystic Emporium Basement]].&lt;br /&gt;
&lt;br /&gt;
===Mystic Emporium===&lt;br /&gt;
[[Image:OB-Place-Mystic Emporium-First Floor.jpg|thumb|right|Mystic Emporium]]&lt;br /&gt;
The main trading room is located on the ground floor and consists of a counter and a display of [[Oblivion:Alchemy_Apparatus#Alchemy_Equipment|alchemy apparatus]], [[Oblivion:Scrolls|scrolls]], [[Oblivion:Soul_Gem|soul gems]] and [[Oblivion:Books|books]]. The room is spacious and dimly lit by several candles even though some natural lighting breaks through many of the windows. The front door opens to the sight of the huge counter where Calindil can be found every day between 8am and 8pm. On a small podium, there’s a novice [[Oblivion:Alembic|alembic]] and next to that, there is a copy of a [[Oblivion:Mysticism|mysticism]] [[Oblivion:Skill_Books|skill book]], namely [[Oblivion:Hannibal Traven|Hannibal Traven]]'s ''[[Oblivion:The_Black_Arts_On_Trial|The Black Arts on Trial]]''. Following the desk, past some [[Oblivion:Miscellaneous_Items#Scales|scales]] and [[Oblivion:Weight|weights]], are seven soul gems on display – five petty, one lesser and one common – and two novice [[Oblivion:Mortar and Pestle|mortar and pestles]] and a [[Oblivion:Calcinator|calcinator]].&lt;br /&gt;
&lt;br /&gt;
At the end of the counter, a writing desk contains [[Oblivion:Clutter|clutter]] and the occasional book, but there are two [[Oblivion:Retort|retorts]] sitting on top, as well as two scrolls: one [[Oblivion:Scrolls#Absorb_Skill|absorb skill: conjuration]] and one [[Oblivion:Scrolls#Absorb_Attribute|absorb willpower]]. Also on display, a [[Oblivion:Notes#Handbill00071782|handbill]] from the Mystic Emporium as well as a [[Oblivion:Notes#Shopping List00154CDB|shopping list]]. &lt;br /&gt;
&lt;br /&gt;
In the northeastern corner, a table holds a pair of [[Oblivion:Fortify Fatigue Pants|fortify fatigue pants]] and [[Oblivion:Feather Shoes|feather shoes]], both of which becomes legally available when your mercantile skill reaches 50. Also, arranged around a podium, more soul gems, six petty and two lesser. Rounding off, there are three copies of ''[[Oblivion:Fundaments of Alchemy|Fundaments of Alchemy]]''. On the next table sits six magical scrolls: [[Oblivion:Scrolls#Charm|beguiling touch]], [[Oblivion:Scrolls#Fire_Damage|flare]], [[Oblivion:Scrolls#Damage_Fatigue|damage fatigue]], [[Oblivion:Scrolls#Calm|serenity]], another one of absorb willpower and a scroll of absorb skill: conjuration. Against the southern wall, behind the desk, a set of shelves reveals six scrolls, which incidentally holds the exact same magic powers as those on the table.&lt;br /&gt;
&lt;br /&gt;
===Mystic Emporium Private Quarters===&lt;br /&gt;
[[Image:OB-Place-Mystic Emporium-Second Floor.jpg|thumb|right|Mystic Emporium Private Quarters]]&lt;br /&gt;
The private quarters consist of two rooms separated by a wooden door, which makes a dining area and a bedroom. Next to the door, some shelves hold three [[Oblivion:Flawed Ruby|flawed rubies]], a copy of ''[[Oblivion:Azura and the Box|Azura and the Box]]'' as well as some more common books and clutter. Following the wall, a small dining table reveals two [[Oblivion:Apple|apples]] and a bottle of [[Oblivion:Cheap Wine|cheap wine]]. The cupboard opposite the wooden door contains food while the chest (it's a safe container) in the alcove has a chance of some silverware and gold. The cupboard here contains clutter, ditto for the sack on the floor, while the sack on top of the cupboard holds clothing. These two sacks do not respawn. Opposite the alcove, a well-provided dinner table holds two bottles of cheap wine, two bottles of [[Oblivion:Ale|ale]], two [[Oblivion:Bread Loaf|loaves of bread]], two [[Oblivion:Tomato|tomatoes]] and three [[Oblivion:Potato|potatoes]]. If the [[Oblivion:Wizard's Tower|Wizard's Tower]] [[Oblivion:Official Plug-ins|Official Plug-in]] is installed, this room gains a bed in the northeastern corner for Aurelinwae. To make room for it, the chest is moved into the southern room, next to the food cupboard.&lt;br /&gt;
&lt;br /&gt;
Behind the wooden door, in the southeastern corner, is a single bed where Calindil sleeps. In a nearby corner is a pair of [[Oblivion:Thick Cowhide Shoes|thick cowhide shoes]]. The cupboard at the foot of the bed holds only clutter, while a few pieces of spare clothing lie scattered in front of it; a pair of [[Oblivion:Burgundy Linens|burgundy linens]], A [[Oblivion:Burgundy Linen Shirt|burgundy linen shirt]], a [[Oblivion:Brown Shirt|brown Shirt]] and a [[Oblivion:Blue &amp;amp; Green Outfit|blue &amp;amp; green outfit]]. The unlocked chest next to the door holds up to three pieces of iron, steel or chainmmail armor. This is another safe container. The cupboard only holds clutter, but on top of it, a [[Oblivion:Nirnroot|Nirnroot]] makes a chiming sound. &lt;br /&gt;
&lt;br /&gt;
The worktable in the northern part of the room holds three [[Oblivion:Weak Potion of Chameleon|weak potions of chameleon]], a [[Oblivion:Cyrodilic Brandy|Cyrodilic Brandy]] and a bottle of [[Oblivion:Tamika's West Weald Wine|Tamika's West Weald Wine]]. There’s also a heartbroken [[Oblivion:Notes#Note0006B5C2|letter]], a potion [[Oblivion:Notes#Note0006DBBB|recipe]] for [[Oblivion:Cure Disease|cure disease]] and [[Oblivion:Notes#Note0006DBBC|one]] for [[Oblivion:Cure Poison|cure poison]].&lt;br /&gt;
&lt;br /&gt;
===Mystic Emporium Basement===&lt;br /&gt;
[[Image:OB-Place-Mystic Emporium-Basement.jpg|thumb|right|Mystic Emporium Basement]]&lt;br /&gt;
Halfway down the stairs, on the landing, is a cupboard with clutter and a chance of some gold. In the basement area, along the western wall, three open sacks with food and a closed one with clutter and a chance of some more gold. On the floor sits a [[Oblivion:Pumpkin|pumpkin]], and on a table two [[Oblivion:Watermelon|watermelons]]. The next shelves hold clutter, as does the cupboard, even if there is a chance of a [[Oblivion:Lockpick|lockpick]]. The sack on the floor contains food. In the northeastern corner, a barrel holds clutter and/or a [[Oblivion:Torch|torch]] and the two crates in the opposite corner both hold clutter with a chance of either gold or a [[Oblivion:Repair Hammer|repair hammer]]. The big sack on top of the smaller barrel holds food. The shelves near the stairs have some skulls and bones on display, while the next set of shelves has a few alchemical ingredients: two samples of [[Oblivion:Arrowroot|arrowroot]], two samples of [[Oblivion:Aloe Vera Leaves|aloe vera leaves]] and one of [[Oblivion:Frost Salts|frost salts]], and a ''[[Oblivion:Guide to Bruma|Guide to Bruma]]''.&lt;br /&gt;
&lt;br /&gt;
All sacks in the basement are safe containers.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Rumors==&lt;br /&gt;
* Occasionally, Imperial City citizens can be heard saying:&lt;br /&gt;
**''Calindil runs a nice place at the Mystic Emporium.''&lt;br /&gt;
**''If you need something enchanted, Calindil has the goods.''&lt;br /&gt;
**''Do you ever buy soul gems from Calindil?''&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* This store cannot be invested in, through either Calindil or Aurelinwae, even when you reach 75 Mercantile skill.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* The installation of the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]] changes the Mystic Emporium into a public area (with no owner), whereas normally the store and all of its contents are owned by Calindil, or if [[Oblivion:Wizard's Tower|Wizard's Tower]] has been installed, a faction with Calindil and Aurelinwae as members. This has several consequences:&lt;br /&gt;
** The entrance to the store is permanently locked.  You can unlock the door (using spells or lockpicking), at which point entering the store is '''not''' considered to be trespassing (although the act of unlocking the door will still place a [[Oblivion:Bounty#Crime|bounty]] on you).  At 8 pm every night Calindil will relock the door; he will try to kick you out of the store if you are there at closing time (although after he has locked the door he doesn't care if you reenter). If you don't want to keep on unlocking the door every time, then get inside and unlock the door to the private quarters. This should solve the problem of the main door being locked during the day.&lt;br /&gt;
***For Xbox 360 users, there is a work around that will let you get through entrance to the store without having to unlock it. The work around is described in the [[Oblivion talk:Mystic Emporium#Xbox 360 Mystic Emporium Locked Door Bug Work Around|discussion]] page. &lt;br /&gt;
** All of the items on display in the store can be freely taken, without being considered stealing.  Even the [[Oblivion:Feather Shoes|Feather Shoes]] and [[Oblivion:Fortify Fatigue Pants|Fortify Fatigue Pants]] become public property.&lt;br /&gt;
** Calindil and Aurelinwae will barter with you, although still only between 8 am and 8 pm.   Calindil will no longer sell you any of the items displayed in the store, but he will sell the items from his merchant chest (which include scrolls and soul gems).&lt;br /&gt;
** Although the basement and upstairs living quarters continue to be private areas, neither Aurelinwae nor Calindil will follow you if you enter one of these areas.  Therefore you can brazenly walk in and steal everything in sight at midday with virtually no risk of being caught.&lt;br /&gt;
** When both Battlehorn Castle and Frostcrag Spire are installed, this bug is influenced by the relative order in which the two mods are loaded.  If Frostcrag Spire is loaded ''after'' Battlehorn Castle then the front door is permanently locked, but the items in the store are still owned by Calindil, and Aurelinwae will follow you around the store.  The mod load order can only be changed on the PC ([[Tes4Mod:Tool_Features#Mod_Reconciliation|see Mod Reconciliation: Load Ordering]]).&lt;br /&gt;
** {{UOMP}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Zero_Visibility&amp;diff=969193</id>
		<title>Oblivion:Zero Visibility</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Zero_Visibility&amp;diff=969193"/>
		<updated>2012-06-14T14:07:09Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
[[Category:Oblivion-Quests-House Quests]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Diram Serethi|Diram Serethi]] at [[Oblivion:Aleswell|Aleswell]] or [[OB:Malene|Malene]] at the [[OB:Roxey Inn|Roxey Inn]]&lt;br /&gt;
|Reward=Free lodging in [[Oblivion:Aleswell|Aleswell]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=MS47&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=None&lt;br /&gt;
|Loc=[[Oblivion:Aleswell|Aleswell]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Zero Visibility.jpg&lt;br /&gt;
|ImgDesc=Can you spot [[Oblivion:Shagol gro-Bumph|Shagol gro-Bumph]]?&lt;br /&gt;
|Icon=OB-qico-General2.png&lt;br /&gt;
|description=Help the citizens of [[Oblivion:Aleswell|Aleswell]] become visible again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Enter the [[Oblivion:Aleswell Inn|Aleswell Inn]], and find the invisible innkeeper, [[Oblivion:Diram_Serethi|Diram Serethi]].&lt;br /&gt;
# Explore nearby [[Oblivion:Fort_Caractacus|Fort Caractacus]] until you find [[Oblivion:Ancotar|Ancotar]], the wizard in question.&lt;br /&gt;
# Ancotar will give you a scroll to undo the invisibility curse. Keep talking to him (raising his disposition, if necessary) until he gives you a ring.&lt;br /&gt;
# Equip the ring and read the scroll in the center of town. Speak with Diram once more.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Finding Aleswell===&lt;br /&gt;
North of the [[Oblivion:The Imperial City|Imperial City]], the [[Oblivion:Red_Ring_Road|Red Ring Road]] runs east to west on the northern side of Lake Rumare. [[Oblivion:Aleswell|Aleswell]] lies a short distance up the hill from this road. It is a small hamlet with two houses, a garden, and a sheep pen. &lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Aleswell|Aleswell]] appears deserted. The town's few inhabitants ''are'' present, albeit invisible, so you cannot steal with impunity. Either enter the [[Oblivion:Aleswell Inn|Aleswell Inn]] straight away - the innkeeper, [[Oblivion:Diram_Serethi|Diram Serethi]] will approach from your right - or find an invisible townsperson, who will then direct you to the inn. Nobody is sure exactly what happened, but Diram suspects a [[Oblivion:Ancotar|wizard]] in nearby [[Oblivion:Fort Caractacus|Fort Caractacus]] is responsible, given his previous experimental activity to the detriment of peace in Aleswell.&lt;br /&gt;
&lt;br /&gt;
It is also possible to start this quest by talking to [[Oblivion:Malene|Malene]] at the [[Oblivion:Roxey Inn|Roxey Inn]]. Once you have started the quest, the quest marker will point to Diram's location, making it easier to find him.&lt;br /&gt;
&lt;br /&gt;
===Fort Caractacus ===&lt;br /&gt;
[[Oblivion:Fort Caractacus|Fort Caractacus]] is a very short distance back down the hill south and slightly east (towards the [[Oblivion:The Imperial City|Imperial City]] but on the same side of the water as [[Oblivion:Aleswell|Aleswell]]). Watch out on the way to the fort because you are likely to encounter invisible creatures in the area. The creatures are leveled - [[Oblivion:Animals#Invisible Rat|rats]], [[Oblivion:Animals#Invisible Wolf|wolves]], [[Oblivion:Animals#Invisible Timber Wolf|timber wolves]], [[Oblivion:Animals#Invisible Black Bear|black bears]], and [[Oblivion:Animals#Invisible Mountain Lion|mountain lions]] all may be encountered. It is strongly advised that you use [[Oblivion:Detect Life|Detect Life]].&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Ancotar|Ancotar]] will be present in the exterior ruins, and in fact will yell at you if he sees you. He may often be found in the small rooms on the second level. He initially dismisses you with the comment he ''&amp;quot;doesn't want whatever it is you're selling.&amp;quot;'' Start conversation with him twice in a row and he'll have a different first line from when he mistook you for a salesman earlier. Finally, he'll become resigned to the fact that you're going to have a chat.&lt;br /&gt;
&lt;br /&gt;
===Ancotar’s Spell===&lt;br /&gt;
Ancotar takes pride in his spellcraft, and talks about it at length. When he stops himself from talking about the intricacies of his research, you might reassure him that you're interested (even if you're not) - although characters in good standing with the Mage's Guild will not have to choose the &amp;quot;friendly&amp;quot; dialogue options to get everything needed from him. Otherwise, you will have to raise his disposition to at least 71. After he gives you the spell, note that he has not been entirely forthcoming about the spell's potential side effects. Keep talking to him about the scroll he has given you until he gives you Ancotar's Ring of Protection. Before you leave, you may want to pick up two skill books from under Ancotar's desk on the second level of the fort's exterior: ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'' and ''[[Oblivion:Mystery of Talara, v 4|Mystery of Talara, v4]]'', which train [[Oblivion:Conjuration|Conjuration]] and [[Oblivion:Illusion|Illusion]], respectively.&lt;br /&gt;
[[File:OB-interior-Aleswell Inn.jpg|thumb|right|The player's room at the inn]]&lt;br /&gt;
===Read with caution===&lt;br /&gt;
Equip Ancotar's Ring of Protection, and read the scroll in the center of [[Oblivion:Aleswell|Aleswell]].  Visit the Aleswell Inn again and Diram will talk to you once more. You will be rewarded with a [[Oblivion:Fame|Fame]] point and free lodging at Aleswell for the remainder of the game. This room can be used as a makeshift house as the chest in the room is safe to store items in.&lt;br /&gt;
&lt;br /&gt;
Failing to wear the ring when you read the scroll will cause your character to suffer 50 points of [[Oblivion:Damage Luck|Damage Luck]].  Effects such as [[Oblivion:Resist Magic|Resist Magic]] and [[Oblivion:Spell Absorption|Spell Absorption]] may reduce the damage.  If your luck was damaged, the effect can be repaired by visiting a [[Oblivion:Nine Divines|chapel altar]] or [[Oblivion:Wayshrines|wayshrine]], or by using [[Oblivion:Restore Luck|Restore Luck]] spells, scrolls, or potions.&lt;br /&gt;
&lt;br /&gt;
If you fail to use the scroll in the center of Aleswell, you may return to Ancotar and he will give you a second one. However, if you fail to use this one correctly, he will refuse to give you any more and the residents of Aleswell will stay permanently invisible, and you will effectively fail this quest. If you cast the spell while you are near Ancotar, he will become visible, albeit more than slightly angry. If it was your first scroll, he will still give you the second one.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The invisible monsters will attack you even if you have equipped the [[Oblivion:Boots of the Crusader|Boots of the Crusader]] from the Knights of the Nine expansion - these add the Woodland Grace power which make normal woodland predators ignore you.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||I've heard rumors of strange happenings in the settlement of Aleswell, north of the Imperial City. I should investigate it. {{Quest Comment|If the player hasn't already spoken to Diram Serethi}}&lt;br /&gt;
|20||I've spoken with Diram Serethi of Aleswell, though I haven't actually seen him. He's explained that all of the residents are invisible; he suspects a wizard named Ancotar is to blame. I should look for Ancotar in the ruins of Fort Caractacus.&lt;br /&gt;
|30||I've talked to Ancotar, who was unaware of the effect his magic had on the people of Aleswell. He's given me a scroll that should reverse the effects; I need to return to Aleswell to restore its residents.&lt;br /&gt;
|35||Ancotar gave me a ring and suggested I wear it while casting the Reverse Invisibility scroll, to protect me from any side effects. He didn't mention what those side effects might be.&lt;br /&gt;
|40||I cast the Reverse Invisibility spell Ancotar gave me, but I wasn't in Aleswell when I did it, so I need to ask Ancotar for another one. {{Quest Comment|If the player hasn't already finished the quest}}&lt;br /&gt;
|42||Ancotar gave me another Reverse Invisibility scroll. He said it was his last one. I need to make sure to stand in the middle of Aleswell when I use it this time.&lt;br /&gt;
|44||I used the second Reverse Invisibility spell Ancotar gave me, but I wasn't in Aleswell when I did it, so I need to ask Ancotar for another one. {{Quest Comment|If the player hasn't already finished the quest}}&lt;br /&gt;
|46||Ancotar refused to give me a third Reverse Invisibility scroll after I wasted the first two. I should return to Aleswell and tell Diram Serethi the bad news.&lt;br /&gt;
|50||I've used the scroll Ancotar gave me, and the people of Aleswell are once again visible. Diram Serethi would probably like to congratulate me on my success.&lt;br /&gt;
|60||Diram Serethi was disappointed to learn that I had wasted the Reverse Invisibility scrolls that Ancotar had given me. He told me that I am not welcome in Aleswell. {{Quest Comment|If the player twice fails to cast the spell correctly}} '''or'''&amp;lt;br&amp;gt;&lt;br /&gt;
Diram Serethi thanked me for helping him, and offered me free lodging in Aleswell whenever I'm in the area. {{Quest Comment|If the spell succeeds}}&lt;br /&gt;
|70||Ancotar is dead, and I have no way of reversing the invisibility he cast on the inhabitants of Aleswell.&lt;br /&gt;
|100|fin|&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968548</id>
		<title>Oblivion:Dagon Shrine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968548"/>
		<updated>2012-06-12T23:24:40Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Given after the completion of [[Oblivion:The Path of Dawn|The Path of Dawn]] at [[Oblivion:Green Emperor Way|Green Emperor Way]]&lt;br /&gt;
|Icon=OB-qico-DagonShrine.png&lt;br /&gt;
|Reward=Progress in story line&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
|Loc=[[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]]&lt;br /&gt;
|Image=OB-Img-DagonShrine.jpg&lt;br /&gt;
|ImgDesc=Come for the speech, stay for the sacrifices.&lt;br /&gt;
|ID=MQ06&lt;br /&gt;
|description=Find, and infiltrate the [[Oblivion:Mythic Dawn|Mythic Dawn's]] [[Oblivion:Lake Arrius Caverns|shrine]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Travel to the secret [[Oblivion:Mythic Dawn|Mythic Dawn]] shrine in Lake Arrius Caverns.&lt;br /&gt;
# Steal the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''.&lt;br /&gt;
# Return to [[Oblivion:Brother Martin|Martin]] in the Great Hall of [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Travel to the Shrine===&lt;br /&gt;
You've finally been able to track down the location of Mythic Dawn's secret shrine to [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. The location, marked on your map, is in the northeastern part of the province at [[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]], just north of [[Oblivion:Cheydinhal|Cheydinhal]]. Unlike [[Oblivion:Weynon Priory (place)|Weynon Priory]] and [[Oblivion:Kvatch|Kvatch]], you cannot immediately fast travel to Lake Arrius unless you happen to have been there before.&lt;br /&gt;
&lt;br /&gt;
===Gaining Entry===&lt;br /&gt;
The [[Oblivion:Doorkeeper|Doorkeeper]] just inside the cavern will let you into the shrine without too much hassle. He says you should go and speak with [[Oblivion:Harrow|Harrow]], Warden of the Shrine of Dagon. Harrow will ask you to hand over all of your possessions (including all of your gold) and put on an Initiate's robe. If you refuse, you'll get a warning and another chance to don the robe.  If you follow Harrow's instructions, you temporarily become a member of the [[Oblivion:Mythic Dawn|Mythic Dawn]] and you are allowed to follow Harrow into the shrine.&lt;br /&gt;
&lt;br /&gt;
At any point, you can refuse to co-operate and instead fight your way in.  You will be told that your cover has been blown.  You will then need to fight your way through the entire shrine, killing all the cultists you meet. You can choose whatever option is better suited to your character's strengths. If you are a stealthy character - or just really good at running - playing along with the Cult may be advantageous. Strong fighters may have an easier time simply marching in fully armed and cutting down everything in their path.&lt;br /&gt;
&lt;br /&gt;
There are a few strategies for coping with Harrow taking all your equipment:&lt;br /&gt;
* Harrow will not take any quest items that you may have in your inventory.  Therefore having weapons such as the [[Oblivion:Blade of Woe|Blade of Woe]], [[Oblivion:Umbra_(sword)|Umbra]], the [[Oblivion:Honorblade of Chorrol|Honorblade of Chorrol]], or even the weapons shipment from [[Oblivion:The Desolate Mine (quest)|The Desolate Mine]] can be advantageous.&lt;br /&gt;
* You can drop most of your equipment on the ground just before speaking to [[Oblivion:Harrow|Harrow]] (you may not want to drop small, difficult-to-find items like keys).  You can then pick everything up the moment after you agree to hand everything over.  This allows you to enter the next section fully equipped without blowing your cover.  You will still need to loot Harrow later in order to retrieve your gold and any other items you allowed him to take.&lt;br /&gt;
* You can subsequently pickpocket Harrow to retrieve some items. Zero-weight permanent bound items are perfect candidates, since detection is influenced by item weight.&lt;br /&gt;
* You can obtain some replacement equipment from the storage room at the far end of the Shrine Antechamber. You should drop a few lockpicks before speaking to Harrow (and pick them up after you give him your equipment) because this room is locked. Even if you do not give your equipment to Harrow, a visit here is recommended because it has some nice loot.&lt;br /&gt;
* You can also walk up to Harrow and let him see you.  Then when he starts walking towards you, start walking backwards and back out the door.  He will stop at the entrance to the door and start walking back to his position.  While he is walking back you can go around him and go through the door without having to give up your stuff.&lt;br /&gt;
&lt;br /&gt;
===The Ritual===&lt;br /&gt;
There are two main options here, largely dictated by whether or not you turned over your equipment when you entered the shrine.&lt;br /&gt;
&lt;br /&gt;
====If You Handed Over Your Equipment==== &lt;br /&gt;
Harrow will lead you to a ceremony, which is already in progress, directed by [[Oblivion:Mankar Camoran|Mankar Camoran]] himself. After a short speech, Mankar will disappear into a magical portal to [[Oblivion:Mankar Camoran's Paradise|Paradise]], his realm; unfortunately he will also take the [[Oblivion:Amulet of Kings|Amulet of Kings]] with him.  It is impossible to kill Mankar at this point, because he is flagged as essential.  It is not even possible to try to pickpocket the Amulet from him because he is also flagged as a &amp;quot;ghost&amp;quot; meaning you cannot interact with him in any way.  Trying to obstruct the quest at this stage can lead to a serious [[#Bugs|bug]] later, so it's best to just let Mankar escape.&lt;br /&gt;
&lt;br /&gt;
Once Mankar gets away, a quest message will pop up to inform you that your new target should be the '''''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''''', because it may aid you and Martin in retrieving the Amulet. At this point you will be introduced as a new Initiate to [[Oblivion:Ruma Camoran|Ruma Camoran]], Mankar's daughter and she will ask you to perform a ritual sacrifice of [[Oblivion:Jeelius|Jeelius]], an Argonian priest. You may choose to agree or refuse to perform it. If you refuse, the cultists will immediately turn on you. Since you are weaponless and vastly outnumbered, this will be a very difficult battle. You have several choices at this point:&lt;br /&gt;
&lt;br /&gt;
* Once you have the knife for the ceremony, you can wander around unbothered until you find Harrow among the worshippers. Simply use the dagger to kill him, then search the body for your items.&lt;br /&gt;
* Kill Jeelius, which will allow you to wait until things cool off a bit before stealing the book.  Although you are now part of the Mythic Dawn, you cannot get out of the cave until you take the Mysterium Xarxes.  Wait for one hour, which will allow the whole room to clear out except for Harrow, Ruma Camoran, and one additional guard (who stands behind the altar area).  Then proceed to grab the book, [[#Fighting the Cultists|attack those three]] and escape, fighting any other cultists along the way.&lt;br /&gt;
* Agree to the sacrifice (for now at least). Go to the podium and pick up the silver dagger.  Then grab the Mysterium Xarxes and run for it. You'll need to keep running all the way through the Shrine Living Quarters (avoiding many cultists along the way).  You won't be safe until you make it out of the caverns.&lt;br /&gt;
* If you are powerful enough to deal with the cultists, you can refuse to make the sacrifice, or even free Jeelius.&lt;br /&gt;
** If you want to save Jeelius, note that picking up the Mysterium Xarxes will cause the statue of Dagon to collapse on top of him.  See [[#Jeelius|Jeelius]] for tips on how to help him survive.&lt;br /&gt;
** See [[#Fighting the Cultists|Fighting the Cultists]] for tips on how to survive the ensuing fight.&lt;br /&gt;
* If your sneak skill is high enough, you can pickpocket your best items from Harrow and then use those items to kill him and take the rest of your stuff back, making the rest of the battle easier.&lt;br /&gt;
* Another way is to pickpocket some lockpicks from Harrow and use them to open the door at the end of the hall outside the Shrine. You will find a basement with some scrolls, potions and weapons which will make it a lot easier when you attack.&lt;br /&gt;
&lt;br /&gt;
====If You Blew Your Cover====&lt;br /&gt;
If you refused to turn over your equipment in the first place, you will need to kill Harrow (and the doorkeeper if he runs in). Fight and sneak your way through the antechamber and into the main ''Dagon Shrine'', where the ceremony led by Mankar Camoran is going on. Your quest should update with your new target: the Mysterium Xarxes. Fight your way to it. Taking it will collapse the statue, close the entrance and open a new exit through the cult's living quarters. Using this method allows you to take followers into the shrine with you.&lt;br /&gt;
&lt;br /&gt;
===Fighting the Cultists===&lt;br /&gt;
In most cases, you will end up having to fight your way through many Mythic Dawn cultists.&lt;br /&gt;
* By choosing opportune times to start fighting, you can reduce the number of cultists you will need to fight.  In particular, most of the cultists will leave the shrine area if you wait for a while (the shadows on the upper level of the shrine area are good areas to hide while waiting).&lt;br /&gt;
* If you are outnumbered by cultists at the shrine, you can stand under the statue of [[Lore:Mehrunes_Dagon|Mehrunes Dagon]].  When the cultists are under it with you, run and grab the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''. This will cause the statue to collapse on top of them, killing most of them instantly.&lt;br /&gt;
* To avoid being cornered by multiple cultists, keep moving at all times.&lt;br /&gt;
* Use area-effect staves/spells to damage as many people at once as possible.&lt;br /&gt;
* If your [[Oblivion:Conjuration|conjuration]] is at least at an apprentice level, you can summon some [[Oblivion:Bound_Armor|bound armor]] and a [[Oblivion:Bound_Weapon|bound weapon]] for extra protection against the cultists, as well as a [[Oblivion:Summon|summoned daedra or undead creature]] to help fight them.&lt;br /&gt;
* If you're playing as a stealthy [[Oblivion:Archer#Archer|archer]], you can sneak to the far upper-right corner and play sniper from a perch. It will take a significant amount of time for the cultists to run all the way around and up to reach you. You could potentially pick many of them off with [[Oblivion:Poison#Notes_on_Using_Poisoned_Weapons|poisoned arrows]] by the time they realize what's going on and begin to move in.&lt;br /&gt;
* If you sneak up undetected on a cultist and cast a [[Oblivion:Frenzy|Frenzy]] spell, they will begin attacking each other. This can make it significantly easier on the player because, as you never attacked directly, your cover will not be blown and one or more cultists will end up dead in the fight.&lt;br /&gt;
&lt;br /&gt;
===Jeelius===&lt;br /&gt;
Helping [[Oblivion:Jeelius|Jeelius]] to survive this quest can be challenging (although optional).&lt;br /&gt;
&lt;br /&gt;
One challenge is avoiding his death when the statue of Mehrunes Dagon collapses on top of him.  If you free him before taking the Mysterium Xarxes then the statue will not collapse on top of him: however, you cannot access the Living Quarters until you have the book, so this option makes it impossible to purge that area before he gets there.  Otherwise, as soon as you grab the book, you can rush to stand over Jeelius, deflecting some of the statue, and casting protection and [[Oblivion:Restore Health|healing]] spells on him when necessary.  Similarly, casting a short duration custom spell on him combining shield, fortify endurance, and fortify health can make him tough enough to survive the statue falling. Also, casting a destruction spell with an area effect on the falling statue may deflect most large chunks. Alternatively, cast Chameleon on self and Invisibility on the Argonian. Free him and he will run away, hiding in some corner. Now grab the book and the statue will collapse on the empty altar.&lt;br /&gt;
&lt;br /&gt;
As soon as you free Jeelius, he will run towards the exit, avoiding as many guards as he can. However, he will always take the long path through the Living Quarters, even if the (much shorter) route via the Antechamber is still accessible. Jeelius is able to cast a few randomly-determined spells, so he might be able to heal himself and should be able to attack the cultists with a destruction spell.  However, he will die if he gets cornered.  Trying to follow Jeelius can make things worse because it just attracts more cultists than if he tries to flee alone.  If you do try to follow Jeelius, be prepared to use many healing (or even [[Oblivion:Shield|defensive]]) spells on him.&lt;br /&gt;
&lt;br /&gt;
To guarantee Jeelius's survival, you can delay freeing him until after you have gone through all of the Living Quarters and killed all of the cultists.  Then return to the shrine, release him, and accompany him out through the empty corridors. This may take several attempts due to the statue falling.&lt;br /&gt;
&lt;br /&gt;
If you escort Jeelius through the caves, he will thank you once you get outside and introduce himself as Jeelius from the [[Oblivion:Temple of the One|Temple of the One]] in the Imperial City.  If he survives, you can go to the Temple Of the One a few days later and he will give you [[Oblivion:Free Skill Boosts|free one-point skill boosts]] in Alchemy, Mysticism, and Restoration, provided they are below 90.&lt;br /&gt;
&lt;br /&gt;
===Escaping from the Caverns===&lt;br /&gt;
No matter which option you choose, you will end up leaving the ''Dagon Shrine'' area through the door on the north side of the shrine, leading to the ''Shrine Living Quarters''.  This door does not unlock until you take the Mysterium Xarxes, at which point the door you entered through also locks.&lt;br /&gt;
&lt;br /&gt;
There are many cultists (as many as 15) in the living quarters, all of whom have to be killed or avoided to make it out.  Taking the time to check the chests and other containers can be worthwhile, because they may contain good loot but if taken, they are considered 'stolen' even though there is no 'red-handed' indication.&lt;br /&gt;
&lt;br /&gt;
Once you make it through to the first zone, ''Lake Arrius Caverns'', your way is blocked by a &amp;quot;Rock Wall&amp;quot;.  The turn handle to activate the Rock Wall is located at the start of the tunnel, in the same room.&lt;br /&gt;
&lt;br /&gt;
===Return to the Temple===&lt;br /&gt;
When you finally make it outside, head towards Cloud Ruler Temple with the Mysterium Xarxes. Martin may be found in the Great Hall of the Temple, and he will take the Mysterium Xarxes. He believes it may hold the key to opening a portal to find Camoran, but he will need some time to safely study it.&lt;br /&gt;
&lt;br /&gt;
== Alternative Scenarios ==&lt;br /&gt;
There are a few less common options that some players may choose to use to get through this quest.&lt;br /&gt;
&lt;br /&gt;
=== Stashing Your Equipment ===&lt;br /&gt;
If you want to avoid giving your equipment to Harrow without dropping everything on the ground, you need to create a container where you can stash everything.  This is possible if you are not averse to killing a [[Oblivion:Followers|follower]] and have obtained one who you are willing to sacrifice.  Kill the follower just before talking to Harrow and place all your items in the body.  Talk to Harrow, then go back and get your items.  The advantage of this method is that if you have a large number of items (especially small ones, like keys), you can simply &amp;quot;take all&amp;quot;, rather than trying to drop then find everything. One method for this is if you completed the [[Oblivion:Mages Guild|Mages Guild]] questline, and have the [[Oblivion:Staff of Worms|Staff of Worms]]. You can reanimate a dead NPC and get them to follow you in. The [[Oblivion:Reanimate|Risen Flesh]] spell from the Shivering Isles quest [[Shivering:Ghosts of the Hill of Suicides|The Hill of Suicides]] works just as well. &lt;br /&gt;
&lt;br /&gt;
You may be able to get a creature to follow you in, instead of using a follower. Lure a bandit or troll (mountain lions won't go through doors) from the nearby [[Oblivion:Wind_Range_Camp|Wind Range Camp]] (slightly southeast) to the front of the cave. Run in, and kill them inside - the Doorkeeper will even help you!&lt;br /&gt;
&lt;br /&gt;
=== Sneak into the Antechamber ===&lt;br /&gt;
For fast and sneaky types at high levels, it is possible to sneak into the Antechamber without giving up your equipment or blowing your cover.&lt;br /&gt;
&lt;br /&gt;
Talk to the doorman and have him open the door to meet Harrow.  Switch into sneak mode.  As you pass the doorman on your way down the hallway he is triggered to harmlessly rattle off something.  Harrow will be walking towards you as you head down the hallway; making eye contact in proximity will trigger the dialogue sequence.  Immediately retreat back to the antechamber while remaining in sneak mode - if he gets too close, he will launch the conversation you are trying to avoid.  Harrow will follow near the doorman to a point, then turn around.  With his back to you, sprint (still sneaking) past him, open the door, and - still in possession of all your weapons and items - head to the main chamber where Camoran is giving his sermon.  &lt;br /&gt;
&lt;br /&gt;
Always in sneak mode ([[Oblivion:Chameleon|Chameleon]] helps too), wait for Camoran to finish his sermon and enter the gate.  Harrow enters the chamber and assumes the same position as if you had agreed to give him all your equipment.  The sequence plays out as if you joined the Mythic Dawn, without the alarms that are raised by all the killings required for the &amp;quot;You Blew Your Cover&amp;quot; option.  After Camoran leaves, Harrow will track you down as per the script - avoid him!  Eventually Ruma Camoran will also nonchalantly pursue, looking to get your thoughts on killing the lizard.  Lure them both to the elevated position next to the door you originally entered and kill them.  This goes unnoticed by the other followers who then file past through the door you entered as if everything went as planned; leaving you in the main chamber with all your equipment and an undisturbed Jeelius and Mysterium Xarxes!  From here the story varies, but the eventual outcome is that you kill everyone, collect the loot and free Jeelius.  &lt;br /&gt;
&lt;br /&gt;
In this scenario, it is possible for the Mythic Dawn agents in the shrine room to become hostile if you kill Ruma, even if there is no way they could have seen you. This does not happen if you kill Harrow. A way around this is to lead both Ruma and Harrow to a secluded ledge and kill Harrow from afar first, preferably in one hit while in sneak mode, so he does not initiate his dialogue. Then if you allow Ruma to come to you, she will not talk with you, but go hostile when she gets within talking distance after the death of her fellow cultist. If you kill Ruma after she becomes hostile, the Mythic Dawn agents will continue to act as if nothing has happened.&lt;br /&gt;
&lt;br /&gt;
=== Easy Alternative for Sneaky Characters ===&lt;br /&gt;
Follow the script until Ruma asks you to sacrifice Jeelius, the Argonian. Agree for now. Pick up the silver dagger near Jeelius, taking care not to pick up the Mysterium Xarxes which lies nearby. Now instead of killing Jeelius, go into sneak mode and head towards the shadows at the far end of the hall in front of the statue. Harrow follows but as you are in sneak mode, he doesn't see you. Make sure that he is also standing in the shadows then sneak towards him and kill him. Just make sure that you kill him in a single strike, otherwise a battle will commence.&lt;br /&gt;
&lt;br /&gt;
Recover your equipment from him and then wait for some time. Six or seven Mythic Dawn agents will leave the chamber. After they have left, stealthily take care of the remaining guards in the chamber and then attack Ruma. Grab the Mysterium Xarxes and make a silent retreat through the living quarters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The front cover of ''Oblivion'''s game box is also the cover of the Mysterium Xarxes.&lt;br /&gt;
* [[Oblivion:Followers|Followers]] who accompany you into the caverns will kill the Mythic Dawn members for you, preventing you from having to blow your cover up until the point when you have to pick up the Mysterium Xarxes.&lt;br /&gt;
* After your escape from the shrine, [[Oblivion:Mythic Dawn Agents|Mythic Dawn agents]] will now attack you on sight (due to a scripted [[Oblivion:Factions_M#Mythic Dawn|faction-wide]] disposition decrease when you pick up the Mysterium Xarxes). Some agents are posing as townsfolk. Your only warning will be a scream, ''&amp;quot;For Lord Dagon!&amp;quot;'', before they summon their Daedric armor and attack you in the street. However, it is usually easy enough to find a guard to cut them down for you, and the townsfolk will help as well.  &lt;br /&gt;
* When you complete this quest, the Oblivion crisis escalates:&lt;br /&gt;
** The chances that a random [[Oblivion:Oblivion Gates|Oblivion Gate]] will appear reach the maximum level at any point during the game: the number of possible random gates increases to 50 (from 25), and the chance of a gate opening when you enter its cell increases to 50% (from 25%).&lt;br /&gt;
** Seven [[Oblivion:Oblivion Gates#Fixed Gates|fixed gates]] open, one outside of each city (except [[Oblivion:Kvatch|Kvatch]] and the Imperial City).  These gates are part of the [[Oblivion:Allies for Bruma|Allies for Bruma]] quest.  When asked about their city, [[Oblivion:NPCs|NPCs]] will mention the Oblivion Gate outside their walls.&lt;br /&gt;
** A fixed gate also opens near [[Oblivion:Fort Sutch|Fort Sutch]], which is part of the non-journal quest [[Oblivion:Attack on Fort Sutch|Attack on Fort Sutch]].&lt;br /&gt;
** The only Oblivion Gates that remain inaccessible after this quest are the two quest-specific gates outside [[Oblivion:Bruma|Bruma]]: the [[Oblivion:Bruma Gate|Bruma Gate]] and the [[Oblivion:Great Gate|Great Gate]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|On rare occasions, Mankar will not go through the portal to Paradise, possibly because the player tried to prevent him from escaping.  Although this does not cause any immediate problems, this will later make it impossible to complete the [[Oblivion:Paradise|Paradise]] quest (even on the PC, it is quite tricky to recover from this glitch).  Basically, Mankar ends up permanently trapped in Tamriel as an unkillable character - you cannot even interact with him because of his ghost setting. In the later stages of the main quest he is quite ironically stuck in the headquarters of his mortal enemies: Cloud Ruler Temple's Great Hall, near the fireplace and the eventual Paradise portal.  Therefore, it is best to not try to interfere with Mankar's scripted actions during this quest.  If, for whatever reason, Mankar Camoran is standing next to the shrine after everyone has been killed, it is advisable to reload an earlier save and redo this quest.|UOP}}&lt;br /&gt;
** This bug can also be caused by attacking any of the acolytes while Mankar is still giving his speech, then quickly returning to the previous room. Specifically, one otherwise smart strategy would be to shoot one of the acolytes with an arrow from atop the ledge, then exit to the previous room, in order to lure that individual so that you can pick them off one-by-one. When you return to the altar, however, you will immediately get the message that Mankar has escaped, even though he is still standing there. This can easily be avoided by waiting until after he has finished his speech and passed through the portal before attacking any of the followers.&lt;br /&gt;
{{Bug|When Harrow takes all your equipment, it may trigger the [[Oblivion:Exploitable Glitches#Permanent Effects from Quest Items|Permanent Effects from Quest Items]] glitch.}}&lt;br /&gt;
{{Bug|If you happen to be in [[Oblivion:100% Chameleon|100% Chameleon]] when you pick up the Mysterium Xarxes, you might notice how not all of the cultists will turn hostile. The same applies for when you leave the cave; the Mythic Dawn agents in the cities will continue to act like normal citizens.}}&lt;br /&gt;
{{Bug|When handing your items over to Harrow, the game will crash if you are wearing [[Oblivion:Bound Armor|Bound Armor]]. This does not include items made with the [[Oblivion:Exploitable Glitches#Permanent_Bound_Items|permanent bound armor glitch]].}}&lt;br /&gt;
{{Patched 1.1.511}}&lt;br /&gt;
{{Bug|The Mysterium Xarxes will count as a [[Oblivion:Crime#Stealing|stolen item]] in your statistics.  However, it is impossible to complete the main quest without committing theft, and in any case it has no effect on the game whatsoever, as guards cannot take it away (it's a quest item), and you do not get a bounty.|UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I have followed the clues hidden in the four volumes written by Mankar Camoran to a gravestone in Green Emperor Way. At noon, a map of Cyrodiil appeared on the gravestone, with the location of the Mythic Dawn's shrine marked on it. I need to find my way into the shrine and locate the Amulet of Kings.&lt;br /&gt;
|20||I have arrived at Lake Arrius Caverns. The secret Mythic Dawn shrine must be somewhere inside.&lt;br /&gt;
|30||I have passed the first hurdle. The Mythic Dawn guard has let me into the secret shrine. Now to locate the Amulet of Kings.&lt;br /&gt;
|40||Harrow, the Warden of the Shrine, accepted me as an initiate into the Mythic Dawn cult. I was required to give him all my possessions and dress in an initiate's robe. He said that the Master, Mankar Camoran himself, is here at the shrine, and might perform my initiation himself. I should follow Harrow and see if he leads me to Mankar Camoran and the Amulet of Kings. &lt;br /&gt;
|41||My cover is blown. The Mythic Dawn know I am an enemy. I must reach the inner shrine and locate the Amulet of Kings.&lt;br /&gt;
|45||{{Quest Comment|Trigger for Mankar to start speech}}&lt;br /&gt;
|46||{{Quest Comment|Player starts combat before Mankar speech is done}}&lt;br /&gt;
|48||{{Quest Comment|Mankar Camoran speech finished}}&lt;br /&gt;
|49||{{Quest Comment|Mankar has left the building}}&lt;br /&gt;
|50||Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple. {{Quest Comment|If the player has already grabbed the Mysterium Xarxes}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But the Mysterium Xarxes itself is here in the shrine. I must get the Mysterium Xarxes. It is my only hope of finding a way to recover the Amulet now. {{Quest Comment|If the player does not have the Mysterium Xarxes}}&lt;br /&gt;
|51||{{Quest Comment|The player is discovered trying to get the Mysterium Xarxes}}&lt;br /&gt;
|60||I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple.&lt;br /&gt;
|70||I have escaped with the Mysterium Xarxes. Now to deliver it to Martin at Cloud Ruler Temple.&lt;br /&gt;
|80||{{Quest Comment|Player has spoken to Jauffre}}&lt;br /&gt;
|100|fin|{{Quest Comment|Oblivion Crisis escalates}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968527</id>
		<title>Oblivion:Dagon Shrine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968527"/>
		<updated>2012-06-12T22:59:28Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Given after the completion of [[Oblivion:The Path of Dawn|The Path of Dawn]] at [[Oblivion:Green Emperor Way|Green Emperor Way]]&lt;br /&gt;
|Icon=OB-qico-DagonShrine.png&lt;br /&gt;
|Reward=Progress in story line&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
|Loc=[[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]]&lt;br /&gt;
|Image=OB-Img-DagonShrine.jpg&lt;br /&gt;
|ImgDesc=Come for the speech, stay for the sacrifices.&lt;br /&gt;
|ID=MQ06&lt;br /&gt;
|description=Find, and infiltrate the [[Oblivion:Mythic Dawn|Mythic Dawn's]] [[Oblivion:Lake Arrius Caverns|shrine]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Travel to the secret [[Oblivion:Mythic Dawn|Mythic Dawn]] shrine in Lake Arrius Caverns.&lt;br /&gt;
# Steal the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''.&lt;br /&gt;
# Return to [[Oblivion:Brother Martin|Martin]] in the Great Hall of [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Travel to the Shrine===&lt;br /&gt;
You've finally been able to track down the location of Mythic Dawn's secret shrine to [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. The location, marked on your map, is in the northeastern part of the province at [[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]], just north of [[Oblivion:Cheydinhal|Cheydinhal]]. Unlike [[Oblivion:Weynon Priory (place)|Weynon Priory]] and [[Oblivion:Kvatch|Kvatch]], you cannot immediately fast travel to Lake Arrius unless you happen to have been there before.&lt;br /&gt;
&lt;br /&gt;
===Gaining Entry===&lt;br /&gt;
The [[Oblivion:Doorkeeper|Doorkeeper]] just inside the cavern will let you into the shrine without too much hassle. He says you should go and speak with [[Oblivion:Harrow|Harrow]], Warden of the Shrine of Dagon. Harrow will ask you to hand over all of your possessions (including all of your gold) and put on an Initiate's robe. If you refuse, you'll get a warning and another chance to don the robe.  If you follow Harrow's instructions, you temporarily become a member of the [[Oblivion:Mythic Dawn|Mythic Dawn]] and you are allowed to follow Harrow into the shrine.&lt;br /&gt;
&lt;br /&gt;
At any point, you can refuse to co-operate and instead fight your way in.  You will be told that your cover has been blown.  You will then need to fight your way through the entire shrine, killing all the cultists you meet. You can choose whatever option is better suited to your character's strengths. If you are a stealthy character - or just really good at running - playing along with the Cult may be advantageous. Strong fighters may have an easier time simply marching in fully armed and cutting down everything in their path.&lt;br /&gt;
&lt;br /&gt;
There are a few strategies for coping with Harrow taking all your equipment:&lt;br /&gt;
* Harrow will not take any quest items that you may have in your inventory.  Therefore having weapons such as the [[Oblivion:Blade of Woe|Blade of Woe]], [[Oblivion:Umbra_(sword)|Umbra]], the [[Oblivion:Honorblade of Chorrol|Honorblade of Chorrol]], or even the weapons shipment from [[Oblivion:The Desolate Mine (quest)|The Desolate Mine]] can be advantageous.&lt;br /&gt;
* You can drop most of your equipment on the ground just before speaking to [[Oblivion:Harrow|Harrow]] (you may not want to drop small, difficult-to-find items like keys).  You can then pick everything up the moment after you agree to hand everything over.  This allows you to enter the next section fully equipped without blowing your cover.  You will still need to loot Harrow later in order to retrieve your gold and any other items you allowed him to take.&lt;br /&gt;
* You can subsequently pickpocket Harrow to retrieve some items. Zero-weight permanent bound items are perfect candidates, since detection is influenced by item weight.&lt;br /&gt;
* You can obtain some replacement equipment from the storage room at the far end of the Shrine Antechamber. You should drop a few lockpicks before speaking to Harrow (and pick them up after you give him your equipment) because this room is locked. Even if you do not give your equipment to Harrow, a visit here is recommended because it has some nice loot.&lt;br /&gt;
* You can also walk up to Harrow and let him see you.  Then when he starts walking towards you, start walking backwards and back out the door.  He will stop at the entrance to the door and start walking back to his position.  While he is walking back you can go around him and go through the door without having to give up your stuff.&lt;br /&gt;
&lt;br /&gt;
===The Ritual===&lt;br /&gt;
There are two main options here, largely dictated by whether or not you turned over your equipment when you entered the shrine.&lt;br /&gt;
&lt;br /&gt;
====If You Handed Over Your Equipment==== &lt;br /&gt;
Harrow will lead you to a ceremony, which is already in progress, directed by [[Oblivion:Mankar Camoran|Mankar Camoran]] himself. After a short speech, Mankar will disappear into a magical portal to [[Oblivion:Mankar Camoran's Paradise|Paradise]], his realm; unfortunately he will also take the [[Oblivion:Amulet of Kings|Amulet of Kings]] with him.  It is impossible to kill Mankar at this point, because he is flagged as essential.  It is not even possible to try to pickpocket the Amulet from him because he is also flagged as a &amp;quot;ghost&amp;quot; meaning you cannot interact with him in any way.  Trying to obstruct the quest at this stage can lead to a serious [[#Bugs|bug]] later, so it's best to just let Mankar escape.&lt;br /&gt;
&lt;br /&gt;
Once Mankar gets away, a quest message will pop up to inform you that your new target should be the '''''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''''', because it may aid you and Martin in retrieving the Amulet. At this point you will be introduced as a new Initiate to [[Oblivion:Ruma Camoran|Ruma Camoran]], Mankar's daughter and she will ask you to perform a ritual sacrifice of [[Oblivion:Jeelius|Jeelius]], an Argonian priest. You may choose to agree or refuse to perform it. If you refuse, the cultists will immediately turn on you. Since you are weaponless and vastly outnumbered, this will be a very difficult battle. You have several choices at this point:&lt;br /&gt;
&lt;br /&gt;
* Once you have the knife for the ceremony, you can wander around unbothered until you find Harrow among the worshippers. Simply use the dagger to kill him, then search the body for your items.&lt;br /&gt;
* Kill Jeelius, which will allow you to wait until things cool off a bit before stealing the book.  Although you are now part of the Mythic Dawn, you cannot get out of the cave until you take the Mysterium Xarxes.  Wait for one hour, which will allow the whole room to clear out except for Harrow, Ruma Camoran, and one additional guard (who stands behind the altar area).  Then proceed to grab the book, [[#Fighting the Cultists|attack those three]] and escape, fighting any other cultists along the way.&lt;br /&gt;
* Agree to the sacrifice (for now at least). Go to the podium and pick up the silver dagger.  Then grab the Mysterium Xarxes and run for it. You'll need to keep running all the way through the Shrine Living Quarters (avoiding many cultists along the way).  You won't be safe until you make it out of the caverns.&lt;br /&gt;
* If you are powerful enough to deal with the cultists, you can refuse to make the sacrifice, or even free Jeelius.&lt;br /&gt;
** If you want to save Jeelius, note that picking up the Mysterium Xarxes will cause the statue of Dagon to collapse on top of him.  See [[#Jeelius|Jeelius]] for tips on how to help him survive.&lt;br /&gt;
** See [[#Fighting the Cultists|Fighting the Cultists]] for tips on how to survive the ensuing fight.&lt;br /&gt;
* If your sneak skill is high enough, you can pickpocket your best items from Harrow and then use those items to kill him and take the rest of your stuff back, making the rest of the battle easier.&lt;br /&gt;
* Another way is to pickpocket some lockpicks from Harrow and use them to open the door at the end of the hall outside the Shrine. You will find a basement with some scrolls, potions and weapons which will make it a lot easier when you attack.&lt;br /&gt;
&lt;br /&gt;
====If You Blew Your Cover====&lt;br /&gt;
If you refused to turn over your equipment in the first place, you will need to kill Harrow (and the doorkeeper if he runs in). Fight and [[Oblivion:Sneak|sneak]] your way through the [[Oblivion:Lake_Arrius_Caverns#Zone_2:_Shrine_Antechamber|antechamber]] and into the main ''Dagon Shrine'', where the ceremony led by Mankar Camoran is going on. Your quest should update with your new target: the Mysterium Xarxes. Fight your way to it. Taking it will collapse the statue, close the entrance and open a new exit through the cult's living quarters. Using this method allows you to take followers into the shrine with you.&lt;br /&gt;
&lt;br /&gt;
===[[Oblivion:Combat|Fighting]] the [[Oblivion:Mythic Dawn|Cultists]]===&lt;br /&gt;
In most cases, you will end up having to fight your way through many Mythic Dawn cultists.&lt;br /&gt;
* By choosing opportune times to start fighting, you can reduce the number of cultists you will need to fight.  In particular, most of the cultists will leave the shrine area if you wait for a while (the shadows on the upper level of the shrine area are good areas to hide while waiting).&lt;br /&gt;
* If you are outnumbered by cultists at the shrine, you can stand under the statue of [[Lore:Mehrunes_Dagon|Mehrunes Dagon]].  When the cultists are under it with you, run and grab the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''. This will cause the statue to collapse on top of them, killing most of them instantly.&lt;br /&gt;
* To avoid being cornered by multiple cultists, keep moving at all times.&lt;br /&gt;
* Use area-effect staves/spells to damage as many people at once as possible.&lt;br /&gt;
* If your conjuration is at least at an apprentice level, you can summon some bound armor and a bound weapon for extra protection against the cultists, as well as a summoned daedra or undead creature to help fight them.&lt;br /&gt;
* If you're playing as a stealthy archer, you can sneak to the far upper-right corner and play sniper from a perch. It will take a significant amount of time for the cultists to run all the way around and up to reach you. You could potentially pick many of them off with poisoned arrows by the time they realize what's going on and begin to move in.&lt;br /&gt;
* If you sneak up undetected on a cultist and cast a [[Oblivion:Frenzy|Frenzy]] spell, they will begin attacking each other. This can make it significantly easier on the player because, as you never attacked directly, your cover will not be blown and one or more cultists will end up dead in the fight.&lt;br /&gt;
&lt;br /&gt;
===Jeelius===&lt;br /&gt;
Helping [[Oblivion:Jeelius|Jeelius]] to survive this quest can be challenging (although optional).&lt;br /&gt;
&lt;br /&gt;
One challenge is avoiding his death when the statue of Mehrunes Dagon collapses on top of him.  If you free him before taking the Mysterium Xarxes then the statue will not collapse on top of him: however, you cannot access the Living Quarters until you have the book, so this option makes it impossible to purge that area before he gets there.  Otherwise, as soon as you grab the book, you can rush to stand over Jeelius, deflecting some of the statue, and casting protection and [[Oblivion:Restore Health|healing]] spells on him when necessary.  Similarly, casting a short duration custom spell on him combining shield, fortify endurance, and fortify health can make him tough enough to survive the statue falling. Also, casting a destruction spell with an area effect on the falling statue may deflect most large chunks. Alternatively, cast Chameleon on self and Invisibility on the Argonian. Free him and he will run away, hiding in some corner. Now grab the book and the statue will collapse on the empty altar.&lt;br /&gt;
&lt;br /&gt;
As soon as you free Jeelius, he will run towards the exit, avoiding as many guards as he can. However, he will always take the long path through the Living Quarters, even if the (much shorter) route via the Antechamber is still accessible. Jeelius is able to cast a few randomly-determined spells, so he might be able to heal himself and should be able to attack the cultists with a destruction spell.  However, he will die if he gets cornered.  Trying to follow Jeelius can make things worse because it just attracts more cultists than if he tries to flee alone.  If you do try to follow Jeelius, be prepared to use many healing (or even [[Oblivion:Shield|defensive]]) spells on him.&lt;br /&gt;
&lt;br /&gt;
To guarantee Jeelius's survival, you can delay freeing him until after you have gone through all of the Living Quarters and killed all of the cultists.  Then return to the shrine, release him, and accompany him out through the empty corridors. This may take several attempts due to the statue falling.&lt;br /&gt;
&lt;br /&gt;
If you escort Jeelius through the caves, he will thank you once you get outside and introduce himself as Jeelius from the [[Oblivion:Temple of the One|Temple of the One]] in the Imperial City.  If he survives, you can go to the Temple Of the One a few days later and he will give you [[Oblivion:Free Skill Boosts|free one-point skill boosts]] in Alchemy, Mysticism, and Restoration, provided they are below 90.&lt;br /&gt;
&lt;br /&gt;
===Escaping from the Caverns===&lt;br /&gt;
No matter which option you choose, you will end up leaving the [[Oblivion:Lake_Arrius_Caverns#Dagon_Shrine|''Dagon Shrine'']] area through the door on the north side of the shrine, leading to the [[Oblivion:Lake_Arrius_Caverns#Shrine_Living_Quarters|''Shrine Living Quarters'']].  This door does not unlock until you take the Mysterium Xarxes, at which point the door you entered through also locks.&lt;br /&gt;
&lt;br /&gt;
There are many [[Oblivion:Mythic Dawn|cultists]] (as many as 15) in the living quarters, all of whom have to be killed or avoided to make it out.  Taking the time to check the chests and other containers can be worthwhile, because they may contain good loot but if taken, they are considered 'stolen' even though there is no 'red-handed' indication.&lt;br /&gt;
&lt;br /&gt;
Once you make it through to the first zone, [[Oblivion:Lake_Arrius_Caverns#Lake_Arrius_Caverns|''Lake Arrius Caverns'']], your way is blocked by a &amp;quot;Rock Wall&amp;quot;.  The turn handle to activate the Rock Wall is located at the start of the tunnel, in the same room.&lt;br /&gt;
&lt;br /&gt;
===Return to the Temple===&lt;br /&gt;
When you finally make it outside, head towards Cloud Ruler Temple with the Mysterium Xarxes. Martin may be found in the Great Hall of the Temple, and he will take the Mysterium Xarxes. He believes it may hold the key to opening a portal to find Camoran, but he will need some time to safely study it.&lt;br /&gt;
&lt;br /&gt;
== Alternative Scenarios ==&lt;br /&gt;
There are a few less common options that some players may choose to use to get through this quest.&lt;br /&gt;
&lt;br /&gt;
=== Stashing Your Equipment ===&lt;br /&gt;
If you want to avoid giving your equipment to Harrow without dropping everything on the ground, you need to create a container where you can stash everything.  This is possible if you are not averse to killing a [[Oblivion:Followers|follower]] and have obtained one who you are willing to sacrifice.  Kill the follower just before talking to Harrow and place all your items in the body.  Talk to Harrow, then go back and get your items.  The advantage of this method is that if you have a large number of items (especially small ones, like keys), you can simply &amp;quot;take all&amp;quot;, rather than trying to drop then find everything. One method for this is if you completed the [[Oblivion:Mages Guild|Mages Guild]] questline, and have the [[Oblivion:Staff of Worms|Staff of Worms]]. You can reanimate a dead NPC and get them to follow you in. The [[Oblivion:Reanimate|Risen Flesh]] spell from the Shivering Isles quest [[Shivering:Ghosts of the Hill of Suicides|The Hill of Suicides]] works just as well. &lt;br /&gt;
&lt;br /&gt;
You may be able to get a creature to follow you in, instead of using a follower. Lure a bandit or troll (mountain lions won't go through doors) from the nearby [[Oblivion:Wind_Range_Camp|Wind Range Camp]] (slightly southeast) to the front of the cave. Run in, and kill them inside - the Doorkeeper will even help you!&lt;br /&gt;
&lt;br /&gt;
=== Sneak into the Antechamber ===&lt;br /&gt;
For fast and sneaky types at high levels, it is possible to sneak into the Antechamber without giving up your equipment or blowing your cover.&lt;br /&gt;
&lt;br /&gt;
Talk to the doorman and have him open the door to meet Harrow.  Switch into sneak mode.  As you pass the doorman on your way down the hallway he is triggered to harmlessly rattle off something.  Harrow will be walking towards you as you head down the hallway; making eye contact in proximity will trigger the dialogue sequence.  Immediately retreat back to the antechamber while remaining in sneak mode - if he gets too close, he will launch the conversation you are trying to avoid.  Harrow will follow near the doorman to a point, then turn around.  With his back to you, sprint (still sneaking) past him, open the door, and - still in possession of all your weapons and items - head to the main chamber where Camoran is giving his sermon.  &lt;br /&gt;
&lt;br /&gt;
Always in sneak mode ([[Oblivion:Chameleon|Chameleon]] helps too), wait for Camoran to finish his sermon and enter the gate.  Harrow enters the chamber and assumes the same position as if you had agreed to give him all your equipment.  The sequence plays out as if you joined the Mythic Dawn, without the alarms that are raised by all the killings required for the &amp;quot;You Blew Your Cover&amp;quot; option.  After Camoran leaves, Harrow will track you down as per the script - avoid him!  Eventually Ruma Camoran will also nonchalantly pursue, looking to get your thoughts on killing the lizard.  Lure them both to the elevated position next to the door you originally entered and kill them.  This goes unnoticed by the other followers who then file past through the door you entered as if everything went as planned; leaving you in the main chamber with all your equipment and an undisturbed Jeelius and Mysterium Xarxes!  From here the story varies, but the eventual outcome is that you kill everyone, collect the loot and free Jeelius.  &lt;br /&gt;
&lt;br /&gt;
In this scenario, it is possible for the Mythic Dawn agents in the shrine room to become hostile if you kill Ruma, even if there is no way they could have seen you. This does not happen if you kill Harrow. A way around this is to lead both Ruma and Harrow to a secluded ledge and kill Harrow from afar first, preferably in one hit while in sneak mode, so he does not initiate his dialogue. Then if you allow Ruma to come to you, she will not talk with you, but go hostile when she gets within talking distance after the death of her fellow cultist. If you kill Ruma after she becomes hostile, the Mythic Dawn agents will continue to act as if nothing has happened.&lt;br /&gt;
&lt;br /&gt;
=== Easy Alternative for Sneaky Characters ===&lt;br /&gt;
Follow the script until Ruma asks you to sacrifice [[Oblivion:Jeelius|Jeelius]], the Argonian. Agree for now. Pick up the silver dagger near Jeelius, taking care not to pick up the Mysterium Xarxes which lies nearby. Now instead of killing Jeelius, go into sneak mode and head towards the shadows at the far end of the hall in front of the statue. Harrow follows but as you are in sneak mode, he doesn't see you. Make sure that he is also standing in the shadows then sneak towards him and kill him. Just make sure that you kill him in a single strike, otherwise a battle will commence.&lt;br /&gt;
&lt;br /&gt;
Recover your equipment from him and then wait for some time. Six or seven Mythic Dawn agents will leave the chamber. After they have left, stealthily take care of the remaining guards in the chamber and then attack Ruma. Grab the Mysterium Xarxes and make a silent retreat through the living quarters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The front cover of ''Oblivion'''s game box is also the cover of the Mysterium Xarxes.&lt;br /&gt;
* [[Oblivion:Followers|Followers]] who accompany you into the caverns will kill the Mythic Dawn members for you, preventing you from having to blow your cover up until the point when you have to pick up the Mysterium Xarxes.&lt;br /&gt;
* After your escape from the shrine, [[Oblivion:Mythic Dawn Agents|Mythic Dawn agents]] will now attack you on sight (due to a scripted [[Oblivion:Factions_M#Mythic Dawn|faction-wide]] disposition decrease when you pick up the Mysterium Xarxes). Some agents are posing as townsfolk. Your only warning will be a scream, ''&amp;quot;For Lord Dagon!&amp;quot;'', before they summon their Daedric armor and attack you in the street. However, it is usually easy enough to find a guard to cut them down for you, and the townsfolk will help as well.  &lt;br /&gt;
* When you complete this quest, the Oblivion crisis escalates:&lt;br /&gt;
** The chances that a random [[Oblivion:Oblivion Gates|Oblivion Gate]] will appear reach the maximum level at any point during the game: the number of possible random gates increases to 50 (from 25), and the chance of a gate opening when you enter its cell increases to 50% (from 25%).&lt;br /&gt;
** Seven [[Oblivion:Oblivion Gates#Fixed Gates|fixed gates]] open, one outside of each city (except [[Oblivion:Kvatch|Kvatch]] and the Imperial City).  These gates are part of the [[Oblivion:Allies for Bruma|Allies for Bruma]] quest.  When asked about their city, [[Oblivion:NPCs|NPCs]] will mention the Oblivion Gate outside their walls.&lt;br /&gt;
** A fixed gate also opens near [[Oblivion:Fort Sutch|Fort Sutch]], which is part of the non-journal quest [[Oblivion:Attack on Fort Sutch|Attack on Fort Sutch]].&lt;br /&gt;
** The only Oblivion Gates that remain inaccessible after this quest are the two quest-specific gates outside [[Oblivion:Bruma|Bruma]]: the [[Oblivion:Bruma Gate|Bruma Gate]] and the [[Oblivion:Great Gate|Great Gate]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|On rare occasions, Mankar will not go through the portal to Paradise, possibly because the player tried to prevent him from escaping.  Although this does not cause any immediate problems, this will later make it impossible to complete the [[Oblivion:Paradise|Paradise]] quest (even on the PC, it is quite tricky to recover from this glitch).  Basically, Mankar ends up permanently trapped in Tamriel as an unkillable character - you cannot even interact with him because of his ghost setting. In the later stages of the main quest he is quite ironically stuck in the headquarters of his mortal enemies: Cloud Ruler Temple's Great Hall, near the fireplace and the eventual Paradise portal.  Therefore, it is best to not try to interfere with Mankar's scripted actions during this quest.  If, for whatever reason, Mankar Camoran is standing next to the shrine after everyone has been killed, it is advisable to reload an earlier save and redo this quest.|UOP}}&lt;br /&gt;
** This bug can also be caused by attacking any of the acolytes while Mankar is still giving his speech, then quickly returning to the previous room. Specifically, one otherwise smart strategy would be to shoot one of the acolytes with an arrow from atop the ledge, then exit to the previous room, in order to lure that individual so that you can pick them off one-by-one. When you return to the altar, however, you will immediately get the message that Mankar has escaped, even though he is still standing there. This can easily be avoided by waiting until after he has finished his speech and passed through the portal before attacking any of the followers.&lt;br /&gt;
{{Bug|When Harrow takes all your equipment, it may trigger the [[Oblivion:Exploitable Glitches#Permanent Effects from Quest Items|Permanent Effects from Quest Items]] glitch.}}&lt;br /&gt;
{{Bug|If you happen to be in [[Oblivion:100% Chameleon|100% Chameleon]] when you pick up the Mysterium Xarxes, you might notice how not all of the cultists will turn hostile. The same applies for when you leave the cave; the Mythic Dawn agents in the cities will continue to act like normal citizens.}}&lt;br /&gt;
{{Bug|When handing your items over to Harrow, the game will crash if you are wearing [[Oblivion:Bound Armor|Bound Armor]]. This does not include items made with the [[Oblivion:Exploitable Glitches#Permanent_Bound_Items|permanent bound armor glitch]].}}&lt;br /&gt;
{{Patched 1.1.511}}&lt;br /&gt;
{{Bug|The Mysterium Xarxes will count as a [[Oblivion:Crime#Stealing|stolen item]] in your statistics.  However, it is impossible to complete the main quest without committing theft, and in any case it has no effect on the game whatsoever, as guards cannot take it away (it's a quest item), and you do not get a bounty.|UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I have followed the clues hidden in the four volumes written by Mankar Camoran to a gravestone in Green Emperor Way. At noon, a map of Cyrodiil appeared on the gravestone, with the location of the Mythic Dawn's shrine marked on it. I need to find my way into the shrine and locate the Amulet of Kings.&lt;br /&gt;
|20||I have arrived at Lake Arrius Caverns. The secret Mythic Dawn shrine must be somewhere inside.&lt;br /&gt;
|30||I have passed the first hurdle. The Mythic Dawn guard has let me into the secret shrine. Now to locate the Amulet of Kings.&lt;br /&gt;
|40||Harrow, the Warden of the Shrine, accepted me as an initiate into the Mythic Dawn cult. I was required to give him all my possessions and dress in an initiate's robe. He said that the Master, Mankar Camoran himself, is here at the shrine, and might perform my initiation himself. I should follow Harrow and see if he leads me to Mankar Camoran and the Amulet of Kings. &lt;br /&gt;
|41||My cover is blown. The Mythic Dawn know I am an enemy. I must reach the inner shrine and locate the Amulet of Kings.&lt;br /&gt;
|45||{{Quest Comment|Trigger for Mankar to start speech}}&lt;br /&gt;
|46||{{Quest Comment|Player starts combat before Mankar speech is done}}&lt;br /&gt;
|48||{{Quest Comment|Mankar Camoran speech finished}}&lt;br /&gt;
|49||{{Quest Comment|Mankar has left the building}}&lt;br /&gt;
|50||Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple. {{Quest Comment|If the player has already grabbed the Mysterium Xarxes}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But the Mysterium Xarxes itself is here in the shrine. I must get the Mysterium Xarxes. It is my only hope of finding a way to recover the Amulet now. {{Quest Comment|If the player does not have the Mysterium Xarxes}}&lt;br /&gt;
|51||{{Quest Comment|The player is discovered trying to get the Mysterium Xarxes}}&lt;br /&gt;
|60||I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple.&lt;br /&gt;
|70||I have escaped with the Mysterium Xarxes. Now to deliver it to Martin at Cloud Ruler Temple.&lt;br /&gt;
|80||{{Quest Comment|Player has spoken to Jauffre}}&lt;br /&gt;
|100|fin|{{Quest Comment|Oblivion Crisis escalates}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968526</id>
		<title>Oblivion:Dagon Shrine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968526"/>
		<updated>2012-06-12T22:56:08Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Given after the completion of [[Oblivion:The Path of Dawn|The Path of Dawn]] at [[Oblivion:Green Emperor Way|Green Emperor Way]]&lt;br /&gt;
|Icon=OB-qico-DagonShrine.png&lt;br /&gt;
|Reward=Progress in story line&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
|Loc=[[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]]&lt;br /&gt;
|Image=OB-Img-DagonShrine.jpg&lt;br /&gt;
|ImgDesc=Come for the speech, stay for the sacrifices.&lt;br /&gt;
|ID=MQ06&lt;br /&gt;
|description=Find, and infiltrate the [[Oblivion:Mythic Dawn|Mythic Dawn's]] [[Oblivion:Lake Arrius Caverns|shrine]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Travel to the secret [[Oblivion:Mythic Dawn|Mythic Dawn]] shrine in Lake Arrius Caverns.&lt;br /&gt;
# Steal the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''.&lt;br /&gt;
# Return to [[Oblivion:Brother Martin|Martin]] in the Great Hall of [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Travel to the Shrine===&lt;br /&gt;
You've finally been able to track down the location of Mythic Dawn's secret shrine to [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. The location, marked on your map, is in the northeastern part of the province at [[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]], just north of [[Oblivion:Cheydinhal|Cheydinhal]]. Unlike [[Oblivion:Weynon Priory (place)|Weynon Priory]] and [[Oblivion:Kvatch|Kvatch]], you cannot immediately fast travel to Lake Arrius unless you happen to have been there before.&lt;br /&gt;
&lt;br /&gt;
===Gaining Entry===&lt;br /&gt;
The [[Oblivion:Doorkeeper|Doorkeeper]] just inside the cavern will let you into the shrine without too much hassle. He says you should go and speak with [[Oblivion:Harrow|Harrow]], Warden of the Shrine of Dagon. Harrow will ask you to hand over all of your possessions (including all of your gold) and put on an Initiate's robe. If you refuse, you'll get a warning and another chance to don the robe.  If you follow Harrow's instructions, you temporarily become a member of the [[Oblivion:Mythic Dawn|Mythic Dawn]] and you are allowed to follow Harrow into the shrine.&lt;br /&gt;
&lt;br /&gt;
At any point, you can refuse to co-operate and instead fight your way in.  You will be told that your cover has been blown.  You will then need to fight your way through the entire shrine, killing all the cultists you meet. You can choose whatever option is better suited to your character's strengths. If you are a stealthy character - or just really good at running - playing along with the Cult may be advantageous. Strong fighters may have an easier time simply marching in fully armed and cutting down everything in their path.&lt;br /&gt;
&lt;br /&gt;
There are a few strategies for coping with Harrow taking all your equipment:&lt;br /&gt;
* Harrow will not take any quest items that you may have in your inventory.  Therefore having weapons such as the [[Oblivion:Blade of Woe|Blade of Woe]], [[Oblivion:Umbra_(sword)|Umbra]], the [[Oblivion:Honorblade of Chorrol|Honorblade of Chorrol]], or even the weapons shipment from [[Oblivion:The Desolate Mine (quest)|The Desolate Mine]] can be advantageous.&lt;br /&gt;
* You can drop most of your equipment on the ground just before speaking to [[Oblivion:Harrow|Harrow]] (you may not want to drop small, difficult-to-find items like keys).  You can then pick everything up the moment after you agree to hand everything over.  This allows you to enter the next section fully equipped without blowing your cover.  You will still need to loot Harrow later in order to retrieve your gold and any other items you allowed him to take.&lt;br /&gt;
* You can subsequently pickpocket Harrow to retrieve some items. Zero-weight permanent bound items are perfect candidates, since detection is influenced by item weight.&lt;br /&gt;
* You can obtain some replacement equipment from the storage room at the far end of the Shrine Antechamber. You should drop a few lockpicks before speaking to Harrow (and pick them up after you give him your equipment) because this room is locked. Even if you do not give your equipment to Harrow, a visit here is recommended because it has some nice loot.&lt;br /&gt;
* You can also walk up to Harrow and let him see you.  Then when he starts walking towards you, start walking backwards and back out the door.  He will stop at the entrance to the door and start walking back to his position.  While he is walking back you can go around him and go through the door without having to give up your stuff.&lt;br /&gt;
&lt;br /&gt;
===The Ritual===&lt;br /&gt;
There are two main options here, largely dictated by whether or not you turned over your equipment when you entered the shrine.&lt;br /&gt;
&lt;br /&gt;
====If You Handed Over Your Equipment==== &lt;br /&gt;
Harrow will lead you to a ceremony, which is already in progress, directed by [[Oblivion:Mankar Camoran|Mankar Camoran]] himself. After a short speech, Mankar will disappear into a magical portal to [[Oblivion:Mankar Camoran's Paradise|Paradise]], his realm; unfortunately he will also take the [[Oblivion:Amulet of Kings|Amulet of Kings]] with him.  It is impossible to kill Mankar at this point, because he is flagged as essential.  It is not even possible to try to pickpocket the Amulet from him because he is also flagged as a &amp;quot;ghost&amp;quot; meaning you cannot interact with him in any way.  Trying to obstruct the quest at this stage can lead to a serious [[#Bugs|bug]] later, so it's best to just let Mankar escape.&lt;br /&gt;
&lt;br /&gt;
Once Mankar gets away, a quest message will pop up to inform you that your new target should be the '''''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''''', because it may aid you and Martin in retrieving the Amulet. At this point you will be introduced as a new Initiate to [[Oblivion:Ruma Camoran|Ruma Camoran]], Mankar's daughter and she will ask you to perform a ritual sacrifice of [[Oblivion:Jeelius|Jeelius]], an Argonian priest. You may choose to agree or refuse to perform it. If you refuse, the cultists will immediately turn on you. Since you are weaponless and vastly outnumbered, this will be a very difficult battle. You have several choices at this point:&lt;br /&gt;
&lt;br /&gt;
* Once you have the knife for the ceremony, you can wander around unbothered until you find Harrow among the worshippers. Simply use the dagger to kill him, then search the body for your items.&lt;br /&gt;
* Kill Jeelius, which will allow you to wait until things cool off a bit before stealing the book.  Although you are now part of the Mythic Dawn, you cannot get out of the cave until you take the Mysterium Xarxes.  Wait for one hour, which will allow the whole room to clear out except for Harrow, Ruma Camoran, and one additional guard (who stands behind the altar area).  Then proceed to grab the book, [[#Fighting the Cultists|attack those three]] and escape, fighting any other cultists along the way.&lt;br /&gt;
* Agree to the sacrifice (for now at least). Go to the podium and pick up the silver dagger.  Then grab the Mysterium Xarxes and run for it. You'll need to keep running all the way through the Shrine Living Quarters (avoiding many cultists along the way).  You won't be safe until you make it out of the caverns.&lt;br /&gt;
* If you are powerful enough to deal with the cultists, you can refuse to make the sacrifice, or even free Jeelius.&lt;br /&gt;
** If you want to save Jeelius, note that picking up the Mysterium Xarxes will cause the statue of Dagon to collapse on top of him.  See [[#Jeelius|Jeelius]] for tips on how to help him survive.&lt;br /&gt;
** See [[#Fighting the Cultists|Fighting the Cultists]] for tips on how to survive the ensuing fight.&lt;br /&gt;
* If your sneak skill is high enough, you can pickpocket your best items from Harrow and then use those items to kill him and take the rest of your stuff back, making the rest of the battle easier.&lt;br /&gt;
* Another way is to pickpocket some lockpicks from Harrow and use them to open the door at the end of the hall outside the Shrine. You will find a basement with some scrolls, potions and weapons which will make it a lot easier when you attack.&lt;br /&gt;
&lt;br /&gt;
====If You Blew Your Cover====&lt;br /&gt;
If you refused to turn over your equipment in the first place, you will need to kill Harrow (and the doorkeeper if he runs in). Fight and sneak your way through the antechamber and into the main ''Dagon Shrine'', where the ceremony led by Mankar Camoran is going on. Your quest should update with your new target: the Mysterium Xarxes. Fight your way to it. Taking it will collapse the statue, close the entrance and open a new exit through the cult's living quarters. Using this method allows you to take followers into the shrine with you.&lt;br /&gt;
&lt;br /&gt;
===Fighting the [[Oblivion:Mythic Dawn|Cultists]]===&lt;br /&gt;
In most cases, you will end up having to fight your way through many Mythic Dawn cultists.&lt;br /&gt;
* By choosing opportune times to start fighting, you can reduce the number of cultists you will need to fight.  In particular, most of the cultists will leave the shrine area if you wait for a while (the shadows on the upper level of the shrine area are good areas to hide while waiting).&lt;br /&gt;
* If you are outnumbered by cultists at the shrine, you can stand under the statue of [[Lore:Mehrunes_Dagon|Mehrunes Dagon]].  When the cultists are under it with you, run and grab the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''. This will cause the statue to collapse on top of them, killing most of them instantly.&lt;br /&gt;
* To avoid being cornered by multiple cultists, keep moving at all times.&lt;br /&gt;
* Use area-effect staves/spells to damage as many people at once as possible.&lt;br /&gt;
* If your conjuration is at least at an apprentice level, you can summon some bound armor and a bound weapon for extra protection against the cultists, as well as a summoned daedra or undead creature to help fight them.&lt;br /&gt;
* If you're playing as a stealthy archer, you can sneak to the far upper-right corner and play sniper from a perch. It will take a significant amount of time for the cultists to run all the way around and up to reach you. You could potentially pick many of them off with poisoned arrows by the time they realize what's going on and begin to move in.&lt;br /&gt;
* If you sneak up undetected on a cultist and cast a [[Oblivion:Frenzy|Frenzy]] spell, they will begin attacking each other. This can make it significantly easier on the player because, as you never attacked directly, your cover will not be blown and one or more cultists will end up dead in the fight.&lt;br /&gt;
&lt;br /&gt;
===Jeelius===&lt;br /&gt;
Helping [[Oblivion:Jeelius|Jeelius]] to survive this quest can be challenging (although optional).&lt;br /&gt;
&lt;br /&gt;
One challenge is avoiding his death when the statue of Mehrunes Dagon collapses on top of him.  If you free him before taking the Mysterium Xarxes then the statue will not collapse on top of him: however, you cannot access the Living Quarters until you have the book, so this option makes it impossible to purge that area before he gets there.  Otherwise, as soon as you grab the book, you can rush to stand over Jeelius, deflecting some of the statue, and casting protection and [[Oblivion:Restore Health|healing]] spells on him when necessary.  Similarly, casting a short duration custom spell on him combining shield, fortify endurance, and fortify health can make him tough enough to survive the statue falling. Also, casting a destruction spell with an area effect on the falling statue may deflect most large chunks. Alternatively, cast Chameleon on self and Invisibility on the Argonian. Free him and he will run away, hiding in some corner. Now grab the book and the statue will collapse on the empty altar.&lt;br /&gt;
&lt;br /&gt;
As soon as you free Jeelius, he will run towards the exit, avoiding as many guards as he can. However, he will always take the long path through the Living Quarters, even if the (much shorter) route via the Antechamber is still accessible. Jeelius is able to cast a few randomly-determined spells, so he might be able to heal himself and should be able to attack the cultists with a destruction spell.  However, he will die if he gets cornered.  Trying to follow Jeelius can make things worse because it just attracts more cultists than if he tries to flee alone.  If you do try to follow Jeelius, be prepared to use many healing (or even [[Oblivion:Shield|defensive]]) spells on him.&lt;br /&gt;
&lt;br /&gt;
To guarantee Jeelius's survival, you can delay freeing him until after you have gone through all of the Living Quarters and killed all of the cultists.  Then return to the shrine, release him, and accompany him out through the empty corridors. This may take several attempts due to the statue falling.&lt;br /&gt;
&lt;br /&gt;
If you escort Jeelius through the caves, he will thank you once you get outside and introduce himself as Jeelius from the [[Oblivion:Temple of the One|Temple of the One]] in the Imperial City.  If he survives, you can go to the Temple Of the One a few days later and he will give you [[Oblivion:Free Skill Boosts|free one-point skill boosts]] in Alchemy, Mysticism, and Restoration, provided they are below 90.&lt;br /&gt;
&lt;br /&gt;
===Escaping from the Caverns===&lt;br /&gt;
No matter which option you choose, you will end up leaving the [[Oblivion:Lake_Arrius_Caverns#Dagon_Shrine|''Dagon Shrine'']] area through the door on the north side of the shrine, leading to the [[Oblivion:Lake_Arrius_Caverns#Shrine_Living_Quarters|''Shrine Living Quarters'']].  This door does not unlock until you take the Mysterium Xarxes, at which point the door you entered through also locks.&lt;br /&gt;
&lt;br /&gt;
There are many [[Oblivion:Mythic Dawn|cultists]] (as many as 15) in the living quarters, all of whom have to be killed or avoided to make it out.  Taking the time to check the chests and other containers can be worthwhile, because they may contain good loot but if taken, they are considered 'stolen' even though there is no 'red-handed' indication.&lt;br /&gt;
&lt;br /&gt;
Once you make it through to the first zone, [[Oblivion:Lake_Arrius_Caverns#Lake_Arrius_Caverns|''Lake Arrius Caverns'']], your way is blocked by a &amp;quot;Rock Wall&amp;quot;.  The turn handle to activate the Rock Wall is located at the start of the tunnel, in the same room.&lt;br /&gt;
&lt;br /&gt;
===Return to the Temple===&lt;br /&gt;
When you finally make it outside, head towards Cloud Ruler Temple with the Mysterium Xarxes. Martin may be found in the Great Hall of the Temple, and he will take the Mysterium Xarxes. He believes it may hold the key to opening a portal to find Camoran, but he will need some time to safely study it.&lt;br /&gt;
&lt;br /&gt;
== Alternative Scenarios ==&lt;br /&gt;
There are a few less common options that some players may choose to use to get through this quest.&lt;br /&gt;
&lt;br /&gt;
=== Stashing Your Equipment ===&lt;br /&gt;
If you want to avoid giving your equipment to Harrow without dropping everything on the ground, you need to create a container where you can stash everything.  This is possible if you are not averse to killing a [[Oblivion:Followers|follower]] and have obtained one who you are willing to sacrifice.  Kill the follower just before talking to Harrow and place all your items in the body.  Talk to Harrow, then go back and get your items.  The advantage of this method is that if you have a large number of items (especially small ones, like keys), you can simply &amp;quot;take all&amp;quot;, rather than trying to drop then find everything. One method for this is if you completed the [[Oblivion:Mages Guild|Mages Guild]] questline, and have the [[Oblivion:Staff of Worms|Staff of Worms]]. You can reanimate a dead NPC and get them to follow you in. The [[Oblivion:Reanimate|Risen Flesh]] spell from the Shivering Isles quest [[Shivering:Ghosts of the Hill of Suicides|The Hill of Suicides]] works just as well. &lt;br /&gt;
&lt;br /&gt;
You may be able to get a creature to follow you in, instead of using a follower. Lure a bandit or troll (mountain lions won't go through doors) from the nearby [[Oblivion:Wind_Range_Camp|Wind Range Camp]] (slightly southeast) to the front of the cave. Run in, and kill them inside - the Doorkeeper will even help you!&lt;br /&gt;
&lt;br /&gt;
=== Sneak into the Antechamber ===&lt;br /&gt;
For fast and sneaky types at high levels, it is possible to sneak into the Antechamber without giving up your equipment or blowing your cover.&lt;br /&gt;
&lt;br /&gt;
Talk to the doorman and have him open the door to meet Harrow.  Switch into sneak mode.  As you pass the doorman on your way down the hallway he is triggered to harmlessly rattle off something.  Harrow will be walking towards you as you head down the hallway; making eye contact in proximity will trigger the dialogue sequence.  Immediately retreat back to the antechamber while remaining in sneak mode - if he gets too close, he will launch the conversation you are trying to avoid.  Harrow will follow near the doorman to a point, then turn around.  With his back to you, sprint (still sneaking) past him, open the door, and - still in possession of all your weapons and items - head to the main chamber where Camoran is giving his sermon.  &lt;br /&gt;
&lt;br /&gt;
Always in sneak mode ([[Oblivion:Chameleon|Chameleon]] helps too), wait for Camoran to finish his sermon and enter the gate.  Harrow enters the chamber and assumes the same position as if you had agreed to give him all your equipment.  The sequence plays out as if you joined the Mythic Dawn, without the alarms that are raised by all the killings required for the &amp;quot;You Blew Your Cover&amp;quot; option.  After Camoran leaves, Harrow will track you down as per the script - avoid him!  Eventually Ruma Camoran will also nonchalantly pursue, looking to get your thoughts on killing the lizard.  Lure them both to the elevated position next to the door you originally entered and kill them.  This goes unnoticed by the other followers who then file past through the door you entered as if everything went as planned; leaving you in the main chamber with all your equipment and an undisturbed Jeelius and Mysterium Xarxes!  From here the story varies, but the eventual outcome is that you kill everyone, collect the loot and free Jeelius.  &lt;br /&gt;
&lt;br /&gt;
In this scenario, it is possible for the Mythic Dawn agents in the shrine room to become hostile if you kill Ruma, even if there is no way they could have seen you. This does not happen if you kill Harrow. A way around this is to lead both Ruma and Harrow to a secluded ledge and kill Harrow from afar first, preferably in one hit while in sneak mode, so he does not initiate his dialogue. Then if you allow Ruma to come to you, she will not talk with you, but go hostile when she gets within talking distance after the death of her fellow cultist. If you kill Ruma after she becomes hostile, the Mythic Dawn agents will continue to act as if nothing has happened.&lt;br /&gt;
&lt;br /&gt;
=== Easy Alternative for Sneaky Characters ===&lt;br /&gt;
Follow the script until Ruma asks you to sacrifice [[Oblivion:Jeelius|Jeelius]], the Argonian. Agree for now. Pick up the silver dagger near Jeelius, taking care not to pick up the Mysterium Xarxes which lies nearby. Now instead of killing Jeelius, go into sneak mode and head towards the shadows at the far end of the hall in front of the statue. Harrow follows but as you are in sneak mode, he doesn't see you. Make sure that he is also standing in the shadows then sneak towards him and kill him. Just make sure that you kill him in a single strike, otherwise a battle will commence.&lt;br /&gt;
&lt;br /&gt;
Recover your equipment from him and then wait for some time. Six or seven Mythic Dawn agents will leave the chamber. After they have left, stealthily take care of the remaining guards in the chamber and then attack Ruma. Grab the Mysterium Xarxes and make a silent retreat through the living quarters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The front cover of ''Oblivion'''s game box is also the cover of the Mysterium Xarxes.&lt;br /&gt;
* [[Oblivion:Followers|Followers]] who accompany you into the caverns will kill the Mythic Dawn members for you, preventing you from having to blow your cover up until the point when you have to pick up the Mysterium Xarxes.&lt;br /&gt;
* After your escape from the shrine, [[Oblivion:Mythic Dawn Agents|Mythic Dawn agents]] will now attack you on sight (due to a scripted [[Oblivion:Factions_M#Mythic Dawn|faction-wide]] disposition decrease when you pick up the Mysterium Xarxes). Some agents are posing as townsfolk. Your only warning will be a scream, ''&amp;quot;For Lord Dagon!&amp;quot;'', before they summon their Daedric armor and attack you in the street. However, it is usually easy enough to find a guard to cut them down for you, and the townsfolk will help as well.  &lt;br /&gt;
* When you complete this quest, the Oblivion crisis escalates:&lt;br /&gt;
** The chances that a random [[Oblivion:Oblivion Gates|Oblivion Gate]] will appear reach the maximum level at any point during the game: the number of possible random gates increases to 50 (from 25), and the chance of a gate opening when you enter its cell increases to 50% (from 25%).&lt;br /&gt;
** Seven [[Oblivion:Oblivion Gates#Fixed Gates|fixed gates]] open, one outside of each city (except [[Oblivion:Kvatch|Kvatch]] and the Imperial City).  These gates are part of the [[Oblivion:Allies for Bruma|Allies for Bruma]] quest.  When asked about their city, [[Oblivion:NPCs|NPCs]] will mention the Oblivion Gate outside their walls.&lt;br /&gt;
** A fixed gate also opens near [[Oblivion:Fort Sutch|Fort Sutch]], which is part of the non-journal quest [[Oblivion:Attack on Fort Sutch|Attack on Fort Sutch]].&lt;br /&gt;
** The only Oblivion Gates that remain inaccessible after this quest are the two quest-specific gates outside [[Oblivion:Bruma|Bruma]]: the [[Oblivion:Bruma Gate|Bruma Gate]] and the [[Oblivion:Great Gate|Great Gate]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|On rare occasions, Mankar will not go through the portal to Paradise, possibly because the player tried to prevent him from escaping.  Although this does not cause any immediate problems, this will later make it impossible to complete the [[Oblivion:Paradise|Paradise]] quest (even on the PC, it is quite tricky to recover from this glitch).  Basically, Mankar ends up permanently trapped in Tamriel as an unkillable character - you cannot even interact with him because of his ghost setting. In the later stages of the main quest he is quite ironically stuck in the headquarters of his mortal enemies: Cloud Ruler Temple's Great Hall, near the fireplace and the eventual Paradise portal.  Therefore, it is best to not try to interfere with Mankar's scripted actions during this quest.  If, for whatever reason, Mankar Camoran is standing next to the shrine after everyone has been killed, it is advisable to reload an earlier save and redo this quest.|UOP}}&lt;br /&gt;
** This bug can also be caused by attacking any of the acolytes while Mankar is still giving his speech, then quickly returning to the previous room. Specifically, one otherwise smart strategy would be to shoot one of the acolytes with an arrow from atop the ledge, then exit to the previous room, in order to lure that individual so that you can pick them off one-by-one. When you return to the altar, however, you will immediately get the message that Mankar has escaped, even though he is still standing there. This can easily be avoided by waiting until after he has finished his speech and passed through the portal before attacking any of the followers.&lt;br /&gt;
{{Bug|When Harrow takes all your equipment, it may trigger the [[Oblivion:Exploitable Glitches#Permanent Effects from Quest Items|Permanent Effects from Quest Items]] glitch.}}&lt;br /&gt;
{{Bug|If you happen to be in [[Oblivion:100% Chameleon|100% Chameleon]] when you pick up the Mysterium Xarxes, you might notice how not all of the cultists will turn hostile. The same applies for when you leave the cave; the Mythic Dawn agents in the cities will continue to act like normal citizens.}}&lt;br /&gt;
{{Bug|When handing your items over to Harrow, the game will crash if you are wearing [[Oblivion:Bound Armor|Bound Armor]]. This does not include items made with the [[Oblivion:Exploitable Glitches#Permanent_Bound_Items|permanent bound armor glitch]].}}&lt;br /&gt;
{{Patched 1.1.511}}&lt;br /&gt;
{{Bug|The Mysterium Xarxes will count as a [[Oblivion:Crime#Stealing|stolen item]] in your statistics.  However, it is impossible to complete the main quest without committing theft, and in any case it has no effect on the game whatsoever, as guards cannot take it away (it's a quest item), and you do not get a bounty.|UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I have followed the clues hidden in the four volumes written by Mankar Camoran to a gravestone in Green Emperor Way. At noon, a map of Cyrodiil appeared on the gravestone, with the location of the Mythic Dawn's shrine marked on it. I need to find my way into the shrine and locate the Amulet of Kings.&lt;br /&gt;
|20||I have arrived at Lake Arrius Caverns. The secret Mythic Dawn shrine must be somewhere inside.&lt;br /&gt;
|30||I have passed the first hurdle. The Mythic Dawn guard has let me into the secret shrine. Now to locate the Amulet of Kings.&lt;br /&gt;
|40||Harrow, the Warden of the Shrine, accepted me as an initiate into the Mythic Dawn cult. I was required to give him all my possessions and dress in an initiate's robe. He said that the Master, Mankar Camoran himself, is here at the shrine, and might perform my initiation himself. I should follow Harrow and see if he leads me to Mankar Camoran and the Amulet of Kings. &lt;br /&gt;
|41||My cover is blown. The Mythic Dawn know I am an enemy. I must reach the inner shrine and locate the Amulet of Kings.&lt;br /&gt;
|45||{{Quest Comment|Trigger for Mankar to start speech}}&lt;br /&gt;
|46||{{Quest Comment|Player starts combat before Mankar speech is done}}&lt;br /&gt;
|48||{{Quest Comment|Mankar Camoran speech finished}}&lt;br /&gt;
|49||{{Quest Comment|Mankar has left the building}}&lt;br /&gt;
|50||Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple. {{Quest Comment|If the player has already grabbed the Mysterium Xarxes}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But the Mysterium Xarxes itself is here in the shrine. I must get the Mysterium Xarxes. It is my only hope of finding a way to recover the Amulet now. {{Quest Comment|If the player does not have the Mysterium Xarxes}}&lt;br /&gt;
|51||{{Quest Comment|The player is discovered trying to get the Mysterium Xarxes}}&lt;br /&gt;
|60||I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple.&lt;br /&gt;
|70||I have escaped with the Mysterium Xarxes. Now to deliver it to Martin at Cloud Ruler Temple.&lt;br /&gt;
|80||{{Quest Comment|Player has spoken to Jauffre}}&lt;br /&gt;
|100|fin|{{Quest Comment|Oblivion Crisis escalates}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968523</id>
		<title>Oblivion:Dagon Shrine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Dagon_Shrine&amp;diff=968523"/>
		<updated>2012-06-12T22:52:47Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Given after the completion of [[Oblivion:The Path of Dawn|The Path of Dawn]] at [[Oblivion:Green Emperor Way|Green Emperor Way]]&lt;br /&gt;
|Icon=OB-qico-DagonShrine.png&lt;br /&gt;
|Reward=Progress in story line&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
|Loc=[[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]]&lt;br /&gt;
|Image=OB-Img-DagonShrine.jpg&lt;br /&gt;
|ImgDesc=Come for the speech, stay for the sacrifices.&lt;br /&gt;
|ID=MQ06&lt;br /&gt;
|description=Find, and infiltrate the [[Oblivion:Mythic Dawn|Mythic Dawn's]] [[Oblivion:Lake Arrius Caverns|shrine]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Travel to the secret [[Oblivion:Mythic Dawn|Mythic Dawn]] shrine in Lake Arrius Caverns.&lt;br /&gt;
# Steal the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''.&lt;br /&gt;
# Return to [[Oblivion:Brother Martin|Martin]] in the Great Hall of [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Travel to the Shrine===&lt;br /&gt;
You've finally been able to track down the location of Mythic Dawn's secret shrine to [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. The location, marked on your map, is in the northeastern part of the province at [[Oblivion:Lake Arrius Caverns|Lake Arrius Caverns]], just north of [[Oblivion:Cheydinhal|Cheydinhal]]. Unlike [[Oblivion:Weynon Priory (place)|Weynon Priory]] and [[Oblivion:Kvatch|Kvatch]], you cannot immediately fast travel to Lake Arrius unless you happen to have been there before.&lt;br /&gt;
&lt;br /&gt;
===Gaining Entry===&lt;br /&gt;
The [[Oblivion:Doorkeeper|Doorkeeper]] just inside the cavern will let you into the shrine without too much hassle. He says you should go and speak with [[Oblivion:Harrow|Harrow]], Warden of the Shrine of Dagon. Harrow will ask you to hand over all of your possessions (including all of your gold) and put on an Initiate's robe. If you refuse, you'll get a warning and another chance to don the robe.  If you follow Harrow's instructions, you temporarily become a member of the [[Oblivion:Mythic Dawn|Mythic Dawn]] and you are allowed to follow Harrow into the shrine.&lt;br /&gt;
&lt;br /&gt;
At any point, you can refuse to co-operate and instead fight your way in.  You will be told that your cover has been blown.  You will then need to fight your way through the entire shrine, killing all the cultists you meet. You can choose whatever option is better suited to your character's strengths. If you are a stealthy character - or just really good at running - playing along with the Cult may be advantageous. Strong fighters may have an easier time simply marching in fully armed and cutting down everything in their path.&lt;br /&gt;
&lt;br /&gt;
There are a few strategies for coping with Harrow taking all your equipment:&lt;br /&gt;
* Harrow will not take any quest items that you may have in your inventory.  Therefore having weapons such as the [[Oblivion:Blade of Woe|Blade of Woe]], [[Oblivion:Umbra_(sword)|Umbra]], the [[Oblivion:Honorblade of Chorrol|Honorblade of Chorrol]], or even the weapons shipment from [[Oblivion:The Desolate Mine (quest)|The Desolate Mine]] can be advantageous.&lt;br /&gt;
* You can drop most of your equipment on the ground just before speaking to [[Oblivion:Harrow|Harrow]] (you may not want to drop small, difficult-to-find items like keys).  You can then pick everything up the moment after you agree to hand everything over.  This allows you to enter the next section fully equipped without blowing your cover.  You will still need to loot Harrow later in order to retrieve your gold and any other items you allowed him to take.&lt;br /&gt;
* You can subsequently pickpocket Harrow to retrieve some items. Zero-weight permanent bound items are perfect candidates, since detection is influenced by item weight.&lt;br /&gt;
* You can obtain some replacement equipment from the storage room at the far end of the Shrine Antechamber. You should drop a few lockpicks before speaking to Harrow (and pick them up after you give him your equipment) because this room is locked. Even if you do not give your equipment to Harrow, a visit here is recommended because it has some nice loot.&lt;br /&gt;
* You can also walk up to Harrow and let him see you.  Then when he starts walking towards you, start walking backwards and back out the door.  He will stop at the entrance to the door and start walking back to his position.  While he is walking back you can go around him and go through the door without having to give up your stuff.&lt;br /&gt;
&lt;br /&gt;
===The Ritual===&lt;br /&gt;
There are two main options here, largely dictated by whether or not you turned over your equipment when you entered the shrine.&lt;br /&gt;
&lt;br /&gt;
====If You Handed Over Your Equipment==== &lt;br /&gt;
Harrow will lead you to a ceremony, which is already in progress, directed by [[Oblivion:Mankar Camoran|Mankar Camoran]] himself. After a short speech, Mankar will disappear into a magical portal to [[Oblivion:Mankar Camoran's Paradise|Paradise]], his realm; unfortunately he will also take the [[Oblivion:Amulet of Kings|Amulet of Kings]] with him.  It is impossible to kill Mankar at this point, because he is flagged as essential.  It is not even possible to try to pickpocket the Amulet from him because he is also flagged as a &amp;quot;ghost&amp;quot; meaning you cannot interact with him in any way.  Trying to obstruct the quest at this stage can lead to a serious [[#Bugs|bug]] later, so it's best to just let Mankar escape.&lt;br /&gt;
&lt;br /&gt;
Once Mankar gets away, a quest message will pop up to inform you that your new target should be the '''''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''''', because it may aid you and Martin in retrieving the Amulet. At this point you will be introduced as a new Initiate to [[Oblivion:Ruma Camoran|Ruma Camoran]], Mankar's daughter and she will ask you to perform a ritual sacrifice of [[Oblivion:Jeelius|Jeelius]], an Argonian priest. You may choose to agree or refuse to perform it. If you refuse, the cultists will immediately turn on you. Since you are weaponless and vastly outnumbered, this will be a very difficult battle. You have several choices at this point:&lt;br /&gt;
&lt;br /&gt;
* Once you have the knife for the ceremony, you can wander around unbothered until you find Harrow among the worshippers. Simply use the dagger to kill him, then search the body for your items.&lt;br /&gt;
* Kill Jeelius, which will allow you to wait until things cool off a bit before stealing the book.  Although you are now part of the Mythic Dawn, you cannot get out of the cave until you take the Mysterium Xarxes.  Wait for one hour, which will allow the whole room to clear out except for Harrow, Ruma Camoran, and one additional guard (who stands behind the altar area).  Then proceed to grab the book, [[#Fighting the Cultists|attack those three]] and escape, fighting any other cultists along the way.&lt;br /&gt;
* Agree to the sacrifice (for now at least). Go to the podium and pick up the silver dagger.  Then grab the Mysterium Xarxes and run for it. You'll need to keep running all the way through the Shrine Living Quarters (avoiding many cultists along the way).  You won't be safe until you make it out of the caverns.&lt;br /&gt;
* If you are powerful enough to deal with the cultists, you can refuse to make the sacrifice, or even free Jeelius.&lt;br /&gt;
** If you want to save Jeelius, note that picking up the Mysterium Xarxes will cause the statue of Dagon to collapse on top of him.  See [[#Jeelius|Jeelius]] for tips on how to help him survive.&lt;br /&gt;
** See [[#Fighting the Cultists|Fighting the Cultists]] for tips on how to survive the ensuing fight.&lt;br /&gt;
* If your sneak skill is high enough, you can pickpocket your best items from Harrow and then use those items to kill him and take the rest of your stuff back, making the rest of the battle easier.&lt;br /&gt;
* Another way is to pickpocket some lockpicks from Harrow and use them to open the door at the end of the hall outside the Shrine. You will find a basement with some scrolls, potions and weapons which will make it a lot easier when you attack.&lt;br /&gt;
&lt;br /&gt;
====If You Blew Your Cover====&lt;br /&gt;
If you refused to turn over your equipment in the first place, you will need to kill Harrow (and the doorkeeper if he runs in). Fight and sneak your way through the antechamber and into the main ''Dagon Shrine'', where the ceremony led by Mankar Camoran is going on. Your quest should update with your new target: the Mysterium Xarxes. Fight your way to it. Taking it will collapse the statue, close the entrance and open a new exit through the cult's living quarters. Using this method allows you to take followers into the shrine with you.&lt;br /&gt;
&lt;br /&gt;
===Fighting the Cultists===&lt;br /&gt;
In most cases, you will end up having to fight your way through many Mythic Dawn cultists.&lt;br /&gt;
* By choosing opportune times to start fighting, you can reduce the number of cultists you will need to fight.  In particular, most of the cultists will leave the shrine area if you wait for a while (the shadows on the upper level of the shrine area are good areas to hide while waiting).&lt;br /&gt;
* If you are outnumbered by cultists at the shrine, you can stand under the statue of [[Lore:Mehrunes_Dagon|Mehrunes Dagon]].  When the cultists are under it with you, run and grab the ''[[Oblivion:Mysterium Xarxes|Mysterium Xarxes]]''. This will cause the statue to collapse on top of them, killing most of them instantly.&lt;br /&gt;
* To avoid being cornered by multiple cultists, keep moving at all times.&lt;br /&gt;
* Use area-effect staves/spells to damage as many people at once as possible.&lt;br /&gt;
* If your conjuration is at least at an apprentice level, you can summon some bound armor and a bound weapon for extra protection against the cultists, as well as a summoned daedra or undead creature to help fight them.&lt;br /&gt;
* If you're playing as a stealthy archer, you can sneak to the far upper-right corner and play sniper from a perch. It will take a significant amount of time for the cultists to run all the way around and up to reach you. You could potentially pick many of them off with poisoned arrows by the time they realize what's going on and begin to move in.&lt;br /&gt;
* If you sneak up undetected on a cultist and cast a [[Oblivion:Frenzy|Frenzy]] spell, they will begin attacking each other. This can make it significantly easier on the player because, as you never attacked directly, your cover will not be blown and one or more cultists will end up dead in the fight.&lt;br /&gt;
&lt;br /&gt;
===Jeelius===&lt;br /&gt;
Helping [[Oblivion:Jeelius|Jeelius]] to survive this quest can be challenging (although optional).&lt;br /&gt;
&lt;br /&gt;
One challenge is avoiding his death when the statue of Mehrunes Dagon collapses on top of him.  If you free him before taking the Mysterium Xarxes then the statue will not collapse on top of him: however, you cannot access the Living Quarters until you have the book, so this option makes it impossible to purge that area before he gets there.  Otherwise, as soon as you grab the book, you can rush to stand over Jeelius, deflecting some of the statue, and casting protection and [[Oblivion:Restore Health|healing]] spells on him when necessary.  Similarly, casting a short duration custom spell on him combining shield, fortify endurance, and fortify health can make him tough enough to survive the statue falling. Also, casting a destruction spell with an area effect on the falling statue may deflect most large chunks. Alternatively, cast Chameleon on self and Invisibility on the Argonian. Free him and he will run away, hiding in some corner. Now grab the book and the statue will collapse on the empty altar.&lt;br /&gt;
&lt;br /&gt;
As soon as you free Jeelius, he will run towards the exit, avoiding as many guards as he can. However, he will always take the long path through the Living Quarters, even if the (much shorter) route via the Antechamber is still accessible. Jeelius is able to cast a few randomly-determined spells, so he might be able to heal himself and should be able to attack the cultists with a destruction spell.  However, he will die if he gets cornered.  Trying to follow Jeelius can make things worse because it just attracts more cultists than if he tries to flee alone.  If you do try to follow Jeelius, be prepared to use many healing (or even [[Oblivion:Shield|defensive]]) spells on him.&lt;br /&gt;
&lt;br /&gt;
To guarantee Jeelius's survival, you can delay freeing him until after you have gone through all of the Living Quarters and killed all of the cultists.  Then return to the shrine, release him, and accompany him out through the empty corridors. This may take several attempts due to the statue falling.&lt;br /&gt;
&lt;br /&gt;
If you escort Jeelius through the caves, he will thank you once you get outside and introduce himself as Jeelius from the [[Oblivion:Temple of the One|Temple of the One]] in the Imperial City.  If he survives, you can go to the Temple Of the One a few days later and he will give you [[Oblivion:Free Skill Boosts|free one-point skill boosts]] in Alchemy, Mysticism, and Restoration, provided they are below 90.&lt;br /&gt;
&lt;br /&gt;
===Escaping from the Caverns===&lt;br /&gt;
No matter which option you choose, you will end up leaving the [[Oblivion:Lake_Arrius_Caverns#Dagon_Shrine|''Dagon Shrine'']] area through the door on the north side of the shrine, leading to the [[Oblivion:Lake_Arrius_Caverns#Shrine_Living_Quarters|''Shrine Living Quarters'']].  This door does not unlock until you take the Mysterium Xarxes, at which point the door you entered through also locks.&lt;br /&gt;
&lt;br /&gt;
There are many cultists (as many as 15) in the living quarters, all of whom have to be killed or avoided to make it out.  Taking the time to check the chests and other containers can be worthwhile, because they may contain good loot but if taken, they are considered 'stolen' even though there is no 'red-handed' indication.&lt;br /&gt;
&lt;br /&gt;
Once you make it through to the first zone, [[Oblivion:Lake_Arrius_Caverns#Lake_Arrius_Caverns|''Lake Arrius Caverns'']], your way is blocked by a &amp;quot;Rock Wall&amp;quot;.  The turn handle to activate the Rock Wall is located at the start of the tunnel, in the same room.&lt;br /&gt;
&lt;br /&gt;
===Return to the Temple===&lt;br /&gt;
When you finally make it outside, head towards Cloud Ruler Temple with the Mysterium Xarxes. Martin may be found in the Great Hall of the Temple, and he will take the Mysterium Xarxes. He believes it may hold the key to opening a portal to find Camoran, but he will need some time to safely study it.&lt;br /&gt;
&lt;br /&gt;
== Alternative Scenarios ==&lt;br /&gt;
There are a few less common options that some players may choose to use to get through this quest.&lt;br /&gt;
&lt;br /&gt;
=== Stashing Your Equipment ===&lt;br /&gt;
If you want to avoid giving your equipment to Harrow without dropping everything on the ground, you need to create a container where you can stash everything.  This is possible if you are not averse to killing a [[Oblivion:Followers|follower]] and have obtained one who you are willing to sacrifice.  Kill the follower just before talking to Harrow and place all your items in the body.  Talk to Harrow, then go back and get your items.  The advantage of this method is that if you have a large number of items (especially small ones, like keys), you can simply &amp;quot;take all&amp;quot;, rather than trying to drop then find everything. One method for this is if you completed the [[Oblivion:Mages Guild|Mages Guild]] questline, and have the [[Oblivion:Staff of Worms|Staff of Worms]]. You can reanimate a dead NPC and get them to follow you in. The [[Oblivion:Reanimate|Risen Flesh]] spell from the Shivering Isles quest [[Shivering:Ghosts of the Hill of Suicides|The Hill of Suicides]] works just as well. &lt;br /&gt;
&lt;br /&gt;
You may be able to get a creature to follow you in, instead of using a follower. Lure a bandit or troll (mountain lions won't go through doors) from the nearby [[Oblivion:Wind_Range_Camp|Wind Range Camp]] (slightly southeast) to the front of the cave. Run in, and kill them inside - the Doorkeeper will even help you!&lt;br /&gt;
&lt;br /&gt;
=== Sneak into the Antechamber ===&lt;br /&gt;
For fast and sneaky types at high levels, it is possible to sneak into the Antechamber without giving up your equipment or blowing your cover.&lt;br /&gt;
&lt;br /&gt;
Talk to the doorman and have him open the door to meet Harrow.  Switch into sneak mode.  As you pass the doorman on your way down the hallway he is triggered to harmlessly rattle off something.  Harrow will be walking towards you as you head down the hallway; making eye contact in proximity will trigger the dialogue sequence.  Immediately retreat back to the antechamber while remaining in sneak mode - if he gets too close, he will launch the conversation you are trying to avoid.  Harrow will follow near the doorman to a point, then turn around.  With his back to you, sprint (still sneaking) past him, open the door, and - still in possession of all your weapons and items - head to the main chamber where Camoran is giving his sermon.  &lt;br /&gt;
&lt;br /&gt;
Always in sneak mode ([[Oblivion:Chameleon|Chameleon]] helps too), wait for Camoran to finish his sermon and enter the gate.  Harrow enters the chamber and assumes the same position as if you had agreed to give him all your equipment.  The sequence plays out as if you joined the Mythic Dawn, without the alarms that are raised by all the killings required for the &amp;quot;You Blew Your Cover&amp;quot; option.  After Camoran leaves, Harrow will track you down as per the script - avoid him!  Eventually Ruma Camoran will also nonchalantly pursue, looking to get your thoughts on killing the lizard.  Lure them both to the elevated position next to the door you originally entered and kill them.  This goes unnoticed by the other followers who then file past through the door you entered as if everything went as planned; leaving you in the main chamber with all your equipment and an undisturbed Jeelius and Mysterium Xarxes!  From here the story varies, but the eventual outcome is that you kill everyone, collect the loot and free Jeelius.  &lt;br /&gt;
&lt;br /&gt;
In this scenario, it is possible for the Mythic Dawn agents in the shrine room to become hostile if you kill Ruma, even if there is no way they could have seen you. This does not happen if you kill Harrow. A way around this is to lead both Ruma and Harrow to a secluded ledge and kill Harrow from afar first, preferably in one hit while in sneak mode, so he does not initiate his dialogue. Then if you allow Ruma to come to you, she will not talk with you, but go hostile when she gets within talking distance after the death of her fellow cultist. If you kill Ruma after she becomes hostile, the Mythic Dawn agents will continue to act as if nothing has happened.&lt;br /&gt;
&lt;br /&gt;
=== Easy Alternative for Sneaky Characters ===&lt;br /&gt;
Follow the script until Ruma asks you to sacrifice [[Oblivion:Jeelius|Jeelius]], the Argonian. Agree for now. Pick up the silver dagger near Jeelius, taking care not to pick up the Mysterium Xarxes which lies nearby. Now instead of killing Jeelius, go into sneak mode and head towards the shadows at the far end of the hall in front of the statue. Harrow follows but as you are in sneak mode, he doesn't see you. Make sure that he is also standing in the shadows then sneak towards him and kill him. Just make sure that you kill him in a single strike, otherwise a battle will commence.&lt;br /&gt;
&lt;br /&gt;
Recover your equipment from him and then wait for some time. Six or seven Mythic Dawn agents will leave the chamber. After they have left, stealthily take care of the remaining guards in the chamber and then attack Ruma. Grab the Mysterium Xarxes and make a silent retreat through the living quarters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The front cover of ''Oblivion'''s game box is also the cover of the Mysterium Xarxes.&lt;br /&gt;
* [[Oblivion:Followers|Followers]] who accompany you into the caverns will kill the Mythic Dawn members for you, preventing you from having to blow your cover up until the point when you have to pick up the Mysterium Xarxes.&lt;br /&gt;
* After your escape from the shrine, [[Oblivion:Mythic Dawn Agents|Mythic Dawn agents]] will now attack you on sight (due to a scripted [[Oblivion:Factions_M#Mythic Dawn|faction-wide]] disposition decrease when you pick up the Mysterium Xarxes). Some agents are posing as townsfolk. Your only warning will be a scream, ''&amp;quot;For Lord Dagon!&amp;quot;'', before they summon their Daedric armor and attack you in the street. However, it is usually easy enough to find a guard to cut them down for you, and the townsfolk will help as well.  &lt;br /&gt;
* When you complete this quest, the Oblivion crisis escalates:&lt;br /&gt;
** The chances that a random [[Oblivion:Oblivion Gates|Oblivion Gate]] will appear reach the maximum level at any point during the game: the number of possible random gates increases to 50 (from 25), and the chance of a gate opening when you enter its cell increases to 50% (from 25%).&lt;br /&gt;
** Seven [[Oblivion:Oblivion Gates#Fixed Gates|fixed gates]] open, one outside of each city (except [[Oblivion:Kvatch|Kvatch]] and the Imperial City).  These gates are part of the [[Oblivion:Allies for Bruma|Allies for Bruma]] quest.  When asked about their city, [[Oblivion:NPCs|NPCs]] will mention the Oblivion Gate outside their walls.&lt;br /&gt;
** A fixed gate also opens near [[Oblivion:Fort Sutch|Fort Sutch]], which is part of the non-journal quest [[Oblivion:Attack on Fort Sutch|Attack on Fort Sutch]].&lt;br /&gt;
** The only Oblivion Gates that remain inaccessible after this quest are the two quest-specific gates outside [[Oblivion:Bruma|Bruma]]: the [[Oblivion:Bruma Gate|Bruma Gate]] and the [[Oblivion:Great Gate|Great Gate]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|On rare occasions, Mankar will not go through the portal to Paradise, possibly because the player tried to prevent him from escaping.  Although this does not cause any immediate problems, this will later make it impossible to complete the [[Oblivion:Paradise|Paradise]] quest (even on the PC, it is quite tricky to recover from this glitch).  Basically, Mankar ends up permanently trapped in Tamriel as an unkillable character - you cannot even interact with him because of his ghost setting. In the later stages of the main quest he is quite ironically stuck in the headquarters of his mortal enemies: Cloud Ruler Temple's Great Hall, near the fireplace and the eventual Paradise portal.  Therefore, it is best to not try to interfere with Mankar's scripted actions during this quest.  If, for whatever reason, Mankar Camoran is standing next to the shrine after everyone has been killed, it is advisable to reload an earlier save and redo this quest.|UOP}}&lt;br /&gt;
** This bug can also be caused by attacking any of the acolytes while Mankar is still giving his speech, then quickly returning to the previous room. Specifically, one otherwise smart strategy would be to shoot one of the acolytes with an arrow from atop the ledge, then exit to the previous room, in order to lure that individual so that you can pick them off one-by-one. When you return to the altar, however, you will immediately get the message that Mankar has escaped, even though he is still standing there. This can easily be avoided by waiting until after he has finished his speech and passed through the portal before attacking any of the followers.&lt;br /&gt;
{{Bug|When Harrow takes all your equipment, it may trigger the [[Oblivion:Exploitable Glitches#Permanent Effects from Quest Items|Permanent Effects from Quest Items]] glitch.}}&lt;br /&gt;
{{Bug|If you happen to be in [[Oblivion:100% Chameleon|100% Chameleon]] when you pick up the Mysterium Xarxes, you might notice how not all of the cultists will turn hostile. The same applies for when you leave the cave; the Mythic Dawn agents in the cities will continue to act like normal citizens.}}&lt;br /&gt;
{{Bug|When handing your items over to Harrow, the game will crash if you are wearing [[Oblivion:Bound Armor|Bound Armor]]. This does not include items made with the [[Oblivion:Exploitable Glitches#Permanent_Bound_Items|permanent bound armor glitch]].}}&lt;br /&gt;
{{Patched 1.1.511}}&lt;br /&gt;
{{Bug|The Mysterium Xarxes will count as a [[Oblivion:Crime#Stealing|stolen item]] in your statistics.  However, it is impossible to complete the main quest without committing theft, and in any case it has no effect on the game whatsoever, as guards cannot take it away (it's a quest item), and you do not get a bounty.|UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I have followed the clues hidden in the four volumes written by Mankar Camoran to a gravestone in Green Emperor Way. At noon, a map of Cyrodiil appeared on the gravestone, with the location of the Mythic Dawn's shrine marked on it. I need to find my way into the shrine and locate the Amulet of Kings.&lt;br /&gt;
|20||I have arrived at Lake Arrius Caverns. The secret Mythic Dawn shrine must be somewhere inside.&lt;br /&gt;
|30||I have passed the first hurdle. The Mythic Dawn guard has let me into the secret shrine. Now to locate the Amulet of Kings.&lt;br /&gt;
|40||Harrow, the Warden of the Shrine, accepted me as an initiate into the Mythic Dawn cult. I was required to give him all my possessions and dress in an initiate's robe. He said that the Master, Mankar Camoran himself, is here at the shrine, and might perform my initiation himself. I should follow Harrow and see if he leads me to Mankar Camoran and the Amulet of Kings. &lt;br /&gt;
|41||My cover is blown. The Mythic Dawn know I am an enemy. I must reach the inner shrine and locate the Amulet of Kings.&lt;br /&gt;
|45||{{Quest Comment|Trigger for Mankar to start speech}}&lt;br /&gt;
|46||{{Quest Comment|Player starts combat before Mankar speech is done}}&lt;br /&gt;
|48||{{Quest Comment|Mankar Camoran speech finished}}&lt;br /&gt;
|49||{{Quest Comment|Mankar has left the building}}&lt;br /&gt;
|50||Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple. {{Quest Comment|If the player has already grabbed the Mysterium Xarxes}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Mankar Camoran escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal behind him. But the Mysterium Xarxes itself is here in the shrine. I must get the Mysterium Xarxes. It is my only hope of finding a way to recover the Amulet now. {{Quest Comment|If the player does not have the Mysterium Xarxes}}&lt;br /&gt;
|51||{{Quest Comment|The player is discovered trying to get the Mysterium Xarxes}}&lt;br /&gt;
|60||I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now I must escape this place and return to Cloud Ruler Temple.&lt;br /&gt;
|70||I have escaped with the Mysterium Xarxes. Now to deliver it to Martin at Cloud Ruler Temple.&lt;br /&gt;
|80||{{Quest Comment|Player has spoken to Jauffre}}&lt;br /&gt;
|100|fin|{{Quest Comment|Oblivion Crisis escalates}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:The Path of Dawn|The Path of Dawn]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Spies|Spies]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Where_Spirits_Have_Lease&amp;diff=967275</id>
		<title>Oblivion talk:Where Spirits Have Lease</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Where_Spirits_Have_Lease&amp;diff=967275"/>
		<updated>2012-06-10T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 – Oct 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== NOTE ==&lt;br /&gt;
&lt;br /&gt;
When you lift the curse, the house is immedietly fixed up. It's like it was selected for &amp;quot;Extreme Makeover: 5-Second Edition&amp;quot;. --[[Special:Contributions/184.88.12.130|184.88.12.130]] 01:55, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A Quick and Efficient way of killing Lorgren, regardless of level (PS3 non-Shivering Isles confirmed)  ==&lt;br /&gt;
&lt;br /&gt;
Okay, I found a way to kill Lorgren that doesn't actually involve YOU fighting him.  It involves Velwyn, a glitch, and guards.  &lt;br /&gt;
&lt;br /&gt;
First, some tips for the earlier parts of the quest:&lt;br /&gt;
&lt;br /&gt;
-You '''must''' take out the three ghosts that appear in the mansion after you sleep there in order for the quest to progress.  The NPCs will act the same way they did before you slept in the mansion if you don't, and you can't obtain the note and the Skeletal Hand unless you do.(If you have no weapons that can affect the ghosts, you can use the Flare spell, which you acquire at the beginning of the game.)&lt;br /&gt;
&lt;br /&gt;
-For those who can't get Velwyn to help them: You '''also''' have to follow the journal '''to the letter'''.  As in, after you take out the ghosts(make sure to take the Skeletal Hand and the note with you), you have to go to the count's arms and ask around until the quest updates, then go to the Elven Gardens district and ask around until the quest updates and tells you to go to the King and Queen Tavern.  Only then was I able to get Velwyn to come back with me.(If he gets trapped in the staircase, behind a door, or is not where the quest marker says he is, you may be able to fix it by reloading an earlier save or waiting.)&lt;br /&gt;
&lt;br /&gt;
Okay, here's a process you can follow to beat Lorgen, no matter what level you are:&lt;br /&gt;
&lt;br /&gt;
1)Once Velwyn opens the portal and starts to run, attack or cast Frenzy on him.(an attack counts as an assault.)&lt;br /&gt;
&lt;br /&gt;
2)Lure him into the secret room and activate the altar(Make a new save at this point in case something goes wrong).  Keep him in the room with you.(He's fast, so keep running around the room to avoid his attacks.)&lt;br /&gt;
&lt;br /&gt;
3)Activate the skeleton when the text tells you to.  You still have to keep Velwyn from leaving the room.&lt;br /&gt;
&lt;br /&gt;
4)Once the skeleton starts to burn, get close to the entrance and yield(hold the Block button and press X) to Velwyn so that he starts leaving.  He'll stop in front of the wall, then suddenly run through it.  Get RIGHT behind him when he does this so that you can go through the wall as well.&lt;br /&gt;
&lt;br /&gt;
5)Follow him back to The Count's Arms.  Attack or frenzy him again.&lt;br /&gt;
&lt;br /&gt;
6)Lead him outside.  Make sure to attract the attention of a few guards.&lt;br /&gt;
&lt;br /&gt;
5)Once guards are following you, lead them into the manor. (If they're following Velwyn instead of you, lead him inside as well.)&lt;br /&gt;
&lt;br /&gt;
6)The portal in the basement should already be open when you get there, and Lorgren should be awake.  Lure the guards in there.&lt;br /&gt;
&lt;br /&gt;
7)Now, here's where things get really crazy.  If you aren't able to survive in combat against Lorgren (I sure wasn't when I did this quest), then you'll have to run around the room like you did earlier with Velwyn.&lt;br /&gt;
&lt;br /&gt;
8)Eventually, Lorgren should attack one of the guards, which will then draw their attention.  The guards will then proceed to go medieval on him, which should last all of five seconds.  Once the text appears, you'll be the proud owner of this decrepit manor, which will actually no longer be decrepit once you exit the basement.&lt;br /&gt;
&lt;br /&gt;
-If anyone is still mad at you (Velwyn, the guards, or whoever else followed you in there), yielding to them should do the trick.--[[User:MixMaster81|MixMaster81]] 05:09, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Journal Updates ==&lt;br /&gt;
&lt;br /&gt;
If you go straight to the Kings and Queens tavern without talking to anyone else you will get the journal update to 70. If you talk to anybody after you get the update you will go to journal update 60 and the quest pointer points to the imperial city instead of anvil. However, i have tested this many times and it will always update your journal, but only about 30% of the time it will change your pointer. This is a minor annoyance, as going to The counts arms in anvil and talking with Velwyn will continue as usual and the journal fixes itself. {{unsigned|Toungennose|22:44, 17 February 2010}}&lt;br /&gt;
&lt;br /&gt;
:When the journal updates to stage 60, the quest marker should point to [[Oblivion:Velwyn Benirus|Velwyn Benirus]] wherever he is.  Since he starts in Anvil and only later moves to the Imperial City, it's possible that he might actually be somewhere en route, especially if there wasn't much time between him selling you the manor and you being directed to where he is.  I've also observed a number of weird behaviours when people are travelling, so it's possible that Velwyn became stuck somewhere along the way. ‒&amp;amp;nbsp;[[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 20:23, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Its not that he is stuck, he is literally right next to me. When i talk with him he says meet me in the Anvil then the quest pointer points to the place in anvil. While he is still in the King and Queens Tavern i talked to the barkeep and he said that he stays in the Tavern and i get the journal update saying i need to go to the Tavern to speak with him. The journal goes back a stage to where you are looking for Velwyn. This changes the quest pointer to the Tavern instead of the bar in anvil. I tested to see if it was just following Velwyn and he happened to be in the king and queens tavern so i let him leave and waited a while before checking the map again, it still points at the Tavern.--[[User:Toungennose|Toungennose]] 01:36, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Okay, I've found where it updates the stage to 60, which of course is incorrect if you're already at stage 70 or above. That should be an easy fix. I can't figure out why it would only intermittently update your quest pointer, though. I'll try reproducing it and see if I can figure anything out. In case I'm unable to, is it enough to save just outside the King and Queen tavern to get the quest pointer to update sometimes but not others, or do you have to go back further in the quest? &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:12, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Actually, I was forgetting that you ''can't'' go to a lower stage in a quest (the journal updates as though you had, but the game still remembers that you reached the later stage), so that's not really as big of a bug as it might seem, though I've fixed it all the same. I'm can't reproduce the original bug, though. If I go straight to K&amp;amp;Q, I don't get a quest update unless I've been told that Velwyn's in the Imperial City, and he won't talk to me about the manor other than to say it's mine now. If I ''do'' talk to someone, I always get the quest marker. Can you give me more details on what exactly you need to do to get the bug? Thanks! &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:03, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: i never said it caused any problems, its just wierd that it happens. it was about a month ago when i was doing these test so it would be hard for me to reproduce but from what i remember i could go straight to K&amp;amp;Q and Velwyn would be there standing and when i talked to him the convorsation about the ritual comes up and he says he will be off to anvil, then the quest pointer changes to anvil. Then after that i talk to the barkeep and the topic Velwyn is there and he mentions that velwyn is staying at the K&amp;amp;Q and the pointer comes back to the K&amp;amp;Q. I guess the only way to update it again is to go to the anvil bar and talk with velwyn again.. i dont know if this helped but thats all i can remember right now, i will make a new game and find out, maybe it was just that group of saves i had.--[[User:Toungennose|Toungennose]] 01:36, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: I tried all the variations of doing the quest out-of-order that I could think of and never had marker problems, but I could easily have overlooked something. If you manage to reproduce the behaviour, let me know! The reason I'm so curious is that I've created a mod that fixes a number of problems that were noticed only after the final Unofficial Patch was released, so it's always nice to know about other fixes I can add to it. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:37, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I just tried it on PC (the tutorial is WAY to long and pointless.) but after talking with him about the manor being haunted he says he will go to the Counts Arms in Anvil. After he leaves K&amp;amp;Q i talk to the Barkeep(cant remember his name now... i really just exited the game) and he says that Velwyn is living at the K&amp;amp;Q and the journal says that i should go there to talk with Velwyn. The quest pointer DOES NOT change from the Counts Arm in Anvil, i must have imagined that or i just had a goofy hiccup on my xbox. So the Journal updates DO go back to 60, but the quest pointer moves to 80. If you click map on your latest update(60) it still takes you to quest pointer in Anvil. Does this clear up everything? i could do more test if you would like, but you have my procedure if you would like to try it your self.--[[User:Toungennose|Toungennose]] 01:36, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- That matches with what I got on the PC, so for now, we'll just leave the pointer issue as a &amp;quot;goofy hiccup on your xbox&amp;quot;. :) Thanks for following up! &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 02:15, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This is so horrendous!!! ==&lt;br /&gt;
&lt;br /&gt;
I don't own the game for the PC. AND THE SKELETAL HAND NEVER APPEARS. EVER!!! I cant use console to make it appear. Please tell me theres a fix to this!! If there isn't, I JUST WASTED 5,000 GOLD!!! :(&lt;br /&gt;
:You sleep in the bed and then the ghosts appear, then you go downstairs and pick up the hand and the note next to the cupboard... --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 03:22, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sometimes... ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
* sometimes you will not be able to get Velwyn to accompany you back to the house. (I have not found a way to get past this yet apart from console commands)&lt;br /&gt;
: Moved because it's unhelpful and contains 1st person writing. It's also unclear what it means - accompany you from where? The Imperial City? The Count's Arms? [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:48, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:ok i think it means from the counts arm and yeah so that wouldn't work any ways if he's running way ahead of him--&amp;lt;font color=PaleGoldenrod&amp;gt;[[User:GUM!!!|MAKKA PAKKA!]]&amp;lt;/font&amp;gt; 17:39, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== So can you store items in the house or not? ==&lt;br /&gt;
&lt;br /&gt;
Can you just wait till the quest is complete. Or do none of them work at all?  [[User:TheImperialBloodBrother|TheImperialBloodBrother]] 21:35, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: From the notes on the article: &amp;quot;The overturned chest of drawers by the entrance has its contents reset when you complete this quest. It's best not to store anything anywhere inside the house until the quest is completed.&amp;quot; [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 21:37, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So after you complete the quest, you can use the containers?  [[User:TheImperialBloodBrother|TheImperialBloodBrother]] 21:48, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Yes. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:20, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== FInding Velwyn ==&lt;br /&gt;
&lt;br /&gt;
I Killed Wilbur the bartender at counts arms and now i cant find anybody else to find wilbur. I know where he is already in the talos or elven garden district but when i see him and talk about the house he says &amp;quot;what about the house? its your now not my responsability.&amp;quot; so does this mean i cant beat the quest anymore?&lt;br /&gt;
&lt;br /&gt;
Ps. I killed everyone else in the counts arms except for visitors. {{unsigned|98.117.114.87|00:37, 25 May 2010}}&lt;br /&gt;
&lt;br /&gt;
:I'll assume you meant &amp;quot;anybody else to find Velwyn&amp;quot; above. :) Looking in the Construction Set, the scripts for this quest are all race based and restricted to those in AnvilFaction, so look for someone [[Oblivion:Factions_A#Anvil Citizen|here]] who's one of: Breton, Imperial, Nord, Redguard, or Wood Elf. If you've killed every last one of them, then you're &amp;lt;s&amp;gt;scre...&amp;lt;/s&amp;gt; out of luck. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:11, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Nothing More To Say&amp;quot; ==&lt;br /&gt;
In case anyone else has trouble getting Velwyn to talk about the manor in Kings and Queens, try using the setstage command to advance the story. --[[User:Zander490|Zander490]] 22:07, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is pointed out at the bottom of every Journal Entries section. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:30, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::At least now we have a solution to that problem on this page. Besides, not everyone will think of &amp;quot;cheating&amp;quot; as a solution to the problem at first. I am aware of the Journal Entries section, it's how I found out about setstage in the first place. I'm not asking for this to be added to the article, just a note so that others don't waste time like I did tryig to figure it out. --[[User:Zander490|Zander490]] 13:00, 19 June 2010 (UTC)&lt;br /&gt;
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== Saving bug ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that after completing this quest, you cannot load any indoor saves. I can confirm this myself, however I cannot confirm that this quest somehow causes it, as I don't know how I could find such proof... Although, noting how recently I did this quest, I can say it very feasable. Also, any knowledge of a fixture would be more than welcome. {{unsigned|92.17.9.83|0:58, 20 July 2010}}&lt;br /&gt;
:I can confirm that is even before you complete the quest though I cannot tell in what stage of the quest the game starts corrupting save files.&lt;br /&gt;
:I had this same problem just now and it was driving me crazy. I tried uninstalling and reinstalling Oblivion, to no avail. After disabling a couple of my extraneous mods and installing the latest (final) patch, everything worked out. My previous indoor saves were perfect and not only that, the game seemed to run so much faster. I highly recommend the final patch! [[Special:Contributions/75.77.59.250|75.77.59.250]] 05:45, 30 December 2010 (UTC)Kai 12.30.10&lt;br /&gt;
&lt;br /&gt;
:I just experienced this with two indoor saves: one after killing Lorgren but before talking to Velwyn at the Counts Arms, the other after talking to him.  I did manage to load the saves a couple times, but when I did something was wrong with my avatar.  I was unable to move and when I looked down my body was in pieces. When I tried to switch to third person view, the game locked up.  &lt;br /&gt;
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:I'm running the Xbox 360 version, so no patch for me, I think. - WhollyFool [[Special:Contributions/75.198.89.52|75.198.89.52]] 13:49, 8 May 2011 (UTC)&lt;br /&gt;
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== Wanders off ==&lt;br /&gt;
&lt;br /&gt;
Once ,when I had talked to Velwyn at the count's arms and he asked me to follow him, he went out of Anvil and headed for Valenwood. I had to reload an earlier save in order to fix this. {{Unsigned|83.183.34.159|22:08, 24 September 2010}}&lt;br /&gt;
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:It sounds like somehow the quest stage got advanced prematurely and he started heading towards the Imperial City...or there was some kind of pathing problem and he couldn't figure out the proper way to get to the manor. Either way, if it didn't occur on reloading, then it was probably a one-off bug, and nothing to worry too much about. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:20, 24 September 2010 (UTC)&lt;br /&gt;
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== Wait... ==&lt;br /&gt;
&lt;br /&gt;
so, Is this just for the ps3? {{unsigned|99.28.230.128|20 November 2010}}&lt;br /&gt;
: No... what makes you ask that? [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:56, 20 November 2010 (UTC)&lt;br /&gt;
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== Quote by Lorgren ==&lt;br /&gt;
&lt;br /&gt;
Just before Lorgren Appears, he says: &amp;quot;I ... live again.&amp;quot; [sic!] - with the &amp;quot;...&amp;quot; in the subtitles. I can't believe that no-one has yet seen that this is a quote from (thus a rerference to) &amp;quot;The Evil Dead 3 - Army of Darkness&amp;quot;. As i am not registered, i think it's better to mention that in the discussion before simply adding it to the &amp;quot;Notes&amp;quot;. Does anyone agree or disagree with my suggestion?&lt;br /&gt;
By the way: That sentence was also quoted in the 3D-Realms-PC-game &amp;quot;Blood&amp;quot; [[http://en.wikipedia.org/wiki/Blood_(video_game)]]. Hope to get a reply soon! --[[Special:Contributions/89.105.165.33|89.105.165.33]] 03:46, 10 March 2011 (UTC)&lt;br /&gt;
::The correct place to put this would be in the [[Oblivion:Easter Eggs| Easter Eggs]] section. Also, citing it while your at it would be nice as well. [[User:Western3589|Western3589]] 03:50, 10 March 2011 (UTC)&lt;br /&gt;
::::Unfortunately, i am unable to edit the Easter Eggs section :( --[[Special:Contributions/89.105.165.33|89.105.165.33]] 04:08, 10 March 2011 (UTC)&lt;br /&gt;
:::::That's a really tenuous link. It could be a reference to almost anything where a creature rises from the dead. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:36, 10 March 2011 (UTC)&lt;br /&gt;
::::::But pronounciation and style totally resemble the resurrection of &amp;quot;Bad Ash&amp;quot; in Evil Dead. Sure, it's just 3 words, but quite similar. And i didn't find the quote anywhere but in Evil Dead, as a reference to Evil Dead in Blood and now here in Oblivion. -- [[Special:Contributions/89.105.165.33|89.105.165.33]] 12:41, 10 March 2011 (UTC)&lt;br /&gt;
{{od}}Why does it have to be a reference, it is entirely possible that this is just a coincidence. ''&amp;quot;I live again&amp;quot;'' is an accurate description of events, and three words and style don't make a reference unless it is totally obvious. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Contribs]] [[Special:Emailuser/Alpha Kenny Buddy|Email]]&amp;lt;/sup&amp;gt; 14:28, 10 March 2011 (UTC)&lt;br /&gt;
:I agree with AKB. It looks like a coincidence to me. [[User:JackTurbo95|JackTurbo95]] 14:39, 10 March 2011 (UTC)&lt;br /&gt;
:: ok, let's leave it out, under protest and although i am convinced that this IS a refernce derp :D. i'm gonna try to inquire. cya. -- [[Special:Contributions/89.105.165.33|89.105.165.33]] 20:44, 16 March 2011 (UTC)&lt;br /&gt;
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== Uhm wtf? ==&lt;br /&gt;
&lt;br /&gt;
I completed the main quest, so everyone pretty much likes me and has a disposition of 100 or close to it. I go to talk to Velwyn and his disposition towards me is 100. When I bring up the house he just says &amp;quot;I'm sorry; I can't lift the curse. You bought the house; you have to deal with it.&amp;quot; I tried hitting him so it goes down, but nothing changes. Advice?&lt;br /&gt;
&lt;br /&gt;
P.S. I have the Xbox360 version.&lt;br /&gt;
[[Special:Contributions/50.37.156.250|50.37.156.250]] 23:25, 30 March 2011 (UTC)&lt;br /&gt;
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Have you tried the [[Oblivion:Where Spirits Have Lease|quest]] page? [[Special:Contributions/207.216.130.182|207.216.130.182]] 23:35, 30 March 2011 (UTC)&lt;br /&gt;
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Yeah I have. I figured it out, I never took the diary page.[[Special:Contributions/50.37.156.250|50.37.156.250]] 23:43, 30 March 2011 (UTC)&lt;br /&gt;
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== I CANNOT kill the ghosts! ==&lt;br /&gt;
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I don't understand.  My flare does not hurt the ghosts, neither does my silver longsword or my enchanted weapon.  I just get killed since they keep on knocking me down &amp;amp; hurting me more. What do I do?! I am not even a low level!&lt;br /&gt;
&lt;br /&gt;
:Not being low leveled is probably hurting them. I suggest lowering the difficulty seeing if you can damage them then. It could be that you are damaging them it just doesnt look like it.--[[User:Catmaniac66|Catmaniac66]] 06:10, 16 May 2011 (UTC)&lt;br /&gt;
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== Velwyn won't talk about the curse ==&lt;br /&gt;
&lt;br /&gt;
Currently Velwyn is in the imperial city, but whenever i try to talk to him, he only says,&amp;quot;you've already bought the manor and i have nothing to say about it.&amp;quot; His disposition is at 100 and i have both the Skeletal Hand and the Diary Scrap. &lt;br /&gt;
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Also, I'm playing it on the PS3, so i can't use consol commands.{{{{unsigned|68.102.247.116|01:17, 7 October 2011}}&lt;br /&gt;
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:Nevermind, i hadn't talked to wilbur (the count's arms barkeep), so the quest didnt update. {{unsigned|68.102.247.116|01:23, 7 October 2011}}&lt;br /&gt;
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== 100 % pursuaded and yet he wont come back to anvil ==&lt;br /&gt;
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im curious as to how i fix this... not only will he not return to anvil but my quest logg says i need to find him in the tavern after i already have... ??? soloution anywon???&lt;br /&gt;
&lt;br /&gt;
''Make sure you have the skeleton hand and diary entry in your inventory''--[[Special:Contributions/124.148.253.74|124.148.253.74]] 10:51, 27 October 2011 (UTC)&lt;br /&gt;
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== Skeleton Gone!!!!!!!!! ==&lt;br /&gt;
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ive got that problem when i get in to the secret room there simply isn't some skeleton on the alter.&lt;br /&gt;
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== Velwyn Benirus won't sell the house ==&lt;br /&gt;
&lt;br /&gt;
When i speak to Velwyn Benirus, i don't have an option to ask anything about the house, yet alone to buy it. He tells me he has a house to sell, but the only available topic for conversation is  rumors. I've maxed disposition to 100 and nothing. I have more than enough money, but i still don't get any other topic besides rumors. Anyone got the idea what to do?&lt;br /&gt;
&lt;br /&gt;
````Amaterasu {{Uns|79.101.158.189|14:55, 21 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:It's a long shot, but try speaking to some of the people around town about him (if they offer the topic), then go back and talk to him. It's been almost a month since you posted this, but if you're still having trouble with the quest and want help, just reply telling me ''exactly'' what he said when you go and talk to him. That'll help me narrow down what quest stage you're at. Also, if you're on a PC, you can use the Console to force the quest to advance. See the notes under the [[{{SUBJECTPAGENAME}}#Journal Entries|Journal Entries]] section for more details. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:16, 17 January 2012 (UTC)&lt;br /&gt;
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:I'm running it on openSUSE via wine and i can't open the console. That way i could find out what stage I'm on, or even advance it, but i can't. I'm not by that computer at the time, but i think he asks me if i have decided to buy the house or something similar. Don't know if that can help you. I'll probably play it again by the middle of next week, and then i'll post exactly what he tells me... Thanks for trying to help me! Amaterasu {{Uns|178.222.145.148|22:14, 20 January 2012}}&lt;br /&gt;
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::No problem. I'm watching this page, so I'll notice any replies fairly quickly. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:25, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sorry i didn't post earlier, i had no chance to play at all... Anyway, i have only one entry in diary, which matches with stage 20 of the quest line, and Velvyn asks me if i have decided to buy the house. I tried to speak to people around, but no one tells me anything about the house or Velvyn. i suppose only thing left is to install oblivion on another computer with windows and use console to advance quest. If you have any other ideas, please tel me. Thanks again for trying to help with this annoying bug.&lt;br /&gt;
&lt;br /&gt;
::::As far as I can tell, if you're at stage 20, you ''should'' have the manor dialogue, no matter what. I even looked at the UOP fix list to see if I was missing something, and there are no relevant fixes there either, that I can see. (Though if you haven't already, you may want to install it, just to be sure.) At this point, I'm inclined to agree with you—your best option would be getting access to the console, advancing the quest, and proceeding from there. The only other option I can see is to reload an older game and try again, but given how long it's been, that's probably not a desirable option. Assuming you reinstall, make sure that you have the same mods, fixes, etc. (if any), or it could cause problems when you port back. Also you may want to have a look at the [http://tes.nexusmods.com/downloads/file.php?id=13133 Ring of Console] mod. I've never used it myself, so I can't help you, but it might give you access to the Console from your original machine. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:29, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't fast travel from inside the house ==&lt;br /&gt;
&lt;br /&gt;
I have finished this quest, so the house is mine and is nicely furnished. But I can't fast travel from inside the house. I'm trying to mov all my crap from the Waterfront house, but having to go outside is annoying, especially since I'm using a lot of basement storage. &lt;br /&gt;
&lt;br /&gt;
I'm worried the game thinks the house is not mine in some subtle way and will reset the containers. How long does it take for that to happen, so I can check?&lt;br /&gt;
&lt;br /&gt;
Anyone else have this problem and can supply a possible solution? --[[Special:Contributions/174.6.142.177|174.6.142.177]] 09:15, 17 January 2012 (UTC)&lt;br /&gt;
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:It's not just you. You simply can't Fast Travel from inside Benirus Manor. I'll note it as a bug on the Benirus Manor page. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:00, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Velwyn Disappears ==&lt;br /&gt;
&lt;br /&gt;
I got to the point where i met him in the Imperial City, and he agreed to remove the curse with me. I met him in Anvil, and we proceeded to the manor. When we got there, he went in first, and I followed. Upon arrival, the house was filled with ghosts (about 3 or so on the main floor, more in the basement). After I dispatched of these ghosts, I noticed my quest marker told me to go outside, so I did. It then had a green arrow (implying that Velwyn was in town) pointing beyond the walls of anvil. I checked the map, and sure enough, Velwyn had been teleported just south of Skingrad. So I went to check things out.&lt;br /&gt;
&lt;br /&gt;
I fast traveled to Fat Ramp Camp, where I had to kill a bandit. Afterwards, I noticed the quest marker was no longer green, but red again, and Velwyn seems to be walking eastward, away from Anvil, and the current quest. In an attempt to reach him, I fast traveled again to Fort Vlastarus. His location has been unchanged, he still is just south of Fort Vlastarus.&lt;br /&gt;
&lt;br /&gt;
I started following the arrow on my compass, not paying attention to which direction I was going, merely following the arrow. As I got close to Skingrad, I realized that the arrow on the map, and the arrow on my compass were two different arrows. However, there is only one arrow on the map, and one arrow on the compass. I know for missions where you need to find a beggar, multiple red arrows are on the map, but this is not the case here. I assume the arrow on my compass points towards Anvil, while the arrow on my map remains motionless.&lt;br /&gt;
&lt;br /&gt;
I decided to go to the arrow on the map first, so I followed my compass southeast, and ignored the quest marker on it. Upon reaching the arrow, I discovered the Howling Cave, however the arrow was not pointing to this cave, rather right next to it. Velwyn was no where in sight. At this point, I think im on a wild goose chase.&lt;br /&gt;
&lt;br /&gt;
I fast traveled outside of Anvil to see where the red arrow on my compass would point me. Sure enough, i headed back into Anvil. The green arrow is back, and it the two arrows now match up. According to my map, he is still recognized as being in Anvil, however he is clearly southeast of Skingrad. When he went into the manor, he must have been flung through the building, through the wall, and all the way over there, without having actually exited Anvil.&lt;br /&gt;
&lt;br /&gt;
This can cause serious problems if he does not return, considering that you cannot complete this quest unless he opens the door in the manor basement. Upon waiting, he seems to have moved back south of Skingrad. I waited longer to see if he was on his way back, and sure enough, here he comes. I waited once more, and now my marker has gone back to red, and informing me to enter the manor. Sure enough, there he was. All in all, between traveling and waiting, I had allowed at least 12 hours to pass, but I wouldn't be surprised if it was closer to 24. Maybe more.&lt;br /&gt;
&lt;br /&gt;
This is the PS3 version of Oblivion. Because my game autosaved when i first entered the manor, (when he was first flung to Skingrad) I couldn't restart the game to see if this would happen again. I'm posting this in hopes that A)It might get fixed with a patch (doubtful), B) I want to know if this happened to anyone else, and C) If it has happened and you're worried about what to do, hopefully this page will aid you. Mainly, you just have to wait. It might take a while though.&lt;br /&gt;
&lt;br /&gt;
TL;DR: Velwyn disappears when entering the manor, making it impossible to finish this quest, however upon fiddling with this glitch, and waiting for about 12-24 hours, he has returned.&lt;br /&gt;
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This has fixed itself on it's own, however I'm putting this here in hopes that it aids at least one person. [[User:Meleemaster|Meleemaster]] 06:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just so the same information is here too, we generally don't document bugs on the article pages themselves unless multiple users have experienced them, otherwise the pages would become masses of one-off bug reports. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 07:34, 12 March 2012 (UTC)&lt;br /&gt;
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== Game Crashes ==&lt;br /&gt;
&lt;br /&gt;
My game crashes every time I go near the Secret Door. I am currently at Stage 88. If I advance the stages to 90, would it fix it? And does advancing the stage open the door? [[Special:Contributions/24.87.104.28|24.87.104.28]] 03:21, 17 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Frostcrag_Spire_(place)&amp;diff=964635</id>
		<title>Oblivion talk:Frostcrag Spire (place)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Frostcrag_Spire_(place)&amp;diff=964635"/>
		<updated>2012-06-04T23:48:06Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||May 2006 - Oct 2009&lt;br /&gt;
}}&lt;br /&gt;
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== Dismissed Atronachs stay in the game forever - kill them instead ==&lt;br /&gt;
&lt;br /&gt;
There is no &amp;quot;kill&amp;quot; command in Atronach's script, only &amp;quot;disable&amp;quot;. The game not removes disabled alive actors, when the cell they are in resets. This results in saved-game bloat, at least. Better to kill them than dismiss. [[Special:Contributions/92.255.145.114|92.255.145.114]] 02:12, 6 December 2009 (UTC)&lt;br /&gt;
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==Atronach glich thing==&lt;br /&gt;
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I made a frost atronach, left him at the door, and when I came back, he was gone! Anyone know what happened? --[[Special:Contributions/184.88.12.130|184.88.12.130]] 23:48, 4 June 2012 (UTC)&lt;br /&gt;
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== Frostcrag spire spell and weapeon imbue ==&lt;br /&gt;
&lt;br /&gt;
How the heck are you supposed to get those candles? The Mage-something candles. It tells you that you have to have them. idk where to find em. any help its welcome. :)--Anul&lt;br /&gt;
:You obviously need to buy them from Aurelinwae, since she sells '''all''' the upgrades for FS. And they are called Magetallow Candles --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 02:58, 23 December 2009 (UTC)&lt;br /&gt;
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== Vault Containers - pls help... ==&lt;br /&gt;
&lt;br /&gt;
I own a HUGE collection (allmost all normal weapons and armors and numerous unique and magic items). So i decided to store them in the Vault. Once i reached expert level at armorer skill i begun repairing them to 125%. When i put them back to the chests some of them were missing!!! At that time i noticed that sometimes chests do not contain all my artifacts. For example some times my 25 Varla Stone are right were i left them and some other times they have disappeared... Know what's going on here? Do i have to worry? How do i fix? Thanks for your help...[[User:TheCollector|TheCollector]] 22:07, 6 January 2010 (UTC)&lt;br /&gt;
:All the answers can be found [[Oblivion:Glitches#Items Disappearing from Containers|here]]. --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 22:11, 6 January 2010 (UTC)&lt;br /&gt;
Just how do i know how many items to put in a chest in order not to appear this display bug? Is there a limit or what?[[User:TheCollector|TheCollector]] 10:48, 7 January 2010 (UTC)&lt;br /&gt;
:There's no real limit since all the containers can hold an infinite number of items, but try to spare different items in various containers to stop this glitch from happening. The only thing that happens if you store many items in a single container is that after a while it can take a little to display the full inventory of a container. --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 17:51, 7 January 2010 (UTC)&lt;br /&gt;
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== Main door ==&lt;br /&gt;
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:''Moved from main page''&lt;br /&gt;
:&amp;quot;there is also a bug that if you leave the tower before the large north door opens it will be permantly closed for the rest of the game unless you re-load.&amp;quot;&lt;br /&gt;
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I was unable to replicate this with or without the Unofficial patches, so I'm moving it to the talk page for now. ‒&amp;amp;nbsp;[[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 07:04, 4 March 2010 (UTC)&lt;br /&gt;
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: This just happened to me, confirmed. :/ [[Special:Contributions/76.188.74.113|76.188.74.113]] 02:00, 21 May 2011 (UTC)&lt;br /&gt;
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:: I've heard of this problem before, so I've re-added it to the page. [[User:Legoless|Legoless]] 12:05, 21 May 2011 (UTC)&lt;br /&gt;
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:::I just added a verification tag. No details given on how. I tried to recreate it many times. Perhaps it only happens on a specific platform. I even left the area and waited &amp;gt;72 game hours so that the cell reset. Also tried going in and out of the cell a dozen times to break the animation and running out as soon as I read the book; nothing. On return the animation played and door opened and all was accessible. [[User:Kivan|Kivan]] 00:55, 1 November 2011 (UTC)&lt;br /&gt;
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== safe storage? ==&lt;br /&gt;
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hi i was just wondering wich containers are safe for storage?[[User:GUM!!!|GUM!!!]] 16:37, 13 March 2010 (UTC)&lt;br /&gt;
:All should be--[[User:Arch-Mage Matt|Arch-Mage Matt]] 16:28, 13 March 2010 (UTC)&lt;br /&gt;
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all of them? are you sure about that cause i want to put some unique items and and don't wan't to lose them[[User:GUM!!!|GUM!!!]] 16:40, 13 March 2010 (UTC)&lt;br /&gt;
::All in the vault and in your personal chambers, which is almost all of the containers in the spire.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 16:48, 13 March 2010 (UTC)&lt;br /&gt;
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ok thanks![[User:GUM!!!|GUM!!!]] 17:02, 13 March 2010 (UTC)&lt;br /&gt;
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== Super Cool ==&lt;br /&gt;
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I find this very interesting- if you tell a generic follower to leave while next to the portals to the mages guilds- they will enter in the portals to go to their homes. For example--- the dark brotherhood murderer teleports to the Cheydinhall Mages Guild, the Adoring Fan teleports to the University, and knights such as [[Oblivion:Brellin|Brellin]] would travel to the Skingrad mages guild. Is this important enough to go on the page?&lt;br /&gt;
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:It's interesting, but not really &amp;quot;important&amp;quot;.  I don't mind it being mentioned somewhere, but I'm not sure if that should be this article or [[ob:Followers]].  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 04:08, 14 April 2010 (UTC)&lt;br /&gt;
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== Main Stone Door ==&lt;br /&gt;
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I have no idea why but i have all the items and have completed the quest but the stone door which allows access to the rest of the tower wont open........ive reloaded it several times, and it works on other accounts i dont know why its not working here&lt;br /&gt;
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:The door only triggers once you take the manual off the ice hand it seems.  (I am not the original poster) [[Special:Contributions/68.2.107.108|68.2.107.108]] 03:40, 5 July 2010 (UTC)&lt;br /&gt;
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::What are you talking about? You enter the Spire and read the book (do not have to pick it up) which opens the door and tells you how to purchase the upgrades. How can you get any items or complete the quest  without the door being open already? {{unsigned|121.218.230.191|30 March 2011}}&lt;br /&gt;
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== Door names wrong.  Load order? ==&lt;br /&gt;
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In my game, the main area is named &amp;quot;BermuaHouseTest&amp;quot;, and this appears on all doors and teleporters to the main area.  The two teleporters behind the stone wall are named &amp;quot;TesterHouseBermuaMid&amp;quot;.  I expect there is a load order issue with COBL and the unofficial patches, or something similar.  Anyone else experience this?  [[Special:Contributions/68.2.107.108|68.2.107.108]] 03:42, 5 July 2010 (UTC)&lt;br /&gt;
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:Self-solved.  Future ref: Unofficial patch for the spire started loading before the spire itself.  [[Special:Contributions/68.2.107.108|68.2.107.108]] 04:50, 5 July 2010 (UTC)&lt;br /&gt;
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== Kvatch Portal ==&lt;br /&gt;
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Hello, The statement about the kvatch portal is actually false.  If you have Kvatch Aftermath installed the portal teleports you to the mages guild in Kvatch.  Should this be added?&lt;br /&gt;
:Actually the statement is true. The Aftermath mod you listed above is 3rd party so no, it should not be added.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 04:06, 18 July 2010 (UTC)&lt;br /&gt;
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== Glowing rings in entry hall ==&lt;br /&gt;
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Do the glowing rings in the entry hall do anything? [[User:Pez|Pez]] 00:46, 18 August 2010 (UTC)&lt;br /&gt;
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:As I recall, their only purpose is to look pretty as the door opens. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:21, 18 August 2010 (UTC)&lt;br /&gt;
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== rename ==&lt;br /&gt;
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It says that you can rename the tower were can i do that. Can you rename the tower&lt;br /&gt;
:You cannot rename the tower, except possibly on the PC version via console commands or something. Being an Xbox player, I wouldn't know. But through normal, in-game means, the tower cannot be renamed. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 23:53, 6 September 2010 (UTC)&lt;br /&gt;
::Yeah, I just assumed that this was to maintain in-game continuity with law and stuff. [[User:Apollo Quinn|Apollo Quinn]] 19:16, 12 April 2011 (UTC)&lt;br /&gt;
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== container for everywhere ==&lt;br /&gt;
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I think that the atroach is a good container if you choice to live in caves ,ayleid ruins and forts.They seems dont respawn,and can easily bring to everywhere as they are follower and they can easily identifly because the frost and flame(*not storm) is shining([[User:Vvardfell|Vvardfell]] 03:26, 7 November 2010 (UTC))&lt;br /&gt;
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:You mean when it's dead, right? Because they have persistant corpses? {{unsigned|121.218.230.191|30 March 2011}}&lt;br /&gt;
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== Intruders? ==&lt;br /&gt;
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I found a group of bandits/outlaws in my Spire today. Will they steal items from the chests and containers, and how do I keep them from going inside?&lt;br /&gt;
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== How to get back? ==&lt;br /&gt;
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*I did the glitch and reinstalled it after I was done and for some reason I can't get back in I am floating in the nothingness OUTSIDE of the living area PLEASE HELP!&lt;br /&gt;
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*Easy. Just move till you're underneath it. Repeatedly drawing/withdrawing your weapon will help.&lt;br /&gt;
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==Place Summary Image==&lt;br /&gt;
This article seems to have too large a white-space with [[:File:OB-place-Frostcrag Planets.jpg|the current image]].  I started to replace it with [[:File:OB-Frostcrag Spire.jpg|a square image]], but it wasn't immediately apparent to me where the best place for this narrower image would be.  So, I decided to ask for other opinions; does the white-space seem as obnoxious to others as it does to me?  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 03:00, 23 January 2011 (UTC)&lt;br /&gt;
:Yeah, I can see what you mean, but that is a strangely shaped space to fill, so any image would be distorted, or wouldn't take up enough space. An alternative to placing another image might be to instead try to put that specific image in another section, or format the tables differently to better utilize the open space. Just my 2 cents. --[[User:Pwnageincarnate|Pwnageincarnate]] 03:11, 23 January 2011 (UTC)Pwnageincarnate&lt;br /&gt;
::I suggested the square image because it will reduce the size of the whitespace, not fill it.  Try previewing it with the image I selected; it looks better, to me at least, and more consistent with the appearance of the other plug-in houses.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 03:16, 23 January 2011 (UTC)&lt;br /&gt;
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== Frustration!  ==&lt;br /&gt;
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Hello, I've purchased all the upgrades for Frostcrag Spire from that Altmer.&lt;br /&gt;
But, I can't get the stone door open. :| [[User:Shianni|Shianni]] 16:20, 4 February 2011 (UTC)&lt;br /&gt;
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: Which stone door is that? The one in the foyer? Presumably you picked up the book, which to my knowledge is what activates the stone wall to move. Its not instant, it take a few seconds to kick in, as some ice pillars rise/sink. Give it time,  it should open. [[User:Emoboy64|- Emoboy64]] 16:23, 4 February 2011 (UTC)&lt;br /&gt;
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::The one at the start, and would re-planting the book on the Ice Atronach's (I'm presuming it's an Ice Atronach.) hand? [[User:Shianni|Shianni]] 16:25, 4 February 2011 (UTC)&lt;br /&gt;
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:::Im confused. Re-placing the book shouldnt do anything, just wait it out and you should see the blue circles around the sides of the chamber rise and then sink again. After this, to wall/door opens. That sequence activates after interacting with the book. [[User:Emoboy64|- Emoboy64]] 16:30, 4 February 2011 (UTC)&lt;br /&gt;
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::::It was a question, not a statement. And when I tested it, no. It didn't work. :| [[User:Shianni|Shianni]] 21:31, 4 February 2011 (UTC)&lt;br /&gt;
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:::::Then I am stumped, sorry. [[User:Emoboy64|- Emoboy64]] 22:13, 4 February 2011 (UTC)&lt;br /&gt;
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:::::: Are you playing on PC? The &amp;lt;code&amp;gt;tcl&amp;lt;/code&amp;gt; command would let you pass right through it. [[User:RaidensTechSupp|RaidensTechSupp]] 01:36, 5 February 2011 (UTC)&lt;br /&gt;
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:::::::You can't purchase the upgrades before reading the book, which also opens the door. I have no idea how you could have done it any other way. {{unsigned|121.218.230.191|30 March 2011}}&lt;br /&gt;
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== entering frostcrag again.... ==		 &lt;br /&gt;
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I have visited Frostcrag and checked it out. However if I return to it now, there are some bandits inside the main hall (Where the book rests on the hand sculpture). After killing them the wall entrance to the tower does not move anymore. So I can not enter it again. Does anyone know how to fix this? {{unsigned|87.139.35.7|05:42, February 20, 2011}}&lt;br /&gt;
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Hello! That's not a &amp;quot;hand sculpture&amp;quot;! It is the upthrust hand of a dead Ice Atronach whose body is forever frozen under the ice floor.(Using &amp;quot;Resurrect&amp;quot; doesn't work on it, by the way.) A bright enough light source will reveal the body to you. But anyway, to open the big door, you have to read the book and take it off of the hand too, by placing it in your inventory. That action activates either a spell, a sensor, or some plain mechanical process that opens the giant doors. Since they look like an ordinary wall when closed, I'd call them &amp;quot;secret doors&amp;quot;. As for the trespassing Bandits, I don't know what to tell you, as the only ones I've ever had in the tower were invited ones. As for fixing it, should it be a glitch, if you are playing on a PC, there are Console Commands that might help you. Otherwise, I could only suggest a reload of a previously saved game, a do over, or try the book again just in case you didn't do it right the first time. I hope that was helpful! [[User:Leo Star Dragon 1|Leo Star Dragon 1]] 05:52, 28 February 2011 (UTC)&lt;br /&gt;
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::I've never needed to pick up the book, you only need to read it for the quest to move forward and the door opens moments after you do so, you do not have to pick it up at all. Thereafter the stone door ''remains open''. You should not find it closed, so obviously your game is broken and you have to fix it in the usual ways, load previous saved game, restart game or delete and reinstall plug-in etc {{unsigned|121.218.230.191|30 March 2011}}&lt;br /&gt;
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:::&amp;lt;nowiki&amp;gt;****NOTICE***&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::I was having the same issue and through test and trail by looking at the scripting of the room as well i have come to the conclusion that the door will not open if you walk in, take the book - then leave the tower to talk to wahtever that merchant is. Basically talking to the merchant before the door opens screws up your game forcing you to restart, {{uns|216.250.155.35|22:49, 30 August 2011 (GMT)}}&lt;br /&gt;
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Hello! Ahem! It has been awhile since I've been here and read this section. Re-reading it and correcting my omission errors brought back even older memories. Like, now that I think of, many years ago I used to leave the book in place, thinking of it has just as good a display stand as any other, and it was placed there for a reason. Meaning that I left it alone after reading it, and I was still able to continue onward as intended. So the other posters here are correct about leaving the book there! My bad! I apologize for the misinformation! It's just that, I've gotten so used to removing the book so that I can have my characters sit on the hand, that I take it for granted, and probably even presumed that everyone else would remove it too, even if they don't have the mod that gives you &amp;quot;Seating Cushions&amp;quot; that one can use to make a place to sit. Now on the Bandits note. The &amp;quot;Spell Tomes Conjurer&amp;quot; guy found my party in the tower, for the very first time! So maybe the Bandits followed you? Because of the bad habits of my of party members, I'd assumed that there couldn't be trespassers in the spire, if they can't even manage to come and go like they are supposed to, without help from me. If they didn't follow you there, maybe it's related to what happens after spending time in a jail cell, you get released and NPCs sometimes also show up right next to you, as if they were in your party. Or it could be a part of the problem, when NPCs find a shortcut travel method and exploit it, even if they aren't meant to do so. [[User:Leo Star Dragon 1|Leo Star Dragon 1]] 06:45, 9 May 2012 (UTC)&lt;br /&gt;
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== Moved bug ==&lt;br /&gt;
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* Sometimes after combat, the atronach will start killing another one of your followers (preferably Ushnar's Skinned Hound). The best way to stop this is to dismiss the atronach and go get a new one.&lt;br /&gt;
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:Sometimes is quite vague, and why would it be preferable for it to kill the skinned hound? More importantly is this common behaivor for followers to accidentally attack each-other? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 23:16, 6 March 2011 (UTC)&lt;br /&gt;
::That is common for any followers. When you go to battles with multiple followers they often end up fighting each other, with some exception, eg. Martin &amp;lt;s&amp;gt;vs&amp;lt;/s&amp;gt; Jauffre. --[[User:Wizy|Wizy]] &amp;lt;span style=&amp;quot;font-size:7pt;&amp;quot;&amp;gt;([[User_Talk:Wizy|Talk]]/[[Special:Contributions/Wizy|Contribs]])&amp;lt;/span&amp;gt; 23:42, 6 March 2011 (UTC)&lt;br /&gt;
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== Refined Frost Salts and the Atronach Altar ==&lt;br /&gt;
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The Official Plug-in page for the Spire says 'upgrade to summon an atronach familiar', obviously this is incorrect, the altar is usable immediately upon entering the Spire, so long as you have the salts.&lt;br /&gt;
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Also if you're carrying Refined Frost Salts, the Tears of the Savior quest item, these can be used to summon a Frost Atronach without losing them. I noticed this when only two of my three regular Frost Salts were consumed upon using the altar. {{unsigned|121.218.230.191|30 March 2011}}&lt;br /&gt;
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: The page doesn't say that you have to upgrade before you can use the altar. Please point out the part where you think it says this. I just checked the script, and refined frost salts are ''not'' accepted by the altar. You must be mistaken. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:46, 30 March 2011 (UTC)&lt;br /&gt;
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::Condescending much? I don't think it says that, it ''does'' say that, however I had clicked on the related link after reading that and come here. It's the official plug-in page as I mentioned http://www.uesp.net/wiki/Oblivion:Wizard%27s_Tower that says you need to upgrade to summon an atronach.&lt;br /&gt;
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::I had three Frost Salts and a Refined Frost Salt, I summoned a Frost Atronach yesterday and again just a moment ago to confirm, lost only two regular Frost Salts from inventory (even though it tells me it has removed 3 Frost Salts). If you're sure the Refined Salts cannot be used instead then it's a bug.&lt;br /&gt;
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::I did note that the two Frost Salts that were taken were both marked as stolen while the third that I was left with was not.&lt;br /&gt;
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::An attempt to test with only two Frost Salts and a Refined Salt failed. But once again testing with three Frost Salts, only the two stolen Frost Salts were consumed while I am left with the third legit one. I cannot check the files on Xbox so I have to assume it's merely a bug with the script taking a stack of stolen ones and neglecting the third it should take. Barely worth mentioning I guess. {{unsigned|121.218.230.191|30 March}}&lt;br /&gt;
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:::Yes, it's to do with the stolen frost salts being grouped separately from the legit ones. The refined frost salts play no part in it. [[User:Legoless|Legoless]] 16:18, 30 March 2011 (UTC)&lt;br /&gt;
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::::Yeah figured, glad that's cleared up. Anyway, if someone cares enough to edit that official plug-in page or perhaps the bug list on this articles page, this section is not needed and can be removed. I'm not entirely confident in my wiki code editing so I'm not going to bother.&lt;br /&gt;
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I tested this and it works, (360). With one stolen and two non-stolen flame salts I summoned a Flame Atronach and only the stolen one was removed from my inventory. I am putting a note up since this is an exploitable glitch, I understand that duping renders this glitch useless. That doesn't change the fact that it should be documented. [[User:Datacaust|Datacaust]] 17:13, 10 April 2011 (UTC)&lt;br /&gt;
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: There's no need to. It's a common bug, and isn't specific to the altar (for example, see the Vampire Cure quest where you have to gather soul gems). [[User:Legoless|Legoless]] 17:23, 10 April 2011 (UTC)&lt;br /&gt;
::Can you post a link to where this bug is documented? [[User:Datacaust|Datacaust]] 17:45, 10 April 2011 (UTC)&lt;br /&gt;
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:::It doesn't seem to be. If you want, you can write about it on [[Oblivion:Glitches]]. But, like I said, it's a common occurrence and doesn't belong on this article. [[User:Legoless|Legoless]] 17:49, 10 April 2011 (UTC)&lt;br /&gt;
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::::How many other occcurences are you aware of? Hey! what about Nirnroots with sinderion? [[User:Datacaust|Datacaust]] 17:54, 10 April 2011 (UTC)&lt;br /&gt;
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::::: Not during usual gameplay, as you can't 'steal' a Nirnroot. But in theory I guess it could work. I haven't actually tested the glitch, I only speak from memory. [[User:Legoless|Legoless]] 17:56, 10 April 2011 (UTC)&lt;br /&gt;
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Yeah I can flag just about anything as stolen though.. I'm testing this. If it's possible you'll be able to complete seeking your roots with 44 Nirnroot instead of 100. [[User:Datacaust|Datacaust]] 18:14, 10 April 2011 (UTC)&lt;br /&gt;
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: I don't believe you can ever &amp;quot;steal&amp;quot; a Nirnroot - the ones indoors give you the red hand icon but don't count as stolen, and since Nirnroot has zero value you can't sell it to someone then steal it back. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 18:32, 10 April 2011 (UTC)&lt;br /&gt;
::Yes I can. [[User:Datacaust|Datacaust]] 05:19, 12 April 2011 (UTC)&lt;br /&gt;
::BAH your right zero value, well I'll continue to look into this but not as enthusiastically. [[User:Datacaust|Datacaust]] 21:28, 10 April 2011 (UTC)&lt;br /&gt;
Datacaust has stolen Nirnroot. [[User:Datacaust|Datacaust]] 02:00, 11 April 2011 (UTC)&lt;br /&gt;
:It doesn't work with Sinderion he takes all ten tried 1/9 and 5/5 stolen/clean ratio. Oddly with 5/7 he took 4\6. Trying it with the collector quest. [[User:Datacaust|Datacaust]] 04:55, 11 April 2011 (UTC)&lt;br /&gt;
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Continued in [[Oblivion:Glitches/Proposed#Minor_Glitch:_Removed_separately_stacked_items_not_being_removed.2C_glitch.|proposed glitches]]. [[User:Datacaust|Datacaust]] 05:21, 12 April 2011 (UTC)&lt;br /&gt;
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== Oblivion freezes when I get to Jerall Mountains!!!! ==&lt;br /&gt;
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I don't know the reason...but anytime I fast travel to the Jerall Mountains, my loading bar stays the same place and the only thing working is the music....When I try to fast travel to Frostcrag Spire it does the same...I can't get near that place cuz it freezes the whole game...I got sick of it once and used Noclip to get there the hard way...and when the screen showed &amp;quot;Loading Area&amp;quot; it freezed...I tried the same with the normal travel and it freezes...&lt;br /&gt;
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So I  really need help with this problem....&lt;br /&gt;
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:Have you tried uninstalling and reinstalling the addon? That may fix it.&lt;br /&gt;
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== Fast-travel bonus glitch ==&lt;br /&gt;
&lt;br /&gt;
I'm playing Oblivion on X-Box 360 and have the Frostcrag Spire add-on installed from an old X-Box magazine supplementary disc. Fast-travel times ''from'' Frostcrag can vary, depending on which door you exit from to step outside. For example, when I fast-travel to the Imperial City dockside area from the spire's ''main'' entrance, travel-time is consistently slightly less than 5 hours for my current character. However, fast-travelling to the same destination from the Bedroom area balcony, (the one with the Mage's Guild portals), the travel time is always in the area of 5 to 20 minutes. In fact, it seems like fast-travel from the Bedroom balcony to any map location only takes a few minutes, which is handy for anyone trying to beat a deadline, like trying to hit the shops with a bucket-load of merchandise before closing time. (I haven't tried fast-travelling from the upper tower/clockwork mobile area yet, can't say if travel times from there are affected.) Don't know if this is a unique glitch to my particular game, or if anyone else has observed this. {{uns|76.11.82.150|03:22, 20 June 2011}}&lt;br /&gt;
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: I can verify that this does happen and is a known side effect of having &amp;quot;doors&amp;quot; leading all across the map. I'm not sure if it's documented on the wiki, but it's nothing unique to the magazine version. --[[User:Legoless|Legoless]] 02:36, 20 June 2011 (UTC)&lt;br /&gt;
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== Moved Bug ==&lt;br /&gt;
&lt;br /&gt;
:''The altars of enchanting and spellmaking seems to have been miplaced at first, and those two altars can therefore be found, with clipping off (PC only), dirrectly left of the three altars inside the main hall.''&lt;br /&gt;
I can't understand what this means, and it doesn't sound very noteworthy anyway - especially if it can only be seen using console commands. --[[User:Legoless|Legoless]] 20:07, 20 June 2011 (UTC)&lt;br /&gt;
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:Agreed. It seems likely that they are placed outside the playable area, and simply moved when the upgrades are bought, if I understand the description. --{{FC|orchid|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 00:31, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello! Man, what timing! I've just seen this for the very first time, mere moments ago! Yes, there are indeed duplicates of the alters, with candles in place, where the poster said they are. I didn't try to use them though, so I don't know if they are fully functional. To see them use &amp;quot;TCL&amp;quot; to phase through the wall.So I thought I'd let the poster know that he's not the only one to see them, what with the serendipity in play here. [[User:Leo Star Dragon 1|Leo Star Dragon 1]] 06:50, 9 May 2012 (UTC)&lt;br /&gt;
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== I can't get my atronach to go through the portal to the Shivering Isles with me. ==&lt;br /&gt;
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Am I doing something wrong? Has anyone else run into this problem?&lt;br /&gt;
&lt;br /&gt;
:I doubt you're supposed to be able to do that to begin with. NPCs and creatures aren't supposed to travel with you between Cyrodiil and the Shivering Isles, unless a glitch were to occur. [[Special:Contributions/69.210.37.206|69.210.37.206]] 02:14, 27 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_House_of_Horrors&amp;diff=959358</id>
		<title>Skyrim talk:The House of Horrors</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_House_of_Horrors&amp;diff=959358"/>
		<updated>2012-05-26T21:01:18Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unable 2 talk ==&lt;br /&gt;
I can't get the quest; Kleppr won't tell me anything about the witchhunter.&lt;br /&gt;
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== Bugged ==&lt;br /&gt;
&lt;br /&gt;
Vigilant Tyranus won't appear and engage in conversation, no matter what. I have tried enabling him and moveto player, even including Yngvar the Singer, but to no avail. I also tried setstage for all stages, with no response from the game whatsoever. I have met the level requirement. Is there a way to force Vigilant Tyranus to talk to me regarding the quest(or to talk to Yngvar)? [[Special:Contributions/78.50.189.48|78.50.189.48]] 19:04, 17 November 2011 (UTC)&lt;br /&gt;
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:talk to the inns counter lady and ask about rumors. this should start the quest and lead u to vigilant tyranus. also if anyone else had the problem where the guards try to arrest u and then u try every dialog and nothing happens just kill the guards dont hurt vigilant tyranus. Then use the spell &amp;quot;pacify&amp;quot; on him he should lead u right into the house. once pacify wears off use it again. {{Unsigned|71.195.238.210|19:26, 28 November 2011}}&lt;br /&gt;
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== A bug/help? ==&lt;br /&gt;
&lt;br /&gt;
On X Box&amp;lt;br&amp;gt;&lt;br /&gt;
Two bugs I've found for this quest:&lt;br /&gt;
# When you first go into the basement, before you kill the other guy with you, it will make all the banging and the controller vibrates, as it should. But if you leave the house, the banging/vibrating doesn't stop no matter where you go.&lt;br /&gt;
# After talking to the shrine, I went tot he front door but it wouldn't let me out - the door requires a key to open. I had to restart my save.&lt;br /&gt;
-Harlan {{Unsigned|209.52.67.159|01:35, 19 November 2011}}&lt;br /&gt;
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:I figured it out. You have to let the priest talk and not interrupt him or else you get stuck in the house forever. {{Unsigned|71.239.60.214|03:35, 30 November 2011}}&lt;br /&gt;
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== House? ==&lt;br /&gt;
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Do you own the house after the quest as a reward? {{Unsigned|Shm0key|04:50, 24 November 2011 (UTC)}}&lt;br /&gt;
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:Well, the house wasn't really owned by anyone in the first place. However, doing some testing, it's not illegal to enter the house (at any time), and you can sleep in the bed in the house. It remains to be seen if you can use the storage safely, but assuming that it is, you can count it as a free house. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 04:50, 24 November 2011 (UTC)&lt;br /&gt;
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== Rescue the Priest: I found him at druadach redoubt. ==&lt;br /&gt;
&lt;br /&gt;
I completed the Markath quest to free the forsworn from the prison before saving him. As such I was able to freely enter the forsworn redoubt of Druadach and walk straight to him. If I attack a guard he shouts &amp;quot;HEY I'm on your side!&amp;quot;. You also get to see the old guy from Cidnah mine who says 'If it isn't my old friend from Cidnah mine'. I've amended one of the sections to reflect this. {{Unsigned|92.234.232.224|16:10, 26 November 2011}}&lt;br /&gt;
&lt;br /&gt;
== Can also be found at Red Eagle Ascent? ==&lt;br /&gt;
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I found him there, in one of the tents near Red Eagle Ascent (not inside the Ascent!). {{Unsigned|217.140.239.23|19:13, 4 December 2011}}&lt;br /&gt;
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Confirmed.&lt;br /&gt;
&lt;br /&gt;
== Bug: Mace uninteractable ==&lt;br /&gt;
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While trying to interact with the mace I interact with the shrine instead. Possible fixes? {{Unsigned|93.109.129.169|18:31, 27 November 2011}}&lt;br /&gt;
:When its time to interact with the mace, it places it in your hands I believe. {{Unsigned|75.146.90.190|20:12, 30 November 2011}}&lt;br /&gt;
::No it just raises up from the alter when you touch it, activating the cage in the first place if I remember correctly. --[[User:D. Gemini|D. Gemini]] 12:11, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BUG (solved) Lord keeps asking the same question ==&lt;br /&gt;
My solution:&lt;br /&gt;
I had a bug where i couldnt get to the next dialogue where i get the quest from the Lord, he kept asking me the same question. What i did was, i loaded a earlier save and i got the witchhunter quest from the guy at the inn (same quest, one &amp;quot;step&amp;quot; before). Then when i answer the question at the altar i got to the next dialogue where the Lord gives me the quest. (please correct english, hope it helps) {{Unsigned|190.247.28.9|03:06, 10 December 2011}}&lt;br /&gt;
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== No Forsworn Resistance == &lt;br /&gt;
&lt;br /&gt;
I'm sticking this here purely cause it might be a bug for me only; but clarify this, i've done that quest with the cidnha mine and helped them yet still every single one of them still wants to kill me within this place, with a vengeance. I'm level 46 too so some of them ain't exactly easy! I have yet to come across the main guy i helped. (Come here to track down what seems to be an invisible door to me lol, or im blind). But this kind of statement really needs confirmation, or if its one certain room they dont attacked then state that, cause at the moment this detailed walkthrough might benefit from that not being there as even though i've done that its not working. Xbox 360 - Patch 1.2.11.0 ([[User:Killerchronic|Killerchronic]] 02:36, 13 December 2011 (UTC))&lt;br /&gt;
:I am ofc referring to the later stage where you track down the priest, but rereading it still seems like i shouldn't be being attacked. Unless the main page is wrong. Going to finish this quest and if necessary amend it. Can't have misinformation like this. Also the detailed walkthrough should closely follow the quick one so its easy to jump from one part to the other, so far its 8 parts to 4 and not a single title comes close to what you should be doing at the time. It's a walkthrough not a description of what you did, there is a difference. ([[User:Killerchronic|Killerchronic]] 02:40, 13 December 2011 (UTC))&lt;br /&gt;
::that's a bug for you, i get no resistance from the forsworn and the priest is right there with an arrow over his head(PS3) [[Special:Contributions/24.9.7.137|24.9.7.137]] 05:17, 21 December 2011 (UTC)&lt;br /&gt;
:::I can't tell from the post which redoubt you had to go to find the priest, but do keep in mind that only the Forsworn at Druadach Redoubt will be friendly to you. If you go to any of their other encampments they will be hostile. [[Special:Contributions/97.116.166.205|97.116.166.205]] 01:26, 27 February 2012 (UTC)&lt;br /&gt;
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== Glitch ==&lt;br /&gt;
&lt;br /&gt;
:''Moved from article'' &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:26, 26 December 2011 (UTC)&lt;br /&gt;
Vigilant Tyranus wasnt't waiting by the house when i got there so i walked around and waited. it didnt work. then i went and bought the dog vigilance over by the markath stables and then he was there. i dont know if that stopped a glitch but it worked. {{Unsigned|72.198.193.121|20:05, 26 December 2011}}&lt;br /&gt;
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== Negative consequences for completing this quest? ==&lt;br /&gt;
&lt;br /&gt;
Are there any negative consequences to other quests for completing the quest and being the champion of an evil Daedric Prince? Any later characters who might object, not give you quests, etc?&lt;br /&gt;
:Not as far as I have seen, in Oblivion it was the same. For Sanguine's quest however, after a few weeks a man named Deep-in-his-Cups will show up asking for money.[[User:RIM|RIM]] 23:17, 7 January 2012 (UTC)&lt;br /&gt;
:Almost '''all''' daedric princes are inherently evil; Molag Bal's quest just happens to be one of the most evidently immoral.[[Special:Contributions/31.53.54.18|31.53.54.18]] 11:45, 19 January 2012 (UTC)&lt;br /&gt;
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== Bug? ==&lt;br /&gt;
&lt;br /&gt;
I started this quest one time and got to the point where I was trapped before the altar. Being the indignant lout that I am, I chose to exit out of the conversation with Molag Bal and no way to get back into it. I restarted without trying too hard and didn't come back to the quest, but if anyone else can confirm that this will trap you permanently then ought we place a warning not to do this? [[Special:Contributions/216.17.10.66|216.17.10.66]] 22:08, 24 February 2012 (UTC)&lt;br /&gt;
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== Trivial information about the SHRINE ==&lt;br /&gt;
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The inside of the altar...has an outline of a red filled six pointed star.&lt;br /&gt;
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Just thought I'd share this. I honestly have no idea what Bethesda intended by this. I'm sure it was most likely something overlooked.[[User:Theindividual|Theindividual]] 05:31, 8 March 2012 (UTC)&lt;br /&gt;
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== Carrying the Mace Elicits Comments ==&lt;br /&gt;
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Somewhat soon after completing this, I heard a guard or NPC say something about the mace, expressing fear. Maybe, &amp;quot;Don't come near me with that mace,&amp;quot; or something like that. I was merely carrying it, not brandished or equipped. I don't remember exactly what was said. If someone else hears it, my impression is that this information is appropriately included as a note on the page. --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 01:27, 6 May 2012 (UTC)&lt;br /&gt;
:It does get a [[Skyrim:Guard|comment]] (two, actually), but only a few of the items (and skills) on that list have it mentioned on their pages. I don't think it was ever really brought up as a question. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 01:35, 6 May 2012 (UTC)&lt;br /&gt;
::OK. Thanks. I wasn't sure if there was a general preference for or against making notes about such on quest pages. I don't really have an opinion either way. (Then why did I mention it in the first place? I don't really know.) --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 05:27, 6 May 2012 (UTC)&lt;br /&gt;
:::In addition to the guard page mention, it's more relevant to the item itself, rather than the quest. So any such note should be on the [[Skyrim:Mace_of_Molag_Bal|item page]], where it is (vaguely) noted already. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 05:56, 6 May 2012 (UTC)&lt;br /&gt;
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== Serpent's Bluff Redoubt ==&lt;br /&gt;
&lt;br /&gt;
According to the CS, [[Skyrim:Serpent's Bluff Redoubt|Serpent's Bluff Redoubt]] is '''not''' a possible location for this quest.  One of the requirements for this quest's Dungeon is &amp;lt;code&amp;gt;HasSameEditorLocAsRefAlias&amp;lt;/code&amp;gt; as &amp;lt;code&amp;gt;MarkarthCenterMarker&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;LocTypeHold&amp;lt;/code&amp;gt;.  Which means that the Dungeon can only be a location in the Reach, whereas Serpent's Bluff Redoubt is in Whiterun hold.  Furthermore, another requirement is &amp;lt;code&amp;gt;LocationHasKeyword&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;LocTypeHagravenNest&amp;lt;/code&amp;gt; is zero, i.e. the location cannot be a Hagraven Nest, but Serpent's Bluff Redoubt is a Hagraven Nest.&lt;br /&gt;
&lt;br /&gt;
The only evidence for it being a location is [http://www.uesp.net/w/index.php?title=Skyrim%3ASerpent%27s_Bluff_Redoubt&amp;amp;diff=807210&amp;amp;oldid=804128 one unexplained, anonymous edit] -- it's never even been mentioned on this discussion page or the Serpent's Bluff Redoubt discussion page.  I'd like more evidence than an editor who might have just been assuming that the quest can happen in any Forsworn camp before throwing out everything we think we know about how the CS assigns dungeons to quests. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:48, 12 May 2012 (UTC)&lt;br /&gt;
:I was going by CaptiveMarker in the CS, and it was on the location page. Never occured to double check the Hold. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:01, 12 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Atronach_Forge&amp;diff=958881</id>
		<title>Skyrim:Atronach Forge</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Atronach_Forge&amp;diff=958881"/>
		<updated>2012-05-25T16:35:48Z</updated>

		<summary type="html">&lt;p&gt;184.88.12.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Magic}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;[[File:SR-place-Atronach_Forge.jpg|right|thumb|A mysterious link to Oblivion]]&lt;br /&gt;
[[Skyrim:The Midden|The Midden's]] main feature is the [[Skyrim:Atronach Forge|Atronach Forge]]. Near it, the book ''[[Skyrim:Atronach Forge Manual|Atronach Forge Manual]]'' can be found, along with the components to create the [[Skyrim:atronach|atronach]] recipes within. It refers to other [[Skyrim:Atronach_Forge_Recipe|Atronach Forge Recipes]] scattered about Skyrim.&lt;br /&gt;
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Having a Conjuration skill of 90 will allow the [[Skyrim:Conjuration Ritual Spell|Conjuration Ritual Spell]] quest from [[Skyrim:Phinis Gestor|Phinis Gestor]] to be started, which will result in the player obtaining a [[Skyrim:Sigil Stone|Sigil Stone]], which can be placed on the pedestal of the Atronach Forge. Some recipes require this object. As part of [[Skyrim:Fall of the Space Core, Vol 1|Fall of the Space Core, Vol 1]], the [[Skyrim:Space Core|Space Core]] can be placed on the pedestal and is necessary to summon a [[Skyrim:Fall of the Space Core, Vol 1#Dovahcore_Helmet|Dovahcore Helmet]].&lt;br /&gt;
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The Atronach Forge has an offering box and a lever. The lever must be pulled once for each conjured result. Before activating the lever again, previous activation animations must begin or nothing will happen. It is currently unknown how the forge prioritizes recipes from the available ingredients, however, it seems to choose the most reasonable guess for what the player wanted, e.g., it will summon staves before salts and deadly atronachs. The forge chooses to use ingredients alphabetically when multiple available types would be valid. The forge will not normally consume extra ingredients in the box, but due to a bug, each recipe which uses a soul gem will consume both a filled soul gem and an unfilled gem if both are available.&lt;br /&gt;
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Finding a copy of the recipe in the world is not required to craft that item. If the player supplies the necessary ingredients, any of the items are available.&lt;br /&gt;
&lt;br /&gt;
In the table below, &amp;quot;Delta&amp;quot; means the gold price difference between the forged object and the combined value of the items needed to create it.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Delta [[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
!Result&lt;br /&gt;
!Ingredient&lt;br /&gt;
!Ingredient&lt;br /&gt;
!Ingredient&lt;br /&gt;
!Ingredient&lt;br /&gt;
!class=unsortable|Notes&lt;br /&gt;
!Associated&amp;lt;br/&amp;gt;Recipe&lt;br /&gt;
|-&lt;br /&gt;
!!![[Skyrim:Flame Atronach|Flame Atronach]]&lt;br /&gt;
|[[Skyrim:Fire Salts|Fire Salts]]||||[[Skyrim:Ruby|Ruby]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Ruby|Flawless Ruby]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Ruby Ring|Silver Ruby Ring]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Gold Ruby Necklace|Gold Ruby Necklace]]|||||Hostile to player.||[[Skyrim:Atronach Forge Manual|0]]&lt;br /&gt;
|-&lt;br /&gt;
!!![[Skyrim:Frost Atronach|Frost Atronach]]&lt;br /&gt;
|[[Skyrim:Frost Salts|Frost Salts]]||||[[Skyrim:Sapphire_(item)|Sapphire]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Sapphire|Flawless Sapphire]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Gold Sapphire Ring|Gold Sapphire Ring]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Sapphire Necklace|Silver Sapphire Necklace]]||||Hostile to player.||[[Skyrim:Atronach Forge Manual|0]]&lt;br /&gt;
|-&lt;br /&gt;
!!![[Skyrim:Storm Atronach|Storm Atronach]]&lt;br /&gt;
|[[Skyrim:Void Salts|Void Salts]]||||[[Skyrim:Amethyst|Amethyst]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Amethyst|Flawless Amethyst]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Amethyst Ring|Silver Amethyst Ring]]||||Hostile to player.||[[Skyrim:Atronach Forge Manual|0]]&lt;br /&gt;
|-&lt;br /&gt;
!!![[Skyrim:Unbound Dremora|Unbound Dremora]]&lt;br /&gt;
|[[Skyrim:Skull|Skull]]||[[Skyrim:Daedra Heart|Daedra Heart]]||Raw Meat&amp;lt;br/&amp;gt;([[Skyrim:Dog Meat|Dog Meat]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Mammoth Snout|Mammoth Snout]] ''or'' &amp;lt;br/&amp;gt;[[Skyrim:Horse Meat|Horse Meat]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Horker Meat|Horker Meat]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Leg of Goat|Leg of Goat]])||Raw Meat&amp;lt;br/&amp;gt;(same 5 options;&amp;lt;br/&amp;gt;can use same meat&amp;lt;br/&amp;gt;or two different ones)||Hostile to player.&amp;lt;br/&amp;gt;Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-50!![[Skyrim:Daedra Heart|Daedra Heart]]&lt;br /&gt;
|||[[Skyrim:Human Heart|Human Heart]]||||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 1|1]]&lt;br /&gt;
|-&lt;br /&gt;
!239!![[Skyrim:Staff of the Flame Atronach|Staff of the Flame Atronach]]&lt;br /&gt;
|[[Skyrim:Fire Salts|Fire Salts]]||[[Skyrim:Broom|Broom]]||[[Skyrim:Corundum Ore|Corundum Ore]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Corundum Ingot|Corundum Ingot]]||[[Skyrim:Greater Soul Gem|Greater Soul Gem]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Grand Soul Gem|Grand Soul Gem]] ''or''&amp;lt;br/&amp;gt; [[Skyrim:Black Soul Gem|Black Soul Gem]]||||[[Skyrim:Atronach Forge Recipe 31|31]]&lt;br /&gt;
|-&lt;br /&gt;
!565!![[Skyrim:Staff of the Frost Atronach|Staff of the Frost Atronach]]&lt;br /&gt;
|[[Skyrim:Frost Salts|Frost Salts]]||[[Skyrim:Broom|Broom]]||[[Skyrim:Moonstone Ore|Moonstone Ore]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Refined Moonstone|Refined Moonstone]]||[[Skyrim:Greater Soul Gem|Greater Soul Gem]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Grand Soul Gem|Grand Soul Gem]] ''or''&amp;lt;br/&amp;gt; [[Skyrim:Black Soul Gem|Black Soul Gem]]||||[[Skyrim:Atronach Forge Recipe 30|30]]&lt;br /&gt;
|-&lt;br /&gt;
!988!![[Skyrim:Staff of the Storm Atronach|Staff of the Storm Atronach]]&lt;br /&gt;
|[[Skyrim:Void Salts|Void Salts]]||[[Skyrim:Broom|Broom]]||[[Skyrim:Orichalcum Ore|Orichalcum Ore]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Orichalcum Ingot|Orichalcum Ingot]]||[[Skyrim:Greater Soul Gem|Greater Soul Gem]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Grand Soul Gem|Grand Soul Gem]] ''or''&amp;lt;br/&amp;gt; [[Skyrim:Black Soul Gem|Black Soul Gem]]||||[[Skyrim:Atronach Forge Recipe 29|29]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-11!![[Skyrim:Spell Tome: Conjure Flame Atronach|Spell Tome: Conjure Flame Atronach]]&lt;br /&gt;
|[[Skyrim:Fire Salts|Fire Salts]]||[[Skyrim:Ruined Book|Ruined Book]]||[[Skyrim:Dragon's Tongue|Dragon's Tongue]]||[[Skyrim:Bear Pelt|Bear Pelt]]||||[[Skyrim:Atronach Forge Recipe 28|28]]&lt;br /&gt;
|-&lt;br /&gt;
!226!![[Skyrim:Spell Tome: Conjure Frost Atronach|Spell Tome: Conjure Frost Atronach]]&lt;br /&gt;
|[[Skyrim:Frost Salts|Frost Salts]]||[[Skyrim:Ruined Book|Ruined Book]]||[[Skyrim:Frost Mirriam|Frost Mirriam]]||[[Skyrim:Ice Wolf Pelt|Ice Wolf Pelt]]||||[[Skyrim:Atronach Forge Recipe 27|27]]&lt;br /&gt;
|-&lt;br /&gt;
!406!![[Skyrim:Spell Tome: Conjure Storm Atronach|Spell Tome: Conjure Storm Atronach]]&lt;br /&gt;
|[[Skyrim:Void Salts|Void Salts]]||[[Skyrim:Ruined Book|Ruined Book]]||[[Skyrim:Deathbell|Deathbell]]||[[Skyrim:Mammoth Tusk|Mammoth Tusk]]||||[[Skyrim:Atronach Forge Recipe 26|26]]&lt;br /&gt;
|-&lt;br /&gt;
!82!![[Skyrim:Spell Tome: Soul Trap|Spell Tome: Soul Trap]]&lt;br /&gt;
|[[Skyrim:Salt Pile|Salt Pile]]||[[Skyrim:Ruined Book|Ruined Book]]||[[Skyrim:Torchbug Thorax|Torchbug Thorax]]||[[Skyrim:Soul Gem|Soul Gem]]&amp;lt;br/&amp;gt;(any size)||||[[Skyrim:Atronach Forge Recipe 18|18]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-6!![[Skyrim:Scroll of Conjure Flame Atronach|Scroll of Conjure Flame Atronach]]&lt;br /&gt;
|[[Skyrim:Fire Salts|Fire Salts]]||[[Skyrim:Roll of Paper|Roll of Paper]]||[[Skyrim:Charcoal|Charcoal]]||||||[[Skyrim:Atronach Forge Recipe 25|25]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-6!![[Skyrim:Scroll of Conjure Frost Atronach|Scroll of Conjure Frost Atronach]]&lt;br /&gt;
|[[Skyrim:Frost Salts|Frost Salts]]||[[Skyrim:Roll of Paper|Roll of Paper]]||[[Skyrim:Charcoal|Charcoal]]||||||[[Skyrim:Atronach Forge Recipe 24|24]]&lt;br /&gt;
|-&lt;br /&gt;
!119!![[Skyrim:Scroll of Conjure Storm Atronach|Scroll of Conjure Storm Atronach]]&lt;br /&gt;
|[[Skyrim:Void Salts|Void Salts]]||[[Skyrim:Roll of Paper|Roll of Paper]]||[[Skyrim:Charcoal|Charcoal]]||||||[[Skyrim:Atronach Forge Recipe 23|23]]&lt;br /&gt;
|-&lt;br /&gt;
!248!![[Skyrim:Conjurer's Elixir|Conjurer's Elixir]]&lt;br /&gt;
|||[[Skyrim:Empty Wine Bottle|Empty Wine Bottle]]||[[Skyrim:Ectoplasm|Ectoplasm]]||[[Skyrim:Soul Gem|Soul Gem]]&amp;lt;br/&amp;gt;(any size)||||[[Skyrim:Atronach Forge Recipe 22|22]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-162!![[Skyrim:Fire Salts|Fire Salts]]&lt;br /&gt;
|[[Skyrim:Salt Pile|Salt Pile]]||||[[Skyrim:Ruby|Ruby]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Ruby|Flawless Ruby]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Ruby Ring|Silver Ruby Ring]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Gold Ruby Necklace|Gold Ruby Necklace]]||[[Skyrim:Soul Gem|Soul Gem]]&amp;lt;br/&amp;gt;(any size)||||[[Skyrim:Atronach Forge Recipe 21|21]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-312!![[Skyrim:Frost Salts|Frost Salts]]&lt;br /&gt;
|[[Skyrim:Salt Pile|Salt Pile]]||||[[Skyrim:Sapphire_(item)|Sapphire]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Sapphire|Flawless Sapphire]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Gold Sapphire Ring|Gold Sapphire Ring]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Sapphire Necklace|Silver Sapphire Necklace]]||[[Skyrim:Soul Gem|Soul Gem]]&amp;lt;br/&amp;gt;(any size)||||[[Skyrim:Atronach Forge Recipe 20|20]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-7!![[Skyrim:Void Salts|Void Salts]]&lt;br /&gt;
|[[Skyrim:Salt Pile|Salt Pile]]||||[[Skyrim:Amethyst|Amethyst]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Flawless Amethyst|Flawless Amethyst]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Silver Amethyst Ring|Silver Amethyst Ring]]||[[Skyrim:Soul Gem|Soul Gem]]&amp;lt;br/&amp;gt;(any size)||||[[Skyrim:Atronach Forge Recipe 19|19]]&lt;br /&gt;
|-&lt;br /&gt;
!!!Random Daedric [[Skyrim:Generic Magic Weapons|Enchanted Weapon]]&lt;br /&gt;
|[[Skyrim:Silver Sword|Silver Sword]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Ebony Ingot|Ebony Ingot]]||[[Skyrim:Greater Soul Gem|Greater Soul Gem (filled)]] ''or'' &amp;lt;br/&amp;gt;[[Skyrim:Grand Soul Gem|Grand Soul Gem (filled)]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Black Soul Gem|Black Soul Gem (filled)]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 3|3]]&lt;br /&gt;
|-&lt;br /&gt;
!!!Random Daedric [[Skyrim:Generic Magic Apparel|Enchanted Armor]]&lt;br /&gt;
|[[Skyrim:Void Salts|Void Salts]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Ebony Ingot|Ebony Ingot]]||[[Skyrim:Greater Soul Gem|Greater Soul Gem (filled)]] ''or'' &amp;lt;br/&amp;gt;[[Skyrim:Grand Soul Gem|Grand Soul Gem (filled)]] ''or''&amp;lt;br/&amp;gt;[[Skyrim:Black Soul Gem|Black Soul Gem (filled)]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 4|4]]&lt;br /&gt;
|-&lt;br /&gt;
!379!![[Skyrim:Daedric Bow|Daedric Bow]]&lt;br /&gt;
|[[Skyrim:Ebony Bow|Ebony Bow]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 5|5]]&lt;br /&gt;
|-&lt;br /&gt;
!69!![[Skyrim:Daedric Mace|Daedric Mace]]&lt;br /&gt;
|[[Skyrim:Ebony Mace|Ebony Mace]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 6|6]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-471!![[Skyrim:Daedric Dagger|Daedric Dagger]]&lt;br /&gt;
|[[Skyrim:Ebony Dagger|Ebony Dagger]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 7|7]]&lt;br /&gt;
|-&lt;br /&gt;
!379!![[Skyrim:Daedric Greatsword|Daedric Greatsword]]&lt;br /&gt;
|[[Skyrim:Ebony Greatsword|Ebony Greatsword]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 8|8]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-151!![[Skyrim:Daedric Sword|Daedric Sword]]&lt;br /&gt;
|[[Skyrim:Ebony Sword|Ebony Sword]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 9|9]]&lt;br /&gt;
|-&lt;br /&gt;
!1594!![[Skyrim:Daedric Warhammer|Daedric Warhammer]]&lt;br /&gt;
|[[Skyrim:Ebony Warhammer|Ebony Warhammer]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 10|10]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-46!![[Skyrim:Daedric War Axe|Daedric War Axe]]&lt;br /&gt;
|[[Skyrim:Ebony War Axe|Ebony War Axe]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 11|11]]&lt;br /&gt;
|-&lt;br /&gt;
!484!![[Skyrim:Daedric Battleaxe|Daedric Battleaxe]]&lt;br /&gt;
|[[Skyrim:Ebony Battleaxe|Ebony Battleaxe]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 12|12]]&lt;br /&gt;
|-&lt;br /&gt;
!169!![[Skyrim:Daedric Shield|Daedric Shield]]&lt;br /&gt;
|[[Skyrim:Ebony Shield|Ebony Shield]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 13|13]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-331!![[Skyrim:Specialty Gear#Daedric Boots|Daedric Boots]] †&lt;br /&gt;
|[[Skyrim:Ebony Boots|Ebony Boots]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 14|14]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;color:red;&amp;quot;|-331!![[Skyrim:Daedric Gauntlets|Daedric Gauntlets]]&lt;br /&gt;
|[[Skyrim:Ebony Gauntlets|Ebony Gauntlets]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 15|15]]&lt;br /&gt;
|-&lt;br /&gt;
!1019!![[Skyrim:Daedric Armor|Daedric Armor]]&lt;br /&gt;
|[[Skyrim:Ebony Armor|Ebony Armor]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 16|16]]&lt;br /&gt;
|-&lt;br /&gt;
!169!![[Skyrim:Daedric Helmet|Daedric Helmet]]&lt;br /&gt;
|[[Skyrim:Ebony Helmet|Ebony Helmet]]||[[Skyrim:Daedra Heart|Daedra Heart]]||[[Skyrim:Centurion Dynamo Core|Centurion Dynamo Core]]||[[Skyrim:Black Soul Gem|Black Soul Gem]]||Requires [[Skyrim:Sigil Stone|Sigil Stone]].||[[Skyrim:Atronach Forge Recipe 17|17]]&lt;br /&gt;
|-&lt;br /&gt;
!!![[Skyrim:Fall of the Space Core, Vol 1#Dovahcore_Helmet|Dovahcore Helmet]] (only in PC version)&lt;br /&gt;
|[[Skyrim:Iron Helmet|Iron Helmet]]||[[Skyrim:Moonstone Ingot|Moonstone Ingot]] ''or'' [[Skyrim:Moonstone Ore|Moonstone Ore]]||||||Requires [[Skyrim:Space Core|Space Core]]. [[Skyrim:Fall of the Space Core, Vol 1|Fall of the Space Core, Vol 1]] must be installed.||&lt;br /&gt;
|}&lt;br /&gt;
† The Daedric boots produced are the [[Skyrim:Specialty Gear#Daedric Boots|Dremora-specific boots]], not the standard [[Skyrim:Daedric Boots|Daedric Boots]]. See the [[#Bugs|bugs section]] below for details.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SR-item-Sigil Stone.jpg|The Sigil Stone on the pedestal&lt;br /&gt;
File:SR-place-Atronach Forge Space Core.jpg|The Space Core on the pedestal&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A decent amount of profit can be made by creating dremora with the forge. The dremora will always carry an enchanted weapon and a daedra heart. You need only one daedra heart and an excess of raw meat and skulls to create numerous enchanted weapons.&lt;br /&gt;
*[[Skyrim:Atronach Forge Recipe|Atronach Forge Recipes]] 1-17 are written in the [[Lore:Daedric Alphabet|Daedric Alphabet]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|The Daedric boots produced are the [[Skyrim:Specialty Gear#Daedric Boots|Dremora-specific boots]] (&amp;lt;code&amp;gt;000f1abd&amp;lt;/code&amp;gt;) not the standard [[Skyrim:Daedric Boots|Daedric Boots]] (&amp;lt;code&amp;gt;0001396a&amp;lt;/code&amp;gt;). They will not show up in your inventory but will add weight to your character. If you have already picked them up they can be removed and properly added with console commands.}}&lt;br /&gt;
&lt;br /&gt;
:*To fix the bug:&lt;br /&gt;
&lt;br /&gt;
::# Press ~ to get the console&lt;br /&gt;
::# Type player.removeitem 00f1abd 1 &amp;lt;-takes the invisible boots out of inventory so you don't get penalized with the weight&lt;br /&gt;
::# Type player.additem 0001396a 1 &amp;lt;-adds actual Daedric Boots&lt;br /&gt;
::# Press ~ again to close console&lt;br /&gt;
&lt;br /&gt;
::You should now see the boots in inventory. Note that both the item numbers above are called &amp;quot;Daedric Boots&amp;quot;. when you add/remove them you'll get an inventory message in the top left of your screen.&lt;br /&gt;
{{Bug|{{pc22}} Attempting to place the Space Core on the pedestal while in possession of the Sigil Stone will duplicate the latter. To place the Space Core, you will need to drop all Sigil Stones from your inventory.}}&lt;br /&gt;
{{Bug|The Random Daedric Enchanted Weapon recipe produces only warhammers and waraxes.|modnotes=Leveled Item list &amp;lt;code&amp;gt;LItemEnchDaedricAnyWeapon&amp;lt;/code&amp;gt; contains only warhammers and waraxes.|confirmed=1}}&lt;br /&gt;
{{Bug|{{ps22}} By placing viable options for the same recipe in the offering box, the forge will consume one of each, rather than just one.{{vn}}}}&lt;/div&gt;</summary>
		<author><name>184.88.12.130</name></author>
		
	</entry>
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